Jump Ultimate Stars Deck-Making FAQ/Guide *by Son1cwildfire*<--teh nooblet Table of Contents I. Intro II. Using Battle Komas III. Using Help Komas IV. Using Support Komas V. General Deck-making VI. Sample Decks VII. Contact Information VIII. Legal and Credits -------- I. Intro -------- Hey, I am Son1cwildfire and I'm making a Deck-Making FAQ, which will be my second FAQ; my first being the Naruto one which I'm too lazy to update. Anyway, this FAQ will talk about deck-making strategies. Some of the tips may seem obvious, while others aren't. I think that this FAQ will probably be most successful helping new players, but I'm sure it will help somewhat experienced players as well. ---------------------- II. Using Battle Komas ---------------------- When you're making a deck, battle komas are probably the most important aspect, since you're actually USING the character. The first step to making a successful deck is using the characters that you are good with. So first, figure out which characters you are good with. If you are good with characters from all the natures(power, knowledge, laughter), then you probably won't have much trouble making a deck with the right battle komas. The ideal thing to do when making a deck is to have a character for each nature. Here's an example: Yusuke 6(power), Kurama 4(knowledge), Yoh 4(laughter). Well you should all know that using 17 blocks for battle koma is the maximum, since you need a support and a help koma as well. Those characters I just listed only take up 14 spaces, so there will be plenty of space for helps and supports. Using 3 characters of different natures is not mandatory to make a successful deck, but it definitely gives you an advantage. For those of you that don't know, JUS is kind of like Pokemon. Yes, Pokemon. In Pokemon, you usually try to use a pokemon that has a type advantage against your opponent's pokemon, or even an attack. Having 3 characters of different natures lets you do that. Lets say you're fighting a Kenshin 5, a koma that does not have an alternate and is definitely power. You would use Yoh 4, or Yusuke 6 if your Yoh 4 dead. Sometimes, your opponent may be using an alternate. Lets say you're fighting a Kenshin 6, will you DEFINITELY switch to Yoh 4? The answer is no. Kenshin 6 has a knowledge alternate and if your opponent happens to be using him, then your Yoh is screwed unless you're better than the other player. Instead of using Yoh, you might want to use Yusuke 6 instead. Kenshin 6 has a power and knowledge version. Yusuke 6 is power so he would either be strong against the knowledge type Kenshin or be on an even battleground with the power Kenshin. So yeah... watch out for alternates. Deciding which koma for a battle character is also important. When choosing your battle characters, you should make sure that they work well with the support that you have(more on this in the support koma section). For those of you who don't know, some lower level komas are actually better than their higher level versions. For example... Yoh 4 is superior to Yoh 5, who has specials that just can't be comboed into unless you have a support. Yoh 4 can easily combo into his X. All Yoh 5 has over Yoh 4 is the tiny HP boost, which is why you should choose Yoh 4 unless you have a super special awesome support combo with Yoh 5. You might also get support sealed sometime in the near future, so you don't want to be 100% reliant on a support. --------------------- III. Using Help Komas --------------------- Help komas may not seem like much and some of you probably just put random help koma in to take up space or just give your characters an ally boost. The main thing I will talk about in this section is damage reduction koma, which are actually more useful than you think. There is damage reduction for Punch/kicks, Blades, and specials. Take note that energy blasts are usually classified as punches, such as Yusuke's Spirit Gun. Anyway, on with the guide. When you're making a deck, you probably have an idea which character you are best with. Out of Yusuke 6, Yoh 4, and Kurama 4, my best would probably be Yusuke 6. Since Yusuke 6 is my ace character in that deck, it would be natural to give him some damage reduction koma. For those of you that go "WTF DUDE! DAMAGE REDUCTION DOESNT EVEN REDUCE DAMAGE THAT MUCH," you are wrong. The Luffy help koma gives reduction to punch/kicks. I'm not too sure about how much damage reduction it gives, but I think it's about 20%-30%. Would I ONLY put Luffy 1 koma on my yusuke 6? No. What if I fight a Bankai Ichigo, which A LOT of people like to use? I need sword reduction as well. I would put Zoro 1 koma in. Alright... now here's the cool part. Lets say you ARE fighting a Bankai Ichigo and he somehow gets a Getsuga Tenshou on you. You had Zoro, so part of the damage would be reduced. Damage reduction for specials would be useful against something like this, since specials do quite a lot of damage. If you have both Zoro 1 and Sasuke 1, who gives damage reduction to special damage, in your deck, then you would only take about 50% damage from the Getsuga Tenshou! What I'm basically trying to say is, use all 3 damage reduction koma on your ace character. As for my playing style, I usually use my other two characters before using my ace character. Sometimes it just isn't wise to use your Ace character right away; what if he gets ringed out? You spent 3 help koma on him, so preserve him or her wisely. ---------------------- IV. Using Support Koma ---------------------- Support komas are very important in deck-making, as you probably know from your random wifi experiences. Some support koma have a lot of spam potential while others are just underused and suck. I personally like to use support koma that help me make a decent support combo. If you're not a fan of support komas, then put some random 2 koma support in your deck that gives an ally boost to at least one of the characters and just skip this section. For those who think support koma are essential to a good deck(like me), then read on! When you choose a support for your deck, you have to make sure that your battle koma all work with them. Remember the 3 characters I mentioned earlier? Yusuke 6, Kurama 4, Yoh 4? An ideal support for these battle characters would be Huh huh brothers 3. Yoh 4 can do 2 of his X specials, Kurama can help trap the person in the Huh-Huh brothers, and Yusuke can straight up charge his spirit gun to the max. As for Kurama 4, he does not really have any strong specials. His skill lies in trapping the opponent in huh huh bros 3 so you can either switch to Yusuke and use his spirit gun or just use Kurama's X^ if you want to take away some SP. It also has a lot of ringout potential if you're near an edge. Sometimes people like to base a deck off characters they like or the support itself. For me, I do both. When you're making a deck based off a support, you should make sure that your support is both effective and usable with your battle komas. If you have no idea what I'm talking about, have no fear for an example is coming. EX:Zoro 3. So lets say I want to base a deck off Zoro 3, what exactly does Zoro 3 do? I comes out and launches people above you. This piece of information is vital to creating an awesome deck. Since Zoro 3 launches people into the air, what should be the next step? It should be finding characters that you are decent with that have aerial specials. If you're not exactly decent with a character but they have an aerial special, you might be able to use them anyway and even get good with them if you're lucky! So lets see... who has an aerial special? The first person I immediately thought of was Ichigo 4. He has an upper getsuga tenshou that does decent damage for a 4 koma. In case you wanted to know, the combo is B,B>, Y>, Zoro 3, X^. Since this deck is limited to those with aerial specials, it's not really possible to have one of every nature. Another option you have when making a deck is making an all power deck. Most players like to use Power, so you'd be on even ground with them. Anyway, another person that has an aerial special is Dio 5! His steamroller does decent damage and works with Zoro 3 perfectly. The combo is, for those who were wondering, B, Y(hit 2x), Zoro 3, X^. You might know the last person if you either played me or read my Naruto FAQ. The last person that I use in my Zoro 3 deck is Naruto 5. His Kage Bunshin Special a. looks cool. b. does okay damage c. sets you up for part 2 of your combo. The Naruto 5 and Zoro 3 special is the strongest out of the 3, and if you were wondering, it is B, B^, Y, Zoro 3, X^, (wait for them to fall, you may have to turn around), B, B^, Y, X, Zoro 3. I actually don't use Dio much, but I became somewhat decent with him after using this deck. Using Dio in this deck also inspired me to create a deck just for him! I used Dio 6 this time, not that it matters anyway >_> One last thing on the support section. When you make a deck, you really have no reason to use more than 2 supports. I actually only use 1 in my decks, with the exception of my Kurama 5 deck. Do not feel that you have to fill in your deck with a random support; if you have extra space, either fill it in with helpful help komas or just put in +1 SP ones. I understand if you want 2 supports, but 3 really is... unnecessary. ---------------------- V. General Deck-making ---------------------- This section basically just summarizes the 3 parts altogether if you get bored of reading the top 3 sections. I also have some general deck making tips exclusive to this section, so don't think that you're done yet after reading the next paragraph! So yes, on with the guide. In case you forgot the main points of each section I'll refresh your memory. For battle komas, try to have one of each nature. For help komas, try to put all 3 damage reduction koma on your ace battle character. For supports, make sure all your characters can work with it and don't use more than 2; I recommend 1 unless you have a super special awesome support combo that requires 2 supports. Here's an example of what I mean by super special awesome. Kurama 5, Mello 3, Kazuki 2. B, B, Y>, Mello 3, X^, Kazuki 2. There are different types of decks. Solo decks, 2 character decks, 3 character decks, 4 character decks. All decks have their advantages, but I would say that a 3 character deck has the most advantages out of all of them. Solo decks are good because you can give a character a ton of help komas, but relying on just one character may not prove to be successful ALL the time. The weaknesses to solo decks are people using an opposite nature on you while you cannot switch to another character, getting ringed out, and you having to rely on just one battle style instead of being able to switch to another character. If you make a two character deck, you would probably have a lot of space for helps and supports. You might even be able to put damage reduction on both characters for all three, which is definitely an upside! The problem is that most of the time, you'd be fighting on even ground instead of having the nature advantage. Three character decks are my personal favorite, which you probably already know by now. I won't list the upsides to the three character decks, since most of the faq is based off of them. The downside to three character decks is that you can probably only put damage reduction on one character if you want to use all 3. You can probably give 1 damage reduction koma to your other characters, but you'd probably forget who has what and when to use him or her. Four character decks give you a lot of versatility and you can easily put a lot of different nature characters inside. The problem is that... you can't put all 3 damage reduction on even one character because of the lack of space. I might put more tips in this section later on, but this is it for now. ---------------- VI. Sample Decks ---------------- Here is a list of decks from decent/good/pro JUS players that I think would really help new or even experienced players out when making decks. I will also mention why I think these decks are super special awesome. I will also tell you whose deck it is. Oh yeah, and a big thanks for those who contributed their decks to this FAQ! ========== Solo decks ========== SoleQuincy's Hitsugaya deck --------------------------- Six koma Hitsugaya Hiruma 2 support Ryoma 3 support Help komas-Triple jump, anti support seal, anti stun, anti judgement, increase guard/or 3 damage reduction komas, health regeneration Quincy's specialty is making solo decks as you probably already know. This Hitsugaya deck has one of t flashiest combos I've ever seen... seriously. This deck obviously, is based on a character. Quincy's strategy is to use B, B>, Y> and use Ryoma 3 to movement stop you in between. While you're getting hit by the Cool Drive, Quincy does B, B^, Y^, and uses Hiruma 2 right before he jumps with Y^. You can't move right now and you get blasted by Hiruma 2. Quincy then dashes to the other side and does B, B^, Y^ again and after that, you get hit with Hiruma 2's grenade. Quincy likes using immunity help komas as you can see, which helps him succeed in making solo decks. He uses damage reduction koma occasionally as well. ================= 2 character decks ================= Emanny's Hitsugaya and Vegeta deck ---------------------------------- Five koma Hitsugaya, Kazuki 1 and kakashi 1 attached to Hitsugaya Six Koma Vegeta, Sasuke 1, Piccolo 1, and Hyoga 1(touching Hitsugaya to get ally boost) attached to Vegeta Shishio 3 support This deck is a perfect example of my tips for basing a deck off a support. Manny may not have based his deck on shishio 3, but both his characters definitely work well with this underused support. For Vegeta, Manny's strategy is to trap his opponent in the Y> and get shishio 3 to hit the opponent. HOLD IT! It's not done there! After his opponent gets hi by shishio 3, Manny uses Vegeta 6's X attack. Shishio 3 actually lifts the opponent up a little, just enough for the X to hit them. As for Hitsugaya... here's the fun part. Fire and Ice! Manny's strategy with Hitsugaya is using B, B>, Y> and then leaving Shishio 3 right behind him when using Y> to hit you while you're getting hit by the ice. After shishio 3 hits the opponent, Manny uses Hitsugaya 5's X, which is an ice pillar. This combo is not only effective and strong, it is also FLASHY! Since you end up getting frozen in the end, Manny can like, hurt you even more >_> VG-Prodigy's Hijikata 3 deck ---------------------------- Six koma Ichigo, Hanimichi 1 attached to Ichigo Six koma Yusuke, Kuwabara 1(gives ally boost to Yusuke) and Devil Bat 1 attached to Yusuke Hijikata 3 support Atobe 2 Support Remember when I said that there are exceptions to having two support komas in a deck? Well, here's one. This deck does not go for damage reduction, but goes for triple jump instead. VG-Prodigy makes both characters more agile, which is one of the unique aspects of this deck. You really never know when you will get hit by Atobe 2 or Hijikata 3; both are bad. After you get hit by Atobe 2, Yusuke's Spirit Gun and Ichigo's Getsuga Tenshou can hit you really easily. VG-Prodigy times when you land on the ground from jumping if you're trying to avoid getting hit by these deadly attacks. So VG has an alternate strategy if he does not choose to use Atobe 2. For Yusuke, he uses B, B>, Y and traps you in Hijikata 3. Another B, B>, Y comes at your way; VG then ends the combo with Yusuke's X^. You'll be lucky to be alive O.O As for Ichigo, it's basically the same commands and strategy except that instead of using an X^, ichigo uses an X of course. This powerhouse deck does a TON of damage and can probably kill most 4 to 5 komas in 1 or 2 of the deadly combos. Hijikata 3 has a laughter nature to it, so power characters are screwed. Most people like using power characters for some reason, so this deck has an advantage. This deck does not use three different natures, but like my Zoro 3 deck, it is all power. AlwaysSanji's Edajima/Kenshin deck ---------------------------------- Eight koma Edajima Four koma Kenshin Hamii 2 support Hanamichi 2 support and.... a ton of +1SP help komas >_> Edajima has one of the best wall games in the game. If there's no wall, then he can easily edge-guard you. Sanji's strategy with this deck is basically killing you against the wall. He uses Kenshin 4 to push force you toward the wall and then uses Hanamichi 2 to keep you there. He then has a lot of options to use against his opponent. He can either paralyze you with Edajima's X, wait for the wall to break and RO you, or just hit you with Edajima's Y continuously until the wall breaks. So lets say you fall off and you're coming back to the stage. If your person is practically dead, Sanji uses Hamii 2 to paralyze you and switch your character. This definite kill does not only kill your character, it can kill a full HP character if you were saving a better character for later. This strategy is very effective and can take out full health characters!!! OMG! Jayce's Luffy/Kenshin deck -------------------------- Six koma Luffy, Five koma Kenshin, Neuro 1, Hitsugaya 1, Orohime 1, and Light 1 attached to Kenshin +1 SP help koma from Rurouni Kenshin that gives Kenshin an ally boost Hanamichi 2 support Satsuki 2 support This deck has a similar strategy to Sanji's Edajima deck, except for 2 things. This deck goes for the ringout and kills your SP. First, Jayce uses Kenshin 5's X to bring you to the wall. He tries to keep you near the wall with Kenshin and Luffy. As for Luffy, if you get trapped with his Y while near a wall, he uses Hanamichi 2 to hold you there. Then he can either use Kenshin 5's X or Luffy 6's X to ring you out. Jayce the remaining spots in his deck for immunities. His Kenshin then becomes practically unstoppable while he forces you toward the wall. If either character's health starts to run low, Jayce can use Satsuki 2 to gradually heal his lost health points. Instead of basing his deck off a support or characters, Jayce's main strategy is to ring you out. This brings up another thing in deck-making. Immunities are also important if you want an unstoppable force. Some people may like to stun you or even freeze you, but the help komas prevent those effects from stopping Kenshin. Nyte's Ryotsu/Tezuka deck ------------------------- Seven koma Ryotsu, Eve 1 attached to Ryotsu Six Koma Yoh, Hao 1 attached to Yoh Tezuka 2 support Josuke 2 support Shanks 1 help When I first played this deck, I was went wtf, seriously. First, Nyte traps you in the almighty Tezuka Zone. Then he uses Ryotsu's special where he starts carrying... this thing. I don't use Ryotsu so I have no idea which koma does what. Anyway, the cool part about this combo is that you get hit by that special multiple times. If you're using a power type and trapped in this deadly combo, you're screwed. While the Tezuka Zone is pulling you in with its wind, Ryotsu's special is hitting you multiple times. If you want to see how deadly it is, try it out for yourself. As for Yoh.... Nyte put him in just because he fit >_> But Yoh is still a decent choice to put in this deck. Yoh can easily lead the opponent into the Tezuka zone with his B, B^, Y^, B, Y combo. Nolz Duh's Kenshin/Hitsu deck ----------------------------- Six koma Kenshin, Saito 1, Kaoru 1, and Yahiko 1 attached to Kenshin Five koma Hitsugaya, Sakura 1 attached to Hitsugaya Sanosuke 3 support Rouji 2 support Nolz's strategy is to get Rouji 2 to hit you first and then use his crazy combo later. He can always use Hitsugaya's B, B>, Y> combo on you and leave Rouji 2 behind to leave a movement stop effect on you. Once he gets the next chance, he uses the B, B>, Y> combo on you again, except this time, he leaves Sano 3 behind. You can't jump away from this because you... can't move. So after Sano knocks you with his super special awesome punch, you'll end up right in front of Hitsugaya. Nolz then uses Hitsugaya's ice pillar special to freeze you. After that... he can really do anything he wants. I think he usually switches to Kenshin to attack you while you're frozen. Nashun's Kakashi/Eve deck ------------------------- Six koma Kakashi, Golden pair 1 and shun 1 attached to Kakashi Four koma Eve, Sven 1, Kenshin 1, and Eve 1 attached to Eve Aya 2 support You probably heard of Nashun's Kakashi on the Gfaqs board; he can juggle you forever and ever and ever with his Kakashi and Aya combo. He can use Kakashi's Y^ combo and end it with Eve's aerial B and Y in the air. You're basically screwed when you get pushed to the edge. Kakashi is the perfect edge-guard and can even kill a character with full health. Kakashi's force switch attack actually doesn't give the opponent a chance to switch again if he is on the edge. So yes, back to the part about Nashun's Kakashi/Aya combo. In this combo, Kakashi first uses his Y^ combo and then fastfalls. Right when Kakashi touches the ground, Nashun immediately uses Aya to stun you for a little moment so he can do his B>, Y^ combo. He can do this all the way across a stage; the only flaw to this is that platforms are his natural enemy >_> When you face this deck, make sure you never choose the YYH stage guys! ================= 3 character decks ================= Son1cwildfire's(<--OMG! THATS ME!) YYH deck ------------------------------------------- Six koma Yusuke, Luffy 1, Zoro 1, and Sasuke 1 attached to Yusuke Four koma Kurama Four koma Hiei Huh huh bros 3 support For those of you don't know, Yusuke seems to be my best character >_> I put all three damage reduction komas on him as you can see. Hiei and Kurama are just for show. No, seriously. I really only use Hiei and Kurama to trap you in the huh huh bros deadly grapple while I switch to Yusuke to Spirit Gun you. Yusuke can also hold is own by getting the opponent trapped in Huh huh bros himself. If I use Yusuke to trap you in the Huh huh bros grapple, then I can charge Spirit Gun to the maximum and having it hit you without you falling before that happens. Kurama and Hiei have decent speed and can guard-break into their specials, so they ARE decent I guess, but the main force lies within Yusuke. Pepper's Tsuna 2 deck --------------------- Seven koma Sasuke, Light 1 and Orochimaru 1 attached to Sasuke Four koma Ryotsu Four koma Hitsugaya, Miranda 1 on Hitsugaya Tsuna 2 support If you thought "screw this deck, it has Ryotsu 4 and has to suck," then you are terribly wrong. This is by far the best Tsuna 2 deck I've seen. Pepper's strategy with this deck is to make you continuously trapped in Tsuna 2. First he uses Sasuke's B, B>, Y, Y> combo to get you stuck in Tsuna 2 and starts charging his Chidori. He lets you roll for a while and then uses the chidori. You get blown back and when you recover from your fall, you get stuck in Tsuna 2.... again -.- As for Ryotsu, he uses the missiles to get you trapped in Tsuna 2. He then uses his bike special and charges toward you while you're stuck in Tsuna. This has very high ringout potential and does very nice damage. I'm not sure if it makes Tsuna 2 continue rolling at you, but the combo is good enough itself already. As for Hitsugaya 4, Pepper uses the B, B>, Y> combo on you and uses Tsuna 2 in between. After you get stuck in Tsuna 2, he uses Hitsugaya 4's X special, which is a ranged ice beam. Attention duelists! I mean, JUS players, you are now stuck in Tsuna 2 and getting hit by an ice beam. Oh and theres more; this combo actually allows Pepper ot use his ice beam... again. So after all that's over with... you end up Fr-. If you thought I was gunna say free, you're mistaken. You end up getting frozen so Pepper can like, continue hurting you. Danexedas' Nami 2 deck ---------------------- Five koma Killua Five koma Sanji Seven koma Sasuke, Rohan 1 attached to Sasuke Nami 2 support Danexedas' three character deck is deadly because his support allows him to use his specials successfully. Danexedas' strategy is to use Nami 2 to a. steal your SP b.stun you for just enough time to use his specials. Nami 2 is especially useful for Sanji 5 and Sasuke 7. First, Dan leads his opponents into Nami 2, then he uses their specials. This is extremely noticable with Sasuke, who has a little startup time for his Chidori. As for Sanji, Nami 2 allows him to use B, B>, Y. Before, you can only tap Sanji's Y one time or else the X won't connect. But now, since Nami 2 gives some time to use specials, the full combo can be used. Dan can also confuse you instead with Sanji's X^... if he wants >_> As for killua, he steals your SP and then leaves you with the shock effect. Nami 2 is an underused support and is ideal for gaining SP for specials. Aura's Zoro 3 deck ------------------ Five koma Luffy, Trunks 1 and Sasuke 1 attached to Luffy Five koma Kurama Four koma Ichigo Zoro 3 support +1 SP help Aura's deck is based the Zoro 3 support, which knocks the opponent high up in the air. To use a deck that has a support that knocks people up in the air, you need characters that have aerial specials! I don't think Aura really mained on Luffy or anything, but his Luffy got A LOT better when he started using this deck. He can sometimes juggle me in the X^ special 3 times in a row. You should all get the basic idea, which is comboing into Zoro 3, then using the aerial specials to hit them while they're still in the air. And alternate strategy is using using Kurama 5 to combo into Zoro 3, then using X^. It doesn't finish there though! Kurama's X^ ALSO launches the opponent into the air... again. Aura can then switch to Ichigo 4 and then use the upper tenshou special. Antman's Kagura 3 deck ---------------------- Six koma Vegeta, piccolo 1 attached to Vegeta Five koma Sakura, Orochimaru 1 attached to Sakura Four koma Kurama Kagura 3 support This deck is in perfect harmony because everything just works with everything. All three characters can combo into Kagura 3 and have decent specials to launch at the opponent when Kagura throws the opponent out. Kurama may not have much of a special, but his X^ special drains SP so it's still pretty decent. This powerhouse deck can deal massive amounts of damage and has many options. Using Kagura 3 in this deck even gives Antman time to think! Antman can decide which special to use on his opponent when they get thrown out. Kagura 3 switches the opponent's character if she gets 4-5 hits on them, so that would be even better, since some people like to save their best characters for later(like me >_>). ================= 4 character decks ================= Bonykid's dream combo deck -------------------------- Five Koma Kenshin Four koma Sanji Four koma Zoro Four koma Hiei Supports? Screw the supports he has dream combos! Helps? Screw the helps he has 4 characters! As the name implies, this deck is based solely off dream combos. I really like this deck because it's just so... different. It does not rely on the supports OR the helps. All the characters have specials that are easily used after a dream combo, except Zoro. This deck has characters that have specials with high ringout potential, except Zoro. The characters are pretty agile too, except Zoro. Sanji actually isn't THAT agile, but he can easily combo into his X special on his own, so it's fine. Anyway... not much to explain here since the name was probably enough for you all to get the idea >_> Pichu's all girl deck --------------------- Five koma Robin, Kurama 1 attached to Robin Four koma Anna Four koma Eve Four koma Lenalee Sanji 2 support Pichu's all girl deck uses the full potential of the support, since Sanji 2 gives an extra boost in healing when its for a girl. But without an offensive support... will this deck be successful?! Like Bonykid's dream combo deck, this deck is just completely different. This deck survives based on Pichu's skill with these four characters. Oh and did I mention that Pichu's skill with these characters are OVER 9000?! NUFF SAID, since you probably heard enough about this deck. ======================== VII. Contact Information ======================== If you find any errors or typos, either message me on AIM or email me. If you have anything that you’d like to add here you can tell me and I’ll include you in the credits! This is my second FAQ by the way. AIM: Son1cx Email: Sonicx3379@hotmail.com ======================= VIII. Legal and Credits ======================= Copyright 2007, Son1cwildfire Credits ------- Thanks a lot Quincy, Pichu, Manny, VG prodigy, AlwaysSanji, Jayce, Pepper, Danexedas, Nyte, Bonykid, Antman, Aura, Nashun, and Nolz Duh for giving me sample decks that help others understand the true meaning of life! err... I mean deck-making. Genroh for making the awesome FAQ that helped me get through the game Ganbarion for creating this game And you for reading this FAQ