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Noelle

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  1. Brandish - Discussion

    Brandish Yu-Gi-Oh! Wiki pages sure don’t have what they used to (unless they plan to update the page later.) Here is the entirety of what they have to say about the Brandish archetype: “’Sky Striker’, known as ‘Brandish’ (閃せん刀とう, Sentō) in the OCG, is an archetype set to debut in Deck Build Pack: Dark Savers. It includes the sub-archetype ‘Sky Striker Ace’. The ‘Sky Striker’ cards are made to look like suits of powered armor (in the case of the ‘Sky Striker Ace’ Link Monsters), or various gadgets equipped to said armor, as with the Normal and Quick-Play Spells within the archetype. The pronunciation ‘Sentō’, which means ‘Flash Blade’ using the archetype's Kanji, can also mean ‘Battle’ (戦闘).” …and that’s it, most of it useless information for non-weebs. So, for a non-placeholder OP, an actually constructive one, we’ll have to start from scratch. Brandish Monsters Excluding the Wind Link, which it is not likely we’ll have for nationals format, there are three Brandish monsters: Brandish Maiden rei, Brandish Maiden Kagari, and Brandish Maiden Shizuku. Let’s go in that order. Brandish Maiden rei “(Quick Effect): You can Tribute this card; Special Summon 1 ‘Brandish Maiden’ monster from your Extra Deck to the Extra Monster Zone. If a face-up ‘Brandish Maiden’ Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Special Summon this card. You can only use each effect of ‘Brandish Maiden rei’ once per turn.” Brandish Maiden rei, usually just shortened to “rei,” is the only non-Extra Deck Brandish Monster (not counting the token from Hornet Bit.) Clearly, though, it’s a card that revolves around the Extra Deck. While you’re able to summon the Brandish Link Monsters without using rei’s effect, by just normally sacrificing her for a Link Summon, her tribute effect is relevant in two key situations: When you have Diabolos (the boss monster,) and when it’s on the field during your opponent’s turn. The latter situation, that of it being on the field during the opponent’s turn, becomes the case due to its floating effect. Your opponent may force one of your Brandish Link Monsters to leave the field, especially on their turn, and this will allow rei to activate, bringing herself back and then allowing herself to summon another Brandish Link Monster to use even on your opponent’s turn. As far as the actual structure of the deck goes, Brandish Maiden rei is one of three basic starter cards: Her, Start-Up Engage, and Hornet Bit (and Reinforcements of the Army to get her.) This gives you a total of 10 starter cards, assuming the next ban list doesn’t mess with RotA. This, combined with the ability to see more cards with your other Spells (Desires, Upstart, Metalfoes Fusion, the Field Spell,) makes for a pretty consistent deck. Since Brandish mirrors are a bit slower paced, it’s not the end of the world if you brick on the first turn either. Brandish Maiden Kagari “1 non-FIRE ‘Brandish Maiden’ monster You can only Special Summon ‘Brandish Maiden Kagari(s)’ once per turn. If this card is Special Summoned: You can target 1 ‘Brandish’ Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY.” Brandish Maiden Kagari, usually just shortened to “Red,” is the first of two Brandish Link Monsters we’ll be looking at. Notice that it takes a non-Fire “Brandish Maiden” monster to summon, and that its own attribute is Fire. All the Brandish Link Monsters have this clause for their own respective attributes, and all of the Brandish Link Monsters are different attributes. What this means effectively is that you cannot use Red for Red, or Blue for Blue as fodder. The recursion of Brandish Spells in graveyard is relevant for several reasons. First, it can combo with Engage to use multiple of them in a turn. One common turn one play that is very strong is to Engage for Spellbook of Judgment, and then get back Engage with Red to get another Spell back for Spellbook of Judgment by activating it again. This then allows you to set back the Engage with Spellbook of Judgment in the End Phase, and then use Blue to search for another copy of Engage. Second, this card’s effect activating on summon is important in contradistinction to Blue, which activates in End Phase. This is because if you’re floating with your rei on your opponents turn, they can’t completely cut you off from adding cards to your hand by just running over the Blue that rei would float into, because you can summon Red instead to get the add back. Third, and finally, the add back effect allows you to reuse important utility cards. This lets you get away with playing less copies of them overall. Be careful though, you might not want to play too little copies of certain utility Spells, since you might banish them with Pot of Desires. The attack gain on this card becomes relevant in the later game when you have a lot of Spells in the graveyard. It can help you get over bigger monsters, sometimes even mustering up enough attack to trade with a Diabolos (or Infernoid Onuncu.) Lastly, notice the clause on this card that you may only summon it once per turn. All the Brandish Link Monsters have this clause, otherwise they’d be able to be summoned indefinitely and you would be able to indefinitely add back cards with Red. So, it’s good they put that clause there. Brandish Maiden Shizuku “1 non-WATER ‘Brandish Maiden’ monster You can only Special Summon ‘Brandish Maiden Shizuku(s)’ once per turn. Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 ‘Brandish’ Spell from your Deck to your hand with a different name from every card in your GY.” This is Brandish Maiden Shizuku, usually shortened to “Blue.” This card allows you to get the ball rolling if you didn’t open Engage, as it can search Engage in the End Phase. It also pairs well with the Spellbook of Judgment as mentioned, since the Spellbook of Judgment can set spells from the graveyard in the End Phase, allowing you to then search one of the same name with Blue. Notice that the Attack and Defense loss is for all of your opponent’s monsters, which is important to help get over boards sometimes. Other than that, there isn’t a whole lot to talk about with this card. It’s just an obligatory part of the run-of-the-mill plays in this deck, where you summon Red and then tribute Red off for this card to search in the end phase, setting you up for the following turn. One thing to note though, about the two Link Monsters, is where their arrows point. This means that if you summon them to your Extra Monster Zone, they point away from the field. This allows for a more slower game with less OTKs and the like, with an average turn dealing normally only some lower increment of 1500 damage. Brandish Spell Cards With rei, Red, and Blue all figured out, we can move on to the main magic of this deck, the Spell cards. This deck has some of the strongest archetypal Spell cards ever printed, and it is amplified by the fact that very few of them have anything even close to resembling a “once per turn” clause. The Spell cards we’ll be looking at are Brandish Start-Up Engage, Brandish Mechanism Multi-Roll, Brandish Mecha Hornet Bit, Brandish Airspace Area Zero, Brandish Mecha Widow Anchor, Brandish Skill Afterburner, Brandish Skill Jamming Wave, Brandish Mecha Shark Cannon, Brandish Mechanoid Hercules Base, and Brandish Mecha Eagle Booster. Brandish Start-Up Engage “If you control no monsters in your Main Monster Zones: Add 1 ‘Brandish’ card from your Deck to your hand, except ‘Brandish Start-Up Engage’, then if you have 3 or more Spells in your GY, you can draw 1 card.” Brandish Start-Up Engage, usually just called “Engage.” Yes, you read this card’s text correctly. And no, you did not read a once per turn clause. Because there isn’t one. Including adding it back with Red, you can potentially activate this card up to four times in a turn, getting the extra draw as many times as you do it with at least 3 Spell cards in graveyard. As mentioned, and as indicated by this cards name, this is one of your starter cards. It’s not that bad if you don’t draw this because you can search it in the mirror, but if one player draws it going first and the other player doesn’t have it going second, they can start to fall a little bit behind because the player on first is able to resolve this card multiple times before the player on second was able to resolve it once. Fortunately, with the Field Spell and draw Spells, you have a pretty good chance to see this card on turn one. What you ideally want to do in the first turns of the mirror is end with multiple copies of this card either in hand or field or between both, since it will make your follow-up quite strong. Don’t overly worry about getting three Spells in graveyard for the draw, that will naturally come in time and unless the Spells you put in graveyard are free (such as Foolish Burial Goods and Metalfoes Fusion,) it’s not worth building your deck around trying to get to three Spells in graveyard. The draw effect on this card also obviously helps you to begin to come back while playing from behind. Be careful when deciding whether or not to Ash Blossom this card, since they can add it back with Red (as opposed to using it on something like, say, Pot of Desires.) Just something to be aware of. Notice, finally, the clause on this card about only being able to activate it while you control no monsters in your Main Monster Zone. A lot of the Brandish Spells have this clause. Just like the arrows on the Brandish Link Monsters themselves, this helps slow down the pace of the game, since you don’t want to shut yourself out from your Spells just to do a little more damage usually. Brandish Mechanism Multi Roll “Once per turn: You can target 1 other card you control; send it to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations this turn. Once per turn, during the End Phase: You can Set ‘Brandish’ Spells with different names from your GY to your field, up to the number of ‘Brandish’ Spell Cards you activated this turn while this card was face-up on the field, but banish them when they leave the field.” This is Brandish Mechanism Multi-Roll, which we call “Spellbook of Judgment” for obvious reasons. Yes, you read this card’s second effect correctly. A good mirror will often have this card face-up on both players field, resolving it as much as possible. And by as much as possible, I mean that using the Quick-Play Spells, you can use this card on your opponent’s turn too. Just the existence of this card justifies using cards like Ghost Ogre, Twin Twister, Evenly Matched, Typhoon, and so on to hopefully not get blown out by a turn one Spellbook of Judgment. Or, if you don’t see these cards, you’re hopefully able to come back with your own Spellbook of Judgment such that you’re able to match the power that your opponent was able to generate. The fact that it banishes the Spells that you bring back is important in late game grinds, so be careful. Worth noting as well is that it can set the Field Spell too. Finally, the first effect is worth keeping in mind, since it can help you get rid of a Metalfoes Fusion that you’ve hard drawn. Overall, this Spell is probably the strongest card in the deck. Brandish Mecha Hornet Bit “If you control no monsters in your Main Monster Zones: Special Summon 1 ‘Brandish Maiden Token’ (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, but it cannot be Tributed. If you have 3 or more Spells in your GY, its ATK/DEF become 1500.” Brandish Mecha Hornet Bit, usually just called “Hornet Bit.” This is another starter card, since you can immediately tribute the token summoned for a Red or Blue. It isn’t always clear whether or not you want to go with this card when you have the option between it and rei. This card is more vulnerable to Cherries, but you end with more cards if you add it back with Red and then use Blue. Arguably you don’t even want to waste a Red on adding this card back sometimes. This card has different functions at different points in the game. Early game, it’s a starter card. Later game, it can help you go into toolbox Link Monsters, such as Troymare Phoenix. Further, in the worst-case scenario, you can set it to chump-block so you don’t die. It’s good to keep a copy of this card floating between your hand and field in most matches so that you have a follow-up if something goes wrong. Overall, a pretty solid component of the deck. Brandish Airspace Area Zero “You can target 1 other card you control; excavate the top 3 cards of your Deck, you can add 1 excavated ‘Brandish’ card to your hand, also shuffle the rest back into the Deck, then if a ‘Brandish’ card(s) was excavated, send the targeted card to the GY. If this card is sent from the Field Zone to the GY by a card effect: You can Special Summon 1 ‘Brandish Maiden’ monster from your Deck. You can only use each effect of ‘Brandish Airspace Area Zero’ once per turn.” This is Brandish Airspace Area Zero, normally just called “Field Spell.” Quite simply, this card turns your 5-card hands into 8-card hands, and your 6-card hands into 9-card hands. It also can clear monsters from your Main Monster Zone to allow you to activate your Brandish Spells. The best card to send with it is usually a hard drawn Metalfoes Fusion. Carefully read it. Even if you don’t add a Brandish card, as long as you reveal one, you send the targeted card to the graveyard, so you just about always might as well add the Brandish card you reveal anyway. The best thing that this card does is help you brick even less. You already have 10 starter cards, and this card helps you get to 9 of them. In fact, this card has quite a lot of functions. It turns dead draws into real cards and potentially gets another Spell in graveyard in the process. The second effect combos with Spellbook of Judgment’s first effect to unbrick your hand as well. You can even destroy this on your opponent’s turn using Twin Twister or Typhoon in order to float a rei against them. Unfortunately, because of the once per turn clause on this card, seeing multiple Field Spells isn’t that good. Seeing one Field Spell and one Terraforming is fine though because you can just send the Terraforming with its first effect. Obviously you want to be using Terraforming for this card instead of hard drawing it because it gets a Spell in graveyard for free. Brandish Mecha Widow Anchor “If you control no monsters in your Main Monster Zones: Target 1 Effect Monster on the field; it has its effects negated (until the end of this turn), then if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.” Brandish Mecha Widow Anchor, usually just called “Claw” for short. This card is essentially Snatch Steal, sometimes even a little better because you can give them back their (presumable) Link Monster in a Main Monster Zone to turn off their Brandish Spells on your turn, including their own copies of Claw. Playing around this card is a key skill to have in the mirror. The most unfortunate timeline is banishing all of your copies (people normally play 2) of this card with Pot of Desires. In order to stop them from getting the monster back in the End Phase, you can Link it away. If all else fails, going second, this card is also a starter card if you can get three Spells in the graveyard. This is because you can take their Red or Blue (usually Blue) and make your own Brandish Link Monsters with it. Brandish Skill Afterburner & Brandish Skill Jamming Wave “If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.” “If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.” Brandish Skill Afterburner, usually called “Afterburner,” and Brandish Skill Jamming Wave, usually called “Wave.” I’ve put both of these together since they’re more or less the same card, just with reversed effects. These are your ways of clearing your opponent’s board. An extremely relevant thing to point out is that the second effects on both of these cards don’t target. Especially in the case of Afterburner, this forces your opponent to flip up Spells/Traps on its activation if they don’t want to risk them getting destroyed and not being able to use them at all. These cards are especially strong going second, so lists that are built to go second will traditionally play more of these. Other than that, these cards are pretty self-explanatory, they’re great utility cards and add more “counters” to Spellbook of Judgment. Brandish Mecha Shark Cannon “If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish it, but if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.” Brandish Mecha Shark Cannon, normally called “Reborn” due to its 3-Spell effect, is a great utility card. It can help cut off their floating rei in the mirror. It is strong against the Infernoid build because you can banish one, add it back with Red, banish another, then use Spellbook of Judgment to set it, banishing a third. It may be surprising at first, but the banish effect tends to come up more than the Monster Reborn effect. This is because not only does the card you Reborn take up your Main Monster Zone, but all you can normally do with them is Link them away after. This is with one crucial exception. Late game in the mirror, especially if your Red or Blue were Cherries’d, you can use it on your opponent’s Red/Blue to use their effects instead. A pretty solid card. Brandish Mechanoid Hercules Base “Activate only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly, but can make 2 attacks on monsters during each Battle Phase. If the equipped monster destroys a monster by battle and if you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 ‘Brandish’ cards in your GY, except ‘Brandish Mechanoid Hercules Base’; shuffle them into the Deck.” Brandish Mechanoid Hercules Base, usually called nothing for short because this card’s quite frankly awful. However, every once in a while, you’ll see this card played for the Daigusto effect, so that late game in the mirror you can replenish your Extra Deck with your Brandish Link Monsters. That’s about all there is to say about this card, I don’t recommend using it. Brandish Mecha Eagle Booster “If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; this turn, that target is unaffected by card effects (except its own), also if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.” Brandish Mecha Eagle Booster, called “Booster” for short. I’ve only ever seen this card played in one list. Like Hercules Base, it’s pretty bad. Maybe a situation will come up where it’s good to play this on your opponent’s monster. Isn’t much else to say. Non-Brandish Cards We’ll limit our scope here to pure Brandish lists. The cards that best compliment Brandish cards from an engine perspective will obviously be Spell cards that help you meet the 3 Spell threshold in your graveyard. On top of that, since pure Brandish is a control deck, Hand Traps and “real Traps” also tend to be played in this deck. Here is a non-exhaustive list of Main Deck cards to consider: · Ash Blossom & Joyous Spring · Ghost Reaper & Winter Cherries · Ghost Ogre & Snow Rabbit · Darkest Diabolos, Lord of the Lair · Toon Cyber Dragon · Toon Cannon Soldier · Pot of Desires · Foolish Burial Goods · Metalfoes Fusion · Toon Table of Contents · Upstart Goblin · Terraforming · Reinforcements of the Army · Foolish Burial · Twin Twister · Cosmic Cyclone · Solemn Strike · Solemn Judgment · Evenly Matched · Typhoon · Infinite Transience Brandish Ratios Ratios of Brandish cards vary depending on several factors. The first factor they vary on is whether you want to go first or second. The second factor they vary on is the metagame, are people using Altergeist and the Infernoid Build? Or do you expect to see more of the pure Brandish mirror? A third thing they vary on is depending on how many other Brandish cards you’re playing. If you’re playing a list with less Brandish cards to hit off Field Spell, for example, Field Spell may not be as good. Here is a list of common ranges of quantities per card played: · 3 Brandish Maiden rei · 3 Brandish Start-Up Engage · 1-2 Brandish Mechanism Multi-Roll · 2-3 Brandish Mecha Hornet Bit · 0-2 Brandish Airspace Area Zero · 2-3 Brandish Mecha Widow Anchor · 1-2 Brandish Skill Afterburner · 1-2 Brandish Skill Jamming Wave · 0-1 Brandish Mecha Shark Cannon · 0-1 Brandish Mechanoid Hercules Base · 0-1 Brandish Mecha Eagle Booster · 3 Brandish Maiden Kagari · 3 Brandish Maiden Shizuku Other Card Ratios The ratios of non-Brandish cards to play varies even more widely than the Brandish ratios themselves. I’ll just go over the potential quantities of cards commonly played from the “Non-Brandish Cards” section. · 3 Ash Blossom & Joyous Spring · 0-3 Ghost Reaper & Winter Cherries · 0-3 Ghost Ogre & Snow Rabbit · 0-2 Darkest Diabolos, Lord of the Lair · 0-1 Toon Cyber Dragon · 0-1 Toon Cannon Soldier · 2-3 Pot of Desires · 2-3 Foolish Burial Goods · 1 Metalfoes Fusion · 0-3 Toon Tables of Contents · 1 Upstart Goblin · 0-2 Terraforming · 1 Reinforcements of the Army · 0-1 Foolish Burial · 0-3 Twin Twister · 0-3 Cosmic Cyclone · 0-2 Solemn Strike · 0-1 Solemn Judgment · 0-3 Evenly Matched · 0-3 Typhoon · 2-3 Infinite Transience Concluding Remarks I’ll leave considerations of the Side Deck and Extra Deck, due to their relative subjectivity, for the discussions to be had in this thread. I’ll do the same for technical play because the deck is less streamlined in terms of proper maneuvering at the moment. In any event, we’ve worked out the basics of what the Brandish deck is, what it does, and we have some basic ratios to play in our lists. Here’s to a hopefully great thread and a return to the types of discussion we’ve once had on these boards.
  2. Brandish - Discussion

    nvm apparently its a filter on the site itself LOL
  3. Brandish - Discussion

    smh who keeps changing rei with a capital r to rei in my op
  4. Brandish - Discussion

    NEEDLEFIBER CONFIRMED NOT GETTING IMPORTED TODAY HAS BEEN A GOOD DAY. FUCK EVERYONE THAT DOUBTED :B:RANDISH FORMAT. NOW ALL WE NEED IS A FUCKING LIT BANLIST AND NATS FORMAT IS A GO
  5. Brandish - Discussion

    What Brandish Format Could Be: In Defense of Current Format “. . . It is the process of its own becoming, the circle that presupposes its end as its goal, having its end also as its beginning; and only by being worked out to its end, is it actual.” - G.W.F Hegel, Phenomenology of Spirit Sec. 18 Introductory Remarks We shall here operate under three basic assumptions. First, that the next ban list will arrive relatively soon. Second, that this ban list will move Pendulum and Draco from their dominant position to a non-dominant position in the metagame. Third, and finally, we assume that no unforeseen releases between now and nationals format will severely impact the expected trajectory of the coming format. Considering the notice on Konami’s site concerning when we may start expecting the next ban list to arrive, considering the last ban list already attempting to substantially address Pendulum and Draco, and considering our current knowledge of releases to be expected in the next few sets, I believe that all three of these assumptions are justified for those duelists looking to get an early start on testing for nationals format. Historical Context There are three historical trajectories which we must be mindful of in conceptualizing what the coming Brandish format could mean. First, and most immediate, that of DuelistGroundz.com. Second, and no less important, Brandish’s place in the competitive history of this game. Third, and less obvious, the ever-evolving rules of the game itself. DuelistGroundz.com & Goat Format To begin with, let us consider the current situation of DuelistGroundz.com. The dominance of Goat Format is obligatory and has reached a level not previously seen since perhaps the original 2005 format itself. What does Goat Format structurally symbolize? It started being played again in the early 2010s at a particularly vulnerable time for Current Format, and served as a sort of escape from what was deemed “not real Yu-Gi-Oh!” As such, a certain snobbishness has persisted in the overall attitude of Goat Format contra Current Format, where the Goat Format players believe they are engaging in a more “skillful” game, one that could be properly called “real Yu-Gi-Oh!” If Goat Format were to remain as it was originally intended, a pet project to play at locals for fun in between matches, then there would be no hostile conflict between Current Format and Goat Format. While that situation remains the case in most real-life play, its current manifestation on DuelistGroundz.com is a completely different story. It is precisely when Goat Format seeps into competitive play, when the allure ceases to be merely an “escape” from current format, but fully an alternative thereof, where Goat Format becomes a legitimate structural threat to Current Format. It is in this sense that I consider Goat Format as a whole to be “self-alienated” Current Format. Signs of this eventuality were there in the beginning of its comeback in the early 2010s, especially in the obnoxious attitudes towards an admittedly defective Current Format, but it took years of effort for its purpose to materialize. Of course, the original presupposition the entire movement and snobbishness was based on, the attitude that Goat Format is this holy game that no format can surpass, blinds one to some of the greatest formats this game has ever seen. 2013 Dragons, 2014 H.A.T/Geargia, 2015 Nekroz, 2017 Zoo, etc., have been some of the most intricate formats ever in terms of technical play and deck building. To believe that Yu-Gi-Oh! ended in 2005 is ludicrous. To believe that no format could surpass one that was around when the game itself wasn’t even 5 years old is equally absurd. My hope is that within these words at least a handful of the Goat Format players can find the inspiration to at least glance in the direction of Current Format once more. The central thesis and case I’ll be making throughout this article-post is, therefore, that Brandish format is a better Goat Format in just about every way possible. Furthermore, I’ll be stepping up to the plate personally, not just in efforts to revive deck discussion as I’m doing here, or in effort-posting generally, but also in terms of getting my old Current Format friends (of whom there are many) to start taking this website seriously again. It’s no coincidence that the time of Goat Format being the most serious thing on this site is the same exact time as most of the great players currently either looking back at this site only nostalgically, or for the newer crop of Current Format players, not even knowing what DuelistGroundz.com is/was to begin with. (The general indifference towards these issues of certain figures in the contemporary administration on the site isn’t helping.) So, to summarize, what Brandish format could mean for the history of DuelistGroundz.com, via a better Goat Format, more effort from people like yours truly, and so on, is a return to the respectability and identity that we once had as a site. In the words of my dear friend Madeline, “let’s make this [the] format where we remind everyone to suck our dicks again.” Competitive Yu-Gi-Oh! & Brandish Format We have seen Goat Format, on this website, rise to prominence at a time of particular vulnerability for Current Format. The first of the vulnerabilities that Goat Format took proper advantage of was after a peak in Current Format, at the famous 6,000-person YCS where they had to knock down a wall just to fit all the players. While we had many great formats and tournaments since then, the predominant view, especially by the year 2016, was that competitive Yu-Gi-Oh! had declined from its peak some years prior. It is no coincidence that, bar the Monarch mirror, that year is viewed as one of pretty lackluster formats. The deck that won nationals in 2016 was one that, with a few excess purchases, someone could have made by getting three structure decks at Walmart the Thursday before, learning how to play the game with the beginner’s guide included, Last Chance Qualifying for nationals the following day, and then winning the tournament on the next two (not in the least to discredit the actual winner, obviously.) Pairing this was a decline in attendance of events. Traditionally 11-round YCS tournaments now became 10 rounds. Such YCS’s would occasionally have less participants than California regionals, or even Philadelphia regionals in rarer cases. But this is changing. Nowadays, in 2018, while we may have had a bad YCS or two, if one digs deeper towards a more local level, regional attendance is rising across the board. Even in 2017, the NAWCQ that year was a 3,000-person tournament. This paired what is viewed as a relatively good format. In the words of my dear friend Azad, “Yu-Gi-Oh! is peaking again.” We’re digging ourselves out of the rut we were in during 2016. As a result, in the broader history of the competitive game, Brandish format is the next peak. This makes the coming format a prime time to take Current Format seriously again, if not for the comparisons to be made between Brandish format and a better Goat Format, then for the heightened level of competition that recent trends are pointing towards. There is also an important technological context in which Brandish format is arising. The advent of replays on Dueling Book, as well as the advent of YGOscope.com, have the potential to form the foundations of a new era of testing and theory. It can drastically change also how we conduct competitive deck discussion threads. For example, we can construct replays to display complex situations instead of having to describe them. In doing so it can illuminate all the variables in technical play that the poster might not have thought relevant themselves. The possibilities are endless, and it is important to establish standards for a proper appreciation of these new technologies, which is one of many conversations we should be having at the moment. [Questions such as whether or not we should have dedicated thread(s) for accumulating replays for different decks come to mind.] With the modern competitive epoch of the game fully in mind, all that is left for us to discuss insofar as the historical context that Brandish format occupies is concerned, is the Konami-side of things; Rules and releases. Link Monsters & Rule Changes The past fourish years of the game have seen more turbulent rule changes than perhaps at any other point in this games history, and I include the switch from Upper Deck Entertainment within this. Among these rule changes, the ones that stand out the most are the decision to change drawing 6 going first into drawing only 5, the decision not only to release pendulum but then to move the pendulum zones to the Spell/Trap zones proper, and of course, Master Rule 4 and Link Monsters. While Link Monsters and the new rules that came about with them may be ostensibly overcomplicated and hard to understand for non-initiates, a deeper consideration of their implications in the competitive sphere of the game would reveal an absolutely genius mechanic. Particularly, the idea of limiting Extra Deck maneuvers to only the Extra Monster Zone and the zones that Link Monsters point to, should have ideally made for a slower game overall. The concept of using the previously almost meme-worthy mechanic of card zones to severely impact the plays that all the best decks are able to perform was a great move. However, there were of course some defects here. First, the defect of them simply releasing Link Monsters that were absurdly abusable (such as Firewall Dragon.) This made for some formats that the overall logic of Link Monsters and Master Rule 4 should have altogether avoided, such as the pre-emergency ban list Spyral format, as well as the current issues we’re having with Electrumite. However, in the broader history of the game, these formats are merely momentary defects and a slower format, one that Brandish format aspires to be, would become structurally inevitable given this ruleset. Another defect that Link Monsters have which is worth pointing out is that the “Extra Link” mechanic is nothing except for a floodgate built into the very rules of the game. Luckily, Extra Link situations are quite hard to pull off in competitive decks, so it shouldn’t be much of an issue for the time being. Nonetheless, one of the major impacts that Link Monsters have had on the game which is laudable is that they gave us a real science of which card zones to play our cards in. Our theory on this website and on discussion boards in general have yet to catch up to this reality, but it will in time. With these three historical trajectories in mind, those of DuelistGroundz.com, the competitive scene, and the rule changes and releases of the game itself, we are thereby able to place a Brandish format within its proper context. From here, we’re able to move on to the central question of this article-post, that of what a Brandish format could be, with the ultimate answer being, in appeal to the modern players on this site, “a better Goat Format.” Brandish Format Mechanics Those comparisons between Brandish format and Goat Format structurally can seemingly only be expressed in a list. A defect of this list is that it isn’t exhaustive. Rather, it deals with only those most immediate points understood from even a superficial familiarity with the format’s dynamics. These are, still, more than enough to compose a compelling case. The first thing to be discussed is the unclearness of when to use cards. Then, we will articulate the so-called “community of cards” between both players that the format creates and compare it to Goat Format. Following this, we will get down to brass tacks and talk about Boss Monsters. After that, we shall talk about going first or second. Penultimately, we’ll broach deck-building. Finally, externalities such as possible FTKs/OTKs and other, non-Brandish strategies will be brought up. The running theme here will be the thesis that while these things compare favorably with Goat Format, they have for the most part reached a “higher level” of more complexity and refinement in the modern day that a format lived out in 2005 continues to not be able to deliver. When to Use Cards The first thing that strikes one in Brandish format is that it is not very clear when to use a lot of the cards. Even cards that were traditionally obligatory, such as hand traps (Ash Blossom, Cherries, Transience,) become complicated. Do I Ash Blossom your Reinforcement of the Army hoping to cut you off of a play but then lose to a follow up? Do I Cherries on your turn or let you use a Blue to wait until my turn because I think you’re going to hold Called by the Grave since you’re expecting to use it on an End Phase Ash Blossom for your Blue? Do I Transience this turn one Red or do I hold it to set in a good spot (with respect to my opponent’s card zones) and then use it on a later Red at a more crucial juncture? Further, the opportune time to use extraneous Spell/Trap destruction such as Cosmic Cyclone and Twin Twisters isn’t clear either. Do I set them to out their Spellbook of Judgment? Do I hold them to not get Jamming Wave’d, or even worse, Afterburner’d? Do I set them to stop Void Imagination against the Infernoid Build? Do I keep them to avoid getting Patrulea’d/Decatron’d because I have an Ash Blossom to deal with their Imagination or an Ogre to deal with their Vanishment? What if they have Called by the Grave? It isn’t merely the non-Brandish cards that are unclear when to use, it is also the Brandish cards themselves. If I’ve opened just rei and Hornet Bit, do I float with rei or do I Hornet Bit, summon Red, and get it back? I end with more cards in the latter case, but I float in the former case. Or perhaps I Hornet Bit just for Blue to not use a Red on merely a Hornet Bit? Do I hold this Start-Up Engage to do it for 3 on another turn or do I foresee by Red/Blue chain resolving, allowing me to possibly use more of them on my next turn? Can I play through Cherries? Should I rei instead of Hornet Bit here to play around Cherries more effectively? It is not the case that the actual decision trees themselves are vast, as in a traditional combo deck. Rather, the options you’re given every turn are all defendable. This is akin to Goat Format, where different lines of play are all highly considerable. This being the case, though, we must acknowledge that rather than the decisions to play around 1-ofs in Goat Format, our opponent can potentially have at least 3 of all the cards we’re trying to play around in the Brandish mirror. As a result, there is no “unfortunate” case of them having the 1-of that you decided it was best not to play around, you must play around everything. This is one way in which Brandish format is brought to a higher level than Goat Format. The Community of Cards Another way in which Brandish format may be compared to Goat Format is that, rather than my cards being my cards and your cards being your cards, a sort of community of cards is established between my opponent and I where my Claws and Reborns are searchable methods of making my opponent’s cards my own. This “community of cards,” akin to how the aforementioned decision-making is brought to a higher level in Brandish format, is also itself brought to a higher level, since rather than Snatch Steal or Creature Swap being cards to keep in the back of your mind, Claw and Reborn are obligatory and ever-present in the mirror. Boss Monsters A third similarity between the two formats is that of Boss Monsters. This especially applies to how Diabolos in Brandish format compares with Black Luster Soldier – Envoy of the Beginning in Goat Format. Diabolos is a card that, unlike BLS, is good at all points in the game. BLS and Chaos Sorcerer, if drawn early, may be an issue, but since the only requirement to use Diabolos is to see rei (of which at least 7 are played,) it’s not nearly as much of a problem as getting a light and dark in the graveyard is. So, the boss monsters that we’re dealing with in Brandish format are in this way “better Yu-Gi-Oh!” than the ones dealt with in Goat Format. The Trap Dustshoots of Goat Format side decks (and sometimes main decks,) further, are actually built-in to Diabolos, making it less relevant who went first or second. Resolving a turn one Diabolos isn’t the end of the world because the opponent gets to pick the card that they return, and you don’t see their hand. First & Second Speaking of the decision to go first or second, this is another thing that Brandish format arguably does better than Goat Format. In Goat Format, while it isn’t by any measure the end of the world if you’re on second, it’s still quite obligatory to go first. In the era of only drawing 5 cards going first, on the other hand, and with the possibility of altering your Brandish list with more copies of Jamming Wave and Afterburners to have an advantage going second, it’s not only less clear whether you want to go first or second, but also less clear whether or not you want to build to go first or second (in the same way that it was less clear when to use the cards themselves.) Deck Building Regarding how to build your deck generally, you’re given quite a lot of freedom. It had become a cliché of Current Format in recent years to expect deck lists that top to consist of mostly 3-ofs and searchable 1-ofs. But considering the paradigms that cards like Pot of Desires open up for the game, as well as the grindy nature of Brandish mirrors which can require multiple copies of utility cards to “come up,” and finally, because you can splash Brandish in many different decks (simply opening Hornet Bit is a plus two,) the options for deck building are opened up in Brandish format which is also reminiscent of the ability to play more or less Dust Tornadoes, Sakuretsu Armors, Scapegoats, and Metamorphoses in our Goat Format decks. Brandish format, while I’d like to stress that the card pool which the metagame restricts us to is by no way too daunting for a non-initiate to familiarize themselves with, still has a richer card pool and selection than Goat Format. This is something that both formats do well, but that Brandish format does theoretically better. Other Strategies and Externalities Just like in Goat Format, the predominant deck (in their case Goat Control and in our case pure Brandish) is not the only strategy one can use. To begin with FTKs, OTKs, and traditional “combo decks” prior to examining other more “real” [sic] decks, we must first notice two things. For one, we have an impending ban list that could all but make the Instant Fusion FTK in Pendulum unusable. For two, more hand traps are being released, especially in the form of Infinite Transience, which, between them, Cherries, Ash Blossom, and Ogre, can make such decks hard to win with. There is the possibility of using Curious and Troymare Griffin to combo into a set Imperial Order with a strong field, but for the time being, that appears to be our only worry on this front. This contrasts how frustrating decks like Empty Jar can be to deal with in Goat Format. Just like splashing Scapegoat and Metamorphosis into non-traditional Goat Control decks, the Brandish engine creates possibilities to be splashed in many decks, most prominently Infernoid and Invoked. Then there are still non-Brandish anti-meta strategies, such as the different builds of Altergeist. While I don’t have an argument for why the deck selection now in particular is “better” or has “reached a higher level” than that of Goat Format, I do think they are at least directly comparable. Conclusion What we therefore are dealing with is a slower deck/format which doesn’t OTK much, a deck where the decisions you are able to make on every turn are all defensible, a deck where these decisions often revolve around which cards you’re playing around, a deck where a community of cards is formed between you and your opponent such that you needn’t rely on only your own cards to win, a deck with “fairer” and less troublesome boss monsters, a deck whose building is akin to but in fact richer than Goat Format, a deck that deals with FTKs and OTKs very well, and finally, a deck where going first or second is not merely something that less hinges on, but also not obligatory at all. These things are all brought to either a higher or equal level to that of Goat Format, creating less arbitrary losses overall. We’ve summarized Brandish format’s ideal place within the history of the game, its ideal place metanarrativistically in the history of DuelistGroundz.com, and we’ve given some basic introductory analyses of the mechanics of Brandish format and how they compare to Goat Format. The conclusion has been reached that, for all intents and purposes, Brandish format represents a “better Goat Format.” The implicit myth that all the fedoras at your locals the past 6 years keep in the back of their mind, that while you’re there grinding out games in the absolute savage barbarity of Current Format, they’re sitting in the back playing a more “cultured” game of “real Yu-Gi-Oh!,” let this myth be completely laid to rest. I highly recommend that the modern Goat Format players on this site get into Current Format. Thank you.
  6. "i knew a person who could cultivate the words that they aligned in a way that could coerce a train to fly a perfect state of mind in which to learn creative rhymes until their person was emburdened by the verses they designed and they began to lose their touch... the little quirks in all their writing became terse and uninviting and ingesting any lettering they surgeoned into life instead of being entertainment was inert and just absurd and all the work was fucking tiring and suddenly... they were writing less and less in spite of their success they saw no light and second guessed the creativity they harbored in their heart there's only so much fucking artwork you can make 'til you forget the way to start so a couple million people saw some dipping in the frequency of music while they fought idiosyncracy that slept as mental illness... and woke as some peculiar train of thought that masqueraded as a symptom of a hindering deliquency i hope that all these words have made you think of me" -Atlas Today is the last day of Spring Break so I won't be around much again for a while. Consider this a parting gift, a fruit of some of my studies the past three years. Introduction The theory and practice of psychoanalysis has remained controversial since its founding in Freud. Analytic-minded liberals have attacked it ad nauseam as not being founded on sufficiently empirical content, and therefore not a legitimate science. For all his now-famous anonymous case-studies, Freud himself admitted much of his theory was based on self-reflection. The attacks on psychoanalysis, inter alia, posit that too much of psychoanalytic theory is derived a priori. On the other hand, it has been criticized from the left as well for its Oedipal structure, particularly in Deleuze and Guattari. Finally, there are enemies of the progression of the science from within the science itself, as we can find in the hell that Jacques Lacan went through in his efforts to not only "return to Freud," but also to advance psychoanalysis with enrichment from concepts such as the Mirror Stage, the Real-Symbolic-Imaginary trinity, the statement that "the unconscious is structured like a language," jouissance/surplus-enjoyment, etc. Naturally, the latter (Lacan) is attacked also on political grounds: See Scruton and, ostensibly less overtly political (yet more mature of a critique than Scruton,) Sokal. Such is the state of traditional attacks on psychoanalysis. However, now in the 21st century, advancements in research have progressively softened the voices of these cliched attacks, providing evidence for Ego Psychology: https://qz.com/728039/growing-research-in-neuroscience-shows-that-freuds-idea-of-a-superego-isnt-as-wacky-as-it-sounds/ Further, let us review the testimony of leading physicist and String Theorist Michio Kaku: "Well, scientists now have looked at Freudian Psychology and the brain using all these modern techniques, and first of all we realize that perhaps Sigmund Freud wasn't totally wrong. There are many textbooks that simply dismiss Freudian Psychology calling it 'nuts,' that is nothing but the 'sexual fantasies of a repressed Venetian scientist of the last century.' But now we realize there's more to it. First of all the Unconscious Mind - we can actually see the brain in motion, and we realize that much of the activity is totally unconscious, just like what Freud predicted. And Freud also said there is the Ego, the Id, and the Superego, that we are in a constant battle with our desires and our conscious, and we see that now with brain scans. The 'Ego' is basically your prefrontal cortex. . . . And then, your desires, we see the pleasure center, right there in the center of the brain. . . . And then your conscious is right behind your eyes, the orbital frontal cortex is where your conscious is." [I'd like to remind those who consider Kaku a "pop-physicist" that he has authored several graduate-level textbooks, including one on Quantum Field Theory (QFT) I'm currently reading.] While I'm personally absolutely content with a priori theorizing in psychoanalysis (bear in mind that, per Kojève's treatment of Hegel, the origin of self-conscious geist is desiring-Desire,) the blessing of this scientific verification allows us a starting point from which to, on hopefully less controversial grounds, base our theorizing about the Stupid Card Game. First, though, for non-initiates it is necessary to explain the basics of Freudian psychology. Ego Psychology Psychoanalysis posits three psychical systems: the Id, the Ego, and the Superego. The Id is that primordial part of the psyche that deals with desire, and operates on the pleasure principle. It produces images of desire and makes no distinction between whether that desire has been fulfilled or not. Ignoring nightmares, since our unconscious Id is operating while we are asleep, we dream about what we want. (This has recent scientific dream-study evidence to support it.) This production of images of desire is called the primary process. The Ego interacts with the material world in order to fulfill the desires of the Id, and thereby operates on the reality principle. It is our conscious logos. It is concerned not with the morality of an action, only with whether or not that action fulfills the desire that the Id produces. A lucid dream is considered the activation of the conscious Ego whilst asleep. (This also has recent scientific dream-study evidence to support it.) The process of interacting with the material world to actualize the desires of the Id is called the secondary process. Finally, the Superego, which quite literally supersedes the Ego, is that system of morality or ethos which checks on the conclusions of the Ego regarding which decision it makes, and represses those which contradict the morality of the person. Since psychoanalysis argues that early childhood is the most rapidly-developing stage of the psyche, the socially-accepted morality passed down to us by authority figures, mostly parents in societies imbued with the family structure, will likely end up as our morality. (Clearly a sufficiently self-aware person can battle against this and hold a different ethos, but for the general, non-reflective person, this is the case.) Such are the three systems constituting the psyche. What is their dynamic? They exchange what is called psychic energy with each other. Psychic energy (or, mental energy) is nothing mystical. It's just like other types of energy from physics and thermodynamics. When the Ego is activated, an amount of psychic energy is transferred to the Ego. Similarly, when the Superego represses both desire and decisions the Ego makes, psychic energy is transferred to it. One's personality is considered the totality of these three distributions of psychical energy. Someone whose psychic energy is mostly dwelling within the Id may be called impulsive. Someone whose psychic energy is mostly dwelling in the Ego might be called smart. Someone whose psychic energy is mostly dwelling within the Superego might be called moral. Since there is only a finite amount of psychic energy, more energy devoted to one of the systems will mean less devoted to at least one of the others. An impulsive person might not be the brightest. A bright person might be a maniac serial killer and not care as much for morals. An ethical person may suffer from the repression of their desires a lot. Finally, psychoanalysis suggests that a good balance of psychic energy in all three systems is the key to a healthy psyche. There is a bit more to this, such as different drives, cathexis, and so on, but these are the basic concepts we'll work with. Circles Hoban, in Road of the King, writes at length about the proper construction of a circle. He is aware, contra possible criticisms, that the added value in a solid member of a circle will nearly always supersede the risk of getting paired with them in an event, up until the point of diminishing returns. He is also aware of the necessity of some diversity in the circle. In other words, if we have two people in a circle that always have the exact same opinions and contributions, then absolutely nothing is added by having the second person there. In such a case, the small outlier of getting paired with them, or other risks, supersede the usefulness of having them there in the first place. But what Hoban didn't talk about, in fairness it probably isn't his area of study, is the significance of the psychoanalytical constitution of the circle. This shall be the main business of this article. Let us translate the concepts above laid out in terms of the Stupid Card Game. Our Id produces the desire to win. The Ego interacts with deckbuilding and technical play in order to secure that win. The Superego is what stops honest players from cheating, or, it's what produces judges instead of players. Now, just as a higher distribution of psychic energy to one system impacts the distribution to at least one of the other two, so too do we realize the different basic personalities of competitive players/judges: 1. Tryhard: Desires very much to win and plays the best decks (Id). Isn't as good at actual deckbuilding or technical play (Ego). Might sometimes "push the rules" to fulfill their desire to win (Superego). 2. Effortposter: Doesn't care as much about winning and is thereby opened up to play non-orthodox strategies, or to not play in tournaments much at all (Id). Excels in deckbuilding and technical play (Ego). Asks many questions about what the rules allow, insofar as they manifest themselves as higher optimizations in technical play (Superego). 3. Judge: Desires little to win, so when they do play, they don't use very good decks (Id). Isn't the best at deckbuilding or technical play (Ego). When they do play, though, they make sure to follow the rules, and they are extremely knowledgeable about rulings and the like (Superego). The thesis here is that just as a balanced distribution of psychic energy is key to a healthy psyche, so too is a good circle balanced between Tryhards, Effortposters, and Judges. A circle ought have, therefore, at minimum at least one Tryhard who will be the one actually playing and putting the team on the map, at least one Effortposter whose theory the Tryhard(s) use in order to actually win, and finally at least one Judge who is an invaluable resource for both the Tryhard and the Effortposter. For the Tryhard, the judge keeps them on the right track as a clean player, and lets them know where not to push the rules. For the Effortposter, their relation to the judge is the opposite, they learn where they can push the rules. Moreover, a corollary from the idea of psychoanalytical balance in a circle is that, when new players are added, it should be made sure that the groups are at least roughly still proportionate to each other. Instead of having 5 Tryhards and 1 Effortposter, you'd want either 4 and 2 or 3 and 3. There's a point where you have more players than the Effortposters can convert their theory to. On the other hand, there's a point where you have a really good collection of Effortposting nerds, but their efforts are useless because they have no Tryhards. Always keep this distribution in mind when you go beyond the minimum three-per-circle. The question of whether this proper constitution of a circle may be extrapolated to that of a team, for DuelistGroundz's current purposes, I'll leave for you to contemplate. Perhaps you'll find it helpful for warring. That's it for now, thanks.
  7. It's the easiest thing in the world to complain about D/Cs or lag (both of these have gotten a lot better yet still have issues,) these criticisms are obligatory and not entirely "useful" to a critique of DuelingBook. I wanna focus on some of the things that actually irk me about the structure of the site itself, rather than its functionality. I do this out of a place of love, because I think that it's been improving lately and that, even though I don't think it will ever be what DN was, it might be able to come close. As such, I'll begin with good things I have to say about the site. Good Things About DB There are ~800 users online at the time of me writing this, which is better than what they were averaging in the beginning, even with the hype. On top of this, I think the average DB player is better than the average DN player. One way to demonstrate this is to consider what the lowest rated matches on both sites looked like: on DN, it was 5 set monsters 5 set s/t 6 in hand pass, whereas on DB, it's at least semi-relevant decks. At one point in 2017 I grinded up to 3rd place in the rankings and, while the grind wasn't as real as the old DN grind, it was still pretty respectable and I played against meta almost every single match. It wasn't like DN where you would would play against nonsense until you hit about 1400-1600. Finally, the better players are starting to respect and use this site a lot more recently. Replays were obviously a huge plus and might revolutionize the way testing and data are collected, if we fully realize their potential. There's other aesthetic things that are pleasing about the site, like how the scrolling now works in-game. Those are some of the good things I have to say about the site. Now, for the criticisms. If any of them are off base or not completely grounded in reality, feel free to post explaining why. Critique 1. Decide Who You're Fucking Catering To As a Yu-Gi-Oh! site, you can either cater to competitive players or casual players. One would ask why you can't just cater to both, but often you're faced with binary decisions in doing so. For example, do you make singles part of rated or do you not? From a competitive point of view, you would not, since singles are not tournament games. This would incentivize people to get serious and play matches with a side deck. If you were catering to casual players, on the other hand, you would do shit like, oh I don't know, incentivize the entire rated pool to play singles by changing how the rating and experience functions work, which DB did. But while this decision seemed to appeal more to casual players, DB has been inconsistent from the beginning on deciding which group they're catering to. Since competitive players tended to get heated and easily banned on DN, the more lax policy on shit talking that they've had since day 1 on DB seemed to indicate a more competitive-sided site. Useful things like deck exporting/importing, the shuffle function to test hands in the deck builder, etc also were competitive-friendly. The crowning achievement here, as indicated in the previous section, was the replays. So which side should they cater more to? Well, considering what I've already said about the userbase being more competitive than DN, I think we can justify treating the audience like grownups and catering to more competitive players. I'm not trying to make an is/ought error here, and perhaps I'm biased as a former competitive player, but this seems easiest and most practical. In effect, this would mean moving singles out of rated altogether because it isn't actually Yu-Gi-Oh! If people want to play that bullshit "competitively" (in quotes) they can head on over to YGOPRO or somewhere else. Maybe this will lose a few dollars from LARPer donations, but my interest here is more in making the actual site better. Overall, although this might be a criticism one could also make of DN, I think DN handled this better. Part of this is that the DN mods were mostly friends with more competitive players so they had a more competitive mindset, meaning they adjudicated quite strictly as they would at a real event like a YCS. Outside of Cameron, and I don't want to make sweeping generalizations here, but considering that Xteven is the head guy on DB, they seem to have a more casual staff than DN did. Perhaps that is part of the problem, the staff and the audience are mismatched, whereas on DN it was only the staff and the rules that were mismatched. 2. Location Default Can you think of a single person that honestly doesn't think this shit being the default is weird as fuck and, if unnoticed, sort of invasive and obnoxious? I don't even think it should be an option but if it should exist, then for the love of god don't make it the default so people can forget to turn it off like what the fuck is wrong with you. I understand this site started as a joke dating site but I think we're past that at this point. 3. Please Have a Gender Neutral Default "But the default is blank!" When you play, even with the blank default, it uses "his" instead of "their." Even if it's going to be this way, at least give a non-binary option in the gender settings. "But muh esjaydubayoos cultural marxist attack helicopter i get all my politics from youtube videos and dont read actual literature *tips fedora*." Calm down resident neckbeard, adding one option to be more inclusive to multiple people I know that would prefer if they had a they/them option isn't the end of the world. Conclusion While DB has done a lot right, there are a mixture of both aesthetic and deeper criticisms one could make on the site. Go ahead and use this thread to post your non-useless criticisms of the site, if you want. I'm sure there are plenty more one could make but these are the three that come to mind.
  8. Not-Useless Criticisms of DB

    oh i totally forgot about how u cant change the default on whose statuses u see when u log in so u gotta look at all the garbage on the public statuses.
  9. Not-Useless Criticisms of DB

    well, thanks for contributing
  10. Not-Useless Criticisms of DB

    idk who alt u r but that shits not useless for ppl that matter sooooooooooooooooooo
  11. yeah i vape, so what?

    ftr given everything thats happened since, i apologize for every post i made in this thread lmao
  12. shoutout to junior bucks the og tournament organizer
  13. wtf this is crazy when did i win all of these i dont remember any of this lmao
  14. did i say 2 confirmed cheaters i meant 3 throwback
  15. further, i think that with more knowledge about catching cheating being popularized (as it started to become in the early 2010s,) it has made the more recent forms of cheating become more sophisticated. take the epidemic of it in 2014, for example. what we dealt with then as the predominant form of cheating was not the vulgar stacking of the late 2000s and early 2010s, but rather, people would make plays that they knew were illegal so that, if their opp caught it, they could just say "oh my mistake" and redo, and if they didnt catch it, they gain an advantage. thats relatively more complex than summoning a gadget monster and adding future fusion to your hand, wouldnt you say? id argue that the higher sophistication of this tactic raises the bar and makes for less cheaters overall, since the dumber cheaters who could only stack their deck wont be able to make convincing plays like that.
  16. i started playing at the tail end of the xerocreative and yvd era. it wasnt the same lol. take it from someone who was actually a former dn grinder. would have taken me less time to stop sucking if it was the same. dn grind was just a substantially different experience, esp at the highest ELOs (1600s-2000s.) yeah but even though, as we've talked about before, cheating has seemed to shift regions over the course of the game, i still dont think its as bad as it was back then even with those differences in mind. look at the list in the OP, at least two of them are just known savage cheaters, probably more realistically. now think of the top 10 players currently (ignore 2014 that was a bad year lmao.) are any of them confirmed cheaters? are there even rumors? not really.
  17. come to think of it, the source of this "down-to-earthness" is likely in the cultural impact of the ARG circuit series.
  18. this list just displays a stunning ignorance of everything that happened after teledad format lmao, basically the last decade of this game. while i think the current best players and the old best players are roughly comparable in terms of technical play, the current players are far and away better at deck building. they've been enriched culturally with all the theoretical discussions that have been worked out in articles, on forums (especially this one,) and by a major technological leap with Dueling Network. DN revolutionized not only how we practice (ye ol "dn grind,") but also exploded the amount of data we have to go on. we're not in the dark anymore. between comparable technical play and better deckbuilding, i believe i'm justified in asserting that the current best players are better than the old best players. the usual responses to this from older-minded players is liable to collapse into a type of "scrub mentality," a cynicism about current format. they'll argue that what we may have gained in deck building, we lost in technical play. but this isn't true at all, some of the most technical formats have been 2013, 2014, and 2015. they'll look at all the generalized 3 ofs and 1 ofs we've worked out, contra the old garbage theories about non-searchable 2 ofs, and not interpret it as an advance in our concepts of deck building, but as a streamlining and dumbing down of deck building as such! now, when you say "greatest," you might mean some notion of "superstardom" that, i'd agree, doesn't really exist anymore. people don't look at the current best players (with some exceptions in patrick etc) how they looked at the best players back then. there's a sort of "down-to-earthness" in the newer best players. so maybe in that sense of "greatness," i'd have less to contend your post with. but just remember, that sense of "greatness" can't be confused with "best."
  19. got raust in one match, gg
  20. got celsius in two matches, ggs
  21. Psychoanalysis & Circles

    This post is just confusing, there must be something missing here that you missed or haven't read. The link refers to an expert lecturer from the Association for the Scientific Study of Consciousness conference discussing how the Ego Psychology triad paradigm matches (albeit roughly) the paradigm they use in neuroscience today: "...cognitive psychologist Axel Cleeremans pointed out that Freud’s Id-Ego-Superego structure roughly matches onto the Unconscious-Conscious-Metacognition structure of the mind studied in neuroscience today." I don't know what you "hunted down," the link was right under the headline in the OP as you indicated. And of course it has to do with my theories? The paradigm for the types of players/judges I talked about in the Circle section were derived directly from the considerations of Freudian psychology in the section right above, which themselves were sought to, although in short form, be given some scientific backing in the Introduction. That was literally the basic structure of the article: Evidence -> Psychoanalysis -> Application. That's why I'm left with the notion that some part of it you didn't read. (I could have gone out and tried to find more evidence to throw in the Introduction, but I think for the purposes of a short article, just the article and testimony sufficed.) Finally, that testimony from Dr. Kaku which I provided seems quite straight forward. Now, it doesn't cover all of psychoanalysis, with Beyond the Pleasure Principle probably being Freud's most speculative work (although reading it basically saved my life,) but between the evidence from brain scans and sleep studies, as the article referenced said, "the core set of ideas still holds up." Of course, the accusation of psychoanalysis being "pseudoscience" isn't anything new, like I said, it's basically a tired cliche at this point...
  22. TCGone.com

    http://tcgone.com/   Essentially the Pokemon TCG DN. As opposed to the official one, you can obviously use whatever card you want for free, and to my surprise it's even automated for card effects. Anyone have an account here and wanna play some time? Alternatively, anyone interested in getting into the game and wanna make an account here? LMK usernames I guess I'll list them in OP. My username is Pursuit of Knowledge.   Quick heads up, everyone and their mother uses either Seismitoad/Yvetel or Flareon, with a few Genesect/Verizion sprinkled few and far between. Night March and Landorus EX/Crobat are basically non-existent with the playerbase of this site lol.   DGz User List   DGz - TCGone   Naus - Nauz Matthew Monahan - Pursuit of Knowledge Satchmo - SocratesTheDon LFN - LFN
  23. press f to pay respects
  24. Basically, just a ton of interactions and trains of thought I have on the game will be posted here so I can keep track of information better and so it can be used or expanded upon by the rest of you. The posting will be spontaneous as my batshit crazy ideas tend to be. I think this warrants it's own thread because they're not quite formed enough to make a deck list/cohesive explanation yet and these strategies may or may not have or warrant their own discussion pages. Others are welcome to add their floating thoughts.   -Madolches have synergy with Kozmo in a few ways. Hootcake can banish Kozmos in GY then can be added back with Kozmotown. Kozmo also doesn't have a great win condition against Nekroz at the moment and the Madolche cards and Glow-Up Bulb + Mel. of the Trees to go into Naturia beast can solve that. The Madolche cards would also work well and combo with emergency teleport. The deck could support Reasoning too, if they call it right you can banish it with Hootcake. Actually, Kozmo in general can use Reasoning as your opponent doesn't have great odds of hitting the correct level and it also increases the "ceiling" in quotation marks of the deck.   -The pendulum mechanic isn't abused as much as it's potential entails and people need to understand and explore the fact that you can pendulum monsters from my hand. One attempt I've made to get that to work is a deck including a small Igknight engine, Heroes, and Madolches. Pure theory, the pendulum mechanic solves the normal summon issue in Madolche that Burning Abyss used to have while also contributing to the plays you can make from extra if you drew 3 of them. You can also use Eccentrick Archfiend and Magical Abductor, and a Veiler to search with Abductor. AHL/Shadow Mist/Mask Change are generally good vs everything and help against what might be the worst match-up for this strategy, Shaddolls. Although those could be scrapped in favor of a strategy that can just OTK through Shaddoll decks, possibly even through Damage Juggler, with Masquerade (Nekroz decks as well in that case.) There's three ways to go about backrow decks. Attack the backrow themselves (Denkos, MSTs,) pushing through them with playing a ton of Monsters, or playing a deck that makes all their backrows effectively useless. The latter of the three wouldn't apply for the aforementioned strategy so it's either 1 or 2 and 2 is generally better than 1 in that when they don't have their sets your Monsters are still good, in which case we wanna strive for a strategy that can go ham through backrow and the pendulum mechanic is involved with this by letting you summoning your whole hand and could potentially help do that. It also has that same win condition of Glow-Up Bulb/Naturia Beast against Nekroz, if they didn't draw Hat Tricker + Normal Summon or Brio > Normal Summon in the Clown version, in the case of Brio > Normal Summon then Hat Tricker then outing Naturia Beast, it could be reasonable to suggest they won't have much to do after that, which draws a parallel to back in the day with Secret Village of the Spellcasters when they could search a Caster and Normal Summon it, but then they usually wouldn't have hard drawn enough to do shit after that, meaning you're still in an advantageous position.   -Another deck that may have synergy with other strategies barring the known lightsworn that hasn't been explored in-depth is Infernoid. Essentially creating free level 7's and 8's from grave to use for overlaying like old strategies possibly into shit like Felgrand, or might be able to work with plants and Karakuris into the same kinds of combos that Gigavise used to make. Not to mention special summoning the level 4 guy for free then destroying backrow, and effect Dekatron can also copy, is powerful against backrow decks. As things stand the deck alone doesn't have a good win condition against Nekroz, though. No, Mistake is not a fucking good win condition we need a strategy that can actually solve the major contradiction of this format of Nekroz vs Non-Nekroz.   -People talking about these OTK decks with Noden that just play Instant Fusion need to understand that for the consistency of the deck to work out you're going to need more than just Instant Fusion to bring him out. Other ideas are Fusion Gate, or Sabatiel, the Philosopher's Stone/Synchro Fusionist to search the card. Either way, the concept needs more exploring and the deck is inadequate AS IS.   -Perhaps in Madolche the Hat Tricker and Damage Juggler are a good idea. One issue with the deck is it rarely got off OTK's so against Non-Nekroz (the severity of the situation is obviously ten-fold with Nekroz,) they'd have a turn to kill you in between even if you got off your strong play. Damage Juggler would help mitigate that and Hat Tricker could be used in combos and also to make Naturia Beast with the Glow-Up Bulb Play.   -If you can make Ritual Beast consistent, it will probably be the best deck in the game. As things stand, it isn't, but that could change. Some engines like Chicken Race/Terraforming/the Zefra field spell, etc.   -Is that Zefra Yang Zing deck actually broken? I see some people win with it on DN but also see it brick a lot too and I barely know shit about it. Maybe it's a hidden gem. I also don't know what it's win condition against Nekroz is, maybe Void Ogre + a searched Zefra Trap or two?   Will post more thoughts when I have them.
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