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Title: Hello, I have questions about deck
Description: new deck and old deck? any restricted?


Terransheep - May 23, 2005 06:34 PM (GMT)
Hello, I am wondering if I am at the right track to post it here..?

ok, anyways. I just got myself a real starter deck from manga store, and I got the newest Fire Deck, Blaze of Destruction version 1.

I was thinking... is Raging Flame Sprite a little bit too strong?!! or am I too old fashion?

Few days ago I played Yu-Gi-Oh Joey the Passion computer game, and then loved Yu-Gi-Oh action, and bought the actual card deck. Then I found out that the cards are a bit different from the cards I played in the computer game.

I also play Yu-Gi-Oh: 7 Trials to Glory on GBA. I got it's guide book for a list of cards.

Question: Are those cards still useable? or I need to use the ones I got listed down there?

I heard there's version restriction for Magic the Gathering. Not so sure about Yu-Gi-Oh card game.. I am newbie! please teach me!

Thanks!
The deck construction is:

Monster Cards

Infernal Flame Emperor
Great Angus
Blazing Inpachi
UFO Turtle
UFO Turtle
UFO Turtle
Little Chimera
Inferno
Inferno
Molten Zombie
Solar Flare Dragon
Solar Flare Dragon
Ultimate Baseball Kid
Ultimate Baseball Kid
Raging Flame Sprite
Thestalos the Firestorm Monarch
Gaia Soul the Combustible Collective
Fox Fire

Spell Cards

Snatch Steal
Mystical Space Typhoon
Molten Destruction
Molten Destruction
Nobleman of Crossout
Premature Burial
Pot of Greed
Gtribute to the Doomed
Heavy Storm
Dark Room of Nightmare
Reload
Level Limit - Area B
Level Limit - Area B
Necklace of Command
Meteor of Destruction

Trape Cards

Dust Tornado
Dust Tornado
Call of the Haunted
Jar of Greed
Spell Shield Type-8
Backfire
Backfire

ShadowFiend - May 23, 2005 06:48 PM (GMT)
you can get help from me on yugioh if you want

A WIN
The player who:
Is the first to win 2 Duels in a Match OR
Has 1 win and 2 draws, is declared the WINNER.

A DRAW
If the Duel results are:
1 win, 1 loss and 1 draw OR
3 draws, the match is considered a DRAW.

The outcome of a Duel is decided according to the following Official Rules:
Each player begins a Duel with 8000 Life Points.
Life Points decrease as a result of damage calculation after battle (see Damage Step).
You win a Duel if you reduce your opponent's Life Points to 0. If your opponent reduces your Life Points to 0, YOU lose!
If you and your opponent both reach 0 Life Points at the same time, the Duel is declared a DRAW.
If either player's Deck runs out of cards during a Duel, the first player unable to draw a card is declared the LOSER. Bearing this in mind, a good duelist should make every card count.

Preparing Your Deck

The Starter Deck contains all the cards you'll need to challenge an opponent to a Duel. Following you'll find basic rules for preparing your Deck:
The Deck used for dueling should contain a minimum of 40 cards. Aside from this minimum limit, your Deck can contain as many cards as you like.
In addition to your dueling Deck, you can also have 15 additional cards in a separate pile known as the Side Deck. The Side Deck allows you to modify your Deck to better suit your strategy during a Match.
Between Duels, you can exchange any card from your Side Deck with any card in your Deck - as long as you end up with the same number of cards that your Deck began the Match with.
The Side Deck you create must contain exactly 15 cards at the beginning of a Match. In other words, if you don't have enough cards to create a 15 card Side Deck, you cannot use one at all. NOTE: This Starter Deck contains 50 cards, so you will need 5 more cards to create a Side Deck.



Every card you play or discard will be placed on the Game Mat. The example above shows where to place Yu-Gi-Oh! Decks and the cards that are brought into play during a Match.

user posted image


A. Field Card Zone:
Field Spell cards are played here. Only 1 Field Spell Card can be in play at any one time (Field Spell Cards).
B. Monster Card Zone:
Monster Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Monster Card Zone following the rules in Main Phase 1.
Important! The Monster Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Monster Card Zone are occupied, no further Monster Cards can be played or set until there is an open Monster Card space in the Monster Card Zone.
C. Fusion Deck Zone:
If you are playing with Fusion Monster Cards, put your Fusion Deck face-down in this space (Fusion Monsters).
D. Graveyard:
When cards are destroyed, they are discarded face-up to this space. The contents of the Graveyard are public knowledge, and your opponent can look through it at any time. Be sure to get your opponent's permission before going through their Graveyard.
E. Spell & Trap Card Zone:
Spell and Trap Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Spell & Trap Card Zone following the rules in Main Phase 1.
Important! The Spell & Trap Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Spell & Trap Card Zone are occupied, no further Spell (except Field Spell Cards) OR Trap Cards can be played or Set until there is an open Spell & Trap Card space in the Spell & Trap Card Zone. This 5-CARD LIMIT includes any of your own Equip Spell Cards used to equip your opponent's Monster Card.
F. Deck Zone:
Place your Deck face-down in this space. Your Side Deck is not placed on the Game Mat. You can also play Yu-Gi-Oh! without a Game Mat. Just be sure to place the cards and Decks in the indicated positions.

Info on dueling

Activate - Whenever you use the effects of a Spell Card, Trap Card, and Effect Monster card, you "activate" the card's effect. When you activate a card's effect, it is immediate.

Set - The act of placing a card face-down on the field is referred to as "Set". A Set card's effect is not activated immediately. Also, a Set Monster Card is not considered to be summoned until it is turned face-up. A Set monster must be placed HORIZONTALLY, in face-down Defense Position (monsters summoned normally are placed VERTICALLY, in face-up Attack Position). Set Spell and Trap Cards are placed vertically on the field.

The Field - Throughout these rules, and on the card text itself, the Monster Card Zone, Spell & Trap Card Zone and Field Card Zone together will be referred to as the field.

Destroyed - A card that is sent to the Graveyard is destroyed.

Removed from Play - A card that is removed from play is NOT sent to the Graveyard. Instead, it is set aside and is not allowed to re-enter the current Duel.

Effect Monster Cards

The broad range of Effect Monster Cards are divided into the following types:


FLIP - The monster's effect is activated when the card is flipped from face-down to face-up. The effect is also activated if the card is flipped face-up as a result of a Spell or Trap card, or another monster's attack.


CONTINUOUS EFFECT - As long as this Monster Card is face-up on the field, its effect remains active. When the monster is turned face-down, its effect is no longer active.


COST EFFECT - Costs vary from card to card so be sure to read the instructions printed on each card.


TRIGGER EFFECT - These cards are activated when you inflict Direct Damage to an opponent's Life Points (Direct Damage), or when you have fulfilled a specific requirement indicated on the card itself.


MULTI-TRIGGER EFFECT - These are special Effect Monster Cards that you can activate even if it is your opponent's turn

Getting start

A. Draw Phase
During this phase, you are required to draw 1 card from the top of your Deck. A player who is out of cards and unable to draw during this phase is declared the loser.


B. Standby Phase
If there are any cards in play on the field that specifically state that certain actions must be taken during this phase, these must be dealt with prior to entering the Main Phase. Refer to the cards for specific details regarding the actions to be taken. If there are no such cards in play, proceed to Main Phase 1.


C. Main Phase 1
During this phase, you may Set or play Monster, Spell, and/or Trap Cards. Keep in mind that you may not exceed the 5-card limit for the Monster Card Zone or the Spell & Trap Card Zone.

During this phase, you may also change the Attack or Defense Position of cards already placed on the field. The position of each card can be changed only once in a single turn, during either Main Phase 1 or 2. The Damage Step details how this position effects the outcome of a Duel.

At the end of Main Phase 1, you can choose to enter the Battle Phase or proceed to the End Phase (the starting player cannot conduct a Battle Phase in their first turn).

I.Set or Summon Monster Cards: During either Main Phase 1 0r 2 of your turn, you can play (Summon or Set) only 1 Monster Card on the field. To Set a Monster Card, select it from your hand and place it face- down horizontally (Defense Position) on an open space in the Monster Card Zone. To Summon a Monster Card, select it from your hand and place it face-up vertically (Attack Position) on an open Monster Card Zone space.


a. Normal Summon


Summoning a monster without the aid of Spell or effects is called a Normal Summon. A Normal Summon can only be conducted once in a single turn, during either Main Phase 1 or 2 (keep in mind that only 5 Monster Cards are allowed in the Monster Card Zone at any given time).

When playing a Monster Card to the field, a player must choose to place the card in 1 of 2 positions: Attack Position or Defense Position. For Attack Position, place the card face-up and vertical (a Summon). For Defense Position, place it face-down and horizontal (a Set).

A Monster Card on the field in face-down Defense Position IS NOT considered to be summoned. Instead, it has simply been Set and can be summoned with a Flip Summon (Flip Summon).

The Attack or Defense Position of a Monster Card already placed on the field may only be changed once in a single turn, during either Main Phase 1 or 2. With the exception of special conditions, once the position of a Monster Card has been changed, the card must remain in the changed position throughout the turn in progress.


Tribute Summon


When summoning a monster that is Level 5 or higher (indicated by the number of stars that appear on the upper right of a Monster Card), you must offer 1 or more of your Monster Cards on the field as a Tribute by sending them to the Graveyard. If you are summoning a monster that is Level 5 or 6, you must offer 1 monster as a Tribute, and if you are summoning a monster that is Level 7 or higher, you must offer 2 monsters.

A Tribute Summon is considered a Normal Summon. Therefore, a Tribute Summon and another Normal Summon CANNOT be performed in the same turn.

Aside from a Normal Summon, there are 2 additional ways to summon a monster: Flip Summon and Special Summon.

b. Flip Summon


The act of turning a card from face-down Defense Position to face-up Attack Position is referred to as a flip. Intentionally flipping a card and positioning it for an attack is termed Flip Summon.

Remember that a Monster Card placed face-down on the field (a Set) is not considered as summoned - it is considered summoned for the first time when it is flipped face-up. However, when a face-down Monster Card is flipped face-up as the result of an attack or an effect from another card, it is not considered to be Flip Summoned. Its flip effect, however, is activated as soon as it is flipped face-up.

A Flip Summon card is not considered a Normal Summon. Therefore, you can perform a Normal Summon and 1 or more Flip Summon(s)in the same turn. If you have multiple face-down monsters you can Flip Summon as many or as few as you wish, but keep in mind that you can only change the position of a Monster Card once during any given turn.

c. Special Summon


A Special Summon is when Fusion, Ritual, Spell, Traps or Monster Effects used to place another monster on the field.

A Special Summon is different from a Normal Summon in that it can be used repeatedly within the same turn to summon monsters onto the field. Be sure to follow the specific instructions printed on the cards when executing a Special Summon.

II.Set or Play Spell & Trap Cards: With the exception of Field Spell Cards, a player can have only 5 Spell and/or Trap Cards on the field at the same time in the Spell & Trap Card Zone. This 5-card limitation also applies to any Equip Cards the player may have attached to an opponentÍs Monster Card.

A Spell Card can either be Played (face-up) or Set (face-down) on the field. When a Spell Card is placed face-up, it is immediately activated. A Trap Card must always be placed face-down on the field (Set). For Spell or Trap effects, follow the instructions listed on each card.

(P.S. a duel begins by drawing 5 cards just if you dont know)

ShadowFiend - May 23, 2005 07:08 PM (GMT)
Theres a think call the fobidden list

where it shows what or how many cards you can us in a tornament or a Plain duel

ADVANCED FORMAT LIST EFFECTIVE APRIL 1st

This is for people who play in those world championships

I. Forbidden Cards

You cannot use these cards in your Deck or Side Deck:

Butterfly Dagger - Elma
Change of Heart
Chaos Emperor Dragon - Envoy of the End
Confiscation
Dark Hole
Fiber Jar
Harpie's Feather Duster
Imperial Order
Magical Scientist
Makyura the Destructor
Mirage of Nightmare
Monster Reborn
Painful Choice
Raigeki
The Forceful Sentry
Witch of the Black Forest
Yata-Garasu

II. Limited Cards

You can ONLY use one of the following cards in the Deck & Side Deck combined:

Black Luster Soldier - Envoy of the Beginning
Breaker the Magical Warrior
Call of the Haunted
Card Destruction
Ceasefire
Cyber Jar
D. D. Warrior Lady
Dark Magician of Chaos
Deck Devastation Virus
Delinquent Duo
Exiled Force
Exodia the Forbidden One
Graceful Charity
Heavy Storm
Injection Fairy Lily
Jinzo
Left Arm of the Forbidden One
Left Leg of the Forbidden One
Lightning Vortex
Mage Power
Magic Cylinder
Mirror Force
Morphing Jar
Mystical Space Typhoon
Pot of Greed
Premature Burial
Protector of the Sanctuary
Reckless Greed
Reflect Bounder
Right Arm of the Forbidden One
Right Leg of the Forbidden One
Ring of Destruction
Sacred Phoenix of Nephthys
Sangan
Sinister Serpent
Snatch Steal
Swords of Revealing Light
Torrential Tribute
Tribe-Infecting Virus
Twin-Headed Behemoth
United We Stand

III. Semi-Limited Cards

You can ONLY use two of the following cards in the Deck & Side Deck combined:

Abyss Soldier
Creature Swap
Dark Scorpion - Chick the Yellow
Emergency Provisions
Good Goblin Housekeeping
Gravity Bind
Last Turn
Level Limit - Area B
Manticore of Darkness
Marauding Captain
Night Assailant
Nobleman of Crossout
Reinforcement of the Army
Upstart Goblin
Vampire Lord

this is for store tornaments


I. Forbidden Cards

There are no Forbidden Cards in Traditional Format.

II. Limited Cards

You can ONLY use one of the following cards in the Deck & Side Deck combined:

Black Luster Soldier - Envoy of the Beginning
Breaker the Magical Warrior
Butterfly Dagger - Elma
Call of the Haunted
Card Destruction
Ceasefire
Change of Heart
Chaos Emperor Dragon - Envoy of the End
Confiscation
Cyber Jar
D. D. Warrior Lady
Dark Hole
Dark Magician of Chaos
Deck Devastation Virus
Delinquent Duo
Exiled Force
Exodia the Forbidden One
Fiber Jar
Graceful Charity
Harpie's Feather Duster
Heavy Storm
Imperial Order
Injection Fairy Lily
Jinzo
Left Arm of the Forbidden One
Left Leg of the Forbidden One
Lightning Vortex
Mage Power
Magic Cylinder
Magical Scientist
Makyura the Destructor
Mirage of Nightmare
Mirror Force
Monster Reborn
Morphing Jar
Mystical Space Typhoon
Painful Choice
Pot of Greed
Premature Burial
Protector of the Sanctuary
Raigeki
Reckless Greed
Reflect Bounder
Right Arm of the Forbidden One
Right Leg of the Forbidden One
Ring of Destruction
Sacred Phoenix of Nephthys
Sangan
Sinister Serpent
Snatch Steal
Swords of Revealing Light
The Forceful Sentry
Torrential Tribute
Tribe-Infecting Virus
Twin-Headed Behemoth
United We Stand
Witch of the Black Forest
Yata-Garasu

III. Semi-Limited Cards

You can ONLY use two of the following cards in the Deck & Side Deck combined:

Abyss Soldier
Creature Swap
Dark Scorpion - Chick the Yellow
Emergency Provisions
Good Goblin Housekeeping
Gravity Bind
Last Turn
Level Limit - Area B
Manticore of Darkness
Marauding Captain
Night Assailant
Nobleman of Crossout
Reinforcement of the Army
Upstart Goblin
Vampire Lord

You must use at least one of these forbidden list, both list will be changed soon

Tyrin Claw - May 23, 2005 10:13 PM (GMT)
The Blaze of Destruction and Fury from the Deep Structure Decks both follow all current bans and limitations.

"Raging Flame Sprite" is pretty easy to stop if you know what you're doing...I rarely worry about them too much.




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