Talk:Thunder Knights/@comment-4895759-20170505132220/@comment-73.138.231.142-20170510004320

I know this is an older post but here are some recommended cards

-Spell: The Mercenaries :a standard attack nullifier/ solomon shield clone: capable of defending you or your center thunderknight!

-Spell: Hiding Bomber: a control spell that can be used to return a monster to hand or destroy it. It is counterspeed so take advantage.

-Spell: Dragonic Loop: Return a thunderknight monster to your hand with this spell, it's pretty standard for thunderknights to use this due to many on entry abilities and it's technical use against penetrate and on hit abilities

-Monster: Broadsword "Withshield": Keeps your thunderknights safe from destruction

-Spell: Heavenz Sunshine: Destroy a monster and search your deck for a monster, simply great for getting your field in order while destroying an opponent's monster

-Monster: Balle Soleil: Pretty much a good monster for any deck to fall back on due to his offensive and defensive utility.

-Monster: Inverse Tenbu: His ability to get rid of a soul card and destroy a single card is not to be underestimated.

Overall I'd say your deck is simply too basic, it has too little control and too much gauge ramp. I reccommend looking at other thunderknight builds as their ideal playstyle relies on a steady assault that can also defend the player while building gauge for either playing powerful impacts or playing more gauge intensive cards.