Welcome to our guide on the best rocks from the box, Triamids! This deck's playstyle is unique, fun, and challenging. Of all the Duel Links decks that have existed, this is by far the most difficult and interactive. Matches can run very long, and resource management is essential for any victory. As you will see from this guide, there are definitely standard plays that must be learned about this deck. The beauty of this deck, however, is in the new situations that arise constantly. Every few duels I discover a new interaction I haven't encountered before or some insane play that feels amazing to pull off properly. There are infinite ways to misplay, but also infinite ways to outplay your opponent. This deck is easy to pick up, but difficult to perfect. Hopefully, after reading this guide, you'll be one step closer to becoming a Triamid Master! (Haha the guide man made a pun.)
Before we go into strategies and interactions, let's first cover the card pool.
Within the Triamid archtype there are 3 different Monsters, 3 different Field Spells, and 1 Trap:
Triamid Master (2-3x):
The only Super Rare monster from the box definitely earns its rarity. This monster is the biggest of the three, sitting at a solid 1800 ATK. Master's primary effect allows you to send any face-up Triamid card you control to the graveyard (including himself) to target any set card on the field and destroy it. This effect is great against backrow, but specifically good against Subterrors. We'll dissect matchups later in the guide. Master's second effect is shared between all three Triamid monsters. Every single one will allow you to send one field spell card from your field to the grave and play another field with a different name from your deck. This is where the deck's creative playstyle comes into effect. Master should be a 2-3 of, depending on whether you play 1 or 2 Triamid Dancer.
Triamid Hunter (3x):
This monster is easily the best of the three. While you control a field spell, Hunter allots you an additional normal summon of any Rock monster. This effect allows you to establish two monsters on board, which in turn allows you to cycle through two different field spells on your opponent's turn while also fueling your graveyard for Triamid Pulse's effect. Hunter is extremely important and is a mandatory 3 of.
Triamid Dancer (1-2x):
Arguably the worst of the three, but definitely important. Dancer is very weak with only 600 ATK, but has a sizeable DEF of 1900. Resolving her primary effect will be your main goal in every single game. By shuffling any Triamid card from your grave into the deck, you can boost the ATK and DEF of all your Rocks by 500. This is a permanent boost. If she remains on the field for more than a turn and resolves her effect twice, your Master will sit at a sizeable 2800 attack and will be a huge 3300 attack with the Kingolem field spell, as you'll see in a second. Dancer should be played at 1-2 copies. She's not very good to open, however establishing two Dancers allows you to boost your Triamids at twice the speed, letting you hit astronomical amounts of attack very quickly. If you opt for two Dancer, cut Master down to two as well, since 7 monsters is the sweet spot.
Triamid Cruiser (3x):
The Super Rare field spell of the archetype is amazing and boosts the consistency of the deck. You will be utilizing this card endlessly in games, more times than the simple three copies would seem to allow. All of these field spells have effects while on the field and effects when they're sent to grave. While Cruiser is face-up, you gain 500 Life Points each time a Rock monster is normal summoned (by either player.) Also, when a Triamid monster is normal summoned (also by either player) you can draw one card and discard one card. At the very least, this will allow you to stock your graveyard turn one for usage with your trap and other field spells. At best though, it'll draw you into one of the techs that you play and help establish a fantastic board. This effect will also be great for seeing side deck cards more quickly than normal. When Cruiser is sent to grave you can search your deck for any Triamid monster. This deck has three ways to send field spells to grave: you can use Master's effect to send a Triamid and pop a set card, you can use your Triamid monsters during the opponent's turn to send your field spells to grave, or you can simply play one field spell over top of the other. Yes, this works. The field spells just need to go from the field to the grave, and this game mechanic fulfills that requirement. This will allow you to turn Cruiser into any monster you need when you open it in tandem with another field spell on turn one. Needless to say, Cruiser is an absolute mandatory 3 of.
Triamid Kingolem (3x):
Despite my long-winded explanation of Cruiser, Kingolem is arguably the best field spell. This card is the deck's win condition. While on the field, Kingolem increases all Rock monsters' ATK by 500. More importantly, it stops your opponent from using any cards or effects when your Triamid monsters battle. Yes, this field spell turns all of your Triamids into Armades, Keeper of Boundaries. This deck's tiered potential all stems from this simple clause. Kingolem's other effect happens when it's sent to grave, and it allows you to special summon a Triamid monster from your hand. The deck's plays can get even more hectic because of this effect, as you'll see in some scenarios I describe below. Again, all 3 copies are mandatory.
Triamid Fortress (1-3x):
This field spell is the normal rarity one, and deservedly so. It's definitely the more niche of the three field spells. Fortress gives all Rock monsters a 500 DEF boost and protects your Triamids from card destruction effects, living up to its name. When it's sent from field to grave, you can add a Triamid monster from your graveyard to your hand. Normally this is better beyond the early turns, however if you utilize Cruiser's drawing and discarding effect then Fortress can be useful much earlier than normal. If future builds need more room for tech space, expect this card to be the first to get cut. Until then, max this card out at 3 copies.
Triamid Pulse (1-3x):
And finally, the one and only archetypal trap card in the deck. This card has been around for quite some time and saw use in Magnets way back in the beginning of 2018. However, it was only able to banish Rock monsters in that deck. Now, we can utilize it to its full potential in the deck it was made for. Pulse allows you to banish two cards (Rock-type Monsters, Field Spells, or a combination of the two) to activate one of its three effects. The first effect is the best and by far the most utilized: destroy one face-up card on the field, plain and simple. I have never seen the second or third effects be utilized until the release of this archetype. The second effect allows you to special summon a Rock monster from your graveyard in defense position, which can be very handy to block attacks. You can also use this effect during your opponent's End Phase in order to use another Triamid monster's effect to filter through and trigger another field spell. The third and final effect I have barely used, and I've only ever needed to in severely grindy games (upwards of 20 or 30 turns.) The third effect allows you to shuffle back up to three field spells and draw one card. Keep in mind though that this is after you banish two cards from the graveyard, so you don't have infinite resources. You will deck out slower though, which is great if stall decks ever become relevant again.
Being a mostly pure deck that benefits off of maximizing its archetypal cards, it's very difficult to fit tech cards into this deck. There are limited slots for non-archetypal cards because the deck loses consistency when it can't maximize its resources. That being said, the tech choices that we do play need to be very high impact in order to warrant slots in the main deck. The least important cards of the archetype that are cuttable in order to make room for techs are Triamid Pulse and Triamid Fortress. Pulse, however, is the first card to go because it bricks when you open multiple copies. Fortress also bricks in multiple copies, however it is a field spell to use with your monsters at the very least. Cutting Pulse down to one or two copies frees up some space in the main deck. With Pulse at one, you'll have three main deck slots for techs. Let's explore some of those options:
Treacherous Trap Hole:
The main problem this deck faces is getting over big monsters; backrow is not an issue. We have Kingolem to prevent effects on attack and Master to pop set cards preemptively. Treacherous helps us deal with the monster issue and will allow us to easily attack directly with a Kingolem active, ensuring a victory the majority of the time it's used. Absolutely a mandatory tech card to play, use at least 1 copy.
Obviously a great card, this has been in the meta for the entirety of Duel Links' history. Unfortunately, I don't believe it to be good enough for a main deck slot, as you want to maintain your monsters on board to synergize with your field spells. And since that's the case, there are better cards to block attacks, like World Legacy Clash.
World Legacy Clash:
The interactions this card has with the deck are fantastic and they went undiscovered for a few days. Big thanks to wayne kenoff for figuring them out. Aankara recently placed second in the Duel Links Taiwan Weekly #61 and his list utilized 2 copies of this card. Luke Tyler also made Top 32 in PCT #37 and played 3 copies in his main deck. He cut down Fortress to 2 in order to make room for this. World Legacy Clash allows you to use its effect in the Damage Step of an opponent's attack and banish a monster you control. If you banish the monster being attacked, you can both block the attack of the opponent's monster (because your opponent won't be able to redeclare an attack after entering Damage Step) while also reducing the attack of a second monster your opponent controls. However, the truly amazing interaction comes during the End Phase when your monster returns to the field. If your toggle is ON, you will be able to reuse the monster that was just returned and cycle through another field spell in your deck. Since each monster has a soft once per turn effect (meaning you can only use that specific card's effect once per turn), its effect will be ‘refreshed' when it returns to the field, as if it's a brand new monster. This is essentially the same as having two separate monsters, allowing you to filter through two field spells on your opponent's turn. Needless to say, I'm a fan of this card. Until another card becomes better for a different meta, I will be playing this card at 2 copies, which unfortunately doesn't leave room for any other main deck techs. But that's what the side deck is for, so let's get into some more options.
Definitely a really great card to consider, however, it isn't useful against enough decks to be considered for the main deck. In the side deck, however, this card is useful for the Ancient Gear matchup, the mirror match, Subterrors, Spellbooks, and Amano Stun. So, against half the meta, you'll be wanting to side this card. In changing metas with majority backrow-heavy decks this card will make its way into the main deck. Until then, side about 2 copies.
Both a tech and a counter, this card has very good synergy with Triamid Master. Since Master is able to destroy set cards, you can easily flip down something like Elemental HERO Brave Neos and destroy it without your opponent being able to protect with Neos Fusion. This also offers crucial protection and allows you to get to your following turn without losing resources, effectively placing you in a great position to begin snowballing with Dancer boosts.
And here's where the interesting part comes in. Even if you're not thinking about playing this deck, this section still pertains to you. Let's discuss some cards that counter this deck.
A well-timed Cyclone can be this deck's kryptonite. Using this card on a field spell will normally be a waste because Triamids can just chain their own effect, however, if you hold your cyclone until your opponent runs out of monster effects to switch field spells, this card will leave them top decking. At worst it slows their resource advantage, but at best it shuts them down entirely. Definitely worth siding for this deck as it also deals with many other decks.
This unknown card absolutely destroys Triamids. As long as you can protect it, you will win the majority of your Triamid matchups. This card negates all field spell effects, including in the graveyard. This simple clause is all that's needed to shut down any Triamid deck. Unfortunately though, it's not useful against any other meta deck so this will likely only see play if Triamid becomes the most represented deck. Something to look out for, but nothing to worry about for now.
This card is in the same vein as Gate Blocker. However, this card simply prevents field spell cards from being activated while it’s on the field. Ideally you want to go first and open this card so that Triamids can’t establish a field spell to begin with. However, if you happen to play this card while Triamids already have a field spell and a monster effect established, then they’ll be able to respond to your activation of Closed Forest before it resolves. This little downside will allow Triamids to trigger their field spell effect in grave while also quickly reestablishing a more needed field spell before your Closed Forest has the chance to lock them down. Because this card doesn’t prevent field spell effects, it’s significantly worse than Gate Blocker, especially since Triamids also side Cosmic Cyclone. Play Gate Blocker instead, unless your deck relies on its normal summon. In that case, generic cards like Cosmic Cyclone are still a better option than Closed Forest.
We need our monsters face-up in order to activate their effects. Otherwise, we won't be cycling through our field spells and we won't be gaining advantage. Thankfully, very few decks play Canadia in the main deck. Overall, this card falls into the same category as Cosmic Cyclone: very good against our deck while still versatile in its use against other meta decks. Definitely consider this card.
Floodgate Trap Hole:
Canadia against this deck is annoying, but Floodgate is especially obnoxious. We need our monsters to be face-up in order to trigger their effects, however if we have a monster face-down and also locked on our field then our ability to cycle field spells is severely hindered. Eventually, we'd like to get to the point where we can have 3 monsters on board and start gaining serious steam. With a locked zone, or potentially even two locked zones, our ability to cycle is very minimal. If your deck can play Floodgate then absolutely use it.
Cosmic Cyclone is the bane of this deck’s existence. Being a quickplay, a well-timed Cyclone can throw a wrench in the entire deck. A good opponent will either use Cyclone at the end of your turn or when you try to activate your last Triamid monster effect on their turn. Both plays will leave you unable to respond with your quick effect Triamid monsters. So, knowing this, how can we play around it?
First, we need to recognize which decks will most likely have Cosmic Cyclone in the main deck. Ancient Gears, for example, only have Double Cyclone, which is nowhere near as detrimental. You’ll still get the graveyard effect of the field spell and it’ll still be fodder for Triamid Pulse. Just pay attention to delays (no delay on a summon, but delay on a field activation) and act accordingly, keeping in mind that a Double Cyclone isn’t the end of the world. The new Vendreads don’t have room for Cosmic Cyclone, neither do Spellbooks or other Triamid decks, since their archetypal cards take up the majority of the main deck. The deck that most likely has Cosmic Cyclone in their main deck is Desperado/Cyberdark. Six Samurai, Magnets, and maybe Subterrors or Crystron play Cosmic as well, but don’t stress about it, there are other threats to worry about in those matchups (Dual Wield, Dragon Spirit, Umastryx, etc.)
Now that we know WHERE to look for Cosmic Cyclone, we need to know WHEN to look for it.
Pay attention to delays. If you’re going second and there’s a delay on your field spell activation, don’t get greedy. Make sure you’re saving a field spell in hand for the following turn in case you get Cycloned. Just summon your monster, set your trap that you drew, and either attack/pass turn depending on the rest of their board. If you get Cycloned at end phase, use your backrow to try and save your monster for the following turn, knowing that you held another field spell in hand.
If you’re going first, do your plays like normal. Establish 2 monsters whenever possible, set your backrow and end on either Cruiser/Kingolem, unless you’re forced to end on Fortress. Your board is pretty formidable, so react to your opponent’s plays as necessary. Also, remember your matchups to know when you should be looking out for Cyclone. Are they playing Sartorius? Be weary of the Cosmic, don’t shotgun your field swap effects. If they go for the Blast Spider on your monster, swap to Fortress. Spider will die and they can bring out Desperado, but you still have Fortress up, so they’re forced to attack, in which case you protect with your trap. A good opponent will HOLD the Cyclone in hand until the End Phase or until you attempt to use your last monster effect, that way you can’t respond with a switch out. This is where you can play mind games with them. If it reaches the End Phase and you have the ability to swap field spells, consider the option of not swapping. Did you Canadia their Desperado? If so, you can just use Master on the following turn to send that Fortress and pop Desperado (or a backrow, if you have Kingolem to clear the defense of Desperado.) There wouldn’t be a need to swap fields in that scenario if you’re afraid of Cyclone, and now they’re left with a Cyclone in hand during your turn because they thought they could catch you with it in the End Phase. If you can recover from Cyclone in the case where you do swap at End Phase, do it anyway. Get that Cyclone out of the way and then proceed to recover on your following turn. Now that it’s your turn again, you should be firmly in control, since they won’t be able to potentially summon a second Desperado when you attack with Kingolem active.
I’ll talk about Canadia/Floodgate briefly, since there isn’t much you can do to play around them. You have to commit a monster to the board, at which point your opponent will flip it facedown (immediately if it’s a Hunter to prevent the double summon, or at any other point before the end phase.) You need to hope to have either Kingolem or Pulse in this case. With Kingolem up, if you get flipped facedown on your normal summon, you can play another field spell over top of the Kingolem to allow you to special summon another monster from your hand. Your hand has to be very good in this instance, meaning you didn’t open 2 traps. If you do have to rely on a trap though, Pulse will allow you to revive the monster that was flipped when your opponent clears it on their turn and then swap out your field spell since your monster is now faceup again.
Hope this counter section helped! TLDR: pay attention to delays, consider which decks have Cosmic Cyclone in their main deck, and don’t overextend to the point where you instantly lose to it.
As of right now, there are two dominant deck styles, each with their separate builds and gameplay. The first is to use is to use a more generic utility skill like Sealed Tombs. The other is to use Balance as the skill. After a few weeks of testing, the Balance build has the most success in high-level play.
The Balance Build
Originally, we were attempting to force both techs and resources into a 20 card Balance build, but it just wasn’t strong enough. By simply adding more cards, this allows us to play more techs without sacrificing crucial field spell resources, while also maintaining the perfect balanced hand of 1 monster 1 spell and 1 trap, with the potential for an additional field spell or monster as the fourth card. Because having a trap card for protection is crucial in a lot of matchups, the balance version is preferred over The Tie that Binds and Sealed Tombs.
The Generic Build
The generic build is dubbed that because of its ability to run multiple different options for skills. While many options are available, the two predominant ones are Sealed Tombs and The Tie that Binds as the former provides lack of interaction with the opponent through graveyard lockdown, and the latter provides a very appreciated ATK boost for Triamids. Other skills that could help the generic Triamid build in the future include, but are not limited to, Straight to the Grave for the synergy with Triamid Pulse and Triamid Hunter's first effect and the ability to be sided for Posthumous Army in some matchups, Mind Scan for its synergy with Triamid Master, Field Restock for its recycling ability, and Field Exchange for its ability to unbrick otherwise dead hands. The main advantages of this build include: the general versatility while still maintaining high (but not guaranteed, like balance) consistency. This deck is significantly cheaper to buy or build with Gems or cash as most cards can be acquired through either free in-game means (like the Card Trader) or are all in the same box as each other. The weaknesses of the build include: the incredibly large core causing a lack of protection/tech space, lack of build variance, and reliance on destruction and/or banishing for most interruption. Below are some builds that Top Players have used for tournaments.
Small_cheese DLE 4 1st Place Decklist.
So, now that we've covered the deck and cards that supplement it, let's go over some example hands together. We'll be discussing how to maximize advantage in any hand. Interactions will be discussed in the matchups section.
Example 1: Ideal Hand
- Activate Triamid Cruiser
- Normal summon Triamid Hunter and gain 500 LP. If your hand needed correcting, here is where you would utilize Cruiser's effect to draw and discard. We won't need that in this scenario.
- Use your additional normal summon (provided by Hunter) to normal summon Master. Gain another 500 LP. If your hand still sucks, go ahead and draw/discard once more.
- Set your tech card, in this case we'll say it's Treacherous. End your turn.
- During your opponent's turn, you'll be able to trigger both Triamid effects. Try not to shotgun them, since you'll want to use their effects in response to your opponent's plays, i.e. switching to Fortress to prevent destruction, or Kingolem during the Battle Phase to boost your Triamids. To prevent needing a flowchart of decisions, we'll say they set a few cards and end their turn.
- Now, during their End Phase, use one of your monster's effects to send Cruiser to grave and activate Kingolem from deck.
- Search Dancer with Cruiser, then use your other Triamid to send Kingolem to grave and play Fortress from deck.
- Activate Kingolem in grave to special Dancer from hand in DEF position. Then, use the Dancer you just summoned (your THIRD Triamid effect of the turn) to switch Fortress for another Kingolem. Chain your Treacherous to this effect if you so wish, even if they only have one monster to destroy. Your Triamids will be protected from effect destruction until your Fortress leaves the field.
- Now, at the start of your turn, you'll be able to use Master's effect to pop a set, Dancer's effect to recycle a field and boost everything by 500 ATK and DEF, and you also have Kingolem to boost ATK by an additional 500 and make all of your monsters Armades. That is undoubtedly very good.
Example 2: Average Hand
- Activate Kingolem from your hand.
- Normal Summon Triamid Master.
- Set World Legacy Clash and end your turn.
- During your opponent's turn, you'll be able to activate Master's effect, sending Kingolem to grave and playing Cruiser from your deck. Do this as soon as possible, this way you can utilize Clash to reset your Master and block attacks.
- Kingolem will then activate in the grave, allowing you to special Dancer from your hand in defense position.
- Then use Dancer to send Cruiser to grave and activate either a Fortress or a Kingolem from deck, depending on the situation. If you needed to use Clash this turn to protect, then activate Fortress so that you can then send Fortress with the returned Master in the End Phase and play Kingolem from deck. This thins your deck by 1 more card and gives you a slightly better chance to see Treacherous or Pulse.
Example 3: Poor Hand
Unfortunately, this hand is very lackluster. Not necessarily a brick since you can still make plays, but opening only Fortress without a way to establish 2 monsters isn't ideal. Regardless, we need to make the best of it.
- Activate Fortress from your hand and normal summon Master.
- Set Pulse and end your turn.
- During your opponent's turn, you'll be able to swap Fortress for Cruiser. Also, your Master will likely die since you don't have protection.
- This will stack your grave with 2 Triamid cards, giving you an activatable Pulse effect. You can either pop a card if there's an immediate threat, or wait to see what you top deck on the following turn.
- Ideally, you'll top deck a field spell. Since you played optimally and maximized your resources from the beginning, you'll be able to make some cool plays this turn. Let's say you draw Kingolem in this instance.
- Play the Kingolem over the Cruiser, allowing you to search for Hunter. Cruiser then gives you a third Triamid card in the grave if you didn't use Pulse on the previous turn. You can use Pulse's second effect to banish 2 field spells and special your Master from the grave. Master can bait backrow with his primary effect if needed.
- If you successfully bait backrow, or even if you don't need to, proceed with summoning Hunter. This will then allow you to also normal summon Dancer. Unfortunately you won't be able to utilize Dancer's boost, but you now have 3 monsters on the field, allowing you to cycle through all 3 field spells on your opponent's turn.
- This will stock your grave for a Pulse effect on your opponent's turn, and then another Pulse effect on your following turn, assuming one of your Triamid monsters died giving you the fourth card in grave. This is how the deck snowballs very quickly, even from lackluster hands.
Right now, the meta is extremely diverse with a whopping 12 decks to look out for, 8 on the Tier List and 4 High Potential decks. This section is here to help Triamid players in each of the matchups they could face off against in a tournament by briefly explaining core interactions and some strategies.
Despite losing its best skill in the past, Subterrors is back yet again, now running the Neos engine or other techs. This deck relies on using powerful flip monsters like Subterror Behemoth Umastryx to clear their opponents board. This is augmented by Subterror Final Battle allowing them to use the flip effects on either player's turn and also make their Subterror monsters gigantic. The most important cards for this matchup are Triamid Master and Triamid Pulse. Triamid Master can target and destroy any set card, including the Subterror Behemoths and all their back row. That alone can force out effects. Triamid Pulse also helps as it can chain to a Behemoth flip effect or to Final Battle and destroy them. It will not negate their effects however. It can also destroy Nemesis Warrior or the tribute target, nullifying (not negating) his effect. Triamid Pulse can also help you recycle and revive Triamid Master, allowing for multiple set card destruction effects in one turn. If you continue to struggle with the matchup, try using or siding cards like Bad Aim, Treacherous Trap Hole, or Xing Zhen Hu as all these cards can help deal with the back row. The Behemoths are not as much of a problem when they do not have a way to flip them up.
Vendreads are one of the newer decks right now and they have taken the meta by storm already. With protection from Revendread Origin for their Revendread Slayer and Revendread Executor, paired with how Vendread Revenants and Vendread Houndhorde give them strong interruption and how Vendread Battlelord can turn off your traps or monsters easily, this deck demands respect. When playing against them, use your traps preemptively on the rituals to prevent them from locking out your targeting effects with two Executors or from them using a Battlelord to shut down your board. Revenants is not too much of a threat since you primarily normal summon, but Houndhourde can become very scary if allowed to give its effect to a ritual monster. Timing with backrow is key in this matchup. Prioritize locking out their strong combos and preventing a ritual summoned monster from also having Houndhorde under it as that will allow them to easily grind through your field spells. Because Kingolem can prevent them from getting searches when their ritual monster die, try and grind through their resources and close out a game as soon as possible.
Desperado Barrel Dragon has launched a new sort of control deck into the meta. When a dark machine monster is destroyed, such as BM-4 Blast Spider , Desperado can summon itself and pose a huge threat to most decks. However, Triamids remain their main struggle matchup as we can both protect our monsters with Fortress and also prevent a Desperado from summoning with Kingolem. However, do not become complacent as they often will main deck powerful backrow and also Cosmic Cyclone in order to deal with threats and backrow. Play methodically and use your monsters and field spells to deny them access to their win condition. However, be careful not to swap Fortress or Kingolem at the wrong time. If you swap incorrectly, you will find yourself shut down by Desperado clearing your monsters on your turn. If worried, cards like Floodgate Trap Hole can do a lot of work.
A fairly hard matchup to define, Blue Eyes has potential to win based on their naturally bigger monsters and built in spell and trap removal with Dragon Spirit of White. Try not to attack into a face-down monster in case it is The White Stone of Ancients. Use Triamid Pulse or other disruption, if not under Sealed Tombs, to destroy their monsters like Snipe Hunter and Cosmo Brain when they appear. Once you have enough monsters, you can use Triamid Kingolem and Triamid Master to set up a game push and OTK through their set monsters. Do that, or use Triamid Dancer to continuously make your monsters bigger until they inevitably cannot attack over you. Either works. Watch out for their new tech card Share the Pain as well, since you can’t protect with Fortress. Establishing 2 monsters is more crucial than normal in this case, because you don’t want to just lose to your opponent attacking you directly. Also, make sure you’re chaining a Triamid effect so that you don’t lose a field spell cycle, and then remember to tribute the monster that already used its effect when Share the Pain resolves.
Neos Control has now become cyberdarks, which boast a consistent threat every game. Cyberdark Cannon can search Cyberdark Edge , allowing them to put on a consistent direct attack to backrow. Furthermore, with Desperado Barrel Dragon and/or Lava Golem being possible tech cards, and Neos Fusion summoning and protecting Elemental HERO Brave Neos easily, the deck can prove quite annoying. However, smart timing with backrow like Paleozoic Canadia and good side deck cards like Drowning Mirror Force help you control and limit their options. Grind through their resources and protect your life points to win!
Despite the nerfs, Six Samurai can still pose a threat. Legendary Six Samurai - Shi En is still a free negation of a spell or trap every turn, and while Legendary Six Samurai - Enishi is more rare he still can easily remove Triamid monsters. Furthermore, Six Style - Dual Wield allowing them to return your resources to your hand hurts when you need at least two cards on board to function fully, and World Legacy Clash giving good ability to dodge and make Dual Wield live. As before, the trick to this matchup is breaking their board and forcing interactions and trades that they lose. Going first always helps as if you can establish your board you will be able to stop their plays early, but whether going first or second try and use the cards in your hand to grind through their interruptions and resources. If you can grind through their interruptions and end with a monster and field spell (or better) you have a definite chance at winning the game. Thankfully, with Enishi being semi-limited now it is far easier to grind through their interruptions or to stop their plays. Good stuff traps like Paleozoic Canadia and Floodgate Trap Hole often can stop them immediately. Lastly, beware of a main deck or side deck Cosmic Cyclone.
An interesting matchup, the main threats that Ancient Gears have are their high amounts of spell and trap removal, Ancient Gear Reactor Dragon being a big beater, and their highly variable tech choices. Try and out resource them and when possible destroy their monsters with Triamid Pulse. Triamid Master is also good at removing set cards preemptively should they run back row. Overall, this is one of the more difficult matchups to describe due to AG having such variable techs and side decks. If worried, skills like The Tie that Binds to attack over their smaller monsters and cards like Cosmic Cyclone and Skull Meister can go a long way. If they can’t summon a monster they will struggle to win the game.
Despite being the other extremely technical deck in the meta, this matchup is one of the most simple to pilot against, although this should not be considered easy as Spellbooks do pack a lot of interruption. If Silent Magician is on the board, try and bait it so you can get your Kingolem on the field. After that, do what you can to grind through your opponent’s Spellbook of Fate banishes through your monsters and Triamid Master’s destruction effect and you should be able to grind for the win. Unless you can promptly kill Silent Magician LV8 with a Triamid Pulse, don’t attack into Silent Magician for risk of it floating into a large monster. Of course, Sealed Tombs with Kingolem on field or just going first and killing their initial spellcaster with Triamid Pulse or another destruction effect can be enough for game. Another skill you can use is the Bonz skill Posthumous Army to turn all their monsters into zombies as it will also turn off Spellbook of Fate. This can be useful as Triamid Pulse can still banish the field spells for its effect to destroy at this point, though it cannot banish or special summon monsters under this while the skill is active. Still, beware of the side deck, Kycoo the Ghost Destroyer, and the possibility of them outplaying you.
Now back on the tier list, the 30 card build of Magnets does pose a threat now. Their main threat is using Berserkion the Electromagna Warrior to both clear your board and set up an incredible defense. However, the strongest set up they can do is put up a defense position Block Dragon to prevent your backrow from destroying their monsters with your backrow. In this matchup, try and do everything you can to end the duel quickly by being aggressive with Triamid Kingolem on the board to prevent battle tricks Furthermore, use Dancer to boost your monsters to be bigger than their key bosses. However, do note that they also benefit from the attack and defense boosts of your field spells. As a result, try and use Triamid Master when you can since its base states are higher than all the level 4 or lower Magnets. If they set up or use a That Grass Looks Greener, focus on conserving resources and protecting your cards while using Dancer to make your monsters big. When you are clear, use Triamid Pulse to destroy Berserkion when you are battling with Kingolem active as that will prevent it from floating. If you are having problems, try siding cards like Paleozoic Canadia or Floodgate Trap Hole for Berserkion or their other monsters to deny them set up.
Triamid (Mirror Match)
With Triamids continuing to rise in power and popularity, the Triamid Mirror is one of the most important matchups to know because it can mean the difference between winning and losing an event. Furthermore, the Triamid Mirror is one of, if not the most technical mirror match to appear in the history in Duel Links. With low ability to OTK through an established board and both sides benefiting from each player’s field spells, the mirror is extremely complicated. If the person going first opens Triamid Pulse they definitely have an advantage… unless their opponent opens Triamid Master or Triamid Fortress to force it out. Since almost all Triamid decks run Balance now, tech cards, side deck cards, and timing make a huge difference. The key to the matchup is to think further ahead of your opponent and use what resources you have to your advantage. Because field spells give their stat buffs to both sides, timing backrow is incredibly important. The best backrow to side or main is Paleozoic Canadia , Floodgate Trap Hole , and Bad Aim as these will allow you to interrupt them without destroying the monsters they can easily protect. Otherwise, this is a matchup of skill and planning. Important to note, the field spells interact differently with your opponents monsters. The controller of Cruiser will be prompted to draw and discard each time the opponent normal summons a Triamid, and Fortress will protect their monsters as well as your own. However, Kingolem will only give the battle negation effect to its owner. Also, if there is a Kingolem on both sides of the field, Kingolem will not cancel the other Kingolem. Instead, both players will be locked out of effects and then priority will pass to the turn player. If you feel shakey in the matchup, find a friend to practice against.
If you’ve made it this far, congrats! Thanks for reading and supporting the work we put into this. As you can probably tell, this deck is complex. We hope this helped you immensely with your plays and allowed you to get a big brain like us! Continue practicing and you’ll be a pro in no time!