Yu-gi-oh 7 Trials to Glory World Championship Tournament 2005 Hints and Tips

Here is Yu-gi-oh 7 trials to glory Hints and Tips where you can find some useful tips and information to play Yu-gi-oh 7 Trials to Glory World Championship Tournament 2005. If you need cheat codes for this games, you can read Yu-Gi-Oh! 7 Trials to Glory: World Championship Tournament 2005 Cheat Code.

Yu-gi-oh 7 Trials to Glory Hints and Tips

This section lists hints and tips that should give you some assistance in playing this game.

*You’ll need to grind a bit every now and then to be able to buy more packs and strengthen your deck. If you’re having difficulty grinding, I advise dueling Tea Gardner. Tea isn’t that hard, as her strategy revolves around maintaining her LP rather than attacking. She gives around 428 DP if you use a simple beatdown deck to inflict 12000+ LP of damage.

*Good cards are scattered throughout the Volume packs, so it will take sometime or luck to get them, as there is a large amount of cards in those packs. Fortunately, the same cards can be found in speciality packs such as Light Collection, Dark Collection, Water Collection, Reverse, Field and Equip. Volume 3, 5 and X have the best cards of the Volume packs.

*You’ll need to tweak your deck every now and then to comply with card
restrictions, so I advise using similar cards to the ones that are banned to
try to get around them.

*I advise having only a few tribute monsters in your deck, as they require tributes to be summoned. I’d recommend having a lot of non-tribute monsters to avoid getting an opening hand with only spells, traps and tribute ones.

*If you suspect that your opponent has a Trap Card face-down on the field, you can attack with a weak monster to set it off. That way, your strong monsters will be safe from its effect. Note that this strategy doesn’t work against Mirror Force and Torrential Tribute, since the Trap Cards can destroy all your monsters instead of just one.

*If you switch all your monsters to defence position, a CPU opponent will always attack as long as their DEF is less than the ATK of his/her monsters. If the opponent has strong defensive monsters on the field, you can trick him/her into attacking with them and they’ll be left in attack position.

*When you are constructing your deck, I advise keeping the number of cards close to the minimum of 40. If you have fewer cards in your deck, you’ll have a better chance of drawing the card you want. I recommend having a balanced ratio of 2:1 in monsters versus spells and traps to make planning strategies easier.

*Cards such as Snatch Steal, Change of Heart and Monster Reborn can be used to steal your opponent’s monsters so you can use them as sacrifices to summon your stronger tribute monsters.

*If your opponent has strong monsters on the field, I suggest playing Swords of Revealing Light or Messenger of Peace. The former Spell Card can prevent your opponent’s monsters from attacking for 3 turns. The latter Spell Card can immobilize all monsters on the field with an ATK of 1,500 or more in exchange for 100 Life Points after every turn.

*The Insect Barrier/DNA Surgery combo is a good strategy to defeat duelists. When the latter is activated, select Insect as the Type. Since all face-up Monster Cards are now treated as Insect-Types, the former prevents your opponent’s monsters from attacking.

*If you suspect your opponent has a Flip Effect Monster face-down on the field, you can use Nobleman of Crossout to destroy the monster and remove it from play. The opponent must then check his/her deck and remove all monsters of the same name from play.

*The effect of Book of Moon changes one face-up monster on the field to face-down defence position. The card can be used in 3 ways:
1) Use a Flip Effect again.
2) If you use it when your opponent’s monster attacks, you can stop the attack and change the monster to its likely weaker defence position.
3) You can remove an Equip Spell.

*The effect of Tsukuyomi also changes one face-up monster on the field to face-down defence position. This card returns to the owner’s hand during the End Phase, making it difficult to destroy. It can be used in 2 ways:
1) Use a Flip Effect again.
2) Change a monster to its likely weaker defence position.
3) You can remove an Equip Spell.

*Once per turn, you can flip Guardian Sphinx into face-down defence position during your Main Phase. When this card is Flip Summoned, all monsters on your opponent’s side of the field are returned to the owner’s hand. Guardian Sphinx can be used to remove monsters and Equip Spells.

*When Giant Germ/Nimble Momonga is sent to the graveyard as a result of battle, you can Special Summon up to 2 monsters of the same name from your deck to your side of the field. These monsters can be used as tribute fodder to summon strong ones.

*If your opponent specialises in using certain monster types, you can use Tribe-Infecting Virus to clear the field of them. Since you must discard 1 card from your hand to do this, I suggest choosing Sinister Serpent, as you can discard it repeatedly to maintain the effect of Tribe-Infecting Virus.

*The effect of Magician of Faith allows you to select 1 spell from your graveyard and return it to your hand. This effect can be used to re-play cards like Graceful Charity and Swords of Revealing Light. Mask of Darkness does the same thing for traps such as Mirror Force and Ring of Destruction.

*The effect of Rush Recklessly increases 1 monster’s ATK by 700 points during the turn this card is activated. The card can be used to make your monsters stronger than your opponent’s attack/defence position ones. If you use it when the opponent’s monster attacks, you can counterattack to destroy his/her
monster as long as your monster is stronger.

*The Gravity Bind/A Legendary Ocean combo is a good strategy for defeating opponents. Although Gravity Bind prevents all 4-Star or higher monsters from attacking, A Legendary Ocean downgrades all Water-Attribute monsters by 1 Star, so your 4-Star Water monsters will still be able to attack.

*When Witch of the Black Forest is sent from the field to the graveyard, you can select 1 monster with a DEF of 1500 or less in your deck and add it to your hand. This effect can be used to acquire handy monsters like Jinzo and Summoned Skull. Sangan does the same thing for monsters with an ATK of 1500 or less such as D.D. Warrior Lady and Magician of Faith.

*The effect of Smashing Ground destroys 1 face-up monster with the highest DEF on your opponent’s side of the field. Fissure and Widespread Ruin do the same thing to 1 monster with the lowest and highest ATK, respectively. The cards can be used to remove any monster if your opponent only has one monster on the
field, giving you the chance to attack him/her directly.

*The effect of Graceful Charity allows you to draw 3 cards from your deck, then discard any 2 from your hand. This effect can be used to discard a monster to the graveyard and then Special Summon it to the field via resurrection spells like Premature Burial and Monster Reborn.

*Royal Command and Light of Intervention can negate the activation and effects of all Flip Effect Monsters. This is handy for dealing with problematic monsters like Penguin Soldier and Man-Eater Bug.

*4-Star and below monsters can be Normal Summoned without tributing another monster. The top class of these monsters have 1900 ATK. There are monsters with 2000 or greater ATK, but they always have a negative effect.

*When Dark Magician of Chaos is Normal or Special Summoned, you can select 1 spell from your graveyard and return it to your hand. If this card destroys a monster by battle, that monster is removed from play instead of going to the graveyard. This card can be used in 2 ways:
1) Re-replay spells like Harpie’s Feather Duster and Premature Burial.
2) You can remove monsters (eg. Giant Germ) from play to avoid triggering their effects.

*I advise having some monster removal, resurrection and disruptive cards in
your deck, as they can fit into nearly any deck theme. Some examples of these
cards are listed below.

Resurrection: Premature Burial, Monster Reborn, Call of the Haunted
Removal: Fissure, Smashing Ground, Widespread Ruin, Exiled Force, D.D. Warrior
Lady, Sakuretsu Armor, Mirror Force, Bottomless Trap Hole, Raigeki Break, Trap Hole
Disruptive: Compulsory Evacuation Device, Reflect Bounder, Mask of Weakness, Rush Recklessly, Zero Gravity, Nightmare Wheel, Mask of Dispel, Mask of the Accursed, Guardian Sphinx, Blast Sphere, Shadow Spell

*When you are placing spells/traps on the field, try to only have 1-2 in your spell/trap zone at a time. That way, if the opponent uses spells like Heavy Storm, Mystical Space Typhoon and Giant Trunade, you won’t lose a lot of cards.

*It takes a lot of luck or time to pull rare cards from packs, so I recommend inputting their passwords into the Password Machine to obtain them. That way, you should be able to construct a strong deck more quickly and easily.

*The effect of Cyber-Stein allows you to Special Summon a Blue-Eyes Ultimate Dragon from your Fusion Deck. If you then equip Megamorph for a 9,000 ATK monster and Fairy Meteor Crush/Big Bang Shot for pierce damage, you have a good chance of doing an OTK.

*Most opponents don’t use spell/trap removal cards, so using stalling cards such as Gravity Bind can make winning an easy task.

*I advise not using fusions or rituals, as they require specific cards to be summoned and can be removed from the field too easily. Exceptions: XYZ fusions and Fusion Monsters summoned via Cyber-Stein’s effect.

*Have only 2-3 monsters on your field at a time. That way, if you trigger a Torrential Tribute or Mirror Force, you won’t lose a lot of monsters.

*Whether or not you win a duel can depend on your opening hand or your opponent’s. If he/she gets a bad hand or you get a good one, winning should be easier. If the opponent gets a good hand, winning will be harder, as he/she’ll probably play a lot of cards to catch you offguard in the first few turns, though he/she might run out of cards to play for a while if he/she uses up a lot of them straight away.

*I suggest having a few cards ready such as Seven Tools of the Bandit and Trap Jammer to counter the effects of traps. Also, try using spell/trap destruction cards such as Harpie’s Feather Duster, Heavy Storm and Mystical Space Typhoon to destroy them.

*Sinister Serpent can be used with cards, such as Raigeki Break and Tribute to the Doomed, to make discard costs practically costless.

*If you want to see what cards are in your opponent’s hand, I advise using Ceremonial Bell. It works well in decks with stalling cards such as Gravity Bind.

*Sasuke Samurai is good for destroying your opponent’s face-down Defence Position monsters, especially ones with flip effects.

*Ring of Destruction can be used with a high ATK monster or powered up monster (eg. Maha Vailo) to win a duel or end it in a draw. A few duelists use the card, so watch out.

*High ATK non-tribute monsters with negative effects such as Jirai Gumo and Goblin Attack Force are good defenders if you don’t want to attack with them.

*You can discard a Skull-Mark Ladybug from your hand to pay a cost for another card (eg. Raigeki Break) and still gain 1,000 LP.

*Emergency Provisions can be chained to the activation of your other spells and/or traps such as Poison of the Old Man and Reckless Greed to gain even more LP.

*Copycat can be used in 3 ways:
1) Copy an opponent’s strongest monster.
2) As it’s a level 1 monster, it can attack freely even if Gravity Bind is on the field.
3) Works well with Luminous Spark.

*The Thing in the Crater can be used to summon any Pro-Type monster such as Twin-Headed Fire Dragon and Mr. Volcano without needing tributes.

*You can use A Hero Emerges to summon mid-high level monsters without tributes or discard a card to the graveyard.

*You can discard a Thunder Dragon to add up to 2 monsters of the same name to your hand. Useful for thinning your deck or gathering the fusion materials needed for Twin-Headed Thunder Dragon.

*Des Feral Imp is useful for retrieving Exodia pieces or recycling cards such as Magician of Faith.


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