Thursday, July 26, 2012

[Cardfight!! Vanguard] Aki's Megacolony deck

Name (Japanese) Name (English) Grade / Skill / Starting VG Power / Guard / Critical Numbers in Deck Race Trigger Ability Serial Number
メガコロニー戦闘員C Megacolony Battler C 0 / Boost / ✔ 5000 / 10000 / 1 1 Insect n/a : When another 《Megacolony》 rides this unit, you may call this card to 【R】.

【R】 :  [Counter Blast *1 and put this unit into your Soul] When this unit boosts a 《Megacolony》 unit and the attack hits the opponent's Vanguard, you may pay the cost. If you do, choose one of your opponent's Rearguards, and the chosen unit cannot stand during your opponent's next Stand Phase.
EB03/026 C
治療戦闘員 ランプリ Medical Combatant, Lamprey 0 / Boost / ✘ 5000 / 10000 / 1 4 Insect Heal (You may only have up to 4 Heal triggers in a deck.) BT04/067 C
レイダー・マンティス Raider Mantis 0 / Boost / ✘ 5000 / 5000 / 1 4 Insect Draw n/a BT04/065 C
アウェイキング・ドラゴンフライ Awaking Dragonfly 0 / Boost / ✘ 5000 / 5000 / 1 4 Insect Stand n/a EB03/027 C
シェルタービートル Shelter Beetle 0 / Boost / ✘ 5000 / 10000 / 1 4 Insect Critical n/a EB01/032 C
ファントム・ブラック Phantom Black 1 / Boost / ✘ 8000 / 10000 / 1 4 Insect n/a n/a BT02/077 C
トキシック・ソルジャー Toxic Soldier 1 / Boost / ✘ 7000 / 5000 / 1 3 Insect n/a 【V/R】 : When this unit attacks, all your opponent's units cannot intercept. EB03/012 R
メガコロニー戦闘員B Megacolony Battler B 1 / Boost / ✘ 6000 / 5000 / 1 3 Insect n/a 【R】 :  [Counter Blast *1 and put this unit into your Soul] When this unit boosts a 《Megacolony》 unit and the attack hits the opponent's Vanguard, you may pay the cost. If you do, choose one of your opponent's Rearguards, and the chosen unit cannot stand during your opponent's next Stand Phase. PR/0048
ステルス・ミリピード Stealth Millipede 1 / Boost / ✘ 6000 / 5000 / 1 3 Insect n/a 【R】 : When this unit boosts a 《Megacolony》 Vanguard, if all of your opponent's units are in rest position, the boosted  this unit gains 4000 power during the battle. BT04/063 C
パラライズ・マドンナ Paralyze Madonna 1 / Boost / ✘ 6000 / 5000 / 1 3 Insect n/a : [choose a 《Megacolony》 from your hand, and discard it] When this unit is placed on 【G】, you may pay the cost. If you do, choose one of your 《Megacolony》 will not be hit till end of that battle. BT04/017 RR
ブラッディ・ヘラクレス Bloody Hercules 2 / Intercept / ✘ 10000 / 5000 / 1 4 Insect n/a n/a BT01/040 R
ウォーター・ギャング Water Gang 2 / Intercept / ✘ 9000 / 5000 / 1 3 Insect n/a 【V/R】 : [Counter Blast *1] When this unit's attack hits, if you have a 《Megacolony》 Vanguard, you may pay the cost. If you do, draw a card. BT04/033 R
トキシック・トルーパー Toxic Trooper 2 / Intercept / ✘ 9000 / 5000 / 1 3 Insect n/a 【V/R】 : When this unit attacks, all your opponent's units cannot intercept. EB03/011 R
妖艶なる幹部 レディ・バタフライ Bewitching Officer, Lady Butterfly 3 / Twindrive / ✘ 10000 / n/a / 1 3 Insect n/a 【V/R】 : When this unit attacks the opponent's Vanguard, if you have a 《Megacolony》, during that battle, this unit gains 2000 power. EB03/010 R
武神怪人 マスタービートル Martial Arts Mutant, Master Beetle 3 / Twindrive / ✘ 11000 / n/a / 1 4 Insect n/a 【V】 : [Counter Blast *3] LIMIT BREAK 4 (This ability activates when you have four or more damage) When this unit attack the opponent's Vanguard, you may pay the cost. If you do, If you do, choose up to two of your opponent's Rearguards, and the chosen units cannot stand during your opponent's next Stand Phase.

【V/R】 : If you have a non-《Megacolony》 unit on the field, this unit this unit loses 2000 power.
EB03/S03 SP





Analysis:

You know, playing Megacolony in front of girls always deny me the chances of getting laid. That being said, with the new released Megacolony cards from EB03, Megacolony became a forerunner in meta-clans, and that pretty cements my loyalty with Megacolony.

Before this build, I had another Megacolony deck with focuses on Giraffa, which is kinda unstable. However, with the new cards from EB03, this build has further enhanced Megacolony's trait, which is to force your opponent's units to stay in rest position, while offering more in stability and strength. This is the Megacolony deck I've been looking for.

Without further ado, let us start dissect my deck.

Starting with Megacolony Battler C, who undoubtedly is currently the best startup Vanguard for Megacolony. By riding another Megacolony unit onto it, you may superior call it to a Rearguard circle. This basically makes Battler C's a free booster. With Master Beetle or even Lady Butterfly as the final Vanguard, 5k is a decent amount for boosting.

Wanna get rid of Battler C in favor of a better booster, but felt replacing it is kinda wasting? No worries, we have Battler C's second ability. When Battler C boosts a Magaclony unit and the attack hits your opponent's Vanguard, you may put Battler C into your Soul and one of your opponent's Rearguard will not be able to stand during your opponent's Stand Phase. Of course, you'll need to Counter Blast *1 to pay the cost. However, this is a pretty awesome ability to have. This pressurize your opponent into guarding in fear of you using the ability.

Moving onto triggers. I guess nothing much to be elaborated since the triggers I'm using have no abilities. Oh yea, if you're wondering why am I using balanced trigger, instead of using 8 Crits and 4 Draws, well, let's just say I like balanced trigger. You can try other combination if you'd like to, though.


Next, let's look at Grade 1's. Firstly, we have Phantom Black, the 8k vanilla for Magacolony. I think I've repeated this many times, but yea, it's recommended to have 4 Phantom Black in the deck since he offers the most stable boosting power. Secondly, Toxic Soldier. He is a decent booster, providing 7k power. Besides, his effect is pretty nice, in which when he attacks, none of your opponent's unit can intercept, forcing your opponent to guard with his/her hand cards, even thought he/she might be able to guard with his/her interceptor. This gets much more irritating when your opponent does not have the exact amount to guard with, forcing him/her to either over guard or take the power.

Thirdly, Megacolony Battler B, the grow up version of Battler C. It works the same way as Battler C, except Battler B stays there, instead of of moving into your Soul. It's a fine card to pressurize your opponent into guarding. Fourthly, Stealth Millipede, the 6k Vanguard booster for Megacolony. When all your opponent's units are in rest position, the boosted Vanguard will receive 4k from Millipede. So, in order to prevent that from happening, your opponent basically has to lose boosting support from a booster by having it stand, or betting on a Stand trigger during damage step. Sounds fun? You bet. Together with Battler B, they both make the ideal boosters for Vanguard to pressurize your opponent.

Fifthly, Paralyze Madonna, the loli for Megaclony. Oh wait, I mean null guard. Like I've said in previous posts, 3 nulls are more than enough.


After that, Grade 2's. Firstly, the 10k vanilla for Megacolony, Bloody Hercules. Since he provides the most consistent power output among Grade 2's, it's kinda compulsory to have 4 of him in the deck. Secondly, Water Gang. At the cost of 2 Counter Blasts, you are able to draw a card. A decent unit to have around to further pressurize your opponent into guarding. He also helps into increasing your hand size since Mthis deck has a weaker draw power. However, his ability has to be used considerately since the Counter Blasts can be used for other purposes. Thirdly, Toxic Trooper, your carbon copy of Toxic Soldier, except he's now a Grade 2 unit and has a 9k power.


Finally, Grade 3's. Introducing Bewitching Officer, Lady Butterfly, the card that made me decide to play Megacolony again. Well, with the pretty looks, she actually quite a strong unit. When Lady Butterfly attacks your opponent's Vanguard, she'll gain 2k power till the end of the battle. With Phantom Black boosting her, it's easy to form a 20k Rearguard line.

Now, the last Grade 3 for the deck, Martial Arts Mutant, Master Beetle. Master Bettle has a good Limit Break ability actually, but it's the cost that makes it kinda ineffective somehow. When Limit Break, by paying the cost of 3 Counter Blasts, you may force up to two of your opponent's Rearguard to remain rested during your opponent's Stand Phase. And this all happens before you announce an attack with Master Beetle, pretty much sound like Shine Greymon, eh? However, unlike Shine Greymon who instantly kills off the front row Rearguards, Master Bettle just simple disable the standing ability of two Rearguards. It has some pros and cons, in which you force your opponent to waste his/her hand cards into replacing the rested units on the stage. However, if your opponent is willing to wait, he/she will be able to have the unit back to action once another turn starts. Like I've said, it a nice ability, but a huge cost to pay when you could've used the Counter Blasts for Battler B and Water Gang. So, it's really up to one to time it well and make the best of it.


In my opinion, this deck has provide the stability where Megacolony lacks. Opting for a more controlling playstyle, it's a strong deck when you get used to it. It doesn't require much strategy thinking, except for the usage of Counter Blasts. Besides, it's not expensive to build this deck, so perhaps you could this deck a try.

Anyway, like usual, if you have any questions, feel free to post it on the comment box below. That's all for now, see ya next time!

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