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    Let's look at the planes of yu-gi-oh (mecha phantom beasts) [WIP]

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    Necruta


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    Let's look at the planes of yu-gi-oh (mecha phantom beasts) [WIP] Empty Let's look at the planes of yu-gi-oh (mecha phantom beasts) [WIP]

    Post by Necruta Fri Apr 12, 2013 2:49 am

    1. Introduction
    2. Playing style
    3. Archtype and support cards
    4. Good tech choices

    (This is the first acticle I've written so please give me some feedback to work with.

    1. Introduction

    The Mecha Phantom Beasts (MPBs) are an archtype which are (till now) wind machine-type monsters which "archtype" effect is that they are unable to be destroyed by any means as long as there is a token on your side on the field. This on itself is a very interesting idea since the closest we ever got in a deck which abused the token mechanic of yu-gi-oh were the (dopple) plant synchro decks. They have a second "archtype" effect however and that is that they increase their level by the levels of all the mecha phantom beast tokens which are level 3, Because of this they can easily make rank 6,7,9 and 10 xyzs.

    This deck will take a while to get used to, especially when you have to make choices like: summon another token so you can go into gustaph max, tribute a token and give up all your protection so that you can pop a spell or trap card on the opponens field, let that token stay on the field and go into a rank 7 and then decide which one is better Dracossack or big eye.

    As you can see there are a lot of options with just 3 cards on the field
    (2 MPBs and 1 token) and you must have played a lot of easier control decks such as dino rabbit to see which option will give you the most field pressure and will allow you to build more control from there.

    2. Play style

    As mentioned above MPBs are a controling archtype and untill they get their new support should be played as one. All the MPB have a token spawnig effect and a token tribute effect and have to be used correctly and at the right time to create and maintain field control. There is however a problem with the deck, it's a 2 card deck like darkworlds. What I mean with that is that they need 2 cards to get their plays off and the moment that they have 0 cards in their hand and not a solid field then they have lost.

    They key in MPB decks is to know till what extend you can set or play cards without putting yourself in danger. Thus you have to have a good insight in the current situation on the field and have to know almost all decks so that you can act with the right cards at the right times.

    While having tokens on the field is very benificial for the deck, there are some cases in which it's better to let your opponent think that you can't do anything about their destruction cards and then chain with quick play cards which summon tokens so that you waste their cards.

    3. Archtype and support cards

    (When I edit this I will try to complete 1 part at a time, just be patient it will be completed in this week)


    Last edited by Necruta on Wed Apr 17, 2013 2:40 am; edited 3 times in total
    Flying Pig
    Flying Pig


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    Let's look at the planes of yu-gi-oh (mecha phantom beasts) [WIP] Empty Re: Let's look at the planes of yu-gi-oh (mecha phantom beasts) [WIP]

    Post by Flying Pig Fri Apr 12, 2013 4:56 am

    When you said you were going to post your article, I was thinking it was already done lol.

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