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How to Win (WIP)

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YGOPro Name : Thanako

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PostSubject: How to Win (WIP) Tue Sep 03, 2013 6:02 pm#1

Is it true? Am I unveiling the holy grail to winning in the official Yu-Gi-Oh! Trading Card Game? Well, yes and no. A lot of the following will come as basic and almost at the level of redundant, considering that most people are already fully capable of winning already. However, I digress. This is something that many others here truthfully need. I don't doubt any of you, but perhaps there is some knowledge within that will help everyone.

Know the Rules

We've all seen it before, especially on  Dueling Network. Familiarize yourself with the Rules first and foremost. I don't want to say it applies to anyone here, though there are a lot of people who have no idea what they're doing. Even our worst duelists have a basic understanding of the rules. But this is also applying to rulings. Please read over the ruling sections of the Wikia if you see a card you don't understand. Of course, newer cards don't often have this luxury, and if you remember Harpie Dancer, there was a massive amount of abuse and confusion early on. Konami isn't always consistent in their rulings, so be sure to keep an eye out.

Deck Construction

Now this goes without saying, but if you don't make your deck well enough, it won't be an accurate display of your abilities as a duelist. I can't tell you what to do with every deck, but I can give you the most basic guidelines and pointers to guide you through what many consider to be the hardest aspect of Yu-Gi-Oh!

Size Does Matter, After All
Well now, if your deck is looking out of shape, remember to keep it slim. The most common misconception I've seen is that if you run more than 40 cards, that your deck can be more of a toolbox, more useful and sustained. This makes sense in theory, sure, but it is a horrendous decision to make. I found some useful statistics, although these don't factor in card weight. Fortunately, neither does Dueling Network.

1. 39% - Your chance of starting a game with 1 copy of a card you run 3 of.
1.9% - Your chance of opening with any 2 exact cards.
5.4% - Your chance of opening with 2 exact cards that you run 3 of.
14% - Your chance of opening with 2 cards that you run 3 of each.
49% - Your chance of opening with 1 of any 4 exact cards, think staples.
9. 15% - Your chance of opening with any 1 card.

Theming is Everything
This is a very important one. I'm not saying to make a deck using only a specific archetype, I mean Plant Synchro was a huge mess in that regard. The entire point of a deck should be to specify a clear win condition, and every single card should work towards it. Make a note to search every card that does what you like, and you'll find some surprising choices. People were using Genex Undine, an inferior card, in Mermails as a very clear example. But once someone thinks to dig deeper, they could improve the consistency drastically. Both YGOPro and Dueling Network offer multiple ways to search for cards, and this is extremely helpful.

Brains, not Brawn
Normal are horrible. Yes they have the highest average base attack power, but are almost always outclassed. Rescue Rabbit is an ever-growing example of this inconsistent truth. The reason being is that attack power does not mean as much as it used to. The high ATK decks are seldom used, and for good reason. Unless you have proper effects that both limit your opponent and bolster your own ability, your speed and resistance are non-existent. It is a slower format, but that only makes more defensive cards viable, which means that a deck focused on just a high ATK monster is nonviable and inconsistent.

If the Situation Permits It
Your deck has a themed Call of the Haunted? That's good. Your themed card has many restrictions and is more trouble than the generic version? That's bad. You want to avoid the situational cards that hinder your own deck. White Hole? This is an amazing effect that makes your opponent cry, but it can only be activated when a specific card is activated. That's not to say every card that has a required condition to fulfill is too situational for your deck. Dark Armed Dragon, a situational card all in its own, can be easily summoned and effective. Meanwhile, to summon Spirit of the Pharaoh would take much more resources and time than it is worth. 

Timing is Crucial
Okay, I won't talk about missing the timing. But rather, think through what you're going to do before you do it. It's easy to activate Mystical Space Typhoon, or to activate Mirror Force. However, it's not so much that you activate it, so much as you use it when it is most devastating. Using Mystical Space Typhoon on a Call of the Haunted is a good thing to do sometimes. When i it is't on a monster, this is a waste, and even helps your foe. Mirror Force against one monster that will in the future be a Xyz Material is a waste of your card, unless it saves you a loss. Even then, it is very likely delaying the inevitable. This is an easy-to-learn but hard-to-master concept.

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PostSubject: Re: How to Win (WIP) Wed Sep 04, 2013 12:42 pm#2

Beautiful work Thanako.. really beautiful 
I enjoyed reading it Wink

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PostSubject: Re: How to Win (WIP) Wed Sep 04, 2013 1:46 pm#3

Very Nice! really great work Thanako.
Keep-up good work Wink

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PostSubject: Re: How to Win (WIP) Wed Sep 04, 2013 3:19 pm#4

Great job!
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PostSubject: Re: How to Win (WIP) Wed Sep 04, 2013 6:37 pm#5

since thanako 

u beat me to doing it Sad 

i was about to finish writing one Sad

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PostSubject: Re: How to Win (WIP) Today at 1:26 pm#6

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