Card game tip yugioh




















For those who need more help or a second opinion, there are numerous different spots to talk to the Yu-Gi-Oh! Whether new players seek help on specific forums or on a more popular platform like Reddit, there's plenty of ways to get advice from real players. After players have tested out their deck, done more research, and gotten advice about their cards, it's pretty likely that they'll realize that their current deck might need some work to make it better.

However, this doesn't mean that players have to start from scratch unless they want to. A good starting point for improving a deck that players already have is to look through the deck and figure out what cards are the most useful. These are cards that should stay in the deck, and players might want to buy more copies of them too.

Then, figure out what cards aren't as useful and think about taking them out of the deck. Once players know what they like and don't like in their deck, it's time to update. With the help of online guides and videos, figure out which cards would help the deck be more powerful and consider ordering those specific cards online.

There are some popular card-buying websites online so that players can buy individual cards that they need instead of having to buy a whole mystery pack of cards and hoping that they get the one that they need. Make sure that the deck has at least 40 cards in it and has no more than 60 cards. Practice makes perfect and this saying applies to Yu-Gi-Oh! The best way to know if a deck is effective in a duel is to duel someone with it.

While playing, be sure to look out for areas of improvement. Is the deck effective at going first and second, or does it need help in one of these areas? Do you draw enough monsters , or do you have too many spells or traps that lower your chances? These are just some of the questions that players should ask during and after a duel, and it doesn't hurt to ask their opponent about how good the deck played after the duel is over.

After making a deck in real life, it can be easy to feel the need to get a lot of new cards and decks, but some cards can be expensive. View source. History Talk 0. Do you like this video? Play Sound. Tip Card English Tip Card Other names German : Hinweiskarte Italian : Carta Suggerimento Tip Cards are double-sided non-game cards that contain helpful advice, tips, and combos that beginners and maybe even some expert players might not be aware of.

List Main article: List of Tip Cards. Flip Toon Spirit Union Gemini. This card is really, really strong. I mentioned just now about Abyss-Squall, but this is much better. As a normal spell, it can be used instantly and has no limits on how many it needs to summon, so it cannot be countered by DD crow or anything similar. The monsters summoned do not have their effects negated, can attack and can be used for synchro or XYZ plays at will; the only drawbacks are that they must be FIRE, with def and they are banished at the end of the turn.

Clearly, the banishing side effect would rarely be used - when the monsters have been used to attack, you simply use them in XYZ and Synchros, for free. Worthy of note is the fact that this card does not have a once per turn limitation - turbo decks based around a Laval engine had the potential to be very fast, especially if Handmaidens were sent the grave for xyz effects or synchro summons - the grave could be loaded even further!

Other decks, such as Flamwells or certain Hazy Flames could also use this card. Hieratic Seal of Convocation: Hieratics proved to be pretty good this format, and they already have a fair amount of summoning from deck. Consistency is lowered somewhat, but not excessively.

Primal Seed: This card changes virtually every other ban list. No-one really uses it, as it can only be used in combination with one card left in the game, and even that is at only one copy.

This card is more usually associated with mill decks, which is how I discovered its potential. I was playing empty jar versus Geargikuri, and this card pretty much single handedly won the game for me. All extra deck monsters return to the extra deck, denying your opponent the chance to summon monsters back - against my Geargikuri opponent, this lead to a massive loss of field presence and momentum, shutting down their OTK completely. Evidently, this can be hurt you greatly as well, but treating it as you would a dark hole, or torrential tribute, means it can be a viable tool.

That said, many decks will still find this useful as either a side or a main deck choice - especially decks that revolve around low level monsters, set cards or manipulating battle positions. Due to the protection of face-down monsters they have, I would especially consider this in Ghostricks, as it also gives the opportunity to replace used Lanterns or Spectres with more useful cards on the field, while disrupting the opponent heavily.

Mill decks, or decks that involve milling, also love this card, as would be expected. However, for most decks, the reliance on extra deck needs to be weighed against the advantage this card can bring - using it carefully, however, means it is viable in a variety of decks.

Therefore, when should the card be used? Mermail and Fire Fist have the potential to render this card useless with Atlantian Dragoons or Bear respectively , as do Madolche with Tiaramisu. Against Bujins, this card can be very useful - if they do not destroy it with one of their graveyard traps, this disrupts their deck heavily - being flipped face down, if nothing else, removes their ability to use Crane or Honest.

Noble Knights do not appreciate losing all their equip cards to a single effect. If you spend the resources to protect it, it will certainly bring a great payoff against many decks. However, one of the main reasons I use it is because of how annoying it can be for the opponent.

Clearing an entire field of extra deck monsters, while denying the opponent the use of cards like Call of the Haunted to abuse the graveyard is seriously damaging to a lot of decks. Part of the reason Tiaramisu is so good is because returning cards to the deck is much more permanent than destroying them, strangely enough.

In terms of disruption, even if it lacks chainability, it is superior to Torrential Tribute. Further, the facial expression of the jar is the closest Yu-Gi-Oh comes to the trollface - if playing in real life, and the effect goes through and clears an entire board, it is actually an offence punishable by game loss not to imitate its expression.

You have been warned. Therefore: some decks can consider maining this, if they have the protection and theme for it, or if not, it should be sided if you have problems with certain OTK decks. New update coming this weekend, I just want to share a couple more interesting tech choices before I continue my deck building series, so thank you also for your patience This card evidently needs to be used in decks that do not focus on Synchro and Xyz summoning, so that you always have a valid monster for activation.

Therefore, this should be considered in things like Gravekeepers whose tribute bosses should have enough attack with Necrovalley to kill anything normal summoned , HEROs, Gem Knights, Herald of Perfection, Monarchs, Steelswarms etc. It is important to note that the wording of the card means that you can, in fact, xyz before the card resolves. Using this card is always a risk: it can easily end up being a dead draw, or it can be something which saves you the game. This card, being inherently a -1, should not be run at three, I think, as it is a little too contingent on other cards; 2 should give you an adequate chance of using it, while not destroying the consistency of the rest of the deck.

However, it in theory holds its own against the other negators well. Veiler might affect more types of card and be safer to use as a hand trap , but it can only stop one monster for one turn. Fiendish chain has the potential to last longer, but can be negated with MST, and still is single target only. Skill Prisoner, equally, can be reused, but only works against effects that target.

Grisaille is, therefore, potentially the most powerful of this sort of effect, but evidently balanced by being double-edged and relatively difficult to activate. I feel it is safe to state that most decks will continue to focus on Xyz and Synchro effects, but this card has glaring weaknesses. Of course, like all the negators, its usefulness depends entirely on how you use it. It might be a -1, but so is effect veiler - but this is arguably harder to waste. Should you use this, therefore?

For game 1, using something less specific is more useful; but this can easily secure game 2. Therefore, in the right deck, consider this to be a great side deck choice. This banlist was, I think, fairly expected, but with a few surprises! The first comment I would have to make is that the reign of Dragon Rulers is finally over. The adult rulers were ridiculous cards in their deck, and this is undeniable. Capable of gaining ridiculous advantage when played correctly, they were able to summon rank 7s quickly and control the game.

Dragunity players, I am sorry. What was once a way of you to send Phalanx to the grave became a degenerate advantage spawning machine for Dragon Rulers. It is easy to see why this card was so troublesome - every turn, it allowed the player to load the grave with two separate cards, being a continuous and more powerful but specific version of Foolish Burial Limited to 1.

Konami clearly want them to be unviable this format, and this is perhaps a way to ensure, in the short term, they stay that way. This card has long been on the verge of being banned. What was lost in speed was gained in imparity - only you get to summon your monsters, easily setting up OTKs.

A broken card, this deserved a ban a long time ago. An old, loved card returns this ban list, a card which, for many of us, would have been one of our first ever.

Magician of Faith was initially banned in a slower format, where she caused several infinite combos and was generally exploited in conjunction with other cards, such as Monster Reborn. Why has she returned?

Firstly, her effect relies on a normal set, and the normal summon has become increasingly more valuable in this format as part of the 'boss monster rush' players seem to favour. Secondly, her effect does not trigger if she is destroyed while face down, and monster destruction effects are much more common now than when she was banned.

Thirdly, among the common staple magic cards, there are now few which warrant using a normal summon to recover - Monster Reborn is banned, as is Heavy Storm, so Dark Hole seems to be the highest priority target. Further, the deck which most relies on spell cards, Prophecy, has its own ways of recycling them. It is nice, however, to see long-banned cards make a return - welcome back Magician of Faith, and may we see more of your kind return! These kind of loops get hit, just like Wind-Ups.

At 1, the abuse can still occur, but the combo loses consistency. Spellbooks just keep getting hit, and this is an understandable limit. Final Countdown is also unstoppable when it has been played, unless you manage to win before it ends it does not stay on the field for the duration of its effect. Was it troublesome? Will it make the game more fun? This list seems pretty fair to me, but I do not play Dragunities who will sorely miss Ravine.

As the range of cards in Yu-Gi-Oh is so huge, several thousand unique cards existing at the time of writing, knowing where to start can be a big challenge, even for an experienced player!

This article will be followed up by a pictographic and annotated guide for an example deck, but for now, this will just cover. Yu-Gi-Oh, as a game, has changed greatly over the years.

This is very good for novice duelists - if you choose a large archetype, you can make a pretty good deck just by adding a few cards to the themed cards!

It is, of course, perfectly possible to make a deck without using archetypes, it just requires lots more knowledge to pull off successfully. As you get to know the game better, this will become easier. Other people consider other cards staples, but I feel that these are a good mix, and cover most bases. Decks, as a general rule, like to have lots of monsters in. Spell cards are usually run at about 12, since, as they activate on your turn, they have more of an immediate effect than traps, whilst being less vulnerable to destruction, as they do not need to be set.

This will vary based on the deck and its needs, but most decks will find more spells useful. Trap cards are usually run in 8, since they are slower and usually more situational than Spell Cards.

Hence, we run fewer of them, unless the deck warrants it. So, this adds up to around 40 cards - we keep decks as small as possible because it adds consistency.

A large deck might have more options available, but whether you will actually draw into them is another matter. Playing with the deck will determine whether it has weaknesses, and if cards need to be changed.

Archetypes usually have a focus, and, while they might be strong in one way, they might be weak in another. This is where cunning strategy comes in. They focus on using Necrovalley, preventing the opponent from using the Graveyard, whilst themselves having high attacks.



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