Machina Gadget

Alright here’s my Machina Gadget deck which I promised you in the last post. This is still an OCG only build as I’m using Tinplate Goldfish, but without Tinplate the deck loses a big amount of speed. Well you can still playtest it on DN. I’m still not happy about the monster count and like to add a few more monsters, as there are still situations where I only have a single monster together with a hand full of spells/traps. You can still stall out with your trap lineup, but I prefer to have my combo pieces ready with my starting hand. Gadgets are really popular in OCG nowadays, especially in Indonesia as I’ve seen. There are also regularly Gadgets in the Top 10 of the major Japanese events, so you might figure out that this deck has some potential. The main reason why so many players like Gadgets is probably the price of the deck, as it’s really cheap to build Gadgets (almost everything in Structure decks), only Gear Gigant X is really expensive.

Monsters I might add are:


Machina Gadget

Monster (15)

3x Green Gadget (LV 4)

3x Red Gadget (LV 4)

3x Yellow Gadget (LV 4)

3x Tinplate Goldfish (LV 4)

2x Machina Fortress (LV 7)

1x Machina Gearframe (LV 4)

Spell (11)

1x Heavy Storm

1x Dark Hole

1x Monster Reborn

1x Pot Of Avarice

1x Night Beam

3x Mystical Space Typhoon

3x Double Summon

Trap (14)

2x Compulsory Evacuation Device

2x Torrential Tribute

2x Mirror Force

2x Bottomless Trap Hole

1x Ultimate Offering

2x Call Of The Haunted

2x Solemn Warning

1x Solemn Judgment

Extra (15)

1x Daigusto Emeral (R 4)

1x Maestroke The Symphony Djinn (R 4)

1x Steelswarm Roach (R 4)

1x Blackship Of Corn (R 4)

1x Photon Papilloperative (R 4)

1x Number 39: Utopia (R 4)

1x Number C39: Utopia Ray (R 4)

1x Gem-Knight Pearl (R 4)

1x Fairy King Albverdich (R 4)

2x Gear Gigant X (R 4)

1x Number 16: Shock Master (R 4)

1x Number 91; Thunder Spark Dragon (R 4)

1x Evilswarm Ouroboros (R 4)

1x Number 11: Big Eye (R 7)

Side (15)

2x Effect Veiler (LV 1 – Tuner)

2x Maxx “C” (LV 2)

2x Gemini Imps (LV 4)

1x Prime Material Dragon (LV 6)

1x Tragoedia (LV 10)

1x The Emissary of Darkness Gorz (LV 7)

2x Dimensional Fissure

1x Rainbow Life

1x Soul Drain

2x Mind Crush

Strategy and Explanation

Gadgets are still played more or less in the same way as in old times, you do the Gadget farming to gain hand advantage and then Summon Machina Fortress to control the field. The difference now is that you have access to an amazing Machine Xyz: Gear Gigant X, a monster which you can summon by using 2 LV 4 Machines. This guy allows you to add any Machine monster with LV 4 or lower in your deck or grave, so usually you would add Machina Gearframe (to get Machina Fortress next time) or add a Gadget. As Ultimate Offering is now limited, the swarming capabilities of Gadgets have been cut down and many players changed their playstyle to control the field instead.

3 copies of Double Summon are there to replace the missing Offering, they do make a big minus if your Xyz Summon of Gear Gigant X fails, but on the other hand if it doesn’t then you’ll end up with the same amount of cards in your hand, while your field has a Gear Gigant X.

Example: You got 5 hand cards, 1 of them is a Gadget and 1 is Double Summon

  1. Summon Gadget (4 hand cards), the Gadget replaces itself with another added Gadget from deck (5 hand cards)
  2. Activate Double Summon (4 hand cards)
  3. Summon the added Gadget (3 hand cards), the Gadget replaces itself with another Gadget from Deck (4 hand cards)
  4. Xyz Summon Gear Gigant X
  5. Activate Gear Gear Gigant X‘s effect, add 1 LV 4 or lower Machine-type monster from deck or grave (5 hand cards)

See? You’ll end up with the same amount of hand cards while you were able to bring Gear Gigant X out, that’s the reason why you should play Double Summon. I tried to avoid the scenario of being interrupted by some traps by maxing out the Mystical Space Typhoon and adding 1 Night Beam, that should be enough in my opinion.

Now were moving to the specific monsters and their purposes.

Tinplate Goldfish



When this card is Normal Summoned: You can Special Summon 1 Level 4 monster from your hand.

Don’t know the exact name of this guy, sometimes it’s called Tin Goldfish and other call it Tinplate Goldfish, we have to wait for the official TCG translation. Well what’s the ability of this little fish roboter? Like Marauding Captain, Goblindbergh and some other guys, Tinplate Goldfish can Special Summon 1 additional LV 4 monster from your hand. The most important difference to the other mentioned monsters is the Type of Tinplate: it’s a Machine-Type monster, therfore you can overlay a Gadget together with Tinplate to Xyz Summon Gear Gigant X.

Machina Fortress



You can discard MachineType monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent’s monster effect that targets this face-up card, look at your opponent’s hand and discard 1 card from their hand.

Fortress will be one of your strongest monster in almost every duel and it will give your opponent headaches how to get rid of this thing without losing a card through Fortress‘s effect. Don’t forget that you can discard Fortress itself and another Machine monster from your hand to Special Summon Fortress from your hand. The Special Summon doesn’t start a chain, so it can be negated by Thunder-King Rai-Oh and Solemn Judgment.

Machina Gearframe

Gearframe searches for your Fortress and can be used as Xyz material for Gear Gigant X, too. It is searchable with Gear Gigant X and I tend to search for Gearframe when using Gigant X’s effect. Many people forget about the equip effect of Gearframe, which can protect a Machine monster from destruction, no matter how it is destroyed (battle or effect).

Night Beam

For additional trap removal, as it is necessary not to lose your Gigant X to a Solemn Warning or similiar (otherwise you’ll make a big minus). I like to have Night Beam, as it is the best single target S/T removal after MST, but this is just my personal preference, you could play without Night Beam, too.

Double Summon

Like I already mentioned before this card will make a big minus if you can’t resolve Gigant X‘s effect, as you will lose 3 hand cards without gaining any field presence. But it’s worth the price if you manage to resolve the effect. Triple Double Summon is crucial, as Summoning Gadgets alone won’t help you that much, assuming you only have a Gadget and no Tin Goldfish. Downside of this card is the high dead draw possiblity when you’re in a pinch.

Compulsory Evacuation Device

Still one of my favorite monster removals, as it is chainable and versatile (target own monster or opponents monster; face-down or face-up, etc.).

Mirror Force

In my opinion Mirror Force is still an amazing monster removal even though there’s a lot of S/T removal running around, especially Machina Gadget decks need the maximum amount of monster removal to stop your opponent from attacking, as most of your own monsters are not that big (Gear Gigant X: 2300 ATK, Fortress: 2500 ATK). Even though there’s a lot of S/T removal, the chances of being able to use your traps will get higher if you use a lot of them. Most of the duelist will play 2-3 MST + Heavy Storm, so if some cards were hit by MST and Heavy Storm, your other Traps that you still have will have more chances to resolve. Just don’t overextend and make sure that you still have an ace in your sleeve. The ability to play/set your trump with the right timing makes a good duelist.

Ultimate Offering

Best-case would be having a set Offering and a Gadget in your hand to swarm the field with your monsters, but make sure your Offering doesn’t get MST‘d, I would suggest using Night Beam on face-down cards in this situation, as the opponents chances to be able to chain MST decreases (has to chain another card in order to be able to activate his targeted card).

Call Of The Haunted

Revives your Gadgets and profit from their adding effect again, you can Xyz summon a Shock Master easier when needed with Call Of The Haunted and lots of other stuff.

Fairy King Albverdich

This guy is perfect for your deck as most of your monsters are EARTH monsters and won’t be affected by Albverdich‘s effect. The loss of 500 ATK is very important, because most of your opponents Boss monsters will have like 2800 ATK while your guys just have about 2300-2500 ATK.

Gear Gigant X



2 Level 4 MachineTypemonsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower “Geargia” monster in your Graveyard; Special Summon that target.

This guy is your main Xyz monster and creates a great card advantage if you manage to resolve its effect. Normally you add Tin Goldfish or Machina Gearframe to your hand with Gear Gigant, in rare cases where you have Tin Goldfish already in hand and no other monster to Xyz, then you should add a Gadget to your hand. Always think about what Gadgets are left in the deck, which Gadget you will add with the Gadget in your hand and don’t forget that you can also add monsters from your grave with Gear Gigant X.

Number 16: Shock Master

This guy is harder to call out now with just one Ultimate Offering, but still really useful against Exodia decks and other decks that rely heavily on Spell or Monster effects (Mermail Atlantean). Double Summon and Call Of The Haunted is a possibility to call him, but Offering is just the best.

Number 91: Thunder Spark Dragon

Almost nobody plays this guy, but I think he’s amazing in this deck. The ability to blow up the field (face-up monsters) is so good and getting 3 monsters out shouldn’t be a problem with Ultimate Offering. Thunder Spark Dragon saved my ass a couple of times and made my opponent scoop, just summon Gadgets with Ultimate Offering -> Thunder Spark Dragon then use the effect and summon more Gadgets to go for game 😀

Gemini Imps

This card is one of my Side Deck cards for Dark World as they’re really popular nowadays, works against Card Destruction, Dragged Down Into The Grave, Dark World Dealings, Morphing Jar and other stuff. It just conflicts with Dimensional Fissure, but this shouldn’t be a big problem, think of it as a backup strategy if your Dimensional Fissure is destroyed.

Prime Material Dragon

In case of Burn Decks, because I hate facing them and Shock Master doesn’t work against their traps and you got nothing else to counter them (They can play them in your Standby Phase …). Make sure that you only have 1 monster out, otherwise you can say bye bye to Prime Material Dragon and welcome a Lava Golem on your side.

Dimensional Fissure

Obviously a Side for Dark World, Mermail Atlantean, Chaos Decks, Lightsworn and other grave stuff. Doesn’t really make a problem for you, except that you can’t discard Fortress itself anymore to Special Summon it from hand. Xyz materials are still sent to the grave as they’re not considered as monsters.

Rainbow Life

Another Side for Burn Decks, just in case that they still manage to get rid of your Prime Material. Wait for them to chain all their cards they want to activate then activate Rainbow Life as the last Chain Link in order to gain for every burn effect they use. Maybe I’ll drop this card for Imperial Iron Wall, as Burn decks are not that common and Imperial Iron Wall can stop Chaos Decks, Macro Rabbit and other stuff, while Rainbow Life just helps you against Burn Decks.

Soul Drain

Side Deck choice for Mermail Atlantean, Hieratic and some other decks, as both of them resolve in grave or even in the banished zone (Hieratic).

Mind Crush

Against Exodia Decks, Mermail, Gadget Mirror Match, Geargia and other decks, that searches a lot.

Additional Comment:

The deck still needs more monsters, I would add Tragoedia as you always have a big hand and Tragoedia can Special Summon itself even though there are cards on the field. Maybe a 3rd Fortress wouldn’t be bad, too. What to drop for those 2 cards? – I would kick 1 Night Beam and 1 Call Of The Haunted (Call more than Beam although).

Watch out for Thunder-King Rai-Oh as it will wreck your whole deck (no adding possible and negates your Xyz and Fortress). That’s also one reason for 2 Mirror Force in the main deck.

I’m still thinking about the next deck, maybe I’ll post a fun deck for a change next time (even though I’m calling it a fun deck, all decks still work perfectly >.<).

All images are taken from Yu-Gi-Oh! Wikia.


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