I've been playing Generaiders lately. No, this time around I didn't just ram Dinosaur cards into the deck and abuse Survival's End or something. Today I'm going for a slower paced control deck that's fully on theme.
Competition's now shifted into a format with heavy use of hand traps; almost any deck could be viable as long as you play ten to fifteen hand traps to stop combo decks like Adamancipators and combo Eldlich. With that much space dedicated to hand traps, you're left with 25-30 deck slots to build a strategy, ideally one with high-impact 1-card combos, possibly 2-card combos. As long as your main line of play isn't overly vulnerable to hand traps, it should be viable.
That's probably why decks like Sky Strikers, Subterrors, Salamangreats, Madolches and Dinosaurs are doing so well; in my opinion, they all follow much of the same theory, executing on it with different pacing. Now with the new Forbidden & Limited list, Altergeists fit into the same category.
I feel like Generaiders can fit that category as well. The deck can play 10+ hand traps to slow opponents down, and then just use Generaider Boss Stage and cards that search it to try and control the game.
Generaider Boss Stage doesn't lose out to many cards. While Ash Blossom & Joyous Spring will negate its first effect, Generaider Boss Stage will still remain on the board to generate card advantage later on. Luckily, not many people play Ghost Ogre & Snow Rabbit right now, though that could very well change if Rokkets become more popular. Cosmic Cyclone and Twin Twisters are pretty popular, but you can answer both if you set up with Generaider Boss Room, built-in protection for the theme.
Here's my current list.
Yu-Gi-Oh! TCG Deck - Hanko's Generaider Deck by Hanko Chow
'Hanko's Generaider Deck' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Hanko Chow
Market Price: $310.22
Market Price: $0.99
Take 1 Field Spell from your Deck, and either activate it or add it to your hand.
Hela, Generaider Boss of Doom
Market Price: $1.89
You can only control 1 "Hela, Generaider Boss of Doom". (Quick Effect): You can Tribute 1 "Generaider" monster or 1 Zombie monster, then target 1 "Generaider" monster or 1 Zombie monster in your GY, with a different name than the Tributed monster had on the field; Special Summon that monster in Defense Position. You can only use this effect of "Hela, Generaider Boss of Doom" once per turn.
Harr, Generaider Boss of Storms
Market Price: $0.29
You can only control 1 "Harr, Generaider Boss of Storms". Once per turn, if your opponent adds a card(s) from the Deck to their hand, except during the Draw Phase (Quick Effect): You can make your opponent send 1 monster from their hand or field to the GY (their choice). When a card or effect is activated (Quick Effect): You can Tribute 2 "Generaider" and/or Spellcaster monsters; negate the activation, and if you do, destroy that card. You can only use this effect of "Harr, Generaider Boss of Storms" once per turn.
Infinitrack Earth Slicer
Market Price: $0.18
2 Level 9 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Earth Slicer" once per turn.
• You can detach any number of materials from this card, then target that many cards on the field; destroy them.
• If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
Eria the Water Charmer, Gentle
Market Price: $0.90
2 monsters, including a WATER monster
(This card is always treated as a "Familiar-Possessed" card.)
You can target 1 WATER monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 WATER monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Eria the Water Charmer, Gentle" once per turn.
Market Price: $0.13
During the Main Phase, if this card is in your hand or GY (Quick Effect): You can Tribute up to 3 Fairy monsters; Special Summon this card (but banish it when it leaves the field), then, you can apply the following effect(s) in sequence, depending on the number of Tributed monsters.
• 2+: Destroy 1 card your opponent controls.
• 3: Draw 2 cards.
You can only use this effect of "Trias Hierarchia" once per turn.
Market Price: $0.26
2 monsters with different names
If this card is Link Summoned: You can discard 1 card; during the End Phase of this turn, add 1 Continuous or Field Spell from your GY to your hand. You can only use this effect of "Barricadeborg Blocker" once per turn. Face-up Spells you control cannot be destroyed by your opponent's card effects.
Generaider Boss Stage
Market Price: $9.77
Once per turn, if a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Generaider" monster from your Deck in Defense Position. If you Special Summon a "Generaider" monster(s) during your opponent's turn (except during the Damage Step): You can Special Summon as many "Generaider Tokens" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible in Attack Position, but destroy them during the End Phase (even if this card leaves the field). You can only use this effect of "Generaider Boss Stage" once per turn.
Market Price: $0.26
Add 1 Field Spell from your Deck to your hand.
Black Luster Soldier - Soldier of Chaos
Market Price: $72.07
3 monsters with different names
If this card was Link Summoned using a Level 7 or higher monster(s) as material, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card destroys an opponent's monster by battle: You can activate 1 of these effects;
• This card gains 1500 ATK.
• This card can make a second attack during the Battle Phase of your next turn.
• Banish 1 card on the field.
Market Price: $41.27
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Trishula, the Dragon of Icy Imprisonment
Market Price: $3.13
3 monsters with different names
Must first be either Fusion Summoned using only monsters in your hand and/or field, or Special Summoned (from your Extra Deck) by banishing the above cards you control (in which case you do not use "Polymerization"). If this card was Special Summoned using only monsters that were originally Dragons: You can reveal and banish 3 cards (1 from your Deck, 1 from the top of your opponent's Deck, and 1 from their Extra Deck). You can only use this effect of "Trishula, the Dragon of Icy Imprisonment" once per turn.
Market Price: $0.30
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon “Dinowrestler Pankratops” once per turn this way. (Quick Effect): You can Tribute 1 “Dinowrestler” monster, then target 1 card your opponent controls; destroy it. You can only use this effect of “Dinowrestler Pankratops” once per turn.
Market Price: $2.84
When you activate this card, declare 1 card name. Cards with that name and their effects cannot be used. Cards on the field before this card was activated are not affected (including face-down cards).
Selene, Queen of the Master Magicians
Market Price: $8.72
2+ monsters, including a Spellcaster monster
If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.
Market Price: $0.47
All monsters that would send to Graveyard would be removed from game instead.
World Legacy Succession
Market Price: $4.53
Target 1 monster in your GY; Special Summon it to your zone a Link Monster points to. You can only activate 1 "World Legacy Succession" per turn.
Girsu, the Orcust Mekk-Knight
Market Price: $25.80
If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.
Market Price: $1.87
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.
World Legacy Monstrosity
Market Price: $0.60
Activate 1 of these effects.
• Special Summon 1 Level 9 monster from your hand.
• Target 1 Level 9 monster you control; Special Summon from your Deck, 2 Level 9 monsters each with different original Type and Attribute from that face-up targeted monster, and with different names from each other, but these 2 monsters cannot attack, also destroy them during the End Phase.
You can only activate 1 "World Legacy Monstrosity" per turn.
Market Price: $4.27
1 Level 1 Monster
When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.
Galatea, the Orcust Automaton
Market Price: $0.86
2 Effect Monsters, including at least 1 “Orcust” monster
This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 “Orcust” Spell/Trap directly from your Deck. You can only use this effect of “Galatea, the Orcust Automaton” once per turn.
Market Price: $67.54
2+ Effect Monsters
Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
Dingirsu, the Orcust of the Evening Star
Market Price: $2.24
2 Level 8 monsters
You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects;
• Send 1 card your opponent controls to the GY.
• Attach 1 of your banished Machine monsters to this card as material.
Market Price: $0.85
You may special summon a [Primerval Sun - Helios] from your hand or deck. When this card is face-up on the field, all cards that would send to Graveyard would be removed from game instead.
Market Price: $14.07
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; return it to the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Market Price: $0.44
Target 1 Set Spell/Trap on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Spell/Trap on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.
Market Price: $1.98
During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.
True King of All Calamities
Market Price: $1.46
2 or more Level 9 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and declare 1 Attribute; this turn, all face-up monsters on the field become that Attribute, also all monsters in your opponent's possession with that Attribute cannot activate their effects or attack. Monsters that "True Draco" and "True King" monsters in your hand would destroy with their effects can be chosen from your opponent's field.
Market Price: $0.20
A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".
Ash Blossom & Joyous Spring
Market Price: $11.75
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect.
• Add a card from the Deck to the hand.
• Special Summon from the Deck.
• Send a card from the Deck to the GY.
You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Generaider Boss Room
Market Price: $0.17
When your opponent activates a card or effect in response to the activation of your "Generaider" card or effect: You can discard 1 card; your opponent's activated effect becomes "each player draws 1 card". You can only use this effect of "Generaider Boss Room" once per turn.
Loptr, Shadow of the Generaider Bosses
Market Price: $1.04
You can only control 1 "Loptr, Shadow of the Generaider Bosses". All "Generaider" monsters you control gain 1000 ATK/DEF during your opponent's turn only. During the Main Phase (Quick Effect): You can Tribute 1 "Generaider" monster; Special Summon 1 Level 9 "Generaider" monster with a different name from your Deck. You can only use this effect of "Loptr, Shadow of the Generaider Bosses" once per turn.
Market Price: $20.88
2 monsters, including a Tuner
If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.
Mardel, Generaider Boss of Light
Market Price: $12.34
You can only control 1 "Mardel, Generaider Boss of Light". If this card is Normal or Special Summoned: You can add 1 "Generaider" card or 1 Plant monster from your Deck to your hand, except "Mardel, Generaider Boss of Light". You can only use this effect of "Mardel, Generaider Boss of Light" once per turn.
Nibiru, the Primal Being
Market Price: $15.56
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Generaider Boss Fight
Market Price: $0.26
Activate 1 "Generaider" Field Spell directly from your Deck or GY, then your opponent draws 1 card. You can only activate 1 "Generaider Boss Fight" per turn.
Utgarda, Generaider Boss of Delusion
Market Price: $0.14
You can only control 1 "Utgarda, Generaider Boss of Delusion". (Quick Effect): You can Tribute 2 "Generaider" monsters and/or Rock monsters, then target 1 card on the field; banish it. You can only use this effect of "Utgarda, Generaider Boss of Delusion" once per turn.
Market Price: $21.41
1 Link-2 or higher Link Monster
If this card is Link Summoned: You can activate this effect; Special Summon a number of "Link Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) up to the Link Rating of the monster used for this card's Link Summon, also you cannot use "Link Tokens" as Link Material for the rest of this turn. You can only use this effect of "Linkross" once per turn.
Buy This Card! https://shop.tcgplayer.com/yugioh/eternity-code/linkross
World Legacy - "World Armor"
Market Price: $1.65
When a monster is Flip Summoned: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "World Legacy" card from your Deck to your hand. If this Normal Summoned/Set card is on the field (Quick Effect): You can target 1 face-up opponent's monster that was Special Summoned from the Extra Deck; return both that monster and this card to the hand. You can only use each effect of "World Legacy - "World Armor"" once per turn.
Lib the World Key Blademaster
Market Price: $1.31
Can only be Link Summoned while you have a "World Legacy" card in your GY. You can only use each of the following effects of "Lib the World Key Blademaster" once per turn.
• During your Main Phase: You can Set 1 "World Legacy" Spell/Trap directly from your Deck, but it cannot be activated this turn while you have no "World Legacy" monster in your GY.
• If this Link Summoned card is sent to the GY as Link Material: You can shuffle 1 card on the field into the Deck.
Called by the Grave
Market Price: $1.47
Target 1 monster in your opponent's GY; banish it, and if you do, monsters with the same original name as that banished monster have their effects negated until the end of the next turn.
Market Price: $1.60
Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.
First, the Normal Summons. Loptr, Shadow of the Generaider Bosses and Girsu, the Orcust Mekk-Knight were both released in Eternity Code. Loptr's synergy here is obvious since it's part of the theme, but Girsu, the Orcust Mekk-Knight may look a little more out of place; it's played for a combo that can lead into a search for World Legacy Monstrosity, which will in turn search for Generaider Boss Stage on the way to making True King of All Calamities. It's quite worthwhile to play both.
While there's no crazy combo with Loptr, Shadow of the Generaider Bosses it's still very useful. If you don't have Generaider Boss Stage yet, it can search for Mardel, Generaider Boss of Light which will help get you to Generaider Boss Stage or Generaider Boss Room, and even Generaider Boss Fight. If you already have Generaider Boss Stage, you could leave Loptr, Shadow of the Generaider Bosses on board and generate real card advantage by turning the Generaider Tokens Generaider Boss Stage summons into real boss monsters.
Loptr, Shadow of the Generaider Bosses also helps if your opponent negates the effect of yor Generaider Boss Stage in their Draw Phase with Generaider and get more tokens. If you opened with World Legacy Monstrosity and Loptr, Shadow of the Generaider Bosses, then you could set up True King of All Calamities with a Generaider Boss Stage to bring out Harr, Generaider Boss of Storms and place Trias Hierarchia in your graveyard.
Oh right, I forgot to mention Trias Hierarchia. It's a bulk common that also was released in Eternity Code, and the first time you read it you may think it's only viable with The Agent of Creation - Venus and Mystical Shine Balls. But then you realize it's Level 9, and Generaider Boss Stage makes Fairy-type tokens! If you summon Trias Hierarchia by tributing three Generaider Tokens, you get a free removal as well as two draws! It was definitely designed to be Generaider support, it just fits the deck so perfectly.
Now I'll explain the combos, covering your search for World Legacy Monstrosity and what you then do with it.
Now with the three Level 9 monsters, you can make True King of All Calamities with two or three Xyz Materials. It's probably best to use all threee monsters as the two that you've summoned off of World Legacy Monstrosity were going to be destroyed at the end of the turn anyways. You also want to summon True King of All Calamities in the Extra Monster Zone so that all your Main Monster Zones are free to receive Generaider Tokens from the Field Spell
If you've opened with World Legacy Monstrosity and Loptr, Shadow of the Generaider Bosses, you should be able to use Loptr, Shadow of the Generaider Bosses to summon Harr, Generaider Boss of Storms, then use World Legacy Monstrosity to summon the other two as they aren't the same attributes, and create the same set-up.
Doing the full combo sets you up with a Harr, Generaider Boss of Storms off Generaider Boss Stage, and a True King of All Calamities effect to use after you summon the tokens so you're protected. Meanwhile Trias Hierarchia in the graveyard will let you destroy a card and draw two more. That's a lot of disruption off of just a combo that only takes one or two cards!
If you don't open with either of those two Normal Summons, then your next best opening would be to just activate Generaider Boss Stage and pass. Seriously.
That doesn't sound amazing, but that's what this deck is designed to do. Sure, the Generaider theme encourages you to play something like Dark World Dealings so you can trigger the Field Spell on your turn. But honestly, that's just not very cost effective.
On its own, Generaider Boss Stage gets you to Harr, Generaider Boss of Storms with tokens on the board as a free negation, and the chance to cost your opponent a monster card if they use a search or draw effect. That means you could take as many as two cards away from your opponent. Sometimes I find I can even get away with being greedy enough to summon Loptr, Shadow of the Generaider Bosses with Generaider Boss Stage to use Loptr, Shadow of the Generaider Bosses's effect for Harr, Generaider Boss of Storms or Utgarda, Generaider Boss of Delusion.
The benefit to that is by the time it's your turn, you'll have two monsters to play with rather than just one. The downside to summoning Loptr, Shadow of the Generaider Bosses instead of Harr, Generaider Boss of Storms right away with stage is that your opponent will have first action during their main phase. Meaning that, even if you chain Loptr, Shadow of the Generaider Bosses to their first action, the first card they played could possibly be the card you wanted to negate in the first place.
So with that said, my list plays three copies of Generaider Boss Stage, Terraforming, Metaverse and one Generaider Boss Fight to directly search for the Generaider Boss Stage. During my testing, I did at some point play Generaider Boss Quest instead of Generaider Boss Fight because I do like to fully search for the Generaider Boss Room and Generaider Boss Stage setup. But I also found that the deck lacked recursion for the Field Spell. And though I very much dislike giving my opponent a free card off Generaider Boss Fight, I do like the benefit of Generaider Boss Fight to activate Generaider Boss Stage.
Your Ideal set-up would be Generaider Boss Stage and Generaider Boss Room. However if you've already gotten both, then the singular Generaider Boss Quest would do nothing. Extras copies of Generaider Boss Fight or any of the other Generaider support cards are all just very subpar.
This build runs six cards to directly search Generaider Boss Stage, and with three copies each of Loptr, Shadow of the Generaider Bosses and Girsu, the Orcust Mekk-Knight to make indirect searches that number jumps to twelve. Mardel, Generaider Boss of Light technically gets you the Field Spell too, but it isn't a starter card because you can't play it on its own. Mardel, Generaider Boss of Light and the boss monsters are only viable if you draw World Legacy Monstrosity to summon them from hand, which is unreliable.
My list plays only nine hand traps in the Main Deck with three Cosmic Cyclone and three Called by the Grave making a total of fifteen slots for anti-meta picks outside of the deck's core engine. Maining Called by the Grave is obvious as most of the engine cards lose to Ash Blossom & Joyous Spring. I chose to Main Deck Cosmic Cyclone because against popular decks like Salamangreats and Eldlich, Cosmic Cyclone helps you resolve Generaider Boss Stage or the Girsu, the Orcust Mekk-Knight combo in the face of cards like Salamangreat Rage or Conquistador of the Golden Land. You can definitely swap around those non-engine cards to adapt to whatever's popular in your metagame.
This deck only plays six copies of the Level 9 Generaider bosses, also known as the "bricks". Playing two copies of the important ones and one copy each of Utgarda, Generaider Boss of Delusion and Mardel, Generaider Boss of Light gives you three different bosses to set up for each turn. Harr, Generaider Boss of Storms is definitely the go-to when your graveyard's empty and you're playing in a blind matchup, while Utgarda, Generaider Boss of Delusion's probably better if you know you're playing against a more trap heavy deck such as Altergeist.
Utgarda, Generaider Boss of Delusion is also relevant against Salamangreats and certain other decks that revolve around graveyard effects. For example, if your opponent's playing Salamangreats and they set up Salamangreat Balelynx in their graveyard, Harr, Generaider Boss of Storms's effect to negate and destroy becomes slightly less valuable. By comparison, Utgarda, Generaider Boss of Delusion has more value in that situation because it can banish a power play like Will of the Salamangreat. But overall, you do want to set up both to disrupt your opponent and prepare for True King of All Calamities when you get enough triggers off Generaider Boss Stage.
Hela, Generaider Boss of Doom is how the deck bounces back after you make trades with copies of Harr, Generaider Boss of Storms and Utgarda, Generaider Boss of Delusion. In a mid-game scenario you can use Generaider Boss Stage to bring out Hela, Generaider Boss of Doom with the four tokens, then use its effect to revive Harr, Generaider Boss of Storms with a token, or even Loptr, Shadow of the Generaider Bosses. If you brought back the Loptr, Shadow of the Generaider Bosses you can use its effect to turn a token into a Harr, Generaider Boss of Storms. That lets you threaten a negation as well as a possible Rank 9 play on your turn. Hela, Generaider Boss of Doom basically acts as more copies of Harr, Generaider Boss of Storms and Utgarda, Generaider Boss of Delusion, and it's key to this deck's recovery.
So let's break it down: you've got twelve cards that let you play, plus nine hand traps or fifteen types of cards to stop your opponent from stopping you from playing. You're running six boss monsters with the two World Legacy cards you don't want to draw, World Legacy Sucucession and World Legacy - "World Armor". The final category of cards in this deck are the three World Legacy Monstrosity, Trias Hierarchia and the Generaider Boss Room. These are engine cards that are just necessary for the deck to function. Drawing them on their own isn't very good, but having them with a Generaider Boss Stage would be great.
You're effectively running 17 cards key to the strategy, 15 anti-meta cards and 8 bricks.
Why am I showing you these numbers? Is there "real math" to this? When I'm building a deck, I'm also building hands and turns. I'm trying to choose a ratio of cards that allow optimal opening hands while making certain card choices that allow follow-ups and more range once a base level of performance is achieved. It's especially important for this kind of deck, since it's a slow paced strategy that can't afford to miss its important plays in the early game.
So what optimal hands am I trying to build? This deck wants to see one or two hand traps to stop your opponent, with the rest of the hand contributing to your proactive strategy. Then, if you're Side Decking against an aggressive combo deck like Adamancipator or Rokkets, you'll usually want to open with two or three hand traps. That leaves you with only two or three cards to actually play the game. That's why the ratios are important to me. If one category of cards is bigger than the others, you should be seeing multiple cards of that type versus the others.
My mindset is that I don't delve too deep into the numbers or probability. I look at ratios, and as long as my deck has more cards that I want to draw, and fewer cards that I don't want to draw, it should probably work out. Drawing boss monsters is always a risk in Generaiders, and some games you're just going to draw more bricks than you'd like. But this is a balanced build that does everything possible to mitigate that.
Your Extra Deck can definitely something can go two different ways. Either you use a lot of packages of cards to toolbox many scenarios, or you play Pot of Extravagance. In that case you could be playing Pot of Extravagance with Girsu, the Orcust Mekk-Knight, or if you think that the Girsu, the Orcust Mekk-Knight package is too much, you could Main Deck Condemned Witch instead. It's just another card to search out Loptr, Shadow of the Generaider Bosses. Personally I prefer Girsu, the Orcust Mekk-Knight for its higher impact and its flexibility.
If the Girsu, the Orcust Mekk-Knight's on-summon effect gets negated by Ash Blossom & Joyous Spring and not something like Effect Veiler or Infinite Impermanence, you can still use its other effect to create tokens. Meaning if you drew World Legacy Monstrosity, you can still do the Linkross combo with Galatea, the Orcust Automaton. That can lead into Dingirsu, the Orcust of the Evening Star when you need to send an opposing card to the grave.
Normal summoning a Tuner could very well be an optimal play too, if you pair it up with another monster. That's why Crystron Halqifibrax is here with Selene, Queen of the Master Magicians and Accesscode Talker. Those three cards have become a very popular Link climbing package in conjunction with Effect Veiler.
Sometimes your opponent also has a Crystron Halqifibrax of their own in their graveyard. So if you know that Selene, Queen of the Master Magicians can't help you climb into Accesscode Talker, then you can still go for Eria the Water Charmer, Gentle instead.
Knightmare Unicorn, Black Luster Soldier - Soldier of Chaos and the Infinitrack Earth Slicer are all just toolbox cards to help with clearing your opponent's board.
When I started playtesting, I was siding The Winged Dragon of Ra - Sphere Mode instead of PSY-Framegear Gamma and PSY-Frame Driver. But as the format's constantly evolving, I think that Gamma may be more useful in most competitive metagames. And in some cases the Gamma can even help protect your Generaider Boss Stage or Loptr, Shadow of the Generaider Bosses' effect from Ash Blossom & Joyous Spring.
To go along with the PSY-Framegear Gamma, you have Nibiru, the Primal Being taking the deck to a total of 15 hand traps post side if you think you're going second. I'm reluctant to play Nibiru, the Primal Being in the Main Deck because it could be hard for this strategy to rebuild a board, or even deal with a big opposing token. But it could very well prove to be a better Main Deck call than Cosmic Cyclone as the format shifts.
Generaiders have a very hard time playing floodgates, but with an instant omni-negate like Harr, Generaider Boss of Storms, you can't help but try. Summon Limit's probably ideal, but the theme also lacks a consistent way to turn off your own floodgate when you want to progress past it. So instead, I've chosen to play three copies of Prohibition, as well as the infamous Macro Cosmos and Dimensional Fissure. While I do want to set up a graveyard for a turn with Hela, Generaider Boss of Doom, I think that the banishing floodgates often hurt opponents more than they hurt Generaiders.
Prohibition's also one of my favorite picks in this format just because it's so good at pressuring the Eldlich matchup when you Prohibit Eldlich the Golden Lord, before your opponent plays one. When you're up against a deck that relies on one card to function, you can use Prohibition declaring one of their key cards, and their game plan becomes much weirder: Altergeist struggles without Altergeist Multifaker or Altergeist Meluseek, Sky Strikers have a tough time making Link plays without Sky Striker Ace - Raye, and Salamangreat without Salamangreat Sunlight Wolf just becomes Salamangreat Balelynx Control and so on. Prohibition has a very nice effect against a variety of matchups. You can also play it to cut off hand traps, declaring Ash Blossom & Joyous Spring so that your Generaider Boss Stage and Loptr, Shadow of the Generaider Bosses have a higher chance to resolve.
During my playtesting I found that Generaiders themselves also lose to popular floodgates that other decks can play, such as Skill Drain, There Can Be Only One, Rivalry of Warlords and Gozen Match. That's why it's so important to Side Deck more spell and trap removal like Galaxy Cyclone, sniping a floodgate or a set trap that could stop you from playing or resolving Generaider Boss Stage. Galaxy Cyclone can also pop a face-up spell or trap like Will of the Salamangreat or Sky Striker Mecha Modules - Multirole. Dinowrestler Pankratops is a must-have in the side for this type of deck too, because of its ability to break boards.
Pot of Extravagance is worth another nod, but again, running it would force you to play a very different type of Extra Deck strategy, and perhaps demand a lot of changes to the Main Deck. Fantastical Dragon Phantazmay was in my earlier builds and if the room was filled with more Salamangreat or Sky Striker players I'd happily play it in the main or side to help optimize hands.
I played Ghost Belle & Haunted Mansion in early builds too, as I was afraid of people using Called by the Grave against Loptr, Shadow of the Generaider Bosses, Hela, Generaider Boss of Doom, or any of my hand traps. I could see playing it again if those cards were more popular.
The Generaider Rank 9 Jormungandr, Generaider Boss of Eternity isn't very good. Its most useful interaction is helping you trigger Generaider Boss Stage effect on your turn, and to a lessere degree Harr, Generaider Boss of Storms. But really it's just a big beatstick and it has the name "Generaider" so all six of your monster zones could be Generaider cards to tribute off for effects.
Evenly Matched could be a viable option in the Side Deck, but it's only good if you open with it before you play Generaider Boss Stage. Super Polymerization could be a nice board breaking card if the popular fields people create would lose to them.
In my opinion, you can't play cards like Mystic Mine or Dark Ruler No More in this type of strategy since it can't consistently swing momentum with them. They just don't perform as well here as they do elsewhere.
I'd really love to see more Generaider support cards in the future. Playing the deck, I wish they had the ability to either respawn tokens after using them, or after they were destroyed by battle on my opponent's turn. The ability to create tokens on your own turn would be good too. Even if there was a summoning restriction that stopped you from abusing the tokens with Link Monsters, expanding the use of tokens would be really useful; once the turn is passed back to you, your tokens go away and you're often left with a Harr, Generaider Boss of Storms and maybe a Loptr, Shadow of the Generaider Bosses. You can attack or use Loptr, Shadow of the Generaider Bosses effect, but it all feels very vulnerable. Having minions to use your boss monster's effect for free on your turn would be nice.
It would also be great if there was a card to trigger Generaider Boss Stage's effect on your turn too, without it being overly beneficial to your opponent (like Dark World Dealings or Generaider Boss Fight). Maybe something along the lines of Generaider Boss Quest where you reveal a Boss monster to reload both player's hands and draw the same number. That way, you not only solve the issue of drawing cards you don't want to see, but you also trigger the Field Spell on your own turn as your opponent's also drawn cards.
And there you have it. Now that you've read this, maybe you too could believe that Generaiders are a competent control deck in this type of competitive scene. I think the deck could have a chance thanks to its strong set-ups. It does have its struggles against an established board, but with the right hand traps and match-up knowledge, you can stun your opponent enough to get a chance to play.
Thanks for reading!