Side Strategies For All[HELP/ADV] plz read
NOTE: These combos don't need to be followed to the letter. I just listed a few cards and a idea to go with them. So treat these as ideas, ideas can be changed. I hope you guys get use out of these ideas. If you see ways to improve any of these strategys, please share. Give me feed back if you'd like to see more some day for sure. Please post some combo ideas of your own as well so we can all learn from eachother.
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Combo 1
-Card Tader - Once per turn, during your Standby Phase, you can shuffle 1 card from your hand into the Deck, then draw 1 card.
-Reload - Add all the cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck.
-Magical Mallet - Add any number of cards from your hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck.
-Monster Recovery - Select 1 of your own monsters on your side of the field and combine it with your Deck. At the same time combine your hand with your Deck and then shuffle it. Draw the same number of cards that were in your hand from the Deck.
-Golden Ladybug - Once per turn, during your Standby Phase, you can reveal this card in your hand to gain 500 Life Points. If you do this, this card remains revealed while it is in your hand, until the End Phase.
-Solemn Wishes - Increase your Life Points by 500 points each time you draw a card (or cards).
This is a very flexable combo and you don't need all the cards to use it. You don't need to load your deck with alot of Card
Trader's, Reload's, Magical Mallet's or Monster Recovery cards. In fact you could leave one or two out completely, 5 cards of any combo is enough, but more wont hurt. Those 4 cards work well with Golden Ladybug and Solemn Wishes. Golden Ladybug can stay in your hand and give you 500LP every turn and sence it stays in your hand, its 1 more card to be reshuffled into your deck. This card will help you get more use out of those 4 reshuffle cards. Solemn wishes isn't as great, but with card trader you get 1000LP per turn if you choose to use its effect. The overall greatest effect of this combo it ability to go though your deck and select the cards you want at a fast pase.
There are meny other great uses for Card Trader, Reload, Magical Mallet and Monster Recovery. This is a cycling combo you could use in alot of theme dacks like Six Sam's and E Heroes. Other decks like burn and beatdown would work well to.
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Combo 2
-Machine Duplication - Select 1 Machine-Type monster with 500 or less ATK on your side of the field. You can Special Summon up to 2 cards with the same name from your Deck.
-DNA Surgery - When you activate this card, declare 1 Type of monster. As long as this card remains face-up on the field, all face-up monsters become the Type you declared.
-Ancient Rules - Special Summon 1 Level 5 or higher Normal Monster from your hand.
-Shrink - Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn.
-Shooting Star Bow - Ceal - Decrease the ATK of a monster equipped with this card by 1000 points. A monster equipped with this card can attack your opponent's Life Points directly.
This is a limited combo. Use DNA Surgry to make all cards machines and then summon a powerful monster with Ancient Rules and find a way to lower its attack power, Shink and Shooting Star Bow - Ceal would do nicely. Then use Machine Duplication, the card dosen't say the other monsters special summoned need to have ATK500 or be machines. So you could pull very powerful monsters to the feild.
This, as a small side strategy isn't to bad and if your running a machine deck you won't need DNA Surgery.
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Combo 3
-Catapult Turtle - ATK1000/DEF2000 - You can Tribute 1 monster to inflict damage to your opponent equal to half of its ATK.
-Superancient Deepsea King Coelacanth - ATK2800/2200 - Once per turn, you can discard 1 card to Special Summon as many Level 4 or lower Fish-Type monsters as possible from your Deck. A monster Special Summoned by this effect cannot declare an attack and its effect(s) is negated while on the field. If this card is targeted by a Spell, Trap, or Effect Monster's effect, you can Tribute 1 other Fish-Type monster to negate the effect and destroy that card.
-Cost Down - Discard 1 card from your hand. Downgrade all Monster Cards in your hand by 2 Levels until the End Phase of the turn this card is activated.
-Ultimate Offering - You can pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase.
-Double Summon - You can Normal Summon 1 additional time this turn. You can only gain this effect once per turn.
-United We Stand - Increase the ATK and DEF of the equipped monster by 800 points for each face-up monster you control.
-Mage Power - The equipped monster gains 500 ATK and DEF for each Spell and Trap Card you control.
-Pot of Avarice - Select 5 Monster Cards in your Graveyard. Return those cards to the Deck, then draw 2 cards.
-Swing of Memories - Special Summon 1 Normal Monster from your Graveyard. It is destroyed during the End Phase of this turn.
-Monster Reborn - Special Summon 1 monster from either player's Graveyard to your side of the field.
-Birthright - Select 1 Normal Monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is
removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
-Card of Safe Return -When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card from your Deck.
-Swords of Revealing Light - Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your
opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
This isn't to bad for a main strategy aswell as a side strategy. You could make your deck to go either way. I myself am basing a deck off this strategy.
Here it goes, this may be a hard strategy to use, but whatever. Get Catapult Turtle and Superancient Deepsea King Coelacanth out with cost down and bring them out with Ultimate Offering or Double Summon. It would be best to get Card of Safe Return first and have Monster Reborn or Swing of Memories in your hand, birthright on the field wouldn't be bad either. You use Superancient Deepsea King Coelacanth effect and get out your fish monsters and be sure to summon as meny strong normal ones as possible. You then use whatever power ups you may have before using Catapult Turtle. Use Catapult Turtle to kill off all other monsters, even Superancient Deepsea King Coelacanth. Then start using Swing of Memories/Birthright/Monster Reborn along with Catapult Turtle and Card of Safe Return. You should only use Monster Reborn on Superancient Deepsea King Coelacanth and after you summon him again, reuse his effect to get more monsters out and finish your opponent with Catapult Turtle.
Without that big play I suggested above. With only using Superancient Deepsea King Coelacanth effect once to summon 3x 7 Colored Fish and using no power ups. Catapult Turtle will deal 4600 if it tributes every monster on the field, himself as well.
((With combo 1 or 4 this may not be a hard deck to use.))
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Combo 4
-Magical Mallet - Add any number of cards from your hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck.
-Cup of Ace - Toss a coin. ● Heads: Draw 2 cards. ● Tails: Your opponent draws 2 cards.
-Dark World Dealings - Each player draws 1 card. Then each player discards 1 card.
-Hand Destruction - Each player sends 2 cards from their hand to the Graveyard and draws 2 cards.
-A Feather of the Phoenix - Discard 1 card. Select 1 card from your Graveyard and return it to the top of your Deck.
-Pot of Avarice - Select 5 Monster Cards in your Graveyard. Return those cards to the Deck, then draw 2 cards.
-Appropriate - You can activate this card when your opponent draws a card outside his/her Draw Phase. After that, each time your opponent draws cards outside his/her Draw Phase, you draw 2 cards.
-Solemn Wishes - Increase your Life Points by 500 points each time you draw a card (or cards).
-Infinite Cards - As long as this card remains face-up on the field, there is no limit to the number of cards in both players'
hands.
-The Cheerful Coffin - Discard up to 3 Monster Cards from your hand to the Graveyard.
-Tribute to the Doomed - Discard 1 card from your hand to the Graveyard to destroy 1 Monster Card on the field (regardless of its position).
-Dark Core - Discard 1 card. Remove from play 1 face-up monster.
-Lightning Vortex - Discard 1 card. Destroy all face-up monsters your opponent controls.
-Ultimate Offering - You can pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase.
-Double Summon - You can Normal Summon 1 additional time this turn. You can only gain this effect once per turn.
Another deck cycling strategy. The idea is to do this by second turn. Get that Appropriate out first and if you can, get Solemn
Wishes out to. Then with Cup of Ace/Dark World Dealings/Hand Destruction start drawing cards and discarding monsters. With Pot of Avarice put those monsters back and get more card well you replenish your deck. But if you don't have enough monster in the graveryard, The Cheerful Coffin lets you discard one to three and Tribute to the Doomed/Dark Core/Lightning Vortex could also be a big help. After you've drawn meny cards or can't draw any more use Magical Mallet and put back the cards you don't want at the moment for a chance at cards you do want. This way you can put back spells and traps for monsters or vice versa.
Unlike the other deck cycling combo, this one brings your hand size up. This combo goes great with nearly any deck. Use your
Ultimate Offering and/or Double Summon to flood the field with monsters. If you don't like that plan, then use the meny burn cards you drew.
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Combo 5
-Ameba - ATK300/DEF350 - When the control of this face-up card on the field shifts to your opponent, inflict 2000 points of damage to your opponent's Life Points. This effect can only be used once as long as this card remains face-up on the field.
-Mystic Box - Select 1 monster you control and 1 other card on the field. Switch the Card Zones between the cards. Afterwards, you can destroy 1 the selected.
-Creature Swap - Each player selects 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
-Brain Control - Pay 800 Life Points. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
-Enemy Controller - Select and activate 1 of these effects:
●Change the Battle Position of 1 face-up monster your opponent controls.
●Tribute 1 monster. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
-Scapegoat - If you activate this card, you cannot Summon other monsters this turn. Special Summon 4 "Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. The "Sheep Tokens" cannot be used as a Tribute for a Tribute Summon (or Set).
-Stray Lambs - If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 "Lamb Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
-Ojama Trio - Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000) in Defense Position on your opponent's side of the field. The tokens cannot be Tributed for a Tribute Summon. When an "Ojama Token" is destroyed, the controller of that token takes 300 points of damage.
This isn't as flexable as the other combos and you may not need Scapegoat/Stray Lambs/Ojama Trio. You need 6050LP or 6850LP to do this combo if your opponent has 8000LP or 7000LP(if Ojama Trio is used, otherwise its 6050LP at the lowest). Now you need enough Mystic Box/Creature Swap/Brain Control(card limit 1)/Enemy Controller cards in your hand to swap Ameba back and forth and give it to you opponent 4 times at most. Frist summon Ameba and then use Scapegoat or Stray Lambs if you need one of them for Enemy Controller's second effect. If your opponent has no monsters give them some with Ojama Trio, your opponent needs three monsters at most for this to work. Only use Creature Swap when Ameba is on your side of the field or your opponent will counter this play. As soon as Ameba in on your opponents side of the feild use your Brain Control and Enemy Controller cards to retake control of Ameba. Now your free to use Mystic Box, Creature Swap, Brain Control and Enemy Controller to deal 8000 damage in one turn.
Its not the easiest play, but you'll find a way if you want to use it. Combo 4 would go with this play nicely.
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