__________________________
| ______________________ |
||                      ||            |\/\/\/\/\/\/\/\/\/\/\/|
||       YU-GI-OH!      ||            |     ~DRAKESWARM~     |
||    THE DUELISTS OF   ||            |  Contact Information:|
||       THE ROSES      ||            |  [email protected] |
||                      ||            \/\/\/\/\/\/\/\/\/\/\/\|
||                      ||
||______________________||
|                        |
|                        |
|                        |
|                        |
|                        |
|                        |
|________________________|
|           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.

-------------------------------------------------------------------------------
**IN00*************************** CONCLUSION **********************************
-------------------------------------------------------------------------------
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 [email protected], and
will answer any, if any questions I receive concerning this guide. Thank you
for reading, and use it to your advantage.