02/04/2012

Throwing Counters Not Blind Punches


Side-decking has always been a big part of this card game. A major factor if you are aiming to win a tournament or merely learning how to deal with other decks. One of the biggest issues players face in Yugioh, other then broken Meta, is side-decking. Probably the most neglected aspect of the game by a majority of players. Many find it unnecessary to analyze one of the strongest advantages a player can get in this game. I was one of those. I do not find it surprising to be honest. The idea of your main deck is effective enough to deal with every problem or difficulty you face is horrendous least to say.  If you still believe in such idealism this post is not for you. 

Everyone knows the main role of a side-deck is to counter what your opponents have prepared for you in Game 2 and 3. Given that we live in an era where information comes easy, its never hard to find out what you need. In this case, information on how to side-deck against a particular deck. The question is how well would another person’s side-deck options work for you? The constant need to ask ‘why’ or simply to question a choice is important when it comes to this part of Yugioh. Top players are successful for a reason. Apart from all the commitment and effort they spend into making their decks work and reducing the amount of misplays they make, the ability to question every choice of tech or side option and foreseeing possible threats is key to why top players constantly top in tournaments. 

Perhaps what I am suggesting is the element of surprise when planning your side-deck. It may sound stupid and abstract however given  an amount of consideration you will find it is actually pretty damn simple. Throwing in obvious choices against meta or side-decking according to the deck you are playing can be devastating at times. I am not stating that it does not work i am merely suggesting a better way to utilize your side-deck. Creativity comes into this aspect, the main contributor. When siding, think of more effective ways that can throw your opponents off guard instead of going with the flow. An Inzektors player expects to deal with D.D Crows or more Veilers in Game 2 and 3. In OCG, Overworked as well. Instead of obeying their inner thoughts, why not find a better way to deal with Hornet or their never-ending Call of the Haunted Dragonflys? In this case, Autonomous Action Unit, Dust Tornado or maybe even Mischief of the Yokai can disrupt their plays and strategies. By doing so, you not only present yourself with a better chance of closing the match early but you have also accomplish breaking their support which is their side-deck.


 

Another example, running Skill Drain in a Hieroglyphs deck. This is ridiculous but it works when you think of it. Seeing that you still get Hieroglyphs’ effect when tribute even if Skill Drain is on the field and the deck runs a lot of huge beaters. Normal summoning an Aset immediately gives you a 1900 beater with Skill Drain activated. You not only lock opponents’ plays, they are forced to waste resources to deal with extra problems giving you time to setup and execute your main plan. One can even be as crazy to consider Victoria as a tech. When facing a mirror match, your opponent is more likely to side-in Dragos and Macro. If you do the same, it'll become a contest of good hand and who has what first. Why bet on that when you can play around with better odds?

This is a theory I apply a lot. It works for me and maybe it could work for you. The key is to constantly question the choices you make when constructing your side-deck. Play-test them and re-think again when you already have your answers from there you might find more possible or effective methods. Believing in conventional or unconventional ways, that is up to you but I do hope that my article has provided you with something new. Though some side choices are played constantly because they work and i understand that. The cards mentioned above are only examples. Thank you for reading!

6 comments:

  1. Side decking is important, no doubt. When I played Hieroglyphs at ACQ last month, I anticipated the field to be mostly Inzektors and Inzektors hate. Since no one really think of Hieros as threats.

    It wasn't until Top 4 and Finals where someone finally have a proper side against my deck.

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  2. I haven't had a proper chance to congratulate you. Congrats and it was a good match! Sad that you couldn't take ACQ as we both represented Hieroglyphs but hey, it was a good run mate.

    And yes, many players fail to side properly. Not all but many. Hopefully more players will consider siding as important as deck construction.

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  3. I need some advice on choosing my side-deck against Inzecter, mainly. Here is my current list:
    -Trap Hole x3(for stalling Damsel)
    -Compulsory Evacuation Device x3 (wasting their normal summon)
    -Skill Drain x2 (total shut down?)
    -Deck Destruction Virus x2 (mainly to kill them before they start swarmwhoring)
    -Beiige x3 (in case I got problems with Sillva)
    -Trance Demon (extra discard fodder)

    Anyway, thank you for your time. ^^

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  4. Trap Hole has a similar function to Solemn Warning. If you're running Warnings, forget about Trap Holes. Compulsory is a good tech in this format basically because it is chainable but siding 3 is a waste of space. 2 is more than enough. I would recommend you to main 1 DDV and side 1 if you must. My personal tech, Koa'ki Meiru Doom and Fusilier Dragon. Similar function to Skill Drain and it doesn't harm your deck's synergy while with Fusilier you can just flip Skill Drain up and summon it for a huge beater with access to Viruses. Here's an example of stuff i would side when using DW:

    -Koa'ki Meiru Doom x2
    -Effect Veiler x2
    -Prohibition x2
    -Autonomous Action Unit x1
    -DDV x1
    -EEV x1
    -Skill Drain x2
    -Gozen Match x2
    -Dust Tornado x2

    Its a side-deck suited to how i play and i prefer not run Imperial Iron Wall or Royal Decree because they just die to Inzektors also the fact is Gates are already food for them you probably don't want to add more to that. Regarding Trance Archfiend, i just don't like that card. Running 3 Dragged and 3 Dealings is enough. Upstart Goblin and Reckless Greed if you're confident. Game 1, if you do go first, aim to finish up fast with your discard abilities.

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    Replies
    1. Thanks for ur advice. I'll try it tonight at YGOPro to see how consistent it will be. ^^

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    2. It really depends on how your main deck looks like. Silva and Goldd isn't worth running and you only need maximum of 2 Beiige. You can contact me through FB and i'll show you my build. You're welcome.

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