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Mecha Phantom Beast Turtletracer

This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Each turn, the first "Mecha Phantom Beast Token" you control that would be destroyed by battle is not destroyed.

Card Ratings
Traditional: 1.67
Advanced: 2.87 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.

Date Reviewed - May 2, 2013

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Ever heard of a booster called Lord of the Tachyon Galaxy? Well here's a taste, Mecha Phantom Beast Turtletracer, has one hell of a long name, and supports a new Archtype in Phantom Beasts. How playable is this Deck? We're going to have to wait and see! As for this card, it's a Level 3, Wind attributed Machine, with 500 attack but a nice, solid 2000 defense. This card has its Level increased by one for each Mecha Phantom Beast Token you control. Furthermore, while you control a Token, this card can't be destroyed by Battle or Card Effects. Talk about support not just for itself but a Deck. He's even sorta spalshable. Also, each turn, the first Mecha Phantom Beast Token you control would not be destroyed by Battle. You play two of these in this Deck, easily.


Traditional: 2.5/5
Advanced: 3.5/5
Art: 5/5

John Rocha

The last card that we will be reviewing this week is from a new archetype called Mecha Phantom Beasts. Mecha Phantom Beast Turtletracer does everything you want for this deck type. In short, what these Machine type airplanes do is to summon Mecha Phantom Beast Tokens (Machine, Level 3, Wind, 0 ATK/0 DEF), and then use them to increase your Mecha Monster’s levels, protect them from destruction (effects and battle), and to use them for your monster’s effects. By protecting themselves from destruction, the Mecha Phantom Beasts can stay on the field long enough to get several of them out to Xyz summon powerful monsters.
Mecha Phantom Beast Turtletracer only needs one token on the field to have a great chance of survival. Its 2000 defense will also help it survive. Mecha Beasts have many different ways to summon Tokens with every monster having a Token summoning effect, and with several token generating Spell and Trap cards. Probably the best combo with Turtletracer is Aerial Recharge as it can generate a token every turn.
Once you get two Mecha Phantom Beasts and a Token on the field, you are in business. Two level 3 monsters will net you a rank 6 Xyz monster with one Token out, while two level 4 monsters give you a rank 7 monster. With two Tokens on the field, you will be able to make a rank 9 or 10 monster respectively. Even with no Tokens, you can make rank 3 or 4 monsters. That gives you rank 3,4,6,7,9, and 10 Xyz monsters that you can make. Wait! There’s more! Mecha Phantom Beasts come with their own Tuner monsters, so not only can they make powerful Xyz monsters, but they can also make powerful Synchro monsters.
Only time will tell on how good the Mecha Phantom Beasts will be in the current Meta. If you run them, then Turtletracer will probably in it. The Mecha Beasts are Machines, so they have some pretty nice support. Limiter Removal and Sonic Boom can double your monster’s attacks, and if you add in some Cyber Dragons you can make the Chimeratech monsters. The Tokens can be quite useful as well. You can use them with Enemy Controller or a Monarch or two. The big question that I have, is can Mecha Beasts stand the onslaught, speed, and hand advantage that the top tier decks can amass? Personally, I do not think so.
Traditional: 1/5
Advanced: 2/5


Welcome to the last card of this week, which isn't a card from Hidden Arsenal 7! Rather, we are looking at the upcoming promo from the next set, Lord of Tachyon Galaxy. For the first time in awhile, we aren't receiving a Noble Knight as a promo, but rather a monster from a new archetype in this set. Lets take a look at Mecha Phantom Beast Turtleracer!
Mecha Phantom Beast Turtleracer
Level 3/ WIND/ Machine
This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Each turn, the first "Mecha Phantom Beast Token" you control that would be destroyed by battle is not destroyed.
500/ 2000
For those that don't know, the entire Mecha Phantom Beast archetype is about summoning tokens and using these tokens as protection (fun fact, look up the old archetype Phantom Beast; yes those support cards technically work with these. Kinda weird actually). Many of these monsters produce tokens upon summoning, unlike our turtle friend here. However, Turtle does offer us some interesting ideas.
First of all, Turtle is one of the few Phantom Beast that protects your tokens from being destroyed, which is crucial for protecting Turtle. As a result, having a token and Turtle out is a strong lock; at least once per turn. Luckily, the archetype has many ways of producing multiple tokens.
You could also try something out with Machine Duplication. Thanks to the first ability of turtle, if you control a token; turtle's level becomes level 6. Once you machine dup; you will have 3 level 6 monsters that you can use for an easy Strike Bounzer or any other rank 6. If you have another token, you can summon Heart Hearth Dragon with 3 level 9 monsters, which is quite scary to try and overcome!
Advanced: 3.0
A very useful Mecha Phantom Beast; however I don't like he doesn't produce a token on its own; unlike many of the other Mecha Phantom Beast. The protection effect and being machine dupable make him a great asset for the deck though!
Traditional: 1.5
I don't see them being very useful here
Art: N/A
Since we don't have a clear picture yet, I won't discriminate against the card. Once we get a better picture I will give an opinion. 

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