Yu-Gi-Oh: Nightmare Troubadour
Starter Deck FAQ version 1.23
(North American Release Version)
By Asanque, aka Logan Smith ([email protected])
Created September 2, 2005
Updated May 26th, 2006

Disclaimer: This FAQ is Copyright 2005 by Logan Smith.  This FAQ is
copyright under US copyright law.  This FAQ is only allowed to be hosted
at GameFAQs.  Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.

If you would like to host this FAQ, please e-mail me and ask permission.
Please inform me via e-mail if you see this guide elsewhere.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Purpose:  This FAQ tells you all about the cards in your Starter Deck, and
what those questions about you at the beginning of the game determine.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version Updates:
1.23  Special Thanks and aesthetics updated.

1.22  Fixed a pair of incorrect trap definitions.

1.21  Added the Special Thanks section.

1.12  General revisions for streamlining and aesthetics.

1.11  Added section V; reversed sections II and III.

1.10  Added Sections: "What the Question-Based Cards Do" and "Conclusion."

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TABLE OF CONTENTS [TOC]:
I.   Introduction
II.  Which Cards Come From Which Answers [WC]
III. Core Components to the Starter Deck [CC]
IV.  What the Question-Based Cards Do [QBC]
V.   The Other 34 Cards [OTH]
VI.  Special Thanks [ST]
VII. Conclusion [CON]

Search codes within brackets allow you to find a section quickly by a web
browser's search method.

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I. Introduction

How you answer the questions at the beginning of the game determines your
starter deck.  Six cards will depend upon your answers (two from each
question), while the other thirty-four will always be the cards in section
III.

If the answers to these questions has any other bearing on the game (such as
with your potential friend status with the other duelists), I do not know;
if someone finds out anything regarding this, please e-mail me.  I for one
chose the answers of Knowledge, Scholar, and Soul, and have been making
friends easily with the more kind-hearted heroes and heroines of the story.

If you have any questions, feel free to ask!  I'm always happy to be helpful
and I hope that I can be of further service.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

II. Which Cards Come From Which Answers [WC]

First Question (2 Monster Cards):
"What power do you desire?"
>Sword:  Giant Red Seasnake, Whiptail Crow
>Shield:  Prevent Rat (makes two total), Shining Abyss
>Knowledge:  Copycat, Skelengel

Second Question (2 Magic Cards):
"What is your dream?"
>Spellcaster:  Rush Recklessly, Stop Defense
>Soldier:  Fairy Meteor Crush, Sword of Deep-Seated
>Scholar:  Yami, Yellow Luster Shield

Third Question (2 Trap Cards):
"What will you test of yourself?"
>Intuition:  Needle Wall, Waboku
>Destiny:  Shadow of Eyes, Trap Hole
>Soul:  Graverobber, Rope of Life

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III.  Core Components to the Starter Deck [CC]

You will receive these 34 cards regardless of choices.

Normal Monsters:
Baron of the Fiend x2
Beaver Warrior
Flame Cerebrus
Great White x2
Horn Imp
Mushroom Man
Neo the Magic Swordsman
Oscillo Hero #2
Prevent Rat
Silver Fang
Slot Machine
Toon Alligator

Effect Monsters:
Armed Ninja
Crimson Ninja
Hane-Hane
Kazejin
Muka Muka
The Unhappy Maiden

Spell Cards:
Block ATtack
Eternal Rest
Hinotama
Paralyzing Potion
Red Medicine
Share the Pain
Stim-Pack
Sword of Dark Destruction

Trap Cards:
Magic Drain
Negate Attack
Reverse Trap
Skull Dice
Spellbinding Circle
Two-Pronged Attack

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IV.  What the Question-Based Cards Do [QBC]

First Question:  "What power do you desire?"

First Response:  "Sword."

Giant Red Seasnake
Normal Monster
Level 4
Water
[Aqua]
ATK 1800 DEF 800

Whiptail Crow
Normal Monster
Level 4
Dark
[Fiend]
ATK 1650 DEF 1600

Second Response:  "Shield."

Prevent Rat
Normal Monster
Level 4
Earth
[Beast]
ATK 500 DEF 2000

Shining Abyss
Normal Monster
Level 4
Light
[Fairy]
ATK 1600 DEF 1800

Third Response:  "Knowledge."

Copycat
Effect Monster
Level 1
Light
[Spellcaster]
ATK 0 DEF 0
When this card is summoned (including Special Summon) it adopts the
original ATK and DEF of 1 opponent's monster.

Skelengel
Effect Monster
Level 2
Light
[Fairy]
ATK 900 DEF 400
FLIP: You can draw 1 card from your deck.

****************************************************************************

Second Question:  "What is your dream?"

First Response:  "Spellcaster."

Rush Recklessly
Spell, Quick
Increase 1 face-up monster's ATK by 700 points until the end of this turn.

Stop Defense
Spell
Select 1 Defense Position monster on your opponent's side of the field and
change it to Attack Position.

Second Response:  "Soldier."

Fairy Meteor Crush
Spell, Equip
When a monster equipped with this card attacks with an ATK that is higher
than the DEF of a Defense position monster, inflict the difference as
Battle Damage to your opponent's Life Points.

Sword of Deep-Seated
Spell, Equip
A Monster Card equipped with this card increases its ATK and DEF by 500
points.  When this card is sent to the Graveyard, place it on top of your
Deck.

Third Response:  "Scholar."

Yami
Spell, Field
Increases the ATK and DEF of all Fiend and Spellcaster-type monsters by
200 points.  Also decreases the ATK and DEF of all Fairy-Type monsters
by 200 points.

Yellow Luster Shield
Spell, Continuous
Increases the DEF of all monsters on your side of the field by 300
points.

****************************************************************************

Third Question:  "What will you test of yourself?"

First Response:  "My intuition."

Needle Wall
Trap, Continuous
During your Standby Phase, roll a six-sided die once. Treat your opponent's
Monster Card Zone as numbers 1-5, counting from your right. Destroy the
monster that is in the same Monster Card Zone as the die result. If the
result is 6, roll again.

Waboku
Trap
Make all Battle Damage inflicted by monsters on your opponent's side of
the field 0 during this turn.

Second Response:  "My destiny."

Shadow of Eyes
Trap
You can only activate this card when your opponent sets a Monster Card
in Defense Position.  Change it to face-up Attack Position.  If the
Monster Card has a Flip Effect, it is not activated.

Trap Hole
Trap
If the ATK of a Monster Card summoned by your opponent (excluding Special
Summon) is 1000 or more, the monster is destroyed.

Third Response:  "My soul."

Graverobber
Trap
Select 1 Spell Card from your opponent's Graveyard.  You can use it as
your hand until the end of the turn.  If you use it, you take 2000 points
of damage.

Rope of Life
Trap
When 1 of your monsters is sent to the Graveyard as a result of battle,
discard your entire hand to activate this card.  Special Summon the monster
to the field, increasing the ATK of the monster by 800 points.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

V. The Other 34 Cards [OTH]

Normal Monsters:

Baron of the Fiend (x2)
Level 4
Dark
[Fiend]
ATK 1550 DEF 800

Beaver Warrior
Level 4
Earth
[Beast-Warrior]
ATK 1200 DEF 1500

Flame Cerebrus
Level 6
Fire
[Pyro]
ATK 2100 DEF 1800

Great White (x2)
Level 4
Water
[Fish]
ATK 1600 DEF 800

Horn Imp
Level 4
Dark
[Fiend]
ATK 1300 DEF 1000

Mushroom Man
Level 2
Earth
[Plant]
ATK 800 DEF 600

Neo the Magic Swordsman
Level 4
Light
[Spellcaster]
ATK 1700 DEF 1000

Oscillo Hero #2
Level 3
Light
[Thunder]
ATK 1000 DEF 500

Prevent Rat
Level 4
Earth
[Beast]
ATK 500 DEF 2000

Silver Fang
Level 3
Earth
[Beast]
ATK 1200 DEF 800

Slot Machine
Level 7
Dark
[Machine]
ATK 2000 DEF 2300

Toon Alligator
Level 4
Water
[Reptile]
ATK 800 DEF 1600

****************************************************************************

Effect Monsters:

Armed Ninja
Level 1
Earth
[Warrior/Effect]
ATK 300 DEF 300
FLIP: Select 1 Spell Card on the field and destroy it.  If the selected
card is Set, pick up and see the card.  If it is a Spell Card, it is
destroyed.  If it is a Trap Card, return it to its original position.

Crimson Ninja
Level 1
Earth
[Warrior/Effect]
ATK 300 DEF 300
FLIP: Select 1 Trap Card on the field and destroy it.  If the selected card
is Set, pick up and see the card.  If it is a Trap Card, it is destroyed.
If it is a Spell Card, return it to its original position.

Hane-Hane
Level 2
Earth
[Beast/Effect]
ATK 450 DEF 500
FLIP: Select 1 monster on the field and return it to its owner's hand.

Kazejin
Level 7
Wind
[Spellcaster/Effect]
ATK 2400 DEF 2200
You can only activate this card's effect during your opponent's damage
calculation.  Make the ATK of a monster attacking this card 0 during
damage calculation.  This effect can only be used once as long as this card
remains face-up on the field.

Muka Muka
Level 2
Earth
[Rock/Effect]
ATK 600 DEF 300
Increase the ATK and DEF of this card by 300 points for every card in your
hand.

The Unhappy Maiden
Level 1
Light
[Spellcaster/Effect]
ATK 0 DEF 100
When this card is sent to the Graveyard as a result of battle, the Battle
Phase for that turn ends immediately.

****************************************************************************

Spell Cards:

Block Attack
Spell
Select 1 of your opponent's monsters and shift it to Defense position.

Eternal Rest
Spell
Destroy all monsters equipped with Equip Spell Cards.

Hinotama
Spell
Inflict 500 points of damage to your opponent's Life Points.

Paralyzing Potion
Spell, Equip
A non Machine-Type monster equipped with this card cannot attack.

Red Medicine
Spell
Increase your Life Points by 500 points.

Share the Pain
Spell
Offer 1 monster on your side of the field as a Tribute.  Your opponent must
select 1 monster on his/her side of the field and offer it as a Tribute.

Stim-Pack
Spell, Equip
A monster equipped with this card increases its ATK by 700 points.  Its ATK
is then decreased by 200 points at each of its Standby Phases.

Sword of Dark Destruction
Spell, Equip
A Dark monster equipped with this card increases its ATK by 400 points and
decreases its DEF by 200 points.

****************************************************************************

Trap Cards:

Magic Drain
Trap, Counter
You can activate this card when your opponent activates a Spell Card.  Your
opponent can discard 1 Spell Card from his/her hand to negate the effect of
this card.  If your opponent does not, negate the activation of the Spell
Card of your opponent and destroy it.

Negate Attack
Trap, Counter
When your opponent attacks with a monster, negate the attack and make your
opponent's Battle Phase end.

Reverse Trap
Trap
All increaes and decreases to ATK and DEF are reversed for the turn in which
this card is activated.

Skull Dice
Trap
Roll 1 six-sided die.  The result is multiplied by 100 points and subtracted
from the ATK and DEF of all monsters in your opponent's control until the
end of your turn.  Monsters summoned after this card's activation are
excluded.

Spellbinding Circle
Trap, Continuous
Select 1 monster.  As long as this card remains face-up on the field, the
selected monster cannot attack or change its battle position.  When the
selected monster is destroyed, this card is also destroyed.

Two-Pronged Attack
Trap
Select and destroy 2 of your monsters and 1 of your opponent's monsters.

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VI. Special Thanks [ST]

Thanks to:

Mark Hawkinson, [email protected], for pointing out an error.

Andrew Fearson (Garfunkiel) for sending users my way in his general FAQ.

GameFAQs.com for hosting this and being a useful site for many years now.

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VII. Conclusion [CON]

Thanks for reading my first FAQ!  I hope it was helpful to you.

Any suggestions, questions, or comments can be e-mailed to me at
[email protected] with my encouragement.  I welcome constructive
criticism as well as the chance to better help those who have read this
guide.