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5 months ago ::
Jan 15, 2013 - 3:16PM
#51
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Date Joined:
Jan 15, 2013
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Magic; a friend irl has told me that the the player with a better deck wins 90% of the time; even when thedecks are so close to evenly matched in Yugioh.
I've been evenly matched with two people before another 75% were below my level the remainder were way better than me (in YGO)
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5 months ago ::
Jan 16, 2013 - 11:56AM
#52
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5 months ago ::
Jan 16, 2013 - 1:30PM
#53
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Date Joined:
Mar 11, 2008
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Really the Magic Equivalent to a Field Spell is a Global Enchantment (ie. Layline of Singularity).
In my opinion although YuGiOh can be as skillful as magic, but it is not as flexible. For example, for what I played for YuGiOh, I was playing Dark World, which circumvents the tribute system through a Madness like "discard into play" effect. The Monsters of course were lower in stat than thoes that required tribute, but there were ways to work it(although certain cards like Jinzo HURT). It is stuff like that that can give YuGiOh strategy, but unlike magic, I find that alot of times it the set theme that wins out, where magic has more flexibility, and can end up with far more unusual themes.
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5 months ago ::
Jan 16, 2013 - 1:33PM
#54
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Date Joined:
Jan 15, 2013
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We also have "lands" but we call them Field Spells (one of four spell types)
No, you do not. Field spells are nothing like lands.
Lands in Magic are used to play other cards. You can only play one land per turn like monsters in yugioh and that land can give you mana of a certain type. A forest allows you to play fog , but you need a forest and 3 other lands in order to play a giant spider .
Magic however does have a variant that's similar to your field spells. In plane chase, each player has a deck of plane cards that give symetrical effects. They roll a die that will either activate the top card of their planar deck or use a special chaos ability. Example
oh sorry about that I dont play Magic so thanks for the correction.
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5 months ago ::
Jan 16, 2013 - 1:39PM
#55
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Date Joined:
Jan 15, 2013
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Really the Magic Equivalent to a Field Spell is a Global Enchantment (ie. Layline of Singularity).
In my opinion although YuGiOh can be as skillful as magic, but it is not as flexible. For example, for what I played for YuGiOh, I was playing Dark World, which circumvents the tribute system through a Madness like "discard into play" effect. The Monsters of course were lower in stat than thoes that required tribute, but there were ways to work it(although certain cards like Jinzo HURT). It is stuff like that that can give YuGiOh strategy, but unlike magic, I find that alot of times it the set theme that wins out, where magic has more flexibility, and can end up with far more unusual themes.
Most YGO decks use some sort of base strategy but it only becomes flexible when you build your own deck or even more so in rogue decks. Tribute summons are considered inefficient and arent really used at this point. Yes in YGO there can be less flexibility. But that is because using and archetype is more effective than throwing together random cards that might not benefit all the cards in your deck.
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4 months ago ::
Jan 18, 2013 - 1:30PM
#56
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Date Joined:
Mar 22, 2011
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Does anyone know if Yugiyoh has elo rankings for tournament players? It isn't perfect, but could give a meaningful, objective measurement of required skill. The more skill involved in the game, the larger the elo spread will be between new players and the best; Magic has approximately 800 points of spread for constructed and 600 for limited, while chess for instance has 2800.
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4 months ago ::
Jan 18, 2013 - 1:34PM
#57
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Yes in YGO there can be less flexibility. But that is because using and archetype is more effective than throwing together random cards that might not benefit all the cards in your deck.
I think that's basically the point. Yugioh doesn't have as much room for creativity as Magic does. Most decks are just basic archtypes.
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2 months ago ::
Mar 29, 2013 - 9:20AM
#58
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Date Joined:
Mar 29, 2013
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Honetsly, I think Magic requires more skill. There's more room for variety, and that means more strategy is involved. Also, unlike Yu-Gi-Oh, if you get a bad hand it's not the end of the world. There's usually a way to come back from losing. The mana system is another thing that Yu-Gi-Oh doesn't have, that adds more strategy to Magic. In Yu-Gi-Oh, if you're up against a player with a good deck, if you don't get a combo in your first hand, you may be done for. And in Yu-Gi-Oh there's a lot of cards (normal monsters) that in competitive play don't have much use, except for death fodder (Dark Magician *sob*). One of the few drawbacks to Magic, though, are that cards are not usable in tournaments after a few years. Oh, and yelling, "YOU'VE ACTIVATED MY TRAP CARD!!!!" will get you odd stares.
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2 months ago ::
Mar 31, 2013 - 6:12PM
#59
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Date Joined:
Mar 25, 2013
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On the highly competitive level I think they take an equal amount of skill. If we were talking about early Yugioh, It's not even close as that was an incredibly simplistic game. It seems like most people in this thread are comparing it to their past experience with Yugioh, which was early on.
In Yugioh card advantage is MUCH more important than Magic. Any card that lets you draw cards is extremely valuable and most of the good ones are banned. This adds skill to the game. One bad play that nets you a loss in card advantage can cost you the game, you have to know the safe (or safest) times to make your plays. Any kind of card can be splashed into any deck, and in my opinion this makes it more skillful because you cant say "oh, he's not playing blue, he won't have any counter spells" you have to always be weary of a certain card type, you never know what your opponent might have.
To people saying you know what your opponent has when they have a facedown card, thats simply not true. Obviously first of all because traps can be hundreds of different options and they are totally ignoring hand traps.
Also for people saying that there are not many card types, they probably have not played with Synchro or XYZ monsters. These monsters come from the extra deck (15 cards you have to chose to fit in that either fit your strategy or situations you want to deal with) and are basically a tool box to deal with certain situation, and your opponent can't see them. You can make these monsters in a variety of different ways with a variety of different main deck monsters/cards, but choosing the ones to include in your extra deck and which to bring out at which time is crucial.
Not to mention in the "Standard" format of Yugioh there are far more cards to chose from than in Magic's standard format. Rogue decks with cards no one has played in years show up and shock all the time. I see much more shocking top 16's/32's in Yugioh than in MTG.
Personally I like MTG more for how much better Wizards runs it, compared to Konami and Yugioh, and how much better the card art/flavor is. It's also nice to have mulligans/drafting/different formats/etc. However, I don't see how you can say one is more skill intensive than the other at the highest level.
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2 months ago ::
Mar 31, 2013 - 7:58PM
#60
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I never played YGO. I played a lot of magic, some Pokemon and a bit of Legend of the Five Rings. Honestly, Magic is just easier. Every other card game I've played, I've compared to MTG and found it lacking. 5 colors baby, that's all I want in life
Newbs! Ask me your questions but always question my answers  The Six Commandments of Beginning Deck Building Spoiler:
Show
Thou shalt play 60 cards. No more. No less (unless thou so choseth to play EDH... in which case I cannot help thee)
Thou shalt playtest with at least 22 lands (perhaps more for Control, perhaps less for Aggro).
Thou shalt pick no more than three colors of thine own choosing which ye find to be the most fun to play.
Thou shalt use Mana Fixing, lest ye be Mana screwed for all thine days of Planeswalking.
Thou shalt abide by the Rule of Nine.
Thou shalt play a playset (four copies) of the aforementioned Nine.
And Urza saw all and said it was indeed good!
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