<Snipped quote by 1Charak2>
However, Dueling Network should automatically randomise your deck for each match.
not if you use custom cards man...
It hurts sometimes
<Snipped quote by 1Charak2>
However, Dueling Network should automatically randomise your deck for each match.
<Snipped quote by TBKrunk>
not if you use custom cards man...
It hurts sometimes
Mad King Machination Brron is not all that useful against Void End Dragon since the card has an effect that negates its effect and destroys it when it targets Dragon or Machine Type monsters on Tsukiko's side of the field.
<Snipped quote by Xeiyenreisha>
Your cards are a little broken though as well and need more working out.
@Xeiyenreisha
I understand the stapleness of limiter remover in a machine deck, however I have expressed my concern regarding the Otk ability of the card especially in these 4k lp duels. Making it far too easy to drop one from the hand during damage step for a win from anything with 2k attack in a direct attack. Similarly as how Ring of Destruction is broken due to the reason of popping your opponent's only defending monster, burning both and leaving the field empty for a direct attack.
Just because something is 'staple' in the deck doesn't quite mean they should be automatically allowed in. Take a look at the Noble knight deck which doesn't run RotA which is a staple warrior searcher. Or chaos emissaries without BLS(EB). No Zenmaines in Wind-UPS or D.A.D in BW/RR which work well with them. Even the Vanilla 6Sams deck didn't have a LSS Shi en. Thus While I see your reasoning, it seems a bit much given your deck can dish out probably the most attack points with some semblance of consistency.
Mad King Machination Brron is not all that useful against Void End Dragon since the card has an effect that negates its effect and destroys it when it targets Dragon or Machine Type monsters on Tsukiko's side of the field.
<Snipped quote by Xeiyenreisha>
The effect of 'Mad King' seems to be a blanket effect, meaning that because Void End Dragon's secondary effect is based around targeting, it wouldn't work.
<Snipped quote by The Grey Dust>
I do not run Machine decks without Power Bond or Limiter Removal, but I understand what you are saying. All other cards I can part with but those two are the forefront and foundations of my Machine based decks.
Besides there are turn the table Trap Cards like Magic Cylinders that can be used to defeat over aggressive people with. I see no particular problem with Limiter Removal. You also have Gravity Bind and Level Limit Area A which can also screw you since you have to destroy all Machine-Type monsters effected by it at the end of your turn. Personally, I do not have a particular problem with the card since there are ways to safeguard yourself against it.
<Snipped quote by TBKrunk>
not if you use custom cards man...
It hurts sometimes
<Snipped quote by Xeiyenreisha>
Magic Cylinder? Since when can you activate Magic Cylinder during Damage step? Or Gravity Bind? or Level Limit Area A (which does nothing). I assume two things of course: 1) You meant level Limit Area B which restricts Levels 4+ to defence mode., but is a continuous spell card and ergo cannot be activated as a "gotcha" on the opponent's turn. Although neither cards are effective against XYZ Monsters as they have ranks not levels. 2) The player using Limiter Removal is using it smartly as a quick-play which can be played during damage step, that is, not activating it when Gravity bind is face up on the field, nor when Level Limit Area B is on the field, and is activating it NOT during the attack declaration of the battle phase, but rather the Damage Step at which the opponent cannot negate the attack or prevent it from happening, and must use cards like Forbidden Lance or counter traps to negate the spell itself, at which, negates the destruction effect at EP, leaving you with a still decent beatstick on the field.
Hence your 3 given solutions have just fallen out of the equation due to game mechanics. Unless you were unfamiliar with how the BP works, specifically regarding the Damage Step and its Damage Calc substep, I almost feel insulted that you offered these 3 solutions when you claim you ALWAYS play with Limiter Removal in machine decks :I
Normal stuff is Speed 1, Traps and Quick-Plays are 2, and Counter Traps are 3.
Last time I checked, I think Wall got banned for some convoluted reason that I can't be bothered to research.
Edit: never mind, Wall is limited now.
Last time I checked, I think Wall got banned for some convoluted reason that I can't be bothered to research.
Edit: never mind, Wall is limited now.
I have a feeling that if everyone had a billy deck, the world would be a better place.