|Mecha Phantom Beast|
"Mecha Phantom Beast Hamstrat" and "Mecha Phantom Beast Megaraptor"
"Mecha Phantom Beast" (
The archetype's cards are based on various aircraft and various slang and terms used by pilots. The names of the Level 4 and lower monsters are based on real animals, while the names of the Level/Rank 7 (or higher) monsters are based on mythical creatures.
|Aerial Recharge||Aerial refueling|
|Sonic Boom||Sonic boom|
|Do a Barrel Roll||Barrel roll|
All "Mecha Phantom Beast" non-Extra-Deck monsters (excluding their Tuners and "Mecha Phantom Beast Kalgriffin") has the ability to gain the Levels of all "Mecha Phantom Beast Tokens" that the controller has, while every monster in the Archetype (excluding "Mecha Phantom Beast Concoruda" and "Mecha Phantom Beast Jacruslan") cannot be destroyed so long as a Token is on the field. In addition, most of their monsters are capable of generating the Deck's signature Tokens when certain conditions are fulfilled. Due to their Level modulation effect, this archetype can bring out a variety of Xyz Monsters, in particular Ranks 3, 4, 6, 7, 9 and 10, making them one of the most flexible Xyz-based archetype in the game (second only to Gagaga archetype), allowing them to Summon normally difficult Xyz Monsters such as "Number 92: Heart-eartH Dragon" with relative ease. As such, the Deck's strategy is a mixture of swarm and Xyz Summoning.
They are all Machine-Type, so it is possible to include cards such as "Gear Gigant X" and "Iron Call" into the Deck to open more options for it. Also, since all of them are WIND-Attribute, you can even unleash "Lightning Chidori", which can be devastating if used at the right time.
Mecha Phantom Beasts also have enormous potential in terms of Synchro Summoning with its own Tuners of choice: "Mecha Phantom Beast Warbluran", "Mecha Phantom Beast Blue Impala", and "Mecha Phantom Beast O-Lion". O-Lion is the ones commonly used, since it can facilitate additional Normal Summon once it's in the Graveyard, in addition to its Token-generating effect, increasing the deck's overall speed (especially with "Mathematician" and "Foolish Burial"), while Blue Impala is mostly seen in Karakuri hybrid decks (usually to Synchro Summon "Karakuri Shogun mdl 00 "Burei""). "Mecha Phantom Beast Warbluran" is less commonly used, but it offers better choices for Synchro Summoning than O-Lion, allowing Duelists to expand their Synchro Summoning options.
Despite they are being an Xyz-based archetype, their Main Deck monsters can also survive on their own due to their various utility-oriented effects (much like Fire Fist archetype). "Mecha Phantom Beast Tetherwolf" and "Mecha Phantom Beast Blackfalcon" dominating battles, while "Mecha Phantom Beast Stealthray" and "Mecha Phantom Beast Coltwing" can destroy troublesome cards, all of which are easily accessible thanks to "Mecha Phantom Beast Megaraptor". As the result, the deck isn't entirely dependent on its Extra Deck arsenals, depending on how duelists may choose to build them.
This type is considered the most balanced among the Mecha Phantom Beast builds, it works by constantly generating Mecha Phantom Beast Tokens and utilizing them through various Mecha Phantom Beast monsters. "Scramble!! Scramble!!" is sometimes included, mostly used in conjunction with "Mecha Phantom Beast Coltwing" to generate more field presence, increasing the deck's speed significantly and quickly turn the tides, while "Mecha Phantom Beast Hamstrat" and "Aerial Recharge" can provide the necessary setup for this card's activation. This deck can also utilizes various Synchro Monsters thanks to "Mecha Phantom Beast Warbluran" and "Mecha Phantom Beast O-Lion". O-Lion's extra Normal Summon ability also allows this deck to take faster approach with interaction of cards like "Mecha Phantom Beast Megaraptor" and "Mecha Phantom Beast Tetherwolf".
Due to their flexibility and constant token generation, many high-Leveled monsters can be splashed here, such as the "Monarchs", "Light and Darkness Dragon", or even 3-Tributers such as "Obelisk The Tormentor" or "Destiny HERO - Plasma".
The hybrid between Mecha Phantom Beasts and Karakuris, it utilizes "Mecha Phantom Beast Blue Impala" along with "Karakuri Watchdog mdl 313 "Saizan"" as their main Tuner to unleash multiple "Karakuri Shogun mdl 00 "Burei"s" at once in order to perform OTK similar to the original Karakuri decks.
Once considered as the most competitive among Mecha Phantom Beast decks, this variant focusing on Summoning "Mecha Phantom Beast Dracossack" as soon as possible. To increase their speed, this deck also utilizes "Tempest, Dragon Ruler of Storms" along with "Sacred Sword of Seven Stars" for draw power, while also adding more Level 7 Summoning power through their lynchpin, "Mecha Phantom Beast Kalgriffin".
This variant has been significantly diminished in terms of consistency and speed, thanks to both "Sacred Sword of Seven Stars" and "Tempest, Dragon Ruler of Storms" being Limited as of January 2014 Lists.
Mecha Chain Beat
The recently-invented hybrid between Mecha Phantom Beasts and the well-known Chain Beat deck, it combines the conventional Chain Beat components along with "Mecha Phantom Beast Blackfalcon" and "Mecha Phantom Beast Megaraptor" to put more pressure on the opponent.
Almost similar as the Standard variant, however this build focused almost entirely on anti-meta approach, utilizing cards like "Soul Drain", "Macro Cosmos", and/or other Anti-Meta cards to dismantle the opposition. This Deck (mostly) only utilize the primary monsters such as "Mecha Phantom Beast Megaraptor" and "Mecha Phantom Beast Tetherwolf", while replacing the rest of less-important Mecha Phantom Beast monsters with draw accelerator cards such as "Upstart Goblin", "Reckless Greed" and "Cardcar D" to draw their Anti-Meta cards quickly.
All Mecha Phantom Beasts are Machine-Type, so they share the weaknesses of "Acid Rain", "Magnetic Mosquito", "System Down", "Chimeratech Fortress Dragon", "Electric Virus" and such (the former two will not affect you much if you control at least one Token). "Chimeratech Fortress Dragon" can be used for absorbing your monsters without destroying them (fortunately, it can't absorb Tokens). "System Down" is the most dangerous, since it can completely bypasses most Mecha Phantom Beasts' built-in protection effect by simply banishing them.
Also, since their built-in protection effect only covers destruction, cards that either banish, shuffle to the Deck, or negate their effect such as "Caius the Shadow Monarch", "Castel, the Skyblaster Musketeer", "Virgil, Rock Star of the Burning Abyss" or even "Breakthrough Skill" is very effective against them, so be careful when facing those cards.
"Skill Drain" and "Destiny HERO - Plasma" are extremely dangerous against this deck, since it can will stop any built-in protection and other effects of your Mecha Phantom Beast monsters. "Majesty's Fiend" also catastrophic for this deck, since it can stop the individual effects of all Mecha Phantom Beast monsters from working (although it doesn't stop the build-in protection and Level-gaining effect).
Bujin deck can also become serious threat to Mecha Phantom Beast deck due to their ability to Summon "Bujintei Susanowo" (which can clear away all Mecha Phantom Beast Tokens in one fell swoop). They're also capable of utilizing anti-Special Summon cards like "Vanity's Emptiness", "Summon Limit" and "Kaiser Colosseum" without risk at all, since the deck almost never Special Summon in the first place. "Bujingi Turtle" and "Bujingi Hare" can also thwarts any common removal attempt, since "Mecha Phantom Beast Dracossack"'s and "Mecha Phantom Beast Coltwing"'s effect specifically targets and destroys, respectively.
In order to function properly, this deck needs to constantly generate tokens. Because of this, cards like "Poisonous Winds", "Power Filter", "Summon Limit", "El Shaddoll Winda" and any other anti-Special Summon cards can force this deck into screeching halt. Spell/Trap removals are the essential key for combating these kinds of threats.
- All Mecha Phantom Beast monsters that can Special Summon Mecha Phantom Beast Tokens (except Mecha Phantom Beast Aerosguin) featured an equal amount of tokens to the number of Tokens they can Special Summon through their respective effects.
- All Mecha Phantom Beast Tuner monsters are based on spacecrafts, except "Mecha Phantom Beast Blue Impala".
- All of them also have their Token-generating effect activates in the Graveyard under certain conditions.
- If you notice, most of the Mecha Phantom Beast monsters generate Tokens in form of multi-colored holograms. "Mecha Phantom Beast Stealthray" and "Mecha Phantom Beast Blackfalcon" are the only exception, in this case their holograms being solid-green colored instead.
- If you look closely, their Token-generating device are having simpler design unlike the others (as if they were prototypes) and primarily green-colored instead of black-colored.
- Both of them are also depicted in the artwork of "Do a Barrel Roll".
- This may be a reference to their limited Token-generating ability, as their generating effect can only be activated during the Battle Phase at certain scenarios.
- The same multi-colored light spectrum that these holograms have are also featured in the artwork of "Mecha Phantom Beast Concoruda", "Mecha Phantom Beast Jacruslan" and "Phantom Fortress Enterblathnir", despite those monsters doesn't have an effect that generate tokens.
- According to Master Guide 4 lore, these holograms seems to be made of quantum energy.