Low Key: Gold And Silver Gadgets

Doug Zeeff

8/1/2016 11:00:00 AM
 Comments

Red Gadget, Green Gadget, and Yellow Gadget were competitive mainstays for years after their release, and quickly became a fan favorite. The ability to get constant +1's of card economy with decent stats was a perfect match with 1-for-1 spot removal. The goal of most early Gadget strategies was to slowly destroy all of your opponent's monsters with spells and traps, with the Gadgets poking for small damage in between. It was highly successful and paved the road for modern backrow-heavy strategies.

As you've probably noticed, though, Gadgets have sort of fallen off the map. There are a lot of Rank 4 decks with built in searching that just didn't exist in the heyday of Level 4 Machine decks.

Satellarknights, Spirits, Geargias, most Pendulum decks, and Yosenjus can easily throw Level 4 monsters on the board, and many of those themes even have their own strong incentives to play them, like Stellarnova Alpha or Geargiagear. That, coupled with Gadgets' inability to effectively run Card of Demise, forced them into obscurity.

A Little Bling Makes A Difference
However, the new The Dark Side of Dimensions Movie Pack gave Gadget decks a breath of fresh air: Gold Gadget and Silver Gadget. Both are effectively the same card: when you Normal or Special Summon them you can Special Summon a Level 4 Machine from your hand. Also, if either one of them is destroyed by battle or card effect you can Special Summon a Level 4 Gadget from your deck. Naturally, you can only use one of the effects per turn, but that's reasonable.

What Gold and Silver Gadget do is drastically increase the power of conventional Gadget decks by simply being better copies of Tin Goldfish. Tin Goldfish has long been used in Gadgets to easily throw a Gear Gigant X on the board, and then using it you can search a second Tin Goldfish for the following turn to go with the free Gadget you added. But Tin Goldfish loses badly to any form of effect negation because it's basically useless as an attacker, and opening with multiple copies doesn't accomplish anything. Tin Goldfish only gets its Special Summon effect when it's Normal Summoned; a huge limitation.

 Gold Gadget
$4.16
$2.37
$1.70
Gold Gadget120920
Set The Dark Side of Dimensions Movie Pack
Number MVP1-EN018
Level 4
Type Effect Monster
Monster Machine
Attribute LIGHT 
A / D 1700 / 800
Rarity Ultra Rare
Card Text

When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn.


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That all changes with Gold and Silver Gadget. With 1700 and 1500 ATK respectively, either works fine as a regular attacker if your opponent stops the Special Summon effect. Furthermore, the cards replace themselves when they're destroyed, so they actually put a lot of pressure on your opponent. Negating a Gold Gadget's effect is practically meaningless if your opponent can't get rid of it without destroying it, because you can simply Special Summon Silver Gadget when it dies and then use Silver's effect to Special Summon what you were originally trying to get off of Gold. That's often just too many monsters for a slower deck to push through, allowing you to quickly gain momentum.

You're probably starting to see some of the bigger plays that you can make when you have Tin Goldfish, Gold Gadget, Silver Gadget, and any of the original Gadgets. You'll throw four monsters on board, search another, and then make Gear Gigant X to set up a play for next turn. As you'll see in a second, I'll also be running Kagetokage to not only put more monsters on the field, but also prevent the deck from being too Normal Summon reliant. Take a look at what I've been testing:

    Low Key Gadgets Doug Zeeff    
 
Main Deck
Side Deck
3 Gold Gadget
2 Green Gadget
3 Kagetokage
2 Machina Fortress
1 Machina Gearframe
1 Machina Megaform
2 Red Gadget
3 Silver Gadget
3 Tin Goldfish
2 Yellow Gadget
Monsters [22]
2 Instant Fusion
1 Iron Call
1 Limiter Removal
3 Twin Twisters
Spells [7]
2 Breakthrough Skill
3 Call of the Haunted
2 Oasis of Dragon Souls
3 Solemn Strike
1 Solemn Warning
Traps [11]
Deck Total [40]

EXTRA DECK

1 Abyss Dweller
1 Castel, the Skyblaster Musketeer
1 Diamond Dire Wolf
1 Elder Entity Norden
1 Evilswarm Ouroboros
3 Gear Gigant X
1 Karbonala Warrior
1 King of the Feral Imps
1 Number 106: Giant Hand
2 Number 39: Utopia
2 Number S39: Utopia the Lightning
Extra Deck [15]
Notes:


I felt like maxing out on the summon accelerators was crucial for this theme. That's why I'm playing three copies of Gold Gadget, Silver Gadget, Tin Goldfish, and Kagetokage. An argument could definitely be made for Chain Summoning or Double Summon too, but they couldn't consistently give me the results I was looking for. I'm still just running the regular six Gadgets, which are important for replenishing your hand after a big string of Special Summons.

The other off-the-wall choice was a slim Machina engine. You only need one Machina Gearframe because you can grab it anytime with Gear Gigant X, and the two copies of Machina Fortress ensure you'll always have a search target. I bounce back and forth with Machina Megaform, but after some testing I think it's just too important to not play. Sometimes you absolutely need that Level 8 search off of Gearframe.

While the Machina aren't as strong as they once were, I wanted to give this deck another dimension. It's already so good at churning out Rank 4's, but Machina Fortress lets you drop a big monster without consolidating on field cards. It's also decently hard for some decks to get over without losing several cards, which makes it really tough for them to deal with your Rank 4's.

Unsurprisingly, Gear Gigant X plays a huge role here, just like it would in any Machine strategy. You can find basically any card you need, but you're usually adding either Gold Gadget or Silver Gadget. There are definitely hands where adding a regular Gadget is useful, too, such as when you open with all Special Summon monsters and no searchers. Machina Gearframe is what you add when you really need Fortress or when you already have the monsters you need for next turn. It's also great for when you know you can make another Rank 4 next turn without using your Normal Summon.

Speaking Of…
Call Of The Haunted is nuts. There, I said it. I've not only opted to run three of them, but I've also included two copies of Oasis of Dragon Souls. If your first turn isn't enough to bury your opponent in card advantage, those traps solidify your hold of the duel. Their main goal is to let you trigger your Gold and Silver Gadget effects during your opponent's End Phase, setting you up for Rank 4's on the following turn without using your Normal Summon.

Aggressively, you can also use them to push out insane amounts of damage during the Battle Phase that the other player won't see coming. By resolving Gold into Silver into Green Gadget you can put 4600 damage on the field. Elder Entity Norden is also a strong candidate for revival, either becoming a one card Rank 4 or an actual attacker. One of the biggest factors for me playing Instant Fusion was this revival aspect, letting you get multiple uses out of Norden in a single turn. Most decks can't do that, and it definitely makes winning easier.

 Silver Gadget
$3.27
$2.27
$1.10
Silver Gadget120919
Set The Dark Side of Dimensions Movie Pack
Number MVP1-EN017
Level 4
Type Effect Monster
Monster Machine
Attribute LIGHT 
A / D 1500 / 1000
Rarity Ultra Rare
Card Text

When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Silver Gadget". You can only use 1 "Silver Gadget" effect per turn, and only once that turn.


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Looking at the Extra Deck, I'd say running two Number S39: Utopia the Lightning is one of the more important choices. You're essentially taking up four Extra Deck slots for only two cards, but Utopia the Lightning is by far the best way to deal with big boards, something Gadgets have struggled with. Diamond Dire Wolf and Castel the Skyblaster Musketeer can deal with one problem card, but they lack the ATK to get over anything else.

Evilswarm Ouroboros is the only Rank 4 that takes three materials because I feel it's the best Xyz Monster going first. I heavily considered cards like Number 107: Masquerade but found myself wanting more Utopia the Lightnings. Ouroboros is a solid card to open with when you have three materials to consolidate, with Number 106: Giant Hand serving as a backup option with less impact.

Overall, I think Gadgets are, at the very least, incredibly playable right now. I'd feel comfortable taking them to a Regional Qualifier in the next month, especially now that we've got another new pack hitting shelves this week. The competitive scene's going to be wide open, and depending on how the next Forbidden & Limited List turns out we could be looking at a very interesting couple of months. While people figure out the strategies of new themes, an aggressive deck like Gadgets could steal some wins for sure.

-Doug Zeeff


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