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November 14, 2024, 12:10:51 PM
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[Megacolony]Machining Tarantula Mark II
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Topic: [Megacolony]Machining Tarantula Mark II (Read 4860 times)
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Depore202
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[Megacolony]Machining Tarantula Mark II
«
on:
August 03, 2014, 07:00:18 AM »
Grade 0:
Machining Little Bee x1
Machining Scorpio x4 (crit)
Machining Bombyx x4 (heal)
Sharapnel Scorpio x4 (crit)
Shelter Beetle x4 (crit)
Grade 1:
Machining Black Soldier x4
Machining Caucasus x4
Machining Hornet x3
Paralyze Madonna x3
Grade 2 :
Machining Armor Beetle x2
Machining Hornet Mark II x4
Machining Mantis x2
Machining Papillio x2
Machining Tarantula x1
Grade 3:
Machining Tarantula Mark II x4
Machining Warsickle x1
Clyclomatus x3
I am doing well with this deck for now but i keep having problem late game the break ride with Taruntula is good since i was abel to stop a enemys next turn completly with the legion but the problem comes after that i have Warsickle if they decide to go full def and have more then 8 cards in their hand but after brake ride or if i use Clyclomatus it all start going to luck, so i am wondering if anyone of you has some advice on changing a few units i am still new to megacolony so not rly sure if this deck is balanced enaugh
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[Megacolony]Machining Tarantula Mark II
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