Tip: Where Creativity Starts - La-ki-oh! > > I'm all for the conceptualization of deck beliefs. The issue is, > people have gotten so dead to knowing how to recognize the value of a > card that they don't want to worry about thinking whether a card is good > or not or try anything new unless it's "obvious". Then some people get > the idea of making an original deck, then overtheme it and add some > really crappy cards to some good ones. Today, I played in a tournament > with a deck I decided could work because of a small loop I personally > investigated - removal from play. I put in two Nobleman of Crossout, > Nobleman of Extermination, Kycoo, Bottomless Trap Hole, and Fiber Jar in > a deck. Apparently someone else got the idea of doing this too, but he > also had Amazoness Swords Woman for a reason I couldn't tell, and then > some beatdown Gemini Elfs, Luster Dragon, and other cards I could only > dream of having. Right now, I have some beatdown monsters in my deck, > but not too many. Something I've personally been trying to do is to find > deck balance. Not just Monster and Magic, but Attack and Defense. When > I tried playing an attack-based Light deck, I became open to Trap Holes > and Reverse Traps. When I played a defense-based direct damage deck, I > became susceptible to heavy attack, low levels, and Legendary Ocean, and > of course, opponents' direct damage. > > Today, I played in a tournament and got second on the worst occasion > : > because my opponent was lucky enough to have Raigeki and Harpie's Feather > duster, and then he pulls out Dark Blade, equips him with everything, and > attacks, with the dumb luck that I get no monsters. I end up pulling a > Nobleman when I needed a fissure. And Magic Drain was to help long ago, > not now. A bad beef deck can get lucky. Sad tales be told. > > Anyway, I cannot deny that there are some cards that just belong. A > Witch or Sangan or both, depending on if your monsters have the ATK or > DEF requirements for them. Obviously, leaving them out makes room for > other things you would have been searching for. But sometimes, you have > to play cards that no one thinks of, because you find a use for > them. Jar of Greed is a nice way to do two things. Force you to hold > out until you really need a card (train yourself to get out of tight > situations), make your opponent waste their Spell and Trap destruction > cards, and protect your hand (your opponent can't Confiscate, Delinquent, > or Goblin something that isn't in your hand). It's not just the cards, > it's how you use them. Do you use your Compulsory Evacuation device to > bring Flip Effects Back for another round? Or do you use it to make your > opponent lose that advantage of a buff monster with all the equipings on > him, or get rid of his butterfly dagger? >Or perhaps to get your monster away from your opponent's control by >Monster Reborn or Change of Heart? Possibility and ingunuity is your friend. >Penguin soldier could just return your monsters to your hand and transform >Dark Hole into Raigeki. > >Possibility is endless. >