Hey everyone! This past weekend, the ARGCS Championship had occurred, and Sehabi Khareddine was victorious piloting his water deck. Sadly, I was not able to do well at all at the ARGCS championship while piloting Kuribandit Traptrix Artifact, but a few of my good friends, Dalton Bousman and Tyree Tinsley, performed very well this past weekend with their Geargiartifact deck. Brandon Wigley also decided to play Geargiartifact but wasn’t able to make the top cut. Personally, when I learned about the deck the Friday before the tournament, I thought the deck was garbage. Just another group of people trying to remake Geargia after it got hit, nothing we haven’t seen before with other decks. I also didn’t like the idea of dead-drawing an Artifact Moralltach, but I was just completely wrong. After Dalton constantly smashed Dirk Wagner in testing (who also played Kuribandit Traptrix Artifact), I knew something was up. I remembered back to a few months ago when the H.A.T. deck just came out and I won a regional with it because not many people knew about the deck. Geargia was its toughest matchup due to Geargiarmor being such a hard wall to climb over. That’s when it all started to make sense to me and I realized I was just completely wrong about Geargiartifact being bad. The deck actually functioned like our old H.A.T. deck by only playing two Artifact Moralltach and three Artifact Sanctum. Since Artifact Sanctum is so powerful, you can throw the Artifact engine into another strong engine and then you pretty much have a deck. With so much H.A.T. being expected at the ARGCS Championship, Geargiartifact was a fantastic meta call. Without further ado, here is the decklist Dalton Bousman, Brandon Wigley, and Tyree Tinsley played at the 20k.
Main Deck: 40
- 1 Bottomless Trap Hole
- 2 Breakthrough Skill
- 3 Fiendish Chain
- 3 Artifact Sanctum
- 1 Torrential Tribute
- 1 Call of the Haunted
- 1 Needle Ceiling
- 1 Solemn Warning
- 1 Compulsory Evacuation Device
- 2 Dimensional Prison
- 3 Wiretap
Extra Deck: 15
- 3 Gear Gigant X
- 1 Daigusto Emeral
- 1 Number 85: Crazy Box
- 1 Number 80: Rhapsody in Berserk
- 1 Number 101: Silent Honor Ark
- 1 Abyss Dweller
- 1 Cairngorgon the Antiluminescent Knight /Number 106: Giant Hand
- 1 Number 103: Ragnazero
- 1 Number 50: Blackship of Corn
- 1 Diamond Dire Wolf
- 1 Evilswarm Exciton Knight
- 1 Evigishki Merrowgeist
- 1 Number 39: Utopia
Side Deck: 15
- 2 Maxx “C”
- 2 Deep Dark Trap Hole
- 1 Acid Trap Hole
- 1 Ally of Justice Cycle Reader
- 1 Macro Cosmos
- 1 Mind Control
- 1 Dimensional Fissure
- 3 Mystical Space Typhoon
- 1 Needle Ceiling
- 1 Dimensional Prison
- 1 D.D. Crow
When you’re splashing the Artifact engine into your deck, you’re going to be including Artifact Moralltach 100% of the time. He is just the best Artifact and makes Artifact Sanctum turn into a Raigeki Break for Face-Up cards with a 2100 attack body. The reason they only played two copies of Artifact Moralltach instead of three is because it is downright terrible to draw Artifact Moralltach. If you ever are in the position to resolve your third Artifact Sanctum, you’ve already won the game. The only downside to running two Artifact Moralltach is if you draw one, it only makes one out of your three Artifact Sanctums live. However, that is not a valid enough argument to warrant running three Artifact Moralltach. The increased odds of drawing Artifact Moralltach when you play three outweigh resolving more than one Artifact Sanctum. Another thing you can do if you draw an Artifact Moralltach is recycle the other one with Daigusto Emeral. You don’t want to open any copies of Artifact Moralltach, and if you do, you just deal with it and try to mind-game your opponent into destroying it.
This card is one of my favorite cards ever printed in the game. Basically, it’s a Pot of Greed with some drawback. Since the limitation of Geargiagear the Geargia archetype was lacking starter cards to get them to their engine, and now Cardcar D does exactly that. When you didn’t have access to Geargiarmor, you hopefully either had an Artifact Sanctum to keep you in the game, or a Cardcar D to get your engine going. Cardcar D is also a machine, so you can search it off of Gear Gigant X. Now, a resolved Geargiarmor has the potential to turn into a Gear Gigant X and two new draws. Not to mention you play Artifact cards so you can make plays on your opponents turn, so ending your turn with Cardcar D’s effect after setting a few backrows really isn’t all that detrimental. Resolving a Cardcar D going second is particularly good because it starts you off at a +2, which is obviously insane. Overall, Cardcar D really flows well with both the Geargia and Artifact engine and gets you to your engines faster, what more can you want?
Geargiano made its way into the deck due to its ability to turn Gear Gigant X into a floater. Without having a Geargiano in the graveyard, Gear Gigant X is nothing more than a King of the Feral Imps. Sure, it’s still a good card, but being able to float your main XYZ monster is absolutely insane. The only drawback is if you have multiple Gear Gigant Xs on the field, only one of them will be floating due to Geargiano being the only Level 3, but if you have multiple Gear Gigant Xs, you’re most likely winning anyway. Also, opening Geargiarsenal and Geargiaccelerator is now the same as opening Geargiarmor and Geargiaccelerator. You’re able to summon a Gear Gigant X, but it will not be floating so it will be prone to many of the relevant trap cards this format like Bottomless Trap Hole and Torrential Tribute. With Black Horn of Heaven not seeing very much play right now, I believe playing the potential dead draw Geargiano is completely worth it.
3 Upstart Goblin
Not very much to say on this card, if you don’t play it you’re just wrong. Geargia went from being able to open 1 of 9 cards to get its engine going to 1 of 6. There were times we bricked back then when we played three Upstart Goblin, I can only imagine now. The argument that you don’t want to draw Artifact Moralltach is just absolutely silly. You need to get to your engine if you want to win the game. Play 37 cards in your main deck to do that more consistently and see your better cards more consistently, that is all.
The only debate on Soul Charge is whether to run two or three copies. In my past experience last format with Geargia, I was a supporter of three Soul Charge, but in this deck I could see an exception. With the inclusion of the Artifacts, Call of the Haunted could be a replacement for the third Soul Charge since it’s interaction with Artifact Moralltach and Geargiarmor makes more sense. Opening double Soul Charge can be cloggy if you didn’t open Geargiarsenal as well, so Call of the Haunted seems like a decent replacement. I am still not 100% on this however, more testing needs to be done. What I would do is every time you draw Call of the Haunted, imagine it to be Soul Charge. Which would be better in your current situation, Call of the Haunted, or Soul Charge? See how many times one would be better than the other and you can use that sample as testing to finalize your decision.
This card was the last defensive card decided to be included in the deck. It is inherently a -1, but plays around Wiretap and Trap Stun. I really don’t like Book of Moon much this format, but when you play in an 11-round tournament, you will see cards like Wiretap and Trap Stun and Book of Moon can just totally save you. It also has some cute interactions with Geargiarmor by being able to play around cards like or Fiendish Chain. My favorite is when they Breakthrough Skill your Geargiarmor then are forced to attack into it, you just Book of Moon your Geargiarmor for a +1. Overall, not a very good card at the moment, but since Konami took away all of our powerful trap cards we are sort of forced to play Book of Moon.
Dark Hole is pretty self explanatory. Geargia has a hard time clearing fields outside of Evilswarm Exciton Knight, and Dark Hole does just that. It is fantastic against the Hands when you have an open board, or against an opposing Geargiarmor. Simply put, making gigantic boards this format is definitely a thing so playing Dark Hole is near staple.
With Artifacts being everywhere in today’s meta, Breakthrough Skill was the perfect call, since it stops your opponents Artifact’s effects on your turn. Basically, it is a trap card that you can get value out of twice, which is insane. Also, having the ability to negate key cards such as Kuribandit, Cardcar D, and Lonefire Blossom is huge. Cards like Fiendish Chain and Traptrix Trap Hole Nightmare can’t hit those cards, yet Breakthrough Skill can. Breakthrough Skill’s in-grave effect also comes up against popular cards such as Divine Dragon Knight Felgrand, Number 101: Silent Honor Ark, and Evilswarm Exciton Knight. Overall, this was a great choice for the tournament this past weekend, due to Artifacts popularity.
This is where things start to get a little bit confusing. Fiendish Chain also sort of phased out like Black Horn of Heaven did at the beginning of the format, but Dalton, Brandon, and Tyree all thought it was still a great card. Effect negation is super important this format, and stalling for life is also huge. Fiendish Chain’s ability to chain down your opponents monster into not being able to attack has also become extremely relevant. Most decks have changed from trying to kill you super quickly instead have to actually play out their games, and Fiendish Chain stops your opponents key effects from resolving, effectively stopping them and stopping them from attacking you at the same time.
I touched on this card briefly earlier in the article, but to reiterate, Call of the Haunted can act as an Artifact Sanctum if you have an Artifact Moralltach in the graveyard, and it can act as a Geargiagear if you have a Geargiarmor in your grave. Personally, I believe it’s correct to play one copy of Call of the Haunted because you’re also playing two copies of Soul Charge. You don’t want to clog your opening hands with late-game cards. In my opinion, three is the right total number of Soul Charges and Call of the Haunteds. You can test some different ratios, but I wouldn’t play more than three total copies.
Needle Ceiling was another great call for the weekend because of all the Infernity players who showed up. This card is good versus Infernity because when they draw you can activate Needle Ceiling to avoid Infernity Barrier and destroy their entire field. It was also a hard out to Soul Charge. With Geargia setting a lot of its monsters, getting to the four monster requirement is not very difficult. Basically, Needle Ceiling served as a second but worse Torrential Tribute.
Again, another trap card that isn’t very good that you’re sort of forced to play due to the shortage of playable defensive cards. Compulsory Evacuation Device has its moments when drawn against an established field, but that’s about it. The card doesn’t completely stop your opponent from making their play, which is what we look for in our trap cards. Still, it is a solid out to Extra Deck monsters and helps clear an established field, which warrants Compulsory Evacuation Device a slot in the main deck.
This card went from being one of the worst trap cards to being not so terrible. Since the meta has slowed down vastly due to H.A.T. variants being widely played now Dimensional Prison isn’t as crazy of a card to main as it used to be. In addition to the two copies in the main, they also sided the third copy. It’s especially good in Geargia because Geargia usually threatens a field that your opponent has to answer every turn otherwise they lose, and Dimensional Prison stops their attacks to protect your field. Most players believe you don’t play any battle traps either, and won’t consider cards like Dimensional Prison or Mirror Force as a possible backrow and won’t play around them. After the ARG 20k however, more people will be aware that battle traps are creeping back into the meta game, and will be more cautious.
They decided to main three Wiretap, since Wiretap was the best out to Artifact Sanctum, Solemn Warning, and Torrential Tribute- the three traps that hurt the deck the most. Sadly, maining Wiretap over cards like Mystical Space Typhoon can really weaken your combo matchup Game 1 due to Wiretap’s inability to be played the turn you draw it. For the ARG 20k however, I believe Wiretap was the correct call because of the popularity of H.A.T. variants. Cards like Malevolent Catastrophe gained quite the bit of popularity at that tournament and Wiretap was a hard out to those problem cards.
That’s all I have for you guys this week. The deck is really fun to play and requires a good amount of skill as well. Just when you think Konami kills a deck, it comes right back. Also, be sure to check out Hotsauce’s new writing competition if you want to join our writing staff! Stay tuned for next weeks article!