The general strategy of Triamid Decks is to cycle through their Field Spells and monsters to activate multiple effects. All the monsters have effects that let you replace your current Triamid Field Spell with another one from your deck. The Field Spells in-turn are able to search, retrieve, and Special Summon Triamid monsters.
Triamid monsters let you cycle your Triamid Field Spells during your opponent's turn. You can use this to bring out Triamid Kingolem during battle to gain an attack boost. This also lets you trigger the effects of Triamid Field Spells when they are sent to the graveyard.
Triamid Master makes your aggressive plays by destroying your opponent's set cards. At the cost of Triamid cards, this effect can also help trigger the effects of your Triamid Field Spells. Additionally, he has the highest attack of the available Triamid monsters so you will need him to beat over enemy monsters.
Triamid Hunter lets you swarm the field with Triamid monsters for your setup. This swarming can be used as the cost for Triamid Master's first effect in case you don't want to get rid of your Field Spell.
Triamid Dancer recovers Triamid cards back to your deck while giving your monsters an attack and defense boost.
Triamid Field Spells' primary effects are useful at different phases of the duel after that they will be switched out by another Triamid Field Spell. Triamid Cruiser is good during your Main Phase to dig through your deck. Triamid Kingolem is good during your Battle Phase and for most of the Duel, because of it's attack boost and Spell/Trap protection during battle. Triamid Fortress is brought out to protect your monsters from effect destruction.
Their secondary effects allow you to gain advantage when they are sent to the graveyard. Triamid Cruiser and Triamid Fortress get a monster from your deck and graveyard respectively. Triamid Kingolem lets you Special Summon a Triamid monster from your hand for more field presence.
Triamid Pulse is a good compliment to all the cycling Triamid Decks do. Triamid cards you do not retrieve with Triamid Dancer you can banish to activate one of Triamid Pulse's powerful effects. The first effect is a removal for face-up cards Triamid Master cannot target. The second effect is a revival. The third effect recovers your Triamid Field Spells and lets you gain resources.
I think Sealed Tombs and Field Exchange are the best skills to play this deck.
Anonymous 17days ago
Help me please!! I can't defeat this deck! It will swarm 3 monsters and the field spell with about fifty billion effects on the first turn to stop everything I have and it doesn't matter if I get rid of the field spell either because everything just keeps coming back to counter everything I do and I always have the worst deck for it when I am matched up against and I just keep dying and this is so annoying and takes forever to duel and HEELLP!!!
It was already in the coffin even before the swordswoman hit being announced because it can't keep up with things like subterror and this. Regular amazoness is already pretty much nonexistent and Weevil stall was decreasing more and more.
There are a couple decks where swordswoman really helped pull the win more against like metaphys and AG. But it was still struggling. I don't think I even saw king of game decks for them on duel links meta anymore.
I think 3 Hunters and 3 Kingolems are a must. Hunter for getting 2 monsters out as soon as possible since you want to switch between 2 field spells during your opponent's turn. Kingolem is your wincon so you want 3 of that. 3 Cruisers is pretty important too, but I'm assuming you don't have 3 copies
Anonymous 4days ago
I was pulling from the box on a whim and collected these cards by chance. They're actually really fun, building up ATK/DEF like nothing and ignoring all the opponent effects
Triamid are actually notably better than Electromagnets, don't even know why they are in tier 3 when they're closer to tier 1. Having said that, there are much better builds posted on duellinksmeta.com of Triamid builds than this one here. Fortress should stay at 2x not 3x, pretty much the same for Pulse as well. While the trap is good, you don't want to brick into drawing 2+ on a hand.