Mecha Phantom Beasts revolve around special summoning tokens. They can use these tokens to increase their level by the total level of the tokens. This synergizes well with Beatdown since one token is enough to get your monsters above level 5 to trigger the effect. You can easily gain 600 attack from beatdown. This makes your monsters able to attack over your oppenent's monsters with ease. They also have some protection in cards like Do a barrel Roll to protect against spells, traps and monster effects. Whenever you control a token they also gain immunity from destruction by battle or card effects.
Endless Trap Inferno Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel.
Quick as Wind Can be used after your Life Points are at 3000 or below. Play the Field Spell "Rising Air Current." If there already is Field Spell on your side of the Field, rerturn it to your hand. This skill can only be used once per Duel.
Black Falcon can switch a monster into defense position by tributing a token. This can be used to get over your opponent's bigger monsters. It's not hard to use to get a token either since it summons one upon attack declaration. You can activate it's effect immediately after summoning it. If you can't get over monster with it, you can simply take the damage and attack with your other monster to get over their monster. If you can take down their boss monster you can easily gain the advantage. It can get up to 1800 attack with Beatdown!.
You can tribute a token to search out a Blackfalcon to get over a monster or Harrliard to special summon another monster from your hand using Megaraptor's effect. This is what enables you to more consistently get to the cards you need. It has 1900 attack so with Beatdown! it can get up to 2500 attack making it easy to run over your opponent's monsters or just get massive damage in.
Harrliard can tribute a token to special summon a monster from your hand. This can help you get another monster to gain more attack with Beatdown!. This card can replace your token when it is tributed so you can maintain at least one token on the board. You can combo it with Megaraptor or Blackfalcon to keep your token on board for Beatdown!. You can also combo with Do a Barrel Roll to get multiple negations if you have more than one set. This card has 1800 attack making it 2400 attack under beatdown.
You want to see this card in your opening hand to get your board set up. This combos well with Vertical Landing to unclog your board and get a token. This gets you access to your monsters effects. Since it special summons the other two Mecha Phantom Beast monsters you don't control it allows you to have access to all your monsters and decide which monster you don't need to trade for a token with Vertical Landing for the play you need to make.
Vertical Landing allows you to tribute your monsters for a Mecha Phantom Beast token. This helps you get a token out to gain your monsters' immunity effects and increase their levels. This helps make sure you can unclog your board if you don't have room for tokens. When you use Ties of the Brethren this combos well to get your plays setup. You will probably tribute off Harrliard since you won't be using his special summon effect more than likely in that scenario.
Aerial Recharge summons a token once per turn, but requires you to tribute a token during the end phase to keep it on the field. This card helps keep a steady supply of tokens for your monsters' effects. It also helps maintain Beatdown!'s effect. It's not a big deal if you use the token for cost of another effect since they will typically put you in a good postion. You could use the token to change to defense postion, search, special summon or negate.
Do a Barrel Roll can be used to protect your monsters from non-destruction effects or disrupt your opponent's plays. If your opponent relies on a certain card's effect this can really put your opponent in a bad spot. You can negate and destroy that card possibly leaving them with no way to continue their plays that turn. If it was a monster that leaves them open for you to go in with Beatdown! and deal a lot of damage.
This card is extremely good in this meta where decks can spam the board. You can use this to punish your opponent for over extending and take out two of their monsters. This works well with the tokens to destroy a token and your opponent's monster if they only have one. The deck can easily get out another token to replace the one you lost. This card can be a brick if you've already used a trap making it clash with the deck in that aspect..
While it won't increase your monster's levels they can be used as cost for most effects making it an easy way to trigger your monsters' effects. They also still gain their immunity from the these tokens as well. You could also just use it defensively to stop your opponent's attacks so you can try to turn the tide next turn.
This card can help soften up your oppenent's monsters for next turn. It can also protect your monsters if they don't have destruction immunity. You can just easily attack over your opponent's board leaving them in a bad situation possibly.
This card works well at keeping your monsters safe for a turn. Your opponent can't really play around it since it will change any of their monsters to defense upon summon for that turn. It also leaves your opponent's monsters vulnerable in defense mode making them easy to attack over.
Zero to get the basics of it. The main crystal eater is Wall of Disruption, with most of the deck being available by emptying out the good stuff from three Clash of Wings miniboxes and using new-player tickets on Enemy Controller. I'm less than a month into the game and already have everything but WoD and Pulse Mines for the build I want.