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Baneful's Column
42 Mistakes to Avoid
In Goat Format
After dueling Kris Perovic and
getting stomped 2-0, I
sulked for twenty seconds.
But then I reflected
on my mistakes to avoid them
in the future.
I also thought about
mistakes I made a decade ago
when I was a new player and
mistakes I see other players
today.
I figured I may as
well help players who are
just starting out in Goats
by compiling a list.
This list is not
exhaustive.
1.
Overrating D.D. Warrior Lady.
It’s good and
well-rounded (worthwhile for
side deck), but you’re not
obliged to main-deck it.
Against Goats/Chaos,
it’s really only great
Sangan.
It rarely battles
Sinister.
It’s -1 against
Airknight and you lose 1500
LP against BLS Envoy.
It gets beaten by
Tribe-Infecting Virus and
Breaker the Magical Warrior
in battle.
It gets swallowed by
Thousand-Eyes Restrict.
It trades evenly
against beaters and it stops
Jinzo (which many people
stopped running).
And it’s not a
reliable LIGHT for Chaos
monsters.
Feel free to
experiment with other
LIGHT’s.
2.
Being unfamiliar with older
rules.
Especially for new
players:
First turn player
conducts their Draw Phase.
Two players share the
same Field Spell.
Priority is in
effect; monsters with
optional effects can use
their effect before the
opponent activates a trap
card.
Traps can’t be
activated during the damage
step.
3.
Unnecessary use of removal.
If you can destroy a
monster in battle, don’t
waste removal on it.
Yes, you’re giving up
an initial life point
advantage either way, but
you can easily convert card
advantage into life point
advantage later on.
4.
Not checking the graveyard
often.
Especially in an era
of internet dueling, it’s
easier than ever to check
graveyards.
As a habit, I at
least check both player’s
graveyards during all of my
Standby Phases.
For example, if the
opponent has Mystical Space
Typhoon in graveyard, you
can feel more at ease in
activating Premature Burial
or if the opponent has
Torrential Tribute in their
graveyard, you can swarm.
You can use process
of elimination to determine
a probability of what the
opponent’s cards hidden
cards are based on their
graveyard.
5.
Attacking directly with the
weaker monster first.
Instead, attack with
the stronger one to force a
Scapegoat play so you can
take out a 2nd
token with the weaker
monster.
6.
Sub-optimal use of Sinister
Serpent.
While it could be
used as a defender at times,
that comes at a big
opportunity cost.
You need it in hand
to neutralize your
opponent’s Delinquent Duo,
as well as to utilize cards
such as Graceful Charity and
Tribe-Infecting Virus.
If your opponent
absorbs it with
Thousand-Eyes, uses Nobleman
on it or doesn’t attack it,
then you’re missing out.
7.
Using tech without context.
A Chaos/Goat player
running only 2 Scapegoat
might love Magical Merchant
but that doesn’t mean it
will work for a Zombie
player who just wants a
bigger graveyard.
Or perhaps someone
using Don Zaloog is able to
protect it and set it up,
but your deck might not be
able to accommodate it.
8.
Situational tech choices.
Dark Magician of
Chaos, Autonomous Action
Unit, Brain Control and
Giant Trunade are examples
of potentially devastating
tech cards that are still
not worthwhile for most
players to use because
they’re useless in numerous
situations.
Decks in this format
already have plenty of
combo-reliant power cards
which are bad early game:
tribute monsters, BLS Envoy,
Tribe-Infecting Virus,
Premature Burial, Call of
the Haunted (without
Sinister Serpent),
Metamorphosis and Snatch
Steal among others.
And keep in mind that
there are other cards that
players like to save for
later such as Graceful
Charity or Heavy Storm.
The more opening hand
dead draws you run, the more
you are pressured to use up
your power cards.
9.
Setting Sangan. It can easily get hit by
Nobleman and you don’t want
that to happen if you
haven’t retrieved Sinister
Serpent yet.
Plus, Sangan doesn’t
add much field presence in
DEF.
Its best used
aggressively to push direct
attacks and take out goat
tokens because the opponent
would not waste trap cards
on a floater.
10.
Running too many Tributes.
2 is the standard
count.
3 is plausible, if
not pushing it, but more
than that can be
troublesome.
Tribute monsters can
clog the opening hand early
game.
Monster Gate and
Monarch decks get away.
11.
Locking your monsters
Thousand-Eyes Restrict.
Keep in mind that you
cannot flip your Flip
Effects while TER is
face-up.
You will need
Tsukuyomi to set it down
first.
12.
Using Thousand-Eyes Restrict
without a target.
If you’re putting it
on the board just because
you can, you are not fully
utilizing it.
In order to pay for
itself, wait until the
opponent has a strong
monster on the field to use
Metamorphosis (or if you
highly suspect they just set
a Magician of Faith or
Morphing Jar) it can be
worth it.
13.
Using Thousand-Eyes Restrict
without pressure.
Make sure the
opponent can’t use your own
TER as an opportunity to buy
themselves time and set up
their combos.
When using TER, you
need to apply pressure.
If you suck up set
monsters or low ATK monsters
(unless you can combo with
Tsukuyomi) you won’t be
threatening the opponent to
try to remove it ASAP.
Summoning TER while
Airknight Parshath is in
hand is a good way to
preclude Scapegoat from
stalling.
14.
Running too few Tributes.
Decks like Zoo don’t
use tributes because they’re
focused on a strong early
game.
However, running 0-1
Tribute monsters limits some
of your card interactions.
Without tributing,
you no longer have a way to
ditch Thousand-Eyes Restrict
when it’s slowing you down
or a way to prevent the
opponent from counter your
Snatch Steal play.
Also, Premature
Burial and Call of the
Haunted are less effective
too.
15.
Having two face-up monsters
with the same ATK.
It gives the opponent
the liberty of using Snatch
Steal to kamikaze both of
them with one card.
Or, they use
Thousand-Eyes Restrict to
kamikaze them both (and the
opponent still keeps their
monster).
16.
Being stuck in the beatdown
mentality.
In Goat Format games
10+ years ago, decks used
high-ATK LV4 monsters to
beat down other high-ATK LV4
monsters.
However, currently,
most decks instead rely on
small monsters to generate
advantage, removal to out
threats and a few big
monsters for power.
Moral of the story:
There’s not a big difference
between a 1700 ATK monster
and a 1900 ATK this format.
Effects are more
important.
17.
Thinking that Jinzo is a
staple.
Just because it was a
staple back then doesn’t
mean every Goat player now
has to use it.
It still does have
its uses (especially for
offensive OTK-ish plays) but
it’s not for every deck.
It is blocked by
Scapegoat and Book of Moon
(of course) and stopped by a
litanty of monster effects.
And it could block your own
traps.
18.
Misuse of Gatling Dragon.
It only destroys
monsters.
It will destroy
itself if there are not
other monsters you can
destroy with the effects.
Be aware of this
especially if you are Snatch
Stealing it.
19.
Running too many low DEF
beaters.
Tsukuyomi is common
and recyclable; any monster
with <1100 DEF is at risk of
being a liability.
You should be running
some (such as Breaker and
Tribe), but you also need
several monsters that (a)
won’t die that easily and
(b) will put your opponent
on the defensive if
Tsukuyomi is the strongest
monster in their hand.
Kycoo the Ghost
Destroyer, Berserk Gorilla,
Enraged Battle Ox and Blade
Knight are all vulnerable so
run them with caution.
20.
Not having an out to major
cards.
Scapegoat, Tsukuyomi
and Thousand-Eyes Restrict
are the big cards in this
format.
Before dueling, check
your deck to make sure that,
in all three cases, you have
at least a few cards that
can counter them.
21.
Blindly using Mystical Space
Typhoon.
Unless you are
setting up a major play,
avoid using MST just as a
way to clear their set
spells/traps.
Often, you should be
saving MST for a power play
such as Snatch Steal,
Premature Burial or Call of
the Haunted.
22.
Using Heavy Storm when it’s
not critical.
When you use Heavy
Storm, you should be setting
yourself up for a power
play.
The end result should
be (a) you deal a lot of
damage, (b) you gain
significant field advantage
or (c) you destroy an
opponent’s
Premature/Snatch/Call.
23.
Using Call of the Haunted
defensively.
Of course, it depends
on the situation.
Sometimes you can
afford to (or absolutely
must have to) protect your
life points.
But otherwise,
Special Summoning a monster
during the opponent’s turn
allows them to get rid of it
that turn or set a
spell/trap to counter it
next turn.
Otherwise, it’s best
to be aggressive with it
(i.e. opponent uses up their
Sakuretsu Armor to protect
their goat tokens against
your Asura Priest and then
you use Call of the Haunted
to get a clean shot.
24.
Being unfamiliar with
rulings.
http://formatlibrary.weebly.com/rulings
25.
Negative synergy with Goats.
If you’re using 2-3
Scapegoats, then cards such
as Blade Knight,
Gravekeeper’s Spy and/or
King Tiger Wanghu should be
used with care if at all.
26.
Letting Trap Dustshoot
fizzle out.
If you activate it on
the opponent’s turn, when
the opponent has exactly 4
cards in hand, they can
chain Mystical Space Typhoon
or Book of Moon on an
appropriate target to
nullify Dustshoot’s 4-card
requirement.
27.
Forgetting Scapegoat’s
summon restriction.
Don’t use the card on
your turn.
If you plan on using
it during your turn, chain
it during the End Phase.
Also, keep in mind,
that if you Summon during
the turn at all, the
Scapegoat you have set is no
longer chainable.
28.
Running (most) cards in 3’s.
Yes, there are some
exceptions (cards which are
versatile enough).
However, most of the
time, it reduces the variety
of the cards in the deck and
results in clogging. Running
3 Dust Tornado, for example,
might result in an opening
hand where you have plenty
of outs to Spells/Traps but
little to no monster
removal.
29.
Wasting removal on walls.
LV4 monsters with
high DEF are used to eat up
your removal, especially the
Gravekeeper Spy engine, so
that you have less tools to
destroy their beaters.
Find a way to remove
walls without negging on
card advantage: Tribe +
Sinister or Thousand-Eyes
Restrict + Tsukuyomi or a
high ATK monster like Jinzo.
30.
Vulnerability to Snatch
Steal.
If you have a
powerful monster such as
Airknight Parshath or BLS –
Envoy out, and the opponent
has not used Snatch Steal,
you are very vulnerable.
Just because the
opponent hasn’t used it
doesn’t mean they didn’t
draw it.
Have an out to it
such as Dust Tornado,
Mystical Space Typhoon or
maybe Book of Moon.
Also, if you have a
Breaker with the counter
still on it, watch your set
cards.
31.
Main-decking Bottomless Trap
Hole.
It’s not a great card
in this format.
Chaos and Goats pack
very few beaters nowadays.
It fails to stop
Tsukuyomi and Thousand-Eyes
Restrict.
BLS Envoy, Chaos
Sorcerer, Monarchs and
Tribe-Infecting Virus get to
activate their effects
anyway.
However, side decking
it against
Zombies/Zoo/Phoenix is
definitely viable.
32.
Not spotting Morphing Jar
plays.
Everyone is expecting
the obvious “Set 4
Spells/Traps and Jar” play.
But good players use
Morphing Jar much more
seamlessly.
They might set their
cards one card at a time to
make their field build-up
look more organic.
Whenever the opponent
has less resources than me,
I have a suspicion and start
to scrutinize how they set.
33.
Bluffing the wrong way.
A lot of players set a Trap Dustshoot and another
card as a way to hedge their
bets against Dust Tornado.
Players tend to set
Trap Dustshoot (or, in
general, their most
preferred trap) as soon as
possible.
And then the card
they set during the End
Phase is often just an
ancillary layer of security.
If you’re going to
bluff, set the bluff first.
34.
Using Graceful Charity
immediately.
Typically, unless you
are in a desperate
situation, save it for when
you have Sinister Serpent to
+1 rather than using it as
soon as possible and not
plussing at all.
Otherwise, a
revivable high level
monster, a card that isn’t
useful for the matchup or a
LIGHT/DARK for BLS.
Try to calculate what
you will draw.
For example, if you
run 3 Metamorphosis, it’s
mid-game and you haven’t
drawn any of them yet (and
you need one), it’s well
possible that Graceful
Charity can lead you into
it.
35.
Using Delinquent Duo immediately. If
the opponent has Sinister
Serpent in hand, you are not
advantaged in playing it.
Wait until the
opponent’s Sinister Serpent
in in the graveyard.
With decks that
activate Thunder Dragon, you
may need to wait until they
get rid of their Thunder
Dragons.
Against decks which
have an active Night
Assailant, I may just try to
use my Duo as a bluff and
then side it out in round 2.
36.
Always using Delinquent Duo
first turn. Using
it on turn 1 is a tough
call.
If your hand is good
enough to gain a decisive
early advantage through
attrition or bad enough to
where you need to prevent
the opponent from taking the
lead, it’s probably a good
idea to use it turn 1 (the
chances of the opponent
having Sinister are only
1/8).
However, the most
effective use of Delinquent
Duo can be mid-game.
Once you’ve reduced
the opponent’s hand to <4
cards, they have less
discard choices to choose
from.
Players often save
cards like Snatch Steal and
BLS Envoy for later.
As a result, you’re
more likely to hit those
cards if you are patient.
37.
Using Ring of Destruction as
ordinary removal.
Ring of Destruction
is really unique in it’s
speed, chainability and
versatility.
You can destroy those
elusive Spirit monsters and
take care of BLS Envoy
before it attacks you.
Ring’s use depends on the
game.
If you plan on
winning through attrition,
use it against a
Thousand-Eyes Restrict.
But if you can win
via life point advantage,
save it for a bigger
monster.
38.
Giving the opponent a free
Torrential Tribute.
If you use removal on
the opponent’s monster(s)
and then summon, they have
an incentive to use
Torrential Tribute.
If they haven’t used
Torrential Tribute yet,
Summon your attacker first
before you remove the
opponent’s threat.
39.
Niche side deck choices.
The problem with very
specific side-deck cards
like Mask of Restrict,
Kinetic Soldier and Des
Wombat is they’re clutter
most of the time.
Even if you did side
deck a few cards that are
devastating, there’s no
guarantee you’d draw them.
The best thing you
can do for your side deck,
unless your deck
specifically has trouble
against a certain matchup.
is just allow it to replace
the less useful cards in any
given matchup with more
useful cards.
You want to make sure
that all of your side deck
choices work well against at
least one of the following
decks: Zoo, Chaos Turbo,
Recruiter Chaos,
Goats/Chaos.
40.
Not siding against their
side.
Zoo players need to
be prepared for cards like
Bottomless Trap Hole and
D.D. Assailant.
Chaos players need to
be prepared for the
possibility that Zoo might
start setting with Nobleman
presumed to be out of the
pictures.
Don’t side against
cards the other player might
be siding out.
For example, if you
are siding in stall cards,
your opponent might be
siding in their Mystic
Swordsman LV2 and Mobius.
41.
Having sacred cows in
side-decking.
A staple is not a
staple against all
match-ups.
Delinquent Duo may
not be great against decks
with hand-floaters.
Airknight Parshath
may not be great against
decks which don’t use Goats.
Book of Moon is a
good card but won’t matter
against a Chaos Turbo deck
with only Flip Effects and
2000+ DEF Chaos monsters.
Premature Burial and
Call of the Haunted may not
be effective against a Zoo
deck which focuses on early
game domination.
42.
Counting on monsters to
stick around.
Almost any monster
you could be absorbed by
Thousand-Eyes Restrict or
banished by Chaos Sorcerer.
Monsters like D.D.
Assailant, Mystic Tomato and
Vampire Lord, for example,
have they’re uses, but if
they’re swallowed up next
turn, then they may as well
have been vanilla monsters.
This is largely why
Goats left the beatdown
paradigm behind.
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