Generaider Numeron - Oktober 2020
Deck Primer
Eternity Code gave Generaiders their version of 2020's "every deck gets an omni-negate"-treatment in form of Harr and a huge consistency boost with Loptr. Couple that with a handful of handtraps and that alone can be enough to slow down current meta decks on a good day.
Similar can be said about Zexal Turbo Numeron. Number S0: Utopic Zexal can lock you opponent down for a turn but he's weak during your turn and falls to Gamma and Infinite Impermanence. Still, with the right amount of handtraps you just might be lucky enough to win.
Ideally you make your Numeron plays and then switch Numeron Gate for Generaider Boss Stage. During your opponents Draw Phase you summon Harr from your deck or, if Harr is in hand, summon Dovelgus and then chain his effect on his summon, tributing himself to summon Harr from hand. DON'T activate Zexal in the same chain. Once Harr is on the board you then proceed to activate Zexal's effect. Now if your opponent tries to activate Psy-Framegear Gamma or Infinite Impermanence you can negate that with Harr.
Also don't forget to make use of Harr's second effect (which they wrote down first because who reads cards all the way to the end, yet I still keep forgetting about this effect) to force your opponent to send a monster from their hand or field to the GY if they add a card to their hand from their deck except for their normal draw.
Quickly some card choices explained:
1# Effect Veiler can be swapped for Infinite Impermanence (Less of a card choice and more of a budget thingy)
2# No Memories of Hope. Albeit drawing 4 cards sounds incredible (realistically speaking 3 cards as you're trying to play around Nibiru. Numeron Gate 4 exists only to OTK) both archetypes don't require you to throw your entire hand to establish a board and therefore don't rely on draw power as much as other decks do. These slots find better use in handtraps.
3# No World Legacy Monstrosity/Trias Hierachia/Girsu Mekk-Knight. These cards are incredible in pure Generaider to summon V.F.D. turn 1 while also giving you an extra interruption/draw power with Trias but they don't add much practicality in a hybrid deck with less slots to spare.
4# Cyber Dragon Nova & Invoked Mechaba. You can fill these 2 ED slots as you like but I've been running into so many Dogmatika engines lately (and the only out to Winda would be Loptr's effect allowing to resolve) so I decided to skip the Side Deck and move them to the Extra Deck right away.
5# Generaider Boss Room. I added one copy of this card to search off of Mardel if you already have access to Generaider Boss Stage. This card is an omni negate if your opponents effect is chained to the activation of your Generaider card or effect. (Boss Room doesn't really negate the effect but rather changes the effect to both players drawing a card which can be advantageous to you but also to your opponent, so keep that in mind)
Now go forth and get your game on.
Similar can be said about Zexal Turbo Numeron. Number S0: Utopic Zexal can lock you opponent down for a turn but he's weak during your turn and falls to Gamma and Infinite Impermanence. Still, with the right amount of handtraps you just might be lucky enough to win.
Ideally you make your Numeron plays and then switch Numeron Gate for Generaider Boss Stage. During your opponents Draw Phase you summon Harr from your deck or, if Harr is in hand, summon Dovelgus and then chain his effect on his summon, tributing himself to summon Harr from hand. DON'T activate Zexal in the same chain. Once Harr is on the board you then proceed to activate Zexal's effect. Now if your opponent tries to activate Psy-Framegear Gamma or Infinite Impermanence you can negate that with Harr.
Also don't forget to make use of Harr's second effect (which they wrote down first because who reads cards all the way to the end, yet I still keep forgetting about this effect) to force your opponent to send a monster from their hand or field to the GY if they add a card to their hand from their deck except for their normal draw.
Quickly some card choices explained:
1# Effect Veiler can be swapped for Infinite Impermanence (Less of a card choice and more of a budget thingy)
2# No Memories of Hope. Albeit drawing 4 cards sounds incredible (realistically speaking 3 cards as you're trying to play around Nibiru. Numeron Gate 4 exists only to OTK) both archetypes don't require you to throw your entire hand to establish a board and therefore don't rely on draw power as much as other decks do. These slots find better use in handtraps.
3# No World Legacy Monstrosity/Trias Hierachia/Girsu Mekk-Knight. These cards are incredible in pure Generaider to summon V.F.D. turn 1 while also giving you an extra interruption/draw power with Trias but they don't add much practicality in a hybrid deck with less slots to spare.
4# Cyber Dragon Nova & Invoked Mechaba. You can fill these 2 ED slots as you like but I've been running into so many Dogmatika engines lately (and the only out to Winda would be Loptr's effect allowing to resolve) so I decided to skip the Side Deck and move them to the Extra Deck right away.
5# Generaider Boss Room. I added one copy of this card to search off of Mardel if you already have access to Generaider Boss Stage. This card is an omni negate if your opponents effect is chained to the activation of your Generaider card or effect. (Boss Room doesn't really negate the effect but rather changes the effect to both players drawing a card which can be advantageous to you but also to your opponent, so keep that in mind)
Now go forth and get your game on.
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