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Tom Rogers on Duel Masters
Fact or Fiction: Card Advantage
August 6, 2012
Hi, everyone! This is a short blurb series I will be doing
on some common player myths that concern Kaijudo. Kaijudo is
based off Duel Masters, which many players compare to other
games a little too easily. As I will point out in this
series, some concepts that are very valuable in other games
may not hold as much water as you think in The Veil.
This is based on my experience as the #1 DCI-ranked Duel
Masters player and knowledge from Gates of Fate having
access to one of the first local Kaijudo metas.
Topic 1: Progressions
What is a "Progression?"
A while back I wrote a hefty tome on Duel Masters called
"The Answer." In it I mentioned several powerful sequences
of cards, that could be applied over a series of turns. I
called these plays "Natural Strings."
The way a few players on the forums have been using the term
"Progression" is the same thing. I'm not sure if we really
need a standardized term for this, there isn't one and it's
pretty common in all TCG's. I merely coined a phrase to make
writing that article less confusing.
For example, Turn 4 Bronze-Arm Tribe --> Zaagan, the Dark
Knight on the following turn. There are typically more cards
involved but we're dealing with 2 starter decks so far in
Kaijudo. A really easy one for Duel Masters is Turn 3
Bronze, Turn 5 Rumbling Terahorn, Turn 6 Magmadragon
Jagelzor. Bronze facilitates the Terahorn faster, the
Terahorn can search for Jagelzor. There's a level of synergy
here.
Do We Need It?
Kind of. It's almost always "kind of" when asking
questions like these. When there is a level of synergy in
which the cards help each other come into play, it's very
useful to know. It helps your playing and deck construction.
When it's just a "dream lineup" of cards that seem to be
good, it can be interrupted. This can leave you with no
recovery plan if you've constructed the deck to hit these
dream lineups, or optimal progression.
So we want to have good combinations of cards in our decks
that work together, but basing our deck around what we
play on our turns can only take us so far. There's a
whole other player in the game!
As an aside, I like "Natural Strings" because it's a lot
more explanatory due to this information. The string can be
broken and you need to start a new one!
How Important?
It's actually not super important. Some online players
really get hung up on this, because the majority of
playtesting is against other people doing stuff like this.
You only need to know 1-2 STRING PROGRESSIONS (see what I
did there?) for your deck. They often won't connect unless
your opponent is just handing you the game. MOST of the
time, our opponent will do something that causes us to
change our plans. Some sort of erm... opposition.
Final Stance
Keeping your back-up plans and safe hatches (see my next few
articles) open is where you need to emphasize your
deck-building skill.
String Progressions are definitely useful, but remember they
are strings and can be broken! It's just not practical for a
2-player game to focus more than a little portion of your
deck on this.
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