xXJack_AtlasXx wrote:In my previous post Total Number of Legal OCG and TCG Cards in Yu-Gi-Oh! Master Duel (As of 08/21/2021) I stated the number of playable cards:
Total Number of Yu-Gi-Oh! cards in the World:
Total Number of OCG Cards:
7,508 Monster Cards
2,164 Spell Cards
1,678 Trap Cards
Total Number of TCG Cards:
7,223 Monster Cards
2,119 Spell Cards
1,667 Traps Cards
While this is great knowledge why does it matter to the Duelist to know such numbers? And how does one even translate such knowledge to be understood and applied in real scenarios of the game, and deck building? You need to know what you're working with and then be able to break down the whole into parts; from there you understand how the parts work alone and together; from here you can then build the natural systems these parts make up or build an original system which applies the same guiding principles of systems.
For starters these numbers at a glance let us know that a majority of the wins will be decided by monsters. And these wins come in one of four ways which I will list from common to super rare:
1) Reduce Opponent's Life Points to Zero (Common).
2) Alternate Win-Condition (Uncommon).
3) Opponent unable to Draw Cards (Rare).
4) Opponent unable to Play Cards (Super Rare).
Therefore your deck must be able to reduce your Opponent's Life Points to 0 should the other three win conditions not be possible to carry out. And to do this effectively you need a large amount of options to choose from as building your Deck may be likened to building a house:
Ceiling (Trap Cards)
Walls (Spell Cards)
Foundation (Monster Cards)
Chief Cornerstone (Key Monster Card)
Before moving further let us look at the ratios and the relationship the numbers share with one another to get a basic idea of what they're communicating:
11,009 Cards ÷ 11,350 Cards = 97% Percent
11,350 Cards - 11, 009 Cards = 341 Card Difference
341 Cards ÷ 11,350 Cards = 3% Percent
We see that the OCG is playing with just 3% Percent more Cards than we are and therefore would be wise to study the trends which arise there. This is crucial if one is to become the "King of Games" for one must win the World Championship to truly gain that title, for at this event the cards playable will be in favor of the OCG.
Let us now look at the Monster, Spell, and Trap Card ratio among both formats:
OCG (Original Card Game)
7,508 Monster Cards ÷ 11,350 Cards = 66% Percent
2,164 Spell Cards ÷ 11,350 Cards = 19% Percent
1,678 Trap Cards ÷ 11,350 Cards = 15% Percent
TCG (Trading Card Game)
7,223 Monster Cards ÷ 11,009 Cards = 66%
2,119 Spell Cards ÷ 11,009 Cards = 19% Percent
1,667 Trap Cards ÷ 11,009 Cards = 15% Percent
Your Decks construction is heavily dependent on the integrity of you Key Monster Card and the Monster Cards as they will hold up the rest of your Deck, and be doing a majority of the work. Therefore Your Deck should always be ready to reduce your Opponent's Life Points to 0 in the event that your other three avenues to victory are unavailable, and in the most pressing of circumstances you must be able to bring the game to a draw. If none of these objectives can be achieved then defeat will be your result. Since both players begin with 8,000 Life Points you must ensure that your Deck can reduce them in one of eight ways:
1) Inflict 8,000 Damage 1 time.
2) Inflict 4,000 Damage 2 times.
3) Inflict 2,000 Damage 4 times.
4) Inflict 1,000 Damage 8 times.
5) Inflict 800 Damage 10 times.
6) Inflict 400 Damage 20 times.
7) Inflict 200 Damage 40 times.
8) Inflict 100 Damage 80 times.
As can be clearly seen the greater the damage you can Inflict the quicker the game will go and the less damage you can Inflict the slower the game will go. Yet on both extreme ends it becomes more difficult to win the higher or lower you go on the scale as you can only inflict damage in two ways:
1) Battle Damage.
2) Effect Damage.
Each of these ways of inflicting damage have three methods by which they may be accomplished:
1) Direct Attack.
2) Battle Damage.
3) Direct Damage.
1) Monster Card Effect
2) Spell Card Effect
3) Trap Card Effect
Do not be foolish in relying on only one method to Inflict damage to your Opponent's Life Points as you will run into few willing Opponent's who will allow you to do as you please as their objective is also to win against you. That said you cannot rely on always having the Monster with the highest Attack Points or the best Card Effect, therefore your Spell and Trap Cards must work to help eliminate threats by either removing them from the Board or allowing you to get over your Opponent's strongest Monster in Battle. So knowing when you can attack and when you cannot will help you gain victory.
In closing with the tens of thousands of Cards at your disposal your victory is dependent on how well your Deck is built on reducing your Opponent's Life Points to zero if the other three avenues of victory are unavailable to you. Your Key Monster Card is the chief cornerstone; your other Monster Cards will be built around and on top of it to make up the foundation; your Spell Cards act as the walls of your house; and, finally your Trap Cards act as the roof of your house. So if you don't choose the right Key Monster Card for your Deck then it will crack under pressure, and this will cause your foundation to give way, and lead to the collapse of your house.
Lol this is very vague
For one you should never have life points as the main focus of your games, the entire aim of the game is to maintain card advantage, winning and reducong your opponent's life points to Zero will be something you simply stumble across.
The OCG has a radically different banlist and card pool than the TCG so it should not necesarily be used to see the meta n the TCG