UPCOMING COMPETITIVE GENERAIDER DECK
Deck Primer
Basic start-egy is to get generaider stage (field spell) as soon as possible, cards like generaider battle (activates field spell from deck), mardell (plant generaider), generaider quest (adds 2 different generaider s/t), and terraforming are essential. To support this, I added trap trick (works with generaider battle), lonefire blossom (works with mardell), and other generic draw cards. Generaider monsters used can be varied depends on your build, my personal choice is utgard (banishes things).
Next step is to make ip masquerena. Many engine can be used to summon this, but I chose trickstar and sangan. Trickstar has a lot of synergies, from candina is one card link 2 with corobane also searches reincarnation that can lock people with droll&lock bird, light stage is searchable with terraforming too. For the sangan part, I accompanied it with the mentioned corobane and tour guide from underworld to make masquerena, sangan also searches droll and other handtraps if you happened to have droll already.
Now continuing to the real play, this deck often works on opponent's turn. I will explain phase by phase.
Draw phase: opponent's normal draw can trigger the field spell effect, so we can summon a generaider from deck+token to fill monster zone if the said generaider is summoned. The generaider summoned can be anything depends on situation (preferably utgard).
Standby phase: droll is online now, you can use its effect after resolving generaider battle. If you have trickstar reincarnation set, you can activate it before droll (activate generaider battle, on different chain: activate generaider field, chain trickstar reincarnation, chain droll) and voila trickstar hand ripping combo.
Main phase: your masquerena becomes online, it's preferred to summon generaider before main phase so u can link masquerena off in response to opponent's action. Card pool for masquerena to summon is many, as we have full field (tokens too). I prefer to summon knightmare to disrupt or unchained abomonation for big body and clearing boards.
Battle phase: if you dont have masquerena, this is the time to disrupt before they attack. You can activate generaider battle to activate field and do basic generaider combo then disrupt your opponent.
Main phase 2: not much, just watching them setting backrows.
End phase: unchained abomination works here, it destroys a card and if you still have generaider token, its destruction will trigger unchained abomination. So, 2 cards popped in the end phase.
Last but not least, the support/staples. Handtraps (good for disrupting, going second, also a link fodder with corobane), one day of peace (can trigger generaider field while giving you no damage if they battle your token), extravagance (draw cards, tested, you dont need most of the extra deck anyway), impermanence (handtrap, another target for trap trick), solemns (to prevent getting nibiru'd during your opponent's turn), cosmic cyclone (backrow removal), and called by the grave (negates hand traps).
Extra deck: preferably 3 copies each for the key cards (unchained abomination, masquerena, and knightmares) because extravagance, almiraj to trigger normal summoned sangan.
Side: depends on your matchup
Next step is to make ip masquerena. Many engine can be used to summon this, but I chose trickstar and sangan. Trickstar has a lot of synergies, from candina is one card link 2 with corobane also searches reincarnation that can lock people with droll&lock bird, light stage is searchable with terraforming too. For the sangan part, I accompanied it with the mentioned corobane and tour guide from underworld to make masquerena, sangan also searches droll and other handtraps if you happened to have droll already.
Now continuing to the real play, this deck often works on opponent's turn. I will explain phase by phase.
Draw phase: opponent's normal draw can trigger the field spell effect, so we can summon a generaider from deck+token to fill monster zone if the said generaider is summoned. The generaider summoned can be anything depends on situation (preferably utgard).
Standby phase: droll is online now, you can use its effect after resolving generaider battle. If you have trickstar reincarnation set, you can activate it before droll (activate generaider battle, on different chain: activate generaider field, chain trickstar reincarnation, chain droll) and voila trickstar hand ripping combo.
Main phase: your masquerena becomes online, it's preferred to summon generaider before main phase so u can link masquerena off in response to opponent's action. Card pool for masquerena to summon is many, as we have full field (tokens too). I prefer to summon knightmare to disrupt or unchained abomonation for big body and clearing boards.
Battle phase: if you dont have masquerena, this is the time to disrupt before they attack. You can activate generaider battle to activate field and do basic generaider combo then disrupt your opponent.
Main phase 2: not much, just watching them setting backrows.
End phase: unchained abomination works here, it destroys a card and if you still have generaider token, its destruction will trigger unchained abomination. So, 2 cards popped in the end phase.
Last but not least, the support/staples. Handtraps (good for disrupting, going second, also a link fodder with corobane), one day of peace (can trigger generaider field while giving you no damage if they battle your token), extravagance (draw cards, tested, you dont need most of the extra deck anyway), impermanence (handtrap, another target for trap trick), solemns (to prevent getting nibiru'd during your opponent's turn), cosmic cyclone (backrow removal), and called by the grave (negates hand traps).
Extra deck: preferably 3 copies each for the key cards (unchained abomination, masquerena, and knightmares) because extravagance, almiraj to trigger normal summoned sangan.
Side: depends on your matchup
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