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Tebezu on YuGiOh
The End Game
Dec 10, 2007

In chess, Yu-Gi-Oh, or any other game played the concept of winning is usually the goal a player is trying to obtain.  Yet this is obviously easier said then done.  One of the reasons for this is derived in the fact most players do not think about how they are going to win.  They simply believe that by doing their best this achievement will be unlocked.  Doing your best is all a matter of perception, but winning is truly a skill.  Concerning sports one of the reasons for conditioning is to aid in competition.  If a player does not condition as efficiently as their competition odds are they will lose.  This is the result of depleting energy reserves, biological waste output, etc.  Point is an unconditioned player is going to get tired and as a result not function at a hundred percent capacity.  This in turn allows them to be easier to beat.  If a football team is aware that the other teams quarterback is more comfortable passing the ball compared to handing it off, their goal should be to break the line and tackle the QB.  This eventually results with the offensive line concentrating their efforts, indirectly altering the other teams play style, and increasing their odds of making mistakes as a result of unfamiliarity.  This of course could go the other way due to the offensive line being better adept at dealing with the defensive line, making the idea of a touchdown more likely.  In basketball if you are playing against a really good point guard, your goal should be to exhaust their energy in the first half making them easier to play against when the clock is critical.  With Yu-Gi-Oh we should look at our opening hand and question potential moves.  We need to analyze our hand and ask ourselves at what point particular cards will be more beneficial concerning the game.  Do you summon spirit reaper when your opponent has 2 back-row traps?  Should you wait to summon him until you figure out what those back row cards are via other monster intervention? Maybe attacking your opponent with spirit reaper and potentially forcing a discard is the thing to due, possibly you want spirit reaper in the graveyard for book of life?  If you attack your opponents life points successfully you just figured out their two sets are bluffs, potentially bottomless trap hole or some other attack specific removal, but not a Mirror Force or Torrential Tribute.  If they are then your opponent is either an idiot or has a dark world monster in their hand.  This free knowledge has just dictate my next move.  Next turn if spirit reaper is still around I think I will attack again if necessary.  Milking as many resources as I can until my opponent draws into something to react with.
 
The endgame is decided from the beginning and each move should be examined on how it helps aid your goal.  Exodia is all about winning.  This card and this idea is relatively unique to this game.  By having certain components you are guaranteed victory.  Other than death, human beings are not currently guaranteed anything in life.  But if you have the five pieces of Exodia in your hand you win the duel 100 percent of the time.  Obviously we will have to work for this.  Upon the release of Foolish Burial I had been pondering how to make Exodia playable.  I tried numerous draw cards and various builds only to discover over and over they just were not worth my time.  Either a Thestalos the Firestorm Monarch or some other card generated an untimely discard or a bad hand would occur.  The more I thought about it the more I realized an OTK was and is the only way to go.  The reason for this conclusion I assume came from a lack of endgame analysis.  If a piece of Exodia was removed from the game for example I was going to lose.  The duels fate was sealed with five cards.  Trying to prevent all the things that could happen only aided in inconsistency.  With an OTK I can go into a game, play my turn and see what happens.  If I win YAY, if I don't I should next time.  I do not have to over analyze the game state or care about making plus and minus moves.  All I want to do is win A.S.A.P. 
 
(40)
 
Monster (16) 
1x Exodia the Forbidden One
1x Right Leg of the Forbidden One
1x Right Arm of the Forbidden One
1x Left Arm of the Forbidden One
1x Left Leg of the Forbidden One
2x Manticore of Darkness

3x Ojama Black
3x Ojama Green
3x Ojama Yellow

Magic (21)
3x Card of Safe Return
3x Foolish Burial
3x upstart goblins
3x Reload
3x Magical Mallet
3x Dark World Dealings
3x Ojamagic

Trap (3)
3x Magical Hats
 
 
Side Deck (15)
1x Gravity Bind
1x Level-Limit Area B
2x Jar of Greed
3x Legacy of Yata
3x Solemn Judgement
2x Dark Bribe
3x Wave Motion Cannon
 
 
Having worked on a few decks, www.metagame.com recently came out with a traditional Exodia OTK deck.  I laughed with joy because of the many similarities.  The obvious differences being mine is for advanced play and the one posted for metagame has access to Painful Choice, Graceful Charity, and Pot of Greed.  I will now explain the deck mechanics!
 
Manticore of Darkness has been limited to two due to the fact it generates an infinite draw loop with Card of Safe Return.  Foolish Burial has finally allowed players a way to make this draw loop consistent.  Thus we use Foolish to Dump Manticore and revive with a discarded Ojama or another manticore.  Getting these pieces should be relatively easy due to the inclusion of 3x Magical Mallet and 3x Reload.  Ojamagic allows for the deck to search for a plus two, indirectly altering the odds of getting the needed cards.  Magical Hats also thins the deck by two cards, allowing me to search for two Ojamagic which then thins the deck by eight cards.  The overall goal basically is to get both manticore and a Card of Safe Return into play.  Once these three cards hit the field the game is over.  Upstart Goblin and Dark World Dealings all allow for additional draws while dealings provides another way to generate a plus two off Ojamagic. 
 
All in all the only thing about this deck I do not like is the increase popularity of D.D. Crow.  If manticore is removed from the graveyard your just kinda stuck waiting for a little luck.  Outside of this little issue, I am truly proud of this deck.  I am especially proud of its ability to transform from an Exodia OTK to a burn deck of sorts.  With all the draw and search cards available the side deck will allow its wielder to search their deck for a Wave-Motion Cannon and then set Dark Bride and Solemn Judgements as needed.  This indirectly prepares the player to have an alternative win condition against any and all weird strategies.  The use of these counter traps basically puts the duel on an eight turn counter.  I recommend all of you take advantage of it and run your own version.  LADD and its numerous builds are relatively slow.  The faster we can speed up the metagame the quicker we can turn the opposition and conformists on their ignorant heads. 
 
Until next time, where I will introduce my version of Destiny Dragon, if anyone wants to talk or trade I can be contacted at...
 
 
 
 


 


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