An Article Regarding Deck Construction

This s my first article so I thought I start things off
By explaining how to build a strong and successful deck

There are three rules every successful deck must follow
1. Usage of playable monsters
2. Supporting your deck with spells
3. Addressing your decks weakness with the usage of traps

Now before I start I state that I will be preparing a cookie cutter due to the fact that anybody reading this article is seeking help

Stage 1: the deck skeleton

First of all it is necessary to add in the staples first and
To people who don't know what a staple is I will explain a staple is a card
Essential for any deck

Spell staples.
1.Pot of greed..................(one extra card wont hurt)
2.Graceful charity..............(an alternation to POG but with a drawback)
3.Snatch steal.................(what should of went instead of Change of heart)
4.Delinquent duo................(hand destruction that sad fully brought back the element of luck into the game)
5.Premature burial..............(alternation to Monster reborn with drawbacks)
6.Mystical space typhoon...........(one of many s/t removal)
7.Heavy storm.......................(respectably one of the best s/t removal in the game)
8.Swords of revealing light.........(three whole turns of peace and harmony)
9.Nobleman of crossout...............(absolutely destructive in today's metagame)
10.Lightning vortex..................(raigeki with two drawbacks)

Trap staple.
1.Mirror force................(previously banned the comeback of this card has weakened the concept of sworm)
2.Ring of destruction...........(definitely one of the best game enders)
3.Torrential tribute...........(major monster removal)
4.Call of the haunted...........(A vital monster revival)

some of you might say that I am missing cards like bottomless trap hole
But is isn't necessary although very powerful in the current metagame

Monster staples.
(Before I start I will say that not all of these monsters belong in every deck)
1.D. D. warrior lady..............(This was very abusable before restricted)
2.Tribe infecting-virus............(provides monster removal)
3.Sinister serpent...................(S.S. is a very abusable card, it plays a vital role in card advantage)
4.Magician of faith..................(ok it's light, can be morphed, brings back a spell extremely abuseable)
5.Breaker the magical warrior..........(A dark monster that provides s/t removal)
6.Jinzo"¦"¦"¦"¦"¦"¦"¦"¦"¦"¦"¦"¦"¦(although some of you may consider not using it's still the best tribute in the game)

Stage 2:choosing a theme

Choosing a theme comes next
this involves why type of deck you will use whether a casual deck or a more
compedative type of deck

Well thats all for this article,I hope it has helped you and givin you A more depth understanding of the game

BUT just remember that the yugioh trading card game is played for fun so no matter what just go out try your best and most important of all have fun.
This is just an excuse to post in the articles board. You contradict yourself in the "Staple" guide, since Staples belong into every deck, there are no such things. The monster staples arent staples if they dont belong into every deck.
The closest thing to a staple that we got is either Pot of Greed or Delinquent Duo, because it fitst almost into 90% of all decks.

This isnt even close to a guide on how to build a deck.

Thank you, Captain Obvious!

I agree with the guy above me, the only two real staples are Graceful and Pot.

But this seems awefully like the article below. Except worse, bad spelling and grammar, and non convincing descriptions.

= /

Please keep in mind that posting in the articles in this forum is a privilege that not all members have and, as such, are not posted lightly. Reputation is also a feature that we do not use here at City of Gamers and is in no way a guide to pass judgment on what a person can and cannot do when posting an article.

Raimei very clearly states that the three rules are a mealy a guide to building a succesful deck and are seperate from the from the staples guide that follows. And he very cleary states that this is just guide, and to, above all, have fun with the game and do what's best for you.
Deck Building 101, please advise and critque,thank you

[Disclaimer- The ideas are not my property, the format is)

*Rule of Engagement- Do not let the enemy anticipate you so you may attack by any means to destroy them.

I. Theme
II. Resource Management
III. Strategy
IV. Deck's Structure
V. Deck's Tuning

I. Theme

These 3 themes are the basis of countless themes possibilities:
Aggro (Beatdown, Burn, Steroids, Hate, Type, Weenie)
Control >Deck, Field, Hand< (Denial, Destruction, Discard, Disruption, Negation, Removal, Permission)
Combo (Lockdown, Protection, Reactive, Stall)

II. Resource Management

Resource: Something which allows you to play the game.
I wiil be using as my primary gameplay Magic,
These are the following resources: life, cards in hand, cards in
library, cards in graveyard, permanents in play (which is further
divided into creatures, artifacts, land, enchantments). In tournament
situations, you add time as a resource.
Only three resources really count -- life, cards, and mana.

Maximize card utility, minimize combo reliance
This means you want the cards you draw to pose multiple threats
against most types of decks, without having to rely on combos.

Minimize resource requirements
That means that as many of your actions should be the lowest
cost possible, and have the least specific cost type required.

III. Strategy- The concept covers the idea of how the deck plays.

Strategy -- The ability to implement primary goals compared
to the time and resource cost of implementing those goals with,
varied offense, and non-reliance on key combos.

Defensive -- Staying alive despite an opponents efforts, often incorporating huge offensive elements, disrupting their game. Defensive- Drawing, Negation, Protection, Reversal, Recovery

Offensive -- Relates to those elements which will make it possible for a deck to win. Offensive- Destruction, Direct Damage, Discard, Equips, Removal

Active decks- Offensive threat in that overwhelming power/speed is a threat.

Reactive decks- Defensive threat since it prevents the opponent from playing their game.

Mixed decks- The ability of each card as an independent or being able to combine the offensive
threat with defense threat for a devastating combination/lock.

Cards -- A concept which covers the effect and utility of a
card given its casting cost.
Decks -- The ability of a particular deck to utilize every card
as soon as it is drawn.

Cards -- The ability of a card to be useful in multiple situations.
Decks -- The ability of a particular deck to defend against multiple
opposing strategies, while being able to implement its offensive
strategy against a variety of defensive measures.

IV. Deck's Structure

If you have a 60-card deck, with 1/3 mana, then this is the avg. mana draw/drop rate.
1 color mana 1 2 3 6 8
2 color mana 3 9 15 21 27
3 color mana 8 19 28 36 43
4 color mana 14 26 36 45 52
5 color mana 19 33 44 52 57

Commonly used ratios for non mana deck building
Creatures (15-20), Summon Level Free (12-16), 1 (2-4), 2 (1-3)
Jutsu/Spells/Training (12-18) Defensive (4-8), Offensive (5-7)
Artifacts/Mission/Traps (5-10) Traps- Defensive (1-3), Offensive (3-5))

V. Deck's Tuning

Test and trials for tuning your deck
5 Factors Test
Highest Attack Power / 100
Highest Attack Bonus / 100
Highest Direct Damage / 100
# of Higher Attack Monsters X 2
# of Monsters Destroyers X 5
Highest Defense Power/100
Highest Defense Bonus/100
Highest Life Gain/100
# of Higher Defense Monsters X 2
# of Attack/Damage Negators X 5
# of Cards is 60 then add 10, "“ 2 for every card over 40
# of Drawing Cards X 10
# of Searcher Cards X 10
# of Summoning Cards X 10
# of Cards that Recycle, - 5 for each
# of Cards that Destroy/Negate X 2
# of Effects Monster (Non Continuous) X 5
# of Restricted/Semi restricted Cards
# of Cards that Recycle X 2
# of Deck Destroyers/Shufflers/Thinners X 5
# of Theme Cards X 2
# of 3 card Combos X 5
# Deck rebuild, Side deck, 4 card series +5 for each
# of Effects Monster (Continuous) X 2
# of Theme Monsters X 5


When sidebording ask yourself-
1. Am I maintaining the core synergies of my deck,
or enough of a plan so I can win?
2. Am I introducing a permanent type that actually
makes the opponent's deck better?
3. What if I'm wrong? Can I still win?

Three things your sideboard should give:
1. Card advantage
2. Time
3. Strategy Suppression

The absolute best sideboards work to suppress or trump the strategies of any opposing decks.

1. Aggro-Hate (Overload) sideboards
Aggro sideboards switch for more of one type cards, usually not found in the
main deck, for the purpose of dominating something,
using a swarm effect they seek to win quickly no matter the cost.

2. Strategy-Specific Sideboards:
Strategy-specific sideboards are those which identify the vulnerabilities in a
particular strategy and build a sideboard to exploit those vulnerabilities.

3. Transformative Sideboards
The idea is to transform the deck completely catching the opponent
by surprise and unprepared, this type of sideboarding is risky.

4. Enhancement (Efficiency) Sideboards:
This is often combined with Strategy-specific sideboarding principle, to
enhance one's own main strategy's ability, to plug holes or counteract an
opponent's strategy.

10 Trials
ID Problem- Weaknesses in a factor.
Evaluate and Narrow Strategies- Card replacements, and alternatives
Parts and Production- Does the card(s) fit your theme
Quality and Quantity- Is it good or just a filler
Supply and Demand- Can you afford to put this card in your deck
Min cost for Max Benefit- Profit should be greater than or equal cards price
Conservation of Power- Does it really add to your deck or take away from it
Checks and Balances- Does it even out with your decks balance (ratios, theme, etc.)
Equal Opportunity- Does the card combo well with the rest of your deck
Preview and Question End Results- Is this the best card for your deck, pros and cons

Copyright ©2004 Christopher Lee Perez (10 Trials is my property)