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Dojo Training: Taking Control

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By Master Hawkins Master Hawkins Strategies and Tips Dojo Training: Taking Control October 31, 2012

Master Hawkins

Welcome, acolytes, to Dojo Training. Each week, I, Master Hawkins, will guide you through a new topic to help you train and grow strong in the Way of the Creature.

Over the past two weeks, we’ve been taking a look at specific types of decks. So far we have looked at aggressive decks and mana ramp decks. This week it’s time to cover what might be the trickiest deck type to play: control!

A control deck plays unlike any other kind of Kaijudo deck. It has very few creatures that can attack, and instead has a focus on spells and blockers. Control decks draw out the game as long as possible, until your opponent has run out of threats in the battle zone or in their hand, and you have complete “control” of the game.

The core principle of control is that whoever has the most cards in their hand will have an advantage if the game takes a long time. Control decks also generally win over the course of one or two big attacks, meaning your opponent won’t get to access the creatures or spells hidden in its shield zone until it’s too late. In the meantime, control decks use cards like Logos Scan and Spy Mission to draw cards, giving plenty of resources to put a card into the mana zone every turn and draw whatever you need.

What exactly drives a control deck’s strategy? Its primary goal is to draw out the game and render your opponent’s creatures useless, so control uses blockers and cards that banish your opponent’s creatures!

“Cheap” (low-level) blockers like Reef-Eye and Sun-Stalk Seed slow down your opponent’s creatures early on, while spells like Death Smoke and Root Trap can deal with any of your opponent’s larger creatures that come down. Eventually, you will gain a lot of mana and play cards like Razorkinder and Terradragon Regarion Doom that both provide a huge creature and remove one of your opponent’s creatures.

Terradragon Regarion Doom

Generally a control deck needs about twenty to thirty spells, most of which are powerful shield blast cards. Out of those spells, you should have about six of them that allow you to draw cards, three to six that provide various other advantages like making your opponent discard (such as Skull Shatter) or giving you more mana (such as Sprout). The rest of the spell cards should banish your opponent’s creatures.

Skull Shatter

The remaining cards are your stable of creatures. Generally you want about eight creatures that you plan on winning the game with. These can be high-level creatures since the control deck plans on amassing a large amount of mana. Huge double breakers are a perfect fit!

The rest of your creatures should defend you, so you might want to choose blockers. You could also fill out those spots with cards that give you a spell-like effect, such as Meteorsaur or Reef Prince Glu-urgle.

The key to playing control is patience. Wait until you have all of your opponent’s creatures under control and then start attacking. Your careful play will be rewarded with victory!

Reef Prince Glu-urgle

Next week I’ll be back in the Dojo, talking about when to attack and when to hold off your assault. Until then, your assignment is to build your own control deck. Which civilizations will you choose? Go to your collection and try it out! If you’re still not sure exactly what this kind of deck would look like, here’s an example:

Example Control Deck List