Earth Machines have been a pretty strong rogue deck for a while now. Ambitious Machine players have merged several different themes into one strategy, and those themes have blended together to make a very real deck.

What's the synergy? Well, Infinitrack Brutal Dozer starts off a combo that ends with free draws and card searches. It locks you into summoning only Earth Machines for the rest of the turn, but there's good news: there's actually a lot of viable Earth Machines to work with!

The idea started with Scraps, Machinas, Infinitracks, and in some cases even some Orcusts. eventually the Orcusts and Scrap cards were cut, in favor of keeping it simple with Machinas and Infinitracks.

Lots of players have been successful with this deck in recent months, like Yishan McNabb and Nathaniel Oftana. Trap cards have come back into fashion, and this deck's traps are really good. Machina Overdrive's an insane card that lets you search the boss monster Machina Citadel, threatening a board wipe on your opponent's turn. It also recycles three Machines to draw you a card. and what's even better is that it recycles from the banished pile as well! That means you can loop back Infinitrack Tunneller and Infinitrack Trencher for more draws on your next turn.

Today I bring you MY version of Earth Machines that I've been working on! It all started when someone brought up Pot of Avarice and I remembered the last deck I'd played it in. It was a deck from a year ago that I haven't played with since: other decks in the format just got so crazy it was overshadowed. More importantly with the loss of True King of All Calamities, the deck's end board just wasn't as strong as it used to be. It's a janky combo strategy, but once I got to thinking about it, I realized it's actually pretty good if I mixed it with these Earth Machine cards…

That deck was Karakuris! I've played with a bunch of variations of Karakuris over the years, from just abusing Deskbot 003 and Deskbot 001, to a more pure build relying on Karakuri Merchant mdl 177 "Inashichi" to start the combos. I actually mentioned the deck before in one of my earlier articles.

I think the Karakuri combo's really viable right now, and can help solve a lot of the issues that Earth Machine decks were having. In my opinion, the deck's end board was pretty lackluster, relying on you to draw random good cards, which in this case meant traps.

Adding the Karakuris gives the deck more combos to force out your opponent's hand traps. and creates an even better end board with a couple more draws, too! Before I get deeper into it, here's the decklist that I've been working on!

Yu-Gi-Oh! TCG Deck - Hanko’s New Earth Machine Deck by Hanko Chow

'Hanko’s New Earth Machine Deck' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!

Created By: Hanko Chow

Event:

Rank:

Advanced

Market Price: $412.05

Cards

Heavy Forward

Market Price: $0.18

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/249110_200w.jpg

When this card is activated: You can add 1 "Infinitrack" monster from your Deck to your hand. Once per turn: You can target 1 Machine Xyz Monster you control, then activate 1 of these effects;

• Change its battle position.
• Attach this card to it as material.
You can only activate 1 "Heavy Forward" per turn.

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Infinitrack Earth Slicer

Market Price: $0.40

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/220929_200w.jpg

2 Level 9 monsters

When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Earth Slicer" once per turn.
• You can detach any number of materials from this card, then target that many cards on the field; destroy them.
• If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

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Deskbot Jet

Market Price: $0.14

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/107685_200w.jpg

1 Tuner + 1 or more non-Tuner monsters

This card gains 500 ATK and DEF for each "Deskbot" card on the field. You can only use 1 of the following effects of "Deskbot Jet" per turn, and only once that turn.
- You can target 1 "Deskbot" card you control; destroy it, and if you do, Special Summon 1 "Deskbot" monster from your Deck.
- You can target 1 "Deskbot" card you control and 1 other face-up card on the field; destroy them.

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Machina Citadel

Market Price: $0.65

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212641_200w.jpg

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. (Quick Effect): You can target 1 Machine monster you control; destroy that Machine monster and all monsters your opponent controls with ATK less than or equal to it. If a face-up EARTH Machine monster(s) you control, except "Machina Citadel", is destroyed by battle or card effect while this card is in your GY: You can Special Summon this card. You can only use each effect of "Machina Citadel" once per turn.

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Karakuri Shogun mdl 00 "Burei"

Market Price: $0.29

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/70973_200w.jpg

1 Tuner + 1 or more non-Tuner Machine-Type monsters
When this card is Synchro Summoned, you can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, you can select 1 monster on the field, and change its battle position.

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Karakuri Steel Shogun mdl 00X "Bureido"

Market Price: $2.92

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/39257_200w.jpg

1 Tuner + 1 or more non-Tuner Machine-Type monsters // When this card is Synchro Summoned, you can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed, draw 1 card.

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Karakuri Merchant mdl 177 Inashichi

Market Price: $6.52

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/38554_200w.jpg

This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, you can add 1 Karakuri card from your Deck to your hand.

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Karakuri Bonze mdl 9763 "Kunamzan"

Market Price: $0.16

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/207893_200w.jpg

This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 "Karakuri" monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of "Karakuri Bonze mdl 9763 "Kunamzan"" once per turn.

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Karakuri Watchdog mdl 313 "Saizan"

Market Price: $0.24

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/39258_200w.jpg

This card must attack if able. When this face-up card on the field is selected as an attack target, change its Battle Position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle.

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Number 81: Superdreadnought Rail Cannon Super Dora

Market Price: $0.29

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/254270_200w.jpg

2 Level 10 monsters

Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field; that target is unaffected by card effects, except its own, until the end of this turn.

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Infinitrack Tunneller

Market Price: $0.26

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/220932_200w.jpg

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 5 EARTH Machine monsters in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Infinitrack Tunneller" once per turn.

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Infinitrack River Stormer

Market Price: $0.38

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/220931_200w.jpg

2 Level 5 monsters

When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack River Stormer" once per turn.
• You can detach 1 material from this card; take 1 EARTH Machine monster from your Deck, and either add it to your hand or send it to the GY.
• If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.

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Machina Fortress

Market Price: $0.31

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/147038_200w.jpg

You can discard Machine monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or GY). If this card is destroyed by battle and sent to the GY: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand.

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Called by the Grave

Market Price: $2.68

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/166373_200w.jpg

Target 1 monster in your opponent's GY; banish it, and if you do, monsters with the same original name as that banished monster have their effects negated until the end of the next turn.

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Infinitrack Goliath

Market Price: $0.33

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/186377_200w.jpg

1 non-Link "Infinitrack" monster

If this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to that monster as material. You can only use this effect of "Infinitrack Goliath" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.
• This card cannot be destroyed by card effects.

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Mecha Phantom Beast Blue Impala

Market Price: $0.12

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/227490_200w.jpg

Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Machine-Type monster. The other Synchro Material Monster(s) are "Mecha Phantom Beast" monsters in your hand or on your side of the field. While you control a Token, this card cannot be destroyed by battle or card effects. If your opponent controls a monster and you control no monsters: You can banish this card from your Graveyard; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).

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Infinitrack Trencher

Market Price: $0.24

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/220933_200w.jpg

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 1 Level 5 or lower "Infinitrack" monster in your GY, except "Infinitrack Trencher"; Special Summon that monster in Defense Position. You can only use each effect of "Infinitrack Trencher" once per turn.

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Mecha Phantom Beast Auroradon

Market Price: $3.73

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/210225_200w.jpg

2+ Machine monsters

If this card is Link Summoned: You can activate this effect; Special Summon 3 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0), also you cannot Link Summon for the rest of this turn. Once per turn: You can Tribute up to 3 monsters, then apply 1 of these effects, based on the number Tributed;.
• 1: Destroy 1 card on the field.
• 2: Special Summon 1 "Mecha Phantom Beast" monster from your Deck.
• 3: Add 1 Trap from your GY to your hand.

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Infinitrack Anchor Drill

Market Price: $2.19

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/220967_200w.jpg

If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.

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Double Headed Anger Knuckle

Market Price: $2.12

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/193635_200w.jpg

2 Machine monsters

Cannot be used as Link Material. You can only use 1 of the following effects of "Double Headed Anger Knuckle" per turn, and only once that turn.
• During the Main Phase (Quick Effect): You can send 1 monster from your hand or field to the GY, then target 1 Level 10 Machine monster in your GY; Special Summon it in Defense Position, but negate its effects.
• If this card is in your GY: You can send 1 card from your hand or field to the GY; Special Summon this card.

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Forbidden Droplet

Market Price: $100.31

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/256381_200w.jpg

Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.

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Ancient Gear Ballista

Market Price: $2.51

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/210218_200w.jpg

2 EARTH Machine monsters

If this card is Link Summoned: You can add 1 "Ancient Gear" monster or 1 "Geartown" from your Deck to your hand. You can target 1 Spell/Trap you control and 1 face-up monster your opponent controls; destroy that card you control, and if you do, change that opponent's monster's ATK/DEF to 0 until the end of this turn. You can only use each effect of "Ancient Gear Ballista" once per turn.

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Karakuri Komachi mdl 224 "Ninishi"

Market Price: $0.31

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/40056_200w.jpg

This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your main phase, you can Normal Summon 1 Karakuri monster in addition to your Normal Summon or Set. (You only gain this effect once per turn.)

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Heavy Freight Train Derricrane

Market Price: $0.58

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/121346_200w.jpg

If an EARTH Machine-Type monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK and DEF become halved. You can only use this effect of "Heavy Freight Train Derricrane" once per turn. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card your opponent controls; destroy it.

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Machina Overdrive

Market Price: $3.97

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212674_200w.jpg

Target 1 Machine monster you control; Special Summon 1 "Machina" monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 "Machina Overdrive" effect per turn, and only once that turn.

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One for One

Market Price: $1.72

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/103937_200w.jpg

Send 1 monster from your hand to the Graveyard; Special Summon 1 Level 1 monster from your hand or Deck.

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Deskbot 001

Market Price: $0.58

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/92370_200w.jpg

This card gains 500 ATK and DEF for each Machine monster you control. If 2 or more Machine monsters are Special Summoned at the same time while this card is in your GY (except during the Damage Step): You can Special Summon this card.

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Iron Call

Market Price: $0.23

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/212666_200w.jpg

If you control a Machine monster: Target 1 Level 4 or lower Machine monster in your GY; Special Summon that target. Its effects are negated. Destroy it during the End Phase.

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Solar Wind Jammer

Market Price: $0.18

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/67203_200w.jpg

If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 face-up "Solar Wind Jammer" on the field.

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Crystron Halqifibrax

Market Price: $40.84

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/210209_200w.jpg

2 monsters, including a Tuner

If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.

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Karakuri Gama Oil

Market Price: $0.17

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/207941_200w.jpg

Activate this card by targeting 1 "Karakuri" monster in your GY; Special Summon it and equip it with this card. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed: The equipped monster gains 500 ATK/DEF (even if this card is no longer equipped). You can only activate 1 "Karakuri Gama Oil" per turn.

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Super Express Bullet Train

Market Price: $0.46

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/254081_200w.jpg

Cannot declare an attack unless you send 2 other cards you control to the GY. You can only use each of these effects of "Super Express Bullet Train" once per turn.

• If all monsters you control are EARTH Machines (min. 1): You can Special Summon this card from your hand.
• During the End Phase, if this card is in the GY because it was sent there this turn: You can target 1 Machine monster in your GY, except "Super Express Bullet Train"; add it to your hand.

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Monster Reborn

Market Price: $0.48

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/222782_200w.jpg

This promotional card is printed in Japanese.

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Ancient Gear Box

Market Price: $1.13

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/82686_200w.jpg

If this card is added from the Deck or Graveyard to your hand, except by drawing it: You can add 1 EARTH Machine-Type monster with 500 ATK and/or DEF from your Deck to your hand, except "Ancient Gear Box". You can only use this effect of "Ancient Gear Box" once per turn.

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Infinitrack Brutal Dozer

Market Price: $0.19

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/200828_200w.jpg

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. If this card is Special Summoned from the hand, you can: Special Summon 1 "Infinitrack" monster from your Deck in Defense Position, except "Infinitrack Brutal Dozer", but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except EARTH Machine monsters. You can only use each effect of "Infinitrack Brutal Dozer" once per turn.

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Karakuri Super Shogun mdl 00N "Bureibu"

Market Price: $0.20

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/207925_200w.jpg

1 Tuner + 1+ non-Tuner Machine monsters

If this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Monsters you control in Defense Position cannot be destroyed by battle. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed (except during the Damage Step): You can target 1 card your opponent controls; banish it.

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Turbo Booster

Market Price: $0.70

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/32922_200w.jpg

If you have Normal Summoned a monster this turn, you can Special Summon this card from your hand. You can Tribute this card to destroy 1 monster your opponent controls that battled one of your monsters this turn.

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Karakuri Gama mdl 4624 "Shirokunishi"

Market Price: $0.19

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/207894_200w.jpg

This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. (Quick Effect): You can banish this card from your GY, then target 1 "Karakuri" monster you control; change its battle position. You can only use this effect of "Karakuri Gama mdl 4624 "Shirokunishi"" once per turn.

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I'm sure you've got lots of questions as to what this deck does, and how you'd play it. I'll try my best to explain it as simply as I can, but keep in mind that a lot of the combos can change a bit depending on which combo extenders you have in your hand.

Let's Start With A Couple 2-Card Karakuri Combos

Start with Karakuri Merchant mdl 177 "Inashichi". When you Normal Summon it, you can activate its effect to add another Karakuri card to you hand. The best options are usually Karakuri Bonze mdl 9763 "Kunamzan" if you need the Level 5 Tuner, or Karakuri Gama Oil, a revival spell that's similar to Premature Burial.

But Karakuri Merchant mdl 177 "Inashichi" alone doesn't accomplish much. It needs another card, like Karakuri Komachi mdl 224 "Ninishi" - AKA the dancer - to help summon it for more monsters on the field, or drawing any of the other Karakuri Tuners. (You'll Normal Summon those Tuners later when any of your Synchros Special Summon out Karakuri Komachi mdl 224 "Ninishi", to help get the Tuner out of your hand with the additional Normal Summon.)

Anyways, Karakuri Merchant mdl 177 "Inashichi" got you a copy of Karakuri Bonze mdl 9763 "Kunamzan". You can Special Summon the Karakuri Bonze mdl 9763 "Kunamzan" by targeting, and then changing the battle position of, a face-up Karakuri you control. When you summon Karakuri Bonze mdl 9763 "Kunamzan" that way, it becomes a Tuner and you can't Special Summon anything but Earth Machines for the rest of the turn. Using your Level 5 Tuner and your Level 2 non-Tuner, you'll Synchro Summon the Level 7 Karakuri Shogun mdl 00 "Burei".

Karakuri Super Shogun mdl 00N Bureibu

A quick refresher on Karakuris: each of the Karakuri Synchros have a similar effect on summon, Special Summoning ANY Karakuri monster from your deck. Combine that ability with the Level 1 Tuner Karakuri Gama mdl 4624 "Shirokunishi" - AKA the Frog -- and you'll essentially Level up the Synchro from Level 7, to Level 8 and then Level 9.

The combo's aim is to summon as many copies as possible of the Level 8 Karakuri Steel Shogun mdl 00X "Bureido" on your first turn, and then draw a couple cards. From there you'll Level them up to make the Level 9 Synchro Karakuri Super Shogun mdl 00N "Bureibu", while you have the Karakuri Gama mdl 4624 "Shirokunishi" in the graveyard.

For more context, the Karakuri Gama mdl 4624 "Shirokunishi" has a once-per-turn Quick Effect, to banish itself and then change the battle position of a Karakuri you control. And if a Karakuri's battle position is changed, it will trigger the Synchro's effect! The Level 8 Karakuri Steel Shogun mdl 00X "Bureido" effect draws you a card, and the Level 9 Karakuri Super Shogun mdl 00N "Bureibu" targets and banishes a card your opponent controls. So Karakuri Super Shogun mdl 00N "Bureibu" kind of like an interruption.

Back to the combo: by itself, Karakuri Merchant mdl 177 "Inashichi" can search for Karakuri Bonze mdl 9763 "Kunamzan" and then summon Karakuri Shogun mdl 00 "Burei" to search another Karakuri. As I've mentioned before, the Karakuri Merchant mdl 177 "Inashichi" doesn't do much on its own. But if you happen to have Karakuri Komachi mdl 224 "Ninishi" at the start, you'd have a Level 3 Tuner as well, so you'd want to use your Synchro to summon out a second Karakuri Bonze mdl 9763 "Kunamzan"; it'll serve as a level 5 Non-Tuner. You'll combine that with Karakuri Komachi mdl 224 "Ninishi" for a Karakuri Steel Shogun mdl 00X "Bureido".

If you didn't draw Karakuri Komachi mdl 224 "Ninishi" but had a Karakuri Gama mdl 4624 "Shirokunishi" instead, you can still end on the same thing. You'll just have to use Karakuri Shogun mdl 00 "Burei" to summon out Karakuri Komachi mdl 224 "Ninishi" and use the additional Normal Summon there to bring out the Karakuri Gama mdl 4624 "Shirokunishi". Then use it and Karakuri Shogun mdl 00 "Burei" to summon Karakuri Steel Shogun mdl 00X "Bureido", which brings out the second Karakuri Bonze mdl 9763 "Kunamzan" so you can continue from there.

When both Karakuri Steel Shogun mdl 00X "Bureido" are on the field and your opponent hasn't used Nibiru, the Primal Being, you can banish a Karakuri Gama mdl 4624 "Shirokunishi" from your graveyard to use its effect and switch the positions of one of your Karakuris, triggering both Karakuri Steel Shogun mdl 00X "Bureido" to draw a card for each. Afterwards you continue to level up your Karakuri Steel Shogun mdl 00X "Bureido" to Karakuri Super Shogun mdl 00N "Bureibu" and end by summoning whatever Karakuri you have remaining in your deck.

Using that extra Karakuri, you'll hopefully have drawn into Infinitrack Brutal Dozer to keep your turn going with the Infinitrack Brutal Dozer combo. Do that, and you'll be drawing more cards and maybe even summoning Number 81: Superdreadnought Rail Cannon Super Dora, or setting up Machina Citadel

That was the first basic Karakuri combo.

Here's The Second One

This one relies on getting to Mecha Phantom Beast Auroradon, which you usually summon after resolving Crystron Halqifibrax effect.

This combo doesn't rely on Karakuri Merchant mdl 177 "Inashichi", but instead takes a Tuner and a Non-Tuner. You have to be free of this deck's summoning restrictions: this combo won't work if you can only summon Earth Machines. This is why I play certain cards, like of Infinitrack Anchor Drill and extenders like Turbo Booster. Even a hand of Karakuri Komachi mdl 224 "Ninishi" and Karakuri Gama mdl 4624 "Shirokunishi" together is enough. If you can make Crystron Halqifibrax then you can start the combo.

If you drew the Karakuri Watchdog mdl 313 "Saizan", you can use Karakuri Komachi mdl 224 "Ninishi" to summon it. If you drew the Karakuri Watchdog mdl 313 "Saizan" and already used Karakuri Komachi mdl 224 "Ninishi" additional Normal Summon, or if your Crystron Halqifibrax got negated, meaning you don't have access to Deskbot 001, but you were still able to resolve Mecha Phantom Beast Auroradon, then you can use its effect to sacrifice itself and a token to summon Mecha Phantom Beast Blue Impala. Use Mecha Phantom Beast Blue Impala and the two Level 3 tokens to make Karakuri Super Shogun mdl 00N "Bureibu", and then you should still be able to continue your combo depending on what extenders you have.

While one combo is much more simple compared to the other, the Crystron Halqifibrax play happens more often since it doesn't rely exclusively on Karakuri Merchant mdl 177 "Inashichi" to get started.

Brutal Dozer Control

The last combo you're going to want to be really familiar with for this deck, is the standard Infinitrack Brutal Dozer play that ends on either a lot of free cards, or setting up Machina Citadel. I'd usually try and prioritize the Crystron Halqifibrax combo or some Karakuri Synchros before I begin this play, but this deck's going to give you some hands where you can only start the Karakuri plays after you perform the full Infinitrack Brutal Dozer combo. That generally only happens if you have a revival card and access to a Tuner and a Non-Tuner to initiate it.

Keep in mind that if you activated Mecha Phantom Beast Auroradon effect, you can't Link Summon for the rest of the turn. That means you can't summon Double Headed Anger Knuckle or Ancient Gear Ballista for this play.

Infinitrack River Stormer can either search an Earth Machine from your deck to your hand, or send one your deck to the graveyard. This effect is very important and depends a lot on what the rest of your hand looks like. Have you already resolved the Karakuri combo? If not, can you start it if you send Karakuri Komachi mdl 224 "Ninishi" from your deck to the graveyard and revive it with one of your revival spells? Infinitrack Trencher can revive Infinitrack Brutal Dozer, which can potentially start it from there.

If you searched a Level 10 Earth Machine like Super Express Bullet Train, Heavy Freight Train Derricrane, or Machina Citadel, do you have another Level 10 to make Number 81: Superdreadnought Rail Cannon Super Dora?

After answering those questions, you'll want to continue your play with either an extender from your hand, or by linking away Infinitrack River Stormer for Infinitrack Goliath, thus having the Infinitrack Brutal Dozder in the graveyard to revive with Infinitrack Trencher.

The goal is to Link Summon Ancient Gear Ballista, an Earth Machine that searches you Ancient Gear Box. That triggers Ancient Gear Box effect, which gets you another monster with exactly 500 ATK or DEF. You'll usually pick Infinitrack Tunneller, but you can also get Karakuri Merchant mdl 177 "Inashichi", Infinitrack Anchor Drill or Infinitrack Trencher if you don't have them already.

From there you'll need another extender, preferably summoning Infinitrack Tunneller or getting it to the graveyard. You're looking to summon Double Headed Anger Knuckle, then use Infinitrack Tunneller to recycle five Machines and draw two cards. If you resolve double Karakuri Steel Shogun mdl 00X "Bureido" and Infinitrack Tunneller together, you'll draw a total of four cards!

Double Headed Anger Knuckle a weird card: you can't use it as Link Material, but you can constantly revive it every turn, or potentially revive another Level 10 Machine. The goal is to revive Super Express Bullet Train or Super Express Bullet Train on your opponent's turn for a body, potentially triggering Super Express Bullet Train End Phase recycle effect if it gets destroyed.

So that's the Infinitrack Brutal Dozer combo that players have been popularizing. On its own it's not amazing. It might be able to make Number 81: Superdreadnought Rail Cannon Super Dora. It MIGHT be able to set up Machina Citadel. Drawing two cards off Infinitrack Tunneller nice, but yeah: Earth Machines need Karakuris to help give the cards more purpose. The Karakuris deliver way more plays, and a stronger win condition.

Explaining Card Choices

Forbidden Droplet expensive, no joke - if you saw the deck's total price up above, you may have noticed the entire build prices out to about $450 total, and $350 of that is Forbidden Droplet. That's a lot of money for three cards. You don't have to play Forbidden Droplet, but it's a very flexible card, and it's especially good in this deck since it helps you get cards from your hand to the graveyard; stuff like Machina Overdrive, Infinitrack Trencher, and Infinitrack Tunneller. It can also pitch the Heavy Forward you have on field, after you resolve it.

I just choose to play Forbidden Droplet because it's a very good form of disruption, that can even help fend off other combo decks. But that said, you could cut it to get the Main Deck down to 44 cards, or main something else like Dark Ruler No More to help give the deck a better against other combo decks.

The rest of the deck should be self-explanatory besides some of the niche extenders.

You can Special Summon Turbo Booster for FREE as long as you've successfully Normal Summoned beforehand. That's it! It couldn't be easier. It's also an Earth Machine which helps you find the tribute for your Infinitracks, letting you save something like a Karakuri Tuner you'd rather have on the field for your combos. Turbo Booster works really well with this deck's philosophy, and I'd suggest you get your copies soon before it gets bought out.

You might be wondering why Deskbot Jet in the Extra Deck. It's there because it's a generic level 10 Earth Machine Synchro you can make with Karakuri Super Shogun mdl 00N "Bureibu" and a Level 1 Tuner. It has an effect to destroy a Deskbbot you control, which is usually itself in this deck, to bring out Deskbot 001 from your deck. That can help you make another Synchro play. But more importantly it helps trigger [Machina Citadel's](Machina Citadel] revival ability. From there you'll usually have other cards to bring out Double Headed Anger Knuckle, which will revive Deskbot Jet in turn to work towards a play for Number 81: Superdreadnought Rail Cannon Super Dora.

Worst case scenario, Deskbot Jet a Level 10 you could climb to for a removal effect.

Side Deck Theory And Other Cards To Consider

The Side Deck has a lot of room for imagination; you could run anything from Gozen Match to classic board breakers. You could even make Naturia Beast with Karakuri Komachi mdl 224 "Ninishi" and Karakuri Merchant mdl 177 "Inashichi", which could potentially auto-win you certain matchups.

Magical Hound an under-rated card that you could play going second, in any matchup where you expect to see an annoying face-up spell or trap. It's got some strong synergy here, being a free Special Summon and another Earth Machine.

When you're going first and you're afraid of cards like Dark Ruler No More or other board wipes, Karakuri Merchant mdl 177 "Inashichi" can search out Karakuri Cash Shed. It's a Counter Trap that negates a spell or trap activation as long as you control a face-up Karakuri in defense mode!

You can also work around Dark Ruler No More by playing more passively and patiently with Machina Overdrive, or waiting for your opponent to commit more cards before wiping them out with Machina Citadel. Even having Heavy Freight Train Derricrane as an Xyz Material under Number 81: Superdreadnought Rail Cannon Super Dora can work, even if Dora's been negated. As long as you detached Heavy Freight Train Derricrane, you'll trigger its effect in a new chain for that removal effect, which might stop your opponent from continuing.

That's all I have for now. It's a lot to take in, right? This deck's pretty impressive and it has lots of room for improvement. I think this was bound to happen: the Earth Machine deck just needed something else to give it a better goal and take it to the next level. It can take advantage of current competitive trends, since it can play through a variety of hand traps with its multiple lines of combos. And it has a strong element of inevitability, whether you're using Machina Overdrive to bring out Machina Citadel, or even wen you're just sitting on a Karakuri Super Shogun mdl 00N "Bureibu" with a Karakuri Gama mdl 4624 "Shirokunishi" in the graveyard. You can still interact with your opponent on their turn, even if you get hand trapped multiple times.

Hopefully this is the right path for the deck to take, and you can use it to get those W's at some upcoming tournaments.

Karakuri Super Shogun mdl 00N Bureibu