- Difficulty: Easy
- Game level: long term
- Brick hand: 2/10
- OTK: 3/10
- Win rate: 60%
- First Turn: Going first will always be best
- Tier: Fun

Instructions for playing and building Gate Guardian Eldlich - TCG
Surprisingly, we have a quite strong version of Mr. Vang and the two brothers... With quite good recovery as well as other strength indicators at a good level or higher, this will be a Control set. delicious rice that you can refer to to build! This deck is a version that I personally find quite interesting to play because it also has the product of Gate Guardian and Eldlich from TCG and has not been hit or banned. Below are some stats compiled from the past deck. El Exordio del Duelista channel that I can refer to! Oh, I forgot, about the article, I also refer to it from here!
Sections covered in this guide:
Main Monster
The deck uses a lot of high level monsters => the first thing you think of is brick hands, yes but they have additional counters such as field cards! Let's take a look!
Eldlich the Golden Lord (x2-3)
Vang is used a lot through Cursed Eldland (searcher) and the eff when entering the GY will put itself on the hand and special summon + increase 1000 ATK => Your first defense is not destroyed.
In addition, the effect of dropping it with another Spell/Trap to drop 1 card on the field to the GY is also very useful, depending on the situation you are facing!
Labyrinth Heavy Tank and Shadow Ghoul of the Labyrinth (Labyrinth cards)
Both Labyrinth cards are newly released supports that make it easier to search the Labyrinth Wall Shadow field and the 3 elemental gods. In addition, depending on the eff of each card, they will destroy opp's monsters in different ways:
- Ghoul self-expelled from GY
- Tanks only need to have a Wall on the field to destroy it. The special thing here is that Tank will help you bring gods to the field without summoning => use as Continuous Spell. In addition, because of that, the gods can be recycled even if they are banned, become elephants or dogs....
Rate: Both should max 3
Sanga of the Thunder, Suijin and Kazejin (The trio of three gods of two bald men)
The trio are used in the upgraded version of Gate Guardian as Fusion materials, but if they can be put on the field they will be a good defense to fight against opp monsters (if that is some ancient time). :v
Rate: In my opinion, it's up to you, but the best thing is that all 3 cards should have less than 2 copies => because the Deck itself has too many monsters with high level => brick hand is the most likely phenomenon to encounter. !
Spell & Trap
Mainly, you will not need any Fusion Spell for this Deck and will only use most of the Eldlich Spell/Trap to suppress the field, Labyrinth Spell to easily bring the Guardian boss onto the field and bombard the field to make the game easier. more interesting :v...
Riryoku Guardian and Double Attack! Wind and Thunder!! (Guardian Spell)
Both are certain support for Gate Guardians
- Riryoku will mainly give your Gate Guardian a huge amount of damage, depending on the LP the opp currently has :v (quite similar to its original card)
- And Double Attack is your bombardment gun
Both have the same characteristic of being able to self-export to restore goods - this is quite useless if I must say :v
Rate: since both are not searchers, it is best to give 1 to 2 cards per card (Double Attack can give 2-3 cards)
Labyrinth Wall Shadow (x3)
The field card is the most worth searching for in the Deck, due to its ability to allow high level monsters to step onto the field without sacrificing. In addition, it is also the second most important item after Tank for the three gods - place them on Continuous Spell no matter where they are located. In addition, if you encounter annoying monsters with low ATK, you can also destroy them, for example, encountering Sky Strikers or Sprights...
Eldlich Spell & Trap
Please allow me not to say much about this stuff because everyone who plays or starts playing knows how to use it. Importantly, when using, you need to know how to time it so you can suppress the field better and not be pushed back. Also, note that when using Black Awakening , I always want it to be a Quick-play Spell that can be activated during the opp turn, but it is a Normal Spell, which means you will need to be careful when using it in the first turn because it will lock you into "Summons Zombies only", which is very harmful if combined with Gate Guardians!
Tech
Handtrap (Need or not?)
Does the Control set need a handtrap? The answer will lie in how you play the deck . But if you put it in, you should expect that in reality, you will always be in a deadhand state => something that no one wants in a control set, especially here you will always have a monster with many stars in your hand without can be summoned.
But without these cards, wouldn't your deck be continuously negated? As a backup for that case, I think the best card slot would be without Infinite, Called and Crossout!
Magicians' Souls and Illusion of Chaos (Engine draws cards)
The weakness of the deck is the need to search for important cards ! That means you will need to have more Power Draw to put the cards you need on the field. And the engine most suitable for the deck will be the DM's engine, helping to bring Spell/Trap currently on the field to the GY ( very suitable for Eldlich and Gate Guardian ) to draw more cards for combos.
Extra Deck
This will be the main part of the deck, as your main boss is here to protect against the encroachment of Eldlich's treasure - the Gate Guardians. As I said, Gate Guardians don't need Fusion Spells, they just need to gather enough materials to put on the field (you won't have to worry about them being lost or not because the deck will always have a way to reuse them). reuse materials) - Just like a Neos set with negate :v
Gate Guardians
Each Gate Guardian will have its own effects and unique launch conditions, but each god has a different way to negate and make opp miserable.
- Combined is the most fully combined position => summoning conditions require 3 triads => negate effect every time a card you control is targeted (this effect is used 3 times per turn). If this card is removed from the field due to opp, you are allowed to summon 1 Gate Guardian level 11 or lower from the Deck or Extra Deck, ignoring the summoning conditions.
- Rate: x2-3
- Wind and Water is a combination of Kazejin and Sujin, so if it leaves the field due to opp, you are only allowed to sum the banished Kazejin or Sujin. The effect is to negate each Chain opp that activates 1 Spell/Trap and this effect can be used 2 times per turn - quite terrible.
- Rate: x2
- Water and Thunder is a combination of Sujin and Sanga, just like the above, you can only summon 1 of the 2 banished monsters to put it on the field. With this one, each Chain will turn opp's monster ATK to 0 (can be used 2 times/turn).
- Rate: x1
- Thunder and Wind is a combination of Sanga and Kazejin, like the two cards above, you can only summon 1 of the 2 banished monsters to put it on the field. With this one, you will get a searcher with a bit of effort :v Yeah and the saddest thing is that you can only use it once :v
- Rate: x1
If you get at least Combined and Wind&Water on the field, you will have an invulnerable field. This is your second main line of defense to repel opps from encroaching on the Eldlich treasure in your Deck.
Decklist
This will be an overview of the deck
Sample deck
This is the pure version without any handtrap or any interruptions, and is also the new Deck version that has also been tested by El Exordio del Duelista and in fact the Deck is used quite successfully. Combos are actually very short and very easy to play => It's like small combo pieces put together. Therefore, in this article there is almost no need for any combo guide...
Comment
The Deck's strength is that it can set up a set of defenses quite continuously if you have a nice hand => build Gate Guardian and if it collapses, Eldlich will be built and built continuously => LP is protected, the game will be successful. lengthen
The weakness as mentioned in the strength is that the Deck will easily receive brickhand and does not have much disruption needed to prevent opp's combo => Most of the time, if you want to have a card slot, you have to trade places with handtraps. discontinuity,...
tcg
504
5
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