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TCG Tips -
The 3 phases of a Duel
Hey there, I just
thought I'd start off by mentioning that this article is
primarily meant to help beginners get a better
understanding of the game but it still might be
interesting to look into my evaluation of the way the
game plays out if your a veteran of the game too.
Basically after many
duels and much playtesting I've found that any given
duel of shaman king can be split up in 3 phases, each
phase has a significantly different play style one
must use if they hope to be successful. For simplicity
sake I'm going to name these 3 stages Early game, Mid
game, and End game.
Early Game:
This is where more duels are won and lost then most
people realize, while its possible to come back from a
poor early game I've seen MANY solid decks fall on their
face repeatedly do in part to poor early game play. I'd
also say this is the phase that beginning players
struggle with the most
Tips:
1. Probably the most
common mistake players make in the early game is tryng
to return everything as soon as they can. You've got 2
points to spare, your goal in the early game should be
setting up your field even if that means taking some
risks, letting some strikes go deeper when you could
have blocked them early. The most important thing to
remember regarding this is to try to be economical, if
your facing a 4 force, try to return with a 4/5
intercept, using anything higher then that usually means
your paying significantly more then you need to to block
a relatively wimpy attack. Your goal in early game is
to set up the field and that includes having a furyoku
advantage on your opponent.
2. This leads me to
my second point, what is setting up the field really?
Its getting out teamworks, to a lesser extent its
getting zones charged, and its doing this all while
using as little furyoku as possible. Just like you,
your opponent has 2 points to spare so throwing your
strongest attacks at your opponent before you've set up
the field with teamworks for instance means your
opponent can choose to let this attack hit him so that
you celebrate nothing, and in short order your tapped
out of fury, forced to either let your opponents cheap
weak attacks go through and score, or over pay and find
yourself constantly on the verge of being tapped out.
If you do then let some weak attacks go through, not
only did your opponent gain an advantage furyoku wise
because he paid less for his scoring strikes then you,
but if he set up his field with teamworks, he's
celebrating gaining further furyoku advantage.
Mid Game: The
mid game should begin for you the moment you've
sufficiently set up your field to a satisfactory level.
Your not always gonna get a teamwork in every zone or
ideal teamwork combinations, but once you get atleast 2
teamworks out, or even just 1 teamwork in red you've
assured that if you score you're gonna get something
back for it.
Tips:
1. More so then Early
game zone charging is important here. If getting to
your signature moves is a priority of your deck you
should really be focusing on getting those zone charged,
even if it means taking a few risk. Ideally you gave up
no more then 1 point during early game so you should
still have a little buffer room.
2. Furyoku is still a
prime factor here, you wanna maintain any furyoku
advantage you gave your self during the early game, or
peck away at the one your opponent gained if things went
horribly wrong. Its ok to start throwing some large
attacks at your opponent, and paying a little extra to
block a small attack, but don't go crazy, you want to be
the one with the advantage come...
End Game: The
End game begins the moment you score 2 points on your
opponent (and begins for your opponent the moment he
scores 2 points on you). The end game is probably the
easiest phase to play, your just throwing everything you
have at your opponent, but that doesn't make it the
easiest phase to play well.
Tips:
1. This is what the
whole game has been working toward, you built up an
advantage, now its time to press your advantage. The
two most common mistakes in the late game are to put
everything into one big strike too soon, or the exact
opposite, the keep waiting for the perfect moment to
strike, slowly letting your opponent creep back into the
duel in the process. There's no perfect advice I can
give for when is and isn't the right time to go all in,
it will depend on your deck style, your opponents deck
style, each shamans signature moves, etc. A a general
rule of thumb though if you can send at least an 8 or
more force at your opponent, go for it, even if it means
over paying. If you have to over pay like crazy for
just a 6/7 I might avoid it, those hits can score but
they aren't worth basically giving up the duel if its
returned. Obviously if your playing a furyoku control
theme you'll care less about the force of your strike
and more that you keep countering from green so that
your opponent only recovers the yellow he focus and
doesn't recover any red at all.
2. That brings me to
my other point, if you have a furyoku lead and your
opponent is low, whether your playing control or not try
to keep returning from green or yellow if at all
possible, its surprising how many duels I've won with
weak attacks because my opponent flipped red cost
strikes when he was out of red.
3. Keep in mind that
some shaman signature moves are meant to be used
immediately, others are better suited to be saved.
Especially if your on your back side, if your attack has
really high intercept you may be better off leaving it
in storage until your opponent gives in and throws
something big at you, burning himself up, then counter
with your sig, you stop a strong attack, probably send
something decent back, and most importantly your
opponent gets no replenishment which after sending
something big at you can be devastating.
Well I guess that
more or less covers each of the phases, I hope this
helped some of you at least a little. If you have any
questions or comments please feel free to PM me on the
boards, under the name DanTheTimid.
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