An Idiot's Guide to Tindangle

Remember how I said we'll be looking at 60 Good Machines last time?

Yeah, I lied.

Welcome back to my downwards spiral in YGO! Today we're going to be discussing one of my personal favourite archetypes to come out of VRAINS, Tindangle!

Can you feel the tingle of my dingily dangly balls?

This one we're going to take a different approach from last time. Mainly because this isn't a combo deck (but there is a set of plays you can do on your first turn which I'll show later) and rather a wall deck that aims to out-grind the opponent in advantage, sort of like Sky Striker, except they have actual finishers in the form of Cerberus and Hound.

Tindangles are quite an interesting archetype since they're a Flip archetype (which have never been good historically in YGO) that has amazing protection coupled with consistent recursion. They're a GY-centric archetype, consistently dumping and reviving pieces for the ultimate payoff of gathering an absurd amount of advantage from flipping your set monsters face up.

The deck I'll be showcasing and sampling today is a pure Tindangle build meant for casual play (since this deck is by no means competitive), but popular other archetypes you can combine with include: Prediction Princess (which I ran originally but ultimately cut out), Shadoll (to access the powerful Shadoll fusions), Krawler, and Subterror (both are Flip archetypes like Shadoll but are more inclined towards Links like Tindangle).

I'll show the list now (with the tldr explanations) and go through it card by card afterwards. Then we'll go through some basic plays and boards you want to end on.

[Tindangle Pure]
Monsters (24)
[Tindangle Engine]
3x Tindangle Jhrelth (Starter, sets up GY and specials itself on board)
3x Tindangle Dholes (best and easiest recursion in deck)
3x Tindangle Angel (extender that can end BP)
3x Tindangle Trinity (tutors Gardna and searches Gergonne)
3x Tindangle Base Gardna (necessary evil but ok extender)
2x Tindangle Protector (is either a huge brick or massive advantage engine, there's no in between)
1x Tindangle Intruder (freest self reviver and searcher)
1x Tindangle Hound (turns your opponent's huge monsters against them)

[Support Engine]
3x Spirit of the Fall Wind (search Jhrelth to get your plays flowing)
2x Terrifying Toddler of Torment (amazing extender, combos extremely well with Dholes)

Spells (12)
[Tindangle Spells]
3x Nagel's Protection (prevents destruction and doubles damage)
3x Euler's Circuit (prevents attacks)
3x Stairs of Mail (not once per turn resetter/activator for your Flip cards)

[Power 1-of]
1x Foolish Burial (pitch your pieces for revival)
1x Super Polymerisation (to access Starving Venom and disrupt the opp's board)
1x Called by the Grave (fuck your hand traps)

Trap (4)
3x Tindangle Delaunay (best card in deck, freest +3 ever)
1x Gergonne's End (ultimate protection for Cerberus)

Extra Deck (15)
[Fusion]
1x Starving Venom Fusion Dragon (disruption and revenge)

[Xyz]
1x Arc Rebellion Xyz Dragon (finisher, negate, and more using your opp's big monsters against them)
1x Raider's Knight (to go into Arc Rebellion)
1x Tornado Dragon (spell/trap removal)
1x The Phantom Knights of Break Sword (removal)
1x Dante, Traveler of the Burning Abyss (mill)

[Link]
3x Tindangle Acute Cerberus (main attacker, deck revolves around getting him out)
1x Subterror Behemoth Fiendness (set up and extender)
1x Predaplant Verte Anaconda (to fusion summon Starving Venom)
1x Accesscode Talker (can switch out for Borrelsword)
1x Knightmare Unicorn (spins)
1x I:P Masquerena (disruption with Unicorn)
1x Link Spider (to convert tokens)

Side (15)
[Monsters]
3x Ash Blossom & Joyous Spring (self-explanatory)
3x Tour Guide From the Underworld (starter for the level 3 engine)
1x Graff, Malebranche of the Burning Abyss (extender for level 3 engine)
1x Cir, Malebranche of the Burning Abyss (extender for level 3 engine)
[Link]
1x Cherubini, Ebon Angel of the Burning Abyss (dumper for level 3 engine)
1x Decode Talker (end on this for level 3 engine)
[Spells]
3x Lightning Storm (going second removal)
1x Book of Moon (to reset)
1x Book of Taiyou (to activate)

Honestly, for the side deck, you can run whatever you think fits, but I've decided to side the mini level 3 engine (which I'll discuss later as other options for the deck) plus the missing hand traps from the main build. Forbidden Droplets and Dark Ruler No More are also good choices.

Anyways, here's the more comprehensive breakdown of the list and how the cards bounce off each other.

Firstly, 3 Jhrelth. You have to play 3. No questions asked. This hard to pronounce fucker is arguably the best Tindangle in the deck as it's both a starter AND an extender. If you want a decent turn 1, you need to see him. Jhrelth's Flip effect is really good, letting you either dump or add a Tindangle from deck to hand. Not only does it help load the GY with monsters to bring back with Delaunay faster, but it also gives you a follow up summon/play next turn.

However, the best part of this card is his special set effect, as it's essentially a Foolish Burial for Tindangle cards, not just monsters. This means you can also send Delaunay to GY for set up. Generally though, you'll want to pitch Intruder if he's not in GY to start farming free advantage off him, but if you have another Tindangle already in GY, you can pitch Dholes instead to set up another monster on board.

Basically, he just gets your engine going and does basically everything the deck needs for a starter and extender. The only thing he's really missing is revival, but if he could also do that, then this thing would be cracked. Plus, you can still get revival off by combining it with Dholes, so really, it's not a big deal.

Speaking of Dholes, he's the main extender of the deck. His Flip effect is okay, being able to pitch a Spell/Trap is good since you can pitch Delaunay for mass revival later or Nadel/Euler to search another copy with its GY eff, but actually getting him board is the hard part as he's level 6 and can't revive himself with his own eff sadly. Your best way is getting him out with Angel.

The best part of Dholes is his other two effects, the first of which being a Reborn that special sets when it's pitched to GY. In this deck, you have plenty of chances to send it to GY, mainly Jhrelth, Toddler, and Mail. It lets you recycle the pieces you dump and also procs Intruder in GY, giving you even more advantage.

His other effect is also super strong, as it lets Cerberus attack three times in a turn, but it is once again hindered by the fact he's hard to get on board. However, if you can get him board, always link off for Cerberus, since that triple attack becomes indispensable for finishing off the opponent.

Next is Angel, who is this deck's main way of special setting high level monsters (outside of Intruder) from hand or GY. It's alright and gets the job done, but you need a lot of pieces to make the most of it. Mainly, a monster in hand or GY, which may seem counterintuitive since the deck can easily search and dump, but the best time for this card to proc is the early game, when you lack those resources/use it on other better cards (like Jhrelth).

However, Angel does offer one of the most powerful protection effects in the deck, that being an in built Battle Fader. When it's flipped on the opp's turn, it ends the BP, letting you protect your pieces from being destroyed in battle. One of the biggest weaknesses of Tindangle is losing all their cards early, as it makes it harder to get the advantage payoff, but Angel helps you stabilise.

At the very least, he's a ward for the opponent, as they don't want to attack into him to proc his eff. You can just use his Flip eff the following turn to get a body out for Link summoning purposes.

Next is Trinity, one of the more simple cards of the deck. When it's flipped, you can special Base Gardna from deck, which while seeming underwhelming, is actually really important, since Cerberus needs Gardna in GY to gain 3000 ATK. It's not a great compared to Jhrelth or Angel, but it gets the job done by summoning one of the deck's most important bodies on board.

Trinity's main usage is his protection eff and being the Gergonne searcher when it's linked off. The protection eff is super strong, as it prevents your monsters from being destroyed in battle. Like Angel, I think this protection is better than the actual Flip eff. It being able to search Gergonne is nice, since the trap (while powerful) is super bricky if you draw into it, so Trinity lets you run it at 1. You also get to dump a Spell/Trap, which is nice.

Being honest, Base Gardna is a necessary evil for the deck. If I had the choice, I think I'd either cut him or run him at 1. However, he needs to be a 3-of in the deck since Trinity searches him and Cerberus needs him in GY to get ATK.

Otherwise, Gardna's usually a dead card half the time since you'd rather keep him in deck to summon off Trinity. It doesn't help that he's not a Flip monster, making him less searchable if you do need to grab him. However, he isn't a Garnet, since if you do draw into him, you can special it out if you have a set monster. At best, he's an extender. At worst, he's dead weight.

His tribute effect is... interesting? While being able to special a Tindangle from deck is amazing (and honestly something the deck would benefit more greatly from tbh) the conditions to meet to activate this eff are god awful. It's super situational, rarely used, part of the reason why he's a brick/dead card better off staying in the GY, but if you can use it... go for it. It's there and fetches you one of many better cards in the deck.

Next is Protector, who I feel is the most divisive Tindangle to play ratio-wise. I settled on 2, but honestly you could cut it to 1 and it'd serve the same purpose. From my testing though, 2 felt comfortable.

Protector is really strange, since it's requires a lot of set-up, making it a brick if you draw into it (which is a reason to run it at 1) but the payoff for activating its Flip effect is so strong, it makes it even better than Jhrelth if you get it off (which is a reason to run it at 2, so you can see it when you need).

Honestly, the fact you can search 3 while proc'ing all your other Flip cards is just silly. With Protector alone, you can go up to +3, and combined with what you Flip, can easily bump that up to +6. The fact it's all searchable too is insane. You can just grab what you need in the moment and turbo out multiple Cerberus at once with the raw advantage you just gained.

Imo, you shouldn't be actively trying to set up for this card, but treat it more as a bonus if you manage to get the set up to make it pop off. It's best used in the middle game, since by the late game, you've probably gone through most of your monsters/seen what you need, making the extra cards win-more than actually helping you.

Finally, the two 1-of Tindangles. You only run 1 of each because you only need 1 of each.

For Intruder, he's super easy dump into GY off cards like Jhrelth, Toddler, Burial, etc. He's definitely one of the MVPs of the deck, being the next best Tindangle after Jhrelth for his ability to just farm advantage and self-revive for free.

His Flip effect is so good, as it's part of what nets you so much advantage over the game. Being able to tutor any Tindangle monster to hand lets you set up for follow up plays with Jhrelth's eff in hand or add discard fodder for cards like Jhrelth, Mail, and Nadel/Euler in GY.

However, the best part of this card is the fact he just revives himself for free when you special set. Combined with Delaunay, you can bring back 4 cards from GY with a single card. It's genuinely nuts, and you can flip him on your turn to get a free search. While it sucks that it's mandatory (and you have to account for it while flooding the field), it's been more help than it has been hurt.

He's also the only other Tindangle monster aside from Hound to actually have decent ATK stats. If the opp doesn't have any good targets for Hound, you'll want to target a face up Intruder to break past the 4000 ATK threshold.

Hound is one of the best finishers of the deck, basically using your opponent's huge monsters against them by gaining their original ATK and Book of Moon-ing them in the process. While it does lock Hound off targeting Links, it gives the deck an extra edge of attack power it needs.

In exchange though, it fucks monsters that are linked as they lose 1000 ATK, making OTK with Cerberus even easier, especially when combined with Dholes letting it attack three times. His other effect lets you flip a card when it's destroyed, letting you get a free proc of your choice. It's great if he's destroyed during battle and you have Angel set, since Angel can special him back out while ending the BP.

You only run 1 because you only want to see him late game, and he's super easy to search/pitch with cards like Jhrelth, Angel, and Intruder.

Moving onto the support pieces, you run 3 Fall Wind and 2 Toddler.

Fall Wind is just another starter for the deck, as it lets you search Jhrelth to get your plays going. The only awkward part is you can't really do anything with it afterwards, since you can't really get rid of it easily. At best, it's a 1800 beatstick in a deck which lacks attackers, at worst, it's a nuisance on board.

I guess you could link it away? Though, this deck doesn't have a great going first Link, since it's main play is to set and pop off when things get flipped. You'll probably just use it to summon Tornado Dragon if it's still on board.

Toddler on the other hand is an amazing extender and part of your usual going first play, since it can bring itself back when it's pitched to GY. It's Flip effect is also nuts, being a Foolish Burial for Fiends, which is what all Tindangles are.

He's best paired with Dholes, since you can dump Dholes with it's eff to revive something off Dholes' eff. That will also proc Intruder, giving you 2 free cards off a Flip. It's sick, and being a level 3 gives you access to Dante/Break Sword (depends on the situation) with Jhrelth and Protector.

Next we'll go over the spells.

First is Nagel and Euler, the first Tindangle spells that were released. They both can search themselves by banishing from GY, so dumping them also works as a search.

We'll look at Nagel first, since it's the best Tindangle spell. As it's name implies, is the deck's best form of protection. Not only does it prevent destruction in battle and by card effects, but it also doubles any battle damage your Tindangle inflicts, making it super easy to kill with a juiced up Cerberus or Hound.

Euler's the Field spell, but I have mixed feelings about it. The first eff prevents the opp from attacking if you have 3 or more Tindangle monsters, which is good, but you run into the same problem as Protector, which is the set up needed for the payoff is difficult. I'd treat it similarly, get it up if you can, but don't force it.

The second eff is only good for when you get Cerberus up, but it's super slow. You can give your opp a monster (usually the Token you summon off Cerberus) to block a zone and give Cerberus power. It's not great and very gimmicky. Unfortunately, due to how slow this card is, it also makes a pretty dead card to open, so you can run 2 if you want.

The final Tindangle spell is Mail, which is really good for proccing set cards on the same turn or resetting face up cards, making the deck slightly faster, especially since it's not once per turn. The only limiting factor is the fact you need to go -1 each time do it. Granted, you usually offset the cost with the Flip eff + you in various ways, but it really does suck to lose a card.

The silver lining to this is it makes the spell double as GY set-up, since Tindangle treats the GY as a second hand. So, while not completely horrible, it does lead you to run out of hand super easily (especially combined with Jhrelth) in this deck.

The last 3 spells are your power 1-ofs. Burial is self explanatory, pitching Tindangles to GY directly from deck is super good, since you can set up Intruder, special off Dholes, or pitch Gardna for Cerberus' ATK.

Super Poly is used in conjunction with Anaconda to summon Starving Venom. A lot of decks use DARK type monsters, so you can easily use your opponent's monsters against them by using them as part of the Fusion material, while also getting a big finisher in the form of Starving Venom himself. It's a good going second option.

Called by can be any 1-of Spell you want really, but I chose him since he says fuck hand traps.

Lastly, we arrive at the Traps.

We'll quickly go over Gergonne first. There's not much to say except it's the best protection for Cerberus, making it unable to be targeted and destroyed in battle or by effects. The second eff comes up occasionally, as it can burn the opponent to close out games. It's not used as often, but the option is very nice to have.

Now we'll talk about the best card in this deck. The most powerful card in this entire archetype has got to be, hands down, Delaunay. Delaunay is fucking nuts, being the freest +3 imaginable. You want to dump a copy of this card in GY as soon as possible, as it can let you special set 3 Tindangles in GY. This will also proc Intruder, making it a +4.

You'll want to activate this eff at the end of your opponent's turn, just so you can Flip all of them on your following turn. Ideally you want to set Protector, so you can use his Flip eff to flip the other 3 and search three cards, making it another +3. Since one of your flipped cards will be Intruder, you'll get a search off him for another +1. Depending on what else you set (probably Dholes and Trinity to Link both off for Cerberus) you can get another +2.

This means, off a single card and a bit of easy set-up, you go +8 to +10.

What the fuck.

And if you draw into it, it's also fine, since you can use it as a normal trap to special out Cerberus without needing to link anything off while also having an in built revenge mechanic. It's not that great, since without Gardna in GY that Cerberus will be a sitting duck, but being able to get your most important Link out for free is good.

Moving on to the Extra Deck!

I've already talked about Starving Venom and Anaconda, so I'll skip past them and go straight to the Links.

Obviously, you run 3 Cerberus as he's the boss of the deck. He can easily reach 4000 ATK while also giving you free advantage in the form of Tokens. By himself, he's not super strong, but combined with the other cards in deck, he becomes a very powerful attacking threat.

You run the 1 Fiendess for the set up, since you can dump a Flip card to GY (see how Gardna not being a Flip is cucked by this?) and special a Flip from hand. It also lets you search when you Flip, netting you more advantage on top of what you flipped.

1 Accesscode because... it's fucking Accesscode.

1 Unicorn to go with the Accesscode and for the spin eff. It's also useful that it can target itself, since if you find your Extra Monster Zone clogged up when you want to use Delaunay, you can link into Unicorn and spin himself back into deck to clear it open.

1 Masquerena because oh my god her alt art is hot and she gives you disruption on the opp's turn with Unicorn.

1 Spider to say fuck your Nibiru tokens and because you can make it off the Tindangle token... for whatever reason you want.

Finally the Xyz, probably my favourite type of summoning in the game.

Your best Xyz is Arc Rebellion, since not only does it fit the theme of using your opp's monsters against them, but it also negates and gets fucking massive for some great OTK potential.

1 Raider's Knight to go into Arc Rebellion. Arc Rebellion doesn't get popped end of turn either since it can't be destroyed by card effects.

1 Break Sword for removal and 1 Dante for mill, not much else to say.

Finally, 1 Tornado for Spell/Trap removal. Originally, I was using Phoenix, but the issue with Phoenix is he pops on summon. Tornado is better because it gives Fall Wind another use in this deck while also being a Spell/Trap removal threat to the opp.

Plus, the base ATK is also higher than Phoenix, and you can summon it in the Main Monster Zone so you don't lock yourself out of Delaunay.

Since the side deck is pretty much the level 3 engine, I'll just go over it now.

Essentially, I got the idea to include this as Tindangles run multiple DARK level 3s, complementing it well with the BA opener you see very often for Phantom Knight decks.

For this 2 card combo, you'll need just Tour Guide and Jhrelth in hand.

1) Summon Tour Guide and special Graff
2) Link into Cherubini, use Graff to special Cir to a zone where Cherubini points to
3) Activate Jhrelth to special set itself and dump Intruder
4) Use Cherubini to dump Toddler
5) Use Toddler to special itself face down
6) Intruder will proc, special summon it
7) Link Cherubini and Cir into Decode Talker
8) Activate Cir, revive Cherubini in a zone where Decode points

With this opener, you end on a pumped up Decode (you'll summon 2 monsters to where it points) which has a negate ready by tributing the Cherubini, a set Toddler to dump, a set Jhrelth to search or dump, and a set Intruder to search.

On your opponent's turn, if they attack Jhrelth or Toddler first (doesn't matter which), dump Trinity. Then if they attack the other, dump Dholes. Use Dholes eff to special back the Trinity you dumped earlier. If they swing into Trinity, you get Gardna out and give protection to all your monsters. If they swing into Intruder (doesn't really matter when) just search whatever you need.

The reason I don't use it is because, from my experience, if you don't open up with the combo, you get a lot of bricks in the form of excess Tour Guides and unused BA Garnets. The Links you use (Cherubini and Decode) are perfectly fine to run in the pure version imo, but the fact they clog up the Extra Monster Zone means you're locked out of Delaunay.

If you do want to run it though, I suggest switching these cards:
3x Fall Wind -> Tour Guide
1x Protector/Gardna -> Graff
1x Euler -> Cir
1x Spider -> Cherubini
1x Tornado/Accesscode -> Decode

Regarding the other side cards...

I put hand traps in the side deck mainly because:
A) I couldn't find the space
B) This deck is for casual play (no one likes getting Ash'd)

If I were to add hand traps, I would add the 3 Ash and 2 other, probably Effect Veiler.

For going second cards, I chose Lightning Storm for flexible removal, but Forbidden Droplet (since it discards)/Dark Ruler (you don't care about the damage being neg'd this turn since you're a Flip deck) also works.

The 2 Books are... interesting? I used to run a copy each in the main deck, but never saw it. I think if you ran 3 Book of Moon in the main deck it'd be fine, since you can use it to disrupt the opp. Taiyou's good for activating Flip effs, but you need a follow up play (such as linking away the monsters) or else you'll be stuck with face up low ATK monsters that can be easily destroyed.

Anyways, here's some other options for the deck:
>Prediction Princess Coinorma
I ran this originally to tutor Tindangles from deck, but the fact it locks you out of non-Prediction Princess eff made me cut. You can use this in a Prediction Princess package for the deck (to bring out Tarotrei and start flipping shit early)
>Scarm, Malebranche of the Burning Abyss
This may seem random, but he's basically a Bullet Train to search Jhrelth or Protector. He can be used in the level 3 engine as an alternative target to Cir, but I think Cir's revive to set up Decode is more important than a search. Plus, there's no real reliable way of dumping him. If he searched upon dumping, then I'd consider it more, but the fact it's locked to EOT really dampens the usage.
>Subterror Behemoth Phospheroglacer
A Flip Foolish Burial. I think he'd be more viable if Jhrelth and Toddler didn't exist already.
>Masterking Archfiend
Aside from the awesome name, he's the generic Fiend monster. Main reason I don't use him is because he has a dice roll eff, and my RNG is god awful. (Imagine drawing into Trade In, couldn't be me)
>Borrelsword Dragon
Another finisher choice. He and Accesscode are interchangeable honestly.
>Beatrice, Lady of the Eternal
This card lets you do the ultimate combo of "Beatrice pass". You can either hard summon this or summon it via Dante.

Now, let's get into some possible plays with this deck!

Since it's quite a flexible deck, a lot of what "happens" will depend on what you need/open with. Here's a pretty standard opener for the deck and it's follow up plays when flipped. For this scenario, we're going to use Trinity + Jhrelth.

1) Set Trinity.
2) Activate Jhrelth, pitching Intruder and set it.

Now pass.

Yes, that's your turn 1. Really unimpressive, right? Well, this is what (could) happen next. In the end, you'll get a body on board regardless of they attack first.

If your opp attacks into Trinity first:
1) Flip to summon Gardna and give your board protection.
That should dissuade them from attacking anymore. However, if they want to continue to deal damage and attacks into Jhrelth:
1) Activate Jhrelth to pitch Toddler
2) Use Toddler to special set itself
3) Intruder will trigger, setting itself
You just got another 2 bodies on board.

On your turn, you can follow up by:
1) Flip Intruder to add Jhrelth to hand
2) Link summon Cerberus by using Trinity, Gardna, and Intruder
3) Flip Toddler to dump Dholes
4) Activate Dholes to special back Trinity
5) Intruder will activate, setting itself
6) Use Jhrelth to special itself and dump Delaunay

This end board will still leave you with an open space for a Token off Cerberus or for you to normal set a monster. Pretty cool, right?

My favourite play has to be with Delaunay though. If you have it + Protector, Dholes, Jhrelth, and Intruder in GY, you can do some insane shenanigans.

1) At the end of your opponent's turn, activate Delaunay and special set back Protector, Dholes, and Jhrelth
2) Activate Intruder to revive himself
3) On your turn, flip Protector to flip your other three set monsters
4) Add any 3 Tindangle to hand (1 Hound, 1 Jhrelth, 1 of anything else)
4) Chain these three monsters in this order: Chain Link 1 Jhrelth, Chain Link 2 Intruder, Chain Link 3 Dholes
5) Dholes to dump Nagel
6) Intruder to search any Tindangle
7) Jhrelth to search/dump any Tindangle (usually I'll add to hand to pay discard costs)
8) Link summon Cerberus using Dholes, Jhrelth, and Intruder
9) Activate Dholes to give Cerberus triple attack
10) Activate Jhrelth in hand, pitching Hound and dumping Dholes to special set
11) Intruder activates and special sets itself
12) Activate Dholes to special set Hound
13) Pitch a Tindangle to add Nagel to hand
14) Activate Nagel to double the damage Cerberus does
15) Optionally, also set one of the monsters you added to hand.

This will end you on a board of a triple attack Cerberus that does double damage, 3 set cards, and Protector (you keep him since he has 800 ATK, which might be needed for attack reasons) + Token/another set for shenanigans next turn. Or, maybe your opponent just... dies from Cerberus lmao.

Overall, Tindangles are a pretty fun casual deck that does Flip shenanigans and gets a bunch of plusses. Get ready to buckle down for an hour long match, since that's what happened to me and Arashi when I was testing it...

Join me next time where I may or may not properly explain 60 Good Machines.

That's all, Fox out!

Bạn đang đọc truyện trên: TruyenTop.Vip

Tags: #fox