4. Don't use cards that deplete your hand or give you drawing disadvantage. Stay away from Magic Jammer, Tribute to the Doomed, Offerings to the Doomed, and any other card that requires you to lose 2 cards to stop or destroy 1 of your opponent's. Unnecessarily Running yourself out of cards is generally a bad strategy. Use Fissure instead of Offerings to the Doomed, and Magic Drain instead of Jammer. Cards such as Horn of the Unicorn and especially Cockroach Knight should be avoided. By adding in cards that come back to the top of the deck, you stop yourself from drawing any new, better cards, and that can really hurt you in the end. To go along with that, Equip Cards in general aren't good to use (Premature Burial and Snatch Steal are the exception). They drain your hand too quickly, and it's easy to destroy them. Let's say that you play 2 Axe of Despair on your Harpie's Brother, then attack. Your opponent flips Mirror Force. 3 of your cards are destroyed, and they only had to use 1. Lets say that you instead have 1 Axe of Despair on your Harpie's Brother, and you attack an opponent's Jinzo. Your opponent flips Mystical Space Typhoon over to destroy the equip, and the now 1800 monster is destroyed by Jinzo. You lose a monster and an equip, your opponent only uses 1 Magic Card.

5. Don't add in mini-specific-combos. What do I mean by this? Here's an example: Don't use 1 Insect Barrier and 1 DNA surgery in your deck. It's very unlikely that you'll draw both in any given game. If you do plan to use a specific combo such as that one, use 3 of each card, unless one of the 2 cards has a second reason for being in your deck. In the case of Umi/A Legendary Ocean in a Water Deck, 1 or 2 Tornado Wall instead of 3 would be ok. As you get further into the game, you will probably find that most of the specific combos don't work that well, and that your deck improves when you replace them with cards that don't depend on each other so heavily. I didn't start really winning tournaments until I took my Flash Assailant/Reverse Trap (3 of each) combo out.

6. Try to keep a good Monster to Magic/Trap ratio. For people who are just starting out, I recommend that you make your deck a little less than 1/2 monsters, except in special cases. In decks that doesn't win by attacking, you can get generally get away with using fewer monsters.

7. Don't use too many Tribute Monsters. I cringe everytime I see a deck that has more tribute monsters than non-tribute monsters. I understand that a lot of people don't play in tournaments and don't have a lot of cards, so they play no tributes. If that's the case for you, don't worry about this section. For everyone else, I recommend using 3 Tribute monsters at the very most, unless you run a deck (such as a Black Skull Dragon Fusion Deck) that requires certain Tribute Monsters to be effective, or has a way (or ways) to easily summon them (such as the upcoming Dark Magician/Dark Magician Girl Support Cards). This also includes cards with Special Summon Requirements. I wouldn't use more than 2 in most decks. In a Dark Necrofear Deck, 3 Necrofear is ok. In an Earth Deck, I wouldn't recommend 3 Rock Spirit.

8. Avoid life gain cards. If you don't run a Fire Princess deck, don't use them. Solemn Wishes gives you 500 per turn, a Gemini Elf can attack for 1900. You'd have to draw cards 4 times to gain enough Life Points to make up for 1 attack. If your opponent attacks your empty field, Enchanted Javelin only cancels the attack of 1 monster (unless the monster has an effect such as Yata-Garasu's, then the monster's effect still happens). If he/she attacks a monster in defense mode, you still lose the monster (assuming that its DEF is lower than the attacking monster's ATK). Field advantage is lost, and Card Advantage is sacrificed for Life Point Advantage. Your opponent's monster can attack you again the next turn, and you have 1 less monster to protect you from a direct attack. If you want to use a card to save your Life Points, use Waboku. It gives you field advantage by protecting your monsters from attacks, and it protects Life Points as well. If your opponent uses a  Heavy Storm or Feather Duster, you can chain Waboku and your Life Points and monsters are still protected. Cards that only increase your Life Points don't hurt your opponents in any way, and it makes it easier for them to run you out of cards to use, and/or get you into a Yata-Lock. Don't sacrifice Card advantage and/or Field Advantage just for Life Point Advantage, it'll hurt you in the long run.

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