The success of Chris LeBlanc’s Geargia deck led me to
rethink this archetype. As you can tell by the header of this blog, Geargias
are near and dear to my heart. I
essentially abandoned them with the onslaught of the E Dragons. But now, the
meta is a tad bit slower. Maybe there is
a place for them after all.
First Gear
For those that are not familiar with the deck, the most
basic play is to set Armor and protect it with a heavy trap line up. When Armor is flipped, you add Accelerator to
your hand. From there, you can special
summon Accelerator and go into GearGigant for a nice plus one. If you have
access to Strategist, you can flip Armor back down, summon Strategist and use
his ability to get a second Accelerator.
Special summon the race cars and then synchro for Burei and use Burei to
bring out another Karakuri tuner. Before you know it, you can easily put three
large monsters on the board in one turn.
Variations on this spam theme are fairly frequent. I can usually pull this off in about 60 to
70% of the games. I am somewhat careful
because you will get punished for overextending. However, knowing when to go for it is the fun
and skill of Yugioh. The deck’s penchant for OTKs is the reason I run Trap Stun
and side Debunk.
Second Gear
Bringing out large synchro monsters is intoxicating. So much
so, you can easily forget about the other effects of the Geargia monsters. For example, Accelerator lets you add a Geargia
monster to your hand when it is sent to the graveyard. Unfortunately, you can’t do this when you
synchro summon, but you can do it when you bring it out with Call of the
Haunted. GearGigant lets you add a level
three Geargia monster to your hand when it leaves the field. These minor
effects can add to your hand advantage, so keep watching.
Third Gear
The real change in Geargia play over the past several months
has been the addition of GeargiaGear.
This trap card lets you summon two level three Geargiano monsters from
your deck and increase their level by one.
It’s a one step Geargigant play.
Though I will be speaking against the common wisdom, it’s not a card I
like. Here’s why:
·
If you play 1 GeargiaGear and 2 Geargianos,
Geargiagear will be dead 67% of the time.
·
If you play 1 GeargiaGear and 3 Geargianos,
Geargiagear will be dead 50% of the time.
·
If you play 1 GeargiaGear and 4 Geargianos,
Geargiagear will be dead 40% of the time.
·
If you play 1 GeargiaGear and all 6 Geargianos, Geargiagear will be dead 17% of
the time.
You can do the permutations/combinations math for 2 and 3
copies of GeargiaGear, but it still has a significant possibility of being
dead. I would rather run a mini-Machina
engine.
However, testing with this card has led me to believe that
little Geargiano is a better card than I first believed. It can bring back tuners since it can target any machine monster. More importantly, it is a target for
GearGigant’s second effect. I know that
the Yugioh world favors MKII, but I hate having a 1000 point attack monster in attack
position.
I have a couple of other quirks. I like to balance hand traps, spells, and
traps. This lowers the chance of running
into problems with Decree. I like the
flexibility of Lance and I would rather run CardCar than Pot of Duality.
CardCar is fodder for both Fortress and Redox. I’ve always felt the deck needs
a few additional Karakuri monsters though I am never quite set on which
ones. Usually Saizan or Nishipachi can
stop an attack when they are summoned with Nisamu. In fact, you can see this is a pretty monster
heavy deck. Though I will take some
hits, it tends to be very consistent.
Here’s my current
list. I’ll be taking it to Charlotte this weekend!
Armor x 3
Accelerator
x 3
Arsenal x 2
Geargiano x
2
Nisamu x 2
Nishipachi x
1
Saizan x 2
Redox x 2
Gearframe x
1
Fortress x 2
CardCar D x
2
Swift
Scarecrow x 2
Maxx C x 2
Effect
Veiler x 2
Forbidden
Lance x 3
Shrink x 1
Dark Hole x
1
Compulse x 1
BTH x 1
Chain x 1
Trap Stun x
2
COTH x 2
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