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Post-Banlist Thunder Dragons Guide

Overview

Hi everyone, GadgetBug here. Unfortunately with the last banlist (May 11th, 2020) the deck got heavily hit with Gold Sarcophagus and Thunder Dragondark as core cards from the deck to teh “Limited 3” list while also losing accss to Charge of the Light Brigade and Cosmic Cyclone, which made the deck lose consistency and explsosiveness, and made the deck way slower and more week to cards like Necrovalley abd Artifact Lancea.

Because of those changes I’ve decided to create a new guide while keeping the old one the it was prior to the changes, since most of the info will still be valid, but most of the builds and combos won’t be. Some of the contents of this new guide will be the same but it will include new things and with that you can expect to be shorter since the deck lost a lot of flexibility. Think of this guide as a placeholder for when the deck gets more support.

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


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
    • Better chances of having in your starting hand:
    1. Good for tribute summon/set
    2. Good along with Batteryman Solar
    • 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 (decks with few starters)
    • Not recommended for 20 card builds (it’s the first of the 3 main monster that you will cut to fit a tech card).

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)
    • Good in your starting hand along with Thunder Dragons’ Hundred Thunders
    • Helps to summon Thunder Dragonduo and “Chaos” monsters.
  • 2 Copies:
    • So you can play 1x Gold Sarcophagus
    • Only bad if you open with both
    • 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 becames way more relevant, not only because it 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.

Ratios:

  • 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.

  • It gives you a +1 in your hand to use Hawk’s effect to shuffle your hand into the deck
  • 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
  • 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 (1-2x)

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 a face-up 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 effect, if summoned or if destroys a monster by battle
  • 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
  • 3 copies can be really bricky and not needed at all
  • 2 copies if you really want to see in your starting hand and to save dark’s effect for other cards.

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 oposing 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, with the changes making this deck slower this can be a really good card to play this deck as a control oriented deck.

  • 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 priotize 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 (0-1x)

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.

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

It’s an amazing card but it conflictts with Thunder Dragondark in the “Limited 3” list so you can only play 3 copies of both total, if you choose to use 2 of this card, Thunder Dragondark in hand might be dead and you would need to use an effect to fix it, discard effect e. g. Jet Synchron and shuffle effect e. g. Thunder Dragonhawk or Plaguespreader Zombie effects. So the best ratios are 1 or none of this card with 2 and 3 darks respectively.

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 0atk/0def (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.

Notes:

  • 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 than 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 monsters.
  • 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.

Chaos Dragon Levianeer

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 yor hand. You will mostly be using it’s 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 effect will come up more 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 really hard to pull that off, the last effect doesn’t provide much for this deck and is the most difficult effect to pull of and prob 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. Blackbird Close or Divine Wrath.

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.

It can be searched by Melody of Awakening Dragon.

With restrict access to Charge of the Light Brigade, which isn’t as valuable as Dark or Sarc for this deck, Levianeer becames harder to Summon so it might not be worth running multiple copies or Melody of Awakening Dragon.

  • Strengths
    • Amazing removal.
    • Can trigger Thunder Dragons’ effects when summoned
    • Has 3000 attack.
  • Weakness:
    • Cannot attack the turn it activate it’s effects
    • Can be bricky
    • It’s harder to summon than other Chaos monsters.

Chaos Sorcerer

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 it activate its effects
    • Weak Stats
    • Can’t be searched
    • Competes with Duo (which can be searched).

Lightpulsar Dragon

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.

Chaos Betrayer

Duel Links Card: Chaos%20Betrayer

It can only be summoned from GY and there is no way to direct sent to the GY so you would need to play multiple if you really want to use for its effects or you can use Fiend Farewell skill.

Whenever you draw it, it would 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
    • Weak Stats
    • Harder to get to the GY
    • Competes with all the others mentioned before.

Tuners

With limited access to Gold Sarcophagus, you can’t really afford to play too many tuners for a few reason:

  • We need your normal summon
  • Tuners don’t help with consistency with the deck will lack if you play too many of them

Unless the tuners are part of an engine you should run at most 3 copies of them.

Plaguespreader Zombie (1-3x)

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:
    • Its 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 (1-2x)

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:
    • 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. But doesn’t provide much more than that.

Wattfox

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 summon Chaos King Archfiend, which has a great effect but hard materials requirements.


Engines/Packages

Destiny HERO Plasma Package

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

Plasma it’s good card to deal with decks that use too many monster effects or has monsters with protection e. g. Invoked Cocytus.

With the last change to the skill Bring it!, Plasma becomes way more consistent, by running cards like Herald of the Abyss. 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.


Crystron Package

You can play with some crystrons that searches the tuners or you can just play 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 there 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 banisged 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.

Techs

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

Here some options:

Duel Links Card: Ballista%20Squad
Duel Links Card: Enemy%20Controller
Duel Links Card: Double%20Magical%20Arm%20Bind
  • This ones have disruption with discard option which could help with bricks:
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: Forbidden%20Lance
Duel Links Card: World%20Legacy%20Clash
Duel Links Card: Galaxy%20Cyclone
Duel Links Card: Night%20Beam
Duel Links Card: Xing%20Zhen%20Hu

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


Skills

  • See You Later!

This skill can be useful to add to you hand a Thunder Dragonhawk that was special summoned from Thunder Dragonroar’s, e. g. this can help with Aloof openings so you are able to use dark effect to add a different card instead of hawk while still using hawk effect tath turn.

Destiny Draw

Can be used to get a tech to get out of a trick situation or a finishing card in a late duel. Hand traps will work well with this skill so you can help controlling you LP. Or you can use cards that can trigger it on your own like Mirror Wall, Appointer of the Red Lotus, etc.

Zombie Draw

Can be used to draw Plaguespreader Zombie to help with aggresive pushes. Also other skills could work to draw other tuners but Zombie Draw has an easier requirement.


Deck Building Tips

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

  • 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 trend to play the least amount I possible can, in some build I’ll manage to get down to 20 cards but some I won’t, and that’s perfectly fine (and that’s my personal opnion 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 decklist (I know this for for proper experience :), I’m saying this because it affects this deck more than others.

Starters

  1. Gold Sarcophagus

The main combo starter is Gold Sarcophagus, which basically allows you to activate Thunder Dragons effects from your deck, and will add the banished monster to your hand 2 turns latter. Even being the best starter some times it might be good to hold on to it if you have a different option as the turn 1 play, so you can save Sarc for a more explosive play on turn 3.

The cards you will mainly banish are Thunder Dragonroar, Thunder Dragondark and Thunder Dragonhawk. But which one should you choose?

It will variate depending on the scenario you are in, the cards available to you and which turn is.

Thunder Dragonroar

When banishing roar you will be special summoning a Thunder Dragon from your deck in defense position and it will go to your hand during the end phase if is still face-up on the field. Not necessary in other but this are the things you should consider:

  • Do you need to use the discard effect this turn?
  • Do you have a Thunder Dragon in your deck, and is it the one you want to special?
  • What are you going to do with the Thunder Dragon special summoned?
    • Use to Synchro
    • Use as Tribute

Thunder Dragondark

Banishing Dark from the deck will add any Thunder Dragon card. It can sound amazing but it’s not really, is a bit inferior then banishing roar, since roar gives you a monster on the field and if that monster is dark, is essentially the same play but you will be adding the roar to your hand with the effect of Gold Sarcophagus, and it will give access to roar, meaning that you can special that roar with Thunder Dragonhawk.

The reasons of banishing dark instead of roar:

  • You don’t have a way of using the dark on the field (no tuner, no lv5 or higher in hand or cards like Enemy controller)
  • No roar in your deck (important to always keep track of how many roars you have banished, in GY, field and hand)
  • You need to use roar’s effect to recycle a card like Thunder Dragons’ Hundred Thunders

  1. Batteryman Solar

Solar is a really different starter than Gold Sarcophagus.

Solar can send any Thunder monster from deck to the GY, some call Foolish effect which is a reference of the card Foolish Burial. The main concern about solar is it will cost your Normal Summon and can clog your field. Some things you should consider when summoning solar:

  • If you don’t have Gold Sarcophagus, solar becomes your only choice
  • Can you summon any Thunder Dragon or can you setup your GY for a “Chaos” monster or Thunder Dragonduo?
  • No Synchro in this turn with a few exceptions: D.D Sprite and Red Resonator
  • You are playing against a deck that has multiple destructions, solar will generate a token whenever a Thunder monster is summoned (mandatory effect), and it should be the primary target from destruction.
  • Do you have a way to protect lethal from opponents monsters over Solar’s token (cards that can switch battle position like Enemy Controller and Piercing)?

What do you foolish of solar? That will depend on your hand:

  • Send roar, if you have hawk or Hundred Thunders (vs disruption)
  • Send hawk, if you have roar
  • Send duo, if you have roar and hawk
  • Send dark, in case you have hawk and you want and can synchro, or to summon a “Chaos” monster with help of another card (e. g. Enemy Controller or Thunder Dragon)
  • Send solar, can be decent late game (to avoid drawing it)

  1. Aloof Lupine

Aloof is not really different than Gold Sarcophagus as you starter. The biggest problem is, Aloof cost your normal summon, so you’ll lose the options of tribute and synchro summoning (with the exception of D.D Sprite). Aloof is an early game card, later on it won’t be a great card, so everything I will mention next is base of having Aloof and no Gold Sarcophagus.

You should look at Aloof as a double searcher that will cost you normal summon, let me explain, Aloof banishes a monster from your hand and then a monster from your deck with the same attribute, so you will banish a Thunder Dragon from hand and then one from your deck. The criteria from choosing is very simple:

  • Dark, because you rather have in your deck than in your hand
  • Roar, because you don’t have dark in hand
  • Hawk, because you don’t have dark or roar in hand The 2nd monster should be:
  • Dark, if roar or hawk was banished
  • Roar, if dark was banished
  • Duo or hawk, if dark was banished and you don’t have a roar in your deck (so you can add duo/hawk with roar’s effect)

Banishing dark and roar will result in adding a Thunder Dragon card with dark’s effect and a special summon from deck with roar’s effect (the monster will go to your hand in the end phase, so basically a double search).

Which cards should you add/special with this play?

In case you have to banish hawk from your hand with Aloof’s effect:

  • Choose “No” from hawk’s effect (so you can use hawk’s other effect)
  • Banish dark from deck
  • Use Dark’s effect to add roar from your deck
  • Activate Roar’s effect to add the banished hawk
  • Activate Hawk’s effect to special summon the roar in you GY or the banished dark

In case you don’t have roar in the deck (after banishing dark in hand):


  1. Non-ideal openings

If you don’t have any of the starters mentioned above You will have 2 plays:

  1. You have dark and hawk:
  • Activate Thunder Dragondark do add another copy of itself from your deck.
  • Use the effect of Thunder Dragonhawk to special summon dark Then you will have the option if you discarded dark on their turn:
  • Use the Thunder Dragondark for synchro summon or as tribute, Enemy Controller can be a good option (aggressive option)
  • Use the effect of dark to add Hundred Thunders or roar in case you have the prior
  1. You have dark and Hundred Thunders:
  • Activate Thunder Dragondark do add another copy of itself from your deck.
  • Set Hundred Thunders In case you also have roar:
  • Activate Thunder Dragonroar to add dark back to your hand

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 deck or a passive one.

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.
  • Any non-vulnerable monsters Also meaning any combination of them
  1. What you should always prioritize to have in your hand 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
  • Resummons duo to keep pressure.

Roar:

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

Duo:

I’ll split the combos in 2 parts, starter combo and pushing combo. Starter combos will be how to get a different field and graveyard/banished setup while pushing combos will be based on these fields + cards in grave and or banished cards and what can you do from there.


Pushing Combos:

You should always push if you have a backup plan, and only if you have a decent setup. Now that you know the ways to get a monster out and having a follow-up, here a few options of what you can do using those monsters:

  • Normal Summon Plaguespreader Zombie + Thunder Dragondark on the field to synchro summon Black Rose Dragon, to wipe the field, then activate dark’s effect, to add a Thunder Dragonhawk from your deck to your hand, use hawk’s effect to special a Thunder Dragon from GY or that is banished. You can also special summon plague back to the field by returning a card from your hand to the top of the deck to go for another synchro summon.

  • Normal Summon Plaguespreader Zombie + Thunder Dragonroar on the field to synchro summon Scrap Dragon, then activate roar’s effect to special summon Thunder Dragondark from your deck, then you will have 2 plays:

  • Use Scrap Dragon’s effect to destroy dark and one of your opponents cards, which will trigger dark’s effect to add a Thunder Dragon card from your deck to your hand (hawk for an extra summon, roar to recycle a thunder card, Thunder Dragons’ Hundred Thunders for a follow-up play next turn/defensive option).

  • Special Summon Plaguespreader Zombie by returning a card from your hand to the top of the deck, use Scrap Dragon’s effect to destroy Plague and one card your opponent controls.

  • Special Summon D.D. Sprite by banishing a Thunder Dragondark on field, activate dark’s effect to add a Thunder Dragon card from your deck to your hand, than you can synchro summon into a level 5 using Aloof Lupine, in case you special dark by using roar’s effect banished by Aloof’s effect or you can add Thunder Dragonhawk to special a Thunder Dragon to synchro with D.D Sprite for a level 6 or 7.

Other starter combos

  • Normal summon Crystron Smiger or Crystron Rosenix, use its effect to destroy Thunder Dragondark on the field to special summon a Crystron tuner from your deck, activate dark’s effect to add Thunder Dragon Discharge from your deck to your hand and set it, which will allow you to use the crystron tuner on you opponents turn to synchro summon using a Thunder Dragon, which will activate Thunder Dragon Discharge to destroy a spell/trap card on the field.

Sample Builds


Future Updates & Final Words

With those last changes the deck won’t see much competive play (or any) since now the deck lacks in consistency and will have a hard time siding cards vs most match-ups since it doesn’t have a good match-up anymore.

I recommend to not invest in this deck, since if it were to get more support the ratios of the cards might be different and some of them might not even be used. Wait until the new support comes to know what will be the best ratios.

I want to say thanks to everyone that supported me, that came up with ideas and helped discuss match-ups and techs thought this last months, it was a crazy journey, I hope this doesn’t disappoint any of you, but this will be the last update to the guide until more support comes out. Look up for that.

Until next time, bye.


Guide formatted and uploaded by RandomPl0x.
Thumbnail designed and created by RandomPl0x.

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