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Anteaus'
History of Yu-Gi-Oh! Looking Under the Bed: One-Deck
Cycles vs. Multiple-Deck Cycles Through all my time in playing the game
of Yu-Gi-Oh!, I’ve always held on to one core belief: the
best players build the best decks. As time went on and my
focus on the game shifted from playing it to writing about
it, I came to the conclusion that the best cycles were the
ones that held the most diversity in the decks that were
designed. From the early days of the game, before the
banlist, to the Goat Control cycle and beyond, I’ve always
held onto that belief, and as the game has shifted and
changed and grown I still hold on to that belief today. I hold all my colleagues here on Pojo
in very high esteem, but there is one writer who above all
else I have an incredibly deep respect for: Jae Kim, also
known as JAELove. He and I have shared the opinion that a
diverse metagame is the best way for the game to go, though
after reading his article JK15: A Few Realizations,
his opinions on the game changed. Which is completely fine,
to be perfectly honest – we wouldn’t be theoretical duelists
without disagreement and discussion. If you have not read
that article, I highly suggest you do so – it is a
phenomenal read, as all his articles are. Jae, if you’re reading this, I would
love to hear from you about your thoughts on the subject. His new thoughts are that a one-type
cycle is the way to go. Where one deck completely dominates
the metagame and players need to make minor revisions to
their decks in order to compete. I disagree. While it is true that many duelists
play similar decks, to me, a truly great duelist is one that
makes a deck that goes against the grain and wins with it.
Many players can make a combo-based deck work, though in my
opinion it takes an amazingly good duelist to make a
completely off-the-wall deck work, especially at the
competitive level of, say, the Shonen Jump circuit. In the
earlier cycles, decks were built more towards countering the
metagame and the proven method of winning as opposed to
simply going along with it and changing a few cards. The
March 2007 – September 2007 cycle, commonly known as the WTF
format, showed the true versatility of the top players of
the day, with four different decks each winning a
Shonen Jump Championship. Bazoo Return, DDT, Monarchs,
Machine OTK – these were the dominant decks of that cycle,
bar none, but it wasn’t like two or three cycles ago, where
Dark Armed Dragon variants ran supreme. With a varied and sizeable cycle, it
forces players to look out for all the different types of
decks that could even be remotely possible. As opposed to a
one-deck cycle, where you essentially know what you’re going
to be going up against, a cycle where there can be four,
even six top decks makes the top duelists really stand out.
Their decks need to stand up to multiple threats, making
them prove that they are truly the best players in the
cycle, not just because of their ability to craft a deck,
but because of their ability to counter anything that comes
their way. Not only that, but when the cycle in
question has many different top-tier decks at its disposal,
we are able to see different duelists winning at high levels
of competitive play, not just the same players over and over
again. With many different decks entering into the
competitive aspect of the game, we see different players
with different decks doing different things, and this lends
credence to what Konami is trying so hard to do: build a
game that is fun and competitive for all players, not just
those that have a ton of money. Because that’s really what it boils
down to in cycles with one dominant deck: how much money
each duelist has. It has become more and more difficult to
trade for those top-tier cards and easier to just buy them,
as many players tend to do. Yu-Gi-Oh! has always been an
expensive game, which kind of narrows down the field of
competition because many players who are amazing at the game
simply cannot afford to go to a myriad of different
tournaments. This is where my next idea comes into
play, and I’ve spoken about this before. Because the game is
so expensive, why doesn’t Konami help those duelists by
offering at the very least cash prizes at Shonen Jumps? They
offer many different prizes for players, sure, but at the
same token those players really can’t do much with the
prizes that they win. Major League Gaming has a great
system: top 8 finishers all get cash, and they get what are
known as travel stipends to appear in the next tournament.
This is a great system that works incredibly well and it
helps the players in MLG continue to compete without
worrying about monetary issues.
But I’m getting a bit sidetracked. This
article was meant to discuss the differences of a one-deck
cycle versus a multiple-deck cycle, not the benefits of a
cash-prize system in the game of Yu-Gi-Oh! But I believe I
have gotten my point across on both fronts; a multiple-deck
cycle is infinitely more advantageous to a one-deck cycle if
only because more decks are open to players and there are
more avenues to win, as well as showing who the best and
most creative duelists are by giving them multiple
challenges to overcome in the course of any given
tournament. I’m always open for discussion, and as
I stated earlier, I would love to hear from anyone who
either agrees or disagrees with me. Feel free to contact me
at
anteaus44@hotmail.com and let me know what you all
think! Thanks, Anteaus
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