card review Elemental Hero Thunder Giant: part 3: talk about a bad case of static cling
Elemental Hero Thunder Giant
"Elemental Hero Sparkman" + "Elemental Hero Clayman"
This monster cannot be Special Summoned except by Fusion Summon. Discard 1 card from your hand to select and destroy 1 face-up monster on the field with an original ATK that is less than the ATK of this card. You can only use this effect once per turn, during your Main Phase.
Rarity: Ultra Rare
Card Type: Monster / Effect / Fusion
Monster Type: Warrior
Attack Points: 2400
Defense Points: 1500
Level / Rank: 6
SP = Short Print (Common);
SSP = Super Short Print (Common);
Elemental Hero Thunder Giant part 3: talk about a bad case of static cling
written by wolfangsd
E-Hero Thunder Giant, one of the first 2 Elemental Heroes ever released in America. Since its debut on the new GX cartoon, it's been seeing a lot of play time, but it's stats are impressive for Elemental Heroes and whether you like it or not, you have to respect it (it's a lot more powerful than some may realize).
Other than to use him as a normal 2400 beatstick, his effect destroys a face-up monster with an original attack lower than its own attack. This would handle those pesky DD monsters and Reapers to clear the field for a direct 2400atk hit. In my own duels with my E-Hero deck, I find that I usually bring out Thunder Giant at least once per match.
Strategies and game play:
The obvious strategy is to fuse him out, use his effect, and hit direct. Also, like all fusions (and especially Elemental Heroes) only expect a 1-2 turn appearance by Thunder Giant, as the opponent will most likely want to take him out fast.
Combos with other cards:
Well, some cards to combo Thunder Giant with would have to be Luminous Spark, The A. Forces, any equip that raises his attack, etc. See, his effect compares the targeted monster's ORIGINAL attack strength with Thunder Giant's CURRENT attack strength....that's his ultimate strength. With an attack modifier, you can easily take out your opponent's stronger monsters like Jinzo and Mobius, plus get more of of the attack.
Another combo to get him out (as I've stated in the Shining Flare Wingman review) is to use Polymerization to fuse Sparkman and King of the Swamp together to bring SFW out, then Miracle Fusion on the same Sparkman and King to bring out Thunder Giant. This same principle could be used for any Elemental Hero fusion (like Clayman + King of the Swamp could bring out Thunder Giant and Rampart Blaster, or Burstinitrix + King of the Swamp could bring out Flame Wingman and Rampart Blaster).
Ways to counteract it:
The normal negations like Bottomless Trap Hole, negate Polymerization, Divine Wrath once the effect is activated, etc. Other than that, a good way to counter Thunder Giant is to exploit his low defense or use high-attack monsters such as BEWD.
You would think running a 2400atk monster would be a strength, but with the current metagame it's just standard. But his effect IS his strength. It doesn't compare both monster's original attack, but just the targeted monster's original attack with Thunder Giant's current attack.
It's strict summoning requirement and average physical strength make him a one-hit wonder, pretty much...unless your opponent just isn't ready for him.
So far in the USA, it's just an Ultra and Ultimate rare in the TLM set.
Artwork and aesthetics:
A huge armored dude with sparks flying out of his hands? Yeah, I'd say that's a Thunder Giant
In an Elemental Hero deck, I give this card a 9/10.
In any other deck, I give it a 6/10.
Modified on December 5, 2013 01:06 pm
Current score for this Card Review, based on 9 votes:
if you look closely at the text of the Polymerization you get in the DP1 packs and Miracle Fusion, their text is almost identical regarding what monsters you can use to fuse. Besides, it's been ruled that you can use King of the Swamp with Miracle Fusion and Dragon's Mirror
Subject: Dark World Posted: July 12, 2010 08:56 pm
A Dark World Deck doesn't normally use Fusions, so your opponent might no think to use "Prohibition" to restrict the use of "Polymerization" to create Fusions. Notice that EVERY TURN, Thunder Giant is allowed to outright DESTROY one monster, attack another, AND discard a card for a Dark World effect! For example, summoning Silva-Warlord or Gold-Wu-Lord, drawing a card with Brown-Huntsman, DESTROY yet ANOTHER card with Green-Tactician or Khaki-Guerrilla! Repeat: EVERY TURN!
Corollary: Have both components in your hand (or one and a substitute), discard "King of the Swamp" to get "Polymerization." Any Dark World Duelist with at least medium-low skill should be using "Forced Requisition" ANYWAY to discard your opponent's cards when you discard, so when you discard "King" to get Thunder Giant...
Side note: "Forced Requisition" requires your opponent to discard as many cards as you do. But if you have MULTIPLE "Requisitions" out, EACH will force your opponent to match the cards you discard, so their hand will deplete 2-3 TIMES as quickly as yours! Again: Thunder Giant lets you discard 1 EVERY TURN! You could force your opponent to discard 2-3 every turn WHILE their front line is obliterated! Imagine having MULTIPLE Thunder Giants out AT THE SAME TIME!!! (Fusion Recovery, Rottweiler (really spelled wrought), multiple polymerization...)
Well, this is quite an E-Hero review. I like that, mainly 'cause the only ones using them are Jaden's real-life fanbase who normal summon monsters in face-up defense position!... enough rating about those guys... Great work.
By the way, evra_von, you can't do that Dark World combo. Discarding is a cost, not an effect, and Dark Worlds have to be discarded by an effect while Thunder Giant's discard is a cost... But you could use that to set up a Miracle Fusion. About the Forced Requisition, I don't know, maybe...