Tom Rogers on Duel Masters
												The Art of 
												Deck Building
												
												
												February 5, 2007
 
										 
										
										
										 Deckbuilding 
										has been an essential skill needed to 
										win strategic games 
										that were first presented to the global 
										interface by Hasbro in the form of
										Wizards of the Coast in 1991. Trading 
										Card Games are based on outplaying 
										your opponent with your favorite 
										creatures, your choice of premium 
										spells, 
										and finishing your opponent with your 
										deck's headliner you dream everybody 
										will 
										someday know you for. But before you can 
										master actually PLAYING the game 
										and honing your skills, you'll have to 
										perfect your deck as much as possible
										
										through the art of deckbuilding.
										
										Many DuelMasters players can currently 
										testify to the overwhelming fact 
										that the cards used in your deck and 
										manner in which it was constructed
										are almost a fifty-percent defining 
										factor in the outcome of the game. 
										Here's a sample scenario, taken from a 
										game at the New York City Comic-Con 
										DuelMasters
										
										constructed event:
										
										Player A takes immediate control of the 
										game making the most of his spells 
										and creatures that allow him to draw 
										additional cards from his deck.
										Player B takes a more aggressive 
										approach with his Sol Gala, Halo 
										Guardian 
										card and begins to attack Player A's 
										shields. With three shields remaining,
										Player A was able to be rid of Sol Gala 
										and the rest of Player B's smaller 
										creautres he was playing over this 
										course of time and end up with six cards
										in his mana zone-exactly what he wants. 
										Player B has no field and three 
										cards in his hand. Three potential 
										threats, unknown to player A. Player A's
										deck is designed to deprive his opponent 
										of such a magnificent advantage as 
										soon as possible. Player B knows whats 
										coming, but he doesn't play a card in 
										his mana zone. He 
										simply draws and passes back to Player 
										A. Player A smirks and plays mana,
										tapping all seven to cast his spell 
										card, Lost Soul, which discards Player
										
										B's entire hand!
										
										This is a common tournament scenario 
										since the card was released in the 
										second set, but Player B was ready for 
										this precise moment and based
										his entire strategy around it! You see, 
										Player B has withheld four copies of 
										Dava Torey, Seeker of Clouds in his hand 
										and now since they were
										discarded on his opponent's turn all 
										four of the massive 5500 power creatures
										
										are put into the battle zone instead of 
										being discarded to the graveyard!
										Player A tapped all of his mana for his 
										one spell to gain control of the 
										game, but Player B set up a scenario 
										when building his deck to use that
										very card against him! Player B now has 
										the opportunity to end the game by 
										breaking all three of Player A's shields 
										and attacking one more time,
										plus he is able to play whatever card he 
										draws to help set up another 
										scenario in case Player A uses one of 
										his powerful cards with the
										"Shield Trigger" Ability.
										
										But player B has drawn Fu Reil, Seeker 
										of Storms! This card disables both 
										players from using "shield trigger" 
										abilities of cards from the
										darkness civilization. This outrules the 
										potential Player A can save his 
										life with his Terror Pits, and makes it 
										much harder for him to come out of 
										this
										situation alive! Not to mention Fu Reil, 
										Seeker of Storms has a whopping 
										5000 base attack strength, so next to 
										the four 5500-Power Dava Torey cards,
										the situation is now very grim for 
										Player A! Player B ends up breaking all
										
										of the shields, one of them being the 
										terror pit he built his deck to 
										ignore,
										and wins the game!
										
										The beauty of that play was simply 
										extravagant. Player A was most probably
										
										the favorite at that moment of the game 
										and was planning to follow up the
										disposal of his opponent's hand by 
										brining out a huge creature card that
										
										would be very hard to be destroyed now 
										with no cards in hand. But Player B
										was prepared for this specific weakness 
										of his deck and set up a piece of it 
										to counter this moment and give him a 
										potential win condition!
										Everybody wants to be able to pull out 
										of a situation with such an amazing 
										play as that, don't they? My own deck 
										contains hundreds of unseen backdoors
										to put me into a safespot away from my 
										opponent's strategy and also bring 
										them helplessly under mine. This is the 
										most powerful use of the art of
										deck building, and this article intends 
										on aiding you in the perfecting of 
										your skills.
										
										
										So what do we need to build a deck like 
										this?
										You will need:
										
										1) A broad surface to place your cards 
										on
										2) Your DuelMasters cards
										3) Pen and Paper
										
										The above is pretty straightforward on 
										how most players make their decks, 
										but the last will catch most. Pen and 
										paper to build a deck of cards?
										Well here's what I do. I write down, 
										before deckbuilding, the main strategy
										
										of the deck I am about to create, and 
										the types of cards it will be weak 
										against.
										I'm going to build a deck with you here 
										in case you want to use this as a 
										guide making your own deck, or just want 
										to learn a few cool tricks. This is 
										what
										I wrote on my paper:
										
										"This deck will win the duel by putting 
										pressure on the opponent with small 
										creatures, but be able to add extra 
										cards to the mana zone so when it starts
										to slowed down by my opponents it can 
										summon stronger creatures and continue
										
										on its path. It will be weak against 
										cards that destroy multiple creatures
										
										and
										shield trigger spells."
										
										The first step is picking the 
										civilizations we want to use for our 
										deck. I'm 
										making a fast deck but it will need to 
										be able to supply me with cards that
										let me add extra cards to my mana zone, 
										which the Nature Civilization seems 
										to be the most proficient at in my 
										opinion. My first choices for this deck
										are going to be small creatures that 
										have abilities to give me mana.
										
										I've taken out a bunch of cool creature 
										cards I found in my bag and placed 
										them on the table, I have...
										
										~Shaman Broccoli, which is a 2 casting 
										cost creature so it can attack 
										quickly, and when it is destroyed it 
										goes to my mana zone. This is perfect
										
										for the
										deck I want to make.
										
										~Poisonous Mushroom, which also costs 
										two mana and allows me to play another
										
										card from my hand into the mana zone 
										when it's put into the battle zone.
										
										~Bronze-Arm Tribe, which costs three 
										mana and flips the top card of my deck
										
										to my mana zone when it's summoned. By 
										far one of my favorite cards, I can't
										pass up putting Bronze-Arm Tribe in my 
										deck.
										
										~Karate Potato, a creature that costs 
										four mana but when its summoned I may
										
										play two more cards from my hand as 
										mana! Not to mention it has the "Shield
										Trigger" ability, making it perfect for 
										my deck to combat something faster 
										than it! This also gives me an 
										incredible speed boost for the deck if i
										
										combine
										it with a turn two summoning of 
										Poisonous Mushroom!
										
										So, what do you have so far? I like to 
										pick cards that immediately aid my 
										strategy first before cards that are 
										good against specific situations.
										Moving on, im going to want more fast 
										creatures, and several large strong 
										ones. These will probably have to come 
										from another civilization since I 
										would
										like more of my fast creatures to cost 
										one mana, and the Nature Civilization
										
										creatures that cost one mana available 
										to me look like they might slow me
										down at times. After careful 
										consideration I've chosen to add the 
										Light 
										Civilization to my deck. Now I'm going 
										to open my box of light cards and 
										pick out a few that look
										cool, lets see, there is...
										
										~Tulk, The Oracle, which isn't so 
										amazing with only 500 base power points,
										
										but has the casting cost of one mana so 
										it can't hurt to use.
										
										~Sol Gala, Halo Guardian, which gets 
										stronger if either my opponent or myself
										
										casts a spell card that turn, and has 
										"blocker" which can help me out when
										I need it.
										
										~Urth, Purifying Elemental, which is 
										6000 points strong and after Karate 
										Potato can come out turn five. With 
										Poisonous Mushroom in the build I now
										
										have the potential to bring out this bad 
										boy on the fourth turn of the game. Not 
										to 
										mention it untaps at the end of my turns 
										so it cannot be attacked!
										
										~Yuluk, The Oracle, which is one mana 
										for 2500 points! The drawback is I 
										must play a spell the turn before I 
										summon this card. Hmm...maybe this isn't
										
										as hard as it looks.
										
										So I got some slightly bigger guys and 
										more small creatures. Did you get 
										anything good from your cards? I'm now 
										going to move into my spell 
										selections for the deck, and since I've 
										been playing a while I hardly need to 
										look at what 
										I got to pick them! I want...
										
										~Fairy Life, which increases my mana 
										cards by one and has shield trigger for
										
										only two mana!
										
										~Soulswap, which trades a creature in my 
										battle zone for a potentially 
										larger one, or re-use its effect.
										
										~Holy Awe, a shield trigger spell that 
										renders all of my opponents creatures
										
										defenseless for one turn and can get me 
										out of tight spots.
										
										Hold on, my bag just dropped to the side 
										and dripped out a few cards, I have 
										to put them back in...
										
										Wow, This card I found while putting 
										away is the perfect one to combine with
										
										Yuluk, the Oracle! Solar Trap costs only 
										one mana and taps
										any creature on my opponent's side of 
										the battle zone. This can be a blocker
										
										or a cool monster I don't want my 
										opponent to have against me.
										If I'm using this, using Solar Ray, its 
										shield-trigger counterpart can't be 
										a bad idea, either.
										
										Hey wait, there aren't going to be a lot 
										of cards in my hand playing with a 
										deck like this and that makes my choice 
										cards prone to the Darkness
										Civilization's cards like Cranium Clamp 
										and Locomotiver! I think I'll deck a 
										few copies of Sanfist, The Savage Vizier 
										to scare my opponent
										out of discarding me and wasting their 
										card so I can get another beatstick 
										on them. Also, I'll add a few water 
										cards that let me draw to
										amplify the advantage Sanfist will grant 
										me either way my opponet choses to 
										respond to it.
										
										
										Okay, so heres what the deck on my table 
										looks like so far:
										
										
										Creature Cards
										~~~~~~~~~~~~~~~
										
										Poisonous Mushroom
										Shaman Broccoli
										Karate Potato
										Bronze-Arm Tribe
										Yulok, the Oracle
										Tulk, the Oracle
										Sol Gala, Halo Guardian
										Urth, Purifying Elemental
										Sanfist, the Savage Vizier
										
										Spell Cards
										~~~~~~~~~~~
										
										Faerie Life
										Soulswap
										Solar Trap
										Holy Awe
										Solar Ray
										Brain Serum
										Energy Stream
										
										Now these are alot of cards, so I'm not 
										going to use a few of them. I'll 
										have to shuffle it up a few times and 
										see exactly what I need and what I 
										don't. Why don't you do the same?
										
										
										Well I've decided Karate Potato isnt the 
										best thing at times, but its still 
										good. Yuluk the Oracle was a nice fit to 
										the deck, and sometimes
										I was drawing Urth, Purifying Elemental 
										at bad times. Bronze-Arm tribe 
										doesn't need to be at four, and solar 
										ray was a bit unnecessary due to solar
										trap being in the deck. Here's what I 
										got now:
										
										
										Creatures: 28
										~~~~~~~~~
										4x Shaman Broccoli
										4x Poisonous Mushroom
										2x Karate Potato
										3x Yuluk, the Oracle
										3x Tulk, the Oracle
										2x Bronze-Arm Tribe
										3x Urth, Purifying Elemental
										3x Sanfist, the Savage Vizier
										3x Sol Gala, Halo Guardian
										
										Spells: 16
										~~~~~~~~~
										3x Brain Serum
										3x Energy Stream
										2x Holy Awe
										3x Solar Ray
										3x Soulswap
										2x Faerie Life
										
										There are 46 cards in this deck, but 
										alot of it lets me draw and gain mana
										
										so I don't care that it is 6 cards over 
										the minimum deck size much at all.
										Now what do we do once we've built the 
										first version of the deck? We go play
										
										with it! I went out and dueled a few of 
										my friends around the neighborhood 
										and played this in Manhattan over the 
										week, and now here's what I noticed:
										
										*Drawing too many cards that give me 
										more mana at the same time is bad! I 
										cant do anything else! 
										
										*Not enough blue cards, I might need a 
										few more
										*I really don't need Karate Potato as 
										much as I thought, but he's still 
										kickin'! (Pun intended)
										
										So lets see what I came up with after 
										play-testing my deck:
										
										4 Shaman Broccoli
										4 Tulk, the Oracle
										3 Yuluk, the Oracle
										3 Sol Gala, Halo Guardian
										4 Urth, Purifying Elemental
										4 Sanfist, the Savage Vizier
										3 Bronze-Arm Tribe
										
										4 Brain Serum
										2 Spiral Gate
										1 Thought Probe
										3 Energy Stream
										3 Solar Trap
										3 Soulswap
										3 Faerie Life
										
										This time my deck is only roughly 45 
										cards, has more blue cards and I added
										
										a neat card, Spiral Gate, to get rid of 
										more enemy threats! It worked
										really well against some of my friend's 
										weapons of choice, including 
										Bolmeteus Steel Dragon, powerful Vortex 
										Evolution cards, Niofa, Horned 
										Protector, and Zero Nemesis! I'm happy 
										with my deck and now I'm confident that 
										if I 
										practice with it enough without changing 
										it I'll know exactly how to handle
										my opponets and what I have to back me 
										up. I hope you were just as 
										successfull with your deck!
										
										For all the readers, you can e-mail me 
										with any tips of your own or 
										contributions to this article at 
										Uneven_Piece@Hotmail.com
										That's all for now, Own the Zone!
										
										~Tom Rogers