Wednesday, January 25, 2017

Card Design and Power Creep

If we were to think of a single set that completely change the game, what would it be? The answer for me is definitely Duelist Alliance. Why is it so? Because it introduces a new concept, everything replaces themselves. Maybe it is not entirely true to claim that Duelist Alliance introduced the concept of floating because cards like Sangan and Witch of the Black Forest existed long time ago. However, at the time of Sangan, floating is done reactively most of the time, where you normal summon or set it, wait for it to be destroyed, then trigger its effect. If your Sangan is fortunate enough to survive a turn, then you can use it as the tribute material for a high level monster, then trigger its effect. Either way, the self replacing process is slow but very good at that time. Actually the word floating also can be apply to cards with on summon effect, which means they already generate advantage when they are summoned so we don't have to care that much whether they are destroyed or not. For example, even though your opponent destroy your Elemental Hero Stratos, but he already replaces himself when you activates his effect to search for another hero.

Most of the Duelist Alliance archetypes are capable of summoning their boss monster without sacrifice their card advantage because every materials can replace themselves, and often thinning their deck at the same time. I am a long time Shaddoll player, so in this article I'll mostly use Shaddoll as an example. In a traditional fusion summon, you will need at least 2 monsters and a fusion spell. In terms of card advantage, you give up 3 cards to perform fusion summon of a fusion monster, that is technically a minus 2. That is why fusions are so bad during their initial release. However, if you resolve Shaddoll Fusion, even without using the "fuse from deck" part, the play is technically a minus 0 if you fusion summon El Shaddoll Winda and El Shaddoll Construct, and minus 1 for every fusion monsters of other attributes. And considering that almost all of the main deck Shaddoll monsters except dragon, have the effect that give you more cards when being sent to the graveyard, you can summon your fusion monsters first turn, the sit on the back of their oppressive effect. The effect that gives you more cards to work with is always more reliable than the effect that take away cards from your opponent because it will always do the same thing going first or second. Duelist Alliance not only introduces several archetypes that promote the use of floating boss monster, but also promote the use of boss monster usable on either first or second turn.

if you pay attention to the card text, you will see the design trend that attached to it. Most of the monsters of that era normally have 2 or 3 effects, but you can only activates one of the effect, and you can only activate that effect once per turn. I call this type of restriction "hard once per turn pick one effect".A Single monster can be given multiple effects that can be used in multiple situations, expanding the number of options. This type of design trend can be traced back to the era of Dragon Rulers, which also have this kind of "hard once per turn pick one effect" type of effects. Other duelist Alliance archetype such as Burning Abyss and Satellarknight also have this type of restriction. 

Let me ask you a question, what is the best Shaddoll main deck monster? You will probably have an answer right now. Then the next question is, how much better is the best Shaddoll main deck monster compared to the second best Shaddoll main deck monster?  Probably not that much. This is because all of them are created at nearly equal quality, and running all of them seems to be the most logical choice (except Shaddoll Hound). Because if you run all of 5 of them ( again except Hound ), and each of them has 2 effects which gives you 10 options to choose from. Even the worst card going first, Shaddoll Dragon is still being used at 1 copy due to it can provide additional options for player to work with. This is an important characteristic which will be compared to more recent deck later.  

I am going to hold pendulum design for later discussion, we will just be focusing on non-pendulum cards. After the long review about the previous trend or pattern in card design, what is the point of this article? Sorry if I sound too boring and repetitive, if you feel boring that is probably because I am talking about things that you already know. This paragraph will be focusing on the changes as we move along from set to set, this type of restriction called "hard once per turn pick one effect" is being removed from design and change to  "hard once per turn for every effect" when Nekroz became the most dominant archetype. Every Nekroz monster has 2 effects, one effect that activates in hand and another effect that activates on field, and you can activate both effects in a single turn. This is a very slight powercreep, but it is not a big deal as at one point, both Shaddoll and Nekroz has a very close amount of tops, suggesting that they can still beat each other even though Nekroz is a stronger deck. 

Honestly speaking, I love those time not only because decks are fun to play, it is also because power creep can be easily prevented just by releasing new archetype that has similar power level, but do things a little differently than the previous top deck. For example, when Shaddoll was the best deck, other extra deck strategies were absolute because Shaddoll Fusion punishes those who rely entirely on their extra deck boss, and El Shaddoll Winda can basically prevent the opponent from ever summoning a Xyz or a Synchro monster again. Then Konami decided to release Nekroz, a deck that punishes the use of extra deck but do not use extra deck itself. Nekroz is a hard counter to Shaddoll, so Shaddoll switched from OTK play style to playing control build with hand trap such as Effect Veiler in order to compete. Is Nekroz as a deck more powerful than Shaddoll? Definitely yes, but not by that much. If we were still in that era, and we assume that we were in an alternate time line that Konami never release EMEM ( or PEPE in TCG ) , but they release another archetype that counters the play style of Nekroz and Shaddoll but has a relatively similar power level to them, then hit them slightly if necessary ( but still playable at competitive level ), the meta would be evolving smoothly where the old deck would change their build to fight the new deck. But we know this will never happen because Konami is a business and they need to rotate out old product.       

I would also like to talk a little bit about pendulum card design. Pendulum card are actually easier to balanced than non-pendulum card. Why I say so? It is because we have more things to work with. The first one being their level. We can give them certain level which makes them not pendulum summonable or to remove certain synergy in their respective deck/archetype. For example, can you imagine how broken it is if Performapal Monkeyboard is Level 4? Other things we can use for balance are pendulum effect, pendulum scale and monster effect. I have not seen any pendulum monster with both its pendulum effect and monster effect to be amazingly great. The only few cards close to that is actually Performage Plushfire and Eccentric Archfiend. Performapal Monkeyboard actually has terrible monster effect, terrible level, meaningless type and attribute, and significant restriction when you look at it. The real restriction to the pendulum cards is space on the card board. There is only so many words you can print if you want all of them to be readable. There is almost no way to include those 'hard once per turn pick one effect" type of effects for pendulum monster. Combining with the fact that Konami decided to hit all the generic good pendulum support after the EMEM era, I believe that pendulum will be fine and balance in the near future. 

Recently, more and more archetype with only a few insanely good card, but with all the other support being unusable are becoming more and more common. For example, the Zoodiac Beast gave us the Zoodiac Beast Molmorat, Zoodiac Beast Viper being insanely good, but all other main deck Zoodiac Beast being subpar.Some other archetype like Phantom Knight, Speedroid, and Predplant also having the same story. This type of card design allow player to build a deck consist of the best card from different archetypes since all of them can "ignite" the whole engine just from one key card, allowing player to basically "compress" the whole engine into minimal size, the fill the deck size with other engine and generic good card. For example the famous SR PK Fire deck that top multiple YCS are created with this type of mindset. Even in OCG, decks like Eidolon Windwitch Artifact, Eidolon Zoodiac, Zoodiac True King start to take over the competition. Is this power creep in action? In my opinion, yes it is. And if you notice the card text, they no longer keep  the "hard once per turn" card text on most of the card. Zoodiac Beast Molmorat would be pretty balanced if it has that restriction. 

One card should never do that much for you. When a single Zoodiac Molmorat and result in 2 Rank 4 and one search, that is something wrong with the card design no matter how you look at it. The same goes for one card undestroyable Crystal Wing Synchro Dragon without using normal summon. I have given enough example, now let's go back to the root. How to prevent power creep and still sell cards? Maybe the history has shown us the answer. Just release a new deck, that do things differently than the previous top deck, but with similar power level. Then the old deck will adapt and maybe a diverse meta will form again, creating a format with multiple tier 1 decks. Banlist  should still be use to balance the game but not only just to forcefully rotate out old decks. 

Sunday, September 27, 2015

6.86 Suggestion

STR HEROES


Huskar
Life Break now applys break

Lifestealer
Open Wounds mana cost reduced from 110 to 95/100/105/110
Level 1 Infest is no longer castable on ancient creep (level 2 and level 3 remain unchanged)

AGI HEROES


Lone Druid
Spirit Bear's bounty reduced from 300 to 150/200/250/300
Synergy now also increased Spirit Bear's armor by 1/2/3/4

Morphling 
Adaptive Strike no longer use a projectile if it deals maximum damage.

Razor
Unstable Current movement speed bonus increased from 4/8/12/16% to 7/10/13/16%

Venomancer
Plague Ward hp rescaled from 75/200/325/400 to 100/200/325/400
Poison Nova radius increased from 575 to 625


Saturday, February 21, 2015

Microbot

Microbot Dragonfly
Level 1/DARK/Machine/Effect:
You can only use 1 of the following effects of "Microbot Dragonfly" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish 1 "Microbot" card from your graveyard; special summon 1 "Microbot" monster from your deck.
ATK 100/DEF 100

Microbot Scorpion
Level 1/DARK/Machine/Effect:
You can only use 1 of the following effects of "Microbot Scorpion" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish 1 "Microbot" card from your graveyard; add 1 "Microbot" monster from your deck to your hand.
Level 1/DARK/Machine/Effect:
You can only use 1 of the following effects of "Microbot Spider" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish up to 3 "Microbot" cards from your graveyard; Excavate equal number of cards from the top of your deck, then add 1 of them to your hand, after that, send the rest to your graveyard.
ATK 100/DEF 100

Microbot Mosquitoes
Level 1/DARK/Machine/Tuner/Effect:
You can only use 1 of the following effects of "Microbot Mosquitoes" per turn, and only once that turn.
1) If this card is in your hand or graveyard: You can discard 1 "Microbot" monster from your hand except this card; special summon this card.
2) You can banish up to 1 "Microbot" card from your graveyard; Increase the level of all face-up "Microbot" monsters you control by 1 until the end phase of this turn.
ATK 100/DEF 100

Microbot King Fisher
Level 1/DARK/Machine/Effect:
You can discard this card to add up to 2 "Microbot King Fisher" from your deck to your hand.
ATK 100/DEF 100

Microbot Crow
Level 1/DARK/Machine/Tuner/Effect:
You can only use each of the following effects of "Microbot Crow" per turn.
1) You can discard this card to banish 1 "Microbot" spell or trap card from your deck.
2) If this card in your graveyard is banished by a "Microbot" card's effect, you can target 1 banished "Microbot" card except "Microbot Crow"; add the target to your hand.
ATK 100/DEF 100

X-Microbot Chimera
Rank 1/DARK/Machine/Xyz/Effect:
2 level 1 Machine-type monster
This card gain 1000 ATK for each xyz material attached to it. Neither player can pendulum summon. During your standby phase: Detach 1 xyz material from this card. Once per turn, during either player's turn: You can detach 1 xyz material from this card; your opponent cannot add cards from their deck to their hand except by drawing them. Once per turn, this card cannot be destroy by battle. If this card has no xyz material attached to it, this card's effect is negated.
ATK 0/DEF 2000

X-Microbot Skull Dragon
Rank 1/DARK/Machine/Xyz/Effect:
3 level 1 Machine-type monster
This card gain 1000 ATK for each xyz material attached to it. Neither player can pendulum summon, also, effect of cards in pendulum zone are negated. During your standby phase: Detach 1 xyz material from this card. Once per turn, you can detach 1 xyz material from this card to target 1 monster that were special summoned from the extra deck; Shuffle it into the deck. Once per turn, this card cannot be destroy by battle. If this card has no xyz material attached to it, this card's effect is negated.
ATK 0/DEF 2000

X-Microbot Hydra
Level 4/DARK/Machine/Effect:
1 Machine-type Tuner + 1 or more non-Tuner monster
Neither player can pendulum summon. When this card is synchro summoned: You can add 1 banished "Microbot" card or 1"Microbot" card in your graveyard to your hand. Once per turn, this card cannot be destroyed by battle. During either player's turn, if this is in your graveyard: You can banish this card from your graveyard to target 1 face-up "X-Microbot" monster you control, it gains 1000 ATK until the end phase of this turn. 
ATK 2000/DEF 2000


X-Microbot Cerberus
Rank 2/DARK/Machine/Xyz/Effect:
2 or more level 2 Machine-type monster
You can also xyz summon "X-Microbot Cerberus" once per turn by using a "Microbot" xyz monster as xyz material except "X-Microbot Cerberus". (Xyz material attached to that monster also become xyz material on this card.) Neither player can pendulum summon. Once per turn, during either player's turn: You can detach 1 xyz material from this card to target 1 face-up spell or trap card; destroy that card. Once per turn, this card cannot be destroy by battle.
ATK 2000/DEF 2000

Gathering of Microbot
Quick Play Spell
Send the top card of your deck to the graveyard; special summon 1 "Microbot" monster from your deck, if you do, you cannot special summon monsters this turn except "Microbot" monster. You can only activate 1 "Gathering of Microbot" per turn.

Microbot Replacement Unit
Normal Spell
Discard up to 2 "Microbot" cards, then draw that the same number of cards + 1. You can only activate 1 "Microbot Replacement Unit" per turn.

Microbot Unity Blast
Normal Trap
If you control a face-up "Microbot" monster, banish 1 "Microbot" card from your graveyard to target 1 card on the field, Destroy that card.



Sunday, January 18, 2015

6.84 SUGGESTION

STR HERO

Alchemist
- Base armor increased by 1
- Chemical Rage now gives 200/400/600 bonus health during transformation


Axe
- Culling Blade kill move speed bonus rescaled from 40% to 20/30/40%
- Culling Blade kill attack speed bonus rescaled from 40 to 20/30/40
- Culling Blade kill speed duration reduced from 6 seconds to 4 seconds


 Beastmaster
- Inner Beast attack speed bonus increased from 15/25/35/45 to 25/35/45/55
- Aghanim's Scepter now increases the stun duration of Primal Roar by 1 second


Dragon Knight
- Elder Dragon Form bonus movement speed increased from 25 to 45
- Added Aghanim's Scepter effect:
// increases the level of Elder Dragon Form by 1
// added level 4 Elder Dragon Form
// Level 4: Gold Dragon, Shining Breath: apply negative buff which makes enemy miss 35% of their attack, slow movement speed by 30%, and attack speed by 20, of enemy units in Splash Attack range for 3 seconds, with Corrosive Breath added to the primary target. Further improve the cast range of Dragon Tail by 200, and makes Dragon Tail stun ignores Spell immunity.  


Lifestealer
- Open Wounds target now takes additional 15/20/25/30 damage from Lifestealer attack
- Infest cooldown reduced from 100 to 100/90/80 seconds


AGI HERO

Lone Druid
- Synergy now gives 2/4/6/8 bonus armor to Spirit Bear
- True Form bonus health increased from 250/400/600 to 250/450/650
- Battle Cry cooldown reduced from 60 to 45 seconds


Luna
- Lucent Beam damage increased from 75/150/225/300 to 110/180/240/300
- Eclipse cooldown reduced from 160/150/140 to 160/130/100 seconds


Sniper
- Shrapnel mana cost increased from 50 to 75
- Take Aim now is toggleable, when activated increase attack range by 175/250/325/400 and reduced sniper's normal damage by 20%  
- Assassinate projectile now carries sniper normal attack which will 100% tigger Headshot.


Vengeful Spirit
- Vengeance Aura Death Attack Damage Reduction reduced from 12/20/28/36% to 6/10/14/18%


INT HERO

Keeper of Light
- Illuminate level 4 duration increased from 5 to 6 seconds
- Mana Leak now has 0.5 second initial stun, and this 0.5 second is not included in the duration of this spell.

 
Outworld Devourer
- Base INT increased by 5


ITEM

Mask of Madness
- recipe cost increased by 200

Thursday, August 28, 2014

TCG SHADDOLL

Monster(22)
3x Shaddoll Beast
2x Shaddoll Squamata
2x Shaddoll Dragon
3x Shaddoll Hedgehog
2x Shaddoll Falco
3x White Dragon Wyverburster
2x Black Dragon Collapserpent
1x Black Luster Soldier - Envoy of the Beginning
1x Felice Lightsworn Archer
3x Mathematician

Spell(9)
3x Shaddoll Fusion
2x Mystical Space Typhoon
1x Allure of Darkness
1x Book of Moon
1x Foolish Burial
1x Soul Charge

Trap(9)
3x Sinister Shadow Games
1x Shaddoll Core 
2x Breakthrough Skill
1x Bottomless Trap Hole
1x Compulsory Evacuation Device
1x Solemn Warning

Extra(15)
3x El Shaddoll Construct
3x El Shaddoll Winda
1x Armades, Keeper of Boundaries
1x Goyo Guardian
1x Black Rose Dragon
1x Arcanite Magician
1x Leo, Keeper of the Sacred Tree
1x Castel, the Skyblaster Musketeer 
1x Evilswarm Exciton Knight
1x Number 101: Silent Honor ARK
1x Number 106: Giant Hand

Monday, August 25, 2014

EVILSWARM ADAPTATION IN SHADDOLL FORMAT

I wrote about Evilswarm in my past post, which is shown below:

However, Evilswarm would have to adapt in order to survive. The question is, how would we adapt? Forbidden Dress would be replaced by Forbidden Chalice simply because it can get around all kind of flip effect as well as El Shaddoll Winda. Unlike other effect negation cards, Forbidden Chalice can be activated during damage step, meaning that it can stop the flip effect even if you attack into a face-down monster. This alone makes this card better than other effect negation cards. Evilswarm don't really fear El Shaddoll Winda because we usually don't rely on special summon to swarm the field. Evilswarm Castor and Evilswarm Kerykeion both give us an additional normal summon. However, our Rescue Rabbit and Evilswarm Mandragora are both being shut down by El Shaddoll Winda since we can't Xyz summon after we use the effect of these monsters. Forbidden Chalice as a quick play spell, enable us to shut down El Shaddoll Winda's effect and make play right away.

Evilswarm Ophion can shut down Shaddoll Fusion. However, Evilswarm Ophion is not an auto win since shaddoll has many outs to him. Protecting Evilswarm Ophion is important and can be determining point between winning and losing. Both Shaddoll Dragon and Shaddoll Lizard can kill Evilswarm Ophion with their flip effects. In addition, Black Dragon Collapserpent and White Dragon Wyverburster are popular main deck card in shaddoll deck. These card enable shaddoll players to spam rank 4 to get rid of our Ophion. Forbidden Chalice can deal with these problems quite effectively.

I have make some small changes to the deck list:


DECKLIST

Monster(16)
3 Evilswarm Castor
3 Evilswarm Heliotrope
3 Evilswarm Mandragora
3 Evilswarm Kerykeion
3 Evilswarm Thunderbird
1 Rescue Rabbit

Spell(12)
3 Infestation Pandemic
3 Mythical Space Typhoon
2 Forbidden Chalice
2 Reinforcement of the Army
1 Book of Moon
1 Dark Hole

Trap(12)
3 Fiendlish Chain
2 Dimensional Prison
2 Vanity Emptiness
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Infestation Infection
1 Solemn Warning
1 Torrential Tribute

Extra Deck(15)
3 Evilswarm Ophion
2 Evilswarm Excition Knight
1 Evilswarm Bahamut
1 Evilswarm Ouroboros

1 Castel the Skyblaster Musketeer
2 Number 101: Silent Honor ARK
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 103: Ragnazero
1 Number 66: Master Key Beetle
1 Number 82: Heartandraco


Monday, August 4, 2014

The Versatility of Evilswarm (2014)


Evilswarm is a control deck with stun option against certain decks. When Evilswarm is not played as a stun deck, it can be played as a rank 4 toolbox or a beatdown deck.  

For me, I don't like meta decks that much, hence I must find a way to deal with them or I will suffer a lot of losses. Dueling became more and more challenging over time. Meta decks constantly evolve and become much harder to side against. For example, Hand Artifact Traptrix of today is much harder to side against compared to Lightsworn of 2010. Most of the meta decks of today are versatile, means that they won't auto-lose to side deck any more. The XYZ monsters obviously changed the game. In the past, you can't get rid of Macro Cosmos unless you draw a MST, now you can get around that just by summoning 2 monsters with the same level. Even worse, some of the side deck cards may hurt you as well, just not as much as it would hurt your opponent. Hence, it is very important for me to have a versatile deck, so that I can adapt to the meta without changing my main deck.

Evilswarm is my choice. This is because it is one of the most versatile deck. Basically, most of the meta decks are highly dependent on:
1) Special summon
2) Graveyard
3) Searching
Evilswarm is still helped by these, but if compared to the meta decks, it is a non factor. This makes Evilswarm harder to side against. All of the Evilswarm main deck monsters can be normal summon, and have respectable ATK in today's standard. Meaning that, Evilswarm can still do things even without special summon. Special mention to Evilswarm Thunderbird, as it is very hard to get rid of. Sometimes, Thunderbird alone can apply enough pressure to my opponent and force them to waste cards on him. Evilswarm do not care about their graveyard as much as other decks do. Evilswarm Kerykeion is the only card that utilize the graveyard. As we all know, Kerykeion is the best monster in the deck as its effect is basically one card XYZ. For me, other monsters in the deck are good standalone monsters too, just not as good as Thunderbird and Kerykeion.




















However, the main reason why this deck is so good is because of its boss monster, Evilswarm Ophion. This card searches Infestation Pandemic which protects all Evilswarm monsters from S/T for a turn. This is why he is so hard to get rid of. Also, he single-handedly shut down Artifacts and Dragon Rulers and other high level monsters. In the past Dragon Ruler format, Evilswarm gained its place in the meta because of this card. Due to Evilswarm Castor, this card can be summoned in first turn, and lock down your opponent. He has respectable 2550 ATK for an easily summonable monster. In the future, I believe he will be a great card since he can also shut down Qliphoth.

Get rid of the mind set that Evilswarm is an Ophion deck only. This deck is more than just Ophion. This deck can function as a rank 4 toolbox or a beat down deck. When I play against decks that don't special summon high level monster such as Fire Fist, Ophion can become a huge beat stick since he is protected by Pandemic. In such match-up, summoning Ophion is no longer priority, but he is still useful in this situation. Evilswarm Excition Knight is also another great boss monster for this deck. Although every rank 4 decks can use him, pandemic might makes a different since he is also protected by pandemic.

Back to the topic, why is Evilswarm my deck choice? It is because they are highly adaptable. It is no longer the top deck, however it still survive every format and adapt to the meta. This is because the deck is not a combo deck. A combo deck need to maximize its consistency, hence siding is often not as beneficial because it lowers the consistency of the deck. Evilswarm has no such problem. Also, Evilswarm can utilize Vanity Emptiness very well to lock down the opponent. Evilswarm can also main or side float gate cards like Macro Cosmos and Dimensional Fissure without difficulties. Besides that, as most control decks do, Evilswarm has the ability to run hugh amount of back row. Unlike Dragon Rulers which can't run trap effectively, this is a huge advantage. And that is the reason why we don't describe dragon ruler as adaptable.


DECKLIST

Monster(16)
3 Evilswarm Castor
3 Evilswarm Heliotrope
3 Evilswarm Mandragora
3 Evilswarm Kerykeion
3 Evilswarm Thunderbird
1 Rescue Rabbit

Spell(12)
3 Infestation Pandemic
3 Mythical Space Typhoon
2 Forbidden Dress
2 Reinforcement of the Army
1 Book of Moon
1 Dark Hole

Trap(12)
3 Fiendlish Chain
2 Dimensional Prison
2 Vanity Emptiness
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Infestation Infection
1 Solemn Warning
1 Torrential Tribute

Extra Deck(15)
3 Evilswarm Ophion
2 Evilswarm Excition Knight
1 Evilswarm Bahamut
1 Evilswarm Ouroboros
2 Number 101: Silent Honor ARK
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 103: Ragnazero
1 Number 106: Giant Hand
1 Number 66: Master Key Beetle
1 Number 82: Heartandraco


CARD CHOICES

Forbidden Dress VS Black Horn of Heaven
I fell that Forbidden Dress is a better choice here simply because it is a good card in most of the match up. When I play against deck like Geargia, although not as usefull, Dress can still act as an ATK modifier. Evilswarm has good match up against Lightsworn Ruler as Ophion just shut down most of their cards. However, a random Lightsworn Ryko can still blow up the Ophion. If my Ophion attacks a face-down Ryko, Dress can safe my Ophion. However, be reminded that Ryko can choose another target (if any) that is not protected by Dress. I do not care that much as long as I can protect my Ophion when I play against Lightsworn Ruler. Dress can still protect Ophion when he attacks into random flip effect monster such as Penguin Soilder but it will not protect the Ophion when the Penguin Soilder is flip summoned. Against Mermail, Dress also protect Ophion from Atlantean Heavy Infrantry. In the Fire Fist match up, Dress is also extremely good since it protect Evilswarm monsters from Brotherhood of the Fire Fist - Bear and leaves Ophion at 1950 ATK which is still bigger than most of the Fire Fist monsters. Black Horn of Heaven is just Bad against Shadoll since it can't stop fusion summon. Besides that, Dress is a very good card against Shadoll Dragon and Shadoll Lizard. For the HATE match up, although Ophion can shut down the artifacts, we still need Dress against Fire Hand. Hence, running Dress is probably a better choice. One extra tips I would like to share, you can activate Dress and target your Ophion when they summon their Number 101. If you do, your opponent can't target Ophion with Number 101. But, your Ophion's ATK will drop down to 1950 which is lower than 2100 of Number 101.


MATCH UP

H.A.T.E.
We are both good and bad against them. The good thing is Ophion can shut down the Artifact monsters, the bad thing is both the Hand and Traptrix engines are generally big problems. My win rate against HATE is about 40%, certainly not impressive. Ophion is far away from auto win in this match up, since it can be easily destroyed by a Fire Hand. Even cards like Traptrix Dionaea can give me some trouble in this match up. Evilswarm Thunderbird is amazing in this match up, you can force them to waste their resource to get rid of your Thunderbird. Based on my personal experiences, Dimensional Prison and Forbidden Dress is good in this match up since both of them help me to deal with Hand monsters. I usually will not try to attack a set monster unless I have a Forbidden Dress since the set monster is Fire Hand most of the time.

GEARGIA
I have only about 40% win rate against Geargia. In this match up, Black Horn of Heaven is a much better card than Forbidden Dress and you should side out the Dress. I can't write much here since my experience against this deck is quite lacking.

MERMAIL
Ophion can shut down their level 7 monsters, but they have many ways to get rid of Ophion. If possible, spare your Mystical Space Typhoon(MST) for their Abyss-sphere. Do not blind MST since if you hit their Abyss-sphere, they can just chain it. They use Atlantean Heavy Infrantry to get rid of your Ophion, and they do it easily. Hence, it is a good idea to have a Forbidden Dress set. You should also watch out for their Rank 4 play since they can do it quite frequently. Try to side in some graveyard hate cards such as Dimensional Fissure and Macro Cosmos. Vanity Emptiness can also lock them down since they rely heavily on special summoning. Remember not to chain Dress to the effect of Number 101, it will be too late. You must activate the Dress when they xyz summon Number 101.

LIGHTSWORN RULER
One of the best match up, Ophion alone shut down the deck. I have around 70% win rate against this deck. The possible ways for them to get rid of Ophion are Lightsworn Ryko, Honest and Rank 4 XYZs. If you play smart, you should probably have Dress when you attack a face down monster to get around Ryko effect. You should also attack an attack position monster with your less important monster to avoid Honest. I do not worry about their back row since Lightsworn Ruler deck run low amount of traps. Vanity Emptiness is godly in this match up. I can chain Vanity Emptiness to their play such as Lightsworn Lumina, Soul Charge or Lightsworn Wulf which I can stop them from special summoning any monster. I can also flip up my Vanity Emptiness when they manage to have 2 level 4 monsters to stop them from summoning a XYZ monster. However, do watch out for Royal Decree since they will probably side in this card in game 2 and game 3. Pure Lightsworn is slightly more troublesome, but at least they can't drop Judgement Dragon on me easily.

FIRE FIST
This match up is quite easy. Spare your MST for their Tenki, with that I stop the search and I also get rid of a Bear's food. I try to use my back row wisely to stop their play. I tend to have advantage in back row game with Evilswarm Ophion, Infestation Pandemic and Evilswarm Thunderbird. Forbidden Dress is extremely good in this match up since it protect my monster from Bear's effect. If I use Dress on my Ophion, Ophion still has 1950 ATK which they can't beat without using a XYZ monster. This match up used to be hard, it became easy since Coach Soldier Wolfbark was limited.

BUJIN
Hard match up, but not unwinable. I just rely on small good plays instead on Ophion. Numbers 103: Ragna Zero is good in this match-up since they usually have a face-up Fire Formation - Tenki. Since her effect is a quick effect, you can get ride of 2 Bujingi cards with her effect.