New/Beginner Players | Fire King Tri-Brigade Basics Guide (Part 3)

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  • Опубликовано: 5 сен 2024

Комментарии • 7

  • @lumi2642
    @lumi2642 7 месяцев назад

    First!

  • @lumi2642
    @lumi2642 7 месяцев назад

    Follow up comment, I'm struggling to see lines of play and what to do after turn 1 and how to grind the game out getting the things I need from the deck

    • @MaxxCTCG
      @MaxxCTCG  7 месяцев назад +1

      That is a harder thing to learn since even with combo videos they mostly help you with just turn 1 and don't help with follow up and playing through interruption.
      I can try to help with some advice on things to think about depending on which version you are playing. Are you playing the Tri-Brigade Version or a different version?

    • @lumi2642
      @lumi2642 7 месяцев назад

      @@MaxxCTCG yes! I am on a tri-brigade version
      I lack deck building skills in YGO as it extends beyond a card type and many engines can fit into a single deck. I’ve played games where it’s just the same mechanic or color (MTG for example)
      So my knowledge for deck building is skewed here

    • @MaxxCTCG
      @MaxxCTCG  7 месяцев назад +1

      ​@@lumi2642 (1/3) No problem, deck building is very hard when you are new to the game, especially with how fast paced modern Yu-Gi-Oh! is. I will try to go over some deck building basics in the comments here but I will also post a community post with some resources too. Then eventually have my own guide on deck building.
      The best thing to do when new to deck outside of learning to understand it is net decking. This has a negative connotation to it but it's really helpful when getting started since if your deck isn't built well it's going to be hard to learn through playing games since your deck is at a huge disadvantage.
      I have a deck analysis of Tri-Brigade Fire King which is a good place to start and has a solid template. Also looking at the topping list is helpful since they proved their deck is solid with results. They also tend to give insights on the performance of cards. After net decking it's good to try and understand why they are playing the deck and what cards you might need to adjust.

    • @MaxxCTCG
      @MaxxCTCG  7 месяцев назад +1

      (2/3) I lay my deck profiles out this way so it's easier to visualize for players. But it's important in Yu-Gi-Oh! to think about roles the cards play versus the type of cards monsters spell trap. These card roles have ideal ratios so you get consistent performance.
      Decks can be broken down into engine and tech cards. Engine is your strategy and tech cards either support your strategy or stop your opponent.
      Engine breaks down into starters, extenders, defensive cards and engine requirements.
      Tech cards breakdown into hand traps, board breakers, floodgates and counter tech cards.
      In a 40 card deck you generally want:
      Starters: 11-13 with only 3-5 being normal summon based.
      Extenders are good at pushing through interruption. 12 -14 is a good starting number, but the number varies based on the deck. Some decks focus heavily on having lots of extenders to push through boards and rely less on hand traps and use a few board breakers.
      Engine Requirements: Are cards that your deck is pretty much required to play but don't do much on their own. They are usually search-able defensive cards. In Tri-Brigade Revolt would be an engine requirement card. Usually you want to limit these since the more you play the more you have a chance of bricking.
      -Hand Traps: 12-15 so you have a better chance of drawing 2 cards together in your 5 card opening hand. (Good First & Second)
      -Board Breakers: 3-12 since board breaks can sometimes be enough by themselves. Plus you get to draw a 6th card when using board breakers. (Generally best going second, some are good going first & second)
      Floodgates: Are mainly used going first to slow down or lock your opponent out of playing. (Generally good going first since they are usually trap cards)
      Counter Tech Cards: These cards are “called by the grave” and “crossout designator. Mainly used going first to stop your opponent from interrupting you. (Usually best going first since they are meant to counter other tech cards)
      Generally you commit to either hand traps or board breakers since they conflict with one another's main goal. Hand traps prevent your opponent from making their board where board breakers dismantle the board.
      I would recommend playing 40 since it gives you the best chance of drawing the cards you want to see. You can make a consistent deck with more cards; you just need to keep the percentages the same.
      The main reason you want to play a higher count than 40 is because you are playing a lot of engine requirement cards. By playing more than 40 you reduce your chance of drawing the engine requirement cards but if the percentages are correct your deck is still as consistent since you added more starters then extenders. The downside of a higher count deck is you have less of a chance of drawing specific cards you might want to see like droll & lock bird.
      Side decking is a whole topic in and of itself. But a basic thing to look for is what is your deck weak to, what are the best decks and how many cards can you side out. Most of the time you don't want to side out engine cards so usually you will swap out your tech cards for better ones. In narrow formats where there are just a few good decks your side deck can be more targeted. In wide formats where you're expecting to face a lot of different decks your side cards need to have more coverage so they won't be as strong but will be good in more match ups.

    • @MaxxCTCG
      @MaxxCTCG  7 месяцев назад

      (3/3) In terms of playing past turn 01. I would lay into your decks strengths which are good at grinding when being destroyed. Having garunix in the grave is great since if any fire monster is destroyed in battle or by card effect you can summon it and destroy a monster from the deck. Then you can destroy Kirin to summon a fire king from the graveyard or hand then destroy a card. This can let you summon Fire King Ponix which can search sky burn. circle of the fire kings or another island for follow up.
      Also the Tri-Brigade engine has good follow up through revolt. Revolt lets you summon Shuraig which is a non-targeting banish. Plus revolt lets you put banished beast, beast warrior, or winged beast monsters back in the grave for the next turn. Even though revolt negates their effects on the field you do get the trigger effects in the graveyard. Nervall can search another Tri-Brigade monster and Kitt can send a Tri-Brigade card to the grave.When Shurig is sent to the graveyard you can search a beast, beast warrior or winged beast based off the number of banished beast, beast warrior or winged beast monsters. I recommend keeping at least one banished so you can search Fire King Ponix for follow up for Fire King Cards or can search D.D. Crow as a searchable interruption.
      You can also check out DB Grinder for duel replays or other feature matches with the Tri-brigade Fire King Deck. This can be great for learning how players play. The trick with this is not to passively watch the plays but actively watch the Duels. Try pausing the games, think about what they are doing, what play would you make, what play do they make, what are the pros and cons of each, is one better than the other. You can learn a lot from this. Some people also do narration over their replays and that can be a great way to get into their head and learn from their thought process.
      I know this was a lot of info but I hope it helps you progress forward and if you have other questions let me know. I can do my best to answer them.