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