Post by darkmage25 on Nov 2, 2005 21:11:03 GMT -5
DECK SPEED
Artical By: chaos_spirit
PM: at yugiohetc forums
E-Mail: chaos_spirit@bluebottle.com
Origional Artical By: Master_of_Egyptian_Gods
PM: at Shadow Boards (If it's still up and running.)
E-mail: N/A (I never had his E-Mail.)
Article taken by me from Yugiohetc.com
Hello!
On an old forum I use to go to, before Blog-Bob took over, called Shadow Boards, there was an artical written on deck speed by someone going by the name of Master of Egyptian gods. I asure you this artical is not an exact copy of his work, but most of the main info is from his work. I am passing on the info of Deck speed and putting most of the wording into my words, and updateing the info of the old artical. So I don't take all the credit, but I do deserve some.
„h Deck Speed
Definition:
Deck speed- Deck speed is the calculation of how fast the cards in your deck are played.
Ex. Tibe infecting virus's deck speed = 0, +/- 0.0, or in other words zero.
Tribe infecting virus might be a good card, but it's deck speed is bad because of the fact that you have to discard a card for it's effect. Pot of greed is a good example of a card with a great deck speed, because you can draw two cards without needing any cost to do so.
„h How Do I calculate deck speed?
Like on the origional artical by MoEG, "Some people have tried to come up with ways to calculate deck's speed. Most of them I find harder for a beginner to understand, or just simply inaccurate. I came up with my own way to calculate deck speed." And I agree with what he said. So below is all the info needed to figure out how to calculate deck speer
Fixed Values:
Some cards are too unique to calculate their speed by convintional means, so some have their own deck speed. Below are some cards with fixed speed values. They do not require any further modifications to them since their speed is already defined.
(Please PM me or email me if you think their are other cards that should be added to this list. MoEG is sure he missed some, and I'm sure that I can't cover all the ones he has missed.)
Fiber jar = 3
Cyber jar = 3
Morphing jar = 2.5
Morping jar #2 = 2
Card destruction = 2
Fulsifier dragon the dual mode beast = 2
Reload = 2
Painful choice = 2
Mirage of nightmare = 1.5
Reasoning = 2.5
Monster gate = 2
Call of the mummy = 1.5
Enemy controller = 1
Scapegoat = 1.5
Initial Value:
Every card starts with a certain deck speed before anything else is applied.
Monsters = 1
Spells = 1.3
Traps = 1.1
Modifications:
Once you have determined what the card's initial value is, then you must look through the following list and figure out if each of your cards has one or more of the following specifications. Follow each specification adding or subtracting the given numbers from the initial value of each card.
-3 = For any monster that can only be summoned when a certain monster is on the field, sacrificeing a certain monster, or removeing from play a certain monster from the field. (Ex. Vampire genisis's speed = -2 since you have to remove vampire lord from the field to summon it.
-1 = For each required discard or tribute needed for activateing the cards effect. (Ex. Tribe infecting virus's speed = 0 since you must discard one card from your hand to activate it's effect.)
-1 = For each tribute needed for the summoning of a monster. (Ex. Lava golem's speed = -1 since you are required to sacrifice two cards to summon it.)
-0.2 = For each card required to remove from play in order to summon a monster. ( Ex. Black luster soldier- envoy of the beginning's deck speed is 0.6 since you have to remove from play 2 cards to summon it.)
-1 = If it is a ritual monster or ritual spell card. (Ex. Relinquish's speed = 0 since it is a ritual card.)
-1 = If it has a resurrection effect to your deck. (Ex. Outstanding dog maron's speed = 0 since it has the effect of going back to your deck.)
-.01 = If it is a spell or trap that remains on the field after being activated. (Ex. Royal decree's speed = 1 since it stays on the field after being activated.)
+1 = For every card it lets you draw (Ex. Pot of greed's speed = 3.3 since you can draw 2 cards.)
+1 = For the amount of cards you can search from your deck with the card. (Ex. Sangan's speed = 2 since you can search one card from your deck with it.)
+0.5 = If you can use the monster for a two tribute monster instead of one. (Ex. Kaiser sea horse's speed = 1.5 since you can use it as a two tribute card instead of just a one tribute car.)
+0.5 = If it can be offered or can offer another card to sumon a monster from your hand or deck. (Ex. Hand of nephthys's speed would be 1.5 since it can be offered with another monster to special summon Sacred phoenix of nephthys from your hand or deck.)
+1.5 = If it can summon a monster at the cost of life points. (Ex. The agent of creation - Venus's speed would be 2.5 since you can special summon a mystic shine ball at the cost of 500 LP.)
+1 = If it has a resurection effect to the field or your hand. (Ex. Sinister serpent's speed = 2 since you can retrieve it from the graveyard.)
+0.1 = If it's a union monster or can be used with a union monster. (Ex. Dark blade's speed = 1.1 since it can be equipped with a union monster.)
+0.5 = If it can be used simutaniously to draw a card with it. (Ex. Card of safe return's speed = 1.8 since you draw a every time a monster is special summoned from the graveyard.)
+0.5 if it can be special summoned. Not! only special summoned. (Ex. Cyber dragon's speed would be 0.5 insted of 0 since it is a one tribute, but can be special summonend.)
+0.7 = For any monster that can special summon up to 2 more of its type from the deck. (Ex. Giant germ's speed would be 1.7. Then, you would most likely have three in your deck , and would all total 5.1)
(NOTE: Multi effect cards are an issue. As of right there is no way to know of which one to go by, so all multi effect cards are to be delt with in the Fixed Value section. If you know of one that is not yet posted, PM me or E-Mail me about the card.)
(Effects on a card not shown above that you think should be above, PM me or E-Mail me about the card.)
Now that you've done all that:
Add up the values of all your cards. If you deck has more than 40 cards -1 for each card over 40, and that is your deck speed.
55+ = Fast deck
47-55 = Average
40-47 = Slow deck
„h Reasons:
I would suppose that after reading all of that, you would at least wonder "why?" about something. There might be something that you just dont understand why it was written. All will be explained below.
Fixed Values:
You half to be a pretty experienced duelist to understand these. These are cards that do not fall into any category, yet it is obvious that they may be fast or slow.
Initial value:
Spells have the most initial speed because there the fastest. You can play spell cards in one step, usually right after you draw them and get their effects right away and get them off of the field after you play them.
Monsters are the slowest because you can only normal summon one per turn, and don't get to use their effect, almost always, until they are summoned.
Traps are only a little better than monsters. It does take till the next turn to activate them, but you are not limited to how many you set a turn as long as you have available spell/trap card zones.
Modifications:
-3 = For any monster that can only be summoned when a certain monster is on the field, sacrificeing a certain monster, or removeing from play a certain monster from the field. -You might be thinking, "!@#$% (-3) Thats alot!" Well think about it. You have to get the specific card from your deck, get it on the field, then fulfil the condition to summon the monster. Thats three steps. Enough to make it a -3.
-1 = For each required discard or tribute needed for activateing the cards effect. -That takes away from the total deck speed because since your potentially wasteing cards that can change the total deck speed at the end.
-1 = For each tribute needed for the summoning of a monster. -Tribute monsters are slow because of the fact you usually can't summon them in the same turn you draw them, and it takes another card just to use it.
-0.2 = For each card required to remove from play in order to summon a monster. -Removing cards from the graveyare is taking away potential cards for use later in the duel. Since it's not that much of a problem it's not much off of the speed.
-1 = If it is a ritual monster or ritual spell card. -The cost of useing ritual monster and ritual magic are too great not to get a point deducted from the total deck speed.
-1 = If it has a resurrection effect to your deck. -Putting cards back into your deck is not the idea of speed. Its like adding another monster to your deck. The idea is to get through your deck as fast as possible.
-.01 = If it is a spell or trap that remains on the field after being activated. -Leaving cards on the fiel is potential for not being able to use other cards. Plus getting them in the graveyard faster means you can possible re-use them later.
+1 = For every card it lets you draw. - Getting through your deck faster is the idea.
+1 = For the amount of cards you can search from your deck with the card. -Searching your deck thins the deck, just like drawing cards.
+0.5 = If you can use the monster for a two tribute monster instead of one. -It can make those slow monsters a little bit faster.
+0.5 = If it can be offered or can offer another monster to sumon a monster from your hand or deck. -Same reason as above.
+1.5 = If it can summon a monster at the cost of life points. -Special summoning a monster from your deck at the cost of LP is a low cost that is only a good thing for the deck speed. You loose no cards for the effect and you thin out your deck.
+1 = If it has a resurection effect to the field or your hand. -Gets back cards that potentially speed up your deck. It's not like putting cards back into your deck for you to draw once again. Getting cards back to the field or hand in itself is faster than drawling the card or summoning the card because it is already done.
+0.1 = If it's a union monster or can be used with a union monster. -I really don't agree with this fully since union monsters are like broken equip spell cards, since you have to summon them then equip them, but they do usually have the ability of choosing to destroy the equip union monster insted of the equipped monster. One point difference isn't that much so I'm not worried about it.
+0.5 = If it can be used simutaniously to draw a card with it. -It lets you draw, but its slower since you don't get the automaticness of it.
+0.5 if it can be special summoned. Not! only special summoned. -Special summoning the monster speeds up monster summoning, but dosen't speed up your deck. So, it's fast, but only to a point.
+0.7 = For any monster that can special summon up to 2 more of its type from the deck. Usually having any of these cards in your deck means that your gona have three in your deck. So saying that each card can get two cards and should each have a +2 value is ludicris. Think about it, having 3 Peten the dark clown in your deck or 3 Giant germs would give you a +9 in speed points. SO! It is decided that any card with this effect should only have a +0.7 speed
„h Card Examples:
Here are some examples of how to calculate a single card's speed value.
The creator:
Initial value = 1
Two tributes = -2
Resurrection effect = +1
Required discard = -1
Total card speed = -1
Vampire lord:
Initial value = 1
One tribute = -1
Resurrection effect = +1
Total card speed = 1
Monster reincarnation:
Initial value = 1.3
Resurrection effect = +1
Required discard = -1
Total card speed = 1.3
„h Deck Example:
Here is an example deck to show how you would calculate a deck speed.
Monsters: 17
Shining angel (1+1=2)
Shining angel (1+1=2)
D.D. Warrior lady (1)
Silent swordsman Lv. 3 (1+1=2)
Silent swordsman Lv. 3 (1+1=2)
Silent swordsman Lv. 5 (1-1+1=1)
Silent swordsman Lv. 5 (1-1+1=1)
Silent swordsman Lv. 5 (1-1+1=1)
Silent swordsman Lv. 7 (1-1=0)
Silent swordsman Lv. 7 (1-1=0)
Blade knight (1)
Blade knight (1)
Reflect bounder (1)
Frees the brave wanderer (1)
Jinzo (1-1=0)
Breaker the magical warrior (1)
Tribe-Infecting virus (1-1=0)
Spells: 17
Luminious spark (1.3)
Luminious spark (1.3)
Reinforcements of the army (1.3+1=2.3)
Reinforcements of the army (1.3+1=2.3)
Axe of despare (1.3-0.1=1.2)
United we stand (1.3-0.1=1.2)
Level up (1.3+1=2.3)
Level up (1.3+1=2.3)
Level up (1.3+1=2.3)
Lightning vortex (1.3-1=0.3)
Graceful charity (1.3+3-2=2.3)
Pot of greed (1.3+2=3.3)
Snatch steal (1.3-0.1=1.2)
Heavy storm (1.3)
Premature burial (1.3+1-0.1=2.2)
Warrior returning alive (1.3+1=2.3)
Mystical space typhoon (1.3)
Traps:
Call of the haunted (1.1+1=2.1)
Magic cylinder (1.1)
Torrential tribute (1.1)
Ring of destruction (1.1)
Divine wrath (1.1-1=0.1)
Mirror force (1.1)
Total deck speed: 54.3
This is a pretty high deck speed. With only 0.7 more, this deck would be considered abnormally fast.
„h That¡¦s all for now
I hope you enjoy the article and think about using it for future deck building and use it when you post your deck on any web site. You could even give this article to a friend.
Don't forget about the fixed value monsters, so when you come across one that you think should have a fixed value PM me or E-Mail me with an explanation of why you think a monster should have a fixed value and/or what it should be, and together we can fix any problems with monsters not having a fixed value and what is already as fixed valued monsters. Also if you have a suggestion for any possible modification specifications or have an opinion you want to express on a modification in the list, just PM me or E-Mail me.
Thanx for reading!
Artical By: chaos_spirit
PM: at yugiohetc forums
E-Mail: chaos_spirit@bluebottle.com
Origional Artical By: Master_of_Egyptian_Gods
PM: at Shadow Boards (If it's still up and running.)
E-mail: N/A (I never had his E-Mail.)
Article taken by me from Yugiohetc.com
Hello!
On an old forum I use to go to, before Blog-Bob took over, called Shadow Boards, there was an artical written on deck speed by someone going by the name of Master of Egyptian gods. I asure you this artical is not an exact copy of his work, but most of the main info is from his work. I am passing on the info of Deck speed and putting most of the wording into my words, and updateing the info of the old artical. So I don't take all the credit, but I do deserve some.
„h Deck Speed
Definition:
Deck speed- Deck speed is the calculation of how fast the cards in your deck are played.
Ex. Tibe infecting virus's deck speed = 0, +/- 0.0, or in other words zero.
Tribe infecting virus might be a good card, but it's deck speed is bad because of the fact that you have to discard a card for it's effect. Pot of greed is a good example of a card with a great deck speed, because you can draw two cards without needing any cost to do so.
„h How Do I calculate deck speed?
Like on the origional artical by MoEG, "Some people have tried to come up with ways to calculate deck's speed. Most of them I find harder for a beginner to understand, or just simply inaccurate. I came up with my own way to calculate deck speed." And I agree with what he said. So below is all the info needed to figure out how to calculate deck speer
Fixed Values:
Some cards are too unique to calculate their speed by convintional means, so some have their own deck speed. Below are some cards with fixed speed values. They do not require any further modifications to them since their speed is already defined.
(Please PM me or email me if you think their are other cards that should be added to this list. MoEG is sure he missed some, and I'm sure that I can't cover all the ones he has missed.)
Fiber jar = 3
Cyber jar = 3
Morphing jar = 2.5
Morping jar #2 = 2
Card destruction = 2
Fulsifier dragon the dual mode beast = 2
Reload = 2
Painful choice = 2
Mirage of nightmare = 1.5
Reasoning = 2.5
Monster gate = 2
Call of the mummy = 1.5
Enemy controller = 1
Scapegoat = 1.5
Initial Value:
Every card starts with a certain deck speed before anything else is applied.
Monsters = 1
Spells = 1.3
Traps = 1.1
Modifications:
Once you have determined what the card's initial value is, then you must look through the following list and figure out if each of your cards has one or more of the following specifications. Follow each specification adding or subtracting the given numbers from the initial value of each card.
-3 = For any monster that can only be summoned when a certain monster is on the field, sacrificeing a certain monster, or removeing from play a certain monster from the field. (Ex. Vampire genisis's speed = -2 since you have to remove vampire lord from the field to summon it.
-1 = For each required discard or tribute needed for activateing the cards effect. (Ex. Tribe infecting virus's speed = 0 since you must discard one card from your hand to activate it's effect.)
-1 = For each tribute needed for the summoning of a monster. (Ex. Lava golem's speed = -1 since you are required to sacrifice two cards to summon it.)
-0.2 = For each card required to remove from play in order to summon a monster. ( Ex. Black luster soldier- envoy of the beginning's deck speed is 0.6 since you have to remove from play 2 cards to summon it.)
-1 = If it is a ritual monster or ritual spell card. (Ex. Relinquish's speed = 0 since it is a ritual card.)
-1 = If it has a resurrection effect to your deck. (Ex. Outstanding dog maron's speed = 0 since it has the effect of going back to your deck.)
-.01 = If it is a spell or trap that remains on the field after being activated. (Ex. Royal decree's speed = 1 since it stays on the field after being activated.)
+1 = For every card it lets you draw (Ex. Pot of greed's speed = 3.3 since you can draw 2 cards.)
+1 = For the amount of cards you can search from your deck with the card. (Ex. Sangan's speed = 2 since you can search one card from your deck with it.)
+0.5 = If you can use the monster for a two tribute monster instead of one. (Ex. Kaiser sea horse's speed = 1.5 since you can use it as a two tribute card instead of just a one tribute car.)
+0.5 = If it can be offered or can offer another card to sumon a monster from your hand or deck. (Ex. Hand of nephthys's speed would be 1.5 since it can be offered with another monster to special summon Sacred phoenix of nephthys from your hand or deck.)
+1.5 = If it can summon a monster at the cost of life points. (Ex. The agent of creation - Venus's speed would be 2.5 since you can special summon a mystic shine ball at the cost of 500 LP.)
+1 = If it has a resurection effect to the field or your hand. (Ex. Sinister serpent's speed = 2 since you can retrieve it from the graveyard.)
+0.1 = If it's a union monster or can be used with a union monster. (Ex. Dark blade's speed = 1.1 since it can be equipped with a union monster.)
+0.5 = If it can be used simutaniously to draw a card with it. (Ex. Card of safe return's speed = 1.8 since you draw a every time a monster is special summoned from the graveyard.)
+0.5 if it can be special summoned. Not! only special summoned. (Ex. Cyber dragon's speed would be 0.5 insted of 0 since it is a one tribute, but can be special summonend.)
+0.7 = For any monster that can special summon up to 2 more of its type from the deck. (Ex. Giant germ's speed would be 1.7. Then, you would most likely have three in your deck , and would all total 5.1)
(NOTE: Multi effect cards are an issue. As of right there is no way to know of which one to go by, so all multi effect cards are to be delt with in the Fixed Value section. If you know of one that is not yet posted, PM me or E-Mail me about the card.)
(Effects on a card not shown above that you think should be above, PM me or E-Mail me about the card.)
Now that you've done all that:
Add up the values of all your cards. If you deck has more than 40 cards -1 for each card over 40, and that is your deck speed.
55+ = Fast deck
47-55 = Average
40-47 = Slow deck
„h Reasons:
I would suppose that after reading all of that, you would at least wonder "why?" about something. There might be something that you just dont understand why it was written. All will be explained below.
Fixed Values:
You half to be a pretty experienced duelist to understand these. These are cards that do not fall into any category, yet it is obvious that they may be fast or slow.
Initial value:
Spells have the most initial speed because there the fastest. You can play spell cards in one step, usually right after you draw them and get their effects right away and get them off of the field after you play them.
Monsters are the slowest because you can only normal summon one per turn, and don't get to use their effect, almost always, until they are summoned.
Traps are only a little better than monsters. It does take till the next turn to activate them, but you are not limited to how many you set a turn as long as you have available spell/trap card zones.
Modifications:
-3 = For any monster that can only be summoned when a certain monster is on the field, sacrificeing a certain monster, or removeing from play a certain monster from the field. -You might be thinking, "!@#$% (-3) Thats alot!" Well think about it. You have to get the specific card from your deck, get it on the field, then fulfil the condition to summon the monster. Thats three steps. Enough to make it a -3.
-1 = For each required discard or tribute needed for activateing the cards effect. -That takes away from the total deck speed because since your potentially wasteing cards that can change the total deck speed at the end.
-1 = For each tribute needed for the summoning of a monster. -Tribute monsters are slow because of the fact you usually can't summon them in the same turn you draw them, and it takes another card just to use it.
-0.2 = For each card required to remove from play in order to summon a monster. -Removing cards from the graveyare is taking away potential cards for use later in the duel. Since it's not that much of a problem it's not much off of the speed.
-1 = If it is a ritual monster or ritual spell card. -The cost of useing ritual monster and ritual magic are too great not to get a point deducted from the total deck speed.
-1 = If it has a resurrection effect to your deck. -Putting cards back into your deck is not the idea of speed. Its like adding another monster to your deck. The idea is to get through your deck as fast as possible.
-.01 = If it is a spell or trap that remains on the field after being activated. -Leaving cards on the fiel is potential for not being able to use other cards. Plus getting them in the graveyard faster means you can possible re-use them later.
+1 = For every card it lets you draw. - Getting through your deck faster is the idea.
+1 = For the amount of cards you can search from your deck with the card. -Searching your deck thins the deck, just like drawing cards.
+0.5 = If you can use the monster for a two tribute monster instead of one. -It can make those slow monsters a little bit faster.
+0.5 = If it can be offered or can offer another monster to sumon a monster from your hand or deck. -Same reason as above.
+1.5 = If it can summon a monster at the cost of life points. -Special summoning a monster from your deck at the cost of LP is a low cost that is only a good thing for the deck speed. You loose no cards for the effect and you thin out your deck.
+1 = If it has a resurection effect to the field or your hand. -Gets back cards that potentially speed up your deck. It's not like putting cards back into your deck for you to draw once again. Getting cards back to the field or hand in itself is faster than drawling the card or summoning the card because it is already done.
+0.1 = If it's a union monster or can be used with a union monster. -I really don't agree with this fully since union monsters are like broken equip spell cards, since you have to summon them then equip them, but they do usually have the ability of choosing to destroy the equip union monster insted of the equipped monster. One point difference isn't that much so I'm not worried about it.
+0.5 = If it can be used simutaniously to draw a card with it. -It lets you draw, but its slower since you don't get the automaticness of it.
+0.5 if it can be special summoned. Not! only special summoned. -Special summoning the monster speeds up monster summoning, but dosen't speed up your deck. So, it's fast, but only to a point.
+0.7 = For any monster that can special summon up to 2 more of its type from the deck. Usually having any of these cards in your deck means that your gona have three in your deck. So saying that each card can get two cards and should each have a +2 value is ludicris. Think about it, having 3 Peten the dark clown in your deck or 3 Giant germs would give you a +9 in speed points. SO! It is decided that any card with this effect should only have a +0.7 speed
„h Card Examples:
Here are some examples of how to calculate a single card's speed value.
The creator:
Initial value = 1
Two tributes = -2
Resurrection effect = +1
Required discard = -1
Total card speed = -1
Vampire lord:
Initial value = 1
One tribute = -1
Resurrection effect = +1
Total card speed = 1
Monster reincarnation:
Initial value = 1.3
Resurrection effect = +1
Required discard = -1
Total card speed = 1.3
„h Deck Example:
Here is an example deck to show how you would calculate a deck speed.
Monsters: 17
Shining angel (1+1=2)
Shining angel (1+1=2)
D.D. Warrior lady (1)
Silent swordsman Lv. 3 (1+1=2)
Silent swordsman Lv. 3 (1+1=2)
Silent swordsman Lv. 5 (1-1+1=1)
Silent swordsman Lv. 5 (1-1+1=1)
Silent swordsman Lv. 5 (1-1+1=1)
Silent swordsman Lv. 7 (1-1=0)
Silent swordsman Lv. 7 (1-1=0)
Blade knight (1)
Blade knight (1)
Reflect bounder (1)
Frees the brave wanderer (1)
Jinzo (1-1=0)
Breaker the magical warrior (1)
Tribe-Infecting virus (1-1=0)
Spells: 17
Luminious spark (1.3)
Luminious spark (1.3)
Reinforcements of the army (1.3+1=2.3)
Reinforcements of the army (1.3+1=2.3)
Axe of despare (1.3-0.1=1.2)
United we stand (1.3-0.1=1.2)
Level up (1.3+1=2.3)
Level up (1.3+1=2.3)
Level up (1.3+1=2.3)
Lightning vortex (1.3-1=0.3)
Graceful charity (1.3+3-2=2.3)
Pot of greed (1.3+2=3.3)
Snatch steal (1.3-0.1=1.2)
Heavy storm (1.3)
Premature burial (1.3+1-0.1=2.2)
Warrior returning alive (1.3+1=2.3)
Mystical space typhoon (1.3)
Traps:
Call of the haunted (1.1+1=2.1)
Magic cylinder (1.1)
Torrential tribute (1.1)
Ring of destruction (1.1)
Divine wrath (1.1-1=0.1)
Mirror force (1.1)
Total deck speed: 54.3
This is a pretty high deck speed. With only 0.7 more, this deck would be considered abnormally fast.
„h That¡¦s all for now
I hope you enjoy the article and think about using it for future deck building and use it when you post your deck on any web site. You could even give this article to a friend.
Don't forget about the fixed value monsters, so when you come across one that you think should have a fixed value PM me or E-Mail me with an explanation of why you think a monster should have a fixed value and/or what it should be, and together we can fix any problems with monsters not having a fixed value and what is already as fixed valued monsters. Also if you have a suggestion for any possible modification specifications or have an opinion you want to express on a modification in the list, just PM me or E-Mail me.
Thanx for reading!