1. Deck Overview
Based on [Light Darkness Mecha]. A deck that leverages the "Mecha" race to build an iron-wall formation from every angle while crushing by sheer numbers.
Its biggest feature is tremendous expanded reproduction. Effects of "a creature comes out every time you do something" call each other, forming an unmanageable formation as turns pass. It secures multifaceted defense — many Blockers, shield addition, removal resistance, and Shinobi actions during the opponent's turn — showing durability you wouldn't think comes from a deck with almost no Shield Triggers or disruption. It's also superbly rewarding to customize, with each card adopted at a count that's easy to swap (basically 4, entry point 2–3).
2. How to Win
Line up creatures on turns 2–3 and land Ganma, Ninja Chain Holy Chaos (Mecha Mechraid via shield addition) or Petrova, Capturing Silver Moon → connect into the 5-cost range (Ater Gorghini, Shakedown Domeciale) for expanded reproduction → deploy while reusing sources via Revolution Change (Doran Gor Gels, Bojisowaka, Thousand Feather Ninja Change) → build an iron wall with board, shields, and hand, and push in with excess damage.
3. Strengths
- Overwhelming numbers via expanded reproduction. Creatures call each other and don't stop.
- Multifaceted defense — Blockers, shield addition, removal resistance, Shinobi — makes it solid even with thin defensive cards.
- The Mecha card pool is wide, so focusing your strategy opens infinite customization possibilities.
4. Weaknesses & Notes
- It struggles against decks that win without interacting with the board.
- Cheat meta hits easily, and since the main move involves attacking, you tend to hit Shield Triggers along the way.
- Wide choices and high play difficulty (your improvisation is tested).
Official Deck Composition
Official Deck Composition
| Creatures | 36 |
| Twinpact Cards | 4 |
| Total | 40 |
5. Card Guide
001
Amelia, Channeler of Suns ×3
×3 / Creature / Light / Cost 2
Role: Slow-acting hand replenishment
When it enters, make 1 shield, and on your next turn recover 1 shield to hand. For just 2 cost, it can trigger Ganma, Ninja Chain Holy Chaos's shield addition, and it's also a Revolution Change source for Doran Gor Gels.
002
Venerack-F5 ×4
×4 / Creature / Light / Cost 2
Role: Cheat meta
When the opponent puts out a creature without using mana, send it back to the shields. Even if removed, it keeps one opponent tapped for 2 turns. Useful as a Revolution Change source too.
003
Brajesco-W1 ×2
×2 / Creature / Darkness / Cost 2
Role: Light removal
When it enters, give one opponent power -3000 (destroyed at 0 or less). For removing troublesome light creatures or supporting battle-destruction with a side creature. Also a Revolution Change source for Doran Gor Gels (needs Darkness mana).
004
Petrova, Capturing Silver Moon ×4
×4 / Creature / Light / Cost 3
Role: The offense/defense pivot (non-leaving Blocker + Hyperize deployment)
A Blocker that won't leave from when it enters until your next turn. With Hyperize (tap one other), it becomes power 7500, Double Breaker, and on attack adds a shield + puts out a creature from hand of cost at or below your shield count. The move of Revolution Change into Doran Gor Gels on the Hyperize attack → cheat → return to hand → re-deploy and stand guard with the non-leaving Blocker happens frequently.
005
Ganma, Ninja Chain Holy Chaos ×4
×4 / Creature / Light / Cost 3
Role: The main deployment engine
Once per turn, each time your shields increase, Mecha Mechraid 5 (use a cost 5 or less Mecha from the top 3). On attack, it can add a shield on its own too. It triggers on the opponent's turn as well. Just keeping it alive and adding shields each turn enables mass deployment. Optimal as a Revolution Change source for Doran Gor Gels — the move of changing on attack → shield addition & Mechraid → return to hand → re-deploy to revive its "once per turn" is strong.
006
Assistest Aldead ×3
×3 / Creature / Darkness / Cost 3
Role: Cost reduction + substitute
Reduce Mecha cost by 1. When it enters, draw 1 if you have another Mecha. With Ultra Saver (substitute-destroyed when a Mecha leaves), it protects the easily-targeted Ganma, Ninja Chain Holy Chaos and the like.
007
Gold Flavum ×2
×2 / Creature / Light / Cost 4
Role: Yobinion deployment + shield addition
Blocker. Yobinion (when summoned, reveal the deck until a creature of lower cost than itself comes out, and put it out). Adds a shield when it enters too. If Ganma, Ninja Chain Holy Chaos comes out, it immediately connects into Mecha Mechraid. Yobinion's condition is "summoning," but putting it out via Mecha Mechraid 5 also counts as "using" (≈ summoning) and triggers it.
008
Hyper En Gels ×3
×3 / Creature / Light / Cost 4
Role: Defense (shield addition + untap + invincibility)
Add a shield before each break, and untap up to 3 allies at end of turn. With Hyperize it becomes power 9500, Double Breaker, and grants the top-class resistance "if you have 7 or more shields, your creatures don't leave." Once they stop leaving, it's hard to break through. Note, however, that not leaving makes Revolution Change / Ninja Change a dud.
009
Shakedown Domeciale ×2
×2 / Creature / Light / Cost 5
Role: Light support + finisher
Blocker. When it enters, draw equal to your Light creature count, and reduce subsequent Light creatures'/Tamaseeds' cost by 2. With Civil Count 5 (5 or more Light), it gains +10000 power, Triple Breaker, and on attack turns one opponent into a shield (removal). A mid-game supply unit that transforms into a high-power removal attacker. A Mecha Mechraid hit.
010
Ater Gorghini ×2
×2 / Creature / Darkness / Cost 5
Role: Multifunctional (removal / graveyard filling / revival)
Blocker, Double Breaker. When it enters, choose two from "power -4000" / "put the top 4 into the graveyard" / "revive a cost 4 or less from the graveyard" (the same one twice is OK). With graveyard filling + revival, it can grow from 1 card to 3. When it leaves, it can destroy another creature as a substitute. It does work whenever you put it out.
011
Doran Gor Gels / Memory of Wealth Dragon ×4
×4 / Twinpact card (creature / spell) / Light/Darkness / Cost Creature 5 / Spell 5
Role: The most technical Revolution Change + reuse
Revolution Change from a Mecha. When it enters, break 1 shield (optional) to replenish hand, and put out a cost 3 or less Mecha from hand (if the change source is cost 3 or less, you can re-deploy it too). With Mega Last Burst, use the spell side Memory of Wealth Dragon when it leaves (creates a shield with a 1-turn-only Shield Trigger). A multifunctional card that becomes the linchpin of free deployment while reusing sources, also serving as a source for further changes or Ninja Change.
012
Cobra, Snake Ninja Holy Chaos ×2
×2 / Creature / Darkness / Cost 6
Role: Graveyard-revival Shield Trigger
Shield Trigger, Blocker. When it enters, put the top 2 into the graveyard and put a cost 5 or less creature from the graveyard into play. Excellent synergy with immediately-working Blockers like Ater Gorghini and Shakedown Domeciale. It gets destroyed if it comes out on the opponent's first shield break, but the revival still happens; if it stays, it's a source for Revolution Change / Ninja Change.
013
Chaosmantra, Holy ×2
×2 / Creature / Light / Cost 7
Role: Defensive trump card (Ninja Change)
Ninja Change 5 (swap in for a cost 5 or more Mecha/Shinobi on the opponent's attack/block). Double Breaker. When it enters / when it attacks, tap all opponent creatures, and opponent creatures can't attack the turn they enter. Reuse it by swapping in and out with Revolution Change holders. Since it can't interact with the creature currently attacking/blocking itself, use it before the direct-attack timing.
014
Bojisowaka, Thousand Feather Ninja Change ×3
×3 / Creature / Light/Darkness / Cost 7
Role: Revolution Change + continued deployment
Revolution Change from a cost 5 or more Mecha. Blocker, Double Breaker. When it enters, put the top 4 into the graveyard, and at end of turn put out up to 1 each from hand and graveyard of cost 4 or less with Blocker grant. If it survives, you can cheat every turn. Getting removed by a Shield Trigger hurts, so as much as possible Revolution Change while attacking a creature.
6. Basic Play Flow
Early game
Line up creatures on turns 2–3. On turn 2, the disruptive Venerack-F5 and the hand-replenishing Amelia, Channeler of Suns are ideal; if the opponent has put out light creatures, remove with Brajesco-W1. On turn 3, land the deployment linchpin Ganma, Ninja Chain Holy Chaos or Petrova, Capturing Silver Moon.
Mid game
From the 3-cost range, connect into 5-cost like Ater Gorghini and Shakedown Domeciale. With Ganma, Ninja Chain Holy Chaos, shield addition → Mecha Mechraid; with Petrova, Capturing Silver Moon, deploy via Hyperize. Proceed while reusing sources via Revolution Change (Doran Gor Gels, Bojisowaka, Thousand Feather Ninja Change). To avoid Shield Triggers, change while attacking a creature if possible. Once you can line things up by means other than summoning, effects stack and deployment speed accelerates.
Late game
As expanded reproduction continues, board and shields come together. Make yourself invincible with Hyper En Gels's Hyperize, and keep parrying the opponent's attacks with Chaosmantra, Holy's Ninja Change to firm up defense. Once you build a board a few Shield Triggers can't turn back, crush with a mass of creatures. Be careful not to deck out from over-deployment.
7. Final Summary
A technical, expanded-reproduction-type deck (rare in the modern game) where Mecha call each other while you defend multifaceted-ly and crush with mass deployment. Its weaknesses are board-non-interacting opponents, cheat meta, and high play difficulty. With a wide card pool, you can do diverse customization once you set a direction.
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