Welcome back everyone, to DeathJester’s
Dojo. Today I’m here to talk to you
about Deck Theory and Style. I’m going
to outline for you the basics of Deck
Styles and a little insight on Deck
Building that I’ve picked up in the last
month.
A
Little History
I’m
well aware that many writers have
attempted to explain their reasoning
behind their deck building choices and
have even devised elaborate systems to
explain their reasoning. Off-the-top of
my head I can think of Jaelove’s FORCE
system and Napay’s Star Diagram system.
I made it a necessity to memorize and
“digest” these deck theory systems in
order to gain a rich understanding of
deck building and how cards function
with one another. Deck building has
always been a troublesome task for me in
my YGO career. I could never seem to
gain full understanding of how to build
a deck to your individual play style. At
the same time, I was unable to “stick”
to one deck. Those of you how know me
personally can testify to this fact. I
literally changed deck types once every
week for roughly a year and a half. This
stage in my career was particularly
frustrating because of my lack of
knowledge in the deck building field.
Thus I turned my attention to the other
2 core aspects of YGO which are: In-Game
Skill and Psychology. Being well-versed
in these two areas of YGO I thought I
could use this knowledge to overcome my
misunderstanding of deck building.
Since
the process of deck building was always
a mystery to me, I would always ask for
help on my decks. Being the
perfectionist that I was, I would never
believe that what I heard was true. In
fact, I would always find a way to
disprove any theories involving how
certain cards work with each other. Even
the most miniscule situations would
instantaneously shatter my hopes of
building a deck suited to me. Now I find
that this was due to my lack of
knowledge of how I play. So, in pursuit
of this knowledge I literally tried
every single deck type known to YGO…well…not
really. I tried every “competitive” deck
archetype known to YGO. I played deck
archetypes that seemed even remotely
competitive in the YGO metagame due to
my insatiable need to win.
There
was one deck archetype among all others
that appealed to me most – Zombies.
Those of you who know me personally know
that Zombies are one of my favorites and
I never seemed to know why. No matter
what deck archetype I tried to use, I
found myself back to Zombies after weeks
of failure with other decks. So recently
I thought to myself that I would cease
my “deck-hopping” habits and attempt to
gain a firm understanding as to why I
felt so comfortable with a deck
archetype that most players conclude as
“Too complicated to play effectively”. I
like challenges, so I decided to
challenge myself.
My
girlfriend of 5 years, Michelle, would
often play a couple games with me when
she came to visit or when I visited her.
Her decks were not the typical metagame
decks that you observe on Metagame.com
or Pojo.com’s Forums. She showed her
mastery of deck building by being able
to create a deck without certain “key”
cards and still manage to win and have
her deck function effectively. This hit
me like a ton of bricks, especially
being a respectable player in the YGO
community who staked his career on his
in-game skill and psychological
understanding of the game. So, having my
pride injured after she claimed victory
a couple of times, I asked her “How does
your deck work so well?” She showed me
how she built her deck and the thought
behind it and it hit me “Oh! Now I
understand!” She started me on the path
to learning how to make decks, why the
work and how they work.
Then
I turned to someone I knew was confident
about their deck building knowledge: My
younger brother, Kevin. His ball-busting
common sense and shrewd sense of
direction helped me understand how
different cards worked together and why.
He often helped me build decks that I
wanted to play and showed me his
reasoning behind his choices. I tried
his way of thinking with moderate
success and was still left wanting.
Despite his guidance, I still couldn’t
grasp the concept of deck-building.
*Quick Note*
To
some of you, this may seem painfully
arbitrary because the majority of
players learn deck-building first before
they venture into the much more complex
areas of In-Game Skill and Psychology.
In fact, my struggle with the concepts
of deck-building is the same as your
struggle with the concepts of In-Game
Skill or Psychology.
*End
Note*
I
Found the Answers!
Just
a week ago I thought I would really try
to find out how decks work and how to
build them. So where else would I turn
to find this type of information? Magic:
The Gathering. I thought to myself
“Surely a game that is so
well-established will provide me with
accurate information on deck building
and deck theory.” As I expected, I found
my answers. I’ve found that the key to
deck building lies in your knowledge of
how different deck styles work against
each other.
In my
research, I found that there are 4 Core
deck styles in any TCG:
-
Aggro
-
Control
-
Aggro/Control
-
Combo
I’m
sure that EVERYONE is aware of these
terms. I have always been aware of them
but never understood them. Here are
their comprehensive definitions to aid
in your understanding:
ˇ Aggro
- Short for 'aggressive', Aggro is used
to define a deck or archetype which is
highly dependent on creature combat and
aggressive attacks. The aim is to
develop an advantage in the game before
the opponent. (Wikipedia.org)
-
Control - A deck or archetype which
attempts to gain a decisive
advantage using control cards to
hinder the opponent and protect its
victory condition. A control deck
makes sacrifices in speed in order
to improve chances of playing past
an opponent's defenses. (Wikipedia.org)
-
Aggro/Control – A
deck or archetype that
seeks to create an
environment in which they dictate
the terms of combat while remaining
the aggressor. (“The” Ben Seck,
Metagame.com)
-
Combo -
A deck or
archetype which uses a combo as its
victory condition. The deck is
designed entirely for the purpose of
setting up and protecting the combo.
(Wikipedia.org)
Let’s Analyze
Now
that we know what the definitions of
these terms, aren’t things a bit more
clear for you? If you think about it,
deck building in YGO isn’t the complex
scientific operation that most players
make it out to be. It’s quite simple
really. Aggro depends on winning the
game fast through monster/“creature
combat” and massive amounts of damage
before the opponent can even do anything
about it. Control aims to dictate the
flow of the game until they have
achieved a decisive amount of card
advantage over you; in other words, when
they have more answers than you do
threats. Aggro/Control can flip-flop
between an aggressive approach and a
conservative approach according to the
deck match-up or field situation. This
deck style can be aggressive while being
able to control the way your opponent
reacts to your threats. It’s everything
Aggro and Control want to do, but can’t.
Lastly, Combo decks aim go through an
elaborate series of card combos to
achieve a victory; alternative to normal
attacking. This information should clear
up the “mysteries” of how decks relate
to each other, it did for me.
How Do You Play?
Before you construct a deck, you must be
sure you know what your individual play
style is. Ask yourself these questions:
-
Do I prefer to play aggressively? Do
I prefer to overextend and defeat my
opponent quickly? (Aggro)
-
Do I prefer to take a slow,
calculated, and methodical approach
to the game? Do I prefer to play
conservative and gain a victory
through gaining a considerable
advantage over my opponent?
(Control)
-
Do I prefer to play aggressively at
the same time being able to control
the way my opponent reacts to my
threats? Do I prefer to have my deck
be able to switch stances during a
game to suit the needs of my
situation and/or match-up? (Aggro/Control)
-
Do I prefer to play with elaborate
combos and achieve victory through
alternative means? (Combo)
Pick Your Poison
The
next obstacle you must overcome when
constructing a deck is figuring out what
deck archetype you will play. You’ve
already figured out how you play, so
this shouldn’t be too difficult.
Each
monster-type and attribute-type has
their own primary strategy/style
attached to the cards associated with
those types. You could also say that
each monster-type and attribute-type has
their own core characteristics that can
be categorized into one of the 4 deck
styles. Take these monster-types for
example:
-
Zombie-type: Aggro/Control
-
Warrior-type: Control or Aggro (One
or the other)
-
Beast-type: Aggro
-
Spirit-type: Combo
-
Aqua-type: Control
Keep
in mind that each monster-type has its
own core qualities, but that does NOT
mean that every card associated with
that type MUST share those
characteristics. These core qualities
are assigned to each type because they
are most common among these types. Just
because Aqua is naturally Control does
not mean that there aren’t any Aggro
Aqua cards available to use. It’s much
easier to go along with the core
qualities of each type when constructing
a deck, but by all means you may build
an Aggro Aqua deck. Nobody’s stopping
you.
This
concept applies to the 6 Attributes in
the game. Look at these as an example:
-
Earth – Aggro
-
Water – Control or Combo
-
Fire – Aggro
-
Wind – Aggro/Control
These
are their core qualities, but there are
Earth cards that fulfill the goals of a
Control deck, Water cards that are Aggro
in nature, etc. This is what we call
variety folks.
A
Minor Disappointment
Unfortunately due to the lack of
attention to detail by Konami, YuGiOh
isn’t a game that has a large card pool,
nor does it have cards to offer any kind
of variety as far as monster types go.
Thus, the core qualities attached to
these monster and attribute-types are
very general and have not been highly
elaborated on by the game’s design team.
We need different cards that are
actually good and fulfill different
purposes for each individual
monster-type and attribute-type. Fix
this please.
Choosing Your Weapons
So,
you’ve figured out how you play AND what
monster-type or attribute-type conforms
to your play style the best. Now you
have to choose the right cards. Keen
awareness of what your cards do is vital
to your deck’s success. Each card has
one or two of the 4 styles/strategies
associated with them. This will help you
decided which cards are effective in
executing your strategy. In the
meantime, you have to be aware of how
effective these cards are in your
respective metagame. Just because
Creature Swap is an amazing Aggro/Control
card and fits perfectly in your deck
does not mean it works well in your
metagame. This is EXTREMELY IMPORTANT to
note when choosing your cards for your
deck.
Here
is a small list of cards and what their
main purposes are:
-
Berserk Gorilla – Aggro
-
Exarion Universe – Aggro
-
D.D. Assailant – Aggro/Control
-
D.D. Warrior Lady – Aggro/Control
-
Tsukuyomi – Combo
-
Magician of Faith – Control
-
Mobius the Frost Monarch – Aggro
-
Jinzo – Aggro
-
Legendary Jujitsu Master – Control
-
Mystic Tomato – Aggro/Control
-
Cyber Dragon – Aggro
-
Vampire Lord – Aggro/Control
-
Injection Fairy Lily – Aggro
-
Cannon Soldier – Combo
-
Pyramid Turtle – Aggro/Control
-
Spirit Reaper – Aggro/Control
-
Dekoichi the Battle-chanted
Locomotive - Control
Take
a close look at each of these cards and
you’ll that these are their general
qualities. Berserk Gorilla and Cyber
Dragon are Aggro cards. They are simple
and efficient beatsticks used to attack
your opponent with. There is nothing
‘Control’ about them. Tsukuyomi and
Cannon Soldier are Combo cards since
they rely on working with other cards in
order to achieve great results.
Legendary Jujitsu Master and Dekoichi
are Control cards. They function solely
to gain card advantage over your
opponent. Spirit Reaper and D.D.
Assailant are Aggro/Control cards; they
possess the qualities of both types. You
can use D.D. Assailant as an answer to
your opponent’s threats or as an
effective attacking weapon. The same
applies for Spirit Reaper. You can use
him to generate advantage for you by
discarding their cards or stalling
attacks or you can use him aggressively
by attacking and forcing your opponent
to act; that’s what Aggro/Control do.
They can be aggressive while at the same
time allowing you to dictate the terms
of combat.
Closing Remarks
-
Try looking at your cards and
categorize them into these 4 types.
You’d be surprised as to how much
easier it is to understand this game
and the process of deck building.
-
Remember that this is how I see the
game. I am in no way; shape; or
form, trying to impose my way of
thinking upon any of you. The
purpose of this article is to
hopefully provide a new
“perspective” on deck building and
deck theory.
-
I’m not trying to portray myself as
a YGO genius or anything of the
sort. I am simply explaining my
findings with regards to this game.
-
I
find that your deck’s success
largely depends on how familiar you
are with your individual play style
and the cards you place in your
individual deck. Using your cards
for the purposes they are designed
for is a good place to start.
However ‘Timing’ is a whole science
in itself.
I
hope what I’ve written helps you in
understanding the “mysteries” of deck
building. Until next time remember, to
play hard, think about your moves, and
most importantly…have fun!
You
can email me at
deathjester86@gmail.com with any
comments, questions, or suggestions.