Subject: An 8-page article I wrote that I would like to have featured. Hi. I wrote an article I would like to have featured, so that the maximum amount of people read it. I'm not sure whether you would like it just on the email or attached, so I'm doing both. Now the article: Hi. Welcome to my token introductory paragraph where I give you irrelevant information that in no way pertains to the info you’ve come seeking in this article. My name is Glenn Jones. I started playing Yu- Gi-Oh when it came out. I am the top ranked duelist in my area, and I would be ranked quite high nationwide were it not for the fact that I have had to constantly miss tournaments for other real life commitments. As such, my tournament rating has taken a hit. But the most interesting fact about my Yu-Gi-Oh career is that I have only lost two matches, matches being best 2 out of 3 competitions. In total I have lost only 7 games. And whether that is based on the player competency of my area or on my own skill, I have decided to write this article in order to offer a guide to winning and deck construction. The largest concern in Yu-Gi-Oh is that your deck be as good as it can be. It has to have one specific ideal. These are the deck concepts I have seen: destroy an opponents LP by quick beatings (beatdown), get a certain notorious 5 cards in hand (exodia), stall an opponent long enough to run them out of cards or take all their life points by a hard to destroy damage source (control), keep control of the table while using efficient monsters to demolish the opponent (aggressive control), quickly play good fusions (fusion), or lay down some kind of combo (combo). Each deck has its strengths and weaknesses, which I will examine in depth. I. The Different Kinds of Decks Beatdown. The single goal of a beatdown deck is to overrun the opponent using a force of aggressive creatures. This is strong because this deck can punish opponent’s bad draw. In Yu-Gi-Oh there is no way to improve a bad starting hand other than wait; you can’t send it back. As such, a bad draw can leave a large gap for beatdown. Its also effective because the attack powers of level 4 monsters have with the newer sets become better than the defense stats of level 4s. There are also much better equip cards such as Axe of Despair and even Malevolent Nuzzler. One of the weaknesses of this deck is its notoriety. Anyone who comes to a tourney not expecting beatdown should learn some very fast lessons. As such, many people design decks especially to take advantage of the cards beatdown relies on. One of these decks is the Gravity Bind deck, for obvious reasons. Exodia. Stall, search, and draw until you get the five parts of Exodia, whereupon you win unless you’re really stupid. I did actually see a guy hold the exodia combo til his opponents turn, and his opponents draw was the last part allowing him to declare a draw. Pretty pathetic. But anyway, the staples here are the parts, Sangan and Witch of the Black Forest, Mystic Tomato, Painful Choice, and Backup Soldier. The weaknesses are of course discard and really overwhelming beatdown. One of the double-edged swords of this deck is Exodia the Forbidden One (the head). This piece has an effect (the “win the game” one), and as such can’t be used in the Painful Choice/backup Soldier combo, or in fact discarded at all. It’s one of the parts you need to find first, and it’s the weakest, meaning the most vulnerable to early disruption. That kind of sucks. Anything that can take out an Exodia deck’s defenses will stand a good chance also. Control. While I haven’t seen one that worked consistently yet, I have seen them tried, mostly as fruity “all magic and trap” decks. I personally think any deck shut down by Jinzo and/or Imperial Order is going to have lotsa problems with the environment post-PSV. One control deck that is viable is the old Catapult Turtle-Shield and Sword deck, which can do all right. It has some decent beatdown matches, but has trouble vs. slower more consistent decks. Good luck all you stall players out there; it’s an uphill battle. The weakness of control in today’s environment is that it doesn’t have an unstoppable kill strategy, and that it sucks, once again with perhaps the exception of Turtle. Sorry, but that’s the truth. Aggressive Control. This is one of my current favorites in the environment. Depending upon your hand you can play fast beats or stall until you take the field. It’s a well-rounded archetype with a very situational play style, and many variations (Gravity Bind, Velocity Prime, Mid-Range, etc. Sorry if I used names you’re not familiar with). It’s weaknesse lie on times when some of the faster decks get goodhands, and you just can’t cope. Sometimes the cards aren’t there. Sometimes you wish some of your offensive monsters were defensive monsters. While a very solid choice, typically bad plays or draws can steal games away from you. Fusion. A deck relying on a bunch of 3-card combos that all suck with the sole exception of Black Skull Dragon is no deck at all. Unless you can draw Polymerization, Summoned Skull and Red Eyes Black Dragon 2 out of every 3 games, don’t bother. Fusion suxors. Combo. If any of you find a deck with a non-Exodia combo in it that reliably kills and isn’t restricted, email me. I don’t consider the whole Shield and Sword Turtle bit a combo, just a form of control. I’m not holding my breath though. So those are the different archetypes. Whew. Whichever you play, and I’m almost positive you play one, you now know a little more, hopefully, about it, and about its enemies. Now I’m going to move on to actual deck theory and construction. II. Card Theory One of the prime reasons I wrote this is because people kept asking me “Why do you win? How do you do it? Was it something I did?” So I’m going to answer them. Most of these are really simple, but people just don’t hink about them. My most important rules of deck- building are as follows: use good cards only, use card advantage as much as possible, and keep your deck size to a minimum. Good cards. This wouldn’t seem so hard, but this is something I see people messing up over and over. Let’s evaluate some common misconceptions about good and bad cards. Dian Keto is a bad card. It gives you 1000 life, which is less than any offensive monster in the game’s attack power. This means it can’t even reliably deny death for a single turn. It is NOT a two-card combo with Dark Elf. By the way Dark Elf is a good example of a “good card”. Dark Elf’s low level combined with its high attack stats make it, in my opinion, a staple of beatdown, and I personally love etleast one in my stall decks. It can take out almost every level 4 or lower monster in the game, and at a reasonable cost. I don’t activate more than five times a game, but let’s face it: If there was a card that said “Pay half your life points: Win.” I think we’d all play it. I’m happy to trade 1000 of my life points for 2000 of yours, or aone of your even more dangerous monsters. Rather than take 1800 from La Jinn, pay 1000 to destroy it. Solemn Judgment is also a good card (though I don’t play it; I don’t have room, and haven’t found a need to drop the cash for it). It provides a potentially game-breaking effect for an exorbitant, but not impossible, payment. Card advantage ties into what makes a card good. Effects that get you two for one, like Pot of Greed, are examples of card advantage. Raigeki is another. More “situational” examples are Card Destruction and Dark Hole, which can allow you to trade “worthless” or “bad” resources for better ones in Card Destruction’s case, and for the opponent’s better cards in both cases. Cards like Two-Pronged Attack suck because it’s a three for one. There are some cards that walk the line. The most notable are Tribute to the Doomed and Relinquished. Tribute to the Doomed’s effect is very good: the destruction of one monster, regardless of its power level or its status on the field or whatever. This can win games. It’s decided two of the games I lost because they were able to destroy face down monsters I had with game- winning effects. I respect the card. Relinquished is a little different. I’ve faced turn one Relinquished four times, and the card itself eight times. It’s etleast a three for one (Relinquished, Black Illusion Ritual, and the monster for one of your opponent’s monsters) which is pretty iffy, but its continuous board presence is strong and it can become indomitable. If it weren’t for magics, traps, and flip effects, I’d say he was one of the best cards in the game. But as is, I personally feel he can’t cut it. Keeping a tight deck is one of the most disobeyed rules. There are a select number of broken cards (i.e. the staple magics, traps, Jinzo, etc.) that are restricted because they are so powerful. A 40 card deck has a better shot at drawing those than a 41 card deck, or a 50 card deck, or a…you catch on fast. Also, it’s very important for decks strategizing around one card to be at a minimum, like the Gravity Bind deck. This is a simple rule, but an important one. III. Building a Deck Now for some deck construction. The Upper Deck rules book says that you should run one monster for every one magic or trap card that you run. I don’t like this. Too often I found myself monsterless using that ratio. Since I use a 40-card deck, here is the patented Glenn Jones ratio: 23:17. I run 23 monsters, traditionally, though it may vary from deck to deck, depending on theme. I find that I can play a game if I’m a little light on magics or traps because sheer hate for them almost makes it negligible (not really, but you know…). But you flat out can NOT stay in a game without some kind of monster, and that’s why I upped the ratio. It may not seem like a large change, but it is a small addition to consistency. “Deck building is in the details.” -Jay Schneider He’s right. The smallest alterations, such as the ratio I just mentioned, are the culminative differences between being a good duelist and a great one. Since there are few win conditions and many ways to achieve them, I’m going to be giving a few examples of beatdown, aggro- control, Exodia, and Catapult Turtle. These are all with Pharoah’s Servant restrictions. I will be excluding tournament pack cards, but if you have Mech Chasers or Morphing Jars, toss them in. Or better yet send them to me. You’ll notice I’ve excluded the crappier decks. Before going on I’d like to clearly state that these decklists and even my opinion of “suckage” are all mine and while I believe them to be right, you shouldn’t take them as the Gospel. Here’s my list for beatdown, all-out style. A. Beatdown 1x Jinzo 3x La Jinn 3x 7-Colored Fish 3x Harpie’s Brother 2x Goblin Attack Force 2x Dark Elf 3x Magician of Faith 1x Cyber Jar 1x Witch of the Black Forest 1x 4-Starred Ladybug of Doom 3x Hayabusa Knight 3x Axe of Despair 1x Raigeki 1x Dark Hole 1x Change of Heart 1x Monster Reborn 1x Pot of Greed 1x Swords of Revealing Light 2x Heavy Storm 1x Premature Burial 2x Trap Hole 1x Mirror Force 1x Imperial Order 1x Call of the Haunted I personally wonder often if I should drop 2 Fish for a Maha Vailo. Every now and then I do, but there’s usually no real change in play, and Vailo requires an Axe, so I’ll leave it as is now. The 1800 Attack Peeps: they are standard beatdown. Jinzo: Too Godly. Also allows shutting down of Imperial Order (including yours) Dark Elf and GAF: they beat the standard beatdown. Magician of Faith: Allows easy reuse of the standard broke magics. Staple. Cyber Jar: Destroys their defenses, allows you to gain a massive board advantage or recover from a bad one. Witch of the Black Forest: Dash those Pharoah’s Servant restrictions! Thins deck, consistency, searches for…. 4 Starred Ladybug of Doom: One of these will be in every deck I create. Just one. Witch or Sangan allows to search, and it can glean some massive card advantage…side out when useless (Bind, Exodia, etc.)(More on side deck later) Hayabusa Knight: I really like this guy. What with three axes and all he can be a powerhouse, and even without, he allows massive early damage. Did I mention I really like him? 5 Staple Magics (6 with SoRL): Staples. Heavy Storm: Take away opponent’s tricky stuff, ensure a win. Premature Burial and Call of the Haunted: Brings them back for seconds. Trap Hole: I enjoy baiting opponents into Trap Holes by flipping Bugs, Knights, Witches, Mages, etc. They think they’ll get some LP damage by hitting these low attack dudes, and end up wasting a turn. Mirror Force: Duh. Imperial Order: insurance against magic-wielders. Very annoying to play against. Just be careful with the LP. Until I’ve heard otherwise, you HAVE to pay 700. Now here’s some Aggro Control; 3 decks: Bind, Mid-Range, and Velocity (courtesy of Aeroblade). B. Gravity Bind 3x Hayabusa Knight 3x White Magical Hat 3x Magician of Faith 2x Jinzo #7 3x Man-Eater Bug 2x Sangan 1x 4-Starred Ladybug of Doom 1x Cyber Jar 2x Mask of Darkness 1x Raigeki 1x Dark Hole 1x Change of Heart 1x Monster Reborn 1x Pot of Greed 1x Swords of Revealing Light 1x Premature Burial 3x Axe of Despair 3x Trap Hole 1x Mirror Force 1x Imperial Order 3x Gravity Bind 1x Magic Jammer 1x Call of the Haunted This is my current bind list. I’m only covering cards I haven’t already covered, or that need revisiting. White Magical Hat: One of the better 3 stars, he provides disruption cheap and quick. Lethal with Axe. Jinzo #7: Poke. Poke. This + Axe = Chop! Very annoying, and wins games more often than you’d think. Man-Eater Bug: Get rid of…anything in the way. Including face-down. Nice. Sangan: Gets…everything in the deck. Mask of Darkness: Most commonly gets lost Binds…sometimes Mirror Force or others. Axe of Despair: ABSOLUTELY necessary. Without it, you are unable to deal enough damage, and can be stopped eventually by simple La Jinn, relying on Raigeki to win. Not a good plan. Trap Hole: More necessary here because you have to stop the early beatdown. Imperial Order and Magic Jammer: Order does negate Axe, but both are necessary to stop Heavy Storm. A poking Jinzo #7 has won many a game with Imperial Order backing him up. Gravity Bind: Yeah…any unrestricted card that stops several decks cold in their tracks has got to have some merit…Right? C. Mid-Range Beatdown 1x Sangan 2x 7-Colored Fish 3x La Jinn 3x Harpie’s Brother 1x Witch of Black Forest 3x Wall of Ilusion 2x Dark Elf 1x Goblin Attack Force 3x Magician of Faith 1x 4 Starred Ladybug of Doom 2x Man-Eater Bug 1x Cyber Jar 1x Raigeki 1x Dark Hole 1x Change of Heart 1x Monster Reborn 1x Pot of Greed 1x Swords of Revealing Light 1x Snatch Steal 1x Premature Burial 3x Axe of Despair 2x Heavy Storm 2x Trap Hole 1x Mirror Force 1x Call of the Haunted This deck runs a couple of more defensive dudes and is better designed for administering easier card advantage battles against aggressive decks. This sheer strength can put it in the lead quickly, and stuff like Wall of Illusion gives it strong comeback capabilities. This and Man-Eater Bug are the only notable cards changed in the deck, but their presence is a flux in play style, and changes the more finesse points of the deck. Here’s Velocity, courtesy of Aer0blade D. Velocity Prime Monsters 3x Dark Elf 3x Magician of Faith 3x Jirai Gumo 2x Goblin Attack Force 1x Witch of the Black Forest 1x Morphing Jar 1x Morphing Jar #2 1x Cyber Jar Magic 3x Megamorph 2x Tribute to the Doomed 2x Heavy Storm 2x Fissure 1x Card Destruction 1x Raigeki 1x Dark Hole 1x Change of Heart 1x Monster Reborn 1x Pot of Greed 1x Giant Trunade 1x Delinquent Duo 1x Nobleman of Crossout Traps 2x Trap Hole 2x Solemn Judgement 1x Imperial Order 1x Minor Goblin Official 1x Mirror Force Side Deck 2x Monster Recovery 2x Mystical Space Typhoon 2x Magic Drain 1x Giant Trunade 1x Confiscation 1x The Forceful Sentry 1x Trap Hole 1x Goblin Attack Force 1x Solemn Judgement 1x Morphing Jar #2 1x Magic Jammer 1x Nobleman of Crossout First off, mad props to Aer0blade for his skillz. I hope he doesn’t mine my posting his deck in this article… he already made it public knowledge on the boards, so I figure it’s all right. I personally have a helluva lot to say about that monster to mt ratio, but it is his deck so I’m posting it as is. One of the fundamental problems of equip magic, a kind of card his deck relies on and many of my decks use, is that often they yield card disadvantage, because if the mon dies, you lose the equip too and that’s sad. This deck, though I consider it Aggro-Control, can get faster starts than even the beatdown. I prefer its controlling elements, considering all those level 18s can’t go through any of your offensive monsters, but sometimes it has to sit back, like when you’re at a low life and have no Morph to push through with. Since its play style relies on the cards it has at its disposal, I decided to call it Aggro Control. But make no mistake, this deck can kill. Fast. There are a select few equips that are effective enough to get past this: Megamorph, Axe, Premature, and Snatch Steal. In Aer0’s deck I would personally want to add in another Goblin Attack Force, and etleast another four monsters, perhaps Hayabusa Knights or something else that allows for such lightning fast starts. But to each their own; and this deck is a beating (as long as it draws mons =/). Here’s Exodia, for all you rich people *sigh* E. Exodia 5x Parts of Exodia 1x 4 Starred Ladybug of Doom 2x Sangan 1x Witch of the Black Forest 3x Mystic Tomato 3x Magician of Faith 3x Wall of Illusion 3x Man-Eater Bug 1x Raigeki 1x Dark Hole 1x Monster Reborn 1x Pot of Greed 1x Swords of Revealing Light 2x Mystical Space Typhoon 1x Painful Choice 1x Mirror Force 2x Backup Soldier 3x Gravity Bind 3x Waboku 2x Trap Hole This is my standard Exodia. Not a whole lot of testing has gone into tuning it, so these are just raw numbers. It’s based on the principle of saying “Stop hitting me, so I can win!” It’s sound principle. I’m sure you can figure Painful Choice and Backup Solider, and the rest is pretty much stall and search…Nothing that really needs any in-depth exploration, so I’ll skip that. And last…Catapult Turtle F. Catapult Turtle 3x Catapult Turtle 2x Sangan 1x Witch of the Black Forest 3x Giant Soldier of Stone 3x Wall of Illusion 3x Magician of Faith 1x 4 Starred Ladybug of Doom 1x Cyber Jar 3x Man-Eater Bug 1x Raigeki 1x Dark Hole 1x Pot of Greed 1x Change of Heart 1x Monster Reborn 1x Swords of Revealing light 1x Snatch Steal 2x Soul Exchange 3x Shield and Sword 2x Heavy Storm 1x Mirror Force 2x Waboku 2x Trap Hole This deck runs more Magics than most, which is appropriate due to its control structure. It runs stall tactics as main defense, but the true power of the deck lies in Magician of Faith, which it relies upon in order to gain a foothold in the game through sheer power. An Imperial Order will cause a lot of problems for this deck. Nothing bears a whole lot of talking here… Once again, this is a more rough idea than the previous; untuned, with simple consistency. I personally don’t play this deck, but a friend of mine does. This deck has a lot of room for variation; I’ve seen some decks go beatdown with Axes and turtle, just disregarding turtle… That is just another interesting take on the deck. Now onto a portion of deck construction almost everyone neglects: the Side Deck. I have read many misconceptions about the Side Deck, and would like to state the tournament rules now. Whatever deck you register, or in less formal settings play game one of round one with, is your Main Deck. After playing Game 1, you are free to swap up to 15 cards from the Main with up to 15 from the Side Deck. No more or less than 15 cards may be included in a Side Deck. You must then return your deck to its original state after that match. You may not play any Game Ones with an altered Main Deck. If you know your next round opponenet is playing Exodia, you are not allowed to just put some discard stuff in your deck before you play Game One. After Game One, you may place any of the 15 cards in Side Deck…so on. Now to Side Deck construction. IV. Side Deck Side Decks will vary from area to area. I trust in your tournaments there are people who consistently make the top rank or ranks; simply put cards thee designed to beat them Discard for Exodia. Stuff that kills face-down cards is good against Turtle. Against beatdown you run some stuff to stall them out. Here’s the Side Deck I use: 2x Nobleman of Crossout 3x Robbin Goblin 1x Card Destruction 2x Mystical Space Typhoon 2x Tribute to the Doomed 1x Tremendous Fire 2x Waboku 2x Fissure Crossout wrecks Turtle and Exodia, or etleast hurts it, Goblin and Card Destruction good on Exodia, Typhoon is classic anti Magic/Trap, tribute is good on those effect reliant people, Waboku and Fissure are good on beatdown, and Tremendous Fire… Let’s just say I’ve managed to use that on a few people with Magician and take a win right out from under them. It’s my oddball card. This is the conclusion of my article, for those of you who made it this far. I hope my treatises into the world of Duel Monsters have been helpful or etleast moderately enlightening for you and that you will be better prepared for your next duel. Until next time, valete! Sayonara, Glenn Jones Also known as the Magic Weasel, or variances of that alias Send comments to magicweasel@comcast.net