August 2006
Welcome everyone to Melos’s Tactics.
Although I had originally intended to write up a
Deck Analysis on the Zombie Beatdown Deck I had been
working over the last few months, I decided to delay
it until I was absolutely certain that the Deck was
working properly. A little more play testing is
required, but I should have the Deck Analysis up
next week if everything goes according to plan.
Today’s article may not be a Deck Analysis, but it
ties in with Deck building theory and can possibly
help some of you guys/gals with your game. Whether
you’re a beginner or a Shonen Jump Champion,
hopefully everyone can learn something from this
article.
Aggro, Chaos, and Cyber-Stein One Turn Kill Decks
currently run rampart in Regional and Shonen Jump
Championship events. The current U.S. Champion,
Austin Kulman, is also running an Aggro/Chaos Deck
and it’s really no surprise that the majority of the
Dueling community is also playing this type of Deck.
With the enormous increase in popularity of this
theme, players have given it the nickname
Cookie-Cutter. This type of Deck is so nicknamed
because it’s so commonly played and each Deck has
very little difference between them that they can be
compared to cookies made by a cookie cutter. These
Decks have become so popular that you expect to be
paired with a couple of players using it at local
tournament and anticipate the vast majority to be
playing it in major events. Playing the same Deck
over and over can get boring, especially if both you
and your opponent are using the exact same Deck.
With the overwhelming popularity of this type of
Deck, players have begun to complain feverishly and
even quit the game. Players are talking about the
game dieing thanks to Cookie-Cutter, but is this
Deck type really the problem? No, it goes far deeper
than just that.
Why are so many players playing the same type of
Deck? Is it the lack of cards available? No, there
are over 2000 different cards in the current card
pool. Even considering the cards that are banned, we
still have quite a lot of cards that have untapped
potential. Is it the lack of themes? Dragons,
Zombies, Beatdown, Skill Drain, Gravekeepers,
Control, Chaos, Spellcaster, Beast, Burn, Exodia,
Warrior, Final Countdown, Cyber-Stein, etc. are all
out there. There are many different themes available
and players can even combine different themes
together to play hybrids. The lack of themes is not
really the problem. Is it the lack of tested
competitive Decks? Yes, it is the lack of tested
competitive Decks!
This may be a fairly general statement, but human
beings are competitive in nature. You see it
everywhere you go. In sports games, players try to
win regardless if they are playing for prizes or
just bragging rights. Fans of those sports teams
sometimes clash and physically fight with each other
for varies reasons, often sparked by competition.
Gas stations and different shops raise and lower
prices based on what their competitors charge so
they can make the most profit. Even governments
compete with one another. The Cold War can be called
a competition between the U.S. and the Soviet Union.
If people are competitive, they try to get some sort
of advantage over the competition to reach a goal.
Wither this advantage be better cards, more
experience, or even cheating, players of the
Yu-Gi-Oh! TCG seek a way to emerge victorious over
their opposition. One such way to get an advantage
is by using the most competitive Decks and cards
available. Typically, competitive Decks are easy to
use, powerful, and have as few situational cards as
possible. They are often created with some of the
most powerful cards in the game and are built so
they are forgiving to players who would make
mistakes.
When players win, others take note. When players win
tournament after tournament, others notice it and
try to find the secret to their success. If a player
rises victorious at a major event, he or she must
have some sort of advantage over the competition.
Whether it is skill, luck, or their Deck, they are
victorious due to having something different than
everyone else. Practicing and playing a lot can
increase a player’s skill, but it’s not something
that can be easily copied. Improving your game can
take a lot of time, which many people don’t have.
You may not even notice any improvements once you
reach a certain level. Players cannot rely on luck
for victory. If someone wins due to luck only,
chances are that they won’t win a major event again.
Also, there is really no proven way to improve your
luck, so you really can’t change it. This leaves us
with the Deck.
The Deck can actually influence both skill and luck.
If you run a lot of situational cards, you can
expect that you will have unlucky draws. For
instance, a Deck running “The Flute of Summoning
Dragon” may have it drawn when the player does not
want it. If you have a Deck with very few
situational cards, you can expect to draw what you
need more often than not. If you don’t run “The
Flute of Summoning Dragon” or “Anti Raigeki” in your
Deck, then you will never draw it. If you run
“Smashing Ground” in your Deck, you can expect to
draw it. Since “Smashing Ground” is almost always
useful, you can expect to get good draws, or draw it
when you need it.
If you run a Deck that’s easy to use, it won’t
require a lot of skill to play and win. With it, you
can beat players that have more experience if they
play an unforgiving Deck. If you make a mistake, it
won’t be nearly as damaging as if your opponent had
made a mistake. For instance, a player might play
“Lord of D.” with “The Flute of Summoning Dragon” to
call out two “Tyrant Dragon”. If the opponent plays
“Torrential Tribute”, that player will be at a
serious loss of card advantage. With the simple
mistake of not waiting until “Torrential Tribute” is
gone, that player is almost ensured the loss of that
Duel. If a player plays “Mirror Force” on a
“Dekoichi the Battlechanted Locomotive” when it
attacks directly instead of waiting until the
opponent had brought out more monsters on the field
to maximize the effectiveness of the Trap Card can
also be called a bad play on the players part if
they still had an abundance of Life Points. However,
it is not nearly as devastating a mistake as the
former example, which would have been a game ending
play.
Since the Deck can actually give the most advantage
over the competition, players will try to copy a
proven winning Deck to increase their odds of
victory. If someone wins tournament after tournament
because of their Deck, others will try to use the
same Deck to also win. Copying another players Deck
is also a lot less time-consuming than practicing to
improve your skills and a lot more realistic that
making yourself luckier. It’s also a lot less time
consuming that trying out different Decks to find
the best one to fit you and much faster than trying
to make an original competitive Deck.
I know that some of you may ask, “Why don’t more
players come up with new competitive Decks?” Well,
why should they? It’s easy to say that about other
players, but why don’t you come up with a new
competitive Deck? You may answer with “I tried and
the Deck failed. I tested it for weeks or even
months and it just didn’t turn out.” You may answer,
“I just don’t have the time to seriously test out
and create a new competitive Deck.” You may even
answer, “I’m happy with my Cookie-Cutter Deck. I
don’t really care to see new competitive Decks in
major events. It’s easy enough facing what I know
and I would rather not lose against something I’m
not ready for.” If you answered with any of these
statements, then you must now realize that other
people will say the same. For various reasons,
players will not construct new competitive Decks and
there really isn’t much you can do to change that.
At the start of every new format, we see original
Decks emerging into play and hoping to make a
lasting impact on the Meta. Eventually they diminish
and dwindle as the new Cookie-Cutter builds begin to
root themselves and spread. Players will often give
up when two or three competitive Decks become
popular. We have seen it in the past and we will see
it in the future. In the Traditional Format, we have
the ever-popular Magical Scientist One-Turn Kill,
multiple variations of Chaos, and variations of
Control. In our current season, we have Cyber-Stein
One-Turn Kill, variations of Aggro or Return from
the Different Dimension, and variations of Chaos.
Two or three competitive themes may not seem like
much, but most players disagree through their
actions.
Some players may believe that all of the themes have
been exhausted and only those Cookie-Cutter themes
are really playable. I think otherwise. In my
opinion, most players just give up due to lack of
time, dedication, or patience before actually they
could actually make a successful competitive Deck.
It takes a lot of experience, testing, and tweaking
to turn their spark of originality into a reality.
It takes a lot more than a couple of weeks to
perfect your Deck, even if you spend many hours a
day on the task. It has taken me over three months
in the current format, as well as a lot of
experience from playing in previous formats, to
arrange my Zombie Deck into the truly competitive
form it is today. Just to give you an idea on how
long it took, I spent half of the current season
play testing my Zombie Deck to get it competitive.
You should expect it to take multiple months to
perfect a Deck.
Not all themes can be competitive. One of the
biggest flaws I see in Deck building is the lack of
synergy people have just so you can have a specific
theme. Character Decks that do not sacrifice their
theme will never be competitive. It goes for Female
Decks as well. There is no advantage of making a
Deck of only female cards. I sometimes see LIGHT
Decks without anything that contributes to the LIGHT
theme. Simply having all monsters that are LIGHT
without anything that actually gives an advantage of
running the theme does not make it competitive. This
is simply adding limitations on your Deck without
any positive benefit for doing so. You cannot expect
to be competitive by playing handicaps on yourself.
If you want to see more competitive Decks, your
really have to take the initiative in your own
hands. Try building a Deck from a theme with
potential and synergy. Don’t be put down if your
Deck fails. Continue working on it with dedication
and vigor and it may become truly competitive in the
future. It may take months with many obstacles along
the way, but it’s well worth it in the end.
Want to give me feedback? Just post it here.
Have fun with the ideas, and until next time…
-Melos Woodlanders