Master-level Yu-Gi-Oh! strategy
Modern Yu-Gi-Oh! is decided by who controls the first big turn and how well each player interrupts the other.
Going first or second
Some decks want to go first and build an unbreakable board; others want to go second with board breakers. Decide with your deck and the matchup, and side accordingly.
Hand traps
Cards you can use from your hand on your opponent's turn interrupt combos before they finish. Learn your opponent's choke points: the one card or effect that, if stopped, ends their turn.
Combo routes
Know your best line from every common starting hand, plus a backup line when you're interrupted. Practise them until they're automatic; time pressure causes mistakes.
Extending through disruption
A strong deck can keep going after one or two interruptions. Count how many of your starters and extenders survive a hand trap, and build so a single interruption doesn't end your turn.
Side Deck planning
Plan each matchup: going first, bring in cards that stop their outs; going second, bring in board breakers. Write your plans in the Vault Strategy tab.
Consistency maths
With 40 cards, three copies of a starter give about a 34% chance of opening at least one in five cards. Use Vault's odds table to count starters so you open with a playable hand most of the time.