Showing posts with label megacolony. Show all posts
Showing posts with label megacolony. Show all posts

Wednesday, June 27, 2018

Today's Card Analysis: Spiteful Hopper

The Japanese Card of the Day for June 27th, 2018, is a Megacolony Single Rare from V-Extra Booster 01: The Destructive Roar, Spiteful Hopper.
AUTO [Rearguard Circle]: When placed, [Cost: Soulblast 1] 1 of your other units gets Power +6000 until end of turn. If there are no face-up cards in your damage zone, Countercharge 1.
When played correctly Spiteful Hopper effectively allows you to trade a card in soul for a face-up damage, while turning your rearguard lanes into minimum 15k guards, or bumping up Bloody Hercules/Machining Mantis columns into the magic 28+ range. Because the card can only be used while you have no face-up damage, it lacks the same flexibility as Oracle Guardian Gemini, and can't recoup an entire Spark Hercules turn on its own. For that you have to turn to Bloody Hercules or Butterfly Officer, as these are the only counterchargers that don't care how much damage is already face-up. With Megacolony's countercharge options limited to these three units, it's likely Hopper will get edged out by Officer for the grade 1 lineup much of the time, as the clan already has several desirable grade 1s. Running 4 Machining Hornet and 4 Phantom Black leaves 3~6 slots to divide between Hopper and Officer, and while Officer requires a greater investment to use she also comes attached to a larger payout.

The previous Japanese Card of the Day was Commander, Gary Gannon.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Monday, June 18, 2018

Today's Card Analysis: Water Gang

The Japanese Card of the Day is a Megacolony Single Rare from V-Extra Booster 01: The Destructive Roar, Water Gang.
AUTO [Rearguard Circle]: When it stands, [Cost: Counterblast 1, put this unit into your soul] draw 2 cards.
Water Gang was a staple R when Megacolony's full support first debuted seven years ago in Booster Set 04: Eclipse of Illusionary Shadows for giving the clan on-hit pressure and rare draw power, and his reimagining is similarly joined at the hip to the new deck for being a net +1 that's live from the moment you put him on the board. Right now there are two ways to use Water Gang--either you call him early and use his skill at the start of your next turn when you stand all of your units, or you superior call him with Machining Stag Beetle and stand him with Helldemise in your main phase. The fact that Stag Beetle calls from soul and Water Gang sends himself to soul as part of his cost gives the clan some incredible draw synergy, as each Stag Beetle ride is net neutral thanks to the Protect Gift adding a card to hand, and his superior calls are raw pluses with the trade-off being that they come out at rest. These two in combination allow you to reuse a single Water Gang across multiple turns to rack up card advantage.

With Water Gang's introduction, the Megacolony deck has taken on a more concrete shape, as it's much clearer what we do and don't want to be doing with our counterblast...
Grade 0: 18
x2 Jocular Cicada (FV)
x4 Paralyze Madonna (DT)
x12 Triggers
Grade 1: 12
x4 Machining Hornet
x4 Phantom Black
x4 Platoon Commander, Butterfly Officer
Grade 2: 11
x4 Machining Mantis
x4 Water Gang
x3 Bloody Hercules
Grade 3: 9
x4 Machining Stag Beetle
x3 Machining Spark Hercules
x2 Death Warden Antlion
Of course, several unknowns ambiguities remain about the deck. For one, a Helldemise skill on a grade 1 would be extremely valuable for the Stag-Gang synergy--or for grade 0s, Machining Worker Ant not being a Glyme clone and displacing Cicada could be the most pleasant surprise of the set. With tomorrow's stream coming in just a matter of hours, and full set reveals in ten days' time, we'll know soon enough what the final deck will look like.

The previous Japanese Card of the Day was Gyro Slinger.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Friday, June 15, 2018

Today's Card Analysis: Death Warden Antlion

The Japanese Card of the Day for June 15th, 2018, is Megacolony's final Double Rare from V-Extra Booster 01: The Destructive Roar, Death Warden Antlion.
AUTO [Vanguard/Rearguard Circle]: When it attacks, [Soulblast 1 grade 3 card, discard 2 cards form your hand] this unit gets Power +10000/Critical +1, and your opponent cannot call Sentinels from hand to Guardian Circle until the end of that battle.
Already there have been accusations of power creep and predictions of the format's doom; but Antlion is not a card we should overestimate anymore than it is a card we should underestimate. Much hype has been made in the past twenty-four hours over combining Antlion with Phantom Black, a combo that prevents the opponent from guarding with both normal units and perfect defense cards. However, consider what you're realistically locking the opponent out of by adding on that additional discard--grade 1s with 10k shield and grade 2s with 5k shield. Antlion already pushes the opponent to guard with trigger unit guardians just on the virtue of those being the cards with the highest shield. Note that unlike in the case of Dragonic Waterfall you don't have Force Markers to layer power onto Antlion with, so with Phantom Black the card is functionally equivalent to 33k, which only requires 25k shield to guard--a Critical or Heal Trigger and virtually any other guardian.

The situations in which Black's normal unit restriction come into play are when the opponent would guard with a Heal and non-Sentinel Draw Trigger, Heal and grade 1, Heal and grade 2 from hand (as opposed to an intercept, which Phantom can't do anything about) a crit and grade 1, or a crit and vanilla Force interceptor. These are very specific scenarios--non-Sentinel draws are run sparingly by Nova Grappler and Kagerо̄, and intercepts are generally favored over guarding with grade 2s from hand.

If you're going to give up a card at all, a better use over Phantom is to stack Butterfly Officers onto Antlion to bump the card past the 38 and 48k thresholds. Of course they're not mutually exclusive, but contrary to popular belief all these discard, soul-in, and self-retire effects Megacolony is getting carry a significant impact on the clan. Megacolony can rapidly gain card advantage thanks to Machining Hornet, Machining Mantis, and Machining Stag Beetle stacked on top of the Protect Gift, but these skills involve deliberately giving up that advantage and crippling one's own defenses rather than maintaining it in the style of Oracle Think Tank. Just because he can use his skill on rearguard does not mean Antlion is a free win; the card has to be carefully built up to and used like any other finisher to close the game out, and botching the play by trying to go for it too early will only lead to making a fool of yourself.

Death Warden Antlion in episode 46 of the original series.
That said, a rearguard Antlion makes for a brutal win condition when combined with Spark Hercules in the late game. Hercules reducing the opponent's power by 5 while buffing both Antlion and your booster of choice by 5 functionally raises Antlion's final power by 15, and stands any Butterfly Officers you used for maximum synergy. Hercules himself can also put a grade 3 to soul with his second skill to set up Antlion, and being a 38k unboosted center isn't exactly something to sneeze at. The Megacolony endgame is shaping up as incredibly powerful precisely because every card the opponent doesn't take away from you in the preceding turns can be used to punish them with a harder push; if you have a hand full of Butterfly Officers and discard fodder, it's entirely on them for not beating those cards out of you.

Finally, Antlion's lore from the classic game:
An exceptionally brutal and cruel mutant that dwells in the deserts and sorts of faraway lands.
Despite being restricted, it has immense power, terrifying the people in the same area as it to the very depths of their souls.
No matter where it is, as long as there’s a few grains of sand, it can form an enormous quicksand trap called “Desert Prison”, which allows it to slowly torture and wear down its prey.
The previous Japanese Card of the Day was Unite Attacker.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Thursday, June 14, 2018

Strong Toxic Mutant Helldemise revealed on Vanguard YouTube Channel

The official Japanese YouTube channel revealed a new card as part of its weekly roundup, a Megacolony Common from V-Extra Booster 01: The Destructive Roar, Strong Toxic Mutant Helldemise.
AUTO [Rearguard Circle]: When placed, choose 1 of your opponent's rearguards, Rest it, and Stand 1 of your rearguards.
CONT [Rearguard Circle]: During your opponent's Stand Phase, all of your opponent's units in the back row of the same column as this unit cannot Stand.
Helldemise's autoskill is designed to be used to stand the rearguards superior called from soul with Machining Stag Beetle's skill, while stopping the opponent from leaving one rearguard standing to interfere with the effects of Spark Hercules, Nasty Smog, and Helldemise's own continuous skill. That ability is lifted straight from Nasty, stopping an opponent's booster from standing.

That said, Helldemise has several things working against him. None of his abilities work on the vanguard circle, and the card has no Imaginary Gift, meaning he's a complete vanilla on vanguard. He already has two excellent grade 3s competing for space, and the only thing unique about the card is that it stands rested allies. If that skill reappears on a grade 2 or 1, such a unit would have excellent synergy with Stag and Jocular Cicada, but it's hard to see Helldemise itself making it into the final cut for Megacolony decks.

Helldemise is V-EB01/056 in the setlist, right above Nasty Smog, which guarantees there are no more grade 2 Commons for Megacolony left in the set. Of note is that while every past weekly video had official English subtitles, Helldemise's only has autogenerated captions.

Last week's YouTube exclusive was Burner Ant.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Tuesday, June 12, 2018

Weekly Bites reveals: Machining Stag Beetle and Machining Spark Hercules

Machining Stag Beetle
AUTO [Vanguard/Rearguard Circle]: When placed from hand, choose up to 2 cards from soul and call them to Rearguard Circle as Rest, and if this unit is on Vanguard Circle, it gets the combined power of all units called by this effect until end of turn.
Machining Stag Beetle is V-EB01/008 RRR, below Juggernaut Maximum and above Machining Mantis.

Machining Spark Hercules
ACT [Vanguard Circle ] Once per turn: [Cost: Counterblast 2] Choose 5 of your rearguards, Stand them, and they get Power +5000 until end of turn. Rest all of your opponent's units, and until the end of your opponent's next turn, they get Power -5000.
ACT [Vanguard Circle]: Once per turn: [Cost: Put 1 of your grade 2 or greater rearguards put into your soul] This unit gets Power +5000 for each of your opponent's Rested units until end of turn.
Machining Spark Hercules is V-EB01/003 VR, the first Vanguard Rare of the set to be revealed.

Weekly Bites reveals: New Vanguard manga "Vanguard Frontier" starting in Monthly Bushiroad magazine

In addition to the new MiniVan Hi!! manga by Quily, this month's issue of Monthly Bushiroad magazine will include a new original manga series called Vanguard Frontier, illustrated by new up-and-coming artist Pinko. It comprises more than 40 pages.


This month's smartphone wallpaper, given out for completing the issue's survey.

 This issue includes a four-page special on the characters' decks from the ongoing anime series.

It also contains spreads on Tachikaze, Spike Brothers, and Megacolony from V-Extra Booster 01: The Destructive Roar.

Sunday, June 10, 2018

Today's Card Analysis: Machining Hornet

The Japanese Card of the Day for June 11th, 2018, is a Megacolony Double Rare from V-Extra Booster 01: The Destructive Roar, Machining Hornet.
AUTO [Vanguard/Rearguard Circle]: When its attack or an attack it boosts hits a vanguard, look at 6 cards from the top of your deck, reveal up to 1 grade 3 from among them and add it to your hand, and shuffle your deck. If you added a card to your hand, and if this unit is on Rearguard Circle, put this unit into your soul.
Machining Hornet is the grade 1 counterpart to Machining Mantis, but rather than costing counterblast is attached to an on-hit condition. On vanguard circle Hornet is a straight +1 in a card advantage, while on rearguard circle it's a net-neutral exchange akin to Wingal Youth in the previous format--you gain a card by giving up a card. Similar to Circle Magus over in Oracle Think Tank, Hornet is an ideal opening ride that continues to serve a purpose in the rearguard as the fight progresses. And also like Oracle Think Tank, Megacolony is a Protect clan that adds its Gift to hand, stretching that +1 into a +2 once you actually ride the grade 3 you revealed.

While rearguard Hornets are neutral exchanges, like Mantis the potential for Machining boss cards to retain their signature call-from-soul mechanic carries alluring possibilities. You could trade Hornet to add Stag Beetle to hand, then ride Stag Beetle next turn to bring Hornet back out to seek your ride for the turn after that. Since Hornet only goes into the soul if you actually find the grade 3, there's no reason to not use the skill at each and every opportunity.

Machining Hornet's introduction in chapter 5 of the Cardfight!! Vanguard manga, used by Kawanami Minami.
The previous Japanese Cards of the Day were Archbird, Cheer Girl Marilyn, and Paralyze Madonna.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll. 

Friday, June 8, 2018

Today's Card Analysis: Archbird, Cheer Girl Marilyn, and Paralyze Madonna

The Japanese Cards of the Day for June 8th, 2018, are the three Double Rare perfect guards from V-Extra Booster 01: The Destructive Roar, Tachikaze's Archbird, Spike Brothers' Cheer Girl Marilyn, and Megacolony's Paralyze Madonna.
CONT: Sentinel (You may only have up to 4 cards in your deck with "Sentinel")
AUTO [Guardian Circle]: When placed, [Cost: Discard 1 card from your hand], and one of your units cannot be hit until the end of that battle.
These four cards are their clans' respective versions of Flash Shield Iseult, Wyvern Guard Barri, Miss Mist, and Twin Blader. Their set numbers more or less confirm what was speculated from the moment the set was announced; each clan will be receiving three Double Rares, with the two spaces between each perfect guard being the slots for their clan's remaining RRs. Of these we already know that Blightops and Sonic Noa are the other two RRs for Tachikaze, thus the clan has no RRs left in the set, while Spike Brothers and Megacolony each have two slots left to fill.

It bears repeating that while each clan will likely receive a grade 1 perfect guard as a Single Rare counterpart to the likes of Ruote Magus and Hate Reflector, Draw Trigger perfects are inherently superior for Standard format for how they free up grade 1 space by combining mandatory trigger slots with mandatory Sentinel slots. The only reasons not to run them are either for budget reasons or to run alternate trigger lineups, and the only clan likely to have alternate lineups at this time is Tachikaze with its Front Triggers. Spike Brothers and Megacolony are more likely to be put in the same position as Royal Paladin and Oracle Think Tank, locked into a minimum of 4 Draw and maximum of 8 Crit.

The previous Japanese Card of the Day was Jocular Cicada.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll. 

Thursday, June 7, 2018

Burner Ant revealed on Vanguard YouTube Channel

The official Japanese YouTube channel revealed a new card as part of its weekly roundup, a Megacolony Common from V-Extra Booster 01: The Destructive Roar, Burner Ant.
ACT [Rearguard Circle]: [Cost: Rest this unit] Choose 1 of your opponent's rearguards in the same column as this unit, and move it to one of your opponent's empty Rearguard Circles.
ACT [Rearguard Circle]: [Cost: Discard 1 card from your hand] Stand this unit, and it gets Power +5000 until end of turn.
Like Nasty Smog, Burner Ant follows one of Megacolony's new themes of manipulating the opponent's rearguards in the same column as itself. Burner can essentially retire a rearguard for the cost of resting itself, by moving a front row attacker to the circle behind the opponent's vanguard, or force the opponent to intercept by moving it behind another attacker. Choosing to use its second skill shifts that cost to a discard, but needs to be used carefully; considering that Megacolony now has a pattern of using discard costs and self retiring for its effects, stacking them recklessly will deplete the hand faster than you can replenish it and leave you exposed. One way around this is to use the clan's Protect Gift to pay the costs, utilizing the extra cards offensively rather than defensively.

Being an 8k, Burner actually has the lowest base power of any grade 2 in Standard. This can be offset with Phantom Black, Butterfly Officer, and/or his own power bonuses, though each come at a -1. The card also synergizes with the aforementioned Smog by relocating rearguards to the same column as Smog, actually denying the opponent their intercept and keeping them from standing that back row unit.

The episode also confirms that Bushiroad's official translation of Tachikaze's unique mechanic Busou Gauge is "Equip Gauge," rather than Armament or Armed Gauge.

Last week's YouTube exclusive was Satanic Middleguard.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Today's Card Analysis: Jocular Cicada

"It looks weak, but it's anything but harmless."
The Japanese Card of the Day for June 7th, 2018, is a grade 0 Megacolony Common from V-Extra Booster 01: The Destructive Roar, Jocular Cicada.
CONT: When this unit is called to Rearguard Circle, call it as Rest.
AUTO [Rearguard Circle]: When it attacks, during that battle, this unit's Power is multiplied by 3, and at the end of that battle retire this unit. (Power received from boost is included.)
Cicada is Megacolony's variation on Giro, a grade 0 that isn't necessarily intended to be set as your First Vanguard but provides a reward for running more than the standard number of normal unit 0s. While Giro was defensive, Cicada is an obviously offensive unit that can quickly gain out-of-control levels of power thanks to its ability to triple itself; when boosted with Phantom Black the unit jumps up to a 60k card that can only be guarded with triggers, and every one of your own triggers effectively becomes a 30k when put on Cicada. With two triggers, he can climb as high as 120, and that's before Butterfly Officer boosts. The drawback to this on top of decreasing your deck's consistency with an extra 0 and taking a -1 from retiring him is that Cicada has what's functionally "summoning sickness" (to borrow from Magic); it can't attack on the same turn it's placed.

One potential way around this is if Megacolony preserves some of the from-soul superior calls found on its Machining units in the old format. The old Machinings like Stag Beetle, Warsickle, and Scorpio MkII, all called cards from soul but were restricted to "Machining" units, and further had cards like Little Bee that could stand rested rearguards. If the new Machining cards call from soul, and if they are not restricted to targeting Machinings, and if they have units that can stand other cards, Cicada has a chance as a very lethal card able to reach incredible levels of power, and potentially could even be a viable FV...

...but perhaps the most optimistic outcome would instead be Cicada foreshadowing a lesser implementation of similar card effects. Let's not forget that Giro lead us to Herculean Knight Allobrox, a grade 2 that under the right conditions shared Giro's property of being impossible to attack. Cicada has the same potential to be the template for a more easily used card to come, with less overall power but a similarly-strong game-closing skill.

Cicada's set number is 061, putting him just after Butterfly Officer. As trigger units typically go after the normal unit grade 0s, the clan's Glyme clone is likely right after Cicada in the setlist--potentially Machining Worker Ant, or Madame Mirage.

The previous Japanese Card of the Day was Savage Raider.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll. 

Wednesday, June 6, 2018

Monthly Bushiroad leaks: Episodes 7-10 feature NwO vs Q4

Leaks from the July issue of Monthly Bushiroad magazine--out on the 8th--have been sent out by a fan in Japan with an advance copy. So far we have one new Megacolony unit and four new episode summaries. (The issue also includes episode 6 but it was already revealed earlier this week.)

Nasty Smog
"The incarnation of nasal harassment."
CONT [Rearguard Circle]: All of your opponent's units on the same column as this unit cannot intercept.
CONT [Rearguard Circle]: During your opponent's stand phase, all of your opponent's units in the back row of the same column as this unit cannot Stand.

Image 7: "Unite!! Team Q4"
Mitsusada Kenji, 3rd place in the Asia Circuit and a member of "Voyage," has decided to participate in a shop showdown. On this day, Mitsusada suddenly arrives in Card Capital.
Features Mitsusada Kenji versus Miwa Taishi, Dimension Police versus Nova Grappler.

Image 8: "Uproar!! Q4 vs NwO"
A shop showdown with Team Q4 representing Card Capital and Team NwO representing Voyage begins! Gоuki and Nagisa, the former sibling team, stand up to face Team Q4!
Features Daimonji Gouki versus Tokura Misaki, Granblue against Oracle Think Tank.
Image 9: "Kai, defeated!!"
The third round of the shop showdown is the aloof fighter Kai Toshiki against the emperor of the TCG world Mitsusada Kenji. A burning hot fight unfolds between these two incredibly skilled fighters, tearing each other to pieces!!
Features Mitsusada Kenji versus Kai Toshiki, Dimension Police against Kagerо̄.
Image 10: "Aichi's Wind!!"
The Asia Champion Leon proudly challenges Aichi!! Leon feels something he calls 'the wind,' and Aichi is forced to struggle with all his strength...!!
Features Sendо̄ Aichi versus Sо̄ryÅ« Leon, Royal Paladin against Aqua Force.

The episode previews further tease several Dimension Police units we have yet to see from V-EB02:

"Dimensional Robo, Daibattles," "Super Dimensional Robo, Daiyusha," and an unknown third card.

"Masked Police, Grander" can be seen at the right.

Monday, June 4, 2018

Today's Card Analysis: Platoon Commander, Butterfly Officer

The Japanese Card of the Day for June 5th, 2018, is a Megacolony Common from V-Extra Booster 01: The Destructive Roar, Platoon Commander Butterfly Officer.
AUTO [Rearguard Circle]: When placed, [Cost: Rest this unit] choose 1 of your other rearguards, and it gets Power +10000. If you chose a rearguard, at the end of that turn, put that unit into your soul, and Countercharge 1.
Butterfly Officer is just barely above Luck Bird in base power, and requires forfeiting her boost for the turn to use her, but in exchange her skill gives on rearguard an entire trigger's worth of power and the opportunity to countercharge. Further offsetting the card's power bonus is that it sends the targeted rearguard to soul at the end of the turn, a net -1 in card advantage. To make using Butterfly's skill worthwhile, you have to time it so that the play will take away more shield than what you yourself give up by having to replace that booster next turn.

Of note is that this is Megacolony's second countercharger, after Bloody Hercules. The only other clan with multiple counterchargers at this time is Nova Grappler, which has access to Transraizer, Perfect Raizer, and Boomerang Thrower. The design plan there was that while Novas had comparatively fewer counterblast skills compared to other clans like Royal Paladin, their counterblasts were concentrated in the more-expensive Perfect Raizer. (Currently the only cards in Standard to cost CB2 are Perfect Raizer, Vortex Dragon, and Verti.) Time will tell if Megacolony is following a similar plan, but thus far their only unit to use CB is Machining Mantis.

Also of interest is that Butterfly's send-to-soul condition is in-theme with the soul-manipulating mechanics of classic Machining Megacolony. While she herself isn't a Machining unit, if the subclan follows through on its old call-from-soul plays, Butterfly could find herself becoming a staple in it. In the classic deck Machining Armor Beetle served the role of cheaply paralyzing the opponent's rearguards while simultaneously bouncing Machining Worker Ant or Little Bee back to soul so they could be superior called by Stag Beetle next turn to recycle their skills, and Butterfly could easily fulfill a similar niche.

The previous Japanese Cards of the Day were Heavy Artillery Dragon Sharangastego, and Sharp Blade Dragon Refilstego.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll. 

Thursday, May 31, 2018

Today's Card Analysis: Machining Mantis

The Japanese Card of the Day for June 1st, 2018, is a Megacolony Triple Rare from V-Extra Booster 01: The Destructive Roar, Machining Mantis.
AUTO [Vanguard/Rearguard Circles]: When placed, [Cost: Counterblast 1] look at 6 cards from the top of your deck, reveal up to 1 grade 3 from among them and add it to your hand, shuffle your deck, and this unit gets Power +6000 until end of turn.
Mantis is one of the Machining cards first used by Foo Fighter Kawanami Minami in the manga and 2018 anime series, and has been greatly updated over its 2011 counterpart. The original Mantis gained 3k if there was a Machining unit in the soul, while its reimagining can become a 15k for the turn able to reach 23 with an 8k booster or 29k with Phantom Black. The top 6 check should not go underestimated; along with High Dog Breeder Akane, Berserk Dragon (via its on-ride) Hi-powered Raizer Custom, and Conjurer of Mithril, Mantis is one of the only grade 2s in the entirety of Standard capable of getting a net +1. Like the old grade 3 searchers of previous formats, if Mantis whiffs its grade 3 check then he shuffles and gets you out of a situation where you weren't going to draw a grade 3 regardless.

Although it's still early to be calling this, Mantis being on-place is likely to play into the greater strategy of the Machining cards as a whole. When the subclan's boss card, Machining Stag Beetle, first debuted in chapter four of the manga it had an on-ride skill to superior call two Machining units from the soul at rest and gain power equal to their own. This would in turn activate their own skills, and they could then be stood with the ability of Machining Worker Ant. Later cards like Machining Armor Beetle and Machining Little Bee further built on their soul-based play mechanics.

While we have yet to see exactly how Bushiroad intends to revise the boss cards for the reboot, we know that Stag Beetle is in the set, and retaining his old superior call skill would let you reuse Machining Mantis. So you could ride Mantis on your grade 2 turn, grab a Stag Beetle out of the top 6, then next turn ride Stag Beetle and superior call Mantis to reuse its skill and top 6 another Stag Beetle to ride the turn after. Taking into account the Protect Gift you'll be getting from that on-ride, that can stack into a net +4--provided Bushiroad doesn't reimagine Stag Beetle entirely, as they did for Perfect Raizer. So far most of the manga cards have taken a broad-strokes approach to matching their original effects, with Imperial Daughter gaining power and crit but ditching the no-rearguards mechanic, and Waterfall soulblasting a grade 3 for power, critical, and Sentinel blocking rather than discarding a grade 3 just for raw power.

The previous Japanese Card of the Day was Front Line Commander, Sigiswald.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Wednesday, May 30, 2018

Today's Card Analysis: Bloody Hercules

The Japanese Card of the Day for May 30th, 2018, is a Megacolony Single Rare from V-Extra Booster 01: The Destructive Roar, Bloody Hercules.
AUTO [Rearguard Circle]: When placed, [Cost: Soulblast 1] this unit gets Power +6000 until end of turn.
AUTO [Vanguard/Rearguard Circles]: When its attack hits, Countercharge 1, and 1 of your units gets Power +6000 until end of turn.
Like all of the Protect grade 2s seen thus far Hercules is a base 9k, with its first skill being copied directly from Silent Tom's template over in Oracle Think Tank. With Phantom Black, Hercules jumps up to a 29k lane that blocks the opponent from guarding with Normal Units, an attack that can only be guarded with one guardian via a Heal Trigger; otherwise it requires a minimum two cards to stop.

Hercules' on-hit skill is among the few repeatable countercharges in the Standard game, along with Transraizer's on-boost and Perfect Raizer's on-hit. The difference being, Transraizer is restricted by soul and Perfect Raizer has to hit a vanguard. Hercules can countercharge off of hitting anything, and so can dive on a key rearguard and still benefit from unflipping a damage and powering up a unit. Speaking of, that 6k is anything but arbitrary--like with Phantom Black, it's designed to turn columns made up of a 9k attacker and 8k booster into 23ks, grazing them into the threshold where the opponent needs to drop a Critical Trigger to block. While no counterblasts for Megacolony have been revealed just yet, having regular access to countercharge from turn 2 as well as a pressure attack that can lure the opponent into guarding unnecessarily is a powerful asset.

The primary concern right now is what Megacolony will be capable of and at what cost thresholds. Kagerо̄ can already kill units on-place for as low as counterblast 1 if grade-restricted, and CB1 SB1 if not. It's conceivable Megacolony will be able to stun rearguards of any grade (or even multiple rearguards simultaneously) for just CB1, which Hercules could turn into free stuns.

Of note is that Hercules' set number is #030, so there's one more card between it and Phantom Black.

The previous Japanese Card of the Day was Assist Pteryx.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Monday, May 28, 2018

Today's Card Analysis: Phantom Black

"It's their own fault they got deceived? No, our deception's just that good!"
The Japanese Card of the Day for April 28th, 2018, is a Megacolony Single Rare from V-Extra Booster 01: The Destructive Roar, everyone's favorite cigar-chomping ant criminal, Phantom Black.
AUTO [Rearguard Circle]: When it boosts, [Cost: Discard 1 card from hand] this unit gets Power +6000 until the end of that battle, and your opponent cannot call normal units from hand to Guardian Circle.
Phantom Black is a grade 1 on-boost version of Silent Tom attached to a discard cost and with a power boost, something which has interesting implications both for Megacolony and for Protect clans as a whole. 14000 power is no arbitrary number; it's the exact number required to make a 23k column with a 9k attacker, and Protect and Accel clans as a whole have already been shown to have lower average base powers than Force clans. With Phantom, we can run those 9k attackers assured that they'll break the all-important 28k threshold so long as they get one more bonus from a skill or trigger.

The discard cost might sound heavy on paper, but these are some of the easiest costs for Protect clans to pay because they can discard their Gift for it; in a deck that receives another copy of Protect with every grade 3 ride and excels at dragging games out, you can expect to have a glut of Sentinel units available. In fact, Oracle Think Tank already has several cards themed around discarding to make use of this very property, with Chitose in particular specifically discarding Sentinels to take advantage of Protect. Another option is to run additional draws on top of your perfect guards specifically to pay discard costs. 6 Draw hasn't been in vogue for some time now, but Protect might be just the place for the old lineup to function.

On his own, Phantom isn't exactly overwhelming. A 23k column will usually be guarded with trigger units regardless, because of Critical and Front Triggers innately having 15k shield in the Standard format. The card only begins to make an impact when its column crosses 28k, at which point Heals or a combination of two trigger guardians are the only viable ways to block, at which point you're potentially forcing the opponent to drop a waste an extra trigger guarding the remaining 5k--or otherwise force a Draw Trigger perfect out. Phantom and Silent Tom together suggest blocking normal unit guardians will be a feature of Protect clans as a whole, helping to make up for how they struggle to hit 28k+  without triggers. If this is the new design approach, it suggests even greater parity between clans than was first suspected.

The previous Japanese Cards of the Day were Karma Queen and the four SVRs of V-BT01.

V-Extra Booster 01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Thursday, May 24, 2018

Today's Card Analysis: Karma Queen and Super Vanguard Rares

"Come, fight for me."
The Japanese Cards of the Day for May 25th, 2018, are a Common from V-Extra Booster 01: The Destructive Roar and four Super Vanguard Rares from V-Booster Set 01: Unite! Team Q4, King of Knights Alfred, Imperial Daughter, Dragonic Waterfall, and Perfect Raizer.

Karma Queen is a clone of the Oracle Think Tank card Shooting Bobby. Like all vanillas in the Standard format, Queen's stats are determined by the Gift her clan possesses. Force clans like Spike Brothers have grade 1 vanillas with 8000 power and 10000 shield, Accel clans like Tachikaze have vanillas with 9000 power and no shield, and Protect clans like Megacolony have vanillas with 7000 power and 15000 shield. In a draw-focused deck like Oracle Think Tank that makes sense, as once the field is filled the excess grade 1s can be used solely for having shield value on par with a Critical Trigger, but because Megacolony traditionally revolves around denying the opponent advantage and conserving existing cards by stopping units from standing rather than on drawing cards, unless we see draw effects comparable to CEO Amaterasu and Circle Magus, at best Karma is likely to be a filler grade 1 when you need to fill out a 13th space and have nothing more compelling to fill the slot.

It's a shame because the original Karma Queen was the first card in Megacolony shown paralyzing a unit back in the first Cardfight!! Vanguard anime. While the card was often criticized even in the BT01 days for costing counterblast 2 just to stop a unit from standing, Mr. Invincible decks put her to good use by effectively reducing her cost to CB1. Alas, this time around we'll have to look to other units to fill that role.

(Unless we get a Megacolony Start Deck...)

Karma Queen's lore from the classic game:
The lady boss of the crime syndicate Megacolony's armed robbery group.
With her colossal wasp minions, she sometimes devours the economy of an entire town.
The skills of the SVRs have already been discussed in their respective articles, so today we'll instead touch on rarity. Super Vanguard Rares are 4 per case (4 in 20 boxes) and no box contains more than 1 SVR, making them rarer than Origin Rares but more common than Image Ride Rares. As they are only alternate prints of VRs, SVRs are optional but also ensure each case contains functionally 6 copies of each VR. That means each case sustains 1.5 players for any given clan.

The previous Japanese Cards of the day were Funky Bazooka and the four Origin Rares of V-BT01.

V-Booster Set 01: UNITE! TEAM Q4 launches in Japan May 25th, 2018, and in English June 22nd. It is accompanied by sleeves based on Dragonic Overlord and Blaster Blade. V-Trial Deck 01: Sendou Aichi and V-TD02: Kai Toshiki will launch in English June 8th.

The first Extra Booster set of Standard, V-EB01: The Destructive Roar will launch in Japan June 29th, 2018, and August 2nd for the English-speaking world. The accompanying new anime series, codenamed "Origin," began airing May 5th, with an English-subtitled simulcast on both YouTube and Crunchyroll.

Thursday, May 10, 2018

Extra Booster 1's English release date moved, again

The official Cardfight!! Vanguard English portal  updated its page on V-Extra Booster 01: The Destructive Roar with a different release date from what was announced back in mid April. This time, the change is much less dramatic; while previously the set was moved from an unassigned date in July to August 3rd, the new date has moved the set one day back to August 2nd. This is reflected in the new promotional images for the set, and distributors have been sent corrected information, though not all of them have updated to reflect it. The prerelease dates for Sneak Peak events remain unchanged, and the new series information page on the official website still lists EB01 as coming out in July.

The new release date puts EB01 on a Friday, which is traditionally when Bushiroad launches new sets in English. Every English-language main booster set since BT08: Blue Storm Armada, every extra booster since EB04: Infinite Phantom Legion, and every Trial Deck since TD10: Purgatory Revenger has launched on a Friday. Bushiroad's exact reasoning is unclear, but putting release dates on a Saturday could potentially affect shops that hold their weekly tournaments that day. Doing product launches on a Friday gives cardfighters additional time to get their decks together, and draws in customers on one more day of the week.

The Destructive Roar features support for the Spike Brothers, Tachikaze, and Megacolony clans, and will contain everything necessary to build those decks. It will launch in Japan June 29th, 2018.

Saturday, April 14, 2018

EB01: The Destructive Roar moved to August for English format, Sneak Peak dates

April 14th, 2018. Distributors are reporting the official English release date for the first Extra Booster of the Standard format, V-EB01: The Destructive Roar, will be August 3rd, 2018. Moreover, the set's prerelease "Sneak Peek" event will be held from July 27th to 29th. The accompanying prerelase kit sent out to shops will include two rubber playmats, 39 booster packs for use at the event, and 9 promotional cards to be distributed to participating cardfighters.

Each case of 24 booster boxes of the set will include reprints of the Premium/G format strides Overwhelm, Dirty Picaro, and Gluttony Dogma, which will not be usable in Standard format. Furthermore, each booster box will include one of three randomly-inserted illustrated Gift Markers, one for Protect, one for Accel, and one for Force. The manufacturer's recommended retail price for individual booster boxes is $71.88, almost $40 above what Japanese players pay for their own boxes at the current exchange rates.

Previously Bushiroad had scheduled The Destructive Roar for a July release in the English format, but with the set now officially hitting in early August that leaves July without a new product release. Potentially, this could have a cascading effect that pushes Extra Booster 02 into September and Booster Pack 02 into October, but the company has yet to issue an official statement. Currently no hard release dates for any product beyond EB01 exist for any region.

Of note is that since 2014 the Cardfight!! Vanguard World Championships have begun in August, so cardfighters looking to play any of the three clans out of EB01 or EB02 may be faced with very little time to prepare before regional qualifiers start up.

Thursday, April 5, 2018

The troubled history of old Megacolony

Imagine a world without Stand Triggers.
Megacolony was never bad.

The community's beef with the clan emerged day 1, when we learned Karma Queen's effect through the eighth episode of the anime series in February 2011. Megacolony was one of several stub clans to debut in BT01: Descent of the King of Knights, and there was an obvious design flaw with it. Their core units revolved around paying counterblast 2 to prevent an opponent's rearguard from standing, when Kagerо̄ for the same cost (Berserk Dragon) or less (Goku) could retire those rearguards outright. Why should Megacolony pay the same price for an inferior outcome?

I recall that some years ago, in the aftermath of the first Japanese national championships, Card Gamer magazine named Hell Spider the most underestimated card of the season. Their reasoning was that Hell Spider wasn't clan-specific. Unlike the Kagerо̄ retire units, you could splash his counterblast in any deck and gain access to a means of forcing the opponent to retire. This was at a time period when many decks were running supporting grade 3s whose primary function was on the rearguard circle, like Gigantech Charger in Royal Paladin or Oracle Guardian Apollon in Oracle Think Tank. Hell Spider was one of those supporting grade 3s, but his almost-constant 3k buff on the vanguard circle made him a more than serviceable ride that would sometimes be preferable to your main grade 3 just for being a constant 21k. In that respect, he was much more versatile than his grade 1 and 2 counterparts Lady Bomb or Karma Queen.

Card Gamer was pointing out what we as a community had missed about Megacolony; the argument went that (from the perspective of the affected player) you could get around a unit being paralyzed by calling a new one over it, and weren't actually denied an attack, but if you did that then what you had just handed the opponent was a CB2 retire. Any clan could be Kagerо̄ if they ran these cards.

Megacolony's strength was in its splashable nature, but fighters were generally uninterested in mixed decks. They wanted the simplicity of 50 cards all being the same clan, and Bushiroad would eventually rethink its set design to oblige them after the first block.

Looking back on BT01, our initial complaints came not from Megacolony being overcosted, but from a fundamental misunderstanding of how you were supposed to use Mr. Invincible.

I alluded to this last week when I talked about Great Nature, but Mr. Invincible was effectively the go-to boss card for stub clans. You could use him as a Nova Grappler boss to great effect, but Nova Grappler was lacking in counterblasts that would actually call for that; you had Magician Girl Kirara and Genocide Jack, and that was about it. The real purpose of Mr. Invincible in the game's first four booster sets was to enable playing counterblast- or soulblast-heavy stub bosses like Hell Spider or Rue. In Megacolony that manifested as countercharging every turn for your Karma Queen and Hell Spider rearguards, (and post-BT02, Lady Bomb) making them into functional counterblast 1s to paralyze a unit. You supported this with Dogu Mechanic and Hungry Dumpty, making Nova Grappler the "generic" support of choice for unfinished clans. Invincible on vanguard, stubs on rearguard.

If you were really feeling it, you could even set Madame Mirage as your FV. Aside from flavor, there were two reasons to do so; the first was to feed your grade 3 vanguard's skill (megablast for Mr. Invincible/soulblast draw for Master Fraud after BT02) and the second was that running non-Nova grade 1s meant having a bad time if you used Battle Raiser.




So like Great Nature, Megacolony began as a Mr. Invincible offshoot. Access to his countercharge enabled you to dedicate the deck space to Karma Queen and Hell Spider, with Bloody Hercules as an aesthetic choice over using King of Sword as your 10k vanilla. Access to countercharging made it much more manageable to spread the paralyzing skills throughout the game and repeatedly lock down the opponent's front row attackers and vanguard booster. (Long before Link Joker came into being, Megacolony had already defined the core of a "triangle lock.") You didn't have access to perfect guards until BT02: Onslaught of Dragon Souls, but neither did mainstream Nova Grappler.

BT02 brought with it perfect guards for the Nova Grappler end of the deck, and Lady Bomb and Master Fraude for the Megacolony end. Now you had more ways to paralyze/retire, and an alternate grade 3 that would let you utilize all that soul Mr. Invincible was building up. A contemporary option was to splash various stub clans together inside the Mr. Invincible build, so that you could have (for example) Voidmaster, Highspeed Brakki, Lady Bomb, Chigasumi, Karma Queen, Dreadmaster, Aermo, and Gojo all in one deck. These kinds of hybrids are today the purview of Extreme Fight, but back in the BT01~02 era they were a kind of high-risk high-reward deck that lacked the grade 3 punch of pure builds but otherwise had more versatile rearguard lineups.

BT04 brought with it a shift as Megacolony moved from a stub clan for collectors and into the realm of full support. Like Shadow Paladin and Dimension Police in the same set, the clan was given a generic ride chain rather than its own unique First Vanguard, but received arguably the best version of it as its grade 2 in the chain had a no-cost on-hit paralyze rather than a counterblast-intensive on-ride or a setup-dependent draw skill. Some Megacolony decks would even continue to use this version of Giraffa long after they had abandoned the ride chain, in a similar fashion to how Link Joker would later use Mobius Breath Dragon.

In total the there were four grade 3s by this time that Megacolony wanted on the vanguard circle: Hell Spider, Master Fraude, Evil Armor General Giraffa, and Death Warden Antlion.

Hell Spider and Master Fraude we've touched on already. Their major assets were their 3k power bonuses, with Spider offering another option to paralyze an opponent's rearguard, and Fraude giving an on-hit soulblast 3 to draw effect that made effective use of the extra soul from not having a Forerunner FV, provided you weren't going to use Giraffa at all. (You would miss out on the 11k base otherwise, as Giraffa needed his grade 2 form in the soul to maintain it.)

Megacolony got a bad rep for intercept and calling over paralyzed units overcoming its primary mechanic, but that discourse totally ignored its interactions with vital on-attack units. Picture for a moment the nightmare of the Megacolony-Great Nature matchup at this time; intercepting the Binoculus Tigers was almost never an option in this format. In kind, hitting the Storm Riders in Aqua Force, or the Silent Toms in Oracle Think Tank was a genuinely paralyzing play, precisely because these units were not easily replaceable with anything but themselves.

One of the unsolved questions of the format was what to do with Evil Armor General, Giraffa. (Or as we knew him then, Wicked Shell Shogun, Giraffa.) Giraffa provided an 11k body to work off of, and an on-hit field reduction skill that made optimal use of Violent Vesper and early game trash boosters that could then be replaced by Stealth Millipede and Karma Queen, but he was also only capable of exaggerating an existing situation, not improving it in any form. Against the top decks of the day like Alfred Royals and Tsukuyomi, a -2 to both of you would end in their favor. You would have to hit 2 Vespers 1 Water Gang and the ride chain to keep up with the advantage generated by the Tsukuyomi line. It wasn't much of an option to run Vesper outside of Giraffa, because this was the only build in which you could use the ride chain to freely swap Vespers for Giraffas as a form of security against having to ride a 9k base.

Antlion was especially overlooked compared to the other Megacolony grade 3s, in large part because his megablast wasn't particularly good. In a deliberate Antlion-Master Fraude deck he could gradually give you enough soul for a second Fraude soulblast, but stopping all rearguards from standing with his counterblast 5 soulblast 8 was nothing compared to the likes of Mr. Invincible's field-stand, Robert functionally retiring 3 units, or Stil Vampir turning the opponent into a grade 0.

Where Antlion was eventually embraced was in the Machining deck, first realized in Extra Booster 01: Comic Style Vol. 1. The Machining cards each revolved around having cards with "Machining" in the soul, and so Antlion's random soulcharges were used as the next-best thing to follow its main boss, Machining Stag Beetle.

Stag Beetle was the first time a Megacolony boss was uncontroversial. On-ride he superior called two Machinings from the soul and gained power equal to their base power; this would then be comboed with the subclan's unique FV, Machining Worker Ant, which did not possess the Forerunner skill but on-place could stand a Machining rearguard. With two opportunities to get a second Machining in the soul from Machining Hornet and Machining Mantis, the subclan was functionally like a ride chain that didn't give you the negatives of missing your grade 1 ride. You were nearly guaranteed to have a +2 on-ride and half your field full.

The weakness of this was that there was no way to get Worker Ant back in the soul, so you couldn't repeat the feat by reriding Stag Beetle, though you could do it just to gain power from calling out the previous copy. The deck had a strong early game, and an endgame if you could get to it, but struggled to cultivate a midgame. The best you could do was ride Antlion and try to randomly soulcharge one or more Machinings before transitioning back to Stag Beetle.

That was eventually fixed with a promotional card, Machining Armor Beetle, distributed between after BT10. Armor's skill was that on-place you would suck one of your Megacolony rearguards into the soul to paralyze an opponent's frontrow unit, making him a Megacolony version of Fiendish Sword Eradicator Chou-ou. Now you could ride Armor Beetle for your grade 2, paralyze a unit, then ride Stag Beetle for grade 3 and call out Armor Beetle and Ant to stand Armor Beetle, using Armor's skill to send Ant back to soul and paralyze again. The turn after you would ideally ride a second Stag Beetle to bring out the previous Beetle or another Machining unit with Ant, and use Ant to stand that. It was an incredibly efficient way to utilize multiple grade 3 rides, bouncing the Ant in and out of the soul to benefit from gaining new rearguards while locking down the opponent's key beaters. You could conserve more shield through cheap paralysis than you could through a crossride.

That's skipping ahead to the end, though. Back before Comic Style ever hit, Megacolony had to run a rainbow trigger spread and the Giraffa ride chain, a vanilla FV, or a trigger as their starter. (Yes, some fighters did this just to take a Stand out of the deck.) BT04 left Megacolony with a legendary rearguard lineup; most cardfighters if they had an idea of what Megacolony did at this time knew it had great grade 2s and not much else. We had Elite Mutant Giraffa as the best of the BT04 ride chain grade 2s, then Water Gang as a cheap single Rare Maiden of Libra clone, and Tail Joe as an always-active 11k attacker. On the subclan side of things, Giraffa had Iron Cutter Beetle for a 12k attacker, capable of making 20k columns with Phantom Black.

The grade 1s were less impressive--I think I used Gloom Flyman's skill exactly once in a year and a half--but it did give us Stealth Millipede, a 10k vanguard-only booster for while the opponent's rearguards were at rest. This was tied with Evil Shade for the best such booster in the game at the time, and wouldn't be rivaled again until soulblast boosters first began spreading outside of Lionmane Stallion in BT05.

The full body of Megacolony entered in a world that was already hostile to its core mechanics, as they were seen as underpowered and overcosted. But in reality the clan had an incredible lineup at low rarities by the standards of the format; Hell Spider and Master Fraude both had an easy time of it making a rare 21k center lane that other clans struggled to do the same for. Royal Paladin could only make a costless 21k center with Soul Saver Dragon or Lohengrin-Pegasus Knight, while doing it with Gancelot, Alfred, or Galahad required Margal and/or counterblast spent. Kagerо̄ could only achieve it through Dragonic Overlord's CB3 or Amber Dragon Eclipse's CB2.

Oracle Think Tank had Amaterasu and CoCo, who were both far more conditional than Hell Spider or Fraude. Nova Grappler could only do it by resting units with Cosmo Lord, Dimension Police needed to use Cosmo Beak or Masked Police Grander, Granblue had to mill with Evil Shade, and Spike Brothers only had General Seifried.

Dark Irregulars and Pale Moon were the two other clans with similarly-free centers, and this was only possible by way of the setup-intensive Amon and Barking Manticore, or through Stil Vampir with a Doreen behind him. On top of the rearguard lineup and powerful center, most clans required numerous Triple Rares to complete. Yet if you wanted to go the Hell Spider-Fraude route rather than full Giraffa you could have a fully competitive Megacolony deck where the only cards above R rarity were your perfect guards and one copy of Elite Mutant.

(Consider this; Dark Metal Dragon was the primary grade 3 for Shadow Paladin at this time, with Phantom Blaster teched foremost for his vanilla 11k and to avoid acccidentally riding Badhabh Caar. Megacolony had all the advantages of Dark Metal but with actual skills attached to their grade 3s, and not at RR rarity.)

The clan had everything it needed to compete, numbers-wise. An 11k base for defense, two other grade 3s with rearguard blasts that became 21k attackers, a 10k booster so that your 11k base could also become 21, effective 11k attackers, basic card advantage, and readily accessible control skills at both grade 1 and 2. Even once crossrides hit, Hell Spider/Master Fraude hit the magic 23k with Stealth Millipede, and by then the Machining subclan had already debuted with the first easy 12k attackers and 10k boosters ahead of Blaster support.

So what made them bad? Or rather, why did the community think Megacolony was bad when it had incredible versions of a ton of cards?

Beyond the problems of first impressions with Hell Spider and Lady Bomb, the community was unimpressed with Giraffa. It was an on-hit CB2 to -2 both fighters. The design intent was probably to have the Megacolony fighter build up first with Vesper and Water Gang, but Gang was a cumbersome way to implement draw power in a deck that sorely needed it to capitalize on Giraffa. They were also forced to run rainbow triggers at a time when there was a serious stigma against Stands and a somewhat ludicrous insistence that 12 Critical was the only competitive deck option. (Nevermind the fact that this was completely impossible for many decks.) Comic Style Vol. 1 giving them an option for 8 Crit 4 Draw may have been too little too late, as the fandom had already passed judgement on bugs as a deck.

The core mechanic of paralyzing units was also hard to sell fighters on up until Megacolony Battler B and Machining Armor Beetle promos debuted well after the clan's initial run. Battle B was a unit they probably should have had to start with, a grade 1 that could pay counterblast 1 after an attack it had boosted hit a vanguard, to paralyze any of the opponent's units.

In the Japanese format Battler B was late to the party, but in the English format it debuted ahead of the main body of support, not as a promo card but as an additional Rare in BT04: Eclipse of Illusionary Shadows. This actually hurt Shadow Paladin cardfighters the most, as the additional Rares took spots from Blaster Dark on the uncut factory sheets, making him a 0~1 per box card and bumping his price up to $8 on release.

The modified release order for the international game went BT01 > BT02 > BT06 > EB03 > BT03 > BT07 > BT04, hence some fighters were holding on to Megacolony cards for quite some time before the clan was formally playable as a full deck.

Extra Booster 3 brought with it two new grade 3s and a host of supporting rearguards. Martial Arts Mutant Master Beetle essentially replaced Giraffa as the go-to 11k of the clan, as he functionally had no condition to his 11k in a pure Megacolony deck. His limit break was unimpressive; on-attack counterblast 3 to paralyze 2 units. It was technically less expensive than Hell Spider or Karma Queen, but the limit break didn't exactly make Master Beetle the default deck. In the Japanese format Master was paired with Machining Stag Beetle as the next-best-ride, or alternatively played as his own build with Lady Butterfly, while in the English format Master was used to give the Giraffa deck an endgame after the opportunity for Giraffa to hit had passed.

Bewitching Officer Lady Butterfly was a generic grade 3 12k attacker that nonetheless found herself widely played. She was the means by which you would use Battler B and Pest Professor Mad Fly (Aermo clone) in a format with crossrides, and she wasn't exactly a bad ride either since she was still a 22k with Stealth Millipede behind her.

Alongside this terrible duo came Toxic Trooper and Toxic Soldier, units that could not be intercepted. The idea was that this would eliminate one convenient means of dealing with paralyze. The opponent would reserve their perfect guards for the Stealth Millipede-boosted vanguard and normally intercept rearguards, letting the Troopers fit in naturally by blocking off that route of defense.

The final contribution from this set was the First Vanguard, Megacolony Battler C. This was vital for being Megacolony's first Forerunner grade 0, attached to an on-hit counterblast 1 to send itself to the soul and paralyze an opponent's rearguard. Whether or not you ran it depended entirely on whether or not you were playing the Machining subclan or something else.

As a direct consequence of EB03 coming before BT04 in the English format, this card essentially killed the Giraffa ride chain as it had been known in Japan. Giraffa cardfighters in English instead played Battler C with Elite Mutant for a mean on-hit combo that could paralyze an entire column early in the game.

For a time, Megacolony went quiet. Comic Style hit in English after EB03, and the support was complete on both sides of the water. The clan would not find new cards again until BT15: Infinite Rebirth, eight months after Cavalry of Black Steel for Japan and eighteen months after Comic Style Vol. 1 for English. And it was at this point that Megacolony changed.

It had to change; Link Joker effectively coopted its entire mechanic, fulfilling the same function with Lock that Megacolony had sought to with paralyze, and in response R&D retooled its successors around stopping the vanguard from standing and making paralyze cheaper and faster compared to Lock. There was no way that Megacolony could stare down the increased power scale of the new format and keep on trucking away with Master Beetles.

So at the end of the day, what was the greatest Megacolony deck of this period? The most persuasive answer is likely Machining Stag Beetle. Having an on-ride +2 transferable via Armor Beetle into a +1 with paralyze, and the ability to repeat that maneuver to reduce the opponent's ability to fight back over the course of a game, was generally better than what was on offer from Hell Spider. The deck continued to be playable essentially until the moment late Nebula Lord/early Chaos Breaker outmoded a huge swathe of power-focused rearguard-centric decks, and would eventually find renewed life as Machining became a bigger and bigger focus of the clan as a whole.

V-Extra Booster 01: The Destructive Roar will see Megacolony reimagined as a Protect clan, with Machining Stag Beetle returning to the fore in June for Japan and July for the rest of the world.

Long live the Queen.