Yu-Gi-Oh! The Sacred Cards Walkthrough :
This walkthrough for Yu-Gi-Oh! The Sacred Cards [Game Boy Advance] has been posted at 09 May 2010 by oussama and is called "Yu-Gi-Oh! Duel Monsters 7 FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up oussama and share this with your freinds. And most important we have 6 other walkthroughs for Yu-Gi-Oh! The Sacred Cards, read them all!
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Walkthrough - Yu-Gi-Oh! Duel Monsters 7 FAQ/Walkthrough************************************************************************** -------------------------------------------------------------------------- Yu-gi-oh Duel Monsters 7 (c) 2002 DracoLord -------------------------------------------------------------------------- ************************************************************************** ------------------------------------------------ Guide Game : Yugioh Duel Monsters 7 Guide Name : DracoYGODM7.txt Guide Version : 1.4 Guide Size : 93.5 kb Guide Author : DracoLord Author Contact : The_RSM@Hotmail.com ------------------------------------------------ LEGAL DISCLAIMER: THIS GUIDE IS THE SOLE PROPERTY OF IT'S AUTHOR (DracoLord), AND AS SUCH CANNOT BE COPIED, EDITED, MODIFIED, CHANGED, OR WROTE TO ANY FORM OF EXTERNAL MEDIA (SUCH AS PRINTER, DVD-R, CD-R, CD-RW, FLOPPY ETC.) IT IS FOR PERSONAL USE ONLY. IF YOU WISH TO USE THIS GUIDE ON A WEBSITE ARTICLE OR ANY OTHER SAID 'EXTERNAL MEDIA' YOU MUST CONTACT THE AUTHOR (DracoLord)(E-MAIL : The_RSM@Hotmail.com) AND ASK FOR THEIR PERMISSION, AND THEN, AND ONLY THEN MAY YOU USE THIS GUIDE IN IT'S FULL AND COMPLETE FORM. THE TERM 'PERMISSION' MEANS THAT YOU MUST E-MAIL THE AUTHOR, AND WAIT FOR HIM TO E-MAIL YOU BACK WITH A NOTIFICATION THAT YOU CAN USE THIS GUIDE, IT DOES NOT MEAN THAT YOU JUST E-MAIL THE AUTHOR, AND THEN USE THE GUIDE, YOU MUST WAIT FOR THE REPLY. (1) THE TERM 'FULL AND COMPLETE FORM' MEANS WITH NO MODIFICATIONS IN EITHER WORDING, SPELLING, FONT MEDIA (SIZE, TYPEFACE, COLOUR ETC.) THE FORMAT OF THE FILE MUST ALSO REMAIN THE SAME (.TXT) AND NO CHANGES TO THE NAME WILL BE TOLERATED. THE TERM 'PERSONAL USE' MEANS THAT YOU MAY ONLY USE THE INFORMATION IN THIS GUIDE TO HELP YOUR GAMEPLAY, AND YOURS ALONE. YOU MAY PASS ON THE INFORMATION TO ANYBODY ELSE, BUT THEY TO MUST ABIDE BY THE RULES CONTAINED WITHIN THIS DISCLAIMER. IF YOU ARE FOUND TO BE USING THIS GUIDE WITHOUT PERMISSION FROM THE AUTHOR (DETAILED ABOVE), YOU WILL BE PROSECUTED TO THE FULLEST EXTENT OF THE LAW, WHICH MAY RESULT IN YOU LOSING YOUR I.S.P., A FINE, OR A MORE EXTREME PUNISHMENT. (1) THE AUTHOR RESERVES THE RIGHT TO REFUSE ANYONE'S REQUEST FOR USE OF THIS GUIDE, AND MAY AT ANY TIME INFORM ANYONE USING THIS GUIDE WITH PERMISSION TO IMMEDIATELY RETRACT THIS GUIDE FROM ANY FORM OF EXTERNAL MEDIA (LISTED ABOVE) AND TO REMOVE ANY FORM OF THIS GUIDE FROM ANY AND ALL ACTIONS WHICH ARE NOT CLASSED AS 'PERSONAL USE'. *In English* Have the decency to ask me that you want to use this guide for something other than personal use, it's just for curtsey as I will mainly grant permission so long as you aren't trying to make a profit from it, so just ASK FOR PERMISSION, to avoid any complications. (When you ask for permission, please make the subject "YDM7PER") Thank you. -------------------------------------------------------------------------- Contents : 1.0 Version History 2.0 Yugioh Game Basics 2.1 Monster Cards Explained 2.2 Duelling and how to do it 2.3 How to Build a Deck 2.3.1 Deck Construction Workshop 2.4 Magic, Trap and Equipment Cards 3.0 Duel Monsters 7 Map 4.0 Quick Walkthrough 5.0 Main Duellists Walkthrough 6.0 Gaming Tips 7.0 Frequently Asked Questions (FAQs) 8.0 Card List (Not Completed) 9.0 Card Machine Passwords 10.0 Final Notes 11.0 Credits and Acknowledgments 12.0 Links 13.0 Copyright -------------------------------------------------------------------------- 1.0 Version History (Note: Date formats are English; dd/mm/yy, and show the date of completion of each area/topic.) 0.1 (10/08/02) - Basic layout and text 0.2 (15/08/02) - Reformatted and redesigned guide for easier reading 0.3 (19/08/02) - Added 'Links' 0.4 (20/08/02) - Added 'DM7 Map' - Added 'Quick Walkthrough' 0.5 (25/08/02) - Minor layout changes 0.6 (01/09/02) - Added 'FAQs' 0.7 (02/09/02) - Added 'Version History' 0.8 (10/09/02) - Added 'Yugioh Game Basics' - Added 'Main Duellists Walkthrough' 0.9 (11/09/02) - Added 'Gaming Tips' - Added ASCII Art in '2.0 Yugioh Game Basics' - Added notes to the '5.0 Main Duellists Walkthrough' 1.0 (11/09/02) - The first release 1.1 (20/09/02) - Updated some of the Card names - Updated some of the Card types and elements 1.2 (22/10/02) - Changed '1.0 Version History' Layout - Added '2.3.1 Deck Construction Workshop' 1.3 (22/10/02) - Completed several cards in '8.0 Card List' - Corrected slight alignment error in '9.0 Card Machine Passwords' - Updated '2.3.1 Deck Construction Workshop' 1.4 (25/10/02) - Reformatted Guide - Corrected a few card names -------------------------------------------------------------------------- ---------------------- 2.0 Yugioh Game Basics ---------------------- Yugioh is a strategic card game in which you must fulfil one of 4 victory conditions before your opponent does: - Reduce your opponent's Life Points (LP) to 0 or less (explained below) - Have all 5 pieces of Exodia the Forbidden One in your hand - Play all 5 pieces of the Ouijyan Board (to spell D-E-A-T-H) - If your opponent can't draw another card because they have no more to draw (Deck Out) When you begin a game, you start with 8000 Life Points (LP), when these reach 0 that person loses. in order to do damage to LP you must use either Monster Cards or Magic Cards. --------------------------- 2.1 Monster Cards Explained --------------------------- *Monster Cards* The main emphasis of Yugioh is on Monster Cards which form the basis of your attack and defence. Each Monster Card has two main values, Attack and Defence (in addition to level and element, but I get onto these later) ----------------------------- ¦ Name of Card ¦ ¦ ¦ ¦ Level:******** ¦ ¦ ------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ Card Image ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ------------------------- ¦ ¦ ¦ ¦ --------------- --------- ¦ ¦ ¦Type¦¦Element¦ ¦Attack ¦ ¦ ¦ --------------- ¦Defence¦ ¦ ¦ --------- ¦ ----------------------------- *Level* Each Monster Card is given a level, the higher the level, the stronger the card. Depending on the level, you may have to sacrifice one or more cards in order to play the card. Here's a quick list to show you how many you need for each level: Level 1 - 4 : No Sacrifice needed, you can play straight from your hand. Level 5 : 1 Sacrifice is needed. Level 6+ : 2 Sacrifices are needed. (Note: There are some cards (Fusion and Ritual) cards which do not follow the same rules as normal cards.) -Fusion Cards- Fusion cards are monsters which are made up of 2 or more other monsters. To use a fusion monster, you must first have the 2 or more necessary cards (3 Dragon cards for example). You then sacrifice the necessary cards, and you can now play the Fusion card. -Ritual Cards- Ritual Cards are monsters which require a special ritual magic card (Ultimate Dragon Ritual for example.) For these rituals, you must first sacrifice 1 or more necessary cards (in this case, 3 Blue Eyes White Dragons), totalling 3 (if there is only 1 required card, you must sacrifice 2 additional cards of your choice.) *Attack Rating* Every Monster Card has an Attack Rating, ranging from 0 to 5000 (base value; magic and equipment cards can be played to increase the 'base' value.) The Attack Rating is shown in the bottom right hand corner of the card (the top number.) *Defence Rating* Also, every Monster Card has a Defence Rating, ranging from 0 to 5000 (base value; magic and equipment cards can be played to increase the 'base' value.) The Defence Rating is shown in the bottom right hand corner of the card (the number under the Attack Rating.) *Card 'Modes'* In Yugioh you can play Monster Cards in one of 3 modes, Reverse Defence, Defence and Attack. -Reverse Defence- When you first play a Monster Card and select 'Defence' your card will be placed in 'Reverse Defence' Mode. In this mode, the card values cannot be seen by your opponent, and if they attack, it is your defence rating that will count. (Note: You cannot switch a card to 'reverse defence' mode after the card has been played. After the card is switched to either 'Defence' or 'Attack' mode, it cannot be switched back to 'Reverse Defence' mode.) --------------- ¦*************¦ ¦*************¦ ¦*************¦ ¦*************¦ --------------- -Defence- Either: - When you play a card in 'Reverse Defence' and you opponent attacks the card (without beating the card), the card is now placed in 'Defence' mode. - When you attack with one of your cards, and next turn you switch it to defence mode. In this mode, the card values can be seen by your opponent, and if they attack, it is your defence rating that will count. --------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --------------- -Attack- In 'Attack' mode you can attack one of your opponent's monster cards. In this mode, the card values can be seen by your opponent, and if they attack, it is your attack rating that will count. ----------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ----------- ---------------------------- 2.2 Duelling and how to do it ---------------------------- *Duelling* Duelling is the name of the card battles which happen all across the world in DM7. To duel someone, move up to the person who you want to duel and press [ R ] on your GBA. (Note: Not all people can be challenged to a duel.) *'Top' Duellists* For those of you who have watched the TV show, the 'top' Duellists are the main characters seen throughout the series (Yugi, Joey, Tai, Tristan etc.) For those who haven't seen the TV series, they are the ones which have an image when you talk or duel them. (Note: Some 'Top' Duellists will not accept a challenge until you have performed certain tasks - See 'Quick Walkthrough'.) *How to Duel* After going up to someone and pressing [ R ], you will be shown your 'case' (where you store all your cards), this is where you 'bet' a card on the duel (the better card you bet, the better the card you get if you win; Note: If you lose the duel, you lose the card you bet.) To 'bet' a card, simply highlight the card you wish to bet, and press (A) and select the second option (middle) and the battle will begin. (To not bet a card, simply press (B) and select the top option, but remember, you will not win any new cards if you do not bet a card in the first place.) *It's Time to Duel!* -Board- ------- ------- ------- ------- ------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ------- ------- ------- ------- ------- --------------------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --------------------------------------- --------------------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --------------------------------------- *************************************** *************************************** *************************************** *************************************** *************************************** --------------------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ 3 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --------------------------------------- --------------------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ 2 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --------------------------------------- ------- ------- ------- ------- ------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ 1 ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ------- ------- ------- ------- ------- 1 - Hand: You can have up to 5 cards in your hand at one time, if you already have 5 when it's your turn, you do not draw a card until you discard one first. 2 - Magic/Traps: You place your magic and trap cards here. You can have up to 5 magic, trap, or equipment cards in play at any one time, and a new card cannot be played until: - Your trap duration ends - Your opponent uses a card which removes on or all of your trap/ magic cards - You use a card which removes on or all of your trap/magic cards on your own side 3 - Monster Cards: You can play up to 5 Monster Cards at any one time. In order to play a new card, you can either: - Sacrifice one, or more cards to summon a more powerful monster - Lose the card from being attacked by the enemy - Use a magic/trap card which removes all monsters on the field, or a set of monsters -Game flow- Once the battle starts someone will be picked at random to play first, that person will follow the following chain of events: (1st Turn) --------------------------- ¦ Draw 1 Card from 'Deck' ¦ --------------------------- ¦¦ \/ --------------------------- ¦ Play 1 Monster Card ¦ --------------------------- ¦¦ \/ --------------------------------- ¦ Play up to 5 Magic/Trap Cards ¦ --------------------------------- ¦¦ \/ ---------------------------------------------- ¦ Change Monster Card to Attack/Defence Mode ¦ ---------------------------------------------- ¦¦ \/ --------------------------- ¦ End Turn ¦ --------------------------- (2nd Turn Onwards) --------------------------- ¦ Draw 1 Card from 'Deck' ¦ --------------------------- ¦¦ \/ ----------------------------------------------------------------------- ¦ Play 1 Monster Card or Sacrifice 1 or more cards to summon level 5+ ¦ ¦ Monster ¦ ----------------------------------------------------------------------- ¦¦ \/ --------------------------------- ¦ Play up to 5 Magic/Trap Cards ¦ --------------------------------- ¦¦ \/ ---------------------------------------------- ¦ Change Monster Card to Attack/Defence Mode ¦ ---------------------------------------------- ¦¦ \/ ------------------------------------------------------------------------ ¦ Attack an enemy Monster card with one of yours (each card can attack ¦ ¦ once per turn) ¦ ------------------------------------------------------------------------ ¦¦ \/ --------------------------- ¦ End Turn ¦ --------------------------- -Who will win?- There are two ways in DM7 that you can defeat an opposing card, either through higher 'Ratings', or through an elemental type. *1 : Ratings* As I said earlier, all Monster Cards have an Attack and Defence rating, and this is one way how you can decide who will win the 'battle' between two cards. Attack -> Attack (Higher Attack) If you attack a card which is in attack mode, you compare the two cards attack ratings, and the highest rating wins. Also, the loser of the exchange gets deducted a number of LP equal to the difference in attack ratings. For Example: You're Card: ------------------------------ ¦ Blue Eyes White Dragon ¦ ¦ ¦ ¦ ******** ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ BEWD ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ --------------- -------- ¦ ¦ ¦Dragon¦¦Light¦ ¦A:3000¦ ¦ ¦ --------------- ¦D:2500¦ ¦ ¦ -------- ¦ ------------------------------ Opponent's Card: ------------------------------ ¦ Baby Dragon ¦ ¦ ¦ ¦ *** ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ Baby Dragon ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ ---------------- -------- ¦ ¦ ¦Dragon¦¦Ground¦ ¦A:1200¦ ¦ ¦ ---------------- ¦D: 700¦ ¦ ¦ -------- ¦ ------------------------------ So That's: You: 3000 (Attack) Opp: 1200 (Attack) You have the higher attack rating, so you win and Baby Dragon will be eliminated from your opponent's (3: Monster Cards) section of the board. Your opponent will also lose LP as their Monster Card was in Attack Mode. They lose the difference between Attack Powers: 3000 - 1200 = 1800 So your opponent loses 1800 LP from their total. Attack -> Attack (Same Values) If you attack one of your opponent's monster cards (when both cards are in attack mode) and both cards have an equal Attack Rating, then both cards are eliminated, and no LP are deducted from either side. Attack -> Defence (Higher Attack) If you attack a card which is in defence mode, you compare the your card's attack rating and your opponents card's defence rating, and the highest rating wins. However, if your attack rating is less than your opponents card's defence rating, you will lose LP equal to the difference between your card's attack rating, and your opponents card's defence rating. For Example: You're Card: ------------------------------ ¦ Blue Eyes White Dragon ¦ ¦ ¦ ¦ ******** ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ BEWD ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ --------------- -------- ¦ ¦ ¦Dragon¦¦Light¦ ¦A:3000¦ ¦ ¦ --------------- ¦D:2500¦ ¦ ¦ -------- ¦ ------------------------------ Opponent's Card: -------------------------------------- ¦ --- ------------------- ¦ ¦ ¦S¦ ¦ ¦ M ¦ ¦ ¦p¦ ¦ ¦ y ¦ ¦ ¦C¦ ¦ ¦ s ¦ ¦ ¦-¦ ¦ ¦ t ¦ ¦ ¦L¦ ¦ ¦ i ¦ ¦ ¦g¦ ¦ ¦ c ¦ ¦ ¦h¦ ¦ M ¦ a ¦ ¦ ¦t¦ ¦ E ¦ l ¦ ¦ --- ¦ ¦ ¦ ¦ ---- ¦ ¦ ¦ ¦ ¦DA¦ ¦ ¦ E ¦ ¦ ¦2 ¦ ¦ ¦ l ¦ ¦ ¦08¦ ¦ ¦ * f ¦ ¦ ¦00¦ ¦ ¦ * ¦ ¦ ¦00¦ ¦ ¦ * ¦ ¦ ---- ------------------- * ¦ -------------------------------------- So Thats: You: 3000 (Attack) Opp: 2000 (Defence) Your attack rating is higher than your opponent's card's defence rating, so you win and Mystical Elf will be eliminated from your opponent's (3: Monster Cards) section of the board. Your opponent will not lose any LP as their Monster Card was in Defence Mode. Attack -> Defence (Higher Defence) If you attack a card which is in defence mode, you compare the your card's attack rating and your opponent's card's defence rating, and the highest rating wins. However, if your attack rating is less than your opponents card's defence rating, you will lose LP equal to the difference between your card's attack rating, and your opponents card's defence rating. For Example: You're Card: ------------------------------ ¦ Baby Dragon ¦ ¦ ¦ ¦ *** ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ Baby Dragon ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -------------------------- ¦ ¦ ¦ ¦ ---------------- -------- ¦ ¦ ¦Dragon¦¦Ground¦ ¦A:1200¦ ¦ ¦ ---------------- ¦D: 700¦ ¦ ¦ -------- ¦ ------------------------------ Opponent's Card: -------------------------------------- ¦ --- ------------------- ¦ ¦ ¦S¦ ¦ ¦ M ¦ ¦ ¦p¦ ¦ ¦ y ¦ ¦ ¦C¦ ¦ ¦ s ¦ ¦ ¦-¦ ¦ ¦ t ¦ ¦ ¦L¦ ¦ ¦ i ¦ ¦ ¦g¦ ¦ ¦ c ¦ ¦ ¦h¦ ¦ M ¦ a ¦ ¦ ¦t¦ ¦ E ¦ l ¦ ¦ --- ¦ ¦ ¦ ¦ ---- ¦ ¦ ¦ ¦ ¦DA¦ ¦ ¦ E ¦ ¦ ¦2 ¦ ¦ ¦ l ¦ ¦ ¦08¦ ¦ ¦ * f ¦ ¦ ¦00¦ ¦ ¦ * ¦ ¦ ¦00¦ ¦ ¦ * ¦ ¦ ---- ------------------- * ¦ -------------------------------------- So That's: You: 1200 (Attack) Opp: 2000 (Defence) Your Attack Rating is lower than your opponents card's Defence Rating, so no cards are eliminated, but you will lose LP equal to the difference between your attack, and your opponent's defence: 2000 - 1200 = 800 So you lose 800 LP from your total. Attack -> Defence (Same Values) If you attack one of your opponent's cards (when your card is in attack mode, and your opponent's is in defence or reverse defence), and both your attack rating and their defence ratings are the same, nothing happens. *2 : Elements* The second way you can defeat your opponent's cards is by attacking or defending with a card of an element which is 'strong' against the element of the card used by your opponent. Every Monster Card has an element or type, and depending on the type, it is strong or weak against another element. If your card is 'strong' against the element, then your card will defeat the other, no matter what the attack or defence ratings are. However, if your card is 'weak' against the element, then your card will loss to the other, no matter what the attack or defence ratings are. So the elements/types are: 'Main' Category Fire (Red) *Beats* Forest (Dark Green) *Beats* Wind (Light Green) *Beats* Ground (Brown) *Beats* Thunder (Yellow) *Beats* Water (Blue) *Beats* Fire (Red) 'Sub' Category Black (Black) *Beats* White (Gray) *Beats* Evil (Purple) *Beats* Illusion (Light Purple) *Beats* Black (Black) (Note: As I said above, if the element of card will *beat* another card, then you will win no matter how high or low your attack and defence ratings are, and no matter how high or low your opponents card's attack and ratings are. However, if your card has a higher attack rating (when attacking your opponent's cards in attack mode) than your opponents, you still deduct the same number of LP as if the elements were null.) ----------------------- 2.3 How to Build a Deck ----------------------- -Costs- Every card within DM7 has a 'cost', the higher the cost, the better the card (not stronger, better.) (Note: The most 'expensive' cards are usually level 4 cards with 1800+ Attack Ratings as these require no sacrifices to use.) This 'cost' is the amount of Duelling points required to place the card in your deck, and if have enough Duelling points to use the card, then this 'cost' is the amount of deck capacity needed to store the card in your deck. For Example: Blue Eyes White Dragon (Level 8) A: 3000 D: 2500 Has a cost of 95 (relatively low because it requires 2 sacrifices to play the card.) This means you have to have a Duelling level of at least 95, any less and you cannot use this card. Ex. My Duelling Level is 400, so I can use this card. As I can use this card, I will. I place this card in by deck: Capacity: 0/2700 Cards: 0/40 (Before) Capacity: 95/2700 Cards: 1/40 (After) Now that I have this card in my deck, my maximum capacity (2700) is now lessened by 95, so my remaining 39 cards can have a combined cost of up to 2605. Now, if I add another card into the deck, the used capacity will increase as well as the number of cards in the deck: Dark Elf (Level 4) A: 2000 D: 800 Has a cost of 319 (much more than BEWD, and is only level 4. The reason for this high cost is that this card has a pretty high attack rating, and can be played without any sacrifices.) My Duelling level is 400, so I can use this card. Capacity: 95/2700 Cards: 1/40 (Before) Capacity: 414/2700 Cards: 2/40 (After) And you carry this on until you have 40 cards with a capacity value of 2700 or less. -Increasing Duelling Points and Deck Capacity- The only way to increase your Duelling points and deck capacity is to duel. The more you duel, the more points you can accumulate, and you can also use better cards. Different Duellists give you different amounts of Duelling points; put simply, the better the duelest, the larger the number of Duelling points you gain (most 'main' Duellists give you 10 Duelling points whilst most others give you 5.) -Getting Better Cards- When you defeat an opponent, you get two or three things: -Duelling Points -Money -A card (only if you 'bet' before the duel) (Duelling points are explained above) The money can be used to buy cards from the card shop (located near the centre-bottom on the right hand side (Point '10' on 3.0 DM7 Map.) In this shop is the store owner (behind the desk - usually), and the card machine (which requires a 8-digit password to operate, and if a correct password is entered, you can buy that card from the shop owner.) When you talk to the shop owner you will get two options: Buy Sell -Buy- If you select 'Buy' you will see a list of cards (which can be sorted into different categories in the same way as in you're 'case'.) Each card has a cost in money (listed in the top right corner in yellow.) (The top white value is how much money you have, and the white value below the 'price' is how much money you have after the purchase.) To buy the selected card, press (A) and select the top option (the middle shows you the card, and the bottom cancels.)(Note: You must have enough money to buy the card, otherwise nothing will happen.) -Sell- The same as 'buy', except you gain money and lose a card instead of the gaining a card and losing money. -Card Machine- The card machine is in the top right hand corner of the shop. When you 'talk' to it you will be asked to enter an 8-digit code. If you enter an incorrect code, nothing will happen. If you enter a correct code, the card which you 'unlocked' will be available for purchase from the shop owner. (Note: For some of these passwords, look at the 8.0 Card Machine Passwords.) -Betting- Another way of getting cards is by 'betting' one of your cards before you duel. When you start a duel, you will see your 'case', a list of your cards. Simply highlight the one you want to bet and press (A) and select the top option (middle views the card, bottom cancels.) (Note: You must have at least one card in stock to highlight and bet that card. This means that the card must be in your case, and not in your deck.) (Note: The better the card you bet, the better the card you will win, but remember, if you lose the duel, you lose the card you bet.) -Restricted Card List- Within DM7, there are a number of cards which are 'restricted', which means you can have only 1 in your 'deck'. The Restricted cards are: - Exodia the Forbidden - Right Leg of the Forbidden One - Left Leg of the Forbidden One - Right Arm of the Forbidden One - Left Arm of the Forbidden One - Black Hole - Thunder Bolt (Raigeki) - Harpy's Feather Duster - Change of Heart - Pot of Greed - Reborn the Monster - Giant Storm (This card is 'semi'-restricted, meaning you can have up to 2 of these cards in your deck.) -Other Limitations- Besides the 'restricted card list', there are several other limitations to your deck: - You cannot have more than 3 of any one card (the same number, different images count as a different card.) - You cannot have cards worth more than your Duelling level - You have a deck capacity, and you cannot go it -Requirements- A deck consists of 40 cards, no more, no less, if you have less you cannot exit from the 'case' menu (it will not let you go over 40.) These 40 cards can be either monster, magic, trap, equipment or ritual cards (remember the limitations listed above.) -------------------------------- 2.3.1 Deck Construction Workshop -------------------------------- Now that I have explained what limitations there are when building a deck, it's time to lay out some basic and advanced guidelines which will help you build powerful and successful decks. This section DOES NOT tell you what cards to put in your deck, thats your choice, and I've given you plenty of hints throughout this guide, so you can manage on your own, but it does share some useful and practical tips. *Recommended Cards* As I said above, I will not tell you all the cards that you should, and should not have in your deck, instead I will SUGGEST some of the best cards to have: - Thunder Bolt - Swords of Revealing Light - Pot of Greed - Reborn the Monster (Monster Reborn) - Black Hole (AKA Dark Hole) - Change of Heart *Hints and Tips from the Experts* ------------------------------------------------ ¦Monster cards are better than magic/trap cards¦ ------------------------------------------------ In any deck, the most important cards you can, and should have are Monster cards. This is simply because, no matter how strong your trap/magic cards are, Monster cards are the only true way to defend your LP, and your true way to defeating your opponent. (OK, you can use 'Direct' effect magic cards to attack your opponent's LP, but you cannot hope to win with just these cards.) To prove my point: Direct Effect Magic Cards: Sparks - 50 LP Fireball - 100 LP Final Flame - 200 LP Giant Fire - 500 LP Flame's of Hell -1000 LP You can have up to 3 of each of these cards in your deck, so: Sparks - 50 LP x 3 = 150 LP Fireball - 100 LP x 3 = 300 LP Final Flame - 200 LP x 3 = 600 LP Giant Fire - 500 LP x 3 = 1500 LP Flame's of Hell -1000 LP x 3 = 3000 LP Giving a grand total of: 5550 LPs worth of damage Max. LP = 8000 Max. LP Damage (By DEMCs) = 5550 Remaining LP = 2450 5 Cards can be held in your hand at once, and all these DEMCs total 15 cards, which means it would take at least 10 turns to deal this amount of damage (5550), which could be done A LOT easier by having high Attack rating level 4 cards, as they could do far more damage, far quicker. So you see, you cannot hope to win with just DEMCs (Direct Effect Magic Cards), and this example assumes that you drew one after another, and assumes that your opponent hasn't countered any of these, and also assumes that your opponent hasn't attacked you whilst you were attacking them. As you can see, even ALL the DEMCs cannot hope to even begin equal the power of Monster cards, let alone replace them. ---------------------- ¦High lows, Low highs¦ ---------------------- There is no point in having a deck with 30 level 8 cards with very high Attack ratings, and only 10 level 4 (and below) cards as you will find you cannot sacrifice enough cards to summon your level 8 cards, or even worse, you cannot play any monster cards, which allows your opponent to attack your LP directly, and defeat you faster than you can say: "Yu-Gi-Oh". Really. The best thing to do is have either a 2:1, or 3:1 ratio of cards (2 or 3 level 4 (and below) cards to every 1 level 5+ card), depending on remaining magic cards (if you have Pot of Greed, you can use the 2:1 ratio, if not, better stick to the 3:1.) ---------------------- ¦Magic and Traps Work¦ ---------------------- Although I discreditted DEMCs above, I advise you to have a fair amount of Magic and Trap cards in your deck. Although you cannot win with these cards alone, they can play a pivotal role in defeating duellists with Monster cards far more powerful than your own. The best way to play it is to have 5-10 Magic/Trap cards, and the remaining 30-35 cards should be Monster cards (both high level, and low level.) ---------------------------- ¦Ritual and Fusion Monsters¦ ---------------------------- Ritual and Fusion monsters are best left to the experts. Although these cards do have incredible Attack and Defence ratings (most of them), they are extremley difficult to summon during an intense duel with an experienced duellist, and often cause huge problems should your necessary cards be eliminated. The way to use these cards (if you choose to do so), is by ALWAYS having a back-up plan. This plan can take the form of any counter-attack or counter-defence strategy, which will (hopefully) put you back in a strong duelling position. Real Example: You are trying to summon the Blue Eyes Ultimate (White) Dragon with the 'Ultimate Dragon Ritual' card. You have 2 BEWDs on the field, and 2 other level 4 Monsters, and are at a stalemate with your opponent (who also has 2 BEWDs on the field.) You play Swords of Revealing Light to save your 2 level 4 Monsters, and this is your last turn before it's effect wears off: ------ ------ ¦ ¦ ¦ ¦ ¦BEWD¦ ¦BEWD¦ Opponent ¦ ¦ ¦ ¦ ------ ------ *************************** 4000 LP *************************** *************************** *************************** 4500 LP ------ ------ ------ ------ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦BEWD¦ ¦BEWD¦ ¦Lv.4¦ ¦Lv.4¦ You ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ------ ------ ------ ------ ------ ¦ ¦ ¦SORL¦ ¦ ¦ ------ You draw Pot of Greed, and play it, and you draw 2 cards. The 2 draw cards were: - Ultimate Dragon Ritual and - Blue Eyes White Dragon You sacrifice your 2 Lvl.4 Monster cards, and play BEWD. You then sacrifice all 3 BEWDs, and play the 'Ultimate Dragon Ritual', and summon the enormous power of BEUWD (4500/3800), and use it to destroy one of your opponent's BEWDs. You are sure of certain victory, opponent's turn: ------ ¦ ¦ ¦BEWD¦ Opponent ¦ ¦ ------ *************************** 2500 LP *************************** *************************** *************************** 4500 LP ------- ¦ ¦ ¦BEUWD¦ You ¦ ¦ ------- Your opponent draws, and plays......Kuribo (550/400), and you laugh your head of, and look at the ratings: You: BEUWD : 4500/3800 Opp: Kuribo : 550/ 400 Then. You remember, 'Black' beats 'Light'!, and guess what!? Kuribo attacks, and eliminates BEUWD from the field! Now look whos laughing. This really did happen, but thankfully I played another level 4 card, which happened to also be a 'Black' card, that beat the Kuribo, the remaining BEWD, and won the duel! But think what might have happened if that level 4 card didn't come up, and that little Kuribo pounding away at my LP (or being sacrificed for a stronger Monster card.) I think you get the general idea. ----------------- ¦Ace in the Hole¦ ----------------- Also known as 'Trump Card', the 'Ace in the Hole' strategy is simple, always have 1 or 2 cards which will get you out of any situation. Now, this may sound easy, Thunder Bolt, and Dark Hole, but this is NOT what I mean. Those two cards are involved, but this deck building strategy does not revolve around these cards. To perfect this deck, you will have to take the time to duel as many duellists as you can, and see if your 'Trump' card(s) come up in time to help you out. To put it simply, to make this 'trouble-free' deck, just follow these instructions: --------------------------------- ¦Add 'Thunder Bolt' to your deck¦ --------------------------------- Does it help? Yes / \ No --------- ------------------ ¦Keep it¦ ¦Try Another Duel¦ --------- ------------------ Does it help? Yes / \ No --------- ------------ ¦Keep it¦ ¦Discard it¦ --------- ------------ --------------------------------- ¦Add 'Dark Hole' to your deck ¦ --------------------------------- Does it help? Yes / \ No --------- ------------------ ¦Keep it¦ ¦Try Another Duel¦ --------- ------------------ Does it help? Yes / \ No --------- ------------ ¦Keep it¦ ¦Discard it¦ --------- ------------ ---------------------------------------------- ¦Add 'Swords of Revealing Light' to your deck¦ ---------------------------------------------- Does it help? Yes / \ No --------- ------------------ ¦Keep it¦ ¦Try Another Duel¦ --------- ------------------ Does it help? Yes / \ No --------- ------------ ¦Keep it¦ ¦Discard it¦ --------- ------------ etc. It is best to try each card or cards in at least 2 duels (if not more), to guage their true potential. Now although this process is EXTREMLEY time consuming, it could be the best way to achieve YOUR perfect deck, I say YOUR perfect deck because everybody has different ways of dealing with different situations, and so will require very different cards (this is why I will not tell you exactly what cards to use as this may not work for you as well as it did for me.) --------------------- ¦The 'Forbidden' Win¦ --------------------- Another way you can build your deck, and some say the easiest (not in my opinion) is to include all the Exodia and Ouijyan pieces, as well as Pot of Greed. Now, although this strategy may be perfect (if you can assemble all the pieces) for some, it does require A LOT of LUCK to draw all the necessary cards, and to play them. My advice to you on this subject is, don't use it! It works for so few people, and even with those people, it doesn't work all the time, so I advise you stick to more conventional '0 LP' win strategies. ************************************************************************** Can you think of any deck construction tips/ideas which I haven't listed above? If you have, E-Mail me your suggestions to : The_RSM@hotmail.com And I will review them, and if they are suitable, put them in this guide. Please note that you will be given FULL CREDIT for your suggestion(s). (Please mark your E-Mails with the Subject : YDM7DECK) Thank You. ************************************************************************** -------------------------------------------------------------------------- ----------------------------------- 2.4 Magic, Trap and Equipment Cards ----------------------------------- -Magic Cards (Green)- One of the most important types of cards (joint with Trap cards, and Monster cards.) These can destroy your opponent's monsters, their magic or trap cards, even stop them from attacking or defending. N: Stop Defence #: 320 E: Causes your opponent |
