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 Post subject: Mecha Phantom Beast
PostPosted: Sat Mar 02, 2013 10:15 pm 
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Joined: Sat Jan 22, 2011 2:47 am
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Location: Australia
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Havn't updated my deck since the cards were first announced. What should I change around?

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Sun Mar 03, 2013 10:08 pm 
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Hey buddy...sorry I can't be much help to you, but I haven't been online for a while so I wanted to stop in and say hi. Have fun. ttyl

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Sun Mar 03, 2013 10:31 pm 
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Kaution wrote:
Hey buddy...sorry I can't be much help to you, but I haven't been online for a while so I wanted to stop in and say hi. Have fun. ttyl


Wrong place for greetings, but welcome back/welcome to the forum. @ deck, is it really necessary to have 3 Barrel Roll? Also have you tried them with Machina and or the Elemental Dragons they are pretty good with each other.

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Sun Mar 03, 2013 11:12 pm 
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Kaution wrote:
Hey buddy...sorry I can't be much help to you, but I haven't been online for a while so I wanted to stop in and say hi. Have fun. ttyl

Hi and welcome back! ^_^

AnimaGrim wrote:
Kaution wrote:
Hey buddy...sorry I can't be much help to you, but I haven't been online for a while so I wanted to stop in and say hi. Have fun. ttyl


Wrong place for greetings, but welcome back/welcome to the forum. @ deck, is it really necessary to have 3 Barrel Roll? Also have you tried them with Machina and or the Elemental Dragons they are pretty good with each other.

I have found 3 Barrel Rolls good. Once you get out Draco (the Xyz plane) and you can create tokens at will, Barrel Roll becomes amazing. I havn't tried them with Machina, I don't really think they have much synergy anyway. I will have to look at the Elemental Dragons again because I forgot what they all do.

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Sun Mar 10, 2013 2:51 am 
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bump

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Wed Mar 13, 2013 5:06 pm 
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For a pure Mecha Phantom Beast (MPB) deck it's good.

Now, to make things more interesting: Let's add some tuners. And how about adding some DARK ones? This way we can main Dark Simorgh and say "Goodbye!" to your opponents Trap cards! Also the tuners take care of the extra tokens that ruin your level matching plans you have for your Mecha Phantom Beast monsters in order to xyz.
The first thing that comes to mind is Genex Ally Birdman. Get something back to your hand to ss him (everyhting works but Tetherwolves is the best option in order to activate his eff again next turn). He also gets the 500 ATK boost since everything is WIND making him a 1900 ATK beatstick (not that it will be needed but just in case).
With 1 token/lvl 3 MPB it's 3+3=6 or with 2 tokens 3+3+3=9 with a lvl 4 MPB: 3+4=7

Second option is Dark Resonator. You can even set him first turn if things become desperate. He can survive one fight per turn and that's cool. Same Synchro lvls as above.
Unknown Synchron. Level 1. He is ssed. You still have a Normal Summon. Normal Tetherwolf which gives you a Token for your Synchro Summon.
1+3=4 (with token/lvl3 MPB), 1+3+3=7 (2 tokens), 1+7=8, (with lvl4 boosted from token), 1+4=5 (with lvl4 MPB), 1+6=7 (with lvl3 boosted)

Plaguespreader Zombie maybe for a second Synchro Summon?
2+3=5 (token/lvl3 MPB), 2+4=6 (lvl4 MPB), 2+3+3 / 2+6 =8 (2 tokens/lvl3 boosted)

We have some other tuners that are ok.
Krebons. Level 2. You keep him on field if you need him as many times as you want. It has a cost of course.
Dark Tinker. Level 2. Effect is fine.

You can also side just for unique options:
Sinister Sprocket. Destroy that face up Spell/Trap Fire Formation card. The same advantages as Unknown Synchro.
Trap Eater. Get rid of the face-up Fire Formation Trap card your opponent controls, a Call Of The Haunted or sth. Level 4.
4+3=7 (token/lvl3 MPB), 4+4=8 (lvl4 MPB), 4+3+3=10 (2 tokens)


Use tuners from different levels to unlock different Synchro Monster levels. I suggest 2 Genex Ally Birdman (the best for me), 1 Unknown Synchro, 1 PSZ, and if you want 1 or 2 Dark Resonator. 2 Dark Simorgh and don't forget to side Sprocket and Trap Eater. Try them at least. It's a whole different deck of course.



I am waiting for the TCG release of LTGY to get those Mecha Phantom Beasts myself. I really love this archetype. They require a decent level of intelligence since the levels of your monsters vary depending on one's tokens. My suggestions are far from perfect. I haven't completed my own deck yet. I hope I can complete my deck together with you.

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Sun Apr 07, 2013 6:45 am 
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bump

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Mon Apr 08, 2013 3:21 am 
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XD A wall of text appears and Xyz just says bump.

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Mon Apr 08, 2013 6:01 am 
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How to put this nicely...

I don't want to go the synchro way, although I appreciate the wall of text.

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 Post subject: Re: Mecha Phantom Beast
PostPosted: Fri Apr 12, 2013 9:07 pm 
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Monster line up is fine. I don't like Scramble all that much.. you can run 1 if you want.

-1 Scramble
-1 MST
-1 Barrel Roll
-2 Fiendish Chain

+1 Limiter Removal
+1 Creature Swap?
+1 Miyabi
+2 Breakthrough Skill

This is what I would do. There's a ton of techs to choose from, though. A bit iffy on triple Ray'stailth

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