Instructions for playing Tech Genus - Flight Control

Instructions for playing Tech Genus - Flight Control

TG, short for Tech Genus, is an archetype focused on Synchro Summoning. TG monsters come in many different types and attributes, allowing them to gain power from the support of different monster monsters . Monsters   The main TG will often search for other TGs in En d Phase if destroyed on the field, providing combo materials with each other even though the speed is quite slow . The TG Synch ro monster has a rather rare effect where Summon Synch ro b as an effect in your opponent 's Main Ph ase (this is called Accel Synch ro ), providing the ability to harass the opponent . Since the monsters in the Main Deck have relatively low attack points and almost no useful attack effects , the TG instead depends on monsters in its Extra Deck to apply pressure. competitor .

TG's first builds saw some success focusing on using the Set skill! Delta Accel! to summon TG Halberd Cannon to negate your opponent's Monster Summon abilities or Chain in to Summon Black Rose Dragon to clear your opponent's field and Assault Summon Blackwing - Onimaru the Divine Thunder to prepare for OTK quickly. However, other decks in the meta are a bit stronger and TG hasn't been able to break into the Top Tier for a long time, but is still a strong deck and has its place when it comes to being used in tournaments. With Darklords dropped from the meta again in May 2021, more Flight Control -focused builds began to show their worth, hitting fast and hard on your opponents' turns with Crystron Quariongandrax and Black Rose Dragon . Currently, both builds can be played in ranked matches and tournaments, although Flight Control decks have seen more play since KCGT in June 2021.




Skills

TG is an interesting archetype in that it has not one, but two tailored abilities that play very differently. These Skills, Flight Control and Set! Delta Accel! are specific to Antinomy and are important for many of the combos these decks use to harass and OTK the opponent. But in this tutorial, I will only focus on the Flight Control gameplay, you can refer to the gameplay using Set! Delta Accel! In another tutorial.

Flight Control (Skill Card) (Harassment combo)

UR Rarity
Flight Control (Skill Card)
UR Rarity
Flight Control (Skill Card)
Flight Control (Skill Card)
Flight Control (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Return 1 “T.G.” monster in your hand to your Deck and add 1 “T.G.” monster to your hand from your Deck. During the turn you use this Skill, you cannot Special Summon any Level 10 or higher monsters except “T.G.” monsters. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you begin the Duel with no monsters other than T.G.” monsters in your Main Deck.


Flight Control , or FC for short, allows you to reveal and return any monster   TG in your hand to your deck in exchange for another TG monster , as long as your main deck contains no monsters other than TG monsters . This skill is extremely powerful, allowing you to swap one resource for another at any point in your Main Phase . During the turn you use Flight Control , you cannot summon any monsters   Anyone level 10 or higher is not a monster   TG , but this won't be relevant to most Extra Deck builds , since most of the time you won't be using any level 10 or higher monsters (the rare exception is Assault Blackwing - Onimaru the Divine Thunder ).

Flight Control 's builds are very focused on continuous combos, with many different TG monsters in the Main Deck .   is chosen to focus on making your main combo extended by   TG Star Guardian . TG Star Guardian has the ability to summon Synchro with a quick effect in the opponent's Main Phase, usually the target will be Crystron Quariongandrax or Black Rose Dragon to confuse the opponent . Additionally, this deck can be easily OTKed through Battlewasp - Hama the Conquer Bow , using its effect to attack twice in your Battle Phase if Synch ro summoned with a Synch ro monster .
Flight Control 's weakness lies in the fact that there are many combo materials that go back and forth with each other, making it easy for your opponent to harass if a combo piece is placed face down or if you do the math wrong when summoning their Synchro. Since Main Deck monsters from level 1 to level 4 are Tuners and Non-Tuners at every level, it's important to keep track of what you have and what you need. Additionally, since Flight Control often relies on Battlewasp - Hama the Conquer Bow or Crystron Quariongandrax to OTK, the deck can be weak against Hand Traps like Battlin' Boxer Veil and Sphere Kuriboh. Meanwhile, using Set! Delta Accel! can cause monsters with high enough ATK to overcome Battlin' Boxer Veil or DEF stat to not hesitate to attack into Sphere Kuriboh .



Core cards are in the Main Deck

Since Flight Control forces you to only use TG monsters in your Main Deck, we use a variety of monsters at different levels to perform different combos. Certain cards may synergize with one card better than another, and your choice of monsters can open up different combos.

T.G. Warwolf (x3)

SR Rarity
T.G. Warwolf
SR Rarity
T.G. Warwolf
T.G. Warwolf
DARK 3
T.G. Warwolf
  • ATK:

  • 1200

  • DEF:

  • 0


When a Level 4 or lower monster(s) is Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Warwolf".


TG Warwolf is arguably the best card in the deck in terms of style   TG Flight Control , TG Warwolf can special summon itself anytime a level 4 or lower monster is special summoned on either side of the field.
Advantage:
  • Just a level 3 non-tuner monster, synergizes well with TG Striker to create TG Star Guardian and with TG Screw Serpent to create Shiranui Squiresaga or any regular level 7 Synchro monster.
  • The special summon effect is not once per turn.
  • Search any TG monster from your deck in the End Phase if destroyed, for each copy of the TG Warwolf destroyed (not a once-per-turn effect).
  • Can be searched with Fire Formation - Tenki .
Defect:
  • Special summon effects can miss timing, but this is a small thing because it is a card that makes your combos smoother and better with 3 cards in the deck.

Fire Formation - Tenki (x1-2)

SR Rarity
Fire Formation - Tenki
SR Rarity
Fire Formation - Tenki
Fire Formation - Tenki
Spell Continuous
Fire Formation - Tenki

    When this card is activated: You can add 1 Level 4 or lower Beast-Warrior monster from your Deck to your hand. All Beast-Warrior monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn.


    Warning: Fire Formation - Tenki is not actually a Tech Card, but instead a deck stability enhancer. It acts as another copy of TG Warwolf in the deck, which can be used in your combo or returned with Flight Control for another part of the combo. Additionally, it can act as "bait" for Mystical Space Typhoon or Cosmic Cyclone , allowing you to place Book of Moon or Treacherous Trap Hole more safely. Fire Formation - Tenki is a great card with 1 copy, to allow more space for other Tech Cards.

    T.G. Striker (x3)

    UR Rarity
    T.G. Striker
    UR Rarity
    T.G. Striker
    T.G. Striker
    EARTH 2
    T.G. Striker
    • ATK:

    • 800

    • DEF:

    • 0


    If only your opponent controls a monster, you can Special Summon this card (from your hand). Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Striker".


    TG Striker is generally the main Tuner in the deck, as it can special summon itself for free if your opponent controls a monster and you don't. This gives Flight Control decks the ability to create large amounts of combo turns without using their normal summon turns.
    Advantage:
    • Activate TG Warwolf 's effect to special summon itself, allowing you to easily summon TG Star Guardian without using a normal summon.
    • Just a level 2 Tuner, making it a great target to summon TG Catapult Dragon when going first (since your opponent won't have monsters, it can't be special summoned)
    • Search any TG monster from the deck during the End Phase if destroyed, for each TG Striker card destroyed (not a once-per-turn effect).
    • Again, there is no reason not to have these three cards in your deck.

    T.G. Catapult Dragon (x3)

    R Rarity
    T.G. Catapult Dragon
    R Rarity
    T.G. Catapult Dragon
    T.G. Catapult Dragon
    EARTH 2
    T.G. Catapult Dragon
    • ATK:

    • 900

    • DEF:

    • 1300


    Once per turn: You can Special Summon 1 Level 3 or lower "T.G." Tuner monster from your hand.


    TG Catapult Dragon is the third part of the combo along with TG Warwolf and TG Striker for one of the main combos on the first turn. It usually acts as a springboard for your turn 1 play.
    Advantage:
    • Can special summon any level 3 or lower Tuner from your hand. This is a soft one per turn effect, which means if you summon TG Catapult Dragon again, you can use this effect again.
    • Usually used to activate the TG Warwolf 's Special Summon Effect by special summoning a Tuner.
    • TG Catapult Dragon 's level makes it a perfect choice to quickly Synchro summon Black Rose Dragon on opponents' turns with TG Star Guardian , as well as Crystron Quariongandrax with TG Striker .
    Defect:
    • Comboing on turn 1 without the TG Jet Falcon will leave it in attack position and can cause you to take a lot of damage if something interrupts your Accel Synchro summon with the TG Star Guardian .

    T.G. Screw Serpent (x2-3)

    UR Rarity
    T.G. Screw Serpent
    UR Rarity
    T.G. Screw Serpent
    T.G. Screw Serpent
    WATER 4
    T.G. Screw Serpent
    • ATK:

    • 1300

    • DEF:

    • 500


    If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "T.G." monster in your GY, except "T.G. Screw Serpent"; Special Summon that monster, but its effects are negated. You can banish this card from your GY, then target 1 "T.G." monster you control; increase or reduce its Level by 1 until the end of this turn. You can only use each effect of "T.G. Screw Serpent" once per turn.


    For a while, TG Screw Serpent was a common two-card play in Flight Control decks, as it's a great recovery card, but you don't really want to see it on turn 1. Recently, especially in the last KCGT prelims, some versions of decks with 3 TG Screw Serpents have also proven to perform as well, if arguably better, than decks with 2. How many you choose Which to use is a matter of preference and how you build the rest of your deck.
    Advantage:
    • Can revive any level 4 or lower TG monster, except the " TG Screw Serpent " monster from the graveyard when normal or special summoned. TG Screw Serpent is a great combo continuation card in case your opening turn is interrupted by cards like Treacherous Trap Hole or Forbidden Chalice . This effect is hard once per turn , meaning it can only be used once per turn regardless of how many times you summon TG Screw Serpent .
    • As the only level 4 Tuner, it combines well with the TG Warwolf in the grave to create Shiranui Squiresaga as a follow-up combo.
    • Have an effect in the Graveyard to banish yourself and increase or decrease the level of a TG monster you control by 1 level. This effect allows for more complex combos and is better activated with 3 copies of TG Screw Serpent . This effect is also a hard once per turn effect.
    Defect:
    • In general, try to avoid creating Battlewasp - Hama the Conquering Bow with this card (unless you also play Mist Bird Clausolas ) as you will lose the effect of Battlewasp - Hama the Conquering Bow when attacking twice .

    T.G. Booster Raptor (x0-2)

    SR Rarity
    T.G. Booster Raptor
    SR Rarity
    T.G. Booster Raptor
    T.G. Booster Raptor
    WIND 1
    T.G. Booster Raptor
    • ATK:

    • 400

    • DEF:

    • 300


    If you control a "T.G." monster, you can Special Summon this card (from your hand). You can only Special Summon "T.G. Booster Raptor" once per turn this way. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Booster Raptor".


    TG Booster Raptor has appeared more recently in the Flight Control versions of TG, TG Booster Raptor is used as a simple special summon when you control a TG monster TG Booster Raptor is a monster level 1 non-tuner on the field , it has a relationship with   TG Screw Serpent , causing the number of TG Screw Serpents to be considered increased to 3 cards .
    Advantage:
    • Easily combine with TG Striker on turn 2 to create Mist Bird Clausolas , an Extra Deck monster to counter Steelswarm Roach and a support card for OTK.
    • Search any TG monster from the deck during the End Phase if destroyed for each copy of the card destroyed (not a once-per-turn effect).
    Defect:
    • Can only be special summoned by its own effect and this is a hard once per turn effect.

    T.G. Cyber Magician (x0-3)

    R Rarity
    T.G. Cyber Magician
    R Rarity
    T.G. Cyber Magician
    T.G. Cyber Magician
    LIGHT 1
    T.G. Cyber Magician
    • ATK:

    • 0

    • DEF:

    • 0


    If this card you control would be used as Synchro Material for a "T.G." monster, "T.G." monsters in your hand can be used as the non-Tuner Synchro Materials. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician".


    TG Cyber ​​Magician has a unique condition where it can Synchro Summon with a TG monster in your hand. This provides another way to create a TG Star Guardian , although since it synergizes very well with the non-tuner TG monster , TG Rush Rhino , it is recommended to only place one or two if you are using use both.
    Positive:
    • TG Cyber ​​Magician can be used to Synchro summon when your Monster Zone is full, usually using TG Rush Rhino to make TG Cyber ​​Magician or TG Wonder Magician . This condition cannot be negated by cards such as Forbidden Chalice and Fiendish Chain .
    • Search any TG monster from the deck during the End Phase if destroyed for each copy of TG Cyber ​​Magician destroyed (not a once-per-turn effect).
    Defect:
    • The only level 1 used in the deck and cannot be special summoned like other TG monsters.

    T.G. Rush Rhino (x0-3)

    SR Rarity
    T.G. Rush Rhino
    SR Rarity
    T.G. Rush Rhino
    T.G. Rush Rhino
    EARTH 4
    T.G. Rush Rhino
    • ATK:

    • 1600

    • DEF:

    • 800


    If this card attacks, it gains 400 ATK during the Damage Step only. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino".


    TG Rush Rhino is combined with TG Cyber ​​Magician to perform Synchro Summon to level 5 Synchro monsters easily from your hand. Do not use one of the two cards without the other card.
    Positive:
    • Gains 2000 ATK when attacking, allowing it to defeat most normal summon monsters or Steelswarm Roach that have been a hindrance to the deck.
    • Search any TG monster from the deck during the End Phase if destroyed, for each copy of TG Rush Rhino destroyed (not a once-per-turn effect).
    Defect:
    • Unfortunately, it is not useful for any Synchro summons after the TG Star Guardian is created, unless you lower its level with the TG Screw Serpent .

    T.G. Jet Falcon (x0-1)

    R Rarity
    T.G. Jet Falcon
    R Rarity
    T.G. Jet Falcon
    T.G. Jet Falcon
    WIND 3
    T.G. Jet Falcon
    • ATK:

    • 1400

    • DEF:

    • 1200


    If this card is sent to the Graveyard as a Synchro Material: Inflict 500 damage to your opponent.


    The TG Jet Falcon possesses an awkward position. As a level 3 Tuner in decks that do not normally use level 4 or level 6 Synchro monsters, it does not directly combine with the non-tuner monsters TG Booster Raptor , TG Drill Fish , or TG Warwolf . However, it is easy to create TG Star Guardian by combining with TG Catapult Dragon and expanding with   Crystron Quariongandrax is equal to any level 1 non-Tun er.
    Positive:
    • Since Flight Control allows you to take any combo piece you need, using 1 of TG Jet Falcon 's cards allows you to use it when it's appropriate.
    • The opponent takes 250 damage whenever you Synchro with it :)
    Defect:
    • A very specific non-Tuner monster is required to summon Synchro.
    • Not very useful in the grave as a target for TG Screw Serpent 's resurrection effect.

    T.G. Drill Fish (x0-1)

    UR Rarity
    T.G. Drill Fish
    UR Rarity
    T.G. Drill Fish
    T.G. Drill Fish
    WATER 1
    T.G. Drill Fish
    • ATK:

    • 100

    • DEF:

    • 800


    This card can attack directly. You can only use each of the following effects of "T.G. Drill Fish" once per turn. ● If all monsters you control are "T.G." monsters (min. 1): You can Special Summon this card from your hand. ● When a "T.G." monster you control inflicts battle damage to your opponent: You can target 1 monster your opponent controls; destroy it.


    Similar to TG Booster Raptor , TG Drill Fish can be special summoned via its own effect if you only control TG monsters on the field (Note that TG Drill Fish differs from TG Booster Raptor in that because its summoning condition only requires the TG monster to be on your field). This makes it a solid combo extender as well as a combo with TG Screw Serpent . It should be used together with 3 leaves   TG Screw Serpent .
    Advantage:
    • Its second effect, combined with its direct attack ability, can help OTK through a defensive position monster next to Battlewasp - Hama the Conquer Bow , or it can destroy Steelswarm Roach that is blocking the attack. Summon your Synchro.
    • It works almost identically to the TG Booster Raptor when setting up the field.
    Defect:
    • The special summoning effect is hard once per turn .
    • Cannot be special summoned if you control any monster that is not a TG monster (including face-down monsters)

    T.G. Gear Zombie (Use depending on the situation)

    UR Rarity
    T.G. Gear Zombie
    UR Rarity
    T.G. Gear Zombie
    T.G. Gear Zombie
    DARK 1
    T.G. Gear Zombie
    • ATK:

    • 600

    • DEF:

    • 0


    You can target 1 "T.G." monster you control; Special Summon this card from your hand, then the targeted monster loses 1000 ATK. You can only use this effect of "T.G. Gear Zombie" once per turn.


    This is the most recent addition to TG, TG Gear Zombie is a level 1 Tuner that can special summon itself by reducing the ATK of a TG monster   go 1000. It has a pretty niche use right now and it's uncertain if it will make it into the deck.
    Advantage:
    • Being able to special summon is essentially free, as the loss of 1000 ATK is involved before the Synchro summon.
    • As a Tuner Zombie, it can Synchro with Shiranui Squiresaga into Shiranui Shogunsaga and can then deal a lot of damage.
    Defect:
    • TG Gear Zombie 's special summon effect causes TG Warwolf to miss timing on its own special summon, reducing its overall usefulness.
    • The special summoning effect is hard once per turn .
    • Does not provide any search effects when destroyed or additional effects like TG Drill Fish .



    Tech Card options

    The Flight Control TG strategy has room for 3 Tech Cards, to maximize the chance of drawing cards that can be combined together to play into the hand. When deciding to use any Tech Card, you should play 3 copies of that card if possible. Which Tech Card you choose will depend on the match. For example, Forbidden Lance is great against trap-heavy decks, but less effective against Harpies . If you can't play 3 copies of the same Tech Card, try to use a good combination of Tech Cards that have a high impact on the match. Some players have also experimented with 4 Tech Cards in a deck of 21 cards.

    Mystical Space Typhoon (Depends on the situation)

    UR Rarity
    Mystical Space Typhoon
    UR Rarity
    Mystical Space Typhoon
    Mystical Space Typhoon
    Spell Quick
    Mystical Space Typhoon

      Target 1 Spell/Trap on the field; destroy that target.


      With the banning of Hey, Trunade! , which is often used to destroy all of the opponent's face-down Spell/Trap cards before performing Synchro combos to hopefully OTK, Mystical Space Typhoon (or MST ) is one of the most important cards. in the current meta, provides the ability to discard 1 Spell/Trap card. Furthermore, it comes in a box with all the TG cards, so you'll likely have at least a few copies when you open the box. As a very combo-based deck, TG is quite susceptible to interruptions, so starting with MST can keep Book of Moon or Treacherous Trap Hole from disabling or disrupting your combos.

      Cosmic Cyclone (Depends on the situation)

      UR Rarity
      Cosmic Cyclone
      UR Rarity
      Cosmic Cyclone
      Cosmic Cyclone
      Spell Quick
      Cosmic Cyclone

        Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


        Similar to Mystical Space Typhoon , Cosmic Cyclone is a good choice for removing Spell/Trap cards. MST is currently popular in this meta, as many decks are using Treacherous Trap Hole and it cannot be activated if you have previously destroyed any of your opponent's trap cards. Considering Cosmic Cyclone also costs 1000 LP, it is only recommended as an alternative when there are not enough copies of MST .

        Forbidden Lance (Depends on the situation)

        UR Rarity
        Forbidden Lance
        UR Rarity
        Forbidden Lance
        Forbidden Lance
        Spell Quick
        Forbidden Lance

          Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


          Forbidden Lance has appeared as a solution against Spell/Trap cards, allowing you to execute your combos and choose targets to protect them as a way to respond to your opponent. Additionally, it provides protection for one of the deck's biggest weaknesses, which is using Quick Magic in Standby Phase or Draw Phase to neutralize the Synchro play of TG Star Guardian . Forbidden Lance improves the turn 2 Cyber ​​Dragon matchup, providing protection from Cybernetic Overflow and negating the quick destruction effect of Gaia the Magical Knight of Dragons . Conversely, this is still a sub-optimal choice for the Harpie matchup, as Cyber ​​Slash Harpie Lady can chain its effect to return a monster to the hand.

          Needle Ceiling (Depends on the situation)

          UR Rarity
          Needle Ceiling
          UR Rarity
          Needle Ceiling
          Needle Ceiling
          Trap Normal
          Needle Ceiling

            When there are 4 or more monsters on the field: Destroy all face-up monsters.


            Needle Ceiling provides the ability to repel attacks without targeting, and unlike Treacherous Trap Hole , Needle Ceiling will not be useless if you have other traps in the grave. Since most of your combos end with 3 monsters on board, it will be able to be activated if your opponent summons any monsters and can punish your opponent for using Book of Moon on any of your monsters. Furthermore, many TG monsters search for other TG monsters during the End Phase if they are destroyed, allowing you to set up cards in your hand to prepare combos for the next turn.

            Treacherous Trap Hole (Depends on the situation)

            SR Rarity
            Treacherous Trap Hole
            SR Rarity
            Treacherous Trap Hole
            Treacherous Trap Hole
            Trap Normal
            Treacherous Trap Hole

              If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.


              Treacherous Trap Hole , or TTH for short, is one of the most popular trap cards right now, and for good reason - an effect that doesn't cost resources to destroy two monsters can win you one yourself. duel if used at the right time. There is a slight downside to using Treacherous Trap Hole as your only trap card since the deck relies almost exclusively on monster effects for spells and traps. Due to the short nature of duels with TGs, drawing both copies in a duel is very unlikely.

              Book of Moon (Depends on the situation)

              UR Rarity
              Book of Moon
              UR Rarity
              Book of Moon
              Book of Moon
              Spell Quick
              Book of Moon

                Target 1 face-up monster on the field; change that target to face-down Defense Position.


                A great choice for harassing your opponents, Book of Moon can now be used in any deck. A well-timed flip can interrupt the combo of all meta decks in one turn, as many decks use cards that depend on face-up monsters on the field. As a fast spell card, it has greater power when combined with Treacherous Trap Hole , and can narrowly protect your monsters from Karma Cut .

                Forbidden Chalice (Depends on the situation)

                SR Rarity
                Forbidden Chalice
                SR Rarity
                Forbidden Chalice
                Forbidden Chalice
                Spell Quick
                Forbidden Chalice

                  Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


                  Forbidden Chalice provides the ability to quickly negate monster effects, which is not usually integrated into TG monsters in the Extra Deck. While it is not common in TG decks, it can be a more accessible alternative to Book of Moon . Forbidden Chalice works well as a lead, dealing with problem beasts like Steelswarm Roach and Photon Strike Bounzer or blocking searches from Harpie Perfumer or Cyber ​​Dragon Core .



                  Notes for Tech Card

                  A note on Tech Cards for Flight Control TG : You should use 3 Tech Cards (and no more than 4) in the deck because you will usually need 3   TG monster in your opening hand to set up good odds when going first. Having 4 Tech C ards in your deck greatly increases your chances of drawing multiple Tech C ards in your opening turn, but it does not improve your odds of winning when you only draw one Tech C ard. The only card with enough power . For those interested, the probabilities are explained here (assuming a 20-card deck):
                  • The chance of drawing only 1 Tech Card with a total of 3 Tech Cards in the deck is 42.1% on turn 1, but 46.1% on turn 2.
                  • The chance of drawing 2 or more Tech Cards for a total of 3 Tech Cards in the deck is 8.8% on turn 1, but 14% on turn 2.
                  • The chance of drawing only 1 Tech Card with a total of 4 Tech Cards in the deck is 46.2% when taking turn 1, but only 47% when taking turn 2. Compared to having a total of 3 Tech Cards, which only increases by 4, 1% chance to draw a Tech Card on turn 1 and increased by 0.9% on turn 2.
                  • The chance of drawing 2 or more Tech Cards for a total of 4 Tech Cards in the deck is 16.2% on turn 1 and 24.9% on turn 2. Obviously all decks will be Bricked from time to time, but especially since the deck relies on getting combo pieces, reducing this chance is paramount to success in consistency.
                  Therefore, having more than 4 Tech Cards in your deck is very risky and can lead to playable but woefully suboptimal hands. The obvious exception to this is that you will not have the opportunity to draw a pair of Tech Cards that support each other like Book of Moon and Treacherous Trap Hole .



                  Extra Deck monsters

                  Extra Decks differ slightly between Flight Control and Set gameplay! Delta Accel! , although there are Core cards common to both because of their incredible power or versatility. Many popular cards share similar functions across playstyles. The only Extra Deck monster that is used at a 2-card level is TG Star Guardian , which is common in both Flight Control and Set play! Delta Accel! .



                  Core Extra Deck

                      

                  T.G. Star Guardian (x2)

                  SR Rarity
                  T.G. Star Guardian
                  SR Rarity
                  T.G. Star Guardian
                  T.G. Star Guardian
                  LIGHT 5
                  T.G. Star Guardian
                  • ATK:

                  • 100

                  • DEF:

                  • 2200


                  1 Tuner + 1+ non-Tuner "T.G." monsters Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "T.G. Star Guardian" once per turn. ● If this card is Special Summoned: You can target 1 "T.G." monster in your GY; add it to your hand. ● During your Main Phase: You can Special Summon 1 "T.G." monster from your hand.


                  Often compared to TG Warwolf as the best TG monster is TG Star Guardian - the most important member of your Extra Deck. The TG Star Guardian is the heart of the TG archetype, being the main combo piece, extending your combo and Synchro Tuner to use quick and Synchro effects during your opponent's turn. Almost all of your plays will start by spawning it, then using its recovery and special summon effects to place the right level on the field to Synchro into larger monsters. Because TG Star Guardian is also a Synchro monster, it can attack twice by Synchro out Battlewasp - Hama the Conquer Bow and act as removal material for Shiranui Squiresaga . Must use at least 1 card, usually 2 cards are used.

                  Crystron Quariongandrax (x1)

                  UR Rarity
                  Crystron Quariongandrax
                  UR Rarity
                  Crystron Quariongandrax
                  Crystron Quariongandrax
                  WATER 9
                  Crystron Quariongandrax
                  • ATK:

                  • 3000

                  • DEF:

                  • 3000


                  2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field.


                  Crystron Quariongandrax is the biggest threat in Flight Control 's Extra Deck, having 3000 ATK, 3000 DEF, and an effect that removes up to 3 monsters from the field and your opponent's graveyard when summoned. This effect is extremely powerful and can often help you win the game if used at the right time. Its effects also don't miss timing, so crafting Crystron Quariongandrax can be used to avoid target selection effects without any problem. Finally, when destroyed, Quarion can summon any discarded monster to your field (as long as it was summoned properly), making for some interesting monster-stealing gameplay of opponents.

                  Battlewasp - Hama the Conquering Bow (x1)

                  UR Rarity
                  Battlewasp - Hama the Conquering Bow
                  UR Rarity
                  Battlewasp - Hama the Conquering Bow
                  Battlewasp - Hama the Conquering Bow
                  WIND 8
                  Battlewasp - Hama the Conquering Bow
                  • ATK:

                  • 2800

                  • DEF:

                  • 2000


                  1 Tuner + 1+ non-Tuner monsters If this card was Synchro Summoned using a Synchro Monster as material, it can make a second attack during each Battle Phase. You can only use each of the following effects of "Battlewasp - Hama the Conquering Bow" once per turn. ● When this card inflicts battle damage to your opponent: You can make all monsters your opponent currently controls lose 1000 ATK/DEF. ● At the end of your Battle Phase, if your opponent has not taken any battle damage this Phase: You can inflict 300 damage to your opponent for each "Battlewasp" monster in your GY.


                  Battlewasp - Hama the Conquering Bow has the best OTK ability in Flight Control because when created with a Synchro monster material, it can attack twice per Battle Phase. Additionally, if Battlewasp - Hama the Conquering Bow deals damage during battle, you can reduce the ATK of all your opponent's monsters by 1000. Battlewasp - Hama the Conquering Bow has no protections of its own, so it is a suitable monster when summoned after a field clear by Black Rose Dragon .



                  Non-Core Extra Deck

                    

                  Assault Blackwing - Onimaru the Divine Thunder (x1)

                  R Rarity
                  Assault Blackwing - Onimaru the Divine Thunder
                  R Rarity
                  Assault Blackwing - Onimaru the Divine Thunder
                  Assault Blackwing - Onimaru the Divine Thunder
                  DARK 12
                  Assault Blackwing - Onimaru the Divine Thunder
                  • ATK:

                  • 3000

                  • DEF:

                  • 2000


                  1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only.


                  Assault Blackwing - Onimaru the Divine Thunder can be used in Flight Control , as it can be created with Shiranui Squiresaga and TG Star Guardian on a turn you don't activate Flight Control . Having 6000 ATk on attack if only created with Synchro monsters, it's great to end the fight by attacking a small monster and ignore the effect of Battlin' Boxer Veil . It can also be Accel Synchro Summoned on your opponent's turn to avoid destruction by Lightning Vortex , as Assault Blackwing - Onimaru the Divine Thunder cannot be destroyed by card effects.

                  Black Rose Dragon (x1)

                  UR Rarity
                  Black Rose Dragon
                  UR Rarity
                  Black Rose Dragon
                  Black Rose Dragon
                  FIRE 7
                  Black Rose Dragon
                  • ATK:

                  • 2400

                  • DEF:

                  • 1800


                  1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.


                  Black Rose Dragon is a staple in most Synchro decks, as the effect that hits the entire field is still a very powerful effect. TG often summons Black Rose Dragon on the opponent's turn, destroying all of their cards mid-combo or just before their Battle Phase. Never summon Black Rose Dragon in response to an opponent's card effect if you are trying to use its destructive effect, as it will miss timing.

                  Shiranui Squiresaga (x1)

                  UR Rarity
                  Shiranui Squiresaga
                  UR Rarity
                  Shiranui Squiresaga
                  Shiranui Squiresaga
                  FIRE 7
                  Shiranui Squiresaga
                  • ATK:

                  • 2100

                  • DEF:

                  • 0


                  1 Tuner + 1+ non-Tuner monsters You can only Special Summon "Shiranui Squiresaga(s)" once per turn. Once per turn: You can banish 1 face-up monster you control or in your GY, then apply these effects, in sequence, depending on what the monster was before it was banished, if it was any of these. ● Zombie: You can have all monsters you control gain 300 ATK. ● FIRE: You can destroy 1 Spell/Trap on the field. ● Synchro: You can destroy 1 monster on the field.


                  Shiranui Squiresaga is a staple in Flight Control builds as an excellent means of discarding 1 of your opponent's cards. Shiranui Squiresaga 's effect has no cost, and no target, so typically you choose to remove a TG Star Guardian from the grave and destroy an opponent's monster. Shiranui Squiresaga can also banish herself or the Black Rose Dragon in her grave to destroy monsters and Spells/Traps. Very important in the battle against Lunalight , as Lunalight Saber Dancer 's untargetable ability and high ATK make most Tech Card options useless. Rare cases require Shiranui Squiresaga to remove himself to increase the ATK of Battlewasp - Hama the Conquering Bow to 3100 ATK.

                  Mist Bird Clausolas (x1)

                  R Rarity
                  Mist Bird Clausolas
                  R Rarity
                  Mist Bird Clausolas
                  Mist Bird Clausolas
                  WIND 3
                  Mist Bird Clausolas
                  • ATK:

                  • 0

                  • DEF:

                  • 2300


                  1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn.


                  A recent addition to FC's Extra Deck, Mist Bird Clausolas originally appeared as a way to defeat Steelswarm Roach , with the effect negating any Synchro summoning attempts. Mist Bird Clausolas is easy to summon and can negate a monster's effects and change its ATK to 0. Mist Bird Clausolas combines well with TG Star Guardian into Battlewasp - Hama the Conquer Bow to finish off the OTK opponent. defense.

                  T.G. Wonder Magician (x1)

                  UR Rarity
                  T.G. Wonder Magician
                  UR Rarity
                  T.G. Wonder Magician
                  T.G. Wonder Magician
                  LIGHT 5
                  T.G. Wonder Magician
                  • ATK:

                  • 1900

                  • DEF:

                  • 0


                  1 Tuner + 1+ non-Tuner "T.G." monsters If this card is Synchro Summoned: Target 1 Spell/Trap on the field; destroy that target. If this card on the field is destroyed: Draw 1 card. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


                  One of the cards added to the Extra Deck with the Set skill! Delta Accel! , TG Wonder Magician is another Synchro Tuner that can create a quick Synchro effect during the opponent's Main Phase. While it does not have the combo extension ability of TG Star Guardian , she can destroy a Spell or Trap card when summoned. This is a good way to overcome field-locking traps (e.g. Field Spells like Necrovalley or Continuous Spells/Traps like Stygian Dirge ). This effect is mandatory, so she will be forced to destroy one of yours if you're not careful

                  Brionac Dragon of the Ice Barrier (x1)

                  UR Rarity
                  Brionac, Dragon of the Ice Barrier
                  UR Rarity
                  Brionac, Dragon of the Ice Barrier
                  Brionac, Dragon of the Ice Barrier
                  WATER 6
                  Brionac, Dragon of the Ice Barrier
                  • ATK:

                  • 2300

                  • DEF:

                  • 1400


                  1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.


                  Although Flight Control can create Brionac, Dragon of the Ice Barrier , it is not seen much due to limited Extra Deck space. Brionac, Dragon of the Ice Barrier can discard multiple cards to return many cards on your opponent's side of the field to their hand, which is great for getting rid of problem cards before taking a turn your player or OTK settings. The only downside to Brionac is that the deck does not maintain a card-in-hand advantage through any kind of card draw engine, so sending a lot of cards to the grave in the later part of the game in casual games impossible.

                  Vulcan the Divine (x1)

                  SR Rarity
                  Vulcan the Divine
                  SR Rarity
                  Vulcan the Divine
                  Vulcan the Divine
                  FIRE 6
                  Vulcan the Divine
                  • ATK:

                  • 2000

                  • DEF:

                  • 1600


                  1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as those returned to the hand by this effect. You can only use this effect of "Vulcan the Divine" once per turn.


                  Vulcan the Divine returns one face-up card to each side of the field when Synchro Summoned, creating the potential for major disruption during your opponent's turn. Unfortunately, Vulcan the Divine has a fairly low ATK stat so this is more of an aggressive play style than a defensive one.

                  Samurai Destroyer (x1)

                  R Rarity
                  Samurai Destroyer
                  R Rarity
                  Samurai Destroyer
                  Samurai Destroyer
                  EARTH 7
                  Samurai Destroyer
                  • ATK:

                  • 2600

                  • DEF:

                  • 1400


                  1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it.


                  Samurai Destroyer is a great level 7 monster that negates and prevents the effects of an opponent's monster when attacking a monster. It is also essentially immune to being destroyed by card effects, as it will special summon a machine-type monster (usually itself) from your Graveyard when destroyed that way.

                  PSY-Framelord Zeta (x1)

                  R Rarity
                  PSY-Framelord Zeta
                  R Rarity
                  PSY-Framelord Zeta
                  PSY-Framelord Zeta
                  LIGHT 7
                  PSY-Framelord Zeta
                  • ATK:

                  • 2500

                  • DEF:

                  • 1800


                  1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand.


                  A good harassment card, PSY-Framelord Zeta can remove a specially summoned monster in attack position until your next Standby Phase. Unfortunately, this effect is not too difficult to play and is usually worthless in the Extra Deck.

                  Shiranui Shogunsaga (x1)

                  R Rarity
                  Shiranui Shogunsaga
                  R Rarity
                  Shiranui Shogunsaga
                  Shiranui Shogunsaga
                  FIRE 8
                  Shiranui Shogunsaga
                  • ATK:

                  • 3000

                  • DEF:

                  • 0


                  1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters If this card is Special Summoned: You can banish 1 Zombie-Type monster from your Graveyard; this card gains ATK equal to the banished monster's original ATK, until the end of this turn. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of your banished Zombie-Type monsters with 0 DEF; return it to the Graveyard. You can only Special Summon "Shiranui Shogunsaga(s)" once per turn.


                  TG Gear Zombie recently provided a way to Synchro Summon Shiranui Shogunsaga through Shiranui Squiresaga . Shiranui Shogunsaga can eliminate Shiranui Squiresaga when summoned for 5100 ATK, which can be easily OTKed when attacking in the open field. Currently, it is uncertain whether this combo will be widely played with Extra Dewck.



                  Summary of some combinations of Flight Control!

                  The following mainly applies to Flight Control TG decks , as they use a main deck of 16 to 17 monsters .   TG . Meanwhile, Set! Delta Accel! mainly rely on activating their abilities to summon TG Recipro Dragonfly from the extra deck to perform their Synchro combos.
                  Main Deck TG monsters used in modern decks have great synergy with each other. Their main advantage is that they rely very little on normal summoning. Next, most optimal combos start with a special summon from the hand, preserving the player's normal summon to recover in case of being confused . And going first is not a problem because there are many ways to end the turn with an optimal position setting (and some   below optimal level). They use their effects to combo and Synchro summon using monsters specially summoned from their hand and grave. Most of the main combo pieces have a good search effect when destroyed on the field at the end of the turn , this is the archetype's main way to keep the card count advantage .

                  Most TG combos involve using TG Star Guardian . In fact, 22 of the 25 Flight Control combos featured in this guide involve the TG Star Guardian to some degree. It would be fair to call it the centerpiece of this deck. Without TG Star Guardian , TG struggles to clear the field by Synchro Summoning from the Extra Deck to their main monster.
                  When learning how to play TG Flight Control , the first thing you should look for is how you can summon level 5 Synchro, which is TG Star Guardian . You'll want a combination of a unique Tun er and a single non-Tun er with a total level of 5. If you can special summon one or both monsters , that's even better. better. Thinking along these lines might fool beginners into believing that TG Catapult Dragon + TG Jet Falcon is a good way to make TG Star Guardian . However, this is not an exception . The only place this duo can be used safely is on turn 1 when they combine to set up a Crystron Quariongandrax or Black Rose Dragon play . Aside from relying on a regular summon, these combos do not set your grave because they do not involve using TG Warwolf or TG Striker.   is part of Synchro combos .

                  Because the combined combo of TG Striker and TG Warwolf to summon TG Star Guardian can be done without the normal summon, it is ideal when on the second turn. Level 1 non-Tuner is not as useful as level 2 or 3 for Synchro Summoning, so the combination of TG Screw Serpent + TG Booster Raptor / TG ​​Drill Fish = TG Star Guardian is less optimal than TG Striker + TG Warwolf = TG Star Guardian . What matters is the setup of your hand and grave cards so that you can react to your opponent's turn and react accordingly. For this reason, the most valuable combos are TG Warwolf , TG Striker , TG Screw Serpent (and TG Catapult Dragon when going first) as you can complete most of your Synchro combo turns using these beasts.



                  Combos

                  Since Flight Control TG is primarily a deck that combines Tuner and non-Tuner at levels 1 to 4, this section will attempt to be comprehensive without overloading the reader with information. There are 3 subsections and each section will cover optimal and suboptimal combinations. Note that using Book of Moon (or Forbidden Chalice ) in Draw/Standby Phase on TG Star Guardian is a counter to most combos and as such will not be covered in any case. Also, note that TG Drill Fish functions as a replacement for TG Booster Raptor in most cases unless mentioned otherwise.



                  Turn 1 Setups

                  The goal of the setup on Turn 1 is to set up a field that can Accel Synchro into Crystron Quariongandrax or Black Rose Dragon during your opponent's Main Phase to interrupt their turn. If the setup is capable of summoning both Crystron Quariongandrax and Black Rose Dragon at the same time, then that's ideal.



                  Quarion/BRD Turn 1 Setup with Search

                  Quarion/BRD Turn 1 Setup with Search

                  Combo type: Optimal
                  When to use:
                  • Anytime you can set this up for your Turn 1 combo without serious damage, you should use it.
                  Strength:
                  • Allows you to summon Crystron Quariongandrax or Black Rose Dragon during your opponent's Main Phase. Having the option to choose between both is a huge power.
                  • If you Black Rose Dragon and it resolves successfully, you will be able to search any other TG monster besides TG Striker during the End Phase due to the effect of TG Striker .
                  • Crystron Quariongandrax is normally immune to missed timing for removal (unless summoned in response to Lightning Vortex).
                  • TG Striker and TG Warwolf end up in the grave to use in combos with TG Screw Serpent the next turn.
                  Limit:
                  • Black Rose Dragon will miss timing if TG Star Guardian 's Effect is used to summon it in Chain Link 2.
                  • Crystron Quariongandrax will not discard when summoned if TG Star Guardian is used to summon it on Chain Link 2 in response to Lightning Vortex . This is due to Crystron Quariongandrax 's effect on summon triggers on the field. But because Crystron Quariongandrax leaves the field before it has a chance to activate, it doesn't activate its effect when summoned.
                  • Book of Moon used on TG Catapult Dragon or TG Star Guardian in Draw/Standby Phase will be used to deal with this setup. Less common, but Forbidden Chalice can also counter this setup if used in the Draw Phase (in case you don't have a Forbidden Lance to chain).
                  Additional notes:
                  • If your opponent attempts to cheat the transition to Battle Phase or End Phase with 1 or 2 face-down cards, and no monsters react on their turn 2 to this setup, you have the option Allow them to end their turn and Black Rose Dragon enters your turn to clear the field of all face-up cards on the field. Fiendish Chain counters this option, but Forbidden Lance also counters Fiendish Chain . You probably need to search for TG Screw Serpent from TG Striker in the next combo.
                  • Ultimately, you should decide how to respond to one of these situations.



                  Turn 1 Quarion/BRD Setup uses Falcon

                  Turn 1 Quarion/BRD Setup uses Falcon

                  Combination type: Optimal
                  When to use:
                  • Consider this if you draw the TG Jet Falcon in your hand.
                  • DO NOT use Flight Control to search for the TG Jet Falcon unless that is your only option.
                  Strength:
                  • The same course ends up being the same as the previous combo, so it has all the strengths of the previous play.
                  • All monsters are in a defensive position on the field after performing the combo, including the TG Catapult Dragon .
                  • The TG Jet Falcon ends up in the grave, so there's no chance to draw it next turn.
                  • TG Striker ends up in the grave to use in a combo with TG Screw Serpent on the next turn.
                  Limit:
                  • Same course finish as the previous play, so it has all the limitations of the previous play.
                  • Not related to TG Warwolf , so a TG Screw Serpent card cannot be used to summon level 7/8 Synchro monsters the next turn.
                  • Requires TG Jet Falcon , to play 1 card in the deck.
                  Additional notes:
                  • DO NOT use Flight Control to search for the TG Jet Falcon unless that is your only option.
                  • Your opponent can bait your Accel Synchro , so it's up to you to decide how to react.



                  Turn 1 Quarion Setup (using Falcon and Raptor)

                  Turn 1 Quarion Setup (using Falcon and Raptor)

                  Combination type: Not optimal
                  When to use:
                  • When you are bricked, and this is the best option from what you have.
                  • DO NOT use Flight Control to search for the TG Jet Falcon unless that is your only option.
                  Strength:
                  • This is a Crystron Quariongandrax setup.
                  • The TG Jet Falcon ends up in the grave, so there's no chance of drawing it.
                  • TG Booster Raptor is good to have in the grave to use in a combo with TG Screw Serpent on the next turn.
                  • All monsters are in defense mode on the field after the combo ends.
                  Limit:
                  • Crystron Quariongandrax will not discard when summoned if TG Star Guardian is used to summon it on Chain Link 2 in response to Lightning Vortex as mentioned before.
                  • Ask TG Jet Falcon to play 1 card in the deck.
                  Additional notes:
                  • DO NOT use Flight Control to search for the TG Jet Falcon unless that is your only option.
                  • Your opponent can bait your Accel Synchro , so it's up to you to decide how to react.
                  • TG Drill Fish can be used as a replacement for TG Booster Raptor .



                  Lượt 1 BRD Setup/Emergency 2 Card BRD

                  Lượt 1 BRD Setup/Emergency 2 Card BRD

                  Combination type: Not optimal
                  When to use:
                  • When you are bricked, and this is the best option from what you have.
                  • DO NOT use Flight Control to search for the TG Jet Falcon unless that is your only option.
                  Strength:
                  • It's a Black Rose Dragon setup.
                  • The TG Jet Falcon ends up in the grave, so there's no chance of drawing it on the next turn.
                  • All monsters are in defense position on the field at the end of the combo.
                  Limit:
                  • Black Rose Dragon will miss timing if TG Star Guardian 's Effect is used to summon it in Chain Link 2.
                  • Requires TG Jet Falcon to play 1 card in the Deck.
                  • There is no follow-up combo with TG Screw Serpent .
                  • The combination is not optimal overall.
                  Note:
                  • DO NOT use Flight Control to search for the TG Jet Falcon unless that is your only option.
                  • Your opponent can bait your Accel Synchro , so it's up to you to decide how to react.
                  • This combo is the last resort in case you have been massively bricked.
                  • This combo can also be done on turn 2, only again if you've been massively bricked.
                  • In some cases, setting up a search TG monster with some face down cards to harass your opponent is also a better option than resorting to this. However, if you draw TG Catapult Dragon and TG Jet Falcon along with the necessary Tech Cards, it may not be worth using Flight Control to search instead of continuing with this game.



                  Turn 1 Quarion Setup (use Magician and Rhino)

                  Turn 1 Quarion Setup (use Magician and Rhino)

                  Combination type: Optimal
                  When to use:
                  • When combining with a Quarion/BRD setup is not possible, this is a good alternative.
                  Strength:
                  • It's a Quarion setup
                  • TG Cyber ​​Magician and TG Warwolf are good to have in the grave for combos with the next TG Screw Serpent .
                  • All monsters will be in a defensive position on the field after the combo ends.
                  Limit:
                  • Quarion will not discard when summoned if TG Star Guardian is used to summon it on Chain Link 2 in response to Lightning Vortex as mentioned previously.
                  Additional notes:
                  • Your opponent can bait your Accel Synchro, so it's up to you to decide how to react.
                  • Requires you to play TG Cyber ​​Magician and TG Lao Rhino in your deck. This is less common now as it will limit the total number of combos that can be created.
                  • When using Needle Ceiling as a Tech Card, you can clear your opponent's monster field even if your opponent enters the Battle Phase with 1 monster of their own. You will get 2 searches in End Phase from TG Cyber ​​Magician and TG Warwolf , unless disabled by something like Abyss Dweller .
                  • As noted before, if you search for both TG Screw Serpent and TG Rush Rhino then you have a combo that creates Assault Blackwing - Onimaru the Divine Thunder guaranteed on your next turn, uninterrupted.



                  Hit 1 BRD with Setup Search

                  Hit 1 BRD with Setup Search

                  Combination Type: Somewhat Optimal (But Not Very Optimal)
                  When to use:
                  • When you are bricked, and this is the best option from what you have.
                  Strength:
                  • Is a Black Rose Dragon + Search setup.
                  • TG Cyber ​​Magician is good to have in the grave for combos to use with the next TG Screw Serpent .
                  • All monsters will be in a defensive position on the field after the combo ends.
                  Limit:
                  • Black Rose Dragon will miss timing if TG Star Guardian 's Effect is used to summon it in Chain Link 2.
                  Additional notes:
                  • Your opponent can bait your Accel Synchro, so it's up to you to decide how to react.
                  • Requires you to play TG Cyber ​​Magician and TG Lao Rhino in your deck. This is less common now as it will limit the total number of combos that can be created.



                  Turn 2 Combo


                  • The main goal of the Turn 2 combo is to defeat the opponent that turn by reducing their life points to 0 through battle phase damage. To do this, you may need to remove problem monsters or Spell/Trap cards from the field. The following are combos that can accomplish this intention. Since you will be drawing 5 cards, the chance of drawing a playable combo is greater than Turn 1. Note that very few of the combos this deck can perform can OTK even against Hand Trap and thus , which will not be covered more than once in this subsection.
                  • Since TG Striker can be special summoned when your opponent controls a monster and there are no monsters on your field, it is an extremely valuable monster on turn 2. This is often used Use in conjunction with TG Warwolf or TG Booster Raptor 's special summoning effects to maintain your normal summoning, check lag and decoys, or force your opponent's monster and Spell/Trap effects opponent before finishing them off. This has become even more important recently, with Hey, Trunade! is now banned.



                  Turn 2 Quarion becomes Squire

                  Turn 2 Quarion becomes Squire

                  Combo Type: Optimal (Although it requires 4 cards to complete without interruption, it is a powerful combo)
                  When to use:
                  • To remove monsters and OTKs, (e.g. Monsters with destructive trigger effects, even your opponent's Crystron Quariongandrax in a mirror match!) Especially effective against Fire Kings since they don't currently use many cards trap. trap.
                  Strength:
                  • Removes the problem monster and gives you the effect trigger if Crystron Quariongandrax is destroyed.
                  • Can destroy annoying plays and cards like Drowning Mirror Force with Shiranui Squiresaga after comboing out Crystron Quariongandrax .
                  • Maybe OTK.
                  Limit:
                  • It is a long combo and can be interrupted by Spell/Trap/Monster card effects.
                  • Do not OTK via Hand Trap
                  • Requires 4 cards (all you play is 3 copies of it) so it is a combination that can be used moderately. However, opening with multiple TG Booster Raptors in hand can ruin this.
                  Additional notes:
                  • Finishing the combo by summoning Shiranui Squiresaga leaves your next turns vulnerable in case you fail to OTK your opponent. To fix this, you can end the combo 1 step earlier and leave both TG Screw Serpent and TG Warwolf on the field. This has 3 advantages: it results in more battle damage, it fills up your monster zones for extra protection, and if the TG Warwolf is destroyed, it lets you search in the End Phase .
                  • If your TG Star Guardian combo is interrupted, you can recover with the combo using the remaining monsters in your hand.



                  Turn 2 BRD into Hama

                  Turn 2 BRD into Hama

                  Combination type: Optimal
                  When to use:
                  • When you need to clear your opponent's entire field to OTK
                  Strength:
                  • Strong OTK combo.
                  • Destroy everything on the field before attempting to OTK.
                  Limit:
                  • It is a long combo and can be interrupted by Spell/Trap/Monster card effects.
                  • Do not OTK via Hand Trap.
                  • Requires 4 cards (all you play is 3 copies of it) so it is a combination that can be used moderately. However, drawing multiple TG Booster Raptors in hand can circumvent this.
                  Additional notes:
                  • This combo requires the same 4 combo starter cards as the previous combo but is very useful for different situations. Use this to clear 3 of your opponent's Spells/Traps/Monsters. Use the previous combo to remove the problem monster from the game.
                  • Like most Turn 2 combos, this leaves you with very little need to recover and continue the combo. Be wary when deciding to do this because losing Black Rose Dragon , Battlewasp - Hama the Conquering Bow and Shiranui Squiresaga are very disadvantageous in case the OTK fails.



                  Turn 2 Hama becomes Squire

                  Turn 2 Hama becomes Squire

                  Combination type: Optimal
                  When to use:
                  • When your opponent doesn't have a Spell/Trap set, or you have Forbidden Lance in hand to counter the Spell/Trap set.
                  Strength:
                  • Strong OTK combo.
                  • Shiranui Squiresaga can use its effect in this combo.
                  • Requires 3 cards (all you play 3 copies of) so they can combine together to form combos.
                  Limit:
                  • Hama is summoned before Battlewasp - Hama the Conquering Bow , so cards that destroy multiple monsters like Treacherous Trap Hole are a problem for this combo.
                  • To get more than 3000 ATK monsters, you need to remove Shiranui Squiresaga with its own effect to increase Battlewasp - Hama the Conquering Bow to 3100 ATK. This can sometimes be detrimental as you may not be OTK in such a situation.
                  Additional notes:
                  • This is probably a combo that should be used in less competitive matches and is very simple to pull off. However, it is less effective against many Spell/Trap decks and causes a lot of disruption.
                  • Like most Turn 2 combos, this leaves you with very little need to recover and continue combos. Be wary when deciding to do it because losing Battlewasp - Hama the Conquering Bow and Shiranui Squiresaga are very disadvantageous.



                  Turn 2 OTK passes Rhinosebus

                  Turn 2 OTK passes Rhinosebus

                  Combo Type: Optimal (Although it requires 4 cards to complete without interruption, it is a powerful combo)
                  When to use:
                  • To specifically OTK via Digital Bug Rhinosebus (assuming your opponent destroys Mist Bird Clausolas . If Mist Bird Clausolas is allowed to Negate Digital Bug Rhinosebus , OTK will be simpler and does not require Shiranui Squiresaga to be summoned)
                  Strength:
                  • OTK via Digital Bug Rhinosebus if the combo is not interrupted before Mist Bird Clausolas is summoned. Considering that the Digital Bug Rhinosebus summoned via Exa-Beetle has recently distorted the Meta in favor of Onomats , this combination is something to keep in mind for now.
                  Limit:
                  • It is a long combo and can be interrupted by Spell/Trap/Monster card effects.
                  • Do not OTK through handtraps.
                  • Requires 4 cards (all you play are 3 copies of it) so it's a combo that can be used in moderation. However, opening with multiple TG Catapult Dragons in hand can break this combo.
                  Additional notes:
                  • Like most Turn 2 combos, this leaves you with very little recovery and follow-up. Be wary when deciding to do it because losing Battlewasp - Hama the Conquering Bow and Shiranui Squiresaga are very disadvantageous.



                  Turn 2 Hama OTK passes Roach or Bounzer

                  Turn 2 Hama OTK passes Roach or Bounzer

                  Combination type: Optimal
                  When to use:
                  • Fight tough monsters like Steelswarm Roach or Photon Strike Bounzer (even Cyber ​​Slash Harpie Lady )
                  Strength:
                  • Deal with tough monsters against this deck.
                  • Strong OTK combo.
                  • Requires 3 cards (all you play 3 copies of) for it to be a combo that can be used.
                  Limit:
                  • If Mist Bird Clausolas leaves the field, you have further options, but they are less than ideal and do not result in OTK.
                  • Battlewasp - Hama the Conquering Bow doesn't always have over 3000 ATK on its own.
                  Additional notes:
                  • Requires you to play TG Booster Raptor in your deck. This is currently the preferred build for most players.
                  • You can leave the TG Screw Serpent in your hand for the next time you play. This is up to you.
                  • This combination can OTK through a Digital Bug Rhinosebus and Steelswarm Roach yard. If you can force Digital Bug Rhinosebus to destroy Mist Bird Clausolas , you can combo out another Mist Bird Clausolas using the same steps and OTK by continuing the combo.



                  Turn 2 Onimaru (Not using Flight Control)

                  Turn 2 Onimaru (Not using Flight Control)

                  Combination type: Suboptimal (Due to limited use of Flight Control )
                  When to use:
                  • When you can OTK against monsters with 2000 ATK or less, it is safe.
                  Strength:
                  • Rich OTK combos.
                  • Requires 3 cards (all you play 3 copies of) to be able to perform the combo.
                  Limit:
                  • Summon Assault Blackwing - Onimaru the Divine Thunder restricts you from using Flight Control at any point during that turn. The only way to perform this combo is if you draw the necessary cards.
                  • Shiranui Squiresaga cannot turn on anything in this combo because it lacks the necessary ingredients.
                  • Overall, it is one of the weaker OTK combos.
                  Additional notes:
                  • Not OTKing with Assault Blackwing - Onimaru the Divine Thunder can lead to a subsequent OTK by the opponent. Players have the choice of playing Assault Blackwing - Onimaru the Divine Thunder or another option.
                  • You will very rarely use this, but it's worth keeping in mind.



                  Turn 2 Onimaru OTK via Bounzer or Roach (Do not use Flight Control)

                  Turn 2 Onimaru OTK via Bounzer or Roach (Do not use Flight Control)

                  Combination type: Optimal
                  When to use:
                  • Fight tough monsters like Steelswarm Roach or Photon Strike Bounzer .
                  Strength:
                  • Strong OTK combo.
                  • Shiranui Squiresaga can use its effect in this combo.
                  • Mist Bird Clausolas can lure opponents into using key effects on it, so you can continue other combos if needed.
                  • Requires 3 cards (all you play 3 copies of) to perform this combo.
                  Limit:
                  • Summon Assault Blackwing - Onimaru the Divine Thunder restricts you from using Flight Control at any point during that turn. The only way to perform this combo is if you have the necessary cards.
                  • Requires you to play both Mist Bird Clausolas and Assault Blackwing - Onimaru the Divine Thunder in your Extra Deck. This is a bit limited, considering its current 7-card limit.
                  Additional notes:
                  • Not OTKing with Assault Blackwing - Onimaru the Divine Thunder can lead to a subsequent OTK by the opponent. You have the choice of playing Assault Blackwing - Onimaru the Divine Thunder or another option.



                  Turn 2 Roach + 1 other monster

                  Turn 2 Roach + 1 other monster

                  Combination type: Not optimal
                  When to use:
                  • Against tough monsters like Steelswarm Roach (for example: And with a monster that has a destructive active effect like Fire King Avatar Arvata )
                  Strength:
                  • Requires 3 cards (all you play 3 copies of) to perform the combo.
                  • Removes tough monsters and allows you to trigger grave effects if Crystron Quariongandrax is destroyed.
                  Limit:
                  • Not OTK, so is not optimal in many cases.
                  • Leave 1 monster on your field at the end of the combo. This makes it very easy for the opponent to play OTK in the next turn if you fail to OTK the opponent.
                  Additional notes:
                  • You will very rarely use this, but it's worth keeping in mind.



                  Turn 2 BRD does not use normal summoning

                  Turn 2 BRD does not use normal summoning

                  Combination type: Not optimal
                  When to use:
                  • When forced to clear a lot of Spell/Trap cards (and possibly monsters)
                  Strength:
                  • Requires 3 cards (all you play 3 copies of) to be able to perform the combo.
                  • Clean up the yard.
                  Limit:
                  • Not an OTK combo, nor results in a monster on the field.
                  • Relatively easy to disconnect. Being forced to use Forbidden Lance on your Black Rose Dragon is usually not a good thing.
                  • In general, a non-optimal combination.
                  Additional notes:
                  • Continuing this combo with a Normal Summon TG Screw Serpent can let you fill your field with TG Striker and TG Warwolf (from the graveyard and hand). While this doesn't result in an OTK, it can check turn points and give you a high chance of being searched the next turn if the TG Striker or TG Warwolf is destroyed.
                  • You'll rarely use this, but you should keep it in mind because it's situationally powerful.



                  Squire combos into Hama

                  Squire combos into Hama

                  Combination type: Optimal
                  When to use:
                  • When you need to get rid of a tough beast.
                  Strength:
                  • Powerful OTK combination
                  • Requires 3 cards to perform a combo,
                  • Shiranui Squiresaga can use its pop-up effect in this combo.
                  Limit:
                  • Leave 1 monster on your field at the end of the combo. This makes it very easy for the opponent to play the next OTK combo if you fail the OTK.
                  • Depends on normal summoning.
                  Additional notes:
                  • Technically, this can be done on any turn as long as you have the necessary cards in hand. More so because it doesn't rely on a specially summoned TG Striker .
                  • Requires you to play TG Cyber ​​Magician and TG Lao Rhino in your deck. This is less common now because running both limits the total number of possible combos.



                  Round 2 Wonder Magician Combos

                  Round 2 Wonder Magician Combos

                  Version 1: Optimization
                  When to use:
                  • When you need to destroy Spell/Trap cards with TG Wonder Magician.
                  • When you want to try OTK but don't want to try too hard.
                  Strength:
                  • Is an OTK combo.
                  • TG Wonder Magician destroys Spell/Trap cards.
                  • TG Wonder Magician can often be used as bait.
                  • Do not over-activate using another Synchro Monster in case the OTK fails.
                  Limit:
                  • Is a weaker field than Version 2 despite requiring the same cards in hand to play.
                  • Requires 4 cards (all you play is 3 copies of it) so it is a moderately accessible combo. However, opening with multiple TG Catapult Dragons in hand can break this combo.
                  Version 2: Optimization
                  When to use:
                  • When you need to destroy Spell/Trap cards with TG Wonder Magician .
                  • When you need to use Shiranui Squiresaga 's destructive effect.
                  Strength:
                  • Is a strong OTK combo.
                  • TG Wonder Magician destroys Spell/Trap cards.
                  • TG Wonder Magician can often be used as bait.
                  • Shiranui Squiresaga can use its effect in this combo.
                  • While it's impossible to OTK through multiple 3000 ATK monsters, this combo can seriously cripple your opponent's field if done successfully.
                  Limit:
                  • Is an over extension of the combo in case you fail the OTK as it uses a total of 4 Extra Deck monsters, and this reduces your combo potential in the future.
                  • Requires 4 cards (all you play is 3 copies of it) so it is a moderately accessible combo. However, opening with multiple TG Catapult Dragons in hand can break this combo.
                  • Battlewasp - Hama the Conquering Bow is summoned before Shiranui Squiresaga , so cards that remove multiple monsters like Treacherous Trap Hole are a problem for this combo.
                  • To get more than 3000 ATK monsters, you need to remove Shiranui Squiresaga with its own effect to increase Battlewasp - Hama the Conquering Bow ATK to 3100 ATK. This can sometimes be detrimental as you may not be OTK in such a situation.
                  Version 3: Optimization
                  When to use:
                  • When you need to destroy Spell/Trap cards with TG Wonder Magician and want to OTK.
                  Strength:
                  • Is a strong OTK combo.
                  • Only uses 2 Extra Deck monsters, so it leaves room for potential future plays.
                  • Requires 3 cards (all you play 3 copies of) for it to be a usable combo.
                  Limit:
                  • Battlewasp - Hama the Conquering Bow doesn't always get 3000+ monster ATK alone.
                  Version 4: Not yet optimized
                  When to use:
                  • To OTK via a Spell/Trap card, a monster with 2000 ATK or less, and/or a Hand Trap like Battlin' Boxer Veil .
                  Strength:
                  • Is an OTK combo.
                  • Requires 3 cards (all you play 3 copies of) for it to be a usable combo.
                  Limit:
                  • Not OTKing with Assault Blackwing - Onimaru the Divine Thunder can lead to a subsequent OTK by the opponent.
                  • Shiranui Squiresaga cannot turn on anything in this combo because it lacks the necessary ingredients.
                  Additional notes for all Wonder Magician Combos:
                  • Although the monsters used as materials for TG Wonder Magician are specially summoned to preserve the player's normal summoning, TG Wonder Magician itself is easily targeted by Spell/Trap cards.
                  • If the player does not have Forbidden Lance in hand and TG Wonder Magician is destroyed or removed by a Spell/Trap card, these combos cannot be completed.
                  • TG Wonder Magician takes a spot in the Extra Deck which limits your other options. As such, it is not often seen alongside Mist Bird Clausolas and Assault Blackwing - Onimaru the Divine Thunder . Therefore, we are not including many combos that use TG Wonder Magician along with Mist Bird Clausolas or Assault Blackwing - Onimaru the Divine Thunder .



                  Next Combos

                  This section will cover combos that can be performed from Turn 3 onwards, using materials from the grave. These combos are theorized and developed with the assumption that the player will not have many monsters in hand to perform them. This is a valid assumption since most Turn 1 setups require 3 monsters to execute. As a result, the Next combos available to the player often depend more on the monsters in their grave (and less on the remaining cards in their hand that can be adjusted with Skill Flight Control ). Note that most of these combos can be interrupted by Spell/Trap cards as they do not have the effect of removing Spell/Trap cards. Depending on the situation, you will decide which combo to perform.



                  2 consecutive combo cards form Hama

                  2 consecutive combo cards form Hama

                  Combination type: Optimal
                  When to use:
                  • OTK after Black Rose Dragon clears the field during your opponent's turn.
                  Strength:
                  • Is a strong OTK Combo.
                  • Don't overdo it by summoning Shiranui Squiresaga .
                  • Requires 2 cards in hand and 1 in graveyard (all you play 3 copies of) for it to be an accessible combo.
                  Limit:
                  • Battlewasp - Hama the Conquering Bow doesn't always get 3000+ monster ATK alone.
                  Additional notes:
                  • The following combo also summons Shiranui Squiresaga which can be achieved with identical starting cards. The choice to make is up to you.



                  Squire combo continues into Hama (using Striker)

                  Squire combo continues into Hama (using Striker)

                  Combination type: Optimal
                  When to use:
                  • Let OTK after Crystron Quariongandrax / Black Rose Dragon clears the field during your opponent's turn.
                  Strength:
                  • Is a strong OTK combo.
                  • Shiranui Squiresaga can use its pop-up effect in this combo.
                  • Requires 2 cards in hand and 1 in graveyard (all you play 3 copies of) so the combo can be performed.
                  Limit:
                  • Battlewasp - Hama the Conquering Bow doesn't always get 3000+ monster ATK alone.
                  • Overcharge by summoning Shiranui Squiresaga in case OTK fails.
                  • Leave 1 monster on your field at the end of the combo. This makes it very easy for the opponent to play OTK.
                  Additional notes:
                  • The previous combo that did not summon Shiranui Squiresaga can be achieved with identical starting cards. The choice to make is up to you.



                  1 combo card becomes Hama

                  1 combo card becomes Hama

                  Combination type: Optimal
                  When to use:
                  • Let OTK after Crystron Quariongandrax / Black Rose Dragon clears the field during your opponent's turn.
                  • When there is no alternative optimal combo.
                  Strength:
                  • Is a strong OTK Combo.
                  • Requires 1 card in hand and 2 in graveyard (all you play 3 copies of) to perform this combo.
                  Limit:
                  • Battlewasp - Hama the Conquering Bow doesn't always get 3000+ monster ATK alone.
                  • Leave 1 monster on your field at the end of the combo. This makes it very easy for the opponent to play OTK.
                  Additional notes:
                  • This combo can also be used to summon a Shiranui Squiresaga that has the ingredients to knock out a monster on the field. However, this is not always recommended as there will be no subsequent play later in the same turn.



                  Serial combo produces Quarion

                  Serial combo produces Quarion

                  Combination type: Not optimal
                  When to use:
                  • When needing to remove many difficult monsters from the game (e.g. Fire King High Avatar Garunix , Shiranui Spectralsword , Winged Kuriboh , other monsters with effects after being destroyed).
                  Strength:
                  • Requires 2 cards in hand and 1 in graveyard (all you play 3 copies of) to be able to perform combo.
                  • Removes problem monsters and gives you float if Crystron Quariongandrax is destroyed.
                  Limit:
                  • Not OTK, so probably not optimal.
                  • Leave 1 monster on your field at the end of the combo. This makes it very easy for the opponent to play OTK.
                  Additional notes:
                  • You won't use this combo often, but it's worth keeping in mind.



                  Squire combo continues into Hama (using Cyber ​​Magician)

                  Squire combo continues into Hama (using Cyber ​​Magician)

                  Combination type: Optimal
                  When to use:
                  • Let OTK after Crystron Quariongandrax / Black Rose Dragon clears the field during your opponent's turn.
                  Strength:
                  • Is a strong OTK combo.
                  • Shiranui Squiresaga can use its pop-up effect in this combo.
                  • Requires 2 cards in hand and 1 in graveyard (all you play 3 copies of) to be able to perform this combo
                  Limit:
                  • Battlewasp - Hama the Conquering Bow doesn't always get 3000+ monster ATK alone.
                  • Overcharge by summoning Shiranui Squiresaga in case OTK fails.
                  • Leave 1 monster on your field at the end of the combo. This makes it very easy for the opponent to play OTK.
                  Additional notes:
                  • Requires you to play TG Cyber ​​Magician and TG Lao Rhino in your deck. This is less common now because running both limits the total number of possible combos.



                  The combo continues to produce Onimaru

                  The combo continues to produce Onimaru

                  Combination type: Optimal
                  When to use:
                  • After Needle Ceiling clear monsters on the field or Black Rose Dragon to clear the entire field.
                  Strength:
                  • Strong OTK combo.
                  • Shiranui Squiresaga can use its effect in this combo.
                  • Requires 3 cards in hand and 1 in graveyard to perform. This would normally be a limitation but can be used to your advantage when using Needle Ceiling or clearing the field completely.
                  Limit:
                  • Summon Assault Blackwing - Onimaru the Divine Thunder restricts you from using Flight Control at any point during that turn. The only way to perform this combo is if you draw the necessary cards OR if you use the search effect to add the necessary cards to your hand in the previous turn.
                  Additional notes:
                  • Not OTKing with Assault Blackwing - Onimaru the Divine Thunder can lead to a subsequent OTK by the opponent. You have the choice of playing Assault Blackwing - Onimaru the Divine Thunder or another option.
                  • Requires you to play TG Cyber ​​Magician and TG Lao Rhino in your deck. This is less common now because running both limits the total number of possible combos.



                  Bonus: Gear Zombie Combos #1

                  Bonus: Gear Zombie Combos #1

                    



                  Bonus: Gear Zombie Combos #2

                  Bonus: Gear Zombie Combos #2

                    



                  Bonus: Gear Zombie Combos #3

                  Bonus: Gear Zombie Combos #3

                    



                  Final thoughts

                  Tech Genus has been a pretty fun deck to play since its release. While it likely won't receive much direct support in the future, it will expand its capabilities with more powerful Synchro monster releases. If you want to play a fun deck or are a fan of Bruno/Antinomy from the 5Ds anime, then this archetype is for you. We hope that this guide is simple to understand, but also explains the nuances of TG well. We encourage players of this archetype to always be ready to think on their feet, as it can be easy to break down mentally and you will automatically switch combos that will put you in a difficult position instead of helping you. help you. Good luck and happy!




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