Name:
D.A.G.D.A. (Dual Avatar-Generaider Destroys All)
Playstyle:
Mid-range
Control
Beat-down
Difficulty:
7/10
-High resource management
-Unique play style
-Control oriented gameplan
[Deck Breakdown]
Generaider Core:
Harr, Generaider Boss of Storms - This card is your big bad boss monster, you almost always want to summon him during your opponent's Draw Phase, His effect consists of a omni-negate and an effect that punishes your opponent for adding a card from their Deck to their Hand, once per turn. 2 copies is more than enough. He is a Garnet and is too valuable to play at only 1 copy, therefore 2 is the perfect number.
Nidhogg, Generaider Boss of Ice - He acts as a walking “Solemn Warning” for Special Summons. He is an additional level 9 monster providing variety in type and attribute. By far one of the weakest boss monsters, but better than nothing.
Utgarda, Generaider Boss of Delusion - All around fantastic monster. For the same cost as Harr’s omni-negate (2 tributes), he targets and banishes any 1 card on the field once per turn. He also provides variety in type and attribute. And has a great defense statistic.
Mardel, Generaider Boss of Light - Fantastic monster. With decent battle statistics, she provides a whole archetype search on Summon. Monster, Spell, Trap, as long as it is a part of the Generaider archetype, she will search it. Perfect for combos.
Vara, Seidhr of the Generaider Bosses - The most recent addition to the archetype, she provides a “free” Special Summon, from the Hand or GY, that aids in preventing "Garnets" from ruining your Hands. She also allows you to summon any Generaider monster from either your Hand or GY. All around “House” that perfects the combo potential of the Deck. Most would be confused that I only run 2 but as a similar case with Harr, with 3 copies she just clogs up the Deck.
Loptr, Shadow of the Generaider Bosses - The “Lone Fire” of the Deck, he can tag out himself, or a Generaider token, to Special Summon any Level 9 Generaider monster from the Deck. He acts as a perfect combo starter for the Deck. And if all of that wasn’t good enough, during the opponent's turn he provides a 1000 ATK/DEF stats boost to all Generaider monsters while on the field.
Generaider Boss Stage - By far the most important card in the Deck. The Field Spell. Facilitating the main gameplan of Special Summoning your bosses directly from the Deck, and its second effect provides your field with the remaining tokes to be used as tribute fodder for your bosses effects.
Generaider Boss Quest - A fantastic and fair searcher. At the cost of a “Mulligan” you get to search up to 2 of your Generaider Spells/Traps. Making this card a perfect searcher for Boss Stage. The great thing about it is that the “Cost” to activate the card makes you place a Generaider monster from your Hand on the bottom of your Deck. This is helpful because it allows you to rid of your boss monsters by putting them back in the Deck where they can be summoned by Boss Stage.
Generaider Boss Fight - This card is very interesting. At the cost of giving your opponent a free draw 1 you get to activate Boss Stage directly from your Deck or GY. The cost isn’t particularly bad either because the effect that Boss Stage gives you to Special Summon a monster from your Deck activates in response to your opponent adding a card from their Deck by any means. Meaning that Boss Fight activates Boss Stage and allows its effect to activate. In this case 2 copies is also more than enough.
Generaider Boss Room - This card is an interesting kind of omni-negate. You can only activate it if your opponent activates an effect in response to your Generaider card effect. Starting a chain. But it stops that effect by changing it to a different one that makes both players draw a card. All at the cost of 1 discard. Overall, it is a decent form of protection. Only 1 copy is needed since it's easily searchable.
Dual Avatar Engine:
The inclusion of this “engine” so to speak might be confusing to some. However, I hope to justify its inclusion in this Deck with a quick explanation.
The main focus of the engine is the card Dual Avatar Invitation. This card is one of the most "free" cards I have ever seen. At the cost of a single discard you Special Summon as many Dual Avatar Tokens as you can then you get 2 free fusion summons using monsters you control or in your hand. This is quite powerful because 2 of the archetypes' Fusion monsters can be summoned using only the tokens. The catch is that these monsters only gain their good effects if they are summoned using an effect monster. This can be mitigated by using the first Dual Avatar fusion monster you summon as material for the second one. On its own this effect of Dual Avatar Invitation is ok, you get 1 Fusion monster with a decent effect at the cost of a discard, provided you have enough empty monster zones. As far as the Fusion monsters are, the fist Fusion monster, when summoned, grants a free “pop” of any attack position monster your opponent controls, and when summoned with an effect monster as material he grants a small attack and defense boost to all Dual avatar monsters. The feet fusion monster provides a trade off destruction protection, and when summoned using an effect monster she has a once per turn monster negate of a monster special summoned from the Extra Deck. Finally, with the way I have built the package the only “empowered” fusion monster playable is 1 copy of Dual Avatar - Empowered Kon-Gyo whos only significant traits is that he has, once per turn, targeting protection from spells/traps as long as you control at least 2 Fusion monster, and inherently he prevents your opponent from activating any effect at any point when he declares an attack.
Overall, it is clear to see that the strategy is mediocre at best. However when used as a supplementary engine in the Generaider strategy, its potential becomes much better. The package is very consistent, the main Deck monster acts as a 4th copy of the fusion spell, and the Field Spell acts as a 1 card starter that searches the Main Deck monster and provides you with a free tribute for his effect allowing you to summon 2 fusion monsters with all their best effects. At its worst it is a strategy that locks you into Fusion summoning (for the rest of the turn) and provides you with a free "pop" or a situational (Quick Effect) monster negate. Also the cost of 1 discard is mitigated by the fact that many cards in this Deck don’t mind being in the GY and some can activate their effects while in the GY. In the end it might not be the absolute best strategy to run alongside the Generaider core, but there is no doubt that it improves the consistency and ceiling of the Deck, while keeping it fun and unique. Oh and it allows you to play Set Rotation.
Level 9 Extenders:
Trias Hierarchia - A fantastic level 9 monster that provides insane advantage. With a strategy that is built around tributing tokens for effects, as it just so happens those tokens are fairies. This monster tributes Fairy monsters to Special Summon itself from your Hand or GY as a Quick Effect. Depending on how many you tribute to Summon it, you gain multiple effects. 1 tribute just summons it. 2 tributes summons it and give you a non-targeting destruction of any 1 card your opponent controls, and if you tribute 3 Fairy monsters you get to summon it, destroy 1 card, and draw 2 cards. Literally Free.
World Legacy Monstrosity - This card is a very powerful Quick Play Spell. It allows you to either special summon a level 9 monster from your hand, or if you already control a level 9 monster, you get to Special Summon up to 2 other level 9 monsters from your Deck as long as they have different types and attributes from the one you control. It is an amazing extender with fantastic combo potential. Perfect for setting up Rank 9 Xyz Summons.
Searchers/Draw:
Terraforming - Searches either Field Spell from the Deck for absolutely free.
Set Rotation - Because I play 2 different strategies that use Field Spells, it acts as another copy of Terraforming, but at Quick Play speed.
Kuji-Kiri Curse - At 2 copies this card is yet another card that allows you to get rid of any "Garnets" in your hand by sending them to your GY to draw 2 cards. Overall it adds to the consistency of the Deck and allows you to set up by putting monsters that can activate their effects in the GY, in the GY. Thus giving you even more advantage.
“Tech”:
As for the “Tech” cards I play they are more budget friendly, but seeing as the rest of the Deck and Extra Deck are pretty inexpensive you do have the option to play more expensive staples. Effect Veiler could be switched out with Infinite Impermanence and Raigeki could be switched out with Evenly Matched, it is your choice. But as far as what I play with, it gets the job done.
Extra Deck:
To keep the rest of this explanation short I won't go over every card in the Extra Deck. For the Dual Avatar package 2 copies of the small Fusion monsters allows for the longevity of the strategy allowing you to use the Fusion spell more than once in a Duel improving the “grind game”. The rest of the Extra Deck consists of a toolbox of Xyz/Link monsters that can be Summoned using your Main Deck boss monsters. They contribute to the strategy providing powerful effects and stats improving the ceiling of the Deck significantly.