Notes & Combos
This is a go 2nd build for Vaylantz (hence the Kaijus)
Our priorities for the Kaijus are:
- Cleaning Omninegates
- Removing untargetable towers
- Removing other disruptions that may banish/destroy the scales before they activate
To help doing so we have Small World, which can search for any of them, including Kurikara (against Kash).
BE CAREFUL! After activating any Lv 2 or 4 scale's pendulum effect you can't Kaiju people anymore
After cleaning the field it's a matter of flooding the field at the best of our capacity. Shinonome is the best starter, being able to:
Special summon, search Solo Activation, which searches Nazuki as a scale, which will then special summon, move Shinonome to search another Vaylantz (Marquess is good here to further extend) and link into Beyond the Pendulum, which will prepare the Pendulum summon + pop 2. That's 1 card combo.
If you can get your hands on a field spell make sure to leave a big ATK kaiju or opponent's monster around the corners to push it into the backroll and back to the hand with Grand Duke.
Arktos XII is great if you need to go first as it triggers a pop and up to 2 Vaylantz effects, such as destroying (Saion) or stealing (Duke) all at once. It's also a good way to force negates while destroying the board but it won't come as often
Voltage Viscount is a tricky card as it can play again your Vaylantz from the ED but you need a way to summon them as a CONTINUOUS SPELL. You can do that with Nazuki (move), Marquess (move) or the field spell (Shinra). It can also set Grand Duke or Arktos as scales if moved and if they're face-up in the ED.
Regarding Fenrir, it's a bait and a removal. Make sure to special summon it before locking yourself into Vaylantz.
Apart from the fusions, Electrumite and 2x BtP, the ED is quite flex. You can run Bagoo instead of Dweller if needed. Selene is good against tear as you'll be able to resurrect a spellcaster (water monsters, not bystialable) with plenty spell counters for easy Accesscode Talker. Elf + Masquerena are good options for turn 1 if you can spare the mats.