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Dark
Maltos's
Dueling Dome
Increase your dueling technique in 7 steps (pt 3)
The Field
June 30, 2006
So, we’ve covered the
Deck, and more recently , the hand. What’s left now Maltos,
I hear you cry, THE FIELD? . Well actually yes my sarcastic,
hypothetical little reader.
The Field is in my opinion the most vital area in dueling.
Its where all the action takes place . Where everything
happens, where Tomatoes and Turtles alike are sent to their
untimely deaths, so that Sangan or Vampire lord can squeeze
their way in. Where wars are thrown and creatures and spells
obliterated, and just generally, everything in the entire
game commences. Sweet huh? In order for a duelist to be a
success they must be familiar with everything on it.
For a long time the field has been an unstable, disastrous
place to be in, especially for monsters. The high speed,
mega death destruction that commences gives each monster
played a life span of at maximum 2 turns. It’s a high
octane, win takes all zone of massive proportions.
The main focus of the field is to have as much going for you
at any given time in comparison to the opponents resources.
This includes their hand specifically, as we all know that’s
where the major guns are usually hiding.
The field is split into 2 zones, as im sure you’re all
aware, the monster zones, and the s/t zones. Combining this
with the existing zone of the hand and that makes 3. These 3
zones are the most important aspects to acknowledge before
making any moves. By taking into account the significant
tips put together in this article hopefully your dueling
technique will increase by bringing the ideas you already
have at a subconscious level into your conscious mind where
they can be further developed.
The Monster Zones :
This zone is also divided into 2 key areas, face up and face
down.
Face up cards for the most part are not much of a threat.
Normally they either consist of smaller monsters or larger
monsters depending on an opposing strategy , and expose
their own weaknesses by revealing everything about
themselves. These monsters are the easiest to kill as they
show us their stats and effects, giving us the opportunity
to destroy them by either attacking or through an effect,
depending on the card.
As long as a card is face up , it exposes itself to a lot of
removal like Smashing Ground , lightning vortex and
controlling cards like Snatch Steal.
Also, I think its noteworthy that generally high attack
monsters have a much higher attack than defense, so
targeting their defense is their weakness. Hence the reason
Tsukuyomi is that damn good.
Face down monsters are often more of a cause for concern.
You don’t know anything about them. Their stats, effect,
name , nothing. They are a complete mystery. Exercise
caution when approaching these. Often they pack a powerful
punch like a Magician of Faith or could be an irritating
wall like Spirit Reaper. OR, they could just be a useless
Berserk Gorilla, forced into defense as a last resort. Face
down monsters completely switch the momentum of a duel quite
often, from Attack based to a stalling contest.
Good counters to face downs are essential to any deck’s
success. That’s why most pack 2 Nobleman of Crossout if they
are specifically aggro based.
When using your own monsters, never completely extend and
fill up your field. Conserve some resources, otherwise a
well placed Mirror Force or Torrential could send you crying
home to your mother. The key is to play aggressively , yet
conservatively , never pushing for more than 3 monsters at a
time, unless you have a safety net like Jinzo lying around.
Safety nets are essential for good field control. They
protect you from the nasty’s the opponent is cooking up with
negation effects or lockdown, limiting what the opponent can
respond with and essentially winning the game. Having good
control over the field is essential for a players success,
and controlling masterful effects is the best way to do
this.
The S/T Zones
The back wall of dueling. Something to fear, and something
to use masterfully. The spell and trap zones, much like the
Monster zones are divided into 2 separate areas. Those who
can master both are amongst the best in dueling. A good
knowledge of both will guarantee your ascension from
beginner to duelist elite.
Face up spells are normally scarcely used. They have
continuous effects that normally remain active throughout
the course of their existence on the field. Most dominantly
used for stalling, face up s/t’s are normally the target of
s/t removal, but if they do last are incredibly effective,
and quite powerful.
Face down spell and traps on the other hand are definitely
something to be feared. They are the plague of a duelists
career. They end games, they decide duels. They are the
backbone of a duelists Arsenal. A face down s/t has a sense
of mystery about it, and aura of uncertainty. It could be
anything, s/t removal, a deadly trap or simply a bluff, but
there is almost no way to figure that out.
A good duelist packs a lot of s/t removal in order to
counter the opponents, as well as a lot of cards to deal
with opposing monsters. A good duelist will also be aware of
the importance of the back field and approach any move with
caution when the s/t zone is applied. They will never set
all of their resources at once, and really should never have
more than 2 cards in them at any time. A good duelist will
always assume the worst of a card in the opponents zone, and
will push themselves to get around it.
Which brings us to the hand. As explained in pt 2, the hand
is an essential part of a duelist‘s game.
The size of an opponents hand should indicate the risk of
performing a move. A larger hand should push you back to
using only one monster at a time. A small hand will let you
throw caution to the wind. Combine this with a small
opposing field and you’re set, with no real threat to worry
about, but if it’s the reverse then watch out.
Well that’s it from me again guys, I hoped you liked it. As
always,
Toddyhole@aol.com
Have a good one guys.
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