__________________________ | ______________________ | || || |\/\/\/\/\/\/\/\/\/\/\/| || YU-GI-OH! || | ~DRAKESWARM~ | || THE DUELISTS OF || | Contact Information:| || THE ROSES || | Tazdude40@yahoo.com | || || \/\/\/\/\/\/\/\/\/\/\/\| || || ||______________________|| | | | | | | | | | | | | |________________________| | ATK: DEF: | -------------------------- TABLE OF CONTENTS --INTRO (IN00) --TERRAIN (TR00) --DUELISTS (DU00) ------WHITE ROSE DUELISTS----- ---------REX RAPTOR (WR01) ---------WEEVIL UNDERWOOD (WR02) ---------RICHARD SLYSHEEN OF YORK (WR03) ---------NECROMANCER (WR04) ---------DARKNESS-RULER (WR05) ---------PEGASUS CRAWFORD (WR06) ---------ISHTAR (WR07) ---------KEITH (WR08) ---------LABYRINTH RULER (WR09) ---------SETO (WR10) ---------MANAWYDDAN FAB LLYR (WR11) ------RED ROSE DUELISTS----- ---------TEA (RR01) ---------T. TRISTAN GREY (RR02) ---------MARGARET MAI BEAUFORT (RR03) ---------MAKO (RR04) ---------JOEY (RR05) ---------J. SHADI MORTON (RR06) ---------JASPER DICE TUDOR (RR07) ---------BAKURA (RR08) ---------YUGI (RR09) ---------MANAWYDDAN FAB LLYR (RR10) -----SPECIAL DUELISTS----- ---------DECK MASTER K (DM00) ---------DECK MASTER S (DM01) ---------DECK MASTER T (DM02) ---------DECK MASTER I (DM03) -----CARD TIPS (CT00) -----CONCLUSION (CL00) ------------------------------------------------------------------------------- **IN00***************************** INTRO ************************************* ------------------------------------------------------------------------------- The first thing I should mention is that this guide was written with the idea that those reading it are already familiar with the game’s new style and the rules of the game. The purpose of this guide is to provide information on the opponents in this game, and strategies to beat them, not to instruct readers on how to play. All information in this guide was obtained by my own means, and much time was spent to make sure every detail was accurate. Many strategies in this guide are common sense, but I’m sure everyone can find some use out of this guide. ------------------------------------------------------------------------------- **TR00**************************** TERRAIN ************************************ ------------------------------------------------------------------------------- Every Terrain type has its own advantages and disadvantages. Here I will list those, as well as some ways to manipulate these Terrains. All increases listed under “Boosts” are +500 to both ATK and DEF, and all decreases under “Reduces” are –500. W = WASTELAND S = SOGEN T = TOON U = UMI L = LABYRINTH C = CRUSH Y = YAMI N = NORMAL F = FOREST M = MOUNTAIN *WASTELAND* -Boosts: Rock, Machine, Zombie -Reduces: Fish, Aqua, Sea Serpent -Examples of field changers: Wasteland, Cyberstein, Curse of Dragon *UMI* -Boosts: Fish, Aqua, Sea Serpent, Thunder, -Reduces: Machine, Rock, Pyro -Examples of field changers: Umi, Zone Eater, Kairyu-Shin, The Furious Sea King, Aqua Dragon, Roaring Ocean Snake *YAMI* -Boosts: Spellcaster, Zombie, Fiend -Reduces: Fairy -Examples of field changers: Yami *FOREST* -Boosts: Beast, Plant, Pyro, Beast-Warrior -Reduces: -Examples of field changers: Forest *SOGEN* -Boosts: Warrior, Beast-Warrior -Reduces: Spellcaster -Examples of field changers: Sogen *LABYRINTH* -Boosts: None (Note: this terrain cannot be moved on, except by monsters with special effects) -Reduces: None -Examples of Labyrinth Manipulators: Shadow Ghoul, Wall Shadow, Labyrinth Tank, Dungeon Worm, Earthshaker *NORMAL* -Boosts: None -Reduces: None -Examples of field changers: Yamadron, Dharma Cannon, Cannon Soldier, Catapult Turtle *MOUNTAIN* -Boosts: Thunder, Dragon, Fairy, Winged-Beast -Reduces: -Examples of field changers: Mountain *TOON* -Boosts: Toons (Note: Toon is not a type, it is a special attribute listed on certain cards) -Reduces: All but Toon and Immortal -Examples of field changers: Toon World *CRUSH* -Boosts: Immortal -Reduces: None (Note: a monster with 1500+ ATK will automatically be destroyed if it is on Crush Terrain) -Examples of field changers: Dark Plant, Crush Card, Slate Warrior, Shapesnatch, Souleater, Time Eater, Jowls of Dark Demise, Carot Idol, Moisture Creature, Electromagnetic Bagworm ------------------------------------------------------------------------------- **DU00**************************** DUELISTS *********************************** ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- WR01 REX RAPTOR ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 960 || W W W W W W W || DECK LEADER: || || TWO-HEADED KING REX || W L W L W L W || SPECIALTY: || || DINOSAURS || W L W L W L W ||______________________|| | | W L W L W L W | | | | W L W L W L W | | | | W L W L W L W | | |________________________| W W W W W W W | ATK: DEF: | -------------------------- DECK: MONSTERS: Armored Lizard ATK:1500 DEF:1200 Little D ATK:1100 DEF:700 Little D ATK:1100 DEF:700 Pragtical ATK:1900 DEF:1500 Pragtical ATK:1900 DEF:1500 Two-Headed King Rex ATK:1600 DEF:1200 Two-Headed King Rex ATK:1600 DEF:1200 Bracchio-raidus ATK:2200 DEF:2000 Tomozaurus ATK:500 DEF:400 Tomozaurus ATK:500 DEF:400 Megazowler ATK:1800 DEF:2000 Megazowler ATK:1800 DEF:2000 Sword Arm of Dragon ATK:1750 DEF:2030 Sword Arm of Dragon ATK:1750 DEF:2030 Crawling Dragon #2 ATK:1600 DEF:1200 Crawling Dragon #2 ATK:1600 DEF:1200 Trakadon ATK:1300 DEF:800 Trakadon ATK:1300 DEF:800 Trakadon ATK:1300 DEF:800 Two-Mouth Darkruler ATK:900 DEF:700 Two-Mouth Darkruler ATK:900 DEF:700 Anthrosaurus ATK:1000 DEF:850 Anthrosaurus ATK:1000 DEF:850 Uraby ATK:1500 DEF:800 Uraby ATK:1500 DEF:800 Uraby ATK:1500 DEF:800 Mammoth Graveyard ATK:1200 DEF:800 Grappler ATK:1300 DEF:1200 MAGICS: Sparks Raise Body Heat Raise Body Heat Raise Body Heat Invigoration Invigoration Red Medicine Stain Storm Eternal Rest Breath of Light Wasteland TRAPS: Bear Trap RITUAL: None STRATEGIES/TIPS Raptor’s fairly easy. He has generally low-ATK power monsters, with a few exceptions exceeding the 2000 mark. As you can see by his deck, he has very little variation in his cards, with multiples of nearly every monster. The terrain is completely Wasteland, with columns of Labyrinths throughout. Until you advance towards his Deck Leader, he will more than likely send a card down both of the rows closest to his leader. If you can send a monster down one of those rows with a fairly high ATK, you’ll be set. Labyrinth based monsters work well here too, allowing you to avoid some of the monsters advancing down the rows. for some reason, if you play a monster with a massive amount of ATK, Rex will sometimes stop playing cards altogether, and simply skip his turns. “Stain Storm”, “Eternal Rest”, and “Breath of Light” can eliminate all other types that are favored by Wasteland terrain, but only once each. Rex has a habit of sending his own cards to the graveyard often through incompatible fusions. His strongest monster is Bracchio-raidus (2200 ATK, 2700 on Wasteland Terrain), which isn’t very strong. Many of his monsters do better Defensively, but he’ll use them offensively anyway. Backing Rex into a corner is actually an easier way to beat him than depleting his life points, granted you approach from the right direction. Unless you’re interested in Dinosaurs, there isn’t much to gain from the slots here. ------------------------------------------------------------------------------- WR02 WEEVIL UNDERWOOD ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 854 || F F F F F F F || DECK LEADER: || || BASIC INSECT || F F F F F F F || SPECIALTY: || || INSECTS || F F F F F F F ||______________________|| | | F F F F F F W | | | | F F F F F F F | | | | F W F F W F F | | |________________________| F F F F F F F | ATK: DEF: | -------------------------- DECK: MONSTERS: Big Insect ATK:1200 DEF:1500 Larvae Moth ATK:500 DEF:400 Larvae Moth ATK:500 DEF:400 Hunter Spider ATK:1600 DEF:1400 Hunter Spider ATK:1600 DEF:1400 Hunter Spider ATK:1600 DEF:1400 Kwagar Hercules ATK:1900 DEF:1700 Kwagar Hercules ATK:1900 DEF:1700 Kwagar Hercules ATK:1900 DEF:1700 Gokibore ATK:1200 DEF:1400 Needle Worm ATK:750 DEF:600 Man-Eater Bug ATK:450 DEF:600 Petit Moth ATK:300 DEF:200 Kumootoko ATK:700 DEF:1400 Hercules Beetle ATK:1500 DEF:2000 Hercules Beetle ATK:1500 DEF:2000 Hercules Beetle ATK:1500 DEF:2000 Rose Spectre of Dunn ATK:2000 DEF:1800 Giant Flea ATK:1500 DEF:1200 Giant Scorpion of the Tundra ATK:1100 DEF:1000 Bladefly ATK:600 DEF:700 Kuwagata a ATK:1250 DEF:1000 Kamakiriman ATK:1150 DEF:1400 Nightmare Scorpion ATK:900 DEF:800 Dungeon Worm ATK:1800 DEF:1500 MAGICS: Insect Armor With Laser Cannon Insect Armor With Laser Cannon Insect Armor With Laser Cannon Laser Cannon Armor Laser Cannon Armor Cocoon of Evolution Cocoon of Evolution Forest Goblin’s Secret Remedy TRAPS: Negate Attack Infinite Dismissal Infinite Dismissal Bear Trap Block Attack RITUAL: Javelin Beetle Pact (2 Insects + Hercules Beetle) -Javelin Beetle ATK: 2450 DEF: 2550 COMMON FUSIONS: Larva of Moth ATK:0 DEF:2000 STRATEGIES/TIPS When first starting the game, Weevil may be a bit of a challenge. Don’t be fooled by his low ATK-powered cards. With the majority Forest Terrain and his multiple power-ups, it’s easy for one of his weaker insects to top 2000 ATK. Normally, his Kwagar Hercules will pose the worst threat. However, you’ll probably see him try to pull off his Cocoon of Evolution card a couple times. Unlike the real game, it serves as a power-up for Larvae Moth, Needle Worm, or Petit Moth. Using this card will turn the monster in “Larva of Moth”, which, if left face-up on the field for 5 turns, will transform into “Pupa of Moth.” Once “Pupa of Moth” has been face-up for a single turn, it will transform into Perfectly Ultimate Great Moth, which has 3000+ ATK and decreases the ATK of your monsters by 100 every turn. To prevent him from playing this monster, you must destroy the “Pupa of Moth” or “Larva of Moth” before their turn count is up, which is easier said then done. In fact, most of the time, if you bring a monster within striking distance of his Deck Leader, Weevil will almost always move right over it with the Deck Leader. Javelin Beetle is also very strong, but he pulls of the Ritual VERY rarely, so it isn’t much to worry about. The three Wastelands on the map are next to useless, since the Deck Leader doesn’t move much from the top area. The best way to take Weevil out is to play monsters face-down in DEF, and let him attack them. Again, many of his monsters are weak, and he wont hesitate to attack a face-down card, so he’ll drain his life-points slowly. Be sure not to come to close to his Deck Leader with yours though, since the Forests give most of his monsters an extra movement, making you an easy target. ------------------------------------------------------------------------------- WR03 RICHARD SLYSHEEN OF YORK ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || DC: 1039 || || DECK LEADER: || M M M M M M M || BATTLE STEER || || SPECIALTY: || M S S S S S M || WARRIORS/ || || BEAST-WARRIORS || M S S S S S M ||______________________|| | | M S S S S S M | | | | M S S S S S M | | | | M S S S S S M | | |________________________| M M M M M M M | ATK: DEF: | -------------------------- DECK: MONSTERS: Guardian of the Labyrinth ATK:1000 DEF:1200 Beautiful Headhuntress ATK:1600 DEF:800 M Warrior #2 ATK:500 DEF:1000 M Warrior #2 ATK:500 DEF:1000 The Judgement Hand ATK:1400 DEF:700 Swamp Battleguard ATK:1800 DEF:1500 Swamp Battleguard ATK:1800 DEF:1500 Rude Kaiser ATK:1800 DEF:1600 Rude Kaiser ATK:1800 DEF:1600 Lava Battleguard ATK:1500 DEF:1800 Lava Battleguard ATK:1500 DEF:1800 Battle Ox ATK:1700 DEF:1000 Battle Ox ATK:1700 DEF:1000 Empress Judge ATK:2100 DEF:1700 Empress Judge ATK:2100 DEF:1700 Battle Steer ATK:1800 DEF:1300 Armaill ATK:700 DEF:1300 Judge Man ATK:2200 DEF:1500 Armed Ninja ATK:300 DEF:300 M Warrior # 1 ATK:1000 DEF:500 M Warrior # 1 ATK:1000 DEF:500 Kagenusha of the Blue Flame ATK:800 DEF:400 Masaki the Legendary Swordsman ATK:1100 DEF:1100 Hard Armor ATK:300 DEF:1200 Millennium Golem ATK:2000 DEF:2200 Panther Warrior ATK:2000 DEF:1600 Panther Warrior ATK:2000 DEF:1600 Zanki ATK:1500 DEF:1700 MAGICS: Sword of Dragon’s Soul Raigeki Cursebreaker Axe of Despair Axe of Despair Legendary Sword Legendary Sword Sword of Dark Destruction Sword of Dark Destruction TRAPS: Acid Trap Hole Acid Trap Hole RITUAL: Revival of Sennen Genjin (Millennium Golem + 2 Beast-Warriors) -Sengenjin ATK:2750 DEF:2500 STRATEGIES/TIPS Richard relies strongly on the Sogen Terrain. The Mountains don’t benefit any of his monsters. However, you’ll notice that many of his cards have 1800+ ATK, so he can pack quite a bit of a punch. Also, some of his cards work cooperatively, such as the boosts between Swamp Battleguard or Lava Battleguard, or the two M Warriors. He also has a decent list of Power-ups. Sengenjin is the least of your worries here. Even when Richard draws Millennium Golem (which is needed for the ritual), he more than likely wont play it. There are two easy ways to beat Richard. First, changing the Terrain to one favorable to your deck will take away the upper hand from Richard. This is true for any battle, of course, but regardless, try using Umi, Forest, etc to remove the Sogen Terrain. Another method I found useful is a large number of Trap cards (especially Negate Attacks). Play out as many of these as you can before approaching the Deck Leader. Once you have 3+ traps ready, move forward, and use your strongest monster to corner/attack the Deck Leader. When he attacks your Deck Leader or your attacking monster, your traps should spring. If you’re low on traps, try using cards that have Spell-binding effects, which will render his monsters completely inactive. It’s easy to lose to Richard taking only 2-3 hits, so avoid his monsters as much as possible. ------------------------------------------------------------------------------- WR04 NECROMANCER ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || DC: 795 || || DECK LEADER: || W W W W W W W || PUMPKING THE KING || || OF GHOSTS || W W W W S S W || SPECIALTY: || || ZOMBIES || W W W W W S W ||______________________|| | | U W U U U S U | | | | S W S S S S S | | | | S W W S S S S | | |________________________| S S S S S S S | ATK: DEF: | -------------------------- DECK: MONSTERS: Zombie Warrior ATK:1200 DEF:900 Clown Zombie ATK:1350 DEF:0 Clown Zombie ATK:1350 DEF:0 Skelgon ATK:1700 DEF:1900 Skelgon ATK:1700 DEF:1900 Wood Remains ATK:1000 DEF:900 Wood Remains ATK:1000 DEF:900 Cyber-Stein ATK:700 DEF:500 Pumpking the King of Ghosts ATK:1800 DEF:2000 Nightmare Scorpion ATK:900 DEF:800 Yaiba Robo ATK:1000 DEF:1300 Armored Zombie ATK:1500 DEF:0 Armored Zombie ATK:1500 DEF:0 Minar ATK:850 DEF:750 Blocker ATK:850 DEF:1800 Shadow Ghoul ATK:1600 DEF:1300 Yaranzo ATK:1300 DEF:1500 Skull Servant ATK:300 DEF:200 Skull Servant ATK:300 DEF:200 Dragon Zombie ATK:1600 DEF:0 Fiend’s Hand ATK:600 DEF:600 Blue-Eyed Silver Zombie ATK:900 DEF:700 Shadow Specter ATK:500 DEF:200 Shadow Specter ATK:500 DEF:200 Alinsection ATK:950 DEF:700 Ganigumo ATK:600 DEF:800 Dokuroizo the Grim Reaper ATK:900 DEF:1200 The Snake Hair ATK:1500 DEF:1200 Graveyard and the Hand of Invitation ATK:1100 DEF:1100 MAGICS: Violet Crystal Violet Crystal Violet Crystal Monster Reborn Dark Hole Dark Energy Dark Energy Call of the Haunted Call of the Haunted Wasteland TRAPS: N/A RITUAL: Revival of Dokurorider (1 Machine + 1 Insect + 1 Zombie) -Dokurorider ATK:1900 DEF:1850 STRATEGIES/TIPS The first thing to note about Necromancer is his low deck cost, which in turn limits your deck. He has a couple of cards that will change all of his monsters to Zombie types, which isn’t particularly useful considering most of his monsters are already Zombies. Note that he also has a couple Machines and Insects, which are most likely for his Ritual. He won’t use Dokurorider very often, and even when he does, it’s not the strongest ritual monster out there...Pumpking is his most annoying card, giving his Zombies a 100 ATK boost every turn. Cards such as Skelgon and Shadow Ghoul often reach 2500+ ATK in this duel, but Necromancer often sends his monsters off of the Wasteland Terrain. Take advantage of that, and wait for his monsters to cross the Umi- borderline before making your move. Thankfully, he has no Traps lying in wait, although he can wipe the map clear with Dark Hole. The Dokurorider ritual isn’t too much to sweat about, since the insects he needs for them don’t usually find their way onto the field. Keep in mind a lot of his monsters have good effects, such as “The Snake Hair”, which will infinitely spellbind the monster that destroys it, or “Fiend’s Hand”, which destroys the monster that destroyed it. Don’t focus too much on his Deck Leader directly, just the weaker monsters he sends off of the Wasteland Terrain. ------------------------------------------------------------------------------- WR05 DARKNESS-RULER ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 982 || Y Y Y Y Y F F || DECK LEADER: || || KING OF YAMIMAKAI || Y Y Y Y Y F F || SPECIALTY: || || FIENDS || Y Y Y Y Y Y Y ||______________________|| | | Y Y Y Y Y Y Y | | | | Y Y Y Y Y Y Y | | | | F F Y Y Y Y Y | | |________________________| F F Y Y Y Y Y | ATK: DEF: | -------------------------- DECK: MONSTERS: Reaper of the Cards ATK:1380 DEF:1930 Barox ATK:1380 DEF:1530 Man-Eating Treasure Chest ATK:1600 DEF:1000 King of Yamimakai ATK:2000 DEF:1530 King of Yamimakai ATK:2000 DEF:1530 Lord of Zemia ATK:1300 DEF:1000 Neck Hunter ATK:1750 DEF:1900 Whiptail Crow ATK:1650 DEF:1600 The Shadow Who Controls the Dark ATK:800 DEF:700 Dark Chimera ATK:1610 DEF:1460 Crass Clown ATK:1350 DEF:1400 Castle of Dark Illusions ATK:920 DEF:1930 Big Eye ATK:1200 DEF:1000 Mask of Darkness ATK:900 DEF:400 Candle of Fate ATK:600 DEF:600 Job-Change Mirror ATK:800 DEF:1300 Midnight Fiend ATK:800 DEF:600 Dark King of the Abyss ATK:1200 DEF:800 Terra the Terrible ATK:1200 DEF:1300 Metal Guardian ATK:1150 DEF:2150 Dark Prisoner ATK:600 DEF:1000 Crass Clown ATK:1350 DEF:1400 MAGICS: Yami Time Seal Fiend Castle Fiend Castle Malevolent Nuzzler Paralyzing Potion Paralyzing Potion TRAPS: Mesmeric Control Acid Trap Hole Tears of a Mermaid Tears of a Mermaid Shadow Spell Infinite Dismissal Infinite Dismissal Invisible Wire Gorgon’s Eye RITUAL: Zera Ritual (X2) (2 Fiends + King of Yamimakai) -Zera the Mant ATK:2800 DEF:2300 COMMON FUSIONS: Ryu-Kishin Powered ATK:1600 DEF:1200 Summoned Skull ATK:2500 DEF:1200 STRATEGIES/TIPS Darkness-ruler is actually pretty tough. He relies heavily on Trap Cards, which spring very often. Also, the combination of Yami Terrain, Power-ups, and effects such as Castle of Dark Illusions’ brings his Fiends close to or above 3000 ATK often. Even his powerful ritual monster, “Zera the Mant”, comes into play often, which will have 3300 ATK on Yami fields. In addition to high ATK cards and Traps, he uses a few Spell-binding cards, such as “Time Seal”, “Paralyzing Potion”, and “Gorgon’s Eye”. If you have cards like “Dark-Piercing Light”, “Hiro’s Shadow Scout”, or cards that reveal face-down enemy cards, use them here. Also, monsters with effects that negate Limited Range Trap cards are invaluable to the match. Also, his deck cost is fairly high, so take advantage of that with your own strong cards. And don’t fret about the odd-numbered ATK and DEF values here. I personally find my opponent being left with 630 Life Points very annoying, but hey, as long as I win, I don’t care right? ------------------------------------------------------------------------------- WR06 PEGASUS CRAWFORD ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || DC: 1254 || || DECK LEADER: || T T T T T T T || ILLUSIONIST FACELESS || || MAGE || T T T T T T T || SPECIALTY: || || TOONS || T N T T T N T ||______________________|| | | L N L L L N L | | | | U N U U U N U | | | | S S S S S S S | | |________________________| S S S S S S S | ATK: DEF: | -------------------------- DECK: MONSTERS: Parrot Dragon ATK:2000 DEF:1300 Parrot Dragon ATK:2000 DEF:1300 Stuffed Animal ATK:1200 DEF:900 Stuffed Animal ATK:1200 DEF:900 Illusionist Faceless Mage ATK:1200 DEF:2200 Rogue Doll ATK:1600 DEF:1000 Saggi the Dark Clown ATK:600 DEF:1500 Niwatori ATK:900 DEF:800 Genin ATK:600 DEF:900 Swordstalker ATK:2000 DEF:1600 Manga Ryu-Ran ATK:2200 DEF:2600 Toon Summoned Skull ATK:2500 DEF:1200 Toon Alligator ATK:800 DEF:1600 Toon Mermaid ATK:1400 DEF:1500 Dragon Piper ATK:200 DEF:1800 Dark Rabbit ATK:1100 DEF:1500 Bickuribox ATK:2300 DEF:2000 MAGICS: Tremendous Fire Tremendous Fire Toon World Toon World Fiend Castle Fiend Castle Brain Control Brain Control Megamorph Bright Castle Bright Castle Change of Heart Mimicat Dragon Capture Jar Dragon Capture Jar Magical Neutralizing Force Field TRAPS: Mesmeric Control Mesmeric Control Invisible Wire Invisible Wire Spellbinding Circle RITUAL: Garma Sword Oath (2 Warriors + Swordstalker) -Garma Sword ATK:2550 DEF:2150 Curse of Millennium Shield (3 Monsters with 2000+ DEF) -Millennium Shield ATK:0 DEF:3000 STRATEGIES/TIPS Pegasus can be another tricky duelist to beat. The field benefits him greatly. Remember that there isn’t actually a “Toon” type, just remember that most of his monsters will gain a boost on Toon Terrain. Also, every other type save Immortals are decreased on Toon Terrain. He has 2 Rituals, neither of which are likely to actually be used, and a large number of Magics/Traps. Watch out for his Brain Control or Change of Heart, and be very wary if you drop below 1000 LP, because he has 2 Tremendous Fires. If you can manage to lure his monsters off of Toon Terrain, they shouldn’t be too difficult to manage, but attacking on Toon Terrain is risky. “Toon Summoned Skull” is probably his strongest monster, as a 3000 ATK monster on Toon Terrain. Direct Damage is extremely useful here, as well as field-altering cards. If you don’t have enough cards to make use of either strategy, try using some of your own Toon-boosted monsters, if any. Some of his monsters, including “Stuffed Animal” and “Dragon Piper”, have very low ATKs, which can be a good spot to aim for. When attacking, try to stay out of range of his facedown cards though, since some will likely be traps. A good way to reveal his traps is to send your own trap cards towards them. Your card will trigger their effects and waste them in place of a monster. One more sneaky card to be prepared for is “Magical Neutralizing Force Field”. It removes all power-ups/decreases/etc. which can be very dangerous if you’re using a large number of power-ups. ------------------------------------------------------------------------------- WR07 ISHTAR ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || DC: 861 || || DECK LEADER: || W C U U U U U || WITCH OF THE BLACK || || FOREST || C C U C C C U || SPECIALTY: || || AQUA || U U U C W C U ||______________________|| | | U C C C C C U | | | | U C W C U U U | | | | U C C C U C C | | |________________________| U U U U U C W | ATK: DEF: | -------------------------- DECK: MONSTERS: Penguin Soldier ATK:750 DEF:500 Penguin Soldier ATK:750 DEF:500 Baby Dragon ATK:1200 DEF:700 Boulder Tortoise ATK:1450 DEF:2200 Winged Dragon, Guardian of the Fortress #1 ATK:1200 DEF:700 Spike Seadra ATK:1600 DEF:1300 Yado Karu ATK:900 DEF:1700 Penguin Knight ATK:900 DEF:800 Penguin Knight ATK:900 DEF:800 Monsturtle ATK:800 DEF:1000 Invitation to a Dark Sleep ATK:1500 DEF:1800 30,000 Year Old Turtle ATK:1250 DEF:2100 Aqua Madoor ATK:1200 DEF:2000 Bolt Penguin ATK:1100 DEF:800 Bolt Penguin ATK:1100 DEF:800 Water Element ATK:900 DEF:700 Great White ATK:1600 DEF:800 Zarigun ATK:600 DEF:700 Koumori Dragon ATK:1500 DEF:1200 Star Boy ATK:550 DEF:500 Star Boy ATK:550 DEF:500 Kaminarikozou ATK:700 DEF:600 Destroyer Golem ATK:1500 DEF:1000 Waterdragon Fairy ATK:1100 DEF:700 The Immortal of Thunder ATK:1500 DEF:1300 Gemini Elf ATK:1900 DEF:900 Kairyu-Shin ATK:1800 DEF:1500 Takriminos ATK:1500 DEF:1200 MAGICS: Spring of Rebirth Aqua Chorus Power Of Kaishin Power Of Kaishin Cursebreaker High Tide High Tide TRAPS: Shadow of Eyes Fake Trap Fake Trap Mirror Wall RITUAL: Turtle Oath (2 Aqua Monsters + 30,000 Year Old White Turtle) -Crab Turtle ATK:2550 DEF:2500 COMMON FUSIONS: Aqua Dragon ATK:2250 DEF:1900 30,000 Year Old Turtle ATK:1250 DEF:2100 Bolt Escargot ATK:1400 DEF:1500 STRATEGIES/TIPS Ishtar’s map is one of the most annoying to maneuver around, since it’s filled with Crush Terrain. Most of her monsters are obnoxiously weak, but still difficult to destroy. She also performs quite a few fusions (sometimes she’ll fuse the same monster more than once), although most of the time it’s “Bolt Escargot”. You might have noticed she has a few weak Dragon-type monsters, which are used primarily for he “Aqua Dragon” fusion. Her Ritual monster, “Crab Turtle”, often finds it’s way onto the field, and exceeds 3000 ATK on the Umi Terrain. The most threatening card in her deck is “Mirror Wall” though. Whenever you attack, “Mirror Wall” will permanently cut that monster’s ATK in half. Either stock a “Royal Decree” in your deck, or move over it as soon as it’s activated. I find that the best way to beat her is through high DEF. There are a few Wasteland Terrain spread throughout the field, all of which are completely surrounded by Crush. This means, you can play any monster safely on the Wasteland Terrain, and the only monsters that attack it will have less than 1500 ATK. Just wait for her to attack, and damage herself. Playing defensively also allows you to avoid Mirror Wall. ------------------------------------------------------------------------------- WR08 KEITH ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 1027 || W W W W W W W || DECK LEADER: || || SLOT MACHINE || W L L W L L W || SPECIALTY: || || MACHINES || W L W W W L W ||______________________|| | | W W W L W W W | | | | W L W W W L W | | | | W L L W L L W | | |________________________| W W W W W W W | ATK: DEF: | -------------------------- DECK: MONSTERS: Space Megatron ATK:1400 DEF:2000 Dice Armadillo ATK:1650 DEF:1800 Launcher Spider ATK:2200 DEF:2500 Launcher Spider ATK:2200 DEF:2500 Robotic Knight ATK:1600 DEF:1800 Shovel Crusher ATK:900 DEF:1200 Slot Machine ATK:2000 DEF:2300 Slot Machine ATK:2000 DEF:2300 Gate Keeper ATK:1500 DEF:1800 Pendulum Machine ATK:1750 DEF:2000 Pendulum Machine ATK:1750 DEF:2000 Machine King ATK:2200 DEF:2000 Mechanical Spider ATK:400 DEF:500 Mechanical Spider ATK:400 DEF:500 Ground Attacker Bugroth ATK:1500 DEF:1000 Ground Attacker Bugroth ATK:1500 DEF:1000 Saber Slasher ATK:1450 DEF:1500 Brave Scizzar ATK:1300 DEF:1000 Cyber Commander ATK:750 DEF:700 Barrel Dragon ATK:2600 DEF:2200 Giga-tech wolf ATK:1200 DEF:1400 Zoa ATK:2600 DEF:1900 Golgoil ATK:900 DEF:600 Giant Mech Soldier ATK:1750 DEF:1900 Holograh ATK:1100 DEF:700 Patrol Robo ATK:1100 DEF:900 Blast Juggler ATK:800 DEF:900 MAGICS: Machine Conversion Factory Machine Conversion Factory Machine Conversion Factory 7 Completed 7 Completed 7 Completed Limiter Removal Limiter Removal Metalmorph Metalmorph TRAPS: Invisible Wire Magic Jammer Magic Jammer RITUAL: N/A COMMON FUSIONS: Metalzoa ATK:3000 DEF:2300 STRATEGIES/TIPS Keith has one of my favorite Decks in the game, because Machines are typically the best monsters in this game (my opinion, of course). Every monster in Keith’s Deck is a Machine-type (meaning a +500 boost for every monster) with the exception of “Zoa”. Remember that “Zoa” transforms into “Metalzoa” when equipped with “Metalmorph”, which will result in a 3500 ATK monster. His deck seems to be geared mainly towards “Slot Machine”, but he does have stronger cards. “Stain Storm” may be a card worth consideration in this duel, since it will destroy all Machines on the field. If you have any Effect Monsters that activate effects against Machines, user them here, especially “Electromagnetic Bagworm”. Another way to beat him easily is through Labyrinth manipulation. Using cards such as “Shadow Ghoul” or “Labyrinth Tank” will give you an advantage when moving around the field. If you really have no alternative, use Terrain changes that favor Umi field (such as “Zone Eater”). If you’re using a Machine-based Deck like I do, you should duel Keith often. “Robotic Knight” and “Limiter Removal” are extremely useful in Machine Decks. ------------------------------------------------------------------------------- WR09 LABYRINTH-RULER ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || DC: 1016 || || DECK LEADER: || N N N N N N N || MONSTER TAMER || || SPECIALTY: || C L L L L L Y ||LABYRINTH MANIPULATION|| || AND INSECTS || F S S U W W Y ||______________________|| | | F L L L L L C | | | | F S S U W W Y | | | | C L L L L L Y | | |________________________| N N N N N N N | ATK: DEF: | -------------------------- DECK: MONSTERS: Needle Worm ATK:750 DEF:600 Cockroach Knight ATK:800 DEF:900 Cockroach Knight ATK:800 DEF:900 Kazejin ATK:2400 DEF:2200 Monster Tamer ATK:1800 DEF:1600 Suijin ATK:2500 DEF:2400 Jirai Gumo ATK:2200 DEF:100 Jirai Gumo ATK:2200 DEF:100 Acid Crawler ATK:900 DEF:700 Labyrinth Tank ATK:2400 DEF:2400 Labyrinth Tank ATK:2400 DEF:2400 Shadow Ghoul ATK:1600 DEF:1300 Shadow Ghoul ATK:1600 DEF:1300 Shadow Ghoul ATK:1600 DEF:1300 Sanga of the Thunder ATK:2600 DEF:2200 Kojikocy ATK:1500 DEF:1200 Dungeon Worm ATK:1800 DEF:1500 Dungeon Worm ATK:1800 DEF:1500 Korogashi ATK:550 DEF:400 Dream Clown ATK:1200 DEF:900 Kattapillar ATK:250 DEF:300 Hero of the East ATK:1100 DEF:1000 Skull Stalker ATK:900 DEF:800 Beautiful Headhuntress ATK:1600 DEF:800 MAGICS: Shift Laser Cannon Armor Goblin’s Secret Remedy Goblin’s Secret Remedy Final Flame Final Flame Ookazi Ookazi Labyrinth Wall Labyrinth Wall Labyrinth Wall Magical Labyrinth Magical Labyrinth Magical Labyrinth TRAPS: Eatgaboon RITUAL: Gate Guardian Ritual (Kazejin + Suijin + Sanga of the Thunder) -Gate Guardian ATK:3750 DEF:3400 STRATEGIES/TIPS Labyrinth Ruler’s field is a bit of a hodgepodge. Terrain boosts don’t play to great of a roll here. The biggest problems are the three Crush spots, which conveniently cut the field apart. Labyrinth Ruler can deal direct damage through magic cards, although it is light damage. His strongest monsters are “Suijin”, “Kazejin”, an “Sanga of the Thunder”, all of which prevent battle damage when attacked. They all have over 2000 ATK, and are all needed for his Gate Guardian Ritual, which you’ll probably never see. His most dangerous monster is none of the three though, but “Labyrinth Tank”. With 2400 ATK and DEF, and the ability to move through Labyrinth Terrain, it’s definitely a top priority to destroy. “Jirai Gumo” actually works against him more than it helps him. Every time a “Jirai Gumo” moves, Labyrinth Ruler will take 100 LP damage. Try to get a “Jirai Gumo” to follow you around the field, reducing his LP along with it. The major goal here should be to reach him before his Labyrinth crawling monsters reach your Deck Leader. An interesting strategy would be using multiple “Dark-Piercing Lights”. If you can flip up his “Magical Labyrinth” or “Labyrinth Wall” cards in the right spot, you can cut off his Deck leader, making him extremely easy to corner. ------------------------------------------------------------------------------- WR10 SETO ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 1184 || F S S S S S F || DECK LEADER: || ||BLUE-EYES WHITE DRAGON|| S S L N L S S || SPECIALTY: || || DRAGONS || S L N N N L S ||______________________|| | | S N N N N N S | | | | S L N N N L S | | | | S S L N L S S | | |________________________| F S S S S S F | ATK: DEF: | -------------------------- DECK: MONSTERS: Blue-Eyes White Dragon ATK:3000 DEF:2500 Blue-Eyes White Dragon ATK:3000 DEF:2500 Blue-Eyes White Dragon ATK:3000 DEF:2500 Battle Ox ATK:1700 DEF:1000 La Jinn the Mystical Genie of the Lamp ATK:1800 DEF:1000 Mystic Horseman ATK:1300 DEF:1550 Hourglass of Courage ATK:1100 DEF:1200 Hannibal Necromancer ATK:1400 DEF:1800 Gear Golem the Moving Fortress ATK:800 DEF:2200 Kageningen ATK:800 DEF:600 Swordstalker ATK:2000 DEF:1600 Swordstalker ATK:2000 DEF:1600 Lord of D. ATK:1200 DEF:1100 Kaiser Dragon ATK:2300 DEF:2000 Kaiser Dragon ATK:2300 DEF:2000 Hourglass of Life ATK:700 DEF:600 Steel Ogre Grotto #2 ATK:1900 DEF:2200 Mikazukinovaiba ATK:2200 DEF:2350 Sky Dragon ATK:1900 DEF:1800 Judge Man ATK:2200 DEF:1500 Judge Man ATK:2200 DEF:1500 Swordsman From a Foreign Land ATK:250 DEF:250 Invitation to a Dark Sleep ATK:1500 DEF:1800 MAGICS: Monster Reborn Dragon Treasure Dragon Treasure Dragon Treasure Mountain Cursebreaker Axe of Despair Legendary Sword Gift of the Mystical Elf Sword of Dark Destruction TRAPS: Negate Attack Anti Raigeki Magic Jammer Shadow Spell Royal Decree White Hole RITUAL: Ultimate Dragon (3 Blue-Eyes White Dragons) -Blue-Eyes Ultimate Dragon ATK:4500 DEF:3800 COMMON FUSIONS: Chimera the Flying Mythical Beast ATK:2100 DEF:1800 STRATEGIES/TIPS Seto can be easy or hard depending on the order he draws his cards in. He has three “Blue-Eyes White Dragons”, and power-ups for them. He has counter Traps for nearly every situation, and more than one way to revive his monsters. Although he predominantly uses Dragons, his Warriors can be a hassle as well. “Swordstalker” can easily reach 4000+ ATK if played late in the duel. It’s also worth of mention that his Deck Leader can move two spaces. The Ritual here is the strongest in the game, but not used very often. If he does happen to summon “Blue-Eyes Ultimate Dragon”, be careful when confronting the 4500 ATK monster. To beat him easily, send monsters around the outside terrain while keeping his monsters busy in the centerfield. Spellbinding is useful too, especially if you have any “Dragon Capture Jars”, which will spellbind all Dragons on the field permanently. ------------------------------------------------------------------------------- WR11 MANAWYDDAN FAB LLYR ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 1985 || F S S S S S F || DECK LEADER: || || SKULL KNIGHT || S S L C L S S || SPECIALTY: || || STRONG MAGICS/TRAPS || S L C C C L S ||______________________|| | | S C C C C C S | | | | S L C C C L S | | | | S S L C L S S | | |________________________| F S S S S S F | ATK: DEF: | -------------------------- DECK: MONSTERS: Kuriboh ATK:300 DEF:200 Queen of Autumn Leaves ATK:1800 DEF:1500 Gemini Elf ATK:1900 DEF:900 Skull Knight ATK:2650 DEF:2250 Skull Knight ATK:2650 DEF:2250 Princess of Tsurugi ATK:900 DEF:700 Koumori Dragon ATK:1500 DEF:1200 Feral Imp ATK:1300 DEF:1400 Curse of Dragon ATK:2000 DEF:1500 Dark Elf ATK:2000 DEF:800 Dark Elf ATK:2000 DEF:800 MAGICS: Dark-Piercing Light Time Seal Paralyzing Potion Riryoku Riryoku Riryoku Just Desserts Just Desserts Crush Card Dian Keto the Cure Master Dian Keto the Cure Master Last Day of Witch Warrior Elimination Raigeki Raigeki Graverobber Multiply Megamorph Tremendous Fire Tremendous Fire Solomon’s Lawbook TRAPS: Widespread Ruin Gorgon’s Eye Mirror Force Mirror Force Gravity Bind Gravity Bind RITUAL: Cosmo Queen’s Prayer (Queen of Autumn Leaves + Princess of Tsurugi + Dark Elf) -Cosmo Queen ATK:2900 DEF:2450 Curse of Tri-Horned Dragon (Curse of Dragon + Koumori Dragon + Feral Imp) -Tri-Horned Dragon ATK:2850 DEF:2350 STRATEGIES/TIPS This is, in my opinion, the hardest enemy in the game. All of his monsters are negligible, even the 2 ritual monsters, because he stays close to the Crush Terrain most of the time. The biggest problem here is direct damage. He has Multiple “Tremendous Fires”, “Just Desserts”, and the worst card in the game “Riryoku”. Riryoku is a Power-up that cuts your life points in half and adds it to the equipped monster. If used at the beginning of the duel, this will deal 2000 damage, not to mention his other Direct Damage cards are more than enough to top it off. His Traps are powerful too, which is easily said through his 2 “Mirror Forces”. “Royal Decree” is extremely useful here, as it will negate any and all traps activate. Or, if you’re not using that, stock up on “Magic Jammers” to prevent some of his stronger Magics. If you have it consider using “Goblin Fan”, a trap that triggers specifically against “Riryoku” and reverses its effect. You can wipe out his monsters very easily; “Skull Knight” is his strongest with 2650 ATK. The best way to beat him is to approach his deck leader quickly and try to stay on the Crush Terrain. ------------------------------------------------------------------------------- RR01 TEA ------------------------------------------------------------------------------- __________________________ | ______________________ | MAP: || || || DC: 933 || N N N M N N N || DECK LEADER: || || DANCING ELF || M N N N N S N || SPECIALTY: || || FAIRIES || N N S N N N N ||______________________|| | | N N N N M N N | | | | N M N N N N S | | | | N N N S N N N | | |________________________| S N N N M N N | ATK: DEF: | -------------------------- DECK: MONSTERS: Gyakutenno Megami ATK:1800 DEF:2000 Gyakutenno Megami ATK:1800 DEF:2000 Doma the Angel of Silence ATK:1600 DEF:1400 Doma the Angel of Silence ATK:1600 DEF:1400 Winged Egg of New Life ATK:1400 DEF:1700 Winged Egg of New Life ATK:1400 DEF:1700 Hoshiningen ATK:500 DEF:700 Hoshiningen ATK:500 DEF:700 Spirit of the Harp ATK:800 DEF:2000
Spirit of the Harp                  ATK:800    DEF:2000
Skelengel                           ATK:900    DEF:400
Wing Egg Elf                        ATK:500    DEF:1300
Wing Egg Elf                        ATK:500    DEF:1300
Key Mace                            ATK:400    DEF:300
Dancing Elf                         ATK:300    DEF:200
Dancing Elf                         ATK:300    DEF:200
Binding Chain                       ATK:1000   DEF:1100
Tenderness                          ATK:700    DEF:1400
Orion the Battle King               ATK:1800   DEF:1500
Happy Lover                         ATK:800    DEF:500
Hourglass of Life                   ATK:700    DEF:600
Goddess With the Third Eye          ATK:1200   DEF:1000
Hourglass of Courage                ATK:1100   DEF:1200
Petit Angel                         ATK:600    DEF:900
Ray & Temperature                   ATK:1000   DEF:1000
Dark Witch                          ATK:1800   DEF:1700

MAGICS:
Insect Imitation
Insect Imitation
Soul of the Pure
Soul of the Pure
Creature Swap
Silver Bow and Arrow
Silver Bow and Arrow
Silver Bow and Arrow
Dark-Piercing Light
Enchanted Javelin
Enchanted Javelin
Winged Trumpeter
Winged Trumpeter

TRAPS:
Tears of the Mermaid

RITUAL:
N/A

COMMON FUSIONS:
Dark Witch   ATK:1800 DEF:1700

STRATEGIES/TIPS
Easy. Fairies are just as easy to deal with as they sound. Basically, as long
as his monsters aren’t perched on a Mountain spot, they should be easy to beat.
Some of her monsters have very low ATKs, and will foolishly end their turn in
attack position. She does pack a long list of Magics though, mostly power-ups,
but she wastes them quite often. If you’re having trouble beating her, it would
be more than appropriate to give up video games altogether and quit at life.
-------------------------------------------------------------------------------
  RR02                             T. TRISTAN GREY
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 1149       ||        N   N   N    N   N   N   N
||     DECK LEADER:     ||
||  KARBONALA WARRIOR   ||        Y   Y   Y    Y   Y   Y   Y
||     SPECIALTY:       ||
||    VARYING TYPES     ||        W   W   W    W   W   W   W
||______________________||
|                        |        U   U   U    U   U   U   U
|                        |
|                        |        F   F   F    F   F   F   F
|                        |
|                        |        S   S   S    S   S   S   S
|                        |
|________________________|        N   N   N    N   N   N   N
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Madjinn Gunn                          ATK:600    DEF:800
Monster Egg                           ATK:600    DEF:900
Uraby                                 ATK:1500   DEF:800
Sorcerer of the Doomed                ATK:1450   DEF:1200
Versago the Destroyer                 ATK:1100   DEF:900
Versago the Destroyer                 ATK:1100   DEF:900
Dark Prisoner                         ATK:600    DEF:1000
Kanan the Swordmistress               ATK:1400   DEF:1400
Patrician of Darkness                 ATK:2000   DEF:1400
Neo the Magic Swordsman               ATK:1700   DEF:1000
Mysterious Puppeteer                  ATK:1000   DEF:1500
Beautiful Beast Trainer               ATK:1750   DEF:1500
Amazon of the Seas                    ATK:1300   DEF:1400
Zanki                                 ATK:1500   DEF:1700
Rude Kaiser                           ATK:1800   DEF:1600
Deapsea Shark                         ATK:1900   DEF:1600
The Drdek                             ATK:700    DEF:800
Warrior of Tradition                  ATK:1900   DEF:1700
Spike Clubber                         ATK:1700   DEF:1800
Gatekeeper                            ATK:1500   DEF:1800
Fire Kraken                           ATK:1600   DEF:1500
Blocker                               ATK:850    DEF:1800
Misairuzame                           ATK:1400   DEF:1600
Sleeping Lion                         ATK:700    DEF:1700
Mabarrel                              ATK:1700   DEF:1400
Lord of the Lamp                      ATK:1400   DEF:1200
Guardian of the Throne Room           ATK:1650   DEF:1600
Two-Mouth Darkruler                   ATK:900    DEF:700
Mystery Hand                          ATK:500    DEF:500
Pale Beast                            ATK:1500   DEF:1200
Ansatsu                               ATK:1700   DEF:1200
Leogun                                ATK:1750   DEF:1550
Giant Turtle Who Feeds on Flames      ATK:1400   DEF:1800
Togex                                 ATK:1600   DEF:1800
Wicked Mirror                         ATK:700    DEF:600
The Illusory Gentleman                ATK:1500   DEF:1600
Garoozis                              ATK:1800   DEF:1500

MAGICS:
Creature Swap
Fairy Meteor Crush

TRAPS:
None

RITUAL:
Resurrection of Chakra (2 Monsters with less than 1000 ATK + Versago the
Destroyer)
-Chakra      ATK:2450 DEF:2000

STRATEGIES/TIPS
Tristan is the easiest enemy in the game. Even when he’s in the right position
to attack and possibly win the duel, he’ll pass his turn. His monsters are
mostly weak, he has no real pattern or theme to his deck, and no noteworthy
magics or traps. Most of the time, you can make a straightforward attack on his
Deck Leader, giving no heed to his monsters. Very few of his monsters have
effects too, so there isn’t much to worry about.
-------------------------------------------------------------------------------
  RR03                          MARGARET MAI BEAUFORT
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 1003       ||        W   M   M    M   M   M   W
||     DECK LEADER:     ||
||     HARPIE LADY      ||        W   M   M    M   M   M   W
||      SPECIALTY:      ||
||    WINGED-BEASTS     ||        W   M   M    M   M   M   W
||______________________||
|                        |        W   M   M    M   M   M   W
|                        |
|                        |        W   M   M    M   M   M   W
|                        |
|                        |        W   M   M    M   M   M   W
|                        |
|________________________|        W   M   M    M   M   M   W
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Tyhone                       ATK:1200   DEF:1400
Harpie Lady                  ATK:1300   DEF:1400
Harpie Lady                  ATK:1300   DEF:1400
Harpie Lady                  ATK:1300   DEF:1400
Monstrous Bird               ATK:2000   DEF:1900
Wing Eagle                   ATK:1800   DEF:1500
Kanan the Swordmistress      ATK:1400   DEF:1400
Punished Eagle               ATK:2100   DEF:1800
Darkfire Dragon              ATK:1500   DEF:1250
Darkfire Dragon              ATK:1500   DEF:1250
Harpie’s Pet Dragon          ATK:2000   DEF:2500
Harpie’s Pet Dragon          ATK:2000   DEF:2500
Harpie’s Pet Dragon          ATK:2000   DEF:2500
Empress Judge                ATK:2100   DEF:1700
Birdface                     ATK:1600   DEF:1600
Blue-Winged Crown            ATK:1600   DEF:1200
Peacock                      ATK:1700   DEF:1500

MAGICS:
Electro-Whip
Electro-Whip
Elegant Egotist
Elegant Egotist
Elegant Egotist
Cyber Shield
Cyber Shield
Mountain
Mountain
Monster Reborn
Harpie’s Feather Duster
Harpie’s Feather Duster
Cursebreaker
Follow Wind
Follow Wind
Gust Fan
Gust Fan
Gust Fan

TRAPS:
Shadow of Eyes
Mesmeric Control
Invisible Wire
Acid Trap Hole

RITUAL:
Revived Serpent Night Dragon (1 Warrior + 1 Winged-beast + Darkfire Dragon)
-Serpent Night Dragon     ATK:2350 DEF:2400

COMMON FUSIONS:
Harpie Lady Sisters       ATK:1950 DEF:2100

STRATEGIES/TIPS
“Harpie Lady” is the major focus of this deck. Every Power-up in Mai’s deck
increases “Harpie Lady’s” power, and “Elegant Egotist” will transform her into
“Harpie Lady Sisters”. Also, the vast majority of the field is Mountain
Terrain. Her most dangerous monster is “Harpie’s Pet Dragon”, which can gain
ATK and DEF with the help of more Harpie Ladies. Her deck is based on high ATK,
but she is vulnerable to traps, and will run straight into them. Her Deck
Leader can move 2 spaces per turn as well, making her annoying to attack
directly. “Serpent Night Dragon” is a pretty lame Ritual monster, and I have
never personally seen her summon it. A strong card that only Mai will use is
“Harpie’s Feather Duster” which mocks “Raigeki’s” effect for Magics and Traps.
Unfortunately, it doesn’t show up in the roulettes.
-------------------------------------------------------------------------------
  RR04                                MAKO
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 1001       ||        S   S   S    U   U   U   U
||     DECK LEADER:     ||
||     KAIRYU-SHIN      ||        S   S   U    U   U   U   U
||      SPECIALTY:      ||
||    WATER MONSTERS    ||        S   S   U    U   U   U   U
||______________________||
|                        |        U   U   U    U   U   U   U
|                        |
|                        |        U   U   U    U   U   U   U
|                        |
|                        |        U   U   U    U   U   U   S
|                        |
|________________________|        U   U   U    U   U   S   S
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Root Water                       ATK:900    DEF:800
Maiden of the Aqua               ATK:700    DEF:2000
High Tide Gyojin                 ATK:1600   DEF:1300
Spike Seadra                     ATK:1600   DEF:1300
Akihiron                         ATK:1700   DEF:1400
Sea King Dragon                  ATK:2000   DEF:1700
Crazy Fish                       ATK:1600   DEF:1200
Jellyfish                        ATK:1200   DEF:1500
Jellyfish                        ATK:1200   DEF:1500
Tongyo                           ATK:1350   DEF:800
Kairyu-Shin                      ATK:1800   DEF:1500
Kairyu-Shin                      ATK:1800   DEF:1500
The Furious Sea King             ATK:800    DEF:700
Red Archery Girl                 ATK:1400   DEF:1500
Octoberser                       ATK:1600   DEF:1400
Zone Eater                       ATK:350    DEF:300
Mech Bass                        ATK:1800   DEF:1500
Takriminos                       ATK:1500   DEF:1200
Turu-Purun                       ATK:450    DEF:500
Change Slime                     ATK:400    DEF:300
Violent Rain                     ATK:1550   DEF:800
Kanikabuto                       ATK:650    DEF:900
Ooguchi                          ATK:300    DEF:250
Enchanting Mermaid               ATK:1200   DEF:900
Roaring Ocean Snake              ATK:2100   DEF:1800
Aqua Snake                       ATK:1050   DEF:900
Fiend Kraken                     ATK:1200   DEF:1400
Man-Eating Black Shark           ATK:2100   DEF:1300
Bottom Dweller                   ATK:1650   DEF:1700
Amazon of the Seas               ATK:1300   DEF:1400

MAGICS:
Umi
Heavy Storm
Spring of Rebirth
High Tide
High Tide
Aqua Chorus
Power of Kaishin
Power of Kaishin
Power of Kaishin

TRAPS:
None

RITUAL:
Fortress Whale’s Oath (2 Fish + Mech Bass)
-Fortress Whale    ATK:2350 DEF:2150

COMMON FUSIONS:
Amazon of the Seas ATK:1300 DEF:1400
Aqua Dragon        ATK:2250 DEF:1900

STRATEGIES/TIPS
Mako is, unsurprisingly, advantageous on Umi Terrain. His cards follow a
similar pattern as Ishtar, especially when it comes to fusions (he will fuse
for “Aqua Dragon” often). Unlike Ishtar though, many of his effect monsters
manipulate the terrain, changing it to Umi. “Kairyu-Shin”, “Zone Eater”, “The
Furious Sea King”, and other cards all change the field to Umi Terrain,
although it isn’t usually a problem. He has no traps, and his only Magic card
that isn’t a Power-up is “Heavy Storm”, which destroys all Magics/Traps on the
field. His monsters range from weak to strong, so there isn’t any unique
strategies worth trying here. His Ritual barely every comes out, so there is no
point stressing over it. “Maiden of the Aqua” can increase his Aqua monsters’
power, and “Ooguchi” has the ability to automatically warp to your summoning
zone, but there isn’t much else surprising in way of monster effects. Take care
of him how you seem fit, and avoid using my Machines for this one.
-------------------------------------------------------------------------------
  RR05                                  JOEY
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 970        ||        U   S   F    M   W   Y   T
||     DECK LEADER:     ||
||   FLAME SWORDSMAN    ||        U   S   F    M   W   Y   T
||      SPECIALTY:      ||
||   WARRIORS/DRAGONS   ||        U   S   F    M   W   Y   T
||______________________||
|                        |        U   S   F    M   W   Y   T
|                        |
|                        |        U   S   F    M   W   Y   T
|                        |
|                        |        U   S   F    M   W   Y   T
|                        |
|________________________|        U   S   F    M   W   Y   T
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Mountain Warrior                   ATK:600    DEF:1000
Dryad                              ATK:1200   DEF:1400
Axe Raider                         ATK:1700   DEF:1150
The Judgement Hand                 ATK:1400   DEF:700
Time Wizard                        ATK:500    DEF:400
Panther Warrior                    ATK:2000   DEF:1600
Judge Man                          ATK:2200   DEF:1500
Giltia the D. Knight               ATK:1850   DEF:1500
Kojikocy                           ATK:1500   DEF:1200
Swamp Battleguard                  ATK:1800   DEF:1500
Red-Eyes B. Dragon                 ATK:2400   DEF:2000
Battle Steer                       ATK:1800   DEF:1300
Twin-Headed Behemoth               ATK:1500   DEF:1200
Garoozis                           ATK:1800   DEF:1500
Wolf Axewielder                    ATK:1650   DEF:1000
Flame Swordsman                    ATK:1800   DEF:1600
Tiger Axe                          ATK:1300   DEF:1100
Ansatsu                            ATK:1700   DEF:1200
Ryu-Ran                            ATK:2200   DEF:2600
Crawling Dragon                    ATK:1600   DEF:1400
Megasonic Eye                      ATK:1500   DEF:1800
Rock Spirit                        ATK:1650   DEF:1900
Baby Dragon                        ATK:1200   DEF:700
Baby Dragon                        ATK:1200   DEF:700

MAGICS:
Metalmorph
Axe of Despair
Axe of Despair
Ookazi
Copycat
Nails of Bane
Shield and Sword
Paralyzing Potion
Legendary Sword
Legendary Sword
Kunai With Chain
Kunai With Chain
Kunai With Chain
Salamandra

TRAPS:
Type Zero Magic Crusher
Acid Trap Hole
Tears of the Mermaid

RITUAL:
N/A

COMMON FUSIONS:
Red-Eyes Metal Dragon    ATK:2800 DEF:2400
Nekogal #2               ATK:1900 DEF:2000
Metal Dragon             ATK:1850 DEF:1700

STRATEGIES/TIPS
Joey’s another ambiguous opponent, sometimes easy, sometimes hard. While the
main force of his deck is 1800+ ATK Warriors, he has equal power in his
dragons, especially “Red-Eyes B. Dragon”. Although it’s not often “Time Wizard”
gets to play its effect out, if it does, all dragons with less than 2400 ATK
will transform into “Thousand Dragons”. The map here is difficult to manage, as
it is split into vertical strips of one terrain from your Deck Leader to his.
He has a decent number of Power-ups, but plays them onto the field sometimes.
His traps are limited, with the worst being “Acid Trap Hole”, which is only
good for one monster. Note that is capable of fusing a diverse set of Monsters,
including “Red-Eyes Metal Dragon”. Otherwise, this match doesn’t hold very many
surprises, but is subject to difficult situations like any other duel.
-------------------------------------------------------------------------------
  RR06                             J. SHADI MORTON
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 982        ||        F   F   F    C   W   W   W
||     DECK LEADER:     ||
||   MILLENNIUM GOLEM   ||        F   F   F    C   W   W   W
||      SPECIALTY:      ||
||      ROCK/PYRO       ||        F   F   F    C   W   W   W
||______________________||
|                        |        C   C   C    C   C   C   C
|                        |
|                        |        Y   Y   Y    C   U   U   U
|                        |
|                        |        Y   Y   Y    C   U   U   U
|                        |
|________________________|        Y   Y   Y    C   U   U   U
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Fireyarou                       ATK:1300   DEF:1000
The Statue of Easter Island     ATK:1100   DEF:1400
Flame Cerberus                  ATK:2100   DEF:1800
Spirit of the Books             ATK:1400   DEF:1200
Giant Soldier of Stone          ATK:1300   DEF:2000
Soul Hunter                     ATK:2200   DEF:1800
Ushi Oni                        ATK:2150   DEF:1950
Thunder Dragon                  ATK:1600   DEF:1500
Maha Vailo                      ATK:1550   DEF:1400
Electric Snake                  ATK:800    DEF:900
Prisman                         ATK:800    DEF:1000
Saber Slasher                   ATK:1450   DEF:1500
Berfomet                        ATK:1400   DEF:1800
Molten Behemoth                 ATK:1000   DEF:2200
Hannibal Necromancer            ATK:1400   DEF:1800
Mega Thunderball                ATK:750    DEF:600
Zoa                             ATK:2600   DEF:1900
Wretched Ghost of the Attic     ATK:550    DEF:400
Takuhee                         ATK:1450   DEF:1000
Thunder Nyan Nyan               ATK:1900   DEF:800
Blast Juggler                   ATK:800    DEF:900
Serpentine Princess             ATK:1400   DEF:2000
Electric Lizard                 ATK:850    DEF:800
Vermillion Sparrow              ATK:1900   DEF:1500
Stone D.                        ATK:2000   DEF:2300
Hibikime                        ATK:1450   DEF:1000
Invader from Another Dimension  ATK:950    DEF:1400

MAGICS:
Dark-Piercing Light
Final Flame
Dimensionhole
Malevolent Nuzzler
Malevolent Nuzzler
Salamandra
Salamandra
Burning Spear
Burning Spear
Spring of Rebirth
Spring of Rebirth
Invigoration
Invigoration

TRAPS:
None

RITUAL:
N/A

COMMON FUSIONS:
Mystical Sand             ATK:2100 DEF:1700
The Immortal of Thunder   ATK:1500 DEF:1300
Crimson Sunbird           ATK:2300 DEF:1800
Kaminari Attack           ATK:1900 DEF:1400

STRATEGIES/TIPS
Shadi’s deck is very poor at best. While he is closest to the Terrain that best
supports his monsters (Forests for his Pyro and Wasteland for his Rocks), he
doesn’t use those monsters well. Sometimes, he’ll summon a Rock-type on the
Crush Terrain, forgetting that they are boosted by his Deck Leader, and they’ll
be immediately destroyed. No, not the smartest duelist. Don’t bother trying to
lure him onto the Umi or Yami fields, since he very rarely follow your monsters
past the Crush centerline. He does perform quite a few fusions, but most of
those wont have any type advantages. His Deck Leader is very easy to target,
and most of his monsters aren’t threatening enough to worry about, except maybe
“Ushi Oni”, “Zoa” or “Vermillion Sparrow”. He does have quite a few Power-ups,
but they aren’t versatile enough to work with any monster. To sum it up,
Shadi’s very easy, so just use your normal strategies.
-------------------------------------------------------------------------------
  RR07                             JASPER DICE TUDOR
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||       DC: 1078       ||
||     DECK LEADER:     ||        M   M   W    W   W   M   M
|| EXODIA THE FORBIDDEN ||
||         ONE          ||        M   L   L    Y   L   L   M
||      SPECIALTY:      ||
|| EXODIA/SPELLCASTERS  ||        U   L   Y    Y   Y   L   U
||______________________||
|                        |        U   L   Y    Y   Y   L   U
|                        |
|                        |        U   L   L    L   L   L   U
|                        |
|                        |        S   S   S    S   S   S   S
|                        |
|________________________|        S   S   S    S   S   S   S
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Tao the Chanter                         ATK:1200    DEF:900
Nemuriko                                ATK:800     DEF:700
Right Leg of the Forbidden One          ATK:200     DEF:300
Left Leg of the Forbidden One           ATK:200     DEF:300
Curtain of the Dark Ones                ATK:600     DEF:500
Curtain of the Dark Ones                ATK:600     DEF:500
Aqua Madoor                             ATK:1200    DEF:2000
Phantom Dewan                           ATK:700     DEF:600
Phantom Dewan                           ATK:700     DEF:600
Illusionist Faceless Mage               ATK:1200    DEF:2200
Illusionist Faceless Mage               ATK:1200    DEF:2200
Right Arm of the Forbidden One          ATK:200     DEF:300
Left Arm of the Forbidden One           ATK:200     DEF:300
Witch’s Apprentice                      ATK:5500    DEF:450
The Stern Mystic                        ATK:1500    DEF:1200
The Bewitching Phantom Thief            ATK:700     DEF:700
Injection Fairy Lily                    ATK:400     DEF:1500

MAGICS:
Final Flame
Book of Secret Arts
Book of Secret Arts
Swords of Revealing Light
Ookazi
Solomon’s Lawbook
Time Seal
Just Desserts
Just Desserts
Just Desserts
Yellow Luster Shield
Yellow Luster Shield
Black Pendant
Black Pendant
Black Pendant
Tremendous Fire

TRAPS:
Acid Trap Hole
Infinite Dismissal
Anti Raigeki
Magic Jammer
White Hole
Fake Trap
Gravity Bind

RITUAL:
N/A

STRATEGIES/TIPS
Don’t fret about Exodia. Unlike most Yu-Gi-Oh games, Exodia is nothing to worry
about when used by the enemies in this game. For him to pull off Exodia’s one-
hit KO move, he must have all four pieces surrounding his Deck Leader at the
start of his turn. This means he can’t summon more than two non-Exodia monsters
and still hope to play it. Also, when he does play an Exodia piece, he
sometimes moves right over it. Exodia isn’t the full force of his deck though;
all else said, Jasper can be tricky, and that’s mostly because of the Labyrinth
Terrain surrounding his Deck Leader. Because of the Labyrinths, you’ll have to
approach from either side, and Jasper usually has something waiting. He
specializes in high DEF, and has the cards to make his Spellcasters exceed 4000
DEF. Also, many of his monsters have Spellbinding effects, which gets rather
tedious after a while. And to top it off, he has a good number of Direct Damage
Cards, including “Tremendous Fires” and “Just Desserts”. Direct Damage can be
used to your advantage too, and it pays to use your opponent’s Spells against
them here, so try cards like “Doppelganger”, “Graverobber”, “Magician of
Faith”, etc. He doesn’t have much to attack with, so if you can manage to get a
strong monster inside the Labyrinths, you should be guaranteed a win. Remember,
in case you’re wondering, that none of the Exodia cards will appear on the
victory slots.
-------------------------------------------------------------------------------
  RR08                                BAKURA
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 757        ||        C   F   F    F   F   F   C
||     DECK LEADER:     ||
||      DARK PLANT      ||        F   C   C    F   C   C   F
||      SPECIALTY:      ||
||       PLANTS         ||        F   C   C    F   C   C   F
||______________________||
|                        |        F   F   F    C   F   F   F
|                        |
|                        |        F   C   C    F   C   C   F
|                        |
|                        |        F   C   C    F   C   C   F
|                        |
|________________________|        C   F   F    F   F   F   C
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Abyss Flower                   ATK:750    DEF:400
Darkworld Thorns               ATK:1200   DEF:900
Man-Eating Plant               ATK:800    DEF:600
Laughing Flower                ATK:900    DEF:500
Green Phantom King             ATK:500    DEF:1600
Snakeyashi                     ATK:1000   DEF:1200
Griggle                        ATK:350    DEF:300
Mushroom Man                   ATK:800    DEF:600
Rainbow Flower                 ATK:400    DEF:500
Yashinoki                      ATK:800    DEF:600
Arlownay                       ATK:800    DEF:1000
Tentacle Plant                 ATK:500    DEF:600
Man Eater                      ATK:800    DEF:600
Barrel Lily                    ATK:1100   DEF:600
Leogun                         ATK:1750   DEF:1550
Mystic Sheep #1                ATK:1150   DEF:900
Wilmee                         ATK:1000   DEF:1200
Nekogal #1                     ATK:1100   DEF:900
The Wicked Worm Beast          ATK:1400   DEF:700
Bean Soldier                   ATK:1400   DEF:1300
Gate Deeg                      ATK:700    DEF:800
Ancient Tree of Enlightenment  ATK:600    DEF:1500
Firegrass                      ATK:700    DEF:600
Living Vase                    ATK:900    DEF:1100
Air Marmot of Nefariousness    ATK:400    DEF:600
Dark Plant                     ATK:300    DEF:400

MAGICS:
Mystical Moon
Mystical Moon
Rain of Mercy
Rain of Mercy
Anti-Magic Fragrance
Anti-Magic Fragrance
Dark-Piercing Light
Crush Card
Vile Germs
Vile Germs
Vile Germs
Beast Fangs
Beast Fangs

TRAPS:
None

RITUAL:
War-Lion Ritual (2 Beasts + Leogun)
-Super War-Lion     ATK:2300 DEF:2100

COMMON FUSIONS:
Flower Wolf         ATK:1800 DEF:1400

STRATEGIES/TIPS
Bakura’s most notable feature is having the lowest Deck Cost of any duelist,
due in fact to his poorly powered deck. You have to limit yourself for this
duel quite a bit, but you won’t really need a total powerhouse to take him
down. In fact, much like Ishtar, the field is dotted with Crush Terrain, which
doesn’t affect Bakura much. Some of his plants have useful effects; for
example, “Yashinoki” gives Bakura 500 LP, which adds in with the 50 LP his Deck
Leader gives him every turn. “Dark Plant” and “Crush Card” give him the chance
to generate more Crush zones. If you have them, Immortal monsters can dominate
the match, being able to move, and even gaining bonuses, on Crush Terrain.
Don’t panic if he manages to summon “Super War-Lion”, since it can’t move very
much. His power-ups are fairly useless too, since he won’t power them up too
high. Again, the only problem with this match is the limited Deck Cost, and
there are a few cards that may be worth aiming for on the slots.
-------------------------------------------------------------------------------
  RR09                                YUGI
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||      DC: 1206        ||        W   M   F    S   U   L   C
||     DECK LEADER:     ||
||    DARK MAGICIAN     ||        S   U   L    C   T   N   Y
||      SPECIALTY:      ||
||SPELLCASTERS/WARRIORS ||        C   T   N    Y   W   M   F
||______________________||
|                        |        Y   W   M    F   S   U   L
|                        |
|                        |        F   S   U    L   C   T   N
|                        |
|                        |        L   C   T    N   Y   W   M
|                        |
|________________________|        N   Y   W    M   F   S   U
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Beaver Warrior                                 ATK:1200   DEF:1500
Torike                                         ATK:1200   DEF:600
Dark Magician                                  ATK:2500   DEF:2100
Celtic Guardian                                ATK:1400   DEF:1200
Meteor Dragon                                  ATK:1800   DEF:2000
Dark Magician Girl                             ATK:2000   DEF:1700
Summoned Skull                                 ATK:1250   DEF:1200
Koumori Dragon                                 ATK:1500   DEF:1200
Giant Soldier of Stone                         ATK:1300   DEF:2000
Gemini Elf                                     ATK:1900   DEF:900
Gaia the Fierce Knight                         ATK:2300   DEF:2100
Gaia the Fierce Knight                         ATK:2300   DEF:2100
Silver Fang                                    ATK:1200   DEF:800
Magician of Faith                              ATK:300    DEF:400
Kuriboh                                        ATK:300    DEF:200
Feral Imp                                      ATK:1300   DEF:1400
Winged Dragon, Guardian of the Fortress #2     ATK:1200   DEF:1500
Blackland Fire Dragon                          ATK:1500   DEF:800
Mystical Elf                                   ATK:800    DEF:2000
Curse of Dragon                                ATK:2000   DEF:1500

MAGICS:
Black Pendant
Black Pendant
Shift
Multiply
Book of Secret Arts
Book of Secret Arts
Paralyzing Potion
Dimensionhole
Brain Control
Swords of Revealing Light
Monster Reborn
Cursebreaker
Raigeki
Dark Energy
Dark Energy

TRAPS:
Negate Attack
Mirror Force
Spellbinding Circle

RITUAL:
Dark Magic Ritual (Dark Magician + 2 Monsters with less than 1500 ATK)
-Magician of Black Chaos     ATK:2800 DEF:2600
Black Luster Ritual (Gaia the Fierce Knight + 2 Monsters with less than 1500
ATK)
-Black Luster Soldier        ATK:3000 DEF:2500

COMMON FUSIONS:
Stone D.                     ATK:2000 DEF:2300
Mystical Sand                ATK:2100 DEF:1700
Gaia the Dragon Champion     ATK:2600 DEF:2100

STRATEGIES/TIPS
The first thing to note is that Yugi’s Deck Leader abilities reduce all of your
Fiends by 300 points and increase all of his Spellcasters by 500. Also, I’d
like to point out that his Map looks odd, but it does follow a pattern. The
vertical and horizontal columns have the same pattern of Terrains to them, not
that it’s important. Yugi’s deck is a combination of useless cards and powerful
cards. One of his favorite spots to play cards on is the Crush Terrain right in
front of his Deck Leader; most of the time, he’ll place a Magic or Trap there.
He has 2 very powerful Rituals, but seems to never play either. Other than
those he has some other strong monsters, such as “Summoned Skull”, “Dark
Magician”, and “Gaia the Fierce Knight”. Of course, with the Terrain changing
on every move, it’s not hard to gain the type advantage in this duel. He has a
long list of weak monsters too, but usually knocks these off quickly. And of
course, be wary of “Mirror Force”, which while destroy all Attack position
cards on your side of the field if you trigger it. I personally don’t like the
way this duel plays out, but there are some nice rewards on the slots for a
change when you win.
-------------------------------------------------------------------------------
  RR10                          MANAWYDDAN FAB LLYR
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||       DC: 1891       ||        F   S   S    S   S   S   F
||     DECK LEADER:     ||
||        CHAKRA        ||        S   S   L    Y   L   S   S
||      SPECIALTY:      ||
|| FUSION/HIGH ATK POWER||        S   L   Y    Y   Y   L   S
||______________________||
|                        |        S   Y   Y    Y   Y   Y   S
|                        |
|                        |        S   L   Y    Y   Y   L   S
|                        |
|                        |        S   S   L    Y   L   S   S
|                        |
|________________________|        F   S   S    S   S   S   F
|           ATK:   DEF:  |
--------------------------



DECK:
MONSTERS:
Red-Eyes B. Dragon                   ATK:2400   DEF:2000
Red-Eyes B. Dragon                   ATK:2400   DEF:2000
Red-Eyes B. Dragon                   ATK:2400   DEF:2000
Summoned Skull                       ATK:2500   DEF:1200
Summoned Skull                       ATK:2500   DEF:1200
Gate Deeg                            ATK:700    DEF:800
Gate Deeg                            ATK:700    DEF:800
Gate Deeg                            ATK:700    DEF:800
Zoa                                  ATK:2600   DEF:1900
Sanga of the Thunder                 ATK:2600   DEF:2200
Meteor Dragon                        ATK:1800   DEF:2000
Meteor Dragon                        ATK:1800   DEF:2000
Suijin                               ATK:2500   DEF:2400
Kinetic Soldier                      ATK:2350   DEF:1800
Crimson Sunbird                      ATK:2300   DEF:1800
Labyrinth Tank                       ATK:2400   DEF:2400
Thousand Dragon                      ATK:2400   DEF:2000
Blue-Eyes White Dragon               ATK:3000   DEF:2500
Kazejin                              ATK:2400   DEF:2200
Skull Knight                         ATK:2650   DEF:2250
Dark Magician                        ATK:2500   DEF:2100
Bickuribox                           ATK:2300   DEF:2000
Berfomet                             ATK:1400   DEF:1800
Berfomet                             ATK:1400   DEF:1800
Berfomet                             ATK:1400   DEF:1800
Toon Summoned Skull                  ATK:2500   DEF:1200
Barrel Dragon                        ATK:2600   DEF:2200
Seiyaryu                             ATK:2500   DEF:2300
Kaiser Dragon                        ATK:2300   DEF:2000
Gaia the Fierce Knight               ATK:2300   DEF:2100

MAGICS:
Metalmorph
Megamorph
Dark Hole
Magic Drain
Magic Drain
Magic Drain
Riryoku
Riryoku
Riryoku

TRAPS:
Royal Decree

RITUAL:
N/A

COMMON FUSIONS:
Red-Eyes B. Skull Dragon    ATK:3200 DEF:2500
Meteor B. Dragon            ATK:3500 DEF:2000
Red-Eyes Metal Dragon       ATK:2800 DEF:2400
Metalzoa                    ATK:3000 DEF:2300
Twin-Headed Thunder Dragon  ATK:2800 DEF:2100

STRATEGIES/TIPS
This time around, Llyr has less in the way of heavy magics and much more in
terms of brute strength. Looking at his deck, you can see that nearly every
monster he uses is somewhere around 2500+ ATK, not to mention many of them get
boosted on the center Yami Terrain. One technique he uses often, through “Magic
Drain”, “Berfomet”, and “Gate Deeg” is draining your summoning points and
adding them to his. He summons high-leveled monsters frequently, so he uses
these cards to keep his summoning points high. Just like his White-rose
counterpart, he stocks 3 “Riryokus”, which is deadly when added to his already
pumped-up monsters. Eve his list of fusions looks intimidating, with the
strongest being “Meteor B. Dragon”. Remember that his Deck Leader will reduce
any Spellcasters within 2 spaces of him by 500 points, and his fiends have a
300 point boost within 2 spaces. The best way to beat him would be through
control-swapping cards such as “Change of Heart”. It’s impractical to think you
can take on one of his face-down monsters unless your own monster has well over
3000 ATK. This is best done by using Fiends, since they get boosted on the Yami
Terrain, wont lose ATK or DEF on the Sogen Terrain, and aren’t affected by
Chakra’s Deck Leader abilities. If you have any Labyrinth crawlers, it’s easy
to get a sneak attack on his Leader. Just remember that Llyr has a “Labyrinth
Tank” of his own waiting around. “Goblin Fan” comes in handy as well, just like
with his other form, reversing the effects of any “Riryokus” he uses. If you’re
having trouble taking out his stronger monsters, try to get as much damage as
possible out on his “Gate Deegs”, since they are the weakest cards in his deck.
Unfortunately, many of Llyr’s cards wont appear on the reward slots if you win,
but the match is still well worth repeating.
-------------------------------------------------------------------------------
  DM00                            DECK MASTER K
-------------------------------------------------------------------------------
__________________________
| ______________________ |        MAP:
||                      ||
||     DC: = YOUR DC    ||        When Dueling Duel Master K, you
||     DECK LEADER:     ||        select the map you will be dueling on.
||   YOUR DECK LEADER   ||        you may construct your own map, or you
||      SPECIALTY:      ||        may use on of the default maps provided.
||      YOUR CARDS      ||
||______________________||
|                        |
|                        |
|                        |
|                        |
|                        |
|                        |
|________________________|
|           ATK:   DEF:  |
--------------------------

DECK:
Duel Master K’s Deck is entirely the same as your own.

COMMON FUSIONS:
You should know what fusions work best in your own deck, but you can battle
Duel Master K to discover new fusions

STRATEGIES/TIPS
To battle Duel Master K, you must select Custom Duel on the main menu while no
Memory Card is inserted in the 2nd memory card slot. I only know two practical
uses for this battle though. First, you can watch Duel Master K’s moves to
discover new moves you didn’t know were possible in your deck (mostly fusions).
Second, you can use it to get more copies of a card in your deck via the
victory slots. The slots are still restrictive though, so don’t expect your
rare cards to show up.
-------------------------------------------------------------------------------
  DM01                            DECK MASTER S
-------------------------------------------------------------------------------
Deck Master S becomes available as a duelist if you have a PS2 Memory Card with
save data from “Yu-Gi-Oh! Forbidden Memories” on it inserted in the 1st
Playstation slot. His Deck Leader is Goddess of Whim.
-------------------------------------------------------------------------------
  DM02                            DECK MASTER T
-------------------------------------------------------------------------------
Deck Master T becomes available if you have a PS1 Memory Card with save data
from “Yu-Gi-Oh! Forbidden Memories” on it inserted in the 2nd Playstation slot.
His Deck leader is Exodia the Forbidden One, and besides the remaining Exodia
cards, the entirety of his deck is Magics/Traps.
-------------------------------------------------------------------------------
  DM03                            DECK MASTER I
-------------------------------------------------------------------------------
Deck Master T becomes available if you have a PS1 Memory Card with save data
from “Yu-Gi-Oh! Forbidden Memories” on it inserted in the 1st  Playstation
slot. His Deck Leader is Moisture Creature and he has an Immortal-based Deck.
-------------------------------------------------------------------------------
**CT00*************************** CARD TIPS ***********************************
-------------------------------------------------------------------------------
I made this section to point out some of the effects/cards/combinations that
you can use to your advantage during the course of the game. Some are very
obvious, and some may be more obvious that others, but I’ll leave you to decide
that.

~EXPLOSIVES~
(Blast Juggler, Blast Sphere, Widespread Ruin)
These cards, when triggered, destroy all cards in a 3X3 block around them.
Blast Juggler and Blast Sphere must be destroyed for their effects to work.

~WASTELAND CHANGERS~
(Curse of Dragon, Cyberstein)
These monsters will change their occupied spot into Wasteland Terrain when they
attack/are attacked. Cyberstein is handier with this effect since he will
receive a Terrain Boost because of it.

~DAMAGE AMPLIFIERS~
(Kryeul, Midnight Fiend)
These monsters, while face-up in Defense mode, increase all damage done to life
points.

~ETERNAL SPELLBINDERS~
(Dream Clown, The Snake Hair, Gorgon’s Eye, Paralyzing Potion, Gravity Bind)
Eternally Spellbinding an enemy monster permanently keeps them off your back.
They’ll remain stationary and unable to attack until the opponent gets rid of
them, or until you decide to take them out.

~MAHA VAILO~
Even those this card is a Spellcaster, it’s one of the most useful cards in all
decks. While face-up in Defense, all power boosts increase by 200 Points. Just
keep in mind this will work for your opponent as well. It has no effect on
Riryoku.

~CARD SPECIFIC REVERSALS~
(White Hole, Anti Raigeki, Goblin Fan, Fake Trap)
In order as they are listed above, these cards will protects you from Dark
Hole, Raigeki, Riryoku, and Harpie’s Feather Duster). Use them when you feel
they are necessary to use.

~MAN-EATER BUG~
If this card is flipped face-up in battle, it automatically destroys the
monster attacking it, or the monster it is attacking. Obtained from Weevil, and
useful in almost any deck.

~MEGAMORPH~
The universal Power-up. It only gives a 300-point increase, but works on any
monster.

~CURSEBREAKER~
The main point of Cursebreaker is to keep Deck Cost low, since it only costs 1
DP for this Power-up. However, it also removes Spellbinding, and removes
increases/decreases from card effects.

~DESTRUCTION TRAPS~
(House of Adhesive Tape, Eatgaboon, Bear Trap, Invisible Wire, Acid Trap Hole)
These cards automatically destroy monsters that come into range. Each has a set
ATK limit to activate, but Invisible Wire and Acid Trap Hole are probably the
only useful ones.

~LABYRINTH CRAWLER~
(Labyrinth Tank, Shadow Ghoul, Dungeon Worm)
These monsters can move onto and through Labyrinth Terrain, making it so much
easier to defeat opponents who protect themselves by it, especially Jasper and
Labyrinth-Ruler. Note that Shadow Ghoul will automatically transform into Wall
Shadow when he enters a Labyrinth Terrain (He will change from a Zombie to a
Warrior)

~LABYRINTH REMOVERS~
(Cannon Soldier, Dharma Cannon, Catapult Turtle, Barrel Rock)
These cards literally destroy Labyrinths; When entering a Labyrinth Terrain,
they remove them and replace the spot with Normal Terrain. At least one is
useful in every deck.

~REVIVERS~
(Golgoil, Multiply, Chakra, Jowls of Dark Demise)
When destroyed, these monsters will teleport back into an open Summoning Zone.
Their effects can be activated infinitely (Note that Multiply is a Power-Up
that grants this effect to Kuriboh).

~NO DAMAGE~
(Blocker, Kuriboh, Dark Prisoner, Suijin, Kazejin, Sanga of the Thunder)
These Monsters can cause damage, but will take no damage under normal attack
conditions. They are good as scouts, sending them to purposefully activate
enemy traps.

~REVEALERS~
(Dark-Piercing Light, The Stern Mystic, Monster Eye, Hiro’s Shadow Scout)
These cards allow you to see your opponent’s face-down cards, which can be used
to your advantage in many cases.

~DARKNESS APPROACHES~
This card flips all cards face-down. This allows you to activate flip-effects
multiple times, which can be very useful with Barrel Dragon, Man-Eater Bug,
etc. Here’s a good strategy I developed using it:
Set Magician of Faith or Mask of Darkness face-down, and also set Mystical Elf.
First, Flip Mystical Elf, giving all Light monsters an 800 boost. Next, play
Darkness Approaches, flipping Mystical Elf back down. Next flip Magician of
Faith/Mask of darkness, and revive Darkness Approaches. Repeat this every turn
until Mystical Elf (and your other Light monsters) have as high of an ATK/DEF
as you deem necessary.

~STAT COPIERS~
(Eyearmor, Green Kappa, Change Slime)
These monsters, if in Attack mode, guarantee that an attacking monster will be
destroyed if they attack these. They copy your enemy’s stats (Eyearmor and
Green Kappa will copy the highest ATK on the field). Always keep them in Attack
mode. Also, try flipping them on a negative Terrain, because they will have
even higher stats when they move off of it.

~TRAP NEGATION~
(Royal Decree, Ancient Tree of Enlightenment)
Of course, more useful against some opponents than others, but against Llyr,
Pegasus, or Darkness Ruler, they are very valuable cards.

~POSITION CHANGERS~
(Key Mace, The Drdek, Stop Defense)
These all monsters’ positions on the field. Changing from Defense to Attack
allows to take advantage of weak monsters, and changing from Attack to defense
lets you take out stronger monsters.

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**IN00*************************** CONCLUSION **********************************
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I realize that Duelists of the Roses is no longer and never was a very widely-
played game. I find it fun, which means someone else must find it slightly
amusing, so I decided to make this guide to possibly help those players.
Remember I only give permission to use this guide on GameFAQS.com, nowhere
else, under any circumstances. I can be contacted at Tazdude40@yahoo.com, and
will answer any, if any questions I receive concerning this guide. Thank you
for reading, and use it to your advantage.