Sunday, January 30, 2011

Theory-Oh on Controlling the duel different ways

During the course of a duel your opponent will try to overwhelm you with advantage whether it be a ton of back-row or a field full of beastliness or even a hand of Gorz and Watt C you don't even know about. Now most opponents won't do any of these things if they feel there is too much at risk due to you possibly having access to something game-changing they weren't prepared for (If they are prepared then well you lose).


If your opponent summons a monster when you have 3 things set back-row that monster is normally not of very much importance. If they set a monster then that set monster is how they are going to set up their deck. The thing is what if you held all 3 of those back-rows and just set the lone Compulsory Evacuation Device that changes everything. Now your opponent is expecting you to not have a playable monster because you didn't use one but they are afraid that the one trap is all you need to defend yourself. They now have three choices:
1. Waste a MST and get in small free damage or set-up
2. Summon to test the waters 
3. Set-up and end with no damage

If they chose 1 which is more rare than the other two you may be in a slightly bad position (You still have 2 other back-rows in hand for later) but if they choose 2 or 3 you are in a great position because you can set them back one turn or stop any Synchro or big play.

Now what would happen if you set all 3...
1. Waste a Giant Trunade/Cold Wave
2. Set-up and end
3. Attempt to Bait out things early (Summoning a main combo piece forcing negation or destruction or MST or Synchro Summon (Personally I drop Lonefire for Dandylion (Assuming they don't Solemn Warning the Lonefire in my favor))

They still have 3 options and only number 2 is advantageous unless they drew nuts. But now your opponent knows you probably have nothing else left to set for awhile so he's going to be less worried once he gets past your set wall or he'll just force negation on a BRD nuke and learn that there are absolutely no chain-able traps down there.

Both of your plays are very viable but the most completely safe one is the lone compulse as it also conserves hand size making Royal Tribute look more appealing and such though it's only actually going to hit 1 or 2 cards.

There's also the turn 1 big play you can make instead of setting... think of it this way, hand:
Morphtronic Celfon
Morphtronic Scopen
Morphtronic Boomboxen
Solemn Warning
Effect Veiler
Mystical Space Typhoon

Your choices are:
A. Celfon risk-roll with Solemn and Space
B. Scopen to a level 7 synchro and set Solemn and Space
C. Set Boomboxen or Scopen along with Solemn Warning and Mystical Space

A is the most risky and least rewarding unless you get Boomboxen or Boarden
C is the most conservative but most worthless as your set monster's destruction is detrimental to your future plays making Scopen dead in hand.
B is the most explosive and ends with a Power Tool Dragon with a Double-Tool C&D equipped with protection. 

Even though B seems pointless as you are wasting your time being unable to do damage but in fact it mentally shakes your opponent and takes away their ability to set-up or get rid of your monster until your next turn. Thus giving you the momentum to keep moving forward on the offense.

There is also the rock paper scizors Turn 1
Opponents hand:
Quickdraw Synchron
Dandylion
Debris Dragon
Giant Trunade
Solemn Warning
Bottomless Trap Hole

Your hand:
Morphtronic Scopen
Morphtronic Boomboxen
Karakuri Soldier mdl 236 Nisamu
One for One
Machine Duplication
Solemn Judgment



Your opponent could:
A. Drill Warrior and Stardust Dragon or something to that effect with ample back-row
B. Set Dandylion and his back-rows

You could:
A. Scopen for level 7 synchro and set Solemn Judgment
B. Set Nisamu and Solemn for the OTK next turn
C. One for One to Celfon and roll for any monster and dupe celfon for a few more rolls to have a near OTK field.

If you pick A your opponent will pick A
If you pick B your opponent will pick A
If you pick C your opponent will pick A
If your opponent picks A you will pick C
If your opponent picks B you will pick A

So if you picked A no other move will help your opponent more than A
If you picked B your opponent will A due to absolutely no fear
If you picked C your opponent will pick A to defend himself because he has a higher chance of survival. 

Your hand limits your opponent to an early explosion in order to have the advantage
Your opponents hand limits you to explosions as well no matter what he does because you don't want him to set-up more than you can allow.

Regardless though you just made your opponent have one option instead of two meaning a timely Solemn Judgment will control the duel and you can win with relative ease. Or your opponent is going first and you choose B you will be overran due to trying to set up a turn after the Climax.

I realized I went completely off-topic but it's still similar lol

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