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Dark Maltos's Dueling Dome
A yu-gi-oh guy in a GX world

May 15, 2007

Yugioh has always been a great game, one with enough twists and turns to keep things interesting, as well as a good , steady base that is as inviting to new comers as it is reassuring to veterans. Players new and old can safely feel secure when playing this game because generally, for the most part, it’s been based on 2 very simple concepts, i.e. Summon big monsters , or wield different effects to win.  These forms the basis of the vast majority of monster-based card games and is undoubtedly a winning formula that can captivate the imaginations of all who wish to get involved.  This can be held responsible for the runaway success of games such as Yugioh, Magic and Pokemon. The fantasy of escaping into that world is enough to draw everyone in.
 
Yugioh though has always been somewhat of a game divided in the TCG community, set apart as different from all the others, something special. It’s definitely had some sort of hold over me the last 5 years , as i’m sure it has you. It’s a game that, no matter what cards you own, or who you play , you get the feeling of being involved in something great.
 
Some may argue that that could be a consequence of an unbalanced resources system, saying that is essentially Yugioh’s greatest shortcoming, being a  pick-up-and-play game that can be quickly mastered and deck’s quickly purchased. This massive injustice in ease of summoning powerful creatures in most cases triplicate and pulling off powerful effects with no genuine cost involved allows for a mad rush of initial enthusiasm and self belief but quickly becomes tiresome and repetitive. That is the argue put forward by most unsatisfied duelists, - it’s just to easy to do the big things. Well, I for one say they are wrong.
 
Ever since I first started playing, all I’ve ever wanted for the game is to pull off big things in ever duel I’ve faced. To overcome seemingly impossible odds in one turn and have the same done to me so I can return the favour once more. And yes, I did do that.
 
Back In the day I brought out my beloved Masked beast ( at 3200 attack ritual monster !) and went toe to toe with a legendary fisherman and a barrel dragon. I used to love summoning Blue eyes and keeping him alive for longer in the days of Raigeki and Dark hole that spirit reaper sticks around for with both of the banned.
 
As time rolled on things got more advanced, searchers became essentially, advantage became important (although not as godly important to me as it was to everyone else) . New cards were released, and in particular around IOC things were absolutely perfect, and at the same time ridiculously flawed. It was magnificent.
 
The original game had very much become a phenomenon unto itself. There was a way thing’s were done, and a method to the madness that kept players on the edge of their seats until the final onslaught of whatever enormous monster struck out next. There was an understanding to be had between the mechanics  of the game and the cards that could be used. For instance, thinking about it, the ultimate deck back in the day would have been 3x Robbin Goblin, 3x Trap hole, 3x Fissure and 3x Summoned Skull, a deck that , to this day would stand strong and manage to be played comfortably. But no one  bothered with that, I doubt it ever even crossed anybody’s minds , partly out of naivety and partly because of this understanding I keep talking about. I t was kind of the “honour” of yugioh. People respected the rules, and people respected the principles of the game, the base principles that I mentioned before, even if not consciously being aware of them.
 
It wasn’t until the dawn of Chaos that the “beautiful card game” became tainted. People became desperate to eradicate the chaos problem and became overwhelmed by the greed and abuse that the game was just bursting with, but until now people had been too polite and ignorant to use. The flood interval of cards that had been lying in wait was completely overwhelming and the darkness ran rampant.
 
Smashing Ground broke the game.  Not the card itself, but rather  the mentality unlocked by those that used it. Smashing ground was able to bring about the bad that every duelist had kept buried beneath, much like the Seal of Oricalcose without the amateur dramatics. 
 
Ever since that card’s discovery duelists have hungered for new ways to abuse the system. Let’s just think about it for a second, forgetting Smashing Ground for a second, lets enter into a bit of fantasy. What exactly is the appeal of the Seal of Oricalcose? I know the card doesn’t exist, and it simply something to keep the series going another season, but if the Seal ever made it to a mass released audience, what would be the impact? The initial reaction?
 
Well first and foremost, everyone and their mother would go out of their way to obtain one, either through rip -off trades or scandalous prices, but then what? People would stick their copy in their deck and attribute that to all their future winnings , regardless of situation.
 
The reality would be the they probably would have won seal or not, for instance if it had been a field card like Umirika or something specific.
 
The seal itself is not a very powerful card, and it alone will not increase your deck’s power to a point that it’s worth the effort of obtaining one, believe me. The attraction comes from what Smashing Ground released upon us, the overwhelming desire to change the game mechanic to try and abuse the system. That’s where it all stem’s from. People want the seal because it redesigns how the game is played, simple as. Similarly, so does smashing ground, at least in context.
 
This brings me to the main focus of this article. I’m a yugioh guy trapped in a GX world. The game has changed over recent years into something very different to what it was originally, and it’s odd because even though I can’t really fathom it, I’m absolutely in love with what’s going on.
 
This is going to be really hard to explain, because in my mind I know what I mean, but putting it into words is going to prove difficult. The game of GX is a very different on to that of the original yugioh because it has no morals, essentially anything goes these days. There is no unwritten or unspoken universal code of honour anymore, the whole system has degenerated into some sort of dueling euphoria.
 
Case point, Advanced Ritual art and Overload fusion. These are two absolutely superb cards and could be quickly seen as a fantastic way to make cards playable, more specifically Chimeratech and Demise, but although this is true, there’s also another side to it which opposes the gaming code of the game.
 
Rituals, for instance are meant to be difficult to do. It’s an annoying fact of life that everyone has wanted reconciled since the game’s initial creation, no one more so that yours truly, and now that it’s happened I can’t bring myself to accept it. Advanced Ritual art is a beast of a card, and I absolutely adore it for everything it’s done in bringing ritual and normal monsters and effective spot in the hearts and decks of duelists on a global scale.  But that’s just it, it’s just so different from what we’ve seen before.
 
Overload fusion it the same. Fusions by nature are meant to be a collaboration of efforts into one powerful creature, but now it’s just fantastic and fair to do.
 
I think the thing giving me the major unease about these new GX cards is that the rules indeed have been changed in the game. It used to be that dueling was a very separated thing, categorised and divided into neat little sections, the deck, the hand, the grave and sometimes the fusion deck and removed from play pile, each separate yet related to each other, but now it’s as though everything has merged into a single entity. Some sort of dueling weapon where everything relates to everything  else, and where a card resides is simply a moment in time before it shifts somewhere else. The line between deck grave and hand have never before been so blurred, and less defined. It could indeed be said that the whole deck has become a lot more fluid, and it’s leading to the success of anything and everything. All cards are now really available for use, we’re in the golden age. Everything has stopped standing still and is accelerating every which way, and I don’t know where we’re going to end up.
 
Which is where my problem comes in. As a duelist, I’m very set in my ways. I think I know what works, and that I’ve seen it all. Cards like Overload fusion and Advanced Ritual Art have really opened my eyes, especially to the brilliant combos out there for almost every card. The game has had a huge momentum shift and I don’t think it’s about advantage anymore, nor powerful monsters, or powerful effects. I believe that the game has become about how well the deck revolves around itself and how un dependant and re-usable  the cards are. That’s why, from now on , I’m not going to take every card at face value. The cards that are released now are much, much more clever than that. I will now look at the fluidity of a card within my own deck and seeing whether it works or not.
 
As it stands, since the released of DP04, I’ve been, as I’m sure most have, after a cybernetic upgrade for my deck, and after a couple of months and  a bit of money I’m on the verge of having a much better deck again. I’ve got all the support cards I need, the only problem being that I’ve got none of the cards they’re supporting - Cyber Dragon’s. (Cards that rose to fame because of the ability to abuse the “once per turn “ summoning game mechanic) . It’s quite ironic, but sooner rather than later I should be able to obtain the 3 I need. In the mean time, take a look at the deck I’m hoping to build from them, hope you enjoy it :
 

Fusion :
 
Chimeratech Over Dragon ~(x3)
Cyber End Dragon (x3)
Cyber Twin Dragon (x3)
 
High Level :
 
Sacred Phoenix of Nephthys
Cyber Dragon (x3)
Jinzo
 
Monsters ;
 
Cyber Phoenix (x3)
Proto Cyber Dragon (x2)
Hand of Nephthys
Sangan
Treeborn Frog
Neo spacian Grand mole
Exiled Force (x2)
D.d Warrior Lady
Spirit Reaper
Chiron the Mage
Morphing Jar
 
Spells ;
 
Overload Fusion
Future Fusion
Limiter Removal
Power Bond
Shrink (x2)
Pre Mature Burial
Snatch Steal
Mystical Space typhoon
Heavy Storm
Lightning Vortex
Scapegoat
Nobleman of Crossout
Book of Moon
 
Traps ;
 
Ring of Destruction
Mirror Force
Torrential Tribute
Call of the Haunted
Sakuretsu Armour (x2)
 
Some of you would look at this and pick out a million and one flaws, but I’m not particularly bothered. This is the first draft at incorporating the Cyber’s into my deck, I don’t particularly expect it to work at 100% straight off the bat, and there’s cards in there that you probably wouldn’t understand, but all I know is that it works for me. I’ll get back to you with how successful it is later on.
 
Now I need a quick moment to put up a tiny little message about Stormvortex. You may remember it, I put the idea forward a while ago. Well recently it was deleted because of an error on the forum provider I was using, so I need to put forward the new url of the improved new site I’ve built to replace it. I would also like to encourage those members who attempted to join and never got their confirmation emails to give us a second chance with Stormvortex Zero. Towards the end Stormvortex had broken into the top 20 forums on the whole of forum’s vibe, and was well in the lead of being the top specific game forum there. We’ve started again, this time with a different provider. If you want to join I’d use an msn/hotmail account to register with, then check your junk email folder for the response email. Hope to See you there.

Have a good one guys !!!
 
 

 


 


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