FragranceofMtDew Wrote:I'm interested in this and I sort of have an idea for a character and deck but I haven't played Yu-Gi-Oh since like way back when it first came out. I'm a bit lost when it comes to all this XYZ Tuner Synchro stuff, how critical are those mechanics to the game now? I'm tempted to ignore them since this isn't going to be anything super competitive but I also don't want to severely handicap myself if it's a big part of the game.
Synchro, XYZ, and Pendulum summoning are all really powerful and important now. There's little that doesn't use those. Monarchs use the old fashioned tribute summoning, but they're pretty complex to use. HERO decks use fusion, and might be the easiest way to go, since they're simple beatdown. Qli decks use pendulum, but they're suuuuper simple to use.
Here's a quick rundown of summoning methods.
Tribute -> The old sacrifice a minion to summon a bigger minion method. Really only used by Monarchs.
Fusion -> Essentially, two monsters listed on the fusion monster card need to be on the field or in hand to be combined through the spell card "polymerization." Polymerization isn't the only fusion card though, and most archetypes that fuse have their own special card for it. HERO and Fluffal decks are well known for fusions.
Contact Fusion -> Fusions that don't use a polymerization card. The polymerization effect is built into the fusion monster itself. The XYZ machine monsters use this method, as do Neos HEROs.
Ritual -> To summon a ritual monster, you need to use a ritual spell that requires you to tribute monsters on your field or hand with a combined level equal to the level of the ritual monster. This is probably the hardest to pull off, since you need two cards in hand, as opposed to fusion's singular card. The ritual monster also is part of your main deck, not the extra deck, so it can often result in dead draws. In return, these monsters tend to be pretty darn powerful. But, there is an archetype called Nekroz, that aims to ease the burden of ritual summoning.
Synchro -> Some monsters have a "Tuner" tag in their description. This means that they can combine with non-tuner monsters to form Synchro monsters from the extra deck, so long as the monsters used have a level
equal to the level of the synchro monster. Synchro summoning is a special summon, so it's usually pretty easy to play a tuner, then immediately synchro summon using troops already on the field. It's kind of like having a polymerization built into a monster. But, unlike a fusion, you have to have all the tributes on the field. Synchro is pretty wide-spread and touches a lot of archetypes.
Xyz (pronounced "ick-sees") -> This one is pretty easy to execute too. All you need is just two (usually) monster on the field with the same level. You then remove them from the game and put the Xyz monster into play, with the material monsters underneath. Those monsters essentially become counters. Most Xyz mosnters have powerful effects that require you to pay one of your counters, which then puts the card used as the counter into the graveyard. Like synchro, it's like a built in "polymerization," but at the usually minor cost of delaying your monsters from entering the graveyard. Xyz summons are pretty much par for the course in most yugioh decks now. Keep in mind, Xyz monsters do not have levels, but instead have ranks. It means they can't be affected by effects that go after a monster's level, and can't be used for Xyz summons (unless specifically stated.)
Pendulum -> There are two new spell slots on both players fields for pendulum cards. Pendulum monsters can be either set in the monster zone as normal, or in the pendulum zone. If in the pendulum zone, they are treated as spells and have a pendulum number from 1-9. Once you have two pendulum spells active, you have "set the pendulum." You can then pendulum summon once per turn, allowing you to special summon any monster in your hand or any pendulum monsters in the extra deck wtih a level
between (but not including) the numbers on your pendulum cards. So for example, a pendulum of 3-9 would let you summon three blue eyes white dragons in one fell swoop. But a pendulum of 4-5 would be useless. Also of note, any pendulum monster (be it in the monster zone or pendulum zones) that is sent to the graveyard is instead placed in the extra deck face-up. Thus they can be re-summoned on destruction every turn if your opponent can't find a way to stop your pendulum summons.
Pendulum seems complex, but it's easy to break down into a few simple steps.
1. Set a pendulum monster in both pendulum zones. This makes your pendulum scale. As an example; 1-8.
2. During your main phase, declare pendulum summon.
3. Put in as many monsters from your hand that you desire. If you have face-up pendulum monsters in your extra deck, you can summon them too.
4. Taadaa! Your field is now flooded with stompy goodness.
5. Pendulum monsters never go to the graveyard. Put them face-up in the extra deck so you can summon them later.
6. Pendulum monsters have two text boxes. One is for when they're monsters, the other is for when they're pendulum spells. Not all of them have effects in both boxes.