Yugioh Sacred Cards Starter Deck

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This deck will allow you to play throughout the entire game and consistently win, and it is only about 1900-2000 Deck Capacity. I built such a deck so I could keep going through the game’s story without having to safe the game and grind for hours just to make a better deck. You can get all of the Deck Capacity (DC) and Yen to build this Deck without even having to advance the game’s story by grinding lesser duelists and the Duel Computer at the very start of the game. I did as much and it only took me two to three hours to do it, even with my game crashing a few times because it is so old.

Monsters
1x Skull Knight
2x Legendary Fiend
3x Toad Master
3x Doron
3x Skelengel
3x Ancient Lamp
2x Hourglass of Life
2x Parasite Paracide

Spells & Traps
3x Invisible Wire
3x Acid Trap Hole
3x Widespread Ruin
3x Amazon Archers
3x Torrential Tribute
3x Beckon to Darkness
2x Heavy Storm
1x Pot of Greed

The deck makes the very most out of what little it can. Almost all monsters are low level and with low DC; only Ancient Lamp is the exception. Doron, Toad Master, and Ancient Lamp essentially “duplicate” by adding an extra monster on the field, with Ancient Lamp giving you La Jinn, an 1800 ATK beatstick, a very powerful and expensive monster in Sacred Cards. The purpose is to fill your field with monsters to a strong control over the field, which is so important in this game because summoning monsters is slower and harder than in the real life Yugioh card game.

Skelengel lets you draw a card to keep hand control, which is again harder to do than in real life Yugioh. Hourglass of Life lets you pump up low level monsters while Parasite Paraside transforms even your opponent’s strongest monster in a weak Parasite, but it does give up some field control to do so. Both monsters have their strengths and drawbacks, so I compromised to add 2 copies of both. Skull Knight and Legendary Fiend are tribute monsters with low DC but still quite strong.

The Spells and Traps take advantage of the rules in a way the developers may have missed; all Traps and Spells that destroy monsters have low DC. That means you can easily safeguard all your weak monsters and dispatch even your opponent’s strongest monsters with little waste of resources. You can even defeat Dark Malik without much trouble because your billion traps will destroy any monster he plays, no matter how strong it is. The only exceptions are Heavy Storm; which gets rid of Spells along with monsters, and Pot of Greed; which lets you draw more cards.

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