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Thunderer Archetype - Gods of Lightning!


Kid Gambino

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THUNDERER

THE GODS OF LIGHTNING

 

[spoiler=Description]"Thunderer" is an archetype of DARK Thunder monsters with a playing style focused primarily on summoning their monsters from their hand in fast and unsuspecting moments, allowing the user to react to a plethora of scenarios due to their varying effects and swarm the field with their monsters easily. Each member of this archetype is named and/or based on a mythological or fictional lightning/thunder/storm character, each depicting their mastery of electricity as it dances around them in their card artwork. The name "Thunderer" is just a play on the word "thunder", meaning they are ones who embody the aspect of thunder and lightning. The lore of the archetype speaks of the Thunderers as powerful, sentient beings of pure lightning, worshiped as gods of combat, war and destruction.

 

 

[spoiler=Playing Style]Focused primarily on quickly and randomly summoning themselves or other Thunder monsters to the field, the archetype allows the player to swarm their field in reaction to various scenarios, such as taking damage, opponent's card activation, or even their own card effects. In addition to their potential ability to swarm, various members are capable of providing a powerful effect once Special Summoned, granting the player field advantage as a result. Equipped with powerful effects and high ATK for a good portion of the archetype, the Thunderers are capable of striking the opponent's monsters and life points hard and fast. Unfortunately, many of their monsters come with a drawback, requiring the player to return them to their hand/Deck/Main Deck after being Special Summoned, in order to balance out their quick and powerful effects, but nonetheless still allows them to be summoned again if the situation is right. The archetype can be considered somewhat of a punishment deck, allowing the player to react to their opponent's cards and destroy cards or swarm their field in response.

 

 

[spoiler=Notes]Yo, KG here with a revamp/update to the first custom archetype I ever made, which I don't believe I had posted here. The cards have been sitting in my imgur account rotting away, so I decided instead of coming up with new archetype ideas, why not give this old archetype some love? This archetype is inspired by characters of mythological lore and characters from fictional stories, each representing or possessing some control over lightning, thunder, or storms. I do not own any of the card artwork, and I give all credit to their creators from deviantart and various Google Image search results. I hope to also bring this archetype to the Duel Portal, so with that said, I appreciate any and all constructive criticism as I'd love this deck to become balanced and my card creating to become more professional in the future. Thanks!

 

 

[spoiler=Update Log]2017.12.10 - "Thunder" archetype revamped/updated!

 

 

[spoiler=Main Deck Monsters][spoiler=Zeus the Thunderer]REbdmdx.png

 

[spoiler=Lore]Zeus the Thunderer
DARK - ✪✪✪✪
Thunder/Effect
When a Thunder monster is destroyed and sent to the GY: You can Special Summon this card from your hand. If this card attacks: Return it from the field to the hand at the end of the Damage Step.
[2300/1600]

 


[spoiler=Nikola the Thunderer]10lSCGj.png

 

[spoiler=Lore]Nikola the Thunderer
DARK - ✪✪✪✪
Thunder/Effect
If you control a face-up Thunder monster: You can Special Summon this card from your hand. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower Thunder monster from your hand.
[1300/1800]

 


[spoiler=Raiju the Thunderer]8oanDDc.png

 

[spoiler=Lore]Raiju the Thunderer
DARK - ✪✪✪✪
Thunder/Effect
When a Thunder monster is Special Summoned: You can Special Summon this card from your hand. If this card attacks an opponent's monster: This card gains 400 ATK, during the Damage Step only.
[1600/1500]

 


[spoiler=Arges the Thunderer]QtT1I3W.png

 

[spoiler=Lore]Arges the Thunderer
DARK - ✪✪✪✪
Thunder/Effect
When a Thunder monster is destroyed and sent to the GY: You can Special Summon this card from your GY. You can only control 1 "Arges the Thunderer". During the End Phase of the turn this card is Special Summoned: Return it from the field to the hand.
[1900/1400]

 


[spoiler=Indra the Thunderer]WbvePsO.png

 

[spoiler=Lore]Indra the Thunderer
DARK - ✪✪✪✪
Thunder/Effect
When this card is Normal Summoned: You can add 1 Level 4 or lower "Thunderer" monster from your Deck to your hand, except "Indra the Thunderer". If this card attacks a Defense Position monster: Inflict piercing battle damage to your opponent.
[1800/700]

 


[spoiler=Enel the Thunderer]OMkl87P.png

 

[spoiler=Lore]Enel the Thunderer
DARK - ✪✪✪✪
Thunder/Effect
When a Thunder monster is returned from the field to the hand, Deck, or Extra Deck: You can Special Summon this card from your hand. During the Standby Phase: You can return this card from the field to the hand, then add 1 "Temple of the Thunderers" from your Deck or GY to your hand.
[1400/600]

 


[spoiler=Valkyr of the Thunderers]f0fnzrT.png

 

[spoiler=Lore]Valkyr of the Thunderers
DARK - ✪✪✪✪
Thunder/Effect
Once per turn, when a Thunder monster is Special Summoned: You can place 1 Valkyr Counter on this card. This card gains 800 ATK and DEF for each Valkyr Counter on it. If this card would be destroyed and sent to the GY: You can remove 1 Valkyr Counter from it instead.
[800/800]

 


[spoiler=Ozzai the Thunderer]ouXxUCE.png

 

[spoiler=Lore]Ozzai the Thunderer
DARK - ✪✪✪✪
Thunder/Tuner/Effect
When your opponent Special Summons a monster from the Extra Deck: You can Special Summon this card from your hand, then you can Synchro Summon 1 Thunder Synchro Monster using this monster and other monsters you control.
[1200/1200]

 


[spoiler=Hajin the Thunderer]rM9hD1n.png

 

[spoiler=Lore]Hajin the Thunderer
DARK - ✪✪✪✪✪✪
Thunder/Effect
When a Spell Card is activated during the Battle Phase: You can Special Summon this card from your hand. Thunder monsters you control cannot be destroyed by battle. During the 2nd End Phase after this card is Special Summoned: Return it from the field to the hand.
[2300/1800]

 


[spoiler=Majin the Thunderer]HW8ZLne.png

 

[spoiler=Lore]Majin the Thunderer
DARK - ✪✪✪✪✪✪
Thunder/Effect
When a Trap Card is activated during the Battle Phase: You can Special Summon this card from your hand. Thunder monsters you control cannot be destroyed by card effects. During the 2nd End Phase after this card is Special Summoned: Return it from the field to the hand.
[1800/2300]

 


[spoiler=Sajin the Thunderer]Y3KXQg7.png

 

[spoiler=Lore]Sajin the Thunderer
DARK - ✪✪✪✪✪✪
Thunder/Effect
When you take damage from a card effect during the Battle Phase: You can Special Summon this card from your hand. This card gains ATK equal to the combined original ATK of all other Thunder monsters on the field. During the 2nd End Phase after this card is Special Summoned: Return it from the field to the hand.
[100/100]

 


[spoiler=Jediah the Thunderer]6ce3rvr.png

 

[spoiler=Lore]Jediah the Thunderer
DARK - ✪✪✪✪✪✪✪
Thunder/Effect
When your opponent Special Summons 3 or more monsters during the same turn: You can Special Summon this card from your hand, then destroy 1 card on the field. You can only activate this effect of "Jediah the Thunderer" once per turn. During the 2nd End Phase after this card is Special Summoned: Return it from the field to the hand.
[2600/1600]

 


[spoiler=Kolus the Thunderer]s9A4zF0.png

 

[spoiler=Lore]Kolus the Thunderer
DARK - ✪✪✪✪✪✪✪✪
Thunder/Effect
When 2 or more Thunder monsters are Special Summoned during the same turn: You can Special Summon this card from your hand. When this card is Special Summoned: Destroy all other monsters OR all Spell/Trap Cards on the field. You can only control 1 "Kolus the Thunderer". During the 2nd End Phase after this card is Special Summoned: Return it from the field to the bottom of the Deck.
[2700/1500]

 

 

 

 

[spoiler=Extra Deck Monsters][spoiler=Blitzerg the Thunderer]qGv8Y5d.png

 

[spoiler=Lore]Blitzerg the Thunderer
DARK - ✪✪✪✪✪✪✪✪
Thunder/Fusion/Effect
2 Thunder monsters
You can Fusion Summon this card from your Extra Deck by sending the above cards from either side of the field to the GY. (You do not use "Polymerization".) If a Thunder monster you control attacks a Defense Position monster: Inflict double piercing battle damage to your opponent. During the End Phase of the turn this card is Special Summoned: Return it from the field to the Extra Deck.
[2300/0]

 


[spoiler=Dregar the Thunderer]uky1Yf0.png

 

[spoiler=Lore]Dregar the Thunderer
DARK - ✪✪✪✪✪✪✪✪
Thunder/Synchro/Effect
1 Thunder Tuner + 1 or more non-Tuner Thunder monsters
You can Synchro Summon this card from your Extra Deck by sending the above cards from either side of the field to the GY. When this card is Special Summoned: Destroy 2 cards on the field. During the End Phase of the turn this card is Special Summoned: Return it from the field to the Extra Deck.
[2500/1800]

 


[spoiler=Longshen the Thunderer]Cuva3wP.png

 

[spoiler=Lore]Longshen the Thunderer
DARK - ✪✪✪✪
Thunder/Xyz/Effect
2 Level 4 Thunder monsters
You can Xyz Summon this card from your Extra Deck by using monsters from either side of the field as material. You can detach 1 Xyz Material from this card; it gains 1 additional attack during each Battle Phase this turn. During the End Phase, while this card has no Xyz Material attached: Return this card from the field to the Extra Deck.
[2100/1600]

 

 

 

 

[spoiler=Spell Cards][spoiler=Temple of the Thunderers]jHpwNto.png

 

[spoiler=Lore]Temple of the Thunderers
Field Spell Card
All monsters on the field and in every GY become Thunder monsters. Each time a Thunder monster is Special Summoned: Inflict damage to both players equal to its Level x 100. While this card is face-up on the field: All "Thunderer" monsters that are Special Summoned gain 500 ATK, until the end of the same turn.

 


[spoiler=Dance of the Lightning Priest]Bex70V6.png

 

[spoiler=Lore]Dance of the Lightning Priest
Continuous Spell Card
All Thunder monsters that would be sent to the GY are returned to the bottom of their respective Deck instead. During each player's Standby Phase, if you do not control "Temple of the Thunderers" or a Thunder monster: Destroy this card.

 


[spoiler=Core of the Thunderers]JKvXhgX.png

 

[spoiler=Lore]Core of the Thunderers
Quick-Play Spell Card
Target 1 "Thunderer" monster on either player's side of the field: Return it to the top of the owner's respective Deck, then increase the ATK of all Thunder monsters you control equal to its Level x 200, until the End Phase.

 


[spoiler=Electromagnetic Converter]jTnqhsj.png

 

[spoiler=Lore]Electromagnetic Converter
Quick-Play Spell Card
You must control at least 1 face-up Thunder monster to activate and resolve this effect. Special Summon or add 1 Thunder monster from your Deck to your hand whose Level is equal to the combined Levels of all face-up Thunder monsters you control.

 


[spoiler=Calm Before the Storm]morZrzg.png

 

[spoiler=Lore]Calm Before the Storm
Normal Spell Card
You cannot declare an attack or Special Summon monsters during the turn you activate this card. During your next Standby Phase after this card's activation: You can add 2 Level 4 Thunder monsters from your Deck to your hand. You can only use the effect of "Calm Before the Storm" once per turn.

 


[spoiler=Energy Overcharge!]4lMW6Tq.png

 

[spoiler=Lore]Energy Overcharge!
Normal Spell Card
Select 1 face-up Attack Position Thunder monster you control. The selected monster can attack all monsters your opponent controls once each, and it's original ATK is doubled. Thunder monster(s) you control cannot attack this turn, except the selected monster. At the end of the Battle Phase, destroy the selected monster and take damage equal to it's original ATK.

 

 

 

 

[spoiler=Trap Cards][spoiler=Spark of Enlightenment]h2sC5yN.png

 

[spoiler=Lore]Spark of Enlightenment
Normal Trap Card
Activate this card when a Thunder monster is returned from the field to the hand, Deck, or Extra Deck. Draw 2 cards. You can only activate "Spark of Enlightenment" once per turn.

 


[spoiler=A Shocking Turn of Events?!]7z5Ve5m.png

 

[spoiler=Lore]A Shocking Turn of Events?!
Continuous Trap Card
Activate this card when your opponent declares an attack while you control no monsters on the field. Face-up monsters cannot declare an attack, change battle positions, or activate their card effects. You can send this face-up card on the field to the GY: Draw 1 card.

 


[spoiler=Cloudburst Surge]xz2YmQV.png

 

[spoiler=Lore]Cloudburst Surge
Normal Trap Card
When a Thunder monster is Special Summoned to either side of the field: Target any number of Level 4 or lower Thunder monsters in your GY; Special Summon them, then take damage equal to each monster's Level x 200, that was Special Summoned this way. During the End Phase, return any monster Special Summoned by this effect to the bottom of the Deck in any order.

 


[spoiler=Thunder God's Wrath]l6Og9Qc.png

 

[spoiler=Lore]Thunder God's Wrath
Normal Trap Card
Activate only when a Thunder monster is destroyed and sent to the GY while your opponent controls at least 2 or more monsters than you control on the field: Destroy 2 cards on the field.

 

 

 

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25 cards? Well, let me tell you a little secret >.> <. unfortunately no deck is ever going to play a filled with single copies of card. the ideal archetype around cards and this because it nice number divisible by but mostly b that if you run each giving little room some singles here there mediocre archetypal cards. course now i have look through these identify weak points what reviewing about.>

 

Nikola is a must have at 3, considering it cannot brick. Indra would also be run at 3, as it grants a search on Normal Summon, and is an instant R4 when combined with Nikola. Piercing damage is just a sweetener. Jediah (When your opponent Special Summons a monster(s) for their 3rd or more time this turn: ... this is probably bad OCG, but still clearer than yours imo) is a great counter for spammy Decks, and in this Link era, most decks are going to be SSing 3 or more times, so this card at 3 as well. Enel at 3, because unfortunately, Thunder doesn't get much support, meaning you're going to have to rely on the cards within this archetype. At this point, we're moving down in numbers, so lets grab the other Main Deck cards run at 3. Temple seems to be a key card, giving ATK and damage (last effect is worded weirdly. It implies it activates, but I don't think it should. Do you mean: "When a "Thunder" monster is Special Summoned, it gains 500 ATK until the end of this turn.") Cloudburst is also run at 3, as it's a slower Soul Charge that doesn't limit the Battle Phase.

 

Heh, as I was reading these, determining how one would build a Deck with these cards, I realized how truly bad some of said cards actually are. But before I elaborate, let's take a look at A Shocking Turn of Events?! . Firstly, WHAT? Just take a look at the card itself; it's a completely generic means of shutting down the field until you choose not to. Your opponent can't even deal with it in monster effects, and you can just wait until the perfect hand, and, if your opponent chains MST, you can just send it to the GY anyway and draw 1 card. I have no suggestions other than completely removing it from the set. It has no place in the current game :(

 

You call this a punishing archetype; I call this a conditional archetype, and unfortunately, while you would win in the occasional single duel, matches are this Decks bane. Let's take a look at a card like Sajin: Trickstars deal effect damage, but unfortunately, effect damage is otherwise non-prevalent. You have effect damage splashed occasionally among this archetype, but it's not consistent enough to actually be worth it. Hajin and Majin? You need to have your opponent play a Trap during the BP, and you need to have the corresponding card in your hand. This deck neither has the consistency nor hand advantage to make this plausible, yet alone possible. Ozzal is a little more possible in terms of your opponent's plays, but not only does it all it do is actually Synchro Summon the 1 Synchro monster in this Deck, but you need to have the corresponding Level 4 to make it actually possible to Summon said monster. Valkyr robs you of your Normal Summon in exchange for a little bit of ATK and destruction protection, as opposed to all the other means of removal your opponent can pull on you. Zeus and Arges imply a destruction theme, but they're too slow to be usable, and neither is of any use other than a temporary wall if they get destroyed during your opponent's turn. Arges is the slightly better one, but you need to actually somehow get it into the GY before it is usable. Raiju grants a little more speed, and is possible the best card other than the ones I mentioned earlier, but all it grants is a little ATK boost.
 

Intermission: Theming. You say they're capable of quickly damaging your opponent's LP; I don't see that. You have effect damage somewhere, you have the occasional ATK boost, but it's not consistent. You don't have a real means of damaging your opponent as a whole, and any sort of speed to damage your opponent relies too much on your opponent, meaning unless they play PSYFrames or something similar, you're only going to be able to use monsters as walls during your opponent's turn.

 

Dance is potentially the worst card in the archetype. It's not searchable, it destroys itself really easily, and it doesn't actually help the archetype. I have GY Summoning effects here! I have effects that Summon from the hand! This archetype barely has any Deck support, and besides, even if it did have a little here and there, placing cards in the Deck only makes them harder to Summon and can hurt your consistency. Core is similar for this same reason, but it also hurts your potential draw for your next turn. ATK gain is reasonable, but not worth it. Converter only works in two scenarios: You control 2 or 1 monsters, and the have to all be Level 4. Your lack of variation in Level makes it completely uninteresting, and hurts it even more, and all it can search apart from another Level 4 is Kolus, who can only be useful in certain scenarios. And considering the "speed" of this archetype, you're rarely going to have an exact number of monsters, not to mention you just happen to have this unsearchable card in your hand. Calm is a bad version of Thunder Sea-horse. A really bad version that restricts your plays even more and forces you to wait a turn simply by opening your stat limitations on what you can search. Energy Overcharge would be dependent on the rest of the archetype, and so for now is bad as well. Spark of Enlightenment isn't as bad, but it is slow, as it requires you to set it and wait a turn before you can use it, and is still vulnerable to removal. Poor Yoda. Wrath has that same problem.

 

Not going to talk about the Extra Deck monsters for the moment. Not while there are so many other holes in the archetype.

 

Look, you deserve another review after some changes, but for now this is by no means good. Try and build up a theme together, and imagine ideal plays against other decks. If you want to rely on responding to your opponent's plays, grant yourself more leeway. If you want to deal with burn damage, make it more of a theme. If you want to focus on emptying your field, make sure you give yourself enough more bonuses for the monsters when they leave (like a continuous Spell that did that instead of putting them in the deck for some reason >:3) and give them more speed and opportunities to play during your opponent's turn. Remove cards you don't need, and instead of just making cards to work with names and art, think more about what the archetype needs. Don't be afraid of strength; be afraid of making something no one will play. Whether it is because it is doomed to the lowest of the rogue decks, or completely destroyed by a banlist, you want to make something people can enjoy playing, and playing against :)

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