Showing posts with label storm. Show all posts
Showing posts with label storm. Show all posts

Tuesday, September 13, 2011

Show Me the Way: Trap Dustshoot




We've all been there before.  Your opponent has an Effect Veiler, stopping you getting that Black Luster Soldier off the field outside of Dark Hole.  He grabbed that Maxx "C" with Sangan right before you were about to swarm.  She snatches that Archlord Kristya with Pot of Duality, ready to be dropped (for game?) next turn.  These are unfortunate (and common) situations, but luckily for you, there's a nice way out!  Enter Trap Dustshoot.




Trap Dustshoot is, hands down, one of the best trap cards this format.  Most of you have had your fair share of Typhoons and Storm destroying your back row, resulting in a nice one-for-one for your opponent (assuming you both play conservatively!).  But what if I told you that you could gain advantage off of your opponent's trap hate?  Instead of being the eager-beaver, Monster-chugging card players that we are from time to time, it might be a better idea to hold off on enthusiastically flipping that Dustshoot during your opponent's standby phase.  Instead, bait it out with a Typhoon or Heavy Storm.

Now, why would you do this?  Why is this a good play?  Here's the answer: card advantage.  Once again (as we will often do in our articles!), let's look at the card advantage involved in an opponent's Typhoon hitting your Dustshoot

Card advantage for your opponent: -1 from activating and resolving Typhoon + 1 from destroying your facedown Dustshoot - 1 from the resolution of Trap Dustshoot = -1 + 1 -1 = [-1]!  In other words, if your opponent hits a face down Trap Dustshoot with Typhoon or Storm, it'll result in a [-1] in terms of card advantage for them, which means a cool, easy [+1] for you!  Neat!

Assuming the game isn't going to end this turn, and the state of the game is relatively stable for the next few moves, it'll only be to your advantage when you play this way.  This is because you've easily eliminated one of your opponent's options - and how much easier can it really get?  Your opponent does all the work!  The [+1] off Dustshoot doesn't just have to be from Typhoon or Storm - you can chain to a multitude of other cards to net you your precious plusses: Dust Tornado, Trap Stun, Scrap Dragon's effect, a Black Rose nuke, a Brionac bounce (targeting your Dustshoot for a cool [+2]!), or pretty much anything that removes spells or traps from the field.  

If you find yourself in the situation presented in the opening paragraph too often, you might want to consider adding consistency to this play.  But how?  Trap Dustshoot has rightfully earned its place on the limited section of the ban list.  Here's the answer: play Mind Crush.  You saw the Veiler/Maxx "C"/Herald of Orange Light/Kristya go to the hand with Sangan, Duality, and so forth.  You know it's there, you just need it out the way!  Mind Crush does this job easily.  




You can also apply what you just learned about the card advantage associated with the interaction of Dustshoot and Typhoon to Mind Crush.  Your opponent plays Duality, getting The Agent of Creation - Venus.  He activates Typhoon or Storm before he summons it next turn, and you chain that Mind Crush!  Two of these, along with a copy of Trap Dustshoot, will consistently help out with your opponent's cards in the hand that plague your existence (or maybe just you winning the game).

Remember, though card advantage accounts for a lot of good moves, it isn't strictly everything.  If your opponent is ready to drop that Kristya this turn and you have no other answers, you should play Dustshoot or Mind Crush.  Sure, in this case, it might be a [+0] (or break-even/one-for-one), but it's better than losing the game.  Above all else, practice makes perfect.  You'll naturally get the hang of predicting what your opponent does the more you play competitively, and you can use this to your advantage.  

So practice, practice, practice, and you'll be able to tell when it's a good time to try to plus off of Dustshoot/Mind Crush plays or when you're in danger of losing the game.  Simply put, there's no better substitute for practice!  Though this might seem obvious, you'll get the hang of playing conservatively and utilizing card advantage in games only when you actually play the game and think about these concepts while doing so!  Make a conscious effort from here on out, then being aware of the card advantage and playing conservatively is only second nature - like driving a car or riding a bike.  Don't give up, practice makes perfect!  

Dr. House

Wednesday, September 7, 2011

Weathering the Storm: Your Survival Guide for a Heavy Storm Format




Heavy Storm.  The card strikes fear into the hearts of set backrow everywhere.  With the advent of the September 2011 ban list (click for link!), this powerhouse shapes the format.  It forces good players to play conservatively - that is, to carefully monitor the amount of spells and traps that occupy the backfield.  


For some, this is a blessing: no longer can players set 3 - 4 backrow and summon an oppressive monster such as Thunder King Rai-Oh or Gladiator Beast Laquari.  For others that struggle with playing conservatively, this is an absolute nightmare.  However, non-conservative players aren’t the only ones disheartened by the return of Storm, for Heavy Storm does something far worse: it promotes easy OTKs.  It’s a card that, when played before a massive swarm, nearly guarantees a game win.  


Fortunately, there are things a player can do in order to mitigate the transition from a Storm-less to Storm-y format.  I’ve addressed some options below:


1.  Stop playing backrow! 
Take advantage of the OTK format, play a deck that can easily OTK.  Don’t run the Solemn Brigade (2 Warning, 1 Judgment), Mirror Force, and the staple traps.  Replace those with cards that increase the consistency and power of the OTK.  This option also leaves your opponent with “dead” maindecked copies of Mystical Space Typhoon and Heavy Storm.  When using this approach, be sure to use OTK stoppers such as Gorz or Tragoedia along with cards such as Effect Veiler.  Of course, this option is not for everyone, but if your deck is one that can easily create an OTK situation, it’s definitely worth considering.




2. Play Effect Veiler.
This card stops big pushes right in their tracks: Veiling a Tour Guide, Boggart Knight, Hyperion, Black Luster Soldier, Dark Armed Dragon, and Judgment Dragon will (hopefully) grant you a turn to come back.  It’s tough to stop a Veiler, especially without the help of Trap Dustshoot and Mind Crush (articles on how to play these cards later!).

On a side note, I hear a lot of talk about Maxx “C”, and frankly, some people are spot on whereas others have missed the ball.  Maxx “C” is a great card, but not against everything.  People tell you, “Yo, bro.  Side ‘dis against Agents.”  No.  Bad idea.  Outside of the Venus into Shine Ball (which will generally only happen once per duel), this card has no use.  However, against decks like Plants (which is far from dead), this card acts like an Effect Veiler on steroids - one that grants plusses in terms of card advantage instead of the inherent minus one [-1] of Veiler.  It’s amazing against the Plant matchup.  In summary: play Veiler over Maxx “C”, but if you have the side deck space, Maxx “C” is definitely worth consideration.





3. Play cards that can easily be chained to backrow destruction. 
Examples include Trap Dustshoot, Mind Crush, Call of the Haunted, Limit Reverse, Mystical Space Typhoon, and so forth.  These plays grant plusses instead of minuses in terms of card advantage when Heavy Storm hits the field.  If you don’t understand how a Typhoon hitting a Call of the Haunted or Limit Reverse is a plus, consider the following case:
    1. Player A plays Typhoon, targeting Player B’s backrow.
    2. Player B chains Call of the Haunted, targeting Sangan/Goblin Zombie/Darksoul in the graveyard.
    3. Chains resolve backwards (rulebook link here!).  Call of the Haunted resolves first as Chain Link 2, special summoning SanganTyphoon resolves as Chain Link 1, destroying Call, sending Sangan to the graveyard.  Sangan triggers and resolves, and get your Veiler/Maxx "C"/Key card.  Total card advantage (C.A.): 
      1. Opponent: [-1] for Typhoon = [-1]
      2. You: [+0] for Call getting destroyed in exchange for Typhoon, [+1] for Sangan search = [+1].  This gets your opponent a [-1] in terms of card advantage, while you create a [+1].  The same is true for a chained Typhoon, Dustshoot, or (correct) Mind Crush.



4.  Do not, I repeat, do NOT play Starlight Road.  
The newly-unlimited Mystical Space Typhoon makes this card a complete joke for most decks.  Competitively speaking, everyone will most likely be playing a total of three Typhoons in the main and side deck (typically, 2 mained, 1 sided).  Additionally, in this OTK format, it’s hard to afford being a card down in terms of card usability (read: versatility), only to have your situational trap blasted by a Typhoon.  If you're playing a deck that relies almost exclusively on backrow, such as TG Skill Drain, this may be a reasonable choice.  Additionally, this is an OK side deck option against some decks, but against others, it’s simply a poor card choice.  Cards like Trap Dustshoot, Effect Veiler, and Gorz are far more versatile and effective at stopping an OTK.  Playing conservatively will reward you much more than hoping you draw into a Starlight Road.  Which brings us to my next point:


5. Play conservatively!  
This is one of the hallmarks of a good player.  Don’t play cards you don’t have to.  Don’t make big pushes you don’t need to.  Let your opponent waste cards to get rid of your field, then make your big push.  Don’t set more than 1 backrow on the first turn.  If you do, and you get hit by Heavy Storm, you’re already a card down before the game even starts!  Here’s the card advantage, for those confused:

    1. You:  2 backrow lost in exchange for 1 Storm (a “two for one”) = [-1]
    2. Opponent: [-1] for playing Heavy Storm, [+2] for your destroyed traps  = [+1]

At this point, you have 4 cards while your opponent has 5, meaning you’ve just had a [-1] in terms of card advantage, while your opponent has a [+1].  You’re not in good shape!  If you have problems getting devastated by Heavy Storm, you may need to consider changing your playstyle.  Play conservatively!  This, along with understanding card advantage, will grant you almost immediate results when you play.  


I'm aware that many of you may not be intimately familiar with card advantage.  Be sure to check my article on card advantage if you're having trouble understanding these concepts!  In the meantime, use these strategies if you’re having trouble!  At least one of them is bound to help.  
Dr. House