
Instructions for playing and building Thunder Dragon (Ver against GY)
Are you having a headache because Tear has entered the game? Do you have a continuous losing streak and don't know when to stop? This will be the best temporary measure for you!
This is simply an old article, as you guys already know a lot about Thunder Dragon, and with this build version, you will need to focus a lot on spending all your resources on GY. - it's banish !
Sections covered in this guide:
Preface

Since using Thunder Dragon again, I no longer have to think about how to fight Tear with my Spright Deck. From a losing streak of 10 consecutive matches, I rose from the bottom of society!!! :v And below is the part to build this Deck.
Core
Thunder Dragon (2-3x)
Helps flash the effects of Titans and Duo, and also contributes to putting ingredients into the GY or banish area to make Fusion ingredients. However, the limitation is that it can only be used during your turn and is easy to get bricked if the game system doesn't want you to win :v
Thunder Dragonmatrix (3x)
The bullet loads effects for Titans and Duo (cards are dropped to the GY each turn, increasing ATK by 500 for each Thunder), and continuously searches for copies of it every time it is banished or brought from the field to the GY... But Also limited to being able to use 1 effect per turn.
This will be your main Normal to put Colossus on the field every time 1 Thunder is activated from your hand.
Thunder Dragonduo and Thunder Dragonlord (1x)
2 main bodies of the Deck but I'm still hesitant about using them because to be honest, both of them are very brick every time they are worn even though the effects are undeniably very good (recycle, increase ATK, increase damage, underwrite)
But their summoning conditions are unpredictable because it is very difficult to put them on the field in many cases... Or maybe it's just me being unlucky :v The game knows how to joke people...
Thunder Dragon Fusion (x2-3)
Fusion of materials from GY and banish - i.e. a good recycler to recycle Thunder. Song, can also be used as a searcher to put a TD into the hand after its turn is sent to the GY.
With this version, you will also need to remember to bring at least 2 copies to avoid using Necroface and being mistakenly banned. At least there must be resources to spend.
Thunder Dragon Colossus (1x)
Block opp from searching for cards ( which means they can still draw cards into their hand ). Additionally, if destroyed by combat or effects, you can banish 1 Thunder from below the GY ( note that it can still be banned and sacrificed by Kaiju or simply sent to the GY ).
Thunder Dragon Thunderstormech (1x)
Another main version of TD in the form of Link 4. In addition to the high attack, the ability to reuse the effects of previously used TDs is so great, it almost unifies the deck into one, imagine. On the field with Titan, Colossus and Thunderstormech, it is like an unbeatable form to continuously use TDs and finish off the opponent. Like the other two main monsters of the deck, Thunderstormech also avoids being destroyed by banishing 3 cards in the GY.
Usually I put it in because I don't use Link 4 much, if I do, it's good to use it as a support card...
Tech
Because this is the version that confronts Tear, the cards that allow you to take opp's entire Deck outside the banish area can be put here to add strength to TD.
Batteryman Solar (x3)
Is a card that helps send 1 Thunder Dragon from the Deck so you can immediately continue the combo by banishing it to spam the field, or using Hawk to recall it to the field, etc. In addition, this card also helps you Generate Tokens when a Thunder is called onto the field, helping you Link Summon/Fusion faster.
Fusion
This is a good Fusion engine to destroy the opp field as well as great resonance with the GY lock I mentioned above. Just leave 1 TD in your hand to use Albaz or Super Poly, bring the Fusion boss of your choice to the field and punch the Tear (unless you get hit by a monster negate eff, then that's it, just hope to get Super Poly as soon as possible :v )
Necro + Runick
I tried thinking about this Engine and really, this is an extremely perfect counter to Tear, used with TD. The main idea is that using this Engine will require the GY and Necroface lock sets , so you will completely lock opp into "banish", considering that opp will also run out of resources to deal with you in the next turn. that... At the same time, you also benefit from it: receive additional effects from TDs...
Combo
In this part, I won't say too much about TD, because there has already been an article about this combo (you can refer to it here ), but I will say more about the combo using the GY lock set I introduced. Let's introduce!
Dimensional Fissure, Necroface and Dark World Dealings (Small combo with Dark World as trigger)
- Click Fissure first
- Dark World draws 1 card and puts Necro on GY ( always prioritize banish Necro first, even though you have 1 TD in your hand, you should still prioritize Necro - because it will give you an advantage of 5 banish cards, billion The odds of having a TD in that pile are extremely high)
- The effects of Fissure and Necro are banned and milled for both 5-card Decks
If you're lucky, you'll be able to set up the field to use the effects of banned TDs to put Colossus on the field, not allowing opp to draw cards, but in return, you wo n't be able to protect Colossus, so you'll want to go to Titan. in this to have some sort of bombardment effect...
Dimensional Fissure, Mask Change II and Necroface (Tiny combo with Mask Change II)
Similar to above, this is a small combo that seems quite stupid but officially locks opp's field from the GY thanks to Necro, Fissure and even Dark Law.
If you're lucky, your field setup will be Dark Law, Colossus to lock the field and Fissure to prevent opp from using GY.
Sample deck
With & Pro
This deck is generally very weak in keeping the field. Even though I tried to turn it into a control floodgate style :v but the stage is too weak...
- Strength
- GY course, yard course => Tear course
- With bombardment (Titan, DIscharge)
- Lock the entire hand
- Strong later
- Weakness
- Brick hand extreme
- Think about complex gameplay (depends on the situation, but will help newbies brainstorm)
- MOST IMPORTANT POINT : There is a guard to keep the field => you set up the field and then opp destroys the entire field => all cards are gone...
master-duel
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