So I herd u liek Light n Dark beetz
Sorry for the lack of any explanation for the deck on that day. It was a long and tiring day.
Anyhow, now that I am supposedly free, here it goes
The deck functions off of two concepts:
Information Advantage
and Sideboard Advantage
Information advantage in that the deck can both pretend to be, in the early stages of the game, Light Beat or Blackwings.
It goes without saying that if you know you're running up against Blackwings, your first turn plays will be QUITE different from when you know you're up against Light Beat.
Also, sideboarded cards will be different too. If you beat game 1 with only Blackwings being seen, sided in Holy Lights will be, needless to say, very delicious to eat up with Raiou and Cyber Dragon.
This deck uses this to your advantage, banking off the fact that the opponent will probably misplay his or her first turn(as in: A misplay against your deck, but not against Blackwings/Light Beat).
Sideboard advantage.
Versatility also means that unless a card is efficient against BOTH Light Beat AND Blackwings (pretty much only Snowman Eater, Bottomless, Book), it wont be as effective as it needs to be in the matchup.
Note the Nobleman of Crossouts in the side board. Those will probally come in Game 2 to combat Snowman.
Sideboard advantage is also in your deck as well.
A good player should be able to figure out what the opponent will try to bring in from the side(for the most part), from how much information was shown in the first game/second game.
Hence, this can assist in what to side out(play down), and what to play up.
Although the side deck I chose to use is a lot less fluid and doesnt allow for much change in strategy, this is usually what this kind of deck chooses to play with.(IE: Make your own side deck that works for you.)
As for card choices:
Wizel Infinity tech over Dark Armed Dragon
Despite having two Blizzard, two Chaos Sorc, etc etc, the deck lacks the search power for Dark Armed Dragon(no Pot, No Sarcophagus), yet has problems of controlling the number of dark monsters in the graveyard, both ways, filling up and reducing the count.
As an alternative, Wizel Infinity.
In earlier drafts, I used to try three. That didn't work out so well.
Wizel is good. Wizel is big. Wizel is suprising. Wizel is very problematic to get rid of!
Wizel is also very hard to get out.
Whilst not too useful in some matchups, most decks run Mirror, Torrential, and Dark Hole.
Food for Starlight road, yes, but most of the time you wont be seeing more than one of your monsters out at a time.
This is where Wizel comes in.
Not to mention the sided second copy, in the event we run up against some 3 Smashing 3 Fissure decks.
Any other questions?
Spirit Reaper is Tech.
Thats all for today.
/Rauzes
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