An In-Depth Deck Builder's Guide v2.0
Hello everyone. Back in March of 2009 I created one of my first articles, and it was a deck building guide that I posted on Duel Academy. Now, nearly a year later there have been many new packs, massive changes to the meta, and lovely new aspects to deckbuilding that must be taken into account! Therefore, I decided to update my guide for the new year. Enjoy!
**WARNING** **WARNING**
THIS IS A LONG ARTICLE. IT HAS A LOT OF INFORMATION. MAKE SURE YOU HAVE ENOUGH FREE TIME BEFORE READING. THIS GUIDE PROVIDES DETAILED KNOWLEDGE OF GAME THEORY AND IS NOT SOMETHING YOU SHOULD SIMPLY "BROWSE."
**WARNING** **WARNING**
So yeah, as the warning says, this isn't some short little how-to guide. This will take some time for you to read, but if you are able to read it and pay attention to the important points it makes, you will become capable of creating your own decks that will win duels.
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Table of Contents:
I. Examine Your Meta
II. Choose a Strategy and a Win Condition
III. Do Your Research
IV. Make it Your Own
V. Choose an Appropriate Ratio
VI. Focus! Focus! Focus!
VII. Toss it All in, then Thin to Win
VIII. A Little Something "Extra"
IX. The Side - Ultimate Proof of a Good Duelist
X. Testing 1, 2, 3 ... 50?
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I. Examine Your Meta
Before you start even looking at what archetype you want to build a deck around, the first thing to do is always, always, always, DETERMINE YOUR META. The "meta" is dependent upon the following criteria:
A. The current ban list
B. The cards currently in the game
C. The decks you are most likely to encounter
Let's take a look at each of these.
The ban list dictates which cards are currently considered to be so powerful as to merit reducing the number of them allowed in the deck. The cards fall into the categories of Semi-Limited (2 copies allowed), Limited (1 copy allowed), and Restricted (0 copies allowed). In the Traditional Format for Yugioh, there are no restricted cards, but because most major tournament play using the Advanced Format for Yugioh, that is the format that will be used in this article. The official ban list can be found at Konami's official site here:
http://www.yugioh-card.com/en/limited/
Understanding the reasons for why a card is banned is important to understanding whether you should use the card. There typically exist four particular reasons for why a card is admitted to the ban list. They are:
1. The card, in and of itself, creates a win condition that is easily obtainable.
2. The card, in and of itself, can consistently create a card advantage of +2 or greater in the player's favor.
3. The card, in combination with only one or two other cards, can create an OTK.
4. The card, in combination with only one or two other cards, can create an infinite loop.
5. The card, in and of itself, can defeat your opponent's entire strategy.
Understanding the ban list and understanding why certain cards are restricted, limited, or semi-limited can often lead to you find what effects are considered especially powerful, and then you can make a deck that is capable of mimicking some of those powerful effects.
You cannot emulate effects from the ban list, however, without a thorough knowledge of the cards currently in the game. This is one of the most difficult things for new players to do. It requires a massive amount of memorization, however, if you want to strive to be the best it is something you will have to do eventually. An average duelist should know the effects of at least 50% of the cards in the game. An experienced player should know the effects of at least 75% of the cards in the game and should be aware of approximately the effects of another 15-20% of the cards currently in the game. An expert player should know the full effects of at least 95% of the cards in the game and he or she should at least be aware of approximately the effects of EVERY card in the game! It is a great feat for certain, but to be the best at both dueling and deck building, that is what you have to become. You must become an encyclopedia of Yugioh cards, effects, and rulings in order to make it to the top.
Along with knowing the cards currently available in the game, you also need to know the top strategies in the game. Understanding what your opponent will be running is CRUCIAL to understanding what you should be running. Your deck has to be able to perform well against the other decks you most expect to see. To have an understanding of what your opponent is running you need to know two things:
1. What decks are considered to be the best?
2. What decks are being used where you will be dueling?
At first glance, you may consider these two statements to be one and the same, but they are very different. Some tournaments use special restrictions on your deck. Local tournies will have less people using decks that are not as expensive to build. Regional tournies and Shonen Jump Championships (SJC's) will have decks that have more money put into them and will be more representative of the top tier decks. So, how do you find out which decks are in the top tier, and how do you find out what will be used where you are dueling? Let's get to it!
The first one or two major tournaments of a format typically will decide what the meta is for the format (a format is the ban list currently in use, which is changed every March and September). If you are playing in one of these tournies, then this stage becomes more of a guess than anything else, but you can make it an educated guess by looking at the new ban list and answering the following questions.
A. Have any changes to the ban list dramatically affected the playability of certain deck-types (either positively or negatively)?
B. What were the top tier decks before the new format?
C. Have new cards come out that could be playable either as their own deck-type, or in another deck-type?
Once a format has had a couple major tournies, the meta can be determined by looking back at those tournies. For coverage of SJC tournies you can go to:
http://www.yugioh-card.com/en/events/
At that site there are four important tasks for you to accomplish if you want to gain an understanding of the meta. Those are:
1. There should be a posting somewhere of the spread for decks for the tournie. Find it. This is an easy way to see how many people are running which decks. Typically, after a couple tournies in the format these numbers will stay somewhat consistent for future tournies. The only exception to this is if the top 16 deck list does not reflect what people are running on average. This will cause a shift toward those decks for the next tournie.
2. Check the top 16 deck lists. In SJC tournies, the people whose decks did well enough on Day 1 to make the Day 2 bracket are always 16 in number. These 16 decks are made available for the public to view card-by-card. It will be posted somewhere on that site. This information is extremely useful!! People will copy these decks in the next tournie. I guarantee it.
3. Check out Featured Decks postings. These articles often feature decks who are outside of what most other people are running. They are typically very inventive decks, and are worth adding to your knowledge base. They can also often provide you with combos you didn't know about that can be useful when you go to create your own deck.
4. Check out Featured Matches. I cannot stress this enough. Sometimes, decks look good on paper but do not end up functioning like you thought they would. We'll get to testing your deck much later. For now, reading about the matches between expert duelists is an excellent way to learn how decks function, and to get more ideas of what combos can be used. It is important to look at more than just duels with decks you are looking to make, because knowing your opponent's strategies and combos will help you create a deck that can break those strategies apart!
Using all the information above, you should be able to determine the most powerful decks of the format. To determine which decks you will most likely be facing, however, can be very different. Always expect there to be a chance of running into a top tier deck, but if you're going to a local tournie, or a tournie with special rules involved, then there are other things to take into account. For local tournies, the best thing to do is ask around and gather as much information you can on what people in your area have been running recently. Again, knowing what decks you are most likely to be up against will affect how you construct your own deck. If a tournie has special rules, I suggest treating those rules like looking at the ban list for an entirely new format. Consider which decks will be positively and negatively affected by the special rules, and use that knowledge to determine what you are most likely to see. Some of these topics I am talking about take a certain level of experience playing the game in order to obtain these insights.
At this point, I'm going to begin what will be a continuing example for this article. I am going to go through the process of creating a deck for an SJC in the September 2009 format.
After heading over and viewing information of recent tournaments, I have seen that the decks that are winning competitions tend to be:
Twilight Lightsworns, Destiny Zombies, Dimensional Chaos, and Vayu Blackwings.
Gladiator Beasts have also been used quite often, as have TeleDAD and Synchro Cat decks. With some of the newer cards of the format, I can make an educated guess that Supervise will enable GigaVise Plant decks to become a threat, and Archlord Kristya will make Kristya Lightsworns and Fatty Fairies into stronger archetypes. Six Samurai and Ritual decks have also recently received some very good support cards that may allow them to be more competitive.
Now that I have a pretty good idea of what the meta is that I'll be facing, it is time to address the next issue. This is a question you should always ask yourself before you begin making a deck. What does the current meta rely on? There can be a plethora of answers to this question. Some possible answers include:
Normal Summons
Special Summons
The Grave
Milling Cards
Synchro Summoning
Contact Fusions
Fusion Monsters
Clearing the Field
Using 1 for 1 Effects
Card Advantage
Hand Advantage
OTK's (One Turn Kills)
FTK's (First Turn Kills)
Use of Abusable Combo/s
Monster Effects
Beatsticks
Spells
Traps
For the example that I have begun using for this guide, let's take some of the things from this list and apply it to the current SJC meta.
Gladiator Beasts and Six Samurai typically need to normal summon a monster to the field and keep at least 1 or more monsters on the field in order to be effective.
All of the current top decks use Special Summons to bring out their most powerful monsters.
Zombies, Lightsworn, Vayu Blackwings and Chaos decks in particular need to load up the graveyard with a lot of monsters in order to make some of their biggest combos.
Lightsworn decks accomplish the above feat by milling cards during the end phase, and some of the other decks have been known to use a few Lightsworn monsters teched to help them accomplish the same feat.
In particular, Zombies, TeleDAD, and Synchro Cat decks are built around doing many Synchro Summons, although most competitive decks nowadays at least have some way of accomplishing the feat.
Gladiator Beasts are the only ones who have any Fusion monsters that seriously need to be considered threats, although there are specialty decks like Dark End Dragoon decks that also use Fusion monsters.
With cards like Black Rose Dragon, Judgment Dragon, and Dark Armed Dragon floating around, clearing the field is a very simple task nowadays in Yugioh.
1 for 1's are typically more seen in Stun, Gadget, and Monarch decks, which are not as popular or powerful in this format.
Card advantage is of the highest importance in slower formats. I would not go so far as to call this an excessively fast format, so card advantage is important, but the format still moves at a good clip (many decks are capable of OTK's and making big pushes), so card advantage isn't as overwhelmingly important as it has been in previous slower format. Still, never underestimate the importance of card advantage!
Most decks, such as Lightsworn, Zombies, and Blackwings are not centered around any OTK for this format but they do all have the potential to create OTK's given the right cards on the field, in-hand, and in the grave.
There are more things that can be mentioned about these decks, but for now the above should give you enough insight into how the thought process should work for you to be capable of doing the rest yourself. Gathering all of this information not only helps you when dueling those deck-types, it will also give you insight into potential weaknesses the decks. With all of this knowledge of the meta, it is now time to move on to the next step.
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II. Choose a Strategy and a Win Condition
At this point, you should now have figured out, at least approximately, what decks you can most expect to end up playing against and what their strategies are most centered toward. Now, it is time to determine what general strategy you wish to play, and what your primary win condition will be for your deck.
A win condition is the way in which you envision your deck winning the duel. All decks need to have this. It is what will create focus and synergy in the deck later on.
When choosing a competitive deck-type you need to, in general, match up that deck-type against the meta you expect to see. Zombies may be an awesome deck, but if your meta consists of a bunch of people using Macro decks, you are going to have a lot of bad matchups. Your choice does not have to be one of the meta decks, but it should be a deck that, in general, you feel has some sort of advantage over most of the meta you expect to see. If you are needing help in learning about different archetypes and decks, the wiki page for Yugioh has a very respectable list of generic deck-types here:
http://yugioh.wikia.com/wiki/Deck_Types:_A-C
After choosing the generic deck-type you think you want to use, make sure you understand that deck's win condition. You should be able to complete the following sentence easily:
"I plan on using my deck to defeat my opponent by ______________"
An example of a way to end this sentence could be "summoning Judgment Dragon and swinging for big damage" or "locking down my opponent with Dark Simorgh and Anti-Spell Fragrance." Knowing what the win condition is for your deck is going to be very important later on when you begin actually making the deck, but we're still miles, leagues, light years from even touching an actual card!
Well, let's continue with that example I started with. I've noticed that decks containing the Lightsworn archetype have been placing well in tournaments recently and have even won a couple SJC tournies. When I look at the other popular deck-types out there, I see that almost all of them either Synchro Summon profusely or at least Special Summon powerful monsters like Judgment Dragon, Dark Simorgh, or Dark Armed Dragon. These factors lead me to think that at this time I can gain an advantage over my opponents by running a deck that makes use of the powerful Lightsworn archetype, while also somehow shutting down my opponent's Special Summons. Royal Oppression is no good, since that hurts me as well, and some cards like Vayu can get around its effect. Running Thunder King Rai-Oh may be a potential option, but another option is to make use of a card named Archlord Kristya.
While Archlord Kristya would also stop me from Special Summoning, she has enough ATK to give me a strong field presence and she can also get back Honests from the grave to make her more capable of standing by herself. This will mean making sure I have enough Fairies later on in my Lightsworn build if I want to add her, but that should not be too unreasonable of a request. I'll also probably want to look at finding ways of shutting down my opponent's graveyard, because so many strong archetypes make large use of it.
If I look at the win condition I am striving toward, I can say with ease that I planon using my deck to defeat my opponent by summoning Judgment Dragon and/or Archlord Kristya to clear away my opponent's field and stop him/her from special summoning monsters.
The deck-type I chose was Kristya Lightsworns. Remember, this is only an example. You should choose your own deck-type. Don't get too specific about what cards are going to be in it yet. Just pick your generic deck-type and win condition. No, you still aren't allowed to touch any actual cards yet or do any duels. You are, however, now ready for the next step!
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III. Do Your Research
Tired yet? Bored of reading? I told you this would be long. Don't expect it to end anytime soon. In this next step you will be researching the hell out of the deck-type you chose. When I say research, I mean follow this method:
1. Determine how the deck-type has performed in the past
2. (if applicable) Find decklists from pros who ran your deck-type
3. (if applicable) Find records of duels involving your deck-type
4. Determine your key cards
5. Determine cards that either have synergy with or combo with your key cards
To determine how the deck-type has performed in the past, you need to look at past tournies and see if your deck-type has had any strong showings. For local tournies, you can ask around and see if anyone has played with and done well with your deck-type in any of the recent previous tournies. If you're working with a deck-type that uses cards that were only recently released, this may be a more difficult task. If you cannot find anybody who has used your deck-type before, it most likely means one of two things - either your deck-type is not well enough known yet so very few people are running it or your deck-type is so bad that nobody bothers running it because they know it cannot beat the current meta. Most often, it will be the latter statement that is true in this case. The only information worse than this is if you hear from people who tried your deck-type, that definitively in tournament play the deck does not work well. If you find this to be the case, I strongly suggest changing your deck-type now, before you commit a whole lot more time working on something that has a high probability of failing to meet your expectations. If you are attending a major event such as an SJC, then all the information you need will be online. You can check to see if your deck-type has ever made Day 2 at an SJC in the past very easily. You can again use the Konami official web site given earlier in this guide to obtain that information.
The next step is to do some more searching. You'll be wanting to find as many decklists for your deck as possible from expert duelists. You are not doing this just so you can copy their decks. That is not the purpose here. The purpose is to see what duelists who have tournament experience are running in order to give yourself ideas on how you should construct the deck yourself. The Konami official site is a good place to check if your deck-type made Day 2, because the Top 16 decks all have their decklists opened to the public. You could also get lucky and find an article about your deck-type either on the Konami site or elsewhere. Another very good place to look for decklists is pojo.com. Many strong players post on pojo and there are also many high ranking judges who use the site. It is a very good source of information and there are sections where people can go to post their decks.
The next thing to do can be a bit tricky for some decks. You want to try to find a recorded duel where one or both duelists were using your deck-type. You may be able to get lucky and see a Feature Match on the Konami site that has a player using your deck-type. If not, the next best place to check is probably youtube.com, because many duelists put videos of their duels online. Finding records of duels where your deck-type won can help early on with giving you info on some of the combos you can create with the deck-type. Finding records of duels where your deck-type lost can give you info on what some of the weaknesses of your deck-type are, and you can attempt to fix or in some way cover those weaknesses when you actually begin building your deck.
After having viewed other people's versions of your deck-type and after checking out records of duels involving your deck-type you should now have some idea of what cards absolutely MUST be in your deck. These are key cards that are central to pulling off your strategy and that cannot be replaced. These aren't the cool and interesting cards that make neat combos. These are the cards where if you don't have them your deck physically does not work properly. If you've come this far and you are able to say with a straight face that your deck has no key cards, then what that tells me is that your deck does not have enough focus to be competitive and therefore you should start over from the beginning before wasting a bunch of your time. A deck with a bunch of random, powerful cards doesn't cut it in tournie play. I'll get into this more in a later chapter, but your deck needs to have focus!
For the last step of this chapter, you need to now determine cards that have synergy with or combo with your key cards. Synergy is when one card's effect helps out with another card's effect. The more synergy your cards have, the more flexible your deck will be when difficult situations arise. Having synergy also increases the focus of your deck. This is slightly different from cards that can create combos. Typically, combo cards are not as flexible and, while they can create giant pushes in your favor, they need to either have certain conditions fulfilled or they need for you to have certain other cards in your hand or on the field or in the grave. The term for describing these combo cards is "situational." If you can fulfill the situation to create the combo, you will be rewarded for it. Just be careful because typically if you draw the card without having the situation for using the card fulfilled it can become a dead draw. Dead draws are a bad thing. You want as few of them as possible in your deck. When you draw a card at the beginning of your turn, you want to be able to say "sweet, I can use this!" as often as possible. Therefore, although combo cards can have big pay-offs, just be careful that you do not add to your deck too many cards that can become dead draws.
You should already have a good idea of what cards provide your deck-type with synergy and combos by now by having looked at other decks and after seeing how the deck has operated in past duels. Another good place to check for more good tips is the Yugioh wiki. You should already have looked up your deck on the wiki in one of the earlier chapters. You can go back to that page and check out some of the helpful tips the wiki page has. You should also check out the Tips section for all of your key cards on the wiki. A quick way to find the wiki pages for your key cards is to go to google.com and type in a search of
wikia yugioh [name of card]
One of the first pages to pop up in your search should be the wiki page for the card. Click on the "Tips" link a bit under where it lists the card text for the card and you'll come up with a list of strategies and combos for the card. This is a great way to get some ideas for things you can use when you make your deck.
Ok, let's head back over to my continuing example. If you remember, in the last section I chose to get started on a Kristya LS deck. I'm preparing this deck for an imaginary SJC event, so let's look at past SJC history to see how the deck has performed.
After checking on yugioh-card.com, I found out that Lightsworns have consistently done well in tournament play and have even won a couple of SJC's recently. Archlord Kristya is a fairly new card, so I can only check 1 SJC to see how it has performed, and it turns out there was one deck that used Kristya in a Lightsworn build that made the day 2, top 16 list.
Because a Kristya deck made top 16, that is also one source for a deck list. After searching a bit more on the Konami site, I also found that one of the Feature Deck articles was on a Kristya LS deck by Chris Miller. This, combined with Brain Hines' top 16 build could give me a good foundation to start with, but I want more. Therefore, I went to pojo.com and did a search for Kristya Lightsworn decks. This gave me 3 more decklists to learn from, including one deck that won a regional event. Not too shabby. So that you can see what I see, check the links:
http://www.konami.com/yugioh/blog/?p=987
http://www.konami.com/yugioh/blog/?p=1070
http://www.pojo.biz/board/showthread.php?t=776818&highlight=Kristya
http://www.pojo.biz/board/showthread.php?t=781827&highlight=Kristya
http://www.pojo.biz/board/showthread.php?t=782374&highlight=Kristya
Now for the next step. This part was easy for me, as both Brian Hines and Chris Miller were featured in Feature Matches for SJC Columbus. This allows me to have a good idea of how the deck is able to operate and what sort of combos it can unleash. Again, so you can see what I see, here's the links:
http://www.konami.com/yugioh/blog/?p=941
http://www.konami.com/yugioh/blog/?p=1103
Since I was able to find a couple matches this way, I probably won't need to go searching on youtube for videos, but a truly dedicated person who was actually planning on physically making and using the deck probably would want to do that.
The next step is to determine my key cards. For this deck, this is quite easy as the deck quite obviously will center around bringing out the two biggest beatsticks with awesome effects: Archlord Kristya and Judgment Dragon. No other cards in this deck are so necessary that the deck cannot physically work without them. Most of the effort that I put into this deck should focus on helping me summon or abuse those two cards. They will be the focus of the deck.
Now I can move on to the last step, which is determining which cards have the best synergy and make the best combos with my cards. Obviously, I will need both Fairies and Lightsworn monsters in order to summon my 2 key cards, so any Lightsworns that are also Fairies immediately become useful to me. Two Lightsworns make that mark in Celestia and Shire. Since all Lightsworns are LIGHT, and so are both of my key cards, Honest is also a good choice for synergy. Honest is also a Fairy, which gives it strong synergy with Kristya. The fact that it likes to be in the hand gives it even stronger synergy with Kristya who can return it from the grave to the hand. Another interesting monster that I might not have thought of without doing research is Herald of Creation, who was being used in one of the pojo decks above. Rather than using only Beckoning Light, I can summon Herald (who is also LIGHT), who has 1800 ATK, and use his effect (with priority) to bring back a Judgment Dragon or Kristya, while also prepping the graveyard with his discard to let me summon the monster I bring to my hand. Very nifty and I would not have thought of it without doing the research!
An important part of synergy is creating deck speed through searching effects and draw engines. Since both of my key cards are 8-star monsters I can use Trade-In. I can also use the standard LS draw engines of Charge of the Light Brigade and Solar Recharge. What draw engines allow you to do is to take a 40-card deck and make it seem like you are using less cards. This allows you to have a higher chance of drawing into your key cards and combo cards. My rule of thumb is that every deck should have something that enhances its speed. I'd say that in my opinion you need a minimum of six cards in your deck whose sole purpose is either to search out important cards from your deck or to allow you to draw more cards from your deck (preferrably without losing any card advantage). In Yugioh, consistency is everything. Almost any deck can beat almost any other deck, but to do so consistently is the most important thing, and that requires being able to always get to your most powerful cards every duel. That is what searchers and draw engines allow you to do. So, for my deck I will have draw engines in Trade-In and Solar Recharge, as well as searching engines in Charge of the Light Brigade, and also potentially I could add in Gold Sarcophagus, which is a good generic draw engine, but that sort of thing can be decided later on.
While I did check the wiki pages for my key cards, in this case it didn't happen to reveal much insight that would be useful for the deck I am planning, however it is still good practice to check, because you never can be sure what combos other people have posted on the wiki that you might not have considered.
Now, with key cards, synergy, and combos ready to commence let's head on to the next chapter!!
Last edited by nekofjung on Sun Jan 10, 2010 3:24 pm; edited 4 times in total
Hello everyone. Back in March of 2009 I created one of my first articles, and it was a deck building guide that I posted on Duel Academy. Now, nearly a year later there have been many new packs, massive changes to the meta, and lovely new aspects to deckbuilding that must be taken into account! Therefore, I decided to update my guide for the new year. Enjoy!
**WARNING** **WARNING**
THIS IS A LONG ARTICLE. IT HAS A LOT OF INFORMATION. MAKE SURE YOU HAVE ENOUGH FREE TIME BEFORE READING. THIS GUIDE PROVIDES DETAILED KNOWLEDGE OF GAME THEORY AND IS NOT SOMETHING YOU SHOULD SIMPLY "BROWSE."
**WARNING** **WARNING**
So yeah, as the warning says, this isn't some short little how-to guide. This will take some time for you to read, but if you are able to read it and pay attention to the important points it makes, you will become capable of creating your own decks that will win duels.
---------------------------------------------------------------------
Table of Contents:
I. Examine Your Meta
II. Choose a Strategy and a Win Condition
III. Do Your Research
IV. Make it Your Own
V. Choose an Appropriate Ratio
VI. Focus! Focus! Focus!
VII. Toss it All in, then Thin to Win
VIII. A Little Something "Extra"
IX. The Side - Ultimate Proof of a Good Duelist
X. Testing 1, 2, 3 ... 50?
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I. Examine Your Meta
Before you start even looking at what archetype you want to build a deck around, the first thing to do is always, always, always, DETERMINE YOUR META. The "meta" is dependent upon the following criteria:
A. The current ban list
B. The cards currently in the game
C. The decks you are most likely to encounter
Let's take a look at each of these.
The ban list dictates which cards are currently considered to be so powerful as to merit reducing the number of them allowed in the deck. The cards fall into the categories of Semi-Limited (2 copies allowed), Limited (1 copy allowed), and Restricted (0 copies allowed). In the Traditional Format for Yugioh, there are no restricted cards, but because most major tournament play using the Advanced Format for Yugioh, that is the format that will be used in this article. The official ban list can be found at Konami's official site here:
http://www.yugioh-card.com/en/limited/
Understanding the reasons for why a card is banned is important to understanding whether you should use the card. There typically exist four particular reasons for why a card is admitted to the ban list. They are:
1. The card, in and of itself, creates a win condition that is easily obtainable.
2. The card, in and of itself, can consistently create a card advantage of +2 or greater in the player's favor.
3. The card, in combination with only one or two other cards, can create an OTK.
4. The card, in combination with only one or two other cards, can create an infinite loop.
5. The card, in and of itself, can defeat your opponent's entire strategy.
Understanding the ban list and understanding why certain cards are restricted, limited, or semi-limited can often lead to you find what effects are considered especially powerful, and then you can make a deck that is capable of mimicking some of those powerful effects.
You cannot emulate effects from the ban list, however, without a thorough knowledge of the cards currently in the game. This is one of the most difficult things for new players to do. It requires a massive amount of memorization, however, if you want to strive to be the best it is something you will have to do eventually. An average duelist should know the effects of at least 50% of the cards in the game. An experienced player should know the effects of at least 75% of the cards in the game and should be aware of approximately the effects of another 15-20% of the cards currently in the game. An expert player should know the full effects of at least 95% of the cards in the game and he or she should at least be aware of approximately the effects of EVERY card in the game! It is a great feat for certain, but to be the best at both dueling and deck building, that is what you have to become. You must become an encyclopedia of Yugioh cards, effects, and rulings in order to make it to the top.
Along with knowing the cards currently available in the game, you also need to know the top strategies in the game. Understanding what your opponent will be running is CRUCIAL to understanding what you should be running. Your deck has to be able to perform well against the other decks you most expect to see. To have an understanding of what your opponent is running you need to know two things:
1. What decks are considered to be the best?
2. What decks are being used where you will be dueling?
At first glance, you may consider these two statements to be one and the same, but they are very different. Some tournaments use special restrictions on your deck. Local tournies will have less people using decks that are not as expensive to build. Regional tournies and Shonen Jump Championships (SJC's) will have decks that have more money put into them and will be more representative of the top tier decks. So, how do you find out which decks are in the top tier, and how do you find out what will be used where you are dueling? Let's get to it!
The first one or two major tournaments of a format typically will decide what the meta is for the format (a format is the ban list currently in use, which is changed every March and September). If you are playing in one of these tournies, then this stage becomes more of a guess than anything else, but you can make it an educated guess by looking at the new ban list and answering the following questions.
A. Have any changes to the ban list dramatically affected the playability of certain deck-types (either positively or negatively)?
B. What were the top tier decks before the new format?
C. Have new cards come out that could be playable either as their own deck-type, or in another deck-type?
Once a format has had a couple major tournies, the meta can be determined by looking back at those tournies. For coverage of SJC tournies you can go to:
http://www.yugioh-card.com/en/events/
At that site there are four important tasks for you to accomplish if you want to gain an understanding of the meta. Those are:
1. There should be a posting somewhere of the spread for decks for the tournie. Find it. This is an easy way to see how many people are running which decks. Typically, after a couple tournies in the format these numbers will stay somewhat consistent for future tournies. The only exception to this is if the top 16 deck list does not reflect what people are running on average. This will cause a shift toward those decks for the next tournie.
2. Check the top 16 deck lists. In SJC tournies, the people whose decks did well enough on Day 1 to make the Day 2 bracket are always 16 in number. These 16 decks are made available for the public to view card-by-card. It will be posted somewhere on that site. This information is extremely useful!! People will copy these decks in the next tournie. I guarantee it.
3. Check out Featured Decks postings. These articles often feature decks who are outside of what most other people are running. They are typically very inventive decks, and are worth adding to your knowledge base. They can also often provide you with combos you didn't know about that can be useful when you go to create your own deck.
4. Check out Featured Matches. I cannot stress this enough. Sometimes, decks look good on paper but do not end up functioning like you thought they would. We'll get to testing your deck much later. For now, reading about the matches between expert duelists is an excellent way to learn how decks function, and to get more ideas of what combos can be used. It is important to look at more than just duels with decks you are looking to make, because knowing your opponent's strategies and combos will help you create a deck that can break those strategies apart!
Using all the information above, you should be able to determine the most powerful decks of the format. To determine which decks you will most likely be facing, however, can be very different. Always expect there to be a chance of running into a top tier deck, but if you're going to a local tournie, or a tournie with special rules involved, then there are other things to take into account. For local tournies, the best thing to do is ask around and gather as much information you can on what people in your area have been running recently. Again, knowing what decks you are most likely to be up against will affect how you construct your own deck. If a tournie has special rules, I suggest treating those rules like looking at the ban list for an entirely new format. Consider which decks will be positively and negatively affected by the special rules, and use that knowledge to determine what you are most likely to see. Some of these topics I am talking about take a certain level of experience playing the game in order to obtain these insights.
At this point, I'm going to begin what will be a continuing example for this article. I am going to go through the process of creating a deck for an SJC in the September 2009 format.
After heading over and viewing information of recent tournaments, I have seen that the decks that are winning competitions tend to be:
Twilight Lightsworns, Destiny Zombies, Dimensional Chaos, and Vayu Blackwings.
Gladiator Beasts have also been used quite often, as have TeleDAD and Synchro Cat decks. With some of the newer cards of the format, I can make an educated guess that Supervise will enable GigaVise Plant decks to become a threat, and Archlord Kristya will make Kristya Lightsworns and Fatty Fairies into stronger archetypes. Six Samurai and Ritual decks have also recently received some very good support cards that may allow them to be more competitive.
Now that I have a pretty good idea of what the meta is that I'll be facing, it is time to address the next issue. This is a question you should always ask yourself before you begin making a deck. What does the current meta rely on? There can be a plethora of answers to this question. Some possible answers include:
Normal Summons
Special Summons
The Grave
Milling Cards
Synchro Summoning
Contact Fusions
Fusion Monsters
Clearing the Field
Using 1 for 1 Effects
Card Advantage
Hand Advantage
OTK's (One Turn Kills)
FTK's (First Turn Kills)
Use of Abusable Combo/s
Monster Effects
Beatsticks
Spells
Traps
For the example that I have begun using for this guide, let's take some of the things from this list and apply it to the current SJC meta.
Gladiator Beasts and Six Samurai typically need to normal summon a monster to the field and keep at least 1 or more monsters on the field in order to be effective.
All of the current top decks use Special Summons to bring out their most powerful monsters.
Zombies, Lightsworn, Vayu Blackwings and Chaos decks in particular need to load up the graveyard with a lot of monsters in order to make some of their biggest combos.
Lightsworn decks accomplish the above feat by milling cards during the end phase, and some of the other decks have been known to use a few Lightsworn monsters teched to help them accomplish the same feat.
In particular, Zombies, TeleDAD, and Synchro Cat decks are built around doing many Synchro Summons, although most competitive decks nowadays at least have some way of accomplishing the feat.
Gladiator Beasts are the only ones who have any Fusion monsters that seriously need to be considered threats, although there are specialty decks like Dark End Dragoon decks that also use Fusion monsters.
With cards like Black Rose Dragon, Judgment Dragon, and Dark Armed Dragon floating around, clearing the field is a very simple task nowadays in Yugioh.
1 for 1's are typically more seen in Stun, Gadget, and Monarch decks, which are not as popular or powerful in this format.
Card advantage is of the highest importance in slower formats. I would not go so far as to call this an excessively fast format, so card advantage is important, but the format still moves at a good clip (many decks are capable of OTK's and making big pushes), so card advantage isn't as overwhelmingly important as it has been in previous slower format. Still, never underestimate the importance of card advantage!
Most decks, such as Lightsworn, Zombies, and Blackwings are not centered around any OTK for this format but they do all have the potential to create OTK's given the right cards on the field, in-hand, and in the grave.
There are more things that can be mentioned about these decks, but for now the above should give you enough insight into how the thought process should work for you to be capable of doing the rest yourself. Gathering all of this information not only helps you when dueling those deck-types, it will also give you insight into potential weaknesses the decks. With all of this knowledge of the meta, it is now time to move on to the next step.
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II. Choose a Strategy and a Win Condition
At this point, you should now have figured out, at least approximately, what decks you can most expect to end up playing against and what their strategies are most centered toward. Now, it is time to determine what general strategy you wish to play, and what your primary win condition will be for your deck.
A win condition is the way in which you envision your deck winning the duel. All decks need to have this. It is what will create focus and synergy in the deck later on.
When choosing a competitive deck-type you need to, in general, match up that deck-type against the meta you expect to see. Zombies may be an awesome deck, but if your meta consists of a bunch of people using Macro decks, you are going to have a lot of bad matchups. Your choice does not have to be one of the meta decks, but it should be a deck that, in general, you feel has some sort of advantage over most of the meta you expect to see. If you are needing help in learning about different archetypes and decks, the wiki page for Yugioh has a very respectable list of generic deck-types here:
http://yugioh.wikia.com/wiki/Deck_Types:_A-C
After choosing the generic deck-type you think you want to use, make sure you understand that deck's win condition. You should be able to complete the following sentence easily:
"I plan on using my deck to defeat my opponent by ______________"
An example of a way to end this sentence could be "summoning Judgment Dragon and swinging for big damage" or "locking down my opponent with Dark Simorgh and Anti-Spell Fragrance." Knowing what the win condition is for your deck is going to be very important later on when you begin actually making the deck, but we're still miles, leagues, light years from even touching an actual card!
Well, let's continue with that example I started with. I've noticed that decks containing the Lightsworn archetype have been placing well in tournaments recently and have even won a couple SJC tournies. When I look at the other popular deck-types out there, I see that almost all of them either Synchro Summon profusely or at least Special Summon powerful monsters like Judgment Dragon, Dark Simorgh, or Dark Armed Dragon. These factors lead me to think that at this time I can gain an advantage over my opponents by running a deck that makes use of the powerful Lightsworn archetype, while also somehow shutting down my opponent's Special Summons. Royal Oppression is no good, since that hurts me as well, and some cards like Vayu can get around its effect. Running Thunder King Rai-Oh may be a potential option, but another option is to make use of a card named Archlord Kristya.
While Archlord Kristya would also stop me from Special Summoning, she has enough ATK to give me a strong field presence and she can also get back Honests from the grave to make her more capable of standing by herself. This will mean making sure I have enough Fairies later on in my Lightsworn build if I want to add her, but that should not be too unreasonable of a request. I'll also probably want to look at finding ways of shutting down my opponent's graveyard, because so many strong archetypes make large use of it.
If I look at the win condition I am striving toward, I can say with ease that I planon using my deck to defeat my opponent by summoning Judgment Dragon and/or Archlord Kristya to clear away my opponent's field and stop him/her from special summoning monsters.
The deck-type I chose was Kristya Lightsworns. Remember, this is only an example. You should choose your own deck-type. Don't get too specific about what cards are going to be in it yet. Just pick your generic deck-type and win condition. No, you still aren't allowed to touch any actual cards yet or do any duels. You are, however, now ready for the next step!
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III. Do Your Research
Tired yet? Bored of reading? I told you this would be long. Don't expect it to end anytime soon. In this next step you will be researching the hell out of the deck-type you chose. When I say research, I mean follow this method:
1. Determine how the deck-type has performed in the past
2. (if applicable) Find decklists from pros who ran your deck-type
3. (if applicable) Find records of duels involving your deck-type
4. Determine your key cards
5. Determine cards that either have synergy with or combo with your key cards
To determine how the deck-type has performed in the past, you need to look at past tournies and see if your deck-type has had any strong showings. For local tournies, you can ask around and see if anyone has played with and done well with your deck-type in any of the recent previous tournies. If you're working with a deck-type that uses cards that were only recently released, this may be a more difficult task. If you cannot find anybody who has used your deck-type before, it most likely means one of two things - either your deck-type is not well enough known yet so very few people are running it or your deck-type is so bad that nobody bothers running it because they know it cannot beat the current meta. Most often, it will be the latter statement that is true in this case. The only information worse than this is if you hear from people who tried your deck-type, that definitively in tournament play the deck does not work well. If you find this to be the case, I strongly suggest changing your deck-type now, before you commit a whole lot more time working on something that has a high probability of failing to meet your expectations. If you are attending a major event such as an SJC, then all the information you need will be online. You can check to see if your deck-type has ever made Day 2 at an SJC in the past very easily. You can again use the Konami official web site given earlier in this guide to obtain that information.
The next step is to do some more searching. You'll be wanting to find as many decklists for your deck as possible from expert duelists. You are not doing this just so you can copy their decks. That is not the purpose here. The purpose is to see what duelists who have tournament experience are running in order to give yourself ideas on how you should construct the deck yourself. The Konami official site is a good place to check if your deck-type made Day 2, because the Top 16 decks all have their decklists opened to the public. You could also get lucky and find an article about your deck-type either on the Konami site or elsewhere. Another very good place to look for decklists is pojo.com. Many strong players post on pojo and there are also many high ranking judges who use the site. It is a very good source of information and there are sections where people can go to post their decks.
The next thing to do can be a bit tricky for some decks. You want to try to find a recorded duel where one or both duelists were using your deck-type. You may be able to get lucky and see a Feature Match on the Konami site that has a player using your deck-type. If not, the next best place to check is probably youtube.com, because many duelists put videos of their duels online. Finding records of duels where your deck-type won can help early on with giving you info on some of the combos you can create with the deck-type. Finding records of duels where your deck-type lost can give you info on what some of the weaknesses of your deck-type are, and you can attempt to fix or in some way cover those weaknesses when you actually begin building your deck.
After having viewed other people's versions of your deck-type and after checking out records of duels involving your deck-type you should now have some idea of what cards absolutely MUST be in your deck. These are key cards that are central to pulling off your strategy and that cannot be replaced. These aren't the cool and interesting cards that make neat combos. These are the cards where if you don't have them your deck physically does not work properly. If you've come this far and you are able to say with a straight face that your deck has no key cards, then what that tells me is that your deck does not have enough focus to be competitive and therefore you should start over from the beginning before wasting a bunch of your time. A deck with a bunch of random, powerful cards doesn't cut it in tournie play. I'll get into this more in a later chapter, but your deck needs to have focus!
For the last step of this chapter, you need to now determine cards that have synergy with or combo with your key cards. Synergy is when one card's effect helps out with another card's effect. The more synergy your cards have, the more flexible your deck will be when difficult situations arise. Having synergy also increases the focus of your deck. This is slightly different from cards that can create combos. Typically, combo cards are not as flexible and, while they can create giant pushes in your favor, they need to either have certain conditions fulfilled or they need for you to have certain other cards in your hand or on the field or in the grave. The term for describing these combo cards is "situational." If you can fulfill the situation to create the combo, you will be rewarded for it. Just be careful because typically if you draw the card without having the situation for using the card fulfilled it can become a dead draw. Dead draws are a bad thing. You want as few of them as possible in your deck. When you draw a card at the beginning of your turn, you want to be able to say "sweet, I can use this!" as often as possible. Therefore, although combo cards can have big pay-offs, just be careful that you do not add to your deck too many cards that can become dead draws.
You should already have a good idea of what cards provide your deck-type with synergy and combos by now by having looked at other decks and after seeing how the deck has operated in past duels. Another good place to check for more good tips is the Yugioh wiki. You should already have looked up your deck on the wiki in one of the earlier chapters. You can go back to that page and check out some of the helpful tips the wiki page has. You should also check out the Tips section for all of your key cards on the wiki. A quick way to find the wiki pages for your key cards is to go to google.com and type in a search of
wikia yugioh [name of card]
One of the first pages to pop up in your search should be the wiki page for the card. Click on the "Tips" link a bit under where it lists the card text for the card and you'll come up with a list of strategies and combos for the card. This is a great way to get some ideas for things you can use when you make your deck.
Ok, let's head back over to my continuing example. If you remember, in the last section I chose to get started on a Kristya LS deck. I'm preparing this deck for an imaginary SJC event, so let's look at past SJC history to see how the deck has performed.
After checking on yugioh-card.com, I found out that Lightsworns have consistently done well in tournament play and have even won a couple of SJC's recently. Archlord Kristya is a fairly new card, so I can only check 1 SJC to see how it has performed, and it turns out there was one deck that used Kristya in a Lightsworn build that made the day 2, top 16 list.
Because a Kristya deck made top 16, that is also one source for a deck list. After searching a bit more on the Konami site, I also found that one of the Feature Deck articles was on a Kristya LS deck by Chris Miller. This, combined with Brain Hines' top 16 build could give me a good foundation to start with, but I want more. Therefore, I went to pojo.com and did a search for Kristya Lightsworn decks. This gave me 3 more decklists to learn from, including one deck that won a regional event. Not too shabby. So that you can see what I see, check the links:
http://www.konami.com/yugioh/blog/?p=987
http://www.konami.com/yugioh/blog/?p=1070
http://www.pojo.biz/board/showthread.php?t=776818&highlight=Kristya
http://www.pojo.biz/board/showthread.php?t=781827&highlight=Kristya
http://www.pojo.biz/board/showthread.php?t=782374&highlight=Kristya
Now for the next step. This part was easy for me, as both Brian Hines and Chris Miller were featured in Feature Matches for SJC Columbus. This allows me to have a good idea of how the deck is able to operate and what sort of combos it can unleash. Again, so you can see what I see, here's the links:
http://www.konami.com/yugioh/blog/?p=941
http://www.konami.com/yugioh/blog/?p=1103
Since I was able to find a couple matches this way, I probably won't need to go searching on youtube for videos, but a truly dedicated person who was actually planning on physically making and using the deck probably would want to do that.
The next step is to determine my key cards. For this deck, this is quite easy as the deck quite obviously will center around bringing out the two biggest beatsticks with awesome effects: Archlord Kristya and Judgment Dragon. No other cards in this deck are so necessary that the deck cannot physically work without them. Most of the effort that I put into this deck should focus on helping me summon or abuse those two cards. They will be the focus of the deck.
Now I can move on to the last step, which is determining which cards have the best synergy and make the best combos with my cards. Obviously, I will need both Fairies and Lightsworn monsters in order to summon my 2 key cards, so any Lightsworns that are also Fairies immediately become useful to me. Two Lightsworns make that mark in Celestia and Shire. Since all Lightsworns are LIGHT, and so are both of my key cards, Honest is also a good choice for synergy. Honest is also a Fairy, which gives it strong synergy with Kristya. The fact that it likes to be in the hand gives it even stronger synergy with Kristya who can return it from the grave to the hand. Another interesting monster that I might not have thought of without doing research is Herald of Creation, who was being used in one of the pojo decks above. Rather than using only Beckoning Light, I can summon Herald (who is also LIGHT), who has 1800 ATK, and use his effect (with priority) to bring back a Judgment Dragon or Kristya, while also prepping the graveyard with his discard to let me summon the monster I bring to my hand. Very nifty and I would not have thought of it without doing the research!
An important part of synergy is creating deck speed through searching effects and draw engines. Since both of my key cards are 8-star monsters I can use Trade-In. I can also use the standard LS draw engines of Charge of the Light Brigade and Solar Recharge. What draw engines allow you to do is to take a 40-card deck and make it seem like you are using less cards. This allows you to have a higher chance of drawing into your key cards and combo cards. My rule of thumb is that every deck should have something that enhances its speed. I'd say that in my opinion you need a minimum of six cards in your deck whose sole purpose is either to search out important cards from your deck or to allow you to draw more cards from your deck (preferrably without losing any card advantage). In Yugioh, consistency is everything. Almost any deck can beat almost any other deck, but to do so consistently is the most important thing, and that requires being able to always get to your most powerful cards every duel. That is what searchers and draw engines allow you to do. So, for my deck I will have draw engines in Trade-In and Solar Recharge, as well as searching engines in Charge of the Light Brigade, and also potentially I could add in Gold Sarcophagus, which is a good generic draw engine, but that sort of thing can be decided later on.
While I did check the wiki pages for my key cards, in this case it didn't happen to reveal much insight that would be useful for the deck I am planning, however it is still good practice to check, because you never can be sure what combos other people have posted on the wiki that you might not have considered.
Now, with key cards, synergy, and combos ready to commence let's head on to the next chapter!!
Last edited by nekofjung on Sun Jan 10, 2010 3:24 pm; edited 4 times in total