How many tuners should a deck have




















Stronger monsters can be harder to Summon. Use Special Summons to set up your Tribute Summons. Some Spell and Trap Cards are like drawing a monster. Share this: Tweet. Written by: P. Absolute Powerforce — New Cards??? Welcome to the Yu-Gi-Oh! Search Strategy Site Search for:. I know I'm not the only duelist out there who's obsessed with playing a little bit of everything just to get a sense of which mechanics are the most fun.

This week we're taking a look at some of the game's coolest mechanics: the effects, rules, or metagames built into themes that create new play styles and strategies. A few of these mechanics are written right into the rulebook, but others are defined by the cards themselves. I rejoined the game just as Synchro monsters were being introduced, and I honestly don't think I could have picked a better time to start going to locals.

Competition in my area was full of players exploring the first handful of Synchro monsters, and casual play was a hotspot for innovation, even as major competitive events were being overrun by TeleDAD. The earliest Synchro Monsters were incredibly strong: Stardust Dragon countered many of the game's most popular techs, and Black Rose Dragon offered a full-field wipe to any deck that could make its Level 7 requirement. Synchros might not be the strongest Extra Deck summon in the game, but I personally think they're the most interesting.

While Xyz and Link Summoning's often just a matter of fielding two monsters, Synchros require the careful use of Tuners and non-Tuners to meet Level and material requirements.

Deck building with Synchros in mind is a lot more complicated than simply playing extenders with the same Level. That said, complexity shouldn't be the end goal of any game mechanic.

Fusion and Ritual Summons weren't compelling for most players until specific cards and entire decks unlocked their potential, like Advanced Ritual Art and Gladiator Beasts. In some ways Synchros feel like a better implementation of the idea behind Fusions: you combine two monsters into one with a special summon. I think Synchros had the best evolution of any Extra Deck summoning mechanic in the game. From Accel Synchro—combining Synchro Tuners and Synchro Materials into still-stronger Synchros—to the reverse-Synchros of the Ursarctic theme, there are so many interesting ways to play Synchros in It's one of a few mechanics that Konami got right immediately, even if some of the game's Tuners have occasionally been a little, uh, over-tuned.

Ultimately, the game's flashiest Synchros like Shooting Quasar Dragon are fantastic representations of Yu-Gi-Oh's power fantasy, and they let you temporarily feel like you're channeling an anime character in real life. The Pendulum mechanic was immediately controversial when it debuted in despite its weak start in the Duelist Alliance format, but it didn't take Konami long to introduce a Pendulum theme that had us all grinding our teeth in frustration.

Qliphorts heavily abused the near-infinite resource engine of the Pendulum mechanic, and it wouldn't be the last theme to do that. Decks like Pendulum Magicians, Metalfoes, Magispecters, and Performage Performapal eventually proved that Pendulums needed to be reworked. The Master Rule 4 Extra Monster Zone made the mechanic significantly more fair while keeping the heart of the Pendulum concept intact.

I love the design of Pendulums, but by far the coolest set of cards in it are the Pendulum-Fusion, Pendulum-Synchro, and Pendulum-Xyz hybrids. They're a unique group of monsters that can live in the Extra Deck in two ways: as a face-down Fusion, Synchro, or Xyz, and as a face-up Pendulum monster.

Here are ten awesome tuners that fit snugly in almost any deck! First things first, Debris has strong stats especially DEF for a tuner, and when normal summoned, he lets you revive a monster from your graveyard with or less ATK in attack position with its effects negated. Debris can't be used as synchro material except for dragon monsters, but there's plenty of those, and the other synchro materials can't be level four.

That still leaves plenty of valid summons, or you can simply use him and your revived unit for xyz or link summons, where Debris's restrictions don't apply. Based on the classic spell "Scapegoat", Scapeghost has the dark attribute and zombie type, both of which carry many supports. More than that, when flipped, he lets you summon any number of sheep tokens. High-risk high-reward, Witch is a dark spellcaster, another popular pairing that blends with themes like Dark Magician and Shaddoll.

She can't be special summoned, but she has solid ATK, and when normal summoned while you control no cards, you draw a card, but if it's not a monster, you send it to the graveyard and destroy Witch. If you'd rather not gamble, just normal summon her while you control other cards to prevent her draw ability from triggering.

Popularized by protagonist Yusei in the anime 5Ds , when you play this card, you may select a level 1 or 2 monster in your graveyard and summon it in defense position with its effects negated. So, simply summon Junk Synchron, revive your pipsqueak, and synchro into a level four or five monster.

Plus, some synchros like "Junk Warrior" require Synchron as their tuner, and you can also use him and his ally for link summons. Naturia summons them in face-down position, so they have to be flipped over before they can tune, while Inmato's copies can't be used as synchro material the round they arrive, but both are still good ways to swarm your field with material for synchro, xyz, or link monsters. Plus, since they're both plant-type, they also work well with the tuner "Spore" who revives himself from graveyard by banishing another plant from it.

A light spellcaster, Veiler has several supports, and he can either be summoned to use as a tuner, or kept in hand for his hand-trap effect, letting you discard him at instant speed to negate a monster's effects for the turn. Simple yet versatile, Veiler adapts to fit your current situation, either shutting down an enemy ace or helping you cast your own. He's also great for budget decks, costing well under two dollars!

More than that, like Veiler, they can be summoned for tuning, but they can also discard themselves from hand to activate various tricks, often interrupting your opponent's move to thwart their summons or card tutoring. Better yet, he can summon himself from your hand or graveyard by spending half your life points, targeting a level six or lower monster you control, and reducing his level by his target's.

When summoned this way, Destrudo goes to the bottom of your deck if he leaves the field, and sure, you're paying for his arrival in blood, but he's an easy way to prep a synchro summon and makes great discard fodder.

Semi-limited as of this writing, you're only allowed two copies of Diva in your deck, but that's just enough to make good use of her effect, special summoning a level three or lower sea serpent-type monster from your deck when normal summoned. Of course, if you're running sea serpents, you'll have more options, but you can always simply pick your second copy of Diva.

Doing so means you'd control two tuners, which won't be able to synchro summon unless you control another non-tuner, but even if you don't, you're still primed for an easy xyz or link summon. Sure, Bulb's battle stats are pathetic, but you can revive him from your graveyard once per duel by sending one card from your deck into your graveyard.

Basically, you score a freebie material for synchro, link, or tribute summoning, handily stockpiling your graveyard along the way. As a plant, he also works well with Spore, but either way, Bulb's a staple for any archetypes lacking their own useful tuners.



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