by, 05-22-2015 at 05:33 PM (1562 Views)
Anyone here remember the first few episodes of the original Yu-Gi-Oh! animated series? Well, one of the running jokes among my CCG play groups was what we called the Kaiba--or threatening to destroy a card much like Kaiba did to the fourth Blue-Eyes White Dragon, often out of spite.
The years have passed, and we have seen the iconic Blue-Eyes White Dragon in various new forms both within the Yu-Gi-Oh! TCG and in other games such as Yu-Gi-Oh! non-TCG video games and Heroclix. And while I'll admit I'm fairly ignorant on the transformation from then to now, I can't help but feel a sense of nostalgia for Kaiba himself while looking at Blue-Eyes White Dragon: Monstrous Dragon for Dice Masters.
Screw the Rules! I have Bolts!
So, what makes Kaiba, well . . . Kaiba, other than having enough capital to build an entire city devoted to gaming and having a quite obvious obsession with BEWDiful monsters? As the rival figure to Yugi Moto, he inherits a certain anti-hero template that's not unseen in other anime (for example, Uchiha Sasuke from Naruto and Gary Oak from Pokemon).
Although this archetype of characters takes a backseat to the main protagonist in terms of screen time, their skill exceeds or is at least on par with said main protagonist's own skills, and conflicts between both characters are, in my opinion, the best conflicts in any series.
In an anime based around a resource-light card game, Kaiba demonstrates this best as he confronts Yugi on top of Pegasus's castle by defeating the normally unbeatable Yami Yugi for the first time in the entirety of the anime, simply by threatening suicide and causing an internal conflict between the Pharaoh and Yugi.
But what does this have to do with Dice Masters or even Blue-Eyes White Dragon in general? There's no doubt that BEWD: Monstrous Dragon is a strong card, especially considering how the general DM mechanics are currently. But unlike its original vanilla iteration in the Yu-Gi-Oh! TCG, it also has complex interactions with other cards and typically requires making several intelligent decisions and calculated risks to make the most of any given situation.
Dice-Building Games are Serious Business
Ever heard of the 'Two Towers' synergy in Magic: the Gathering? Well, by combining Phyrexian Tower with Volrath's Stronghold, you can essentially recycle any creature from the battlefield to the top of the library.
Sounds like a certain global, right? Well, to draw an analogy between the 'Two Towers' and BEWDiful, you can't just recycle fielded characters with impunity: like Kaiba you want to make the most out of each activation given the situation.
For example: let's say you are running Iceman: Too Cool for Words alongside Blue-Eyes White Dragon: Monstrous Dragon and you have four fielded sidekicks, a Bolt energy, and a Wild energy available for use this turn. You could ignore both globals and keep four 1/1s fielded; you could ignore Iceman's global and mitigate the purchase cost of up to two dice by a total of four energy while adding two sidekick dice to your prep zone and keeping up to two 1/1s fielded; you could ignore BEWDiful's global and simply buy a dice with a cost of five and leave no 1/1s fielded and no sidekicks added to the prep zone.
Or, you could get really creative and use both globals:
1. Use Iceman Global once to convert two fielded Sidekicks to Bolt energy.
2. Use BEWD Global twice to KO the remaining two sidekicks.
3. Use the remaining wild energy to purchase a five-cost dice.
Now there are quite a few determining factors here, such as if you need blockers to survive or if you need to keep excess dice out of the used pile and eventually out of the dice bag. And that's good: having options available to choose from provides more opportunities to respond more appropriately. However, it up to you as a player to make the most appropriate choice in regards to the current situation, and sometimes that isn't obvious.