Ultimate Guide to Earth Machine

Ultimate Guide to Earth Machine

Introduction

Greetings fellow Duelist,

I'm going to flat out leave my cards on the table here. This guide is long, and covers a wide range of topics. It regards the inner workings of a somewhat flexible archetype, how its cards work, what needs to be done, its strengths and weaknesses, as well as how it can respond and play out in the game.

Throughout this guide, I will explain various cards, combos and interactions with various cards and bring up creative ways to synthesize your own EARTH Machine deck! Deckbuilding isn't something that Master Duel teaches at the moment, and lots of new players will have trouble trying to understand the process, so I made this guide to help not only experienced players but also new players. To begin with, you need to understand the following points before you delve deep into the contents of this guide. I'd like to make the following things clear.

This guide gives a great outlook on Machine monsters only. Granted, of course, you may edit your Main or Extra deck to include monsters of other Types.

There's not a 'correct' way to make this deck. You can choose your cards based on your playstyle.

Not all of the following archetypes can be mixed with each other. Some archetypes work with Synchro Summoning, whereas others work with Xyz Summoning.

Personally, I choose a rather casual playstyle when playing my variation of EARTH Machine. There's multiple ways to make your deck much more competitive, but understand that this deck can only get you so far. It's no Zoodiac/Tri-Brigade. For some competitive deck variations, see the following deck profiles made by these two magnificent people:

tcg_aerosol's Machina/Trains[ygoprodeck.com] , there's a YouTube video explaining this deck by the same author here.

DeathToYourGoose's Machina/Infinitrack[ygoprodeck.com] , with a detailed explanation, alternative profile.

If you're new to the game, or the archetype in general, you might get stressed out a bit. Do not fret, because I will go through how the deck works shortly. If you're not interested in making a deck, you can still view the guide and learn more about this general archetype. Card knowledge is important, and who knows, you might face an EARTH Machine Deck sooner or later.

Fundamentals

So, here we are. Throughout this section, I'll classify all the cards by their archetypes, explain the most important cards of each, then add a section regarding cards that "don't make the cut" in EARTH Machine but still work on their own, branching away from the usual Decks. Finally, we will see the penultimate aim of the deck: How to set up a board that can win you the game. This last part will come after I explain the important cards. You need to know your cards before you summon them. Read the damn card text!

What's the point?I'd like to put a disclaimer here and say that EARTH Machine builds can be rather different. Some can focus on different archetypes to make the cut, so I'll cover a lot of them here. We will see the following:

Machina, provides good starters, disruptions and support.

Infinitrack, provides a good engine and Extra Deck monsters (Xyz, Link).

Railway (or Trains), provides easy materials to summon very good Extra Deck monsters (Xyz, Link).

Various Extra Deck monsters from a lot of Machine archetypes, or just plain archetypeless Machine Extra Deck Monsters.The following sections might be added way later, should people request them. They don't commonly belong in EARTH Machine builds.

Deskbots, an archetype that works very well on its own, has potential but fails in protection. Partially featured in Solo Mode, has a great archetype-specific Synchro Monster. Its tuner is a very good extender.

Gadget, a limited archetype for casual play but can bring easy materials to the field.

Gears, a limited archetype for casual play, also featured in Solo Mode.

Qliphort, Machines that utilize Pendulum summoning and have great potential. Their Mechanics generally prevent external archetypes to work in the Main Deck. Available in Solo Mode.

Superheavy Samurai, an old archetype that can still stand on its own and utilizes Synchro Summoning and attacking in Defense Position.You can build your EARTH Machine build as you wish. However, the community usually regards EARTH Machine Decks comprised of Machina, Infinitrack and Railway cards in the Main Deck. All these archetypes have members in the EARTH Machine family, are easily searchable and through some specific recycles, materials for Extra Deck Monsters can be made.

Usually, you want Level 10 Monsters on the field in order to Xyz Summon into Rank 10 Machine monsters, but you can also use Rank 5,7 and 9 Machine monsters that are offered by the Infinitrack and Mecha Phantom Beast archetypes to set up your end board.

Rank 4 Machine monsters are very good support and can provide for alternative win conditions, or just function as extenders.

Link monsters offer support.

EARTH Machine's ultimate goal is to set up a board with powerful Xyz monsters that have very high ATK/DEF, putting your opponent into a very tough position if they can't destroy them. In contrast to some decks, they don't set up floodgates, preventing you from playing the game, or try to lock your opponent into a situation that they can't respond. They have some disruptions, but the deck (usually) aims to summon those powerful monsters.

These monsters can deal an immense amount of effect damage, or set up disruptions with their effects in the middle of the opponent's combo, and others can net you resources to rinse and repeat.

Having a hand that can utilize resources to get to the point of the devastating Xyz monsters is very crucial. This is really important. When we will go into the cards later, you need to carefully pick which archetypes you want to work with; unfortunately you can't include a mashup of them all.

At the same time, you need to be prepared to defend your board. This can be easily done through the staple handtraps and disruptions that you can find information on anywhere. However, I won't be covering these kinds of defense measures in this guide. This is a Machine-only guide. You can find explanations and examples of these cards throughout the internet, or in other guides.

I use my EARTH Machine build for casual and rogue play. If you have any questions, you can leave a comment at the end of the page, or you can send me a message on Discord: Entropy#7079

Archetype: Machina I


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We will start with my favorite archetype. Machinas are a mixture of EARTH and DARK Machines. The Machinas are some battle-ready robots that are accompanied by support units that can fix their injuries mid-battle, spreading chaos in endless wars. However, one day, something went wrong. An unauthorized login of unknown origin has managed to corrupt some of these robots of war, filling them with DARK auras, turning some of them against each other! Will Citadel, the highest ranking Machine defeat the now corrupted Force? The ground trembles as these two robots fight to the death!

Machinas are very basic. They do not have any Extra Deck Monsters, and heavily rely on their two boss monsters, Machina Citadel and Machina Ruinforce (the latter of which isn't in the game right now).

Machina Citadel can disrupt a combo with its quick effect by targeting any of your Machine monsters, destroying it and all the monsters your opponent controls with attack equal or less than it. It is also Special Summoned each turn, once, when one of your EARTH Machines is destroyed.

Machina Ruinforce can Special Summon itself from the GY by banishing Machine monsters. It has an effect where it can negate an opponent's effect in the Battle Phase and halve their LP at the cost of halving your LP too. It compensates by having an immensely high ATK of 4600. When destroyed, it can bring back some of your banished Machinas on the field through Special Summon.

Let's check out the main monster members of the cast, cards that are used in many variations of EARTH Machines.

Machina GearframeGearframe is the one of the two (showcased in this section) starters that you can have. Let me remark his two effects:

When Normal summoned, it adds any Machina monster from your Deck to your hand. Having what you want in your hand is always a way to work in your combo.

If you have a catchy eye, you'd notice that Gearframe is also a Union monster, able to equip itself to another to prevent their destruction. This effect is used when playing pure Machina, but generally, Gearframe is used to summon monsters from the Extra Deck after his other effect has resolved.

Machina UnclaspareImagine if you could use a Machina to add this one to your hand. Because it can Special Summon itself for free, but locking you into Special Summoning Machine monsters. On top of that, this one sends a Machina monster to your GY. Why would you do that? Well, it's really only about the Boss Monsters. You need those into the Graveyard to set up your disruptions, and Unclaspare is a very easy way to do it. Unclaspare is also level 4, matching Gearframe's level, an appropriate candidate for Rank 4 Xyz summoning.

The small issue with Unclaspare is that it's a DARK Monster. Its effect is too good to skip when it can deliver on a free summon & GY setup, so it's included in the main cast of Machinas.

Machina FortressFortress used to be the Boss monster in the first iteration of the Mechanized Madness Structure Deck, until a second one was made. Fortress can come into the field by discarding (even itself!) a sum of appropriate level Machine monsters. Its effects are not very disruptive:

When targeted by a monster effect: Look into the opponent's hand before its resolution and discard a card. Helpful against effects that require your opponent to discard for a cost.

When destroyed by battle, it destroys a card on the field. You can try destroying Fortress on your own at the cost of some LP if you're desperate.Notice how Fortress doesn't limit you to discarding Machinas. This card is a good candidate to include when mixing archetypes.

Machina MetalcruncherMetalcruncher can also enable some combos. Notice how Metalcruncher specifically mentions EARTH Machine in its text and not Machina, just like Fortress. You can make use of this effect to show three copies of the same card in your Deck and get it in your hand if Metalcruncher makes it into the field.

You can Normal Summon Metalcruncher if you control no cards. This makes Metalcruncher (because of its effect) a very good opening card.

Machina CitadelCitadel is the most important card in this archetype. You need to prepare a bit before you can really use it, and all you have to do is send him to the Graveyard. There's many ways to do this:

using Machina Unclaspare's effect.

using Machina Overdrive's effect to Special Summon it to the field through the Deck/hand.

discarding it to the GY, for example Machina Fortress. Citadel's two fantastic effects have been mentioned already; but I'll go into them again:

Quick Effect: Target a Machine monster you control, destroy it, and all monster your opponent controls with ATK less than or equal to it. It can target itself!

If an EARTH Machine monster you control is destroyed, it can bring back itself.You can use both effects, which means, it can come to your field, destroy itself and all monsters your opponent controls with 3000 or less ATK and go back into the GY.

Also notice how Citadel is Level 10 and triggers on EARTH Machines, not just Machinas. This will be important later.

Machina Ruinforce (currently unavailable)Ruinfoce isn't available in the game right now.

Ruinforce is another important card that pairs well with Citadel, but it needs to be in the GY. You can send it to the GY by:

using Machina Unclaspare's effect.

discarding it to the GY, for example Machina Fortress. There's a menacing restriction here. It can only be Special Summoned by its own effect. Furthermore, it can burn through your GY fast. Having a sum of LVL 12 or more monsters isn't easy with pure Machina, but can be done through another archetype (Railway).

Ruinforce can bring itself from the GY (multiple times) per turn as long as you have Machines to banish. Notice how there's no restriction to Machinas.

In the Battle Phase (even Damage Step), by paying half your LP, you can negate an opponent's effect and halve their LP! Try to conserve this card on the field.

If it gets destroyed, say, through Machina Overdrive or Citadel, it brings back a few of your banished Machinas. Free Special Summons for Extra Deck material!Ruinforce's banishing effect can be utilized in an EARTH Machine deck even though it is a DARK monster. It's a LVL 10 Machine, which could be used in accordance with the Railway Archetype.

Archetype: Machina II


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This section regards the Spell and Trap cards that are regarded as important.

Machina RedeploymentThe first and only important Spell Card of the Archetype, Redeployment. At the cost of discarding a card, you can add two Machina monsters. from your Deck to your hand. Discarding a Machina card extends your selection to Machina cards. Here's how you can use this card:

Discard Citadel or Ruinforce. Add anything else to your hand.

Add Fortress and Citadel. Fortress can discard Citadel to Special Summon itself.

Add Gearframe and one other except Unclaspare. You may Normal Summon Gearframe to add Unclaspare, Special Summon it, send Citadel or Ruinforce to the GY.

Add Metalcruncher plus one other if you're just starting the game. An important combo piece when playing with the Infinitrack archetype.

Add Citadel/Ruinforce so it can be discarded, or to be Special Summoned via another non-Machina method (Revolving Switchyard, Infinitrack Anchor Drill).

Machina OverdriveOverdrive is the only Trap Card that the archetype offers. However, it's a very good card. It targets a Machine monster, special summons a Machina, then destroys it. Its other effect allows you to recycle GY and banished Machines to draw a card.

There's a few creative ways you can use it:

In response to an opponent's effect targeting your Machine monsters.

Bait your opponent into targeting your EARTH Machines, then destroy them with this card. If Citadel is in your GY, you have a disruption ready to be summoned.

Destroy a Machine monster and Special Summon Citadel directly from your Deck.

Target an unaffected by card effects Machine. It won't be destroyed, and you get to Special Summon! For example: Monsters affected by Number 81: Superdreadnought Rail Cannon Super Dora's effect or Qliphort Genius.

Destroy Ruinforce to bring back banished Machinas.

Archetype: Machina (leftovers)

This section regards Machina cards that are not too powerful to fit with other archetypes. This doesn't mean that they don't work well within their own archetype! I'm saying a few things, but you can look up the cards for yourself and see if you can fit them in your own Deck!

Pure Machina works by destroying Machines and discarding to Special Summon.

Machina Air Raider and Machina Irradiator discard a Machina card to Special Summon themselves, which in turn destroy other Machinas to Special Summon from the Deck and GY respectively. This can trigger Machina Citadel's effect in the GY.

Machina Megaform is the only monster is the archetype that has an effect that Tributes. This doesn't trigger Citadel, but can bring it directly from the Deck. It has a niche interaction with Fortress, but it's not something great of value.

Machina Soldier can Special Summon a Machina from your hand if you don't control other monsters. Restrictive.

Machina Resevenger is a "handtrap" in the sense that it can add ATK to a Machina by discarding from your hand and then if any Machina manages to destroy another monster by battle, you can add it back to your hand to use in the next turn.

Machina Armored Unit would be fantastic if it would trigger when your Machines would be destroyed by card effects. Special Summoning any EARTH Machine could help start a combo in your opponent's turn. It's a good card to include, since it's targetable by Machina Redeployment, however be aware of its limitation.

Machina Defense Perimeter prevents your weak level 6 or lower Machines from being destroyed. However, this card doesn't apply to Xyz monsters' Ranks, making it a poor choice for a strong EARTH Machine Deck. Your Xyz monsters are unaffected by this protection Spell Card.

How can this Archetype be improved?Union MonstersUsing cards like Unauthorized Reactivation, Machina Peacekeeper and various Union monsters, you can protect your Machinas very easily. Unauthorized Reactivation is a Quick-Play Spell that can equip Union monsters from the Deck. Notable examples:

Oilman lets you draw a card when a monster equipped with this Union monster destroys an opponent's monster by battle.

Heavy Mech Support Armor grants immunity to the equipped monster from your opponent's targeting from card effects.

Torque Tune Gear grants 500 ATK/DEF, and makes the equipped monster a Tuner, enabling Syncro Summons for your Machinas, which come at various levels.

Unauthorized Bootup Device when destroyed, it can be Special Summoned once.

Buster Blaster grants -500 ATK/DEF but if your equipped monster destroys something by battle, it also destroys all monsters of the same Type (including yours!). Useful against single-Type Decks like Dragons or Beasts.

Archetype: Infinitrack I


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Infininitracks are EARTH Machines that are composed of Main Deck Effect monsters, Link Monsters as well as Rank 5,7,9 Xyz Monsters. Powerful machines of terraforming, from simple ground levelling to river destroying and mountain pulverizing unstoppable forces, they are responsible for the infrastructure of an unnamed nation. Their power is unraveled, as they will stop at nothing to get their job done.

Infinitracks are slightly more complicated than Machine due to the presence of their Extra Deck Monsters. They rely on the effect monsters' effects to add levels appropriately in order to Xyz Summon the archetype's Extra Deck monsters. Those monsters have the ability to attach opponent's materials, search cards and deal devastating blows.

To Special Summon Infinitacks, you need to tribute a Machine monster. Most of them are LVL 5, which places a heavy restriction on your deck building. However, by playing your cards right, you can effectively eliminate this nuisance.

Infinitrack Earth Slicer is a rank 9 EARTH Machine that can detach materials and destroy cards on the field. When it destroys monsters by battle, they can be attached as material.

Infinitrack Fortress Megaclops is a Link 3 Monster, requiring 3 Xyz Monsters to Link Summon. Should you manage to bring this card into the field, it can Special Summon one Xyz (not just Machine!) and take an opponent's card to attach it as material. What's more, with a whopping 4000ATK, it can't be destroyed by battle except by an Xyz monster, and it's unaffected other monster card effects, except by Xyz Monsters. So it has some considerably good protection.

Like with Machinas, let's check the important Infinitrack monsters and their role in the majority of the EARTH Machine decks.

Infinitrack HarvesterHarvester is the sole LVL 2 monster of the archetype and can search on Normal and Special Summon (unlike Machina Gearframe). I'd like to emphasize that this card cannot be Special Summoned by tributing a Machine monster (which is an effect all LVL 5 Infinitracks have), so you're stuck on Special Summoning this card through other means.

Notice the effect that adds the levels of this card to another, modifying both to be the same. You can use this effect to Xyz summon:

Target a LVL 5 Machine monster like most Infinitracks: You get two LVL 7 monsters, and you can Xyz Summon Infinitrack Mountain Smasher, Mecha Phantom Beast Dracossack.

Target a LVL 7 Machine monster like Machina Fortress: You get two LVL 9 monsters, and you can Xyz Summon Infinitrack Earth Slicer, Phantom Fortress Enterblathnir.

Target a LVL 10 Machine monster like Machina Citadel, LVL 10 Railway monsters: You get two LVL 12 monsters which can bring Divine Arsenal AA-ZEUS - Sky Thunder before the Battle Phase.

Infinitrack Anchor DrillAnchor Drill is the sole LVL 4 monster of the archetype and can Special Summon any EARTH Machine from your hand. You can already tell that this card is a good combo extender. It has the same effect as Harvester. You can make good use of it to Xyz Summon:

Target a LVL 4 Machine monster like Machina Gearframe, Flying Pegasus Railroad Stamepede: You get two LVL 8 monsters, and you can Xyz Summon Dingirsu, the Orcust of the Evening Star.

Target a LVL 5 Machine monster like most Infinitracks: you get two LVL 9 monsters, and you can Xyz Summon Infinitrack Earth Slicer, Phantom Fortress Enterblathnir.

Infinitrack Brutal DozerLet's discuss LVL 5 Infinitracks now. Brutal Dozer's effect is to Special Summon a negated Infinitrack directly from your Deck. You can use this effect to bring an Infinitrack of appropriate level or GY functionality into the field.

Notice how Brutal Dozer does not have an effect of adding and modifying levels. You can bring a LVL 5 Machine to Xyz Summon a Rank 5, or set up a GY play (Infinitrack Trencher, Infinitrack Tunneller).

Infinitrack Trencher You can use Trencher's secondary effect to bring back a LVL 5 or lower Infinitrack from your GY.

Special Summon a LVL 5 Infinitrack, activate their searching effects and then Xyz Summon into Infinitrack River Stormer.

Special Summon Infinitrack Anchor Drill in order to Special Summon another EARTH Machine monster from your hand, then modify the levels for an Xyz Summon.

Special Summon Infinitrack Harvester to add an Infinitrack from the Deck, like Anchor Drill and modify the levels for another Xyz Summon.In general, you want this card in your GY. If it's an Xyz material, prioritize on detaching it.

Infinitrack TunnellerInfinitrack Tunneller functions similarly to Machina Overdrive and Pot of Avarice. It can target 5 EARTH Machines in the GY, shuffle them into the deck, and then allow you to draw two more cards from your Deck. Like Trencher, this is a good card to have in the GY. Here's a few ways on how to utilize it:

Discarding it as a cost: For example by activating Machina Redeployment, or Revolving Switchyard.

Being Tributed by another Infinitrack in the Middle of a combo. You can bring Tunneller via Anchor Drill, and you can tribute it with Brutal Dozer.

Desperately Summoning it to utilize its GY effect for card draws with Urgent Schedule.One copy of this card is more than enough sometimes.

Archetype: Infinitrack II


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Let's talk about the Spell/Trap cards and the Extra Deck.

Heavy ForwardHeavy Forward searches you an Infinitrack monster on activation. The Continuous Spell Card revolves around switching the battle position of an Xyz monster you control, or finally attaching it as material to an Xyz monster. Make use of the attaching effect:

Attach it to Superdreadnought Rail Cannon Juggernaught Liebe so it can make an additional attack on a monster.

Attach it to Divine Arsenal AA-Zeus - Sky Thunder for an additional possible board wipe.

Attach it to Dingirsu, the Orcust of the Evening Star for additional protection.You can use the first effect in conjunction with the Trap Card, Spin Turn from the same archetype, which is targetable from Crusher Run (Deck and GY) and Infinitrack Drag Shovel.

Crusher RunCrusher Run is magnificent. And just for its first effect. Whenever an EARTH Machine is destroyed, you can destroy a card on the field. There's many ways you can take advantage of this:

Bait your opponent into destroying an EARTH Machine by battle. Machina Citadel can also respond from the GY.

Destroy a weak EARTH Machine monster through Machina Overdrive to bring a Machina from the Deck, Machina Citadel can respond from the GY.

Infinitrack River StormerInfinitrack River Stormer (rank 5) is rather weak, but can compensate with its effects. Should it manage to destroy a card, it can be attached as material. You can utilize the detaching effect to add an EARTH Machine of your choice:

Add Super Express Bullet Train, a card that can help you extend your combos.

Add Machina Gearframe, which in turn can end you up with Machina Citadel/ Ruinforce on the GY.

Add Heavy Freight Train Derricrane, a LVL 10 Machine which can help you with your Rank 10 Summons.

Add Infinitrack Anchor Drill/ Flying Pegasus Railroad Stampede to extend and bring more monsters on the field.

Infinitrack Earth SlicerInfinitrack Earth Slicer (rank 9) is a good card that can get rid of your opponent's nuisances by targeting as long as it has materials (and can gain some by destroying through battle). Important things to note:

You can attach Heavy Forward to this card through one of its effects.

You can make this card hastily by using Infinitrack Anchor Drill's effect on a LVL 5 Machine (most infinitracks)

Infinitrack GoliathInfinitrack Goliath's effect grants card effect destruction to a Machine Xyz Monster. It's also very easy to summon as a Link-1, which enables different ways to play this card:

Having three copies and recycling Infinitracks, in order to trigger their effects or push them into the GY (Trencher, Tunneller). This also helps Machina Overdrive to trigger. At the same time, they can be attached to multiple Xyz monsters by using Trencher's effect and Special Summoning other Infinitracks.

Baiting your opponent into not destroying the card so they can deal with your Xyz monsters first but you can destroy it first before they can respond by Machina Citadel's targeting effect, Machina Overdrive, Crusher Run.

Destroying this card by non-Machina Citadel Means can also Special Summon Citadel from the GY, granting you protection to an Xyz monster via Goliath and at the same time, providing one more possible disruption, Machina Citadel. A very good supporting card. I recommend at least one copy always, so long you can summon it. You can Link from Tunneller or Trencher to make a good tradeoff.

Infinitrack Fortress MegaclopsLook at this beauty. A Link-3 with 4000ATK. Excuse the card text, really, because it's really worth it. If you can finally bring this into the field, you can revive your Xyz monsters and steal your opponent's resources from the field. I'll explain how to summon this card after we're done explaining the archetypes. For now, I'll just remark that bringing this card on EARTH Machine on a single turn is very impossible, unless you have a good hand. I'll devote a strategy guide on the Xyz monster priorities later as mentioned.

Archetype: Infinitrack (leftovers)

Similarly with the Machina section, here I'll mention some cards that can't easily make the cut:

Pure Infinitracks work by combining the appropriate levels and Xyz summoning. Xyz monsters can be ressurrected from the GY by tributing Machine Link monsters like Infinitrack Goliath.

Outrigger Extension doesn't really see play, but you can acquire it through the effect of Infinitrack Crab Crane. It provides immunity from your opponents' targeting from effects and allows you to Xyz Summon Monsters into two higher Ranks. The issue here is the partial limitation to Infinitrack Xyz monsters.

Crusher Run's second ability can grant you an Outrigger Extension or Spin Turn from the Deck or GY.

Spin Turn can be used to change the battle position of a Machine Xyz monster, then destroy an appropriate card your opponent controls. Heavy Forward can switch back the position for you.

The issue arises with the inability to bring multiple Infinitracks easily on the field. This is due to their LVL and Special Summoning effects. At the same time, while Brutal Dozer can bring a negated Infinitack from the Deck, Anchor Drill, a LVL 4 Infinitrack can Special Summon from the hand. You need to be cautious with your Xyz Summoning when tackling this issue.

Archetype: Railway I


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Railway, also reffered to as Trains is an archetype that is comprised of LVL4 and LVL10 Machine monsters (except one card) plus some powerful Extra Deck monsters. In the modern world, which is governed by a sheer amount of necessities, various goods need to be transported across all the land. Once the land has been properly terraformed to allow the establishment of the train tracks, trains are responsible for the transportation of various goods and the realization of services. However, there have been reports of trains being summoned through magic, reports of trains being sent to space... Thankfully the military battles those conspiracies with their extensive use of their powerful cannons, ready to respond to any war conflict. Magic doesn't exist, and the military's war robots are in perfect condition. Please stop questioning the authority and carry on with your lives.

While playing Railway, you treat your archetype's effect monsters exactly like fodder. They're lesser trains with no much use; just reach the point of Xyz Summoning your greatest assets and stress your opponent.

Superdreadnought Rail Cannon Gustav Max is a Rank 10 Machine that deals 2000 effect damage once per turn. The card is a 'soft' once per turn, so summoning another, can deal 2000 more.

Number 81: Superdreadnought Rail Cannon Super Dora is a 4000ATK Rank 10 Machine with a Quick Effect that grants any monster on the field protection from card effects.

Superdreadnought Rail Cannon Juggernaut Liebe is a Rank 11 Machine that can attack multiple monsters per turn, and increase its ATK permanently.

We will now check the Main Deck monsters, and then we will move to the Spell/Traps and the Extra Deck.

Flying Pegasus Railroad StampedeThis card Special Summons a negated EARTH Machine from your GY. You can activate its effect, which locks you to attacks with Xyz monsters only, to change the level of this or another Machine you control. Another card that allows you to mess with levels, similar to Infinitrack Harvester/Anchor Drill. Target this card and:

Another used up Machine, or a Machine with no Extra Deck purpose; turn it into LVL 4 and utilize Rank 4 Machine support monsters.

Machina Fortress, which easily comes to the field by descarding: You have two LVL 7 Machines.

A used up Machina Metalcruncher. You have two LVL 9 Machines.

a LVL 10 Machine, which can be summoned easily. You have two LVL 10 Machines. This is a really good strategy.

Heavy Freight Train DerricraneHeavy Freight Train Derricrane can be Special Summoned on the field when an EARTH Machine monster is Normal/Special Summoned, but its halves its ATK/DEF. This is no issue, since you won't be using LVL10 Railway archetype Machines to attack. The card's primary use is to Special Summon another LVL10 to use for an Xyz Summon. The interesting effect is that when it's detached, it can destroy a card your opponent controls. Given that it's easy to bring it in, it is a crucial monster to have in your deck because of its accessible disruption.

Please understand that the secondary effect activates in the GY; if GY effects are negated, the disruption will not take place.

Night Express KnightAnother LVL 10 Machine. It's a rather dangerous card to play, because not only it requires your Normal Summon, it also makes its ATK 0. However, you can chain Heavy Freight Train Derricrane and easily have two LVL10 monsters on the field. There's more ways to get around this limitation though:

Use Infinitrack Anchor Drill to Special Summon it from the hand.

Use Flying Pegasus Railroad Stampede to bring it from the GY, if it was sent or discarded. You can then change the Level of Flying Pegasus Railroad Stampede and perform your Xyz Summon.

Super Express Bullet TrainThis card can be Special Summoned as long as you control EARTH Machines only. Be careful if you're using Machina Unclaspare and Machina Ruinforce or an non-EARTH Extra Deck monster. This card is fantastic as it can add cards from your GY to your hand. So, prioritize it if you're detaching it as a material, or you can use it for a Link Summon instead. Let it rest in the GY.

Add Infinitrack Anchor Drill or Flying Pegasus Railroad Stampede. Your two cards that modify levels and also Special Summon and additional Machine. Good combo starters.

If you only own one copy of an Extra Deck monster, you may return it to the Extra Deck to repeat a combo next turn.

Add a LVL10 Machine so you can Xyz Summon a Rank 10 next turn if you're missing one.Do not worry about the attack limitation. You use these LVL10 monsters as fodder. If you can afford to attack and win the game, you may take the risk by sending cards you control to the GY. A good option is always Infinitrack Goliath.

Urgent ScheduleIf I had to argue which Spell in the whole archetype is the best, it's definitely this one. It gives you your missing Infinitracks, your missing LVL10s, fodder for a Rank 4 summon, Machina Citadel on the field, Super Express Bullet Train as fodder. It's a quick effect spell, and if destroyed on the field, you're still compensated. Depending on how you play, you can bring whatever you're missing. We will discuss this card a lot later. This card gives you a card advantage of one card.

Revolving SwitchyardThis isn't always seen in some EARTH Machine decks, but it can help you search your LVL10 Machines by discarding. It's great discard fodder for Machina Citadel/ Ruinforce/ Fortress, Infinitrack Tunneller and even Machina Overdrive. Don't forget its second effect, which even works on your opponent's turn, easily triggered by Machina Citadel coming back to the field. Targets for this effect include:

All LVL4 Railway monsters have 1800ATK.

A useless Machina Gearframe sitting on the Deck.

Infinitrack Anchor Drill, which can really start a combo on your opponent's turn.at the cost of your opponent not taking battle damage, which isn't a problem on their turn (but very seldom).

Pick up a copy of Terraforming for this card.

Barrage BlastNot a common card to see, but if you can have a board of Xyz monsters easily, then this card can make some great surprises against your opponent. Furthermore, you can set up even more disruptions:

Detach Heavy Freight Train Derricrane; destroy one additional card.

Detach Machina Citadel so it can be used later throughout the turn. Or destroy one of your own cards to Special Summon Citadel. Or Destroy Ruinforce to bring banished Machina back to the field, for more Extra Deck fodder.

Detach all materials from a monster before it is destroyed due to an opponent's effect.

Detach Super Express Bullet Train to get an EARTH Machine from your GY at the End Phase.Its secondary effect can deal more effect burn damage.

Archetype: Railway II


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In this section we will take a look at the Extra Deck monsters.

Heavy Armored Train IronwolfThis card can enable a one turn kill very easily, without even having to battle your opponent's monsters. We'll talk about combos later, but since a lot of your Boss Main Deck monsters and Extra Deck monsters have high ATK, you can cause a devastating blow to your opponent via direct attacking. Good targets include:

Machina Citadel, an easy to Summon 3000ATK monster.

Machina Ruinforce, a 4600ATK monster which includes a negate, making sure your direct attack can go through.

Superdreadnought Rail Cannon Juggernaut Liebe, which can amass more than 4000ATK.

Infinitrack Fortress Megaclops, for its 4000ATK, built-in protection from monster effects. A sure hit.Lastly, this card can give you a LVL 4 Machine from your Deck when destroyed. Nice extending.

Number 27: Dreadnought DreadroidYou can use two LVL4 monsters, like Machina Gearframe and Machina Unclaspare to Xyz Summon this WATER Machine Xyz monster. If it manages to destroy a card by battle, immediately after your Battle Phase, you can Xyz Summon a Rank 10 Machine OR Higher. This is a good way to bring Divine Arsenal AA-Zeus - Sky Thunder by the effect of this card without wasting the Summon through Zeus's effect.

What's more, this card has protection for itself just by detaching materials. Evidently, starting by two, going into a Rank 10 Machine, then the Rank 11 Machine (explained below) can yield a Zeus with five materials minimum. If you used more LVL 4 monsters and Heavy Forward, you'd get at least three board wipes.

Number 81: Superdreadnought Rail Cannon Super DoraThis card can grant protection to another card on the field from card effects.

Use this to prevent your opponent from destroying something in the middle of their combo.

Use this at a possible target for Machina Overdrive.

Target itself while in Defense Position. Nearly unbeatable 4000DEF wall for a turn.

Detach materials like Heavy Freight Train Derricrane and Super Express Bullet Train to utilize a disruption and an extension.

Target an opponent's monster that needs to be affected by other monsters to negate other effects.

Superdreadnought Rail Cannon Gustav MaxThis cannot deals 2000 effect damage. It's simple. Remember what to detach:

Detach materials like Heavy Freight Train Derricrane and Super Express Bullet Train to utilize a disruption and an extension.

Superdreadnought Rail Cannon Juggernaut LiebeThis card is your ultimate boss monster, and I won't be taking any arguments. It can be easily summoned after a Rank 10 Machine, can make multiple attacks on monsters, and also detach a material (which can be Heavy Freight Train Derricrane) to increase its ATK/DEF. You need to protect this card as it doesn't have any protection; try to get rid of Infinitrack Goliath from the field and attach it to this card, or the previous Rank 10 that was used for its Xyz Summon. If you can protect this card, you can win the Duel easily.

Double Headed Anger KnuckleLink Summoning this card by taking card of unnecessary cards that can't be used for Xyz Summoning is an optimal stategy, since it can help you Special Summon negated LVL 10 Machine monsters from your GY. You can make use of this effect to Summon Super Express Bullet Train in order to utilize its End Phase effect, or perform a Rank 10 Xyz Summon. Thankfully, it can Special Summon itself from the GY easily, as all you have to do is send a card to the GY. EARTH Machine Decks utilize this card a lot.

Archetype: Railway (leftovers)

You could just use a pure Railway archetype, but the monsters don't really have great effects, and can be substituted from other archetypes (the ones we discussed before). In any case, I'll make some considerations:

Express Train Trolley Olley gives extra 800 ATK to your Xyz monster.

Ruffian Railcar can search a LVL10 EARTH Machine from your Deck, but if you have it in your hand, you won't summon it easily. It's good discard fodder like Machina Citadel and Infinitrack Tunneller.

Special Schedule can't target Heavy Freight Train Derricrane. It works exactly like Monster Reborn, but forces Defense Position.

Train Connection is an equip spell that requires the banishing of two LVL 10 EARTH Machine monsters, doubles the attack of a monster, gives piercing battle damage and prevents others from attacking. Not a good tradeoff.

Additional Cards I


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While these three archetypes can make the deck work, some other cards are also needed to boost its efficiency. Let's take a look at some Machine based staple cards and other cards that can improve the Extra Deck.

Xyz Import Though not really a Machine based card, Xyz Import can attach an additional material to an Xyz monster you control. You can use this card in order to fuel your Xyz monster that requires a lot of materials, or to interrupt your opponent's combo as they build their board.

Don't forget, this card has a lot of value since a lot of your easy to summon Xyz monsters have a lot of ATK.

Limiter RemovalThis is a classic. This card could be used when baiting your opponent, or enable more OTK plays. For example, consider this card on:

Superdreadnought Rail Cannon Juggernaut Liebe

A monster affected by Heavy Armored Train Ironwolf.what's more, monsters Summoned after this card has resolved are do not get double ATK and are not destroyed at the end of the turn.

Gear Gigant XA gear soldier has joined the cause, offering support whenever needed.

This card is a good searcher. Usually I Xyz summon Gear Gigant X using a Machina Gearframe/ Unclaspare leftover and detach a material to target either Infinitrack Anchor Drill or Flying Pegasus Railroad Stampede.

Drill Driver VespenatoA giant flying machination that resembles a wasp spreads terror as a scouting resource.

You can overlay your expended Rank 4 Xyz Monster into this card. It inflicts piercing battle damage, and can bring back a LVL 5 or lower monster back into your field, which can start a combo or disruption on your opponent's turn (Revolving Switchyard, Machina Citadel).

Dingirsu, the Orcust of the Evening StarCrusadia? What's that? Please, quit asking questions. This machine is the army's design! Shoo with your lies!

You can Xyz into Dingirsu, the Orcust of the Evening Star by using Infinitrack Anchor Drill and any other LVL 4 Machine in your field. This card offers protection against card destruction and also a Summon effect that can either cause a disruption or bring back an banished Machine as material.

Superdimensional Robot Galaxy DestroyerA robot that contains an unimaginable amount of arsenal.

This card can wipe your opponent's backrow, and your opponent cannot activate Spell/Traps in response to this effect. Furthermore, with a 5000ATK, this card can pack a hard punch.

Skypalace GangaridaiThe ground can be covered with cannons, but we need to soar into the skies!

Skypalace Gangaridai is an excellent Rank 10 Machine monster. It can destroy a card on the field by detaching a material. Detaching Heavy Freight Train Derricrane allows you to activate its GY effect to destroy an additional card. What's more, it also deals 1000 effect damage if the card has been destroyed.

You can Xyz Summon Superdreadnought Rail Cannon Juggernaut Liebe on top of this card to bypass the attack restriction.

Mecha Phantom Beast DracossackThe assistance of the Mecha Phantom Beasts... we will be unstoppable!

This card cannot be destroyed while you control tokens. Luckily, detaching a material spawns two, and tributing one of those destroys a card on the field. As long as the other token isn't outed, this card will remain on the field to repeat again.

This card is a Rank 7 Xyz. To summon it:

Use Infinitrack Harvester's effect on a LVL 5 Infinitrack.

Use Flying Pegasus Railroad Stampede's effect on Machina Fortress.

Phantom Fortress EnterblathnirA base to launch even more... in the sky!

This card is perfect for banishing your opponent's cards. It's a Rank 9 Xyz, and you can Xyz Summon it via:

Infinitrack Anchor Drill's effect on a LVL 5 Infinitrack.

Infinitrack Harvester's effect on Machina Fortress.

Flying Pegasus Railroad Stampede's effect on Machina Metalcruncher.

Divine Arsenal AA-Zeus - Sky ThunderWhere did you get that from?! People will realise that we have too much military spending! This has off-planet origins!

This card is a staple among Xyz based Decks. It can attach materials, prevent destructions and most of all: incite a complete board wipe without card targeting.

As mentioned before, you can Xyz Summon this card via Infinitrack Harvester's effect in the Main Phase on a LVL10 Machine monster.

Additional Cards II


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Qliphort GeniusWhat the? There's too much behind all this! Don't look too deep! We just want this particular one.

Qliphort Genius is a card that can negate both one card you control and one of your opponent's. Sadly, it's only on your turn, but this effect is compensated by having immunity from Spell/Traps and activated effects from other Link Monsters. Use this to tackle your opponent's effects.

Machina Overdrive will still resolve without destroying this card.

Ancient Gear BoxNo. Don't talk about it. No one must know of its purpose.

This is an important combo piece in certain variations of EARTH Machine Decks. The two decks I linked at the beginning of the guide utilize this. This card allows you to add a proper Infinitrack from your Deck to your hand. It can also target Deskbots.

Generally, you don't want to draw this card. It needs to be added to your hand via Ancient Gear Ballista.

Ancient Gear BalistaSo archaic. At least it can get a few jobs done.

The card responsible of adding the Ancient Gear Box to your hand, which can extend your combo. You could use its secondary effect to send some traps in the graveyard, like Crusher Run or Machina Overdrive to use their effects this turn and reduce the ATK/DEF of a monster your opponent controls, but these decisions are unconventional.

Machine DuplicationThis card can target Infinitracks and Deskbots, Machina Peacekeeper, but there is not a good gain from it and is usually omitted from an EARTH Machine deck.

Magnet ForceMagnet Force is a simple Trap Card that can prevent your opponents' monster effects from harming your Machine monsters. Simple, and for some, perhaps too simple.

Deckbuilding: Structure

The time has finally come to discuss how to build an EARTH Machine Deck. While it's pretty obvious that the Xyz monsters that will be used are pretty much the Rank 10s, first we need to answer the following questions:

Do you want to heavily reply on the Rank 10 Xyz monsters?

Which are your starters?

How are you going to search the materials needed to summon those monsters?

Which are some good Machine card staples that you can use?

What kind of plays should you preferably make?

How do you win?

How do you lose?Notice how we start by considering the end board first, and then the combo process.

Question 1 If the answer in the first question is Yes, then you need ways to get LVL 10 Machine monsters on your board easily. Consider the following cards:

Revolving Switchyard x3

Urgent Schedule x3

Terraforming x1

Super Express Bullet Train x2+

Night Express Knight x2+

Heavy Freight Train Derricrane x3

Machina Citadel x1+

Machina Ruinforce x1

Machina Overdrive x1+that's a lot of cards already. Now you need your correct starters. We will talk about this later.

If you answered no in the first question, perhaps Infinitracks are more your style, with the various LVLs & Xyz Rank accessing options they offer. In this case consider having more Infinitrack monsters and less Machine LVL 10s.

Question 2 Answering this question isn't as easy as you might think. Too many starters can fill up your deck, and you might not be able to bring your powerful endgame board soon, so there might be a turn delay, which can be devastating for you.

For example, you might not be able to fit the Machina Gearframe + Machina Unclaspare combo along with an Infinitrack Brutal Dozer combo. You will have to choose. The former can make a Rank 4 Xyz, which can go to the Rank 5 Drill Driver Vespenato, or any Rank 10+ Machine through Number 27: Dreadnought Dreadroid, but the latter can net you to use some of the Infinitrack Xyz or Mecha Phantom Beast Xyz monsters, and along with the use of Outrigger Extension, go even higher to activate even more effects.

That also leaves two great starters in a greyish area: Infinitrack Anchor Drill (which can Special Summon from your hand) and Flying Pegasus Railroad Stampede(which can Special Summon negated GY EARTH Machines). They might take different priority depending on the choice of the previous paragraph.

Lastly, you have Night Express Knight + Heavy Freight Train Derricrane/Super Express Bullet Train. This way you go into a single Rank10 Xyz summon immediantly. This starter is the least favorable, but gets the job done.

Here's some basic points to also consider with your starters and how to play them.

You can tell that the Infinitrack strategy isn't going to work well with the Machina starter as they both go into different Xyz monsters and you only get to Normal Summon once per turn. However, if you make a deck that goes second, you can utilize Urgent Schedule into your advantage and make a good hybrid, however, don't forget that the size of the Extra Deck is 15 cards.

Filling the deck with just LVL10 Machines isn't going to cut it. Normal Summoning Knight Express Knight and throwing LVL10 Machines afterwards is rather lackluster. Consider mixing the archetypes.

The Machina starters can end you up with Citadel/Ruinforce on the GY (1 card combo). You can use Revolving Switchyard in conjunction with the other starting hand to place two more LVL10 Machines on the board if possible. Now you have a Rank 4 Xyz & Rank 10 Xyz ready. If both Citadel and Ruinforce are in the GY, there's no much use for Unclaspare, let alone Gearframe. These cards become dead.

With Infinitracks you can choose Machina Metalcruncher as your starter. Eventually, you will use Infinitrack Goliath and various searching to end up with a Rank 8 monster on the field and some other Extra Deck monsters in the GY which can help you build your board in the coming turns. You can learn more about this combo in the links I posted in the Introduction section.

The Anchor Drill and Flying Pegasus starters can be combined into a very good combo with some preparation. Normal Summoning the Anchor Drill and then Special Summoning Pegasus from your hand, and then bringing a (possibly discarded) LVL 10 Machine from the GY can certainly be a good start. If you had Heavy Freight Train Derricrane/Super Express Bullet Train in your hand, you can make a Rank 4 & Rank 10 Xyz.

Going second, Urgent Schedule immediantely grants you two Summons. If you also have a good hand, you could end up with two Xyz monsters minimum, and depending on your build, you might be able to squeeze a third (2 from urgent schedule, Heavy Freight Train Derricrane + Super Express bullet train, plus Pegasus which can Summon a discarded EARTH Machine from the GY). You can now Link Summon Fortress Megaclops on your first turn.

Triggering Revolving Switchyard's second effect can also give you more resources, but eliminates battle damage completely. Preferably Special Summon Anchor Drill or Flying Pegasus.

Question 3 There are various ways to search cards.

Machina Gearframe and Machina Redeployment search Machina cards.

Machina Metalcruncher can search EARTH Machines.

Machina Overdrive can Special Summon from the Deck, recycle from the GY, draw 1.

Machina Unclaspare can send Machina monsters to GY.

Infinitrack Tunneller can recycle from GY, draw 2.

Infinitrack River Stormer can search EARTH Machines from the Deck.

Infinitrack Harvester and Heavy Forward can search Infinitrack monsters.

Revolving Switchyard searches LVL10 EARTH Machines.

Super Express Bullet Train adds EARTH Machines from GY.

Gear Gigant X adds LVL4 or lower Machines.

Heavy Armored Train Ironwolf searches LVL4 Machines when destroyed.and that's just how to send cards to the hand or GY, others more Special Summon others!

Question 4 I'd always use the following in any variation.

Machina Citadel: Easily accessible disruption.

Machina Ruinforce: High ATK monster with the ability to halve LP and negate effects.

Infinitrack Anchor Drill: Special Summon from hand.

Flying Pegasus Railroad Stampede: Special Summon from GY.

Super Express Bullet Train: Resource management.

Superdreadnought Rail Cannon Gustav Max: 2000 effect damage.

Number 81: Superdreadnought Rail Cannon Super Dora: Protection granter.

Superdreadnought Rail Cannon Juggernaut Liebe: Beefy attacker.

Divine Arsenal AA-Zeus - Sky Thunder: Board wipe.

Machina Overdrive: Easy way to bring Citadel to the field and for future use.

Urgent Schedule: Card advantage, Extra Deck fodder.these cards are a definite must.

Deckbuilding: Combos

Question 5 Let's talk about how you can play. Here's the things that you must always do.

For Main Deck cards:

Have Machina Citadel & Machina Ruinforce in the GY. Prioritize getting them there by any means. Discarding them is the best case scenario. Citadel can come from Urgent Schedule & Machina Overdrive. Furthermore, there's the Machina Gearframe + Unclaspare combo.

For Infinitracks, utilize Brutal Dozer and Trencher as much as possible. Use Machina Overdrive to return banished Trenchers into the deck, and then use Harvester if desperate to get them back.

Always utilize Super Express Bullet Train. Get in on the field as many turns as possible so you can gain a GY Machine to your hand.

Revolving Switchyard is very underestimated. Discard fodder, can search LVL10 EARTH Machines (like Citadel). Use both of its effects as much as possible.

Infinitrack Anchor Drill + Flying Pegasus Railroad Stampede is a good starting combo. You should favor that as much as possible, since you have the ability to modify the levels as much as you want to Xyz Summon monsters of your choosing.

for Extra Deck monsters:

Gear Gigant X: Add Anchor Drill or Flying Pegasus most of the time.

Heavy Armored Train Ironwolf: Use this card when you can make lots of damage in a single hit.

Superdreadnought Rail Cannon Gustav Max: Deal the damage, then go into Liebe (unless you're going first).

Superdreadnought Rail Cannon Juggernaut Liebe: When overlayed from Gustav Max with an activated effect, and used with Ironwolf, you can OTK your opponent. This combo requires 2 LVL10 monsters, and 2 LVL 4 monsters. Very easily done if you have Urgent Schedule in hand.

For disruptions, use Dingirsu, Gangaridai, the Mecha Phantom Beasts, Zeus, Drill Driver, Infinitrack Xyz, Dora and Qliphort Genius. You can make those by altering the levels of monsters through Anchor Drill/Flying Pegasus.

Always attach Infinitrack Goliath to give extra protection.

Double Headed Anger Knuckle can improve resource management in the GY when working with Super Express Bullet Train. More cards in your hand.

Infinitrack Megaclops can revive your Xyz monsters and steal the opponent's resources. Do not stress yourself over the halved damage for the rest of the turn.

Question 6 Well. Tough one to answer, really. Depends on how you build it. At the end, you always either end up with Liebe on the board. Perhaps you can activate Ironwolf's effect for a direct attack.

What's more, you can deal effect damage with Gangaridai and Gustav. This makes it easier for Battle Damage to catch up to the difference.

Furthermore, don't forget about well timed disruptions. Citadel, Dora, Dingirsu and Heavy Freight Train Derricrane are some very good ones. Zeus can instill a board wipe, even if desperate.

Question 7 Knowing how to lose is crucial. Understand your weak points and anticipate them.

General floodgates. EARTH Machine gets blocked easy by decks that don't allow more than one monster on the field, see "There Can Be Only One".

Banishing Machina Citadel from the GY is also a problem.

Banishing too many Machines from Ruinforce can be costly. What's more, it also halves your LP.

Not running into any searchers. Make sure you can draw good test hands. Too many generic Spell/Traps can't get you going. Bricking is bad design. A deck might look good on paper, but it needs to work.

Attribute changing cards. You will no longer be EARTH Machine.

And with that, we wrap up everything that needed to be said.

Closure

I'd like to thank you for taking the time to read this guide. I hope you took some time to consider the cards and learned a few things about how the Deck can be built, how it works, its strengths and weaknesses.

If you managed to make a Deck that you like, that's wonderful. You can visit the wiki or use the game's search function to find more Machine cards that you'd like. In case if you're asking what's next for EARTH Machine, the answer lies to the game's manufacturer. While it is true that we got Machina Unclaspare and Machina Ruinforce fairly recently, there's an upcoming EARTH Machine monster, Therions' "King" Regulus which is LVL 8 and can attach Machines with the GY. I'm sure that you can think of ways to make this work when the card finally releases.

What's more, we can only hope that more support can be released. Until then, we have quite a lot of choices to make for our Decks.

I'd encourage you to rate this guide and favorite it. If you have any suggestions, please let me know in the comments, or on my Discord

Entropy#7079

Happy Dueling!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2732722684					

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