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Yu-Gi-Oh! Research Notes: Creating a 'Rock-Paper-Scissors' Dynamic with Guten Morgen Blue-Eyes

*This article is about the Yu-Gi-Oh! OCG.
I usually talk about mathematics, but this time it's about a card game.

However, rather than just a deck introduction, I consider this a research note.
I didn't build this deck on a whim; I constructed it using as much logic (mathematical thinking) as possible.

The goal isn't just to 'get stronger'.
It's about whether I can intervene in the very flow of the meta convergingthrough design.


1. Motivation: When Tier lists become too much of an 'answer,' the game loses its depth.

In recent Yu-Gi-Oh!, the stronger the opponent, the more they pack in generic disruption.
Things like hand traps, Called by the Grave, Infinite Impermanence, and so on.

Of course, I think that's correct from a competitive standpoint.
But when that becomes too standardized,

  • every deck tends to become a 'starter package + a bundle of generic disruption'

  • the weight shifts more toward 'whether it goes through or not' rather than what you actually do

  • the Tier list effectively becomes the rules

and that kind of feeling of stagnation emerges.

Furthermore, to speak realistically, top-tier cards tend to be expensive.
When they are expensive, they are hard to copy.
When they are hard to copy, it becomes a barrier to entry.
And the amount of study required also increases.

As a result, diversity is eroded, which affects the competitive population and new players.
(It's not that the game is bad, but when the pressure to converge is strong, the 'way of playing' tends to become monotonous.)


2. Another problem: Hand traps and their counters are too fixed as 'prerequisites'.

I want to touch on this briefly as well.

The stronger the opponent, the more they pack in generic disruption.
Therefore, the counter-cards also become fixed.
Then, the 'correct way to stop/correct way to protect' also becomes fixed.

Once this premise starts spinning, even if the themes are different, the contents start to look the same, and
rather than 'the one who knows the counters is stronger',the number of branches decreases.

What I want to do isn't to deny hand traps.
It's about whether I can create a state where 'the gameplay becomes a rock-paper-scissors dynamic, even in a world where hand traps are strong'.


3. I think the fact that the 1103 format has such deep-rooted popularity is a hint.

I don't think the deep-rooted popularity of 1103 (a retro format based on the March 2011 banlist) is just nostalgia.

Rather, I think the fact that 'the 1103 way of playing is alive' itself is a reaction to the current feeling of stagnation and the convergence of patterns.

What I'm interested in here isn't just recreating 1103 exactly, but rather
extracting the "conditions that allow for a diverse competitive landscape" that 1103 demonstrates.


4. Reasons why 1103 is "prone to a split distribution" (Hypothesis)

I'm taking notes on the structure, not just memorizing card names.

  • Winning paths don't lean too heavily toward one-turn completion (back-and-forth exchanges are likely to occur)

  • Solutions don't lean too heavily on generic staples (ways to stop plays aren't easily fixed)

  • Resource exchanges are easy to see (it feels satisfying and skill gaps are more apparent)

  • Reads aren't easily fixed (there isn't just one single correct answer)

  • Unfavorable matchups remain (because it doesn't become all-purpose, the environment becomes like rock-paper-scissors)

I actually think this "remaining unfavorable matchups" aspect is healthy.


5. Objective: I want to return the gameplay of Yu-Gi-Oh! to a "Rock-Paper-Scissors" dynamic

Now, to the main point.

What I want to do isn't to maximize win rates, but to
change the very gameplay of Yu-Gi-Oh! into a rock-paper-scissors dynamic.

No matter what deck the opponent has, in the end, they usually try to solve it with one of these:

  1. Stop(disruption, negation, Called by, Imperm...)

  2. Break(remove and resolve)

  3. Ignore and push through(OTK or short-term battle)

They try to solve it with one of these.

I want to impose a "tax" on each of these three strategies.
I'm creating a state where "You can do whatever you like, but you have to pay the cost."

This is what I mean by rock-paper-scissors.


6. Prototype: Guten Morgen Blue-Eyes (Morganite Tenyi Gem-Knight Blue-Eyes)

For this purpose, I created Morganite Tenyi Gem-Knight Blue-Eyes.
From here on, I will call it Guten Morgen Blue-Eyes for convenience.

In a nutshell, this deck is:

a resource-based beatdown.

By using Morganite to shift the rules of the game, I win by attacking with a focus on "Normal Monsters," just like in old-school Yu-Gi-Oh!.


7. Design Principles (The 3 pillars I thought of mathematically)

1. Resource Tax: The more the opponent moves, the greater the hand advantage gap becomes.

I create a situation where my hand size easily increases just by the opponent playing normally.
This allows me to dominate the resource battle.

2. Redundant Network: Distributing the points of interruption.

I avoid linear starters so that even if one path is stopped, another remains.
As a result, it is difficult for the opponent to find the "correct point" to use generic disruption.

3. State Transition (Conversion): Changing the landscape with Sacrifice Escape.

In response to removal or negation, I transform the board state into something else to make their move miss.
Furthermore, it is easy to gain bonus draws or restart the engine.


8. Deck Archetypes: 3 Classifications for the Rock-Paper-Scissors Dynamic (Broad strokes only)

I could categorize them in infinite detail, but here I will group them into three.

  • All-in Type (Combo/OTK): Fast if it goes through

  • Tempo Type (Midrange/Control): Wins by applying just the right amount of pressure every turn

  • Sustained Type (Resource/Beatdown): Withstands attacks and builds up hand advantage

Guten Morgen Blue-Eyes falls into the Sustained Type (Resource-based beatdown).

And there are two important observations.

  • My deck is weak against Midrange (Tempo type)

  • But typical meta-locks are ineffective (I can Normal Summon Blue-Eyes, and I can fight without Special Summoning)


9. And, keep the unfavorable matchups (this is important)

My deck is weak against old-school decks that pack a ton of spells and traps.
But I think that's fine.

The moment you make it all-purpose, it becomes the optimal solution again.
Once it becomes the optimal solution, it converges once more.

If you want to create a rock-paper-scissors dynamic, it's natural to have weaknesses.


10. Implementation: Guten Morgen Blue-Eyes v0.1 (Public Recipe)

I'm posting the deck recipe here.
Follow-up testing and modifications are welcome. In fact, I'm aiming for sub-variants to be born from this.

[Guten Morgen Blue-Eyes v0.1] Public Recipe

[Main 40]
■Monsters 14: Blue-Eyes White Dragon x3 / Blue-Eyes Alternative White Dragon x1 / Blue-Eyes Jet Dragon x1 / Blue-Eyes Chaos MAX Dragon x1 / Morgana the Eye Witch x2 / Fairy Tail - Luna x2 / Neo Kaiser Seahorse x2 / Gem Dragon Another Beryl x2
■Spells 22: Fusion Armament x3 / Ultimate Fusion x2 / The Ultimate Creature of Destruction x3 / Mausoleum of White x1 / Dragon Shrine x1 / Gem Imperial Pulse x1 / Gem Fusion x2 / Gem Resonance x1 / Heaven-Bound Sky x2 / Time-Tearing Morganite x1 / Death-Singing Morganite x2 / Sin-Bearing Morganite x1 / Together as One x2
[Traps 4: Fist of the Unrivaled Tenyi x2 / Majesty with Eyes of Blue x2]

[Extra 15]
■Fusion 9: Blue-Eyes Ultimate Dragon x3 / Neo Blue-Eyes Ultimate Dragon x1 / Dragon Master Magia x1 / Blue-Eyes Tyrant Dragon x1 / Great Double Caster x1 / Starving Venom Fusion Dragon x1 / Blue-Eyes Twin Burst Dragon x1
■Synchro 2: Ancient Fairy Dragon x1 / Supreme King Dragon Z-ARC - Synchro Universe x1
[Xyz 1: Azure-Eyes Silver Dragon x1]
■Link 3: Spirit with Eyes of Blue x3


Closing: What I want to do with this deck (Summary)

This 'Guten Morgen Blue-Eyes' is not a deck that builds up disruptions to lock down the opponent on the first turn.
It uses Morganite (Morganite) to shift the premise and dodge the 'modern Yu-Gi-Oh! way of winning' that the opponent expects.

What it does is simple,

  • Demanding resources from the opponent with Heaven-Bound Sky + non-effect (Blue-Eyes) + Jet Dragon, etc.

  • I don't run out of cards due to massive drawing and recovery.

  • I dodge potential removal with Fusion cards / Together as One.

  • On the return turn, I use Ultimate Fusion / Gem Fusion to 'Fusion-convert' the board or just finish them off with consecutive attacks.

Rather than stopping them with disruptions, I endure the hits and push back with a thick hand.
That's why the more generic disruptions the opponent packs, the more situations arise where I benefit.
I think it's more interesting for this playstyle if sub-variants and further research are born from here.

If anyone tries running it, please let me know your thoughts or modification ideas.
'Guten Morgen Blue-Eyes' probably still has room to grow.



Future Research (This is where it gets interesting)

This build is not yet 'complete'; it is still in the trial phase.
Moving forward, I would like to make observations such as the following.

  • How the win conditions change between 'games where I draw Unbroken' and 'games where I don't'

  • How far I can optimize the 'escape routes' for Flip-Flop

  • How the graveyard fills up (is one copy of Mausoleum enough, or are two necessary?)

  • Articulating the strategy against 1103-style decks versus modern decks


Finally: I will conclude by touching on the 'design philosophy' of this deck.

This deck build incorporates the concept of network redundancy (the diversity of connections between cards), and once my research on this progresses, I plan to write an article about it someday.

The most interesting part of building this deck wasn't the strength of individual cards, but rather
the way the cards connect to each other.

In other words,
it's not a single path like 'if A is stopped, I'll escape to B,' but rather a state where there are
multiple branching routes.

For example,

  • All level 4 monsters connect to Link-1 monsters

  • Many cards retain their utility even after being sent to the graveyard

  • Even if the board is broken, it can be rebuilt into a different form via 'Fusion conversion'

  • Even if defensive cards are used, the next cards are replenished through drawing

I (arbitrarily) call this
'network redundancy'.
I have a feeling that the more connections there are between cards, the less 'fatal' the opponent's interference becomes.

However, if I try to explain this properly, it will naturally become quite mathematical...
So, I will stop here without digging deeper this time.

Eventually,
I plan to write a separate article on something like 'What can be seen when analyzing Yu-Gi-Oh! through network redundancy'.

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