Tuesday, 5 June 2012

Explaining Priority Ruling

As most people know the TCG recently had the March 2011 Priority Ruling implemented into their play. Due to the complexity of YGO rulings in general, some players fail to grasp what this ruling actually does.

The official word is that Ignition effects no longer have fast effect timing or priority of whatever bullshit they call it. This simply means what it says, Ignition effects no longer have priority.

However to the layman they assume any effect will not be able to activate if the summon was somehow disrupted by say, Bottomless Trap Hole or Compulsory Evacuation Device. While this is true for Ignition effects, the same cannot be said for Trigger and Quick effects.

I'm sure all youse testing your Gadget builds hav had your Gearframes BTH and told you cannot search. This is UNTRUE, as Gearframe's effect is a Trigger effect. Trigger effects are effects that are activated when some sort of condition or action is met, ie there must be some sort of window for which the Trigger effect can activate. In Gearframe's example, the condition would be its Normal Summon. Other example would be E-HERO Airman (Stratos) and Tour Guide of the Underworld.

Quick effects are another type of effects which are not affected by the new ruling. They are similar to Ignition effects in that they can be activated for no reason in the Main Phase without any specific window required for some of them. A simple way to distinguish them are effects that can activate during the opponent's turn ie Stardust Dragon, Shi'en and Enishi. Note that certain conditions must still be in place for some of the to activate in the first place. The reason these effects are not affected by the ruling is because they are Spell Speed 2, and can be chained to the activation of those disruption traps.

While lesser seen, Continuous effects are DEFINIATELY NOT affected by the priority ruling. Effects such as Jinzo are active the moment the summon is successful, and cannot be Bottomless-ed just cause priority is gone. They have no Spell Speed, and hence are not part of any Chain.

You can check what the effect types of your cards on Yugioh Wikia, some cards are Quick just BKSS. It is good to know whether or not your stuff is affected by the priority ruling. The big decks that get hit are still Rabbit and Wind-Ups in the TCG, as their decks revolve mainly around Ignition of Rabbit and Hunter. Even Zenmaighty's effect is Ignition. Laggia's effect is Quick and so is Dolkka's.

Solemn Warning and Judgement and any counter trap that writes "negate the summon" means just that, with the summon negated the monster won't even have the chance to activate any Trigger or Quick effect, let alone Ignition. So please don't crap that it was a Trigger effect.

Sunday, 3 June 2012

Upcoming WCQ

Congrats to my friends Wesley and Stark for qualifying for the Top 16 of the World Championship Qualifyers here in Singapore this weekend.

Looking forward to the event, I personally would prefer going through the 6 round swiss to test the consistency of the deck I'm bringing, though testing in locals recently has shown rather postitive results.

Anyway, today we learnt that when Gadgets set a monster it is an Eater so we have to tell them they didn't give us a window so we can Mind Crush Eater.

I'm just saying.

Some advice for first time tourney go-ers.
1. Beware of rulesharkers, THAT INCLUDES YOU WESLEY. Cos they shark but expect you to give chance.
2. Be a rulesharker, if your opponent tries to take something back, no replay.
3. Know the rulings of your own stuff. This will benefit you greatly.
4. If your stubborn opponent makes a judge call, don't take it out on the judge, give a clear sustaintiated arguement. Shouting at the judge or your opponent won't do you any favours.
5. Respect every judge call, even if you know it's a misrule. Judges have feelings too, they may find some legal way to make it up to you, embarassing the judge isn't going make you any friends.
6. Don't say shit while watching an ongoing game, you'll just piss the players off. An irritated one will say "excuse me, we are in a tournament", a really pissed off one may go as far as a judge call.

This is WORLDS people, this is not your 13 man Ranking Single Eli. The stakes are high. Losing because you got sharked or replayed is stupid and should be avoided at all costs.

Good luck to all those who are particpating in the remaining qualifyers. See you all at Worlds.

Thursday, 31 May 2012

Questioning Konami's Card Design

-What is this Knife of Stone?

Or Inzecter Damsel? Or Master Hyperion? Or Grapha, Dragon God of the Dark World? I'm sure there have been times we are thinking WTF is wrong with the Konami design team. And today I'm gonna express my views on some of the most scrutinized cards in the game.

Inzecter Damsel: You don't need to be a rocket scientist to realise this card is a problem, at 1000ATK it is as hard to stop as a Trunade, which is banned for that very reason. Even without Hornet this card can abuse Mantis and Gulf to net pluses. An engine on its own, the consistentcy and potential of it must be nerfed.

Card Car D: Pot of Greed is banned for a reason, and the only reason this isn't is cos of all its restrictions. Giving rogue decks a boost is one thing, giving Tier decks more consistentcy is another. The only things the restrictions do is define which decks can play it and which decks can't. Bad design is bad.

Master Hyperion: Everyone knows I hate Agents, and this is why. At 2700, beaters with good effects never looked so free. Hyperion comes out way too easily and gives the Agent player way too many options. The typical opening of Earth -> Venus, Pot -> Hyperion is already enough to force players is olay conservatively. It isn't banworthy per say, but the design can seriously be improved, such as lower ATK.

Grapha, Dragon God of the Dark World: On the topic of free 2700 beaters, Grapha has taken alot of flak for being a recurring one. Able to utilise field clearance whilst losing a minimal, Grapha is truly a force to be reckoned with. However, what many fail to realise is that with Grapha, the Dark World playstyle has already been defined, that is to pitch Grapha and revive him. This isn't hard to stop as compared to the variations that Agents can do, hence I belive Grapha is balanced in every regard.

Snoww, Magician of the Dark World: HOWEVER, the real reason Dark World can win probably lies in this card. Snoww gives the deck much needed consistentcy and also serves as a backup beater. Recurring toolboxes are still a problem though, as Snoww searches any Dark World card, including itself. If the basic set up of Gate is not stopped in time, Snoww could potentially rip 6 cards out of the deck by herself, a feat that no other toolbox can do.

Glow-up Bulb: I think I speak for all Junkdo players who have truly abused this onion time and time again that Bulb is indeed, banworthy. A +1 that can be used to garner more +1s with Formula and such, Glow-up Bulb is too splashable to remain in the game.

Tour Guide of the Underworld: A +1 anyway you look at it, with a potential +1 after that, Tour Guide is really a pain. However, with the exception of Sangan, there really isn't any more targets which could truly prove to be a problem. Still, a free Rank 3 is not cool and Tour Guide's reign has to be cut short, one per deck would be fair.

Wind-Up Rat: Did they not see the ridiculous loop that they had made? The card attempts to balance itself by allowing Rats to call Rats in DEF, but it doesn't take a genius to see that when put with Zenmaighty this card was dumb. Zenmaighty just wanted to give Wind-Ups some playablility, but Rat defined the way Wind-Ups were played.

True Six Samurai - Shi'en: I'm bashing on my own card! In Post March'11, Six Samurai was still dominating despite Gateway's limit, largely due to the fact that a double Shi'en board was easy to build, and difficult to break. I myself have never lost on a double Shi'en. Now that it is Limited, and Veilers are everywhere, too much emphasis to keep the Shi'en alive can lead to a less experienced Six Sam player's downfall.

Dark Dive Bomber: The first Synchro to be banned, DDB defined a format by itself, games were won and lost by this Machine too often. It looks ok to the average player, but put in the hands of a pro, and the monstrousity of this chunk of cardboard can be seen even before it hits the field. Fucking bad design.

Evolkaiser Ragia / Rescue Rabbit: Both cards are not bad design IMO, Ragia is one use only anyway. The reason they win so much in the TCG, is cos of TGU, which was already discussed above.

That's all I have for now. Lalalala.......

Oh ya, I think the new Knight of the End for WATER mobs, is SICKKKKKK!!

Tuesday, 29 May 2012

OMG PEOPLE

I dunno if anyone else noticed.

BUT THE MIGHTY BOO KOO HAS BEEN REPRINTED.

http://yugioh.wikia.com/wiki/Tournament_Pack_2012_Vol.1

ALL HAIL THE MIGHTY BOO KOO!

On a more serious note, the reprint of of Gaia Plate makes it Asia legal and really some Skill Drain bullshit might make the deck actually playable. Or Dark Fusion into Dark Gaia with Malicious Edge. With new Rock support the possibility can't be overlooked.

Friday, 25 May 2012

Coping with Stress in games



-Steady! Steady! Steady!


Before I start I just wanted to credit WDF, Odin Thor Loki Iron Man, in particular, that there is truly no limit to human stupidity. His article is a clear attack on my theory that people play to win in this game and the room for fun and enjoyment is largely occupied by people's desire to win. I dunno about you but I find burning $8 a week to have fun an extremely dumb way to spend your money in any currency. So fuck you, KFC. Speaking of arrogance, I don't recall flaunting my Lavalval Chain in front of anyone but my close friends. Hope that rings a bell, hypocrite.


Anyway, let's dwell into today's topic of stress. Very often, we find ourselves in a tournament situation shaking, though I only credit 50% of that to poor air conditioning. This is usually the case in matches to decide the Tops, or when time is called and both player's LP are extremely close. In these situations, it is often the player with the clearer head that emerges victorious.

For me personally, I usually start shaking in my first match of every tournament, be it Single Eli or Swiss. Because in both cases losing the first round is BAD. Everyone knows in Swiss the first round is the most important round as you will be facing people with 1win in round 2 hence your tiebreaker will be better if you win and not as bad if you lose. As compared to a second round 0win, the chances of going up is almost out of your hands and you will have to rely on the tiebreakers of your opponents to pull you up. For those who do not understand the Swiss system, refer to the following link. http://en.wikipedia.org/wiki/Swiss_system


Next on to the topic of tilt. Tilt is when a player is put in a situation where he'll be so stressed he'll end up doing shit he normally wouldn't do. One example is often seen in Game 2s of these decisive matches. Very often the player a game down would tend to throw everything he has and win ASAP. Likewise, a less mentally composed player could end up throwing the game because he went to aggressive in game 2 despite winning game 1. 


One must realise that losing games because of bullshit like that is a problem in their game and has to be eradicated. Many a time I see people trying so hard to win or not to lose even in casual play that the shit they do is a clear example of tilt, like throwing a whole board only to get Gorz-ed halfway or Storming 5 backrow and getting SLR-ed. These are poorly timed, poorly executed plays as Gorz and Road are both easy cards to read.


To overcome tilt, one must be mentally composed as mentioned above, but how do we actually go about doing it?


Well first and foremost, I believe the first step to overcoming tilt is to familiarise yourself in a tournament setting. Many non tourney go-ers don't know about how playing in a tournament is like. It is different from your casual games, because every there will be playing to win, and everyone there will look better than you. I'm sure there are those of us who go think someone's way of shuffling is cool, way of drawing is cool, way of hand shuffling is cool and all that fanboy jazz. This can prove intimidating cos you think you don't shuffle cool enough, or draw cool enough or hand shuffle cool enough and all that bullshit which I thought when I was newb. This is the first step to losing your composure, by telling yourself you are not good enough.


Building on that, the status of the opponent should never faze you. This will only lead you to make extra conservative plays cos all his backrow must be real. Similarly, never get too overconfident, as 1 backrow is still backrow. But this is easier said than done, considering I am occasionally guilty of both.


Lastly, improve your thinking speed. This is the only thing I can say that every player can do, the above two may not be as easy for some people because of different personalities, or lack of confidence to take part, but this is a technical point that some people are born with, some people lack, but all can improve in. Very often we do stupid shit in games because we did not evaluate the situation carefully. Of course, you can't take 10mins to do that so what we have to do is improve out thinking speed to prevent going into time with a deficit or whatnot. 


Of course, all this is not foolproof and if your mind goes blank in stress situations there's very little I can say to you but to get something for all that anxiety. This is also why many top players advise younger players to get enough sleep before big tournaments. Lack of rest results in blank minds.


Stress is all part of a competitive game like YGO, no one likes losing, and stress leads some people try too hard not to lose. What matters is how to combat it effectively, and make it close to a null factor in all your games.



Marymount Tourney Report 25/5/12

-Better than nothing though. Can we get up to it?

Number of participants:

Deck used: Ascestism Six Samurai

Round 1 vs Jon (Dark World) XOO
Game 1 - He sets one and ends, I didn't attempt to first turn Shi'en since I dunno what he playing. He ends up Card D-ing me next turn so I lose LOL.
Game 2 - I open Shi'en with protection so I win.
Game 3 - I open Beast, and Night Shot his Skill Drain. And Compulse his Trance Daemon. That's basically all I did.

Round 2 vs Amo (Laval) XOO
Game 1 - He threw his whole hand to open Stanon. I threw abit back to get rid of it. He Rekindling twice after te first got Warning and I was fucked by a Gemknight Parl RAWR.
Game 2 - He opens poorly, after his Raiou goes I Reborn it to stop his Pot and any big play, drop Maxx "C" on his Rekindling, and he SPs 3 times to get his Black Rose out, Mind Crushing after that to call Smoke Signal, which missed. This left him almost naked and I went it right after.
Game 3 - He drew alot of Spell and I made Beast.

Round 3 vs Da Tou (HERO Beat) OO
Game 1 - He drew no monsters so jus beat. Nv show me what deck he play. Zzzz....
Game 2 - When kinda back and forth till he try to Spark my Shi'en which I divert with my Kagemusha. He then Compulse when I going for final blow and I negate LOL.

Round 4 vs Daniel (HERO Beat) ???
I let him win cos he got people to pull.

Swiss Ranking: 3rd I think
Proceed to Top 8

Top 8 vs Amo (Laval) OO
Game 1 - I start first this time and I heard first turn Shi'en is good.
Game 2 - He drew very badly having to Thunder Break my GM to keep his Raiou alive which still died after I Ascestism on Kizan. I make Brio about Turn 4 hoping no Veiler Gorz or Trago and really don't have any.

Top 4 vs William (HERO Beat) XOO
Game 1 - I go second and I heard that drawing jank is bad. You know you're fucked when you set Kageki.
Game 2 - I open Shi'en with protection and I heard that was good.
Game 3 - He gets Stormed 3 cards but chains Spark and HERO Blast to it to minimise loses so in the end is jus a MST. I make Shi'en and hold it and he jumps Trago but it attacks into my DP and I jus beat already.

Top 2 vs Calvin (Arrive HERO) OXX
Game 1 - I opened Shi'en and Maga his Storm and let MST pass, negate Future he HERO Arrive and I'm like this is bad, but he has no Miracle so I next turn Normal Enishi to bounce his Parl who attacked my Kizan and swing for game.
Game 2 - Drawing bullshit is bad when your opponent wants to kill you.
Game 3 - Made a Turn 2 Beast but made a mistake in attacking into Gorz and lose from there. He told me his hand was 5 Spell plus Gorz, maybe should have waited.

Result: 2nd
Prize: Atum

Actually I seriously considered taking the Miracle Contact cos I heard that someone bought it for $50 but personally after much thought I think that's ridiculous. Glad to get 2nd as my initial aim was only Top 4, but abit sian couldn't win my 2nd Chain.... Still quite pleased with today's performance and really the side deck is so damn dog cos SG meta is so diverse but when half the Top 8 is HERO, I think my Puppet Plants are staying. Really regret siding the 2nd Chain D though I'm pretty sure I'm taking it out.

Six Samurai engine is so damn big is annoying I wish they would just ban Gateway so I can take it out same reason they should ban Reborn. Anyway, for those looking for Six Samurai stuff, my advice is to wait for Kizan reprint in TCG deck cos foil Kizans always CLUMP. There hasn't been a day that my Kizans haven't clumped and that is FUCKING annoying, CLUMPED KIZANS AND A ZANJI OMG. I would play common Kizans if they existed in Jap. Stop CLUMPING.

BTW, anyone who hasn't read LFN's new post on Konami's reasoning for the banlist, should go have a look. It's a great read, and while I don't hate the banlist as much as before, I think that they are being full of shit.

Wednesday, 23 May 2012

The Deck

- In our world, a star is a huge ball of flaming gas.

Well I've decided to begin every article with a quote from Eustace Scrubb of the Chronicles of Narnia. The article will be somewhat related to what Eustace says.

The reply given to Eustace was that in even in his world, that is not what a star is but only what it is made of. Likewise, so is a player's deck.

To any layman who has never touched a TCG, a deck is simply a pile of cards, put together to win locals, nationals and all that jazz. However, seasoned players will tell you differently.

A deck is a projection of a player's mentality, vision, and ability. It is easy to jumble 40 cards together, but difficult to make them actually work. An example I can take is back in the Junk Doppel days, both me and Wesley ran EXTREMELY DIFFERENT builds yet both builds were able to give us the desired results.

Netdecking is not wrong, complaining about a netdeck is, saying shit like how the fuck did he win YCS with this jank is an insult to the player and not the deck. He chose to put these 40 cards together in this way, by questioning it you are questioning his ability so what right do you have to netdeck him. Ofc, when looking at your average champion decklist, there are bound to be points that you disagree with. If there are, change them on the spot. For example, I don't side Macro in my Six Sams cos it constricts the United. So everytime I see Macro in the side I will not even bother to look at it when trying to find inspiration for side decking. Does this make Macro bad in Sams? Er.... To me, yes. To the majority of Sams players in the world, no.

I don't believe in the whole heart of the cards shit, so I will choose to play stuff that increase the probability of drawing stuff to shift the game in my favour. On the other hand, my shinjitae polar opposite would rather have more big plays present in his deck, and all he needs to do is believe which he is already very good at.

A good example would be in Bottomless Trap Hole. I know Bottomless will help in disruption as well as mantaining board control. It can also be the shittest top deck in the world. Being a more careful player, one may think that playing one copy would balance out the pros and cons, or none as the cons outweigh the pros.

The deck is a sacred object and is supposed to be unique to every player, make sure you don't ever play stuff just cos the pros played it, or someone told you to, but because you really like it and is comfortable with it. The deck should be a representation of you and no one else.