Megalith Jun22 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.
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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