Tornado of Phantoms Top 10 Cards

Tornado of Phantoms Top 10 Cards

Tornado of Phantoms

Tornado of Phantoms is the 17th Mini-box released in Duel Links. It introduces a lot of WIND Attribute monsters along with some powerful Synchros.

This list is going to go over ten of the best cards released in this pack. Keep in mind this list in is no particular order and each card is based on their ability to be used alone and in combos.

Elemental HERO Great Tornado

Elemental HERO Great Tornado is a Fusion monster from the Elemental HERO archetype family. It’s a powerful Fusion with 2800 ATK points.

If this card is Fusion Summoned, Halve the ATK and DEF of all face-up monsters your opponent currently controls. This effect makes this card a very good damage dealer or field clear monster when your opponent has a powerful monster on the field.

Mist Wurm

Mist Wurm is a Synchro monster with 2500 ATK and a very good field clearing effect. When it is Synchro Summoned you can target up to 3 cards your opponent controls and return those targets to the hand.

This is a very good tactic for when your opponent has a full field. Whether it’s to clear Spell/Trap defenses or a powerful monster on the field this card plays well as a direct damage dealer.

Mana Dragon Zirnitron

This card is a powerful Dragon-type monster with 2200 ATK points. Its effect is a bit of a mouthful but it’s a pretty handy one to have.

If a Spell/Trap you control leaves the field because of an opponent’s effect and is now in the Graveyard or banished (except during the Damage Step) you can Special Summon this card from the Graveyard (if it was there when that Spell/Trap left) or hand. Then you can Set one Spell/Trap that is banished or in your Graveyard to your Spell & Trap Zone.

You can only use this effect once per turn. If Summoned this way, banish this card when it leaves the field.

So with the effect of this card, you can get a powerful monster on the field as well as a Spell/Trap from your grave or banish zone. It’s a good 2 for 1 card effect.

Trap Stun

Trap Stun is a very simple trap card but a very effective and useful one in almost all situations. When it is activated it negates all other Trap Card effects on the field for that turn.

So for one turn, it makes trap cards completely useless. This is a great card to use when you’re about to take the winning attack and want to ensure that you don’t get countered by any traps.

Mist Bird Clausolas

Mist Bird Clausolas is a Synchro monster with 0 ATK points and 2300 DEF points. For a Synchro monster, it is almost entirely useless but its effect makes it a great combo card.

Once per turn, you can target one face-up monster your opponent controls. Its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn.

So by pairing this card with any monster that has a high ATK, you can deal some serious damage. Using its effect to lower the targets ATK to 0 then using your stronger monster to destroy it.

Mecha Phantom Beast Stealthray

This card is a very good utility card in terms of defense and field clearing. It has little ATK but 2100 DEF points and its effect is very good.

When this card inflicts battle damage to your opponent you can Special Summon one Mecha Phantom Beast Token (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card’s Level is increased by the total Levels of all Mecha Phantom Beast Tokens you control.

While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn, you can Tribute one Token, then target 1 Spell/Trap Card on the field and destroy that target.

So the one catch on this monster is dealing battle damage. With 100 ATK points, it’ll be difficult without them having a clear field.

But pairing some cards with it like Mage Power or Axe of Despair will make it a lot easier. Even 1100 ATK points are enough to take out some of the weaker monsters.

Rainbow OverDragon

Rainbow OverDragon is a powerful Fusion monster that comes from the Crystal Beast archetype. It has 4000 ATK points and requires 1 level 10 Ultimate Crystal in order to summon it.

Once per turn, You can banish one Crystal Beast monster from your Graveyard. This card gains ATK equal to the banished monster’s, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.

So as an offensive monster it is crazy powerful which is expected because of how hard it is to get on the field. But its Quick Effect is a great field clear if you need a last minute reset on the field in case something goes wrong.

Token Sundae

Token Sundae is a bit of a situational spell card that requires the right moment to be used. It destroys all Tokens you control then allows you to destroy cards on the field equal to the number of Tokens.

So by itself, this card is useless. But paired with Token cards like Mecha Phantom Beast Stealthray who summons Tokens it’s a very good utility Spell.

Swallow Flip

Swallow Flip is a good utility Trap Card that focuses on effects triggered on Special Summons. It negates┬áthe activation of an Effect Monster’s effect that activates when a monster is Special Summoned (including itself) and destroys it.

This is a very good card to counter Synchro and Fusion monsters. So many of them have effects that trigger when they are summoned to the field.

Psychic Nightmare

Psychic Nightmare is a Synchro Monster with 2400 ATK making it a good offensive monster. But its effect makes it an even more effective offensive monster.

Once per turn, during your Main Phase, you can pick one random card in your opponent’s hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent’s End Phase.

This effect can seem kinda random with its chance because you have to guess. But pair this card with something like Exchange where you get to see your opponents hand.

Then you almost guarantee yourself that 1000 ATK boost each turn because you know what is already in their hand.

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