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Thunder Synchro/Xyz


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I made this deck a month ago. it's basically a deck to quickly bust out the Level 8 Synchro Monsters and Rank 4 Xyz Monsters

Card List
Monsters:
x3 Fathunder, x3 Mothunder, x3 Sisthunder, x3 Batteryman AAA, x3 Thunder Seahorse, x3 Vylon Prism, x2 Thunder King Rai-Oh

Spells
x1 Mind Control, x1 Heavy Storm, x1 Dark Hole, x1 Monster Reborn, x2 Mystical Space Typhoon, x1 Pot of Avarice, x2 Pot of Duality, x2 Recycling Batteries

Traps
x2 Bottomless Trap Hole, x2 Dimensional Prison, x1 Mirror Force, x1 Solemn Judgment, x2 Solemn Warning, x1 Starlight Road

Extra Deck
x2 Stardust Dragon, x1 Scrap Dragon, x1 Thought Ruler Archfiend, x2 Vylon Epsilon, x1 Colossal Fighter, x2 Daigusto Emeral, x1 Evilswarm (Verz) Ouroboros, x2 Number 16: Shock Master, x2 Number 39: Utopia, x1 Steelswarm Roach


This deck was also still in testing and i didnt get a chance to change the Xyz, but idm the way they are now, you can change the Extra Deck to your liking if you feel it be necessary.

[img]http://i47.tinypic.com/2dhsmtz.jpg[/img]

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[s]-1 thunder sea horse, +2-3 Batteryman Microcell (ur choice though, i love it), +1 Honest, Maestroke, +2-3 Constellar Omega, 1-2 Constellar Ptolemys Messier (depends on how many Omega u run), +1 Light End Dragon, -1 Emeral, -1 Ourborous, -2 SHock Master, -1 Epsilon[/s]

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Cut Sisthunder and Thunder King. They do a poor job in supporting the deck's win condition.

Add Cardcar-D, Effect Veiler, and Swift Scarecrow or Threatening Roar.

Opening plays with Cardcar D and Thunder Seahorse can easily prepare you for a huge play next turn, Effect Veiler is completely necessary, and Swift Scarecrow/Threatening Roar help the deck out a lot because it leaves itself open to a lot of potential OTK plays when afterwards you can punish them for overextending.

You also need 3 Pot of Duality to ensure you hit the ideal opening as often as possible.

also


1 Scrap Dragon
1 Stardust Dragon
1 Crimson Blader
1 Number 32: Shark Drake
1 Number 39: Utopia
1 Number C32: Shark Drake Weiss
1 Number C39: Utopia Ray
1 Number 91: Thunder Spark Dragon
1 Number 16: Shock Master
1 Gem-Knight Pearl
1 Steelswarm Roach
1 Photon Papilloperative
1 Maestroke the Symphony Djinn
1 Verz Ouroboros
1 Vylon Disigma

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[quote name='SpectralMaliceX' timestamp='1343208972' post='5988429']
Ignore Kvn it's clear that he has no idea how the thunder archtype are meant to be run, cut down on the synchro's and focus on the xyz.
[/quote]

Care to explain, i am willing to except ANY criticism as long as it's explained.

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[quote name='Kvn523' timestamp='1343214121' post='5988452']
Care to explain, i am willing to except ANY criticism as long as it's explained.
[/quote]

Why would you EVER recommend cutting 1 Thunder Seahorse? Have you read that card?

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[quote name='byakksmodeus' timestamp='1343214355' post='5988453']
Why would you EVER recommend cutting 1 Thunder Seahorse? Have you read that card?
[/quote]
For some reason i always like it at two o.0, I'll try at 3 and see what happens. Ur probably right: i'll edit my deck and get back to you.

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[quote name='Kvn523' timestamp='1343214121' post='5988452']


Care to explain, i am willing to except ANY criticism as long as it's explained.
[/quote]

You suggested that he cut the 2 shock masters those are infact the cold wave and skill drain of the deck in a format with so many chaos dragons, dino rabbit and inzektors running around.

So yeah I say you're new to thunders, however I concede to you the fact he uses sisthunder is bad.

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[quote name='SpectralMaliceX' timestamp='1343216211' post='5988462']
You suggested that he cut the 2 shock masters those are infact the cold wave and skill drain of the deck in a format with so many chaos dragons, dino rabbit and inzektors running around.

So yeah I say you're new to thunders, however I concede to you the fact he uses sisthunder is bad.
[/quote]

Shock master really? I never seem to find it useful or seen it in play more than 3-4 times. Anyways, i'll try it and see how it goes. Thank you for the suggestions. My variant is more battery man focused, so i probably shouldn't have posted. Anyways, crossing out my useless words and accepting advice.

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[quote name='B3lly N3rd' timestamp='1343224149' post='5988539']
no need for sis or prisms in my opinion
[/quote]I love the prisms in the deck, mainly because i found out how easy it was to bust out a Level 8 synchro really fast and even still, it's a level 4 so there's also another reason to have it :)


[quote name='SpectralMaliceX' timestamp='1343216211' post='5988462']
You suggested that he cut the 2 shock masters those are infact the cold wave and skill drain of the deck in a format with so many chaos dragons, dino rabbit and inzektors running around.

So yeah I say you're new to thunders, however I concede to you the fact he uses sisthunder is bad.
[/quote]i haven't really got much play with the deck so i was using sisthunder to see how she would run in the deck, i mean i can see why she's not as good as the other "Thunder" monsters. I only used her because i felt that her effect worked well as a means of recycling some other thunder-type monsters if my hand is full of "Thunder" monsters.


[quote name='SpectralMaliceX' timestamp='1343208972' post='5988429']
Ignore Kvn it's clear that he has no idea how the thunder archtype are meant to be run, cut down on the synchro's and focus on the xyz.
[/quote] i do agree that i have alot of Synchro monsters. I'll try and cut down


[quote name='byakksmodeus' timestamp='1343213967' post='5988451']
Cut Sisthunder and Thunder King. They do a poor job in supporting the deck's win condition.

Add Cardcar-D, Effect Veiler, and Swift Scarecrow or Threatening Roar.

Opening plays with Cardcar D and Thunder Seahorse can easily prepare you for a huge play next turn, Effect Veiler is completely necessary, and Swift Scarecrow/Threatening Roar help the deck out a lot because it leaves itself open to a lot of potential OTK plays when afterwards you can punish them for overextending.

You also need 3 Pot of Duality to ensure you hit the ideal opening as often as possible.
[/quote] I Like this, im gonna edit the deck when i can and try some of the things you suggested. I welcome more ways to add to hand more cards because i often run into some plays where i can wish i could do something if i had a monster that i usually get a turn later.

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[quote name='Dubar' timestamp='1343236780' post='5988709']


i think he means with prisms and sis it wouldnt be as good as the chaos variant
[/quote]

That's a false statement though since the chaos variant sides in prisms or other dark support cards that aid thunders, well any one using the chaos variant right does.

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