Tip Card

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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.

 Lore
"A Legendary Ocean""A Legendary Ocean" is a Field Spell Card with a unique effect: it downgrades all WATER monsters on the field and in players' hands by 1 Level. This has many advantages.

The biggest one is that Level 5 WATER monsters in your hand are now Level 4, so they can be Normal Summoned or Set without Tribute! WATER monsters that were Level 7 are now Level 6 and can be Tribute Summoned with only 1 Tribute, instead of 2. "A Legendary Ocean" is also treated as if its card name were "Umi".

This means that other monsters that gain a benefit from "Umi" will gain their benefits from "A Legendary Ocean" as well. (This also means you can only have 3 copies of "A Legendary Ocean" or "Umi" in your Deck, you cannot have 3 copies of each).
"Backup Soldier""Backup Soldier" allows you to add up to 3 Monster Cards in your Graveyard to your hand, as long as they are not Effect Monsters and have ATK 1500 or less.

"Backup Soldier" is very strong in an Exodia Deck, as 4 of the 5 Exodia cards are Normal Monsters with ATK 1500 or less. So you can add them to your hand with "Backup Soldier".

"Backup Soldier" can also add some very strong defensive monsters to your hand, like "Giant Soldier of Stone" and "Aqua Madoor". So even if your opponent wipes out your entire defense, you can easily get monsters back to defend your Life Points.
"Blade Knight"The effect of "Blade Knight" increases its own ATK by 400 points when you have 1 or less card in your hand. You can Set all your Spell and Trap Cards to try and reduce your hand size down to 1 card, but if you have a hand full of Monster Cards this will not help.

When you play with "Blade Knight", try constructing your Deck with fewer Monster Cards. Use only 16 or 17 Monster Cards, so your hand won't fill up with them.

You can also use Spell and Trap Cards that require you to discard a card to activate. "Magic Jammer" is a good example. Using these strategies will help you to quickly Summon a "Blade Knight" with 2000 ATK.
"Bottomless Trap Hole""Bottomless Trap Hole" is a Trap Card that works well in almost any Deck. It does more than just destroy a monster, it removes a monster from play when it is Summoned. Removing it from play ensures that your opponent will not be able to Special Summon it from the Graveyard later in the Duel. "Bottomless Trap Hole" only works against monsters with 1500 or more ATK points, so having 3 copies in your Deck may be too many. You do not want to have one and not be able to activate it because your opponent is only Summoning monsters with low ATK's. Try playing with 1 or 2 copies of "Bottomless Trap Hole", and if your opponent is using only low ATK monsters, switch them with cards in your Side Deck for the second Duel of the Match. This can be a very effective strategy.
"Call of the Haunted" + "Jinzo"You can use "Call of the Haunted" to Special Summon "Jinzo" from your Graveyard. After "Jinzo" is Special Summoned, the effect of "Call of the Haunted" is negated and "Call of the Haunted" remains on the field meaninglessly. However, if "Call of the Haunted" is destroyed (by "Mystical Space Typhoon", etc.) "Jinzo" will not be destroyed because "Call of the Haunted"'s effect is being negated by "Jinzo". If you chain "Call of the Haunted" to the activation of another Trap Card, such as "Trap Hole", then "Call of the Haunted" will resolve first. If you Special Summon "Jinzo" with "Call of the Haunted" in a chain like this, then "Jinzo" will negate the effect of the Trap Card you chained to ("Trap Hole", in this example).
"Ceasefire"You cannot activate cards like "Ceasefire" when there is no chance for the card to have any effect.

For example, if there are no monsters on the field, you cannot activate "Ceasefire" because it will not do anything.

However, if there is a face-down monster on the field, you can activate "Ceasefire" because it will flip the monster face-up.

You can also activate "Ceasefire" even if there are no face-down monsters on the field, as long as there is at least 1 face-up Effect Monster on the field. This is because "Ceasefire" will do 500 points of damage to your opponent for each Effect Monster on the field. So even though "Ceasefire" will not flip any monsters face-up, it will still do damage, so you can activate the card because it will have an effect.
"Command Knight""Command Knight" has an effect that increases the ATK of all your Warrior-Type monsters by 400, including herself! Such a good effect will make this card the first monster your opponent will want to attack.

But "Command Knight" has a second effect, that says she cannot be attacked if you control another monster. This means that if you have two "Command Knight"s on the field, neither can be attacked by your opponent! Look for ways to Summon 2 "Command Knight"s using cards like "Reinforcement of the Army".
"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.
"Dark Hole"Since "Dark Hole" destroys your monsters as well as your opponent's, it is important to know when to use it wisely.

First, if you use "Dark Hole" when you have no monsters, then there is no drawback. Sometimes you will even want to use it when there is only 1 monster on the field (your opponent's). Nothing wrong with that.

Second, if you are obviously outmatched and your opponent will beat you next turn because he/she has 2 or 3 monsters and you only have 1, it is better to destroy them all rather than keep your 1 monster that won't save you anyway.

Third, sometimes you will have a card like "Black Pendant" on the field and you will want to send it to the Graveyard to get its effect, which inflicts 500 points of damage to your oponent when "Black Pendant" is sent from the field to the Graveyard.
"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.
"Dark Necrofear""Dark Necrofear" is a fun card to play with, but it cannot be Normal Summoned or Set, so you have to Special Summon it by the method described in its text. Getting 3 Fiend-Type monsters in your Graveyard to remove for "Dark Necrofear" can be easy if you use "Skull Knight #2". When you Tribute "Skull Knight #2" to Tribute Summon a Fiend-Type monster, you can Special Summon another "Skull Knight #2" from your Deck. If you do this you will have 1 Fiend-Type monster in the Graveyard and 2 on the field. If those 2 are destroyed in battle, you will have the 3 required Fiend-Type monsters in your Graveyard to Special Summon "Dark Necrofear".
"Destiny Board""Destiny Board" is an interesting way to win a Duel. You can win without ever making an attack. Getting all four "Spirit Messages" on the field can be difficult, and you may need to start over once if your opponent manages to destroy your "Destiny Board". For this reason, when you build a Deck that tries to win by "Destiny Board", you should include 3 copies of it, as well as "Spirit Message "I"" and "Spirit Message "N"". 2 copies of "Spirit Message "A"" and "Spirit Message "L"" should be sufficient. The rest of your Deck should be defensive, but you do not want to fill up your Spell and Trap Card Zones. Cards like "Kuriboh" are a good choice for this Deck, because you can discard it from your hand to reduce the damage from one attack to 0. With it you can prevent damage, but still keep your Spell and Trap Card Zone open for your Spirit Message cards.
"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.
"Dust Tornado"If you are familiar with "Mystical Space Typhoon", then you are familiar with how to use "Dust Tornado".

"Dust Tornado" is basically "Mystical Space Typhoon" as a Trap Card. It destroys 1 Spell or Trap Card, just like "Mystical Space Typhoon".

The fact that "Dust Tornado" is a Trap Card has a few benefits. For one, you can use "Dust Tornado" to destroy "Imperial Order" after "Imperial Order" has resolved and is active on the field. "Mystical Space Typhoon" can destroy "Imperial Order" in a chain, but if you draw it after "Imperial Order" is working then you cannot destroy "Imperial Order" with it.
"Emergency Provisions""Emergency Provisions" is a good card for gaining Life Points. It allows you to send Spell or Trap Cards on your side of the field to the Graveyard to gain 1000 Life Points for each (excluding itself). Since it is a Quick-Play Spell Card, you can activate it when your opponent uses an effect to destroy one of your Spell and Trap Cards to gain 1000 Life Points for a card that was going to be destroyed anyway. You can also chain "Emergency Provisions" to your own Spell and Trap Cards. When you activate a Normal Spell or Trap Card, chain "Emergency Provisions" and send the card you just activated to the Graveyard to gain 1000 Life Points. The card's effect will still go through, because a Normal Spell or Trap Card is not required to remain on the field for the effect to resolve. But Continuous Spell, Equip Spell and Continuous Trap Cards are required to stay on the field, so this combo will not work with them.
"Fairy Meteor Crush", etc.Many cards in the Yu-Gi-Oh! TRADING CARD GAME have the "Fairy Meteor Crush" effect. You can give any card this ability by equipping it with the "Fairy Meteor Crush" card, but other cards have the ability built-in, like "Mad Sword Beast".

When these monsters "attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points."

So if your monster with 2000 ATK has this ability, or gains it from another card, and it attacks a Defense Position monster with 1500 DEF, you would inflict 500 points of Battle Damage to your opponent's Life Points.

Normally you would inflict zero Battle Damage when the monster was in Defense Position. But because of this ability, you inflict Battle Damage to the opponent's Life Points and also destroy the monster as usual.
"Fiber Jar"Everybody gets in a bad situation during a Duel from time to time, when your opponent has a couple strong monsters and you just do not seem to draw what you need. "Fiber Jar" will help you survive these situations and allow you to come back and win the Duel. "Fiber Jar"'s Flip Effect shuffles everything on the field, in the Graveyards and in both players' hands back into the Deck, including itself. It is almost like starting the game over, except you still have the same Life Points. Now you have another chance to do your best and try to win the Duel. Another good thing about "Fiber Jar" is that most people Normal Summon a monster before attacking. If you have "Fiber Jar" Set face-down, and your opponent Summons and attacks, then "Fiber Jar" will reset the field, but your opponent has already Summoned this turn and cannot Normal Summon again! This means that during your turn you can Summon a monster and attack directly!
"Fire Princess" DeckA Deck built around "Fire Princess" can be a strong way to reduce your opponent's Life Points by doing damage without attacking.

"Fire Princess" inflicts 500 damage each time your Life Points increase. "Fire Princess" is easy to get out of your Deck using cards like "UFO Turtle".

Use cards like "Messenger of Peace", "Gravity Bind", and "Horn of Light" to protect "Fire Princess" and your other monsters.

Instead of 1-shot effects like "Gift of the Mystical Elf", you are better off using cards that generate Life Points every turn, like "Solemn Wishes", "Cure Mermaid", and "Marie the Fallen One".
"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.
"Gravity Bind""Gravity Bind" is a very powerful Continuous Trap Card that prevents all monsters Level 4 or higher from attacking. The only drawback to this card is that it affects your monsters as well as your opponent's.

You can keep "Gravity Bind" on the field face-down and activate it when your opponent attacks. If the attacking monster is Level 4 or higher, then the attack stops.

"Gravity Bind" is very powerful in a Deck where you are trying to buy time, like if you are playing with an Exodia Deck or another Deck that needs time to get rolling.

It is also good for a Deck where all of your monsters are below Level 4, like a "Relinquished" Deck.
"Harpie Lady Sisters""Harpie Lady Sisters" is a powerful monster that requires 2 other cards in order to play. First, a "Harpie Lady" card has to be face-up on the field. Second, you have to play the "Elegant Egotist" Spell Card.

"Harpie Lady Sisters" has some benefits. You do not have to Tribute any monsters for it, which is great for a high-level monster like this. Also, you can Special Summon it from your Deck or your hand, so you do not have to have "Harpie Lady Sisters" in your hand when you activate "Elegant Egotist".

Since it is a Special Summon, you can Special Summon in face-up Attack or face-up Defense Position, so you can make use of their higher DEF by Special Summoning them in Defense Position. Then, when the time is right, strike with your "Harpie Lady Sisters"!
"Last Turn""Last Turn" is a good Trap Card for turning a Duel you are about to lose into a surprise victory. All you need is your strongest monster on the field. The problem with "Last Turn" is that you cannot be sure if your opponent has a stronger monster in their Deck. Instead of worrying about having the monster with the highest ATK, activate "Last Turn" when you have "Jowgen the Spiritualist" on the field. His effect prevents your opponent from performing a Special Summon. This means that they will not get the chance that "Last Turn" normally gives them to Special Summon their strongest monster. Your "Jowgen the Spiritualist" may be the only monster on the field and you will win the Duel!
"Magician of Faith""Magician of Faith" has a Flip Effect that allows you to add 1 Spell Card in your Graveyard to your hand.

This will allow you to use powerful Spell Cards over and over again. You can also use it to re-use your Equip Spell Cards if the first monster you equipped them to was destroyed.

"Mask of Darkness" has the same effect, but it allows you to add 1 Trap Card instead of 1 Spell Card. This is a useful card to re-use your favorite Trap Cards many times.

Save these cards to use the best timing and make the best combo!
"Marauding Captain""Marauding Captain" is a Warrior-Type monster with 2 good effects. First, when he is Normal Summoned, you get to Special Summon any Level 4 or lower monster from your hand. Second, he has to be attacked before any of your other Warrior-Type monsters.

This allows him to protect the other monster you Special Summoned if it is a Warrior, but "Marauding Captain" only has 1200 ATK, which is not very high. You can solve this by equipping "Marauding Captain" with "Fusion Sword - Murasame Blade". It is an Equip Spell Card that raises a Warrior's ATK by 800 points.

Now your "Marauding Captain" will have 2000 ATK, enough to defeat most monsters. The "Fusion Sword - Murasame Blade" cannot be destroyed by effects that destroy Spell Cards, so you do not need to worry about your opponent lowering your monster's ATK by destroying it.
A "Mirage of Nightmare" comboThere is a good combo with the Spell Cards "Mirage of Nightmare" and "Emergency Provisions" that will let you draw 4 cards and gain 1000 Life Points! Set "Emergency Provisions" and all the other cards in your hand on the field, except "Mirage of Nightmare". Then, activate "Mirage of Nightmare" and end your turn. During your opponent's Standby Phase, you will draw 4 cards with the effect of "Mirage of Nightmare". Once you have finished that, then activate "Emergency Provisions" and send your "Mirage of Nightmare" to the Graveyard to gain 1000 Life Points. Now you will not have to discard 4 cards from your hand during your Standby Phase, because "Mirage of Nightmare" is no longer on the field.
"Mystical Space Typhoon""Mystical Space Typhoon" is one of the most powerful and flexible Spell Cards in the Yu-Gi-Oh! TRADING CARD GAME.

Because it is a Quick-Play Spell Card, you can activate it during a chain. This can be useful to destroy a Continuous Trap Card like "Imperial Order", or an Equip Spell Card like "Premature Burial", before its effect can resolve. However, "Mystical Space Typhoon" is useless against Normal Spell Cards that are sent to the Graveyard after resolving, like "Dark Hole".

"Mystical Space Typhoon" is also a good bluff card. If you Set it as your only Spell or Trap Card, and your opponent, thinking it is a Trap Card, tries to destroy it, you can chain "Mystical Space Typhoon" and destroy 1 of your opponent's Spell or Trap Cards.
"Nimble Momonga""Nimble Momonga" is a great defensive card that makes an excellent first-turn play. When sent to the Graveyard as a result of battle, you not only gain 1000 Life Points, but you can Special Summon 1 or 2 more "Nimble Momonga" cards from your Deck.

Since these are Special Summoned in face-down Defense Position, "Nimble Momonga" does not just protect you from 1 attack and give you Life Points, it sets up a situation where you are also protected from the next 2 attacks after that and can gain 2000 more Life Points. And it even shrinks your Deck size so that you can draw even more powerful cards.

If you are playing against "Nimble Momonga", remember that it only gets its effect when sent to the Graveyard as a result of battle. So destroying it with a card effect like "Cyber Jar", "Nobleman of Crossout", or "Dark Hole" will prevent the effect from activating.
"Ordeal of a Traveler"The effect of "Ordeal of a Traveler" may look like it relies on luck to help you, but let's take a closer look at the odds.

Since there are three types of cards, and your opponent guesses one of them, it has a 2 out of 3 chance of working in your favor, which is better than a coin flip.

Since you draw a new card each turn, the card your opponent saw the last time they guessed will not help them any if you use that card and keep the new one in your hand. So there is a little luck to the effect of "Ordeal of a Traveler", but the odds are clearly in your favor.
"Reckless Greed"The Trap Card "Reckless Greed" allows you to draw 2 cards from your Deck, but then you must skip your next 2 Draw Phases. If you activate it you are using 1 card to essentially get 2 cards early, it does not provide any additional cards. Knowing this, you might not want to activate "Reckless Greed" unless you think you are about to win the Duel, or are about to lose the Duel. At these times, getting 2 cards early could make all the difference. Consider the timing carefully!
"Reload" your HandSometimes 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.
"Sangan" and "Witch of the Black Forest""Sangan" and "Witch of the Black Forest" are two monsters with very useful effects. When either of these monsters is sent from the Field to the Graveyard, they let you choose a monster from your Deck and add it in your hand. "Sangan" lets you choose a monster with 1500 ATK or less and "Witch of the Black Forest" lets you choose a monster with 1500 DEF or less. When building a Deck with these cards, use monsters that have either an ATK or DEF less than 1500. That way you can get whichever monster you need for the current situation when your "Sangan" or "Witch of the Black Forest" is sent to the Graveyard.
"Swords of Revealing Light""Swords of Revealing Light" has 2 very powerful effects.

The main effect is that it remains on the field for 3 of your opponent's turns. As long as "Swords of Revealing Light" remains on the field, your opponent cannot attack.

"Swords of Revealing Light" is not only useful when your opponent has stronger monsters than you do. It is also useful when you have a powerful Effect Monster, like "Cure Mermaid", and you want to protect it from being attacked.

The other effect of "Swords of Revealing Light" is to flip your opponent's monsters face-up when it is played. This is a 1-time effect and does not last for the 3 turns. But it is a great way to see what your opponent has on the field and force any Flip Effects to activate.
"Thunder Dragon"The effect of "Thunder Dragon" allows you to discard it from your hand to add two other copies of "Thunder Dragon" from your Deck into you hand. This effect may not seem very good on its own, but it can be a part of many combos. For example, if you had "Muka Muka" on the field, "Thunder Dragon" just helped it become 300 ATK points stronger. If you have "Skull Lair" on the field, now you have 1 more Monster Card in the Graveyard to use for its effect, without decreasing the amount of cards in your hand (if you can add 2 "Thunder Dragon"'s, in fact you increased it)!
"Total Defense Shogun""Total Defense Shogun" is a curious monster because it can declare an attack even when in Defense Position. What combos can you think of that may take advantage of this effect? One combination is to equip "Total Defense Shogun" with "Ring of Magnetism". Since this monster has a high DEF, it will be hard for your opponent to destroy it, and "Ring of Magnetism" stops your opponent from attacking any of your other monsters. The "Total Defense Shogun" can still make attacks while he is in Defense Position, so you are not giving up the ability to attack while defending your other monsters and your Life Points.
"Trap Hole""Trap Hole" is a strong card but can only be used at very specific times. You can only use it immediately after your opponent Normal Summons or Flip Summons a monster with an ATK of 1000 points or more.

You can not use it when your opponent Sets a monster, when your opponent Special Summons a monster, or when a monster is flipped face-up by an attack or by a card effect like "Swords of Revealing Light".

You look at the monster's ATK including effects on the field like Field Spell Cards or Continuous Effects from the monster itself. If your opponent Summons "Flash Assailant", and has 3 cards in his/her hand afterwards, then the ATK of "Flash Assailant" is 800 points even though the original ATK printed on the card is 2000 points, because "Flash Assailant"'s ATK is decreased by 400 points for each card in the controller's hand. You cannot use "Trap Hole" in this case.
"Upstart Goblin"Some Duelists wonder why anybody would play with "Upstart Goblin", because it gives your opponent 1000 Life Points when you play it.

The answer is that "Upstart Goblin" is best used in an Exodia Deck. An Exodia Deck wins automatically without having to reduce the opponent's Life Points to zero. An Exodia Duelist does not care if the opponent has 10000 or even 15000 Life Points at the end of the Duel. If you have all 5 pieces of Exodia, you win no matter how many Life Points your opponent has.

With an Exodia Deck of 40 cards, you're trying to draw as many cards as possible. "Upstart Goblin" works just fine in a 40-card Exodia Deck to help you draw cards faster.
3 is better than 2When building a Deck, do not just settle for 1 of a really good card. As long as the card is not Limited or Semi-Limited, why not put 3 in your Deck?

If you have a favorite card and it works well for you when you Duel, see if you can get 2 or 3 copies of it and play with all of them. Remember you can not have more than 3 copies of a card in your Deck.

You will not always be able to fit 3 of every card into your Deck. You will need to make choices on which cards work better for you than others. If you put in 3 copies of every card you want, your Deck might get too big. Sometimes you will have to settle for 1 or 2 copies of a card you really like.
Advantages of Normal Monsters, part 1You may think Normal Monsters may not have all the great uses of Effect Monsters, but when paired with cards like "Non-Spellcasting Area", they become very strong. When "Non-Spellcasting Area" is active, your Normal Monsters are not affected by Spell Cards, so if you can only play with Normal Monsters, your opponent's Spell Cards like "Continuous Destruction Punch" and "Dark Core" will not be applied.
Advantages of Normal Monsters, part 2When playing a Deck where the only monsters are Normal Monsters, "Skill Drain" is another card that can help you. For the cost of 1000 Life Points you can activate this Trap Card, which negates the effects of most Effect Monsters. Since monsters with good effects usually have lower ATK and DEF, your opponent will be left with nothing but weak monsters which your Normal Monsters can easily destroy.
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.
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.
Alternate win conditionsIn the Yu-Gi-Oh! TRADING CARD GAME there are ways to win besides the ways listed in the Rulebook.

One of these ways is the Spell Card "Final Countdown", if 20 turns pass after activation.

Try making a Deck that uses "Final Countdown" to win. You should include many defensive Monster Cards and Trap Cards to protect your Life Points while you wait for 20 turns to pass. Remember this means 10 of your opponent's turns and 10 of your own turns.
Amazoness strategy, part 1Amazoness is another group of monsters that appears in Dark Revelation. The Amazonesses are women Warrior-Type monsters with some very good Spell and Trap Card support. "Amazoness Spellcaster" is a good example. With it your Amazoness monster can destroy any face-up Attack Position monster in battle, because it switches the ATK of your Amazoness with the ATK of one of your opponent's monsters.
Amazoness strategy, part 2When making an Amazoness Deck you will want to include the Trap Card "Amazoness Archers".

If used properly it can destroy every monster your opponent controls. This Trap Card forces your opponent to make an attack with every monster they have (it even changes face-down monsters to Attack Position so they can make an attack) and reduces each of their ATK's by 500 points.

Since "Amazoness Tiger" and "Amazoness Paladin" get an ATK bonus for every Amazoness you control, they will surely be strong enough to overpower your opponent's monsters after they lose 500 ATK.
Archfiend Spells"Falling Down" requires that you have an Archfiend card on your side of the field, it does not specify an Archfiend Monster. For example, if you have "Archfiend's Oath", a Continuous Spell Card, face-up on the field, you meet the requirements on "Falling Down".
Archfiend strategy, part 1Many of the Archfiend monsters have an effect that involves rolling a die.

When building an Archfiend themed Deck, you will want to be able to get the results you want from the die roll. Using the card "Dice Re-Roll" will assist you in this.

Since "Dice Re-Roll" is not a Continuous Trap Card, it would be good to play with multiples of it in an Archfiend Deck.
Archfiend strategy, part 2Playing an Archfiend Deck does not mean that every single monster you play with has to be an Archfiend. "Pandemonium Watchbear" for example, can be very helpful in an Archfiend Deck. With it face-up on the field your "Pandemonium" cannot be destroyed.
As a result of battleCards like "Mystic Tomato" get their effects when destroyed "as a result of battle". This means that the card was destroyed because of the battle's damage calculation.

If a card was destroyed during a battle because of a card effect, like "Man-Eater Bug", then the card was destroyed by the card effect. It was not destroyed "as a result of battle" in this case.

Some cards do not have to be just destroyed as a result of battle, they have to be destroyed AND sent to the Graveyard as a result of battle. This means that if a card is on the field that prevents them from being sent to the Graveyard, like "Banisher of the Light", then their effect that requires the card to be destroyed AND sent to the Graveyard as a result of battle will not activate.
Attack orderLet's pretend you have "Hane-Hane" Set face-down on your side of the field. Your opponent has "Dark Magician" (ATK 2500) and "Celtic Guardian" (ATK 1400).

If your opponent attacks with "Celtic Guardian", then your "Hane-Hane" flips face-up and activates its Flip Effect, which lets you return 1 monster on the field to the owner's hand. You pick the "Dark Magician". Your "Hane-Hane" is destroyed, but you take no damage this turn because "Dark Magician" didn't have a chance to attack.

If your opponent had attacked with "Dark Magician" first, you would have to choose between returning "Dark Magician", in which case "Celtic Guardian" could still attack and do damage, or returning "Celtic Guardian", which would leave your opponent's stronger monster on the field.

This is why it is usually a good idea to attack with your strongest monsters first.
Attack!Do not be afraid to attack.

Attacking and damaging your opponent's Life Points is the main way to win in the Yu-Gi-Oh! TRADING CARD GAME.

Some Duelists do not attack because they are worried about a Flip Effect on a face-down monster. But if you do not attack, then your opponent will just Flip Summon the monster on this/her next turn anyway. The monster is not going to go away just because you do not attack it. You might as well attack and get it out of the way.

The same is true for Trap Cards. Unless you think you might draw a card that will destroy Trap Cards on your next turn, you might as well attack and get it over with. Waiting just gives your opponent a chance to destroy your monster or Set more Trap Cards.
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