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Found 4 results

  1. Earth Attribute Deck

    Monsters [29]: 3x Block Dragon 3x Dinowrestler Pankratops 1x Gem-Knight Garnet 1x Giant Rex 3x Gigantes 2x Gokibore 2x Gokipole 3x Kumongous, the Sticky String Kaiju 2x Madolche Petingcessoeur 3x Mathematician 1x Resonance Insect 3x SPYRAL Super Agent 1x Shaddoll Dragon 1x The Rock Spirit Spells [11]: 1x Brilliant Fusion 1x Foolish Burial 1x Gold Sarcophagus 2x Instant Fusion 1x One-Time Passcode 3x Shaddoll Fusion 2x Unexpected Dai Extra: 1x Abyss Dweller 1x Borreload Dragon 1x Borrelsword Dragon 1x Curious, the Lightsworn Dominion 1x El Shaddoll Shekhinaga 1x Gem-Knight Zirconia 1x Karbonala Warrior [IF target] 1x Knightmare Cerberus 1x Knightmare Phoenix 1x Link Spider 1x Missus Radiant 1x Number 101: Silent Honor ARK 1x Number 41: Bagooska the Terribly Tired Tapir 1x Saryuja Skull Dread 1x Tornado Dragon Side: 1x Barrier Statue of the Drought 3x Hey, Trunade! 1x Instant Fusion 1x Madolche Petingcessoeur 1x Monster Reborn 3x Performage Hat Tricker 1x Tackle Crusader 1x The Rock Spirit 3x Twin Twisters Main Deck: The principle of the deck is to go second, ideally OTK, if not then break their board and finish next turn. The deck is equipped with many main deck removal options that simultaneously swarm the field. Let me introduce you to some cards that you may not be familiar with. Resonance Insect EARTH Insect Lvl 4, 1000 / 700 (A/D) If this card is sent from the field to the Graveyard: You can add 1 Level 5 or higher Insect-Type monster from your Deck to your hand. If this card is banished: You can send 1 Insect-Type monster from your Deck to the Graveyard, except "Resonance Insect". Gokipole EARTH Insect Lvl 3 1000 / 1200 If this card is sent to the GY: You can add 1 Level 4 Insect monster from your Deck to your hand. If you added a Normal Monster by this effect, you can Special Summon it, then you can destroy 1 monster on the field whose ATK is higher than or equal to the ATK of the Special Summoned monster. You can only use this effect of “Gokipole” once per turn. These cards are quite potent. Gokipole gives the deck access to off-field, non-targeting destruction. It’ll out all your favorite big boys like Hot Red Dragon Archfiend Abyss, Darkest Diabolos, Lord of the Lair, etc while putting a monster on your field. Resonance can send this card to the GY when banished, working in tandem with your rock monsters. Resonance is a crazy card. Use it for a link summon, or just crash it, and you can search a Kaiju. Then banish it and you can summon and destroy a monster. It can very easily dismantle boards that don’t have Colossus up. Note, Resonance is not once per turn so you can trigger the field effect again via Skull Dread and the banish effect dumps more fodder for the rock monsters. Also, it is a natural predator to Dark Matter. If they don’t have Colossus up then you’ll get free stuff and a pop. I was originally running 3 of each and no Math, but this can lead to bricking since the rock monsters need an earth in grave and the side decked Hat Trickers need two monsters on the field. The cards are great for protecting your link monsters effects via the Chain Link and vice versa. With a lot of effect negation running around I didn’t deem this as valuable and for these reasons opted for Math. Also, Math can send Dragon to pop floodgates. Block Dragon EARTH Rock Lvl 8 2500 / 3000 Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Rock-Type monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the Graveyard: You can add up to 3 Rock-Type monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn. This is the backbone of the deck. The other cards pick apart boards and this guy gives the push and grind. It is generally the priority to get out, but sometimes you can OTK without it. The summoning condition is not once per turn and will give you a recurring beat stick that also generates advantage thanks to the second effect. Gigantes EARTH Rock Lvl 4 1900 / 1300 Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 EARTH monster from your Graveyard. If this card is destroyed by battle and sent to the Graveyard: Destroy all Spell and Trap Cards on the field. Like its cousin The Rock Spirit it is a lvl 4 inherent summon that adds to the swarming ability and searchable off block dragon. Unlike its cousin, it has a great effect. Not sure how heavy storm got printed onto the effect of a rock monster in IOC, but I’ll take it. Perfect out to copious backrow and floodgates since it activates during the damage step and off field. Throw down a Kaiju to disable stuff like Widow Anchor or Salamangreat Roar. The rest of the main deck monster contribute to either removal or getting three different earth types for Curious. SPYRAL Super Agent is good because most decks are skewed towards one type. You’ll likely guess right vs the combo decks, which would be the most critical matchups to hit. Vs. backrow decks you can afford to whiff, but it also increases your odds of winning if you hit. I’m main deck the Shaddoll engine to increase the number of main deck ways to reach block dragon and it’s just good vs most decks right now. Pop a backrow, pop a monster via Gokipole, and get a free card when you use it for a link summon. Your odds of winning will go up quite a bit if you resolve this card. Gold Sarcophagus, Instant Fusion, One-Time Passcode, and Unexpected Dai are just proxy for more earths. Cards are ran at 2 so once per turn effects aren’t dead. Consider them as a conglomerate rather than individual cards. Extra Deck: Pretty self-explanatory. I was running Azathot but in absent of things like Nekroz or Witchcrafter Golem I decided to drop it. Perhaps against Kunquery, but I found myself going into tornado dragon more. Honor Ark is my last choice, simply a removal option that won’t trigger Raye. Would consider replacing with exciton if I thought I’d encounter more rouge decks. Side Deck: I’m on the fence about Hey! Trunade and would consider swapping it for Typhoon. I don’t have much to side against Rum decks and having 3 Typhoons would give me 6 cards to try to stop the opening play. Useful in other match-ups like Sky Striker too as a handtrap and to kill summon limit. Also considering impermanence for extra outs to Vanity’s and perhaps preventing Azathot set-up. Not sure how successful that would be. Tackle Crusader is used to out Vanity’s Fiend while also being good vs Thunder Dragons. It can be sent via brilliant fusion too. Barrier Statue is your go to T1 play vs combo decks. Most are pretty mono and will have few outs to it. I run it over dyna as the decks you’d want to side this kind of card against aren’t earth and it allows you to still summon monsters so you can push for game next turn. Ideally, you want to make #41 + statue, but if not then go for Skull dread -> Barrier -> Missus. This way barrier will be in def pos with 1800. That won’t be run over. Also, it is a relatively simple side in if you suspect your opponent may make you go first. If not, you always have dweller. The other cards are for going first since you play with your going second cards in the main deck. Future: I’m excited for Tianwei Dragon – Vishudda, an honorary earth thanks to the Link 1. With it, even more of the deck will contribute to removing opponent’s cards. Also, it’ll increase your odds of milling something extra from Curious. Salamangreat Almiraj is card that I think would justify cutting math and running three Gokipole and Resonance Insect. You could trigger their effects to get an earth in grave, enabling the rock monsters, and get a second monster on the field, enabling Hat Tricker. Also, it would allow you to search a Kaiju much more often. You could search Scary Moth which restricts both players to one ss a turn. You can also search Contact “C”, which can be good against decks that want to resolve place dependent effects like Summon Sorc or Gaurdragons. In addition, they provide Curious with natural protection against things like Ash or Salamangreat Roar thanks to chain links. I’ve recorded some duels with the deck: Keep in mind I’m far more out of this game than in and only come back now and again when things pique my interest. All in all I think the earth stuff is sleeper that will someday break.
  2. Kaiju kozmos topped at locals

    Hello guys went 2nd place. About 2oish players went 6-2 very unexpected at locals today. Literally just made the deck last anight and this morning opted to play 42 cards. monsters 22 2x Kozmo Dark Eclisper 1x Kozmo Dark Destroyer 2x Kozmo Forerunner 2x Kozmo Sliprider 1x Kozmoll Dark Lady 2x Kozmoll Wickedwitch 2x Kozmo Farmgirl 2x Kozmo Strawman 2x Kozmo Tincan 3x Radian The Multidimensional Kaiju 1x Gamecial The Sea Turtle Kaiju 1x Kumongous The Sticky Kaiju 1x Thunder King The Lightningstrike Kaiju Spells 14 3x Kozmotown 1x Terraforming 3x Allure of Darkness 1x Emergency Teleport 1x Raigeki 1x Pot of Desires 1x Twin Twisters 3x Interrupted Kaiju Slumber Traps 6 1x Solemn Warning 1x Solemn Strike 1x Kozmojo 3x Call of the Haunted Extra Deck 15 Xyz 1x Cyber Dragon Infinity ( made once to be extra) 1x Cyber Dragon Nova 1x Number 39 Utopia 1x Number C39 Utopia Ray 1x Number S39 Utopia the Lightning ( came in handy vs a windwitchd Crystal win, won me that match) 1x Big Eye ( used once ) 1x Constellar Pleiades 1x Constellar M7 1x Sky Calvary Centaura 1x Gachi Gachi 1x Gimmick of puppet Strings 1x Pain Gainer 1x Eleven Sins ( used once ) Fusion 1x Cyber Twin Dragon (in case nova gets warningd, never pops up Synchro 1x Stardust Dragon ( Never used it) Side Deck 13 2x Ghost Ogres ( sided in never drew them) 1x Effect Veiler 1x Kozmo Farmgirl 1x Kozmo Goodwitch 1x Terraforming 1x Anti Spell Fragerance 1x Vanitys Emptiness 1x Bottomless Trap Hole 2x Kozmojo 1x Quaking Mirror force 1x Stormig Mirror force 1st game vs Cyber dragon 2-0 W 2nd vs Windwitch Invkoked 2-0 W 3rd vs Toad Paleozoics 2-1 W 4th vs ABC 2-0 W 5th vs Zoo 0-2 L (Bricked hard) 6 vs Mirror Pure 2-0 W 7 vs Zoo 2-1 W 8 vs Zoom 2-1 L what do you guys think , very unexpected , didn't really expect to do as good as I did. last game was already meh and misplayed a few times so took the L. Need help to figure out what would be good side deck card vs zoo. Any help would great, thanks
  3. Dancing in the Dark

    https://soundcloud.com/chopstarmikeg/dancing   3 Cardcar D 1 Gameciel, the Sea Turtle Kaiju   3 Pot of Duality 3 Card of Demise 2 Scapegoat 2 Chain Strike 1 One Day of Peace   3 Accumulated Fortune 3 Reckless Greed 3 Secret Barrel 3 Just Desserts 3 Secret Blast 3 Waboku 3 Threatening Roar 2 Balance of Judgment 2 Ojama Trio   2 Maxx "C" 2 Battle Fader 2 Archfiend Eccentrick 1 Gameciel, the Sea Turtle Kaiju 1 Kumongous, the Sticky String Kaiju 1 Radian, the Multidimensional Kaiju 1 Gadarla, the Mystery Dust Kaiju 3 Interrupted Kaiju Slumber 2 Dimension Wall       As everyone that knows me probably knows, I really like degenerate / burn strategies. With Card of Demise's release, this deck got a lot better. The biggest disadvantage to burn cards are that they are all -1's as well as all of your stall cards that you need to keep you alive since you don't play traditional defense (or offense). Card of demise pretty much gives you all that back at no cost since you are setting your hand most of the time anyway, however there is a conflict of interest with it and things like Cardcar D and battle fader / swift scarecrow which are typically automatic 3 ofs in a deck like this. That makes it a a little rough to design the deck the way you would want to, so I decided to cut the battle fader / swift scarecrow from the main entirely and play scapegoat as another form of defense. Sometimes it is better, sometimes it is worse. Burn's only form of monster removal in the main deck (Lava Golem / Kaiju) also have poor synergy with Card of demise, however they aren't as important in the current metagame outside of clearing Kozmo Dark Eclipser and sometimes Beatrice. Other than that, there isn't anything else that card of demise conflicts with.    Card of demise hasn't really changed the decks gameplan either, you are still cantripping, stalling, and burning as usual. Except with Card of Demise and Balance of Judgment you have much more card velocity, so you can close games out much quicker. With the increase of the amount of cards you are drawing, it might be correct to up the count of burn cards, since you don't have to worry about running out of gas so quickly. I am not sure which is optimal, but I think I am close on the burn to stall ratio.    The Kaiju sideplan is something I have been tinkering back and forth on, I've had versions that main decked them, some that didn't play them at all. Overall I think it is better than dark hole here because it can clear problem monsters several times unlike dark hole. Once you develop a Kaiju to the board, your opponent will likely have to summon 2 monsters into it, giving your burn cards a higher value. The search can let you clear a card like dark eclipser again if your opponent had call of the haunted or something, which means you don't have to invest a bunch of cards trying to get rid of it. I usually shave copies of Cardcar D, Card of Demise, and Pot of Duality for the slumber package and the 2 dimension wall.    This is still a rough draft and might end up totally different, but for now, I like it a lot. If I were to go to an event I would take this. If you want to play it for an arg/ycs hit me up on here or facebook and I can give you some advice. Once SHIV comes out, your BA matchup gets wayy better with the new handtrap. 
  4. ore wa kingu

    Not sure if we should start posting "adjusted list" decklists yet but I really wanted a headstart on addressing this deck, especially its consistency. As far as I'm concerned, it is very much so being overlooked in the Monarch thread, as people are writing off bricking as "a thing that just happens" in the Monarch archetype. I can't agree with something like that, and therefore want to make a Monarch deck that is not only able to play 90%+ of its hands but also is powerful and plays well going both first and second.   At a San Jose regionals, a friend of mine was playing the Kaiju engine in Kozmo in order to go second and outright kill your opponent. I thought it was a great idea, that is, until Monarchs were released.   People say Monarch is just a terrible deck and that Kozmo has a very easy time with it. Quite frankly, beating any deck would be easy if the one piloting the opposing deck was a 100-year old blind dog (or human equivalent of such). But in actually playing someone competent, any Kozmo duelist could quickly realize that the only way of defeating Monarch would be to main HEAVILY for it or pray for bricks. I generally try to leave as much luck out of my strategy as possible, so I scrapped the Kozmo deck. However, I was still enamored with the idea of playing the Kaiju boardwipe spell and searched for a deck that could really take advantage of it.   It was a precise week prior to day 1 of ARG Phoenix, and I was on the toilet. I was listing cards I wanted to put in a Monarch deck and realized that if my opponent didn't have a creature in his control, I'd either have to pray for a squire (playing 5 at the time), or draw a strong enough hand to use Prime Monarch. But in 5 cards, somehow both were unlikely. I needed more cards to tribute summon creatures with if I was missing a combo piece (squire, domain, prime, etc). And that's when I realized that maybe the Kaiju cards could be played as a flex card in the deck.   It allows Monarchs to go second without fear of cards like Abyss Dweller or Cyber Dragon Infinity. It also gives you, at worst, a big body on your side of the field. Lastly, it can even be played turn 1 to set-up tribute plays. Post game 1, it plays through Fog King (huge threat) and also plays around Mask of Restrict. I was sold. But that being said, Pendulum was still stronger. You needed multiple boardwipes in order to clear their board, unless you had a hand trap on their turn. But I couldn't fit hand traps. The deck just wasn't good enough to keep up unless you drew the most ideal hands - which was its problem from the start.   However, now that the Pendulum deck was "adjusted" (which I still think is bullshit but I don't like the mechanic as a whole so no real complaints), I think this strategy is much better. While the spell card may not be great against Kozmo, the Kaijus are certainly threatening to their strategy as a whole. In the mirror match, you can clean boards to push your plays through an Ehther play. And against the weaker Pendulum deck, it still has the same intended usage without the fear of Cyber Dragon Infinity.   Anyway, onto the deck. I don't generally post on DG's deck garage because I used to believe this fallacy that if I exposed a powerful deck, it'd be used against me. But who honestly gives a shit lol like everyone busts their ass to get better at YGO and the good players hide behind "secrets" and "cliques" to cause a constant divide and that concept is so stupid. Information isn't as valuable as people think, especially in YGO. Plus this deck is like a fun deck/pet project for me anyway so feel free to try it, let me know if you think things should be changed, like it/hate it, etc:   3 Erebus, the Underworld Monarch 3 Ehther, the Heavenly Monarch 3 Edea, the Heavenly Squire 2 Eidos, the Underworld Squire 2 Vanity's Fiend 2 Majesty's Fiend 1 Kuraz, the Light Monarch 1 Gameciel, the Sea Turtle Kaiju 1 Jizukuru, the Star Destroying Kaiju 1 Kumongous, the Sticky String Kaiju   3 Interrupted Kaiju Slumber 3 Domain of the True Monarchs 3 Pantheism of the Monarchs 3 Tenacity of the Monarchs 3 The Monarchs Stormforth 1 Return of the Monarchs 1 March of the Monarchs 1 One for One   3 The Prime Monarch       No ROTA: I think the reason why a lot of people lose with this deck isn't because it bricks but moreso because they play into Veiler and lose. Then, they say "well they had the answers" and ignore what just happened/write it off as "unreal". That philosophy is wrong. If the deck is so reliant on Edea not getting veilered then maybe the better idea is to focus on Veiler not mattering. I think One-for-One is much better because it does not use your normal summon, so even if Edea does get veilered you can continue playing.   No Raigeki: I feel like this should be mentioned because I am playing 3 boardwipe spells and not a Raigeki. Slumber is both proactive and reactive, and the deck already has enough reactive cards.   No Escalation: Literally the worst card of the deck. Think about any other card in YGO and it'll be better than Escalation of the Monarch. It'd be one thing if Ehther's second effect didn't exist, but it does. The card is an actual brick and is another reactive card I don't want to see or search ever. Many duelists are also still playing this card and yet they complain about bricks, which is funny to me.   3 Prime rather than 2: I find myself using a Prime on my turn and then using one on my opponent's. If both my Primes are graved, I have no way to recycle my resources. While 3 Prime runs into a similar problem as playing a copy of Escalation, I personally have yielded good results with 3 simply to aggressively use 2 Primes and leaving the third to recycle my deck. While that may not be a good enough reason for that ratio to be actually viable, I prefer it.   Only 3 Kaijus for 3 Slumbers: In the Kozmo deck, I played 4 Kaijus. I think that was a good number, as all you needed was to see a Slumber and even if you draw 2 Kaijus you'd be able to activate it. However, in order to play Kuraz, I needed to cut a Kaiju down to 3.   Kuraz the Light Monarch: I think this card is very underrated and I think it shines even more in a deck playing Interrupted Slumbers. In some scenarios, you can set the spell, use Kuraz on your opponent's turn to pop your Prime Monarch and Kaiju spell, and not only be able to search for a Kaiju to deal with any creature in YGO (most specifically, a Kozmo creature as the spell itself sucks vs those) but Kuraz returns to your hand and becomes usable with Tenacity etc. You also get to draw 2 cards.   While I have played games with this deck, considering the fact that it is based around a format that has yet to actually exist - a lot of it is indeed theory. So some of the ratios could plainly be wrong. Feel free to try this deck, make changes, etc as anyone actually posting in the deck garage seriously should be open to advice, criticism, or even just comments tbh.
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