Onyx Oblivion said:
It's gotten fiendishly complex due to an over-abundance of cards. I haven't played in years...
I recommend just buying the DS/PSP games and saving yourself a ton of money investing into IRL deck building.
Basically, this. I'm still a semi active card player (and full time nerd, since when I duel, my friends can hear me muttering about how many equip cards or continuous spell cards or union monsters I can slap down and beef up my card, or will hear me saying without any irony or sarcasm "Heart of the Cards, come on heart of the cards" which strangely has worked, because I'll draw just he card I need probably 63% of the time) but the whole thing is getting saturated with new cards that make other cards obsolete and older card abilities impossible. Thats while you'll see a lot of "remakes" of familiar cards (I think I've seen four different Summoned Skulls that were the exact same as the Summoned Skull, but with added crap to it. I'm honestly waiting for a Blue Eyes to come out with an effect).
But if you absolutely want to get into the physical card aspect (which hopefully will pop like the baseball card industry did, and make cards Dirt Cheap), I would first think about what you wantt od o with the deck. I good starting point is to think about the theme you want to run, and what monsters are best for that. Sometimes the easiest is to focus on an attribute (Dark, Light, Earth, Water, Fire, Wind/Air) or Type (Dragon, Warrior, Spellcaster, Fiend, Dinosaur, Rock, etc).
Then I would buy a structure deck of that type of monsters (my personal opinion
Spellcaster's Judgment,
Warrior's Judgement, and
Rise of the Dragon Lords on their own are good, but combined make a beastly deck of death and awesomeness).
Then, I would invest in some booster packs, not all the same, but across the board, just buy one of each as many as you can. Look through and see if you find anything that will work with what you want to do, or shores up any chinks in the armour of your deck. If you're deck has a lot of Light monsters (which arent exactly know for their sheer power) think about investing in Dark. No, they're not polar opposites like they are in Magic or Duel Masters, but the basic outline is there. It helps to have friends into the game that you can battle against and not get too serious.
And thats about all I can say for a beginner, outisde of some of my favorite cards to use. Good luck at it, but just dont go and overwhelm yourself with buying cards.
OH! And watch who you battle. Like pokemon and its ubers, there are yugioh duelists who take that forbidden/limited/semi-limited list like its the word of fucking God. And they wont stop to tell you that you used a card ont he list, and you lose automatically and walk away.
Also, respect a person's cards. Ask if you can see it, even if you use a card that lets you take a card from them. Dont just reach across and grab their Graveyard or Deck and go rumaging through like its old laundry.
EDIT:
MisterGobbles said:
If you're gonna start a card game, play magic or something that isn't complete bullshit. I play sometimes with my friends on weekends in between games of Magic, one of them has a whole bunch of monstrous decks made from a bunch of old cards, and cards like Final Countdown are just...no.
swankyfella said:
Step 1: Throw out your cards.
Step 2: Play a card game not based on a third-rate anime
I suggest Magic. The old standard. Accessible yet deep. And much more rewarding.
Sirch.Cajnos said:
swankyfella said:
Agree completely.
I read some of the other posts. What makes Magic so Great? Its just the same bullshit as yugioh, but with Mana equaling sacrifices, landscapes equalling fields, and all other stuff like that. There's even super cards of death that will basically give you a nice spiked shaft up the rear just like there are in yugioh (in fact, after watching people play magic, I would say in yugioh they're a hell of a lot easier to stop). So what makes Magic different?