Monday, March 5, 2012

Randomness #1

So, as a stun player, people are always asking me how i can enjoy playing a deck that has a basic strategy of "set 5, go"... In my personal opinion, that is not the concept behind stun. Stun is a deck that takes advantage of pluses and minuses to get the game to a point where the opponent is down to topdecking. This usually being done through 1-1 exchanges, and as such, the player is forced down to topdecking also. This is where the secondary aspect of stun comes in, viable topdecks. Stun decks, to be an optimal build, should run a minimal number of suboptimal cards... These are cards that are only good situationally such as pot of avarice, call of the haunted etc... The viability of stun players topdecking cards like Thunder King and Smashing ground as opposed to opponent's Mind Control and Effect Veiler is what makes the deck succeed when it does. This means that efficient stun decks should avoid playing "dead draws" such as multiples of starlight road, shrink, and shards of greed. In truth, setting 4-5 backrows is not stuns entire strategy, it is just what facilitates the true strategy of the deck. It is much easier to get 1-1 and even 2-1 and 3-1 exchanges with spell and traps than it is to get them with monsters, and as such, stun is reliant on these types of cards. The last portion of stun is the antimeta... Cards such as kycoo and banisher do not create even exchanges or plusses by themselves, so some might ask, why bother to play them? The simple reasoning behind this is because these cards help decrease the effeciency of the opponent's topdecks. For example, What use is a topdecked BLS-EOTB if the opponent does not have a light or dark because it was removed by banisher or kycoo? What use is that topdecked Tour Guide if fossil dyna is faceup on board? It is the ability to nullify opponents topdecks that makes stun  viable. So that's just my quick two cents xD
Til next time, tsgreen!

2 comments:

  1. Hey, so I just randomly saw your blog for the first time today, and I have to say that this is a very insightful post.

    The idea that Stun decks don't actually try to lock down the opponent early game, but try to accelerate the duel to the point where both players have fewer options makes a lot of sense. And as you stated, at that point in the duel, the Stun player's options will be a lot better than their opponent's.

    This is a very interesting way of looking at Stun decks. And through this lens, we see that the "Stun" decks that we see in the meta are not actually "Stun" decks by this definition. Stuff like HERO Beat and Scrap Stun work to gain advantage in order to control the duel, as opposed to simplifying the gamestate and controlling with more powerful top-decks.

    But yeah, I'll be sure to link to your blog, in case you decide to start posting here again.

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    1. Thank you for the positive feedback! I haven't put up a post in a while since my schoolwork has been pretty crazy, but i'll try and catch up...

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