This tech can apply for both OCG and TCG, but is more OCG-based.
This article and information was taken from the conversation between me and Andrew last night.
Before we look at splashing tech in a deck, we can consider a few aspects, which are mainly:
a) Solving the problems faced by a deck
b) Adding more synergy, utility and options for the deck to combat a certain meta/ or to suit your playstyle
c) There is no C, and almost anything else that doesn't fulfill both, or one of the conditions above, its not tech, its crap.
So, lets analyse one of the problems in a deck.
Problem 1
* Speed, and consistency.
Sure the deck is already tier 1, but what every tier 1 deck wants to do now is to achieve tier 0 standard whereby it can solve all problems faced and defeat majority of the other meta tier 1 decks out there.
Sure we can agree Drill Plant is gay with all the token farming and all the abuse with Dandylion. But, whose to say that your hands just literally suck sometimes.
Or if we meet another deck that's too fast such as Lightlord in game 1.
That's where this card comes in.
If we think about it, there is no flaw or reason why we shouldn't main deck this, apart from deck space. But, Roar is a very good tech that lets you stall for a turn so you can set up your combo.
It also helps you stop Judgment Dragon from killing you so fast. Of course, in Drill Plant, they play many Ryko and stuff to slow the pace down and control.
I've seen several feature matches where Jeff Jones draw really crappy hands but change the whole game with just one or two draws. Its that explosive.
If Threatening Roar is good in a deck for stalling then so will this guy:
Cyber valley is one of those slow cards that help you to maintain the state of the game safe for you since it has so many various effects. First is a staller which can earn you another card. Its basically threatening roar plus one card to replace it. If you think about it properly, it brings the game one turn forward for you with the card is netts and it basically rendered your opponent's turn almost useless if he coudln't destroy it.
The second effect lets you abuse Dandylion fluff free token to draw 2 cards, awesome awesome.
Third effect lets you ditch a useless card to return one of your cards from the grave to the decktop. Awesome again since it can nett you your heavy storm, torrential tribute etc.
And it gets even better if you can add that card to your hand with......
The last card today is:
Its difficult to master, and requires alot of playtesting before you can decide which is the best move for a certain situation.
And that's what I love about it.
Although I cant play it cos I'm too lazy to find the cards lol.
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