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| Gears Moving, A guide to Geargia | |
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Kairi Leona
Posts : 48 Reputation : -9 Join date : 2013-04-24
| Subject: Gears Moving, A guide to Geargia Fri Apr 26, 2013 4:28 am | |
| Gears Moving, a guide to GeargiaI. The Cards II. The Support III. The Decktypes I. The CardsGeargiarmor- Spoiler:
Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can add 1 "Geargia" monster from your Deck to your hand, except "Geargiarmor".
Geargiarmor is the main search card of the deck. It searches geargiaccelerator and creates free +1's. If the opponent attacks it and it survives to your turn, you can flip it face-down using it's own effect and then back up for another search. Run 3 Geargiaccelerator- Spoiler:
If you control a face-up "Geargia" monster, you can Special Summon this card (from your hand) in face-up Defense Position. When this card is sent from the field to the Graveyard: You can target 1 "Geargia" monster in your Graveyard, except "Geargiaccelerator"; add that target to your hand.
Geargiaccelerator acts as a Legendary Six Samurai-Kizan for Geargias. It allows for easy access to Gear Gigant X in conjunction with Geargiarmor. Gear Gigant X allows access to the whole deck. Run 3 Geargiarsenal- Spoiler:
This card gains 200 ATK for each face-up "Geargia" monster you control. You can Tribute this card; Special Summon 1 "Geargia" monster from your Deck, except "Geargiarsenal", in face-up Defense Position.
This card generally serves to search out a Geargiarmor. Geargiarmor, as stated above, is the best search card of the deck. However, this has more versatility in that it can be used to summon Geargiaccelerator and then combined with Torrential Tribute to send all monster to the grave. When Geargiacellerator is sent to the grave you can get back Geargiarsenal Run 2~3 Geargiano- Spoiler:
You can Tribute this card to target 1 Level 4 Machine-Type monster in your Graveyard; Special Summon it from the Graveyard, but its effects on the field are negated.
Geargiano, the first Geargia ever released, can be very useful (it is basically a Monster Reborn) but is not used all that often because there is a better version of it. run 0-1 Geargiano Mk-II- Spoiler:
When this card is Normal or Flip Summoned: You can Special Summon 1 "Geargia" monster from your hand or Graveyard in face-up Defense Position.
This is the better version of Geargiano I mentioned earlier. This is better because it can be combined with Genex Ally Birdman for continuous monster revival. Run 2 Gear Gigant X- Spoiler:
2 Level 4 Machine-Type monsters 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 is the boss of the Geargia archetype and an amazing card for any machine type deck. It gets a free search if it is not destroyed on summon and does not have it's effect negated. Run 2 II. The SupportGenex Ally Birdman- Spoiler:
you can return 1 face-up monster you control to the hand to Special Summon this card from your hand and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.
A good tuner which is searchable by Gear Gigant X and gives acess to Karakuri Monsters. run 1 Karakuri Strategist mdl 248 "Nishipachi"- Spoiler:
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field and change its battle position.
A target to be summoned in the big Karakuri Geargia Synchro ply(will be explained later). run 1 geargiakuri variant Karakuri Watchdog mdl 313 "Saizan"- Spoiler:
This card must attack if able. When this face-up card on the field is selected as an attack target, change its Battle Position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle.
A tuner for the Karakuri Geargia Synchro play. run 2~3 in geargiakuri variant Karakuri Shogun mdl 00 "Burei"- Spoiler:
1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned, you can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, you can select 1 monster on the field, and change its battle position.
A monster necessary for the big play earlier mentioned? run 1 in geargiakuri variant Karakuri Steel Shogun mdl 00X "Bureido"- Spoiler:
1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card.
A monster necessary for the play mentioned earlier. Run 2~3 in Geargiakuri Variant Doomcaliber Knight- Spoiler:
Cannot be Special Summoned. During either player's turn, when a monster effect is activated: Tribute this face-up card; negate the activation, and if you do, destroy that monster.
An amazing card this format which can be played as a staple in nearly any deck. This card inhibits the opponent until we can pull off a good play, in many cases, win the duel. Macro Cosmos- Spoiler:
When this card resolves: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
This card, although it does not directly support the deck, can inhibit the play of the opponent hence making the game much easier. For example, Atlanteans, Fire Fists, and HEROs work worse with Macro Cosmos on the field. However, this card does not affect Macro Rabbit. Furthermore, it does not fit into the Machina Geargia Variant. Run 0~3 Limiter Removal- Spoiler:
Double the ATK of all face-up Machine-Type monsters you currently control, until the End Phase. During the End Phase, destroy those monsters.
Run 1 Geargias are Machines. Machines get OTK potential when Limiter Removal is played. This is a very simple and obvious support card. Machina Gearframe- Spoiler:
When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
Run 2-3 in Machina Geargia variant This card searches Machina Fortress and also protects machines (usually Fortress or Gear Gigant X.) It is a +1 and an all around useful card. Machina Fortress- Spoiler:
you can discard Machine-Type 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.
Run 3 in Machina Geargia Searchable by Gearframe's effect and stuff. A strong beat stick with a good effect. III. The DecktypesThere are 2 major types of decks which run Geargia in them. The first is Geargiakuri and the second is Geargia Machina. Geargiakuri: Geargiakuri decks focus on getting the Karakuri Synchros and then getting many draws as well as a group of powerful beat sticks. The simplest play this deck can make is a play using 1 level 4 machine type tuner in hand and a Geargiarmor facedown. Step 1. Flip Summon Geargiarmor and search Geargiaccelerator. Then special the accelerator. Step 2. Normal summon the level 4 tuner and sync for Bureido. Effect: special summon Saizan. Step 3. Sync Saizan and the other level 4 for another Bureido. Effect: Summon Nishipachi. Step 4. Change position of Nishipachi and draw 2 cards. Machina geargia: This deck is a lot more advantage oriented. It combines the use of Machina Gearframe and Geargiarmor to continuously search monsters. These monsters act as fodder for Machina Fortress when needed. Combining rank 4 XYZ monsters and Machina Fortress, the deck simply tramples the opponent's life points. |
| | | Gallows Zed
Posts : 929 Reputation : 4 Join date : 2013-01-26
Character Sheet Name: HP: (100/100) Age:
| Subject: Re: Gears Moving, A guide to Geargia Fri Apr 26, 2013 11:20 am | |
| How is Doomcaliber good this format? I think he is way too slow for the current and mainly the upcoming decks. You wate your normal summon on him, he cannot be special summoned and he negates a single effect, which in most cases isn't even really a plus. Mermails summon an Undine, discard as cost, Caliber negates the search. Most people running the Genex-Engine run 3 Undine and 2 Controller, so if you negate the search of one Undine, you make the third Undine alive. If the player does not run Undine what are you going to negate? Megalo runs you over instead of using the effect, Linde resolves in the Graveyard, Steus just would not get his own search off, same goes for Pike. Discarding still happens in all cases, therefore you still have to deal with Dragoons, Marksmen and Infantrys. E-Dragons just laugh at you and continue the spam as they wish, and now that your monster is gone you are defensless. Not mentioning they have the monster ready to go next turn. Ophion just won't use his search effect, instead he runs you over and then searches. Or he simply gets protected by Safe Zone and/or Forbidden Dress. Prophecy just isn't hit by it. I guess you can negate the Spellbook Magician, but with Judgment Day, they don't really need that one single search.
I think Rai-Oh is a much better choice, simply because he negates all searches AND he can negate a Special Summon. And should you need him again, you can always bring him back with Reborn. Doomcaliber can give you a lucky hit and against Wind-Up Rabbit it is gold, but I wouldn't consider Wind-Ups Top Tier this format.
Other than that, it was a nice article and made me think about combining my Karakuris with the Geargias. I never really tried them out, as I never really liked the cards, but why not give it a shot.
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| | | Kyonaru Zed
Posts : 335 Reputation : 18 Join date : 2013-04-07
| Subject: Re: Gears Moving, A guide to Geargia Fri Apr 26, 2013 11:40 am | |
| - Gallows wrote:
- How is Doomcaliber good this format?
I think he is way too slow for the current and mainly the upcoming decks. You wate your normal summon on him, he cannot be special summoned and he negates a single effect, which in most cases isn't even really a plus. Mermails summon an Undine, discard as cost, Caliber negates the search. Most people running the Genex-Engine run 3 Undine and 2 Controller, so if you negate the search of one Undine, you make the third Undine alive. If the player does not run Undine what are you going to negate? Megalo runs you over instead of using the effect, Linde resolves in the Graveyard, Steus just would not get his own search off, same goes for Pike. Discarding still happens in all cases, therefore you still have to deal with Dragoons, Marksmen and Infantrys. E-Dragons just laugh at you and continue the spam as they wish, and now that your monster is gone you are defensless. Not mentioning they have the monster ready to go next turn. Ophion just won't use his search effect, instead he runs you over and then searches. Or he simply gets protected by Safe Zone and/or Forbidden Dress.
I think Rai-Oh is a much better choice, simply because he negates all searches AND he can negate a Special Summon. And should you need him again, you can always bring him back with Reborn.
By this post I can tell you know absolutely nothing about Mermails... No one uses GAM anymore. Undine = Send. Send =/= Discard. The effecs to summon Megalo/Teus/Leed are Trigger effects, so Caliber can negate those. Monsters don't have to be on the field to be able to be negated by Caliber. Why would you even summon Pike if the opponent has a 1900 beater...? Although I agree Doomcaliber is slow this format, I think you shouldn't talk about a deck when you don't know anything about it. ._. |
| | | Gallows Zed
Posts : 929 Reputation : 4 Join date : 2013-01-26
Character Sheet Name: HP: (100/100) Age:
| Subject: Re: Gears Moving, A guide to Geargia Fri Apr 26, 2013 2:12 pm | |
| - Kyonaru wrote:
- By this post I can tell you know absolutely nothing about Mermails...
No one uses GAM anymore. Undine = Send. Send =/= Discard. The effecs to summon Megalo/Teus/Leed are Trigger effects, so Caliber can negate those. Monsters don't have to be on the field to be able to be negated by Caliber. Why would you even summon Pike if the opponent has a 1900 beater...?
Although I agree Doomcaliber is slow this format, I think you shouldn't talk about a deck when you don't know anything about it. ._. I agree that the number of people playing GAM is lower, but it IS still played, even at major events. Uhm, Undine DOES trigger Marksman, Infantry and Dragoons, and that was my point. Even more, you can send to the graveyard from the deck. I'm sorry that I did not remember the exact wording of Undine. As for Megalo etc. you are right, they can be negated, that was a mistake of my part, because I did not recall the exact wording of Doomcaliber. Yet again, my point prevails: The discard still happens, therefore searches and pops still happen. That is all I wanted to say, really, as you can read in the last sentence about Mermails: "Discarding still happens in all cases, therefore you still have to deal with Dragoons, Marksmen and Infantrys." You would summon Pike to discard Marksman/Infantry/Dragoons and to get a search in case your opponent does not negate. You loose a Pike or 300 LP, in exchange for game changing pops/searches. |
| | | Kairi Leona
Posts : 48 Reputation : -9 Join date : 2013-04-24
| Subject: Re: Gears Moving, A guide to Geargia Fri Apr 26, 2013 2:18 pm | |
| - Gallows wrote:
- How is Doomcaliber good this format?
I think he is way too slow for the current and mainly the upcoming decks. You wate your normal summon on him, he cannot be special summoned and he negates a single effect, which in most cases isn't even really a plus. Mermails summon an Undine, discard as cost, Caliber negates the search. Most people running the Genex-Engine run 3 Undine and 2 Controller, so if you negate the search of one Undine, you make the third Undine alive. If the player does not run Undine what are you going to negate? Megalo runs you over instead of using the effect, Linde resolves in the Graveyard, Steus just would not get his own search off, same goes for Pike. Discarding still happens in all cases, therefore you still have to deal with Dragoons, Marksmen and Infantrys. E-Dragons just laugh at you and continue the spam as they wish, and now that your monster is gone you are defensless. Not mentioning they have the monster ready to go next turn. Ophion just won't use his search effect, instead he runs you over and then searches. Or he simply gets protected by Safe Zone and/or Forbidden Dress. Prophecy just isn't hit by it. I guess you can negate the Spellbook Magician, but with Judgment Day, they don't really need that one single search.
I think Rai-Oh is a much better choice, simply because he negates all searches AND he can negate a Special Summon. And should you need him again, you can always bring him back with Reborn. Doomcaliber can give you a lucky hit and against Wind-Up Rabbit it is gold, but I wouldn't consider Wind-Ups Top Tier this format.
Other than that, it was a nice article and made me think about combining my Karakuris with the Geargias. I never really tried them out, as I never really liked the cards, but why not give it a shot.
Doomcal is slow, but with a large amount of traps it is worth it. Doomcal is not something you put on the field alone. You summon doomcal and back it up with 2-3 backrow. The point is to make your opponents waste material working around doomcal. Mono-mermails, Fire Fist, Dino Rabbit, Wind-up, and alot of other decks have trouble with this card. Also, notice that I only put OCG cards in this. This is an OCG article so E. Drags are unimportant. When E. Drags do come to TCG, I will put Doomcal in the side. Why I don't want TKRO in here: Geargiarmor, Gear Gigant X, pot of duality, some people main macro cosmos, TKRO is bad vs merlanteans (in my experience), I side it instead. |
| | | Gallows Zed
Posts : 929 Reputation : 4 Join date : 2013-01-26
Character Sheet Name: HP: (100/100) Age:
| Subject: Re: Gears Moving, A guide to Geargia Fri Apr 26, 2013 2:28 pm | |
| I understand why someone would play Dommcal, and I would never claim it to be a bad card, I just think it is too slow. The opponent has to work around it, but in the current and upcoming format you just have decks that spam out their materials so fast, than one single card just does not make a diffrence. It older formats, Doomcal would have been damn goodm when decks did not have a huge spamming potential they have nowdays.
Anyways, keep those articles coming, they are nice! |
| | | Kairi Leona
Posts : 48 Reputation : -9 Join date : 2013-04-24
| Subject: Re: Gears Moving, A guide to Geargia Fri Apr 26, 2013 3:39 pm | |
| That lack of speed can be made up for with heavy back row, which most geargia decks have |
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