Tuesday, December 7, 2010

Statistics

Before I start the post for today, the reason behind the lack of posts is Assassin's Creed: Brotherhood. I'm not into the super-violent games generally, but it's a really good game in all respects.

So, statistics. They're important when it comes to children's card games. Knowing how often you'll open up with a card/combo you want can help you decide if you want to play a deck that depends on said card/combo.

For instance, Flamvells. They rely entirely on Firedog, and opening with it often leads to victory. The chance of opening with a card that you have three copies of in a 40-card deck in your starting hand is a little less than 40%. That's fairly low, but it's a good enough card at most times during a duel, so you wouldn't mind drawing into it a little later. It can also be searched by Flamvell Poun.

The main example I wanted to address today was Gravekeeper's. First is Necrovalley. Assuming that a Gravekeeper's deck plays two Necrovalley, three Commandant, and three Recruiter, there's a little over 76% chance that a starting hand for that deck would open with a way to access Necrovalley. Pot of Duality and/or Upstart Goblin would increase this chance, of course.

As for the amount of Monsters commonly played in Gravekeeper's (14), there's a lot more to look into. So, here's a little table to show the percentage of opening with a certain amount of Monsters in the starting hand, as well as the chance that a Monster would be drawn as the seventh card if specified number of Monsters had been drawn in the starting hand. Note that these percentages are for a 40-card deck with 14 Monsters.

Number of MonstersStarting HandNext Draw
06.00%41.18%
123.99%38.24%
235.44%35.29%
324.66%32.35%
48.48%29.41%
51.36%26.47%
60.08%23.53%

So, there's about a 94% chance that a Gravekeeper's player would open up with a Monster in their first six cards. That's pretty good. That is, until you realize that Descendant and Assailant aren't exactly amazing on their own, and Commandant is used as a way to get to Necrovalley.

You would also notice that the chance of drawing a Spell/Trap far out-weighs the chances of drawing a Monster. That's how the deck is built to run. There's a problem with that, though. Once your Monster dies, you can't really do anything, except hope to draw into another Monster.

This is the fundamental flaw with Stun decks. Monsters do not last very long at all in this game. They can die the moment they're summoned, and would be lucky to live a few turns. Playing so few Monsters is risky, since they are the cards that win games.

Moreover, this leads into explaining why certain other decks are so inconsistent. Hopeless Dragon decks win when they draw Future Fusion, right? Well, even with two Gold Sarcophagus, they would barely get to it half the time.

Hopefully, this will help you make better decisions when it comes to playing more consistent decks or figuring out what an optimal Monster/Spell/Trap ratio would be, or something.

Saturday, December 4, 2010

Tournament Report 12/4/10

I had no time at all to fix up my Scrap Anti-Stun deck, so it was the same as last week. I was considering taking Seven Tools of the Bandit out for Dust Tornado for various reasons. In hindsight, I probably should have...

Before the tournament started, I played a few fun duels with Yusei JB from Yugilo's YouTube channel. Those videos should be up on Yugilo's channel soon.

Round 1: vs Blackwings

I was playing against Riku. I didn't notice he was there before since I was dueling with Yusei JB.

-Duel 1: We both opened up with a bunch of Traps. I had to Dark Hole his Shura so that he couldn't Delta Crow or Icarus Attack on my first turn, and I was able to keep Monsters off of his side of the field with my Traps and Rykos.
-Duel 2: He opened with Shura, Black Whirlwind, Giant Trunade, and Dark Armed Dragon. I dropped down to 950 LP over the course of the duel, but I was still able to win by using Black Rose Dragon to destroy the field and even out our card presence. We each had two cards each, so he couldn't pull off his Blackwing stunts, and I was able to win.

Round 2: vs Rock Stun

-Duel 1: He kept drawing his Koa'ki Meiru Rocks (Guardian, Sandman, and Wall), and I couldn't get through them all.
-Duel 2: He got a bunch of Traps, two Burden of the Mighty, and Morphing Jar. I lost a bunch of advantage, but I was still able to control the game until I could drop Brionac for game.
-Duel 3: Same as Duel 2, except he didn't have Burden of the Mighty, and I won with Scrap Dragon.

Round 3: vs Gravekeeper's

I had to play against Yusei JB, who was my Round 4 opponent from this tournament.

-Duel 1: He went first, and dropped Necrovalley and Royal Tribute straight away. I saw why he didn't Set any cards first, since he had two more Royal Tributes, Monster Reborn, and Book of Moon in hand. I only lost a Scrap Beast, and I had Scrapyard in hand, so I didn't care. I was able to beat him down with Scraps and keep the few Monsters he drew off of the field.
-Duel 2: He didn't have Necrovalley for a while, so I didn't have to worry much about it. He had to put up with my Banisher of the Radiance, wasting Book of Moon on it to prevent his Monsters from getting removed. By the time he did get Necrovalley, I already had the set-up to Synchro Summon Scrap Twin Dragon without the use of my Graveyard (Cyber Dragon + Scrap Beast). I was able to bounce his Set Spy and Necrovalley. He only Set the Spy next turn so I couldn't bounce anything, but I topped Monster Reborn, reviving Scrap Golem to dump Scrap Goblin on his side of the field. That was just enough for game.

Round 4: vs Burn

-Duel 1: He started with Tremendous Fire, three Set back rows, a Set Giant Germ, and Chain Energy. I had to keep paying to play my cards, and he drew into Lava Golem to get rid of my Monsters. I got burned out.
-Duel 2: I started by Setting five cards to my back row, so I wouldn't get Chain Energy'd to death. He Set four back rows. From there, we just kept drawing and passing. I drew into Summoner Monk, so I flipped my Giant Trunade and Synchro Summoned Scrap Dragon. I stole the Giant Germ he Set next turn with Mind Control, and Synchro Summoned Catastor using Scrap Goblin. He conveniently had Lava Golem again, but it was too late. I was able to push through the last bit of damage with that Lava Golem.
-Duel 3: He opened with a bunch of Traps, including Skull Invitation and Chain Energy again. I Set Ryko so I could deal with it without losing too many LP, but ended up losing a bunch to Skull Invitation. I pushed through some damage with Brionac and Scrap Twin Dragon, but he had Lava Golem... again... He didn't really need it though, since he had so many burn Traps in his hand, so I couldn't have bounced them all to attack safely. I got killed in the end by Tremendous Fire.

So, I went 3-1 and got 2nd place. I agreed to a split with Yusei JB, since we knew that we would both be able to top after seeing the rest of the undefeated players at the start of Round 3. So, we both got a decent amount of store credit. I used mine on a second Psi-Blocker (Aki pulled and traded me the first) and a rather disappointing pack of Duelist Revolution. I should have just gotten more sleeves...

The Turbo Pack 4 was nice, though. I got a King of the Skull Servants and the Super Rare Compulsory Evacuation Device. It's not like I plan on using it, but it's nice to have. Actually, the tactical advantage of being able to play it at any time and bounce face-downs may warrant its use. I'll have to see.

To finish with what I said in the beginning, Dust Tornado would have been pretty helpful. It doesn't require a LP cost, and it can prevent stuff like Book of Moon and Necrovalley. I might consider using that as well.

Thursday, December 2, 2010

Kinka-byo

I was able to pick three of these up last weekend, so I've been trying to figure out a deck to use them in.

The obvious application is to revive Level 1 Tuners to abuse Formula Synchron. Summon a Monster to draw a card, it's like you're playing Duel Masters!

The other application is in Fortune Ladies. Revive Fortune Lady Light with it, let Kinka-byo jump back to your hand and remove Fortune Lady Light. Then, you can Special Summon a Fortune Lady from your deck, and you're set for Fortune's Future, which is a card I've been trying to find a way to abuse.

Those two strategies could be combined into one deck. There would just be a few problems I need to figure out.

First is the fact that it would be hard to get the right Level 1's in the Graveyard. Sure, I could discard Effect Veiler for its own effect, and I could dump Water Monsters with Genex Undine. But Fortune Lady Light would be fairly hard to get in the Graveyard without Setting it and letting it die.

There's also the problem with getting Kinka-byo in hand consistently. Sure, using it with Fortune Lady Light lets you reuse it later, but Synchro Summoning Formula Synchron uses it up. Izanami can get it back to your hand at the cost of a discard, but it's not exactly very efficient.

Lastly, what would the win condition be? Drawing a mess load of cards isn't exactly a solid win condition. What cards would I want to draw into that would actually help me win...? They would have to work with the Kinka-byo/Fortune Lady theme, too...

Besides Chaos Sorcerer, I can't really think of anything off of the top of my head, and Chaos Sorcerer isn't exactly a win condition. Maybe Miracle Synchro Fusion and Supreme Arcanite Magician. Fortune Ladies are Spellcasters, so that could work.

It's an interesting concept, so I'll see if I can make the deck sometime soon.