Talk:Thunder Knights/@comment-6218208-20140613064459

So after about 15 or so test games of me using Thunder Knights against my Dragon Knights (Wow, a knight showdown. I didn't even notice that until now.), here are my thoughts on them.

First up, their stats. Their monsters have fairly low survivability except for Halberd and Drum, though Drum requiring soul from the hand hurts sometimes, especially when you went first. They also have get annoyed by anything with 6k or more defense since, other than halberd, they need to link attack or gain some kind of boost in order to take out the defending monster. The fact that most of them have only 2 crit also hurts your rush capabilities and thus makes them more reliant on Kommandeur Farne in order to do more damage to the life.

In the playability department, they sometimes have gauge issues (doesn't happen very often, but it's definitely a noticeable problem) due to all of the size 2's requiring gauge to call. Even with Thunder Knight Formation there to help out with the gauge, it doesn't do anything if you don't get it early enough (which did happen even though I was testing with 4 copies in the deck). On the subject of Thunder Knight Formation, when you're able to get it early, things usually go quite well for the deck, but when you don't get it, or get it too late, then the deck feels a tad mediocre at times.

Overall, Thunder Knights are a nice touch to compliment Gao's playstyle and they can be strong if used right, but it tends to be a little bit reliant on Formation to keep up gauge and rush capability. Farne, Halberd, and Thunder Knight Drum are all pretty much required to be at 4-of as well due to how important they are to the deck (Farne for crits, Halberd for the stats, and Drum for penatrate and soulguard). With two of those being RRR, and at least one of those being very highly desired ($20+ in my area), a complete Thunder Knight deck will be on the expensive side.