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 [YGO] Deck Building Guide Part 3

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PostSubject: [YGO] Deck Building Guide Part 3   Thu Mar 12, 2015 2:14 pm

Its DuskMage again, with the third part of my deck building guide. Hope you all enjoy, and as usual, let me know if I missed anything important within this topic.

Balance between Monster, Spells, and Traps

This is another fairly simple idea that is important to building a good deck. Most decks can't have too many monsters as spells and traps are needed to either support or make your plays in the current meta. You can't have too few monsters as then you having nothing to defend yourself with. You have to strike a balance between Monsters, Spells, and Traps.

The standard amount of monsters for the average deck is about 20, give or take 2 or 3. This amount is enough to include powerful monsters and ways too summon them without ruining consistency. Some  division of the monsters is too make sure you don't have too many high level monsters. This can be a problem as typically powerful high level monsters have specific summoning conditions that have to be met. Of course there are exceptions. A deck like Lightsworns wants a good 3/4 to 7/8 of their deck to be monsters since the Lightsworns have a huge mill engine that can come to a halt without enough Lightsworns. Masked Heroes typically contain a low amount of monsters, but work well because they have plenty of searchers like Summoner Monk and Reinforcements of the Army. Chaos Dragons can easily break the high level rule and not miss out on much due to the summoning conditions of the big powerhouse being easy to meet.

Spells and traps fit into about the same category. You typically want 10-15 spells and 5-10 traps. Spells and traps are strong, but they can only do so much for you. It is typically hard to win with a deck of mostly spells and traps. The exceptions to this is typically an Exodia Deck or a hero deck as they rely heavily on spells and traps to make their plays happen.

To make it short, you typically want a 2:1:1 ratio or 2:1.5:.5 ratio for monsters, spells, and traps, mostly for consistency. Each has their own purpose in the game, but as usual too much of a good thing can lead to ruin. Of course once you become a better player and deck builder, you can tweak the ratios to your personal playstyle, possibly even dropping spells or traps entirely. But again, each has their place.

Below is the my current deck as an example of balance

That feeling when your opponent activates Cursed Seal of the Forbidden Spell on your gem-knight fusion/qliphorth scout/ mask change.  
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