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 Gears Moving, A guide to Geargia

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Kairi

Leona

Posts : 48
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Join date : 2013-04-24

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PostSubject: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri Apr 26, 2013 4:28 am

Gears Moving, a guide to Geargia

I. The Cards
II. The Support
III. The Decktypes


I. The Cards

Geargiarmor

Spoiler:


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:


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 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:



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:


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:


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 Support

Genex Ally Birdman

Spoiler:


A good tuner which is searchable by Gear Gigant X and gives acess to Karakuri Monsters.

run 1


Karakuri Strategist mdl 248 "Nishipachi"

Spoiler:


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:


A tuner for the Karakuri Geargia Synchro play.

run 2~3 in geargiakuri variant


Karakuri Shogun mdl 00 "Burei"

Spoiler:


A monster necessary for the big play earlier mentioned?

run 1 in geargiakuri variant


Karakuri Steel Shogun mdl 00X "Bureido"

Spoiler:


A monster necessary for the play mentioned earlier.

Run 2~3 in Geargiakuri Variant

Doomcaliber Knight

Spoiler:

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:


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:


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:

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:

Run 3 in Machina Geargia

Searchable by Gearframe's effect and stuff. A strong beat stick with a good effect.

III. The Decktypes

There 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.

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Gallows

Zed

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Gears Moving, A guide to Geargia Left_bar_bleue100/100Gears Moving, A guide to Geargia Empty_bar_bleue  (100/100)
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PostSubject: Re: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri 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
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Join date : 2013-04-07

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PostSubject: Re: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri 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. ._.
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Gallows

Zed

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Age:

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PostSubject: Re: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri 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.
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Kairi

Leona

Posts : 48
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Join date : 2013-04-24

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PostSubject: Re: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri 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.
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Gallows

Zed

Posts : 929
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Join date : 2013-01-26

Character Sheet
Name:
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Gears Moving, A guide to Geargia Left_bar_bleue100/100Gears Moving, A guide to Geargia Empty_bar_bleue  (100/100)
Age:

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PostSubject: Re: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri 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!
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Kairi

Leona

Posts : 48
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Join date : 2013-04-24

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PostSubject: Re: Gears Moving, A guide to Geargia   Gears Moving, A guide to Geargia EmptyFri Apr 26, 2013 3:39 pm

That lack of speed can be made up for with heavy back row, which most geargia decks have Very Happy
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