I think that the Gate Guardian legacy support is really cool. I don’t think that it is particularly crazy or anything, but I feel like it gives a sense of what Gate Guardian and the Paradox Brothers were like in the anime. You have your big Gate Guardian monsters alongside your also pretty large Gate Guardian pieces, and you have a bunch of cards around them which help you control what your opponent can or cannot do in your labyrinth’s walls. The Level 9 monsters that we are taking a look at today are Gate Guardian of Wind and Water, Gate Guardian of Thunder and Wind, and Gate Guardian of Water and Thunder. These are the 2-piece combinations of the Gate Guardian pieces, and whaddya know, they are each Level 9. I’ve been hesitant to really tinker much with this Deck because you are very prone to bricking with Gate Guardian as a Deck. In a regular Gate Guardian Deck, you aim to get Gate Guardians Combined and maybe 1 or 2 of the 2-piece Fusions out onto the field at most, but in this Deck, you don’t want to draw any of the pieces as you are not focusing on making Gate Guardian Combined and are more focused on getting the pieces onto field via Labyrinth Heavy Tank and Labyrinth Wall Shadow so that you can banish the pieces from field to get out your 2-piece Fusion of choice to them target it with World Legacy Monstrosity and go into Mereologic Aggregator, sending Herald of the Arc Light, so forth. What I found was that you really should only play 1 of each piece in this Deck because of the newly revealed card: Dark Element. If you have a Gate Guardian monster in GY, you can pay half your Life Points to Special Summon a Level 11 or higher Gate Guardian monster from hand, Deck, or Extra Deck ignoring its Summoning Conditions and you can banish it from GY add a Gate Guardian piece that’s in Deck or banished like the other Gate Guardian Spell/Traps. Before this card was revealed, the only thing that you could do with the Gate Guardian cards was turbo out into Gate Guardian of Wind and Water as it’s arguably the best 2-piece Fusion and pray that you have access to Monstrosity to get the ball rolling. Because of that, the rest of the Gate Guardian cards you would play in Deck would essentially be dead afterwards as you no longer had any use for any of them after this point, and because we are not playing a whole lot of them in the first place, it was not like we would be drawing any hands that were capable of making Gate Guardian plays if we were to not open any assemblance of Prediction Princess plays. Dark Element allows us to, instead, go into Gate Guardian of Thunder and Wind instead of Wind and Water to search for it, and after you go through your Monstrosity lines and get Thunder and Wind into GY through detaching it from Aggregator, you can use Dark Element to get a Gate Guardian Combined straight from your Extra Deck ignoring its Summoning Conditions for a thrice per turn targeting card or effect activation negate. This would then protect you Prediction Princess Bibliomuse and Deus-X Krawler from being Impermed or whatever of the sort to ensure that your plays go through.
For the monsters: 3 Prediction Princess Tarotrei, 1 Prediction Princess Tarotreith, and 3 Prediction Princess Bibliomuse. Tarotrei is a Quick Effect to flip a monster face-up or face-down and during the End Phase, she can Special Summon a Flip Monster from hand or GY face-down. Tarotreith can either be Ritual Summoned or Special Summoned via Tarotrei’s End Phase effect. On flip, she can Special Summon a Flip Monster from your Deck face-down and she can Quick Effect flip any number of your monsters either face-up or face-down. Bibliomuse can Special Summon herself back from GY face-down if she was tributed and sent there. On flip, she can add a Prediction Princess monster other than herself and a Ritual Spell from Deck to hand, and while she’s face-up on field, your Ritual Monsters gain targeting and destruction protection from your opponent’s effects. For our Flips, we have 2 Deus-X Krawler and 1 Pot of the Forbidden. Deus-X negates all activated monster effects on your opponent’s side of the field after it has been flipped face-up and if it is destroyed on field, you can search for a Level 9 monster with a different Type and Attribute than it from Deck. Pot of the Forbidden, on flip, allows you to draw 2 cards, return all Spell/Trap Cards on field to the hand, destroy all monsters your opponent controls, or look at your opponent’s hand and shuffle a card of your choice back into the Deck. Since we are playing Pre-Preparation of Rites and since it can be difficult to get to Gate Guardian of Wind and Water or Gate Guardian of Thunder and Wind, Pot of the Forbidden is in here as a target to Special Summon from Deck by targeting Tarotrei with Monstrosity. 1 each of Sanga of the Thunder, Kazejin, and Suijin. While we are mainly only going into Gate Guardian of Thunder and Wind out onto the field, if we have no possible way to get to our Prediction Princess plays, we would have to fall back onto Gate Guardian of Wind and Water, thus the inclusion of Suijin in the Deck. 3 Labyrinth Heavy Tank which can be Normal Summoned without Tributing. During your Main Phase, it allows you to place Sanga of the Thunder, Suijin, or Kazejin from hand, Deck, or banished in your Spell/Trap Zone as a Continuous Spell and then if you control a Labyrinth Wall card, you can pop a monster your opponent controls. This is your only Normal Summon in the Deck and it gets you to 1 of your Gate Guardian pieces which is really helpful for getting to our 2-piece Fusions. 3 Shadow Ghoul of the Labyrinth which you can discard to add a Labyrinth Wall card from Deck to hand which is always going to be Labyrinth Wall Shadow to get more Gate Guardian pieces onto the field. And if your opponent’s monster battles while you control a Labyrinth Wall card, you can banish it from Gy to destroy that opponent’s monster which is really nice for preventing your opponent from running over say Tarotreith since it only has 1200 ATK or Tarotrei since it only has 1200 DEF.
For Spell/Traps: 1 Instant Fusion for Master of Ham. 2 Prediction Ritual which specifically Ritual Summons Tarotrei and you can banish it from GY except during the turn it was sent there to add a Prediction Princess monster from Deck to hand. 3 Underworld Ritual of Prediction which Ritual Summons a Prediction Princess Ritual Monster from hand or GY face-up or face-down. And you can also banish it from GY during the Standby Phase to Special Summon a non-Ritual Prediction Princess monster from Deck face-down. 3 Pre-Preparation of Rites. 2 Dark Element which can Special Summon a Level 11 or higher Gate Guardian monster from hand, Deck, or Extra Deck ignoring its Summoning Conditions if you have a Gate Guardian monster in GY by halving your Life Points. And you can also banish it from GY to add a Gate Guardian piece from Deck or banished to hand. 3 Labyrinth Wall Shadow which prevents monsters from attacking the turn they are Summoned except monsters whose original Level is 5 or higher. This is actually quite nice because it prevents your opponent from possibly trying to clear your board through battling and it also stops some OTK Decks from dealing lethal damage by attacking over your attack position Tarotreith. As a soft once per turn, you can place a Gate Guardian piece that is banished or in your hand or Deck face-up in your Spell/Trap Zone as a Continuous Spell. This being a soft once per turn means that multiple copies of it gets you to a Gate Guardian Fusion pretty easily. Also, at the start of your opponent’s Battle Phase, you can target and pop a monster they control with less than 1500 ATK which is something I guess. 1 Terraforming. 3 World Legacy Monstrosity which can Special Summon a Level 9 from hand or target a Level 9 you control and Special Summon 2 Level 9 monsters from Deck with a different Type and Attribute than it but with different names. And finally, 3 Pot of Prosperity.
Extra Deck: 3 Gate Guardians Combined. This needs all 3 Gate Guardian pieces to be banished from hand, field, and/or GY to Summon and it can negate your opponent’s card or effect activation that targets a card you control and destroy it thrice per turn which provides good protection against Infinite Impermanence being used against your non-Rituals. Also, if it leaves the field by your opponent’s card, you can Special Summon a Level 11 or lower Gate Guardian monster from Deck or Extra Deck ignoring its Summoning Conditions which means that it can float into a 2-piece Fusion like Gate Guardian of Wind and Water if your opponent gets rid of it. 1 Gate Guardian of Wind and Water. This needs to banish Kazejin and Suijin from your field to Summon and it negates your opponent’s Spell/Trap Card or effect twice per turn and it can float into a banished Kazejin or Suijin if your opponent gets rid of it. 1 Gate Guardian of Thunder and Wind which needs to banish Sanga of the Thunder and Kazejin in order to Summon and it can add a Spell/Trap that mentions all 3 Gate Guardian pieces which you are always using to get Dark Element. And if your opponent gets rid of it, it floats into a banished Sanga or Kazejin. 1 Master of Ham which Special Summons a Flip Monster from Deck face-down on Fusion Summon. 1 Herald of the Arc Light which searches a Ritual Monster or Ritual Spell if it is sent to the GY. 1 Divine Arsenal AA-ZEUS - Sky Thunder and 1 Super Starslayer TY-PHON - Sky Crisis. 2 Mereologic Aggregator. 1 Laevateinn, Generaider Boss of Shadows and 1 Jormungandr, Generaider Boss of Eternity. 1 S:P Little Knight, 1 I:P Masquerena, and 1 Gravity Controller.
Side Deck: 3 Nibiru, the Primal Being, 3 Thunder King, the Lightningstrike Kaiju, 1 Harpie’s Feather Duster, 2 Lightning Storm, 3 Infinite Impermanence, and 3 Evenly Matched.