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My Thoughts and Pictures of YU-GI-OH!

PICTURES:


"TEXAS STYLE NEGOTIATING"


Yu-Gi-Oh is an extremely powerful and fun TCG that has captured the heart of millions. Like anything else, you have people that are really bad at it and some that are really good. Howhever, everyone has the potential to become good at something they are bad at. What does this have to do with YGO? Well, I think this has PLENTY to do with YGO. First of all, being good at YGO doesn't mean you win a lot. Well, if you are good you win a lot, sure, but there are plenty of people that suck horribly that win a lot. Why is this?
Well, it seems that when a person is so bad at YGO that he can't even build a decent deck, what does he turn to? I'm sure you all know. Beatdown and Hand Disruption. Now how can a person who sucks possibly play these decks and win? Because they take absolutely no skill, that's why! Now everyone has been a beginner at some point, and we all know how frustrating it gets when every deck you make sucks. Does that mean you should resort to cheap tactics like 3 of every 1900 attack monster in the game? Hell no! Does that mean you should cram the entire (Censored) restricted list in your deck? You'd better not! If you play the standard no-skill Beatdown or Hand Disruption, then you are just as bad as any beginner I know. Anyone who plays what everyone else plays is never gonna get any better, are they? Anyone can play a Beatdown Deck, the good duelists out there are the ones who refuse to resort to such senseless lack of skill and have built thier own deck. A deck that matches thier style. A deck that matches thier playing ability, thier skill. If you are a beginner, don't resort to cheap tricks! Make your own deck. So today, in this article, I'm going to show you how to make your own personal deck that can not be copied. Something that is originally you. If you have YVD, I suggest you open up your Deck Shop and follow these simple steps.

1.Find a card to base your deck around. Some of my favorite kind of decks are those that revolve around one card or combo. Rather than choosing a theme from a list of already-been-played deck themes, find a card that you like, a card that has potential to have it's own deck. Go ahead and start narrowing down your choices in your Deck Shop by looking for Effect Monsters, Continous Magic or Trap Cards. It may take a while for you to find that card of yours, the card that calls your name.
Derangdhobo's pick:Mystical Knight of Jackal

2.Ponder your strategy. Think about everything you could do with this card. Think about what you can combo with this card. If it happens to be a monster, think about it's level, it's attribute, it's creature type, it's stats, and how you can use those aspects to your advantage. Keep thinking now!

3.Pick your recursion cards. In case your strategy is foiled, you gotta have a way of bringing it back. If you have based it on a Magic Card, add 3 Magician of Faith. If you have based it on a Trap Card, add 3 Mask of Darkness. If you have based it on a monster card, add Monster Reborn, Call of the Haunted, and Premature Burial. Derangdhobo's pick:Monster Reborn, Call of the Haunted, Premature Burial.

4.Figure out a way to bring this card out fast. Reserve a portion of your deck for cards that bring put your strategy in your hand. There are many good cards for this. Derangdhobo's pick:Painful Choice, 3 Different Dimension Capsule, Witch of the Black Forest.

5.Pick your monster removal. This is very essential because there are monsters out like Jinzo and such that can mess you up. Be sure to add Effect monsters and Magic, because they can either have Spell Cancelor or Ha Des out. If you only have monster removal of one type out, one of them and really screw you over. Derangdhobo's pick:2 D.D. Warrior Lady, Raigeki, 2 Dark Core, 2 Man-Eater Bug.

6.Pick your Magic/Trap removal. This should be a fairly easy step seeing as there aren't that many to choose from. Derangdhobo's pick:3 Mystical Space Typhoon, Harpie's Feather Duster.

7.Pick yourMagic/Trap negators. This is to counter cards that really deliver a devestating blow. Derangdhobo's pick:Imperial Order, 3 Spell Shield Type 8, Jinzo.

8.Pick your attack negators. These are to save you from a massive attack by an opponent. Also very essential. Derangdhobo's pick:Mirror Force, Ring of Destruction, Magic Cylinder, Ordeal of a Traveler.

9.Pick your attacking monsters. Add some brute force to your deck. I'm not saying turn your deck into a Beatdown. Just put in some main attackers. Derangdhobo's pick:2 Spear Dragon, 2 Archfiend Soldier.

10.Pick your stalling cards. When you can't draw the glue that holds this deck together, you'll be glad you added some stall cards. Derangdhobo's pick:2 Penguin Soldier, Guardian Sphinx, Messenger of Peace.

11.Pick your speed cards. Today's decks have to be fast. Put some draw power in your deck in order to get some hand advantage. Deranghobo's pick:Pot of Greed, Graceful Charity.

12.Pick some cards that cards that combo with your main strategy. This is where all that pondering at the beginning comes in. Derangdhobo's pick:Big Bang Shot, Confiscation, The Forceful Sentry.

13.Remove unneccisary By now you should have at least 40 cards in your deck. If not, add more. If you have over 40 cards, remove some until you have exactly 40. I cannot stress how important it is to have only 40 cards in your deck when your deck is based around one card!

14.Create your SideDeck. The best way too create a good SideDeck is to think of cards that are really threatening in the right deck and add cards that counter those cards in your SideDeck. Dernagdhobo's SideDeck:2 Kaiser Glyder, 2 DNA Surgery, 3 Skill Drain, 1 Spell Cancelor, 3 Bad Reaction to Simochi, 2 Blast Held by a Tribute, 1 Gora Turtle, 1 Despair From the Dark.

15.Pick a catchy name for your deck. Make sure you tell this name to every opponent you beat, not to be [Censored]y or arrogant, but just so that your deck will spread around as an original of yours. Derangdhobo's pick:Eat My Jackal.

16.Congratulations, you're done! Before you play anybody, I suggest that you solitaire a few times to be sure that it works. Remember, nobody makes a perfect deck on thier first try. It takes time. Here's the deck I ended up with after following these simple steps.


Eat My Jackal:40 Cards Total

Monster:16
3 Mystical Knight of Jackal
1 Witch of the Black Forest
2 D.D. Warrior Lady
2 Man-Eater Bug
1 Jinzo
2 Spear Dragon
2 Archfiend Soldier
2 Penguin Soldier
1 Guardian Sphinx

Magic:15
1 Monster Reborn
1 Premature Burial
1 Painful Choice
3 Different Dimension Capsule
1 Raigeki
2 Dark Core
1 Messenger of Peace
1 Big Bang Shot
1 Confiscation
1 The Forceful Sentry
1 Pot of Greed
1 Graceful Charity

Trap:9
1 Call of the Haunted
1 Imperial Order
3 Spell Shield Type 8
1 Mirror Force
1 Ring of Destruction
1 Magic Cylinder
1 Ordeal of a Traveler

SideDeck:15(Duh)
2 Kaiser Glider
2 DNA Surgery
3 Skill Drain
1 Gora Turtle
1 Spell Canceller
3 Bad Reaction to Simochi
2 Blast Held by a Tribute
1 Despair From the Dark


Viola! Can you tell me you've seen a deck like that played before. Most likely not. It's totally wierd, but it matches my style. It makes a statement. It says,"I'm creative enough to make my own deck instead of resorting to Beatdown and Hand Disruption!" This style of deck building is quite effective when making a deck all your own. It's easy, try it. If your new, you should definitly try this. If your expirienced, go ahead and give it a shot. Either way, tell me how it worked out for and what kind of deck you built. Please give me some feedback, or else this article will just be bumped to the other pages where no one will get to read it and there will just be one more Beatdown at your next tournament. Remember, Beatdown and Hand Disruption is all you'll see as long as you don't help out those less creative people!

This post has been edited by Derangdhobo on Feb 15 2004, 09:31 PM
Wise Words and Combos:

YU-GI-OH! CCG OR TCG If you prefer is more popular than Pokemon ever was. With more rules for character attacks and player interaction. It has a very easy step by step play action system; Broken down into 6 easy phases: The Draw Phase, Standbt Phase, Main Phase 1, Battle Phase, Main Phase 2, End Phase. In creating YU-GI-OH! the designer strove to bring suspence and mystery back to the ccg world, by incorparating new easier combat steps yet adding a vast range of unperdicability. There was to be more emphasis on engaging in counter combat skills than the actual combat it self. It shows great strides in thoughtfulness and determination. It is as much of a ccg/tcg as you and your fellow players want it to be, with unlimited theme and style potential but the rules and tasks can be revised to solve problems relating to over powering decks. YU-GI-OH! still suffers from a couple carryovers from past CCG's and what I consider to be some of the major flaws of gaming:
1) Most CCG/TCG games are undependable or short lived. averaging 1-5 years.
2) support is the biggest fall back. most companies protect the game so much that potential improvements from out side sources is under utilized.


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