Combining Colors, to have five or not to have five?
-TheRareHunterHunter
The best
way to playing a deck incorporating all Civilizations is actually to not include
all Civilizations in your deck.
This may
sound akward, and perhaps you're even disappointed with my answer, but if you
have the forgiveness to hear me out, I beckon you
to.
Civilizations may begin to understand the specific arts
of another, which isn't uncommon during a war. The subtle tactics of one side
are best kept safe from enemy's notice, as they kill gradually, yet if one side
impresses the other with a conspicuous, grand attack, they can expect their
strategems to be studied and utilized against them. Well, that really only
applies to Duel Masters in the categories of the strengths that Civilizations
share and the next tournament-winning deck.
Anyway,
Light Civilization is a noteable society for copying the enemy's way of
fighting, which is reasonable with their technology; I imagine that observation
becomes a simple task for them.
The main
advantages of Light are: tapping, blocking, spell-searching, and untapping
themselves. Their combined disadvantages are few in comparison, except for the
fact that a duelist running a mono-light deck may become a little too
blocker-happy. Diamond Cutter may solve this problem, but early offensive
creatures are essential. There are cards capable of immeditately disengaging
blocker threats. One needs to keep up with the game from the beginning! Combine
Light cards correctly and you could have a threatening mono deck, but that's
aside from my main point.
Light is
known to have the greatest blockers of any Civilization. They can attack other
creatures and recieve no boost in cost nor overall penalty due to this effect. I
understand that they can't attack players, but I mean that not being able to
attack the player is not a penalty to being able to attack a creature. Perhaps
the only letdown of these terrific advantages is the increased rarity when
compared to the non-agressive Water Civilization blockers, but if money is no
option in deck-building, then there really is no problem. Light Civilization
also has a wider variety of blockers than in any other Civilization, meaning you
can pick and choose based on your priorities
in-game.
But
blocking isn't what made me note their observational technology nor their knack
for picking up other Civilization's tactics. It's cards such as Ethel, Star Sea
Elemental, Sonic Wing, Laser Wing, Hanusa, Radiance Elemental and Lah,
Purification Enforcer that make this clear.
Ethel, Star
Sea Elemental, Sonic Wing, and Laser Wing obviously make up for Light's lack of
usual unblockables, a key strength of the Water Civilization. These cards are
expensive and best used at the end of the game for the final touch to a win,
although always waiting until the end to start attacking is a bit questionable,
as a shield trigger from any Civilization can immediately ruin your
plans.
Hanusa,
Radiance Elemental and Lah, Purification Enforcer seem to resemble any of the
more offensive Civilizations. They come at a discount for more power. The great
thing about the Light Civilization is that it involves both the extraordinary
defense and the normal to extraordinary offense. However, the power house
offense is few throughout the Light Civilization, yet very critical to pulling
off effective taps in hopes of destroying a creature. Hanusa, Radiance Elemental
and Lah, Purification Enforcer are the ones designated for power in the Light
Civilization, and there are more possible choices.
Now onto a
Civilization with completely different views and ways of fighting, the Darkness
Civilization. Unlike the Light Civilization, Darkness relies on the strength
that it was given, not another's way of solving a war situation. This makes them
unique.
Darkness is
based on creature destruction, hand destruction, (I believe that combined this
tactic is called "control) lesser blockers, (Some are offensive, but they just
don't match up overall to Light Civilization's blockers, in my opinion) and
fast, powerful creatures. (This advantage automatically has a disadvantage, as
there is usually a creature sacrifice involved) Darkness is a great Civilization
addition to any multi-colored deck, especially in coordination with the swarming
ability of the Fire Civilization or the highly capable blockers and diverse
abilities of the Light Civilization.
In my
opinion, running a Light-Darkness-Fire deck incorporates the most powerful
elements of the game. Light for blockers abd assistance in attack, Darkness for
control and assistance in attack, and Fire for swift attack. Simple, yet
effective. The only element this deck is missing is Nature's mana-gathering, but
that brings me to another point.
Nature
strongly resembles Fire in it's ability to summon strong, small creatures at the
beginning of the game, so a swarm element comes into play. Also, the creatures
such as Roaring Great Horn, Deathblade Beetle, and Fighter Dual Fang are the
power-packed double-breakers that resemble Fire Civilization's strongest forces.
Playing Nature can override the need of Fire to swarm, but Nature doesn't have
the creature-destroying properties of Fire such as Tornado Flame. Darkness was
intended to handle this position, however, so a Darkness-Nature-Light deck would
work well. But Nature wouldn't neccessarily eliminate Fire as an option,
exactly. Fire could have support creature-destroying cards, and it's range of
creature-powering cards such as Magma Gazer is something to
consider.
Water has
the most unblockable creatures and cards that make your deck an open index with
drawing and searching abilities. It's an excellent support Civilization. Strong
unblockables such as King Depthcon and Crystal Lancer don't always need a
blocker to fend off opponent's attacks, however, the basic unblockables such as
Candy Drop, Faerie Child, and Tropico need to be defended. This is reasonable,
because if you're trying to win, you'd rather have a strategy that can make you
win sooner, which means having out less mana. So King Depthcon and Crystal
Lancer are valuable options for late in the game, but blockers can help protect
unblockables as they begin gnawing at the opponent's defenses earlier
on.
Prolonging
the game can allow you to summon the high-costing greats of the Water
Civilization, but instead of waiting for the chance, make the priviledge come to
you! Take thought in the advantages of the Nature Civilization! Another ideal
deck could be Water-Nature-Light for this reason! It doesn't have the normal
creature destruction that Darkness or Fire could supply, yet Light and their
tapping abilities along with strong creatures such as Hanusa or Fighter Dual
Fang are capable options!
To analyze
a Water-Nature-Light deck further, it must be seen as a versatile deck. The main
civilizations to break your opponent's shields shall be Water and Nature, yet
Nature would more prefferably be the primary offense. Light becomes another
Civilization for sheild-breaking later on in the game. The most effective way to
carry out your offensive line up is to make sure every civilization pitches
in.
In this
sort of deck, however, it's safest if shield-breaking placed in priority after
you've attacked and destroyed your opponent's creatures. You may have blockers
out, but after your opponent destroys them all or bounces them all in one turn,
you're subject to an onslaught of six or more creatures, and that can often be
the end of the game unless you're lucky enough to muster a shield trigger. But
skill throughout the game with the cards you've assembled due to luck of the
draw is more reliable than shield trigger-luck, because you get to see what
cards you get with the luck of the draw. Four Holy Awes doesn't guarantee one
shall be set as a shield. And even then, being able to draw it when you need it
rather than waiting for it as a shield can be
essential.
Though one
should be cautious about having too many high-cost cards in their deck, they
should not deny a specific card just because it costs too much and you already
have your deck loaded down. If you really need a card, just make room for it. On
a regular basis, the high cost cards shall help you more later in the game than
those costing 1, 2, or 3. The super rare cards tend to become repeditive as they
are based upon power, but adding one from each Civilization in your deck only
gives you a better chance of wielding that power.
Implementing all Civilizations isn't always so bad. The
reason tri and quad-colored decks work so well is because, once you've gotten a
mana of every Civilization out on the field, you can cast spells and summon
creatures of any of those Civilizations afterwards. Notice that the normal
disadvantage to multi-colored decks is that you'd prefer a mana of every color
out on the field, and not having one of every color is such a temporary setback,
yet still aggravating.
When
looking at your hand, remember that you are basically looking at mana cards and
cards you're going to use, even if you can't differentiate at the moment. This
can be the most annoying setback to multi-colored decks of all. This is the
difference between keeping your best cards in your hand for use late in the game
or playing them as mana for earlier creatures to save yourself when they're your
only option. You can't save your entire hand for playing unless you are involved
in the final stages of the game. Even then, it is difficult to play them all
simultaneously if you refuse to play mana, and there are several good cards
which get you ahead of the competition for only one turn. Also, with a
multi-colored deck, summoning valuable evolutions in attempt to avoid summoning
sickness involves having two of the same color mana down, one for the first
creature and one for the evolution, so a combination of similar Civilization
cards is hard to pull off in such a deck.
Don't just
narrow your selection of cards to the specialties of each civilization if you
don't intend to run all five Civilization types. By doing such a thing and only
running two or three Civilizations, your deck has an unavoidably obvious
weakness. That weakness is the combined defficiency of the Civilizations you
have chosen. Also, you are taking away the advantages from Civilizations such as
Light who import other Civilization's powers. (Sorry about my constant allusion
to Light in this manner, it's just the most obvious example) Also, in attempting
to do this, you lower your chances of pulling a card out of a single booster
pack that you would consider using.
When
dueling, remember to think ahead. If you're afraid that your opponent has a
shield trigger down, think about the fact that, no matter what, your opponent is
going to be out one or two shields when you attack. There is no way around
attacking shields. You must finish the game by doing so. It's a lot better to
experience a setback near the beginning of the game than during the last,
critical moments.
As a final
tip, you don't have to listen to everything I suggested. This game has no one
theory to solve for a guaranteed victory, so expirement yourself. It's much more
fun than reading every boring detail of this essay.
Questions,
comments, or the fact that you're bored, you can contact me one of two ways,
unless you geniusly find another way...
therarehunterhunter@yahoo.com
Or you can
IM me on AIM at PheoGarurumon
-TheRareHunterHunter