With the fact that all my main decks are getting support I feel a need to talk about Machining, and what has been revealed for MC so far.

Lets start with Machining. They are a really aggressive deck, that aims to stun your opponents vanguard repeatedly, to reduce hand size, and then allow them an easier time to hit.

Quite simple, against decks that aren’t control you do have the ability to take over the game. But alas Link Joker, Kagero and Narukami are the bane of Machining.

Now the deck has 3 main flaws, Resource Management, Raw Card Advantage, Rear Guard Reliance. Lets see what we can do about that.

Resource Management

Right this is the big one, Counter Blasts are rare in the deck, your only Counter Charge is your PGG, which is not Machining and is already Punishing the consistency of the deck. Now my idea is to have something similar to Machining Cricket, BUT with a Counter Charge/Soul Blast added to it. Something like this.

Grade 1/7000

[ACT](RC):[[Rest] this unit + Soul Blast 1] If you have a vanguard with “Machining” in its card name, Counter Charge 1, and choose one of your opponent’s rear-guards in the same column as this unit, that unit cannot stand during your opponent’s next stand phase, and this unit cannot stand during your next stand phase.



This may seem weird but this would give so much Counter Charge to the deck with how well they already can stand their own units. Just this card would be enough Counter Charge in my opinion.

Raw Card Advantage

I say “Raw” as the deck creates it’s Card Advantage by creating Card Disadvantage to your opponent. Now something that I think would be cool.

Grade 2/9000

[AUTO](RC):At the end of a battle that this unit attacked you may give this unit “ [CONT](RC):This unit cannot [Stand] during your stand phase. “ until the end of your next turn. If you do draw a card.

[AUTO](RC): When this unit stands by the effect of one of your units it gains +2000 Power, and choose one of your opponents Rearguards and [Rest] it.

In a similar vain to the Grade 1, I feel this would give the deck enough Ability to to draw, along with meshing with the Main boss stride that was revealed.

Ermm I had come up with an idea for a new Machining Stride Break. However it seems my idea was spot on so I will just talk about the actual strider they got.

Machining Beat Atlas

Grade 3/11000

Card Effect(s)

[AUTO](VC):[Counter Blast (1)] When your G unit with “Machining” in its original card name Stride, you may pay the cost. If you do, choose up to two grade 1 or greater cards with “Machining” in their card names from your soul, and call them to separate (RC) as [Rest].

[AUTO](VC) Generation Break 2:At the end of your turn, choose up to two cards with “Machining” in their card names on your (RC) and hand in total, and put them into your soul. If one or more cards were put, draw a card, and if two cards were put, Counter Charge (1)



Now this here is a card. A really damn good card. This card turns 2 of your Rearguards each turn into Mirage units, it allows you to clear locked units off your board. It is simple, but it is the card the deck NEEDS to be competitive. Along with a couple of other units I will talk about in a second.

*Below is what I was writing about what I wanted in a strider. (crossed out as it is kinda unneeded now)

Now this is the big one, the best thing I can think of for the deck is to get a new Retrained Stag Beetle as a strider. Here is my idea

Machining Stag Beetle MK2

Grade 3/11000

[AUTO](VC):[Choose 2 of your Rearguards with “Machining” in their card name] At the end of your turn you may pay the cost, if you do Draw 1 and Choose 1 of your opponents rearguards and that unit cannot stand during your opponents Stand Phase.

[AUTO](VC):[Counter Blast (1)-card with “Machining” in its card name] When this unit is Placed on VC or when your G unit with “Machining” in its original card name Stride, you may pay the cost. If you do, choose up to 2 Cards with “Machining” in their card name from your soul and call them to your rearguard as [Rest] then your vanguard gains power equal to the power of those units.

This may be a bit over tuned but this would be really cool. And would be a really good update to stag beetle. Gives it a way around the Rearguard reliance.

Now onto the whole reason for me thinking about this.

Oppression Mutant Deity, Machining Despot

[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] If you have a heart card with “Machining” in its card name, choose the same number of your units as the number of face up cards in your G zone with “Machining” in their card names, and [Stand] them. Your opponent chooses two of his or her [Rest] units for each unit [Stand], and they cannot [Stand] during your opponent’s next stand phase.



This is a cool card. Like really cool. Lets break it down quick.

So you Counter Blast 1 and Turn ANYTHING in your GZone Face up. Then choose 1 unit for each Machining in your GZone and stand them, for each unit that stood your opponent chooses 2 units and stuns them (this includes vanguard). This can counter Vanguard Stuns in the mirror match, it can allow for so many really cool plays that it is unreal. This makes Cricket really useful, and gives Dive Beetle a purpose. (dive beetle has shown some promise in playtesting because this stride is that good, if only as an enabler.)

Now the big card that is going to real take this deck over the edge. And this will have a lot of more in-depth talk to go with it.

Toxin Sickle Mutant Deity Overwhelm

[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] Draw up to the same number of cards as the number of your opponent’s rear-guards in [Rest], and if the number of your opponent’s rear-guards in [Rest] is one or less, this unit gets [Critical]+1/Drive+1 until end of turn.

[CONT](VC) Generation Break 3 Dark Device:All of your units get [Power]+2000 for each face down card in your opponent’s damage zone.



Lets go through this card, as it can be a bit Overwhelming this here card gives the deck access to 3 big things. An early game stride to draw cards. An answer to the mirage decks that doesn’t cost all the resources in the world, and applies heavy pressure. A really powerful late game threat.

So skill by skill it is easiest to go bottom to top.

The Gen Break 3 skill is Dark Device +2k to your board for each facedown damage your opponent has. For those new to Dark Device, it means if all the units your opponent control in the same column as this are at [Rest] this unit is gains Dark Device. So this is cool. It means that if all the units in the same column as your vanguard are at rest then your board gains on average +6k. Now that is a good number. so that is +12k in general to each column. Making 31k columns with 12k Attackers, which despite how powerful the rest of the card is, is the main reason I believe this card is so powerful.

Now onto the first skill. You CB1 and flip anything *Cough* Machining GUnit *Cough* Then draw up to the number of [Rest] Rearguard your opponent has (pay attention to the up to), and if 1 or less is [Rest] This card gains +1 Crit +1 Drive. So this card gives you the ability to not put out a board against control match-ups, maintain hand, and punish decks that don’t call cards or try to hide their cards away. The reason I say pay attention to the Up to is because it allows you to keep conscious of the deck out possibility.

There is a lot more to come on the Megacolony Support. I will cover the Dark Face specific cards when I have had time to play test them properly over the next couple of days.

That’s all for now Peace Out!