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    Deck Building Guide by megamaster125

    Version: 2.20 | Updated: 08/19/09 | Search Guide | Bookmark Guide

    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
    Email: cschalk49431@yahoo.com
    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

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