“Mecha Phantom Beast” is an archetype of WIND Machine monsters whose effects primarily revolve around generating and manipulating Tokens. While Tokens are present on your side of the field, “Mecha Phantom Beast” monsters can’t be destroyed by battle or card effect, which can turn card like Needle Ceiling into an almost unidirectional board wipe.
Although the archetype does now have a access to a Tuner (Mecha Phantom Beast Blue Impala), there doesn’t seem to be a good enough payoff from going that route.
Note: :To see the past Mecha Phantom Beast decklist, please click the link below:
When Normal Summoned, Mecha Phantom Beast Tetherwolf will Special Summon a “Mecha Phantom Beast” Token to your side of the field. You can use the Token generated by Tetherwolf to activate Do a Barrel Roll, Mecha Phantom Beast Blackfalcon’s effect or to increase Tetherwolf’s ATK by 800 until the end of the turn.
While you control a Token, Tetherwolf, Blackfalcon and Megaraptor can’t be destroyed by battle or card effect, so, if you activate Needle Ceiling, only your opponent’s monsters and your Tokens will be destroyed.
Since Thetherwolf’s Level is increased by the combined Levels of all Mecha Phantom Beast Tokens you control, it will have access to Beatdown! on Summon, reaching 2000 ATK during your turn and being able to attack freely into a Koa'ki Meiru Urnight or an Ancient Gear Wyvern under Ancient Gear Castle.
When Mecha Phantom Beast Blackfalcon declares an attack, it Special Summons a Mecha Phantom Beast Token to your side of the field. After Summoning a Token, Blackfalcon does become immune to destruction by battle and card effect, but, due to its incredibly low ATK, you will not be using this effect that often.
Once per turn, by Tributing a Token, Blackfalcon allows you to change the Battle Position of an opponent’s monster to face-up Defense. You can use a Token generated by Fires of Doomsday to activate this effect and switch a Koa'ki Meiru Maximus or a Masked HERO Anki into Defense Position to make it easier to get over it with your monsters or activate it during the opponent’s turn to prevent an attack.
Once per turn, by Tributing a Token, Megaraptor allows you to add a “Mecha Phantom Beast” monster from your Deck to your hand. You can’t use this effect during the opponent’s turn, but it’s still a great way of setting up a play for your next turn while also thinning your Deck.
After activating Needle Ceiling and hopefully destroying all of your opponent’s monsters, you will need a quick way of dealing with their back row: Vision HERO Witch will force Paleozoic Canadia and Floodgate Trap Hole while also getting rid of eventual Battle Traps like Wall of Disruption and Drowning Mirror Force.
This Quick-Play Spell will Special Summon two Tokens on your side of the field. Since this card prevents you from Summoning other monsters the turn you activate it, you should always use it on your opponent’s turn. Summon one of your “Mecha Phantom Beast” monsters and then chain this card to the effect of a Koa'ki Meiru Maximus to protect it.
Beatdown! This turn, the ATK of all face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300. This skill can only be used once per turn
As long as there’s a “Mecha Phantom Beast” Token on your side of the field, all of your “Mecha Phantom Beast” monsters will be Level 5 or higher, making this Skill particularly easy to activate. With two “Mecha Phantom Beast” monsters and a “Mecha Phantom Beast” Token, Tetherwolf can get over Ancient Gear Reactor Dragon and Koa'ki Meiru Maximus on your turn.
Endless Trap Hell 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.
Endless Trap Hell is commonly used in any deck that likes to run a lot of Trap Cards. This Skill will instantly replenish your resources while also preventing you from decking out before your opponent if it comes down to that.
This deck struggles against high ATK monsters, which is really not ideal in the current meta. Tetherwolf can reach a decent amount of ATK, but Tributing the Token it Summoned leaves you quite vulnerable on your opponent’s turn.
Any opening hand that does not feature Pulse Mines can easily result in a loss if your opponent has Hey, Trunade! available.
Also, it has the same issue that other unchainable backrow has of getting destroyed or banished before it can be used.
I don't have most of the staples in that deck but I've been having a lot of fun with a deck that runs 3 aerial recharge, 2 power of the guardians, currently 1 copy of gravity lash since wod is needed for red eyes, and 1 wheeleder for level 6 and 7 synchro plays. Currently at stage 20 in the wcs though I'm looking for good tech options against subterrors which are giving me a lot of trouble.