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Train Upgrades ( Rank 10s )


Ultimagamer

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I've always loved Trains, ever since I saw them in the anime. These were some support ideas I had for them, to improve their consistency and make them more viable. 

 

( I've changed a few things since the original, notes on the changes below )

 

Coal Car

Level 4 / Earth / Machine

1800 attack / 1000 defense

 

If you control an Earth Machine type monster: you can special summon this card from your hand, then this card’s level becomes 10. During the end phase if this card is in the graveyard because it was sent there this turn: you can target 1 Level 10 Earth Machine type monster in your graveyard; add that target to your hand. You can only use each effect of “Coal Car” once per turn.

 

Tank Car

Level 4 / Earth / Machine

1800 attack / 1000 defense

 

If this card is normal or special summoned: you can add 1 spell or trap card that lists “Level 10 Earth Machine type monster” in it’s text from your deck or graveyard to your hand. During the end phase if this card is in the graveyard because it was sent there this turn: you can special summon this card to your field in defense mode, then this card’s level becomes 10. You can only use each effect of “Passenger Car” once per turn.

 

Alternating Schedule

Spell - Quickplay

 

If you control “Revolving Switchyard”: special summon 1 Level 10 Earth Machine type monster or 1 Level 4 Earth Machine type monster with 1800 or more attack from your deck, then all monsters you control become level 10. Monsters summoned with this effect have their attack halved until your next standby phase, also they cannot be used as link material, except for the summon of a Machine type link monster. You can only activate 1 “Alternating Schedule” per turn.

 

Grand Central Station

Spell - Field

( Field spell retrain )

( This card’s name becomes “Revolving Switchyard” while on the field and in the graveyard )

 

The summons of Earth Machine type monsters and Rank 10 or higher monsters cannot be negated, also your opponent cannot activate effects in response to their effects. Once per turn: you can banish 1 monster from your graveyard; special summon 1 Level 10 Earth Machine type monster from your deck in defense position, but it cannot be used as link material, except for the summon of a Machine type link monster. If this card is sent to the graveyard: send 1 Earth Machine type monster from your deck to the graveyard; add 1 other “Revolving Switchyard” from your deck or graveyard to your hand.

 

Sinking Tracks

Trap - Continuous

 

Activate only while you control either an Level 10 Earth Machine type monster or a Rank 10 or higher monster. Monsters that are not Rank 10 or higher monsters have their effects negated. If you control no Earth Machine type monsters or Rank 10 or higher monsters destroy this card.

 

Train Show Down

Trap - Normal

 

Activate only while you control a Rank 10 or higher Xyz monster and your opponent controls more cards than you do. Destroy all cards in the main monster zones and the spell and trap card zones. You can only activate 1 “Train Show Down” per turn.

 

Chaos Xyz Superdreadnought Ultimate Cannon Gustav Max

Rank 11 / Earth / Machine

3300 attack / 3200 defense

3 Level 11 Monsters

 

You can also Xyz summon this card by discarding a card and using a “Superdreadnought Rail Cannon Gustav Max” you control as Xyz material ( Xyz materials attached to that monster become attached to this card ). If this card is summoned this way, the following effect cannot be used until your next turn. Once per turn: you can detach 1 Xyz material from this card; inflict 3000 damage to your opponent. This card cannot be destroyed by card effects.

 

Chaos Number 81: Superdreadnought Ultimate Cannon Superior Dora

Rank 11 / Earth / Machine

4000 attack / 4000 defense

3 Level 11 Monsters

 

You can also Xyz summon this card by discarding a card and using a “Number 81: Superdreadnought Rail Cannon Super Dora” you control as Xyz material ( Xyz materials attached to that monster become attached to this card ). Once per turn, during either players turn when a card or effect is activated: you can detach 1 Xyz material from this card; negate that effect, then all monsters you control are unaffected by all card effects until the end of this turn.

 

Superdreadnought Rail Cannon Karl-Gerat

Rank 10 / Earth / Machine

3800 attack / 4000 defense

3 Level 10 Machine type monsters

 

When this card is summoned, you can target 1 monster your opponent controls: destroy that target. Once per turn ( quick effect ): you can detach 1 Xyz material from this card: special summon Earth Machine type monsters from your hand or deck equal to the number of monsters your opponent controls. If this card would be destroyed or banished, you can send 1 other Earth Machine type monster you control to the graveyard instead

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Nice to see fellow Train Lovers here but your support went nuts after Sinking Tracks.

 

Coal Car + Tank Car is amazing support and would form the new core of the deck providing great search-ability, keeping resources alive and allowing easy rank 10 spam. Tank Car can also do a lot for consistency since you need to see the Field Spell in your opening hand to do something every time.

 

Schedule is pretty good too, allows deck thinning with further search and more consistency.

 

Grand Station is pretty great as well and would maybe be ran as a 2 copy alongside 2 switch-yard ? Showing the middle finger to the Solemn Brigade and hand traps at the same time is great utility. Special Spam is fine but i think it being very searchable and then searching Switch-yard is a bit too much since the cost already allows you to go +1.

 

Sinking Tracks can be really broken since both it's requirements are very easy with this support but there are ways around it but i can see this being problematic and it allows spam of it's own to begin with.

 

Train Show-Down is basically this deck's Evenly Matched and just unfair lol, you regularly plus anyway from every part of the field, hand, graveyard and if opponent manages to counter attack, you blow everything up. This paired up with your monsters is just straight OTK.

 

Ultimate Gustav Max is easily summon-able which is weird for 3 level 10 but you made high quality support so that's good. Pairing Coal+ Tank with Field and Trap can easily get you 2 of them and them boom, 6000 Burn. A bit broken.

 

Superior Dora is nuts, 3 basic negations on any turn and gives your monster board full immunity which is plain unfair. This needs to be toned down, allowing this at even 1 copy would make trains extremely viable with this support.

 

Carl is probably the most balanced out of this but still absurdly strong, an almost guaranteed 3k+ burn on summon ? Summoning this after Max effect with Field up is straight win, no questions asked. Can flood your board with Coal + Tank which can do crazy chain-able effect play and dodge board removal, and then immunity on top to keep doing that.

 

I would like all this at 3 copies and straight wreck magicians and Trick-stars please, great support by the way (too great in my opinion)

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Thanks for the feedback! I think I have some good changes to make to these, to make them a lot more balanced.

 

Changes

1. Sinking Tracks

( no longer changes levels of monsters )

 

2. Train Show Down

( removed banishing effect that searched )

 

3. Ultimate Cannon Gustav Max

( effect is prevented if summoned by the alternate method during the turn it is summoned that way, much like number 77 )

 

4. Ultimate Cannon Superior Dora

( effect is now a soft once per turn )

 

5. Karl-Gerat

( removed burn effect )

( changed the special summon effect from +1 to exactly equal )

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