Deck Theory,
& the Art of Dueling
v. III
January 8, 2008
Written by Jamal
Thruston
Table of Contents
I.
From the Writer
II.
Introduction
III.
Testing the Waters
a.
Learn the Environment
b.
Know your Objective!
IV.
Stand first, then walk – The Art of Field
Control
a.
Take First!
b.
Think Cautiously
c.
Call in Reinforcements!
d.
Aside from hand, conserve EVERYTHING
e.
Reverse these for the enemy!
f.
The Test for Resource Managers
V.
Stand first, then walk – The Art of Mind
Control
a.
False Expressions
b.
Setup, or not?
c.
Playing oddball
d.
Test for Mind Freaks
VI.
The Concept of “Support”
a.
Developing a Solid Army
b.
Concept of “Deck Connection”
c.
Fat Cards
d.
Fast Cards
VII.
Stage I, Deck Pre-Development
a.
Central Idea
b.
Supporting Cards
c.
Ways of Finding Supporting Cards
i.
The Common Way
1.
Oh, that looks cool!
2.
Searching through personal cards
3.
Guessing
4.
Copying off another
5.
Going by someone’s word
6.
And many more
ii.
The Unorthodox Method
1.
The 8 Virtues
2.
Using the Virtues
3.
Why NOT to do this
4.
The First Virtue
5.
The Second Virtue
6.
The Third Virtue
7.
The Fourth Virtue
8.
The Fifth Virtue
9.
The Sixth Virtue
10.
The Seventh Virtue
11.
The Eighth Virtue
iii.
The Orthodox Method
1.
Research
d.
Global Support
VIII.
Stage II, Deck Development
a.
The Deck Outline
b.
Deck Ratio
c.
Following Regulation
d.
The Monsters
e.
The Support
f.
The Side-Deck
IX.
Stage III, Deck Re-Development
a.
It’s time to Duel!
b.
Take Notes
c.
Apply Solutions, Duel, then Repeat
d.
Change
X.
A Full Example of a Developing Deck
XI.
The D.P. Theory
a.
The greatest deck in the world
XII.
Duelist Tips
a.
Tips Used in Article
b.
Using Knowledge to Fix Decks
XIII.
Words to Card Developers
a.
Bring forth support
b.
A slight whine
XIV.
My Personal Decks
XV.
Conclusion
From the Writer
For the years I have
played this game, I must say, what an adventure. For
those who are just starting, or for those who desire
to become strong in this card game or other games
that involve conflict and war, I have written this
document for your education, and for your adventure.
I started dueling the
summer the card game of Duel Monsters released in America; from
then to about spring of 2004, I competed in
tournaments every single weekend, and I abusively
dueled online and offline with both friends and
enemies.
There’s so many people
I wish to thank, but listing their names would be
very time consuming – but you know who you are – the
ones who dueled with me, talked game with me, and
experienced this venture with me throughout all
these years.
I learned so much from
then to now – I remember when I first competed in
this game … I was terrible! It took many
years of trial and error to learn the reason why
I was terrible, and how to never be terrible again.
I hope I transform your thoughts on this game … or
at least, give you an idea that you can take and
make your own.
Good luck whoever you
are.
Introduction
When one loses so many
times, they either do two things: quit, or find a
way to stop losing. Luckily for you readers, I took
the route of trying to find the ways to quit losing.
Now, one reason I lost was because my decks weren’t
exactly … competitively normal. The first deck I
ever ran was the beginner Kaiba deck that released
along with Yugi’s – which got me into playing Seto’s
cards for years till the banning age. I ran a deck
that revolved around the 4 spirits: Fire, Earth,
Air, Water (you should’ve saw my face when the next
set released, with actual spirits). I ran FINAL, I
ran a Muka Muka deck, and I ran a lot of other weird
crap.
Anyways, the point is –
I tried to play big tournaments with them. I faired
well, and even won some, but against some of the big
dogs, they just didn’t stand up – and I wanted them
to stand up. I have so many old notes of devising
ways to make those decks work – and one of them came
initially from the fact that a lot of cards are very
similar to each other, in ways that may not exactly
be as obvious to some.
The pictures … there’s
a lot of similarities.
Examples: See anything in common
with the Different Dimension Warrior card
backgrounds? Play a little matching game.
See anything in common with Spellcaster
cards? Take a look at Magic Cylinder’s
question mark, and see if you can find any
other spellcaster-like cards that have that
same mark. |
So I started matching
up stuff like this, and I found my deck working
slightly better – it was as if everything was
connecting more to each other. So, eventually I
went beyond, and began matching things like card
descriptions, ATK/DEFs, attributes, etc. I
questioned everything to the ground, found out what
worked, what didn’t … and I continuously praised my
ideas to individuals – mainly friends – who agreed
with me, and helped me test the thoughts with making
their own creative decks, and dueling against
competitive tournament players.
You’re going to learn
what has been learned and taught for so many hours a
day, and for so many years. It took till late 2003 /
early 2004 for the truth to be realized … the real
secrets behind building the deck, and playing this
game.
Grab a deck, get
something to relax yourself – a hot drink perhaps –
and use this guide to forever change your
perspective of this game, and building a deck.
I know we don’t know
each other, but all you can do is agree or disagree!
Testing the Waters
Learn the Environment
In battle, it’s
great to know your environment. Without knowledge of
the environment, you walk into a war zone of compete
mystery, which is quite dangerous, may you agree?
We will connect this
ideal to the card game of Duel Monsters: get your
rule book, and get to studying. Go to tournaments,
and help judge. Question things as much as possible
– know this game like the back of your hand. If you
frequently visit online forums, help people out! If
they have questions, answer them. If their decks
need fixing, fix them. If you made a mistake with
your answers, learn what you did wrong, and try it
again.
Knowing the
environment – the rules of the game – can save your
life in a duel.
Study, study, study!
… In fact, don’t even
read the rest of this till you know all the rules as
natural as being able to count to 10.
Example of lack of knowledge: Michael
has just started his dueling career, while
Jason has been dueling for at least two
years. Michael has two cards face-down … a
Seven Tools of the Bandit, and a Mirror
Force. His monster field is empty, so he is
open for attack.
Jason attacks directly with three monsters,
and Michael counters with Mirror Force.
Jason decides to counter with his own Seven
Tools of the Bandit (-1000), and Michael …
does nothing.
You see, Michael doesn’t know that
you could chain the Seven Tools from being
activated, because he doesn’t clearly
understand how chains work. This is a
common problem with beginners, and with
certain rules (trigger effects with monsters
like Mobius the Frost Monarch against
cards like Stumbling), even with
advanced duelists.
Know what is going on, at all times. |
Tip 1: Know the rules of the game.
Consistently help people in order to keep
your knowledge in check. |
Know
your Objective!
Before you head out to
war, you should surely know why you’re going
to war in the first place.
Your overall objective
is: to defeat your opponent. You are given
many ways to win in this game, but for your sakes …
think of the fastest and safest route.
In real war, would you rather have everyone alive
and the problem taken care of, or – having your men
represent life points – would you like making
sacrifices to getting that victory?
Just like in war,
sometimes sacrifices have to be made – but the less,
the merrier. In this game, there is no difference;
safest means coming out of battle without damage,
and without much, or any, loss of resources (cards,
lifepoints, etc.).
So, the best method of
winning I see is bringing your opponent’s
lifepoints to 0, rather than the other ways you
have at winning the game (Exodia, FINAL, Final
Countdown, deckout, etc.), which could take who
knows how long due to so many variables existing – a
lot of them, sadly, being random (this game is
part luck).
Stand First, Then Walk – The Art of Field Control
Take
First!
Also before
you head out into battle … make sure you know how
to battle. The individual who has field control
will be dominate, and will have the better chances
of winning. The ideal goal is to always have
control over the field, and if things begin to
get bumpy, you’ll have reinforced back-up to get you
out of trouble (that’s another thing your hand is
for).
Tip 2: First thing on your mind, and
the last thing on your mind, should be Field
Control. Without it, you’re finished. |
When two
duelists shake hands, and the duel begins … we have
the problem of knowing who goes first. There are
many ways to decide this: coins, dice, an agreement
of some sort … but whoever goes first gets the field
first. Some may believe it doesn’t matter who goes
first, but to their dismay, it does. The individual
initially gets control of the field, and if their
hold is strong enough, they may be able to continue
that hold throughout the game.
Tip 3: If there’s ever a choice take
first! |
Halt,
Argument!
One argument may
say that going second could be used as a
strategy to get control of the field – so
keep in mind: yes, it can, but it’s more of
a risk than taking the safest and easiest
way of gaining field control (nothing stops
the first movements of the duel).
|
Think Cautiously
Anything can happen –
this is not only a game of skill, but it is also a
huge game of probability. You can never be
arrogant with your motives … stay cautious, and when
you make decisions, ALWAYS ask “what if …”
Example of Arrogance: It is a game of
8000 to 3000. Donald is in the lead, and
all Michael has is one set support card (I
call magic/trap cards support cards; excuse
my lingo). Michael’s field is empty, and
Michael’s plays have been very slow, and
very pathetic. Donald has the conception
that Michael has nothing, and will never
have nothing, since he has had nothing the
entire duel. His field of: Blue Eyes White
Dragon, Chaos Emperor Dragon, Tribe
Infecting Virus, XYZ-Dragon Cannon, and
Paladin of White Dragon all attack directly
… Michael actives Mirror Force. Michael then
uses Monster Reborn next turn, and restores
Chaos Emperor Dragon. He also summons Witch
of the Black Forest,
and makes an incredible comeback. Donald
ends up losing 0 to 2000. If Donald was
cautious and kept a few cards in the
defensive, he would’ve survived. |
Example of Cautiousness 1: Billy has
the first turn of the game. He sets one
monster
and one support card down on the field. He
considers the possibility of his support
card – a Mirror Force – failing and being
destroyed. He sets an extra card – Waboku –
to ensure his safety. |
Example of Cautiousness 2: Tiger drew
a Polymerization card, but he realizes his
opponent’s support field is highly active –
making it probable for a failure of a
fusion. Instead of jumping in the game
arrogantly, he activates Royal Decree,
prohibiting the opponent from making any
future moves, then proceeds with a
successful and field controlling fusion.
Without a cautious thought, his Cyber fusion
would’ve been acceptable to a Bottomless
Trap Hole which would’ve sent it sailing
straight out of the game. |
Tip 4: Before making a move in a
duel, always ask, “What if ….” Being
cautious can be the matter of life or death
in the duel. |
Call
in Reinforcements!
Always keep cards
in your hand – especially cards that can save you
if things go wrong. Never go arrogant and throw
down all of your good cards at once, unless you are
100% sure nothing can cause them to be destroyed or
misactivated.
If you
continuously find yourself low at hand (2 cards or
less continuously), then you need to
reevaluate your deck, and find out what is causing
your hand to be destroyed so quick and easy.
Tip 5: Don’t run hand destroying
cards! (Unless they destroy your
opponent’s hand) |
Further explanation of Tip 5: Going
down to the section called “Duelist Tips”,
one of the tips states, “Your hand is your
heart. Your deck is the blood supply. The
weaker your heart, the weaker you will be.
Refrain from hurting the heart at all times.
Without it, you’re dead.”
Cards that need or desire other cards from
your hand to be played are very dangerous –
sure, they can be useful, but they can also
decide your overall fate of winning and
losing the game. Magic Jammer, Marauding
Captain, and Polymerization are two good
examples for this type of situation.
Instead of Magic Jammer, run Magic Drain.
Magic Drain requires your opponent to
discard another spell card from their hand –
so instead of you losing something, they
lose something. Sure, there’s the risk of it
not working and things going bad, but it
hurts you less, and can even ruin the
opponent more than they think – I have had
more pros with Magic Drain than I have had
with Magic Jammer.
Instead of Polymerization, and cards like
it, just stay away from fusions that require
it. Sure, they can be good, and they can
even win you the duel, but if things go bad,
you’re in a lot of trouble. Polymerization
takes 3 or more cards out of your hand
(itself, and the fusion materials) to bring
out merely 1 card – and if that card was
destroyed at summon, or somewhere else in
the duel – there goes your field control,
and possibly even the ability to gain field
control back, due to your small hand.
Save your resources. Refrain from
using cards that require a lot of resources
to be played effectively. |
When things go bad (Polymerization):
I love dueling fusion decks – I love
it, love it, love it.
Why do I love it? I love watching the
opponent spend so many resources
just to summon a monster who will not
last more than one or two turns. Those
precious resources could’ve been more
effective and field-controlling cards,
like Mirror Force, Scapegoat, whatever!
John is dueling Fred. They’re pretty
even in the game … it is John’s turn,
and he activates polymerization. He
fuses three Cyber Dragons with the
Polymerization (he has lost 4
resources), and summons Cyber End
Dragon!
Fred activates Bottomless Trap Hole, and
John’s monster is gone just like that.
John no longer has a monster on his
field, or cards in his hand, and Fred
finishes him next turn. |
Aside from hand, conserve EVERYTHING
Your
lifepoints, your monsters, your support cards – you
want them to be alive as long as possible.
The more men that die in battle, the greater the
odds of losing become. You know what happens when
the entire army (deck) dies … you’re done.
Here are
some tips:
Tip 6: Refrain from running lifepoint
draining cards. |
Further explanation of Tip 6: Your
lifepoints are what are keeping you alive
throughout the duel. Sure, 1000 may not be a
lot, but, in the long-run, it could make a
difference between a win and a lost. Use as
least lifepoint draining cards as possible –
preferably none at all. |
Tip 7: Try using cards that last:
continuous effects, equip cards, monsters
that can keep themselves alive for a good
period of time. |
Further explanation of Tip 7: What’s
better than a card that lasts one turn? A
card that has two, three, or more turns. A
card that is used more than once is almost
as good as having duplicates. Bait Doll is a
very effective trap destroyer due to
its continuous use – whereas Mystical Space
Typhoon and Dust Tornado can only be used
ONCE against a face-down support card.
Swords of Revealing Light is just as good as
having three Negate Attacks – it keeps your
opponent from attacking for THREE turns, and
it’s just one card! Using cards like this
allow you to conserve a lot of cards to use
in the future. |
Tip 8: Refrain from using cards that
destroy your own monsters. |
Further explanation of Tip 8: Imagine
all of your monsters being level four or
below, if they already aren’t, and they all
have the capability of effectively handling
your opponent. If one monster can stay on
the field long, it allows you to conserve
other monsters for the time that monster
wont be able to make it. If you keep
summoning monsters and destroying them for
others, or for effects, you are quickly
using your monster resources – which can be
very bad in the long-term effect (AKA not
having a lot of monsters left over in hand).
If you’re going to use level 5 or greater
monsters, either use your opponent’s monster
resources to summon them, or have them great
enough to have a very long-term stand on the
field in order to conserve more monsters and
cards for the future of the duel. |
Tip 9: Refrain from using cards that
destroy your own support cards. |
Further explanation of Tip 9: This is
like Tip 8, except for your support cards.
Ever dueled someone who used all of their
good support cards at the beginning, then
had nothing else to offer later on in the
duel? Don’t let this happen to you –
conserve your support cards, and don’t use
them till you absolutely have to. Having
your support cards used or destroyed lowers
your support resources – you want as much
resource as possible in battle. What
happens in war if one side runs out of ammo? |
Reverse these for the Enemy!
1.
Make your opponent go SECOND, instead of
going first, if you ever have the option.
2.
Try to use the tips from “The Art of Mind
Control” to cause your opponent to think arrogantly
instead of cautiously.
3.
Having a good back-up hand is good for you,
and your opponent having one is also good for them –
don’t let them build-up. The longer the game
stalls, the more cards they get, and the higher the
odds of them winning become. Keep them at the border
to make them play cards to save themselves from
losing – hence why the “fastest” route to winning is
handy.
4.
Don’t let their cards live, unless they
really aren’t worth the effort to destroy. Make them
waste all of their resources – the more they
conserve, the tougher things may get.
The
Test for Resource Managers
I want you
to become a master at Resource Management, so here
is an activity for you to go through to test your
knowledge. Answers are at the end of Test B (under
The Art of Mind Control)
TEST A
For this test, please choose the best
answers.
1)
Harpie’s Feather Duster is an amazing
card for battle because:
a)
It destroys all the opponent’s spells
and traps
b)
It is one resource card that can
destroy many of the opponent’s resources
c)
It is a very powerful spell card
d)
It’s pretty
2)
Swords of Revealing Light is a great
card for saving resources because
____________________________ (fill in the
blank)
3)
Sinister Serpent is a great card for
saving resources because
____________________________ (fill in the
blank)
4)
Snatch Steal is a great card for
saving resources because
____________________________ (fill in the
blank)
5)
Why is Imperial Order most likely
banned?
a)
Because it is a very strong card
b)
Because you can stop spells from
being played for a very long time
c)
Because it is one resource that
aids in field control, and can prevent the
opponent from using a large majority of
their resources
d)
Because it’s holographic, and
holographic cards need to be banned.
Answers are at the end of TEST B
|
Stand First, Then Walk – The Art of Mind Control
False Expressions
This game
is more than just physical – it is also mental.
There are no rules that say you can’t use your mouth
in this game – so use it wisely, and converse with
your opponent, because it is an effective tool that
can aid you in gaining field control, and the game
entirely.
Ever seen
someone – or maybe this someone was you – who drew
an ugly hand, and openly admitted it? How did the
opponent react? Sometimes, the opponent may take
that account in their heads, and act a little bit
more aggressive – knowing that your cards, at the
time, may not be powerful enough to stop their
onslaught.
Imagine
this same scene happening, except the drawn hand
wasn’t actually ugly. The duelist who said the hand
was ugly was lying, and the opponent believed it
enough to still act aggressive with their moves –
the duelist laughs at the opponent’s arrogance with
a few counters that changes the whole course of the
rest of the game.
Here are
some tips for “False Expressions” – use some of
them, or try making up your own!
Tip 10: Make a frown at a beast of a
hand! |
Make your opponent feel
as if they have the upper-hand by telling them –
verbally or by facial expressions – how bad
(read: good), your hand is! If they don’t fall for
it, that’s okay, but if they do, prepare yourself
and flip over the rug right under their feet!
Tip 11: If you have it bad, pretend
like it’s the best thing ever. |
Here we have the exact
opposite – if your hand is bad, grin about it and
pretend like it’s really going to make the game
yours. Really express how powerful your hand is,
and set your cards like they’re ALL mirror forces.
Typically, this may get
your opponent to waste strong support destroying
cards such as: Heavy Storm, or Mystical Space
Typhoon. It may also potentially make your opponent
cautious enough to not even make an attack – it all
depends on how you play it out, and if they really
care or not. Careless or not, it’s worth a shot –
any psychological attack is better than none at all!
Tip 12: If the opportunity to be
sweet is there, then be sweet. |
What do I mean by
this? Well, ladies and gentlemen, and namely
ladies, sometimes you may duel someone of the
opposite sex (… or the same sex), and there might be
times of attraction, or potential attraction.
If you play it sweet,
and you act as if you’re a weakling, then your
opponent might begin to lose their urge to
immediately destroy you. For example:
Example: Molly looks at Johnny with
her cute innocent eyes. “Aww, you’re going
to destroy me!” She frowns in misleading
disappointment. Johnny sighs, and saves some
of his power cards in his hand, “No I’m not,
you’ll do fine!” He says. Molly smiles. |
Feelings can be
dangerous. Use it wisely.
Tip 13: If the opportunity to be sour
is there, then be sour. |
Now be very careful
with this one, and I don’t exactly recommend it
unless you rarely or never see the individual. If
there is tension between you two, then you have the
opportunity to feed the tension to the point where
your opponent because aggressive/arrogant enough to
make some stupid careless moves.
By feeding, I don’t
mean calling them names – though, that can work, and
also lead to bloody noses and being kicked out of
tournaments – but … well … you come up with your own
ideas with this one. It’s best to just poke fun at
them while they’re already angry at you over
something.
Setup, or Not?
The greatest fear man
has is the unknown – if they know nothing about it,
then they’re probably going to be very cautious when
it comes to getting to know it. People who are
afraid of snakes most likely aren’t too use to
snakes – if they were stuck in a room with them,
they’d eventually get to ease up with them,
otherwise they’d be snake food.
Ever dueled
someone who had a LOT
of traps? Was you cautious at all about attacking
them? It is scary to some duelists to be in the
situation where they’re going up against more traps
than they’d like to handle.
If you have
enough back-up resources, just incase things get
wrong (Heavy Storm), lay down about 3, 4, or 5
traps. Or, fake it and lay down some spell cards –
this sometimes works great when it comes to stalling
for a turn, for that heavy supported field is a bit
risky to play offensive with.
Don’t be
afraid to toy around with your opponent. When the
opponent is confused, they are more vulnerable to
defeat than ever. Every move starts from the
thoughts – which is why this section of this guide
is so important.
Tip 14: Try running a nice amount of
trap cards – they are not only good for
support and counters, but they are also a
good psychological addition to scaring the
opponent from moving. |
When I look at decks to
review, I typically see a LOT of spells, but hardly any traps! Don’t underestimate
the power of trap cards – I actually run the
opposite, and it works effectively.
Playing Oddball
Example: The duel is just beginning,
and Vince has the first turn. He draws his
hand, looks at it, then his opponent … then
he starts reading out every single card in
his hand. “I have Mirror Force, Man-Eater
Bug, Mystical Space Typhoon, Bait Doll,
Magic Cylinder, and Command Knight.” Ben,
his opponent, stares at him oddly, then is
all, “… you idiot.” To Ben’s surprise, that
wasn’t Vince’s hand, and he regrets
believing Vince throughout the rest of the
duel. |
There’s some funky ways
to make duels go certain ways, and that’s a very
famous move I use to pull (successfully) on many
duelists throughout my days. It is very confusing,
and very odd, and this is how you play the game of
oddball.
Be creative when it
comes to this art, and make the mind game of Duel
Monsters even harder for your opponent.
Question: What if they use it
against you? |
Keyword:
Ignore. The only thing
you should listen to when it comes to your opponent
is what is actually on the field, and what is
actually (where you can see) going on. Anything else
– just blank it out, and play with these two
elements in mind: FIELD CONTROL and WIN!
Test
for Mind Freaks
TEST B
For this test, the answers are up to you.
1)
You just drew a powerful hand for the
first draw. What do you say to your
opponent?
2)
Your opponent just told you that his
hand is terrible. How do you react to this
situation?
3)
Your opponent has four face-down
spell/trap cards. You don’t resource to
destroy them. How do you feel? Do you feel
more cautious about your next movements?
What if I told you they were all normal
spells, and he was trying to psyche you out?
4)
Take a moment and think of all the
creative ways you can do psychological
warfare in the game of Yu-Gi-Oh.
Answers for TEST A
1)
B
2)
It lasts for 3 turns, making up for 3
resource cards
3)
It continuously returns to the hand,
making up for infinite amount of monsters
4)
It uses the opponent's resources
against them, saving personal resources for
battle
5)
C
|
The Concept of “Support”
Developing a Solid Army
Support, support,
support, support, support – I want you to write that
on a large piece of paper, and post it up somewhere
on your wall. “Support” will be the keyword here in
building a deck -- your army.
I want you to take a
look at this set of monsters, and tell yourself
which does not fit in:
Command Knight
Obnoxious Celtic Guardian
Blade Knight
Exiled Force
Goblin Attack Force
D.D. Assailant
D.D. Warrior Lady
D.D. Trainer
|
The answer is D.D.
Trainer. Can you figure why? Well, for one
thing, he’s not supported by ANY of the monsters –
he’s not a warrior, so Command Knight and any
support cards that deal with warriors do not
remotely touch him, and he doesn’t even have an
effect, whereas all the other ones do! Sure, this
monster proves good defense, but when it comes to
finding cards that support a deck, you have to find
the best one: Big Shield Gardna works well
better than D.D. Trainer.
There are some deck
themes that have great support already made for them
… namely the Gravekeepers, and water decks. Ever
dueled one of these before? Not sure how hard they
are to defeat now, but years ago, they were known to
be pretty rough to handle – and why is that? The
cards supported each other better than other decks.
The water monsters were all water monsters, and
their support cards made them effective (Umi,
Tornado Wall, etc.), and the Gravekeepers were all
gravekeepers, and they also had some effective
support cards for themselves (Necrovalley).
Support, support,
support – that’s the keyword to building a deck.
Eventually, you’ll learn how to make an effective
deck that ultimately supports itself to its max.
Concept of Deck Connection (Some Call this
“Synergy”)
I love this metaphor.
Your deck is like a rock, and it can either be weak,
or it can be strong. How strong it is depends on how
much your cards connect, or support, each other –
and it also depends how strong your opponent’s deck
connects, or supports it self.
Ever had a very very
long duel? It might’ve been long because both of
your decks had equal connection.
Ever had a very short
duel where you were the victor? Chance is: your deck
had better connection than your opponent’s.
Ever had a short duel
where YOU lost? Your deck was weak, and had low
connection – back to the drawing board for you.
If you ever want to
enhance the “connection” of your deck, find a
dueling partner, and continuously duel them. Whoever
loses has to make changes to their deck. The goal is
to reach equal connection between you two – and then
slowly enhance both decks’ connections as changes
are made to the point of where they are at their
max. Now duel someone who is of low connection, and
bam, a piece of cake! (Well, you’ll most likely be
in better shape than you were in. Winning is
always a 50% chance).
I did this type of
training with an old friend before. It works.
The more cards you
run in your deck (read: over 40), the weaker the
connection. Why is this? Half of this game is luck
and probability, and by adding more and more cards
to your deck, you slowly lower the chance you have
of drawing a card, therefore making things slower
and weaker, and therefore lowering the “connection”
of your deck.
Tip 15: Never run more than 40 cards
in your deck. Ever. For any reason. |
For some, its hard to
go down to ONLY 40 cards – but trust me, it’s
definitely better than having any more than 40 in
the deck. Your drawing will be much better due to
the higher chances of drawing cards, and your luck
will also be at rise.
Another
thing to increase connection and probability is to
use deck thinning cards – but don’t use these unless
they ALSO help you and support your monsters and
other cards. If they don’t belong with your cards,
then don’t use them. I use Nimble Momonga because
not only does he give me 1000 LP, but he also thins
my deck, and stalls for the rest of my cards. His
effect nor type have anything to do with the
majority of my monsters, but as I say: just have
things support each other as much as possible.
Sometimes you might have to add in a few odd things
here and there, but try to make things support each
other as much as possible for the sakes of: deck
connection, and support.
Fat
Cards … lose those pounds!
You know your deck has
card fat if any of these occurrences have appeared:
ˇ
You drew
a bad hand (not speaking ratio)
ˇ
You are
drawing bad/useless cards (not speaking ratio)
ˇ
You find
yourself waiting for other cards in order to use
“something.”
Fat cards are cards
that basically slow down your deck and play.
Typically, when one edits their deck, they may look
for cards that they never use, or cards that just
aren’t working – these cards, in our terminology,
are considered “fat.”
Another type of deck
fat may be cards that are:
ˇ
Weakly
supported
ˇ
Support
other cards weakly
ˇ
“Require”
other cards in order to fulfill their effect
Here is a situation
that illustrates the idea of “deck fat.”
Situation 1. Tommy is under hot
weather – the game is 4000 to 2000, and his
opponent has control over the field. Tommy
is in quite a pickle, and none of the
cards in his hand will do anything to save
him (deck fat). He needs a card,
something powerful, and he knows that if he
draws a Graceful Charity, he may get a
better chance – but the odds of
drawing Charity is one out of 15. He closes
his eyes, takes a draw, and it’s a Blue-Eyes
White Dragon (slow card for deck – fat). He
has no monsters and no way of summoning it.
He loses the game.
|
Idea!
It is simply
an idea that cards that require other cards
to work (Fusion Monsters, high-level
monsters, etc.) are automatically deck fat.
Be careful when running these cards. This
idea is still in argument, but consider it.
(Equip cards are an exception due to how
common monsters are – this follows the
concept of lowering fat, hit later in this
section). |
Can you identify the
deck fat in this deck?
Modified Yugi Evolution Deck (example
deck, don’t use)
Monsters (18)
Beaver Warrior
Black Luster Soldier
Dark Blade
Man-Eater Bug
Dark Magician
Gaia The Fierce Knight
Summoned Skull
Gazelle the King of Mythical Beasts
Giant Rat
Giant Soldier of Stone
Wall of Illusion
Zombyra the Dark
Kuriboh
Mystical Elf
Celtic Guardian
Royal Magical Library
Sangan
Neo the Magic Swordsman
Support (22)
Axe of Despair
Black Luster Ritual
Card Destruction
Change of Heart
Dark Hole
Dian Keto the Cure Master
Disappear
Fissure
Last Will
Magic Jammer
Monster Reborn
Mystic Plasma Zone
Mystical Space Typhoon
Pot of Greed
Raigeki Break
Seven Tools of the Bandit
Shift
Spellbinding Circle
Swords of Revealing Light
The Eye Of Truth
Trap Hole
Waboku |
Now, just because a
card is fat doesn’t mean you can’t put it in your
deck. Some fattening cards can be made less
fattening, otherwise some fusion cards and
high-level monsters, like the cyber dragons,
wouldn’t exist in tournaments!
To make a card less
fattening, all you have to do is make its “target”
broader. For example, if your fusion monster
requires a certain fusion – run more of those fusion
material monsters, and run a lot more of the cards
required to fuse them (such as polymerization).
Remember, this game is about probability, and you
can strengthen the probability of drawing a certain
type of card by running more of those cards, and
running more cards like it.
Equip spell cards are
automatically low fat because their target is VERY
broad (most decks run 18 monsters or more), so
usually in the first turn you’ll be able to equip
something with the spell.
High-level monsters are
automatically lower in fat because they also have a
lot of available ways to be summoned.
Ritual monsters?
Notice how they’re not used a lot – well, at the
time I am writing this (January 12, 2007), they’re
not. Why is this? Not enough support to get them
out quick enough – therefore, these guys are
automatically pretty much deck fat. I will talk more
about cards not having enough support in the last
section of this document “Words to Card Developers.”
The more speed your
deck has, the faster you can get field control, and
the faster you may also be able to win. Think about
what you put in your deck – it can make a big
difference. Remember these occurrences, and if you
run into any of them in a duel, you need to make a
change to your deck:
ˇ
You drew
a bad hand (not speaking ratio)
ˇ
You are
drawing bad/useless cards (not speaking ratio)
ˇ
You find
yourself waiting for other cards in order to use
“something.”
Fast
Cards
This is exactly the
opposite of a fat card. If this card can be ran
instantly, and aids in field control/winning, then
this card is considered “fast.”
Thought. Now, as I write this, I am
currently thinking about traps … they’re
very effective cards, even though they can’t
be ran instantly (not as fast as spells),
and I even recommend as much, or more, traps
than spells. Why is this? They’re
threatening (Art of Mind Control), they’re
powerful, they’re mysterious (Art of Mind
Control), they help stall, they’re good for
field control (Art of Field Control) … the
list goes on. The main reason why I like
traps more than spells is that they can be
put down on the field, AND be activated.
Remember me writing about this subject in
“Mind Control.”
So, finishing this thought … I
guess Quick-plays are the ultimate
support cards since they can be put down on
the field for psychological warfare, and be
activated immediately or later in the game.
It’s a shame there isn’t enough of them
(there’s under 100 at the time of writing
this), but from how they are – I guess the
small amount makes since.
I can’t believe I use to think
you could run them out from your hand years
ago when this game arrived for the first
months. Know your rules and study! Don’t
forget that. |
Remember
the discussion about how making a card more “broad”
will make it faster? Well, we can assume that all
fast cards are already ultimately broad, and that
idea is correct – here are some naturally fast cards
(and also the reason why cards like these are ran so
much, aside from how powerful they also tend to be):
Raigeki. This card can be ran
instantly, and it’s great for field control.
Dark Hole. This card can be ran
instantly, and is great for field control.
Graceful Charity. This card can be
ran instantly, and is great for deck
thinning (enhancing probability and deck
“connection”), and possibly field control
(getting good cards out of the draw can
benefit!)
Twin-Headed Behemoth. This card can
be ran instantly, and is great for field
control (reread “Art of Field Control”)
since it comes back once more after it is
destroyed.
Quick-play Spells. Can be ran
instantly, and also be set on the field to
act as traps (rereap “Art of Mind Control”).
Level 4 or below monsters. Can be ran
instantly (usually), and effects can benefit
and help with field control and other
goodies.
Mage Power. Even though it’s not as
fast as the others, it’s still fast, and its
very powerful global effect (reaches support
cards AND monsters – cards that do this are
GREAT for the deck), and field-control
helping(ness) makes it an amazing card for
both speed and power.
List your own! There’s a lot of
them, and hopefully the majority of your
deck is filled with fast cards.
|
Now, look at this deck,
and take note of all the “fast cards” that exists.
It’s the same deck as before, we’re just looking at
different cards this round:
Modified Yugi Evolution Deck (example
deck, don’t use)
Monsters (18)
Beaver Warrior
Black Luster Soldier
Dark Blade
Man-Eater Bug
Dark Magician
Gaia The Fierce Knight
Summoned Skull
Gazelle the King of Mythical Beasts
Giant Rat
Giant Soldier of Stone
Wall of Illusion
Zombyra the Dark
Kuriboh
Mystical Elf
Celtic Guardian
Royal Magical Library
Sangan
Neo the Magic Swordsman
Support (22)
Axe of Despair
Black Luster Ritual
Card Destruction
Change of Heart
Dark Hole
Dian Keto the Cure Master
Disappear
Fissure
Last Will
Magic Jammer
Monster Reborn
Mystic Plasma Zone
Mystical Space Typhoon
Pot of Greed
Raigeki Break
Seven Tools of the Bandit
Shift
Spellbinding Circle
Swords of Revealing Light
The Eye Of Truth
Trap Hole
Waboku |
Don’t ever be afraid to
do the same with your own deck on both deck fat, and
fast deck concepts!
Stage I, Deck Pre-Development
NOTICE!
If you
already have a deck, and you just want to
make it stronger, skip ahead to “Stage III,
Deck Re-Development.”
If you want to
freshly make a deck using the concepts of
this article, start here at the
Pre-Development Stage! |
Winners tend to be
organized fellas, so in this section, you will learn
the three phases of building a deck: Deck
Predevelopment, Deck Development, Deck
Redevelopment.
Every deck
starts with an idea. Try to argue that it doesn’t –
every single deck starts in your head as an idea.
In this stage, you will flesh out that idea on file,
so you can see if it’s even possible to do before
you head out into the real stage: the development
stage.
Make this
table on paper, or on the computer. You’re going to
learn to use it:
Central Idea |
|
Supporting Cards |
|
Global Support |
|
Or you could
write/type:
Central idea:
Supporting Cards:
Global Support:
Whatever works!
Central Idea
This is where you put
your idea – that single thought that popped up that
will hopefully eventually become a fully fleshed out
deck.
There are a lot of
ideas: combos, type-oriented, effect-oriented,
attribute-oriented … the list goes on.
Whatever your idea is,
write it down, and don’t forget it.
Here are some
examples of Central ideas:
ˇ
Water-Attribute
ˇ
Different
Dimensional
ˇ
Dragon-type
ˇ
“A deck
that simulates a virus, and slowly eats the opponent
to death from the inside.”
ˇ
Warrior-type
ˇ
Normal
Monsters
ˇ
“A burn
deck.”
ˇ
“A deck
that has strong-defense monsters, and defeats the
opponent from burning.”
ˇ
Whatever
you want!
Typically, the more
specific, the better.
Supporting Cards
Now with
your idea in mind, it is time to find cards that
support the idea.
In this
stage, do not be critical – that part is for
the development of your deck. Allow anything, as
lame as the card may seem, slide into your
predevelopment deck outline.
Even if the
card is banned in the latest restriction list, allow
it in. The idea of this stage is to see all of the
cards that support your idea.
Now, there
are many ways to find out what cards support your
ideas, and what doesn’t. I am going to show the way
some beginners, and even advanced folks do it, I’m
going to show ancient interesting ways I use to use,
and then I’m going to tell the ways I use now, which
is much more simple, and easier, and gets much
better results!
The Common Way
When
it comes to building a deck, beginners and even
advanced duelists will be somewhat disorganized with
finding cards that will support their central idea.
Here I will talk about the methods I have seen, or
have done, and I will talk about why you shouldn’t
do any of these following ways.
Oh, that looks cool!
Yes, the card does look
cool, and since you REALLY want to run it, you put
it in your deck filled with other sweet looking
cards.
When it comes to
dueling for fun – go for it. However, if you are
dueling to compete, this is an extremely bad mistake
that’ll cause you to moan and cry and ask yourself
consistently, “Why am I not winning?”
Do not put cards into
your deck that do not associate with each other.
The cards in your deck must support each other.
Searching through personal cards
You are limiting
yourself, and your deck’s potential, when you limit
yourself to the cards you currently own.
Unless you own all the
cards in the world, I highly advise to you to not do
this. Try using online card databases like “netrep.net”,
or Yugioh Virtual Desktop (download at
xerocreative.com) to search for cards that’ll go
into your deck.
You’ll learn more about
how to effectively do this at the “Orthodox Method”
section of this article.
If you need to buy
cards, then you should buy the cards. Unless you
are playing for fun, if you want to get better at
this game, you’re going to have to put in the effort
to keep your collection of cards large and updated.
I highly recommend that
you build yourself a collection of cards – if you
don’t have one already – and keep building and
building it. Your goal is to own all of them. The
greatest duelist will have all of the necessary
resources at his disposal.
Tip 16: Work yourself up to owning
all of the cards. Change is a big part of
the game and if you cannot afford to adapt
to it then you cannot expect yourself to
become good at it. |
Guessing
A lot of duelists don’t
know what goes in their deck, so they’ll go through
their cards, or cards online, and just take whatever
might work, and see what happens.
This is unorganized,
risky, and dangerous. If you don’t know why you’re
putting in a card, then you need to thoroughly read
up on this article, the rules of the game, and tips
and ideas from other duelists.
Being unorganized, and
not having a clear understand of why you make ANY
choices in this game will be a definite downfall for
you.
Tip 17: The greatest duelist is
organized, and the greatest duelist knows
why he is doing whatever he is doing. |
Do not forget that.
Copying off another
If everyone copied off
another, rather than making their own ideas, would
we get anywhere in life?
If you’re going to copy
off of someone, then make you sure improve on them.
Take their deck, go to the “Deck Redevelopment”
section of this article, and improve upon it. Most
likely, there will be flaws, and I do not want you
to live with the faults of another duelist.
It’s always best to
simply use their idea, or even better, to simply use
your own idea, and build your own deck around that
idea – which is what this whole “Pre-development”
section is here to help you with.
Remember the Chaos
era? Yes, everyone used the same ideas over and
over, and things just got boring – for me, anyways.
Going by someone’s word
“Here, put that in your
deck,” says a friend.
“Okay,” you say.
Make sure to ask why.
As I said before, make sure your decisions are
rational to you, and that you understand why you are
doing what you are doing.
Any many more
There’s probably a lot
of other methods people use to build their decks,
and I’m sure I’m missing a bunch, but these are just
general methods that I can think of that beginners
may typically do. If you advanced duelists don’t do
any of these, and are a lot more organized, then
good for you.
Though, I know that
there’s some “advanced” duelists out there who
actually go by some of the above, so this is just
for you as well as any beginners who enter this
game.
This article is just
here to remind you, or enlighten you, of the simple
things that you may have or have not known as you
developed as a duelist. Not everyone knows
everything – I’m just typing to you what I have
personally learned in my years of dueling.
The Unorthodox
Method
Early notice: You can mess with these
ideas if you wish, but the true method that
I recommend you to use is in “The Orthodox
Method.” These ideas may work at finding
cards that “relate,” but I strongly do not
recommend using only these unorthodox ways
to building a deck. You’ll miss out on a
lot of potentially helpful cards, and you
will not maximize the potential of your
deck’s central idea.
Also, anytime you can make a “listing”,
you’ll normally list these cards in your
Predevelopment outline. Though, again, I
don’t recommend doing it at all for this
section unless you just want to see how I
use to do things. (And would also like to
spend over a day or two, or three, listing
cards). |
As I said
at the beginning of this article, I sucked at
dueling. I wanted to know why I sucked, so I
began to think a bit outside of the box to find the
reasons.
I always
used a Kaiba deck, and I used it at tournaments.
This was probably one reason why I sucked, but I
wanted to make the deck work, so I had to
look at it, religiously, to find out why it
sucked.
Taking the
deck apart, and looking at all of my cards, I began
to see “connections” – similarities in very odd
places – so this began how I first initially began
to create my decks.
The 8 Virtues
I will
introduce you to what I call the 8 virtues. The
virtues are: Title, Picture, Description, Level,
Attack, Defense, Type, & Attribute.
Every
monster card has these virtues. For an example,
let’s take the monster card Blue-Eyes White
Dragon.
Title:
Blue-Eyes White Dragon
Picture:
White Dragon, Blue Swirley Decoration to the Back
Description:
This legendary dragon is a powerful engine of
destruction. Virtually invincible, very few have
faced this awesome creature and lived to tell the
tale.
Level:
8
Attack:
3000
Defense:
2500
Type:
Dragon
Attribute:
Light
Using the Virtues
What I
would do is I would use Yugioh Virtual Desktop
(download at xerocreative.com), and I would search
for monster cards that had similar virtues to a card
(let’s say that Blue-Eyes White Dragon). I
theorized that the more virtues that a monster card
has with the card I’m using, the more closely it
“related,” therefore it was “destiny” for the cards
to be used together.
So,
obviously, when it comes to the Blue-Eyes White
Dragon, the card that relates to it the MOST is …
itself. Going down the line, if you look at the
card Chaos Emperor Dragon, you will see that
he has a lot of the same virtues:
Attack:
3000
Defense:
2500
Level:
8
Type:
Dragon
Picture:
Both have a Dragon
Title:
Both have “Dragon” in their title
It’s like
magic! And I built my deck this way … but I finally
found the flaws of doing so.
Why NOT to do this
First of all, you
are only getting Monster cards by using the
Unorthodox Method. No spells or traps have any of
these “virtues”, so once you are finished finding
all of your monsters using an “unorthodox”
technique, you will end up with a
countless amount of support cards (read:
spells/traps) that you will have to look through.
Secondly,
you are missing out on other monster cards that may
actually work extremely well with your deck, and
make it stronger than it already is. For example, I
use to put Nimble Momonga in my warrior deck because
he provided fantastic defense/stall, and he also
gave me a good amount of lifepoints to keep me in
the game.
Third, this
technique takes hours, or maybe even days
(depends on your stamina) to do. Want to know why?
For every
virtue, you must conduct a search through a card
database to find cards that have that same virtue.
Then, you must list them all, which is a
necessary component in doing this activity. Doesn’t
seem like that big of a task?
Search for
every “Dragon” type monster, and imagine listing all
of them. Then imagine searching for all monsters
with a “Light” attribute, then listing all of THOSE
– and doing all of this for all 8 virtues.
Yes, I was
crazy enough to do all of that. And does doing this
activity seem rational at all? Maybe a little, but
… it’s just, as I continuously call it,
“unorthodox.”
Once you
have your gigantic list built, (if cards comes up
multiple times, you only list them once), you’d go
back through your list, you’d list cards that had
all 8 virtues in common, then you’d list cards that
had 7 virtues in common, and you’d stop at about
mid-way or so, unless you were hardly listing
anything. Listing cards that had 1 or 2 virtues in
common was generally pointless.
The most
related cards would generally go into your deck; any
extras would be considered, or trashed. You would
then fill in the holes by adding in monsters or
support cards that relate to the deck theme, and
help the deck run better than it already is.
I’m going
to talk about each virtue and give examples … but
again, don’t do any of this unless you’re just crazy
enough to try.
I’m just
telling the users of how I use to do things, so they
have an idea of how psycho and desperate I was to
get anywhere in this game.
The First Virtue
The first virtue is
Title. (These virtues actually don’t have to go
into any particular order, but I just did that for
organization).
When you look at
monster card titles, sometimes you may find
similarities … such as the Gravekeepers all having
“Gravekeeper’s” in their name, or the Elemental
Heroes all having “Elemental Hero” in their name.
If you have a card and
want to find other cards that relate to it, one
thing you can do is to take keywords of the title,
and search cards that have similar keywords in their
name.
For example, if we take
our card Blue-Eyes White Dragon (you can take a card
you have, and do this same exercise), and separated
the searchable keywords, we can search cards that
have: Blue-Eyes, White, and/or
Dragon in their name.
To do this easily,
netrep.net and Yugioh Virtual Desktop (download at
www.xerocreative.com)
both make life extremely effortless! Use either or
(YVD is the best to do all the virtues), then make a
list of the cards … monster or not … that you get
from searching for each keyword. (I just quickly
typed them all on notepad or something … hand
writing is just, slow, unless you can write faster
than you can type).
It doesn’t matter how
silly or non associated the card is to the
Blue-Eyes, or card you are using … just list them.
(To note: I bold any obvious
connections)
For “Blue-Eyes” we get:
Blue-Eyes Shining Dragon
Blue-Eyes Toon Dragon
Blue-Eyes Ultimate Dragon
For “White” we get:
White Magician Pikeru
White Magical Hat
Inaba White rabbit
Paladin of White Dragon
White Dragon Ritual
White Ninja
White-Horned Dragon
Skilled White Magician
Dark Cat with White Tail
The All-Seeing White Tiger
Great White
White Hole
For “Dragon” we get:
(for the sake of the readers and to keep
this article fairly shorter, do this one
yourself!) |
As you can see, from
just a few keywords of the title, you can already
find cards that obviously work with what you have in
your hand.
Now, the problem with
this is – and this is, again, why the unorthodox
method is the bad way to go – this not only
takes FOREVER (If you searched for
“Dragon”, you’d see how much listing you’d have to
go through), but it’s also unnecessary.
Nevertheless, keep this
in mind as it helps finding “relating” cards easier.
The Second Virtue
The second virtue is
Picture.
Earlier in this article
I gave an example of how you can take a few cards,
look at their pictures, and find similarities
between them.
There are two things
that you can look for when you compare card
imagines: similarities in design, object
association.
The following are
examples that I have searched that you can take a
look at.
Examples:
“Punishment Game”, “Invader of Darkness”,
(object association [object being Invader
of Darkness])
“Draining Shield”, “Freed the Brave Wanderer
(object association, [object being Freed
the Brave Wanderer])
“Mystical knight Jackal”, “Ghost Knight of
Jackal” (object association,[object being
Mystical Knight Jackal])
“Dimension Fusion”, “D.D. Warrior Lady”
(object association, [object being D.D.
Warrior Lady])
“Theban Knightmare”, “Aswan Apparition”
(similarities in design [similarities
being the environment, and the particular
design of the characters])
“Curse of Anubis”, ”The First Sarcophagus”,
“End of Anubis” (similarities in design
[similarities being the environment, and the
particular style of it all])
“Black Luster – Envoy of the Beginning”,
“Chaos Emperor Dragon – Envoy of the End”
(similarities in design [similarities
being the background circle design)
“Newdoria”, “Helpoemer” (similarities in
design [may be artistically subjective,
but I find the designed mood of the
pictures, and the colors and all to be very
alike]) |
When it comes to
finding object association, make sure you
look at what is going on with that object.
Sometimes you may find on a card where that “object”
is being destroyed, showing that the card is there
to destroy cards that are like the object shown.
And of course, by
object (if you haven’t already realized), I mean
things like a monster, or a symbol (the question
mark on a few Magician/luck cards), or a type of
character (a spell caster being in a card, or a
Dragon).
When it comes to
finding similarities in design, as you saw
from the last example … this may go on what you see,
or this may go on what you “feel.” Art can be
viewed in so many different perspectives, so what
may seem similar to you, may not be similar to
another.
How do you know if a
card truly associates with another by image? Well,
typically, they’ll have more than one virtue in
common. If not, then they just aren’t meant to be.
Let’s use our Blue-Eyes
once more so you can see this truly in action.
Cards that relate to the Blue-Eyes White
Dragon from Picture:
Note that the following are being based off
the first Blue-Eyes … I understand there’s
different ones, which is why we’re just
using the first.
Paladin of White Dragon (object association
[Blue-Eyes])
Cyber Dragon (design similarities [I
hesitate to put this one down, but remember
to never hesitate when it comes to stuff
like this. Build of Dragons have slight
similarities.])
Cyber Twin Dragon (design similarities [same
with cyber dragon])
Blue-Eyes Toon Dragon (object association
[Blue-Eyes])
Cyber End Dragon (design similarities [same
with cyber dragon])
Blue-Eyes Ultimate Dragon (design
similarities [obvious!])
Red-Eyes Black Dragon (design similarities
[the build of the dragons are somewhat
alike, aside from color differences])
Burst Stream of Destruction (object
association [Blue-Eyes])
Chaos Emperor Dragon (object association [a
Dragon])
A Wingbeat of Giant Dragon (object
association [a Dragon])
|
There’s probably a lot
more, but that is what I have found for the
Blue-Eyes White Dragon.
As I said before – this
stuff is time-consuming. You’re searching for cards
and making multiple lists, and since there are 8
virtues, you are doing this 8 times! That’s HOURS
of work for one deck.
This, aside from its
usability, is one MAJOR reason why I strongly urge
you to not use these methods for deck building, and
to use the methods under “The Orthodox Method.”
Try This!
Go to a website with a large database of
cards, like ideal808.com, or netrep.net, and
try to find cards that have either “object
association” or “design similarities.” You
may find that cards that also have a common
name in their title, such as “Gravekeeper”,
will be extremely frequent in having an
object or design in common. |
The Third Virtue
The third virtue is
Description.
Here, you’ll take a
look at the description of the card that you are
using, and you’ll break up statements, and make a
search using each statement that you think you’ll
find something with.
Here are some examples:
Using the card Muka Muka, his
description reads “Increase the ATK and DEF
of this card by 300 points for every card in
your hand.”
Possible searches: “Increase the ATK and
DEF” “card in your hand” “300 points”,
“hand”
(Reason I also do “hand” is because I KNOW
[you’ll see my old Muka Muka deck later]
that Muka Muka is a card that definitely
uses cards that revolve around keeping the
hand full, so I’m going to single this
keyword out … it’s up to you on what
keywords you use. Use as much reasonable
keywords as you can, but don’t go TOO broad,
like searching for all the cards with
“the”).
Results for “Increase the ATK and DEF”
The Agent of Force - Mars
Horn of the Unicorn
Umi
United We Stand
Mage Power
Winged Minion
Spirit Ryu
A Legendary Ocean
Royal Keeper
W-Wing Catapult
Energy Drain
Beast Fangs
Violent
Crystal
Book of Secret Arts
Power of Kaishin
Forest
Wasteland
Mountain
Sogen
Yami
etc.
Results for “card in your hand”
Elemental Hero Bubbleman
Swift Gaia the Fierce Knight
Flash Assailant
Exoida the Forbidden One
Monster Recovery
Swift Gaia the Fierce Knight
Ordeal of a Traveler
Guardian Grarl
Coach Goblin
D.D. Designator
Enraged Muka muka
Brron, Mad King of Dark World
Results for “300 points”
Absorbing Kid from the Sky
Ebon Magician Curran
Dark Magician Girl
Gift of the Mystical Elf
Attack and Receive
Skull Invitation
Bazoo the Soul-Eater
Soul of Purity and Light
The Rock Spirit
Cyclon Laser
Royal keeper
Butterfly Dagger - Elma
Ojama Trio
Dark Room of Nightmare
Coffin Seller
Breaker the Magical Warrior
etc.
Results for “hand” (Best one … and
longest)
Giant Trunade
Pot of Greed
Magician of Faith
Painful Choice
Graceful Charity
Sinister Serpent
etc.
|
Let’s use our Blue-Eyes
example again for this topic (and again, you can use
your own card to test this out).
Using the Blue-Eyes
Description: “This legendary dragon is a
powerful engine of destruction. Virtually
invincible, very few have faced this awesome
creature and lived to tell the tale.”
Keyphrases we’ll use: “dragon”
“destruction”
Findings for “dragon”:
A Wingbeat of Giant Dragon
Aqua Dragon
Armed Dragon LV3
Armed Dragon LV5
Armed Dragon LV7
Armed Dragon Lv10
Arsenal Summoner
Attack Reflector Unit
B. Skull Dragon
Baby Dragon
Burst Breath
Burst Stream of Destruction
Cave Dragon
Crawling Dragon
Crawling Dragon #2
Dark Blade
etc.
Findings for “destruction”:
(basically, nothing)
Gene-Warped Warwolf |
Interesting, even
though the he doesn’t have an effect, you still come
across a lot of support for him.
The Fourth Virtue
The fourth virtue is
Level.
All you have to do here
is take the exact level of the monster card you are
using, and search the database (YVD works best) for
any other monsters that have the exact same level,
then list them.
Here is an example
using the Blue-Eyes White Dragon:
Blue-Eyes White Dragon
Level: 8
Listing:
Ancient Gear Golem
Archlord Zerato
Beserk Dragon
Black Luster Soldier - Envoy of the
Beginning
Blue-Eyes Toon Dragon
Chaos Emperor Dragon - Envoy of the End
Chimeratech Fortress
Chougou Majuu Rapter
Cloudian - Eye of the Typhoon
Cosmo Queen
Crab Turtle
Cyber Twin Dragon
Cyberdark Dragon
etc. |
The Fifth Virtue
The fifth virtue is
Attack.
When it comes to this
virtue, simply make a search and list with all the
monsters that has the same attack as the monster you
are using.
For example:
Blue-Eyes White Dragon
Attack: 3000
Listing:
Ancient Gear Golem
Andro Sphinx
Armed Dragon LV10
Black Luster Soldier - Envoy of the
Beginning
Blue-Eyes Toon Dragon
Blue-Ice white Nights Dragon
Chaos Emperor Dragon - Envoy of the End
Cloudian - Eye of the Typhoon
etc. |
The Sixth Virtue
The sixth virtue is
Defense.
When it comes to this
virtue, simply make a search and list with all the
monsters that has the same defense as the monster
you are using.
For example:
Blue-Eyes White Dragon
Defense: 2000
Listing:
Andro Sphinx
Arcana Knight Joker
Archfiend of Gilfer
B. Skull Dragon
Black Luster Soldier - Envoy of the
Beginning
Blue-Eyes Shining Dragon
Blue-Eyes Toon Dragon
Chaos Emperor Dragon - Envoy of the End
Crab Turtle
Elemental Hero Chaos Neos
Elemental Hero Rampart Blaster
Great Moth
Harpie's Pet Dragon
etc. |
The Seventh Virtue
The seventh virtue is
Type.
When it comes to this
virtue, simply make a search and list with all the
monsters that has the same type as the monster you
are using.
For example:
Blue-Eyes White Dragon
Type: Dragon
Listing:
Armed Dragon LV10
Armed Dragon LV3
Armed Dragon Lv5
Armed Dragon Lv7
Axe Dragonuit
Baby Dragon
Blackland Fire Dragon
Blizzard Dragon
Blue-Eyes Shining Dragon
Blue-Eyes White Dragon
Blue-Ice White Nights Dragon
Cave Dragon
Chaos Emperor Dragon - Envoy of the End
Crawling Dragon
Curse of Dragon
Dark-Blaze-Dragon
etc. |
The Eighth Virtue
The eighth virtue is
Attribute.
When it comes to this
virtue, simply make a search and list with all the
monsters that has the same attribute as the monster
you are using.
For example:
Blue-Eyes White Dragon
Attribute: Light
Listing:
Absorbing Kid from the Sky
Airknight Parshath
Alien Grey
Ancient Elf
Andro Sphinx
Arcana Knight Joker
Armor Exe
Asura priest
Atomic Firefly
Banisher of the Light
Batterman AA
etc. |
And now that we’re done
with this section… please tell me you didn’t
do any of that.
The Orthodox
Method
All right, if you just
read “The Unorthodox Method”, forget everything you
just read. If any of it confused you … that’s okay,
because unless you want to just toy around with how
I use to find supporting cards for central ideas (as
you can see, it took hours), then you will not need
any of that knowledge.
Remember
that outline you hopefully made? Bring it out, and
prepare to make a list of cards.
Go to
www.netrep.net,
or (even better), download Yugioh Virtual Desktop (xerocreative.com),
and prepare to friend whatever source of a large
card database that you’re using (things have
probably changed, so there may be better ones – ask
duelists online!)
Research
Well, it took me long
enough to figure out something so obvious. This is
the method most people who have been here long
enough use … and it’s just a smack-in-the-face if
you actually didn’t use this method.
I only expect the
beginners to really learn this, but who knows, there
may be some experienced people out there who made
their decks in very awkward ways, like my unorthodox
method up there.
Using the online card
database, research
cards that
relate/support your central idea … and I mean list
all of them.
For organization
purposes, and for a list for you to have to
continuously look at when it comes to the
Redevelopment Phase of your deck, you need to
make a list of every card that you can find
(regardless if its banned or not).
Look through every set,
and … if your deck theme is HEAVILY supported, be
prepared to spend a couple of hours at this.
(You should be happy if you do this, as the more
support your idea has, the more of a chance it
probably has on the competitive battle field). List
all monsters, traps, and spells.
I repeat: List
every card that relates/supports your central
idea.
The following is an
example:
Central Idea |
Dragon deck |
Supporting Cards |
Armed Dragon LV10
Armed Dragon LV3
Armed Dragon LV5
Armed Dragon LV7
Axe Dragonuit
Baby Dragon
Blackland Fire Dragon
Blizzard Dragon
Blue-Eyes Shining Dragon
Blue-Eyes White Dragon
Blue-Ice White Nights Dragon
Cave Dragon
Chaos Emperor Dragon
Crawling Dragon
Curse of Dragon
Des Volstgalph
Diablos, King of the Abyss
Different Dimension Dragon
Dragon Knight
Dweller in the Depths
Element Dragon
Fairy Dragon
Gray Wing
Harpie's Pet Baby Dragon
Horus the Black Flame Dragon
Hunter Dragon
Hyozanryu
Kaiser Glider
Koumori Dragon
Lancer Dragonuit
Luster Dragon
Luster Dragon #2
Masked Dragon
A Wingbeat of Giant Dragon
Attack Reflector Unit
Burst Breath
Dragonic Attack
Dragon's Gunfire
Dragon's Mirror
Mountain
White Dragon Ritual
Flute of Summoning Dragon
Stamping Destruction
etc.
(I wont take up the whole article now!
Don’t put “etc.” on your list.)
|
Global Supporting Fast Cards |
Nimble Mononga
Mirror Force
Mystical Space Typhoon
Snatch Steal
Royal Decree
Imperial Order
Dust Tornado
Raigeki
Dark Hole
Magic Cylinder
Change of Heart
Cyber Jar
Graceful Charity
United We Stand
Harpie's Feather Duster
Pot of Greed
Book of Moon
Ring of Destruction
Ceasefire
Brain Control
Call of the Haunted
Monster Reborn
Giant Trunade
Card Destruction
Mage Power
Megamorph
Scapegoat
Torrential Tribute
Swords of Revealing Light
etc.
(Again, don’t put “etc.” on your list.
Actually finish it.)
|
Yes, that’s
it. No fancy unorthodox searching here. It still
sucks, but it’s a good thing to do for the
development of your deck.
Global Support
Now, going alllll
the way back to the subject of the Predevelopment
Outline, the “Global Support” section talks about
cards that generally support any deck.
These cards
are the fastest cards available (go back to “Fast
Cards” from earlier for examples), and they will
guard or help all of your monsters, rather than
specific types.
These cards
are generally restricted/forbidden due to their high
speeds … list all the cards that you can think of in
this section. You’ll be using these for years.
Warning! Do not hesitate at listing
any global support card. You may not
necessarily use all of them, but list them
anyways.
Just because a global support card may not
look right in your deck theme, looks and
function are two different
subjects, and function is what will
help you win your games. If it’s a powerful
card, and you can use it, then use it.
The goal is to win. If you want to play
with looks, then just play for fun, rather
than competition, but don’t expect to win.
(This was one of my greatest downfalls. I
didn’t put in these power cards because the
YuGiOh character Kaiba didn’t use them. Bad
decision – if you’re going to run a
character deck, just follow their Central
Idea. Don’t following all of their cards,
if you want to use their stuff in
competition). |
Stage II, Deck Development
Aahhh, the fun part.
So, here
you should have the Central Idea already made, and
you should have a list of cards that support it.
Now, I want
to remind you of one thing: When making a deck
for competing, it must be 40 cards.
I explained
this earlier in the article, but to remind you on
the reason: this game is based on probability aside
from skill, and you want all the luck you can get.
The more
cards you have in the deck, the lower the chances
you have of getting the essential cards that you
need.
The
Deck Outline
Remember, the best
duelists are organized! Draw/type this out
somewhere.
Central Idea: |
|
Deck Ratio: |
|
Deck Monsters (listing): |
|
Deck Spells (listing): |
|
Deck Traps (listing): |
|
Side-Deck (listing): |
|
Deck
Ratio
By deck
ratio, I mean the ratio between Monsters and Support
(Spell/Trap) cards.
The ratio
for your deck will depend on how your cards operate,
but here is a table that I have made for your
general guideline.
Deck Ratios |
16 Monsters : 24 Support |
Will you ever need to go this low?
Surprisingly, some decks do actually benefit
from having such a large probability of
drawing supports. My old personal deck uses
this very ratio, and the draws are just
simply gold! |
17 Monsters : 23 Support |
With this ratio, you’ll get an even higher
chance of getting support cards. Use this
if you feel that you could benefit by
getting an even slighter more probability of
drawing supports. |
18 Monsters : 22 Support |
This is the ratio I recommend for most
decks. It is the ratio that I always start
at … you will have a slightly higher
probability at drawing support cards, which
is good for backing up the monsters that you
draw. |
19 Monsters : 21 Support |
Almost 50/50, but not quiet. You’ll fairly
slightly get a higher amount of support. |
20 Monsters : 20 Support |
You have equal chances at drawing anything.
I recommend having a slightly higher chance
for the draw of support cards, because
support cards are generally what keep you
from things going wrong. Then again, your
monsters may require more of themselves … it
all depends on how your deck operates. |
21 Monsters: 19 Support |
With this ratio, you’ll get a very slight
higher chance of drawing monsters. Use this
if you feel you could benefit with more
monsters. |
22 Monsters : 18 Support |
With this ratio, you’ll draw a lot more
monsters than you’ll draw support cards. |
You may
even have a deck idea that requires something even
outside of this general boundary … but how do you
find out which is perfect? Well, that’s
going to take trial and error, which is by actually
dueling, and fixing the ratio till you feel
everything is perfect.
You could
also do what I call “Shadow Dueling” (a play off of
the term Shadow Boxing) and once your deck is
finished, you could make fake draws and fake plays
to get a general idea of how things would play out,
and if your hands could be better with slightly more
chance of drawing support, or a slightly higher
chance of drawing monsters.
Anyways,
before you make a deck, decide which one of these
you think you’ll do best with first. If you don’t
know, then choose 18 Monsters, 22 Support.
Following Regulation
In this
game, there is something called a “Forbidden List.”
Hopefully, with your amazing amount of knowledge on
this game (I told you to study!), you already know
what it is.
To see the
current list, try
http://entertainment.upperdeck.com/yugioh/en/gameplay/forbidden/default.aspx
Keep the
current forbidden list in mind as you create your
dueling deck.
The
Monsters
Always
start with the monsters, as they’re the main show of
the deck. The spells and the traps are merely there
to help them gain control of the field, and to help
them do what they are there to do: return
victorious!
I told you
about Fat Cards, and I told you about Fast Cards.
This is where we apply our knowledge.
With your
list, if you’re going to add in ANY Tribute
monsters, try to keep the minimum to 3. You do not
want a high probability of drawing something that
you most likely cannot immediately use – that’s
going to make your deck slow, and ineffective.
Secondly,
every time you add a card, ask yourself the
following questions:
ˇ
Why am I
putting this in?
ˇ
How does
this make the deck better?
ˇ
Does this
card support my other cards, and my Central Idea?
ˇ
Is there
something better/faster that I could put in instead?
Here is an example:
Predevelopment
Outline
Central Idea |
Dragon deck |
Supporting Cards |
Armed Dragon LV10
Armed Dragon LV3
Armed Dragon LV5
Armed Dragon LV7
Axe Dragonuit
Baby Dragon
Blackland Fire Dragon
Blizzard Dragon
Blue-Eyes Shining Dragon
Blue-Eyes White Dragon
Blue-Ice White Nights Dragon
Cave Dragon
Chaos Emperor Dragon
Crawling Dragon
Curse of Dragon
Des Volstgalph
Diablos, King of the Abyss
Different Dimension Dragon
Dragon Knight
Dweller in the Depths
Element Dragon
Fairy Dragon
Gray Wing
Harpie's Pet Baby Dragon
Horus the Black Flame Dragon
Hunter Dragon
Hyozanryu
Kaiser Glider
Koumori Dragon
Lancer Dragonuit
Luster Dragon
Luster Dragon #2
Masked Dragon
A Wingbeat of Giant Dragon
Attack Reflector Unit
Burst Breath
Dragonic Attack
Dragon's Gunfire
Dragon's Mirror
Mountain
White Dragon Ritual
Flute of Summoning Dragon
Stamping Destruction
etc.
(I wont take up the whole article now!)
|
Global Supporting Fast Cards |
Nimble Mononga
Mirror Force
Mystical Space Typhoon
Snatch Steal
Royal Decree
Imperial Order
Dust Tornado
Raigeki
Dark Hole
Magic Cylinder
Change of Heart
Cyber Jar
Graceful Charity
United We Stand
Harpie's Feather Duster
Pot of Greed
Book of Moon
Ring of Destruction
Ceasefire
Brain Control
Call of the Haunted
Monster Reborn
Giant Trunade
Card Destruction
Mage Power
Megamorph
Scapegoat
Torrential Tribute
Swords of Revealing Light
etc.
|
Development Outline
(For simplicity, I’m
following the Traditional Format on this)
Central Idea: |
Dragon deck |
Deck Ratio: |
18 Monsters :
22 Support |
Deck Monsters (listing): |
Axe Dragonuit
x2
Blizzard Dragon
x3
Nimble Mononga
x3
|
Deck Spells (listing): |
|
Deck Traps (listing): |
|
Side-Deck (listing): |
|
Unless you want to
be super organized, you don’t actually have
to write out your thought patterns for all 40
cards. I’m just giving a few examples to make
things easier for you.
Axe Dragonuit
ˇ
Why am I
putting this in?
o
He is
following the Central Idea, he’s a fast level four
monster (Fast Card), he is a great offensive
monster, and with his effect, he can keep my
lifepoints safe. Also, his high attack can force
the opponent to go into defense if used
strategically (Art of Mind Control/Art of Field
Control).
ˇ
How does
this make the deck better?
o
Well, it
keeps it moving faster, and I can play him
instantly.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes.
ˇ
Is there
something better/faster that I could put in instead?
o
Goblin
Attack Force, but he is not a Dragon, so from my
current knowledge, not at the moment.
Axe Dragonuit (second)
ˇ
Why am I
putting in another one?
o
He is a
great offensive monster, and having two of him will
increase the probability of drawing him.
Blizzard Dragon
ˇ
Why am I
putting this in?
o
He is a
great offensive monster, and his effect will aid
greatly with field control.
ˇ
How does
this make the deck better?
o
It helps
me retain field control, and it is fast.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes.
ˇ
Is there
something better/faster that I could put in instead?
o
Not at
the moment.
Blizzard Dragon
(second)
ˇ
Why am I
putting in another one?
o
He is a
great offensive monster, and having two of him will
increase the probability of drawing him.
Blizzard Dragon
(third)
ˇ
Why am I
putting in ANOTHER one?
o
Because
he is that awesome, and I want him in my hand!
Nimble Mononga
ˇ
Why am I
putting this in?
o
He’s a
fast monster who provides extremely good defense,
and also provides a large amount of lifepoints.
ˇ
How does
this make the deck better?
o
Stalls to
enhance hand and field, and keeps the lifepoints
from going to 0.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
It
doesn’t support the central idea as it’s a Global
Support, but it definitely supports the other cards
for gaining field control (The Art of Field
Control).
ˇ
Is there
something better/faster that I could put in instead?
o
No
There may actually be
better stuff that I could put in with some of those,
but anyways, that is just a mere example of how you
should think with every card you put in with the
monsters.
Reminder!
Always know why you do anything in
this game. If you don’t know why, then find
out why, otherwise you’ll never be able to
maximize your ability. |
The
Support
Once you
have your monsters in, then you’ll add in the spells
and the trap cards.
Here are
the tips I have given earlier that revolve around
this subject:
Don’t run hand destroying cards! (Unless
they destroy your opponent’s hand) |
Refrain from running lifepoint draining
cards. |
Try using cards that last: continuous
effects, equip cards, monsters that can keep
themselves alive for a good period of time. |
Refrain from using cards that destroy your
own monsters. |
Refrain from using cards that destroy your
own support cards. |
Try running a nice amount of trap cards –
they are not only good for support and
counters, but they are also a good
psychological addition to scaring the
opponent from moving. |
Okay, so
here is a basic list of what you should have
when you add in support cards:
ˇ
Cards that protect your support cards
ˇ
Cards that protect your monsters
ˇ
Cards that protect your lifepoints
ˇ
Cards that destroy your opponent’s support
cards
ˇ
Cards that destroy your opponent’s monsters
ˇ
Cards that help your monsters maintain field
control
ˇ
Cards that help you get out other cards
faster (like Reinforcements of the Army for
Warrior decks)
|
How many of what should
you run? Well, that is ultimately up to you, and
the needs of your monsters/overall deck.
Consider
the following examples:
Example 1:
In a Dragon deck, the Dragon monsters
generally have weak effects, and strong
attack. To keep field control, it may be
wise to make up for their weak effects, and
run more support cards that help them attack
strongly, and safely, such as Raigeki,
Harpies Feather Duster, Heavy Storm, Royal
Decree, etc.
Example 2:
In a
Gravekeeper deck, the Gravekeepers generally
are dependent on a card called “Necrovalley.”
Therefore, more support cards should be
added to allow Necrovalley to be safely
activated/achieved, to make up for that
weaknesss.
Example 3:
In a
Spellcaster deck, the magicians seem to be
highly effective at using spell cards.
Since a spellcaster deck may have more spell
cards than usual, then the lack of traps
should be made-up by preventing the opponent
from using as many traps as well (anti-trap
cards, royal decree, Xing Zhen Hu,
etc.) Cards can also be added to make the
additional amount of spells a benefit
(Double Spell, Spell Absorption, etc.
Example 4: Warriors-type
monsters, like Command Knight and Marauding
Captain, seem to highly support each other
more than most monster types do. With this
bonding, it may be common to see a warrior
deck have a large field of monsters, which
makes them a target for cards like Mirror
Force. To prevent this problem, it is
important to run cards like Royal Decree /
Imperial Order / Harpie’s Feather Duster /
etc. |
Of course, I could
always be wrong with some of those, but you get the
general idea on what I am talking about – your
support cards (spells/traps) are HIGHLY dependent on
your monster cards, and how they operate.
If your monsters were
extremely disorganized, and your deck had no central
idea, then imagine how hard it would be to add in
proper support cards. Your deck would be at risk of
having troubles at getting field control, because
your army is not operating as a unit.
So, before you add in
support cards, look at your monster cards, read
their effects, and think to yourself … how are they
vulnerable?
These spells and traps
help get rid of that vulnerability, which is why I
call them support cards. No army should have
holes in them.
Now, every time you add
in a support card … again, ask yourself those same
questions, because you need to have a reason for
EVERYTHING you add!
ˇ
Why am I
putting this in?
ˇ
How does
this make the deck better?
ˇ
Does this
card support my other cards, and my Central Idea?
ˇ
Is there
something better/faster that I could put in instead?
Central Idea: |
Warrior Deck |
Deck Ratio: |
16 Monsters :
24 Support |
Deck Monsters (listing): |
Command Knight
x3
Morphing Jar
Nimble Mononga
x3
D.D. Assailant
Goblin Attack
Force x2
Exiled Force
D.D. Warrior
Lady
Blade Knight
Ninja
Grandmaster Sasuke x3
|
Deck Spells (listing): |
Swords of
Revealing Light
Bait Doll
Heavy Storm
|
Deck Traps (listing): |
Waboku
Mirror Wall
|
Side-Deck (listing): |
|
Swords of Revealing
Light
ˇ
Why am I
putting this in?
o
For times
of vulnerability, it is a great stall card, and
makes up for 3 cards. Also allows the opponent to
simply suffer for 3 turns.
ˇ
How does
this make the deck better?
o
Allows
warriors and support cards to take time to unite.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes
ˇ
Is there
something better/faster that I could put in instead?
o
No
Bait Doll
ˇ
Why am I
putting this in?
o
Makes up
for almost infinite amount of anti-support cards to
destroy threats like Mirror Force.
ˇ
How does
this make the deck better?
o
Allows
warriors to go through battle more safely.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes
ˇ
Is there
something better/faster that I could put in instead?
o
No
Heavy Storm
ˇ
Why am I
putting this in?
o
Prevent
traps/spells from affecting warriors.
ˇ
How does
this make the deck better?
o
Can be
used anytime against the opponent to allow cards in
the deck to be used more safely.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes
ˇ
Is there
something better/faster that I could put in instead?
o
No
Waboku
ˇ
Why am I
putting this in?
o
Prevents
monsters from successfully attacking for a turn at
times of vulnerability (after a Raigeki/Mirror
Force/etc.)
ˇ
How does
this make the deck better?
o
Protects
all of the monsters better
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes
ˇ
Is there
something better/faster that I could put in instead?
o
No
Mirror Wall
ˇ
Why am I
putting this in?
o
Great
card for both stalling, and for tricking the
opponent into attacking a weaker monster (such as
Command Knight being by itself in attack position).
ˇ
How does
this make the deck better?
o
Protects
the monsters, allows for stalling, which is
beneficial to warrior decks.
ˇ
Does
this card support my other cards, and my Central
Idea?
o
Yes
ˇ
Is there
something better/faster that I could put in instead?
o
No
And those, of course,
were some examples.
Take a look at my old
personal decks, and some example decks, for ideas on
how much of what to put in if you’re just
absolutely clueless. (Remember, however …
they’re old decks).
The
Side-Deck
There are
creative decks out there, and you have to prepare
for all of them. Your deck most likely won’t
be able to stand on it’s on against everything (even
though that is a goal), so it is great to have a
side-deck built along-side of it.
This is
only necessary when you actually play in
tournaments, and do something called “matches.” If
I have to explain to you what a match is, please put
down this article, and re-read the rulebook.
If you
attend to a tournament that conducts matches,
make a side-deck. There is no excuse to not
have such a luxury at your side – you may run into a
deck that will force you to run more of a
certain type of card.
Now, what
should you put in your side-deck? Well, that’s
mainly dependent on what is in your deck, but I
recommend putting a good variety of fast cards in
there – mainly supports such as more
anti-support cards, more monster protecting
cards … just more of what I recommended you to have
in the basic list for support cards.
Here is an
occasion that where someone could’ve benefited by
having a side-deck:
Nathan thought his deck was rock
solid – he thought that no matter what was
thrown at him, his deck would make its way
out! But, Nathan has never fought against
the Crystal Beasts, and he would find that
his lack of anti-support cards would be the
end of him. He could’ve had the chance of
winning the second round if he carried a
side-deck with him filled with extra
anti-support cards, such as Giant Trunade,
or Dust Tornado. |
Poor Nathan! Maybe
next time, buddy.
Tip 18. If you’re going to duel in a
match, bring a side-deck. Always. |
Stage III, Deck Re-Development
So, you have a deck?
Good! Let’s get started with the final stage.
It’s
time to Duel!
Seriously,
it’s time to duel. It’s time to take that deck you
built, or stole, and duel with it.
The only
way you’re going to truly find out how good your
deck is … is to actually use it.
There are
all kinds of places where you can duel:
ˇ
The
internet, using applications like Yugioh Virtual
Desktop (or whatever else is out)
ˇ
Through
gaming online from Yugioh video games
ˇ
Your
duelist friends
ˇ
Local
tournaments
ˇ
Youself
(Shadow Dueling)
If you can’t manage a
duel with someone, then see how your deck is
operating by trying out draws, and trying out plays,
just to see if the deck is working as effective as
it should.
I actually recommend
Shadow Dueling first, as sometimes you can find
vital problems just by drawing the first few hands.
“Wow, I have too many
monsters!” You may say. So, you change your deck
ratio.
Tip 19: After building or fixing a
deck, do a few Shadow Duels to make sure the
deck is functioning in a satisfying manner.
|
Note
Taking
As I say more and
more … the organized duelist is the best duelist.
Bring a
notepad with you when you duel, and take notes
during or after the duel.
If you ever
draw a bad hand … make a note of what is bad
about it. For example, you may have too many
monsters, or you may have too many support cards, or
you may have too much fat.
Then, make
a note of the solution … what are you going to do
about it? Change the deck ratio? Cut out fat?
Your deck will not become any better if you do not
fix its flaws.
Consider
these examples:
Problem: Too many spells in
hand.
Solution: Lower amount of
spells in deck.
Problem: Opponent keeps
destroying my monsters with trap cards.
Solution: Implement more
anti-trap cards.
Problem: Necrovalley in
Gravekeeper deck keeps getting destroyed
from cards like Mystical Space Typhoon
Solution: Run more cards to
protect Necrovalley |
That’s all
you have to do. Personally, I would love to see
more duelists become organized like this… so bring a
notepad! Seriously!
Not making
notes of your weaknesses and making plans to cover
them will be your downfall.
You will
not win every duel, get use to it, and do something
to increase your chances of winning every duel.
This
is how you learn.
Tip 20: Bring a notepad when you
duel, and take notes. Note your problems,
and then note some solutions. |
Apply Solutions, Duel, then Repeat
After you
take your notes, then apply your solutions, then
guess what? Duel again!
Not much to
say here … take notes of problems, apply solutions,
duel again, then repeat the whole process over
again.
Welcome to
the Re-Development Stage.
Change
The only time where
you will go back to Stage I is when a new set
releases.
Look
through the new set, and find cards that support
your Central Idea. (This is why you need to keep
your Pre-Development Outlines). If you find any,
then write/type them down into your outline.
Go to Stage
II to make your necessary changes, if any, then go
to Stage III to make notes of any problems that you
run into while dueling.
In a game
that gets new cards added to it over and over, your
deck will not always be what it was a few months
ago. Prepare for change, and possibly, even prepare
to change into a new deck to be able to cope
with any newer cards.
A Full Example of a Developing Deck
Here, you
will see my old deck go from idea to completion.
This is
just to give you an idea of a deck developing
itself. This is not the exact list that I had used
when I was building my deck.
This will
apply everything learned from this article (… or
e-book, this is a LOT bigger than I thought it’d be)
to make one full deck.
I hope you
enjoy!
And side
note: I am following September 1, 2007 Advanced
Regulations, with a deck that is extremely
out-dated. (AKA I wouldn’t use this deck in a
tournament).
Pre-Development Stage
Central Idea |
Warrior-type Deck |
Supporting Cards |
Amazon Archer
Amazoness Blowpiper
Amazonness Chain Master
Amazonness Fighter
Amazonness Paladin
Amazonness Swords Woman
Ansatsu
Arcane Archer of the
Forest
Armaill
Armed Ninja
Armed Samurai - Ben Kei
Axe Raider
Beautiful Headhuntress
Big Shield Gardna
Black Luster Soldier - Envoy of the
Beginning
Blade Knight
Blindly Loyal Goblin
Buster Blader
Card-Blocker
Celtic Guardian
Chain Thrasher
Chaosrider Gustaph
Chthonian Soldier
Cliff the Trap Remover
Combo Fighter
Combo Master
Command knight
Crimson Ninja
Crimson Sentry
Cyber Gymnast
Cyber Prima
Cyber Tutu
D. Human
D.D. Assailant
D.D. Guide
D.D. Survivor
D.D. Warrior
D.D. Warrior Lady
Dark Blade
Dark Magician Knight
Dark Scorpion Burglars
Deepsea Warrior
Des Stalker
Destiny Hero - Blade Master
Destiny Hero - captain Tenacious
Destiny Hero - Dasher
Destiny Hero - Defender
Destiny Hero - Diamond Dude
Destiny Hero - Disk Commander
Destiny Hero - Dogma
Destiny Hero - Dorm Lord
Destiny Hero - Dreadmaster
Destiny Hero - Fear Monger
Destiny Hero - Malicious
Destiny Hero Bloo-D
Disc Fighter
Disciple of the Forbidden Spell
Don Zaloog
Doron
Dragon Manipulator
Dragon Soul Statue
Dream Clown
Elemental Hero Avian
Elemental Hero Bladedge
Elemental Hero Bubbleman
Elemental Hero Burstinatrix
Elemental Hero Captain Gold
Elemental Hero Clayman
Elemental Hero Necroshade
Elemental Hero Neo
Bubbleman
Elemental Hero Neos
Elemental Hero Ocean
Elemental Hero Sparkman
Elemental Hero Stratos
Elemental Hero Wildheart
Etoile Cyber
Exiled Force
Familiar Knight
Freed the Brave Wanderer
Freed the Matchless General
Gaia the Fierce Knight
Gate Guardian
Gearfried the Iron Knight
Gearfriend the Swordmaster
Getsu Fuhma
Gilford the Legend
Gilford the Lightning
Goblin Attack Force
Goe Goe the Gallant Ninja
Golden Homunculus
Grandmaster of the Six Samurai
Great Shogun Shien
Greenkappa
Guardian of the Labyrinth
Hard Armor
Hayabusa Knight
Hero Kid
Invader of the Throne
Jack's Knight
Judgeman
Kaibaman
Karate Man
King's Knight
Kojikocy
Lady Ninja Yae
Lava Battleguard
Legacy Hunter
Little-Winguard
Luminous Soldier
Makyura the Destroyer
Maruading Captain
Masaki the Legendary Swordsman
Mataza the Zapper
Maximum Six
Mid Shield Gardna
Mellennium Shield
Mirage Knight
Monster Egg
Mushroom Man #2
M-Warrior #1
M-Warrior #2
Mysterious Puppeteer
Mystic Swordsman LV2
Mystic Swordsman LV4
Mystic Swordsman LV6
Necro Gardna
Neo Space Pathfinder
Ninja Grandmaster sasuke
Obnoxious Celtic Guardian
Princess of Tsurugi
Protector of the Throne
Puppet King
Queen's Bodyguard
Queen's Double
Queen's Knight
Rocket Warrior
Saint Knight Itzhak
Sasuke Samurai
Sasuke Samurai #2
Sasuke samurai #3
Sasuke Samurai #4
Science Soldier
Shadow Tamer
Silent Swordsman LV3
Silent Swordsman LV5
Silent Swordsman LV7
Skull Mariner
Sonic Maid
Spell Striker
Strike Ninja
Stuffed Animal
Succubus Knight
Supply
Swamp Battleguard
Swift Gaia the Fierce Knight
Sword Hunter
Swordsman of Landstar
Swordstalker
The Creator Incarnate
The Fiend Megacyber
The Hunter with 7 Weapons
The Judgement Hand
The Legendary Fisherman
The Little Swordman
The Unfriendly Amazon
Throwstone Unit
Total Defense Shogun
Trap Master
Ultimate Baseball Kid
Wall Shadow
Warrior Dai Grepher
Warrior of Zera
White Ninja
Zombyra the Dark
Divine Sword -
Phoenix
Dragonic Attack
The Warrior Returning
Reinforcement of the Army
Legendary Sword
Fusion Sword Murasame Blade
The A. Forces
Sogen
etc.
(Again, don’t put etc. on yours. Finish it
out).
|
Global Support |
Change of Heart
Confiscation
Cyber Jar
Dark Hole
Delinquent Duo
Graceful Charity
Harpie's Feather Duster
Imperial order
Monster Reborn
Pot of Greed
Raigeki
Ring of Destruction
Snatch Steal
The Forceful Sentry
Book of Moon
Brain Control
Call of the Haunted
Ceasefire
Fissure
Giant Trunade
Mage Power
Magic Cylinder
Megamorph
Mirror Force
Morphing Jar
Mystical Space Typhoon
Premature Burial
Scapegoat
Swords of Revealing Light
Torrential Tribute
United We Stand
Royal Decree
Nobleman of Crossout
Nightmare Wheel
Mirror wall
Dust Tornado
Waboku
Bait Doll
|
Development Stage
Central Idea: |
Warrior Deck |
Deck Ratio: |
16 Monsters :
24 Support |
Deck Monsters (listing): |
Command Knight
x3
Morphing Jar
Nimble Mononga
x3
D.D. Assailant
Goblin Attack
Force x2
Exiled Force
D.D. Warrior
Lady
Blade Knight
Ninja
Grandmaster Sasuke x3
|
Deck Spells (listing): |
Reinforcement
of the Army x2
Swords of
Revealing light
Scapegoat
Heavy Storm
Mystical Space
Typhoon
Bait Doll
The Warrior
Returning Alive
Giant Trunade
Snatch Steal
|
Deck Traps (listing): |
Mirror Force
Magic Drain x2
Mirror Wall x2
Dust Tornado
Torrential
Tribute
Call of the
Haunted
Magic Cylinder
Nightmare Wheel
x3
Waboku
Ring of
Destruction
|
Side-Deck (listing): |
Bait Doll x2,
Waboku x2, Giant Trunade, Book of Moon,
Royal Decree, Magic Drain, Mirror Wall,
Goblin Attack Force, Premature Burial, The
Warrior Returning Alive, United We Stand,
Mage Power, The A. Forces
|
Pre-Development
Stage
Problem:
Lost
Command Knight to a monster card effect.
Solution:
Implement cards to downsize monster card
effects.
Problem:
Hand
size drops quickly.
Solution:
Think about ways to stall / continuously
bring up resources into hand.
Problems:
Thrown by monster effect again. (Guardian
Sphinx)
Solution:
Add
in cards to handle monster effects. |
The D.P. Theory
Well,
you’ve made it this far in my piece of writing, and
your newfound perspective of this game will
hopefully allow me to better explain a theory that I
have had for years.
Again, this
is only a thought.
The
Greatest Deck in the World
Oh, if
only it was true… but would you believe of the
possibility? Never say never – let’s think of
the qualities this “master deck” would have upon
itself:
ˇ
Ultimate monster support
ˇ
Good hands every draw
ˇ
Good draws every turn
ˇ
Ultimate deck
connection/synergy
ˇ
An unstoppable field
ˇ
A powerful hand every turn
ˇ
Everything simply works as
one full and powerful unit
ˇ
Unstoppable Field Control |
Imagine if this
deck did exist. What cards would be in it?
Well, for
years, I have theorized that the cards that’d exist
in it would have very broad support for other cards
… such as the warriors. Look at Command Knight and
how he aids the monster field with an additional 400
attack points.
Though, I
could always be wrong … it could be another
assortment of cards. The burn decks, the water
decks, the Gravekeeper decks, they all work very
strongly as a unit. It could be anything!
To find the
greatest deck, I theory that if one took the first
set that released, and found the ultimate
assortment of cards (The Master Deck) for a deck
in that set, and then updated it for the next
released set, and so-on, the final Master Deck would
eventually be found.
Every time
a set releases, I think the assortment of cards
change. One day it could be an assortment of
warriors and spell casters, the next it could be
water monsters and angels or something crazy … who
knows!
I just
believe it’s out there, and I just wanted to share
such a crazed theory. How far you readers take it
is up to you, but my journey at attempting to find
it for me has ended.
My personal
warrior deck is as close as I have gotten, as I
generally ALWAYS get good draws/hands. It is
attached at the end of this document, under “My
Personal Decks.”
Duelist Tips
Tips
Used In Article
Tip 1: Know the rules of the game.
Consistently help people in order to keep
your knowledge in check. |
Tip 2: First thing on your mind, and
the last thing on your mind, should be Field
Control. Without it, you’re finished. |
Tip 3: If there’s ever a choice take
first! |
Tip 4: Before making a move in a
duel, always ask, “What if ….” Being
cautious can be the matter of life or death
in the duel. |
Tip 5: Don’t run hand destroying
cards! (Unless they destroy your opponent’s
hand) |
Tip 6: Refrain from running lifepoint
draining cards. |
Tip 7: Try using cards that last:
continuous effects, equip cards, monsters
that can keep themselves alive for a good
period of time. |
Tip 8: Refrain from using cards that
destroy your own monsters. |
Tip 9: Refrain from using cards that
destroy your own support cards. |
Tip 10: Make a frown at a beast of a
hand! |
Tip 11: If you have it bad, pretend
like it’s the best thing ever. |
Tip 12: If the opportunity to be
sweet is there, then be sweet. |
Tip 13: If the opportunity to be sour
is there, then be sour. |
Tip 14: Try running a nice amount of
trap cards – they are not only good for
support and counters, but they are also a
good psychological addition to scaring the
opponent from moving. |
Tip 15: Never run more than 40 cards
in your deck. Ever. For any reason. |
Tip 16: Work yourself up to owning
all of the cards. Change is a big part of
the game and if you cannot afford to adapt
to it then you cannot expect yourself to
become good at it. |
Tip 17: The greatest duelist is
organized, and the greatest duelist knows
why he is doing whatever he is doing. |
Tip 18. If you’re going to duel in a
match, bring a side-deck. Always. |
Tip 19: After building or fixing a
deck, do a few Shadow Duels to make sure the
deck is functioning in a satisfying manner.
|
Tip 20: Bring a notepad when you
duel, and take notes. Note your problems,
and then note some solutions. |
Tip 21: Your hand is your heart. Your
deck is the blood supply. The weaker your
heart, the weaker you will be. Refrain from
hurting the heart at all times. Without it,
you’re dead |
Tip 22: Duel every hour, every day,
every week. If you want to become good at
this game, you’re going to have to live this
game. When no one is around to duel you,
use the internet and duel against people
online. |
Tip 23: Read every article that you
can regarding dueling – knowledge is power. |
Tip 24: Write your own articles –
it’ll put in check the knowledge that you
have, and it’ll also allow beginners to
learn something to make themselves stronger. |
Tip 25: Be positive, and be open! Be
nice to the duelists you meet, regardless of
how they treat you, and listen to what
anyone has to say. Duelists with bad
attitudes are not fun to be around with, at
all. |
Using Knowledge to Fix Decks
I’m going
to show you how to fix decks using the perspective
given in this article.
This is a
deck that I came across randomly on the forums a
pojo.com, so sorry for the guy who put this up!
Monsters (18)
Magician of Faith
Man-Eater Bug
Wall Of Illusion
Armed Dragon Lv 3 x2
Masked Dragon x3
Snipe Hunter
Element Dragon x2
Mirage Dragon
Spear Dragon
Luster Dragon
Armed Dragon Lv 5 x2
Armed Dragon Lv 7
Majestic Mech - Goryu
Spells (13)
---
Swords Of Revealing Light
Creature Swap
Stamping Destruction x2
Ekibyo Drakmord
Mystical Space Typhoon
Lightning Vortex x2
Hammer Shot
Shield & Sword
Giant Trunade
Mystick Wok
Heavy Storm
Traps (9)
---
Burst Breath
Dust Tornado
Malfunction
Sakuretsu Armor x2
Magic Jammer
Trap Hole
Waboku
Call Of The Haunted |
When looking at a deck,
the first thing you look for is if the deck has 40
cards. If the deck has ANY more than 40 cards, you
tell them to bring it down to 40 cards, and then
you’ll review it again.
If they do not know
what to take out of their deck, look at the LEAST
supported cards, and list them out. The least
supported cards are cards that probably won’t always
be able to be played fairly soon, such as Majestic
Mech – Goryu, or Stamping Destruction.
Once their deck is at
40, then you must look at the deck ratio. This deck
is at 18:22, which is good. You can ask the
individual with the deck how their draws are, and if
they ever feel they could’ve used more traps, or
more monsters, or more spells. If they ever
complain about problems, give them the solutions,
such as adding more traps.
Also, ask them about
their problems with the deck anyways. Knowing their
problems will make it easier as you, the reviewer,
to correct their deck.
Now, with their ratio
correct, and their deck at 40 cards, it’s time to
look at the cards themselves.
Cards that need to be
removed: Cards that are Fat, Cards that Harm the
User.
In this deck, there are
MULTIPLE cards that are draining resources,
unnecessarily.
Burst Breath:
Tribute 1 Dragon-Type monster on your side of the
field. Destroy all face-up monsters on the field
whose DEF is equal to or less than the ATK of the
Tributed monster.
Why run this? Why
destroy your monster to destroy your opponent’s
monsters, when there are already cards out there
that destroy your opponent’s monsters, without
harming any of your resources.
Take this card out, and
use Mirror Force, or Mirror Wall to force your
opponent to attack and fail, or Torrential Tribute,
or Dark Hole, or SOMETHING!
Magic Jammer:
Discard 1 card. Negate the activation of a Spell
Card and destroy it.
One can argument this
card, but I still recommend running one or two Magic
Drains to stave the opponent of their own resources.
Lightning Vortex:
Discard 1 card. Destroy all face-up monsters
your opponent controls.
This card can be both
good and bad – good by discarding one resource to
destroy many of your opponent’s resources, and bad
if the opponent does not have a lot of monsters on
their field, or you have really valuable cards in
your hand.
I rather run other
monster destroying cards that do not waste
resources, such as Mirror Force, Bottomless Trap
Hole, etc.
Ekibyo Drakmord:
A monster equipped with this card cannot
attack. Destroys the equipped monster at the end of
the 2nd turn of the player controlling the monster.
At that time, this card is returned to the owner's
hand.
Good card, keep it.
This card can last up to multiple turns, which saves
valuable resources!
Stamping Destruction:
You can only activate this card
when you have a face-up Dragon-Type monster on your
side of the field. Destroy 1 Spell or Trap Card
on the field and inflict 500 points of damage to the
controller of that card.
The “You can only
activate this card when” stuff basically screams,
“I’m slow and fat, remove me!”
Why run this? An
infliction of 500 is nice, but not at the expense of
being so slow. Run Dust Tornados, or Bait Dolls (a
card that can generally last a while, saving
valuable resources).
I also recommend
running a slightly bit more traps for psychological
warfare. Get rid of some of that flab I told you,
and add in cards like Mirror Force, Mirror Wall,
Bottomless Trap Holes.
If you’re going to have
a deck to compete, you cannot shy away from what we
duelists consider “staples.”
And, looking at the
monsters… make sure they support each other, and
make sure the spells and traps handle their
weaknesses.
If you’re going to run
weak monsters like Mirage Dragon, Element Dragon,
Magician of Faith, and Man-Eater Bug, you’re going
to have to add support cards that aid in destroying
higher-attack monsters.
This deck does a pretty
good job at that with the amount of anti-monster
cards, but you want your opponent to fall into your
traps, rather than you fall into theres, so buff up
the traps a bit, and let their higher-attack
monsters go at it. When they die, you’ll have more
time and a better opportunity to strike back.
When you edit a deck,
remember these steps:
ˇ
Make sure
the deck is at 40 cards
ˇ
Make sure
the ratio is correct
ˇ
Ask user
what problems that have, and suggest solutions
ˇ
Always
tell them WHY you are taking away, or replacing a
card. Don’t just give them changes and say “Here
you go.” The person who asked for the deck fix will
never understand, and will never be
able to help themselves.
ˇ
Look for
the fat, and get rid of it. You want the deck to be
fast, effective, and conservative on resources.
ˇ
Look at
the monsters and their strengths and weaknesses, and
see if the spells and traps are making up for them.
If they’re not, think of the best cards that
can best supplement and support the monsters.
(If you don’t know all the cards, it may take
a bit of personal research, but this is a benefit
for your growing knowledge).
Words to Card Developers
Bring Forth Support
Not sure
how much things have changed, but I hope this
article gives the developers a slight insight on
their cards here, and why cards have ended up in the
restricton/ban list.
I recommend
making more cards that support older cards, rather
than watering the game and continuously making newer
and newer monsters and themes.
Of course,
I see support being slowly made to cards that have
lacked it for years (dinosaurs, reptiles,
etc.) but just look back at the old cards, and see
which ones could use a bit more cards to support
them. I mean, why waste them and let them rot
away? Remember my discussion about ritual monsters?
Adding more
support to what we already have will push the
creativity envelope when it comes to competitive
duelists making decks. I appreciate seeing some new
Different Dimensions and Gravekeepers here and
there, but go beyond that!
I’m just
making a note of this for the overall health of this
game. Keep supporting those that need it the most.
And
a slight whine
This GX
stuff is somewhat interesting and all, but the old
cast must make a bigger return.
A lot of
dedicated fans were dedicated fans of the old cast –
and to kill them off is just a smack in the face for
some of us.
I saw a few
GX episodes, and it’s nicely made, but it doesn’t
capture the show that I, and many other old fans,
feel in love with. I feel this GX stuff is a bit
lighter in mood (“Get your game on!” … what?), and
kinda alienates some older audience members here and
there.
However, I
can only say what’s on my mind. Yu-Gi-Oh R would
make an interesting anime….
My Personal Decks
Again,
these decks are old. Don’t expect to win anything
with them now.
Warrior Deck
3|Db2|Command Knight
1|Mrd|Mirror Force
2|Lod|Reinforcement of the Army
1|Lob|Swords of Revealing Light
1|Tp4|Morphing Jar
1|Sdj|Scapegoat
2|Psv|Magic Drain
2|Psv|Mirror Wall
1|Psv|Dust Tornado
1|Mrd|Heavy Storm
1|Mrl|Mystical Space Typhoon
1|Lon|Bait Doll
1|Lod|The Warrior Returning Alive
1|Sd4|Torrential Tribute
1|Psv|Call Of The Haunted
3|Mrl|Nimble Momonga
1|Dbt|D.D. Assailant
2|Psv|Goblin Attack Force
1|Lod|Exiled Force
1|Dcr|D.D. Warrior Lady
1|Db2|Blade Knight
1|Lon|Magic Cylinder
3|Pgd|Nightmare Wheel
1|Sdj|Waboku
1|Mrl|Giant Trunade
3|Sod|Ninja Grandmaster Sasuke
1|Mrl|Snatch Steal
1|Pgd|Ring of Destruction |
Muka Muka Deck
1|Sod|Enraged Muka Muka
3|Mrd|Muka Muka
1|Dcr|Goblin of Greed
1|Ioc|Spirit of the Pot of Greed
1|Ast|Avatar of The Pot
1|Mrl|Cyber Jar
1|Mrl|Hiro's Shadow Scout
1|Tp4|Morphing Jar
1|Sdd|Sinister Serpent
3|Mrd|Magician of Faith
3|Mfc|Des Koala
1|Mrd|Sangan
1|Lob|Pot of Greed
1|Sdp|Graceful Charity
1|Pgd|Reckless Greed
1|Psv|Appropriate
1|Sdy|Card Destruction
2|Fet|Good Goblin Housekeeping
1|Sod|Heavy Slump
1|Mfc|Jar Robber
2|Psv|Forced Requisition
1|Lod|Bubble Crash
1|Mrl|Giant Trunade
1|Mrl|Snatch Steal
2|Psv|Gravity Bind
1|Mrl|Messenger of Peace
1|Sdj|Penguin Soldier
1|Dl5|Restructer Revolution
1|Mfc|Secret Barrel
1|Ioc|Compulsory Evacuation Device
1|Pgd|Disturbance Strategy |
Kaiba Deck 1
1|Ioc|Chaos Emperor Dragon - Envoy of the
End
2|Lob|Blue-Eyes White Dragon
1|Mrd|Sangan
1|Mfc|X-Head Cannon
1|Mfc|Y-Dragon Head
1|Mfc|Z-Metal Tank
3|Mrl|Giant Germ
1|Mfc|Tribe-Infecting Virus
1|Rds|Mirage Dragon
1|Ct1|Blade Knight
1|Ep1|Familiar Knight
2|Lod|Marauding Captain
1|Lod|Reinforcement of the Army
1|Lob|Raigeki
1|Pgd|Ring of Destruction
1|Lon|Ekibyo Drakmord
1|Lob|Swords of Revealing Light
2|Sdy|Waboku
1|Tsc|Riryoku
1|Ast|Enemy Controller
1|Mrl|Snatch Steal
1|Psv|Dust Tornado
1|Mrd|Magic Jammer
1|Ioc|Zero Gravity
1|Mrl|Mystical Space Typhoon
1|Sdy|Monster Reborn
1|Psv|Call Of The Haunted
1|Lob|Pot of Greed
1|Sdp|Graceful Charity
1|Mrd|Seven Tools of the Bandit
1|Mfc|XYZ-Dragon Cannon
1|Mfc|XY-Dragon Cannon
1|Mfc|YZ-Tank Dragon
1|Mfc|XZ-Tank Cannon
1|Sdd|Harpie's Feather Duster
1|Fet|Deck Devastation Virus
1|Dcr|Vampire Lord
1|Lon|Zombyra the Dark
1|Psv|CeaseFire |
Kaiba Deck 2
1|Sod|Horus the Black Flame Dragon LV8
1|Ioc|Chaos Emperor Dragon - Envoy of the
End
1|Sod|Horus the Black Flame Dragon LV6
1|Sd2|Vampire Lord
1|Sye|Zombyra the Dark
1|Mfc|Tribe-Infecting Virus
1|Ct1|Blade Knight
1|Sod|Horus the Black Flame Dragon LV4
1|Mrd|Witch of the
Black Forest
1|Mrl|Cyber Jar
1|Psv|Morphing Jar #2
1|Rds|Mirage Dragon
1|Ioc|Curse of Darkness
1|Psv|CeaseFire
1|Mrd|Heavy Storm
1|Psv|Imperial Order
1|Mrd|Magic Jammer
1|Lob|Pot of Greed
1|Sdp|Graceful Charity
1|Lob|Monster Reborn
1|Psv|Call Of The Haunted
1|Rds|Divine Wrath
1|Fet|Swords of Concealing Light
1|Mrl|Snatch Steal
1|Fet|Meteor of Destruction
1|Psv|Dust Tornado
1|Mfc|XYZ-Dragon Cannon
1|Mfc|XY-Dragon Cannon
1|Mfc|XZ-Tank Cannon
1|Mfc|YZ-Tank Dragon
1|Mfc|X-Head Cannon
1|Mfc|Y-Dragon Head
1|Mfc|Z-Metal Tank
3|Mrl|Giant Germ
1|Sjcs|Crush Card Virus
1|Fet|Deck Devastation Virus
1|Ioc|Destruction Ring
1|Lon|Ekibyo Drakmord
1|Mrl|Megamorph
1|Mrl|Mystical Space Typhoon
1|Sdp|Waboku
1|Sjc|Shrink
-SIDE DECK-
1|Mrl|Shining Angel
3|Bpt|Blue-Eyes White Dragon
2|Wc5|Kaibaman
1|Bpt|Lord of D.
1|Sdk|The Flute of Summoning Dragon
1|Dcr|Kaiser Glider
1|Ske|Kaiser
Sea Horse
1|Ksd|Emissary of Destruction
1|Ksd|Emissary of Obliteration
1|304|Death Gremlin
2|Sdy|Waboku |
Boneheimer Deck (don’t ask)
3|Lon|Boneheimer
1|Rds|Creeping Doom Manta
3|Ioc|Don Turtle
1|Phg|Gora Turtle
1|Pgd|Jowls of Dark Demise
1|Sdj|Penguin Soldier
1|Ast|Piranha Army
1|Sdd|Sinister Serpent
1|Ioc|Torpedo Fish
2|Cmc|Abyss Soldier
3|Lod|A Legendary Ocean
2|Pgd|Terraforming
1|Lob|Pot of Greed
1|Sdp|Graceful Charity
1|Mrd|Mirror Force
1|Lon|Mage Power
1|Lon|Tornado Wall
3|Sd4|Gravity Bind
1|Mfc|Spell Shield Type-8
1|Mrd|Seven Tools of the Bandit
1|Mrd|Magician of Faith
1|Mrl|Snatch Steal
1|Mrl|Mystical Space Typhoon
1|Psv|Premature Burial
1|Psv|Dust Tornado
1|Mrl|Messenger of Peace
1|Ioc|Amphibious Bugroth MK-3
1|Mrl|Mother Grizzly
2|Mrl|Axe of Despair |
One Devastating Deck (if used correctly)
1|Pgd|Helpoemer
1|Tp2|Morphing Jar
3|Psv|Morphing Jar #2
1|Mrl|Cyber Jar
3|Tp3|Needle Worm
1|Dcr|Tsukuyomi
1|Mfc|Old Vindictive Magician
1|Mrl|Hiro's Shadow Scout
3|Mfc|Des Koala
1|Mrd|Sangan
2|Psv|Skull Invitation
2|Mrl|Giant Trunade
1|Mrd|Heavy Storm
1|Sye|Card Destruction
1|Lob|Pot of Greed
3|Pgd|Book of Moon
1|Psv|CeaseFire
2|Ast|Soul Reversal
1|Sdj|Ultimate Offering
2|Psv|Gravity Bind
1|Tp5|Magical Thorn
3|Psv|Magic Drain
1|Ioc|Stumbling
1|Pgd|Ring of Destruction
1|Mrl|Messenger of Peace
1|Lob|Swords of Revealing Light |
Conclusion
I
should’ve written this years ago.
Thanks to
Michael S. (splitfate, or Mike), Charlie Hardin,
Greg Ingham (aka The Jester), Nick, Dallas, Alana,
Mandee, Ryou, Naty, Steven, Selena, Javier, Ryan,
Lee, Tony, Fred, Eric, Rob, Legaladdict, and all the
other people I said I wouldn’t thank but am thanking
anyways just for giving me the time of my life.
Who cares
if this game is “nerdy.” It’s fun as hell.
If anyone
has found any value out of this article, or have any
stories, send me some stuff at
god.of.design@gmail.com. Hearing from you
people makes it seem like I didn’t spend hours
typing 19,000+ words for nothing!
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