(DPs givin by Anzo sama =.=)
Proper Side-decking.
Reading this article will not only help you in your future games on Dueling Network, but hopefully your future encounters with your opponents in the real life tournaments.
To determine what you should put into your side deck, you should first analyze YOUR deck.
Your deck will determine what exactly we put into this side deck. Most cards to put into your limited 15 card side deck are picked out by:
1. How useful is the card?
2. Will it slow down your deck?
3. Do you know why you are siding it?
4. What will you side it against?
5. Will it even be useful?
After asking yourself these questions on the cards, you might come up with some REALLY good cards. The best decks to use are the ones with a single attribute (Dark, Light, Wind ect. ect.)
When using these, you can side the best side-deck card right now. This card is known as:
Gozen Match.
A couple of reasons why Gozen Match is amazing this format:
1. Rabbits. Gozen Match's rulings, which are very close to being broken, can defeat them. They can not special summon two monsters from the deck. Since rabbit is and EARTH type monster, they will have to continue to pull out two EARTH type monsters from their deck. Since Sabersaurus is the ONLY EARTH they can special summon two of from their deck, they will be forced to pull both out, but also will not be able to XYZ for ANY of the Evolzaur monsters. This forces them against the wall and stops them from continuing their raid of your houses. (life points)
2. Plants. I really don't need to explain this, but I best well should. Plants revolve around using all different types of archetypes. Since they can not have 2 monsters with different attributes, Gozen Match murders them. They can NOT XYZ/Synchro/fusion/Tribute unless it is for the SAME archetype. This is part of Gozen Match's rulings which makes this card Very broken this format.
3. In any deck that has one Attribute, Gozen Match makes a great side (At least 2)
Back to side-decking:
Analyze the meta game. What are the decks? What are the cards to reverse the effects of them having control over you? Does your deck defeat theirs? Do they have sides against YOUR deck? Do you have side-decked cards for dangerous Mirror-Matches? (Ex: Dark World vs. Dark World)
After analyzing all of this, you can decide some of your side deck cards. Rabbits vs. Rabbits, you really can't ask me what to side because Rabbits and Dark world are for cowards who can't win. This also goes for agents. (Use a real deck...)
The best decks to use right now are the decks that do not contain the attributes of "Light" or "Dark" for the reason of the two different kinds of mirrors:
Light Imprisoning Mirror
Shadow Imprisoning Mirror
These two cards destroy the decks of dark world, lightsworn, fairies, agents, master hyperion, and chaos. All of these decks rely on the light/dark attribute, which makes their main weakness these two cards. However, these cards do not fully destroy their deck. They can still bring out very large beatsticks (cards with a large attack power) to destroy you. That's why another good side-deck card for any deck is:
Kycoo! The Ghost Destroyer.
This card is a monstrosity. He destroys decks like agents and dark worlds because they can not remove cards from play in the graveyards. This makes the dark worlds' field spell useless because they HAVE to remove from play a card (the cost) in order to follow up with discarding and drawing.
Master Hyperion decks die along with this because hyperion can no longer activate his effect. Since the graveyard is where his destruction effect comes from, kycoo will stop such nonsense and make sure you can defeat him easier.
Another good side-deck card these days are the backrow(cards in your spell/trap card zone)-Destroying cards known as MST (Mystical Space Typhoon) And D-Tornado (Dust Tornado)
These cards destroy spell or trap cards which in turn make sure your opponent has no backrow to protect their monsters. Most of the time, I lose to heavy backrow like the cards of "Solemn Warning" and "Bottomless Trap Hole," but not when you have these cards! Normally you would main 2 MST, but with a side-decked MST and 2 D-tornado, you can take out those backrow heavy decks and make sure they keep their backrow down.
Something to analyze before you side deck the next card: Do you special summon a LOT?
If not: Side Deck a card known as "Fossil Dyna Pachycephalo"
This card locks down your opponent by stopping their special summons entirely. Not only can they not special summon, but when it is flipped face-up after being set, it destroys EVERY special summoned monster on the field. This is very useful and is known as a "Nuke" because it has the potential to destroy all of the field.
More side-decked cards are usually preference but some other cards are as follows:
Rivalry of the Warlords - For decks with one attribute (Samurai, agents, fairies, dark world, Gravekeepers)
Snowman Eater - For teh lulz (Rabbit decks; mainly to kill and destroy laggia)
Doomcalibur Knight - Negates effects + it's a 1900 beatstick. Very useful against rabbit, agents, and a variety of other decks. Your opponent will have to waste a card or two just to get rid of him, which is why he's so good.
Black Horn of Heaven - Useful against a variety of decks:
Agents, Rabbits, Plants, KaraKu, ect. ect. (Mainly decks that synchro summon and special summon, but only inherit summons - It's basically a Rai-Oh, but can't be negated by anything but Seven Tools of the Bandit and Solemn Judgment; this is because it is a counter-trap and is very useful against the above decks) It's a free solemn warning basically, except you can only negate inherit summons.
Leeching the Light - Good side-deck card against decks that have lights in their main deck. Usually used to kill Black Luster Soldier. This is because Leeching takes the opponent's monsters attack, but the monster has to be a light monster.
CyDra (Cyber Dragon) AND Chimeratech Fortress Dragon - Great side-deck cards against KaraKu. this is because all of the KaraKu monsters are Machines. This creates a disturbance in their synchro summons, and allows you to defeat them easily since most of the time they will have 2+ monsters, which makes 3 monsters + for the special summon of chimeratech. This makes him AT LEAST 3000+ Attack power, which Karakuris can not get over, with any card they use. (Except the lingering dark hole)
You only need 2 CyDra and 1 Chimeratech. Most people will main these cards, but I only side them because I can't find any room for these cards in my main deck.
But this isn't the only skill you need, and this is the part where I can not help you. Depending on your deck, you will side in-and-out different cards. These different cards will destroy your opponent, but how do you know what to take out?? It all usually depends on the opponents deck. Lets say they don't run much backrow, you'll side out your MST's and side in the cards you want. you must also take into the fact of "Will I draw this card!?" Most of what you ask yourself MUST include consistency. The #1 Reason why anyone loses in-real-life gaming is due to the fact of their decks being inconsistent and yours being perfectly fine the way it is. Remember: You don't always need to side-deck but it is only used to defeat the decks you have problems with.
I hope you enjoyed reading this and I hope that everyone who read this all the way through ended up learning something new or getting a new and interesting take on something they already knew.
Kind Regards,
Harbinger
Proper Side-decking.
Reading this article will not only help you in your future games on Dueling Network, but hopefully your future encounters with your opponents in the real life tournaments.
To determine what you should put into your side deck, you should first analyze YOUR deck.
Your deck will determine what exactly we put into this side deck. Most cards to put into your limited 15 card side deck are picked out by:
1. How useful is the card?
2. Will it slow down your deck?
3. Do you know why you are siding it?
4. What will you side it against?
5. Will it even be useful?
After asking yourself these questions on the cards, you might come up with some REALLY good cards. The best decks to use are the ones with a single attribute (Dark, Light, Wind ect. ect.)
When using these, you can side the best side-deck card right now. This card is known as:
Gozen Match.
A couple of reasons why Gozen Match is amazing this format:
1. Rabbits. Gozen Match's rulings, which are very close to being broken, can defeat them. They can not special summon two monsters from the deck. Since rabbit is and EARTH type monster, they will have to continue to pull out two EARTH type monsters from their deck. Since Sabersaurus is the ONLY EARTH they can special summon two of from their deck, they will be forced to pull both out, but also will not be able to XYZ for ANY of the Evolzaur monsters. This forces them against the wall and stops them from continuing their raid of your houses. (life points)
2. Plants. I really don't need to explain this, but I best well should. Plants revolve around using all different types of archetypes. Since they can not have 2 monsters with different attributes, Gozen Match murders them. They can NOT XYZ/Synchro/fusion/Tribute unless it is for the SAME archetype. This is part of Gozen Match's rulings which makes this card Very broken this format.
3. In any deck that has one Attribute, Gozen Match makes a great side (At least 2)
Back to side-decking:
Analyze the meta game. What are the decks? What are the cards to reverse the effects of them having control over you? Does your deck defeat theirs? Do they have sides against YOUR deck? Do you have side-decked cards for dangerous Mirror-Matches? (Ex: Dark World vs. Dark World)
After analyzing all of this, you can decide some of your side deck cards. Rabbits vs. Rabbits, you really can't ask me what to side because Rabbits and Dark world are for cowards who can't win. This also goes for agents. (Use a real deck...)
The best decks to use right now are the decks that do not contain the attributes of "Light" or "Dark" for the reason of the two different kinds of mirrors:
Light Imprisoning Mirror
Shadow Imprisoning Mirror
These two cards destroy the decks of dark world, lightsworn, fairies, agents, master hyperion, and chaos. All of these decks rely on the light/dark attribute, which makes their main weakness these two cards. However, these cards do not fully destroy their deck. They can still bring out very large beatsticks (cards with a large attack power) to destroy you. That's why another good side-deck card for any deck is:
Kycoo! The Ghost Destroyer.
This card is a monstrosity. He destroys decks like agents and dark worlds because they can not remove cards from play in the graveyards. This makes the dark worlds' field spell useless because they HAVE to remove from play a card (the cost) in order to follow up with discarding and drawing.
Master Hyperion decks die along with this because hyperion can no longer activate his effect. Since the graveyard is where his destruction effect comes from, kycoo will stop such nonsense and make sure you can defeat him easier.
Another good side-deck card these days are the backrow(cards in your spell/trap card zone)-Destroying cards known as MST (Mystical Space Typhoon) And D-Tornado (Dust Tornado)
These cards destroy spell or trap cards which in turn make sure your opponent has no backrow to protect their monsters. Most of the time, I lose to heavy backrow like the cards of "Solemn Warning" and "Bottomless Trap Hole," but not when you have these cards! Normally you would main 2 MST, but with a side-decked MST and 2 D-tornado, you can take out those backrow heavy decks and make sure they keep their backrow down.
Something to analyze before you side deck the next card: Do you special summon a LOT?
If not: Side Deck a card known as "Fossil Dyna Pachycephalo"
This card locks down your opponent by stopping their special summons entirely. Not only can they not special summon, but when it is flipped face-up after being set, it destroys EVERY special summoned monster on the field. This is very useful and is known as a "Nuke" because it has the potential to destroy all of the field.
More side-decked cards are usually preference but some other cards are as follows:
Rivalry of the Warlords - For decks with one attribute (Samurai, agents, fairies, dark world, Gravekeepers)
Snowman Eater - For teh lulz (Rabbit decks; mainly to kill and destroy laggia)
Doomcalibur Knight - Negates effects + it's a 1900 beatstick. Very useful against rabbit, agents, and a variety of other decks. Your opponent will have to waste a card or two just to get rid of him, which is why he's so good.
Black Horn of Heaven - Useful against a variety of decks:
Agents, Rabbits, Plants, KaraKu, ect. ect. (Mainly decks that synchro summon and special summon, but only inherit summons - It's basically a Rai-Oh, but can't be negated by anything but Seven Tools of the Bandit and Solemn Judgment; this is because it is a counter-trap and is very useful against the above decks) It's a free solemn warning basically, except you can only negate inherit summons.
Leeching the Light - Good side-deck card against decks that have lights in their main deck. Usually used to kill Black Luster Soldier. This is because Leeching takes the opponent's monsters attack, but the monster has to be a light monster.
CyDra (Cyber Dragon) AND Chimeratech Fortress Dragon - Great side-deck cards against KaraKu. this is because all of the KaraKu monsters are Machines. This creates a disturbance in their synchro summons, and allows you to defeat them easily since most of the time they will have 2+ monsters, which makes 3 monsters + for the special summon of chimeratech. This makes him AT LEAST 3000+ Attack power, which Karakuris can not get over, with any card they use. (Except the lingering dark hole)
You only need 2 CyDra and 1 Chimeratech. Most people will main these cards, but I only side them because I can't find any room for these cards in my main deck.
But this isn't the only skill you need, and this is the part where I can not help you. Depending on your deck, you will side in-and-out different cards. These different cards will destroy your opponent, but how do you know what to take out?? It all usually depends on the opponents deck. Lets say they don't run much backrow, you'll side out your MST's and side in the cards you want. you must also take into the fact of "Will I draw this card!?" Most of what you ask yourself MUST include consistency. The #1 Reason why anyone loses in-real-life gaming is due to the fact of their decks being inconsistent and yours being perfectly fine the way it is. Remember: You don't always need to side-deck but it is only used to defeat the decks you have problems with.
I hope you enjoyed reading this and I hope that everyone who read this all the way through ended up learning something new or getting a new and interesting take on something they already knew.
Kind Regards,
Harbinger