DeathJester's Dojo
Marauding Captain and the Aggressive
Style: Can You Keep Up???
Bryan Camareno a.k.a. DeathJester
May 11, 2005
Hey everyone! I’m
back again to discuss the other side of dueling that
most players seem to ignore for the wrong reasons.
Before that however, I would like to remind all of
you that Rhymus Lizo and Anthony Alvarado’s
interviews will be up very soon. A hectic week has
prevented me from dedicating the large amounts of
time needed for these writings. After I finish
interviewing Team Overdose’s members, I will begin
interviewing members from Fire & Ice and have one of
them interview me. This installment of my interview
series will give you access to some of the secrets
of our success in Florida and introduce you to the
hearty group of people that I talk to so much about.
Also, this is an opportunity to see me get put on
the spot and get a little info on my methods of
success. Since I’m the one that picks at the brains
of many of the top players in the world, it’s only
fair that I’m subject to my own methods of
interrogation.
Afterwards; if
Mr. Jaelove of Team Savage is interested I would
like to interview him and his creative chaps as
well. After all, my interviews aren’t limited to
people I know. I think it’s highly beneficial to all
of us to get a little info on the competition at
Nationals this year. I think the guys from Team
Savage have an informative perspective on the game
and can bring to competitive play…a side of YuGiOh
that hardly gets recognized; the creative aspect of
the game. I would like to extend an invitation to
Team Savage to see if they would like to be
interviewed by me, so that way all of you can get to
know me and the some of Pojo.com’s best players and
writers. What’ll it be Savage? Now allow me to get
back to the main topic of today’s article.
Marauding Captain
doesn’t discriminate with his effect; he can Special
Summon any Level 4 or lower monster from your hand
when he is Normal Summoned successfully (meaning not
negated by Solemn Judgment or Horn of Heaven). This
double-sword wielding, blonde-haired warrior is the
very definition of “swarm”. Most of us prefer to
swarm in the late game with recursion cards like
Premature and Call for the final push to win the
game. Also, BLS augments any deck’s swarming
capabilities since he is a Special Summon, allowing
more monsters to hit the field after he is summoned.
However, swarming is not a viable strategy to most
duelists in North America; since it burns out your
hand pretty quickly and it can leave you open for a
field sweep. Most duelists would rather not shell
out 3 cards in one turn for a simple attack. The
underlying truth is; most of us do that already.
Control is a deck
archetype and play style that has become TOO popular
in both Europe and North America. It’s easy to say
that it’s the safest strategy in YuGiOh since you
don’t have to use too many cards to gain any
significant advantage. This “Control” play style can
also be referred to as conservative play. There are
hardcore conservative players and there are
semi-conservative players. Being conservative with
your resources is very important in this game and
properly using your cards will make sure you don’t
over-extend when you don’t have to.
Then, there is
the shunned aggressive style of decks and play.
Novice Control players will always argue that
aggressive decks are easy to deal with since they
are so methodical and easily dealt with. This is a
highly popularized opinion since the majority of
duelists can’t stand to play with anything outside
of a Control-type deck. It’s very safe and secure,
but what happens when an experienced Aggro player
easily breaks your defenses and whittles you down
faster than your conservative play-style can handle?
You lose the game. Why? Because you got too
comfortable with your situation; any real
experienced Control player is well versed in the
ways of aggressive decks. It’s the type of deck they
most prepare for. Why? Because Aggro decks are MUCH
faster than Control decks; Aggro has a strong
momentum from the start while Control takes at least
4-5 turns before they build up any solid ground in
the duel. Hence the over-stocking of Scapegoats and
monster removal in the main deck; to stall until the
“threat removers” show up.
Marauding Captain
can give the user a double boost in momentum by
breaking the summoning rule and bringing two threats
to the field at once. This means the ever-reliable
Scapegoat tokens will only last a maximum of 2 turns
instead of the usual 3 or 4. Mirror Force,
Torrential Tribute, Lightning Vortex, and
Tribe-Infecting Virus only come along so often.
Statistically you’re guaranteed to draw one of them,
and an aggressive player will know this and prepare
adequately for it. Despite popular opinion,
Marauding Captain can easily end a game with his
broken Special Summoning ability. Yes, I said
BROKEN; broken because 2 monsters a turn is too hard
to deal with unless you overload yourself with
monster removal, and who really does? Though he is a
lack-luster turn 1 play and top-deck, he really
shines after turn 2 and can really put the hurt on
your opponent in the middle to late-game when
removal is scarce. An aggressive player who knows
how to conserve resources is the deadliest type of
player in YuGiOh. This type of player brings
uncertainty to the comfortable Control player and
brings fear into the mind of a reckless
Aggressive-only player.
The English
YuGiOh game is probably the only metagame that shuts
out aggressive deck types and styles. The hardly
mentioned Asian metagame is very favorable of
Aggressive decks and Control decks. The playing
field in that part of the world is 50-50 between
Control and Aggro. In fact, the top deck-types in
Asia right now are Aggro (Beat-down, Goat Control,
and Chaos/Control; followed by Zombies, Gadget-Rush
decks, and Burn/Stall. Marauding Captain is
certainly recognized as a threat for the right
reasons. He makes your Normal Summon into a double
summon and has a nifty protection effect that
prevents other Warriors from being attacked. Also,
his protection becomes a much better stall tactic
than Scapegoat when used properly. Marauding Captain
isn’t an unsafe play either. When MC brings out
another monster to his side, the user doesn’t have
to worry about both of his/her monsters being
destroyed in battle on the following turn. Since the
opponent will most likely NOT be using Captain,
his/her one monster cannot destroy both of yours in
battle. So, on the following turn you can then
Normal Summon another monster and eliminate your
opponent’s monster. Since the majority of game-play
in YuGiOh revolves around keeping a monster on the
field, Marauding Captain accomplishes this goal very
well.
In terms of card
advantage, Marauding Captain might be thrown out of
the lime light. His stats of 1200/400 aren’t exactly
studly, but imagine if he was printed as a solid
1800? Not so puny anymore eh? Marauding Captain
costs you 2 cards for 2 monsters. It’s essentially a
neutral advantage, but excels in damage potential.
Aggressive decks have a bit more lee-way when it
comes to card advantage since their accelerated
tempo calls for damage as the #1 priority. Aggro
relies on knocking an opponent down and keeping
him/her there before they can recover; at the same
time the higher ATK monsters and the over-abundance
of removal eliminates a recovering opponent’s
options. When Life Points are below the half-way
mark, the Aggro deck starts to become a bit scarier
and summoning a monster may seem like a futile
effort. The offensive pressure that Marauding
Captain can place on you is more than enough to keep
you on your toes.
Captain isn’t
good on his own; this makes him a bit dependent on
what you have in your hand. Having a higher monster
total in your deck can supply you with enough
options to have Captain perform at optimum
efficiency. MC can combo pretty well with any 4-star
monster in your hand, and is a beautiful card to use
with Creature Swap. It will take 3 cards to do, but
your opponent won’t have any monster advantage when
you’re done. MC can easily be compensated for in
overall deck construction and a smart player should
know that a turn that involves MC will cost 3-cards,
but it will almost always give you immeasurable
offensive advantage.
On a final note,
Marauding Captain’s lack of play, in my opinion, is
merely due to a lack of experience with the card; or
an over-abundance of distasteful experiences because
of an innumerable amount of misplays. Playing an
aggressive deck or with an aggressive style doesn’t
necessarily mean that Marauding Captain is a must
use card. All I am saying is that MC is a card that
accomplishes the goals of an aggressive deck very
well and deserves a second look. Aggressive decks
and styles of play are viable and deadly; as I am
well-known for my aggressive and calculated
play-style, I can say that it works because it
outlines the majority of my success as a player. I
AM an Aggro player and I know when to strike hard
and when to conserve, this is the basis of the
Aggressive style of play. Learn it, analyze it, or
hate it, because Aggro is a major threat.
Until next time
everyone, remember to practice, stay focused, and
most importantly…have fun! |