Zeek, The Magical Time Slime's guide to
Yu-Gi-Oh
Greetings, I, the one and only Magical Slime of
Time greet you. I come to talk about advice on how to work on building a
deck, playing the game, and various cards that are useful that are not in the
mainstream (although I will list those too for effect)
1. Tourney Deck construction
I. Ok, the first thought on deck construction
in any game, pick a theme for your deck, preferably a theme currently that
doesn't base itsself on a specific card but that's ok (but annoying, for you
want to base a deck off of at least 2 different cards that can pull the combo
idea) Example being if your going dragon deck, lord of dragons/flute and the
kaiser seahorse (not out yet) to get out the blue eyes white
dragon.
II. So you
picked a deck theme (stompy (f/s), dragon, exodia, direct damage, etcetra. The
next thing is to pick out the cards that will be necessary for your theme, and
work from there, incorperating the power cards that you will NEED to continue
it. Usually it is a bad idea to play with cards that force it on luck, because
they are usually clutch cards (cards you have nothing to lose) So if it has an
effect, think to yourself, If i lose with this effect the first time i use it,
will i still come out ahead, if no other cards are used for modify. (or, if I
can only use this effect once before the card is destroyed, was it worth
it?)
III. Once you have
the main cards for your theme, examine your deck for weaknesses and work on
lowering them, for example, most stompy decks have a weakness that they can't
really handle too much magickal removal, and usually stalemate vs another
stompy, etc.. Thusly, get cards that can balance those
weaknesses.
IV. On
choosing monster cards - If a monster is a non tribute/non effect, it should be
1800/xxxx or xxxx/1800 as minimum stats for a tourney level deck. Also
examine all the monsters that have abilities, which can either make or break
them for your deck design. A few prime examples of deck specific monsters
are the Witch's apprentice, Jizno #7, Catapult Turtle, and the Bistro
Butcher
A. Tribute monsters - Tribute monsters are the
most powerful in the game, but they come with a steep cost, of killing your own
monster. With that in mind, you want to make your deck with only a few,
due to the cost, and the chance of being getting burned when your hand is only
filled with tribute monsters.
B. Spec. Requirement monsters -
Specific requirement monsters, like Harpie Lady Sisters require a bit more
planning, you need to design your deck in a way to balance the cards needed so
you can play the unique card that can't be summoned normally, while also
remembering that it can be countered. Like if your deck was designed for
harpie sisters, you'd want 3 harpies in your deck, and make sure you can have
one anytime you drew the elegent egotist.
C Fusion monsters - Fusion monsters,
although some of the most powerful are some of the most frustrating. (take a
look at the cards required and you'll see what i mean) It is only really worth
playing fusion if you are experienced, and the cards can fit in your deck
without weakening it too much, cause yes, that Skull Knight is powerful, but
till you can get all the things to get it out, your stuck with 2 subpar
monsters. There are 2 fusions I currently reccommend, Black skull dragon
(because the monsters are powerful anyway, well at least one is) and the Twin
Headed Thunder dragon. (because of it's ability, it speeds up the chances of you
being able to play it) Cards that allow you to subfusion would be
necessary for a fusion deck if you can get them.
V. On choosing Magic/Trap cards - The thought
is simple, will this card stop them from doing what they want to do, or help me
do what I want to do. On cards that effect the opponent, you want to put
in cards that will work, reguardless of what the deck is. The deck is your
source of power, and if you are cut off from it, you lose, so be careful about
cardbounce to your library. Also remember, the average life expectency of a
monster is usually 3 turns.
VI. Focus vs
spread, the power of cards - Almost all the time, if you are using a card, more
is better, and the more focused it is, the better (although a bit more risky) it
will be. A perfect example would be take the field card yami, and the
equipment card, Demon axe. At full power, both give the same damage boost,
1000, but yami spreads it through 5 monsters, and Demon axe is directed at one,
which ultimately can break through barriers easier.
VII. So you got a
deck, trim it down and balance - Ok, you probably got a whole bunch of cards for
your idea of a deck, now go through the cards, and pick out the best of the
cards, and try to have it so your deck has just a few more monsters than
magic/traps. Monsters are the main thing that guard your life, not the flashy
one cast spells, even though sometimes more powerful. You also want to
have your deck as between 40-50 cards, so you can guarantee you will get the
cards you need.
VIII. Tweak! - Now that
you got a deck, try running through it a few times, like solitare, and examine
how it runs. Usually, a good deck can hold it's own reguardless of going
first or second, which usually is the difference between the agressor and
defender in the first few turns. If you find that your deck is lacking in
a way, trade in cards from the ones you were going to use, vs the ones in your
deck, to try to improve it.
IX. Duel -
Nothing can show you more on how to fix your deck by going through a couple
dozen good duels, so find opponents and duel them, if your deck holds up, you
wanna go against other people, find someone that can crack your deck open so you
can find it's weaknesses.
This is my guide to how to build a successful deck,
read it and use it well, for someday, sometime, you might have to duel
me.
Zeek "Time Slime" Silverfire
twarner@erinet.com