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.
|EARTH Rock ★10|
ATK 2500 / DEF 2500
|Arena of Sanctuary [SR]|
|Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Triamid" card, and cannot be Special Summoned by other ways. If a face-up "Triamid" card(s) you control, except "Triamid Sphinx", is destroyed by battle or card effect: 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 cannot attack, except to attack "Triamid Sphinx".|
The Triamid deck's boss monster. Its inherent summoning condition is easily fulfilled by crashing a Triamid monster or by waiting until your opponent destroys one of your cards. You can also Special Summon Sphinx with Kingolem's effect.
On the field Sphinx is essentially a really big beater. Maximizing his inherent stat boost is easy with Triamid's Field Spell cycling, putting Sphinx at 4000 ATK. With ATK boosts from Kingolem and dancer, Sphinx can reach even higher amounts.
Sphinx' last effect practically prevents your opponent from declaring battle, because attacking over it is very unlikely. Their only choice would be to use a removal effect to get rid of Sphinx.
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.
|EARTH Rock ★4|
ATK 1800 / DEF 700
|Guardians of Rock [SR]|
|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 in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect).|
Triamid Master sets up your aggressive plays by destroying the opponent's set cards, usually this will be used to get rid of enemy backrow. Also, by using your Triamid Fields as cost for any of Master's effects, he will be able to trigger the Field Spells' effect.
|EARTH Rock ★3|
ATK 1400 / DEF 1100
|Guardians of Rock [R]|
|If a Field Spell Card is face-up 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 in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect).|
Triamid Hunter lets you swarm the field with Triamid monsters for more damage potential. Hunter can be used as the cost for Master's first effect in case you don't want to get rid of your Field Spell.
|EARTH Rock |
ATK 600 / DEF 1900
|Guardians of Rock [N]|
|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 control gain 500 ATK and DEF. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect).|
Triamid Dancer recovers Triamid cards back to your deck while giving your monsters a permanent stat boost. Because her base ATK is so low, she is extremely vulnerable during the opponent's turn, so you can use Dancer for Master's cost after using her stat boost effect.
Here is a sample combo you can do assuming Master and a Field Spell is already present on the field:
Triamid Field Spells' primary effects are most useful at different phases of the duel after that they will be switched out by another Triamid Field Spell.
Triamid Cruiser and Triamid Fortress' secondary effects allow you to gain resources when they are sent to the graveyard. Triamid Kingolem lets you Special Summon a Triamid monster from your hand for more field presence. Because Sphinx is such a formidable presence on the field, you should always aim to search/summon him.
|Guardians of Rock [SR]|
|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 in the Field Zone is sent 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.|
Triamid Cruiser is good during your Main Phase to dig through your deck.
|Guardians of Rock [R]|
|All Rock-Type monsters on the field gain 500 ATK. If a "Triamid" monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card in the Field Zone is sent to the Graveyard: You can Special Summon 1 "Triamid" monster from your hand. You can only use this effect of "Triamid Kingolem" once per turn.|
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.
|Guardians of Rock [N]|
|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 in the Field Zone is sent 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.|
Triamid Fortress is brought out to protect your monsters from effect destruction. This is a good compliment to Sphinx who is almost impossible to kill by battle.
Keep in mind your Triamid monsters have quick effects that can activate Fortress from the deck. So the destruction protection can be used in response to your opponent's removal effect.
|Card Trader [SR]|
|Once per turn: You can banish 2 cards from your Graveyard (any combination of Rock-Type monsters or Field Spell Cards), 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.|
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.
|Ranked Rewards [R]|
|Each time a monster effect is activated, place 1 Spellstone Counter on this card (max. 2). While this card has 2 Spellstone Counters, face-up monsters on the field cannot activate their effects, and their effects are negated. During each End Phase, remove all Spellstone Counters on this card.|
Note by gAbri6:
Pretty standard Triamid deck. With a good starting hand (which happens quite often with balance skill) and a little bit of luck, you can win against almost every deck. It isn't the best deck nowadays, but if well played can still allow you to defeat stronger decks and to reach KOG
|Available card boxes|