Sunday, August 21, 2011
Feature: Heavy Storm, the Ultimate Double-Edged Sword
The new September forbidden list brought a lot of surprises to competitive Yu-Gi-Oh, and will surely change the entire pace of the current format, but there is one returning card that immediately and single-handedly will change the game as we have grown to know it over the past two formats, and that is Heavy Storm.
Heavy Storm is easily the most feared card in Yu-Gi-Oh, beating out even Dark Hole. While many players lamented the banning of Heavy Storm two formats ago, there can be no question that Heavy Storm being banned drastically altered the pace of the game and how it was played. Cards such as Trap Dustshoot and Starlight Road fell completely out of competitive play, replaced instead by cards like Trap Stun and Seven Tools of the Bandit to compensate for the lack of mass spell and trap card removal. Entire decks and archetypes fell out of competition because they were not able to keep pace with decks like Blackwings and Gladiator Beasts who could summon a monster and keep control of the game with 4-5 spells and traps set.
Now, the pendulum has swung completely in the opposite direction; Heavy Storm has returned and deck lists all across the internet have changed to reflect this. Whereas in previous formats decks have tended to be trap heavy, with some builds running up to twenty traps, decks now seemingly rely solely on monsters and spells, with most running a very slim six to ten trap count.
There is something to be said for the power of a card when the game state changes so drastically as a result of its return or banning. Lets take a look at the arguments both for and against the legality of Heavy Storm, and why it may or may not be important in keeping competitive play balanced and fair.
Most arguments that support Heavy Storm revolve around the idea that trap cards slow down the pace of the game and that with the ability to set so many disruptive spells and traps without fear of having them be destroyed, it leads to a less intellectually challenging meta game. Players are able to simply set all of their cards with reckless abandon and matches often boil down to whoever wins the dice roll, because the player who draws first is able to set all of their spell and trap cards first, gaining instant control of the game and forcing their opponent to fight an uphill battle against their disruptive back field. The psychological fear of Heavy Storm forces both players to carefully choose which spells and traps they set and when. Setting the wrong card at the wrong time could easily cost a player the game, and it is for this very reason that there are players who believe that Heavy Storm is a necessary card. Players argue that Heavy Storm's presence adds another layer of skill to the game, because it forces all players to read their opponent and determine whether or not they have Heavy Storm in their hand, similar to Dark Hole, and those players who do not have the skill to play at that high of a level will be punished for being careless with their spells and traps.
It is interesting then that the argument against Heavy Storm being legal revolves around the exact same premise, but on the opposite side of the coin. Heavy Storm's naysayers say that with Heavy Storm being legal, it is far too easy for players to simply drop it at no cost and score an easy +2-3, completely turning the tide of the game. They argue that Heavy Storm, rather than add to the skill required to play competitively, instead detracts from the skill level, because Heavy Storm is a card that takes no skill or any real competitive insight to play. With Heavy Storm in hand, a "bad" player can simply activate it and make a giant push for game, leaving their opponent nearly helpless to disrupt the attack outside of Effect Veiler and other in-hand OTK stoppers like Gorz and Tragoedia.
There is no denying that Heavy Storm is a great card, and it is one that will continue to be controversial for as long as competitive Yu-Gi-Oh is played. I think the arguments both for and against the legality of the card both raise good points, but they are also slightly misguided. There is a very clear reason why Heavy Storm was banned and just as clear of a reason that it returned: balance. While Heavy Storm was legal, creature heavy decks that revolved around effects, particularly ones that destroyed, ruled the format. No one played many traps, and at the time cards like Effect Veiler did not exist, so Heavy Storm was often a game ending card. Some players became cynical as a result, and so Heavy Storm was banned to try and re-balance the game. Subsequently, trap cards reigned supreme for two whole formats, so Heavy Storm was brought back to once again try to re-balance the game.
The simple fact of the matter is that Heavy Storm is a double-edged sword, both breaking and balancing the game in different aspects, and whether or not it is legal, there are always going to be a group of players that are not happy. In a perfect meta game, we could have a mixture of Heavy Storm and heavy trap line ups, but that is just not a reality; the two can never really exist simultaneously. I believe that Konami is experimenting to try and find the best balance between the two, and this newest forbidden list reflects that perfectly. Until they manage to strike that perfect balance, however, we as the player base will just have to enjoy the ride on the shifting meta tides.
Labels:
Feature Article
Saturday, August 20, 2011
It's been quite a while...
But I'm back! I've really gotten back into the game lately, and because of the new format that's just around the corner, I'm legitimately excited to start playing competitively again. I'll be tracking my progress here on the blog throughout the format, similar to how I did a while back. I apologize for the extended absence, I had a lot of other things in my personal life to take care of. I'll also be writing up some new articles on the current trends and shape of the meta game, as well as tournament reports and maybe even some YCS coverage if I get around to going to any this format, which is likely!
I've also spruced up the blog's looks a little bit with a new banner to sort of celebrate the return of the blog. Look forward to lots of new activity both on the blog and on the forums. It feels good to be back at the reins, and I'm hoping you all are as happy as I am that RPYGO is back!
Friday, April 1, 2011
It's Been a Good Ride...
But, as they say, all good things must come to an end.
I've been thinking about it a lot over the past few weeks and I've decided to close RPYGO. I have a lot of pressing things going on in my personal life and can no longer devote the time and effort it takes to continue delivering the type of high quality content I want to on the site.
Thanks for all of the support along the way guys, it's been amazing.
I've been thinking about it a lot over the past few weeks and I've decided to close RPYGO. I have a lot of pressing things going on in my personal life and can no longer devote the time and effort it takes to continue delivering the type of high quality content I want to on the site.
Thanks for all of the support along the way guys, it's been amazing.
Saturday, March 26, 2011
Feature: Dimensional Forest
So, as I'm sure most of you are aware, I've been teasing a new deck that I've been testing at a few of my locals over the past few days on Twitter and various forums. Well, after a lot of play testing both in tournaments and with my group of YGO buddies, I'm finally ready to reveal the deck list and concept! Without any further delay, here it is:
Monsters: (11)
3 GB Laquari
2 GB Equeste
2 GB Darius
1 GB Bestiari
1 GB Murmillo
1 GB Retiari
1 Spirit Reaper
Magic: (16)
2 Ancient Forest
1 Terraforming
2 Dimensional Fissure
3 Smashing Ground
3 Gladiator Proving Ground
1 Book of Moon
1 Monster Reborn
1 Dark Hole
2 MST
Traps: (14)
3 Gladiator Beast War Chariot
3 Trap Stun
2 Solemn Warning
2 Bottomless Trap Hole
2 Dimensional Prison
1 Torrential Tribute
1 Mirror Force
1 Solemn Judgment
I have quite a few things to say about this deck. First up, this is a build very similar to the build I was playing in North Carolina around this time last year; it's literally been that long since I've played GB's in any fashion. As is tradition with the start of any new format, Gladiator Beasts are really good right now, and with all of the field spells floating around (Necrovalley, Dragon Ravine, Fusion Gate, etc.) among top tier decks, not to mention this is strictly an attack-based format, Ancient Forest is absolutely crippling to a lot of decks, and it essentially turns into an extra two copies of MST by ridding the field of another deck's annoying field spell.
For those that don't know, Ancient Forest reads:
When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's battle phase.
This is good for a NUMBER of reasons. The first effect of the card may seem minor and not very useful, but you'd be very wrong in making that assumption. With all of the recruiters, Rykos, Spirit Reapers, Gravekeeper's Spy and all kinds of other annoying face down monsters floating around, the first effect of Ancient Forest comes in VERY handy.
While the first effect is cool, I'm obviously playing the card for its second effect. Gladiator Beasts compliment this card perfectly because they are able to play around its destruction effect by "tagging out" for another creature. Because you are turn player and because the effects of Ancient Forest and the Gladiator Beast that attacked resolve at the same time, you are able to choose which resolves first. Meaning, in simpler terms, that Gladiator Beasts are completely unaffected by Ancient Forest, while other aggressive, attack based decks (Dragunity, Gravekeepers, Six Samurai, etc.) are nearly shut down by it.
Combined with Dimensional Fissure, which Gladiator Beasts can also comfortably play around, the deck has a consistent, easy way of removing giant monsters from the field, which has always been an issue for Gladiator Beasts. I'm also playing 3 Smashing Ground for that same purpose, as well as to remove annoying monsters like Thunder King Rai-Oh. Dimensional Fissure also completely shuts down a lot of graveyard oriented decks, slowing them down enough for Gladiator Beasts to keep pace and control over the game. If you've ever played Anti-Meta Gadgets (and I'm not talking about the herp-derp Machina build) or Fifth Gadgets, this deck plays a lot like that. It's designed around the concept of easy one for one card exchanges that clear the field and allow you to rack up advantage via your Gladiator Beast's effects.
Having said all of that, let's take a look at my side deck (which isn't final, btw -- I'm always making changes to every side deck I've ever had) and the choices I've made there.
Side Deck: (15)
2 DD Crow
2 Consecrated Light
2 Cyber Dragon
2 Effect Veiler
1 Nobleman of Crossout
1 Dimensional Fissure
2 Chain Disappearance
2 Pulling the Rug
1 Mind Crush
Most of these choices are pretty self-explanatory, though I can see where some people might find some contradictions, namely in DD Crow and Effect Veiler, given that I'm playing Dimensional Fissure. Well, the simple fact of the matter is that you aren't always going to have D-Fissure, and more often than not it's going to be your opponent's first MST target after you activate it. Having a DD Crow or Effect Veiler back (depending on the match up; I never side both in at the same time) is great, because they aren't spells or traps, so they aren't susceptible to destruction or Giant Trunade.
Pulling the Rug is amazing right now with all of the Dragunity decks being played post-YCS Charlotte. I've also seen a rise in the number of Machina Gadget decks at my various locals, so it really helps out there as well and, of course, it's always good in the Frog Monarch match up, which is another deck seeing a rise in popularity this format.
So, after all that teasing, it's finally revealed -- my Dimensional Forest Glads. I'm really happy and proud of this deck, even though I know it's a concept that others (including myself) have already explored in the past. The difference is that this deck is better now than it has ever been and I'm amazed that more people haven't thought to play it. Oh well, I guess I'll just have to blaze the trail!
What do you guys think? Was it worth the wait and all the teasing? Let me know in the comments!
Labels:
Deck Profile,
Feature Article
Tournament Report
Hey guys! Been a while since I last updated, but I wanted to post up a report on how I've been doing the past week or so in tournaments. This update is probably going to be pretty vague, given that I've been playing a "secret" deck (which I'll be profiling here on the blog and maybe YouTube sometime tomorrow), so until tomorrow when the deck list goes live, I suppose this will have to suffice!
Wednesday, 3/23/11: Wonder World
Deck Used: Dimensional Forest GBs
Final Record: 2-1 (Should've made top 8 since my only loss was to a 3-0, but I got gipped somehow)
Game 1 vs. Machina Gadgets (Won 2-1)
Game 2 vs. Machina Gadgets (Won 2-1)
Game 3 vs. Gravekeepers (Lost 1-2)
Friday, 3/25/11: Fun4All
Deck Used: Dimensional Forest GBs
Final Record: 4-1 (Undefeated through swiss, then lost first round top 4)
Game 1 vs. Scraps (Won 2-0)
Game 2 vs. Dragunity (Won 2-1)
Game 3 vs. Gravekeepers (Won 2-1)
Game 4 vs. Frog Monarchs (Won 2-0)
Game 5, first round top 4 vs. Dragunity (Lost 1-2)
Tournament Record to Date: 13-9
Sunday, March 13, 2011
Tournament Report
So I haven't done one of these in a while... That's probably because I'm not so interested in competitive Yu-Gi-Oh anymore and I've been playing dumb/fun decks and testing my Frogs out until I found a build I was happy with. Anyway, here's how I've done the past few tournaments:
Sunday (3/6/11): Fun 4 All
Deck Used: Frog Monarchs
Final Record: 3-3 (Made top 4 and lost)
Monday (3/7/11): Our House Games
Deck Used: Frog Monarchs
Final Record: 1-2 (Ouch lol)
Sunday (3/13/11): Fun 4 All
Deck Used: Frog Monarchs
Final Record: 3-2 (Made top 8 and lost first round)
Since I've missed doing these for a while, I'm only going to get into detailed stuff for this past Sunday's tournament.
Round 1 vs. Gravekeepers
The guy I played this round must have been new to the game, because he was playing very poorly and didn't know his head from a hole in the ground when it came to what my cards and my deck were doing. I've never seen him there before, but it's pretty safe to say that after dropping Light and Darkness Dragon twice in both games that I came out on top this round.
2-0 Victory
Round 2 vs. Chaos Plants
Round 2 I played against Jon Waters, who is a regular there and pretty cool, with his Chaos Plants. Game 1 resulted in an easy win for me after he paid 4,000 LP to Solemn Judgment my Jinzo and had no real follow up, so I just pounded on him with Monarch summons.
Game 2 gave me probably one of my best/most memorable moments from the tournament. I had left a Genex Undine and Formula Synchron on the field so that I could chain Formula's effect to synchro if he tried anything funny. He sacked his facedown Plaguespreader Zombie for Caius and targeted my Formula, so I chained and synchroed up to Magical Android. He top decked for Plague and synchroed into Stardust, attacking over my Magical Android for 100 LP. On my next turn I made another Formula Synchron with Treeborn and Fishborg Blaster, played Monster Reborn to bring my Jinzo back from the grave, then normal summoned Genex Controller and synchroed into Locomotion R-Genex, which allowed me to steal his face-up Stardust permanently, which I then used to synchro into Shooting Star Dragon. He scooped as soon as he saw what I was doing and gave me props for making such a pro play. haha
2-0 Victory
Round 3 vs. Anti-Meta
This was a long duel against my friend Jake Thompson. I shuttered him game 1, and it looked like I had things in game 2 as well, but I misplayed and summoned Light and Darkness Dragon when I didn't have any Monarchs in my Graveyard to bring back with its effect and he continued to summon 1900 beaters and pound on me when I had no Monarchs to summon. Game 3 I drew a god-awful hand with no way to put Treeborn in the graveyard and the game didn't last very long. haha
1-2 Loss
Round 4 vs. Ice Barriers
Round 4 I played against a guy named Adam Freeman, who is a judge, and his Ice Barriers. Going into the match I told him that I had absolutely no clue what any of the cards did, but it turned out not to matter because the games ended so quickly that I never really got to see what the deck is supposed to do. Game 1 I just continually Monarch'd him until I had game, and in game 2 I got off a devastating Malevolent Catastrophe, which destroyed three of his backrow, including a Chain Disappearance that was waiting for my Treeborn Frog. I summoned a Caius to remove his creature next turn and he got all pissed off and scooped.
2-0 Victory
Round 5 (Top 8) vs. Gladiator Beasts
Well, go figure, first round of top 8 I WOULD get my absolute worst match up... haha I don't really need to go into specifics with this one. I drew bad hands both games and though I managed to set up Treeborn, he always had a way to Retiari it.
2-0 Loss
Tournament Record to Date: 7-7
Labels:
tournament report
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