There was even a time when there were decks completely revolving around the existence of this, such as Burn and Final Countdown. Many opponents would not have accounted for this, and lose due to unpreparedness. This creates a different kind of game state where both players will constantly wait on each other. The opposing player needs to consider if they have any "outs" in their deck, or if they will deck out before the opponent. Mystic Mine allows the player to instantly switch the current game state to something else entirely - a game of resources. In fact, this card was what allowed many old players to return, as they could effectively ignore their opponent's complex $100 cards and just beat them down with good ol' Leghul. This card has caused a lot of drama and destress ever since it was released. In response to the outcry 2 years ago concerning the outright ban, KONAMI has finally locked the last copy of Mystic Mine away. can I still activate monsters from my hand?" So good riddance, and don't come back ever! Mystic Mine This provides a consistent unfair scenario that the opposing player needs to specifically tech against the possibility of facing Virtual World - which can still be neutralized with the Virtual World player including Crossout Designator.Īfter constantly dominating the metagame for way too long, it is a surprise that KONAMI would actually pay attention and finally hit Calamities. The current Virtual World is able to consistently setup Calamities with Virtual World Gate - Chuche under multiple interruptions. This meant that once Calamities resolved, it was almost impossible to set-up in its presence, let alone clear the opposing board or even push for game, effectively skipping that turn. And if you thought you could cheat out a monster big enough to hit Calamities, the effect also extends to preventing attack declarations. In summary, as long as you could summon Calamities, you will prevent your opponent from activating monster effects. Although I am confident many readers of date are aware of Calamities' crimes, I will briefly review its impact on the metagame.Ĭalamities' effect is simply to prevent your opponent from activating monster effects of a particular attribute. Calamities has dominated in every metagame that has allowed it to exist, from the True King Dinosaur era till today. Mom! Hang the stockings up, KONAMI is here and they brought gifts!Īfter 3 whole irritated articles, KONAMI has finally recognized the menace that True King of All Calamities has wrought upon the metagame, to the health of the game itself. Alternatively, you may choose to read up more on the OCG Metagame through this link here. So with these updates in mind, I will point out what it means for the rest of the year. Going first with an inclusion of multiple mallable engines may allow any archetype to set up multiple negates to stop even hyper-combo decks such as Drytron. The addition of many adaptable engines has allowed many different decks to compete with a huge boost. The latest inclusion to the metagame also introduces the Brave Token Engine, a core that allows many decks to develop an additional omni-negate for seemingly no cost. This engine allows any decks to utilize an alternative win-condition without compromising anything severe. Burst of Destiny has also introduced Destiny HERO Destroy Phoenix Enforcer - a strong flexible engine reminiscent of the currently banned Red-Eyes Dark Dragoon. Swordsoul and Flundereeze has proven themselves to be worthy meta-contenders to stand on front lines. This season introduces the latest main set Burst of Destiny. Although not shown in this specific image, Sky Striker and Eldlich has had massive success this season. Swordsoul have the largest cut of the pie, and many other different archetypes like Phantom Knights, Tri-Brigade, Phoenix Brave all wields similar sizes. This picture was created with the 4 – 8 September Metagame in mind, so it is not an exact accurate representation of the current OCG Meta.
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