May 17th 2019
Prank-Kids are an archetype that has been released for about five months in TCG that revolve around Link and Fusion Summoning. There have been only a few tops to the deck, all with differing cards outside of its core. Prank-Kids have a unique mechanic, in which their Main Deck monsters reward the duelist in more Prank-Kids from the deck when used as material, while the Link and Fusion monsters provide resources and protection. Prank-Kids boast consistency and easily come back from board clears. However, it is weak to negation and may have trouble breaking boards. It has a lot of space outside of its core, and can simultaneously draw and deck thin.
1,500 0 2
April 27th 2019
As a duelist, you make hundreds of tiny choices that describe your “playstyle.” Not just the decision of which cards to play, but the way your mind works when committing fully to making a board, holding back, or when to go for game. I am going to make the argument that the best kinds of play are those that have a chance of victory, rather than preventing a loss.
3,140 1 12
January 30th 2019
Pendulum monsters are some of the oddest cards in Yu-Gi-Oh!, boasting multiple effects and applications. There are a ton of moving parts, such as maintaining scales and knowing which combo pieces can survive disruption. Due to this, Pendulum-based decks can be disrupted easily. Additionally, because of their need for a mix of combo pieces and scales, the room in their deck to counteract disruption is limited. For the purpose of this article, I’m going to refer to Pendulum Magicians as currently they are the most relevant Pendulum deck.
1,920 0 2
January 24th 2019
Speed Dueling is a new format that is similar to Duel Links, in that the Deck and playing field is smaller, starting LP is 4000, and players have access to skills. Only “speed duel” cards can be used in this format, which are going to available in Starter Deck: Destiny Masters and Starter Deck: Duelists of Tomorrow. Before we look at the meta-relevant cards in the format and skills, let’s look at what the rules are and how they change from Advanced format.
9,720 1 11
September 15th 2018
If you’ve begun your grand venture of competitive trading card games, one of the first phrases you’re likely to hear is “card advantage.” There’s loads of terms associated with card advantage, like “plusses,” “minuses,” and so on. However, card advantage is not so static that every card gained is equal. Let’s analyze the differences between the types of card advantage.
1,540 0 4
August 9th 2018
Today’s deck is a Harpie deck by Skyscout! Our goal is to make the deck less slow, with emphasis on combos rather than its outdated, slow-paced game plan.
1,320 0 1
July 5th 2018
If you’re confused by the title, I would not blame you. “Who’s the Beatdown?” is an article written by Mike Flores in 1999 for The Magic the Gathering website, The Dojo. While the Dojo was shut down in 2000, the fundamentals from these articles stand the test of time.
3,440 0 3
June 27th 2018
Starting June 1st, 2018, the End of Match procedures changed. The previous policy was that the duel was continued normally, with the winner being whoever had more life points after five turns, with the current turn being turn zero. However, the new rules state that the duel will end at the end of the current phase.
2,280 0 2
June 13th 2018
Think about your favorite archetype. Is it Sky Strikers? Trickstars? If not, then most likely your favorite archetype is somewhere between Vampires and Dinomist in terms of playability. Not to say these decks aren’t playable, but in comparison to the uber-consistent, board wipe recovering power plays of the top decks, they are… bad.
3,360 0 1