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  1. 4 points
    on the first day of christmas my lord and saviour jc gave to me 1 vote count (i defy your rhyme and syllable requirements) faint - zeropassion, markus, psk tyranno - tyranno, jazz markus - faint jazz - mascis mascis - soph psk - wunter
  2. 3 points
    the war on christmas is over we can say merry christmas again my aunt was just released from federal prison after saying merry christmas two years ago so happy she's out
  3. 2 points
    guys its been a year since the rouge one thing and i still don't get it please stop using it
  4. 2 points
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  6. 2 points
    Unvote. Vote Markus. Unvote. Vote Mascis. Unvote. Vote Sophocles. Unvote.
  7. 2 points
    so zero passion, faint, sophocles and antagonist start out by floating. sophocles votes antagonist, interesting vote. i think in this game, at this point in time, antagonist and sophocles are virtually the same player. psk comes in trying to say something about roles and faint dismisses it. interesting from faint imo. jazz pressures basically every floater/dartboarder so far. on sophocles, i think that the sophocles pressure is good. sophocles voted vs someone (antagonist) for dartboarding and being a floater (most likely) keep in mind sophocles was also a floater, but he is also low hanging fruit bc he's just bad at mafia. so that's a thing. i think jazz pressuring sophocles is cool but i dont think that antagonist is any more guilty than any other dart boarder so far and honestly sophocles in comparison is more likely to be guilty than the antagonist. curious as of why jazz is interested in antagonist. pressure on myself from jazz is cool, i try and give him something but he doesn't like that. then he pushes soph about how he said his vote was a joke vote on antagonist. this is kind of weird, cuz apparently jazz thinks soph and antag are both scum. sophocles is scummy for voting antagonist but antagonist is also scummy? kinda weird. i ask sophocles what he thinks of jazz because i want to get more info. the question in my mind here is sophocles. sophocles says he likes PSK and Jazz, interested in Mascis and Tyranno. i think the psk read is cool, i'm interested in the mascis read since mascis wants to kill jazz. thats when my info dies because mascis has made literally 2 posts and one of them was floating and one of them was a vote by itself. so people who might be worth looking into: faint, jazz, figuring out mascis, antag and sophocles' alignments might help i can look into the other players too.
  8. 1 point
    Preface This document should be seen as the end product of ACP’s journey throughout Goat Format, so to speak, as well as his final gift to DuelistGroundz. While I have taken it upon myself to add this preface and have been requested to finish the parts that he did not, the vast majority of this work should be attributed solely to ACP. With this section, my intent is to outline the historical context for the often unique theories and philosophies that came to define ACP’s approach to Goat Format. The earliest incarnation of the ACP everyone knows and loves (to hate) is “ACP the Gadget Guy.” After scoring his first regional top 8 with Gadgets following the release of Shrink, ACP continued to play Gadgets at a high level long after they were considered a top-tier deck in the TCG. One of the best “ACP stories” from this era in my opinion is a brief, seven-line conversation at a 2008 Florida regional with ACP and local legend David Pratt, recounted by ACP as follows: The first thing to realize about this exchange is how hilarious/satisfying it feels to say the sentence “Allen C. Pennington, you’re the best duelist!” out loud, but it is important for much more than just this undeniably top-tier meme. I believe “being the best duelist” became an overarching goal, a quest if you will, for ACP the Gadget Guy. Sure, Gadgets weren’t great in the September 2009 format, they were probably worse than decks like Lightsworn, Zombies, or even Blackwings, but this didn’t matter to ACP the Gadget Guy, who would consistently rely on solid theory and fundamentals to carry him through fields of more powerful and more popular decks. As undoubtedly one of the best players in Florida for most of this period, ACP the Gadget Guy had little trouble finishing in the top 8 of most regionals, yet when faced with large fields of national-level talent, top 16/32 finishes at SJCs and YCSes consistently eluded him. Beginning sometime in 2010, ACP began to branch out from his beloved Gadgets into other archetypes, most notoriously with his list of Frog FTK which, to no one’s surprise, he dubbed “Next Level Frogs.” This name is particularly relevant for this history for the reference it makes to Chapin’s Next Level Magic, the book that ACP would probably tell you himself helped him achieve much of his success in this phase of his career. Having reached a point where he was largely comfortable with his fundamentals, the post-Gadget ACP became much more concerned with finding what could be considered objective solutions to formats. In other words, his focus shifted from “being the best duelist” to “being the duelist with the best deck.” This was no doubt motivated in part by his studies in mathematics which accelerated during this era of his career, his love for these studies being a part of his personality that no one on DuelistGroundz is unaware of at this point. In 2012, ACP finally broke his premier event curse at YCS Chicago with Chaos Dragons (ironically the same event at which I suffered my first premier bubble loss), and went on to a number of top cut finishes at premier events in the years that followed. With each of these performances, ACP seemed to get closer and closer to his ideal of “the best deck,” and ACP himself will probably tell you that he truly does believe that the Gishki and Domain Monarch decks he topped with in 2013 and 2016 were, indeed, the best decks of their respective formats. With these key points about ACP’s development as a player in mind, it should come as little surprise that he was one of the first players willing to explore “the lame decks” in Goat Format during the Revival era, to the point that Jazz hilariously tried to ban him from playing shit like Empty Jar during the 2014 War League after a single match. The last thing ACP, and especially hyper-analytic post-Gadget ACP, is ever concerned with is how much fun his opponent is having. After all, losing is generally considered by most people to be not a fun thing to do, and yet, in order to be the best duelist with the best deck, you will probably have to make more than a few opponents suffer such a fate, whether it be in a “fun” matchup like a Plant mirror or with a “lame” deck like Gishki. If ACP is ever going to deviate from such a “lame” strategy, the reason will probably be that he no longer believes that such a strategy is “best” or “optimal,” which, incidentally, ended up being the case in 2017 when he created his Angel Chaos deck, explored later in the article. After “retiring” from modern premier events, ACP had time to reflect on his career and re-evaluate some of the principles that previously guided him. At the same time, a series of events known quite well to most of us here on DuelistGroundz began to chip away at his trust in the YGO community at large. The ultimate product was a period of tempestuous critiques, directed at both the work of his former selves and that of the community around him. The first breakthrough in the era of this new critical ACP came with the Average Prize Model, an attempt to move beyond the traditional conception of best-deck-as-best-average-matchup towards a truly comprehensive attempt to solve any given format given a few key parameters. He also began to rail heavily against the model of “power vs consistency” developed circa 2013-2014 by Max Reynolds, Patrick Hoban, and Noelle Evelyn. In ACP’s opinion, these two terms shared a single referent; he never saw any reason to distinguish between them. One final theory he never got around to publishing had to do with the threat-answer dichotomy. In private messages, ACP once proposed to me that there existed a third type of “hybrid” card between these two well-known categories that he called “assists,” which largely accounted for the massive shift in the YGO metagame circa 2009-2010 towards Royal Oppression and similar effects (Skill Drain, Archlord Kristya, Vanity’s Emptiness, and so on). 2017 has been a bittersweet year for Goat Format. The metagame saw possibly more development in the span of 12 months than in the format’s entire 11-year history prior, with no less than seven major tournaments to boot, and yet, at the end of it all, we are left without the two great Masters that made such development possible. I often describe the entire modern history of Goat Format as a footnote to the work of Kris Perovic, but with this publication, we might be entering a new era. That is to say, it may be the case that Goat Format, from here on out, will be a footnote to the chain of events that left our community with neither ACP nor KP.
  9. 1 point
    ok but what are your christmas plans
  10. 1 point
    :clap_emoji: HAVE. :clap_emoji: YOU. :clap_emoji: EVER. :clap_emoji: PLAYED. :clap_emoji: WITH. :clap_emoji: THE. :clap_emoji: ANTAGONIST. :clap_emoji: BEFORE.? :clap_emoji: he literally does not post that often any more. it doesn't make him scum. i think he's town.
  11. 1 point
    idk what you mean faint. "voting faint is cool antag is good at mafia so he must be town!" i think you're phrasing it in a way to incriminate me. obviously by "voting faint is cool" i mean that i don't like you very much this game. and by "antagonist is good at mafia" i mean he's doing good and i like him for town. you aren't even asking me to explain why, you're just dismissing me again. you literally just said my analysis says nothing at all when i evaluated what i like and don't like about jazz. that's like obvious scum play. why don't you ask me a question about what i've said or ask me to elaborate on something instead of saying "nothing you have said matters" btw UNVOTE VOTE FAINT.
  12. 1 point
    Sorry guys. Was really sick yesterday and forgot I played. Reading thread now
  13. 1 point
    Why were uoi wanting antag again? I read your soph reasoning and generally agree with markus (waffle in the walls) but didnt see you post on antag?
  14. 1 point
    This is a summary of the thread, no actual analysis or contribution. You then follow uo by saying "voting faint is cool antag is good at mafia he must be town"
  15. 1 point
    No its making sure the conversation stays relevant youre great at disguising waffle in walls
  16. 1 point
    Hello i am awake happy camembert day everyone its christmas eve
  17. 1 point
    so obviously Soph is a big poopie pants liar thinking his pos rep triggered ability is all going to keikaku(1) but I think we all know Soph isn't a charitable person and must have a dark motive behind anything good he does. scum imo tbh imo. would kill Markus too despite their attempt to link at start of game. 1. keikaku means plan
  18. 1 point
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  20. 1 point
    @markus how do you specifically feel about Tyranno posting with the YT videos and the voting lingo? I find it egregious irregardless of role. @PSK can you channel your inner anime powers into super duper scum hunting powers? @Wunterslaus you are in this game! Hello! @Mascis is it you or your wife playing?
  21. 1 point
    what posts make you think that tyranno? quote them.
  22. 1 point
    Is this really the train of thought you come out with? This is faulty by not only considering the votes at the time going against people who would not have posted at the time, but marking both of us as scum trying for your lynch? Latter part comes off as omgus more than anything.
  23. 1 point
    who would suggest to give themselves a posting restriction
  24. 1 point
    Ralts is decently rare where I am. We do get hundo larvis every few days though.
  25. 1 point
  26. 1 point
    I wonder if post restriction boy has anything to add
  27. 1 point
    You seem more defensive than interested in the game at this point and that is no bueno for me. I don't particularly like the wifom here. You're saying "no way I would do this as scum because that is the dumbest thing I could do as scum" as if all scum actions have to be good and logical? This doesn't check out. I'd rather see some posts or fos'es directed at actual targets than players with 0 posts psk also brings up a good point about this post---why would you bother to post before reading the game if you're town? I know many scum like to post without reading the thread especially in the early going. It wouldn't be inconsistent with scum if you meme voted walia without considering the game at hand *antag has left the building* color me disappointed
  28. 1 point
    Not sure what to make of markus's wall post. It's a lot of rambling but I don't see many hard conclusions. He's going from player to player basically summarizing their posts but it's just a bunch of notes and not telling me what his priorities are. Really hard to follow the thought process here I guess he's half heartedly suggesting scum is in me, faint, or mascis but to some degree it depends on the alignments of guys like antag and soph? I'm just not seeing why any of these are dependent on each other this early in the game.
  29. 1 point
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  34. 1 point
    I hatched 2 out of 10 eggs, iv's are bad tho got a 100% ralts tho which is awesome
  35. 1 point
    wish i could trade all of my mafia skills for goat skills cuz then id just be fucking unbeatable.
  36. 1 point
    ok zp's intro dart board is the low hangiest fruit player ive ever seen so thats definitely generating a lot of information right guys? nai though. voting faint is cool. tyranno hasn't said anything worth anything all game ok. wunter hasn't even posted probably busy hanging out with mark irl. antagonist is just fucking good at mafia. he's probably town.
  37. 1 point
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  43. 1 point
    This sentence alone is enough to set off a huge trail of memes, trolls, bans (from the runescape game) and toxicity in and of itself. It's a living meme at this point, 3 years and going strong.
  44. 1 point
    guys did you know attack on titan (shingeki no kyojin for you finer gentlemen) got infinitely better in the last year or so of the manga? yall should read that shit
  45. 1 point
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  47. 1 point
    man this nigga buggin actin like reasoning gate aint the best deck anyways this guy still sleep tbh
  48. 1 point
    Chaos [Devoting a subsection here to Chaos is a little misleading, as it may be taken to imply that Chaos itself is an “archetype” or relative role akin to the traditional Control/Aggro/Combo triangle, but these decks span so many of these archetypes while still retaining common threads that I have decided to cover them all separately in this section. Chaos itself has become something of an elephant of the room in the contemporary Goat metagame, as most of the decks that will be covered herein existed either barely or not at all during the 2005 metagame. Back then, the term “Chaos” was most often seen alongside “Dimension Fusion” or “Return,” and if this guide had been written during 2005, this section would have most likely been replaced by sections on these two decks at the end with the rest of the Combo strategies. Oh, yeah, and just to be clear, if this was my manifesto, I would be classifying Angel Chaos and Thunder Dragon Chaos together as "Chaos Control," but Allen would probably literally find and castrate me if I did that to his article. Out of respect to him, I've decided to retain his naming system for his own article. -ed.] Thunder Dragon Chaos Popularized by the Brady Bunch + Nostalgic Duelist (c. 2012) Other notable players: Ynusgridorh (2014-2018), MMF (2017), HyperBeam (2017-2018) Spics of Life (no racism intended), the fourth Brady Bunch team, were among the first to recognize that Chaos Sorcerer was a very powerful card in the goat control and to attempt to build a deck around it. The issue was that good quality lights in the format were few and far between, to the point that Goat Control decks had to put considerable thought into making sure that they had enough lights to support just Black Luster Soldier itself. The 2012 solution to this problem was to simply play Thunder Dragon, which guaranteed access to 3 light monsters and was a reasonable card in its own right. You’ll later see that other solutions to the “light problem” were discovered in subsequent years. Key aspects of this deck are its strong defensive pressure, better than any deck in the format with the exception of the Flip Flop decks. This was accomplished through the use of 2-3 Dekoichi, 2-3 Magician of Faith (often 3 of each), and 2 copies of either Night Assailant or sometimes Mask of Darkness. Raigeki Break or Phoenix Wing Wind Blast had synergy with both Night Assailant and the deck’s namesake. These traps had the advantage of being an answer to an early game set monster (in addition to Nobleman of Crossout) while also been a better answer to Thousand-Eyes Restrict than Book of Moon. Solemn Judgment is also frequently played as a 3-of. It’s a very high-risk card, but serves the role of protecting Tsuku locks (1-2 copies) or Chaos monsters (1 Black Luster Soldier, 2-3 Chaos Sorcerer) either of which can single-handedly take over the game. Sakuretsu Armor is also a fairly common choice as another way to buff the “protect the Dekoichi” strategy. Card Destruction was often played due to potentially huge plays with Thunder Dragon and Night Assailant. The deck has gone through numerous evolutions over the years, but the basic formula of flip effects+Thunder Dragons+Chaos monsters has stayed the same. These decks were among the first to implement the singleton copy of Skilled Dark Magician, now common across many other decktypes, and the advantages of such a card to Thunder Dragon Chaos are obvious, as the card can attack over threats like Kycoo the Ghost Destroyer in the mid and late games while also serving as Nobleman of Crossout bait in the early game. The Ynusgridorh-MMF line of Thunder Dragon players took to splashing copies of Scapegoat and Metamorphosis (often with Dark Mimic LV1 as additional support) to help them out in the card advantage department at the cost of the deck’s early game potential and the greater likelihood of hands filled with dead cards. Others, such as HyperBeam and Kewl`Kat, have gone in the direction of improving the deck’s potential to create game shot opportunities by adding cards like Morphing Jar, Cyber Jar, and rarely even 1-2 copies of Dimension Fusion or Return from the Different Dimension. Some other underexplored tech options include Mystic Tomato, Spirit Reaper, Skilled Magicians, Upstart Goblin, My Body as a Shield, Creature Swap, Trap Dustshoot, and Serial Spell. The deck’s biggest strengths are the deck’s strong game going first and its ability to poke with cards like Dekoichi, forcing the opponent to commit a threat to the board which can then be answered with Chaos Sorcerer. It’s also worth noting that the deck is along one of the easiest decks in the format to play, as it much easier to play a Chaos Sorcerer correctly than it is to play a Metamorphosis or an Airknight, which causes the deck to be somewhat overplayed in lower-level communities (although there are also very good players that will use the deck). In addition, of the control decks, Thunder Dragon is by far the one that is most easily hated by the sidedeck. Trap Dustshoot is very good against the deck, due to the fact that it’s high synergy with a lot of pieces that need to work together. In addition, Trap Dustshoot is unlikely to be dead in the mid game due to the fact that Thunder Dragon ensures that the deck with often have many cards in its hand. Mind Control has also surged in popularity recently as an out to both the deck’s many set flip effect monsters and chaos monsters. Kycoo the Ghost Destroyer, while not usually a huge blowout, is yet another common sidedeck card that poses a potential threat to the deck. The last weakness of the deck is that is more susceptible to losing due to opening hand variance than the other control decks. Multiple Thunder Dragons, multiple chaos monsters, dead copies of Metamorphosis, and so on can cause the deck to sometimes lose games before they really begin. Angel Chaos Popularized by ACP (c. 2017) Other notable players: MMF (2017) Shining Angel was the second proposed solution to the “light problem” by players who were largely unsatisfied by Thunder Dragon’s inability to impact the field in any meaningful way. While Shining Angel, on the surface, seems nearly as useless as Thunder Dragon, there are a number of potential synergies that Shining Angel opens up that other decks do not have access to, hence the deck being named after the card. The core of the deck is 3 Shining Angel, 2 Magician of Faith, 1-2 Magical Merchant, 0-1 Roulette Barrel, 1 D.D. Warrior Lady, 2 Tsukuyomi, 2 Chaos Sorcerer, 3 Metamorphosis, and 1-2 Scapegoat. Potential dark monsters include Dekoichi, Kycoo the Ghost Destroyer, Skilled Dark Magician, Night Assailant, and Spirit Reaper. Shining Angel’s “obvious” searches are additional copies of itself and the staple D.D. Warrior Lady, but the fact that can search the level 1 monsters Magician of Faith and Magical Merchant is extremely important to the deck’s strategy. This gives Angel Chaos greater access to Thousand-Eyes Restrict than any deck in the format. Additionally, Roulette Barrel is played either in the main deck or sidedeck as a searchable way to wall out aggro decks. Shining Angel can search Magician of Faith/Magical Merchant not only as a metamorphosis target but as a way to combo with Tsukuyomi or Book of Moon as a way to access more option. Shining Angel and the decks flip effects serve as a mixup similar to the Apprentice Magician/flip effect mixups that were popular in 2006. Your opponent is put into a dilemma in which it is unclear to them whether it is correct to attack the deck’s set monsters or not. The deck is still fairly new and underexplored so there are not a large amount of tech options that have been tried yet. Some less standard choices include Airknight Parshath, Asura Priest, and Dark Mimic LV1. The deck has the advantage of having the most numerous (although not necessarily the most powerful) early game options. Shining Angel’s ability to be effective on both offense and defense has been compared to Exarion Universe (although it's clearly not as good overall, mostly due to its lack of piercing). In addition, with 3 Metamorphosis and 3 Chaos monsters, the deck arguably has more card advantage sources than any other deck in the format. Of the chaos decks, it is one of the most difficult to sidedeck against, as no common sidedeck cards save for Asura Priest are very good against the deck. However, the deck’s ability to set up gameshots is rather poor, with no Airknight Parshaths, Asura Priests, and often no Tribe-Infecting Virus. Because of this, Scapegoat is way better against Angel Chaos than it is against most other control decks in the format. Angel Chaos can get into some very awkward late game scenarios, especially if it is not piloted well. In addition, the deck can sometimes have a more difficult time getting chaos-typed monsters in its graveyard, especially if the opponent opts to just never attack them and instead banish them with their own Chaos Sorcerers and Nobleman of Crossouts. Asura Priest is also quite annoying for the deck, and it deals with Shining Angel while not being able to be answered by Chaos monsters or Metamorphosis. Chaos Recruiter Popularized by Kris Perovic + Brian Richardson (c. 2016-2017) Chaos Recruiter is the most aggressive of the Chaos decks while simultaneously the least aggressive of the aggro decks, to the point that I considered creating a separate category of “midrange” decks for the purposes of this guide. However, Chaos Recruiter has a couple of key things in common with the other aggro decks in the format which led me to feel comfortable classifying it on the aggro side of the spectrum: 1. It is always summoning monsters, not setting them. 2. Its win condition is more focused around battle damage than the accumulation of card advantage. For an aggro deck, it has a lot of resilience with a core of 3 Mystic Tomato, 1-2 Newdoria, 0-1 Spirit Reaper, 1 Sangan, 3 Shining Angel, 1 D.D. Warrior Lady, and 2-3 Chaos Sorcerer along with 1 Black Luster Soldier. 2 Asura Priest is also mandatory, as it is a strong light that counters Scapegoat, a card that would otherwise be annoying for this deck. 1-2 Creature Swaps are typically played, as they have great synergy with the recruiter monsters and the Asura Priests. Optional choices are Blade Knight, Don Zaloog, Magician of Faith, Tsukuyomi, Tribe-Infecting Virus, and Sinister Serpent. Little of the spell/trap lineup is set in stone (save for staples), although maindeck Trap Dustshoot is often played for the same reason that it is in Beastdown. Solemn Judgment is also sometimes played, although it is not as good in this deck as it is in others. Compulsory Evacuation Device can be used instead of Book of Moon, as it can protect monsters from removal while not also exposing them to Nobleman of Crossout. Return from the Different Dimension (1-2 copies) has also started to catch on recently as an alternate win condition. It specifically helps in the games that go a bit longer. One of Recruiter’s biggest strengths is how well it deals with Dekoichi, and the deck surfaced at a time when Dekoichi was quite popular, leading to an initial strong performance from the deck. It does quite well at dealing with early game defensive pressure from decks like Thunder Dragon Chaos. Unlike the other aggro decks in the format, it also shrugs off opposing Tsukuyomis quite well. Although battle damage is the deck’s main goal, is it also reasonably prepared to play a long game with cards like Chaos Sorcerer and Creature Swap. The deck has one of the easier learning curves, and it is also less prone to being hated out by sidedeck options than the other aggro decks in the format. Like Beastdown, Recruiter has trouble at dealing with an early game Gravekeeper’s Spy, although mid and late game Gravekeepers can often just be cleaned up by a Chaos Sorcerer. Although attacking with a bunch of recruiter monsters sounds easy enough, the deck’s power cards must be used very carefully. Creature Swap can be countered by a chained Scapegoat, and Chaos Sorcerer can be sucked up by a Thousand-Eyes Restrict. Recruiter Chaos can often have trouble against Angel Chaos in particular, as the decks are largely similar but Angel Chaos more prepared to deal with opposing threats and take over the late game. Return from the Different Dimension and Asura Priest are very valuable in this matchup.
  49. 1 point
    Fundamentals Although this is intended to serve more as a description of the metagame rather than a goat format theory article, I want to talk about some of the general concepts that I will use as a reference for the strengths and weaknesses of each deck. Without understanding these concepts, some of my analysis of each deck will otherwise be difficult to follow. Card advantage and virtual card advantage: In goat format, cards are a very important resource that will dictate the pace of most of the match. Virtual card advantage is the same concept as card advantage, except you don’t count the cards that are not able to be used. Examples of cards that can generate virtual card advantage are King Tiger Wanghu, Necrovalley, and Royal Decree. Damage output and life/time advantage: Ultimately, nearly every game is going to be won by someone’s lifepoints being reduced to zero. A deck’s ability to push for damage is valuable, even for “control” decks. Damage can be forced through with cards like Airknight Parshath, Ring of Destruction, Tribe-Infecting Virus, etc. Incremental damage with cards like Sangan, Dekoichi, etc. is also very important. Understanding how decks reduce their opponent’s lifepoints to zero is going to shape the strategy that you take in any matchup. I refer to a monster that threatens to attack for damage every turn as “aggressive pressure.” Early game: This is something that I’ve pushed the importance of recently. The “early game” can be defined as the period of time in a game in which the majority of each player’s options are not available to them, generally because they are still in the players’ decks (e.g. they have not been drawn or otherwise tutored yet). A strong early game is going lead to either card advantage or a lifepoint advantage (the two prior concepts), which is what makes it so important. The simple act of setting a face-down monster on the first turn of the game can surprisingly put a lot of pressure on your opponent (I refer to this as “defensive pressure”), as the consequences of not dealing with it can often be huge. The player going second will often need to fight back against this kind of play, and thus the ability to respond to this initial threat is going to be important as well. One of the most common early game interactions across all matchups that a good player must be versed in is the first set versus the first Nobleman of Crossout. Suppose Player 1 starts off the game with a Pot of Greed into a set monster and a set backrow and Player 2’s opening hand includes a Nobleman of Crossout. If Player 1’s set monster is a Magician of Faith and he manages to resolve its flip effect, the resulting advantage can often snowball into a win for him. However, there is considerable risk in setting a Faith here first, since the odds of Player 2 having a Nobleman of Crossout in her first 6 cards are roughly 1 in 3 games. An experienced Goat Player 1 will typically opt instead to try to bait a Nobleman of Crossout with another set monster before setting a Magician of Faith, even if he does open with one of his Faiths. As you can see, a set monster with a power spell in grave such as a Pot of Greed carries with it an immense amount of early-game pressure on the opponent. Even without a Faith in hand, you can often do things like Pot of Greed, set Asura Priest, set Book of Moon on your first turn. If your set does not get Crossed Out, you learn a little more about your opponent’s hand, and if it does get Crossed Out, you can rest knowing that any flip effect monsters you draw in the future are significantly more likely to resolve. Some useful probabilities for evaluating risk and reward during the early game are as follows: 12.50% = the probability of a player drawing their one and only copy of Sinister Serpent in their first 5 cards 28.08% = the probability of a player drawing at least 1 of 2 Noblemen of Crossout (or any other 2-of) in their first 6 cards 39.43% = the probability of a player drawing at least 1 of 3 particular cards (e.g. 1 of the three “trinity pieces,” 1 of 3 copies of Scapegoat, etc) in their first 6 cards Late game: The late game is a bit of a nebulous concept to modern YGO players, but once upon a time, there were formats in which games could conceivably continue to the point that the majority of each player’s options were either available to them or otherwise already used (e.g. in the Graveyard or banished). While the early game is usually characterized by defensive pressure, the threats to each player in the late game are usually the more traditional, aggressive type, as it is unlikely that both players reach the late game with full stocks of 8000 Life Points. This is the point at which you have to be careful in order to not “just randomly die” to cards like Ring of Destruction, Airknight Parshath, and Black Luster Soldier. Late games in Goat Format are distinct from many other formats in a few ways. Most notably, decking out is a very real concern in many games, to the point that simply activating a draw effect such as Pot of Greed or Graceful Charity can often be a commitment in itself if one leaves themselves with less cards in deck than their opponent to do so. For example, suppose I have a Thousand-Eyes Restrict along with three sheep tokens on the field, and my 2 Airknight Parshaths are both in my Graveyard. If I summon Tsukuyomi to reset my Restrict and absorb a face-down monster, and the Tsukuyomi is flipped face-down by a Book of Moon at the end phase, I will need to make an awkward play such as using a Nobleman of Crossout on my own Tsukuyomi or a Ring of Destruction on my own Restrict if I am to win the game by reducing my opponent’s Life Points to 0. Decks that opt to play Chaos Sorcerers instead of Airknight Parshaths are at even greater risk here, for obvious reasons. Another distinctive feature of the late game in Goat Format are maximized states of information. This requires a bit of background information to explain properly. First, realize that most decks in Goat Format start with the same core of staple cards, such as Pot of Greed, Snatch Steal, Ring of Destruction, etc. Some decks here and there may find some niche reasons to cut some of these cards, but in general, in a Goat Control mirror, you can always expect a certain set of monsters, Spells, and Traps to be somewhere in the opponent’s deck. Furthermore, many of these cards constitute an intricate network of Rock-Paper-Scissors-like options. This is to say that almost every card in Goat Format has at least one kind of “soft counter.” For example, Snatch Steal is often held for opposing Black Luster Soldiers and Airknight Parshaths, and consequently, Mystical Space Typhoons and Books of Moon are often conserved in order to counter opposing Snatch Steals targeting these monsters. Heavy Storm often allows one to assemble a game shot relatively easily, unless one of the opposing backrows is a Scapegoat, in which case the player will usually require another specific card, usually either Tribe-Infecting Virus or Asura Priest, in order to assemble enough damage to win the game. Nobleman of Crossout is a key answer to set flip effect monsters, most notably Magician of Faith, but a player can be punished for using a Nobleman of Crossout on bait such as set Tsukuyomis or D.D. Warrior Ladies. With these two points in mind, we can begin to understand the ways in which a good Goat Format player will need to navigate each late game. As each player draws deeper and deeper into their decks with each passing turn, they become increasingly certain about which cards their opponents might have in hand. Suppose I know my opponent is playing 2 Noblemen of Crossout, but they have played neither of them so far and they have five cards remaining in deck during my turn. What exactly is the probability that they actually have zero Noblemen in their hand? Well, it’s actually 1.28%, but the exact number is not as important as the broader implications. The point is that it would be perfectly reasonable for me to assume during my turn that I should be playing around at least one copy of Nobleman of Crossout. Now let’s say my opponent has also not used a Snatch Steal in this game thus far, and I have a Black Luster Soldier in my hand with no accompanying copy of Mystical Space Typhoon or Book of Moon. In about 9 out of 10 games, my opponent will have their Snatch Steal at this point after they draw for their turn, so I will probably want to hold my Black Luster Soldier if I have no way of guaranteeing survival against it in the event that it is indeed Snatch Stolen. Mid-game: While the early game and late game in Goat Format can both be assigned relatively static definitions, there is a third “phase” that is much harder to draw bright definitive lines around. The middlegame, or mid-game for short, is something that few would deny exists, but that somehow escapes precise definition by even the most experienced Goat players. Chess players will be familiar with such a notion of a mid-game, i.e. one that blends relatively seamlessly on either end into the early and late games. In other words, we can’t be sure exactly where the early game stops and the mid-game begins, but we can be sure that there usually exists some phase of the game that can be classified as neither the early game nor the late game by our preceding definitions. While it has no clear rigid definition (except in relation to the early and late games), the mid-game does nonetheless have a recurring set of aims and goals that an aspiring Goat player will probably want to pay attention to. First, since we are not actually in the late game, we are usually not at the point at which we can outright lose to single copies of certain cards, and a player would certainly like to keep things this way, at least for themselves, as long as possible. To this end, activating rather than holding removal cards like Sakuretsu Armor becomes more attractive. To ensure that our “clock” remains faster than our opponent’s, so to speak, we may find ourselves using a Nobleman of Crossout in conjunction with Tsukuyomi to alleviate pressure from cards like D.D. Warrior Lady or perhaps even Shining Angel. At the same time, our mental projection of the “flow” of the game from start to finish is more clear at this point than it was during the early game, so we may start to develop some sort of idea of cards we will need to be conserving for the late game, such as Snatch Steal, Ring of Destruction, Mirror Force, and Torrential Tribute. It is rare that one needs all of these in order to prevent themselves from “just dying” to the opponent later down the road, but it will probably be the case that they will need at least one of them to this end. As the name suggests, we need to find an appropriate middle ground between just throwing all of our options at the opponent and hoping for the best and doing nothing at all while we get beaten down by Asura Priests and Airknight Parshaths until our Life Points hit zero.
  50. 1 point
    You're right, 2002 was a special year.
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