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For Rent

From Under the Cards:
Killing the Most Irrational and Krazy Errors
By SiphonX
August 18, 2005

 

Many people took the opportunity after I posted my last article to explain to me how wrong I was. It seems that Last Will does NOT stay on the field after its effect resolves - a fact that simply eluded me these three years. Kudos to all who explained this to me. Even though I did not believe many at first, my thick head eventually gave way.

Letting this topic be cast aside, onto the actual article. Under the current dueling environment, many decks are of the same theme, due to netdeckers and worse. Considering this thought, it is in fact the style in which a person duels that allows one to win, rather than the player’s deck. Although there are scores of themes, possibly hundreds, over half of the environment’s competitive players use a Chaos theme. Some may say that it is the slight differences within the deck that win games, but I disagree: I believe that the duelist’s play style makes all the difference.

Sometimes, players will just get lucky and draw everything they need to beat their opponents. Usually, this isn’t the case, and players either play well or play horribly. Cards that have field clearance effects should be saved until they are needed by the player, and used only when that person is forced to use them. Knowing when and when not to use cards is only half of the struggle; decisions must also be made regarding battle tactics and more. Sure, you may wait until your opponent has five Spell and Trap cards on the field to activate Heavy Storm, but if your Life Points are low enough, chances are you’ll lose anyways.

From my experience, I have learned that it is often disadvantageous to play cards as though the opponent has no way to counter them. Always understand that a topdecked Nobleman of Crossout or Heavy Storm can ruin plans that you may have to synthesizing an effective defense, and furthermore, if the opponent has more resources, the higher chances they have to hindering your attempted maneuvers. Try to anticipate any possible counter to your offensive, and consistently monitor your and your opponent’s resource count.

Hardly anyone plays imaginative decks anymore, thanks to the blemish which the set Invasion of Chaos created in March of 2004. Although it can become increasingly more difficult to eliminate decks which seem to conjure advantage, there are solutions to effectively destroying the competition. If you utilize all parts of the duel as one gigantic manifestation of your very own game, you will be able to play better and understand which cards to play and which cards not to play. Realize that bad hands are simply a way of life, just as much as death follows birth. You cannot combat bad luck, but by knowing what you have and what your opponent has, you can understand which maneuvers produce the best possible outcome.

Decks are but the tool through which a player wins, but if you play your cards right (no pun intended), it doesn’t matter what your opponent does to try and defeat you. If you have a balanced and effective deck, you should have no problems whenever your opponent brings you to your knees. Carry your Monsters to victory with efficient maneuvers to eliminate all opposing threats, while considering the possible options for your opponent as well. Knowing your and your opponent’s resources is just the first step, but if you think methodically, you can make swift decisions as to what cards you should play. Surely, if you think about which maneuvers you should play, you will win.

Until next time, Big Brother is watching…



~SiphonX~
 


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