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.
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great article.
I look forward to part two!
Hi Jae, good to see ya again writing. I’ve already start to build a Volcanic Monarch deck for the new format and works great with that 2 cyber dragon, so possibly makes tier 1.5
As usual, great article. Looking forward to part 2. Thanks and keep up the good work.
thanks man great article, im waiting for part 2. i used to play with volcanic rocket, shell and accelerator using a synchro variant with divas and spy’s to fuel quicky the grave and abuse pot of avarice returning also volcanic shell =) it has a great potential only overwhelmed by syncro cat and DSF =( cya later oh and sorry for my english, im from mexico =D
good BUILDUP. I hope part 2 really extends on this, but it all makes sense. I hope it comes up soon because (even though I know it is only part 1) it really feels incomplete and cliffhanger-ish. You are one of the best writers on the game and I’m glad you are back (even if only occassionally)
also do you play on doing a card by card review of the list like last time?
Good read. Really looking forward to Part 2.
If you could, post on Duelistgroundz/Pojo when you make updates
First, Great to see your atleast gonna update the site. I secretly came back every now and again hoping for some minor update.
I can see some serious problems rising out of the ban list and honestly I dont understand how Konami continually overlooks the power that is Lightsworn. Yes i realize that a single lumina in the deck is off putting for players but I’ve seen decks that explode with only one Lumina, not to mention they still have access to their draw engine while D-Hero, and dark type monster get theirs cut in half.
Its going to make finding a solid deck to counteract them very annoying, though im sure many will fall back to Gladiator Beasts at first while others build LS varients to try and fill the gaps.
I’m personally gonna go to Plants as my go to deck. With Dandylion going to 2 I can see a lot of abuse opening up for the deck and not evening having to force through Black Garden to make it run properly. I have to do a little planning but I think i make a Decent 1.5 Plants deck by this weekend, though all my cards are in another state so its all theoretical right now.
I have to disagree with “Wulf, Lightsworn Beast”, being a broken card; the fact that the card is a potentially dead card helps to balance the card out. while there are cards that help it to not be dead in your hand (beckoning light, lumina, recharge); I still feel the fact that the potential for it to be dead (in the upcoming format) makes this card far from broken, since it can be a terrible, dead card that just sits in your hand doing nothing…
Great to see you posting again Jae.
I think this banlist was pretty terrible, it hit LS probably a bit too hard, but also in the wrong places such as not touching JD.
Then it hit a lot of decks that didn’t need it such as Zombies, Dark, Chaos, D-Hero engine etc, while barely touching Blackwings.
please release part 2 soon