(this deck is still a work in progress! i'm currently comparing my extra deck choices with modern Earth Machines decks to see if there's any changes that make sense. Let me know if you have any suggestions!)
I wanted to try my hand at kaiju trains, because I think they are both neat sets of cards! This is a blind second deck that aims to create vulnerable, but very threatening xyz monsters that can potentially OTK your opponent. Aside from the helpful removal that kaijus have, there's a big synergy with Jizukiru, the Star Destroying Kaiju in particular: it is both a level 10 monster that can be used to summon your rail cannons, and a machine monster that can work with at least some of the other cards in here. Beyond trains and kaijus, the deck had a lot of extra space for staples.
Big Guns
The major win condition for this deck are your rank 10 rail cannons:
* Superdreadnought Rail Cannon Gustav Max deals 2000 burn damage.
* Number 81: Superdreadnought Rail Cannon Super Dora is a decent wall to sit on if you're forced to go first. It can target itself to become immune to card effects.
* Superdreadnought Rail Cannon Juggernaut Liebe can be summoned from either of the above to do absurd amounts of battle damage, either OTK-ing your opponent with increased attack or brute-force clearing your opponents board through being able to attack multiple times.
You should carefully consider whether or not to detach material on Gustav or Liebe. If your opponent has a lot of monsters in attack position, you might be better off saving the material so that liebe can attack 3 or 4 monsters.
There are a few other options in the extra deck.
* Skypalace Gangaridai, which can take the place of Gustav Max if you really need a card destroyed. You can still make Liebe off of it.
* Varudras, the Final Bringer of the End Times as an alternate boss monster. It has a once per turn omni-negate, and can do a lot of card destruction (both things that this deck does plenty of).
* Superdimensional Robot Galaxy Destroyer requires 3 monsters instead of 2, but can clear your opponents spell/trap zone. You won't want to summon him very often, and you won't be able to summon him as often - but he can come in clutch still.
* Divine Arsenal AA-ZEUS - Sky Thunder, which I find useful when i'm just barely unable to FTK. Summoning it in main phase 2 off of a Liebe that has declared an attack sets you up for a board wipe that can devastate your opponent.
How to get Big Guns
In order to summon your Rail Cannons, you need 2 level 10 monsters on the field. There's a number of ways to get this to happen:
* Night Express Knight can be normal summoned without tribute.
* Heavy Freight Train Derricrane can be special summoned from the hand as a followup to the summoning of any EARTH machine (i.e. your other trains)
* Super Express Bullet Train can be special summoned if you control at least 1 EARTH Machine, and nothing else.
* * Derricrane and Bullet Train are your preferred XYZ materials, because of the benefits they provide when detached / sent to the graveyard. You really shouldn't leave Knight on the board with 0 attack either, though.
* Flying Pegasus Railroad Stampede is level 4, but it can get one of the above monsters out of your graveyard, and it can also set its level to be the same as any monster on your field.
* Jizukiru, the Star Destroying Kaiju can be special summoned if you've already given your opponent a kaiju, or by the effect of Interrupted Kaiju Slumber. Note that Jizu is a machine, but not an Earth Machine, so you're limited in what card effects interact with it.
* Urgent Schedule can summon Derricrane or Super Express from the deck, alongside a level 4 train (but with effects negated, so you can't do pegasus shenanigans).
* Revolving Switchyard can be used to trade a card from your hand for a level 10 train. The other effect you can choose from can summon a smaller train and make it be level 10, but since it prevents your opponent from taking battle damage, you should be careful when you use this. Keep in mind that you can only use one of those effects on your turn, too.
* In very rare scenarios, you can use the other effects of Number 27: Dreadnought Dreadnoid, Double Headed Anger Knuckle, Qliphort Genius, Flying Pegasus Railroad Stampede, Ruffian Railcar, and Super Express Bullet Train to get your cannons or their material.
Stopping your opponent from causing problems for your Big Guns
The biggest strength of your kaijus is getting rid of problematic targets on your opponents board. You have a lot of opportunities to do this with your deck, but the kaijus are both the strongest way to do this, and the earliest way to do this. Keep this in mind when prioritizing what cards to rip out of your opponents board. Therion "King" Regulus isn't level 10, but is easily summoned by having any machine in your graveyard, meets the conditions of Super Express / Derricrane, and has a helpful single-use negation effect. Nibiru, the Primal Being and Ghost Ogre & Snow Rabbit are both additional ways to get rid of monsters you don't like your opponent having on board (in the latter case, just keep in mind that leaving at least one target alive for your Kaijus later is helpful). Terraforming is a 4th copy of revolving switchyard, and Forbidden Droplet can shut down opponent strategies while getting currently unusable Trains in your graveyard so they can play with other card effects.
As for the remaining extra deck monsters, Knightmare Unicorn provides a type of removal the deck wouldn't be able to do normally, in case typical destruction effects aren't going to cut it, and Knightmare Phoenix can be a last-ditch effort to get rid of spell/traps if you can't set up your other destruction (if you need to use this, though, consider sidedecking into more cards for this in games 2/3!).
Qliphort Genius has two odd effects, but both actually work very well with this deck. Negating the effects of one monster on each side of the field can both stop an opponent's play, and can remove the detrimental effects of one of your big trains. on top of that, if you use Urgent Schedule to summon two monsters to the zones it points to, you can add Bullet Express to your hand and (unless there are other monsters on your side of the field), you will have met it's summon conditions.
Side Deck
There's two main things the side deck here can do:
* heavy spell/trap removal. Harpie's Feather Duster and Lightning Storm can clear the whole backrow, and Cosmic Cyclone can banish a spell if destruction isn't enough. You may want to swapping cyclone for Twin Twisters if the banishment isn't important to you - this opens up the possibility of destroying your own set Urgent Schedule to get a Train in your hand.
* plays for if you think you'll be forced to go first. Heat Wave shuts down nearly all gameplay until a turn where you can do battle damage to your opponent, and the already ugly Skill Drain becomes even more powerful when it cancels out the negative effects of your main deck trains. You're Finished is a card i'm experimenting with: it's a high attack level 10 body, and the quick effect to wipe your opponents board is good too - i just need to see if people reliably do enough on the board for her to become active.