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 Trading Card Game Tips from fans

 


From: Drake
Subject: Vehicroid Deck - Adam



Valiant Vehicroids



Vehicroids are a set that anyone who watches the anime knows Syrus Truesdale is fond of. The Vehicroids are more or less Machine-versions of the E-Heroes: weak stats, handy effects, reliance on Fusion. But unlike the E-Heroes, Vehicroids got one heck of a support card called Vehicroid Connection Zone. It’s basically Polymerization for ‘roids. But why use it when you could sue, say, Power Bond and get an attack boost?



Because the ‘roid summoned by VCZ can’t be destroyed by card effects.



Think about that for a minute. Immune to all forms of destruction, meaning once it hits the field, you only get rid of it through Removal or Bounce. Few people play Bounce cards, except for maybe Forced Back, and Removal? Bottomless and something with 2 D’s in the name are all that’s left with Chaos well and truly dead. And as a result of Chaos’ ban, another monster that laughs at card effects is seeing play (cookie to anyone who gets that reference).



But the fiery chicken isn’t the only one laughing at Exiled, Smashing, Force, Ring, etc, anymore. Now the ‘roids have a chuckle, and unlike Big Bird, their big hitter probably won’t be hitting the Graveyard due to battle, meaning that unless your opponent top-decks a D.D. monster, they have a challenge. Sure, you’ll be at a -3, but with a 3000-point brute that’s immune to Spell, Trap and Monster destruction, suddenly, you don’t care anymore. So without further adieu, the Vehicroid deck!



Monsters (16)



2x Submarineroid

3x Steamroid

2x Gyroid

2x Drillroid

2x Ambulanceroid

2x Rescueroid

2x Patroid

2x Blowback Dragon

1x Magician if Faith

1x Breaker the Magical Warrior

1x Morphing Jar

1x Jinzo



Spells (16)



2x Monster Reincarnation

3x Vehicroid Connection Zone

1x Pot of Avarice

1x Power Bond

2x De-Fusion

1x Limiter Removal

1x Heavy Storm

1x Graceful Charity

1x Nobleman of Crossout

1x Mystical Space Typhoon

2x Enemy Controller

1x Premature Burial



Traps (8)



2x Forced Back

1x Mirror Force

1x Call of the Haunted

1x Torrential Tribute

1x Ring of Destruction

2x Supercharge



Fusion



3x Super Vehicroid Jumbo Drill

2x Steam Gyroid

2x Ambulance Rescueroid



Okay, the ‘roids are all self-explanatory. Steamroid gives brute power, Drillroid gives a way around defenders, Submarineroid gives pesky sneak attacks, and so forth. Blowback Dragon clears away face-downs that may be a way to get around VCZ- Remember that Forced Back and Bottomless Trap Hole are things it can’t deal with, fortunately, Jinzo can. And while Patroid can’t get rid of face-down threats, his effect can spot them, which helps. Morphing Jar replenishes a dead hand when you’ve Fused into a Jumbo Drill, and the rest is self-explanatory.



Spells have 2 Monster Reincarnations, and you may even want to run a third, or at least side one. Why? Because of Ambulanceroid: nay ‘roid returned to the hand from the Graveyard is Special Summoned. Suddenly, Monster Reincarnation becomes Monster Reborn with a minor discard cost for ‘roids. Not bad at all, really. De-Fusion not only sets up for a Limiter sweep with Jumbo Drill (800+1800+1600x2=8400), and if we Fusion into a Trap, we have a way to counter. Power Bond is splash, and if you haven’t gathered yet that Vehicroid Connection Zone is the card this deck is built around, what have you been reading for the last 5 minutes? As for Enemy Controller, it swaps a monster to defense to set up for Jumbo Drill’s massive Trample.



Traps are standard. Supercharge is a marvelous support for ‘roids. When your opponent attacks, if you have only ‘roids, draw 2 cards. You may even want to side a third one, it’s basically Pot of Greed with a few set-backs. Monster Reborn, Pot of Greed, wow, ‘roids seem to be re-breaking all the good cards.



Fusions are this deck’s forte. Ambulance Rescueroid and Steam Gyroid are there for the ‘roid theme. They don’t bog down the deck any, it can’t hurt. Jumbo Drill is our big boy, the bad brute of the deck. 3000 Trample, and with VCZ, immunity to destruction. Thus, battle would seem the obvious solution. But with 3000 points, really, what can take him down? A few things come to mind, mostly things with “Cyber” in the name from the Big Brothers of the ‘roids (in more ways than one you GX fans can be sure). And maybe a Dogma from a D-Hero deck. But besides other Fusions, what’s he have to fear from battle? Besides, we’re packing the standard traps, so we’re as set as we can be. And even if your opponent is running something with enough power to beat our Drill, with 3000 Trample and Limiter, odds are that they’ll be beaten before they can play it.



So, what DOES Jumbo Drill fear? He’s only immune to destruction from effects, not effects period. SoRL still stops his attacks, Brain still snatches him, Bottomless and other Removal still RFGs him. He’s not invincible, but he’s still a beast to deal with. If you can avoid the possibility to a Trap stopping his summon (Bottomless, Forced, and now that I think of it, Solemn Judgment), your opponent has 3 options: top deck a D.D., snatch it and Tribute it for a summon (not entirely impossible, but tricky), or sit back and watch as you Trample their monsters. So just be wary that while Jumbo Drill is tough, and tougher with VCZ, he’s not indestructible.



Immunity to effects is no laughing matter. If you’re immune to effects, you’re good, and if you’re all but immune to battle, you’re better. Sacred Phoenix proves that: 2400 points means suicide with Monarchs, but its revival effect is awesome. And now we have Jumbo Drill, a 3000 Limiter-compatible Trampler who can’t be destroyed by card effects, and can De-Fuse into 4200 points of ATK power. Gulp.

 


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