Accountability as a player
Hello everyone,
This will be a pretty lengthy update, but if you actually want to hear me ramble than be my guess.
(i'll be putting up another deck-list soon if you're only interested in that. Scroll down to the Announcement section If you want to know whats in progress down near the bottom.)
This section will be on the accountability/Responsibility(ies) as a TCG player.
This can span from a lot of things, but i'll try to be as, 'fundamental,' as i can on this subject.
As players of a massive trading card game, There are many things that separate newer and older players in standards.
One of these things are the players knowledge of the game/game-state and format.
Format in recognition of what decks are top or what is tier?
No,
'format' being the way in which something is arranged or set out.
This omnipresent word spans many different definitions (withing) TCG standards, but elaborating further would be vain if i didn't explain it fundamentally.
There are many things a TCG player is responsible for,
this is applied to old and new players. We are all in the same boat, playing the same game, with the same rulings.
Responsibilities In Game
There are various things players lack when dueling.
This can be from card rulings, phases, priority, response windows and etc.
These,'player fundamentals,' are the key to you either:
-Loosing
-Winning
-Getting out of situations
-Correcting mistakes
So on and so fourth.
A Big thing most players lack are proper rulings and response windows.
For the time being ill try to elaborate on these two as much i can,
after all, i can't post rulings to ever card.
One example is Timing:
Timing ranges from multiple aspects in the game state.
I'm taking it many of you heard the phrase 'missing time,' or 'fast effect time,'
'Game state' acts as a sort of window for a current players turn.
This is where the player can:
-Set card(s)
-Activate SS(1) spell cards
-Progress phases
-Change battle position
There are some phases that grant specific conditions in only that phase, (such as drawing for your draw phase or declaring and attack in the battle phase.)
If you follow along the flow chart, you can get the feel of 'how' things cycle through this process.
'Missing Time,' is when an optional effect that can only be activated 'when' a condition happens.
With this, you can only activate the effect when the activation condition being met was the last thing to happen.
If something else happened after that activation window was met, you have 'missed time' and cannot activate that effect.
Lets say player A attacks into player B's set monster.
During the damage step, player B flips Ryko, Lightsworn Hunter, and activates its effect when flipped:
Player B targets Lightpulsar Dragon-
Lightpulsar is then destroyed off of Ryko's effect, but player A tries to activate Lightpulsars effect to special summon a level 5 or higher DARK monster.
The issue here is: Player A is not allowed to activate Lightpulsars effect
why?
Because Ryko hasn't yet resolved his effect to mill 3 cards from the deck.
This is because Lightpulsar has the text 'When...You can..' and was only able to activate that effect if being destroyed was the last thing to happen.
Since Ryko Has to mill on resolution, Lightpulsar isn't able to activate since the last thing to happen was Ryko milling, not Lightpulsar being destroyed.
but oh-great Curran-sama, there are many cards that state 'when,' but they don't miss the time.
why is that?
Well, lets have a look:
Even though Dany here says 'when..,' that is where the effect takes a turn.
It doesn't state 'you can' do something, but that when the cards reaches the appropriate condition, you HAVE to activate the effects.
These mandatory effects go on chains, and are the only case where
spell speed 1 effects go on a chain.
Not because the player(s) want them to, but because they have to activate.
It's amazing how a simple word difference can effect the game so drastically.
'Fast Effects,' are cards that can activate with a spell speed 2 or higher, including monster quick effects, trap cards, and quick-play spells.
Fast effects can be activated during either players turn as long as the conditions are appropriate.
When players want to activate fast effects at the same time, they are placed on a chain.
Now, depending on what effect is placed where, This can determine what the outcome would be for a player.
Lets look at an example: Honest VS. Honest
(Honest is a quick effect.)
Player A decides to attack with His light monster to his opponents light monster:
During the damage step, player B discards honest, Boosting his monsters attack.
Player A decides to discard honest in response to player B.
Even though player A discarded also, Boosting the attack of his monster, player A's monster is destroyed.
why is this?
To simply put, chains resolve backwards.
Here's how it would look if placed:
_______Top of Chain___________
Player A:Sub-Step #4
Chain Link 2
Player B:Sub-Step #4
_______Bottom of Chain________
>>Chain Resolution<<
Since chains resolve backwards, Player A would resolve first, Boosting his/her monster with honest
-Then-
Player B's Honest will resolve, Boosting Honest "Over" Player A's monster
Since player B activated Honest in a Sub-Step earlier than player A, player B's Honest will resolve last on the chain.
I hope this section cleared some stuff about the two.
Responsibilities Outside of the Game
Though i wont state too much here, some of it should be noted for all players since it seems most have forgotten these:
When you get swindled/Used/Sucked out of your money buying/selling/trading:
It is solely 'your' responsibility to look up the prices for various cards.
This is Especial to the newer players of the game:
LOOK UP YOUR DAMN PRICES
You have absolutely no idea how much i see newer players get sucked out of a profit/equal trade because of them not knowing active price range for the things they're willing to buy/sell/trade.
As much as i would like to help them, I'm not one to disrupt a trade or sell, even if its the most ludicrous thing i've ever seen.
Come on Curran-sama, you know not all new players are going to know the prices of cards and stuffs.
And i've noted that, but even if you're not positive with what prices are and what you should trade for, ask someone you trust.
Ask an active dealer for the price range of a card in specific.
He/She should be able to tell you the rough price the card is currently going for and you can make your evaluation from there.
And if all else fails, the internet is open for everyone.
Look up the relative range of cards through many TCG sellers such as
Troll or
YugiohMint.
Yes, this may not always be the best, but it can give you a feel of what price is what (rounded.)
Of course though, there are going to be some shady trades/sells that you will encounter or ones you've been in/seen.
It will happen, But id rather you be prepared than the whole issue going over your head.
One other thing i would like to go over is stealing.
Now,
Stealing i'm linear with, because i know what it feels like to have something stolen from you.
It is terrible yes,
And i don't wish that upon anyone but you have to be aware of where things are when in an open area where it's more than likely something will be stolen.
what do you mean 'more than likely?'
I mean any place where you're open with other players.
Locals is a big one on the list.
No matter if you see this game as a children's card game or something you love immensely, these cards, regardless of what others think of them, have value, both in price and to the player.
And players would go to drastic levels just to obtain these things.
Just imagine spending time out of 'your' day doing something 'you' love, aware that you could be doing something totally different entirely but it's what 'you' want and it makes you feel happy.
Then someone just casually takes that feeling away from you.
And just like anything else stolen, It does not feel good, so how is this different in any way?
Keeping your eyes open and being aware are the first two things that could prevent your stuff from being stolen.
Casually laying things out and passing them around are two things that get players' stuff stolen.
Keep your stuff close to you, and be aware 'where' your cards are at all times.
Announcements
I got a few things i want to cover over so sit tight so i can lay it out.
I have 3 decks in progress, this includes the
Gem-Knights in the previous update.
what decks?
right now i'm running through a few Ideas i had for Wind-Ups (including Hunter,) and
Divine Goddess.
are these competitive?
Highly.
I'm working on Northwemko currently, She gives an abundance of hope and i just love her.
why Wind-Ups?
I still find the deck very viable and very competitive. People only used Wind-Ups for the loop, even though the deck offered so much more than that.
Its the decks that everyone overlooks that make them 'deadlier' in a sense.
I also have a shinra deck that went through testing and is now finished,
i'm deciding if i wanted to post it here or wait until legacy of the valiant.
maybe,maybe....
Im also Putting together my YouTube channel, and you'll soon see me live duel, review cards, DevPro, and etc. so that's something to look forward to.
You'll also get to see my noob-ass make various mistakes causing me to lose the game then figure out what i could have done after everything's done with >->
I'll try to finish through the beta phase of my testings and post them here for you all as soon as i can, so hang tight.
Q&A:
Pot of Dichotomy: Good or Bad? and Why?
I feel Dichotomy a neutral ground with me.
Since you Have to put back 3 monsters with different types, many players seem to steer away from it since most decks run mass multiples of the same type.
Though the decks that don't don't seem to have an issue playing with this card.
Another turn off is that you have to activate it at the start of the main phase 1, which gives the card less flexibility.
Though, slower decks that can utilize this card don't seem to have an issue.
not conducting battle phase with this card isn't really the issue, just the main two effects.
why should/ shouldn't bring back premature burial next format?
they could and i think it wouldn't really matter
Use it to xyz, bounce it with zephyros, do it again.
That's pretty cool
what is the best way to use Orichalcos Shunoros?
I can say i really don't know,
box of friends/gemini?
that along with Cologne and you can basically sit for days without much worry.
ojama trio would be pretty trolly i guess.
Who is the most versatile (adaptable to most decks) player you know?
I'd say a friend of mine named Mario.
If it wasn't for him i wouldn't even be playing this game to be honest.
For your own personal use, which do you prefer: Darkworld, Spellbooks, or Dragon Rulers?
Spellbooks
How come you don't run solemn or bottomless?
I'm at odds with bottomless.
sometimes it could be good and others it could be a pain to have.
and why would i pay life points just no negate something,'once'
ya it may be good in some peoples eyes, and sometimes i do run the card, but i'm not big on running stuff that has me paying mass quantities of LP and it could just be negated by a bribe.
Should BLS be banned again?
with the current decks nowadays bls is the least of my worries.
I hope you guys enjoyed this update,
and i'll keep you posted.
until next update.
Curran out-