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Card of the week

If this card is used as a Synchro Material Monster for the Synchro Summon of a "T.G." Synchro Monster, you can use "T.G." monsters in your hand for the other non-Tuner Synchro Material Monster(s). During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician".

☆Reasons why using it! ☆

This card is unaffected by Skill Drain, and it's effect is good in T.G Quasar. It allows you to synchro Hyper Librarian or Wonder Magician easily through its condition.

    What a stunning deck Duel Monster Academy unofficial TG deck discussion

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    SamTheHuman

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    What a stunning deck Duel Monster Academy unofficial TG deck discussion

    Post by SamTheHuman on Mon Aug 26, 2013 7:36 am


    Hello there people of Duel Monster Academy. Most of you probably don't know me but its okay. So I decided that i would take the charge and make a TG deck discussion thread for this site. You are probably wondering "Why should I listen to this crack pot?". I have been playing T.Gs on and off for roughly about two years and have played multiple variants and will go through most of them.

    So lets start with the T.G Cards them self.
    Monsters:


    T.G. Striker

    2 copies

    This card is the bread and butter of any T.G. deck. You can make so many plays from having this card  in your hand its quite unbelievable. Lets say you go second they have a monster on  the field and in your hand you have T.G. Striker, T.G. Warwolf, and T.G. Rush Rhino. You could special summon T.G. Striker with its effect then special summon T.G. Warwolf with its effect and normal summon T.G. Rush Rhino. and from here you can either synchro into a 5 6 or 9. T.G. Striker also can be played defensively because when its destroyed you add a T.G. monster to your hand besides a copy of itself at the end of your turn. This card is really strong and you should be playing Max copies.

    T.G. Rush Rhino

    2-3 copies

    T.G. Rush Rhino is the beater of the archetype with 1600 base attack which is nothing to laugh at, and whenever it attacks it gains 400 attack making it able to hope over some pretty powerful cards like Thunderking or Shura. Having the ability to ad another T.G. card to your hand at the end of the turn when this card is destroyed makes this card one of the staples of any T.G. deck and a really good choice.

    T.G. Warwolf

    2-3 copies

    T.G. Warwolf allows you to special summon it whenever a level 4 or lower monster is special summoned so this allows you to do so much. Like I said earlier you can combo it with T.G. Striker or you can use it defensively to protect your life points after your opponent drops a level 4 monster. This card is another must have in any T.G. deck.

    T.G. Cyber Magician

    1-2 copies

    T.G. Cyber Magician isn't that great of a card since it has 0 atk and 0 defense and its so easy to stop it with effect veiler. Unlike the other T.G. monsters that fetch cards this one doesn't combo well with Skill Drain since you cant use its effect to synchro and its inherently low attack points. It also costs a normal summon so i only really seeing this card being useful turn 1. Only pure T.G. should run this card.

    T.G. Jet Falcon

    0 copies

    T.G. Jet Falcon is on sight is bad and to be honest it is. Unlike the other T.G. monsters listed above it doesn't fetch when destroyed. The effect does get past skill drain but the fact that it costs a normal summon and the ways to summon it faster cant be used with skill drain makes it weaker then its level 2 brother T.G. Striker who can special summon himself and allow for you to combo with T.G. Warwolf and T.G. Rush Rhino.

    T.G. Catapult Dragon

    0 copies

    Wastes a normal summon for a 900 attack monster with a mediocre effect. Has no effect that gets around Skill Drain. Nuff said.


    T.G. Blade Blaster

    0-1 copies

    This card is great if you are playing a pure T.G deck  you can easily summon it and stun your opponent for the rest of the duel. Its just like Gladiator Beast Heraklinos but for T.G. and on top of that you can remove it and bring it back saving it from destruction spells.

    T.G. Halberd Cannon

    0-1 copy

    This card is like a once per turn horn of heaven but with 4000 attack and lets you special summon any T.G. monster from your graveyard which includes another copy of this card if you have one in your graveyard. This is a really powerful stun card just like Blade blaster but is a little harder to summon. And i personally prefer Quasar.

    T.G. Hyper Librarian

    1 copy

    This card, what can i say about it that we don't all know. Its amazing draw one card when you synchro summon if you aren't running this in a T.G. deck you are doing it wrong. This allows you to go big and still have hand presence. Really nice card in almost any deck that synchro summons a lot.

    T.G. Power Gladiator

    0-1 copies

    This card is a great beater level 5 with 2300 and pierce with a nice effect that activates in the grave. The one drawback to this card is that it requires a T.G. non tuner. This card isn't really worth running unless you are running pure T.G.

    T.G. Recipro Dragonfly

    0-1 copies

    Recipro isn't a great card its mostly used since its a level 2 synchro tuner but if you really need one there are better options including formula. Its always nice to have this card as a backup in-case something happens to your formula.

    T.G.Wonder Magician

    1-2 copies

    Wonder Magician is actually a very good card. It is a mystical space typhoon  when its synchro summoned and has an okay ability that gets past skill drain. It also has formulas effect to allow synchro summoning on your opponents turn.


    Okay now that we have gone over the T.G. monsters  lets look at some spells and traps
    Spells and Traps:


    TGX1-HL

    0-2 copies

    This card isn't great if you aren't running some synchro based T.G. deck and the reason why is that you loose your TGX1-HL into synchro combo and most of the time this card will feel like a dead draw.

    TGX300

    0-1 copies

    This is one of those cards which isn't bad but it isn't great either. You could play this on pure T.G. and get quite the boost but there are better cards to be played.


    TG-SX1

    0 copies

    Don't play this. Its a situational call of the haunted only for T.G. monsters. This card allows for more field control but if you are really concerned about your field control just play a call of the haunted it allows for so many more plays.

    TG1-EM1

    2-3 copies

    This card is like creature swap on crack. You personally get to choose your opponents monster and yours. You trade over a T.G. and attack over it gaining its when destroyed effect allowing you to make great plays with this card. This card can flip the tables on your opponent and it should be used carefully.

    TGX3-DX2

    0-2 copies

    This card is exactly pot duplicity in trap form and less situational, you can even play more then one a turn. I can see this getting more play since pot of avarice has been banned.


    So in my next post on this topic ill talk about the tech cards and what staples to play as well as some differences in the variants of this archetype.

    -------------------
    WIP
    needed
    Staples and Techs
    Variants
    Decklists
    --------------------



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    SamTheHuman

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    Join date : 2013-08-24

    Re: What a stunning deck Duel Monster Academy unofficial TG deck discussion

    Post by SamTheHuman on Mon Aug 26, 2013 7:36 am

    RESERVED


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