This is the build of Rank 10 Trains (AKA Earth Machine) that I've used to make it all the way to Platinum on Master Duel.
OVERVIEW: Rank 10 Trains is a beatdown deck that's main gameplan is to rely on sheer brute force and is capable of achieving easy OTK's as early as turn 1! The deck is very simple to pick up and play, but is very difficult to fully master. Games with Trains almost never last more than a few turns, making it the perfect deck to use for ladder climbing.
GOING FIRST: If you're on the play, your gameplan is to always summon Number 81: Superdreadnought Rail Cannon Super Dora ASAP.
With Number 81: Superdreadnought Rail Cannon Super Dora you have what many duelists consider to be the "true Boss Monster" of the archetype. Juggernaut may be the win condition, but Number 81 is your true workhorse and backbone. Under most normal circumstances, you almost always want to summon Number 81 in Defense Mode if you're going first.
What makes Number 81 so dangerous as an opening lead is it's resiliance and Spell Speed 2 ability to react to the opponent and bunker itself in and become a truly unkillable monster. Number 81's ability gives it an immunity to literally every single effect.
How can we abuse this to our advantage? With Heavy Freight Train Derricrane of course! Derricrane is the linchpin to the deck. Combined with the Quick Effects of Number 81, detaching Derricrane gives you some reactionary spell speed 2 destruction. A single well timed Number 81 + Derricrane can criple an enemy's combo. And now you're pulling WAY ahead with an unkillable 4000 DEF wall.
To give yourself an even bigger, backbreaking disruptive advantage; we have one of the most useful and underrated Trap cards at our disposal: Spin Turn!
If Spin Turn is in your opening hand, summon your Number 81 in ATK Mode, so we can make full use of Spin Turn. Also, if you plan on using Spin Turn, make sure to activate Spin Turn before activating Number 81. This way you can swap 81 into defense mode before it becomes immune to all effects.
GOING SECOND: When Trains are on the draw, they become one of the most lethal and consistent OTKs in the game.
Under normal circumstances, our gameplan is to present a turn 1 kill. Summon Superdreadnought Rail Cannon Gustav Max. Activate it's effect to cause 2000 damage. Then rank it up into our ULTIMATE Monster! Superdreadnought Rail Cannon Juggernaut Liebe!
Superdreadnought Rail Cannon Juggernaut Liebe can make itself into a 6000 ATK monstrosity. And 2000 + 6000 = Checkmate.
However, most competent opponents will be aware of our full throttle assault. As powerful and as lethal as Superdreadnought Rail Cannon Juggernaut Liebe is, it has no protection. A well timed Trap Card or Quick Effect can stop Juggernaut from ending the game.
This is especially true the higher up the ranks you get. So now we have to get creative and position our pieces correctly.
Usually to prevent such a blowout from a sneaky Mirror Force, we again will be relying on our good friend Heavy Freight Train Derricrane. Who I implore you to always hook up Derricrane to your Gustav Max, because now your 2000 point explosion can double as removal. Blasting away our opponent's defenders and back row.
I still recommend, if given the choice, that you decide to go first, because having the constant threat of Number 81 is much better for you long term than going for an instant going second OTK.
Because, who said we couldn't go for our big swinging OTK on our next turn? With all our pieces in place, and our early game interaction courtesy of Number 81 and Spin Turn. We can now use the rest of our resources organizing a counter attack and mollywhopping our opponent with the big bad Superdreadnought Rail Cannon Juggernaut Liebe!
THE INFINITRACK ENGINE: Infinitracks are our engine to make our Trains go ham. If you don't have both Derricrane and another level 10 Train in your oppening hand. You almost always have one of our plethora of Infinitrack searchers.
The proper combo line is to use Infinitrack Harvester as our Normal Summon (if you don't have both Night Express Knight and Heavy Freight Train Derricrane in your opening hand).
Harvester will search for Infinitrack Brutal Dozer. Tribute your Harvester and special summon Brutal Dozer. Now use Dozer to grab either Infinitrack Tunneller or Infinitrack Trencher. It's usually correct to grab Trencher first. You should only be grabbing Tunneller if you know for a fact that the game will go very long and your opponent has cards like Nibiru or Infinite Impermanence in their hand. However, both work the same for our combo so it's usually up to preference which you want to use first.
Now with 2 level 5 machines in play, we can XYZ summon our premier searcher. Infinitrack River Stormer! River Stormer can easily grab whichever Level 10 monster we need.
Other cards to further give us what we need are Revolving Switchyard and Urgent Schedule
Heavy Forward should normally be used to search for Infinitrack Harvester, but Heavy Forward also makes for an awesome tool to bait out an Ash Blossom.
Now that all the pieces are in place. Quickly equip Heavy Forward to your Number 81 as an extra XYZ material. Because having 3 XYZ Material on Number 81 is way more important than people realize.
LATE GAME: The late game should be spent being belligerent and using your massive Trains to trample over your opponent's monsters.
An interesting quirk I've noticed about modern Yu-Gi-Oh cards is that less and less monsters are being printed with the "can't be destroyed by battle" ability. Which we can use to our advantage, and for the monsters in the game that can't be destroyed by battle? Don't worry! Most boss monster ATK points cap at 3000, while yours can reach numbers quadruple that!
What makes Trains so enjoyable is that you very rarely have to worry about opposing boss monster special abilities that prevent them from being targeted or destroyed by effects. All you need to do is make a big train with more than 3k atk and crash into everything. Popular decks like Dragon Maids, Blue-Eyes, Red-Eyes, Thunder Dragons, Adamancipators, Sky Strikers, Odd-Eyes and Dark Magicians simply cannot face Trains in a head to head battle. Our ability to protect ourselves from all their card effects with Number 81, and then be able to also create monsters bigger than anything their decks can present gives us an edge that other decks are struggling to achieve.
And for the few rare cases where a monster becomes bigger than our Superdreadnought Rail Cannon Juggernaut Liebe? That's where our tech cards come into play. Book of Moon is my favorite tool to suppress big threats. Because these few decks that're built on the idea of being bigger than our monsters don't have much defense points, nor do their abilities stop us from using Book of Moon to criple them.
If you're terrified of floating effects, do not fret, as we have both Infinitrack River Stormer and Infinitrack Earth Slicer to gobble up their freshly destroyed monsters.
And if all else fails, Trains has the ultimate contingency plan: Infinitrack Fortress Megaclops! Which is by a mile our most unstoppable force.
Boss Monsters may be immune to destruction, but not Megaclops's rare ability to absorb enemies and transform them into more Trains!
If things are going well for us, Megaclops gives us the ultimate failsafe.
CONCLUSION: Trains is by no means perfect. It has a massive trouble against Kaijus and can't compete with decks that focus on nothing but early game disruption. It also does not like cards that manipulate attributes because it requires such a high volume of Earth Machines. It also can't afford to cut core cards because it requires such a high density of specific machines to make the deck work. So it is very hard to find room for cards that Trains desperately want to use.
The Sideboard is full cards that I believe can remedy these weaknesses as best as we can.
Train Connection : Useful as an extra way to beat over problem boss monsters who think they can grow bigger than Superdreadnought Rail Cannon Juggernaut Liebe, hooking Juggernaut up with a Train Connection makes Juggernaut capable of hitting for 16000ATK! And I guaruntee you, NOTHING is beating over that.
Barrage Blast : Useful as mass removal. As after a successful set-up, we'll have plenty of leftover XYZ material that we don't need. We can use these as ammo for a late game finishing Barrage Blast!
Outrigger Extension : Perfect way to give us some early game protection, probably most useful against Eldlich and other control decks.
Crusher Run : A card I adore. It's useful to punish greedy opponents who aim to use removal effects. An "Eye for an Eye" if you will
Mystical Space Typhoon : For those games when just 1 or 2 Derricranes aren't enough to break all the backrow. Another card that's useful against Trap based control decks.
Solemn Judgment : The defacto big hard NO. Much like Ash Blossom, it's usefulness doesn't need much explanation
Infinitrack Mountain Smasher : A solid beatstick with that wonderful absorbing effect to gobble up monsters we destroy so they can't be used for our opponent's GY abilities. I personally think it's a bit of a noob trap, but it can be very useful for those unlucky games where you brick and have the wrong pieces and are in desperate need of getting an XYZ monster in play to get the ball rolling
Double Headed Anger Knuckle : Another card I've used religiously over the years. This little guy can easily turn clunky brick hands into total gas! Anger Knuckle is also an awesome tool to make a comeback from Kaijus. Simply ditch a brick, scoop up Derricrane, and now we're cooking! If you can find a way to fit Anger Knuckle into your extra deck, please do! His lategame utility is awesome!