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 Trading Card Game Tips from fans

 

July 2007
 

Deck Look: Machine Beatdown Part 2 – Advanced Format

Article by Edward Sun

Email me at Lightningsaphira94@gmail.com

 

                Last time, I introduced you all to Theerasak (T) Poonsombat's SJC Pheonix deck that took home the title. For those of you that don't remember what the deck was, it was a Machine Beatdown deck with a couple twists to it. I covered the Monster Lineup in my last article, and now I'll cover the Spell and Trap Lineup.

 

First, we'll take another look at the deck list.

 

Monsters: 18

3 Cyber Dragon

3 Card Trooper

1 Night Assailant

1 Jinzo

1 Mask of Darkness

3 Dekoichi the Battlechanted Locomotive

2 Cyber Pheonix

1 Spirit Reaper

1 Sangan

1 Morphing Jar

1 The Light – Hex-Sealed Fusion

 

Spells: 15

1 Nobleman of Crossout

1 Snatch Steal

1 Machine Duplication

2 Brain Control

1 Heavy Storm

1 Megamorph

1 Confiscation

1 Premature Burial

1 Mystical Space Typhoon

1 Future Fusion

1 Overload Fusion

1 Limiter Removal

1 Giant Trunade

1 Scapegoat

 

Traps: 7

2 Trap Dustshoot

1 Ring of Destruction

1 Call of the Haunted

1 Torrential Tribute

1 Crush Card Virus

1 Mirror Force

 

Fusion:

1 Twin-Headed Thunder Dragon

3 Cyber Twin Dragon

2 Chimeratech Overdragon

3 Cyber End Dragon

1 Fusionist

 

I only included the Fusion Monsters so that you could see what he could summon with cards like Overload Fusion, Future Fusion, and The Light – Hex-Sealed Fusion. So, now that you know what he included in his deck, I'll talk about his Spell and Trap Lineups.

 

1 Nobleman of Crossout

 

                The inclusion of Nobleman of Crossout in an aggressive deck is a no-brainer. Without Shield Crush, we have no other way of getting rid of those unknown face-down threats, and if Nobleman is used at the right time, T could push in some extra damage for the possible win.

 

1 Snatch Steal

 

                With so many opportunities for the decks in the current Meta to go off and summon many powerful monsters in one turn, this card could be used to take advantage of the opponent's card advantage. This has the potential of ending a game.

 

1 Machine Duplication

 

                Machine Duplication is another excellent game-winning card, if correctly combined with Card Trooper. With Card Trooper and Machine Duplication, you will automatically have 3 1900 attack Machine-Type monsters on your side of the field ready to attack the opponent's life points directly.

 

2 Brain Control

 

                Included for a reason much like Snatch Steal is included, Brain Control allowed T to take control of an opponent's monster for a turn for only a cost of 800 life points. Now, why would he want the opponent's monster for only 1 turn? Well he could either attack for some extra damage, tribute it for a Jinzo or Cyber Dragon, or win the duel with it. It's a must-include in aggressive decks as well.

 

1 Heavy Storm

 

                Not much to say about this card. It gets rid of opposing threats allowing T to attack the opponent's life points without worrying about any Quick-Play spells or Traps that may stop him from winning the game. It's a staple in almost every deck that involves attacking the opponent's life points for game.

 

1 Megamorph

 

                Megamorph isn't what you typically see in a Machine Beatdown deck, especially one that maintains constant card advantage. Still, if T doesn't need it, he could either pitch it with Morphing Jar or save it for the game-winning opportunity. Say T had 2 Card Troopers on the field, and a Jinzo. The opponent is wide open, but is still safely at 8000 life points. Well, since 1900+1900+2400 only equals 6200, T's opponent would have another chance to launch a comeback, which could always be devastating. BUT, if T had a Megamorph in hand, he could equip it to either one of his 3 monsters (the Troopers are boosted already), he would be able to win the duel during that turn.

 

1 Confiscation

 

                Confiscation, for most people, is a staple in this format, especially since it provides you with a huge advantage early to mid game. Especially in this deck, where you want to eliminate the opponent's options and maintain card advantage, this card is a must-include.

 

1 Premature Burial

 

                This card is also a staple in almost every deck that involves the Graveyard. Not much else to say here, just run it.

 

1 Mystical Space Typhoon

 

                In a Beatdown deck, this card is also a staple and a must-include since it gets rid of an opposing threat even if it's only one spell or trap.

 

1 Future Fusion

1 Overload Fusion

 

                Everyone knows the Future Fusion and Overload Fusion combo in Chimeratech decks, and this deck is no exception, even if it's not solely based on summoning Chimeratech. This also covers the inclusion of Overload Fusion. After activating Future Fusion to get many machines into the Graveyard and then you activate Overload Fusion, removing those monsters from play to special summon Chimeratech.

 

1 Limiter Removal

 

                Limiter Removal's reason for inclusion is similar to Megamorph's reason, since they both unlock the OTK potential in times where it would normally be impossible to win the duel in one turn.

 

1 Giant Trunade

 

                In aggressive decks, the main threat when trying to end the game are cards like Torrential Tribute and Mirror Force. But, with Heavy Storm, Giant Trunade, and Jinzo, it will be easier to get rid of those face-down threats and allow T to attack without worry. Giant Trunade also allows another chance to activate Premature Burial.

 

1 Scapegoat

 

                In my opinion, Scapegoat is a must include, especially in a format where aggressive decks rule. Scapegoat is an extremely useful card, as it can be chained to Heavy Storm, MST, or Giant Trunade and can be activated while Jinzo is face-up on the field.

 

2 Trap Dustshoot

 

                Now we move into the traps, starting with Trap Dustshoot. This card is extremely useful, as it can be used for the same reason as Confiscation can. It allows you to take a peek at your opponent's hand, and trap the opponent by returning a monster to the deck. This is yet another form of maintaining the advantage in a duel.

 

1 Ring of Destruction

1 Torrential Tribute

1 Mirror Force

 

                In my opinion, these traps are the staple three must-include traps that should be included in every deck. Machine Beatdown will be no exception.

 

1 Call of the Haunted

 

                Call of the Haunted can be used in many, many ways. It allows you to special summon a monster from the grave, allowing you to push in for more damage, and it combos pretty well with Jinzo. I would say this is a staple as well, but some people don't think so.

 

1 Crush Card Virus

 

                This deck is a slightly rogue build, mainly because of the inclusion of off-beat Dark monsters under 1000 attack (Mask of Darkness and Night Assailant), and they can be used for Crush Card Virus. This card helps T's deck in many ways. Since Cyber Pheonix and Dekoichi have low attacks, using Crush Card Virus could keep them on the field to squeeze in an easy 1200 or 1400 damage. The Crush Card Virus also has the potential of completely shutting down the opponent's deck for 3 turns (Monarchs).


 



 


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