=Tistina=
Tistina is the newest TCG Premier Archetype, it is a blind second OTK Deck that focus on crystalizing your Opponent's Monsters (putting them Face-Down) to enable their Monster or Spell/Trap Effects.
- Crystal God Tistina is the Deck's main "boss" Monster, albeit being a weird at that, being a Level 10 Monster dificultates its summoning considering it lacks a Special Summon condition. This however is mitigated by their newer cards which enable it, being a Destructive Daruma Karma Cannon on legs while also removing Face-up Spell/Traps, unfortunately you do the removal and not the other player, meaning you cant out Tower likes.
- You run 1-2 depending on format, currently with the rise of D.D. Crow and Bystial Druiswurm to counter Unchained and Tearalaments 2 would be advised as it is a crucial piece for the Deck.
- Demigod of the Tistina is considerably a better God, which is ironic, he can Special Summon himself from your Hand if you control a "Tistina" card on board and if you do you get to add a "Tistina" Spell or Trap, Demigod can be hit by Ash Blossom & Joyous Spring which causes it to not Special Summon. Besides adding backrow he also has an effect when you control Crystal God which also lets him Daruma the opponent's board, this effect now is doable via Play of the Tistina summoning God in the opponent's turn.
- This card should always be at 3, cause the other important Tistina Monsters/Spells require you to control a Light Attribute Tistina, and this one happens to be the easiest to get out.
- Both of these monsters require a Light "Tistina" to be on board so they can bring themselves from your Hand or GY onto the Field whcih Demigod enables.
- Sentinel of the Tistina is the second best main Deck Monster, destroying a Tistina (including itself) or another Face-down to search any in-Archetype card makes it very important for combos. It can send Discordance of the Tistina or Tistina, the Divinity that Defies Darkness to the GY to get their effects live or any useless backrow you have, converting it into a 1.5 combo into a board which is nice.
- Meanwhile Hound of the Tistina focuses on the Deck's gameplan of OTK'ing the opponent, maybe a Ghostrick in disguise, it lets you attack the Opponent directly if they have a Face-Down Monster, which paired with Defies lets you do 7.8K damage which puts your opponent into Gustav range.
- Unfortunately because it doesn't help you achive a board Hound is normally ran at 1-2 cause its swarming and level is pretty nice for the Deck.
- Fallen of the Tistina fetches you Divine Domain Baatistina, the Deck's Field Spell, which is crucial for some lines and grind. Fallen has a GY effect of summoning any Light Tistina from Hand, GY or Deck when any of your "Tistina" backrow is destroyed, meaning Tellarknight Ptolemaeus into Artifact Durendal to divert Effects into getting the Field popped is legit, getting you Demi and God on board for free.
- Returned of the Tistina is a Level 2 Aqua... Toadally Awesome ... it targets a Tistina and Specials itself with the targeted Monster's Level, which enables you to go into certain lines with some of the other monsters. Targeting another copy means Toad, Sentinel Armored XYZ line, Hound Durendal and Demi/God their R10NK or Liebe. He also has the effect of attaching itself to an Aqua XYZ from the GY which is a bonus that doesn't do much really.
- These guys are very searcheable and dont do much when going second meaning you usually want to keep them at a 1/1 ratio, if anything I'd play 2 Crabs due to the modulation, but Fallen should be kept at 1 cause the opponent is not going to just give you free stuff and this card relies on that very hard to be useful.
- Tainted of the Tistina is a going second tool as it can Kaiju any Monster flipped by your Book of Eclipse or Breath of the Tistina, making itself a Level 10 on Summon enabling your R10NK lines while making God + Hound 8k direct damage with its effect when detached by an XYZ. It is quite weird since it requires some prior set-up and its kinda hard to search going second but its very rewarding when you get to resolve it.
- Like Hound this card shouldnt be played at more than 2, it is very gimmicky and doesnt advance your combo.
- Due to the lack of any other Monsters I will start with their backrow now, Play of the Tistina is your average Monster Reborn with the ability to get stuff out of your Hand which is something you want to do when you have God in hand or you need to get a negated Demigod out. It also enables God + Demigod next turn or makes their backrow live by summoning back the XYZ or God.
- Play should be always ran in the Deck at minimun 1 since it helps you dodge Bystials, Crow and Called By while also giving you plays/follow-up.
- Divine Domain Baatistina follows the new design choice for Field Spells, which is punishing the Opponent when they remove it from the board which makes going second better, in here you get to cheat out God from Hand or Deck. But the effect you will be using more often is the Foolish Burial-like one which can fetch you Hound or Sentinel granted you have a Light on board, and if your Opponent controls 3 Face-Up Cards you get to cheat God out from Deck or Hand.
- Baatistina is weird cause you have a lot of ways to get to it and sometimes you can win without ever getting to it, so its either a 1-2 for me, it also shows a big problem that the previous and future Cards that I will talk about have, they don't do anything by themselves. Sentinel requires a pop, Baatistina requires you to have Lights and etc...
- Breath of the Tistina lets you have an extra Normal Summon of a Tistina Monster, which does come handy to stack damage. Its more important effect whoever is being to flip Face-Down a monster you control or if you control a Light Tistina one from your Opponent's Field to search a Tistina Card. This enables Tainted, gives you a search for stuff like Sentinel or their other backrow.
- Unlike Baatistina this should always be at 3 cause its another card to keep the Deck consistent together with Sentinel.
- Discordance of the Tistina is their only worthwhile Trap going second in my opinion, erasing the entirety of the Opponent's GY if you control their XYZ which kinda sucks but we take what we can get. This card kills all follow-up/resouces some Decks have like Unchained or Tearlaments. Its effect in the GY comes up a lot and you can also send it via Sentinel if you are sure you have lethal. Neither of the Traps should be at more than 1.
- Embrace of the Tistina is a Book of Moon + Change of Heart but it requires you to control the God or Defies for it to work, this should be paired with Play + Demigod with the God in the GY to maximize your disruptions going first.
=Combo example=
Sentinel of the Tistina + any Spell/Trap:
Normal Sentinel of the Tistina > Set the Spell/Trap > Sentinel of the Tistina effect destroys it to add Demigod of the Tistina > Demigod of the Tistina effect Summons itself while adding Breath of the Tistina > Breath of the Tistina target the Opponent's Monster or Demigod flipping it and adding Returned of the Tistina > Returned of the Tistina target Sentinel of the Tistina > Both overlay into Xyz Armor Torpedo which detaches to draw 1 > Xyz Armor Torpedo overlay into Xyz Armor Fortress which detaches the Xyz Armor Torpedo for Full Armored Xyz which will make Full Armored DARK Lancer next turn.
The Deck is very free form so its hard to give it any concrete combos, the average endboard going second would look like this:
4 Material Zeus, God attached to Darkness, S:P, set Discordance and Baatistina