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Hydromorph's Duel Masters Haven
Tempo, Tempo ...
12.14.04
The Shadowclash
of Blinding
Night and the
Tournament of
the 5
Civilizations
have come and
passed in, what
proved to be
down here
anyways, a major
month for Duel
Masters. We
nearly tripled
the number of
potential
players we have
from about 10 or
12, to well over
thirty, with
more coming in
each day. 21
People played in
the 5
Civilizations
tournament.
While the main
eye candy of the
tournament was
Trox, Ballom,
Alcadeias and
company, the
surprise to beat
them all came in
a very deceptive
form that had
everyone rushing
to the
dictionary to
figure out what
the word Tempo
meant.
But I’ll save
you a trip.
Tempo is
basically the
expected flow of
the game. Tempo
decks are based
around
consistently
playing
threat/answer
every turn and
ensuring that
they are able to
do so. Enter
random kid with
Kool-Aid in hand
<<But Hydro!
What the heck
are you trying
to say, expected
flow?>> Well my
sugar hyped
friend, let me
explain.
Most card games
are designed
with an expected
flow. Cards are
designed around
this expected
flow. I mean,
you don’t expect
your opponent to
be playing a
4500 power
creature turn 1,
do you? Didn’t
think so. Let’s
take the basic
Vanilla Fire
Creatures…
Turn 1 - Deadly
Fighter Braid
Claw - 1000
Power
Turn 2 -
Immortal Baron
Vorg - 2000
Power
Turn 3 -
Explosve Dude
Joe - 3000 Power
See? This is a
basic pattern of
turns. Every
turn you play a
creature, and
that creature is
expected to get
bigger. But your
opponent has to
be able to
defend, right?
Lets look at
Water blockers
in response to
these plays…
Turn 1 - Aqua
Guard - 2000
Power
Turn 2 - Hunter
Fish - 3000
Power
Turn 3 - Phantom
Fish - 4000
Power
The blockers are
designed so
that, on a
perfect scale,
you will always
be able to play
a creature that
is stronger than
the one your
opponent played
on the same
turn. Now, if
you always have
blockers that
are bigger than
your opponents
creatures,
there’s no
action, which
leads to a
boring game.
Well you’re
lucky WotC
doesn’t
disappoint and
is always
willing to throw
some Power into
Attackers. Like…
Turn 2 - Brawler
Zyler - 3000
Attacker
Turn 3 - Golden
Wing Striker -
4000 Attacker
Turn 4 - Dome
Shell - 5000
Attacker.
Take that stupid
Blockers. This
allows an
aggressive
player to find
strength
necessary to
punch through.
Now you won’t be
attacking with
those creatures
until a turn
later, but it
puts the
pressure on your
opponent to find
a solution. In
the previous
examples, where
you would match
their creatures
attack strength,
they now must
match yours.
However, the
Power ratio
doesn’t just
stay on the same
scale. Check out
Lights blockers…
Turn 1 - La Ura
Giga, Sky
Guardian - 2000
Power
Turn 2 - Sarius,
Vizier of
Surpression -
3000 Power
Turn 3 -
Senatine Jade
Tree - 4000
Power
Turn 4 - Dia
Nork, Moonlight
Guardian - 5000
Power
Turn 5 - Szubs
Kin, Twilight
Guaridan - 6000
Power
Turn 6 - Gran
Gure, Space
Guardian - 9000
Power
Notice the power
jump? The reason
for this is
where the mana
part of tempo
comes in. If you
play a mana, and
a creature every
turn, you’ll be
able to do that
for 5 turns max.
Then you won’t
have any cards
in your hand.
I’ll wait since
a lot of you are
probably doing
the math right
now. HA! Told Ya!
That’s why
high-end cost
creatures
usually have
more power than
most, since you
have to skip a
turn of playing
something before
you play them,
minus certain
exceptions like
Bronze Arm
Tribe, which I’m
well aware of.
That in mind,
Tempo decks
usually try to
find some way of
eliminating the
power curve.
4000 or 5000 on
turn 3 is better
than 3000. Cards
that are
overpowered but
offer better
Tempo usually
come with
drawbacks. Like
Onslaughter
Triceps is 5000
Power on Turn 3,
but makes you
destroy a card
in your mana
zone. This
prevents you
from the most
effective turn 4
play, but gives
you more power
in response.
Now, the Tempo
Deck that took
second place at
our 5
Civilizations
Tournament was
Light and Nature
based, a
combination that
Shadowclash
supported. The
Deck, named LAN
(Light and
Nature) is a
basic Tempo
deck, and showed
testament down
here that even
in this game,
consistency is
key.
3 Aeris, Flight
Elemental
2 Deathblade
Beetle
2 Supporting
Tulip
4 Amber Grass
4 Emerald Grass
4 Exploding
Cactus
4 Sword
Butterfly
4 Kolon the
Oracle
4 Saruis, Vizier
of Surpression
4 Fonch the
Oracle
4 Holy Awe
2 Sword of
Benevolent Light
Judging at first
sight can be
deceptive. Now,
the deck seems
very redundant,
but it’s the
consistency that
gets it through.
Take a quick
look.
Turn 2 - Play
either Emerald
Grass or Sarius
(3000 Blocker)
Turn 3 - Play
either Exploding
Cactus (Usually
4000 Power) or
Sword Butterfly
(5000 Attacker)
Turn 4 - Play
either Kolon the
Oracle or Fonch
the Oracle
(Small creature
plus
tap-ability),
then attack that
creature with
Cactus/Butterfly.
Turn 5 - Play
Aeris or
Deathblade,
another big
range creature.
Turn 6 - Holy
Awe, eliminate
your opponents
field.
This is how
nearly every
game panned out
for Zach, the
kid who took
second. Now, I
will admit that
not every deck
should rely on
these perfectly
synchronized
plays, but Tempo
decks are
designed with
just that in
mind. You’ll
also notice that
there are
multiples of
certain cards at
certain
situations to
ensure that you
have them.
8 Turn 2 plays
8 Turn 3 Plays
8 Turn 4 Plays +
Amber Grass
5 Turn 5 Plays +
Supporting Tulip
4 Turn 6 Plays +
Sword of
Benevolent Life
(2 Cost)
The reason you
can downhill the
count as the
turns increase
is that you will
have drawn more
cards by then,
so your odds of
drawing the one
you need will
have gone up.
Now, this is a
direct reprint
of the deck Zach
played, and you
could increase
the turn 5 Plays
by one to make
the curve
slightly more
solid. But this
should give you
a basic idea of
how things are
supposed to go.
If you can
consistently
make plays that
are above that
of the basic
tempo the game
sets, it will
reward you.
Decks like this
also play out
very similar
each time you
play them, so
you get into a
rhythm of what
to do when you
play. Tempo,
Rhythm, get it?
Just like in the
music class
where you didn’t
pay attention.
There are other
forms of Tempo
decks. Not just
blockers and
attackers. It
can involve
bouncing a
creature or
destroying it,
just whatever
your deck needs
and what turn
you need to do
it. Here’s an
example of a
play in which a
Water deck would
keep threats off
the field.
Turn 2 - Spiral
Gate - Bounce
Turn 3 - Phantom
Fish - Blocker
Turn 4 - Unicorn
Fish
-Bounce/Creature
Turn 5 - Corile
-
Bounce/Creature
Turn 6 - Aqua
Bouncer -
Bounce/Creature/Blocker
Now, because not
many cards can
fill these gaps,
your draws will
be less
consistent. But
when multiple
copies of cards
that can fill
these roles come
out, you can
build a good
tempo deck, like
in the one
above.
It’s also a very
good way of
determining
what’s needed
when tweaking
your deck. If a
Turn 3 Barkwhip
the Smasher is
giving your deck
problems, find
solutions.
Obviously
Tornado Flame,
Crimson Hammer,
and Death Smoke
won’t be able to
defeat a 5000
Power creature
that’s tapped
most of the
time, but cards
like Volcanic
Arrows and
creatures that
can attack for
5000+ will be
able to. Finding
cards that can
fit the mold
into decks and
give you the
advantage
against your bad
matchups is
usually what
sideboarding is
about, but until
that day comes
for Duel Masters
you’ll have to
settle for
maindecking
exactly what
your deck needs.
Until Next Time,
keep it
consistent.
Ronald (Hydromorph)
Waclawski
Kian1602@hotmail.com
AOL:
hydromorph1602
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