Wednesday, June 30, 2010

Concentration Duels

Instead of reviewing the insignificant 5D's Episode 116, let's talk about the duel that took place during that episode.

It's been translated as "Concentration Duel." It's quite simple, as the anime says. Basically, you get to summon one Monster, activate one Spell, and activate one Trap per turn. But, your deck is all spread out in front of you face-down, and all of your cards also count as being Set on the field, so I assume that a Heavy Storm could turn the game into an all-Monster duel.

They don't really explain it that well, so it would be hard to replicate. For instance, we don't know whether or not you can discard cards from your hand, for Divine Wrath for instance. Moreover, draw/search cards are completely useless, since your deck is also all of your Set cards.

So, to recreate these types of duels with real cards, some issues would have to be sorted out. Cards like Heavy Storm might have to be banned; cards that return other cards to the hand could be considered as flipping those cards back face-down; discarding could be from the deck/field/table (they're all the same) to the Graveyard, but in that case, only Set cards would be able to be sent, since face-up cards would be on the field in normal dueling.

One thing that the anime already dealt with was the usage of Traps on the opponent's turn. Since Yusei was planning to use the Scrap-Iron Scarecrow he revealed earlier to block an opponent's attack, we can be certain that Traps can be activated on the opponent's turn, though there might be a limit of one Trap per turn.

It's an interesting idea, and it might be fun to play out in real life...

4 comments:

  1. Playing with friends, we decided that the following adaptations are to be considered when andlign the hand:

    Returning cards to hand allows you to re-set that card in a spot of your choice.
    Destroying all spell/trap cards in field is treated as selecting one by one each set card in your opponent's side until a monster is shown, and your opponent replicates this as well.

    Discarding costs require you to identify a set spot with a correct discard cost.

    Special summons will happen as normal, as long as the timming for the summon or their requeriments is the correct.

    Activate monster effects or monster effects that special summons themselves (like, battle fader) is nto considered summoning a monster, but activaten a monster's effect from hand. Thus, you first declare the activation of the effect, and then you attempt to get the right spot.

    A note on deck destruction: When an effect (such as Iron chain dragon's effect) related to sending an X number of top cards from the deck to the graveyard, the player who activates de effect chooses a number of set spots and sends them to the graveyard.

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  2. That's not the real rules of Concentration duel.

    Your deck is all spread out in front of you face-down. Theses cards are your deck and also count as being set on the field too.

    For instance, we don't know whether or not you can discard cards from your hand, for Divine Wrath for instance. Moreover, draw/search cards are completely useful to discard them or to play it easier. When an effect should draw : we can reveal X cards like the number of draw. So as a real duel : an effect to draw card is also important to know where are your cards.

    Player can do three actions on their face-down cards.
    1) He can say "I summon a Monster" and reveal one of the face-down card. If it's a monster that can be summoned, that card is summoned. If it's not a monster, or if the players doesn't want to summon it : he should replace the face-down card, and that card cannot be revealed for the rest of the turn.
    2) He can say "I activate a Magic Card" and reveal one of the face-down card. If the activation is correct, that card effect can be activated. If it's not a magic, if the activation is incorrect or if he doesn't want to set on the field : he should replace the face-down card, and that card cannot be revealed for the rest of the turn. Moreover : if the card is a Quick-Play card, the player can set that card on the field (and can be activated in an other turn).
    3) He can say "I activate a Trap Card" and reveal one of the face-down card. If the activation is correct, that trap card effect can be activated as a simple Magic Card. If it's not a trap, or if he doesn't want to set on the field : he should replace the face-down card, and that card cannot be revealed for the rest of the turn. The player can set that trap card on the field (and can be activated in an other turn).
    Only one magic or trap card can be activated once per turn if they were set on the field or were revealed.

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  3. Oh, I forgot to say :

    Black Rose Dragon is the synchro that has an effect to make an Egality.


    Moreover, there is an infinity Loop : Brionac. That discard (send one of your face down card) to the cimetery, and let you know one of your face down card (but not add it in your main because you don't have a main). That infinity loop help you to know and memorize all of your face-down cards. But is also a very powerful monster that can send all Lightsworns in the cemetery to special summon a JD for another turn.


    There is about more OTK than a basic duel rules.
    Like : Mage's Power (+ 500 x 38 = 19.000 ATK !!!), Secret Barrel (inflict 200 x 40 = 8 000 damages), princess of tsurugi AND a book of moon to, after : flip that monster and inflict 500 x face down cards. You cannot use the flips effect when summoned (cause rules won't let us summon a face down card : we should to summon face-up it), but with Book of Moon you can use them.

    And many other combos. Double Cyclon like a mystical space typhon, but can let you send a monster face down card in your graveyard. Starlight Road x3, to prevent an effect like Black Rose Dragon, and others and ohters...

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