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[Witten] Mecha Phantom Beast Support (6/6)


TheTrueSaiyan

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So I was playing around with Mecha Phantom beast for a bit and came to the conclusion that . . . . . they're almost good?

 
Don't know how many people are familiar with the deck but they can actually do some seriously impressive things unlike some older decks, but being an older deck they can use a bit of support.
 
 

[spoiler=The main weakness of the deck are:]

  • Lack of Extra Deck Options
    • I've often found myself with too many tokens boosting my level 4s that I had to burn 1 or more tokens to go into Dracosack (the monsters gain levels depending on how many Tokens you have). So I gave them a Rank 10 since I'm often able to go into Super Dora but don't really want to since it doesn't work with the rest of the deck.
    • The Tuners are hard to use since the in-archetype Synchro monsters are hot garbage and the levels are fluctuating all over the place when tokens are being summoned and tributed (most of the token summoning effects are mandatory btw). Level 9 seems to be a common level they can make so I went with that.
    • I guess a link would be nice
  • A Spell that just places a goddamn token on the field no questions asked.
    • Doesn't need to be a continuous spell with a once per turn. Even it was once per duel, the deck would benefit so much from such a card it's not even funny.
  • More GY setup
    • There is a ton of great GY stuff going on in the deck, O-lion is great not only for the token but also for the second Normal summon, Blue Impala's would be alright if it wasn't straight worse than O-lion but O-lion is HOPT so maybe there is a place for it. Hamstrat can summon them back really easily which works fantastic with Coltwing. However, getting them into the GY in the first place? almost impossible.

 

 
 
Mecha Phantom Beast Commandseal
WIND | Level 2 ✪✪ | Machine/Tuner/Effect
You can discard 1 "Mecha Phantom Beast" monster; Special Summon this card (from your hand).
If this card is in your GY: You can shuffle this card into your Deck; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
500 / 500
 
[spoiler=Notes]Gives you a way to setup your GY and a tuner on board. Since O-lion is the only good Tuner and straight better than the other 2 in 95% of situations I decided to focus on level 2 tuners. Also a Machine dupe target.

 
Mecha Phantom Beast Cargodog
WIND | Link-2 | DL DR | Machine/Link/Effect
2 "Mecha Phantom Beast" monsters
Tokens you control cannot be destroyed by battle or card effects.
You can send 1 "Mecha Phantom Beast" monster from your Deck to the GY; until the End Phase of the next turn replace this effect with that monster's original effect.
Once per turn: If a Token is Tributed: Draw 1 card.
1400
 
[spoiler=Notes]An overall good Link that gets you your GY setup. If you send O-lion (probably will most of the time) this card can't be destroyed by battle or card effect.

 
Mecha Phantom Beast Cessnahopper
WIND | Level 9 ✪✪✪✪✪✪✪✪✪ | Machine/Synchro/Effect
1 WIND tuner + 1 or more non-tuners monsters
When this card is Special Summon: Change all monsters on the field to attack position. 
"Mecha Phantom Beast Token(s)" you control gains 2000 ATK/DEF but they cannot attack directly.
You can Tribute 1 Token; This card can make a second attack during the Battle Phase this turn.
If this card leaves the field by an opponent's card (by battle or card effect): You can switch all Tokens you control to defense position, then Special Summon 1 "Mecha Phantom Beast" Synchro monster from your Extra Deck, except "Mecha Phantom Beast Cessnahopper", but it cannot attack this turn.
3100 / 1600
 
[spoiler=Notes]If you aren't familiar with how Mecha Phantom Beast Level manipulation works, you might wonder, how do level 4 monsters with a level 2 tuner make a level 9 Synchro. With 1 level 3 "Mecha Phantom Beast Token" token on the field, the level 4s gain 3 levels making them level 7. put that together with a level 2 tuner and that's how.

Overall this card is meant to hit hard but not quite be an OTK machine, more of an enabler.

Also the first Synchro to require a WIND tuner (how Speedroids, Gusto, Dragunity, and Stardust ALL missed that is beyond me :/)

 
Mecha Phantom Beast Antonovulture
WIND | Rank 10 ✪✪✪✪✪✪✪✪✪✪ | Machine/Xyz/Effect
2 level 10 monsters
While you control a Token, this card cannot be destroyed by battle or card effects. 
Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Mecha Phantom Beast" from your Deck.
Quick Effect: You can Tribute 1 Token; Halve the ATK of all monsters your opponent controls, then this card gains attack equal to the lost ATK.
3000/2700 
 
[spoiler=Notes]The main goal was that this card has to be better to summon in Mecha Phantom Beast than Super Dora since it has the same requirements and Dracosack since it's a higher Rank.

Yes, they can summon this, I have found myself in situations where I wish there was a better Rank 10 for them but instead had to burn a token to summon Dracosack instead.

 
Mecha Phantom Beast Sky Fortress
Field Spell
"Mecha Phantom Beast" monsters you control gains 300 ATK/DEF
If you Summon 1 "Mecha Phantom Beast" monster, except a Token, while you control no Tokens: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
If this card leaves the field: You can add 1 Spell/Trap from your Deck to your hand that specifically lists "Mecha Phantom Beast Token" in its text, except "Mecha Phantom Beast Sky Fortress". 
 
[spoiler=Notes]Wasn't quite sure what to Spell/Traps lineup. Their supporting cards don't fall under any archetype and just have random names like "Do a Barrel Roll" and "Sonic Boom". Even making it have to list "Mecha Phantom Beast Token" it still leaves out "Sonic Boom" but the counter Trap is good and frankly the only one worth running and this searches it.

 
Defensive Spiral
Quickplay Spell
Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).
If this card is in your GY, excpet the turn it was sent there: You can Tribute 1 Token you control; Add this card from your GY to your hand.
 
[spoiler=Notes]This card would help the deck so much. Gives them more ways to get tokens on the field to use the monster's effects, modulates how many are on the field, trigger other monster's effects and a way to get a token on the field during your opponent turn.

 
 
 
 
[spoiler=Combo 1: "Defensive Spiral" + "Mecha Phantom Beast Megaraptor"]
> Normal Megaraptor
> Activate Spiral, get a Token
Megaraptor triggers, summon another token
> Link away tokens for Cargodog
> Activate Cargodog, send O-lion
> trigger O-lion, get a token
> Activate Megaraptor, tribute token, search  Tetherwolf

> Cargodog triggers, draw 1 card

> Banish O-lion, normal Thertherwolf

Tetherwolf summons a token
> Xyz Megaraptor and Tetherwolf for Dracossack
> Activate Dracossack, summon 2 tokens
 
End on Dracossack and Cargodog with 2 Tokens protecting them

 
[spoiler=Combo 2: "Mecha Phantom Beast Sky Fortress" + "Mecha Phantom Beast Coltwing" + "Mecha Phantom Beast Harrliard"]
> Activate Sky Fortress
> Normal Harrliard
> Tiggers Sky fortress, summon a token
> Activate Harrilard, tribute token, summon Coltwing
Coltwing activates, summon 2 tokens
> Link tokens away for Cargodog
Sky Fortress triggers, summon 1 token
> Activate Cargodog, send O-lion
> Trigger O-lion, summon a token
> Xyz Coltwing and Harrliard for Antonovulture
> Activate Antonovulture, summon Hamstrat
> Activate Hamstrat to revive Coltwing, get 2 more tokens (then you can activate Coltwing to banish a card)
 
End on Antonovulture, Cargodog and 3 tokens. Along with a level 12 Hamstrat, level 13 Coltwing chilling out there, and the field spell

 
Edit: Clarified Cessnahopper, Antonovulture is not longer OP
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Looked through this set, and I don't have any complaints or real suggestions, save for Anton's second effect. Considering it probably can't be destroyed itself, and has such high stats, AND protects all cards in your possession from your opponent...their only hope is UTL, or some in-archetype beater. Otherwise, RIP in peace. It's not the sort of well-timed strategy effect you would use against your opponent; it's just S0 or that True King Xyz, or even Abyss Dweller; you just activate it, and you're fine for that turn. Best-case scenario, they Summon UTL and one other boss, and so are able to slightly limit your plays next turn after they've beaten over your monster, but if they don't have a beater, any boss will be rendered useless by this card's effect next turn AND will be basically negated. It can't even be striked :P

 

EDIT: Meant Anton instead of Cessna. RIP. Replaced.

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I do play this Deck on the side nowadays (well, RL one because lack of money to build something that I'm just using for casual play), but yeah, I know how they work. So...let's see what you made. 

 

(I'll abstain from commenting on the naming thing because finding suitable aircraft and animal portmanteaus can be hard. Also noting that I didn't exactly read over the design notes / potential combos.)

 

Commandseal: This one helps them by getting some field presence out and providing Synchro/Link plays if you have to. Granted, O-lion does have another niche that this card cannot fill, but yeah, it does well enough by getting multiple monsters out. As far as said O-lion play goes, yeah, dump it for this; get another Token and do whatever you have to. 

 

Cargodog: This one is fine, considering it does protect your Tokens from getting shot down and builds off draw power when you Tribute Tokens (which is pretty much every turn, considering Aerial and the Main Deck stuff [and Dracossack]). Also makes the Link restriction on Raiten relevant, so they actually have an in-archetype Link member.

 

Then again, Concoruda already does protects Tokens, but...who runs that again in MPB aside from it being generic?

 

Cessnahopper: This one will probably be replacing Jaculuslan for the most part, given much better ATK (well, comparatively for Level 9s), easier conditions to run the Speedroid engine (or whatever) if you even bother to for aid in summoning. Boosting Tokens works, but you can still use them to clean up smaller monsters, THEN proceed to use this for 6200 damage (while potential drawing from Cargo because you made it double attack). Just make sure you specify it's for this turn only (and not all the way). 

 

The floating effect helps, but until MPB get new Synchros, you're probably floating into Jac anyway since again, Concord is bleh.

 

Antonovulture: Yeah, I've found myself being able to Rank 10 a few times in MPB and would be nice to have an in-archetype member and not relying on the Train Xyz and stuff (not saying they're bad though). That being said, the last effect technically hard outclasses Number 81 in terms of protection and being unable to chain. I'd agree with Dova that this needs to be toned down. (Uh yeah, think you got this card and Cessna mixed up as they're both +3K beaters)

 

The SSing from Deck helps, especially to trigger stuff like Coltwing and all. 

 

No qualms about the stats, aside from them being rather high compared to Number 81 (and with slightly higher ATK) and Gangaridai in terms of generic 2-mat R10s (and I do use the latter as a back option if needed). 

 

Sky Fortress: Oh yay, a reason to run Terraforming in here. But seriously, the small boost helps and definitely generating Tokens while you have none helps to replenish your protection / trigger fodder. Getting quicker access to Recharge when it dies never hurts either; normally you would put a hard OPT on this kind of thing, but...I haven't seen people use the other supports like Sonic Boom, Do a Barrel Roll and Scramble (well, at least more than 1 anyway). 

 

They really needed a searcher for the support cards, so they got one. 

 

Defensive Spiral: This one is fine, and more/less free Token generation that boosts Levels and enables protection effects. Being searchable via Sky Fortress makes getting to it easier, and Harriard basically turns it into free retrieval (well, +0 due to it recouping the Token you Tributed). Mega generating 2 Tokens on its own doesn't hurt either, especially since it is usually the main opening play.

 

=====

Supports are good, but you need to tone down the Xyz's protection effect; especially since it does outclass another monster that does the same thing but not as potent and lower ATK. 

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Thanks for the quick reviews, was busy with exams so sorry for the delay

 

Looked through this set, and I don't have any complaints or real suggestions, save for Anton's second effect. Considering it probably can't be destroyed itself, and has such high stats, AND protects all cards in your possession from your opponent...their only hope is UTL, or some in-archetype beater. Otherwise, RIP in peace. It's not the sort of well-timed strategy effect you would use against your opponent; it's just S0 or that True King Xyz, or even Abyss Dweller; you just activate it, and you're fine for that turn. Best-case scenario, they Summon UTL and one other boss, and so are able to slightly limit your plays next turn after they've beaten over your monster, but if they don't have a beater, any boss will be rendered useless by this card's effect next turn AND will be basically negated. It can't even be striked :P

 

EDIT: Meant Anton instead of Cessna. RIP. Replaced.

 

Thanks, I was trying to capture the essence of how strong a Rank 10 "should be" but Guess I went overboard, toned it down.

 

I do play this Deck on the side nowadays (well, RL one because lack of money to build something that I'm just using for casual play), but yeah, I know how they work. So...let's see what you made. 

 

(I'll abstain from commenting on the naming thing because finding suitable aircraft and animal portmanteaus can be hard. Also noting that I didn't exactly read over the design notes / potential combos.)

 

Commandseal: This one helps them by getting some field presence out and providing Synchro/Link plays if you have to. Granted, O-lion does have another niche that this card cannot fill, but yeah, it does well enough by getting multiple monsters out. As far as said O-lion play goes, yeah, dump it for this; get another Token and do whatever you have to. 

 

Cargodog: This one is fine, considering it does protect your Tokens from getting shot down and builds off draw power when you Tribute Tokens (which is pretty much every turn, considering Aerial and the Main Deck stuff [and Dracossack]). Also makes the Link restriction on Raiten relevant, so they actually have an in-archetype Link member.

 

Then again, Concoruda already does protects Tokens, but...who runs that again in MPB aside from it being generic?

 

Cessnahopper: This one will probably be replacing Jaculuslan for the most part, given much better ATK (well, comparatively for Level 9s), easier conditions to run the Speedroid engine (or whatever) if you even bother to for aid in summoning. Boosting Tokens works, but you can still use them to clean up smaller monsters, THEN proceed to use this for 6200 damage (while potential drawing from Cargo because you made it double attack). Just make sure you specify it's for this turn only (and not all the way). 

 

The floating effect helps, but until MPB get new Synchros, you're probably floating into Jac anyway since again, Concord is bleh.

 

Antonovulture: Yeah, I've found myself being able to Rank 10 a few times in MPB and would be nice to have an in-archetype member and not relying on the Train Xyz and stuff (not saying they're bad though). That being said, the last effect technically hard outclasses Number 81 in terms of protection and being unable to chain. I'd agree with Dova that this needs to be toned down. (Uh yeah, think you got this card and Cessna mixed up as they're both +3K beaters)

 

The SSing from Deck helps, especially to trigger stuff like Coltwing and all. 

 

No qualms about the stats, aside from them being rather high compared to Number 81 (and with slightly higher ATK) and Gangaridai in terms of generic 2-mat R10s (and I do use the latter as a back option if needed). 

 

Sky Fortress: Oh yay, a reason to run Terraforming in here. But seriously, the small boost helps and definitely generating Tokens while you have none helps to replenish your protection / trigger fodder. Getting quicker access to Recharge when it dies never hurts either; normally you would put a hard OPT on this kind of thing, but...I haven't seen people use the other supports like Sonic Boom, Do a Barrel Roll and Scramble (well, at least more than 1 anyway). 

 

They really needed a searcher for the support cards, so they got one. 

 

Defensive Spiral: This one is fine, and more/less free Token generation that boosts Levels and enables protection effects. Being searchable via Sky Fortress makes getting to it easier, and Harriard basically turns it into free retrieval (well, +0 due to it recouping the Token you Tributed). Mega generating 2 Tokens on its own doesn't hurt either, especially since it is usually the main opening play.

 

=====

Supports are good, but you need to tone down the Xyz's protection effect; especially since it does outclass another monster that does the same thing but not as potent and lower ATK. 

 

Yeah, names aren't my strongest suit. edited Cessnahopper and toned down Antonovulture

 

I do run "Do a Barrel Roll" in my deck, it's nice being a counter trap that negates anything but inherent summons. It is lackluster when compared to the Solemn brigade so I admit it's not that good though but it may have some utility as a search target. I've tried to understand the rest but they're just so bad. Soncic Boom is a worse Limiter removal, Vertical Landing would make sense if it tributed Tokens and summon monsters instead of the other way around, Aerial Recharge is just a +0.

 

--------------

What I changed about Antonovulture:

Has a field-wide Dark rebellion effect, intended to stop your opponent from attacking over Cargodog and other cards.

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