Law of the Normal
Hello world!
Today, we’re going to learn about Law of the Normal, and the corresponding OTK that can be performed with the card!
So, the key concept behind Law of the Normal is to use some of the weakest, unpopular cards in the game to confuse and frustrate our opponent, until we can explode, and crush him in a blaze of power!
Obligatory Decklist Link
Monsters: 18
3 Atlantean Pikeman
3 Bunilla
3 Charcoal Inpachi
3 D.D.Tamer
3 Flamvell Guard
3 Opressed People
Spells: 12
3 Enchanting Fitting Room
3 The Law of the Normal
3 Tri-Wight
3 Triangle Power
Traps: 10
2 Bottomless Trap Hole
2 Compulsory Evacuation Device
3 Human-Wave Tactics
1 Mirror Force
1 Solemn Judgement
1 Torrential Tribute
Core Concepts
So by now, you’ve got the basic idea, but I’ll spell it out for you to be sure. The win condition of the deck is to combine the effects of Triangle Power and The Law of the Normal to inflict 10000+ points of damage to our opponent and win. The remainder of the deck is based on getting 5 LV 2 or lower Normal Monsters onto the field as quickly as possible. You might have noticed that there are some staples missing: you won’t need them! Dark Hole will usually hurt your opponent more than you, the majority of you traps are for stalling, and Tri-Wight replaces Monster Reborn.
So, to execute, the OTK, just follow the following steps:
Using cards like Tri-Wight, Enchanting Fitting Room and Human-Wave Tactics, summon 5 face up Lv 2 or lower monsters
Activate Triangle Power to increase the attack of all your Lv 1 monsters by 2000 points [N.B. Lv 2 Monsters DO NOT get the boost; as long as you have 3 Lv 1 monsters, the only Lv 2 monsters you should be using should have a combined atk > 8000]
Activate Law of the Normal. Eradicate their field and hand to ensure victory! Notably, The Law of the Normal stops Gorz, Battle Fader and Swift Scarecrow from stopping our battle phase.
Attack with your swarm of monsters! 2000+2000+2000+2000+2000 = 10000LP gone!
Human-Wave Tactics is an important card, for the same reason as Enchanting Fitting Room: They both let you burn through your deck, searching for Normal Monsters, increasing the odds of drawing Triangle Power or The Law of the Normal next turn. Tactics is very useful, because it stops our opponent from gaining card advantage through battle. If you double up, every time a monster is destroyed by battle, We get to summon 2 in it’s place. Even if you activate it on your opponent’s end phase, you still get to search, so go for it!
Other Applications
The key low level support, Enchanting Fitting Room, Tri-Wight and Human-Wave Tactics have great swarming potential in other decks too. Use them to summon low ranked Xyz Monsters, like Gachi Gachi Gantetsu or Number 83: Galaxy Queen, or make quick synchro summons using Flamvell Guard or Water Spirit as tuners. Tri-Wight also has uses in an Ojama deck, being able to quickly set up Ojama Delta Hurricane!! if Ojama Red is unable to be used.
Final Comments
Law of the Normal OTK is at heart, a slow deck, and that does make it difficult to use in the game today. But, even while crippled with immobility, coming completely out of the blue does have some major advantages. I mean, how do you even side against a deck that just sits and waits, until it OTKs you with Bunilla of all cards? Cheap to build, and easy to run, give Law of the Normal OTK a chance the next time you’re feeling bored.
As always, comments and criticism are welcome below.

Law of the Normal


Hello world!

Today, we’re going to learn about Law of the Normal, and the corresponding OTK that can be performed with the card!

So, the key concept behind Law of the Normal is to use some of the weakest, unpopular cards in the game to confuse and frustrate our opponent, until we can explode, and crush him in a blaze of power!

Obligatory Decklist Link

Monsters: 18

  • Atlantean Pikeman
  • Bunilla
  • Charcoal Inpachi
  • D.D.Tamer
  • 3 Flamvell Guard
  • Opressed People

Spells: 12

Traps: 10

  • 2 Bottomless Trap Hole
  • Compulsory Evacuation Device
  • Human-Wave Tactics
  • Mirror Force
  • Solemn Judgement
  • Torrential Tribute

Core Concepts

So by now, you’ve got the basic idea, but I’ll spell it out for you to be sure. The win condition of the deck is to combine the effects of Triangle Power and The Law of the Normal to inflict 10000+ points of damage to our opponent and win. The remainder of the deck is based on getting 5 LV 2 or lower Normal Monsters onto the field as quickly as possible. You might have noticed that there are some staples missing: you won’t need them! Dark Hole will usually hurt your opponent more than you, the majority of you traps are for stalling, and Tri-Wight replaces Monster Reborn.


So, to execute, the OTK, just follow the following steps:

  1. Using cards like Tri-Wight, Enchanting Fitting Room and Human-Wave Tactics, summon 5 face up Lv 2 or lower monsters
  2. Activate Triangle Power to increase the attack of all your Lv 1 monsters by 2000 points [N.B. Lv 2 Monsters DO NOT get the boost; as long as you have 3 Lv 1 monsters, the only Lv 2 monsters you should be using should have a combined atk > 8000]
  3. Activate Law of the Normal. Eradicate their field and hand to ensure victory! Notably, The Law of the Normal stops Gorz, Battle Fader and Swift Scarecrow from stopping our battle phase.
  4. Attack with your swarm of monsters! 2000+2000+2000+2000+2000 = 10000LP gone!

Human-Wave Tactics is an important card, for the same reason as Enchanting Fitting Room: They both let you burn through your deck, searching for Normal Monsters, increasing the odds of drawing Triangle Power or The Law of the Normal next turn. Tactics is very useful, because it stops our opponent from gaining card advantage through battle. If you double up, every time a monster is destroyed by battle, We get to summon 2 in it’s place. Even if you activate it on your opponent’s end phase, you still get to search, so go for it!

Other Applications

The key low level support, Enchanting Fitting Room, Tri-Wight and Human-Wave Tactics have great swarming potential in other decks too. Use them to summon low ranked Xyz Monsters, like Gachi Gachi Gantetsu or Number 83: Galaxy Queen, or make quick synchro summons using Flamvell Guard or Water Spirit as tuners. Tri-Wight also has uses in an Ojama deck, being able to quickly set up Ojama Delta Hurricane!! if Ojama Red is unable to be used.

Final Comments

Law of the Normal OTK is at heart, a slow deck, and that does make it difficult to use in the game today. But, even while crippled with immobility, coming completely out of the blue does have some major advantages. I mean, how do you even side against a deck that just sits and waits, until it OTKs you with Bunilla of all cards? Cheap to build, and easy to run, give Law of the Normal OTK a chance the next time you’re feeling bored.

As always, comments and criticism are welcome below.

I have comments now!

After just realizing that I did not have any way of using comments, I have just installed Disqus to cardgamessansmotorcycles! So now, when I ask you to comment, you can actually comment. What an improvement. Wooo. </s>

Alright! So, today we&#8217;re going to have a look at Relinquished Lockdown, and see how we can take the first ritual monster with an effect, and use it to put our opponent in a catch-22 situation, in which the only escape is defeat! I&#8217;ll be posting my current decklist, and then we&#8217;ll go over how to use Djinn, Releaser of Rituals and Safe Zone to keep our opponent from escaping.
Decklist Time!
Monsters: 20
2 Armageddon Knight
1 Black Luster Soldier - Envoy of the Beginning
1 Cyber Dragon
1 Dark Armed Dragon
3 Djinn Releaser of Rituals
1 Gorz, Emissary of Darkness
2 Lava Golem
3 Manju of the Ten Thousand Hands
1 Sangan
2 Tour Guide From the Underworld
3 Relinquished
Spells: 12
1 Allure of Darkness
3 Black Illusion Ritual
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Monster Reborn
2 Preparation of Rites
2 Ritual Cage
Traps: 8
1 Call of the Haunted
1 Mirror Force
2 Safe Zone
2 Scrubbed Raid
1 Solemn Judgement
1 Solemn Warning
Extra Deck (Still in prototype stage): 8
1 Leviair the Sea Dragon
1 Maestroke the Symphony Djinn
1 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Number 39: Utopia
1 Steelswarm Roach
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaines
Okay! So that&#8217;s the gist of the deck. Now, onto strategy.
Core Concepts
The aim of this deck is to summon Relinquished using Djinn Releaser of Rituals as a tribute to lock down our opponents special summons. We use Ritual Cage, Safe Zone and Scrubbed Raid to save Relinquished from being removed from the field, and losing Djinn&#8217;s effect. Scrubbed Raid in particular allows us to ditch the monster equipped to Relinquished every turn, to steal another one. Eventually, they&#8217;ll have no monsters left to defend themselves with, and that&#8217;s when they lose.
Lava Golem works wonders with Relinquished: Tribute two of their monsters, then steal Lava Golem for a free 3000 atk beatstick to wreak havoc on your opponent. Bing a DARK deck, Dark Armed Dragon is a natural choice, being a game winner all by his lonesome. Since Manju is a light type, Envoy also squeezes nicely into the deck, providing further pressure to a locked down opponent. Djinn is a lv 3 fiend, making it a valid target for Tour Guide, and therefore rank 3 Xyz monsters. Use Leviair to recycle a banished Relinquished or Djinn after banishing it for Envoy.
Final Comments
Relinquished is a seriously underestimated threat in the yugioh card game, capable of turning tides, and locking the opponent down. Consider using Relinquished in a Spellcaster deck to benefit from Secret Village of the Spellcasters, or using the ritual Djinn family in other ritual decks, like Herald of Perfection lockdown, or the Gishki archetype. As always, feel free to comment and discuss.

Alright! So, today we’re going to have a look at Relinquished Lockdown, and see how we can take the first ritual monster with an effect, and use it to put our opponent in a catch-22 situation, in which the only escape is defeat! I’ll be posting my current decklist, and then we’ll go over how to use Djinn, Releaser of Rituals and Safe Zone to keep our opponent from escaping.

Decklist Time!

Monsters: 20

  • 2 Armageddon Knight
  • 1 Black Luster Soldier - Envoy of the Beginning
  • 1 Cyber Dragon
  • 1 Dark Armed Dragon
  • 3 Djinn Releaser of Rituals
  • 1 Gorz, Emissary of Darkness
  • 2 Lava Golem
  • 3 Manju of the Ten Thousand Hands
  • 1 Sangan
  • 2 Tour Guide From the Underworld
  • 3 Relinquished

Spells: 12

  • 1 Allure of Darkness
  • 3 Black Illusion Ritual
  • 1 Dark Hole
  • 1 Foolish Burial
  • 1 Heavy Storm
  • 1 Monster Reborn
  • 2 Preparation of Rites
  • 2 Ritual Cage

Traps: 8

  • 1 Call of the Haunted
  • 1 Mirror Force
  • 2 Safe Zone
  • 2 Scrubbed Raid
  • 1 Solemn Judgement
  • 1 Solemn Warning

Extra Deck (Still in prototype stage): 8

  • 1 Leviair the Sea Dragon
  • 1 Maestroke the Symphony Djinn
  • 1 Number 17: Leviathan Dragon
  • 1 Number 30: Acid Golem of Destruction
  • 1 Number 39: Utopia
  • 1 Steelswarm Roach
  • 1 Temtempo the Percussion Djinn
  • 1 Wind-Up Zenmaines

Okay! So that’s the gist of the deck. Now, onto strategy.

Core Concepts


The aim of this deck is to summon Relinquished using Djinn Releaser of Rituals as a tribute to lock down our opponents special summons. We use Ritual Cage, Safe Zone and Scrubbed Raid to save Relinquished from being removed from the field, and losing Djinn’s effect. Scrubbed Raid in particular allows us to ditch the monster equipped to Relinquished every turn, to steal another one. Eventually, they’ll have no monsters left to defend themselves with, and that’s when they lose.

Lava Golem works wonders with Relinquished: Tribute two of their monsters, then steal Lava Golem for a free 3000 atk beatstick to wreak havoc on your opponent. Bing a DARK deck, Dark Armed Dragon is a natural choice, being a game winner all by his lonesome. Since Manju is a light type, Envoy also squeezes nicely into the deck, providing further pressure to a locked down opponent. Djinn is a lv 3 fiend, making it a valid target for Tour Guide, and therefore rank 3 Xyz monsters. Use Leviair to recycle a banished Relinquished or Djinn after banishing it for Envoy.

Final Comments

Relinquished is a seriously underestimated threat in the yugioh card game, capable of turning tides, and locking the opponent down. Consider using Relinquished in a Spellcaster deck to benefit from Secret Village of the Spellcasters, or using the ritual Djinn family in other ritual decks, like Herald of Perfection lockdown, or the Gishki archetype. As always, feel free to comment and discuss.

Okay! Today we&#8217;re going to learn about the Machu Mech OTK! The Chronomaly engine excels in summoning rank 5, and as the image of the duelist above  shows (decklist found here), it has serious potential.
So, with no further ado, here is what you need to use the Machu Mech OTK!


Number 33: Chronomaly Machu Mech
You need to have this on the field to start the OTK. Using the Chronomaly rank 5 engine, getting out Machu Mech is simple and consistent.


Mini-Guts
This is the card we&#8217;ll be using to modify our opponents attack, and get the burn damage we need to finish them in a single attack. It must be in our hand to start the OTK.


A monster on our side of the field that can be tributed
Not much to say here. Mini-Guts requires a tribute as a cost, so maybe use Sangan to maintain card advantage, or a leftover Moai, Crystal Bones, Tiras or Zenmaines to pay the cost once their effects have been used.


Your opponent MUST control a monster with 1900 or more attack
This is the important part! Since we&#8217;re going to burn our opponent several times based on their own monster&#8217;s attack, it needs to be high enough to finish them off! Boss monsters like Grapha, Dragon Lord of Dark World and Elemental HERO: The Shining are great targets, but as long as it has 1900 minimum, you&#8217;re clear.

The Method

Okay, so once you&#8217;ve used whatever cards you use to prepare for an OTK (Heavy Storm, Trap Stun and Number 16: Shock Master all come to mind), you&#8217;ll need to just follow these simple steps:
Summon Machu Mechif you haven&#8217;t already done so.
Activate Mini-Guts, tribute your tribute fodder, and reduce your opponent&#8217;s monster&#8217;s attack to 0.
Activate Machu Mech&#8217;s effect: Target the minster that just got hit by Mini-Guts. You opponent is burned for 1900 minimum, and Machu Mech now has 4300 attack.
Attack the monster hit by Mini-Guts with Machu Mech. Your opponent takes 4300 in battle damage. (Total so far: 1900 + 4300 = 6200)
Mini-Guts' second effect activates, burning your opponent for 1900. 1900 + 4300 + 1900 = 8100.
And congratulations! Your opponent lies defeated, trying to work out what hit him/her. This is the basic theory behind using Machu Mech&#8217;s effect. You could use Chronomaly Pyramid Tablet to reduce the attack needed to OTK, or just use Machu Mech&#8217;s effect to punish cards like Copycat, Fortune Ladies, Trageodia, or anything with a highly modified attack score.

Thanks for reading! As always, feel free to critique or comment below. I&#8217;ll put up something else when I feel like it. I might Relinquish another deck idea&#8230;

Okay! Today we’re going to learn about the Machu Mech OTK! The Chronomaly engine excels in summoning rank 5, and as the image of the duelist above  shows (decklist found here), it has serious potential.

So, with no further ado, here is what you need to use the Machu Mech OTK!

You know, if the Crystal Chrononaut was leaving stuff like this behind, it's no wonder he got boned.

Number 33: Chronomaly Machu Mech

You need to have this on the field to start the OTK. Using the Chronomaly rank 5 engine, getting out Machu Mech is simple and consistent.

I never realised Acorno and Pinecono were so hardcore.

Mini-Guts

This is the card we’ll be using to modify our opponents attack, and get the burn damage we need to finish them in a single attack. It must be in our hand to start the OTK.

His terrible power is critical to our success!

A monster on our side of the field that can be tributed

Not much to say here. Mini-Guts requires a tribute as a cost, so maybe use Sangan to maintain card advantage, or a leftover Moai, Crystal Bones, Tiras or Zenmaines to pay the cost once their effects have been used.

One of the most common targets for a mass extinction

Your opponent MUST control a monster with 1900 or more attack

This is the important part! Since we’re going to burn our opponent several times based on their own monster’s attack, it needs to be high enough to finish them off! Boss monsters like Grapha, Dragon Lord of Dark World and Elemental HERO: The Shining are great targets, but as long as it has 1900 minimum, you’re clear.

The Method

Okay, so once you’ve used whatever cards you use to prepare for an OTK (Heavy Storm, Trap Stun and Number 16: Shock Master all come to mind), you’ll need to just follow these simple steps:

  1. Summon Machu Mechif you haven’t already done so.
  2. Activate Mini-Guts, tribute your tribute fodder, and reduce your opponent’s monster’s attack to 0.
  3. Activate Machu Mech’s effect: Target the minster that just got hit by Mini-Guts. You opponent is burned for 1900 minimum, and Machu Mech now has 4300 attack.
  4. Attack the monster hit by Mini-Guts with Machu Mech. Your opponent takes 4300 in battle damage. (Total so far: 1900 + 4300 = 6200)
  5. Mini-Guts' second effect activates, burning your opponent for 1900. 1900 + 4300 + 1900 = 8100.

And congratulations! Your opponent lies defeated, trying to work out what hit him/her. This is the basic theory behind using Machu Mech’s effect. You could use Chronomaly Pyramid Tablet to reduce the attack needed to OTK, or just use Machu Mech’s effect to punish cards like Copycat, Fortune Ladies, Trageodia, or anything with a highly modified attack score.

Thanks for reading! As always, feel free to critique or comment below. I’ll put up something else when I feel like it. I might Relinquish another deck idea…

Hello World!
So, I thought I&#8217;d open with a deck type I&#8217;ve had some fun with recently: Chronomaly! Similar to wind-ups, they have an excellent engine for producing quick rank 3 and 5 Xyz monsters, which this deck uses to abuse the effects of Zenmaines and Tiras to generate card advantage, before using the Machu Mech Mini-Guts OTK to finish.
Decklist!
Monsters: 20
-3 Chronomaly Colossal Head
-3 Chronomaly Crystal Bones
-3 Chronomaly Crystal Skull
-3 Chronomaly Golden Jet
-3 Chronomaly Moai
-1 Honest
-1 Sangan
-1 Tour Bus From the Underworld
-2 Tour Guide From the Underworld
Spells: 12
-2 Chronomaly - Pyramid Eye Tablet
-1 Dark Hole
-1 Heavy Storm
-2 Mini-Guts
-1 Monster Reborn
-2 Mystical Space Typhoon
-1 Pot of Avarice
-2 Pot of Duality
Traps: 8
-2 Bottomless Trap Hole
-1 Mirror Force
-1 Solemn Judgement
-2 Solemn Warning
-2 Stonehenge Methods
Extra Deck: 15
-2 Chronomaly Crystal Chrononaut
-1 Leviar the Sea Dragon
-1 Number 17: Leviathan Dragon
-2 Wind-Up Zenmaines
-1 Number 39: Utopia
-1 Number 50: Black Corn
-2 Number 33: Machu Mech
-3 Tiras, Keeper of Genesis
-1 Number 6: Chronomaly Atlandis
-1 Number 25: Force Focus
So as I said earlier, this deck excels at summoning rank 3 and 5 Xyz monsters, but lets take a closer look at the cards in the chronomaly archetype.

As you can see, Colossal Head&#8217;s main use is in being affected by Golden Jet, who we&#8217;ll get to in a minute. But his own effect is very useful by it&#8217;s lonesome, acting similarly to a Book of Moon once it&#8217;s been sent to the grave. Flipping a Shi En face down to stop it&#8217;s negation effect, so you can drop that Dark Hole in your hand? Priceless. However, it&#8217;s not necessary in a non-dedicated build, and should only be run 0-2 in most builds.

This is part of a pair of easily abusable effects that form the core of the rank 3 engine. Packing the Cyber Dragon inherent special summon, Crystal Bones is easy to get onto the field and use his effect to summon a Crystal Skull for an instant rank 3, or a Golden Jet/Moai to combo with a Moai in your hand for an instant rank 5. Absolutely essential in a dedicated build, or a build using Chronomaly monsters as an xyz engine. Run 2-3.

Crystal Skull is incredible. Search for any Chronomaly, then load the graveyard to make an instant Zenmaines with Crystal Bones later. Sadly, his effect prevents you from getting that rank 3 in a single turn, but it does give you that extra option when you special summon Crystal Bones after a field wipe. Run 3 just for the searching abilities.

THIS CARD. Golden Jet is the card that makes the rank 5 engine work. Summoned by Crystal Bones, searchable by Crystal Skull, and pairs with Colossal Head, Moai or even itself to make 5 by timing the use of it&#8217;s effect. It&#8217;s also crucial if you plan on using the rank 6&#160;Atlandis, with a Jet/Jet or Jet/Moai/Moai combination making a pair of level 6 monsters. Run 3.

Moai is used to gain field advantage, and makes an easy tribute for Mini-Guts. Pair with a Golden Jet for a free rank 5. Notably, it&#8217;s searchable with Crystal Skull, so this is a really easy card to combo with. Run 2-3.
So, that&#8217;s the Chronomaly engine laid out. I&#8217;ll explain the workings of the Machu Mech OTK later, but this should be enough to get you started! Comments and Criticism welcome!

Hello World!

So, I thought I’d open with a deck type I’ve had some fun with recently: Chronomaly! Similar to wind-ups, they have an excellent engine for producing quick rank 3 and 5 Xyz monsters, which this deck uses to abuse the effects of Zenmaines and Tiras to generate card advantage, before using the Machu Mech Mini-Guts OTK to finish.

Decklist!

Monsters: 20

-3 Chronomaly Colossal Head

-3 Chronomaly Crystal Bones

-3 Chronomaly Crystal Skull

-3 Chronomaly Golden Jet

-3 Chronomaly Moai

-1 Honest

-1 Sangan

-1 Tour Bus From the Underworld

-2 Tour Guide From the Underworld

Spells: 12

-2 Chronomaly - Pyramid Eye Tablet

-1 Dark Hole

-1 Heavy Storm

-2 Mini-Guts

-1 Monster Reborn

-2 Mystical Space Typhoon

-1 Pot of Avarice

-2 Pot of Duality

Traps: 8

-2 Bottomless Trap Hole

-1 Mirror Force

-1 Solemn Judgement

-2 Solemn Warning

-2 Stonehenge Methods

Extra Deck: 15

-2 Chronomaly Crystal Chrononaut

-1 Leviar the Sea Dragon

-1 Number 17: Leviathan Dragon

-2 Wind-Up Zenmaines

-1 Number 39: Utopia

-1 Number 50: Black Corn

-2 Number 33: Machu Mech

-3 Tiras, Keeper of Genesis

-1 Number 6: Chronomaly Atlandis

-1 Number 25: Force Focus

So as I said earlier, this deck excels at summoning rank 3 and 5 Xyz monsters, but lets take a closer look at the cards in the chronomaly archetype.

He'll rock your block off

As you can see, Colossal Head’s main use is in being affected by Golden Jet, who we’ll get to in a minute. But his own effect is very useful by it’s lonesome, acting similarly to a Book of Moon once it’s been sent to the grave. Flipping a Shi En face down to stop it’s negation effect, so you can drop that Dark Hole in your hand? Priceless. However, it’s not necessary in a non-dedicated build, and should only be run 0-2 in most builds.

Just like Tour Guide, only deader!

This is part of a pair of easily abusable effects that form the core of the rank 3 engine. Packing the Cyber Dragon inherent special summon, Crystal Bones is easy to get onto the field and use his effect to summon a Crystal Skull for an instant rank 3, or a Golden Jet/Moai to combo with a Moai in your hand for an instant rank 5. Absolutely essential in a dedicated build, or a build using Chronomaly monsters as an xyz engine. Run 2-3.

Even without eyes, he's your best searcher

Crystal Skull is incredible. Search for any Chronomaly, then load the graveyard to make an instant Zenmaines with Crystal Bones later. Sadly, his effect prevents you from getting that rank 3 in a single turn, but it does give you that extra option when you special summon Crystal Bones after a field wipe. Run 3 just for the searching abilities.

You'll think he's golden too

THIS CARD. Golden Jet is the card that makes the rank 5 engine work. Summoned by Crystal Bones, searchable by Crystal Skull, and pairs with Colossal Head, Moai or even itself to make 5 by timing the use of it’s effect. It’s also crucial if you plan on using the rank 6 Atlandis, with a Jet/Jet or Jet/Moai/Moai combination making a pair of level 6 monsters. Run 3.

Archaeologist's may not know his purpose, but you sure will!

Moai is used to gain field advantage, and makes an easy tribute for Mini-Guts. Pair with a Golden Jet for a free rank 5. Notably, it’s searchable with Crystal Skull, so this is a really easy card to combo with. Run 2-3.

So, that’s the Chronomaly engine laid out. I’ll explain the workings of the Machu Mech OTK later, but this should be enough to get you started! Comments and Criticism welcome!