Revised Gadgets for September 1st

Peps

Irish Duelist
Two different variants of Gadgets I've designed for the next format:

Gaireas Nua-Aimseartha

Monsters: 17
[3] Cyber Dragon
[2] D.D. Assailant
[2] Green Gadget
[2] Red Gadget
[2] Yellow Gadget
[2] Banisher of the Radiance
[1] Breaker the Magical Warrior
[1] Sangan
[1] Snipe Hunter
[1] Spirit Reaper

Magics: 15
[3] Enemy Controller
[2] Shrink
[3] Hammer Shot
[1] Smashing Ground
[1] Fissure
[2] Nobleman of Crossout
[1] Heavy Storm
[2] Pot of Avarice

Traps: 8
[3] Sakuretsu Armor
[1] Widespread Ruin
[1] Mirror Force
[1] Torrential Tribute
[1] Ceasefire
[1] Magic Cylinder

Picture of Deck


Green Baboon, Overlord of the Gadgets

Monsters: 19
[3] Cyber Dragon
[2] Green Gadget
[2] Red Gadget
[2] Yellow Gadget
[1] Green Baboon, Defender of the Forest
[3] Giant Rat
[2] Des Koala
[1] Breaker the Magical Warrior
[1] Magician of Faith
[1] Snipe Hunter
[1] Neo-Spacian Grand Mole

Magics: 15
[2] Hammer Shot
[1] Smashing Ground
[1] Fissure
[2] Nobleman of Crossout
[3] Enemy Controller
[2] Shrink
[1] Heavy Storm
[1] Mystical Space Typhoon
[1] Pot of Avarice
[1] Premature Burial


Traps: 6
[3] Sakuretsu Armor
[1] Trap Dustshoot
[1] Mirror Force
[1] Torrential Tribute
 
Updated!

The original deck I've updated. After performing awfully at the tournament it went to (3-2 in swiss, lost in quarter), I finally think I discovered the reason why. I noticed that the deck was firstly prone to many situational cards, that even includes the likes of Premature Burial and Call of the Haunted. Also, the deck was utterly terrible at defending. If I drew an all monster hand with no support, I lost. Plain and simple. If I drew a hand of say Premature Burial, Call of the Haunted, Magician of Faith, Drillroid and Hydrogeddon when staring down a monarch, I can't do a thing.

However, adding a bunch of defensive monsters to a gadget deck will take away the pressure a gadget deck can give. Therefore, going on the offensive can lead to dead hands, and going purely on the defensive won't get you anywhere. What I needed were monsters that could operate as both effectively. This is where D.D. Assailant, Sangan and Spirit Reaper come in. All of these monsters are known to add pressure to the opponent offensively, but if needed, can work on the defensive just as effectively. While Banisher of the Radiance doesn't follow that rule, it still has too much anti-metagame potential.

I've maximised all of the Hammer Shots in order to improve the consistency that I'll draw into a piece of removal. Same thing applies with the Widespread Ruin. Surprisingly enough, two Pot of Avarice seems to work fine, despite my previous belief. I probably just had awful luck when I originally tried them, or as I mentioned earlier, just had too many situational cards and graveyard manipulation to see the potential.

After reading the thread recently on Ceasefire, I decided it would be interesting to see how a couple of burn effects would affect the deck. Firstly, to aid the defensive monsters, Ceasefire acts as a counter against Nobleman of Crossout to maintain defense. The second reason I only realised after thinking about the tournament games I had. In one game, I sided in Des Koala because I knew I was going to lose the match anyways. Oddly enough, Des Koala won me the game after I topdecked into it. Therefore, burn has potential to unexpectedly win you a game when you're in a losing situation. Also, there were games where I started to draw bad, after my opponent would have been on very low life. If I had some sort of burn effect, I would have won those games. Similar to the Dark World Burn theory, gadgets tend to not do enough damage by themselves. Therefore, a little burn from Magic Cylinder or Ceasefire can help finish the game off.

I also added a link to the picture of the actual deck for a very important reason. I first noticed some pictures of decks being posted on a different forum, and I realised it really helps to see if a deck is truly solid or not. As it's often said, reading is one thing, witnessing is another.
 
if you want to apply pressure run 3x hydro & 2 assura priests' and 3x strike slash...apprenticce monarch beware....where's lightening vortex??
 
Hydrogeddons I've used before but just didn't work out for me whatsoever. Apprentice Monarch is not a problem whatsoever. The monsters themselves are fairly weak, for game one purposes, Enemy Controller will easily sort out the monarchs.

I actually have a pair of Lightning Vortex side-decked incase I do face against decks that tend to swarm. ;)
 
since you were liking the extra dmg from burn - thats where i was headed...strike slash is +700 atk & pierce making assura preist a field clearer including a monarch suicide for last attack....as well as giving a 2300 atk hydro pierce and another hydro...there are drawbacks of course - but high risk & high reward....just a way to make recruiters & setters pay - a bit of extra dmg you would not normally get.....
 
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