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Tebezu on
YuGiOh
In chess,
Yu-Gi-Oh, or any
other game
played the
concept of
winning is
usually the goal
a player is
trying to
obtain. Yet
this is
obviously easier
said then done.
One of the
reasons for this
is derived in
the fact most
players do not
think about
how
they are going
to win. They
simply believe
that by doing
their best this
achievement will
be unlocked.
Doing your best
is all a matter
of perception,
but winning is
truly a skill.
Concerning
sports one of
the reasons for
conditioning is
to aid in
competition. If
a player does
not condition as
efficiently
as their
competition odds
are they will
lose. This is
the result of
depleting energy
reserves,
biological waste
output, etc.
Point is an
unconditioned
player is going
to get tired and
as a result not
function at a
hundred percent
capacity. This
in turn allows
them to be
easier to beat.
If a
football team is
aware that the
other teams
quarterback is
more
comfortable passing
the ball
compared to
handing it off,
their goal
should be to
break the line
and tackle the
QB. This
eventually
results with the
offensive line
concentrating their
efforts,
indirectly
altering the
other teams play
style, and
increasing their
odds of making
mistakes as a
result of
unfamiliarity.
This of course
could go the
other way due to
the offensive
line being
better adept at
dealing with the
defensive line,
making the idea
of a touchdown
more likely. In
basketball if
you are playing
against a really
good point
guard, your goal
should be to
exhaust their
energy in the
first half
making them
easier to play
against when the
clock is
critical. With
Yu-Gi-Oh we
should look
at our opening
hand and
question
potential
moves. We need
to analyze our
hand and ask
ourselves at
what point
particular cards
will be more
beneficial
concerning the
game. Do you
summon spirit
reaper when your
opponent has 2
back-row traps?
Should you wait
to summon him
until you figure
out what those
back row cards
are via other
monster
intervention? Maybe
attacking your
opponent with
spirit reaper
and potentially
forcing
a discard is the
thing to due,
possibly you
want spirit
reaper in the
graveyard for
book of life?
If you
attack your
opponents life
points
successfully you
just figured out
their two sets
are bluffs,
potentially
bottomless trap
hole or some
other attack
specific
removal, but not
a Mirror Force
or Torrential
Tribute. If
they are then
your opponent is
either an idiot
or has a dark
world monster in
their hand.
This free
knowledge has
just dictate my
next move. Next
turn if spirit
reaper is still
around I think I
will attack
again if
necessary.
Milking as many
resources as I
can until my
opponent draws
into something
to react with.
The endgame is
decided from the
beginning and
each move should
be examined on
how it helps aid
your goal.
Exodia is
all about
winning. This
card and this
idea is
relatively
unique to this
game. By having
certain
components you
are guaranteed
victory. Other
than death,
human beings are
not currently
guaranteed
anything in
life. But if
you have the
five pieces of
Exodia in
your hand you
win the duel 100
percent of the
time. Obviously
we will have to
work for this.
Upon the release
of Foolish
Burial I had
been pondering
how to make
Exodia
playable. I
tried numerous
draw cards and
various builds
only to discover
over and over
they just were
not worth my
time. Either a
Thestalos the
Firestorm
Monarch or some
other card
generated an
untimely discard
or a bad hand
would occur.
The more I
thought about it
the more I
realized an OTK
was and is the
only way to go.
The reason for
this conclusion
I assume came
from a lack of
endgame
analysis. If a
piece of
Exodia
was removed from
the game for
example I was
going to
lose. The duels
fate was sealed
with five
cards. Trying
to prevent all
the things that
could happen
only aided in
inconsistency.
With an OTK I
can go into a
game, play my
turn and see
what happens.
If I win YAY, if
I don't I should
next time. I do
not have to over
analyze the game
state or care
about making
plus and minus
moves. All I
want to do is
win A.S.A.P.
(40)
Monster
(16)
1x Exodia the Forbidden One
1x Right Leg
of the
Forbidden
One
1x Right Arm
of the
Forbidden
One
1x Left Arm
of the
Forbidden
One
1x Left Leg
of the
Forbidden
One
2x Manticore of Darkness 3x Ojama Black 3x Ojama Green 3x Ojama Yellow Magic (21) 3x Card of Safe Return 3x Foolish Burial 3x upstart goblins 3x Reload 3x Magical Mallet 3x Dark World Dealings
3x Ojamagic
Trap (3) 3x Magical Hats
Side Deck
(15)
1x Gravity
Bind
1x
Level-Limit
Area B
2x Jar of
Greed
3x Legacy of
Yata
3x Solemn
Judgement
2x Dark
Bribe
3x Wave
Motion
Cannon
Having worked on
a few decks,
www.metagame.com
recently came
out with a
traditional
Exodia
OTK deck. I
laughed with joy
because of the
many
similarities.
The obvious
differences
being mine is
for advanced
play and the one
posted for
metagame has
access to
Painful Choice,
Graceful
Charity, and Pot
of Greed. I
will now explain
the deck
mechanics!
Manticore of
Darkness has
been limited to
two due to the
fact it
generates an
infinite draw
loop with Card
of Safe Return.
Foolish Burial
has finally
allowed players
a way to make
this draw loop
consistent.
Thus we use
Foolish to Dump
Manticore and
revive with a
discarded Ojama
or another manticore. Getting
these pieces
should be
relatively easy
due to the
inclusion of 3x
Magical Mallet
and 3x Reload.
Ojamagic allows
for the deck to
search for a
plus two,
indirectly
altering the
odds of getting
the needed
cards. Magical
Hats also thins
the deck by two
cards, allowing
me to search for
two Ojamagic
which then thins
the deck by
eight
cards. The
overall
goal basically
is to get both
manticore and a
Card of Safe
Return into
play. Once
these three
cards hit the
field the game
is over.
Upstart Goblin
and Dark World
Dealings all
allow for
additional draws
while dealings
provides another
way to generate
a plus two off
Ojamagic.
All in all the
only thing about
this deck I do
not like is the
increase
popularity of
D.D. Crow. If manticore
is removed from
the graveyard
your just kinda
stuck waiting
for a little
luck. Outside
of this little
issue, I am
truly proud of
this deck. I am
especially proud
of its ability
to transform
from an Exodia
OTK to a burn
deck of sorts.
With all the
draw and search
cards available
the side deck
will allow its
wielder to
search their
deck for a
Wave-Motion
Cannon and then
set Dark Bride
and Solemn
Judgements as
needed. This
indirectly
prepares the
player to have
an alternative
win condition
against any and
all weird
strategies. The
use of these
counter traps
basically puts
the duel on
an eight turn
counter. I
recommend all of
you take
advantage of it
and run your own
version. LADD
and its numerous
builds are
relatively
slow. The
faster we can
speed up the
metagame the
quicker we can
turn the
opposition and
conformists on
their ignorant
heads.
Until next time,
where I will
introduce my
version of
Destiny Dragon,
if anyone wants
to talk or trade
I can be
contacted at...
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