Cool cards you can use at the Genesys WCQ - Board Breakers

 

Hey again! Here’s the next in my series of cool cards you can use at the Genesys WCQ. If you missed the last post, you can read it here. This post will be talking about cards focused around breaking your opponent’s board. These will probably be the worst style of card to play, though. Genesys is currently notorious for going first having a massive advantage, and breakers cards only marginally help that situation; most decks can attack your hand, or search free protective cards like Unbreakable Xyz Barrier(0) to stop your breaker card, or set up something that stop you using breakers that target, or breakers that destroy, which is most of them. 

Still, these are cards worth considering because of their high potential value to trade up against multiple cards, and even if you’re not playing them, they are cards you should be expecting from opponents! 

Our first card was changed recently in the points adjustment, being 10 points, it saw no play, but now Interrupted Kaiju Slumber(0) is a real option. Gameciel, The Sea Turtle Kaiju(3) was not the reason this card had points, and decks playing kaijus would rather be using the ones with more optimal levels or types for their strategy, anyway.

You’ll generally want three kaijus with different names in your deck to use Kaiju Slumber, so even if you draw one, you’ll be able to still use slumber. That one Kaiju you draw and summon might also stop the monster your opponent ends on to make you unable to resolve Slumber, which is neat. 

Once you’ve slumbered, there’s a few kaijus that are more valuable than others, depending on what you’re playing. If you can get other level 8s out, you can use Dogoran, the Mad Flame Kaiju (0) or Gadarla, the Mystery Dust Kaiju(0), overlaying them for something like Divine Golden Shadow Dragon Dragluxion(0), who can find you Seventh Tachyon(0) to get you to a starter. Or, you can make Dingirsu, the Orcust of the Evening Star(0) to not only remove another card on your opponent’s field(it doesn’t target, so any interaction forced from activating this can let you remove something else), but also protect you from destruction effects twice while you take your turn. Yugioh has historically had a few 8-axis decks, featuring really powerful breaker monsters that throw themselves on the board, so it’s not hard to find those and include them in your strategy. 

If your deck is more focused around level tens, you can make use of  Jizukiru, the Star Destroying Kaiju(0). Its even a LIGHT machine to help enable your train or cyber dragon machinations. If your deck is using Seventh Tachyon, you can make use of Thunder King, the Lightningstrike Kaiju(0) for two purposes; a piece of IKS’s summon requirements, and a searchable out to problem monsters, through revealing Number C107: Neo Galaxy-Eyes Tachyon Dragon(0). 

Kaijus are already a common pick in the format, hence the nonsensical pointing of Gameciel, so they’re not mandatory “bricks” when you play IKS, just extra breakers that pair with the ones you’re already on. 

Heavy Polymerization(3) was recently pointed in the June points update. Its usage was moderate, only really a great option for Lunalight and Darklord, but what’s probably really earned this card a few points is the release of its new summon, The Chaotic Phantasmal Sacred Beasts(0). Send three copies of Timelord Progenitor Vorpgate(0), and before your opponent can start doing the Trilojig on you, you’ve put down three targeted monster negates on a very hard to remove 5000 body. This card protects itself from destruction two times a turn, and once per chain, thrice per turn, negates a monster by targeting it. Melffy won’t like seeing a card like this, since their Melffy Catty(0) will be negated on trigger, as well as two other cards they make use of later in the turn, like Melffys' Joyful Surprise(0) and Merry Melffys(0). And after all that, 5000 is a big number. 

Sure, Darklord can use it to make The First Darklord(0), and there’s applications for that, but chaotic phantasmal is such a strong threat going into a board that this should really be considered for decks who don’t mind spending 9 points and four extra deck slots on a side deck option. That's not a ton of decks, but they are out there!

You might already be playing Shaddoll Fusion(0) if you’re using the deck with the new Glorious Gallery support, or maybe you’re playing Dracotail or chimera/illusions, and realised Shaddoll Fusion is the best fusion breaker you could ever ask for. But consider it for a moment in decks outside of pure fusion. There’s a lot of cards you can send to make the new El Shaddoll Meshachrer(0). Any Dark, any Shaddoll, and any Earth are a wide pool of options.  

Once your Meshachrer leaves the field, you can use the Night Train Blue Traveler(0) you sent to summon both back and make any machine rank ten, like Superdreadnought Rail Cannon Flying Launcher(0) to find a starter, or summoning Superdreadnought Rail Cannon Gustav Rocket(0) on top of his son to get a monster negate up. Or you can just slap Superdreadnought Rail Cannon Juggernaut Liebe(0) on top of whatever you first summoned to get a surprise OTK in. 

 If you want to send something other than an Earth monster, you can send Fleeting Phantom Mask Master(0), banish the Shaddoll Fusion to summon it, and send any Fiend, Illusion or Spellcaster you need to by card effect, on top of getting another decent sized 2400 body on the field. Level eight, too if you want that. 

Sending Shaddoll Beast(0) and Shaddoll Dragon(0) are the safe bets; you can never go wrong with drawing cards and popping backrow, but Naelshaddoll Ariel(0) is a triple D.D. Crow(1), and Nehshaddoll Genius(0) either forces out a monster effect or locks it down until the end of the turn. That’s a crazy amount of value. The best part of it all is all these effects are triggering together, which means you can build the chain link however you like to block your opponent’s interactions. These cards are, of course, best used in a dedicated Shaddoll deck, but if you can stomach the potential bricks, you can make use of a triple breaker that gives you multiple bodies, all in one card. With going second being this difficult in Genesys, you want to maximise value attained through each card, and Shaddoll Fusion has the highest potential of any card I can think of at 0 points. If you can think of a better piece of (mostly)non-engine, please do correct me!


This is the most Kaiju of all the Kaijus, and it doesn't even say Kaiju on it! The Winged Dragon of Ra - Sphere Mode(0) takes your normal summon, but notably doesn’t lock you out of normal summons like Lava Golem(0) does. This is relevant for when trying to play after summoning it, letting you still use cards like Tellarknight Constellar Delteros(10) and Tessera the Primal Squire(0), which both grant you extra normal summons. Three, as we all know, is also more than two.

It rids all three bodies from the Melffy field(should they choose to summon so many), leaving you just to deal with their hand traps, and sweeps the Tellarknight endboard, leaving them only with whatever Eclipse Twins(0) summons back from GY, or nothing if you saved your GY disruption, Skull Meister(0) or Ghost Bell & Haunted Mansion(0). Even against HERO, their Elemental HERO Cosmo Neos(21) doesn’t stop you normal summoning this over it and their two Contrast HERO Chaos(0), after that, they should be almost entirely out of gas, and you just have to survive one turn, which isn’t too hard with other non-engine tools like Book of Eclipse(4). 

Simply put, if you’re afraid of a wide monster endboard from your opponent, or Gravity Collapse(0) ending your turn when you try to normal, Sphere Mode can clear all those threats and let you safely continue, so long as you can see a way to play without the first normal summon. It’s not too hard in Genesys, especially if you’re a top deck, but it’s a real drawback to think about. It’s also certainly just a side deck card; there’s too many strategies that just don’t care or play into it, like Clown Crew or Super Quant, to justify it as a neat game 1 surprise.

Its silly, yes, but it is a real option against MelffyDegenerate Circuit(0) is a complete stop to any of their Melffy setup on the board. Each Melffy that returns to hand as part of its effect must first actually get there. Since circuit banishes them instead, they don’t get the main effect of the Melffy monster that was activated. Be careful, though, since if they have Melffy Rabbys(0) in hand, they can still summon it and fuse for joyous surprise, which lets them turn the banishing threat of circuit against you while you’re trying to play.

I don’t seriously believe this is a great choice, not much better than using a Pair Bear Scare!!(0) or a Final Bringer of the End Times(0) to chain to Melffy Catty, but my friends had mentioned it at one point and I felt it important to let people know this is the best way to tilt your Melffy opponent, in the same vein as flipping Imperial Iron Wall(0) against Maliss, in game one. A player on tilt plays worse, and specific cards like this have a secret effect in that they make your opponent play less optimally, because their mind is now split between figuring out the next best play and “why would anyone ever play this garbage? And why is it working?! 

Heavy Storm(6) was moved down from 10 points in the March update, saving you 12 points for a playset of it. People love setting problematic floodgates in the backrow, and love making Number F0: Utopic Future Zexal(5) to turn off your Cosmic Cyclone(1) and Mystical Space Typhoon(0). Heavy Storm, for 6 points, lets you ignore this Xyz floodgate monster, as well as whatever decks like RDA, Clown Crew, Mimighoul and... Blue Eyes... are setting up underneath their monsters. 

Using heavy also means you don’t have to worry about your Sphere Mode being stopped by Mask of Restrict(0), your normal summon ending your turn against Gravity Collapse, or your push being stopped by generic cards like Forbidden Chalice(1) and Book of Eclipse. Its weakness is to decks that search an omni negate, but for those decks, it’d just be like any other breaker; trading for that omni. Most omni negates require you control a specific kind of monster, too, so pair this with one of the other monster removal cards I’ve mentioned here and you can either force out that negation first or allow your monster breaker to go through by forcing it with heavy storm. If you have the points, this is a great card to consider for going second. It’s not preposterous to even consider it in the main deck, either, for game ones to surprise your opponent. 

 

That’s it for today’s post about breakers! The next post will be looking at all the really scary things that make it so hard to go second in Genesys, and make breakers like these a lot worse on their own, demanding you mix them with hand traps in your deck to not only lighten an opponent’s endboard, but stop them from completely stopping your ability to play. Every card I’m going to talk about next is going to be something that needs a lot more points than it has right now, so stay tuned for the post. In the meantime, let me know what you thought about these tech choices for the upcoming WCQ events! 

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