Yu-Gi-Oh Master Duel Guide - Craft System, Secret Pack

Hi guys welcome to our Yu-Gi-Oh Master Duel Guide This is a YuGiOh Master Duel Guide shared by u/MidnightXFang for anyone who wants to play YuGiOh Master Duel and wants to stay as F2P as possible. When you boot up the game it’s going to ask you a couple of questions and then drop you…

Hi guys welcome to our Yu-Gi-Oh Master Duel Guide This is a YuGiOh Master Duel Guide shared by u/MidnightXFang for anyone who wants to play YuGiOh Master Duel and wants to stay as F2P as possible.

When you boot up the game it’s going to ask you a couple of questions and then drop you into 3 tutorial games (you can skip them if you want). Read Here: Yugioh Master Duel f2p Guide

Yu-Gi-Oh Master Duel Guide 2022

Once you complete the tutorial you’ll be given a choice of 3YuGiOh Master Duel starter decks. One is focused on dragons and fusion summoning, one is focused on the Synchron archetype and synchro summoning, and the last one is focused on the Cyberse archetype and link summoning.

I suggest choosing the one that you like the best, because it kinda doesn’t matter since we’re not going to be taking these decks into rank and you get the remaining 2 later through mission rewards.

Now that you’re at the main screen go collect the free login rewards.

Next, go to the shop and under the Special tab purchase the Duel Pass (gold). It’s going to cost 600 gems, but the cool thing is that you can purchase the Duel Pass with free gems you’ve collected from the login rewards and the pass will give you 600 gems as you complete it (so basically free).

The pass is going to give you a lot of crafting materials that are going to be needed in order to craft cards.

While we’re at the shop DO NOT BUY any of the normal packs (Stalwart Force, Revival of Legends, and especially the Master pack).

Stalwart Force contains 2-3 cards for different archetypes, but there is a better method for obtaining archetype cards. Revival of Legends has cards that will help to improve the Yu-Gi-Oh Master Duel 3 starter decks, but again if you really want to play those decks there is a better method for obtaining the cards. And the Master pack is just a no. It contains all the cards in the game, and the odds of you getting the specific card you want from the Master pack is less than 1% so stay away.

If you’re really looking for a specific card just craft it. From here I suggest completing as much of the Yu-Gi-Oh Master Duel Solo Mode as possible. Complete Duel Strategy, The Absolute Monarch, and The Warriors of the Six Elemental Lords. Completing these 3 will give you different cards, a Monarch structure deck, crafting materials and more gems.

Remember how I said there was a better method for obtaining Yu-Gi-Oh Master Duel archetype cards, it’s called Yu-Gi-Oh Master Duel secret packs. Secret packs are packs that will have specific archetype cards in them. You unlock secret packs by obtaining a Yu-Gi-Oh Master Duel SR or Yu-Gi-Oh Master Duel UR card from that archetype.

For example, if I wanted to unlock the secret pack for the Cyber Dragon archetype, I would craft an SR or UR card from that archetype then the secret pack would be unlocked.

Secret packs is where you want to spend the majority of your gems. Sidenote: I recommend focusing on building one deck at a time. It’s better to have one completed deck than multiple incomplete decks. And that’s it, hopefully, this is helpful.

Yu-Gi-Oh Master Duel Guide - Craft System, Secret Pack

hears some first thoughts for beginners on how u can maximize ur Yu-Gi-Oh Master Duel f2p earning:

  • play thru the tutorial

  • start playing the solo duals and do everything until gem-knight is unlocking. now u should be block by requirements for orbs until u start completing the monarch one and elementsaber one with ur own deck (which is basically impossible since ur starter deck sux)

  • go shopping and bye the following: -battle pass -all 3 bonus bundles (Solem, lightning storm, and ash are all staple and vary good. 750 gems instead of 1000 gem for 10 packs + 1 super is also a discount. so their all rally worth it) -use those cards that u get to upgrade ur deck and then continue playing solo duals. u should now be able to beat the duals with your own deck for the most part with the 30 packs u have got and the ash, solem and lightning storm u added to ur deck

  • keep playing solo duals but once u hit 10k gem cap then start spending 1000 gems at a time to buy either SOLID FORCE packs (the first normal pack) if u are unsure what deck u want to play. only spend 1000 gems at a time since that gives u the 10 packs + SR deal, but try to stay as close to 10k gems as possible since this is our cap and we want to preserve gems for building a deck when we’re sure wat we want. the solid force pack one has the most staples and competitive car in the entire pool across the 3 packs (don’t buy Yu-Gi-Oh Master Duel master pack since that one contains every carte in the game and is too broad to get singles to build an Yu-Gi-Oh Master Duel archetype deck)

  • Also read here:

    Orbs are in-game artifacts used to unlock chapters in Yu-Gi-Oh! Master Duel Solo play. Continue reading to find out how they’re utilized and how to get them so you can continue your epic duels!

    How to Get Orbs in Yu Gi Oh Master Duel

    Compete in Duels on Solo

    Solo Duels are the sole way to acquire Orbs throughout the game. Each Gate in Solo has at least two or more Duels in which a player can engage, with Orbs being the most common reward.

    In Solo Mode, there are six different sorts of Orbs that may be acquired by participating in Solo duels, which are spread out over different Gates and Chapters. The types of Orbs awarded to players for successfully completing a duel in a Gate will vary from Gate to Gate, as will the number of Orbs available to each player each victory. Players will need to target the Chapters that reward them with Orbs for their duels in order to farm enough Orbs to unlock Chapters in Gates later on.

    How to use Orb in Yu Gi Oh Master Duel

    How to unlock Chapter in Yu Gi Oh Master Duel? So Orb is used to Unlock Locked Chapters in Solo

    Several locked chapters will appear throughout a player’s Solo experience (usually Side Chapters in a particular Gate). These side chapters will frequently demand the player to utilize Orbs to open them; the sort of Orb required for a chapter will vary depending on the requirements. Players can simply unlock the chapter they want to play once they’ve collected enough Orbs.

    Yu-Gi-Oh Master Duel Craft System, F2P friendly

    If you want to build a certain Yu-Gi-Oh Master Duel archetype look for them in your first 10 pack pull. If you do not pull them but you pulled 3 “useless” URs make them crafting material.

    Go into deck builder and filter through cards you do not own, craft the main card/boss monster for your archetype.

    This will most likely give you secret packs which is a box with the said archetype cards.

    Hope this helps some of you figure out the system a little more. If I left out anything important be sure to leave it in the replies and help others out.

    Read Here: How to Craft Cards in Yu Gi Ho Master Duel In-Depth Guide

    How To Get Yu-Gi-Oh Master Duel Craft Points Easily

    Craft Points are a resource in Yu-Gi-Oh Master Duel that can be used to create a single card from the possibilities offered. There are three main ways to obtain them.

    • By playing and winning Duels in Yu-Gi-Oh Master Duel.
    • Completing single-player missions that list the Crafting Points as the reward.
    • Dismantling a duplicate card.

    Read Here: How to Craft Cards in Yu Gi Ho Master Duel In-Depth Guide

    Master Duel – New Player’s Guide to Modern Staples & Their Uses

    Yes, I know, this has been done a bunch of times, but I would like to at least contribute some help to the overall community right now. The modern Yu-Gi-Oh metagame is extremely fast. As in blisteringly fast compared to many people’s experiences from 10+ years ago. This is a comprehensive list of what I would consider necessary staples in the current metagame. This doesn’t include just hand traps, but also generally good traps, board breaker cards, and notes on the general function of these cards in relation to the metagame. It’d be greatly appreciated if people would ask questions (because I’ll be happy to answer) and if others would add notes involving meta decks.

    Hand Traps:

  • Ash Blossom & Joyous Spring(Necessary, Ranks with Nibiru and Maxx “C” as being among the strongest hand traps in the game. It will save you a lot of headaches. [Top 3 Pick])
  • Nibiru, the Primal Being (Necessary, stops most combo decks if they don’t establish a negate on board by summon 5 and can replace board breakers in decks. [#1 Pick for New Players and Rogue Strategies])
  • Effect Veiler (Necessary, NOT ONCE PER TURN, tuner)
  • Infinite Impermanence (Necessary, Usually better than Veiler, but Chain rules apply differently between monster effects and trap effects)
  • Ghost Belle & Haunted Mansion (Necessary, anti-grave)
  • Droll & Lock Bird (Necessary, counters Maxx “C” and is good if your deck primarily summons directly to field or sends to GY. [Top 3 Pick])
  • Maxx “C” (Necessary, greatly punishes any deck that special summons [Top 3 Pick])
  • Ghost Ogre & Snow Rabbit (Psychic, good Emergency Teleport target and present in Virtual World)
  • Ghost Mourner & Moonlit Chill (Not great, but it plays around Crossout Designator [Refer to Generic Extenders] and [General Notes on Meta])
  • Skull Meister (Lesser played than Ghost Belle due to it having a just slightly worse effect, but plays around Crossout and is a 1700 Attack, Level 4 body. Trust me when I say that it comes up way too often in ranked to have that available.)
  • D.D. Crow (Like Meister, it plays second fiddle to Ghost Belle in most cases, but it is good against Drytron.)
  • Artifact Lancea (It can be used to stop Tri-Brigade and Virtual World fairly effectively. It additionally counters Dimensional Shifter.)
  • Dimensional Shifter (Speak of the devil, this is a very underrated hand trap. A lot of decks use the graveyard heavily, and this is the most efficient means of shutting it down. Unfortunately it is very bad past turn one.)
  • PSY-Framegear Gamma (Being at 2 hurts this one the most and turns me off from recommending it. If your deck has a normal summon that tributes itself to start your plays such as Rescue Rabbit, it becomes much better. Unfortunately you have to play a brick in your deck with the Driver required to resolve its effect. IT IS AN SR THOUGH, MAKING IT ONE OF YOUR CHEAPER OPTIONS AVAILABLE.)
  • Staple Traps:

  • Torrential Tribute (Very little needs to be said about why this card is good. It breaks boards and is basically a one-sided floodgate if your monsters can be revived easily. Combine with Solemn Strike or Judgement and you have a way of even breaking a Drytron board. It is still good going second if you have the ability to summon during the opponent’s turn. A flexible boardwipe. [Top 3 Pick])
  • Solemn Strike (Besides being the other half of the previously mentioned board break, it is also a generally good negate. In later turns of a duel, it will be your primary means of shutting off massive monsters and high-impact hand traps. It being a counter trap is the most important part because it being Spell Speed 3 matters. Closing chains is important for getting through big monsters and backing up your other removal. [Top 3 Pick])
  • Paleozoic Dinomischus (This is an important card for most decks that struggle against recursive strategies. Besides being a banish, you do not discard for cost. This directly supports Shaddoll decks and means you don’t burn the card in hand if it is negated. It also pairs well with Maxx “C” so you always have pitch fodder for it.)
  • Imperial Order (If you play very little spells or don’t need them past turn 1, run this. It is limited for a good reason and probably should be banned. It is especially good if you have a way to get rid of it on your own and will frustrate the Sky Striker players on the ladder. Additionally ruins fusion decks. [Top 3 Pick])
  • Skill Drain (At 3 on Master Duel, at 1 in the TCG. This card is broken for graveyard strategies. Acting as a floodgate on negate and effect boards, it could be argued this card should be in my top 3. Something as simple as slamming Skill Drain + 2500 or higher attack on the board can win games.)
  • Vanity’s Emptiness (In the same vein as Skill Drain, this can massively slow down games. If your deck has really solid normal summons, you can often win in the follow-up turns. Also at 1 for a very good reason.)
  • Solemn Judgement (Big brother to Strike and the original counter trap, this card is great. The issue is that half your life is a steep cost and you’re often better off running Strike. If you are playing a trap control or backrow heavy deck, immediately put this in. Stopping the Lightning Storm and Feather Duster is sometimes more important that half your life.)
  • Needle Ceiling (An oft forgotten trap, it can be Torrential 4-6 if necessary. It also has niche application in Subterror as being a one-sided board wipe.)
  • Trap Trick (Personal favorite that should be mentioned due to it fitting well into different decks. It can be used to create a toolbox of normal traps such as Torrential Tribute and Paleozoics. It also is immune to Ash Blossom & Joyous Spring since it sets directly from deck and its specific wording.)
  • Board Breakers:

  • Evenly Matched (This card needs to be mentioned in this sub-reddit more as of the time of writing this. This is the definitive board breaker. By banishing facedown all but one of your opponent’s board, you can often wipe out entire strategies. Pair this with Dark Ruler No More and Drytron will instantly fold. [Top 3 Pick])
  • Lightning Storm (Flexible, but a steep requirement past turn 1. This card opens opportunities to play Blind Second OTK strategies, but lacks self-protective measures such as Dark Ruler. Harpie’s Feather Duster is not a board breaker in the same way this card is, but is a good alternative if backrow is your focus. [Top 3 Pick])
  • Dark Ruler No More (Blanket negate that can’t be responded to by monster effects directly. This is the generally favored breaker by the meta and community. Refer to Evenly Matched for the easiest board break available [Top 3 Pick]
  • Ra Sphere Mode, Lava Golem and Kaijus (While I normally don’t like lumping cards together, they all do the same thing of tributing your opponent’s monsters for cost rather than effect to avoid negates. Sphere for 3, Lava Golem is a classic for 2, and Kaijus hit for 1 and open up special summoning of another to your side if you have extras. These are especially strong against single negate boards, and the one of choice should be considered based on the use of normal summon or quick breaker.)
  • Super Polymerization (Small packages with Mudragon of the Swamp and other cards with generic costs can be used, but summoning restrictions can backfire. The discard for cost can also be steep if the board is especially negate heavy.)
  • [Edit 1] Forbidden Droplet (While considered a great board breaker in the TCG, it is at its worst in Bo1. It is Dark Ruler with a couple of niche applications primarily involving battle damage. I could see its use gaining traction in Master Duel if Drytron ends up taking over more than it already has, but it has little use in the lower ranks.)
  • Generic Extenders (Use Against “Meta at Large” and “Necessary” Hand Traps):

    Called By The Grave (This is the strongest card for use against hand traps. Whether it be to negate Maxx “C” or activate it set during your opponent’s turn to stop a summon, every new player needs this card in their collection. [#1 Pick for New Players])

    Crossout Designator (While being similar to Called By, it requires that you run different hand traps in your main to have viable targets, Its niche case is that it often can win you the mirror match by banishing targets from your own deck or extra deck to shut down the opponent. As the meta develops, this card becomes more viable because its usually known by that point the 3 most popular hand traps of a given time period.)

    Emergency Teleport (Ghost Ogre and a number of psychic monsters can be quickly summoned to play through a sudden Nibiru or delay the use of your normal summon.)

    General Notes on Meta:

  • The meta is faster than old Yu-Gi-Oh, but simplified gamestates are possible once you learn how to effictively use breakers. Recursive cards aren’t as valuable as they used to be, but resilient cards are at a premium.
  • Don’t hand trap starters. Most decks have a spot that is the most fragile and that is the point that should be targeted. Learning to Ash a summon is the most important part, but also look for other opportunities. Using the Infinite Impermanence during your opponent’s turn may not be the right call when you can use it during your turn instead to play through negates.
  • Virtual World, Tri-Brigade, and Drytron are good decks that can be beaten if you play smartly with your tools. They often fold to strong board breakers such as Evenly Matched, but don’t blindly play them into obviously set cards such as Solemn Judgement.
  • Most cards and archetypes have the same general rules to their effects and can be quickly learned. Every deck has a searcher, an extender, and an obvious boss monster. Once you know which one you’re looking at, start responding with the proper tool. The general rule is that starters faulter to hand traps and floodgate traps, extenders fall to hand traps and boardwipes, and boss monsters usually require board breakers and counter traps to negate the summon.
  • Losing will teach you more than you might believe. Keep playing. Learn why you’re losing by saving the replays and reading your opponent’s decklists after. That feature is underutilized currently.
  • Wondering which cards are the best? Check out our Yu Gi Oh Master Duel Card List page. We also have a Yu GI Oh Master Duel Meta Decks.

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