Machina Trains (June 2020)
Deck Primer
Machina Trains. Now is a bad time for this deck. With Needlefibre combos dominating the format, it's way too risky to run a deck with little room for handtraps that wants to go second. On the other hand, I think the deck's fundamentals are actually really solid. Citadel synergizes with Train cards, the deck takes total advantage of broken Earth Machine support, you have great utility link and Xyz plays including True King of All Calamities of your own.
2x Machina Citadel are the main reason to play the Machina engine. Having one of these in the GY essentially gives your Super Dora a floating effect that wipes your opponent's board at spell speed 2 at a time of your choosing, and you want the second copy so you can loop 2 of them out of your gy. This guy is a good backup boss monster, and the center of Urgent Schedule otks.
2x Machina Metalcruncher give you some normal summons. These help make Calamities, which is easier than you'd think with Urgent Switchyard, Flying Pegasus, and Machina Redeployment alongside Machina Megaform and Machina Irradiator. They also search a train to your hand, which helps make rank 10s. These are just better than Night Express, but you need 1 Night Express to tutor with Switchyard, so I'm only running 2. Both of these could be 3, but space is tight.
1 each of Fortress, Irradiator, and Megaform. Fortress is actually kind of broken, the thing inherent summons itself multiple times a turn if you pitch it with Scrap Recycler. Because we have so many ways to search it, one is all you need, since you don't want multiples in your hand. It's also a good beatstick, which can float into Megaform if it's in your GY, and is hard to remove with monsters without taking a penalty. Irradiator and Megaform are a free Citadel, or really any Machina card you want (Citadel). This combo also helps to make your Xyz plays, and is easy with Redeployment.
For Trains we have 1 Night Express, and 2 Flying Pegasus, to grab with Switchyard. Flying Pegasus can be a good normal summon in its own right, and helps make those Xyz plays seem easy. There are also 3 each of Bullet Train and Freight Train, not much to say about these, they're the bread and butter of the train deck. You want 3 of each to find them with Metalcruncher, but I could see cutting a Freight Train for a Citadel.
3 Scrap Recycler are run, alongside engine requirements Scrap Golem, O-Lion, and Gizmek Orochi. Please don't ban O-Lion because Needlefibre and Auroradon are too good. Just ban Auroradon and Needlefibre, scraps did nothing wrong. You could run a huge Needlefibre combo out of here with Jet Synchron, but in testing I had trouble making a good Needlefibre combo that didn't use up space needed for Trains. It seems better to have more utility rather than focus on a single game plan everyone is preparing for anyways. The Scrap engine is still incredibly good, even going first it's a 1.5 card Apollousa with 4 negates, and Scrap Recycler sends all kinds of targets in this deck. These are also insane alongside Urgent Schedule and Machina Citadel going second. Orochi also helps make Dingirsu, and fun fact, with Megaform your can even put 3 materials on him some of the time.
I'm running 8 interactive cards, plus effectively 3 mystic mine, but none of them are handtraps. The goal is to go second and OTK, so we have cards that will help to break board in mind.
3 Jizikiru the Star Destroyer Kaiju are run. You could run Gamecial for Water Barrier Statue, or wind Kaijus even for Wind Barrier Statue, but you get the most synergy running Kaijus that are (sort of) trains. I've also got 3 Lightning Storm to help break boards and deal with Backrow, and 2 Dark Ruler No More so I don't autolose all the time going second. Not Otking is actually ok in this deck IMO, its grind game is still pretty good despite being a big dumb otk deck.
We've effectively got 3 Switchyard and 3 Mystic Mine thanks to 1 of each and 1 Terraforming and 1 Set Rotation. 3 of each while only using 4 deck spaces is the reason for this split - it uses as little deckspace as possible while still letting me run the numbers I want anyways. Mystic Mine can lock games down and facilitate Liebe or Borrelsword OTKs. Switchyard is an insane combo piece that virtually ensures you make a Rank 10.
There's not much to say about Urgent Schedule and Machina Redeployment. Urgent Schedule is an insane card in Machina AND trains, especially going second, and is just broken with Citadel and Recycler. Redeployment fixes your hand while pitching something to the GY, and finds combo pieces or way to Citadel in the process. In my opinion you must run 3 of each of these cards in the deck.
2x Machina Citadel are the main reason to play the Machina engine. Having one of these in the GY essentially gives your Super Dora a floating effect that wipes your opponent's board at spell speed 2 at a time of your choosing, and you want the second copy so you can loop 2 of them out of your gy. This guy is a good backup boss monster, and the center of Urgent Schedule otks.
2x Machina Metalcruncher give you some normal summons. These help make Calamities, which is easier than you'd think with Urgent Switchyard, Flying Pegasus, and Machina Redeployment alongside Machina Megaform and Machina Irradiator. They also search a train to your hand, which helps make rank 10s. These are just better than Night Express, but you need 1 Night Express to tutor with Switchyard, so I'm only running 2. Both of these could be 3, but space is tight.
1 each of Fortress, Irradiator, and Megaform. Fortress is actually kind of broken, the thing inherent summons itself multiple times a turn if you pitch it with Scrap Recycler. Because we have so many ways to search it, one is all you need, since you don't want multiples in your hand. It's also a good beatstick, which can float into Megaform if it's in your GY, and is hard to remove with monsters without taking a penalty. Irradiator and Megaform are a free Citadel, or really any Machina card you want (Citadel). This combo also helps to make your Xyz plays, and is easy with Redeployment.
For Trains we have 1 Night Express, and 2 Flying Pegasus, to grab with Switchyard. Flying Pegasus can be a good normal summon in its own right, and helps make those Xyz plays seem easy. There are also 3 each of Bullet Train and Freight Train, not much to say about these, they're the bread and butter of the train deck. You want 3 of each to find them with Metalcruncher, but I could see cutting a Freight Train for a Citadel.
3 Scrap Recycler are run, alongside engine requirements Scrap Golem, O-Lion, and Gizmek Orochi. Please don't ban O-Lion because Needlefibre and Auroradon are too good. Just ban Auroradon and Needlefibre, scraps did nothing wrong. You could run a huge Needlefibre combo out of here with Jet Synchron, but in testing I had trouble making a good Needlefibre combo that didn't use up space needed for Trains. It seems better to have more utility rather than focus on a single game plan everyone is preparing for anyways. The Scrap engine is still incredibly good, even going first it's a 1.5 card Apollousa with 4 negates, and Scrap Recycler sends all kinds of targets in this deck. These are also insane alongside Urgent Schedule and Machina Citadel going second. Orochi also helps make Dingirsu, and fun fact, with Megaform your can even put 3 materials on him some of the time.
I'm running 8 interactive cards, plus effectively 3 mystic mine, but none of them are handtraps. The goal is to go second and OTK, so we have cards that will help to break board in mind.
3 Jizikiru the Star Destroyer Kaiju are run. You could run Gamecial for Water Barrier Statue, or wind Kaijus even for Wind Barrier Statue, but you get the most synergy running Kaijus that are (sort of) trains. I've also got 3 Lightning Storm to help break boards and deal with Backrow, and 2 Dark Ruler No More so I don't autolose all the time going second. Not Otking is actually ok in this deck IMO, its grind game is still pretty good despite being a big dumb otk deck.
We've effectively got 3 Switchyard and 3 Mystic Mine thanks to 1 of each and 1 Terraforming and 1 Set Rotation. 3 of each while only using 4 deck spaces is the reason for this split - it uses as little deckspace as possible while still letting me run the numbers I want anyways. Mystic Mine can lock games down and facilitate Liebe or Borrelsword OTKs. Switchyard is an insane combo piece that virtually ensures you make a Rank 10.
There's not much to say about Urgent Schedule and Machina Redeployment. Urgent Schedule is an insane card in Machina AND trains, especially going second, and is just broken with Citadel and Recycler. Redeployment fixes your hand while pitching something to the GY, and finds combo pieces or way to Citadel in the process. In my opinion you must run 3 of each of these cards in the deck.
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