Friday, May 18, 2012

Deck Dissection: Megamasters

Hey there, felt kinda bored after completing my work, so I decided to do another post for Deck Dissection (not to mention my posts regarding deck lists and techs were very few to begin with...). Today, I'll be looking at a non-meta deck that might be one of the new underdogs to challenge for a spot in today's environment. The deck which I'll be looking at is this:


Yes, enter the newest addition to Cray's criminal syndicate - Warlord Kaijin, Master Beetle. This is Megacolony's first card with Limit Break, and the first one with a printed 11k power. Finally the bugs will not be bullied by 20k lines anymore!

Thanks to Master Beetle's 11k power, Megacolony's defensive power has increased, and it also enables the player to form a 21k line with Stealth Millipede boosting him. And not forget to mention, Master Beetle's Limit Break, when used in the correct timing, can seriously take away your opponent's momentum, as well as a pseudo-hand stripper. Why? Because Master Beetle's Limit Break 'stuns' two of your opponent's Rear Guard when he's attacking the Vanguard. No need to hit, just attack, pay the cost, and you has just saved yourself a couple of cards from your hand. Plus your opponent might have to throw hand cards to maintain attack.

Here's a prototype decklist which I will be playing when EB-03 is out for sale soon:

Grade 0
Megacolony Combatant C x1 (FV)
Sharp Nail Scorpio x4 (Critical)
Shelter Beetle x4 (Critical)
Raider Mantis x4 (Draw)
Medical Combatant, Lamprey x4 (Heal)

Grade 1
Phantom Black x4
Paralyze Madonna x3
Stealth Millipede x3
Machining Mosquito x3
Pest Professor, Mad Fly x1

Grade 2
Bloody Hercules x4
Toxic Trooper x2
Water Gang x2
Tail Jaw x3

Grade 3
Warlord Kaijin, Master Beetle x4
Bewitching Officer, Lady Butterfly x2
Master Fraud x2

From the looks of it, this deck is quite 'plain'. Yes, it is. Because I'm a 'plain' player. I don't like to have too many different aspects in a deck because it can ruin the harmony of a deck compared to one that was tailored to do certain things only. Alas, I did add in some funky elements into the deck that make the deck slightly more fun to play with. Now onto the choices of cards:

Grade 0
The starter that I chose to use is Megacolony Combatant C. He's a very good generic starter compared to to the previous ones due to the fact that it's generic. With a superior call ability, 5k boost, and a nice 'stun' ability, I think he'll be the preferred starter for future Megacolony decks. As for the triggers I went for my favorite beatdown set-up : 8 Critical, 4 Draw, and 4 Heal (never a fan of Stand Triggers).


So Gold... So Critical...

Grade 1
4 Phantom Blacks and 3 null guards, standard for me (might not be for you, just experiment). 3 pieces of Stealth Millipede for 21k, 22k, and 23k lines depending on which of the 3 Grade 3s you rode. You might ask why is a Machining unit is doing inside a non-Machining deck? This little bug is in because it's a 7k booster, and it can Soulcharge 1 upon entering the field, which at the same time, add up your soul to feed for Master Fraud. Professor Mad Fly is in singleton because you might need a hand swap sometimes, but it's 6k base power is kinda on the low side, that's why there's only one in the deck (you can change it, I think I might too, heh!).

Grade 2
Again a standard inclusion with Bloody Hercules at 4 pieces. Water Gang allows you to generate advantage in the form of a +1 hand card. Either your opponent spend hand cards to guard, or let the attack through and you get to draw a card. Tail Jaw is there to boost up your offensive power. With Tail Jaw included, attacking 11k Vanguards are no longer a tough problem for you. The interesting thing here is the 2 pieces of Toxic Trooper. Toxic Trooper is a 9k Grade 2 released in EB-03 with the ability to prevent your opponent to intercept when it attacks. I am still trying out this card, but I think that it might have potential to become a mainstay in Megacolony decks because of it's ability. By stopping interceptors, your opponent has no choice but to use hand cards to guard.

Grade 3
Master Beetle is at 4 pieces and it'll be the main Vanguard for this deck.With a printed 11k power and quite a good LB skill, he'll definitely will become a staple in most decks. Master Fraud is the second 'Master' in this deck as a substitute for Master Beetle. Although he does not sport such good stats like Master Beetle, but he still packs quite a punch when it becomes a 13k beatstick when boosted, and it nets you a card upon hitting and paying the cost of Soulblast 3. Bewitching Officer, Lady Butterfly is also a new unit from EB-03. She gains a 2k boost when attacking the Vanguard, and the ability works even when she's in the Rear Guard circle, in short, good unit (not to mention she looks hot too!).



Here you go, a new twist for Megacolony besides only playing 'stun' effects. You might not have much tricks, but you do have some punch there. Try it out, you might be surprised by what this deck can do. Until then, keep and eye out for my future articles! This is Homura, signing out for now.




2 comments:

  1. I'm always commenting in the old posts, lol...

    Well, I have Megacolony as my main deck and some suggestions for this build, maybe it can appear as a new post? xD

    G0's are fine.
    G1 : I'd take out Mad Fly and 1 Stealth Millipede. They're out for including 2 Megacolony Combatant B, which can boost RG for the same ammount but they give you a little edge when your rg hit, preventing 1 unit from standing. It's a great unit for using the 'extra' 2 CBs (Considering 5 dmg) after Master Beetle's LB. Combatant C serves for this same purpose...

    G2 - Take out Water Gang, using CBs for preventing units from standing gives you the same advantage you get with the draw, since they'll probably replace the unit or attacking for something that 5k is able to protect, and you're able to use it twice, or more, if you get heals. I'd put in a extra Toxic Trooper and a lonely Roly Poly, for baiting attacks and, if it survives, Special Intercepting.

    G3 - Pretty good, I run different numbers on that part but I wouldn't change a thing.

    If well played Megacolony can beat Narukamis, Bermudas and Gold Paladin pretty easily. I still haven't faced Spike Bros or NN, and MLB, but I'm 1-1 with a DOTE player and 2-0 against Great Dayuusha's Police.

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    1. And I gotta say that reading your blog helped me improving my skills in deck building a lot.

      It also helped me finding the deck that fits my play-style,

      Thank you. =)

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