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Preemptive Deck Idea - Gaia Chaos (HALP!)


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Ok, so I'm WAY too hyped over the new Gaia + BLS supports. I've had a Gaia Chaos variant deck for a while now and I'd like some help in figuring out what cards to add to make it better when the rest of the troupe come out.

 

Definite cards:

 

Monsters:

BLS - EotB: obviously. I don't really think I need to explain this.

 

Supreme BLS (EARTH, lvl 8, Warrior): Burns the opponent when it kills a monster. Floats into a Gaia the Fierce Knight monster on destruction.

 

Gaia, the Polar Knight (DARK, lvl 4, Warrior): It can tribute a DARK to add a LIGHT Warrior to Hand, then discard. It can also banish a LIGHT for stat boost.

 

Gaia, the Mid-Night Sun (LIGHT, lvl 4, Warrior): It can tribute a LIGHT to add a DARK Warrior to Hand, then discard. It can also banish a DARK for stat reduction.

 

Black Dragon Colapserpent (DARK, lvl 4, Dragon): Banish a LIGHT to SS from Hand. When it goes from Field to Grave, add Wyverburster.

 

White Dragon Wyverburster (LIGHT, lvl 4, Dragon): Banish a DARK to SS from Hand. When it goes from Field to Grave, add Colapserpent.

 

Knight of the Beginning (LIGHT, lvl 4, Warrior): If used to ritual a BLS, it gains effects. If banished from Grave, you get ritual spell.

 

Knight of the Evening Twilight (DARK, lvl 4, Warrior): If used to ritual a BLS, it gains effects. If banished from Grave, you get ritual monster.

 

Galloping Gaia the Fierce Knight (LIGHT, lvl 7, Warrior): Can be NS'd without tribute. If it gets tributed, search 1 BLS.

 

Swift Gaia the Fierce Knight/Awakened Gaia the Fierce Knight (DARK, lvl 7, Warrior): Only used for its Level/Type/Attribute tbh.

 

Spells/Traps:

Jewels of the Valiant (Continuous Spell): When 1 monster is banished, send a different attribute monster to the Graveyard. Keeps things stocked + loads the Graveyard with the cards you want banished, ie. the KotB/KotET.

 

Exchange of Night and Day (Continuous Trap): dump a LIGHT/DARK Warrior to add the opposite attribute (but same level) monster from Deck to Hand. Loads Grave and exchanges useless cards for more usable ones.

 

Foolish Burial (Spell): need I explain?

 

Reinforcement of the Army (Spell): see above.

 

Monster Gate (Spell): Tributes a monster to SS the next available monster from your deck. Nice combo with the Chaos Dragons or Galloping Gaia as they get their search.

 

Supreme Warrior Ritual (Ritual Spell): Can Ritual Summon from the Hand and from the Grave. That said, it could be dumped with little detriment.

 

Options:

 

Monsters:

Original BLS: If it can be summoned through Supreme Warrior Ritual, it could be somewhat useful. Maybe.

 

BLS - EotT: Quite possible to pull off its Summon, but the more critical thing is that this card can be traded for its Limited brother using Exchange of Night and Day.

 

Armageddon Knight (DARK, lvl 4, Warrior): Dumps a DARK on-summon. Straightforward and searchable. I'm pretty sure this is a definite.

 

Dawn Knight (LIGHT, lvl 4, Warrior): Armageddon's never used cousin. It actually works quite well for this deck as there are plenty of ways to dump it from field, Mid-Night Sun, Monster Gate, Ritual fodder, and it fills the Grave. Late game, it could also be useful. By dumping it from the Deck, you can stack a LIGHT monster from your Grave.

 

Dwarf Star Dragon Planetar (LIGHT, lvl 4, Dragon): adds a lvl 7 LIGHT/DARK monster to your Hand. Meh, it's there, but it's a waste of a NS imo...

 

Noble Knight Joan (LIGHT, lvl 4, Warrior): When she's destroyed, you can discard 1 to add a lvl 4 or lower Warrior from Grave to Hand. Outclassed by "Warrior Returning Alive", but it does put another LIGHT body in Grave. Also can return itself for fun.

 

Dragodeus the Empowered Warrior (LIGHT, lvl 4, Warrior): Pendulum effect halves opponent ATK when it battles your monsters for a discard. Monster effect searches for a 2000 or less Warrior when destroyed. Pretty useful, but it doesn't fill Grave.

 

Dragonox the Empowered Warrior (DARK, lvl 4, Warrior): Pendulum effect stops battle phase at the cost of itself. Monster effect SS's a 2000 or less Warrior in face-down defense for a discard. Decent, but not as good as Dragodeus with the same downside.

 

Spells/Traps:

Chaos Seed (Spell): adds a banished Warrior to Hand when you control both LIGHT/DARK monsters.

 

Chaos Zone (Field Spell): A grind game powerhouse that can help return your banished monsters depending on how much you banish. Honestly, I don't think this is exceptionally useful because I don't see this deck grinding long enough to use it well.

 

Future Visions (Field Spell): Ok, honestly, I'm just trying to find a deck for this card, but it seems ok here. It slows the game down and gives your monsters a protection while you try to build things up. Also pretty cool to destroy this card when your opponent's card is banished.

 

 

Whew! Ok, can you peeps help me figure out other things to add that could push the Deck? I didn't put generic good spells/traps in these lists, but just know I didn't forget them.

 

With what I've found through playing my original Gaia Chaos deck I've noticed that once it gets going, monsters in the Deck run out quickly so more monster options would be appreciated!

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I'd wait and see what the rest of the support does. After some testing, I've found the deck to be really... bad and inconsistent. The Chibi BLS monsters are vanillas in your hand and on the field and are actually kind of cloggy. Galloping is difficult to get tributed, and the ideal combo is to use the Chaos Gaias to tribute him for their effects; but that combo is too slow and requires too much specific setup. The deck lacks a good enough engine to get things set up and ready to roll; the early game is painfully slow and more often than not you're going to fall too far behind. Supreme BLS honestly isn't that great without the Chibis used as materials, and you can't summon him full-power as much as you would like; that's a four-card investment and it's not one you can consistently go into.

 

From what I've tested, the deck works best with the Chaos Dragons instead of the Gaias; the Chaos Dragons set up and move forward a lot faster and let you get some muscle on the board; buying you enough time to get Supreme BLS out and deal a punishing blow. Unfortunately, it's still a deck that's not consistent enough and bricks a little too much. I would honestly wait to see what the new cards are, and hopefully the deck gets a consistent engine to tie everything together and speed the plays up.

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Honestly, I wanted this as a strong casual deck idea rather than a overly competitive one. I've been playing this deck since the Polar Knight and Mid-night Sun were the only Gaia Chaos supports so I know, even with this support, they probably aren't even tier 3. What this deck really needs is either a way to get monsters on the board quickly and reliably, or a way to protect the monsters already on the board.

 

From what I gather, this deck looks to be one that would rely heavily upon backrow, except for the little problem that space is extremely tight as typically you want to run more monsters than Spells/Traps in this deck. In any case, there are already several S/Ts that are NECESSARY to run, which doesn't leave much openings.

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I get what you mean, but I wasn't talking from a purely competitive standpoint. Even in casual play, I like my decks to be as good as they can be unless I'm going for a really goofy strategy; the game's just more fun as a real challenge with a deck that works good; but so far, Gaia Chaos isn't very good in a playable sense. It's not fun to play with yet.

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