basic deck strategies

Upload: azfar-sulaiman

Post on 10-Apr-2018

219 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/8/2019 Basic Deck Strategies

    1/26

    Basic Deck Strategies [#BDS]

    =======================================

    There are several different types of stategies a deck can implement.

    These

    strategies are basically how a deck will play, and how a deck plans to

    win.

    a. Swarm or Aggressive

    This type of strategy is pretty straightforward. The goal of this type

    of deck

    is to swarm your opponent with more monsters than they can handle. This

    type

    of deck often has many ways of special summoning monsters, or getting

    more

    monsters from the deck. A swarm deck will usually pack some removal

    spells

    to clear away anything that is stopping your monsters from running over

    the

    opponent. The main goal is to win as quickly as possible, giving youropponent very little time to do anything.

    b. Control

    This type of deck likes to win by card advantage, or basically having

    more

    cards than the opponent. Control decks will usually pack a lot of

    removal

    cards, and quite often some form of making the opponent discard. Once

    the

    control player has gained enough card advantage, it's basically a walk

    in

    the park to win a duel. If you have 4 cards in your hand, while your

    opponent

    only has 1, chances are you are going to win, even if your opponent

    still has

    8000 life points, just due to the fact that you have more cards. More

    cards

    give you more options while playing, and having more options than your

    opponent can really put your opponent in an uphill battle.

    c. OTK (One Turn Kill)

    OTK decks aim to use a certain combination of cards that will let them

    winin a single turn by dealing 8000 or more points of damage. A great

    example of

    this is to use Advanced Ritual Art (sending a couple of

    Mechanicalchasers to

    the graveyard) to summon Demise, King of Armageddon, and using his

    effect to

    clear the field. Then, normal summon Black Salvo to bring back a

    Mechanicalchaser from the graveyard, and sychro summon a Dark Strike

    Fighter.

  • 8/8/2019 Basic Deck Strategies

    2/26

    Attack directly with both Demise and DSF (5000 damage), then use DSF's

    effect

    twice, tributing the Demise and the DSF himself (dealing the remaining

    3000

    damage).

    d. Stall or Low-Level

    Stall decks will use cards like Level Limit-Area B, Gravity Bind, and

    Messenger

    of Peace in an attempt to stop the opponent from attacking. From there,

    a stall

    deck can use a number of methods to winning, including low-level

    monsters that

    can still attack, burn, deck-out, or an alternative winning method

    (such as

    Final Countdown).

    e. Burn

    Usually combined with stall cards, burn decks will use cards that

    inflict

    direct damage to the opponent. One of the most popular win cards for a

    burn

    deck is Wave-Motion Cannon, but there are a variety of other burn cards

    as

    well. There are also monster that have effects to inflict direct

    damage, such

    as Des Koala and Stealth Bird.

    f. Deck-Out

    If you try to draw a card, but there are no cards left in your deck,

    you lose

    the game. A deck-out strategy tries to make that happen to your

    opponent.

    Necroface, Morphing Jar, Needle Worm, and Morphing Jar #2 are all

    popular

    choices for this type of deck. It is also not uncommon that a few stall

    cards

    show up in this type of deck either.

    g. Alternative Winning Methods

    There are a handfull of cards that will let you win the game when

    certain

    conditions are met. These cards will have the entire deck based around

    meeting

    those conditions in order to win. Here's a list of the alternative win

    cards:

    Destiny Board

    Exodia, the Forbidden One

  • 8/8/2019 Basic Deck Strategies

    3/26

    Exodius, the Ultimate Forbidden Lord

    Final Countdown

    Last Turn (this card is currently banned)

    Vennominaga, the Deity of Poisonous Snakes

    ==================================================

    3. The Deck Building Process - Archetype [#DBPA]

    ==================================================

    a. Selecting a Theme

    The first thing you should do when building a new deck is to select the

    theme

    for the deck. A theme can be almost anything. A theme could be based

    around a

    single card, such as Blue-Eyes White Dragon, a type of monster such as

    Warrior,

    a specific attribute such as Light, or even a group of specific

    monsters such

    as the Crystal Beasts. A theme can also be a general strategy such asstall or

    deck-out.

    In this section, I'll use an archetype, or a group of cards with

    something in

    common, as the theme. Some examples of archetypes include Elemental

    Heros,

    Crystal Beasts, and Six Samurai. For this example, I'll use

    Gravekeeper's.

    b. Staples

    Ok, now that we have our theme picked out, it's time to add the staple

    cards.

    What are the staples? The staples are generally good cards that can

    easily

    fit into almost every deck. Opinions may vary, but I find the cards

    listed

    below to be very splashable and are strong supportive cards to add into

    nearly

    all of my decks.

    Mystical Space Typhoon

    Heavy Storm

    Monster Reborn

    Mirror Force

    Torrential TributeSmashing Ground

    Fissure

    c. Card Selection

    Now that we have our theme and staples, we need to add the main cards

    for

    our theme. Listed below are all the cards related to gravekeeper's:

  • 8/8/2019 Basic Deck Strategies

    4/26

    Gravekeeper's Assailant

    Gravekeeper's Cannonholder

    Gravekeeper's Chief

    Gravekeeper's Commandant

    Gravekeeper's Curse

    Gravekeeper's Guard

    Gravekeeper's Spy

    Gravekeeper's Spear Soldier

    Gravekeeper's Watcher

    Gravekeeper's Vassal

    Charm of Shabti

    Necrovalley

    Rite of Spirit

    Royal Tribute

    As you can see, there are quite a lot of gravekeeper's. We will not

    just be

    able to add 3 of every card to the deck, because we will want to keep

    our deck

    as close to 40 cards as possible. So, we will have to eliminate cards byevaluating them and determining which ones are good for our deck, and

    which

    ones are not.

    First, let's take Necrovalley, the main field spell of gravekeeper's.

    Necrovalley increases our gravekeeper's attack and defense by 500,

    stops cards

    that affect or remove cards from the graveyard (such as Monster

    Reborn), and

    also allows us to use effects such as the effect of Gravekeeper's

    Assailant.

    Gravekeeper's Commandant allows us to search our deck for Necrovalley,

    so that

    should be included as well. Rite of Spirit allows us to revive

    Gravekeeper's

    from the graveyard, and is not affected by Necrovalley, so that's

    another easy

    card to include.

    Gravekeeper's Spy let's us special summon other gravekeeper's from the

    deck.

    Being able to search your deck for a monster to bring to the field is

    an

    excellent effect and will add some much needed speed to our deck. Both

    Gravekeeper's Assailant and Spear Soldier can be searched by Spy, and

    both

    of them have effects that will be useful in a deck that can summon somany

    monsters to the field in a short time. Finally, Gravekeeper's Chief is

    essentially a "free" tribute monster, and also allows us

    access to our own

    graveyard.

    Any battle damage delt by Gravekeeper's Vassal is treated as effect

    damage

  • 8/8/2019 Basic Deck Strategies

    5/26

    instead. This effect will rarely, if ever, be of use to us, and

    Vassal's

    attack power is too low to get much use out of him. Gravekeeper's Curse

    deals

    500 damage each time it's summoned to the field, which can be nice with

    all of

    the ways to special summon monsters to the field, but again, with low

    attack

    power, Gravekeeper's Curse will not be doing much else. Therefore,

    Vassel and

    Curse will not be making it into the deck.

    In the previous paragraphs I evaluated several cards to determine which

    ones

    to include in the deck and which ones just weren't good enough to make

    the cut.

    The cards I evaluated above were relatively straightforward examples of

    card

    evaluation. However, sometimes card evaluation is not so easy. Take for

    instance Gravekeeper's Guard. It has 1900 Defense (2400 with

    Necrovalley) andhas a flip effect that returns an opponent's monster to their hand. You

    will

    run into these situations frequently in deck building, where you have a

    card

    that you're not sure if it should be in your deck or not. So, what do

    you do

    in a situation like this? For now, add the card to your deck, then play

    a

    handful of games with your deck, and try out the card in question. After

    several games you should be able to see how useful the card in question

    was

    to the main goal of your deck, and you will be able to evaluate the

    card more

    accurately.

    Here is our deck so far:

    -------------------------------------------

    Gravekeeper's Deck

    Monsters - 14

    3 Gravekeeper's Assailant

    2 Gravekeeper's Chief

    3 Gravekeeper's Commandant

    3 Gravekeeper's Spy

    3 Gravekeeper's Spear Soldier

    Spells - 8

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn

    1 Smashing Ground

    1 Fissure

    3 Necrovalley

  • 8/8/2019 Basic Deck Strategies

    6/26

    Traps - 5

    1 Mirror Force

    1 Torrential Tribute

    3 Rite of Spirit

    Total so far - 27

    -------------------------------------------

    d. Theme Support

    Ok, so we still have room for some more cards in the deck. Now we need

    to start

    looking outside of the Gravekeeper cards to finish the deck. But where

    do we

    look? Well, most of the gravekeeper's are dark attribute and

    spellcasters, so

    we can add some dark support and spellcaster support, as well as some

    othergeneral support cards. Here's a list of some cards that could fit into

    this

    deck.

    Mystic Tomato

    Magician's Circle

    Magical Dimension

    Allure of Darkness

    Spirit Reaper

    Caius the Shadow Monarch

    Book of Moon

    Shrink

    Solemn Judgment

    Sangan

    Brain Control

    Breaker the Magical Warrior

    Bottemless Trap Hole

    Now certainly this list does not contain all of the possible support

    cards for

    our deck, these are just some of the cards I would consisder. When it

    comes to

    evaluating the other theme support cards, it becomes even more

    difficult to

    determine off hand which cards will work out great, and which cards

    won't work

    out at all. Also, with such a wide variety of cards at our disposal,there

    are many possibilities for finishing up the deck. Most of the cards

    choices

    here will come down to personal preferences, which will vary from

    player to

    player, so there is no single correct combination of cards to add here.

    With

    that in mind, here's how I chose to finish the gravekeeper deck.

  • 8/8/2019 Basic Deck Strategies

    7/26

    -------------------------------------------

    Gravekeeper's Deck

    Monsters - 21

    3 Gravekeeper's Assailant

    2 Gravekeeper's Chief

    3 Gravekeeper's Commandant

    3 Gravekeeper's Spy

    3 Gravekeeper's Spear Soldier

    2 Mystic Tomato

    1 Spirit Reaper

    1 Sangan

    2 Caius the Shadow Monarch

    1 Breaker the Magical Warrior

    Spells - 13

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn1 Smashing Ground

    1 Fissure

    1 Brain Control

    3 Necrovalley

    2 Allure of Darkness

    2 Book of Moon

    Traps - 6

    1 Mirror Force

    1 Torrential Tribute

    3 Rite of Spirit

    1 Bottemless Trap Hole

    Total - 40

    -------------------------------------------

    I always try to keep my deck as close to 40 cards as possible. This is

    the

    minimum card limit, so I recommend you take advantage of it. Having less

    cards in your deck gives you a higher chance of drawing the card you

    want

    when you want it.

    e. Finishing the Deck

    Ok, we have our 40 card deck, so are we finished? The answer is no. The

    next

    step is to take the newly made deck and play a handful of duels with it.

    After playing several games, make adjustments you feel are necessary. I

    would

    recommend that you ask yourself the following questions:

    Did I win or lose most of my games?

    If I lost, what caused me to lose?

  • 8/8/2019 Basic Deck Strategies

    8/26

    If I won, what were the main cards that lead to the victory?

    Were there any cards that sat in my hand doing nothing, for whatever

    reason?

    Were there any cards that did not have as large of an impact on a duel

    as

    expected?

    Are there any cards previously excluded that I'd like to try out?

    By answers those questions, you can now make adjustments to your deck.

    The

    next step is... you guessed it, play another handful of games with your

    deck,

    and repeat this process again. Deck building is a continuous process of

    making

    minor adjustments based on your duel results and personal preferences

    until

    you are satisfied with the deck.

    ==========================================

    4. Common Deck Building Pitfalls [#CDBP]==========================================

    I have critiqued many decks on the message boards over the years, and I

    have

    noticed some recurring patterns when it comes to some of the deck

    building

    pitfalls. In this section, I will discuss these pitfalls and how to

    avoid

    them.

    a. Having too many cards in your deck

    The minimum number of cards required in your deck is 40. Take advantage

    of

    this. Having less cards in your deck gives you a higher chance of

    drawing the

    cards you need, when you need them. Also, if your deck has 50 or even

    60 cards

    the chances of being able to focus strongly enough on your central theme

    because you won't be able to draw the specific cards you need. So try

    and

    keep your deck as close to 40 cards as possible. Personaly, I do just

    about

    whatever it takes to keep my deck at 40 cards. I'd say 99% of my decks

    are

    exactly 40 cards, and as a result, I'm able to consistently draw the

    cardsI need to make the deck's theme work.

    b. No theme

    A deck with no theme is just that, a themeless deck. A deck with no

    theme

    will have monsters that have no synergy with each other, and no specific

    support cards to take advantage of. Meanwhile, if your deck has a theme,

  • 8/8/2019 Basic Deck Strategies

    9/26

    you will be able to take advantage of the synergies between your

    monsters

    and your other theme support cards. The result is a themed deck that is

    much

    stronger.

    c. Theme is not focused enough

    This pitfall can be best illustrated with a deck.

    -------------------------------------------

    Dragon Deck

    Monsters - 29

    2 Blue-Eyes White Dragon

    2 Red-Eyes Black Dragon

    1 Armed Dragon lv7

    2 Armed Dragon lv5

    2 Horus the Black Flame Dragon lv82 Horus the Black Flame Dragon lv6

    2 Red-Eyes B. Chick

    2 Paladin of White Dragon

    3 Horus the Black Flame Dragon lv4

    3 Armed Dragon lv3

    3 Masked Dragon

    2 Kaibaman

    3 Manju of the Ten Thousand Hands

    Spells - 15

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn

    2 White Dragon Ritual

    2 Ancient Rules

    3 Level Up!

    2 Inferno Fire Blast

    2 Burst Stream of Destruction

    1 Reinforcement of the Army

    Traps - 6

    1 Mirror Force

    1 Torrential Tribute

    2 Dragon's Rage2 Dragon's Bead

    Total - 50

    -------------------------------------------

    Do you see the issue here? This deck has too much going on all at once.

    You have a deck that is trying to summon Blue-Eyes, Red-Eyes, Armed

    Dragon,

  • 8/8/2019 Basic Deck Strategies

    10/26

    and Horus. The result is a deck that can't do any of these things very

    well.

    For starters the deck has too many cards, so it will be much less

    likely to

    draw the specific cards you need when they are needed. Furthermore,

    none of

    the 4 main monsters has enough support, and what's worse is that the

    support that is present, doesn't work with the other monsters. For

    instance,

    Red Eyes B. Chick can summon Red-Eyes, but it does nothing to help

    Blue-Eyes

    or the level monsters. Likewise Level Up! is only useful for the level

    monsters, and does nothing to help Red-Eyes or Blue-Eyes.

    To avoid this pitfall, make sure your deck has a specific theme, and

    that

    the theme is well supported.

    d. Overdoing the theme

    This is best exemplified by another sample deck.

    -------------------------------------------

    Gravekeeper's Deck

    Monsters - 22

    3 Gravekeeper's Assailant

    2 Gravekeeper's Chief

    3 Gravekeeper's Commandant

    3 Gravekeeper's Spy

    3 Gravekeeper's Spear Soldier

    2 Gravekeeper's Guard

    2 Gravekeeper's Vassel

    3 Gravekeeper's Curse

    1 Gravekeeper's Cannonholder

    Spells - 13

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn

    1 Smashing Ground

    1 Fissure

    3 Necrovalley

    3 Royal Tribute

    2 Book of Moon

    Traps - 6

    1 Mirror Force

    1 Torrential Tribute

    3 Rite of Spirit

    1 Bottemless Trap Hole

    Total - 40

  • 8/8/2019 Basic Deck Strategies

    11/26

    -------------------------------------------

    See the issue with this deck? Every card with gravekeeper in it has been

    thrown in the deck, regardless of if the card is good or not. To avoid

    this

    problem, make sure you take the time to evaluate the cards before

    adding them

    to your deck. Not sure if a card is good enough? No problem, just add

    it to

    your deck for the time being, and try it out in a few duels. Then you

    should

    be able to determine if the card in question is worthy of remaining in

    your

    deck.

    e. Normal Monsters

    Normal monsters are generally not good to have in your deck because

    they are

    just that, normal. They have no effect for you to take advantage of,and no

    effect that your opponent has to worry about. Normal Monsters can

    attack,

    defend, and that's it. Effect monsters can do that too, but they also

    come

    with a bonus effect to help you even further. There are times when using

    normal monsters is appropriate. For instance, if your deck is based

    around

    summoning Blue-Eyes White Dragon, then of course you'll have to use the

    normal

    monster Blue-Eyes. Also, if you're using support for normal monsters

    such as

    Advanced Ritual Art or Heart of the Underdog, then it is also

    appropriate to

    use normal monsters.

    f. Equip Spells

    Equip spells, such as Axe of Despair and Mage Power, are generally not

    a good

    idea to add to your deck, simply because all they do is increase your

    attack

    power. Let's take the following senario:

    You and your opponent each have 1 monster on the field, and your

    opponent hasa face-down card. You equip your monster with Axe of Despair and

    attack. Your

    opponent activates their face-down Mirror Force. You lose both your

    monster

    and your equip spell. Meanwhile, your oppoent only used up their Mirror

    Force.

    You lost 2 cards while your opponent has only lost 1 card. Your

    opponent has

  • 8/8/2019 Basic Deck Strategies

    12/26

    now gained card advantage. Having more cards available to you means you

    have

    more options, and more options is better. In this situation, your

    oppoent now

    has more options then you, which increases their chances of winning and

    your

    chances of losing. Using equip spells just opens the door for your

    opponent

    to gain easy card advantage.

    Another drawback to using equip spells is that you need a monster to

    equip

    them to. This may seem obvious, but look at it this way. Both you and

    your

    opponent are in top-deck mode, meaning you both have nothing on the

    field

    and nothing currently usable in your hand. Basically, you are both

    hoping

    to draw a card that will be better then what the other draws. You happen

    to draw an equip spell, and with no monster to equip it with, your equip

    spell has just become a dead draw, or a card you cannot currently use.Essentially, you have just lost your turn.

    g. Reload, Magical Mallet, and Card Trader

    I frequently see these cards appearing in the decks of newer players,

    and I

    can understand why. Reload and Magical Mallet allow you to exchange

    your hand

    back with your deck in an atempt to draw a better hand. However, the

    price you

    pay for using these cards is far too steep. Say you have 5 cards in

    your hand

    and then you play Reload. You put your hand back into your deck, and

    you get

    to draw only 4 cards. You went from 5 cards down to 4 cards. You now

    have less

    options in your hand, and you have given your opponent the all

    important card

    advantage. Meanwhile, Reload has done nothing to disrupt the strategy

    of your

    opponent. Bottom line, avoid Reload and Magical Mallet.

    Card Trader, while it is a continuous spell, does still fall under the

    same

    category as Reload and Magical Mallet. Card Trader does nothing to

    disruptthe opponent's strategy. Card Trader is a card your opponent can safely

    ignore.

    h. Cards that don't fit the theme

    I'll illustrate this with another sample deck.

    -------------------------------------------

  • 8/8/2019 Basic Deck Strategies

    13/26

    Gravekeeper's Deck

    Monsters - 21

    3 Gravekeeper's Assailant

    2 Gravekeeper's Chief

    3 Gravekeeper's Commandant

    3 Gravekeeper's Spy

    3 Gravekeeper's Spear Soldier

    2 Mystic Tomato

    1 Marshmallon

    1 Sangan

    2 Caius the Shadow Monarch

    1 Breaker the Magical Warrior

    Spells - 13

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn

    1 Smashing Ground1 Fissure

    1 Brain Control

    3 Necrovalley

    2 Allure of Darkness

    2 Wave-Motion Cannon

    Traps - 6

    1 Mirror Force

    1 Torrential Tribute

    3 Rite of Spirit

    1 Bottemless Trap Hole

    Total - 40

    -------------------------------------------

    Now, in this deck, there are a couple of cards that are out of place.

    For

    starters, Wave-Motion Cannon does not belong in this deck. That is not

    to say

    that Wave-Motion Cannon is a bad card, it is just out of place in this

    deck.

    The theme is gravekeeper's, not burn, and that card slot is better used

    for

    something that would support gravekeepers.

    Marshmallon is another out of place card. Sure, it can't be destroyed inbattle, which makes it decent tribute fodder for Chief and Caius.

    However,

    Marshmallon does not fit with the dark support cards of Mystic Tomato

    and

    Allure of Darkness. Furthermore, Gravekeepers are an aggressive swarm

    deck,

    and Marshmallon adds nothing to the offense.

  • 8/8/2019 Basic Deck Strategies

    14/26

    The lesson here: some cards may be good cards, but if they don't fit

    with your

    theme, then they are best left out of your deck.

    i. Situational Cards

    Some ca

    ac8

    edalus. First, let's get acquainted with

    our central card and analyze it a bit further.

    ---------------------------------

    Levia-Dragon Daedalus

    Water/Sea Serpent/Effect/7 Stars

    2600/1500

    Send "Umi" on your side of the field to the graveyard to

    destroy all cards on

    the field except this card.

    ---------------------------------

    Ok, so what does this tell us? First, we'll need Umi. A Legendary Ocean

    counts

    as Umi, and also reduces our water monsters by 1 star, meaning our key

    card

    here now only takes 1 tribute to bring out. Since we're playing A

    Legendary

    Ocean, we can search for it using Warrior of Atlantis. Second, Levia-

    Dragon's

    effect requires us to send Umi to the graveyard, meaning our field spell

    won't be lasting for too long. So, we will want to exclude cards that

    are

    dependant on having Umi on the field. Finally, since Levia-Dragon

    destroys

    all other cards on the field, we'll want to avoid using a lot of

    continuous

    spells and traps.

    Now, with our central theme cards and our staples, our deck looks like

    this

    so far.

    -------------------------------------------

    Levia-Dragon deck

    Monsters - 6

    3 Levia-Dragon - Daedalus3 Warrior of Atlantis

    Spells - 8

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn

    1 Smashing Ground

    1 Fissure

  • 8/8/2019 Basic Deck Strategies

    15/26

    3 A Legendary Ocean

    Traps - 2

    1 Mirror Force

    1 Torrential Tribute

    Total so far - 16

    -------------------------------------------

    b. Adding the support

    That leaves us quite a bit of room leftover to finish the deck. Now

    certainly,

    there's more than one way to finish building the deck, and no path is

    going

    to be wrong, as long as our main focus remains on Levia-Dragon.

    However, what we don't want is a deck that is completely dependant on

    Levia-Dragon in order to win. This deck should be able to hold its own

    even ifwe happen to not draw Levia-Dragon. The other thing we need is some way

    of

    bringing him to the field, and with A Legendary Ocean, it only costs us

    one

    tribute. Let's take a look at some other water monsters that might fit

    in this

    deck.

    Abyss Soldier

    Deep Diver

    Hydrogeddon

    Mother Grizzly

    Nightmare Penguin

    Treeborn Frog

    Unshaven Angler

    Yomi Ship

    There are a few cards here that stand out to me. Hydrogeddon can

    provide more

    monsters on the field for us. Treeborn frog can revive itself if

    there's no

    spell or trap cards on our field (and there won't be after activating

    Levia-

    Dragon's effect). Mother Grizzly and Deep Diver can be used to find our

    main

    monster faster, and also work wonders with Creature Swap.

    Now, once we clear the field, the opponent will be open for direct

    attacks.

    Levia-Dragon is allready a 2600 beatstick, so let's look at something

    that

    can make the oppone

    ac8

    nt discard cards. Spirit Reaper can force a discard if he

    attacks directly, and he can't be destoryed in battle, making him a

    decent

  • 8/8/2019 Basic Deck Strategies

    16/26

    choice for tribute fodder. X-Saber Airbellum can also force the

    opponent to

    discard, and also gives us a tuner monster, so we can add some synchros

    in the

    deck as well.

    With X-Saber Airbellum, we can also add Rescue Cat to search for it.

    Summoner

    Monk also has synergy with this Rescue Cat synchro strategy, and can put

    any extra spells in our hand to good use. Speaking of having extra

    spells,

    terraforming gives us more ways to find A Legendary Ocean, and gives

    Summoner

    Monk some fuel when I allready have the field spell.

    Finally, if our opponent does destroy Levia-Dragon after using his

    effect,

    Cyber Dragon can give us a quick 2100 beatstick. Brain Control also

    gives us

    a monster to tribute for Levia-Dragon, because it's always fun

    tributing youropponent's monsters. With rescue cat and all this synchro summoning, our

    graveyard is bound to be full of monsters, so Pot of Avarice makes for

    some

    fairly easy to use card draw. And, you guessed it, if Pot of Avarice

    comes at

    an inopportune time, it can still be used with Summoner Monk.

    Using the ideas above, he's an updated list:

    -------------------------------------------

    Levia-Dragon deck

    Monsters - 23

    3 Levia-Dragon - Daedalus

    1 Cyber Dragon

    3 Mother Grizzly

    2 Deep Diver

    3 Warrior of Atlantis

    2 Rescue Cat

    2 Neo-Spacian Dark Panther

    2 Summoner Monk

    1 Spirit Reaper

    1 Treeborn Frog

    3 X-Saber Airbellum

    Spells - 15

    1 Mystical Space Typhoon

    1 Heavy Storm

    1 Monster Reborn

    1 Smashing Ground

    1 Gold Sarcophagus

    3 A Legendary Ocean

    2 Creature Swap

    2 Terraforming

  • 8/8/2019 Basic Deck Strategies

    17/26

    1 Brain Control

    2 Pot of Avarice

    Traps - 2

    1 Mirror Force

    1 Torrential Tribute

    Total - 40

    Extra Deck - 15

    1 Ally of Justice - Catastor

    1 Arcanite Magician

    1 Black Rose Dragon

    1 Brionic, Dragon of the Ice Barrier

    1 Colossal Fighter

    3 Dark Strike Fighter

    1 Goyo Guardian

    2 Red Dragon Archfiend

    2 Stardust Dragon1 Thought Ruler Archfiend

    1 X-Saber Urbellum

    -------------------------------------------

    c. Follow up Analysis

    Now that the deck is made, it is time to test it in a handfull of duels.

    Afterwards, I would recommend asking yourself the same questions from

    the

    previous deck building sample. In addition, there are some more follow

    up

    questions specific for this type of deck.

    Is this deck able to win without the central card?

    If not, are there ways to get the central card into play faster?

    Is the deck still focused on the central card or combo you originally

    selected,

    or have the other support cards taken over the spotlight?

    Is there a different direction you could take the deck in and wou

    1027

    ld like to

    test out?

    d. Determining the Number of Copies of Each Card

    A common issue in deck building is figuring out how many of each cardyou

    should add to your deck. There's no clear cut answer for this, and

    sometimes

    the only way to determine this is to play a handful of games. Even

    then, the

    difference between having 2 copies of a given card versus having 3

    copies may

    all come down to a personal preference between different players, and

    neither

  • 8/8/2019 Basic Deck Strategies

    18/26

    is right or wrong. However, if you are struggling to determine how many

    copies

    of a card to have, try asking yourself the following questions:

    How important is the card to the central theme?

    How often do you want to draw the card?

    What are the conditions to playing the card, and how easy are these

    conditions

    met? (A condition can be anything required to take place before you

    play the

    card. For instance, Mystical Space Typhoon has the condition of having

    another

    spell/trap card on the field that you want destroyed.)

    How often will the card be a dead card?

    After answering those questions, if you are still unsure, I would

    recommend

    starting with 2 copies. This should be enough where you will draw it on

    a

    regular basis, so at least the card will be in your hand, but won't

    overwhelmyou. Then play a handful of games and evaluate the card in question

    again. Be

    sure to pay attention to how much the card supported your main theme,

    and how

    often you were able to play the card when you drew it.

    Building a deck is a continuous process, so don't be afraid of tweaking

    your

    deck time and time again. Having a card with 2 copies may seem to work

    out

    great, so you may want to try 3. Then, after testing the deck again,

    you find

    that 3 is too much, and the card is sometimes a dead draw. Or maybe

    your deck

    has changed so much that 2 copies is now too many, so you want to bring

    it

    down to 1 or even remove it from your deck completely.

    e. Paths not Taken

    That last question in the follow up analysis refers to something I like

    to

    refer to as the paths not taken. Now certainly, this is not the only

    way to

    build a deck for Levia-Dragon Daedalus. In this section, I'll describe

    someother things I could have done to build the rest of this deck.

    First, there could be more of a focus on the Water monsters. As you can

    see

    from the water cards I had listed above, most of them didn't make it to

    the

    final deck. In fact, I chose to cut out the Hydrogeddons at the end to

    make the

  • 8/8/2019 Basic Deck Strategies

    19/26

    deck 40 cards, and because there were a lot of monsters. I could also

    see

    Abyss Soldier and Salvage fitting in this deck along with a few more

    targets

    for Salvage.

    Don Zaloog is another monster that can force a discard. Had I chosen

    Zaloog

    instead of the X-Saber Airbellum, the deck could then have access to

    dark

    support, since spirit reaper is also a dark monster. Cards like Mystic

    Tomato

    and Sangan would fit right in, as would Crush Card Virus and Allure of

    Darkness. With Don Zaloog, you could also add in more warrior support.

    Speaking of warrior support, the Destiny Hero monsters are not only

    dark and

    warrior monsters, they also provide the deck with more draw power in

    the form

    of Destiny Draw. Destiny Hero - Dasher can give the deck some more

    specialsummoning power, which is especially useful after you clear the field

    with

    Levia Dragon. You could also combine Dasher with Deep Diver to pretty

    much

    ensure you get to special summon a Levia-Dragon. Destiny Hero -

    Malicious

    also provides more tribute fodder.

    As you can see, there are many paths not taken, and these are not the

    only

    alternatives. The rest is up to your imagination. Certainly, some ideas

    may

    work, and others may not, but that's the adventure of deckbuilding,

    sometimes

    you never know where it's going to take you.

    =======================================

    6. Introduction to Side Decks

    =======================================

    Another big thank you to 84Mantines, who wrote this section.

    A side deck of 15 cards is optional, but should always be used when

    playing

    match duels. Building a good side deck is often difficult and c

    bdconfusing for

    duelists. This is mostly because they aren't sure what kind of cards

    should be

    used. However, swapping between your deck and a side deck is a key

    component of

    what sets a pro duelist apart from others. There are three things one

    can do

    with side deck selections. I'll first mention the two lesser used

    concepts.

  • 8/8/2019 Basic Deck Strategies

    20/26

    If you can't fit all the generally versatile and main deck worthy cards

    you

    want to use in your main deck, you can consider placing some of them in

    the

    side deck if there is enough room. If you're debating whether or not

    you have

    room for three Solemn Judgments, Brain Control, or one or more

    Bottomless Trap

    Holes, they can be solid, potential candidates for your side deck. You

    can also

    place, within your side deck, a set of cards or additional theme that

    functions

    well with your deck. A good, recent example would be adding a few dark

    cards

    and Chaos Sorcerer to a Lightsworn deck.

    Most importantly, however, your side deck is the key to countering what

    you're

    going to be up against. Making a side deck requires a different

    mentality andapproach to initial deck building. The side deck is no longer about

    your deck,

    how to make it faster, or how to get your monsters out. It can be more

    situational now, because you need to add cards that counter the various

    decks

    you will be playing against. If your deck is going to be used at a

    tournament,

    or against a certain group of friends, you need to have an idea of what

    kind of

    decks they will be using. Additionally, every deck has poor match-ups.

    Most

    likely, you'll need to practice with your deck before you have an idea

    of its

    weaknesses, and which side deck choices can strengthen them.

    Before beginning a section of good cards, here's an exercise I've tried

    to

    help me understand the concept of side decks. Imagine building a deck,

    now

    imagine building a deck while knowing this deck you're building will

    only be

    used against one specific deck theme. There are suddenly more options

    that you

    probably wouldn't consider before. It's probably easy to imagine

    building your

    deck differently.That's what you need to do, consider how your deck

    would bedifferent against a certain deck theme, for all the most popular decks

    (and if

    yours is one, mirror matches), then combine them in your 15 card side

    deck.

    Examples of Side Deck Choices:

    To start things off, an extremely general card that can be helpful is

  • 8/8/2019 Basic Deck Strategies

    21/26

    Prohibition. By the time it's in your deck, you'll have a good idea of

    which

    cards your opponent needs and favors. Skill Drain deserves a general

    mention

    too, as it can be used against any top tier deck, however, most decks

    will not

    be very compatible with it. Lightning Vortex(es) can provide additional

    monster removal against swarming which is the dominant strategy. Most

    decks

    might want a cushion of extra spell and trap removal in their side

    deck. The

    following are even more important if you're up against stall or burn.

    Dust

    Tornado is the most popular choice. There's also Nobleman of E

    bd1

    xtermination,

    Twister, Mobius the Frost Monarch, and Breaker the Magical Warrior.

    Additionally, you might want to consider Royal Decree and Trap Stun.

    The Graveyard: The graveyard is a very favorable place for a lot of

    cardsfor a lot of reasons. Disturbing the graveyard hurts almost all decks

    except

    macro decks. I'll mention it later whenever it comes up more

    specifically.

    Kycoo the Ghost Destroyer can do this, as well as prevent your opponent

    from

    doing anything of the sort, and with the added bonus of a strong

    attack, he's

    one of the most popular side deck choices for the game. In addition to

    Kycoo,

    D.D. Crow and Dimensional Fissure can help weaken the graveyard.

    Special Summoning: Every top tier deck enjoys special summoning.

    Additions

    to your side deck that can take advantage of this can become very

    versatile.

    It's the foundation of several anti-metagame decks, but the cards are

    potentially useful enough to be general side deck choices. Royal

    Oppression

    and Mirror of Oaths are therefore two extremely popular side deck

    choices.

    Thunder King Rai-Oh and Phantom Dragon are also sometimes used in side

    decks.

    =======================================

    7. General Support Cards [#GSC]

    =======================================

    In this section, I'll discuss some of the general support cards. I find

    that

    the following cards fit in with a variety of decks, but not nearly

    enough to

    consider them staples. In fact, I wasn't really sure how group these

    cards,

    because their effects also vary. So instead, I'll just list them here,

    and

  • 8/8/2019 Basic Deck Strategies

    22/26

    explain the types of decks that they support the best.

    Book of Moon

    This is a very versitile quick-play spell. You can use it to save your

    monster

    from your opponent's attack by flipping the opposing monster into face-

    down

    defense. You can also use this opportunity to attack a monster with a

    low

    defense. Book of Moon can also be used on your monster to save it from

    Brain

    Control, Lightning Vortex, Smashing Ground, Mirror Force, etc. You can

    also use

    it to re-use the flip effects of your monsters. Flipping a monster

    face-down

    will also make all equipment cards attached to it fall off. Book of

    Moon is

    a very versitile card, and one of my personal favorites.

    Bottomless Trap Hole

    A great 1 for 1 removal trap that also works on special summoned

    monsters as

    well. Furthermore, removing the monster from play mean you won't have

    to worry

    about any monster reborn shenanigans that would just revive the fallen

    monster.

    Bottomless Trap Hole also does not suffer the restriction of having to

    wait for

    the monster to attack. This can be a huge benefit compared to other 1

    for 1

    removal traps such as Dimensional Prison. For example, if your opponent

    summons

    Judgment Dragon and activates its effect, you Dimensional Prison will be

    destroyed before you get the chance to use it. With Bottomless Trap

    Hole, your

    opponent will still have the opportunity to activate JD's effect, but

    you will

    be able to activate your BTH,

    65f

    removing the 3000 attack dragon from the game

    before it can come for your life points.

    Brain Control

    Any deck that has a handfull of tribute monsters can find a great use

    for this

    card. For a mere 800 life points, you can use one of your opponent's

    monsters

    as a tribute for your monster.

    Card of Safe Return

  • 8/8/2019 Basic Deck Strategies

    23/26

    This card let's you draw a card every time a monster is special

    summoned from

    your graveyard. After you draw one from this effect, you've allready

    made up

    for the cost of using Card of Safe Return (which is just playing the

    card

    itself). Any more summoning from your graveyard will start to give you

    great

    card advantage.

    Card Trooper

    Any deck that wants to fill up their graveyard with cards can probably

    find

    a spot for Card Trooper. This guy let's you put up to 3 cards from the

    top

    of your deck into the graveyard. Also, when Card Trooper is destroyed,

    you get

    to draw a card, he essentially replaces himself.

    Creature Swap

    Any monster whose effect activates when it's destroyed in battle can

    make use

    of creature swap. Say you have a Mystic Tomato in your hand, and your

    opponent

    has a strong monster on their side of the field. Summon your tomato,

    and give

    it to your opponent with Creature Swap. They're forced to give you

    their great

    monster. But wait, it gets better. Now attack the tomato, and since the

    Mystic

    Tomato goes to your graveyard (since it is your card to begin with),

    you get

    the effect of Mystic Tomato. The creature swap is also a permanent

    switch, so

    you still get to keep your opponent's monster. What a great deal.

    Cyber Dragon

    Cyber Drag

    bbf

    on is very easy to special summon and comes with a nice 2100 attack.

    He is also great Synchro material. Comming in with 5 stars means you

    can pairhim with a 3 star or 2 star tuner monster (which are much more common

    than 4

    star tuners) and bring out an easy 7 or 8 star Synchro monster.

    Dark Bribe

    Stopping your opponent's key spell or trap card has the potential of

    winning

  • 8/8/2019 Basic Deck Strategies

    24/26

    you the game, or at least swinging the game more into your favor.

    Letting your

    opponent draw a card may seem like a bad idea, but with any luck the

    card your

    opponent drew won't be as threatening to you as the card you just

    negated.

    Giant Trunade

    Much like Heavy Storm, Giant Trunade clears the field of spell/trap

    cards.

    However, instead of being destroyed, the s/t cards return to the

    players'

    hands. Not having to worry about any s/t cards will pretty much leave

    you free

    to play whatever other cards you desire. Giant Trunade really benefits

    swarm

    and OTK decks, allowing each deck to set up their field of monsters or

    their

    OTK combo, respectively. Giant Trunade can also help on the defense bycomboing

    with a Swords of Revealing Light to get you some extra turns with the

    Swords.

    Lighting Vortex

    This card is useful for stopping swarm strategies, but beyond that, you

    can

    use the discard cost as an advantage. You can discard a high level

    monster

    to the graveyard and special summon it with a Monster Reborn type of

    effect.

    Lightning Vortex is also a great way of getting other cards you don't

    want

    in your hand, into your graveyard. If your deck can turn a discard into

    an

    advantage, Lightning Vortex becomes an appealing card to have.

    Pot of Avarice

    Any deck in which you can fill up your graveyard quickly with monsters,

    consider Pot of Avarice. You have to put 5 monsters back in your deck,

    but

    in return you get to draw 2 cards, giving you instant card advantage.

    Royal Decree

    Any deck with a low number of traps should consider Royal Decree,

    because

    chances are it will hurt your opponent a lot more than it will hurt

    you. Royal

    Decree will also allow you to play without fear of your opponent's

    Mirror Force

  • 8/8/2019 Basic Deck Strategies

    25/26

    or Torrential Tribute messing up your plans. Another neat trick is that

    you can

    chain Royal Decree to the activation of your opponent's Mirror Force,

    and your

    opponent's card will be negated, while your decree will still be on the

    field

    stopping other traps.

    Sangan

    Any deck with a handful of monsters with 1500 attack or less should

    consider

    using Sangan. Sangan also makes a great monster to use for a tribute

    summon,

    because you will still get to use its effect. Since it's a dark monster

    with

    1000 attack, it fits right in with a deck that wants to use Crush Card

    Virus.

    Solemn Judgment

    Solemn Judgment is a card that can make or break you. It has the power

    to stop

    almost anything at the cost of half your life points. Half your lp may

    seems

    like a big cost (especially on the first couple turns of a game), but

    on the

    ebc

    bright side, it's a cost you will always be able to pay. Solemn

    Judgment can

    be used to stop your opponent's key play, preventing them from winning.

    It can

    also be used to stop an opponent's trap card that would otherwise wreck

    your

    strategy (ex. Mirror Force). However, using Solemn Judgment at a bad

    time

    could cost you the game, so be sure to use it wisely.

    Threatening Roar / Waboku

    Both of these are chainable traps that can protect your monsters and

    your life

    points from your opponent's monsters' attacks. What do I mean by

    chainabletraps? Say your opponent plays Heavy Storm. You can activate your

    Threatening

    Roar in response, and you still get the effect of Threatening Roar

    since you

    chained it to the activation of Heavy Storm.

    Trade - in

  • 8/8/2019 Basic Deck Strategies

    26/26

    If your deck has a handfull of level 8 monsters, Trade - in will give

    you

    some draw power, while also dumping the level 8 monsters in your

    graveyard,

    where you can then special summon them back to the field with Monster

    Reborn

    type of effects.