Thursday, December 1, 2011

Karakuri and the truth about machine decks


I wrote this post in may on another blog, so I will post it here because I think is interesting.

I tried to build many old strategies that I used to love; one of those is "Roids", a fusion deck where the materials are almost playable. Even though I could have some descent duels, it was really hard to use the deck. The real problem wasn't the build itself, it was on the fact that all of them are machine. Nowadays this game has two strong sidedeck cards against machine: cyber dragon and system down. The field can be clean easily without waste a normal summon or active a destruction effect, also you can loss your graveyard in the process. However, machine decks exist... wait, that's not true. "Machina" decks exist. The question is, why? And why there isn't any other playable machine strategy? ¿What happen with roids, Jinzo, cyber dragon decks? The answers to those questions lie behind the Machina strategy.

Machina is a basic deck, where Solidarity use to be a staple that string the options even more. The main squeleton of the deck is: 6 gadgets , 3 gearframe, 3 fortress. And the key to success is a concept that we all know: Floaters. All the gadgets can search for another gadget, while his key monster is a special summon 2500atk beater capable of destroy card after his dead. So, Machina can create almost 4000 damage any turn and that is what makes the strategy so good. Who cares if you clean the field? The machina strategy can create a new field of 4000 damage and finish the duel. The possibilities increase if we add solidarity and limiter removal to the mix.

This is the future of all the machine strategies: Easy special summon effects, great turns with 4000 damage and a lot of floaters that don't relies on the grave. This is the only way to play a machine deck, and Konami knows it. That's why karakuri have a lot of searchers, syncros with special summon effects, and extra draw effects.

Karakuri is the new "Machina", with more summons, more draws and more resources. But always with the same strategy, great turns of 4000 damage, and without loss cards so you can repeat the process if your opponent use system down. Konami figure out a way to eliminate all the past machine strategy and keep only the new ones, those capable of survive against cyber dragon and system down. Konami have found a way to ban thousand of cards without use the banlist.

I'm not complaining, I just feel sad because I can't play Roids even like a tier2 deck.

3 comments:

  1. Curiosamente hoy, mientras me dirigia al trabajo e iba manejando iba pensando exactamente lo mismo que tu.........
    ...... luego por que la gente choca XD

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  2. Aunque yo lo pense en mayo, cuando recien salia Ninishi y Karakuri se convertia en un deck meta.

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  3. Actually untrue i use my machines and i don't run into system down because it only effects if i lose my monsters really but, i use quick plays and traps that put my monsters into my deck and i have cards that special summon my fusions. and i can fusion summon the monsters with only one cyber dragon.

    Nice attempt at trying to kill the cybers or "unproper machines" but sorry you don't know the hidden power of the machines from the previous generations.

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