Earth Machine

Master V from on January 21st, 2025
cp-ur 660 + cp-sr 450
40 cards

Notes & Combos

I've revisited an old favourite: Machina Trains, and boy do I have no regrets whatsoever.

Because of the limited time I can put in to Master Duel, reaching Master V is good enough for me. Eventually I'll see what it needs to reach Dlv Max. This deck was constantly changing, but stabilized to what it is now, and so far this is what I've found out:

Relying on Lv10 EARTH Machines helps this deck to keep up with the meta. I had more Infinitrack cards, but swapping out most of them for others helped push through Diamond rank.

OTKs are possible but this deck is fragile to negates. Thankfully it can survive long enough to exhaust the opponent's resources. I've leart to focus on long play strategies for that reason. Number 81 is a key player as it can make itself immune.

Tokusano Shinkyojin is a huge draw power for this deck. It lets me send a Lv10 from the field or hand to GY to draw 2, which opens other combos from the GY. Getting a Lv10 in the hand is rather easy (usually Revolving Switchyard or Machina Redeployment), and as a bonus Tokusano isn't once per turn. I could run 3, but 2 are enough.

Foolish Burial Goods is mainly used to target Clockwork Night: its GY effect allows me to add ANY Lv EARTH Machine from the deck to the hand, not just Lv10 monsters.

Clockwork Night on the field is itself an anti-meta effect. This deck thrives on all monsters being machines while it would slow down an opponent's strategies.

Since EARTH Machines don't have many negates, Solemn Judgment and Iron Thunder turned out to be extremely valuable. Finishing a duel with less than 1000LP from paying LP to activate them happens a lot.

Also, using Iron Thunder to destroy one of my own machines can make Machina Citadel revive itself from the GY (if it's already in there), allowing for a potential board wipe with Citadel.

Construction Train Signal Red has saved me many times from high attacks. 2 seems to be more helpful than 3 though.

Magical Hound can get rid of spells that can't be destroyed. I also synchro with it to bring out Naturia Beast as a reusable spell negate and deck mill.

I've used Infinitrack Anchor Drill to make itself and Flying Pegasus both Lv8 to bring out Dingirsu who can protect my cards.

Anger Knuckle and Super Express make an excellent loop. On the opponent's turn, Anger Knuckle can send itself to the GY to revive Super Express and (hopefully) set it up for Super Express's end-phase GY effect, then on my turn Anger Knuckle revives itself.

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