Well, I have a free day so I'll give it a try.
Every good duelist knows that in order to have a good deck, you need good cards.
However, the number of "Good cards" are limited if you count them one by one, but if you combine one card with another (I'm not speaking of Fusion) you can make a 'weak' cards become lethally dangerous, and this is what this article is basically about.
I'll start by giving off some examples of Combo moves:
1.
Astral Barrier+Spirit Barrier+Any monsterAstral Barrier:
If your opponent's monster attacks a monster on your side of the field, you can make the attack a direct attack.
Spirit Barrier:
While you control a monster(s), you take no Battle Damage.
Combine those two and have a perfect defense.
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2.
Protector of the Sanctuary+Morhping JarProtector of the Sanctuary:
Your opponent cannot draw cards except during Draw Phases.
Morphing Jar:
FLIP: Both players discard their hands, then draw 5 cards.
With this combo you can discard your opponent's hand by using Morphing Jar along with Protector of the Sanctuary's effect.
Note that while Protector of the Sanctuary is on the field you may not use Hand Destruction. (Another note, I didn't write stuff like "And you get to draw 5 new cards" since it's not the main idea)
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3.
King Tiger Wanghu+Burden of the MightyKing Tiger Wanghu:
As long as this card remains face-up on the field, destroy all monsters with an ATK equal to 1400 or less that are Normal Summoned or Special Summoned.
Burden of the Mighty:
Each face-up monster your opponent controls loses 100 ATK x its own Level.
An awesome combo that allows you to destroy your opponent's monsters with 1400 ATK or less that are normal summoned or special summoned to the field (Works greatly against Meta decks), since Burden isn't limited you may use up to three of them, however, it's enough to have 2 Burdens to screw your opponent.
For example, you have 2 Burdens and Tiger, if your opponent summons Blue-Eyes White Dragon (3000 ATK, 8 stars) it'll be destroyed, 3000-800-800=1400.
Since your enemy can set and flip summon their monsters, adding Light of Intervention will greatly help.
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The next examples are less important but I still think they're essential.
Some other examples may be:
Creature Swap+:
Each player selects 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
I.
Fire Sorcerer-FLIP: Randomly select 2 cards from your hand and remove them from play to inflict 800 points of Direct Damage to your opponent's Life Points.
II.
Ameba-When the control of this face-up card on the field shifts to your opponent, inflict 2000 points of damage to your opponent's Life Points. This effect can only be used once as long as this card remains face-up on the field.
(This technique is used by some burn decks)
III.
Griggle-When the control of this face-up card on the field shifts to your opponent, increase your Life Points by 3000 points. This effect can only be used once as long as this card remains face-up on the field.
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Another example for a combo is Chainsaw Insect+Appropriate:
Chainsaw Insect-If this card attacks or is attacked, your opponent draws 1 card at the end of the Damage Step.
Appropriate-You can activate this card when your opponent draws a card outside his/her Draw Phase. After that, each time your opponent draws cards outside his/her Draw Phase, you draw 2 cards.
With this combo Chainsaw's disadvantage becomes an advantage.
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Of course there are lots more of combos, I simply wanted to give you an examples.
Most of the combos I mentioned were combos of two cards, but there also a lot of combos that require more than two cards.
Also, there are many combos that allow you to special summon a lot of
strong monsters to your field.
For an example:
Future Fusion+2 Red-Eyes Wyverns+2 Red-Eyes Darkness Metal Dragon+1 Dragon type monster:Future Fusion-
Send, from your Deck to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and select that 1 Fusion Monster from your Extra Deck. Special Summon a Fusion Monster from your Extra Deck with the same name as the selected Fusion Monster during your 2nd Standby Phase after this card's activation. (This Special Summon is treated as a Fusion Summon.) When this card is removed from the field, destroy the monster. When the monster is destroyed, destroy this card.
Red-Eyes Wyvern-
During your End Phase, if you did not Normal Summon or Set a monster this turn, you can remove from play this card from your Graveyard to Special Summon 1 "Red-Eyes" monster from your Graveyard, except "Red-Eyes B. Chick".
Red-Eyes Darkness Metal Dragon-
You can remove from play 1 Dragon-Type monster you control to Special Summon this card. Once per turn, you can Special Summon 1 Dragon-Type monster, except "Red-Eyes Darkness Metal Dragon", from your hand or Graveyard.
For this technique you need to have in your deck: 2 Wyverns, 2 REDMD's and 1 Dragon.
You use Future Fusion in order to special summon Five-Headed Dragon(He'll be special summoned after your second standby) by sending the cards I mentioned before to the graveyard.
In the end of this turn use Wyverns' effect in order to special summon 2 REDMDs.
Another similar technique is done with Jinzo, use Future Fusion and then send the following cards to the graveyard: 3 Jinzo Returner+3 Jinzo+1 Cyber Dragon in order to special summon Chimeratech Overdragon.
By using Jinzo Returners' effect you may special summon 3 Jinzo from your graveyard to your side of the field till the end phase.
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And for the conclusion:
In order to make useless useful you have to use a combinations of cards.
With a correct usage, Kuriboh can perform an OTK, and Rescue Cat can become your ace card.
There are hundreds of variations for combos, use your creativity to make a deadly combo!
That's all for my article, I wasted so much time on it >_>'
ACE AND ONLY ACE WILL RATE IT.
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