Thursday, February 19, 2009

My Ideal Banlist

(The clouds part and a new, less broken, metagame appears)


Although the previous ban list was very VERY good, that doesn't mean it was perfect.

First we'll analyze the consequences of the new ban list and then I'll show you my ideal one.


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Analysis:


One deck has been crippled in this new metagame and that deck is not Teledad. The deck that was crippled was Zombies. Now with mezuki at 1 and card of safe at 1 I don't see zombies putting up much of a fight.

They still will have their plague and their books of life but they won games swarming the field mid and late game. Now with that inability to rebound mid game or to go for that early win because of a good grave, there will be faster decks that will rip them apart.


Teledad

This deck is still very much playable. What Konami actually did to it though was take away it's unfair turn 2 otk, turn 1 if they went second.

Not only did teledad do this a good percent of the time (I'd guess about 25-35% from my own experiences) but they still had an amazing deck that swarmed the field and could rebound from almost any onslaught (especially glads with their test tigers and their 3 bestiari's).

If Konami hates anything it's One turn kill decks, because they understand how frustrating that is to the rest of the player base. If you've seen their track record for FTK's and OTK decks you would see how little time they allow these decks to run rampant. It's good that they do this because if they didn't people would leave the game, especially within the 6 month wait for the new ban list.

So Teledad can still win, it just has lost a lot of it's momentum. Look for the Dark Creator to step foot again in this deck, and clench those late game wins.

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Rumors

I haven't solidified any of these claims yet, but I've heard there will no longer be a TCG anymore. That the new OCG(One card game, asia's territory) will now encompass the whole world. As a result, North American Zombie players will pay for their asians brothers that abused zombies and will lay their decks to rest.


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My Ideal List


Banned cards:

Monster Reborn
Brain Control
Judgment Dragon



Analysis: Basically we keep the old ban list and add these cards to it.
Now most players out there are nodding their heads in agreement at the monster reborn and brain control choices. Both cards require no skill and are in everyone's deck.

I've even seen burn decks run those, just goes to show how useful and how powerful WE ALL agree they are. Brain control minuses your opponent automatically sets you up for a big play.

If you want to tune or sacrifice, brain is your choice. Or what if you can't get over a big monster, and they have low life points, possibly because of solemn, just brain control their monster and attack for game! Even if they have defenses, they'll have to use them against their own monster, again hurting them.

Reborn allows this shift in momentum to also take place but it won't minus your opponent. The problem is, with reborn your shift in momentum is usually stronger than a brain is. This makes reborn, a costless card, a staple in 99% of decks. True players won't need these strong shifts in momentum to win. It's the talentless players that count on these random acts of luck to win.

Judgement Dragon: Now why am I basically crippling lightsworn here? The reason is pretty simple, If a deck needs this good of a card to win, it's a deck that shouldn't be built.

Lightsworn doesn't need this broken card to win. It has Honest and it swarms like no tomorrow. I actually think that if lightsworn would slow down it's milling and get some other cards in on the action, they would do just as well.

Instead of Judgement Dragon lightsworn could run the NON-Broken OTHER GOOD dragon card they have. Gragonith, Lightsworn Dragon. It pierces and late game you'll have about 5 lightsworn, making it a piercing 3500 attack monster that is a 1 sack!!!

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Banned cards becoming limited to 1:

Makyura the Destructor(During the turn this card is sent to the Graveyard, the owner of this card can activate Trap Cards(s) from his/her hand.)

Time Seal(Skip the Draw Phase of your opponent's next turn.)

Witch of the Black Forest(When this card is sent from the field to the Graveyard, select 1 monster with a DEF of 1500 or less from your Deck, show it to your opponent, and add it to your hand. Then shuffle your Deck.)

Analysis: Makyura doesn't seem the slightest bit broken to me. It may just be a card they forgot to look over while they were milling over ideas on the ban list.

What trap did you want to play from your hand, that you can't just set?
The other thing is you have no control of when you'll play that trap, the opponent might not destroy your monster and then you'll have to wait another turn. Waiting turns in yugioh is deadly. Makyura can easily come back and hardly anyone would notice or main deck it.

If time seal is broken, they need to ban the other card that has it's SAME effect and is at 3 right now. Time seal is a 1 for 1 and is best played when you're in a winning position and you want to paralyze your opponent into victory. It in no way though is broken, and again even if it is, then you have to BAN Penalty game or at least limit it. My personal recommendation is to leave Time seal at 1.

Timing for that card is everything and players should be rewarded for playing that card at the right time. Not everyone will be able to do that. It's a great example of a pro card(cards that gain significant advantage only in the hands of thoughtful players).

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Limited cards, No longer limited, you can have these at 3 if you want:

Magic Cylinder

Night Assailant

United we stand

Analysis: Magic Cylinder is not being played, or is seeing very little play. Even with 3 Solemns, people still aren't maining it. The reason why is simple, because while it will do burn, if you don't end the game with cylinder that turn, your opponent will probably beat you either that turn or the next, especially if you're burning for 2000 or more life points. The prescence of a big burn means there is a huge monster reaking havoc. Big monsters need to be taken down or they will take you down.

Cylinder leaves them there to play and your then forced to take care of them during your next turn, if you can.

Night assailant... do i really need to bother? It's effect has been copied by many other cards many times over. If it's the secondary effect you're worried about, that's still a 1 for 1 and there are no flip effect monsters currently allowed in play that are broken or even amazingly good.

United we stand, the key word there is stand. If your monster remains alive for more than 2 turns(Which in yugioh is doubtful), than fine you can make a good case for this card. This metagame though, kills like no other. Any monster you equip this to will probably die that turn because of a trap, if not it'll be the next turn, nearly guarenteed.

Standing united is good and all, but it means nothing if you're dead. This is also why Mage power doesn't see any play.


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Semi Limited cards, no longer limited:

Mask of Darkness

Analysis: Really... I'm going to set this guy, let my opponent run over me, than get back a trap, assuming this is mid game. If it's late game and I let my opponent run over me, I'm probably going to die, and fast.

So this card shines in mid game but only if you have a good trap in the grave to get back. So there will be a huge luck factor. Besides that, what trap do you want to get back anyways? If you're loosing, a solemn will give you more time to recuperate. If you're loosing a wing blast will only take out one monster and stall a turn. If you're loosing and you give your opponent a whole turn to run over you to let mask of darkness flip, that means you're in big trouble.

Not many traps will get you out of that one, except maybe a crush. Mask of darkness will really only shine if you're winning or you have field control, it will let you hold onto your advantage and build more backfield for later on. But if you're already winning or in a good position, aren't there better cards to play, do you really need this one to waste space in a deck?

Put it to 3!
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Special note

Dark Armed dragon: This card didn't need to be limited to one. If anything Judgment needed to be limited. I think they limited this card simply because too many younger players were overwhelmed by it and their decks couldn't cope with it. Mine does very well and I can easily overcome a double dark armed with most hands my deck will give me.

Blowing up the field though... kinda ruins people's plans, especially if you can do it over and over again, turn after turn, with a 3000 attacker. Judgment deserved the limit, not dark armed.

Mind Control: I feel that because Teleport got limited to 1, the syncro loving people will play more tuners in their deck. Now rather than teleporting the tuners from their decks they'll have them in their hands, Mind Control their opponents monsters, and then sync.

That is a very dangerous proposition that I'm seeing and it's one I'm personally going to take advantage of. I'm going to keep my tuner line up just the same(4 tuners) and switch in 2 mind controls while removing 1 teleport, brining me down to the alloted 1 teleport mark.

Now your opponent will be loosing their monsters and start fueling your own momentum.
It's a scary thought and it's why i belive Mind control should be limited to 1 or at the very least 2.

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Overall ban list changes I made

Newly banned:

Monster Reborn *****
Brain Control *****
Judgment Dragon ****


Unbanned Limited to 1:

Makyura the Destructor **
Time Seal ****
Witch of the Black Forest **


Limited cards no longer limited:

Magic Cylinder *
Night Assailant *
United we stand *


Semi Limited no longer limited:

Mask of Darkness *


Special notes:

Mind control at 1 or 2 ****
Dark armed dragon at 2 **


Legend: I put stars next to the severity of the situation.
  • 5 stars is a must change
  • 4 is a highly recommended change
  • 3 is recommended
  • 2 is it doesn't really matter
  • 1 would be fun to see but is not that important.
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Everything else is just how it should be in my opinion. Feel free to critique my list in a comment below, that's the best part about making these lists. Constructive criticism exists, that's true, but so does destructive criticism. If something should be changed above, be sure to explain why in detail.

Unimetagame Feature

1 comments:

Anonymous said...

The makyura the destroyer doesn't need to be destroyed just sent to the grave by discarding or foolish burial, the night assailant 2nd effect means that getting 1 in the grave then discarding another to an effect then getting the other back for a never ending loop theoretically

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