Notes & Combos
We're playing chess here :)
The archetype is still missing a critical piece of support in Solo Activation, but the blind 2nd build actually performed suprisingly well against both Tearlaments and anti-meta. Still, Stun decks in particular are very tough to beat if I didn't draw LS/HFD, and any super-well established board that also has Exterio forces me to either hard-draw a Kaiju or Lava Golem, or auto lose.
Despite its shortcomings, Vaylantz has good innate board breaking capabilities further supported by Kaijus and Lava Golem. The deck doesn't care too much about the GY so it can still play under things like Dimension Fissure (though it's best to get rid of them asap). The ratios also make it so that I can still play even after having several cards milled from my deck from Ishizu millers or Runick.
By far the best aspect of the deck is that your opponent will typically have no idea which of your cards to interact with, though it can be a bit bricky at times.
Some notes:
- The main idea of the deck is to break your opponent's board with Kaijus/Lava Golem, push either to the backrow using Konig Wissen, then bouncing it back to your hand with Grand Duke to instantly burn them for ~3k damage and turn itself into a 4k+ beatstick.
- On an empty field, the plan is to get Apollousa on the field and OTK with trains using both Grand Dukes as materials.
- Until we get Solo Activation, Shinonome + any high level Vaylantz name is full combo. Typically you want to open at least one Kaiju or Lava Golem as well so you can get rid of troublesome monsters before you start committing to your combos. Small World facilitates such a hand by fetching you 1 of your missing pieces.
- Gizmek Okami can SW bridge any Vaylantz name into another one. Cheaper alternatives include Dinomist Ceratops and Rogue of Endymion, but Okami is actually useful when hard-drawn, plus if milled by an Ishizu card, it can non-target banish any card from your GY. This has actually come in clutch in some Tearlaments match-ups.
- Even if you fail to OTK, if you've exhausted enough of your opponent's resources you can still typically end your turn on a 2/3 mat Apollousa and it should be enough.
- Abyss Dweller was not necessary at all so it can be replaced for Bagooska. This allows for an Apollousa + Bagooska endboard when forced to go first.
If you're interested in more combos and other decklists feel free to come to the #Vaylantz channel on the MDM Discord.
#SoloActivationWaitingRoom
Replays
ID: 512-924-139
Vs. Rhonin (Branded): Even without instant access to Shinonome the deck can force some disruptions before going for game.
Vs. グルーヴィー高本 (Tearlaments): Took the Maxx C challenge which could have led to my opponent drawing Havnis, but managed to close the game before that happened.
Vs. SINON (Synchron): My rank-up game to DLv Max, got extremely lucky with Mad Marquess' effect which allowed me to continue playing.































