Pure T.G. Tech Genus
Deck Primer
Have no fear Duelist, I come from an apocalyptic Future to teach you Accel Synchro and the highest form of synchro summoning, the Delta Accel Synchro!
I was always a fan of Antinomy in the 5DS Anime and I was shocked to see no one ever really attempted to built a pure Variant of his T.G. Deck that's actually playable and strong. Let's change that today and look into what makes this Deck so strong in all it's Detail:
My time may be over but I call forth my brothers
The overall Goal with this Deck is quite obvious Synchro summoning.... a lot. Through massive Special summoning you can easily go into your biggest Bosses as early as turn one. Your L10 Boss Monsters are your Accel Synchro Monsters and your L12 Boss Monsters are the Delta Accel Synchro Monsters.
Now the Special part about T.G. Monsters is, that when they are destroyed on the field you can search any other T.G. Monster from your Deck during the End Phase of that turn. These effects are not limited to a once per turn or to who destroyed them which makes it very versatile in it's usage. Not all of their Monsters have that ability but for the sake of this Deck Profile I will call this type of effect "T.G. DNA" when it comes up.
There's also a newly added synergy while T.G. Machine Monsters are on the field which we will talk about too.
T.G. stands for Totally Great Starters
To pinpoint down the one Starter in this Deck would be a crime against this Deck. This whole Archetype's Monster Lineup serves as some kind of starter so I will talk about every Maindeck Monster in this Paragraph from top to bottom:
T.G. Rush Rhino: He's the strongest Maindeck Monster at your disposal as a L4 non Tuner with 1600 ATK. When he attacks he will gain additional 400 ATK making him a 2000 ATK threat. He also has T.G. DNA. The biggest reason to play him however is his great Combo potential with T.G. Cyber Magician to get a instant L5 Synchro summon online. Since he has no Special Summon capabilities on his own he shouldn't be played to much.
T.G. Screw Serpent: He's your other L4 Monster which just happens to be a tuner too. If this card is summoned you can special summon any other L4 or lower T.G. monster from your GY but negate it's effects. This is yet again perfect to get a L5 Synchro immediately. You can also use this kind of effect to get the L2 Synchro T.G. Recipro Dragonfly or T.G. Mighty Striker and a potential setup for a L12 Delta Accel Synchro. Furthermore you can Banish this card from the GY to increase or reduce the Level of one of your T.G. Monsters by one until the End Phase. That is useful in a variety of Situations if your Synchro levels wouldn't match up otherwise. Each effect is a hard once per turn. This card combined with T.G. Rocket Salamander is an instant L10 Accel Synchro and with T.G. Gear Zombie or T.G. - Break Limiter or T.G. - All Clear it's an easy L12 Delta Accel Synchro.
T.G. Warwolf: He's the L3 non Tuner with built in T.G. DNA. When any player special summons a L4 or lower Monster you can Special summon him from your Hand. He's a good combo extender for you and a nice surprise to be summoned during the opponents turn. Thanks to his T.G. DNA he's very good at generating advantage for you and since it's not a once per turn you can special up to 3 of them in one turn if you feel like it. Combined with T.G. Striker he's an easy L5 Synchro without using up your normal summon.
T.G. Metal Skeleton: He's a L2 non Tuner. If a Monster on the field is destroyed by Battle or an opponents card effect you can Special summon him from your Hand. Just like T.G. Warwolf it's possible during either player's turn. The 2nd effect is that you can banish T.G. Metal Skeleton from your field or GY instead, if T.G. Monsters would be destroyed by Battle or Card effect to prevent that. He's obviously nice for protecting your Big Bosses from otherwise dangerous cards like Raigeki , Lightning Storm and the likes. Both of his effects are a hard once per turn.
T.G. Striker: He's your L2 Tuner and the Cyber Dragon of the archetype. If only your opponent has a Monster you can special summon him from the Hand. He also has T.G. DNA on top of that and no Once per turn limitations. It's obvious he's very strong for your Strategy to get things started going 2nd. With T.G. Warwolf combined you get a L5 Synchro without using up your normal summon which is amazing.
T.G. Gear Zombie: He's a L1 Tuner. You can target one of your T.G. Monsters, special summon this card from the Hand and then reduce the ATK of the targeted T.G. Monster by 1000, even if it has less then 1000 ATK. This is a hard once per turn. At the End of the day he's a free special summon with a minor downside and a very welcome addition for your Deck to make an easier T.G. Trident Launcher. If you search him together with T.G. Rocket Salamander he's an instant L12 Delta Accel Synchro Access so beware of this little Zombie guy.
T.G. Cyber Magician: He's another L1 Tuner. With him you can use T.G. Monsters in your Hand as Synchro Material for the summon of a T.G. Monster. That makes him perfect to reach both L2 and L5 Synchro summons easier. On top of that he has T.G. DNA too. What more could you want? What if I tell you his effect to use T.G. Monsters in the hand as Synchro Material is not treated as an effect and can't be negated? Yes he's a broken little boy for sure.
T.G. Tank Grub: He's your 3rd and final L1 Tuner. The good part with him is that you can treat him as a non Tuner if you use him as Synchro Material for a T.G. Monster. You can also special summon a L1 token in Attack Position after he's been used for a T.G. Synchro Summon. That effect is a hard once per turn. His effects both make him perfect to go into your L2 T.G. Recipro Dragonfly or T.G. Mighty Striker easily which makes him 100% essencial.
T.G. Booster Raptor: He's a L1 non Tuner. If you control a T.G. Monster you can special summon him from your Hand. This is a hard once per turn. He also has T.G. DNA. He's yet another Monster to reach your 3 Monsters on the field easier to go into a T.G. Trident Launcher line from that.
T.G. Drill Fish: He's yet another L1 non Tuner. He can attack the opponent directly with a measly 100 ATK. He also has two hard once per turn effects. If you control only T.G. Monsters you can special summon him from your Hand. Also if a T.G. Monster inflicts Battle Damage to your opponent you can target and destroy one of his Monsters. Thanks to him being able to attack directly you can easily trigger the effect to destroy one of the opponents Monsters. Also he's yet another free Special summon to go into an easier T.G. Trident Launcher line from there.
T.G. Rocket Salamander: He's the final L1 non Tuner in your Deck and also the best out of all of them. By tributing any T.G. Monster including himself you can special another T.G. Monster with a different Name from your Deck. Also if you control a Machine T.G. Monster you can special summon a L4 or lower T.G. Monster from your GY and negate it's effects. Both effects are hard once per turns. Just as an example: Use his first effect and tribute himself, summon T.G. Screw Serpent and revive T.G. Rocket Salamander , go into the L5 Synchro T.G. Over Dragner and resummon both Materials. Use them again to go into T.G. Star Guardian and recycle T.G. Rocket Salamander to your Hand. Now you have a L10 Accel Synchro summon on field and if you also have T.G. Gear Zombie in your Hand or any other L1 Tuner in your GY it becomes a L12 Delta Accel Synchro easily.
T.G. also stands for Trident Game
If you actually read all this you might have noticed that Synchro summoning is very easy to achieve in this Deck but who is this T.G. Trident Launcher that I keep talking about?
T.G. Trident Launcher is your Link-3 Monster with 2200 ATK, which can be summoned with 2+ effect Monsters including a T.G. tuner. You can use Monsters stolen with TG1-EM1 to summon this card too. If he's Link summoned you can special summon one T.G. Monster each from your Hand, GY and Deck in defense position to the 3 Zones this card points to. With this setup you can easily go into a L12 Delta Accel Synchro as early as turn one. That's especially true if you summon a T.G. Rocket Salamander with it's effect.
Even better is the possibility to re summon your Synchro Monsters from the GY with T.G. Trident Launcher since there's no limitation for that in any way. And that's still not everything. Every T.G. Synchro Monster he points to can't be targeted by opponents card effects. In total this card is a absolute must play if you aim to summon many Synchro Monsters in one turn.
But don't forget your shiny new support cards T.G. - Break Limiter and T.G. - All Clear which fulfill the purpose of T.G. Trident Launcher even better now. Thanks to the new support he's been decentralized from the overall Strategy which is a good thing.
T.G. also stands for Tool Gadgets
We are slowly but surely approaching the actual Boss Monsters of this Deck. But before we go there we have to look at the L2 and L5 Synchro Monsters and their very important role in this Deck.
T.G. Recipro Dragonfly: This is your L2 Synchro non tuner. With this card you can once per turn target one of your Synchro Monsters and send it to the GY. This is only useful if you use it on your L10 Accel Synchro Monsters since then you can resummon the two L5 Synchro Monsters used for their synchro summon back to the field and go into a L12 Delta Accel Synchro from that position. With a L10 Accel Synchro in your GY you are ready to revive it with T.G. Trident Launcher , T.G. Over Dragner or T.G. Halberd Cannon to gain total control over the game quickly. Shooting Star Dragon T.G. EX has a built in revival so it may be your best option to send most of the time. Also note that if you use this effect and T.G. Star Guardian is revived he will trigger his on summon effect which is perfect.
T.G. Mighty Striker: He's the L2 Tuner of the Deck and searches any T.G. Spell/Trap on Synchro Summon. If he's send to the GY you can mill any T.G. Card from your Deck for example the new and powerful Counter Trap T.G. - Close or T.G. - Break Limiter for recycling Power. He also has quick effect Synchro summoning available during the opponents Main Phase. If you search T.G. - All Clear with this effect you can end up with an easy L12 Delta Accel Synchro. Also combining him with 2x T.G. Recipro Dragonfly , T.G. Over Dragner and T.G. Screw Serpent's Level Manipulation effect can create a 3 Non Tuner Material T.G. Glaive Blaster which allows you to use his banishing effect 3x every turn.
T.G. Star Guardian: He's your first L5 Synchro Tuner. During the opponent's Main Phase once per Chain you can Synchro summon using this card you control. He also has two hard once per turn effects. When he is Special Summoned in any way you can target one T.G. Monster and return it to the Hand. This is useful to recycle T.G. Trident Launcher who in fact can resummon T.G. Star Guardian thus forming a formidable loop. You can also recycle any other T.G. Monster and then use his 2nd effect to special summon any T.G. Monster from your Hand to get easier L12 Delta Accel Synchro Access.
T.G. Wonder Magician: She's your other L5 Synchro Tuner. Just like T.G. Star Guardian she can Synchro Summon during the oppponents Main Phase. What makes her useful is the fact that if she's Synchro Summoned you have to destroy one Spell or Trap on the field and if she's destroyed you draw one Card. Both effects are mandatory and not once per turn. You can end up drawing a free card by using the effect of T.G. - All Clear.
T.G. Power Gladiator: He's your first L5 Synchro non Tuner and is maybe one of the most unknown Monsters in Yugioh. He has 2300 ATK and inflicts piercing Battle Damage. If he's destroyed you draw one Card. He is good at times when you use TG1-EM1 to give the opponent one of your 0/0 ATK/DEF statline Monsters and attack over it. I like this dude for winning me games I shouldn't have won in the past. Also thanks to T.G. - All Clear he can at least be a easy Draw 1.
T.G. Hyper Librarian: He's your other L5 Synchro non tuner and in contrast to T.G. Power Gladiator the most known T.G. Monster. He has 2400 ATK and if any player Synchro summons a Monster you get to draw one Card, that's it. It's not a once per turn which makes this effect pretty awesome. If you have enough ressources make him first and after that T.G. Star Guardian to draw 2+ Cards easily. A perfect Hand might give you even more advantage in one turn.
T.G. Over Dragner: He's the final L5 non Tuner and easily the best of them. If he's destroyed you draw 1 Card once again useful with T.G. - All Clear combined. The broken part is that on synchro summon you can special summon any number of T.G. Monsters from your GY to your field in defense Position without any limitations outside of the hard once per turn and locking into T.G. Monsters. Thanks to him you can set up easy L12 Delta Synchro Summons and massive Boss Monster Swarming every turn. Imagine summoning him with T.G. Mighty Striker and T.G. Warwolf during the opponents turn and have a T.G. Blade Blaster and Shooting Star Dragon T.G. EX be revived from the GY on top of up to 3 other Monsters.
T.G. also stands for Tremendous Gods
Finally we reach the Boss Monster Stage. We will now look at two different L10 Accel Synchro Monsters and two different L12 Delta Accel Synchro Monsters in Detail:
T.G. Blade Blaster: He's your first L10 Accel Synchro and your All Star of the Deck. With 3300 ATK he's a Beast in terms of raw power already. Furthermore he can negate effects of opponents Spell & Trap cards that target him by sending one card from the Hand to the GY. Finally he can once per turn Banish himself during the opponents turn as a quick effect if you banish one T.G. Monster from the GY as a cost. He will be Special Summoned back to your side during the next Standby Phase then.
It's very difficult to properly Deal with this card for the opponent since he can evade pretty much everything which hardly discourages the use of Removal against him. If you use his 2nd effect and chain TG1-EM1 to it you can steal one of the opponents Monsters for free since on resolution T.G. Blade Blaster will banish himself leaving the opponent with nothing.
Shooting Star Dragon T.G. EX: He's your other L10 Accel Synchro and very powerful in it's own way. He also comes with a hefty 3300 ATK statline and can without once per turn negate and destroy Monsters which target one or more of your Monsters with an effect by banishing a T.G. Tuner from the GY. He also has two hard once per turn effects. He can simply negate one attack of one of the opponents Monsters and as a quick effect resummon himself from the GY by tributing two Synchro Monsters you control as a cost whenever you like during the opponents turn.
He's very nice to use as a GY surprise. If your Monsters are in Danger he can quickly come out from the GY and stall out for one turn. Both of his defensive abilitys are very useful to protect T.G. Trident Launcher too, who in return protects this card against any kind of targeting.
T.G. Halberd Cannon: He's your first big L12 Delta Accel Synchro. He comes with 4000/4000 ATK/DEF which basically makes him a god of the future in terms of stats. He can once per turn negate a Summon of an Monster and destroy it. Also when he's send to the GY you can special summon any T.G. Monster from the GY back to the field.
Sounds all very strong and it sure is, but let me go yet again a little more into Detail. His summoning negation is only for inherent Summons which means effects which summon another Monster then themselves like for example Hysteric Party cannot be negated. Easier said, a summon which starts a chain can't be negated. But he can negate the summon of multiple Monsters at once if they are all summoned through their own effect or it doesn't start a chain. Negate and destroy 5 Pendulum Summoned Monsters is indeed possible.
His 2nd effect is a When... you can... type of effect which will make him miss timing should he be send to the GY and it's not the last thing to happen, for example if he's send as a cost. Also he cannot be Special Summoned back from the GY which is a Upside and Downside at the same time.
Even with all this special rules negating for example the Normal Summon from the opponent is always strong and replacing itself with for example T.G. Blade Blaster is equally as good.
Also thanks to T.G. Glaive Blaster he can replicate his Anime effect. Banish him with T.G. Glaive Blaster and resummon him with T.G. Glaive Blaster after that to have his summon negation online once more. Negating up to 2 summons in a turn and evading disruption is very nice to have.
T.G. Glaive Blaster: He's the other L12 Delta Accel Synchro Boss Monster with 4000/4000 Statline like usual. He can target and banish a Monster Special summoned from the Extra Deck 2 times per turn. If you use more then 2 non tuners he can use this effect even more often. In this Deck the maximum number is 3. Also of a Monster is banished face up you can special summon it face up to your side of the field ignoring it's summoning conditions. That effect is a hard once per turn.
The first effect is obviously nice to get rid of multiple opposing Monsters and steal one for yourself with the 2nd effect if you like to. This effect is even more versatile then you might think. You can banish your own Monsters with this effect and resummon them to get T.G. Halberd Cannon's effect online a 2nd time or trigger T.G. Star Guardian's on special summon effect.
But you can also use this effect to get T.G. Metal Skeleton back online or T.G. Screw Serpent back into play. The same applies for T.G. Blade Blaster after he's been using his own effect. Since you can banish all your Monsters thanks to T.G. Blade Blaster every Monster can be brought back with this effect. There's a lot of potential here so feel free to experiment with this card.
T.G. also stands for Trap Game
I pretty much talked about everything except the 6 Traps and 6 Spells which are found in this Deck so let's cover them too:
TG1-EM1: Already earlier mentioned this card allows you to target one of your T.G. Monsters and one of the opponents Monsters and switch control of them. Unlike Creature Swap you choose both Monsters and since it's a trap you can use it to interrupt the opponent. This card is obviously useful to Deal a lot of Damage if you give the opponent a Monster with 0 ATK and use the 4000 ATK T.G. Halberd Cannon or T.G. Glaive Blaster to attack over it.
T.G. - Close: A Omni Negation Counter Trap if you control a Machine T.G. Monster. Also if a Synchro Monster gets banished you can set this card back to the field. Only 1 effect can be used and only once that turn. A very nice card to stop any annoying card the opponent might have. Mill or search for it with T.G. Mighty Striker and use T.G. Glaive Blaster or T.G. Blade Blaster to get it back into play easily. An overall very welcome addition to the Strategy.
T.G. - All Clear: A permanent Spell which makes every T.G. Monster Machine type while it's on the field and enables an additional normal summon for an T.G. Monster every turn. Also you can destroy a T.G. Monster on the field or in your Hand to search/recycle a T.G. Monster with a different name from your Deck/GY. Very useful with T.G. Mighty Striker or any Monster with T.G. DNA to gain advantage and L12 Delta Accel Synchro Access.
T.G. - Break Limiter: Discard 1 card and search 2 T.G. Monsters with different names from your Deck. Also you can banish this card from the GY to shuffle a T.G. Monster in the GY back into the Deck or add it to your Hand if you control a T.G. machine monster. Only 1 effect can be used per turn and only once that turn. Search T.G. Rocket Salamander and T.G. Gear Zombie and you just got a 1 card L12 Delta Accel Synchro Combo. Also being able to recycle Monster back to the Hand/Extra Deck is equally as useful in later turns.
The Meklord Invasion commences!
This Deck is strong but it has some obvious weakpoints. Your Removal is limited and targeting based only. Like that a big tower Monster like Five-Headed Link Dragon which is unaffected and which summon hasn't been negated prior is almost impossible to deal with. T.G. Glaive Blaster could steal a Monster which deals with these Threats but even that won't always work.
Anti Synchro and Special summon hate is the downfall for this Strategy too. Without your Synchro Bosses your Strategy can't work at all so beware of that. Also non targeting non destruction Removal is difficult to deal with for this Deck. I also want to mention that a Ash Blossom & Joyous Spring used on your T.G. Trident Launcher is very devastating. If you are unsure whether he has this card or not you should lure this effect out with your other Draw effects first. Thanks to the new support this weakness is way less obvious and can be circumvented quite easily.
Final Words from a distant Future
This Deck has a unique mix of Monsters. With many different Types, Levels and Attributes you can play around Floodgates and Anti Meta with ease and thanks to the T.G. DNA and Draw Power you have a big Advantage engine at all times. Just beware of activating T.G. - All Clear against Cyver Dragon matchups.
Your Big Bosses are very difficult to Deal with and have powerful effect. You can lockdown the summon of many Monsters and effects and easily OTK the opponent. Furthermore a lot of quick effects can interrupt the opponent even further and leave them defenseless. In total this Deck is a lot of fun to play. On the surface it looks like your average Synchro Spam deck but in Reality it's a summon/effect lockdown with a big advantage engine and nice cards to steal opponents Monsters easily.
Final Rating:
★★★★★★☆ OTK Potential
★★★★★☆☆ Defensive Tools
★★★★★★★ Control Options
★★★☆☆☆☆ Removal Options
★★★★★☆☆ Recovery/Recycling
★★★★★★★ Card Advantage
Overall Rating: ★★★★★☆☆ 33/42★
Genius Rulings from the Future
T.G. Monster have some unique rulings which I will talk about below:
About T.G. DNA: 1. Their effect to search activates when they are destroyed and remain in the GY until the End Phase. 2. These effects are not a once per turn and can stack amongst each other.
T.G. Warwolf: 1. Special summoning this card is an effect which starts a Chain 2. Only one copy can be special summoned at a time
T.G. Metal Skeleton: The effect which allows you to banish this card to protect T.G. Monsters can't be responded to and doesn't start a Chain.
T.G. Striker: Special summoning this card is not an effect.
T.G. Cyber Magician: His effect to use T.G. Monsters in the Hand as Synchro Material is NOT an effect. It can't be negated.
T.G. Tank Grub: Being able to treat this card as a non Tuner is an effect which can be negated but not be chained to.
T.G. Booster Raptor: Special summoning this card is not an effect.
T.G. Halberd Cannon: 1. He can only negate summons which do not start a Chain. 2. His 2nd effect can miss timing.
T.G. Glaive Blaster: He ignores summoning condition but only if the Monster you want to summon has been properly summoned from the Extra Deck prior to that.
T.G. Wonder Magician: Destroying a Spell or Trap is a mandatory effect which can destroy your own cards too.
T.G. Trident Launcher: His first effect can only be used if you have 3 Monsters to Special summon with this effect.
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