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descriptionGeargia/Karakuri OTK EmptyGeargia/Karakuri OTK

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Geargia/Karakuri OTK

Geargia/Karakuri OTK KU3o7XD

The main purpose of this deck is to win as quickly as possible. The longer the duel goes, the more your hand will deplete and eventually ends with a loss. There are a lot of +1’s in the deck however traps are the weakness to this deck, stopping one chain will end the OTK. Going first is recommended so you can set up your hand and block your opponent, this will all be explained below.


How to OTK – There are many ways but here is one example.


1.       You need a Karakuri tuner or Birdman in hand, preferably Birdman as it can be special summoned.
2.       You need Accelerator in hand and another Geargia monster on field, Preferably Armor for +1 hand.
3.       Once these conditions are met. You can start the OTK
4.       Special summon Accelerator
5.       Special summon Birman using Accelerator or normal summon a Karakuri tuner
6.       Set Armor and special summon Bureido or Burei
7.       Bureido or Burei, special summon Nishipachi
8.       Nishipachi effect will flip Armor, using Armor’s effect add another Accelerator to hand
9.       Special summon Accelerator, Special summon Burei
10.   Now you can special summon Saizan with which a level 8 synchro can be summoned
11.   Special summon scrap dragon to pop or Bureido for +1
12.   All monsters together is now 8000 Atk


I missed a few details like Accelerator +1 ect. You need to try the deck to get the combos working.


Monsters


1 Birdman: Important to the deck, to start of the OTK chain. Can combo with Accelerator so no normal summon is used.

3 Geargiaccelerator: This is what makes the deck possible, you will always need one of these in hand to win the duel however you get it to hand. Has a +1 when sent to grave.

3 Geargiarmor: Great defence but the main thing is getting Accelerator to hand (sometimes Geargiano Mk – II). If it survives the BP then that is essentially an OTK waiting to happen unless it is blocked with traps.

3 Geariauger: You want this in hand when you are going first. Help with setting up the hand with the use of Gear Gigant X.

3 Geargiano Mk – II: This comes into play a few turns into the game. If you can’t finish the game early, you still have a chance to recycle your grave with this.

1 Geargiarsenal: Most of the time just another Armor, but can be used as a combo with Iron Call when you have nothing in the grave. Only put 1 in as you wouldn’t want to have two in hand.

2 Nishipachi: Essential for the OTK. Only put 2 in as you don’t want to draw it most of the time. Can combo with Armor for +1

2 Saizan: Essential for the OTK. Good for stalling the game.

1 Card Car D: Nice to draw this first turn sometimes to set up hand.

1 Battle Fader: Just a bit of insurance. 


Spells


1 Mind Control: Getting rid of those set monsters. Also use to synchro summon.

1 Limiter Removal: Surprise finish!

1 Dark Hole: Clear monsters. Works well with Iron Call.

3 Iron Call: Brilliant addition to the deck. Especially for a late game OTK. Combo with Dark Hole, Twin Twister, XYZ detachments, etc

2 Pot of Duality: Set up hand.

2 Twin Twister: Get rid of that annoying back row. Also combo with Iron Call.


Traps


1 Solemn Warning: Taking down big special summons.

1 Torrential Tribute: When all else fails!

1 Bottomless Trap Hole: Good for stopping graveyard effects.

1 Compulsory Evacuation Device: Go back to the extra deck Geargia/Karakuri OTK Icon_razz

1 Ring of Destruction: End game, destroys big monsters.

2 Dimensional Prison: Good for stopping graveyard effects.

2 Mirror Force: Too many monsters.

1 Malevolent Catastrophe: Nice little addition. No one expects it.


Extra Deck


1 Naturia Beast: Spell lock when needed.

1 Naturia Barkion: Trap lock when there are too many on the back row.

1 Black Rose Dragon: RESET! 

2 Burei: Essential to the OTK, can combo with Armor to flip. Nice to finish up when monsters are in defence position.

2 Bureido: Essential to the OTK. +1 when combo with Nishipachi or Burei.

1 Scrap Dragon: When you need to pop and you got a spare trap/spell/monster lying around.

1 Trishula: Because I can.

1 Star Eater: Nice finishing move when you need a big hitter. Also when running away from back row.

1 Zenmaines: Stalling.

2 Gear Gigant X: Great card for setting up the hand. Summon with Auger for +1. Most of the time for getting Birman to hand but there are so many options!

1 Silent Honor Ark: When you can’t get passed an effect or its Atk.

1 Big Eye: When that set monster looks scary. When faced with a big hitter.


Last edited by Luffy1 on Tue Dec 08, 2015 6:02 pm; edited 1 time in total

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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In theory, you can pull the OTK off with just 1 Pachi + 1 Dog (+ Birdman)

Armor -> Accel -> Birdman (on accel) -> resummon accel -> Burei -> Dog -> Bureido -> Pachi -> normal summon any lvl 4 -> Burei
2600 + 2600 + 2800 = 8000 

That's why most incarnations of this deck don't actually run more than 1 of each of those tuners, and often they tend to run E-tele + Commander to replace birdman, since he's limited.


The other thing that OTK-centric decks tend to do is run very little legitimate backrow. Usually it's Reckless Greed + Decree + maybe some floodgates here and there. And their spells are usually just S/T destruction, recursion and draw/search power. 
They also don't like to run monsters that prevent them from Special Summoning (cardcar) or having their Battle Phase (Auger). Yes they're perfect for first turn hands... but they're dead every turn after that. They often tend to replace these cards with different kinds of floaters (like Giant Rat or Fire/Ice Hands), or Hand Traps (like Maxx C and Ghost Ogre).




However, that's just from personal experience of watching players tinker with the deck for the last few months (since I do know people who have been trying to perfect Geargia to be their main). But, for me, I prefer simply running Mono-Gears, because they can run a mass amount of backrow and not be hindered by speed.
So I can't give you much advice other than what I've seen my friends do, which I've already described above.

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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Shameless wrote:
In theory, you can pull the OTK off with just 1 Pachi + 1 Dog (+ Birdman)

Armor -> Accel -> Birdman (on accel) -> resummon accel -> Burei -> Dog -> Bureido -> Pachi -> normal summon any lvl 4 -> Burei
2600 + 2600 + 2800 = 8000 

That's why most incarnations of this deck don't actually run more than 1 of each of those tuners, and often they tend to run E-tele + Commander to replace birdman, since he's limited.


The other thing that OTK-centric decks tend to do is run very little legitimate backrow. Usually it's Reckless Greed + Decree + maybe some floodgates here and there. And their spells are usually just S/T destruction, recursion and draw/search power. 
They also don't like to run monsters that prevent them from Special Summoning (cardcar) or having their Battle Phase (Auger). Yes they're perfect for first turn hands... but they're dead every turn after that. They often tend to replace these cards with different kinds of floaters (like Giant Rat or Fire/Ice Hands), or Hand Traps (like Maxx C and Ghost Ogre).




However, that's just from personal experience of watching players tinker with the deck for the last few months (since I do know people who have been trying to perfect Geargia to be their main). But, for me, I prefer simply running Mono-Gears, because they can run a mass amount of backrow and not be hindered by speed.
So I can't give you much advice other than what I've seen my friends do, which I've already described above.

I like the way you think. I guess the deck I put up is not all about the OTK. Can lock decks with additions from the side deck and can also stall. Needs to have abit of balance to increase the win ratio. I've made many changes to this deck from what I initially had.

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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Well, mono-Gears can OTK on their own, but I don't know if you have enough room to hold that core--so that you can have a second option with exploding on your opponent. But, even then, you could just simply switch it to mono-Gear. I'll give you a Monster and S/T core that could combine Gears with Kuri (though it'll be partial to Gears, since I'm reading off my own decklist)

The Monster Core:
3 Armor (duh)
3 Accel (duh)
2-3 Arsenal (mono runs 3, so you have more chance of starting off with a set Armor)
0/1/2/3 Auger (With this build, it's probably best to run either 0 or 1. 2 would be a stretch, and 3 would be dead)
2/3 MK One (This is arguably the best MK, considering his effect has no big restrictions to activation. He just needs to be on the field.)
1/2 MK Two (1 would be best in this deck, though you could get away with 2, considering this card + Birdman can help recycle your normal summons and somewhat upkeep resources from the grave. You could argue that 3 is also fine with this card, but I believe that to be preference. It could help you, it could not.)
0/1 MK Three (Even mono-Gears don't run more than 1, because this card is used to help spam out from the use of 1 trap card--Geargiagear. During opponent's EP, you activate Geargiagear, summon this guy + whatever, and then use his effect to revive a Geargia from the grave.)
1 Pachi + 1 Dog (I've explained this before. You only need 1 of each to pull off the OTK. 2 Pachi could be fine, considering you could loop Armor with it, but Dog shouldn't be more than 1 considering he is your weakest normal summon.)
1 Birdman (duh)

3 Gigant (The rota of the deck should be at 3 no? It is in mono, so I don't see no reason to find a way to run 3 here)

Monster Possibilities:
Ghost Ogre - It's a lvl 3 tuner (and psychic, so an E-Tele target), but she is also like a pseudo-Veiler, with the added perk of being able to pop Pendulum monsters when they start their effects in those zones.
Maxx "C" - Draw power is important.

S/T Core:
3 Geargiagear (This is really only there for when you're running 4+ MK monsters. It's helpful for thinning the deck, and putting out 2 lvl4 monsters on the field. 3, if you decide to run MK Three.)
The Hoban Package (Upstarts and Reckless Greeds add draw, and stuff. Draw Theory go here.)
Heavy Storm + Harpie's Feather Duster (duh)

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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I like the psychic and E-Tele addition, may try that even if it is in the side deck.
I still thing pachi and dog should be at two. If you have one, your at risk of drawing it which will make the OTK difficult.

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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Drawing Pachi doesn't really hinder not having the OTK, as it can combo off Armor and get you a double search. However, drawing Dog does hinder having the OTK, no matter what number he's run at. He's an incredibly weak Normal Summon.
Him being Normal Summoned is literally just you saying "I want to synch 8 rite now." Also, since you run the Machine Reborn..thing.. Running 1 of each also isn't much of a threat to draw, since you can just bring them back.


Drawing both in the same hand (though improbable) could spell out defeat for that game.

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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remember you will always need two of them in the deck to complete the OTK so if you have one in hand that leaves one in the deck. Ideally you want 3 in deck so you get a special summon for each synchro summon

descriptionGeargia/Karakuri OTK EmptyRe: Geargia/Karakuri OTK

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