This week, we’ll be rediscovering a deck that has fallen from its top spot since its peak of popularity almost a year ago. Though they lost much of their power due to the updated Forbidden and Limited list, Machines may have found their stride again with the introduction of Jinzo - Returner. As always, the speed and potency of the deck is heightened by adjustment for the Traditional format, so we’ll be using an updated build of the deck to study some of its hidden synergies and weaknesses.
Jinzo - Returner has strong synergies with Dark World cards, and we’ll be taking advantage of that fact with the creation of this deck. Justin Womack brought a version of Dark World to the United States National Championship, which got him a respected Top 8 finish. It was perhaps one of the most aggressive decks dueling had ever seen, utilizing the ability of Dark World monsters to swarm the field, Injection Fairy Lily as a normal summon, and a Brain Control to finish the game by both removing a blocker and gaining another attacker. We’ll be mixing that strategy with the combo-heavy Machine cards to quickly win games. By attempting to understand this deck at its fastest, innovative players may find a way to make it as fast and consistent in the Advanced format.
The Monsters
The monster lineup is trim, and disregards most choices you would normally make in a Traditional deck. In fact, there’s only one Forbidden card in the entire monster lineup: Cyber-Stein.
The three copies of Injection Fairy Lily are meant to be the normal summon on our first turn, to complement the special summon of a Cyber Dragon, Jinzo, or Dark World monster (hopefully more than one). You’re hoping to push for at least half your opponent’s life points on the first turn. Obviously, a one-turn KO is ideal, but if you can take an opponent down to 2000 or less, you’ve eliminated the option to use Dimension Fusion.
Don’t discount Jinzo - Returner as a small utility card, as it’s basically our justification for making the deck! Jinzo - Returner is the thread that carries the seemingly disconnected themes of this deck, and our spell lineup will take advantage of that to create a tightly knit deck, heavy on synergy.
Also, while the one copy of Cyber-Stein may seem rather random, we’ll be drawing through the deck quickly and we’re already running all the support cards Stein requires to beat an opponent in a single turn. There will be games when Stein is the only monster you’ll need to play.
The Spells
The spell lineup is a combination of four things: draw engine components, effects that generate one-turn KOs, cards that eliminate your opponent’s monsters, and spell and trap destruction.
We’ll be grinding through the deck rather quickly with the large amount of draw power it commands. Notice that the support cards for each monster group overlap. While Dark World Dealings and Dark World Lightning are Dark World cards, they also aid Jinzo - Returner and clear the opponent’s back row of almost any defense he or she can set on the first turn. Future Fusion is normally used simply as a setup for Overload Fusion, but it’ll also let you special summon three copies of Jinzo without any cost—just send Cyber Dragon, three copies of Jinzo, and three Jinzo - Returner cards to the graveyard with its effect.
Megamorph and Limiter Removal are very strong when used with Cyber-Stein, but they also make a direct attack with an Injection Fairy Lily and Dark World monster for exactly 8000 damage. Giant Trunade is a strong card to use with almost any one-turn KO you draw, but it’ll also have synergy with Premature Burial in conjunction with Jinzo - Returner (allowing you to summon Jinzo and a second monster). Even Brain Control, Snatch Steal, and Change of Heart will double as a way to tribute summon Jinzo or a Dark World monster, while also giving you plenty of new one-turn KO possibilities (especially when combined with Cyber Dragon or Injection Fairy Lily).
This deck runs no trap cards: it’s meant to win on the first turn, making them too slow. You’ll be drawing cards, clearing the field, taking your opponent’s monsters, and special summoning multiple ones of your own quicker than your opponent can blink. With the exception of Jinzo - Returner and Cyber-Stein, which are meant to special summon large monsters, the lowest ATK a monster in this deck runs is 2100. You also have an abundant ability to special summon multiple copies of those monsters in a single turn. Of course, none of that matters if you open with Cyber-Stein and Limiter Removal, or Future Fusion and Overload Fusion . . . or Injection Fairy Lily, a spell to take an opponent’s monster, and something to double its ATK. Or Cyber Dragon, Injection Fairy Lily, and a card to take an opponent’s monster . . . you get the idea, right? Almost every hand is going to give you some option to win the game on the first turn, or nearly do so and generate an extreme advantage over your opponent.
If the theories governing this deck could be applied to the Advanced format with similar consistency and potential, there just might be a new strategy at the top of competition this summer. Good luck with innovating, and make sure to assess all your options during game play with a deck like this.
—Ryan Murphy