YU-GI-OH! POWER OF CHAOS YUGI THE DESTINY Playing Tips by Girl With Pigtail firstname.lastname@example.org December 2009 Best viewed with Courier New font ======================================================================= TABLE OF CONTENTS ======================================================================= 1. Introduction 2. Basic Tips 3. Yugi Tips 4. Last Words Use CTRL+F to easily jump to a section you want to go to. ======================================================================= 1. INTRODUCTION ======================================================================= Foremost, this playing tips were meant for beginners on Yu-Gi-Oh! Power of Chaos card game. Doesn't mean that advanced players can't use it though. The tips given were those that I used oftenly when I'm still new playing it and didn't have much strong cards, yet I also gave tips for stronger cards incase you're dueling a pretty strong opponent that strong cards can sometimes be useless. There are three kinds of this guide. One is the one you're reading now which is tips for Yugi the Destiny game. Second is tips for Kaiba the Revenge game and the last one is for Joey the Passion game. You can download the other two tips separately from www.neoseeker.com on each game's respective FAQ pages. In Basic Tips, I put tips that can be used on any games, meaning it didn't matter who you fought. Either Yugi, Kaiba, Junichi (US Version: Joey. Bleh.... Don't expect you'll see that name again here since I'll further on use Junichi to refer him), or against one of your real-life friends. In Yugi Tips, I put tips especially meant to use for battling Yugi. In Kaiba Tips I put tips for dueling Kaiba and in Junichi Tips are tips to fought Junichi. So, that's about all for the introduction. Let's start with the tips. ======================================================================= 2. BASIC TIPS ======================================================================= 1. Tips for which character you should play first. ----------------------------------------------- If you're a beginner, I strongly recommended to play Yugi in the Yugi the Destiny game first. I didn't mean to underestimate him, but Yugi didn't use that much powerful cards and I believe he was meant to be played by the beginners first, seeing the way Yugi played and the cards available in his game, also the way his tutorial gave you basic knowledge around cards and duels. After you feel you're strong enough and Yugi is no longer a challenge for you, duel with Kaiba in the Kaiba the Revenge game next after is my recommendation. Kaiba is stronger than Yugi, in the Power of Chaos game only of course, and in my opinion too of course. Playing Kaiba is a lot harder in term of he had a lot bigger list of cards that can be used by the both of you compared to the cards in Yugi's list. The last one I suggested you to duel with is Junichi in Joey the Passion game. You might say that Junichi was the weakest of three in the original story of Yu-Gi-Oh!, but in Power of Chaos he's not a hard opponent, he's an ANNOYING opponent. Remember how Junichi had the habbit of 'gambling' by using a LOT of spell and trap cards on the original story? Well, he did it again in Power of Chaos. That's why he's annoying to fought with and recommended to be last. Also, unlike Yugi the Destiny and Kaiba the Revenge games, Joey the Passion offer different types of difficulty under his Options page. You can set Junichi to use his own normal deck or let him use all Power of Chaos cards just like you're allowed to use all the cards you've collected during your plays against Yugi and Kaiba, which if you choose to enable this option it will make Junichi even more annoying to duel with. Still in the Options, you can also choose to let the both of you use Forbidden Cards or not. I think Konami also meant for you to play Power of Chaos in this order of Yugi-Kaiba-Junichi since Yugi and Kaiba got tutorials while Junichi not. 2. Tips for amount of number on your main deck. -------------------------------------------- Remember that there is a limit of 40 cards minimum and 80 cards maximum. If you're a beginner, feel free to use the max number to strengthen your deck. But remember that quantity isn't always better than quality. After you feel your deck is strong enough, try dueling someone using the min number to test your skill on playing and on deck construction. Note that Yugi and Kaiba will always use 40 cards in their deck no matter how much cards you place in your deck, while Junichi sometimes added between 1-10 additional cards if you have more than 40 cards on your deck but will go back using 40 if you also use 40. If you're dueling a friend, you can try made a rule with him/her about how many cards allowed in each decks. 3. Tips for monsters in your main deck. ------------------------------------ Some of you are an attacker type meaning you'll most probably put a lot of monsters with big ATK number in your deck and some of you are a defensive type meaning you prefer to put a lot of monsters with big DEF number in your deck. But to my opinion, the best deck to use against Yugi, Kaiba and Junichi is a deck consisted a balanced amount between monsters that were meant to attack and monsters meant to defend. Don't put monsters with 5 stars and above too much in your deck. You can only summon them if you have tribute and you can't tribute if you don't have a monster to be placed in your field. Carefully place flip effect monsters in your deck, making sure they'll do good more to you than to your opponent. Once you have it, I suggest to place these cards in your deck: a. Some Giant Soldier of Stone, Mystical Elf and other monsters with 2000 DEF with 4 stars or lower as your normal defensive monsters. b. Some Neo the Magic Swordsman or other monsters with 1700 ATK or more with 4 stars or lower as your normal attacking monsters. c. One or two Summoned Skull. It's a monster with 2500 ATK and only need one tribute to summon it so it's a pretty good monster to have. Between all cards that are 5-6 stars, this card is the best for you to use as an attacking monster. d. One or two Labyrinth Wall or Millenium Shield. They are monsters with 3000 DEF and only need one tribute to set in the field. The best thing about these cards that as long there's no Equip card on Blue-Eyes White Dragon, not even the mighty Blue-Eyes can destroy it. It's your best defensive monster. e. A Cyber Jar is strongly recommended as one of your flip effect monsters. It'll destroy all cards on field and you can place and draw new cards from your deck. It's very useful if you're dueling a strong monster you can't destroy. 4. Tips for spells in your main deck. ---------------------------------- A lotta spell cards can be useful while some can be useless for you. See the monsters you have in your deck and decide what kind of spell cards you think will be helpful for them. Spell cards like Change of Heart, Dark Hole, Harpie's Feather Duster, Monster Reborn, Pot of Greed and Swords of Revealing Light were proven to be very useful anytime. Put some of them in your deck once you have them. 5. Tips for traps in your main deck. --------------------------------- Once you have it, ALWAYS have Mirror Force, Trap Hole, Waboku and Negate Attack in your deck. There are a lot more trap cards can be used, depending on the type of monsters and spells cards you got in your deck, but the ones I've mentioned above were useful anytime. Also put Fake Trap to protect your traps if you want to. Magic Jammer can also be useful to prevent opponent using a spell card, but remember that you need to have a card in your hand to be discarded to the graveyard if you want to activate Magic Jammer. 6. Tips for Side Deck. ------------------- Side Deck is the deck consisted of max 15 cards under your main deck that you can use as cards exchange during Match Duel. I actually never use the Side Deck since I never wanted to change the main deck even in a Match. But should you need to, I recommend putting some monsters with effect and some spells or traps. 7. Tips for Fusion Deck. --------------------- I rarely use the Fusion Deck but it's good to have if you want to. Junichi once beat me using FIVE fusion monsters thanks to his Fusion Gate activated and all of his fusion cards are at hand. A battle I hate to remember. Try placing a pretty strong fusion monsters like Gaia the Dragon Champion, Skull Knight, Twin-Headed Thunder Dragon or even Blue-Eyes Ultimate Dragon once you have it. Monsters with ATK lower than these cards are not recommended since it'll be pretty much useless in a duel. Also, I suggest you don't put the monsters that become the 'ingredient' of a fusion monster in your battle field. Just keep them in your hand until you got Polymerization or Fusion Gate activated. 8. Tips for rock-paper-scissor. ---------------------------- There's no fix rule about what will the computer choose, but you can try using scissor first since I found the computer like to choose paper for about 50% of the times. If you won, I recommend to choose to go first, but you can choose to go second if you wanted to see your opponent's moves first. But I STRONGLY suggest to go first if facing Junichi. Like I've said before, dueling him is annoying and going second will only make it worse. Trust me. 9. Tips for placing monsters in the Monster Card Zone. --------------------------------------------------- If I had a monster with a big DEF at hand, I'll always place that card face down first before anything. It's best to defend yourself first, in my thought. If you wanted to summon a strong monster in face up position so you can attack, take a look first at opponent's spell/trap zone. If there's a card there, you might want to use a spell card to destroy it first before summoning. Or if you don't have a spell card, summon a weaker monster first so if it's a Trap Hole or Mirror Force, at least it's not your stronger monster that was destroyed by opponent's trap.. 10. Tips for setting spells and/or traps in the Spell/Trap Card Zone. ----------------------------------------------------------------- ALWAYS place one trap/spell at a time, unless you have a Fake Trap or Magic Jammer to prevent your opponent from destroying the trap/ spell cards. You can place a lot of trap/spell at a time if you're sure that your opponent didn't have or have used up all of his/her Heavy Storm, Harpie's Feather Duster, Mystical Space Typhoon or Nobleman of Extermination. 11. Tips for summoning tribute monsters. ------------------------------------ The best monster to be used as a tribute, in my opinion, is your defensive monsters. Tribute an attacking monster if the monster got low ATK or if you summon it just to activate its effect like Sonic Bird or Senju of the Thousand Hands, or if there's no other cards in your field. If there's a card or more in your opponent's spell/trap card zone, if you can, destroy one or more of them first before summoning a 5 stars or more monsters. 12. Tips for activating spells and/or traps. ---------------------------------------- Activate traps like Time Seal or Jar of Greed and suchs once your opponent is between his/her Draw and Standby Phase (you'll be prompted the question of "Do you wish to activate a trap or quick spell card?"). It'll prevent him/her to do anything toward your trap card's effect. If there's a trap card or more in your opponent's zone and you want to activate one or more spell cards, activate your spell card that you think as least useful first, incase one of the trap cards in your opponent's zone is a Magic Jammer or Imperial Order. If you have a strong DEF monster such as Mystical Elf in defense position and your opponent summoned Neo the Magic Swordsman or other monsters with ATK lower than your monster's DEF, don't activate your Trap Hole. Let him/her attack. But if you have a strong monster like Vorse Raider in attack position and your opponent summoned a monster with lower ATK such as Maha Vailo or something, also in attacking position, I suggest you activate Trap Hole since most probably your opponent will activate one or more equip card to increase his/her monster's ATK power. 13. Tips to play Yugi, Kaiba and Junichi a little bit easier. --------------------------------------------------------- Well, I've posted some of these in NeoSeeker's cheat section but incase you missed it. a. Do you know that you can activate some of your opponent's trap card? The only condition to do this is for you to have at least one of below trap cards placed face down in your field. 1. Waboku 2. Robbin' Goblin 3. Spellbinding Circle 4. Crush Card (only if you have a Dark monster with ATK 1000 or lower placed on your field) 5. Acid Trap Hole (only if you or your opponent have a face down monster) The traps on your opponent's field that can be activated by YOU are: 1. Crush Card (only if there's a Dark monster with ATK 1000 or lower face up on Kaiba/Junichi's field. Yugi didn't have this trap card in his card list) 2. Spellbinding Circle (only if there's at least one monster on your field) 3. Two Pronged Attack (only if there are at least two monsters on Yugi/Kaiba/Junichi's field and at least one monster on your field) 4. Castle Walls (only if there's at least one monster face up on Kaiba/Junichi's field. Yugi didn't have this trap card in his card list) 5. Reinforcements (only if there's at least one monster face up on Yugi/Kaiba/Junichi's field) 6. Metalmorph (only if there's at least one monster face up on Kaiba/Junichi's field. Yugi didn't have this trap card in his card list) Now, how to activate it? Well, you'll be prompted the question of "Do you want to activate a trap or quick spell card?" if you have one of the trap cards I've listed previously on your field in face down position. Select "Yes" even if you don't want to activate them. After selecting "Yes", don't activate your trap card, instead hover your mouse above Yugi/Kaiba/Junichi's trap cards. If the cards I've listed above is there, there will be the word "Activate!" show up. Well, this is when you decide to activate it or not. This can sometimes help you, for instances: 1. The monster(s) in your field is on defense position, none of them are in attack position. If you activate your opponent's Spellbinding Circle, then he'll be forced to choose one of your defending monster. You can freely summon an attacking monster without the Spellbinding Circle that can stop it from attacking. 2. You have more than one monster in your field and you want to summon a pretty strong monster. If you activate Two Pronged Attack first before summoning, your opponent will be forced to destroy two of his monsters and one of your monster that was already on field. Then you can summon the strong monster without worrying the Two Pronged Attack will destroy it. 3. If your opponent got some pretty weak monster(s) face up on his field, activating his Castle Walls, Reinforcements and Metalmorph will be helpful to prevent him from equipping it on stronger monsters. However, if it turned out to be Crush Card that you activated, it can be pretty stressful due to the fact that you'll lost all your monsters with ATK 1500 and above to the graveyard for the next three turns. But if you have Monster Reborn and/or Premature Burial on hand, Crush Card will be helpful to summon a 5 stars or more monsters without tribute. Crush Card WILL NOT destroy monster(s) that were Special Summoned after its activation. b. Relinquished is a good Ritual monster to have in your deck. This monster need Black Illusion Ritual spell card and one tribute monster only. It's better than any other Ritual monster cards that usually needed a lot of monsters to be tributed and didn't have ATK or DEF around or a bit above 2500, while Relinquished have no limit of how much ATK/DEF it can had so it's the best Ritual monster you can have. At first Relinquished only have 0 ATK and DEF but you can activate its effect to absorb a monster on your opponent's field (absorbing a face down monster will resulted Relinquished's ATK/DEF to stay 0) and Relinquished will have the EXACT ATK and DEF as the monster it absorbed. Absorb a Blue-Eyes Ultimate Dragon and Kaiba will be sorry he ever summoned it XD. What will happen to the absorbed monster? It will be Relinquished's equip card. It's a good way to have a strong monster and eliminate your opponent's strong monster altogether. Also, if your opponent try to attack Relinquished, the equipped monster card will be the one destroyed instead of Relinquished and the damage you received will also be received by your opponent. And, if your opponent have a stronger card on his field and didn't attack Relinquished due to it's effect, try attacking the monster. Of course you'll lost and your equipped monster on Relinquished will be destroyed, but on Main Phase 2 you can activate Relinquished's effect once more to absorb the stronger monster thanks to the fact that Relinquished's effect can be activated on any Main Phase as long as there's no monster equipped by it. Don't you just love Relinquished? ^^a However, there's one draw back on Relinquished which is its 0 ATK/DEF. If there are two or more monsters on your opponent's field with ATK higher than Relinquished's absorbed monster, it will destroy the equipped monster and destroy Relinquished too. I usually have some Waboku or Negate Attack handy to prevent this by letting one of the strong monsters destroyed Relinquished's equipped monster then activated Waboku or Negate Attack when the second strong monster tried to destroy the naked Relinquished. On my next turn, voila, absorb the strongest monster on the field and fire away! c. Once you have it, ALWAYS place one or more Wall of Illusion on your deck. This card had an effect of returning any monster attacking it to the owner's hand. It has a DEF of 1850 also so non-tribute monsters like Vorse Raider and Gemini Elf with ATK of 1900 are the only ones that can destroy it. Summon Wall of Illusion ONLY if your opponent had a strong tribute or fusion monster on his field. If your opponent's tribute or fusion monster attacked Wall of Illusion, it's returned and if there's no monster to be tributed or fusioned, you won't see that monster again for a while. Pretty helpful. ======================================================================= 3. YUGI TIPS ======================================================================= 1. Once you've beat Yami Yugi (well, the real Yugi never showed up to face us in this game so it was actually Yami Yugi that we fought, right?) enough times, he'll began to have Exodia's parts on his deck and of course we know how annoying it is to have it beat us while we're winning (imagine, Yugi is 650 LP away from being defeated and tada, he had a complete set of Exodia in his hand. Ugh!!). But how can you tell whether Yugi have Exodia's parts in his deck or not? Easy, see Yugi's Fusion Deck. If there's a card or more in there, meaning he had Exodia's parts in his deck. If it's empty, no Exodia. Simple. But it's not so simple on preventing Exodia from being completed. First, you need to know whether Yugi already have some Exodia's parts in his hand or not. Examine Yugi's moves carefully. If Yugi have one or more cards on his most left hand (most right from our point of view) that was not played for a couple of turns eventhough there are monsters on his side that can be tributed to summon a 5 or more stars monster, it is most probably that it was Exodia's part. This is when Card Destruction is your only help. It'll destroy your cards on hand too but at least it'll prevent Yugi from completing Exodia. 2. Once you have three Neo the Magic Swordsman in your inventory, place ALL three on your deck. It's the strongest non-tribute monster you can have in Yugi the Destiny so it's your best bet as attacker. 3. Dark Magician is Yugi's trade mark monster but I don't suggest putting it on your deck. Dark Magician have an ATK of 2500 and need 2 tributes. Summoned Skull also have 2500 ATK but only need 1 tribute. If you want to tribute 2 monsters for a high level monster, it's better to use it for Blue-Eyes White Dragon or Tri-Horned Dragon that have ATK higher than Dark Magician. For me, Dark Magician is pretty much a useless card in Yugi the Destiny game. 4. When you have the complete set of Exodia's parts, you can place them in your deck if you wanna. You can have an instant win that way. I myself have beaten Yugi a couple of times using Exodia. However, if Yugi had Card Destruction in his hand, he'll have no doubt of using it immediately once he realized there are cards we didn't play for some turns and suspected they were Exodia. If you're using more than 40 cards in your deck, then you might want to place Exodia. I never use more than 40 cards in Yugi the Destiny so I removed Exodia from my deck in later games. 5. Anti-Raigeki is one of the best trap card to have in your deck when facing Yugi. If you got more than one, then you might want to place more than one in your deck to increase the chance of it appearance before Yugi activated his Raigeki. ======================================================================= 4. LAST WORDS ======================================================================= That should be all. Like I said, Yugi the Destiny was pretty easy so you shouldn't need a lot of tips to beat Yugi. Thanks for reading, hopefully it'll be useful for you. If there's anything you can add to this tips, please feel free to e-mail me at email@example.com with "Yugi the Destiny Tips" as the subject line (sorry, but I'll ignore other subject). Feel free to print it for your personal use. You can also use this tips in your own guide or put it in your website, as long you didn't change anytn in it and give me, as the author, the proper credit. Obviously, I will be happy if you let me know by e-mail first, but I won't mind no e-mail as long you properly credited me. Oh, and DON'T MAKE MONEY OUT OF IT!! This guide is created by Girl With Pigtail (that's me!) at December 2008, copyrighted to me of course. Find this tips and my other guides or cheats for this game and some other game only at www.neoseeker.com.