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08-01-2012, 04:03 PM
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#51
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Registered User
Join Date: Feb 2012
Age: 29
Posts: 111
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Quote:
Originally Posted by Zedd
Both players get 6 cards on their first turns... explain this to me like I'm five.
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Turn one, you draw. You now have 6 cards. Opponent has 5. That means you just got a +1
That's pretty much the only way to explain it to a 5 year old. In adult terms, when you draw every turn, you get a free +1. That's the inherent nature of the game itself. In theory, this goes on forever (even though it ends eventually when someone wins). But it's the first person who draws that starts this process. He draws and now has advantage. Yes, the opponent gets to do that on his turn, but the first players gets to do the same after that.
The only thing that matters is in this game is plusses and minuses, and in the simplest of explanations, the first turn is the only time in the entire duel when one player has one more card than the opponent simply because of the rules of the game. The second player will get to draw a card, but he won't have an advantage - just the same amount of cards as the first turn player. All other plusses and minuses from there on will be generated by the players themselves.
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08-01-2012, 04:04 PM
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#52
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Registered User
Join Date: Aug 2010
Location: Louisiana, USA
Posts: 356
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Quote:
Originally Posted by Zedd
Both players get 6 cards on their first turns... explain this to me like I'm five.
Sent from my PH44100 using Tapatalk 2
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Ok, so both players start at 5 cards. The player who goes first draws a card, he has a net +1 in terms of card presence. Now, the other guy goes and draws. Now the card presence is equal.
Back to the guy who goes first, he draws and has a +1 in presence again. Back and forth, back and forth.
Assuming all of the played cards are neutral in terms of card presence, the player to go first will always, at worst, be on par with the opponent. The player to go second will, at worst, be one card behind.
That means more options for the first player, and more options means a better chance to win.
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08-01-2012, 04:16 PM
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#53
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The Vet vet
Join Date: Jul 2009
Posts: 5,148
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Quote:
Originally Posted by meta14
PROS: - +1 hand advantage for the duel
- set and activate cards without interruptions (bar Veiler)
- summon without interruption
CONS:
Definitely not overrated. There's a reason people raged when we didn't have Heavy Storm. We get dice roll formats where the first person gets to summon, set 4.
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The con isn't even a really strong one. Even if your opening hand has the ability to OTK, you can't see your hand anyway before deciding whether to go first or second.
Always choose to go first.
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08-01-2012, 04:28 PM
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#54
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Registered User
Join Date: Feb 2012
Location: AZ
Posts: 314
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Alright, I'll buy it. I'd still say some decks can benefit from seeing the opponent's deck type, and letting them play cards so you can minus/kill them, over the +0.5.
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08-01-2012, 07:12 PM
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#55
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Registered User
Join Date: Jul 2011
Posts: 453
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Quote:
Originally Posted by DDWhorriorLady
Same here, I play wind-ups and always pick to go second.
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Are you joking?
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California In a Day
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08-01-2012, 07:37 PM
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#56
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Demonic Duelist
Join Date: Dec 2007
Location: Bathed in Kalabhairava's Grace
Posts: 22,703
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This thread has got even more sillier since I last posted in it.
All I know is....if you don't mind going second, I don't mind going first. 
__________________
Quote:
Originally Posted by KishKosh
Hipster TDM took 2000 before taking 2000 was cool.
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- on Solemn Warning vs Dimension Fusion.
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08-02-2012, 02:26 AM
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#57
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Pojo Veteran
Join Date: May 2012
Posts: 3,309
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Quote:
Originally Posted by mcmillan716
Going first: risk of getting a Heavy Storm / Dark Hole. However you can set your backrows and summon annoying monsters like Thunder King Rai-Oh
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because you wouldn't get Heavy Stormed/Dark Hole the turn after when you go second.
Am I being trolled or are people really this stupid?
Quote:
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some decks prefer to go second since they're forced to pass turns until the opponent commits to the field (Hieratics and Tefnuit)
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No, they go first. Draw an extra card, and set their backrow or sit back on their hand trap, then proceed to do the same thing you described, except you know, with one more card.
He's trolling
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A Typical Day on Pojo
"This card/deck is amazing. Here is proof"
/pulls out a screenshot against an opponent playing a 55 card deck and cards you can't name.
Contact me if you want OCG cards
Last edited by david0925 : 08-02-2012 at 02:28 AM.
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08-02-2012, 05:17 AM
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#58
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Pojo Veteran
Join Date: Nov 2010
Posts: 2,222
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if someone opts to go second, they can enjoy losing.
Thats how ygo is, the ammount of advantage in going first is painfully obvious. Its one of this games many, many, many flaws.
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08-02-2012, 05:24 AM
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#59
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Chimera Veteran
Join Date: Jul 2012
Location: Outside your house, eating Pigmasks
Age: 22
Posts: 3,590
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I can't conceive a situation where you don't want to go first.
If you wanted to throw the match, it would help.....
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08-02-2012, 02:50 PM
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#60
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Mathematician
Join Date: Jul 2012
Location: Bronx, NYC
Posts: 630
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Let's see if I can think of any cases where one might prefer to go second...
Sometimes, when you go first with certain Dark World decks, because of cards like Grapha and Dark World Lightning, you find yourself wishing that your opponent had some cards on his side that you could target with your effects, while simultaneously getting your engine in motion. You don't really want to play your field spell, for example, on turn 1, because then it's just a target for removal. Still, with a good build, you'll likely have something to do (i.e. Tour Guide into Zenmaines) and will just sit back and enjoy the temporary +1.
A few formats ago, when Sabers were a common tournament-winning deck, sometimes one would wish the opponent had a few traps f/d already, so you could Cold Wave + Hyunlei them right away. However, the Saber player was always fine with setting a Darksoul, Emmersblade, Hamster or Passhul instead.
That's all I can think of right now. I think the original poster's remark has rubbed many people here the wrong way because the game of Yu-Gi-Oh! involves an element of luck and anytime someone defies the logical way of doing things based on a misconception, it "dilutes" the strength of the playing community and lowers the intellectual acumen of the game.
Still, the guy knows his hiphop. Gotta respect a Mos Def avatar. Blackstar forever. 
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08-02-2012, 03:33 PM
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#61
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Fabled Treeborn
Join Date: Mar 2009
Posts: 6,169
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No, I think you're the only one.
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08-02-2012, 03:33 PM
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#62
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Konami's ProKiller
Join Date: Jul 2005
Posts: 8,382
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Going first lets you set 2 backrow and not lose advantage to Heavy
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Quote:
Originally Posted by jesseplaysyugioh
but there isnt any use in doing what iv been seeing people do. dd crow doesnt do what dd crow does for dd crow, dd crow does what dd crow does because dd crow is dd crow.
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08-02-2012, 04:18 PM
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#63
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Registered User
Join Date: Jul 2011
Posts: 277
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Quote:
Originally Posted by Zedd
Alright, I'll buy it. I'd still say some decks can benefit from seeing the opponent's deck type, and letting them play cards so you can minus/kill them, over the +0.5.
Sent from my PH44100 using Tapatalk 2
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First turn I summon TGU, bring out a Sangan. Turn end. What deck am I playing and how will you counter it? Or first turn I rabbit for Laggia, set two backrow, turn end. Oh look, you know exactly what I am playing, how does that help you with your turn exactly? Lol.
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08-02-2012, 04:41 PM
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#64
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Registered User
Join Date: Nov 2010
Posts: 171
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Quote:
Originally Posted by DDWhorriorLady
Same here, I play wind-ups and always pick to go second.
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Then your not playing competitive wind ups. Why would you choose to go 2nd when you can possibly loop them and almost always win the game, when there is nothing they can do bar some hand traps?
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08-02-2012, 04:44 PM
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#65
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Zinogre Prototype
Join Date: Aug 2010
Location: UK
Posts: 1,820
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Quote:
Originally Posted by TheSonicVision
Let's see if I can think of any cases where one might prefer to go second...
Sometimes, when you go first with certain Dark World decks, because of cards like Grapha and Dark World Lightning, you find yourself wishing that your opponent had some cards on his side that you could target with your effects, while simultaneously getting your engine in motion. You don't really want to play your field spell, for example, on turn 1, because then it's just a target for removal. Still, with a good build, you'll likely have something to do (i.e. Tour Guide into Zenmaines) and will just sit back and enjoy the temporary +1.
A few formats ago, when Sabers were a common tournament-winning deck, sometimes one would wish the opponent had a few traps f/d already, so you could Cold Wave + Hyunlei them right away. However, the Saber player was always fine with setting a Darksoul, Emmersblade, Hamster or Passhul instead.
That's all I can think of right now. I think the original poster's remark has rubbed many people here the wrong way because the game of Yu-Gi-Oh! involves an element of luck and anytime someone defies the logical way of doing things based on a misconception, it "dilutes" the strength of the playing community and lowers the intellectual acumen of the game.
Still, the guy knows his hiphop. Gotta respect a Mos Def avatar. Blackstar forever. 
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Totally this all the way. But unfortunately players will always choose the best route to win since its either that or face a field full of 'backrow'. Now i say it in this sense, because realistically most players don't open up with godly backrow as it's all luck determined. Luck is the the main factor at the end of the day.
If you got a bad hand and lose, then you say you were unlucky.
If you got a good hand and win, then you consider yourself skillful.
I also think everyone always plays in a sense that's deemed the 'pro' or 'acceptable' way of playing. Everyone seems to do the same thing, because it's of course seen the best way to win.
Going first or second should seem irrelevant, but it's the over the top cards and the 'sheep' players that make it absolutely essential that you go first.
__________________
So.....

You wanna fight punk?!?!?
Quote:
Originally Posted by MasterSephiroth
And Sarah Jessica Parker as Sophia, Goddess of Rebirth!
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08-02-2012, 04:50 PM
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#66
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Registered User
Join Date: Jul 2012
Location: The dark side of the woods
Posts: 221
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Your opponent goes first, you VS wind up player, he opens with two level 3s and a Dimesional Fissure, its a good game.
sometimes, I wonder why try and play competitively when decks like WU are just going to do some silly loop before you draw your sixth card.
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08-02-2012, 06:54 PM
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#67
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Registered User
Join Date: Feb 2012
Location: AZ
Posts: 314
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Quote:
Quote:
Alright, I'll buy it. I'd still say some decks can benefit from seeing the opponent's deck type, and letting them play cards so you can minus/kill them, over the +0.5.<br />
<br />
Sent from my PH44100 using Tapatalk 2
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<br />
<br />
First turn I summon TGU, bring out a <a href="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Sangan&partner=POJO" class="hover" rel="http://www.pojo.biz/board/CardHover/hoverYGO.php?CN=Sangan" target="new">Sangan</a>. Turn end. What deck am I playing and how will you counter it? Or first turn I rabbit for Laggia, set two backrow, turn end. Oh look, you know exactly what I am playing, how does that help you with your turn exactly? Lol.
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If I'm playing Hieratics or Inzektors, there is nothing I could do against your perfect openers anyways if I went first...
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Mermail, Prophecy, Wind-Up, Fire King, Synchron, Crystal Beast, Dark Magician, Frog God, Neo-Spacian, Harpie, Piper Exodia, Madolche, Spellcaster Stun, Glads, Machina Gadget, Photon/Galaxy, Heraldic, Yugi is my Rock, Noble Knight, Zexal Weapon

Cheapest and highest quality holo oricas around.
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08-08-2012, 09:16 AM
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#68
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Registered User
Join Date: May 2012
Posts: 148
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Banisher of the radiance, set traps and Card Destruction 1st turn= rage quit.
I did this combo quite a few games.
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