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- Aster Phoenix - Duelist Pack Checklist
Duelist Pack: Aster Phoenix
DP05-EN001 Destiny Hero - Doom Lord
DP05-EN002 Destiny Hero - Captain Tenacious
DP05-EN003 Destiny Hero - Diamond Dude
DP05-EN004 Destiny Hero - Dreadmaster (R)
DP05-EN005 Destiny Hero - Double Dude (R)
DP05-EN006 Destiny Hero - Defender (R)
DP05-EN007 Destiny Hero - Dogma (R)
DP05-EN008 Destiny Hero - Blade Master
DP05-EN009 Destiny Hero - Fear Monger (R)
DP05-EN010 Destiny Hero - Dasher
DP05-EN011 Destiny Hero - Malicious (UR)
DP05-EN012 Elemental Hero Phoenix Enforcer (R)
DP05-EN013 Elemental Hero Shining Phoenix Enforcer (SR)
DP05-EN014 Misfortune
DP05-EN015 Guard Penalty
DP05-EN016 Clock Tower Prison (R)
DP05-EN017 D - Spirit
DP05-EN018 Cyclone Blade
DP05-EN019 Dark City
DP05-EN020 Destiny Draw (UR)
DP05-EN021 Over Destiny (SR)
DP05-EN022 Elemental Recharge
DP05-EN023 Destruction of Destiny
DP05-EN024 Destiny Signal
DP05-EN025 D - Time
DP05-EN026 D - Shield
DP05-EN027 Destiny Mirage
DP05-EN028 D - Chain
DP05-EN029 D - Counter (SR)
DP05-EN030 Eternal Dread (SR)

- Jaden Yuki 2 - Duelist Pack Checklist
Duelist Pack: Jaden Yuki 2
DP03-EN001 Elemental Hero Neos
DP03-EN002 Elemental Hero Bladedge (R)
DP03-EN003 Elemental Hero Wildheart
DP03-EN004 Hero Kid
DP03-EN005 Neo-Spacian Aqua Dolphin (R)
DP03-EN006 Neo-Spacian Flare Scarab (R)
DP03-EN007 Neo-Spacian Dark Panther (R)
DP03-EN008 Chrysalis Dolphin
DP03-EN009 Card Trooper (UR)
DP03-EN010 Elemental Hero Wildedge (R)
DP03-EN011 Elemental Hero Wild Wingman
DP03-EN012 Elemental Hero Aqua Neos (R)
DP03-EN013 Elemental Hero Flare Neos (R)
DP03-EN014 Elemental Hero Dark Neos (SR)
DP03-EN015 Cyclone Boomerang
DP03-EN016 H - Heated Heart
DP03-EN017 E - Emergency Call
DP03-EN018 R - Righteous Justice
DP03-EN019 O - Oversoul
DP03-EN020 HERO Flash!!
DP03-EN021 Contact
DP03-EN022 Fake Hero
DP03-EN023 Common Soul
DP03-EN024 Neo Space
DP03-EN025 Light Laser (SR)
DP03-EN026 Burial from a Different Dimension (UR)
DP03-EN027 Hero Barrier
DP03-EN028 Miracle Kids
DP03-EN029 Edge Hammer (SR)
DP03-EN030 Kid Guard (SR)

3 is better than 2
Dark Beginning 1
When building a Deck, do not just settle for 1 of a really good card. As long as the card is not Limited or Semi-Limited, why not put 3 in your Deck?
If you have a favorite card and it works well for your when you Duel, see if you can get 2 or 3 copies of it and play with all of them. Remember you can not have more than 3 copies of a card in your Deck.
You will not always be able to fit 3 of every card into your Deck. You will need to make choices on which cards work better for you than others. If you put in 3 copies of every card you want, your deck might get too big. Sometimes you will have to settle for 1 or 2 copies of a card you really like.

A Legendary Ocean
Dark Beginning 2
"A Legendary Ocean" is a Field Spell Card with a unique effect: it downgrades all WATER monsters on the field and in players" hands by 1 Level. This has many advantages.
The biggest one is that Level 5 WATER monsters in your hand are now Level 4, so they can be Normal Summoned or Set without Tribute! WATER monsters that were Level 7 are now Level 6 and can be Tribute Summoned with only 1 Tribute, instead of 2.
"A Legendary Ocean" is also treated as if its card name were "Umi". This means that other monsters that gain a benefit from "Umi" will gain their benefits from "A Legendary Ocean" as well. (This also means you can only have 3 copies of "A Legendary Ocean" or "Umi" in your Deck, you cannot have 3 copies of each).

A Mirage of Nightmare Combo
Dark Beginning 2
There is a good combo with the Spell Cards "Mirage of Nightmare" and "Emergency Provisions" that will let you draw 4 cards and gain 1000 Life Points! Set "Emergency Provisions" and all the other cards in your hand on the field, except "Mirage of Nightmare".
Then, activate "Mirage of Nightmare" and end your turn. During your opponent"s Standby Phase, you will draw 4 cards with the effect of "Mirage of Nightmare". Once you have finished that, then activate "Emergency Provisions" and send your "Mirage of Nightmare" to the Graveyard to gain 1000 Life Points. Now you will not have to discard 4 cards from your hand during your Standby Phase, because "Mirage of Nightmare" is no longer on the field.


A Multiple Function Trap Card
Dark Revelation 2
"Compulsory Evacuation Device" is a multi-purpose Trap Card that can be used offensively or defensively. If the opponent only has one monster on the field, you can activate this card and return it to their hand so that you can get a direct attack. You can also use it during your opponent's Battle Phase on their monster, so it cannot attack you. Both of these uses will put your opponent behind, because he will have to Summon that monster again next turn.
Another defensive use is to target your own monster and return it to your hand when it is the target of your opponent's effect. For example, if the opponent activates "Enemy Controller" to take control of your monster, you can chain "Compulsory Evacuation Device" to return it to your hand. Now "Enemy Controller"s target is no longer on the field, so its effect disappears. "Compulsory Evacuation Device" can prevent your opponent from controlling your monster.

A Quick Way to Tribute Set
Dark Revelation 2
Level 7 and higher monsters are powerful but require 2 Tributes to Normal Summon or Set. Normally, that means that your 3rd turn is the earliest that you can Tribute Summon one of these high Level monsters. The Spell Card "Stray Lambs" will let you Set one on the field on your first turn. The effect of "Stray Lambs" Special Summons 2 Lamb Tokens, and there is no effect that prevents you from using them as a Tribute. There is an effect that you cannot Normal Summon, Flip Summon or Special Summon. This does not stop you from doing a Tribute Set, and Tributing the 2 Lamb Tokens to Set a Level 7 monster in face-down Defense Position. Use this trick to Set "Big Koala" pr "Black Tyranno".

A Surprising Summon
Dark Revelation 2
Special Summoning is an excellent way to get the advantage over your opponent, and Special Summoning during their turn is sure to give them a shock! The Trap Card "A Hero Emerges" can be used to Special Summon a monster when you opponent attacks, and force them to rethink their plans.
The trick is that when you activate "A Hero Emerges" a card is randomly selected from your hand to be Special Summoned, but if a Spell or Trap Card is chosen it is sent to the Graveyard instead. For this reason, "A Hero Emerges" is best used when you only have 1 card in your hand, and it is a high Level monster, then that is the only monster that can be chosen, and it is sure to be Special Summoned to the field.

A Turnabout Play
Duelist Pack: Jaden Yuki 2
"Edge Hammer" destroys one of your opponent's monsters and damages your opponent just by Tributing "Elemental Hero Bladedge". Because "Bladedge" is very strong on his own, don't tribute it right away. It's best to wait until your opponent tries to destroy "Bladedge" with a Spell or Trap Card.

Ace in the Hole
Duelist Pack - Yugi
If you Normal Summon "King's Knight" while you control "Queen's Knight", you also get to Special Summon "Jack's Knight" from your Deck. All three of these monsters are LIGHT, so then you can Special Summon a "Guardian of Order" from your hand. Together, these monsters have 7500 Attack Points!

Advantages of Normal Monsters, Part 1
Dark Revelation 1
You may think Normal Monsters may not have all the great uses of Effect Monsters, but when paired with cards like "Non-Spellcasting Area", they become very strong.
When "Non-Spellcasting Area" is active, your Normal Monsters are not affected by Spell Cards, so if you can only play with Normal Monsters, your opponent's Spell Cards like "Continuous Destruction Punch" and "Dark Core" will not be applied.

Advantages of Normal Monsters, Part 2
Dark Revelation 1
When playing a Deck where the only monsters are Normal Monsters, "Skill Drain" is another card that can help you.
For the cost of 1000 Life Points you can activate this Trap Card, which negates the effects of most Effect Monsters. Since monsters with good effects usually have lower ATK and DEF, your opponent will be left with nothing but weak monsters which your Normal Monsters can easily destroy.

Alternate Win Conditions
Dark Revelation 1
In the Yu-Gi-Oh! TRADING CARD GAME there are ways to win besides the ways listed in the Rulebook.
One of these ways is the Spell Card "Final Countdown", if 20 turns pass after activation activation.
Try making a Deck that uses "Final Countdown" to win. You should include many defensive Monster Cards and Trap Cards to protect your Life Points while you wait for 20 turns to pass. Remember this means 10 of your opponent's turns and 10 of your own turns.

Amazoness Strategy, Part 1
Dark Revelation 1
Amazoness is another group of monsters that appears in Dark Revelation. The Amazonesses are women Warrior-Typ Monsters with some very good Spell and Trap Card support.
"Amazoness Spellcaster" is a good example. With it your Amazoness monster can destroy any face-up Attack Position monster in battle, because it switches the ATK of your Amazoness with the ATK of one of your opponent's monsters.

Amazoness Strategy, Part 2
Dark Revelation 1
When making an Amazoness Deck you will want to include the Trap Card "Amazoness Archers".
If used properly it can destroy every monster your opponent controls. This Trap Card forces your opponent to make an attack with every monster they have (it even changes face-down monsters to Attack Position so they can make an attack) and reduces each of their ATK's by 500 points.
Since "Amazoness Tiger" and "Amazoness Paladin" get an ATK bonus for every Amazoness you control, they will surely be strong enough to overpower your opponent's monsters after they lose 500 ATK.


An Easier Mirage Knight
Dark Revelation 1
When "Dark Flare Knight" is destroyed as a result of battle you can search your Deck for "Mirage Knight" and Special Summon it.
"Dark Flare Knight" is a Fusion Monster that has another Fusion Monster as one of its Fusion-Material Monsters. This makes it very hard to Fusion Summon it to the field. Luckily "Dark Flare Knight" is only a Level 6 monster, allowing you to Special Summon it with "Magical Scientist". Now you can easily get to your "Mirage Knight".

Arcanite Awesome
Duelist Pack - Yugi
"Arcanite Magician" is a Level 7 Spellcaster-Type monster, so you can use it with "Diffusion Wave-Motion". A few extra Spell Counters on "Arcanite Magician" will boost its ATK so high, it will crush all of your opponent's monsters. You can get more Spell Counters on it with "Spell Power Grasp", "Apprentice Magician", or "Pitch-Black Power Stone".

Archfiend Spells
Dark Revelation 1
"Falling Down" requires that you have an Archfiend card on your side of the field, it does not specify an Archfiend Monster.
For example, if you have "Archfiend's Oath", a Continuous Spell Card, face-up on the field, you meet the requirements on "Falling Down".

Archfiend Strategy, Part 1
Dark Revelation 1
Many of the Archfiend monsters have an effect that involves rolling a die.
When building an Archfiend themed Deck, you will want to be able to get the results you want from the die roll. Using the card "Dice Re-Roll" will assist you in this.
Since "Dice Re-Roll" is not a Continuous Trap Card, it would be good to play with multiples of it in an Archfiend Deck.

Archfiend Strategy, Part 2
Dark Revelation 1
Playing an Archfiend Deck does not mean that every single monster you play with has to be an Archfiend.
"Pandemonium Watchbear" for example, can be very helpful in an Archfiend Deck. With it face-up on the field your "Pandemonium" cannot be destroyed.

As a Result of Battle
Dark Beginning 1
Cards like "Mystic Tomato" get their effects when destroyed "as a result of battle".
This means that the card was destroyed because of battle's damage calculation.
If a card was destroyed during battle because of a card effect like "Man-Eater Bug" then the card was destroyed by the card effect. It was not destroyed "as a result of battle" in this case.
Some cards do not have to be just destroyed as a result of battle, they have to be destroyed AND sent to the Graveyard as a result of battle. This means that if a card is on the field that prevents them from being sent to the Graveyard, like "Banisher of the Light", then their effect that requires the card to be destroyed AND sent to the Graveyard as a result of battle will not activate.

Attack Order
Dark Beginning 1
Let's pretend you have "Hane-Hane" Set face-down on your side of the field. Your opponent has "Dark Magician" (ATK 2500) and "Celtic Guardian" (ATK 1400).
If your opponent attacks with "Celtic Guardian", then your "Hane-Hane" flips face-up and activates its Flip Effect, which lets you return 1 monster on the field to the owner's hand. You pick the "Dark Magician". Your "Hane-Hane" is destroyed, but you take no damage this turn because "Dark Magician" didn't have a chance to attack.
If your opponent had attacked with "Dark Magician" first, you would have to choose between returning "Dark Magician", in which case "Celtic Guardian" could still attack and do damage, or returning "Celtic Guardian" which would leave your opponent's stronger monster on the field.
This is why it is usually a good idea to attack with your strongest monsters first.

Attack from the Skyscrapers
Duelist Pack: Aster Phoenix
"Elemental Hero" monsters get a big ATK boost from "Skyscraper", but only on your turn. However, "Elemental Hero Phoenix Enforcer" can't be destroyed by battle, so he'll be able to survive your opponent's turn. On your turn, he can attack again at full power!

Attack!
Dark Beginning 1
Attacking and damaging your opponent Life Points is the main way to win in the Yu-Gi-Oh! TRADING CARD GAME.
Some Duelists do not attack because they are worried about a Flip Effect on a face-down monster. But if you do not attack, then your opponent will just Flip Summon the monster on his/her next turn anyway. The monster is not going to go away just because you do not attack it. You might as well attack and get it out of the way.
The same is true for Trap Cards. Unless you think you might draw a card that will destroy Trap Cards on your next turn, you might as well attack and get it over with. Waiting just gives your opponent a chance to destroy your monster or Set more Trap Cards.

Backup Soldier
Dark Beginning 1
"Backup Soldier" allows you to add up to 3 Monster Cards in your Graveyard to your hand, as long as they are not Effect Monsters and have ATK 1500 or less.
"Backup Soldier" is very strong in an Exodia Deck, as 4 of the 5 Exodia cards are Normal Monsters with ATK 1500 or less. So you can add them to your hand with "Backup Soldier".
"Backup Soldier" can also add some very strong defensive monsters to your hand, like "Giant Soldier of Stone" and "Aqua Madoor". So even if your opponent wipes out your entire defense, you can easily get monsters back to defend your Life Points.


Be Polite!
Dark Beginning 1
Remember to shake your opponent's hand before each Match and say your name. It is important to have good manners in a Duel, just like in the rest of life.
If you are winning a Duel, be nice to your opponent. Nobody likes it when they lose a Duel and their opponent is mean to them too. Think of how you feel when you lose a Duel. Maybe your opponent would like some tips from you on how to improve his/her Deck.
Remember to be polite to your opponents, and everybody will have more fun Dueling. And you will make more friends, too!

Big Bang Breaker!
Duelist Pack - Jaden Yuki 3
Gear up a Warrior-Type monster with "Armor Breaker." It protects that monster from being destroyed in battle, and lets you destroy your opponent's cards, too. Equip the same monster with "Big Bang Shot," and you can wreck your opponent even if they try to hide behind a Defense Position monster!

Blackwing Flashback!
Duelist Pack - Crow
You can send "Blackwing - Jetstream the Blue Sky" from your hand to the Graveyard to protect one of your Blackwings from being destroyed by battle. It's a really handy effect that you'll want to use a lot, so try using "Against the Wind" to add Jetstream back to your hand! It can retrieve any Blackwing from your Graveyard as long as you're willing to take damage equal to its ATK. Since Jetstream only has 100 ATK, you'll barely even notice the damage!

Blade Knight
Dark Beginning 2
The effect of "Blade Knight" increases its own ATK by 400 points when you have 1 or less cards in your hand. You can Set all your Spell and Trap Cards to try and reduce your hand size down to 1 card, but if you have a hand full of Monster Cards this will not help.
When you play with "Blade Knight", try constructing your Deck with fewer Monster Cards. Use only 16 or 17 Monster Cards, so your hand won"t fill up with them.
You can also use Spell and Trap Cards that require you to discard a card to activate. "Magic Jammer" is a good example. Using "these strategies will help you to quickly Summon a "Blade Knight" with 2000 ATK.

Bottomless Trap Hole
Dark Beginning 2
"Bottomless Trap Hole" is a Trap Card that works well in almost any Deck. It does more than just destroy a monster, it removes a monster from play when it is Summoned.
Removing it from play ensures that your opponent will not be able to Special Summon it from the Graveyard later in the Duel. "Bottomless Trap Hole" only works against monsters with 1500 or more ATK points, so having 3 copies in your Deck may be too many. You do not want to have one and not be able to activate it because your opponent is only Summoning monsters with low ATK. Try playing with 1 or 2 copies of "Bottomless Trap Hole", and if your opponent is using only low ATK monsters, switch them with cards from your Side Deck for the second Duel of the Match. This can be a very effective strategy.

Bring Out the Big Monsters!
Dark Revelation 1
Monsters with a Level of 5 or 6 require one Tribute before they can be Summoned.
You can get around this and bring out a big monster on your first turn with "Cost Down". "Cost Down" lowers the Level of all the monsters in your Hand by 2.
So a Level 6 monster is now a Level 4 and can be Summoned without a Tribute. Once the turn is complete, it is again a Level 6 monster.

Call Your Heroes from the Deck
Duelist Pack: Jaden Yuki 2
Tribute a "Hero Kid" to activate "Kid Guard"â"it negates the attack of your opponent's monster and adds 1 Elemental Hero from your deck to your hand. Save your Elemental Hero from an attack and grab another one that you can fuse with that monster.

Call of the Haunted + Jinzo
Dark Beginning 1
You can use "Call of the Haunted" to Special Summon "Jinzo" from your Graveyard. After "Jinzo" is Special Summoned, the effect of "Call of the Haunted" is negated and "Call of the Haunted" remains on the field meaninglessly. However, if "Call of the Haunted" is destroyed (by "Mystical Space Typhoon", etc.) "Jinzo" will not be destroyed because "Call of the Haunted's" effect is being negated by "Jinzo".
If you chain "Call of the Haunted" to the activation of another Trap Card, such as "Trap Hole", then "Call of the Haunted" will resolve first. If you Special Summon "Jinzo" with "Call of the Haunted" in a chain like this, then "Jinzo" will negate the effect of the Trap Card you chained to ("Trap Hole", in this example).

Cards have Multiple Uses, Part 1
Dark Beginning 2
Part of becoming a good Duelist is being able to recognize all the different uses of a card. "De-Fusion" is a good example. You can use "De-Fusion" offensively, by attacking with your Fusion Monster, then activating "De-Fusion" to Special Summon the Fusion Material Monsters, and attack with them as well. Or you can use "De-Fusion" defensively by selecting your opponent"s Fusion Monster. This gets rid of the Fusion Monster, and your opponent does not get to Special Summon the Fusion Material Monsters if they are not in their Graveyard, so it will not help your opponent.

Cards have Multiple Uses, Part 2
Dark Beginning 2
You will find that "Book of Moon" is useful in many different situations. When your opponent is attacking, if you have "Book of Moon" Set on the field, you can activate it to flip the attacking monster face-down, thus stopping the attack. You can also use it during your turn, targeting an opponent"s monster that has a high ATK, but a low DEF. This way you can attack the monster when it is in Defense Position and be able to destroy it. Turning one of your own Flip Effect monsters face-down with "Book of Moon" is another good use of the card. Now you can use the Flip Effect of your monster a second time.


Cards have Multiple Uses, Part 3
Dark Beginning 2
"Penguin Soldier" is another example of a card that can have multiple uses. The obvious use of this monster"s Flip Effect is to return monsters on your opponent"s side of the field to the hand, so that they cannot attack you. A different way to use it is to return your own monsters. For example, after you attack with "Spear Dragon" it changes to Defense Position, and its DEF is 0. If you Flip Summon "Penguin Soldier" in your Main Phase 2 after "Spear Dragon" has attacked, you can choose to return "Spear Dragon" to your hand. This way you can Summon it again next turn and attack again and your opponent does not get the chance to destroy it!
Now that you see how cards can have multiple uses, go through the rest of your collection and try to identify all the different uses for all your cards!

Ceasefire
Dark Beginning 1
You cannot activate cards like "Ceasefire" when there is no chance for the card to have any effect.
For example, if there are no monsters on the field, you cannot activate "Ceasefire" because it will not do anything.
However, if there is a face-down monster on the field, you can activate "Ceasefire" because it will flip the monster face-up.
You can also activate "Ceasefire" even if there are no face-down monsters on the field, as long as there is at least 1 face-up Effect Monster on the field. This is because "Ceasefire" will do 500 points of damage to your opponent for each Effect Monster on the field. So even though "Ceasefire" will not flip any monsters face-up, it will still do damage, so you can activate the card because it will have an effect.

Charge Into a Synchro Summon
Duelist Pack - Yusei
"Turbo Synchron" is a Tuner that can force the monster it attacks into Defense Position, and then you can Special Summon 1 monster from your hand with ATK that's equal to or less than damage you take from that fight. "Regenerating Rose" is a level 7 monster with 0 ATK, so no matter what monster your opponent has you can Special Summon it with "Turbo Synchron". Then you can synchro summon "Stardust Dragon", or another powerful Level 8 Synchro Monster!

Charm of Shabti
Dark Revelation 1
"Charm of Shabti" is a useful card to protect your Gravekeepers from harm. When you discard "Charm of Shabti" from your hand, your Gravekeepers cannot be destroyed as a result of battle that turn.
This means that you can keep your Gravekeepers on the field for an extra turn without them being destroyed, so that you can Tribute them for "Gravekeeper's Chief" or for the effect of "Gravekeeper's Cannonholder".

Chazz Princeton - Checklist
Duelist Pack: Chazz Princeton
DP2-EN001 V-Tiger Jet
DP2-EN002 Ojama Green
DP2-EN003 Ojama Yellow
DP2-EN004 Ojama Black
DP2-EN005 X-Head Cannon
DP2-EN006 Y-Dragon Head
DP2-EN007 Z-Metal Tank
DP2-EN008 W-Wing Catapult
DP2-EN009 Infernal Incinerator
DP2-EN010 Armed Dragon LV3
DP2-EN011 Armed Dragon LV5
DP2-EN012 Armed Dragon LV7
DP2-EN013 Armed Dragon LV10
DP2-EN014 XYZ-Dragon Cannon
DP2-EN015 Ojama King
DP2-EN016 VW-Tiger Catapult
DP2-EN017 VWXYZ-Dragon Catapult Cannon
DP2-EN018 Ojama Delta Hurricane!!
DP2-EN019 Level Modulation
DP2-EN020 Ojamagic
DP2-EN021 Ojamuscle
DP2-EN022 Chthonian Alliance
DP2-EN023 Armed Changer
DP2-EN024 Magical Mallet
DP2-EN025 Inferno Reckless Summon
DP2-EN026 Ring of Defense
DP2-EN027 Ojama Trio
DP2-EN028 Chthonian Blast
DP2-EN029 Chthonian Polymer
DP2-EN030 The Grave of Enkindling

Choosing Cards for your Side Deck, Part 1
Dark Beginning 2
"Kycoo the Ghost Destroyer" is a great monster to have in your Side Deck. His 1800 ATK is large, but it is his effects that can really hurt some of your opponents. If your opponent is playing with monsters like "Dark Necrofear" that require monsters to be removed from the Graveyard to be Summoned, "Kycoo the Ghost Destroyer"'s continuous effect will put a stop to that.
He is also strong if your opponent is playing a Deck that likes to have a supply of monsters in the Graveyard, like a Zombie-Type Deck. Attack with "Kycoo the Ghost Destroyer" and when he inflicts Battle Damage to you opponent's Life points, you can remove from play up to 2 monsters from your opponent's Graveyard each time. This will leave your opponent with no monsters in the Graveyard to Special Summon.

Choosing Cards for your Side Deck, Part 2
Dark Beginning 2
"Luminous Soldier" is a monster that gets an increase in ATK points when battling with DARK monsters. A lot of Duelists use monsters with the DARK Attribute, but not everyone does, so "Luminous Soldier" is a good card to put in your Side Deck.
If your opponent played mostly DARK monsters during your first Duel of the Match, add "Luminous Soldier" from your Side Deck to your Main Deck and turn the tide of the next Duel!

Choosing Cards for your Side Deck, Part 3
Dark Beginning 2
Every type of Deck has a weakness, and when you are selecting cards for your Side Deck you will want to choose ones that help to protect that weakness. For example, if you are playing with Normal Monsters that have high ATK values, you may be vulnerable to a Deck that uses low ATK Effect Monsters, such as "Dream Clown", to control the field.
Having "King Tiger Wanghu" in your Side Deck could protect you from this by destroying all monsters with 1400 ATK or less that your opponent Normal or Special Summons.

Choosing Cards for your Side Deck, Part 4
Dark Beginning 2
Just as your Deck strategy will have certain weaknesses, so will your opponent"s strategy. Try to have a card in your Side Deck to take advantage of your opponent"s weakness. "Sasuke Samurai" has an effect that destroys a face-down monster it attacks.
If your opponent is using a Deck with many Flip Effect Monsters or monsters like "Guardian Sphinx" and "Royal Keeper" that can flip themselves face-down, "Sasuke Samurai" will be an ace up your sleeve.

Choosing Monsters
Dark Beginning 1
Suppose you have 3 monsters, one with 1800 ATK, one with 1750 ATK, and one with 1700 ATK. Why not remove the lower ATK monsters and just put in 3 monsters with 1800 ATK? Then you will have a stronger Deck.
Do not just look at the ATK and DEF numbers, though. Be sure and read the card effects. And look at Attributes and Types too. If you have an EARTH Deck, an EARTH monster with 1700 ATK might be better for your Deck than a FIRE monster with 1850 ATK.
A good Duelist knows the best monsters to put in a Deck, and how to use those monsters most effectively. ATK, DEF, Level, Type, Attribute, and Effects are all important things to think about when choosing monsters for your Deck.


Clear a Path!
Duelist Pack - Crow
You can use "Black Return" whenever a Blackwing monster is Special Summoned. It returns one of your opponent's monsters to hand and gains you some Life Points. "Blackwing" monsters like "Blackwing - Bora the Spear" can be Special Summoned any time if you already have a Blackwing on the field. This can make it really easy to activate this powerful Trap Card!

Combine the Strengths of Monsters
Dark Revelation 2
It is fun to make Decks focused on one Type of monster, but there are many strategies that require mixing the best parts of both Types. Try mixing your "Ninja" monsters and Beast-Type monsters in the same Deck to get the high ATK values of the Beasts, and Spell and Trap protection of the Ninjas. In this Deck, you can now use cards like "Ninjitsu Art of Transformation", which lets you Tribute a monster with "Ninja" in its name to Special Summon a Beast, Insect, or Winged Beast-Type monster up to 3 levels higher than the Ninja you Tributed! Summon "Strike Ninja" and transform him into "Big Koala", to quickly get a monster with 2700 ATK.

Combos with volumes 1 and 2, part 1
Dark Revelation 2
Dark Revelation volume 2 continues collecting some of the best boosters in the Yu-Gi-Oh! TRADING CARD GAME, but when you open a booster pack and see a card, you should consider how it can be used with the cards you already have. There are powerful combos to be found when combining both volumes of Dark Revelation. "Guardian Angel Joan" is a powerful Fairy-Type monster with an effect that increases your Life Points when she destroys a monster as a result of battle. The effect of "Arsenal Summoner" from Dark Revelation volume 1 lets you search your Deck for "Guardian Angel Joan" and add her to your hand. Then you can use the Equip Spell Card "Cestus of Dagla" to increase your Fairy's ATK by 500 points, and has an effect to further increase your Life Points by an amount equal to the Battle Damage that the equipped monster deals to the opponent.

Combos with volumes 1 and 2, part 2
Dark Revelation 2
Another good combo using cards from Dark Revelation volumes 1 and 2 is "Tribe-Infecting Virus" and "Night Assailant". The "Tribe-Infecting Virus" is a powerful monster on its own, with an effect that allows you to discard 1 card from your hand to destroy all monsters of a chosen Type on the field. You will want to use this effect often, but may be forced to discard good cards from your hand, or even have no cards left in your hand! This is why you play with "Night Assailant". When "Night Assailant" is discarded from your hand, it has an effect that allows you to return any Flip Effect monster from your Graveyard to your hand, other than the discarded "Night Assailant". Since "Night Assailant" also has a Flip Effect, you can choose a second one that is already in your Graveyard. So you have 1 "Night Assailant" in your Graveyard, then discard another "Night Assailant" to activate the effect of "Tribe-Infecting Virus", and take back the first "Night Assailant" into your hand. Continue to do this and you will never run out of cards to discard!

Command Knight
Dark Beginning 2
"Command Knight" has an effect that increases the ATK of all of your Warrior-type monsters by 400 points, including herself! Such a good effect will make this card the first monster your opponent will want to attack.
But "Command Knight" has a second effect, that says she cannot be attacked if you control another monster. This means that if you have two "Command Knight"s on the field, neither can be attacked by your opponent! Look for ways to summon 2 "Command Knight"s using cards like "Reinforcement of the Army".

Conserve Your Hand
Dark Beginning 1
Try to save some cards for later. If you run out of cards, you will have to rely on the 1 card you draw every turn being the card that you need. You will not have any room for error.
Sometimes it is wiser to wait and not play as forcefully at the start of the Duel, just so that you have cards later on. If your opponent has used all of his/her cards and has nothing left, then you will have the card advantage and be in a better position.
For example, if you have "Fissure" in your hand, but you can destroy your opponent's monster with an attack, you might want to attack the monster and destroy it, and save your "Fissure" for later to use on a monster you cannot destroy in battle.

Control Strategy
Dark Revelation 1
A Control Strategy is a plan for winning a Duel by limiting the moves your opponent can make. "Spell Canceller" is an Effect Monster that prohibits both players from using Spell Cards, which works well in any Control Strategy.
You make it work to your advantage by constructing your Decks with only Trap Cards and Effect Monsters, so "Spell Canceller" will have no negative effect on you, but limit one whole type of card for your opponent.

Control your own Golem Fighting Force
Duelist Pack - Jesse Anderson
"Grinder Golem" is a monster that you Special Summon to your opponent's side of the field to Special Summon 2 Token Monsters under your own control. After you Summon it, activate the Trap Card "Remove Brainwashing." Not only do you keep the 2 Token Monsters (which you can use to Tribute Summon later), you also get the 3000 ATK "Grinder Golem" back on your side of the field!

Create a Mammoth Defense
Duelist Pack - Jesse Anderson
Equip "Crystal Release" to "Crystal Beast Amber Mammoth" and you get a 2500 attack point behemoth hat will also defend all your other "Crystal Beast" monsters from attacks. If your opponent does destroy your Mammoth, "Crystal Release" gives you a return on your investment. You can choose another "Crystal Beast" from your Deck and put it in your Spell Card Zone along with your "Amber Mammoth".

Crush the Competition
Duelist Pack: Jaden Yuki 2
The super power of "Elemental Hero Wildedge" lets him attack all of your opponent's monsters. If you equip him with "Fairy Meteor Crush", you can inflict damage when you attack Defense Position monsters. If your opponent controls several Defense Position monsters with low DEF, you could inflict even more damage than if he attacks directly!


Crystal Tree miracle grow
Duelist Pack - Jesse Anderson
To get the beast results from "Crystal Tree" you need to make sure the number of counters on it grows quickly. Don't just wait for your "Crystal Beast" monsters to be destroyed, move "Crystal Beasts" from your Deck or Graveyard into your Spell & Trap Card Zone with "Crystal Beast Sapphire Pegasus" and "Crystal Blessing."

Curse of Anubis
Dark Revelation 2
This Trap Card has a lot of utility. It does affect Effect Monsters on both sides of the field, but you can work around this. One good use is during your opponent's Battle Phase. If your opponent only has effect monsters, and they declare an attack, chain your "Curse of Anubis". Now all his monsters are changed to Defense Position and cannot attack!
FOr a more aggressive use, Set "Curse of Anubis" then activate it next turn before you Summon. The opponent's monsters will be changed to Defense Position and have their DEF reduced to 0 points. Now Summon your monster for the turn. Since you activate "Curse of Anubis" first, your new monster is not affected by it. Now you can attack the opponent's monster and destroy it.

Cyber Dragon Fusion Program
Duelist Pack: Zane Truesdale
"Proto-Cyber Dragon's" card name becomes "Cyber Dragon" while its on the field. This means that you can use it instead of a "Cyber Dragon" for a Fusion Summon. That makes it a lot easier to Fusion Summon your powerful monsters like "Cyber Twin Dragon" and "Cyber End Dragon".

Dark Hole
Dark Beginning 1
Since "Dark Hole" destroys your monsters al well as your opponent's, it is important to know when to use it wisely.
First, if you use "Dark Hole" when you have no monsters, then there is no drawback. Sometimes you will even want to use it when there is only 1 monster on the field (your opponent's). Nothing wrong with that.
Second, if you are obviously outmatched and your opponent will beat you next turn because he/she has 2 or 3 monsters and you only have 1, it is better to destroy them all rather than keep your 1 monster than won't save you anyway.
Third, sometimes you will have a card like "Black Pendant" on the field and you will want to send it to the Graveyard to get it's effect, which inflicts 500 points of damage to your opponent when "Black Pendant" is sent from the field to the Graveyard.

Dark Jeroid
Dark Revelation 1
"Dark Jeroid" may not like a very strong monster with an ATK of 1200, but its effect reduces the ATK of a monster by 800 when it is Normal Summoned or Special Summoned.
This means that "Dark Jerold" could really destroy a monster with ATK 2000 or less in battle.
But if it is Summoned when there is no other monster on the field, it decreases its own ATK. Be careful.

Dark Magician of Chaos
Dark Revelation 2
The "Dark Magician of Chaos" is a Level 8 monster with two good effects that may make him a good fit for your Deck. The first effect allows you to add a Spell Card from your Graveyard to your hand when he is Normal or Special Summoned. If Spell Cards are an essential part of your strategy, this monster is a must have in your Deck.
Try playing with "Dedication through Light and Darkness" or "A Hero Emerges", which will let you Special Summon this monster.
The second effect of "Dark Magician of Chaos" makes any monster it destroys as a result of battle be removed from play instead. This is especially good against opponents who require certain monster in the Graveyard to Special Summon their biggest attacker. You could put "Dark Magician of Chaos" in your Side Deck, and if you see your opponent using such a monster, like "Black Luster Soldier â" Envoy of the Beginning", swap it into your Main Deck for the remainder of the Match.

Dark Necrofear
Dark Beginning 2
"Dark Necrofear" is a fun card to play with, but it cannot be Normal Summoned or Set, so you have to Special Summon it by the method described in its text. Getting 3 Fiend-Type monsters in your Graveyard to remove for "Dark Necrofear" can be easy if you use "Skull Knight #2".
When you Tribute "Skull Knight #2" to Tribute Summon a Fiend-Type monster, you can Special Summon another "Skull Knight #2" from your Deck. If you do this you will have 1 Fiend-Type monster in the Graveyard and 2 on the field. If those 2 are destroyed in battle, you will have the required Fiend-Type monsters in your Graveyard to Special Summon "Dark Necrofear".

Dark Paladin
Dark Revelation 1
"Dark Paladin" is a powerful Fusion Monster that is a combination of "Dark Magician" and "Buster Blader".
To get "Dark Paladin" onto the field there are some good cards that will get the Fusion Material Monsters out of your Deck quickly. "Emblem of Dragon Destroyer" is a Spell Card that will move "Buster Blader" from your Deck or your Graveyard to your hand, and "Skilled Dark Magician" has an effect that lets you Special Summon "Dark Magician" from your hand, Deck, or Graveyard to the field.

De-Fuse and Re-Use
Duelist Pack: Zane Truesdale
"De-Fusion" lets you split a Fusion Monster back into its Fusion Material parts. An awesome trick with this card it to wait until the Battle Phase to activate it. Let's say you activate "De-Fusion" and target your "Cyber End Dragon" after it attacks. Then 3 "Cyber Dragons" get Special Summoned, and then they can all attack! If you catch your opponent off guard, you can end the Duel in one turn!

Deck Formulas
Dark Beginning 1
Most Decks have about half monsters and about half Spell and Trap Cards. Whether you have more Spell Cards or more Trap Cards is not important as long as the Spell Cards and Trap Cards combined are about half of your Deck.
Remember that some cards count as multiple categories. "Jam Breeding Machine" is a Spell Card but creates monsters for you, so you might want to count it as a Monster Card.
It is okay to go a little higher in some Decks, depending on your strategy. Many Decks run at 55% Spell and Trap Cards, or 55% Monster Cards, and that's fine if it works for you.


Deck Shrinking
Dark Beginning 1
"Jar of Greed" lets you draw a card when you activate it. Some Duelists ask, what is the point? You have to draw and play a card ("Jar of Greed") to draw another card. So there is no gain.
If you have a Deck that is exactly 40 cards, you begin the game with 5 of them. So that leaves 35 cards in your Deck. Each time you draw a card, you have a chance of drawing a specific card. If you can put 3 copies of "Jar of Greed" in the Deck, it really shrinks the Deck size from 40 cards to 37 cards. After drawing your starting 5, that leaves just 32 cards left in the deck.
Because you can not make a Deck smaller than 40 cards, effects like "Jar of Greed" are ways to make it like you do have a smaller Deck. A 37 card deck, which is what 3 copies of "Jar of Greed" gives you, gives you a better chance to draw your favorite cards than in a 40 card Deck. This strategy is called "Deck Shrinking".
"Jar of Greed" also makes a great bluff card. Who knows what your opponent will think it is?

Deck Size
Dark Beginning 1
The best Decks are around 40 or 50 cards. If you have a Deck that is a lot bigger than that, and can not find a way to make it smaller, here is a trick you can use.
First, pick the 5 most important cards in your Deck. The cards that you have to keep.
Then take the rest of the cards. Look at the first 2 cards. Pick 1 to keep in your Deck, and put the other card back in your collection. Then look at the next 2 cards, keep 1 for the Deck, and put the other in your collection. Keep doing this with all the cards.
This will cut your Deck size in half. If it is still too big, do this again. If it is too small, then put in enough cards from your collection to bring it up to 40 cards.
Now you have a lean and mean Deck!

Deck Thinning
Dark Revelation 1
When you have a few really good cards in your Deck, you want to get to them as fast as possible. This is when you use a technique called Deck Thinning to use one card to remove multiple cards from your Deck.
One card that can do this is the Spell Card "Gather your Mind". When you activate "Gather your Mind" you search your Deck for another "Gather your Mind." After two turns you've removed 3 cards from your Deck in addition to the cards you normally draw.
To gain an additional benefit from this, have a face-up "Royal Magical Library" on the field. It will gain a Spell Counter for each of the 3 "Gather your Mind" you play, then you can draw another card.

Defeat the Biggest Dragons
Duelist Pack - Yugi
Many Duelists use Dragon-Type Synchro Monsters, and they can be hard to beat if your opponent controls one. But Yugi's classic monster "Buster Blader" can defeat them! Use "Star Blast" to Summon "Buster Blader" without Tributing. Against an opponent's Dragon it will have 3100 ATK, or more!

Defend your Skyblasters!
Duelist Pack - Jesse Anderson
"Phantom Skyblaster" inflicts damage to your opponent during your Standby Phase, and to do the most damage you will need to protect it and your "Skyblaster Tokens" from your opponent's attacks. "Negate Attack" not only Stops an attack, it puts a halt to your opponent's entire Battle Phase. Then on your turn you can inflict damage and use the "Skyblaster Tokens" you protected as Tributes to Summon a powerful monster!

Defense
Dark Beginning 1
If you set up a strong defense by having a powerful monster on the field, be careful not to create a hole in your defense.
If you have "Giant Soldier of Stone" on the field (DEF 2000), then your opponent needs a monster with higher than ATK 2000 to damage you. Unless your opponent has a card that can attack your Life Points directly (like a Toon Monster), they will not be able to inflict Battle Damage to your Life Points.
But if you then Summon a weaker monster this creates an opening for your opponent to attack you. He/she can get at your Life Points by attacking through the weaker monster. Even if you Set the monster in Defense Position, your opponent can damage you by using an effect like "Fairy Meteor Crush". So be careful not to put holes in your defense!

Depleting your Opponentâs Deck, Part 1
Dark Beginning 2
Remember that reducing your opponent"s Life Points is not the only way to win a Duel, you will also win if your opponent cannot draw a card when they are supposed to! You can try building a Deck that wins this way by playing with "Needle Worm". This monster has a Flip Effect that discards the top 5 cards of your opponent"s Deck into their Graveyard
You may need 3 "Needle Worm" cards to win this way. Other cards that can help are "Morphing Jar", "Don Zaloog" and any other cards you have that will make your opponent take cards out the Deck faster that normal.

Depleting your Opponentâs Deck, Part 2
Dark Beginning 2
"Vampire Lord" is a Monster Card that can help you in depleting your opponent"s Deck. Whenever "Vampire Lord" inflicts Battle Damage to your opponent, you get to chose 1 type of card (Monster, Spell, or Trap) and your opponent must take 1 of those cards out of his Deck and send it to their Graveyard.
To get the most out of this effect you should chose the same card type every time "Vampire Lord" inflicts Battle Damage. For example, if you continue to choose Trap Card, you will not have to worry as much about your opponent Setting any new Trap Cards. This will help you deplete your opponent"s Deck.

Deploy monsters from the Deck!
Duelist Pack - Yusei 2
"One for One" can Special Summon a Level 1 monster from your Deck, just by discarding a card. Special Summon "Evil Thorn" and activate its effect immediately to lay out 2 more "Evil Thorns" on the Field. Then you can use them as Synchro Material Monsters or as Tributes to Summon more powerful monsters!

Destiny Board
Dark Beginning 2
"Destiny Board" is an interesting way to win a Duel. You can win without ever making an attack. Getting all four of the "Spirit Messages" on the field can be difficult, and you may need to start over if your opponent manages to destroy "Destiny Board".
For this reason, when you build a Deck that tries to win by "Destiny Board," you should include 3 copies of it, as well as "Spirit Message "I"" and "Spirit Message "N"". 2 copies of "Spirit Message "A"" and "Spirit Message "L"" should be sufficient.
The rest of your Deck should be defensive, but you do not want to fill up your Spell and Trap Card Zones. Cards like "Kuriboh" are a good choice for this Deck, because you can discard it from your hand to reduce the damage from one attack to 0. With it you can prevent damage but still keep your Spell and Trap Card Zone open for your Spirit Message cards.


Destiny Hero Revival
Duelist Pack: Aster Phoenix
When "Destiny Hero - Fear Monger" is destroyed by battle, his ability Special Summons a "Destiny Hero" monster from the Graveyard - even a high level one! "Destiny Hero - Dasher" is a great choice, because of his high ATK. And you'll also be able to use "Dasher's" ability again if he returns to the Graveyard. "Destiny Hero - Double Dude" also makes a great choice, because he splits into 2 monsters when destroyed.

Destroy All Monsters!
Duelist Pack - Yugi
"Mirror Force" is a very powerful Trap Card that can destroy all of your opponent's Attack Position monsters. Use "Battle Mania" to change all of your opponent's monsters to Attack Position and force them to attack. That's when you use "Mirror Force" to wipe them all out.

Dimension Fusion
Dark Revelation 2
"Dimension Fusion" can be the ace card for a removed from play strategy. It costs 2000 Life Points to activate, but can make it easy for you to claim victory. Its effect allows each player to Special Summon their monsters that have been removed from play. This means you can Special Summon up to 5 monsters if all your Monster Card Zones are empty. Be careful to watch what the opponent has. If they have a powerful Monster Card removed from play too, you do not want to allow him to Special Summon it.
If 2000 Life Points seems like a lot to give up, you can also play with the Continuous Spell Card, "Spell Economics". This card allows you to play Spell Cards without any cost to your Life Points that the card may normally have.

Dimension Power, part 1
Dark Revelation 2
"Lekunga" lets you remove from play 2 WATER monsters in your Graveyard to Special Summon a monster Token. This keeps the amount of monsters you control higher, by using the WATER monsters your opponent destroys to create new ones. "Chaosrider Gustalph" has a similar effect, which allows you to remove from play Spell Cards in your Graveyard to increase his ATK points.
Having these monsters in your Deck allows you to get additional uses out of the cards after they are sent to your Graveyard. In addition, they build up the amount of cards removed from play, allowing you to use powerful cards like "Chaos End", which will destroy all your opponent's monsters!

Dimension Power, part 2
Dark Revelation 2
"Chaos Greed" is powerful because it lets you draw 2 extra cards, and you can have 3 copies of it in your Deck. The more cards in your hand, the more choices you have, but to activate "Chaos Greed" your Graveyard must be empty and at least 4 of your cards need to be removed from play.
If you are already using effects that require you to remove from play cards in your Graveyard, you will quickly meet this requirement. To get any remaining cards out of your Graveyard, use "Recycle" to put them on the bottom of your Deck.
"Dimension Distortion" is another good Spell Card that fits this theme. WHen your Graveyard is empty, you can Special Summon a monster of yours that has been removed from play!

Dimension Power, part 3
Dark Revelation 2
The Trap Card "Big Burn" is a great asset to Decks that use a strategy of removing cards from play. When your opponent tries to target a card in the Graveyard, like an attempt to Special Summon a monster from the Graveyard, you can activate "Big Burn". Then all Monster Cards in both players' Graveyards are removed from play. This is good because your opponent can no longer get any support from the Graveyard, and now you have plenty of cards removed from play to use with your strategy, so you can activate powerful Spell Cards like "Chaos End" and "Dimension Distortion".

Do not Brag
Dark Beginning 1
Do not give your opponent too mutch information. Telling your opponent what your Deck does or what cards you play with just lets your opponent have an easier time winning the Match.
Just like on the cartoon, bragging about your Deck or telling your opponent what cards you have can hurt you in the end.
Wait until after the Duel is over before discussing cards and strategies. There's plenty of time after the Duel to talk.
Also, if you are watching other players Duel, do not talk about what cards they have in their hands of face-down on the field. Let them play the Duel and then talk about it afterwards.

Double Duty
Duelist Pack: Zane Truesdale
"Limiter Removal" doubles the ATK of all your Machine monsters, but all that power comes with a steep cost. All the monsters affected by "Limiter Removal" are destroyed at the end of the turn. Since your monsters will be destroyed anyway, there's no reason not to use it with "Ruthless Denial" after you attack. This makes your opponent discard 1 card from their hand, giving you an even bigger edge!

Draw More Elemental Heros #1
Duelist Pack: Jaden Yuki
Most of the Fusion Material Monsters you need to make an "Elemental Hero" Fusion Monster are Normal Monsters. If your Deck's strategy includes lots of these cards, then you should also play with "Heart of the Underdog". If you draw a Normal Monster in your Draw Phase, this card allows you to draw another card, and if that card's a Normal Monster, you can draw again! This will give you more draw power during a Duel than "Pot of Greed" or "Graceful Charity" would.

Draw More Elemental Heros #2
Duelist Pack: Jaden Yuki
Since many of the "Elemental Hero" monsters are Normal Monsters. "Dark Factory of Mass Production" is a perfect combo with them. You can select 2 Normal Monsters from your Graveyard and add them to your hand, so the "Elemental Hero" monsters you used as Fusion Material Monsters are easily returned to your hand. Now you can use them again for a second Fusion Summon!


Draw like a Pro
Duelist Pack - Jesse Anderson
If you don't have the cards you need, "Hand Destruction" is a good way to try and change that. To increase your chances of drawing your best cards, use "Thunder Dragon" first. You can discard it to add 2 more "Thunder Dragons" from your Deck to your hand. Then discard those for "Hand Destruction." With fewer cards left in your deck, you can draw the cards you need without giving up the ones you had!

Dueling Against Burn Decks
Dark Revelation 2
Burn Decks are a powerful strategy, but there are ways to Duel against them and claim victory. Since they will attempt to stop your attacks with "Level Limit - Area B", you should have a strong Level 3 monster in your Deck. "Mataza the Zapper" is a great choice, since it has 1300 ATK and can attack twice each turn. Another good monster to have against a Burn Deck is "Dark Driceratops" since he can still deal Battle Damage when attacking the opponent's Defense Position monsters. The opponent's Effect Monsters will not be able to protect them. Just be sure to have plenty of effects that can destroy Spell or Trap Cards to complement these monsters.

Duelist Pack - Crow - Checklist
Duelist Pack - Crow
DP11-EN001 (R) Gale the Whirlwind
DP11-EN002 (R) Blackwing - Bora the Spear
DP11-EN003 (C) Blackwing - Blizzard the Far North
DP11-EN004 (R) Blackwing - Shura the Blue Flame
DP11-EN005 (R) Blackwing - Elphin the Raven
DP11-EN006 (C) Blackwing - Mistral the Silver Shield
DP11-EN007 (C) Blackwing - Fane the Steel Chain
DP11-EN008 (C) Blackwing - Ghibli the Searing Wind
DP11-EN009 (C) Blackwing - Gust the Backblast
DP11-EN013 (SR) Blackwing Armor Master
DP11-EN014 (R) Blackwing Armed Wing
DP11-EN015 (R) Blackwing - Silverwind the Ascendant
DP11-EN025 (C) Blackwing - Backlash
DP11-EN026 (C) Blackwing - Bombardment
DP11-EN010 (R) Blackwing - Kochi the Daybreak
DP11-EN011 (UR) Blackwing - Jetstream the Blue Sky
DP11-EN012 (UR) Blackwing - Zephyros the Elite
DP11-EN029 (SR) Black Feather Beacon
DP11-EN030 (SR) Black Return
DP11-EN016 (SR) Black-Winged Dragon
DP11-EN017 (C) Raptor Wing Strike
DP11-EN018 (C) Against the Wind
DP11-EN019 (C) Black-Winged Strafe
DP11-EN020 (C) Cards for Black Feathers
DP11-EN021 (C) Ebon Arrow
DP11-EN022 (C) Delta Crow - Anti Reverse
DP11-EN023 (C) Level Retuner
DP11-EN024 (C) Fake Feather
DP11-EN027 (C) Black Thunder
DP11-EN028 (C) Guard Mines

Duelist Pack - Jaden Yuki 3 - Checklist
Duelist Pack - Jaden Yuki 3
DP06-EN001 Neo-Spacian Air Hummingbird
DP06-EN002 Neo-Spacian Grand Mole (R)
DP06-EN003 Neo-Spacian Glow Moss
DP06-EN004 Elemental Hero Captain Gold (R)
DP06-EN005 Elemental Hero Neos Alius
DP06-EN006 Evil Hero Malicious Edge (SR)
DP06-EN007 Evil Hero Infernal Gainer
DP06-EN008 Evil Hero Infernal Prodigy (SR)
DP06-EN009 Armor Breaker (R)
DP06-EN010 Evil Hero Dark Gaia
DP06-EN011 Evil Hero Wild Cyclone (UR)
DP06-EN012 Evil Hero Infernal Sniper (SR)
DP06-EN013 Evil Hero Malicious Fiend (UR)
DP06-EN014 Skyscraper 2 â" Hero City (SR)
DP06-EN015 Reverse of Neos
DP06-EN016 Convert Contact
DP06-EN017 Swing of Memories
DP06-EN018 Dark Fusion
DP06-EN019 Dark Calling (R)
DP06-EN020 Revoke Fusion (R)
DP06-EN021 Hero Medal
DP06-EN022 Mirror Gate
DP06-EN023 Hero Counterattack
DP06-EN024 Over Limit
DP06-EN025 Hero's Rule 2 (R)

Duelist Pack - Jesse Andersen - Checklist
Duelist Pack - Jesse Anderson
DP07-EN001 Crystal Beast Ruby Carbuncle
DP07-EN002 Crystal Beast Amethyst Cat (R)
DP07-EN003 Crystal Beast Emerald Tortoise
DP07-EN004 Crystal Beast Topaz Tiger (R)
DP07-EN005 Crystal Beast Amber Mammoth
DP07-EN006 Crystal Beast Cobalt Eagle
DP07-EN007 Phantom Skyblaster (UR)
DP07-EN008 Grave Squirmer (SR)
DP07-EN009 Grinder Golem (SR)
DP07-EN010 Magna-Slash Dragon
DP07-EN011 Gravi-Crush Dragon
DP07-EN012 Twister
DP07-EN013 Crystal Beacon
DP07-EN014 Crystal Blessing
DP07-EN015 Crystal Abundance (R)
DP07-EN016 Crystal Promise
DP07-EN017 Ancient City â" Rainbow Ruins (R)
DP07-EN018 Hand Destruction (R)
DP07-EN019 Crystal Release (SR)
DP07-EN020 Crystal Tree (SR)
DP07-EN021 Triggered Summon
DP07-EN022 Last Resort
DP07-EN023 Crystal Raigeki
DP07-EN024 Crystal Counter (UR)
DP07-EN025 Crystal Pair (R)

Duelist Pack - Kaiba - Checklist
Duelist Pack - Kaiba
DPKB-EN001 Blue-Eyes White Dragon (SR)
DPKB-EN002 Hitotsu-Me Giant
DPKB-EN003 Judge Man
DPKB-EN004 Swordstalker
DPKB-EN005 La Jinn the Mystical Genie of the Lamp
DPKB-EN006 Saggi the Dark Clown
DPKB-EN007 X-Head Cannon
DPKB-EN008 Vorse Raider (R)
DPKB-EN009 Lord of D.
DPKB-EN010 Cyber Jar (ULR)
DPKB-EN011 Y-Dragon Head
DPKB-EN012 Z-Metal Tank
DPKB-EN013 Vampire Lord (R)
DPKB-EN014 Different Dimension Dragon (R)
DPKB-EN015 Kaiser Glider (R)
DPKB-EN016 Chaos Emperor Dragon - Envoy of the End (ULR)
DPKB-EN017 Kaiser Sea Horse (R)
DPKB-EN018 Enraged Battle Ox
DPKB-EN019 Peten the Dark Clown (R)
DPKB-EN020 Familiar Knight
DPKB-EN021 Ancient Lamp
DPKB-EN022 The White Stone of Legend (SR)
DPKB-EN023 Malefic Blue-Eyes White Dragon (UR)
DPKB-EN024 Paladin of White Dragon (R)
DPKB-EN025 XYZ-Dragon Cannon (SR)
DPKB-EN026 Blue-Eyes Ultimate Dragon (UR)
DPKB-EN027 Dragon Master Knight (UR)
DPKB-EN028 Polymerization
DPKB-EN029 Pot of Greed (ULR)
DPKB-EN030 The Flute of Summoning Dragon
DPKB-EN031 Magic Reflector
DPKB-EN032 White Dragon Ritual
DPKB-EN033 Cost Down (R)
DPKB-EN034 Ring of Defense
DPKB-EN035 Fiend's Sanctuary (SR)
DPKB-EN036 Ring of Destruction (ULR)
DPKB-EN037 Interdimensional Matter Transporter
DPKB-EN038 Return from the Different Dimension (SR)
DPKB-EN039 Crush Card Virus (ULR)
DPKB-EN040 Cloning

Duelist Pack - Yugi - Checklist
Duelist Pack - Yugi
DPYG-EN001 Dark Magician (R)
DPYG-EN002 Summoned Skull (SR)
DPYG-EN003 Queen's Knight
DPYG-EN004 Jack's Knight
DPYG-EN005 Kuriboh
DPYG-EN006 Catapult Turtle
DPYG-EN007 Buster Blader
DPYG-EN008 Dark Magician Girl (SR)
DPYG-EN009 Big Shield Gardna
DPYG-EN010 Sorcerer of Dark Magic (SR)
DPYG-EN011 King's Knight
DPYG-EN012 Green Gadget
DPYG-EN013 Red Gadget
DPYG-EN014 Yellow Gadget
DPYG-EN015 Marshmallon (R)
DPYG-EN016 Dark Paladin (UR)
DPYG-EN017 Black Luster Soldier (R)
DPYG-EN018 Swords of Revealing Light
DPYG-EN019 Monster Reborn (R)
DPYG-EN020 Polymerization (SR)
DPYG-EN021 Exchange (R)
DPYG-EN022 Black Luster Ritual
DPYG-EN023 Diffusion Wave-Motion
DPYG-EN024 Brain Control
DPYG-EN025 Card of Sanctity (R)
DPYG-EN026 Spell Binding Circle
DPYG-EN027 Mirror Force (UR)
DPYG-EN028 Magical Hats (R)
DPYG-EN029 Lightforce Sword
DPYG-EN030 Stronghold the Moving Fortress

Duelist Pack - Yusei 2 - Checklist
Duelist Pack - Yusei 2
DP09-EN001 (S) Stardust Dragon/Assault Mode
DP09-EN002 (R) Road Synchron
DP09-EN003 (R) Turret Warrior
DP09-EN004 (C) Debris Dragon
DP09-EN005 (C) Hyper Synchron
DP09-EN006 (R) Rockstone Warrior
DP09-EN007 (C) Level Warrior
DP09-EN008 (C) Majestic Dragon
DP09-EN009 (R) Max Warrior
DP09-EN010 (C) Quickdraw Synchron
DP09-EN011 (C) Level Eater
DP09-EN012 (C) Zero Gardna
DP09-EN013 (U) Gauntlet Warrior
DP09-EN014 (S) Eccentric Boy
DP09-EN015 (R) Road Warrior
DP09-EN016 (U) Junk Archer
DP09-EN017 (C) Prevention Star
DP09-EN018 (R) One for One
DP09-EN019 (C) Release Restraint Wave
DP09-EN020 (C) Silver Wing
DP09-EN021 (C) Advance Draw
DP09-EN022 (C) Assault Mode Activate
DP09-EN023 (C) Spirit Force
DP09-EN024 (C) Descending Lost Star
DP09-EN025 (C) Miracle Locus
DP09-EN026 (R) Skill Successor
DP09-EN027 (C) Reinforce Truth
DP09-EN028 (C) Slip Summon
DP09-EN029 (S) Scrubbed Raid
DP09-EN030 (S) Tuner's Barrier

Duelist Pack - Yusei 3 - Checklist
Duelist Pack - Yusei 3
DP10-EN001 (C) Sonic Chick
DP10-EN002 (C) Shield Wing
DP10-EN003 (C) Stardust Xiaolong
DP10-EN004 (C) Drill Synchron
DP10-EN005 (C) Card Breaker
DP10-EN006 (C) Second Booster
DP10-EN007 (R) Effect Veiler
DP10-EN008 (C) Dash Warrior
DP10-EN009 (C) Damage Eater
DP10-EN010 (C) A/D Changer
DP10-EN011 (C) Stronghold Guardian
DP10-EN012 (SR) Boost Warrior
DP10-EN013 (UR) Justice Bringer
DP10-EN014 (UR) Bri Synchron
DP10-EN015 (SR) Big One Warrior
DP10-EN016 (SR) Dragon Knight Draco-Equiste
DP10-EN017 (R) Majestic Star Dragon
DP10-EN018 (R) Drill Warrior
DP10-EN019 (C) Cards of Consonance
DP10-EN020 (C) Variety Comes Out
DP10-EN021 (C) Blind Spot Strike
DP10-EN022 (C) Double Cyclone
DP10-EN023 (R) Battle Waltz
DP10-EN024 (R) Synchro Gift
DP10-EN025 (R) Starlight Road
DP10-EN026 (C) Synchro Barrier
DP10-EN027 (C) Power Frame
DP10-EN028 (C) Desperate Tag
DP10-EN029 (R) Card of Sacrifice
DP10-EN030 (SR) Synchro Material

Duelist Pack - Zane Truesdale - Checklist
Duelist Pack: Zane Truesdale
DP04-EN001 Cyber Dragon (R)
DP04-EN002 Cyber Barrier Dragon (R)
DP04-EN003 Cyber Laser Dragon (R)
DP04-EN004 Proto-Cyber Dragon
DP04-EN005 Cyber Kirin
DP04-EN006 Cyber Phoenix
DP04-EN007 Cyberdark Horn
DP04-EN008 Cyberdark Edge
DP04-EN009 Cyberdark Keel
DP04-EN010 Infernal Dragon (UR)
DP04-EN011 Cyber Twin Dragon (R)
DP04-EN012 Cyber End Dragon (R)
DP04-EN013 Chimeratech Overdragon (R)
DP04-EN014 Cyberdark Dragon (SR)
DP04-EN015 Mystical Space Typhoon
DP04-EN016 Limiter Removal
DP04-EN017 De-Fusion
DP04-EN018 Creature Swap
DP04-EN019 Different Dimension Capsule
DP04-EN020 Power Bond (R)
DP04-EN021 Photon Generator Unit
DP04-EN022 Overload Fusion
DP04-EN023 Future Fusion
DP04-EN024 Ruthless Denial (SR)
DP04-EN025 Call of the Haunted
DP04-EN026 Trap Jammer
DP04-EN027 Attack Reflector Unit
DP04-EN028 Return Soul (SR)
DP04-EN029 Damage Polarizer (UR)
DP04-EN030 Fusion Guard (SR)


Duelist Pack -Yusei- Checklist
Duelist Pack - Yusei
DP08-EN001 Junk Synchron (C)
DP08-EN002 Speed Warrior (C)
DP08-EN003 Turbo Booster (C)
DP08-EN004 Nitro Synchron (R)
DP08-EN005 Quillbolt Hedgehog (C)
DP08-EN006 Ghost Gardna (C)
DP08-EN007 Shield Warrior (C)
DP08-EN008 Healing Wave Generator (C)
DP08-EN009 Turbo Synchron (R)
DP08-EN010 Fortress Warrior (SR)
DP08-EN011 Tuningware (UR)
DP08-EN012 Junk Warrior (R)
DP08-EN013 Nitro Warrior (R)
DP08-EN014 Stardust Dragon (SR)
DP08-EN015 Turbo Warrior (R)
DP08-EN016 Armory Arm (UR)
DP08-EN017 Fighting Spirit (C)
DP08-EN018 Domino Effect (C)
DP08-EN019 Junk Barrage (C)
DP08-EN020 Card Rotator (C)
DP08-EN021 Equip Shoot (C)
DP08-EN022 Graceful Revival (C)
DP08-EN023 Defense Draw (C)
DP08-EN024 Remote Revenge (C)
DP08-EN025 Battle Mania (R)
DP08-EN026 Confusion Chaff (C)
DP08-EN027 Urgent Tuning (R)
DP08-EN028 Synchro Strike (C)
DP08-EN029 Give and Take (SR)
DP08-EN030 Limiter Overload (SR)

Dust Tornado
Dark Beginning 1
If you are familiar with "Mystical Space Typhoon", then you are familiar with how to use "Dust Tornado".
"Dust Tornado" is basically "Mystical Space Typhoon" as a Trap Card. It destroys 1 Spell or Trap Card, just like "Mystical Space Typhoon".
The fact that "Dust Tornado" is a Trap Card has a few benefits. For one, you can use "Dust Tornado" to destroy "Imperial Order" after "Imperial Order" has resolved and is active on the field. "Mystical Space Typhoon" can destroy "Imperial Order" in a chain, but if you draw it after "Imperial Order" is working then you cannot destroy "Imperial Order" with it.

Easy Tribute Summoning
Dark Beginning 1
Sometimes it can be hard to have a monster on the field to Tribute in order to perform a Tribute Summon. Because you can only Normal Summon or Set 1 monster per turn, if you Normal Summon or Set a monster, that monster has to stay on the field throughout your opponent's turn so that you can Tribute it on your next turn.
An easy way to get around this is to Special Summon a monster and Tribute it. Because a Special Summon does not count as your 1 Summon for the turn, you can use a caret like "Monster Reborn", "Premature Burial", etc., to Special Summon a monster, and then Tribute that monster the same turn for your Tribute Summon.

Effect Damage
Dark Revelation 1
Effect Damage is a way to decrease your opponent's Life Points without having battles.
"Secret Barrel" is one of the best cards for dealing Effect Damage. It inflicts 200 points of damage for every card in your opponent's hand and on his/her side of the field!
You can increase the amount of damage by using "Ojama Trio", which Special Summons 3 "Ojama Tokens" to your opponent's side of the field. This will be an additional 600 points of damage for "Secret Barrel".

Effect Monster + Equip Spell Card
Dark Beginning 1
Equip Cards and Effect Monsters make a good combination. Effect Monsters have special abilities; these are the main reason you put them in a Deck. Equip Spell Cards can give monsters more abilities, or boost their ATK and DEF power.
For example, "Hayabusa Knight" can attack twice every turn, but only has 1000 ATK. But if you equip it with "Axe of Despair", you now have a 2000 ATK monster that can attack twice every turn!
Another good example is "Maha Vailo", which increases its ATK by 500 points for each Equip Spell Card equipped to it, in addition to the Equip Spell Cards normal Effect. With an original ATK of 1550, "Maha Vailo" equipped with "Axe of Despair" is more powerful than "Blue-Eyes White Dragon"!

Effects Spirit Monster Combos, Part 1
Dark Beginning 2
Spirit Monsters are a group of monsters that return to your hand at the end of the turn they were Normal Summoned or flipped face-up. This can be good because it means they will not be on the field during your opponent"s turn.
So it will be hard for your opponent to destroy them. One problem with this is that you will have no monsters on the field to defend your Life Points from your opponent"s attacks. Use "Spirit"s Invitation" to prevent this. "Spirit"s Invitation" will return your opponent"s monster to their hand whenever your Spirit Monsters return to your hand, and then prevent a monster from attacking during your opponent"s turn that it is Summoned.

Effects Spirit Monster Combos, Part 2
Dark Beginning 2
"Asura Priest" is a Spirit Monster that can attack each monster on your opponent"s side field once per turn. The Continuous Spell Card "The Dark Door" limits each player to only attacking with 1 monster each turn.
Use these two cards in combination and "Asura Priest" can be your 1 monster to attack, but it can still attack all the monsters your opponent controls. Your poor opponent will only be able to make a single attack.

Elemental Hero Defense
Duelist Pack: Jaden Yuki
"Elemental Hero" monsters are powerful attackers when combined with the strength of "Skyscraper", but when they are defending they become vulnerable due to their low ATK. You can protect them with defensive cards like "Draining Shield" or "Negate Attack", and you should also try "Swords of Revealing Light" or "Enemy Controller".

Elemental Hero Sparkman's Arsenal
Duelist Pack: Jaden Yuki 2
"Light Laser" is an Equip Spell Card that gives your monster the power to remove from play monsters after it battles them. Equip it to "Elemental Hero Sparkman" and he becomes a powerful weapon. Now he can clear out any Defense Position monsters and make many of your opponent's effect monsters useless!

Elemental Warriors!
Duelist Pack: Jaden Yuki
"Elemental Hero" monsters makes great choices for a Warrior Deck, as you can see with "The Warrior Returning Alive", which can be found in Jaden's Duelist Pack. Support your "elemental Heros" with strategic monsters like "Exiled Force" or "Mystic Swordsman LV2", and use "Reinforcement of the Army" to search them out from your Deck!


Emergency Provisions
Dark Beginning 2
"Emergency Provisions" is a good card for gaining Life Points. It allows you to send Spell or Trap Cards on your side of the field to the Graveyard to gain 1000 Life Points for each (excluding itself).
Since it is a Quick-Play Spell Card, you can activate it when your opponent uses an effect to destroy one of your Spell and Trap Cards to gain 1000 Life Points for a card that was going to be destroyed anyway. You can also chain "Emergency Provisions" to your own Spell and Trap Cards. When you activate a Normal Spell or Trap Card, chain "Emergency Provisions" and send the card you just activated to the Graveyard to gain 1000 Life Points. The card"s effect will still go through, because a Normal Spell or Trap Card is not required to remain on the field for the effect to resolve. But Continuous Spell, Equip Spell and Continuous Trap Cards are required to stay on the field, so this combo will not work with them.

Emissary Eater
Duelist Pack - Yusei 2
"Level Eater" can be Special Summoned from the Graveyard by reducing the Level of a Level 5 or higher monster you control by 1. "Emissary from Pandemonium" is a high-Level Tuner, so try reducing its Level by 1 to Special Summon "Level Eater." Now you control a Tuner and a non-Tuner, so you can Synchro Summon right away!

Ensure Stardust Dragon's Return
Duelist Pack - Yusei
"Stardust Dragon's" effect is very powerful. You can Tribute it to negate any effect that would destroy cards you control and then "Stardust Dragon" is Special Summoned back to the field during the End phase. But if your opponent removes "Stardust Dragon" from play before the end of the turn it would never come back! Protect your Dragon from any remove from play effects with "Imperial Iron Wall"! This will also protect your cards on the field from remove from play effects "Stardust Dragon" couldn't negate.

Equip Spell Cards
Dark Beginning 1
Equip Spell Cards can only be equipped to face-up monsters. Even if the Equip Spall Card increases the DEF of the monster, like "Horn of Light", you cannot quip it to a face-down monster. Yuo need to wait until the monster is face-up on the field.
Equip Spell Cards only have their effect as long as they remain face-up on the field. If an Equip Spell Card is destroyed or removed from the field in another way, then the effects disappear.
Usually, if a monster equipped with an Equip Spell Card is destroyed, returned to your hand, shuffled into your deck, sent to the graveyard, turned into an Equip Spell Card (by "Relinquished"), flipped face-down, or anything else so that it is no longer a face-up Monster Card on the field, all Equip Spell Cards equipped to it are destroyed.

Equip to Attack Directly
Dark Revelation 2
"Opti-Camouflage Armor" is an Equip Spell Card that allows the equipped monster to attack the opponent's Life Points directly. This is a great way to do damage to the opponent, but this card can only be equipped to a Level 1 monster. To get the best use, you should equip it to a Level 1 monster who has an effect which can increase its own attack.
"Goblin King" gets an additional 1000 ATK for each other Fiend-Type monster on your side of the field. This gives it the possibility of having 4000 ATK. "Chaos Necromancer" is also a Level 1 monster, and its ATK is equal to the number of Monster Cards in your Graveyard x 300 points. This makes him great for a come-from-behind win.

Evil Hero Onslaught
Duelist Pack - Jaden Yuki 3
If you don't have any monsters on the field, you can Special Summon "Evil Hero Infernal Prodigy" from your hand. Then, use your Normal Summon to Tribute it for a powerful monster like "Evil Hero Malicious Edge." You even get to draw an extra card! This Evil Hero combo is sure to have your opponent running for cover.

Exodia Decks
Dark Beginning 1
One of the easiest ways to build an Exodia Deck is to focus on cards that allow you to draw from your Deck.
Keep the Deck at around 40 cards. Try to add cards that allow you to draw additional cards.
Look at other cards to try and figure out combos that will let you draw more cards. The more cards you draw, the better your chances of getting all 5 Exodia pieces. But watch out for card effects that will force you to discard!

Expand and Protect your Game with Collector's Tins!
Dark Revelation 2
Continue to expand your game with Yu-Gi-Oh! TRADING CARD GAME Collector's Tins! These tins have a stylish original design and come packed full with 5 Booster Packs and 1 Special Limited Edition game card! Use these cards to modify your Deck, and then keep your collection safe in the sturdy tin. Collect all six!

Extra draw with Rainbow Ruins!
Duelist Pack - Jesse Anderson
"Terraforming" can get you an "Ancient City â" Rainbow Ruins" from your Deck. Use "Crystal Blessings" to get 4 "Crystal Beasts" in your Spell & Trap Card Zone quickly. Then use Rainbow Ruins to draw a card.

Fairy Meteor Crush, etc.
Dark Beginning 1
Many cards in the Yu-Gi-Oh! TRADING CARD GAME have the "Fairy Meteor Crush" effect. You can give any card this ability by equipping it with the "Fairy Meteor Crush" card, but other cards have the ability built-in, like "Mad Sword Beast".
When these monsters "attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points."
So if your monster with 2000 ATK has this ability, or gains it from another card, and it attacks a Defense Position monster with 1500 DEF, you would inflict 500 points of Battle Damage to your opponent's Life Points.
Normally you would inflict zero Battle Damage when the monster was in Defense Position. But because of this ability, you inflict Battle Damage to the opponent's Life Points and also destroy the monster as usual.


Fiber Jar
Dark Beginning 2
Everybody gets in a bad situation during a Duel from time to time, when your opponent has a couple of strong monsters and you just do not seem to draw what you need. "Fiber Jar" will help you survive these situations and allow you to come back and win the Duel. "Fiber Jar"'s Flip Effect shuffles everything on the field, in the Graveyard and in both players" hands back into the Deck, including itself. It is almost like starting the game over, except that you still have the same Life Points. Now you have another chance to do your best and try to win the Duel.
Another good thing about "Fiber Jar" is that most people Normal Summon a monster before attacking. If you have "Fiber Jar" Set face-down, and your opponent Summons and attacks, then "Fiber Jar" will reset the field, but your opponent has already Summoned this turn and cannot Normal Summon again! This means that during your turn you can Summon a monster and attack directly!

Field Spell Cards
Dark Revelation 1
There are two Field Spell Cards in Dark Revelation that are important to specific theme Decks. These cards are "Necrovalley" for Gravekeeper Decks and "Pandemonium" for Archfiend Decks.
When playing Field Spell Cards like these, it is smart to use cards like "Terraforming" or "An Owl of Luck" because they let you search out the Field Spell Cards you want from your Deck and add them to your hand or place them on top of your Deck.

Find a Fun Place to Play
Dark Beginning 2
Did you know that retail stores near you may be running a Yu-Gi-Oh! TRADING CARD GAME Duelist League? The Duelist League is a fun way to meet other Duelists near you to play and practice with. At the Duelist League you will receive a Millennium Manual full of fun Dueling activities to help you sharpen your skills, and you can earn prizes by completing those activities!
Visit www.yugioh-card.com to learn more about the Yu-Gi-Oh! TRADING CARD GAME Duelist League and find a location near you.

Find a Monsterâs Weakness
Dark Beginning 2
Monsters that have high ATK will sometimes have a low DEF. Take advantage of this weakness with "Block Attack". This card will put their monster into Defense Position, so it will be easier to defeat.
Attack the monster with "Airknight Parshath" and you will still do piercing Battle Damage to your opponent, and get to draw a card.

Fire Princess Deck
Dark Beginning 1
A deck built around "Fire Princess" can be a strong way to reduce your opponent's Life Points by doing damage without attacking.
"Fire Princess" inflicts 500 damage each time your Life points increase. "Fire Princess" is easy to get out of your Deck using cards like "Ufo Turtel".
Use cards like "Messenger of Peace" "Gravity Bind", and "Horn of Light" to protect "Fire Princess" and your other monsters.
Instead of 1-shot effects like "gift of the mystical Elf" you are better off using cards that generate Life points every turn, like "Solemn Wishes", "Cure mermaid" and "Marie the Fallen One".

First-Turn Plays
Dark Beginning 1
Some Effect Monsters are very effective when Set Set on the first turn because they have an effect that activates when the monster is destroyed.
The best examples are "Giant Rat", "Mystic Tomato", and so on. These monsters do not get their effects if destroyed by a card effect, but if you Set them and they are attacked and destroyed, you get to Special Summon a new monster from your Deck. Then you can have 2 monsters on the field on your second turn, or you can Tribute Summon a more powerful monster by Tributing the monster Special Summoned by the effect of "Giant Rat", etc.

Flame Wingman Devastating Combo #1
Duelist Pack: Jaden Yuki
The super power of "Elemental Hero Flame Wingman" will damage your opponent's Life Points equal to the ATK of any monster it destroys. But there are lots of monsters stronger than him, so use "Skyscraper" to make him strong enough to even destroy monsters with 3000 ATK. You can deliver a crippling blow to your opponent's Life Points!

Flame Wingman Devastating Combo #2
Duelist Pack: Jaden Yuki
To increase the power of your devastating combo, you can send a weak monster over to your opponent. Summon "Fusilier Dragon, the Dual-Mode Beast" without a Tribute, so it will have 1400 ATK, and then send it to your opponent's side with "Creature Swap". Destroy it with "Elemental Hero Flame Wingman" and you can inflict a total of 3500 points damage to your opponent!

Flip Monsters: Two-For-One
Dark Beginning 1
The reason that Flip Effect monsters are so good is that they serve two uses. First, they have a cool Spell or Trap-like effect. But at the same time, they count as a monster.
This gives Flip Monsters a two-for-one effect. Even though you are getting their Flip Effect, they still will stop one of your opponent's attacks when attacked and flipped face-up.
If a Flip Effect Monster is not destroyed by an attack, you can Tribute it during a following turn for a Tribute Summon of a high-level monster. If it is not attacked, you can Flip Summon it next turn, get its Flip Effect, and Tribute it that same turn.

Flip Summon with Effect
Dark Beginning 2
In Dark Beginning 2, there are some monsters that have an effect that activates when you Flip Summon them. These effects are different than Flip Effects, because they do not activate when the monster is flipped face-up because it is attacked.
These monsters also have an effect that allows you to flip them back into face-down Defense Position. "Guardian Sphinx" is such a monster. You should Set this card instead of Normal Summoning it. Then next turn, Flip Summon it and return all your opponent"s monsters to the owner"s hand, attack with Guardian Sphinx, and then flip it back face-down. Perform this combo again every turn, which will be unbearable to your opponent!


Fusion Insurance
Duelist Pack - Jaden Yuki 3
"Miracle Fusion" is a key card for an Elemental Hero Deck because it lets you use Material Monsters from your Graveyard for a Fusion Summon. But what if your opponent tries to remove them from play or send them back to your Deck? "Hero's Rule 2" protects your Graveyard, letting you set up your Fusion Summon for a big finish!

Fusion Summon Only
Dark Revelation 1
"Dark Paladin" states that it can only be Special Summoned by a Fusion Summon.
This means that you cannot use cards such as "Metamorphosis" to Special Summon it.

Fusion Summons Made Easy
Duelist Pack: Aster Phoenix
To Fusion Summon "Elemental Hero Shining Phoenix Enforcer", you need "Elemental Hero Phoenix Enforcer", who's also a Fusion Monster. In a Deck that plans to do a lot of Fusion Summons, use "Fusion Gate" instead of "Polymerization". It stays on the field, so as long as you have the right Fusion Material monsters, you can Fusion Summon again and again with just one card!

Gather the Crystals for Rainbow Dragon
Duelist Pack - Jesse Anderson
To Summon "Rainbow Dragon", you need all 7 different "Crystal Beast" monsters on the field or in your Graveyard. When one of your "Crystal Beasts" is destroyed by battle, instead of letting it become a Spell, activate "Crystal Pair" instead. This way you will have one "Crystal Beast" in your Graveyard, and a different one on the field as a Spell. Not only does it help you get the last "Crystal Beasts" you need, but it saves you from taking any Battle Damage that turn too!

Get Ahead at Sneak Previews!
Dark Revelation 2
To become a World Champion, you need more than just a good strategy, you need to stay up to date with the newest cards and combinations to stay on top of the competition. Yu-Gi-Oh! TRADING CARD GAME Sneak Preview events are the best way to do this. You get a look at and play with upcoming booster sets before they are available in stores, and you will receive a free brand new card just for showing up. Check out www.yugiohpreview.com to find your nearest Sneak Preview location and additional information.

Getting Around Defense Position Monsters
Dark Revelation 1
Most player Set monsters in Defense Position to protect their Life Points, but you can take away this advantage with the Trap Card "Meteorain."
"Meteorain" makes it so that for all your attacking monsters this turn, if their ATK is higher than the DEF of the monster they are battling with, the difference (ATK minus DEF) is inflicted as Battle Damage to your opponent's Life Points.

Gigantes
Dark Revelation 2
If your Deck has many EARTH monsters in it, "Gigantes" would make a good addition to your arsenal. It cannot be Normal Summoned or Set, but can be Special Summoned by removing from play 1 EARTH monster in your Graveyard. This Rock-Type monster has 1900 ATK points, making it a valuable attacker, but its effect is what makes it a great card.
When it is destroyed as a result of battle, all Spell and Trap Cards on the field are destroyed. If your opponent has a valuable Spell or Trap Card, they will be reluctant to attack your "Gigantes", leaving you free to use it to attack their monsters or to use as a Tribute next turn.

Give the Gift of Damage
Duelist Pack - Yusei
./.

Goblin double Strike!
Duelist Pack - Jaden Yuki 3
"Evil Hero Infernal Gainer" can step out of the Duel to let one of your other Fiend-Type monsters attack twice each turn. With 2200 ATK, "Goblin Elite Attack Force" is the most powerful Level 4 Fiend there is. Teamed with Infernal Gainer, these Goblins can strike your opponent for 4400 damage in a single turn!

Gravekeeper's Strategy, Part 1
Dark Revelation 1
There are some monsters in Dark Revelation with the word "Gravekeeper's" in their card name. A Deck that has many of these monsters in it is called a Gravekeeper Deck.
These monsters work well together, and have advantages when used in large amounts.
For example, "Gravekeeper's Cannonholder" lets you Tribute one of your Gravekeeper monsters to inflict 700 damage to the opponent.


Gravekeeper's Strategy, Part 2
Dark Revelation 1
A Gravekeeper Deck is stronger if you play with "Necrovalley".
It is a Field Spell Card that increases the ATK and DEF of every Gravekeeper monster by 500 points.
Besides this amazing bonus, it also negates any card effect that affects a card(s) in the Graveyard, and prevents both players from removing cards in the Graveyard from play.

Gravity Bind
Dark Beginning 1
"Gravity Bind" is a very powerful Continuous Trap Card that prevents all monsters Level 4 or higher from attacking. The only drawback to this card is that it affects your monsters as well as your opponents.
You can keep "Gravity Bind" on the field face-down and activate it when your opponent attacks. If the attacking monster is Level 4 or higher, then the attack stops.
"Gravity Bind" is very powerful in a Deck where you are trying to buy time, like if you are playing with an Exodia Deck or another Deck that needs time to get rolling.
It is also good for a Deck where all of your monsters are below Level 4, like a "Relinquished" Deck.

Guardian Monsters
Dark Revelation 1
Guardian Monsters like "Guardian Elma" require a specific Equip Spell Card to be on the field before they can be Normal Summoned, Flip Summoned, or Special Summoned.
"Iron Blacksmith Kotetsu", a Flip Effect Monster, lets you look through your Deck for any Equip Spell Card and add it in your hand.
Also, "Arsenal Summoner" is a Flip Effect Monster that lets you search your Deck for a Guardian Monster. These cards can help you get the Guardian Monsters and correct Equip Spell Cards at the right time! Even without the proper Equip Spell Card, remember that you can still Set these Guardian Monsters.

Gyaku-Gire Panda
Dark Revelation 1
"Gyaku-Gire Panda" is a monster that changes its ATK based on the number of monsters on your opponent's side of the field. The more monsters your opponent controls, the higher ATK it gets, and it can inflict piercing Battle Damage to your opponent's Life Points. But it's not easy to control the number of monsters your opponent has. "Olama Trio" is a useful card for this situation.
You can Special Summon 3 "Ojama Token" to your opponent's side of the field. Your opponent cannot Tribute them, and their ATK is 0, so they are difficult to remove from the field. And when they are destroyed, they inflict 300 points of damage to their controller.
By using this card, you can increase the ATK of "Gyaku-Gire Panda" and inflict big damage to your opponent.

Harpie Lady Sisters
Dark Beginning 1
"Harpie Lady Sisters" is a powerful monster that requires 2 other cards in order to play. First, a "Harpie Lady" card has lo be face-up on the field. Second, nu have to play the "Elegant Egotist" Spell Card.
"Harpie Lady Sisters" has some benefits. You do not have to Tribute any monsters for it, which is great for a high-level monster like this. Also, you can Special Summon it from your Deck or your hand, so you do not have to have "Harpie Lady Sisters" in your hand when you activate "Elegant Egotist".
Since it is a Special Summon, you can Special Summon in face-up Attack or face-up Defense Position, so you can make use of their higher DEF by Special Summoning them in Defense Position. Then, when the time is right, strike with your "Harpie Lady Sisters"!

How to Play Toons
Dark Beginning 1
Toon Monsters like "Toon Mermaid", "Toon Summoned Skull", "Manga Ryu-Ran", and "Blue-Eyes Toon Dragon" can only be Summoned if you have "Toon World" on your side of the field.
When you Summon these Toon Monsters, it is treated as a Special Summon. This means you can do more than 1 during the same turn. However, you still have to Tribute for the Toon Monsters that are higher than Level 4. But you can Tribute a Toon Monster.
If either player's "Toon World" is destroyed, all Toons controlled by both players are destroyed. But if "Toon World" has its effect negated, or is sent to the Graveyard, or is returned to your hand, then it was not "destroyed" so the "Toon Monsters on the field are not destroyed.

Insect Attack, part 1
Dark Revelation 2
If you are a fan of Insect-Type monsters, you will want to play with "Anti-Aircraft Flower". This monster is a Plant-Type, but it allows you to Tribute an Insect-Type monster to inflict 800 points of damage to the opponent's Life Points. Use this effect during your Main Phase 2, after you have attacked with your Insect.
"Neo Bug" is a strong Insect with 1800 ATK. If you can make a direct attack and then Tribute it, you will deal 2600 points of damage. To deal even more damage, after you attack with "Neo Bug", Tribute "Neo Bug" to activate "Multiplication of Ants" and Special Summon 2 Army Ant Tokens. Now you can Tribute the Tokens for "Anti-Aircraft Flower" and do 800 damage for each. That brings the total to 3400 points of damage!

Insect Attack, part 2
Dark Revelation 2
Insects are known for traveling in swarms, and "Pinch Hopper" helps you swarm your opponent with Insect-Type monsters. When "Pinch Hopper" is sent to the Graveyard, you can Special Summon an Insect-Type monster from your hand, even a high Level monster like "Insect Princess". This allows you to bring out the big bugs without Tributes. "Pinch Hopper"s effect only works if the timing is right, though, so if you Tribute it for "Anti-Aircraft Flower", you cannot use "Pinch Hopper"s effect. Nothing can happen after the "Pinch Hopper" is sent to the Graveyard if you want it's effect to activate and allow you to Special Summon your monster.

Instant Defense
Duelist Pack - Yusei
./.

Interdimensional Matter Transporter
Dark Revelation 1
When you first read "Interdimensional Matter Transporter" it may not seem very good to remove your own monster from play, but sometimes it can be.
Imagine if your opponent activates "Raigeki Break" and targets your only monster, you can chain "Interdimensional Matter Transporter" to remove your monster from play for the turn, and then the effect of "Raigeki Break" disappears when it is resolved, and your monster will be back to fight on the field again. This way you can cause your opponent's effects to âmiss' instead of destroying your monsters.


Jaden Yuki - Checklist
Duelist Pack: Jaden Yuki
DP1-EN001 Elemental Hero Avian
DP1-EN002 Elemental Hero Burstinatrix
DP1-EN003 Elemental Hero Clayman
DP1-EN004 Elemental Hero Sparkman
DP1-EN005 Winged Kuriboh
DP1-EN006 Winged Kuriboh LV10
DP1-EN007 Wroughtweiler
DP1-EN008 Dark Catapulter
DP1-EN009 Elemental Hero Bubbleman
DP1-EN010 Elemental Hero Flame Wingman
DP1-EN011 Elemental Hero Thunder Giant
DP1-EN012 Elemental Hero Rampart Blaster
DP1-EN013 Elemental Hero Steam Healer
DP1-EN014 Polymerization
DP1-EN015 Fusion Sage
DP1-EN016 The Warrior Returning Alive
DP1-EN017 Feather Shot
DP1-EN018 Transcendent Wings
DP1-EN019 Bubble Shuffle
DP1-EN020 Spark Blaster
DP1-EN021 Skyscraper
DP1-EN022 Burst Return
DP1-EN023 Bubble Blaster
DP1-EN024 Bubble Illusion
DP1-EN025 A Hero Emerges
DP1-EN026 Draining Shield
DP1-EN027 Negate Attack
DP1-EN028 Hero Signal
DP1-EN029 Feather Wind
DP1-EN030 Clay Charge

Jump-Start Your Level Up Engine
Duelist Pack: Chazz Princeton
"Armed Dragon LV3", the beginning of the "Armed Dragon" evolution. is likely to be destroyed during your opponent's turn if you Normal Summon it. So don't leave it vulnerable, use "Flying Kamakri #1" instead to Special Summon it at the end of your opponent's Damage Step. Then at the start of your next turn level up into "Armed Dragon LV5"!

Keep the Cards Coming
Duelist Pack: Jaden Yuki 2
"Card Trooper" can gain a lot of ATK quickly, but you have to send cards from your Deck to the Graveyard as a cost to use this power. Use "Pot of Avarice" to put your best monsters back in your Deck AND draw more cards at the same time! What a sweet combo!

Know your Tournament Formats
Dark Revelation 2
Yu-Gi-Oh! TRADING CARD GAME tournaments can be run in two formats, Traditional and Advanced. The Advanced Format utilizes a Forbidden List of cards that you cannot use in your Deck. Not using these cards makes the game more intense and exciting. Plus all the big tournaments around the world use the Advanced Format, so if you are inspiring to be a World Champion, be sure to practice this format. Even when just playing with your friends you should be sure to agree if you are playing Traditional or Advanced format, that way the game is fair. You wouldn't want to be the only one caught using a Traditional Format Deck if everyone else is playing Advanced Format!

Last Chance from the Graveyard
Duelist Pack - Yugi
"Dark Magician Girl" gains extra ATK when you have "Dark Magician" or "Magician of Black Chaos" in your Graveyard. If she's facing a stronger monster, the Trap Card "Needlebug Nest" will put 5 cards into your Graveyard. If you have The Heart of the Cards, you'll send a "Dark Magician" to the Graveyard, and make your "Dark Magician Girl" stronger. What a surprise for your opponent!

Last Turn
Dark Beginning 2
"Last Turn" is a good Trap Card for turning a Duel you are about to lose into a surprise victory. All you need is your strongest monster on the field. The problem with "Last Turn" is that you cannot be sure if your opponent has a stronger monster in their Deck.
Instead of worrying about having the monster with the highest ATK, activate "Last Turn" when you have "Jowgen the Spiritualist" on the field. His effect prevents your opponent from performing a Special Summon. This means that they will not get the chance that "Last Turn" normally gives them to Special Summon their strongest monster. Your "Jowgen the Spiritualist" may be the only monster on the field and you will win the Duel!

Learn More with Structure Decks
Dark Revelation 1
You may have learned many new strategies with the help of these Tip Cards, but there is still more to learn.
With the "Dragon's Roar" and "Zombie Madness" Structure Decks, you can read the Dueling Guides inside to get even more hints about how to make many different types of Decks!

Life Point Costs
Dark Revelation 1
Archfiend Monsters such as "Desrook Archfiend" require that you pay Life Points during each of your Standby Phases.
It is important to know that paying Life Points is a cost, and not damage.
This means that you cannot use cards such as "Barrel Behind the Door" when paying Life Points for the Archfiend Monsters.

Lock and Load!
Duelist Pack - Jaden Yuki 3
Every turn, "Evil Hero Infernal Sniper" can take a 1000 point chunk out of your opponent's Life Points, but only while in Defense position. Play "Level Limit - Area B" to stop your opponent's monsters from attacking, and blast away with Infernal Sniper. You can win without attacking!

Luster Dragon
Dark Revelation 1
"Luster Dragon" is a Level 4 monster, so you can Normal Summon it without a Tribute. It is a Dragon-Type, which is a Type with much support among other cards.
Most importantly it has ATK 1900! With no drawbacks! "Luster Dragon" is an excellent card for any Deck with a focus on Normal Monsters, and is still a great choice for any other Deck, as well.


Magical Scientist
Dark Revelation 1
"Magical Scientist" has a very versatile effect. For a cost of 1000 Life Points he allows you to Special Summon a Level 6 or lower Fusion Monster for one turn.
Although this Fusion Monster cannot attack directly, it can be used to destroy your opponent's monster in battle or you can use the Fusion Monster's effect.
If you play with the "Magical Scientist" you will want to bring a Fusion Deck filled with a variety of different Fusion Monsters to handle whatever situation you find yourself in.

Magician of Faith
Dark Beginning 1
"Magician of Faith" has a Flip Effect that allows you to add 1 Spell Card in Your Graveyard to your hand.
This will allow you to use powerful Spell Cards over and over again. You can also use it to re-use your Equip Spell Cards if the first monster you equipped them to was destroyed.
"Mask of Darkness" has the same effect, but it allows you add 1 Trap Card instead of 1 Spell Card. This is a useful card to reuse your favorite Trap Cards many times.
Save these cards to use the best timing and make the best combo!

Main Phase 2
Dark Beginning 1
If you are planning to Set a monster this turn, instead of Summon, you should wait until after your Battle Phase.
That way, if you attack and your opponent has a Flip Effect like "Cyber Jar", your Monster Card will still be in your hand and will not be destroyed. Then you can Set it during Main Phase 2.
If you are planning to attack with your new monster after Summoning it, instead of Setting it, then you usually do it in Main Phase 1. But this can be risky if your opponent has a Trap Card that can destroy your monsters, so sometimes it is still smarter to wait until after your Battle Phase.

Make Defender an Attacker
Duelist Pack: Aster Phoenix
For only 700 Life Points, "Weapon Change" switches the ATK and DEF of a monster for 2 turns. Use it with "Destiny Hero - Defender" to give this Level 4 monster 2700 attack points! Since you'll change "Defender" to Attack Position, your opponent won't get to draw a card from his effect!

Make Your Opponent Discard
Dark Beginning 2
Making your opponent discard cards from their hand is an effective strategy. This is exactly what the Trap Card "Drop Off" does; its effect makes your opponent discard the card they just drew. If you use "Drop Off" with the Spell Card "Convulsions of Nature", it will be interesting.
This card allows you to see the card on top of both Decks. So when you see a powerful card on top of your opponent"s Deck, activate "Drop Off" after they draw it and send that card right to the Graveyard.

Make a Burn Deck, part 1
Dark Revelation 2
Burn Decks are a type of Deck that rely on doing Effect Damage to the opponent's Life Points instead of winning battles. Burn Decks are a fun strategy, and everyone should try one at least once. Once of the key components to a Burn Deck are Effect Monsters that can provide a source of damage every turn. "Bowganian" deal 600 points of damage to the opponent during each of your Standby Phases and "Solar Flare Dragon" deals 500 points of damage during each of your End Phases. That is 1100 points of damage in a single turn! Imagine if you had 2 of each monster out, then that would be 2200 points of damage without making a single attack!

Make a Burn Deck, part 2
Dark Revelation 2
"Stealth Bird" is another great Effect Monster to include in a Burn Deck. It has an effect which inflicts 1000 points of damage to the opponent when you Flip Summon it. It also allows your to flip it face-down once per turn. So you can Flip Summon it every turn and the Effect Damage will quickly add up to defeat your opponent.
"Stealth Bird" has 1700 DEF points, so during your opponent's turns, it will be tough to beat in battle, as long as you keep using its effect to change it Defense Position.

Make a Burn Deck, part 3
Dark Revelation 2
Since a Burn Deck utilizes many Effect Monsters to deal Effect Damage, you will need a way to protect them from your opponent's attacks. The Continuous Spell Card, "Level Limit - Area B" can do this for you. Its effect changes all face-up Level 4 and higher monsters on the field to Defense Position. This prevents the opponent from being able to attack with his strong monsters.
"Level Limit - Area B" is not a perfect defense, as Level 3 monsters may still attack you. Most have low ATK, but you should be prepared for surprises.

Make a Burn Deck, part 4
Dark Revelation 2
"Wall of Revealing Light" also makes a good protective barrier for your Effect Monsters, so that they cannot be attacked and continue to deal Effect Damage to your opponent. When you activate this Trap Card, you pay any amount of Life Points, in multiples of 1000, and then your opponent's monsters with ATK equal to or less than that value cannot attack. Paying 4000 Life Points should prevent any monsters from attacking you, but that is a lot of points to pay should your opponent ever destroy "Wall of Revealing Light". To help regain this loss, try adding "White Magician Pikeru" to your Deck. Protected by your Trap Card, her effect should start gaining your Life Points quickly.

Make the best of your Main Phase 2
Dark Beginning 2
Attacking does not have to be the last thing you do on your turn. You should make good use of your Main Phase 2. Some monsters, like "Catapult Turtle", have effects that are best to activate after you have finished attacking. After you have attacked with all your monsters, you can enter your Main Phase 2 and Tribute those same monsters you attacked with for the effect of "Catapult Turtle" to finish off your opponent"s Life Points.
It is also best to save any Trap Cards you want to Set until Main Phase 2. They may get destroyed during the Battle Phase by a monster"s Flip Effect, like "Greenkappa", and you cannot activate them until your opponent"s turn anyway. By Setting them in Main Phase 2 you have protected them and you will be ready to spring them on your opponent.


Mandatory Effects
Dark Revelation 2
"Zaborg the Thunder Monarch" has a mandatory effect that occurs when it is Tribute Summoned successfully. You have to destroy 1 monster on the field. This is normally a great effect, allowing to destroy 1 of your opponent's monsters. But if your opponent has no monster when you Tribute Summon this card, you still have to destroy 1 monster, and that means it has be a monster that you control. Controlling no other monster will not help, because if there are no other monsters, "Zaborg the Thunder Monarch" will have to destroy himself. Make sure to read all your cards thoroughly before using them, so you do not activate a mandatory effect that will hurt your own strategy.

Manipulate Battle Positions, part 1
Dark Revelation 2
Most monsters in the Yu-Gi-Oh! TRADING CARD GAME have either a higher ATK value or a higher DEF value, they are rarely equal. By manipulating the Battle Position of your opponent's monsters, you can destroy them easier. If the opponent has a "Mad Dog of Darkness" in ATK position, that is 1900 ATK point you have to overcome.
But if you use "Enemy Controller" and change its Battle Position, it only has 1400 DEF points. Now you can attack with a 1500 ATK monster and destroy it. "Zero Gravity" will change the Battle Position of all the opponent's monsters, but it will affect yours too. You should activate "Zero Gravity" before you Summon if you are going to use it.

Manipulate Battle Positions, part 2
Dark Revelation 2
If the opponent has a monster with both a high ATK and DEF, the two-card combo will allow you to easily destroy it in battle. First activate "Earthquake" which will change all face-up monsters on the field to Defense Position, then activate "Micro Ray" and reduce the DEF of your opponent's monsters to 0.
Now Summon your monster and then attack the opponent's monster with 0 DEF. If your monster has at least 1 ATK, it will destroy the opponent's monster. For the biggest play, you should Summon "Dark Driceratops" which will inflict the difference between its ATK and the opponent's monster's DEF as Battle Damage to the opponent, or "KA-2 Des Scissors" which will deal Effect Damage to the opponent equal to the Level of the destroyed monster x 500 points.

Marauding Captain
Dark Beginning 2
"Marauding Captain" is a Warrior-Type monster with 2 good effects. First, when he is Normal Summoned, you get to Special Summon any Level 4 or lower monster from your hand. Second, he has to be attacked before any of your other Warrior-Type monsters.
This allows him to protect the other monster you Special Summoned if it is a Warrior, but "Marauding Captain" only has 1200 ATK, which is not very high. You can solve this by equipping "Marauding Captain" with "Fusion Sword - Murasame". It is an Equip Spell Card that raises a Warrior"s ATK by 800 points.
Now your "Marauding Captain" will have 2000 ATK, enough to defeat most monsters. The "Fusion Sword - Murasame" cannot be destroyed by effects that destroy Spell Cards, so you do not need to worry about your opponent lowering your monster"s ATK by destroying it.

Master the Cyclone Blade
Duelist Pack: Aster Phoenix
"Cyclone Blade" is an Equip Spell Card that destroys a Spell or Trap Card whenever the equipped monster attacks. If you equip it to a monster that can attack twice each turn, like "Destiny Hero - Double Dude", you can use its effect on each attack! But be careful, because if your opponent doesn't have any Spell or Trap cards, you'll have to destroy one of your own!

Material Monster Smackdown
Duelist Pack - Jaden Yuki 3
To make the best use of "Revoke Fusion," you need a Fusion Monster that has powerful Fusion Material Monsters. What's the best? Check out "Gatling Dragon." Both of it's Material Monsters have massive attack power and amazing effects. Summoning one of these when you're in a tight spot can quickly give you the upper hand!

Maximize your Monster Effects
Duelist Pack: Zane Truesdale
"Return Soul" is a Trap card that returns monsters in the Graveyard to the Deck. It's great for re-using monster effects that activate when the monster is Summoned. Get the most out of monsters like "Mobius the Frost Monarch" or "Cyberdark Horn" by returning them to your Deck and Summoning them all over again!

Monster Token Combo
Dark Revelation 1
Here is a fun combo using Monster Tokens! First activate the Trap Card "Ojama Trio" to Special Summon 3 "Ojams Tokens" on your opponents side of the field.
When one is destroyed, your opponent will take 300 damage for each one. Now activate "Token Thanksgiving" which destroys all Monster Tokens, and you gain 800 Life Points for each one destroyed this way. Now you gained 2400 Life Points and your opponent lost 900 Life Points!

Monster Tokens
Dark Beginning 1
A Monster Token can be any sort of marker that you want: a coin, a glass bead, an empty card sleeve, etc.
Monster Tokens are created by cards like "Jam Breeding Machine". The card will say what the AFK, DEF, and other stats are for the Monster Token.
A Monster Token is treated exactly like a monster. It can be in Attack or Defense Position (but can never be flipped face-down). It can attack and be attacked, can be Tributed, can have Equip Spell Cards equipped to it, and so on.
If a Monster Token is destroyed, Tributed, returned to a player's hand by card effects, etc., the Monster Tokens are removed from the field.
Monster Tokens are always considered Normal Monsters, not Effect Monsters.

Monsters That Attack Directly
Dark Beginning 1
Some Effect Monster, like "Jinzo #7", "Mystic Lamp", etc. have the ability to attack your opponent's Life Points directly. When you attack with these monsters, you can choose to attack your opponent's Life Points or to attack one of your opponent's monsters.
Most monsters with the ability to attack directly have low ATK, so be sure to use Equip Spell Cards to increase the damage that they can do.
Even though these monsters can attack directly, your opponent can attack and destroy them with his/her monsters. So you should use cards like "Gravity Bind" and "Swords of Revealing Light" to protect them from being attacked, leaving you free to inflict Battle Damage to your opponent during your turn over and over again.


Monsters are more then ATK and DEF
Dark Beginning 2
ATK and DEF are a big part in deciding which monsters to use in a Deck, but they are not everything. Read all your monster effects carefully. "Opticlops" has 1800 ATK and "Cannon Soldier" only has 1400 ATK, so "Opticlops" may seem like a better choice.
But "Cannon Soldier" is an Effect Monster and its effect allows you to Tribute a monster to inflict 500 points of damage to your opponent"s Life Points. So if you attack directly with "Opticlops" you will inflict 1800 points of damage, and if you attack directly "Cannon Soldier" and then Tribute it to use its effect, you"ve inflicted a total of 1900 points of damage. Now you see that "Cannon Soldier" can do more damage in one turn than "Opticlops" can. This is something to consider when you are selecting cards for your Deck.

Mudora
Dark Revelation 1
"Mudora" is the main monster of a Fairy-Type Deck. Its ATK increases by 200 points for each Fairy-Type monster in your Graveyard, so it is a good combo with cards that activate by discarding from your hand.
Strengthen its power even more with "Cestus of Dagla". Then, when you inflict damage to your opponent, you will increase your Life Points too, so you can go forward with an advantage in Life Points.

Multiple Fusion Summons
Duelist Pack: Jaden Yuki
The "Elemental Hero" monsters have a ton of different ways they can combine together into Fusion Monsters, and as an extra bonus, these Fusion Material Monsters are easy to gather in your hand. If Fusion Summoning is the goal of your Deck, use "Fusion Gate" instead of "Polymerization" so you can perform multiple Fusion Summons with a single card.

Multiply Your Miracle Fusion
Duelist Pack: Jaden Yuki 2
"Miracle Fusion" can Fusion Summon an "Elemental Hero" by removing from play the Fusion Material monsters from the Graveyard. Return the removed monsters with "Burial from a Different Dimension" and then you can use another "Miracle Fusion". With this combo, you can Special Summon mighty Fusion Monsters one after another!

Mystical Space Typhoon
Dark Beginning 1
"Mystical Space Typhoon" is one of the most powerful and flexible Spell Cards in the Yu-Gi-Oh! TRADING CARD GAME.
Because it is a Quick-Play Spell Card, you can activate it during a chain. This can be useful to destroy a Continuous Trap Card like "Imperial Order", or an Equip Spell Card like "Premature Burial", before its effect can resolve. However, "Mystical Space Typhoon" is useless against Normal Spell Cards that are sent to the Graveyard after resolving, like "Dark Hole".
"Mystical Space Typhoon" is also a good bluff card. If you Set it as your only Spell or Trap Card, and your opponent, thinking it is a Trap Card, tries to destroy it, you can chain "Mystical Space Typhoon" and destroy 1 of your opponent's Spell or Trap Cards.

Negate your Limitations!
Duelist Pack - Crow
Normally, you can't use "Blackwing - Vayu the Emblem of Honor" for a Synchro Sommon while it's on the field; you can only use it from the Graveyard. But if you Special Summon it from your Deck with "Blackwing - Shura the Blue Flame", Vayu's effect is negated, so now you can use it from the field! Use it for a Synchro Summon, then use its effect in the Graveyard again to Summon a secound Synchro Monster!

Negate your Opponents Monster
Dark Beginning 2
In a Duel your opponent will often rely on Effect Monsters as part of their strategy. Using a card like "Dark Ruler Ha Des", that can negate monster effects, can be a great advantage. "Dark Ruler Ha Des" negates the effect of any monster that is destroyed as a result of battle by your Fiend-Type monsters.
If it attacks your ooponent"s face-down monster and destroys it, any Flip Effect will be negated. "Dark Ruler Ha Des" also stops the effects of monsters that activate when the Effect Monster is sent to the Graveyard, such as "Twin-Headed Behemoth" and "Sangan". There is a drawback to "Dark Ruler Ha Des", it cannot be Special Summoned from the Graveyard, so once you Summon it, be careful not to let it be destroyed.

Neo-Spacian Aqua Dolphin Summoning Combo
Duelist Pack: Jaden Yuki 2
If you activate "Contact" while "Chrysalis Dolphin" is face-up on your side of the field, you can special summon "Neo-Spacian Aqua Dolphin" from your hand or Deck. "Neo-Spacian Aqua Dolphin is 1 of the 2 monsters needed to create "Elemental Hero Aqua Neos", so it's important for your "Neo-Space" Deck. This combo helps you get your Fusion Material on the field to win!

Nightmare Wheel
Dark Revelation 1
"Nightmare Wheel" is a Trap Card that works well in almost any Deck.
It prevents a monster from attacking and deals damage to your opponent's Life Points, all in one card!
It can work on face-down monsters as well because it is a Continuous Trap Card, not an Equip Spell Card.

Nimble Momonga
Dark Beginning 1
"Nimble Momonga" is a great defensive card that makes an excellent first-turn play. When sent to the Graveyard as a result of battle, you not only gain 1000 Life Points, but you can Special Summon 1 or 2 more "Nimble Momonga" cards from your Deck.
Since these are Special Summoned in face-down Defense Position, "Nimble Momonga" does not just protect you from 1 attack and give you Life Points, it sets up a situation where you are also protected from the next 2 attacks after that and can gain 2000 more Life Points. And it even shrinks your Deck size so that you can draw even more powerful cards.
If you are playing against "Nimble Momonga", remember that it only gets its effect when sent to the Graveyard as a result of battle. So destroying it with a card effect like "Cyber Jar", "Nobleman of Crossout", or "Dark Hole" will prevent the effect from activating.


Nitro Spirit
Duelist Pack - Yusei
./.

Normal Monster Strategy, part 1
Dark Revelation 2
Effect Monsters have powerful abilities that make them good cards to add to your Decks, but there are certain cards that can make your Normal Monsters a stronger force. If you are playing with low level Normal Monsters, the Trap Card "Human Wave Tactics" allows you to Special Summon Level 2 or lower Normal Monsters at the end of the turn for each of your Level 2 or lower Normal Monsters that were destroyed as a result of battle that turn. This keeps monsters on your side of the field, and lowers the number of cards in your Deck, raising your chances of drawing your powerful Spell and Trap Cards.

Normal Monster Strategy, part 2
Dark Revelation 2
"Human Wave Tactics" will keep you with plenty of low Level Normal Monsters on your side of the field, but will need something more to make them strong enough to defeat the opponent's monsters. The Spell Card "Thousand Energy" will increase the ATK and DEF of all your Level 2 Normal Monsters by 1000 points, and "Triangle Power" will increase the ATK and DEF of all your Level 1 Normal Monsters by 2000 points! Both cards' effects will destroy all your modified monsters at the end of the turn, but with that much attack power, this turn should be all you need to win.

Normal Monster Strategy, part 3
Dark Revelation 2
You can Special Summon your Normal Monsters from the Graveyard in Defense Position with "Soul Resurrection". This card is great because it works on Normal Monsters of any Level, so you could Special Summon a Level 8 monster like "Gogiga Gagagigo", who has 2950 ATK and 2800 DEF! Since the monster is Special Summoned in Defense Position, it is best to activate "Soul Resurrection" during the End Phase of your opponent's turn. Then during your turn you can change the monster to Attack Position and make an attack. When playing with Normal Monsters, you should have 3 copies of this Trap Card in your Deck.

Normal Monster Strategy, part 4
Dark Revelation 2
"Heart of the Underdog" is great for Decks with many Normal Monsters. During your Draw Phase, when you draw a card, if it is a Normal Monster, you can show it to your opponent to draw another card. If that new card is another Normal Monster, you can show it again to draw yet another card! You can continue to do this as long as you continue to draw Normal Monsters. The additional cards you draw will give you more choice as to which Monsters you Summon and will get you to your Spells and Traps quickly. If at the end of the turn you have more than 6 cards in your hand, discard your strongest Normal Monster, so you can Special Summon it with "Soul Resurrection".

Normal Monster Strategy, part 5
Dark Revelation 2
Using the effects of "Heart of the Underdog" and "Human Wave Tactics" you should easily be able to get multiple copies of the same Normal Monster on the field. If you can get 3 monsters with the same name, you can then activate "Delta Attacker". This lets all 3 of those monsters attack the opponent's Life Points directly. If you have 3 "Fiend Scorpion" you can also activate "Thousand Energy" and attack directly for a total of 5700 points of damage, or if you managed to get 3 copies of "Gogiga Gagagigo" on the field, then you can attack directly for a total of 8850 points of damage without any additional cards!

Nowhere to hide!
Duelist Pack - Crow
"Blackwing Armed Wing" excels at hunting down monsters that are hiding in Defense Position. It gains 500 ATK when it attacks a Defense Position monster AND inflicts piercing Battle Damage! You can get these awesome effects when you battle any monster if you change that monster to Defense Position with "Book of Moon".

Ojama Clogging #1
Duelist Pack: Chazz Princeton
"Ojama Trio" and "Ojama King" both clog up 3 spaces in your opponent's Monster Card Zone. You can disable their last 2 spaces with "Ground Collapse". Pull this off and your opponent will be stuck, unable to Summon their own monsters!

Ojama Clogging #2
Duelist Pack: Chazz Princeton
Once you lock down your opponent's Monster card Zones with cards like "Ojama Trio", it's time to use "Inferno Reckless Summon". Because your opponent has no room to Special Summon any monsters, only you will benefit from this card. Special Summon lots of monsters, like "Y-Dragon Head" or "Armed Dragon LV3".

One Move, Two Benefits
Dark Revelation 1
A good strategy is to play with cards that will reward you for the things you would normally do, such as a Tribute Summon.
If you have "Precious Cards from Beyond" and two copies of "Zolga" on the field and use the "Zolgas" as a Tribute for a Level 8 monster you will gain 4000 Life Points and draw 2 cards.


Only the Fast Survive
Duelist Pack - Yusei
./.

Ordeal of a Traveler
Dark Beginning 2
The effect of "Ordeal of a Traveler" may look like it relies on luck to help you, but let"s take a closer look at the odds.
Since there are three types of cards, and your opponent guesses one of them, it has a 2 out of 3 chance in your favor, which is better than a coin flip.
Since you draw a new card each turn, the card your opponent saw the last time they guessed will not help them any if you use that card and keep the new one in your hand. So there is a little luck to the effect of "Ordeal of a Traveler", but the odds are clearly in your favor.

Other ways to Summon Fusion Monsters
Dark Beginning 2
Did you know that there are ways to Summon Fusion Monsters besides using "Polymerization"? There are many different ways to help get out your favorite powerful Fusion Monsters. "Fusion Gate" is a Field Spell Card that lets you combine two Fusion Material Monsters without the need for any additional cards. It will continue to do this as long it remains of the field, so you can Special Summon many Fusion Monsters, "Goddess with the Third Eye" also makes Fusion Summoning easier by letting you substitute her for one of the required Fusion Material Monsters.
The Effect Monster "Cyber-Stein" is a single card that allows you to Special Summon any Fusion Monster from your Fusion Deck, but it will cost you 5000 Life Points. Special Summon your strongest Fusion Monster at the right time and inflict Battle Damage to your opponent for victory.

Out-of-This-World Neos Combo
Duelist Pack: Jaden Yuki 2
"Elemental Hero Neos" can fuse with all the different Neo-Spacians, but he has to be on the field first! He's a Normal Monster, so you can special summon him from the graveyard easily with "Soul Ressurection". Use it during your opponent's turn so you can change "Elemental Hero Neos" to Attack Position on your turn and strike!

Para-Normal Summons!
Duelist Pack - Crow
"Blackwing - Kochi the Daybreak" is a Level 4 Tuner, but you can't use it for a Synchro Monster if it was Special Summoned. Instead of Special Summoning it, use cards like "Double Summon" that let you Normal Summon extra monsters. After you Normal Summon 2 monsters in the same turn, you'll be able to Synchro Sommon using Kochi. And if you also had "Black Whirlwind" you even added two more Blackwings to your hand!

Paying Life Point Costs
Dark Beginning 2
Many cards will have you pay your own Life Points as part of the cost of activating its effect. Do not be discouraged from using such cards, lowering your own Life Points can be okay. These cards require you to pay Life Points because they are powerful. "Injection Fairy Lily" is such a monster.
You do pay 2000 Life Points, but then you can deal 3000 more damage than you normally could. You gained a 1000 point advantage.

Pick a Theme
Dark Beginning 1
When building a Deck, it is important to remember your theme. What is your Deck supposed to do? Play a lot of WATER monsters or Warriors and make them more powerful? Tribute Summon a lot of high-level monsters? Collect all 5 pieces of Exodia? Make it so your opponent does not draw many cards? These are all good strategies, but no Deck can do all of them. You need to Dick 1 theme per Deck.
Think about your strategy when making your Deck. For every card, think to yourself: Is this important for my strategy for this Deck?
Just because a card was helpful in the past when you used another Deck does not mean it will help with a new Deck. Different cards are good in some Decks and not so good in other Decks.

Piercing Battle Damage
Dark Revelation 1
"Mefist the Infernal General" has an effect that inflicts Battle Damage to the opponent when he battles with a Defense Position monster and his ATK is higher than the defending monster's DEF.
"Big Bang Shot" is an Equip Spell Card that gives the same effect of "Piercing Battle Damage" to any monster equipped with it. But remember that putting a "Big Bang Shot" on "Mefist the Infernal General" will not make the opponent take double the damage, since Battle Damage is only inflicted one time per battle.

Pile onthe Damage
Duelist Pack: Aster Phoenix
Choose 1 of your opponent's monsters and the Spell Card "Misfortune" will turn half it's ATK into damage inflicted to your opponent. Special Summoning "Lava Golem" on your opponent's side of the field will ensure "Misfortune" can inflict at least 1500 damage. In addition, "Lava Golem's" effect will cause 1000 more damage to your opponent during their Standby Phase!

Play Order
Dark Beginning 1
Knowing how to play some cards will also teach you how to play against those cards.
For example, if you control a monster and have "Torrential Tribute" on the field, and your opponent Summons a monster, you will have to think about whether it is worth it to destroy your monster along with your opponent's if you use "Torrential Tribute".
But if your opponent uses "Fissure" to destroy your monster, then Summons his/her own monster, you are more likely to use "Torrential Tribute" because your monster is already gone.
So if you think your opponent might have "Torrential Tribute" on the field. Summon your monster first. Make your opponent choose not to use "Torrential Tribute". Then use your "Fissure" to destroy his/her monster.


Playing for Fun
Dark Revelation 1
You do not always have to play the Yu-Gi-Oh! TRADING CARD GAME with the sole purpose of winning on your mind.
When sitting around the house with your friends, why don't you play for fun?
Try playing with cards that have fun effects like "Ante", "Reasoning", and "Roulette Barrel". Doing so may reveal new strategies.

Protect your Effect Monsters
Dark Beginning 2
If the strategy of your Deck requires that you have a certain Effect Monster on the field to gain the benefit of its effect, you will need to make sure that your monster is protected. "Heart of Clear Water" is an Equip Spell Card that is perfect for this task, if your monster has 1300 ATK of less.
If you are playing a Deck that uses mostly WATER monsters, "Maiden of the Aqua" can be an important part of your Deck. By equipping her with "Heart of Clear Water" she can no longer be the target of effects or destroyed as a result of battle. Change "Maiden of the Aqua" to Defense Position next turn, and your opponent will not be able to destroy her in battle even though she is protecting your Life Points.

Push Damage through with Piercing
Duelist Pack: Zane Truesdale
One of the best Dragons to equip to a monster like "Cyberdark Horn" is "Twin-Headed Behemoth". This monster's 1500 ATK is one of the highest for a Level 3 Dragon, plus it has a special ability that lets it return to the field if it's destroyed! Equipping it to "Cyberdark Horn" will create a 2300 ATK monster that can do piercing battle damage!

Put your opponent in a Grave Situation
Duelist Pack - Jesse Anderson
Even if your opponent has control of your "Grave Squirmer," YOU will get it's effect if its destroyed by battle because its sent to YOUR Graveyard. Use "Creature Swap" to trade "Grave Squirmer" for one if your opponent's stronger monsters. Then attack your own "Grave Squirmer," inflicting damage and destroying an opponent's card!

Raregold Armor
Dark Revelation 1
Some powerful Effect Monsters have low ATK and DEF, so they are easily destroyed in battle.
One way to preserve them is to use the Equip Spell Card, "Raregold Armor". The monster equipped with this card must attacked before any of your other monsters.
When played on a monster with a high DEF, it makes a nice protective barrier for your weaker Effect Monsters.

Re-Targeting Equipment
Dark Beginning 1
Sometimes your opponent will play really powerful Equip Spell on a monster and make it too powerful for your monsters to defeat. But there are cards taht will let ypu take that Equip Spell card and use it for yourself instead.
Cards like "Tailor of the Fickle" can allow you to re-target an Equip Spell Card to a new target. If your oppenent played an Equip Spell Card to make his monster stronger, you can switch it to your monster. If your opponent played an Equip Spell card to make your monster weaker, you can switch it to your opponent's monster and make it weak instead.
The Equip Spell Card does not move and stay on the controller's side of the field. But it re-targets to the new monster of your choice, by the effect of "Tailor of Fickle", etc.

Ready to Compete?
Dark Beginning 2
Once you have built your Deck, developed your strategy, and are comfortable with the rules of the game, you are ready to take part in competitive tournament, Yu-Gi-Oh! TRADING CARD GAME tournaments are held at hobby and game stores all across the world. You can experience the thrill of competition, and share strategies and stories with the other Duelists. Participating will add you to the worldwide ranking system. The more you participate in tournaments, the higher you can raise your ranking. See how good you can become.
Visit www.yugioh-card.com for more information about official Yu-Gi-Oh! TRADING CARD GAME tournaments.

Rebuild Your Defenses
Duelist Pack - Yugi
"Big Shield Gardna" has a high DEF, but sometimes your opponent might have a monster strong enough to destroy it in Battle. When that happens, activate "Broken Blocker" and Special Summon 2 more copies of "Big Shield Gardna" from your Deck. This will protect you from your opponent's other attacks and give you time to plan your comeback.

Reckless Greed
Dark Beginning 2
The Trap Card "Reckless Greed" allows you to draw 2 cards from your Deck, but then you must skip your next 2 Draw Phases. If you activate it you are using 1 card to essentially get 2 cards early: it does not provide any additional cards.
Knowing this, you might not want to activate "Reckless Greed" unless you think you are about to win the Duel, or are about to lose the Duel. At these times, getting 2 cards early could make all the difference. Consider the timing carefully!

Recycle LV Monsters
Duelist Pack: Chazz Princeton
A "LV" monster gets sent to the Graveyard every time it evolves to the next level, so they'll build up in your Graveyard. "The Graveyard in the Fourth Dimension" returns 2 "LV" monsters in the Graveyard to your Deck. Use it, then you can reuse those monsters and evolve another "LV" monster from tiny to titanic!


Reload Your Hand
Dark Revelation 2
Sometimes you will get a bad hand, no matter how well you shuffle or how good your Deck is. You may get an opening hand with no monsters and all Spell Cards. "Reload" can be a big help in times like this. It lets you shuffle your hand into your Deck and then draw that many cards. Now you can see a better mix of cards. "Reload" is even more important in a Deck that relies on specific card combinations.
If you have one part of the combo, Set that card face-down and then activate "Reload", and hopefully you will grab the remaining cards you need.

Removed from Play
Dark Beginning 1
When a card is "removed from play", just place it away from the game. It is no longer on the field, in a player's hand, in the Deck or Fusion Deck, or in the Graveyard. It is in a completely separate place and is placed outside the field.
Remember to shuffle all your removed from play cards back into your Deck after the current Duel is over!

Removed from Play - Not Out of the Game
Dark Revelation 2
When a card is "removed from play" it is different from being sent to the Graveyard. Cards that are "removed from play" are put in a separate area of the Game Mat. They are not part of your Graveyard and normally cannot be used again. When you read through your Dark Revelation volume 2 cards, you will see that there are many effects that will use card which have been removed from play, and there are many powerful combos and strategies involving removed from play cards, including ways to use these cards again. Read through your card collection, and look for other Tip Cards in this booster to see if you can create a Deck which uses the full power of removing cards from play.

Reuse Your Cards
Dark Revelation 1
Bringing cards back from your Graveyard to your hand to use them again is a sound strategy.
For example, after you Tribute "Skilled White Magician" to Special Summon "Buster Blader", you can activate the Trap Card "Ray of Hope" which brings back LIGHT monsters from the Graveyard to your Deck, and Summon "Skilled White Magician" again after you draw it.

Rev It Up with Junk Warrior!
Duelist Pack - Yusei
"Junk Synchron" is a level 3 Tuner that can Special Summon a Level 2 monster from your graveyard when it is summoned. Normal Summon "Junk Synchron" and with its effect you'll be able to Synchro Summon the Level 5 "Junk Warrior" right away! Be sure to play with level 2 monsters like "Speed Warrior" and "Quillbolt Hedgehog" to keep your combo operating smoothly.
Using high attack level 2 monsters with Junk Synchron such as Giant Germ to get Junk Warrior's attack as high as possible.
Use Junk Warrior as a bridge using Turbo Synchron, Nitro Synchron, or Road Synchron to summon their synchro counterparts: Turbo Warrior, Nitro Warrior, Road Warrior.

Reversal Quiz
Dark Revelation 1
"Reversal Quiz" is a tricky card to use, since it has a high cost of sending everything you control to the Graveyard!
It is best to use a card effect to see the top card of your Deck before activating "Reversal Quiz", but if you have not been able to do so, always guess whatever type of card you have the most of in your Deck.
So if you have 20 Monster Cards in a 40 card Deck, you should guess Monster Card.

Sacred Beast surprise Summon
Duelist Pack - Jesse Anderson
"Crystal Counter" is a powerful Trap that can instantly fill your Spell & Trap Card Zone with "Crystal Beast" cards from your Graveyard. You can use them with the effects of "Magna-Slash Dragon" or "Gravi-Crush Dragon" to destroy your opponent's cards. But if you want a truly powerful monster, use 3 of them to Special Summon "Hamon, Lord of Striking Thunder" and crush your opponent!

Sangan and Witch of the Black Forest
Dark Beginning 2
"Sangan" and "Witch of the Black Forest" are two monsters with very useful effects. When either of these monsters is sent from the field to the Graveyard, they let you choose a monster from your Deck and add it to you hand. "Sangan" lets you choose a monster with 1500 ATK or less and "Witch of the Black Forest" lets you choose a monster with 1500 DEF or less.
When building a Deck with these cards, use monsters that have either an ATK or DEF less than 1500. That way you can get whichever monster you need for the current situation when your "Sangan" or "Witch of the Black Forest" is sent to the Graveyard.

Search by Attributes
Duelist Pack: Jaden Yuki
If you are mixing your "Elemental Hero" monsters with other Warriors, "Giant Rat" is a good way to serch them out because many of them share the EARTH Attribute. But if your Deck uses "Elemental Hero Avian" with his cards like "Feather Wind", "Flying Kamakiri #1" is also a good addition to your Deck.

Searching Effects
Dark Beginning 1
Effects that allow you to search your Deck are very useful. You can not always have "The Heart of the Cards" and draw the card you need. Sometimes you need to use a card effect to help you out.
Cards like "Sonic Bird" and "Senju of the Thousand Hands", "Giant Rat", etc., let you get more cards out of your Deck and into your hand or onto the field, which is always a good thing.
Even if you can not use the card you get with "Sonic Bird", etc., right away, this prevents you from drawing it during the Draw Phase when you cannot use it. For example, if you do not have a Ritual Monster and Summon "Sonic Bird", you can get the Ritual Spell Card anyway. It will not be useful until you draw the Ritual Monster Card, but if you drew the Ritual Spell Card then you would not only have a card you could not use, you also would have wasted your draw to get it. Using "Sonic Bird's" effect lets you avoid this. If you do not draw the Ritual Spell Card, you still benefit from having a compressed Deck.


Setting Normal Spell Cards
Dark Beginning 1
You can Set a Normal Spell Card, Ritual Spell Card, or Equip Spell Card face-down in your Spell and Trap Card Zone. But there is only one major reason to do it: to bluff your opponent into thinking you have a Trap Card.
If you are not bluffing, there is very little reason to Set a Spell Card that is not a Quick-Play Spell Card. You can not activate it during your opponent's turn and while it is face-down on the field it is vulnerable to being destroyed by "Mystical Space Typhoon", etc.
The only other time to Set a Normal Spell Card is when it is safer on the field than it is in your hand and you want to save it for later. This would be the case if your opponent has a card on the field that keeps forcing you to discard.

Shuffling
Dark Beginning 1
Shuffle your Deck really well before you play! You do not want all your monsters to be clumped together. You want a nice random spread of cards so that you have variety in your hand.
If you have trouble shuffling, just take the cards and put them 1 at a time in 8 different piles. Then stack the piles on top of each other. This takes a little time but gives you a good shuffle.
Remember to let your opponent cut your Deck after the shuffle.

Side Deck Basics
Dark Beginning 1
With every Deck, you can have a Side Deck of exactly 15 cards.
After each Duel in a Match, you can change your Deck using your Side Deck. You can take any card from your Side Deck and place it in your Deck, but you have to place a card from your Deck into your Side Deck at the same time, so that the Side Deck always has exactly 15 cards.
If a card is Limited to 1 copy, you can only have 1 copy between your Deck and Side Deck combined. You can not have 1 copy in your Deck and another in your Side Deck.

Side Deck Choices, part 1
Dark Revelation 2
The purpose of your Side Deck is to allow you to exchange cards in your Deck to deal with the strengths and weaknesses of the opponent's Deck, after the first Duel in a Match. If the opponent has a Deck with many Effect Monsters that have an effect that activates when the monster is destroyed and sent to the Graveyard, or if the opponent likes to Special Summon monsters from the Graveyard, like in a Zombie Deck, "The End of Anubis" is a great card to take from your Side Deck. This Level 6 monster negates any effect that targets a card in the Graveyard, or that activates in the Graveyard. This will stop your opponent from getting any use out of cards like "Manticore of Darkness" or "Soul Resurrection".

Side Deck Choices, part 2
Dark Revelation 2
"Special Hurricane" is another good choice for your Side Deck. It is a Spell Card, and you have to discard 1 card from your hand to activate it. Its effect is to destroy all monsters on the field that were Special Summoned. If your opponent Special Summons monsters, like "Gigantes" or "Black Luster Soldier â" Envoy of the Beginning", this card will destroy them all at once.
It will put you at a great advantage. If the opponent uses "A Hero Emerges" to Special Summon monsters during your turn, activate "Special Hurricane" to send that monster to the Graveyard. If you are going to have "Special Hurricane" in your Deck, pay close attention to which monsters were Special Summoned onto the field, because when you activate "Special Hurricane" it will destroy monsters even if they were Special Summoned in previous turns, so you will want to remember which monsters were Special Summoned.

Side Deck Choices, part 3
Dark Revelation 2
In the first Duel, pay attention to what Types of monsters your opponent plays with most. If they use mostly Fiend or Zombie-Type monsters, move "Getsu Fuhma" from your Side Deck to your Main Deck. This monster destroys any Fiend or Zombie-Type monster at the end of the Damage Step, regardless of ATK or DEF points. It's a good way to get rid of the opponent's large monsters. If the opponent used mostly Warrior or Spellcaster-Type monsters, "Ryu Kokki" will destroy those types of monsters at the end of the Damage Step.

Side Deck Strategy
Dark Beginning 1
A Side Deck is really good to fight against spertfic strategies. If your opponent is playing a Deck that has a weakness, and you have a card in your Side Deck to exploit that weakness, then put that card in your Deck after the first Duel and use it in the rest of that Match.
If your opponent is playing a defensive Deck, then your defensive cards really are not that necessary. You can replace them between Duels with offensive cards, or cards that will destroy Spell and Trap Cards.
If your opponent is playing with Exodia, you can get cards from your Side Deck that discard from your opponent's hand, or remove cards from play. Exodia can not do much good from outside the game.
Build your Side Deck on what people in your area are playing. If a specific Deck type is common, put cards to counter it in your Side Deck.

Slowing Your Opponent
Dark Revelation 1
When you destroy a monster with "Mystical Knight of Jackal", you can choose to send it to the top of the owner's Deck.
This means your opponent is not drawing a new card next turn.
If they play the same monster again, you have the chance to destroy it, again sending it to the top of their Deck.

Special Summon Destiny Hero - Dogma
Duelist Pack: Aster Phoenix
You need 3 monsters to Special Summon "Destiny Hero - Dogma", including at least 1 "Destiny Hero" monster. If you Special Summon "Destiny Hero - Dreadmaster" with the effect of "Clock Tower Prison", you get to Special Summon 2 more "Destiny Hero" monsters from the Graveyard. Then you can tribute all 3 to summon "Destiny Hero - Dogma"!

Special Summon Surprise
Duelist Pack: Jaden Yuki
If you have "Winged Kuriboh" on the field, the opponent will expect you to evolve it into "Winged Kuriboh LV10". and will be ready to disrupt your combo. Get around this by using cards like "Call of the Haunted" or "Shining Angel" to Special Summon "Winged Kuriboh" in the Battle Phase and surprise your opponent.


Special Summon then Tribute Summon
Dark Beginning 2
There are many monsters in Dark Beginning 2 that use Monster Cards in your Graveyard. For example, "Bazoo the Soul Eater" gets stronger if you have Monster Cards to remove, and "Soul of Purity and Light" requires 2 LIGHT monsters to be removed so it can be Special Summoned.
You can quickly put some monsters in your Graveyard with "Graceful Charity". Once you activate it you can draw 3 cards, then discard any 2 cards from your hand. If you choose 2 LIGHT monsters to discard, you are now ready to Special Summon "Soul of Purity and Light" from your hand.

Special Summon-Only Monsters
Dark Beginning 1
Some monsters say that they "can only be Special Summoned by" a certain method or card effect. Examples of this are "Larvae Moth" and
"Harpie Lady Sisters". Usually, you cannot Normal Summon or Set these monsters. These cards cannot be "revived" with "Monster Reborn" and similar
cards unless they were properly Special Summoned first using the method written on the card, and were then sent to the Graveyard.
For example, if you Special Summon "Harpie Lady Sisters" with the effect of "Elegant Egoist", and the "Harpie Lady Sisters" is the destroyed by
"Dark Hole" and sent to the Graveyard, you can use "Monster Reborn" to Special Summon "Harpie Lady Sisters" again.
If a "Special Summon-only monster" like "Harpie Lady Sisters" is discarded or sent to the Graveyard from your hand or Deck, without being properly Special Summoned, you cannot use "Monster Reborn" on it.

Special Summons
Dark Beginning 1
There are many ways to perform a Special Summon. Spell Cards like "Monster Reborn", Trap Cards like "Call of the Haunted", and monster effects like "Cyber Jar" all have ways to Special Summon monsters.
When you Special Summon a monster, you can place it in face-up Attack Position or face-up Defense Position on your side of the field, unless the card says otherwise. For example, "Call of the Haunted" requires you to Special Summon in face-up Attack Position, and "The Shallow Grave" requires you to Special Summon in face-down Defense Position.
You can perform as many Special Summons as you want during a turn. You can still do a Normal Summon in your turn even if you do a Special Summon.

Speed Warriors in Overdrive
Duelist Pack - Yugi
"Magical Hats" is a good trick for protecting your monsters, and selecting the right Spell or Trap Cards from your Deck can give you an even bigger bonus. If you choose 2 copies of "Limiter Overload" you get to Special Summon 2 "Speed Warriors" at the end of the Battle Phase. On your next turn, you can Tribute them or use them for a Synchro Summon!

Spell Counters
Dark Revelation 1
Some cards in Dark Revelation gain Spell Counters each Time a Spell Card is activated. A Spell Counter is a numerical marker on a card, and normally can be represented by coins, glass beads, or any such small item.
It is good to play many of the cards that require Spell Counters if you are going to play any at all. This is because each card on the field will receive its own Spell Counter for each single Spell Card activated.

Spell Counters & Monsters, Part 1
Dark Revelation 1
"Breaker the Magical Warrior" is an Effect Monster that gains 1 Spell Counter when it is Normal Summoned.
This Spell Counter gives "Breaker the Magical Warrior" an ATK bonus, but it has an additional effect.
You cannot remove the Spell Counter during your Main Phase 1 or 2, and destroy any Spell or Trap Card on the field. This is great versatility for a Level 4 monster.

Spell Counters & Monsters, Part 2
Dark Revelation 1
A monster that makes good use of Spell Counters is the "Apprentice Magician", a Level 2 Spellcaster-Type Effect Monster.
When he is Summoned you can add a Spell Counter to any card that can gain Spell Counters. In addition, when destroyed in battle, you can Special Summon another Level 2 Spellcaster-Type from your Deck in face-down Defense Position, like another "Apprentice Magician" or "Magical Scientist".

Spirit Reaper
Dark Revelation 1
"Spirit Reaper" is one of the best monsters to Set in Defense Position. "Spirit Reaper" is not destroyed as result of battle, so as long as it is the only monster you control, and it is in Defense Position, you will not take any Battle Damage from a normal attack.
But if it is targeted by the effect of a Spell, Trap, or Effect Monster, it is destroyed.
This means your opponent could destroy it by using an Equip Spell Card like "Buster Rancher" on it.

Stack your Deck with Normal Spells
Duelist Pack: Aster Phoenix
"Destiny Hero - Diamond Dude" gives you a glimpse of the future by revealing the top card of your Deck. A Normal Spell Card gets sent to the your Graveyard and you can use it from there next turn! Build your Deck with lots of Normal Spell Cards that damage your opponent like "Meteor of Destruction". You'll quickly eliminate your opponent's Life Points.

Stall Decks
Dark Beginning 1
A "Stall Deck" is designed to slow the game down to give you time for a strategy that is slow to get going, like an Exodia Deck or a Toon Deck.
A Stall Deck's most important ability is to keep your opponent from damaging your Life Points. Cards that prevent your opponent from attacking, like "Gravity Bind" and "Thousand-Eyes Restrict", are very effective at this.
It can also be effective to make your opponent pay to attack, like with "Toll" or "Gravekeeper's Servant".
If you want to focus more on monsters, cards like "Chorus of Sanctuary" and high DEF monsters like "Aqua Madoor" and "Giant Soldier of Stone" can provide a strong defense against your opponent's monsters.


Stir Up a Hurricane!!
Duelist Pack: Chazz Princeton
To unleash the power of "Ojama Delta Hurricane!!" you'll need 3 "Ojama" monsters first. Use "Shining Angel", which Special Summons LIGHT monsters from your Deck, or "Enchanting Fitting Room" which can Special Summon Normal Monsters that are Level 2 or lower. You might be able to have all 3 "Ojamas" on the field at once with these cards!

Stopping Spell Cards
Dark Revelation 2
Spell Cards are a major part of the game, so you can expect most opponents to play with them. If you play with a Deck that is mostly Trap Cards, you will surprise your opponent, and can use the following Trap Cards that will hinder your competition's ability to use Spells. "Curse of Darkness" deals 1000 points of damage to a player every time they activate a Spell Card.
This will make the opponent think twice before activating one. "Cursed Seal of the Forbidden Spell" can negate a Spell Card if they decide to activate one, and it prevents them from activating any other copies of that Spell Card for the rest of the Duel. If "Curse of Darkness" is on the field, they will still take 1000 points of damage too. You are required to discards 1 Spell Card to activate "Cursed Seal of the Forbidden Spell", so you should include a couple of your strongest Spell Cards in your Deck.

Strategically fill your Graveyard
Dark Beginning 2
To be able to perform a Tribute Summon, one of your monsters has to survive a turn. This can be difficult, but there is another way to Tribute Summon your powerful monsters.
Play with weaker monsters that can be Special Summoned, like "Gilasaurus" or "Aqua Spirit". Once you Special Summon one of these monsters, you still can perform your Normal Summon for that turn, so use it to Tribute Summon a Level 5 or 6 monster, Tributing the monster you just Special Summoned.

Strategy Card
Duelist Pack - Kaiba
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Strategy Card
Duelist Pack - Kaiba
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Strategy Card
Duelist Pack - Kaiba
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Strategy Card
Duelist Pack - Kaiba
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Strategy Card
Duelist Pack - Kaiba
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Strategy Card
Duelist Pack - Kaiba
./.

Strategy Card
Duelist Pack - Kaiba
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Strategy Card
Duelist Pack - Kaiba
./.

Strategy Card
Duelist Pack - Kaiba
./.

Strategy Card 1
Duelist Pack - Yusei 3
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Strategy Card 1
Duelist Pack - Yusei 2
./.

Strategy Card 2
Duelist Pack - Crow
./.

Strategy Card 2
Duelist Pack - Yusei 3
./.

Strategy Card 2
Duelist Pack - Yusei 2
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Strategy Card 3
Duelist Pack - Yusei 3
./.

Strategy Card 3
Duelist Pack - Yusei 2
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Strategy Card 4
Duelist Pack - Yusei 3
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Strategy Card 4
Duelist Pack - Yusei 2
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Strategy Card 5
Duelist Pack - Yusei 3
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Strategy Card 5
Duelist Pack - Yusei 2
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Strategy Card 6
Duelist Pack - Crow
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Strategy Card 6
Duelist Pack - Yusei 3
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Strategy Card 6
Duelist Pack - Yusei 2
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Strategy Card 7
Duelist Pack - Yusei 3
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Strategy Card 7
Duelist Pack - Yusei 2
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Strategy Card 8
Duelist Pack - Crow
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Strategy Card 8
Duelist Pack - Yusei 3
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Strategy Card 9
Duelist Pack - Yusei 3
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Strenghten Your Zombie
Dark Revelation 2
One of the strengths of Zombie-Type monsters is their ability to be Special Summoned from the Graveyard. "Soul-Absorbing Bone Tower" will reward you for doing just that by sending the top 2 cards of your opponent's Deck to their Graveyard every time you Special Summon a Zombie. Do not worry about its low ATK and DEF, as long as you have another Zombie-Type monster on the field, your opponent cannot attack the "Soul-Absorbing Bone Tower".
Another strong Zombie-Type monster in Dark Revelation volume 2 is "Regenerating Mummy". It has 1800 ATK, and an effect that returns it to your hand if your opponentâs card effect makes you discard it.

Strengthen Your V to Z Monsters!
Duelist Pack: Chazz Princeton
Any Duelist whose Deck specializes in "V to Z" monsters should take advantage of the LIGHT Attribute they all share. "Shining Angel" can Special Summon LIGHT monsters with 1500 or less ATK, including the "W", "Y", and "Z" monsters. Boost the ATK of your monsters with "Luminous Spark" which gives extra strength to the LIGHT monsters in your Deck!

Strike Like a Ninja, part 1
Dark Revelation 2
If you like cards that are hard to destroy, you should try playing with "Ninja" monsters. "Strike Ninja" is strong with 1700 ATK points, and he can evade your opponent's attempts to destroy him with his effect. By removing from play two DARK monsters in your Graveyard, you can remove "Strike Ninja" from play until the end of the turn, even on your opponent's turn!
So when your opponent tries to use an effect to destroy your Ninja, just activate this effect. "Strike Ninja" will disappear, then come back unharmed at the end of the turn! Be sure to include enough DARK monsters in your Deck to pay for "Strike Ninja"s effects when you need to. Not all Ninjas are DARK, so you will need to pick other monsters that fir with your strategy.

Strike Like a Ninja, part 2
Dark Revelation 2
Some "Ninja" monsters are also good at disarming your opponent's Trap Cards. "Crimson Ninja" has a Flip Effect that destroys a Trap Card, even a face-down one. If you choose to destroy a face-down card, and it is a Spell Card, nothing will happen to it, but at least you will get to see it and know what it is. There is a different Ninja to handle Spell Cards.
"Lady Ninja Yae" does not destroy Spell or Trap Cards, but by discarding 1 WIND monster from your hand she returns all your opponent's Spell and Trap Cards to their hand, which gives you a turn to attack without fear of any surprises.
With all these cool Ninjas in your Deck, be sure to add the Equip Spell Cards, "Fuhma Shuriken", which gives any Ninja a 700 point ATK increase. It also deals 700 damage to the opponent if it is destroyed, a sneaky Ninja strike!

Strong Cards in Multiples
Dark Revelation 2
Some Continuous Spell and Trap Cards have effects where there is no difference if you have 1 or 2 copies on the field, such as "Stumbling". But there are others that become very strong when you have multiple copies out. "Yellow Luster Shield" gives all your monsters a 300 point boost to their DEF. If you have 3 on the field, that is x 900 DEF for all your monsters. Your opponent will have a hard time defeating any of your Defense Position monsters in battle.
"7" is another car that you want to have 3 of in your Deck if you are gong to use it, because when you have 3 face-up "7" on the field, you draw 3 cards, and then send them all to the Graveyard to gain 2100 Life Points.

Stronger Effect Damage
Dark Revelation 1
If you play with cards that inflict Effect Damage, you can use them more effectively by using "Dark Room of Nightmare".
With "Mass Driver", you can inflict 700 total damage each time you Tribute 1 monster. Also, if you have "Coffin Seller" on your side of the field, you can inflict 600 total-damage each time your opponent's monster is sent to the Graveyard.
Can you figure out more combos with "Dark Room of Nightmare"?

Summon the Envoys
Dark Revelation 2
"Black Luster Soldier â" Envoy of the Beginning" and "Chaos Emperor Dragon â" Envoy of the End" are two powerful monsters that can only be Special Summoned by removing from play 1 LIGHT and 1 DARK monster in your Graveyard. Both monsters have 3000 ATK and amazing effects, but it takes practice to master the timing with which you should use their effects.
Attacking twice with "Black Luster Soldier â" Envoy of the Beginning" can be tempting, it could deal a lot of damage to the opponent. If the opponent has a face-down monster you should use the other effect and remove it from play. You may not be able to attack this turn, but you would be sorry if you attacked a face-down "Night Assailant"!
If the opponent has Set Spell or Trap Cards when you Special Summon "Chaos Emperor Dragon â" Envoy of the End", it is often better to activate its effects right away. If you wait, they could activate a Trap Card and destroy your monster before you make an attack. By activating its effect, you can clear out the whole field and deal a large amount of damage to your opponent.

Summon the Infernal Incinerator!
Duelist Pack: Chazz Princeton
Since you have to Tribute a monster with 2000 ATK or more to bring out this mighty monster, you will need to plan for this when you build your Deck. Use one of the opponent's strong monsters for the Tribute by taking it with cards like "Snatch Steal". You'll also want to include some monsters with high enough ATK, like "Goblin Attack Force".

Summoned Skull's Signature Move
Duelist Pack - Yugi
"Summoned Skull" is one of the strongest monsters you can Normal Summon with 1 Tribute. It doesn't have a special ability, but just having it in play lets you use the combo Spell Card: "Makiu, the Magical Mist". This will destroy all of your opponent's monsters that have 2500 or less DEF, and clear the way for an attack during your next turn!


Switch Stats and go on the Attack!
Duelist Pack: Zane Truesdale
"Cyber Barrier Dragon's" special ability to negate your opponent's attacks is pretty strong, but it has low attack points and can only use its ability while in Attack Position. Using "Weapon Change" to switch its ATK and DEF make it a powerful attacker. Then, its ability will protect your other monsters from your opponent's attacks!

Swords of Revealing Light
Dark Beginning 1
"Swords of Revealing Light" has 2 very powerful effects.
The main effect is that it remains on the field for 3 of your opponent's turns. As long as "Swords of Revealing Light" remains on the field, your opponent cannot attack.
"Swords of Revealing Light" is not only useful when your opponent has stronger monsters than you do. It is also useful when you have a powerful effect monster, like "Cure Mermaid", and you want to protect it from being attacked.
The other effect of "Swords of Revealing Light" is to flip your opponent's monsters face up when it is played. This is a 1-time effect and does not last for the 3 turns. But it is a great way to see what your opponent has on the field and force any Flip Effects to activate.

Synchro Materials Strike Again
Duelist Pack - Yusei
./.

Take Care of Your Opponent's Cards
Dark Revelation 1
Some cards, like "Lava Golem", will put themselves on your opponent's side of the field.
If your opponent's card ends up on your side of the field you should be careful with it. Do not treat it rough, scratch it, or dirty it, while it is under your control.
You must remember that it belongs to someone else, and you would not want your property damaged if the situation was reversed.

Take Out the Guesswork
Duelist Pack: Aster Phoenix
"Guard Penalty" lets you draw 1 card when a monster changes to Defense Position. Don't wait for your opponent to change a monster to Defense Position; use it on your own "Goblin Elite Attack Force", which changes to Defense Position after it attacks. "Destiny Hero - Dasher" has the same effect, so "Guard Penalty" is great in a Destiny Hero Deck, too!

Tenacity wins the Duel
Duelist Pack: Zane Truesdale
"Infernal Dragon" is destroyed right after it attacks, but you can Special Summon it back from the Graveyard by Tributing a monster. If you have "Card of Safe Return" in play, you'll draw a card each time "Infernal Dragon" returns to the field. You can keep this combo going strong by adding cards that help get monsters to Tribute, like "Stray Lambs".

The Agents, part 1
Dark Revelation 2
"The Agents" are a group of monsters in Dark Revelation volume 2 that are all LIGHT Fairy-Type monsters. Try building a Deck with them and see what strategies you can think of.
One combination is to use "The Agent of Creation â" Venus" and the Trap Card "Solar Ray". First have "Solar Ray" Set on the field, and then Normal Summon "The Agent of Creation â" Venus". The you want to activate her Ignition Effect 3 times, and pay a total of 1500 Life Points to Special Summon 2 "Mystical Shine Ball". Now you have a total of 4 LIGHT monsters on your side of the field, so activate "Solar Ray" and inflict 2400 points of damage to the opponent.

The Agents, part 2
Dark Revelation 2
"The Sanctuary of the Sky" is a Field Spell Card that you will want to include in your "Agents" Deck, since two of the monsters receive a benefit from the Field Card. "The Agent of Force - Mars" is unaffected by Spell Cards, but his ATK and DEF are 0! That is until you have "The Sanctuary in the Sky" on the field. Then his ATK and DEF are equal to the amount by which your Life Points are greater than your opponent's. That means with each attack that you damage your opponent, "The Agent of Mars - Mars" gets stronger!
"The Agent of Judgment - Saturn" is the other "Agent" which receives a benefit while "The Sanctuary of the Sky" is on your side of the field. When you control the Field Spell Card, and your Life Points are higher than your opponent's, you can Tribute "The Agent of Judgment - Saturn" to inflict damage equal to the difference between your Life Points and the opponent's. So if your Life Points are twice that of your opponent's, Tribute this monster for the win.

The Best Defense is a Good Offense
Duelist Pack: Jaden Yuki 2
"Elemental Hero Wildheart's" super power makes him immune to the effects of Traps, which is an awesome defense against your opponent's cards. But did you know that you can use it offensively too? "Torrential Tribute" is a Trap Card that destroys all monsters on the field, but "Elemental Hero Wildheart's" power will let him survive. Clear the field and he can attack your opponent directly!

The Futuristic Fury of Cyberdark Dragon!
Duelist Pack: Zane Truesdale
"Future Fusion" lets you use monsters in your Deck as Fusion Materials. That means that you don't have to wait until you Draw all the materials you need for a powerful Fusion Monster like "Cyberdark Dragon". Plus, after you activate "Future Fusion", you still have a couple turns left to get a powerful Dragon in your Graveyard to equip to "Cyberdark Dragon" when it's Summoned. Boost your Cyberdark monster's power and blow your opponent away!


The Perfect Weapon
Duelist Pack - Yusei
./.

The Road to the World Championship
Dark Beginning 2
The road to become a Yu-Gi-Oh! TRADING CARD GAME World Champion is long and difficult, but it is traveled by dedicated Duelists just like you. Practice your Dueling skills and collect the most powerful cards, then bring them to a Regional Tournament, which can be found across the world. Doing in well a Regional Tournament will win you an invitation to your country"s National Championship.
The winners of each National Championship get the opportunity to participate in the Yu-Gi-Oh! TRADING CARD GAME World Championships. This is where the best Duelists from all parts of the Globe gather to compete and have fun. This is a truly unbelievable experience, and I know you have what it takes to make it. Apply yourself and trust in the Heart of the Cards.
Visit www.yugioh-card.com for more information about Yu-Gi-Oh! TRADING CARD GAME Regional and National Tournaments.

The Strategy of Dragons, Part 1
Dark Beginning 2
There are many Dragon-Type monsters in Dark Beginnings 2 to help you make a powerful Dragon Deck. "Tyrant Dragon" is a powerful Level 8 Dragon-Type monster, so you will need to Tribute 2 monsters to Summon it. To maintain the required number of monsters on your side of the field, use "Troop Dragon".
When your "Troop Dragon" is destroyed as a result of battle you can Special Summon a "Troop Dragon" from your Deck. This way you can keep monsters on the field even when your opponent attacks. Once you are able to successfully Tribute Summon "Tyrant Dragon", activate "Super Rejuvenation". It is a Spell Card that allows you to draw a card for every Dragon-Type monster you Tributed that turn, so you will draw 2 new cards.

The Strategy of Dragons, Part 2
Dark Beginning 2
One of the benefits of using a Dragon Deck is that you can use the card "Stamping Destruction." "Stamping Destruction" is a Spell Card that destroys 1 Spell or Trap Card on the field, and inflicts 500 points of damage to that card"s controller, but you can only activate it if you have a Dragon-Type monster on the field.
Destroying your opponent"s Spell and Trap Cards is one the keys to victory, and putting "Stamping Destruction" in your Deck will work to your advantage. The damage it inflicts to your opponent"s Life Points is a great added bonus!

The Strategy of Warriors, Part 1
Dark Beginning 2
There are advantages to making a Deck where most of the monsters are the same Type. If you make a Warrior Deck, for example, cards such as "The A. Forces" will reward you for having more than 1 Warrior-Type monster on the field.
"Frontier Wiseman" is a Spellcaster-Type monster, but is good for a Warrior Deck, because its effect prevents your Warrior=Type monsters from being the targets of your opponent"s Spell Cards.

The Strategy of Warriors, Part 2
Dark Beginning 2
"Reinforcement of the Army" will benefit a Deck that uses many Warrior-Type monsters. It can move any Level 4 or lower Warrior-Type monster from your Deck to your hand.
Choose a monster that will help your current situation during the Duel. If you need a Level 4 monster with high ATK, select a monster like "Axe Raider". If you need have plenty of monsters in you hand want to Summon as many as possible, select "Marauding Captain".
If "Reinforcement of the Army" is the only card in your hand, then "Blade Knight" might be a good choice. If your opponent has a strong monster you need to destroy, select "Exiled Force", which you can Tribute to destroy any monster.

The Strategy of Zombies, Part 1
Dark Beginning 2
"Pyramid Turtle" is an Effect Monster that is one of the most important cards for a Zombie Deck. When it is destroyed as a result of battle, you can Special Summon a Zombie-Type monster with 2000 or less DEF points, but there is no limit on the ATK of the selected monster.
Put Zombie-Type monsters with high ATK and low DEF, like "Patrician of Darkness" and "Vampire Lord", into your Deck and Special Summon them with your "Pyramid Turtle". This way you do nothave to Tribute monsters to Summon them.

The Strategy of Zombies, Part 2
Dark Beginning 2
Special Summon even more Zombie-Type monsters with the Spell Cards "Call of the Mummy" and "Book of Life".
"Call of the Mummy" lets you Special Summon a Zombie-Type monster from your hand if you have no monsters on your side of the field. So start your turn with this card, and after you Special Summon, then do your Normal Summon.
"Book of Life" lets you Special Summon Zombie-Type monsters from your Graveyard. If you discard high level Zombies from your hand for the costs of cards like "Magic Jammer", you can use "Book of Life" to Special Summon them to the field. But remember that you cannot activate "Book of Life" unless your opponent has a monster is their Graveyard.

The Strength of Beasts, part 1
Dark Revelation 2
Beast-Type monsters are known for their high ATK values, and this makes them a good foundation for a Deck. "Berserk Gorilla" is a Level 4 monster with 2000 ATK. There are few Level 4 monsters in the Yu-Gi-Oh! TRADING CARD GAME with an ATK this high, and most come with a high Life Point cost, or strict restrictions on the way they are Summoned, making them unreliable. "Berserk Gorilla" does have 2 limiting effect. The first says that you must attack with "Berserk Gorilla" each turn. This is what you want to do anyway, unless they have a monster higher ATK, but if you keep destroying their monsters, they will find it hard to Tribute Summon a big enough monster to stop the "Berserk Gorilla". The second effect of "Berserk Gorilla" is that it is destroyed if it is in face-up Defense Position, which means that it can never protect your Life Points. This is only a small drawback, since he can destroy most monsters in battle when he attacks. This card is good in lots of Decks, not just Beast Decks.

The Strength of Beasts, part 2
Dark Revelation 2
You can further increase the ATK of your Beast-Type monsters with the Spell Card "Wild Nature's Release". This adds the DEF of any Beast-Type monster to its ATK for the turn. This can make for some very strong attacks. Used on "Berserk Gorilla", for example, its ATK would become 3000 points, enough to destroy most other monsters. You can also make a surprise attack with "Soul Tiger", a Beast-Type monster with 0 ATK and 2100 DEF. Your opponent may have overlooked your "Soul Tiger", but with "Wild Nature's Release", its ATK will become 2100.
Try to save this card to attack a monster you could not normally destroy, or if the ATK would be enough to finish off your opponent's Life Points, because the monster affected by "Wild Nature's Release" is destroyed at the end of the turn.


The Strength of Beasts, part 3
Dark Revelation 2
A strategy using Beast-Type monsters is complete with the Effect Monster, "Enraged Battle Ox". You may have monsters with high ATK points, but if the opponent has Defense Position monsters, their Life Points are still safe. "Enraged Battle Ox" gets around this by giving all your Beast, Beast-Warrior, and Winged Beast-Type monsters the effect to deal Battle Damage even when the opponent's monsters are in Defense Position. You take the difference between your monster's ATK and the defending monster's ATK, and that is the Battle Damage dealt to the opponent's Life Points.

The Ultimate Hero Fusion Combo
Duelist Pack - Jaden Yuki 3
Some Evil Heroes use the same Fusion Material Monsters as Elemental Heroes. With "Future Fusion," you can send them to your Graveyard to Summon an Elemental Hero, then remove them from play with "Dark Calling" to Summon an Evil Hero! It's the ultimate Hero Fusion combo!

The XYZ Fusion Monsters
Dark Revelation 1
The fusion Monsters composed of "X-Head Cannon", "Y-Dragon Head", and/or "Z-Metal Tank" do not require an additional card to be Special Summoned, you just need the Fusion Material Monsters!
This makes them easier to Summon than other Fusion Monsters. Although they have this benefit, they cannot be Special Summoned with other effects, like "Magical Scientist".

Thunder Dragon
Dark Beginning 2
The effect of "Thunder Dragon" allows you to discard it from your hand to add two other copies of "Thunder Dragon" from your Deck into your hand. This effect may not seem very good on its own, but it can be a part of many combos.
For example, if you had "Muka Muka" on the field, "Thunder Dragon" just helped it become 300 ATK points stronger. If you have "Skull Lair" on the field, now you have 1 more Monster Card in the Graveyard to use for its effect, without decreasing the amount of cards in your hand (if you can add 2 "Thunder Dragon"s, in fact you increased it)!

Toon Strategy, Part 1
Dark Beginning 2
Let"s make a fun Deck with the Toon Monsters in Dark Beginning 2. These Toons cannot attack the turn they are Summoned, but they can be Normal Summoned and some of them have high ATK points.
"Toon Gemini Elf" has 1900 ATK points, and every time it inflicts Battle Damage to your opponent, they must randomly discard a card from their hand. "Toon Goblin Attack Force" has 2300 ATK points, although it changes to Defense Position after it attacks. If you have the Continuous Spell Card, "Toon World", on the field, then both of these monsters can attack your opponent"s Life Points directly! Then your opponent will really see the strength of your Toons.

Toon Strategy, Part 2
Dark Beginning 2
To complete your Toon Deck you need the proper Spell and Trap Cards. "Toon Table of Contents" lets you add a Toon Monster from your Deck to your hand, this lets you Summon them quickly.
You can also use it to add the "Toon World" card from your Deck to your hand! "Toon Defense" protects your Level 4 and lower Toon Monsters from attacks, instead you will take any attacks directed at them straight to your Life Points. This is good to use during the turn your "Toon Goblin Attack Force" is in Defense Position, or if you want to save your Toon for a Tribute to Special Summon a higher level Toon Monster.

Total Defense Shogun
Dark Beginning 2
"Total Defense Shogun" is a curious monster because it can declare an attack even when it is in Defense Position. What combos can you think of that may take advantage of this effect?
One combination is to equip "Total Defense Shogun" with "Ring of Magnetism". Since this monster has a high DEF, it will be hard for your opponent to destroy it, and "Ring of Magnetism" stops your opponent from attacking any of your other monsters. The "Total Defense Shogun" can still make attacks while he is in Defense Position, so you are not giving up your ability to attack while defending your other monsters and your Life Points.

Trap Hole
Dark Beginning 1
"Trap Hole" is a strong card but can only be used at very specific times. You can only use it immediately after your opponent Normal Summons or Flip Summons a monster with an ATK of 1000 points or more.
You can not use it when your opponent Sets a monster, when your opponent Special Summons a monster, or when a monster is flipped face-up by an attack or by a card effect like "Swords of Revealing Light".
You look at the monster's ATK including effects on the field like Field Spell Cards or Continuous Effects from the monster itself. If your opponent Summons "Flash Assailant", and has 3 cards in his/her hand afterwards, then the ATK of "Flash Assailant" is 800 points even though the original ATK printed on the card is 2000 points, because "Flash Assent's" ATK is decreased by 400 points for each card in the controller's hand. You cannot use "Trap Hole" in this case.

Tribute Ratios
Dark Beginning 1
If you play with high-level monsters that require Tribute, you should make sure that you put enough low-level monsters in your Deck so that you will have monsters you can Summon and Tribute for your high-level monsters.
In general, you should have no more than 3 or 4 high-level monsters in a 40-card Deck, and you should have 3 or 4 low-level monsters for every 1 high-level monster.
Your monsters will need to survive your opponent's turn, too. So you might want to use cards to protect them, like "Swords of Revealing Light", or cards to Special Summon them back, like "Call of the Haunted" and "Premature Burial".

Two Down, One to Go
Duelist Pack - Yugi
If you control a Spellcaster-Type monster and your opponent doesn't, "Secret Village of the Spellcasters" prevents your opponent from activating any Spell Cards. If your Spellcaster is "Sorcerer of Dark Magic", you can also negate any Trap Card your opponent plays. That leaves your opponent with nothing but monsters to fight you with!


Ultimate Attack Power!
Duelist Pack: Zane Truesdale
"Overload Fusion" lets you use Fusion Materials in your Graveyard for a Fusion Summon, but only for a DARK Machine monster. One of the best monsters to use it on is "Chimeratech Overdragon". So fill up your Graveyard with Machines, then combine them into one gigantic powerhouse!

Union Combination #1
Duelist Pack: Chazz Princeton
If your goal is to amass a fleet of "V to Z" monsters and use their Union and Fusion abilities, then "Frontline Base" is your card. It allows you to Special Summon 1 Level 4 or lower Union Monster each turn, quickly increasing your presence on the field. Summon compatible monsters at the same time and combine them together!

Union Combination #2
Duelist Pack: Chazz Princeton
"Formation Union" is a Trap Card that lets you equip or unequip a Union Monster whenever you like. If you activate it during the Battle Phase, you can combine and increase the ATK of your monster right before you attack, or you can conduct an extra attack by unequipping a Union Monster. This Trap will increase your attack options and open up new strategies.

Union Monsters, Part 1
Dark Revelation 1
The Union Monsters are a sub-grouping of Effect Monsters that you will find in Dark Revelation. Union Monsters can become Equip Spell Cards for other specific monsters, giving them amazing new effects.
The best bonus is that while a monster is equipped with a Union Monster and it is destroyed as a result of battle, the Union Monster is destroyed instead.

Union Monsters, Part 2
Dark Revelation 1
If Union Monsters are part of your strategy, you should use Spell and Trap Cards that support them, such as "Frontline Base".
"Frontline Base" allows you to Special Summon a Level 4 or less Union Monster, so in one turn you could Special Summon a Union Monster and then Normal Summon the monster which it equips too, and equip it.

Upstart Goblin
Dark Beginning 1
Some Duelists wonder why anybody would play with "Upstart Goblin", because it gives your opponent 1000 Points when you play it.
The answer is that "Upstart Goblin" is best used in an Exodia Deck. An Exodia Deck wins automatically without having to reduce the opponent's Life Points to zero. An Exodia Duelist does not care if the opponent has 10000 or even 15000 Life Points at the end of the Duel. If you have all 5 pieces of Exodia, you win no matter how many Life Points your opponent has.
With an Exodia Deck of 40 cards, you're trying to draw as many cards as possible. "Upstart Goblin" works just fine in a 40-card Exodia Deck to help you draw cards later.

Use cards to your Advantage
Dark Beginning 2
Some cards have effects that treat both players equally. "Heavy Storm" destroys all Spell and Trap Cards on both players" sides of the field. "Creature Swap" switches control of two monsters between the players.
You make these cards work to your advantage by activating them in the best situations. Save "Heavy Storm" for a time like when your opponent has many Spell and Trap Cards on the field and you have none.
If your opponent only has one monster on the field and it has a high ATK, then activate "Creature Swap". Then you just traded a small monster for a powerful one. Using these cards in this way will make it so you get the better part of the deal.

Using Multiple Equip Spells
Dark Revelation 1
Normally there is no limit to the number of Equip Spell Cards that can be equipped to one monster as long as you have open Spell & Trap Card Zones to activate them.
Some Equip Spell Cards work very good in combination. If you equip "Shooting Star Bow - Ceal" to one of your monsters it can now attack your opponent directly, but its ATK is reduced to 1000, so you cannot do very much damage.
If you equip the same monster with "Rod of the Mind's Eye" it will deal 1000 damage to your opponent regardless of its ATK.

WATER Monster Strategy, part 1
Dark Revelation 2
Monsters of the WATER Attribute work exceptionally well together, and if you like savage sea serpents, "Levia-Dragon - Daedalus" is a must in your Deck. With this giant WATER monster, you can send "Umi" on your side of the field to the graveyard in order to destroy all other monsters. This gives you a clear attack at the opponent.
Since you need "Umi" to achieve the full power of "Levia-Dragon â" Daedalus" you should include other monsters in your deck that take advantage of "Umi". "Mermaid Knight" is a great addition, she can attack twice while "Umi" is on the field.

WATER Monster Strategy, part 2
Dark Revelation 2
"Orca Mega-Fortress of Darkness" can be added to a WATER Deck. It allows you to Tribute "Cannonball Spear Shellfish" and "Torpedo FIsh" to destroy your opponent's Monster, Spell and Trap Cards. Use "Salvage" to return those monsters to your hand after you Tribute them and then use their effect again next turn.
Try adding these cards to the Fury from the Deep Structure Deck, which is focused on monsters of the WATER Attribute. This way you can customize the Deck for your personality, and determine the best combinations of WATER monsters.


Wall of Force
Duelist Pack - Jaden Yuki 3
Your opponent's monsters are forced to rush to their doom when you've got "Evil Hero Malicious Edge" on the field! His attack points are already sky-high, but you can inflict even more damage with the Trap Card "mirror Wall." With the attack points of all their monsters cut in half, your opponent's Life Point will disappear in a flash!

What Monsters to Use?
Dark Revelation 1
If you build a Deck with a theme, such as a Gravekeepers Deck, you will be playing with many monsters of the same Type, Spellcaster-Type in this case.
Usually, this works well because most Field and Equip Spell Cards increases a specific Type's ability, but this strategy can also make you vulnerable to cards like "Tribe-Infecting Virus" that can destroy all monsters of a declared Type just by discarding one card. Consider these things when you create your own well balanced Deck.

When to Activate Your Cards?
Dark Revelation 1
Do you find yourself wondering when it is save to activate your cards, because your opponent has you scared with a bunch of face-down Spell or Trap Cards? "A Man with Wdjat" is the perfect card for you. It is an Effect Monster that allows you to pick up and look at one of your opponent's face-down cards when you Normal Summon this card, and during each of your Standby Phases. Now you can know when your competition is just bluffing or not.

Whirlwind Special!
Duelist Pack - Crow
Just like a sale at your favorite game store, every time you Normal Summon a Blackwing monster while "Black Whirlwind" is in play, you get another Blackwing with less ATK from your Deck, free! And some Blackwings, like "Blackwing - Gale the Whirlwind", can be Special Summoned from your hand if you already control a Blackwing. Normal Summon a Blackwing, use "Black Whirlwind" to add Gale to your hand, then Summon it with its effect. You just Sommoned a Tuner and a non-Tuner in the same turn. Now it's time to Synchro Summon!

Whirlwind of Destruction
Duelist Pack - Jaden Yuki 3
"Evil Hero Wild Cyclone's" awesome effect wipes out your opponent's face-down Spell and Trap Cards. Usually you'll only get this effect off when Wild Cyclone attacks, but with "Shift" you can force your opponent to attack Wild Cyclone. Destroy their Spell and Traps on their turn, when they least expect it!

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'interfectus' by jalist