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 Trading Card Game Tips from fans

 

January 2008

    
Subject: (Tips and Rants) How to be Zany - General Gygabyte
 
We've seen them all. It's just the same old stuff over and over again: Monarchs, Gadgets, Samurais, Twilight Circle, Zombies... cookie cutters, basically.  They change every now and then, but they are still there, and they are always just as common.  They are here because everyone agrees they are gamewinners, and the idea is easy to understand.  What people don't realize is that there are other decks out there that work well next to these decks.  Some of us do though.  We are zany.   
  For those of you who do not understand the "zany,"   Zany decks are oddball decks that are very unique to the meta-game, but surpirsingly kick butt.  There have been a few I have experienced:  Gladiator-Friendship, Blue-Eyes summon decks, Alchemist decks, etc.  Few have become decks in the past, and are gaining back ground.  Others just point out hit-yourself-in-the-forehead obvious combos no one has noticed.  Either way, these decks (if succesful) can surprise any foe, and probably give you a name if they work.
 
  But it isn't just taking cards and throwing them together, hoping it works.  And there are almost no example decks you can follow, depending on your deck.  You are on your own, and skill and knowledge is needed to make it work.
 
  Think about how you go around to wining before you start building.  Usually, try to involve a deck type (Water, Clouds, Aliens, Clown Control, etc.); other times, it's how the deck is played (Burn, stall, or bash your way to victory).  Try to mix 'n match these two substrategies until you get something right:  sometimes you strike gold, and sometimes you hit the sewage system. It all depends on what you know.  Look around for cards when you search. Ask people what cards can help out your deck, look for what cards exist that aid your deck (try: Yu-Gi-Oh Card Guide, or the Pojo spoilers).  Once found, start thinking.  What is important?  What works?  How does it get done faster?  Add on ideas until you see what works. Also, study the cookie cutter decks; that helps as well. "Wait... aren't cookie cutters what we're avoiding?"  Of course, but just because you want to be unique doesn't mean you have to throw the entire idea out of the window.  Some great combos have been revealed due to these decks, such as Apperentice + Seer/Vindictive or Creature Swap + Scapegoat.  Also, some of the "staples" in these decks might be useful for yours (Cyber Dragon and Double Summon, for instance).
Take this for example:
Deck [40]

Monsters [19]

[3] Blue Eyes Toon Dragon
[3] Toon Mermaid
[1] Toon Goblin Attack Force
[2] Toon Gemini Elf
[2] Decoy Dragon
[3] Masked Dragon
[1] Herald of Creation
[1] Mobius the Frost Monarch
[1] Twin-Headed Behemoth
[1] Exploder Dragon
[1] Exiled Force

Spells [18]

[3] Toon World
[2] Magic Reflector
[3] Toon Table of Contents
[1] Selbek's Blessing
 
[1] Pot of Avarice
[1] Foolish Burial
  [2] Stamping Destruction
 [1] MST
 [1] Heavy Storm
 [1] Nobleman of Crossout

Traps [6]

[3] Draining Shield
[1] The Spell Absorbing Life
[1] Magic Drain
[1] CotH
 
Now, this kind of deck is such an example of "zany".  Not many people play it, but it has potential.  The idea is to get Blue Toon onto the field at the quickest time possible.  This is aided by cards from "Rise of the Dragon Lords" (greatest support in this deck), such as Foolish Burial and Decoy Dragon, and common Toon cards like Toon Mermaid and Table of Contents.  There are many ways to get around to it, and there are cards that help recover, hold, or distrupt depending on the situation.  In all, it is a good build.
However, some ideas just do not work.  Here is such an example.
Cards: 42 + Side + Fusion (Chimeratech Dragon)

Monsters:19

[2] Expressroid
[2] Ambulanceroid
[2] Submarineroid
[1] Gyroid
[3] Ancient Gear
[1] Mechanical Hound
[1] Cyber Dragon
[3] Giant Rat
[3] D-Hero Dasher

Spells: 10

[1] Wave-Motion Cannon
[1] Machine Duplication
[1] Shrink
[1] Pot of Avarice
[1] Heavy Storm
[1] Messanger of Peace
[1] MST
[1] Lightning Vortex
[1] Premature Burial
[1] Hammer Shot

Traps: 15

[3] Cyber Summon Blaster
[2] A Hero Emerges
[1] Grave of Enkindling
[1] Ceasefire
[1] CotH
[1] Waboku
[3] Mask of Weakness
[1] Negate Attack
[1] Magic Cylinder
[1] Divine Wrath

Side:

[1] Steamroid
[1] Drillroid
[1] Gyroid
[1] Cannon Solider
[1] D.D. Warrior Lady
[3] Ancient Gear Cannon
[1] Ancient Gear Engineer
[1] Overload Fusion
[1] Machine Duplication
[1] Limiter Removal
[1] Waboku
[1] Wonder Garage
[1] Gravity Bind
 
The idea here is a bit harder to understand, but it is meant to "burn" the opponent via Cyber Summon Blaster, which burns off 300 LP from your opponent for every Machine S. Summoned.  However, there are many holes in the scheme.  Not all of the cards work as well together as intended, and the speed of the burn is slow compared to other decks out there, "zany" or not.  Plus, it is extremly open to disruption such as Jinzo and Torrental Tribute.  Not much cover is promised for the Machines, either, and an open field can be expected, with no way to force momentum. 
Once built, it is simply a matter of "testing" it.  Take it to tourneys, Hobby Leagues, anywhere where you can play it, and see if it works.  If it has a hard time, then head back to the drawing board and try again.  Tool with it until you figure out what needs to be fixed and what needs to be considered. Just don't give up on it too early.  Once you figured your deck out and understand it inside and out, you'll begin to move up the ranks.  Just like cookie cutters, the deck just needs to be played until you are comfortable with it; the the real fun begins.
 
Have any comments?  Questions?  Zany decks for me to look at?  E-mail me if you have something to tell/ say to me.
 

 


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