This is a pretty strong deck, and I highly recommend that the continuous trap card Ultimate Offering be used with this deck.
Strategy # 1 – Activate the continuous trap card Ultimate Offering, and since you have no monsters on the field, with Steelswarm Cell’s effect special summon it. Normal summon Steelswarm Genome. With Ultimate Offering pay 500 LP (life points) and sacrifice Cell and Genome (Genome counts as 2 tributes for a tribute of a “Steelswarm” monster) to bring out your power house, Steelswarm Hercules. Hercules has an ATK of 3200 and a DEF of 0. With his effect you can pay half of your LP to destroy all other cards on the field, do so then attack with him.
Strategy # 2 – This next one I found while browsing through my cards. Since you have no monsters on your side of the field special summon from your hand Steelswarm Cell, and normal summon Steelswarm Scout. Activate your face-down trap card Ultimate Offering and pay 500 LP to normal summon another Steelswarm Scout. You now have 3 level 1 monsters on the field, and I know what you may be thinking, why bring out 3 level 1 monsters? For an Xyz summon of course! Overlay your three level 1 monsters to Xyz summon Mira the Star Bearer in face-up defense position. It has a survival effect of sending 1 Xyz material to the graveyard to allow it to survive an attack. With Mira you protect yourself 4 times.
Note – Most of the strategies you can find in this deck are found using Ultimate Offering, and the card makes your deck run even faster.
Machine Decks are often hard to build, but the one I found easy to build is a burn deck.
Cards required for a machine burn deck are: Cannon Soldier MK – 2: effect – you can tribute 2 cards to inflict 1500 points of damage to your opponent, Cannon Soldier: effect – By tributing 1 monster, inflict 500 points of damage to your opponent. Run with the limit of 3 for each card, and support these monsters with Level Limit Area – B, Gravity Bind and Attraffic Control to ground your opponent’s monsters and prevent them from attacking so you can burn as much your heart desires.
Another good card to have is Reflect Bounder. When he is destroyed by battle your opponent is burned for the attacking monsters attack points, so however much that monster’s attack points are, is how much damage your opponent takes.
Another of the oldest decks, the Amazoness deck is a little bit all over the place, but one strategy sticks out.
Strategy – With the effect monster card Amazoness Queen out on the field “Amazoness” monsters cannot be destroyed by battle. Tribute the effect monster Amazoness Scouts to make your Amazoness monsters unaffected by your opponent’s spell, trap and monster card effects. While Amazoness Queen is out on the field attack with Amazoness Sage, and with its effect when it attacks you can destroy 1 spell or trap card your opponent controls at the end of the damage step.
Amazoness Queen protects Amazoness sage from being destroyed if it attacks a monster with a higher ATK.
Combo # 1 – Normal summon Goblin Attack Force and activate the effect of your face up trap card Ultimate Offering and with it pay 500 LP (life points) to do another normal summon and normal summon another Goblin Attack Force, equip both of them with Gravity Axe – Grarl and boost their attacks by 500 placing them at 2800. Play the continuous spell card Double Defender. Attack with both Goblin Attack Forces, and with their effect they are switched to defense and remain in defense until the end of your next turn. With Double Defender, if your opponent attacks one Goblin Attack Force (as both are in defense position) you can negate the attack once per turn because you have 2 face up defense position monsters.
Combo # 2 – Normal summon Marauding Captain, and with his effect when he is normal summoned you can special summon a level 4 or lower warrior monster from your hand. You special summon Exiled Forces. Equip the captain with Wicked-Breaking Flamberge – Baou, and boost his attack by 500 and equip him Gravity Axe – Grarl, boosting his attack by, yet again another 500, placing him at 2200 ATK. Tribute Exiled Forces to destroy 1 monster on your opponent’s side of the field. Play the equip spell card Premature Burial and special summon Exiled Forces again by paying 800 LP. Tribute Exiled Forces again and destroy another monster on your opponent’s side of the field. The field should be cleared for a direct attack by Marauding Captain.
I decided to combine both old and new Archfiend cards into one deck and turned it into a pure power deck.
Strategy # 1 – Discard Archfiend General to add Pandemonium from your deck to your hand. Play Pandemonium. Activate the trap card Archfiend’s Roar, paying 500 LP (life points) and special summon Archfiend General. Normal summon the tuner monster Clock Resonator and with it tune the two together, (sending them to the graveyard) and synchro summon Chaos King Archfiend. CKA’s attack and defense points are 2600 and its effect is: When this card declares an attack, you can switch the ATK and DEF of all face-up monsters your opponent controls until the end of the battle phase.
Strategy # 2 – Normal summon without tributing Archfiend Emperor, First Lord of Horror and his attack goes from 3000 to 1500. Activate the trap card Rising Energy and Discard a card to activate it’s effect. You Discard Terrorking Archfiend and boost First Lord of Horror by 1500 placing it at 3000. Then activate the trap card Archfiend’s Roar and special summon Terrorking Archfiend by paying 500 LP.
Strategy # 3 – Play the field spell card Pandemonium and play the card Trance Archfiend. With Trance’s first effect discard 1 fiend type monster from your hand and you chose to discard Imprisoned Queen Archfiend. This boosts his attack points from 1500 to 2000, and from the graveyard with Imprisoned Queen’s effect boost an Archfiend monster’s attack by 1000 points. You chose to boost Trance placing him at an ATK of 3000.
Strategy # 4 – During your opponent’s turn, while you have Vilepawn Archfiend on the field and a Vilepawn Archfiend in the graveyard, activate Archfiend’s Roar and pay 500 LP to special summon that Vilepawn from the graveyard to your side of the field. With Vilepawn’s last effect, Archfiend monsters cannot be attacked by an opponent’s monster. This creates a wall that prevents your monsters from being attacked.
There are many really tough decks and some of the toughest are the water decks. The Ice Barrier deck is one of those water decks.
Strategy # 1 – Play the monster Secret Guards of the Ice Barrier, and with its effect Ice Barrier monsters cannot be targeted by your opponent’s monster card effects. Equip it with the equip spell card Mist Body and with its effect your Secret Guards cannot be destroyed by battle. Use Monster Reborn to special summon Dai-Sojo of the Ice Barrier from your graveyard to your side of the field in face-up defense position. Dai-Sojo’s effect states that Ice Barrier monsters cannot be destroyed by your opponent’s spell/trap effects. With this monsters you control cannot be destroyed by monster, spell and trap effects.
Strategy # 2 – Play the field spell card A Legendary Ocean and boost the ATK and DEF of water monsters by 200 and downgrade their levels by 1 in the hand and on the field. Play the continuous spell card Water Hazard, and with its effect once per turn while you control no monsters special summon 1 level 4 or lower water monster from your hand. You special summon Defender of the Ice Barrier and with his effect monsters with a higher ATK than its DEF (of which is now 1800 thanks to A Legendary Ocean) monsters 1800 and higher your opponent controls cannot attack. For security equip Defender with Mist Body. Normal summon Samurai of the Ice Barrier and his new ATK thanks to A Legendary Ocean become 2000.