Tabletop Simulator

Tabletop Simulator

Yu-Gi-Oh! Dungeon Dice Monsters
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Arukādo  [developer] Oct 9, 2021 @ 7:09am
Deck Building / Strategies
You can post your decks and strategies here.
Please use this format:


DECK NAME (DECK TYPE - GBA/GENERIC/CUSTOM)

Dice Pool

Strategy


Examples below.
Last edited by Arukādo; Oct 9, 2021 @ 7:47am
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Showing 1-5 of 5 comments
Arukādo  [developer] Oct 9, 2021 @ 7:15am 
LORD OF DOOM (GBA)

Dice Pool

LV1:
  • Petit Dragon
  • Mystical Elf
  • Time Wizard
  • Energy Disc

LV2:
  • Winged Dragon #1
  • Thousand Dragon
  • The 13th Grave
  • Feral Imp
  • Lord of D.
  • Resurrection Scroll

LV3:
  • Twin-headed Thunder Dragon
  • Meteor Dragon
  • Magician Dragon

LV4:
  • Thousand-eyes Restrict
  • Crater Creator

Strategy

This is the best dice pool in the GBA game, and arguably the most broken as well if you play with only one of the same dice per pool.

This is the standard version of the Lord of D. dice pool, however there are quite a few different ones that include different things to try and optimize the strategy in unique ways. However, the following dice are ALWAYS in the pool regardless of which version you play:

Lord of D., The 13th Grave/Time Wizard, Resurrection Scroll, Magician Dragon, Feral Imp, Winged Dragon #1, Thousand-eyes Restrict.

Feral Imp and Winged Dragon #1 are included so that they can remove the threat of flying and tunneling opponents moving through your Petit Dragon and attacking your Lord of D. directly. They also have the best crest sides for level 2 monsters, making them shoe-ins regardless. Thousand-eyes Restrict is a must have because Lord of D. dice pools playing against each other will result in a stale mate otherwise, seeing as how both players will simply block their die master off with an unkillable dragon monster. Thousand-eyes Restrict lets you take control of the monster closest to the enemy's die master and snipe at them from a safe distance to win the game.

This is the starting position you want:
http://i.imgur.com/VChIyvh.jpg

You will want to make The 13th Grave your initial summon. This is to prevent the opponent from being able to destroy your Lord of D. with Time Wizard. The position of your dungeon path is also very important here, because it completely blocks your opponent off from making any summonings within your territory, meaning that the only way for them to attack your hearts is to go through an unkillable Petit Dragon. Pretty unfair, right? Well, it is! To add insult to injury, this position also prevents the opponent from being able to kill Lord of D. with Magician Dragon or Blast Lizard, because Lord of D. is conveniently one space out of range for both of their effects!

Once you manage to get into your ideal positioning, the game is more or less completely in your favor. You have room to summon 3 or 4 more dice within the territory you captured with the opening strategy, meaning Thousand-eyes Restrict, Resurrection Scroll and Feral Imp can all be put inside. Winged Dragon #1 does not need to be summoned in the protected zone, since Lord of D. prevents him from being destroyed no matter where you put him.

Here is the "broken" positioning:
http://i.imgur.com/R7QB6so.jpg

Simply put, there is no way to win against that set up unless you have Crater Creator or The 13th Grave. The only other thing you can possibly do is summon your own Thousand-eyes Restrict and pray that you get more magic crests than the opponent does.

What puts this dice pool over the top though is that it can be a beatdown pool as well with invincible dragons! With both an invincible defense and an unkillable offense, this dice pool is extremely versatile and can either go on the attack or play it safe. Broken.

Source[gamefaqs.gamespot.com]
Last edited by Arukādo; Oct 9, 2021 @ 7:36am
Arukādo  [developer] Oct 9, 2021 @ 7:33am 
DARK MAGICIAN GIRL SPECIAL (GBA)

Dice Pool

LV1:
  • Mystical Elf
  • Time Wizard
  • Rock Ogre Grotto #1
  • Mystic Lamp
  • Energy Disc

LV2:
  • Winged Dragon #1
  • Feral Imp
  • Ryu-kishin Powered
  • Resurrection Scroll

LV3:
  • Magician Dragon
  • Zoa
  • D. Magician Girl

LV4:
  • B. Skull Dragon
  • Thousand-eyes Restrict
  • Crater Creator

Strategy

This is my favorite dice pool.

This Dice Pool is loads of fun to play, mainly because of how many different directions it can go in. It does take a ton of skill to master this Dice Pool though, but once you learn it, you wont want to play anything else! I'll lay out the battle plan on how things work with this pool so you can get an understanding of what to do.

Plan A:
You want to start off by attempting to summon Crater Creator, and positioning it in front of your die master in a way that the opponent must activate it if they want to attack your hearts. Keep trying to summon Crater Creator up until your opponent has made 2 summonings. If you manage to summon Crater Creator in time, you are in your best position and can proceed by making your second summoning right next to it so that there is no way for your opponent to go around the Crater Creator you summoned. Of course, you will want to be the one to activate Crater Creator yourself! Continue summoning cheap level 1 and level 2 monsters in order to expand your dungeon path. Be as greedy as possible and try to steal as much territory as you can before you activate your own Crater Creator. If possible, you might even manage to lock your opponents path off so they can no longer summon anything. Once you expanded your territory enough and have summoned enough Spellcaster creatures, set off your Crater Creator and win the game with DMG!

Obviously, Crater Creator is the ideal way to start things off with this Dice Pool, but if you don't get it right away, switch to plan B. Alternatively, you may get lucky with an early level 4 summoning, but Crater Creator may not be there. In this case, summon Thousand-eyes Restrict instead. If you summon Thousand-eyes Restrict instead of Crater Creator, move to Plan C.

Plan B:
If you couldn't summon Crater Creator, play the game normally by using the standard beatdown tactics. Start off by summoning your stat boosting creatures, followed by Time Wizard. Try not to connect with the enemies dungeon path right away, but instead try to separate your path from their path and try to gather as much territory as you can for future summons. Depending on whether or not your opponent is playing a beatdown pool, you can either attempt to out rush them or play it safe and save up for a Crater Creator. If you go on the offensive, you have a buffed up Ryu-kishin Powered and Magician Dragon to use, along with the Energy Disc to strengthen you further. If you choose to play it safe, you will probably want to branch off your dungeon path to the corners of the board and then try to summon Crater Creator again. Make sure you extend your path as close as possible to the opponents die master before doing this. Once you summon Crater Creator though, you should be in the clear again.

Plan C:
The most fun of all in my opinion! If you summon Thousand-eyes Restrict, you now have the option of sniping at your opponent from long distance, using their own creatures against them! Mystical Elf, and Crater Creator supply huge amounts of magic crests, along with pretty much everything else in the pool. Summon Time Wizard first so that your opponent can't kill Thousand-eyes Restrict with their own Time Wizard. After that, you have a Resurrection Scroll as backup in case they try to kill Thousand-eyes Restrict with The 13th Grave instead. Summon creatures accordingly and keep expanding your dungeon path. If the game goes to beatdown, you have a huge advantage since you have Thousand-eyes Restrict.

Source[gamefaqs.gamespot.com]
Last edited by Arukādo; Oct 9, 2021 @ 7:36am
Arukādo  [developer] Oct 9, 2021 @ 7:40am 
KNIGHT OF TWIN SWORDS BEAT DOWN (GBA)

Dice Pool

LV1:
  • Karbonala Warrior
  • Battle Warrior
  • Skelengel
  • Mystical Elf
  • Time Wizard
  • Kuriboh
  • Energy Disc

LV2:
  • Winged Dragon #1
  • Knight of Twin Swords
  • Blast Lizard
  • The 13th Grave
  • Feral Imp
  • Resurrection Scroll

LV4:
  • B. Skull Dragon
  • Crater Creator

Strategy

This is one of the most basic, yet efficient Dice Pools to play. The basic gist of it is to summon Knight of Twin Swords and have him dominate the board. Karbonala Warrior and Skelengel boost his attack and defense by 10 points, and you have an Energy Disc to boost him by 20 attack points further. With Feral Imp in play, you can attack every monster in the game with Knight of Twin Swords, since he negates flying. Just to show how powerful Knight of Twin Swords can be, after a Karbonala Warrior and Energy Disc boost, he reaches 40 attack. By using only 2 attack crests, that gives you 80 attack with each hit, which is enough to kill everything in the game except for some rarely played level 4s. Funny thing is, you could still kill them anyway by using 3 attack crests to go up to 120 attack, So have fun and go nuts!

Mystical Elf and Kuriboh generally do not get summoned, but they have good crest sides to make up for it and also help you summon more level 1s. Mystical Elf's healing ability can come in handy, though. Winged Dragon #1 also does not want to be summoned since his crest sides are too helpful. The 13th Grave is the best way to answer Lord of D. so you don't have to worry about dragon roadblocks that can't be killed. Resurrection Scroll can bring back your Knight of Twin Swords in case he gets killed or after a Crater Creator goes off. The reason why there are only two level 4 dice in this pool is because you don't want to overdo it with the difficult dice to summon, and the only level 4 dice worth summoning anyway is Crater Creator. If you need to summon it, you have the option to in an emergency, but it has good crest sides just like B. Skull Dragon so it isn't a necessity to summon it.

Source[gamefaqs.gamespot.com]
Aidedfurball Oct 17, 2021 @ 3:11am 
Relinquished Control (GENERIC)

Dice Pool

Lv 1
* Twin-Head Dragon
* Bubonic Vermin
* Relinquished
* Silver Fang

Lv 2
* Dark Magician Girl

Lv 3

Thousand-Eyes Restrict
Magician Dragon

Lv 4
* Dark Necrofear
* Exodia The Forbidden One
*Masked Beast Des Gardius

Strategy

So, this Dice Pool, is very much in the working progress stage, at the current moment I have 3 other possible monsters that I kinda want to add into this pool somehow. But, here's the strategy.

The goal is to rack up enough Magic Crests that you can use, both Relinquished and Thousand-Eyes Restrict's ability to take over your opponent's monsters. Necrofear and Masked Beast have to be destroyed for you to take control of a monster, but they are good beaters. So, how does one get the Magic Crest they need with a cap of a 10? Well, the best way is through 3 monsters in this pool that can produce you the best results. The first and easiest one is Bubonic Vermin, with it's effect that allows you to roll for a third time gives you plenty of crest farming that you can easily produce the magic crests necessary while allowing you to get other crests needed for the game. Dark Magician Girl, giving you a Magic Crest a turn is a no brainer, keep her alive and you'll just auto produce magic crests. Now, the hardest one to summon, but once it's out you'll be swimming in all the magic crests you can dream of, is Exodia. Exodia has a broken effect that doubles all crests that you roll, and yes that includes SUMMONING crests. This will allow you to get the double crests needed if you roll that 1 summoning crest for your lv 4 monsters or you could go for the triple summoning crest ruling with your lv 3 dice. Exodia will produce every crest you need and he's not going to be easy to take down. BUT he will be the main target for quick kills like Magician Dragon. There are other monsters, like Twin-Headed Dragon and Silver Fang that will give you Magic Crests, but they're pretty useless after that. So summon them early for the long run or save them for late game in case you need that one magic crest.

This Dice pool is very slow if you couldn't tell, so you may want to summon your two fodder monsters to protect yourself as you're building up your field. The first monster you should go for after your set up, should be thousand-Eyes restrict since he only needs 5 magic Crests whereas Relinquished needs 10. This way you can quickly take over one of your opponents strong or (hopefully) boss monsters and use it against them. Necrofear and Masked beasts are a bit strange, as they don't use magic Crests but rather trap crests for necrofear, and Guard Crests for Masked Beast, and they have to be destroyed in order to trigger their ability. These two may be deterrents for your opponent as they may not be willing to attack them, which is fine because they are great boss monsters to utilize.

I'm hoping to fine tune this dice pool. I have Yaranzo and The Fiend Megacyber as two of my potentials for this dice pool and want to some how include them into this pool, but as of right now, I can't seem to think of how to do it. If y'all have ideas or found new ways to go about this build let me know ^^
magnus_orion Feb 26, 2023 @ 11:09am 
Warrior Rush(US/NA // Japan)

Dice Pool
NA/EU rules
Lvl 1
* Bubonic Vermin (beast)
* Karbonala Warrior (warrior)
* Battle Warrior (warrior)
* Rocket Warrior (warrior)

Lvl 2
* Blast Lizard (beast)
* Alpha the Magnet Warrior (warrior)
* Beta the Magnet Warrior (warrior)
* Gamma the Magnet Warrior (warrior)
* Knight of Twin Swords (warrior)

Lvl 4
* Valkyrion the Magna Warrior (warrior)


Japan Rules
The same as above but additionally
Lvl 1
* Penguin Soldier (beast)

Lvl 2
* Catapult Turtle (beast)
* Panther Warrior (warrior)

Lvl 4
* Orgoth the Relentless (warrior)
* Gaia the Fierce Knight (warrior)


Strategy
The idea is to move quickly by summoning low level warrior monsters that will synergize with one another. Bubonic vermin should be summoned first, to provide extra crests and increase probability of summons, and every dimension should try to cross the field as rapidly as possible and try to reach the opposing monster lord with your own dungeon tiles. Failing this, work towards containing the other player to limit their dimensions. You have no lvl 3s and few lvl 4s: Valkyrion has a very high probability of summoning with his ability, but keeping all the magnet warriors alive to pull it off should not be prioritized over crossing as quickly as possible. Unless your opponent adopts a similar strategy, you should probably have an edge on dimensions as they run into failed summons of their higher level monsters. Disrupt the opponent's strategy by killing any monsters that have potentially dangerous abilities (for some examples: bubonic vermin, dark magician girl, nuvia the wicked, yaranzo) if the opportunity arises. The idea is to keep the opponent on the back foot, prevent any set up needed, and kill the monster lord before they can recover. If they pull off a powerful higher level summon, you can use blast lizard, who should be dimensioned on your side far away from the rest of the dungeon to protect him via distance. You can then kill any problem creatures (eg. flying ones that are in the way, strong or dangerous ones) with magic crests generated from lvl 4 or lvl 2 dice. In the US/NA rules you have almost no other use for magic crests.

For the Japanese rules, the idea is the same, the additional cards provide the necessary dice to ease the summoning (2x lvl 1 beast dice are needed to reliably summon bubonic vermin for example) while also providing some options for dealing with unique threats.
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