Generaiders are a fairly overlooked archetype in Master Duel aside from the instances of Konami making them irrelevant every time a special event rolls around because they ban the field spell. Ranging from Purrely being a strong seemingly unbreakable force to Kashtira running around like a cadaver pulled around on fishing line, plenty of decks in Master Duel seem to have no trouble in building their boards unapposed currently. However Generaiders can pull some astounding feats in nearly every rogue deck Match-Up, from both my own testing and my own witnessing, that this deck feels like you really have no reason to overlook it.
Pros:
- Incredibly strong board control and board breaking potential within its own cards.
- Hand Ripping.
- Phenomenal going first and capable going second.
- Able to run an astounding number of going second staples.
Cons:
- Inconsistency. Vala, Boss Quest and Prosperity are great options to circumvent, but they're Band-Aids to the problem.
- Naturally struggles in going second situations, hence the large number of going second staples. Again though, Band-Aids.
- Too many cards to run, not enough space for all of it to keep at 40 for greatest possible consistency.
- Terraforming ban is a HUGE pain when trying to get to Boss Stage(Thanks Tear. We hated you, too.)
Going over the main things to focus on for the build, Harr, Generaider Boss of Storms is your bestfriend, boyfriend, bartender, therapist and hair dresser. You put all your money into him to do his job and have him do it well. A huge body that you would want to protect to the best of your ability, the card you always want on the board whenever you can and he counts out 2 different disruptions on legs with both the monster rip from your opponent drawing or searching, even off of Maxx "C" , and a negate.
Generaider Boss Stage is your happy place. You want this at all times every time no matter how you need to obtain it, whether it be searched through Mardel, Generaider Boss of Light or Generaider Boss Fight or Generaider Boss Quest , this card is the sword you will live and die by, even if you have to fall on that sword.
Vala, Seidhr of the Generaider Bosses is the lady that you call to gossip on Sundays. She's an amazing playset in the deck as she gives you easy access to setting up Laevatein, Generaider Boss of Shadows on turn 1 for a large disruption during the opponent's turn while setting up a Jorm for card economy shenanigans. She can also double as an extra body for Harr or a resurrection for him on their turn as well if they are able to out him.
Loptr, Shadow of the Generaider Bosses is your bro. You go to him whenever you need anything: Mardel, Generaider Boss of Light to search Generaider Boss Stage , Vala, Seidhr of the Generaider Bosses or Hela, Generaider Boss of Doom to make an XYZ play or resurrect Harr, Generaider Boss of Storms , or even a specific deck counter or card out such as Nidhogg, Generaider Boss of Ice or Utgarda, Generaider Boss of Delusion . Your bro has your back all the time every time and ensures your Generaiders are big enough on your opponent's turn that they're not going to get ran over. In addition, if you ever need back-up in some way, he is also a Fairy-Type Monster so he can be used for fodder to summon Trias Hierarchia .
Laevatein, Generaider Boss of Shadows is one of the best board break cards I have ever seen going first and going second. He can cause a major disruption on the opponent's plays if you're going first in exchange for creating a very nice looking Jormungandr, Generaider Boss of Eternity . Going 2nd, many times an opponent is going to use their effects in an attempt to halt your progress on even MAKING him to where when he innevitably comes out because of this deck having so many options for swarming out level 9 monster on the board, they'll have no ways to stop him from breaking that board, even if they do hold and use their options to stop the quick effect board break, which will just allow you to find other ways to accrue card advantage and dismantle their board state.
For tech options, I've opted for only two copies of Maxx "C" as 3 felt unnecessary and bricked me more often than I'd sadly like to admit, but 1 is not enough as I would like to also have some for Crossout Designator if I draw that saccy 1 of. We have the full playset of Ash Blossom & Joyous Spring because why wouldn't I? 2 copies of Kashtira Fenrir as he's a spectacular card going both first and second with this deck and with your pretty little ghost girl, you gain access to a potential Baronne de Fleur or Swordsoul Supreme Sovereign - Chengying as needed, most likely it's Baronne de Fleur . 2 Nibiru, the Primal Being as it's amazing when going second, and we also run this at 2 copies for an extra one if we need to use Crossout Designator because Generaider Boss Stage will instantly trigger any copies the opponent may have, and we can not have our one negate squandered on a space rock. 2 Called by the Grave as this card is just crazy good going first to prevent opponents from stopping any set-up plays or even using their GY in general in some cases thanks to how much control the archetype has innately. World Legacy Monstrosity helps us to get to Laevatein, Generaider Boss of Shadows with many materials on it or even a large scale set-up outside of him if you see fit. Crossout Designator helps keep us safe while we make our plays. Infinite Impermanence is on a full playset but this is the one card I'm not completely sold on for the deck. It is a nice target for Crossout Designator , but I've debated removal of it for Kurikara Divincarnate or even Triple Tactics Talent on more than one occasion.
Most cards in this extra deck are just throw-aways for Pot of Prosperity . You keep around Baronne de Fleur , Jormungandr, Generaider Boss of Eternity , Laevatein, Generaider Boss of Shadows , Nine-Lives Cat , Phantom Fortress Enterblathnir and Divine Arsenal AA-ZEUS - Sky Thunder , and everything else is just fodder to search or bait away an opponent's Ash Blossom & Joyous Spring . The Utopic Future package is there for a POSSIBILITY for it to come up and nothing more, Number F0: Utopic Draco Future has been played from this deck about once in a blue moon. While Baronne de Fleur is there for a chance of showing as well, it's still one of the best cards in your extra deck outside of the two Generaider XYZs. Knightmare Phoenix is just there for maybe needing a back-row pop but by the end of the day, that backrow is a trap very likely set by a Labrynth player or Eternal Soul . I:P Masquerena is for if you have nothing better than to make a set-up for Knightmare Unicorn on your opponent's turn, which is never the worst play, but this deck has generally much better forms of interruption on the opponent's turn than a single spin for a discard. Apollousa, Bow of the Goddess is there to look pretty. She CAN come up, but she's just eye candy. You could possibly sub her out for an Underworld Goddess of the Closed World with an I:P on board as an alternative form of disruption, but very likely you're going to toss it either way for excavating off of Prosperity.
Goals for this deck revolve around instantly creating a large disparity in card advantage on your play turn to make it nigh impossible for the opponent to mount a come-back. Access to Generaider Boss Stage immediately is crucial. While sometimes it may not happen, it's more likely that it does than you would believe. This can be done through the use of Generaider Boss Quest , Mardel, Generaider Boss of Light and Generaider Boss Fight .
Use Harr, Generaider Boss of Storms and Jormungandr, Generaider Boss of Eternity as ways to rip cards and monsters away from your opponent that they could use to make any forms of plays. Use Laevatein, Generaider Boss of Shadows flexibly as a going first board wipe on the opponent's turn or as a going second board breaker. Do this all in tandem with Loptr, Shadow of the Generaider Bosses to increase their stats to a beyond safe state, as well as Nidhogg, Generaider Boss of Ice and Utgarda, Generaider Boss of Delusion to a point as necessary. Hela, Generaider Boss of Doom and Vala, Seidhr of the Generaider Bosses are spectacular cards for recursion and even XYZ plays.
While this deck is strong as a huge burst of hand and board control, this deck is more than capable of playing out a grind game if need be if you are expending your resources wisely. Don't be afraid to slow down if the match-up seems fit for it. You can run your opponent out of resources generally much faster than they can to you.