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Carrotizer on YuGiOh
Yu-Gi-Oh TCG – Tennis
Chess Game: Aggro
January 3, 2007
I’m sure that everyone has ran into light-speed deck that
even with your prepared sidedeck, opponent’s monsters came
too quickly. For me, Skill Drain Beatdown just……v v h 0 0 p
e d me. Constant 2300 ATK and occasional free 2400 ATK
monsters were too powerful for Vampire Lord and even Ryu
Kokki. Why is aggressive deck so good?
If you ask me, it is not GOOD. It is just that for other
decks to function, there is time needed. In tennis, if your
2nd serve isn’t long enough, good opponent will rip it with
approach shot followed by angled volleys. Usually, you
require time to set this up, but for Monarchs, no matter
which engine you prefer (Apprentice Magician, Gravekeeper’s
Spy, Tomato/Rat and others), you need at least 1 turn or two
to start rampaging with constant stream of Monarchs. Aggro
just eliminates this. Their incoming assault starts right
away, usually like gambit in chess. They can give up a piece
or two to push their tempos to extreme limit.
The Skill Drain deck that I dueled had Tribute to the Doomed
as an extra removal for face-downs. Though Sand Moth/Treeborn
Frog/Sangan will mean basically –2 for them, is it worth
4000+ LP damage? For them, yes. 3 Cyber Dragons, maybe Jinzo,
and possibly Goblin Elite Attack Force and its friends can
easily drain your LP with Last Will and Cyber-Stein. If your
opponent keeps hitting overhead smash when you are
defensively lobbing the ball, you cannot keep up with them
even if you may have more stamina (card advantage).
So, why isn’t this CC, instead of Monarchs? There are many
factors. First of all, an off-beat of 1 turn or 2 can mean
mass disadvantage. If they can’t draw Nobleman of
Extermination/Heavy Storm to rid face-down Torrential/Mirror
Force, Cyber Dragon and whatever they may drop are easily
gone. Gravekeeper’s Spy and Apprentice Magician fairly block
attacks well also, since they bring out more deadly
monsters. Monarchs are more consistent. There is the punch
line. Consistency.
Offensive, or aggro (I wonder who started saying aggro),
decks are focused on reducing opponent’s LP to 0 ASAP. Sort
of like Exodia in a sense because you want to draw Exodia
before you lose. Smashing Grounds, maybe Lightning Vortex
splashed in, will ensure that Tomato/Cyber Dragon won’t be
blocking your attacks, thus increasing your damage by 2000
often. For burn decks, 1 card for 2000 is a really good
deal, which is rare except for Ring of Destruction/Magic
Cylinder/Ceasefire/Des Koala/Chain Strike/Just Desserts.
If you cannot match their tempo, you don’t have to. Lower
their speed instead of trying to improve your alacrity. For
example, they won’t usually use Dark World as tech (more
like aggro Dark World, which would not be a tech =/) so you
can safely use Drop Off, instead of them using it on you.
Dropping Heavy Storm and other valuable removals from their
hand is priceless, especially when you have mass destruction
cards on the field.
Usually they will generate advantage through battles, while
Monarchs go for 2 for 3 upon the summoning of Monarchs
(usually killing Cyber Dragons or other monsters such as Don
Zaloog). When everything fails, try simple cards such as
Swords of Revealing Light, or Messenger of Peace. When Heavy
Storm is gone, they might not have enough cards to get rid
of that, and just wait until you draw into Monarchs.
Speed-wise, the fastest would be Cyber-Stein FTK/OTK. Simple
3 cards, Cyber-Stein, Megamorph/Limiter Removal/United We
Stand (Cyber Twin Dragon when attacking directly), and
MST/Heavy Storm/Giant Trunade, can win you game in turn 2.
It’s not so hard to mill your deck through for those cards,
since you can give up 3 cards from your starting 6 hands,
only if you don’t have those required cards. Graceful
Charity, Card Destruction, Magical Mallet and other cards
tend to work exceptionally well.
Aggro Analysis:
Strength: Fast(est) tempo, conquering through battles with
raw power (game mechanics), dominating against slow CC
Monarchs, can give up a few card advantages.
Weakness: no alternate plans (raw power), usually no ways to
generate advantage other than generic cards and battles.
Sometimes, you are forced to give up several cards to stay
in game if something goes slightly wrong. Easy to be
sidedecked against (Waboku/Threatening Roar/Swords of
Revealing Light/Messenger of Peace/Kuriboh and etc). Not
consistent compared to Monarchs or other balanced decks,
such as Warrior or Ratbox (Giant Rat Control).
Maybe I can’t think of anything else, but there seem to be
more weaknesses compared to strong points. Could it be
because it lacks “the Consistency?” If so, what is the most
consistent deck type? Strike Ninja? Warrior? Machine? Any
suggestions? =)
By Paul Yeem – Carrotizer
P.S: I’ve picked out decks for the suggestions, and I’m
working on them. I won’t probably accept more decks until I
finish them, but I’ll gladly reply your e-mail with personal
thoughts if you send your deck list and questions. Just
thought you should know.
P.P.S: I’m doing these articles first because I would better
be explaining the concepts first. If you disagree with any
of these parts, again, I’ll have a discussion over the
e-mail and I’m more than willing to do it. Just thought you
should know. Again.
P.P.P.S: HAPPY NEW YEAR!!!
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