Subject: A Guide To Help-How to Build Decks Mon Dec 19, 2011 5:45 pm
Introduction
Spoiler:
Well since you're in Ninja Red I guess you aren't that good,I'm here to change that. Most of you need help deck building and that's one of the hardest parts in Yugioh.So if you wanna learn how to get through the hardest part of Yugioh read on!
Selecting a Deck Goal
Spoiler:
The first thing you want to do is to see what you want to do with the deck and how you're going to do it.The most basic types of deck goals is... Beatdown-Attacking like mad while swarming the field.Examples of these types of decks are plant synchro,dino rabbit and GKs Control-These types of decks destroy/return to the deck/bounce cards from the field to gain card advantage.Examples of this deck are Frognarches and Clowncontrol. Aggro-Mix the above Swarm-These decks special summon so much in one turn they overwhelm the opponent.Exmaples of these decks are blackwings and six sams. Mill(Deckout)-these decks aim to make the opponent deckout by making cards in their deck go to 0.Examples of this deck is Empty Jar. Alternate Win Condition-Exodia,Horahkty,Final Countdown etc...
Seeing what is good for the format
Spoiler:
Some decks do well but not forever even though they have great power,why?IIt's because the banlist changes.Every few months Konami will release a banlist to say how much cards can be used of each.An example of a great deck that has fallen are Goat Control,TeleDAD,QuasarCloudians,Crystal Beasts.Now what causes certain decks to fall and rise?They're many factors put into these. Counters getting more common/getting unbanned-This is the case of Crystal Beasts and other top decks that rely on continous spells and traps.With the 3 MSTs and 1 Heavy Storm they can't stack up. Key Cards Getting Banned-This is the case of TeleDAD,Goat Control and CloudianQuasar.When a keycard of a deck is limited/semi limited/banned that deck becomes significantly slower and less usable. Search Cards getting banned/limited-In the case of six sams and infernities their key searchers/special summoners have hit the list causing them to significantly slowdown and not match up with other decks.Decks that don't have their keycards on the list/don't have too many counters are the absolute top deck.Such cards are like PlantSync and Rescue Rabbit.They're on top,because not much can counter them.
Telling a Good Card from a Bad one
Spoiler:
A good card and a bad card can be hard to distinguish if you're new.For example magic cylinder looks awesome,same with negate attack,right?wrong.Both of these cards have something in common.They -1 card advantage.If a card loses you card advantage and doesn't disrupt the opponent at all or not very much then it's not worth running.Cards like Cold Wave or Book of Moon that are a -1 actually heavily disrupt the opponent and can lead to +1's or game wins.Situational Cards are also bad cards.Cards like Radiant Mirror Force are bad because by the time someone is gonna attack with over 3 monsters it's most likely going to be for game.By the time they strike they would have wiped your back field.Situational cards typically aren't that useful and rarely used,leading to a dead draw.
Adding Staples
Spoiler:
These are a list of cards they should ALWAYS be in your deck.Dark Hole,Heavy Storm,Monster Reborn,Mystical Space Typhoon (2-3),Solemn Judgment,Torrential and Solemn Warning.Cards like Gorz,Caius,Sangan,Tengu and TGU are powerful but they don't belong in EVERY DECK.
Techs
Spoiler:
Cards that don't have to do with the deck at all but are put in the deck to counter the meta.Cards such as effect veiler and foolish burial are amazing techs.Maxx "c" is also good examples.Techs are used to counter the meta so make sure they have some disrupting effect/overpowering effect.
Extra Tips
Spoiler:
Never go over 40 cards in a deck.Never put in normal monsters UNLESS it has to do with the theme and absolutely needed.Duel a lot with your deck and adjust card numbers/add in new techs to improve how consistent your deck performs.ALWAYS NO MATTER WHAT HAVE 15 CARDS IN YOUR EXTRA DECK.
This is still WIP so any suggestions would be useful.To be added:How to improve consistency and figure out glaring weaknesses.Improving speed.
Guest Guest
Subject: Re: A Guide To Help-How to Build Decks Sat Jan 28, 2012 5:56 pm
nice work i friend of mine started the game today and i think that tutorial is going to help him
Admin Admin
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Subject: Re: A Guide To Help-How to Build Decks Sat Jan 28, 2012 6:36 pm
sticky
zerglord99 Apprentice Duelist
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Subject: Re: A Guide To Help-How to Build Decks Mon May 14, 2012 6:44 pm
what if im in here cause i used a rly out dated deck :S
Zanon Fiery Duelist
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Subject: Re: A Guide To Help-How to Build Decks Tue May 15, 2012 3:20 am
What kind of outdated deck?
Seekers Apprentice Duelist
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Subject: Re: A Guide To Help-How to Build Decks Tue May 15, 2012 7:52 pm
no veilers?D:
zerglord99 Apprentice Duelist
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Subject: Re: A Guide To Help-How to Build Decks Tue May 15, 2012 9:03 pm
a cyberdragon deck (early GX)
WhirlwindKnight Calm Duelist
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Subject: Re: A Guide To Help-How to Build Decks Wed May 16, 2012 11:11 am
^^ WOW
Zanon Fiery Duelist
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Subject: Re: A Guide To Help-How to Build Decks Thu May 17, 2012 1:47 am
I'm still looking for a rematch from a friend who made a gravekeeper deck.
He beat my warrior deck each time we played, but I have made an entirely new deck since then.