Better Low Than High - Vol.2 Expert Rules Format!!!

(Please read this article here for context of this one)



    With the Expert Rules introduced, the OCG entered the second half of one of the game's more unique formats. Unlike later implementations, the new rules did not come with a new Core Booster. Thus, we have a SUPERFORMAT with Vol.2. The introduction of the new rules meant the shift to a new environment. Thus the VOL.2 EXPERT RULES FORMAT was born.

    Because the change in format was only due to a rule shift, this meant most of the cards that had already been viable would remain so. Every Magic and Trap Card in use at this time would stay in the rotation. Rule changes only made them stronger. It was the shift in how monsters worked that would alter the Deck of choice.

    HIGH BEAT (【にえさいじょう
きゅうIkenie-nashi saijōkyū "Highest Grade Without Sacrifice") used the high-level monsters as its front-line. Because they could be placed on the field without issue, they were the main method of damage dealing and monster clearance. This changed with the new Tribute mechanic. Now, the Deck would adapt into something similar but also different.

    LOW BEAT (【きゅうじくKakyū-jiku "Lower Axis") would shift from using the high level monsters to the lower level ones for front-line work. They were the ones that could be placed without needing to Tribute monsters. Thus, it was on them to exert immediate pressure on the opponent. This shift changed how Duelists would interact with each other under the Expert Rules compared to the Official Rules.

HIGH BEATER

    The biggest structural difference between High and Low Beat in this time is the almost complete collapse of "Gaia the Fierce Knight" from competitive play.

    With the change in rules, High Level Monsters can no longer be easily placed in Decks as they could before. It didn't matter that "Gaia the Fierce Knight" had the 3rd highest Attack Power in the game at this point: both "Blue-Eyes White Dragon" and "Dark Magician" were higher. Neither did it matter that both "Gaia the Fierce Knight" and "Dark Magician" matched each other for the 2nd highest Defense Power: that sacrificing two monsters was now required to place/Set High Level Monsters from the hand meant that they no longer could be used to bait attacks like that had before. Only if you had no other options would it be feasible to play this card.

  

     This left "Blue-Eyes White Dragon" and "Dark Magician" to fulfill the role of the High Beater. Said monsters were the high level monsters that required two Sacrifices to place on the field. Like under the Official Rules, these behemoths could only be removed by each other or monster removal. Unlike the previous rules, these were now special forces instead of front-line infantry. They cleared everything and were always a threat to deal massive damage through direct attacks. "Blue-Eyes White Dragon" was the favored monster of the two, but "Dark Magician" could be used in the Side Deck to try and dodge "Dragon Capture Jar".

CURSE OF DRAGON

    The big winner of the addition of Tributing was easily "Curse of Dragon" 


     Though weaker than "Gaia the Fierce Knight" statistically, the fact that it only required one Sacrifice to be placed on the field from hand meant that it was easier to bring forth. That it could also play the role that the High Level Monsters had in clearing all other Low Level Monsters meant it could take the space vacated by the Big 3. However, it's notable that its 2000 Attack Power meant that it wasn't the Big 3 and could be blocked by specific monsters. Notable was "Spirit of the Harp". A 2000 Defense Power member of the Angel Tribe, it was also the most accessible one as a Common. Thus it was the Defender that you needed for a respectable Deck.
 

    Ways around the 2K Defenders would be to have the removal to destroy them or modify stats so it would be possible. "Yami" could lower Spirit of the Harp's Defense Power to 1800 to allow "Curse of Dragon" to destroy it, but you risk boosting the Magicians "Aqua Madoor" and "Mystical Elf" in the process. Alternatively, you can play "Mountain" instead to boost "Curse of Dragon" to 2200 Attack Power to clear them all without

LOW BEATER

        Under the Official Rules, monsters could be divided into three Tiers of power. Tier 1 was the home of the high level monsters with their monstrous Attack and Defense Powers. Tier 2 was the middle of the pack which got mauled by the Tier 1 monsters but dominated the lower Tier. Said Tier, or Tier 3, had the worst monsters that were still viable. Low Beaters would incorporate this system into its own classification with the Expert Rules.

    These are the Beaters that don't require Tributes to be placed from hand. These would become some of the most common monsters in a Player's Deck for many years to come. Low Beaters would have seen use in the more aggressive Official Rules, but it's only now that they are the first option for placement onto the Field.

    Here is how the Tier System works for Vol.2

Tier 1: Uraby
Tier 2: Kanan the Swordmistress, Celtic Guardian, Trial of Nightmare
Tier 3: Every 1200 Attack Power Monster

 Not a complicated system.

URABY

    The only Low Level Monster in Tier 1, this Wild Raptor can rip through its Low Beater brethren with its 1500 Attack Power. Being placed on the field meant that another Low Level face-up monster in Attack Position not named Uraby was likely going to be destroyed. And if said monster was boosted by another Equip Magic Card, then "Raise Body Heat" would make sure that monster would not stay on the field for long. All the other Low Beaters revolved around this card and the interaction through battle.

THE MISSING TIER

    Next up were the trio of "Kanan the Swordmistress," "Celtic Guardian," and "Trial of Nightmare."


    These three monsters' great strength is their ability to keep the pressure going and are able to defeat an unboosted Uraby when equipped with their corresponding Equip Magic (Kanan/Celtic Guardian = Legendary Sword, Trial of Nightmare = Dark Energy). However, all three monsters were very rare to see at this time due to how they were released. Those who had them had an advantage over others thanks to their higher Attack Power. But since they were rare, Players rarely had to face them on the Field.

THE GRUNTS (1200 ATTACK POWER)

    This leads to the next Tier of monsters. All of the 1200 Attack Power monsters fall under this heading. We've spoken of these monsters in previous posts, so I'll quickly note them here:

VOL.1:

  • Hitotsu-Me Giant - A general beater to throw in if you have to. Not the best monster, but it gets the job done
  • Silver Fang - Remains a strong monster when combined with "Beast Fangs". Remained a popular combo due to its Vol.1 viability and thus more common availability.
  • Mammoth Graveyard - As mentioned in Vol.2, its affiliation with the Dinosaur Tribe meant that it became the second to "Uraby" for "Raise Body Heat" and is boosted to 1500/1100 like "Silver Fang". 

STARTER BOX THEATRICAL RELEASE: 

  • Aqua Madoor - Speaks for itself in previous posts
  • The 13th Grave - The best Zombie in the game and is boosted to 1500/1200 with "Violet Crystal".
  • Dark King of the Abyss - Functionally a second to "Trial of Nightmare," but it is outperformed by another card even in this role.

 (Again, it is worth noting that these cards weren't simple gets like the Vol.1 Trio were. So they did not see much play in most Decks.) 

    These were the cards that had been released before Vol.2. But Vol.2 had also released new 1200 Attack Power monsters that could hold their own.

 

 

 

 

 

 

 

 

 

 

    Though brought up in the linked post at the start,  "Terra the Terrible" becomes more relevant here thanks to the weakening of the High Level Monsters. It being the most available member of the Demon Tribe meant it was also the primary target of "Dark Energy." The 1500/1600 statline that results not only allows it to put the same pressure as other 1200s with Equips, it can also serve a utility role as a Defender by blocking unboosted Uraby. This allows it to surpass "Dark King of the Abyss" with ease.

 In contrast, "Tyhone" (「タイホーンTaihōn) had no boosting. It is the Hitotsu-Me Giant of Vol.2 in that it uses its raw stats to be useful. Its 1400 Defense Power by itself walled all other unboosted Low Beaters other than Uraby itself. Furthermore, its 1200 Attack Power allowed it to be able to deal the same basic damage as its contemporaries. If you Side Deck "Mountain" to allow "Curse of Dragon" to destroy the 2K walls, "Tyhone" as a Bird Beast also benefits from the general 200 Power boost to reach the statline of 1400/1600. In a world without ease of access to cards, this one held true value to a Duelist.

CONCLUSION

    With the Expert Rules came a mass reorientation of the monster line. Cards that would have only been played out of necessity before now became viable monsters in their own right while other playables would win big with the changes. It created a new, slower environment that didn't risk ending games because a High Level Monster was placed on the field and couldn't be removed. More strategic and tactical thinking was required to play the game, making it more fun and allowing it to survive the inevitable end of the hype of playing the game as presented in the manga. 

    But time does not stop. Though it has been a long stop in this period, nothing lasts forever in "Yu-Gi-Oh!" and a new release would move the game forward. It is finally time for BOOSTER 2! 

 

TL;DR:

- The Previous Deck of High Level Monsters evolved under the Expert Rules to become one built around Low Level ones.
- "Gaia the Fierce Knight" almost completely loses standing with the advent of the Expert Rules due to its inferiority to both Yugi and Kaiba's best monsters; both "Dark Magician" and "Blue-Eyes White Dragon" become the High Beaters of the Format
- "Curse of Dragon" is the major winner of the new Rules by taking over the role held by "Blue-Eyes White Dragon" previously, but it is nowhere near as unstoppable as it can be stopped by Defenders such as "Spirit of the Harp."
-  Low Beaters take the frontline as the main monster of choice to place for pressure, symbolized by "Uraby" becoming the best Low Beater in the game.
- With the rarity of the 1300 and 1400 Attack Power lines, the 1200s become the most played options other than Uraby. Other than the previously introduced 1200 Attackers, Vol.2 gave players both "Terra the Terrible" and "Tyhone" as new options.

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