Notes & Combos
With Clockwork Knight and Crystrons, EARTH Machine is back! For a few months, at least, as Ryzeal blows us out of the water.
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Crystron EARTH Machine is (IMO) by and away the best variant of EARTH Machine. The Crystron engine makes us more resilient to Fuwalos / Nibiru / one-for-ones, improves our endboard significantly, and makes us less choked on the Normal Summon.
However, it's also just inferior to other Crystron variants.
- We're brickier - the Level 5 Crystrons are usually bricks in this variant, and Tristaros is inferior to our other Normal Summons.
- We're worse against lingering handtraps. We auto-lose to Droll unless drawing Inclusion or a Level 5 Crystron. Self-Droll is more dubious, reducing outs vs the roach.
- We're more reliant on the Normal Summon to start combos. We can't afford to NS Tristaros nearly as much.
- We're less versatile, and overall worse going second.
Still this is a strong version of my pet deck, and if you win enough coin tosses / draw enough turnskip handtraps going second, you can do well.
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The main concept of the deck is Recycler send Smiger to start Crystron combo, Knight revive Recycler, Recycler send Harvester to start Infinitrack combo. Our 1-card combo boards generally end on 3-4 interrupts (2-3 negates with Regulus, Infinity, and Vimana, Cluster). Full combo lines should be in the guide that hopefully should publish soon.
You can change what non-engine you use, starter : non-starter ratios, and deck count (Could go down to 45 by removing On Your Mark, starters, and/or Heavy Forward). Urgent Schedule's also a consideration in Ryzeal/Maliss format, but RN it's bad against Blue-Eyes (read OG Spirit Dragon).