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MegaMan TCG
latest comments about MegaMan TCG
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MegaMan: NetCity Defender MegaMan TCG In the discussion on the Card "MegaMan: NetCity Defender"
megamantcgfan Canada
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Does anyone have this card for trade? Thank you.
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Posted: July 18, 2015 07:48 pm
 
PharaohMan MegaMan TCG In the discussion on the Deck "PharaohMan" by genjyosanzo24 United States send message
genjyosanzo24 United States
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I may decide to drop Lightning1 for Meteor and Silly for Gender Differences. Will be further determined after play testing current build.
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Posted: June 12, 2015 07:06 am
 
ProtoMan, Unbeatable MegaMan TCG In the discussion on the Card "ProtoMan, Unbeatable"
kage22 United States
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Its a shame this card was a tournament prize card, i would love to get my hands on it.
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Posted: June 1, 2015 03:49 pm
 
Protoman's Whistle MegaMan TCG In the discussion on the Deck "Protoman's Whistle" by protosebz United States
kage22 United States
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Why do you use Talking Smack and Bring It On. Those reduce Protomans Blast severely, don't you want that to be high and not low or is there a strategy that makes them worth using.
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Posted: June 1, 2015 02:32 pm
 
Protoman's Whistle MegaMan TCG In the discussion on the Deck "Protoman's Whistle" by protosebz United States
kage22 United States
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Friendly Rivals can only be used by Iceman, why do you have it in your Protoman deck?
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Posted: June 1, 2015 02:23 pm
 
MegaXdeck MegaMan TCG In the discussion on the Deck "MegaXdeck" by mrada United States
kage22 United States
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Your only allowed 1 Net Navi card in your deck. You can't have both Bass and Megaman X in your deck
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Posted: June 1, 2015 02:21 pm
 
Numberman : Calculating MegaMan TCG In the discussion on the Deck "Numberman : Calculating" by magnetman Singapore
devils_fan United States
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I am actually building a numberman deck tonight and will run it through the ringer. i think it will struggle the most against electric man, or really any deck that has a solid way to burn opponents power. Lightning1 being the ugliest of the bunch.
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Posted: September 19, 2014 08:15 am
 
MegaXdeck MegaMan TCG In the discussion on the Deck "MegaXdeck" by mrada United States
opera1 India
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Posted: May 29, 2014 08:43 am
 
TorchMan MegaMan TCG In the discussion on the Deck "TorchMan" by dj_cronos United States
mailman1 Premium Member United States
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Usually a NetNavi has two basic colors associated with it (except for MegaMan). Your use of some great green and yellow cards is a good idea. I would make a few suggestions that you might try to see if the deck improves.

Remove the two 'Grave Problem, the four 'Lark', the two 'Peace'; and reduce the quantity of Cyberwarrior by one (to a total 3).

Add one 'Protoman', two 'Virtual Martyr', two 'Cutting Edge', one 'Deletion Inevitable', two 'Usual Policy', and one 'Burn'.

You have quite a few cards requiring two red resources be on the playing field, so having the green and yellow cards will have to make you choose between two red and two blue cards among your resources. The green resource card should be used to return your cards spent to cause the opponent to lose energy, plus any green card already in the discard pile (one of each when possible). The Cutting Edge has Destiny 5 and causes an opponent to lose an energy for every card less than 5 in their hand, which can be increased when combined with the ProtoMan ally which makes the opponent place cards in hand into their energy gauge.

The only problem that I see is that you do not have any cards except for Virtual Martyr that place additional cards in your power gauge, which may be needed since a lot of your cards require you to burn power to use them.

Other cards you might consider:

"Open the Door" (Red) [Destiny 3] Spend: If you played a BattleChip this turn, add its destiny to your blast destiny.


"HeatGuts" (Red) [Destiny 0] For each other RED resource in play, your NetNavi's blast destiny is +1 for each destiny drawn.

"GutsThump" (Red) [Destiny 5] Spend: spend a resource for no effect to make a NetNavi defense 0.

"Your Apologies" (Green) [Destiny 4] Opponent draws 2 cards for each energy they lost this turn. Would go along with 'Cutting Edge' and "Protoman" ally cards. If used, I would replace the 3 'CyberWarrior" (yellow) cards with three of these.

"Set to Win" (Red) [Destiny 0] If you played a BattleChip this turn, add 5 to your blast destiny. [This would compliment "Disaster Strikes" cards]

"Fire It Up" (Red) [Destiny 2] Spend: Lose 1 energy to add +3 to blast destiny.

"Superior Technique" (Red) [Destiny 4] Spend: Discard 2 cards to add 5 to your blast destiny.

"Nose Knows" (Red) [Destiny 5] Spend: Add 1 to blast destiny for each resource in play.

"Lightning" (BattleChip) [Destiny 4] Lose 1 energy to add +3 to blast destiny.
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Posted: December 9, 2013 02:52 pm
 
Megaman X MegaMan TCG In the discussion on the Deck "Megaman X" by cybuster United States
cybuster United States
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I did, when I had gotten my set of cards (long time ago) me and some friends built these decks and then started from there cuz we had no idea how to build a deck for any of the people xD
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Posted: October 1, 2013 07:12 pm
 
megaman deck MegaMan TCG In the discussion on the Deck "megaman deck" by yamicem10 Turkey
megamaster25 United States
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This isn't even a valid deck. You can only have 1 net navi, not 4. Also, you really don't want to have 4 different colors of resources. Trying to play any of your battlechips or events that requires specific resource colors will be a pain, and things like Aqua Custom Activate will be impossible. Just pick 2 colors and build your deck around that.
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Posted: August 16, 2013 06:19 am
Modified on August 16, 2013 06:20 am
 
Double Power MegaMan TCG In the discussion on the Card "Double Power"
megamantcgfan Canada
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I also want this one!! Let me know if you have it.
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Posted: July 29, 2013 09:12 pm
 
Mega Man X, Invincible MegaMan TCG In the discussion on the Card "Mega Man X, Invincible"
megamantcgfan Canada
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I have this card for trade if anyone wants it.
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Posted: July 29, 2013 09:11 pm
 
ProtoMan, Unbeatable MegaMan TCG In the discussion on the Card "ProtoMan, Unbeatable"
megamantcgfan Canada
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When was this card ever released?
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Posted: July 29, 2013 09:10 pm
 
DarkCannon MegaMan TCG In the discussion on the Card "DarkCannon"
megamantcgfan Canada
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Does anyone have this card for trade?
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Posted: July 29, 2013 09:09 pm
 
MagnetMan: Polarized MegaMan TCG In the discussion on the Deck "MagnetMan: Polarized" by mailman1 Miembro Premium United States send message
mailman1 Premium Member United States
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Can't believe that I didn't catch those mistakes. I will have to check my other decks to see if I made similar errors. Thanks for your input.
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Posted: July 20, 2013 08:14 pm
 
MagicMan: Riddler MegaMan TCG In the discussion on the Deck "MagicMan: Riddler" by andrewdurdle Canada
mailman1 Premium Member United States
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You did a great job selecting cards that require very little power in the power gauge. However, you have a lot of cards that burn a power in order to play. I believe you need a few cards to replenish your power gauge in order to use the MagicMan icon cards (that go onto bottom of deck when spent). I think the deck as is may play a little slowly.

You have 4 copies of Just a Nuisance. What are the chances that your opponent chooses one of the same colors you have? 50%; so you have to discard a card - note its color - to cancel a blast destiny of that color (100% useless if opponent doesn't have that color). I believe you can find other cards that will work better than these.

You have done fairly well on a card destiny average, which means you should have fairly good blast destiny draws. And using only a few cards requiring that there be power in the power gauge would work well - IF you can get it up to the three or four needed for two of your better cards when you need it. The opponent may cause you to burn power often. Will you have enough for your two best cards (4 & 5 power)?

Your BattleChip selection is good. I hope you enjoy the game. Have you tried your deck against any of the six pre-constructed decks?
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Posted: July 20, 2013 08:10 pm
 
grave mistake MegaMan TCG In the discussion on the Deck "grave mistake" by kaine13 United States
mailman1 Premium Member United States
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You have to read the rule book. A deck consists of sixty cards which includes ONE NetNavi of your choice.

Each NetNavi has two colors of cards that contain the icon for that NetNavi (except for MegaMan - all four colors have cards with MegaMan icons). You must only have one NetNavi and choose the colors that are specific to the NetNavi you choose, including requirements for BattleChip cards, Event cards, and Resources. Some require one or more resource cards of a color to be in play before you can use a card.

Also, try to use 6 or so cards that require 5 energy be in the Power Gauge. It is hard to keep a full power gauge against skilled opponents.

Blasting is important when battling. Card Destiny (on upper right corner of a card) is important when battling, since you may draw a card to add to your Blast = destiny of card(s) you turn up. Try to get a good mixture of 3 - 5 card destiny events and resources. However, many great cards have low destiny, so you have to choose a METHOD of play for your deck.

Do you choose cards that boost the NetNavi strength; boost the NetNavi defense; cause the opponent to discard or loose power; etc.

I suggest you acquire the six pre-constructed decks available to give you a good idea how to build a deck. Then you can adjust those decks to make them better with cards you have. Most of them are good decks - but you can make them better or even GREAT. But, first - read the rules so you're sure how to play the game and start building (redesigning) your deck.

Hope this helps you out.
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Posted: July 20, 2013 07:41 pm
 
SkullMan: Power Blasting MegaMan TCG In the discussion on the Deck "SkullMan: Power Blasting" by eseamus United States
mailman1 Premium Member United States
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Your blue resources - 7 each. Yellow - 28 each.

In order to play the System Error card, you need three power in the gauge and four BLUE resource cards on the board. I think you might have a bit of trouble using this card. Besides, the Mystical card (with SkullMan icon) requires four power in the gauge. Other than that card, your other cards require 3 or less power to play.

The Method of Well Being card requires four yellow resources in play, which means you'll normally be able to get this card into play UNLESS it is discarded when you take damage. You have a lot of cards that power up your gauge, but few cards that return a card from your discard pile - which is needed in case the Method of Well Being gets discarded. Slight adjustments needed.

Your average destiny is a bit low, so your blast destiny draws will be mostly 3 and under (occasionally 5). You have chosen well with Battlechip cards. The VoodooDoll however requires a yellow resource be in play AND 2 SkullMan icon cards other than itself. Since you only have six cards (3 yellow/ 3 blue) that have SkullMan icons on them, I would suggest that you increase this a bit if you want to use the VoodooDoll (great card).

All in all, this deck should be about 50/50 with a pre-constructed MegaMan deck (any of the six). Hope you score on some good cards to upgrade your deck the next time you purchase or trade some.
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Posted: July 20, 2013 07:15 pm
 
Megaman X MegaMan TCG In the discussion on the Deck "Megaman X" by cybuster United States
mailman1 Premium Member United States
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Three colored decks often play slower than most two color decks. However, you have chosen cards very well for your deck. The most power required for any of your cards is 3 in the energy gauge. Most of your events require no energy at all. Your resources are nicely divided among the three colors. And you have few cards that require more than one resource of a color (just a couple cards requiring two of a color). All in all, this deck should play well.

Have you played it against any of the six pre-constructed decks?

Good job.
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Posted: July 20, 2013 06:51 pm
 
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