Thunder Dragon gameplay guide

Thunder Dragon gameplay guide

This deck is famous in the TCG because its main boss card is THUNDER DRAGON COLOSSUS, which is also the dragon in the cover image of this guide. Let's take a look at it and what this deck has to offer in this guide.




ANALYSIS OF THE MAIN DECK OF CARDS

This deck revolves around 5 main THUNDER DRAGON monsters . The general rule: All (except the original) have 2 effects: one activated in hand (discard) and one activated when banished or sent from the field to the Graveyard.

Important Note: You can only use ONE of these two effects per turn, and each effect can only be used once per turn (Hard Once Per Turn).

Thunder Dragon (x3)

UR Rarity
Thunder Dragon
UR Rarity
Thunder Dragon
Thunder Dragon
LIGHT 5
Thunder Dragon
  • ATK:

  • 1600

  • DEF:

  • 1500


You can discard this card; add up to 2 "Thunder Dragon" from your Deck to your hand.


  • Effect: Discards itself to the graveyard to search for up to 2 other copies.

  • Instructions: Sometimes search for two copies to get more discard materials. Sometimes just search for one, then discard that one to search for a third, the goal being to quickly load two Light monsters into the Graveyard (to summon Chaos Dragon Levineer ).

  • Thunder Dragonhawk (x2-3)

    UR Rarity
    Thunder Dragonhawk
    UR Rarity
    Thunder Dragonhawk
    Thunder Dragonhawk
    LIGHT 6
    Thunder Dragonhawk
    • ATK:

    • 1800

    • DEF:

    • 2200


    You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.


  • Effect (Hand): Throw it to the graveyard to revive 1 THUNDER DRAGON from the Graveyard or Banish area. (This is its most important effect).

  • Effect (Field/Exile): (Less frequently used) Adjusts hand.

  • Thunder Dragondark (x3)

    UR Rarity
    Thunder Dragondark
    UR Rarity
    Thunder Dragondark
    Thunder Dragondark
    DARK 5
    Thunder Dragondark
    • ATK:

    • 1600

    • DEF:

    • 1500


    (Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.


  • Effect (Field/Exile): Searches for any THUNDER DRAGON card. Often used to find THUNDER DRAGON FUSION or a missing piece.

  • Effect (Hand): Throw it to the graveyard to find another copy of itself (Quick Effect).

  • Thunder Dragonroar (x2-3)

    SR Rarity
    Thunder Dragonroar
    SR Rarity
    Thunder Dragonroar
    Thunder Dragonroar
    DARK 6
    Thunder Dragonroar
    • ATK:

    • 2400

    • DEF:

    • 0


    You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.


  • Effect (Field/Exile): Special Summon 1 THUNDER DRAGON from your Deck.

  • Effect (Hand): Discard to retrieve 1 THUNDER DRAGON card from Graveyard/Exiled to your hand.

  • Thunder Dragonmatrix (x2)

    SR Rarity
    Thunder Dragonmatrix
    SR Rarity
    Thunder Dragonmatrix
    Thunder Dragonmatrix
    LIGHT 1
    Thunder Dragonmatrix
    • ATK:

    • 0

    • DEF:

    • 2000


    (Quick Effect): You can discard this card, then target 1 Thunder monster you control; it gains 500 ATK. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragonmatrix" from your Deck to your hand. You can only use 1 "Thunder Dragonmatrix" effect per turn, and only once that turn.


  • Effect (Field/Exile): Search for another copy of itself.

  • Effect (Hand): Discard (Quick Effect) to grant 500 ATK to 1 Lightning monster. This is key to activating TITAN during your opponent's turn.

  • Thunder Dragonduo (x0-1)

    SR Rarity
    Thunder Dragonduo
    SR Rarity
    Thunder Dragonduo
    Thunder Dragonduo
    DARK 8
    Thunder Dragonduo
    • ATK:

    • 2800

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, if a monster effect is activated in the hand: This card gains 300 ATK until the end of this turn. When this card destroys an opponent's monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. Once per turn, during your opponent's End Phase: You can target 1 of your banished cards; place it on the top or bottom of your Deck.


    Not great, but it's a name (belonging to the Thunder Dragon Archetype) to search for and a body with high stats on the field.



    III. BOSS MONSTERS & THE POWER OF DESTROYING THE FIELD

    This deck has an extremely strong inherent disruption and excellent board-breaking potential.

    Thunder Dragon Colossus (x3)

    UR Rarity
    Thunder Dragon Colossus
    UR Rarity
    Thunder Dragon Colossus
    Thunder Dragon Colossus
    DARK 8
    Thunder Dragon Colossus
    • ATK:

    • 2600

    • DEF:

    • 2400


    "Thunder Dragon" + 1 Thunder monster Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.


    This card can be easily summoned by Tributing any Thunder monster on the field, provided you have activated the effect of a Thunder monster in your hand that turn. You only need to activate it once. If you have multiple Thunder monsters on the field but only have one effect activated in your hand, you can turn both of them into COLOSSUS .

    This wife's strength lies in this:

    1. Protection: He can protect himself from being destroyed by card effects by banishing a Lightning monster from the Graveyard.

    2. Floodgate: Your opponent is not allowed to add cards from the Deck to their hand (Search).

    However, what makes it "fairer" in Duel Links is that this effect doesn't interact with Skills . Skills are still allowed to search for cards even when COLOSSUS is on the field. So, many decks can counter, counter, or completely ignore this monster's effect. But there are still some decks out there that will truly "cry out" because of this effect.

    Thunder Dragon Titan (x2)

    SR Rarity
    Thunder Dragon Titan
    SR Rarity
    Thunder Dragon Titan
    Thunder Dragon Titan
    LIGHT 10
    Thunder Dragon Titan
    • ATK:

    • 3200

    • DEF:

    • 3200


    3 "Thunder Dragon" monsters Must be either Fusion Summoned, or Special Summoned by banishing 1 Thunder monster from your hand and 1 Thunder Fusion Monster you control, except "Thunder Dragon Titan" (in which case you do not use "Polymerization"). When a Thunder monster's effect is activated in the hand, even during the Damage Step (Quick Effect): You can destroy 1 card on the field. If this card would be destroyed by card effect, you can banish 2 cards from your GY instead.


  • Summon: Use THUNDER DRAGON FUSION (mix 3 Lightning from Graveyard/Exiled Zone back to Deck - greatly restores resources) OR banish COLOSSUS on the field + 1 Lightning from your hand.

  • Card Destruction Effect: If a Lightning monster's effect activates while in your hand, you destroy 1 card on the field (NOT targeting). This effect is NOT once per turn .

  • How to use: If you have DRAGONDARK or DRAGONMATRIX in your hand (both are Quick Effects), you can activate them during your opponent's turn to have TITAN bombard their field.

  • Protection: Protect yourself from destruction by banishing any 2 cards from the Graveyard.

  • Chaos Dragon Levianeer (x3)

    UR Rarity
    Chaos Dragon Levianeer
    UR Rarity
    Chaos Dragon Levianeer
    Chaos Dragon Levianeer
    DARK 8
    Chaos Dragon Levianeer
    • ATK:

    • 3000

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can activate this effect; apply the following effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn. ● Only LIGHT: Special Summon 1 monster from your GY in Defense Position. ● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck. ● Both LIGHT and DARK: Destroy up to 2 cards on the field. You can only use this effect of "Chaos Dragon Levianeer" once per turn.


    • Summon: Exorcise 3 Light/Dark monsters from the Graveyard.

    • Power:

      • Exorcise 3 Dark: Grabs (shuffles) 1 card from your opponent's hand into their Deck (Extremely powerful when played first).

      • Exorcise 2 Dark / 1 Light: Destroy 2 cards on the field (non-target).

      • Double benefit: Exiling the THUNDER DRAGON from the Graveyard to summon LEVIANEER (or to protect the Boss) will also activate their effects. Kill two birds with one stone!



    Skill

     

    Mystical Elf (50% )

    N Rarity
    Mystical Elf
    N Rarity
    Mystical Elf
    Mystical Elf
    LIGHT 4
    Mystical Elf
    • ATK:

    • 800

    • DEF:

    • 2000


    A delicate elf that lacks offense, but has a terrific defense backed by mystical power.


    The PRINCESS ADENA'S PROTECTION skill is essentially placing a MYSTICAL ELF on the field for free.

    • Effects:

      1. Provide 1 Light monster (good for Levianeer ) and it's Level 4 (for Xyz Rank 4 monsters like Gallant Granite to find Nibiru ).

      2. Most importantly: If you control MYSTICAL ELF , you draw 1 card, then look at the first 2 cards in your hand and add 1 card to your hand.

    • Why use it? THUNDER DRAGON is very prone to bricking. This skill helps unbrick your deck and adds a powerful new card.

    • Note: Use deck filter cards (like the original THUNDER DRAGON ) before activating the skill to increase your chances of drawing a good card.

    Destiny Draw Leading to Dragon Master Knight (Skill Card) (50% )

    UR Rarity
    Destiny Draw Leading to Dragon Master Knight (Skill Card)
    UR Rarity
    Destiny Draw Leading to Dragon Master Knight (Skill Card)
    Destiny Draw Leading to Dragon Master Knight (Skill Card)
    Destiny Draw Leading to Dragon Master Knight (Skill Card)
    • ATK:

    • 0

    • DEF:

    • 0


    You can only use this Skill's first and second effects once per turn (1 effect per turn) and once each per Duel. 1: Can be used before your normal draw. Play 1 "Blue-Eyes Ultimate Dragon" from your Extra Deck in face-down Defense Position and send 1 "Black Luster Soldier" from your hand or Deck to the Graveyard. One of the cards from your normal draw this turn will be "Ultimate Fusion". 2: Reveal 1 LIGHT, DARK, or EARTH monster, or 1 "Ultimate Fusion" from your hand, then either place that card on the bottom of your Deck or send it to the Graveyard. Then, draw 2 cards.


    This is also a very powerful skill to use with Thunder Dragon. Its effect is quite similar to the skill above, which is to help unbrick and draw more cards.

    Ignoring the initial effect of Skill 2, which allows
    you to shuffle or discard Light, Dark, or Earth monsters to draw 2 cards (while simultaneously filling the graveyard for Chaos Dragon Levineer ). That's all you need to know. This can help us send items to the graveyard to banish monsters or return bricks to the deck, but the important thing is that it's an easy and convenient draw to help us set up plays.



    COMBO & HOW TO PLAY

    This isn't strictly a rigid combo deck, but rather an interaction between the cards. However, there are some standard playstyles:

    1. Combo with ALOOF LUPINE (Best Starter)

    • In hand: Requires ALOOF LUPINE + ( DRAGONDARK or DRAGONROAR ).

    • Perform:

      1. Summon ALOOF LUPINE , banish 1 monster from your hand (e.g., DARK ).

      2. Remove any remaining cards from the deck (e.g., ROAR ).

      3. Both activate: ROAR summons DRAGONMATRIX from the Deck; DARK searches for DRAGONHAWK (or FUSION ).

      4. Link LUPINE + MATRIX -> I:P MASQUERENA (or GALLANT GRANITE ).

      5. MATRIX descends into the grave to find another copy.

      6. Use HAWK to revive a Lightning monster -> Upgrade to COLOSSUS .

      7. Next, upgrade to TITAN (Exile Colossus + Lightning on hand).

    • Result: You have TITAN on the field and MATRIX in your hand (Quick Effect) to unleash a barrage of attacks during your opponent's turn.

    2. Combo with GOLD SARCOPHAGUS

    • This is a great starter because it doesn't cost any Normal Summons.

    • Use:

      • If you don't have Hawk: Expel DARK -> Find HAWK . Use HAWK to revive DARK -> Go to COLOSSUS .

      • If you already have Hawk: Banish ROAR -> Summon DARK to the field. Use HAWK to revive ROAR . Link those two monsters into I:P or GALLANT to activate the search effect.

    3. Ahead vs. Behind Thinking

    • Go First: Prioritize using LEVIANEER to banish 3 Dark Cards and rip cards from your opponent's hand. Set up TITAN + I:P MASQUERENA (or GALLANT with NIBIRU to counter Book of Eclipse).

    • Go Second: This is an extremely powerful board-breaking deck. Use Levianeer to destroy 2 cards. Use the effects of your Lightning monsters to activate Titan to destroy more cards. Use Thunder Dragon Fusion to recycle resources endlessly.



    How to Build a Deck

      My philosophy when playing this deck is: PLAY FULL ENGINE
    • Why? Because this deck is very easy to brick. If you draw too many Staples without an Engine, you're doomed.

    Core Thunder Dragon x3

    UR Rarity
    Thunder Dragondark
    UR Rarity
    Thunder Dragondark
    Thunder Dragondark
    DARK 5
    Thunder Dragondark
    • ATK:

    • 1600

    • DEF:

    • 1500


    (Quick Effect): You can discard this card; add 1 "Thunder Dragondark" from your Deck to your hand. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragon" card from your Deck to your hand, except "Thunder Dragondark". You can only use 1 "Thunder Dragondark" effect per turn, and only once that turn.


    SR Rarity
    Thunder Dragonroar
    SR Rarity
    Thunder Dragonroar
    Thunder Dragonroar
    DARK 6
    Thunder Dragonroar
    • ATK:

    • 2400

    • DEF:

    • 0


    You can discard this card; add to your hand, 1 of your "Thunder Dragon" cards that is banished or in your GY, except "Thunder Dragonroar". If this card is banished, or sent from the field to the GY: You can Special Summon 1 "Thunder Dragon" monster from your Deck in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Thunder Dragonroar" effect per turn, and only once that turn.


    SR Rarity
    Thunder Dragonmatrix
    SR Rarity
    Thunder Dragonmatrix
    Thunder Dragonmatrix
    LIGHT 1
    Thunder Dragonmatrix
    • ATK:

    • 0

    • DEF:

    • 2000


    (Quick Effect): You can discard this card, then target 1 Thunder monster you control; it gains 500 ATK. If this card is banished, or sent from the field to the GY: You can add 1 "Thunder Dragonmatrix" from your Deck to your hand. You can only use 1 "Thunder Dragonmatrix" effect per turn, and only once that turn.


    UR Rarity
    Thunder Dragonhawk
    UR Rarity
    Thunder Dragonhawk
    Thunder Dragonhawk
    LIGHT 6
    Thunder Dragonhawk
    • ATK:

    • 1800

    • DEF:

    • 2200


    You can discard this card; Special Summon 1 of your "Thunder Dragon" monsters that is banished or in your GY, except "Thunder Dragonhawk". If this card is banished, or sent from the field to the GY: You can shuffle any number of cards from your hand into the Deck, then draw the same number of cards. You can only use 1 "Thunder Dragonhawk" effect per turn, and only once that turn.


    UR Rarity
    Thunder Dragon
    UR Rarity
    Thunder Dragon
    Thunder Dragon
    LIGHT 5
    Thunder Dragon
    • ATK:

    • 1600

    • DEF:

    • 1500


    You can discard this card; add up to 2 "Thunder Dragon" from your Deck to your hand.


     

    Chaos Dragon Levianeer (x3)

    UR Rarity
    Chaos Dragon Levianeer
    UR Rarity
    Chaos Dragon Levianeer
    Chaos Dragon Levianeer
    DARK 8
    Chaos Dragon Levianeer
    • ATK:

    • 3000

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can activate this effect; apply the following effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn. ● Only LIGHT: Special Summon 1 monster from your GY in Defense Position. ● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck. ● Both LIGHT and DARK: Destroy up to 2 cards on the field. You can only use this effect of "Chaos Dragon Levianeer" once per turn.


    The more Levianeer cards the better (3 cards).

    Thunder Dragonduo (x0-1)

    SR Rarity
    Thunder Dragonduo
    SR Rarity
    Thunder Dragonduo
    Thunder Dragonduo
    DARK 8
    Thunder Dragonduo
    • ATK:

    • 2800

    • DEF:

    • 0


    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, if a monster effect is activated in the hand: This card gains 300 ATK until the end of this turn. When this card destroys an opponent's monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. Once per turn, during your opponent's End Phase: You can target 1 of your banished cards; place it on the top or bottom of your Deck.


    Additional Warrior 6th Senshi Sida

    Thunder Dragon Fusion (x1)

    SR Rarity
    Thunder Dragon Fusion
    SR Rarity
    Thunder Dragon Fusion
    Thunder Dragon Fusion
    Spell Normal
    Thunder Dragon Fusion

      Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand. You can only use each effect of "Thunder Dragon Fusion" once per turn.


      You don't need too many of these cards because the Thunder Dragons don't require spells to fuse, but this card will help restore resources, a resource recovery ability that every deck will need.

      Allure of Darkness (x1)

      UR Rarity
      Allure of Darkness
      UR Rarity
      Allure of Darkness
      Allure of Darkness
      Spell Normal
      Allure of Darkness

        Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.


        If so, that's great, because banishing DARK/ROAR with this card still activates their effects.

        Aloof Lupine and Batteryman Solar (3 slot)

        N Rarity
        Aloof Lupine
        N Rarity
        Aloof Lupine
        Aloof Lupine
        DARK 4
        Aloof Lupine
        • ATK:

        • 1700

        • DEF:

        • 300


        When this card is Normal Summoned: You can banish 1 monster from your hand; banish 1 monster from your Deck with the same Type as that monster. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 of your banished monsters; add it to your hand. You can only use each effect of "Aloof Lupine" once per turn.


        R Rarity
        Batteryman Solar
        R Rarity
        Batteryman Solar
        Batteryman Solar
        LIGHT 4
        Batteryman Solar
        • ATK:

        • 1500

        • DEF:

        • 1500


        If this card is Normal or Special Summoned: You can send 1 Thunder monster from your Deck to the GY. If a Thunder monster(s) is Normal or Special Summoned while this monster is on the field: Special Summon 1 "Batteryman Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0). You can target 1 "Batteryman" Effect Monster you control or in your GY; this card's name becomes that monster's until the End Phase. You can only use each effect of "Batteryman Solar" once per turn.


        You can choose one of these two cards as a Starter Normal Summon for this deck. Both are effective with the deck because they are Dark/Light cards, and Batteryman Solar is also a Thunder card, so it can be used as Fusion material for COLOSSUS .

        Gold Sarcophagus (x3)

        UR Rarity
        Gold Sarcophagus
        UR Rarity
        Gold Sarcophagus
        Gold Sarcophagus
        Spell Normal
        Gold Sarcophagus

          Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to the hand.


          Starter doesn't take many turns, Normal summons are great.

          Gallant Granite, Nibiru and the Primal Being (x1)

          UR Rarity
          Gallant Granite
          UR Rarity
          Gallant Granite
          Gallant Granite
          EARTH
          Gallant Granite
          • ATK:

          • 2300

          • DEF:

          • 1800


          2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.


          UR Rarity
          Nibiru, the Primal Being
          UR Rarity
          Nibiru, the Primal Being
          Nibiru, the Primal Being
          LIGHT 11
          Nibiru, the Primal Being
          • ATK:

          • 3000

          • DEF:

          • 600


          During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


          If you want to play Non-Engine, the maximum you can use is: 1 NIBIRU and 1 GALLANT GRANITE (in the Extra Deck).

          • Tip: Play GALLANT GRANITE instead of I:P . It helps you find NIBIRU , which gives you a much better chance of surviving against things like BOOK OF ECLIPSE .

          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
            Effect Veiler
            UR Rarity
            Effect Veiler
            Effect Veiler
            LIGHT 1
            Effect Veiler
            • ATK:

            • 0

            • DEF:

            • 0


            During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


            UR Rarity
            Infinite Impermanence
            UR Rarity
            Infinite Impermanence
            Infinite Impermanence
            Trap Normal
            Infinite Impermanence

              Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


              UR Rarity
              Final Bringer of the End Times
              UR Rarity
              Final Bringer of the End Times
              Final Bringer of the End Times
              Spell Quick
              Final Bringer of the End Times

                Target 1 monster you control and 1 card your opponent controls; destroy them. You can only activate 1 "Final Bringer of the End Times" per turn.


                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):

                  Staples help the deck, but I don't recommend adding too many of them.

                  The Melody of Awakening Dragon (x0-3)

                  SR Rarity
                  The Melody of Awakening Dragon
                  SR Rarity
                  The Melody of Awakening Dragon
                  The Melody of Awakening Dragon
                  Spell Normal
                  The Melody of Awakening Dragon

                    Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.


                    Help both discard and search for Levi.



                    Summary

                    THUNDER DRAGON is a decent deck. It's not the strongest deck in the game (it's easily countered by BOOK OF ECLIPSE and COLOSSUS is indirectly nerfed by its skills), but it's SUPER GOOD at disrupting the field and farming resources.

                    You don't need to invest in it if you don't have cards yet, but if you already have cards, it's incredibly fun to play.


                    Thanks for reading this guide, have a great day <3




                    Companion unit:

                    - Yu-Gi-Oh! Guidance Vietnam

                    duel-links
                    5




                    https://ygovietnam.com/
                    Top