I would like to begin by congratulating Jerry Wang
on his win at Shonen Jump Houston, and also a hearty
thumbs-up to runner up Ryan Spicer, who put up a
good fight en route to a 2-1 loss.
With that said, I have no clue where to begin for
this article.
My Experience at SJC Houston
I placed third after swiss with an 8-1 record,
losing to Ryan Spicer in a hard-fought match in the
sweet 16 after misplaying and facing a Royal
Oppression/Stardust Dragon lock (ironic, considering
my entire deck was built to achieve that state).
Both of us realized the bracket was set up to place
a relatively easy path to the finals after our
match, and sure enough he ended up playing for his
second championship. It was my first match with one
of Texas's finest, and one I will remember.
I want to spend some time discussing the decks from
the event, since they weren't very well-publicized
and the coverage of the entire tournament was
lacking. While I was informed of the reasons why
Metagame was not present directly from Jason
himself, I think Upper Deck made a mistake by not
sending its premier cover man, JGM, to the site. In
these turbulent times, any move that even reeks
faintly of weakness will be taken badly. By spending
300-400 dollars for a plane flight, the notion that
SJC's and the tournament scene are dying due to
Konami's takeover could have been averted, or at
least delayed, for a few months.
This tournament actually featured an evolution of
Tele-dad. In direct competition was my double Royal
Oppression build, played by Jerry Wang, his friend
Tony Tjandra, and myself (while Jerry and Tony are
my friends, they did not collaborate on anything
with me and came up with an arguably superior
build) versus Chris Bowling's excellent build from
SJC San Francisco (if Chris collaborated on this
with Spicer and others, my apologies). Let me
expound upon the philosophies of both builds.
First of all, every form of Oppression Tele-dad is
likely superior to the standard form, unless
modifications are made to it. The reasons for this
are many, but one need only look at Houston to see
examples of this. Chris and Kyle Bowling, and Ryan
Spicer all had two losses with one copy of
Oppression main-decked and zero Emergency Teleport.
Jerry and Tony were undefeated until the last round,
while I went 8-1. To my knowledge, our six decks
were the only Dark Armed Dragon builds maining Royal
Oppression.
What Makes Chris Bowling's Build Good?
Monsters: 19
1 Elemental Hero Stratos
3 Destiny Hero – Malicious
2 Krebons
2 Plaguespreader Zombie
2 Dark Armed Dragon
1 Destiny Hero – Diamond Dude
1 Destiny Hero – Plasma
1 Dark Grepher
1 Necro Gardna
1 Breaker the Magical Warrior
1 Sangan
1 Gorz the Emissary of Darkness
1 D.D. Crow
1 Mystic Tomato
Spells: 13
3 Destiny Draw
3 Allure of Darkness
2 Reinforcement of the Army
1 Brain Control
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
1 Scapegoat
Traps: 8
1 Crush Card Virus
1 Royal Oppression
1 Trap Dustshoot
2 Phoenix Wing Wind Blast
3 Solemn Judgment
To be quite honest, I thought the national
champion's build was quite terrible when I first
looked at it. It wasn't until I had to exhaustively
analyze and test it (when facing Spicer) that I
realized the deck-building philosophy behind it.
The deck is famous for running zero copies of
Emergency Teleport; what many duelists fail to
realize, however, is that it packs the full
contingent of defensive answers to being killed in
one turn. Scapegoat is the best anti-OTK card in the
game, with the possible exception of Threatening
Roar and Waboku (but Scapegoat also combos with
Plasma, which is a favorite of Spicer and Bowling).
Then you throw in Gorz, Necro Gardna, and D.D Crow
(which all prevent OTK's). Combine this with the
fact that the deck is designed to have very few dead
draws, with no Teleports, and it becomes incredibly
consistent.
Bowling's build is built on consistency. With all of
the draw power that standard dark decks have, you
are almost guaranteed to draw into either Solemn +
PWB (which is an airtight defense against a first
turn kill), a Dustshoot, a CCV, a Scapegoat, or one
of the monster defenses (Gorz, Crow, Gardna). Any
one of these combinations prevent the first turn
kill.
The deck then goes to set up double Synchro summons
with Plaguespreader Zombie, which is generally a far
superior synchro monster to Krebons when you have
stable monsters such as Tomato and Sangan as normal
summons. I saw the power of this first hand when my
Spirit Reaper hit Spicer's Malicious, leading to two
synchro monsters staring me in the face the next
turn. Tomato can set up Malicious searches, or they
can simply end phase Wing Blast or main phase
Destiny Draw to set this up.
The deck is not quite as explosive, but its choices
actually bog down the opponent into a slower game
state. From there, the consistency and mid-late game
touches lead to a grinding victory.
What Makes Double Oppression Builds So Good?
Monsters: 18
2 Dark Armed Dragon
1 Caius the Shadow Monarch
1 Elemental Hero Stratos
2 Destiny Hero – Diamond Dude
3 Destiny Hero – Malicious
1 Dark Grepher
1 Breaker the Magical Warrior
1 Mystic Tomato
2 Krebons
1 Sangan
1 Necro Gardna
1 Plaguespreader Zombie
1 Spirit Reaper
Spells: 13
3 Destiny Draw
3 Allure of Darkness
2 Reinforcement of the Army
1 Emergency Teleport
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
1 Brain Control
Traps: 9
3 Solemn Judgment
2 Phoenix Wing Wind Blast
2 Royal Oppression
1 Crush Card Virus
1 Trap Dustshoot
This is Jerry Wang's build from SJC Houston. It is
about three cards different from my own, and thus I
feel qualified to comment on the choices.
Many players have misconceptions about Teledad
Oppression. I have read forum threads on the topic
and have seen two consistent errors in how players
are analyzing the deck. Let's talk.
1) Oppression DaD is only good when you draw
Oppression in the beginning
This is false. Oppression is nothing like a win
condition in the deck. If you don't draw it, it
simply means you drew six other cards of a standard
Tele-Dad build. What this means is that you are
still playing a top tier deck. You can think of
Royal Oppression as more of a cherry on top of the
cake/icing/drink/root beer float.
It allows you to make more aggressive pushes with
cards like Dark Armed Dragon and Stardust Dragon.
But not drawing it does not affect your win
percentages negatively, because that simply means
you have six other cards of a regular Tele-Dad
build.
2) Oppression Cuts Away from the OTK Potential of
Teledad
This is relatively true, but you must understand
that a lot of times Oppression Teledad outright wins
the game with certain field set-ups. For example, if
you have a board like Stardust Dragon, Dark Armed
Dragon, Solemn Judgment, and Royal Oppression with
Necro Gardna in the graveyard, you have basically
won the game.
In my match against Spicer, he had Stardust Dragon +
Solemn + Oppression versus my five card hand and I
was pretty much unable to do anything. You don't
need “OTK potential” when certain game situations
have given you the game outright.
Also, much of the explosive nature of the Teledad
engine is due to Grepher and Wing Blast. I ran three
copies of RoTA for easier access to Grepher while
cutting the Wing Blasts, while Jerry kept the Wing
Blasts. You can still win games with that
contingent. Two different trap cards (Oppression for
Torrential and whatever else the opponent may play)
does not change the situation.
Thoughts on the Event Itself
The event had the feel of a casual regionals. I
attribute this to the lack of Metagame coverage and
short notice to players. The Jump was not even
announced publicly by Upper Deck until a few weeks
before the event! While I am saving my thoughts on
UD vs Konami for another article, it seems rather
likely that UD is losing its hold on the game and a
somber mode has set in. This upsets me greatly,
since UD has done a wonderful job with the organized
play department and promoting the game.
The judging was excellent, run by Frank Debrito of
Team Nexus (apologies to you if the team has
disbanded). The TO's placed the pairings in places
where they could be easily accessed without
commotion, and theft was at a minimum because
security/policy officers were hired to patrol the
venue and protect players. This was an amazing move;
I didn't hear of any theft or robbery the entire
event.
The event itself was also filled with numerous top
players. For every Adam Corn or Cesar Gonzalez that
didn't show up, a Ryan Spicer or Fili Luna stepped
in to fill the void. The game appears to be
thriving, with players simply looking for and hoping
for a leader to step in and direct the game with
more gumption and conviction.
After the black mark upon the game delivered by SJC
San Francisco (hearing a mother's impassioned,
crying plea for the return of her son's cards was
not a good part of my day), SJC Houston returned
some faith back to all of us. I was actually hoping
to speak with Jason or UD staff about doing coverage
of the top 8 and sending it to Metagame editors, but
my day two prevented this opportunity.
Instead, video coverage was done by some random
person that I have never seen before. To my
knowledge, each of the matches that he video taped
is going to take a day to upload, and you can see
one of the matches on Youtube. Unfortunately, as I
learned with my East Vs West team battle, the
public's interest in an event has a relatively short
shelf life. I am quite certain nobody will really
care about the videos a week from now.
So to many, this will be the forgotten Shonen Jump.
But the changes that were wrought upon the metagame
will likely endure until the next Forbidden list is
out.
An Overview of What is to Come in this Column
This makes a second day two with Teledad for me.
However, as many players know, I've never really
been the type to enjoy playing cookie-cutter builds.
So while I feel I have mastered the nuances of
Teledad, I feel like dropping it and working on
decks that can legitimately counter the format and
hopefully restore some life back to a stagnant
landscape (wish me luck with this, Tele-dad is the
strongest CC in the history of mankind).
My next articles are probably going to discuss:
1) The case of UD vs Konami- As a law student, I
found PDF files of the case from our database and
had actually sent an article to PojoBill on the eve
of this insane news. It wasn't published due to fear
of legal ramifications, but I can always edit it and
such to make it less dangerous.
2) Keys to understanding the format- This is going
to be more addressed to Teledad players, but also to
those like me who want to stop its iron grip on the
format. I feel many players miss the point
completely (sob stories of being “sacked” when you
probably didn't play it perfectly aren't my cup of
tea). I went from believing that the consistent day
two pros had to be cheating, to realizing that the
skill gap between the standard player and the
perfect player is immense. Based on my own
experience from SJC Detroit to now going 9-1 and 8-1
at Frisco and Houston, I now firmly believe that a
strong player wielding Teledad can probably day 2
80-90% of Shonen Jump Championships.
While the mirror match between someone like Spicer
and Jerry Wang may be 50-50 or 60-40, the mirror
between someone like Wang and a random player is
most certainly not. In fact, you can almost argue
that Jerry would have an 80%+ chance of winning.
How? Because there are certain nuances of the format
to master. I hope to help you with that.
3) I want to write a few general play articles based
off step 2 about what decks need to counter Teledad.
The answer is a lot more complex than you think.
A lot of this advice will be born from personal
experience. I thought I was a solid 8/10 prior to
SJC Detroit, but then realized there was an entire
new world of play that the best players used. I then
realized I was actually more like a 5/10.
After these past few SJC's, where I had to wield
cookie-cutter and feel dirty about it just to prove
my theories about the game to myself, I feel my
understanding of proper play in the format is at a
maximum power level. So I want to share that with
all of you.
Stay tuned, and send feedback to JAELOVE@gmail.com.
|