Notes & Combos
Earh Machines best (Gold) Deck :D
So, why no handtraps? Tbh I forgot them when I first built the dec,k but after playing for a bit, I didn't feel like I needed them, most decks were a bit slow in gold, and without the good board breakers like droplet or storm, what is this deck realistically going to do to break a full adamancipator board even if I draw the entire deck from Maxx C, so I just take the L.
If you want to put handtraps, here are the flex spots:
- Red Reboot, Turbo Booster would be a second Red Reboot if I had the UR CP.
- Breakthrough Skill, I liked it more than Lost Wind since it can negate normal summons like Mo Ye and the 2nd GY negate comes often, also ATK reduction isn't that good in this deck with all the big monsters.
- Solemn brigade, Evenly and Impermanence, if you are brave enough.
Game plan is the same as standard, normal combo to win a bunch of advantage, use our traps and maybe Citadel to survive turn 2 and OTK turn 3, and if that fails, this deck has a very good grind game. Going second is harder but doable depending on how many extenders we have on hand.
This deck has 6 1-card starters (Harvester, Metalcruncher) and Gearframe can also do full combo in most hands, so this deck doesn't brick easily and with the Dozer Control ratios, you might be able to play trough an interruption or two going second.
MVP is Ruinforce, you'd be surprised how many decks doesn't have a good out to it, the negate in BP has come a lot, specially against Burn.