Below I demonstrate the final version of the Megalith deck that I use competitively. I've already made a definitive guide on how to use Megalith that I consider a deck that needs a lot of training to know how to use but that is not among the most difficult decks in the game at the DDD level: https://ygoprodeck.com/megalith-master-duel -apr22-format/
The main change I made to what I used before is to
cut Megalith Ophiel to 1 copy in the deck because it is a necessary card for combos to work but the second copy is not that relevant compared to the second copy of
Megalith Hagith or of
Megalith Phul, so by decreasing the number of Megalith Ophiel in the deck I was able to put
more tech cards improving the deck's blind second against meta decks.
The deck has good qualities to be used:
-
Consistency: despite the
high number of hand traps (11 slots) you have a lot of
combination of 2 card combos so you can build a Ritual Summon deck that manages to have a balance between engine and tech cards.
- The deck
engine is cyclical and manages to generate an advantage every turn, whether yours or the opponent's turn, which makes the game volume very high and oppressive for the opponent because you are always proposing new moves with each passing turn. No wonder it's common for you to end turn 3 of the game with between 12 and 14 cards in the deck so absurd is the
Megalith's search power.
- The surprise factor also helps a lot because there are starting hands that you open that in themselves are
resilient to 1 Hand Trap/interaction and depending on the opponent's ignorance about your moves you can combo up 2 Hand Traps and I even managed to make my 1 turn setup up to 3 Hand Traps.
- The
end board you make is very good against any match up you face, whether it's combo decks, control decks, that have several layers of play or that just set 5 traps and pass the turn so it's very difficult for you to lose to random decks and meta decks most of the time will have to open with a very
strong combination of cards to go over their field and I practically never took OTK when making my turn 1 setup so
resilient is it to Blind Second Cards like
Lightning Storm,
Dark Ruler No More,
Evenly Matched etc.
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Now I'm going to talk about some cards that most positively surprised me in the use of the deck:
Megalith Och: when using the card in the deck I didn't regret testing it because it really makes the
Megalith engine plays better whether to build field or break, mainly because it's a
fourth name of low level Megalith Monster to use the effect of Ritual Summon on your turn allowing you to build moves that aren't possible if you don't use it. And on the opponent's turn it works almost like
Megalith Phul being able to Ritual Summon
Megalith Bethor to the field, but you'll have to have it in hand first and that's good if your
Megalith Phul eff from Ritual Summon doesn't resolve because your opponent used
Ash Blossom or
Forbidden Droplet type of card to negate it.
Cyber Angel Benten and
Manju of the Ten Thousand Hands: These cards greatly increase your grind game because it's
very simple to loop Benten for Ritual Summon and add Manju to your hand every turn which allows you to access
XYZ's Toolbox Rank-4 easily to control the game.
Impcantation Engine: It's a fantastic engine to
deal with opponent interactions because you can Ritual Summon saving cards and leaving the rest in your hand as push moves, so for example I've managed to deal with Virtual World
Shenshen which is a
Macro Cosmos field without having any of my Ritual monsters banished because I just used
Impcantation Inception and Impcantation monsters to Ritual Summon
Megalith Phul who brought
Megalith Hagith from the deck for example and as I had done NS
Manju on the turn I was able to RANK-4
Castel, the Skyblaster Musketeer to shuffle the Shenshen back to the deck and play cool afterwards. So it's an engine that is not only good against interactions, but also
helps to play around cards that are out of your control like some Floodgates.
Herald of Mirage Lights: This card plays more than one role in the deck because in addition to saying
"No" to field-breaking cards like
Lightning Storm it
adds two follow ups to the hand so it's a card that always leaves you on par with your opponent in card advantage and since you can
always loop Benten back to your hand in this deck your opponent is short on time to take it out as you will always have the negate spell/trap live effect again to use.
Extra Deck Monsters:
Among the XYZ monsters, the ones that surprised me the most were
Castel, the Skyblaster Musketeer which is basically a
Knightmare Unicorn for face-up cards on the field, which is important to avoid card effects like
Mirrorjade the Iceblade Dragon or
Despian Quaeritis that don't activate its effects if gets back to the Extra Deck.
Another card that was very useful was
Number 101: Silent Honor ARK because
LINK monsters can't play around its effect and after stealing the opponent's LINK monsters you go to the battle phase and
AA-Zeus in Main Phase 2 to deal with even more opponent's cards. Simply
Number 101 and AA-Zeus can take a lot of boring card out of the field like
Mekk-Knight Crusadia Avramax because even taking 3k damage with Silent Honor ARK you do AA-Zeus on M2 and take it out of the field.
And finally we have the
Drill Driver Vespenato that has the utility of being made on top of
Number 80: Rhapsody in Berserk,
Castel, the Skyblaster Musketeer that are out of material and give
piercing damage to the opponent or simply make it difficult to take it off from the field because if not
you reborn any Level5 or lower monster from GY like a Megalith Phul for example.
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