In today’s article, I’m going to focus on a concept that many beginning players don’t yet understand. In fact, some veterans don’t quite get it either. This concept is card utility versus card synergy, and we’ll start by defining those terms.
Utility: Used, serving, or working in several capacities, as needed. In other words, utility refers to cards that are useful in lots of different situations.
Synergy: The interaction of two or more agents or forces so that their combined effect is greater than the sum of their individual effects. In a deckbuilding sense, synergy refers to cards that need to work together to achieve their best results.
Decks are built around cards, and also, around what those cards can do. An experienced player wouldn’t scoop up a random pile of cards, call it a deck, go to a tournament, and expect to do well. The whole idea of deckbuilding revolves around choosing cards that will do exactly what the player wants them to do. For a deck to work, the deckbuilder needs to strike the right balance between utility and synergy to compensate for the inherent weaknesses of each of these traits. Here’s a closer look at the difference between those two concepts.
Cards with high utility are the cards that work in a variety of situations. They’ve got a general application that can fit into most kinds of decks, and they can adapt to most kinds of strategies. It’s possible to build a deck almost entirely of cards with high utility: a basic Beatdown or Chaos deck is a good example. If you’re playing a deck like this, there’s a good chance that anything you draw will be useful, especially when you’re in a topdecking situation. These kinds of cards work more or less independently of one another to steadily propel you to a win. So-called “staple” cards, like D. D. Assailant, Heavy Storm or Giant Trunade, Dark Hole, Smashing Ground, and Sakuretsu Armor are all high-utility, and you’ll see them in virtually every tournament-winning deck.
Cards with high synergy work best when they’re used in specific combinations. While cards with utility can be synergistic as well (like Pot of Greed, Graceful Charity, and Delinquent Duo, much to the dismay of Kris Perovic), for the most part, synergistic cards aren’t terribly effective on their own. A deck built around synergy relies on getting certain combos of cards in order to do something overwhelmingly cool and evil. One-Turn Kill decks are a probably the most well known synergistic decks, since you need to have the combo to pull off the trick, and if you don’t get that combo in time, then it’s likely that you’re not going to win. But when you do get it, the wins are often spectacular, and if you’re going first, there’s almost nothing your opponent can do to stop you. Whether you’re going with Cyber-Stein and Cyber End Dragon, Bazoo the Soul-Eater and Return from the Different Dimension, or you’re working on a theme-type deck such as Water or Warrior Toolbox, synergy is what makes your deck greater than the sum of its cards.
In the very early days of the game, utility usually won out over synergy. There just weren’t the same kinds of combinations there are today, and it often came down to the player who had Raigeki and the bigger monsters. Synergy tended to be limited, at least on a competitive level, to lockdown types of decks. A well-built Burn or Empty Jar deck were likely the strongest examples of synergy when the game was getting started.
However, that’s changed—more cards have been printed and players have branched out into more kinds of strategies. Attention has shifted from the any-card-you-draw-will-do approach, and focused instead on cards that work together to achieve an overwhelming effect. Deckbuilders and players have gotten more sophisticated, moving away from the basic “war” model and capitalizing on the importance of controlling the duel.
The new Advanced format has also contributed a lot to this shift. After losing a large chunk of “staple cards” with high utility, players have to look elsewhere. They’ve got to fill up those empty spots, find a strategy that will make the most of their available card pool, and seek out substitutes for card effects they’ve lost. Although losing high-utility cards does help promote synergy, it’s interesting to note that losing “draw and seek” cards—Pot of Greed, Graceful Charity, Painful Choice—also reduced a player’s options for quickly getting to his or her key cards.
Now you know the difference between these two concepts. Why should you care? The better you understand the difference between utility and synergy, the deeper your understanding of card balance in your deck will be. The right balance of cards can mean the difference between a cut to the Top 8 and a disappointing finish near the end of the list. Too much of a good thing isn’t always better, though—if your deck leans too heavily in either direction, you can run into problems. If you play too many high-utility cards, you’ll get a deck that topdecks well but plays predictably and gets outperformed by combos. Put in too many synergistic cards, and a deck can risk topdecking poorly or just never going off in the first place.
If you stop and think about it, you’ll be able to come up with plenty of times that this has happened to you in a duel. Have you ever had nothing in your hand but a lot of Beatdown monsters, when you really needed something to clear out your opponent’s Gravity Bind lockdown before he burns you to death? How about all your Don Zaloogs and Spirit Reapers when your opponent has Asura Priest and Airknight Parshath? If you like to build tricky combo-driven decks, then you know that there are games where you never hold more than half of the cards you need, and usually in multiples. How frustrating!
Understanding utility and synergy is also going to help you analyze your opponent’s strategy. Is your opponent playing a deck that’s committed to utility over synergy, or vice versa? Once you can pin that down, it becomes easier to make certain play and side deck decisions. Knowing your opponent’s goals for the duel will help you manage your cards correctly. For example, a card like Confiscation is great against decks built around synergy, but it’s less effective against decks that lean on utility. Not only that, but in a synergy-based matchup, you’ll want to Confiscate early, in order to see which synergistic cards the opponent has access to, cut one of them out of the picture, and then have a clear idea of what kind of duel he or she will be playing. But in a matchup against a utility-driven deck, you’ll probably want to hold onto your Confiscation until later in the game, when topdecking becomes more important and hand sizes shrink. If you don’t know the right time to play a card, you run a real risk of wasting it.
If you’ve played for any length of time, then utility and synergy are both terms you’ve probably heard tossed around. Now you know how important they are to the game. Take some time to look over your deck and see how it balances out. Are you frequently ending up with a hand full of cards that you can’t play? Is your Combo deck constantly stalling out? When those things happen while you’re playing, write them down so you can review them later on. Perhaps your deck needs more utility cards, or maybe it could profit from a bit of added synergy.
Next week, I’m going to continue in a similar vein, and address strategy versus tactics. Make sure you don’t miss it!