Toy (Group)

The Toy Group is a yellow Group that involves flooding the board and attacking many times in a few turns. If used properly and with enough studs, an opponent can go from 4000 Life to 0 Life in one turn. A Toy deck is challenging to fight against, since you'll have no time to react if they're unlocked suddenly.
Toy Fighters generally are locked an additional time when a toy is cast. But unlocks after reaching a certain threshhold of locks on top of an effect.
While Toys are challenging to fight against, you need big amounts of toy cards to gain the special effects, otherwise they're glass cannons with locks.
Pros:
* Abuses unlocking feature to attack multiple times per turn; locks are ineffective.
* Like Doges, it has the ability to maintain card advantage.
* Majority of fighters are cheap in colourless; good for stud advantage. Those that cost yellow give buffs; good for board advantage.
*Extremely fast, setting up immediately on the first turn and often killing the opponent on the third turn.
*Benefits more from card advantage than other Groups.
*Can spam AoE healthgain from Builderman using Toy Train.
Cons:
*Majority of fighters lock themselves, being useless without an unlock.
*Most fighters are glass cannons and vulnerable to bread.
*Is punished hard if either too fast or not fast enough.
*Action denial can prevent Toy Remote and other action support from reaching its full potential.
=LIST OF TOY CARDS=
<tabber>Toy Fighters=
----
----
----
|-|Toy Action Cards=
----
|-|Benefactors=
|-|Alt Arts=
----
----
----
</tabber>
Category:Lists
Category:Groups