Does
DM favor deck variety? - Rebellee1187
Hey, it's rebellee1187 again. This is my first
article, and my second contribution to Pojo's DM
site.
Anyhow, todays article discusses on whether or not DM
favors variety, or if it requires you to use one particular deck or another to
really do well on the tournament scene. For most of my comparisons, I will
be comparing to Yu-Gi-Oh (YGO) and Pokemon. I don't know much about any
other games, so I can't comment on them.
Anyways, what this article is really trying to examine
is this: Can rouge decks ACTUALLY do fairly well on the tournament scene?
In some games, like YGO, if you do not run the main types of competitive decks,
you WILL get steam-rollered on the big tournament scene. In Pokemon,
certain decks work better than others, but it has a comfortable amount of
breathing room for you to try something new and still do reasonably
well. But can the same be said for Duel
Masters?
I belive the answer is yes. All the civ's have
their strong points, and though some do combo better than others (Grass and Red
play well together, whereas I've yet to see a real good light/grass combo), they
can all be put in a variety of decks and still do reasonably
well.
Why is that? Personally, I believe it's because of
the options DM presents you with what to do with your cards. If it's not
anything you need at the moment, you can use it for Mana. And speaking of
mana, you only need ONE of that cards type to summon it, so bringing it out can
be fairly simple.
Thats another thing that allows for creativity in this
game, the ability to run tri-color (And more!) decks. From what I
understand about Magic (I don't play magic), playing more than about two colors
in a deck is not a good idea. In Pokemon, two is about all that can work
well together (Colorless Pokemon not included, they aren't REALLY a type).
In Yu-Gi-Oh, there are no colors, but monsters are classified by types (though
that really seldom impacts the game). Duel Masters really free's you up to
be an individual when designing your deck, as you could have only about 6 of any
one color in your deck and can be fairly sure you'll have the mana you
need.
Also, no civilization seems to be particularly better
than any other, though each have their own strengths and
weaknesses.
RED- Fast, but hard on the
mana
GREEN- Not much on the attack, but provides lots of
Mana
BLACK- Removal spells, but little
protection
LIGHT- Few good attackers, but lots of good
blockers
BLUE- IMO, the best CIV. Has non-blockables,
though it's blockers can't attack. Also has
bounce.
Like I said earlier, some Civ's do work better together
than others, but all COULD potentially work together and do fairly well (anyone
in a draft tourney has probably learned that). And in creative hands, the
civilizations can match very well, by perhaps using "off the wall"
strategy's.
Well, you've dealt with my article for this long, so
I'll wrap this up now. Does DM favor deck variety? I think it
does. Do you disagree with me? Agree with me? Not care, but
wanna chat? Wanna Rant at what I've said? Wanna send me prizes (Wink
Wink Nudge Nudge Pojo People)?
Send me an e-mail at rebellee1187@msn.com . I look
forward to hearing from you.
*Rebellee1187*
"I AM NOT PINK!"