User talk:RpgGamer1

I'm a deck builder. Non-'traditional', but up to date with the TCG rules.

My pride and joy,  the Dark Paladin deck

Miracle Restoring [x2] Emblem of the Dragon Destroyer [x3] Skilled White Magician [x3] Skilled Dark Magician [x3] Dark Magician [x3] Buster Blader [x3] Magical Citadel of Endymion [x3] Terraforming [x2] Polymerization [x3] Fusion Sage [x2] King of the Swamp [x3] Mirror Force Monster Reborn Call of the Haunted Armed Dragon lvl3 [x3] Armed Dragon lvl5 [x2] Foolish Burial Magical Mallet [x3] Burden of the Mighty

Dark Paladin [x3]

 Tactic

Surprisingly, the staple of this deck is actually King of the Swamp. This deck is based on whipping out Dark Paladin before your opponent even realizes it's their turn. This deck quickly weeds through itself, and produces special summons, and searching to aid the process. Ultimately you always want a variation of 1 each of Dark Magician, Buster Blader and Polymerization in your hand at all times. This can be done almost guaranteed by the 4th turn. Burden of the Mighty, and Mirror Force provide enough protection for the weaker monsters to survive for the 1 or 2 turns they have to be on the field. No monster other than Dark Magician or Buster Blader should be on the field by themselves for more than 2 turns. First priority, is if you have a "skilled" card in your hand, play it first! They rack up counters from spell cards, which this deck is chock full of. Next, if possible play Citadel. This will help save counters for later, and make them transferable. It's also an invincible field card which mucks up your opponent occasionally. This gives your "skilled" card at least one counter. With both on the field, the gain counters twice as fast gaining a +1/+1 per spell, meaning you only need one spell after that for a guaranteed effect activation. Third priority is using search cards. Even if you don't immediately need the card that it searches for, its better off in your hand then it is in your deck [plus most searching cards are spell cards, making you gain counters]. With a smaller deck, you'll get what you need faster. King of the Swamp doubles as both a search card AND a fusion substitution. In a pinch, this card will save you. Often you'll find yourself with a smaller hand than your opponent, and King of the Swamp ensures you get what you need. Foolish burial and the "lvl" cards are in there as supplements. They are not part of the main strategy, but they throw your opponent off [lvl3 is a prime target for distracting attacks] and beef up Paladin/Buster when they are summoned to tackle those real nasty monsters like 5 Headed Dragon. lvl5 is more discard fodder, as are any excess cards after summoning Paladin [like extra polymerizations, and Citadels]. Summoning him however, is a good back up plan if Paladin should happen to fall. Foolish Burial should ALWAYS be used on lvl5. If lvl5 is not available, than lvl3 is a good alternative. Monster Reborn/Call of the Haunted make for easy special summons of dead Busters/Magician in case you don't have them in your hand when you need them. Fusing can be used from hand or field, giving heavy advantage over traditional special summoning.

 Weakness

The only weakness in this deck is it is very susceptible to traps, and if Dark Paladin should fall into one, the recovery process take much longer than the initial summon. Sometimes, its possible to summon Paladin twice in the same dual, but often if your opponent is capable of destroying Paladin, they'll have time to prevent you from summoning Paladin again. if Paladin should die, Miracle Restoring and re-summoning are your only real options. If you fail at these options, you /will/ lose the duel.