How to build a Yu-Gi-Oh! TCG deck
08/21/22 0 comments
In this article, I'll give you tips on how you can build a Yu-Gi-Oh! TCG deck from the beginning from the analysis of a ready-made deck.Edit Article
archetypes, which are a group of cards that follow a common strategy and were created to work together. There are also decks based on a particular Monster Type or Attribute, and even decks that mix two or more archetypes. Although the archetypes follow a pre-defined strategy, this doesn't mean that all decks of the same archetype are the same, since the choice of cards that will complement the deck can greatly influence the way you play.
The Deck Building
Main Deck (with 40 to 60 cards): this is your deck itself, it is where you draw your cards to add to your hand, and it is recommended that you keep it as close as possible to the minimum limit of 40 cards, since in a deck with many cards it is much more difficult to draw your best cards when you need them most; -
Extra Deck (with up to 15 cards): Contains only your Fusion, Xyz, Synchro and Link monsters. You will be able to summon them during the duel by fulfilling certain conditions. You can have up to 15 cards in this deck, and they don't count towards the 40-card minimum limit in your Main Deck; -
Side Deck (with up to 15 cards): consists of “spare” cards, which you can use to make changes to your deck after each duel in a match, in order to modify your strategy or place cards that interact better against your opponent. In their rule books, Konami recommends that you use 20 Monsters, 10 Spells, and 10 Traps in your Main Deck to keep it balanced, but in practice these numbers don't work very well. In fact, each deck requires a different number of card types to work. Ideally, you should divide the Main Deck into two large groups:
Tech Cards. Your Engine is made up of the cards of your archetype and also by other cards that have synergy with your archetype. Staples that help with deck consistency are also included in this group. The Tech Cards group is formed by the various Staples that you can use, whether they are hand traps, cards to break the field, floodgates, among other cards that can interact with the opponent. Most competitive decks use around 12 Tech Cards and that's a good number to base yourself on — but it's not a rule, since the number of Tech Cards will depend on the number of cards needed for your Engine to work well. To deepen the explanation, I'll use the Salamangreat deck I'm using to play online as a base.
MonstersIn this deck, I'm using 13 monster cards, being 9 Salamangreat monsters and 4 generic monsters for Cyberse Type, which have synergy with the deck. The main monster in the Main Deck is Salamangreat Gazelle, which is currently limited to 1 copy. The deck also has 3 copies of Salamangreat Spinny, 2 copies of Salamangreat Foxy, 2 copies of Salamangreat Jack Jaguar and 1 copy of Salamangreat Falco.
SpellsThe deck has 9 spell cards, namely: 1 copy of Salamangreat Sanctuary; 3 copies of Salamangreat Circle; 3 copies of Cynet Mining; and 2 copies of Pot of Desires.
TrapsThe Salamangreat archetype has two good trap cards that are being used in the deck, they are: 1 copy of Salamangreat Rage and 2 copies of Salamangreat Roar.
Hand TrapsThe total number of Engine cards used in the deck was 25, so there were 15 spaces left to fill with Tech Cards. I chose to fill all these spaces with Hand Traps, as I believe they are the most versatile and useful way to interact with the opponent during a duel. So, I used 3 copies of each of the cards below: