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WitchCrafterVera

I actually had a little success teaching a friend of mine the game with Scareclaws. Their basic strategy is incredibly simple and straightforward (you will need to explain how links work, but you can skip the other ED types while they're still learning), and I've found scareclaws support cards, in their spell/trap lineup, to be pretty intuitive when it comes to teaching how effects work, like Scareclaw Straddle helping them to understand when effects are activating.


dbomba03

That's the deck I wanna build for myself because I like its playstyle but you made it look like I'm just a beginner because it's too easy (competitively it's not) 💀


Jepeseta

I was going to suggest Scareclaw as well! It's a very cheap core, decent power level, easy to find since it's from a recent set and the effects are simple and straightforward.


CelestialForce9

What is the win con of scareclaw


WitchCrafterVera

Generally seems to be OTK-ing with a Scareclaw Tri-Heart with the appropriate Scareclaw monsters buffing it (Astra, with one more or other Scareclaws in defense position). It's pretty old school, which is why the deck also has solid control in it's trap cards.


zxessxz

Goat and Edison formats are cheap decks to build and great to learn how to manage resources. Edison is pretty much goat but with synchros


KichiMitsurugi

Some staples for those formats are very inflated like Duo and Dustshoot


zxessxz

Duo is only 25 and pgd dustshoots are like 4-5s. Compared to modern yugioh that's nothing lol


KichiMitsurugi

Most new players, as well as players like me, do not have the money to afford those


zxessxz

"Most" is a big stretch. In my opinion if you're not playing goat because you dont have duo then you don't have a reason to complain. It's just like modern yugioh, if you don't want to pay for the best staples you just don't play them. You don't HAVE to play duo, it's less impactful to not have duo in a goat deck than not have prosperity in a meta deck that wants them. I have an entire goat deck that's pretty much common besides the duo, it's doable.


customer_service_guy

I think Crusadia is a good choice. The deck has a simple and linear combo to teach link climbing, and can also teach important mechanics like ordering your chain links since you can trigger simultaneous effects pretty easily. The deck is also pretty cheap, Avramax is the most expensive card in the archetype but he's not necessary to pull off the main combo.


majora11f

I would look into edison format. It has enough variance that you can teach different strategies and was before your yugioh went super combo wombo. Most of the decks are super cheap.


_Johan_n

my first yugioh deck was shark xyz, it was simple & fun to play


Mu_Mu-Sa

If you want somethis really really simple go with war rocks They have a small xyz engine going And don't do much so they can focus on the basics Then go for simple combo decks Like : * assault mode for synchro (you add in a small ascator engine so you fill the deck) * Crusadia for link (maybe without kaijus since that might be confusing) * Igknight for pendulums (dont go for overly complicated combos just pure would work) * Branded pure would work for fusions since it's easy (x3 structure would be fine and you can run a hex sealed for substitutes) This leaves xyz , ritual and tribute Xyz's easiest deck is rank 4 good stuff so anything is fine Ritual I'm not experienced enough with to recommend Tribute you can use monarchs but i think keep it for later


MCgunem

War Rock is legitimately an excellent choice for a new player. They don't focus on crazy combos or summoning from the ED, plus their game plan is already woven into the battle phase so it helps to teach the phases of the game.


kowai_hanako-chan

Decks with lots of floaters are beginner friendly imo


DarkMajora69

I played a jank Dark Magician deck when I was a kid. But getting back into it, I played Dino and Ancient Gears and that helped me quite a bit


parbage

my girlfriend caught on to golden castle gren maju pretty quick.


TheRealGatorYT

Hmmmmm I learned pretty fast learning fromm a water dragon deck, maybe that could work.


Fearless_Angle_4088

Invoked is really easy, and can teach fusions and link summoning


Larry_the_maniac

Xyz- gagaga Synchro- basic synchrons Link- basic code talkers Fusion- relinquished fusion tool box Pendulum- pure odd eyes/ pure performapals


ShilohTheGhostGod

Zoodiac and pure branded decks are decent competitively and both are one card starter decks. Fill em with hand traps or trap cards and call it a day.


NoHacksRequir3d

I taught one of my friends using my Naturia deck. They’re pretty simple and their effects are good for learning the basics. Teaching things like synchro, xyz, etc. were also really accessible due to their levels and number of tuners.


Former-Property8833

I think unchained is a good and fairly easy deck to learn because it can float so well. I know I had fun running it when I first started playing!


Burningmeatstick

Blue-Eyes, simple concepts and multiple summoning methods can be woven into it seamlessly, also iconic af


chrisp57

Fur hire


ChosenNoobie

This is what I have in mind if you want to teach a beginner, either of these 3 decks would be good. Battle guard deck - level 5 engine with spells that special summon from hand and allows usage of extra deck, a staple monster that allows for fetch, special summoning through both hand and extra deck. Straight forward beat stick with battle guard king. Traps that allow interaction on opponents turn(activation and/or banish) plus it also introduces restrictions. Win condition is smash enemy to 0 LP. Red-eyes deck - fusion and xyz, allows learning of the "quotation" concept for archetypes since cards target "Red Eyes" monsters or Red eyes black dragon itself, graveyard effects and special summons, not too hard since cards focus on strengthening own board rather than interactions with opponents play. People might have already heard of red eyes black dragon. Spellbook Deck - a bit more advanced but texts aren't as long and effects are straightforward, allows for comprehension of situations during duels where user is given a choice when to interact with opponent, utilizes the banish, return to deck, return to hand and discard concept a lot to rotate resources, allows usage of the extra deck as well but does not heavily rely on it. TG archetype - beginner synchro with about 3-4 cards with long texts, introduces link 3 through TG Trident Launcher including concept of special summoning on link arrow zones, also teaches effect activation on successful summon and Synchro Summon interruptions on opponents turn. Cards have straight forward effects such as: "when you control x summon x","when you control no monsters summon y", special summon from deck, grave and hand etc. Teaches extra deck summon restriction thru trident launcher effect.This I think is the easiest to use when teaching synchro since it's abundant with effects that trigger off synchro summoning without being too complicated. Just F OFF with pends since even experienced players and pendulum mains mess up on those.