top of page

Livestream Reveals: Megacolony Boss Units

  • Writer: cardfightcasual
    cardfightcasual
  • Jun 13, 2018
  • 4 min read

V-EB01/003 (V-EB01/SV03) VR/SVR

Machining Spark Hercules (マシニング・スパークヘラクレス)

Zoo/Insect/Megacolony

Normal/3/Twin Drive!!/12000/-/1 | PROTECT

ACT [V] [1/Turn]: COST[C-Blast (2)], choose five of your rear-guards, [Stand] them, they get [Power] +5000 until end of turn, choose all of your opponent's units, [Rest] them, and they get [Power] -5000 until end of your opponent's next turn.

ACT [V] [1/Turn]: COST[Put a grade 2 or less rear-guards into your soul], this unit gets [Power]+5000 for each of your opponent's [Rest] units until end of turn.

V-EB01/008 RRR Machining Stag Beetle (マシニング・スターグビートル) Zoo/Insect/Megacolony Normal/3/Twin Drive!!/12000/-/1 | PROTECT AUTO [V/R]: When placed from hand, call up to two cards from your soul to [R] at [Rest], and if this unit is in [V], during that turn, this unit gets the original [Power] of all units called by this effect.

Megacolony is revealed! The Live stream today showed us both of Megacolony's highest rarity cards, Machining Spark Hercules and Machining Stag Beetle. The Beetle's (haha yes very funny) skill remains mostly unchanged from its OG incarnation, except for the fact that it now works on the rearguard circle as well, allowing you to combo out more units and plussing you with units that are resurrected from the soul albeit in the resting position. That said there are still a bunch of units that work even while rested, such as Nasty Smog.

V-EB01/057

Nasty Smog (ナスティ・スモッグ)

Zoo/Insect/Megacolony

Normal/2/Intercept/9000/5000/1

CONT [R]: All your opponent's units in the same column as this unit cannot intercept.

CONT [R]: All your opponent's units in the back row in the same column as this unit cannot [Stand] during the stand phase.

While it was revealed in a month Bushiroad leak a few days back I haven't had the time to make any content in it till now. The skill is the first and currently only stun skill we've seen in Megacolony so far and while it's a little restrictive, the no cost continuous effect makes it one leaky rearguard to deal with, more about inconvienincing your opponent and pulling the power of their attacks down. 

Back to our favourite Stag Beetle, his skill also works with another unit that I haven't covered, Burner Ant. 

V-EB01/058 Burner Ant (バーナー・アント) Zoo/Insect/Megacolony Normal/2/Intercept/8000/5000/1 ACT [R]: COST[[Rest] this unit], choose an opponent’s rear-guards in the same column as this unit, and move it to an opponent’s open [R]. ACT [R]: COST[Discard a card from your hand], [Stand] this unit, and this unit gets [Power] +5000 until end of turn.

The cost of discarding a card to stand is indeed a pricey one but the unit presents a very interesting skill - the ability to shift a rear guard from the same column into an empty rear guard circle. The card is definitely and interesting way to punish opponents for leaving back row rear guard circles empty, especially behind the vanguard. While its skill is less than gamebreaking, it does present an interesting precedent for the manipulation of an opponents field, introducing yet another new strategy for Megacolony players to mess around with. 

Of course all the aforemention units work together with the Big Boss of the Bug Mafia - Machining Spark Hercules. With an active skill that stands and powers up all rearguards, his skill is active once he hits the vanguard circle. Similarly to Nova's Perfect Raizer, his skill requires a counterblast 2 and gives more advantage as the card is used turn after turn. The skill also debuffs the opponents entire field by 5000, which while most players are laughing at, reducing the cards you have to guard with significantly. For clans which spread their force markers out, this basically nullifies the force marker for the turn making, attacks just a simple 5000 or 10000 guard, a good way to sack the used Burner Ants once their skills are used. As for the counter that clans will use their vanguard as the main power attacker, Megacolony's Protect gift marker can't be forgotten. The reduction of the opponents unit's power to a lower number prevents them from hitting their key big numbers helps to prevent rearguard damage early game for sure, making the clan's niche early game plays that cripple the opponent and prevent them from standing up again. 

Further more, the second active skills allows one grade 2 or above unit to return to soul and power up it's boss by a factor of 5000 times however many rearguards that are rested. This allows a reuse of the Stag Beetle and more combo plays. 

At this point only 1 RR and 1 R of note remains. I'm hoping for the return of Hell Spider and perhaps some new stunning effects or effects that make use of rested rearguards. While Megacolony isn't looking to be the most powerful clan this time around, it is looking to be the most varied clan this time around (not counting Tachikaze' s new mechanic into account of course). With any luck the set will shape up to be one of the most interesting and unique sets, we'll just have to wait and see! 

Comments


©2018 by Cardfight Casual. Proudly created with Wix.com

bottom of page