Invoked Thunder Dragon (Master Rule 2020)
Deck Primer
As you probably already know; the focus of this deck is to abuse Aleister the Invoker as much as possible and fill your board up with fusion monsters. You mostly want to go into Mechaba or Raidjin - as their effects allow you to disrupt your opponents plays a lot more. The good thing about Invocation is the fact that it recycles your Aleister's a lot more, allowing for you to abuse their effects and fill your board.
The windwitch engine also complements this deck well. It allows to synchro climb using Ice Bell and Glass Bell; which, in the end of it all, can allow you access to a free Crystal Wing Synchro Dragon. Another reason why its so good is the fact it doesn't use up a normal summon; meaning you can go off on your Invoked combos straight after, and have a formidable board for your opponent to face. The only downside is you cannot use your Thunder Dragon monsters afterwards - due to the additional clause on Windwitch - Ice Bell locking you out of summoning any monsters that arent WIND attribute, and above the level of 5. However, you can still easily summon your Invoked Raidjin and have a good negate on board to stop your opponent.
Finally, I run the Thunder Dragon engine. This in theory is pretty simple, and the main reason its here is to block your opponent from searching during their turn - as stated on Thunder Dragon Colossus' effect. You mainly want to max out on all the DARK attribute thunder dragons, thats why I run 2 Dragonroars and 2 Dragondarks.
To finish off - I would give this deck a very reasonable score of 6/10. The combos are pretty linear - but it does lead to some rather impressive boards. What cripples the deck most though; is the issue of the 'lock-out' clause. Turn 1 - you have to decide if you want to end on a possible board of 1-2 Mechabas and a Thunder Dragon Colossus - or Crystal Wing and a few Raidjins. Either way, you're able to set up a decent amount of disruptions for your opponent, and it wont be a ride in the park for them to break your board; that I guarantee.
The windwitch engine also complements this deck well. It allows to synchro climb using Ice Bell and Glass Bell; which, in the end of it all, can allow you access to a free Crystal Wing Synchro Dragon. Another reason why its so good is the fact it doesn't use up a normal summon; meaning you can go off on your Invoked combos straight after, and have a formidable board for your opponent to face. The only downside is you cannot use your Thunder Dragon monsters afterwards - due to the additional clause on Windwitch - Ice Bell locking you out of summoning any monsters that arent WIND attribute, and above the level of 5. However, you can still easily summon your Invoked Raidjin and have a good negate on board to stop your opponent.
Finally, I run the Thunder Dragon engine. This in theory is pretty simple, and the main reason its here is to block your opponent from searching during their turn - as stated on Thunder Dragon Colossus' effect. You mainly want to max out on all the DARK attribute thunder dragons, thats why I run 2 Dragonroars and 2 Dragondarks.
To finish off - I would give this deck a very reasonable score of 6/10. The combos are pretty linear - but it does lead to some rather impressive boards. What cripples the deck most though; is the issue of the 'lock-out' clause. Turn 1 - you have to decide if you want to end on a possible board of 1-2 Mechabas and a Thunder Dragon Colossus - or Crystal Wing and a few Raidjins. Either way, you're able to set up a decent amount of disruptions for your opponent, and it wont be a ride in the park for them to break your board; that I guarantee.
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