Low Key: Gearspring Spirit Machina Geargia

Doug Zeeff

5/6/2013 11:30:00 AM

Quick note? If you haven't read my recent Machina Geargia article, be sure to check it out before reading this one because I won't be focusing on the basics of the Machina Geargia deck in this particular piece. This one's all about the new hotness!

I'll be honest, it's a weird time to be playing Yu-Gi-Oh. Hidden Arsenal 7 just arrived, changing up most metagames, but Lord of the Tachyon Galaxy isn't out, so decks like the crazy Elemental Dragons and the ridiculous new version of Prophecy aren't wreaking havoc quite yet. At this moment, and for the next month or so, duelists everywhere are struggling to decide on what to play. On one hand, Mermails are still really, really powerful, as are Fire Fists. On the other, the recently introduced Evilswarm theme has a killer matchup against Mermails, and other archetypes like Constellars are just waiting to be abused. I'd reckon that Evilswarms, what with their relatively cheap price tag and apparent advantage over the deck-to-beat, are being picked up by a large number of players. The strategy revolves around Evilswarm Ophion, which effectively demolishes key cards like Mermail Abyssteus and Mermail Abyssmegalo, as well as several decks' boss monsters like Grapha and Master Hyperion.

 Gear Gigant X
Gear Gigant X60196
Set Return of the Duelist
Number REDU-EN046
Level 4
Type Xyz/Effect Monster
Monster Machine
Attribute EARTH 
A / D 2300 / 1500
Rarity Secret Rare
Card Text

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.

Store Condition Qty Avail Price  
Kirwan's Game Store Unlimited - Lightly Played 1 $3.47
Game Cafe 1st Edition - Near Mint 2 $3.69
card Stock Games Unlimited - Near Mint 1 $3.75
Game Goblins 1st Edition - Lightly Played 2 $3.95
Amazing Discoveries 1st Edition - Moderately Played 1 $3.98
StephCurrysJumper 1st Edition - Near Mint 1 $3.98
CardCraze Gaming 1st Edition - Near Mint 1 $3.99
Duelist Academy 1st Edition - Near Mint 9 $4.09
Tazs Games 1st Edition - Lightly Played 1 $4.29
Absolve Gaming 1st Edition - Lightly Played 1 $4.29

Basically, a good deck to play right now is one that has a good matchup against what I believe to be the three most played strategies: Mermails, Evilswarms, and Fire Fists.

The deck I'm referring to today would be, of course, the Gearspring Spirit Machina Geargia deck. I'm fully aware that I went over a Geargia deck a few weeks ago, but this one's really different, mostly due to Gearspring Spirit. A brand new card from Hidden Arsenal 7, this floating puppet creature brings the already-solid Machina Geargia strategy together, and gives the deck a huge edge against Evilswarms.

Why Gearspring?Before I finalized the build I'm showing you today I tried a bunch of different card combinations. In short, I wanted to make the deck as versatile as possible, while also fixing common problems that Machina Geargia tends to run into. Gearspring Spirit solves many of those issues, and I'd like to discuss the most important ones.

First of all, Mermail Abyssgaios was definitely a tough card to get over. While its effect doesn't stop Machina Fortress from blowing it up when Fortress is destroyed in battle, it does stop Fortress from attacking, meaning you can't just crash Fortress into Abyssgaios and pop it. Now thanks to Gearspring Spirit, you either force Abyssgaios' negation or your opponent's Abyssgaios drops to 0 ATK until the End Phase. Either way you're getting what you want, so it's like making your opponent pick their own poison.

You might think that Evilswarm Ophion is a huge deal for this type of deck, and it is: unless you have multiple ways to take it down. Ophion's strength is that it keeps you from Summoning high-Level monsters, and it has a beefy 2550 ATK. Its ability to seach out Infestation Pandemic every turn also makes it difficult to take out with spells and traps. So how do does this deck beat it? Well, you'll see that I'm playing a ton of effect negation like Fiendish Chain and Breakthrough Skill, two cards that I think counter Ophion really well.

To elaborate a little further, activating Fiendish Chain or Breakthrough Skill puts your opponent in a bad, bad position. If you use either one of them on Ophion's Summon and your opponent doesn't have Pandemic already, you're doing great because Ophion is no longer a problem. Even if they do have it, though, you're set. First, they pretty much throw away a Pandemic, just to get their search off that turn for another one. Next turn your Fiendish Chain comes back online, shutting down Ophion. Either your opponent activates Pandemic prematurely to bring Ophion online again, or they're at the mercy of Gearspring Spirit, dropping Ophion to a vulnerable 0 ATK. If you activated Breakthrough Skill instead, your opponent will have to chain their second Pandemic to your Breakthrough to save Ophion. That means if they search with Ophion again next turn they're out of materials, allowing you to go for Fortress and Spirit. If they don't negate Breakthrough Skill, you can take the same route as before with Fiendish Chain, lowering Ophion to 0 ATK. Not only that, but you force your opponent to burn through Infestation Pandemic, a non-recyclable center point of their game plan.

So yeah, Ophion isn't a problem.

Like Recycler' rel="/db/WP-CH.asp?CN=Scrap Recycler">Scrap Recycler, Gearspring Spirit gets better over time. Sure, destroying pretty much any monster for free is already awesome, but protecting Spirit and doing it every turn? That's just cruel. Gearspring Spirit also makes OTK's with Limiter Removal far easier than they would be otherwise, which is a small but noteworthy plus.

Somehow I've managed to talk about how Spirit can be played in a bunch of different ways, but I neglected to mention one of its most important uses: it's a free Monster Reborn for Machina Fortress! Spirit is a hundred times better than Machina Cannon or Machina Force in that respect because, while it isn't searchable with Machina Gearframe, it has uses aside from being Fortress fodder. I've been really excited for Spirit for a long, long time, and now's a good time to show you the deck I build around it:

    Gearspringspirit.jpeg Doug Zeeff    
Main Deck
Side Deck
3 Geargiaccelerator
3 Geargiarmor
3 Geargiarsenal
3 Gearspring Spirit
1 Machina Cannon
2 Machina Fortress
2 Machina Gearframe
1 Scrap Recycler
Monsters [18]
1 Dark Hole
1 Heavy Storm
1 Iron Call
1 Limiter Removal
1 Monster Reborn
2 Mystical Space Typhoon
1 Pot of Avarice (UTR)
2 Pot of Duality
Spells [10]
2 Breakthrough Skill (UTR)
2 Call of the Haunted
3 Fiendish Chain
1 Solemn Judgment
1 Solemn Warning
1 Starlight Road
2 Waboku
Traps [12]
Deck Total [40]


1 Abyss Dweller
1 Daigusto Emeral
1 Gagaga Cowboy
2 Gear Gigant X
1 Lavalval Chain
1 Maestroke the Symphony Djinn
1 Number 11: Big Eye
1 Number 16: Shock Master
1 Number 39: Utopia
1 Number 40: Gimmick Puppet of Strings
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Stardust Dragon
1 Steelswarm Roach
Extra Deck [15]

Like I said at the beginning of this article, I'm not going to go over the basics of Machina Geargia. That said, let's talk about some of this deck's matchups!

Besides Mermail Abyssgaios, Mermails were never really a problem for Machina Geargia. That holds true with this deck, too. One of the cool things about most Machina decks is that they can side into both Dimensional Fissure and Soul Drain, which can easily spell defeat for Mermail players. You can also spam Rank 4's, making Abyss Dweller whenever it's needed. This match was never too difficult, and now it's even easier.

Fire Fists aren't a bad matchup, but they're not necessarily favorable, either. Luckily for you all your monsters replace themselves, and Fortress eats Brotherhood of the Fire Fist - Bear for breakfast. Sure, Geargiarmor doesn't enjoy Bear very much, but I've found that if you just wait for the right opportunity you can usually get a few Armor searches off. Once again, the Side Deck comes in handy because you're able to bring in Overworked and Macro Cosmos. Overworked also pulls double duty against Inzektors, which is a situation that actually came up at a recent Regional I attended. Cosmos prevents the Fire Fists from sending Fire Formations to the graveyard, making a large portion of your opponent's deck useless.

This strategy can bet today's Prophecy decks pretty consistently. Number 16: Shock Master is always waiting in the wings, and that shuts down Prophecy pretty hard. When you're up against Prophecy I'd side in those Droll & Lock Birds, though, and make sure to play around Spellbook of Fate. Baiting your opponent's Fate and making them waste it will lead you to victory, I promise.

As for rogue matchups this theme does really well, too. Macro Rabbit struggles with Fortress, as do a variety of other decks. Geargiarmor and Machina Gearframe weave a constant stream of plusses through the duel, and that's something that a lot of rogue strategies just can't compete with. As for random OTK decks, you're playing five effect negation cards on top of two Waboku, so you're set.

New Ideas
While I personally found space really tight here, you can always drop tech cards like Recycler' rel="/db/WP-CH.asp?CN=Scrap Recycler">Scrap Recycler and Iron Call for some of your personal favorites. This deck's versatile and consistent, continually putting pressure on your opponent if you can't take an early game win outright. Gearspring Spirit Machina Geargia is a cool strategy that's strong in early game, sweet mid-game, and demolishes in the late game. If your locals is like mine and filled with Evilswarm and Mermail players, definitely give this deck a try!

- Doug Zeeff

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