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FanatikMonk on Yu-Gi-Oh!
Fusing the Creative
with the Competitive Hi all, I’m FanatikMonk and I’ll be writing Feature Articles here on Pojo. Well, now that we’ve gotten through the blatantly obvious, lets move on to more pertinent issues.
The average kid/person entering into this game expects thrilling, short duels in which you make a few big plays/combos and win quickly, just like on the show, and is shocked to find the lack of diversity in many “competitive” decks. In fact the current Meta is so extremely different from anything shown on the show that any onlooker would think we were using entirely different sets of cards. Why is this? Many people argue cards on the show aren’t competitive. Many say there isn’t room for creativity in this game outside of basic deck-types (tomato control, flip-flop, warrior, etc.). Yet the terms competitive and creative are ever-changing and are influenced by every individual deck in the Meta.
Competition
At the core of any card game (or
any game in that case), is gaining advantage over your
opponent. Your deck in Yu-Gi-Oh is basically a river of
resources and each card must flow logically into the others
providing a constant stream of advantage in order to win.
Destroying monsters, stopping spells and eradicating traps
cause disruption in your opponent’s strategy and prevents
them from retaliating in full force.
Many people also value
maintaining the tempo of a duel as a form of advantage. No
deck survives everywhere and under every set of
circumstances (hence, why burn and mill decks are dangerous)
and it is up to you to create the proper context for your
deck. A duel’s atmosphere and tempo are core components to
winning. Let’s face it without G-Bind and level-Limit burn
wouldn’t stand a chance, right?
These are the two basic
components of competitive play: tempo and advantage. While
I could easily write 5 pages on the importance of each,
suffice to say they’re critical aspects of game play and are
how we decide what can be deemed competitive and what
cannot. Deck-types that take hold of both concepts are
labeled competitive and, depending on the Meta and the
environment, they may be deemed “Tier 1” and only “Tier 1”
decks make it into tournament play and are viewed by most
duelists as competitive. But is their another way to define competitive? Is there a way to incorporate creativity into the competitive? Let’s face it, no one wants to play the same duel for the next 3 years, so a little diversity is more than appreciated. I’ve written articles for this game for over a year now for various sites and my goal cannot be described better than “Fusing the creative with the competitive.”
Creativity
Think about the best duel of your
life, or how you would envision it. You’re dueling a tough
opponent with a deck you’ve never seen before, where every
twist and turn is full of new surprises, new combos and
innovative, advantage-gaining mechanics. It’s not the
warrior vs. warrior match up; it’s not tomato control vs.
chaos; it’s something more. The best duels keep you on your
toes and force you to think about and re-evaluate your deck
and your play style. The best duel pushes you to your
creative limits and transcends the realm of “luck.” The
best duel is what we’re all striving for. Now, I personally take the side of the “opponent” in the “best duel.” Using a deck crafted around their own personality, built with blood, sweat and tears, forged out of the strength of winning and the knowledge of loss, I play with every ounce of my soul in union with my deck.
So let’s take this deck as a case study of fusing the creative with the competitive.
Monsters (19)
Winged Kuriboh x 3 D. D. Warrior Lady x 1 Breaker the Magical Warrior x 1
Magician of Faith x 1
Tsukuyomi x 1 Messenger of Peace x 1 Nobleman of Extermination x 2 Wave-Motion Cannon x 1
Total: 41
My original build for this deck
was entirely burn based and used stealth birds to cause
damage and Winged Kuriboh LV10 as tech, but I soon realized
the deck could be modeled to fit a more aggressive profile.
After play-testing everything from Mobius to Time Seal I
realized there were three big problems with the deck: 1. Summoning Lv10 required some fairly situational combos. You’d have to do it early enough to have cards in hand but still be subtle enough with your approach that your opponent wouldn’t hold resources and hit you with a big swing next turn. 2. If you were able to get Winged Kuriboh 10 out, you’d be hard pressed to find advantage after that. 3. There are a lot of cards in this deck that have a one time use and become useless without the addition of other cards (Transcendent Wings, Winged Kuriboh Lv10).
It’s with these in mind that I created the final product and tailored it to be used for tournament play. This deck was created mid-December during the height of warrior play and as such needed to bar their speed and limit their removal, so with that in mind lets take a look at the monsters in this deck first.
The Kuribohs (Winged and otherwise) were
implied by the theme, so 7 cards in the lineup are set
initially. D.D. Warrior Lady and the Shining Angels combo
well with the Winged Kuribohs providing access to them in
the midst of the battle phase or a D.D. Warrior Lady to halt
further aggression. Tsukuyomi and Dekoichi provide an
excellent draw engine for the eventual discard I’ll be
making or to compensate me for one already made. Finally,
Chaos Sorcerer provides late game advantage and will always
have something to remove (I mean I’m dropping kuribohs
anyway, right?) Establishing a quick 1 for 0 can keep your
opponent off balance long enough to regain control of the
tempo of the duel.
Now the spell lineup was created with two
things in mind. First, I wanted it to run similar to
burn/stall so that my opponent was encouraged to wait for
openings in my defense and then atk with a big swing. The
inclusion of scapegoat, messenger of peace and swords, three
very powerful stall cards, allowed such a scenario to take
place. Pot of Avarice and metamorphosis are excellent
pieces of tech for this deck and added even more tempo
control. Nobleman of extermination was a replacement for
the initial two Mobius I had in the deck, but work well due
to the small number of traps in this deck and their scarcity
in other decks. Now, Emergency Provisions and Double spell
may look like terrible choices for any deck but they’re
actually very appropriate here (see problem 3.) They allow
me to dump useless spells like transcendent wings or an
early Avarice for something more valuable. I have
double-spelled for the game (drop transcendent, enemy
controller, avarice, messenger of peace, etc. for Crossout,
dark hole, heavy storm) and is appropriate in a deck like
this that lives for big swings (plus, with 18 spells, it’s
pretty hard not to use it.) Emergency Provisions is
gorgeous because of its chain-ability. Enemy controller
finally provides a fail-safe for late game moves and combos
well with winged Kuriboh (tribute a winged and you take
0-damage and get a monster). Traps are fairly self explanatory if you remember that I started this as a burn build and simply dropped G-Binds and barrels for spells.
This is only one example of the kind of creativity available in this format. I’ll continue exploring this Fusion in the future and will also dedicate a lot of my writing to helping n00bs break into a moving game. Thanks for reading and I’m more than open to comments and questions. Happy dueling!
- FanatikMonk
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