An Introduction To: Generaids (August 2019)

Deck Information
Deck Type: Non-Meta Decks
Deck Master: Mardoll, Generaid of Light
TCG/OCG: TCG and OCG
Submission Date: August 15th 2019
Author: MasterPeaceToOne
YGOPRODeck File Download

Welcome to this profile. If you know how to play the deck and all that good stuff just scroll right down to the bottom for the decklist but if you're here to attempt to learn the deck I hope this helps you with your Generaid adventures.

What are Generaids?

Generaids are a level 9 spam archetype that release in Mystic Fighters later this year for the TCG. They rely heavily on the field spell Generaid Stage which greatly helps the deck get level 9s on the field, similarly, World Legacy Monstrocity helps the deck get monsters to field - This is why running too many Generaids isn't a good idea as they are bricks in the hand as they have no self summoning conditions. The only exception for drawing too many Generaids being bad is if you can resolve Generaid Stage and get Dvergs, Generaid of Iron on the board which can summon from hand.

What is the playstyle like?

The playstyle of Generaids is quite unique compared to other control decks as it summons from deck during the draw phase a giant level 9. This is usually in the form of Nidhogg, Generaid of Ice as he can negate summons which is very powerful. The idea is that you control the board with your fat bosses and stun your opponent with True King of All Calamities.

What are the weaknesses of the deck?

The big weakness of the deck is having Generaid Stage get hit by a handtrap, specifically Ghost Ogre & Snow Rabbit and Ash Blossom & Joyous Springs. These can leave your board fully exposed and your opponent can just go full aggro on you. Another devastating handtrap is Nibiru, The Primal Being as on your opponents draw phase you are summoning 5 monsters (1 Generaid and 4 Tokens) so they can nuke your board on their turn.

Another big weakness of the deck is opening too many Generaid monsters. There is no worse feeling than finally winning the dice roll and drawing for turn and seeing that you're basically playing Blue-Eyes with the level of brickiness of your hand - This is why in this build I try and run a limited amount of Generaid monsters and no more than i feel i have to.

Now, without further ado, let's get into the monsters themselves. i'll be giving a short description of each of the monsters as if you want to read the effects of them in their entirety you can down the bottom in the deck list.

Mardoll, Generaid of Light: This is the Generaid monster, however provides no board controlling advantages. On summon she adds one Generaid card or one plant monster. you can use this effect to add any generaid card you require or even add a lonefire blossom for next turn. max it at 3.

Dvergs, Generaid of Iron: as mentioned earlier Dvergs summons from hand as many Machine or Generaid monsters as you like but you have to tribute for each one (the tribute is cost). This effect is only really useful once or twice per game as once you vomit your Generaids on the board once there isn't really a need to do it again. play 1

Hel, Generaid of Death: Hel is one of the best Generaid monsters because you're basically playing double of all the ratios of Generaids. Hel lets you tribute 1 generaid monster (this is cost) to target one Zombie or Generaid monster in your grave and special summon it - this lets you create board presence and run less of your other Generaids because you can revive them anyway. run at 2-3.

Fraudir, Generaid of the Sword: Fraudir lets you tribute generaid monsters (this is cost) and target the same amount of monsters on the field and destroy them. Fraudir is a bit lacklustre because your opponent gets to draw to the amount of cards you destroyed with his effect. run at 1-2.

Nidhogg, Generaid of Ice: Nidhogg is the big boy who you'll want to summon on first off stages effect. he lets you negate a summon when your opponent would summon a monster by tributing a generaid monster (this is cost). Nidhogg is very strong and some decks find it very difficult to out even just one summon negate done at the right time. however it is important to remember that Nidogg is a "when" and not an "if" effect so you can not negate the summons of Rituals, Fusions or any other summon that would start a chain. run at 2-3.

Naglfar, Generaid of Flames: unfortunately, there is always one disappointment of the group, just ask my mother. Naglfar prevents destruction of a Generaid monster(s) but with 200 defence even Mokey Mokey could run over him with ease. he is incredibly useless when compared to the other Generaid monsters and would only be run due to it being another name to summon off Generaid Stage. run 0-1.

Jormungandr, Generaid of Eternity: When i said there was one disappointment, i forgot about the big XYZ boss monster of the deck - Jormungandr. You may read him and go 'gee that's not too bad', but let me remind you that instead of wasting 2 of your level 9s on him you could have just made a True King of All Calamities instead which is a way, way, way better monster. play at 0-1.

The spells and traps are pretty straight forward and don't need much explanation. i'll be going over the playable ones.

(Spell) Generaid Stage: this is the most important card of the deck and your entire strategy relies on it heavily. You either have to open Called By The Grave or hope to the lord above that your opponent has no disruption. This card has to resolve for Generaids to be used effectively. the entire effect is important so i will list it here: Once per turn, if your opponent adds a card from the Deck to the hand: You can Special Summon 1 "Generaid" monster from your Deck in Defense Position. During your opponent’s turn, if you Special Summon a "Generaid" monster: You can Special Summon, in Attack Position, as many "Generaid Tokens" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible, but destroy them during this turn’s End Phase. You can only use this effect of "Generaid Stage" once per turn. max out at 3

(Spell) Generaid Quest: this is a simple one: reveal 1 generaid monster and add 2 generaid spell/traps with different names to had except itself. it's also pretty good that it returns to deck because it fuels your stage more. max out at 3

(Trap) Generaid Battle: It's Metaverse but your opponent draws 1 card immediately after Generaid Stage is activated from graveyard or deck meaning you can activate it straight away. This is also good for a cheeky Mardoll in the endphase to add something you need to hand. run 2

Non-Archetypal cards that should be run include: Lonefire Blossom, Any ghost girl, World Legacy Monstrosity, Called By The Grave.

Non-Archetypal Engines that could be run unless you are going for a pure deck (which is still okay): True King Engine (my personal preference) and the World Chalice Miko Engine (any group of monsters that turbo out this card that searches World Legacy Monstrosity.

Combos: there aren't many combos in the deck as it is a control deck so it's all about keeping the flow of the game at your pace and not your opponents. A few i can think of though i will briefly discuss:

You can chain your set World Legacy Monstrosity to the token summoning effect of Generaid Stage as chain link 2 to summon 2 level 9s from the deck, this is always Knightmare Incarnation Idlee and any other Generaid as Monstrosity attempts to destroy in the endphase but Idlee's effect makes level 9s you control immune to destruction.

(True King Engine Specific) as long as you have access to 2 Dragonic Diagrams this combo can be done: use the first Dragonic Diagram to destroy a card on field or in hand then add True King Bahrastos, The Fathomer to hand, then activate your second Dragonic Diagram and destroy your True King Bahrastos, The Fathomer in hand and add either True King Bahrastos, The Fathomer or True King Agnimazud, The Vanisher and use the effect of True King Bahrastos, The Fathomer in grave to summon a True King Agnimazud, The Vanisher from deck. after this you can (if you have them in hand) use Lonefire Blossom, World Legacy Monstrosity or the effect to summon from hand of either of the True King monsters can get you an easy True King of All Calamities on the first turn which heavily restricts your opponent.

 

Overall the deck is extremely fun and ever since it's release has been one of my favourite archetypes to grace the game we all know and love. Thank you for reading this guide, or even if you didn't, it was my first and i hope i made it informative enough. Thanks!





Toggle Deck List
MonsterMardoll, Generaid of Light x3
Nidhogg, Generaid of Ice x2
Hel, Generaid of Death x2
Dvergs, Generaid of Iron x1
Fraudir, Generaid of the Sword x1
Knightmare Incarnation Idlee x1
True King Agnimazud, the Vanisher x2
True King Bahrastos, the Fathomer x2
Lonefire Blossom x3
Ash Blossom & Joyous Spring x3
SpellsGeneraid Stage x3
Generaid Quest x3
Dragonic Diagram x3
Terraforming x1
World Legacy Monstrosity x3
Called by the Grave x3
Pot of Desires x2
TrapsGeneraid Battle x2
ExtraTrue King of All Calamities x3
Phantom Fortress Enterblathnir x2
Infinitrack Earth Slicer x1
Mekk-Knight Crusadia Avramax x1
Hakai Souohshin Raigou x1
Borrelsword Dragon x1
Black Luster Soldier - Soldier of Chaos x1
World Gears of Theurlogical Demiurgy x1
Crusadia Equimax x1
Knightmare Unicorn x1
Knightmare Phoenix x1
I:P Maskerena x1
SideDinowrestler Pankratops x2
Artifact Scythe x1
Artifact Lancea x3
Twin Twisters x3
Artifact Sanctum x3
Evenly Matched x3
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One thought on “An Introduction To: Generaids (August 2019)


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    August 15, 2019 at 7:49 am

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    This is an extremely detailed deck guide. Nicely done!

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