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Psychology in Yu-Gi-Oh (Or "beyond bluffing")


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In the Heavy Storm thread, I wondered - what if you set a full backrow (including Judgement) and your opponent stormed you. You negate it with Judgement at the cost of a half of your LP. Your opponent must think "he must really care about his backrow, so he's set something good. I'd better be careful." Furthermore, what if your opponent acknowledges that you are playing Empty Jar and you bluff set a Man-Eater Bug (the first FLIP effect monster I could think of) instead of Morphing Jar.

How could psychology be used as a tool for improving your game? Could a practical psychological "battle-plan" when playing win you games? Can someone with a canny knack of reading people and/or bluffing effectively use their ability to win games?

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I don't think the Heavy Storm example is a good example. If you set 5 cards and used Judgment against Storm, it's not so much an indication that your backrow is good as much as letting your opponent get a +4 while removing all your S/Ts would just be incredibly stupid.

Bluffing isn't as simple as "Play a card that your opponent doesn't think you'd play".

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Someone once took the interesting decision to use Gladiator Beast Hoplomus @1 for psychological purposes. You set it turn one of the first game and when your opponent runs into it with Tengu/TKRO/whatever they take damage and you get to tag. This sets you up for an easier game two and three because you can side out the Hoplomus but the fear of it, the idea it is in your deck will always be there and your opponent will be more cautious when running into your facedown monsters. That being said, Hoplomus is bad.

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Bluffing definitely works. But it's knowing how and when to bluff.

Back to the Heavy Storm thing. Using Judgment on Storm when you have 5 backrows is not bluffing or even a psychological thing. It just confirms you're not so stupid to Set 5 cards without protection.

I often find the best bluff is to have at least 1 Set card on your field, useful or not. First, it'll bait out MST and the like. 2nd, your opponent will often hesitate before swarming or making big plays, and it is always wise to follow a similar sense of wariness when you make big plays. No backrow usually means relative safety from retaliation, so many players can push forward offensively when you leave your field open like this.

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[quote name='Evil Tristan' timestamp='1323884495' post='5706459']
Wait, you mean you actually have to think to play this game?
[/quote]

Only if you're playing the game right, and not some complex version of solitaire that for some reason involves a person staring at you from the other side of the table.

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[quote name='evilfusion' timestamp='1323885028' post='5706477']
Rabbit isn't that autopilot. Then again, that could be more my build/style.
[/quote]

Well, if you run straight-up Rabbit Laggia, the only moves you do with the deck are:

Summon TGU
Summon Rabbit
Go for Xyz

You don't do much else with it, and it's too easy to perform those actions.

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[quote name='evilfusion' timestamp='1323886863' post='5706523']
What decks ARE autopilot?

Infernity comes to mind.
[/quote]

But I bet if YCM had a devoted Infernity player they would disagree. Autopilot is an interesting term because no one who uses a deck enough will agree because they will begin to see the many variations possible.

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[quote name='Charlotte The Witch' timestamp='1323890069' post='5706576']
How can a deck be autopilot?
[/quote]

Autopilot pretty much means that the deck can perform a lot of moves and plays without much "thought" behind it, or that the deck's combos are so consistent and easy to do that pretty much anyone, regardless of skill, will be able to replicate it in games with only the mildest of variations.

An example was definitely Six Sams last format, where first turn Shi En was absurdly easy and consistent, and bringing it out was pretty much game winning.

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[quote name='-Noel-' timestamp='1323885095' post='5706479']
Well, if you run straight-up Rabbit Laggia, the only moves you do with the deck are:

Summon TGU
Summon Rabbit
Go for Xyz

You don't do much else with it, and it's too easy to perform those actions.
[/quote]

Verz Rabbit opens up a lot of different possibilities.

Going into Ophion to pretty much stop them from synching

Going into Bahamut to lol as you turn their protection against them.

Not to mention you can actually get two Verz out without Rabbit.


...Yeah, depends on what kind of Rabbit you're using.

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[quote name='evilfusion' timestamp='1323886863' post='5706523']
What decks ARE autopilot?

Infernity comes to mind.
[/quote]

Infernities aren't autopilot when it comes to playing out your combo

[quote name='Yuzuru Otonashi' timestamp='1323886488' post='5706515']
Fableds aren't auto-pilot ^-^
[/quote]

yes they are

[quote name='evilfusion' timestamp='1323885028' post='5706477']
Rabbit isn't that autopilot. Then again, that could be more my build/style.
[/quote]

yes it is

[quote name='Charlotte The Witch' timestamp='1323883714' post='5706442']
At least it's easier to bluff online, when your opponent can't see your face.
[/quote]

it's the opposite, actually

[quote name='evilfusion' timestamp='1323891272' post='5706587']
Autopilot pretty much means that the deck can perform a lot of moves and plays without much "thought" behind it, or that the deck's combos are so consistent and easy to do that pretty much anyone, regardless of skill, will be able to replicate it in games with only the mildest of variations.

An example was definitely Six Sams last format, where first turn Shi En was absurdly easy and consistent, and bringing it out was pretty much game winning.
[/quote]

Shi En didn't win games, Double Edged and Gateway won games

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