Don't let me stay, don't let me stay.
My logic says burn, so send me away.
Your minds are too green, I despise all I've seen.
You can't stake your lives on a Saviour Machine.
Saviour Machine is the culmination of my work on the Metal Control archetype. Magnezone Control's success in a "solved" type--coupled with my immense desire for playable Metal Control--kept me passionate despite many failed attempts, in the hope that each was better than the last. Bastiodon was to be Metal's last hope, but it was subpar. To my surprise, it was Galarian Perrserker that exceeded my expectations every game. The threat of discarding your opponent's Trainer cards with Stealy Claws often forces their early and suboptimal use--a boon nearly as good as Stealy Claws itself. Dialga holds together the Control angle, recovering any card of your desire. Archaludon allows you to freely pivot between Perrserker and Dialga to disrupt their hand, advance your Control victory, or take prizes itself. Melmetal is a high damage sweeper, with its enormous 250 damage coming at the additional cost of discarding a tool (hopefully U-Turn Board). Jirachi provides integral draw, with Stellar Wish + Escape Board allowing you to draw and pivot into otherwise impossible plays. Even without Escape Board, Jirachi is an effective lead and sacrifice. Revavroom is a literal "draw engine". Drawing to 6 and having to discard energies are not ideal traits, but every deck needs draw, Mt. Coronet eases the burden, and Rumbling Engine can discard Special Energy too in a pinch! Lillie's Pokedoll is the newest "Pokemon" added to the deck, offering effectively an extra prize to lose, a way to prevent deck out, and most importantly a benchable double pivot with Archaludon to more easily hit Iron Blasters.
With these cards and more, Metal Control has more win conditions than one may expect. The "standard" approach is Hand Disruption with Marnie/Iono and Perrserker, followed by Milling with Team Rocket's Handiwork, removing the opponent's good cards in hand and discarding their whole deck. Perrserker can attack turn 2, and it's often worth trying; the earlier the Trainer discard, the more disruptive. Looping Plumeria and Faba offers an Energy Denial angle--difficult to deal with if Perrserker discards their recovery cards. Archaludon, Melmetal, and even Dialga are usable attackers, and I've won the majority of my games by taking Prizes. Gust stalling is feasible; you have 5 prizes available to lose (and Lillie's Pokedoll) with repeated uses of Guzma and Counter Catcher to burn retreat options. Finally, Dialga with Luxurious Cape and a Metal energy can form the Acerola Loop. If you've dealt with the opponent's tool removal, the opponent's attacks do less than the 230 damage needed to KO caped Dialga, you've removed all your opponent's gust cards, you have a pivot back into Dialga, and your hand isn't disrupted, this is game. With the deck's disruptive options, this is more realistic than you may imagine--and even if you haven't done all that, buying turns with Acerola is often very powerful.
Saviour Machine, and Metal Control by extension, is now playable. It's not the apex of Control but there are worse Control decks I respect. Good luck to any prospective players--I ask for your feedback. Just don't stake your lives on Saviour Machine.
Created: 2024/12/29
Version: 34
Views: 1241
Grid Columns
Changes occurred: 2025/6/30 6:40 AM
Version 33 => 34 Changelog
Changes occurred: 2025/6/30 6:40 AM
Removals
Additions