#T.G. (May 2024)
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A small introduction
Tech Genus (T.G. for short) is a synchro focused archetype used by 5ds character Antinomy (Bruno).
T.G. focuses on swarming the board with low level monsters such as T.G. Striker and T.G. Warwolf, who then synchro into the T.G. synchros such as Star Guardian, who can further extend your synchro capabilities. Thanks to their current skill giving you access to every T.G. extra deck monster you could need. Your extra deck is effectively just synchro toolbox which allows you to pick & choose depending on what the current formats META is.
SKILL
With the release of the new main box Striker Expansion, not only was T.G. given support in the form of T.G. Limiter Removal and T.G. Trident Launcher, they were also given an all new skill.
This new skill takes the best of both worlds from the old T.G. skills and combines them into one. Any level 3 or lower T.G. will allow you to add the all new T.G. Limiter Removal from deck to hand, a powerful card that allows you to add 2 T.G. monsters with different names from deck to hand at the cost of discarding 1 card.
The last part of the skill plays Recipro Dragonfly from outside of your deck to your field for 0 cost!
As mentioned above, the skill also puts 6 T.G. monsters into your extra deck meaning you can play a 14 card extra deck.
Deck core
T.G. Screw Serpent: x2-3
The only normal summon you’ll need in this deck. When normal/special summoned, it allows you to special summon a T.G. monster from the graveyard. You can also banish this card from your graveyard to increase/decrease a T.G. Monsters level by 1.
T.G. Booster Raptor: x3
This card special summons itself if you control a T.G. monster. It pairs perfectly with Screw Serpent as these 2 cards get you into Star Guardian. During the end phase, if it was destroyed by battle/card effect it adds a T.G. to hand.
T.G. Drill Fish: x0-3
similar to Booster Raptor, it special summons itself if you control a T.G., but there's a catch, you have to be controlling only T.G. monsters in order to special summon itself. This card can attack directly and if a T.G. you control inflicts battle damage, you can target and destroy a monster your opponent controls.
T.G. Striker: x1-3
If only your opponent controls a monster, you can Special Summon this card from your hand. This makes it great for starting combos going second. Like Booster Raptor, Striker also searches a T.G. when destroyed by battle or card effect.
It has been very clear in recent times that some of you don’t own the 3rd Striker, it is perfectly fine to play it at 2 copies until you get the 3rd.
T.G. Warwolf: x3
When a Level 4 or lower monster(s) is Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. This works perfectly with Striker when going second, getting into Star Guardian without using your normal summon. Like Booster Raptor and Striker, Warwolf also searches a T.G. when destroyed by battle or card effect.
T.G. Gear Zombie: x1
A level 1 tuner that extends and allows you to make Herald of the Arc Light turn 1
T.G. Limiter Removal: x1-2
AGOV support in duel links? These guys are crazy. Limiter Removal allows you to add 2 different T.G. names from deck to hand by discarding a card.
Extra Deck
There are very few core extra deck cards as you play to respond to the meta. Test and change the extra deck to your liking.
T.G. Halberd Cannon: x1
The boss monster of the deck, Halberd Cannon is a 4k summon negate that floats into any T.G. monster when it leaves the field. It can negate normal summons, inherent special summons, synchros, xyz's, pends, and links, a very powerful effect that keeps a lot of decks in check.
T.G. Trident Launcher: x1
Trident Launcher has received an errata in Duel Links so its effect is able to resolve. When summoned, Trident Launcher summons a T.G. monster from hand, deck and graveyard. Keep in mind that once you do this, you are locked into T.G. monsters for the rest of the turn. T.G. synchro monsters that are under the arrows of trident launcher cannot be targeted by your opponents card effects.
Herald of the Arc Light: x1
The best limit 1 synchro available to T.G. due to how easily summonable it is. Herald has a continuous effect similar to that of Macro Cosmos while also serving as an omni negate.
Battlewasp - Hama the Conquering Bow: x1
Very simple really, Hama is a swift OTK enabler that also lowers your opponents monsters attack by 1000 if it inflicts battle damage. If a synchro monster is used as material for its summon, it can attack twice! Isn’t that awesome?
Shiranui Squiresaga: x1
Another great turn 2 option, Squiresaga is also easily accessible and serves as monster removal. (if you banish Squiresaga with its own effect you get to pop backrow too!!)
The rest of the extra deck is down to player preference, so play what you like!
Combos
Everyone’s favourite part of the guide, how to actually play the deck 🔥. In this part I will go over the general going first and going second combos that you can absolutely stunt on the opponent with. Thanks to the skill adding the Limiter Removal, majority of these combos can be resolved with just 1 to 2 T.G. names in hand.
The general play when going first:
This is what your turn 1 will look like with T.G. If you open just one name.
With recent tournament tops, T.G.s have began to make use of Miscellaneousaurus again as it allows you to make Herald turn 1 alongside Halberd Cannon or forces your opponent into using their handtraps for less than full value. Awesome stuff!
After Herald touches the field. Handtraps like D.D. Crow or Effect Veiler can no longer activate on account of needing to send themselves to the graveyard for cost. This allows you to make Halberd Cannon safe from D.D. crow & Effect Veiler.
Please note: The newest handtrap Ghost Mourner can still activate whilst your opponent is under Herald of the Arc Light. You will have to negate Mourner with Herald meaning your board will be objectively weaker on your opponents turn.
Here is a going second replay which shows how important it can be for Herald to be the first play going second.
Here are some notes from Grey for going second:
THIS COMBO OUTSIDE OF SCREW
SERPENT ARE INTERCHANGABLE, IF YOU DO NOT OPEN RAPTOR BUT YOU DO OPEN STRIKER, YOU SIMPLY SEARCH RAPTOR
GOING SECOND WITH ONLY T.G. BOOSTER RAPTOR
Click button add T.G. limiter removal.
Discard blank card. Add T.G. Screw Serpent +
T.G. Striker.
Special Striker.
Click button, summon Dragonfly.
Establish Herald of the Arc Light.
›Normal summon Screw serpent effect summon Dragonfly.
Special Booster Raptor.
Synchro summon T.G. Star Guardian. Effect add Screw Serpent.
Star Guardian effect summon Screw.
Synchro summon Brionac.
Brionac discard 2 bounce 2.
Screw Serpent effect targeting Star
Guardian. Increase level to 6.
Synchro summon Onimaru using Star
Guardian & Brio.
Kill them with a 6k attack Onimaru under
Herald.
GOING SECOND WITH T.G BOOSTER RAPTOR + T.G. WAR WOLF
Click the button. Add T.G. Limiter Removal.
Discard a blank card. Add T.G. Screw Serpent & T.G. Striker.
Special summon Striker.
›Warwolf effect.
Synchro summon T.G. Wonder Magician into the EMZ. Pop 1 backrow.
Special summon T.G. Booster Raptor.
Synchro summon Brionac. Bounce 1.
Normal summon Screw Serpent. Effect targeting Booster Raptor.
Synchro summon T.G. Star Guardian. Effect targeting Screw Serpent.
Click the button. Summon Dragonfly.
Synchro summon Squiresaga using Star
Guardian & Dragonfly.
Squiresaga effect banishing Dragonfly. Pop 1 monster.
Attack for lethal with Brio & Squiresaga.
Sample decklist
This is the T.G. list that I got kog with this month. Because of the decks insanely high consistency due to any level 3 or lower becoming 1 card combo, I am able to run multiple backrow/handtraps without hurting the consistency too much.
Just look at that 95% consistency rate, isn’t it beautiful?
Misc and Survivals end
Both Miscellaneousaurus and Survival’s End would be ran at 2-3 copies. Like Misc, Survival’s End also acts as discard fodder for limiter removal. While in grave, Survival’s End can destroy a dinosaur on your field (booster raptor) and a card your opponent controls.
KC CUP
Going into the kc cup this will be the list I will play. If Bewd comes up too much I will consider adding in Survival’s End. Another note is the addition of a level 6 synchro, at some point I may consider running one, the level 6 will most likely be Brionac for Hama. With Sky Striker everywhere, Onimaru is the better game closer.
And that concludes the updated T.G. guide. If you have any questions about the deck feel free to ping me in dl chat, I’m always happy to help. Thank you for reading!
May 2024 king of Games deck profile:
A very different approach to the usual T.G. build. Halberd Cannon and Trident Launcher have been dropped for Beatrice and Charge Warrior. Charge Warrior allows T.G. to have access to Beatrice while also drawing a card, this allows you to end on a board consisting of Beatrice, Booster Raptor and 4 cards in hand turn 1. Survival’s End has made its return to T.G. as it is a perfect send for Beatrice and discard fodder for Limiter Removal. Because Survival’s End destroys Booster Raptor, you are able to search for any T.G. monster during the end phase. Tackle Crusader and Farfa also acts as discard for Limiter Removal or a send for Beatrice.
I prefer this build over the usual T.G. build as it has a better form of recovery for turn 3. Staples can easily be changed for whatever you prefer, my lack of opponents playing Phantom Knights drove me away from the idea of playing Lancea, you can also thin down on staples if you open hands without names a lot.
T.G. (May 2024)