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Mixing Archetypes.

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Mixing Archetypes. Empty Mixing Archetypes.

Post by Fujitora on Sat May 30, 2015 12:42 pm

As the name applies, we'll be talking about mixing archetypes, but as well, just mixing cards in decks altogether, as my first lesson as being a teacher for a second time. the first thing we'll be talking about is synergy.

The literal definition of synergy is a mutually advantageous conjunction or compatibility of distinct business participants or elements (as resources or efforts). The way this can apply in Yu-Gi-Oh is very important because the way cards give new aspects to your deck can help a lot. The way synergy works is for the effects of your Spells/Traps/Monsters have to work together in harmony, effects that can help each other or make each other do something they couldn't before. An example of this would be Shaddolls and Lightsworns. Lightsworns' effects are to send cards from the top of the deck to the graveyard at the end of the turn, more specifically the endphase. The second effect of each Shaddoll monster applies when it is sent to the graveyard by a card effect, no matter where it's sent from. This is synergy, being able to work together with complete harmony and benefitting the other.

This is another important aspect of mixing cards into decks, specifically archetypes mixing into other archetypes. With comboing, the effect of one archetype tends to trigger the effect of other archetypes, but not to the same extent as Lightsworns and Shaddolls. Synergy tends to be a passive combining of cards whereas comboing is a more active/aggressive version of combining archetypes. Comboing tends to be able to boost your board/gamestate. An example of this would be Mermails and Atlanteans. Mermails' effects are activated by discarding one or more water monsters from your hand to the graveyard to apply some effect. The effects of Atlantean monsters are activated when they are discarded to activate a water monster effect. So, this is comboing, when one effect literally triggers another to boost one's gamestate.

Actually Mixing Archetypes
The way to actually mixing archetypes can be rather tricky. Some effects simply don't work with each other, such as the Forbidden One archetype with the Infernity archetype. Others can work exceptionally well, such as Burning Abyss with Shaddolls. The way you mix archetypes, in a deck, practically, is you have to choose one deck to have built already and with THAT specific deck, you have to find cards/effects that can help THAT deck, ones that can benefit the deck to the extent that it can win duels consistently. This can be shown with multiple decks, such as Geargia/Karakuri, Lightsworn/Anything That Needs To Be Sent To The Grave, Anything That Likes To Control The Duel/Traptrix. There are just some archetypes that can be thrown in almost any deck and still be good in that deck or benefit that deck. Some of these archetypes are: Shaddolls, Traptrix, Hands, and Heros. These archetypes can be thrown in practically ANY deck and still be good.

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Mixing Archetypes. Empty Re: Mixing Archetypes.

Post by B@TMAN on Sun May 31, 2015 10:51 pm

i would like this more with pictures....but still a good lesson overall.

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