Deck Building Guide by megamaster125

Version: 2.20 | Updated: 08/19/09 | Printable Version

Yu-Gi-Oh! 5D's Stardust Accelerator World Championship 2009
Deck Building Guide
Version 2.20
By: Chris Schalk

Table of Contents
1. Introduction
2. Basic Deck Strategies [#BDS]
  a. Swarm or Aggressive
  b. Control
  c. OTK (One Turn Kill)
  d. Stall or Low-Level
  e. Burn
  f. Deck-Out
  g. Alternative Winning Methods
3. The Deck Building Process - Archetype  [#DBPA]
  a. Selecting a Theme
  b. Staples
  c. Card Selection
  d. Theme Support
  e. Finishing the Deck
4. Common Deck Building Pitfalls  [#CDBP]
  a. Having too many cards in your deck
  b. No theme
  c. Theme is not focused enough
  d. Overdoing the theme
  e. Normal Monsters
  f. Equip Spells
  g. Reload, Magical Mallet, and Card Trader
  h. Cards that don't fit the theme
  i. Situational Cards
  j. Monster with Summoning Conditions
  k. Poor Ratio of Monsters, Spells, and Traps
  l. Magic Cylinder
  m. Not filling up the Extra Deck
5. The Deck Building Process - Single Card  [#DBPSC]
  a. Theme Selection
  b. Adding the support
  c. Follow up Analysis
  d. Determining the Number of Copies of Each Card
  e. Paths not Taken
6. Introduction to Side Decks
7. General Support Cards  [#GSC]
8. Attribute Support Cards  [#ASC]
9. Type Support Cards  [#TSC]
10. Legal Info
11. Contact Info
12. Credits

Version History

Version 1.00 - First full version. The Deck Building Process - Archetype and 
               Common Deck Building Pitfalls sections were added. (06/02/2009)

Version 2.00 - Added Card Trader to the section about Magical Mallet and Reload
               Added sections h - l of the Common Pitfalls of Deck Building
               Added The Deck Building Process - Single Card section
               Added The General Support Cards section
               Added The Attribute Support Cards section
               Added The Type Support Cards section
               Corrected a couple typos
               Added The Basic Deck Strategies section (06/30/2009)

Version 2.10 - Added section m under the Common Pitfalls section
               Added more cards under the General Support Cards section
               Added the section for Determining the Number of Copies of a Card
                     under the Deck Building Process - Single Card section
               Corrected a couple typos I found (07/27/2009)

Version 2.20 - Added the Introduction to Side Decks section (8/19/2009)

1. Introduction

Welcome to my very first FAQ. This guide is designed for newer players that are
familiar with the basic rules of Yu-Gi-Oh and would like to try their hand at
building their own decks. I have critiqued many decks on the Yu-Gi-Oh message
boards over the years. Time and time again I have seen newer players making
many of the same mistakes. It's not their fault, they're just new to the game.
That is why I have chosen to write this guide, to help newer new players 
become better deck builders. In this guide, I will take you through the deck
building process from start to finish, and then you will be on your way to
making your own successful decks.

I have also added reference tags next to the main sections in the table of
contents. Now, all you have to do is use ctrl + f, type in the reference tag,
and it'll take you to that section of the guide.

2. Basic Deck Strategies   [#BDS]

There are several different types of stategies a deck can implement. These
strategies are basically how a deck will play, and how a deck plans to win.

a. Swarm or Aggressive

This type of strategy is pretty straightforward. The goal of this type of deck
is to swarm your opponent with more monsters than they can handle. This type
of deck often has many ways of special summoning monsters, or getting more
monsters from the deck. A swarm deck will usually pack some removal spells
to clear away anything that is stopping your monsters from running over the
opponent. The main goal is to win as quickly as possible, giving your
opponent very little time to do anything.

b. Control

This type of deck likes to win by card advantage, or basically having more
cards than the opponent. Control decks will usually pack a lot of removal
cards, and quite often some form of making the opponent discard. Once the
control player has gained enough card advantage, it's basically a walk in
the park to win a duel. If you have 4 cards in your hand, while your opponent
only has 1, chances are you are going to win, even if your opponent still has
8000 life points, just due to the fact that you have more cards. More cards
give you more options while playing, and having more options than your
opponent can really put your opponent in an uphill battle.

c. OTK (One Turn Kill)

OTK decks aim to use a certain combination of cards that will let them win
in a single turn by dealing 8000 or more points of damage. A great example of
this is to use Advanced Ritual Art (sending a couple of Mechanicalchasers to
the graveyard) to summon Demise, King of Armageddon, and using his effect to
clear the field. Then, normal summon Black Salvo to bring back a
Mechanicalchaser from the graveyard, and sychro summon a Dark Strike Fighter.
Attack directly with both Demise and DSF (5000 damage), then use DSF's effect
twice, tributing the Demise and the DSF himself (dealing the remaining 3000

d. Stall or Low-Level

Stall decks will use cards like Level Limit-Area B, Gravity Bind, and Messenger
of Peace in an attempt to stop the opponent from attacking. From there, a stall
deck can use a number of methods to winning, including low-level monsters that
can still attack, burn, deck-out, or an alternative winning method (such as
Final Countdown).

e. Burn

Usually combined with stall cards, burn decks will use cards that inflict
direct damage to the opponent. One of the most popular win cards for a burn
deck is Wave-Motion Cannon, but there are a variety of other burn cards as
well. There are also monster that have effects to inflict direct damage, such
as Des Koala and Stealth Bird.

f. Deck-Out

If you try to draw a card, but there are no cards left in your deck, you lose
the game. A deck-out strategy tries to make that happen to your opponent.
Necroface, Morphing Jar, Needle Worm, and Morphing Jar #2 are all popular
choices for this type of deck. It is also not uncommon that a few stall cards
show up in this type of deck either.

g. Alternative Winning Methods

There are a handfull of cards that will let you win the game when certain
conditions are met. These cards will have the entire deck based around meeting
those conditions in order to win. Here's a list of the alternative win cards:

Destiny Board
Exodia, the Forbidden One
Exodius, the Ultimate Forbidden Lord
Final Countdown
Last Turn (this card is currently banned)
Vennominaga, the Deity of Poisonous Snakes

3. The Deck Building Process - Archetype  [#DBPA]

a. Selecting a Theme

The first thing you should do when building a new deck is to select the theme
for the deck. A theme can be almost anything. A theme could be based around a
single card, such as Blue-Eyes White Dragon, a type of monster such as Warrior,
a specific attribute such as Light, or even a group of specific monsters such
as the Crystal Beasts. A theme can also be a general strategy such as stall or

In this section, I'll use an archetype, or a group of cards with something in
common, as the theme. Some examples of archetypes include Elemental Heros,
Crystal Beasts, and Six Samurai. For this example, I'll use Gravekeeper's.

b. Staples

Ok, now that we have our theme picked out, it's time to add the staple cards.
What are the staples? The staples are generally good cards that can easily
fit into almost every deck. Opinions may vary, but I find the cards listed 
below to be very splashable and are strong supportive cards to add into nearly
all of my decks.

Mystical Space Typhoon
Heavy Storm
Monster Reborn
Mirror Force
Torrential Tribute
Smashing Ground

c. Card Selection

Now that we have our theme and staples, we need to add the main cards for
our theme. Listed below are all the cards related to gravekeeper's:

Gravekeeper's Assailant
Gravekeeper's Cannonholder
Gravekeeper's Chief
Gravekeeper's Commandant
Gravekeeper's Curse
Gravekeeper's Guard
Gravekeeper's Spy
Gravekeeper's Spear Soldier
Gravekeeper's Watcher
Gravekeeper's Vassal
Charm of Shabti
Rite of Spirit
Royal Tribute

As you can see, there are quite a lot of gravekeeper's. We will not just be
able to add 3 of every card to the deck, because we will want to keep our deck
as close to 40 cards as possible. So, we will have to eliminate cards by
evaluating them and determining which ones are good for our deck, and which
ones are not.

First, let's take Necrovalley, the main field spell of gravekeeper's.
Necrovalley increases our gravekeeper's attack and defense by 500, stops cards
that affect or remove cards from the graveyard (such as Monster Reborn), and
also allows us to use effects such as the effect of Gravekeeper's Assailant.
Gravekeeper's Commandant allows us to search our deck for Necrovalley, so that
should be included as well. Rite of Spirit allows us to revive Gravekeeper's
from the graveyard, and is not affected by Necrovalley, so that's another easy
card to include.

Gravekeeper's Spy let's us special summon other gravekeeper's from the deck.
Being able to search your deck for a monster to bring to the field is an 
excellent effect and will add some much needed speed to our deck. Both
Gravekeeper's Assailant and Spear Soldier can be searched by Spy, and both
of them have effects that will be useful in a deck that can summon so many
monsters to the field in a short time. Finally, Gravekeeper's Chief is
essentially a "free" tribute monster, and also allows us access to our own

Any battle damage delt by Gravekeeper's Vassal is treated as effect damage
instead. This effect will rarely, if ever, be of use to us, and Vassal's 
attack power is too low to get much use out of him. Gravekeeper's Curse deals
500 damage each time it's summoned to the field, which can be nice with all of
the ways to special summon monsters to the field, but again, with low attack
power, Gravekeeper's Curse will not be doing much else. Therefore, Vassel and
Curse will not be making it into the deck.

In the previous paragraphs I evaluated several cards to determine which ones
to include in the deck and which ones just weren't good enough to make the cut.
The cards I evaluated above were relatively straightforward examples of card
evaluation. However, sometimes card evaluation is not so easy. Take for
instance Gravekeeper's Guard. It has 1900 Defense (2400 with Necrovalley) and
has a flip effect that returns an opponent's monster to their hand. You will
run into these situations frequently in deck building, where you have a card
that you're not sure if it should be in your deck or not. So, what do you do
in a situation like this? For now, add the card to your deck, then play a
handful of games with your deck, and try out the card in question. After
several games you should be able to see how useful the card in question was
to the main goal of your deck, and you will be able to evaluate the card more

Here is our deck so far:

Gravekeeper's Deck

Monsters - 14

3 Gravekeeper's Assailant
2 Gravekeeper's Chief
3 Gravekeeper's Commandant
3 Gravekeeper's Spy
3 Gravekeeper's Spear Soldier

Spells - 8

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Smashing Ground
1 Fissure
3 Necrovalley

Traps - 5

1 Mirror Force
1 Torrential Tribute
3 Rite of Spirit

Total so far - 27

d. Theme Support

Ok, so we still have room for some more cards in the deck. Now we need to start
looking outside of the Gravekeeper cards to finish the deck. But where do we
look? Well, most of the gravekeeper's are dark attribute and spellcasters, so
we can add some dark support and spellcaster support, as well as some other
general support cards. Here's a list of some cards that could fit into this

Mystic Tomato
Magician's Circle
Magical Dimension
Allure of Darkness
Spirit Reaper
Caius the Shadow Monarch
Book of Moon
Solemn Judgment
Brain Control
Breaker the Magical Warrior
Bottemless Trap Hole

Now certainly this list does not contain all of the possible support cards for
our deck, these are just some of the cards I would consisder. When it comes to
evaluating the other theme support cards, it becomes even more difficult to
determine off hand which cards will work out great, and which cards won't work
out at all. Also, with such a wide variety of cards at our disposal, there
are many possibilities for finishing up the deck. Most of the cards choices
here will come down to personal preferences, which will vary from player to
player, so there is no single correct combination of cards to add here. With
that in mind, here's how I chose to finish the gravekeeper deck.

Gravekeeper's Deck

Monsters - 21

3 Gravekeeper's Assailant
2 Gravekeeper's Chief
3 Gravekeeper's Commandant
3 Gravekeeper's Spy
3 Gravekeeper's Spear Soldier
2 Mystic Tomato
1 Spirit Reaper
1 Sangan
2 Caius the Shadow Monarch
1 Breaker the Magical Warrior

Spells - 13

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Smashing Ground
1 Fissure
1 Brain Control
3 Necrovalley
2 Allure of Darkness
2 Book of Moon

Traps - 6

1 Mirror Force
1 Torrential Tribute
3 Rite of Spirit
1 Bottemless Trap Hole

Total - 40

I always try to keep my deck as close to 40 cards as possible. This is the
minimum card limit, so I recommend you take advantage of it. Having less
cards in your deck gives you a higher chance of drawing the card you want
when you want it.

e. Finishing the Deck

Ok, we have our 40 card deck, so are we finished? The answer is no. The next
step is to take the newly made deck and play a handful of duels with it.
After playing several games, make adjustments you feel are necessary. I would
recommend that you ask yourself the following questions:

Did I win or lose most of my games?
If I lost, what caused me to lose?
If I won, what were the main cards that lead to the victory?
Were there any cards that sat in my hand doing nothing, for whatever reason?
Were there any cards that did not have as large of an impact on a duel as
Are there any cards previously excluded that I'd like to try out?

By answers those questions, you can now make adjustments to your deck. The
next step is... you guessed it, play another handful of games with your deck,
and repeat this process again. Deck building is a continuous process of making
minor adjustments based on your duel results and personal preferences until
you are satisfied with the deck.

4. Common Deck Building Pitfalls  [#CDBP]

I have critiqued many decks on the message boards over the years, and I have
noticed some recurring patterns when it comes to some of the deck building
pitfalls. In this section, I will discuss these pitfalls and how to avoid

a. Having too many cards in your deck

The minimum number of cards required in your deck is 40. Take advantage of
this. Having less cards in your deck gives you a higher chance of drawing the
cards you need, when you need them. Also, if your deck has 50 or even 60 cards
the chances of being able to focus strongly enough on your central theme
because you won't be able to draw the specific cards you need. So try and
keep your deck as close to 40 cards as possible. Personaly, I do just about
whatever it takes to keep my deck at 40 cards. I'd say 99% of my decks are
exactly 40 cards, and as a result, I'm able to consistently draw the cards
I need to make the deck's theme work.

b. No theme

A deck with no theme is just that, a themeless deck. A deck with no theme
will have monsters that have no synergy with each other, and no specific
support cards to take advantage of. Meanwhile, if your deck has a theme,
you will be able to take advantage of the synergies between your monsters
and your other theme support cards. The result is a themed deck that is much

c. Theme is not focused enough

This pitfall can be best illustrated with a deck.

Dragon Deck

Monsters - 29

2 Blue-Eyes White Dragon
2 Red-Eyes Black Dragon
1 Armed Dragon lv7
2 Armed Dragon lv5
2 Horus the Black Flame Dragon lv8
2 Horus the Black Flame Dragon lv6

2 Red-Eyes B. Chick
2 Paladin of White Dragon
3 Horus the Black Flame Dragon lv4
3 Armed Dragon lv3
3 Masked Dragon
2 Kaibaman
3 Manju of the Ten Thousand Hands

Spells - 15

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
2 White Dragon Ritual
2 Ancient Rules
3 Level Up!
2 Inferno Fire Blast
2 Burst Stream of Destruction
1 Reinforcement of the Army

Traps - 6

1 Mirror Force
1 Torrential Tribute
2 Dragon's Rage
2 Dragon's Bead

Total - 50

Do you see the issue here? This deck has too much going on all at once.
You have a deck that is trying to summon Blue-Eyes, Red-Eyes, Armed Dragon,
and Horus. The result is a deck that can't do any of these things very well.
For starters the deck has too many cards, so it will be much less likely to
draw the specific cards you need when they are needed. Furthermore, none of
the 4 main monsters has enough support, and what's worse is that the
support that is present, doesn't work with the other monsters. For instance,
Red Eyes B. Chick can summon Red-Eyes, but it does nothing to help Blue-Eyes
or the level monsters. Likewise Level Up! is only useful for the level
monsters, and does nothing to help Red-Eyes or Blue-Eyes.

To avoid this pitfall, make sure your deck has a specific theme, and that
the theme is well supported.

d. Overdoing the theme

This is best exemplified by another sample deck.

Gravekeeper's Deck

Monsters - 22

3 Gravekeeper's Assailant
2 Gravekeeper's Chief
3 Gravekeeper's Commandant
3 Gravekeeper's Spy
3 Gravekeeper's Spear Soldier
2 Gravekeeper's Guard
2 Gravekeeper's Vassel
3 Gravekeeper's Curse
1 Gravekeeper's Cannonholder

Spells - 13

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Smashing Ground
1 Fissure
3 Necrovalley
3 Royal Tribute
2 Book of Moon

Traps - 6

1 Mirror Force
1 Torrential Tribute
3 Rite of Spirit
1 Bottemless Trap Hole

Total - 40

See the issue with this deck? Every card with gravekeeper in it has been
thrown in the deck, regardless of if the card is good or not. To avoid this
problem, make sure you take the time to evaluate the cards before adding them
to your deck. Not sure if a card is good enough? No problem, just add it to
your deck for the time being, and try it out in a few duels. Then you should
be able to determine if the card in question is worthy of remaining in your

e. Normal Monsters

Normal monsters are generally not good to have in your deck because they are
just that, normal. They have no effect for you to take advantage of, and no
effect that your opponent has to worry about. Normal Monsters can attack,
defend, and that's it. Effect monsters can do that too, but they also come
with a bonus effect to help you even further. There are times when using
normal monsters is appropriate. For instance, if your deck is based around
summoning Blue-Eyes White Dragon, then of course you'll have to use the normal
monster Blue-Eyes. Also, if you're using support for normal monsters such as
Advanced Ritual Art or Heart of the Underdog, then it is also appropriate to
use normal monsters.

f. Equip Spells

Equip spells, such as Axe of Despair and Mage Power, are generally not a good
idea to add to your deck, simply because all they do is increase your attack
power. Let's take the following senario:

You and your opponent each have 1 monster on the field, and your opponent has
a face-down card. You equip your monster with Axe of Despair and attack. Your
opponent activates their face-down Mirror Force. You lose both your monster
and your equip spell. Meanwhile, your oppoent only used up their Mirror Force.
You lost 2 cards while your opponent has only lost 1 card. Your opponent has
now gained card advantage. Having more cards available to you means you have
more options, and more options is better. In this situation, your oppoent now
has more options then you, which increases their chances of winning and your
chances of losing. Using equip spells just opens the door for your opponent
to gain easy card advantage.

Another drawback to using equip spells is that you need a monster to equip
them to. This may seem obvious, but look at it this way. Both you and your
opponent are in top-deck mode, meaning you both have nothing on the field
and nothing currently usable in your hand. Basically, you are both hoping
to draw a card that will be better then what the other draws. You happen
to draw an equip spell, and with no monster to equip it with, your equip
spell has just become a dead draw, or a card you cannot currently use.
Essentially, you have just lost your turn.

g. Reload, Magical Mallet, and Card Trader

I frequently see these cards appearing in the decks of newer players, and I
can understand why. Reload and Magical Mallet allow you to exchange your hand
back with your deck in an atempt to draw a better hand. However, the price you
pay for using these cards is far too steep. Say you have 5 cards in your hand
and then you play Reload. You put your hand back into your deck, and you get
to draw only 4 cards. You went from 5 cards down to 4 cards. You now have less
options in your hand, and you have given your opponent the all important card
advantage. Meanwhile, Reload has done nothing to disrupt the strategy of your
opponent. Bottom line, avoid Reload and Magical Mallet.

Card Trader, while it is a continuous spell, does still fall under the same
category as Reload and Magical Mallet. Card Trader does nothing to disrupt
the opponent's strategy. Card Trader is a card your opponent can safely

h. Cards that don't fit the theme

I'll illustrate this with another sample deck.

Gravekeeper's Deck

Monsters - 21

3 Gravekeeper's Assailant
2 Gravekeeper's Chief
3 Gravekeeper's Commandant
3 Gravekeeper's Spy
3 Gravekeeper's Spear Soldier
2 Mystic Tomato
1 Marshmallon
1 Sangan
2 Caius the Shadow Monarch
1 Breaker the Magical Warrior

Spells - 13

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Smashing Ground
1 Fissure
1 Brain Control
3 Necrovalley
2 Allure of Darkness
2 Wave-Motion Cannon

Traps - 6

1 Mirror Force
1 Torrential Tribute
3 Rite of Spirit
1 Bottemless Trap Hole

Total - 40

Now, in this deck, there are a couple of cards that are out of place. For
starters, Wave-Motion Cannon does not belong in this deck. That is not to say
that Wave-Motion Cannon is a bad card, it is just out of place in this deck.
The theme is gravekeeper's, not burn, and that card slot is better used for
something that would support gravekeepers.

Marshmallon is another out of place card. Sure, it can't be destroyed in
battle, which makes it decent tribute fodder for Chief and Caius. However,
Marshmallon does not fit with the dark support cards of Mystic Tomato and
Allure of Darkness. Furthermore, Gravekeepers are an aggressive swarm deck,
and Marshmallon adds nothing to the offense.

The lesson here: some cards may be good cards, but if they don't fit with your
theme, then they are best left out of your deck.

i. Situational Cards

Some cards have requirements that need to be met before you can activate the
card. A great example of this is Radiant Mirror Force. It has a great effect,
however, in order to activate it, your opponent has to have 3 or more monsters
in attack mode. If your opponent has any less, Radiant Mirror Force becomes
a dead card, or a card you cannot use. Also, if your opponent has 3 monsters
attacking you, chances are they're allready going to be sure you don't have
any potentially dangerous face-down spells or traps.

j. Monster with Summoning Conditions

There are some monsters that can only be summoned by meeting certain
conditions. Ocean Dragon Lord - Neo-Daedalus is a great example. You have
to tribute a Levia-Dragon - Daedalus in order to summon him. Levia-Dragon is
allready a 7 star monster, and Ocean Dragon Lord only gains a slight boost in
attack power and effect. This makes it really not worth the effort it takes
to summon. There are many monsters in Yu-gi-oh with requirements for summoning.

So, how can you tell if it is worth the effort to summon these types of
monsters? Well, a monster with summoning requirements would need to have an
extemely powerful effect to make it worth the effort to summon. Dark Armed
Dragon is a good example of a monster that is well worth his weight for his
summoning condition. How easily the summoning conditions can be met are also
a big factor when deciding on if you should use these monsters.

k. Poor Ratio of Monsters, Spells, and Traps

You can only normal summon once per turn. If your deck has too many monsters,
you will find yourself with a bunch of monsters just sitting in your hand. In
a general 40 card deck, a ratio of 20 monsters to 20 spells and traps is a good
ratio to aim for. Now certainly, you don't have to hit this ratio exactly, but
you should certainly try to avoid having things like 28 monsters with only 12
spells and traps. I don't want to list a range for the number of monsters,
because each deck is different. Depending on the theme, you may want more or
less monsters in your deck.

Another card I would like to mention in this section is Royal Decree. If you
have Royal Decrees in your deck, you should have a MAXIMUM of 6-7 traps, and
I'm really pusing it with those numbers. Look at it this way, if you have 10
traps in your 40 card deck, and 2 of those traps are Royal Decrees, essentially
one fourth of the cards in your deck become dead cards (cards you cannot use)
when you have Royal Decree on the field. That would make Royal Decree very
counterproductive to your deck, so do keep an eye on the number of traps you
have if you plan on using Roayl Decree.

l. Magic Cylinder

Magic Cylinder is a card I see popping up a lot. However, Magic Cylinder is not
as great as it first seems. First of all, it only stops the attack of one
monster, and it doesn't even destroy that monster. If my opponent uses Magic
Cylider, I only worry about the direct damage in 3 senarios:

1. If it reduces my life points to 0.
2. If it lowers my life points to the point where I cannot pay for costs of
   cards like Brain Control or Judgment Dragon.
3. If my opponent is playing a burn deck.

If my opponent is not playing a burn deck, I'm generally not worryed about
Magic Cylinder. In fact, Magic Cylider would give me card advantage (remember,
Magic Cylinder does not destroy the monster). And more often than not,
situations 1 and 2 two don't arise when my opponent uses Magic Cylinder.

m. Not filling up the Extra Deck

This is something a bit more minor, but I do see this a lot. Whenever you have
Fusion or Synchro monsters, you should always run the maximum number possible.
Even if you can't summon all 3 copies of a fusion monster from your deck list
alone, some crazy things can happen in a duel. Besides that, there is
absolutely no penalty for having cards in your extra deck. If your deck doesn't
even have a single tuner monster, it would still be wise to fill up your extra
deck with 15 synchro monsters. You never know when you might be using Monster
Reborn on one of your opponent's tuner monsters in order to get out of a tight

Again, there's no penalty for having a full extra deck. In fact, I'd say
there's a penalty for having an empty extra deck. An empty extra deck means
your opponent does not need to fear for any fusion or synchro monsters. On the
other hand, having a full extra deck can give you an intimidation factor, even
if you never summon anything from it.

5. The Deck Building Process - Single Card  [#DBPSC]

I have gotten a lot of emails asking me for help on building a deck around
either a single card or an attribute. Now certainly, these types of decks can
be a bit more difficult or complicated, because they're very open-ended as to
what cards you use to support the theme. On top of that, there are many
different paths the deck may end up taking, each path resulting in a completely
different deck, but at its core it still has the same central theme. Therefore,
I have decided to add a section about building a deck around a single card.

a. Theme Selection

First, we have to pick out a card to base our deck around. This card is usually
a monster with a unique effect or summoning condition. It could also be one of
the alternative win cards listed in the basic deck strategies section, or even
a unique spell or trap card. For this section, I'm going to pick one of my
personal favorites, Levia-Dragon Daedalus. First, let's get acquainted with
our central card and analyze it a bit further.

Levia-Dragon Daedalus
Water/Sea Serpent/Effect/7 Stars
Send "Umi" on your side of the field to the graveyard to destroy all cards on
the field except this card.

Ok, so what does this tell us? First, we'll need Umi. A Legendary Ocean counts
as Umi, and also reduces our water monsters by 1 star, meaning our key card
here now only takes 1 tribute to bring out. Since we're playing A Legendary
Ocean, we can search for it using Warrior of Atlantis. Second, Levia-Dragon's
effect requires us to send Umi to the graveyard, meaning our field spell
won't be lasting for too long. So, we will want to exclude cards that are
dependant on having Umi on the field. Finally, since Levia-Dragon destroys
all other cards on the field, we'll want to avoid using a lot of continuous
spells and traps.

Now, with our central theme cards and our staples, our deck looks like this
so far.

Levia-Dragon deck

Monsters - 6

3 Levia-Dragon - Daedalus
3 Warrior of Atlantis

Spells - 8

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Smashing Ground
1 Fissure
3 A Legendary Ocean

Traps - 2

1 Mirror Force
1 Torrential Tribute

Total so far - 16

b. Adding the support

That leaves us quite a bit of room leftover to finish the deck. Now certainly,
there's more than one way to finish building the deck, and no path is going
to be wrong, as long as our main focus remains on Levia-Dragon.

However, what we don't want is a deck that is completely dependant on
Levia-Dragon in order to win. This deck should be able to hold its own even if
we happen to not draw Levia-Dragon. The other thing we need is some way of
bringing him to the field, and with A Legendary Ocean, it only costs us one
tribute. Let's take a look at some other water monsters that might fit in this

Abyss Soldier
Deep Diver
Mother Grizzly
Nightmare Penguin
Treeborn Frog
Unshaven Angler
Yomi Ship

There are a few cards here that stand out to me. Hydrogeddon can provide more
monsters on the field for us. Treeborn frog can revive itself if there's no
spell or trap cards on our field (and there won't be after activating Levia-
Dragon's effect). Mother Grizzly and Deep Diver can be used to find our main
monster faster, and also work wonders with Creature Swap.

Now, once we clear the field, the opponent will be open for direct attacks.
Levia-Dragon is allready a 2600 beatstick, so let's look at something that
can make the opponent discard cards. Spirit Reaper can force a discard if he
attacks directly, and he can't be destoryed in battle, making him a decent
choice for tribute fodder. X-Saber Airbellum can also force the opponent to
discard, and also gives us a tuner monster, so we can add some synchros in the
deck as well.

With X-Saber Airbellum, we can also add Rescue Cat to search for it. Summoner
Monk also has synergy with this Rescue Cat synchro strategy, and can put
any extra spells in our hand to good use. Speaking of having extra spells,
terraforming gives us more ways to find A Legendary Ocean, and gives Summoner
Monk some fuel when I allready have the field spell.

Finally, if our opponent does destroy Levia-Dragon after using his effect,
Cyber Dragon can give us a quick 2100 beatstick. Brain Control also gives us
a monster to tribute for Levia-Dragon, because it's always fun tributing your
opponent's monsters. With rescue cat and all this synchro summoning, our
graveyard is bound to be full of monsters, so Pot of Avarice makes for some
fairly easy to use card draw. And, you guessed it, if Pot of Avarice comes at
an inopportune time, it can still be used with Summoner Monk.

Using the ideas above, he's an updated list:

Levia-Dragon deck

Monsters - 23

3 Levia-Dragon - Daedalus
1 Cyber Dragon
3 Mother Grizzly
2 Deep Diver
3 Warrior of Atlantis
2 Rescue Cat
2 Neo-Spacian Dark Panther
2 Summoner Monk
1 Spirit Reaper
1 Treeborn Frog
3 X-Saber Airbellum

Spells - 15

1 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Smashing Ground
1 Gold Sarcophagus
3 A Legendary Ocean
2 Creature Swap
2 Terraforming
1 Brain Control
2 Pot of Avarice

Traps - 2

1 Mirror Force
1 Torrential Tribute

Total - 40

Extra Deck - 15

1 Ally of Justice - Catastor
1 Arcanite Magician
1 Black Rose Dragon
1 Brionic, Dragon of the Ice Barrier
1 Colossal Fighter
3 Dark Strike Fighter
1 Goyo Guardian
2 Red Dragon Archfiend
2 Stardust Dragon
1 Thought Ruler Archfiend
1 X-Saber Urbellum

c. Follow up Analysis

Now that the deck is made, it is time to test it in a handfull of duels.
Afterwards, I would recommend asking yourself the same questions from the
previous deck building sample. In addition, there are some more follow up
questions specific for this type of deck.

Is this deck able to win without the central card?
If not, are there ways to get the central card into play faster?
Is the deck still focused on the central card or combo you originally selected,
or have the other support cards taken over the spotlight?
Is there a different direction you could take the deck in and would like to
test out?

d. Determining the Number of Copies of Each Card

A common issue in deck building is figuring out how many of each card you
should add to your deck. There's no clear cut answer for this, and sometimes
the only way to determine this is to play a handful of games. Even then, the
difference between having 2 copies of a given card versus having 3 copies may
all come down to a personal preference between different players, and neither
is right or wrong. However, if you are struggling to determine how many copies
of a card to have, try asking yourself the following questions:

How important is the card to the central theme?
How often do you want to draw the card?
What are the conditions to playing the card, and how easy are these conditions
met? (A condition can be anything required to take place before you play the
card. For instance, Mystical Space Typhoon has the condition of having another
spell/trap card on the field that you want destroyed.)
How often will the card be a dead card?

After answering those questions, if you are still unsure, I would recommend
starting with 2 copies. This should be enough where you will draw it on a
regular basis, so at least the card will be in your hand, but won't overwhelm
you. Then play a handful of games and evaluate the card in question again. Be
sure to pay attention to how much the card supported your main theme, and how
often you were able to play the card when you drew it.

Building a deck is a continuous process, so don't be afraid of tweaking your
deck time and time again. Having a card with 2 copies may seem to work out
great, so you may want to try 3. Then, after testing the deck again, you find
that 3 is too much, and the card is sometimes a dead draw. Or maybe your deck
has changed so much that 2 copies is now too many, so you want to bring it
down to 1 or even remove it from your deck completely.

e. Paths not Taken

That last question in the follow up analysis refers to something I like to
refer to as the paths not taken. Now certainly, this is not the only way to
build a deck for Levia-Dragon Daedalus. In this section, I'll describe some
other things I could have done to build the rest of this deck.

First, there could be more of a focus on the Water monsters. As you can see
from the water cards I had listed above, most of them didn't make it to the
final deck. In fact, I chose to cut out the Hydrogeddons at the end to make the
deck 40 cards, and because there were a lot of monsters. I could also see
Abyss Soldier and Salvage fitting in this deck along with a few more targets
for Salvage.

Don Zaloog is another monster that can force a discard. Had I chosen Zaloog
instead of the X-Saber Airbellum, the deck could then have access to dark
support, since spirit reaper is also a dark monster. Cards like Mystic Tomato
and Sangan would fit right in, as would Crush Card Virus and Allure of
Darkness. With Don Zaloog, you could also add in more warrior support.

Speaking of warrior support, the Destiny Hero monsters are not only dark and
warrior monsters, they also provide the deck with more draw power in the form
of Destiny Draw. Destiny Hero - Dasher can give the deck some more special
summoning power, which is especially useful after you clear the field with
Levia Dragon. You could also combine Dasher with Deep Diver to pretty much
ensure you get to special summon a Levia-Dragon. Destiny Hero - Malicious
also provides more tribute fodder.

As you can see, there are many paths not taken, and these are not the only
alternatives. The rest is up to your imagination. Certainly, some ideas may
work, and others may not, but that's the adventure of deckbuilding, sometimes
you never know where it's going to take you.

6. Introduction to Side Decks

Another big thank you to 84Mantines, who wrote this section.

A side deck of 15 cards is optional, but should always be used when playing
match duels. Building a good side deck is often difficult and confusing for
duelists. This is mostly because they aren't sure what kind of cards should be
used. However, swapping between your deck and a side deck is a key component of
what sets a pro duelist apart from others. There are three things one can do
with side deck selections. I'll first mention the two lesser used concepts.

If you can't fit all the generally versatile and main deck worthy cards you
want to use in your main deck, you can consider placing some of them in the
side deck if there is enough room. If you're debating whether or not you have
room for three Solemn Judgments, Brain Control, or one or more Bottomless Trap
Holes, they can be solid, potential candidates for your side deck. You can also
place, within your side deck, a set of cards or additional theme that functions
well with your deck. A good, recent example would be adding a few dark cards
and Chaos Sorcerer to a Lightsworn deck.

Most importantly, however, your side deck is the key to countering what you're
going to be up against. Making a side deck requires a different mentality and
approach to initial deck building. The side deck is no longer about your deck,
how to make it faster, or how to get your monsters out. It can be more
situational now, because you need to add cards that counter the various decks
you will be playing against. If your deck is going to be used at a tournament,
or against a certain group of friends, you need to have an idea of what kind of
decks they will be using. Additionally, every deck has poor match-ups. Most
likely, you'll need to practice with your deck before you have an idea of its
weaknesses, and which side deck choices can strengthen them.

Before beginning a section of good cards, here's an exercise I've tried to
help me understand the concept of side decks. Imagine building a deck, now
imagine building a deck while knowing this deck you're building will only be
used against one specific deck theme. There are suddenly more options that you
probably wouldn't consider before. It's probably easy to imagine building your
deck differently.That's what you need to do, consider how your deck would be
different against a certain deck theme, for all the most popular decks (and if
yours is one, mirror matches), then combine them in your 15 card side deck.

Examples of Side Deck Choices:

To start things off, an extremely general card that can be helpful is
Prohibition. By the time it's in your deck, you'll have a good idea of which
cards your opponent needs and favors. Skill Drain deserves a general mention
too, as it can be used against any top tier deck, however, most decks will not
be very compatible with it. Lightning Vortex(es) can provide additional
monster removal against swarming which is the dominant strategy. Most decks
might want a cushion of extra spell and trap removal in their side deck. The
following are even more important if you're up against stall or burn. Dust
Tornado is the most popular choice. There's also Nobleman of Extermination,
Twister, Mobius the Frost Monarch, and Breaker the Magical Warrior.
Additionally, you might want to consider Royal Decree and Trap Stun. 

The Graveyard: The graveyard is a very favorable place for a lot of cards
for a lot of reasons. Disturbing the graveyard hurts almost all decks except
macro decks. I'll mention it later whenever it comes up more specifically.
Kycoo the Ghost Destroyer can do this, as well as prevent your opponent from
doing anything of the sort, and with the added bonus of a strong attack, he's
one of the most popular side deck choices for the game. In addition to Kycoo,
D.D. Crow and Dimensional Fissure can help weaken the graveyard.

Special Summoning: Every top tier deck enjoys special summoning. Additions
to your side deck that can take advantage of this can become very versatile.
It's the foundation of several anti-metagame decks, but the cards are
potentially useful enough to be general side deck choices. Royal Oppression
and Mirror of Oaths are therefore two extremely popular side deck choices.
Thunder King Rai-Oh and Phantom Dragon are also sometimes used in side decks. 

7. General Support Cards  [#GSC]

In this section, I'll discuss some of the general support cards. I find that
the following cards fit in with a variety of decks, but not nearly enough to
consider them staples. In fact, I wasn't really sure how group these cards,
because their effects also vary. So instead, I'll just list them here, and
explain the types of decks that they support the best.

Book of Moon

This is a very versitile quick-play spell. You can use it to save your monster
from your opponent's attack by flipping the opposing monster into face-down
defense. You can also use this opportunity to attack a monster with a low
defense. Book of Moon can also be used on your monster to save it from Brain
Control, Lightning Vortex, Smashing Ground, Mirror Force, etc. You can also use
it to re-use the flip effects of your monsters. Flipping a monster face-down
will also make all equipment cards attached to it fall off. Book of Moon is
a very versitile card, and one of my personal favorites.

Bottomless Trap Hole

A great 1 for 1 removal trap that also works on special summoned monsters as
well. Furthermore, removing the monster from play mean you won't have to worry
about any monster reborn shenanigans that would just revive the fallen monster.
Bottomless Trap Hole also does not suffer the restriction of having to wait for
the monster to attack. This can be a huge benefit compared to other 1 for 1
removal traps such as Dimensional Prison. For example, if your opponent summons
Judgment Dragon and activates its effect, you Dimensional Prison will be
destroyed before you get the chance to use it. With Bottomless Trap Hole, your
opponent will still have the opportunity to activate JD's effect, but you will
be able to activate your BTH, removing the 3000 attack dragon from the game
before it can come for your life points.

Brain Control

Any deck that has a handfull of tribute monsters can find a great use for this
card. For a mere 800 life points, you can use one of your opponent's monsters
as a tribute for your monster.

Card of Safe Return

This card let's you draw a card every time a monster is special summoned from
your graveyard. After you draw one from this effect, you've allready made up
for the cost of using Card of Safe Return (which is just playing the card
itself). Any more summoning from your graveyard will start to give you great
card advantage.

Card Trooper

Any deck that wants to fill up their graveyard with cards can probably find
a spot for Card Trooper. This guy let's you put up to 3 cards from the top
of your deck into the graveyard. Also, when Card Trooper is destroyed, you get
to draw a card, he essentially replaces himself.

Creature Swap

Any monster whose effect activates when it's destroyed in battle can make use
of creature swap. Say you have a Mystic Tomato in your hand, and your opponent
has a strong monster on their side of the field. Summon your tomato, and give
it to your opponent with Creature Swap. They're forced to give you their great
monster. But wait, it gets better. Now attack the tomato, and since the Mystic
Tomato goes to your graveyard (since it is your card to begin with), you get
the effect of Mystic Tomato. The creature swap is also a permanent switch, so
you still get to keep your opponent's monster. What a great deal.

Cyber Dragon

Cyber Dragon is very easy to special summon and comes with a nice 2100 attack.
He is also great Synchro material. Comming in with 5 stars means you can pair
him with a 3 star or 2 star tuner monster (which are much more common than 4
star tuners) and bring out an easy 7 or 8 star Synchro monster.

Dark Bribe

Stopping your opponent's key spell or trap card has the potential of winning
you the game, or at least swinging the game more into your favor. Letting your
opponent draw a card may seem like a bad idea, but with any luck the card your
opponent drew won't be as threatening to you as the card you just negated.

Giant Trunade

Much like Heavy Storm, Giant Trunade clears the field of spell/trap cards.
However, instead of being destroyed, the s/t cards return to the players'
hands. Not having to worry about any s/t cards will pretty much leave you free
to play whatever other cards you desire. Giant Trunade really benefits swarm
and OTK decks, allowing each deck to set up their field of monsters or their
OTK combo, respectively. Giant Trunade can also help on the defense by comboing
with a Swords of Revealing Light to get you some extra turns with the Swords.

Lighting Vortex

This card is useful for stopping swarm strategies, but beyond that, you can
use the discard cost as an advantage. You can discard a high level monster
to the graveyard and special summon it with a Monster Reborn type of effect.
Lightning Vortex is also a great way of getting other cards you don't want
in your hand, into your graveyard. If your deck can turn a discard into an
advantage, Lightning Vortex becomes an appealing card to have.

Pot of Avarice

Any deck in which you can fill up your graveyard quickly with monsters,
consider Pot of Avarice. You have to put 5 monsters back in your deck, but
in return you get to draw 2 cards, giving you instant card advantage.

Royal Decree

Any deck with a low number of traps should consider Royal Decree, because
chances are it will hurt your opponent a lot more than it will hurt you. Royal
Decree will also allow you to play without fear of your opponent's Mirror Force
or Torrential Tribute messing up your plans. Another neat trick is that you can
chain Royal Decree to the activation of your opponent's Mirror Force, and your
opponent's card will be negated, while your decree will still be on the field
stopping other traps.


Any deck with a handful of monsters with 1500 attack or less should consider
using Sangan. Sangan also makes a great monster to use for a tribute summon,
because you will still get to use its effect. Since it's a dark monster with
1000 attack, it fits right in with a deck that wants to use Crush Card Virus.

Solemn Judgment

Solemn Judgment is a card that can make or break you. It has the power to stop
almost anything at the cost of half your life points. Half your lp may seems
like a big cost (especially on the first couple turns of a game), but on the
bright side, it's a cost you will always be able to pay. Solemn Judgment can
be used to stop your opponent's key play, preventing them from winning. It can
also be used to stop an opponent's trap card that would otherwise wreck your
strategy (ex. Mirror Force). However, using Solemn Judgment at a bad time
could cost you the game, so be sure to use it wisely.

Threatening Roar / Waboku

Both of these are chainable traps that can protect your monsters and your life
points from your opponent's monsters' attacks. What do I mean by chainable
traps? Say your opponent plays Heavy Storm. You can activate your Threatening
Roar in response, and you still get the effect of Threatening Roar since you
chained it to the activation of Heavy Storm.

Trade - in

If your deck has a handfull of level 8 monsters, Trade - in will give you
some draw power, while also dumping the level 8 monsters in your graveyard,
where you can then special summon them back to the field with Monster Reborn
type of effects. 

8. Attribute Support Cards  [#ASC]

This section, as well as the next one, are ment to give you a quick reference
list to the cards that support each attribute or each type. A big thank you
goes out to 84Mantines for compiling these lists, saving me lots of time.


Barrier Statue of the Heavens
Beckoning Light
Chaos Sorcerer
Freed the Brave Wanderer
Jade Knight
Kaiser Sea Horse
Light Effigy
Light End Dragon
Light of Judgment
Light of Redemption
Lightwave Tuning
Luminous Spark
Nova Summoner
Ray of Hope
Shining Angel
Solar Ray
Soul of Purity and Light
The Light - Hex-Sealed Fusion
Voltic Kong


Allure of Darkness
Armageddon Knight
Barrier Statue of the Abyss
Black Salvo
Caius the Shadow Monarch
Chaos Sorceror
Contract with the Abyss
Crush Card Virus
Dark Armed Dragon
Dark Crusader
Dark Effigy
Dark End Dragon
Dark Eruption
Dark Grepher
Dark Horus
Dark Hunter
Dark Illusion
Dark Nephthys
Dark Simorgh
Dark Spirit Art - Greed
Darklord Zerato
Darknight Parshath
Deck Devastation Virus
Doomsday Horror
Double Coston
Eradicator Epidemic Virus
Escape from the Dark Dimension
Fires of Doomsday
Hidden Soldiers
Mystic Plasma Zone
Mystic Tomato
Obsidian Dragon
Prometheus, King of the Shadows
Rainbow Dark Dragon
Recurring Nightmare
Ritual Raven
Shadowpriestess of Ohm
Sinister Sprocket
Strike Ninja
The Beginning of the End
The Dark Creator
The Dark - Hex-Sealed Fusion
Veil of Darkness
Witch's Apprentice


Barrier Statue of the Stormwinds
Dark Simorgh
Element Dragon
Flying Kamakiri #1
Harpie Lady 1
Hunter Owl
Lady Ninja Yae
Rising Air Current
Simorgh, Bird of Ancestry
Simorgh, Bird of Divinity
Spiritual Wind Art - Miyabi
Swift Birdman Joe
Wind Effigy


Barrier Statue of the Inferno
Element Dragon
Flame Ruler
Flamvell Baby
Flamvell Dragnov
Frost and Flame Dragon
Infernal Flame Emperor
Little Chimera
Molten Destruction
Spirit of Flames
Spiritual Fire Art - Kurenai
UFO Turtle
Ultimate Baseball Kid
Volcanic Counter


A Legendary Ocean
Abyss Soldier
Amphibious Bugroth MK-3
Aqua Spirit
Barrier Statue of the Torrent
Big Wave Small Wave
Cannonball Spear Shellfish
Cranium Fish
Deepsea Macrotrema
Dewloren, Tiger Prince of the Ice Barrier
Elemental Hero Absolute Zero
Frost and Flame Dragon
Maiden of the Aqua
Mermaid Knight
Mother Grizzly
Nightmare Penguin
Spiritual Water Art - Aoi
Star Boy
The Legendary Fisherman
Tornado Wall
Torpedo Fish
Unshaven Angler
Warrior of Atlantis


Acidic Downpour
Barrier Statue of the Drought
Earth Chant
Earth Effigy
Exxod, Master of the Guard
Gaia Power
Giant Rat
Great Spirit
Milus Radiant
Naturia Beast
Naturia Gaodrake
Spiritual Earth Art - Kurogane
The Earth - Hex-Sealed Fusion
The Rock Spirit
The Trojan Horse

9. Type Support Cards  [#TSC]


Armor Breaker
Assault Armor
Colossal Fighter
Command Knight
Comrade Swordsman of Landstar
Divine Sword - Phoenix Blade
Field Commander Rahz
Freed the Matchless General
Gilford the Legend
Hero Ring
Light Laser
Marauding Captain
Mysterious Guard
Ready for Intercepting
Reinforcement of the Army
Spirit Force
The A. Forces
The Immortal Bushi
The Warrior Returning Alive
Turret Warrior
Warrior Lady of the Wasteland
Weapon Change
X-Saber Wayne


Hydra Viper


A Wingbeat of Giant Dragon
Burst Breath
Cyberdark Dragon
Cyberdark Edge
Cyberdark Horn
Cyberdark Keel
D. Tribe
Debris Dragon
Decoy Dragon
Dragon's Gunfire
Dragon's Mirror
Dragon's Rage
Genesic Dragon
Hyper Synchron
King Dragun
Lord of D.
Masked Dragon
Red-Eyes Darkness Metal Dragon
Stamping Destruction
Super Rejuvenation
The Dragon's Bead
The Flute of Summoning Dragon
Tiger Dragon


Apprentice Magician
Arcane Barrier
Arcanite Magician
Defender, the Magical Knight
Diffusion Wave-Motion
Ice Queen
Magical Blast
Magical Citadel of Endymion
Magical Dimension
Magician's Circle
Magician's Valkyria
Magicians Unite
Pitch-Black Power Stone
Ready for Intercepting
Secret Village of the Spellcasters


Blaze Accelerator
Flamvell Archer
Flamvell Fiend
Gaia Soul the Combustible Collective
Royal Firestorm Guards
Solar Flare Dragon
Soul of Fire
The Thing in the Crater
Tri-Blaze Accelerator


Beast Soul Swap
Behemoth the King of All Animals
Catnipped Kitty
Enraged Battle Ox
Green Baboon, Defender of the Forest
Maji-Gire Panda
Manticore of Darkness
Poison Fangs
Rescue Cat
Sea Koala
The Big March of Animals
Wild Nature's Release


Celestial Transformation
Cestus of Dagla
Freya, Spirit of Victory
Layard the Liberator
Light of Judgment
Meltiel, Sage of the Sky
Miraculous Descent
Neo-Parshath, the Sky Paladin
Nova Summoner
Radiant Jeral
Sky Scourge Enrise
Sky Scourge Invicil
Sky Scourge Norleras
Splendid Venus
Tethys, Goddess of Light
The Agent of Force - Mars
The Agent of Judgment - Saturn
The Sanctuary in the Sky
Valhalla, Hall of the Fallen
Voltanis the Adjudicator
Zeradias, Herald of Heaven


Earth Giant Gaia Plate
Megarock Dragon
Release From Stone
Rock Bombardment


Beast Machine King Barbaros Ur
Enraged Battle Ox
Manticore of Darkness
Wild Nature's Release


Bark of Dark Ruler
Dark Calling
Dark Fusion
Dark Necrofear
Dark Ruler Ha Des
Doom Shaman
Evil Hero Infernal Gainer
Fiend Roar Deity Valkiris
Gaap the Divine Soldier
Goblin King
Hate Buster
Puppet Master
Raviel, Lord of Phantasms
Sky Scourge Enrise
Sky Scourge Invicil
Sky Scourge Norleras
Soul Demolition
The Puppet Magic of Dark Ruler

Winged Beast

Enraged Battle Ox
Harpie's Hunting Ground
Icarus Attack
Manticore of Darkness


Big Evolution Pill
Fossil Excavation
Hunting Instinct
Jurak Giganot
Jurak Tyranus
Jurassic World
Miracle Jurassic Egg
Seismic Shockwave
Survival Instinct
Tail Swipe
Tyranno Infinity
Ultra Evolution Pill
Volcanic Eruption


Beast of the Pharaoh
Book of Life
Call of the Mummy
Doomkaiser Dragon
Doomkaiser Dragon/Assault Mode
Everliving Underworld Cannon
Goblin Zombie
Hot Ride
Il Blud
Malevolent Mech - Goku En
Marionette Mite
Overpowering Eye
Paladin of the Cursed Dragon
Pyramid Turtle
Red-Eyes Zombie Dragon
Revived King Ha Des
Soul-Absorbing Bone Tower
Spirit of the Pharaoh
The Lady in Wight
Trap of the Imperial Tomb
Tutan Mask
Vampire Genesis
Zombie Master
Zombie World


Arcane Archer of the Forest
Bamboo Scrap
Black Garden
Black Rose Dragon
Botanical Girl
Botanical Lion
Copy Plant
Fairy King Truesdale
Fragrance Storm
Gigantic Cephalotus
Ivy Shackles
Lonefire Blossom
Lord Poison
Mark of the Rose
Miracle Fertilizer
Plant Food Chain
Queen of Thorns
Regenerating Rose
Seed Cannon
Seed of Deception
Sinister Seeds
Super Solar Nutrient
The World Tree
Twilight Rose Knight
Tytannial, Princess of Camellias
Violet Witch
Wall of Ivy
Wall of Thorns


Fish Depth Charge
Golden Flying Fish
Superancient Deepsea King Coelacanth


Beast Machine King Barbaros Ur
Chimeratech Fortress Dragon
Chimeratech Overdragon
Cybernetic Zone
Cyber Phoenix
Cyber Summon Blaster
Genex Neutron
Jade Knight
Limiter Removal
Machine Duplication
Machine King
Magnet Circle LV2
Overload Fusion
Perfect Machine King
Power Bond
Rare Metalmorph
Weapon Change


Aztekipede the Worm Warrior
Bee List Soldier
Cross-Sword Beetle
Desert Protector
Doom Dozer
Howling Insect
Insect Imitation
Insect Queen
Pinch Hopper
Verdant Sanctuary


Doctor Cranium
Emergency Teleport
Hyper Psychic Blaster
Magical Android
Metaphysical Regeneration
Mind Master
Mind Over Matter
Mind Protector
Power Injector
Psychic Commander
Psychic Jumper
Psychic Lifetrancer
Psychic Overload
Psychic Rejuvenation
Psychic Snail
Psychic Sword
Psychic Trigger
Psychic Tuning
Storm Caller
Telekinetic Power Wall
Telekinetic Shocker
Telepathic Power
Thought Ruler Archfiend


Batteryman Charger
Batteryman D
Batteryman Industrial Strength
Judgment of Thunder
Makiu, the Magical Mist
Recycling Batteries


Damage = Reptile
Evil Dragon Ananta
Offering to the Snake Deity
Snake Rain
Snake Whistle
Vennominaga the Deity of Poisonous Snakes
Vennominon the King of Poisonous Snakes

10. Legal Info

Copyright 2009 Chris Schalk

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

11. Contact Info


Please feel free to contact me with questions or suggestions for this guide.
When sending me an email, make sure the subject line makes a reference to this
guide. Also, please do not email me asking me to rate your deck. While I would
to be able to rate everyones' decks, I simply do not have the time to do so.
However, do feel free to post your decks on the message board and I'm sure
other people will be able to rate your deck, and if I happen to be on, I may
end up rating your deck there as well. ;)

12. Credits

CJayC - Because he's awesome

Konami - For creating the card game known as Yu-Gi-Oh!

84Mantines - For compiling the card lists for the attribute and type support
             and for writing the Introduction to Side Decks section

You - For taking the time for reading this guide