Geargia/Karakuri OTK
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
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