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Tom Rogers on Duel Masters
Fact or Fiction: Card Advantage
 August 6, 2012

Hi, everyone! This is a short blurb series I will be doing on some common player myths that concern Kaijudo. Kaijudo is based off Duel Masters, which many players compare to other games a little too easily. As I will point out in this series, some concepts that are very valuable in other games may not hold as much water as you think in The Veil.

This is based on my experience as the #1 DCI-ranked Duel Masters player and knowledge from Gates of Fate having access to one of the first local Kaijudo metas.


Topic 1: Progressions


What is a "Progression?"

A while back I wrote a hefty tome on Duel Masters called "The Answer." In it I mentioned several powerful sequences of cards, that could be applied over a series of turns. I called these plays "Natural Strings."

The way a few players on the forums have been using the term "Progression" is the same thing. I'm not sure if we really need a standardized term for this, there isn't one and it's pretty common in all TCG's. I merely coined a phrase to make writing that article less confusing.

For example, Turn 4 Bronze-Arm Tribe --> Zaagan, the Dark Knight on the following turn. There are typically more cards involved but we're dealing with 2 starter decks so far in Kaijudo. A really easy one for Duel Masters is Turn 3 Bronze, Turn 5 Rumbling Terahorn, Turn 6 Magmadragon Jagelzor. Bronze facilitates the Terahorn faster, the Terahorn can search for Jagelzor. There's a level of synergy here.


Do We Need It?

Kind of. It's almost always "kind of" when asking questions like these. When there is a level of synergy in which the cards help each other come into play, it's very useful to know. It helps your playing and deck construction.

When it's just a "dream lineup" of cards that seem to be good, it can be interrupted. This can leave you with no recovery plan if you've constructed the deck to hit these dream lineups, or optimal progression.

So we want to have good combinations of cards in our decks that work together, but basing our deck around what we play on our turns can only take us so far. There's a whole other player in the game!

As an aside, I like "Natural Strings" because it's a lot more explanatory due to this information. The string can be broken and you need to start a new one!


How Important?

It's actually not super important. Some online players really get hung up on this, because the majority of playtesting is against other people doing stuff like this.

You only need to know 1-2 STRING PROGRESSIONS (see what I did there?) for your deck. They often won't connect unless your opponent is just handing you the game. MOST of the time, our opponent will do something that causes us to change our plans. Some sort of erm... opposition.


Final Stance

Keeping your back-up plans and safe hatches (see my next few articles) open is where you need to emphasize your deck-building skill.

String Progressions are definitely useful, but remember they are strings and can be broken! It's just not practical for a 2-player game to focus more than a little portion of your deck on this.


 


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