Tip Card

From Yugipedia
Revision as of 01:15, 19 October 2007 by 138.73.27.76 (talk) (What's with the tip list? There's 50 tips for EACH reprint set, I'm not even sure which 50 those are...)
Jump to: navigation, search

A Tip Card comes exclusively in the reprint sets. They are not actual Yu-Gi-Oh! cards. Rather, they are double-sided cards that contain helpful advice, tips, and combos that beginners (and maybe even some expert players) might not be aware of.

Similar to the tip card is the Strategy Card. Only appearing in Duelist Packs, these cards specifically give tips about cards in the set the strategy card comes from, noting where one can get certain cards that work well with the card in question.


Tip #1

REMOVED FROM PLAY - NOT OUT OF THE GAME When a card is "removed from play" it is different from being sent to the Graveyard. Cards that are "removed from play" are put in a separate area off of the Game Mat. They are not part of your Graveyard or the field, and normally cannot be used again. When you read through your Dark Revelation volume 2 cards, you will see that there are many effects that will use cards which have been removed from play, and there are many powerful combos and strategies involving removed from play cards, including ways to use these cards again. Read through your card collection, and look for other Tip Cards in this booster set to see if you can create a Deck, which uses the full power of removing cards from play.

Tip #2

STRIKE LIKE A NINJA, PART 1 If you like monsters that are hard to destroy, you should try playing with "Ninja" monsters. "Strike Ninja" is strong with 1700 ATK points, and he can evade your opponent's attempts to destroy him with his effect. By removing from play 2 DARK monsters in your Graveyard, you can remove "Strike Ninja" from play until the end of the turn, even on your opponent's turn!

So when your opponent tries to use an effect to destroy your Ninja, just activate this effect, and your "Strike Ninja" will disappear, then come back unharmed at the end of the turn! Be sure to include enough DARK monsters in your Deck to pay for "Strike Ninja"'s effects when you need to. Not all Ninjas are DARK, so you will need to pick other monsters that fit with your personal strategy.

Tip #3

STRIKE LIKE A NINJA, PART 2 Some "Ninja" monsters are also good at disarming your opponent's Trap Cards. "Crimson Ninja" has a Flip Effect that destroys a Trap Card, even a face-down one. If you choose to destroy a face-down card, and it is a Spell Card, nothing will happen to it, but at least you will get to see it and know what it is. There is a different Ninja to handle Spell Cards.

"Lady Ninja Yae" does not destroy Spell or Trap Cards, but by discarding 1 WIND monster from your hand she returns all your opponent's Spell and Trap Cards to their hand, which gives you a turn to attack without fear of any surprises.

With all these cool Ninjas in your Deck, be sure to add the Equip Spell Card, "Fuhma Shuriken", which gives any Ninja a 700 point ATK increase. It also deals 700 damage to the opponent if it is destroyed, a sneaky Ninja strike!

Tip #4

THE STRENGTH OF BEASTS, PART 1 Beast-Type monsters are known for their high ATK values, and this makes them a good foundation for a Deck. "Berserk Gorilla" is a Level 4 monster with 2000 ATK. There are few Level 4 monsters in the Yu-Gi-Oh! TRADING CARD GAME with an ATK this high, and most come with a high Life Point cost, or strict restrictions on the way they are Summoned, making them unreliable. "Berserk Gorilla" does have 2 limiting effects. The first says that you must attack with "Berserk Gorilla" each turn. This is what you want to do anyway, unless they have a monster with higher ATK, but if you keep destroying their monsters, they will find it hard to Tribute Summon a big enough monster to stop the "Berserk Gorilla". The second effect of "Berserk Gorilla" is that it is destroyed if it is in face-up Defense Position, which means it can never protect your Life Points. This is only a small drawback, since he can destroy most monsters in battle when he attacks. This card is good in lots of Decks, not just Beast Decks.

Tip #5

THE STRENGTH OF BEASTS, PART 2 You can further increase the ATK of your Beast-Type monsters with the Spell Card "Wild Nature's Release". This adds the DEF of any Beast-Type monster to its ATK for the turn. This can make for some very strong attacks. Used on "Berserk Gorilla", for example, its ATK would become 3000 points, enough to destroy most other monsters. You can also make a surprise attack with "Soul Tiger", a Beast-Type monster with 0 ATK and 2100 DEF. Your opponent may have overlooked your "Soul Tiger", but with "Wild Nature's Release", its ATK will become 2100.

Try to save this card to attack a monster you could not normally destroy, or if the ATK would be enough to finish off your opponent's Life Points, because the monster affected by "Wild Nature's Release" is destroyed at the end of the turn.

Tip #6

THE STRENGTH OF BEASTS, PART 2 You can further increase the ATK of your Beast-Type monsters with the Spell Card "Wild Nature's Release". This adds the DEF of any Beast-Type monster to its ATK for the turn. This can make for some very strong attacks. Used on "Berserk Gorilla", for example, its ATK would become 3000 points, enough to destroy most other monsters. You can also make a surprise attack with "Soul Tiger", a Beast-Type monster with 0 ATK and 2100 DEF. Your opponent may have overlooked your "Soul Tiger", but with "Wild Nature's Release", its ATK will become 2100.

Try to save this card to attack a monster you could not normally destroy, or if the ATK would be enough to finish off your opponent's Life Points, because the monster affected by "Wild Nature's Release" is destroyed at the end of the turn.

Tip #7

COMBINE THE STRENGTHS OF MONSTERS It is fun to make Decks focused on one Type of monster, but there are many strategies that require mixing the best parts of both Types. Try mixing your "Ninja" monsters and Beast-Type monsters in the same Deck to get the high ATK values of the Beasts, and Spell and Trap protection of the Ninjas. In this Deck, you can now use cards like "Ninjitsu Art of Transformation", which lets you Tribute a monster with "Ninja" in its name to Special Summon a Beast, Insect, or Winged Beast-Type monster up to 3 Levels higher than the Ninja you Tributed! Summon "Strike Ninja" and transform him into "Big Koala", to quickly get a monster with 2700 ATK.

Tip #8

SUMMON THE ENVOYS "Black Luster Soldier - Envoy of the Beginning" and "Chaos Emperor Dragon - Envoy of the End" are two powerful monsters that can only be Special Summoned by removing from play 1 LIGHT and 1 DARK monster in your Graveyard. Both monsters have 3000 ATK and amazing effects, but it takes practice to master the timing with which you should use their effects.

Attacking twice with "Black Luster Soldier - Envoy of the Beginning" can be tempting, it could deal a lot of damage to the opponent. If the opponent has a face-down monster you should use the other effect and remove it from play. You may not be able to attack this turn, but you would be sorry if you attacked a face-down "Night Assailant"!

If the opponent has Set Spell or Trap Cards when you Special Summon "Chaos Emperor Dragon - Envoy of the End", it is often best to activate its effect right-away. If you wait, they could activate a Trap Card and destroy your monster before you make an attack. By activating its effect, you can clear out the whole field and deal a large amount of damage to your opponent.

Tip #9

"DARK MAGICIAN OF CHAOS" The "Dark Magician of Chaos" is a Level 8 monster with two good effects that may make him a good fit for your Deck. The first effect allows you to add a Spell Card from your Graveyard to your hand when he is Normal or Special Summoned. If Spell Cards are an essential part of your strategy, this monster is a must have in your Deck.

Try playing with "Dedication through Light and Darkness" or "A Hero Emerges", which will let you Special Summon this monster.

The second effect of "Dark Magician of Chaos" makes any monster it destroys as a result of battle be removed from play instead. This is especially good against opponents who require certain monsters in the Graveyard to Special Summon their biggest attacker. You could put "Dark Magician of Chaos" in your Side Deck, and if you see the opponent using such a monster, like "Black Luster Soldier - Envoy of the Beginning", swap it into your Main Deck for the remainder of the Match.

Tip #10

KNOW YOUR TOURNAMENT FORMATS Yu-Gi-Oh! TRADING CARD GAME tournaments can be run in two formats, Traditional and Advanced. The Advanced Format utilizes a Forbidden List of cards that you cannot use in your Deck. Not using these cards makes the game more intense and exciting. Plus all the big tournaments around the world use the Advanced Format, so if you are inspiring to be a World Champion, be sure to practice this format.

Even when just playing with your friends you should be sure to agree if you are playing Traditional or Advanced format, that way the game is fair. You wouldn't want to be the only one caught using a Traditional Format Deck if everyone else is playing Advanced Format!

Visit www.yugioh-card.com for which cards can be used in each format.

Tip #11

DIMENSION POWER, PART 1 "Lekunga" lets you remove from play 2 WATER monsters in your Graveyard to Special Summon a monster Token. This keeps the amount of monsters you control higher, by using the WATER monsters your opponent destroys to create new ones. "Chaosrider Gustaph" has a similar effect, which allows you to remove from play Spell Cards in your Graveyard to increase his ATK points.

Having these monsters in your Deck allows you to get additional uses out of the cards after they are sent to your Graveyard. In addition, they build up the amount of cards that you have removed from play, allowing you to use powerful cards like "Chaos End", which will destroy all your opponent's monsters!

Tip #12

DIMENSION POWER, PART 2 "Chaos Greed" is powerful because it lets you draw 2 extra cards, and you can have 3 copies of it in your Deck. The more cards in your hand, the more choices you have, but to activate "Chaos Greed" your Graveyard must be empty and at least 4 of your cards need to be removed from play.

If you are already using effects that require you to remove from play cards in your Graveyard, you will quickly meet this requirement. To get any remaining cards out of your Graveyard, use "Recycle" to put them on the bottom of your Deck.

"Dimension Distortion" is another good Spell Card that fits this theme. When your Graveyard is empty, you can Special Summon a monster of yours that has been removed from play!

Tip #13

DIMENSION POWER, PART 3 The Trap Card "Big Burn" is a great asset to Decks that use a strategy of removing cards from play. When your opponent tries to target a card in the Graveyard, like an attempt to Special Summon a monster from the Graveyard, you can activate "Big Burn". Then all Monster Cards in both players' Graveyards are removed from play. This is good because your opponent can no longer get any support from their Graveyard, and now you have plenty of cards removed from play to use with your strategy, so you can activate powerful Spell Cards like "Chaos End" and "Dimension Distortion".

Tip #14

"DIMENSION FUSION" "Dimension Fusion" can be the ace card for a removed from play strategy. It costs 2000 Life Points to activate, but can make it easy for you to claim victory. Its effect allows each player to Special Summon their monsters that have been removed from play. This means you can Special Summon up to 5 monsters if all your Monster Card Zones are empty. Be careful to watch what the opponent has, if they have a powerful Monster Card removed from play too, you do not want to allow him to Special Summon it.

If 2000 Life Points seems like a lot to give up, you can also play with the Continuous Spell Card, "Spell Economics". This card allows you to play Spell Cards without any cost to your Life Points that the card may normally have.

Tip #15

"CURSE OF ANUBIS" This Trap Card has a lot of utility. It does affect Effect Monsters on both sides of the field, but you can work around this. One good use is during your opponent's Battle Phase. If your opponent only has Effect Monsters, and they declare an attack, chain your "Curse of Anubis". Now all his monsters are changed to Defense Position and cannot attack!

For a more aggressive use, set "Curse of Anubis" then activate it next turn before you Summon. The opponent's monsters will be changed to Defense Position and have their DEF reduced to 0 points. Now Summon your monster for the turn. Since you activate "Curse of Anubis" first, your new monster is not affected by it. Now you can attack the opponent's monster and destroy it.

Tip #16

MAKE A BURN DECK, PART 1 Burn Decks are a type of Deck that rely on doing Effect Damage to the opponent's Life Points instead of winning battles. Burn Decks are a fun strategy, and everyone should try one at lease once. One of the key components to a Burn Deck are Effect Monsters that can provide a source of damage every turn. "Bowganian" deals 600 points of damage to the opponent during each of your Standby Phases, and "Solar Flare Dragon" deals 500 points of damage during each of your End Phases. That is 1100 points of damage in a single turn! Imagine if you had 2 of each monster out, then that would be 2200 points of damage without making a single attack!

Tip #17

MAKE A BURN DECK, PART 2 "Stealth Bird" is another great Effect Monster to include in a Burn Deck. It has an effect which inflicts 1000 points of damage to the opponent when you Flip Summon it. It also allows you to flip it face-down once per turn. So you can Flip Summon it every turn and the Effect Damage will quickly add up to defeat your opponent.

"Stealth Bird" has 1700 DEF points, so during your opponent's turns, it will be tough to beat in battle, as long as you keep using its effect to change it to Defense Position.

Tip #18

MAKE A BURN DECK, PART 3 Since a Burn Deck utilizes many Effect Monsters to deal Effect Damage, you will need a way to protect them from your opponent's attacks. The Continuous Spell Card, "Level Limit - Area B" can do this for you. Its effect changes all face-up Level 4 and higher monsters on the field to Defense Position. This prevents the opponent from being able to attack with his strong monsters.

"Level Limit - Area B" is not a perfect defense, as Level 3 monsters may still attack you. Most have low ATK, but you should be prepared for surprises.

Tip #19

MAKE A BURN DECK, PART 4 "Wall of Revealing Light" also makes a good protective barrier for your Effect Monsters, so that they cannot be attacked and continue to deal Effect Damage to your opponent. When you activate this Trap Card, you pay any amount of Life Points, in multiples of 1000, and then your opponent's monsters with ATK equal to or less than that value cannot attack. Paying 4000 Life Points should prevent any monsters from attacking you, but that is a lot of points to pay should your opponent ever destroy your "Wall of Revealing Lightt". To help regain this loss, try adding "White Magician Pikeru" to your Deck. Protected by your Trap Card, her effect should start gaining your Life Points quickly.

Tip #20

DUELING AGAINST BURN DECKS Burn Decks are a powerful strategy, but there are ways to Duel against them and claim victory. Since they will attempt to stop your attacks with "Level Limit - Area B", you should have a strong Level 3 monster in your Deck. "Mataza the Zapper" is a great choice, since it has 1300 ATK and can attack twice each turn. Another good monster to have against a Burn Deck is "Dark Driceratops" since he can still deal Battle Damage when attacking the opponent's Defense Position monsters. The opponent's Effect Monsters will not be able to protect them. Just be sure to have plenty of effects that can destroy Spell or Trap Cards to complement these monsters.

Tip #21

INSECT ATTACK, PART 1 If you are a fan of Insect-Type monsters, you will want to play with "Anti-Aircraft Flower". This monster is a Plant-Type, but it allows you to Tribute an Insect-Type monster to inflict 800 points of damage to the opponent's Life Points. Use this effect during your Main Phase 2, after you have attacked with your Insect. "Neo Bug" is a strong Insect with 1800 ATK.

If you can make a direct attack and then Tribute it, you will deal 2600 points of damage. To deal even more damage, after you attack with "Neo Bug", Tribute "Neo Bug" to activate "Multiplication of Ants" and Special Summon 2 Army Ant Tokens. Now you can Tribute the Tokens for "Anti-Aircraft Flower" and do 800 damage for each. That brings the total to 3400 points of damage!

Tip #22

INSECT ATTACK, PART 2 Insects are known for traveling in swarms, and "Pinch Hopper" helps you swarm your opponent with Insect-Type monsters. When "Pinch Hopper" is sent to the Graveyard, you can Special Summon an Insect-Type monster from your hand, even a high Level monster like "Insect Princess". This allows you to bring out the big bugs without Tributes. "Pinch Hopper"'s effect only works if the timing is right though, so if you Tribute it for "Anti-Aircraft Flower", you cannot use "Pinch Hopper"'s effect. Nothing can happen after the "Pinch Hopper" is sent to the Graveyard if you want its effect to activate and allow you to Special Summon your monster.

Tip #23

EQUIP TO ATTACK DIRECTLY "Opti-Camouflage Armor" is an Equip Spell Card that allows the equipped monster to attack the opponent's Life Points directly. This is a great way to do damage to the opponent, but this card can only be equipped to a Level 1 monster. To get the best use, you should equip it to a Level 1 monster who has an effect which can increase its own ATK.

"Goblin King" gets an additional 1000 ATK points for each other Fiend-Type monster on your side of the field. This gives it the possibility of having 4000 ATK. "Chaos Necromancer" is also a Level 1 monster, and its ATK is equal to the number of Monster Cards in your Graveyard x 300 points. This makes him great for a come-from behind win.

Tip #24

WATER MONSTER STRATEGY, PART 1 Monsters of the WATER Attribute work exceptionally well together, and if you like savage sea monsters, "Levia-Dragon - Daedalus" is a must have in your Deck. With this giant WATER monster, you can send "Umi" on your side of the field to the Graveyard in order to destroy all other monsters. This gives you a clear attack at the opponent.

Since you need "Umi" to achieve the full power of "Levia-Dragon - Daedalus", you should include other monsters in your Deck that take advantage of "Umi". "Mermaid Knight" is a great addition, she can attack twice while "Umi" is on the field.

Tip #25

WATER MONSTER STRATEGY, PART 2 "Orca Mega-Fortress of Darkness" can be added to a WATER Deck. It allows you to Tribute "Cannonball Spear Shellfish" and "Torpedo Fish" to destroy your opponent's Monster, Spell and Trap Cards. Use "Salvage" to return those monsters to your hand after you Tribute them and then use their effect again next turn.

Try adding these cards to the Fury from the Deep Structure Deck which is focused on Monsters of the WATER Attribute. This way you can customize the deck for your personality, and determine the best combinations of WATER monsters.

Tip #26

"RELOAD" YOUR HAND Sometimes you will get a bad hand, no matter how well you shuffle or how good your Deck is. You may get an opening hand with no monsters and all Spell Cards. "Reload" can be a big help in times like this. It lets you shuffle your hand into your Deck and then draw that many cards. Now you can see a better mix of cards. "Reload" is even more important in a Deck that relies on specific card combinations. If you have one part of the combo, Set that card face-down and then activate "Reload" and hopefully you will grab the remaining cards you need.

Tip #27

A MULTIPLE FUNCTION TRAP CARD "Compulsory Evacuation Device" is a multi-purpose Trap Card that can be used offensively or defensively. If the opponent only has 1 monster on the field, you can activate this card and return it to their hand so that you can get a direct attack. You can also use it during your opponent's Battle Phase on their monster, so it cannot attack you. Both of these uses will put your opponent behind, because he will have to Summon that monster again next turn.

Another defensive use is to target your own monster and return it to your hand when it is the target of your opponent's effect. For example, if the opponent activates "Enemy Controller" to take control of your monster, you can chain "Compulsory Evacuation Device" to return it to your hand. Now "Enemy Controller"'s target is no longer on the field, so its effect disappears. "Compulsory Evacuation Device" can prevent the opponent from controlling your monster.

Tip #28

A SURPRISING SUMMON Special Summoning is an excellent way to get the advantage on your opponent, and Special Summoning during their turn is sure to give them a shock! The Trap Card "A Hero Emerges" can be used to Special Summon a monster when your opponent attacks, and force them to rethink their plans.

The trick is that when you activate "A Hero Emerges", a card is randomly selected from your hand to be Special Summoned, but if a Spell or Trap Card is chosen, it is sent to Graveyard instead. For this reason, "A Hero Emerges" is best used when you have only 1 card in your hand, and it is a high Level monster, then that is the only card that can be chosen, and it is sure to be Special Summoned to the field.

Tip #29

STOPPING SPELL CARDS Spell Cards are a major part of the game, so you can expect most opponents to play with them. If you play with a Deck with mostly Trap Cards, you will surprise your opponent, and can use the following Trap Cards that will hinder your competition's ability to use Spells. "Curse of Darkness" deals 1000 points of damage to a player every time they activate a Spell Card.

This will make the opponent think twice before activating one. "Cursed Seal of the Forbidden Spell" can negate a Spell Card if they decide to activate one, and it prevents them from activating any other copies of that Spell Card for the rest of the Duel. If "Curse of Darkness" is on the field, they will still take 1000 damage too. You are required to discard 1 Spell Card to activate "Cursed Seal of the Forbidden Spell", so you should include a couple of your strongest Spell Cards in your Deck.

Tip #30

A QUICK WAY TO TRIBUTE SET Level 7 and higher monsters are powerful but require 2 Tributes to Normal Summon or Set. Normally, that means your 3rd turn is the earliest you can Tribute Summon one of these high-level monsters. The Spell Card "Stray Lambs" will let you Set one on the field in your first turn. The effect of "Stray Lambs" Special Summons 2 Lamb Tokens, and there is no effect that prevents you from using them as a Tribute. There is an effect that says you cannot Normal Summon, Flip Summon or Special Summon. This does not stop you from doing a Tribute Set, and Tributing 2 Lamb Tokens to Set a Level 7 or higher monster in face-down Defense Position. Use this trick to Set "Big Koala" or "Black Tyranno".

Tip #31

THE AGENTS, PART 1 "The Agents" are a group of monsters in Dark Revelation volume 2 that are all LIGHT Fairy-Type monsters. Try building a Deck with them and see what strategies you can think of.

One combination is to use "The Agent of Creation - Venus" and the Trap Card "Solar Ray". First have "Solar Ray" set on the field, then Normal Summon "The Agent of Creation - Venus". Then you want to activate her Ignition Effect 3 times, and pay a total of 1500 Life Points to Special Summon 3 "Mystical Shine Ball". Now you have a total of 4 LIGHT monsters on your side of the field, so activate "Solar Ray" and inflict 2400 points of damage to the opponent.

Tip #32

THE AGENTS, PART 2 "The Sanctuary in the Sky" is a Field Spell Card that you will want to include in your "Agents" Deck, since two of the Monsters receive a benefit from the Field Card. "The Agent of Force - Mars" is unaffected by Spell Cards, but his ATK and DEF are 0. That is until you have "The Sanctuary in the Sky" on the field. Then his ATK and DEF are equal to the amount by which your Life Points are greater than your opponents. That means with each attack that you damage your opponent, "The Agent of Force - Mars" will get stronger and stronger! "The Agent of Judgment - Saturn" is the other "Agent" which receives a benefit while "The Sanctuary in the Sky" is on your side of the field. When you control the Field Spell Card, and your Life Points are higher than your opponents, you can Tribute "The Agent of Judgment - Saturn" to inflict damage equal to the difference between your Life Points and the opponent's. So if your Life Points are twice that of your opponent's, Tribute this monster for the win.

Tip #33

"GIGANTES" If your Deck has many EARTH monsters in it, "Gigantes" would make a good addition to your arsenal. It cannot be Normal Summoned or Set, but can be Special Summoned by removing from play 1 EARTH monster in your Graveyard. This Rock-Type monster has 1900 ATK points, making it a valuable attacker, but its effect is what makes it a great card.

When it is destroyed as a result of battle, all Spell and Trap Cards on the field are destroyed. If your opponent has a valuable Spell or Trap Card, they will be reluctant to attack your "Gigantes", leaving you free to use it to attack their monsters, or to use as a Tribute next turn.

Tip #34

MANDATORY EFFECTS "Zaborg the Thunder Monarch" has a mandatory effect that occurs when it is Tribute Summoned successfully. You have to destroy 1 monster on the field. This is normally a great effect, allowing you to destroy 1 of your opponent's monsters. But if the opponent has no monsters when you Tribute Summon this card, you have still have to destroy 1 monster, and that means it has to be a monster you control. Controlling no other monsters will not help, because if there are no other monsters, "Zaborg the Thunder Monarch" will have to destroy himself. Make sure to read all your cards thoroughly before using them, so you do not activate a mandatory effect that will hurt your own strategy.

Tip #35

MANIPULATE BATTLE POSITIONS, PART 1 Most monsters in the Yu-Gi-Oh! TRADING CARD GAME have either a higher ATK value or a higher DEF value, they are rarely equal. By manipulating the Battle Position of your opponent's monsters, you can destroy them easier. If the opponent has a "Mad Dog of Darkness" in ATK position, that is 1900 ATK points you have to overcome.

But if you use "Enemy Controller" and change its Battle Position, it only has 1400 DEF points. Now you can attack with a 1500 ATK monster and destroy it. "Zero Gravity" will change the Battle Position of all the opponent's monsters, but it will affect yours to. You should activate "Zero Gravity" before you Summon if you are going to use it.

Tip #36

MANIPULATE BATTLE POSITIONS, PART 2 If the opponent has a monster with both a high ATK and DEF, this two card combination will allow you to easily destroy it in battle. First activate "Earthquake" which will change all face-up monsters on the field to Defense Position, then activate "Micro Ray" and reduce the DEF of your opponent's monster to 0.

Now Summon your monster and then attack the opponent's monster with 0 DEF. If your monster has at least 1 ATK, it will destroy the opponent's monster. For the biggest play, you should Summon "Dark Driceratops" which will inflict the difference between its ATK and the opponent's monster's DEF as Battle Damage to the opponent, or "KA-2 Des Scissors" which will deal Effect Damage to the opponent equal to the Level of the destroyed monster x 500 points.

Tip #37

STRONG CARDS IN MULTIPLES Some Continuous Spell and Trap Cards have effects where there is no difference if you have 1 or 2 copies on the field, such as "Stumbling". But there are others that become very strong when you have multiple copies out. "Yellow Luster Shield" gives all your monsters a 300 point boost to their DEF. If you have 3 on the field, that is + 900 DEF for all your monsters. Your opponent will have a hard time defeating any of your Defense Position monsters in a battle. "7" is another card that you want to have 3 of in your Deck if you are going to use it, because when you have 3 face-up "7" on the field, you draw 3 cards, and then send them all to the Graveyard to gain 2100 Life Points.

Tip #38

SIDE DECK CHOICES, PART 1 The purpose of your Side Deck is to allow you to exchange cards in your Deck to deal with the strengths and weaknesses of the opponent's Deck, after the first Duel in a Match. If the opponent has a Deck with many Effect Monsters that have an effect that activates when the monster is destroyed and sent to the Graveyard, or if the opponent likes to Special Summon monsters from the Graveyard, like in a Zombie Deck, "The End of Anubis" is a great card to take from your Side Deck. This Level 6 monster negates any effect that targets a card in the Graveyard, or that activates in the Graveyard. This will stop your opponent from getting any use out of cards like "Manticore of Darkness" or "Soul Resurrection".

Tip #39

SIDE DECK CHOICES, PART 2 "Special Hurricane" is another good choice for your Side Deck. It is a Spell Card, and you have to discard 1 card from your hand to activate it. Its effect is to destroy all monsters on the field that were Special Summoned. If your opponent Special Summons monsters, like "Gigantes" or "Black Luster Soldier - Envoy of the Beginning", this card will destroy them all at once.

It will put you at a great advantage. If the opponent uses "A Hero Emerges" to Special Summon monsters during your turn, activate "Special Hurricane" to send that monster to the Graveyard. If you are going to have "Special Hurricane" in your Deck, pay close attention to which monsters were Special Summoned onto the field, because when you activate "Special Hurricane" it will destroy monsters even if they were Special Summoned in previous turns, so you will want to remember which monsters were Special Summoned.

Tip #40

SIDE DECK CHOICES, PART 3 In the first Duel, pay attention to what Types of monsters your opponent plays with most. If they use mostly Fiend or Zombie-Type monsters, move "Getsu Fuhma" from your Side Deck to your Main Deck. This monster destroys any Fiend or Zombie-Type monsters at the end of the Damage Step, regardless of ATK or DEF points. Its a good way to get rid of the opponent's large monsters.

If the opponent used mostly Warriors or Spellcaster-Type monsters, "Ryu Kokki" will destroy those Types of monsters at the end of the Damage Step.

Tip #41

STRENGTHEN YOUR ZOMBIES One of the strengths of Zombie-Type monsters is their ability to be Special Summoned from the Graveyard, "Soul-Absorbing Bone Tower" will reward you for doing just that by sending the top 2 cards of your opponent's Deck to their Graveyard every time you Special Summon a Zombie. Do not worry about its low ATK and DEF, as long as you have another Zombie-Type monster on the field, your opponent cannot attack the "Soul-Absorbing Bone Tower".

Another strong Zombie-Type monster in Dark Revelation volume 2 is "Regenerating Mummy". It has 1800 ATK, and an effect that returns it to your hand if your opponent's card effect makes you discard it.

Tip #42

NORMAL MONSTER STRATEGY, PART 1 Effect Monsters have powerful abilities that make them good cards to add to your Decks, but there are certain cards that can make your Normal Monsters a stronger force. If you are playing with low Level Normal Monsters, the Trap Card "Human Wave Tactics" allows you to Special Summon Level 2 or lower Normal Monsters at the end of the turn for each of your Level 2 or lower Normal Monsters that were destroyed as a result of battle that turn. This keeps monsters on your side of the field, and lowers the number of cards in your Deck, raising your chances of drawing your powerful Spell and Trap Cards.

Tip #43

NORMAL MONSTER STRATEGY, PART 2 "Human Wave Tactics" will keep you with plenty of low Level Normal Monsters on your side of the field, but will need something more to make them strong enough to defeat the opponent's monsters. The Spell Card "Thousand Energy" will increase the ATK and DEF of all your Level 2 Normal Monsters by 1000 points, and "Triangle Power" will increase the ATK and DEF of all your Level 1 Normal Monsters by 2000 points! Both cards' effect will destroy all your modified monsters at the end of the turn, but with that much attack power, this turn should be all you need to win.

Tip #44

NORMAL MONSTER STRATEGY, PART 3 You can Special Summon your Normal Monsters from the Graveyard in Defense Position with "Soul Resurrection". This card is great because it works on Normal Monsters of any Level, so you could Special Summon a Level 8 monster like "Gogiga Gagagigo", who has 2950 ATK and 2800 DEF! Since the monster is Special Summoned in Defense Position, it is best to activate "Soul Resurrection" during the End Phase of your opponent's turn. Then during your turn you can change the monster to Attack Position and make an attack. When playing with Normal Monsters, you should have 3 copies of this Trap Card in your Deck.

Tip #45

NORMAL MONSTER STRATEGY, PART 4 "Heart of the Underdog" is great for Decks with Normal Monsters. During your Draw Phase, when you draw a card, if it is a Normal Monster you can show it to your opponent to draw another card. If that new card is another Normal Monster, you can show it again to draw yet another card! You can continue to do this as long as you continue to draw Normal Monsters. The additional cards you draw will give you more choice to which Monsters you Summon and will get you to your Spells and Traps quickly. If at the end of the turn you have more than 6 cards in your hand, discard your strongest Normal Monster, so you can Special Summon it with "Soul Resurrection".

Tip #46

NORMAL MONSTER STRATEGY, PART 5 Using the effects of "Heart of the Underdog" and "Human Wave Tactics" you should easily be able to get multiple copies of the same Normal Monster on the field. If you can get 3 monsters with the same name, you can then activate "Delta Attacker". This lets all 3 of those monsters attack the opponent's Life Points directly.

If you have 3 "Fiend Scorpion" you can also activate "Thousand Energy" and attack directly for a total of 5700 points of damage, or if you managed to get 3 copies of "Gogiga Gagagigo" on the field, then you can attack directly for a total of 8850 points of damage without any additional cards!

Tip #47

COMBOS WITH VOLUMES 1 AND 2, PART 1 Dark Revelation volume 2 continues collecting some of the best boosters in the Yu-Gi-Oh! TRADING CARD GAME, but when you open a booster pack and see a card, you should consider how it can be used with the cards you already have. There are powerful combos to be found when combining both volumes of Dark Revelation.

"Guardian Angel Joan" is a powerful Fairy-Type monster with an effect that increases your Life Points when she destroys a monster as a result of battle. The effect of "Arsenal Summoner" from Dark Revelation volume 1 lets you search your Deck for "Guardian Angel Joan" and add her to your hand. Then you can use the Equip Spell Card "Cestus of Dagla" to increase your Fairy's ATK by 500 points, and has an effect to further increase your Life Points by an amount equal to the Battle Damage that the equipped monster deals to the opponent.

Tip #48

COMBOS WITH VOLUMES 1 AND 2, PART 2 Another good combo using cards from Dark Revelation volumes 1 and 2 is "Tribe-Infecting Virus" and "Night Assailant". The "Tribe-Infecting Virus" is a powerful monster on its own, with an effect that allows you to discard 1 card from your hand to destroy all monsters of a chosen Type on the field. You will want to use this effect often, but may be forced to discard good cards from your hand, or even have no cards left in your hand! This is why you play with "Night Assailant". When "Night Assailant" is discarded from your hand, it has an effect that allows you to return any Flip Effect Monster from your Graveyard to your hand, other than the discarded "Night Assailant". Since "Night Assailant" also has a Flip Effect, you can choose a second one that is already in your Graveyard. So you have 1 "Night Assailant" in your Graveyard, then discard another "Night Assailant" to activate the effect of "Tribe-Infecting Virus", and take back the first "Night Assailant" into your hand. Continue to do this and you will never run out of cards to discard!

Tip #49

GET AHEAD WITH SNEAK PREVIEWS! To become a World Champion, you need more than just a good strategy, you need to stay up to date with the newest cards and combinations to stay on top of the competition. Yu-Gi-Oh! TRADING CARD GAME Sneak Preview events are the best way to do this. You get a look at and play with upcoming booster sets before they are available in stores, and you will receive a free brand new card just for showing up. Check out www.yugiohpreview.com to find your nearest Sneak Preview location and additional information.

Tip #50

EXPAND AND PROTECT YOUR GAME WITH COLLECTOR'S TINS! Continue to expand your game with Yu-Gi-Oh! TRADING CARD GAME Collector's Tins! These tins have a stylish original design and come packed with 5 Booster Packs and 1 Special Limited Edition game card! Use these cards to modify your Deck, and then keep your collection safe in the sturdy tin. Collect all six!