Thursday, January 31, 2013

Number 47: Nightmare Shark


YZ04-JP001 
No. 47: Nightmare Shark 「No.47 ナイトメア・シャーク」
WATER/Sea-Serpent - Xyz - Effect/Rank 3/2000/2000
2 x Level 3 Monster
If this card is successfully Special Summoned, you can select 1 Level 3 WATER Monster from your hand or that you control and place it as Xyz Material under this card. Once per turn, you can activate this effect by removing 1 Xyz Material from this card and select 1 WATER Monster you control. During this turn, other Monster than the selected Monster cannot attack, and the selected Monster can attack your opponent directly.



You could make this pretty easily in Merlantean, it activates their effects, but I don't see anything spectacular about it in particular. Bahamut does summon this AND you can put a material under it when it is Special Summoned, so it may turn out well. Only time and results will tell.
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Sunday, January 20, 2013

Don’t Press ‘Clear Deck’ Yet

                One of the more important parts in a trading card game is your deck. Your main deck of 40+ cards, side deck of 15 cards, and extra deck of 15 cards will determine how all of your games are played out. Anyone who has played TCGs for any given amount of time probably knows this already, but often people on DNG asking for deck advice will only be talking about the main board of 40 cards. If one is to become a good deck builder, then they would be wise to start looking at the total 70 cards as a whole instead of separate parts. In a match of Yu-Gi-Oh, the side and extra decks are every bit as important as the main.
Any given deck has one objective: To win the game. How each deck goes about this is different, but the goal is always the same, to come out ahead. This is where understanding the meta comes in. To win a game of YGO, you’ll need to beat other decks. To beat other decks, you’ll need to accomplish your goals faster than they can accomplish theirs or disrupt them from achieving what they need to in order to win. This may sound simple, but often I see people just build their decks as if they were going to be playing a game of solitaire. YGO is (or at least should be) a game of interaction. This style of thinking should always be forefront in your mind when building your main deck. You want to prepare it to do two things. First, it needs to accomplish your desired objective. For instance, if you’re building a XYZ spam deck, then it should include all the things you’ll need to successfully use that engine the majority of the time, whether that be an archetype you feel is strong or just generic cards that are good at making that condition easy to meet. Second, it needs to be able to successfully deal with other decks you are likely to play against. This part deals with both your Main and Side decks. Let’s say you enter a tournament of 4 people, you and 3 other players. If 2 of your opponents are running a Chaos variant and the other is running Dark Worlds, you’d probably want to gear your board towards disrupting the opposing grave. The sideboard could include cards that more directly hurt DWs. This kind of planning ahead isn’t always possible, but by studying the meta you play in, whether that is DN’s rated area, DNG tournaments, or your locals, you have to constantly be a student of the game going on around you and build accordingly.
The side deck can be one of the hardest decks to build for newer players, mostly because it is a tough balancing act. Let’s say there is a format where one deck is incredibly dominant, and that deck happens to be your only bad match-up. You can make a side deck with 11 of your 15 cards designed to hose it, but here is the problem: What are you going to take out of a 40 card board to include those 11 cards that won’t hurt your consistency? When a player over boards from the side deck to stop another deck it often hurts their consistency. It doesn’t matter if you are able to slow down the opposing deck if you slow yourself too far down in the process. All side deck choices should come in moderation, usually 3-9 cards is best, with 9 only being okay in extreme situations.
The Extra deck is just as tricky as the side deck because of its limit to 15 cards. These cards matter and having enough of your key targets to tool box is vital to winning games. Test constantly to see what needs inclusion and what doesn’t. Gagaga Cowboy, for example, is a great monster to burn off the last life of a defensive opponent, but if you find you rarely go to it and you’re right for space, it may not be worth it. This line of thinking is even important in decks that use the extra deck.  Build it for the situations where it might matter the most, picking monsters that will help you when you do need to go into it. By doing this, you’ll increase your odds of winning any given game.
This all applies directly to asking for deck help. If you want to post a deck on DNG and ask for help, don’t simply post “Here’s my Madolche deck, thoughts?” Instead, build the full main, side, and extra decks. Briefly explain your choices, why you took them over other common picks, and what you hope to accomplish and what will be sided into what match-ups and why (bonus points if you include what will come out when you do). Doing this will allow people to actually see how your deck is going to play out under your control, and therefore give you more direct and useful advice. Hopefully by doing the above and considering the advice of your fellow players critically, you can improve your overall odds of winning and keep your deck tight and consistent, no matter what you enjoy running. - Axrest
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