Entire 10th Structure Deck List

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SexyKungFuSammy

Guest
#1
SD10-001 Antique Gear Gadget Dragon
Earth/Machine/8/3000/2800
When this card attacks, your opponent cannot activate Magic/Trap card(s) until the end of Damage Step. When
sacrifice summon with the one of the following monster(s), this card gains that respective effect.
- Green Gadget: When this card attacks a monster in defense mode, and this card's attack strength is higher
than the defense strength of themonster in defense mode, do battle damages to opponent equal to the difference.
- Red Gadget: When this card does battle damages to opponent, do 400 damages to opponent.
- Yellow Gadget: When this card destroy an opponent's monster by battle, do 600 damages to opponent.
Ultra Rare

SD10 - 002 Antique Gear Chimaera
Earth/Machine/6/2300/1300
When sacrifice summon with the one of the following monster(s), this card gains that respective effect.
- Green Gadget: Increase this card's attack strength by 300
- Red Gadget: When this card successfully direct attack opponent, deal 500 damages to opponent
- Yellow Gadget: When this card destroy an opponent's monster by battle, deal 700 damages to opponent

SD10-003? Antique Gear Engineer
Earth/Machine/5/1500/1500
Negate the effect ofTrap card that target this card is destroy it. When this card attacks, opponent cannot
activate Magic/Trap cards until the end of Damage Step. At the end of Damage Step this card attacks, destroy
a Magic/Trap card on opponent's field.

SD10 - 004 Startup Soldier Dead Revolver
Earth/Machine/4/0/2000
When there's face-up [Gadget] monster on your field, increase this card's attack strength by 2000.

SD10 - 005 Mechanical Hunter
Dark/Machine/4/1850/800
Normal Monster

SD10 - 006 Green Gadget
Earth/Machine/4/1400/600
When this card is successfully Summoned or Special Summoned, you can add a [Red Gadget] from your deck into
your hand.

SD10 - 007 Red Gadget
Earth/Machine/4/1300/1500
When this card is successfully Summoned or Special Summoned, you can add a [Yellow Gadget] from your deck into
your hand.

SD10 - 008 Yellow Gadget
Earth/Machine/4/1200/1200
When this card is successfully Summoned or Special Summoned, you can add a [Green Gadget] from your deck into
your hand.

SD10 - 009 Cannon Soldier
Dark/Machine/4/1400/1300
Sacrifice a monster on your field, deal 500 damages to opponent.

SD10 - 010 Gear Golem the Moving Fortress
Earth/Machine/4/800/2200
Pay 800 lifepoints, this card can attack your opponent's lifepoints directly.

SD10 - 011 Heavy Mech Support Platform (2 copies)
Dark/Machine - Union/3/500/500
Once during your Main Phase, you may treated this card as an equipment card and equip it on one of your
face-up Machine sub-type monster, or remove it from being equipment and place it in face-up attack mode.
Increase the attack and defense strength of the equipped monster by 500. (A Monster can only have one Union
Equipment card Equipped on it. If the Equipped Monster would be destroyed, destroy this card instead.)

SD10 - 012 Antique Gear Golem
Earth/Machine/8/3000/3000
This card cannot be special summon. When this card attacks a monster in defense mode, if this card's attack
strength is higher than that monster's defense strength, do battle damages to your opponent equal to the
difference. When this card attacks, your opponent cannot activate and Magic/Trap cards until the end of
damage step.

SD10 - 013 Antique Gear Beast
Earth/Machine/6/2000/2000
This card cannot be special summon. Negate the effect of the effect monsters this card destroy in battle. When
this card attacks, your opponent cannot activate Magic/Trap cards until the end of Damage Step.

SD10 - 014 Antique Gear Soldier
Earth/Machine/4/1300/1300
When this card attacks, your opponent cannot activate Magic/Trap cards until the end of Damage Step.

SD10 - 015 Antique Gear (2 copies)
Earth/Machine/2/100/800
When [Antique Gear] is face-up on your field, you may special summon this card in your hand to the field in
attack mode.

SD10 - 016 Antique Gear Cannon
Earth/Machine/2/500/500
Sacrifice this card, do 500 damages to opponent's lifepoints. During this turn's battle phase no player can
activate Trap cards.

SD10 - 017 Antique Gear Garage
Magic - Normal
Return a [Antique Gear] monster in your Graveyard to hand.

SD10 - 018 Antique Gear Tank
Magic - Equipment
Can only be equipped on [Antique Gear] monster. Increase the attack strength of the equipped monster by 600.
When this card is destroy and send to Graveyard, do 600 damages to opponent.

SD10 - 019 Antique Gear Bomb
spell - Normal
Can be activate by targeting a face-up [Antique Gear] monster on your field. Destroy the target monster,
and do damages to opponent equal to half of the original attack strength of that monster.


SD10 - 020 Antique Gear Hand
Spell - Equipment
Can only be equipped on [Antique Gear] monster. The monster(s) battle with the equipped monster are destroy
at the end of Damage step.

SD10 - 021 Antique Gear Factory
Spell - Normal
Choose a monster card with [Antique Gear] om its name in your hand. Remove from game cards with [Antique Gear]
in their name from your Graveyard until the level of them is doubled of the chosen card. The chosen card,
during this turn, can be summon without sacrifice.

SD10 - 022 Antique Gear Drill
Spell - Normal
This card can only be activate when there's a monster with [Antique Gear] in its name on your field and
discard a card from your hand. Choose a Spell card from your deck, and set it onto your field. That Spell
card cannot be activate during this turn.

SD10 - 023 Antique Gear Castle
Spell - Continuous
Increase the attack strength of all face-up monsters on the field with [Antique Gear] in its name by 300.
Whenever a monster is Normal Summon, put a counter on this card. Whenever a monster with [Antique Gear] in
its name would be sacrifice summoned, if the number of counters on this card is greater than or equal to the
number of monsters needed to be sacrificed, you may sacrifice this card instead.

SD10 - 024 Mystical Space Typhoon
Spell - Quickplay
Destroy a Spell/Trap card on the field.

SD10 - 025 Limiter Removal
Spell - Quickplay
Double the attack strength of all face-up Machine type monsters on your field when this card is activates.
Destroy all monster cards affect by this effect at End Phase.

SD10 - 026 Heavy Storm
Spell - Normal
Destroy all Spell/Trap cards on the field.

SD10 - 027 Enemy Controller
Spell - Quickplay
Choose one of the following effects to activate.
- Change the mode of a face-up monster on opponent's field.
- Sacrifice a monster on your field. Choose a face-up monster on opponent's field. Until End Phase of
the activated turn, you gain control of the chosen card.

SD10 - 028 Weapon Change
Spell - Continuous
This effect can only be activate once per turn by paying 700 lifepoints at your Standby Phase. Switch the
attack and defense strength of a Warrior or Machine type monster on your field until the end of opponent's
End Phase. When this card is destroy, this effect is negated.

SD10 - 029 Machine Duplication
Spell - Normal
Choose a Machine type monster with attack strength 500 or less on your field to activate. You can special
summon up to 2 cards with the same name from your deck.

SD10 - 030 Pot of Avarice
Spell - Normal
Choose 5 monster cards from your Graveyard, and shuffle them into deck. Afterward, draw 2 cards from your deck.

SD10 - 031 Mobile Fortress - Stronghold
Trap - Normal
After this card is activated it would become a monster card (Earth/Machine/4/0/2000) and special summoned to
your monster card zone in defense mode. When there're [Yellow Gadget], [Green Gadget], and [Red Gadget]
face-up on your field, this card's attack strength becomes 3000. (This card is treated as a Trap Card.)

SD10 - 032 Ultimate Offering
Trap - Continuous
Pay 500 lifepoints, and Normal Summoned a monster. This effect can be activate during your Main Phase and
Battle Phase of opponent's turn.

SD10 - 033 Sakuretsu Armor (2 copies)
Can be activate when opponent's monster declare attack. Destroy that attacking monster.

SD10 - 034 Micro Ray
Trap - Normal
The defense strength of a face-up monster on the field would become 0 until the end of End Phase.

SD10 - 035 Rare Metalmorph
Trap - Continuous
Increase the attack strength of a face-up Machine type monster on your field by 500. You may choose to negate
one time a Spell card effect that target that monster. When the chosen monster leaves the field, destroy this
card.

SD10 - 036 Covering Fire
Trap - Normal
Can be activate during Damage Step when opponent's monster attack one of your monster. The attack strength
of your monster receiving the attack is increase by the attack strength of another face-up monster on your
field.

SD10 - 037 Get Ride! (Roll Out!) (2 copies)
Trap - Normal
Choose a Union monster in your Graveyard, equipped it onto a monster that can be equip on your field.

http://theriversidegym.com/YUGIOH/YCARDS/STUCTURE_DECKS/rebellion_mach.html/LIST.html
 

Kos4Evr

Registered Member
#3
I hate to say it, but I am largely dissappointed by the effects of Ancient GearGadget Dragon. Its a more situational Ancient Gear Golem with situational burn effects. Ancient GearGagdet Chimera is more interesting to me because among its situational effects are an attack boost and better burn effects. Had the effects included something in the way of monster and/or m/t removal they would have been better.

The Gadgets finally being Released is of course a good thing. A shame they are greeted by the restriction of their best support card, Ultimate Offerings.

Some of the new Ancient Gear support is hit or miss.

Over all is looks good. Solid machine support cards are now in the hands of anyone that wants them. Making Super and Ultra Rares (including Gear Golem the Moving Fortress) into commons is always a good thing.
 

Turbo

Registered Member
#4
great find again sammy, keep up the great work.

ultimate offering was restricted because the gadgets are rampant in various forms in the OCG. By restricting ultimate offering it makes the gadgets require more work.

even though the gadgets have speed, they really work best with shrink. yes the TCG has mirror wall, but until shrink is easier to get i'd expect to see gadgets with 3 cyber dragons and chimeratech to be the main gadget build used in the TCG.
 
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Scyanyde666

Guest
#5
OMFG Gadget-tech Dragon OTK FTW!!!!

w00t...can you say easily accessible playset ov E-CONs now!!??
Now watch the TCG players netdeck the OCG Gadget decks out there and think that they're hot sh!t...I already got anti-gadget tech ready for them (since I originally run OCG Fifth Gadget to begin with!)...
 

Henskie

The Super Pimp of GF
#6
Well it is a great thing for the people who want to make a little yugi deck now lol since the gadgets were in it
 

Turbo

Registered Member
#7
the gadgets will be great but really won't reach full potential in the TCG until Shrink is mass printed and Shield Crush is released in TCG.
 

lavoidgaskins

Registered Member
#8
Scyanyde666 said:
OMFG Gadget-tech Dragon OTK FTW!!!!

w00t...can you say easily accessible playset ov E-CONs now!!??
Now watch the TCG players netdeck the OCG Gadget decks out there and think that they're hot sh!t...I already got anti-gadget tech ready for them (since I originally run OCG Fifth Gadget to begin with!)...
Some one seems sure does seem to be taking this a bit personal. Don't you think it's time we got them? Be happy instead of being mad.

Henskie said:
Well it is a great thing for the people who want to make a little yugi deck now lol since the gadgets were in it
If some one wanted to make a Yugi deck I'd be sickened. The deck sin't that good. It's a bunch of situational combos filled with more sitiational combos. The deck just gets worse and worse.

TurboniumNY said:
the gadgets will be great but really won't reach full potential in the TCG until Shrink is mass printed and Shield Crush is released in TCG.
Your not exactly correct. All the tcg players have to do is net deck the winning HK deck with Royal Apressions and what not.
 
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SexyKungFuSammy

Guest
#9
My Worst Nightmare has cometrue. Yes I do live the fact gadgets are coming out but i normally make Machine Monster decks. and when people are gonna start gadgeting the System down is gonna be played alot more. >< But more to the Point Gadgets Still have their chances But another thing to make gadgets work is Mask of darkness. Since Ultimate offering to 1 were gonna need a way to get it back.Also another support Gadgets will love is Giant Rat.Special a gadget out bring a gadget to your hand. Also with their decent support Startup Soldier Dead Revolver get a 2000 monster on the feild with a gadget, which shouldn't be to hard in a gadget deck.
Only card i don't get is Micro Ray though Personally I think they should have added another ancient gear so machine duplication would work better.