Yu-Gi-Oh Quick Hit: Dealing with Recruiters

The results from Shonen Jump Nashville are in and it looks like Roy St. Clair did it again. Say what you want about him but the man’s deck building skills and card analysis are clearly in the upper rung of all players worldwide. He saw the power of XX-Saber Emmersblade and its ability to anchor the X-Saber archetype.

XX-Saber Emmersblade is a unique theme-specific recruiter monster. While there are many slight variations on the recruiter term, the general definition is a monster that retains field presence while searching another monster from the deck. So while monsters like Sangan and Goblin Zombie add monsters to the hand from the deck, I term them “floaters” because it’s exceedingly rare to lose card advantage with such cards. Unfortunately they do not replace field presence, which can lead to getting overrun.

I see many players have difficulties managing and opposing recruiters. So this quick hit will “quickly” discuss recruiters.

The Always Relevant Recruiters

From Mystic Tomato to Pyramid Turtle to XX-Saber Emmersblade, recruiters have always been relevant and always welcome in the top tier decks of the global metagame. The base definition for why you run a recruiter is central to the very definition; recruiters find monsters that are better than them. We can actually boil this down to a few simple examples.

Example 1: Tomato fetches Sangan. Sangan is tributed or Synchro Summoned. Whereas the Tomato would have netted a -1 if tributed, the Sangan replaces itself. So if you tribute Sangan for a Caius, the opponent loses a card with no loss to you and a 2400 attack monster.

Example 2: Pyramid Turtle fetches Goblin Zombie. This example is identical to #1.

Example 3: Emmersblade fetches XX-Saber Ragigura. Ragigura can fetch Emmersblade or other appropriate targets.

In each of these trades, the recruiter has generated card advantage (or replaced it) while improving the player’s position. Because this exchange does not cost a normal summon, a monster like Mystic Tomato can occasionally be better than a Sangan or even a Witch of the Black Forest!

The chief drawbacks to recruiters are actually rarely exploited by midrange to casual players. It takes a true expert to understand the weakness of a recruiter and exploit it thoroughly.

The Plight of the Face-Down Monster

Yu-Gi-Oh! was once a game where face-down monsters and spell/trap cards were feared. That sleeve facing your board could be anything, from a monster that blew the whole board up (Cyber Jar) to a trap that actually destroyed everything (Torrential Tribute)!

Of course nowadays with all sorts of overpowered targeted effects floated about, monsters on the board are frequently handled. The chief weakness of the recruiter monster is not attacking it. Not attacking it creates a sunk field cost that cannot be recouped until attacked and replaced. This ostensibly means the player controlling the recruiter cannot put more monsters on the board until the recruiter is replaced. Otherwise, the risk of losing the board is catastrophic.

Against many decks, it’s simply not a good idea to attack a face-down monster unless you’ll be pushing through significant (1000 or more) damage in the turn. Against Lightsworn decks, you can certainly feel free to attack. In fact, the optimal play is to summon some sort of floater and attack the face-down monster first (to absorb Ryko). LS generally only sets Necro Gardna or Ryko.

But against other decks, you’re simply making a mistake by attacking a face-down monster, particularly on turn one. Momma Kim told me when I was a young’un not to do something if “nothing good could come out of it.” There’s really nothing good to come out of attacking a face-down monster if you’re not pushing through damage. Every deck is centered around not losing advantage through battle.

Leave their monsters face-down or in attack position while blocking damage with your monster. Then your cards like Celestia/Judgment Dragon, Icarus Attack, War Chariot/Gyzarus, Monarchs, Dark Armed Dragon, and others that generate mass advantage against non-floaters can really hammer the recruiter-locked board! That, dear readers, is the key to exploiting.

The next time you see a recruiter and you can’t push through damage, leave it alone. If you see a face-down monster in any deck, just leave it alone until you can get a second monster to push through damage.

Exceptions: In Blackwings, Shura the Blue Flame evens out the trade with recruiters (though even this will often be a losing transaction) and can hammer home damage.

In Gladiator Beasts, a Chariot, Murmillo, or Equeste can even out the trade. But turn 1 attacks into face-down T-sets just aren’t the greatest idea unless you’re fetching Bestiari.

On Balance: Part One with Volcanic Rockets!

Konami has definitely taken a step back with Yu-Gi-Oh! The March 2010 list has a number of problems that will undoubtedly lead to a crippling lack of diversity in the metagame.

It’s unclear to what extent Kevin Tewart influenced the list. With September 2009’s iteration of the list, I got the impression from sources close to Tewart that his (and by extension the USA’s) opinion was valued by Konami and led to many of the good changes for the game. Unfortunately, both Konami Japan and Konami USA simply misunderstood the goals and keys to the Lightsworn strategy.

I would like to share what I feel is the main problem with Konami’s approach to each Yu-Gi-Oh! Forbidden list. This is not an indictment of the company in any way; I’m certain Tewart and his staff do the best they can for the game. It’s not fair to personally insult them or any part of Konami for their lack of understanding. I’m sure financial matters hold some sway as well over their judgment.

The Fundamental and Crippling Problem

The reactive (adjusting to events as they occur) and proactive (actively foreseeing and preventing events from reaching fruition) are basically at opposite ends of the spectrum. The benefits of a reactive approach are the lack of overextension or overreaction and the maintenance of order through whatever is necessary. Unfortunately, the reactive approach clearly does not work over the relatively long six month period. A six month period typically features about three to four sets in addition to numerous promotional cards. If you’re not going to do any speculation about the top decks in the next format, your balancing list will be hopelessly behind.

I’m constantly shocked by the extent to which Konami ignores proactive decision making. Six months is simply far too long to just leave alone. Proactive decision making would involve predicting what the next format would create, analyzing the power levels of each deck, and making the appropriate changes. Even if some of the changes were off the mark, the game would be better served by such an approach. Let’s take a look at a few examples.

Before we begin let’s introduce a metric for game-balancing.

Card Analysis and Volcanic Rocket

Many months ago I had an interesting debate with many members of Pojo’s Banned/Restricted List Forum. Most of the regulars of this forum (T-Drag, Ravenofrazgriz, Atem, Kitsune Blue, Peps to name a view) are actually some of the most knowledgeable members of Yu-Gi-Oh! balance you can meet on the interweb. I suggest checking out Pojo’s Message Board sometime if you want to discuss Yu-Gi-Oh!

The discussion centered around Volcanic Rocket. I have a good friend, Evan “ Sandtrap” Vargas, who also believes in the power of the Rocket. And so every format, we dutifully try to build a deck that revolves around Volcanic Rocket, Volcanic Shell, and Blaze Accelerator with anti-meta tech. I have top eighted multiple regionals with Rocket decks but have never even considered using it at an SJC.

I use the same principles that help analyze cards for me to also build decks. So theoretically, if my card analysis principles are almost always close to correct….. then deck-building according to the same principles would lead to good results assuming the designers know what they are doing.

Keep in mind that my card analysis always boils interactions down to card advantage. To prove it has a sound basis, I want to throw out the idea that I was using My Body as a Shield, Trap Dustshoot, and Legendary Jujitsu Master in 2005 because of the same principles that I use today. Good cards generally always remain good cards. That’s because the art of Yu-Gi-Oh! dueling can really be analyzed quite thoroughly using card advantage (I did this for Cat Synchro if you recall).

This brings me to the Volcanic Rocket.deck, a mythical dream that Sandtrap and I keep chasing. Rocket is a 1900 that instantly floats the field. This makes the card very good (a bare minimum 7.0) and even better according to long established design metrics. A deck that focuses on card advantage floaters and anti-meta tech should always be tier 1.5 in my opinion.

A Quick Note on Tiers: Tier 0 is the dominant deck of the format (0 means it’s in a tier by itself). Tier 1 is a deck that is one of the favorites to win a Shonen Jump Championship. Tier 2 is a deck that can day 2 an SJC Championship and can win a regional. Tier 3 are decks that are good enough to win locals and regionals in exceptional cases.

If you have a format where a Rocket based anti-meta deck cannot ascend to tier 1.5 (so it has no realistic chance of day 2′ing an SJC), the format is probably messed up. It means the designer has introduced and refused to limit too many cards that break game design. Examples of broken game design include Wulf, Lightsworn Beast, Cyber Dragon, and Gale.

So using this Volcanic Rocket test as a framework, let’s analyze the problem with Konamis’ mentality in part 2 to be released shortly.

Anything is Possible

I don’t want to get too worked up but I am tentatively considering a return at the Shonen Jump Championship in Nashville. My law school schedule is a lot easier this semester with classes on Wednesday and Friday only, which spares a lot of time. While this blog’s deal with the previous sponsor fell through, I don’t mind devoting time to entries just to help you players get high level content without the fluff. While the blog likely won’t be updated daily, stay tuned to this site and spread the word.

I am planning on having my girlfriend grab a camera and record some videos as well for Youtube. The site may also feature recorded duels through Camtasia which explain my thought process as I play a match versus the best on the internet. Since I am sort of rusty and have not played this format at all, I hope by viewing my growth and adjustment to the format that you will gain something in your game as well.

It has also come to my attention that some people are accusing me of “scamming” based on the buy list. Please realize that all of the buy list orders were routed through me to Comic Odyssey in Pasadena. I apologize if they missed your order. Please send me an e-mail using the contact form with the details of what happened and I will ensure 100% that you are repaid and given some interest for the months wasted in the meantime.

Update: I will probably pass on Nashville. I refuse to play a Lightsworn or Lightsworn variant again and plan to work on something original or at least meta-defining for the next format. Please support this site by clicking the ads on the right! It will put food on the table for my family of one.

Status Update

I would like to begin by saying it was obviously a wonderful experience being able to blog consistently about YGO. However, a few problems arose that have made it difficult to continue blogging 3 articles a day while writing for TCGPlayer, Pojo, and staying up to date with trade threads on numerous sites.

Go-YGO was intended to be a joint venture with a big TCG store (that will go unnamed). Our plans were to help readers become better at the game while being sponsored to create exciting contests and even monetized content that would provide a financial incentive to building a devoted YGO community.

As many of you know, YGO is one of the few TCG’s that is actually holding its ground. With the rise of the internet and different forms of gaming, the TCG industry is dying and every major new product launch has failed miserably. Without being able to rely on the flagship online store (it has been delayed for almost a year now), it’s difficult for me to continue building the infrastructure for this venture simply on the love for you guys alone :) .

Unfortunately this development coincides with my second year at law school; it’s become too difficult to continue pinning my hopes to an unreliable partner and so the blog must temporarily be shut down for now. My apologies.

Yu-Gi-Oh! Card Market Watch, September 7th

By popular demand, here is another set of Monsters, Spells, and Traps that are trending upwards and heading down in the new format.

Trending Upward:

Thunder King Rai-Oh: While I am not yet entirely sold on this card, a few factors contribute to strengthening the Thunder King. The ban of Crush Card Virus is one factor. The limit of Gale along with TKR’s own effect makes it extremely difficult to find a Gale to swing over Rai-Oh for card advantage. TKR’s ability to negate bigger monsters than it basically means you will (once again) be locking down the field and exercising control.

TKR currently stops a number of commonly played cards in the game. He can disrupt the opponent’s searches and disrupt their flow. You can even protect Rai-Oh! with Honest as back-up. I would imagine a 3 Honest/3 TKR/3 Banisher of the Radiance lineup supported by defensive traps makes it very difficult for Lightsworn to win.

I predict most of the anti-meta strategies will focus on Rai-Oh and Doomcaliber Knight. How far they will get is another matter entirely.

Gold Sarcophagus: Gold Sarcophagus is a beneficiary of the slower format. Since many decks rely on combos of cards, I would imagine certain decks (and perhaps, eventually, all decks) will end up main-decking one or two copies of Sarcophagus.

Lightsworn decks have been given far more breathing room to set up due to the lack of DSF and OTK capabilities in the new format. Two Sarcophagus being able to search Charge of the Light Brigade or Solar Recharge seems far too good not to run.

Burial from a Different Dimension decks, as well, may be running any combination of cards such as Destiny Draw, Allure of Darkness, Return from the Different Dimension, and such that lend themselves well to being Sarced out. Blackwing decks may eventually morph into complete control, meaning Sarcing for a Black Whirlwind would be a legitimate play.

The point is that the format has become a lot slower. Games should be reaching the five turn (per player) mark rather consistently. I would not be surprised if Sarcophagus ends up finding its way into every top tier deck of the new format.

Trap Dustshoot: While many top players chose to main-deck this card in the last format, a larger majority of “pros” decided Dustshoot’s unplayability in the mid to late game made the card too dangerous to run. I personally didn’t play Dustshoot in any main-deck for the entirety of the format because of such fears.

In this slower, more uncertain format where players cannot set as much without Solemn Judgment and your own Airbellums and such can’t remove so many cards, Trap Dustshoot is basically a staple. I believe rather strongly that every good deck will eventually end up main-decking it.

Trending Downwards

Black Salvo/Dekoichi the Battlechanted Locomotive: This Machiney combination anchored the famous Adam Corn Dark Valley build originally created by Mario Matheu and T. In the previous format, the deck used multiple Mind Control in conjunction with Cyber Valley to generate card advantage while blocking game pushes through Threatening Roar.

All of these cards are weakened considerably in the next format. Black Salvo, when fetching Dekoichi, can only lead into an Urbellum or Black Rose Dragon. With players presumably committing less to the field in this format (less OTK pushes to worry about), it will be difficult to generate more than two cards of advantage through a timely Black Rose Dragon. Doing so would require your opponent commit three cards to the field versus your zero card commitment.

So the entire premise of the deck, which featured Salvo into Dark Strike Fighter (or possibly Black Rose Dragon) to anchor as a large pusher is negated. Now Salvo gets a bunch of underwhelming options while Dekoichi remains vulnerable to 1400 recruiters, War Chariot, Gyzarus, Celestia, Raiza, and Phoenix Wing Wind Blast. This is not a good combination.

Machine Duplication: This card works in conjunction with Cyber Valley to generate lots of card advantage. Unfortunately, it was a lot better in Summoner Monk based decks such as Jerry Wang’s build because it allowed the player to pitch the dead spell for an effect in bad situations. This let Synchro Cat decks effectively toolbox certain low utility spells.

Unfortunately for Cyber Valley, it should see less play in this format with the limit of Mind Control. So Machine Duplication should trend downward.

Threatening Roar: The drastic slow-down of the game has made this card much less appetizing. Whereas Threatening Roar previously blocked game shots and chained against multiple copies of Cold Wave, both threats are gone now so the roar seems to have left the building.

Lightsworn decks which mained two copies of Threatening Roar in previous formats can easily convert to Bottomless Trap Hole or some other option with no loss of effectiveness. Defensive traps in general, with the exception of Torrential Tribute and Bottomless Trap Hole, seem to have grown rather difficult to support.