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Battle area => Community => Deck Discussion => Topic started by: Depore202 on August 03, 2014, 07:00:18 AM

Title: [Megacolony]Machining Tarantula Mark II
Post by: Depore202 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