The Appeal of Rush Duels
Posted: Thu Nov 26, 2020 7:53 pm
Dark Liberation is one of the strongest cards in the current Rush Duel meta. But its design perfectly highlights what made me interested in the format of Rush Duels. Dark Liberation is basically Mirror Force, but with a cost: Shuffle 4 Spellcasters from your GY. This immediately tells me two things about the card:
1. In order to play this card, you need to be playing Spellcasters in some amount, and a good portion of your deck needs to be Spellcasters if you want to activate it consistently. So it locks you into a very specific play style.
2. The GY is public knowledge. If your opponent is paying attention, they will know if you have enough monsters to activate it. And if they have that knowledge, they can play around the card if they think you have it set.
The same can be said for a lot of different traps in the game. Epic Demon’s Rock and Dragonic Counteroffensive require you to discard cards, Dragon’s Tenacity requires you to shuffle a Dragon, Crazy and Complicit requires you to have 2 Normal Monsters with Different Types on the Field, etc. The Traps in this game are just so fun to play!
This format also introduces one of my favorite game interactions that has sadly fallen out of fashion in yugioh: Trap Bluffing. Rush Duels is a format where you want to empty your hand as much as possible, so it’s very much expected of you set a bunch of cards, including your spells. There’s no greater satisfaction than having your opponent Hammer Crush the wrong set card.
Maximum Monsters seem really cool as well.
1. In order to play this card, you need to be playing Spellcasters in some amount, and a good portion of your deck needs to be Spellcasters if you want to activate it consistently. So it locks you into a very specific play style.
2. The GY is public knowledge. If your opponent is paying attention, they will know if you have enough monsters to activate it. And if they have that knowledge, they can play around the card if they think you have it set.
The same can be said for a lot of different traps in the game. Epic Demon’s Rock and Dragonic Counteroffensive require you to discard cards, Dragon’s Tenacity requires you to shuffle a Dragon, Crazy and Complicit requires you to have 2 Normal Monsters with Different Types on the Field, etc. The Traps in this game are just so fun to play!
This format also introduces one of my favorite game interactions that has sadly fallen out of fashion in yugioh: Trap Bluffing. Rush Duels is a format where you want to empty your hand as much as possible, so it’s very much expected of you set a bunch of cards, including your spells. There’s no greater satisfaction than having your opponent Hammer Crush the wrong set card.
Maximum Monsters seem really cool as well.