The Generaider archetype offers a unique strategy designed to simulate the experience of a player encountering a series of formidable boss monsters in a role-playing game. Its identity is forged in a reactive playstyle, with its most impactful maneuvers executed during the opponent's turn. The core objective is to establish a persistent resource loop that continuously summons powerful, disruptive monsters from the deck, systematically dismantling the opponent's strategy and grinding them out of resources.
The Field Spell that defines the archetype. When your opponent adds a card from their deck to their hand, you can Special Summon a "Generaider" monster from your Deck. It also swarms the field with Tokens to fuel your bosses' effects.
The premier one-card starter. Tributes itself to summon a "Generaider" from the deck, typically Mardel to search for Boss Stage.
Solves the deck's issue of drawing its boss monsters. Discards a Generaider to summon itself and another from the hand or GY, enabling powerful Xyz plays.
This walkthrough demonstrates how a single Loptr establishes the entire engine.
Normal Summon Loptr. Activate its Quick Effect, tributing itself.
Special Summon Mardel, Generaider Boss of Light from the deck. Mardel's effect activates, searching for Generaider Boss Stage.
Activate Generaider Boss Stage. Your setup is complete. The deck now waits to interact on the opponent's turn.
The Generaider "end board" isn't fully realized on your turn. It materializes instantly in response to your opponent's first action, catching them off guard.
The board is deceptively simple: just an active Field Spell.
Their draw triggers Boss Stage, summoning Harr and a field of Tokens to fuel its omni-negate.
The primary disruption tool. Provides a powerful omni-negate and forces the opponent to send a monster to GY when they search.
The problem-solver. Offers non-targeting banishing removal to out indestructible or untargetable threats.
Provides crucial summon negation, stopping opponents from accessing their key Extra Deck monsters or starting their main combo.
A Rank 9 Xyz that acts as a powerful board breaker, tributing itself to summon Jormungandr and attach the opponent's cards to it as material.
The deck's ultimate win condition. It forces both players to draw and then attach a card from their hand/field to it, stripping the opponent of resources while growing into a colossal monster.
As of the current TCG format, the Generaider archetype is entirely unrestricted, allowing it to operate at full capacity.
Play any card at your preferred ratio without restrictions
Access to all archetype synergies without limitations
No banlist constraints holding back your strategy
Banlist Status Summary
Core cards checked:
• Dovelgus, Generaider Boss of Iron
• Frodi, Generaider Boss of Swords
• Generaider Boss Bite
• Generaider Boss Fight
• Generaider Boss Loot
• Generaider Boss Quest
• Generaider Boss Room
• Generaider Boss Stage
• Harr, Generaider Boss of Storms
• Hela, Generaider Boss of Doom
• Jormungandr, Generaider Boss of Eternity
• Laevatein, Generaider Boss of Shadows
• Loptr, Shadow of the Generaider Bosses
• Mardel, Generaider Boss of Light
• Naglfar, Generaider Boss of Fire
• Nidhogg, Generaider Boss of Ice
• Utgarda, Generaider Boss of Delusion
• Vala, Seidhr of the Generaider Bosses
analyzed •
0 restrictions found •
All cards legal at 3 copies
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