Earth Machine

Diamond I from on July 22nd, 2022
cp-ur 720 + cp-sr 420
44 cards

Notes & Combos

This is pretty much just a standard build for Earth Machines on ladder, but i chose to forgo most of the Train extenders (Revolving Switchyard, Flying Pegasus, Night Express Knight) in exchange for Gozen and Rivalry. The Train extenders were pretty powerful in testing but they tend to brick a lot from experience. The floodgates on the other hand gives the deck a good win condition at best and a contingency plan at worst if you brick. Yes, Dracoback can bounce floodgates but most of the times you would either have Citadel/Derricrane to pop the token, or Ghost Ogre to pop Fateful Adventure.

The ratios are only experimental and are not very optimized (didn't really think this could be a D1 deck). The deck has a ~78% chance to open a starter going first and bumps up to ~89% going 2nd because of Urgent Schedule and the 6th card (obviously with the assumption that your opponent has a monster on the field, otherwise it would still be ~84%). For the staples, they were the ones cut the most to try and trim down the card count but this lineup worked the best in my experience. You could drop Storm/Droplet for Imperm if you feel you need more HTs but this seemed fine. If I'd change anything it could be the third Harvester to round up the main deck to 45 cards (also increases the going first hand consistency to ~80%), and a second Anger Knuckle in place of the third Goliath since there were times I missed turn 3 OTKs because I didn't have the first Anger Knuckle on the field anymore.

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