Deck lists and turn 1 summon odds: https://www.dropbox.com/s/0imi4a0t98dviji/Opponent%20decks.xlsx?dl=0 Tristan - You almost always want to start the duel with a fusion. Either fuse in the hand for a 0-tribute monster (such as Koumori Dragon or Tiger Axe), or set a monster that can fuse for a bigger monster next turn (such as Mystical Sand or Dark Witch) - Don't attack his sets with Yamatano or Petit, as he runs many Forest monsters - Be careful attacking his sets with Fiend monsters late in a duel, as he can play The Unhappy Maiden - Don't fuse late in the duel, as it wastes more time than attacking an extra time Joey - This guy can beat a lot of your strong monsters elementally, so be careful (and lucky). There's no consistent strategy for dealing with this - Hesitate to fuse for Ushi Oni and B. Dragon Jungle King, as he can kill these with Flame Viper - If you go first and set a monster, and then he sets a monster, it's Swordsman of Landstar - Setting a Wind monster turn 1 has a high success rate, especially if you have a Rock or a generally good hand - Dark Hole triggers under the following circumstances: > You have 3 monsters out and he has none > You have any monsters that have been powered up (with Witch's Apprentice or Hourglass) > You have any monsters out and he can't summon (such as after he runs into your trap) Generally don't play around Dark Hole, as he only has 1 Yugi - He presents the same elemental problem as Joey, but he's a little weaker and can't beat your Shadow monsters, so it's not as bad - Dark Hole triggers under the following circumstances: > You have 3 monsters out and he has none > You have any monsters that have been powered up (with Witch's Apprentice or Hourglass) > You have any monsters out and he can't summon (such as after he runs into your trap) > You have any monsters out and he can only summon Kuriboh - Don't do something that could trigger Dark Hole unless it will save a turn - Don't set a monster + House/Eatgaboon/Bear Trap if you go second, as he can tribute for Dark Magician Girl Mako - Setting a Wind monster turn 1 has a decent success rate, especially if you have a Rock or a generally good hand - If you go first, generally summon a beatstick instead of setting it, as his equips are dangerous Mai - Don't set traps unless they can really help you, as she has 3 HFDs - Forest monsters are a great turn 1 set - If she goes first and plays Mountain, her monster is Harpie Lady - Reset if she leads Harpie Lady and you can't get over it - Your Fiend beatsticks don't last very long here, but their costs are efficient enough to justify keeping them in Espa Roba - Drill Bug can get over all of his sets - Your fishes don't last long here (and might be worth removing if your edits are fast), but if you have a trap set, you can bait his Thunder monsters to run into it - Use Beastking as a normal Earth monster here unless you're somehow in a losing position Seeker - Try your best not to tilt; this guy is a huge troll, and execution is difficult because you often don't know whether you'll get over his sets - If you have a monster out and you don't know what monster he's set, it's best to attack before summoning - If you play a Wind monster to get over Stone Statue or Gear Golem, try to set a trap to protect it from his Forest monsters (even House will kill them) - Gemini Elf and Dunames are safe sets if you go first Rex - Beatsticks and Cocoon are generally enough here, but setting a Wind monster can be useful Weevil - Beatsticks and Cocoon are generally enough here, but setting a Pyro monster can be useful - He can play Cocoon (2000 DEF) and Skull-mark Ladybug (1500 DEF Fiend) late in a duel, so generally don't attack sets with <=1500 ATK non-Pyro monsters Kaiba - I like dueling him before Pandora because his equips are less dangerous and he has no Field magic - If you can't get over his monster(s), you can try setting a Shadow monster in anticipation of Judge Man/Gyakutenno/BEWD - Be careful attacking his sets with <=1500 monsters or Dreams monsters, as he has Saggi - Jirai Gumo and Dark Elf are pretty much instant wins Pandora - Setting weak Dreams and Light monsters can be useful. He can suicide a monster and potentially waste his Dark Hole - If you can't get over his monster(s), you can try setting a Pyro monster in anticipation of Doll of Demise P. Seto - Generally play your weakest monster turn 1, or one that might beat him elementally - If he has a non-Saggi monster out and doesn't attack your set, he has 2+ Change of Heart in hand (weird AI clause), so it's probably worth resetting - You will lose about 15% of duels here to him drawing well (usually Change of Hearts and Raigekis). Just reset or a take a quick loss when this happens Simon - The more Shadow monsters, the better. Setting a weak Shadow monster turn 1 is effective because he'll usually run into it or Brain Control it - Try to hold back your Fiend monsters and 1600+ Attack beatsticks in case he plays a Dreams (he will in most duels) Ishizu - Because she values many of her monsters equally, you often don't have a good idea of her sets. Be wary of Mystical Elf (2000 DEF Light), and use some of the same strategies you used for Seeker - On turn 1, or in situations where you can't go on the offensive, setting a weak Shadow monster can be useful - If she plays Swords, you often want to do nothing or set monsters that can beat her elementally (Shadow if she can't tribute; Dreams/Forest if she can tribute) Heishin - Beatstick and Light drops are very useful here; my route allows for 2 of them without any need for improvisation. Fiend drops are good too, but you'd just end up taking them out for DarkNite - If you go first and have a Light monster, it's usually best to set it - If he plays Swords, you often want to do nothing or set monsters that can beat him elementally (Light or Fiend) DarkNite - Add any decent Wind or Pyro drops - Try to avoid attacking his sets with <=1700 ATK non-Wind monsters - Try to hold back your Pyros, as he will hold back Jirai Gumo because he sees it as his weakest monster - Anticipating tribute summons is very useful here. Set Lights for Shadow Ghoul/Wall Shadow, Winds for Dungeon Worm and Pyros for Monster Tamer - If he has a monster out and doesn't attack your set, he has 2+ Change of Heart in hand (weird AI clause), so it's probably worth resetting - If he plays Swords, you often want to do nothing or set monsters that can beat him elementally