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[Written] Mechatai Archetype


Fukato

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[spoiler=description]

The archetype relies on swarming the field with Warriors of different Attributes and builds upon this by allowing more effects to be used if the player controls more Attributes. So in this case, all of the  monsters will be able to use effects if the player controls 2, 4, or 6 Attributes at once. To also reference the source material, they have "Mechatai Change" to allow splashability with other Decks, and can be used to access things that usually other Decks wouldn't be able to. Since "Mechatai Change" isn't a Quick-Play Spell, it cannot be searched by Shadow Mist, meaning the only other way to search it is through the archetype itself or Terraforming and Field Spell searchers (which is really easy anyways).

 

 

 

[spoiler=Monsters]

 

Mechatai Akai

FIRE Warrior Level 4

1700/1000

Effect: If you control a face-up Spell Card, you can Special Summon this card (from your hand). During your Main Phase: You can activate 1 of the following effects based on the number of Attributes you control. You can only use 1 of the preceding effects of "Mechatai Akai" per turn, and only once that turn.

•2+: Special Summon 1 "Mechatai" monster from your Deck, but you cannot Special Summon other monsters from your Deck for the rest of this turn.

•4+: Discard 1 card; add 1 "Mechatai" monster from your Deck to your hand.

•6: Add 1 "Mechatai" Spell from your Deck to your hand.

 

Mechatai Aoi

WATER Warrior Level 5

1900/1600

Effect: If this card is Special Summoned: You can banish 1 card in your hand, then target 1 "Mechatai" card in your GY; add it to your hand. During your Main Phase: You can activate 1 of the following effects based on the number of Attributes you control. You can only use 1 of the preceding effects of "Mechatai Aoi" per turn, and only once that turn.

•2+: Discard 1 card, then target 1 monster your opponent controls; destroy it.

•4+: Target 1 "Mechatai" monster in your GY; Special Summon it.

•6: Draw 1 card.

 

Mechatai Ki

EARTH Warrior Level 3

1400/1500

Effect: If you control 2 or more monsters with different Attributes, you can Special Summon this card (from your hand). During your Main Phase: You can activate 1 of the following effects based on the number of Attributes you control. You can only use 1 of the preceding effects of "Mechatai Ki" per turn, and only once that turn.

•2+: Target any number of "Mechatai" monsters you control, then declare Attributes for each target; change their Attributes to those declared Attributes.

•4+: Target 1 of your banished "Mechatai" cards; add it to your hand.

•6: Target 1 of your banished "Mechatai" monsters; Special Summon it.

 

Mechatai Midori

WIND Warrior Level 2

900/1200

Effect: When this card is Normal Summoned: You can Special Summon 1 "Mechatai" monster from your hand, then, if you controlled 2 or more monsters with different Attributes when this effect was activated, you can draw 1 card. During your Main Phase: You can activate 1 of the following effects based on the number of Attributes you control. You can only use 1 of the preceding effects of "Mechatai Midori" per turn, and only once that turn.

•2+: Target 1 Spell/Trap your opponent controls; destroy it.

•4+: Reveal 3 "Mechatai" cards in your Deck with different names; your opponent adds 1 of them to your hand, and sends the rest to the GY.

•6: Shuffle 1 card your opponent controls into the Deck.

 

Mechatai Sakura

LIGHT Warrior Level 1

500/300

Effect: If this card is sent to the GY: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Mechatai Sakura" once per turn. During your Main Phase: You can activate 1 of the following effects based on the number of Attributes you control. You can only use 1 of the preceding effects of "Mechatai Aoi" per turn, and only once that turn.

•2+: Immediately after this effect resolves, Normal Summon 1 "Mechatai" monster.

•4+: You can make your monsters unable to be destroyed by battle until the end of this turn.

•6: Target up to 2 cards on the field; return them to the hand.

 

 

 

 

[spoiler=Spells/Traps]

 

Mechatai Change

Field Spell Card

Effect: When this card is activated: Banish all monsters you control that were Special Summoned from the Extra Deck. You cannot Special Summon monsters from your Extra Deck. You can banish 1 "Mechatai" monster you control; Special Summon 1 monster from your hand or Deck whose Attribute is the same as the "Mechatai" monster had on the field, ignoring its Summoning conditions, then if you controlled 5 monsters with different Attributes when this effect was activated, this Summon can be treated as a Tribute Summon or Ritual Summon. You can only activate this effect of "Mechatai Change" twice per turn.

 

Mechatai Nijiiro Crystal Sky

Normal Spell Card

Effect: If only your opponent controls a monster: Banish up to 5 monsters with different Attributes from your GY, and if you do, Special Summon "Mechatai" monsters from your hand or Deck equal to the number of monsters banished by this effect.

 

Mechatai Gattai

Normal Spell Card

Effect: If you control 5 "Mechatai" monsters with different names: Banish all cards your opponent controls.

 

Mechatai Revert

Quick-Play Spell Card

Effect: Shuffle any number of monsters you control that were Special Summoned by "Mechatai Change" into your Deck; for each, Special Summon 1 of your banished "Mechatai" monsters with the same Attribute. You can only activate 1 "Mechatai Revert".

 

 

 

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Alright, let's see what you have in here. 

 

Akai: I mean, this is basically a free summon if you got the Field up and whatnot, so guess that helps. 2 effect is fine; 4 is somewhat iffy as you essentially can't search unless you have most of the board up and the 6 isn't happening unless you summon in the EMZ. So yeah,.

 

Aoi is okay for the most part, I guess. 

 

Ki is probably the best out of all these, since it apparently sets up everything so you can actually trigger the "higher" effects when needed.

 

Midori is fine; least it triggers Aoi's SSing effect and banish/recycles stuff, plus gives you some drawing power. But that's about it.

 

Sakura is fine, I guess, considering the fact this Deck cannot spam monsters fast enough from what I'm seeing.

 

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If Change didn't lock you out of an Extra Deck and stuff, then yeah, would be good. But since it does this for whatever reason, good luck trying to pull off the 6 Attribute thing on the Main Deck. Also why would you want to treat things as a Tribute or Ritual Summon? None of your stuff right now really mentions this, and Aoi triggers on Special Summoning. At this point, all this card does is really cycle through your other members and food for Revert if necessary. 

 

Crystal Sky is fine for enabling full fields, but explain how often you're actually milling 5 different Attributes consistently here outside getting lucky with Midori (and hope opponent doesn't screw plans up). Then again, I guess it helps if you got board wiped or something and are losing. 

 

Gattai's design is questionable considering this is technically similar to Fandora's last effect, sans the no damage thing and banishing. Issue basically comes from Crystal Sky (if you can pull all 5 out). Granted, these don't have the spamming potential (or consistency of it thereof) as Fur Hire, but you get the point. 

 

I suppose Revert is fine for recycling stuff from Crystal Sky before you spam 5 monsters on board at most, but that's about it. Also...is the limiter on activation once per turn or per duel? 

 

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As far as this Deck is supposed to function in competition, I'm just not seeing how you can make the most out without being reliant on Akai and Ki somewhat to start up plays and get Attribute stuff going. The Spells are fine, but Gattai is questionable when taking into consideration it's a very strong form of removal; even taking into consideration trying to get all 5 out to do things. 

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