Subject: FWD: Tag teams- fun or frustrating?

 

---------- Original Message ----------------------------------

From: YCBurninator@aol.com

Date:  Tue, 16 Mar 2004 22:14:57 EST

 

       Have you ever been so upset with your partner that you just wanted to drop out of a tag-team duel without even attacking once?  Well, if you haven't, I (along with others like myself) have witnessed the frustrations of unplanned partner playstyle.

       This is Perrin003 here again with a bit of a rant/ tip on team dueling.  1st of all, UD should really get a set of rulings out for official tag-teams.  It would make life SOOOO much easier for all those casual players out there who enjoy the multiplayer environment.  2nd: Tag-teams CANNOT, let me

repeat: CANNOT just be randomly paired and expect to succeed.  In order to have the

2 decks working together, they need to be syncronized to each other, either carrying the same play style or one deck made to cover the others weak points. 

Good example:  An offensive beatdown is paired with a defensive control.  The control is able to keep the field clear and use Spells/ Traps to protect Lifepoints, while the beatdown whittles away the lifepoints.  Bad example (from personal experience): a revival deck being paired up with a Necrovally deck. 

This has one deck entirely lock the partner's down, making one player mostly USELESS.  I have had this happen to me.  Turn 1, i set Fiber Jar and a Waboku, and ended, my partners turn, he plays: Necrovally.  I almost strangled him across the table.  For reasons such as this, tag-teams are not made for simple decks to be randomly paired.  Some decks just DON'T work in unison together, and some decks that work 1vs1 simply fall apart with multiple people involved.  The Yata-Lock, non-existant in this format, as 2 separate locks would have to be simultaniously achieved (not very easy to do).  Scientist decks?  Well, 1 person's gone, now the partner activates a Just Desserts and kills your minimal lifepoints.  To be brief, the metagame for this is almost as different as comparing the US to Japan:  they just aren't anywhere close.  Those who would normally be eliminated 1st round in a normal tourney may thrive in this environment. 

Traps are no longer in fear of Jinzo, because Solemn is more often used (as the partner is able to use their Waboku to help to protect your remaining lifepoints).  In short, the multiplayer scene, though rarely seen currently, has the possibility of a truely different (and fun) style of play... as long as it's planned so decks don't purposely clash. 

       If anyone has no clue what I'm talking about, want me to elaborate more on decks that work/ don't, or just think this was a waste of time, let me hear about it at YCBurninator@aol.com  Just plz refrain from virus/ spamming me.

 Thanks, and I look forward to replies!