|Original||V Series||CF ZERO|
Megacolony is a defensive-control clan that focuses on interfering with the opponent's field. This is typically accomplished by preventing the opponent's units from standing during the stand phase and decreasing the power of their opponent's units, thus making it more difficult for them to both guard and retaliate. They also have several peculiar utility skills, such as gaining field advantage by calling rearguards from their soul as rest, searching their deck for grade 3s so they can reliably obtain Imaginary Gifts and milling the opponent's deck to get skills or power.
Megacolony has the Protect Imaginary Gift, which allows them to consistently defend themselves as their opponent struggles to recover from their sabotage.
Sets containing Megacolony Cards
|Set Name||No. of Cards|
|V Extra Booster 01: The Destructive Roar||22|
|V Extra Booster 09: The Raging Tactics||22|
List of Megacolony Cards
|Jewel Flasher||Insect||Critical Trigger|
|Larva Mutant, Larvadraf||Insect||Draw Trigger|
|Machining Worker Ant||Insect|
|Medical Battler, Ranpli||Insect||Heal Trigger|
|Paralyze Madonna||Insect||Draw Trigger/Perfect Guard|
|Sharp Nail Scorpio||Insect||Critical Trigger|
|Shelter Beetle||Insect||Critical Trigger|