Author: Maddie Cashiola

Known to the online community at large as Duelistgroundz.com moderator Dennis Frogman, Maddie has dabbled in Yu-Gi-Oh!, Magic: the Gathering, Pokemon, fencing, and just about every Fantasy Flight LCG they can get their hands on. They are currently trying their hand at Super Smash Bros. Melee, which you can watch them play on Twitch or Steam on Tuesdays and Thursdays.

In my last article, I discussed the concepts of expected value and utility as they relate to card advantage. This article will apply those concepts to other resources, completing what I intend to be a framework for understanding resources in the game of Yu-Gi-Oh. Before going on, you should read the preceding article about Sixth Sense and expected utility if you haven’t already. As this article will pick up where the last one left off, it will assume the reader is already acquainted with the concepts introduced and explained in the last article.

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The release of Legendary Collection 4: Joey’s World in October of last year marked the beginning of a turbulent period of time in the competitive Yu-Gi-Oh scene. When it was announced that Sixth Sense would not only be released in the TCG for the first time since its OCG printing in 2003, but also be legal for TCG tournament play, previous expectations of a quiet, fair format mostly free of format-warping staple “power cards” went out the window.

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