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Railway Rituals Revived


Ultimagamer

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I've always loved playing the rank 10 trains, and ever since I've seen Rank10YGO's video talking about a deck he created called "TrAinBCs" it's the only main deck I've played in the past year, given that it's such a simple yet fun way to play. I've always thought they should have been expanded upon to reach new possibilities with their cards, but no support has come of them in a long while. Support like this would certainly be fun and would have good rogue potential.

 

A large portion is based on a little thing I created: Railway Rituals. These are based around commanders for machinery used in war ( trains, planes, and boats ) as well as new Xyz monsters based around German Rail Cannons used during wars. ( Nathan and Siegfried ).

 

I'm always updating so please tell me your thoughts on this. I always appreciate any feedback :D.

 

 

Master of Trains

Level 10 / Earth / Machine / Ritual

Attack: 2800 Defense: 2400

 

Must first be ritual summoned with a “Mastering” ritual spell card. You can only use each effect of “Master of Trains” once per turn.

  • You can discard this card: add 1 Level 10 Earth Machine type monster or 1 Level 4 Earth Machine type monster with 1800 or more attack from your deck to your hand, except “Master of Trains”.

  • You can target 1 Level 10 Earth Machine type monster, 1 Level 4 Earth Machine type monster, or 1 Rank 10 or higher monster in your graveyard, except “Master of Trains”: special summon that target to your field in defense mode.

 

Master of Planes

Level 10 / Earth / Machine / Ritual

Attack: 2500 Defense: 2100

 

Must first be ritual summoned with a “Mastering” ritual spell card. You can only use each effect of “Master of Planes” once per turn.

  • You can discard this card: target 1 Level 10 Earth Machine type monster, 1 Level 4 Earth Machine type monster with 1800 or more attack, or 1 Rank 10 or higher monster in your graveyard, except “Master of Planes”; add that target to your hand

  • You can target 1 Level 10 Earth Machine type monster, 1 Level 4 Earth Machine type monster with 1800 or more attack or 1 Rank 10 or higher monster in your graveyard, except “Master of Planes”: add that target to your hand.

 

Master of Ships

Level 10 / Earth / Machine / Ritual

Attack: 2700 Defense: 2300

 

Must first be ritual summoned with a “Mastering” ritual spell card. You can only use each effect of “Master of Ships” once per turn.

  • You can discard this card: target 1 Level 10 Earth Machine type monster or 1 Rank 10 or higher monster in your graveyard, except “Master of Ships”; special summon that target.

  • You can target 1 Level 10 Earth Machine type monster, 1 Level 4 Earth Machine type monster with 1800 or more attack or 1 Rank 10 or higher monster in your graveyard: shuffle that target into the deck, then draw 1 card.

 

Mastering the Rails

Spell - Ritual

 

Ritual summon 1 Earth Machine type “Master” ritual monster from your hand by tributing exactly 1 other monster from your hand or field whose level is exactly 10. If you have a Rank 10 or higher monster in your graveyard, you can banish that monster for this ritual summon instead. During your main phase, except the turn this card was sent to the graveyard, you can banish this card: target 1 Level 10 Earth Machine type monster or 1 Level 4 Earth Machine type monster with 1800 or more attack in your graveyard; special summon that target. You can only use each effect of “Mastering the Rails” once per turn.

 

Mastering the Skies

Spell - Ritual

 

Ritual summon 1 Earth Machine type “Master” ritual monster from your graveyard by returning exactly 1 other monster from either your field to your hand or from your graveyard to your deck whose level or rank is exactly 10. During your main phase, except the turn this card was sent to the graveyard, you can banish this card: target 1 Level 10 Earth Machine type monster or 1 Level 4 Earth Machine type monster with 1800 or more attack in your graveyard; add that target to your hand. You can only use each effect of “Mastering the Skies” once per turn.

 

Mastering the Waters

Spell - Ritual

 

Ritual summon 1 Earth Machine type “Master” ritual monster from your graveyard by banishing exactly 1 other monster from your field or graveyard whose level or rank is exactly 10. During your main phase, except the turn this card was sent to the graveyard, you can banish this card: shuffle any number of Earth Machine type monsters or Rank 10 or higher monsters from your graveyard into your deck, then draw 1 card if you returned at least 3 cards with this effect. You can only use each effect of “Mastering the Waters” once per turn.

 

Extra Preparations of the Masters

Spell - Normal

 

Add 1 Level 10 or higher Ritual monster from your deck to your hand, then add 1 Ritual spell card from your deck or graveyard to your hand that can summon that monster. You can only activate 1 “Extra Preparations of the Commanders” per turn.

 

Continuations of the Masters

Spell - Normal

 

Target 1 Level 10 Earth Machine type Ritual monster and 1 Ritual spell card that can summon that monster in your graveyard: special summon the ritual monster from your graveyard, ignoring it’s summoning conditions, then shuffle the targeted ritual spell card into your deck. You cannot summon monsters from the extra deck during the turn you activate this effect, except Xyz monsters or Machine type link monsters. You can only activate 1 “Continuations of the Masters” per turn.

 

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 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 “Tank Car” once per turn.

 

Alternating Schedule

Spell - Quickplay

 

If you control “Revolving Switchyard” in your field spell zone: 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 and defense 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 )

 

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 ignoring it’s summoning conditions, 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: you can 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. You can only use each effect of “Grand Central Station” once per turn.

 

Railway Dreadnought Nathan, the Link to Bigger Cannons

Link / Earth / Machine

Link 2 / Bottom Left / Bottom Right

Link Materials: 2 Earth Machine type monsters and/or Level 10 Monsters and/or Rank 10 or higher monsters

2000 attack

 

Must first be link summoned with the above materials. When this card is link summoned you can special summon 1 Earth Machine type monster from your graveyard to a zone this card points to in defense mode, and if that monster’s level is less than 10 it becomes level 10. You can discard 1 card and pay 1000 lifepoints: special summon 1 Earth Machine type monster from your deck whose level is equal to the level of an Earth Machine type monster you control. You can only use each effect of “Railway Dreadnought Nathan, a Link to Bigger Cannons” once per turn.

 

This card is a reference to the 15cm SK “Nathan” rail cannon used by the German Empire during world war 1

 

CXyz 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.

 

CNumber 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 Ultra Siegfried

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 ignoring their summoning conditions. If this face-up card you control would be destroyed or banished by a card or effect, you can send 1 other Earth Machine type monster you control to the graveyard instead.

 

( This card is a reference to the 38cm Siegfried K (E), used by Germany during world war 2 )

 

Rank-Up Magic: Railway Shift

Spell - Quickplay

 

Target 1 Rank 10 or higher Xyz monster you control: special summon 1 Xyz monster from your extra deck that is either 1 Rank higher or 1 Rank lower than the selected monster using that target as Xyz material ( Xyz materials attached to that monster become Xyz materials on the monster summoned by this effect ). You can banish this card from your graveyard: take 1 Level 10 Earth Machine type monster or 1 level 4 Earth Machine type monster with 1800 or more attack in your graveyard and attach it to an Xyz monster you control as an Xyz material.

 

( this has a lot of fun interactions with rank 9 monsters and would open up a lot of versatility and potential for rank 10 trains to go into rank 9 monsters and rank 12 monsters )

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I think I graded a couple of them in Casual, but I don't mind re-grading them here (or I forgot what I said on them).

 

Master of Trains: Searching effect is fine, considering it does alleviate the reliance on Switchyard a bit. I am a bit concerned about this card being able to revive Rank 12 stuff though, even if Trains only run #77 off of 35, but that's the least of your worries. Trains would probably like having Dora and Gustav back, among their other toys, in light of MR4. 

 

Master of Planes: Recycling the other Rituals sounds nice, especially when it also can retrieve Night Express and the other core parts as well. Then again, returning the ED monsters doesn't do too much except give them new mats to burn and stuff (least with Gustav). The new ones you made don't trigger on Xyz Summon, but rather if they get summoned (see Siegfried). Card is fine, but how do planes factor into an archetype based on locomotives and stuff.

 

Master of Ships: Revival is welcome enough for the bosses or other cores, and shuffling other stuff to be triggered off Switchyard's effect doesn't hurt either (i.e. return Railcar to Deck, summon it again off Switch, and then R10 into whatever). 

 

M-Rails: Least the ED bosses have some additional usage in the GY instead of being reliant on revival bait. Card is fine, but the revival effect on Level 4 is generally restricted to Railcar (as you are not running Lionhearted unless theme deck). 

 

M-Skies: Also good enough with using dead resources to summon other stuff. Second effect is alright for what it's worth; retrieve whatever you have to (including the Ritual Monster itself should you discard it to trigger or whatever; usually the former). 

 

M-Waters: Outside maybe recycling monsters for Switchyard to summon off of later or whatever, not really sure what you're trying to do here with the return effect. I would probably say "draw 1 card for every 3 monsters you return", but that could probably get messy later. Moreso so you're not fattening your Deck and dead draw stuff you don't need at the moment.

 

Extra Preparations: Uh, this is technically a copy of (Pre-)Prep for Level 10+ Rituals. Not that it's bad or anything, but... Then again, Herald of Ultimateness isn't seen too much; Nekroz of Decisive Armor has better things to do, and I don't know of any other Level 10+ Rituals that exist or even worth mentioning. Granted, this is for the Train Rituals in here, so...

 

Continuations: This one is fine, but only use you're getting out of it is if you discarded them first without properly Ritual Summoning (because of their other effects).

 

Coal Car: You're kinda cheating Switchyard a bit, but suppose it helps for the Night Express plays without needing it or Derricrane in hand. Other effect is fine, but it overlaps with Railcar.

 

Tank Car: This one is fine, except for it being on the slow end for revival. Searching is fine, since it does have enough targets to get to. 

 

Alternating: A bit iffy on this, considering Trains are big Rank 10 spam and this is technically pushing them. Don't get me wrong; they do need the help to quit bricking and being reliant on actually drawing Night Express and stuff. Stat drop doesn't matter much because you're Xyz / Link Summoning anyway.

 

Grand Central: Outside of Rocket Arrow (if you ever run it), the ignoring conditions doesn't do much (since you cannot cheese out the Rituals anyway without summoning first). Not sure how many of this you would run in tandem with Switchyard (maybe 1-2), but it does go well with Alternating.

 

Nathan: Card is generally fine for what it does. IDK, you may want to shorten the name a bit (perhaps cut off the rest of the part past "Railway Dreadnought Nathan"). OCG probably would retain this name; TCG, not so much.

 

CXyz Gustav Max: Destruction immunity is nice and all, though targeting seems to be more common lately. Rest of the effect is standard fare; burn for more damage if you detach. (Also, should have 100 more DEF because original Gustav has equal stats, but this is a minor thing.) To be consistent with other CXyz monsters, it should really require OG Gustav to be a material.

 

Ultimate Dora: This one is fine, though I kinda expect this to be Trains' new turn 1 play or something. Only thing is that you cannot trigger it as easily as original Dora, but most of the time, the activation conditions are same anyway. 

 

(Too bad it can't block being Kaiju'd though...)

 

Ultra Siegfried: On-summon effect is fine, though not particularly great [but then again, you don't have to Xyz to trigger it, so...] A bit iffy on its mass summoning effect though, but for whatever it's worth, it does provide some shields for this card to use up and advance your plays. I would say change the hand or Deck to GY to make it better for late game, however that will likely push it. 

 

I could see this replacing C9 though, but it still has its uses in Trains iirc. 

 

RUM - Railway Shift: Part of me thinks this should be restricted to Machine Xyz only (in terms of the base requirement), given the name (not that stuff like RRs want to tech this for Final Fortress off Ultimate). But seriously, Trains should just stick to Rank 10 plays; the 9 pool does have Enterblathnir, VFD and Number 9, but I think you gave them enough toys to stick in here. 

 

Then again, use this on the general Train Xyz and trigger their effects (i.e. Make Gustav Max, burn, play this and make CXyz, detach and you've done 5000 damage.)

 

Replenishing material effect is fine. 

 

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In the context of Trains as a whole (based on what I've playtested using VCR_CAT's guide to the Deck as a partial reference [assuming it is not outdated at this point]), they mostly need ways to not brick on their summons if Night Express doesn't show up. For the most part, you probably did that well enough, but at the same time, you gave them a bunch of things that kinda overlap on what they already have and can be considered as overkill in certain areas. As they are, do Trains even have the space necessary to run Rituals? I mean, it least gives them some additional bosses if you can't Xyz right away, but...can you devote enough space to run everything you need to (members + generic supports), plus Ritual-based stuff here. 

 

Flavor-wise, IDK why you made some of the Xyz "CXyz", unless you wanted to give Trains access to Argent Chaos Force or something; not that they can realistically tech it nowadays. 

 

Then again, you did expand on the common variant, so...guess help them play their normal way in MR4. The Link is probably helpful, but to be honest, that is probably the only monster you are ever going to Link Summon into, given the restrictions. (Oh wait, I guess you have Genius and Gaia Saber too if needed, but the latter doesn't help much unless you set up already, and former is just there so you can Xyz freely.)

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I spent an hour reviewing these, so...yeah.

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