Machine may refer to:
Machine monsters are powerful, and in some cases, fearsome to face in battle. They rely on high ATK, the ability to rapidly boost ATK, and in the case of the "Ancient Gear" monsters, preventing the opponent from activating Spell Cards and Trap Cards until after the Damage Step has concluded.
Most machine monsters have Dark, Earth, or Fire attributes. Their general strategy really quite varies. Machines monsters also have their own Structure Deck, Structure Deck 10: Machine Re-Volt.
There are numerous Machine Archetype, some of them being the Ancient Gears, Cyber Dragons, Gradius, Vehicroids, VWXYZ, and the Machiners.
| Support Cards |
|---|
| * Batteryman C |
| Weaknesses |
|---|
| * Electric Virus |
|
Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro - Hybrid(FCG Only) Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute |
Activate - Chain - Cost - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed Spell Speed 1 |
Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur - Dragon |
|
|