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Approved + Scripted Archetypes / Archetype Submission - Imperial Machines
« on: July 05, 2019, 06:19:14 am »
The Imperial Machines
Description:
The Imperial Machines are an Earth Machine Fusion based Archetype and are made as an advanced version/evolution upon the DM era monster Machine King and his servants. The common core of Imperial Machines are stat gains based on the number of Machines on the field and in your Graveyard while also providing benefits for one another via the ability to banish themselves from the GY in order to search cards, summon monsters, as well as protection and disruption. The deck's primary goal is to create powerful boss monsters, specifically the Level 10 Grand Imperial Machine Emperor - Lord Ironhammer, in order to defeat the opponent as quickly as possible through high ATK stats and powerful effects combined with the utility of Link monsters for this advantage.
Here is a link to see the cards in Dueling Books as a collective: https://www.duelingbook.com/deck?id=3799551
(NOTE: The Level 10 Fusion's Effect Text is cut out on the DB version but the full text is listed below)
Below are the full text versions:
"Imperial Machine" was created as an evolution/retraining of Machine King and his subordinates given new form as a collective archetype. Much testing was had through Dueling Book with friends and randoms and many drafts were undergone to showcase the use of this deck's strengths. As such, here are the noted highlights and downsides of this deck:
Strengths:
Weaknesses:
Description:
The Imperial Machines are an Earth Machine Fusion based Archetype and are made as an advanced version/evolution upon the DM era monster Machine King and his servants. The common core of Imperial Machines are stat gains based on the number of Machines on the field and in your Graveyard while also providing benefits for one another via the ability to banish themselves from the GY in order to search cards, summon monsters, as well as protection and disruption. The deck's primary goal is to create powerful boss monsters, specifically the Level 10 Grand Imperial Machine Emperor - Lord Ironhammer, in order to defeat the opponent as quickly as possible through high ATK stats and powerful effects combined with the utility of Link monsters for this advantage.
CARDSHere is a link to see the cards in Dueling Books as a collective: https://www.duelingbook.com/deck?id=3799551
(NOTE: The Level 10 Fusion's Effect Text is cut out on the DB version but the full text is listed below)
Below are the full text versions:
Spoiler: Main Deck Monster Cards (6) show
Spoiler: Extra Deck Monster Cards (5) show
Spoiler: Spell Cards (3) / Trap Card (1) show
INFO"Imperial Machine" was created as an evolution/retraining of Machine King and his subordinates given new form as a collective archetype. Much testing was had through Dueling Book with friends and randoms and many drafts were undergone to showcase the use of this deck's strengths. As such, here are the noted highlights and downsides of this deck:
Strengths:
- Has a powerful use as a going second deck, due to the nature of its focus on high ATK gains and using the opponent's cards for your own Fusion plays.
- The cards provide a level of speed and explosive plays through the use of type manipulation and stealing the opponents monsters through the use of Iron Memorial
- The monsters hold powerful protection and swarming capability combined with the use of other Machine cards like Iron Call, Iron Draw, and Power Bond especially for its massive Fusion Monsters.
- The Link Monsters provide another avenue of swarming thanks to Ferocious Hound and Lightning Cavalry that can make massive boards of monsters, combined with the Imperial Machine King's Movement to level up the level 4 monsters into Level 5s for Cyber Dragon Nova into Infinity.
- The Spells and Traps provide a level of consistency through drawing, recycling dead hands of mostly monsters, and removal of threats the opponent holds with elements akin to that of Orcust and even True Drago to a degree.
Weaknesses:
- "Imperial Machine" is a strictly going second deck. When forced to go first, it suffers from potential blow out and over-extension of plays. Especially if the opponent has Impermanence in hand.
- Proper hand trap and staple support is needed to a degree in order to protect the plays aside from the protection from responses in the form of Midnight.
- "Imperial Machine" lives and dies by their strong ATK values. If an opponent can disrupt the plays, then the deck suffers to a degree from being easily punished.
- The biggest weakness the deck has is to Called By The Grave, as it's banishing monsters from the GY will be able to disable specific monsters and protections for two turns, namely Steel Booster, the searching effect of Solemn Gearframe, and even Sacrificial Pawn's protection. Careful use of these effects and their techs is needed.

