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Discussion: Metalphosis Archetype (TDIL)

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Discussion: Metalphosis Archetype (TDIL) Empty Discussion: Metalphosis Archetype (TDIL)

Post by Dragonecro0987 on Tue Mar 29, 2016 10:56 pm

Hello there everyone, I am Dragonecro0987 and today, I would like to go over a very fun archetype that is to be released in the next booster set, The Dark Illusion (TDIL). This new Spellcaster-themed booster set, as shown through the mascot of the pack and the new Dark Magician Support, holds a new Psychic-Type archetype is nothing to be overlooked. Welcome to the world of the Metalphosis.

The Metalphosis Archetype consists of 4 Pendulum Monsters, 3 Fusion Monsters, 1 Spell Card, and 1 Trap Card as of now. The archetype is a FIRE Psychic-Type Pendulum Archetype with a central playstyle focusing on popping your face-up cards in order to directly set the Metalphosis Spell or Trap Card from your deck. The 1-8 Pendulum Scale of the archetype allows you to freely summon level 2-7 monsters from your hand or Extra Deck, which just so happens to match the 4 Main Deck monsters of the archetype. If anything, the fact they are Vanilla Pendulums that are also FIRE bring back memories of the “Igknight” archetype. So those who enjoyed that play style of popping your cards for resources know what to expect coming in.

Now to talk about the cards themselves. Keep in mind all the Pendulums share the same Pendulum Effect and as such I will be talking more so about the monster’s stats and role in the deck until we get to the Fusions. Also proper translations of the Flavor Text is unavailable as well so sorry for those who enjoy reading the Flavor Text.


Metalphosis Steeleren: (Based on Steel)

Discussion: Metalphosis Archetype (TDIL) Snjk5DW

Metalphosis Steeleren
Level 2 FIRE Psychic-Type Pendulum Normal Monster
DEF 2100
Pendulum Scale 8
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.

Steeleren is the lowest leveled monster of the archetype and his stats show how his only role has been as a Fusion Material, a wall, and as a Scale. However with the reveal of the mascot of The Dark Illusion, Nirvana High Paladin, Steeleren seems to have gained another purpose for the deck. I will be going over that when we come to talk about techs and engines.

Metalphosis Silvbird: (Based on Silver)

Discussion: Metalphosis Archetype (TDIL) MqoxHaz

Metalphosis Silvbird
Level 3 FIRE Psychic-Type Pendulum Normal Monster
ATK 1700
DEF 100
Pendulum Scale: 1
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.

Silvbird is next up for the monsters by level and his role is as a sort of attacker. However much like Steeleren, Silvbird is more so used to be a scale and Fusion Material. However he can be used with Emergency Teleport to open up more synergy and even more powerful plays.

Metalphosis Goldriver: (Based on Gold)

Discussion: Metalphosis Archetype (TDIL) LWLS8xG

Metalphosis Goldriver
Level 4 FIRE Psychic-Type Pendulum Normal Monster
ATK 1900
DEF 500
Pendulum Scale 1
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.

Goldriver is the next basic monster up to bat and out of the lower leveled Metalphosis monsters, he is the best attacker. Goldriver’s main utility for the deck comes from the pairing of using a Draco- Engine in the deck to open up the rank 4 toolbox for various cards to help open up the field for your attacks.

Metalphosis Volflame: (Based on Wolfram aka Tungsten)

Discussion: Metalphosis Archetype (TDIL) 7suJM7u

Metalphosis Volflame
Level 7 FIRE Psychic-Type Pendulum Normal Monster
ATK 2400
DEF 2000
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.

Final Normal Monster is Volflame. Volflame is the level 7 of the deck and his 2400 ATK makes him a dangerous beatstick. His other major power comes from obtaining 2 or so on the field as he can open up the Rank 7 Toolbox, which rivals the Rank 4 Toolbox in some cases.

Metalphosis Fusion:

Discussion: Metalphosis Archetype (TDIL) Hu3fB1k

Metalphosis Fusion
Normal Spell Card
You can only use the (2)nd effect of “Metalphosis Fusion” once per turn.
(1) Fusion Summon 1 “Metalphosis” Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
(2) If this card is in your Graveyard: You can shuffle this card from your Graveyard into your Deck, then draw 1 card.

Metalphosis Fusion is a Spell Card I find very enjoyable. Mostly from its 2nd effect. With it, you can recycle it to your deck and draw a card. That makes certain you will at least have 1 card to combo into with the scale effects.

Metalphosis Combination:

Discussion: Metalphosis Archetype (TDIL) Jo79SLu

Metalphosis Combination
Continuous Trap
(1) Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1 “Metalphosis” monster in your Graveyard that has a lower Level than that Fusion Monster; Special Summon that monster.
(2) If this card is sent from the field to the Graveyard: Add 1 “Metalphosis” monster from your Deck to your hand.

Combination is a very interesting card. While present on the field, it can revive materials for the Fusion Summons and the Metalphosis monsters used in XYZ summons depending on the level of the Fusion Monster. And not only that, it can also be used for searching out more Pendulum Monsters for fun plays.


Metalphosis Orihulk: (Based on Orichalcum)

Discussion: Metalphosis Archetype (TDIL) 7i9sAx6

Metalphosis Orihulk
Level 8 FIRE Psychic-Type Fusion Effect Monster
ATK 2800
DEF 2200
2 “Metalphosis” monsters
(1) If a “Metalphosis” monster you control attacks a Defense Position monster, inflict doubled piercing battle damage to your opponent.
(2) If this card is sent from the field to the Graveyard: You can target 1 card on the field; destroy it.

Orihulk is the chief fusion of the archetype. His power within the archetype itself is just fantastic. Not only is he like D/D/D Dragonbane King Beowulf in that he gives all the Metalphosis monsters piercing powers, he doubles it up to doubled piercing damage, making certain that your opponent would be a fool if they set any monsters and is the staple Fusion Monster of the set.

Metalphosis Adamante (Based on Adamant)

Discussion: Metalphosis Archetype (TDIL) 390yJyT

Metalphosis Adamante
Level 5 FIRE Psychic-Type Fusion Monster
ATK 2500
DEF 2500
Materials: 1 “Metalphosis” monster + 1 monster with 2500 or less ATK

Adamante and the next Fusion, Cardinal, are interesting as they are both Vanilla Fusions, which have not really been seen since Gem-Knight Zirconia was released. As such, Orihulk is the main factor in the strength of both. Adamante has more use as you can use Instant Fusion for Adamante to take advantage of Combination and then fuse off for Orihulk. Other than that, his 2500 ATK can serve its purpose as a means to an end.

Metalphosis Cardinal: (Based on Hihirokane)

Discussion: Metalphosis Archetype (TDIL) 9WFutiE

Metalphosis Cardinal
Level 9 FIRE Psychic-Type Fusion Monster
ATK 3000
DEF 3000
1 “Metalphosis” monster + 2 monsters with 3000 or less ATK

All opinions of Adamante return with Cardinal. However Cardinal, for being the strongest monster of the set, is sadly the least useful. He and Adamante share similar material needs for their fusions with a Metalphosis monster and a monster or two with ATK less than or equal to their ATK. However Cardinal seems to waste more resources for a simple 3000 ATK beatstick. And while yes Orihulk is a factor to take into consideration, I just feel Cardinal is the worst of the bunch.


  • Dracoslayers (Engine) - This is probably your best engine option for the deck as it adds speed and consistency for the Rank 4 Toolbox. Not only that, but the addition of Luster gives you access to Ignister, which is a fantastic card in of itself. Not only that, but it can serve as a catalyst for the newest addition of Nirvana High Paladin.

  • Chicken Game (Tech) - Chicken Game is a good tech option for the deck. Mostly from the powerful draws it allows and then you can just pop it with one of your scales when it outlives its usefulness.

  • Nirvana High Paladin (Tech) - Nirvana High Paladin is a very interesting card with all of its powerful effects. The main difficulty is actually summoning him. Thankfully Nirvana holds a special effect to treat a Pendulum Summoned Pendulum Monster as a Tuner for his summon. So Pendulum Summon Steeleren and have Ignister up on the field and there you have your very own amazing Synchro Pendulum Monster.

  • Yang Zings (Engine) - Yang Zings also seem like a fantastic engine to use if you wish to work with it as Yang Zing is the definition of floating as a deck and with your scales popping pretty much everything as long as you still have a Fusion or Combination in your Deck as well as the factor of Skill Drain with 99% of the deck being Vanilla or activating in the Graveyard, It can feel like a good engine to run for the cards.

With all these points brought up, how would you guys rank Metalphosis on a scale of 1-10? What ideas other than what I have brought up here would you use to make the deck fun? This has been Dragonecro signing off.

Discussion: Metalphosis Archetype (TDIL) Giratina-ori
Name: Satanael
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Discussion: Metalphosis Archetype (TDIL) 2Z6zJy1

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