Machina

24 cards in this archetype

Playing Style

The board Machina wants to hold at the end of its first turn combines a protected high-Level Machine with Machina Citadel waiting in the graveyard. Citadel's trigger is the heart of the defensive plan: whenever a face-up EARTH Machine is destroyed while Citadel sits in the graveyard, it Special Summons itself for free, then its Quick Effect can destroy one of your own Machine monsters to wipe away every opposing monster whose ATK falls at or below that destroyed monster's. Machina Fortress underpins this threat, discarding Machine monsters totalling eight or more Levels to summon itself from either hand or graveyard, and its destruction trigger adds a further removal bounce against an opponent's card. Getting Fortress into the graveyard and Citadel primed often only requires a single Normal Summon from Machina Gearframe, which searches any Machina monster on summon, or Machina Redeployment, which pulls two Machina monsters from the Deck at the cost of one discard.

The mid-game refills resources through Machina Irradiator and Machina Air Raider, both of which self-summon by discarding another Machina monster and then trade the targeted Machine for a fresh one pulled from Deck or graveyard respectively. Machina Megaform adds another layer of recursion: when Fortress leaves the field and Megaform is in the graveyard, Megaform banishes Fortress to revive itself, keeping the pressure constant. Machina Ruinforce enters late when the graveyard is well stocked, banishing Machine monsters totalling twelve or more Levels to emerge from the graveyard and threaten Battle Phase negation backed by LP halving.