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How to determine if a custom archetype is linear or non-linear in play style


WhiteThunder777

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The simplest way to define a linear archetype is an archetype that has a specific way of playing.  What this means is that in a linear archetype, there is only 1 combo that the archetype lives by, and it ends on a very specific end board.  Linear archetypes are more prone to hand traps though because once the opponent figures out how your archetype works, dropping an Ash or an Imperm could mean that you will have to end on a very weak board or in the worst case, your turn, very easily.  Simply put, linear archetypes lack flexibility.  

A non-linear archetype, on the other hand is extremely flexible.  This means that there is more than 1 way to set up the combo in your archetype, or more than 1 way to play the archetype. With flexibility, you can trick the opponent into wasting their hand trap (i.e. bait them) or baiting their negates.  Not to mention, this may help set up the GY as a second hand.  

What baiting in yugioh means is that you plan to do one thing, but you actually do another thing to lure the opponent off guard.  

 

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Sometimes there can be other things said about a custom archetype, besides it being linear or non-linear.  

Playstyle - Control, combo or midrange

  • Combo is hand trap prone and wants to set up a reasonable end board. Control tries to control the opponent through negates/disruptions.  The end board of ANY midrange archetype isn't as powerful as a control or combo strategy as midrange sacrifices power for consistency.  

Going 1st or 2nd, or Both

  • Midrange archetypes are good 1st AND 2nd.  
  • Going 1st means to put up negates/disruptions in an attempt to stop the opponent going 2nd.  Keep negates to 0 or 1 because the more negates you have, the less likely the opponent wants to play against you. 
  • Going 2nd focuses on breaking a going 1st end board which is why the end board going 1st MUST be reasonable.  They are accompanied with back row removal and board nuking, and turning off a going 1st end board. Examples of cards include Lightning Storm, Raigeki, Twin Twisters, and Dark Ruler no More.  Not to mention cards that give an immense stat boost such as mage power, united we stand, or battle phase related effects.

A Trap based deck is strictly going 1st because Trap based strategies require setup (e.g. Labrynth, Altergeist, Counter Fairy, Paleo, Traptrix).  

 

 

 

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It can't be obvious at first glance to tell if a custom archetype is good going 1st or 2nd. (Keep in mind, midrange has stuff to play going 2nd).  An example would be an archetype that equips your equip spells to your opponent's monsters to do something as a game plan is strictly going 2nd.  Esp. if it is used to break the opponent's board like Change of Heart.

A column based archetype depending on how it's worded can be either going 1st or 2nd (or a mixture of both).

 

 

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