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PostPosted: Sun Feb 17, 2013 7:58 pm 
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Parallel Rare Duelist
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Table of Contents
**Press "Ctrl+F" to teleport.**
<<[Introduction]>>
<<[Overview]>>
<<[The Mecha Phantom Beast Cards]>>
<<[Off-Theme Monster Support]>>
<<[Off-Theme Spell Support]>>
<<[Off-Theme Trap Support]>>
<<[Hybrids]>>
<<[Combos]>>
<<[Decklists and Skeleton]>>
<<[Acknowledgements]>>


<<[Introduction]>>
Welcome to my second guide! :D

The Mecha Phantom Beasts started their journey in "Lord of the Tachyon Galaxy", where the WIND attribute was being showcased. Unlike their
close cousins, the Phantom Beasts, they're actually pretty competitive. They have a whole array of support, and can fare well in a pure or a
hybrid build. This is a learning experience for the both of us so let's start right away!


<<[Overview]>>
All of the Mecha Phantom Beasts revealed thus far are WIND Machines. They are comprised of:
14 Main Deck Monsters
1 Synchro Monster
1 Xyz Monster
2 Spells
3 Traps

Strengths:
• Effects work with ANY token, except for the level-changing effect
• Hard to get rid of when there are tokens on your side of the field
• Able to get out a variety of Xyz Monsters
Weaknesses:
• Extra Deck is extremely packed
• Chimeratech Fortress Dragon


<<[The Mecha Phantom Beast Cards]>>

Key:
Token-Summoning effect
Level-Changing effect
Invulnerability-to-Destruction effect
Token-Usage effect

Mecha Phantom Beast Aerosguin
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Once per turn: You can banish 1 "Mecha Phantom Beast" monster from your Graveyard, except "Mecha Phantom Beast Aerosguin"; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects.

We have our very own World Premier in Judgment of the Light! Free tokens are good. Not exactly free, but the cost is minimal. Of course, the deck already has enough token generators, so Aerosguin is pretty much obsolete. As a level 3 with no use for the tokens that it creates, it is out-shined by many of the other Mecha Phantom Beasts.
Aerosguin is a cross between the Aeroscraft and a penguin.
Run 0-1


Mecha Phantom Beast Blackfalcon
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When this card declares an attack: Special Summon 1 "Mecha Phantom Beast Token" (WIND/Machine-Type/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn, during either player's turn: You can Tribute 1 Token you control to target 1 monster your opponent controls; change that target to face-up Defense Position.

This guy summons the token before damage calculation occurs, so he will stay alive after attacking (unless the token's summon was negated, his effect was negated, etc.). However, his low ATK stat won't be getting over much. That's where his second effect comes in. Monsters in the current meta tend to be beefy in ATK, but are lacking in DEF. Blackfalcon can exploit this weakness by switching them to DEF position.
Blackfalcon is a cross between the SR-71 Blackbird and a falcon.
Run 0-1


Mecha Phantom Beast Blue Impala
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Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Machine-Type monster. The other Synchro Material Monster(s) are "Mecha Phantom Beast" monsters in your hand or on your side of the field. While you control a Token, this card cannot be destroyed by battle or card effects. If your opponent controls a monster and you control no monsters: You can banish this card from your Graveyard; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).

A Tuner in a deck that specializes in level changing... Brace yourself, extra deck. Blue Impala fills the void that the deck had before: What happens when the field is wiped clean of MPBs and tokens? Impala saves you from situations like these. It doesn't require you to topdeck it, but it does have to be in the grave to be able to set up for you. Easily done, considering how fast this deck can search its needed components. Impala is special because it's a better version of Eccentric Boy, that is exclusive to MPBs only. You can still use it's effect to Synchro Summon (materials in hand) even when Impala's effect is negated. Crane Crane turns into a full field of Dracossacks and tokens when combined with Impala. Note that he can still only Synchro Summon a Machine-type Synchro; that little effect is actually a condition. Conditions cannot be negated.
Blue Impala is a cross between the Blue Impulse team and a impala (an African Antelope).
Run 3


Mecha Phantom Beast Coltwing
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When this card is Special Summoned: Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You must control another "Mecha Phantom Beast" monster to activate and to resolve this effect. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 2 Tokens, then target 1 card your opponent controls; destroy that target, and if you do, banish it.

This. Card. Is. Amazing. It can be triggered by so many cards off- and on-theme and it ensures that you have tokens present for the majority of the duel. It sets up many, many plays, and the banishing is very welcome.
Coltwing is a cross between the Bell Boeing V-22 Osprey and a colt (a horse).
Run 2


Mecha Phantom Beast Hamstrat
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When this card is flipped face-up: Special Summon 2 "Mecha Phantom Beast Tokens" (WIND/Machine-Type/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 Token, then target 1 "Mecha Phantom Beast" monster in your Graveyard; Special Summon that target. You can only use this effect of "Mecha Phantom Beast Hamstrat" once per turn.

Hamstrat sets up a ton of combos. Setting him and a couple of traps is a very nice start to a duel. Note that the tokens are summoned after damage calculation, so Hamstrat could die before the tokens come out. Hamstrat is also a themed Monster Reborn. What's not to love?
Hamstrat is a cross between the Boeing KC-135 Stratotanker and a hamster.
Run 3


Mecha Phantom Beast Harrliard
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Once per turn, when a monster(s) you control is Tributed to activate a card or effect other than this card's: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token; Special Summon 1 "Mecha Phantom Beast" monster from your hand.

At first glance, he seems pretty redundant. However, the deck relies on good combos, and Harrliard sets them up. A token used is a token earned. Replaces a single token that's been used. If used with Raptor, it nets you two tokens. He creates some spamming, which is very helpful in certain situations, like having a Coltwing in hand. 1800 ATK is nothing to scoff at either.
Harrliard is a cross between the Harrier Jump Jet and a renard, or male fox.
Run 2


Mecha Phantom Beast Kalgriffin
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You can Tribute 2 "Mecha Phantom Beast" monsters; Special Summon this card from your hand. You can only use this effect of "Mecha Phantom Beast Kalriffin" once per turn. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can discard 1 "Mecha Phantom Beast" monster; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).

Not worth it. Very costly to summon, and is coupled with an even costlier effect. Token spam is already easy to do with our current cards. Tokens are easier to get out than the actual monsters themselves, so Kalgriffin only amplifies this problem.
Kalgriffin is a cross between the Kalinin K-7 and a griffin.
Run 0


Mecha Phantom Beast Megaraptor
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When a Token(s) is Special Summoned to your side of the field: Special Summon 1 "Mecha Phantom Beast Token" (WIND/Machine-Type/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast Megaraptor" once per turn. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token; add 1 "Mecha Phantom Beast" monster from your Deck to your hand.

The bread and butter of the deck. Gives us the consistency that we want, and packs a big punch too. He turns ANY token summoned into 2 tokens! There really isn't much to say here. Megaraptor should be maxed at all times.
Megaraptor is a cross between the Lockheed Martin F-22 Raptor and a velociraptor.
Run 3


Mecha Phantom Beast O-Llion
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You can banish this card from your Graveyard; immediately after this effect resolves, Normal Summon 1 "Mecha Phantom Beast" monster from your hand. While you control a Token, this card cannot be destroyed by battle or card effects. If this card is sent to the Graveyard: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast O-Lion" once per turn.

The latest addition to the battalion. O-Lion is the second tuner of the deck, but it is level 2. This means that level 5, 6, 8, and 9 Synchros are easier to get out. The effect that summons a token does not miss timing, so you're guaranteed a token when O-Lion is used in a Synchro Summon, a cost for an effect, etc. that makes him go to the Graveyard. So many plays to be had with this card. Unlike Impala, O-Lion does not have the limit on what Synchro you want to go into. The first effect also increases the amount of spam that this deck already brings. The plays are limitless
O-Lion is a cross between the Orion spacecraft and a lion.
Run 3 (testing still under way)


Mecha Phantom Beast Sabre Hawk
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This card cannot attack your opponent directly. If you have a monster in your Graveyard that is not a "Mecha Phantom Beast" monster, this card cannot attack. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token, then target 1 card in either player's Graveyard; banish that target.

Not worth it. The attack is welcome, but the effect is meh at best. It's best sided, but there are other cards that do it's job better. It doesn't even generate any tokens :/
Sabre Hawk is a cross between the MQ-9 Reaper and a saber-toothed cat.
Run 0


Mecha Phantom Beast Stealthray
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When this card inflicts Battle Damage to your opponent: Special Summon 1 "Mecha Phantom Beast Token" (WIND/Machine-Type/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token, then target 1 Spell/Trap Card on the field; destroy that target.

Stealthray isn't too bad. He's not too great either. He kinda slows down the deck, requiring you to do battle damage with a measly 100 ATK. Setting him is the best that you can do. With 2100 DEF, not much can get past him (hint: set him with Black Garden on the field). The S/T destruction is nice. Stealthray is also a Debris Dragon target.
Stealthray is a cross between the Northrop Grumman B-2 Spirit and a stingray.
Run 0-1


Mecha Phantom Beast Tetherwolf
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When this card is Normal Summoned: Special Summon 1 "Mecha Phantom Beast Token" (WIND/Machine-Type/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. During the Damage Step of either player's turn, if this card battles an opponent's monster: You can Tribute 1 Token once per battle; this card gains 800 ATK, until the End Phase.

Tetherwolf is a very simple, but rewarding card. He can get over many cards with his mini-Kalut effect, and he easily makes tokens. Like Megaraptor, Tetherwolf should be maxed at all times.
Tetherwolf is a cross between the Boeing AH-64 Apache and a wolf.
Run 3


Mecha Phantom Beast Turtletracer
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This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Each turn, the first "Mecha Phantom Beast Token" you control that would be destroyed by battle, is not destroyed.

This is our Sneak Peek Participation card. Can be Machine Duplicated and has synergy with Debris Dragon, but it isn't a level 4 to make Chidori plays :C. Yes, it protects your tokens like Concoruda, but it just takes up space that could be used for better cards.
Turtletracer is a cross between the Grumman E-1 and a turtle.
Run 0


Mecha Phantom Beast Warbluran
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If this card is sent to the Graveyard for the Synchro Summon of a Machine-Type monster: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0), also, for the rest of this turn, you cannot Special Summon any other monsters, except WIND monsters. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 other "Mecha Phantom Beast" monster; increase this card's Level by 1. You can only use 1 "Mecha Phantom Beast Warbluran" effect per turn, and only once that turn.

Being level 1, Warbluran has a lot of support. He can be One For One'd, Kinka Byo'd, etc. If he's used for a Synchro Summon, the Synchro can be of any attribute, but for the rest of the turn, you can only Special Summon WIND monsters. This limits the use of the Karakuri Synchros that spam monsters 24/7. Warbluran was a nice concept, but it limits the deck quite a bit.
Warbluran is a cross between the Buran spacecraft and a warbler.
Run 0-1

Key:
Token-Summoning effect
Level-Changing effect
Token-Usage effect

Mecha Phantom Beast Concoruda
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1 Tuner + 1 or more non-Tuner monsters
Tokens you control cannot be destroyed by battle or by card effects. If this card on the field is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: You can Tribute all Tokens to target 1 Level 4 or lower "Mecha Phantom Beast" monster in your Graveyard; Special Summon that target.

Concoruda makes your tokens invulnerable to destruction. So with him, some tokens, and some other Mecha Phantom Beasts, Concoruda is the only one that is vulnerable to destruction. A thing to note: Concoruda is a generic Synchro monster. Makes it very easy to get him out.
Concoruda is a cross between the Concorde and a garuda (think Garunix).
Run 1-2, depending on how much Extra Deck space you have


Mecha Phantom Beast Dracossack
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2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster to target 1 card on the field; destroy it. This card cannot attack the turn you activate this effect.

Our boss monster is a Scrap Dragon. Dracossack is super easy to get out in here, like it should be. You only need 2 level 4 Mecha Phantom Beasts and a Mecha Phantom Beast token. Dracossack triggers Harrliard and Megaraptor, and sets up the field with 2 extra tokens, as well as many other things. Also note that it can tribute itself to get a pop.
Dracossack is a cross between the Cossack and a dragon.
Run 2

Scramble!! Scramble!!
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If your opponent's monsters on the field outnumber your non-Token monsters on the field: Tribute any number of "Mecha Phantom Beast Tokens"; Special Summon an equal number of "Mecha Phantom Beast" monsters from your Deck. Shuffle them into the Deck during the End Phase. You can only activate 1 "Scramble!! Scramble!!" per turn.

At first I pushed this card away because it just seemed so situational. Once I began testing and testing, however, it came through and did what I needed it to do – spam. I found it incredibly useful, especially considering the amount of tokens that are left laying around.
Run 1-2


Vertical Landing
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Tribute any number of non-Token WIND monsters, except tokens; Special Summon an equal number of "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only activate 1 "Vertical Landing" per turn.

The opposite of Scramble. Putting into consideration the amount of tokens that you generate, Vertical Landing won't be doing much. You'd rather want to have more monsters than tokens.
Run 0


Aerial Recharge
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Once per turn: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). During each player's End Phase, destroy this card unless you Tribute 1 "Mecha Phantom Beast" monster.

Because this card is a Trap card, you can chain the effect of it to something. This effect can also be activated on your opponent's turn. This card sets up for a lot of the cards (basically anything that tributes a token). It can save your monster from dying in battle, act as fodder for a Synchro/Tribute Summon, trigger Megaraptor, trigger Harrliard, and it gives Concoruda something to protect, plus a whole lot more.
Run 2-3


Do a Barrel Roll
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When a Spell Card, Trap Card, or monster effect is activated: Tribute all "Mecha Phantom Beast Tokens"; negate the activation, and if you do, destroy it.

The cost for this is quite hefty, but it's pretty good. Unlike Solemn Judgment, Barrel Roll negates Monster effects, not summons. With Aerial Recharge, you have a constant supply of Tokens. The quantity is entirely up to preference. I honestly don't like to play too many because Mecha Phantom Beasts aren't too much of a control-type deck.
Run 0-1, depending on preference


Sonic Boom
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During your turn: Target 1 "Mecha Phantom Beast" monster on the field; this turn, its ATK becomes double its original ATK, it is unaffected by other Spell/Trap effects, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this effect is applied to that monster, destroy all Machine-Type monsters you control during the End Phase of this turn. Other monsters cannot attack during the turn you activate this card.

Mini Limiter Removal + Forbidden Lance.. Not too bad. Also, the good part about the destruction is that only your tokens are destroyed! Combine with Conco Ruda for shenanigans :)
Run 0-1


<<[Off-Theme Monster Support]>>

Tempest, Dragon Ruler of Storms
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If this card is in your hand or Graveyard: You can banish a total of 2 WIND and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 WIND monster to the Graveyard; add 1 Dragon-Type monster from your Deck to your hand. If this card is banished: You can add 1 WIND Dragon-Type monster from your Deck to your hand. You can only use 1 "Tempest, Dragon Ruler of Storms" effect per turn, and only once that turn.

Tempest works amazingly well with the Mecha Phantom Beasts. Dracossack requires you to have 2 level 7 monsters, and getting out both is a piece of cake with this card. All of your planes are WIND, so it is super easy to get Tempest on the field each turn for another Dracossack or a corresponding Rank 7.

Monarchs
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When this card is Tribute Summoned: Target 1 card on the field; banish that target, and if you do, inflict 1000 damage to your opponent if it was a DARK monster.

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When this card is Tribute Summoned: Target 1 card on the field; return that target to the top of the Deck.

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When this card is Tribute Summoned: You can target up to 2 Spell/Trap Cards on the field; destroy those targets.

Getting a token on the field each turn is no problem. The Monarchs, although using up your 1 Normal Summon for the turn, can get rid of many nuisances that normally would be hard to dispose of. They are, however, level 6, which doesn't help when trying to get out Dracossack ASAP. They do work with the level 3 planes in getting out Rank 6s, but that just clogs up the extra deck even more. When deciding to incorporate Monarchs into your deck, start with Caius, then Raiza, and Mobius last. Normally you won't add Mobius at all, but it is mentioned here because the effect is pretty decent. Caius arguably has the best effect of the Monarchs, and should hold more places in the deck than the rest. Raiza also has an amazing skill, and should be used more often here than in some other decks because it is a WIND and thus is used as fodder for Tempest.

Duck Fighter
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If this card is in your hand or Graveyard: You can Tribute Tokens whose total Levels equal 3 or more; Special Summon this card. You can only use the effect of "Duck Fighter" once per turn.

Helps out enormously in manipulating your tokens. Too many tokens? Summon Duck Fighter. It also combos slightly well with the level 3 planes, making Rank 3s. Of course, there isn't much space in the extra deck to dedicate to Rank 3s, but it would be worth it to at least add 1 or 2 of the staple Rank 3s.

Reptilianne Vaskii
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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 2 face-up monsters with 0 ATK from anywhere on the field. Once per turn, you can select and destroy 1 face-up monster your opponent controls. There can only be 1 face-up "Reptilianne Vaskii" on the field.

The tokens all have 0 ATK, so getting Vaskii out is very easy. You get a free pop each turn with this.

Powered Inzektron
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1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: This turn, this card cannot be destroyed by battle or by card effects, also you take no damage.

One of the "better" level 6 Synchros. We all know Konami is trying to churn out level 6 Synchros, but with very little success.. We have to work with what we have. Inzektron is actually pretty decent, having immunity to many things on the turn that it is summoned. It also packs a big punch with it's 2500 ATK. Inzektron is also a target for Impala.

Karakuri Shogun mdl 00 "Burei"
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1 Tuner + 1 or more non-Tuner Machine-Type monsters
When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position.

Blue Impala can make this guy first turn if you have a level 4 MPB in your hand. Level 7 = Dracossack access, and it gives your deck extra speed. Burei can Special Summon Saizan and Nishipachi for more Synchro plays.

Chimeratech Fortress Dragon
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"Cyber Dragon" + 1 or more Machine-Type monsters
Cannot be used as a Fusion Material Monster. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either side of the field to the Graveyard. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Material Monsters used for its Special Summon.

The bane of Machines. It is kinda scary when used against you, but you can also use it yourself. Note: it cannot use tokens because tokens cannot physically go anywhere (i.e. banished, bounced, spun, set, sent) as a cost.

Totem Bird
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2 Level 3 WIND monsters
During either player's turn, when a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, destroy it. This card loses 300 ATK while it has no Xyz Materials.

A rank 3 option to put in the extra deck. There isn't much space, so I lean towards the more staple rank 3's.

Lightning Chidori
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2 Level 4 WIND monsters
When this card is Xyz Summoned: Target 1 Set card your opponent controls; return that target to the bottom of the Deck. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; return that target to the top of the Deck.

Chidori has decks built around it. It's a +2 at most (-1 from Xyz summoning, +0 on successful summon (with on-summon effect), +1 from first use of effect, +2 from second use of effect). It can really slow down the opponent from the spinning.

Gear Gigant X
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Deck moves really quickly when you have multiple cards searching. It's not entirely needed, but it's nice to have. Mega Raptor can already do your searching for you, so Gigant could be removed from the extra to make space for others.

Photon Strike Bounzer
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2 Level 6 monsters
Once per turn, during either player's turn, when a monster effect is activated on your opponent's side of the field: You can detach 1 Xyz Material from this card; negate the effect, and if you do, inflict 1000 damage to your opponent.

Bounzer, Ptolemy, and Gauntlet Launcher are three of the best rank 6's at the moment. Bounzer is an Effect Veiler that burns. Pretty easy to get out with Hamstrat.

Constellar Ptolemy M7
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2 Level 6 monsters
You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If you do, its effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return that target to the hand.

Reuse one of your monsters or bounce an annoying monster. Super simple card.

Gauntlet Launcher
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2 Level 6 monsters
You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; destroy it.

Has a very simple, yet devastating effect. Note that it can be used multiple times a turn.

Number 11: Big Eye
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2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.

Big Eye is a walking Change of Heart. Taking control of your opponent's monster is amazing. It can turn games around.

Number 74: Master of Blades
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2 Level 7 monsters
During either player's turn, when a card or effect is activated that targets this face-up card: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card, then you can destroy 1 card on the field.

Turns a lot of cards into -1's. Great against Big Eyes, Dracossacks, etc. However, because the extra deck doesn't have a ton of space, Master of Blades should be the first rank 7 to be dropped.

Mirage Fortress Enterprisenir
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2 Level 9 monsters
Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.
● Banish 1 card your opponent controls.
● Banish 1 random card from your opponent's hand.
● Banish 1 card from your opponent's Graveyard.
● Banish the top card of your opponent's Deck.

This is technically a Mecha Phantom Beast card (they are found in the artwork), but it does not share the name, so it isn't considered a Mecha Phantom Beast card. Very reminiscent of Trishula (R.I.P.) but somewhat hard to get out. I'd try to find 1 space for this guy in the extra.

Superdreadnought Rail Cannon Gustav Max
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2 Level 10 monsters
Once per turn: You can detach 1 Xyz Material from this card; inflict 2000 damage to your opponent.

Gustav is associated with a lot of OTKs like Hieratics and Gishki. He can be made by 2 level 4 Mecha Phantom Beasts and 2 Mecha Phantom Beast tokens.

Skypalace Gangaridai
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2 Level 10 monsters
You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect.

The Gustav alternative. Destroys a card, but burns for less.


<<[Off-Theme Spell Support]>>

Limiter Removal
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Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters.

Classic Machine staple.

Token Sundae
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Destroy all Tokens you control, then destroy cards on the field, up to the number of Tokens destroyed by this effect.

This card is a 141 at the least. Your opponent also cannot chain Starlight Road to this because it doesn't it doesn't specifically say how many cards are being destroyed.

Scapegoat
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Quote:
Special Summon 4 "Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon. You cannot Summon other monsters the turn you activate this card (but you can Set).

Scapegoat can be at the end of your opponent's turn so that you can summon on your turn. Since it summons 4 tokens, it doesn't trigger Megaraptor, and it can stuff your field.

Fiend's Sanctuary
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Quote:
Special Summon 1 "Metal Fiend Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). It cannot attack. Your opponent takes any battle damage you would have taken from battles involving it. During each of your Standby Phases, pay 1000 Life Points or destroy this Token.

Unlike Scapegoat, Fiend's Sanctuary is a Normal Spell that generates a useful(ish) token. Because it makes only 1 token, your field won't be as cloggy. Fiend's Sanctuary's best friend is Megaraptor - you get a search and an indestructible monster. Also, when this card is activated, you can still summon a monster. However, I'm going to advise to stay away from the token spells only because the Mecha Phantom Beasts are fine by themselves. They already generate a good amount of tokens.

Creature Swap
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Quote:
Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.

Give your opponent your 0 ATK tokens for their monster :D

Foolish Burial
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Quote:
Send 1 monster from your Deck to the Graveyard.

This card has soooo many functions. Drop a Duckfighter for rank 3 plays, Tempest for rank 7, Coltwing for Hamstrat/Call of the Haunted, Blue Impala for a token, etc.
Credit to XYZ Dragon Cannon

Magic Planter
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Quote:
Send 1 face-up Continuous Trap Card you control to the Graveyard. Draw 2 cards.

Just an option, as the deck runs multiple Continuous Traps.

Black Garden
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Quote:
When a monster(s) is Normal or Special Summoned, except by the effect of "Black Garden": Halve its ATK, also you Special Summon 1 "Rose Token" (Plant-Type/DARK/Level 2/ATK 800/DEF 800) to its controller's opponent's side of the field, in Attack Position. (This ATK loss remains even if this card leaves the field.) You can target 1 monster in your Graveyard with ATK equal to the total ATK of all Plant-Type monsters on the field; destroy this card and as many Plant-Type monsters on the field as possible, then if the total ATK the destroyed monsters had on the field is equal to that target's ATK, Special Summon that target.

Black Garden is especially good when it comes to Hamstrat and Stealthray; it keeps Hamstrat alive, most of the time, and almost always nets you a token (giving your opponent some hefty damage too). Black Garden also has targets; Coltwing (YES!!) and Concoruda. So now Black Garden can trigger Coltwing.. It can also grab you Aerosguin. Be careful! Don't use Black Garden if you aren't great at math - it can be really annoying.

Ancient Forest
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Quote:
When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase.

Ancient Forest Triggers Hamstrat instantly (his effect isn't necessarily a Flip effect). The Mecha Phantom Beasts aren't destroyed by Ancient Forest's downside, due to their invulnerability when a token is on the field.
Credit to Zeronex

Iron Call
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Quote:
If you control a Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon that target. Its effects are negated. Destroy it during the End Phase.

Monster Reborn for Machines. Though the effect is negated, it's still useful for Xyz/Synchro/Tribute Summons, as well as fodder for Miyabi, etc.

Transmodify
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Quote:
Send 1 face-up monster you control to the Graveyard; Special Summon from your Deck, 1 monster with the same Type and Attribute as that monster in the Graveyard, but 1 Level higher. You can only activate 1 "Transmodify" per turn.

The combos! Turns any of the level 3 Mecha Phantom Beasts into and of the level 4 ones or any of the 4's into Spell Canceller. Works really nicely with Coltwing. If a Mecha Phantom Beast is on the field with a token, Transmodify summons a monster that is 1 level higher than the original level of the sent monster. For example: Aerosguin with a token on the field; Transmodify sends Aerosguin to the graveyard and summons a level 4.


<<[Off-Theme Trap Support]>>

Spiritual Wind Art - Miyabi
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Quote:
Tribute 1 WIND monster to select 1 card your opponent controls. Place that card on the bottom of the Deck.

Miyabi is super good in this deck because your tokens are easy to get/replace. It triggers Harrliard, too.

Call of the Haunted
Image
Quote:
Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.

When there's a token on the field, and your opponent attempts to destroy your facedown Call of the Haunted, you can chain this, Special Summon a Mecha Phantom Beast, and you get to keep your monster even thought Call of the Haunted is destroyed!

Safe Zone
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Quote:
Activate this card by targeting 1 face-up Attack Position monster on the field; that face-up monster cannot be targeted or destroyed by your opponent's card effects, or be destroyed by battle. It cannot attack your opponent directly. When this card leaves the field, destroy that monster. When that monster leaves the field, destroy this card.

Concoruda is Safe Zone's best friend. Protection for your token protector? Yes please. Also imagine a Safe Zone'd Dracossack. Scary, isn't it?


<<[Hybrids]>>

Plant Engine
ImageImageImageImage
Gives some more speed to the deck, and allows use of Synchros that Blue Impala couldn't make. Of course, the extra deck is already packed, and this engine would only add more to it.

Geargia
ImageImageImageImage
Makes Rank 4's with ease, especially Gear Gigant X. The deck isn't very keen on making rank 4's, so a lot of adjustments to the extra should be made if these are to be included.

Karakuri
ImageImageImageImage
Bureido doesn't have to be run, but Burei surely should be if there is Saizan/Nishipachi. Burei can also be easily summoned with Blue Impala.


<<[Combos]>>
*more combos to be added soon*

Black Garden

Hand: Tetherwolf
Field: Black Garden
Graveyard: Coltwing

1. Normal Summon Tetherwolf
2. Special Summon Rose Token to Opponent's field
3. Special Summon 1 MPB Token (Tetherwolf)
4. Special Summon Rose Token to Opponent's field
5. Destroy Garden and both Rose Tokens to Special Summon Coltwing
6. Special Summon 2 MPB Tokens
7. Tribute 2 Tokens to banish a card
8. Overlay Coltwing and Tetherwolf for Dracossack
9. Detach a material for 2 MPB Tokens
10. Tribute a Token, destroy a card

Hand: Blue Impala, Coltwing
Field: Black Garden

1. Normal Summon Impala
2. Special Summon Rose Token to Opponent's field
3. Synchro Summon Concoruda using Impala and the Coltwing in hand
4. Special Summon Rose Token to Opponent's field
5. Destroy Garden and both Rose Tokens to Special Summon Coltwing


Karakuri

Hand: Blue Impala, Level 4 MPB
Field: MPB Token

1. Normal Summon Blue Impala
2. Synchro Summon Burei with Impala and Level 4 MPB
3. Special Summon Saizan from deck
4. Synchro Summon Burei with Saizan and MPB Token
5. Special Summon Saizan from deck
6. Xyz Summon Dracossack with both Bureis
7. Detach 1 material, Special Summon 2 MPB Tokens
8. Synchro Summon Burei with Saizan and 1 MPB Token
9. Special summon Saizan from deck
10. Synchro Summon Concoruda with Saizan and 1 MPB Token
11. Xyz Summon Dracossack with Burei and Concoruda
12. Detach 1 material, Special Summon 2 MPB Tokens



<<[Decklists and Skeletons]>>

**Any other Decklists will be greatly appreciated.**

0-1 Aerosguin
0-1 Blackfalcon
3 Blue Impala
2 Coltwing
3 Hamstrat
2 Harrliard
3 Megaraptor
3 O-Lion
0-1 Stealthray
3 Tetherwolf

1-2 Scramble!! Scramble!!

2-3 Aerial Recharge
0-1 Do a Barrel Roll
0-1 Sonic Boom

2 Mecha Phantom Beast Dracossack
1 Mecha Phantom Beast Concoruda


<<[Acknowledgements]>>

• Flu the Shy, -thePTguy, Zeronex, and others who have made guides, because I have used most of their guides' layouts as a starting point
• Yu-Gi-Oh! Wikia, for their pictures, effects, and trivia
• YCG Admin, for hosting this site
• You, for taking your time to read this

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= Guide to Hieratics =


Last edited by Phazed on Thu May 22, 2014 6:42 pm, edited 28 times in total.

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PostPosted: Sun Feb 17, 2013 8:11 pm 
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Very nice guide Phazed! :D I really want to build these now.

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PostPosted: Sun Feb 17, 2013 8:26 pm 
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Beat me to it :(

Anyway, great guide. Gave me a lot of ideas on how to improve my deck.

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PostPosted: Sun Feb 17, 2013 8:31 pm 
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Location: Gray and Juvia's wedding <3
awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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PostPosted: Sun Feb 17, 2013 8:34 pm 
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XYZ Dragon Cannon wrote:
Beat me to it :(

Anyway, great guide. Gave me a lot of ideas on how to improve my deck.

My bad D:

Thanks guys

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PostPosted: Sun Feb 17, 2013 10:05 pm 
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Very well made guide!

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PostPosted: Sun Feb 17, 2013 11:28 pm 
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Phazed wrote:
XYZ Dragon Cannon wrote:
Beat me to it :(

Anyway, great guide. Gave me a lot of ideas on how to improve my deck.

My bad D:

Thanks guys

It's all good, yours goes into a lot more detail.

Would you mind if I added a link in my guide to this one?

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PostPosted: Sun Feb 17, 2013 11:39 pm 
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XYZ Dragon Cannon wrote:
Phazed wrote:
XYZ Dragon Cannon wrote:
Beat me to it :(

Anyway, great guide. Gave me a lot of ideas on how to improve my deck.

My bad D:

Thanks guys

It's all good, yours goes into a lot more detail.

Would you mind if I added a link in my guide to this one?

I'd be honored :D

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PostPosted: Mon Feb 18, 2013 3:45 am 
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I love the guide and will be adding my deck-list to this ^^

Was also thinking about a Rank 3 decklist but that's gunna need more work.

I will send the decklist to you after the banlist ^^

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Last edited by dracostrike on Mon Feb 18, 2013 4:31 am, edited 1 time in total.

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PostPosted: Mon Feb 18, 2013 4:16 am 
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Add Ancient Forest into the off-theme Spell Support.

Ancient Forest instantly trigger your Ham-Strato.
Mecha Phantom Beasts laughs at Ancient Forest destruction effect.
Opponent is discouraged from attacking the token, lest their monster dies after battling.

I messed around with Ancient Forest Planes when they were first released in DevPro. You'd be surprise how far the opponent would go to destroy Ancient Forest. It was hilarious.

You should also dig around and enlighten the readers what exactly the Mecha Phantom Beasts are. For example, do you know that Drago-Sack is a fusion of a dragon with Antonov An-225 Mriya, AKA Cossack? All these little trivia will make it a bit more informative.

Also, great guide. I enjoyed reading it. Love the colour scheme particularly. Good job.

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PostPosted: Mon Feb 18, 2013 2:59 pm 
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Zeronex wrote:
Add Ancient Forest into the off-theme Spell Support.

Ancient Forest instantly trigger your Ham-Strato.
Mecha Phantom Beasts laughs at Ancient Forest destruction effect.
Opponent is discouraged from attacking the token, lest their monster dies after battling.

I messed around with Ancient Forest Planes when they were first released in DevPro. You'd be surprise how far the opponent would go to destroy Ancient Forest. It was hilarious.

You should also dig around and enlighten the readers what exactly the Mecha Phantom Beasts are. For example, do you know that Drago-Sack is a fusion of a dragon with Antonov An-225 Mriya, AKA Cossack? All these little trivia will make it a bit more informative.

Also, great guide. I enjoyed reading it. Love the colour scheme particularly. Good job.

Done and done. I've also added in the basic skeletons and standard builds for Pre-JoTL and Post-JoTL.

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PostPosted: Tue Aug 06, 2013 3:42 am 
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You should add Foolish Burial to off-theme spell support.

That card is so good and needs to be run.
Foolish a Tempest and bring it back for instant Dracosack.
Foolish Coltwing and Call of the Haunted/Hamstrat it.
Foolish Blue Impala if you really need a token.

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PostPosted: Tue Aug 06, 2013 4:58 am 
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Gonna use this and try to build something fun on DevPro later. Might steal zero's Ancient Forest idea though

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PostPosted: Thu Aug 08, 2013 7:38 am 
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Update:

Here's my build after a few duels, only just learning what the hell I'm doing with them but nonetheless:

3 Megaraptor
3 Tetherwolf
3 Hamstrat
2 Coltwing
2 Harri-Ard
2 Blue-Impalase
1 Blackfalcon
1 Stealthray
2 Effect Veiler

2 Ancient Forest
2 MST
2 Fiend's Sanctuary
1 Scramble!! Scramble!!
1 Forbidden Chalice
1 Monster Reborn
1 Dark Hole
1 Heavy Storm

3 Aerial Recharge
2 Compulsory
2 Torrential
1 Solemn Warning
1 Solemn Judgment
1 Do A Barrel Roll

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PostPosted: Thu Aug 08, 2013 2:05 pm 
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Chalice is an interesting choice :o

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