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#mecha phantom beast tetherwolf
yugiohcardsdaily · 15 days
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Mecha Phantom Beast Tetherwolf
"If this card is Normal Summoned: Special Summon 1 'Mecha Phantom Beast Token' (Machine/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all 'Mecha Phantom Beast Tokens' you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per battle, during the Damage Step, when this card battles an opponent's monster (Quick Effect): You can Tribute 1 Token; this card gains 800 ATK, until the end of this turn."
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fyeahygocardart · 6 years
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Vertical Landing
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ygoreviews · 7 years
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Sonic Boom ———————————————— During your turn: Target 1 "Mecha Phantom Beast" monster on the field; this turn, its ATK becomes double its original ATK, it is unaffected by other Spell/Trap effects, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this effect is applied to that monster, destroy all Machine-Type monsters you control during the End Phase of this turn. Other monsters cannot attack during the turn you activate this card. ———————————————— Can Be Found In: Judgment of the Light (JOTL-EN076), 2014 Mega-Tin Mega Pack (MP14-EN109)
Mecha Phantom Beasts takes the possibilities arround tokens at its maximum advantage. Almost each member allow us to swarm the field with tokens, which will either provide protective abilities or work arround setups involving Synchro Summons or activating certain costs. Is a tough archetype to confront as they will be constantly protected by their tokens being present on the field or use them as fuel for all sorts of mechanics, always having the upper hand against all sorts of threats.
"Sonic Boom" is a double edged card as provides several abilities in exchange of a big drawback. Only able to be activated during our turn, "Sonic Boom" doubles the ATK of a Mecha Phantom Beast, makes it invulnerable against Spells and Traps, and lets it deal piercing damage against defensive targets. All these advantages has some big risks however, as not only the target affected by the Trap is the only monster able to attack for the rest of the turn, but all our Machines will be destroyed as soon the turn ends. Overall a Trap Card with big positives as well big negatives, but with the main mechanic arround the archetype it can solve some of the problems "Sonic Boom" delivers so we can obtain and keep a Mecha Phantom Beast will all these bonuses.
The Trap has several restrictions and flaws that might make it too situational, but with proper field management we can find the best opportunities to be used with. Although can only be activated during our turn, is still a reliable option to chain against dangerous Spells and Traps during our turn so our attack can go through along the bonuses "Sonic Boom" provides. Since doubles the target's ATK a big number of Mecha Phantom Beast are good candidates to be affected by "Sonic Boom", from low Level members like "Mecha Phantom Beast Megaraptor" or "Mecha Phantom Beast Tetherwolf" to some of their strongest creatures like "Mecha Phantom Beast Dracossack" and "Mecha Phantom Beast Jaculuslan". Although the target will be the only monster able to attack, due the archetype constantly creating tokens in many scenarios will be the only Mecha Phantom Beast with actual stats to attack with. Last there's the risk of losing all Machines in our field, but since most Mecha Phantom Beasts gains protection against destructive sources with the pressence of tokens "Sonic Boom" biggest flaw can be avoided thanks by their own abilities as well support from cards like "Scapegoat". Keep on mind that "Sonic Boom" also protects the target from our own Spells and Traps, so we can use cards like "Dark Hole" to assure a clean hit, but also be aware we cannot use further support like "Limiter Removal" on the target.
"Sonic Boom" has too many risks and flaws to become steadily reliable, but the results that can offer are indeed threatening. All the bonuses that gives to its targets will make many Mecha Phantom Beast a dangerous monster constantly dealing damage as avoids Spells and Traps from stopping it, and thanks to the protection bonus from using tokens we can easily avoid "Sonic Boom" biggest drawbacks. But although we can play "Sonic Boom" at its biggest potential, the fact that can only be used during our turn severely damages its usage by becoming a slow Trap to depend on and time its activation right on time. Easily replaced by faster alternatives to depend on, "Sonic Boom" could've been a powerful card to boost our archetype if it wasn't due its delayed activation.
Personal Rating: B
+ Doubles the ATK of a Mecha Phantom Beast as well able to deal piercing damage + Protects the target from Spells and Traps + The archetype's token mechanics easily solves its drawbacks
- The affected monster can only attack the turn this card is used - All our Machines will be destroyed during the End Phase - Very slow Trap Card as can only be activated during our turn
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fyeahygocardart · 9 years
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Mecha Phantom Beast Tetherwolf
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