Imagine an archetype where you go from a strong offense during your turn to a strong defense during your opponent's turn all while keeping a decent card advantage. That is the Ultra Athletes. Seemingly to go under the radar, this TCG only Archetype is fairly strong, with the ability to "Tag out" with other members of it's archetype and having a 2-card combo which lets you search every turn. I will be showing you(with some references to sports) how this archetype can be mastered.
Before we show the members, let's explain the effect that all of them have, we'll call this the "Tag Out" effect.
"You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "X". You can only Special Summon "X" once per turn this way."
Wow, that was a longer list than I expected, but now it's all over for showing the different cards, now we get to know the strategies of the Ultra Athletes.
Even though there is no Ultra Athlete for Boxing I'll use that analogy anyway. The "Hit Hit Block Block" Strategy of Ultra Athletes is for making a swift attack, then going to a strong defense. This strategy strongly uses the "Tag Out" effect for summoning Offensive Ultra Athletes during your Main Phase 1, going to your Battle Phase and attacking with said Ultra Athletes, then Tagging them out for Defensive Ultra Athletes during your Main Phase 2 to survive your opponent's turn.
The strengths of the Hit Hit Block Block is that your Ultra Athletes will most likely survive your opponent's turn, using Perfect Ace's negation effect, and Blockbacker's special summon nullification will set up your Offensive Ultra Athletes for a great deal of damage.
Since this Strategy uses a lot of special summoning, every time you tag out your monsters are in danger of getting hit by "Torrential Tribute", "Bottomless Trap Hole", "Solemn Warning" and more.
Yeah this is pretty obvious, but sometimes all you need is brute force. This strategy is based around summoning Ultra Athletes and having them(Preferably mighty sluggers because of the armades effect) gain ATK from U.A. Stadium or equipping them with U.A. Powered Jersey, and if you put in some extra effort, you can make your Defensive made Ultra Athletes gain high ATK so you have high ATK monsters that also protect themselves
Your opponent will probably never attack over your monsters, they'll just have too much ATK to deal with.
You probably won't have enough defensive measures to protect your Ultra Athletes, so your defense will be about as strong as a twig, all your opponent will need to do is get the right card to snap it.
You probably saw this one coming... This strategy focuses on using your defensive monsters to stall while using U.A. Stadium to slowly increase their ATK slowly until they have enough ATK to attack over your opponent.
This strategy allows you to establish a decent field with decent ATK and keep stalling until you're perfectly okay with your ATK power and pummel your opponent.
While you're establishing your field, your opponent will be establishing theirs, by the time you're comfy with your monsters' ATK, your opponent might come up with 3 quasars on their field.
The Strategy I recommend almost all the time is Strategy 1: Hit Hit Block Block because it can easily be manipulated to strategy 2 or 3 if necessary, but in some cases you might actually NEED to start with 2 or 3, but after you do that you can switch back to strategy 1.
Your extra deck is sorta important when playing U.A. but not extremely, you can even skip this part if you'd like and make your extra deck to your liking.
Castel, the Skyblaster Musketeer
Rank 4 Wind Winged beast
ATK: 2000 DEF: 1500
2 Level 4 monsters
Effect: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.
You probably won't be making rank 4's unless you have 2 midfielders and a copy knight, but if you do then this is the one you wanna make. Run 1
Number 61: Volcasaurus
Rank 5 FIRE Dinosaur
ATK: 2500 DEF: 1000
2 Level 5 monsters
Effect: Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect.
This card is a rank 5 staple, if you're gonna xyz summon rank 5's you better be using this. Run 2-3
Shark Fortress
Rank 5 DARK Fish
ATK: 2400 DEF: 1800
2 Level 5 monsters
Effect: Your opponent cannot target monsters for attacks, except this one. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster you control; it can make a second attack during each Battle Phase this turn.
This card both stops your Ultra Athletes from being attacked, and lets them attack twice. Run 1-2
Tiras, Keeper of Genesis
Rank 5 LIGHT Fairy
ATK: 2600 DEF: 1700
2 level 5 monsters
Effect: This card's effects can only be applied/resolved while it has Xyz Material. This card cannot be destroyed by card effects. At the end of the Battle Phase, if this card attacked or was attacked: Target 1 card your opponent controls; destroy that target. During each of your End Phases: Detach 1 Xyz Material from this card.
This is just another staple with a nice destruction effect. Run 1-2
Number 39: Utopia Beyond
Rank 6 LIGHT Warrior
ATK: 3000 DEF: 2500
2 level 6 monsters
Effect: If this card is Xyz Summoned: The ATK of all monsters your opponent currently controls becomes 0. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster you control and 1 "Utopia" monster in your Graveyard; banish the first target, and if you do, Special Summon the second target from your Graveyard, then gain 1250 LP.
If anything I use it for it's effect when it's summoned, making the atk of your opponent's monsters 0 really brings them down a level, if you do this and get a playmaker that had an atk boost from stadium that's equipped with Powered Jersey it's a 1 hit otk, and even if you don't there's still plenty of monsters to attack with 0 atk. Run 1-2
Number 11: Big Eye
Rank 7 DARK Spellcaster
ATK: 2600 DEF: 2000
2 level 7 monsters
Effect: Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.
Yeah, it's just big eye, steal your opponent's monster for a tribute summon maybe? Or just attack them with a stolen monster. Run 1-2
Mecha Phantom Beast Dracossack
Rank 7 WIND Machine
ATK: 2600 DEF: 2200
2 level 7 monsters
Effect: Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.
Another staple, summon Mecha Phantom Beast Tokens to protect itself and to destroy cards on the field. Run 1-2
Before we show the members, let's explain the effect that all of them have, we'll call this the "Tag Out" effect.
"You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "X". You can only Special Summon "X" once per turn this way."
- Members of the Archetype:
Monsters
U.A. Midfielder
Level 4 EARTH Warrior
ATK: 1200 DEF: 1000
Effect: (Tag Out effect) During either player's turn: You can target 1 other "U.A." monster you control; return that face-up monster to the hand, then Special Summon 1 "U.A." monster from your hand with a different name from that monster. You can only use this effect of "U.A. Midfielder" once per turn.
Being the only level 4 member of the archetype, Midfielder is a must-have for every U.A. deck, also with it's effect to force another member to "Tag out" you can easily get past the "You can only special summon "X" once per turn this way" part of the Tag Out effect. Run 3.
U.A. Mighty Slugger
Level 5 EARTH Warrior
ATK: 2300 DEF: 700
Effect: (Tag Out effect) If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
Mighty Slugger is your regular Beatstick but with an Armades effect, hey, just because this card can be explained simply does not mean that it's unnecessary, the armades effect is really handy when dealing with Shaddolls and Nekroz if your opponent has Gungnir. Run 3.
U.A. Perfect Ace
Level 5 EARTH Warrior
ATK: 1500 DEF: 2500
Effect: (Tag Out effect) Once per turn, during your opponent's turn, when a card or effect is activated: You can discard 1 card; negate that activation, and if you do, destroy it (this is a Quick Effect).
Here's our first defense card, with 2500 defense and an effect that negates any card/effect during your opponent's turn it's a great way to stop that one card that would screw you over, not to mention that if you have multiple copies of it on the field you can grind a lot of your opponent's plays to a screeching halt. Run 3.
U.A. Goalkeeper
Level 6 EARTH Warrior
ATK: 1000 DEF: 2800
Effect: (Tag Out effect) Once per turn, during your opponent's turn: You can target 1 "U.A." monster you control; once during this turn, it cannot be destroyed by battle or card effects (this is a Quick Effect).
Our second defensive card is another good one, with the ability to protect itself or another Ultra Athlete and it's staggering 2800 DEF, this card is great card that will probably let nothing passed it(obvious goalie reference is obvious). Run 1-2 based off if you want a better offense play or defense play.
U.A. Rival Rebounder
Level 6 EARTH Warrior
ATK: 2200 DEF: 2300
Effect: (Tag Out effect) If this card is Special Summoned during your opponent’s turn, or Normal Summoned: You can Special Summon 1 "U.A." monster from your hand or Graveyard, except "U.A. Rival Rebounder". You can only use this effect of "U.A. Rival Rebounder" once per turn.
With the suitable title of "Rebounder" this member isn't really for defending or attacking(although it is fairly average at both) but is rather used for it's effect, by summoning it with "U.A. turnover tactics" on your opponent's turn or just by simply normal summoning it you can get 1 more Ultra Athlete on the field which is great but not overly necessary for a full space in your deck. Run 1.
U.A. Dreadnought Dunker
Level 7 EARTH Warrior
ATK: 2500 DEF: 1800
Effect: (Tag Out effect) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.
Just by the name "Dunker" You expect this guy to be offensive. With piercing damage and it's destruction effect you can really expect him to destroy a card on the field near every turn. Run 1-3 based off if you want a better offense play or defense play.
U.A. Blockbacker
Level 7 EARTH Warrior
ATK: 1600 DEF: 2700
Effect: (Tag Out effect) Once per turn, when your opponent Special Summons a monster(s): You can change their battle positions, and if you do, negate their effects.
You know "Lose 1 turn"? The card that is facing the meta by storm? This is the monster version of it except that it can only be activated once per turn. With 2700 DEF and it's amazing effect it could definitely stop some meta decks. Run 3
U.A. Playmaker
Level 8 EARTH Warrior
ATK: 2600 DEF: 2000
Effect: (Tag Out effect) When another "U.A." monster you control declares an attack: You can have this card lose exactly 800 ATK, and if it does, your attacking monster gains 800 ATK.
This is going to be your good offensive card, by attacking with this first, using it's effect to transfer it's ATK, then tagging it out for a defensive Ultra Athlete resetting it's ATK you will probably end up winning just by transfering it's ATK over and over with the same monster. Run 2-3Spells
U.A. Stadium
Field Spell
Effect: If a "U.A." monster is Normal Summoned to your side of the field: You can add 1 "U.A." monster from your Deck to your hand. Once per turn, if a "U.A." monster(s) is Special Summoned to your side of the field: All monsters you currently control gain 500 ATK.
This card is just too good, letting you search every time you normal summon midfielder and then immediately summon that monster in which it'll gain a permanent 500 ATK along with any other monster you control is just amazing. Run 3.
U.A. Signing Deal
Normal Spell
Effect:Special Summon 1 "U.A." monster from your Deck, but its effects are negated, also it cannot be used as Synchro or Xyz Material for a Summon. Then you lose LP equal to the Level of the monster you Special Summoned by this effect x 300. You can only activate 1 "U.A. Signing Deal" per turn.
Signing deal is an "A Hero Lives" but you can activate it if you control a monster, with the cost being LP. Very useful for if you don't open up with a Midfielder so you can get 1 for 1200 LP. Run 3
U.A. Powered Jersey
Equip Spell
Effect:Equip only to a "U.A." monster. It gains 1000 ATK and DEF, also if it battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If the equipped monster destroys a monster by its attack: It can make a second attack during this Battle Phase. During your Standby Phase: Banish the equipped monster. If this card is sent to the Graveyard because the equipped monster returned to the hand: You can return this card to the hand.
Powered Jersey is an amazing equip spell for Ultra Athletes giving it an "Odd-eyes Pendulum Dragon" effect and increasing it's ATK and DEF by 1000 will make even midfielder a threat, not to mention the BLS attacking pattern, without needing to attack in a row. The only somewhat bad thing about this card is that it banishes the monster during your Standby Phase which is easily avoided by tagging it out for another Ultra Athlete in which Powered Jersey will return to your hand! Run 2-3
U.A. Turnover Tactics
Quick-Play Spell
Effect: If you control 2 or more "U.A." monsters with different names: Shuffle as many monsters on the field as possible into the Deck, then Special Summon "U.A." monsters from your Deck that have different names from each other, up to the number of cards shuffled into your Main Deck, but those monsters cannot attack this turn. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck. You can only activate 1 "U.A. Turnover Tactics" per turn.
This card is bad, I'm just gonna say that now. The only real reason you should have this card is for Rebounder or for protection against cards that use "That target" in it's card text, the only real time this card will be extremely punishing for your opponent is if they're playing Nekroz but in any other scenario it'll probably improve your opponent's field big time.Traps
U.A. Penalty Box
Continuous Trap
Effect:At the start of the Damage Step, if your "U.A." monster battles an opponent's monster: You can banish that opponent's monster until your opponent's 2nd End Phase. You can only use this effect of "U.A. Penalty Box" once per turn. You can banish this card from your Graveyard; add 1 "U.A." Spell Card from your Deck to your hand.
There is really two ways you can use this card, one being discard fodder for Perfect Ace and then used for it's search effect, or you can use it as a way to stop your opponent's boss monsters, saying it doesn't target and doesn't destroy. Run 1-3Supporting Cards
Reinforcement of the Army
Normal Spell
Effect: Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
Midfielder is a crucial card to start with, so you want as many cards that can put it in your hand or on the field. Run 3.
Terraforming
Normal Spell
Effect: Add 1 Field Spell Card from your Deck to your hand.
Same reason for adding Reinforcement of the Army, except this searches out Stadium instead of Midfielder. Run 3.
The Monarchs Stormforth
Quick-Play Spell
Effect: Once during this turn, if you would Tribute a monster(s) for a Tribute Summon, you can Tribute 1 monster your opponent controls as if you controlled it. You can only activate 1 "The Monarchs Stormforth" per turn. During the turn you activate this card, you cannot Special Summon monsters from the Extra Deck.
Sometimes despite having 9 cards that are/can get Midfielder you just can't get him out, this is what The Monarchs Stormforth is for, it's used for jump-starting your summons using your opponent's monster as a tribute. This can also be helpful late-game if your opponent has a boss monster you need to get rid of, or your only Midfielder is sent to the graveyard. Run 1-3
Kaiser Colosseum
Continuous Spell
Effect: If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.
This is a nice tech card, since you will probably only have 1-2 more spaces occupied every one of your turns, this card lets you force your opponent to play at your speed, and if you will gain the option to force your opponent to only control 1 monster at a time, which can ruin a bunch of decks (tellarknights, Burning Abyss ect.). Run 0-2
Reasoning
Normal Spell
Effect: Your opponent declares a monster Level. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. If that monster is the same Level as the one declared by your opponent, send all excavated cards to the Graveyard. If not, Special Summon the excavated monster, also send the remaining cards to the Graveyard.
When I first saw this card in the article that was published recently about Ultra Athletes, I was a bit shocked, but after reading the section I saw the amazing use for this card, because of the varying levels of your cards your opponent will probably not guess it if you activate it when they don't know what you're playing, and they're probably thinking you're using Infernoids. It also allows you to send a Penalty Box to the grave if you're lucky and allows you to use it's search effect. Run 0-1
Double Summon
Normal Spell
Effect: You can conduct 2 Normal Summons/Sets this turn, not just 1.
Since all your summons are going to be based off Midfielder, being able to normal summon midfielder twice will allow another search from Stadium and another Ultra Athlete on the field. Run 0-1
Abyss Stungray
Continuous Trap
Effect: Special Summon this card as an Effect Monster (Thunder-Type/LIGHT/Level 5/ATK 1900/DEF 0). (This card is also still a Trap Card). If Summoned this way, this card cannot be destroyed by battle.
Now I'm gonna head into trap monsters, the great thing about them are you can tribute them for tribute summon your Ultra Athletes, or you can use this one in particular to xyz summon rank 5 xyz monsters, also it cannot be destroyed by battle, thus keeping your defense quite tight. run 0-2
Statue of Anguish Pattern
Continuous Trap
Effect: Special Summon this card as an Effect Monster (Rock-Type/EARTH/Level 7/ATK 0/DEF 2500). (This card is also still a Trap Card.) If Summoned this way, this card cannot be targeted by an opponent's card effects while you control another Trap Card that is a monster. If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone while this card is a monster: You can target 1 card on the field; destroy it.
This trap monster is a level 7, so you can use it for a big eye or dracossack, also with it's effect if you summon another trap monster you can destroy 1 card on the field. run 0-2
Copy Knight
Continuous Trap
Effect: When a Level 4 or lower Warrior-Type monster is Normal Summoned to your side of the field: Special Summon this card as a Normal Monster with the same name and Level as the Normal Summoned monster (Warrior-Type/LIGHT/ATK 0/DEF 0). (This card is also still a Trap Card.)
This is the last trap monster I'm going to mention, this one is a bit situational, but can be worth it. After you normal summon a Midfielder, you can activate this card, summon it, and make it become "U.A. Midfielder", then you can Tag it out for another Ultra Athlete, rinse and repeat. run 0-1
Yeah just any card that you would normally use (Raigeki, Mystical Space Typhoon ect...)NOT Recommended Cards
The Warrior Returning Alive
Normal Spell
Effect: Target 1 Warrior-Type monster in your Graveyard; add that target to your hand.
The reason I don't recommend this is because when you tag out monsters they're returning to your hand, the only real times they'll end up in your graveyard is when they're sent by your opponent, or discarded with Perfect Ace or during your end phase for the hand limit making this card rarely see play. Run 0-1
Vanity's Emptiness
Continuous Trap
Effect: Neither player can Special Summon monsters. If a card is sent from the Deck or the field to your Graveyard: Destroy this card.
Yeah, It'd be kind of difficult to get rid of this card on your side of the field, only real way is a powered jersey or activating a non-continuous spell/trap. Run 0
Wow, that was a longer list than I expected, but now it's all over for showing the different cards, now we get to know the strategies of the Ultra Athletes.
Strategy 1: Hit Hit Block Block
Even though there is no Ultra Athlete for Boxing I'll use that analogy anyway. The "Hit Hit Block Block" Strategy of Ultra Athletes is for making a swift attack, then going to a strong defense. This strategy strongly uses the "Tag Out" effect for summoning Offensive Ultra Athletes during your Main Phase 1, going to your Battle Phase and attacking with said Ultra Athletes, then Tagging them out for Defensive Ultra Athletes during your Main Phase 2 to survive your opponent's turn.
Strengths
The strengths of the Hit Hit Block Block is that your Ultra Athletes will most likely survive your opponent's turn, using Perfect Ace's negation effect, and Blockbacker's special summon nullification will set up your Offensive Ultra Athletes for a great deal of damage.
Weaknesses
Since this Strategy uses a lot of special summoning, every time you tag out your monsters are in danger of getting hit by "Torrential Tribute", "Bottomless Trap Hole", "Solemn Warning" and more.
Strategy 2: Hit Hit HIT HIT
Yeah this is pretty obvious, but sometimes all you need is brute force. This strategy is based around summoning Ultra Athletes and having them(Preferably mighty sluggers because of the armades effect) gain ATK from U.A. Stadium or equipping them with U.A. Powered Jersey, and if you put in some extra effort, you can make your Defensive made Ultra Athletes gain high ATK so you have high ATK monsters that also protect themselves
Strengths
Your opponent will probably never attack over your monsters, they'll just have too much ATK to deal with.
Weaknesses
You probably won't have enough defensive measures to protect your Ultra Athletes, so your defense will be about as strong as a twig, all your opponent will need to do is get the right card to snap it.
Strategy 3: A Strong Defense is a Great Offense
You probably saw this one coming... This strategy focuses on using your defensive monsters to stall while using U.A. Stadium to slowly increase their ATK slowly until they have enough ATK to attack over your opponent.
Strengths
This strategy allows you to establish a decent field with decent ATK and keep stalling until you're perfectly okay with your ATK power and pummel your opponent.
Weaknesses
While you're establishing your field, your opponent will be establishing theirs, by the time you're comfy with your monsters' ATK, your opponent might come up with 3 quasars on their field.
The Strategy I recommend almost all the time is Strategy 1: Hit Hit Block Block because it can easily be manipulated to strategy 2 or 3 if necessary, but in some cases you might actually NEED to start with 2 or 3, but after you do that you can switch back to strategy 1.
Extra Deck
Your extra deck is sorta important when playing U.A. but not extremely, you can even skip this part if you'd like and make your extra deck to your liking.
Castel, the Skyblaster Musketeer
Rank 4 Wind Winged beast
ATK: 2000 DEF: 1500
2 Level 4 monsters
Effect: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.
You probably won't be making rank 4's unless you have 2 midfielders and a copy knight, but if you do then this is the one you wanna make. Run 1
Number 61: Volcasaurus
Rank 5 FIRE Dinosaur
ATK: 2500 DEF: 1000
2 Level 5 monsters
Effect: Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect.
This card is a rank 5 staple, if you're gonna xyz summon rank 5's you better be using this. Run 2-3
Shark Fortress
Rank 5 DARK Fish
ATK: 2400 DEF: 1800
2 Level 5 monsters
Effect: Your opponent cannot target monsters for attacks, except this one. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster you control; it can make a second attack during each Battle Phase this turn.
This card both stops your Ultra Athletes from being attacked, and lets them attack twice. Run 1-2
Tiras, Keeper of Genesis
Rank 5 LIGHT Fairy
ATK: 2600 DEF: 1700
2 level 5 monsters
Effect: This card's effects can only be applied/resolved while it has Xyz Material. This card cannot be destroyed by card effects. At the end of the Battle Phase, if this card attacked or was attacked: Target 1 card your opponent controls; destroy that target. During each of your End Phases: Detach 1 Xyz Material from this card.
This is just another staple with a nice destruction effect. Run 1-2
Number 39: Utopia Beyond
Rank 6 LIGHT Warrior
ATK: 3000 DEF: 2500
2 level 6 monsters
Effect: If this card is Xyz Summoned: The ATK of all monsters your opponent currently controls becomes 0. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster you control and 1 "Utopia" monster in your Graveyard; banish the first target, and if you do, Special Summon the second target from your Graveyard, then gain 1250 LP.
If anything I use it for it's effect when it's summoned, making the atk of your opponent's monsters 0 really brings them down a level, if you do this and get a playmaker that had an atk boost from stadium that's equipped with Powered Jersey it's a 1 hit otk, and even if you don't there's still plenty of monsters to attack with 0 atk. Run 1-2
Number 11: Big Eye
Rank 7 DARK Spellcaster
ATK: 2600 DEF: 2000
2 level 7 monsters
Effect: Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.
Yeah, it's just big eye, steal your opponent's monster for a tribute summon maybe? Or just attack them with a stolen monster. Run 1-2
Mecha Phantom Beast Dracossack
Rank 7 WIND Machine
ATK: 2600 DEF: 2200
2 level 7 monsters
Effect: Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.
Another staple, summon Mecha Phantom Beast Tokens to protect itself and to destroy cards on the field. Run 1-2
- After reading:
- Now I want you guys to know I am not an expert on this kinda stuff, so please spread your own tips and tricks for Ultra Athletes below. If you'd like me to continue these deck guides please let me know (Next one I'm planning is Superheavy Samurai).
Last edited by DrQuantumScale on Thu Jul 02, 2015 8:45 pm; edited 1 time in total (Reason for editing : Format was incorrect)