Tech Genus, abbreviated to T.G., is an archetype who first made their debut in [Extreme Victory]]. The archetype is originally used by Antinomy in Yu-Gi-Oh! 5D's. Their artwork depict Cyborg monsters, despite none of them being actual Machine-type monsters.

TGs have a myriad of support spell and trap cards all of which are initialisms that appear to represent their effects, such as TG1-EM1 possibly being "TG 1 - Exchange Monster 1".

The archetype consists of cards that can "Float", replacing themselves with additional cards. This allows the the deck to be versatile, capable of searching for any monster to use at any time. Additionally, this is supplement by the deck's capability to perform rapid series of Synchro summons that lead up to Accel Synchro Summon and Delta Accel Synchro Summon. These rapid synchro summons were depicted in Antinomy's use of Tech Genus monsters, first to demonstrate to Yusei Fudo accel synchro.

However, in the competitive scene, TGs occasionally stray from their original rapid Synchro summoning plan in favor of the slower and more defensive variant. This slower variant, "TG Stun", abuses the "floating" effects of the TGs while pressuring the opponent with a large array of traps, including Skill Drain. This allows for an alternative disruptive build of the deck.


[edit] TG Stun

Currently the most popular and most viable variant of TGs in the competitive scene, TG Stun was made the more popular variant of TG from a combination of its reliability and its disruptive power.

The deck plays defensively, based mostly controlling and disrupting the opponent (Hence the name TG stun). TG Stun runs a large amount of Traps, aimed for one-for-one exchanges to slowly simplify the game. Meanwhile, the resources and plusses gained through the searching effects of T.G. monsters in combination with Horn of the Phantom Beast allow for the player to have an advantage. This playstyle is often comparable to Gadgets, as both decks use the Gadget Theory.

Unfortunately, this deck, like most Stun Decks, has a heavy reliance on a large array of trap cards. Therefore, due to the unbanning of Heavy Storm and the unlimiting of Mystical Space Typhoon, this deck, as with many other trap-heavy Stun decks, has slightly fallen out of favor in the metagame due to the rampant destruction of traps.

[edit] Playing the Deck

[edit] Strategy

As with other Stun Decks, the deck is based around disrupting your opponent and gaining control with a heavy lineup of traps, generally with one-for-one exchanges. Because of this, the deck often applies the Gadget Theory for the basis of its strategy. Most of the time, pressure and control will be applied to the opponent through the use of Beaters such as T.G. Rush Rhino, sometimes with Horn of the Phantom Beast equipped to gain additional card advantage. Meanwhile, Skill Drain can be used to further disrupt the opponent and prevent them from performing a large amount of plays.

Despite the deck's possibility to explode rapidly, the player should play conservatively, keeping a monster present in the hand as an option whenever possible.

[edit] Backrow

Ideally, the deck should use atleast 10 traps, with some builds going as far as 20 traps. However, the choice of traps is important. Traps used in the deck should match the following criteria:

  • Be disruptive
  • Be a one-for-one exchange (Use one card to stop one card)
  • Be really disruptive
  • Not be a minus in card advantage (There are some exceptions to this, such as Dark Bribe, which is necessary in this format)

As of the time of writing this, there are a several cards commonly used for the trap line-up in this deck due to being proven to work. As most of the are self-explanatory and many of them being Staples, they will only be listed

Following the unbanning of Heavy Storm, careful planning and management of Traps should be done by the player to minimalize the effect(s) of Heavy Storm. The general consensus to achieve this is to ration set traps to one or two until Heavy Storm is used or a Starlight Road or Dark Bribe is drawn.

[edit] Bluffing

It is possible to bluff several aspects, depending on the opponent whom the player is up against and the medium in which the player is playing on. Against a skilled opponent, faking confidence and setting multiple face-down cards can be done to bluff Starlight Road when there isn't one. The reverse of that can also be done, when Starlight Road is added to the hand through a card such as Pot of Duality. It is possible for the player to pretend to set Starlight Road while there isn't one, but it is also possible to set exactly one card when Starlight Road is added, inviting any Mystical Space Typhoon to that one card, which may not be Starlight Road. A more complicated bluff can be performed by the player pretending to poorly bluff a Starlight Road, inviting Heavy Storm, but this can be difficult to perform and often implausible, such as if the player is not seasoned in other card games such as Poker, or if the opponent has no Heavy Storm in response.

Another possible mind game that can be performed with this deck is pretending to be Chain Burn, with an opening of setting 5 cards. However, this is risky, and should only be performed during Game 1 if there is a Starlight Road to back up the player.

[edit] Synchro Summoning

Although the deck has powerful Synchro capabilities due to the majority of it being taken from an archetype based on Synchro Summons, the player should not Synchro Summon except:

  • the opponent's field is clear of any possible disruptions and there is no Card Advantage lost through the synchro summon
  • A synchro monster is needed to remove specific threats
  • The player is pushing for game

[edit] Matchups and Siding

See also: Siding.

Due to its anti-meta elements, careful understanding of the Metagame is required to play the deck effectively, with the player needing to know how to deal with individual matchups of the current Metagame. Strategies are up to the player's descretion as a proper Anti-Meta player should be able to shift playstyle appropriately on their own

Siding on this deck should be done by first considering the current meta-game, and then selecting the decks which this deck may have a poor matchup against. This generic, blanket advice should be the guide for siding against other matchups.

However, at the time of writing this, these are the current Meta Match-Ups:

[edit] Dino Rabbit

Against this deck, the better Dino Rabbit players will know not to summon Evolzar Dolkka, as it is useless against this deck. Instead, Evolzar Laggia will be summoned, which should be carefully played around.

Cards which can be used against this matchup include:

Snowman Eater

When this card is flipped face-up: Target 1 face-up monster on the field; destroy that target.

As Laggia can't negate this card if it is attacked into, it is a simple counter for Evolzar Laggia

Soul Taker

Destroy 1 face-up monster your opponent controls. Then, your opponent gains 1000 Life Points.

Ideally, this card is a great counter to Evolzar Dolkka. However, as Dino Rabbits will probably not use Dolkka against TG Stun, it should be used to force Laggia's negation.

Effect Veiler

During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.

Although it may appear redundant with Skill Drain being used in the deck, first-turn Rescue Rabbit cannot be stopped otherwise. This should be sided in during Game 2/Game 3 if you are not going first.

[edit] Chaos Dragons

Due to many Chaos Dragons siding all of their Mystical Space Typhoon and Spell/Trap based removal, the Game 1 matchup against this deck can easily be won by having Skill Drain and Beast King Barbaros face-up on the field. Overall, TG Stun should not have too much of a difficulty against this deck, as many of your main-decked cards already heavily disrupt it.

However, the Game 2 and Game 3 matchups are where the player need to counter-side, as the Chaos Dragon player will definitely side in their copies of Mystical Space Typhoon, Dust Tornado, and other such removal, as well as possibly Royal Decree, which will render half of the player's deck useless.


When you activate this card, declare 1 card name. Cards with that name and their effects cannot be used. Cards on the field before this card was activated are not affected (including face-down cards).

Prohibitation can be sided in to declare Mystical Space Typhoon, preventing the opponent from activating it and possibly forcing them into the same problematic situations as they had in Game 1 if a set of Mystical Space Typhoon was their only sided answer to the player's deck.

Mystical Space Typhoon

Target 1 Spell/Trap Card on the field; destroy that target.


Pay 500 Life Points. Destroy 1 face-up Spell or Trap card.

Breaker the Magical Warrior

When this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card to target 1 Spell/Trap Card on the field; destroy that target.

All three of these cards can be sided in to counter-side sided in Royal Decree, as that card will cause the player to lose the game if not dealt with.

[edit] Inzektors

Due to the nature of this deck, Inzektors will have a poor matchup against this deck, as a face-up Skill Drain will completely shut them down.

Like the Chaos Dragon Matchup, counter-siding should be done, as the Inzektor player will side in cards to prevent Skill Drain. However, unlike Chaos Dragons, the Inzektor player will most likely not have Royal Decree sided in, so answers to it should not be necessary. If the meta around the player is filled with a majority of Inzektors, additional sided cards may be necessary. However, as it is an easy matchup for the player, not much preperation is necessary.

[edit] Dark World

Among the Metagame, Dark World is infamous for its theoretical great matchups against every deck, this one especially. Unfortunately, Game 1 will most likely be lost, as Skill Drain is useless against Dark World, and there are not many responses the deck can have against Grapha, Dragon Lord of Dark World.

However, Dark Worlds also known for having clear side-decked cards that completely shut down the deck. Unfortunately, TG stun players cannot run Dimensional Fissure or Macro Cosmos. Additionally, it is advised to side out Skill Drain, and possibly Dark Bribe, as neither will affect the opponent.

Closed Forest

All face-up Beast-Type monsters you control gain 100 ATK for each monster in your Graveyard. Field Spell Cards cannot be activated while this card is face-up on the field. Field Spell Cards cannot be activated the turn this card is destroyed.

Although discouraged due to its actual ineffectiveness at disrupting Dark World, it is a possible side.

Gemini Imps

During either player's turn, when your opponent activates a Spell Card, Trap Card, or monster effect that could make you discard when it resolves: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy it. Then draw 1 card.

Gravekeeper's Watcher

When your opponent activates a card that includes an effect whereby your opponent discards from his/her hand, send this card from your hand to the Graveyard to negate the action and the effect of the card and destroy it.

These will prevent the effects of Dragged Down into the Grave, which can heavily disrupt the player.

Bottomless Trap Hole

Activate only when your opponent Summons a monster(s) with 1500 or more ATK. Destroy and remove from play the monster(s).

D.D. Crow

During either player's turn: You can discard this card from your hand to the Graveyard to target 1 card in your opponent's Graveyard; banish that target.

These two cards will banish Grapha, Dragon Lord of Dark World, preventing the deck from using it to beat the player down.

[edit] Core

T.G. Rush Rhino

If this card attacks, it gains 400 ATK during the Damage Step only. During the End Phase, if this card was destroyed on the field and sent to the Graveyard this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino".

The main beater in the deck, its effect allows it to run over most monsters. It is a target for Horn of the Phantom Beast

T.G. Striker

If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Striker".

A pseudo Cyber Dragon, T.G. Striker is used in the deck as a way to summon Synchro monsters as an out to various threats. However, due to its typing not being a Beast or Beast-Warrior, it cannot be used as a target for Horn of the Phantom Beast, slightly limiting its effectiveness. Nonetheless, it is still an important part of the deck, granting the deck speed and the capability to explode. Unfortunately, following the March 2012 Banlist, T.G. striker is limited. Nonetheless, the single copy allowed should be run in the deck.

T.G. Warwolf

When a Level 4 or lower monster is Special Summoned, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Warwolf".

An incredibly versatile card, it can be used for several purposes. It combos well with T.G. Striker for rapid Level 5 Synchro plays if necessary, as well as being a target of Horn of the Phantom Beast, allowing it to be a beater. Furthermore, it can be used defensively, as one should note that it can be summoned in response to the special summon of any Level 4 or lower monster.

Horn of the Phantom Beast

Target 1 Beast-Type or Beast-Warrior-Type monster you control; equip this card to that target. It gains 800 ATK. When that target destroys an opponent's monster by battle and sends it to the Graveyard: Draw 1 card.

Extremely rarely, a few TG stun builds opt out of using this card. Nonetheless, it is an incredibly useful card in the deck, as it grants a significant ATK buff to a majority of the TG monsters, as well as allowing the deck to continuously plus, gathering resources will pressuring the opponent.


Select 1 monster your opponent controls and 1 face-up "T.G." monster you control. Switch control of the selected monsters.

An incredibly disruptive card, this is a themed Creature Swap that lets the player choose any target. This will allow for the disruption of important plays.Note that TG monsters traded to the opponent still go to the player's grave when destroyed, giving the player a search.

Skill Drain

Activate by paying 1000 Life Points. The effects of all face-up monsters on the field are negated while those monsters are face-up on the field (but their effects can still be activated).

Highly disruptive, the significance and importance of Skill Drain should be fairly obvious.

[edit] Common Tech

Beast King Barbaros

You can Normal Summon or Set this card without Tributing, but its original ATK will become 1900. You can Tribute 3 monsters to Tribute Summon this card. If you do: Destroy all cards your opponent controls.

As well as being a Horn of the Phantom Beast target, it is to be used in conjunction with Skill Drain, as Skill Drain causes Barbaros to retain its massive 3000 attack.

King Tiger Wanghu

When a monster(s) with 1400 or less ATK is Normal Summoned or Special Summoned: Destroy those monsters with 1400 or less ATK. This card must be face-up on the field to activate and to resolve this effect.

Another Horn of the Phantom Beast target, King Tiger Wanghu is also disruptive against decks that rely on low-ATK monsters.

Thunder King Rai-Oh

Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.

Although falling out of favor against the current Metagame, Thunder King Rai-Oh is often an important member of most stun decks, functioning as both a beater and as a disruptive card. Players using this card should be warned that it stops the searches of T.G. monsters, and so should not be played when there are face-up T.G. monsters.

Doomcaliber Knight

Cannot be Special Summoned. During either player's turn, when a monster effect is activated: Tribute this face-up card; negate the activation, and if you do, destroy that monster.

Another common element in many Stun Decks, Doomcaliber Knight can be used as a disruptive beater in this deck. However, Skill Drain does affect Doomcaliber, so the player is advised to play around this.

[edit] Sample Decklists

[edit] Skeleton Decklist


  • 3 T.G. Warwolf
  • 1 T.G. Striker
  • 3 T.G. Rush Rhino
  • 0-3 Beast King Barbaros
  • 0-3 Thunder King Rai-Oh
  • 0-2 Reborn Tengu
  • 0-3 King Tiger Wanghu


  • 0-3 TG1-EM1
  • 0-3 Horn of the Phantom Beast
  • 2-3 Skill Drain

[edit] Marquis Henderson (1st Place of YCS Atlanta)

Monsters: 15

  • 2 T.G. Striker
  • 3 T.G. Warwolf
  • 3 T.G. Rush Rhino
  • 3 Reborn Tengu
  • 2 Thunder King Rai-Oh
  • 2 Beast King Barbaros

Spells: 7

  • 3 Pot of Duality
  • 1 Pot of Avarice
  • 1 Monster Reborn
  • 1 Dark Hole
  • 1 Mystical Space Typhoon

Traps: 18

  • 3 Horn of the Phantom Beast
  • 3 Skill Drain
  • 2 TG1-EM1
  • 1 Solemn Warning
  • 1 Solemn Judgment
  • 2 Bottomless Trap Hole
  • 1 Torrential Tribute
  • 1 Mirror Force
  • 2 Dimensional Prison
  • 2 Starlight Road

Extra Deck: 15

  • 1 Trishula, Dragon of the Ice Barrier
  • 2 Stardust Dragon
  • 1 Red Dragon Archfiend
  • 1 Black Rose Dragon
  • 1 Ancient Fairy Dragon
  • 1 Brionac, Dragon of the Ice Barrier
  • 1 Gaia Knight, the Force of Earth
  • 1 T.G. Hyper Librarian
  • 1 T.G. Power Gladiator
  • 1 Ally of Justice Catastor
  • 1 T.G. Wonder Magician
  • 2 Number 39: Utopia
  • 1 Number 17: Leviathan Dragon

Side Deck: 15

  • 3 Des Wombat
  • 2 Kycoo the Ghost Destroyer
  • 2 Cyber Dragon
  • 2 Mystical Space Typhoon
  • 2 Safe Zone
  • 2 Shadow-Imprisoning Mirror
  • 1 Mind Crush
  • 1 TG1-EM1

[edit] Synchrocentric TGs

The original variant of TGs which are often considered to be the "pure version" of TGs, Synchrocentric TGs are often subdivided into further decks, but the general idea is to rapidly synchro summon, often to summon T.G. Blade Blaster and Shooting Quasar Dragon quickly to win the game. The various T.G. monsters often have combinations with other T.G. monsters to Synchro summon level 5 Synchro monsters, such as T.G. Striker and T.G. Warwolf or T.G. Cyber Magician and T.G. Rush Rhino. However, the primary target for level 5 Synchro Summmoning was generally T.G. Hyper Librarian, if additional synchro summoning was to follow.

Unfortunately, following the September 2011 banlist, this build has fallen out of favor due to the limiting of T.G. Hyper Librarian and Formula Synchron, causing the deck to lose its ability to regain Card Advantage through the rapid synchro summons. Further banlists continued to cripple the deck, with Trishula, Dragon of the Ice Barrier being banned, and T.G. Striker being limited, lowering more options for Synchro Summons in this deck.

[edit] Sample Decklists

[edit] Skeleton Decklist

NOTE: This build is decaprecated, so most cards in the decklists will not be legal as of the March 2012 Banlist. Monsters

  • 2-3 T.G. Cyber Magician
  • 3 T.G Striker
  • 3 T.G. Rush Rhino
  • 3 T.G. Warwolf
  • 0-3 Reborn Tengu

Extra Deck

  • 1-3 T.G. Hyper Librarian
  • 2-3 T.G. Wonder Magician
  • 0-1 T.G. Power Gladiator
  • 1-3 Formula Synchron
  • 0-1 Shooting Quasar Dragon
  • 0-1 T.G. Blade Blaster

[edit] Collin Reilly (Top 32 of YCS Providence)

Monsters: 19

  • 1 Dandylion
  • 1 Glow-Up Bulb
  • 2 Lonefire Blossom
  • 3 Reborn Tengu
  • 1 Spore
  • 2 T.G. Cyber Magician
  • 3 T.G. Rush Rhino
  • 3 T.G. Striker
  • 3 T.G. Warwolf

Spells: 9

  • 1 Book of Moon
  • 1 Dark Hole
  • 1 Mind Control
  • 1 Monster Reborn
  • 2 Mystical Space Typhoon
  • 2 Pot of Avarice
  • 1 Smashing Ground

Traps: 12

  • 1 Bottomless Trap Hole
  • 1 Call of the Haunted
  • 3 Dimensional Prison
  • 1 Divine Wrath
  • 1 Mirror Force
  • 1 Seven Tools of the Bandit
  • 1 Solemn Judgment
  • 2 Solemn Warning
  • 1 Torrential Tribute

Extra Deck: 15

  • 1 Ally of Justice Catastor
  • 1 Armory Arm
  • 1 Black Rose Dragon
  • 1 Brionac, Dragon of the Ice Barrier
  • 1 Colossal Fighter
  • 1 Gaia Knight, the Force of Earth
  • 1 Formula Synchron
  • 1 Mist Wurm
  • 1 Scrap Dragon
  • 1 Stardust Dragon
  • 1 T.G. Power Gladiator
  • 2 T.G. Wonder Magician
  • 2 Trishula, Dragon of the Ice Barrier

Side Deck: 15

  • 3 Kinetic Soldier
  • 2 System Down
  • 2 Nobleman of Crossout
  • 1 The Transmigration Prophecy
  • 2 Mirror of Oaths
  • 2 Gottoms’ Emergency Call
  • 3 Chain Disappearance

[edit] T.G. Agents

A third build, popularized in the OCG prior to the March 2012 banlist, T.G. Agents combined the reliability of T.G.s with the raw, explosive power of the The Agent archetype. Unfortunately, the March 2012 banlist heavily crippled this deck, leaving it difficult to play.

Last edited by Swampert X on 24 July 2012 at 13:27
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