Vanguard ZERO: Megacolony Machining Deck Build and Guide


Here's a quick guide and tips for Machining Deck users in the RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

NOTE: Megacolony cards are available from limited Clan Events. During the event, farm "Event Tickets" from Character Fights and use those to Challenge Osamu Kishida to get exclusive items that will be used to play the limited time Gacha that only features Megacolony cards!


Megacolony Machining Deck

Notable Info

   - Field Control = Can retire or paralyze units controlled by the opponent.
Vanguard ZERO: Megacolony Machining Deck Build and Guide

First Vanguard and Sentinel Cards (PG)

Machining Worker Ant (FV)Paralyze Madonna (G1)
   - Machining Worker Ant (FV) = When placed as rear-guard, stand 1 of your other "Machining" rear-guards.
   - Paralyze Madonna (G1) = Add at least x2, but aim for x3 or x4.

Recommended Cards (Must Have)

Machining Stag Beetle (G3)
   - Machining Stag Beetle (G3) = Add x4, your main Vanguard for this build.
   - Would also recommend getting all "Machining" cards below.

Suggested Cards To Add (Budget Cards)

Grade 1 Cards

   - Machining Hornet (G1) = Add x3~x4. When placed, if you have a "Machining" in your Soul, this unit gets +3,000 Power until end of turn (10,000 total Power).
   - Machining Mosquito (G1) = Add x3. When placed, Soul Charge 1.
   - Megacolony Battler B (G1) = Limit to x1 or x2. When the attack this unit boosted hits a Vanguard, CB1 to paralyze 1 of your opponent's rear-guards.
   - Phantom Black (G1) = Limit to x2, nice base Power and Defense.
   - Toxic Soldier (G1) = Add x1~x3, this unit can ignore Intercept when attacking.

Grade 2 Cards

   - Machining Armor Beetle (G2) = Add x3~x4. When placed, put 1 of your other rear-guards into your Soul to paralyze 1 of your opponent's rear-guards.
   - Machining Mantis (G2) = Add x4. When placed, if you have a "Machining" in your Soul, this unit gets +3,000 Power until end of turn (12,000 total Power).
   - Bloody Hercules (G2) = Add x2~x3, nice base Power and Defense.
   - Toxic Trooper (G2) = Add x1~x3, this unit can ignore Intercept when attacking.
   - Water Gang (G2) = Add x2~x3. When this unit's attack hits, CB2 to draw a card.

Grade 3 Cards

   - Violent Vesper (G3) = Add x4. When placed, call the top card of your deck.
   - Bewitching Executive, Lady Butterfly (G3) = Add as filler, can reach 12,000 Power when attacking a Vanguard.
   - Death Warden Ant Lion (G3) = Add as filler. SB6 and CB4 to paralyze all of your opponent's rear-guards.
   - Hell Spider (G3) = Add as filler. When placed, CB2 to paralyze 1 of your opponent's rear-guards.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

RRR and Other Cards (If Available)

Martial Arts Mutant, Master Beetle (G3)
   - Martial Arts Mutant, Master Beetle (G3) = Add up to x4, also a nice sub Vanguard.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

Example Deck Builds

   - NOTE: For cards that you don't have, just use the guide above to add filler cards to your deck for now, but if you want to add cards to the existing ones, feel free to do so. Also note that new cards might become available in the future, so feel free to test them out as well.
Vanguard ZERO: Megacolony Machining Deck Build and Guide
 (*Use as reference, feel free to remove/add cards.)
(*Replace x1 Hell Spider (G3) with any Grade 3 card you like.)
(*Replace x2 Phantom Black (G1) with x2 Megacolony Battler B (G1) if you like.)

Trigger Sets

Rank Fight Trigger Set

   - Critical Trigger (x0), Draw Trigger (x9), Stand Trigger (x0), and Heal Trigger (x4)

For Non Rank Fight Battles

   - NOTE: Feel free to experiment with other Trigger Sets according to your preference. Add more Critical Triggers and/or Stand Triggers if you want to use this deck for certain events, like non Rank Fights that would require you to finish the battle asap.

Megacolony Battle Strategies

Mulligan (Starting Cards)

   - Any Grade 1 Card = Keep x1 or x2 "Machining" cards.
   - Any Grade 2 Card = Keep x1 or x2 "Machining" cards.
   - Machining Stag Beetle (G3) = Keep x1, to ensure a Grade 3 ride (high priority!).

   - Paralyze Madonna (G1) = Keep at least x1.

Basic Battle Strategies

   - Megacolony's main mechanic is the "Paralyze" keyword, which forces an opponent's rear-guard to "Rest", then that rear-guard becomes unable to "Stand" or be moved to a different circle by any means, weakening the opponent as the Paralyzed rear-guards cannot attack or boost.

   - Focus on riding and using your "Machining" cards with your Soul to increase your field presence and column's Power, to paralyze your opponent's rear-guards, or to Soul Charge.

   - In case of a miss-ride, go and ride any viable sub Vanguard for now, then re-ride Machining Stag Beetle (G3) once available (to also pull out your FV and use it's skill).

How To Use Machining Stag Beetle (G3)

Machining Stag Beetle (G3)Machining Worker Ant (FV)Machining Armor Beetle (G2)
   - (VC): When placed, call 2 "Machining" from your Soul as rest. Increase this unit's Power by the original Power of the called units until end of turn.

   - If you can pull this off during your 3rd turn, pull out your Grade 2 "Machining" card and your FV to activate it's skill (stand that Grade 2 card).
   - Do another re-ride to activate it's skill again, best if you have at least 2 cards in Soul.

   - When using Machining Armor Beetle (G2), target any "Machining" cards, preferably Machining Mosquito (G1) to Soul Charge again after riding Machining Stag Beetle (G3), or to send your Machining Worker Ant (FV) back to Soul for later use.
   - You may also send any non "Machining" Grade 3 cards you want, if needed.

How To Use Martial Arts Mutant, Master Beetle (G3)

Martial Arts Mutant, Master Beetle (G3)
   - LB4 When this unit attacks a Vanguard, CB1 to paralyze 2 of your opponent's rear-guards.
   - Excellent alternative Vanguard, consider riding this unit if you have or about to get your 4th Damage.

   - This skill can help reduce your opponent's columns (paralyze back row units).
   - TIP: If you get a chance, paralyzing front row Grade 1 or 3 units is also good to force your opponent to retire them!

Counter Blasts

Water Gang (G2)Martial Arts Mutant, Master Beetle (G3)
   - Water Gang (G2) = When this unit's attack hits, CB2 to draw a card.
   - Martial Arts Mutant, Master Beetle (G3) = LB4 When this unit attacks a Vanguard, CB1 to paralyze 2 of your opponent's rear-guards.

   - NOTE: Also consider other card effects that requires Counter Blasts if needed.


More Vanguard ZERO Tips and Guides:

Beginner's Tips Re-Rolling Guide

Beginner's Quick Tips and Guide

Beginner's Quick Battle Tips

Farming Materials and Crafting Cards Tips and Guide


That's it guys, thank you for checking our Megacolony Machining Deck Build and Guide for the Card Battle RPG mobile game - Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

Vanguard ZERO: Megacolony Deck Builds and Guides


Here's a list of Megacolony decks and guides that you can use as reference in the Card Battle RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

NOTE: Please note that these are just suggestions and are not the only way to play these decks or clans. Feel free to add/remove cards according to your preference or available cards. Good luck! ^^


Megacolony Deck List and Guides

Vanguard ZERO: Megacolony Giraffa Deck Build and Guide

Machining Deck Builds

Main Vanguards
Machining Stag Beetle (G3)
Sub Vanguards
Martial Arts Mutant, Master Beetle (G3)
- Field Control

Giraffa Deck Builds

Main Vanguards
Evil Armor General, Giraffa (G3)
Sub Vanguards
Martial Arts Mutant, Master Beetle (G3)
- Field Control
*NOTE: The Deck list above is ordered by prioritizing newly released cards or decks first.
*New deck builds and guides will be included once we gather enough info (Global Version), check back here for more updates!

Basic and Budget Deck Builds

Basic Decks

   - Suitable for "Free To Play" players early game who wants to play test decks and/or complete certain missions just by using a simple deck with Common and Rare cards.

Budget Decks

   - Decks that can be played without using Triple R (RRR) cards, but feel free to add your available RRR cards by replacing some cards if you like.
   - NOTE: Check the "Budget Deck Build" section included when checking the guides.


More Vanguard ZERO Tips and Guides:

Beginner's Quick Tips and Guide

Farming Materials and Crafting Cards Tips and Guide

Beginner's Quick Battle Tips


That's it guys, thank you for checking our Megacolony Deck Builds and Guides for the Card Battle RPG mobile game - Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

Vanguard ZERO: Megacolony Giraffa Deck Build and Guide


Here's a quick guide and tips for Giraffa Deck users in the RPG mobile card game Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

NOTE: Megacolony cards are available from limited Clan Events. During the event, farm "Event Tickets" from Character Fights and use those to Challenge Osamu Kishida to get exclusive items that will be used to play the limited time Gacha that only features Megacolony cards!


Megacolony Giraffa Deck

Notable Info

   - Field Control = Can retire or paralyze units controlled by the opponent.
Vanguard ZERO: Megacolony Giraffa Deck Build and Guide

First Vanguard and Sentinel Cards (PG)

Larva Mutant, Giraffa (FV)Paralyze Madonna (G1)
   - Larva Mutant, Giraffa (FV) = Higher chance to ride Elite Mutant, Giraffa (G2).
   - Paralyze Madonna (G1) = Add at least x2, but aim for x3 or x4.

Recommended Cards (Must Have)

Pupa Mutant, Giraffa (G1)Elite Mutant, Giraffa (G2)Evil Armor General, Giraffa (G3)
   - Pupa Mutant, Giraffa (G1) = Add x4, recommended as Grade 1 Vanguard if possible to activate your FV's skill effect and get Elite Mutant, Giraffa (G2) from your deck, or place to a rear guard circle to get Evil Armor General, Giraffa (G3) from your deck.
   - Elite Mutant, Giraffa (G2) = Add x2~x4, recommended as Grade 2 Vanguard, and to add +1,000 Power to your Evil Armor General, Giraffa (G3) later on.
   - Evil Armor General, Giraffa (G3) = Add x4, your main Vanguard for this build.

Suggested Cards To Add (Budget Cards)

Grade 1 Cards

   - Megacolony Battler B (G1) = Add x2~x3. When the attack this unit boosted hits a Vanguard, CB1 to paralyze 1 of your opponent's rear-guards.
   - Phantom Black (G1) = Add x3~x4, nice base Power and Defense.
   - Toxic Soldier (G1) = Add x1~x3, this unit can ignore Intercept when attacking.

Grade 2 Cards

   - Bloody Hercules (G2) = Add x3~x4, nice base Power and Defense.
   - Ironcutter Beetle (G2) = Add x3~x4. A 12,000 base Power unit as long as you have a Grade 2 or 3 "Giraffa" Vanguard.
   - Water Gang (G2) = Limit to x1 or x2. When this unit's attack hits, CB2 to draw a card.
   - Machining Armor Beetle (G2) = Limit to x1~x2. When placed, put 1 of your other rear-guards into your Soul to paralyze 1 of your opponent's rear-guards.
   - Tail Joe (G2) = Add x1~x3. During your turn, if all of your opponent's units are Rest, this unit gets +3,000 Power (11,000 total Power).
   - Toxic Trooper (G2) = Add x1~x3, this unit can ignore Intercept when attacking.

Grade 3 Cards

   - Violent Vesper (G3) = Add x4. When placed, call the top card of your deck.
   - Bewitching Executive, Lady Butterfly (G3) = Add as filler, can reach 12,000 Power when attacking a Vanguard.


   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

RRR and Other Cards (If Available)

Martial Arts Mutant, Master Beetle (G3)
   - Martial Arts Mutant, Master Beetle (G3) = Add up to x4, also a nice sub Vanguard.

   - NOTE: Feel free to try other cards not listed here, and add any Grade 3 cards you have available, just make sure to follow the recommended Trigger Set below.

Example Deck Builds

   - NOTE: For cards that you don't have, just use the guide above to add filler cards to your deck for now, but if you want to add cards to the existing ones, feel free to do so. Also note that new cards might become available in the future, so feel free to test them out as well.
Vanguard ZERO: Megacolony Giraffa Deck Build and Guide
 (*Use as reference, feel free to remove/add cards.)
(*Replace x1 Giraffa (G2) with x1 Ironcutter Beetle (G2) or Tail Joe (G2) if you like.)
(*Replace x1 Machining Armor Beetle (G2) with x1 Tail Joe (G2) if you like.)

Trigger Sets

Rank Fight Trigger Set

   - Critical Trigger (x0), Draw Trigger (x4), Stand Trigger (x5), and Heal Trigger (x4)
   - Critical Trigger (x0), Draw Trigger (x9), Stand Trigger (x0), and Heal Trigger (x4)

For Non Rank Fight Battles

   - NOTE: Feel free to experiment with other Trigger Sets according to your preference. Add more Critical Triggers and/or Stand Triggers if you want to use this deck for certain events, like non Rank Fights that would require you to finish the battle asap.

Megacolony Battle Strategies

Mulligan (Starting Cards)

   - Pupa Mutant, Giraffa (G1) = Keep x1 or x2, one as Grade 1 Vanguard, the other one to get Evil Armor General, Giraffa (G3) unless you have the card during Mulligan.
   - Elite Mutant, Giraffa (G2) = Keep x1, if you didn't get any Pupa Mutant, Giraffa (G1).
   - Evil Armor General, Giraffa (G3) = Keep x1, to ensure a Grade 3 ride.

   - Paralyze Madonna (G1) = Keep at least x1.

Basic Battle Strategies

   - Megacolony's main mechanic is the "Paralyze" keyword, which forces an opponent's rear-guard to "Rest", then that rear-guard becomes unable to "Stand" or be moved to a different circle by any means, weakening the opponent as the Paralyzed rear-guards cannot attack or boost.

Pupa Mutant, Giraffa (G1)Elite Mutant, Giraffa (G2)Evil Armor General, Giraffa (G3)
   - Focus on riding all "Giraffas" to get the cards you need from your deck while paralyzing or retiring your opponent's rear-guards.

   - If the ride chain failed right from the start, at least try to ride Elite Mutant, Giraffa (G2) to add +1,000 permanent Power to your Evil Armor General, Giraffa (G3) later on.
   - In case of a miss-ride, go and ride any viable sub Vanguard for now, then re-ride Evil Armor General, Giraffa (G3) once available (to also pull out your FV and use as Booster).

How To Use Evil Armor General, Giraffa (G3)

Evil Armor General, Giraffa (G3)
   - (VC): When this unit's attack hits a Vanguard, CB1 and retire 2 of your rear-guards to retire 2 of your opponent's grade 1 or less rear-guards.
   - It's on-hit, so you can only use this skill when your opponent's Damage is 4 or less.

   - This skill can help reduce your opponent's columns, so try to setup high base Power Grade 2 units to the front row to increase your Defense during your opponent's turn.

   - This is also a good way to get rid of your Grade 1 or 3 cards that you don't need (including your FV), but don't overdo it though.
   - If you are having trouble deploying cards to sacrifice, adjust your Draw Triggers higher.

   - (VC): If Elite Mutant, Giraffa (G2) is in your Soul, this unit gets +1,000 Power.
   - TIP: You can use a combo by using Machining Armor Beetle (G2) to send Elite Mutant, Giraffa (G2) into your Soul!

How To Use Martial Arts Mutant, Master Beetle (G3)

Martial Arts Mutant, Master Beetle (G3)
   - LB4 When this unit attacks a Vanguard, CB1 to paralyze 2 of your opponent's rear-guards.
   - Excellent alternative Vanguard once your opponent is at 5 Damage because you can no longer use Evil Armor General, Giraffa's (G3) skill. Also consider riding this unit if you have or about to get your 4th Damage.

   - This skill can help reduce your opponent's columns (paralyze back row units), so try to setup high base Power Grade 2 units to the front row to increase your Defense during your opponent's turn.
   - Note though that using Ironcutter Beetle (G2) while using this Vanguard would reduce it's Power to 7,000, so use them early on if possible before riding Martial Arts Mutant, Master Beetle (G3).

   - TIP: If you get a chance, paralyzing front row Grade 1 or 3 units is also good to force your opponent to retire them!

Counter Blasts

Megacolony Battler B (G1)Water Gang (G2)Evil Armor General, Giraffa (G3)Martial Arts Mutant, Master Beetle (G3)
   - Megacolony Battler B (G1) = When the attack this unit boosted hits a Vanguard, CB1 to paralyze 1 of your opponent's rear-guards.
   - Water Gang (G2) = When this unit's attack hits, CB2 to draw a card.
   - Evil Armor General, Giraffa (G3) = When this unit's attack hits a Vanguard, CB1 and retire 2 of your rear-guards to retire 2 of your opponent's Grade 1 or less rear-guards.
   - Martial Arts Mutant, Master Beetle (G3) = LB4 When this unit attacks a Vanguard, CB1 to paralyze 2 of your opponent's rear-guards.

   - NOTE: Also consider other card effects that requires Counter Blasts if needed.


More Vanguard ZERO Tips and Guides:

Beginner's Tips Re-Rolling Guide

Beginner's Quick Tips and Guide

Beginner's Quick Battle Tips

Farming Materials and Crafting Cards Tips and Guide


That's it guys, thank you for checking our Megacolony Giraffa Deck Build and Guide for the Card Battle RPG mobile game - Vanguard ZERO. Available for Android (Google Play) and iOS (App Store).

Play Now on PC with Bluestacks! (Android Emulator)
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