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Returning to the Game


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Hey, there. My interest in Yu-Gi-Oh has been reignited by the Dark Magician deck and I'm interested in getting back into it -- if only to play on YGO Pro. But, as with the other couple of times I've tried to get back in, I find myself unable to make sense of all the (at least when compared to MtG and Hearthstone) complex interactions and sequences the popular decks can pull off. 

 

What are the popular decks? What do they focus on? What should I play around, and how should I play around it? Any help would be greatly appreciated. 

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So as you know with most card gaMrs, it's all about synergy within your deck. For yugioh iTs finding a deck with consistency synergy and strong card interactions. For instance the top deck ABC's needs it's field Spell and a card to bypass it's normal Summon, like Photon Thrasher or Gold/Silver Gadget, these are kind of a necessity to make a strong enough board not to get otk'd. Playing around that, Kaiju over the Dragon, and set up in guess, if they have back row, pop it or bait it.

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What are the popular decks? What do they focus on? What should I play around, and how should I play around it? Any help would be greatly appreciated. 

popular decks at the moment are as above, ABC,

 

darklords just came out, but i believe they'll have some momentum going forwards, shadow imprisoning mirror, or cards like debunk would shut them down pretty well. 

 

PKfire is a deck that just won't die, and konami has done jack all to kill them properly as of yet. i don't face them too often where i live though, so i can't help you there.

 

a deck i've got a lot of experience against atm is blue-eyes though, your best bet when facing them is to prevent their little ones from going off, short of that, you want to get rid of the 2500 main deck blue-eyes (i believe it's called spirt of white) as soon as possible whenever it appears, because aside from the 3k beaters, that bastard banishes (removes from play if you didn't know the new term) spell and traps from your field. funny enough, banishing works well against the thing. as for the extra deck, don't bother worrying about spirit dragon, it's main purpose is to tag into other, more annoying dragons, like black rose, lightsworn dragon, and azure-eyes. you want to  force it to chain, and then kill the end result with extreme prejudice. the new trap hole generally does this well enough, since using it on the summon forces your opponent to either tag out their dragon, or lose advantage. the decks pretty simple aside from that, it's a general beatdown deck, with a couple fancy synchro, Xyz, and fusion plays. imperial iron wall and soul/skill drain are strong deterrents to the decks overall power.

 

there's more, but that's the gist of things.

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