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Full Version: Strategy Guidelines - Last Update: 2008.09.12
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1. 5-CARD LIMIT
No combos involving five or more cards can be posted. Such combos are inefficient, and it's usually always better to use Exodia instead of any other five-card combo, as Exodia guarantees an automatic victory.
    1.1 Regarding cards with difficult Summoning/Activation Conditions
    Any cards involved in Summoning/Activation of a card with difficult conditions all count towards the five-card limit.

    1.2 Regarding cards in Deck/Graveyard
    Required cards in the Deck do not contribute to the five-card limit. Required cards in the Graveyard will not contribute either, but only if the Graveyard conditions can be easily and consistently achieved.

2. NO TRAP CARDS IN FTK COMBOS
No Advanced Format FTK combos can involve Trap Cards, because Trap Cards must be Set, and can only be activated during your opponent's turn at the earliest. This makes the combo a Turn 2 kill, which is NOT an FTK.


4. NO OPPONENT INTERACTION
Do not post strategies that require an action by your opponent. Such action cannot be guaranteed, and thus invalidates the strategy's consistency. Requiring a certain field condition is allowed, however.

4. NO COMMONPLACE STRATEGIES
Do not post strategies that are extremely obvious or already well-known. These threads will be a waste of space, as they don't contribute any new knowledge. I understand this is a very subjective rule, so I will judge this on a case-by-case basis.

5. REGARDING DECKS IN THIS SECTION
If you need to post a deck in order to demonstrate how your strategy would be able to applied, feel free to do so. However, if you do post a deck, make sure your deck follows the same guidelines found in the Your Decks forum.

If you see anything that is vague or questionable, just mention it, and I'll fix it.
Anything involving ridiculously hard to summon monsters?

(OH! VWXYZ Dragon Catapult Cannon is only 1 card! Why can't I use it in my 3 card combo!?)
Tundo FTK /=/ FTK?
What's the Tundo FTK?
Basically you use cards to make difference 7000 or what ever life equaliser is, then in their draw phase activate life equaliser then blasting the ruins
That's not FTK, because you can't play it on first turn.
Obvious strategies?

("ZOMG guys! Check out this strategy! Dark World Dealings + Goldd or Silva = 2300 beatstick!")
How could I have forgotten... ><
「tea.leaf」 Wrote:That's not FTK, because you can't play it on first turn.

If you draw your whole deck and set up the requirement on the first turn, you can set Life Equalizer and Blasting the Ruins and activate them in your opponent's Draw Phase.

If you go first, your opponent can't counter it, and if your opponent goes first, it is just as counterable as any other FTK, with a simple Solemn.
Exiro Wrote:
「tea.leaf」 Wrote:That's not FTK, because you can't play it on first turn.

If you draw your whole deck and set up the requirement on the first turn, you can set Life Equalizer and Blasting the Ruins and activate them in your opponent's Draw Phase.

If you go first, your opponent can't counter it, and if your opponent goes first, it is just as counterable as any other FTK, with a simple Solemn.
Damage is not dealt on Turn 1, and thus is not an FTK.
Updated.
If I could actually build an FTK involving Traps, like through the effect of another card requiring traps, or possibly even Bubble Illusion, would it be allowed?
Yes.
OTK's that win during your opponent's first Draw Phase are generally called FTK's. Hence, we have Tundo FTK, Explosion FTK, Exchange FTK, and so on.

blah blah blah (Click to View)

Plus, forcing a definition of the term that contradicts many of its most common uses is bloody stupid. The Tundo deck is always called an FTK, the Exchange of the Spirit deck is always called an FTK, the Magical Explosion deck is always called an FTK, and they all share the key property of the FTK: not giving the opponent a chance to respond. Arbitrarily saying "NO U CANT CALL DEM FTKS" makes no sense.

So, basically, kill rule 2.
Updated.

Crab Helmet's logic > my logic.
Combos which require your opponent to do something.
Updated.
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