Let it be known that Megacolony finally have something that can be count as a finisher and it is usable as a first stride as well. However, the said card will be the last card on this blog. The first card will be a continuation of the last blog, Machining support.

Machining Beat Atlas (Is that a motherf*cking Nexus reference?)

[Auto] (VC): [CB 1] When striding with a “Machining” Stride, pay cost. If you do, call two G1 or greater “Machining” from the soul to separate Rear-guard circle as rest.

[Auto] (VC) GB2: At the end of turn, choose up to two “Machining” from RC and hand to put into the soul. If you put one, draw a card. If you put two, counter charge 1.

For this guy, he’s amazing compare to what we already have. Beat Atlas has good synergy with Machining Despot and makes Machining a little less vulnerable to control. The drawing card and counter charge are always nice and welcome.

To not be bias, I will have to expose the flaws. The first one is that the end of turn skill says “and” instead of “or”. Of course, it can change during translation but as of when I write this blog, that one word can really hurt the deck. It’s always better to put two thing into the field from the field instead of having to put one from field and one from hand to the soul. Yes, you get to draw to +0 instead of a nag but a +1 is always better. The second flaw is that Beat Atlas is only a combo piece. He’s not amazing by himself because he need to use Machining Despot as a combo piece and the same can be said to Despot (partially).

Intimidating Mutant King, Darkface Alicides

[Auto]: [CB 1 & SB 1] When placed onto the field, pay cost. If you do, paralyzes all opponent’s Rear-guard in a column.

[Cont] GB2: Dark Device- When this unit attack, it gain +10000 power and not intercepting for this attack.

Decent as a rear-guard but terrible as a Vanguard. I would recommend playing one to avoid having to ride it. Sure the huge power pump is good but a g guard would stop the attack. Of course, you can argue that the opponent can’t always g guard and 21k take two cards out of their hand, but new Darkface is too vunerable to be more than a one of, in my opinion.

I doubt the first skill will be use often as the counter blast can be put into better use and the soul blast is conserved for Gredora, especially with what little amount of soul charge Megacolony have at the moment.

Light Horn Mutant, Dangerous Horn

[Auto]: On place, you can reveal a “Darkface” from hand. If you can’t or don’t have a “Darkface” Vanguard, this unit get -5k until the end of turn.

[Cont] (RC): If you have a “Darkface” vanguard and the opponent have one or less standing rear-guard, +6k to this unit.

Purely a beat stick. A good beat stick but still just a beat stick. He doesn’t add anything to you but at least he is decent in early game.

I was super excited when I saw this card but now that I’m pass the initial hype, Dangerous horn is just ok. He can become a juggernaut of power to a certain card and hopefully, it’s enough to get some hit through.

Black Spear Mutant, Bolg Wasp

[Auto] GB1: Dark Device- On place on RC, this unit get +2k, then if there are two or more face down on your opponent’s damage zone, rest all the opponent’s rear-guard and this unit get +5k.

Basically, an one-placed Dangerous Horn. It’s ok and probably be use because we have nothing better. At least, it’s free. And now for the best part…

Toxin Sickle Mutant Deity, Overwhelm

Stride

[Act] (VC) (1/turn): [CB 1 & flip up a g unit] Draw up to the same number of card as the same number of the opponent rested units. If the there is one or less rest unit, +1 drive/ +1 crit.

[Cont] GB3: Dark Device- All units get +2k for each faced down card in the opponent damage zone.

We finally got a finisher that can finish the game. She solve the problem of drawing as well as be a possible unit that win you the game. Her power pumps also help as it can boost the field big time. Each column can possibly hit for more than 30k, which helps bypass some g guard.

However, as amazing as she is, Overwhelm isn’t as overwhelm as her name suggest. The opponent can control how much resources you can get. Decks like Nightrose and Harri can give you a draw 2 but no crit/drive plus. Basically, I’m just saying that it’s not a for sure +crit/+drive. I still like it nonetheless.

Overall, a good round of support. Megacolony is heading toward “stunning” the damage zone rather than the field, as the field already been taken care of. Lore wise, I think it would be funny if Darkface have to constantly live up to Gredora’s expectations in fear of Beat Atlas taking his place. Just some thoughts.