How did they mess this up? · 10:50pm Dec 5th, 2019
A Yugioh archetype based on the figures of Norse mythology, with the playstyle and overall aesthetic design being that they're boss-type monsters in MMO video games.
How did this make this idea suck?
The archetype centers on their Field Spell, "Generaider Boss Stage".
Once per turn, if a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Generaider" monster from your Deck in Defense Position. If you Special Summon a "Generaider" monster(s) during your opponent's turn (except during the Damage Step): You can Special Summon as many "Generaider Tokens" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible in Attack Position, but destroy them during the End Phase (even if this card leaves the field). You can only use this effect of "Generaider Boss Stage" once per turn.
1. Take note of that Special Summon effect, it's the only summon engine the archetype has, which is a major problem because all of its members are Level 9.
2. Forcing you to summon the Generaider in defense mode. You just know there's one with shitty defense, and actually most of them have over 2000, but one has only 200. A pity it's one of the most useful ones, put a pin in this comment for later.
3. Filling up your field with useless, weak Token Monsters, that have to be in attack mode. You might as well call them "Target Tokens". And they're only around for one turn.
Now, why would you want to summon Tokens that only live for your opponent's turn? The Continuous Spell "Generaider Boss Loot" in your answer. Like I said, this archetype is based on the concept of MMO bosses. Generaider Boss Loot prevents your Generaider monsters from being attacked while you control a Token Monster. The Generaider Tokens are the Mooks the boss summons when it appears and you have to kill them to fight the boss. Cool. But of course, the card is "Generaider Boss Loot", so what's the loot? When your opponent does damage to destroy a Generaider in battle, they get to draw a card.
This card should also say "When your opponent draws a card with this effect, they get to slap you in the face and mock you for giving them a free draw".
But that does bring me to the Generaider I said is one of the most useful. That would be "Naglfar, Generaider Boss of Fire". His effect is that when a card you control would be destroyed by battle or effect, you can destroy a Generaider or Beast-Warrior type monster you control instead. So any time your opponent is poised to attack and destroy a Generaider, you can kill another instead and cheat them out of their victory. And Naglfar himself has 3100 ATK, so he's tough to run over in battle. Overall, not bad. But I know you're waiting for the other shoe to drop, aren't you? I've already dropped it - Naglfar is the Generaider I mentioned that has only 200 DEF. And their Field Spell forces you to summon Generaiders in defense mode. Oops!
By the way, "Beast-Warrior"? Yes, all Generaiders are different Types, and their effects variably concern other Generaider monsters or monsters the same Type as them. In particular, four of them have the effect of Tributing a monster to do something, like destroy a card or revive a monster in the Graveyard. That actually means that a Token engine is something really useful for this archetype, giving them fodder to tribute for their effects, which also fits the MMO boss design idea. Well, you'll notice that the above Field Spell only summons Fairy-type Tokens (of course, there is no Fairy-type Generaider) and they're only around for one turn. And the archetype doesn't have any Token engine otherwise.
Oh, and final point - the Field Spell summons a Generaider " if a card(s) is added from the Main Deck to your opponent's hand". That's why several cards in the Generaider archetype have the effect of making your opponent draw a card. It doesn't matter how you try to balance it out, making your opponent draw is NEVER good idea, no matter how you "balance" it, like destroy their card and then they draw, or they discard and draw, it is just letting them cycle through their deck faster.
The interesting final note on all this - on their own, their effects aren't too terrible. The Machine-type one lets you tribute any number of Machines or Generaiders, then summon an equal number of Machines or Generaiders from your hand with different names. The Zombie-type one lets you tribute a monster to revive a monster. And the Plant-type one tutors a monster when it is special summoned, once per turn. So I can see these cards splashed as tech in decks of their matching type.
But on their own as a dedicated archetype, these guys are terrible.
in a thematic deck, those would be great
I feel like anything using Level 9s is going to suffer a lot for years to come because True Kings. My guess is they tried too hard to make it so that no one would try to repeat history with another True Draco hybrid.
Well, what do expect after how their last attempt at making a Norse mythology themed archetype turned out?
This one is a bit better but not by its own merits. Any deck that spam out Lv 9’s can access True King of All Calamities, the most unfair XYZ monster in the game that is not banned. Toss in Lonefire Blossom for the plant Generaider, World Legacy Monstrosity for swarming, and Kujikiri Amulet for draw power and you can cheese your way to easy victories.