Notes & Combos
✨⭐️✨ I D :091-690-479 ✨⭐️✨ Add Me, & Watch Some Replays 😃
🔥 💦 Thunder Kids 💨 🪨
This is, and will forever be, one of my favorite decks of all time. As such its just fun to run it back on occasion.
I've published lists similar to this before so you can look at that for the long winded expanation. Going to keep this one short with some key interactions/personal tech options.
The DB replay below is old but it should still show your core combo.
Key Interactions:
- Once you've resolved your first Kid it is best to choose Fansies as your 2nd option. With Fans as your 2nd kid as CL2 (CL1 Dododo) you'll know if they have Imperm/Veiler. If they Imperm/Vieler you send Pandamonium. If they do not send Plan as a battle trick (nobody has ever read this).
- Panda locks you into Prank Kids. So Rocksies should be your 3rd Kid of choice IF you open Thunder Drag Dark/Hawk. Use him + Dodo to make Bow-Wow, then once banished use Dark to search Hawk for free Colossus. This turns your "cost" into Colossus. You can also use it to search TD Fusion for an extra Butler but this format I'm finding it as a weaker option.
- During this format specifically you'll always want to end on Bow-Wow. This makes you MOSTLY unbeatable to Tenpai bc your immune to destruction and once you know your against Tenpai you can Panda into Weather Washer to be immune to battle. Just don't leave smaller monsters on the field to avoid the Synchro 10 position swap. (Sometimes its best to not activate the Kids gy effects if it would mean your just leaving kids on the field to get attacked over).
Deck Considerations:
- The big one. ✨ You can run Dragoon. 💫 Personally, I chose not too. I would run the package over the Thunder Drags if you choose to, but I wanted the Colossus line and extra room for hand-traps. If you add Dragoon over the HTs thats fine, but youll be on an all gas deck that wins going 1st and never 2nd.
- Adventure engine. IMO this engine is very out dated. It requires a lot of deck space for a simple negate. If they Ash your first kid it just sucks. Thats all there really is to it, and it will happen and you will lose, removing 1/2 of your going 2nd interaction isn't worth the small boost to your going 1st combo line imo.
- You can get away with running 2x of each Kid. Realistically you will still see them and combo every turn, but you'll be relying on Pranks much more for its recycle. I was on this for a while this format actually so I could jam more HTs (Veiler / D.D. Crow).
Replays
Top Secret Packs used

Replay #1: 4 turn duel vs Yhitsito on Labyrinth. This duel demonstrates the extra ability the deck has when you have access to Plan which essentially gives you double Harpies Feather duster at quick effect speed. Admittedly they played around it really well, but it still shows off just how much out grinding the deck does even compared to control/stun decks.

Replay #2: 2 turn duel. Lose coin flip against Tenpai. This duel I show how to set up vs Tenpai. Essentially it’s a simpler combo that aims to end on Colossus, Battle Buttler, and immunity to effect destruction. One of the keys here is to shotgun Bow-Wow to avoid Droplets. Notably there is also the ability here to fuse into Weather Washer if you need battle immune bodies for some reason but typically I avoid this to avoid them changing the little guys to attack position and killing over one.

Replay #3: 9 turns, I won coin flip and bricked. Used Maxx C to make opponent hesitate to over-extend, game ends up turning into an INSANE grind game but perfectly demonstrates the resource loops the deck can do for an eventual win. Note cards like Pranks and Plan make deck-out almost impossible and with Lamps and Drops you can win any game eventually with burn. This duel SUCKS to watch but its necessary to fully have mastered Prank Kids

Unironically I tried War Rock during early MD when Gozen/Rivalry were at 3. Skill drain at 3 would help but its hopeless. And Triamid + Adamancipator would be kind of neat bc the Trap goes insane and they are fodder for Gorgonic XYZ which is a cracked card, but Magnet Warriors make a way better shell for Adamancipator tbh so it'd just be a handicap on an already bad deck lol.

What your thoughts on using parallel exceed? Going into meow-meow-mu then summoning parallel exceed for a chain block when I don't have called by is pretty clutch. For me its rarely a dead card unless I open both lol. If that happens I typically banish one with Rocksies. Another thing I'd like to ask you is about pot of avarice. I've been playing around with one copy and It seems to be doing solid for me. There are times when using pranks to recycle during the end phase is too slow, and once you banish plans for the recycle its gone. I've had a couple duels that went the extra mile and found myself running out of kids. Any thoughts?

Parallel exceed is really good in prank imo. Its a free dweller / time thief. I personally have never tried it out so I dont have a ton of experience with the idea but ive seen others have success with it. Im always indifferent about Avarice, it seems good but Pranks basically fills its utility for 3 not 5, and somehow Avaraice never plays out as good as it sounds imo. In modern id prob only ever use it in like Zoodiac