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Post by ragda on Jul 11, 2014 15:48:22 GMT -6
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Post by BurnForGame on Jul 11, 2014 16:13:09 GMT -6
Ah, it's interesting that when activating a new Field Spell over one's existing Field, the old one's not destroyed. I wonder which card they were hitting there... *rolls eyes*
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Post by Drillwarrior on Jul 11, 2014 18:27:36 GMT -6
Thanks for sharing this. Definitely worth seeing for anyone who hasn't already seen it/is familiar with the new rules.
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Post by oooxp on Jul 11, 2014 18:42:36 GMT -6
been playtesting this under devpro. While the field spell ruling helps certain decks, it isn't game changing. The rule where the 1st turn player cannot draw. Well, decks that like to set up will go first anyways only it won't be as fast or consistently as if the player gets to draw on their 1st turn.
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Post by BurnForGame on Jul 11, 2014 18:54:34 GMT -6
Do you think there are many decks out there that will actually choose to go second now, though? That's what I've been wondering about...
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Post by oooxp on Jul 11, 2014 19:03:13 GMT -6
Do you think there are many decks out there that will actually choose to go second now, though? That's what I've been wondering about... Yes there are, but they don't operate under the notion of "I need to set up to get things running". These deck usually involves attacking immediately the moment a monster is summon, lots of spell/trap/monster destruction. And rarely set. Stuff I guess would go in this category would be Mermails, Hero stun, Hieratics. Furthermore I would want someone to test this theory for me. If you are running a typical deck that does has a mix of both a decent set up and 2nd turn response (does not excel in either one of these), does allowing the opponent to go first in game 1 more helpful than going first yourself? I just thought it would be interesting since you get an extra card in case something doesn't go your way. In addition, even if you don't win, you could prepare better for yourself in game 2 and 3 and decide then whether it would be best to go 1st or 2nd. This operates under the notion that you do not know what your opponent is playing. I know there is so much text, but hopefully you will hear me out of this one.
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Post by BurnForGame on Jul 11, 2014 19:09:18 GMT -6
Hmmm, I do understand what you're saying there. I think your logic is sound, but I just wonder if people will actually choose to go second rather than to be a card behind at the cost of putting together a stable field from what is drawn...
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Post by oooxp on Jul 11, 2014 19:15:25 GMT -6
To see how well it would work, we would have to find games in OCG since they already have the rule for a while. Not the game but a gesture on the person who wins the dice roll on deciding who goes first. In addition, it has to be many games to prove that point. Unfortunately I cannot find any of those so perhaps looking at coverages or games when the format takes into effect would be fair game.
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Post by bystander on Jul 11, 2014 20:13:09 GMT -6
I tried play testing with first player doesn't draw on turn one when these rules were introduced in the OCG.
It really depended on what deck I was running, not having 6 cards didn't make it hard since some decks I have search and draw power options hardwired into the deck.
Makes things more fun for malefics cause now my opponent can't take them out so easy while they have their own field spell up on the field.
Now it forces Geartown players to actually swap their own field spell themselves, or run magical hats.
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Post by Drillwarrior on Jul 11, 2014 20:30:34 GMT -6
I tried play testing with first player doesn't draw on turn one when these rules were introduced in the OCG. It really depended on what deck I was running, not having 6 cards didn't make it hard since some decks I have search and draw power options hardwired into the deck. Makes things more fun for malefics cause now my opponent can't take them out so easy while they have their own field spell up on the field. Now it forces Geartown players to actually swap their own field spell themselves, or run magical hats. Not too many people run geartown anyways. It's been phased out for consistency/speed reasons in most decks that used to run it I think.
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Post by bystander on Jul 11, 2014 20:37:57 GMT -6
I actually played one Malefic Geartown deck during my Light Turbo run. Vanity's emptiness was chained to its activation. The guy rage quit right after it was flipped.
I got rid of Geartown from my Meta Killer basically because AGGD was clogging up draws.
I don't run my Darktown DW build anymore either primarily because of what you mentioned.
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Post by ragda on Jul 12, 2014 0:35:40 GMT -6
I'm not sure what you mean by "Geartown players to actually swap their own field spell themselves" Chris. Do you mean to replace your own Geartown yourself with another to trigger it? Well, that's out the window too, since replacing your own Field Spells don't destroy the old one anymore.
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Post by oooxp on Jul 12, 2014 0:41:41 GMT -6
I'm not sure what you mean by "Geartown players to actually swap their own field spell themselves" Chris. Do you mean to replace your own Geartown yourself with another to trigger it? Well, that's out the window too, since replacing your own Field Spells don't destroy the old one anymore. Technically you can still destroy your own field cards by using another of your own, but this will not work on opposing field card say your opponent's.
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Post by Drillwarrior on Jul 12, 2014 7:23:21 GMT -6
I'm not sure what you mean by "Geartown players to actually swap their own field spell themselves" Chris. Do you mean to replace your own Geartown yourself with another to trigger it? Well, that's out the window too, since replacing your own Field Spells don't destroy the old one anymore. Technically you can still destroy your own field cards by using another of your own, but this will not work on opposing field card say your opponent's. This is incorrect. New rules state "Both players may now control an active Field Spell at the same time. You may send your Field Spell to the Graveyard in order to play a new one. The old one is not considered destroyed." Setting a field spell of your own would still be considered playing a new one by this rule.
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Post by bystander on Jul 12, 2014 10:33:18 GMT -6
Meaning you will have to use your own effect to destroy the card.
The window of changing field spells still applies to monsters that require field spells correct. Assuming that your opponent doesn't have their own field spell up.
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