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Mecha Phantom Beasts [TCG]


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2 Mathematician

1 Mecha Phantom Beast Blackfalcon

1 Mecha Phantom Beast Blue Impala

3 Mecha Phantom Beast Hamstrat

3 Mecha Phantom Beast Megaraptor

3 Mecha Phantom Beast O-Lion

3 Mecha Phantom Beast Tetherwolf

 

1 Book of Moon

1 Foolish Burial

2 Forbidden Lance

1 Mask Change II

1 Raigeki

2 Scapegoat

1 Scramble! Scramble!

3 Upstart Goblin

 

3 Aerial Recharge

3 Fiendish chain

2 Mirror Force

1 Ring of Destruction

1 Solemn Warning

1 Spiritual Wind Art - Miyabi

1 Vanity's Emptiness

 

1 Masked HERO Divine Wind

2 Armades, Keeper of Boundaries

1 Cloudcastle

1 Crimson Blader

1 Goyo Guardian

1 Mecha Phantom Beast Jaculuslan

1 Mist Wurm

1 Stardust Spark Dragon

1 Castel the Avian Skyblaster

1 Evilswarm Exciton Knight

1 Mecha Phantom Beast Dracossack

1 Number 11: Big Eye

1 Phantom Fortress Enterblathnir

1 Superdreanought Rail Canon Gustav Max

 

Possible cuts:

  • 1 Mathematician or 1 Foolish Burial
  • Scramble! Scramble!
  • Mecha Phantom Beast Blue Impala
  • 1 Scapegoat

 

Possible additions:

  • 1 Spiritual Wind Art - Miyabi
  • Draw Muscle
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You can probably sock Blue Impala, given the only Machine Synchros you have are Cloudcastle/Jacruslan (unless you can get enough Tokens on board or get Hamstrat).

Of course, you'll have to rely on Olion for your Synchro plays if you do. (Though you can still do it with one of the other MPBs with Token)

 

If you want to keep Impala, you should add some Level 7 Machines (for right now, that would be Burei; given most of your 'mons are Level 4, you can drop it rather easily).

I know there are others, but think those have non-Tuner requirements or something.

 

Scramble is a bit cloggy at times and situational, but it does help in getting pieces for R4 things if needed.

 

Miyabi is good, since you can use excess MPB tokens to bounce things away when needed.

 

---

How's getting Enterblathnir and Gustav working out for you?

Latter case, I can see it happening with 2 Tokens + whatever MPBs you want; but former requires you either get 2 Hams with the Tokens, or you use both of your Synchros (Cloud/Jac).

 

I'd probably recommend adding an Astral Force, so you can use it on Draco once used up (or can banish things without giving up its attack).

Would be easier for you to make, rather than require you make the ED monsters first, then go into it.

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How's getting Enterblathnir and Gustav working out for you?

Latter case, I can see it happening with 2 Tokens + whatever MPBs you want; but former requires you either get 2 Hams with the Tokens, or you use both of your Synchros (Cloud/Jac).

 

I'd probably recommend adding an Astral Force, so you can use it on Draco once used up (or can banish things without giving up its attack).

Would be easier for you to make, rather than require you make the ED monsters first, then go into it.

Enter happens a bit too infrequently, I might end up cutting it. Gustav is alright though, 2 Level 4s + 2 Tokens is easily doable and it's a nice finisher.

 

Astral Force would clog too much I think, especially since I would have no other targets.

 

-1 Mathematician: 3 dump effects was too much so I'm cutting a Mathematician since Foolish has its pluses as well so going with a 1/1 split.
-1 Mecha Phantom Beast Blue Impala: The dream of synching it with 2 Hamstrats in hand while you have 2+ tokens never happened and probably never will, so yeah.
-1 Scramble! Scramble!: Dead way too often
-1 Scapegoat: It's really good, but 2 copies clogs way too much.
 
+2 Spiritual Wind Art - Miyabi: holy shit this card. It's like PWWB in BA, except it gets rid of the thing for a longer while and similiarly like in BA, it's easy to get fooder for this and not lose CA. Most things summon the tokens for free.
+???: I'm slightly at loss what to add in the remaining 2 slots. Maybe I could try Draw Muscle, but I'm a bit iffy on it.
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As Sakura said, I run that 1 of Astral Force.  It's never really been cloggy, and can really help extend dracossac plays.

 

That and Cloudcastle > Jac is how I usually make Enter, which I think is one of the best cards you can make in the whole deck.  I sometimes just rank up a dracossack I had just made that turn simply because I can game with 1 more removal.

 

I would probably cut the upstarts for Draw muscle.  It gives you protection for about the same reliability at the cost of only being able to use 1 per turn.

 

Have you considered 1 coltwing and 1-2 Harrliard?  Coltwing is probably THE best target for Scramble in the entire deck, and Harrliard helps make it not dead in your hand.  Coltwing makes Scramble pretty useful: Colt + Mega = some searching and either Draco or Gustav (depending on your field when you used it).  Colt + Hamstrat has some cute combos involving revival, and really helps abuse a Megaraptor you might already have out. Harr + Coltwing and no other tokens = dracossack and you get to banish something with coltwing.

 And possibly the best combo (but you would need 3 tokens good luck with that) is Mega + Colt + Ham.  Gives your 2 tokens.  Search 1 with Mega.  Make dracosac.  Use dracosac.  you now have ham, draco, and 3 tokens.  Use one to bring back the Mega you detached.  Search again.  If you have Olion in grave, continue to go nuts.

 

Because of all those ^ shenanigans I like to run 2 scramble, but that comes to personal preference in the playstyle.

 

A very odd tech that has been working rather nicely in my build is Rising Void.  It really has been a godsend in some situations.  Only problem is it's slow as hell.  It's fantastic with Megaraptor though

 

I also like to have 2 Blue impala just cuz it's one of the easier ways to make Jac by using hamstrat, which, IMO, is better than giving up your megaraptor especially when you have Recharge up.

 

If you don't mind the deck being a bit on the slow side, another tech you could throw in is Supply Unit.  You tokens get destroyed a lot when your opponent tries to deal with your fields.  Unit helps you get some advantage back when they do.  But once again, it supports a slower playstyle.

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