Tindangle Game Guide

Tindangle Game Guide

This guide aims to provide a comprehensive analysis of the Tindangle Archetype. You will find its core mechanics, key cards, and the most effective strategies to exploit its full potential in matches.





Overview / Introduction

Overview / Introduction


Tindangle is a Flip/Link based Archetype that works through the Isometric Inferno ability from the new character Akira Zaizen . This deck has incredible potential, allowing for a variety of strategies. I will cover all of them in this guide.

The name Archetype is a reference to the Hounds of Tindalos . "Tindangle" appears to be a portmanteau of "Tindalos" and "Angle", alluding to how the Hounds of Tindalos are said to live in the "corners of time". The archetype's monsters are based on concepts from H.P. Lovecraft's Cthulhu mythos or related to geometry and mathematics, especially triangles.



Cards in the Main Deck

 

Tindangle Hound (x1)

 Rarity
Tindangle Hound
 Rarity
Tindangle Hound
Tindangle Hound
DARK 7
Tindangle Hound
  • ATK:

  • 2500

  • DEF:

  • 0


FLIP: You can target 1 other face-up monster on the field; this card gains ATK equal to that target's original ATK, then change that target to face-down Defense Position. Each monster your opponent controls loses 1000 ATK for each monster linked to it. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 face-down monster on the field; change it to face-up Defense Position.


Tindangle Hound is the only truly offensive monster in the Tindangle Main Deck. Its flip effect allows you to select another monster on the field , which will then gain ATK equal to the original ATK of the selected monster , and flip that monster to face-down Defense Position . Since the ATK gain is permanent , Hound can put a lot of pressure on your opponent in a short period of time .

Its second effect makes Hound truly dangerous : Reduces the ATK of opponent's monsters by 1000 for each Link Monster pointed at them . Combined with its own ATK-increasing effect, Hound can turn the tables and attack hard , making it difficult for the opponent to defend effectively.

Tindangle Dholes (x2-3)

 Rarity
Tindangle Dholes
 Rarity
Tindangle Dholes
Tindangle Dholes
DARK 5
Tindangle Dholes
  • ATK:

  • 1000

  • DEF:

  • 1000


FLIP: You can send 1 Spell/Trap from your Deck to the GY. If this card is sent from the hand or Deck to the GY: You can target 1 "Tindangle" monster in your GY, except "Tindangle Dholes"; Special Summon it in face-down Defense Position. You can only use each of the preceding effects of "Tindangle Dholes" once per turn. A "Tindangle" Link Monster that used this card as material can make 3 attacks during each Battle Phase.



Tindangle Dholes allows you to send any Spell/Trap from your deck to the Graveyard when it is flipped face-up . This allows you to send cards like Resh Shaddoll Incarnation , Nagel's Protection , or Tindangle Delaunay to the Graveyard to take advantage of the effect later.

Additionally, if Dholes is sent from your hand or deck to the Graveyard , you can target 1 Tindangle monster in the Graveyard and special summon it in face-down defense position . This effect makes Dholes an ideal discard for effects like Knightmare Phoenix or Knightmare Unicorn , making the most of your resources.

Its ultimate effect allows the Link monster Tindangle to attack 3 times if Dholes are used as Link material for that summon – an extremely effective damage boost.

Tindangle Base Gardna (x2)

 Rarity
Tindangle Base Gardna
 Rarity
Tindangle Base Gardna
Tindangle Base Gardna
DARK 5
Tindangle Base Gardna
  • ATK:

  • 0

  • DEF:

  • 2300


If you control a face-down Defense Position monster, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Tindangle Base Gardna" once per turn this way. If a monster is Normal or Special Summoned, and is now pointed to by an opponent's Link Monster (except during the Damage Step): You can Tribute this card; Special Summon 1 "Tindangle" monster from your hand or Deck in Attack Position or face-down Defense Position.


The only non-flip monster in the archetype. Can be special summoned from your hand if you have at least 1 face-down monster – allowing you to easily level up.

Additionally, if your opponent summons a monster to the zone their Link points to, you can Tribute Base Gardna to special summon 1 Tindangle monster from your hand or deck, in attack or defense position. Very effective for calling the right combo piece when needed.

Tindangle Intruder (x3)

N Rarity
Tindangle Intruder
N Rarity
Tindangle Intruder
Tindangle Intruder
DARK 6
Tindangle Intruder
  • ATK:

  • 2200

  • DEF:

  • 0


FLIP: You can add 1 "Tindangle" card from your Deck to your hand. When this card is Normal Summoned: You can send 1 "Tindangle" card from your Deck to the GY. If a monster(s) is Special Summoned to your field in face-down Defense Position while this card is in your GY: Special Summon this card in face-down Defense Position (this is not optional). You can only use each effect of "Tindangle Intruder" once per turn.


Tindangle Intruder allows you to add any Tindangle card from your deck to your hand when it is flipped face up. This way, you can find the right card to extend your combo.

When Normal Summoned, it allows you to send 1 Tindangle card from your deck to the Graveyard – such as Tindangle Dholes , to activate Dholes' effect.

Finally, if Intruder is in the Graveyard and you special summon a face-down Defense Position monster, you can special summon Intruder from the Graveyard in face-down Defense Position. This effect allows you to fill the field very quickly and call Link monsters more easily.

Tindangle Jhrelth (x3)

 Rarity
Tindangle Jhrelth
 Rarity
Tindangle Jhrelth
Tindangle Jhrelth
DARK 3
Tindangle Jhrelth
  • ATK:

  • 0

  • DEF:

  • 1800


FLIP: You can take 1 Flip monster from your Deck, except "Tindangle Jhrelth", and either add it to your hand or send it to the GY. If this card is in your hand: You can discard 1 other card; send 1 "Tindangle" card from your Deck to the GY, except "Tindangle Jhrelth", and if you do, Special Summon this card in face-down Defense Position. You can only use each effect of "Tindangle Jhrelth" once per turn.


Tindangle Jhrelth is probably the best monster in the archetype's Main Deck.

  • Its flip effect allows you to add any flipped monster from your deck to your hand or send it to the Graveyard. You can add extenders to your hand, or send Shaddoll Dragon to the Graveyard to take advantage of its additional effects.

  • The second effect allows you to special summon Jhrelth from your hand in face-down defense position, by discarding 1 card and sending 1 Tindangle from your deck to the Graveyard. This is an extremely effective way to extend combos and activate effects in the Graveyard.

Tindangle Protector (x3)

N Rarity
Tindangle Protector
N Rarity
Tindangle Protector
Tindangle Protector
DARK 3
Tindangle Protector
  • ATK:

  • 800

  • DEF:

  • 1600


FLIP: You can change up to 3 face-down Defense Position monsters you control to face-up Defense Position, then if all those monsters are "Tindangle" monsters, you can add up to that many "Tindangle" cards from your Deck to your hand. You can only use this effect of "Tindangle Protector" once per turn.


Tindangle Protector is the main starter of the deck.

When flipped face-up, you can flip as many face-down Tindangles as you control. If all the flipped monsters are Tindangles, you can add the same number of Tindangles from your deck to your hand. This is one of the fastest ways to gain a resource advantage at the start of your turn.

Tindangle Delaunay (x3)

 Rarity
Tindangle Delaunay
 Rarity
Tindangle Delaunay
Tindangle Delaunay
Trap Normal
Tindangle Delaunay

    When you take battle damage from an opponent's attacking monster, while you have 3 or more "Tindangle" monsters with different names in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 "Tindangle Acute Cerberus" from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 3 "Tindangle" monsters with different names in your GY; Special Summon them in face-down Defense Position.


    Tindangle Delaunay is the core card that makes the Tindangle archetype viable in the game.

    • The first effect isn't very useful: when you take battle damage and have 3 different Tindangle monsters in your Graveyard, you can destroy the attacking monster, then summon Tindangle Acute Cerberus from your Extra Deck to the field.

    • The second effect is really important: if you don't control a monster in the Extra Monster Zone, you can target 3 different Tindangle monsters in your Graveyard to special summon them in face-down defense position. This is the most effective way to set up a combo quickly.

    None of this card's effects are limited to one turn, meaning you can use the second effect repeatedly, as long as you have resources in the Graveyard – useful for restoring the board if it's cleared.

    Nagel's Protection (0-2)

     Rarity
    Nagel's Protection
     Rarity
    Nagel's Protection
    Nagel's Protection
    Spell Continuous
    Nagel's Protection

      "Tindangle" monsters in your Main Monster Zones cannot be destroyed by battle or your opponent's card effects. Once per turn, if your "Tindangle" monster inflicts battle damage to your opponent, the damage is doubled. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Nagel's Protection" from your Deck to your hand. You can only use this effect of "Nagel's Protection" once per turn.


      Nagel's Protection is not a “Tindangle” card, so it cannot be added to your hand by archetype effects. However, while in the Graveyard, you can banish it and send 1 Tindangle from your hand to the Graveyard to add 1 Nagel's Protection from your deck to your hand.

      While this card is on the field, Tindangle monsters you control in the Main Monster Zone cannot be destroyed by battle or your opponent's effects – an extremely effective stalling tool.

      Ultimate effect: the first attack with Tindangle deals double damage – combined with Tindangle Hound , this is an easy way to end the game.



      Extra Deck

       

      Tindangle Acute Cerberus (x0-1)

       Rarity
      Tindangle Acute Cerberus
       Rarity
      Tindangle Acute Cerberus
      Tindangle Acute Cerberus
      DARK
      Tindangle Acute Cerberus
      • ATK:

      • 0

      • LINK-3

      Link Arrow:

      Top

      Bottom-Left

      Bottom-Right


      3 "Tindangle" monsters Gains 3000 ATK if you have 3 or more "Tindangle" monsters with different names in your GY, including "Tindangle Base Gardna". Gains 500 ATK for each "Tindangle" monster it points to. At the end of the Battle Phase, if this card declared an attack: You can Special Summon 1 "Tindangle Token" (Fiend/DARK/Level 1/ATK 0/DEF 0).


      Tindangle Acute Cerberus is the Ace Monster of the Tindangle deck – but it's not really a good card .

      • The summoning condition (3 Tindangle monsters) makes it difficult to use and unattractive .

      • It can only reach 3000 ATK if you have at least 3 different Tindangle monsters in the Graveyard , including Tindangle Base Gardna .

      • While it can gain 500 ATK for each Tindangle monster it points at , this number is still unlikely to surpass the power of Tindangle Hound , which is easier to summon and can gain higher ATK more easily .

      • The effect of creating Tindangle Tokens at the end of the Battle Phase is almost completely useless , as it does not support the deck's overall strategy .



      Skill

       

      Tindangle Token (100% (it's Isometric Inferno, the website hasn't been updated yet so I'll leave it as is))

       Rarity
      Tindangle Token
       Rarity
      Tindangle Token
      Tindangle Token
      Tindangle Token
      • ATK:

      • 0

      • DEF:

      • 0


      This card can be used as a "Tindangle Token". *If used for another Token, apply that Token's Type/Attribute/Level/ATK/DEF.


      This is an extremely powerful skill (you could say it's broken) because of its ability to set up a combo almost perfectly from the first turn.

      At the start of your first turn, you must send 1 Tindangle or Nagel's Protection card from your deck to the Graveyard to set Stairs of Mail from outside your deck onto the field.

      Stairs of Mail is a continuous Spell that allows you to discard a Tindangle card to flip one of your monsters – from attack to face-down or from face-down to attack. This effect is not limited to one turn, allowing you to abuse it to trigger multiple flip effects.

      You can send 1 card from your hand to the Graveyard, then send up to 2 more Tindangle or Nagel's Protection cards from your deck to the Graveyard. Combined with the first effect, you can easily send Delaunay + 3 Tindangle monsters to the Graveyard, setting up for big combos.

      If your opponent controls at least 1 monster, you can flip all of your face-down Tindangle monsters to face-up defense position , even if they were just set that turn . This effect allows you to play consistently without relying on Stairs of Mail .




      Tech Card bổ sung (Main Deck)

       

      Shaddoll Engine

      R Rarity
      Shaddoll Dragon
      R Rarity
      Shaddoll Dragon
      Shaddoll Dragon
      DARK 4
      Shaddoll Dragon
      • ATK:

      • 1900

      • DEF:

      • 0


      FLIP: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY by a card effect: You can target 1 Spell/Trap on the field; destroy it. You can only use 1 "Shaddoll Dragon" effect per turn, and only once that turn.


      SR Rarity
      Resh Shaddoll Incarnation
      SR Rarity
      Resh Shaddoll Incarnation
      Resh Shaddoll Incarnation
      Trap Normal
      Resh Shaddoll Incarnation

        Target 1 "Shaddoll" monster in your GY; Special Summon it in face-up or face-down Defense Position. You can banish this card and 1 "Shaddoll" card from your GY, then activate 1 of these effects; ● Change 1 face-down monster you control to face-up Defense Position. ● Change 1 face-up monster you control to face-down Defense Position. You can only use 1 "Resh Shaddoll Incarnation" effect per turn, and only once that turn.


        N Rarity
        Shaddoll Hound
        N Rarity
        Shaddoll Hound
        Shaddoll Hound
        DARK 4
        Shaddoll Hound
        • ATK:

        • 1600

        • DEF:

        • 900


        FLIP: You can target 1 "Shaddoll" card in your GY; add it to your hand. If this card is sent to the GY by a card effect: You can target 1 monster on the field; change its battle position. (Flip monsters' effects are not activated at this time, except "Shaddoll" monsters'.) You can only use 1 "Shaddoll Hound" effect per turn, and only once that turn.


        R Rarity
        Shaddoll Squamata
        R Rarity
        Shaddoll Squamata
        Shaddoll Squamata
        DARK 4
        Shaddoll Squamata
        • ATK:

        • 1800

        • DEF:

        • 1000


        FLIP: You can target 1 monster on the field; destroy it. If this card is sent to the GY by a card effect: You can send 1 "Shaddoll" card from your Deck to the GY, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.


        Every card in this engine can be played 1 copy in the deck to enhance combos:

        • Resh Shaddoll Incarnation : can be sent to the Graveyard to flip your monsters easier.

        • Shaddoll Squamata : used to send Resh or Shaddoll Hound to the Graveyard.

        • Shaddoll Dragon : can destroy opponent's Spell/Trap.

        • Shaddoll Hound : Flip 1 of your monsters for free.

        Shaddoll effects are easy to trigger, as you can send them from your deck to the Graveyard with Subterror Behemoth Fiendess or Tindangle Jhrelth. This is the strongest secondary engine, and is almost mandatory to play.

        Subterror Fiendess and Subterror Guru (Subterror Engine)

         Rarity
        Subterror Fiendess
         Rarity
        Subterror Fiendess
        Subterror Fiendess
        EARTH 1
        Subterror Fiendess
        • ATK:

        • 800

        • DEF:

        • 500


        When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or GY, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.


         Rarity
        Subterror Guru
         Rarity
        Subterror Guru
        Subterror Guru
        EARTH 4
        Subterror Guru
        • ATK:

        • 1600

        • DEF:

        • 1800


        FLIP: You can add 1 "Subterror" card from your Deck to your hand, except "Subterror Guru". You can target 1 other face-up monster on the field; change that monster, also this card, to face-down Defense Position. This is a Quick Effect if you control another "Subterror" card. You can only use each effect of "Subterror Guru" once per turn.


        Since you have multiple ways to add Flip monsters from your deck to your hand, the Subterror engine is also worth considering:

        • Subterror Guru (x1): can easily be added to hand, then flipped with Stairs of Mail to find Subterror Fiendess.

        • Subterror Fiendess (x2): is an easy to activate and extremely versatile negate tool.

        Sonic Jammer, Guard Dog and Whirlwind Weasel (Stun Engine)

        R Rarity
        Sonic Jammer
        R Rarity
        Sonic Jammer
        Sonic Jammer
        WIND 2
        Sonic Jammer
        • ATK:

        • 350

        • DEF:

        • 650


        FLIP: Your opponent cannot activate any Spell Cards until the end of the End Phase of the next turn.


        N Rarity
        Guard Dog
        N Rarity
        Guard Dog
        Guard Dog
        EARTH 3
        Guard Dog
        • ATK:

        • 1500

        • DEF:

        • 500


        FLIP: Your opponent cannot Special Summon for the rest of this turn.


        N Rarity
        Whirlwind Weasel
        N Rarity
        Whirlwind Weasel
        Whirlwind Weasel
        WIND 3
        Whirlwind Weasel
        • ATK:

        • 500

        • DEF:

        • 1500


        FLIP: Your opponent cannot activate any Spell or Trap Cards for the rest of this turn.


        These three monsters can all be added to your hand and flipped during your turn ( Sonic Jammer ) or your opponent's turn ( Guard Dog, Whirlwind Weasel ) to completely block your opponent's combo.

        This makes your opponent rely on cards like Forbidden Droplet or Effect Veiler , making your turn 1 extremely stressful.

        Penguin Soldier and Summoner of Illusions (Universal Flip Monster)

        UR Rarity
        Penguin Soldier
        UR Rarity
        Penguin Soldier
        Penguin Soldier
        WATER 2
        Penguin Soldier
        • ATK:

        • 750

        • DEF:

        • 500


        FLIP: You can target up to 2 monsters on the field; return those targets to the hand.


        UR Rarity
        Summoner of Illusions
        UR Rarity
        Summoner of Illusions
        Summoner of Illusions
        LIGHT 3
        Summoner of Illusions
        • ATK:

        • 800

        • DEF:

        • 900


        FLIP: Tribute 1 other monster, and if you do, Special Summon 1 Fusion Monster from your Extra Deck, but destroy it during the End Phase of this turn.


        • Penguin Soldier: a great card to clear the opponent's field. Don't underestimate it, it can turn the tide quickly.

        • Summoner of Illusions: often used in FTK combos, summoning Fusions with burn effects to end the game quickly.

        Book of Eclipse, Forbidden Droplet and Book of Moon (Staple)

        SR Rarity
        Book of Eclipse
        SR Rarity
        Book of Eclipse
        Book of Eclipse
        Spell Quick
        Book of Eclipse

          Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.


          UR Rarity
          Forbidden Droplet
          UR Rarity
          Forbidden Droplet
          Forbidden Droplet
          Spell Quick
          Forbidden Droplet

            Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




            Tag(s):

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

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


              Book of Moon/Book of Eclipse : extremely good because it can protect you from effects like Effect Veiler that target Tindangle Protector . If Protector is targeted, you can flip it face down to avoid being negated , then use its effect to flip it face up again and add cards . Additionally, Books can be used to interrupt your opponent's turn , or force them to use their effects early .


              Forbidden Droplet : less useful than Books in this deck, but still an extremely effective staple in some matchups for easy OTKs . Additionally, Droplet can clear your board , allowing you to trigger Tindangle Delaunay from the Graveyard . However, Books are still better in this deck overall .



              Tech card bổ sung (Extra Deck)

               

              XYZ

              SR Rarity
              Chronomaly Vimana
              SR Rarity
              Chronomaly Vimana
              Chronomaly Vimana
              LIGHT
              Chronomaly Vimana
              • ATK:

              • 2300

              • DEF:

              • 2600


              2 Level 5 monsters Once per turn (Quick Effect): You can target 1 face-up monster on the field and 1 Xyz Monster or "Chronomaly" monster in your GY; that monster on the field gains half the ATK of that monster in the GY (until the end of this turn), then attach that monster from the GY to this card as material. Once per turn, when your opponent activates a monster effect (Quick Effect): You can detach 2 materials from this card; negate the activation.


              UR Rarity
              Number 6: Chronomaly Atlandis
              UR Rarity
              Number 6: Chronomaly Atlandis
              Number 6: Chronomaly Atlandis
              LIGHT
              Number 6: Chronomaly Atlandis
              • ATK:

              • 2600

              • DEF:

              • 3000


              2 Level 6 monsters When this card is Xyz Summoned: You can target 1 "Number" monster in your Graveyard; equip that target to this card. This card gains ATK equal to half the ATK of that equipped monster. Once per turn: You can detach 1 Xyz Material from this card, then send the monster equipped by this effect to the Graveyard; halve your opponent's Life Points. You cannot conduct your Battle Phase the turn you activate this effect.


               Rarity
              D/D/D Wave High King Caesar
               Rarity
              D/D/D Wave High King Caesar
              D/D/D Wave High King Caesar
              WATER
              D/D/D Wave High King Caesar
              • ATK:

              • 2800

              • DEF:

              • 1800


              2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


              SR Rarity
              Beatrice, Lady of the Eternal
              SR Rarity
              Beatrice, Lady of the Eternal
              Beatrice, Lady of the Eternal
              LIGHT
              Beatrice, Lady of the Eternal
              • ATK:

              • 2500

              • DEF:

              • 2800


              2 Level 6 monsters / You can also Xyz Summon this card by sending 1 "Burning Abyss" monster from your hand to the Graveyard, then using 1 "Dante" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Burning Abyss" monster from your Extra Deck, ignoring its Summoning conditions.


              UR Rarity
              Number 47: Nightmare Shark
              UR Rarity
              Number 47: Nightmare Shark
              Number 47: Nightmare Shark
              WATER
              Number 47: Nightmare Shark
              • ATK:

              • 2000

              • DEF:

              • 2000


              2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.


              Rank 5 : Chronomaly Vimana is the best choice. Tindangle deck can summon this card very easily thanks to Tindangle Dholes and Tindangle Base Gardna . Its effect is useful in most matches.


              Rank 6:

              Beatrice, Lady of the Eterna l: good if you want to secure a solid next turn.
              D/D/D Wave High King Caesar : stronger if you want to stop the opponent's combo. Both can be called easily thanks to Tindangle Intruder.

              Number 47: Nightmare Shark and Number 6: Chronomaly Atlandis : only used in FTK combo version. If you don't play FTK, they are completely useless.

              Link Monster

               Rarity
              Subterror Behemoth Fiendess
               Rarity
              Subterror Behemoth Fiendess
              Subterror Behemoth Fiendess
              EARTH
              Subterror Behemoth Fiendess
              • ATK:

              • 2000

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 Flip monsters Gains ATK equal to the combined original Levels of the "Subterror" monsters used for its Link Summon x 100. During your Main Phase: You can send 1 Flip monster from your Deck to the GY, and if you do, Special Summon 1 monster from your hand in face-down Defense Position to your zone this card points to. You can only use this effect of "Subterror Behemoth Fiendess" once per turn. Once per turn, if a monster this card points to is flipped face-up: Add 1 Flip monster from your Deck or GY to your hand.


              SR Rarity
              Knightmare Cerberus
              SR Rarity
              Knightmare Cerberus
              Knightmare Cerberus
              EARTH
              Knightmare Cerberus
              • ATK:

              • 1600

              • LINK-2

              Link Arrow:

              Top

              Left


              2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.


              SR Rarity
              Unchained Abomination
              SR Rarity
              Unchained Abomination
              Unchained Abomination
              DARK
              Unchained Abomination
              • ATK:

              • 3000

              • LINK-4

              Link Arrow:

              Top

              Bottom-Left

              Bottom

              Bottom-Right


              2+ monsters including a Link Monster If a card(s) on the field is destroyed by card effect, except by "Unchained Abomination" (except during the Damage Step): You can target 1 card on the field; destroy it. When another monster is destroyed by battle: You can target 1 card on the field; destroy it. During the End Phase: You can target 1 card on the field; destroy it. You can only use each effect of "Unchained Abomination" once per turn.


              SR Rarity
              Underworld Goddess of the Closed World
              SR Rarity
              Underworld Goddess of the Closed World
              Underworld Goddess of the Closed World
              LIGHT
              Underworld Goddess of the Closed World
              • ATK:

              • 3000

              • LINK-5

              Link Arrow:

              Top

              Top-Right

              Right

              Bottom

              Bottom-Right


              4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


              UR Rarity
              Decode Talker
              UR Rarity
              Decode Talker
              Decode Talker
              DARK
              Decode Talker
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

              Top

              Bottom-Left

              Bottom-Right


              2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


               Rarity
              I:P Masquerena
               Rarity
              I:P Masquerena
              I:P Masquerena
              DARK
              I:P Masquerena
              • ATK:

              • 800

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


              UR Rarity
              Knightmare Unicorn
              UR Rarity
              Knightmare Unicorn
              Knightmare Unicorn
              DARK
              Knightmare Unicorn
              • ATK:

              • 2200

              • LINK-3

              Link Arrow:

              Left

              Right

              Bottom


              2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


              SR Rarity
              Knightmare Phoenix
              SR Rarity
              Knightmare Phoenix
              Knightmare Phoenix
              FIRE
              Knightmare Phoenix
              • ATK:

              • 1900

              • LINK-2

              Link Arrow:

              Top

              Right


              2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


              UR Rarity
              Ningirsu the World Chalice Warrior
              UR Rarity
              Ningirsu the World Chalice Warrior
              Ningirsu the World Chalice Warrior
              EARTH
              Ningirsu the World Chalice Warrior
              • ATK:

              • 2500

              • LINK-3

              Link Arrow:

              Top

              Left

              Right


              2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


              Underworld Goddess of the Closed World : very suitable because Tindangle can swarm the field easily.

              I:P Masquerena : used to summon Underworld Goddess during opponent's turn – very useful if opponent prevents XYZ summon.

              Knightmare Package: extremely important. Summoning Phoenix, Cerberus, Unicorn is very easy, helping you to clear the opponent's field flexibly both when going first and last.

              Unchained Abomination : cannot be ignored. Useful to clear the field or call on turn 1 if you play Guard Dog.

              Subterror Behemoth Fiendess : works very well in Tindangle deck thanks to its Flip Monster archetype. Supports extended combos and summons monsters like Guru, Guard Dog, Penguin Soldier.

              Ningirsu the World Chalice Warrior : is an alternative if you don't have Underworld Goddess. Sometimes, Ningirsu is the only option to remove an annoying card from your opponent.

              Decode Talker : could be considered a turn 1 option, but there are better options.

              Lyrilusc - Independent Nightingale and Windwitch - Crystal Bell (Fusion)

              UR Rarity
              Lyrilusc - Independent Nightingale
              UR Rarity
              Lyrilusc - Independent Nightingale
              Lyrilusc - Independent Nightingale
              WIND 1
              Lyrilusc - Independent Nightingale
              • ATK:

              • 1000

              • DEF:

              • 0


              "Lyrilusc - Assembled Nightingale" + 1 "Lyrilusc" monster If this card is Fusion Summoned using an Xyz Monster on the field as Fusion Material whose original name includes "Lyrilusc": You can increase this card's Level by the number of Xyz Materials that monster(s) had. This card gains ATK equal to its Level x 500. Unaffected by other cards' effects. Once per turn: You can inflict damage to your opponent equal to this card's Level x 500.


              UR Rarity
              Windwitch - Crystal Bell
              UR Rarity
              Windwitch - Crystal Bell
              Windwitch - Crystal Bell
              WIND 8
              Windwitch - Crystal Bell
              • ATK:

              • 2800

              • DEF:

              • 2400


              "Windwitch - Winter Bell" + 1 "Windwitch" monster You can target 1 monster in either player's Graveyard; until the End Phase, this card's name becomes that target's original name, and replace this effect with that target's original effects. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can target 1 "Windwitch - Winter Bell" and 1 Level 4 or lower "Windwitch" monster in your Graveyard; Special Summon them. You can only use each effect of "Windwitch - Crystal Bell" once per turn.


              FTK Only: 2 Fusion monster cards can only be used through Summoner of Illusions in FTK.



              Sample Combo



              Conclusion

              Strengths and Weaknesses of Tindangle

              Strengths:

              • Stable first leg
              • Good Long Game Playability: Thanks to cards like Tindangle Intruder and Tindangle Protector , the deck can maintain resources and pressure in long games.
              • Hard to OTK: With flip monsters like Subterror Guru and support cards like Guard Dog , the deck is very hard to kill in one turn (OTK).

              Weaknesses:

              • Difficult to deal with graveyard control cards: Cards like Necrovalley , DD Crow , or Skull Meister can interrupt Tindangle 's important graveyard effects.
              • Weak against strong interruptions: The deck has a hard time sustaining a game if the opponent uses more than 3 interruption cards, unless you have Book of Moon or Book of Eclipse to protect.

              Conclude:

              Tindangle is a great deck, extremely fun to play and has significant strengths to deal with the current meta. Although not a Tier 1 deck, Tindangle is still very strong and has the potential to reach Tier 3 in my opinion. Thanks for reading this guide!




              Companion unit:

              - Yu-Gi-Oh! Guidance Vietnam





              https://ygovietnam.com/
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