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Cloudstrife 189 on Yugioh
The secret to dueling: Absolute Value
November 16, 2009
Hello,
I’m
back. If
you want
to read
any of
my past
articles,
click
here
(forums)
or
here
(main
site). I
give
special
thanks
to
custard666
here on
the
forums
for the
idea of
my next
article
along
with
some of
the
information
included.
Let’s go
ahead
and
start
things
off with
a
definition
so my
title
makes a
little
more
sense.
Absolute
Value:
The
distance
away
from
zero
This
article
is going
to go
into the
very
unique
details
of card
advantage
and all
those
plus
1’s,
minus
1’s
people
seem to
talk
about.
Welcome
to the
secret
to
dueling:
Absolute
Value.
The
basics
of YGO
may have
changed
through
the
formats
especially
with the
inclusion
of
synchros.
However,
all
cards
seem to
have one
thing in
common,
they can
generate
plus 1’s
or minus
1’s.
This may
initially
seem
very
hard to
understand,
but once
you do,
it’s
priceless.
The
basic
formula
goes
like
this:
Each
turn we
have the
potential
to
generate
plus 1’s
by
drawing
a card,
adding
cards to
our
hand,
adding
cards to
our
field or
by
sending
cards
from
your
opponents
field or
hand to
the
grave/deck/RFG.
Each
turn we
have the
potential
to
generate
minus
1’s by
paying a
“discard”
cost,
tributing
for a
monster,
having
our own
cards
destroyed
or by
playing
a card
that
immediately
goes to
the
graveyard.
Here’s a
few
examples:
I play
Fissure.
That is
a minus
1
because
it
instantly
goes to
the
graveyard.
Fissure’s
effect
destroys
a card
on my
opponent’s
side of
the
field so
that
generated
a plus
1. In
the end,
it
becomes
a 1 for
1.
I play
Pot of
Greed.
It is
instantly
a minus
1. I
draw 2
cards,
thus
adding
to my
hand
presence
so that
becomes
a plus
2. If
you add
your -1
and your
+2, you
get a
+1.
I play
Phoneix
Wing
Wind
Blast.
It’s a
minus 2
(one for
the card
itself
and one
for the
card you
have to
discard).
It
removes
one card
your
opponent
controls
back to
the top
of their
deck
which is
a plus
1. In
the end,
it is a
2 for 1
or a
minus 1.
You
tribute
a
monster
for
monster
for
Caius
the
Shadow
Monarch.
That is
a minus
1. You
remove
from
play
your
opponent’s
monster.
That’s a
plus 1.
Once
again,
that
resulted
in a 1
for 1.
Now, you
should
understand
the
basic
principle
behind
it.
However,
let’s
start
making
it a
little
more
complex:
I summon
Caius
the
Shadow
Monarch
(-1) and
target
to
remove
my
opponent’s
f/d
bottomless
traphole
(potential
+1). My
opponent
responds
with his
bottomless
traphole
(-1) to
destroy
and
remove
my Caius
(+1). My
Caius no
longer
removed
a card
from my
opponent
so he
generated
no
advantage
and I'm
still at
a (-1).
However,
let’s
look at
this:
In the
same
situation,
I use
Caius to
remove
from
play my
opponent’s
monster
and he
still
responds
with
bottomless
traphole.
My Caius
(-1) got
rid of 1
of my
opponent’s
cards
(the
monster)
so my
Caius
instantlly
became a
1 for 1
this
situation.
My
opponent
also
used his
bottomless
traphole,
another
1-1,
meaning
that we
both
broke
even.
(This is
why a
lot of
players
tend to
use
Caius/Raiza’s
effect
to
always
remove
creatures
before
spell
and
traps).
Obviously,
there
are a
lot more
situations
that
arise on
a duel
to duel
basis.
However,
this
basic
formula
remains
the
same. A
lot of
the boss
cards,
however,
tend to
generate
the most
broken
advantage
of “X”,
where X
can be
any
amount.
Cards
like
Judgement
Dragon
can
destroy
anywhere
between
0 and 11
of your
opponent’s
cards at
any
given
point
and can
continue
to do so
every
turn.
Same can
be said
about
Dark
Armed
Dragon.
Some
cards
like
Grand
Master
of the
Six
Samurai
can
continue
to
return
to your
hand
over and
over
again
creating
a plus 1
for each
additional
time he
does.
*I know
there
are a
lot more
examples
but this
article
was just
aiming
to give
people a
basic
understanding
of the
principle.
Obviously,
players
tend to
focus on
creating
as much
advantage
as
possible.
However,
not all
advantage
is good
advantage.
You may
have 6
cards in
your
hand and
5 cards
on the
field
but
still
have no
way to
deal
with "Judgement
Dragon"
meaning
that all
that
advantage
you have
is
useless.
Advantage
is only
good at
raising
the odds
you have
to
counter
your
opponent
and win
the
duel. If
you’re
playing
a
Vennominga
deck, it
may be
wise to
waste
all your
resources
early to
bring
our
Vennominga
because
no
matter
how much
advantage
your
opponent
has,
they
most
likely
still
can’t
destroy
her
meaning
that
she’s
eventually
going to
generate
all that
advantage
back. In
addittion,
because
your
ultimate
goal is
to win
the
duel,
eventually
try to
turn all
your
advantage
into a
game
winning
play.
In
conclusion,
I call
this
article
“Absolute
Value”
because
you
should
be
trying
to
generate
as much
advantage
as
possible
in YGO.
The more
advantage
you have
(the
further
you’re
away
from 0),
the more
hope you
have at
winning
the
duel.
However,
don’t
forget
that
there is
Hidden
Advantage
that I
spoke
about in
one of
my
previous
articles
that
throw
some
things
out of
whack
and make
calculating
the
exact
advantage
generated
very
difficult.
I wish
you guys
best of
luck and
will end
with
this,
"In
every
adversity
there
lies the
seed of
an
equivalent
advantage.
In every
defeat
is a
lesson
showing
you how
to win
the
victory
next
time.”
Til next
time,
Cloudstrife189
Any comments are very welcomed and
much appreciated:
AIM: Cloudstrife189
Yahoo:
Cloudstrife189@ymail.com
Email:
Cloudstrife189@ymail.com
__________________
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