Old 11-26-2013, 05:44 PM   #1
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Default Cybernetic Reboot

Some new support for an old favorite came out recently. I think they give Cyber Dragon a great boost, but im still having trouble getting the deck fast and consistent. Here is my take on it so far.

Monsters: 20
Cyber Eltanin
Cyber Dragon x3
Cyber Dragon Drei x3
Cyber Dragon Zwei x2
Shining Angel x2
Honest
Proto-Cyber Dragon x2
The Light - Hex-Sealed Fusion x2
Cyber Dragon Core x2
Cyber Valley x2

Spells: 14
Overload Fusion
Polymerization x2
Power Bond
Evolution Burst x2
Dark Hole
Iron Call x2
Cyber Repair Plant x2
Limiter Removal
Cybernetic Fusion Support
Machina Armored Unit

Traps: 6
Lumenize (was Cybernetic Hidden Technology but it literally doesnt work on devpro)
Royal Decree x3
Cyber Network x2

Extra Deck: 15
Cyber End Dragon x2
Chimeratech Overdragon
Cyber Twin Dragon x3
Chimeratech Fortress Dragon x2
Heavy Machinery King Doboku Zaku
Wind-Up Arsenal Zenmaioh
Tiras, Keeper of Genesis
Ardreus, Keeper of Armageddon
Constellar Pleiades
Cyber Dragon Nova x2

I think i need to take out the Royal Decrees, maybe for trap stuns or something as the decrees are easy to get rid of and mess with Network.

There are some great cards in here, but like i said its not as consistent as i want it yet. Cyber Dragon Core despite low atk can add Cyber Network, Cybernetic Fusion Support or Cyber Repair Plant to my hand. I like to open by summoning it and getting Cyber Network to my hand, setting it and activating it during the opponents turn. It activates, banishing a Cyber Dragon from my deck. Then when my opponent destroys Core, i can banish it from my grave to Special a monster and banish another with cyber network. (btw Network summons ALL removed light machines not just those removed by its effect). So its very easy to banish 5 monsters by the time Network destroys itself. I dont even have to activate network, if i have alot of monsters already banished by Elatin or Overload Fusion, i can just let my opponent destroy it face down. And as you can imagine you can go into some pretty crazy plays off of this.

Cyber Repair Plant can add any light machine to my hand so i usually go for a Cyber Dragon to SS, a Drei if i already control a Cyber Dragon, or Cyber Eltanin if i need to take out some monsters. I guess Repair Plants second effect can be used with Core to SS any monster from the grave, i havent used it yet though.

You might think Cybernetic Fusion Support is a bad choice, but it saved me a couple of times now by turning a late game dead draw of poly or power bond with no monsters available to me, into a winning move.
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Old 11-27-2013, 03:47 AM   #2
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Yea the new cyber support is amazing.
You say you have a speed issue so im gonna try to focus on that

-2 shining angel (very slow and not worth it imo)
-2 proto cyber dragon (very old school. all the new monsters have the same effect)
+1 cyber dragon core (you want to draw this turn 1. its the stratos of cybers)
+1 cyber valley

-2 polymerization (like jj said power bond and gate are better. you say you dont want to take the high damage twice which is right. the 2nd power bond you use is supposed to end the duel)
+2 power bond
+2 MST ( instead of burst or iron call. u need to clear back row for your fusions to hit, and with all the removal in deck, im not sure how iron call will work)
+1 cyber repair plant( i like it at 3 tbh. its optional)
+2-3 machine duplication (here is your speed. You can use it on valley to draw cards or core to summon 2 cyber dragons from your deck. Simply awesome)

+1 return from dd (can really take opponents by surprise to finish the duel)

Also if you decide to go with fusion gate instead of poly, you can run a single copy of malefic cyber end dragon for an easy 4k monster

this is what i think. i didnt do any balancing btw just gave my ideas of what you should try. Hope it works better now
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Old 11-27-2013, 12:00 PM   #3
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Yes thats great bird. Machine duplication will certainly help. I wanted to put a copy of Malefic Cyber End but i hadent thought of running fusion gate (Thank you to both Bird and JJash for that) and i didnt think using Luminous Spark was a good option so now i can run the MCE. ill post the new version soon.
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Old 11-29-2013, 04:15 PM   #4
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Ok this is the new version and it runs alot better.

Monsters: 20

Malefic Cyber End Dragon
Cyber Elatin
Cyber Dragon x3
Cyber Dragon Drei x3
Cyber Dragon Zwei x2
Shinning Angel x2
Honest
The Light - Hex-Sealed Fusion
Cyber Dragon Core x3
Cyber Valley x3

Spells: 16

Overload Fusion
Power Bond x2
Evolution Burst x2
Dark Hole
Machine Duplication x2
Cyber Repair Plant x2
Mystical Space Typhoon x2
Limiter Removal
Cybernetic Fusion Support
Fusion Gate x2

Traps: 4

Trap Stun x2
Cyber Network x2

Extra Deck: 15

Cyber End Dragon x2
Chimeratech Overdragon
Cyber Twin Dragon x3
Chimeratech Fortress Dragon x2
Heavy Machinery King Doboku Zaku
Wind-Up Arsenal Zenmaioh
Tiras, Keeper of Genesis
Ardreus, Keeper of Armageddon
Constellar Pleiades
Cyber Dragon Nova x2

I kept the Shinning Angels cause i like how they run in this deck, gives easy access to a cyber dragon on the field when i need it or a Light Hex or Honest if the occasion calls for it.
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Old 01-10-2014, 03:33 AM   #5
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Not gonna lie, I haven't actually tested anything with this right now, but, theres a glaringly obvious idea that jumps at me with this new stuff.

Not 40 cards, but the skeleton is here.

3 CyDra
3 Core
3 Drei
3 Zwei
2 Card Trooper
2 Ghost Ship
1 Debris Dragon
1 Honest

3 Overload Fusion
3 Repair Plant
3 MST
1-2 Twister (or similar, dual cyclone or whatever takes your fancy)
1 Limiter Removal

3 Network

3 Chimeratech
1+ Black Rose Dragon
1 Volcasaurus
1 Inzektor Exa-Stag
1 Gaia Charger

Add flavouring according to taste.

It's a simple premise.

Fill up the RFP, Network during opponents end phase, xyz, repeat.
Also has Debris into black rose - Chimeratech etc. for game
Power Bond Twin Dragon also exists, I'll leave that up to you.

It's also key not to look at overload the same as eltanin - you choose just how many you wish to banish (This IMO makes eltanin really bad). This can mean you select what comes back from network next turn, so you don't end up with a useless field of just whatever was there. Return from the DD isn't just banned because of Dragons, it's anything like this. The fact this deck has 3 that don't get removed at the end phase is ridiculous.

Card Trooper makes that first hand overload playable most of the time, with a Chimeratech of between 1600-3200 the turn after (don't waste the extra draw if you don't have to!). Also let us not forget that it can mill core.

Also don't forget you have Chimeratech fortress dragon if the network is gonna pull junk.

Main issues with this kinda deck right now? Big Eye and Plieades*/M7. Honestly? Only stuff like chalice/divine wrath or compulsory/pwwb really stops it.

The Xyzs I mentioned are just.. Awesome.

Volcasaurus/Gaia lends itself to otks after a decent network.
Exa-stag is generic, and can absorb a lot of issues (roadblocks) (sometimes you don't want to make a Fortress Dragon to get over Dracossack.)

I think that's just about all I've got for this bro, if you wanna try it I hope to see the results!

(Also, Hi Guys, miss me?)
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