Showing posts with label Structure Deck Machina Mayhem. Show all posts
Showing posts with label Structure Deck Machina Mayhem. Show all posts

Tuesday, June 19, 2012

Envoy of the Beggining

It's Summer, and that means that many people will have extra time on their hands to select a new past time to partake in. However, most that choose dueling as their new favorite activity will find themselves quickly overwhelmed. Without guidance, these people will have a difficult time learning how to duel and allow their skills to grow as their knowledge of the game expands. Sure, knowing the rules of the game is crucial, but it takes more than just knowing how each turn moves along to become a great duelist. A skilled duelist requires lots of experience, which is also important for any upcoming duelists that desire the ability to compete against others. Today I provide my advice to anyone seeking to learn more about this popular game or to anyone seeking to teach others how to get started as a duelist. Half of entire game is dependent on your deck building, so I will focus on that first.

What most new duelists have in common is that they are unsure about what kind of deck to use. It hardly makes a difference whether the newcomers to the game are people that used to collect cards a few years ago or people whom have never owned a single Yugioh trading card in their life. So much has changed in dueling since Yugi and his friends were the only stars on the show that fought with Duel Monsters, and so many new cards have been introduced that it is easy for anyone to become overwhelmed with the sheer number of possible selections. Nevertheless, the most important thing to remember is: Have fun, and enjoy the game with your friends. I cannot stress this enough, but the most important thing to remember is that dueling is all about having fun and enjoying the leisure time you share with your companions. So, with that in mind, lets help a new duelist build a their own deck.

[It is possible to Play Yugioh without needing to buy a single card, thanks to Dueling Network. However, for the sake of simplicity, let's also assume that the theoretical duelist in question has a decent amount of money to buy a few sets of cards and accessories.]

To get started, a player should seek what type of deck they would like to use. They can browse on the internet for popular cards or watch other players. (I highly recommend watching other people play first to see if it is something you would enjoy.) But, if a newcomer should start buying cards, the best place to start off with a deck: either a Starter Deck or a Structure Deck. Starter Decks contain a wide range cards but only provide a general taste of what dueling is really like; they are very basic and are meant for beginners. Structure Decks are more "structured", focusing on a group of Monster Cards with similar Types, Attributes, or play styles; Structure Decks are effective teaching tools for new comers because they can immediately show players how one card relates to another which can lead to powerful combos. 

[This was pretty much the "Choose Your Starter" of the 5D's Era; except, these weren't 
Starter Decks. These are Structure Decks]


Alright, so once you've decided on what kind of deck you'd like to make (Be it, Spellcasters, Warriors, Machines, Fairies, or a deck of a certain Archetype) the next important part is researching the cards! That's right, great duelists actually take their time to study the cards that they will use and beyond! My advice to anyone who wants to play or just understand how the cards work is: "Read your cards at least four times before you use them." Sometimes the amount of ignorance some duelists display confounds me, but as G.I. Joe says, "Knowing is half the battle", and this is most certainly true (especially in dueling). Besides, reading a small trading card is nothing compared to reading long novels assigned as by school teachers. Understanding exactly what the card says is crucial to running your deck, and as long as you are able to explain to others precisely how it works, you are fine; but there is more! After learning how the cards work from the Starter/Structure Deck you bought function (For those of you who will use Dueling Network, instead of buying the Decks you can easily search online for the complete deck list) Look up other cards that might work well with your Deck. If some cards work better than others that you already use, you can always replace them. (Remember what the SIDE DECK is for! It is a pile of 15 cards that you can swap with your Main Deck in between duels, during a match.)

Now that a duelist has chosen their preferred deck type, they must also understand the premise or the goal that their deck should achieve and how it should be achieved. A player's deck may consist of one type or attribute, but the play style and mechanics of the deck may differ from an other player with a similar deck. Although there are other ways to win a duel besides reducing the opponent's Life Points down to zero, the most common method is indeed reduction of life points, mostly through battle. With that said, decks may achieve their goal by summoning Powerful monsters quickly, summoning many monsters to withstand a barrage of attacks, utilizing powerful attacks, holding high reserves in resources by having plenty of "draw power", negating attacks, effects, or cards and summons altogether, destroying opponents cards, etc.. You'll have to ask yourself what you want your deck to be capable of doing. Would you want powerful monsters to over power your enemies with physical force? (Beatdown: having high ATK) Or, would you like to use explosive cards that deconstruct the battle plans of your opponents? (Utilizing card effects that Destroy other Cards.)  There are so many possibilities, but that is what overwhelms new players early on. The best thing to do is to narrow down the focus of your deck. A novice mistake that lots of people make is packing their deck with as many cards as possible: 60. The smaller the deck, a minimum of 40 Cards, increases the chances of drawing much needed cards. So, focus on what you want out of your deck, and build upon that premise. If you play more constructively, you will use cards that support your Monsters, but make sure they are efficient. If you play more destructively, you will use cards that ruin your opponent's deck, but makes sure that your own monster will still be able to support and protect you if something goes wrong.

After you've got a built deck, the next important step is to use it! But before you rush into any duel, it is crucial that you completely understand how the game works. A rule book and an interactive demo can only teach you so much, although it is a great start, but I highly recommend dueling against a friend whom already understands dueling quite well. Should such a friend not be available, you can always learn more about dueling online, through forums, or through my favorite source, The Yu-Gi-Oh! Wikia. There, you can read the official rulings for cards, read more about the mechanics of a duel with greater detail, and find out more about the different decks, booster packs, and archetypes that are available. Extensive studying and practice rounds earn you the experience you need to become a great duelist. The better guidance you have, the better your first impressions and experiences of dueling will be.

But always remember the most important part about dueling: Having fun. If the game isn't fun then it won't be engaging and it will just make everything worse. Having good friends to play with and teach you will certainly make things better, and if dueling is fun, you will find yourself "studying" cards without realizing that you are actually researching something. Remember the simple steps: Pick a deck you'd like to make/use, work on it, test it out with a friend who can teach you more rules on dueling, and always review your cards, your deck, and keep an eye out for other possible cards to add to your deck.

For the official rulebook, click here: http://www.yugioh-card.com/en/rulebook/
For an tutorial on the rules, click here: http://www.yugioh-card.com/en/gameplay/demo.html

Saturday, April 7, 2012

Card Review: Ceasefire

Since I'm on the "Simple Cards are too complicated to understand to many duelists" mood, here is another one of my personal favorites that just makes so many people mad! I present to you Ceasfire! One of the most powerful cards that I have ever had in using. With only three sentences to explain its effects, this card somehow manages to throw so many duelists into confusion, skepticism, and even fits of rage that lead to them quitting.

So lets examine the terms of this card. Ceasefire is a Trap Card that inflicts 500 Points of Damage to your Opponent for every Effect Monster on the Field, including your own and your Opponent's. The only requirement to activate this card is that there is at least 1 Monster on the field. First, Ceasefire flips face up all Face-down monsters on the field, if any. If there happens to be only Face-Up Effect Monsters this card can still be Activated. In addition to flipping Face-up any Face-Down Monster Cards, Ceasefire prevents the Activation of Flip Effect Monsters, cards whose Effects only Activate at the moment that they are Flipped by Battle, Effect, or Position Change. Once all Monsters are Face-up, all Effect Monsters are counted and that Value is multiplied by 500 and then inflicted as Damage to your Opponent.

Simple enough, right? Well, many there are many misconceptions about this card whenever people do not read it correctly. People will think that there needs to be Face-down Monster Cards in order to activate this card. The real effect of this Card is the Last/Third Sentence of the Card; the First two sentences are added to increase the Card's Potency. Ceasefire wants to check ALL MONSTERS on the Field to see if they are Effect Monsters, the card's main variable. It would be much more simple to Flip all Monsters on the field (if any are even Face-down) and to look and check and then return them Face-down.


This card is so powerful that it is currently on the Limited List, and it doesn't seem like it will be freed from from that list any time soon. Since Effect Monsters are so common high amounts of Damage can be Inflicted. and with 10 Monster Card Zones in total on the Field, Ceasefire has the Potential to deal up to 5000 Points in Effect Damage. Ceasefire is recommended for Decks that can Summon many Effect Monsters quickly and is a great Side Deck Card to use against  Decks that Summon many Effect Monsters. Ceasefire can also remove the dangers of cards like Morphing Jar, Ryko The Lightsworn Hunter, Man-Eater Bug, Needle Worm, and so forth since each of those Monsters are Flip Effect Monsters. Even if the Face-down cards were not Flip Effect Monsters, Ceasefire can also help you avoid taking Damage from Attacking strong defensive Monsters like Destiny Hero - Defender by revealing what cards they really are before rushing into battle. (Remember, all it needs to do is check ALL MONSTERS.) Ceasefire can be found in Structure Deck: Machina Mayhem as a Common Rarity card.