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Deck Guide-Hunders

What deck would you want me to do a guide on next?

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Total Votes : 5

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#1
Dragonite

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Horakhty
Horakhty
Deck Guide 1-Hunders
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This archetype's focus is to Normal Summon multiple Level 4 LIGHT Thunder type monsters in one turn to Xyz Summon Rank 4 monsters

There are two common playing styles to this archetype -- Control and Swarm.

For the Swarm strategy, because of the abilities of Mahunder and Pahunder, you can perform multiple Normal Summons to land large amounts of damage on your opponent provided all of your monsters attack directly. This can be improved by Solidarity; however, be aware there are no Thunder-Type Xyz monsters that can be supported by this archetype at this time, and thus if you Xyz Summon, you may cause Solidarity's effect to become null. You can use Dimensional Fissure to help evade this, as the Xyz Materials will go to the Graveyard, but the Xyz Monster(s) will be Banished.

For the Control strategy, you'd want to focus on dropping 1 Xyz at a time (such as Starliege Paladynamo or Constellar Omega) for your opponent to be pressured by, while maintaining a powerful hand advantage by using Thunder Seahorse, Sishunder and Recycling Batteries. Then during the next turn, play another Xyz Monster to either regain, maintain, or further improve your advantage. Using Tragoedia in this strategy is a great defense mechanism that can turn into a powerful offense, as you can generally keep a large hand consisting of 4 or more cards consistently.

Because this archetype has such flexibility, you can take portions of both strategies and implement them into a single deck. You can use control cards in a swarm strategy to keep your opponent from countering you; you can Summon multiple monsters at once in a control strategy to inflict the final blow to your opponent after you've countered all of their other options.

Monsters
Mahunder 
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Code:
Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except "Mahunder", as an additional Normal Summon.
This is the most important cards of the archetype as they give you the ability to swarm the field.


Pahunder
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Code:
Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type monster from your hand, except "Pahunder", as an additional Normal Summon.
One of the main three cards to perform multiple XYZ summons. Run 3 Copies


Sishunder
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Code:
When this card is Normal Summoned: You can target 1 Level 4 LIGHTThunder-Type monster with 1600 or less ATK in your Graveyard, except "Sishunder"; banish that target. During the End Phase of this turn, add that card to your hand.

One of the main three cards to perform multiple XYZ summons. Run 3 Copies


Batteryman AAA
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Code:
When this card is Normal Summoned or flipped face-up, you can Special Summon 1 "Batteryman AAA" from your hand or Graveyard.
Good for quick XYZ summon and good for recycling using Recycling Batteries. Run 3 copies

Cardcar D 
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Code:
Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect.
Good with combo of Pot of Duality and Thunder Seahorse together for adding 5 cards to hand on turn 1. run 2-3 copies

Honest
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Code:
During your Main Phase: You can return this card from the field to thehand. During either player's Damage Step, when a LIGHT monsteryou control battles: You can send this card from your hand to theGraveyard; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.
fits well because its a level 4 light monsters. Run 1 copy

Kagetokage
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Code:
Cannot be Normal Summoned/Set. When you Normal Summon aLevel 4 monster: You can Special Summon this card from your hand. This card cannot be used as a Synchro Material Monster.
excellent card for quick XYZ. Run 1-3 copies

Summoner Monk
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Code:
Cannot be Tributed. When this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard1 Spell Card; Special Summon 1 Level 4 monster from your Deck, but that monster cannot attack this turn.
good for getting out a good hunder card and quick XYZ. Run 1-2

Thunder King Rai-Oh
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Code:
Neither player can add cards from their Deck to their hand except bydrawing them. During either player's turn, when your opponent wouldSpecial Summon exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.
Stops adding cards to hand and negates an inherited summon. Run 1 Copy

Thunder Sea Horse
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Code:
You can discard this card; add 2 Level 4 LIGHT Thunder-Typemonsters of the same name with 1600 or less ATK from your Deck to your hand. You can only use the effect of "Thunder Sea Horse" once per turn. You cannot Special Summon during the turn you activate this effect.
adding to set up hand to perform multiple summons in one turn. Run 0-3 Copies
Vylon Prism
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Code:
If this card is sent from the Monster Card Zone to the Graveyard: You can pay 500 Life Points, then target 1 face-up monster you control;equip this card to that target. If the equipped monster attacks or is attacked: It gains 1000 ATK during the Damage Step only.
adds attack power to any synchro or monster you want. Run 1-3 copies

[hide]
Extra Deck
Synchro Monsters (only if you use prism)
any level 8 synchro will do the trick

Xyz Monsters
Constellar Omega
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Code:
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; all "Constellar" monsters you currently control are unaffected by Spell/Trap effects this turn.
getting over summoning traps and decent attack. Run 1-3 Copies

Constellar Ptolemy M7
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Code:
2 Level 6 monsters
You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If you do, its effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return that target to the hand.
Run with Constellar Omega. Run 1-2

Daigusto Emeral
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Code:
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.[
● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card.
● Target 1 non-Effect Monster in your Graveyard; Special Summon that target.
plays are recycling card. Run 1-2 Copies.

Evilswarm Ouroboros
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Code:
3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects. Each effect can only be used once while this card is face-up on the field.
● Target 1 card your opponent controls; return that target to the hand.
● Send 1 random card from your opponent's hand to the Graveyard.
● Target 1 card in your opponent's Graveyard; banish that target.

Good XYZ monster if you dont want to leave a monster not as a XYZ material. Run 1 copy

Number 91: Thunder Spark Dragon
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Code:
3 Level 4 monsters
Once per turn, you can activate 1 of these effects.
● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field.
● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.
Good card and XYZ verison of Black Rose Dragon. Run 1-2 copies.

Number 102: Star Seraph Sentry
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Code:
3 Level 4 LIGHT monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve its ATK, also, negate its effects. If this face-up card on the field would be destroyed, you can detach all of its Xyz Materials instead. If you do, any battle damage you take this turn is halved.
Decent and Starliege Paladynamo copy. Run 1 copy.

Starliege Paladynamo
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Code:
2 Level 4 LIGHT monsters
Once per turn: You can detach 2 Xyz Materials from this card to target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Draw 1 card.
Its effect and stats are too good to not leave out. Run 2-3 copies.

Vylon Disigma
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Code:
3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up Attack Position Effect Monster your opponent controls; equip that target to this card.
At the start of the Damage Step, if this card battles a monster whose Attribute is the same as a card equipped by this effect: Destroy that monster.
Decent Card and Ally of Catastor copy. Run 0-1 copy.


Any other Rank 4 Monster Cards

Spells
Double Summon
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Code:
You can conduct 2 Normal Summons/Sets this turn, not just 1.
good if you have more hunders in hand. run 0-1 copy.

Monster Slots
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Code:
Target 1 face-up monster you control and 1 monster in your Graveyard with the same Level; banish the target from the Graveyard, then draw 1 card and reveal it, then if the card you drew is a monster with the same Level as the monster on the field, Special Summon it.
This card is good to get a special summon if your low on mosnters. Run 1-2 copies.

Recycling Batteries
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Code:
Target 2 Thunder-Type monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.
works well with the hunder archtype and perfect card to recycle. Run 2-3 copies.

Spirit Converter
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Code:
Once per turn: You can target 1 Xyz Monster you control; attach 1 Level 4 LIGHT monster you control to that target as an Xyz Material. When this card is sent from the field to the Graveyard: Target 2 Level 4 LIGHT Thunder-Type monsters with the same name in your Graveyard; add those targets to your hand.
recycles and give xyz materials to XYZ monsters. Works perfect with Thunder Spark Dragon. Run 0-2 Copies.

Traps
Any of the generalized traps will do for this deck to be at its peak.



Last edited by B@TMAN on Tue Apr 29, 2014 8:23 pm; edited 3 times in total

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#2
Jigglypuff

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Administrator
Approved!



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[20:12:55] ! Duelist ! : sevensome op


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#3
ZachAttack

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Slifer
Slifer
Sishunder should be run at 2 max
Thunder Sea Horse is a staple at 3
Vylon Prism is 2 at lowest
Batteryman AAA is 0 or 3 one or the other basically
Kagetokage is 0-3
Honest is 0-1 (Some of the XYZ monsters aren't light which wont synergize with it)
Constellar Omega is 1-2
Emeral is a 0-1
All of the 3 of XYZs are all 0-1
Paladynamo is a 0-2 (some builds prefer 101 over it (like the chaos build for example))
Monster Converter 0-2 not much to say since its not that great, but it does have its uses IF you draw a monster



Those are my changes to the list so far if you would like take them into consideration

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#4
RiceFarmer

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Teacher
Teacher
Seahorse is really the crux of the deck, yes? I think you should really emphasize just how OP the card is. And say that you can search Seahorse with Seahorse.

...

Mebbe add a little ruling section detailing the ruling questions that are common with each card.

:3



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#5
Dragonite

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Horakhty
Horakhty
ZachAttack wrote:Sishunder should be run at 2 max
Thunder Sea Horse is a staple at 3
Vylon Prism is 2 at lowest
Batteryman AAA is 0 or 3 one or the other basically
Kagetokage is 0-3
Honest is 0-1 (Some of the XYZ monsters aren't light which wont synergize with it)
Constellar Omega is 1-2
Emeral is a 0-1
All of the 3 of XYZs are all 0-1
Paladynamo is a 0-2 (some builds prefer 101 over it (like the chaos build for example))
Monster Converter 0-2 not much to say since its not that great, but it does have its uses IF you draw a monster



Those are my changes to the list so far if you would like take them into consideration

RiceFarmer wrote:Seahorse is really the crux of the deck, yes? I think you should really emphasize just how OP the card is. And say that you can search Seahorse with Seahorse.

...

Mebbe add a little ruling section detailing the ruling questions that are common with each card.  

:3

all changes will be accepted and i will be doing them in awhile

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#6
ZachAttack

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Slifer
Slifer
RiceFarmer wrote:Seahorse is really the crux of the deck, yes? I think you should really emphasize just how OP the card is. And say that you can search Seahorse with Seahorse.

...

Mebbe add a little ruling section detailing the ruling questions that are common with each card.

:3
Sea Horse is not the crux of the deck, and can be a double edged sword, but when 90% of your monster cards are searchable by that same card it can really open up plays even in terrible situations. The card can turn awful hands into great hands, and a chance to win the duel, or at least fight back.
The card searches 2 cards out of most your entire deck, but the ONLY downside is that you cannot special summon for 1 turn. If you go back and look at the previous tournaments Hunders have won I guarantee you 99% of them ran 3 Thunder Sea Horse with the other 1% running 2 due to a space tight build.

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#7
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