As a Kaiba fanboy this was bound to happen, but why not make a Blue-Eyes deck instead of an A to Z deck? Because personally I was always more of a fan of the XYZ machines he had at the end of Battle City. In my head, they were better than Blue-Eyes in every way except raw power. Plus at the time it was a new and unique method of getting out a boss monster. However, it never took off and slowly faded away... until now, with the introduction of the many-times better ABCs. Ive tried many times before to make a deck with the XYZs but this one works the best. Tried doing a full type with the VW portion and their boss, but VW is just too useless so if anyone can think of a way I can get VWXYZ in feel free to inform me!
3x A-Assault Core
3x B-Buster Drake
3x C-Crush Wyvern
3x X-Head Cannon
3x Y-Dragon Head
3x Z-Metal Tank
1x Elemental HERO Prisma
1x Heavy Mech Support Armor
1x Cyber Eltanin
1x Limiter Removal
2x Iron Call
2x Pot of Acquisitiveness
3x Union Hangar
2x Call of the Haunted
1x Compulsory Evacuation Device
1x Drowning Mirror Force
2x Pinpoint Guard
2x Roll out!
3x Union Scramble
3x Gear Gigant X
1x XY-Dragon Cannon
2x XZ-Tank Cannon
3x XYZ-Dragon Cannon
3x ABC Dragon Buster
3x A-to-Z Dragon Buster Cannon
So from this point on, when I say usual union effect this is now what Im referring to is as follows: Can equip to a monster, or unequip and special summon once per turn. When the equipped monster would be destroyed, destroy this card instead.
As for the new ones, theyre where it gets good. A-Assault Core is the strongest at 1900 atk but a pathetic 200 def. Usual union effect, though he can only equip to a LIGHT Machine monster. The equipped monster is immune to all of your opponents monster effects barring that of the equipped monster. So in other words, if said machine would kill itself while your opponent controls it due to its own effect then it will still do so and therefore would also remove A because of the protection effect. But it doesnt stop there, for when A is sent from the field to the grave it can put one other union from the grave back into your hand. Great for a few stall combos or to get your new Ace out faster. More on that later, though. B-Buster Drake sits at 1800 def and 1500 atk. Like its buddy A, B can only equip to Light machines and has the standard abilities otherwise. While B is equipped, though, the equipped monster is immune to your opponents spells. Suck it Raigeki! Then like A as well it gets an effect when sent from field to grave. However, while A recycles unions B will add one from deck to hand. No type or attribute restrictions on this part, so I could grab Kiryu or one of the Metallized Parasites if I ran any. Anyways, deck thinning can always be considered good. C-Crush Wyvern has the better defense, sitting at 2000 with a low 1200 atk. Same standard abilities with the light machine restriction of its friends, and as you can guess this one tells the plethora of Mirror Forces to suck it by making the equipped monster immune to your opponents traps. When he leaves the field and goes to the grave, he can special summon one union from your hand. If said union is A or B, you of course get pluses if they die as well. A possible stall combo: C on the field with an equipped A or B. The equip dies first, add to hand a union from appropriate source. C dies, summon union from hand. If said summoned union is another C, theres no use restriction so feel free to summon another if it dies as well. Theres a couple ways to extend it, but I'll get to that later.
The odd tech is what I'll start with here, since the only reason they fit is the machine and union typings. Oilman seems the oddest, but one weakness to the A to Zs is hand size. The boss monsters force discards, and while Oilman is equipped he can enable draws as long as I can squish a foe. With the ability to equip multiple unions now this can be made more viable by equipping my monster with him as well as C and maybe also B and A. Peacekeeper seems more obvious, since he can only equip to machine types and when hes destroyed and sent from the field to the grave he can add a union monster from deck to hand just like B. Heavy Mech Support Armor is a new member, joining his brother Platform with the same setup including the standard union abilities with a restriction to equipping machines only... except for three details. The first is that Armor is a light attribute while Platform is a dark. The second, and least important nowadays but still a little viable, is that it makes the equipped monster Immune to any and all of your opponents targeting effects. The main reason, however, is the third effect. When Armor is normal summoned, I can special summon one union monster from my grave. Once again, I could special summon that Kiryu if I ran it but the main point is I can revive any unions that have already been used back or I can revive one and equip Armor to it for a small stall purpose. The right ones can, of course, increase the stall power or give you that crucial piece you need. Eltanin seemed natural in a banish-heavy light machine deck, and being a virtual Dark Hole with attack power I figured he'd be a welcome addition. Especially since anything worth reusing the most is banishable with Eltanin, which can and most likely will be brought back.
Union Hangar was the new Field Spell that was given to us by the new Kaiba Structure Deck along with the ABC stuff and opens up a whole new set of doors... for Light Machine Unions, anyways. You see, when you first Play Union Hangar it can add one Light Machine Union from your deck to your hand. This effect and the next are why Peacekeeper and Oilman are odd tech as I try to solve some of the hand size problem, they dont match the Light attribute part that several of the new cards focus on. What is the next effect you may ask? So glad you did. Once per turn, when you normal or special summon a Light Machine Union, you can equip a light machine union with a different name from your deck to that monster at the cost of being unable to special summon the monster you just equipped this turn. This effect, combined with Cs and any of the ABC effects, can make summoning ABC so much easier... and XYZ, but he's still a pain. Theres also the clause that you can only activate one Union Hangar per turn, but one is all you really need unless you're desperate for that search.
Then we get to last of the new cards in the main deck, Union Scramble. This card targets up to 3 banished Light Machine monsters that must be either vanillas or unions and special summons them. Great card for getting out two ABCs or two XYZs using literally the same materials OR making an emergency wall to block 3 attacks, and its the only new card that accounts for X being a vanilla instead of a union. However, its effect doesnt stop there. While its in the grave, during any turn except the one it was sent, you can banish this trap to grab a banished light machine thats either normal or a union and add it to your hand. Combos well with C and enables you to get anything you need for either of the boss monsters.
The original Ace has been reduced to a Boss monster, but that doesnt mean XYZ-Dragon Cannon is any less dangerous. Boasting 2800 atk it still holds up with respectable power to hold its own, and its effect allows you to discard a card to destroy any card on the field. Yes yes, I know Monarchs have a card that makes their important monsters untargetable and the Boss Monsters of Kozmos are untargetable naturally, but thats besides the point right now. The point is he can still eliminate the threat of backrow one card at a time and as many times as you have cards in your hand within one turn. However, while it is lightened there still remains one GLARING problem with XYZ. It requires X, Y, and Z to be on the field to be banished. The combos and set up is there, but unless you get lucky this still poses a problem. The other issue is that if XYZ goes to your grave its pretty much dead
Unlike its newest friend and the first of the new fusions, ABC-Dragon Buster.To begin its improvements over XYZ, this card can banish its materials from the field AND the grave. Makes it where you dont mind them dying and if anything you want to bring back A, B, and C with Union Scramble to wall the opponent since if they die and go to the grave you plus in more ways than one. Thats far from where this card stops being better, though. ABC boasts a 3000 atk stat and allows you to discard a card to banish one card on the field once per turn during either players turn. Everything practically has an effect that activates when sent to the grave nowadays, so banishing it works more wonders. Plus, if this one ends up in the grave it is reliable... which is great considering it has an additional ability. During your opponents turn, you can tribute ABC to special summon 3 Light machine unions with different names. Unlike the previous ability, though, this one is labeled as a quick effect so while Im not 100% sure anymore if the discard to banish effect is speed 2, though Im thinking it is since it does say during either players turn like the Ace monster coming up, I know for a fact this one is. Please confirm below if the first effect is Speed 2 like Galaxy-Eyes or if its Speed 1 like Utopia.
Anyways, for now I continue to the new Ace of the deck: A-to-Z Dragon Buster Cannon. Takes its name styling from VWXYZ but shortens the lettering and sorta lies since its missing D-W. Speaking of VWXYZ-Dragon Catapult Cannon, the name and visual styling is all A-to-Z takes from VWXYZ. To start, A-to-Z is restricted to fusion summoning only and can only be summoned by using materials with the original names, meaning no cheap re-naming procedures like with Armityle or the two Boss monsters here. You HAVE to use ABC and XYZ, no loopholes that I know of. A-to-Z also boasts a superior 4000 atk AND def. It retains the discard cost for its next skill, but instead of just destroying or banishing things like its materials this one can negate one spell/trap card activation or one monster effect activation and destroy it. Destruction can be good or bad depending, but negation is ALWAYS useful and this card can do it as long as you have cards in hand to discard. The fun doesnt end there, though, because during either players turn this card can banish itself to bring back a banished ABC and a banished XYZ. Talk about a Game ending Ace with many tools at its disposal, especially since being a Light Machine like every fusion in this deck it can be equipped with A, B, and C to make A-to-Z immune to all of your opponents cards (barring the possibility of them Twin Twistering a couple or something like that when I cant negate it) and possibly even Oilman so I can draw cards as it squishes things.
And thats what Ive got so far. Pretend money is of no issue and make all the suggestions you can think of to make it better. If you have ideas on how to make a Cyber Dragon/ABC or Cyber Dragon/A-to-Z hybrid deck Im very open to that idea since its two archetypes of Light Machines and would be combining the modified decks of two Kaiba characters.
Edited by Zane Kamanako, 04 December 2016 - 03:13 PM.