MightyKaiju

Kaiju Control

Let’s talk about the Kaiju archetype.

I’m sure I was not alone seeing the new TCG exclusive archetype at the pre-release and being intrigued. They took the U.A. slot, which I wasn’t all too happy about, but that means I can make the safe conclusion they’ll be receiving more support in the future, the Kaiju’s that is. After reading each of the cards I was a little bit flabbergasted; by far and away these cards are very good. A lot of my fellow localites don’t really see them as relevant cards and are all up and up about Kozmos, which is alright for now, but the Kaiju are simply ridiculous in my opinion. Basically the entire archetype is just Laval Golems that you can normal summon after using plus amazing effects. The archetype is pretty meager to begin with, 2 monsters and a field spell, but even with that I’ve had some pretty great success in my testing (better than I did with U.A.s with their first pack, which contained the same set of 3 cards but was awful on its own until later).

Rather than give a decklist or talk about what kind of cards I’d like to see in the deck’s future, I’ll be talking about some of the support to go along side the deck that’s not Kaiju cards. First, I’ll start out with the obligatory: Remove Brainwashing and Owner’s Seal. Both are similar cards, the difference is one is a Continuous Trap and the other is a Normal Spell card. Just about everyone and their mother thought of these 2 cards as soon as they read the Kaiju, so they’re really no surprise. They both return control of all face-up monsters to their original owners. Since the archetype only has monsters that you can summon to the opponent’s side of the field by tributing their monsters, this only makes sense because they tribute to be summoned to the opponent’s side of the field and then can be taken back with Remove Brainwashing and Owner’s Seal.

Remove Brainwashing & Owners Seal:

In testing I found that both the cards where good but only in separate styled decks, rarely was it ever worth it to run both. Remove Brainwashing was more ideal for a slower build which can afford to get slow plus ones, while Owner’s Seal is more ideal for fast paced decks looking to combo.

You would argue that in almost every instance Remove Brainwashing is better in every instance, but there’s a handful f good reasons to run Owner’s Seal over it. One, it doesn’t have as much Synergy with Kyoutou Waterfront, the deck’s Field Spell. Kyoutou Waterfront gains counters, which are integral to the Kaiju monsters effects and for searching, whenever a card is sent to the graveyard. Naturally, being a Continuous Trap, Remove Brainwashing doesn’t go to the graveyard often, while Owner’s Seal does so immediately putting counters on Kyoutou Waterfront starting up your combo engine more quickly. For example, if you have the Field Spell on the field you can special summon a Kaiju to the opponent’s side of the field, gaining a counter for the opponent’s tributed monster, then play Owner’s Seal to take that Kaiju and get another counter from Owner’s Seal. Then you only need to activate 1 more card that will go to the graveyard in order to get the sacred 3 counters on Kyoutou that allow you to search your deck every turn.

The second potential problem with Remove Brainwashing is a clash of sorts with the Kaiju’s effects. Both of the current Kaiju monsters have the condition “You can only control 1 “Kaiju” monster.”. This means that while you have 1 Kaiju on your side of the field due to Remove Brainwashing, when you tribute to summon 1 to the opponent’s side of the field later, that Kaiju will be sent to the graveyard instantly because you cannot control 2 Kaiju, at least that’s what I would assume to occur. In the case of DevPro it will go into an endless loop, essentially crashing (as of writing this). This is still really good though, allowing you to tribute you opponent’s monsters away for 1 card essentially but at the cost of expending your Kaiju monsters rather quickly. This pattern can be exploited though with cards that return your own monsters to the hand. While Remove Brainwashing is up on the field you can tribute to summon to the opponent’s side of the field, then gain control of that monster. Then, return that Kaiju to the hand by one of many means, and then summon it by tributing the opponent’s monster again, effectively removing two of the opponent’s monsters from the field for little to no cost.

Running both Remove Brainwashing and Owner’s Seal also seemed excessive, because for 1 they overlap with each other meaning if you have Remove Brainwashing on board every Owner’s Seal you draw is a dead draw and the deck has no use for excess cards, having no discard outlets at this point in time. Also, considering the deck is completely functional when you don’t draw those cards, because you can special summon Kaiju from the hand while your opponent controls a Kaiju, makes Remove Brainwashing or Owner’s Seal even more of a dead draw when you can already make an optimal play without using either.

In the end I’ve yet to settle on which I prefer, I’ve had success with both dependant mostly on the other support I put in the deck, With that being said, it’s really a matter of finding which support engine is the best and using the cards that support it the best. Easily someone could release a better deck list than my own or future support could disrupt my ideals causing me to switch between one or the other.

Return to the Hand:

The next thing I ended up using was the card Neo-Spacian Grand Mole. Since unlike Lava Golem or Volcanic Queen, you can normal summon after special summoning a Kaiju to your opponent’s side of the field, Grand Mole is pretty much the perfect monster for the deck. You can summon a Kaiju to the opponent’s side of the field, special summon 1 to your side of the field now that they control a Kaiju then normal summon Grand Mole. You can attack the Kaiju with Grand Mole and return both the Kaiju and your Mole to the hand. In total, you’ve literally lost no cards and the opponent has 1 less monster. You also now have a very strong control monster on the field, ideally the Kumongous.

To supplement Grand Mole you can run Fusion Conscription if your heart is set on it. Fusion Conscription lets you add any monster listed as fusion material on a fusion monster (Using Elemental HERO Grand Neos) from your deck or graveyard to the hand, allowing you to continuously search or recycle the 1 allowed copy of Grand Mole (but seriously, why’s this card still at 1?). The downside is that you can’t summon or use the effect of the monster you search with Fusion Conscription that turn. It’s cute at best.

Returning Kaiju that you control, not one you gave to the opponent is also helpful. I searched through the card database on the official Yu-Gi-Oh! website to look for all the best ways to bounce your own Kaiju and found both Genex Ally Birdman and Mist Valley Shaman. Birdman’s a pretty well known card, but Shaman is a little lesser known. Mist Valley Shaman is a Level 3 Tuner monster, once per turn it can return a monster you control to the hand to have itself gain 500 ATK (it starts at 1200). These two both work especially well with Remove Brainwashing. Tribute an opponent’s monster for a Kaiju, then you gain control with Remove Brainwashing. Use Birdman or Shaman to bounce it to your hand then tribute another opponents monster and regain control of that monster. Both Shaman and Birdman are level 3 tuners, so using the 2 Kaijus we have you can Synchro for either Star Eater or Leo, the Keeper of the Sacred Tree allowing you to summon yet another Kaiju to your opponent’s side of the field and take control of it, potentially leaving you with a powerful field like Kumongous and Star Eater using 3 cards and removing 3 of your opponent’s monsters from the field (which is a plus 2).

Similarly to the previous play, when you want to push for damage but don’t have a Remove Brainwashing or Owner’s Seal, you can use Birdman and Shaman to get extra damage on the board. First, you special summon a Kaiju to the opponent’s side of the field allowing you to special one to your own side. You can keep bouncing you Kaiju to the hand for your own effects and then re-summoning it. For example, special summon a Dogoran, then summon Birdman by bouncing the Dogoran.You can then re-summon the Dogoran and Synchro with it for Star Eater then proceed to special summon another Kaiju monster from your hand.

Synchro and XYZs Summons:

Theoretically, the Kaiju are very powerful for Synchro and XYZ summoning because they provide an extremely easy stream of monster to Synchro or XYZ with thanks to their field spell and because they are so easy to summon. In particular, Synchro summoning is effective because it inherently sends cards to the graveyard, fueling the counter production of the field spell. XYZ summoning though brings the threat of some fantastic Ranks, Rank 7 and 8, due to the two Kaiju’s levels, and since they’re really easy to special summon the struggle is really in finding the ideal counterpart monster to XYZ with.

Starting with Synchro summoning, I’ve already mentioned Genex Ally Birdman and Mist Valley Shaman, but I’d also like to mention Glow-Up Bulb, or a small plant engine in particular. Using Kumongous you can make Level 8 Synchros in the same fashion I mentioned before. Special a Kaiju to the opponent’s side of the field then summon a Kumongous to your side. Normal Glow-Up Bulb and Synchro 8. If you mill for Bulb this will have gotten 3 counters on the field spell allowing you to search if you didn’t already have 3 counters. You can then summon another Kumongous and synchro for 8 again. At that point you still will not control a Kaiju of your own meaning you can summon yet another Kaiju from the hand. With this combination you can make some pretty impressive fields. In addition, if you have yet another Kaiju, you can XYZ with a Dogoran and 1 of your Level 8 synchros for a Felgrand and then Special summon another Kaiju from hand, leaving you with the potential field of Felgrand, Stardust Dragon and Kumongous in the most ideal scenario, which is an insane field in terms of control.

To make the Plant Synchro engine better I’ve been testing 3 Lonefire, 1 Glow-Up Bulb and 1 Spore. Lonefire makes sure you see you Tuner monsters to make the plays and also is an instant 3 counters on Kyoutou waterfront because it can tribute through all your copies to send them to the graveyard. Spore allows you to make similar plays as Bulb except you get 1 Level 8 Synchro then 1 Star Eater using Kumongous.

For XYZ summoning, I found that Malefic Stardust Dragon was a clear choice. Not only does it provide a good effect for the deck in general, it’s really easy to summon and pairs perfectly with Dogoran. On a side note, with Malefic Stardust Dragon in the deck you also open up the deck easily for the card Trade-In. The ideal play involving Stardust is that you have the field spell up (which is the ideal scenario for the deck in general, because without it the deck isn’t all that great) and 1 Dogoran and 1 Malefic Stardust Dragon and a maxed out field spell. You special summon 1 Dogoran to the opponent’s side of the field then summon 1 to your own side. Use Dogoran’s effect to destroy the opponent’s Dogoran and all their other monsters then special summon your Malefic Stardust Dragon. XYZ for Felgrand most likely, but any Rank 8 XYZ will do. Pretty simple, but quite strong. This scenario has come up a surprising amount in testing.

An honorable mention goes to Gagaga Magician who has the potential to become both Level 7 or 8 to pair with Dogoran or Kumongous respectively to make Rank 7 and 8 XYZ.

Not So Random Support:

Here are some pretty generic cards that I’ve been running in the deck and found great success with and why:

  • Trade-In: With Kyoutou Waterfront you can easily search out Level 8’s to fulfill its requirements while also adding counters to the field spell by activating it. Trade-In also opens up the potential for cards like Call of the Haunted to revive Dogorans with, but so far I don’t have anything to say about that other than it being an idea I’ve had.
  • Mystical Space Typhoon: This is slightly “no-duh” as a card choice but it’s a little more than that. Initially I didn’t run the card, I rarely ever do anyways, but the fact that this card will put 2 counters on Kyoutou Waterfront by itself has been pretty nice. Easily this could be swapped for similar cards like Galaxy Cyclone, but for now I’m using MST. When MST resolves it will send one of the opponent’s cards to the graveyard putting 1 counter on Kyoutou Waterfront, then after the resolution of all the cards in the gain MST will itself go to the graveyard putting a 2nd counter on the Waterfront. This makes your opening game more consistent.
  • Upstart Goblin & Pot of Duality: I run these two cards for almost the same reason as MST. On you first turn you want to see either Terraforming or Kyoutou Waterfront and immediately start putting counters on it as fast as you can. Upstart Goblin and Pot of Duality both get at least 1 counter of the field spell and also improve the decks consistency in early game. While it sucks to not special summon Kaiju because you played Duality, it works similarly to using the card in Malefics, which I think is a comparable deck.
  • Scrap-Iron Scarecrow: A little more on the strange side, but I think it’s quite logical. The deck’s natural setup phases gives your opponent monsters and frequently leaves you with nothing and this solves that problem in a blanket fashion.
  • Compulsory Evacuation Device & Storming Mirror Force: Logically, since returning your own monsters to the hand is so powerful in this deck, the two best traps at doing so would be staples for the deck in my opinion, at least I will say that for sure for Compulsory. You can summon your monsters to the opponent’s side of the field then bounce them with Compulsory or Storming Mirror Force to reset the scenario. Also, if you’re attacking with one of your own Kaiju and they’re threatened, using Compulsory on your own monster is ideal because the Kaijus have a lot of of options out of hand.

Written by: Kyle Oliver

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