Heresy About Torpedo FTK

Heresy About Torpedo FTK

You draw cards, then burn and win, the deck's weaknesses are many, bricking, drawing sharkpedo too early, being caught by handtraps,...


But the deck is full of N and R so it's extremely easy to build, and the price of being cheap is that it bricks and is easy to get caught

Sections covered in this guide:




CORE

 

Torpedo Takedown and Humhumming the Key Djinn (boom)

N Rarity
Torpedo Takedown
N Rarity
Torpedo Takedown
Torpedo Takedown
Spell Normal
Torpedo Takedown

    Target 1 WATER Xyz Monster you control; detach 1 material from it, inflict 400 damage to your opponent for each card in your hand, and if you do, that monster gains ATK equal to the damage inflicted, until the end of this turn. You can banish this card and 1 WATER Xyz Monster from your GY; draw 2 cards. You can only use 1 "Torpedo Takedown" effect per turn, and only once that turn.


    R Rarity
    Humhumming the Key Djinn
    R Rarity
    Humhumming the Key Djinn
    Humhumming the Key Djinn
    WATER
    Humhumming the Key Djinn
    • ATK:

    • 1100

    • DEF:

    • 1800


    2 Level 3 monsters When this card is Special Summoned: You can target 1 "Djinn" Xyz Monster in your Graveyard; Special Summon it, then you can attach up to 2 cards from your hand to it as Xyz Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Djinn" Xyz Monster you control; this turn, it can attack your opponent directly.


    humhum chan x1: cheap, easy to build, water type


    torpedo x1: important but don't want to draw at first or hold in hand, this card selects 1 of your Xyz WATER monsters, discards 1 material and deals 400 damage corresponding to each card in your hand (usually from 10 to 12k ) and that monster increases ATK in all kinds of ways but you don't care because after using it, you can't win and you're out of the game because you usually go on turn 1 and the ATK increase only increases until the end of the turn :)

    Magical Mallet and Reload (draw)

    R Rarity
    Magical Mallet
    R Rarity
    Magical Mallet
    Magical Mallet
    Spell Normal
    Magical Mallet

      Shuffle any number of cards from your hand into the Deck, then draw that same number of cards.


      N Rarity
      Reload
      N Rarity
      Reload
      Reload
      Spell Quick
      Reload

        Add all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck.


        Draw cards and are N and R so it's cheap, mainly drawing to trigger Tethys's effects



        and anti-bricking too, but -1 hand

        Tethys Goddess of Light (x3)

        N Rarity
        Tethys, Goddess of Light
        N Rarity
        Tethys, Goddess of Light
        Tethys, Goddess of Light
        LIGHT 5
        Tethys, Goddess of Light
        • ATK:

        • 2400

        • DEF:

        • 1800


        When you draw a Fairy monster(s) (except during the Damage Step): You can reveal 1 of those monsters; draw 1 card. This card must be face-up on the field to activate and to resolve this effect.


        Not once per turn, just draw 1 or more Fairy cards, show 1 Fairy card you just drew and draw another shot :)


        Weakness: requires sacrifice to ascend

        TiSolfachord Beautia, FaSolfachord Fancia and MiSolfachord Eliteia (Shoukan Pendulum)

        R Rarity
        TiSolfachord Beautia
        R Rarity
        TiSolfachord Beautia
        TiSolfachord Beautia
        EARTH 72
        TiSolfachord Beautia
        • ATK:

        • 2500

        • DEF:

        • 2400


        [ Pendulum Effect ] Your opponent cannot activate a Spell/Trap Card, or monster effect, when your "Solfachord" Pendulum Monster(s) is Pendulum Summoned. [ Monster Effect ] (Quick Effect): You can target 1 Effect Monster your opponent controls, or, if you have an even Pendulum Scale in your Pendulum Zone, you can target 1 face-up Spell/Trap your opponent controls; this turn, banish it when it leaves the field. You can only use this effect of "TiSolfachord Beautia" once per turn. Once per turn, at the start of the Damage Step, if this card battles a monster with an equal or higher ATK than the lowest Pendulum Scale in your Pendulum Zone x 300: Destroy that monster.


        R Rarity
        FaSolfachord Fancia
        R Rarity
        FaSolfachord Fancia
        FaSolfachord Fancia
        FIRE 45
        FaSolfachord Fancia
        • ATK:

        • 1600

        • DEF:

        • 400


        [ Pendulum Effect ] Pendulum Summons of your "Solfachord" Pendulum Monsters cannot be negated. [ Monster Effect ] While you have an odd Pendulum Scale in your Pendulum Zone, if your "Solfachord" Pendulum Monster would be destroyed by battle, you can destroy this card instead. During your Main Phase: You can add 1 "Solfachord" Pendulum Monster from your Deck to your Extra Deck face-up, except "FaSolfachord Fancia". You can only use this effect of "FaSolfachord Fancia" once per turn.


        N Rarity
        MiSolfachord Eliteia
        N Rarity
        MiSolfachord Eliteia
        MiSolfachord Eliteia
        WATER 36
        MiSolfachord Eliteia
        • ATK:

        • 1100

        • DEF:

        • 400


        [ Pendulum Effect ] Pendulum Summons of your "Solfachord" Pendulum Monsters cannot be negated. [ Monster Effect ] While you have an even Pendulum Scale in your Pendulum Zone, you take no damage from battles involving your "Solfachord" Pendulum Monsters. If this card is Normal or Special Summoned: You can target 1 Spell/Trap your opponent controls; return it to the hand. You can only use this effect of "MiSolfachord Eliteia" once per turn.


        Eliteia x3: level 3 (to upgrade to Xyz monsters), nice scale

        Fancia x3: nice scale, has search
        Beautia x3: nice scale, level 7 (you'll know in a bit)

        Angel O1 (x3)

        R Rarity
        Angel O1
        R Rarity
        Angel O1
        Angel O1
        LIGHT 1
        Angel O1
        • ATK:

        • 200

        • DEF:

        • 300


        You can Special Summon this card (from your hand) by revealing 1 Level 7 or higher monster from your hand. You can only Special Summon "Angel O1" once per turn this way. While you control this Special Summoned card, you can Tribute Summon 1 Level 7 or higher monster in Attack Position during your Main Phase, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)


        Jump yourself by showing a Level 7 or higher monster (so you can easily get Tethys), it also has a 2nd effect... well, no one cares in this deck

        Bonze Alone (x3)

        R Rarity
        Bonze Alone
        R Rarity
        Bonze Alone
        Bonze Alone
        EARTH 1
        Bonze Alone
        • ATK:

        • 100

        • DEF:

        • 100


        Cannot be Normal or Special Summoned if you control a monster. You can Special Summon this card (from your hand) in Attack Position. If another monster(s) is Summoned to your field while you control this monster: Destroy this card.


        Jump yourself for free, then sacrifice to get to Tethys :)


        Remember, if this creature is on your field if you summon it to your field, it will be destroyed

        Capricious Darklord (x3)

        N Rarity
        Capricious Darklord
        N Rarity
        Capricious Darklord
        Capricious Darklord
        DARK 4
        Capricious Darklord
        • ATK:

        • 0

        • DEF:

        • 1600


        During the Main Phase (Quick Effect): You can activate this effect; Tribute Summon 1 Fairy monster face-up. If this card is sent to the GY: You can make all monsters your opponent currently controls lose 500 ATK/DEF for each Fairy monster on the field, until the end of this turn. You can only use each effect of "Capricious Darklord" once per turn.


        Although it costs normal summon, it has the effect of summoning and sacrificing Fairy monsters so you can level up Tethys. It has reduced ATK to make it easier to punch opp monsters after you miss FTK but still want to pester.



        Staple

         

        Darklord Nergal, Darklord Zerato and Darklord Tezcatlipoca (Fairies N or R Level 7 or higher)

        N Rarity
        Darklord Nergal
        N Rarity
        Darklord Nergal
        Darklord Nergal
        DARK 8
        Darklord Nergal
        • ATK:

        • 2700

        • DEF:

        • 2500


        If your Fairy monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. (Quick Effect): You can pay 1000 LP, then target 1 "Darklord" Spell/Trap in your GY; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Nergal" once per turn. You can only Special Summon "Darklord Nergal" once per turn.


        R Rarity
        Darklord Zerato
        R Rarity
        Darklord Zerato
        Darklord Zerato
        DARK 8
        Darklord Zerato
        • ATK:

        • 2800

        • DEF:

        • 2300


        If you have 4 or more DARK monsters with different names in your Graveyard, you can Tribute Summon this card by Tributing 1 DARK monster. You can send 1 DARK monster from your hand to the Graveyard; destroy all monsters your opponent controls. Once per turn, during the End Phase, if this effect was activated this turn: Destroy this card.


        R Rarity
        Darklord Tezcatlipoca
        R Rarity
        Darklord Tezcatlipoca
        Darklord Tezcatlipoca
        DARK 9
        Darklord Tezcatlipoca
        • ATK:

        • 2800

        • DEF:

        • 2100


        If a "Darklord" monster(s) you control would be destroyed by battle or card effect, you can discard this card instead. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Tezcatlipoca" once per turn. You can only Special Summon "Darklord Tezcatlipoca(s)" once per turn.


        Insert it to draw or Angel O1 jumps, don't insert spells/traps because doing so will cause Tethys' draw to be interrupted continuously, which is very annoying.



        Cumbo

         

        Tethys Goddess of Light (textbook)

        N Rarity
        Tethys, Goddess of Light
        N Rarity
        Tethys, Goddess of Light
        Tethys, Goddess of Light
        LIGHT 5
        Tethys, Goddess of Light
        • ATK:

        • 2400

        • DEF:

        • 1800


        When you draw a Fairy monster(s) (except during the Damage Step): You can reveal 1 of those monsters; draw 1 card. This card must be face-up on the field to activate and to resolve this effect.


        I> if you jump O1, or Alone or some of you, add a normal summon one more time, as long as you can sacrifice to jump Tethys.

        II> sacrifice monsters and summon Tethys
        III> Use Reload or Mallet or some draw cards to hope to draw a Fairy and draw the entire deck
        IV> plug in the solfachord's scale to summon 2 Level 3 monsters
        V> pendulum summons 2 Level 3 monsters
        VI> Xyz summons Humhum
        VII> Click Torpedo, detact the humhum material and *boom*




        Companion unit:

        - Yu-Gi-Oh! Guidance Vietnam





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