Has been pretty rough. I recently gave up smoking, so it has been kind of rough. The good part is that it pretty much gives me twice as much money than I had before, so now I actually get to buy stuff. Anyway turkey day tomorrow, the parents want me to get up early and peel potatoes...we'll see if that happens. =p
Next week I would like to write more about random bad decks, maybe a competitive piece on Gravekeepers after the YCS, and some overlooked tech cards.
~E.P.B.
Archives
0
Tales from a Sneak Preview probably not near you
Recently I attended the sneak preview for Starstrike Blast, and it was pretty entertaining. One of the cool things that I like about the sneak previews is the number of players who don’t regularly go to tournaments.
This time around it was a bit odd to not really know anyone at my local for the first time in years. My local does things strictly by how Konami wants it done. For the most part the name of the game is getting 5 packs, opening them, building 20-card decks, playing and trading. What usually ends up happening is players play a few matches and then just stick to trading.
What I like about the non-usuals is that they actually play the matches, and enjoy the event rather than using it as a buffer for their collections. I won’t say though that I don’t try and get good deals at sneaks because that is just part of the game, but I do not try and rip people off. One of the problems with this sneak preview was the lack of good cards pulled, just in general.
The overall event was fun. One of the cool things was playing the matches, it’s just not something that happens too often anymore, unless you find a store running an old school sneak preview tournament. One of the fun things about deck building in this format is using card combos to overcome big monster. I played a few games where my Power Giant got ran over due to some cards my opponent set-up.
I’ve never had a problem with deck-building this time around. Even if you pull a bunch of archetype specific cards with very few related monster, the cards are still usable due to the 20 card format. There are some disadvantages though as players with good pulls (and in tournament’s players who cheat) can make the format hard.
Although we weren’t required to play, I definitely had some all-stars in my 20-card deck.

It’s sad that most of these cards wont see the light of day outside of the random fun time at the sneak preview, but I guess that’s how the game works. Maybe at some point I’ll make a casual deck based on what I felt were the key cards that I used, but for competitive play and even at locals, I can’t see myself using most of the stuff.
Anyway I feel like I’m killing the mood with all of that kind of talk.
Until next time, don’t cramp my style.
~E.P.B.
This time around it was a bit odd to not really know anyone at my local for the first time in years. My local does things strictly by how Konami wants it done. For the most part the name of the game is getting 5 packs, opening them, building 20-card decks, playing and trading. What usually ends up happening is players play a few matches and then just stick to trading.
What I like about the non-usuals is that they actually play the matches, and enjoy the event rather than using it as a buffer for their collections. I won’t say though that I don’t try and get good deals at sneaks because that is just part of the game, but I do not try and rip people off. One of the problems with this sneak preview was the lack of good cards pulled, just in general.
The overall event was fun. One of the cool things was playing the matches, it’s just not something that happens too often anymore, unless you find a store running an old school sneak preview tournament. One of the fun things about deck building in this format is using card combos to overcome big monster. I played a few games where my Power Giant got ran over due to some cards my opponent set-up.
I’ve never had a problem with deck-building this time around. Even if you pull a bunch of archetype specific cards with very few related monster, the cards are still usable due to the 20 card format. There are some disadvantages though as players with good pulls (and in tournament’s players who cheat) can make the format hard.
Although we weren’t required to play, I definitely had some all-stars in my 20-card deck.

It’s sad that most of these cards wont see the light of day outside of the random fun time at the sneak preview, but I guess that’s how the game works. Maybe at some point I’ll make a casual deck based on what I felt were the key cards that I used, but for competitive play and even at locals, I can’t see myself using most of the stuff.
Anyway I feel like I’m killing the mood with all of that kind of talk.
Until next time, don’t cramp my style.
~E.P.B.
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Lightning Warrior and my big stupid Timmy.
I consider myself first and foremost a casual player at this game (although that doesn’t mean I don’t keep up my knowledge over the metagame, and competitive strategy) and every once in a while a card just gets me giddy. This week that card is a new hard to get promo called Lightning Warrior.
Lightning Warrior
LIGHT/ Warrior – Synchro – Effect/ 7/ 2400/ 1200
1 Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent for each card in your opponent's hand.
Now, this card isn’t too great competitive wise, and there is little reason to use this over the other level 7 synchros that are available to us now. With that being said I would just like to point out that the art is badass.

Now that my fangasm is out of the way. I like this card for other reasons than it just being useful, but lets still dissect it’s effect just to have that done.
For starters, it’s a level 7 synchro, which is all right and fairly easy to get out. The 2400 attack is a bit low, just tying with Blackrose Dragon for the second highest attack in the level 7 generic synchros (not including Dark Strike Fighter). Other than that there isn’t much else to talk about in terms of its level.
The attribute is light, which means it combos with Honest. That gives this card a little bit more survivability and allows it to activate its effect easier. The effect really isn’t that great, providing a small amount of burn damage. Since the format isn’t really central on hand advantage since Storm is gone, the card’s effect will only be doing minimal damage. On average I would say 900 is the magic number, which isn’t enough to make the card warranted use over BRD or Scrap Archfiend. Although all of this is true, the card is yet another generic level 7 synchro which is something this game is short on.
The last bit of info has to do with this cards lore in the anime and manga. The card appears to be Yusei’s ace monster in the manga, seemingly being the manga version of Junk Warrior. This is cool I guess, if you are a fan of Yusei.
Personally, I just like this card because he is a Lightning Warrior, pretty silly to think something is cool because of a name and picture, but that’s what the big stupid timmy part in the title is referring too. It’s not a terrible card, but that’s only due to a lack of good level 7 synchros, all in all, when I get my one copy for collecting purposes it will probably see play in at least one my extra decks, because it’s just a cool card.
Until next time, keep rockin them beats...
~E.P.B.
Lightning Warrior
LIGHT/ Warrior – Synchro – Effect/ 7/ 2400/ 1200
1 Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent for each card in your opponent's hand.
Now, this card isn’t too great competitive wise, and there is little reason to use this over the other level 7 synchros that are available to us now. With that being said I would just like to point out that the art is badass.

Now that my fangasm is out of the way. I like this card for other reasons than it just being useful, but lets still dissect it’s effect just to have that done.
For starters, it’s a level 7 synchro, which is all right and fairly easy to get out. The 2400 attack is a bit low, just tying with Blackrose Dragon for the second highest attack in the level 7 generic synchros (not including Dark Strike Fighter). Other than that there isn’t much else to talk about in terms of its level.
The attribute is light, which means it combos with Honest. That gives this card a little bit more survivability and allows it to activate its effect easier. The effect really isn’t that great, providing a small amount of burn damage. Since the format isn’t really central on hand advantage since Storm is gone, the card’s effect will only be doing minimal damage. On average I would say 900 is the magic number, which isn’t enough to make the card warranted use over BRD or Scrap Archfiend. Although all of this is true, the card is yet another generic level 7 synchro which is something this game is short on.
The last bit of info has to do with this cards lore in the anime and manga. The card appears to be Yusei’s ace monster in the manga, seemingly being the manga version of Junk Warrior. This is cool I guess, if you are a fan of Yusei.
Personally, I just like this card because he is a Lightning Warrior, pretty silly to think something is cool because of a name and picture, but that’s what the big stupid timmy part in the title is referring too. It’s not a terrible card, but that’s only due to a lack of good level 7 synchros, all in all, when I get my one copy for collecting purposes it will probably see play in at least one my extra decks, because it’s just a cool card.
Until next time, keep rockin them beats...
~E.P.B.
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Glow-up Bulb, l33t level 1 Tuna.
To most people who look at Glow-up Bulb, it may just seem like a Plaguespreader Zombie clone, or better yet a Spore clone, but that card does something that neither card can offer.
Glow-Up Bulb
Earth/ Plant-Tuner/1/100/100
You can send the top card of your deck to the graveyard to special summon this card from the grave-yard. Each player may only use the effect of “Glow-Up Bulb” once per duel.
For starters Glow-up Bulb is a level one tuner, which lets you search it out with One-for-One. This makes it a fairly searchable tuner, and pretty easy to get on the field. The fact that Glow-up is a level one synchro may limit what you can do with it though when it is special summoned.
One of the important things to pay attention to is what your commitment is to the field and whether or not activating Glow-Up is right for the situation you are in. Since you can only use it once, it’s important not to waste it.
The other pro of Glow-Up being level 1 is that it makes it one of the go to tuners for the new synchron monster Formula Synchron. I’m certain we all know how good Formula Synchron is, since it provides two great advantages but is difficult to summon. Glow-up will probably be replacing Spore (or played alongside it) in Quickdraw decks because of this, since tuning into the Synchron becomes really easy with a Dandylion token.
That’s probably what interests me about Glow-up the most, is the fact that it can get a lot of use with Formula Synchron, which makes it well worth the price that it is right now. In terms of the price of the card I can see it dropping for a short amount of time after Starkstrike Blast, jumping if it’s played in a jump, and then hovering around there.
It is definitely one of the most worthwhile card out of the set.
In terms of how it is played there really isn’t much left to mention with the card, as the effect is fairly obvious. What I want to talk about now is the design of the card itself. The card is the first graveyard tuner that doesn’t require a cost to special summon it. PGZ takes a card out of hand, Spore takes another plant, Bulb just requires you to have cards left in your deck.
This makes it one of the best tuners to get multiple uses from, the only downsides to special summoning this card aren’t really downsides at all. I consider this a leap in terms of design because the card is powerful but is not broken, and is evolving on the previous aspects of cards that we have seen while not making them obsolete.
My personal feelings on little Bulby, besides restating what most of you already know, is that the card has a very high potential to be nuts. I've even heard of a Debris-Hime deck piloted by Jeff Jones using around Shooting Star, which will be interesting to see if those rumors were true (I've tried looking up tournaments/reports/decklists for this but haven't had much luck, but I'm usually oblivious to the obvious). It will be interesting to see how that deck does.
I;m pretty excited to get my copies. If anyone has any let me know.
Glow-Up Bulb
Earth/ Plant-Tuner/1/100/100
You can send the top card of your deck to the graveyard to special summon this card from the grave-yard. Each player may only use the effect of “Glow-Up Bulb” once per duel.
For starters Glow-up Bulb is a level one tuner, which lets you search it out with One-for-One. This makes it a fairly searchable tuner, and pretty easy to get on the field. The fact that Glow-up is a level one synchro may limit what you can do with it though when it is special summoned.
One of the important things to pay attention to is what your commitment is to the field and whether or not activating Glow-Up is right for the situation you are in. Since you can only use it once, it’s important not to waste it.
The other pro of Glow-Up being level 1 is that it makes it one of the go to tuners for the new synchron monster Formula Synchron. I’m certain we all know how good Formula Synchron is, since it provides two great advantages but is difficult to summon. Glow-up will probably be replacing Spore (or played alongside it) in Quickdraw decks because of this, since tuning into the Synchron becomes really easy with a Dandylion token.
That’s probably what interests me about Glow-up the most, is the fact that it can get a lot of use with Formula Synchron, which makes it well worth the price that it is right now. In terms of the price of the card I can see it dropping for a short amount of time after Starkstrike Blast, jumping if it’s played in a jump, and then hovering around there.
It is definitely one of the most worthwhile card out of the set.
In terms of how it is played there really isn’t much left to mention with the card, as the effect is fairly obvious. What I want to talk about now is the design of the card itself. The card is the first graveyard tuner that doesn’t require a cost to special summon it. PGZ takes a card out of hand, Spore takes another plant, Bulb just requires you to have cards left in your deck.
This makes it one of the best tuners to get multiple uses from, the only downsides to special summoning this card aren’t really downsides at all. I consider this a leap in terms of design because the card is powerful but is not broken, and is evolving on the previous aspects of cards that we have seen while not making them obsolete.
My personal feelings on little Bulby, besides restating what most of you already know, is that the card has a very high potential to be nuts. I've even heard of a Debris-Hime deck piloted by Jeff Jones using around Shooting Star, which will be interesting to see if those rumors were true (I've tried looking up tournaments/reports/decklists for this but haven't had much luck, but I'm usually oblivious to the obvious). It will be interesting to see how that deck does.
I;m pretty excited to get my copies. If anyone has any let me know.
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BACK FROM T3H DEAD
And I feel beastly j0. Anyway, I figured I'd make this much less focused on gaming but still focused on gaming...man I can't decide.
Anyway, my college classes have been hella hard, hence not seeing an update. Since attending nationals I haven't really been able to upload the videos since there's not really any game-play as much as me and goofing off about ordering $100 worth of pizza. They didnt want me to post them, but since no one appears to read this I just might. Especially since our stupidity is hilarious (as well as Jake coming out of a closet while yelling 'I'm coming out of the clossssseeeeetttt' while he flailed like a penquin.)
Anyway look for my next post. Where I talk about making card game sexy time with Glow Up Bulb, and maybe some talk about MTG if I feel like it.
~E.P.B.
Anyway, my college classes have been hella hard, hence not seeing an update. Since attending nationals I haven't really been able to upload the videos since there's not really any game-play as much as me and goofing off about ordering $100 worth of pizza. They didnt want me to post them, but since no one appears to read this I just might. Especially since our stupidity is hilarious (as well as Jake coming out of a closet while yelling 'I'm coming out of the clossssseeeeetttt' while he flailed like a penquin.)
Anyway look for my next post. Where I talk about making card game sexy time with Glow Up Bulb, and maybe some talk about MTG if I feel like it.
~E.P.B.
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LoL Play it nao
I've disappeared because League of Legends is sucking my time. The game is completely free to play, so you should check it out.
http://www.leagueoflegends.com/
The game plays a lot like DotA and is comparable to the WoW Battlegrounds.
Find me on it, my screen name is Et3rnal13.
~E.P.B.
http://www.leagueoflegends.com/
The game plays a lot like DotA and is comparable to the WoW Battlegrounds.
Find me on it, my screen name is Et3rnal13.
~E.P.B.
0
Locals and Such
Yesterday was local day, ended up getting 5th with Batteryman. Got my first glimpse at how well Infernities work. The deck is pretty legit.
I've also started playing the video game Demon Souls for anybody who is interested in that sort of thing. My character is a knight, and is currently dead...-.-; It's hard sometimes, since players can leave hints it's hard to figure out what is a good hint/tip and what you shouldn't worry about.
For exampole throughout one of the levels in the game there were hints dropped warning of ambushes with a lot of bloodstains by them. Well the "ambush" turns out to be 1 or 2 guys, with the other players just being horrible. Then I came across the same thing warniong of a tough enemy and thought "it can't be that bad" and then just getting destroyed. Bleh x.x
I've also started playing the video game Demon Souls for anybody who is interested in that sort of thing. My character is a knight, and is currently dead...-.-; It's hard sometimes, since players can leave hints it's hard to figure out what is a good hint/tip and what you shouldn't worry about.
For exampole throughout one of the levels in the game there were hints dropped warning of ambushes with a lot of bloodstains by them. Well the "ambush" turns out to be 1 or 2 guys, with the other players just being horrible. Then I came across the same thing warniong of a tough enemy and thought "it can't be that bad" and then just getting destroyed. Bleh x.x
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Interview with Rauzes
So for todays blog post, which I'm sure no one really reads, but whatever. I have an interview with Rauzes. Rauzes could be called one of the pioneers of the yu-gi-oh blogging world. His blog is one of the most popular and he has also had success in the game with pioneering the Junk and Debris deck. His current blog project is a group project. So without further adieu here is the interview. (My posts are in regular font, his are in italics)
Hi
HI! Im Rauzes. Nice to meet ya.
So for starters, what do you think you are most known for in the yu-gi-oh world?
Hmm. If anything, I think I would easily be most famous for my Yu-gi-oh blog. Before starting the blog I was also mildly famous for being in Japan and speaking English, but only to a small amount of people. The blog was what really catapulted me(and the blogging bandwagon in general) to fame.
What is your biggest inspiration when creating decks?
Initially, when I was creating a large amount of decks with much less regard to their practical application, they were mostly based on individual and small combos that look spectacular. Hence, by browsing through(mainly common or underused) cards, I think and brainstorm ways that they can be used together, and especially how to counter this threat(usually my brain jumps straight to Skill Drain, Nuke Field, or both.) If the combo proves slightly practical, I find cards that can support this in general, like cards that generate tokens on the opponents field for Alector, etc, and before you know it, a deck is born, proxies are made, and testing begins. Because some of these combos aren’t so practical, the end product is almost always a fun based deck.
As the creator of the Junk and Debris deck, where did you first get the idea for the deck?
The first inspiration was when Debris Dragon first came out. I tried to combine Junk Synchron decks and Debris Dragon decks to VERY BAD results. I kinda abandoned the idea for quite a while(because it was sorta slow and dead), but I saw the wreckage of two cars at night(no joke), and it suddenly hit me that Cross Porter and Neo Spacian Glow Moss have synergy with each other, and with Junk and Debris, respectively. I went home and double checked the sheer amount of synergy within plain sight, and wrote up the decklist for the original Junk and Debris in Space.
What were your thoughts as the J&D deck became more and more popular (almost gathering a sort of cult-like following)?
Pretty much “Whoa. Wut?”. As the deck developed speed, synergy, etc, the stability skyrocketed. Being one of the most avid players of Junk and Debris, I knew first hand how many combos could be pulled off, and especially how easy they were to do. Whilst pulling off combos is what makes a deck fun, and having many combos hidden all over the place makes it much more fun, doing so decrease synergy. However, Junk and Debris has managed to curb the lost synergy without sacrificing the incredible “fun factor”. Heck, even summoning a Junk Synchron into Catastor feels GREAT, regardless of the bottomless trap hole it triggered. Hence, stability + incredibly fun = everyone wants to run it. The fact that it actually works and could stand up to many decks quite well certainly helped. If you considered it a fun deck, it was near the pinnacle of how fun they can be.
I’ve asked a few questions about Junk and Debris, but another thing I want to know is what are you most proud of when it comes to your accomplishments in yu-gi-oh?
Achieving a cult following :P Not many people can boast such an achievement, especially if the only history of SJCs they have are 2-2:ing, not topping/winning a few.
You’re blog was one of the most popular blogs when it came to yu-gi-oh, what were the reasons for deciding to start up blogging again?
For Honor, Righteousness, and Leadership, but mostly boredom. Of course I had some people to ask to start blogging again, so that definitely contributed. Also, about a month or two after quitting, my life sorted itself out(though starting completely new at university definitely helped), and I started to accumulate great combos/ideas in Yugioh on my hard drive, with a lack of ways to share them. Cue G-Ray having a new blog and less and less time to update it, so we decided to join forces to maintain a steady flow of new ideas/combos and less pressure of either of us.
Since the blog you are part of is primarily OCG based (although being relevant to everyone) what do you feel the biggest difference between the OCG and TCG is?
Other than the card pool, I find TCG is more hardcore into theory, whilst OCG has the liberty of (most of the time) cheaper cards, and hence can test more varieties of decks, and thus is more concerned with the practical aspect(we calculate card balance differently, for starters.) Also in my experience with TCG tournaments (though I’ve only attended 1 local and 1 SJC), people are less daring and risk taking, and my “Overextension” wasn’t exactly heralded.
What do you think TCG players can learn from and by observing the OCG?
High risk also means high return, and also do remember that most of the time, WE HAVE THE CARDS FIRST, and Chances are, if a TCG exclusive isn’t involved, WE’VE TRIED IT, and it DOESN’T WORK.
What do you feel are some of the biggest misconceptions about the OCG?
That all those tournaments listed on Shriek are the equivalent of regionals and such. They’re not. Of course others do exist(such as we use Raigeki Break instead of PWWB), but the TCG tends to forget the OCG exists most of the time. Oh, and the thought that all our cards are cheaper. Its not true. Some cards are more expensive, and commons are more cheaper over there.
I’ve often toyed with the idea of going to Japan (for yu-gi-oh, and other things >.>) would you recommend it to players and people interested in finding out what it's like?
Personally, I wouldn’t recommend a trip to a country to play Yugioh unless you know a good number of people that play Yugioh over there, as they can bring you around and help with the language barrier. I know of two bloggers who recently(a month or two ago or so… I think) made a trip to Japan to play(and tour, but that bit is irrelevant). I don’t think such a short time is enough to fully assess the differences, as most of it is just having fun. Also, its expensive. So, unless you’re loaded and have a lot of free time/have someone funding your trips for other reasons, youre better off going to a SJC… it’s a similar experience. That being said, I have found travelling around the world with my Yugioh cards to be a rather eye opening experience.
Well that’s it for now. It’s a little harder for me to do this without speaking directly to you, but I’m thinking those questions will cover a lot of what I wanted this interview to cover, but is there anything else you would like to add?
Nope.
Thank you for your time and this interview. It is very much appreciated.
Awesomes.
So there you you have it. Please remember to also pay attention to the blog he is part of.
http://onlytheduel.blogspot.com/2010_05_01_archive.html
Remember cats, stay classy.
~E.P.B.
Hi
HI! Im Rauzes. Nice to meet ya.
So for starters, what do you think you are most known for in the yu-gi-oh world?
Hmm. If anything, I think I would easily be most famous for my Yu-gi-oh blog. Before starting the blog I was also mildly famous for being in Japan and speaking English, but only to a small amount of people. The blog was what really catapulted me(and the blogging bandwagon in general) to fame.
What is your biggest inspiration when creating decks?
Initially, when I was creating a large amount of decks with much less regard to their practical application, they were mostly based on individual and small combos that look spectacular. Hence, by browsing through(mainly common or underused) cards, I think and brainstorm ways that they can be used together, and especially how to counter this threat(usually my brain jumps straight to Skill Drain, Nuke Field, or both.) If the combo proves slightly practical, I find cards that can support this in general, like cards that generate tokens on the opponents field for Alector, etc, and before you know it, a deck is born, proxies are made, and testing begins. Because some of these combos aren’t so practical, the end product is almost always a fun based deck.
As the creator of the Junk and Debris deck, where did you first get the idea for the deck?
The first inspiration was when Debris Dragon first came out. I tried to combine Junk Synchron decks and Debris Dragon decks to VERY BAD results. I kinda abandoned the idea for quite a while(because it was sorta slow and dead), but I saw the wreckage of two cars at night(no joke), and it suddenly hit me that Cross Porter and Neo Spacian Glow Moss have synergy with each other, and with Junk and Debris, respectively. I went home and double checked the sheer amount of synergy within plain sight, and wrote up the decklist for the original Junk and Debris in Space.
What were your thoughts as the J&D deck became more and more popular (almost gathering a sort of cult-like following)?
Pretty much “Whoa. Wut?”. As the deck developed speed, synergy, etc, the stability skyrocketed. Being one of the most avid players of Junk and Debris, I knew first hand how many combos could be pulled off, and especially how easy they were to do. Whilst pulling off combos is what makes a deck fun, and having many combos hidden all over the place makes it much more fun, doing so decrease synergy. However, Junk and Debris has managed to curb the lost synergy without sacrificing the incredible “fun factor”. Heck, even summoning a Junk Synchron into Catastor feels GREAT, regardless of the bottomless trap hole it triggered. Hence, stability + incredibly fun = everyone wants to run it. The fact that it actually works and could stand up to many decks quite well certainly helped. If you considered it a fun deck, it was near the pinnacle of how fun they can be.
I’ve asked a few questions about Junk and Debris, but another thing I want to know is what are you most proud of when it comes to your accomplishments in yu-gi-oh?
Achieving a cult following :P Not many people can boast such an achievement, especially if the only history of SJCs they have are 2-2:ing, not topping/winning a few.
You’re blog was one of the most popular blogs when it came to yu-gi-oh, what were the reasons for deciding to start up blogging again?
For Honor, Righteousness, and Leadership, but mostly boredom. Of course I had some people to ask to start blogging again, so that definitely contributed. Also, about a month or two after quitting, my life sorted itself out(though starting completely new at university definitely helped), and I started to accumulate great combos/ideas in Yugioh on my hard drive, with a lack of ways to share them. Cue G-Ray having a new blog and less and less time to update it, so we decided to join forces to maintain a steady flow of new ideas/combos and less pressure of either of us.
Since the blog you are part of is primarily OCG based (although being relevant to everyone) what do you feel the biggest difference between the OCG and TCG is?
Other than the card pool, I find TCG is more hardcore into theory, whilst OCG has the liberty of (most of the time) cheaper cards, and hence can test more varieties of decks, and thus is more concerned with the practical aspect(we calculate card balance differently, for starters.) Also in my experience with TCG tournaments (though I’ve only attended 1 local and 1 SJC), people are less daring and risk taking, and my “Overextension” wasn’t exactly heralded.
What do you think TCG players can learn from and by observing the OCG?
High risk also means high return, and also do remember that most of the time, WE HAVE THE CARDS FIRST, and Chances are, if a TCG exclusive isn’t involved, WE’VE TRIED IT, and it DOESN’T WORK.
What do you feel are some of the biggest misconceptions about the OCG?
That all those tournaments listed on Shriek are the equivalent of regionals and such. They’re not. Of course others do exist(such as we use Raigeki Break instead of PWWB), but the TCG tends to forget the OCG exists most of the time. Oh, and the thought that all our cards are cheaper. Its not true. Some cards are more expensive, and commons are more cheaper over there.
I’ve often toyed with the idea of going to Japan (for yu-gi-oh, and other things >.>) would you recommend it to players and people interested in finding out what it's like?
Personally, I wouldn’t recommend a trip to a country to play Yugioh unless you know a good number of people that play Yugioh over there, as they can bring you around and help with the language barrier. I know of two bloggers who recently(a month or two ago or so… I think) made a trip to Japan to play(and tour, but that bit is irrelevant). I don’t think such a short time is enough to fully assess the differences, as most of it is just having fun. Also, its expensive. So, unless you’re loaded and have a lot of free time/have someone funding your trips for other reasons, youre better off going to a SJC… it’s a similar experience. That being said, I have found travelling around the world with my Yugioh cards to be a rather eye opening experience.
Well that’s it for now. It’s a little harder for me to do this without speaking directly to you, but I’m thinking those questions will cover a lot of what I wanted this interview to cover, but is there anything else you would like to add?
Nope.
Thank you for your time and this interview. It is very much appreciated.
Awesomes.
So there you you have it. Please remember to also pay attention to the blog he is part of.
http://onlytheduel.blogspot.com/2010_05_01_archive.html
Remember cats, stay classy.
~E.P.B.
0
Tempo Argument, Rehash
Since this article I wrote on my previous blog is gaining the attention I felt like it should have gotten now, I'm gfoing to repost this with some thoughts right here aat the beginning. The main thing being that one of my friends didn't think the article would be read because it was technical. For a bit there it was looking like he was right. Anyway he is it reposted.
The Tempo Argument
Chess. the gaining or losing of time and effectiveness relative to one's continued mobility or developing position, esp. with respectto the number of moves required to gain an objective: Black gained a tempo. ~ From Dictionary.com
Now, Yu-gi-oh is not chess, but the game does require set-up to the point where tempo plays a roll in the game. Tempo in Yu-gi-oh is a lot like how it was described in Chess. Tempo deals with the flow of the game, and how card advantage is interacting within a game of Yu-gi-oh. So here is my definition of tempo:
Tempo is the rate of play in a duel. Rate of play directly meaning the card advantage interactions that go on within that duel. Duels usually have different states of tempo. Tempo also deals with the number of options a person has in the game, much like card advantage. It is not just limited to the speed of the game.
If we look in Jason Grabher-Meyer’s article on Tempo, he lists the different rates of tempo and how they work. Being directly stated as the Slow Duel, Neutral Duel, and Fast Duel. To sum it up:
Slow Duel: Card exchanges rarely happens every turn. Both players can be viewed as building up resources.
Neutral Duel: Card exchanges are relatively even, both players maintain near equal card advantage.
Fast Duel: Card exchanges are relatively uneven, with one or both players using up card advantage faster than usual.
http://yugioh.tcgplayer.com/db/article.asp?id=1269~ Jason’s Tempo Article
The article discussed what the tempo states are, but did not mention the changing of the tempo states within a game, or how to directly analyze when the game state is about to change in a game. To understand this you must start at the beginning.
The first part of the in-game analysis is to ask yourself what role your deck is. Is your deck in the beatdown role or the control role? Miss-assigning deck roles can what cause a person to win or lose. Example being is that if your deck is in the beatdown role and is put into a control role than it will have less of a chance of winning, and vice versa.
More on this can be viewed in the MtG article of ‘Who’s the Beatdown?’ by Mike Flores. I know its Magic, but the central idea of the article is relevant to the game of Yu-gi-oh.
http://www.starcitygames.com/php/news/article/3692.html ~Who’s the Beatdown Article
These roles will ultimately establish what you will want your tempo role to be. Most Beatdown decks want a fast game speed to establish a fast tempo. Most control decks want to establish a slow game speed with a slow tempo starting out and then developing into a fast tempo position where they are in control and gaining multiple pluses (cards like Oppression make this possible).
Changes in a deck’s role effects tempo a lot. Example being that a deck that attempts to establish a neutral tempo faces a deck that attempts to establish a slow tempo are playing each other. The slower deck is able to create a better control on the games tempo early on forcing the game to change completely making the neutral deck miss-assign it’s role. The deck that miss-assigns its tempo role is at a severe disadvantage because it is not playing it’s optimal game.
This is essentially an expanded idea of the ‘Who is the Beatdown’ idea from Magic, but deals less directly a deck’s role and more directly with what your deck needs to do to accomplish it’s role.
Much like the role of ‘Who is the Beatdown?’ you can also design your deck with different tempo rates in mind. For example, Lightsworn is a beatdown deck designed to have a fast duel tempo, making multiple +1 or +2 card exchanges possible where something like Pacman is a control deck that has a slow tempo in mind and making 1 for 1 tades while gaining advantage.
A fast duel tempo does not mean how fast your deck plays cards though. What determines the overall speed of your deck is the card commitment to the field, what determines the tempo is the card advantage exchanges in the game.
To know how tempo effects the game we must also know how it changes. For starters, changes in card advantage are important to determine the rate of play, as it is the number of options a person has in a given game state. As we saw in Jason’s article, the tempo rates are defined by card interactions. A change in card advantage can cause a change in tempo.
For example if both players have been committing to the field and making 1 for 1 trades for a Neutral duel tempo and then one person drops Judgment Dragon for a plus 1 or 2 over the next few turns, then game changed from a neutral tempo to a fast tempo. The other person must now catch up to the advantage lost by making a trade of his own like that. If the other person can not reduce the tempo to a slower one or keep up then he will probably lose. Losing cards in hand helps this even further, because it makes it that much harder to keep up with the same amount of commitment or duel tempo.
Knowing the speed of a game is important as well. The speed is also directly related to card advantage but deals with focusing on what is on the field more so. While card advantage determines what your options are, the game speed is something that effects the decisions you put towards the field and towards what you want to change the tempo into.
For example, early commitments to the field are a good example of this, changing the games speed and thus possibly changing the game’s tempo. An early commitment towards the field with a deck like Blackwings can force your opponent to have to commit more cards to keep up with you, which can in turn give you +1’s or +2’s and changing the game into a fast tempo. Something to pay attention to is that agressive committments like this can backfire.
A Game’s tempo does not always affect the game speed however. As we saw in the JD example the tempo could be changed to a fast duel when JD was played, but the total commitment to the field was relatively the same for both players. A game’s speed is related to how many cards are played at a time during a turn, tempo is related to the card advantage trades going on in the game. So a deck that gains a fast duel tempo does not mean that it is a fast deck.
Also another thing to pay attention to is the cards on the field as they are increasing. By doing this you can further guess what options your opponent has and then try to best counteract his attempt to change the game tempo or improve your own attempts.
Analyzing an opponent’s options and commitments can give you a good idea of how the tempo is going, and how to best change it as well as give you insight on how to best play against the opponents strategy. If they like conserving cards then trying to get them to commit them to the field early may end up being a good idea, or even playing slower than them and conserving more cards than them. It is important to analyze what your opponent is doing and how to best out play that or change their deck tempo role.
Changes in roles and tempo are important because they directly reflect the game state. Know the difference of the game tempos and how they can be changed is important because it can help you pinpoint critical spots in the game. It also helps with card evaluations that are not directly related to the general +1’s or –1’s of the game.
Using the newest card Battle Fader as an example. In a Monarch deck a well timed battle Fader can change the tempo of the game, forcing an early over commitment to the field by a person who is trying to force you into a faster duel tempo. In turn allowing you take advantage of their early commitment by establishing the fast duel tempo first rather than allowing them to do it.
Establishing the tempo of the game is important because it will define how your opponent will have to play his game. For example, being the one to establish the initial +1 or 2 in the Fast Duel tempo game will give you an advantage by forcing your opponent to catch up. Vice versa in a slow duel tempo conserving more cards than your opponent will make them have to hold back their own options, allowing you to make better trades and control over the game.
If a player can analyze and pinpoint the tempo changes in the game then it can become easy to exploit and recognize the opponent’s decisions and play style. Knowing how tempo works can help you improve your game and become a better duelist overall.
~E.P.B.
The Tempo Argument
Chess. the gaining or losing of time and effectiveness relative to one's continued mobility or developing position, esp. with respectto the number of moves required to gain an objective: Black gained a tempo. ~ From Dictionary.com
Now, Yu-gi-oh is not chess, but the game does require set-up to the point where tempo plays a roll in the game. Tempo in Yu-gi-oh is a lot like how it was described in Chess. Tempo deals with the flow of the game, and how card advantage is interacting within a game of Yu-gi-oh. So here is my definition of tempo:
Tempo is the rate of play in a duel. Rate of play directly meaning the card advantage interactions that go on within that duel. Duels usually have different states of tempo. Tempo also deals with the number of options a person has in the game, much like card advantage. It is not just limited to the speed of the game.
If we look in Jason Grabher-Meyer’s article on Tempo, he lists the different rates of tempo and how they work. Being directly stated as the Slow Duel, Neutral Duel, and Fast Duel. To sum it up:
Slow Duel: Card exchanges rarely happens every turn. Both players can be viewed as building up resources.
Neutral Duel: Card exchanges are relatively even, both players maintain near equal card advantage.
Fast Duel: Card exchanges are relatively uneven, with one or both players using up card advantage faster than usual.
http://yugioh.tcgplayer.com/db/article.asp?id=1269~ Jason’s Tempo Article
The article discussed what the tempo states are, but did not mention the changing of the tempo states within a game, or how to directly analyze when the game state is about to change in a game. To understand this you must start at the beginning.
The first part of the in-game analysis is to ask yourself what role your deck is. Is your deck in the beatdown role or the control role? Miss-assigning deck roles can what cause a person to win or lose. Example being is that if your deck is in the beatdown role and is put into a control role than it will have less of a chance of winning, and vice versa.
More on this can be viewed in the MtG article of ‘Who’s the Beatdown?’ by Mike Flores. I know its Magic, but the central idea of the article is relevant to the game of Yu-gi-oh.
http://www.starcitygames.com/php/news/article/3692.html ~Who’s the Beatdown Article
These roles will ultimately establish what you will want your tempo role to be. Most Beatdown decks want a fast game speed to establish a fast tempo. Most control decks want to establish a slow game speed with a slow tempo starting out and then developing into a fast tempo position where they are in control and gaining multiple pluses (cards like Oppression make this possible).
Changes in a deck’s role effects tempo a lot. Example being that a deck that attempts to establish a neutral tempo faces a deck that attempts to establish a slow tempo are playing each other. The slower deck is able to create a better control on the games tempo early on forcing the game to change completely making the neutral deck miss-assign it’s role. The deck that miss-assigns its tempo role is at a severe disadvantage because it is not playing it’s optimal game.
This is essentially an expanded idea of the ‘Who is the Beatdown’ idea from Magic, but deals less directly a deck’s role and more directly with what your deck needs to do to accomplish it’s role.
Much like the role of ‘Who is the Beatdown?’ you can also design your deck with different tempo rates in mind. For example, Lightsworn is a beatdown deck designed to have a fast duel tempo, making multiple +1 or +2 card exchanges possible where something like Pacman is a control deck that has a slow tempo in mind and making 1 for 1 tades while gaining advantage.
A fast duel tempo does not mean how fast your deck plays cards though. What determines the overall speed of your deck is the card commitment to the field, what determines the tempo is the card advantage exchanges in the game.
To know how tempo effects the game we must also know how it changes. For starters, changes in card advantage are important to determine the rate of play, as it is the number of options a person has in a given game state. As we saw in Jason’s article, the tempo rates are defined by card interactions. A change in card advantage can cause a change in tempo.
For example if both players have been committing to the field and making 1 for 1 trades for a Neutral duel tempo and then one person drops Judgment Dragon for a plus 1 or 2 over the next few turns, then game changed from a neutral tempo to a fast tempo. The other person must now catch up to the advantage lost by making a trade of his own like that. If the other person can not reduce the tempo to a slower one or keep up then he will probably lose. Losing cards in hand helps this even further, because it makes it that much harder to keep up with the same amount of commitment or duel tempo.
Knowing the speed of a game is important as well. The speed is also directly related to card advantage but deals with focusing on what is on the field more so. While card advantage determines what your options are, the game speed is something that effects the decisions you put towards the field and towards what you want to change the tempo into.
For example, early commitments to the field are a good example of this, changing the games speed and thus possibly changing the game’s tempo. An early commitment towards the field with a deck like Blackwings can force your opponent to have to commit more cards to keep up with you, which can in turn give you +1’s or +2’s and changing the game into a fast tempo. Something to pay attention to is that agressive committments like this can backfire.
A Game’s tempo does not always affect the game speed however. As we saw in the JD example the tempo could be changed to a fast duel when JD was played, but the total commitment to the field was relatively the same for both players. A game’s speed is related to how many cards are played at a time during a turn, tempo is related to the card advantage trades going on in the game. So a deck that gains a fast duel tempo does not mean that it is a fast deck.
Also another thing to pay attention to is the cards on the field as they are increasing. By doing this you can further guess what options your opponent has and then try to best counteract his attempt to change the game tempo or improve your own attempts.
Analyzing an opponent’s options and commitments can give you a good idea of how the tempo is going, and how to best change it as well as give you insight on how to best play against the opponents strategy. If they like conserving cards then trying to get them to commit them to the field early may end up being a good idea, or even playing slower than them and conserving more cards than them. It is important to analyze what your opponent is doing and how to best out play that or change their deck tempo role.
Changes in roles and tempo are important because they directly reflect the game state. Know the difference of the game tempos and how they can be changed is important because it can help you pinpoint critical spots in the game. It also helps with card evaluations that are not directly related to the general +1’s or –1’s of the game.
Using the newest card Battle Fader as an example. In a Monarch deck a well timed battle Fader can change the tempo of the game, forcing an early over commitment to the field by a person who is trying to force you into a faster duel tempo. In turn allowing you take advantage of their early commitment by establishing the fast duel tempo first rather than allowing them to do it.
Establishing the tempo of the game is important because it will define how your opponent will have to play his game. For example, being the one to establish the initial +1 or 2 in the Fast Duel tempo game will give you an advantage by forcing your opponent to catch up. Vice versa in a slow duel tempo conserving more cards than your opponent will make them have to hold back their own options, allowing you to make better trades and control over the game.
If a player can analyze and pinpoint the tempo changes in the game then it can become easy to exploit and recognize the opponent’s decisions and play style. Knowing how tempo works can help you improve your game and become a better duelist overall.
~E.P.B.
0
Mini-golf
So I played mini-golf yesterday. I got kind of blown out. My main problem was hitting the ball too hard. I blamed it on my muscles being too big. 1337
~E.P.B.
~E.P.B.
0
Sneak Previews
The Shining Darkness Sneak Preview was today. Needless to say it was pretty good. I got everything I needed before the event even began. Apparently I have the worst like with these events, being the second time my only holo in the 5 packs was Boggart Knight.
Infernities were highly sought after by everyone as expected. Nobody was getting rid of the infernity cards and if they were they were overvalued like crazy. Fore example, there was one guy who was valuing the Infernity Launchers at 50 a pop. Talk about ridiculous. Since my main goal wasn’t picking these cards up I just watched the chaos unfold and needless to say it was funny watching everyone scramble for everything.
With that being said the main cool thing I did notice was all of the new players. A lot of people show up for these that don’t ever come to local events and live in the area. That was something pretty cool, and all of the players weren’t bad either. It makes one wonder why the people never show up in the first place.
All in all the event was pretty cool.
~E.P.B.
Infernities were highly sought after by everyone as expected. Nobody was getting rid of the infernity cards and if they were they were overvalued like crazy. Fore example, there was one guy who was valuing the Infernity Launchers at 50 a pop. Talk about ridiculous. Since my main goal wasn’t picking these cards up I just watched the chaos unfold and needless to say it was funny watching everyone scramble for everything.
With that being said the main cool thing I did notice was all of the new players. A lot of people show up for these that don’t ever come to local events and live in the area. That was something pretty cool, and all of the players weren’t bad either. It makes one wonder why the people never show up in the first place.
All in all the event was pretty cool.
~E.P.B.
0
No New Content: Legasp
Nothing new tonight. Mainly because I went to an Airsoft event today. That was really fun despite wearing me out like crazy. If anyone who reads this is into wargames and physical activity while not afraid to get dirty I'd definitely recommend getting into the sport. It's always a bonus when you can shoot other people too.
~E.P.B.
~E.P.B.
0
Super Evolution: Debris Dragon (Brief History and Random Notes on Debris Dragon)
Debris Dragon is a card that has been seeing a lot of play lately. The only premier high tier deck it is really prevalent in at the moment is Quickdraw Plants because of it’s great synergy with Card Trooper and Dandylion. The main purpose in the deck is to use Blackrose Dragon as a field nuke to clear the field and even up the advantage between you and your opponent, and generating two tokens if Dandylion is used like this. Most players already know the basics of Debris Dragon, as his most competitive uses are pretty obvious (although it’s not herp derp obvious).
The original deck that Debris Dragon was popular in was Junk & Debris. It was a deck sporting a Neo Spacian draw engine designed to amass a ton of card advantage and then re-use the cards sent to the graveyard via Debris Dragon and Junk Synchron, and then amassing even more card advantage. The deck design was created by Rauzes on Pojo and was featured by JDG at one of the SJC events. The card eventually found its way into plants for the ability to re-use Dandylion and uses the same sort of synergy in the new Quickdraw decks.
There are some other really cool things with Debris Dragon that people seem like they can forget about too. Trident Dragon is a card that no one in their right minds would include in their extra decks, save for dragon players. Debris Dragon can also open up this card’s capability in a regular deck as well. Debris Dragon, into an Iron Chain Dragon, then playing another Debris Dragon into Trident Dragon seems like it could be pretty epic if it happens. Of course this is all assuming that that sort of thing does happen. It seems more likely to happen in regular Junk and Debris Decks more than anything like plants.
I mean it creates another badass OTK option. I mean, have you seen those 3 heads?

Other than that the options for Debris Dragon are pretty limited. Since you can only synchro for dragon type monsters it makes the card be used in competitive play for nothing more than the Blackrose-nukification of the field or an occasional beatstick. It does have some nice tricks with graveyard effects too. Card Trooper can still get it’s draw effect when brought back, and can still mill (though no attack boost). So you can pull off some tricks.
Anyway that’s all I have to say on Debris Dragon.
The original deck that Debris Dragon was popular in was Junk & Debris. It was a deck sporting a Neo Spacian draw engine designed to amass a ton of card advantage and then re-use the cards sent to the graveyard via Debris Dragon and Junk Synchron, and then amassing even more card advantage. The deck design was created by Rauzes on Pojo and was featured by JDG at one of the SJC events. The card eventually found its way into plants for the ability to re-use Dandylion and uses the same sort of synergy in the new Quickdraw decks.
There are some other really cool things with Debris Dragon that people seem like they can forget about too. Trident Dragon is a card that no one in their right minds would include in their extra decks, save for dragon players. Debris Dragon can also open up this card’s capability in a regular deck as well. Debris Dragon, into an Iron Chain Dragon, then playing another Debris Dragon into Trident Dragon seems like it could be pretty epic if it happens. Of course this is all assuming that that sort of thing does happen. It seems more likely to happen in regular Junk and Debris Decks more than anything like plants.
I mean it creates another badass OTK option. I mean, have you seen those 3 heads?

Other than that the options for Debris Dragon are pretty limited. Since you can only synchro for dragon type monsters it makes the card be used in competitive play for nothing more than the Blackrose-nukification of the field or an occasional beatstick. It does have some nice tricks with graveyard effects too. Card Trooper can still get it’s draw effect when brought back, and can still mill (though no attack boost). So you can pull off some tricks.
Anyway that’s all I have to say on Debris Dragon.
0
All of the Old Posts
All of the old articles can be found via this link.
http://www.epb-ygo.blogspot.com/
If any one still wants to read them, they are all on the old site. Now lets do work, after the local I'm going to today lol. Since the title for this blog has 1337 5p34k in it, I am doubtful that my friends will will want to help with this one, since they are kind of against it.
I know the whole thing is "why didn't you just change the name and layout of the old blog?" etc. Well I thought that since it has been forever since I have written anything that I should start fresh and new. I'm also hoping to have better organization with this site, as I have a lot more features on this now.
With that said I also want to do more casual content, since the old site was "hey lets write articles to try and improve the quality of the game," this site is more of "let's write articles to discuss whats fun and cool in games and life right now." Consider the last blog and this new post to symbolize the death of an old idea. Not that this new blog won't have serious ideas but it will have some goofy stuff as well.
~E.P.B.
http://www.epb-ygo.blogspot.com/
If any one still wants to read them, they are all on the old site. Now lets do work, after the local I'm going to today lol. Since the title for this blog has 1337 5p34k in it, I am doubtful that my friends will will want to help with this one, since they are kind of against it.
I know the whole thing is "why didn't you just change the name and layout of the old blog?" etc. Well I thought that since it has been forever since I have written anything that I should start fresh and new. I'm also hoping to have better organization with this site, as I have a lot more features on this now.
With that said I also want to do more casual content, since the old site was "hey lets write articles to try and improve the quality of the game," this site is more of "let's write articles to discuss whats fun and cool in games and life right now." Consider the last blog and this new post to symbolize the death of an old idea. Not that this new blog won't have serious ideas but it will have some goofy stuff as well.
~E.P.B.
0
New Blog
Okay so this is now more like the home page, if you follow me on twitter you'll get linked here. Basically this is a game blog, or more specifically what me and my friends are currently doing in the nerdy world of card games etc. If you're not interested in that sort of thing, then don't bother reading simple as that.
Basically thats the scenario.
I decided to make this more casual, since articles don't just come everday and I can not pump out crazy helpful content everyday. So now it's more casual. Hope people read it and stuff still, would be cool. The posts are more about ygo and LoL, not a lot of mtg at the moment, since I'm not playing that a lot and currently, only playing casual, in the summer me and my mates plan on going to more PTQ's and bigger tournaments so that content will prolly come around then.
Thanks for reading. =D
~E.P.B.
Basically thats the scenario.
I decided to make this more casual, since articles don't just come everday and I can not pump out crazy helpful content everyday. So now it's more casual. Hope people read it and stuff still, would be cool. The posts are more about ygo and LoL, not a lot of mtg at the moment, since I'm not playing that a lot and currently, only playing casual, in the summer me and my mates plan on going to more PTQ's and bigger tournaments so that content will prolly come around then.
Thanks for reading. =D
~E.P.B.
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Et3rnal13's perspective on the game of Yu-gi-oh, looking back over the last several years of this site, I've written a lot of subpar stuff.
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