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Hydromorph's Duel Masters Haven
In Control
03.25.05
Before you start reading I’d like to explain that everyone
has a different metagame for any game, and Duel Masters is
no exception. When you’re looking for help with your deck,
just remember that odds are the decks in your area vary
differently from those in other states or cities. This
usually spawns from various forms of play styles.
A game of Duel Masters in my area usually has a known
aggressor and a defender. The aggressor is usually the one
to make the first creature drop and they start swinging
towards the shields. The aggressors job is now to destroy
all his opponents shields as quickly as possible. The
defenders job then is to stabilize the board, so that the
cards they drew will eventually help them win due to
overwhelming their opponent in card advantage.
While most decks nowadays seem to be designed with a purely
aggressive take on the game, I like the control side of the
spectrum slightly better. The control player likes to think
about things this way: My opponent should never have cards
up on me. The cards in my mana zone PLUS the cards in my
battle zone PLUS the cards in my hand should always be
greater than the cards in my opponents mana zone PLUS his
hand, PLUS his battle zone. This is card advantage.
Some of the cards I had been an advocate of for a long time
net you such an advantage. Some of these cards net you an
immediate advantage. Bronze Arm Tribe and Aqua Hulcus both
net you a free cards going into a zone which can immediately
net you an advantage, the mana zone and hand respectively.
Also, consider your opponent destroying your creature with a
card such as Crimson Hammer. You and your opponent each lost
a creature in the struggle, however, you now have an extra
card your opponent doesn’t due to the creatures effect. This
is the reason these cards are good is that the net you card
advantage.
Right now I’m going to defend some of the cards that I
believe net you this advantage quite well that others have
frowned upon, and perhaps I’ll persuade some others into
giving it a second look. The first and most controversial
card it would appear I rated was Swamp Worm. I will be the
first to admit, since as early as Rampage’s metagame, Swamp
Worm hasn’t been a good card, in fact, in terms of pure
economy, it’s a terrible card.
A 2000 body costs approximately 2 mana for the Darkness
civilization. The added effect or your opponent choosing and
destroying one of their creatures is probably between 3 and
4. So, if you combined the two Swamp Worm would have a cost
of about 5 or 6. Instead, it costs 7, which not only is
expensive, but isn’t very practical or at a time in the game
where it would be detrimental to your opponent.
However, in teems of cards advantage, Swamp Worm is an
excellent example. Lets say your opponent has an Onslaughter
Triceps left on the field. You play Swamp Worm, destroying
it. Your opponent then plays Tornado Flame on Swamp Worm,
destroying it. Your opponent is now down 2 cards, Triceps
and Flame, while you only lost 1, the Worm. Over the long
haul of the game, this type of advantage over your opponent
can win games. But it gets better.
Now lets say your next opponent has a Fighter Dual Fang on
the field. You play Swamp Worm, destroying it. Your opponent
then plays Natural Snare on Swamp Worm during his next turn.
First, you destroyed Fighter Dual Fang, eliminating it from
the field. Your opponent loses Fighter Dual Fang, but also
in turn loses the card under it. Then your opponent loses
another card (Natural Snare) to get rid of Swamp Worm, and
while it’s removed from the battle zone, it hasn’t netted
your opponent an advantage since you still have some form of
access to it, as mana. This trade-off essentially gave you
three cards up on your opponent at zero cost to you.
Vampire Silphy can destroy several creatures at a time of
your opponents, which can net you an immediate advantage
without your opponent even having to waste removal on it.
Lost Soul not only can give you an insurmountable amount of
card advantage, but also stops your opponents game
progression. They no longer have new resources (cards in
hand) to create an assault.
That being said, some of these cards have been slightly
dated as many of the cards in the game now have speeded it
up quite a bit. Evolution creature did this job very well,
putting the control player on a lesser clock. Future Control
decks just couldn’t seem to pull the strings fast enough.
They worked so hard to achieve card advantage only to attack
into their opponent and give them those cards right back.
Most Control based assaults shifted to become one massive
attack into the shields, but Holy Awe and other Creature
kill triggers were around to prevent accurate calculations.
However, one odd thing most people aren’t planning on facing
is if your opponent plans on decking you, one card at a
time. Right now, there aren’t very many cards for that
strategy to work, accept for maybe running 50 cards and
hoping it outnumbers your opponent. However, the next set
has a little gem that could prove useful and may change the
way people look at control.
I’ll get more into that in a later article though. Right now
one of the top contenders when it comes to Control is the
Merfolk Control deck I showcased a few weeks ago. Red/Black
is also an emerging archetype that could prove useful.
The control deck makeup right now seems to require Darkness
creature kill. As most all decks rely on swinging through
with everything they have, creature kill is an essential
part of the game. Four Terror Pits seem to be a staple for
any control deck. In addition, most runs nearly 12-16 spells
for pinpoint creature kill like Volcanic Arrows and Death
Smoke. They key spells that allow you to maintain advantage
are the mass removal cards, like Searing Wave and Vampire
Silphy. Silphy is also nice as it doubles as a win
condition.
The control deck mirror match is one of the more interesting
matchups. As most control decks run so few creatures to
actually win with, stripping your opponent of their kill is
key. As much of the plays involve the Draw, Mana, Go
scenarios, Lost Soul becomes an increasingly appealing tool.
As many of the matchups here showcase control mirrors, Lost
Soul is a heavily played as the first person to resolve it
usually gains immediate control of the game.
Since control decks run very few creatures you usually don’t
plan on using them until they are assured to stick around.
Since few creatures are being used, there’s little room for
creatures that can’t attack, namely the cheap and efficient
Blockers. This makes Control decks quite susceptible to
Evolution creatures and Speed Attackers.
Well, that’s about all the information about the Control
Decks around here I can cram into your brain for one
session. Next Week I’ll have a brand new article just
waiting.
Until then…
Ronald (hydromorph) Waclawski
Kian1602@hotmail.com
AOL: hydromorph1602
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