Decks-The Art of Building

Where the magic happens...

I have now been building my Kuriboh deck in one form or another for a long time. For most of that time the deck was really, really bad. I mean¬†really¬†bad. But as of late-it’s started to perform really well. Why? Well, the simple art of Deckjitsu guided me through. ‘What is Deckjitsu?’ I hear you cry. Allow me to elaborate.

Choose a Deck

Sadly-it is physically impossible for one man/woman/alien being to build every deck. There are too many, it would be really expensive, and when you finally build the last one, the guys at Konami would put out another three or four archetypes. So firstly, you have to choose a deck. I choose Kuriboh because it sounded like a cool idea, and I like the card art for his Winged variants. Next I am building Inzektors (I can hear cries of cheese already) because they are a powerful deck, are completely opposite to the Kuriboh, and I would like to attend a tournament one of these days, and I don’t plan on coming last. Of corse, there are hundreds of other reasons why one may choose a deck-but the important thing is to make sure that you will enjoy playing the deck. Don’t pick up a Dark World deck because your mate said they where awesome if you would rather be playing E-HEROs-play something you will enjoy.

Learn How It Works

Each and every archetype has a main theme running through it as far as operations are concerned. For example, Kuriboh work by negating battle damage, Inzektors equip to each other, and Aliens use A-counters to whittle down the ATK and DEF of opposing monsters. You have to identify this USP (unique selling point-there isn’t really any other phrase I can think of to describe it) and figure out how to capitalise upon it.

Build a Deck

Or, at the very least write a list. I personally make use of the Deck Constructor feature of Duelling Network to put together the rudimentary elements of my decks. Either way-this is where the embryonic form of the deck starts. Once you know what the USP of your deck is, figure out a load of viable combinations and add those cards. Then, add cards like Mirror Force and Seven Tools of the Bandit, or which ever cards you take as staples in all of your decks. I normally find I am a few cards short by this point, so I normally add a few more monster cards, as I find it handy to have LOADS of monsters.

Test Draws

Shuffle your deck and see what the top five or six cards are. See if there is any viable way of playing them. If not, you may need to add or remove (normally add) something to the deck. Keep trying this until you are predominantly drawing cards that you want or need to get your game off to a good start.

Test Play

Play with the deck against people of an equal level to you. With a test deck, there is no point playing against people who are better than you, they will normally wind against this infant deck, nor is there much point in playing people worse than you, you normally don’t get a good gauge of the power of the deck. After a while you will notice little things that you have built into the deck that you didn’t intend to. Remember, only working on pre-planed strategies early ever works, as you cannot predict your enemy (unless you actually are Maxamillion Pegasus, which I doubt). If you notice something that the deck needs, add it, and if there are cards that you never use, remove them, they take up valuable deck space.


By this point you all have tested the deck about as well as you possibly can. The only thing you can do now is go out into the big wide world and play the deck. One important point is that a deck cannot remain static. You must be prepared to change a deck to fit any changes in the game’s meta.

But most of all-remember to have fun with your deck. After all-it is only a game!