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Danger Represent! |
I will use my own experiences as an example. If you don't know by now I am primarily a Danger World player, particularly Armorknights. I am also a budget player, meaning I can't just get 4 of every card. Hence the cheaper my deck the better, and I like to build deck lists before buying anything for them. So before extra booster 2, I had a very interesting play style that worked well. I would use danger's high stats, particularly in defence, to defend against the initial onslaught of my opponent's deck then swing back with my own force of creatures. While my deck went through many renditions, including a duel dragon build that didn't really work well, I myself never changed my play style from what was working. Once making top 8 during the buddy challenge and being one of the few danger world players there, I was stuck with it.
So what happened once new support came to danger world? Well initially (and you can see this on the Wiki page of Danger World) I crashed, unable to work out a deck that fit the play style because there was so little monsters that supported it, but way too many spells that fit a little too well. I tried my hardest to create a new deck to fit that play style, but every build had too many cards and was certainly not consistent, very evident when I could finally test it on online simulators. I had to work out something that would be consistent, but powerful as well, oh and could deal with dungeon world, as it had been the main weakness of my previous deck. Then one particular card changed it all, Explosive Axe, Ricdeu Demon Slay. This was a weapon that would change my play style from an explosive shell player to one of consistent aggression. For those who don't know, this weapon has 6000 power, 3 critical and only at the cost of one gauge. The catch is that once equipped, you can't call monsters to the centre. My initial reaction was "LOOK HOW WELL THIS CAN PAIR WITH BATTLE SPIRIT UNITE!" But that quickly changed to "I don't need a centre. Who needs a centre?" When I realised how much the spells worked at keeping your enemies at bay it changed my entire perception of Danger worked.
Danger originally was an under dog in the meta not because it was bad, but because its support was not what the world promised. Danger gave the impression of risk taking, rushing down your opponent and ignoring centres with penetrate. Unfortunately only the latter was really true, as Danger's support actually ended up being learning when and where to attack and defend, which was a theory I whole heartedly followed till extra booster 2. However when this new set did come out, it was closer to the initial idea for danger, leave the centre open and try to win as quickly as possible. And why was this? The spells allowed you to not worry about having a centre or killing enemy monsters before the player, and let the spells do the work of defending for you. The only thing danger needs now is a more consistent draw engine, which they have only one of and that's Survival Chance. This is because out of the meta decks, other than non-thunder knights dragon world, Danger seems to have the least draw power, but uses their hand quickly. As such, I am currently working on both my deck and play style to either work around this, or to get Survival Chance to work.
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You will be mine. Oh yes, you will be mine. |
So for those who want it spelled out for them, Here is what I have learned about play styles: Balance how you play and how your deck plays, and evolve or change your play style around the meta, your deck and your own experiences. In some ways your play style is part of your identity, so its bound to change overtime, just remember to not be afraid of change, because with every new release the game evolves, and so should you.
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