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 Testing rules

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YukiAkuma
Leviathan Blue
Leviathan Blue
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Posts : 5
Join date : 2012-04-22

PostSubject: Testing rules   Tue Apr 24, 2012 11:35 pm

The rules for testers and testees need to be remade to ban any loops or broken decks. It isn't fun for the tester or testee. This isn't made to be "Who has the better loop and who goes first" Academy. If you get tested by someone, you're supposed to show how well you play, not which netdeck you chose. If you go against a tester using it, if they get the first turn you have 0 chance of getting into anything higher than Blue. I propose that deck creativity have a factor in a testing rubric that way it isn't 100% wins/loss'.

(Six Samurai, Inzektors of any variation, Wind-ups, gimmicky loops like Exodia and Gadgets, etc)
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goku1997
Leviathan Blue
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Posts : 10
Join date : 2012-04-21

PostSubject: Re: Testing rules   Wed Apr 25, 2012 12:43 am

good idea considering i was tested with dino rabbits.....but think about it...when a loop or somethin happens like wind ups and they pull it off u have to use UR BRAIN to figure out how to get around it. that shows how well u can play against the meta and other powerful archtypes.

btw...six sams are easy to get around...dark hole and win lol
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YukiAkuma
Leviathan Blue
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Join date : 2012-04-22

PostSubject: Re: Testing rules   Wed Apr 25, 2012 2:35 am

Dark hole WOOPS NEGATED BECAUSE IT'S FREE. Six Samurai are so gimmicky it sickens me.
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