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Doomkaiser Dragon
Card# CSOC-EN043


Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
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Solid Ground: United We Stand — Yu-Gi-Oh! Teams
Julia Hedberg
 

Whether I'm at a Sneak Preview, a Regional, or a Shonen Jump Championship tournament, I know that I'm going to see some teams. There are established names and logos as well as new groups at each event, so it's obvious that teams are here to stay. They've attracted a lot of focus this year, but individual duelists tend to have mixed reactions to teams. Some see the idea as a solid way to get the most out of combining cards, experience, and other resources. Others view teams as a gang of duelists that like to parade around in matching shirts and intimidate their opponents. Both ends of the spectrum exist, so today I'm going to look at the advantages—and at the negative associations—of teaming up.

Let's start with the advantages. There is strength in numbers (unless you're trying to cross a rotten bridge, which is not a good idea with a crowd), and here are some of the bonuses to teaming up.

Access to a Dedicated Group of Playtesters

If you're trying to develop new deck ideas, polish an existing archetype, or find ways to counter threats, you need to take your deck for a test run. You can do this at leagues and at other tournaments, but you're not going to get the best feedback without involving other people on a regular basis. Playtesting as part of a focused group is going to give you important feedback that you can use to improve your deck before you get to the high-level events. You'll get a better sense of what needs adjusting when you've got other skilled duelists to provide constructive criticism and suggestions for improvement. It's much more practical than trying to research these things on your own while you're playing in an actual event.

An Expanded Card Pool

Everybody in the pool! One of the best reasons to team up is to share cards. Not everyone has all the cards that they need or the means to trade for them, so having a consistent group that will loan cards to each other can be a godsend. It gives everyone the flexibility to try out new ideas without a permanent loss of traded cards. If you're in a metagame with a lot of variety, you'll want to try out new ideas, and if you don't have the cards you need, one of your teammates probably will.

Shared Transportation and Lodging Costs

Everyone likes a team member with wheels, especially if you don't have a car or someone who's willing to drive you for hours to get to an event. Sharing hotel rooms and chipping in for gas cuts down on expenses for everyone, especially at longer events like Origins or Gen Con that would be difficult to afford on your own. Money saved is money that you can use to attend other events, and it's easier to justify a trip when the costs can be pared down by spreading them out among several team members.

An On-Site Support System

One is definitely the loneliest number when an event isn't going your way. If you're not doing well, then hopefully your team members will provide you with some support rather than pretend that they no longer know you. Team members that can help you be philosophical about a dismal performance are worth their weight in gold. On the other hand, if you're doing well, then it's nice to have a cheering section. Where's the joy in making a brilliant play if no one is there to see it, applaud it, and relate your exploits to others? Also, you should never overlook the advantages to having the members who finished their rounds early stand in the line for food while the rest of you are still stuck playing matches.

A Better Shot at Shared Prizes

It's a common practice among some teams to pool and then split the prizes. If you've got multiple teammates playing in an event, this will certainly improve your chances of going home with some product. Bigger prizes like Cyber-Steins can be sold to get additional funding for team use. Team Comic Odyssey is famous for this tactic, given their success in the Shonen Jump Championship series of tournaments.

Obviously, there are many good reasons to team up. So how do teams get a bad rap? Some team practices can appear negative to people outside the team, and that affects how other players view the concept of teams. If you are on a team, these are things you should steer clear of.

Mass Intimidation

Anyone who's ever tried to play a match with half a dozen members of his or her opponent's team hanging over the table has at least one reason to dislike teams. This is probably the biggest public relations drawback when it comes to teams. Are they just watching their buddy duel, or are they passing on information and unsettling the opponent? Most judges will clear out mobs of noisy spectators, partisan or not, because it does interfere with the game.

Team vs. Team Misbehavior

Tournaments are competitive by nature, but they shouldn't disintegrate into warfare. Team rivalries can get uglier than personal grudges, and they showcase one of the worst sides of team behavior. When you get one group of people making fun of another group of people, who then heartily reciprocate, the tone of the event is lowered. Judges become annoyed, offenders get penalized, and the team earns a reputation of arrogance.


We've had a look at both the good and the bad aspects of teaming up. Whether they're a group bent on flooding an event with matching t-shirts and sweeping the field clear of prizes, a few players who want to focus on keeping each other's game on track, or a pack of friends who want a reliable group to hang out with, teams have captured the spotlight in Organized Play events this year. There are many advantages to teams, and a team association can certainly help you out—but you need to remember that it's not necessarily a shortcut to success. An individual can still make a mark.

 
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