Yu-Gi-Oh! Beginner's Guide

Every word duelists use, in plain English, and exactly where to start.

Lore Archive

Yu-Gi-Oh! began in 1996 as Kazuki Takahashi's manga about Yugi Muto, a boy who solves the ancient Millennium Puzzle and shares his body with the spirit of a pharaoh. The card game his characters played, Duel Monsters, became so popular that Konami turned it into a real one: the Official Card Game launched in Japan in 1999, and the Trading Card Game reached North America in 2002. Blue-Eyes White Dragon and Dark Magician were in that first English set, and both still get new cards today.

Where to begin

Your first six steps

In short Play Master Duel's tutorial, learn the starred words, copy a decklist you like, then play lots of games.

Which sounds like you? We'll point you to the parts that matter most.

Learn the rules by playing

Download Master Duel. It's free on PC, consoles and phones, and its tutorial and Solo Mode teach the rules one step at a time with ready-made decks. Read the official Rulebook when you want the complete picture.

Learn the words

Players talk in shorthand: "starter", "extender", "handtrap", "brick". Tap any dotted word on this page for a quick definition, and practise the starred ones first.

Pick a deck you like

Choose one because it looks cool or stars your favourite character. The "best" deck changes every few months, but a deck you enjoy keeps you playing.

Copy a list

Don't build from scratch yet. Copy a proven decklist, then work out why each card is in it. You'll learn faster than by guessing.

Play lots of games

Practise online, then visit your local game store. Losing a lot at first is normal; every loss teaches you a card you didn't know.

Check the Banlist

Some cards are restricted, and the list changes several times a year. Check it before you buy anything.

Chapter 1Play the game

Chapter 1 · Play· 3 min read

The basics

In short Get your opponent from 8000 Life Points to 0. You get one Normal Summon a turn but as many Special Summons as your cards allow, and a chain always resolves last in, first out.

This is the short version, just enough to follow a game. The official Rulebook and Master Duel's tutorial fill in the details.

How you win

  • Bring your opponent's Life Points from 8000 down to 0.
  • Your opponent needs to draw a card, but their Deck is empty: they deck out.
  • A card with its own win condition says you win, such as holding all five pieces of Exodia in your hand.

What's in a deck

  • Main Deck: 40 to 60 cards. This is what you draw from.
  • Extra Deck: up to 15 Fusion, Synchro, Xyz and Link Monsters.
  • Side Deck: up to 15 cards to swap in between games.
  • No more than 3 copies of any card across all three, or fewer if the Banlist says so.

How a turn goes

Each player starts with 5 cards. The player who goes first doesn't draw and can't attack on their first turn.

  1. Draw Phase: draw 1 card.
  2. Standby Phase: a few card effects happen here; usually nothing does.
  3. Main Phase 1: Summon monsters, activate Spells, Set cards. Most of the game happens here.
  4. Battle Phase: each of your monsters can attack once.
  5. Main Phase 2: another Main Phase, after combat.
  6. End Phase: "end of turn" effects happen. If you hold more than 6 cards, discard down to 6.

Summoning

Once per turn you get a free Normal Summon. Level 1 to 4 monsters come straight out. Level 5 and 6 need 1 monster Tributed, and Level 7 or higher need 2.

Special Summons come from card effects or from the Extra Deck, and there's no limit on them. That's where modern combos come from: one card Summons another, which Summons another.

Monsters sit upright in Attack Position or sideways in Defense Position. You can switch a monster's position once per turn, but not on the turn it arrived or after it has attacked.

Battle

Your monster attacks
Your opponent's side

3000 ATK beats 2500 ATK. Dark Magician is destroyed and your opponent takes the 500 difference.

Blue-Eyes White Dragon: survivesDark Magician: destroyedOpponent's LP: 8000 → 7500

Card effects can change any of this; the calculator shows the basic rule.

See the rules as a table
Your monster attacks… What happens
An Attack Position monster The one with lower ATK is destroyed, and its controller takes the difference as damage. Equal ATK: both are destroyed and nobody takes damage.
A Defense Position monster Higher ATK than its DEF: it's destroyed, but nobody takes damage. Lower: nothing is destroyed, and you take the difference. Equal: nothing happens.
An empty field A direct attack: your opponent takes your monster's full ATK as damage.

Chains: the last card in happens first

Whenever something is activated, the other player can respond with something faster. Responses stack up into a chain, and the chain resolves from the top down. Here's the most common chain in the game:

  1. Chain Link 1 You activate Snake-Eye Ash's effect to add a card from your Deck to your hand.
  2. Chain Link 2 Your opponent responds by discarding Ash Blossom & Joyous Spring, which negates effects that add a card from the Deck to the hand.

Chain Link 2 resolves first, so Ash Blossom negates the search. When Chain Link 1 resolves, it does nothing. That's a handtrap in action.

Chapter 1 · Play· 1 min read

The field, zone by zone

In short Monsters go in the middle row with Spells and Traps behind them. The GY, Deck and Extra Deck sit at the sides, and cards move between them all game.

This is your side of the table. Tap a zone to see what goes there, or pick an action below to watch a card move.

Opponent's side

Zone

Tap a zone

Every card has a set place on the table. Pick a zone to see what it holds, or pick an action below to watch a card move between zones.

Watch a card move

Chapter 1 · Play· 2 min read

Card types at a glance

In short The frame colour tells you the card type. Yellow, orange, blue and half-green monsters live in the Main Deck with green Spells and pink Traps; purple, white, black and dark blue monsters live in the Extra Deck.

Tap any card for its full text, then test yourself at the bottom.

In your Main Deck

Blue-Eyes White Dragon
Yellow

Normal Monster

No effect, just stats and a line of flavour text. Players call these "vanilla" monsters.

Kuriboh
Orange

Effect Monster

The most common card in the game. Its text box says what it does, and when.

Black Luster Soldier
Blue

Ritual Monster

Needs its matching Ritual Spell plus monsters to Tribute. The Ritual Spell says exactly which Levels you need.

Odd-Eyes Pendulum Dragon
Half green

Pendulum Monster

Can also be placed as a Spell in your leftmost or rightmost Spell & Trap Zone. With two there, you can Pendulum Summon several monsters at once. When one is destroyed on the field, it goes face-up to the Extra Deck instead of the GY.

Dark Hole
Green

Spell Card

Mostly played in your own Main Phase. Quick-Play Spells can also be used in response, and on your opponent's turn if you Set them first. Other kinds stay on the field: Continuous, Equip and Field Spells.

Mirror Force
Pink

Trap Card

Set face-down first, then activated from the next turn on, including during your opponent's turn. Counter Traps are the fastest cards in the game.

In your Extra Deck

Blue-Eyes Ultimate Dragon
Purple

Fusion Monster

Usually needs a Fusion Spell such as Polymerization, which sends the materials listed on the Fusion Monster to the GY.

Stardust Dragon
White

Synchro Monster

Send 1 Tuner plus non-Tuners from your field to the GY, with Levels adding up to the Synchro's Level. No Spell needed.

Number 39: Utopia
Black

Xyz Monster

Stack two or more monsters with the same Level and put the Xyz on top; they become its materials. It has a Rank instead of a Level, and detaches materials to use its effects.

Test yourself: name that frame

Ten real cards, one of each type. Look at the frame colour and pick what kind of card it is.

Chapter 1 · Play· 2 min read

How to read a card

In short Every monster shows its name, Attribute, Level, Type and ATK/DEF in the same places. Its text follows a fixed grammar: the condition comes before the colon, the cost before the semicolon, and the effect after it.

This is Ash Blossom & Joyous Spring, one of the most-played cards in the game. Tap a numbered spot on the card to see what that part tells you.

Ash Blossom & Joyous Spring
  1. Name. When card text puts a name in quotation marks, it means exactly that card.
  2. Attribute. FIRE. Some effects only work with monsters of one Attribute.
  3. Level. Three stars, so Level 3. The Level decides whether a monster needs a Tribute, and which Synchro and Xyz Monsters it can help make.
  4. Artwork. Just the picture; it doesn't change how the card plays.
  5. Type line. [Zombie/Tuner/Effect]: its Type is Zombie, it's a Tuner, and it's an Effect Monster.
  6. Card text. What the card does. The next part breaks it down.
  7. ATK and DEF. 0 ATK and 1800 DEF. Ash Blossom isn't meant to fight; you use it from your hand.

The card text, decoded

Modern card text follows the same grammar, called PSCT. Tap a coloured part of Ash Blossom's text.

When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect.
● Add a card from the Deck to the hand.
● Special Summon from the Deck.
● Send a card from the Deck to the GY.

You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.

Condition, before the colon
When you're allowed to use the effect. Here: when your opponent activates a card or effect that does one of the things in the list.
Quick Effect
You can use it during either player's turn, even in response to something.
Cost, between the colon and the semicolon
What you pay to activate it. Ash Blossom discards itself, and that stays paid even if Ash Blossom is negated.
Effect, after the semicolon
What happens when it resolves: Ash Blossom negates the effect it responded to.
The list
The three kinds of effect Ash Blossom can stop: searching, Special Summoning from the Deck, and sending a card from the Deck to the GY.
Once per turn
You can only use this effect once per turn, even with three copies in your hand.

Chapter 1 · Play· 1 min read

Watch a turn

In short A simple first turn and your opponent's reply using classic cards, then a real modern combo you can step through. Together they put the basics, the field and the card types to work.

Modern decks fit far more into a turn, but every turn follows this same pattern. Tap any card on the board to read it.

OpponentLP 8000
GY
GY
Deck35
Reinforcement of the ArmyMirror ForceKuriboh300Mystical Space TyphoonSangan1000
YouLP 8000

Step 1 of 12 · Your turn · Draw Phase

You won the dice roll and chose to go first. You start with 5 cards, and the player going first skips their first draw.

Now a modern first turn

Here's the same idea with a real modern deck, Swordsoul. Two cards in hand turn into two Synchro Monsters that can stop up to three of your opponent's plays. Each step starts with the word players would use for it, so press Next and watch the jargon happen.

The combo simulator loads as you scroll here.

Now you're the opponent: stop the combo

You're going second, holding Ash Blossom & Joyous Spring, Effect Veiler and Infinite Impermanence. Pick what stops each moment, and use "Show me" to see it on the board.

  1. 1Mo Ye's effect is activated to Special Summon a Swordsoul Token. Which of your cards stops it?

  2. 2Longyuan's effect is activated from the hand to Special Summon itself. Which of your cards stops it?

  3. 3It's your turn now, and you activate a Spell Card. What can Qixing Longyuan do about it?

Chapter 2Talk like a duelist

Chapter 2 · Talk· 1 min read

The jargon decoder

In short Players speak in shorthand. Tap a highlighted word, guess what it means, and see the answer.

These are the kinds of sentences you'll hear at a store or read online. Open the plain-English version under each one when you're done.

Sentence 1 of 15

Chapter 2 · Talk· 1 min read

Card nicknames

In short Players shorten the names of popular cards. These are the ones you'll hear most; tap a card's full name to read it.

Handtraps 8

  • AshAsh Blossom & Joyous SpringNegates effects that search, Special Summon from the Deck, or send from the Deck to the GY.
  • ImpermInfinite ImpermanenceA Trap you can use from your hand, if you control no cards, to negate a monster's effects for the turn.
  • VeilerEffect VeilerNegates one opposing monster's effects during your opponent's Main Phase.
  • DrollDroll & Lock BirdAfter your opponent adds a card from the Deck to their hand, nobody can add any more for the rest of the turn.
  • NibNibiru, the Primal BeingTributes every face-up monster on the field once your opponent has Summoned five or more monsters in a turn.
  • OgreGhost Ogre & Snow RabbitDestroys a monster, or a face-up Spell or Trap, that activates its effect on the field.
  • BelleGhost Belle & Haunted MansionNegates effects that add, Special Summon or banish cards from the GY.
  • Maxx CMaxx "C"Draws you a card each time your opponent Special Summons that turn. It's Forbidden in the TCG.

Board breakers and removal 11

  • Harpie'sHarpie's Feather DusterDestroys every Spell and Trap your opponent controls.
  • StormLightning StormIf you control no face-up cards, destroys all their Attack Position monsters, or all their Spells and Traps.
  • DRNMDark Ruler No MoreNegates the effects of every face-up monster your opponent controls for the turn.
  • DropletForbidden DropletSend cards to the GY to halve the ATK of, and negate, that many opposing Effect Monsters.
  • EvenlyEvenly MatchedAt the end of the Battle Phase, your opponent banishes cards face-down until they have as many as you.
  • KaijuGameciel, the Sea Turtle KaijuA family of big monsters you Summon to your opponent's field by Tributing one of their monsters.
  • Called byCalled by the GraveBanishes a monster from your opponent's GY and shuts off cards with its name until the end of the next turn.
  • CrossoutCrossout DesignatorName a card and banish a copy from your own Deck to negate that card's effects for the turn.
  • MSTMystical Space TyphoonDestroys one Spell or Trap.
  • TwistersTwin TwistersDiscard a card to destroy up to two Spells or Traps.
  • CompulseCompulsory Evacuation DeviceBounces one monster back to the hand, or to the Extra Deck.

Other staples 7

  • RebornMonster RebornSpecial Summons a monster from either player's GY.
  • DesiresPot of DesiresBanish the top 10 cards of your Deck face-down to draw 2.
  • ProsperityPot of ProsperityBanish 3 or 6 cards from your Extra Deck face-down to look at that many cards from your Deck and keep one.
  • TTTTriple Tactics TalentIf your opponent used a monster effect during your Main Phase: draw 2, steal a monster for the turn, or send a card from their hand back to the Deck.
  • Solemn / StrikeSolemn Judgment / Solemn StrikeCounter Traps that pay Life Points to stop a Summon. Judgment also stops Spells and Traps; Strike also stops monster effects.
  • AccesscodeAccesscode TalkerA Link-4 finisher that powers up and destroys your opponent's cards by banishing Link Monsters.
  • UnicornKnightmare UnicornA Link-3 that discards a card to shuffle a card on the field back into the Deck.

Classic monsters 3

  • BEWDBlue-Eyes White DragonKaiba's signature dragon: 3000 ATK and no effect.
  • DMDark MagicianYugi's signature monster, with a whole archetype built around it.
  • REBDRed-Eyes Black DragonJoey's signature dragon: a Level 7 with 2400 ATK.

Chapter 2 · Talk· 1 min read

Practise the words

In short Flip through flashcards or take a ten-question quiz. Words you get right are marked as learned in the glossary, and your progress is saved in this browser.

0 / 125 learned

0 of 16 known · 16 to go

Chapter 3Build and play

Chapter 3 · Build· 3 min read

Your first deck

In short Pick a deck you like, copy a proven list, test it for free in EDOPro, then buy a Structure Deck and the singles you're missing.

Find a deck to start with

Three quick questions, three decks to look at. Each one links to its full page on this site.

What sounds most fun?

How much thinking per turn?

Pick a look

Answer all three to see your matches.

Copy before you build

Building a deck from scratch is one of the hardest skills in the game, so don't start there. Netdeck a list someone already tested, play it for a while, and work out why each card made the cut. Once you know the deck, swapping cards to suit your style comes naturally.

Pick a deck you actually like

The strongest deck changes with every new set and every Banlist. The deck you love the look of will still be fun in a year. Every archetype on this site has a page covering its playstyle, key cards and combos. Try the deck finder above, browse them all, or use Random Archetype on the home page for inspiration.

Where to find decklists

  • YGOProDeck: a card database plus decklists from recent tournaments.
  • Master Duel Meta: lists and a tier list for Master Duel.
  • Deck profile and combo videos on YouTube. Search for the deck's name plus "combo" to see it in action.
  • The archetype pages on this site, many with step-by-step combo simulators.

Try it before you buy it

Build the deck in the free EDOPro simulator (or in Master Duel, if you have the cards) and play a dozen games before buying paper cards. It costs nothing, and it's the quickest way to find out whether a deck suits you.

Buying paper cards

A Structure Deck is the easiest way in: a playable core of one theme in a single box, and many players buy two or three copies to get more of the key cards. For anything else, buy singles. Opening booster packs is fun, but it's a lottery, not a way to build a specific deck.

What goes in a deck

Keep the Main Deck at or close to 40 cards, so you draw your best cards more often. A typical modern deck splits into two parts:

The engine is your archetype: starters, extenders and searchers that make your plays. The non-engine part (handtraps and board breakers) stops your opponent. Roughly two-thirds engine is a common shape, but it varies a lot from deck to deck.

Chapter 3 · Build· 1 min read

Where to play

In short Learn in Master Duel, test decks in EDOPro, and bring small-size sleeves plus pen and paper to your local store.

Master Duel Official

Konami's free-to-play online game for PC, consoles and phones. It uses the same rules as the paper game and handles every ruling for you, which makes it the best place to learn. You unlock cards over time, and it has its own card release schedule and Banlist.

Official site

EDOPro Unofficial

A free, fan-made simulator for computers. Every card is available straight away, so it's ideal for testing a deck before buying it. It saves replays as .yrpX files, which our Replay Analyzer can break down turn by turn.

Project Ignis: EDOPro

Your local store In person

Official Tournament Stores run regular events called locals. Ask what their nights are like, since some are relaxed and some are competitive, and tell your opponents you're new. Most players are happy to explain a card.

North America store list · Europe store locator

What to bring to the table

  • Sleeves: Yu-Gi-Oh! cards are smaller than Magic or Pokémon cards, so look for "small" or "Japanese size" sleeves, not "standard".
  • A deck box to carry your Main, Extra and Side Deck together.
  • Pen and paper to track Life Points. Official tournaments expect a written record, even if you also use an app.
  • A die or coin: a few cards roll or flip, and it's handy for deciding who chooses to go first.
  • Optional: a playmat to protect your cards, and a binder for trading.
  • Our cheat sheet: print the one-page summary of a turn, Summoning, battles and the 16 starred words.

Chapter 3 · Build· 1 min read

How the Banlist works

In short Forbidden means 0 copies, Limited 1 and Semi-Limited 2. The TCG, OCG and Master Duel each keep their own list.

Konami limits cards that are too strong with the Forbidden & Limited List, usually just called the Banlist. It changes several times a year, so a deck can lose a key card overnight. That's why step 6 says to check it before buying.

Forbidden

0 copies

Pot of Greed

Can't be played at all. Pot of Greed simply draws 2 cards, which turned out to be far too good.

Limited

1 copy

Harpie's Feather Duster

Only one copy per deck, like Harpie's Feather Duster, which destroys every Spell and Trap your opponent controls.

Semi-Limited

2 copies

Droll & Lock Bird

Up to two copies per deck, like the handtrap Droll & Lock Bird.

Unlimited

3 copies

Ash Blossom & Joyous Spring

Not on the list, so the normal 3 copies are allowed. That's most cards.

Every version of the game has its own list

The TCG, the OCG and Master Duel each keep a separate Banlist, so the same card can be legal in one and banned in another. Make sure you're reading the right one. For example, right now:

Card TCG OCG
Ash Blossom & Joyous Spring Unlimited Semi-Limited
Maxx "C" Forbidden Limited
Heavy Storm Forbidden Limited

Our Banlist page always shows the current status for all three.

Chapter 3 · Build

Beginner FAQ

My opponent's first turn took ten minutes. Is that normal?

In modern Yu-Gi-Oh!, yes. Most decks play a long combo on their first turn to set up an end board. You're not just watching, though: every time they activate something you can respond, and that's exactly when handtraps come in.

Can I ask to read my opponent's cards?

Always. You can ask to read any face-up card, check how many cards are in their hand, Deck and GY, and look through either GY. Nobody knows every card, and asking is completely normal, at locals and at big events alike.

What does "any responses?" mean?

Your opponent is giving you the chance to respond to what they just did. Say "no" to let it go through, or activate a handtrap or Quick Effect.

I lost before I got a turn. Is my deck bad?

Probably not. Facing a full end board when you go second is part of the game. That's why decks play handtraps and board breakers, and why you can side in more between games. Going first is a big advantage, so don't judge a deck on a single game.

Should I buy booster packs?

Open them for fun if you enjoy it, but don't rely on them to build a deck. A Structure Deck plus the singles you're missing gets you a real deck for much less.

Is it OK to bring a casual deck to locals?

Usually, yes. Locals range from very casual to very competitive, so ask the store what their night is like. Tell your opponents you're new; most will happily slow down and explain their cards.

Where do I ask rules questions?

The r/Yugioh101 community on Reddit exists for exactly this, and the official Rulebook covers the basics. At an event, ask a judge; that's what they're there for.

ReferenceLook it up

Reference

The jargon glossary

In short 125 words in plain English. Start with the 16 starred ones, and tap any word to open its full entry.

Showing the 16 starred words to learn first

Game basics 4 of 24

The pieces of the game: zones, piles, and the kinds of Summon. Practise these

GY (Graveyard)

Learn this one first The discard pile, and a resource many cards use.

The face-up pile beside your field. Destroyed, used, discarded and Tributed cards go here. Either player can look through either GY at any time. Many modern cards have effects that work from the GY, so treat it as a second hand rather than a trash can.

You'll hear "Banish it so they can't use it in the GY."

See also Banish, Revive / Reborn, Mill

I know this one

Banish

Learn this one first Removing a card from play, usually for good.

Set a card aside away from the field, face-up unless the card says face-down. Banished cards are much harder to get back than cards in the GY, so banishing is one of the strongest ways to get rid of something.

Example Called by the Grave banishes a monster from your opponent's GY and shuts its effects off for a while.

See also GY (Graveyard)

I know this one Watch it on the field

Extra Deck

Learn this one first Up to 15 Fusion, Synchro, Xyz and Link Monsters you Summon directly.

A separate pile of up to 15 Fusion, Synchro, Xyz and Link Monsters. You never draw these. You Summon them straight from the Extra Deck when you meet their requirements, and most combos end with Extra Deck monsters on the field.

You'll hear "That effect locks me out of my Extra Deck for the rest of the turn."

See also Materials, EMZ (Extra Monster Zone), Lock / Summoning restriction

I know this one

Special Summon

Learn this one first Any other Summon, from effects or the Extra Deck, with no limit per turn.

Any Summon that isn't your Normal Summon: one made by a card effect, or from the Extra Deck using materials. There's no limit per turn unless a card says so, which is why a modern turn can include ten or more Summons.

Example Nibiru, the Primal Being punishes a player who Summons five or more monsters in one turn.

See also Combo / Line, Materials

I know this one

Effects & rulings 3 of 16

How card effects are used, answered and limited. Practise these

Chain / Chain Link

Learn this one first A stack of activations that resolves last in, first out.

When a card or effect is activated, both players get the chance to activate something in response. Each response is a new Chain Link, and the chain then resolves backwards: the last card activated happens first. The chain example above walks through one.

You'll hear "Chain Link 2: Ash Blossom."

See also Respond / Chain to, Resolve, Spell Speed

I know this one

Negate

Learn this one first Cancelling a card's activation, effect or Summon.

Cancel something. Negating an activation stops the card completely. Negating an effect stops what it does (for a monster, often until the end of the turn). Negating a Summon means the monster never arrives.

Example Solemn Judgment negates a Summon or a Spell/Trap activation, and destroys that card.

See also Omni-negate, Interruption / Disruption

I know this one

Hard once per turn (HOPT)

Learn this one first An effect you can use once per turn across all your copies.

Text like "You can only use this effect of [card name] once per turn" limits that effect to once per turn across every copy you have. Nearly every modern card has it, and it's the main thing that stops combos from looping forever. A close cousin, "You can only activate 1 [card name] per turn", limits activating the card itself.

You'll hear "It's HOPT, so the second copy does nothing this turn."

Example Sangan's search is hard once per turn.

See also Once per turn (soft OPT)

I know this one

Card roles 5 of 24

Words for the job a card does in a deck. Practise these

Starter / One-card starter

Learn this one first A card that starts your combo, ideally on its own.

A card that begins your combo. A "one-card starter" needs nothing else in your hand and can make your whole end board alone; other starters need one specific partner card, which players call a two-card combo. The more starters a deck plays, the more often it gets going.

You'll hear "Snake-Eye Ash is a one-card starter, so almost any hand with it plays."

Example Snake-Eye Ash is a one-card starter in Snake-Eye decks: it searches the next piece as soon as it's Summoned.

See also Extender, Combo / Line

I know this one

Extender

Learn this one first A card that makes your combo bigger or keeps it going.

A card that makes your combo longer or bigger, or lets it keep going after the opponent interrupts it, but usually can't start the combo on its own. Starters get you going; extenders get you further.

You'll hear "They had one starter and two extenders, so one handtrap wasn't enough."

See also Starter / One-card starter, Play through

I know this one

Handtrap

Learn this one first A card used from your hand on your opponent's turn to stop them.

A card you use straight from your hand during your opponent's turn to stop part of their combo. Handtraps are how the player going second fights back before their first turn.

You'll hear "I'm holding two handtraps and waiting for the right moment."

Example The classics: Ash Blossom & Joyous Spring, Effect Veiler, Infinite Impermanence and Droll & Lock Bird.

See also Choke point, Going first / going second

I know this one

Board breaker

Learn this one first A card that clears or gets around a finished board.

A card that clears or gets around the opponent's finished board, usually when you go second. Some destroy everything, some negate, some banish. "Breaking" a board means clearing enough of it that you can make your own plays.

Example Harpie's Feather Duster (all their Spells and Traps), Lightning Storm, Dark Ruler No More and Evenly Matched.

See also Going first / going second, Nuke / Board wipe

I know this one

Brick / Bricking

Learn this one first A hand, or a card, that can't do anything.

A hand that can't do anything useful, or a single card that's awful to draw. "I bricked" means you drew a hand that couldn't make a play.

You'll hear "Five Spells and no monster, full brick."

See also Garnet, Dead card, Consistency

I know this one

Actions 1 of 21

The verbs. Most of these are shorthand for something a card effect does. Practise these

Strategy 2 of 18

How players talk about turns, plans and games. Practise these

Going first / going second

Learn this one first Who takes the first turn, and what each choice gives up.

In game one, the winner of a dice roll or rock-paper-scissors chooses. If you go first, you can't draw or attack on your first turn, but you set up a board before your opponent does anything. If you go second, you draw and can attack right away, but you face whatever they built. Most modern decks prefer to go first, and decks that like going second pack board breakers.

See also End board, Board breaker, Handtrap

I know this one

End board

Learn this one first The cards left on your field when your turn ends.

What's on your field when you end your turn, especially your first turn. A good end board holds several interruptions to stop the opponent's turn.

You'll hear "The end board is two negates and a floodgate."

See also Interruption / Disruption, Board breaker

I know this one

Community & tournaments 1 of 22

Words from deck lists, events and the wider player base. Practise these

Archetype

Learn this one first A family of cards with a shared name that work together.

A family of cards that share part of their name and are designed to work together, like Blue-Eyes or Snake-Eye. Most decks are built around one or two. This whole site is organised by archetype: browse them here.

See also Support, Engine

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Further reading

This page was inspired by the "Introduction to Yu-Gi-Oh!" guide on r/Yugioh101. The explanations here are written fresh for this site. Spot something unclear or wrong? Use the suggestion form at the bottom of the page.