|Deck Master:||Triamid Sphinx|
|Latest Revision Date:||26th December 2016|
|YGOPRO Deck File Download|
Credit to megacombatman for Deck and Strategy submission.
Hey everyone,this is my very first deck building submission. This is somewhat of a standard Triamid deck that relies on the boss monster, Triamid Sphinx to power through your opponent. The strategy of this deck is to manipulate the field spells into summoning Sphinx while using the other Triamid cards to your advantage and having somewhat moderate protection. This deck has beaten some meta-decks, though not very often, but still proves to be a challenge to play against. Allow me to break down each Triamid card for you:
All standard Triamid monsters (Hunter, Dancer, Master) can switch field Triamid field spells during your opponent’s turn (expect draw phase I think).
Triamid Hunter: While a field spell is active, you can have another normal summon for a rock monster. This is good for a possible rank 3 play.
Triamid Dancer: This monster recycles your Triamid cards in the graveyard and gives all rock monsters a slight boost in ATK/DEF. In my opinion, not the best Triamid card, but she has her moments.
Triamid Master: This monster is sadly not level 3, but he can remove the current field spell to remove any set cards on the field. This in turn can fulfill the activation of the floating effect of a triamid field spell to your benefit during your turn.
Triamid Sphinx: Can only be special summoned by 4 ways: destruction of a triamid monster through battle, destruction of any face up triamid card by card effect, the graveyard effect of triamid kingolem, and triamid pulse. Though intially 2500 ATK/DEF, this card is usually at least 3500 ATK/DEF if using the normal combo. It also prevents your opponent from attacking any other monster you control as well. The only down side of this card is that the stat bonus can only happen if another triamid card is on the field, which is a dangerous weakness if the opponent has different forms of removals *cough* majespecters *cough*
Triamid Cruiser: It gives some life points per rock type normal summon, meh. But each normal summon of a triamid monster gives you a Dark World Dealing effect (draw first then discard). When this card is sent from the field to the graveyard, you can add a triamid monster to your hand. This will be your primary searcher for Triamid Sphinx.
Triamid Kingolem: A nice 500 ATK boost to all rock monsters and negates activation of card effects when a triamid monster attacks, this in turn secures you a successful battle phase. When sent from the field to the graveyard, you can special summon a triamid monster from your hand. Mostly useful for summon sphinx form your hand.
Triamid Fortress: Gives 500 DEF to all rock monsters and negates destruction effect for triamid monsters. It’s your only protection and can be helpful in many cases. Sent form the field to the graveyard and fortress will allow you to add a triamid monster from the graveyard to the hand. Simple recovery to regain your monsters.
Triamid Pulse: Removing either 2 rock monsters or field spells allows you to: destroy 1 face up card, special summon a triamid monster from the graveyard, or add 3 field spells from the graveyard to the deck and draw. I primarly use the first effect to destroy any annoyances. However, one thing to note is that by using Triamid Dancer effect, you essentially remove potential ammunition to use this card’s effect. So think carefully for whether the card recovery and stat boost is worth the lose of a potential destruction or special summon.
Gorgonic Gargoyle is a nice addition since this card can add to spamming rank 3 monsters.
Neo-spacian grand mole is essential for an out to dangerous situations. Giant sentry of stone is a signature card to have as it is a free level 3 rock monster to have each turn while in the graveyard, this helping with rank 3 spams. Block Dragon is an emergency recovery in case something goes wrong, as well as you can add two triamid masters to your hand upon it’s destruction. Naturia rock is a little fun card personally for me as I can activate triamid pulse for an easy special summon into a rank 3. Needle Ceiling is a fun combo I tend to do when I have Triamid Fortress on the field since it prevents triamid monsters from effect destruction while destroying my opponents monsters.
Some things that can be added based on personal preferences are: Block Golem for potential recovery plays, Koa’ki Meiru monsters to slow down your opponents plays, and Magnet Force to protect your monsters from opponent monster effects.
The primary goal of this deck is to summon Triamid Sphinx while having many field spells in the graveyard to boost its ATK/DEF. Also the rank 3 spams, primarily Gorgonic Guardian adds both power and protection to this deck. THe standard Triamid monsters allow you to swap field spells during the opponent’s turn and activate their graveyard effect, thus accelerating the requires to summoning sphinx.
This is a basic explanation of the Triamid Deck’s potential and there is more I would love to emphasize as well. I hope you guys try out my deck and possibly improve on it.
|Combo 1||During opponent’s battle phase, if you have a triamid cruiser and at least two standard triamid monsters. Cruiser -> Kingolem -> Fortress will allow you to search and summon Triamid Sphinx to your field and force the opponent to attack him.|
|Combo 2||Any triamid field spell, Triamid Hunter adds another normal summon for triamid dancer, into an easy rank 3.|
|Combo 3||Triamid Cruiser on the field, summon either Hunter or Dancer, activate Cruiser effect to discard Sentry Soldier of Stone, then activate Sentry effect from the graveyard to special summon it, into a rank 3 summon.|
|Monsters||Triamid Sphinx x3
Triamid Master x3
Triamid Hunter x3
Triamid Dancer x3
Gorgonic Gargoyle x3
Naturia Rock x3
Neo-Spacian Grand Mole x1
Block Dragon x1
Sentry Soldier of Stone x1
|Spells||Triamid Fortress x3
Triamid Cruiser x3
Triamid Kingolem x3
Foolish Burial x1
Mystical Space Typhoon x1
|Traps||Needle Ceiling x2
Triamid Pulse x2
Breakthrough Skill x1
|Extra||Number 39: Utopia x1
Number S39: Utopia Prime x1
Number S39: Utopia the Lightning x1
Giant Soldier of Steel x3
Soul of Silvermountain x2
Gorgonic Guardian x3
Number 30: Acid Golem of Destruction x1
Dark Rebellion Xyz Dragon x1
Number 81: Superdreadnought Rail Cannon Super Dora x1
Superdreadnought Rail Cannon Gustav Max x1
|Side||Ancient Fairy Dragon x3
Ancient Pixie Dragon x3
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