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===Terrain===
 : ''See {{main article [[|Terrain]].''}}
The terrain affect the game by giving advantage to some and harming others as the ATK and DEF and the number of movements (when face up). The field types are:
Toon: All the monsters are at a disadvantage except those that indicate its sole discretion to be privileged in this field;
Crush: Only monsters [[Immortal|Immortals]] monsters have an advantage in this field, the non-immortal with 1500 or more ATK is destroyed when they pass through this land.
Labyrinth: Units can not access this terrain unless it has an effect which permits and entry in this field (ie: [[Labyrinth Tank (DOR)|Labyrinth Tank]], [[Wall Shadow (DOR)|Wall Shadow]]), nor can a card be played on Labyrinth terrain. You can, however, attack these cards on Labyrinth terrain - however if you destroy the monster on the Labyrinth terrain, your monster will be returned to the last tile it was on before attacking on the labyrinth
The [[Reptile]] type is the only one to not have an advantage or a disadvantage in any field (with the exception of Toon Terrain, which deficits any non-supported card)
Each card has a Deck Cost which can be used to indicate the overall power of the card. Your deck's Deck Cost (DC) is the total of all forty cards in your deck, not including the deck leader. During the Campaign Mode, you cannot duel someone if you have a higher total Deck Cost than your opponent. This was put into the game to prevent players from completely dominating their opponent, however Deck Cost can not accurately represent the power of a deck; only give a general indication of how many powerful or weaker cards it contains - this is more apparent when fighting enemies that have deck costs of over a thousand.
Monsters follow a general rule of thumb when it comes to deck cost - Attack + Defense x 0.01. For instance; [[Red -Eyes Black B. Dragon (DOR)|Red-Eyes B. Dragon]] has an attack of 2400 and a defense of 2000; a total of 4400 points, which when multiplied by 0.01 give the card its deck cost. All monsters are intended to have this exact equation with the exception of a few cards (that were presumably mistakes). If the card has an effect, regardless of the effect; 5 deck cost is added on to the monster. This allows you to save deck cost points by adding weak monsters with strong effects to your deck.
Immortal-type monsters appear to be an exception to the normal formula, as they each have 10 added to what their DC would be with the standard equation. This is likely to balance their innate power compared to normal monsters.
Spells and traps are more arbitrary asthey do not follow any strict rules, but are generally tiered in terms of power. For instance; all basic equip cards are 10 deck cost (some such as [[Megamorph (DOR)|Megamorph]] and [[Invigoration (DOR)|Invigoration]] being 15 perhaps due to balance reasons), all terrain cards are 30 deck cost, and the most powerful spells are tiered at 40 deck cost ([[Tremendous Fire (DOR)|Tremendous Fire]]; [[Solomon's Lawbook (DOR)|Solomon's Lawbook]]), 50 deck cost ([[Monster Reborn (DOR)|Monster Reborn]], [[Dragon Capture Jar (DOR)|Dragon Capture Jar]], [[Copycat (DOR)|Copycat]]), 60 deck cost ([[Graverobber (DOR)|Graverobber]], [[Magic Drain (DOR)|Magic Drain]]), and 80 deck cost ([[Royal Decree (DOR)|Royal Decree]], [[Mirror Force (DOR)|Mirror Force]], [[Just Desserts (DOR)|Just Desserts]]), with the two highest deck cost cards in the game ([[Riryoku (DOR)|Riryoku]] and [[Mirror Force (DOR)|Mirror Force]]) capping at 99 deck cost.
On the contrary, cards with niche effects such as [[Cursebreaker (DOR)|Cursebreaker]] (which can be used for either harm or good) or cards that are only situationally useful such as [[Monster Recovery (DOR)|Monster Recovery]] or [[Call of the Of The Haunted (DOR)|Call Of The Haunted]], usually have very low deck costs, as unlike more powerful cards, they are not useful in every situation. These cards (especially Cursebreaker; which is a very good counter to most enemies in the game) are a fantastic way to keep deck costs low to fight weaker opponents, or allow you to also add stronger monsters to your deck without inflating the deck cost too much. The quickest, most simple way to reduce deck cost is to omit your stronger monsters and replace them with copies of [[Fake Trap(DOR)|Fake TrapsTrap]] (due to them being common) - or any low deck cost card you have thats more useful - temporarily.
All Ritual cards are 5 deck cost.
===Destiny Draw===
A Destiny Draw may occur while Dueling, when a player is in a poor situation regarding cards and [[Life Points]]. They are then given a powerful card, that is not included in their [[Deck]]. This includes, but is not limited to; [[Raigeki (DOR)|Raigeki]], Mirror Force, [[Dian Keto the Cure Master (DOR)|Dian Keto the Cure Master]], as well as others including [[Woodland Sprite (DOR)|Woodland Sprite]] and [[Arsenal Bug (DOR)|Arsenal Bug]]. Due to the nature of these cards effects, the Destiny Draw system will attempt to give you the most helpful card at the given time - ie; giving you an arsenal bug when your deck leader is an insect, or giving you Dian Keto The Cure Master when on critically low life points. Your deck leader's rank also effects the Destiny Draw system, as the higher your rank is, the more likely you are to be given a destiny draw at any time.
==3D Monsters==

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