Post-Banlist Thunder Dragons Guide


Thunder Dragons is an archetype based on the original card Thunder Dragon, a quite old card both on TCG/OCG and in Duel Links. Most of the Thunder Dragons monsters have discard effects, while also having an effect when they are banished, and since they all have Light and Dark attributes, they also fit as a Chaos themed deck.

The playstyle is control oriented deck with floating and different ways to triggers search effects maintaining you card advantage, while also having ways to swarm the board and overwhelm your opponent. While the deck doesn’t require your Normal Summon (maybe besides your starting play), it can utilize Tuners to get access to a the Synchro toolbox or using more extenders to utilize better the Xyz toolbox, that can help you dealing with tricky scenarios, annoying monsters and to clear opponents boards.

Latest News and Info

Tuning is HERE! But it’s a little too late, it would’ve been amazing during the time Gold Sarcophagus was at 3. Tuning can give variety of plays as it can search cards like Jet Synchron or Quickdraw Synchron, while also sending the top card of your deck to the GY helping a little with consistency, but it doesn’t create new opening plays without starter cards and it would be just an extender, and for that it’s just not worth playing over something like Chaos Dragon Levianner. Tuning can still be fun :) .

Xyz era is HERE and THUNDER DRAGONS are TOP TIER!!! With the addition of different kinds of removal and some turn one options in our Xyz card pool, we don’t have to rely on Normal Summoning a tuner or relying on milling it to have more options to play through disruptions or to break opponent’s board, which helps with consistency.

Even though Xyz mechanic doesn’t trigger Thunder Dragons, it still lets you move them from the field to the GY, which helps you summon Chaos monsters, letting you trigger Thunder Dragons to make up for minus of the Xyz summon or to get extra advantage.

Here is the old guide if you want to check it out.

If you are trying to build this deck from scratch or aren’t sure how you should approach and which boxes to prioritize when digging for techs/cards to improve your deck, check this doc that I made with a more visual approach.

Core Cards

First I’m going to talk about how the cards work and explain about the ratios

The following monsters have 2 effects:

  • You can discard the monster to activate the effect
  • If the monster leaves the field or if it’s banished (and yes, “if” not “when” none of them can miss the timing) And you can only use one of the effects once per turn.

Note: “You can only use one of the effects once per turn” means that if they are negated you CANNOT activate the same or the other effect that turn.

The monsters are:

Duel Links Card: Thunder%20Dragondark
Duel Links Card: Thunder%20Dragonmatrix
Duel Links Card: Thunder%20Dragonroar
Duel Links Card: Thunder%20Dragonhawk

Thunder Dragonroar (2-3x)

Duel Links Card: Thunder%20Dragonroar
  • Discard effect (ignition): add a thunder dragon card from grave or banished to your hand
  • If banished or sent from field: specials summons thunder dragon from deck in defense (the monster returns to your hand in the end phase)

Both effects are essential for the deck.

The discard effect can recycle all the cards from the archetype, including s/t banished by a Cosmic Cyclone for example. While the 2nd one is really accessible with Gold Sarcophagus or Aloof Lupine which can banish from your deck. This effect can give you a free body on the field to be used for a synchro or tribute summon. And during your opponents turn will give you an extra defense in case they remove your roar, it will float into another TD in your deck.

How many of this you should run? It really depends on your build here some factors you should consider:

  • 3 Copies
    1. Good for tribute summon/set
    2. Good along with Batteryman Solar
    3. Good along with Aloof Lupine
    • Better chances of having in your deck (to use with Gold Sarcophagus)
    • More Recycle (Good for longer duels).
  • 2 Copies
    • Can be bricky if no starter
    • Recommended for 20 card builds.

Thunder Dragondark (2-3x)

Duel Links Card: Thunder%20Dragondark
  • Discard effect (quick effect): add another copy of itself from the deck.
  • If banished or sent from field: adds thunder dragon card from your deck to your hand.

The searcher of the deck. The good part is that you can use the same copy to search multiple times along the duel (still once per turn). Deck thinning ability.

About the ratio:

  • 3 Copies:
    • Good in your starting hand with no starter and along with hawk
    • Good in your starting hand along Aloof Lupine
    • Ok to thin the deck during your opponents turn if you go 2nd
    • Good to have in your deck (so you can special summon with roar’s effect)
    • Decent in your starting hand along with Thunder Dragons’ Hundred Thunders
    • Helps to summon Thunder Dragonduo and “Chaos” monsters.
  • 2 Copies:
    • Builds with no Aloof Lupine, as you don’t good reasons to have it in your hand.
    • Makes the 1st effect for the deck thinning not a great option.

Thunder Dragonhawk (2-3x)

Duel Links Card: Thunder%20Dragonhawk
  • Discarded (ignition): you can special summon any thunder dragon that is banished or in your graveyard.
  • If banished or sent from field: you can shuffle any number of cards from your hand into the deck to draw the same amount of cards.

The ability to special summon any Thunder Dragon that is banished or in your GY is really good. It will give you different options to what effect you want to trigger in your turn (synchro or tribute summon) and which monster you want to leave on the field during opponents turn. Also can revive Thunder Dragonduo. The Magical Mallet kind effect can be a good option to have along the duel.

Well, it’s a main box UR, you need at least 2. Here the reasons for the ratios:

  • 3 Copies:
    • Better for consistency, as long as you can put a TD in your GY it won’t be a brick
    • It will decrease Roar’s duty of recycling this card.
  • 2 Copies:
    • Because you don’t have the 3rd
    • To not open multiple.

Thunder Dragonmatrix

Duel Links Card: Thunder%20Dragonmatrix
  • Discard effect (quick effect): gives 500 ATK boost to a Thunder monster you control (permanently, as long the monster is face-up on the field)
  • If banished or sent from field -> adds a copy of itself from deck

With the addition of Thunder Dragonduo this card becomes way more relevant, not only because it makes duo a really big beater reaching 3600, and the 500 boost is permanent as long the monster is face-up on the field.

If you summon duo in a turn that you didn’t activate dark’s effect, banishing dark to summon duo allows you to add matrix from your deck to your hand.


  • 3 Copies:
  • 2 Copies:
    • Less chances of opening multiple copies
    • Hardly need multiple when it can be recycled with Roar and Duo’s effects.
  • 1 Copy:
    • Less chances of bricking
    • Loses the effect when banished or sent from the field to GY to add another copy of itself.

This card has a lot of future potential.

Thunder Dragon

Duel Links Card: Thunder%20Dragon
  • You can discard it to add up to two copies of itself from your deck to your hand.

Ratios: play 0 or 3. Reasons to play/not play.

  • Great to fill the GY with for Duo and other monsters that require to banish light and dark monsters from the GY, as it can put 2 lights in the GY, by not adding the extra copy, but instead activating the discard effect twice, this gives you a sacky option to end games fast.
  • It gives you a +1 in your hand to use Hawk’s effect to shuffle your hand into the deck or to use as discard, this is more “I guess I have this option” than a “I want to have this play in my deck”
  • Not worth if not playing 2 or more monsters that uses light and dark in the GY
  • Hard to fit in a smaller build
  • Can be bricky.

Thunder Dragonduo (1x)

Duel Links Card: Thunder%20Dragonduo
  • You can Special summon this card from your hand by banishing 1 light and 1 dark monster in your GY.
  • If you use any Thunder Dragon’s discard effect; Gains 300 ATK until end phase.
  • If destroys a monster by battle, can banish any card in your GY to add a Thunder Monster.
  • During opponent’s turn can return any banish card to either the top or bottom of your deck.

Reasons to play and how many you should play:

  • Decent ATK and can reach 3600 with matrix, but even without it can easily go up to 3300
  • Can be searched or added from banish pile or GY (Dark and Roar’s effects)
  • After properly summoned, can be summoned with Thunder Dragonhawk‘s effect or Thunder Dragons’ Hundred Thunders if anything happens to it (Destroyed or Banished)
  • Can trigger all the Thunder Dragons effects, on summon or if destroys a monster by battle (this way can also trigger other effects)
  • Can search any Thunder Dragon or other Thunder monsters for follow-up plays
  • Can recycle any tech if banished while being able to place on top of your deck so you will instantly be able to use as well your resources for grind games.
  • 2 copies if you really want to see in your starting hand and to save dark’s effect for other cards and you are lacking in Chaos department, but it’s really not worth at 2.

A few notes:

  • With the exception of the “destroy a monster by battle” effect all the other effects are once per turn but per copy, meaning that multiple Duos will give you multiple recycles
  • World Legacy Clash will return Duo in their end phase which will still allow you to use the recycle effect
  • Taking control of an opposing Thunder Dragonduo will let you resolve the recycle effect of the banish pile instead of your opponent, this is common for deck that play Enemy Controller.

Spell and Traps

Thunder Dragon Discharge

Duel Links Card: Thunder%20Dragon%20Discharge
  • Prevent the negation of the activation of your thunder monster’s effects.
  • If a Thunder Dragon monster(s) is Normal or Special Summoned to your field, target a spell/trap card on the field; banish 1 thunder monster from your deck, and if you do destroy that target (not hard once per turn, it’s once per copy).

It’s the archetype card that deals with backrow.

  • Strengths:
  • The downsides:
    • Preventing your opponent from negating the activations of your Thunder Dragon’s effects, is only good against Counter Trap decks, but you need to have it face-up to work, so unless you identify/know your opponent plays counter traps and search it turn 1, it won’t be worth playing it.
    • It’s a continuous trap, so it’s slow and if it’s removed from the field it doesn’t resolve.
    • It can be really costly since you need to banish a Thunder Dragon in your deck, it will trigger that monster’s effect, if you haven’t used its effects prior.
    • This card can help to deal with problematic cards, like Shadow-Imprisoning Mirror and Necrovalley. But there are other choices that don’t require a setup.

Thunder Dragons’ Hundred Thunders

Duel Links Card: Thunder%20Dragons'%20Hundred%20Thunders

This card is a great defensive option for the deck and a great tool in a grind game.

  • It’s searchable from Thunder Dragondark’s effect and can be recycled with Thunder Dragonroar’s effect, it’s a really good card and it can be used defensively or offensively by summoning extra bodies on the field
  • Even being searchable, you will most of the time prioritize other cards over this one. So playing multiple copies would relieve you from searching it
  • It can be a pseudo starter by discarding Thunder Dragondark
  • The restriction of not being able to special summon non-Thunder type monsters will only prevent you from special summoning if that monster is still face-up on the field.

A few notes:

  • Monsters special summoned by this effect will be banished if they leave the field (even if your opponent tries to return them to your hand) which will trigger their effects.
  • There is an interaction with cards like World Legacy Clash for example that you should keep in mind. The monster(s) that you special summoned with this card’s effect will be banished when it leaves the field, so if you use World Legacy Clash, the monster won’t come back in your End Phase, due to be considered that it left the field by Thunder Dragons’ Hundred Thunders effect.

Non-archetype cards

Gold Sarcophagus (2x)

Duel Links Card: Gold%20Sarcophagus
  • Can banish 1 card from your deck face-up, to add it to your hand in your 2nd standby phase after it was activated.

Amazing card, it’s one of the best starters a deck can have, 1 card that doesn’t cost you a normal summon and can give you card advantage, since that card you banished will be added to your hand later on (if still there).

It gives access to all the effects of your Thunder Dragons in your deck.

Charge of the Light Brigade

Duel Links Card: Charge%20of%20the%20Light%20Brigade
  • By sending the top 3 cards of your deck to the GY, you can add a Lightsworn monster from your deck to your hand.

This is more of high risk high reward type of card, while it fills your GY for extra options with Tuners that have effects while in the GY and also possibly helping with fuel for the Chaos monsters, it also doesn’t guaranteed any of that and it will depend on the other cards in your hand, so you will have to be mindful of the cards you play in your deck (e. g. avoid s/t and non L&D monsters).

Batteryman Solar

Duel Links Card: Batteryman%20Solar
  • If Normal or Special Summoned, you can send 1 Thunder monster from your deck to your GY
  • If a Thunder monster is Normal or Special Summoned: Special Summon a Token with 0 ATK/0 DEF (mandatory effect).

Why should you play? Reasons and Ratios:

  • Strengths:

  • Weakness:

    • The token can clog your field
    • The token is easy damage for you opponent if you don’t have a way to stop.
  • 3 copies:

    • For builds with extra synergy with it.
  • 2 copies:

    • Best ratio for most builds.
  • 1 Copy:

    • If you’re playing more Battery cards (Batteryman Charger and Batteryman 9-Volt), since they will give access to it.
    • As complement of your other starters for a bit extra consistency.


  • Since its effect of spawning a token is mandatory, you can play around by summoning a Thunder monster while there is only 1 zone unoccupied, which will still trigger Solar’s effect but with no zones to summon a token you will be free of the token for the rest of the turn since that effect is once per turn.
  • Keep in mind that Solar will also spawn tokens if your opponent summons a Thunder monster too.

Aloof Lupine

Duel Links Card: Aloof%20Lupine
  • When normal summoned, can banish 1 monster from your hand as a cost and then one from deck with the same type.
  • When destroyed by opponent’s card (battle or effect) can add one of your banished monsters.

Why should you play Aloof? Reasons and Ratios:

  • Strengths:

    • Can give more consistency
    • If destroyed can add banished monster.
  • Weakness:

    • Decrease power, conflicts with other normal summons
    • Can be bricky if you don’t open a Thunder monster.
  • 3 Copies:

    • If you don’t play Gold Sarcophagus or Batteryman Solar is a must (3x)
  • Less than 3:

    • If you are playing 3 Batteryman Solar and doesn’t need extra consistency.

Chaos Monsters

Chaos monsters are a series of monsters with summoning conditions that involve banishing Light and Dark monsters from your GY.

With the deck being basically full Light and Dark monsters that have effects when banished, makes “Chaos” monsters make a suitable fit for the deck to give/keep your card advantage.

Duel Links Card: Chaos%20Dragon%20Levianeer

Amazing card. By banishing 3 Light and/or Dark monsters from your GY you can special summon it from your hand. You will mostly be using its effect to banish Light and Dark monsters to trigger the “Destroy up to 2 cards on the field”, this effect does NOT target, which means they don’t know which card you will destroy.

The other 2 effects will come up way less, banishing 3 Darks to get “Shuffle 1 random card from opponent’s hand into the deck” can be really devastating when you go 1st, but it will be common to pull that off.

The last effect doesn’t provide much for this deck and is the most difficult effect to pull off and probably not worth in most scenarios.

It’s special summoning conditions will trigger Thunder Dragon effects (if not already activated that turn) and also they will Chain Block Levianeer’s effect, this is really important because your opponent won’t be able to activate cards that need to be chained direct to the effect e. g. Divine Wrath or Head Judging.

The effect from banishing Light and Dark monsters to destroy cards on the field can be used to destroy itself in case your opponent would flip Levianeer face-down, so your field won’t be clogged as well to make room for other plays (in case you don’t want to use it as Synchro/XYZ material or for a Tribute summon).

It can be searched by Melody of Awakening Dragon.

  • Strengths
    • Amazing removal.
    • Can trigger Thunder Dragons’ effects when summoned
    • Has 3000 attack.
  • Weakness:
    • Cannot attack the turn you activate its effects
    • Can be bricky
    • It requires more monsters to summon than other Chaos monsters.
Duel Links Card: Chaos%20Sorcerer
  • Strengths:
    • Easy to summon
    • Good monster removal
    • Can trigger Thunder Dragons’ effects when summoned.
  • Weakness:
    • Can’t ATK the turn you activate its effects
    • Weak Stats
    • Can’t be searched
    • Competes with Duo (which can be searched).
Duel Links Card: Lightpulsar%20Dragon
  • Strengths:
  • Weakness:
    • Can miss the timing
    • Its effects are only good along Dark Dragon monsters if you summoned them already in the duel
    • Competes with Duo (which can be searched) and the “Chaos” monsters that have removal effects.
Duel Links Card: Chaos%20Betrayer

It can only be special summoned from GY and there is not many ways to direct sent to the GY, the best way is with Fiend Farewell.

Whenever you draw it, it will make up for its name.

  • Strengths:
    • Somewhat easy to summon.
    • Can trigger Thunder Dragons’ effects when summoned.
  • Weakness:
    • Has a good effect but very specific
    • It has to be summoned in defense
    • Harder to get to the GY
    • Competes with all the others mentioned before.
Duel Links Card: Luna%20the%20Dark%20Spirit

This card is great card for a rank4 engine along with Batteryman Solar or even with Raiden, Hand of the Lightsworn. It does compete with other chaos monsters as well with Thunder Dragonhawk, without a DARK monster in the GY you won’t like to have Luna in your hand.

This cards fit better in a non-aggressive build without blow-out cards and more control oriented ones.


Tuners provide access to different synchro monsters that will help to deal with annoying monsters and to gain card advantage. Here some of the best ones that provide more value.

Plaguespreader Zombie

Duel Links Card: Plaguespreader%20Zombie
  • Strengths:
    • One card that can be used twice (second time by returning 1 card from hand to the deck to be special summoned from grave)
    • Dark monster that has synergy with Thunder Dragonduo and other “Chaos” monsters
    • After being banished by its own effect can be placed on top of your deck with the effect of Thunder Dragonduo
    • Can be used with the skill Zombie Draw if you don’t play other zombie monsters (quite unlike)
    • Has GY synergy.
  • Weakness:
    • The special summon by the GY can be stopped by Sealed Tombs and Necrovalley
    • Returns a card from your hand to the deck to reused, sometimes it can help putting back a card that you want in your deck but is still 1 card less in your hand.

D.D. Sprite

Duel Links Card: D.D.%20Sprite
  • Strengths:
  • Weakness:
    • It’s level 1
    • The monster has to be face-up on the field to be removed from play
    • Removes one of your monsters from play, and that monster won’t return if Sprite is removed from the field (if used as synchro material), so it can be a minus.

Glow-Up Bulb

Duel Links Card: Glow-Up%20Bulb
  • Strengths:
    • One card that can be used twice (second time by milling 1 card from the top of your deck)
    • Has GY synergy.
  • Weakness:
    • It’s effect to be special summoned from GY is once per duel
    • It’s level 1 (so it will mostly summons lv6 synchros instead of 7s or 8s).

Jet Synchron

Duel Links Card: Jet%20Synchron
  • Strengths:
    • It can be searched with Tuning, so you can include other Synchrons to have more options
    • Can add a “Junk” monster if used as synchro material, best ones are: Junk Anchor and Junk Giant which setups for a following turn
    • 1 Card that can be used twice in the same turn for a synchro summon (2nd time by discarding 1 card from your hand, only if you didn’t use the 1st effect)
    • Has GY synergy.
  • Weakness:
    • It’s level 1 (so it will mostly summon lv6 synchros instead of 7s or 8s)
    • You can use both effects in same turn.

Raiden, Hand of the Lightsworn

Duel Links Card: Raiden,%20Hand%20of%20the%20Lightsworn

Raiden helps with hands without a starter but with Thunder Dragonhawk or with a “Chaos” monster. Also if running Charge this is the best tuner to be searched of its effect, as its Main Phase mill might give you more chances to have an opening play.


Duel Links Card: Wattfox

Can be searched by Thunder Dragonduo and used to banish with Aloof Lupine’s effect by being a Thunder monster.

Red Resonator

Duel Links Card: Red%20Resonator

Has great synergy with Batteryman Solar.

Can be searched with Resonator Call, if you really want to see it.

Crimson Resonator

Duel Links Card: Crimson%20Resonator

Can be special summoned while you control no monsters, letting you tribute summon over it.

Can be searched with Resonator Call, if you really want to see it.

Extra Deck

Tuners will give you access to powerful Synchro monsters while making you not lose resources when you synchro summon using dark or roar. They also give you outs to different situations and help to push for game. Also, there are some good Synchros that aren’t generic (meaning, they require a specific Type or Attribute), for those you will need to use specific tuners. I’ll list the best generic Synchros, but you can check the older guide here for other Synchros and Tuners.

As core card goes you will only be playing a level 9 synchro (either Giganticastle or Vermillion Dragon Mech) to synchro with Raiden, and add 1 other depending on the Meta, usually Assaut Blackwing - Onimaru the Divine Thunder to synchro using raiden and duo or Levianeer. If you play more synchro focused you will play more Synchro, but those will depend on the Meta and on the level of the Tuners.

Duel Links Card: Cyber%20Slash%20Harpie%20Lady
Duel Links Card: Stardust%20Spark%20Dragon
Duel Links Card: Scrap%20Dragon
Duel Links Card: Red%20Dragon%20Archfiend
Duel Links Card: Shiranui%20Squiresaga
Duel Links Card: Black%20Rose%20Dragon
Duel Links Card: Ancient%20Fairy%20Dragon
Duel Links Card: Coral%20Dragon
Duel Links Card: Brionac,%20Dragon%20of%20the%20Ice%20Barrier
Duel Links Card: Dark%20End%20Dragon
Duel Links Card: Stardust%20Charge%20Warrior
Duel Links Card: PSY-Framelord%20Zeta
Duel Links Card: Samurai%20Destroyer

Xyz can be easier to summon since they don’t require tuners and you can pretty much use your main deck monsters to summon them. But compared to Synchros, they won’t trigger Thunder Dragon’s effects on summon making you lose a resource instead, therefore their effect(s) needs to at least make up for its summon. You can also use the Xyz to move monsters to the GY while setting up to summon a Chaos monster which will then trigger the Thunder Dragons’ effects.

As core cards goes:

Duel Links Card: Hieratic%20Sun%20Dragon%20Overlord%20of%20Heliopolis
Duel Links Card: Constellar%20Ptolemy%20M7
Duel Links Card: Adreus,%20Keeper%20of%20Armageddon
Duel Links Card: Diamond%20Dire%20Wolf

Adreus and Dire Wolf fits the same role, Adreus its better for Gold Sarcophagus build while Dire Wolf is better for Charge build as one has more lv5s while the other more lv4s. Both can be summoned in either build, but you will probably like to play something else for variety of options.

Other cards that will depend on the meta to fill the remaining spots:

Duel Links Card: Number%2061:%20Volcasaurus
Duel Links Card: Abyss%20Dweller
Duel Links Card: Gaia%20Dragon,%20the%20Thunder%20Charger
Duel Links Card: Fairy%20Knight%20Ingunar
Duel Links Card: Number%2025:%20Force%20Focus
Duel Links Card: Photon%20Strike%20Bounzer
Duel Links Card: Tiras,%20Keeper%20of%20Genesis
Duel Links Card: Number%2012:%20Crimson%20Shadow%20Armor%20Ninja
Duel Links Card: Abyss%20Dweller
Duel Links Card: Number%2070:%20Malevolent%20Sin
Duel Links Card: Steelswarm%20Roach
Duel Links Card: Number%2068:%20Sanaphond%20the%20Sky%20Prison
Duel Links Card: Wind-Up%20Arsenal%20Zenmaioh
Duel Links Card: Sword%20Breaker

Fusions… Well we don’t have our archetype fusions, but we have Trishula, the Dragon of the Icy Imprisonment, it’s quite costly to give up 3 monsters to summon it, but as long you use Thunder Dragons to its summon it will make-up for its minus, while giving options to get rid of a clogged board or also to make aggressive plays by triggering your TD’s effects.


Destiny HERO - Plasma Package

Duel Links Card: Destiny%20HERO%20-%20Plasma
Duel Links Card: Batteryman%20Solar

Plasma is a good card to shutdown monster effects on the field, like monster negates or monsters with build-in protection e. g. Lunalight Sabre Dancer.

With the last change to the skill Bring it!, Plasma becomes way more consistent, by running cards like Herald of the Abyss or Cosmic Cyclone. You can shuffle a card from your hand into the deck and add Plasma to your hand right way.

Batteryman Solar will help you a lot to summon Plasma because of the token summoned from Solar when you summon a Thunder monster.

Photon Package

Photon cards can work with themselves while also being good extenders and on top of that they are Lights to help filling the GY to summon Chaos monsters.

Duel Links Card: Photon%20Advancer
Duel Links Card: Photon%20Thrasher
Duel Links Card: Photon%20Vanisher
  • 1-2x Photon Thrasher, as you can only summon on an open field. Its decent for tribute summon fodder or to make a rank4 with Aloof Lupine or with another Photon monster.

  • 2-3x Photon Advancer, it can be normal summoned and special summoned if you have multiples. You can special summon this after an Aloof opening making Photon Striker Bounzer to Xyz with Aloof into a rank4. Also if your opponent has a Photon it server as a Cyber Dragon kind of effect, and Bounzer is a quite popular turn 1.

  • 1x Photon Vanisher is probably the worst out them as isn’t worth to add Galaxy-Eyes Photon Dragon as another brick for this deck (at least not atm). So Vanisher is mostly if you want to play a lot of these cards (which I don’t really recommend).

Crystron Package

You can play with some crystrons that searches the tuners or you can just play just the tuners, if you choose to play the searchers you will have the ability to search different tuners but if you use the search you won’t be able to synchro summon a non-machine synchro monster on that turn.

Crystron Citree

Duel Links Card: Crystron%20Citree

The effect of synchro summoning on opponents turn is really good in a lot of matchups, you can synchro summon into Samurai Destroyer using Thunder Dragondark in the GY and dark will get its effects when it leaves the field to add a Thunder Dragon card from your deck. This effect can combo well with Thunder Dragon Discharge.

Crystron Quan

Duel Links Card: Crystron%20Quan

Quan has an advantage over Citree, if you open with Citree and don’t have a monster in your graveyard or a way to send one, you won’t be able to use its effect, while Quan will allow you to synchro with a monster in your hand, saving you from really bad bricks, the downside it’s that Quan is a level 1, which will limit to only level 6 and 7 synchro monster, so no Scrap Dragon for example.

The searchers of those tuners are:

Duel Links Card: Crystron%20Smiger
Duel Links Card: Crystron%20Rosenix
Duel Links Card: Crystron%20Thystvern

The difference between them are in this deck is their levels and their 2nd effects.

  • Rosenix can be banished from GY to special summon a token which can be used as material or as a target for Scrap Dragon’s effect.
  • Smiger can be banished from GY to add Crystron Impact, which can protect crystrons from being targeted.
  • Thystvern can be banished from GY to add another Tuner for a follow-up play next turn. If you decide to use any of those you should consider to add to your extra deck a copy of Crystron Ametrix.


Depending on the Meta you will use different tech with the focus of using the ones that cover most match-ups.

Here some options:

  • Hand Traps, not only can help filling your GY to help summoning Chaos monsters but also suits well the deck, since you always have cards in hand:
Duel Links Card: Chaos%20Hunter
Duel Links Card: Trifortressops
Duel Links Card: Artifact%20Lancea
Duel Links Card: Artifact%20Vajra
Duel Links Card: Sphere%20Kuriboh
Duel Links Card: D.D.%20Crow
Duel Links Card: Arcana%20Force%20XIV%20-%20Temperance
Duel Links Card: Skull%20Meister
Duel Links Card: Battlin'%20Boxer%20Veil
Duel Links Card: Ballista%20Squad
Duel Links Card: Super%20Team%20Buddy%20Force%20Unite!
  • This ones have disruption with discard option which could help with bricks but better in a control focused build:
Duel Links Card: Raigeki%20Break
Duel Links Card: Karma%20Cut
Duel Links Card: Divine%20Wrath
Duel Links Card: Ultimate%20Providence
  • This ones can help vs backrow heavy decks:
Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Mystical%20Space%20Typhoon
Duel Links Card: Forbidden%20Lance
Duel Links Card: Galaxy%20Cyclone
Duel Links Card: Book%20of%20Moon

You can use any other generic backrow to go along with some of the others I’ve mentioned.


  • Destiny Draw

With the help of hand traps to control the amount of damage you take, you can control what your next draw is, which can be game winning in a lot of situations. It allows you to get some 1 ofs side deck cards. The downside is your opponent playing around it and putting you at a lower LP without triggering the skill which will make it easier for them to win in the next turn. So building your deck too much around it might not be ideal.

  • Draw Sense: S/T

Similar to Desnity Draw but with a lightly LP cost to trigger can give access to your starter cards or powerful spells. While you also can play this skill with Yami Yugi or Yubel to bluff Destiny Draw or Allured by Darkness.

  • Allured by Darkness

Allure of Darkness is an amazing card for this deck, drawing 2 cards than banishing a roar or dark will give you a nice advantage while also giving draw power. 1800 damage is quite of a hard requirement to activate this skill, so you will need hand traps to help controlling your LP.

  • Tuning

Tuning gives you access to synchro plays by only taking 1000 LP and Cosmic Cyclone can make sure you will be activating the skill next turn. This lets u play less tuners since you have easier access to them. Jet Synchron is the best option but there are other alright ones as well.

  • Zombie Draw

Similar to Tuning skill you can use this skill in case you don’t play zombies other than Plaguespreader Zombie.

  • The Tie that Binds

For extra damage and to help beating over monsters that have bit more ATK/DEF.

  • Level Duplication

Can be used to help summon rank4, rank6 or rank8 monsters. Also you can surprise your opponents with Black Rose Dragon summons, this is because when you have a lv1 and a lv5 on the field they might not activate something to stop the synchro, but if you turn the lv5 into a lv6, they won’t have a way to respond to the skill and that might be too late (if they can’t negate your BRD).

  • Light and Dark

This skill has great synergy with Cosmic Cyclone and instead of being activated in the Draw Phase you can activate in your Main Phase. You can use to swap between Thunder Dragonroar and Thunder Dragonhawk as well Thunder Dragondark and Thunder Dragon. In addition to those you can swap between Sphere Kuriboh and Mirror Resonator, which can give options between defensive and aggressive plays.

  • Fiend Farewell

Can be used to send Chaos Betrayer from your deck to your GY if you don’t have other fiends and if you don’t draw it before activating the skill.

Deck Building Tips

Something really polarizing like the amount of cards you should play in this deck, the amount of starters, extra deck choices and some of the techs, but most of them really comes down to your preference and will variate with your playstyle, but some details matter and you might not be considering them, so here a few things to keep in mind:

  • This deck rely a lot on 2 card combos to make plays, so any card you play that relies on another card should be considered on how many other cards that card works with it.

    • For example roar in your hand relies on Aloof Lupine, Gold Sarcophagus or on a mill card and on milling hawk or duo while also having enough fuel to summon it, where a card like Batteryman Solar makes sure to give you what you need. In other hand, hawk will work if you milled roar/dark or if you have dark in your starting hand, on top of the same cards that works 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 run 3 hawks to have overall 5 of resources to summon throughout the duel. And often you will see 3 roars and 2 hawks to compensate not having the 3rd hawk.

    • The more X type that relies on Y type cards to have a play will increase the amount of hands full of X or Y types of cards which will be bricks more of the time. E. g. X being cards that rely on having something banished or on your GY, while Y being milling cards, if you have too many of X and Y your will increase the amount of dead hands. So how do you avoid this? You need to play more of the X type of cards that works by themselves while not playing too many of Y type as they won’t work on their. That should provide you with a deck more consistent with less RNG dependent.

  • Draw Engines

    • Draw engines seems like a good thing to add to your deck, but they aren’t worth if they are 2 card combos that don’t synergize with your core cards or don’t work with them. E. g. Solar Recharge isn’t good in a Thunder Dragon deck because you are adding a card that does not work with Thunder Dragons itself which is the majority of your deck and the brickiest part of it and if you add other cards to compensate it will make your deck worse and less consistent, as this deck relies a lot in 2-3 card combos, that 1 dead card will matter a lot.
  • Deck Size

    • 20 card decks will give higher chances of drawing Gold Sarcophagus but in other hand it will decrease your overall resources and increase the chances of bricks with only Thunder Dragon monsters. For builds with 20 cards try to play 5 roars/hawk (this will variate depending if you own 2 or 3 hawks), and only 2 darks.

    • 30 card decks will give you overall more resources, making easier to fit cards for side deck formats, and will dissolve your bricks with only Thunder Dragon cards in hand, but in other hand it will require more starters (e. g. Aloof Lupine, Batteryman Solar, Crystrons, etc.).

    Should you only play 20 or 30 and no middle ground? No, I personally avoid playing 30 cards in most builds and tend to play the least amount I possibly can, in some builds I’ll manage to get down to 20 cards but some I won’t (it usually ends up around 23-24 cards), and that’s perfectly fine (and that’s my personal opinion about it, 30 cards aren’t a wrong way to play this deck). Try to look away when you are looking to the symmetry, it could get in the way of making a good deck list (I know this for proper experience), I’m saying this because it affects this deck more than others.

  • Side decking

    1. This should be obvious, but just in case, DO NOT SIDE OUT YOUR MAIN ENGINE CARDS! Starters like Aloof Lupine and the main Thunder Dragon monster are essential for your strategy and should not be sided out in any situation. The cards you should be siding out should always be:
    • Defense cards: if the match-up is slower or if your opponent is the one that will probably play more defensively than you.
    • Offensive cards: siding out cards like Chaos Dragon Levianeer in match-ups were your opponent has a more fragile board, where they are likely going try to stop your Levianner summon or will try to use cards like Necrovalley to stop your plays, some copies of the offensive cards should be swapped for cards that will let you play the game instead of having cards that are likely going to be a dead weight.
    • Techs: in side deck format having generic main decked techs can facilitate when siding as you will just swap them for other tech cards.
    1. You should try to cover the most popular decks with the least amount of cards prioritizing the less favored match-ups, so you have room for the worst match-ups (mostly if it is fairly popular). Try to side cards in pairs, unless the card is searchable so you can play just 1 instead or if the card is really important and doesn’t affect your deck you can side 3 copies of it.

How to play Thunder Dragons

I’ll simplify the basics of how the deck functions with some replays and in case you want to know more in depth you can check the older guide here.

Check the chat in the side of the replay for more details and comments.


For the next combo, keep in mind that you need to use Formula as Chain Link 1, otherwise Black Rose Dragon will miss the timing.

Going 2nd:

Resource Management

This deck can use resources from Hand, GY and Banish pile a lot as u have options to juggle between them. Knowing which resources to keep in GY or Banished can be very good to optimize your plays and having better options for following turns.

Not always this will be the optimal plays or you might not even get to a next turn, but getting use to this small details will improve your resource management skills to when you get games the last longer:

  • When you summon a Chaos monster, you usually banish dark and roar to trigger their effects, sometimes even hawk, it’s important to keep extra of those in your GY for next turn, so if you can, try to banish other L&D monsters instead of extra Thunder Dragons.

  • Banishing Thunders 1st then adding or summon the banished Thunder with roar and hawk effect will let you keep more resources in you GY.

  • Banishing techs can let you add them with Thunder Dragonduo‘s effect during your opponent’s end phase or pressure them to deal with your duo, maybe leaving something else on your field that you can take advantage of.

  • Keeping a Thunder Dragondark in your deck can be useful instead of thinning your deck during your opponent’s turn to get a dark in your GY. As it will let you summon from your deck to make plays with it with by triggering roar’s effect, from either banishing from your deck, GY or even tribute summon over it.

  • Using roar effect to add hawk, that way you can have roar in your GY for next turn as an extra way to put a body on the field.

  • Banishing hawk when summoning a Chaos monster will give you the option to add the banished hawk with roar’s effect to keep more resources in your GY. In other hand leaving hawk in your GY can helpful for following turns in case you want to use the Magical Mallet effect to fish for a tech or a game finishing.

How to Identify Lethal

To identify lethal try to use this steps to help you:

  1. You should consider what you have to deal with like possible sets, floating monsters, hand traps

  2. Which tools you have at your disposal, which includes extra deck monsters, cards in Hand or GY like Chaos Dragon Levianeer, Caius and how can you trigger dark or roar.

  3. How many bodies you can put on board for damage and to make Xyz or Synchros that will deal with opponents’ board.

In this case you can use Hawk effect, Duo, Levianeer, Normal summons if you don’t need to tribute summon and Roar effect can serve as a summon from deck or to resummon Duo by having 1 Light in GY (as well if you need to search one of them).

  1. Now you should order your plays in the best way to play around the variables you aren’t aware, set cards and hand traps.

This can be straight forward when you have enough options to play through all of them.

  1. Considering if you should try to break your opponent’s board or not:
  • If you can’t play through the worst case scenario but you can survive for another turn, it might be worth just waiting a turn while possible setting up for more options for the next turn if giving them a turn won’t make it harder to OTK them next turn.
  • If you can’t play through the worst case scenario neither can survive a turn, you should play like it isn’t the worst case scenario as it’s your best chance of winning the game.

Setting up for Follow-ups

As I mentioned before, you should always consider all your possible plays and the best way to use the Thunder Dragon’s effects (since you can only use one of the effects). In this part I will list a few things you should accomplish for a good board and hand for a follow-up.

  1. What you should leave on the field.

Depending if you can identify if you are playing against an aggressive or a passive deck.

From safest to less safe boards:

  • Roar, will give you the floating option if gets banished/sent to GY
  • Hundred Thunders, extra bodies and to sponge a destruction
  • Hand traps, gives the idea of possible OTK to your opponent with the possibility of overcommitting, which makes it easier to beat them
  • Backrow, can be disrupted but can also make your opponent to be cautious.
  • Aloof on the field will generate a resource back if destroyed, also in conjunction of Gold Sarcophagus banishing {Chaos Dragon Levianeer} will make your opponent try his best to not trigger Aloof Lupine’s effect.
  • Summoning Number 25: Force Focus or Photon Strike Bounzer is only worth if you know its effects will be impactful, otherwise is just a waste of resources.

Also meaning any combination of them.

Leaving dark on the field is more of a greed play which you can get away with it if your opponent’s doesn’t have an aggressive deck. Leaving dark setups for tribute summon to get a search. Also in case you have 2 monsters (dark and roar/Aloof) if you normal summon a Tuner and it gets flipped you can use a card like Trishula, the Dragon of the Icy Imprisonment to get rid of the face-down tuner (mostly if is a liability or if you can push for game) while getting at least a search from dark.

  1. What you should always prioritize to have in your hand for a follow-up in this other:
  • Hawk
  • Roar
  • Duo The reason being

Hawk is the best follow-up in this cases:

  • Revive roar to keep a safe board
  • Summon a body to Synchro with or to use a roar as tribute fodder to trigger roar for a Xyz play (Summoning the same level as the tribute summoned monster)
  • Resummons duo to keep pressure.


  • To add duo, can be an option to get the banish effect from dark, to search hawk or matrix.
  • To recycle Hundred Thunders
  • To recycle hawk in case you couldn’t on prior turn


  • Only if don’t have other targets or if you want to keep those in the deck
  1. Other turn 1 options
  • Summoning duo to banish a Levianeer or a tech in your GY so you presure your opponent to deal with it, otherwise you can just place it on top of your deck.
  • Summoning Chaos Dragon Levianeer by banishing 3 DARK monsters. This effect to shuffle a card from opponents hand can be very punishing to decks that run skills to modulate their hand, like Balance or Spell Specialist. This doesn’t guarantee anything, and only worth if you can setup for follow-up next turn, by using that Levianeer for a Synchro or XYZ then either adding to your hand with Constellar Ptolemy M7 effect or by banishing with duo’s summoning procedure like I previously mentioned.

Tips and Other Gameplay Improving Tactics

The Timer

The timer can be annoying as sometimes you need to think about what’s the play, sometimes trying to figure if you have lethal, etc. so here some tips to help you:

  • During your turn if you have a Thunder Dragondark in your hand and no other cards you might want to activate like Quick-Play spells, change to toggle off as none of our effects (for now) need to be chained. This will help with the timer as well with not mistaking that effect with hawk or roar’s effects to choose Thunder Dragondark.

  • You need to take advantage of the times your timer isn’t decreasing, so during your opponent’s turn you can count the amount of Thunder Dragons in your GY and Banish pile (by holding the those locations it shows the list of cards there), this will help to know the amount you still have in your deck, making a bit easier to know what you can do during your turn, as well it will help avoiding mistakes when triggering roar effect to summon your last Thunder when you actually rather have it in your hand instead.

Thunder Dragondark

Thunder Dragondark has some technical gameplay involved, so here some things you might not know or never considered:

  1. Should you always thin your deck with Dark’s effect during their End Phase?
  • Having a dark in your deck could be very important, as you can summon from deck to trigger it or to use as XYZ material without using a more important resource like roar or hawk.

  • There are decks that can interact with your GY and since you discarded you won’t be able to use it the search effect if it gets banished or if you wanted to discard so you can summon with hawk effect, you might not be able to it if they return it to your hand or deck. Leaving to the End Phase reduce their opportunities to disrupt you.

  1. Chain Blocking!
  • Thunder Dragondark effect in hand, you can use this effect to block chains! How does it work? For example if you opponent has a Paleozoic Canadia in their GY, and they try to activate a trap just to summon that Canadia to attack for lethal, you can chain dark’s effect to their trap, so they can’t summon the Canadia. This works with any other effects when your opponent is forcing it (If you activate a trap, your opponent has the priority to chain their Canadia from GY and you can’t block that). Works vs other cards like Maiden with Eyes of Blue or Magician of Chaos that need to be chained directly to that activation.
  1. Using Thunder Dragondark to read your opponent’s cards:
  • During your Standby Phase with dark in your hand and the Toggle ON, as it will keep ask you to activate it as you click the arrow to cancel (or press ESC), the Hourglass on the top right corner will change briefly if they have something that they can activate, this is very helpful in scenarios where they only have 1 set with no other possible activations, as lets you narrow down what the set might be. This works with any other Quick Effect, but dark is an in-build tool this deck has to do so.

Roar’s effect in the End Phase

  • Thunder Dragonroar‘s effect that summons a Thunder Dragon from the deck, return the monster during the End Phase, if you summoned Thunder Dragondark, with your Toggle ON, you can use dark effect after it was added to your hand, something that isn’t possible with Toggle Auto.

Chain Link order!

In Duel Links we don’t have full control of Chain Link orders when effects occur at the same time. But some effect we can manipulate a little bit or have the knowledge before activating to know what will happen upon resolution.

  • From all the Tribute and Synchro monsters that have effects that activate on summon (e. g. Mobius the Frost Monarch or Stardust Charge Warrior) will always be Chain Link 1 and the material will be Chain Link 2 or higher (with the only exception of Black Rose Dragon which is implemented to be the highest CL).

  • The materials used from those summons will be ordered from Left ro Right as they were on your board, including cards like Psychic Wheeleder, Witch of the Black Forest and of course, Thunder Dragons. You can use this to have some control at what will be chain blocking what and which effect you can use make opponent’s cards to miss the timing.

  • The effect’s that trigger upon banish will trigger in the order they were banished, this goes for Aloof Lupine and chaos monsters, and which Chaos Dragon Levianeer will give you more options as different from the other ones it doesn’t require to banish a Light monster 1st. This can let you order which effects are more important to go through are the ones you should prefer to banish 1st.

Tips against some cards


Necrovalley its used in some decks when there is a deck in the Meta that will be hurted by (and in Gravekeepers, of course), it can stop a few of our plays, like Special Summoning with Hawk’s effect (from grave, but you can still special a Thunder Dragon that is banished), with Hundred Thunders and stopping us from using Roar’s effect to add a card from the GY to the hand (can still add a banished card). Also stops Crystron Citree to synchro on your opponent’s turn.

But there is a lot of plays you can still do under Necrovalley.

Aloof Lupine doesn’t really care about Necrovalley, as it can either:

  • Setup a Synchro play for next turn. Since you can summon a banished roar and dark with hawk effect you are able to synchro a monster that will out the Necrovalley. You can still synchro in the same turn with D.D. Sprite or if your opponents control an extra deck monster you can use Mirror Resonator.

  • Make Adreus, Keeper of Armageddon, by banishing dark or roar from hand while banishing the other from deck, use roar effect to summon dark from deck and dark effect to add hawk, hawk summons banished dark, then u xyz summon using both darks. After detaching you also have 1 light and 1 dark in your GY (2 dark if you discard in their End Phase). Diamond Dire Wolf works in a similar way with the difference you need to use Level Duplication while having an extra lv4 in hand.

Necrovalley hurts quite a lot, but that are ways to that can help dealing with, here are some: Cosmic Cyclone and Thunder Dragon Discharge are the obviously ones. Crystron Quan along with Discharge can Destroy Necrovalley with its effects since it special summons from the hand. Scrap Dragon, Ancient Fairy Dragon and Shiranui Squiresaga are also good options too.

Gravekeers. Most of these options won’t work If they have Gravekeeper’s Supernaturalist, which prevents Necrovalley from being destroyed, in that scenario you should try to go for Samurai Destroyer which can attack and destroy Supernaturalist even with Necrovalley active, since it negates the effects of Supernaturalist which will go down to 2500 ATK.

Chaos Hunter

Can be annoying as there’s not many ways to play around it as this deck special summons a lot monsters and mostly always as CL1 with the exception of roar effect from Levianeer summon or from Aloof Lupine effect, which is something that you don’t have a great control of it. Thankfully after 1 Special Summon it’s likely you have access to Constellar Ptolemy M7 or Adreus, Keeper of Armageddon.

Sample Builds


I’ll give you a quick overview of the match-up and then will go more into each of their main cards and some of the techs and how they use them, so you can properly play around them and to deal with them.


Blue-Eyes is a deck that can summon big beaters with relative ease. It’s also an anime deck which makes it popular even if it isn’t a great deck, so you can expect to see it, even if less often.

This match-up is a bit in our favor depending on their techs or counter traps can put you in a bad spot as well having a Blue-Eyes Spirit Dragon before you have your setup going or if you are on a defensive position, but besides that you have a lot of tools to deal with them and grind through their resources.

From all of the cards they play the most problematic ones are:

  • Blue-Eyes Spirit Dragon can negate once per turn (during either players’ turn), 1 effect that activates in the GY, so you need to be mindful of that. Also it can be tributed to special summon a Light Dragon Synchro from their extra deck (this counts as synchro summon), this effect means that it can dodge a targeting effect.

  • Azure-Eyes Silver Dragon also summon off Spirit Dragon’s effect (probably the most common one too), this monster can protect all their dragons that they currently control from getting targeted or destroyed by card effects until the next turn, which means it will protect from most of the removals this deck has. Something important to notice, if you summon Black Rose Dragon and they chain Spirit Dragon’s effect to summon Azure, you will wipe their field before Azure-eyes’ effect can trigger. Chaos Dragon Levianeer is a scarier version of BRD for them, since you can really know if Levianeer is coming or not, they will likely summon Azure earlier if you have enough fuel in your GY without knowing if you have Levianeer or not.

  • Blue-Eyes Alternative White Dragon, they have easy access to this monster with the skill Alternative Evolution which turns their Blue-Eyes White Dragon into it (you can’t respond to the skill activation). This monster can destroy one monster you control, but if it uses this effect it cannot attack that turn. This monster can also be recycled with The White Stone of Ancients’s effect, and special summon by revealing a Blue-Eyes White Dragon from their hand. It’s almost impossible to permanently deal with this monster besides if you banish it.

  • Dragon Spirit of White can banish your face-down s/t cards when it’s normal or special summoned (“when”, so if it’s summoned in a Chain Link 2 or higher, it will miss the timing). Also it can dodge targeting effects by tributing itself to special summon a Blue-Eyes White Dragon from their hand. How can it be summoned (to banish 1 S/T card)?

From the effects of: - The White Stone of Ancients in their end phase of the turn it was send from the GY (special summons from the deck); - Sage with Eyes of Blue, by being discarded and sending an effect monster they control to the GY (special summons from the deck); - Silver’s Cry, a quick-play spell that can summon normal dragon monsters from the GY (Dragon Spirit of While is treated as Normal monster while is in the GY); - Cosmo Brain can tribute an effect monster to special summon a normal monster from deck or hand (Spirit of White is also treated as Normal in the hand, but not in the deck).

Other cards they like to play and you should keep an eye on it are (this will depend on their build):

  • Divine Wrath, negating one of your monster effects can be really painful.

  • Raigeki Break, can destroy one of your cards by discarding a card

  • Karma Cut, can be annoying when it hits your tuners or a Thunder Dragon that you already use its effects this turn.

Both of these cards aren’t really a minus if they discard a The White Stone of Ancients, which will summon a Blue-Eyes from their deck during the End Phase.

Their deck has a lot of powerful effects but they aren’t very consistent as often they will have dead Cards of Consonance set to make you think you have some of those mentioned.

They have other Extra Deck options for you to keep in mind:

Duel Links Card: Blue-Eyes%20Twin%20Burst%20Dragon
Duel Links Card: Vermillion%20Dragon%20Mech
Duel Links Card: Hieratic%20Sun%20Dragon%20Overlord%20of%20Heliopolis
Duel Links Card: Number%2046:%20Dragluon

In this match-up you should try to set up your Thunder Dragon’s effects before they summon Blue-Eyes Spirit Dragon, because otherwise it will be really annoying since it will stop your effects in the GY, and cards like Sphere Kuriboh and Artifact Vajra will help more on defense than relying on Thunder Dragonroar’s effect (since it can be negated by Spirit Dragon).

A few other things to consider in this match-up:

  • Attacking into a face-down defense monster, which could be a The White Stone of Ancients, can be a problem, but also not attacking while is a bluff can also be bad, so you need weigh if it’s worth or if you have a way to deal with what will come next.

  • Some builds use Maiden with Eyes of Blue. If they try to trigger her effect by targeting her with a card effect while they have room on the field, you can chain any effect to the targeting to stop them from activating Maiden’s effect since it has to be chained directly to the targeting effect. (E. g. you can use Thunder Dragondark’s effect to chain block her effect).

Other cards that can help in this match-up:

  • Chaos Dragon Levianner its really great in this match-up, if you summon it will be too late for them to tag out Blue-Eyes Spirit Dragon into Azure-Eyes Silver Dragon, as Azure needs to resolve to be able to get the protection from destruction, and you will be able to destroy it, remember that Azure will still activate in the GY, giving the protection to other Dragons on their field.

  • Similar to Levianner Black Rose Dragon would do the same, with the difference that they know a level 7 Synchro is coming (unless you use a skill modulation) while Levianner they have to guess.

  • Thunder Dragonmatrix, this card will be decent, to make Thunder Dragonduo bigger than their monsters also helping a bit with damage.

  • That Tie that Binds will have a similar effect as matrix does without being able to use on opponent’s turn.

  • Cosmic Cyclone or other backrow removal, to get rid of their traps can be pretty good, as well they can always be siding Necrovalley.

  • Forbidden Lance will make sure to protect your tuner and let your plays come through without having to shotgun a CC into possible fake sets.

  • Abyss Dweller and Steelswarm Roach are good options for turn 1 as they will stop Stones from activating in the GY or stopping Alternative and the Synchros to be Summoned respectively.

Other techs and side cards for this match-up:

Duel Links Card: D.D.%20Crow
Duel Links Card: Ally%20of%20Justice%20Cycle%20Reader
Duel Links Card: Skull%20Meister
Duel Links Card: Leeching%20the%20Light
Duel Links Card: Light-Imprisoning%20Mirror

Cyber Dragon

A really explosive deck. Their last support can easily clear a board and follow-up with a monster that can attack 3 times.

This match-up can pretty much be solved by 1 Sphere Kuriboh, after they try to go for lethal with Chimeratech Rampage Dragon. There are other ways to beat them. Try to use your floating to block their attacks and to fill your board to make it hard for them to get to your LP.

The deck works around Cyber Dragon Core, it’s their searcher which gives them consistency and makes the deck work (you can tell by its name).

The most common targets for Core are:

  • Cybernetic Overflow can banish “Cyber Dragon” from the hand, GY or face-up on the field, with different levels to destroy the same amount of cards on the field. Most of their monsters count as “Cyber Dragon” on the field and GY. This effect doesn’t target, so you can’t see what they will destroy, you must respond when they activate (if you can).

  • Cyberload Fusion can return Cyber Dragon monsters that are in the ir GY, banished and/or face-up on the field to summon powerful fusion monsters from their extra deck. Only the monster summoned from this card can attack the turn this card is activated.

Their main Fusions are:

  • Cyber End Dragon, has 4000 ATK and does piercing damage. Not a big problem as long as you can stop his attack if they have lethal. Also it’s a bit hard to summon since it requires 3 “Cyber Dragon”, none of the Cyber Dragon monsters count as “Cyber Dragon” while banished, so can only be summoned with field and GY (with Cyberload).

  • Cyber Twin Dragon, a small version of Cyber End, but easier to bring out, with less ATK and without the piercing, but can attack twice. Not a threat at all.

  • Chimeratech Rampage Dragon, when summoned will destroy S/T its opponent controls up to the number of materials used to its summoning. Easier to summon since it requires “Cyber Dragon” monsters which are all of their monsters. It’s normally summoned as follow-up from Cybernetic Overflow, using the banished monsters. Also this monster can attack up to 3 times, by sending “Cyber Dragon” monsters from their deck to the GY. This effect also allows for a follow-up Cybernetic Overflow or another Fusion.

  • They don’t play many techs besides Cosmic Cyclone which helps trigger their skill Cyber Style, Cybenetic Fusion Support (can also be searched).

  • Fusion Gate, this card lets them fuse multiple times, giving them a lot more attacks and options to OTK you. If they happen to leave it on the field, you can also summon Trishula, the Dragon of the Icy Imprisonment which could be an option in case you don’t have a starter.

Going 2nd into a Cybernetic Overflow board can be tricky and might not be worth committing to the field if you know they can get rid of your monsters while not being able to keep a roar on the field for their next turn. If playing into this board you should try to summon as many as possible.

In this match-up you should be patient and avoid doing damage as it would help trigger their skill which can be deadly. As soon as they do a push, it becomes easier to beat them if they don’t have a follow-up (most of the cases).

Best cards in this match-up:

  • Sphere Kuriboh, probably the best tech in this match-up, since it’s a hand trap and it can stop their monsters with multiple attacks. Also by being a hand trap, gives the impression of a possible OTK, when is actually far of, and their over commitment can help a lot to beat them.

  • Roar floating into hawk can stop Rampage from attacking, since hawk have more DEF than Rampage’s ATK.

  • Phonton Strike Bounzer can negate Cyber Dragon Core or Chimeratech Rampage Dragon effect to send Cyber Dragon monsters from the deck to the GY which will prevent OTK from a Fusion Gate opening.

  • Forbidden Lance can help playing into Cybernetic Overflow while also possible stopping a Fusion Summon if they don’t have materials other than the one you targeted.

Good side cards and techs:

Duel Links Card: Chaos%20Hunter
Duel Links Card: Trifortressops
Duel Links Card: Forbidden%20Chalice

Fire Kings

Fire Kings is a deck that has a lot of floating and a monster negate in form of Fire King Avatar Arvata. This match-up can be difficult if you don’t have the right tools to deal with their disruptions or if they disrupt your opening play.

  • Fire King Avatar Arvata can only negate the last monster effect in the chain, e. g. if you summon Levianeer banishing a Thunder Dragon monster, you can activate the TD effect to chain block Levianeer effect. Also this effect is only once per turn so not difficult to play around, as long your opening play isn’t Aloof Lupine banishing Hawk/Duo, you should be fine.

  • Fire King High Avatar Garunix can be annoying as it can summon itself during both players Standby Phases destroying all other monsters on the field. You should try to stop and/or play through it because it’s very difficult to win after they get 2 looping each other.

  • Fire King Island has a mandatory effect, that if it leaves the field, it will destroy all monsters they control, meaning that it will always be Chain Link one, so if you destroy it along with any floater the floating effects will resolve 1st and then Fire King Island will resolve afterwards. Meaning Black Rose Dragon and Chaos Dragon Levianner or Adreus, Keeper of Armageddon or Diamond Dire Wolf and a chained Cosmic Cyclone or Mystical Space Typhoon to Island will have the same effect to double wipe their board.

Both of these 2 S/T can also be used to stop Fire Formation - Tenki from adding Arvata from the deck to the hand.

The hand traps is basically what makes this match-up difficult, as you can get punished by going for a big push without a follow-up.

Often this match-up can go to a grind game, so it’s good to have that mindset since the early game, so you don’t waste resources doing unnecessary pushes.

Some good cards in this match-up:

Other side Options:

Duel Links Card: D.D.%20Crow
Duel Links Card: Skull%20Meister
Duel Links Card: The%20Transmigration%20Prophecy
Duel Links Card: Debunk


This match-up is a bit in our favor. The game plan here is to avoid leaving monsters on board that you don’t want back to your hand as Harpies’ boss monster can bounce them. Their defense is quite fragile so Levianeer is very terrifying, you just need to get there, which isn’t difficult as long you get a hand that’s able to play.

All Harpies are “Harpie Lady” while on the field or in the GY, meaning all of them will trigger Harpie’s Hunting Ground when they are summoned, so non chainable backrow or continuous cards won’t have good value in this match-up.

  • Cyber Slash Harpie Lady can be easily summoned since it can be synchro’ed using a “Harpie” monster as a tuner and it’s usually their main opening play. When a S/T card or effect is activated Cyber Slash can be chained directly to that S/T card to target a monster on the field and return it to the hand on resolution. If they activate a S/T you are able to respond with a hand trap to block that chain, so quick-effect hand traps are quite useful in this match-up. Defensive hand traps can work as well as returning roar, Aloof, Levianeer or Duo to the hand will maintain your resources, it’s a matter if you can survive or not. Thunder Dragons’ Hundred Thunders is a good defensive card as a roar summoned from it will still float into another Thunder Dragon from deck when it leaves the field.

Besides the boss being a synchro the rest of the extra deck is all rank4s as they can easily summon multiple level 4s. The most common ones:

Duel Links Card: Abyss%20Dweller
Duel Links Card: Number%20C39:%20Utopia%20Ray
Duel Links Card: Steelswarm%20Roach
Duel Links Card: Number%2070:%20Malevolent%20Sin
Duel Links Card: Diamond%20Dire%20Wolf

Good cards in this match-up:


Very sacky gameplay here. This match-up is pretty much decided by which deck can sack the other 1st, they have decent recovery cards, while we have better grind game so if it comes to a grind game we should be in a better spot as long the early game didn’t put us too far behind.

Onomat deck is all revolved around the skill Onomatoplay, which gives them a huge consistency and the ability to search cards for a follow-up play. (And yes, it would be nice to have a skill like that for Thunder Dragons).

Against our deck they turn 1 will usually be around summoning Gagaga Sister and search Gagagabolt for next turn or Gagagawinds to have another way to get a monster on board, or sometimes they just use Sister’s effect to thin the deck before using Dodododraw and also just shuffling the added card to add Zubababancho Gagagacoat with the skill. Then they use Sister 2nd effect to change her and another lv4 into lv6s to make Photon Strike Bounzer. Sometimes they will also be able to summon Steelswarm Roach to restrict even more our options.

Playing into Bounzer.

  • If you have Chaos Dragon Levianeer and a Thunder Dragon to use to chain block Bounzer (as Bounzer has to be chained to the monster on the field that activated its effect), makes it very easy to clear their board that way and to OTK them. In other hand if they also have Roach, you won’t be able to this, and you will have to either bait the Bounzer negate, which is difficult as they don’t have many reasons to negate something that isn’t threatening their setup. So vs this board its best to no try to clear it as they will have less options to OTK you as their field is clogged.

  • Aloof Lupine is great vs their setup (as long your banish roar or dark from hand as the cost), negating Lupine with Bounzer will be risky as we have very high chances to not need that 2nd banish.

    • If they don’t negate we can summon enough to beat over it most of the times without relying on removing the Bounzer. If they also have Roach the best idea is to not do anything about it and leave those there as they won’t be able to OTK an Aloof + roar field unless they have a tech and bolt.

    • If they negate Lupine, it will depend on what you banished as cost and what other cards you have in hand: if you banished roar, and have hawk and duo in hand, you can make Constellar Ptolemy M7 (detach a dark monster) to bounce the Roach and summon with hawk the banished roar putting exactly 1 L&D in grave to summon duo to lethal over Bounzer, without Roach is the same case but you won’t need duo to OTK; if you banished dark, you will rely more on other cards in your hand, ideally you have roar or the trap in hand so you can search the missing one while have a safe setup for their next turn. Gold Sarcophagus or Charge of the Light Brigade will give you more options to actually win this turn.

Going 1st. You should try to summon as many monsters as possible. Roar its usually the target of Constellar Ptolemy M7 so having other monsters that have more attack then M7 will make more difficult for them to OTK, this is more of a last resort.

This cards are good tech in this match-up going 1st or 2nd but not being bad in the other:

  • D.D. Crow used on a card they target in their GY to make their board weaker as it will stop the Steelswarm Roach after the Bounzer summon.

  • Trifortressops basically walls their deck, and it’s hard to read that you have while you also have Thunder Dragondark in your hand. They need a very specific hand to beat over the 2800 DEF of Trifortressops and have lethal afterwards.

  • Book of Moon flipping down one of their threats will make it easier to play through their board. And while going 1st it could be pretty decent extra disruption by flipping down a lv6 after Sister effect so they will likely get stuck with one of those or just flipping down on of their Xyzs. This will work better on game 2 and 3 as they are likely going to side out backrow removal.

  • Thunder Dragons’ Hundred Thunders is good defensively searchable card. It makes difficult to play around roar’s floating effect if summoned from the trap as M7 effect won’t be effective as roar will get banished when leaves the field, so you will get the float. This card will also help in the grind game if it comes to that.

Other side options:

Duel Links Card: Damage%20Diet

Ritual Beasts

With a ways to spam the field and a fairly consistent Photon Strike Bounzer turn 1 this match-up is in your favor most of the time, unless they open their best combo and a tech and OTK you.

In depth knowledge about their monsters so you can understand what their setup means.

Ritual Beast is an archetype that can be really confusing to understand at 1st glance but it really isn’t. All their monsters are “Ritual Beast Tamer” or “Spiritual Beast” with the exception Spiritual Beast Tamer Winda which count as both. The tamers are human-like psychic type monsters and the beasts are animal-like monsters.

Their Fusions are “Ritual Beast” and requires one “Ritual Beast Tamer” and 1 “Spiritual Beast” monster to contact fuse, meaning they will banish both to special summon the fusion monster. The main way to summon a fusion is with Ritual Beast Tamer Elder, which allows them to do an extra normal summon (cannot be negated, flipping it face-down won’t stop that effect) or if Winda is destroyed they can special summon any Ritual Beast monster from their deck/extra deck.

The main plays and things you should know about them.

  • Each of their main deck monsters can only be special summoned once per turn (unless summoned at the same time).

  • Their fusions can “tag out” (return to the extra deck and special 1 Ritual Beast Tamer and 1 Spiritual Beast that are banished) at any time as long as they have banished valid targets (Quick Effect). So anything that targets them, they can chain to the effect, and since returning to the extra deck is a cost you won’t be able to chain another effect to it.

  • Their only way to disrupt is with Spiritual Beast Pettlephin by banishing a ritual beast card from their hand. This could really hurt because it will send your monsters to your hand and you won’t get any effect of the Thunder Dragons (unless the monster was summoned by Thunder Dragons’ Hundred Thunders, in that case they will be banished instead of going to your hand). You should try to always have 3 monsters on the field or 2 and Hundred Thunders set or a hand trap to stop an attack, to avoid getting OTK’ed.

  • Their Spiritual Beasts have different effects. Besides Pettlephin, they have Spiritual Beast Cannahawk as the one you should know, it can banish a Ritual Beast card from their deck and then add in their 2nd standby phase after the activation (Gold Sarcophagus’s effect for their archetype). His effect is basically setting up for what they will summon of a “tag out” play.

  • Their fusions besides the “tag out” mechanic have also another effect:

  1. Ritual Beast Ulti-Apelio has 2600 ATK and when it attacks is unaffected by other card effects (including your opponent’s cards, ATK boosts for example). Immune to most hand traps, so you should try to use them on the other monsters.

  2. Ritual Beast Ulti-Cannahawk is the monster that gives them card advantage, it can return 2 banished Ritual Beast cards to GY to add a Ritual Beast card from their deck to the hand. This effect can be chained with his “tag out” effect special summoning one of the monsters that was going to the GY along with a different one. Their monsters don’t have much use in the GY.

  3. Ritual Beast Ulti-Pettlephin has 2800 DEF and can’t be destroyed by card effects.

  • Their S/Ts would should know are:
  1. Ritual Beast Return, special summons a Ritual Beast monster from GY or banished, by banishing a Ritual Beast monster from their hand (Quick-Play Spell).

  2. Ritual Beast’s Bond, banishes 2 Ritual Beast their control to special summon a Ritual Beast from their extra deck (Quick-Play spell). Being a QP spell makes it so, if you try to disrupt them, they can chain it, which will be basically a way to summon a contact fusion during a chain. Also gives them an extra attack which is usually the Ulti-Apelio, and that’s why you should use most of the hand traps on their 1st attacks, the ones you know you can stop.

  3. Ritual Beast Ambush, special summon 1 “Spiritual Beast” and 1 “Ritual Beast Tamer” in defense position from GY or that is banished (Trap). It’s more of a recovering card or can also be used to stop 1 or more attacks (Winda floating).

In this match-up your goal is to try to clear their field if possible to make it hard for them to recover. Avoid destroying Winda if you can’t deal with the monster that will be special summoned off her effect. Summoning 3 monsters with more than 2600 attack/defense makes really difficult for them to OTK you.

Remember that they don’t have always to get their RBs cards back in the deck/hand so dolphin effect end up drying out their resources as the duel progresses.

The best cards in this match-up are:

  • Photon Strike Bounzer can negate the fusions when they tag out while also being 2700 means they can’t get rid of it by battle and they will rely on a tech to deal with it.

  • Most of our ways to deal with their monsters are in the extra, but summoning 3 monsters bigger than 2600 attack means they can’t really beat you, as they will rely on removal.

Cards to flip them down won’t be effective since it won’t stop the contact fusion or the “tag out” play. Also battle traps or cards like Sphere Kuriboh won’t do much since their main attacking monster is unaffected by those. If they have Bond in hand you need to use Sphere Kuriboh in the monsters you know it works.

  • The Tie that Binds can be really useful allowing you to beat over their Fusion monsters.

Good side options:

Territory of the Sharks Deck

This deck is build all around the skill Territory of the Sharks. The goal of the deck is to summon Abyss Dweller with Atlantean Heavy Infantry attached to it, so as a quick-effect, Dweller can detach the Infantry which will trigger it to pop a face-up card you control. On top of that disruption, they have around 9 tech slots for powerful cards like Treacherous Trap Hole and Book of Moon, and also powerful side cards like Necrovalley and Shadow-Imprisoning Mirror. All of this factors makes this match-up very difficult.

  • Deep Sea Diva is a 1 card into Abyss Dweller with either Atlantean Heavy Infantry or Atlantean Marksman. Besides Diva opening Infantry lets them normal summon 1 Sea Serpent in addition of their normal summon (continuous effect), as well they can special summon Silent Angler from the hand. These makes a loaded Dweller very consistently as their turn 1 opening.

  • Abyss Dweller, besides the quick-effect to trigger the Atlanteans, will also stop our floating affects as they hit the GY, making our defensively strategy really pointless.

Besides Dweller, they have other tools to deal with your board:

  • Brionac, Dragon of the Ice Barrier is really good vs our deck as it can bounce our roar while also triggering the Atlanteans discarded as cost to help out clear our board.

  • Number 37: Hope Woven Dragon Spider Shark besides also triggering the Atlanteans if any attack is declared, also will be able to deal a lot of damage over your board. Its floating effect isn’t a big issue as we have different sorts of removal for it.

Their most common techs:

Duel Links Card: Book%20of%20Moon
Duel Links Card: Forbidden%20Lance
Duel Links Card: Treacherous%20Trap%20Hole
Duel Links Card: Fiendish%20Chain

Good cards in this match-up:

  • Chaos Dragon Levianeer can clear their board very easily opening up a path for lethal, whoever, they seem to glue Necrovalley and Shadow-Imprisoning Mirror for games 2 and 3 (even though they usually play only one copy of those), for those games Levianeer will probably be a dead weight as you probably need to out those cards with other side deck cards as well have a good setup for to be able to summon it. So its value for games 2 and 3 will be way lower, meaning it’s wise to side some copies of it out of your deck, starting with The Melody of Awakening Dragon.

  • Abyss Dweller counter their Dweller (fighting Water with Water), as Dweller have the Quick-Effect, means at any point they detach an Atlantean, you can Chain your Dweller to prevent the Atlantean to trigger in the GY in a new Chain as the current chain resolves.

  • Assault Blackwing - Onimaru the Divine Thunder and Tiras, Keeper of Genesis have similar roles in this match-up, both will require them to summon Hope Woven, to deal with them by battle, summon Brionac to bounce them or to flip them down with Book of Moon.

  • Strike Photon Bounzer can negate Diva effect to stop the loaded Dweller from coming out, as after is out they can still detach as cost making the Bounzer’s negate pointless (it will still stop the GY stun effect, letting you still get floating effects).

  • Back removal is really good in this match-up to get rid of their techs that will disrupt your plays while you will be able to just swarm the board to OTK them. So siding them in over Levianeers and other techs is really good. Mystical Space Typhoon and Cosmic Cyclone are the best ones.

  • D.D. Crow chained to detach or discards of Atlanteans will stop them from activating in the next chain. Skull Meister can be used after they trigger in the GY as long it doesn’t get chain blocked by another effect (it’s very unlikely to happen).

  • Thunder Dragons’ Hundred Thunders can be a decent defense vs them as the floating effects will trigger in the Banish pile. This card won’t be as good on games 2 and 3.

Other good decks for slower builds:

Duel Links Card: Fiendish%20Chain
Duel Links Card: DNA%20Transplant
Duel Links Card: Thunder%20Dragon%20Discharge

Some less popular decks


Blackwings is a deck that has a really heavy push that’s very difficult to hold, they can OTK you quite easily.

As long as you survive their 1st push you should be able to be in a good position for you to win the duel.

The deck works around Black Whirlwind and Blackwing - Simoon the Poison Wind, Simoon can place Whirlwind from the deck in their S/T zone. When a Blackwing monster is normal summoned they can add a Blackwing with less ATK from their deck to the hand. Simoon’s effect counts as an extra normal summon so they can add 2 cards of 1 Simoon.

They can easily synchro summon since quite a few of the Blackwing monsters can be special summoned from the hand while they control a Blackwing with a different name.

Their Synchro monsters are:

  • Blackwing Tamer - Obsidian Hawk Joe, once per turn can special summon 1 level 5 or higher winged beast from their GY. During either player’s turn when it gets target for an attack or by a card effect, it can choose another valid target instead (once per turn). This effect makes it so, you have to deal with him first.

  • Assault Blackwing - Chidori the Rain Sprinkling, this monster gets its attack boosted by the number of Blackwings in its GY times 300. When it is destroyed can special a Winged Beast synchro (other than Chidori). It can miss the timing, but only relevant if they have another Winged Beast synchro in the GY.

  • Assault Blackwing - Raikiri the Rain Shower, this monster can destroy cards you control up to the number of Blackwings they control (except Raikiri). This monster is what makes it hard to survive a turn, since it can destroy 2 cards, then can be used as synchro material, and then revived with Blackwing Tamer - Obsidian Hawk Joe to destroy 1-2 more cards.

  • Assault Blackwing - Onimaru the Divine Thunder, it cannot be destroyed by card effects. If summoned using only synchro monsters it gains 3000 ATK during the damage step only.

Other cards they play:

  • Blackwing - Gale the Whirlwind, can permanently halve the ATK of your monsters.

  • Blackwing - Oroshi the Squall, can change the battle position of one of your monsters to give them lethal.

  • Cosmic Cyclone and Forbidden Lance, fits well their deck because their strategy can be easily disrupted by backrow. The goal to this match-up is basically survive their push and hit back as hard as you can, so they don’t really have a good follow-up. All of this can be really hard with all the cards I’ve listed before.

  • Book of Moon can be an annoying card to disrupt your plays not only if you are going 2nd or if they use to flip something like Photon Strike Bounzer.

Good cards in this match-up:

  1. Going first:
  • Sphere Kuriboh, a hand trap that can really help you to survive. But to survive their best hand you probably need 2 of these.

  • Artifact Vajra, can help surviving the same way as Sphere with the difference that it can block an attack of one of their smaller monster in case they attack with them 1st (since Vajra has 1900 DEF).

  • Trifortressops, it’s unaffected by other card effects, so they can’t do much about it besides attacking into it, it should let you survive in most case scenarios.


Aleister the Invoker, the parasite. Basically 1 card fusion that is recyclable and it’s quite accessible with Draw Sence: DARK or Sorcery Conduit. It gives decks a great a win condition with Invoked Purgatrio. Most variants basically have only Purgatrio as their wincon while focusing the rest of the deck with stall and disruption cards.

In this match-up you need patience and you should be mindful of your resources, as it’s the key to beat any stall deck. If you overcommit you will likely get punished for it. A clogged field will make difficult for your following turns, as well it will be a liability as Purgatrio might come in and swing over your monster for lethal damage.

Their biggest weakness is their Invocation, as if you manage to stop it you eliminate their win condition and the game will be easier, as you won’t have to worry about Purgatrio.

The rest of an “Invoked Deck” could be anything, different engines or a different win condition, and those can variate a lot while also being hard to play around the unknown, so it’s very important to be at least prepared to Invoked match-up when it comes to Tournaments by at least having ways to deal with Purgatrio or to stop the Invocation in your main or side deck.

Cards to help dealing with Invocation:

  • Forbidden Lance chained to Invocation targeting Aleister will stop them from using that Aleister as material, even if they have another in hand, they won’t have a banished Aleister to recycle the Invocation. It’s not the best out as it won’t work if they don’t have a way to remove the Aleister from the field, like with Ballista Squad. Forbidden Lance still a good card to help vs the backrow in this match-up.

  • Cosmic Cyclone a better way to deal with Invocation as they have less ways from stopping it.

  • Artifact Lancea it’s a better out as you don’t have to set it like the other 2 mentioned as it could be destroyed with Ballista Squad before they try to activate Invocation. Not only that but this is a Light monster which you will have an easier time recycling with Thunder Dragonduo’s effect since you have ways of banishing without having to destroy a monster by battle which can be difficult in this match-up.

Other good side options:

Duel Links Card: D.D.%20Crow
Duel Links Card: Non-Fusion%20Area
Duel Links Card: De-Fusion
Duel Links Card: Xing%20Zhen%20Hu
Duel Links Card: Debunk

Invoked can be added any deck as an additional win condition. Keep in mind when summoning Synchros or the cards you are giving them access to it, as they can summon Purgatrio by banishing something from your GY, e. g. Jet Synchron or Black Rose Dragon.

Noble Knights

This match-up it’s in on favor as if we go 1st with a Photon Striker Bounzer or Number 25: Force Focus setup they will have a hard time, and while going 2nd we don’t have much trouble playing through 1 monster pop.

Noble Knights’ strategy consists in using their archetype equip spells (Noble Arms) to get effects and help control the game.

All “Noble Arm” equip spells have the effect of when destroyed being equipped from the GY if they are destroyed, which means either by card effect or if their monsters leaves the field by battle or card effect or if they are used as material for a Xyz summon. Also they can only control 1 “Noble Arm” of each name.

From all the “Noble Arm” cards the ones that matter the most are:

  • Noble Arm of Destiny, can protect the monster equipped by destruction once and this effect is reset after re-equipped, even if equipped to the monster that was already protected once.

  • Noble Arm - Gallatin, boosts the equipped monster attack by 1000.

These ones are the ones that you should be aware of as they can equip them from the deck with Glory of the Noble Knights. It can also equip any other equip spell.

Merlin gives them access to all their “Noble Knight” monsters. While in the GY it can be banished (as cost) to perform a Synchro (not relevant atm) or Xyz summon during either players’ turn using monsters they control.

The Xyz monsters:

  • Sacred Noble Knight of King Artorigus is their main monster removal which they can bring out turn 1 consistently. It can also float into a lv4 or higher NK monster in their GY if sent from the field to the GY, so the best way to avoid this is using PSY-Framelord Zeta, Brionac, Dragon of the Ice Barrier or Samurai Destroyer. This last will stop the floating from the equips so you can also attack with him 1st into another monster then use a removal into King Artorigus.

  • Artorigus, King of the Noble Knights is their S/T removal. By detaching 1 material can destroy any number of S/T on the field up to the “Noble Arm” cards equipped to it. This effect doesn’t target.

  • Sacred Noble Knight of King Custennin is their best removal, as it can return any card to hand (per material detached). This makes all our floating effect useless. On top of that it also floats into a Xyz while attaching to that monster, if it was destroyed by battle or card effect.

Until Noble Arms are Needed Once Again has 2 effects: 1 on the field and 1 while in the GY. The effect on the field isn’t important, but the one in the GY is what you should always pay attention to. It’s a quick-effect, so if you activate any effect that would result on one of the “Noble Arm” equips be destroyed, either by removing their monster from the field or by destroying the equip, they can chain the trap to summon a Noble Knight from the deck (has to have a different name than the ones on their field and GY), the target of choice is usually Noble Knight Drystan, so the equip will be equipped to Drystran (if they choose so), Drystan will destroy a card on the field (mandatory effect). They can also just use it to block attacks.

Best cards in this match-up:

  • Chaos Dragon Levianeer is really good in this match-up.

    • When you summon Levianeer, you should prioritize the set cards as getting rid of something like Karma Cut will make you next plays a lot easier.
    • While there is a Until Noble Arms are Needed Once Again in their GY, you can chain something like D.D. Crow to Levianeer’s effect so they will chain the trap and you get to destroy the monster while resolving Levianeer’s effect.
    • Should you destroy the monster or the equips after the set cards? If 1 equip is Noble Arm of Destiny popping the monster is good if you don’t plan of dealing with in the Main Phase, as you only have to destroy with 1 attack, which can force the them to summon with the trap, that way they would have to float the equips to, but you will be able to re declare the attack. In case the Xyz monster has only 1 equip, it’s good to destroy it, so you get the float out of the way (or if its 2 equips and no sets) and you can use something like Constellar Ptolemy M7 to bounce the Xyz without having to worry about the equips being equip into Noble Knight Drystan summoned from deck with the trap.
  • PSY-Framelord Zeta has a lot of play in this match-up, as if they have attack position monsters, you can remove them while destroying the equips and making so they don’t have something valuable to destroy on our board with Drystan. This also opens the path of a Brionac, Dragon of the Ice Barrier play for game.

  • Shiranui Squiresaga has an interesting play in this match-up, by banishing a Fire Synchro monster to activate her effect (including itself), you can destroy an equip spell and then a monster, which means you can destroy the monster before it gets to re-equip and also go through the protection of Noble Arms of Destiny.

  • Cosmic Cyclone is great to get rid of their equips.

  • Abyss Dweller can be a good option going 2nd to prevent all their floating and the trap which they will likely chain to Dweller’s effect.

Going 1st is really great when you can set up one of these:

  • Photon Strike Bounzer can negate the effect of their Normal Summons, so if they open Merlin they are in a lot of trouble.

  • Number 25: Force Focus can only negate Noble Knight Medraut and Noble Knight Borz as they become LV5 while equipped with an equip spell and negating those monsters will stop their plays and make easier to win during your next turn.

  • Karma Cut can be really good. If you banish their normal summon, there’s a high chance you’ll win the game on your turn.

Other good side options:

Duel Links Card: D.D.%20Crow
Duel Links Card: Caius%20the%20Shadow%20Monarch
Duel Links Card: Skull%20Meister
Duel Links Card: Zombie%20World
Duel Links Card: Leeching%20the%20Light

D.D. Crow vs Skull Meister:

  • Both can be used on Until Noble Arms are Needed Once Again but if not during the turn it was sent to the GY, they can chain the effect to D.D. Crow effect, which makes Meister a bit better if you draw into it.

  • Skull Meister does deal permanently with the trap since it banishes itself for cost, while it doesn’t deal permanently with the equip spells or Gwenhwyfar, Queen of Noble Arms like D.D. Crow does. Although this aren’t really the reason you are siding or main decking those cards, you should keep this details in mind.


This is a decent favorable match-up. But there are complications.

The small Triamid monsters have the following effect: “Once per turn, during your opponent’s turn: You can target 1 “Triamid” Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 “Triamid” Field Spell Card from your Deck with a different name (this is a Quick Effect).” So when they use that effect, they will get a different Field Spell from the deck and will also trigger the effect of the Field Spell sent to the GY.

It’s important to know all the effects of the field spell so you know how to play around them.

  • Triamid Cruiser when sent from the field to the GY, adds 1 “Triamid” monster from the deck to the hand.

  • Triamid Kingolem when sent from the field to the GY, can special summon a “Triamid” monster from the hand. The continuous effect on the field makes so if a “Triamid” battles, the opponent can’t activate cards or effects until the end of the Damage Step, meaning we lose all the trigger effects from roar and dark, we can’t use cards like Sphere Kuriboh and we can’t use other battle oriented effects.

  • Triamid Fortress when sent from the field to the GY, can add a “Triamid” monster from the GY to the hand. The continuous effect on the field makes all “Triamid” monster immune to card destruction.

If they have 2 monsters they can trigger 2 Field Spells which can be tricky as they will have quite a few options.

  • Triamid Sphinx is their boss monster, it gains 500 ATK and DEF while they control another “Triamid” card. You can’t attack other “Triamid” monsters besides Sphinx. It can be Special Summoned by its own effect and with the effects of Kingolem and Triamid Pulse, the latter isn’t very likely to happen.

The backrow is their win condition in this match-up to stop our plays and then with Kingolem up destroy our monsters by battle trying to get to our Life Points.

Good cards in this match-up:

  • Chaos Dragon Levianeer and Hieratic Sun Dragon Overlord of Heliopolis with non-targeting destruction are really good in this match-up as they have to use their effects to play Triamid Fortress from the deck to protect the monster from destruction which will absorb the destruction from Levi and Helio. Without a field Spell on board is easier to clear their board.

  • Constellar Ptolemy M7 is a good way to deal with the remaining monsters on board to prevent Sphinx from being summoned or to bounce the Sphinx to help with lethal.

  • Backrow removal cards like Mystical Space Typhoon and Cosmic Cyclone are better to save to use in their End Phase when you don’t have that many tools to push for game.

  • Most defensive handtraps can’t be activated while Kingolem is up, so those are usually the choice to side out. Or if you brick and have something like Sphere Kuriboh is better to just set it.

Other side options:

Duel Links Card: D.D.%20Crow


Witchcrafters is a control oriented deck like ours with the difference of having a wall monster that can stop your opponent’s plays (we don’t have ours yet haha). Their way of getting advantage is by adding back their non-used spells during their End Phase if they control a Witchcrafter monster. The longer the duel gets, the amount of spells they have will increase, making it hard to overcome them, while also giving them the chance to OTK by attacking with a Spellcaster and boosting its attack by revealing different spells. They also have other win conditions with access to the Extra Deck with monsters that we are very familiar with, Samurai Destroyer and Brionac, Dragon of the Icy Barrier are the most problematic ones.

  • Witchcrafter Madame Verre, the annoying wall, having 2800 DEF and the ability to boost any Spellcaster ATK and DEF can make it already hard to beat over it. If the that wasn’t enough, it can also negate all monster’s effects on your field by discarding 1 Spell (as a Quick-Effect) which makes so you will need 2 ways to get rid of it in the same turn or use a S/T card instead.

All of the lv 4 and below Witchcrafters share the quick-effect of being able to tribute themselves of, discard any spell, and special summon any Witchcrafter from the main deck, this allows them to have easy access to Verre while also being able to dodge a targeting effect, so don’t waste resources on them. Besides the monsters, their 2 other WC Spells can also summon WC monsters, Witchcrafter Unveiling and Witchcrafter Holiday.

Another thing you need to keep an eye on is if they have Witchcrafter Masterpiece in their GY, since it can special summon during your turn a WC monster to block one of your attacks, so be careful to not overcommit.

Using Traps to help in this match-up aren’t a great idea since they usually have S/T removal.

  • Photon Strike Bounzer can negate all their monster, which stops them from summoning Verre, or will make sure your other monster will have its effects resolve as you can negate Verre when it tries to negate your monsters.

  • If this deck gets popular a great tech like Psychic Wheeleder might be a card you should consider since it’s enough to deal with 1 Verre on its own.

Good side cards for this match-up

Duel Links Card: D.D.%20Crow
Duel Links Card: Last%20Day%20of%20Witch
Duel Links Card: Forbidden%20Chalice
Duel Links Card: Super%20Rush%20Headlong
Duel Links Card: Special%20Hurricane
Duel Links Card: Zombie%20World
Duel Links Card: Amano-Iwato

How to use D.D. Crow effectively? The best way is to use on Witchcrafter Masterpiece, the problem is they can chain it to D.D. Crow (unless it was sent to GY this turn), so after Verre doesn’t have a negate and you summon Black Rose Dragon or Chaos Dragon Levianeer, you can chain D.D. Crow to those effects, making it so if they summon anything you will get to destroy before they are able to activate anything, and even if they don’t they still lose the Masterpiece which is what you wanted to deal with.

Ancient Gears (I don’t have enough data to update this m.u.)

Hard match-up, if they get Ancient Gear Reactor Dragon out you will have most likely only your turn to deal with it, in case you don’t get OTKed. Against AGs you should try to stop them from summoning Reactor. Not many cards to make Geartown miss the timing, besides Thunder Dragon Discharge, not many people know but Discharge can be activated if you normal or special summon a Thunder Dragon, so you can use Thunder Dragons’ Hundred Thunders to summon on your opponent’s turn, and will ask you if you want to activate Discharge if you have another effect to activate (like Thunder Dragondark in hand) you can use Dark’s effect then chain Discharge as Chain Link 2, this way you will make Geartown to miss the timing (keep in mind that this won’t work if they are trying to destroy Geartown, this has to be done outside of a Chain).

If for some reason they have a Geartown on the field and it’s your turn, you can destroy it in chain Link 2, by using a Thunder Dragon monster as synchro material of Black Rose Dragon, you can activate the effect of that Thunder Dragon (one that you didn’t use one of its effects this turn) which will be chain link 1 and Black Rose will be Chain Link 2, making their Geartown miss the timing.

Desperado (not updated after the nerfs as I don’t have enough data yet)

This match-up is favorable, as our extra deck has non-destruction removal which is their main way of summoning Desperado Barrel Dragon, also most of our ways of dealing with their board are during the Main Phase, so Desperado isn’t effective vs us.

Their main tech is Karma Cut, which can be annoying if it hits the tuners. So it’s important to build a push so you can normal summon your tuner safely. Building the push isn’t difficult since they aren’t a fast deck neither have too many removal.

What can make this match-up difficult is if they activate multiple Cup of Aces which is their Pot of Greed and/or if you don’t draw into your power plays.

Their strategy is to use the skill Master of Destiny to give them advantage with the 3 guaranteed coins to abuse powerful effects, like I mentioned before a draw 2 card, a guaranteed negate, multiple destructions and a few others.

  • Desperado Barrel Dragon is their main win condition. Besides avoiding destroying their Dark Machine monsters you should avoid using your battle phase while there’s any Machine monster on the field, this includes yours as well as it lets them summon Desperado with Super Buddy Team Force Unite! from their hand or GY and they can get rid of your monsters with its effect during our Battle Phase.

  • Besides with Super Buddy they also can summon Desperado with BM-4 Blast Spider’s effect as long as you have a face-up card. Spider also can do some effect damage when any of their Dark Machine monsters destroys your monsters either by battle or card effect.

  • Ms. Judge probably one of the most annoying cards to deal with. If they have the guaranteed coins you will need to activate a less important effect, since Ms. Judge only negates once per turn and it is a mandatory effect, which they don’t have control of.

  • Head Judging, this card it’s quite funny, you are the one that tosses this coin, so their guaranteed coins don’t matter and it’s literally a 50-50. This card has quite a few weaknesses, it’s a continuous trap, therefore it has to stay on the field to resolve, also it has to be chained to the effect that it can negate, so it won’t be able to if the effect is chain blocked. So Chaos Dragon Levianeer or any effects on Tribute or Synchro can be chain blocked by a Thunder Dragon effect used as material (with exception of Black Rose Dragon). Some examples: Mobius the Frost Monarch, Caius the Shadow Monarch and Junk Destroyer.

  • Black Salvo gives them access to Synchro monsters and some of them can be problematic like their own Samurai Destroyer. But they will have to have a lv4 Dark Machine in their GY or use a Super Team Buddy Force Unite!

Some good cards in this match-up:

  • All our Synchros or Xyz with non-destruction effects. And PSY-Framelord Zeta can very good to keep Desperado out of the Field before entering the Battle Phase or while also helping with lethal.

  • Forbidden Lance, it helps to protect your tuners from Karma Cup while also helping Samurai Destroyer beat over all their monsters. Cosmic Cyclone can also be good while they don’t have multiple backrow.

Good side options:

Duel Links Card: Caius%20the%20Shadow%20Monarch
Duel Links Card: Zombie%20World
Duel Links Card: System%20Down
Duel Links Card: Debunk
Duel Links Card: Karma%20Cut

Six Samurai (I don’t have enough data to update this m.u.)

Really annoying match-up, if they have Legendary Six Samurai - Shi En on the field, you will have a hard time to start your plays and not being able to loop with Thunder Dragons’ Hundred Thunders. Six Style - Dual Wield is the biggest problem since it can stop synchro plays, if you can summon Samurai Destroyer they will have a hard time to deal with it, Legendary Six Samurai - Enishi is their only out, since if they attack you with any of their monsters you can activate your backrow and Shi En won’t be able to negate. Crystrons can summon Crystron Ametrix on their turn which will change special summoned monsters to defense, shutting down Dual Wield. This match-up got less difficult with the addition of Thunder Dragonduo since it has more ATK than Shi en.

Yubel (I don’t have enough data to update this m.u.)

This deck doesn’t have much monster removal to deal with Yubel on Chain Link 2 or higher, but if you have access to Samurai Destroyer, which is basically a hard counter to Yubel, you just attack and it will negate Yubel’s effect (no matter which form), it will be destroyed by battle and won’t be able to summon another form.

Future Updates & Final Words

It’s nice to be back after this last months after the deck got some harsh hits in the banlist and I’m really excited for this next months, with new content and I hope you all are exited too.

I’ll do my best to make the content of this guide up-to-date, good quality and without too much text. Since Yu-Gi-Oh players don’t like to read (me included haha).

Shout-out to everyone that believed in this deck, which wasn’t an easy task after the last nerfs, but all our wishes for this deck to come back, came through!

Yo! Thunder Dragondark got limited to 3, he did nothing wrong, man! He did nothing wrong whatsoever! And he got hit to 3! But now dark is free, and THUNDER DRAGON BEST DECK, LET’S GO!

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