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Weej's
Different Perspective
Concepts to Duel by:
Smashing Book of Noblemans
Article #1 | 7/15/05
In these changing
Advanced Format times, people are always looking for solid
options for their decks. What works for one duelist, may not
work too well for another – but the overall concept remains
the same: the duelist needs a quick fix to compensate for
the cycling of cards in each format.
While it’s pretty obvious that Konami cycles through cards
rather than just ban them completely (Mirage, Confiscation,
Forceful cycling out for Delinquent, Graceful, etc – with
the notable exception of Raigeki, Harpie’s never coming off
the list), it’s important to note the shift in the metagame.
When the new list comes out, people will experiment with
them for a week or two. After that, a new norm, a new
standard, will be put forth. Duelists from all over had the
opportunity to see this first hand at Metagame.com.
Without Confiscation and the Forceful Sentry to aid them,
most experienced duelists started playing far more
conservatively. There was no need to worry about having
powerful cards taken out of your hand, because even with
Delinquent Duo being played in full force, the player still
has a chance to keep those cards since the 1st
discard is random. With this new conservative stance, decks
began using two copies of Metamorphosis to sub in for the
lack of Confiscation and Forceful Sentry. It’s a powerful
strategy, and it’s been supplemented by the new Battle
Position changes.
However, if Confiscation and the Forceful Sentry return,
(Lord help us all) what will happen to all those
Metamorphosis cards? People would still play them, but most
would be tossed out once again in favor of the obviously
more powerful Confiscation and Forceful Sentry. The point I
am trying to make is that with each new Ban List that
arrives, it’s important to flow with it quickly and
effectively. You need to formulate strategies that will
benefit you the most. Instead of letting someone else make a
deck and use certain strategies and win with them, thus
making thousands of people copy them, make your own
strategies and win with them – you’ll be the trend setter.
It’s a powerful feeling.
The
dueling concept I’m going to talk with you all today is a
rather basic, if not obvious, concept at that. Either way,
this Ban List will be ending in a few months so I thought
I’d go ahead and talk about it. The dueling concept is
another trinity of cards, but this trinity is based
more on Monster Removal. I call it the Smashing Book of
Noblemans.
Smashing Ground
Normal Spell
Destroy one Monster on your opponent’s side of the field
with the highest defense.
When
Dark Hole was banned, duelists needed a powerful solution to
compensate for the lack of this powerful mass removal card.
In essence, Dark Hole was Raigeki. All you had to do
was play it when you had no Monsters on your side of the
field, and it instantly became a Raigeki! This
concept can also apply to Heavy Storm, and vice-versa, but
the important thing to note between the two is that you can
actually chain to Heavy Storm, versus the field being
whipped out with Dark Hole. Anyway, cards like Smashing
Ground show duelists first hand just how amazing a set
Invasion of Chaos was (and is). No other set had the amazing
archetype boosting cards that IoC had, it’s a damn shame
that it’s the very same set that staled the metagame. This
card is a solid 1 for 1 trade, you play your Smashing, they
lose their Monster unless they somehow protect it.
When
it comes to Monster/Field ratios, little has changed. The
average Monster still survives only one to two turns and
then dies. People still play only one to two Monsters on the
field at max, while those who overextend suffer the
consequences dearly unless they get very lucky. Keeping this
in mind, Smashing Ground is one of the best monster removal
cards in this format alongside Nobleman of Crossout, and
Smashing Ground is far superior to Lightning Vortex.
What? Superior to Lighting Vortex? Yes. When Lighting Vortex
just came out, people put it down and talked about how bad
it’s discard was, etc. There’s no denying that the discard
is what makes this card hurt. But theirs also no denying
that this card is amazingly powerful when executed properly.
You
see, Smashing Ground and Lightning Vortex, while both
Monster removal in a literal sense, fuction differently.
Smashing Ground is good as a solid opening counter to your
opponents Monster, allowing you to summon your own Monster
and do some damage. Lightning Vortex, on the other hand, is
more appropriate as a final strike card. If you destroy a
field full of Sheep Token with Lighting Vortex, you
essentially lost –2 card advantage for virtually nothing.
However, if you attacked with your Monsters to win the game,
the fact that you lost card advantage is irrelevant because
the game is over. A balance must be made when using these
two cards. While they are both good at destroying Monsters,
their timing as to be used appropriately in order to get the
most optimum use out of them. People mis-understand concepts
such as these, and it’s really a shame.
Our
next card is Book of Moon.
Book of Moon
Quick-Play Spell
Send one Monster on the field into facedown defense
position.
Very
few cards in the game have the amazing versatility that Book
of Moon has. While most Quick-Play cards in general are
highly versatile, especially the ubiquitous Scapegoat, Book
of Moon is one that has only recently been getting the
attention it badly deserved. The card isn’t even that broken
it itself, and allows for some awesome combos. The card can
serve in either offensive or defensive situations, but tends
to be more geared on Defense. It can help you reuse Flip
Effect Monsters to get more out of your cards, while it can
also save you from Ring of Destruction, Smashing Ground,
Mirror Force, etc. It’s a solid card that in my opinion is
far superior to it’s overrated rival, Enemy Controller.
Enemy Controller is useful, but if we had Shrink in the TCG,
it’s use would drop considerably. Why send the Monster into
Defense Position when you can kill it outright and gain from
that destruction, with something like Don Zaloog? Enemy
Controller’s secondary effect isn’t that necessary now, as
most people want to morph Sheep Token into Thousand-Eyes
Restrict anyway. Coupled with the fact that Book of Moon can
chain to the secondary effect of Enemy Controller and shut
it out right, and you see that we have a winner. It’s use
has only been strengthened with the use of Tsukuyomi, the
moon-diving Book-in-a-Monster wonder. It even combos
extremely well the next card on our list.
Nobleman of Crossout
Normal Spell
Destroy 1 facedown Monster and remove it from play. If the
destroyed Monster was a Flip-Effect Monster, both players
remove all copies of the card from their decks. The deck is
then shuffled.
When
the extremely powerful Change of Heart was finally banned,
Magician of Faith came back in full force. With it, Nobleman
of Crossout, which was almost useless in the previous
format, has become a two card staple in this one. While it’s
a horrible top deck, any card that can’t serve you best in
the situation your in can also be considered a horrible top
deck, so don’t hold that against it. It is a powerful form
of Monster removal that is played even more than Smashing
Ground and Lighting Vortex.
Honestly, the card itself is pretty straightforward. You
play it, remove any Flip Effect copies from play, and tell
the opponent where the other copy is if the opponent runs
more than one. Too many duelists have been using Nobleman of
Crossout and shortchanging themselves. There is a ruling
that allows you to search your opponents deck after they
have removed the cards from their deck. It is allowed
because it is a way to verify and confirm that the opponent
is being truthful when it comes to removing cards from their
deck. Think about it: if your opponent searches his deck
through Sangan’s effect and then says that he or she doesn’t
have a Monster that they can search for, how would YOU, the
opposing player, honestly know that? The ruling on these
search-based cards (Sangan, Crossout, Emissary of the
Afterline) is that you can search their deck to confirm that
what they claim is true. This is an awesome ruling that can
give you a huge advantage. You can search their deck and
confirm that they did what they were supposed to do, but
while your going through there, you can instantly tell what
your opponent has waiting for you in their hand! If you did
this in the second and third duels, you also have a unique
opportunity to learn what the opponent has mained against
you from the Side Deck! If you do this in the beginning of
the duel, the element of surprise from the deck has left the
building, and, you guessed it, you now have a serious leg up
on your opponent if they run some kind of strange themed
deck. Keep in mind that your opponent gets to do the same
thing to you if you played something like Nobleman of
Crossout or Emissary of the Afterlife and both players had
to remove copies, but still, it’s a small price to pay for
getting to learn about your opponent from their DECK, not
their FIELD.
That’s it for this week’s Dueling Concepts. Each week,
you’ll see Bill release articles from me. It’ll vary between
different types of articles that I have planned to send to
him, but feel free to send any comments or discussion to
mrweej@gmail.com. Until next time!
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