yugioh creator deck Yu-Gi-Oh OCG Deck Build Pack "Grand Creators" [DBGC] (Japanese)
SKU: 3852922041
yugioh creator deck

yugioh creator deck Yu-Gi-Oh OCG Deck Build Pack "Grand Creators" [DBGC] (Japanese)

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Description

yugioh creator deck Yu-Gi-Oh OCG Deck Build Pack "Grand Creators" [DBGC] (Japanese)Create a glittering world! Introducing the 9th deck build pack that contains cards of the same series and you can enjoy deck building with just the recorded cards! This time too, three different types of series and easy to use cards that strengthen the deck are included. "PUNK" that develops level 8 with the effect and connects to level 11 S monsters with the level 3 psychic tuner as the axis, "Exo Sister" that does not allow the opponent's graveyard


Create a glittering world!

Introducing the 9th deck build pack that contains cards of the same series and you can enjoy deck building with just the recorded cards! This time too, three different types of series and easy-to-use cards that strengthen the deck are included. "PUNK" that develops level 8 with the effect and connects to level 11 S monsters with the level 3 psychic tuner as the axis, "Exo Sister" that does not allow the opponent's graveyard to use the X monster as the main force, "Brave" Introducing a new series that utilizes "Tokens"!

 

A deck that revolves around a level 3 psychic tuner, calls level 8 fusion monsters that can be special summoned from your hand, and level 8 fusion monsters that can be called by 2 friends, and connects them to level 11 S monsters on the trump card.

The attack power of the S monster is 3000, and it also has a flashy effect that blows away the cards of the opponent's field at once !! Its power increases according to the number of types of friends in the field / graveyard !!!!

Level 8 fusion monsters support the development and success of S monsters! From the effect of splitting, you can bring it to the development that leads to S summoning, or you can give the effect of using S material to attack the trump card twice !!

In addition, the magic / trap card has the effect of countering the effect of the opponent and the effect of capturing the opponent's lineup, creating an advantageous situation.

Wipe out the opponent's field with a flashy effect and win with a powerful continuous attack!

"Exo Sister" is a deck that fights while fighting against or blocking the opponent's use of the graveyard by its effect, with the X monster as the main force.

In addition to aiming for X Summon with 2 special summons using "Stella" and "Eris", there is also an X Summon from 1 Level 4 monster that has the effect of activating when a card moves from the graveyard depending on the opponent!

X monsters not only have the effect of countering monsters specially summoned from the graveyard, but also have the effect of adding cards from the deck to your hand and capturing the opponent's lineup, so let's deploy X monsters according to the situation!

Magic / trap cards also strongly support the development that leads to X summons!

Create a situation where you can aim for X summons on your opponent's turn, and fight while restraining your opponent !!

A series of battles using a wide variety of magic cards and "Brave Tokens".
Starting from the "Alamesia Ceremony", special summon the "Brave Token", which is the center of your strength, and connect it to the "Journey of Destiny", and add monsters and equipment magic cards to your hand to get ready! !!

Monsters can be special summoned if they have a "Brave Token", and their activities are supported by equipment magic. In addition, many cards have the effect of withdrawing or reusing cards from the deck or graveyard, and the development of fighting while preparing the lineup one after another is powerful!

 
Concept pack
Yugioh Official Card Game Duel MonstersDeck build pack Grand Creators
Saturday, August 28, 2021
165 yen (main unit price 150 yen)
  • 1 pack: 5 pieces
  • 1 box: 15 packs
  • Card types: All 45 types
    [Ultra Rare ・ ・ ・ 3 types / Super Rare ・ ・ ・ 12 types / Normal ・ ・ ・ 30 types]

  • * 1 Box does not have all 45 types.
  • * There is also a secret rare specification for ultra rare cards.
  • * Parallel specifications exist for all 30 types of normal.
  • * Product specifications are subject to change.
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        SKU: 3852922041

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        Tinkerer
        Birmingham, US
        ★★★★★ 5
        There's nothing else out there that's this comprehensive
        Format: Hardcover
        Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
        WAS THIS REVIEW HELPFUL?YesReportShare
        Reviewed in the United States on August 18, 2019
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        robert thompson
        Birmingham, US
        ★★★★★ 5
        Don't peek at the next page.
        Format: Hardcover
        Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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        Reviewed in the United States on February 6, 2022
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        Vincent Marias
        Belleville, US
        ★★★★★ 5
        The Bible, if it was good
        Format: Hardcover
        I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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        Reviewed in the United States on October 29, 2024
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        Joan Rubio
        Chelsea, US
        ★★★★★ 5
        Imprescindible
        Format: Hardcover
        Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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        Reviewed in the United States on October 15, 2025
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        Piotr S.
        West Palm Beach, US
        ★★★★★ 5
        good quality
        Format: Hardcover, Format: Hardcover
        Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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        Reviewed in the United States on February 13, 2019

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