towan-league-and-cardfights:

Okay, so as I mentioned on the Reddit I am returning fully to my YouTube and Blog. I’ve said it before, but now there is nothing in the way of me doing this now!

As the first of many to come, I will be showing one of my many different deck variants of Megacolony, and I will be going through my 3 main clans until all the decks are covered!

Today is the Machining Deck, more accurately, the Machining Control deck. This deck focuses on abusing Machining Destroyer, Cricket and Firefly to give you consistent stuns across the board, while using Mosquito MKII and Red Soldier to give you attack pressure, and Finally using Tarantula MKII to provide late game insurance.

Onto the deck list

Grade 0′s

- Starting Vanguard - Machining Little Bee

- 4x Machining Honeybee

- 4x Machining Firefly

- 2x Machining Scorpion

- 4x Machining Scarab

- 2x Ingot Chafer

Grade 1′s

- 3x Rebel Mutant, Starshield

- 1x Hexagon Mutant, Honeycomb Queen

- 4x Machining Cricket

- 3x Machining Caucasus

- 3x New Face Mutant, Little Dorcas

Grade 2′s

- 4x Machining Hornet mk II

- 4x Machining Mosquito mk II

- 3x Machining Red Soldier

Grade 3′s

- 4x Machining Stag Beetle

- 4x Machining Tarantula mk II

Grade 4′s

- 4x Carapace Mutant Deity, Machining Destroyer

- 4x Merciless Mutant Deity, Darkface

- 2x Force Spear Mutant Deity, Stun Beetle

- 1x Lawless Mutant Deity, Obtirandus

- 1x Poison Spear Mutant Deity, Paraspear

- 2x Mutant Deity Fortification, Grysfort

- 1x Dream Mutant Deity, Scarabgas

- 1x Dark Element, Dizmel

Okay, so that is the deck list, there are a few things people would probably question quite heavily. One being Machining Cricket, the other being Force Spear Mutant Deity, Stun Beetle. I’ll go into detail one grade at a time.

Okay, Grade 0′s. The starter there are only really 3 choices in the deck. Little Bee, Worker Ant, or Rosenburg. Worker Ant is good, and allows you to be safe against early retire. HOWEVER early retire isn’t really a thing at the moment, with Narukami and Kagero mostly going towards GB restricted units now, and Shadows very rarely being the Revenger Abyss build with the release of the Raging Form support and Luard, so the advantage of Worker Ant is nulled. Rosenburg is good, really good actually, however the lacking of a Machining Name really hurts his playability in this deck. So Little Bee is left over, which is cool, as it has good synergy with the hidden MVP of the deck, that I’ll get to later.

Now then, as I am focusing on the control potential of the deck there is 2 things that I found that are pretty cool. The well known Caucasus, and the less known Cricket. Cricket is really cool, yes it costs you a booster for a turn, but it costs your opponent attack pressure. Also, with Little Bee you can use his skill twice in a turn, then repeat thanks to Stag Beetle the turn after. That means you get to have 3 Rearguard Stuns on your Destroyer turns, without having to expend large amount of resources. Perfect Guard Wise, running 3 unflippers, and 1 Honeycomb cause you want to unflip, but I like the ability to aggressively call Honeycomb, and then have even more onhit pressure.

The Grade 2′s are very simple. You have a lot of control and advantage engines in your Grade 1′s and 3′s, you’re Grade 2′s need to supply your attack pressure, to give you a way to push the advantage that you gain from your control abilities. Mosquito mk II and Red Soldier give you a really powerful early game, with Mosquito mk II acting as a way to extend attack patterns, and supplies more control, while Red Soldier provides a solid restand target. Hornet is maxed out to give you a ride target, and to maximise your legion effectiveness.

Now this grade is very interesting. Mostly because of how Machining Stag Beetle symbolises the difference between the Machining Archetype and Megacolony as a whole, they have a Focus on calling cards at rest for really cheap from the soul. This alone would be pretty bad, but because Machining also stands their own rearguards as part of their stunning effects the cost to plus is mitigated. Then you have Tarantula mk II, when in legion if it drive checks itself or the mate stun the vanguard for CB1, you won’t use this most of the time, but it is you late game insurance with the ability to legion loop infinitely, and guarantee a drive check stun.

Ahh the G Zone, this is the place where dreams are made. And some of the most powerful cards in the game exist! it’s surprising how little play Megacolony get with cards this powerful at their disposal. First we have the Bread and Butter of Machining, Destroyer. He is a cheap, rather less than restricted vanguard stun, that stuns a rearguard too. Pretty sweet card, mostly because of how much it can force your opponent to do to maintain momentum against it. Next we have Stun Beetle, Machining is one of the few Megacolony decks that can actively use this card to a decent effect, this is because of how easily they can limit your opponents vanguard attacks, thus allowing to more freely land hits with Stun Beetle, only running 2 because you need the space for other things. Now one of my favourite Megacolony cards, Darkface, he gains power, and stops your opponent using rearguards as skill targets or costs, which is really dumb in a lot of match-ups, and is the main way this deck can combat the likes of Gear Chronicle or Shadow Paladin, just by removing the ability for certain units to be used for skills, like Tick Tock or David, slows down these decks dramatically. Last talking point is Obtirandus, his skill is way over costly in Machining, which as a deck uses quite a chunk of counter blasts, without easy access to counter charging, but it doesn’t stop him being really powerful,one use can completely decimate a matchup.

Hope people like this build, it’s taken a lot of tweeks, and reached this form after a few months of testing. The next deck to come will be my Yasuie Murakumo deck, so keep your eye out for that.

Now thats all from me, Peace Out!