Hey, why did he play that card anyway?
Everyone knows the former trope: The Rage Quitter. As soon as an online match begins, you chuckle to yourself as you draw not a perfect hand, but one enabling you to do a decent combo. You lay out your field for your setup next turn, then end it, emptying your mind as to not negatively influence the probability of your opponent ruining your strategy. Then, like your significant other stopping you at the door after asking you to come over while his or her parents are away, the game message states: “CryBaby628 has surrendered,” and you’re sent back to the lobby. Or worse, you’re invested in the game for three turns, and have been getting your butt handed to you by your opponent’s plays. You have the perfect strategy to revive yourself from the ashes, the cards in hand to make it happen, but the opponent’s field is as inviting as a minefield guarded by a battalion of B-2 bombers. You then draw a Dark Hole, or a Raigeki, or a card able to disable the effect of that roadblock preventing your plays. You activate the card, begin your magnificent comeback, when, as if your significant other stops pleasing you right before you climax, you see the game message: “TooProToLose327 has surrendered,” and you’re sent back to the lobby.
Both of these scenarios are annoying as hell, and it is well known they hurt the community by not giving players an adequate opportunity to test their decks. After all, that’s the real reason online card playing communities exist, right? I would be willing to give a pass if a player told me, “Hey, I’m just testing this deck,” which lets me know one’s deck is crappy and one might quit if an egregious error displays in the build, but of course, most rage quitters don’t do this. They provide no warning and will jump off a building if they even see a sign of smoke to their strategy. Most people like to place the Hat of Crybaby on noobs, thinking they’re too immature to respect the game and its players, but us pros know many competent players who hate losing so much at the first sign of their cookie-cutter deck not winning like Leo Anaya’s did at Regionals will quit the game if so much as a sneeze of a challenge appears. The Yu-Gi-Oh online community is aware of these players, and has implemented several punishments for them (The original YGOPro I played reduced your online points if you rage-quit; YGOPro Percy forces you to play other rage quitters). However, I’ve become aware of a new type troll in the Yugioh online community, one that recently gained traction, especially in the online games not prepared to deal with them: The Time Wasters.
Stop me if you haven’t experienced this one before: You’re matching yourself evenly with another player, both of your decks bouncing off another’s strategies like fighters refusing to back-down in a brawl. One of these turns, you manage to get the upper hand, destroying a vital card your opponent controls or negating a play they try to make. You attack them for direct damage, then you end your turn, your palms sweating while waiting for a response. You wait for a minute, then five… then your opponent begins their turn. They summon a monster weaker than yours, set a Spell or Trap, then end their turn. You take the bait, attack their monster, nothing happens, then end your turn. You wait for your opponent’s to begin… for a minute… for five… then for ten. Do you see where I’m going with this?
Time Wasters, instead of quickly exiting the game once they’ve tasted some defeat, stall the game when they’re on the receiving end of a losing duel. Some take more time to make a decision, as opposed to their speedy gameplay displayed earlier in a match, while others will just abandon the game altogether… without quitting. In my opinion, I’d prefer a Rage Quitter over a Time Waster, because Rage Quitters, at the end of the shit-bow, only hurt themselves. They’ll either lose points for exiting the game or get punished by having to face other Rage Quitters, depending on what online game you’re using. Time Wasters, on the other hand, punish the other player as well by making them lose time they could have spent dueling a more cooperative player. Not only that, but if you’re in a ranked match, quitting while playing a Time Waster will make you lose points instead of them.
The first YGO Pro corrected this issue with the turn clock quickly diminishing if the turn player didn’t make moves, but there still wasn’t an adequate punishment for players who constantly stalled for time. YGO Percy, on the other hand, not only lacks a punishment for such players, but the turn clock is much more liberal than the original, making it a rampant ground for Time Wasters.
Game makers need to realize a Time Waster is actually no different from the Rage Quitter, the only difference between the two is Rage Quitters smash out of the program; Time Wasters walk away from the computer. The creator of online games need to have adequate punishments for both types of trolls, for they both have a means of ruining the online community for those desiring to enrich it.
As the hype died down from the Wave of Light Structure deck because it didn’t deliver the broken, Counter Fairy goodness we were hoping for (As you can see by reading my tiny bio on the right, I have a fetish for negating stuff, and even ran an effective Chaos Counter Fairy deck until Pendulums came and arched on my parade), we have a new ensemble to look forward to in the Lair of Darkness Structure coming to the TCG next month. With the deck focusing around Dark-themed monsters who must have the same ugly mothas as the Dark Worlds (or perhaps they inherited it from their Daddy’s side?), it’s pretty obvious its primary purpose is to serve as a counter to the Counter Fairies (Ha), and to create another interesting archetype vs archetype tie-in the Yu-Gi-Oh creators will never exploit (Would a spin-off series about the Duel Monsters world really be a bad idea?). At first, this new archetype honestly scared me nearly as much as the Patron Saint of all Liars himself, because I thought it was another “Up Yours!” to Wind monsters, but let me explain how I discovered my initial belief was proven wrong, and to help you not make a similar mistake…
The thing that scared me wasn’t the boss Darkest Diabolos with his immortal, cheap, hand destruction self, or his concubine Lilith, who speeds up any Trap reliant deck, but the Field Spell that put a dark shiver down my spine. The fact that it turned all monsters on the field into Dark monsters scared the-ish out of me, as if I just saw a rare fish and was about to say the word before someone punched me in the stomach and all I could say was “ish.” As if it wasn’t bad enough, the 2nd effect will be abused by any tribute reliant deck (Infernoids, here we go again…), I thought the 1st effect would be a big hit to Wind-monsters. Think about it for a second: No other modern decks, to continue their plays, have Attribute restrictions like Wind monsters do: For the Windwitches and Speedroids to continue their best plays, one is restricted to summoning Wind monsters for the rest of the turn. My first thought was if all monsters on the field become Dark, you would be unable to summon a Wind monster after the Windwitch/Speedroid restrictions, because all monsters summoned would be Dark attribute! Fortunately for me, though, a little research proved my theory incorrect.
I looked for a card similar to Lair of Darkness, the Field Spell described above giving all creatures affected twisted smiles and sadistic eyes, and found DNA Transplant, something having the first effect of Lair of Darkness. Then I looked up rulings for DNA Transplant, and I happened to get lucky from some other lost soul facing the same dilemma: Under previous Upperdeck rulings concerning Barrier Statue vs DNA Transplant:
Barrier Statue: Note that effects like “DNA Transplant” change monster Attributes only after they are on the field. So it has no impact on what monsters can be Special Summoned while a Barrier Statue is in play. (http://yugioh.wikia.com/wiki/Card_Rulings:DNA_Transplant)
This means as long as the monster remains in the Green Club while squatting in the Extra Deck or in the hand, even with the restriction, it can still be summoned. Needless to say, I breathed a huge sigh of relief upon learning this, and consequently needed to change my blog post this week from a rant on how the Konami wigs are subliminally screwing Wind decks to how a little bit of research can save one a lot of heartache. Want a preview of what awaits in the Lair of Darkness? Take a look for yourself: