Hello once again. With the first constructed YCS shortly away, I would like to wish everyone going the best of luck. I will not be attending the event like I mentioned in my previous article so I hope to see everyone I can at the Philadelphia Regional on April 13th then YCS New Jersey when that time comes! With all the Evilswarm talk going around, I figured it would be appropriate to build a deck to its counter attribute. And what is the opposite of darkness? Light of course! With my article a while back about Evilswarms called "Plunge Into Darkness" I gave a little insight about how the new archtype can be played but did not fully look into all the cards you can utilize in the deck. A main example being Forbidden Dress. That card I think is going to be a main deck staple in 2-3 of that deck. And if is not in the main deck, it would be 100% in the side deck. I myself have been trying different varients of Evilswarms so hopefully I can find a suitable build for its release deck and maybe you will see me playing that deck at upcoming events! But like I mentioned, this article is about finding the Light you could say. Or Lighting up the yugi world with Thunder (hint hint). What deck do you ask? Thunder Family.
3x[ccProd]Mahunder[/ccProd] 3x[ccProd]Pahunder[/ccProd] 3x[ccProd]Sishunder[/ccProd] 3x [ccProd]Thunder Sea Horse[/ccProd] 2x[ccProd]Tragoedia[/ccProd] 2x [ccProd]Vylon Prism[/ccProd] 1x[ccProd]Honest[/ccProd] 2x [ccProd]Cardcar D[/ccProd]
2x [ccProd]Pot of Duality[/ccProd] 3x [ccProd]Mystical Space Typhoon[/ccProd] 1x [ccProd]Heavy Storm[/ccProd] 1x [ccProd]Dark Hole[/ccProd] 1x [ccProd]Monster Reborn[/ccProd] 1x [ccProd]Recycling Batteries[/ccProd]
2x [ccProd]Fiendish Chain[/ccProd] 2x [ccProd]Dimensional Prison[/ccProd] 2x [ccProd]Threatning Roar[/ccProd] 2x [ccProd]Torrential Tribute[/ccProd] 1x [ccProd]Solemn Warning[/ccProd] 1x [ccProd]Solemn Judgment[/ccProd] 2x [ccProd]Bottomless Trap Hole[/ccProd]
Extra Deck: 15
2x [ccProd]Starleige Paladynamo[/ccProd] 1x [ccProd]Steelswarm Roach[/ccProd] 1x [ccProd]Number 39: Utopia[/ccProd] 1x [ccProd]Number 20: Blackship of Corn[/ccProd] 1x [ccProd]Abyss Dweller[/ccProd] 1x [ccProd]Gagaga Cowboy[/ccProd] 1x [ccProd]Maestroke the Symphonny Djinn[/ccProd] 1x [ccProd]Number 39: Shock Master[/ccProd] 1x [ccProd]Photon Papiloperative[/ccProd] 2x [ccProd]Stardust Dragon[/ccProd] 1x [ccProd]Scrap Dragon[/ccProd] 1x [ccProd]Crimson Blader[/ccProd] 1x [ccProd]Thought Ruler Archfiend[/ccProd]
Off the bat, this deck gains ALOT of advantage very quickly. The plus of [ccProd]Thunder Sea Horse[/ccProd], getting you [ccProd]Sishunder[/ccProd] which gets you the sea horse back again. Then you can rinse and repeat next turn for[ccProd]Pahunder[/ccProd],[ccProd]Mahunder[/ccProd], or even getting [ccProd]Vylon Prism[/ccProd] to set up synchro plays. The monster lineup is incredibly standard except the [ccProd]Cardcar D[/ccProd]'s. Most thunder family decks opt to play the [ccProd]Thunder King Rai-Oh[/ccProd] in the main deck. I am personally not a huge fan of the king of thunder at the moment so in my build, I decided to replace him with a the little racecars. You wont always have the sea horse play turn one or maybe not even turn 2, but using the [ccProd]Cardcar D[/ccProd] to dig deeper into your deck, making you plus' you gain even larger, and increasing your chances of drawing you Hunder monsters and swarming with normal summons is pretty neat. I know after the main event of YCS Austin, Paul Clarke had built this deck and we were playtesting my Wind-Ups vs his Thunder Family. And once the family starts swarming, its very hard to stop and annoying. Spamming rank 4's constantly and even synchros for that matter can be troublesome for most decks. Especially with backrows to support them.
In the trap lineup, you see I play 2 copies of [ccProd]Threatning Roar[/ccProd]. This is something Paul was talking about during out testing and I decided to give it a whirl for myself. It works very well with this deck since you can continue to normal summon if the somehow stop your play and you stop their battle phase. But what is also good about [ccProd]Threatning Roar[/ccProd], is its chainability. When you go [ccProd]Thunder Sea Horse[/ccProd] into your[ccProd]Sishunder[/ccProd], set a protection card that is not the roar, and get you sea horse back. Then get 2 copies of [ccProd]Vylon Prism[/ccProd] via sea horse, summon the second copy of Sis, remove the sea horse, set the Roar now if you have a copy of Ma/Pa in your hand, and now the Roar gives you that extra level 4 monster on the field to spam even more with. Remember what Salvo DaD did with Roar? I know this deck is not nowhere compared to Salvo DaD, but the protecting yourself from your opponent spamming, them spamming right back is the generic concept I'm trying to make. Also [ccProd]Threatning Roar[/ccProd] is unexpected. So some players might even go as far as if they have a very strong hand where they can make a game shot (Karakuris for example) they will MST/Heavy your 1 or 2 backrows and then you chain the Roar and suddenly they are put in that awkward spot to where their game shot has to be put off for another turn. Then on your turn, you can combo off and rush them right back.
The spell lineup is extremly basic, I dont think I need to go into detail about that. Maybe the single copy of [ccProd]Recyling Batteries[/ccProd] but kind of like how Water decks play the single copy of[ccProd]Salvage[/ccProd], it serves the same concept here. The extra deck however, I will definitly go into detail. The 2 copies of [ccProd]Stardust Dragon[/ccProd] are self explainatory, synchro summoning for level 8's is pretty good/consistent for this deck so making multiple copies of Stardust Dragon followed with multiple backrows is always a good thing. [ccProd]Thought Ruler Archfiend[/ccProd]. One of my favorite synchro monsters ever in the game. He was the very first synchro monster I ever owned so that's a little reason why I wanted to play this deck. But the fact of giving him more ATK points from [ccProd]Vylon Prism[/ccProd] is pretty cool and gaining back life points is never a bad thing. [ccProd]Crimson Blader[/ccProd] is another one of the cards who deserves ALOT more recognition. This card is VERY good. I am stressing the word VERY. And giving him more attack points from [ccProd]Vylon Prism[/ccProd] almost guarantees he can destroy an opponents monster by battle and get his effect off. I remember the night before YCS Austin, I made a last minute change in my Mermail deck and cut [ccProd]Scrap Dragon[/ccProd] for [ccProd]Crimson Blader[/ccProd] and I do not regret it one bit. It helped me beat 2 Dark World players since they could not bring back Grapha and then one Hieratic/Hazy Flame player because it left his[ccProd]Rekindling[/ccProd]/Tefnuit useless. This card will be played in more decks coming up, so be on the lookout for that. [ccProd]Starleige Paladynamo[/ccProd] is the main reason this deck is seeing more play. This requirements for him are so easy to do in this deck that it can spit out Paladynamo's left and right. Everything else in the extra deck is standard except for maybe [ccProd]Steelswarm Roach[/ccProd]. During my testing, I found Hieratics and Karakuris to be a hard matchup for the deck. So making a Roach if I needed too seemed like a good idea. It could be replaced with something of your liking, but it is just my preference.
There you have my little Thunder Family decklist and explanations on some of my card choices of the deck. By all means, give the deck a try and let me know some changes you made to your varients and I would possibly give them a try! Good luck to everyone attending YCS San Diego, until next time, Play Hard or Go Home!