Like normal, i'm trying to mash Invokeds into something because I love Invokeds. Myutants don't work as well with Invokeds as Dragonmaids did, but they still do work fairly well. They have a few ranging attributes to use, and Invocation banishes cards, providing more banish fodder. Deck list time.
2x Arsenal- too bricky at 3. Another one of the, like, weird evolved forms that I run at 2. Pretty good in the current meta, considering how it can dodge pog blade, imperm, and the cringe Eldlich trap line up, making Arsenal pretty solid to leave on the field.
2x Mist- i'm seeing a patttern here. I run all the weird evolved forms at 2. Mist gives instant advantage by banishing a card to draw 2 when your opponent activates a effect, which can easily turn into a plus 3 in the right situation. While it's a bit slow, it's still a solid source of draw power.
2x Beast- Beast is solid. Can't be targeted by monster effects, which dodges Dragoon, Borreload, etc, which is great in the current meta Also negates spell cards by banishing cards, so it gathers advantage and can easily negate key points of the opponent's combo.
3x Aleister- Mandatory for the Invoked engine. Great searcher as well. It takes up a normal summon (sometimes), which can clash with the Myutants (sometimes), but if you open Invocation you don't even need to normal it. Aleister leads to a ton of strong fusions, namely Mechaba for a source of strong negates.
1x GB-88- I personally run 88 at 1, since it's effect to special summon it is awkward and situational and can brick easily depending on the situation. Works well with Cry though. It's also fairly good late game recovery, as if it's summoned during the opponent's turn, it can be tributed to special a banished level 8 Myutant, which is great for recovering advantage and building your board.
3x ST-46- ST-46 is generally a reliable searcher for the Myutants, as it searches a spell/trap on summon. If you need fusion, you can get a fusion, you can get a cry, etc. This is great for filling in the gaps in your hand and extending your plays. ST-46 also helps greatly with field swarming, as you can tribute it and banish a monster/spell/trap to special a corresponding level 8 Myutant from hand or deck, so that's great for field swarming and building up a strong board.
3x M-05- M-05 searches out all of the Myutant monsters, which is great for also filling in the gaps in your hand and extending your plays greatly, so you can build a strong board. M-05 also has the same secondary effect as ST-46, making it so you can get out two Level 8's to make a huge board.
3x Ash Blossom- ez negate
2x Ghost Ogre- ez destruction
1x Cyberstien- This deck doesn't use it's normal summon a ton, so if you don't need to normal summon an Aleister at the moment, you can normal summon a Cyberstein to cheat out Ultimus without the entire convuluted Cry process. Banish/fusion fodder otherwise.
3x Magical Meltdown- Meltdown helps a lot with consistency, as you can search out Aleister if you need one. It also gives you some heavy protection onto the fusion summons, avoiding making the fusion summons into a chokepoint.
3x Myutant Evolution Lab- Da archtypel field spell. Evo lab provides an easy special summon that can free up your normal summon for Aleister or Cyber-Stein, which is great for this deck, and a small attack boost.
3x Invocation- Invocation is an amazing card, as it can use nearly any monster for the fusion, leading into tons of strong monsters like Mechaba. Additionally, this provides a ton of banish fodder, as it banishes Aleister and such.
3x Myutant Fusion- Myutant Fusion is the main archetypal fusion spell, as it allows you to provide a ton of banish fodder to go into your fusions. Additionally, if the opponent's activated a hand trap this turn (which they most likely will have considering the current game), you can banish cards from Deck or GY as well, which is amazing for turboing out fusions.The only bad part of Fusion is that it has a retarded hard once per turn on it, making it a bit annoying to use.
1x Terraforming- Terraforming is mainly used for searching out whichever field spell you need at the time, Meltdown or Evo lab. Although, if you don't need either, you can also use Terraforming to bait out hand traps.
1x Set Rotation- Set Rotation is mainly used to set your Meltdowns and Evo Lab to both player's fields (after you use the field spell plays), which is great for halting a ton of field spell relient decks.
3x Myutant Cry- Cry is amazing for getting out Ultimus on the opponent's turn if you couldn't use Fusion, as it allows you to access a ton of different points for the fusion- Banished cards (which you should have a lot of), GY, and field, so you can easily make a huge Ultimus during the opponent's turn for a ton of interruption. Although, like Fusion, Cry has a hard once per turn, meaning no double Ultimus boards that easy.
3x Trap Trick-Trap Trick is a great card for consistency, as it allows you to search out Cry easily, improving the consistency in "turboing" out Ultimus greatly.
Extra deck
3x Ultimus- Ultimus is generally a huge beater, as 35k is a greatly above average stat line. Additionally, it has a great negate that provides more banish fodder, and generates advantage on destruction.
2x Mechaba- Mechaba is a great source of negates for the deck, as it can negate literally anything and provides a ton of graveyard set up for Cry later on.
3x Synthethis- Synethethis gives a fairly nice pop on summon, although it might not be of use, considering this is a going 1st deck. Syneththis also provides a nice pseudo-negate built in, generally a solid monster to "rank up" into Ultimus by fusing it during the opponent's turn, for heavy interruption.
1x Magellanica- Maggeaicialli or however you spell it is generally just a big 3k beater that helps to close off the game in mid to late game.
2x Purgatrio- Another solid beater, Purg grows to big stats to punish swarm decks and can punish things like Guru control with it's piercing damage.
2x Cocytus- Cocytus is mainly just a large, ****** wall, that can poke at the opponent and stall until you get into a better position.
1x Raijin- Built in book of moon, helps to beat over problem monsters. It can also be used to bait out negates, as you can attempt to flip over a negate monster like Borreload. Either they're forced to use up their negate on Raidjin, or have to let it go.
1x Caliga- god i love floodgates
Playing guide
This won't be super in depth or anything. I've done a bit of play testing, and my main strategy is fairly simple. If you don't have an Aleitser, activate Meltdown to search one. If you already have one, Meltdown is just usable for Set Rotation. If you didn't activate Meltdown, or after activating Meltdown, activate Evo lab to special summon a monster. Search Evo with terraforming if you don't already have it. Tribute the small special summoned Myutant (the one that's in the cage) to search either a monster or a spell, while also providing more banish fodder. Afterwards, fusion summon Synthethis using Myutant Fusion, or search a Fusion using 46 if you don't already have one. After fusion summoning Synthethis, use Invocation to get out whatever Invoked fits the current moment attribute wise. Pass turn. During your opponent's turn, activate Cry and use Synthethis to get out Ultimus much easier. Note: I didn't mention it, but throughout this, you can normal summon Cyber Stein or Aleister if neccesary. Cyber Stein is fantastic for cheating out Ultimus, or if you already have Ultimus, you can use it to get out an extra Ultimus or a Synthethis. also note you'll want to go first so you can set up Cry with Trap Trick to get into Ultimus easier.
Any feedback or thoughts is appreciated in the comments. Thanks for reading this, have a good day.