After countless hours, I have finally managed to put together the best solution to playing pure Tindangles. So sit back, relax, and read this guide if you ever wanted to learn how to play this deck.
When playing Tindangles, it is best to think of your entire deck as consisting of trap cards. Since your monsters are mainly flip monsters, they will usually have to remain face down for a turn if you want their effects to go off. What this usually means is that you need to be thinking one step ahead of your opponent and taking into account which cards on your field they are most likely to destroy, which leads us to the next point.
The Graveyard:
Tindangles benefit heavily from being in the graveyard as their trap, Tindangle Delaunay, can be banished to immediately summon three to your field face down. That being said, there are some things to keep in mind when playing around with your graveyard:
- Always try and dump Tindangle Delaunay or Nagel's protection with Foolish Burial Goods into the graveyard to set up plays for later or get protection for your monsters on the field respectively.
- Try and always keep Tindangle Intruder and Tindangle Apostle in the graveyard. Intruder summons itself from the GY if another monster is special summoned face down, and Apostle will allow you to get some crazy draw power the turn you flip it up after summoning it back to the field using Delaunay.
The hand:
There are also some things to keep in mind with the cards you want in your hand. Most of the time you always want to set Tindangle Angel or Tindangle Trinity as they are your big combo starters and allow the deck to start chugging along. Tindangle Base Gardna often ends up as a brick so try and keep it in the deck or graveyard as much as possible. Tindangle Hound is the odd one out as you should keep it in your hand if you have an Angel set, otherwise, keep it in the GY as often as possible.
The Strategy:
This deck is often very slow to get started, but once you have several copies of Delaunay in the GY it can be extremely hard to stop. Always start your turn either setting Angel or Trinity and try to keep their defense bolstered with Nagel's Protection. If Nagel's ends up getting destroyed, don't worry, its Graveyard effect lets you add another copy of itself to your hand, as well as discard a Tindangle card to the GY. If you do not have a monster to set, it is best to stall using Needlebug Nest to try and dump three Tindangles and a Delaunay to summon them on your opponent's turn and keep drawing and discarding cards using Hand Destruction. If you need to stall even further, you can often cripple your opponent early with a well timed Solemn Strike or Warning. Once you have the resources, you want to summon Tindangle Acute Cerberus (preferably with a Trinity as a material as it will allow you to add a Gergonne's End to your hand for some extra protection and dump a Delaunay in the GY in case Cerberus dies. On another note, you must also use Base Gardna as a material or else Cerberus will not gain any attack points). With such a huge monster on the field and the multiple layers of defense you will have in case it somehow dies, you are pretty much free to continue attacking for game. Also make sure to use the rest of your Extra Deck as a toolbox for various situations you may encounter.