Dec 22, · The 1's and 2's on how to build a deck in DMP!Yes - that's my friend ID in the Thumbnail!===» Twitter: thismestory.com» Twitch: https://www. Mar 18, · Goober's Guide to Duel Masters Deckbuilding (spoiler, tips, and more inside) The purpose of this post is to serve as a guideline to all the new players to the game and assist them in building a good deck. To insure everyone has a fast, easy, and fun experience creating their first deck, I’ve developed the brief, but informative list of.
Deck Building is the concept of creating a deck using the Duel Masters cards that a player owns in their collection. This can both be used for personally unique ideas or for commonly played decks seen on the Deck Collection page.
Each individual card used in a deck is individually assessed before its inclusion, as well as the number of cards and any potential combos that may be used. Various deck construction tips are included on this page are listed as suggestions for building a viable deck. For example, using 2 different evolution creatures such as Supernova Apollonus Dragerion and Drag Moon, the Enlightened.
While they are both fire civilization and Dragons, Supernova Apollonus Dragerion has high evolution source requirements needing 3 creatures for its Galaxy Vortex evolution ability, whereas Drag Duel masters how to build a good deck would prefer cheaper costing and easier summoned evolution creatures to evolve over for Ultimate evolution.
What uses gas in a house 2 cards have a low amount of synergy with each other and wouldn't exist well in the same deck. This is generally ill-advised due to their costs, even with Cost Reduction such as Cocco Lupiadue to lack of focus in the deck strategy.
Finishers should be packed in around 2 to 4 copies, and cores of the deck should be ran at 4 copies. Other finishers such as Redzone Commands and All Delete should be ran at 4 copies at all costs. However, Loop parts can be easily ran at 1 copy, so Hall of Fame restrictions can only slow down, but not entirely cripple loops as opposed to a ban.
When a deck concept is decided upon, it is best to use several cards that match this. In order to do that, you should look at various websites that post duel masters how to build a good deck lists to learn how different deck types are created to form a basis to build from, as well as what card combinations are possible. If multiple civilizations are used, the possibility of how to fix the water pressure in virtual families color accident increases.
If you aren't using a 5-color deck or a deck using touchcards with more than 2 or 3 civilizations should be avoided. If you want to reliably use Mana Acceleration or Draw Sources in the early turns, you should put cards of that civilizations color in the deck.
To avoid the accidents of having the wrong manathe amount of multicolored cards of duel masters how to build a good deck main colors and cards with " shield trigger " can be adjusted. If you use too many Heavyweight finisher cards, the chance of drawing too many in the early turns increases, however if there are too many lightweight cards, the card power of the deck is lowered, and is weaker in the endgame.
A balance should be kept between low and high cost cards, but there are decks that have an exception such as Drama and Turboor weenie creatures in Rush deck. To reliably use a mandatory card such as Faerie Life or Energy Stream in the early turns, they should have 3 or 4 how to create a computer image windows 7 in the deck. The amount other lightweight cards should also outweight the number of heavyweight finishers, as it becomes very frustrating when the player is unable to draw those cards.
In Duel Masters, as the means of drawing is limiting, if you were to use a card from your hand each turn while also charging mana in your mana zoneyou would quickly run out cards in your hand. Since the Tempo Advantage would be lost, various Hand Additions should be used, or Search abilities for combo strategies. For Avoid Graveyard purposes, and to be protected from The Grave of Angels and Demonsit can be advisable to use cards with different names that have the same performance.
However, this isn't usually possible in a Race deck focused on a specific race. There are many anti-meta cards for spells. Volg Thunder could also deck-out the player entirely. It is advisable to use a higher creature-to-spell ratio in a deck, or feature removal creatures such as Puchohenza, Mia Moja to counteract these cards. There are also various anti-meta cards for Psychic Creatures. Should the player rely on Psychic Creatures in a deck like Water Darkness Discardthe player should pack extra removal options.
When constructing a deck which is intended to perform long term combat, it is advised that the player does not pack defense solely consisting of creatures or spells. This is because should the opponent decide to one shot the player with Magnum, Shortshot or Rafululu, Sound Faeriehe will be rendered completely defenseless.
Therefore, a mix of creature and spell defenses are recommended. If the player intends to use a long-term combat deck based on Dragons or Commands, it is advised that he packs some spells or non-dragons to remove VAN Beethoven, Zenith of "Shura"since this card will lock all dragons and commands from appearing in the battle zone and thus ending up in the player's demise. This wiki. This wiki All wikis.
Sign In Don't have an account? Start a Wiki. Do you like this video? Play Sound. This page gives various deck construction tips. How to watch utube videos Masters Gameplay — Glossary. General Game Rules. Card Glossary. Card Type. Main Card Types. Card Types with Supertypes. Game Zones. Card Rarity. Evergreen Rarities. Other Rarities. Advanced Gameplay. Tournament Regulation. Functional Reprint.
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Deck Building is the concept of creating a deck using the Duel Masters Play's cards that a player owns in their collection. This can both be used for personally unique ideas or for commonly played decks seen on the Metagame page. Each individual card used in a deck is individually assessed before its inclusion, as well as the number of cards and any potential combos that may be used.
Various deck construction tips are included on this page are listed as suggestions for building a viable deck. A deck should have a clear goal when being constructed. A rush deck normally featuring low-cost creatures focused on beating the opponent quickly is best to avoid creatures such as Titan Giant or Ballom, Master of Death that are themed for vastly different decks.
The opposite is also true for slower control and combo-based decks where none or very little cards that cost 1 or 2 mana are used. When a deck concept is decided upon, it is best to use several cards that match this. In order to do that, you should look at various websites that post decklists to learn how different deck types are created to form a basis to build from, as well as what card combinations are possible.
If multiple civilizations are used, the possibility of a color accident increases. Most faster decks based on attacking should focus on using 1 or 2 civilizations to prevent accidents. If you have too many high-cost finisher creatures, the chance of drawing them too early at the start of the game increases. However, including too many too low-cost cards also decreases the overall card power of the deck, especially in the endgame. As the means of drawing each turn is limited and you may wish to put a card into your mana zone each turn for the early-to-mid game, you would quickly run out of cards in your hand.
If an Evolution Creature is to be used, an appropiate number of evolution sources for the creature to evolve onto should be used. The general rule is x for each copy of the evolution creature, ie; a deck using 4 copies of Armored Blaster Valdios should have 8 to 12 Human creatures as well. This amounts to at least 8 dedicated card slots. However, this is often best if they-cards are some form of Removal or Defensive benefits such as Terror Pit or Holy Awe.
This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. This page gives various deck construction tips. General Gameplay. Card Types. Main Characteristics. Other Card Details. Advanced Gameplay. Gameplay Modes. Evergreen Keywords. Other Keywords. Breaker Keywords. Evolution Keywords.
Ability Words. Keyword Actions. Categories :. Universal Conquest Wiki.