Saturday 29 July 2017

G-BT12 Narukami Spoilers - Week 3

Well after having literally the nuts flashed at us last week we're back to talking about some mere commons.  Oh wait there's also a promo as well!  Well this is interesting.  Last I hear Granblue and Nova Grappler got some REALLY good promos that have been big helps to their decks.  I wonder if this guy will be the same?



Demonic Dragon Berserker, Manas
An ogre carries an iron club. A dragon carries thunder.”
Grade 3 / Normal Unit /
Power 10000
AUTO (VC/RC) GB1: When this Unit attacks a Vanguard, during that battle, this Unit gains Power+4000.
AUTO (RC) Thunderstrike 1: When this Unit’s attack hits a Rear-guard, Retire that Rear-guard, then bind it face-up.

That.  Flavour text.

Otherwise...it's not that good.  I had some ideas of what could be done with this guy but the more I think on it the more I realize he's just not good.  He's a 10k body which makes him awful to ride, his +4k is GB restricted (and only occurs when attacking the VG) and while being able to retire bind  what he hits at TS1 is useful in theory, in actuality he's likely going to be swinging at VG since most people try to play around Narukami by leaving their front row empty.  Now this could change if we get the ability to turn any RG into a One Strike Two Folds Djinn in the future but for now since Manas can't hit backrow units (which imo are way more valuable to a deck's strategy) he's not something to write home about.  I will say however that Manas DOES have applications in the Seven Scum matchup as he can threaten any Nightspinels, Slash Shades and Prisoner Dragons that are in play (though you're gonna have to boost him up to some HEUG numbers to actually get that hit to land).


Wyvern Strike, Timrasch
Grade 1 / Normal Unit / Dragon Empire – Narukami – Winged Dragon
Power 7000
Shield 5000
ACT (RC) Thunderstrike 3: [Retire this Unit] Choose a number of your Units up to the same number of cards in your opponent’s Bind Zone, during that turn, they gain Power+3000.

Now this is just bad.  -1 just to give out 3k buffs to potentially my whole board?  And at Thunderstrike 3 no less?  He also doesn't contribute TO Thunderstrike which is another problem I've got.  At least Trainee Monk Dragon can put himself into the Soul to let Vanquisher punch something.



Plasmatron Dragon
Grade 2 / Normal Unit / Dragon Empire – Narukami – Thunder Dragon
Power 9000
Shield 5000
ACT (RC) 1/Turn Thunderstrike 4: [CB1] For each of your opponent’s Bound cards, during that turn, this Unit gains Power+2000.
AUTO GB1: When this Unit is placed on (RC), your opponent chooses 1 card from their Drop Zone, and binds it face-up.

I've gone on record saying I didn't like Cloudmaster Dragon.  I thought he was incredibly bad for what he required (GB1 and Thunderstrike 2 at a time where binding outside of GB was really hard) with the payoff only being good the turn you called it.  Otherwise he was a 9k vanilla any other time.  I had also said many times if they ever made a Cloudmaster Dragon that could activate it's skill at any time it'd be a card I'd consider running.

Well here we are.

Plasmatron Dragon is good.  He may very well be one of the best commons in the set (and so far the only bad commons are Timrasch and the Eradicator support so GJ Bushi) and he pretty much fixes all the problems I had with Cloudmaster.  Same power gain ability except I can use it whenever I want?  Check.  Easier conditions for this skill?  Somewhat check.  Helps you towards your goal of building Thunderstrikes?  Why I didn't even ask for that but sure we take those!  Plasmatron Dragon is a card that does all of the things right...and yet I am probably not going to run it because (and I can't believe I can actually say this) the Thunderstrike deck now has alot of options for what it can run and as good as this is Chatura/10ks/Martial Arts Dragon are better.  If Vanguard had sidedecking or we'd get out of this awful Gradelocking/Rushing format that has required the use of Vanillas to deal with it, I'd likely run this guy over my 10ks.  However because sandbagging exists, he will (likely) see no play.

Well that's it for now.  Check back next week.  Probably going to only have 1 thing to talk about as I suspect the COTDs are gonna be about Gears, Neos, Shadows and OTT.  I'd really like to know what our new Perfect Guard does so I can proxy it.

Saturday 22 July 2017

G-BT12 Narukami Spoilers - Week 2

It's that time of the week again where I cover newly revealed cards from the new set and this week.  Hoo boy this week.  This week we got the good goods.  So good these goods are that I had to make a video on them AND I'm also making this post!  I could honestly take just these 3 cards and walk away but there's MORE to come what with a new PG and probably some commons and rares to bolster the deck.  Needless to say that BSR's knocked it out of the park with the Narukami foils this set.  A stark contrast to Set 9;



Hardrod Dracokid
Grade 0 / Normal Unit / Dragon Empire – Narukami – Thunder Dragon
Power 5000
Shield 10000
AUTO: Forerunner
ACT (RC): [Rest this Unit] Your opponent chooses 1 card from their Drop Zone, and binds it face-up. If no card gets Bound, Counter Charge 1 card & choose 1 Unit with the Thunderstrike ability, it gains Power+3000 this turn.
ACT (RC) Thunderstrike 4: [CB1 & Place this Unit into the Soul] Choose 1 of your Units, during that turn, it gains Power+3000, then your opponent chooses 1 of their Rear-guards, Retires it, and Binds it face-up.

It's gonna be hard to not flat out repeat everything I said in the video so instead I'll just add some additional things that have come up since as I've taken the time to make proxies of these new cards and have been goldfishing and testing against other decks I own (notably Nightrose).  One is that this guy is as good as I imagined and I do want to play a second.  He's for all intents and purposes a Rockclimb Dragoon that isn't locked to GB1 when you consider his 2nd skill which aside from the Pale Moon or Granblue Matchup will be live on your stride turns.  That and establishing 2 of these can lead to some really silly situations where you get to drop zone bind and countercharge.  Also these go into soul which is going to become very difficult to manage when you consider how many of our units use it now.  Run this in anything that isn't Sweep Command as when combined with VBUSTER you can pheasably get Kaiser, Eradicators and Brawlers to end their first stride turn at Thunderstrike 5.



Dragonic Vanquisher “Sparking”
Grade 3 / Normal Unit / Dragon Empire – Narukamoi – Thunder Dragon
Power 11000
AUTO (VC) Thunderstrike 4: When your Ride Phase begins, Counter Charge 1 or Soul Charge 1, your oppponent chooses 1 card from their Drop Zone, and binds it face-up.
AUTO (VC): [CB1] When you Stride this card with a G Unit, you can pay the cost. If you do, your opponent chooses 1 card from their Drop Zone, and Binds it face-up. And if Stride with a G Unit with the Thunderstrike ability, your opponent chooses 1 of their Rear-guards, Retires it, and binds it face-up.

I keep Soul Charging triggers way too often off this guy.

That aside this has definitely become my preferred ride.  I was concerned that not having OG Vanquisher's GB2 would be an issue vs multi attack decks but Granblue and ZTB comes at you with power lanes that the +3k wouldn't matter and you still have the option of Chain Bolt Dragoon giving out +2-4k buffs against other decks anyway so in the end this guy is defacto best Vanquisher as you NEED to get those rapid binds going.  I'm still going to run OG Vanquisher but I'm not sure about how many.  Probably 1-2?  Depends if we get a Wyvern Strike, Jargo clone or not.




Conquering Supreme Dragon, Dragonic Vanquisher “VBUSTER”
Grade 4 / G Unit / Dragon Empire – Narukami – Thunder Dragon
Power 15000+
[Stride]
ACT (VC) 1/Turn: [SB1 & Choose 1 card from your G Zone with the same name as this card, and flip it face-up] Your opponent chooses 1 card from their Drop Zone and Rear-guard respectively, and Binds them face-up. If you have more Rear-guards than your opponent, choose up to 3 of your Units, during that turn, they gain Power+3000.
CONT (VC) GB3 Thunderstrike 7: All of your front row Units gain Power+5000, and this Unit gains Critical+1/Drive+1.

It's so beautiful. ;_;

VBUSTER is the epitome of what I consider to be good design.  He has powerful skills but their costs are reasonable and is able to function against decks that would normally hard counter Narukami by leaving nothing on the board to kill.  As I alluded to Soul Management is a huge issue as you've got: Martial Arts Dragon, Rock Climb Dragoon, Dragon Dancer Fatine and now this guy in a deck that generally doesn't build up soul outside of what it rides and any Resephs/Djinns you put into the soul.  The result is if you get too soul blast happy with your Thunderstrike Rear Guards you'll find yourself running out of it by the time you stride this guy a 2nd time and thus miss out on more binds and the new trend that is Quad Drive (poor Cosmic Heroes.  You just keep getting dickpunched with each new set release).  That being said he accelerates your binding by 2 without using CB which is greatly appreciated in Vanquisher, can be splashed into any Narukami in order to turn on Thunderstrike easier and because he's a Vanquisher himself any flipped copies help VMAX punch more things.

Now is he perfect?  No.  I honestly would have liked him to bind cards from the drop equal to the number of face up Vanquisher in the G-Zone but I'm content with 3k buffs across the board and a follow up 5k to the front with an extra drive.  Could you imagine pulling off 4 checks AND resolving a Sweep Command restand in the same turn?  Decks can also somewhat play around this by cycling cards out of the drop zone if possible (Gear Chronicle and Neo Nectar come to mind) which will limit your ability to bind but these are small gripes that by no means tarnish what is otherwise a brilliantly designed card.  Flare Arms, Ziegenburg is a good card because he rewards you for playing Kagero the way it's supposed to be played (blowing shit up frequently and keeping tabs on your opponent's board) while also helping you get to your win con with his first skill.  VBUSTER is an amazing card because he enables your deck's win con against your worst match ups and is a win con himself.

Oh and you also first stride this guy 1000% of the time.  None of this phantom advantage pressure bullshit that Woudragon/fighteroflight/whateverthefuck these idiots with shit logic have.  You start with VBUSTER all the time now and if not then you'd better have a damn good reason.

Until next week.

Sunday 16 July 2017

YGO Locals Report - ...a YGO Locals Report

Hey it's one of these!  That only means one thing!  I in fact got to play Yu-Gi-Oh! and more importantly I actually wanted to play Yu-Gi-Oh! so I did.  It kind of helps that my order for an Invoked core that I made last month finally came in (which btw was some REALLY good timing on my part now that I've had a chance to see what the deck is valued at now) and I've been wanting to play that deck tenever, but didn't want to spend 70 dollars CAD on Invocations.

That being said what kind of Invoked deck I use is going to vary as what I played today gets screwed over by the Master Rule changes so I'll probably have to pair them up with True Dracos or Kaiju-Luna after this week.  However for today I decided to play the Invoked with Kaiju and Windwitch as I figured those two engines would pair up with the deck nicely and I could surprise some people due to I think nobody in the city having the deck at this time.

I arrived at Locals with some time to spare and chatted it up with my friends and saw that there were multiple Magician Decks (ugh) and at least one Dark Synchro deck (UGH) which made my deck choice somewhat valid?  I should have known that many people would be suicide bombing today with decks that get annihilated by Link Summoning (and good riddance too) and with 3 board wipes in the main board and 8 hand traps in my side I don't completely lose out?  I just have to hope to god to hit Ghost Ogre vs any Synchro Spam deck to kill the Hyper Librarian.

Round 1 - vs Synchrocentric (2-0)

He wins the dieroll and pops off to my 0 hand traps with Hyper Librarian allowing him to extend with godly topdecks which drags the game out longer and longer.  I see a Reasoning, Tuning, One For One AND Soul Charge get played as he combos and eventually fucks up due to being greedy with his setup.  I guess he wanted to have 3 negates but had to settle for only Quasar and Stardust Warrior while having his Omega snipe a Pot of Desires out of my hand and not the 2 Terraformings or 1 Magical Meltdown I also opened with.  It's fine though.  He didn't hit my Kaiju Slumber and since he left me with bevy of things to work with out of his Graveyard it was a simple matter of baiting out the Quasar (in this case he negated Invocation) and using Slumber to clear out his board.  Both of his Synchros couldn't float and I ended my turn with a Lightning Kaiju + Solemn Strike for his attempted Trishula which I followed up by banishing the Omega he synchro'd with for a Mechaba to lock up the duel.  Game 2 he goes first but has a much weaker hand that only lets him end with a Stardust Warrior and Herald of the Arc Light that I beat over with Mechaba and pass with a set Strike and an Alistar in hand.  He can't break my board and the game starts snowballing in my favour as I stick a Raidjin on the board and eventually take the match after a L-O-N-G amount of play.

Seriously fuck Quasar spam decks.  Quasar himself isn't even the biggest problem with that kind of strategy (lol Kaijus) but rather it's how fucking long these decks take to play their turns out.  Our first game was literally 20 minutes long and 15 of that was my opponent's first turn.

Round 2 - vs Magician Pendulum (2-0)

I end up winning the dieroll but my hand is definitely not good.  I'm forced to minus myself out the ass to make Raidjin as I drew a Wind Kaiju, 2 Field Spells and my Pot of Desires didn't get me any Windwitches or adequate protection.  Turns out however that this was JUUUUUST enough as because I summoned my Invoked in defense he wasn't able to suicide his Poison Magician into it to pop it and my in hand Alestar was able to keep it safe from any attack halfing shenanigans.  Come my turn I made another Raidjin and poke him with both + another Alestar (I drew one off another Desires) which he can't out, but still puts me in a bind my making Beelze which I can't out as my 2nd Desires banished my entire Kaiju engine so I have no choice but to try to draw into a means to get around it (which at this point is drawing into a Light to make Mechaba with so I can try to negate Beelze's Atk gain effect).  Come my turn I Invocation for a 3rd time which he chains Maxx "C" to and thanks to my 2 Raidjins I'm able to book and flip summon the first Alestar to search my Fusion spell a 2nd time and stick a third Raidjin + an Earth Fusion to his increasingly smaller pool of resources.  He eventually makes a Pendulum Summon play and makes Tornado Dragon with a Wisdom-Eye Magician while also leaving a Skullcrobat Joker on the board which costs him the game as I had 2 Alestars in hand and a means to make Mechaba and swing for game.  Game 2 he goes first and tries to do Magician things but I have Droll and Lock Bird to reduce him to summoning a Beelze and Pend. Summoning with a Pendulumgraph and passing.  My hand is enough that I can break that board due to Raigeki + Kaiju + Meltdown which I do play all of and follow up with a Raidjin and end with a Solemn Strike set.  He Pendulum Summons into it, including a Wisdom-Eye Magician and that opens the gates for me as I summon Mechaba the following turn and he scoops shortly after.  I somehow pull off the 2-0.

Round 3  vs Magician Z-ARC Pendulum (2-0)

And to cap off this weird chain of events a wild Cobb appeared!  Also playing Magicians!  However he's being a complete protagonist/antagonist and has Z-ARC as a power play.  Regardless I don't remember much of this match other than I decided to be greedy and attempt to Desires into a Windwitch play but end up banishing them and most of my Kaiju instead, so I decide to stop being dumb and make Mechaba and try to win the grind through my Twin Twister and Solemn Strike which I do.  It's not on the spot but the strike was a huge tempo swing as he had to rebuild his resources again while I'm sticking beaters on the field while never losing control of the game.  The 2nd Game he Pendulum Summons the Magician Xyz after I Ash Blossom his Pendulum Call and I'm able to get my ball rolling, but he topdecks another Pendulum Call and it's off to the races.  I answer with a topdecked Meltdown and Fusion Summon while having Twin Twisters to get his Sky Iris off the board and seal the game with another Solemn Strike.  However because I had obligations to attend to after this round I gave him the match and left.

So record wise he wins but as you can see here I was undefeated today.  Not bad for a test run with a new deck (though you can argue that what I played was considerably simple compared to the Synchro Spam, Magician and Lightsworn decks present) that I hope to figure out the optimal ratios for.

With that being said this post marks the last YGO entry on this blog under the current ruleset.  This week Link Strike and its rule changes come out and the impact will be felt immediately.  Decks will have to adjust and those that can't will die.  Simple as that.  The game will be slowed down for a bit, but once COTD comes out other decks will speed up, new decks will arise and new cancer will come with it.  However it's a level of bullshit that will be dramatically lesser compared to the path Yu-Gi-Oh! was heading towards and for that I am thankful this is happening.

See you guys in Link Format!

Props
-Eyyyy I didn't scrub out on the first round.
-Techically went undefeated with a solid anti-meta rogue deck.

Slops
-Didn't like 6 Field Spells in the deck.  Gonna cut Terraforming to 2.
-If I continue to run Desires I'm gonna need one more Kaiju.  I kept banishing 2-3 of them off one.
-I need one or 2 Rank 4s in the Extra.  Castel/Tornado Dragon legit came up once.

Saturday 15 July 2017

G-BT12 Narukami Spoilers - Week 1

Not going to lie this idea was 100% inspired by another player's own blog posts in which he gave opinions on spoilers for the upcoming Bermuda Triangle set and I really liked the idea so I'm going to do the same except instead of discussing new mermaid cards (at least until Circuit Break) I'm gonna talk about my favoured Thunder Dragons as they are spoiled in Dragon King's Awakening.  Thankfully I don't have nearly as much content to review so these posts should be short in theory, but long time readers know I do like to be thorough in my examinations.

That being said there are some things to get out of the way;

-Since I'll be reviewing these cards WELL before the entire set is spoiled there's a good chance my initial analysis may be too harsh or too lenient.
-For context we will be getting reprints of Dragonic Vanquisher, Mighty-Bolt Dragoon and Demonic Dragon Berserker Chatura in this set.  Thus I'm not holding my breath on Vanquisher specifically getting a card of the same power level as Dragon Knight, Mubdi from the last set or a Thunderstrike oriented Stride Fodder.

Now let's get started!


Shutdown Eradicator, Dokukakuji
[AUTO](RC):When this unit attacks, if you have a vanguard with "Eradicator" in its card name, this unit gets [Power]+2000 until end of that battle.
[AUTO](RC):[Counter Blast (1)] At the end of the battle that your grade 3 or greater vanguard with "Eradicator" in its card name attacked, if the attack did not hit, you may pay the cost. If you do, choose one of your vanguards, that unit and this unit get [Power]+5000 until end of turn.

This card is...okay I guess?  It's not hot garbage but at the same time I don't see why I'd run this over Chatura, Thunderboom Dragon or a host of other already released Eradicator Grade 2s.  The CB better used elsewhere.


Ambush Eradicator, Kosangyou
[AUTO]:Forerunner
[AUTO](RC):[Retire this unit] When an attack hits a vanguard during the battle that this unit boosted a unit with "Eradicator" in its card name, you may pay the cost. If you do, reveal three cards from the top of your deck. If all those cards have "Eradicator" in their card names, put a card from among them into your hand, and if you put a grade 3 card into your hand, Soul Charge (1). Shuffle your deck.

Oof.  This could have been the one starter to finally dethrone Linchu in non Sweep Decks as Linchu's ability to kill Grade 0s and 1s while still useful has somewhat waned due to 10k attackers no longer existing and most decks waiting until Stride before calling down their utility Grade 1s (with some exceptions) so a new starter wouldn't be argued against.  Unfortunately this guy isn't it as while the conditions to trigger him are the same and he doesn't use up CB in a deck that uses ALOT of it the fact is if you reveal a non Eradicator with his effect it fizzles and that's a HUGE problem considering the deck will be running many non Erad units (Stride Fodders, PGGs, Chatura) which will turn this into a giant -1.

EDIT: With VBuster requiring Soul alongside Sweep Command and Zillion this guy's inability to go into said soul is yet another reason as to why he's less than ideal.























True Eradicator, Bravesky Linchu
[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC):[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up & Choose one of your rear-guards with "Eradicator" in its card name, and put it into your soul] If you have a heart card with "Eradicator" in its card name, your opponent chooses two of his or her rear-guards for each face up card in your G zone, and retires them. Then, if your opponent has no rear-guards, you draw a card.

Hoo boy.  This guy.  Would you believe me that on the wiki page for this guy there was a huge shitshow over this thing that ended up causing a bajillion posts?  Yeah there was.  Guess who was involved?

Anyway despite what some would tell you Bravesky Linchu is actually quite good for the Eradicator deck.  Excluding Sweep Command this guy is your arguable best first stride play as for a CB and a unit on the board you're killing a minimum of 2 things and if you've cleared the board after this draw a card.  However if you have any other cards in the G-Zone prior to this then you get to kill even more things.  This lessens the blow of having to ride to G3 first as if you have a G-Guardian play and follow it up with Linchu then you get to retire 4 cards for CB1 and a unit on the board and likely draw a card.  That's nothing to sneeze at.

Now I can see the complaint that he requires you to give up a Rearguard in addition to a CB for a (likely) retire 2 when we've had Big Bang Knuckle Turbo "retire" 2 units for a CB and a SB or 5 if you've Legion'd before that.  The thing about that is Brawlers have become too slow as the current tempo of Vanguard requires you to be striding as often as possible and purposely taking a turn to Legion for anything that will not outright win you the game or put it out of reach is a HUGE loss in momentum and the primary reason white DOTX/DOTE god awful now in addition to the subclan being reliant on the opponent having a board of many things to punch in order to advance their gameplan (Brawlers kind of died out after Set 6 and both Granblue came into the format while Pale Moon was strengthened).  Yes they can abuse Conquest Dragon better than Erads but their big power play of punch the board with Turbo so that your Rear Guards become super huge can now be done with Linchu as his board wipe skill when paired up with Shuki + Hakusho literally achieves the same result as Slash Dragon/Buster + Kokon while also drawing a card to balance out the loss of a RG.  This means now Eradicators can now pull off Brawler's big power play on top of having access to Finish Blow Dragon and Zillion while Brawlers have Turbo + Conquest and that's really it.  Yes I know Finish and Zillion are not the best cards in the world but my point is that with Linchu the Eradicator G-Zone has become much more flexible than Brawlers' and is arguably better.

Lastly let's talk about the part that Linchu sucks up a RG.  It's actually not that awful when you mull it over.  It can be of use when you consider that Positive Dracokid Soul Blasts to unflip, Sweep Command Soul Blasts for his Limit Break (and you are FAR more likely to run out of Soul first with him), Rising Phoenix uses Soul to draw, Assault Eradicator Saikei uses Soul to Countercharge and Machine Gun Eradicator, Kantou uses soul to buff himself and a unit by 2k when something dies.  Like say the Vanguard when you use Impede Dragon to retire 1-2 units?  Combined with GBD's Limit Break thats a +5k to the Vanguard for a Soul Blast vs multi attack decks.  Linchu fuels this without having to do things like throw Malevolent Djinn into the Soul which was a thing we used to do back in the day.

EDIT: I forgot to add on that Zillion eats up Soul for his restand which is relevant and VBuster also uses soul for his own skill.  Not that I would promote playing VBuster over this guy in EDD/GBD as neither of them care about binds but still it's something to consider.

So yeah Linchu is not hot garbage.  He's not busted by any stretch of the imagination but he's definitely more useful than people are giving him credit for.  Hell look at what I was able to come up with.  Can you imagine how much I'm gonna yammer when we get to Buster and Sparking?

Anyway that wraps up the first week.  Tune in again when we will hopefully know the skills of some of the cards spoiled in Today's episode.  3 of the 5 things I predicted have come true so we'll see if I'm 5 for 5 and how close my theoretical effects were.

Tuesday 11 July 2017

Estrel Yuuzen's Fantasy Thunder Theme Part 1 - Structure Deck Roar of Thunder

This is a post I meant to do a while ago as I've had the contents of an "Estrel Structure Deck" for a few months now buuuuut I was kind of ignoring the blog due to Persona 5/Xenoverse 2.  So let's fix that!

Anywho one of the themes I almost like as much as Ritual Monsters are Thunder Monsters.  A friend aptly described it as "lightning runs in your blood" and it shows with the passion I have towards Zekrom/Eels, Narukami and the many, many attempts at creating Thunder support.  Well here's more of it in the form of what the protagonist of my eventual VRAINS Fanfiction, Estrel Yuuzen (whose name roughly means Star born in a New Storm) will be using at the beginning before she gets an archetype.

STRUCTURE DECK LOLK 1 - ROAR OF THUNDER

"Wield the power of the lords of Thunder as you stun your opponents through their awesome might!  This structure deck consists of 40 cards and is built ready for tournament play!  Can you handle it's power!?"

Contents include;

1x Imperial Thunder Empeor, Great Rai-Jin
1x Thunder Sprite
1x Thunder Spirit
1x Thunder King, The Lightningstrike Kaiju
1x Immortal Hermit of Thunder
1x Thunder Seahorse
2x Mahunder
2x Pahunder
2x Sishunder
2x Brohunder
1x Vylon Prism
1x Thunder Nyan Nyan
1x Thunder King Rai-Oh
1x Lightning Rod Lord
1x Denko Sekka
1x Zap Mustang
1x Electric Virus

1x Palace of the Thunder Emperor
1x Terraforming
1x Recycling Batteries
1x Makiu the Magical Mist
1x Raigeki
1x Lightning Vortex
1x Electro-Whip
1x Photon Lead
1x Ties of the Brethren
1x Pot of Acquisitiveness
1x Space Cyclone

1x Thunderbolt Breaker
1x Raigeki Break
1x Judgement of Thunder
1x Thunder of Ruler
1x Heavy Dust Storm
1x Storming Mirror Force
1x Lost Wind
1x Solemn Strike

New Cards are;

Imperial Thunder Emperor, Great Rai-Jin
Level 7 Light
Thunder/Effect/2500/2100
You can special summon this card (from your hand) by banishing 1 Thunder-Type Monster from your graveyard. All Thunder-Type Monsters you control gain 100 Atk for each of your banished Thunder-Type Monsters. Once per turn, during either player's turn: you can banish 1 Thunder-Type Monster from your hand or graveyard, then target 1 card on the field; destroy it.

Thunder Sprite
Level 4 Light
Thunder/Effect/900/1800
Once per turn: You can Normal Summon 1 Level 4 or lower Light Thunder-Type Monster from your hand or deck, except "Thunder Sprite", as an additional Normal Summon.  If this card is banished, you can target one face-up card your opponent controls; destroy it.

Thunder Spirit
Level 4 Light
Thunder/Effect/1400/1000
Once per turn: You can Normal Summon 1 Level 4 or lower Light Thunder-Type Monster from your hand or graveyard, except "Thunder Spirit", as an additional Normal Summon.  If this card is banished, you can target one set card your opponent controls, destroy it.

Palace of the Thunder Emperor
Field Spell
All Thunder-Type monsters you control gain 500 Atk and Def. Once per turn, you can activate one of these effects;

*Target 1 Light Thunder-Type Monster in your graveyard; Special Summon it. Banish it during the End Phase.
*Banish 1 Light Thunder-Type monster from your hand or side of the field and if you do: Add one Light Thunder-Type Monster from your deck to your hand.

Thunderbolt Breaker
Trap Card
Tribute 1 Thunder-Type Monster you control; destroy up to 2 cards on the field. If a Thunder-Type monster(s) you control would be destroyed, you can banish this card instead.

The structure deck is built around Light Thunder monsters with the Hunder family paired up with the Stun oriented stand alone monsters as the only Thunder Archetypes out there are Batteryman and Watts and the first one is an OTK strategy and the second one is a retarded stall strategy and I refuse to acknowledge it's existence other than this post.  You've got reprints of some really good cards in TKRO, Denko, Raigeki, Space Cyclone and Solemn Strike to go with the new cards that basically let you flood the field with Thunder Monsters while setting up a Master Hyperion on steroids.  Hyperion was REALLY good back in the day with his easy summoning condition and DAD-lite removal effect.  Great Rai-Jin is basically the same except in exchange for less easier to cheat onto the board he's got the same level of removal power as Master Peace.  The structure comes with a strong field spell to aid consistency and an Icarus Attack that has Return of the Dragon Lords' protection effect.

I put alot of thought into this one, trying to strike a balance between power and balance and I think I succeeded for the most part?  This definitely looks like something a main protagonist can use to get through the first couple chapters of a story and build upon which is what I also wanted to do.