Exarion

FM tips and tricks

Jan 4th, 2021 (edited)
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  1. For now, this is a random list of time-saving or risk-reducing techniques that I see many runners miss:
  2. - Don't fuse when it's not necessary. Count your fusions when going for BCD or A-TEC (the rank calculator program is very useful for this). If you lose track, however, it's best to do extra fusions just in case, because failing BCDs/A-TECs is extremely costly.
  3. - Track your star chips. This requires some additional focus, but it can save time by allowing you to buy Thunders ASAP
  4. - If your hand has 3 useless monsters and 2 monsters that make a good fusion, toss at least 1 useless monster before you fuse (this is most applicable on Rex/Weevil/Mai/Keith)
  5. - Playing Umi/Mountain is usually a waste of time, and it doesn't increase your win rate by as much as you'd think. Play them situationally, not habitually.
  6. - You almost always want to put THTD in Moon against Meadow Mage, even in campaign. He's more likely to play Millennium Shield or Empress Judge than Judge Man or Giltia. You should put your second THTD in Moon as well, to decrease the chance that one of your THTDs gets killed.
  7. - When you are facing a difficult opponent, you want to toss cards aggressively. For example, on Seto 3, if you draw 5 of your 9 Thunders in your opening hand, you want to toss all 5 because it's very likely that you'll need monster removal or multiple equips to win the duel. Don't play for a specific situation (e.g., Seto plays GG or MBD, you draw Dragon + fusion material + equip + equip). Sometimes you want to toss equips too (like when facing BEUD). Failing to toss cards optimally will lose a lot of time on average.
  8. - With few exceptions, set Raigeki turn 1 against Heishin 2 (or after you have used any Widespreads)
  9. - With few exceptions, set Raigeki turn 1 against Neku if you can't make a monster that ties or beats Skull Knight
  10. - If you have a 3300 THTD against one of the Final 4, you're winning, and then you draw THTD + equip, it is almost always better to make another 3300 (rather than equipping the existing THTD to make a 3800). It usually saves a turn, and if your opponent top-decks an MBD or higher, it's very likely that one of the cards you draw next turn will help you destroy it. Against Seto 3 and Nitemare, this play is faster AND safer.
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  12. Routing tips:
  13. - Don't do Egypt 1 (it's pretty much strictly worse if you have any Thunders in your starting deck)
  14. - Remove all non-THTD material from the deck when you have 13 combined Dragons and Thunders
  15. - Farm for equips before dueling Kaiba. You lose too much time to a death (BEWD) or slow duel (Shield/Wall).
  16. - Put in waters/spellcasters/stones for A-TECs (especially turtles, dark spellcasters, and females)
  17. - Do mages in this order: Ocean --> Mountain --> Desert --> Meadow --> Forest
  18. - Little dragons will get you killed on Final 6. You will encounter situations where you need to draw a 3800 ASAP, and instead you draw Little Dragon + Thunder + Umi/WSR/equip + equip + equip. If you have a lot of little dragons, you can quickly replace them with stronger monsters by farming Meadow Mage.
  19. - In general, don't expect to beat the game consistently fast with normal equips and THTD material. Don't expect 1-2 Megamorphs to save you either. You want big monsters (2000 ATK dragons, Dark Magician, Skull Knight, Zoa, MBD) and/or powerful monster removal (2-3 WSRs, DCJs, Crush Card).
  20. - Most race decks should not have Umi for the Final 4. The primary use of Umi on the Final 4 is to make a 3800 THTD with one equip. However, in a race deck, you should usually have:
  21. > Megamorph, which allows you to make a 3800 without Umi
  22. > MBDs/Skull Knights/Dark Magicians/Zoas, which aren't boosted by Umi
  23. > Monster removal, which can make your deck crowded with magics/traps
  24. - If your goal is to win a race, rather than finish with a good time/good position, it is almost always worth skipping Seto 2 and doing Final 7
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