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Pojo's Yu-Gi-Oh Card of the Day

Gadgets; Green, Red, Yellow

Machine/Effect - Level 4
Card #: SD10-EN006
Green: When you Normal Summon or Special Summon this card, you can add 1 "Red Gadget" from your Deck to your hand.

Machine/Effect - Level 4
Card #: SD10-EN007
Red: When you Normal Summon or Special Summon this card, you can add 1 "Yellow Gadget" from your Deck to your hand.

Machine/Effect - Level 4
Card #: SD10-EN008
Yellow: When you Normal Summon or Special Summon this card, you can add 1 "Green Gadget" from your Deck to your hand.

Card Ratings
Traditional: 3.8
Advanced: 4.59

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 01.29.0
7

 

ExMinion OfDarkness
The Gadgets

Welcome to Gadget Week! This week we're discussing anything Gadget-related -- cards good in Gadgets along with cards that do them in.

Today we're looking at the Gadget monsters themselves. It's a pretty simple concept -- a monster that fetches you another one for free when you Summon it, whether it be Normal or Special Summon. So if your opponent uses a removal card or effect on it, it's already paid for itself, putting you up in the hand advantage count by 1 card.

The deck packs many removal cards itself (sometimes as many as 12) so that the opponent runs out of Monster cards while you still have Gadgets wailing at their life points. 3 Fissure, 3 Smashing Ground, 3 Sakuretsu Armor, and 3 Widespread Ruin is not a rare sight, and Bottomless Trap Holes and Lightning Vortexes can show themselves as well.

Against an unprepared theme, the Gadgets will quickly rack up hand advantage and have a defenseless opponent fairly early in the game. There are counter-measures people are taking though;

*Zombies/Sacred Phoenix -- Vampire Lords and Sacred Phoenix of Nephthys all come back after being destroyed by an effect. Usually only the Cyber Dragons in a Gadget deck can take out the V-Lords by attacking, and nothing goes toe-to-toe with Sacred Phoenix (unless you're playing some Gadget/Monarch thing.) Those two come back from any removal, so it's basically "waste all my removal and hope I can wail for the win" or "hope to God I have a Bottomless down". Even worse, Pyramid Turtles can ram into ANY of the three Gadgets if there's no back-row protection and force out a Vampire Lord.

*Royal Decree -- the deck tends to use a LOT of Trap cards to force 1 for 1 trades. Locking down those Traps over a long period of time can screw over a Gadget deck that can no longer dominate the field.

*Deck Devastation Virus -- if a Gadget build gets DDV'd, it tends to lose its whole field, at least half of its hand, and is screwed if it draws any additional Gadgets. The only way I see around it is if the player is lucky enough to not have had that many on the field and have Premature Burial, as Premature could revive a Gadget (which isn't stopped by DDV) and that Gadget would fetch another upon Summon (and since it wasn't a draw, it isn't hurt by DDV either.) But still, that two-card investment on the DDV player's part can take out four or more on the Gadget player's side, easily.


But otherwise, there are many different variations on the Gadget monsters that will see heavy tournament play.

5/5
 

Ryoga
Gadgets :
Well, it took a while, now didn't it?

The almost legendary Gadget deck has now reached those inclined to speak English. The deck has been discussed enough over the years to drive one batty. The actual gadgets themselves are surprisingly unimposing. 1400 ATK is perfectly resonable, but there advantage comes from the fact each is an automatic +1, and so 9 monsters in the deck are floaters. That's advantage that's hard to deal with. Combined with tons of 1-4-1's, you've got a potent deck.

Traditional: 4/5
Advanced: 4.5/5

Share and enjoy,
Ryoga
 

Dark Paladin
Today we'll be looking at three very popular cards out of the new Machine Structure deck, those loveable Gadgets.

All three Gadgets are able to fetched by Sangan, or even UFORoid, someone out there plays that, right? Perhaps...so, Red Gadget allows you to add Yellow Gadget to your Hand from your Deck when you Normal or Special summon it. Green Gadget allows you to add Red Gadget to your Hand from your Deck when you Normal or Special Summon it, and Yellow Gadget allows you to add Green Gadget to your Hand from your Deck when you Normal or Special Summon it.

Simple enough, right? In short, these cards are awesome. First off, they came with the support of two monsters in the structure deck that gain special effects if you used any number of the Gadgets in their Tribute summon.

Secondly, all you need is one in your hand, and you can just find the others...they don't replenish themselves on the field, but they do come to your hand. These guys are good, and their popular for a reason.
Expect to be seeing them for a while folks.

Ratings:

4/5 Advanced
2.75/5 Traditional--not sure how successful it could be here

Art: 3/5 all--not to special

Go Colts in the Super Bowl this Sunday

You stay classy, Planet Earth :)
 

Coin Flip
So after spending about 20 minutes comparing two different cell phones (I ended up going with the 3125 because the SYNC had horrid customer reviews) I took some time to write this. I hope you enjoy it, I know some people were complaining about a lack of quality or comprehensive-ness in CotD reviews. This should shut them up, though I can make no guarantees.

In the beginning there was a premise of card advantage where people realized that having more cards than your opponent meant you were more likely to win. This concept pretty much dominated schools of competitive thought, almost to the point where the word schools is inappropriate because there is only one school of thought for Yu-Gi-Oh!; card advantage helps you win games. So you can imagine the initial reaction to a three-card group that says "you have 8 free monsters".

Enter the Gadgets. See, most of us are familiar with why something like Dekoichi or Gravekeeper's Spy is good; it draws you a card and replaces itself so that you are left with a floater (Mike Rosenberg hates that term); a card that has already replaced itself and is waiting to die so card advantage can even out. Essentially, a Dekoichi is not advantage once it has flipped. It is just there. So some competitive duelists have the thought that the game is won through keeping card advantage relatively even and trying to win through nothing but floaters, and they are quite happy with Gadgets. These cards are all your average floater, in between Skelengel and Dekoichi in power stats-wise. If I remember correctly Green is a 1400/600, Red is a 1300/1500, and Yellow is a 1200/1200, and Green fetches Red, Red fetches Yellow, and Yellow fetches Green whenever any of them is normal or special summoned. We've been waiting for these cards for years, they've been out in Japan for quite a while and when they were released in the Japanese SD10, a number of people were happy that they would finally be coming to the rest of the world. For good reason.

The playability of a bunch of really small monsters that replace themselves with other small monsters is pretty much undeniable; just look at the great amount of success enjoyed by Mystic Tomato, UFO Turtle, Shining Angel and even the less-appreciated Nimble Momonga or Giant Germ or more appreciated Apprentice Magician. These guys aren't much different, except that they have the distinct advantage of being completely free and unbelievably easy to pull off; draw one and you get another, which gets you another, until you've pulled 9 out. This is such a powerful advantage engine, and so simple to abuse. The first response is that simply keeping a powerful monster out would trump Gadgets, making them all dead cards by sheer merit of a 1500 ATK monster. Of course, this is moronic, because the 1500 monster will probably not replace itself and most Gadget decks *do* play a few cards to kill monsters. Heck, my personal versions play 15 cards purely dedicated to killing monsters at the least; 3 Smashing Ground, 3 Fissure, 3 Sakuretsu Armor, 3 Widespread Ruin, Mirror Force, Torrential Tribute and Ring of Destruction. Try keeping a monster out with that; that's *almost* as many monsters as your average deck runs, and if you threw in 2 Exiled Force, a D. D. Warrior Lady, a few of Lightning Vortex, Hammer Shot, or Bottomless Trap Hole... You could very easily *match* the number of monsters your average deck runs.

Just using the monsters as bait would allow you to summon a monster every turn, or keep monsters coming through the effect of Ectoplasmer. Or you could just use them all up until your ninth copy, and then use Pot of Avarice to recycle 5 more free monsters and draw two cards. Or you could use them as deck thinning, although that would be stupid beyond belief. Use Ultimate Offering to pull 5 monsters out of an empty board, or Overload Fusion to summon an 8000/8000 that can attack ten monsters, or Limiter Removal to turn 2500 damage into 5000 at the loss of one card and two "floaters". Or use them in conjunction with Bazoo the Soul-Eater and Dimension Fusion for what is some crazy +8 if you count floaters as advantage, or whatever. With your large floater engine, you burn through all of your opponent's cards through 1 for 1's and end up with 1 card in hand and 2 Gadgets on the field to their one card in hand.

I'll skip through talking about why these guys are good; you're a creative mind and I'm *sure* you can find something that's more fun for you to play than the cliched, tournament-viable and proven methods listed above (excepting Ectoplasmer). Let's get to the rammifications this has on deckplay and how you can really abuse or counter Gadgets.

First I'll talk about Gadget abuse. If you're using a Gadget deck, you have 3 cards that really *exemplify* the advantage engine and turn it into something really broken really fast. Ultimate Offering, Pot of Avarice, and Overload Fusion. I wouldn't recommend using both Pot and Overload in the same deck as that might end up making you very sad. Ultimate Offering and Pot of Avarice usually do it for me, but if I had a Chimeratech I'd probably entertain the thought of Overload Fusion more than I currently do. After that, you'll probably want the basic stuff. You need lots of monster removal and lots of m/t removal. I recommend 3 Smashing Ground, 2-3 Fissure, 0-2 Hammer Shot, 0-2 Lightning Vortex, 3 Sakuretsu Armor, 0-3 Widespread Ruin (varying highly considering your meta and your collection of Widespread Ruins), 0-3 Bottomless Trap Hole (varying upon how many Widespread Ruins you're playing). Then play 3 Cyber Dragon so you can run over things, and then throw some staples in. Hell, I'll give you a basic list and you can just add 5 cards to it or so.

3 Red Gadget
3 Yellow Gadget
3 Green Gadget
1 Breaker the Magical Warrior
1 Spirit Reaper
3 Cyber Dragon
2 Chiron the Mage

3 Smashing Ground
3 Fissure
1 Graceful Charity
1 Confiscation
1 Heavy Storm
1 Mystical Space Typhoon
1 Nobleman of Crossout
1 Pot of Avarice
2 Enemy Controller

3 Sakuretsu Armor
3 Widespread Ruin/Bottomless Trap Hole
1 Ring of Destruction
1 Torrential Tribute
1 Mirror Force
1 Ultimate Offering

I'd recommend 2 Solemn Judgment and either 2 of Back to Square One or Lightning Vortex + whatever you want. The last few cards are purely preference and can be Snipe Hunters, Hammer Shots, Judgments, anything. Go wild. The basic premise of this build (named fifth gadget because, at 45 cards, 1/5 cards is a gadget). This is a good build; playing too many with too low a monster count will have you drawing too many, and you only want to draw one ever. You could go with 6 Gadgets in a smaller build but it would make your deck much weaker and much less focused. I would just go with a Fifth Gadget build.

How this effects the playability of certain decks; Macro Cosmos gets better, as do Gravekeeper's, Dark World, and Horus. The only thing that gets worse is Monarchs. This is good for all of us, it means a more diverse field. But then again, Chimeratech seems to be doing real well. XD

This doesn't get a rating cause hey! You wouldn't put this in a deck not focused around it. With that, have fun.
 

Tebezu
Red Gadget/Green Gadget/Yellow Gadget

The issue I am seeing with the builds being done is simply that they are not utilizing cards like mirror wall, solemn judgement, and are remaining in the ridiculous 5th Gadget build. Splash is written all over these suckers. (All Ideas I plan on touching later in the week.) The gadget decks that took 3-4 place at the last shonen jump were not that great. Of course I give my condolences to their players (beating out a lot of others) but their decks could of done much better if they'd utilize a splashed version, simply ignored snipe hunter, and worked with the machine build a tad more. But even in their earliest form they have proven themselves something to be feared and something to expect. A floater monster upon summon (a machine no doubt) has so much support going for it that it is hard to ignore the metagame shift.

5/5

A perfect set of monsters, not broken but powerful. combine them with Card destruction and Dark World (well I am getting ahead of myself... Stay Tuned)
 

DeathJester

Man…back to the trenches again eh? School, work, etc...it sucks. Back to being a robot ^_^. But hey, it was an exciting weekend and I’m exhausted. This past weekend we had the Orlando Shonen Jump and the official debut of Gadgets into the meta. Although they didn’t win the Jump, it’s still important to recognize they are a threat and not dealing with them in your Main-Deck is asking for trouble.

 

Here are some cards that are good against Gadgets:

 

  • Hydrogeddon
  • Gravekeeper’s Spy
  • Mobius the Frost Monarch
  • Deck Devastation Virus (I have yet to see this work)
  • Strike Ninja (Only good in theory so far)
  • Twin-Headed Behemoth (Good in Monarch)
  • Elemental Hero Wildheart
  • Don Zaloog
  • Pitch-Black/Mirage Dragon
  • Recruiters
  • Many more…

 

Card good in Gadget decks:

 

  • Cyber Phoenix (If you’re not running Shrinks or Rush Recklessly)
  • Exiled Force
  • Chiron the Mage
  • Snipe Hunter
  • Solemn Judgment
  • Limiter Removal
  • Enemy Controller
  • Widespread Ruin
  • Ultimate Offering
  • Hammer Shot
  • Mobius the Frost Monarch
  • Banisher of the Radiance
  • Gravekeeper’s Spy (I like this one a lot in Gadgets)

 

This weekend featured an extremely diverse metagame with a lot of threats to consider in the upcoming months of competition. It’s not just about 1-3 decks anymore. Many decks become competitive and many decks have a shot this time around. It’s the format you’ve been waiting for.

 

I did conduct a live tournament report while I was in the SJC. I did badly that’s true. However, I have learned many a lesson the hard way this weekend and it’s worth finding out what I learned so it won’t happen to you. Visit my blog at: www.thebestyugiohblog.blogspot.com.

 

I’m also doing a write-up for my performance at the Regional the next day. Don’t forget to read up on Pojo.com and my blog this week.  

 
Lonely Wolf Hello Pojo! For those of you who might not know me, I’m Lonely Wolf, a moderator from Pojo’s Message Board. Most people just call me Wolfy.

Today, we are looking at three cards that the Yu-gi-oh! players of North America have been waiting anxiously for a LONG time. Today, we take a look at the Yellow, Red, and Green Gadgets. The cards that have actually convinced great players to abandon the 40-41 card deck mindset.

Their effects are very straight forward. When one of them is normal or special summoned, you get to search out the next color. An automatic +1 when summoned. Can you say advantage? On their own, that’s all they are and not all that good as they only have 1200-1400 attack which can’t kill much, BUT when put in the correct decks with the right cards, they can prove to be deadly!

The most common of these decks that I’ve seen is Fifth Gadget. Gadget decks love +1’s and 1 for 1’s, in a serious way. It utilizes 3x Smashing Ground, 3x Fissure, sometimes Hammer Shot, 3x Sakuretsu Armor and Widespread. Those will take out virtually any and all monster threats that you might face. Meanwhile, you just play Gadget after Gadget, slowly overwhelming the opponent. If they Torrential Tribute or Mirror Force, it’s no big deal. You just start over next turn. With all the Gadgets you summon, you are almost always guaranteed to have monsters. And when you do happen run low, you can play Pot of Avarice to start the cycle over again. And while you keep advantage up, your opponent is slowly moving through his/her options. Another great aspect of gadget decks is that they can afford to run -1’s like Snipe Hunter, Back to Square One, and Phoenix Wing Wind Blast, all of which I’ve seen in variations for 5th Gadget. Since your hand size stays higher than most decks, you can afford to lose an extra card now and again.

But don’t think that 5th Gadget isn’t the ONLY good gadget deck. You could make a good Monarch deck out of them too, keeping tribute fodder on the field for your monarchs. You could also make a good Exodia deck out of it. Thinning your deck with Gadgets, Jar of Greed’s, Reckless Greed, and Graceful Charity while searching for pieces with Sangan and Emissary of the Afterlife, just keep yourself protected and you got game. And I’m sure the list of decks that work well with Gadgets could go on and on.

So, Gadgets, an easy +1, go ahead, give them a shot. Either in one of the decks I mentioned above, or try coming up with one of your own.

Just wait until Shield Crush is released and Shrink is mass produced (if ever), then will see Gadgets run even more wild than now.

Traditional: 4/5 (It’s still good, but Chaos is here and CED can easily wreck the whole advantage idea of this deck)
Advanced:: 4.99/5 (Good in so many decks, and with SO many different cards)
Art: 3/5 for Yellow as it looks kinda strange, 4/5 for Red and Green
 

YGOmaster
Green Gadget, Red Gadget, and Yellow Gadget

Wow, I had to review these. Looking at the success they've had in the Japan game, otherwise known as the OCG, many people are hoping for the same success with them here. They are pretty good, giving you instant advantage as soon as they are Normal or Special Summoned. If you are using loads of Monster Removal like Widespread Ruins, Hammer Shots, Fissures, Smashing Grounds, and Snipe Hunter, you can kill opposing threats while summoning and pecking at your opponent with them until his/her Life Points finally reach 0. You can even abuse the advantage they give you with cards like Lightning Vortex and Raigeki Break. Be careful when using those cards though, as they might deplete your hand if you don't have a Gadget. Overall, they are nice cards.

Advanced: 4/5
Traditional: 3.5/5
Thanks for reading

zbarvian@comcast.net
 


Yugiman
Red Gadget/Green Gadget/Yellow Gadget - Monday

First off, if my the lines on my CotD seem to look weird, it aint my fault....it just hates me and wants to see me suffer I guess. Anywho onto CotD.

It should be pretty damn obvious why these cards are good, and now with the structure decks out, people will be running to stores and buying them in the
3's.

So basically you summon/special summon one of them out, and they search the deck for some different colour and add it to your hand. Most Gadget decks will run 3 Smashing, 3 Fissure, 3 Hammer Shots, 3 Solemn's, 3 Saku, 3 Widespread, etc, etc. So you may wanna counter them with Pitch-Black's, Mirage Dragons, etc.

These things are gonna be the deck to beat till we find out whats on next ban list.

Ratings:
Traditional: 3/5
Advanced: 4.5/5
 
Turkeyspit The Gadgets

When I first started playing Yu-Gi-Oh, all I kept hearing about from other players was how much they wanted the Gadgets.

Well, they are here in the TCG, and boy have they changed the Meta.

If you've been wondering how these little mechanical weenies could be considered so "good", allow me to explain.

The most typical build for these monsters is called "Fifth Gadget"; essentially, a 45 card deck, with 9 (or 1/5th) of them being Gadgets.

The rest of the deck is built of 1-for-1 removal cards, usually (but not always) consisting of: 3x Smashing Ground, 3x Fissure, 3x Sakuretsu Armor, 3x Widespread Ruin, Mirror Force, Ring of Destruction and Torrential Tribute. The balance of the deck is different depending on the duelist, but cards like Limiter Removal, Drillroid, Banisher of the Radiance, Snipe Hunter, Chiron the Mage, Cyber Dragon, Bottomless Trap Hole and Solemn Judgement are all fairly common.

Now, the way this deck works is if you Normal or Special summon 1 Gadget monster, you can search out another one of a different Colour from your deck, and add it to your hand.

Green searches Red
Red searches Yellow
Yellow searches Green

This means that for every Gadget you summon, it replaces itself with another Gadget for your hand. It is this powerful effect that allows this deck to focus on pure 1-for-1 removal, with one goal in mind: attrition. A Gadget deck is designed to exhaust your opponent's resources, through 1-for-1 exchanges. Sooner or later, your opponent will be topdecking, while a Gadget player will have on average, and 3-4 card hand.

The deck does sometimes have consistency issues, the whole 1-for-1 removal system can be countered, and there does exist many cards that work well as anti-Gadget tech, but overall the Gadgets have proven to be a solid decktype, and will likely shape the meta for a long time to come.

-------------------------

Traditional: 2/5 - yep. Gadgets are Earth. If it's not Light, Dark, TIV or Yata, it sucks in Traditional

Advanced: 4.5/5 - One of the most competitive decktypes we have at the moment, giving Monarch Control a run for it's money.

Card Art: 3/5 - they should be called Gears, not Gadgets....

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