Hello, and welcome to Archetype Acquaintance, a series where we take a look at Yu-Gi-Oh archetypes to see what makes them tick, as well as recommend a deck to play if possible. This time around, we're taking a look at giant monsters the size of skyscrapers that seem to have an affinity for Japanese cities, a.k.a. Kaijus. Let's get into it!

In Master Duel: Kaijus can be found in "Emerging Monstrosity Recon!", alongside the Danger! archetype.

Table of Contents


    Inspiration and Lore

    As the name implies, Kaijus are a series of huge monsters that lay waste to cities, mostly inspired by Toho's series of movies featuring Godzilla. The archetype itself doesn't seem to have much lore behind it, save for "Giant monsters are attacking, we're all doomed".


    Playstyle

    All the Kaiju Monster (except Anti-Kaiju ones) have the following effect:

    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster.

    The way this archetype is used can be split into two distinct categories: intended and actual playstyle.

    The intended playstyle is to summon one Kaiju Monster to your opponent's side of the field, then summon one of them on your side, at which point you re-enact a Kaiju fight from the movies. As a rule of thumb, you want to give your opponent the weaker monsters while you summon the stronger ones on your side of the field.

    Kaijus also have abilities that are activated by removing so-called "Kaiju counters" form the field. These counters are usually generated by the Spells and Traps and of the archetype, which we'll get into later. Careful, though, as your opponent can also use these counters, regardless of who generates them.

    The actual playstyle, that is to say, how the cards are actually used in the game, is a lot more boring. They're used as a way to get rid of Monsters on your opponent's side of the field, usually ones that have various degrees of protection. Because their abilities depend on having counters on the board, you've basically replaced your opponent's monster that they've invested a lot of resources in with a (usually weak) beatstick.


    Monsters

    All Kaiju cards are Main Deck Effect monsters with Levels between 7 and 10. There are currently 4 LIGHT monsters and 1 monster of each other attribute.

    The Monsters are listed in two groups, the normal Kaijus and the Super Anti-Kaiju War Machines, and each group is in alphabetical order.


    Dogoran, the Mad Flame Kaju

    Dogoran, the Mad Flame Kaiju Card Image

    Inspired by Godzilla, with a pair of wings added in.

    It is a Level 8 FIRE Dinosaur with 3000 ATK and 1200 DEF. It is a UR in Master Duel.

    Once per turn, it can destroy all the monsters your opponent controls by removing 3 counters from the field. 


    Gadarla, the Mystery Dust Kaiju

    Gadarla, the Mystery Dust Kaiju Card Image

    Inspired by Mothra, a giant moth kaiju that has debuted in the 1961 movie of the same name, but that appears as a supporting character in the Godzilla franchise.

    It is a Level 8 WIND Insect with 2700 ATK and 1600 DEF. It is a R in Master Duel.

    Once per turn, it can half the ATK and DEF of all other monsters on the field by removing 3 Kaiju Counters. 

    This is the best Kaiju to get in Master Duel if you're short on crafting materials, since it has the lowest attack among all the Kaiju that aren't SR or higher.


    Gameciel, the Sea Turtle Kaiju

    Gameciel, the Sea Turtle Kaiju Card Image

    Inspired by Gamera, a turtle kaiju that debuted in the 1965 movie Gamera, the Giant Monster and was created as a direct competitor to Godzilla.

    It is a Level 8 WATER Aqua with 2200 ATK and 3000 DEF. It is an SR in Master Duel.

    As a Quick Effect, it can negate the activation of another effect on the field by removing 2 Kaiju Counters. It is an SR in Master Duel.

    This is the lowest ATK Kaiju in the game, making it the best one if you're not running a dedicated Kaiju deck, since it's easy to run over it. If you're playing a Kaiju deck, however, DO NOT give this card to your opponent, as it's effect can be quite devastating.


    Jizukiru, the Star Destroying Kaiju

    Jizukiru, the Star Destroying Kaiju Card Image

    Inspired by Gigan, a reptile cyborg alien kaiju (I love you, Japan) that first appeared in the 1972 movie Godzilla vs. Gigan.

    It is a Level 10 LIGHT Machine with 3300 ATK and 2600 DEF. It is an R in Master Duel.

    As a Quick Effect, if an effect that targets exactly 1 card is activated, it can remove 3 Kaiju Counters on the field to negate that effect and destroy a card. It is an R in Master Duel.

    The highest stated Monster in the archetype, with the same ATK as Thunder King, the Lightningstrike Kaiju, but 500 more DEF. It is also the only Level 10 Kaiju.


    Kumongous, the Sticky String Kaiju

    Kumongous, the Sticky String Kaiju Card Image

    Inspired by Kumonga, a giant spider kaiju that first appeared in the 1967 film Son of Godzilla.

    It is a Level 7 EARTH Insect (no "Arachnid" type in the game) with 2400 ATK and 2500 DEF. It is an SR in Master Duel.

    When your opponent Normal or Special Summons a monster, you can remove 2 Kaiju Counters and make it so that monster cannot attack that turn and its effects are negated.


    Radian, the Multidimensional Kaiju

    Radian, the Multidimensional Kaiju Card Image

    Inspired by Dark Lugiel from the Ultraman series, specifically the 2013 Ultraman Ginga, making this the most recent series in the archetype. Its name is inspired by Rodan, who first appeared in the 1956 film of the same name, which is also part of the Godzilla series.

    It is a Level 7 DARK Fiend with 2800 ATK and 2500 DEF. It is an R in Master Duel.

    Once per turn, by removing 2 Kaiju Counters, you can Special Summon a Radian Token with 2800 ATK and 0 DEF, but you cannot use it for a Synchro Summon.


    Thunder King, the Lightningstrike Kaiju

    Thunder King, the Lightningstrike Kaiju Card Image

    Inspired by King Ghidorah, Godzilla's archenemy, first appearing in the 1964 movie Ghidorah, the Three-Headed Monster.

    It is a Level 9 LIGHT Thunder monster with 3300 ATK and 2100 DEF. It is an R in Master Duel.

    Once per turn, you can remove 3 Kaiju Counter on the field to prevent your opponent from activating cards or effect this turn, and allow this monster to attack monsters 3 times that turn.


    Super Anti-Kaiju War Machine Mecha-Dogoran

    Super Anti-Kaiju War Machine Mecha-Dogoran Card Image

    Inspired by Mechagodzilla, who first appeared in the 1974 film Godzilla vs. Mechagodzilla, though, judging from the effect, the card more closely resembles Kiryu, who is a mecha built around the skeleton of the original Godzilla.

    It is a Level 8 LIGHT Machine with ? ATK and 2000 DEF. It is an R in Master Duel

    It doesn't have the normal effects of Kaiju monsters, other than the fact that you can only control one Kaiju monster.

    It can't be Normal Summoned/Set, and must first be Special Summoned from hand if your opponent controls a Kaiju Monster.

    Once per turn, you can remove 2 Kaiju Counters from the field to equip another Kaiju to it, and it has ATK equal to the combined original ATK of the Kaiju it equiped.


    Super Anti-Kaiju War Machine Mecha-Thunder-King

    Super Anti-Kaiju War Machine Mecha-Thunder-King Card Image

    Inspired by Mecha-King Gidorah, who is a mechanically modified version of King Gidorah and who first appeared in the 1991 film Godzilla vs. King Gidorah.

    It is a Level 9 LIGHT Machine Monster with 2200 ATK and 2100 DEF. It is an SR in Master Duel.

    It doesn't have the normal effects of Kaiju monsters, other than the fact that you can only control one Kaiju monster.

    During the Main Phase, as a Quick Effect, you can discard this card to banish a Kaiju you own that your opponent controls and special summon a monster from your Graveyard.

    It is unaffected by and cannot be destroyed in battle with other Kaiju cards.

    Once per Duel, during your end phase, you can summon this card from the graveyard. 


    Spell and Traps

    The archetype has 3 Spells and 1 Trap, and all of them except a Spell revolve around creating Kaiju Counters.

    The cards are presented in alphabetical order, with the Spells before the Trap.


    Interrupted Kaiju Slumber

    Interrupted Kaiju Slumber Card Image

    The only Spell that doesn't revolve around Kaiju Counters. It is an UR in Master Duel

    The art depicts Dogoran and Gamaciel taking flight and preparing to fight each-other.

    The spell wipes the board, then summons two different Kaijus from your deck to the field, one on each side. They can't change battle positions and must attack if able, so it may be desirable to play this card after your Battle Phase.

    The secondary effect of this card allows you to banish it from the Graveyard (except the turn it was sent there) and get a Kaiju from your deck.

    You can only activate one per turn.


    Kyoutou Waterfront

    Kyoutou Waterfront Card Image

    The archetype's Field Spell. This is your main Kaiju Counter generator. It is an N in Master Duel.

    It depicts the city of Kyoutou, which is inspired by Tokyo and the Kyoto region in Japan. 

    Whenever a card is sent to the Graveyard, you may place a Counter on this card, up to 5.

    Once per turn, while this card has at least 3 counters, you can add a Kaiju to your hand. Careful, if your opponent controls a Kaiju with a Quick Effect, like Gamaciel, they can remove 2 Counters from this card, and the effect would fizzle.

    If this card would be destroyed by and effect, you can remove 1 Counter instead.


    The Kaiju Files

    The Kaiju Files Card Image

    A Continuous Spell. It is an N in Master Duel.

    It seems to depict various files that present information on the Kaiju. These likely belong to an organization dedicated to combating the destructive powers of the Kaiju, as these are a staple in Kaiju movies.

    It gains a Kaiju Counter (to a maximum of 5) whenever a Kaiju is Special Summoned from the hand or Gaveyard.

    Once per turn, you can remove a Counter to destroy a Kaiju and replace it with one from your deck.

    Once per turn, you can tribute this card if it has at least 3 Counters to add a Kaiju Spell or Trap to your hand, except this card.


    Kaiju Capture Mission

    Kaiju Capture Mission Card Image

    A Continuous Trap. It is an N in Master Duel.

    The art depicts Gamaciel and Raidan engaging in battle, while military vehicles are headed toward the latter, likely associated with the organization mentioned earlier. They seem to be ignoring Gamaciel, meaning they either see the turtle as an ally, or at least as the smaller threat.

    Once per turn, if there are less than 3 Kaiju Counters on this card, add 1 and change a Kaiju on the field to Defense possition.

    If this card is destroyed by your opponent and sent to the Graveyard, you can draw 2 cards, but you can only use this effect once per turn (so if a second copy is destroyed, you don't get the draw.


    Learn More About Yu-Gi-Oh

    Beginner Guides - Card Anatomy 101Summoning Xyz Monsters 

    Card Types - Monsters | Traps | Spells


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