Frostweaver
Ancient + Prehistoric
- 8,246
- Posts
- 21
- Years
- Age 36
- Canada
- Seen Sep 12, 2016
Machina Scavenger- a bit on the weak side currently but not bad, depends on the theme
Machina Sniper- it's actually not that bad Icha... it is flexible but nothing that gamebreaking. Nailing facedown, we do that all the time. Except if you try to nail the backrow, half the time you really just force the activation of something. The only one that's so hesitant to chain itself is obviously solemn. Phoenix wing will blow it to the top and they know exactly what you draw for not 1 but 2 turns. Bottomless is flipped already once you even summon this. Everything else we play today is happily chainable without fault or much drawback.
Machina Varier- quite a fun card, even though it's nothing too special and a bit risky.
Machina Battle Tuning- Well... it stops deckout for sure, and handy if you need to know that the next card you draw is a spell (theme of this deck). It's really mehhh but currently it's the only way that we know we have a spell card on the top since Scavenger is really not the most reliable thing out there (so we can run over... Sangan and Malicious and Armageddon Knight, and that's about it. Krebon will just block it.)
Machina Counter- Suddenly a random card in the back, a machina out and using Machina Battle Tuning is giving your opponent 2nd thoughts about playing alure of darkness for no reason. It's not a bad counter trap to back up the 3 solemn that everyone uses.
Overclocked Databank- Just call it overpowered... 2300 wall immediately, and draw a card (it's not hard at all to get it down to a hand size of 1-2. Set all your spells, blow a few things away with those wind blast and etc)
Overclocked Processor- not bad, more balanced than Databank by far.
Overclocked Coil- once again perfect combination with databank, though itself isn't that bad (special summon 1, draw 1 immediately if you picked databank). 3 or more is good acceleration and 1 is great effect again.
Overclocked Satellite- recruiter of the deck but notice how it's forced activation on the special summon, so pretty handy~
Overclocked Ward- a bit subpar... while other cards help to accelerate, this one relies on number of cards to battle... and this deck works better probably to use effects to accelerate/draw then rely on raw stat to do the battling.
Overclocked Facility- Again it's not that hard to control your hand, nobody asking you to play this when it's early game. Plenty of effects in this deck that helps you in discard in order to get some recycling going on. Did I mention Dark World? If not, there you go.
Overclocked Tenacity- yeah rather you just avoid the problem then to play until you burn out to get your draw that way... situational spell card too.
Unrequited Love- not related to theme but it has its moments... protector of the sanctuary is friends, and you can formulate your own hand control deck with these 2 cards easily.
Midnight Oil (revised)- ><; just use united we stand or mage power if we really want atk boost that badly. It has no draw back, gives more than 1000 atk most of the time... why would we use Midnight Oil then?
Machina Excavator- again not a bad card at all for the theme, though it's automatic monster again.
Machina Scout- 1 time drawing wonder, not hard to draw a monster at all with this type of backup from the theme. Though when did an all monster hand become a good thing x_x; it's nice, but not breaking if we keep forcing monster cards on ourselves. Lv 3 tuner isn't bad as we got access to field clearing, but no lv 8 then...
Machina Sonar- and destroy this with monster or else you probably never see a spell card again. It has a fun effect and a mini mill, but then the stats are a bit icky if I really want it to be run over...
Machina Conversion Factory- bleh... the 2 machina spell card is not that great by itself (1 self-cycles anyway, the other just change it to even more monster drawing.) Only 1 trap so it's useless... monsters, we already draw plenty of monsters by easily guessing off monster, putting up monster to the top of our deck again and so on. We really don't get anything new compare to things we already got.
Viral Carrier- Crusher
Fiend/Effect
1 Star/Dark
0 Atk / 0 Def
If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time your opponent discards a card due to the effects of "Crush Card Virus." If this card is destroyed as a result of battle, you may discard a "Viral Carrier" monster from your hand and put "Crush Card Virus" from your graveyard to the bottom of your deck.
Viral Carrier- Devastator
Fiend/Effect
6 Star/Dark
2500 Atk / 0 Def
If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.
Viral Carrier- Irruptor
Fiend/Effect
8 Star/Dark
2900 Atk / 0 Def
If this card is tributed for the effects of "Deck Epidemic Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.
Viral Carrier- Evolver
Fiend/Effect
4 Star/Dark
1700 Atk / 0 Def
When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position. (this is not an option)
Viral Carrier- Amplifier
Fiend/Effect
4 Star/Dark
1500 Atk / 0 Def
Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, you may destroy 1 card on your opponent's side of the field.
Viral Carrier- Multiplier
Fiend/Effect
6 Star/Dark
2200 Atk / 0 Def
Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, special summon this card from your hand. Once per turn, by discard a "Viral Carrier" monster, you may change this card's ATK power to 1000, or 2500 until the end of the turn.
Viral Tuning
Normal Spell
Activate one of the following effects:
-all "Viral Carrier" monsters have 1000 Atk.
-all "Viral Carrier" monsters have 2000 Atk. All battle damage by "Viral Carrier" monsters are halved.
-all "Viral Carrier" monsters have 2500 Atk. You cannot attack this turn.
Plagued Land
Field Spell Card
Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field. Monsters special summoned this way are destroyed 3 turns after they are special summoned.
Virus Duplicator
Trap Card
Tribute one "Viral Carrier" monster on your side of the field to special summon 2 monsters of the same name from your deck.
Machina Sniper- it's actually not that bad Icha... it is flexible but nothing that gamebreaking. Nailing facedown, we do that all the time. Except if you try to nail the backrow, half the time you really just force the activation of something. The only one that's so hesitant to chain itself is obviously solemn. Phoenix wing will blow it to the top and they know exactly what you draw for not 1 but 2 turns. Bottomless is flipped already once you even summon this. Everything else we play today is happily chainable without fault or much drawback.
Machina Varier- quite a fun card, even though it's nothing too special and a bit risky.
Machina Battle Tuning- Well... it stops deckout for sure, and handy if you need to know that the next card you draw is a spell (theme of this deck). It's really mehhh but currently it's the only way that we know we have a spell card on the top since Scavenger is really not the most reliable thing out there (so we can run over... Sangan and Malicious and Armageddon Knight, and that's about it. Krebon will just block it.)
Machina Counter- Suddenly a random card in the back, a machina out and using Machina Battle Tuning is giving your opponent 2nd thoughts about playing alure of darkness for no reason. It's not a bad counter trap to back up the 3 solemn that everyone uses.
Overclocked Databank- Just call it overpowered... 2300 wall immediately, and draw a card (it's not hard at all to get it down to a hand size of 1-2. Set all your spells, blow a few things away with those wind blast and etc)
Overclocked Processor- not bad, more balanced than Databank by far.
Overclocked Coil- once again perfect combination with databank, though itself isn't that bad (special summon 1, draw 1 immediately if you picked databank). 3 or more is good acceleration and 1 is great effect again.
Overclocked Satellite- recruiter of the deck but notice how it's forced activation on the special summon, so pretty handy~
Overclocked Ward- a bit subpar... while other cards help to accelerate, this one relies on number of cards to battle... and this deck works better probably to use effects to accelerate/draw then rely on raw stat to do the battling.
Overclocked Facility- Again it's not that hard to control your hand, nobody asking you to play this when it's early game. Plenty of effects in this deck that helps you in discard in order to get some recycling going on. Did I mention Dark World? If not, there you go.
Overclocked Tenacity- yeah rather you just avoid the problem then to play until you burn out to get your draw that way... situational spell card too.
Unrequited Love- not related to theme but it has its moments... protector of the sanctuary is friends, and you can formulate your own hand control deck with these 2 cards easily.
Midnight Oil (revised)- ><; just use united we stand or mage power if we really want atk boost that badly. It has no draw back, gives more than 1000 atk most of the time... why would we use Midnight Oil then?
Machina Excavator- again not a bad card at all for the theme, though it's automatic monster again.
Machina Scout- 1 time drawing wonder, not hard to draw a monster at all with this type of backup from the theme. Though when did an all monster hand become a good thing x_x; it's nice, but not breaking if we keep forcing monster cards on ourselves. Lv 3 tuner isn't bad as we got access to field clearing, but no lv 8 then...
Machina Sonar- and destroy this with monster or else you probably never see a spell card again. It has a fun effect and a mini mill, but then the stats are a bit icky if I really want it to be run over...
Machina Conversion Factory- bleh... the 2 machina spell card is not that great by itself (1 self-cycles anyway, the other just change it to even more monster drawing.) Only 1 trap so it's useless... monsters, we already draw plenty of monsters by easily guessing off monster, putting up monster to the top of our deck again and so on. We really don't get anything new compare to things we already got.
Viral Carrier- Crusher
Fiend/Effect
1 Star/Dark
0 Atk / 0 Def
If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time your opponent discards a card due to the effects of "Crush Card Virus." If this card is destroyed as a result of battle, you may discard a "Viral Carrier" monster from your hand and put "Crush Card Virus" from your graveyard to the bottom of your deck.
Viral Carrier- Devastator
Fiend/Effect
6 Star/Dark
2500 Atk / 0 Def
If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.
Viral Carrier- Irruptor
Fiend/Effect
8 Star/Dark
2900 Atk / 0 Def
If this card is tributed for the effects of "Deck Epidemic Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.
Viral Carrier- Evolver
Fiend/Effect
4 Star/Dark
1700 Atk / 0 Def
When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position. (this is not an option)
Viral Carrier- Amplifier
Fiend/Effect
4 Star/Dark
1500 Atk / 0 Def
Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, you may destroy 1 card on your opponent's side of the field.
Viral Carrier- Multiplier
Fiend/Effect
6 Star/Dark
2200 Atk / 0 Def
Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, special summon this card from your hand. Once per turn, by discard a "Viral Carrier" monster, you may change this card's ATK power to 1000, or 2500 until the end of the turn.
Viral Tuning
Normal Spell
Activate one of the following effects:
-all "Viral Carrier" monsters have 1000 Atk.
-all "Viral Carrier" monsters have 2000 Atk. All battle damage by "Viral Carrier" monsters are halved.
-all "Viral Carrier" monsters have 2500 Atk. You cannot attack this turn.
Plagued Land
Field Spell Card
Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field. Monsters special summoned this way are destroyed 3 turns after they are special summoned.
Virus Duplicator
Trap Card
Tribute one "Viral Carrier" monster on your side of the field to special summon 2 monsters of the same name from your deck.