Difference between revisions of "Machine"
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− | '''Machine''' monsters are powerful, and in some cases, fearsome to face in battle. They rely on high [[ATK]], the ability to rapidly boost [[ATK]], and in the case of the "Ancient Gear" monsters, preventing the opponent from activating [[Spell Cards|Spell]] and [[Trap Cards]] until after the [[Phase#Damage Step|Damage Step]] has concluded. Machines monsters also have their own [[Structure Deck]], [[Structure Deck 10: Machine Re-Volt|Machine Re-Volt]]. | + | '''Machine''' monsters are powerful, and in some cases, fearsome to face in battle. They rely on high [[ATK]], the ability to rapidly boost [[ATK]], and in the case of the "Ancient Gear" monsters, preventing the opponent from activating [[Spell Cards|Spell]] and [[Trap Cards]] until after the [[Phase#Damage Step|Damage Step]] has concluded. Most machine monsters have [[Dark]], [[Earth]], or [[Fire]] attributes. Their general strategy really quite varies. Machines monsters also have their own [[Structure Deck]], [[Structure Deck 10: Machine Re-Volt|Machine Re-Volt]]. |
==Support Cards== | ==Support Cards== |
Revision as of 22:57, 20 September 2007
Machine monsters are powerful, and in some cases, fearsome to face in battle. They rely on high ATK, the ability to rapidly boost ATK, and in the case of the "Ancient Gear" monsters, preventing the opponent from activating Spell and Trap Cards until after the Damage Step has concluded. Most machine monsters have Dark, Earth, or Fire attributes. Their general strategy really quite varies. Machines monsters also have their own Structure Deck, Machine Re-Volt.
Support Cards
- 7 Completed
- Batteryman C
- Limiter Removal
- Machine Conversion Factory
- Machine Duplication
- Magnet Circle LV2
- Power Bond
- Rare Metalmorph
- Weapon Change
- Overload Fusion
Weaknesses
Machine Monster Card List | ||
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