Friday, March 16, 2012

Going Rogue?

Hey guys, its tsgreen with another post today... This one is on rogue decks... First of all, what truly makes a rogue deck? In the current March 2012 TCG meta, rogue decks consist of any deck that is not Wind-ups, Inzektors, or Dino Rabbit. So basically anything not tier one... Some Characteristics of Rogue decks at the moment are:
Higher Trap Count:
The higher trap count of rogue decks is meant to slow down opponents and restrict gamepace. Their relative lack of efficiency means they rely more on one for one removal, and "antimeta" cards to disrupt opponents plays.
Big Monsters: 
Whether 1900 normal summon beatsticks (Hero Beat, Stun, T.G.'s), or giant special summon bosses (Dark Worlds, Agents), most truly effective rogue decks rely on beating down their opponents. The advantage grind used by these monsters, comboed with the higher trap count mentioned previously, allows these decks to force their opponents to make suboptimal plays, around cards such as Doomcaliber Knight, and Thunder King Rai-oh.
Immunity to Common Maindecked Cards
As rogue decks, they can avoid common cards that combat the meta. Let's take the example of veiler in the Dark World Match-up. Would u like to veiler Grapha sir? lol... This immunity allows rogue decks to combat the meta. Rogue decks that fall prey to these techs (Junk Doppel, Fableds etc.) have difficulty succeeding in the competitive longterm setting of a Nationals or YCS.
The Bottom Line: To Be Truly successful, rogue decks need these three things, and one other, perhaps more important...
The Element... Of.... SURPRISE!!!!!!!
Simply put, rogue decks do not tend to succeed if people expect them. Take for example, the success of Chaos Stun at YCS KC. Or Six Sams At YCS Guadalajara...
So, Be Sure to Remember these factors, and to GO ROGUE OR GO HOME!
Tsgreen

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