Hey readers, this week we’re going to start off by taking a look at Billie Jones’ Roids deck.
3 Machina Fortress
1 Machina Gearframe
3 Tin goldfish
2 Reactan, Dragon Ruler of Pebbles
3 Redox, Dragon Ruler of Boulders
2 Effect Veiler
1 Monster Reborn
1 Dark Hole
1 Limiter Removal
3 Threatening Roar
2 Compulsory Evacuation Device
2 Bottomless Trap Hole
2 Torrential Tribute
This list has some cool interactions, Expressroid and Salvage allow for some easy Machina Fortress summons, and give rank 4 access. Because of the high Earth count in the list, Redox is another great card in the deck, not only does it provide a recursive Monster Reborn effect, but it also gives you access to level 8 synchros in combination with Effect Veiler, or rank 7s with Machina Fortress. At a glance it might just seem like a worse gadget deck, but it has some interesting tools to it that makes it different.
The first cut I want to make is the Tragoedia, in formats where this card is good, it’s fantastic. However, right now because of cards like Dracossack, Big Eye, Spellbook of Fate, and Ophion, the card is simply too easy to deal with to be playable right now. It’s the absolute worst feeling to be holding a Tragoedia in your hand versus Evilswarm.
Next, I want to cut the Threatening Roar, while protecting your monsters is nice, there is another card I want to add in this cards slot that fills the same basic role of keeping you alive, while also providing a lot of extra utility.
I’m not a big fan of Reactan in this deck. The reason the babies are so good in the Dragon list is because it loads their graveyard, fuels rejuvenation, are tutorable by Sarcophagus/by removing dragons. In this deck, the only thing it really does is waste a card to tutor for Redox, while not even being a machine for Fortress. Sure you can summon it off Goldfish later on, but the card just doesn’t do enough for me to want to run in this kind of deck.
Limiter Removal really doesn’t seem like where you want to be right now. More games are going to be won by grinding out advantage with Expressroids, Machina Fortresses, and Redox than you’ll win by summoning a bunch of dudes and trying for a sneaky Limiter Removal kill, especially with cards like Jowgen, and Dracossack everywhere.
Cuts in summary:
-3 Threatening Roar
-2 Reactan, Dragon Ruler of Pebbles
-1 Limiter Removal
The first thing I want to add is the replacement for Threatening Roar I mentioned earlier. Swift Scarecrow. While he doesn’t protect your monsters, still protects you from OTKs, while being a earth for Redox, and a machine for Fortress, both of which are huge towards accelerating your own game plan. He also synergizes very well with another hand trap we’re going to add a little later.
Next, this deck doesn’t really have very many normal summonable monsters, so I don’t see why you aren’t running 3 Machina Gearframe. Fortress seems incredibly important towards your gameplan, and he’s the best way to search for it. While he won’t get his effect if you summon him off Tinplate, you still can summon him off of Tinplate should you have no other options, and with only 15 normal summonable monsters in the deck, you might need to pretty often; one of the big downsides of not running Gadgets.
The last thing I want to add is a trio of Maxx “C” in pretty much every matchup, this card is going to be at worst a one for one, and at best (versus Dragon) completely stops their turn unless they want to risk running into your now 3-of Swift Scarecrow package. He’s also an Earth attribute monster for Redox, what’s not to like about it?
Additions in summary:
+3 Swift Scarecrow
+2 Machina Gearframe
+3 Maxx “C”
As far as your sideboard goes, you’re going to have a lot of similar plans to Dragons. Jowgen is terrifying, which makes DNA Surgery and Last Day of Witch very important cards to have in the side, especially since you have plenty of (hand) traps that are mediocre in this matchup to side out. For Evilswarm, the Electric Virus + Infestation Terminus package is probably my favorite for this kind of deck, but Psi-Blocker is an interesting option as well since he’s level 4 for Goldfish.
Versus Dragon, you’re largely preboarded for them, but cards like Vanity’s Emptiness (which you could very easily maindeck as well if you wanted) are invaluable in that matchup, both locking out their turn and countering their summon effect. You can also side in the Electric Viruses that we’re boarding for Evilswarm in here as well, you might be able to catch them off guard with a Swift Scarecrow, then dismantle their field with a backbreaking Electric Virus on the following turn.
Next we’re going to take a look at John Roberts’ Antimeta Beatdown list
3 DD Survivor
3 DD Scout Plane
3 Cyber Valley
3 Kycoo the Ghost Destroyer
3 Witch of the Black Rose
2 Dimensional Fissure
2 Machine Duplication
1 Foolish Burial
1 Reinforcement of the Army
1 Allure of Darkness
3 Gold Sarcophagus
2 Enemy Controller
2 Pot of Duality
2 Bottomless Trap Hole
3 Compulsory Evacuation Device
1 Solemn Warning
1 Solemn Judgement
3 Macro Cosmos
1 Return from the Different Dimension
Here we have an interesting take on a traditional Macro deck. Typically these decks would run Monarchs, abusing D.D. Survivor and D.D. Scout Plane’s ability to continuously come back to the field, and serve as free fodder. This list does something a bit different, this list aims to use Cyber Valley, and Witch of the Black Rose as its “monarchs” to draw cards, or make synchros.
Speaking of Witch of the Black Rose however, while it’s a cool tuner, there are plenty of tuners that don’t self-destruct more than half the time you summon them. While occasionally drawing a card is nice, there is way more downside than upside to this card. I’m cutting all 3.
Gold Sarcophagus, while comboing nicely with D.D. Scout Plane, doesn’t really do all that much for this deck. 2 turns to get a card is a very long time right now, and without Dragon Rulers in the deck to provide some more immediate gratification, the card simply isn’t worth it.
Allure seems really miserable in this deck, if you don’t also happen to have D.D. Scout Plane in your hand you’ll need to end up removing an important Kycoo, or D.D. Survivor. Without Witch of the Black Rose, you don’t really have enough Darks you’d want to remove to justify running it.
The cuts in summary:
-3 Witch of the Black Rose
-3 Gold Sarcophagus
-1 Allure of Darkness
Now back to the idea of running tuners in this deck. Blackwing - Gale the Whirlwind is probably the best utility tuner for this deck. Gale lets Kycoo or Survivor attack over practically anything, and gives level 5 synchro access with Scout Plane. Rose, Warrior of Revenge is another tuner worth running, as a warrior you can search for it with RotA, and it gives you access to level 8 synchros like Scrap Dragon, who works very well in this deck. I’m going to add one of each.
This deck is also incredibly reliant on drawing into its Dimensional Fissures, and Macro Cosmoses to do anything. To help find them, I want to add in 3 copies of Upstart Goblin. While you called your deck a beatdown deck, it’s really more of a permission or grind deck, aiming to limit your opponent’s options. How long it takes to kill them is less important than establishing your lock.
Lastly, I want to add 2 copies of Tour Guide from the Underworld. Tour Guide helps at just about every point in the game. Early on you can make a Zenmaines in order to stall until you manage to establish your lock, and later you can make a Leviair to bring back a fallen Kycoo, or tuner. With Fissure and Macro in the deck, you don’t need to worry about Veiler or Maxx “C” allowing you to ignore the two threats Tour Guide faces.
The additions in summary:
+1 Blackwing ? Gale the Whirlwind
+1 Rose, Warrior of Revenge
+3 Upstart Goblin
+2 Tour Guide from the Underworld
If you have a deck you’d like featured in an article by either Johnny or myself, send a message to https://www.facebook.com/ArgDeckDoctor with this segment now being weekly for each of us, we’ll be able to get to twice as many of your lists as we did previously, meaning we need more lists!
Until next time readers, remember to Play Hard or Go Home!