How to play Eldlich.
Instructions for playing Eldlich (part 3)
Sections covered in this guide:
Basic gameplay
Use Conquistador and Huaquero to stop enemy combos with their secondary effects.
- Conquistador will destroy 1 face-up card on the field without a target.
- Huaquero will discard 1 card from the grave without targeting.
An extremely important thing when playing Eldlich is that you must always have Golden Lord on the field or have a way to call this monster onto the field because the deck plays mainly with Golden Land cards and requires Golden Lord. Only on the field can their strength be maximized.
Conquistador of the Golden Land, Eldlixir of Scarlet Sanguine and Huaquero of the Golden Land (Starters)
Conquistador of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.
Eldlixir of Scarlet Sanguine
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
Huaquero of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.
Hand: Scarlet with Conquistador (or Huaquero ).
To activate the side effects of these two Golden Land cards, you need to have Golden Lord on the field. Scarlet will help you summon Golden Lord from your deck or grave.
Eldlixir of White Destiny, Eldlixir of Scarlet Sanguine and Eldlixir of Black Awakening (Eldlixir cards)
Eldlixir of White Destiny
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn.
Eldlixir of Scarlet Sanguine
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
Eldlixir of Black Awakening
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.
The key to this gameplay is that you must have 1 Eldlixir card available (preferably Scarlet or Black ).
Cursed Eldland (The deck's important Searcher)
Cursed Eldland
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
Eldland can replace Golden Land cards, this card helps you pick up any Golden Land spells and traps from the deck. Note that Eldland CANNOT add Edlixir cards to his hand or send them to the grave.
Eldlixir cards can be placed face down from the deck onto the field thanks to the effects of Golden Land cards at the end of the turn (you can do this only if you activate the summoning effect of Golden Land cards same name as the card you want to use at the end of your turn).
Eldland, when sent from the field to the grave, will help you send 1 Eldlich monster or 1 Golden Land spell or trap card from the deck to the grave. Eldland has 2 effects and you can do each of Eldland 's effects once per turn.
So with only 1 Eldland and if you have a way to get Eldland to the grave, you will be able to have a table with 1 Golden Land (taken with Eldland ) and 1 Eldlixir (Golden Land card sent to the grave with Eldland can remove itself to set 1 Eldlixir from the deck on the field) in just 1 turn.
Foolish Burial Goods (Support)
(first) Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn. |
Foolish Burial Goods can replace one of the two cards Golden Land or Eldlixir .
- If your hand has 1 Eldlixir available, send 1 additional Eldlixir card from your deck to the Graveyard. Use Eldlixir 's Grave effect to place 1 Golden Land card face down on the field.
- If your hand has Golden Land , you send another Golden Land card with the effect of pulling Eldlixir from the deck onto the field ( Scarlet is preferred face down).
Magicians' Souls and Apprentice Illusion Magician (Support)
Magicians' Souls
ATK:
0
DEF:
0
You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians' Souls" once per turn.
Apprentice Illusion Magician
ATK:
2000
DEF:
1700
You can Special Summon this card (from your hand) by discarding 1 card. If this card is Normal or Special Summoned: You can add 1 "Dark Magician" from your Deck to your hand. During damage calculation, if your other DARK Spellcaster monster battles an opponent's monster (Quick Effect): You can send this card from your hand or face-up field to the GY; that monster you control gains 2000 ATK/DEF during that damage calculation only.
Magicians’
Souls
(1) You can send up to 2 Spells/Traps from
your hand and/or field to the GY; draw that many cards. (2) If this card is in your hand: You can send 1 Level 6 or higher
Spellcaster monster from your Deck to the GY, then activate 1 of
these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon
1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians'
Souls" once per turn. |
Apprentice
Illusion Magician
(1) You can Special Summon this card (from
your hand) by discarding 1 card. (2) If
this card is Normal or Special Summoned: You can add 1 "Dark
Magician" from your Deck to your hand. (3) During
damage calculation, if your other DARK Spellcaster monster battles an
opponent's monster (Quick Effect): You can send this card from your hand or
face-up field to the GY; that monster you control gains 2000 ATK/DEF during that
damage calculation only. |
Magicians’
Souls trên sân có hiệu ứng giúp bạn gửi các lá bài phép, bẫy từ
sân xuống mộ và rút lại số lá bài tương ứng.
Bạn có thể dùng hiệu ứng này để gửi các lá bài Golden Lord
hay Eldlixir để rút thêm các hand trap hay các lá bài cần thiết khác.
Các quái thú Golden Land vẫn được xem là bài bẫy sau khi
resolve nên bạn có thể dùng chúng để trả cost cho Magicians’ Souls.
Magicians’
Souls có thể được triệu hồi đặc biệt từ tay bằng cách gửi 1 quái
thú Spellcaster level 6 trở lên từ bộ bài. Apprentice
Illusion Magician là 1 quái thú thích hợp để trả cost cho Magicians’ Souls. Nếu bạn rút phải Apprentice Illusion Magician, quái thú
này cũng có thể tự triệu hồi từ tay bằng cách bỏ 1 lá bài trên tay.
Eldlich the Golden Lord (Main monster)
Eldlich the Golden Lord
ATK:
2500
DEF:
2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
(first) You can send this card and 1 Spell/Trap from your hand to the GY , then target 1 card on the field ; send it to the GY . (2) If this card is in your GY : You can send 1 Spell/Trap you control to the GY ; add this card to your hand , then you can Special Summon 1 Zombie monster from your hand , and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects . You can only use each effect of "Eldlich the Golden Lord" once per turn. |
This is a key and extremely important monster. Eldlich's other cards all revolve around Golden Lord .
You can use Golden Lord 's (1) effect to reduce threats coming from the opponent's field:
- Monsters are difficult to destroy.
- The opponent's trap magic cards.
Current combo decks will often focus on creating disruptions (usually creating cards with negate effects). Golden Lord can use effect (1) to disrupt the opponent.
Effect (2) helps you have 1 monster with 3500 ATK on the field (an attack that can be called great and ready to overcome all monsters), not only that, the possibility of Golden Lord being able to last 1 more turn is very high because it cannot be destroyed by effects until the end of the next turn.
When there are 2 Golden Lords on the field, the possibility of you being able to otk or clear the opponent's field is relatively high like Gustav Max and Juggernaut Liebe or ZEUS .
Golden Lord 's (2) effect can help you send Eldlixir or Golden Land cards from the field to the grave so those cards can help you set more cards from the deck.
Sending Eldland from the field to the grave can help Eldland use the effect when sent to the grave.
Additionally, with Golden Lord 's (2) effect, you can automatically send unnecessary floodgate traps to the grave.
Golden Land Forever! (Counter trap should be played)
Golden Land Forever! You can negate the activation of spell cards, traps, and monster effects by sacrificing 1 zombie monster. The condition to activate this card is that you must have 1 Eldlich monster on your side of the field.
Seven Cities of the Golden Land, Eldlich the Mad Golden Lord and Guardian of the Golden Land (other Golden Land cards)
Seven Cities of the Golden Land
During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using only Zombie monsters from your hand or field as Fusion Material. If a Zombie monster(s) is Special Summoned by card effect (except during the Damage Step): You can target 1 Set card in a Spell & Trap Zone; that Set card cannot be activated this turn (even if this card leaves the field). You can only use each effect of "Seven Cities of the Golden Land" once per turn.
Eldlich the Mad Golden Lord
ATK:
3800
DEF:
3500
1 "Eldlich" monster + 1 Level 5 or higher Zombie monster This card's name becomes "Eldlich the Golden Lord" while on the field. Cannot be destroyed by battle or card effects. You can Tribute 1 Zombie monster, then target 1 face-up monster your opponent controls; take control of it, but it cannot attack or activate its effects this turn. You can only use this effect of "Eldlich the Mad Golden Lord" once per turn.
Guardian of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 8/ATK 800/DEF 2500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can make the ATK of 1 face-up monster on the field become 0. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Guardian of the Golden Land" effect per turn, and only once that turn.
Guardian of the Golden Land
(first) Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 8/ATK 800/DEF 2500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can make the ATK of 1 face-up monster on the field becomes 0. (2) During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Guardian of the Golden Land" effect per turn, and only once that turn. |
Guardian also operates in the same way as other Golden Land trap monsters. However, currently effects related to changing attack and defense are rarely used and this card cannot be activated during the damage step. The deck play count of this card is 0 or at most 1 (if you want to use the card El Dorado Adelantado ).
Eldlich the Mad Golden Lord
1 "Eldlich" monster + 1 Level 5 or higher Zombie monster (first) This card's name becomes "Eldlich the Golden Lord" while on the field. (2) Cannot be destroyed by battle or card effects. (3) You can Tribute 1 Zombie monster, then target 1 face-up monster your opponent controls; take control of it, but it cannot attack or activate its effects this turn. You can only use this effect of "Eldlich the Mad Golden Lord" once per turn. |
Seven Cities of the Golden Lord
(first) During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using only Zombie monsters from your hand or field as Fusion Material. (2) If a Zombie monster(s) is Special Summoned by card effect (except during the Damage Step): You can target 1 Set card in a Spell & Trap Zone; that Set card cannot be activated this turn (even if this card leaves the field). You can only use each effect of "Seven Cities of the Golden Land" once per turn. |
Mad Golden Lord is an Eldlich fusion monster and can be considered a Golden Lord when on the field to help you coordinate with Eldlixir and Golden Land.
As for ingredients, this monster needs to have 1 Eldlich monster and 1 zombie monster level 5 or higher. This causes this monster to consume a lot of resources and cannot be quickly summoned to the field in Eldlich's pure playstyle.
- Use 1 Golden Lord and 1 Golden Land trap monster. You need to turn over 1 Golden Land, because this is a trap card so it takes at least 1 turn to turn over, not to mention sometimes you will have to turn over 1 Golden Land and waste its side effects. to have enough fusion materials.
- Use 2 Golden Lords . This way, you will waste a lot of effects to get 2 Golden Lord monsters in your hand or field.
This monster is also not suitable as a target for Super Polymerization because the materials are too specific while we already have the Dragonecro Nethersoul Dragon monster that only needs 2 zombie monsters as fusion materials.
In return for the fact that Mad Golden Lord is quite difficult to summon, the effect can be considered temporarily acceptable:
- This monster can be substituted for Golden Lord , allowing you to use Golden Land's side effects like when you have Golden Lord .
- This monster itself cannot be destroyed by the effects of other cards. Added to this is the ability to not be destroyed in battle.
- By sacrificing 1 zombie monster (either itself or 1 Golden Land), you can take control of 1 opponent's monster, an effect that isn't too bad. Furthermore, when you sacrifice yourself to activate this effect, Eldlixir cards can recall Mad Golden Lord and continue to use this effect in the following turns (you can only use this effect Mad Golden Lord 's only once per turn).
About how to summon Mad Golden Lord . The card clan itself also supports a Golden Land permanent spell card ( Seven Cities of the Golden Land ) to help you summon this monster faster because Golden Land cards can be pulled from the deck. very easy thanks to Eldland or Eldlixir cards. Not only that, Seven Cities also helps you block a spell or trap on the field when Mad Golden Lord is summoned.
Flowerdino and El Dorado Adelantado (Return problem)
Flowerdino
ATK:
2000
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can only use each of the following effects of "Flowerdino" once per turn. If you activate a Trap Card or effect, or your opponent activates a Spell Card or effect: You can Special Summon this card from your hand. If this card is sent to the GY: You can target 3 banished Spells/Traps; place them on the bottom of the appropriate Deck(s) in any order, then draw 1 card.
El Dorado Adelantado
If you control an "Eldlich" monster: Activate 1 of these effects; ● Shuffle 3 of your banished "Eldlixir" Spells/Traps with different names into your Deck, and if you do, destroy all cards on the field. ● Shuffle 3 of your banished "Golden Land" Spells/Traps with different names into your Deck, and if you do, halve your opponent's LP, then you gain LP equal to their LP. You can only activate 1 "El Dorado Adelantado" per turn.
El Dorado Adelantado
(first) If you control an "Eldlich" monster: Activate 1 of these effects; |
El Dorado Adelantado is a card that can restore stock to Eldlich and comes with effects that destroy the entire field or reduce lp so Eldlich can end the game faster.
However, in reality, Eldlich does not need this card:
- First of all, this is a trap card so you need to set it face down before activating it.
- As the name suggests, El Dorado Adelantado is not an Eldlich, Eldlixir, or Golden Land card at all. You have very few ways to pull this card from the deck.
- You must return exactly 3 Eldlixir spells/traps or 3 Golden Land spells/traps to the deck without the right to alternate and must have 3 cards with different names.
Guardian and Seven Cities are two Golden Land cards besides Conquistador and Huaquero but they appear very rarely in deck lists, you can almost only recycle Eldlixir cards. Playing other unimportant Golden Land cards can reduce the deck's odds of drawing the necessary cards.
Because it doesn't have any effects that can be used in the grave like other Eldlich cards, this card is almost a dead card if you draw it early in the game.
Flowerdino
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can only use each of the following effects of "Flowerdino" once per turn. (first) If you activate a Trap Card or effect, or your opponent activates a Spell Card or effect: You can Special Summon this card from your hand. (2) If this card is sent to the GY: You can target 3 banished Spells/Traps; place them on the bottom of the appropriate Deck(s) in any order, then draw 1 card. |
The issue of restocking with Eldlich is not too important at all because when you use up Conquistador and Huaquero along with other supports, the opponent now seems to be low on resources and can no longer do anything. In addition, Scarlet can summon Golden Lord from the grave to help you use the secondary effects of Golden Land traps.
You can also use Flowerdino as a recovery monster if you're afraid of losing Eldlixir and Golden Land cards.
Flowerdino is superior to El Dorado Adelantado because it can help you return any spells and traps to your deck.
How to counter Eldlich
Cursed Eldland and Eldlixir of Scarlet Sanguine (2 important spell and trap cards of the deck)
Cursed Eldland
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
Eldlixir of Scarlet Sanguine
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
Today's decks mostly have effects that retrieve necessary cards of the archetype to increase the cohesion of the deck.
For Eldlich decks, there are two common cards that can do this: Eldland and Scarlet .
Block directly into Eldland to prevent Eldlich from adding resources. Because Eldland is a permanent spell, you can block the effect of getting cards into your hand by making Eldland no longer on the field, but you need to consider this because when Eldland is sent to the grave, it will be able to add resources to the player. play Eldlich.
Ghost Belle & Haunted Mansion and Ash Blossom & Joyous Spring (2 commonly found hand trap monsters)
Ghost Belle & Haunted Mansion
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Both of Eldland 's effects can be easily prevented with Ash Blossom .
Block on Scarlet (with Ash Blossom or Belle ) to delay the Golden Lord 's summon and cause the summoned Conquistador and Huaquero to fail when trying to use secondary effects.
Eldlich the Golden Lord (Golden Lord again)
Eldlich the Golden Lord
ATK:
2500
DEF:
2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
Golden Lord is a strong main monster and also a fatal weakness of the deck.
Try to block the deck from reaching Golden Lord for as long as possible.
Normally Golden Lord will have an effect that cannot be destroyed by effects while on the field. Using high-attack monsters to fight Golden Lord is very difficult, so using effects without destroying them can reduce the danger of the deck (Kaiju sacrifices, puts that monster face down, uses "send it to the GY" effect or use monster banishing effects).
Called by the Grave (A very, very popular card)
Called by the Grave is a popular card used in almost every deck to fight hand trap monsters. This card is also a fear for Eldlich players as it can both remove 1 Golden Lord from the grave and prevent the Golden Lord 's effects.
Use Called by the Grave to remove Golden Lord while activating one of two effects to prevent players from reacting to this card in time.
Ice Dragon's Prison and D.D. Crow (Some other removal methods)
Use DD Crow to pick up the Golden Lord from the grave.
Ice Dragon's Prison can capture Golden Lord from the opponent's grave to your field to make the opponent unable to use the effects of Golden Land cards. This card can also banish up to 2 opponent's cards (2 Golden Lords or 1 Golden Lord and 1 Golden Land).
Twin Twisters, Harpie's Feather Duster and Lightning Storm (Common magic and trap cards)
This is a very trap-heavy deck so it will be very afraid of s/t removals.
Cards that can destroy spells and traps ( Harpie's Feather Duster , Lightning Storm , Twin Twister ) can partially solve the problem by being able to destroy with some floodgates. However, this cannot completely solve the deck because Eldlich is also a deck that works well in the grave.
You should not chain spell cards with spell speed 2 quickly before you have guessed the information about your opponent's face down card because Imperial Order is most likely waiting for you.
El Dorado Adelantado (Very, very few players use this card)
El Dorado Adelantado
If you control an "Eldlich" monster: Activate 1 of these effects; ● Shuffle 3 of your banished "Eldlixir" Spells/Traps with different names into your Deck, and if you do, destroy all cards on the field. ● Shuffle 3 of your banished "Golden Land" Spells/Traps with different names into your Deck, and if you do, halve your opponent's LP, then you gain LP equal to their LP. You can only activate 1 "El Dorado Adelantado" per turn.
Another weakness of the deck is the ability to recover resources from the discard pile. You can use the card banishing effect ( DD Crow ) to make the Eldlich deck more difficult to play. Or if your deck is able to last longer than Eldlich, Eldlich will now become a resource-drained deck with only Golden Lord left.
Dimension Shifter, Masked HERO Dark Law and Macro Cosmos (Some counter methods are less common)
Masked HERO Dark Law
ATK:
2400
DEF:
1800
Must be Special Summoned by "Mask Change". Any card sent to your opponent's GY is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand.
Dimension Shifter , Masked HERO Dark Law , Macro Cosmos and a few other cards with similar effects are also a big fear for Eldlich players. However, these cards are rarely seen because quite a few decks can play and make good use of their effects.
Denko Sekka (Side deck monsters are strong when facing trap decks)
Denko Sekka is a monster that can counter the deck so tightly that the opponent has no chance to use trap cards and they are forced to negate this monster's summon (mostly with Solemn Judgment ) to be able to continue playing.
Eldlich also has a way to counter counter cards
Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.
Lord of the Heavenly Prison
ATK:
3000
DEF:
3000
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.
King of the Sky Prison is often used by Eldlich players to cover up face-down cards that cannot be destroyed. However, Cosmic Cyclone can remove those face-down cards and get through King of the Sky Prison very easily.
Evenly Matched can solve most of the problems when facing Eldlich players. This card can cause Eldlich players to lose a fair amount of resources as well as their floodgates.
Lancea can help Eldlich players deal with card removal effects somewhat.
Infinite Impermanence, Maxx "C", Nibiru and the Primal Being (Other staples)
Infinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Maxx “C” and Nibiru are two hand trap monsters that are used quite a lot in deck lists, however these two cards are completely ineffective when facing Eldlich.
- Maxx “C” can chain when the Eldlich player activates Scarlet and Golden Lands to help you tie the cards in your hand or at most +1.
- Nibiru has absolutely no chance to trigger effects when facing Eldlich players.
Infinite Impermanence is not completely useless against Eldlich. The most viable target for this card against Eldlich is Golden Lord . Although it cannot affect Golden Lord , you can still use the after effects of Infinite Impermanence .
Other staples
Mystic Mine
If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.
Imperial Order can chain to Eldland or Eldlich players' Pots , making it impossible for them to add more cards from the deck to their hand, and that's almost all Imperial Order can do to block Eldlich.
Vanity's Emptiness can be chained in when Eldlixir and Golden Land cards activate, causing them to fail when summoning monsters. This card can also be chained to Golden Lord 's return to hand effect, this cannot prevent Golden Lord from returning to hand but you can reduce the opponent's field by 1 body of 3500 ATK.
Eldlich players can completely overcome Vanity's Emptiness very easily with Golden Lord 's card sending effect from the field to the grave. Furthermore, Vanity's Emptiness will automatically explode if there is another card on the field where its controller sends it to the grave. This gives Eldlich players an advantage as they only need to send another card to the grave with Golden Lord to easily deal with 2 cards on the field.
Mystic Mine is well known for the discomfort it brings. When facing Eldlich, Mystic Mine can help players survive 1 to 2 turns from attacks as well as prevent Golden Lord 's effects. However, this card can be easily destroyed by Conquistador , the effect of destroying Conquistador 's cards is not counted as the effect of a monster so the activation to summon Conquistador and use side effects of this card cannot be stopped by Mystic Mine .
Skill Drain is completely useless when facing Eldlich as both of Golden Lord 's effects cannot be affected by this card.
Restrictions to remember
Eldlich the Golden Lord (Things to remember)
Eldlich the Golden Lord
ATK:
2500
DEF:
2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
- Golden Lord has 2 effects, you can use each effect of Golden Lord once per turn.
- The cost of this hand effect is to discard the activated Golden Lord monster and 1 spell or trap from hand to the grave.
- The cost of the grave effect is to send 1 spell or trap on the field to the grave.
Cursed Eldland (Things to remember)
Cursed Eldland
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
- While Eldland is on the field, only zombie monsters are allowed to attack.
Eldlixir of White Destiny, Eldlixir of Scarlet Sanguine and Eldlixir of Black Awakening (Things to remember)
Eldlixir of White Destiny
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn.
Eldlixir of Scarlet Sanguine
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
Eldlixir of Black Awakening
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.
- Each Eldlixir card has 2 effects, you can only use 1 of the 2 effects of the card with the same name in 1 turn.
- After summoning a monster with Eldlixir, until the end of that turn, you can only special summon zombie monsters.
Conquistador of the Golden Land, Golden Land Forever! and Huaquero of the Golden Land (Things to remember)
Conquistador of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.
Huaquero of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.
- Each Golden Land eternal trap card has 2 effects, you can only use 1 of the 2 effects of the card with the same name in 1 turn.
- To be able to use the destruction or discard effects of Conquistador and Huaquero , you must have Golden Lord on the field at the time the card is summoned. These cards can only use that effect once at the time they are summoned.
- Golden Land Forever! You must have 1 Eldlich monster on the field to activate.