Ban List
It's difficult to continue to talk on specific decks
and the game play surrounding those when the
Metagame is in such a nebulous condition. So
instead, after having gotten my rant out of the way,
I'm going to briefly discuss the impact that the
Asian Ban List will have on the game as we know it.
While our list is sure to be different, I believe
that it will only be slightly changed from its Asian
counterpart, as certain aspects of the game (the
Trinity, Goat Control, Standardized trap line ups,
etc) were the same on either side of the ocean.
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Aggro:
With the death knell of goat control ringing loud
and clear by the recent ban list (they went all out
limiting it in every facet), I and many others
expect to see a sincere rise in the number of Aggro
decks played.
Goats severely limited Aggro's strength. Since Aggro
relies very heavily on 141 trade offs and being able
to attack the opponent for sizeable damage each
turn, Scapegoat, a card that was essentially 143 and
that prevented lp damage for a number of turns,
threw off the Aggro game plan.
Also, we have recently seen the release of Cyber
Dragon, the ultimate Aggro tribute monster. Cyber
Dragon virtually embodies the ideals of Aggro- a
strong monster which is an excellent drop, and that
counts as a special summon, allowing you to
potentially play 2 beat sticks in a single turn. Now
that Mirror Force is gone, a player can be less wary
of over-extension. Keep in mind as well, that
Aggro's best weapon, D.D. Assailant, is still
unrestricted.
With all of these aforementioned facts in mind,
there is almost no reason not to run Aggro...unless
of course your reason is that you don't want to play
Aggro.
Decree:
Since I have officially deemed the current era as
the Age of Aggro, a lot of players, thinking
rationally, would attempt to halt Aggro with traps
like Sak Armor and BTH, now that Mirror Force and
the chainable RoD are gone. However, along with the
new list, we have new access (via DB2 and the
Warrior Structure) to Royal Decree, which many have
stated will become a near-staple in all decks.
Decree will let Aggro players continue their
relentless assault on the weaker player without fear
of running into set traps. Likewise, the knowledge
that the weaker player will be forced into a
position where he/she will run fewer traps, as they
will more often than not be thwarted. So now, we
have an instance where Aggro runs Decrees to stop
all the traps Non-Aggro will run to counter Aggro,
and an instance where Non-Aggro will fewer traps
because he/she knows Aggro is running multiple Royal
Decree's. And so the loop begins.
While there are fewer chainable spells (as mentioned
earlier) to stave off the Aggro assult, what option
does the weaker player have against Aggro? Should
they run their own Decree's to stop Aggro's
Decree's? No, that doesn't make a lot of sense.
Should they run Jinzo+Amplifier so that they can
play their traps? Ha, I would like to see it! Or
should they just run their normal monster removal
traps as well as a few Dust Tornado's and Chiron to
help combat the Aggro wave. I think that the last
idea is how we will see most Control decks, or even
other Aggro decks deal with the rise.
Gravekeepers:
I'm not entirely sure why, but it seems that after
almost every single ban list that comes around,
people expect it to breathe new life into the
Gravekeeper deck type. Granted, there is now more
support for the deck type than before, with
Magician's Circle soon to be released, and that GK
sort of fits the Aggro theme, with easy-drop,
swarm-able beat sticks and a fun element of control,
but I still feel it will be a deck type plagued by
the same problems that have always ailed it.
GK is still heavily reliant on Necrovalley. And
field cards are still generally weak. I'm not
shutting down the deck type as viable, believe me,
I've played and enjoyed playing GK for a long time
now. However, it is still highly unlikely that even
the very best GK build be very successful. The deck
is fairly easily sided against, and depends heavily
on very quick 2-0's.
I think it will be both stronger (new support, lots
of Aggro) and weaker (without goats to trample a
large amount of the damage done disappears), but
still not dominant.
Chaos:
People might think that I'm a little forward in
saying this, but Chaos WILL still be one of the most
dominant deck types. However, now with the loss of
BLS, it cannont so easily just be thrown into other
established deck types (read Zombie), and it will
require an intentional Chaos build.
Chaos Sorcerer, while not incredibly unbalanced, is
still quite a potent card. A costless 2300 drop, or
instant permanent removal should never be frowned
upon. Also, since Book of Moon is out of the
picture, the opportunities to prevent CS's effect
from resolving are rare.
I expect to see either Aggro Chaos Warrior variants-
DDA's, CS's, BK's, etc, just because that's the way
the entire game seems to be leaning.
Personally, I prefer a Thunder Dragon build, myself.
As Thunder Dragon is one of, if not THE, most
reliable ways to put lights into the graveyard. You
can then facilitate the use of PWWB, which I
consider to be the most important trap released
since Ring of Destruction, and Tribe-Infecting
Virus, which many say is not worth running any more,
as goats are few and discards are costly without the
snake.
PWWB, while it cannot return things like MST or
Heavy Storm, or chained non-continuous spells/traps,
is entirely versatile. It allows for the prevention
of Decree's, Face Down monsters, Scapegoats,
Summoned monsters, recently set s/t, etc. But, I
won't get into it here, as I expect to write a more
robust article on the card.
In short, Chaos will still be particularly strong,
and can potentially be a very good answer for
searching Control players.
Control:
As just mentioned, Chaos will be a nice option for
players still wishing to play Control. Why would
control players need answers, you ask? Because, for
years, Control has depended, at least in part, on
goats and morphs. Those things are gone now, and
Control will have to explore new territories, or
return to some old school formulas, more
specifically, Tomato Control.
Why? Because Tomato can search out a number of cards
which not only control, but also halt the onslaught
of Aggro.
Spirit Reaper <--- Most important
Newdoria
Dark Jeroid (in part)
Sangan
Don Zaloog
Well, you know the drill. Tomato Control was
Control's answer to Beatdown back in the day, and
Aggro is little more than a more sophisticated
Beatdown. Therefore, you will have to run a more
sophisticated Control. [I'll leave the learning how
to do that up to you at this point :) ]
Finally, Tomato works very well with Creature Swap,
which will prove to be a very potent form of offense
and removal in the new meta. Free from worry of
chained Scapegoat's, it is unlikely that a
straight-up Aggro deck will have many answers.
(Reasons why people should play CEDevice and PWWB.)
Zombie:
I've already addressed how important Spirit Reaper
will be in staving off Aggro, but Zombies, in
general, continue to grow in strength. The fact that
Vampire Lord is totally unrestricted is sort of not
an issue, as Cyber Dragon's will 'pwn' Vlord.
However, Vlord's are happy that things like Dark
Hole, Smashing Ground and Sak Armor are going to see
increased play.
Also, Zombies smile fondly on the increased
potential of Creature Swap. Playing a build like Jae
Kim's famous 2x Rat 2x Turtle will easily
accommodate 2x Creature Swap, and will do so gladly.
Zombie builds can also incorporate sincere elements
of Hand Control, again, as pioneered by Jae Kim.
Simply, the fact that nothing happened to hurt
Zombies, an already very strong deck type, in this
ban served to elevate them above those deck types
that were harmed.
Pheonix:
For the same reason that Vlord is a happy camper in
this Aggro, so too is the Giant Chicken. Looking at
the last World Championships, it is clear that
Phoenix had far greater potential than many of the
"Dueling Elite" ever gave it credit for. However,
Phoenix decks lack a lot of the strengths of Zombie
decks, which lead me to think that the deck type
will not be as strong as anticipated.
1) Phoenix is Restricted to 1.
Obviously, if you play a deck, and its central card
is taken out of the picture, you are going to have
difficulties.
2) Phoenix is far worse in hand than Vlord.
1 trib>2 tribs. In a Phoenix deck, you had better
hope to high Heaven that you draw Apprentice
Magician, Sangan, or Hand before you draw the Bird.
3) Phoenix lacks the mass revival Zombies have.
Even if Vlord is taken care of, say by Cyber Dragon,
he is easilly revived by one of the 3 unrestricted
Book's of Life. While she is harder to take care of
normally, Phoenix is less likely to see action again
than her Zombie counterpart.
4) Apprentice Magician is much weaker than Pyramid
Turtle.
While Apprentice can encourage more resource abuse
via Magician of Faith, but resource abuse is not as
important as it once was when we still had the
Trinity. [Granted, Dark Hole and Confiscation are no
scrubs themselves.]
But Turtle's versatility in what it can search,
those searched monsters not being NoC bait, and his
swap-ability are what make him shine.
SCC (Spellcaster Control) did take a serious hit
with the loss of BLS- as he served to stabilize a
deck that lacked potent field presence and offense.
Phoenix decks, more often than not, will resemble
SCC's, except now they have to cope with the loss of
the soldier.
More power to the person who finds and plays a
Phoenix build successfully though.
Warrior:
The distinction between Warrior, or a JaNk Warrior
Aggro, at this point is slim. Most Warrior builds
will contain elements of Aggro, and most Aggro
builds will include elements of Warrior.
Simply, Warrior?s are still one of the strongest
backbones upon which to build any deck. Their speed,
versatility, and power are rivaled only by Zombie
builds. Also, Warriors include not just the typical
DDWL and DDA, but they always-under-respected
Zombyra the Dark. This guy has never seen the play
he should and will CONTINUE to not see the play that
he ought to.
RFP?s, which I have always been a huge fan of, may
have missed their potential spotlight in the last
format, but will experience a rebirth here. More
specifically, Strike Ninja will see an increase in
play, at least initially. Strike + His posse + DDWL/DDA
+ Return from the Different Dimension = an exciting
and less CC spin on aggressive deck play.
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So that about summarizes my thoughts, feelings, and
speculations on the current ban list.
It's nothing that you wouldn't have been able to
figure out for yourself or that you haven't already
heard, but I hope that I was able to synthesize and
compare a number of aspects of the upcoming Metagame
for you, and aid you as we all travel into uncharted
territory.
Obviously, all of these things are subject to change
over time.
Feel free to contact me at xxbenthegreatxx@yahoo.com