| | Basic Deck Building Guide | |
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Kirikaze Fuuma Mod - Kaze no Soldier
Posts : 3589 Charmer Power : 5700 Join date : 2009-09-22 Age : 35 Location : Fuuma Village Favorite Charmer : Badges :
Character sheet Name: Wynn HP: (280/280) MP: (170/170)
| Subject: Basic Deck Building Guide Tue Feb 11, 2014 9:47 am | |
| Well, as Eria suggested, this time I will create a guide for basic deck building. Actually, it's not really my style to write a guide. And actually, this is the first time I actually write a guide. So... I might miss one or two things. If so, sorry about that. At the very least, I hope this guide might help you to build a deck. Well, this is just for the basic rules of building a deck, not an advanced guide. So... So... where do we start? 1.) How many cards I should put in my deck?For the sake of consistency, I HIGHLY recommend you to use only 40 cards in your deck. Lately I saw some people in this forum, used more than 50 cards. I'll tell you something. 9 out of 10, you will lose the duel against nowadays decks, if you have this amount of number for your deck. Especially if the cards are irrelevant one after another and doesn't support each other. Why 40? Because you can draw needed card faster than when you used more than 40 cards. An example of basic formation of a deck with 40 cards is : 20 monsters, 13 spells and 7 traps. Choose your cards well, duelist. How? See the next point. 2.) Use cards that might give you advantage.You see, card advantage is a very important factor for the duel. Losing advantage means you're losing. And when I'm talking about advantage, it's not about your life points, it's about how many cards you control either on your hand and on your field. Take example, you're on a pinch in a duel, and both you and your opponent has 1 card each in both you and your oppnent's hand, and that one card is, Dian Keto the Cure Master, which heals your LP by 1000. Sure. It will heal your LP by 1000. And then... what? You're only delaying the inevitable : losing. So, what cards you should use? For beginning, I might recommend you staples. You see, there's a reason why many many duelist used them in their decks. They generate advantages and useful. Let's use cards such as Dark Hole, Mirror Force which would give you more advantage by either destroying opponent cards. And, use cards which adds more cards to your hand, and cards that allows you to unleash your combo faster. such as Pot of Duality, Reinforcement of The Army (If you run a good amount of warrior monsters in your deck). There are more utility cards you can put in your deck which might save you from an a**-kicking or set-up the combo. Like, Book of Moon, Forbidden Lance, etc. For monsters, it's preferable to use a monster which capable of special summon fast or helps you generate advantage (avoid normal monster except when your deck needs them to set up your combo). But that might also depend on what deck you're building. For example Summoner Monk, Lyla, Photon Thrasher, etc. 3.) Extra Deck.Ah yes... this one is indeed very very important. Sadly, this is often overlooked, while this might strengthen your deck much more than you can imagine. Well of course, I was once trying not to rely on extra deck. But like it or not, you're in the era where monsters from extra deck, especially synchro and xyz are roaming around. Only using "outdated" cards like some effect monsters and even worse, normal monsters... sorry. You're like fighting machine gun with slingshot. Well, let's just cut the speech and let's see how you can pick your extra deck. Most of the time, extra decks you might want to include could be either synchro or xyz monsters. Before picking, you should check your monster's level in your main deck. Based of their level, you can determine what kind of synchro and xyz you might want to use. For example, when your deck's majority consists of level 4 monsters, you should include more rank 4 xyz. Likewise, if there's a tuner in your deck, you can add some synchro monsters based on their level + some other non-tuner monster from your main deck. Example, if your tuner is level 3, and majority of your non-tuners are level 4, you can put a level 7 synchro monsters for your extra deck (Black Rose Dragon is highly recommended). Next, you should see the attribute and type of your monster. Some synchro and xyz needs specific material in order to summon them. Like "1 tuner + 1 LIGHT monsters" for synchro, or "2 DARK monsters" for xyz. Some of the are actually more powerful than synchro or xyz with generic material. Therefore, you should check your main deck's monsters if you can afford to summon them, and has a very high chance to summon them. For example, if you have many level 4 WIND monsters in your deck, you can use Lightning Chidori in your deck. But my suggestion for your extra deck is, check their material to summon them, and try to include extra deck monsters (either synchro or xyz) with generic materials, as much as possible. Even though they might be inferior to those with specific material, they are still pretty strong on their own and can be summoned at any condition. Even Stardust Dragon is still roaming around despite of being one of the 1st generation synchro. Also try to avoid synchro or xyz monsters with more than 2 material to summon them unless your main deck can afford to summon many monsters in one turn and has no problem minus-ing your advantage. Last but not least, if your deck can afford to fusion summon, it's ok to use some fusion monsters. Cards like Instant Fusion still being use to set up more combo to speed up synchro or xyz summon or several decks which used some fusion monster as their boss monster. But remember, fusion summon might took your advantage at least by 2 if you use polymerization or any normal fusion summon method, so be careful with your pick. Also, be careful. Putting fusion monsters in your extra deck MEANS it takes your extra deck space for the synchro or xyz. So, choose the monsters wisely, duelist. Example of basic deck : | |
| | | Wynn Intermediate Charmer
Posts : 527 Charmer Power : 2548 Join date : 2010-09-20 Age : 33 Location : California Badges :
| Subject: Re: Basic Deck Building Guide Tue Feb 11, 2014 10:52 am | |
| Nice read. 2 comments Deck size, I hate hearing "Use 40". I admit, more times then not this is a good idea but it skips why this is a good idea and thus excludes times when it isn't a good idea. A deck should to me use the ammount of cards it needs, using more or less I think weakens it. Because drawing consistantly is useless if you don't have the card you need. Another good example is monster mash, this can be a very consistant and useful deck that needs more then 40. (I bet your Blasting ruin deck agrees that 40 is a bit off, right?) Another example I like to use is my gusto, I usually more then 40, not by much, but I find the ratio is off without the last few, so going back to my idea, a decks needs what it needs . I have another example too, imagine if the deck limit was 30. I bet exodia would be happy, but lets think of a different deck, six sam as example, if it used 30 it might not be as strong as 40. Because the ratio may be hurt and the deck gains consistancy but loses verstility. Since six sam is already consistant at 40, 30 may increase the consistancy but it at too great a cost. 2. Is when you mention card advantage. While agreed card advantage is very important it is quick notable to mention tactical minus. lol otherwise you may get some people to focus on +1. I like how you mention book of moon. I love that card, but it is a innate -1 but it power comes from the change of field it presences at a critical moment. Effect veiler is another example it is also a -1 but abblity to mess up an oppponent makes it more then worth it. | |
| | | Kirikaze Fuuma Mod - Kaze no Soldier
Posts : 3589 Charmer Power : 5700 Join date : 2009-09-22 Age : 35 Location : Fuuma Village Favorite Charmer : Badges :
Character sheet Name: Wynn HP: (280/280) MP: (170/170)
| Subject: Re: Basic Deck Building Guide Tue Feb 11, 2014 11:40 am | |
| - Wynn wrote:
- Nice read.
2 comments Deck size, I hate hearing "Use 40". I admit, more times then not this is a good idea but it skips why this is a good idea and thus excludes times when it isn't a good idea. A deck should to me use the ammount of cards it needs, using more or less I think weakens it. Because drawing consistantly is useless if you don't have the card you need. Another good example is monster mash, this can be a very consistant and useful deck that needs more then 40. (I bet your Blasting ruin deck agrees that 40 is a bit off, right?) Another example I like to use is my gusto, I usually more then 40, not by much, but I find the ratio is off without the last few, so going back to my idea, a decks needs what it needs . I have another example too, imagine if the deck limit was 30. I bet exodia would be happy, but lets think of a different deck, six sam as example, if it used 30 it might not be as strong as 40. Because the ratio may be hurt and the deck gains consistancy but loses verstility. Since six sam is already consistant at 40, 30 may increase the consistancy but it at too great a cost.
2. Is when you mention card advantage. While agreed card advantage is very important it is quick notable to mention tactical minus. lol otherwise you may get some people to focus on +1. I like how you mention book of moon. I love that card, but it is a innate -1 but it power comes from the change of field it presences at a critical moment. Effect veiler is another example it is also a -1 but abblity to mess up an oppponent makes it more then worth it. What you've seen here is just a basic of deck building, not for an advanced one. It's the very base knowledge for those who want to build a deck. If I want to include advanced deck building guide, it could be much longer than this. | |
| | | Wynn Intermediate Charmer
Posts : 527 Charmer Power : 2548 Join date : 2010-09-20 Age : 33 Location : California Badges :
| Subject: Re: Basic Deck Building Guide Tue Feb 11, 2014 11:43 am | |
| - Kirikaze Fuuma wrote:
- Wynn wrote:
- Nice read.
2 comments Deck size, I hate hearing "Use 40". I admit, more times then not this is a good idea but it skips why this is a good idea and thus excludes times when it isn't a good idea. A deck should to me use the ammount of cards it needs, using more or less I think weakens it. Because drawing consistantly is useless if you don't have the card you need. Another good example is monster mash, this can be a very consistant and useful deck that needs more then 40. (I bet your Blasting ruin deck agrees that 40 is a bit off, right?) Another example I like to use is my gusto, I usually more then 40, not by much, but I find the ratio is off without the last few, so going back to my idea, a decks needs what it needs . I have another example too, imagine if the deck limit was 30. I bet exodia would be happy, but lets think of a different deck, six sam as example, if it used 30 it might not be as strong as 40. Because the ratio may be hurt and the deck gains consistancy but loses verstility. Since six sam is already consistant at 40, 30 may increase the consistancy but it at too great a cost.
2. Is when you mention card advantage. While agreed card advantage is very important it is quick notable to mention tactical minus. lol otherwise you may get some people to focus on +1. I like how you mention book of moon. I love that card, but it is a innate -1 but it power comes from the change of field it presences at a critical moment. Effect veiler is another example it is also a -1 but abblity to mess up an oppponent makes it more then worth it.
What you've seen here is just a basic of deck building, not for an advanced one. It's the very base knowledge for those who want to build a deck. If I want to include advanced deck building guide, it could be much longer than this.
Oh I know. I wasn't saying bad. lol I actually thought I said "Nice read" My comment was just that a comment, and I said it because I consider it basic. Advanced players know that veiler is useful at -1. It is beginers that might not realize that value | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Basic Deck Building Guide Thu Feb 13, 2014 11:29 pm | |
| Can I add to this guide? I have a couple ideas for articles here. - Spoiler:
4.) The Theme of your Deck (technically this could go between 2. and 3. tbh) Every deck needs a theme - a purpose, strategy, or goal that you try to accomplish while playing with the deck. Let's be honest here; you can't slap any 40 cards you want together and expect to have a good deck. The deck as a whole needs to flow and lead to some sort of final victory condition, whether it's swarming your opponent by battle, inflicting massive effect damage, stunning and draining your opponent's resources, or even forcing him/her to deck out. Remember what Yugi said... your cards need to work together by the power of unity. You can have a deck full of nothing but individually powerful cards, but because your plays won't be consistent, you will end up losing against someone who has thought out a full strategy and can execute it easily with cards that flow. You can even have 40 Pot of Greeds in your deck, but if that's all you have then that won't help you win There are two conventional ways to make a deck have a strategy. The first is to build your deck around an archetype. An archetype is a set of cards that all have the same name or something. Now, obviously Charmers are the best archetype aesthetically, but if we're talking support-wise, it would be more reasonable to list things like HEROs, Blackwings, Gravekeeper's, Lightsworns, Six Samurais, Wind-Ups, Fire Fists, Bujins, you get the idea. The reason why these archetypes work together is because they are all made with a common goal in mind (even though many of them just Xyz spam now ), and as such, many of the cards' effects are similar or cover each other's weaknesses. For instance, T.G.s are a notable archetype because most of them have the same effect of adding another T.G. monster from the deck to the hand each time one is destroyed. Likewise, Madolches are a notable archetype because they all get shuffled into the deck instead of being sent to the graveyard. Then you have an archetype like Gishkis, which include more than one strategy and thus allow for more unexpected plays, but there are still common themes among them such as they are all WATER and revolve around setting up Rituals, etc. Once you've set on an archetype to follow, it's easy to follow that archetype's strategy by itself (pure deck), but you can also include extra cards that compliment that strategy but aren't part of the archetype (Honest in a Lightsworn deck, Manticore of Darkness in a Gusto deck, etc.), and these are called techs. You can even combine cards from two different archetypes that work well together to build what is known as a hybrid deck (Fabled + Dark World = Fabled World, for instance, or Fire Fists + Bujins = broken Beast-Warrior crap). In this instance, if you were to play Charmers, I'd suggest adding them to another archetype to make some sort of hybrid Charmer deck, at least if it's the first Charmer deck you've ever made. The second kind of deck is one that is made up of non-related cards... or so you'd think. When making a "rogue deck", as they are called, there is still a central strategy to keep in mind when selecting cards, ranging from getting out a strong boss monster to just controlling the field at all times. There are some cards that are purposefully made to support certain kinds of cards, and other cards that just combo really well. For example, if you wanted to use a lot of Normal monsters in your deck for whatever reason, a good support card that works well with Normal monsters is Rescue Rabbit. This card adds consistency to your deck because it allows you to get out your Normal monsters faster. However, not every deck utilizing Normal monsters can run it, as evident from its card text. If you use monsters that are the same type or attribute, you should include cards that can support that type/attribute. Cards like Allure of Darkness and Dark Eruption are great cards that increase player advantage, but if you don't have any DARK monsters, there's no point in including them now is there? But it goes beyond that even. Say you were building a deck of your favorite monsters, and you noticed that many of them have effects that either activate when they are sent to the graveyard or can be summoned from the graveyard, etc. It may be wise to include some cards that send cards from the deck to the graveyard, like Foolish Burial, Ryko, Lyla, Armaggedon Knight, Tuning, etc., or cards that allow you to speed up your drawing them like Morphing Jar. This way, your plays become much more accessible earlier in the duel instead of waiting until you draw them and let them get destroyed or something. Or, you want to make a deck around a powerful Tribute monster like I dunno, Barrel Dragon or something. Include cards that will help you be able to play him - maybe Fires of Doomsday because he's DARK, or Chronomaly Mayan Machine because he's Machine, or hell, even Seven Star Sword because he's Level 7. These kinds of decks can be made many different ways from person to person, which is why they are also the most unique, but it's a bit harder to make them strong (unless you just say screw it and build a Chaos deck XD). Also, I kinda want to duel against your basic deck now, Fuuma XD
Last edited by Hippocampus on Fri Feb 14, 2014 3:42 pm; edited 1 time in total | |
| | | Kirikaze Fuuma Mod - Kaze no Soldier
Posts : 3589 Charmer Power : 5700 Join date : 2009-09-22 Age : 35 Location : Fuuma Village Favorite Charmer : Badges :
Character sheet Name: Wynn HP: (280/280) MP: (170/170)
| Subject: Re: Basic Deck Building Guide Fri Feb 14, 2014 11:24 am | |
| To be honest, even though I don't think the statement above are not wrong as overall, I don't think that's needed for basic deck building guide. This thread is just to give you the basic of how to build a deck, while if you enter the archetype or decks with specific theme, that means you will need an advanced guide, while this guide is just to teach the new players about the basics of deck building. | |
| | | Wynn Intermediate Charmer
Posts : 527 Charmer Power : 2548 Join date : 2010-09-20 Age : 33 Location : California Badges :
| Subject: Re: Basic Deck Building Guide Fri Feb 14, 2014 11:32 am | |
| @ hippo I got one thing I feel was said incorrectly. "You can have a deck full of nothing but individually powerful cards, but because your plays won't be consistent, you will end up losing against someone who has thought out a full strategy and can execute it easily with cards that flow." this I feel is wrong. See a dec made of idependant and strong cards could actually be very consistant but that won't make it good. The reason is a deck like that is just the sum of its parts because well there is no plan for team work if you select cards just because of there single ablility. No synergy. Which is quite different then consistant. A deck which works together with synergy uses cards that are inferor(most of the time) because together they bring a team work bonus or a power greater then the sum of its parts. | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Basic Deck Building Guide Fri Feb 14, 2014 2:45 pm | |
| - Kirikaze Fuuma wrote:
- To be honest, even though I don't think the statement above are not wrong as overall, I don't think that's needed for basic deck building guide. This thread is just to give you the basic of how to build a deck, while if you enter the archetype or decks with specific theme, that means you will need an advanced guide, while this guide is just to teach the new players about the basics of deck building.
Well I tried to keep it basic enough; I just tend to get a bit wordy lol. I'm not telling the reader how to build a deck with a specific theme here, I'm just saying that it is better to have a theme than not, which I believe is something new players to the game should be aware of, and just giving a couple random examples that don't really have much substance but will keep players intrigued to find out more for themselves. If you want I can cut some parts or something? - Wynn wrote:
- @ hippo
I got one thing I feel was said incorrectly. "You can have a deck full of nothing but individually powerful cards, but because your plays won't be consistent, you will end up losing against someone who has thought out a full strategy and can execute it easily with cards that flow." this I feel is wrong. See a dec made of idependant and strong cards could actually be very consistant but that won't make it good. The reason is a deck like that is just the sum of its parts because well there is no plan for team work if you select cards just because of there single ablility. No synergy. Which is quite different then consistant. A deck which works together with synergy uses cards that are inferor(most of the time) because together they bring a team work bonus or a power greater then the sum of its parts. Ah okay, thanks. I'll have to reword that then. | |
| | | Wynn Intermediate Charmer
Posts : 527 Charmer Power : 2548 Join date : 2010-09-20 Age : 33 Location : California Badges :
| Subject: Re: Basic Deck Building Guide Fri Feb 14, 2014 3:29 pm | |
| - Hippocampus wrote:
- Kirikaze Fuuma wrote:
- To be honest, even though I don't think the statement above are not wrong as overall, I don't think that's needed for basic deck building guide. This thread is just to give you the basic of how to build a deck, while if you enter the archetype or decks with specific theme, that means you will need an advanced guide, while this guide is just to teach the new players about the basics of deck building.
Well I tried to keep it basic enough; I just tend to get a bit wordy lol. I'm not telling the reader how to build a deck with a specific theme here, I'm just saying that it is better to have a theme than not, which I believe is something new players to the game should be aware of, and just giving a couple random examples that don't really have much substance but will keep players intrigued to find out more for themselves. If you want I can cut some parts or something?
- Wynn wrote:
- @ hippo
I got one thing I feel was said incorrectly. "You can have a deck full of nothing but individually powerful cards, but because your plays won't be consistent, you will end up losing against someone who has thought out a full strategy and can execute it easily with cards that flow." this I feel is wrong. See a dec made of idependant and strong cards could actually be very consistant but that won't make it good. The reason is a deck like that is just the sum of its parts because well there is no plan for team work if you select cards just because of there single ablility. No synergy. Which is quite different then consistant. A deck which works together with synergy uses cards that are inferor(most of the time) because together they bring a team work bonus or a power greater then the sum of its parts. Ah okay, thanks. I'll have to reword that then. While this may be subject to argue I sort of think that fuuma is right. Deck stratigy is sort of advanced. Because deck goal(in any respect more then attemping to deal attacks, burn or mill or alt win) is a bit cmplicated. A new player may benefit more from just attempting to make a "good card deck" with no clear stratigy so they can learn game mechanics. A deck with a purpose may be a bit harder to learn and take some of the fun away. | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Basic Deck Building Guide Fri Feb 14, 2014 3:45 pm | |
| Okay well I put my article in a spoiler for now. So anyone who has finished reading Fuuma's articles and is thirsty for more can read mine lol | |
| | | ally of justice catastor Junior Charmer
Posts : 424 Charmer Power : 1485 Join date : 2012-07-29 Age : 26 Location : a dimension called EXTRA DECK Favorite Charmer : Badges :
Character sheet Name: ally of justice decisive armor HP: (300/300) MP: (150/150)
| Subject: Re: Basic Deck Building Guide Fri Feb 14, 2014 10:40 pm | |
| A good one, I remember how I make a crazy 60 card deck because I think "having more is better", but in the end, it become more of a foil deck than anything(since I play HERO back then)
Another thing to be note is that 20 monster 10 spell 10 trap is also a good ratio for beginner, since it leave ya the rate of grabbing card you want quite easy | |
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