TCG Tuesday – Kaiju Deck Profile
As a fan of old school Godzilla movies and card games, the Kaiju archetype felt like a perfect match to me. Today I share my current deck with Kaiju’s and explain why I have made things as they are. Note that at this moment in time it does not include any of the cards from Shining Victories, but will be tweaked at a later time. Without further ado, let’s get into the profile for these cards.
Monsters –
Dogoran, the Mad Flame Kaiju x3 – Your go to Kaiju for the deck when on the offence. His Attack being at 3000 puts him on the same level as Blue-Eyes White Dragon when it comes to power. As well as this, his ability will allow you to wipe any threats that are on the filed during any turn which is ideal if you are playing against a deck that requires lots of swarming monsters. Keep in mind however that using this ability can stop him for attacking on that turn, which you can work around with another monster in the deck.
Gameciel, the Sea Turtle Kaiju x3 – One of the best Kaiju monsters to have in your deck. With his ability you can shut down any monster effect, spell or trap that triggers as long as you have two counters anywhere on the field. As well as this, putting him into defence mode after the turn he is special summoned means that he can act as a solid 3000 defence wall against any attacking foes. If his use becomes obsolete due to counters or enemy monster strength, then use him for an XYZ summon.
Jizukiru, the Star Destroying Kaiju x2 – Although he is the most powerful Kaiju in the deck with 3300 attack points, Jizukiru is only set at 2 due to his effectiveness on the field. His strength is great if you are going for all out power plays, but his ability can be useless if you are not going up against the right enemy. Note that if you are against a Blue-Eyes player and have sufficient Kaiju counters, you can deny any of the effects that target an individual monster in their deck, hand or graveyard. Also, you can target this monster with your own Kaiju Capture Mission, negate it with the monster effect and then destroy an opponent’s card on the field. When the moment is right, this card beats all.
Kumongous, the Sticky String Kaiju x2 – Run at two again due to its use in certain situations. Kumongous is not the best Kaiju if you are looking for damage output, but can be very good if your opponent is keen on special summoning monsters with nasty effects. It can shut down anything bad that is on the field quite well, but can be taken down easily if the right monster is on your opponent’s side. Best to give this to your opponent as a target for the special summon of a tougher Kaiju on your side of the field.
Radian, the Multidimensional Kaiju x2 – This card can make some great plays possible, especially if you are running any Rank seven XYZ monsters. Radian’s effect to fill your side of the field with Kaiju’s is great as the tokens do not count as you having an actual Kaiju monster on your side of the field. Due to them also keeping the same level as the main monster, they can be used for tributes and summoning if the need arises. As well as this, due to his 2800 attack power, he can also be used as a viable monster to give to your opponent as you bring out someone on your side.
Gagaga Magician x3 – As the only non-Kaiju monsters in the deck, Gagaga Magician can act as three things. First is a simple monster to put out on a turn to put up a defensive wall or to assist with dealing damage. Second is using his ability to make him a level seven or eight in order to XYZ summon monsters from your extra deck. This specific use also allows your Dogorans to attack on the same turn as you used his ability, just as long as you XYZ into a monster before the battle phase. Thirdly, he can be used as a basic wall in order to tribute summon a Kaiju from your hand. Use this third method in conjunction with Kaiju Capture Mission so you can summon a new monster and gain an extra counter.
Spells –
Interrupted Kaiju Slumber x3 – This card is the best thing for Kaijus and must be ran at 3 to take full advantage. To put it bluntly, this card acts like a Dark Hole whilst also giving you and your opponent a Kaiju to play with. Keep in mind that these Kaiju’s CANNOT change battle position and must attack each turn if able. Best use for this is to bring out Dogoran, Radian or Jizukiru whilst giving something weaker to your opponent. Also, keep in mind how many counters you have on the field. Giving your opponent a Kaiju means that they can use the effects, resulting in you getting beat by your own cards.
Kyoutou Waterfront x3 – You want to have this field spell at three due to it being the main source of your counter income. Kyoutou Waterfront allocates a counter whenever a card goes from the field to the graveyard. This includes spells, traps and monsters so keep that in mind. Once it has a counter on it, you can always remove one when it would be destroyed to stop it entering the graveyard. Also keep in mind that when you have three tokens you can search for a Kaiju. This does not remove the tokens so use it when need be. Do not abuse it however as you need to have targets in your deck for Interrupted Kaiju Slumber.
Terraforming x3 – Would need to run this consistently at three to make sure that you have Kyoutou Waterfront on the field as much as you can. Keep in mind that activating this whilst you have the field spell out will add a counter onto it, which makes for a good first turn play.
Mystical Space Typhoon x2 – Core cards to target any troublesome cards on your opponents back row. Especially handy if they have anything that stop your special summons.
Trade-In x2: A simple and great card that helps get what you need whilst getting rid of a Kaiju that is not going to help in your current situation.
Traps –
Kaiju Capture Mission x2 – A great card that acts like a continuous version of Book of Moon. Very handy if you want to switch Gameciel to defence if your opponent has a monster that can wipe him out. Also good to flip down your opponents Kaiju on your turn so that you can get over them and stop them from using their abilities on you. Also note that you can use this card to trigger Jizukiru’s effect to destroy a card on the field. This does not result in Kaiju Capture Mission being removed from the field, so you can simply use it again on the next turn. Remember to add up to the max of three counters on this card whenever you use the effect.
Breakthrough Skill x2 – Core trap card that can deal with any situations on your opponents side of the field. Also note, that you can banish this from the graveyard to stop your opponent from using a Kaiju effect during your turn.
Waboku x2 – Kaiju’s rely on your opponent having a monster to tribute, with that in mind you may find yourself in a bit of a tough spot staying alive if your hand is not the best. Waboku assists with this as you can not only stop your monster from being destroyed by battle, but also stop your life points from going down. A great safety card throughout the game.
Threatening Roar x1 – Like Waboku, this helps stop your opponent from committing to a battle phase for a turn. You can switch this out for a third Waboku if you like.
Call of the Haunted x3 – When fighting, your Kaijus will end up in the graveyard a lot. With that in mind, you want to always have the right one out at the right time and Call of the Haunted helps. See what your opponent does, special summon back a Kaiju and deal with the problem via the power of the card or their effect.
Remove Brainwashing x2 – One of the best trap cards you can use in this deck. Remove Brainwashing makes it so that when you special summon a Kaiju on your opponents side it is now on yours. This gets rid of threats and gives you a monster in return. Note that when you special summon a Kaiju on your opponents side whilst you also have one and have this card active, the monster does not go to your side of the field but is instead sent to your graveyard. Combine this with Call of the Haunted to make sure that you have appropriate targets.
Extra Deck –
Number 77: The Seven Sins – Not just a strong XYZ monster, but also a useful one for getting rid of special summoned monsters on your opponents side of the field. If summoned correctly, this card can have at least four XYZ materials, making the ability usage worthwhile.
Number 84: Pain Gainer – A great way of dealing damage to your opponent whilst they are using spells and effects. Also necessary to successfully summon Seven Sins. Not the best XYZ on his own, but has his uses for the right situation.
Number 23: Lancelot, Dark Knight of the Underworld – What Lancelot may lack in damage, he makes up for with counter tactics. Attack your opponent directly to destroy any threats they have on the field and then use him to climb the ladder towards Seven Sins. If you are in need of his abilities however, he can be a formidable opponent against anything your opponent brings to the table.
Number 38: Hope Harbinger Dragon Titanic Galaxy – This is the beast you want to get out most of the time. Can deny effects and add to your XYZ materials and can be a great safety net for when you are climbing up the Seven Sins ladder. Quite frankly one of the best Rank 8 XYZ monsters that you can use in the current format.
Number 62: Galaxy-Eyes Prime Photon Dragon – A straight forward, powerful card to take on opponents. Keep in mind that his ability does trigger using your ranks alone, making this a contender for end game damage. Also needed for Full Armour Dragon.
Galaxy-Eyes Full Armour Photon Dragon – A great card that maintains damage output and XYZ materials on your Prime Dragon. Remember to use his effect to destroy anything that may be a problem to you.
Number 95: Galaxy-Eyes Dark Matter Dragon – Another overlay for your Galaxy-Eyes monsters. Can assist with dealing damage to multiple targets in a battle phase. Mix between this and Full Armour depending on situation.
Aegaion the Sea Castrum – A situational XYZ that can turn the tide in a tricky situation. Can also get rid of the one extra deck monster on your opponents side that could be a threat to you in the future. Do not underestimate his use as he can double up as a solid defensive card when the time is right.
That is the profile for the Kaiju deck I am currently running. Feel free to try it out and make any changes you see fit. As stated at the start of this article, this features no Shining Victories cards yet as I am still undergoing tests. Look out for an update concerning these cards in the future. What are your thoughts on the Kaijus? What changes would you make? Let us know in the comments.