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JAELOVE's Smooth Journey

Part Three: A BAD System within the world of FORCE.
 

11.18.04   As I began my next wave of constructed theme decks (which include Exodia, A Legendary Ocean, Spellcaster, and Machine for excited fans), I came across a curious problem. With such a wealth of deck-types examined (JAELOVE's journey has reviewed  seven decks so far!), I realized that we need a system to catalog the different strengths and weaknesses of archetypes.

A BAD System attempted to revolutionize the art of reviewing cards, by assigning them ratings based on key categories; it was largely a success.

Yet my experience with creating numerous deck types has now forced me to create a system that looks beyond individual card ratings, and more at the cohesive whole of the components that forms the actual deck. I've found a way to organize and analyze the effectiveness of deck-types based on ten sound principles; we will now enter the post-ban phase of the deck-builder's primary tool: the FORCE system.

Much like a card's effectiveness can be objectively analyzed by its net advantage, attributes, effects, dependability, and usefulness when drawn, a deck's effectiveness can be analyzed by its ability to address ten key concepts. These concepts have not been spelled out yet, but here I prove that these ten components of FORCE are all essential and absolutely necessary.

First off, a successful deck is doomed unless it promotes the key concept of Yu-Gi-Oh!,

Field Control.

1. Field Control

The History of Field Control: Field control is the net output of your resources. Without it, you are doomed to be overrun by your opponent's forces, surrendering your life points. Before the ban, massive field control elements such as Raigeki and Dark Hole could quickly shift field control back and forth; this ability has been lost with the advent of the Championship Format. In the new format, field control has become even more important. It's become absolutely necessary to include cards that provide field control, whether it be through sheer attack power, devastating effects, or other means. Roughly translated, we can equate the field control abilities of a card with power; power wins duels.

An Argument for its Inclusion in FORCE: Since the onset of the Yu-Gi-Oh! TCG, field control has manifested itself through one dominant form, the Beatdown archetype. The staggering success of beatdown, which involves a systematic attempt at destroying an opponent's attack force, is reason enough for field control's inclusion as one of the key components of any deck.

An Example of Field Control Shaping the Duel: A player wishes to free the burden on his life points, and wastes a Raigeki on his opponent's Berserk Gorilla. This is a commonly played but bad move, arising from the fear of Field Control and its strangling hold on the pace of the duel.

Championship Format Examples of Field Control: Berserk Gorilla is the perfect example of a card that is commonly played on one principle, and one principle alone: 2000 attack will dominate the field.

Of course, field control can shift easily in the post-ban format unless one successfully adopts the tenets of the second component of FORCE: Flip effect management.

2. Flip Effect Management

The History of Flip Effects: Flip effects have been around since the beginning of Yu-Gi-Oh. At the time of inception, Blue Eyes White Dragon was the bad boy on the block, boasting 3000 attack. There were but a few monster counters to the fearsome behemoth, and while beginners tried Dark Magicians equipped with multiple Sword of Dark Destructions, the real key to the abolishment of such terrifying field control rested with a simple two star weakling, Man-Eater Bug.

            Thus, it became inscribed within the heads of all beat-down users that effective management of flip effects, both of your own monsters and your opponent's, was another equally important key to survival. Numerous cards were created to feed the need of flip effect management, from Stop Defense and Swords of Revealing Light to Nobleman of Crossout and Ceasefire. Clearly, the makers of Yu-Gi-Oh have created numerous options towards combating the most powerful, game-changing effects out there…. Flip effects.

An Argument for its Inclusion in FORCE: Cyber Jar. Magician of Faith. Fiber Jar. Morphing Jar. Morphing Jar #2. Even overlooked cards such as Penguin Soldier and A Cat of Ill Omen all possess the unique ability of changing the entire pace of the duel, resetting field or hand management, and breaking open the game. Both casual and experienced players of Yu-Gi-Oh cannot argue that proper management of flip effects is vital to success.

An Example of Flip Effect Management Shaping the Duel: The second duel of the World Championship 2003 finals, pitting Ng Yu Leung versus Shigeki Kitamura, featured four separate uses of Fiber Jar, each of which saved the duel for the user. With a different slant on flip effect management, we might have seen a different world champion.

A Championship Format Example of Flip Effect Management: Nobleman of Crossout, a card whose play has fluctuated widely, is returning to the scene. It's sole purpose is the removal of the deadly unknown, yet it is run in two's by top tier decks across the nation.

The next set of components is tied directly to field control, combating it and resisting it.

3. On-Field Removal.

The History of On-Field Removal: Legend of Blue Eyes introduced the two greatest monster removal cards ever released, Raigeki and Dark Hole. Their subsequent ban after a few years of competitive tournament play, along with the ban of Mirror Force and restriction of Torrential Tribute, indicates the importance and rarity that Konami wishes to place upon monster removal.

            Gone are the days of mass removal and switching of field control; today's subtle duelist must typically achieve his ends through one for one trades, such as a powerful monster breaking through another. The few mass removal cards that are left, ranging from Tribe-Infecting Virus to Torrential Tribute, are staples in nearly every deck.

An Argument for its Inclusion in FORCE: Without monster removal, the deck that packs the highest attack monsters will eventually win. Whether it's targeted removal like Ring of Destruction or mass removal ala Torrential Tribute, it must be stated emphatically that monster removal is your only hope for coping with your opponent's field control. Because it counters a necessary component of a successful deck, it becomes a necessary component itself.

An Example of On-Field Removal Shaping the Duel: Every single World Championship 2004 deck in the top eight packed at least one Tribe-Infecting Virus and Torrential Tribute. Every single one.

A Championship Format Example of On-Field Removal: As stated before, Tribe-Infecting Virus is a monster staple in nearly every deck because it remains one of the few mass-removal tools available to the skilled duelist.

The next component of FORCE involves a concept that has been felt by all you duelists, but never easily explained.

4. On-Field Presence.

The History of On-Field Presence: Presence is a term that is not easily definable, but has definitely lingered with us throughout the entire history of Yu-Gi-Oh. For our purposes, On-Field Presence is defined as exerting some sort of influence, through the use of monsters, onto the battle field. It is different from control because presence does not directly influence your opponent's actions or seek to press some sort of immediate advantage.

            Rather, it is the comforting and ultimately confounding (to your opponent) sense of security you receive by creating the time necessary to develop future strategies. The wary gamer will always attempt to have a monster to set, summon, or utilize in order to conserve life points and resources for the final push.

            Cards like Scapegoat, Spirit Reaper, Mystic Tomato, and Sinister Serpent have been and will be used forever because of their ability to exert the player's presence onto the battle field. On-Field Presence leaves open the possibility of numerous options, including effect costs (such as Raigeki Break), tributes, and even latent attack forces.

            Presence will thwart your opponent's field control and lay the groundwork for your final push; neglect it and the deck is doomed.

An Argument for its Inclusion in FORCE: Presence limits the catastrophic effects of bad opening hands, and limits the damage sustained from slow starts. By buying a few turns by providing some sort of monster support on the field, one can slowly begin accumulating the resources necessary to turn the tide of the duel. Without presence, it becomes difficult to successfully use tribute monsters, create attacks, or even maintain a good supply of life points.

An Example of On-Field Presence Shaping the Duel:  The World Championships 2004 ended because of an unlikely hero-- a small, furry Scapegoat token. When Chan Wan Hong brought out his Kycoo the Ghost Destroyer, he had no idea that a simple Scapegoat would stop his attack in its tracks. Bouyed by the on-field presence of his tokens, the eventual champion Masatoshi Togawa drew the cards he needed to succeed, eventually Creature Swapping a face-up token (impossible without the aid of On-Field Presence), and summoning a mighty attack force.

A Championship Format Example of On-Field Presence: Yes, it's been referenced before, but the best example of constant, assertive presence is Sinister Serpent. The puny one star monster may not seem like much, but he's commonly played in every top-tier deck because presence leads to options. It can combo with numerous cards that capitalize on any form of presence no matter how small, including Enemy Controller, Creature Swap, Tribute Monsters, and such.

Of course, these first four factors can easily be thwarted by a previously unmentioned element of the game, the spell-trap zone.

5. Removal of Spell/Trap Threats.

The History of Spell/Trap Threats: In Yu-Gi-Oh! the spell/trap zone was to take center stage in equal spotlight with the more alluring monster cards. I once wrote an article likening the spell/trap zone to the power of air superiority in modern warfare;

" Throughout the history of warfare, the goal has been to destroy the opponent’s army, and occupy their key cities, towns, and fortifications. To do this, you need a physical presence (i.e soldiers). But there are other elements. Namely, air superiority is increasingly becoming an important factor in modern warfare. Though a country cannot win a war with aircraft alone, it serves as a crucial element in combat. He who controls the skies will also control the ground."

It's helpful to think of Yu-Gi-Oh in these terms. The monsters are your troops yes, and the primary vehicles through which you'll achieve your win condition (destroying your opponent's life points.) But troops can easily be destroyed by obstacles, and spell trap removers are the surgical aircraft strikes that clear away such obstacles.

Mystical Space Typhoon was restricted, Harpie's Feather Duster banned, because Konami understood the importance of the game-breaking spell/trap zone. In today's fractured metagame, cards that effectively remove spell/trap threats are gold.

An Argument for its Inclusion in FORCE: The skeptic might say "Mirror Force is gone, there's no need to worry about my opponent's spell/traps." But realize that there are still numerous threats that will thwart your attack. A Magic Drain will negate your spell at a critical juncture; a Call of the Haunted will soon overwhelm your forces. The demoralizing effect of a successful Magic Cylinder or even Waboku stopping your attack is too pricey to ignore, so don't.

An Example of Spell/Trap Removal Shaping the Duel: The glorious finale to the epic World Championships 2004 was preceded by the key catalyst, Heavy Storm. It cleared out four traps on both sides of the playing field, including a Torrential Tribute and a Scapegoat. Such an climatic resolution would never have occurred without the granddaddy of spell/trap removal hitting the field.

A Championship Format Example of Spell/Trap Removal: Mystical Space Typhoon is a strict one for one trade, and it's intricacies are not well understood by beginners of the game. Yet it is instant spell/trap removal, a staple, and revered by experts as one of the best tools in one's arsenal.

All this talk of denying presence, and control, and such places a severe strain upon your hand (the source of your resources.) The sixth element is a crucial one.   

6. Resource Replenishment.

The History of Resource Replenishment: The dreaded fiend bird, Yata-Garasu, transformed the state of the metagame and forced top-tier duelists to adhere to the maxims of resource management and replenishment.  Cards such as Mirage of Nightmare, Graceful Charity, and Pot of Greed were embraced heartily by legions of duelists, and no amount of cards in hand was too large for the terrors of the giant crow.

            Yata-Garasu is gone now, but the power of its message remains with us still. A proper deck runs like an engine, and engines need to be replenished and refueled, else they sputter and fail to work properly. You must replenish your resources to sustain strategy, to sustain attack forces and defenses. Overextension can lead to a grisly demise.

An Argument for its Inclusion in FORCE: The fact that Pot of Greed and Graceful Charity(quickly banned) are the only true staples in the game underscores the importance of resource replenishment. Why else would Konami swiftly move to limit the use of Mirage of Nightmare, ban Graceful Charity, restrict Morphing Jar, and toy with the idea of banning Fiber Jar and Cyber Jar?

An Example of Resource Replenishment Shaping the Duel:  In the old days of Legacy of Darkness, numerous Warrior users would summon Marauding Captains, building up huge attack forces of 3-4 monsters. Many a time, their entire resource pool would be wiped out by a single Dark Hole, and a Yata lock would soon commence. Have you felt the pain of over-extension before? I'm certain you have.

A Championship Format Example of Resource Replenishment: Unlike it's jar cousins, Morphing Jar exists solely to replenish the hand of options. While expensive and very difficult to find, duelists are swiftly realizing that it is becoming a staple in many decks.

The next set of components details the effective defense of the two most important elements of the duel, your life-points and, more important, your strategy.

7. Counter-Defense

The History of Defense: Defense monsters are rightfully derided as all too passive and weak; cards with excellent stats such as Gear Golem the Moving Fortress and Battle Footballer are ridiculed. But look at the history of Yu-Gi-Oh closely, and you'll find that defense has always been at the core of a sound duelist's strategy.

            From the early days of Wall of Illusion and Mirror Force, to the renaissance of Waboku and the emergence of Spirit Reaper and Scapegoat, defensive cards have always been utilized. Indeed, the very best traps and a small portion of monsters are devoted to the defense of life points.

An Argument for its Inclusion in FORCE: There are few things worse than absorbing a direct hit from a Don Zaloog, Black Luster Soldier, or other such powerful monstrosities. The effective defense of life-points is crucial to any deck because life points are the only currency of survival we have. Of course, we don't want to go overboard and become too passive, but prudent duelists will include a few stopgap defensive measures. 

An Example of On-Field Defense Shaping the Duel:  Ever amass a staggering attack force, only to have your strategy thwarted by a single, smiling Spirit Reaper? Join the "I hate a solid Defense" club.

A Championship Format Example of Defense: Waboku's will never go completely out of play, because it guarantees a turn of survival against whatever your opponent can muster.

And yet, it must be stated that your strategy is even more important than your life points, because you'll never win without executing good strategy. This next component aims to preserve your gameplan.

8. Counter-Disruption

The History of Counter-Disruption: The roots of Counter-Disruption began to emerge with the advent of Metal Raiders, Magic Ruler, and Pharaoh's Servant. Previously, your opponent had free reign to disrupt your strategy, wiping out your hand with Card Destruction, wiping out your forces with Dark Hole or Raigeki, or replenishing his own with Pot of Greed.

            Then came the steady trickle of counter-disruption, beginning with Magic Jammer and Solemn Judgment, and culminating with the twin champions of both Disruption and Counter-Disruption, Jinzo and Imperial Order. The ability to circumvent your opponent's ability to disrupt your strategy is one that has always been stressed by the best duelists, a fact evidenced by Jinzo and Imperial Order's eminence to this day.

            Disruption is then defined as your opponent's attempts to thwart your strategy; counter-disruption, by definition, is the process of thwarting your opponent's own thwarts, creating a layer of thwarts upon thwarts that thwarts all logic and proper sentence structure.

An Argument for its Inclusion in FORCE: The ability to disrupt your enemy and counter his own disruption can be likened to the espionage game; both are intrinsically linked. The art of protecting your strategy, through the likes of spell/trap removers that destroy his powerful traps, spell negators that prevent his momentum shifters, or even pre-negators that strip away his hand is essential.

            Any successful deck must possess a successful strategy; this strategy must be allowed to unfold itself peacefully without disruption, otherwise it is relegated to failure.

An Example of Counter-Disruption Shaping the Duel:  Perhaps you fear your opponent's disruptive trap force lying down in wait for you. You summon a Jinzo, followed quickly by a Black Luster Soldier, and attack your opponent. He surrenders sheepishly, then turns over the face down traps: Waboku, and Magic Cylinder. Counter-Disruption saves the duel for you yet again.

A Championship Format Example of Counter-Disruption: A good example of counter-disruption is the re-emergence of Magic Drain in the meta-game. Almost every spell played by your opponent seeks to restrict your own strategy, and thus you trump him at his own sinister game.

Yes, the two concepts of disruption and counter-disruption are tied together; counter-disruption intended to protect yourself ends up disrupting his own strategy

9. Enemy Disruption

The History of Disruption: Disruption has always existed in numerous forms, but the most vivid rise of the disruption phenomenon came with the release of Legacy of Darkness and Pharaonic Guardian, heralding the birth of the Hand Control archetype.

            By using cards with innate resource advantages associated with their use such as Spirit Reaper, Don Zaloog, and Yata-Garasu, hand control players sought to limit their opponent's strategies by disrupting them repeatedly.

            This archetype quickly became the most dominant form, right up until the ban of Delinquent Duo and Yata-Garasu. And yet disruption still remains a powerhouse.

An Argument for its Inclusion in FORCE: The sheer dominance of hand control over a period of about two years speaks immensely of the power of disruption in shaping the outcome of the duel.

            Even the recent banning of Chaos Emperor Dragon, perhaps the most disruptive card ever released, speaks strongly towards the need to include disruption as one of the primary elements of FORCE.

An Example of Disruption Shaping the Duel:  In the 2003 World Championships again, Ng Yu Leung successfully utilized the disruptive capabilities of Drop Off to keep his opponent on his heels and helpless.

A Championship Format Example of Disruption: The remaining two pre-negators, Confiscation and The Forceful Sentry, remain two of the best cards in the game because of their ability to glean insights into the workings of your opponent's strategy.

The final component is an obvious one.

10. Energy

The History of Energy: Yu-Gi-Oh! from manga to T.V. show to card game, has always been a battle revolving around energy. When one's life points hit zero, the game is over.

An Argument for its Inclusion in FORCE: The recent re-emergence of the burner, and the imminent arrival of the new Toon monsters, will reaffirm in all of us the importance of maintaining one's life point totals. Without energy, we have already lost the duel.

An Example of Energy Shaping the Duel: We've all encountered situations where low life point totals prevent us from executing strategy. Whether it makes us scared to summon a monster in attack position, or unable to utilize a cost effect (such as Imperial Order or Magical Scientist), or even unable to sustain an attack, energy is the only resource that determines victory or defeat.

A Championship Format Example of Energy: Magic Cylinder is a card that's sole purpose is to prevent your own energy loss, and transfer it to your opponent. A swing of 1500 to 3000 damage to your opponent is demoralizing, and will often win duels on its own.

And there you have it.

Field Control & Flip Effect Management

On-Field Removal & On-Field Presence

Removal of Spell/Traps & Resource Replenishment

Counter-Defense & Counter-Disruption

Enemy Disruption & Energy

This is the FORCE system for re-examining candidates for entry into your deck, analyzing the strengths and weaknesses of archetypes, and identifying the usefulness of newer cards in your deck.

My next article will detail its utilization in the creation and analysis of deck types. E-mail me at JAELOVE@gmail.com if you feel yourself either nodding in agreement, or frothing at the mouth with disagreement.

 

 

 

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