I’m going to ask you
to draw your own visual aid for this article. Get a
clean sheet of paper and a pencil. Draw a 5-pointed star
without lifting your pencil and then draw a circle
around it that touches all 5-points. It ought to be
about 4 or 5 inches big and very much resemble the red
and yellow icon used on monster cards to indicate their
level. This is the Star Circle.
The diagram might make you think of Exodia. While we’re
not going to be thinking about Exodia right now, you can
think of the Star Circle as having a head and right/left
arms and legs. Now let’s label them. The left leg should
be labeled “Deck”, left arm labeled “Hand”, head labeled
“Field”, right arm labeled “Graveyard” and right leg
labeled “Removed from Play”.
We frequently focus on attack, effects, chaining and
combos when we think of Yu-Gi-Oh strategy. Position if
often overlooked. You can have big monsters in your
hand, but if you can’t get them on the field then they
are useless. Generally (meaning not all the time) it is
best to have monsters on the field or on the diagram at
the head of the Star Circle. Let’s number that point of
the Star Circle 1. The second best place to have
monsters is in your hand, just a step away from the
field, so let’s number that point 2. The next best place
to have monsters is in your graveyard, yes I said
graveyard. This is because of a lot of plays get
monsters on the field directly from the graveyard, or
depend on having monsters in your graveyard like chaos.
Number the graveyard 3. The Deck is the 4th best place
to have monsters and removed from play is 5. There is a
top to bottom pattern to this that favors the left side
over the right, but as a general rule being able to move
cards to a higher level of the Star Circle is a good
thing. The new Zombie Madness deck may or may not be a
great deck, but it has plenty of
illustrations of positioning in the Star Circle and by
studying this briefly, we can see how it is useful
to think of the Star Circle when building a deck.
Let’s look at Book of
Life
which special summons a Zombie from your
Graveyard and removes an opponent’s monster that’s in
their graveyard from play. You get to move a monster
from the right arm to the head and your opponent has a
monster moved from the right arm to the right foot. Your
Star Circle position is improved and your opponent’s
position is weakened. How about Call of the Mummy?
Special summoning is a good thing because you get to
move a monster to the head and you still get your normal
summon. The single normal summon per turn and the single
draw in your draw phase act as “bottleneck” of sorts,
they restrict the process of enhancing position from
Deck to Field. Call of the Mummy helps you get through
some of that “bottleneck”. Getting monsters on the field
in greater numbers is a good thing. Just in analyzing
these 2 cards we can see that this deck has some great
positioning possibilities for moving cards to the head
of the Star Circle from either arm. Now let’s look at
Pyramid Turtle. First you need to draw and summon
Pyramid Turtle, which isn’t that hard since it’s a level
4 monster. When your opponent destroys it in battle you
get a great effect, improving the position of a monster
directly from your deck to the field! While you are
losing some position as Pyramid Turtle goes to the
graveyard, you are gaining a huge jump in position by
also selecting the monster you’re going to special
summon. But look at the Star Circle again, your deck has
a route designed for getting Pyramid Turtle back on the
field, Book of Life. While none of this is rocket
science, my point is that the Star Circle is useful
because it shows you things you might not otherwise
think about, the various paths monsters take through a
game in a format that you tailor for your deck. I’m not
talking about combo’s, I’m talking about deck
composition. Once you start to feel that your deck is
having a problem, check out its Star Circle and see were
the “bottlenecks” are. Maybe some of the paths you have
open are not useful and you should adjust your deck to
make other pathways into interstate highways.
I’m going to talk a little about Vampire Genesis,
not
because it’s great, but because it has an interesting
Star Circle pattern and its new and everyone wants to
know something about it. You have to remove a Vampire
Lord from the field to a lower position, the graveyard.
This is particularly tough since you can only have one
Vampire Lord in your deck. It’s going to be tough to get
Vampire Genesis in your hand since Pyramid Turtle can’t
search for it and do you really want to put 3 Vampire
Genesis’ in your deck? I don’t think so. The second
effect moves monsters around too. Send Pyramid Turtle
from your hand to the graveyard and get Spirit Reaper on
the field or Soul –Absorbing Bone Tower. You could have
also let Pyramid Turtle get destroyed and then summoned
Spirit Reaper, etc. from your Deck. Draw this on the
Star Circle and suddenly Pyramid Turtle starts to look
like you need 3 of them in your deck rather then 3
Vampire Genesis.
I’ve not talked about The right foot of the Star Circle
yet, removed from play. Removed from play is not so
useful in this deck and therefore, that path ought to be
pretty thin. This is good to know, because it’s a part
of the Star Circle you don’t want to be wasting
resources on. If you weren’t sure, now you have a
diagram to show you. Return From a Different Dimension
was great for Yugi in the movie, but its useless in your
zombie deck. If you play a Chaos deck, draw out the Star
Circle and see what it looks like, is Return From a
Different Dimension a good card in a Chaos deck? I’m not
answering this for you, you need to give it a shot.
Draw.
notasperfectasyou
It’s easy to find me on the message board, e-mail is ok,
but I like open discussion better.