Invoked Gren Maju Danger Kaiju
PinkZoneAmyBanned
Deck Primer
For starters
Why do I do this? I've created a deck with so many engines and combo pieces that I don't know what the decks main archetype is and what is an engine anymore. I'm afraid. Credit to Toon for both giving me this idea and motivating me to put more effort into this after I saw her frog deck. Anyways, this is an OTK based going-second deck about getting beeg boys and doing beeg damage.
Pros and Cons
Pros: The deck can easily get out some huge monsters and pile up damage, and it doesn't search too often so Ash and cards like it can't affect the deck very much.
Cons: The deck can brick, hard, on occasion, due to various factors; banishing combo pieces like Aleister, Gren and Aleister's normal summons conflicting, etc.
Deck list
3x Thunder King- One of the biggest monsters in the deck, if not the biggest. Thunder King clocks in at 33k, being a very large monster. Although, it’s not much more than that, as we have no way to get Kaiju counters. So Thunder King is just a big body on the field for OTK’s and one of the primary targets for Interrupted, the second being Gamaciel.
1x Jizikuru- Jizikuru more so serves as a secondary copy of Thunder King. With the same attack value, Jizikuru also is the equivalant of a vanilla on the field. Although, he can still wreak havoc. In the situation where all your Thunder Kings are banished or in the graveyard, you want to use a back-up Jizukuru as a target for Interrupted.
3x Gamaciel- Gamaciel is another one of the key kaijus for the engine (?). He can easily out problem monsters like Borreload and Appolousa, clearing the way for his buddos to OTK. Gamaciel is the secondary target to Interrupted, the first being Thunder King, since Thunder King can easily run over him.
1x Kumongous- Kumongous serves as the final Kaiju, and as a secondary copy of Gamaciel. With only 200 more attack, he can still easily out things and be run over by the stronger monsters like Thunder King. Kumongous’ life is pain.
3x Aleister- a key part of the deck, Aleister enables us to go into many strong Invokeds. Although, he has no way to special summon himself, making him conflict with Gren Maju on occasion, due to both of them wanting to normal summon themselves. (If you are in the situation of having both, I recommend choosing based off of which is more fit to handle the current situation. If you have a Desires in hand, go for Maju. If your opponent has hard to out monsters or if you want/need to turbo into a fusion, go for Aleister.) If Aleister is on the field, my favorite 3 targets for him are Augodies, Purgatrio, and Mechaba. If you’re in the late game and have fusions in the grave to fule Augodies, you can go into her and banish the strongest to make a strong beater. If you’re playing against a swarm style deck like Dragonlink, you can go into Purgatrio to clear them out. And if you have lots of cards in your hand that you don’t have much of a use for, you can go into Mechaba. The other Invokdes are good as well and have their own situations to use them in.
3x Gren Maju- Gren Maju serves as one of the decks (possible?) biggest beaters. As long as you have a good amount of cards banished off of Desires and/or Stromberg, you can have a at least 4000 Maju. Maju easily enables OTKs with other strong cards like Thunder King, although he dies to cards like Effect Veiler and Imperm. Maju also requires a normal summon, and that tends to conflict with Aleister. So when using both of them, be careful and make sure you choose wisely on which one to normal summon. Or do neither and discard both for your Dangers!.
3x Bigfoot- Bigfoot serves as a big 3k beater on the field, helping to enable and finish OTks alongside cards like Maju and Thunder King. On discard, he gets a pop on any card, similar to Pankratops, which can easily remove problem cards.
2x Thunderbird- Thunderbird serves as a okay 28k beater, helping to finish off the opponent. On discard, he pops a set card, heavily countering decks like Altergeists; just be wary of Waking the Dragon.
1x Nessie- The first of the limited Dangers!. Nessie is an okay-ish 28k wall on the field, although it serves nothing to the OTKs. Although, it’s discard effect is much better, and the reason why it’s limited. Nessie can add a Danger to hand on discard, serving to help the (probably struggling) hand you have.
1x Mothman- Mothman isn’t very notable on field, just serving to chip away a little at the opponent if in attack position. If discarded, though, he allows both players to draw one and discard one, which can easily help you draw still even though he’s dead (what a reliable guy) and trigger other Danger! Effects.
2x Chupacabra- Chupacabra is, while on the field, not very notable, similar to Mothman. On discard, though, he can revive a Danger!, serving to revive some of the ones you’ve discarded but want on the field like Bigfoot.
1x Jackalope- Jackalope is worthless on the field but still very adorable. On discard, though, he special summons a Danger! From deck, which helps generate advantage even when he’s gone.
1x Tschukinoko- Tschukinoko is also worthless on the field but adorable. And, on discard, he special summons himself from grave, still staying there. What a good guy.
3x Ash- The deck’s only hand trap. Most, if not all decks nowadays search and special and send a lot. Ash cripples a lot of that, and if used at the correct time, can stop an entire combo.
3x Interrupted- One of the deck’s key cards, Interrupted dark holes the field (which can basically be a raigeki as long as you’re using it as the first thing you’re doing), and then specials two kaijus from deck to each field. Interrupted is fantastic, destroying the opponent’s board and giving you Thunder King instantly. You can also banish it to search a Kaiju, one of the deck’s rare searches. For Interrupted, you’ll want to give yourself Thunder King and your opponent Gamaciel.
3x Invocation- Invocation is another one of the deck’s key cards. Invocation allows you to go into many of the fusions and remove the opponent’s cards at the same time, as long as you have Aleister. Technically, you can use an opponent’s Aleister if you’re playing against an opponent using Invoked’s, so keep that in mind.
3x Desires- Desires does a host of things for the deck. Everything it does actually generates advantage, as the banish 10 provides mass fodder to get Gren to 4000. And the draw 2 is basically a nice bonus on top of that. The “cost” is the main effect you want, so I don’t care if the draw is negated; the draw is just a nice bonus.
3x Stromberg- Stromberg also does a host of things for the deck. It banishes 10, providing more fodder for Gren. And, it also has the final effect nobody reads. As long as your opponent is a dumbass, they damage themselves seriously if they try attacking you. And if they do actually bother to read it and realize the final effect, they have to wait until they get a Twin Twisters or something so they can actually attack.
1x Instant Fusion- The final main deck card. Instant Fusion allows you to easily get out Raidjin and Caliga, two nice monsters to have on the field. The 1000 cost is very light compared to other cards, and Raidjin easily cripples problem cards by flipping them face down, and Caliga is a fantastic, archetypal floodgate.
The Extra Deck
2x Elysium- Elysium serves to be a big boss monster for the Invokeds late game. As long as you have a fusion and the opponent is playing some extra deck stuff, you can use Invocation to get out Elysium. Elysium, on field, is basically a really big beater with monster removal. It also looks like a biblically accurate angel.
2x Mechaba- one of the key Invokeds, Mechaba provides great negates as long as you have a large hand, which is possible with things like Desires and the Dangers!. You can easily negate things and the such, also banishing cards, the only downside being that Mechaba isn’t a very strong attacker. He can still put work in for an OTK though.
2x Magellanica- Magellanica is basically a big 3k beater that is actually a vanilla, unlike Thunder King. Magell isn’t super good but still fairly useful against earth heavy decks. I wish Aleister would’ve turned into a cat girl instead of this though.
2x Augodies- Dunno how to spell it’s name, but it’s a cool card. Augodies serves to grow to high attack stat levels late game, as long as you have a good amount of fusions in the grave. It also has a destruction effect to discourage the opponent from special summoning, which is a very important thing in many decks.
2x Purgatrio- Purgatrio is the last key Invoked. Purgatrio heavily punishes swarm decks like Dragonlink, by growing to huge numbers and beating over all of them. He also has really cool art. He’s also easy to get out by using an opponent’s Ash or something like it, due to how heavily used Ash Blossom is.
1x Cocytus- Cocytus is a 28k wall, similar to Nessie, that can attack in defense postion, which basically enables it to whittle down at the opponent slowly. Not a huge fan of Cocytus but eh, he’s there
2x Raidjin- a fantastic instant fusion target, Raidjin can flip a problem card face down to avoid it, and if it has low defense, easily beat over it. Raidjin can also flip itself face down to avoid Instant Fusion’s negative effects, although he’ll probably just be ran over by the opponent at that point.
2x Caliga- Caliga serves as a strong floodgate to heavily counter many decks. A lot of our monsters, like Thunder King, rarely activate or just don’t activate their effects, so Caliga doesn’t hurt them very much. Caliga can heavily damage the opponent though.
Playing guide
The deck’s strategy isn’t very complex or anything. Before doing much, you want to activate Interrupted and blow up the field to ss if you have it. If you don’t have it, you want to tribute the opponent’s problem monster with something like a Gamaciel. If you have a Thunder King in hand as you tribute, you can use Thunder King’s in hand eff to SS. Afterwards, you want to either banish some cards for Gren and normal him for a beeg (at least) 4000 beater, if you don’t have Aleister, or normal Aleister and fuse away him and opponent’s cards into whichever Invoked fits the situation. Throughout all of this, spam out the occasional Danger! To draw through your deck when neccesary, to help get to combo pieces if you don’t have them or to get their discard effects. After you’ve set up a strong board, go in and OTK the opponent.
Any suggestions are appreciated, as this deck is completely idiotic. Thank you, have a nice day!
Why do I do this? I've created a deck with so many engines and combo pieces that I don't know what the decks main archetype is and what is an engine anymore. I'm afraid. Credit to Toon for both giving me this idea and motivating me to put more effort into this after I saw her frog deck. Anyways, this is an OTK based going-second deck about getting beeg boys and doing beeg damage.
Pros and Cons
Pros: The deck can easily get out some huge monsters and pile up damage, and it doesn't search too often so Ash and cards like it can't affect the deck very much.
Cons: The deck can brick, hard, on occasion, due to various factors; banishing combo pieces like Aleister, Gren and Aleister's normal summons conflicting, etc.
Deck list
3x Thunder King- One of the biggest monsters in the deck, if not the biggest. Thunder King clocks in at 33k, being a very large monster. Although, it’s not much more than that, as we have no way to get Kaiju counters. So Thunder King is just a big body on the field for OTK’s and one of the primary targets for Interrupted, the second being Gamaciel.
1x Jizikuru- Jizikuru more so serves as a secondary copy of Thunder King. With the same attack value, Jizikuru also is the equivalant of a vanilla on the field. Although, he can still wreak havoc. In the situation where all your Thunder Kings are banished or in the graveyard, you want to use a back-up Jizukuru as a target for Interrupted.
3x Gamaciel- Gamaciel is another one of the key kaijus for the engine (?). He can easily out problem monsters like Borreload and Appolousa, clearing the way for his buddos to OTK. Gamaciel is the secondary target to Interrupted, the first being Thunder King, since Thunder King can easily run over him.
1x Kumongous- Kumongous serves as the final Kaiju, and as a secondary copy of Gamaciel. With only 200 more attack, he can still easily out things and be run over by the stronger monsters like Thunder King. Kumongous’ life is pain.
3x Aleister- a key part of the deck, Aleister enables us to go into many strong Invokeds. Although, he has no way to special summon himself, making him conflict with Gren Maju on occasion, due to both of them wanting to normal summon themselves. (If you are in the situation of having both, I recommend choosing based off of which is more fit to handle the current situation. If you have a Desires in hand, go for Maju. If your opponent has hard to out monsters or if you want/need to turbo into a fusion, go for Aleister.) If Aleister is on the field, my favorite 3 targets for him are Augodies, Purgatrio, and Mechaba. If you’re in the late game and have fusions in the grave to fule Augodies, you can go into her and banish the strongest to make a strong beater. If you’re playing against a swarm style deck like Dragonlink, you can go into Purgatrio to clear them out. And if you have lots of cards in your hand that you don’t have much of a use for, you can go into Mechaba. The other Invokdes are good as well and have their own situations to use them in.
3x Gren Maju- Gren Maju serves as one of the decks (possible?) biggest beaters. As long as you have a good amount of cards banished off of Desires and/or Stromberg, you can have a at least 4000 Maju. Maju easily enables OTKs with other strong cards like Thunder King, although he dies to cards like Effect Veiler and Imperm. Maju also requires a normal summon, and that tends to conflict with Aleister. So when using both of them, be careful and make sure you choose wisely on which one to normal summon. Or do neither and discard both for your Dangers!.
3x Bigfoot- Bigfoot serves as a big 3k beater on the field, helping to enable and finish OTks alongside cards like Maju and Thunder King. On discard, he gets a pop on any card, similar to Pankratops, which can easily remove problem cards.
2x Thunderbird- Thunderbird serves as a okay 28k beater, helping to finish off the opponent. On discard, he pops a set card, heavily countering decks like Altergeists; just be wary of Waking the Dragon.
1x Nessie- The first of the limited Dangers!. Nessie is an okay-ish 28k wall on the field, although it serves nothing to the OTKs. Although, it’s discard effect is much better, and the reason why it’s limited. Nessie can add a Danger to hand on discard, serving to help the (probably struggling) hand you have.
1x Mothman- Mothman isn’t very notable on field, just serving to chip away a little at the opponent if in attack position. If discarded, though, he allows both players to draw one and discard one, which can easily help you draw still even though he’s dead (what a reliable guy) and trigger other Danger! Effects.
2x Chupacabra- Chupacabra is, while on the field, not very notable, similar to Mothman. On discard, though, he can revive a Danger!, serving to revive some of the ones you’ve discarded but want on the field like Bigfoot.
1x Jackalope- Jackalope is worthless on the field but still very adorable. On discard, though, he special summons a Danger! From deck, which helps generate advantage even when he’s gone.
1x Tschukinoko- Tschukinoko is also worthless on the field but adorable. And, on discard, he special summons himself from grave, still staying there. What a good guy.
3x Ash- The deck’s only hand trap. Most, if not all decks nowadays search and special and send a lot. Ash cripples a lot of that, and if used at the correct time, can stop an entire combo.
3x Interrupted- One of the deck’s key cards, Interrupted dark holes the field (which can basically be a raigeki as long as you’re using it as the first thing you’re doing), and then specials two kaijus from deck to each field. Interrupted is fantastic, destroying the opponent’s board and giving you Thunder King instantly. You can also banish it to search a Kaiju, one of the deck’s rare searches. For Interrupted, you’ll want to give yourself Thunder King and your opponent Gamaciel.
3x Invocation- Invocation is another one of the deck’s key cards. Invocation allows you to go into many of the fusions and remove the opponent’s cards at the same time, as long as you have Aleister. Technically, you can use an opponent’s Aleister if you’re playing against an opponent using Invoked’s, so keep that in mind.
3x Desires- Desires does a host of things for the deck. Everything it does actually generates advantage, as the banish 10 provides mass fodder to get Gren to 4000. And the draw 2 is basically a nice bonus on top of that. The “cost” is the main effect you want, so I don’t care if the draw is negated; the draw is just a nice bonus.
3x Stromberg- Stromberg also does a host of things for the deck. It banishes 10, providing more fodder for Gren. And, it also has the final effect nobody reads. As long as your opponent is a dumbass, they damage themselves seriously if they try attacking you. And if they do actually bother to read it and realize the final effect, they have to wait until they get a Twin Twisters or something so they can actually attack.
1x Instant Fusion- The final main deck card. Instant Fusion allows you to easily get out Raidjin and Caliga, two nice monsters to have on the field. The 1000 cost is very light compared to other cards, and Raidjin easily cripples problem cards by flipping them face down, and Caliga is a fantastic, archetypal floodgate.
The Extra Deck
2x Elysium- Elysium serves to be a big boss monster for the Invokeds late game. As long as you have a fusion and the opponent is playing some extra deck stuff, you can use Invocation to get out Elysium. Elysium, on field, is basically a really big beater with monster removal. It also looks like a biblically accurate angel.
2x Mechaba- one of the key Invokeds, Mechaba provides great negates as long as you have a large hand, which is possible with things like Desires and the Dangers!. You can easily negate things and the such, also banishing cards, the only downside being that Mechaba isn’t a very strong attacker. He can still put work in for an OTK though.
2x Magellanica- Magellanica is basically a big 3k beater that is actually a vanilla, unlike Thunder King. Magell isn’t super good but still fairly useful against earth heavy decks. I wish Aleister would’ve turned into a cat girl instead of this though.
2x Augodies- Dunno how to spell it’s name, but it’s a cool card. Augodies serves to grow to high attack stat levels late game, as long as you have a good amount of fusions in the grave. It also has a destruction effect to discourage the opponent from special summoning, which is a very important thing in many decks.
2x Purgatrio- Purgatrio is the last key Invoked. Purgatrio heavily punishes swarm decks like Dragonlink, by growing to huge numbers and beating over all of them. He also has really cool art. He’s also easy to get out by using an opponent’s Ash or something like it, due to how heavily used Ash Blossom is.
1x Cocytus- Cocytus is a 28k wall, similar to Nessie, that can attack in defense postion, which basically enables it to whittle down at the opponent slowly. Not a huge fan of Cocytus but eh, he’s there
2x Raidjin- a fantastic instant fusion target, Raidjin can flip a problem card face down to avoid it, and if it has low defense, easily beat over it. Raidjin can also flip itself face down to avoid Instant Fusion’s negative effects, although he’ll probably just be ran over by the opponent at that point.
2x Caliga- Caliga serves as a strong floodgate to heavily counter many decks. A lot of our monsters, like Thunder King, rarely activate or just don’t activate their effects, so Caliga doesn’t hurt them very much. Caliga can heavily damage the opponent though.
Playing guide
The deck’s strategy isn’t very complex or anything. Before doing much, you want to activate Interrupted and blow up the field to ss if you have it. If you don’t have it, you want to tribute the opponent’s problem monster with something like a Gamaciel. If you have a Thunder King in hand as you tribute, you can use Thunder King’s in hand eff to SS. Afterwards, you want to either banish some cards for Gren and normal him for a beeg (at least) 4000 beater, if you don’t have Aleister, or normal Aleister and fuse away him and opponent’s cards into whichever Invoked fits the situation. Throughout all of this, spam out the occasional Danger! To draw through your deck when neccesary, to help get to combo pieces if you don’t have them or to get their discard effects. After you’ve set up a strong board, go in and OTK the opponent.
Any suggestions are appreciated, as this deck is completely idiotic. Thank you, have a nice day!
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Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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