Gaia Genesis is the 14th Main-Box released in Duel Links. It introduces a lot of EARTH Attribute monsters as well as the U.A and Koa’ki Archetypes.
This list will go over 10 of the best cards in this box. Keep in mind they are in no particular order and are based on their ability to be used alone and with other cards.
1 “Elemental HERO” monster + 1 EARTH monster
Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Target 1 face-up monster your opponent controls; until the End Phase, its ATK is halved and this card gains the same amount of ATK.
Elemental HERO Gaia is a great fusion for the Elemental HERO Archetype. It’s very easy to get onto the field using any Elemental HERO monster and 1 EARTH monster, which Elemental HERO Clayman can easily fill.
And it’s effect can devastate a powerful monster and turn Gaia into a true monster. By decreasing the targeted monsters attack and increasing its own this is a great offensive Fusion card.
You can Special Summon this card (from your hand) by returning 1 “U.A.” monster you control to the hand, except “U.A. Midfielder”. You can only Special Summon “U.A. Midfielder” once per turn this way. During either player’s turn: You can target 1 other “U.A.” monster you control; return that face-up monster to the hand, then Special Summon 1 “U.A.” monster from your hand with a different name from that monster. You can only use this effect of “U.A. Midfielder” once per turn.
This monster is very much an Archetype card and only has real use when being used with other U.A monsters. But with its effect, it is a very good U.A Utility monster.
Being able to special summon it by returning one U.A to your hand, then on the next turn use it to return another U.A and special summon any U.A monster from your hand. Makes it very easy to get your field set up any way you want.
All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.
A field spell that should be a staple in all Dark World decks. Not only does it give the 300 ATK/DEF boost but its effect directly ties into the Archetype.
Being able to banish 1 Fiend-Type monster to discard 1 Fiend-Type and draw is exactly how the Dark World cards work. The more you can discard and get to your grave the more you will benefit.
Target 1 Set Spell/Trap Card on the field; destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only use this effect of “Galaxy Cyclone” once per turn.
This is a great spell card due to its ability to technically be used twice. First by activating it and destroying a Set Spell/Trap Card and then from the graveyard by banishing it o destroy a face-up Spell/Trap Card.
It’s a very good card for covering your opponent’s Spell/Trap Card Zones. Keep them empty and keep yourself safe.
When an opponent’s monster declares a direct attack: Shuffle all Attack Position monsters your opponent controls into the Deck.
This card is a bit more annoying than the normal Mirror Force. The original simply destroyed all attack position monsters while this one sends them all to your deck.
It makes it much harder to recover because not many cards pull specific cards from the deck. Unless your deck is built around pulling from your deck this card is gonna be a real trouble maker.
(This card is always treated as an “Archfiend” card.)The equipped monster gains 1000 ATK. When this card is sent from the field to the Graveyard: You can Tribute 1 monster; place this card on the top of your Deck.
Newly added to the “Archfiend” archetype. This is one of the classic equip cards and probably one of the best in the game, to be honest.
It gives a 1000 ATK boost to any monster it’s used on turning any weaker card into a real issue. While also being able to be recovered by Tributing 1 monster which can be worked into some good Tribute combos.
You can Special Summon this card (from your hand) by returning 1 “U.A.” monster you control to the hand, except “U.A. Dreadnought Dunker”. You can only Special Summon “U.A. Dreadnought Dunker” once per turn this way. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.
One of the U.A Archetypes more powerful monsters, Dreadnought Dunker can be easily summoned just by having other U.A Cards on the field. Having both piercing damage and the ability to destroy one card when inflicting battle damage makes him a really heavy hitter when it comes to overall field control.
Koa’ki Meiru Prototype
If a face-up “Koa’ki Meiru” monster(s) on the field would be destroyed during the End Phase, you can destroy this card instead. When a face-up “Koa’ki Meiru” monster(s) on the field is destroyed during the End Phase, you can Special Summon 1 “Koa’ki Meiru Token” (Rock-Type/EARTH/Level 4/ATK 1800/DEF 1800).
A good offensive Koa’ki monster with a great utility effect for the Archetype. Being able to protect another Koa’ki by destroying itself instead but also leaving behind a token with the same ATK and DEF.
It’s basically a give and return card where you can negate a destruction effect on one card without losing the coverage this card gives you. Having that secondary token effect really makes this card a great field coverage monster.
You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 “Abyss-” Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
Part of the Mermail Archetype and one of the stronger Mermail monsters. You can special summon it by simply discarding 2 WATER monsters. Then you get the Abyss Spell/Trap from your deck, on top of a secondary attack if you Tribute another WATER monster on the field.
This card can take a little bit of prep to benefit from every effect it has. But if you can set it up right you have yourself a really hard hitting combo.
When this card is flipped face-up: Target 1 face-up monster on the field; destroy that target.
A bit of a simple card that is basically Man-Eater Bug but there’s a reason it makes this list. It has 1900 ATK points making it very capable of staying on the field after it’s been flipped from being attacked.