T.G. Stun {PowerNova}
TCG+OCG January 2015 Banlist
Decklist

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Historical Data
T.G monsters, also known as "Tech Genus" are an archetype that were originally introduced during Yu-Gi-Oh! 5D's. Bionic in appearance, they refer to their original user from the anime Antinomy. They derive from the future, hence the dubbed name of the deck "Futuristic Stunnin'". 

Deck Info
T.G Stun is a deck which focuses on stunning the opponent - from negating their monster effects to advantatge generated from the attempts at destruction of the T.G monsters. As you render most of the opponents moves uesless, you gain advantage through the effects of various monsters within the deck, ultimately accomplishig defeat of the opponent. While some cards may have a bigger impact within the deck, each card is to be considered vital to its functions.  You will find that the deck can give you various options to consider. How you choose them depends entirely on the opponent - his/her deck of choice, playstyle, and the first turn. Going first is more ideal in some situations, while second is more viable in others. I will now continue into the deck explanation and its combos.

Deck Explanation & Combos
Top priority with TG Stun is to stun the opponent, and in order to do so, here are your main cards you will want to utilize:

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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).


  • Self-explanatory. Negating the effects of your opponents will take away many of the opponents plays, from using their effects to clear threats or generate advantage through searches.



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Kaiser Colosseum
If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.



  • The decks used currently are those which tend to spam monsters, so restricting the opponent to 1 monster is key to keeping the opponent locked out of swarming. You will see the opponent refrain from summoning if their deck's key plays involve swarming the field.



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


  • Rhino is the powerhouse of the lower ranked T.G. monsters. The effect of gaining 400ATK gives him the ability to plow through most level 4 or lower monsters the opponent will use, despite their ATK/DEF. When an active Skill Drain renders this ability uesless, he is still a good powerhouse, and this is when his 2nd ability will shine, as well as when he is targeted by spell/traps that destroy him.





  • Combinations include, but not limited to:
    +Striker: LVL6 Synchros 
    +TG1-EM1: Swap control with the opponent's monster when needed
    +Horn of the Phantom Beast: When attacking, becomes a 2800 beatstick, 2400 when not.



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T.G. Warwolf 
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. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your deck to your hand, except "T.G. Warwolf".



  • Warwolf can be a dangerous weapon against the opponent. Whether to defend when the opponent spams a LVL4 or lower monster, or to deal damage, he can be utilized in many ways. He also shines when destroyed, allowing you to search out another T.G. monster.





  • Combinations include, but not limited to:
    +Striker: LVL5 Synchros
    +TG1-EM1: Swap control with the opponent's monster when needed
    +Horn of the Phantom Beast: 2000ATK beatstick. This is best utilized when activated during the damage step to win a pending battle.



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T.G. Striker
If your opponent controls a monster and you control no monsters, you can Specail Summon this card (from your hand). During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your deck to your hand, except "T.G. Striker".


  • Striker is one of the best of the T.G. lineup. He is a LVL2 tuner, which gives you acces to many levels of synchros in combination with various monster throughout the deck. The ability to special summon itself as long as the opponent has a monster on the field is always good, still allowing access to your normal summon. Your main focus with him will either be to synchro summon or keep an established field presence for whatever move you may intend to make.





  • Combinations include, but not limited to:
    +Any Monster: Access to the Synchro Monsters of the deck
    +T.G. Warwolf: By first special summoning Striker, Warwolf's effect can activate, giving you instant acces to LVL5 Synchros, or when adding an additional monster helps to summon certain synchros.
    +TG1-EM1: Swap control with the opponents monster when needed




The aforementioned are the main cards in the deck you will utilize for many combos, including ones not listed and you could create yourself. The remaining main deck choices that deserve honorable mention will now be listed with a brief description of their purpose as support.

Beast King Barbaros
Being the most powerful monster in the deck helps to deal with the opponents heavy hitters, and is used in combination with Skill Drain when the best opportunity arises itself.
Carcard D
While having a nice search enging via T.G. monsters, every deck needs a way to generate draw power, and this little hoop d does exactly that by giving a +1.
Fencing Ferret
Ferret is a nice little troublemaker for the opponent. It makes them consider their summon carefully, and makes them pay when they don't. Takes care of face-up monsters when destroyed and sent to the graveyard, and can become a 2500ATK beatstick when combined with Horn of the Phantom Beast.
Hazy Flame Cerberus
Cerb is one of my favorites within the deck. It can be used in many ways, but the primary will be for LVL8+ Synchros, and to beat through the opponents defenses when Skill Drain is active. When sent to the graveyard, it allows you to search itself, so you truly take no loss at its destruction.
Pot of Dichotomy
Dichotomy is lovely with the deck, since you will  find it easy to fill the grave with 3 monsters of different type through the T.G. monsters alone. Sometimes those 2 draws will be the determining factor of changing the tide of the duel.



Side Deck
The side deck, after much consideration, is one built to focus more on the grind game. Skill Drain, TG1-EM1, and Horn of the Phantom Beast are a must when it is time to side (the choices should be obvious as to what is sided out). Maxx "C" will help produce draw power if the opponent swarms, and it some instances will almost stop them from continuing in fear of what could be drawn. Dimensional Fissure, as well as Macro Cosmos are strictly to be used if they will shut down the opponents deck, and are not recommended in any other situation as their use will render many of your plays useless. Both serve more as a suprise factor and are for the more skilled duelist who can maneuver their plays around them.


Conclusion
T.G Stun overall is a great and fun deck to play. Even if you aren't so keen on the playstyle associated with running the deck, I encourage you to give a try! You may just find out something about yourself you never knew. Any and all questions are welcomed and can be sent via pm to PowerNova. Thank you for your interest, and I hope you enjoyed the article!