Ah, Generaiders, probably the 2nd best deck to be able to spew True King of All Calamities out on field as soon as possible. Generaiders are a suite of boss battle-themed monsters that have quick effects that tribute other Generaider cards to activate them, apart from Mardel. These monsters (except for Loptr) are all Level 9 and can be summoned onto the field with ease with the most important card in the deck, Generaider Boss Stage.
We'll go over Generaider Boss Stage as its own card first. This card allows you to special summon any Generaider from your deck if your opponent draws a card, even in their draw phase, which means its Ash Blossom this effect or suffer. And when a Generaider is special summoned on our opponent's turn, Boss Stage fills our board up with Generaider Tokens, which are basically fodder for your powerful Generaider effects.
Now we'll go over the Generaiders, the monsters of the hour. We are running most of them, because Frodi and Dovelgus are about as good as a dumpster fire. We're running 3 Loptr, 3 Mardel, 1 Naglfar, 1 Nidhogg, 1 Hela, 1 Utgarda, and 2 Harr. Loptr is the only Level 4 Generaider, so he's one of the most important cards to get our metaphorical train rolling. He can tribute a Generaider (including himself) to special summon a Level 9 Generaider from our deck, which is most usually going to be Mardel. Mardel is the first of our Generaiders, and the only one that has an effect when its summoned instead of a quick effect. Mardel allows you to add a Generaider card (not just monster) from your deck to your hand, so this is a consistent way to get our Boss Stage out on field by our opponent's turn. The next is Naglfar, which prevents the destruction of a card(s) by tributing a Generaider monster to be able to keep the card(s) alive. A funny thing can happen with this is if the Generaider Tokens live until the end phase, you can tribute Naglfar to keep the tokens on your board until your next turn, which can come up like once every 50 games. Next is Nidhogg, who tributes a Generaider to negate the special summon of a monster and destroy it, which is by far extremely useful compared to Naglfar. Its a piece of negation without too steep of a cost. Hela can tribute a Generaider to special summon a unique Generaider from your GY, so we can use her to gain access to a Generaider we need in the GY. Utgarda can tribute 2 Generaiders to banish any card on the field. While it is a steeper cost, its non-destruction banish can prove useful against many other decks. And we have Harr, which by far is the most useful main deck Generaider, tributes 2 Generaiders to negate the activation of a card and destroy it. Omni negates are fun :) Harr also has another effect where if your opponent adds a card from their deck to their hand when its not draw phase, you can force your opponent to send a monster from their hand or field to the GY. He can get really oppressive with our funny pet snake when we explain the Extra Deck.
Next our Generaider Spell/Traps. While there's not too many, they are powerful enough to unbrick a hand, bait an Ash Blossom, or straight up gain advantage. 3 Boss Quest, 1 Boss Fight, and 1 Boss Room. Boss Quest reveals a Generaider monster to be able to add 2 Generaider Spell/Traps from your deck to your hand, and you put the Generaider you revealed on the bottom of the deck. You usually don't want to draw or open Generaiders except for Loptr, so you can put the monster back in your deck to special summon it on your opponent's turn. Boss Fight is literally Metaverse for the archetype and your opponent draws a card after, so you can use Harr's effect, Droll and Lock Bird your opponent, etc. Boss Room allows you to discard a card when your opponent responds to a Generaider's active effect to literally change the effect of that card to "both players draw one card" which is nuts. You get to draw a card, Harr can do Harr things, Droll and Lock bird can screw up everything. Good shit.
Now onto our generic cards. The good 'ol staples. We got 1 Droll and Lock Bird, 3 Maxx "C", 1 Ash Blossom, 3 Lonefire Blossom, Raigeki, Harpie's Feather Duster, 1 Lightning Storm, Terraforming, Called by the Grave, 3 World Legacy Monstrosity, 1 Solemn Judgement, and 2 Fists of the Unrivaled Tenyi. Yeah yeah, I know Lonefire Blossom, Monstrosity, and Fists aren't generic, but they're REALLY good in this deck. Lonefire Blossom can tribute itself to summon a Plant monster from your deck... Mardel is a Plant monster. Its basically Loptr, but for exclusively Mardel. World Legacy Monstrosity can special summon a Level 9 monster from your hand, or you can select a Level 9 monster you control to special summon 2 more from your deck with different attributes and types. Hmm... its almost like most of the Generaiders are Level 9. That's handy! Fists of the Unrivaled Tenyi is a Counter Trap that's active only while you control a non-effect monster. The Generaider Tokens are non-effect monsters. Its basically Harr but without the tribute, spell speed 4, and not once per turn. I shouldn't have to explain what the rest of the cards do...
Now the Extra Deck! These cards are a rather good reason to play this deck. We got the 'ol reliable duo of Utopic Future and Utopic Draco Future, True King of All Calamities, 2 Number 92's, Infinitrack Earth Slicer, Jormungandr, Generaider Boss of Eternity, 3 Nine-Lives Cat, Sacred Tree Beast, The Spider Duo of Pain Gainer and Seven Sins, and Zeus. UF and UDF takes 2 level 9 Xyz monsters that don't have "Number" in their name and makes a big 'ol boy that'll negate monster effects and permanently take control of them. Cool! I shouldn't have to explain Calamities. Best Rank 9 Xyz in the game that'll make anyone on the opposite side of the board from him sad. Number 92: Heart-Earth dragon wipes your opponent's board of whatever monsters they summoned during the End Phase. Its amazing in the situations it can come up in, nearly unmatched in what it can do. Earth Slicer takes opponent's monsters destroyed by battle with it and can use them as material for its effect, which is to pop cards on the field equal to the materials used. Its other effect doesn't matter in this deck. Jormungandr is the pet snake I mentioned earlier. It can use 1 material for both players to draw cards, then both players must give one card in their possession from their field or hand to Jormungandr as material. This combined with Harr is nuts. You basically get to rip 2 cards from your opponent for free basically. Very cool! It can get oppressive if your opponent has exhausted all their resources and has almost nothing to work with. Nine-Lives Cat can reborn a Level 9 monster from any GY and it gives it protection. Its very handy, just like Number 92! Sacred Tree Beast is a weird version of Invoked Mechaba. You activate a card or effect during your turn and it can attach a card of the same type to it as material. And when your opponent activates a card, you give up a material of the same card type to negate it. Unfortunately, both of these effects are once per turn and can only be used on their respective turns. The Spiders; Number 84 and Number 77 are not that useful, but more useful than most. Number 84 gain DEF equal to the amount of Xyz ranks on your field x200, and can detach a material to destroy all opponent's monsters with DEF less than its own. Oh, and I guess it deals 600 damage for each Spell/Trap card they activate. Number 77 can detach 2 material to banish all special summoned monsters your opponent controls and you get to take one of those monsters as material for Number 77. It can also detach a material to prevent its destruction. Honestly, if I had 2 more Jorms, I'd use them over these spiders. This answers the age-old debate that nobody asked: "Which is cooler? Snakes or spiders?" And finally, Zeus. I shouldn't have to explain it, but I will: attack with an Xyz monster, get a non-destruction board wipe with a 3000 ATK/DEF body.
And that's it for Generaiders! It may be behind VW when it comes to making Calamities, but its such a cool archetype with a unique style of play and it'll be Number 1 in my heart. Its got a ton of plays and starters, but when it bricks... yeesh... Its pretty nuts in the Xyz Festival Event, and can take over the game over a decent bit of the decks, like Numeron who wants to go 2nd and Timelords who do the same, except worse and without an OTK. Also I'd probably run 3 Droll and Lock Bird for Drytrons. Hope y'all learned something about how to play Funny Level 9 Monster Deck :)