Overview and History

Trains, officially known as “Railway”, are a series of train-themed Level/Rank 10+ EARTH Machine monsters introduced in Galactic Overlord. They are piloted by both Anna Kaboom in Yu-Gi-Oh! ZEXAL and Allen Kozuki in Yu-Gi-Oh! ARC-V. Many of the cards in this archetype are based on either real life trains, railway cannons, or mechanical infrastructure. Upon its initial release, the deck lacked a proper game plan until the release of The Dark Illusion introduced Loading... , which pushed Trains into a Towers strategy where you'd opt to go first, turbo out Dora, and back her up with a multitude of Trap Cards. At the time, the deck was a large pile of various Level 10s that had little to no synergy with each other. This all changed in 2019 with the release of Legendary Duelists: Sisters of the Rose. We not only got a wave of support that synergized well with the existing cards, but also a proper win condition in the form of Loading... , pivoting the deck from a going-first Towers strategy to a going-second OTK strategy.

It would be a long seven years before Trains would receive a new wave of support, bringing the deck back to relevancy. With the release of Blazing Dominion in 2026, the archetype received multiple 1 card combos, huge increases in consistency and versatility, several going-first options, and a wide variety of powerful game-winning plays to make. These new cards transitioned Railway from its own singular deck to more of an engine, allowing it to be played either pure blind-second or splashed into other decks like Crystron.

About the Author

Hello, my name is Grumbles , the #railway channel Deck Helper. I've been playing Yu-Gi-Oh! ever since I was a kid, and I've always been a bit of a Timmy player: I like big monsters with big ATK and big levels. I discovered Trains with the release of Dora and fell in love with the archetype ever since. There's just something special about summoning a big guy and hitting your opponent in the face with it instead of spending several minutes setting up a huge negate board.

Strategy and Playstyle

Trains, when played as your primary strategy, is a blind-second OTK deck, opting to let the opponent go first, and then breaking the opponent's established board with Kaiju, Loading... , and other going-second staples to open up the path for an OTK using Rank 10+ Xyz monsters. Many games end on that very same Turn 2 as you swing for 8000 damage. Railway typically sticks to summoning multiple Level 10 Machines to quickly go into our Rank 10 Xyz boss monsters. It shoots for fast games and big numbers. As with most blind-second decks, while there are a few combos, you're usually going to be weaving in and out of different lines to adapt to your opponent's board state.

When played as a splashable engine in Earth-Machine or Crystron, Railway cards are typically used to get out Loading... , Loading... , and Loading... with Loading... attached as material. If that's more your speed, a guide for Earth-Machine decks can be found here.


Core Archetype Cards

Night Train Blue Traveler
Night Train Blue Traveler
The primary play-maker of Railway decks, Blue offers us a lot of resources jam-packed into one card. We can discard it to search our field spell to go into other plays, or reborn it and another Machine once per Duel, giving us two material to work with. Since the revived Machine won't have its effect negated, that usually leads to even more plays and value. Keep in mind that after you use this effect, you're locked into Machines for the rest of the turn, so if you have plans to use a non-Machine Link, plan ahead. While it's okay to draw, since we can pitch it for our field spell, we prefer to send it to the grave using Foolish Burial-esque effects, as the field spell is technically negative card advantage. Run 1-3x.
Heavy Armored Knight Babeldecker
Heavy Armored Knight Babeldecker
An amazing retrain of Loading... , Babeldecker offers unparalleled value. It can Normal Summon itself without needing a tribute, it can Special Summon an EARTH Machine from hand, and most importantly it can cheat out a Rank 10 EARTH Machine Xyz monster all by itself. Gaining access to our Rank 10s like Loading... with just one card offers a ton of power with very little commitment. Since it's searchable and once per turn, run 1-2x.
Heavy Freight Train Derricrane
Heavy Freight Train Derricrane
Derricrane is a very basic extender. On Normal or Special Summon of any EARTH Machine, once per turn, you can Special Summon it from your hand. Its ATK and DEF get cut in half, but that doesn’t matter, it’s being used as either Xyz or Link Material anyway. Derricrane has a very powerful secondary effect: when you detach it for the activation of an Xyz effect, you can destroy a card on the field. Note that this isn’t once per turn, if you detach a Derricrane, pop a card with its effect, then summon another Xyz, and detach a second Derricrane from it, you can pop another card! This effect occurs on a new chain, so if you’re detaching it to activate an effect in response, you won’t get the prompt for it until the current chain is resolved. Don’t worry, you won’t miss timing. The last bit of important nuance to this is that the pop effect activates upon being detached for the activation of an effect. Many Xyz effects detach their Xyz material for cost, so even if your monster has its effects negated, you can still activate its effect to detach Derricrane for cost, have the effect be negated on resolution, and then have Derricrane’s effect trigger to destroy a card! In the modern meta, Derricrane is a little too clunky for blind-second lists, effectively being an extender that just summons one body, and only from the hand. Most of the time, the board is already broken by other cards by the time you get to your Xyz play, so Derricrane isn't as useful. That said, in going-first lists that run a Railway engine, Derricrane finds a home as a searchable 1-of to get free interaction.
Flying Pegasus Railroad Stampede
Flying Pegasus Railroad Stampede
Pegasus is a great card for recovery and enables a unique OTK line through Loading... . On summon, it Special Summons a Level 10 EARTH Machine from the GY, and has a secondary effect of changing either Pegasus’ Level to match another card, or change another card’s Level to match Pegasus. This is absolutely fantastic – if you have a Level 10 in the GY, be it from a discard effect or some other reason, you can instantly go into a Rank 10. The other option is to make another monster Level 4 to match Pegasus, which allows you to go into Rank 4s like Loading... or Loading... , if you happen to be running them. Using the Level modulation effect locks you into only attacking with Xyz monsters, but this isn’t usually a problem. Nowadays, we have better cards to Normal Summon, like Loading... or Babeldecker, so Pegasus has fallen out of favor in blind-second lists, but many going-first decks, like Crystron, still run 1 copy.

Revolving Switchyard

Revolving Switchyard
A fantastic card for unbricking your hand, Switchyard allows you to discard a card to add any Level 10 EARTH Machine, typically Babeldecker. Switchyard can also act as Ash Blossom bait if you’re trying to make sure another card resolves. Switchyard’s other effect is rarely used but bares mentioning. If you haven’t used its first effect to search for a card, summoning a Level 10 EARTH Machine will allow you to summon a Level 4 EARTH Machine with 1800 or more ATK, if you happen to be running one, and make it a Level 10. As great as this sounds, it comes with the unfortunate downside of making your opponent take no battle damage for the rest of the turn. This means you can’t OTK your opponent to win the game that turn, so this effect goes mostly unused in blind-second. When going first, it's a neat way to get another Level 10 body, or a small way to wall up by using Urgent Schedule on your opponent's turn and getting an extra monster out of it. This effect doesn't prevent effect damage though, so Gustav can be used to get you across the finish line in the late game. In the past, this was an essential part of the gameplan, but nowadays it's just a mildly useful target to be able to pitch Blue Traveler from our hand. Some lists might even drop it, as there are several other ways to discard Blue Traveler. Run 0-1x.

Urgent Schedule

Urgent Schedule
Both a starter and an extender, this fantastic card finds its home in many Machine decks due to its versatility. So long as your opponent controls more monsters, which they usually will, you can Special Summon a Level 4 or lower and a Level 5 or higher EARTH Machine from your Deck. Your Level 4 or lower target will usually be Loading... or Loading... if you're on it, and the Level 5 or higher will be whatever Level 10 is most useful at the time, usually Blue Traveler to get it into the GY. Unfortunately, their effects are negated, but that’s okay, just having Link and Xyz Material is great. It has a secondary effect where if it is sent to the GY, you can search out a Level 10 EARTH Machine from your Deck. This effect usually goes unused, but we have a few ways of triggering it if we need to and have a spare Urgent. Urgent Schedule will also lock you into only attacking with Machine monsters, but this isn’t a problem given that all our monsters are Machines. Run 2-3x.

Exceptional Schedule

Exceptional Schedule
One of the big support cards from Blazing Dominion, Exceptional Schedule offers us a new going-first option, consistent access to Urgent Schedule, and a reborn for a Level 10 Machine monster! This is huge. One of the biggest pitfalls when using Urgent Schedule is your opponent having an empty board. This happens when you break a board too hard or you're going first. Exceptional solves this by creating a token on your opponent's field. This token serves as the condition to use Urgent, and can also act as a convenient attack target when reducing its ATK. The reborn is a little tricky, as it requires you to send a card you control to the GY, which can be anything. You can just set a Spell/Trap in your hand and you're off to the races. Remember Urgent Schedule? It's a great target for this, as it'll nab you a free search. Run 3x.

Double Headed Anger Knuckle

Double Headed Anger Knuckle
Anger Knuckle is a decent extender for fetching a card out of your graveyard. It’s a leftover card from the bygone era of Master Rule 4 that's meant to be a Link Monster that could allow you to extend into further cards in your Extra Deck, with a down and right arrow to allow for other Extra Deck monsters. Nowadays, we can summon Xyz Monsters into any zone we want, so its utility has taken a sharp nose-dive beyond its effect to Special Summon a Level 10 Machine from the GY. Keep in mind that this requires you to already have a legal target - you can't just pitch a Level 10 and revive it if you don't already have a Level 10 already in the GY. It can't be used as Link Material either, so it's your usual choice to send to the GY to free up room for more useful Link Monsters. This card usually won’t be part of your combos, but its handy to have in a pinch. Run 0-1x.

Superdreadnought Rail Cannon Gustav Max

Superdreadnought Rail Cannon Gustav Max
The train that started it all. Based on World War 2-era German railway cannons, the Superdreadnoughts are the centerpiece of the archetype. Gustav is your bread-and-butter Rank 10 with high ATK that can detach an Xyz Material to burn the opponent for 2000 damage. In combination with Liebe, you can deal 8000 damage in a single turn. Due to how generic and simple its effect is, Gustav finds its home in any deck that can conceivably have two Level 10 monsters on the field at the same time, or in some flashy FTK that manages to activate its effect 4 times. Run 2-3x.

Superdreadnought Rail Cannon Gustav Rocket

Superdreadnought Rail Cannon Gustav Rocket
Gustav Rocket is an amazing piece of support that massively helps insulate our plays. It's your regular old monster negate (that burns for 1000), which helps a ton against Nibiru and other relevant effects. Rocket typically needs to be summoned using Gustav Max as material and discarding a card. This can be very useful if your hand happens to have something you need in the graveyard, like Loading... . It's also a great target for Babeldecker's effect for an instant negate to insulate your combo line, as Gustav Rocket is a Rank 10 and not a Rank 11, which is normally typical of an Xyz monster that comes out via rank up like Liebe. The 5000 ATK is nothing to sneeze at either. Run 1x.

Number 81: Superdreadnought Rail Cannon Super Dora

Number 81: Superdreadnought Rail Cannon Super Dora
The first train card that gave the deck a proper game plan, Dora acts as a Towers, a card that has high ATK and DEF stats and can make itself immune to other card effects. Nowadays, it's actually a relatively effective piece of interaction when combined with our other going-first options. Dora’s effect is a Quick Effect, meaning it can be used on the opponent’s turn and in response to your opponent’s actions. If you happen to have made Dora using Loading... , that’s effectively a “Quick Effect: Destroy a card”. Dora’s protection effect doesn’t necessarily have to be used on itself either - sometimes the correct play is to have it protect another monster you have to avoid being hit by an opponent’s removal effect, or even targeting an opponent's card to prevent your opponent from interacting with it and using it to combo. In blind-second lists, we've likely already run our opponent out of interaction by the time we commit to an Xyz play, so Dora falls out of favor there. She still finds her home in several going-first lists alongside Derricrane. Run 0-1x.

Superdreadnought Rail Cannon Flying Launcher

Superdreadnought Rail Cannon Flying Launcher
Flying Launcher is a useful bit of support to pivot into to extend your combo line. It can search out any EARTH Machine and gives you a free Normal Summon to use it right away. It's another great target for Babeldecker when all you have is Blue as a starter, and your combo leads you to Babeldecker off of Switchyard. Aside from that, it's also a great way to force out an opponent's backrow, destroying Spell/Traps equal to the material you detach. Sometimes you'll pop your own cards just to get material into the GY for use with your other cards. Remember Loading... ? This is another way to send it to the GY. While useful, Launcher is typically a pivot when things go wrong. Run 1x.

Superdreadnought Rail Cannon Juggernaut Liebe

Superdreadnought Rail Cannon Juggernaut Liebe
The big guns of the deck, Juggernaut Liebe is your OTK win condition. Liebe is a Rank 11 Xyz Monster that can summon itself on top of any Rank 10 Machine Xyz you control. It can detach a material to gain an additional whopping 2000 ATK and DEF points at the cost of being the only monster able to attack this turn. This boost is permanent so long as Liebe doesn’t get its effects negated. Liebe has a secondary innate effect: it can attack opponent’s monsters a number of times equal to its Xyz Material + 1. This isn’t an effect you activate, it’s just a property of Liebe as a card. In the standard case, detaching a material will leave you with one remaining, meaning Liebe can attack monsters twice. If you don’t detach a material for the ATK boost, Liebe can attack a third time, but with notably less ATK. This is useful if you just need to clear the way and have other monsters you want to attack with. It’s important to note that Liebe’s multi-attack only applies to monsters. The card text “this card can make attacks on monsters” means that if Liebe attacks a monster, it can’t attack your opponent directly afterwards. However, if your opponent controls no monsters, Liebe can attack your opponent directly just the once. The standard combo is to burn the opponent for 2000 with Gustav, rank up into Liebe, use Liebe’s effect to go up to 6000 ATK, and then deal enough damage in the Battle Phase to win, be it with a single direct attack or with its multi-attack. Don't force yourself to always go for Liebe, if you can wipe out your opponent with other cards, feel free to use them!

  • Main Deck Tech
  • Extra Deck Tech
  • Going Second Staples
  • Engines
  • Old Railway Cards
  • Combos
  • Example Decklists

Combo and Consistency

Scrap Recycler
Machina Ruinforce
Carnot the Eternal Machine
Convex Knight
Ancient Gear Box
Triple Tactics Thrust

We have a good number of tech cards to run, both in the Main and Extra Deck, that massively help out with our plays.

  • Loading... is a great 1 card combo into any Rank 10 Xyz. It's not once per turn, so you can repeatedly reborn it in various ways to send multiple Machines to the graveyard. Our typical target is Blue Traveler, but there are other options, so send what you need.

  • Loading... is a cool bit of extension that can come back again and again. When you've used up Blue Traveler, or any other monster to its utmost, Ruinforce can reborn itself in as a free body multiple times. This is an integral part of the 4x Gustav FTK, if you were wondering. It's also a cool omni-negate during the Battle Phase. Since it needs to be in the GY to do all of this, it's our usual choice of discard for stuff like Switchyard or Gustav Rocket, and a great thing to bin with Recycler.

  • Loading... is a free body that can summon itself from the hand or GY under the unbelievably strict condition that your opponent used a monster effect from their hand or GY during the Duel. Gasp. If they haven't used a monster effect during their turn, you'll need to bait something first. It's another great send with Recycler. Keep in mind that it'll shuffle itself back into the Deck when you detach it for an Xyz effect (unless you're under Subspace Battle), which is anti-synergistic with Ruinforce.

  • Loading... is a handy extender that can Special Summon itself if you already have a Machine monster, and can bin a card for other plays. Keep in mind it only modulates to Level 10 when Special Summoned from hand via its own effect. If you bring it back with Blue Traveler, it's probably not doing much. I'm personally not a fan of this card since it can be bricky, but some decks run a copy.

  • Loading... is a card many have a love/hate relationship with. It's absolutely the worst garnet to draw in the world, but it turns Loading... into a searcher. You don't need it, but some people will still run it.

  • Loading... is a great searcher for whatever you need to break an opponent's board. What's fantastic is that since Loading... is a Normal Spell, Thrust can act as a starter for our plays by searching it out. Since it can fetch any Normal Spell, we can also nab all sorts of cards, like Loading... , Loading... , or any of our powerful board breakers. Just keep in mind that your opponent needs to control a monster, otherwise you'll Set what you search.

Utility and Extenders

Clockwork Knight
Underclock Taker
Pentestag
Ancient Gear Ballista
Qliphort Genius
Helping Robo for Underwater Combat
Gaming Gamer GG
Varudras, the Final Bringer of the End Times
Skypalace Gangaridai
Divine Arsenal AA-ZEUS - Sky Thunder

There are several Extra Deck cards that aren't officially part of the Railway archetype, but synergize incredibly well with what we want to do.

  • Loading... is a useful Link 1 to get on-field cards like Recycler or Babeldecker into the GY. It can also send another Machine to bring back either of the two as well, which is an integral part of some combos. If you're on Recycler, Clockwork Knight is mandatory.

  • Loading... is a utility Link Monster that can reduce an opponent’s monster’s ATK to 0, provided it’s pointing at Liebe or some such. This allows Liebe to better connect all 6000 of its ATK to the opponent very easily resulting in an OTK. Underclock is a Cyberse monster, so it can't be summoned after using Blue Traveler's GY effect. Underclock is a great way to turn the Diagram Token from Loading... into a lethal attack target. Just remember to summon the token in Attack Position.

  • Loading... can provide a big train like Liebe with piercing, dealing damage equal to the difference between Liebe’s ATK and its attack target’s DEF. Quite useful if your opponent has turtled up with multiple monsters in Defense Mode.

  • Loading... is an alternative to Underclock Taker. Unlike Underclock, it’s a Machine, so you can summon it under Blue Traveler's lock, Similar to Underclock, it can reduce ATK points, just keep in mind it needs a Spell/Trap card you control to destroy (here comes Loading... off the top ropes!). If you're running Loading... , Ballista can search it out on summon, which will trigger Box to let you search out an EARTH Machine with 500 ATK or DEF, like Babeldecker or Convex Knight.

  • Loading... is a neat card can negate an opponent's monster. To do so, it requires you to have another card on the field to negate its effects. Your best options are another monster that you've already used and plan to use as material or an already used Revolving Switchyard. If you use Urgent Schedule or Blue Traveler, you can summon 2 monsters to the zones its arrows point to in order to get a search off.

  • Loading... is a cool tech option when you absolutely need to destroy something. Afterwards, you get a free reborn on a non-WATER Machine monster with 1600 or less ATK, like Recycler or Babel. This opens up a few different combo lines, like Urgent Schedule → Blue + Recycler → Link off for Robo → Robo pop a card and bring back Recycler → Recycler shenanigans. Some decks will run it while others may not, but it's worth mentioning. If you happen to banish it somehow, you can search out some of our other monsters like Blue Traveler.

  • Loading... is a tech card used in lists that are on multiple Level 4s, like Box and Pegasus. Not all lists will run it. This gives you a way to utilize leftover material to get to some of your more powerful Extra Deck monsters. Gamer can send Gustav Max to change its name so that you can summon Rocket on top of it or it could send Loading... so that Gamer can link itself off for Loading... and so on. There are several powerful cards out there like Rocket or Loading... that can be summoned by ranking up off a specific name, so if you choose to use Gamer, you've got several options to explore.

  • Loading... is an incredible card that finds its home in any Level 10 deck. It's a generic Rank 10 omni-negate that also pops cards, almost hand-crafted for the Trains archetype. It's a fantastic option for going first and is doubly devastating if you're on Derricrane. Just remember that it isn't a Machine, so Blue Traveler can potentially lock you out of it.

  • Loading... is a honorary train that can pop a card and burn for 1000. It's a neat option to have, although not every deck will run it. Gangaridai’s card text is worded oddly and has often caused some confusion: "Cannot attack the turn you activate this effect" is referring to Gangaridai itself, not the player. If you use Gangaridai’s effect, it's Gangaridai that cannot attack, you can still attack with other cards like Liebe.

  • Loading... is a great card for any deck that runs Xyz monsters. It’s a great Plan B if the OTK doesn’t work out. The issue is, nowadays even a Zeus isn't enough to keep an opponent off recovery. If you fail to OTK, a Zeus probably isn't going to save you on the crackback when your opponent triggers all their GY effects, so several decks have opted to drop it.

Lightning Storm
Illusion Gate
Harpie's Feather Duster
Heavy Storm
Pot of Sloth
Forbidden Crown
Forbidden Droplet
Red Reboot

Board breakers and other such staples are incredibly important to the blind-second game plan. To connect your big trains to the opponent’s face, you’re going to need to deal with all the obnoxious floodgates and negates your opponent has set up. These cards will help you massively. The amount of copies you run typically changes from list to list, and can change drastically depending on what hand traps you run. Tenpai, for example, will run tons of hand traps and only a few board breakers, while other lists may run more board breakers and less hand traps. Typically, a blind-second list will have somewhere between 5-10 board breakers.

Furthermore, blind-second staples are constantly evolving. When Pot of Sloth released, it instantly found a home as a power 3-of in most blind-second lists. As the meta shifts and we get new cards, you may end up reconsidering what board breakers to run. There are tons of them out there! Powerful stuff like Loading... , Loading... , and Loading... . It would take too long to cover them all, so the following are some of the more generic choices you should consider:

  • Loading... is a great Spell/Trap remover and can also be used as a conditional Loading... . If you choose to destroy your opponent’s monsters, a cool combo you can do is chain Urgent Schedule, since at the time of activation, your opponent controls more monsters than you do. Keep in mind that you need to control either no or only Set cards to activate Lightning Storm.

  • Loading... is a crazy powerful card. Not only does it wipe your opponent's board like a Loading... , but it can also steal something out of their GY to use for your own purposes. I've stolen Loading... , Loading... , and Loading... before. Baronne, in particular is a Level 10 that can be used for your Xyz plays after you used up its pop and negate. The steal is also optional in case you want to keep a specific field. As with Lightning Storm, you can chain Urgent Schedule to Illusion Gate. Just remember that since Illusion Gate can summon something from the GY, cards like Loading... can stop it.

  • Loading... and Loading... are classic Spell/Trap board breakers.

  • Loading... is an amazing going-second staple that lets you craft a custom hand to deal with an opponent's board, and can help you unbrick if you happen to have drawn multiple starters or a garnet. At worst, it can be a Draw 1 that replaces itself. There's not much else to say about it, run 3.

  • Loading... is a cool non-targeting negate that turns an opponent's monster into an immovable object. Keep in mind that this means it will stick around through board breaks and attacks, often preventing you from getting a direct attack through. That said, this negative could actually be a positive as Liebe can attack multiple times, letting you pile on the damage, and it lets you use Urgent Schedule after a board wipe.

  • Loading... is the go-to mass effect negation. Loading... is unfortunately not usable since it stops your opponent from taking damage. Keep in mind that the best use of Droplet is chaining it to cards you’ve already played, like Loading... or Loading... , etc. to avoid wasting as many resources as possible. Since it’s a Quick-Play Spell, you can even use it in the Draw Phase to interrupt something nasty, like an incoming Quick Effect Synchro Summon. Keep in mind that it stops responses based on what you send - you're typically safe on Monsters and Spells, but since we don't run many Traps, your opponent can chain Loading... or something, which will free them up to use their monster effects.

  • Loading... is a great card to have handy in a Trap-heavy meta. It functionally shuts off their whole backrow for one turn, which is all you need. It's usage will wax and wane based on the meta, and many lists may not run it.

Subspace Battle Engine

Subspace Battle
Jizukiru, the Star Destroying Kaiju
Carnot the Eternal Machine
Machina Ruinforce

The Subspace Battle Engine is a fantastic piece of tech that gets you free bodies and spot removal. Choose the two copies of Jizukiru first and Carnot last. Few things can beat Jizukiru's 3300 ATK, and after the second one, most opponents will have given up and will send something useless to them, likely with less than 3000 ATK. There are several things to note with Subspace Battle:

  • Cards added by Subspace Battle can't activate their effects, but Jizukiru and Carnot have inherent Special Summons, similar to Loading... , which aren't effects that need to be activated. You will still be able to summon them.

  • Since their effects can't be activated, sending Carnot to the GY by detaching it or linking it off won't cause it to shuffle itself back into the Deck, letting you use it for other stuff like Loading... .

  • If you already have Carnot or a Jizukiru in hand, Ruinforce is a great pick to add since pretty much nothing will have more than 4600 ATK, and Ruinforce also primarily uses an inherent Special Summon. You'll just need to discard it somehow.

  • You can use these cards as fodder for Pot of Sloth to shuffle them back into the Deck if you don't need them or you've drawn them and Subspace Battle and want to make Subspace Battle live again.

  • Subspace Battle will deal 1500 damage to your opponent if it is fully successful, which may matter when swinging for lethal.

  • Sometimes your opponent will be stupid, not read the card, and choose Ash Blossom or other cards they think they can use. Happens more often than you'd expect.

  • Subspace Battle can be used under Loading... . The interaction is hilarious: you add the cards to hand, and then because Droll prevents cards from being added to hand, they go straight to the GY. This is a great way to get Ruinforce and Carnot into your GY.

There are surprisingly a whole lot of interactions to keep in mind with this engine, it's very powerful.

Shaddoll Engine

El Shaddoll Meshachrer
Shaddoll Fusion
Into the Void
Nehshaddoll Genius+1
Night Train Blue Traveler
Machina Ruinforce

The Shaddoll Engine has gotten some spicy upgrades since we last saw it. In the past, you'd run 2 Shaddoll monsters and Loading... to summon a Level 10 EARTH Machine to use for Xyz plays, but now we have something far more powerful and generic.

Playing Loading... will let you send Genius, Ruinforce, and Blue Traveler. Genius will negate a monster, Ruinforce in the GY is free value, and Blue Traveler in the GY is hardly something that needs explaining at this point. If you already have Blue Traveler in the GY, you can always send something else like Babeldecker to give Blue Traveler something nice to summon. Since Genius is an EARTH Machine, it can be used with Blue Traveler or with Urgent Schedule in a pinch! Although Genius isn't really something you want to summon with Blue Traveler and Urgent Schedule, the option's there if you want it.

Lastly, Meshachrer can add either a "Shaddoll" or a "Void" card from your Deck to your hand. Loading... is a "Void" card. Meshachrer therefore reads "Once per turn: You can pay 800 LP: Draw 1 card." It's not even a big deal to draw Into the Void, you just play it and draw a card to replace it. We're looking to OTK anyway, so we don't care about the End Phase discard. Just be careful of Droll. If you have something more valuable you want to add, like Urgent off of Exceptional, consider using it first. We run just 1 Into the Void so we don't see it as often off of Loading... and to lower the chances of getting nuked by Droll. For these reasons, some decks will not bother to run Into the Void at all as it can open you up to too devastating a Droll. It's up to you. If you don't run Into the Void, it can still be valuable to use Meshachrer's effect anyway for discard/Sloth/Ballista fodder or to bait interaction. Remember that this is a blind-second engine. You're probably not going to be using Shaddoll Fusion in Earth-Machine lists when going first.

Kaiju Slumber Engine

Interrupted Kaiju Slumber
Jizukiru, the Star Destroying Kaiju
Gameciel, the Sea Turtle Kaiju
Kumongous, the Sticky String Kaiju

The Kaiju Slumber Engine is an old engine that was used before Blazing Dominion's support wave. It provided a board breaker, a free Level 10, the minor recovery effect of Loading... , and spot removal. Jizukiru in particular synergized well with Loading... . There was also some interesting nuance to the engine - if your opponent already controlled a Kaiju, and you have two Jizukiru in hand, summoning one of them and using it for a Rank 10 or a Link monster enabled you to summon the other since you no longer controlled a Kaiju. It is worth noting that there’s some slight anti-synergy: Slumber summons a Kaiju for you and your opponent, which means Urgent Schedule is turned off, and you couldn't chain Urgent Schedule like with Loading... or Loading... since what you summoned would also be destroyed. While Jizukiru is a Machine, which meant it worked with Bullet Train’s recovery effect, it’s still a LIGHT monster. If you had Bullet Train in hand, you’d need to do something with Jizukiru first, like linking it off or making an Xyz monster. In short, there was a lot of awkward play-making, though the engine was still powerful enough to warrant serious play. Although the original engine was 3x Jizukiru and 1x Gameciel, a single copy of Kumongous was sometimes run to keep Slumber live if you happened to banish or draw all of your Jizukiru or Gameciel. With all our new support and new more powerful engines, the Kaiju Slumber Engine fell to the wayside.

Megafleet Engine

Chimeratech Megafleet Dragon
Cyber Dragon

Another old engine that saw small amounts of play during Master Rule 4 since there was almost always a monster in the Extra Monster Zone. You’d use Cyber Dragon to fuse into Megafleet for a Level 10 Machine. Nowadays, it doesn’t see any play since many decks don't need to use the EMZ, and we just have better options.

Night Express Knight
Super Express Bullet Train
Snow Plow Hustle Rustle
Rocket Arrow Express
Exodius the Ultimate Forbidden Lord
Tragoedia
Aussa the Earth Channeler
Ruffian Railcar
Express Train Trolley Olley
Lionhearted Locomotive
Construction Train Signal Red
Number 27: Dreadnought Dreadnoid
Heavy Armored Train Ironwolf
Special Schedule
Train Connection
Tokusano Shinkyojin
Barrage Blast

Trains has many other older cards that no longer see any play. They’re either too hard to get out, cost too many resources, have been power-crept, or are irrelevant to the OTK game plan. Among these, Ruffian Railcar is a good budget option, originally serving as the best Urgent Schedule target, and Signal Red is sometimes used in low rarity formats to end the Battle Phase.

Basic OTK

Superdreadnought Rail Cannon Gustav Max
Superdreadnought Rail Cannon Juggernaut Liebe

The most basic line, and the one you'll usually be shooting for.

  1. Summon Gustav Max → Burn for 2000.
  2. Rank up Gustav Max into Liebe → Use Liebe's effect to go to 6000 ATK.
  3. Swing for game.

How you get there will vary based on what you have available and what utility you decide to use. The board can be clear for a direct attack, Ballista and Underclock can reduce the ATK of an opponent's monster to 0, Pentestag can offer piercing, and so on.

Normal Summon Scrap Recycler

Scrap Recycler
Night Train Blue Traveler
Carnot the Eternal Machine
Clockwork Knight
Ancient Gear Ballista
Superdreadnought Rail Cannon Juggernaut Liebe

We can get to a Rank 10 Xyz by Normal Summoning Scrap Recycler.

  1. Normal Summon Recycler → Send Blue Traveler to the GY with Recycler's effect.
  2. Link off Recycler for Clockwork Knight.
  3. Activate Blue Traveler's effect in the GY to bring back itself and Recycler.
  4. Activate Recycler's effect to send Carnot to the GY.
  5. Summon Carnot from the GY with its own inherent Special Summon.
  6. Link off Recycler and Clockwork Knight for a utility Link-2, like Ballista or whatever you need. If you're on Ancient Gear Box, Ballista and search it out for more extension.
  7. Do the standard OTK line by overlaying Blue Traveler and Carnot for Gustav Max → Liebe.

You don't need to go into Gustav Max with this. You can go into any of the Machine Xyz like Loading... to continue extending, Loading... to pop a card, and so on. You can also use Clockwork Knight's effect at any time to bring back something from the GY, like another Scrap Recycler, Babeldecker, and so on. Carnot also requires your opponent to have used a monster effect from their hand or GY at some point during the Duel. Remember that after using Blue Traveler's GY effect, you're locked into Machines for the turn.

Urgent and Exceptional Schedule with Recycler

Urgent Schedule
Exceptional Schedule
Night Train Blue Traveler
Scrap Recycler
Clockwork Knight

Urgent and Exceptional Schedule can kick-start the Recycler line.

  1. Activate Urgent/Exceptional Schedule. If using Exceptional to search out Urgent Schedule, summon the Diagram Token in Attack Position.
  2. Summon Blue Traveler and Recycler.
  3. Link off Recycler for Clockwork Knight.
  4. Activate Clockwork Knight's effect targeting Recycler in GY → Tribute Blue Traveler to bring back Recycler.
  5. Activate Recycler's effect to bin whatever you need.

From here, link off Recycler and Clockwork Knight for something useful and refer to the Step 3 in the Normal Summon Scrap Recycler line.

Urgent and Exceptional Schedule with Pegasus

Urgent Schedule
Exceptional Schedule
Night Train Blue Traveler
Flying Pegasus Railroad Stampede
Underclock Taker
Superdreadnought Rail Cannon Juggernaut Liebe

If you're running Pegasus, you have a compact OTK line available. Note that using Urgent Schedule requires your opponent to control a monster.

  1. Activate Urgent/Exceptional Schedule. If using Exceptional to search out Urgent Schedule, summon the Diagram Token in Attack Position.
  2. Summon Blue Traveler and Pegasus.
  3. Link off Blue Traveler and Pegasus for Underclock Taker or Pentestag or whatever Link-2 you need to get your OTK.
  4. Activate Blue Traveler's effect in the GY → Special Summon Blue Traveler and Pegasus.
  5. Activate Pegasus' effect to change its Level to 10. This will lock you into only attacking with Xyz monsters.
  6. Do the standard OTK line of Gustav Max → Liebe. Use your Link monster for utility, like reducing the Diagram Token's ATK to 0 with Underclock to fully connect Liebe's 6000 ATK.

When Pegasus is summoned from the GY by Blue's effect, it'll also be able to use its on-summon effect to reborn an EARTH Machine. This may prove useful to you for further extension.

Blue Traveler in Hand

Night Train Blue Traveler
Revolving Switchyard
Heavy Armored Knight Babeldecker
Superdreadnought Rail Cannon Flying Launcher

If you happened to draw Blue Traveler, you can use it to go into several different lines. Remember that Babeldecker relies on your opponent having used a card or effect during your turn.

  1. Activate Blue Traveler's effect in hand, discarding it to search out Switchyard.
  2. Activate Switchyard, discarding a card to search out Babeldecker.
  3. Normal Summon Babeldecker → Activate Babeldecker's effect to Xyz Summon Flying Launcher.
  4. Activate Flying Launcher's effect to search out whatever you need. You can search out Scrap Recycler to start the Normal Summon Scrap Recycler line, as Flying Launcher will give you an additional Normal Summon.

Afterwards, you can even detach Babeldecker from Flying Launcher, popping Switchyard, to get Babeldecker in the GY to be able to revive both it and Blue Traveler and continue extending. If Flying Launcher is negated and destroyed, its Xyz Material will go to the GY with it, letting you do this anyway. Note that you don't need to go into Flying Launcher. You can always just go directly into Gustav Max → Liebe for an OTK swing, or Gustav Rocket for a negate to insulate your plays.


If you'd like a more graphic representation of some of these lines, MDM features a combo database. A link to the Railway section can be found here.

While there are a few standard combo lines to go into, for the most part, the situation is fluid. You have a lot of versatility and flexibility to make plays. Adapt to your opponent's board! Maybe send Ruinforce or Babeldecker off of Recycler for later use. You've been Droll'd? Use Loading... to bin Carnot and Ruinforce to continue extending. You've added Kaiju from Subspace Battle? You now have a free body to get out onto the board. You need to get something out of the GY? Go into Anger Knuckle and have it tribute itself to bring back a Level 10 Machine. You need a search? Summon Loading... and summon 2 monsters to the zones its arrows point to.

As you can no doubt see, there is still a lot of extension and utility left on the table, don't feel like you need to concretely stick to some combo and then scoop it up if things don't work out. Use your tools to help achieve victory!

Sample Decklist

Owned Cards
40 cards
2 copies
Droll & Lock Bird
Maxx "C"
3 copies
Scrap Recycler
3 copies
Mulcharmy Fuwalos
2 copies
Jizukiru, the Star Destroying Kaiju
Machina Ruinforce
Carnot the Eternal Machine
Heavy Armored Knight Babeldecker
2 copies
Night Train Blue Traveler
3 copies
Subspace Battle
3 copies
Pot of Sloth
Harpie's Feather Duster
Heavy Storm
Lightning Storm
3 copies
Triple Tactics Thrust
Illusion Gate
3 copies
Exceptional Schedule
Revolving Switchyard
2 copies
Urgent Schedule
3 copies
Forbidden Droplet
2 copies
Forbidden Crown
2 copies
Superdreadnought Rail Cannon Gustav Max
Skypalace Gangaridai
Varudras, the Final Bringer of the End Times
Superdreadnought Rail Cannon Flying Launcher
Superdreadnought Rail Cannon Gustav Rocket
2 copies
Superdreadnought Rail Cannon Juggernaut Liebe
Divine Arsenal AA-ZEUS - Sky Thunder
Clockwork Knight
Underclock Taker
Qliphort Genius
Pentestag
Double Headed Anger Knuckle
Ancient Gear Ballista

Budget Decklist

Owned Cards
40 cards
3 copies
Scrap Recycler
Ash Blossom & Joyous Spring
2 copies
Ruffian Railcar
Ancient Gear Box
Flying Pegasus Railroad Stampede
3 copies
Heavy Freight Train Derricrane
3 copies
Super Express Bullet Train
Carnot the Eternal Machine
3 copies
Heavy Armored Knight Babeldecker
Night Train Blue Traveler
Raigeki
Monster Reborn
Lightning Storm
3 copies
Exceptional Schedule
Revolving Switchyard
3 copies
Mystical Space Typhoon
3 copies
Book of Moon
3 copies
Forbidden Chalice
2 copies
Urgent Schedule
Forbidden Droplet
Infinite Impermanence
Solemn Judgment
Heavy Armored Train Ironwolf
Superdreadnought Rail Cannon Gustav Max
Number 35: Ravenous Tarantula
Skypalace Gangaridai
Superdreadnought Rail Cannon Flying Launcher
Superdreadnought Rail Cannon Gustav Rocket
Number 84: Pain Gainer
Superdreadnought Rail Cannon Juggernaut Liebe
Number 77: The Seven Sins
Clockwork Knight
Underclock Taker
Pentestag
Double Headed Anger Knuckle
Ancient Gear Ballista
Geonator Transverser

Conclusion

Trains is a very fun and cool blind-second OTK deck, with lots of neat interactions and interesting engines to try out. It stacks up relatively okay with most metas, and can usually reach Master. While not as crazy as some of the more meta decks, it holds a near and dear place in my heart and I hope you enjoy riding the railway as much as I do.