Wednesday, May 7, 2014

How to Prepare for a Yugioh Tournament




Being a doctor in this country means taking tests … lots of them.  Over the past 30 years, I have taken the PSAT, ACT, SAT, MCAT, USMLE1, USMLE2, USMLE3, Internal Medicine Boards, Hematology Boards, Internal Medicine Boards Renewal and Hematology Boards Renewal.  If I have the strength and will to continue to practice, I can look forward to at least four more such tests.   


With all this practice, I have become rather adept at test taking.  So I suppose it is natural that my Yugioh tournament prep should mirror my test prep.  After all, both events require hours of intense focus and concentration; both have defined start time; and both require a photo ID to register.  The biggest difference is that standardized testing gives you a lunch break and Yugioh tournaments let you call a judge.   


So with that in mind, I present my tips on what to bring to a big Yugioh tournament.


Your deck and accessories:  Basic? Sure. Have people screwed it up? Yes. If you’re like most players, you probably have more than one deck, more than one deck box, and maybe more than one bag.  Nothing like opening your deck box at the beginning of round one and seeing Magic cards in it.  While you’re at it, make sure you have a mat, extra sleeves, and at least one die.  How many times have I seen players reach across the table like boarding house slobs to get dice?  Really, how hard is it to bring dice?  


Pen, score pad*, and/or calculator:  Should you keep score? Absolutely! Don’t rely on your opponent.  Pen and paper remain the best means since it creates a record that judges can peruse.  Calculators save some time but they can lead to disputes. Most phones are too cumbersome and some tournaments frown on their use. 


Deck list: I have seen players miss the deadline to enter a tournament because they were desperately trying to fit Karakuri Shogun MDL 00 “Burei” into their deck list.  Why subject yourself to so much stress? Konami lets you fill it out on line in the comfort and quiet of your own home.  Besides, taking your time will lower the chance of a mistake.  If you really can’t choose between Wiretap and Trap Stun, leave the space blank.  Filling in one card is a lot easier than 70.  I usually print several in case they are needed for side events.


Registration, photo ID, and cash: Konami does only cash. You will likely be able to get cash from an ATM at the venue.  However, these machines usually look like they are from the 60’s and they will have a hefty surcharge.  Most Konami events are $20. There is no reason not to get it early.  


 A small pharmacy:   I usually bring Tylenol, cough drops, and a decongestant.  There’s nothing like a headache to ruin a good tournament.  Coughing tends to disturb play whether it’s you or your opponent.  Perhaps, this is just the doctor in me, but I will happily hand my opponent a cough drop to keep him from contaminating my cards.  


Snacks and bottle water:  I’m not kidding when I say there is no lunch break.  Power bars, nuts, and dried fruit can help you power through when your opponent is wilting.


Layers of clothing: I have yet to go to the venue with the perfect clime. They are either too cold or too hot or start cold and get hot.  Be prepared for both. 


A rested mind:  For Peten’s sake, get some sleep.  Sleep deprivation does not serve either the SATs or your feature match well. 

* Make sure your pad is large enough to comfortably write on. Small pads are great for those with neat handwriting.  If you're like me, you need more room.  Fumbling with the score reflects badly on you.  


Monday, May 5, 2014

Fun with Fiends



I’ve always been fond of the “Anti-meta” play style.  Let the lemmings lead the charge over-the-hill and into the void.  I will gladly counter that nonsense.

The prince of the anti-meta world has always been Vanity’s Fiend.  Ever see a Wind-Up player face the Fiend?  Summon Shark and … uh … next game.  However, he has always been a bit egocentric and, quite frankly, vain.  He doesn’t work particularly well in other decks; he’s hard to summon and with 2400 attack, he can’t really get you out of a bind. 

However, Konami has been quietly introducing a series of cards that make this fiend playable.  Let the rest of the Yugioh world focus on war gods, sweet things, and little engines, I'm bringing the fiends.  Here’s my list:

The Big Fiends 
Vanity’s Fiend x 3
Majesty’s Fiend x 3
Caius, the Shadow Monarch x 3
Monster effects cannot be activated

Here are nine of the best fiends in the anti-meta world.  Majesty’s Fiend shuts down all monster effects, field, hand, graveyard, back yard – you name it.  Given the dominance of monster effects in the game today, this card is devastating.  Vanity comes in a close second.  Since its effect is continuous, it is not negated by Majesty. Caius fills out the tribute monster line-up.  Non-destructive, removal from play is a real plus in this Soul Charged game. 

The Little Fiends
Ghostrick Jackfrost x 3
Ghostrick Specter x 2
Ghostrick Lantern x 2
Battle Fader x 3

Battle Fader has always been a Monarch players friend.  Unlike Treeborn Frog, it does not fall to graveyard removal.  It is a Debunk target, but this card has not seen a great deal of play.  The Ghostrick line-up makes the deck playable.  They give the deck enough stall power to get to the big guys.  I am not sure about the ratio of Ghostrick monsters or if the field spell should be played … ahh more testing.

Fiendish Offense
Sinister Yorishiro x 3
Forbidden Lance x 3
Pot of Duality x 3
Seal of Orichalcos x 1
Solidarity x 2

Level 5 or higher Fiends can be summoned without tribute
Sinister Yorishiro is an under-the-radar TCG exclusive.  The card allows you to normal (not special) one level five or higher fiend.  You can also send the card off to protect a fiend.  Why aren’t more people talking about this card?  The lances serve two purposes.  They protect the fiends on summon making them vulnerable only to Solemn Warning (since Black Horn can’t stop them).  They also allow the fiends to get over a 3,000 point monster.  Solidarity and Orichalcos also add to their attack and help them overcome their decided lack of fire power.  Pot of Duality is maxed out because the deck only special summons on the opponents turn.



Fiendish Defense
Kaiser Colosseum x 3
Dark Hole x 1
Dimensional Prison x 2
Bottomless Trap Hole x 1
Compulsory Evacuation Device x 1
Torrential Tribute x 1

Kaiser Colosseum works particularly well in the deck.  The tricky ghosts have a way of keeping at least one of their members on the field throughout the phases of the game.  With the exception of Bujins, most deck don’t play the one monster game well. 

Dark Hole and Torrential are the mass destruction cards that can get you out of a jam.  If these cards are played with a protected Majesty’s Fiend, your opponent’s cards will traipse off to the graveyard with only a whimper.  D Prison and BTH add to the removal anti-Soul Charge theme of the deck.

Mo help on the side
MST X 3
Brain Golem x 3
End of Anubis x 3
Creature Swap x 3
Royal Decree x 3

The deck has some troublesome matchups.  Harpies and Skill Drain decks come to mind.  You may need to alter this side deck if those decks are more common.  Brain Golem is a fun, often ignored fiend that will cause problems for Bujins and Noble Knights.  The End of Anubis can spell the end of Sylvans and other decks that rely on graveyard effects. 

There are variants of this deck that are worthy of consideration.  The chaos version is my favorite.  This deck uses Mystic Piper (3), Kinka-Byo (1), and Thunder King (1). If you add your three Majesty’s Fiends, you have seven light monsters.  You can’t use Solidarity, but you can bring out the king – Black Luster Soldier. 

Unfortunately, Majesty’s Fiend will be released as a secret rare.  This may mean the card will be a bit over-valued when it first arrives.   If you see ‘em this weekend, hold on tight.  The fiends are coming.

Monday, April 28, 2014

Soul Charged



Welcome to the ARG Circuit
For the uninitiated, the ARG Circuit is Alter Reality Games attempt to boost the level of competitive Yugioh by offering events with greater prize support.  Modeled after the MTG Circuit, the goal is to attract and feature “Yugioh Pros”. These players are meant to inspire your game play and divest your cash into more cards.  Hence, we have mats, tokens, and articles by Jones, Brakes, and Hobans of the Yugi-World. 

Lest I sound curmudgeonly, I sincerely applaud their efforts.  Konami’s marketing strategy focuses on attracting kids to the game.  They are maintaining the player base by bringing in new faces.  ARG’s strategy is to maintain interest in the game for a longer period of time.  Unfortunately, these can be competing approaches; hence, the rather frosty relations between the two parties. 

ARG garners their prize support by slightly increasing the entrance fee from $20 to $25 and lowering the value of “Door Prize”.  Doolists get to choose between an ARG Tee Shirt and five packs that undoubtedly came from the surplus bin.  I pulled a $135 card from 2013.  Now everyone can look at my binder and wonder why I held onto my Spellbook of Judgment.  This poor SoJ never got to enjoy the feeling of destroying another deck. 

The tournament felt like a big regional without the scrubs and noobs.  There were 380 contendas, all vying for $5,000 in prizes.  The tournament buzz centered on Soul Charge, surely one of the most OP cards of the year.  At first, I thought this would be another Trishula or Exciton Knight, expensive cards that few people could find.  Au contraire, I pulled one in the first 5 packs I opened. This card was going to be all over the place.  Nevertheless, I stayed with my CMG.  Sometimes, you just want to go rogue. 

Geargias have been very good to me.
My first match was against Marcus Hale, a name I recognized from several YCS lists.  After confirming that he was that Marcus Hale, we delved into the Yugi rituals of dice-rolling and card playing.  I opened with Power Bond, Trap Stun, Drei, and Dragon and finished game 1 in six minutes.  I’m sure I was Marcus’ nightmare, losing to an old guy with a wonky deck who draws a stupid opening.  Fortunately, there is still more right than wrong in the Yugiverse and he came back to win games 2 and 3.  

Pride keeps me from going into great details about the rest of the day.  I finished with 10 ARG Circuit points though I’m not sure what to do with them.  I had wins against Mermails and Gears while racking up losses to Harpies, Bujins, and a Cyber Dragon deck.  The irony of this match was not lost, but my CMG deck was.  

Sensing a bit of resignation, my friends cheered me up by offering the use of their WireTaps, Soul Charges, and Exciton Knight.  From rogue to full-on meta, I put them in my Geagiakuri deck and entered a box tournament for $12.  

Here’s the list:
Armor x 3, Arsenal x 3, Accelerator x 3, MK-II x 3, Geargiano x 1, Saizan x 2, Strategist x 1, Birdman x 1, Gearframe x 1, Fortress x 1, and Redox x 1

MST x 2, Dark Hole x 1, Soul Charge x 2, Iron Call x 1, Geargiagear x 3, Fiendish Chain x 2, CED x 1, Torrential x 1, Vanity’s Emptiness x 3, Trap Stun x 3. 

My first opponent went 9 – 0 in the Swiss portion of the tournament the day before with Ghostricks. In many ways, this was another Hale-a-thon: old guy derps with a deck he barely knows.  If it’s any consolation, I have been playing the deck for quite a while.  Still, Trap Stun and OTK is a devastating way to lose. 

My second opponent played Fire and Ice Fists.  This was essentially a Fire Fist deck with the Ice and Fire hands teched in.  It’s a great idea … except against the doolist who sides in three Rivalry of Warlords.  This game was also won on the knowledge that Fire Fists have lousy back rows. 

By now, I was drawing a small crowd.  On one side was Mr Desmond Karakuri, a very personable and likeable player.  My opponent was less hospitable. In fact, he was as intimidating as he was skilled.  The first game was another Burei, Bureido, Scrap Dragon OTK.  It was quick and I only saw one or two of his cards.  Any questions about his deck were answered within 4 turns of the next game as I stared down the barrel of a Shooting Quasar Dragon.  He was using a plant build popularized by Jeff Jones.  

So it came down to one game and two cards: Soul Charge followed by Emptiness.  It left him with a couple of fluff tokens and me with two Burei.  The tokens were flipped into attack and the Bureis attacked.  It’s a play I have pulled on my son countless times.  This time it got me a Dragons of Legend box.  

Soul of the Game
In many ways, I felt like Charlie Brown winning his first ballgame.  Most of the countless tournaments that I have entered pay for the prizes of others.  I'm the gracious loser.  This time it was different.  I beat very accomplished players using a deck that I know and love. 

However, I also know that Soul Charge was a big reason for that win.  At the very least, it’s a speedy COTH.  The Karakuri build benefits greatly from the card, so much so that it might supplant the pure version.  But the card is derpy.  It allows inferior players to beat good players.  The integrity of the game demands that it get banned.  

Maybe next year, someone will enter an ARG Circuit match and get handed five packs.  And just maybe, he will find a formerly-broken-but-now-banned card that will make him shake his head and say, “why did they ever make this thing?”

Happiness is a box of cards