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 Complete Gadget Overview

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Euphoria
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Euphoria


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Complete Gadget Overview Empty
PostSubject: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeMarch 29th 2009, 3:57 pm

Apologies for lack of indention. Pojo edits that out.

Gadget History and hyped Variants

In January of 2007, Red Gadget, Yellow Gadget and Green Gadget were all released in to the TCG. Many variants were hyped from the start, primarily ChimeraGadget, Oppression Gadget, and Fifth Gadget.

ChimeraGadget was a variant that took advantage of Gadgets’ efficient ability to cost-efficiently load it’s controller with Machines in the graveyard for a Fusion summon of Chimeratech Overdragon. While a couple teched Overload Fusions were often used, this deck never really made it big. The concept of it seemed pretty solid, a nice controlling deck that had the potential to summon a massive monster at the end of its game. However, several decklist problems caused this deck to faulter, and possibly even a good list for the deck, back at that time, still wouldn't have real success. Hard to tell.

Oppression Gadgets were also hyped considerably at first, taking advantage of the immense amount of special summoning that has always existed in the game. However, in the Monarch format that Gadgets were first released in, players could easily cope without special summoning, making Royal Oppression subpar. When Raiza the Storm Monarch was released, Royal Oppression became even more risky, until the late Perfect Circle Monarch format, when Oppression Gadgets returned. When this deck was first used, Oppression had not been given the ruling update quite yet, and Monarchs of almost every variant can survive without special summoning. Royal Oppression had proved not to be the tech card of that time.

Fifth Gadget was a deck that ran 45 cards, nine being Gadgets, as to influence the deck to give it one Gadget in every opener – No more, no less. While this deck was probably the best variant at the time of the three non-standard Gadget builds, nine Gadgets is just too many. Six Gadgets is immensely more efficient. This variant is probably what kept Gadgets from releasing their full potential, as nine Gadgets is just too many for any Gadget deck. Six should always be used.

When SJC Orlando 2007 rolled around, 25% of the decks that made the top cut were Gadgets, however they were more standard. They did run 9 Gadgets, but were slimmer than 45 cards. They did run Oppressions, but only in the side deck. They did run Overload Fusion, but only 1 or 2 teched in, not the major player in the deck. It became clear that a ton of 1 for 1 monster removal was the way to run Gadgets. This has, more or less, always held true.

New versions of Gadgets are always being attempted, such as Adam Corn's 2007 SJC Houston Deck, Gadget Monarchs. Although the deck did make top 8, and has gotten 2nd at both 07 and 08 Ireland Nationals, it is not to be attempted right now. Most attempted innovations found little success, until Joe Whitaker took Second at U.K. Nationals 2007 with Decree Gadgets, dubbing it “Whitaker Gadget”. This innovation was fast paced for its time, but had reached other successes. It achieved a top 16 at SJC Washington D.C. in the early Perfect Circle format, however it's best credential is its victory at Canadian Nation 2007, piloted by Dexter Dalit. This is the only noteworthy event that Gadgets have won 1st place at.

Gadgets began to see less play in the Troop Doop format, with 3 Trap Dustshoot and 3 Mind Crush taking a devastating toll on the deck. However, they were back at the beginning of the Perfect Circle format. One build made top 16 at the first and second Jumps of the format. This build looked a lot like the remains of the Machine Aggro deck which had influenced the previous format. This Gadget build ran cards such as Cyber Phoenix, a new innovation for Gadgets, which had proved very effective in the beginning. At another one of those events, a third Gadget deck had topped, following the Royal Decree line-up mentioned.

A few Jumps went by without Gadgets topping. Many Gadget players began hyping Macro Gadgets. This combined many of the tactics of the Macro Cosmos builds at that time with Gadget decks, for a theoretical anti-meta build with advantage pouring out everywhere, and an immortal beatstick. This deck never topped any noteworthy events, but a Gadget player I know personally went X-2 at SJC Orlando 2008 with Macro Gadgets. The deck is often worth considering, but the inconsistencies and constant risk of dead hands is definitely something that should sway you away.

SJC San Mateo 2007 began, and even though zero Gadget builds made the top 16, this was the Shonen Jump Championships that affected Gadgets more than any other tournament to happen yet. Corey Defeo and Paul Levitin ran an incredibly innovative Gadget build at this event, running Shadow Imprisoning Mirrors, D.D. Crow, and other anti-meta cards. The deck profile that he scored with his deck changed the entire Theory behind Gadgets in general. Using anti-meta cards was an incredible source of simplification.

SJC Orlando 2008 came and went. This event was the peak for Gadgets. No other event had this many Gadget builds top. An astonishing 4 builds made the top 16. They all had influence from Defeo’s Gadget build, and they all went further with the tech. Many of the builds ran Pulling the Rug, many ran Kycoo the Ghost Destroyer, many ran Royal Oppression, and many ran Banisher of the Radiance. Matt Tuxford took his build all they way to top 4, currently the farthest a Gadget build has ever gone in an SJC. (On a personal note, I've also had the oppurtunity to play Tuxford in the top 8 of a regionals, cool guy.) The strategy of using tech and anti-meta, alongside 1 for 1 destruction as a method of simplification proved to be a certainly playable strategy.

At the following Jump, ten Dark Armed Return builds topped. Ever since that Jump (SJC Houston 2008) there has never been a good format in Yugioh. Gadgets obviously had to adapt even more defensive strategies, and 3 Royal Oppression became a requirement.

After a decent showing at SJC Costa Mesa, Gadgets scrubbed every event until U.S. Nationals, where they had one top 16 showing. And then not for half a year.

When Synchro Dark Armed became the format deck (As of SJC Tulsa 2008) Gadget builds had a new foe to tech. A few Gadget players (including myself, for a short time) began running the old Radget build that had once seen some play. The point of this build is to thoroughly abuse Neo-Spacian Grand Mole or Creature Swap, which both dealt an intense toll to Synchros. Summon Rat, attack one Synchro, search Grand Mole, and permanently remove it.

Gadgets continued to decrease in play this format. That was, until Robbie Kohl had topped SJC Detroit with his build of Oppression Gadgets. And there really couldn't have been any better time for this to happen.

Up until that point, all of the Gadget enthusiasts, myself included, prepared for SJC Chicago to revive Gadgets, since Jordan Nasser, that era's most succesful contributer to the Gadget community, would be attending. But this was not the only reason we looked forward to this SJC; Thunder King Rai-Oh was legal for tournament play.

Chicago came and went, and once again, no Gadget decks made the top sixteen. Not even Thunder King could save us. We became discouraged, and ran inferior versions, such as Tele-Gadgets, Fissure Gadgets, or stopped running Gadgets altogether.

SJC Detroit was approaching, and Gadgets became accepted as a dead deck. All hope was gone. But when the top 16 was revealed, we saw the inclusion of the brilliant Stun Gadget decklist, piloted by Robbie Kohl.

And once again, Gadgets became accepted as a competitive anti-meta deck. Rose Gadget, Fissure gadget, TeleGadget and other inferior forms dissapeared, and Mirror Wall revealed itself as the most recent innovation in Gadgets. Mirror Wall held several advantages over Shrink, including being able to double as Shrink and Threatening Roar.

The lack of Fossil Dyna Pachycephalo also allowed Gadget players to realize how inferior of a card choice the Dyna was in said format. Robbie Kohl also chose to use Soul Taker over Hammer Shot, although this is still a debated choice among Gadget players. Previously and afterwards to the top, Robbe Kohl was a valuable contributer to the Gadget community, and is the most succesful contributor in this current era.

As of this current time (Late July), Gadgets have failed to put forth a strong showing, although this is to be expected seeing as how we've only received one SJC within the last six months. Anti-meta versions of borderline every version are proving vastly unsuccessful, and even Gadget players are feeling the toll. Tragoedia Gadgets, or Tragogadgets, are an upcoming decktype I hope to explain in this article. We're Far From Over.

The Gadget Theory

1) Control, advantage, simplification.

Hopefully, within the very near future these words will be the first thing to appear in anyone's mind once Gadgets are mentioned. These are the three most important concepts and guidelines for any Gadget deck. In a good Gadget deck, every card must be able to fit under one of these subsections. The best way to tell if a card is completely useless or not is to see if its criteria matches the following descriptions.

Control - Of the three, this is the most open. Negation cards, such as Solemn Judgment, Dimensional Fissure, Neo-Spacian Grand Mole and Royal Oppression are all great cards that maintain control over your opponent. Most anti-meta cards are either classified under control or simplification, but the end result is always the same. Control consists of negation, and softening or preventing the win condition of the opponent's deck. An important thing to keep in mind is that Dark Bribe, even though it loses advantage, does abide to the Gadget Theory for this reason. This can also include cards that put you at a clear advantage over your opponent. Many tuners can create cards that represent this. (Stardust Dragon and Thought Ruler Archfiend come to mind.)

Advantage - This is where the Gadgets themselves come in. You can simplify with your opponent all you want, but the truth is that if you don't hold more cards than they do, the game becomes a war of who can topdeck the most succesfully. Cards such as the Gadgets, Gale the Whirlwind, Gorz, and other simple methods of gaining advantage are ultimately what secures the win. What sets Gadgets apart from other anti-meta forms is that we actually gain advantage instead of simplifying the game.

Simplification - First, you gain advantage. Then you simplify so that your oppponent's card advantage is borderline zero, while your's is bountiful. This method has ruled several other advantage-based formats in past history, and is still the basic principle of Gadgets. However, simplification isn't all Smashing Grounds and Bottomless Trap Holes, these days. Cards such as Banisher of the Radiance and Royal Oppression are excellent at simplifying your opponent out of all options. Synchro summoning for monsters such as Black Rose Dragon or Arcanite Magician are also wonderful methods. Counter Traps also fall under this category. This is the backbone of Gadgets "Filler" choices, as well. Anti-meta choices, or just simply one for one destruction falls under this declension.

2) Using the Gadget

Tragoedia.

Even a build as focussed on Using the Gadget needs to be intricately-designed to always retain raw card advantage. The Tragoedia build, in all honesty, is the perfect combination of the previous-flawed design of putting the advantage that a Gadget gains to use, and Control-Advantage-Simplification. Both elements are combined perfectly through Tragoedia. Tragoedia is the second most-utilized advantage engine of the deck, both of its effect claiming countless lives through maintaining hand size. By maintaining the hand size, you're forcing the utility of Tragoedia to rely on another aspect you should already be focussed on - card advantage.

And the best way to retain hand size is to gain advantage with cards that can do so in many cost-efficient ways. I like to refer to these multi-purpose advantage engines as "The Versatiles."

A prominent example of this is D.D. Assailant, a card that is nearly impossible for your opponent to destroy without losing a card. In this format of battle enhancers such as Kalut the Moonshadow or Honest, a monster that can still gain advantage from a battle involving these is phenomonal. The card can easily switch from an aggressive card which gains advantage by battle, to a defensive card that will take out one of their monsters or monster destruction cards. Even if they use Book of Moon, the chances of you gaining advantage in the trade are phenomonal. All of this, costing only 1 card from your hand. Running two alongside a Warrior Lady is a smart maneuver.

Another great example would be Blackwing - Gale the Whirlwind. While this one is much more susceptible to battle enhancers, this card still has the chance to gain countless advantage using the battle mechanic. If they have a monster on their field when you summon this, regardless of the contents of their hand/backrow, you will almost always gain advantage, and do a 1 for 1 simplification at very worst.

As is obvious, a magnificent way to gain advantage without extending your hand whatsoever, is a Gadget. In fact, this doesn't even put the 1 card risk on the line, as Assailant and Gale do. Force your opponent to waste an Honest/Kalut, Book, Mirror, Ryko, Torrential, Icarus, or Roar on a Gadget, and you're practically home free. This isn't even noting the potential of just summoning a Gadget for a direct attack and ending. In every method listed, you gained advantage! Without a cost to your hand whatsoever. An in-hand Gadget also vastly increased the potential of a Tragoedia drop. A massive monster which produces free Snatch Steals on level 4 monsters is nothing to scoff at.

The Synchro engine is also a magnificent method of gaining card advantage. Gales and Rose alongside a Mind Control, Brain Control, Tragoedia, or Gadget can cost-efficiently produce a large monster which will undoubtedly gain tons of card advantage before leaving the field. And as always, it comes to a relatively low cost of cards in your hand.

A more... Unusual suggestion of mine for a TragoGadget build is the exclusions of Solemn Judgments, and Royal Oppressions. These cards both interfere with not overextending, and the need to take damage with Tragoedia and the Synchro engine of the deck. Cards I would advise over them include Book of Moon and Enemy Controllers. Versatiles, in the form of spells, which double as monster destruction in both the spell and trap form. Whatever is more necessary for the time being.


Last edited by Euphoria on July 22nd 2009, 10:24 pm; edited 3 times in total
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Euphoria
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeMarch 29th 2009, 3:57 pm

Tech Cards

Banisher of the Radiance – A tech card that’s great in most formats, with the exception of the first Gladiator Beast format. This format, the card is very debate-able. It is vastly subpar and a must side-out vs Gladiator Beasts and Blackwings, although it is a fantastic card against SalvoDAD variants, Lightsworns, and Synchro Cat. Main 2 in Anti-meta Gadgets, 0 in Tragoedia Gadgets.

Kycoo the Ghost Destroyer – This card was good, even during the Gladiator era. While Banisher was simply too weak, Kycoo could match or beat any card that Gladiator Beasts would summon on their first turn, when Test Tiger was not involved. Kycoo and Banisher were both deadly during the Zombie format and Perfect Circle formats, and were deadly again during the TeleDAD format. Kycoo, like Banisher, can completely shut down Tele-DAD, and both have effects that could prevent Stardust from returning. However, it is for the most part unplayable in the main deck, at the moment. However, consider sidedecking up to two in TragoGadgets, for the Lightsworn match up. Arcanite possibilites is nice.

D.D.Crow – This will be edited for every format. Don't run right now.

Dimensional Fissure –This is another card that’s bad during Gladiator formats, but incredible tech during the Zombie format, PCM format, and Tele-DAD format. This auto-matically secures the win against Lightsworn. Definitely side deck three in both builds.

Thunderking Rai-Oh – This card will always be very controversial. During the Tele-DAD format, it screamed dominance, as it would completely anihilate Tele-DAD, as it had few cost efficient ways to remove it. However, it hinders us more than a good percentage of our opponents nowadays, and I suggest leaving this to the side deck. Or at least, that's in theory. But when in practice, RaiOh just helps to the extent that I would recommend maindecking some. My suggestion is main two in anti-meta Gadgets, zero in TragoGadgets.

Drillroid – This card used to be good when setting was common. But that just doesn’t happen anymore… Drillroid was also a common choice in the past, because Gadgets often get screwed by set monsters. If we ever return to a good format, I suggest running a copy or two of Drillroid, but since we all know that will never happen, Drillroid is retired.

Fossil Dyna Pachycephalo – I hated this card in passed formats. However, it does reveal some positive tendencies against both Lightsworn and Blackwings right now. Run two in anti-meta Gadgets and zero in TragoGadget.

Creature Swap – This card was amazing in the Synchro format. They do all the work summoning a huge monster, and then I summon a Gadget that replaced itself, and I trade monsters. However, it does little against Gladiator Beasts or Lightsworn, so you may want to consider cutting this from the audition list. Zero in both.

Dimensional Prison – Incredible Stardust tech. Also gets Sangan, which Gadgets usually have trouble getting around. Just beware Dark Armed, Caius, and Thought Ruler. I suggest 2-3 copies right now. Completely prevents Gladiator Beasts from tagging, and leaves Gladiators unable to revitalize the Gladiator with an Equeste or Darius. It is also a good choice against Lightsworn. It's also been known to work well against Blackwings. The only unfavorable match up for it is Synchro Cat. Main 3 in anti-meta and 3 in TragoGadgets.

Compulsory Evacuation Device – Not this format.

Mirror Wall - This card is exactly what Gadgets have been looking for to stand up to Synchros last format. Neither Thought Ruler nor Stardust Dragon can really get passed it, and it ends the battle phase essentially. However, it is a dangerous choice vs Kalut and Honest. I don't suggest any right now.

Blackwing Gale the Whirlwind - Several builds are picking up this card because of its amazing versatility. Halving a monster, and then attacking it is amazing for advantage. Synchro'ing with a Gadget to form Black Rose, Dark Strike, Armor Master, and so on is also amazing. Synch it with Kycoo or Breaker for Arcanite, and we're talking major advantage here. Depending on your build, 0-2 in anti-meta Gadgets, 3 in TragoGadgets.

Royal Oppression - A card that's always balanced over-aggressive formats. A great card in 3's for anti-meta Gadgets, consider 1-2 in TragoGadgets.

Why run Gadgets over other anti-meta based decks?

Anti-meta based decks, built fully to tech the top deck of the format, admittedly will be better against the top deck than Gadgets. However, put your anti-meta deck against other anti-meta decks, or against any Rogue deck, and it will instantly fail.
Gadgets are much more well-rounded. We’ll typically always beat other anti-meta decks, and do well against the top deck at the same time.

Sure, any anti-meta deck can simplify out its opponent's resources. But if this happens and you aren't gaining advantage, whoever topdecks a more significant card will win. If you run a deck that easily gains advantage, it becomes much more difficult for your opponent to recover.


Decklists.

Tragoedia Gadgets

18 Monsters

3 Tragoedia
2 Red Gadget
2 Yellow Gadget
2 Green Gadget
1 Gorz, the Emisarry of Darkness
3 Blackwing - Gale the Whirlwind
1 Rose, Warrior of Revenge
1 Breaker the Magical Warrior
2 D.D. Assailant
1 D.D. Warrior Lady

15 Spells

3 Book of Moon
2 Enemy Controller
1 Mystical Space Typhoon
1 Heavy Storm
2 Soul Taker
1 Smashing Ground
1 Fissure
1 Monster Reborn
1 Brain Control
2 Mind Control

10 Traps

3 Bottomless Trap Hole
3 Dimensional Prison
1 Royal Oppression
1 Trap Dustshoot
1 Mirror Force
1 Torrential Tribute

Note: I practically side everything necessary to transition TragoGadgets into Oppression Gadget in certain match ups.

Anti-Meta Gadget

16 Monsters

2 Thunder King Rai-Oh
2 Fossil Dyna Pachycephalo
2 Banisher of the Radiance
2 Red Gadget
2 Yellow Gadget
2 Green Gadget
1 Cyber Dragon
1 Breaker the Magical Warrior
2 D.D. Assailant

9 Spells

2 Book of Moon
1 Mystical Space Typhoon
1 Lightning Vortex
2 Soul Taker
1 Smashing Ground
1 Fissure
1 Monster Reborn


18 Traps

3 Bottomless Trap Hole
3 Dimensional Prison
3 Royal Oppression
3 Solemn Judgment
2 Widespread Ruin
1 Mirror Force
1 Torrential Tribute
1 Threatening Roar
1 Trap Hole


Last edited by Euphoria on July 22nd 2009, 10:23 pm; edited 1 time in total
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Akuma Samuari
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeMarch 30th 2009, 1:27 am

Ummm I got a question. At the end of your post you said that "I have no builds that I am confident enough in at this point to share" so then why did you post stun spore? I looked over stun spore and I think it can go toe to toe with your gadgets. So i'm curious. Are you trashing your own stun spore build or did you forget about it? Sorry I was kind of bored and actually took the time to read that entire post. I went off and made three cups of coffee, changed four babies, adopted two penguins and watched a elephant whip someone with it's trunk before I finished it but it was read. In my opinion, you should update the stun spore deck with a few cards from the new set and see how it does against gadgets. It's one build that's worth mentioning as a anti meta deck. afro
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeMarch 30th 2009, 6:50 am

Akuma Samuari wrote:
Ummm I got a question. At the end of your post you said that "I have no builds that I am confident enough in at this point to share" so then why did you post stun spore? I looked over stun spore and I think it can go toe to toe with your gadgets. So i'm curious. Are you trashing your own stun spore build or did you forget about it? Sorry I was kind of bored and actually took the time to read that entire post. I went off and made three cups of coffee, changed four babies, adopted two penguins and watched a elephant whip someone with it's trunk before I finished it but it was read. In my opinion, you should update the stun spore deck with a few cards from the new set and see how it does against gadgets. It's one build that's worth mentioning as a anti meta deck. afro

Lol, Im pretty sure he meant other builds as in mainstream decks, being the fact that he has always run some sort of anti-meta. At least thats what i hope lol.
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Euphoria
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeMarch 30th 2009, 8:33 am

That last part of the Gadget Overview is reserved only for Gadget decks, other anti-meta forms are irrelevent for a Gadget Overview.
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeMarch 30th 2009, 9:32 am

Alright then. I thought you were down talking your own stun spore deck. I couldn't find out why. The monster line up looks fine so I was a bit confused. Thanks for the clarity. I feel like I should say something sarcastic to keep true to myself but I got nothing since I woke up so ummmm, ummmm.......... Peace......... Luis we need a avatar that's throwing up the peace sign (the one that looks like richard nixon cheers doesn't count). afro
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Euphoria
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeJuly 22nd 2009, 10:24 pm

Updated to include Tragoedia.
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G A G E
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PostSubject: Re: Complete Gadget Overview   Complete Gadget Overview Icon_minitimeJuly 23rd 2009, 8:52 pm

I can't wait to play gadgets with this card Laughing
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