Start new topic. Prev 1 2 Next Page 1 of 2. Recommended Posts. Brandon Michael Geren Posted March 4, Posted March 4, Organized alphabetically.
Theme- A theme is what the deck revolves around which allows all the cards to work in synergy. All decks need this. GG- Means Good Game when the you have won, this term is only used online.
Game- When a player has the cards to win the game. They can declare "Game? Stack- When an opponent cheat shuffles by making certain cards he wants end up on the top of his deck.
This can be easily avoided by cutting the opponents deck Suggestions welcomed Top deck- The card on top of your deck Macro- A deck which uses D.
Survivor and Scout Plane to provide tributes. Link to comment Share on other sites More sharing options Breaker's legal too for Break, ik this's outdated but might wanna throw that out. Zeppeli Gyro Supreme Posted March 4, You stole this right from under my feet I had PM'd Seph and asked if it was okay I made an updated list. You might want to do that. Makes it look like less of an eyesore. For the vast majority of the game's history going first has been strictly better—especially back when for some reason Konami thought it appropriate to allow the first turn player to draw a sixth card.
Being able to establish a board before your opponent has any chance to even play a card is huge, but these staple cards that work against every strategy imaginable and in every deck conceivable manage to keep players going second in the game. Cards like Heavy Storm , Giant Trunade , Mind Control , et cetera act as ropes of life, able to bring you back into the game right after your opponent normal summons Banisher of the Radiance and sets five.
Back to the topic of history, 5Ds was not the only era that brought us new toys to add to all our decks. In just its second set we already got an extremely dominant extra deck menace in Borreload Dragon and an absolute blowout card in Evenly Matched. Really, it is hard to think of an era that saw the release of so many busted cards other than the original Duel Monsters era. In a sense, yes. The factual truth is that we've been facing a flood of generically good cards that either cover niches that were not covered before or that weren't covered properly.
They really went all out with the quantity of these staples, which have since become a regular sight in basically every deck. Where does this leave us now? Well, Konami keep releasing these sorts of cards nonstop. This pushing of generically good cards seems to be here to stay. In the end, is this good for the game's health?
Probably not, honestly. These cards, while obviously good against every deck, hit less competitive or rogue strategies even harder. An opponent's Evenly Matched may hurt when you're playing Sky Strikers, but I'm pretty sure you will never recover from that with your Dinomist control deck.
Still, it will never not be fun activating Cosmic Cyclone after having resolved Evenly Matched, so it's definitely a trade-off. Opinions expressed in this article are those of the author and not necessarily Cardmarket.
To leave your comment please log into your Cardmarket account or create a new account. I agree with a lot of the points you made here. It really does seem like Konami printed more powerful staples to prepare for more complex card design.
It's honestly been a bit of a shore to introduce people to the game with up-to-date meta decks these days, especially with cards having three to four different effects with a text box that's way smaller than it should be. For the next article I'd give it to someone else to proof-read just to make sure that you don't get small details wrong as others have pointed out. Really well thought off article.
Like you said handtraps are there for another topic, which i would really enjoy if you wrote a topic of that theme. I agree the powercreep is really not good for yugioh. There are now so many cards which are in my eyes very good, but still too fair. You definetely see the problem in the cross banlist format. In old decks MST was overpowered. Nowadays Twin Twisters is the norm. But when such an old deck from an old banlist, that was depending on backrow cards, plays against a newer deck with lightning storm and twin twister, the deck does not have a chance.
I am sure many of you have seen this common scenario played out time and time again, but what if I told you they both made potential mistakes. While his thinking is sound it is flawed in my opinion. First off it completely opens him up to Heavy Storm for the early plus one, although it would probably just lead to player one complaining about how his opponent got lucky and opened Heavy, despite it being his own fault due to poor decision making. Holding MST in your hand when you are going first is almost always the correct play and if you have a really good turn one player that might require your opponent to have little back row, setting nothing at all and holding the MST can almost always insure this, Starlight Road and Solemn Judgment being exceptions.
You want to keep the game state under your own control and not leave so much to chance. Anytime I see this scenario and I have my own copy of Mystical Space Typhoon in my hand I always move to bait them out, you want to make your opponent activate one of his back rows, then you can blow out his other leaving you enough to set-up for their turn.
Make sure you summon something they will want to deal with immediately forcing them to activate their Solemn Warning, Bottomless Traphole, Dimensional Prison, etc. In this case you were able to use one of your own monsters as an MST in a sense and then deal with whatever else with an actually Mystical, but the game is now been set at your own pace. The end result as far as advantage is concerned is the same, but in both cases, the player who played it correctly will have control of the game and playing it at their own tempo, which in my opinion, can be quite crucial.
Conclusion: Using Mystical Space Typhoon can be a lot more complex than most duelists would think. Despite this card seeing more play than any other card, I still see and feel that is being misplayed all the time. This theory of blind MST is one I can just not agree with in most cases and I feel it wastes a very powerful card this format. Mystical can be used in ways that it helps players control the game state and make sure the situation they want to be in is what will play out throughout the game.
This card should not be thrown around as a one for one, but saved and used to capitalize on the opponent. In my personal opinion, this is one of the strongest cards when use correctly currently and can really be instrumental in determining the outcome of the duel. Thanks for reading, if you have any questions, suggestions, concerns, or simply want to just answer the question of the article, you can do so in the comments down below!
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