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Rj's Deck Garage
A Look at Card Advantage
April 21, 2006


Card Advantage is the simple concept that if you are holding more cards than your opponent, you're in a better position than them and you will (Should.) win.

Its true. If you do in fact have more cards than your opponent, you have more options. More options means when you go in for game, and your opponent has a response, you'll likely have a response, too, and that will probably seal the game for you. Common examples are you swinging for game with Blade Knight versus your opponents facedown Magic or Trap, and they are forced to activate Call of the Haunted for a bigger monster such as Cyber Dragon, Jinzo, Mobius the Frost Monarch etc. In this case, Enemy Controller wins you the game, and cards like Chaos Sorcerer, Smashing Ground, Book of Moon and more will likely kill your opponents last chance at mounting a comeback versus your huge advantage.

The problem is that players these days are TOO focused on Card Advantage and sometimes lose focus on the big picture; the actual game as a whole. Some players fall into the habit of constantly counting cards. Constantly. When you draw "+2!" when your opponent Two for Ones you with Heavy Storm, you think "Its ok, I still have 2 more cards than him!" instead of thinking "I have to watch out, because I just lost Sakuretsu Armor and Torrential Tribute, he may take advantage of this fact and try to rush me..." etc. The other problem I see are things like players turning down cards such as Enemy Controller, Scapegoat, and Book of Moon and the like because they're part of the "-1" family.

What people don't get is that cards such as those can do so much as to win you the game, or save you from losing the game! In my personal experience through testing this format (With amazing players mind you, such as Jae Kim, Chris SoRelle, and my Team mates on Team GG.), I've come to the conclusion that scapegoat is absolutely absurd in this format. Whoever draws Scapegoat first has an insane advantage! Last format was a format that had players sometimes randomly playing Mystical Space Typhoon to destroy your only Magic or Trap and try to hit with reaper, as most of the time the Magic or Trap was unchainable. Constant rushes were popular with cards like Spirit Reaper. Scapegoat owns those rushes, and Magic and Trap removal.

Scapegoat is such a great card! It gives you that sense of safety upon setting it. Most players don't want to lose advantage to a Mirror Force, so they'll just hit one goat at a time. This means most of the time, after activation, you'll get Three, Four, or even Five free turns to just draw and pass and work on your next move. That's broken, sir.

Players need to focus on all aspects of the game rather than what they think will win them the game every time, Card Advantage.

To win the game flawlessly, you will need alot more than Card Advantage. You will need all types of advantages, and with an open mind you'll learn them. That's the real advantage :D. I'm going to add more to this topic in a few days, after I get some more examples put together and have less work on my hands with some stuff outside of Pojo and YGO =].
 

Any comments, Hate mail, Praise, can be sent to RjAkaPeanut4u@gmail.com

~RJ
 


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