Monday, March 14, 2011

Tournament Report: Post Tournament Thoughts

I attended a regionals over the weekend. You can read about it here. I managed to top with Dragunitys which was a great deal of fun and after the tournament I had a lot of time to think over and discuss my plays and deck choices with other people. Both online and IRL. I thought it'd be a good idea to do a brief write-up of what I would change for next time just based on yesterdays experiences.

3 Terraforming and 3 Cards of Consonance is pretty much staple for me now I feel. I still don't like the dead draw factor. Ravine's ability to turn dead cards into live ones doesn't entirely negate the wasted draw you have to endure to get the search and I'd personally much rather be drawing something of higher utility, however, as Field Spells grow more and more competitive it becomes far more important that we can access our Ravine before our opponent. In the GK, Malefic or even the Mirror Match the one who can get their Field out fastest and protect it will win, and if your Field is destroyed it is even more important that you can re-access it fast enough as not to lose any substantial ground. Terraforming ensures this. For that reason I feel I'll be sticking with triple Terraforming until we get a Dragunity monster that can search our Field ala Gravkeeeper's Commandant.

As for Consonance I have always thought that 3 Consonance was really the best way to go both in practice and in theory. This weekends tournament solidified that for me.

When running 3 Cards of Consonance you have a 39% chance of opening with Consonance (increase by 5% each draw or thin of the deck), paired with a 14% chance of opening with it and Phalanx (increase by 4-5%), or alternatively a 65% chance of opening with any draw card target (assuming you run 6 targets, its 58% if you run 5).

With 2 you only have a 28% chance, increased by 4% each turn. That means in running 2 you are 11% behind from the start (two turns) and you're losing out on every angle after that. Its less consistent.

As a comparison the D-Hero engine ran 3 Destiny Draw with 4 targets; 2 being Malicious and they were only searchable via the lone Stratos which in turn was searchable by 1 RotA. With 5/6/7 targets all searchable by 3 Field Spells which in turn are all searchable by 2/3 Terraforming I'd go so far as to say it makes no statistical sense not to max out on a draw card as good as Cards of Consonance.

I know a lot of people are not keen on Mystle or Leyvaten. However, during the course of the tournament both proved their worth to me. Mystle in redeeming otherwise terrible hands whilst also helping further along my board position in several duels; just like its supposed to. And Leyvaten in jumping out of no where to win me 2 duels I would have otherwise lost, and just helping with solidifying the Trident Dragion OTK in general. So 2 Mystle and 1 Leyva will be what I'll be sticking with for now. I had originally run 3 Mystle and 2 Leyvaten in an effort to try and draw Mystletainn as often as possible but for the tournament I cut it to 2 copies to liven my draws, and I think that is the more solid choice. Leyvaten loses a lot of its power in a heavy backrow format. I used to champion running 3 back when Heavy was subtly keeping backrows in check to maximize on the Trident Dragion OTK. Now, however, that concept is flawed, shattered by the ovewhelming backrows of the present format. I cut it from 2 to 1 for that very reason; Leyvaten loses a lot of power this format, and with that I also cut Future Fusion.

Running Future Fusion always requires a large amount of targets; and without multiple Leyvaten and triple Mystle the predominant spread of targets for it become the Dragunity Tuners. Thereby robbing my Cards of Consonance and Ravine discards of their prime targets. As such going into the tournament I felt Future Fusion in a build not built around the Arms Series was a wasted slot, far weaker than other deck choices. I'd stand by that.

During the tournament I constantly found myself being stymied in my synchro plays. I could pull them off to big backrows with help like Lance/Stun but be stalled for several turns as a result of them still existing. I constantly found myself wishing that instead of using a Forbidden Lance/ Trap Stun to continue my Synchro Climb I had just tributed the Dux for an Icarus Attack and climbed the next turn. Doing that would clear out the problematic S/Ts and allow my Synchros to make a bigger impact on the overall game.

Jeff Jones actually wrote a wonderful post on the matter that encompassed everything:

Also, now no one has to take into account what I'm saying, Volcanic Shell is just an awful card. Sure, it gives you free discards for Ravine, but that crap is irrelevant. You need to use those 3 spots for cards which give your deck utility. I'm going to list, imo in order what is most important for your Dragunity deck to do.

1) Getting to Dragons Ravine. This is obvious, doesnt need much going into. 3 Ravine 3 Terraforming, some number of Duality and CoC. I think you have something like an 87% chance to open with Ravine as 1 of your first 6 cards (3 Terra 3 Ravine) in a 41 card deck.

2) Plenty of S/T removal. This is very important. If you just try to go off with Ravine > Dux > Synchro into 3 backrow, your bound to lose. You have to fish out your opponents backrows 1 at a time, or with cards like Icarus, Trunade, MST, and even Legion/Aklys plays. This is very important to understand that some times you'll need to slow roll your opponent, weeding out their cards 1 at a time to make sure you can do #3

3) Being able to make a setup, and make it unbreakable. This basically means play my favorite mini game "Protect the Stardust Dragon!". I win most of my games by doing this. Make Stardust, set warnings, oppressions, dprisons, and have effect veilers in hand. This allows you to make follow up plays with out being fucked over by Torrential/BTH. The more you run of these types of cards the better. Its why its so important you dont run cards like Volcanic Shell and have as much room as possible.

Again, this is how I view the deck. Not how everyone has to run it, but its how I do it.

- Jeff Jones


And he's right. I was completely wrong about Icarus Attack and I think that Icarus in the main would have made so many of those games in the tournament that stalled me so much easier.

Anyway, those are my basic thoughts on the deck after having played it TCGside. Its an entirely different deck over here. Right now I'm still contemplating what to do about my second Pot of Avarice because I always sided it out, but I still prefer running 2 because it gives me a better chance of drawing it when it can be most beneficial. The 28% chance of opening with one is high, but as is the increasing 4% chance of drawing it each time I draw or thin a card from the deck; that ensures I'll see it far more frequently opposed to the 15% open and 2% increase of a single copy. So I'm not sure where I stand with Avarice at the moment but this is my decklist after some revisions from yesterday.

Main Deck: 40

Monsters: 16
3 Dragunity Aklys
1 Dragunity Arma Leyvaten
2 Dragunity Arma Mystletainn
1 Dragunity Brandistock
3 Dragunity Dux
3 Dragunity Legionnaire
3 Dragunity Phalanx

Spells: 17
1 Book of Moon
3 Cards of Consonance
1 Dark Hole
3 Dragon Ravine
1 Giant Trunade
1 Monster Reborn
2 Mystical Space Typhoon
2 Pot of Avarice
3 Terraforming

Traps: 7
2 Icarus Attack
1 Mirror Force
1 Solemn Judgment
2 Solemn Warning
1 Torrential Tribute

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