Heavy Machina Gadgets Exist!?

Whats up ARG, Mkohl40 Here! Today I wanted to talk about a deck that was brought to my attention by my friend Jordan Nasser. This deck has been making a few guest appearances on Shriek in the OCG Tourneys and I wanted to talk about some of the card choices and why I chose this deck. Remember to read the whole article and enjoy 😉

Monsters: 24
3 Cardcar D
2 Maxx "C"
1 Scrap Recycler
1 Green Gadget
1 Red Gadget
1 Yellow Gadget
3 Machina Fortress
3 Machina Gearframe
3 Machina Force
1 Machina Cannon
1 Gorz
2 Tragoedia
2 Effect Veiler

Spells: 11
1 Heavy Storm
2 Pot of Duality
1 Monster Reborn
1 Pot of Avarice
1 Dark Hole
1 Forbidden Lance
3 Mystical Space Typhoon
1 Limiter Removal

Traps: 5
3 Compulsory Evacuation Device
2 Torrential Tribute

Da Monsters

Looking at the monsters one would wonder just what exactly this duelist is trying to achieve. At first glance it appears he is trying to harness the full power of Machina Fortress. He has chosen to use Cardcar D as an attempt to reach the key pieces to the Fortress combo in the early stages of the game. Once you have set up an immediate way to drop Fortress at least 2-3 times in one turn you have achieved your maximum output!

The deck uses its monsters as a form of protection. This is something I really do like about this particular deck. The deck has the built in defense of Veilers, Maxx C, Gorz, and Tragoedia while relying on multiple Fortresses to aid in its defense.

I Dont always Look this Good But When I do...

Another key to this deck is Scrap Recycler. He gives you the ability to recycle your used forces and cannons and returning them back to the deck to set back up your Gear Gigant plays. This is something I found rather interesting because it creates an insane amount of card advantage.

Da Spells


This deck does a surprisingly good job on insuring you have the key pieces for your OTK potential. As I mentioned before the constant access to fortress combined with Limiter Removal and Big Eye creates a game state you just can’t lose right? This is up to the user of the deck to decide. Pushing for game and creating an OTK set up seems to be ideal.

Da Traps


The traps in this particular deck are lacking in my opinion. Only having 5 traps for defense means I would be finding myself on the edge of a potential OTK if I do not have my hand traps in my hand. Using less traps means that one mystical space your opponent plays turn one could also be the end of you. But, looking at the decks purpose if you always have a fortess on board what do you have to lose?


Looking at the deck and having talked with Nasser, I can agree with his decision to cut the CardCar’s for an additional set of gadgets. This creates more of a constant hand flow and I do not leave myself open when I end my turn. This also creates a passive game state for my second turn to create a very important Gear Gigant. Outside of this I do not feel that I would change much else in this deck.


Final Thoughts!?

I know this article was short and sweet and to the point. The deck is very powerful and a much different spin on Gadgets then I have seen in a while. The OTK potential for this particular deck is outrageous and the amount of Machina Fortresses one can produce is outstanding. Just make sure you don’t lose to that Bottomless Trap Hole your opponent has set over there. =)

I hope you guys enjoyed this take on Gadgets once again. Please communicate with me and tell me how you enjoyed this article.

YouTube: Mkohl40

FaceBook: Robbie Kohl

I will continue to bring you guys Gadget Articles and Video Tips and Ticks as long as you guys want to keep reading and hearing them. Till Next Time…

~Fight Hard – Duel Long~

~Robbie Kohl/Mkohl40