Hello everyone!! Today were gonna discuss some yugioh War duel play. But first some short anouncements. The other articles are have are in my room a link is right here:
https://airknightrevivalclan.forumotion.com/t355p15-thesane-s-room please check it out its about your odds of running a certain amount of copys in your deck/odds your opponent has calut/honest and about imbalances.
Of course i choose this topic for a reason, we are in a war atm and we are down 2-0 oh what a tragedy don't worry w'll hopefully b in much better shape after w'v discussed and talked about it for a bit.
If you are in the war team I really recommand reading this I won't go to far into it. I just wanna make sure where you are up against. This article will be split in 2 parts part 1 will b about deck choice part 2 will b about tactics of playing a war out.
Part 1
So the first question you probably have Sane whats the diffrence of a "war"deck and a "deck".
Well 1 of the things is that you have to play a Best out of 3 (bo3). So? what doest that matter i defeat some1 twice instead of once? Well the biggest diffrence is that you have a side deck and so does your opponent. When you play a strategy that evolves around 1 specific card you are insanely vunturable. Say for example you play a deck that rushes to a monster that wins them the game emediatly. Think of a card as Venominaga or stardust assault mode rush deck not whit flamevell flamevells won't b super hard countered most likely.
Cards that you oftenly find in side decks of people are cards such as:
*royal decree (could b mained)
*Light imprisoning mirror
* Dark imprisoning mirror
* Lava Golem/magma queen (to kil your top tier units such as SD/AM and SSD (stardust asault/ Shooting star Drag)
* D.D crow for obvious reasons
* Karma cut verry popular card lately
Also keep in mind that when you play a war you can kinda predict the decks you'll face. Decks that are really common
*Gravekeepers - Kils graveyard play ofcourse
*Macro - Kils graveyard play oftenly macro/monarch
* Stun/gemini/rock Though to deal whit i suggest using royal decree decks against this. Lightsworns whit royal decree is what i found fairly effective
*Gbs (gladiator beasts) Try evading decks that rely on strong battle phases as your just not going to win your battle phases against this deck (This is 1 of those imbalances i'v been talking about!!). Stun works really well vs this deck especialy whit loads of anti special summon cards ( Solomn ) those are good against most decks anyway.
Whats a good option for a war deck than? Well the thing i wanna warn you for is that you shouldn't panic out that you use a deck thats most likely quite vunturable for anti meta. Try finding a deck for wars that you know have experience whit and that fits your play style. Don't go play something super long game intended if you just can't pull it of and like being agressive a lot more. Its not as easy as ppl think it is just playing cards and stalling till the late game and vice versa its not that easy to make a well timed mid game (all in) push that actually wins you the game.
What your side deck should look like. You could use the cards i posted above here. Its oftenly a beter idea to have cards that counter him than trying to boost up your deck slightly i think going in whit a solid build is the best thing to do. Try thinking of imbalances against what cards will my deck b screwed terribly hard and side deck cards that counter those cards.
Up to part 2!
I talked it over whit Coolchemist a bit today. And he told me that we didn't really have any kind of strategy about our line up. There are many ways to line up our people. But an important first start is is to know what deck every1 preferes playing and making a line up according to that. I think that that was 1 of the mistakes that were maken. Its only the first war of the academy not a huge deal that we lose our verry first war. But its just something to keep in mind for our next wars.
So what is a good line up? A good lineup should contain diffrent variations of decks. Multiple styles of play and decks whit multiple imbalances, push out timings and speed. Whats the point of playing 6 decks that rely on macro? Thats kinda like saying please use graveyard play or we lose!
The hard part is always who goes first whit what deck. I'v been thinking about this for quite a while when i were in NDA (new duel academy its dead now btw)The first player kinda seems to have a coin toss either he has a deck thats good vs his opponents deck or is bad vs it right? Thats why i honestly think you should start off whit something either rock solid or something thats not side decked out easily at all. What i mean whit that is that probably the best way to open duel 1 (player 1 ARC yeahh go ARC! vs player 1 other academy ) should b opened by something verry solid and straight forward. Such as frognarch or a stun deck. But it can also b opend by just having a deck that isn't super meta and can't b out side decked verry easily. Those are peoples main decks in 1v1. Something where people have lots and lots of experience whit. Don't underestemate this. WHen you play a deck that you aren't used to you will make a couple of mistakes most likely happens to the best of us really.
aight we lost a duel what should we do? I think the best way to respond to a loss is watching the replay of a game. I always recommand record your own duels! it helps to watch the replays and just analyze your opponents play and put all the cards you'v seen in a list and post it in the war lobby. A deck can b construckted that does well vs it. Or the next person is convinced that he can take it on no problem.
Atm we are down against a Dandy warrior deck. A dandy warrior deck is strong because of - Field presence - recycling - continues presure especially the last 1 is verry important. The continues preasure of drill warrior can really give you a hard time. This deck can start its mid game intended play verry early. Depending on the hand. And its not an all in build. But this deck has its imbalances. They aren't as obvious as most decks this deck is actually quite tricky. Dandy warrior is ofcourse screwed when you remove the dandy lion from play or you block quickdraw whit a lot of solomn warnings and stuff. But the key weakness of that deck is is that everything points to killing you in the mid game whit a powerfull combo.
They lack in cards that block otks. You won't find a lot of ppl running a batlte fader gorz tragoedia in that. Gorz oftenly gets splashed in but that slows the deck down quite a bit its no good in that deck whatsoever. Its good to side it in that deck because of chances you face an OTK deck but defenetly not mained in that deck. Also you'll oftenly find decks that strike b4 dandy warrior does kills it quite easily. Stun is good vs this in general everything that strikes verry early in like the first 2/3 turns is effective although those decks oftenly lack in accuracy. (dead hands otk builds hard countered by side decks etc etc) i'd suggest stun. As stun trys to continue an early game play for as long as possible.
For any questions suggestions advice recomandations likes and dislikes please post down below i'd b happy to help/assist/guide/talk/discuss whit you!
Next article will be about "The Key moment " in a game.
I hope every1 likes these articles i really try to help people out whit these things.
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