Instructions for playing Thunder Dragon
Sections covered in this guide:
overview
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Steps to approaching a Thunder Dragon deck from scratch
Thunder Dragondark, Thunder Dragon Discharge and Thunder Dragonroar (Step 1)
Thunder Dragondark
ATK:
1600
DEF:
1500
(Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.
Thunder Dragon Discharge
The activation of your Thunder monsters' effects cannot be negated. Once per turn, if a "Thunder Dragon" monster(s) is Normal or Special Summoned to your field: You can target 1 Spell/Trap on the field; banish 1 Thunder monster from your Deck, and if you do, destroy that target.
Thunder Dragonroar
ATK:
2400
DEF:
0
You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.
- Odd-Eyes Advance Dragon
- Artifact Vajra
- Thunder Dragondark
- Gaia the Fierce Knight Origin
- Luna the Dark Spirit
- Chaos Betrayer
- Arcana Force XIV - Temperance
- Thunder Dragonroar
- Thunder Dragon
- Thunder Dragonmatrix
- The Melody of Awakening Dragon
- Thunder Dragons' Hundred Thunders
- Thunder Dragon Discharge
- Giganticcastle
- Archfiend's Ascent
Thunder Dragonhawk and Thunder Dragonduo (Step 2)
Thunder Dragonhawk
ATK:
1800
DEF:
2200
You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.
Thunder Dragonduo
ATK:
2800
DEF:
0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, if a monster effect is activated in the hand: This card gains 300 ATK until the end of this turn. When this card destroys an opponent's monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. Once per turn, during your opponent's End Phase: You can target 1 of your banished cards; place it on the top or bottom of your Deck.
- Chaos Sorcerer
- Samurai Destroyer
- PSY-Framelord Zeta
- Artifact Lancea
- Junk Archer
Charge of the Light Brigade, Gold Sarcophagus and Aloof Lupine (Step 3)
Aloof Lupine
ATK:
1700
DEF:
300
When this card is Normal Summoned: You can banish 1 monster from your hand; banish 1 monster from your Deck with the same Type as that monster. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 of your banished monsters; add it to your hand. You can only use each effect of "Aloof Lupine" once per turn.
- Aloof Lupine
- Charge of the Light Brigade
- Gold Sarcophagus
- Charge of the Light Brigade
- Raiden, Hand of the Lightsworn
- Aloof Lupine
- Black Rose Dragon
- Vermillion Dragon Mech
- World Legacy Clash
- Gold Sarcophagus
- Raiden, Hand of the Lightsworn
- Aloof Lupine
Chaos Dragon Levianeer, Hieratic Sun Dragon Overlord of Heliopolis and Constellar Ptolemy M7 (Step 4)
Chaos Dragon Levianeer
ATK:
3000
DEF:
0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can activate this effect; apply the following effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn. ● Only LIGHT: Special Summon 1 monster from your GY in Defense Position. ● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck. ● Both LIGHT and DARK: Destroy up to 2 cards on the field. You can only use this effect of "Chaos Dragon Levianeer" once per turn.
Constellar Ptolemy M7
ATK:
2700
DEF:
2000
2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.
It's time for you to expand your Extra Deck because Thunder Dragon will rely heavily on the monsters in it. Some of the following options can be found in the boxes Infinite Ray , Photon of Galaxy , Shark Fang , Voltage of Meta l, Curse of Dread , Arena of Sanctuary :
- Chaos Dragon Levianeer
- Constellar Ptolemy M7
- Hieratic Sun Dragon Overlord of Heliopolis
- Photon Strike Bounzer
- Number 70: Malevolent Sin
- Abyss Dweller
- Adreus, Keeper of Armageddon
- Diamond Dire Wolf
- Plaguespreader Zombie
- Trishula, the Dragon of Icy Imprisonment
Batteryman Solar and Sphere Kuriboh (Step 5 (Extra step, các newbie có thể cân nhắc đầu tư vào bước này hoặc không))
Batteryman Solar
ATK:
1500
DEF:
1500
If this card is Normal or Special Summoned: You can send 1 Thunder monster from your Deck to the GY. If a Thunder monster(s) is Normal or Special Summoned while this monster is on the field: Special Summon 1 "Batteryman Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0). You can target 1 "Batteryman" Effect Monster you control or in your GY; this card's name becomes that monster's until the End Phase. You can only use each effect of "Batteryman Solar" once per turn.
- As for Sphere Kuriboh . The Ultimate Rising is the first box, whose power is affected to a point where it's not worth opening right away with the amount of Gems you have. Sphere Kuriboh is universal for all decks and it is a great card in Duel Links . You should use Dream Tickets that are about to expire for it.
- As for Batteryman Solar , you can get it for free at Burning Nova during 50% Gem sales for boxes, or open Selection Box Vol.02 to receive it.
Skills
Destiny Draw (Skill Card) (97% được dùng)
Allured by Darkness (Skill Card) (90% được dùng )
Draw Sense: Spell/Trap (50% được dùng)
Draw Sense: Spell/Trap
ATK:
0
DEF:
0
Can be used each time your Life Points decrease by 1000. In the Draw Phase, instead of confucting your normal draw, draw a random Spell/Trap Card. This Skill will only activate if you begin the Duel with a Deck that has 3 or more Spell/Trap Cards with different names.
Tuning (Skill Card) (40% được dùng)
Tuning (Skill Card)
ATK:
0
DEF:
0
Can be used when your Life Points decrease by 1000. Instead of conducting your normal draw, draw 1 'Synchron' Tuner Monster of your choice from your Deck. Then, send the top card of your Deck to the Graveyard. If you began the Duel with 3 or more 'Junk' Effect Monsters in your Deck, add 'Speed Warrior' from outside of your Deck to your Graveyard. This Skill can only be used once per Duel.
Zombie Draw (Skill Card) (40% được dùng)
The Tie that Binds (50% được dùng)
Level Duplication (Skill Card) (60% được dùng)
Level Duplication (Skill Card)
ATK:
0
DEF:
0
Can be used when your Life Points are 3000 or lower, by revealing 1 monster card in your hand and selecting 1 monster on your field. The selected monster's Level will become equal to the Level of the monster you revealed until the end of the turn. This Skill can only be used once per Duel.
Light and Dark (75% được dùng)
Light and Dark
ATK:
0
DEF:
0
This Skill can be used when your Life Points decrease by 1000. Choose 1 of the following: ● Return 1 DARK monster from your hand to your Deck. Then, add from your Deck to your hand, 1 LIGHT monster with the same Level and Type as that monster from your Deck to your hand. ● Return 1 LIGHT monster from your hand to your Deck. Then, add 1 DARK monster with the same Level and Type as that monster from your Deck to your hand. This Skill can only be used once per turn, and twice per Duel.
Fiend Farewell (Skill Card) (40% được dùng)
Core Cards
- Thunder Dragondark
- Thunder Dragonmatrix
- Thunder Dragonroar
- Thunder Dragonhawk
Thunder Dragonroar (2-3x)
Thunder Dragonroar
ATK:
2400
DEF:
0
You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.
- Discard card to the Graveyard effect (quick activation): add a Thunder Dragon card from the GY or banish to your hand
- If banished or sent off the field: special summon one " Thunder Dragon " from the deck to defend (the monster returns to your hand in End Phase)
- 3 copies
- In case there are only 2 Thunder Dragonhawks
- Better chances for you to get started:
- Good for Tribute/Set Summon
- Good together with Batteryman Solar
- Good along with Aloof Lupine
- Better chance to have in your deck (for use with Gold Sarcophagus )
- More recycling (Good for longer matches).
- 2 copies
- It is one of the more brick copies
- Recommended for smaller lists.
Thunder Dragondark (2-3x)
Thunder Dragondark
ATK:
1600
DEF:
1500
(Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.
- GY discard effect (quick effect): adds another copy of itself from the deck.
- If banished or sent off the field: add one Thunder Dragon card from your deck to your hand.
- 3 copies:
- Good in your starting hand without the starting combo and with Hawk
- Good in the lesson you start with Aloof Lupin
- It's okay to thin the deck during your opponent's turn if you go 2nd
- Good to have in your deck (so you can special summon with Roar's effect)
- A pretty good card in your starting hand along with T hunder Dragons' Hundred Thunders
- Helps summon Thunder Dragonduo and the monster "Chaos".
- 2 copies:
- Build a deck without Aloof Lupine , since you don't have a great reason to have it in your hand.
- Having the first effect thin the deck is not a great choice.
Thunder Dragonhawk (2-3x)
Thunder Dragonhawk
ATK:
1800
DEF:
2200
You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.
- Discard GY effect (auto-activate): you can special summon any banished Thunder Dragon or in your graveyard.
- If banished or sent off the field: you may shuffle any number of cards from your hand into the deck to draw the same number of cards.
- 3 copies:
- Better for consistency, as long as you can put TD into your GY, it won't be a brick
- It will reduce Roar 's task of recycling this leaf.
- 2 copies:
- Because you don't have the 3rd card (Try to plow the box)
- So as not to get it on your hands too many times
- Because you play other cards that have similar roles.
Thunder Dragonmatrix (0-1x)
Thunder Dragonmatrix
ATK:
0
DEF:
2000
(Quick Effect): You can discard this card, then target 1 Thunder monster you control; it gains 500 ATK. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragonmatrix" from your Deck to your hand. You can only use 1 "Thunder Dragonmatrix" effect per turn, and only once that turn.
- Discard card to GY effect (quick effect): increases the ATK of a Thunder monster you control by 500 (permanent, as long as that monster is face-up on the field)
- If banished or sent from the field -> add a copy of itself from the deck
- 3 copies:
- Could be bricks
- Might be good as fuel for Thunder Dragon Discharge.
- 2 copies:
- Less chance of getting multiple copies
- There's hardly a need for much when it can be recycled with Roar and Duo's effects.
- 1 copy:
- Less chance of bricking
- Loses the effect when banished or sent from the field to the GY to add another copy of itself.
Thunder Dragon (0-3x)
- You can discard it to add up to two copies of itself from your deck to your hand.
- Great for filling the GY for Duo and other monsters that require banishing LIGHT and DARK monsters from the GY, as it can place 2 LIGHT monsters in the GY, by not adding additional copies, but instead activating activates the removal effect twice, which gives you a tough option to end the game quickly.
- It gives you +1 in your hand to use a Hawk effect to shuffle your hand into the deck or use as a card to the Graveyard, which is more of a "I guess I have this option" sense. is "I want this strategy in my deck"
- Not worth it if you don't play 2 or more monsters that use LIGHT and DARK in the GY
- Hard to fit into a smaller built deck
- Can be quite brick.
Thunder Dragonduo (1x)
Thunder Dragonduo
ATK:
2800
DEF:
0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, if a monster effect is activated in the hand: This card gains 300 ATK until the end of this turn. When this card destroys an opponent's monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. Once per turn, during your opponent's End Phase: You can target 1 of your banished cards; place it on the top or bottom of your Deck.
- You can Special Summon this card from your hand by banishing 1 LIGHT or DARK monster in your GY.
- If you use any of Thunder Dragon's discard effects; Gain 300 ATK until End Phase.
- If you destroy a monster in battle, banish any card in your GY to add a Thunder Dragon monster.
- During your turn your opponent may return any banish cards to the top or bottom of your deck.
- ATK is rich and can reach 3600 with Matrix , but even without it can easily reach 3300
- Can be searched or added from the banish pile or GY (Dark and Roar effect)
- Once properly summoned, can be summoned with the effect of Thunder Dragonhawk or Thunder Dragons' Hundred Thunders if anything happens to it (Destroyed or Banished)
- Can activate all Thunder Dragons effects, when summoned or if a monster is destroyed in battle (this can also activate other effects)
- Can search any Thunder Dragon or other Thunder monster for subsequent turns
- Any Tech can be recycled if banished while being able to be placed on top of your deck so you can immediately use your resources for other exciting plays.
- Bring 2 copies if you really want to use in the starting hand and to save Dark's effect for other cards and you're missing the Chaos component, but it's really not worth using with 2 cards .
- Except for the "destroy monsters in battle" effect, all other effects are once per turn but are per copy, meaning multiple Duos will give you multiple recycles
- World Legacy Clash will return Duos in their final phase, which still allows you to use the recycle effect
- Controlling the opposing Thunder Dragonduo will allow you to deal with the banish pile's recycling effect instead of your opponent, which is often the case for decks playing Enemy Controller .
Thunder Dragon Discharge (0-1x)
Thunder Dragon Discharge
The activation of your Thunder monsters' effects cannot be negated. Once per turn, if a "Thunder Dragon" monster(s) is Normal or Special Summoned to your field: You can target 1 Spell/Trap on the field; banish 1 Thunder monster from your Deck, and if you do, destroy that target.
- Prevents the activation of your Thunder monster's effects from being negated.
- If Thunder Dragon monster(s) are Normal or Special Summoned to your field, target a spell/trap on the field; banish 1 Thunder monster from your deck and if you destroy that target (not once per turn, but once per copy).
- Strength:
- It is searchable from Thunder Dragondar k's effect and can be recycled with Thunder Dragonroar's effect. So 1 copy is enough.
- Time cannot be missed, meaning it will activate if a Thunder Dragon monster is special summoned during a chain.
- Can be used during your opponent's turn with the effect of Thunder Dragonroar, Thunder Dragrs' Hundred Thunders, Super Team Buddy Force Unite! or Oasis of Dragon Souls.
- Resolve effect allows you to activate Thunder Dragon's effects if you need them or just to thin out the deck by removing other cards like Batteryman Solar
- Defect:
- Preventing your opponent negates the activation of Thunder Dragon's effect, which is only good against Counter Trap decks or some other decks, but you need it to be face-up to be effective, because so it will only be good if you can search early. It depends a lot on the matchups.
- It's a persistent trap, so it activates quite slowly, and if it's removed from the field it doesn't trigger.
- It can be really expensive because you need to banish a Thunder Dragon in your deck, which will activate that monster's effect, if you haven't used its effect before.
- This card can help deal with problematic cards like Shadow-Imprisoning Mirror and Necrovalle y. But there are other options that don't require setup.
Thunder Dragons' Hundred Thunders (0-1x)
Thunder Dragons' Hundred Thunders
Target 1 Thunder monster in your GY; Special Summon it, then you can Special Summon as many monsters with that same name as possible from your GY. The monster(s) Special Summoned by this effect are banished when they leave the field, also while they are face-up on the field, you cannot Special Summon monsters, except Thunder monsters. You can only activate 1 "Thunder Dragons' Hundred Thunders" per turn.
- It is searchable from the effect of Thunder Dragondark and can be recycled with the effect of Thunder Dragonroar , this is a really good card and it can be used for defense or attack by summoning Excess monsters on the field
- Even if it is searchable, you will often prioritize other cards over this one. So playing multiple copies will save you from having to search for it
- It can be a fake starter by removing Thunder Dragondark
- The limitation of not being able to special summon a non-Thunder-type monster will only prevent you from special summoning if that monster is still face-up on the field.
- Monsters special summoned by this effect are banished if they leave the field (even if your opponent tries to return them to your hand), which activates their effect.
- There is an interaction with cards like World Legacy Clash for example that you should keep in mind. The monster(s) you specifically summon with this card's effect are banished when it leaves the field, so if you use World Legacy Clash , the monster will not return during your End Phase, thus it is considered that it has left the field due to the effect of Thunder Dragons' Hunred Thunders.
Non-archetype cards (Core cards)
Gold Sarcophagus (1-2x)
- This is the most consistent card among the three " Limited 2 " cards.
- It is very flexible, as it offers different options to adapt to the other cards in your hand.
- This is the " Limited 2 " card with the lowest level of access (Because it costs money to get it)
- It's not typically used as a great mid-late game play.
Charge of the Light Brigade (0-2x)
- It has the potential to give you a huge advantage that can help you win the game the right way or make it difficult for your opponents to keep up.
- This is the least consistent card among the three " Limited 2 " cards.
- It requires a Lightsworn monster in the deck to be activated, so you need to combine with some monsters of that line
- It doesn't start your engine on its own, so you still need to grind and make good combinations of cards to get your engine going.
Aloof Lupine (0-2x)
Aloof Lupine
ATK:
1700
DEF:
300
When this card is Normal Summoned: You can banish 1 monster from your hand; banish 1 monster from your Deck with the same Type as that monster. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 of your banished monsters; add it to your hand. You can only use each effect of "Aloof Lupine" once per turn.
- This card is the middle of the three "Limited 2" cards, adding both consistency and approachability.
- It can give you +1 or 1 Rank 5-6 without any setup.
- No, this gray wolf is the best (in fact, his only downside is that you can brick your hand with him if you play too many non-Thunder-type monsters).
Batteryman Solar (2-3x)
Batteryman Solar
ATK:
1500
DEF:
1500
If this card is Normal or Special Summoned: You can send 1 Thunder monster from your Deck to the GY. If a Thunder monster(s) is Normal or Special Summoned while this monster is on the field: Special Summon 1 "Batteryman Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0). You can target 1 "Batteryman" Effect Monster you control or in your GY; this card's name becomes that monster's until the End Phase. You can only use each effect of "Batteryman Solar" once per turn.
- Its effect activates upon summon so it's not a normal summon that's weak against decks with a lot of disruption
- Sell can start your engines through cards like Artifact Lancea and Chaos Hunter
- It can help fill the field quickly to use cards like Destiny HERO - Plasma and you can use Trishula, Dragon of Icy Imprisonment to help exploit them.
- Similar to Charge of the Light Brigade , requires other cards to start your engine, but it has no RNG (random) element
- Tokens can clog your yard
- Tokens are very vulnerable to damage by your opponents if you don't have a way to prevent them.
- Since the effect of spawning Tokens is mandatory, you can play around by summoning Thunder monsters while there is only 1 area available, this will still trigger Solar 's effect but without the area To summon another Token, you won't have a Token for the rest of the turn because that effect is once per turn.
- Remember that Solar will also spawn tokens if your opponent also summons a Thunder monster.
Odd-Eyes Advance Dragon and The Melody of Awakening Dragon (Sự kết hợp giữa những lá Dragon cấp 8 mạnh mẽ)
Odd-Eyes Advance Dragon
ATK:
3000
DEF:
2500
You can Tribute Summon this card by Tributing 1 Level 5 or higher monster. If this card is Tribute Summoned: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. When this card destroys a monster by battle: You can Special Summon 1 Level 5 or higher monster from your hand or GY in Defense Position, except "Odd-Eyes Advance Dragon". You can only use this effect of "Odd-Eyes Advance Dragon" once per turn.
- Melody
- It is possible to add up to 2 Levianeer and/or Odd-Eyes Advance Dragon by leaving a beast in hand, which can also help jump-start your engines and provide additional options.
- Odd-Eyes
- It's a good card to add if you're playing Melody , and isn't a brick like Levianeer .
- Untargetable monster removal and burn damage can help deal lethality.
- As a double sacrifice can help expand the field with Batteryman Solar and its Token. And being able to sacrifice just 1 level 5 monster can help free you from Thunder Dragons' Hundred Thunders .
Chaos monsters
Chaos Dragon Levianeer (2-3x)
Chaos Dragon Levianeer
ATK:
3000
DEF:
0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can activate this effect; apply the following effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn. ● Only LIGHT: Special Summon 1 monster from your GY in Defense Position. ● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck. ● Both LIGHT and DARK: Destroy up to 2 cards on the field. You can only use this effect of "Chaos Dragon Levianeer" once per turn.
- Strength
- Excellent removal effect.
- Can activate Thunder Dragons' effects when summoned
- Has 3000 attack points.
- Weakness:
- Cannot attack during the turn you activate its effects
- Could be bricks
- It requires more GY setup than other Chaos monsters.
Chaos Sorcerer (1-2x)
Chaos Sorcerer
ATK:
2300
DEF:
2000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn: You can target 1 face-up monster on the field; banish that target. This card cannot attack the turn you activate this effect.
- Strength:
- Easy to summon
- Remove good monsters
- Can activate Thunder Dragons' effects when summoned.
- Weakness:
- It cannot be summoned normally
- Cannot attack during your turn to activate its effects
- Weak index
Chaos Betrayer (1x)
Chaos Betrayer
ATK:
2000
DEF:
2000
If this card is in your GY: You can banish 1 LIGHT and 1 DARK monster from your GY, except "Chaos Betrayer"; Special Summon this card in Defense Position, but banish it when it leaves the field. If this card is Special Summoned: You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Chaos Betrayer" once per turn.
- Strength:
- Somewhat easy to summon.
- Can activate Thunder Dragons ' effects when summoned.
- Allows Rank 6 summons pretty much every turn.
- Weakness:
- Has a good effect but is very specific
- It will be banished when it leaves the field so a destruction effect will remove it for the rest of the match.
- It's difficult to send to GY
- Quite competitive with all the other cards mentioned previously.
- Fiend Farewell prevents you from using other Fiend Type monsters.
Luna the Dark Spirit (1x)
Tuners
D.D. Sprite (1x)
- Strength:
- Has synergy with Thunder Dragon
- This is an extended leaf (extended selection).
- Weakness:
- The monster must face up on the field to be eliminated from play
- It doesn't help the start of the game.
Plaguespreader Zombie (1x)
- Strength:
- A card can be used twice (second time by returning 1 card from hand to deck to be special summoned from the graveyard)
- DARK monsters have synergy with Thunder Dragonduo and other "Chaos" monsters
- After being banished by its own effect, you can top your deck with Thunder Dragonduo 's effect
- Can be used with Zombie Draw if you are not playing other zombie monsters
- There is GY synergy.
- Weakness:
- Return a card from your hand to the deck to use again, sometimes it can help to get back a card you want in your deck but still have 1 card less in your hand.
- If GY's special summon is interrupted, you will have no monsters left.
Glow-Up Bulb (1x)
- Strength:
- A card can be used twice (second time by sending 1 card to the grave from the top of your deck)
- There is GY synergy.
- Weakness:
- It is effective when special summoned by GY once per game
Jet Synchron (1-2x)
Jet Synchron
ATK:
500
DEF:
0
If this card is sent to the GY as Synchro Material: You can add 1 "Junk" monster from your Deck to your hand. If this card is in your GY: You can send 1 card from your hand to the GY; Special Summon this card, but banish it when it leaves the field. You can only use 1 "Jet Synchron" effect per turn, and only once that turn.
- Strength:
- It can be searched with Skill Tuning, so you can include other Synchrons for more options
- A "Junk" monster can be added if used as a sync material, preferably: Junk Anchor and Junk Giant will set up for the next turn
- 1 Card can be used twice in the same turn to summon Synchro (second time by removing 1 card from your hand, only if you do not use the first effect)
- There is GY synergy.
- Weakness:
- If GY's special summon is interrupted, your field will be empty.
- You cannot use both effects at the same turn.
Raiden Hand of the Lightsworn (2-3x)
Raiden, Hand of the Lightsworn
ATK:
1700
DEF:
1000
During your Main Phase: You can send the top 2 cards of your Deck to the GY, then if any "Lightsworn" monsters were sent to the GY by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the GY.
Wattfox (0-1x)
Red Resonator (0-1x)
Red Resonator
ATK:
600
DEF:
200
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand. When this card is Special Summoned: You can target 1 face-up monster on the field; gain LP equal to its ATK. You can only use this effect of "Red Resonator" once per turn.
Crimson Resonator (0-1x)
Crimson Resonator
ATK:
800
DEF:
300
If you control no monsters: You can Special Summon this card from your hand. If the only other monster you control is exactly 1 DARK Dragon Synchro Monster: You can Special Summon up to 2 "Resonator" monsters from your hand or Deck, except "Crimson Resonator". You can only use each effect of "Crimson Resonator" once per turn. You cannot Special Summon monsters from the Extra Deck, except DARK Dragon Synchro Monsters, the turn you activate either of this card's effects.
Extra Deck
Synchro
Xyz
Fusion và Chart build Extra Deck
Engines/Packages
Batteryman Solar and Destiny HERO - Plasma (Package)
Batteryman Solar
ATK:
1500
DEF:
1500
If this card is Normal or Special Summoned: You can send 1 Thunder monster from your Deck to the GY. If a Thunder monster(s) is Normal or Special Summoned while this monster is on the field: Special Summon 1 "Batteryman Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0). You can target 1 "Batteryman" Effect Monster you control or in your GY; this card's name becomes that monster's until the End Phase. You can only use each effect of "Batteryman Solar" once per turn.
Destiny HERO - Plasma
ATK:
1900
DEF:
600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.
Crystron Package
Crystron Citree (1-2x)
Crystron Citree
ATK:
500
DEF:
500
During your opponent's Main Phase or Battle Phase: You can target 1 non-Tuner monster in your Graveyard; Special Summon it, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using only that monster and this card (this is a Quick Effect). These Synchro Materials are banished instead of being sent to the Graveyard. You can only use this effect of "Crystron Citree" once per turn.
Crystron Quan (1-2x)
Crystron Quan
ATK:
500
DEF:
500
During your opponent's Main Phase or Battle Phase: You can Special Summon 1 non-Tuner monster from your hand, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Synchro Summon 1 Machine-Type Synchro Monster using only that monster and this card (this is a Quick Effect). You can only use this effect of "Crystron Quan" once per turn.
Crystron Rosenix, Crystron Smiger and Crystron Thystvern (Các searcher cho tuner)
Crystron Rosenix
ATK:
1800
DEF:
1000
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; Special Summon 1 "Crystron Token" (Machine-Type/WATER/Level 1/ATK 0/DEF 0), but it cannot be Tributed. You can only use 1 "Crystron Rosenix" effect per turn, and only once that turn.
Crystron Smiger
ATK:
1000
DEF:
1800
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; add 1 "Crystron" Spell/Trap Card from your Deck to your hand. You can only use 1 "Crystron Smiger" effect per turn, and only once that turn.
Crystron Thystvern
ATK:
1500
DEF:
1500
You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine-Type Synchro Monsters, also, destroy that card, and if you do, Special Summon 1 "Crystron" Tuner from your Deck. You can banish this card from your Graveyard; add 1 "Crystron" monster from your Deck to your hand, except "Crystron Thystvern". You can only use 1 "Crystron Thystvern" effect per turn, and only once that turn.
- Rosenix can be banished from the GY to special summon a Token that can be used as material or as a target for Scrap Dragon 's effect.
- Smiger can be banished from the GY to add Crystron Impact , which can protect Crystrons from being targeted.
- Thystvern can be banished from the GY to add another Tuner for the next play at a later turn. If you decide to use any of them, you should consider adding a copy of Crystron Ametrix to your Extra Deck.
Techs
Ballista Squad and Super Team Buddy Force Unite! (Tech sử dụng Token)
Super Team Buddy Force Unite!
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.
Handtraps
Tech Traps
Tech Backrow removal
Tech against Discruptions
Combos
Combo Turn 1 #1
- Start with summoning Aloof , using the special ability to banish Dark or Roar (depending on the card in your hand). Continue Aloof's effect, banish Roar or Dark (If you banished Roar, now banish Dark and vice versa)
- Dark's effect will bring a Thunder Dragon card into your hand (you'll want Hawk ). Roar's effect will summon a TD monster to the field from the deck but it will return to the hand during the End Phase (you will usually want a level 6 or 5 monster to Xyz).
- Use Hawk's effect to summon a TD card from the grave or banish (depending on the monster you want, if you want Xyz for Rank 5 then it's Dark, Xyz for Rank 6 then it's Hawk)
- At the end of your turn, if you do not summon Xyz, the card summoned to the field by Roar will return to your hand.
Combo Turn 1 #2
- The combo will start with your starting hand consisting of: Batteryman Solar, Hawk, Ballista Squad and possibly another TD monster with a star level equal to 5 or 6 or simply Plasma .
- Normal summon Batteryman Solar , bringing a Dark or Roar to the grave.
- Using Hawk's ability, drop it to the grave to summon the Roar/Dark you sent to the grave thanks to Solar
- Because you just summoned a Thunder monster, Solar will summon another Token
- Depending on how you setup, you may summon Plasma and thanks to the effect of Dark/Roar leaving the field, you will bring a TD card to your hand/summon a TD monster to the field and it will return to your hand at the end of the End. Phase. Or use Ballista Squad in hand, set it down and keep the field as it is, Ballista will help you make good use of your Tokens to destroy an opponent's card.
Combo Turn 1 #3
- Use Gold Sarcophagus in hand along with Roar or Dark . Banish Roar from the deck to summon Dark to the field
- Summon Roar or Dark to activate the ability of the sacrificed Dark, bringing Hawk to your hand
- Using Hawk, summon Dark back to the field. At this time, if the field remains the same, even if targeted by the opponent, the TD monsters can activate their abilities. But to be more optimal, you should summon Dark right from step 2 so that you can summon Xyz Rank 5 if you go behind your opponent to easily make things difficult for them.
Combo Turn 1 #4
- You will need Roar or Thunder Dragons' Hundred Thunders , another Thunder Dragon card Roar ( Hawk or Dark ) in your starting hand, and a banishable card ( Aloof for example). Use a banishable card to banish 1 Dark or Hawk. The specific case is using the gray wolf Aloof for expulsion. Dark will exert the effect of bringing another TD card into your hand (If your starting hand has Roar, bring TDHT and vice versa), while Hawk will exert the effect of putting a card from your hand into the deck and Shuffle the cards (Usually if you have extra cards you don't need, use them)
- Use Roar to bring Hawk back to your hand and use Hawk to bring Dark to the field
- Set up TDHT and bring Roar from the grave to the field during your opponent's turn. Thus, you will have a field against which the targets will be returned to your hand or expelled or destroyed. Roar will activate its effect in any case (similar to Dark but Aloof only activates when destroyed), giving you another set of fields if the current set is wiped out. Even when facing the Abyss Dweller, you won't have to fear it as its grave locking ability doesn't affect Roar.
Combo Turn 1 #5
- Crystron's combo will start with Crystron Thystvern or if you're lucky, you'll have a Tuner Crystron monster ( Quan or Citree ). Use Thystvern to summon a Tuner from your deck or directly summon a Tuner from your hand (If you have one) and end your turn (If you use Thystvern, your next turn will bring an additional Tuner to your hand) .
- The Tuner's special ability will help you summon Synchro right during your opponent's turn. Therefore, depending on the Tuner monster, you will have 2 options:
- Summon a monster from the grave if it is Citree
- Summon a monster from your hand if it is Quan
- Synchro a monster from the Extra Deck using available materials thanks to Tuners (Normally the materials will be Tuner and 1 TD monster). The monster you'll want to bring in the case pictured is Powered Inzektron to protect your side of the field next turn. Note: TD monsters summoned by Tuners will have their effects disabled as long as they are on the field, but when they leave the field, they can still activate their effects, so it depends on the situation. you should bring that monster onto the field.
Combo Turn 1 #6
Turn 1 Levi
- The starting hand will always have Charge of the Light Brigade and 1 Levi . Use COTLB to bring the top 3 cards of the deck to the grave (This creates the premise to make materials for summoning Levi). Get a Raiden in your hand.
- If the 3 cards you send to the grave are not enough to summon Levi, use Raiden to bring 2 more cards to the grave.
- Use the resources in the grave to summon Levi. At this point, there will probably be at least one TD card so you can activate its ability (If you don't have one, you're pretty unlucky). As shown in the image, the effect of a Roar in the grave brought a Dark to the field. Then, depending on the material, you can use Levi's effect effectively.
- After activating the effect, Levi will not be able to attack, but it is not a problem for you because you can use it and Raiden to Synchro a new monster.
Combo Turn 1 #7
Formula Synchron to Black Rose Dragon #1
Because of the variety of ways you can use F.Syncron to bring out your main monster, I'll cover a few ways you can use it in this deck:
- Summon F.Syncron, it will allow you to draw a card. Normally you will take advantage of this ability to draw a TD card ( Hawk or Dark ) when you have another TD card (Hawk or Dark) in your hand. If you have Gold Sarcophagus in your hand, you just need to draw an additional card to add support.
- Use Gold Sarcophagus ( or Dark + Hawk combo is fine) to banish Dark, bring it to Hawk's hand, put Hawk in the grave to summon Dark. At this point, you don't want to rush Synchro, wait until your opponent's next turn and use F.Synchron's ability to Synchro right on their turn and bring Black Rose Dragon out to destroy their field. After Synchro, Dark's ability is activated again, you will want to bring a Hawk or Roar into your hand depending on the situation and the deck your opponent is using (Is it disruptive?)
- If you use Roar, you need to bring Hawk up to summon Dark again, if you use Hawk then just use it to bring Dark onto the field and thanks to Skill Mark of the Dragon - Head , you will continue Get closer to Junk Synchron , use it to bring F.Synchron onto the field. Summon Stardust Dragon to the field, continue to summon Shooting Star Dragon and thanks to Synchro, Dark once again activates his ability, you can bring a Duo to your hand and use materials in the grave to summon it. .
Combo Turn 1 #8
Formula Synchron to Black Rose Dragon #1
This combo requires Solar, DD Sprite, Dark + Roar (or Gold Sarc + Hawk ):
- Summon Solar to bring 1 Hawk to the grave, use Dark to bring up another Dark from the deck.
- Use Roar in your hand to get Hawk into your hand. Use Hawk to summon Dark in the grave. Since you summoned a Thunder-type monster, Solar will activate its effect, summoning 1 Token.
- Banish Solar and bring DD Sprite onto the field, summon F.Syncron and continue with the Black Rose Dragon combo. This time, you will have more TD monsters in your hand and unlike in the previous combo, you will play in favor of TD rather than Synchrons.
Combo Turn 1 #9
Combo Turn 2 #1
- Taking the next turn is a huge advantage for the TD player. For example, in the first step of this Combo, if you have Tech cards in your hand as shown in the picture, your monster can completely avoid the opponent's backrow. But this is not the main content of step 1, you will need to use Gold Sarc and a 2-star Tuner. Use Gold Sarc to banish Roar , bringing Dark onto the field.
- Summon a 2-star Tuner, Synchro it with Dark to bring Black Rose Dragon to the field. At this time, BRD's effect will chain 1, Dark chain 2 (Dark will bring 1 TD - Duo to your hand first, BRD will destroy the entire back yard). Opponents will often target BRD with counter traps but will not be able to because of the effect of the TD blockchain (blocking the chain).
- If you have a Hawk in your hand, use Hawk to bring Roar back to the field. Summon Duo to the field because you now have enough materials in your grave. If you want to Synchro again to ensure your OTK turn, make sure the Tuner monster you used in step 2 is Plaguespreader Zombie , return a card from your hand to the deck and proceed to Synchro.
Combo Turn 2 #2
Combo Turn 2 #3
- Summon Solar, bring Dark to the grave, use Hawk to bring Dark to the field, summon 1 Token
- Summon DD Sprite, summon Coral Dragon with it and Dark. Dark activates the effect, bringing Duo to his hand.
- Take advantage of Coral's ability to destroy a card on the field (usually the backrow). Leave Roar in the grave as Coral's waste.
- Synchro uses Coral and Tokens to bring Zeta (or another level 7 Synchro monster) onto the field. And due to Coral's ability, you get to draw one card
- Banish DD Sprite and Roar to summon Duo, use Roar's effect to bring Hawk onto the field (The purpose is to thin the deck and prepare for the next turn)
Combo Turn 2 #4
Aloof to Xyz Rank 5
Your starting hand only needs to have Aloof and Dark or Roar to be able to use this combo to destroy an annoying card from your opponent:
- Summon Aloof, banish Roar and Dark (no matter which of those two cards you have in your hand, any order is fine). Dark's ability gives you Hawk , Roar's ability brings another Dark to your field
- Use Hawk, bring the banished Dark back to the field
- Xyz Rank 5, the case in the picture is Adreus - a monster capable of destroying a face-up card on the opponent's field.
Combo Turn 2 #5
Thunder Dragon prototype
- In your hand you will need Aloof, Hawk, Dark or Roar, Levi. Because it's the next turn, if your hand has Dark, you can use its effect right on your opponent's turn to thin out the deck. Use Aloof to banish Dark and Roar (whether in hand or deck). Use their effects so that you have a prototype Thunder Dragon in your hand and a level 6 on the field.
- Use Thunder Dragon to continuously fill GY with it, as material to summon Levi (In the grave you will have 1 Dark and 2 TD). Summon Levi to destroy 2 cards on the field
- You won't be able to attack now, but you can use Skill Level Duplication to turn the (now useless) Levi into a level 6 (or other level depending on the monster on the field and your hand) to continue summon Xyz. In the picture will be M7 - has the ability to allow you and your opponent to regain 1 monster card on the field or in the graveyard. At this point you will have 2 options:
- If your opponent has no backrows and only 1 monster left, return that monster to their hand and OTK
- If the opponent has too dense a field to destroy, bring Levi back to your hand, use Hawk to bring Roar back to the field to both defend and search for cards for the next turn.
Combo Turn 2 #6
Use Roar as a Searcher
- Your starting hand will have Aloof, Roar and Dark . As I said in the previous combo, because you go last, you can use Dark to thin your deck during your opponent's turn. Next, on your turn, you will use the Aloof in your hand to banish Dark and Duo . Dark will give you Hawk , Duo has no effect but you can get it back through Roar.
- Use Hawk to summon Roar from the grave, and then you have enough materials to summon Duo. Remember, you drew a card when it was your turn so hopefully it will be a level 8 monster like Levi .
- Use Skill to turn weak Aloof into a Rank 8. Xyz into Rank 8 Heliopolis . Use its ability to sacrifice yourself to destroy your opponent's cards.
- Because of the departure of Heliopolis, your tomb now has all the ingredients to summon Levi, for example.
Combo Turn 2 #7
- Use Betrayer's effect in the grave, banish 2 cards (1 LIGHT, 1 DARK) to summon it. You will want to banish Roar and another LIGHT monster. When Betrayer is on the field, it banishes a card from your opponent's graveyard, and if you banished Roar, it allows you to have another level 6 monster on the field.
- Xyz is Rank 6 M7 , use its effects depending on the situation you are facing. If you want to be sure, it's better to get Levi's hand.
- Summon Levi and destroy 2 of the opponent's cards and so continue with the combos of the TDs that I have instructed. You will get a very wonderful yard.
Combo Extra Deck + TD
- You can use any 1-star or 2-star Tuner (recommended are Plaguespreader Zombie and Glow-Up Bulb ), use them as a sacrifice with Roar or Dark - as shown in the picture, it will be Roar and Glow-Up Bulb.
- Thanks to their special abilities, Bulb and Plaguespreader will return to the field on their own. Synchro then brought Squiresaga onto the field. By leaving the field, Roar and Dark will activate their effects:
- Roar: Summon Dark from the deck to the field
- Dark: Bring Hawk to hand
- Squiresaga can banish one card from the field and from your graveyard. This is a great ability to further trigger TDs' effects. No matter the outcome, you will have a Hawk on your hands.
- Use Skill to turn Squiresaga into a level 6. Use Hawk to bring Roar to the field. Xyz them to M7 and continue your turn.
Combo Extra Deck + TD
- This combo only requires you to summon Scrap Dragon first with Roar, Roar brings 1 Dark to your field
- Use Scrap Dragon's ability and destroy 1 Dark and 1 card of your opponent. This activates Dark's effect, bringing 1 Hawk to your hand.
- Leave Hawk in the grave to bring Roar back to the field
Resource management
How to cause deadly damage
- You should consider what you have to deal with: possible face down cards, floating monsters (when you attack, it will be summoned to the field to defend), hand traps
- What tools do you have at your disposal, including monsters from your Extra Deck, cards in your Hand or GY like Chaos Dragon Levianeer , monsters you sacrifice summon (like a monarch or Odd-Eyes Advance Dragon ), and how you can activate Dark or Roar.
- You can place as many monsters on the field to deal damage and create Xyz or Synchros to deal with your opponent's field.
- In this case, you can use the Hawk effect, Duo Summon, Levianeer, Normal (if you don't need a sacrifice summon) and the Roar effect can serve as a summon from the deck or to continue Summon Duo by having 1 LIGHT monster in GY (also if you need to search one of them).
- You should now arrange your turns in the best way to play around the game variations you don't know about, face cards and hand traps.
- This can be done as soon as you have enough options to play through all of them.
- Consider whether you should try to clear your opponent's field:
- If you can't get through the worst-case scenario but you can survive another turn, maybe just wait a turn while perhaps setting up more options for the next turn if giving them a turn won't do. harder OTK them next turn. But most importantly, try not to waste resources, like summoning Levianeer as a set and a monster you can use in battle.
- If you cannot overcome the worst case scenario nor survive the turn, you should play as if it is not the worst case scenario as this is probably your best chance of winning the game.
Setup for the next turns
- What you should leave on the field.
- Roar, will give you the option to float if expelled/sent to GY
- Hundred Thunders, superfluous monsters and to create a destruction
- Hand trap, gives an idea of possible OTK to your opponent with over attack, making it easier for you to defeat them
- Backrow, can be broken but can also make your opponent wary.
- Aloof on the field will generate a return resource if destroyed, and with Gold Sarcophagus banishing {Chaos Dragon Levianeer} will make your opponent try their best not to trigger Aloof Lupine's effect .
- Summon Number 25: Force Focus or Photon Strike Bounzer is only valuable if you know its effect will have an impact, otherwise it's just a waste of resources.
- What you should always prioritize having on hand to follow up on another turn:
- Hawk
- Roar
- Duo The reason is
- Revive Roar to keep a safe field
- Summon a monster to Synchro with or use roar as a sacrifice to activate its ability during an Xyz play (Summon of the same level as the sacrificed summoned monster)
- Keep summoning Duo to keep the pressure on.
- To add Duo, could be an option to get the banish effect from Dark, to search for Hawk or Matrix.
- To recycle Hundred Thunders
- To recycle the Hawk in case you can't turn it on first
- Only if there are no other targets or if you want to keep those targets in the deck
- Other turn 1 options
- Summon Duo to banish a Levianeer or a tech in your GY so you pressure your opponent to deal with it, otherwise you can put it on top of your deck.
- Summon Chaos Dragon Levianeer by banishing 3 DARK monsters. The effect of shuffling a card from your opponent's hand can be very punishing against decks that use skills that modify their hand, such as Balance . This doesn't guarantee anything, and is only worth it if you can set up for the next follow-up, by using that Levianeer for Synchro or XYZ, then adding to your hand with the Constellar Ptolemy effect M7 or by expulsion using Duo's recall procedure as I mentioned before.
Building a Deck of Cards
- This deck relies heavily on 2-card combos to make plays, so any card you play against another needs to consider how many other cards it works with.
- For example, Roar in your hand relies on Aloof Lupine , Gold Sarcophagus or mill Hawk or Duo while also having enough fuel to summon it, where a card like Batteryman Solar is guaranteed to give you what you need . On the other hand, hawk will work if you mill Roar / Dark or if you have Dark in your starting hand, which is on the same cards that work with Roar (hawk + Aloof is worse than Roar but still playable most of the time ). For those reasons, Roar is played at 2 in most builds, while they use 3 Hawks for a total of 5 resources to summon throughout the match. And often you will see 3 Roars and 2 Hawks to compensate for not having a 3rd Hawk. And some larger lists will have 3 Hawks and 3 Roars to have the most resources because it will help your game. Friend.
- The more X-types that depend on Y-type cards to play will increase the number of cards full of X or Y types that will brick most of the time. For example. X is a card that relies on having something banished or in your GY, while Y is a mill card, if you have too many of your X and Y will increase the number of dead cards. So how do you avoid this? You need to play more X types of cards that work on their own while not playing too many Y types because they won't work on them. That will give you a more consistent deck with less reliance on RNG.
- Drawing Engines
- Draw engines are a good thing to add to your deck, but they are worthless if they are 2-card combos that don't combine with your Core cards or don't work with them. For example. Solar Recharge is not good in Thunder Dragon decks because you are adding a card that doesn't work with TD itself but the deck itself is bricked and is less consistent, as this deck relies heavily on 2-3 card combos card, that one dead card will have a lot of impact.
- Deck size
- 20 cards in the deck will give a higher chance to draw your better cards like Gold Sarcophagus, Aloof Lupin etc but on the other hand it will reduce your overall resources and increase the chance of bricking only with the Thunder Dragon monster. For builds with 20 cards, try to play 5 roar/hawk (this will change depending if you own 2 or 3 Hawks) and only 2 Dark.
- 30 cards in the deck will give you more resources, make it easier to stack decks for extra deck options, and will reduce bricking when only having Thunder Dragon cards in hand, but on the other hand , it will require more starting leaves (e.g. Aloof Lupin, Batteryman Solar, Crystron, etc).
- Side Deck
- This should be obvious, but just in case, DON'T PUT YOUR MAIN MOTOR SHEETS INTO THE SECOND DECK! Starting cards like Aloof Lupine and Thunder Dragon's main monster are essential to your strategy and should not be left out under any circumstances. The cards you should lay out should always be:
- Defensive hand: if the game is slower or if your opponent is an opponent who is likely to play more defensively than you.
- Attack cards: choose cards like Chaos Dragon Levianeer in matches where your opponent has a more fragile side of the field, where they will likely try to block your Levianner summon or will try to use cards like Necrovalley to stop your turn, some copies of attack cards should be traded for cards that will allow you to play the game instead of having cards that have the potential to become a dead weight.
- Tech: in the side deck there are generic main deck Techs that can facilitate when folding to the Side deck because you will only swap them for other Tech cards.
- You should try to cover the most popular decks with the least amount of cards, prioritizing the less popular matchups, so that you have room for the worst matchups (mainly if it's quite popular variable). Try to put cards in pairs, unless the card is searchable so you can only play 1 card instead, or if the card is really important and doesn't affect your deck, you can Can stack 3 copies of it.
Time keeping
- During your turn, if you have Thunder Dragondark in hand and there are no other cards you might want to activate like the Quick-Play spell, switch to off as none of our effects (currently) need to be activated. strung. This also helps with timing as well as not confusing choosing Thunder Dragondark with Hawk or Roar's effect with activating Dark's effect in the chain as Hawk or Roar's effect (I know you've done that before).
- You need to take advantage of your timing not decreasing, so during your opponent's turn you can count the number of Thunder Dragons in your GY and Banish piles (by holding those positions, it will shows the list of cards there), this will help know how much you have left in your deck, making it a little easier to see what you can do on your turn, as well as it will help avoid the mistake of activating the Roar effect to summon your ultimate Thunder when you'd really rather have it in your hand.
- Hold your finger close to the arrow in the bottom left corner (on mobile) or just right-click (on PC) when you have something you can use that you don't want to use at that moment ( like when you have darkness in your hand and field because you probably want the search effect instead of using fold).
Thunder Dragondark
- Should you always thin your deck with the effects of Darkness in their End Phase?
- Having Dark in your deck can be very important, as you can summon from the deck to activate it or use it as an XYZ material without using a more important resource like Roar or Hawk.
- There are decks that can interact with your GY and since you have discarded the card you will not be able to use it, the search effect if it is banished or if you want to discard the card so you can summon with the effect of Hawk, you may not be able to use it. if they return to your hand or deck. To reach the End Phase reduces their chance to interrupt you.
- Block the chain!
- Thunder Dragondark effect in hand, you can use this effect to block the chain! How it works? For example, if your opponent has a Paleozoic Canadia in their GY, and they try to trigger a trap only to summon that Canada to attack for the kill, you can chain Dark's effect to your trap. them, so they cannot summon Canadia. This works with any other effect when your opponent is forcing it (If you activate a trap, your opponent has priority to chain their Canadia off the GY and you cannot block it) . Effective with other cards like Maiden with Eyes of Blue, Magician of Chaos or Cyber Slash Harpie Lady need to be directly linked to that activation.
- Use Thunder Dragondark to read your opponent's cards:
- In your Stanby Phase with Dark in hand and the ON button, as it will keep asking you to activate it when you click the arrow to cancel (press ESC or right click), the Hourglass is in the top right corner will change quickly if they have something they can activate, this is very useful in situations where they only have 1 set sitting face down with no other activated abilities, as it allows you to collect narrow the value of that set. This works with any other Quick Effect, but dark is a built-in this deck has.
Roar's effect during End Phase
- Thunder Dragonroar's effect summons TDs from the deck, returning monsters in the End Phase, if you summon Thunder Dragondark, with the ON button, you can use the Dark effect after it is added to your hand, which is not possible. can do with Auto Mode.
Chain link!
In Duel Links, we do not have full control over Chain Link commands as the effects occur at the same time. But some effects we can manipulate a bit or have knowledge before activating to know what will happen when resolved.- Since all Tribute and Synchro monsters have an effect that activates when summoned (e.g. Mobius the Frost Monarch or Stardust Charge Warrior) will always be Chain Link 1 and materials will be Chain Link 2 or higher (with the sole exception Black Rose Dragon is made the highest CL). Additionally, if multiple monsters activate when summoned, they will activate from left to right respectively on your field.
- Materials used from those summons will be in the same order from Left to Right as they are on your field, for example Psychic Wheeleder, Witch of the Black Forest and of course, Thunder Dragons. You can use this to control what chains will block and what effects you can use to make your opponent's cards miss the moment.
- The effect that triggers when banishing will trigger in the order they are banished, this happens with Aloof Lupine and Chaos monsters, and Chaos Dragon Levianeer will give you more options than other cards because it does not require banishing the LIGHT monster first. This can allow you to sort out which effects are more important to experience rather than the ones you should get rid of first.
Tips against certain cards
Necrovally
- Set up a Synchro turn for the next turn. Since you can summon a banished Roar and Dark with Hawk's effect, you can Synchro a monster that will defeat Necrovalley. You can still sync the same turn with DD Sprite , or if your opponent controls an additional monster from the Extra Deck, you can use Mirror Resonator.
- Form Adreus, Keeper of Armageddon , by banishing Dark or Roar from hand while banishing the other card from the deck, using Roar's effect to summon Dark from the deck and Dark's effect to add Hawk, Hawk summon the banished Dark, then summon xyz using both Darks. After separating the materials, you also have 1 LIGHT and 1 DARK in your GY (2 DARK if you discard cards in their End Phase).