Greetings & Salutations doolers and welcome to my second edition of the article series where I will be taking commonly accepted theory from other tcg’s (mainly mtg) and adapt it so that it applies directly to duelyst. This week I’ve been pretty busy so I didn’t have a lot of time to write but I didn’t want to break my weekly article promise so this week we will be taking a look at a very simple concept, The Metagame Clock.
The Metagame clock is a fairly simple concept and it is that each of the major archetypes within duelyst has favorable matchups in a rock paper scissors sort of way and you can put them at certain points on a clock to visualize that
The concept of the clock came from MTG which has a very different competitive landscape to duelyst due to the heavy sideboarding and lack of replacing. Once the Side boards get applied in magic after game one of the set the influence of the clock becomes far less significant due to tech cards. This has some major implications on applying the theory to duelyst because in duelyst you don’t play Bo3’s for the most part and your tech cards are in your deck already. Personally, I think that these differences benefit Control the best but of course, this is just my opinion but it is worth exploring how the metagame clock gets impacted by the replace mechanic because being aware of how a matchup will generically turn out is a valuable tool in of itself.
In my opinion, this is the simplest form of the Metagame clock in relation to duelyst. Aggro beats Combo, Combo beats Control, Control beats Midrange, Midrange beats Aggro. Obviously, this isn’t the be all end all and just because your matchup isn’t favorable doesn’t mean you can’t win the match but it makes a noticeable difference.
Why is this the case?
Each deck within this game has a gameplan that they are trying to achieve and they achieve it through the use of playing cards until one of the generals is dead. Because of the high variation of cards and gameplans, you are going to have some that are stronger against each other. Within each deck, you decide how many threats and answers to play as well as your mana curve and how fast you intend to win the game and these choices are what positions your deck along the Metagame clock. Decks full of early threats and forms of out of hand damage can easily outburst most Combo decks before they pull off their Combo and can overwhelm a Control deck with threats that cant all be removed and finish off the game before the Control play can use any of his capstones to swing the game but the deck may be unable to outvalue the Midrange deck that takes control of the board and leaves the aggro player in an unsalvagable position.
A Control deck can keep a Midrange deck at bay until the Midrange player runs out of cards and the Control player takes the game but against a Combo player, they have very little to control and a lot of their cards become dead in hand. Against an Aggro deck, the Control player often can’t keep up or make it into the late game where the Control deck thrives.
Every archetype and deck has its strengths and its weaknesses, its good matchups and its bad ones. Every player has the deck types that they prefer and the subtle differences in how they play them and in my opinion, one of the defining characteristics of A great player is to recognize their deck’s place within the Metagame and adjust their playstyle from matchup to matchup accordingly to maximise their chances of winning even within an unfavorable matchup.
Sorry that this one was so short guys but I haven’t had a lot of time this week, Next week I will be tackling either Tempo or Progress theory so look forward to that. Duelyst Central podcast is coming up soon and will be announced officially over the course of the next few days, This time around I will be a guest along with last weeks cast of GoodGuyHopper, UnoPro & Rhacker93 so hopefully, we will see you there