A Guide To Making Yu-Gi-Oh! Duel Monsters Decks
Welcome to a work-in-progress guide to helping you create (better) Duel
Monsters decks. One note the I should tell you about me is that I am
only an average card game player, and make only average decks. However,
I have had a load of experience in playing and creating decks, and this
kind of information could be invaluable to you as a Duel Monsters player.
I learned some important lessons from a player who taught me how to play
Magic: The Gathering. Despite learning them from that game, they
can be easily adapted to other games with relative ease.
When creating your deck, you need to keep several things in mind (which,
coincidentally, are the major topics of this guide):
- The Theme
- Card For Your Theme
- Staple Cards
- Make Your Deck
- Deck Testing
THE THEME
If you learn only one thing from this guide, learn this: DON'T JUST THROW
CARDS TOGETHER TO MAKE A DECK. It's because the deck will be unfocused,
and you will never know what will be coming up, and the chances that you
will have some cards to back up the others is slim at best. Of course,
you could be some king of DM genius and subconsciously pick up cards and
form a deck that works all of the time. However, if you're like me, that
kind of thing will NEVER happen, so you'll have to rely on hard work to
make your deck work correctly.
The Theme is one of the most important parts of a deck. Though its key
lies not during a Duel, but rather what will go into your deck. What
constitutes a theme? Think of it as a basis, or a common element that
links the cards of your deck into one strategy. That's another good
word for it. The theme can also be a specific strategy. Some of you
already know at least one theme deck: The Exodia Deck. That deck is
based solely on getting all five parts to Exodia in your hand, and
winning the game. Exodia is its theme.
You're not limited to just a specific card (or cards) as your theme.
It can also be a card main-type, or card sub-type. For example, the
character of Jounouchi/Joey in the animated series and comic has
Warrior and Animal Warriors as his theme (with just a splash of
Gambling cards). Perhaps you like Angels, Dragons, or Demons as your
sub-type.
For some other themes, let's take a look at the characters in the series:
- Yugi Mutou:
Black Magician deck, with cards that support it and
and few other tricks
- Seto Kaiba:
Hard to class. The best assumption would be a
beatdown deck, with strong Monsters like Blue Eyes, The God
of Obelisk, and Blood Vors. He also has some anti-Monster
cards, such as the Deck Destruction Virus of Death
- Katsuya Jounouchi (i.e. Joey Wheeler):
a Warrior and Animal Warrior deck, with a
splash of chance cards, like the Time Magician.
- Insector Haga (i.e. Weevil Underwood):
Haga's deck is a pure Insect-Combo deck. Since
Insects are rather weak, it takes some additional tricks to
get the deck running. In the Duelist Kingdom, he used the
Great Moth (which I advise against using since it is
EXCRUCIATING slow to use) as his finisher. In Battle City,
his finisher was the Insect Queen, with his Insect Barrier
combo (in the animated series of Battle City, he also used
the Great Moth).
- Mai Kujaku (i.e. Mai Valentine):
In the Duelist Kingdom, Mai concentrated on the
Harpy Lady, using her cards to support it. In Battle City,
she uses the New Amazoness deck, which used Amazoness cards,
but also included her Harpy Ladies.
- Ryouta Kajiki (i.e. Mako Tsunami):
Almost a plain Sea deck. However, his difference is tricks
and the main hitter. In the Duelist Kingdom, Kajiki uses
the Leviathan as his big Monster. However, in Battle City,
he uses the trick of a big Monster, the Fortress Whale,
and the Legendary Fisherman that could not be attacked while
the Sea card is on the Field!
- Dinosaur Ryuzaki (i.e. Rex Raptor):
Ryuzaki's dinosaur deck is PURE beatdown.
This is an easy deck to use -- big Monsters, and big powerups!
- Player Killer (i.e. Panik):
This deck is also hard to class. His card uses darkness to
attack with, which means its probably will use the Darkness
Field card, and Demons and Magic-User Sub-Types to power them
up. But his Castle The Spreads The Darkness card powers up
Undead Monsters in the real card game. See how confusing his
deck is?
- Ghost Kotsuzuka:
His deck in the animated and comic series can't really be
used in the real card game, since Cry of the Living Dead is
only a one-shot Trap card in the real card game. However,
as his name suggests, his deck is a Ghost deck. You could
use ghost-like cards (such as the Ghost of Medusa), which
falls under the Undead Sub-Type. However, as he had zombies
as a result of the CLD in the animated series/comic, you
could make a Cemetery-Recursion deck.
- Mei and Kyuu (The Labyrinth Brothers):
This team has the "Maze-Dungeon" theme of Monsters tried to
keep their opponent's
off balance while they summoned the second most-powerful
Monster in the game, the Gate Guardian. However, the Guardians
are high-level Monsters, which means you're going to have to
get a lot of summons to summon them, in order to summon the
Gate Guardian.
- Bandit Keith Howard:
His is a Machine Sub-Type deck, along with beatdown.
- Pegasus J. Crawford (i.e. Maximillion Pegasus):
Pegasus' deck is a strange combination of comedy and grossness.
First, his deck is based around the Toon World card, which
effectively makes his Toons invincible to attack, and allows
him to attack his opponent directly. Second, he also has the
Sacrifice and Thousand Eyes Sacrifice card, which can absorb
his opponent's Monsters.
- Rare Hunter:
Exodia deck. Need I say more? Okay, a Defensive Exodia deck.
- Esper Roba:
Esper Roba used a "psychic power" deck. It had some Monster
control, along with Machines. His main hitter was the
Psycho Shocker.
- Pandora:
Pandora's is an extended Black Magician deck, with a large arsenal
of Magic and Trap cards that support his Black Magician.
- Pantomime:
Like Malik's deck (technically, Malik was playing this one as
well), this one also based around a God card, the
Saint Dragon - God of Osiris. However, that God card is also
banned. If we look at the major point of his deck, it was
to constantly increase Osiris' power with the number of cards
in his hand. Another Monster in the game, Muka Muka, also
does something similar to it. He also had some Water-based
cards in the deck, such as Humanoid Slime and Revival Slime,
along with some lockdown.
- Dark and Light Mask:
You would have to make both of their
decks into one deck. In the series, one took the initiative,
and the other backed him up with Traps and Magic cards,
along with Sacrifice-Sealing Mask. This makes the game based
on small Monsters, and Cemetery Recycling. (In the GBA version
of DM Expert 5, they played a "Bounce" deck, where they used
card effects that returned Monsters to their opponent's hands).
The finishers included the insanely strong Masked Hellraiser
and Death Guardius.
- Ryou Bakura:
Bakura called his deck an "Occult Deck." It contained the
Ouija Board, along with the horrific beauty, Dark Necrophia.
For his deck, use cards that look "disturbing" to fit in
the Occult theme.
- Rishid:
Has a Trap deck. The deck consists mostly of Trap
cards, and items that support its theme. Holy Beast Selket
is the main hitter of this deck. However, with the additional
effect of the [Royal Shrine] in the real DM game, you can play
a large Monster deck.
- Malik Ishtahl:
Malik's deck is based around getting the Ra card out onto the
Field. But as Ra is a banned card in normal games, that makes
his theme different in the real card game. He had some tricky
cards like Viser Death and Legend Devil. It's hard to class
his deck.
- Isis Ishtahl:
Isis' deck was a "Cemetery Protection" deck. It went about
recycling her Cemetery into her deck, while at the same time
cycling her opponent's deck into his Cemetery. It's interesting
to note that she had no big hitters in her deck; she relied on
the Reversed Worlds card to deck her opponent.
Once again, you are not limited to card types. Some things to consider
are:
- Beatdown Deck
(concentrating on lots of strong monsters to
lay waste to your opponent
- Black Magician Deck
(the Black Magician and cards to support it
beings its theme; check the Card of the Week section for a
sample Black Magician deck)
- Ouija Deck
(tries to get all five parts of the Ouija Board on
the Field to win; check the Card of the Week section for a
sample Ouija Board deck)
- Discard Deck
(forces your opponent to discard cards from his
hand so that he can't do anything to stop your assaults)
- Deck Destruction Deck
(discards cards from your opponent's
deck. When your opponent is forced to draw a card and cannot
because he has no cards in his deck, he loses the game)
- Devil Franken Deck
(uses the Devil Franken
to get Blue Eyes White Dragon out, tosses a Giant Growth on
it, and attacks for 9000 damage for a one-hit kill!)
- Direct Damage Deck
(uses lots of cards that do damage right to your opponent's
Life Points. Called a "Cheese Deck" in Magic: The
Gathering)
- Sneak Attack Deck
(uses the Monsters that can attack your opponent directly,
along with Equipment cards that boost their attack strength)
- Fusion Deck
(uses powerful Fusion Monsters, like Black Demon's Dragon
and Saint Jeuneau to inflict damage, hard and fast)
- Ritual Deck
(uses like the Fusion deck, but uses Ritual Monsters, like
the Masked Hellraiser, Chaos Soldier and Zera)
CARDS FOR YOUR THEME
Once you have your theme set, go through your collection first and
pick out cards that DIRECTLY relate to your theme. For example,
if you want a Direct Damage deck, go through all of your cards and
pick out the ones that do direct damage. Do so whether or not
you are going to use the cards or not.
Now, go through your collection AGAIN and pull out those cards the
INDIRECTLY relate to your theme. You can also think of this as
cards that SUPPORT your theme -- for example, high defense strength
Monsters to protect you while you get cards for your combo out,
or cards that will help you get to other cards.
Don't make your deck yet!
STAPLE CARDS
"If it ain't broke, don't fix it." -Anonymous
Truer words have never been said. In the case of this card game, it is
the "staple cards."
"Staple" doesn't mean the little metal things that you keep papers held
together with. This tense means "standard," or "reoccuring." The
staple cards in DM are the ones that show up in nearly every deck,
tournament-level and fun-level. Generally, these cards have also been
restricted by Konami for use in tournaments. Regardless, their power
cannot be overlooked. Here are some of the staple cards that you
should ALWAYS consider putting in your deck:
- Jar of Greed
- Angel's Gift (at least one)
- Raise Dead
- Black Hole
- Thunder Bolt
- Harpy's Feather Sweep
- Holy Barrier - Mirror Force
- Magic Cylinder
- Early Burial
With the following cards, you should HIGHLY consider putting these in
your deck:
- Critter (if your deck has high defense, low attack strength
monsters)
- Black Forest Witch (if your deck has high attack, low defense strength
monsters)
- Tempest (when you have Magic/Traps on the Field, it functions
as a second Harpy's Feather Sweep)
- Welcome For The Dead
- Imperial Decree
- Man-Eating Bug
- Cyclone
- Emissary of Obliteration
- Goblin Strike Team
MAKE YOUR DECK
Now, for all of the cards that you pulled out of your collection and the
staple cards, and begin creating your deck out of them.
Now, there are some "pointers" to creating decks. All decks should
contains some cards that relate to the following. You should include
at least TWO of each of these types of cards in your deck. Your
chosen cards may already contain some of the types. Along with Monsters,
if you have the following types of cards, you can be ready for most of
the situations that you will run into.
- Card Drawing
- Monster Removal
- Monster Recovery
- Magic/Trap Removal
- Magic/Trap Recovery
- Magic/Trap Negation
- Surprise
The "Surprise" type is two or three cards to deal with a particular
situation in your area. For example, if the players in your area
play a lot of copies of particular Monsters, add a Chain Destruction,
or Bottomless Pit Trap. Perhaps they use a lot of Magic cards.
Add some more negation cards. It's your choice with what to include
in this type.
Here's another saying I want you to remember: "Speed kills...your opponent."
What this means is that faster you get to the cards that you need,
the faster you can decimate your opponent. Speed is also a bit of a
psychological factor in the game. If you get to everything you
need really fast, then it puts your opponent on the defensive rather
than the offensive, which leaves you in a better position.
When including Monsters in your deck, if you are going for power, the
following cards represent the best of their levels. A good idea is
to have a number of small Monsters in your deck, then have one or
two big hitters to clear a path for your other Monsters.
- Level 4 or lower (no detrimental effects):
- Gemini Elf (1900/900)
- Blood Vors (1900/1200)
- Newt (1900/400)
- Red Cyclops (1800/1700)
- Gatling Buggy (1800/1500)
- Dunamis Valkyria (1800/1050)
- Lamp Spirit - Ra Djinn (1800/1000)
- Seazareon (1800/800)
- Rainbow Fish (1800/800)
- Birdman (1800/600)
- Rock Soldier (1300/2000)
- Rock Dragon (1300/2000)
- Aqua Madol (1200/2000)
- Island Turtle (1100/2000)
- Level 5 or 6:
- Cybertic Wyvern (2500/1600)
- Demon Summon (2500/1200)
- Emerald Dragon (2400/2000)
- Fisherbeast (2400/1200)
- Millennium Shield (0/3000)
- Labyrinth Wall (0/3000)
- Level 7 or higher:
- Blue Eyes White Dragon (3000/2500)
- Cosmo Queen (2900/2450)
- Tri-Horn Dragon (2850/2350)
- Winged Messenger (2750/2400)
- Millennium Neanderthal (2750/2500)
- Fusion:
- Blue Eyes Ultimate Dragon (4500/3800)
- Meteor Black Dragon (3500/2000)
- Black Demon's Dragon (3200/2500)
- Two-Mouthed Thunder Dragon (2800/2100)
- Saint Juneau (Attack strength 2800)
- Ritual:
- Masked Hellraiser (3200/1800)
- Chaos Soldier (3000/2500)
- Magician of Black Chaos (2800/2600)
- Zera (2800/2300)
When making your deck, I should says one thing:
MAKE AS CLOSE TO A FORTY CARD DECK AS POSSIBLE.
Think of it this way: "Every card that you have over forty is one more
turn until you draw the card that you need." Of course, they are
ways around this, if you include more card drawing in your deck.
For a standard forty card deck, try this formula:
- Monster cards: 23 cards
- Magic cards: 12 cards
- Trap card: 5 cards
For including Monsters in your deck, you should porportion the number of
their levels. For example, you want more level 4 or less Monsters in your
deck, compares to level 5 or higher Monsters. This is due to the fact
that you need to sacrifice the level 4 ones to summon the bigger ones.
Try this formula:
- Level 4 or less: 60% of the Monsters in your deck.
- Level 5 or 6: 30% of the Monsters in your deck.
- Level 7 or higher: 10% of the Monsters in your deck.
DECK TESTING
Sure, you could be some sort of deck-building genius. You could make
decks that work the first time, every single time. But if you're
like the rest of us, you need to test the deck. Test it thoroughly.
Test it A LOT. When testing your deck, ask yourself these questions:
- How fast am I getting to the cards that I need?
- What cards types are giving me trouble?
- What specific cards are giving me trouble?
- What cards in my deck are useless in most situations?
- What cards do I need more of?
These big questions will unlock the key to becoming a better
deck. These questions are there for you to add/remove cards to
suit the situations.
IN CLOSING...
Well, I hope that you enjoyed reading through this guide. I also hope
that you have gained some additional insight into making your decks,
and making your decks better. You also have to know that this guide
is only that: a guide. There are some techniques that work well for
one person, and fail for another. The best thing to do is suit your
decks and play style to yourself. And as the saying at the beginning
of the Battle City story says in the animated series:
"Obey the rules and your manners, and have fun dueling!"
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