Instructions for Playing Tech Genius

Instructions for Playing Tech Genius

Tech Genius (TG) is a deck that focuses on Synchro summoning, the deck has a lot of support and most importantly, can be mixed with others such as: Sinful Spoils, Snake-Eyes (Extended), D/D, Speedroid, Dinosaur, SuperCancer Samurai, Adventurer Token,... in general, you can mix anything, no one will say if you brick it or not.

Sections covered in this guide:




CORE

 

T.G. Rocket Salamander (x3)

 Rarity
T.G. Rocket Salamander
 Rarity
T.G. Rocket Salamander
T.G. Rocket Salamander
FIRE 1
T.G. Rocket Salamander
  • ATK:

  • 600

  • DEF:

  • 600


You can Tribute 1 "T.G." monster; Special Summon 1 "T.G." monster from your Deck with a different original name than that Tributed monster's. If you control a Machine "T.G." monster: You can target 1 Level 4 or lower "T.G." monster in your GY; Special Summon it in Defense Position, but negate its effects. You can only use each effect of "T.G. Rocket Salamander" once per turn.


is an extremely important card of the deck, searchable by Bonfire (a card that can search for Sinful Spoils so these two can play together), has the ability to jump more cards to combo or simply find the right Level for Summon Synchro


Fuck Komoney, this card is UR

T.G. Screw Serpent (x2-3)

R Rarity
T.G. Screw Serpent
R Rarity
T.G. Screw Serpent
T.G. Screw Serpent
WATER 4
T.G. Screw Serpent
  • ATK:

  • 1300

  • DEF:

  • 500


If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "T.G." monster in your GY, except "T.G. Screw Serpent"; Special Summon that monster, but its effects are negated. You can banish this card from your GY, then target 1 "T.G." monster you control; increase or reduce its Level by 1 until the end of this turn. You can only use each effect of "T.G. Screw Serpent" once per turn.


The next important card, allowing you to synchro level 5 very easily, plays the role of a turner and jumps 1 monster from the grave to synchro (level up or down). Although it can be searched, you should play at least 2 cards to avoid it. enemy disruption

T.G. Tank Grub (x1-2)

R Rarity
T.G. Tank Grub
R Rarity
T.G. Tank Grub
T.G. Tank Grub
EARTH 1
T.G. Tank Grub
  • ATK:

  • 0

  • DEF:

  • 0


If this card you control is used as Synchro Material for a "T.G." monster, you can treat it as a non-Tuner. If this card is sent to the GY as Synchro Material for a "T.G." monster: You can Special Summon 1 "T.G. Token" (Machine/EARTH/Level 1/ATK 0/DEF 0) in Attack Position. You can only use this effect of "T.G. Tank Grub" once per turn.


This one has 2 main effects


+ as a material to summon TG Mighty Striker

+ This leaf token is created to help you lock Calamity

T.G. Drill Fish (x1-3)

N Rarity
T.G. Drill Fish
N Rarity
T.G. Drill Fish
T.G. Drill Fish
WATER 1
T.G. Drill Fish
  • ATK:

  • 100

  • DEF:

  • 800


This card can attack directly. You can only use each of the following effects of "T.G. Drill Fish" once per turn. ● If all monsters you control are "T.G." monsters (min. 1): You can Special Summon this card from your hand. ● When a "T.G." monster you control inflicts battle damage to your opponent: You can target 1 monster your opponent controls; destroy it.


A card that can jump on its own, be searched by other cards and take turn 2 well, thanks to the ability to hit the origin point directly and shoot cards.

T.G. Booster Raptor (x1-3)

N Rarity
T.G. Booster Raptor
N Rarity
T.G. Booster Raptor
T.G. Booster Raptor
WIND 1
T.G. Booster Raptor
  • ATK:

  • 400

  • DEF:

  • 300


If you control a "T.G." monster, you can Special Summon this card (from your hand). You can only Special Summon "T.G. Booster Raptor" once per turn this way. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Booster Raptor".


A level 1 card that jumps, searches, and has effects that can be searched by other TG cards, and in particular, you can use Fossil Dig to search for this card.

T.G. Gear Zombie (x1-3)

R Rarity
T.G. Gear Zombie
R Rarity
T.G. Gear Zombie
T.G. Gear Zombie
DARK 1
T.G. Gear Zombie
  • ATK:

  • 600

  • DEF:

  • 0


You can target 1 "T.G." monster you control; Special Summon this card from your hand, then the targeted monster loses 1000 ATK. You can only use this effect of "T.G. Gear Zombie" once per turn.


Add another level 1 card with the ability to jump on its own


If the TG card you normally summon is negated (especially TG Rocket Salamander ), you can jump this card from your hand to Synchro TG Mighty Striker to continue the combo.

T.G. Cyber Magician (x0-3)

R Rarity
T.G. Cyber Magician
R Rarity
T.G. Cyber Magician
T.G. Cyber Magician
LIGHT 1
T.G. Cyber Magician
  • ATK:

  • 0

  • DEF:

  • 0


If this card you control would be used as Synchro Material for a "T.G." monster, "T.G." monsters in your hand can be used as the non-Tuner Synchro Materials. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician".


Adu is so strong, a card that can use cards in hand as synchro material, and I bring x3 to the ranked test, until Imperm or Veiler get hit, not to mention if your hand is bricked with all handtraps and staples. Have any TG cards as materials and cost your normal summon

T.G. Limiter Removal (x3)

 Rarity
T.G. Limiter Removal
 Rarity
T.G. Limiter Removal
T.G. Limiter Removal
Spell Normal
T.G. Limiter Removal

    Discard 1 card; add 2 "T.G." monsters with different names from your Deck to your hand. You can banish this card from your GY, then target 1 "T.G." monster in your GY; shuffle it into the Deck, or if you control a Machine "T.G." monster, you can add it to your hand instead. You can only use 1 "T.G. Limiter Removal" effect per turn, and only once that turn.


    1.5 combo cards, with only 1 discard you search for 2 TG monsters with different names, usually TG Rocket Salamander and 1 other level 1 card that jumps and *boom* synchro to Mighty Striker

    T.G. All Clear (x1-3)

     Rarity
    T.G. All Clear
     Rarity
    T.G. All Clear
    T.G. All Clear
    Spell Continuous
    T.G. All Clear

      All "T.G." monsters on the field become Machine monsters. During your Main Phase, you can Normal Summon 1 "T.G." monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During your Main Phase: You can destroy 1 "T.G." monster in your hand or field, and if you do, add 1 "T.G." monster with a different name from your Deck or GY to your hand. You can only use this effect of "T.G. All Clear" once per turn.


      All TG monsters on the field become Machine monsters -> helps optimize TG Rocket Salamander


      Allows you to normally summon 1 more body (allows you to continue comboing after eating the handtrap)

      Destroy the TG monster (trigger the search card effect of that monster) and you search for 1 more card from the deck or grave, with a different name from the destroyed monster in your hand.

      Overall this is a good card, but can brick you if you bring too much

      T.G. Close (x1)

       Rarity
      T.G. Close
       Rarity
      T.G. Close
      T.G. Close
      Trap Counter
      T.G. Close

        When a Spell/Trap Card, or monster effect, is activated while you control a Machine "T.G." monster: Negate the activation, and if you do, destroy that card. If a Synchro Monster(s) is banished while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use 1 "T.G. Close" effect per turn, and only once that turn.


        What is stronger than a counter trap?


        is a searchable counter trap that restores itself from the grave onto the field!!!

        Note: you must have Machine TG monsters to use, but you can use TG All Clear to see all TG monsters you have as Machines.

        automatically picked up from the grave and onto the field when a synchro monster is banned (usually TG Glaive Blaster )

        TG1-EM1 (What the fuck?)

        N Rarity
        TG1-EM1
        N Rarity
        TG1-EM1
        TG1-EM1
        Trap Normal
        TG1-EM1

          Target 1 monster your opponent controls and 1 "T.G." monster you control; switch control of both monsters.


          TG1 is not TG 1 so it can't be searched, no help

          T.G. Mighty Striker (x1-2)

           Rarity
          T.G. Mighty Striker
           Rarity
          T.G. Mighty Striker
          T.G. Mighty Striker
          EARTH 2
          T.G. Mighty Striker
          • ATK:

          • 1800

          • DEF:

          • 0


          1 Tuner + 1 non-Tuner monster Once per turn, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "T.G. Mighty Striker" once per turn. If this card is Synchro Summoned: You can add 1 "T.G." Spell/Trap from your Deck to your hand. If this card is sent from your Monster Zone to the GY: You can send 1 "T.G." card from your Deck to the GY.


          Gigachad, easy to level, can find counter traps, synchro in enemy spells to harass the enemy and has the ability to mill cards, too many effects for an easy monster to get on the field

          T.G. Over Dragonar (x2-3)

           Rarity
          T.G. Over Dragonar
           Rarity
          T.G. Over Dragonar
          T.G. Over Dragonar
          DARK 5
          T.G. Over Dragonar
          • ATK:

          • 2100

          • DEF:

          • 1900


          1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon any number of "T.G." monsters from your GY in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "T.G." monsters. You can only use this effect of "T.G. Over Dragonar" once per turn. If this card on the field is destroyed: Draw 1 card.


          trick: if you meet a TG player, just throw a handtrap right at this card and opp will cook it. This is the deck's chokepoint, the effect of this card is very familiar, you can jump as many TG monsters from the grave to the field, a shopee version of Junk Speeder , and of course this is an extremely important card because with only 2 cards, you can jump a lot of monsters, allowing you to add a lot of resources to the field.

          T.G. Hyper Librarian (x1)

          UR Rarity
          T.G. Hyper Librarian
          UR Rarity
          T.G. Hyper Librarian
          T.G. Hyper Librarian
          DARK 5
          T.G. Hyper Librarian
          • ATK:

          • 2400

          • DEF:

          • 1800


          1 Tuner + 1+ non-Tuner monsters If a monster is Synchro Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect.


          trash cancer - if you read the effect of this card, it simply draws 1 card, but it doesn't say once per turn, meaning you have a full combo then hold a bunch of handtraps in your hand, this card is very easy to pick up, no If you need a TG monster, you only need 1 Tuner and 1 non-Tuner, then you can add it up

          T.G. Star Guardian (x1-2)

          R Rarity
          T.G. Star Guardian
          R Rarity
          T.G. Star Guardian
          T.G. Star Guardian
          LIGHT 5
          T.G. Star Guardian
          • ATK:

          • 100

          • DEF:

          • 2200


          1 Tuner + 1+ non-Tuner "T.G." monsters Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "T.G. Star Guardian" once per turn. ● If this card is Special Summoned: You can target 1 "T.G." monster in your GY; add it to your hand. ● During your Main Phase: You can Special Summon 1 "T.G." monster from your hand.


          easy to pick up, can synchro turn the enemy to harass them, has the ability to restock (luckily only pick up monsters, but pick up counter traps 💀 ), and also allows you to jump 1 TG monster from your hand to continue the combo

          T.G. Blade Blaster (x1)

          SR Rarity
          T.G. Blade Blaster
          SR Rarity
          T.G. Blade Blaster
          T.G. Blade Blaster
          EARTH 10
          T.G. Blade Blaster
          • ATK:

          • 3300

          • DEF:

          • 2200


          1 Tuner Synchro Monster + 1 or more non-Tuner Synchro Monsters During either player's turn, when your opponent activates a Spell/Trap Card that targets this face-up card: You can send 1 card from your hand to the Graveyard; negate the effect. Once per turn, during your opponent's turn: You can banish 1 "T.G." monster from your Graveyard; banish this face-up card on the field (this is a Quick Effect). During the next Standby Phase after this card was banished by this effect: Special Summon this card.


          a big body that can negate even the enemy boss with the ability to dodge targets, of course this card is useless but rest assured, the cards below will save and help this card play, in return this card is very easy to pick up.

          T.G. Glaive Blaster (x1)

           Rarity
          T.G. Glaive Blaster
           Rarity
          T.G. Glaive Blaster
          T.G. Glaive Blaster
          EARTH 12
          T.G. Glaive Blaster
          • ATK:

          • 4000

          • DEF:

          • 4000


          1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can target 1 monster on the field Special Summoned from the Extra Deck; banish it. You can use this effect a number of times per turn, up to the number of non-Tuner Synchro Monsters used as Synchro Material for this card. Once per turn, if a monster(s) is banished face-up (except during the Damage Step): You can target 1 of them; Special Summon it to your field, ignoring its Summoning conditions.


          Big Bad Bosses, if this body is in a defensive position, opp is very difficult to play, the ability to banish cards is equal to the number of non-Tuner Synchro monsters you use as materials to summon this card !!!, and the good thing is which monster gets hit banish face up, you can special summon it to the field, ignoring the summoning conditions, this helps you jump Blade Blaster or the card banned by Blade Blaster to continue the combo.

          T.G. Trident Launcher (x0-1)

          SR Rarity
          T.G. Trident Launcher
          SR Rarity
          T.G. Trident Launcher
          T.G. Trident Launcher
          EARTH
          T.G. Trident Launcher
          • ATK:

          • 2200

          • LINK-3

          Link Arrow:

          Bottom-Left

          Bottom

          Bottom-Right


          2+ Effect Monsters, including a "T.G." Tuner If this card is Link Summoned, you can: Special Summon 3 "T.G." monsters (1 from your hand, 1 from your Deck, and 1 from your GY) in Defense Position to your zones this card points to, also you cannot Special Summon monsters for the rest of this turn, except "T.G." monsters. You can only use this effect of "T.G. Trident Launcher" once per turn. Your opponent cannot target "T.G." Synchro Monsters this card points to with card effects.


          used to be a card that TG players called "Sir" until the new support ( TG Over Dragonoar ) was released, then he was able to rest in peace, the bad thing about this card is that you use 3 materials instead of 2 materials like Dragonoar and must have TG monsters from hand AND deck AND grave to be able to use it, sometimes you will not be able to use this effect because your hand does not have TG monsters and also the card is captured by Imperm , Veiler ,...

          Baronne de Fleur (x1)

          UR Rarity
          Baronne de Fleur
          UR Rarity
          Baronne de Fleur
          Baronne de Fleur
          WIND 10
          Baronne de Fleur
          • ATK:

          • 3000

          • DEF:

          • 2400


          1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


          Easy to upgrade, big body, card shooting, omni-negate and restock

          Crimson Dragon (x1)

          UR Rarity
          Crimson Dragon
          UR Rarity
          Crimson Dragon
          Crimson Dragon
          LIGHT 12
          Crimson Dragon
          • ATK:

          • 0

          • DEF:

          • 0


          1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.


          This card is very easy to level because it is level 12 (synchro levels 10 and 12 are very easy for decks). This is a card that allows you to calamity lock (in theory, opp will kneel down and reconcile you, the combo is below the combo section of the article )

          Hot Red Dragon Archfiend King Calamity (x1)

          UR Rarity
          Hot Red Dragon Archfiend King Calamity
          UR Rarity
          Hot Red Dragon Archfiend King Calamity
          Hot Red Dragon Archfiend King Calamity
          DARK 12
          Hot Red Dragon Archfiend King Calamity
          • ATK:

          • 4000

          • DEF:

          • 3500


          2 Tuners + 1 non-Tuner DARK Dragon Synchro Monster When this card is Synchro Summoned: You can activate this effect; for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 Level 8 or lower DARK Dragon Synchro Monster in your GY; Special Summon it.


          "Calamity lock" will be performed after this card lands on the field, this turn opp cannot activate cards and the cards opp is controlling cannot activate effects, opp also cannot use cards or effects to react. heal when this card activates


          It's over, let the remaining effects go, if you win then why care about the remaining ones 🐧

          Cosmic Blazar Dragon (x1)

          UR Rarity
          Cosmic Blazar Dragon
          UR Rarity
          Cosmic Blazar Dragon
          Cosmic Blazar Dragon
          WIND 12
          Cosmic Blazar Dragon
          • ATK:

          • 4000

          • DEF:

          • 4000


          1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects; ● When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card. ● When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s). ● When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.


          If you don't like Calamity lock, you can use Crimson Dragon to jump out to this card, you breathe, you are negated. And there are 2 notes:


          1 > This card is not once per turn

          2 > When this card negates the enemy, it will banish itself, creating conditions for Glaive Blaster to jump back onto the field and negate a second time.

          Spright Elf (cancer)

          UR Rarity
          Spright Elf
          UR Rarity
          Spright Elf
          Spright Elf
          FIRE
          Spright Elf
          • ATK:

          • 1400

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.


          easy, has the effect of jumping back to Mighty Striker every turn or protecting Over Dragonoar from handtrap targets



          Engine

           

          Sinful Spoils

          UR Rarity
          Original Sinful Spoils - Snake-Eye
          UR Rarity
          Original Sinful Spoils - Snake-Eye
          Original Sinful Spoils - Snake-Eye
          Spell Normal
          Original Sinful Spoils - Snake-Eye

            Send 1 other face-up card you control to the GY; Special Summon 1 Level 1 FIRE monster from your hand or Deck. You can banish this card from your GY, then target 1 "Snake-Eye" or "Diabellstar" monster in your GY; add 1 Level 1 FIRE monster from your Deck to your hand, then place the targeted monster on the bottom of the Deck. You can only use 1 "Original Sinful Spoils - Snake-Eye" effect per turn, and only once that turn.


            UR Rarity
            Diabellstar the Black Witch
            UR Rarity
            Diabellstar the Black Witch
            Diabellstar the Black Witch
            DARK 7
            Diabellstar the Black Witch
            • ATK:

            • 2500

            • DEF:

            • 2000


            You can Special Summon this card (from your hand) by sending 1 card from your hand or field to the GY. You can only Special Summon "Diabellstar the Black Witch" once per turn this way. You can only use each of the following effects of "Diabellstar the Black Witch" once per turn. If this card is Normal or Special Summoned: You can Set 1 "Sinful Spoils" Spell/Trap directly from your Deck. During your opponent's turn, if this card is sent from its owner's hand or field to the GY: You can send 1 card from your hand or field to the GY, and if you do, Special Summon this card.


            SR Rarity
            Snake-Eye Ash
            SR Rarity
            Snake-Eye Ash
            Snake-Eye Ash
            FIRE 1
            Snake-Eye Ash
            • ATK:

            • 800

            • DEF:

            • 1000


            If this card is Normal or Special Summoned: You can add 1 Level 1 FIRE monster from your Deck to your hand. You can send 2 face-up cards you control to the GY, including this card; Special Summon 1 "Snake-Eye" monster from your hand or Deck, except "Snake-Eye Ash". You can only use each effect of "Snake-Eye Ash" once per turn.


            UR Rarity
            WANTED: Seeker of Sinful Spoils
            UR Rarity
            WANTED: Seeker of Sinful Spoils
            WANTED: Seeker of Sinful Spoils
            Spell Quick
            WANTED: Seeker of Sinful Spoils

              Add 1 "Diabellstar" monster from your Deck or GY to your hand. During your Main Phase: You can banish this card from your GY, then target 1 of your "Sinful Spoils" Spells/Traps that is banished or in your GY, except "WANTED: Seeker of Sinful Spoils"; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "WANTED: Seeker of Sinful Spoils" once per turn.


              SR Rarity
              Jet Synchron
              SR Rarity
              Jet Synchron
              Jet Synchron
              FIRE 1
              Jet Synchron
              • ATK:

              • 500

              • DEF:

              • 0


              If this card is sent to the GY as Synchro Material: You can add 1 "Junk" monster from your Deck to your hand. If this card is in your GY: You can send 1 card from your hand to the GY; Special Summon this card, but banish it when it leaves the field. You can only use 1 "Jet Synchron" effect per turn, and only once that turn.


              is a special 1.5 card combo engine that does not cost a normal summon, usually ending with Snake-Eyes Ash (Excel) and Rocket Salamander on the field or Jet Synchron in hand

              D/D Lamia, D/D Savant Kepler and Dark Contract with the Gate (Destroy December)

              R Rarity
              D/D Lamia
              R Rarity
              D/D Lamia
              D/D Lamia
              DARK 1
              D/D Lamia
              • ATK:

              • 100

              • DEF:

              • 1900


              If this card is in your hand or Graveyard: You can send 1 "D/D" or "Dark Contract" card from your hand or face-up from your field to the Graveyard, except "D/D Lamia"; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "D/D Lamia" once per turn.


              N Rarity
              D/D Savant Kepler
              N Rarity
              D/D Savant Kepler
              D/D Savant Kepler
              DARK 110
              D/D Savant Kepler
              • ATK:

              • 0

              • DEF:

              • 0


              [ Pendulum Effect ] You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once per turn, during your Standby Phase: Reduce this card's Pendulum Scale by 2 (min. 1), then destroy all monsters you control with a Level greater than or equal to this card's Pendulum Scale, except "D/D" monsters. [ Monster Effect ] If this card is Normal or Special Summoned: You can activate 1 of these effects. You can only use this effect of "D/D Savant Kepler" once per turn. ● Target 1 other "D/D" card you control; return it to the hand. ● Add 1 "Dark Contract" card from your Deck to your hand.


              SR Rarity
              Dark Contract with the Gate
              SR Rarity
              Dark Contract with the Gate
              Dark Contract with the Gate
              Spell Continuous
              Dark Contract with the Gate

                During your Main Phase: You can add 1 "D/D" monster from your Deck to your hand. You can only use this effect of "Dark Contract with the Gate" once per turn. Once per turn, during your Standby Phase: Take 1000 damage.


                The beauty of this engine is that when opp meets a normal Kepler , they will leave a handtrap for Gilgamesh , but no, plot twist, you jump a bunch of TG monsters out in front of the enemy's surprise and helplessness.

                Miscellaneousaurus, Jurrac Aeolo and Fossil Dig (Miscellaneousaurus)

                SR Rarity
                Miscellaneousaurus
                SR Rarity
                Miscellaneousaurus
                Miscellaneousaurus
                FIRE 4
                Miscellaneousaurus
                • ATK:

                • 1800

                • DEF:

                • 1000


                During either player's Main Phase: You can send this card from your hand to the Graveyard; during this Main Phase, Dinosaur-Type monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur-Type monsters from your Graveyard, including this card; Special Summon 1 Dinosaur-Type monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn.


                SR Rarity
                Jurrac Aeolo
                SR Rarity
                Jurrac Aeolo
                Jurrac Aeolo
                FIRE 1
                Jurrac Aeolo
                • ATK:

                • 200

                • DEF:

                • 200


                You can Tribute this card to select 1 Level 4 or lower "Jurrac" monster in your Graveyard, except "Jurrac Aeolo". Special Summon that monster from the Graveyard.


                UR Rarity
                Fossil Dig
                UR Rarity
                Fossil Dig
                Fossil Dig
                Spell Normal
                Fossil Dig

                  Add 1 Level 6 or lower Dinosaur monster from your Deck to your hand.


                  With Fossil Dig , you can search for TG Raptor , this engine will use Miscell to jump Aeolo (Level 1 Tuner) for combos.

                  Speedroid

                  R Rarity
                  Number 75: Bamboozling Gossip Shadow
                  R Rarity
                  Number 75: Bamboozling Gossip Shadow
                  Number 75: Bamboozling Gossip Shadow
                  WIND
                  Number 75: Bamboozling Gossip Shadow
                  • ATK:

                  • 1000

                  • DEF:

                  • 2600


                  2+ Level 3 monsters Once per turn, when an opponent's monster activates its effect (Quick Effect): You can detach 2 materials from this card; the activated effect becomes "both players draw 1 card". You can target 1 other "Number" Xyz Monster you control; attach this card to it as material. (Transfer its materials to that monster.) You can only use this effect of "Number 75: Bamboozling Gossip Shadow" once per turn.


                  SR Rarity
                  Speedroid Terrortop
                  SR Rarity
                  Speedroid Terrortop
                  Speedroid Terrortop
                  WIND 3
                  Speedroid Terrortop
                  • ATK:

                  • 1200

                  • DEF:

                  • 600


                  If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop". You can only use this effect of "Speedroid Terrortop" once per turn.


                  R Rarity
                  Speedroid Taketomborg
                  R Rarity
                  Speedroid Taketomborg
                  Speedroid Taketomborg
                  WIND 3
                  Speedroid Taketomborg
                  • ATK:

                  • 600

                  • DEF:

                  • 1200


                  If you control a WIND monster, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Speedroid" Tuner monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only Special Summon "Speedroid Taketomborg(s)" once per turn.


                  R Rarity
                  Speedroid Red-Eyed Dice
                  R Rarity
                  Speedroid Red-Eyed Dice
                  Speedroid Red-Eyed Dice
                  WIND 1
                  Speedroid Red-Eyed Dice
                  • ATK:

                  • 100

                  • DEF:

                  • 100


                  When this card is Normal or Special Summoned: You can target 1 "Speedroid" monster you control, except "Speedroid Red-Eyed Dice", and declare a Level from 1 to 6; it becomes that Level until the end of this turn.


                  SR Rarity
                  Totem Bird
                  SR Rarity
                  Totem Bird
                  Totem Bird
                  WIND
                  Totem Bird
                  • ATK:

                  • 1900

                  • DEF:

                  • 1400


                  2 Level 3 WIND monsters During either player's turn, when a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, destroy it. This card loses 300 ATK while it has no Xyz Materials.


                  This engine will jump more bodies if you get hit by a handtrap, or worst of all, nibiru , you can go to Number 75 or Totem Bird to make things difficult for the enemy or Trident Launcher

                  Adventurer Token

                  SR Rarity
                  Fateful Adventure
                  SR Rarity
                  Fateful Adventure
                  Fateful Adventure
                  Spell Continuous
                  Fateful Adventure

                    Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of "Fateful Adventure" once per turn. During your Main Phase: You can add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control.


                    UR Rarity
                    Cherubini, Ebon Angel of the Burning Abyss
                    UR Rarity
                    Cherubini, Ebon Angel of the Burning Abyss
                    Cherubini, Ebon Angel of the Burning Abyss
                    DARK
                    Cherubini, Ebon Angel of the Burning Abyss
                    • ATK:

                    • 500

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 Level 3 monsters Monsters this card points to cannot be destroyed by card effects. If this card would be destroyed by battle or an opponent's card effect, you can send 1 other card you control to the GY instead. You can send 1 Level 3 monster from your Deck to the GY, then target 1 "Burning Abyss" monster on the field; it gains ATK/DEF equal to the ATK/DEF of the monster sent to the GY, until the end of this turn. You can only use this effect of "Cherubini, Ebon Angel of the Burning Abyss" once per turn.


                    UR Rarity
                    Foolish Burial
                    UR Rarity
                    Foolish Burial
                    Foolish Burial
                    Spell Normal
                    Foolish Burial

                      Send 1 monster from your Deck to the GY.




                      Tag(s):

                      UR Rarity
                      Wandering Gryphon Rider
                      UR Rarity
                      Wandering Gryphon Rider
                      Wandering Gryphon Rider
                      WIND 7
                      Wandering Gryphon Rider
                      • ATK:

                      • 2000

                      • DEF:

                      • 2800


                      During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control an "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate that activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn.


                      SR Rarity
                      Speedroid Terrortop
                      SR Rarity
                      Speedroid Terrortop
                      Speedroid Terrortop
                      WIND 3
                      Speedroid Terrortop
                      • ATK:

                      • 1200

                      • DEF:

                      • 600


                      If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop". You can only use this effect of "Speedroid Terrortop" once per turn.


                      R Rarity
                      Speedroid Taketomborg
                      R Rarity
                      Speedroid Taketomborg
                      Speedroid Taketomborg
                      WIND 3
                      Speedroid Taketomborg
                      • ATK:

                      • 600

                      • DEF:

                      • 1200


                      If you control a WIND monster, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Speedroid" Tuner monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only Special Summon "Speedroid Taketomborg(s)" once per turn.


                      R Rarity
                      Dracoback, the Rideable Dragon
                      R Rarity
                      Dracoback, the Rideable Dragon
                      Dracoback, the Rideable Dragon
                      Spell Equip
                      Dracoback, the Rideable Dragon

                        Equip only to a monster you control. You can only control 1 "Dracoback, the Rideable Dragon". You can only use each of the following effects of "Dracoback, the Rideable Dragon" once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY: You can target 1 "Adventurer Token" you control; equip this card to that target.


                        UR Rarity
                        Rite of Aramesir
                        UR Rarity
                        Rite of Aramesir
                        Rite of Aramesir
                        Spell Normal
                        Rite of Aramesir

                          If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn.


                          UR Rarity
                          Water Enchantress of the Temple
                          UR Rarity
                          Water Enchantress of the Temple
                          Water Enchantress of the Temple
                          WATER 3
                          Water Enchantress of the Temple
                          • ATK:

                          • 1500

                          • DEF:

                          • 1200


                          If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.


                          Engine so familiar to Yu-Gi-Oh! players, free 1 omni-negate, card push,...



                          Combo

                           

                          T.G. Rocket Salamander (One Card Combo)

                           Rarity
                          T.G. Rocket Salamander
                           Rarity
                          T.G. Rocket Salamander
                          T.G. Rocket Salamander
                          FIRE 1
                          T.G. Rocket Salamander
                          • ATK:

                          • 600

                          • DEF:

                          • 600


                          You can Tribute 1 "T.G." monster; Special Summon 1 "T.G." monster from your Deck with a different original name than that Tributed monster's. If you control a Machine "T.G." monster: You can target 1 Level 4 or lower "T.G." monster in your GY; Special Summon it in Defense Position, but negate its effects. You can only use each effect of "T.G. Rocket Salamander" once per turn.


                          T.G. One Card Combo | Yu-Gi-Oh! Master Duel

                          D/D Savant Kepler (One Card Combo)

                          N Rarity
                          D/D Savant Kepler
                          N Rarity
                          D/D Savant Kepler
                          D/D Savant Kepler
                          DARK 110
                          D/D Savant Kepler
                          • ATK:

                          • 0

                          • DEF:

                          • 0


                          [ Pendulum Effect ] You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once per turn, during your Standby Phase: Reduce this card's Pendulum Scale by 2 (min. 1), then destroy all monsters you control with a Level greater than or equal to this card's Pendulum Scale, except "D/D" monsters. [ Monster Effect ] If this card is Normal or Special Summoned: You can activate 1 of these effects. You can only use this effect of "D/D Savant Kepler" once per turn. ● Target 1 other "D/D" card you control; return it to the hand. ● Add 1 "Dark Contract" card from your Deck to your hand.


                          T.G. One Card Combo (Calamity Lock) | Yu-Gi-Oh! Master Duel




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