DeathJester's Dojo
Card Advantage: What Does It All
Mean???
Bryan Camareno a.k.a. DeathJester
May 3, 2005
Hello
everyone! I’m back again to give you an in-depth
look into the ever-so-vague concept of “card
advantage” that seems to plague the minds of many a
duelist in the YuGiOh TCG. Before my article, I
would like to let everyone know that Jose Cintra at
Gathering Place Games (my home store) is holding a
sanctioned YuGiOh tournament every Tuesday,
Thursday, Saturday, and Sunday. If you’re looking to
boost your rating or play against some of the best
in Florida, this is the place to be! You will find
the whole of Team Fire & Ice there competing at
every tournament; if you think you can take us I
encourage you to come and play against the most
popular and organized Premier YuGiOh Team in
Florida. For more information visit
www.josemagicnews.com and while you’re there, check
out my daily Card of the Day articles and find out
what I personally think about the format and the
meta-game’s most popular cards. Now without further
delay, we move on to my latest article.
In the YuGiOh community we always hear talk of card
advantage and how certain cards give us that.
Unfortunately, most players aren’t very familiar
with the inner workings of this vague concept since
the players who do have this knowledge, prefer not
to spill the beans. I won’t explain to you every
minute detail of card advantage, but I’ll give you
enough to get you on the right track. If you want to
improve your game-play I strongly suggest that you
read carefully and pay close attention to what I
have to say. After all, it is my job to give all of
you the tools you need to be successful at YuGiOh.
We have cards in this game specifically made to give
you a distinct advantage over your opponent. For
example: Pot of Greed, Magician of Faith, and
Delinquent Duo. Each of those gives you a great deal
of card advantage over your opponent. Those cards
listed are often referred to as 1 for 2 cards. 1
card that gives you 2 cards is amazing in this game,
like Pot of Greed. We are all aware of how
devastating Pot of Greed and Delinquent Duo can be.
There are other cards that can total up to 1 for 5,
like of favorite mass removal cards: Heavy Storm,
Torrential Tribute, and Mirror Force. These are in
turn, equally as devastating as Pot of Greed and
Delinquent Duo.
There are others that have costs attached to them
and when played, in essence, pay for themselves. A
great example of this is the ever-popular Airknight
Parshath. While a 1-Tribute 1900 ATK monster may
seem like a waste of cards, Airknight has the added
bonus of allowing you to draw a card every time you
do damage with it. So instead of wasting 2 cards for
1 card (Airknight), you look at it in terms of card
advantage. 2 cards (Tribute a Monster, summon
Airknight (which is a card from your hand) for 3
cards (Tribute for Airknight (1), attack a monster
(2), and draw a card (3)). But if you don’t count
Airknight as spending a card in your hand, then in
reality you are only paying the cost of Tributing 1
monster to gain a 3 card advantage over your
opponent. When you look at Airknight in terms of
card advantage, he is an absolute BEAST. The same
goes for Mobius the Frost Monarch. You Tribute for
Mobius (1), to destroy 2 S/Ts (1 & 2), and attack a
Monster (3). Simply amazing…
And of course, there are cards that give you what
most call “neutral advantage” and are often used
sparingly but some can give you small amounts of
card advantage that can go a long way in helping you
win the game. The advantage given to you by these
cards will always give you as much as you paid for,
1 for 1, 2 for 2, etc…Common examples of neutral
advantage cards in YuGiOh are primarily associated
with Discard Costs such as: Raigeki Break, Phoenix
Wing Wind Blast, Night Assailant’s Discard ability,
Graceful Charity, Tribe-Infecting Virus, and
Lightning Vortex. Other neutral advantage cards
include Dust Tornado, Solemn Judgment, Smashing
Ground, Nobleman of Crossout, Ring of Destruction,
Sakuretsu Armor, Snatch Steal; these are usually 1
for 1. Some neutral advantage cards can potentially
be disadvantageous, like Tribe-Infecting Virus and
Lightning Vortex. Sometimes Tribe will be used to
take out only 1 monster, making him a 2 for 1
instead of an advantageous 2 for 2 or 2 for 3.
Lightning Vortex can also give you a major
disadvantage like Tribe, but often these are risks
we must take in order to win.
Moving on from the basics, there are some serious
Do’s and Don’ts of card advantage that all of you
should be aware of. First we have the Don’ts:
• If you use Heavy Storm on one card, you are
WASTING Heavy Storm.
• If you Pot of Greed when you don’t have to, you
are WASTING Pot of Greed.
• If you are using Graceful Charity and you are not
digging into your deck for answers to your field
situation, you are WASTING Graceful Charity.
• If you use Lightning Vortex on 1 Monster that is
not a major threat to you or use Lightning Vortex
Scapegoat tokens and you are not going to
immediately win the game simply by destroying them;
you are WASTING Lightning Vortex.
• If you use Torrential Tribute on your opponent’s
summon and they only have one monster on their field
compared to your 2 or 3; even 1 sometimes, and their
summoned monster does not directly threaten your
board position; you are WASTING Torrential Tribute.
• DO NOT, for the love of anything, use Mirror Force
on 1 Monster. If you are forced to, that’s fine, but
please things will turn out so much better if you
take a hit or two and set your opponent up.
This may seem like common sense to all the pros out
there, but these stupid moves occur everywhere, at
local tournaments, Regional Events, and even Shonen
Jump. There are about a million Do’s that we can all
follow:
• Play Pot of Greed when you need to.
• Play Graceful Charity on the first turn only if
your hand is bad, or if your board position is
failing and you need answers to deal with that.
• Play Heavy Storm on at least 2 cards.
• Play Lightning Vortex on 2 to 3 Monsters.
• Tribe-Infecting Virus must be used to destroy at
least 2 Monsters.
• Use Torrential Tribute on 2 of your opponent’s
Monsters.
• Use Mirror Force on at least 2 attacking Monsters.
These are basically the inverses of the Don’ts; 80%
of players know these things and are successful
because of this.
Another concern with card advantage is the amount of
cards in your hand and field during the duel. The
general rule is that if you are top-decking, you are
LOSING…period. The more cards you have in the
hand/field over your opponent, the greater the
advantage. In this game, card advantage and momentum
are very fickle things. With a plethora of
over-powered cards, the momentum of the game can
easily shift in favor of an opponent who conserves
resources properly or a lucky “top-decker.”
Conservative players are easily handled, but
top-decking is not. Let’s just face it, some major
tournaments have been decided on lucky top-decks and
this is a happenstance that we all must deal with.
There are anti top-decking cards available to us but
are commonly disregarded because their effects or
costs are sometimes hardly worth the effort. Drop
Off and Time Seal are great cards that deal with
top-decking but they don’t directly affect the field
in anyway. Solemn Judgment or as I call “The Combo
Deck Killer” is an excellent anti-anything card that
can deal with both top-decking and any surprises
your opponent may have. The LP payment is often too
much for most players to handle; on the flip-side
it’s a worthwhile investment in a game of shifting
momentum. Solemn Judgment can keep the momentum in
your favor while at the same time dealing with your
opponent’s threats.
These are just the basics and some key things that
you should remember in your matches. Having
extensive experience and knowledge of card advantage
can go a LONG way when the game comes down to
critical moves. Just remember, if your opponent
happens to draw the dreaded Pot, Graceful,
Delinquent Duo draw, don’t sweat it. You can come
back from it, even if the advantage is heavily in
their favor. You don’t have to scoop your cards like
most players I’ve seen and heard of who just can’t
stand to lose sometimes. The best way to learn in
this game is through experience, so go out there and
play your best and observe the results. You can ask
our opponents or observers to tell you what they
noticed about the game situation and your plays; it
pays to ask around for opinions. Until next time
everyone, remember to stay focused, practice, and
most importantly…have fun!
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