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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:

·        You drew a bad hand (not speaking ratio)

·        You are drawing bad/useless cards (not speaking ratio)

·        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:

·        Weakly supported

·        Support other cards weakly

·        “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:

·        You drew a bad hand (not speaking ratio)

·        You are drawing bad/useless cards (not speaking ratio)

·        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:

 

·        Water-Attribute

·        Different Dimensional

·        Dragon-type

·        “A deck that simulates a virus, and slowly eats the opponent to death from the inside.”

·        Warrior-type

·        Normal Monsters

·        “A burn deck.”

·        “A deck that has strong-defense monsters, and defeats the opponent from burning.”

·        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:

 

·        Why am I putting this in?

·        How does this make the deck better?

·        Does this card support my other cards, and my Central Idea?

·        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

 

·        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).

·        How does this make the deck better?

o       Well, it keeps it moving faster, and I can play him instantly.

·        Does this card support my other cards, and my Central Idea?

o       Yes.

·        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)

 

·        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

 

·        Why am I putting this in?

o       He is a great offensive monster, and his effect will aid greatly with field control.

·        How does this make the deck better?

o       It helps me retain field control, and it is fast.

·        Does this card support my other cards, and my Central Idea?

o       Yes.

·        Is there something better/faster that I could put in instead?

o       Not at the moment.

 

Blizzard Dragon (second)

 

·        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)

 

·        Why am I putting in ANOTHER one?

o       Because he is that awesome, and I want him in my hand!

 

Nimble Mononga

 

·        Why am I putting this in?