Shifting Into a Higher Geargia

Rahul Pandya here back this week to talk about a deck I have been testing for the last few weeks, against the current meta and the upcoming Meta, and how it remains competitive. Geargia, is a deck that was considered one of the best during the early formats of 2014, due to the consistency Geargiagear lent the deck, and its clear grinding ability. Geargiagear became limited after the April 2014 format, and the popularity of the deck had plummeted into obscurity, as it could not keep up with the Meta decks consistently. With the release of the Geargia Rampage structure deck and Geargiauger being in the structure deck, the consistency of has returned somewhat, as Auger allows you to make a turn 1 Geargigant X, which helps you maintain advantage. The deck has seen a resurgence in play, as people have been trying different builds, and after the mass release of The New Challengers, the deck still stands to be competitive because of its consistency that it can generate early game, and the fact that if you can weather the storm your grind game can win the game.

My current list looks like this:

Main Deck:

  • 1 x Ancient Gear Box
  • 3 x Artifact Moralltach
  • 3 x Geargiaccelerator
  • 3 x Geargiarmor
  • 3 x Geargiarsenal
  • 3 x Geargiauger
  • 3 x Mystical Space Typhoon
  • 1 x Soul Charge
  • 1 x Limiter Removal
  • 3 x Artifact Sanctum
  • 1 x Bottomless Trap Hole
  • 3 x Breakthrough Skill
  • 2 x Call of the Haunted
  • 1 x Compulsory Evacuation Device
  • 2 x Phoenix Wing Wind Blast
  • 3 x Shadow – Imprisoning Mirror
  • 1 x Solemn Warning
  • 3 x Wiretap

Extra Deck:

  • 1 x Wind-up Zenmaines
  • 1 x Cairngorgon, Antiluminescent Knight
  • 3 x Castel, the Skyblaster Musketeer
  • 1 x Daigusto Emeral
  • 1 x Diamond Dire Wolf
  • 1 x Evilswarm Exciton Knight
  • 3 x Geargigant X
  • 1 x Number 80: Rhapsody in Berserk
  • 1 x Number 82: Heartlandraco
  • 1 x Number 103: Ragnazero
  • 1 x Chimeratech Fortress Dragon

Side Deck:

  • 2 x Cyber Dragon
  • 1 x Ally of Justice Cycle Reader
  • 2 x Pulling the Rug
  • 3 x Stygian Dirge
  • 2 x Debunk
  • 3 x Different Dimension Ground
  • 2 x Mirror Force

PhoenixWingWindBlast-PGLD-EN-GUR-1EAs you can see, I have decided to main-deck cards that counter the Meta, as the Meta is a two deck race currently, and I decided to max out on Shadow-Imprisoning Mirror as well as playing 2 copies of Phoenix Wing Wind Blast. As Shaddolls are the roughest matchup, because of their ability to gain advantage when you XYZ summon anything out of your extra deck, because Shaddoll Fusion lets them use monsters from their decks as materials, which triggers their effects. I decided to play Shadow-Mirror and Wing Blast in an attempt to slow down their ability to gain advantage and their ability to slow down and simplify the game state by summoning El-Shaddoll Winda. The ideal opening hand in my version of this deck is Geargiauger, with two to three traps, one of which has to be either Shadow-Mirror or Wing Blast. This allows you to go plus two on cards, as Auger would search Geargiaccelerator and allow you to XYZ summon Geargigant X turn one, which allows you to search Ancient Gear Box, whose effect would allow you to search either another Auger, or Geargiarsenal. Gear Box then becomes a free card to discard for Wing Blast, as it gets its effect when it is added back to hand from the graveyard.

20140614144832!ArtifactSanctum-PRIO-EN-UR-1EI felt like after I played main deck hate cards for the meta, that matchups against rouge decks became harder to play, and harder to win. That is why I made the decision to use the Artifact engine to help disrupt those decks. Artifact Sanctum and Artifact Moralltach are still of the best disruption cards in the game and with their ability to disrupt my opponent’s plays and leave me with a sizable monster that most monsters in most main decks cannot get over, and hopefully they will not have access to their extra deck. I feel that this engine is very good when paired with cards like Wing Blast and Call of the Haunted because Moralltechs do not have to sit in your hand or in your back row, they can be used as discard fodder for Wing Blast and then using Call you can bring them back to continue to disrupt your opponents plays, or bring it back to attack your opponent to do more damage or attack for game. I also decided to play Mystical Space Typhoon in the main deck because I play the Artifact engine. I particularly like this card because of its utility, to making sure dead Moralltachs go off, or to destroying my opponent’s back row so I can make my plays unhindered. The last card I decided to play to help beat the rouge decks was Limiter Removal. This card can help me assure I have game when I am attacking or can help me get over bigger monsters which the deck struggles to do most of the time. However, this card does not contribute too much to beating the Meta and is usually sided out against the Meta decks.

333px-CasteltheSkyblasterMusketeer-DUEA-EN-SR-1EI made the decision to not run any Geargiano monsters because I felt without the ability to summon them from Geargiagear, they are not as useful as they used to be. I feel that I would rather play more level 4 monsters so I can make rank 4 XYZ monsters because I feel those are the best types of XYZ in the game, and the level 3 monsters do not contribute to the ability to make these monsters. I elected to play 3 Castel, the Skyblaster Musketeer and 0 Number 101: Silent Honor Ark, because I feel that Ark is a much worse card than Castel. As most of the extra deck monsters played in the Meta decks get their effects when they are sent to graveyard, taking the monster is not as good as returning it to the extra deck. This influenced my decision as I do not want my opponent generating advantage, even without using the monsters, I would rather return the monster to the deck or extra deck.
My side deck is geared to my play style, and how I think the deck should be played. I feel the deck should be played with more traps than anything else, and that is why I side mostly traps. I feel, however, that you should not play too many floodgates as it can cut you off from Ancient Gear Box or can hurt your ability to grind in the late game. I decided to play Different Dimension Ground as my monster removal, because it only lasts for one turn, and is not permanent. It also helps with your turn one play as you can get rid of monsters out of you opponents hand or deck if Shaddolls attempt to fusion or Burning Abyss attempt to send a monster to grave from their deck. I really like this ability because it does not hurt my own combination of plays, and can ensure that my opponent does not generate advantage. The card that I side in along with this card is Mirror Force, because if DD Ground has resolved, Mirror Force can be a blowout, causing my opponent to lose the game. Having multiple monsters destroyed can be the difference between a loss and a win, and the card is good against rouge decks where my Shadow-Mirrors in my main deck do nothing.

300px-AllyofJusticeCycleReader-HA03-EN-SR-1EThe last combination of cards in my side deck that I feel is worth discussing is Cyber Dragon, Stygian Dirge and Ally of Justice Cycle Reader. I side these in for the Satellarknight matchup, as all three cards are very good against the deck. Cycle Reader is used to disrupt their recovery plays, as you banish their targets from their graveyard they cannot maintain their advantage that they work hard to build. Banishing their monsters from the graveyard hurts the deck’s overall ability to grind for advantage or maintain advantage, and can help you win the game. Cyber Dragon and Dirge form a soft lock against Satellarknights because the deck struggles to get over big monsters using their main deck as their strongest monster is 1800 attack, and as Dirge lowers their monsters’ levels by 1 they cannot use their extra deck to get rid of Cyber Dragon. I personally love this lock as their only out is Honest, which many players who play the deck do not play.

yugioh-ice-hand-drlg-en047-fire-hand-drlg-en046-secret-1st-15498-MLM20103285353_052014-FWith the new set coming out, I will be switching the Artifact engine for Fire Hand and Ice Hands. These cards will help me clear the board against the new deck and will help me keep advantage if I have it, or help me disrupt their advantage. I also have fiddled around with the idea of running Traptrix Myrmeleo and Time-Space Trap Hole in order to combat the Qliphort deck that will definitely see play when it comes out, as Myrmeleo is a plus one card that is very good turn one.

This is a look into what I have been testing the last couple weeks to great success. I feel like this deck will continue to be good because of its undeniable ability to generate and create advantage, and its survivability to disruption. I feel that this is a good cheap alternative to the Meta and will continue to be a good alternative. As always good luck with what you decide to play and remember to play hard!

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