Train is the common name of a deck consisting of monsters with the majority of EARTH and Machine-Type systems. The deck is played in an otk direction with xyz monsters from the extra deck (usually rank 10).
Trains strategy guide
Sections covered in this guide:
Quickview
Train is the common name of a deck consisting of monsters with the majority of EARTH and Machine-Type systems. The deck is played in an otk direction with xyz monsters from the extra deck (usually rank 10).
The main goal of this deck is to get xyz machine monsters from the extra deck. These monsters will have outstanding attack power and effects that help you defeat your opponent more easily.
Core
Superdreadnought Rail Cannon Juggernaut Liebe (Play 2)
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
Juggernaut Liebe is the main monster of the deck. This is a rank 11 xyz monster with a requirement of 3 material monsters, however this monster has a much simpler summon by placing this monster on your rank 10 xyz machine monster, this is also is the most common summoning method of this monster.
This monster can attack an opponent's monster a maximum number of times equal to this monster's materials +1. With an attack power of 4000, this monster can sweep almost any enemy monster in the battle phase with the ability to attack up to 4 enemy monsters.
You can also remove 1 material from Juggernaut Liebe to make this monster gain 2000 ATK so you can deal more damage, however during the turn this effect is used, only this monster can attack.
Number 81: Superdreadnought Rail Cannon Super Dora and Superdreadnought Rail Cannon Gustav Max (Play 2 of each monster)
Gustav Max and Number 81 are leveled very easily with 2 level 10 monsters.
Gustav Max can give you 2000 damage to the enemy's lp, helping you finish the game more easily.
Number 81 can protect any of your (face up) monsters to become immune to the effects of effects to help you combo more freely, this effect can also be used during your opponent's turn. direction.
Night Express Knight, Heavy Freight Train Derricrane and Super Express Bullet Train (Play 3 of each monster)
Heavy Freight Train Derricrane
ATK:
2800
DEF:
2000
If an EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK/DEF become halved. You can only use this effect of "Heavy Freight Train Derricrane" once per turn. If this card is detached from an Xyz Monster and sent to the GY to activate that monster's effect: You can target 1 card your opponent controls; destroy it.
Super Express Bullet Train
ATK:
3000
DEF:
0
Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn. ● If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand. ● During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.
To help you summon xyz better, machine monsters in the main deck are supported with the ability to spam monsters and change the appropriate level for summoning xyz.
- Night Express Knight is a level 10 monster that can be normally summoned without sacrificing, however this monster's ATK will become 0.
- Bullet Train can be special summoned from your hand when you have EARTH Machine monsters on the field.
- Heavy Freight Train can be special summoned if there is a normal or special summoned EARTH Machine monster on the field, this monster's original attack and defense are halved.
Flying Pegasus Railroad Stampede (Play 3)
Flying Pegasus Railroad Stampede
ATK:
1800
DEF:
1000
If this card is Normal or Special Summoned: You can target 1 EARTH Machine monster in your GY, except "Flying Pegasus Railroad Stampede"; Special Summon it in Defense Position, but negate its effects. You can target 1 other face-up monster you control; the Level of that monster or this card becomes the Level of the other. You cannot declare attacks the turn you activate this effect, except with Xyz Monsters. You can only use each effect of "Flying Pegasus Railroad Stampede" once per turn.
Flying Pegasus lets you revive 1 EARTH Machine monster from the grave. This monster can also adjust its own level or other monsters to summon xyz.
Urgent Schedule (Play 3)
Urgent Schedule
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
With Urgent Schedule , you can summon 2 EARTH Machine monsters from your deck with 1 monster being level 4 or lower and 1 monster being level 5 or higher. These monsters are required to be summoned in a defensive position and during that turn, you can only attack with Machine monsters.
Revolving Switchyard and Terraforming (Play 2 or 3)
Revolving Switchyard
If a Level 10 EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the GY; add 1 Level 10 EARTH Machine monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn.
Revolving Switchyard is an environmental spell with 2 effects, you can only use 1 effect of Revolving Switchyard in 1 turn:
- You can send 1 card from your hand to the Graveyard to add 1 level 10 EARTH machine monster from your Deck to your hand.
- When a level 10 EARTH machine monster is normal or special summoned to the field, you can summon from the deck 1 level 4 EARTH machine monster from the deck (with 1800atk higher) and turn that monster's level to 10 However, the opponent will not take any damage until the end of the turn.
Ruffian Railcar (Play 1 to 2)
Ruffian Railcar
ATK:
1800
DEF:
1000
Once per turn: You can inflict 500 damage to your opponent. You cannot conduct your Battle Phase the turn you activate this effect. During the End Phase, if this card is in the GY because it was sent there this turn: You can add 1 Level 10 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Ruffian Railcar" once per turn.
Ruffian Railcar at the end of the turn in which this monster is sent to the Graveyard can activate the effect of adding 1 level 10 EARTH machine monster from the Deck to the hand.
Number 27: Dreadnought Dreadnoid (Play 1)
Number 27: Dreadnought Dreadnoid
ATK:
2200
DEF:
1000
2+ Level 4 monsters At the end of the Battle Phase, if this card destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Number 27: Dreadnought Dreadnoid" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.
Number 27 can help you summon machine monsters of rank 10 or higher without having to summon them.
Double Headed Anger Knuckle (Play 1 or 2)
Double Headed Anger Knuckle
ATK:
1500
LINK-2
Link Arrow:
Bottom
Right
2 Machine monsters Cannot be used as Link Material. You can only use 1 of the following effects of "Double Headed Anger Knuckle" per turn, and only once that turn. ● During the Main Phase (Quick Effect): You can send 1 monster from your hand or field to the GY, then target 1 Level 10 Machine monster in your GY; Special Summon it in Defense Position, but negate its effects. ● If this card is in your GY: You can send 1 card from your hand or field to the GY; Special Summon this card.
Double Headed Anger Knuckle will support additional materials from the grave to summon xyz. By sending 1 monster from your hand or field to the Graveyard, you can special summon 1 level 10 machine monster from the Graveyard to the field in Defense Position, the effect will be negated.
Other supports
With the nature of an otk deck and depends quite a lot on extra decks.
Infinite Impermanence, Maxx "C" and Ash Blossom & Joyous Spring (Handtrap cards)
Infinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Depending on your deck play style and current popular decks, you will have appropriate handtrap options for your deck.
Crossout Designator and Called by the Grave (Counteract handtrap)
Crossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
Interrupted Kaiju Slumber, Gadarla, the Mystery Dust Kaiju, Jizukiru and the Star Destroying Kaiju (Kaiju monsters)
Interrupted Kaiju Slumber
Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.
Gadarla, the Mystery Dust Kaiju
ATK:
2700
DEF:
1600
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.
Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
With the characteristic of being a deck that depends heavily on battle, the Train deck will almost certainly go later. Using Kaiju monsters can help you easily overcome annoying monsters on your opponent's side of the field.
Superdimensional Robot Galaxy Destroyer, Skypalace Gangaridai and Number XX: Utopic Dark Infinity (Other rank 10 monsters)
Skypalace Gangaridai
ATK:
3400
DEF:
3000
2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect.
Number XX: Utopic Dark Infinity
ATK:
4000
DEF:
4000
2+ Level 10 monsters When a monster is destroyed by battle and sent to the GY: You can detach 1 material from this card, then target that monster; Special Summon it to your field in Defense Position. You can target 1 other face-up Special Summoned monster you control; gain LP equal to its original ATK. You can only use each effect of "Number XX: Utopic Dark Infinity" once per turn.
Superdimensional Robot Galaxy Destroyer has the effect of destroying all enemy spells/traps as well as being a monster with 5000 ATK that can be summoned with 3 level 10 monsters.
Skypalace Gangaridai can destroy 1 card on your opponent's field and deal 1000 damage to them using 1 material. This monster cannot attack during the turn this effect is used.
Number 84: Pain Gainer, Number 35: Ravenous Tarantula and Number 77: The Seven Sins (Package 77)
Number 84: Pain Gainer
ATK:
0
DEF:
0
2 Level 11 monsters You can also Xyz Summon this card by using a Rank 8, 9, or 10 DARK Xyz Monster you control with 2 or more Xyz Materials as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card gains DEF equal to the combined Ranks of all Xyz Monsters you control x 200. While this card has Xyz Material, each time your opponent activates a Spell/Trap Card, inflict 600 damage to your opponent immediately after it resolves. Once per turn: You can detach 1 Xyz Material from this card; destroy all face-up monsters your opponent controls with DEF less than or equal to this card's.
Number 35: Ravenous Tarantula
ATK:
0
DEF:
0
2 Level 10 monsters All monsters you control gain ATK and DEF equal to the difference between your LP and your opponent's. While this card has Xyz Material, each time your opponent Special Summons a monster(s), inflict 600 damage to your opponent. Once per turn: You can detach 1 Xyz Material from this card; destroy all face-up monsters your opponent controls with ATK less than or equal to this card's.
Number 77: The Seven Sins
ATK:
4000
DEF:
3000
2 Level 12 monsters You can also Xyz Summon this card by using a Rank 10 or 11 DARK Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 2 Xyz Materials from this card; banish as many Special Summoned monsters your opponent controls as possible, then attach 1 of those banished monsters to this card as Xyz Material. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card instead.
Monsters Number 35, Number 84, Number 77 can be easily summoned in this deck.
- Number 35 is summoned by 2 level 10 monsters. This monster will help the monsters on your field increase their ATK and DEF equal to the lp difference of the two sides.
- Number 84 can be summoned by overriding Number 35 .
- Number 77 can be summoned by overriding Number 35 or Number 84 . This monster can be used to gain ATK and protection effects. During your later turns, you can use the effect to banish your opponent's special summoned monsters and continue to pressure them.
Divine Arsenal AA-ZEUS - Sky Thunder (Big boss)
Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
Zues is a strong monster in decks that can summon xyz and stack materials.
A few other support monsters in the extra deck
Ancient Gear Ballista
ATK:
1500
LINK-2
Link Arrow:
Bottom-Left
Right
2 EARTH Machine monsters If this card is Link Summoned: You can add 1 "Ancient Gear" monster or 1 "Geartown" from your Deck to your hand. You can target 1 Spell/Trap you control and 1 face-up monster your opponent controls; destroy that card you control, and if you do, change that opponent's monster's ATK/DEF to 0 until the end of the turn. You can only use each effect of "Ancient Gear Ballista" once per turn.
Qliphort Genius
ATK:
1800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Machine monsters This Link Summoned card is unaffected by Spell/Trap effects and the activated effects of other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both those cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.
Gear Gigant X
ATK:
2300
DEF:
1500
2 Level 4 Machine-Type 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.
Heavy Armored Train Ironwolf
ATK:
2200
DEF:
2200
2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Machine-Type monster you control; this turn, it can attack your opponent directly, also other monsters cannot attack. If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your Graveyard: You can add 1 Level 4 Machine-Type monster from your Deck to your hand.
Shaddoll Fusion and El Shaddoll Shekhinaga (Shaddoll package)
Shaddoll Fusion
Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.
El Shaddoll Shekhinaga
ATK:
2600
DEF:
3000
1 "Shaddoll" monster + 1 EARTH monster Must first be Fusion Summoned. When a Special Summoned monster activates its effect while you have a "Shaddoll" card in your hand (Quick Effect): You can negate the activation, and if you do, destroy that monster, then send 1 "Shaddoll" card from your hand to the GY. You can only use this effect of "El Shaddoll Shekhinaga" once per turn. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
In this era, almost all current decks with combos will produce boss monsters from the extra deck, using Shaddoll Fusion can also help you create an additional advantage to send an additional Train monster from the deck to the grave.
Forbidden Droplet, Dinowrestler Pankratops and Lightning Storm (Options when going later)
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Dinowrestler Pankratops
ATK:
2600
DEF:
0
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.
How to play, combine cards and discuss decks
Superdreadnought Rail Cannon Juggernaut Liebe (Win condition)
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
The main goal of this deck is to defeat the opponent as quickly as possible. The best monster to otk the opponent is Juggernaut Liebe .
Normally, Juggernaut Liebe can attack 3 opponent's monsters.
- xyz monsters used as materials for Juggernaut Liebe will use 1 material for their effects to maximize the deck's power.
The effect of increasing 2000 ATK for this monster will make other monsters unable to attack but can also be enough to defeat the opponent with this monster's 6000 ATK.
Note that you cannot both attack directly and attack monsters with Juggernaut Liebe .
Superdreadnought Rail Cannon Gustav Max and Skypalace Gangaridai (Win condition)
Skypalace Gangaridai
ATK:
3400
DEF:
3000
2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect.
Gustav Max and Skypalace Gangaridai are the two most commonly used monsters to build Juggernaut Liebe .
Gustav Max will add 2000 damage to the enemy's lp.
- Furthermore, each different copy of Gustav Max can activate this effect, so it is completely feasible to cause up to 4000 or 6000 lp damage to the opponent in 1 turn with this monster.
Skypalace Gangaridai can destroy a card on the opponent's side of the field to ensure safety when Juggernaut Liebe comes onto the field.
- The limit condition of not being able to attack during the turn using Skypalace Gangaridai 's effect has absolutely no effect on the outcome because Juggernaut Liebe will override this monster immediately afterwards.
Simple combos
Revolving Switchyard
If a Level 10 EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the GY; add 1 Level 10 EARTH Machine monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn.
Heavy Freight Train Derricrane
ATK:
2800
DEF:
2000
If an EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK/DEF become halved. You can only use this effect of "Heavy Freight Train Derricrane" once per turn. If this card is detached from an Xyz Monster and sent to the GY to activate that monster's effect: You can target 1 card your opponent controls; destroy it.
Super Express Bullet Train
ATK:
3000
DEF:
0
Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn. ● If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand. ● During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.
Cards in hand: Night Express Knight , Bullet Train or Heavy Freight Train .
- Revolving Switchyard can use the search effect to get 1 of the 2 missing monsters from the deck into your hand.
You can summon a rank 10 xyz monster very simply when you have Night Express Knight and one of the two monsters Bullet Train or Heavy Freight Train in your hand.
Night Express Knight is an important monster of the deck that helps you open combos and coordinate the effects of other cards with each other.
Night Express Knight can be summoned normally without sacrificing.
Bullet Train can be special summoned from your hand if you have Night Express Knight on the field.
Heavy Freight Train can trigger a self-summon effect from the hand when Night Express Knight is normally summoned.
Flying Pegasus Railroad Stampede (Resource recovery ability)
Flying Pegasus Railroad Stampede
ATK:
1800
DEF:
1000
If this card is Normal or Special Summoned: You can target 1 EARTH Machine monster in your GY, except "Flying Pegasus Railroad Stampede"; Special Summon it in Defense Position, but negate its effects. You can target 1 other face-up monster you control; the Level of that monster or this card becomes the Level of the other. You cannot declare attacks the turn you activate this effect, except with Xyz Monsters. You can only use each effect of "Flying Pegasus Railroad Stampede" once per turn.
Your combo can also be performed with Flying Pegasus , but you must have 1 EARTH Machine monster (no level required) in your grave to perform this combo.
Flying Pegasus 's ability to flexibly change levels can help the deck expand its strategy, allowing it to play other xyz monsters instead of rank 4 or rank 10 because this monster can change its level to a disabled monster. target. target.
Urgent Schedule (The card helps change the situation)
Urgent Schedule
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
Urgent Schedule can help you summon up to 2 EARTH Machine monsters from your deck to the field with separate conditions for each monster:
- 1 monster level 4 or lower.
- 1 monster level 5 or higher.
Before using, you need to note the conditions and disadvantages of this card:
- You must have fewer monsters than your opponent.
- The 2 monsters must meet the above conditions.
- Monsters must be summoned in defensive position.
- These monsters will have their skills disabled.
- During the turn you use this effect, you cannot attack with a monster other than Machine type.
- And of course, you can only use this effect once per turn.
The above can cause some difficulties when using this card because with only these 2 monsters, you will not be able to summon xyz.
Monsters summoned with Urgent Schedule only have their effects negated, not removed from the field by this card.
Furthermore, Urgent Schedule also does not have any summoning limits when used, so you can easily combo afterwards.
Qliphort Genius and Double Headed Anger Knuckle (Monsters make combos smoother)
Qliphort Genius
ATK:
1800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Machine monsters This Link Summoned card is unaffected by Spell/Trap effects and the activated effects of other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both those cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.
Double Headed Anger Knuckle
ATK:
1500
LINK-2
Link Arrow:
Bottom
Right
2 Machine monsters Cannot be used as Link Material. You can only use 1 of the following effects of "Double Headed Anger Knuckle" per turn, and only once that turn. ● During the Main Phase (Quick Effect): You can send 1 monster from your hand or field to the GY, then target 1 Level 10 Machine monster in your GY; Special Summon it in Defense Position, but negate its effects. ● If this card is in your GY: You can send 1 card from your hand or field to the GY; Special Summon this card.
Double Headed Anger Knuckle can use 2 monsters summoned by Urgent Schedule as link materials for this monster.
This monster can also use itself as a cost to summon a level 10 machine monster from the grave (defense position, effects disabled). This way, with just 1 Urgent Schedule card, you can pull 1 level 10 EARTH Machine monster onto the field from the deck.
Urgent Schedule can also help Qliphort Genius trigger effects when 2 monsters summoned by Urgent Schedule enter 2 linked slots of this monster, you can add to your hand any level 5 or higher Machine monster from the deck!
Revolving Switchyard, Double Headed Anger Knuckle and Urgent Schedule (Combo with only 2 cards from hand)
Revolving Switchyard
If a Level 10 EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the GY; add 1 Level 10 EARTH Machine monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn.
Double Headed Anger Knuckle
ATK:
1500
LINK-2
Link Arrow:
Bottom
Right
2 Machine monsters Cannot be used as Link Material. You can only use 1 of the following effects of "Double Headed Anger Knuckle" per turn, and only once that turn. ● During the Main Phase (Quick Effect): You can send 1 monster from your hand or field to the GY, then target 1 Level 10 Machine monster in your GY; Special Summon it in Defense Position, but negate its effects. ● If this card is in your GY: You can send 1 card from your hand or field to the GY; Special Summon this card.
Urgent Schedule
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
Combine Urgent Schedule with Revolving Switchyard to combo (2 cards) to get rank 10 xyz monsters from the extra deck:
Flying Pegasus summoned from the deck using Revolving Switchyard will still have the effect of bringing back a monster from the grave. Revolving Switchyard will turn Flying Pegasus 's level to 10, Flying Pegasus can continue to turn other monsters' levels to 10. As a result, you will have 3 level 10 monsters on the field.
(2 monsters are summoned with Urgent Schedule , including 1 level 4 or lower monster (hint: Ruffian Railcar ) and 1 level 10 monster (hint: Heavy Freight Train ).)
- Level 10 monsters are pulled back by Double Headed Anger Knuckle .
- Flying Pegasus will be level 10 thanks to Revolving Switchyard .
- Monsters of level 4 and below will be summoned from the grave and become level 10 thanks to Flying Pegasus .
However, you need to remember that after summoning monsters from the deck thanks to the effect of Revolving Switchyard , until the end of this turn, the opponent will not receive any damage.
Special Schedule and Urgent Schedule (The deck still has other potential!)
Special Schedule
Target 1 Machine monster in your GY with 3000 or more ATK; Special Summon that target in Defense Position. If this Set card is sent from the field to the GY: You can target 1 Level 10 Machine monster in your GY; add that target to your hand. You can only activate 1 "Special Schedule" per turn.
Urgent Schedule
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
In addition to Urgent Schedule , you can also play another card in the deck, Special Schedule .
- This card can summon 1 machine monster with 3000 ATK or more from defense position.
Both Urgent Schedule and Special Schedule have an additional effect if they are sent from the field to the grave while face down:
- Urgent Schedule can help you get 1 level 10 Machine monster from your deck into your hand.
- Special Schedule can restore you to 1 level 10 Machine monster from the Graveyard.
With this effect, you don't need to worry about drawing excess cards. This effect can be used when they are destroyed or used to pay costs.
When Bullet Train wants to attack, it is required to discard 2 cards on your field to the grave. You can take advantage of this to proactively send them to the grave.
Jizukiru the Star Destroying Kaiju (Kaiju monsters)
Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Kaiju are monsters that help you easily overcome your opponent's annoying monsters when following. Jizukiru is a Kaiju monster with the LIGHT Machine level 10 trait that can combine smoothly with this deck.
Number 81: Superdreadnought Rail Cannon Super Dora (A protection is no less important)
Number 81 is a monster that can make a monster on the field become immune to the effects of other cards. This monster can be summoned to protect the deck's main Juggernaunt Liebe or Gustav Max from enemy effects if you can summon more than 1 xyz monster.
In addition, Number 81 is also used to protect Zeus in some matches when you defeat your opponent.
Divine Arsenal AA-ZEUS - Sky Thunder (Choose for the next turn)
Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
Zeus is a card that can add strength to this deck. More specifically, the Number 81 monster can protect itself or other monsters, which can help you feel more secure in preserving monster resources on your field.
Zeus can override any xyz monster as long as an xyz battle monster is present that turn.
Furthermore, the deck also has many ways to stack materials for Zeus to help this monster activate its effects more times.
- Juggernaunt Liebe summoned by a rank 10 monster without activating its discard effect can store 4 materials.
- With Number 84 and Number 77 , you can override a rank 10 DARK monster that has spent 1 material with a Zeus that has 4 materials.
- If you play the deck in the direction of xyz rank 4, you can get to Number 27 with the desired number of materials. Number 27 's effect can help you summon 1 more Rank 10 Machine monster and override 1 more Juggernaunt Liebe to stack more. More bullets for Zeus .
Machina Fortress, Machina Metalcruncher and Machina Citadel (Backup strategy)
Machina Fortress
ATK:
2500
DEF:
1600
You can discard Machine monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or GY). If this card is destroyed by battle and sent to the GY: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand.
Machina Metalcruncher
ATK:
2800
DEF:
0
If you control no face-up cards, you can Normal Summon this card without Tributing, but its original ATK becomes 1800. If this card is Normal or Special Summoned: You can reveal 3 EARTH Machine monsters from your Deck, then your opponent randomly adds 1 of them to your hand, and you shuffle the rest back into your Deck. You can only use this effect of "Machina Metalcruncher" once per turn.
Machina Citadel
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. (Quick Effect): You can target 1 Machine monster you control; destroy that Machine monster and all monsters your opponent controls with ATK less than or equal to it. If a face-up EARTH Machine monster(s) you control, except "Machina Citadel", is destroyed by battle or card effect while this card is in your GY: You can Special Summon this card. You can only use each effect of "Machina Citadel" once per turn.
Machina monsters are also EARTH Machine monsters and can interact with deck cards so they can be coordinated to increase the deck's power.
- Machina Fortress can be special summoned from the grave continuously as long as you have enough monsters to meet this card's summoning conditions.
- Machine Citadel has an AoE monster destruction effect and can resurface from the grave if any of your EARTH Machine monsters are destroyed.
- Machina Metalcruncher can add monsters from your deck.
Shaddoll package
Shaddoll Fusion
Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.
El Shaddoll Shekhinaga
ATK:
2600
DEF:
3000
1 "Shaddoll" monster + 1 EARTH monster Must first be Fusion Summoned. When a Special Summoned monster activates its effect while you have a "Shaddoll" card in your hand (Quick Effect): You can negate the activation, and if you do, destroy that monster, then send 1 "Shaddoll" card from your hand to the GY. You can only use this effect of "El Shaddoll Shekhinaga" once per turn. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
El Shaddoll Construct
ATK:
2800
DEF:
2500
1 "Shaddoll" monster + 1 LIGHT monster Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 "Shaddoll" card from your Deck to the GY. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
As a following deck, Shaddoll Fusion can also give the deck some power when most of the previous combo decks today have bosses from extra decks.
In addition, Shekhinaga is also a level 10 Machine monster that can interact with the deck.
Skill Drain (Backup strategy)
The effects of other Train monsters are all used from the hand, besides you do not need to rely too much on the effects of xyz monsters because the deck's playstyle needs to be flexible to avoid being caught. The Train monsters in the extra deck have relatively high attack and defense and are easy to summon.
Skill Drain can be a good choice for your backup strategy. With Skill Drain , you can not only implement your otk strategy but also cause more discomfort to your opponent.
Night Express Knight, after being normally summoned without a sacrifice, will have its original ATK become 0, however Skill Drain can negate this effect and return 3000ATK to this monster.
Heavy Freight Train has a hand summon effect that is activated on the hand. Furthermore, similar to Night Express Knight , this monster's attack reduction effect will also be disabled and returned to its original state.
Skill Drain only negates monster effects, but cannot prevent monsters from activating effects. Heavy Freight Train used as a cost for an xyz monster will still be able to use its normal card destruction effect on the field from the grave without being affected by Skill Drain .
Bullet Train under the influence of Skill Drain can attack without sending cards from your field to the Graveyard.
Notes to remember when playing
Super Express Bullet Train (Note)
Super Express Bullet Train
ATK:
3000
DEF:
0
Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn. ● If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand. ● During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.
- To special summon Bullet Train from your hand, ALL monsters on the field must be EARTH Machine.
- Bullet Train needs to send 2 cards from your field to the Graveyard when it wants to attack.
Flying Pegasus Railroad Stampede (Note)
Flying Pegasus Railroad Stampede
ATK:
1800
DEF:
1000
If this card is Normal or Special Summoned: You can target 1 EARTH Machine monster in your GY, except "Flying Pegasus Railroad Stampede"; Special Summon it in Defense Position, but negate its effects. You can target 1 other face-up monster you control; the Level of that monster or this card becomes the Level of the other. You cannot declare attacks the turn you activate this effect, except with Xyz Monsters. You can only use each effect of "Flying Pegasus Railroad Stampede" once per turn.
- Flying Pegasus uses a level change effect, during that turn, only xyz monsters can attack.
Revolving Switchyard (Note)
Revolving Switchyard
If a Level 10 EARTH Machine monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can activate this effect; your opponent takes no battle damage for the rest of this turn (even if this card leaves the field), also you Special Summon 1 Level 4 EARTH Machine monster with 1800 or more ATK from your Deck, and if you do, it becomes Level 10. You can send 1 card from your hand to the GY; add 1 Level 10 EARTH Machine monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn.
- Revolving Switchyard can only use 1 effect per turn.
- After using a summoning effect from the deck, until the end of that turn, your opponent will not take battle damage.
Urgent Schedule (Note)
Urgent Schedule
If your opponent controls more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this Set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
- Urgent Schedule can only be activated if your opponent has more monsters than you.
- Only Machine monsters you control can attack during this card's activation.
Superdreadnought Rail Cannon Juggernaut Liebe (Note)
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
- Juggernaut Liebe , after this monster uses its ATK increasing effect, is the only monster attacked that turn.
Epilogue
Thank you for your support. Hope you will have good experiences with this Train deck.