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Superhero Robot Knight-Beast Lifeform from Outer Space - Mezka LET'S GO!


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Artwork for all these cards done by https://www.pixiv.net/member.php?id=1186540 please support them when you can

 

[spoilersMonsters]

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Mezka Sharkgear (WATER/Machine/Effect/Level 2/ATK 500/DEF 500)

If exactly 1 Machine monster with a Level is Normal or Special Summoned to your field, except during the Damage Step (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Machine monster from your Deck to your hand, except "Mezka Sharkgear", but you cannot Normal or Special Summon monsters with that card's name for the rest of this turn. You can only use each effect of "Mezka Sharkgear" once per turn.

 

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Mezka Eaglegear (WIND/Machine/Effect/Level 3/ATK 1000/DEF 1000)

If exactly 1 Machine monster with a Level is Normal or Special Summoned to your field, except during the Damage Step (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Level 4 or lower Machine monster from your Deck to your hand, except "Mezka Eaglegear", but you cannot Normal or Special Summon monsters with that card's name for the rest of this turn. You can only use each effect of "Mezka Eaglegear" once per turn.

 

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Mezka Tigergear (FIRE/Machine/Effect/Level 4/ATK 1500/DEF 1500)

If exactly 1 Machine monster with a Level is Normal or Special Summoned to your field, except during the Damage Step (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Level 5 or lower Machine monster from your Deck to your hand, except "Mezka Tigergear", but you cannot Normal or Special Summon monsters with that card's name for the rest of this turn. If this card is added to your hand by a "Mezka" card effect: You can send 1 of your opponent's cards to the GY (from their field, randomly from their hand, or from the top of their Main Deck). You can only use each effect of "Mezka Tigergear" once per turn.

 

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Mezka Elephantgear (EARTH/Machine/Effect/Level 5/ATK 2000/DEF 2000)

If exactly 1 Machine monster with a Level is Normal or Special Summoned to your field, except during the Damage Step (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Tribute this card along with 1 face-up "Mezka Tigergear", "Mezka Eaglegear", and "Mezka Sharkgear" you control, and if you do; Special Summon 1 "Ultraton Emperor - Mezka BEYOND" from your hand or Deck. If this card is added to your hand by a "Mezka" card effect: Look at your opponent's Extra Deck, and send 1 card from their Extra Deck to the GY. You can only use each effect of "Mezka Elephantgear" once per turn.

 

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Megaton King - Mezka MAX (LIGHT/Machine/Effect/Level 9/ATK 3000/DEF 3000)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Deck) by Tributing 1 face-up "Mezka Tigergear", "Mezka Eaglegear", and "Mezka Sharkgear" you control. You can only Special Summon "Megaton King - Mezka MAX" once per turn this way. Cannot be Tributed. Once per turn, if a Spell/Trap Card is activated (Quick Effect): You can negate that activation, and if you do, destroy that card. If this card would be destroyed by battle or a card effect: You can return this card to the Deck instead, and if you do, Special Summon 1 "Mezka Tigergear", "Mezka Eaglegear", and "Mezka Sharkgear" from your Deck and/or GY.

 

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Megaton Tyrant - Mezka BLACK (DARK/Machine/Effect/Level 9/ATK ?/DEF ?)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 Level 4 or lower Machine monsters with different Levels from your field and/or GY. You can only Special Summon "Megaton Tyrant - Mezka BLACK" once per turn this way. This card's original ATK/DEF is the total original ATK/DEF of the monsters banished this way. Once per turn, if a monster's effect is activated, except during the Damage Step (Quick Effect): You can negate that activation, and if you do, destroy that monster. If this card on the field is sent to the GY: You can return this card to the Deck, then target up to 3 of your banished Level 4 or lower Machine monsters with different Levels; add them to your hand.

 

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Ultraton Emperor - Mezka BEYOND (LIGHT/Machine/Effect/Level 12/ATK 5000/DEF 5000)

Cannot be Normal Summoned/Set. Must be Special Summoned by "Mezka Elephantgear". Cannot be Tributed. Unaffected by Spells/Traps your opponent owns. Once per turn, if a monster(s) would be Special Summoned, or if a monster's effect is activated, except during the Damage Step (Quick Effect): You can negate that Summon or activation, and if you do, destroy that monster(s). If this card would be destroyed by battle or card effect: You can return this card to the Deck instead, and if you do, Special Summon 1 "Mezka Tigergear", "Mezka Eaglegear", "Mezka Sharkgear", and "Mezka Elephantgear" from your Deck and/or GY. Those monsters' effects are negated. You can only use this effect of "Ultraton Emperor - Mezka BEYOND" once per turn.

 

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Armored Dragon Commander - Mezka-Draco (DARK/Machine/Effect/Level 1/ATK 0/DEF 0)

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. If a card/effect is activated, except during the Damage Step (Quick Effect): You can Tribute 4 face-up monsters on either field includiing 3 "Mezka" monsters you own with different names, except "Armmored Dragon Commander - Mezka-Draco", then negate that activation, and if you do, destroy that card, then Special Summon this card from your hand or GY. You can only control 1 "Armored Dragon Commander - Mezka-Draco". Cannot attack directly. Gains ATK/DEF equal to the total number of cards in either GY with different names x 500. If this card on the field is sent to the GY: You can target up to 3 other "Mezka" monsters with different names in your GY; add them to your hand. You can only use each effect of "Armored Dragon Commander - Mezka-Draco" once per turn.

 

 

 

​[spoilersSpells & Traps]

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​Mezka Formation (Continuous Spell Card)

When this card is activated: You can add 1 "Mezka" card from your Deck to your hand. You can only control 1 "Mezka Formation". "Mezka" monsters you control gain ATK/DEF equal to their Levels x 100. If this card is in your GY: You can banish this card, then target 3 "Mezka" cards in your GY; shuffle them into the Deck, and draw 2 cards. You can only use this effect of "Mezka Formation" once per turn.

 

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Mezka Overclocking (Quick-Play Spell Card)

Activate this card during the Battle Phase while all monsters you control are "Mezka" monsters (min. 1). This turn, all "Mezka" monsters you currently control cannot be destroyed by battle, and your opponent takes all battle damage you would have taken from battles involving them. At the end of the Battle Phase: Destroy all "Mezka" monsters you control that battled an opponent's monster this turn. You can activate 1 "Mezka Overclocking"per turn.

 

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Mezka Hyper Mode (Continuous Trap Card)

You can only control 1 "Mezka Hyper Mode". If a Machine monster(s) is Normal or Special Summoned to your field face-up, and each has a Level, draw 1 card. (You can only gain this effect once per turn.) Face-up "Mezka" monsters you control in this card's column gains this effect.

 

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Mezka Super Combination (Counter Trap Card)

When a monster(s) would be Special Summoned, or if a Spell/Trap Card is activated: You can Tribute 1 or 3 "Mezka" monsters you control, then negate that Summon or activation, and if you do, destroy that card(s), then if you Tributed exactly 3 monsters for this card's activation, Special Summon 1 "Megaton King - Mezka MAX" or "Megaton Tyrant - Mezka BLACK" from your hand or Deck, ignoring the Summoning condition. That monster gains 1000 ATK/DEF. You can only activate 1 "Mezka Super Combination" per turn.

 

 

 

 

Do you think the title of this post would make a good 90's styled super robot anime?

 

​To make this simple, I will go over each card in this Archetype and its purpose(s).

 

● Mezka Sharkgear and Eaglegear: Both these cards are the most generic in the Archetype and could see plenty of play outside this Archetype as well. Their only purpose is to search each other plus Tigergear (with Eaglegear's effect) and Mezka-Draco for consistency.

 

● Mezka Tigergear: Much like Sharkgear and Eaglegear, it can search every Mezka from Elephantgear to Mezka-Draco. Unlike the others, if this card is added to the hand by Mezka BLACK, Mezka Formation, Mezka-Draco, or even if drawn by the effect of Mezka Hyper Mode, you can send any opponent's card to the GY from their hand (at random), the field, or the top of the Deck giving this Archetype a way to out potentially problematic cards your opponent would use.

 

● Mezka Elephantgear: This card is needed if you plan on running Ultraton Emperor - Mezka BEYOND, no excuses. If added to the hand by a Mezka card, including drawn with Hyper Mode, you can peek into your opponent's Extra Deck and get rid of an opponent's monster from the Extra Deck that could cause trouble for you beforehand.

 

● Megaton King - Mezka MAX: This is one of the bosses of this Deck. Inspired by cards like Valkyrion the Magna Warrior and Red-Eyes Black Metal Dragon, this card is the combiner of the above mention cards (except Elephantgear), and its Kaiju-proof so your opponent can't just take it off the field at will. This card comes with built-in Spell/Trap negation but only opt, not a hard opt though so you can use the effect multiple times per turn if you know how to. Its last effect prevents it from being destroyed, but it instead returns to the Deck so you can Special Summon its components from the Deck or GY. If you do this at the right time, you can Chain the effects of those monsters and search about any Machine you need at that time.

 

● Megaton Tyrant - Mezka BLACK: The Dark Counterpart of Mezka MAX, and its generic Machine support (WOOT WOOT). Unlike its counterpart, all you need to do to Summon it from the hand or Deck is banish 3 Level 4 or lower Machines with different Levels from your field or GY, but you need to watch what you banish as its ATK/DEF is directly affected by this. As a counterpart, it can shut-down monster effects once per turn like how Mezka MAX can shut-down Spells/Traps but this is not a hard opt either. Its last effect is just trolly, hands down. Should this card be sent from the field to the GY by any method (either your opponent destroys it or Kaiju's it), or if you do by using it as material, you can get back the monsters you banished to Summon it (or some of your other banished Machines).

 

● Ultraton Emperor - Mezka BEYOND: This is an anime boss monster at heart, but if you think you can run it competitively then be my guest. Like I said, you need Elephantgear to Summon this card as its the easiest way to do so and because there's only a few other cards in the entire game that could, even fewer of them have no negative conditions or effects. This card (like its pre-evolution Mezka MAX) is Kaiju-proof AND immune to your opponent's Spells and Traps so forget Evenly Matched, but you could still use a Counter Trap if you had to. It can stop Special Summons or monster effects opt (not hard), and with 5000 ATK/DEF not much is going to stand up to it right away. Again, it can prevent its own destruction by returning to the Deck then Special Summoning its components from the Deck or GY, but they have their effects negated. This is to prevent spamming plays that could break the game considering Mezka MAX already sets this up with its effect.

 

● Armored Dragon Commander - Mezka-Draco: The odd one out, oh and its also a "Meklord" Hand Trap, kinda. Its effect to Summon it is tricky; first part that states "If a card/effect is activated, except during the Damage Step (Quick Effect): You can Tribute 4 face-up monsters on either field includiing 3 "Mezka" monsters you own with different names, except "Armmored Dragon Commander - Mezka-Draco"" means if you OWN 3 Mezka monsters on the field, either they are all on your field or any number of them have switched control to your opponent, you need them and 1 other monster from any field to be Tributed to activate this effect. Its effect to gain ATK/DEF was in part inspired by Eater of Millions, although there's a chance Eater is better because it doesn't care about cards having different names but this card could still get very beefy in the right Deck with cards like That Grass Is Greener or even Reasoning. It can also return the same component monsters you Tributed to Summon it to your hand if it ever gets Kaiju'd or used as a material, or you could just go Michael Bay on it.

 

● Mezka Formation: This card is absolutely required at 3 to play a near pure version of this Deck, and the one card I deliberately broke. When activated, it just searches any Mezka card you want, and if you do this with Tigergear or Elephantgear, then you could also send an opponent's card to the GY. It gives our Mezka's an ATK/DEF equal to their Levels x 100 (think a reverse Burden of the Mighty), so they can better handle themselves in battle. Its last effect allows you to recycle other Mezkas and draw 2 cards, which means you have a chance to re-draw a copy of this card, then activate it and keep the good times going.

 

● Mezka Overclocking: Just a different take on Limiter Removal, instead of gaining ATK it instead deflects whatever battle damage you would have taken. However, like Limiter Removal, it destroys any Mezka monster you control that battled an opponent's monster that turn so use this wisely.

 

● Mezka Hyper Mode: The first actual "hand" Trap that requires a specifically named monster to be on the field to activate from the hand. It was designed to cover a weakness that specifically Mezka MAX and Mezka BEYOND have; both are vulnerable to monster effects even though Mezka BEYOND can negate them opt. It also gives the Deck a draw engine in the style of Cyber Summon Blaster but you can only control 1 at a time AND this applies only once per turn if every, single monster Summoned has a Level.

 

● Mezka Super Combination: This was made to be another version of Infernity Barrier (it negates Special Summons and Spell/Trap activation), but in this case if you Tribute 3 monsters to activate it, you can also Special Summon Mezka MAX or Mezka BLACK by ignoring their Summoning conditions. Also, whatever monster you Special Summon this way gains 1000 ATK/DEF.

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The Levels 2~4 are busted, you know? Since, unless I'm missing something, they can interact like Star Seraph Scepter and Sovereign do. That means, having 2 on hand can lead to:

1. Normal Summon Mezka #1

2. Start a chain. CL1: Mezka #1 search, CL2: the self-Summon effect of Mezka #2 in hand

3. Resolve chain: Summon Mezka #2, search Mezka #3

4.The previous chain included a Summon of a Machine, so you can Summon the searched Mezka #3 with its effect

5. New chain: Mezka #2 searches for Mezka #4, Mezka #3 gets to grab Mezka #5.

 

Now, if any of the added card was Tiger, you get to remove a card from the opponent. Then, if you go for a Link or Rank4 Summon with your Mezkas already on board, you can further Summon Mezka #4 or #5 if either is a copy of Mezka #1, since they can search for copies of themselves and its self-Summon effect has not been used yet. That one won't net you a search, though.

And all of that from just 2 cards, which can be searched by Mezka Formation. You can run Elephant too for kickstarting things with its self-Summon effect, but without a searching effect it won't be as advantageous. The ED removal can assist with getting rid of key monsters, though.

 

Really, all you need for a solid deck is the Level 2~4 Mezkas, the Black Mezka, the Formations and maybe 1~2 of  the Counter Trap. The rest of the bosses IMO fall on the overkill side when you can instead use the little Mezkas for Link Summons and whatnot more reliably. But you really should fix that little Scepter-Sovereign trick they can do.

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The Levels 2~4 are busted, you know? Since, unless I'm missing something, they can interact like Star Seraph Scepter and Sovereign do. That means, having 2 on hand can lead to:

1. Normal Summon Mezka #1

2. Start a chain. CL1: Mezka #1 search, CL2: the self-Summon effect of Mezka #2 in hand

3. Resolve chain: Summon Mezka #2, search Mezka #3

4.The previous chain included a Summon of a Machine, so you can Summon the searched Mezka #3 with its effect

5. New chain: Mezka #2 searches for Mezka #4, Mezka #3 gets to grab Mezka #5.

 

Now, if any of the added card was Tiger, you get to remove a card from the opponent. Then, if you go for a Link or Rank4 Summon with your Mezkas already on board, you can further Summon Mezka #4 or #5 if either is a copy of Mezka #1, since they can search for copies of themselves and its self-Summon effect has not been used yet. That one won't net you a search, though.

And all of that from just 2 cards, which can be searched by Mezka Formation. You can run Elephant too for kickstarting things with its self-Summon effect, but without a searching effect it won't be as advantageous. The ED removal can assist with getting rid of key monsters, though.

 

Really, all you need for a solid deck is the Level 2~4 Mezkas, the Black Mezka, the Formations and maybe 1~2 of  the Counter Trap. The rest of the bosses IMO fall on the overkill side when you can instead use the little Mezkas for Link Summons and whatnot more reliably. But you really should fix that little Scepter-Sovereign trick they can do.

 

Thanks for your reply. I'll think about what you've said about fixing the seraph problem they have, honestly I wasn't thinking about them that way. If I do fix them it'll have to be tomorrow because I'm busy with stuff now. Again, thanks.

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Edited the effects of Sharkgear, Eaglegear, Tigergear, and Elephantgear. All of them can only be Special Summoned by their effects if 1 Machine with a Level is Normal or Special Summoned, and the first three can no longer search copies of themselves and they don't allow you to Normal or Special Summon anything you search with them by name for that turn.

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