So here we have our second Archetype Archive, and this time it’s for a deck that, in my own personal opinion, is sadly doomed to fall into obscurity without support.  Triamids are a Rock-type, Earth-attribute archetype that debuted in The Dark Illusion set from the Arc-V era, and I say sadly, as Triamids have an interesting theme, based upon monsters that rely on field spells to gain their effects, and all of this is held together with an techno/ancient Egyptian motif.

The major issue comes from this reliance on field spells, which can lead to the deck being too slow compared to more relevant decks of the format.  This combined with a lack of protection and fairly weak offensive capabilities outside of their boss monster, not to mention the fact that Triamid monsters are all Rock-types, a type with quite possibly one of the worst track records (“Cough”, Insects, “Cough”) in this game in recent years outside of rock stun.  Overall however, personally I find Triamids incredibly enjoyable to play, and they can certainly do well at low-level events due to their overall consistency.

 

Monsters:

Triamid Dancer

Rock/Earth/Effect/3/600/1900

Once per turn: You can target 1 “Triamid” card in your Graveyard; shuffle it into the Deck, and if you do, all Rock-Type monsters you currently control gain 500 ATK and DEF. Once per turn, during your opponent’s turn: You can target 1 “Triamid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Triamid” Field Spell Card from your Deck with a different name from that Field Spell Card (this is a Quick Effect).

Your first, and statistically weakest Triamid, Dancer allows you to recycle your other Triamid monsters (and more importantly field spells) back into the deck in order to power up your Rock-Type monsters, not that the boost is why you would use this effect.  This means that the deck will not cycle through its Triamid field spells all too quickly, and as you’re about to read, this deck cycles through them a lot.  The main foot-soldier Triamids can even replace your Triamid field spell cards during your opponents turn, allowing you to adapt to their plays.  I can’t see myself playing any less than 3 of this card, though it is possible to run 2 if you desperately need space.

Triamid Hunter

Rock/Earth/Effect/3/1400/1100

During your Main Phase, if there is a face-up Field Spell Card on the field, you can Normal Summon 1 Rock-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your opponent’s turn: You can target 1 “Triamid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Triamid” Field Spell Card from your Deck with a different name from that Field Spell Card (this is a Quick Effect).

Now this is what any good archetype wants in this game, a themed double-summon that isn’t restricted to its own archetype.  Instead, Triamid Hunter allows you to normal summon any Rock-Type monster, leading to any easy Gorgonic Guardian, or even just for generating advantage off of the field spells which we will get to later.  Just like Triamid Dancer, Triamid Hunter also has the secondary effect of popping your own field spells during your opponents turn too.  A fantastic card overall.

Triamid Master

Rock/Earth/Effect/4/1800/700

Once per turn: You can send 1 face-up “Triamid” card you control to the Graveyard, then target 1 Set card on the field; destroy it. Once per turn, during your opponent’s turn: You can target 1 “Triamid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Triamid” Field Spell Card from your Deck with a different name from that Field Spell Card (this is a Quick Effect). 

Now for the obligatory S/T removal condition of any archetype, it’s just too bad it’s rather lacklustre.  The cost isn’t so bad as you want to keep powering through your field spells to get their effects (although if you don’t have a backup spell it can hurt), but the fact that you can only destroy set cards is a bit of a downer.  Apart from that it provides some R4NK access as it works alongside the Koa’Ki Meiru cards you should be running, such as Overload and Guardian, and it still helps your field spell cycling so it remains a vital part of the deck to me.

Triamid Sphinx

Rock/Earth/Effect/10/2500/2500

Cannot be Normal Summoned/Set. Must be Special Summoned with a “Triamid” card’s effect, and cannot be Special Summoned by other ways. If a face-up “Triamid” card(s) you control is destroyed by battle or card effect, except “Triamid Sphinx”: You can Special Summon this card from your hand. While you control another “Triamid” card, this card gains 500 ATK and DEF for each Field Spell Card with a different name in your Graveyard, also monsters your opponent controls can only attack “Triamid Sphinx” 

And finally we have the boss monster of the whole Triamid archetype, Triamid Sphinx.  At first 2500Atk may seem lacklustre, but with its own effect Sphinx can reach a maximum of 4000Atk (4500 with a specific field spell).  Sphinx is also a rather easy monster to summon, allowing you to summon it through the destruction of a monster or field spell as long as it is Triamid in nature too, though at the same time you can’t actually use Call of the Haunted or other such cards to summon this monster.  Another downside to this creature is the lack of protection afforded by itself or the rest of the Triamid archetype.  Despite this however I still usually run 2 as it’s a nice beatstick to have access to.

Spells and Traps:

Triamid Cruiser

Spell/Field

Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a “Triamid” monster is Normal Summoned: You can draw 1 card, then discard 1 card. If this face-up card is sent from the Field Zone to the Graveyard: You can add 1 “Triamid” monster from your Deck to your hand. You can only use this effect of “Triamid Cruiser” once per turn. 

The first of our three pyramid themed field spells (Wait…  Three Pyramid cards…  Three = Tri, Three Pyramid = Triamids!), Cruiser serves a multitude off roles.  Firstly, the life points gaining effect is nifty, but doesn’t really make a difference compared to its other effects.  Its second effect however acts as a mini draw engine, powering through your deck faster and allowing you to pitch cards like Sentry Soldier of Stone for later use.  Thirdly, this card acts as a searcher when it gets sent to the graveyard, therefore working with any of your small Triamid monsters to grab a free Hunter or Sphinx.

Triamid Fortress

Spell/Field

All Rock-Type monsters on the field gain 500 DEF. “Triamid” monsters on the field cannot be destroyed by card effects. If this face-up card is sent from the Field Zone to the Graveyard: You can target 1 “Triamid” monster in your Graveyard; add it to your hand. You can only use this effect of “Triamid Fortress” once per turn.

The second of our three field spells, Triamid Fortress is possibly the most underwhelming of the pyramids.  The Def boost is mediocre at best, but the protection is nice enough.  The third effect is okay in theory, but the fact that it is restricted to monsters really lets it down.  All the same however you should still really run three to allow your Triamids to get their effects off.

Triamid Kingolem

Spell/Field

All Rock-Type monsters on the field gain 500 ATK. If a “Triamid” monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this face-up card is sent from the Field Zone to the Graveyard: You can Special Summon 1 “Tramid” monster from your hand. You can only use this effect of “Triamid King Golem” once per turn. 

This is probably the second best of the three pyramids in my own opinion, as Cruiser just generates advantage too quickly to be ignored, but all the same this comes close.  The Atk boost is actually really nice in this deck, and can give your Master that extra boost to run over any pesky walls, but my favourite part of this card is the special summon effect.  Bear in mind it is a Triamid effect so can still summon Sphinx, and if you activate any of your smaller monsters effects your opponents turn can end with an extra Sphinx on board already powered to at least 3000 alongside a Cruiser.  However this does of course rely on you having a Triamid monster in your hand in the first place…

Triamid Pulse

Trap/Continuous

Once per turn: You can banish 2 Rock-Type monsters and/or Field Spell Cards from your Graveyard, then activate 1 of these effects.
● Target 1 other face-up card on the field; destroy it.
● Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position.
● Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card

Finally we have the last card in the Triamid lineup, and their only Trap card, Triamid Pulse is a nifty option to run, with effects revolving around removal, swarming and recycling.  However, despite these effects being decent, the cost to activate is a bit too steep for my liking, so I recommend running 1 at most.

Sample Deck:

Triamid Sample

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