YuGiOh! Art of Siding #1(#2 is near the end)
Hello again YuGiOh! community! After much request by some peers, I'm going to go into details on how to effectively side. As a competitive player, I can honestly say this is probably the most important step, next to correct deck building, that a player has to make before going into any major event; or simply playing against your local Meta. This is going to be a series of techniques that I use for building a side deck, siding in and out, and finally the do's and don'ts of siding. So whether you're 'Pro' or just getting into the game, learn and take some wisdom that I wish to share with each and every one of you.For starters, what really is a Side Deck? It's important to note that a Side Deck isn't just a bunch of random 15 cards that you think may make your deck better; also, it's equally important to note that the Side Deck is not a bunch of cool techs that you and some friends came up with. The Side Deck is a compilation of answers for certain match-ups that you may or may not be presented with in every duel, that you will use in games two and three to help overcome your opponent, and hopefully win the match!
Before we dive into building a Side Deck, I want to go over some rules that need to be known when building your actual Main Deck, to build the effective side deck. First off, what will you be facing at an event? You want to build your Main Deck to be effective against a variety of match-ups, as well as, keep overall consistency for your strategy or plays that you will be doing in game one. So let's look at my Spellbook decklist for the January 2014 format:
Monsters: 10
2 World of Prophecy
1 High Priestess of Prophecy
3 Spellbook Magician of Prophecy
3 Temperance of Prophecy
1 Breaker the Magical Warrior
2 World of Prophecy
1 High Priestess of Prophecy
3 Spellbook Magician of Prophecy
3 Temperance of Prophecy
1 Breaker the Magical Warrior
Spells: 18
3 Spellbook of Secrets
2 Spellbook of the Master
2 The Grand Spellbook Tower
1 Spellbook Library of the Crescent
1 Spellbook of Power
1 Spellbook of Wisdom
1 Spellbook of Life
1 Spellbook of Fate
1 Spellbook of Eternity
3 Pot of Duality
2 Mystical Space Typhoon
3 Spellbook of Secrets
2 Spellbook of the Master
2 The Grand Spellbook Tower
1 Spellbook Library of the Crescent
1 Spellbook of Power
1 Spellbook of Wisdom
1 Spellbook of Life
1 Spellbook of Fate
1 Spellbook of Eternity
3 Pot of Duality
2 Mystical Space Typhoon
Traps: 12
3 Reckless Greed
2 Fiendish Chain
2 Divine Wrath
2 Raigeki Break
1 Bottomless Trap Hole
1 Torrential Tribute
1 Solemn Warning
3 Reckless Greed
2 Fiendish Chain
2 Divine Wrath
2 Raigeki Break
1 Bottomless Trap Hole
1 Torrential Tribute
1 Solemn Warning
A
quick, really quick, rundown of how a Spellbook deck works is: the
deck likes to maintain card advantage through The Grand Spellbook
Tower, recycle Spellbook of Fate to abuse on every turn, force a big
push from your opponent, then end all hopes with World of Prophecy.
That is generally what the deck wants to do. So to accomplish this,
we have a lot of draw to ensure we have Spellbooks in hand for
World's effect, a lot of protection to prevent OTKs, and finally
discard outlets for if we were to draw World of Prophecy. Once you
have your Main Deck set, it's time to find out what we are going to
be able to side out of our deck to keep that overall consistency.
First
you have to analyze what is not needed for this strategy to go
through. Obviously, we wouldn't side out Spellbook of Secrets or
World of Prophecy correct? How about Bottomless Trap Hole? These are
the thoughts you have to think about before we build our Side Deck.
To make things easier, on this particular decklist I could side out:
Solemn Warning, Torrential Tribute, Bottomless Trap Hole, 1-2
Fiendish Chain, Breaker the Magical Warrior, 1-2 Mystical Space
Typhoon, and 1-3 Pot of Duality. That is a total of 11 cards that I
could side out at the maximum for a match-up. Now, obviously I'm not
going to side out all these cards because you would never want to
over-side, but the key thing to note here is what can and cannot be
sided out of your deck!
Personally,
I like to build my decks for a 2-3 card auto-side. An auto-side is a
term that you may or may not have heard before, but in this case,
it's 2-3 cards that no matter what, I can comfortably side them out
of my deck and simply not miss those cards. These are typically
support cards that you feel cover any generally deck and aren't
specific. My auto-side out in this particular decklist is, 1 Pot of
Duality, 1 Torrential Tribute, and 1 Bottomless Trap Hole. Spellbooks
are probably the most consistent deck to ever be put together, next
to Dragon Rulers with the mini companions assembled with them, so
missing 1 Pot of Duality isn't going to do that much damage.
Bottomless Trap Hole and Torrential Tribute are cards that are
excellent staples in deck building, but going into games two and
three we have to make room for cards that are going to have similar
outcomes, but better results!
Any
experienced deck builder understands Card Interactions. It may sound
simple, but understanding fully what you are trying to accomplish is
going to give you an edge over your opponent and building the Side
Deck easier on you. What does Bottomless Trap Hole and Torrential
Tribute really do? Bottomless Trap Hole will banish any threat to
where your opponent will lose access to it for later use; Torrential
Tribute will punish your opponent when they over-extend without
proper setup. Bottomless Trap Hole has less of a risk, but Torrential
Tribute also makes you lose your monsters as well! So when we go into
siding in for our match-up, we want to have similar outcomes, but
better results!
The
next step in Side Decking is to find out what your deck is weak
against, that we think our opponent will use against us come games
two and three. In this example, Spellbooks lose to cards like,
Mistake, Naturia Beast, Light-Imprisoning Mirror(which stops High
Priestess of Prophecy and World of Prophecy), and Thunder King
Rai-Oh. So we have to keep this in mind when we are building our side
decks that we try to not side similar cards in, and to maximize the
effectiveness of our side, we want to get answers for their strategy,
as well as prevent these cards from hurting us as best we can. Once
you have a list of possible cards and understand how they will be
used against you, we can move on to the next step and find answers
for our opponents' decks!
Looking
forward at my next regional, I have been 'scouting' possible
match-ups that I should be seeing, and from recent reports and tops,
I have concluded possibly seeing Fire Fists, Spellbooks,
Geragia-Kuri, Karakuri, Inzektors, Fire Kings, Harpie, and Hieratics.
Next to that, what was good last format and didn't get hit that much?
Buijin and Noble Knights were on a rise towards the end of the
September 2013 format, so I am keeping these decks in mind when
preparing my Side Deck, as well as the presented Meta thus far. So
now that we have our list of decks, what matchups are in our favor?
Buijin and Noble Knights have trouble dealing with Spellbook of Fate,
so I'm not too concerned with them. Karakuri and Geargia are reliant
on effects going through and over-extending, so the 2 Fiendish Chain,
2 Divine Wrath, and Torrential Tribute help against these match-ups.
Fate banishes Garunix, so Fire Kings shouldn't be too bad. Hieratics
seem to be an issue solely because of Wingbeat of a Giant Dragon, but
hopefully Raigeki Break can put a stop to those shenanigans. The
Spellbook mirror match is going to be interesting, but I think if I
can force Spellbook of Fate to activate, then banish it with mine or
prevent a Spellcaster from staying on board, I should be fine game 1.
Harpies and Fire Fists seem to be the tougher matchups because of the
overall speed and the pluses off of Brotherhood of the Fire Fist -
Bear and Harpies' Hunting Ground. So now we have the list of
match-ups let's look into what we can side!
We
want to be looking for cards that are have Chain-Ability or that
prevent our opponent from advancing gamestate. Chain-Ability is a
term that you may or may not have heard before, but it is simply a
card that can be chained or activated at any point in gamestate.
Looking into the last two formats, Vanities Emptiness seen a lot of
play around the competetive scene. The idea was to prevent Dragon
Rulers, or any deck that had mass summoning, from pulling off special
summoning shenanigans. This would prevent our opponent from advancing
in gamestate and give you enough time to gather resources and beat
your opponent with established boards. Looking into this format,
cards such as Overworked and Mind Crush are seeing a lot of play to
combat serveral decks of the format. So when you are looking for
effective cards in your side, you want to ensure you can be ready to
use them at any time and not be restricted by any means. Next, you
want to ensure the sided cards fit the mechanics of your deck. If you
are building an OTK based deck, you may want to side in Trap Stun or
Royal Decree to ensure your pushes go through, but be aware that
should you use any of these cards, it probably wouldn't be wise to
restrict your traps as well, unless you were for sure going for game.
A
lot of the problems I see when watching matches is Over-Siding. It is
never a good idea to side all the hate in the world for a specific
deck, if it is going to interfere with your decks consistency. A
lesson learned on my part was at the 2013 NA WCQ, when going into my
Evilswarm matchup. I was playing Karakuri and won every Dragon Ruler
and Spellbook match-up I had up until I had to play Evilswarms. I
knew the bane of my deck was lurking around the tables as the budget
players were trying to counter all hopes for Dragons to top. The deck
literally shut down my entire strategy, preventing me from summoning
my synchros, and after I won game one, I sided 8 cards! For those who
play Karakuri, you understand the danger that I was putting myself
into, but being nervous of losing this match-up, I wanted all the
answers. Long story short, I prevented the Ophion from seeing board,
but was beat down by two Evilswarm Mandragora, with the inability to
summon a single Karakuri. I ended up losing to two Evilswarm players
and crushing all hopes of toping my first WCQ. The lesson learned was
to never over-side and trust that your Main Deck will see you through
the game one, and that your Side Deck helps fill in the tiny gaps
that your Main Deck has for a given match-up.
That's
all that I have on the philosphy behind building your Side Deck and
rules that I hope you follow. The first major step in building your
side deck, is preparing the Main Deck for the overall Meta you will
be playing and keeping overall consistency for your plays. Once you
have the Main Deck figured out and ideas on how you will be playing
games two and three for a given match-up join me on my next article
on how you should be siding in and out. Thanks for reading and I hope
I made a better competetor out you.
Mike
Centers
The Art of Siding #2
Hello
once again YuGiOh! community! It's taken a while to get to this point
of the guide, but every step thus far has been important to
understand how we must prepare for sideing. Keep in mind that I will
still be using my Spellbook decklist throughout this guide. If you
missed the decklist, stop here for a second and check it out on the
first segment in siding titled “YuGiOh! The Art of Siding #1”
where we went over the philosophy and mindset when looking at what
will be in your Side Deck, as well as, the preperations of your Main
Deck going into a major event.
Now
looking at our possible match-ups, what will give us the most
problems? As a Spellbook player, Karakuri can make Naturia Beast but
with our trap lineup, we should be able to prevent him from seeing
play. My bets are on Fire Fists and Harpies being the toughest and
most prominent pairings. It's important to note that we want to
prevent our opponent from playing YuGiOh! or doing much of anything
in games two and three; the idea is that if we can prevent them from
doing anything, we should sweep an easy victory. Also note, we want
to side cards that could effect a range of decks when putting your
side deck together! To start, how can we prevent Fire Fists from
playing?
Fire
Fist monsters need to have Fire Formation spell/trap cards to use
their effects, also, it's important to note that each Fire Formation
card increases the attack of all their monsters. Looking back at the
Auto-Side cards that I mentioned in the first artcle; Pot of
Duality, Torrential Tribute, and Bottomless Trap Hole, cards like
Fairy Wind and Overworked seem to be effective cards here that have
similar outcomes but better results! The idea is Chain-ability! A
card has Chain-Ability when it can be activated at any point of Game
State. The problem with Torrential Tribute and Bottomless Trap Hole
is timing. You have to use them in response to a summon, so replacing
them with cards such as Overworked and Fairy Wind help make dealing
with their plays a lot easier. You could be saying why not side
Effect Veiler instead? Wouldn't it cover a lot of our other
match-ups, including all the Fire Fist monsters? You are correct that
Effect Veiler is a great card at what it does, but the problem is the
-1 it creates. Now that the format has slowed down to where a
multitude of decks can grind once again, Veiler doesn't create enough
advantage that we would want. Sure, there are decks that can side
Effect Veiler effectively but it could be because they can't use
other cards in that particular match-up. Overworked used against Fire
Fist is, in a way, a lot like Effect Veiler, in how it would prevent
the effect from ever happening by removing the monster from the
field. Also, if multiple Fire Fist monsters are on board, we can
remove all of them, at any point, when a Fire Formation card is
faceup; similar to Torrential Tribute only we don't have to wait for
a summon and our monsters won't be affected by it! Now we see how
Overworked is good, what about Fairy Wind? As stated earlier, our
opponent needs Fire Formation cards to do plays, so now we have an
outlet of preventing them from gaining advantage. Seeing as to how we
need The Grand Spellbook Tower to recycle our Spellbook of Fate, it
is important to keep that in mind when we go to use Fairy Wind; we
could lose our Tower. So why not just side 3 Overworked and not use
Fairy Wind at all and rely on cards like Raigeki Break and Mystical
Space Typhoon to deal with the Fire Formation cards, if I were to be
playing Spellbooks? The answer lies in what they can side against
Spellbooks. Mistake and DNA Surgery are major problems that prevent
Spellbooks from making plays, and Fairy Wind helps get rid of those
issues at the cost of our Field Spell, should it be face-up. So
siding four cards, two Overworked and two Fairy Wind, in the Fire
Fist pairing, is there anything else we could comfortably side? With
the amount of removal our Main Deck has, possibly 1 Mystical Space
Typhoon rallying our side to look like this:
-1
Pot of Duality
-1
Bottomless Trap Hole
-1
Torrential Tribute
-2
Fiendish Chain
+2
Overworked
+2
Fairy Wind
+1
Mystical Space Typhoon
This
is what we are looking at siding for a Fire Fist match. But how do we
go about doing this correctly? Do we want to side in all 5 for game
2? Fiendish Chain is a great card that also prevents the effects of
their monsters, as well as prevents Bear from destroying a monster
and searching for a Fire Formation Spell/Trap. The answer is
preference and the outcome of game one. If I won game one with
relative ease, chances are I would not side in the third Mystical
Space Typhoon and keep one of my Fiendish Chains in for game 2. This
would allow me, if need be, to side the Mystical Space Typhoon in for
game 3. It's all on how comfortable you are with your side. Remember,
your Main Deck has a generally coverage of the overall Meta, and with
the assistance of 4 cards, it should be more than enough. Everything
is deck dependable, in that you will have to test and come to you're
own conclusion for the limitations of your deck. My goal is to find a
comfortable 4-5 card side for any particular matchup to avoid
over-siding.
Next
up, we have Harpies! Like before, we start with what Harpies do to
win, and that is prevent your backrow from affecting their pushes.
Harpies do this through their Field Spell, Harpies' Hunting Ground!
Now we have an issue seeing as to how I'm playing Spellbooks and have
an inherent responsibility of keeping my field spell active for as
long as I can. Next to that, Harpies have a spell card that can add
three Harpie cards that would keep them pumping out their plays, and
a trap card that can swarm the field for a mid to late game push!
Overall, I feel this will be one of my tougher matchups because
Spellbook of Fate doesn't do anything special that my traps can't do
and now I will have to continually play field spell wars to stay in
the game. But if I can prevent their field spell from seeing play and
prevent the pushes from Hysteric Party, I think I will be fine
staying ahead in the grind game. So going into games two and three, I
can definitely see Mystical Space Typhoon being a must here! Also,
what does their field spell do; increase their winged beasts attack.
So Overworked can put in some work here if my opponent were to get
ahead in the field spell wars and make pushes with Hysteric Party. So
there would be three cards to side in for our Auto-Side, what else
could we get in to help create advantage? Introducing my favorite
Side Deck card of the format, Mind Crush! Think about why this card
is good for a minute. In my case, I need to stay ahead in the field
spell wars and a way that Harpies get their field spell, is through
Harpie Queen! Since Harpies try everyway possible to get Hysteric
Sign to go off, we can allow it to happen, then after they add Harpie
Queen to hand, we can remove the threat entirely or remove any of the
other monsters should we be prepared for Harpies' Hunting Ground.
That rallies together 5 cards to meet our goal of siding 5 effective
cards to make our side like this:
-1
Pot of Duality
-1
Bottomless Trap Hole
-1
Torrential Tribute
-2
Fiendish Chain
+2
Mind Crush
+2
Overworked
+1
Mystical Space Typhoon
Going
into this match-up, I would probably side all 5 cards for both games,
seeing as to how Fiendish Chain is probably going to get destroyed by
Harpies' Hunting Ground before I could use it. This would maximize my
Chain-Ability and provide a solid backrow to prevent the field spell
from ever seeing play. That is my approach to beating Harpies and I
would advise you to do the same. One benefit of this match-up is that
Mistake puts my opponent at a disadvantage as well, but doesn't hurt
them as much as it hurts me. DNA Surgery would probably come in as
well, so I would have to watch for these sides as I use Mystical
Space Typhoon on the activation of Harpies' Hunting Ground, saving my
Spellbook Tower.
Next
up, we have Hieratics. This deck has been on the rise, with the
support of the Dragon Rulers, due to the OTKs the deck can produce.
If that isn't enough to kill off your deck, this is where the Dragon
Rulers come in to continually grind you out of resources. Now this
deck is very interesting but lacks what a lot of other tiered decks
have; which is stability. The deck does provide a solid and
consistent OTK effort, but has nothing for your attacks on the deck.
So if you can break key parts of the plays, you can effectively kill
the deck with one or two cards. Probably the best support the deck
has is a surprise attack from Wingbeat of a Giant Dragon. This card
is effectively a Heavy Storm and enables the deck to OTK, but
understanding Card Interaction will allow us to overcome this play.
Wingbeat requires you to return a level 5 or higher Dragon type
monster to hand; also, it is important to note that there is no cost
in the activation of Wingbeat. Meaning that if we can get rid of the
monster first, then our spells and traps would be safe! Now that we
have a clue of what the deck can do, what are we going to side
against them? Right off the bat, Maxx "C" comes to mind.
The deck does so much Special Summoning, the deck could probably
cause you to deck out before you start your turn, but chances are
this will not happen. Also, when speaking of OTK decks, cards like
Battle Fader and Swift Scarecrow come to mind in stopping attacks
from going through. But I'm going to go for a slightly different
approach. This is where correct deck building and understanding Card
Interaction comes into play.
In
my deck list I run a lot of draw and search power, whether it is
through Tower, Reckless Greed, Pot of Duality, Spellbook of Secrets,
or Spellbook Magician, I should never have a want for a card that I
need. You may be running three Upstart Goblin or similar cards for
getting draws. What does Maxx "C" really do? It puts your
opponent in a position of either allowing you to continually draw
cards or stop plays. When thinking about siding cards like Maxx "C",
for instance, you open the list a little more of what can be sided
out. As stated earlier, when you go to side out of your deck, you
want cards that have similar effects, but better outcomes; Pot of
Duality, what does it do? It grabs one of the top three cards of your
deck at the cost of you Special Summoning. Assuming I have a World of
Prophecy play following a massive push from my opponent, Pot of
Duality becomes a "dead" card in my hand. The idea behind
Pot of Duality is to maximize consistency; wouldn't Maxx "C"
do the same, as well as prevent massive pushes, and if the opponent
would take the Maxx "C" Challenge; also, it would increase
our chances of drawing into a hand trap to prevent the attack!
So
we know of one weakness Hieratics have, is there anything else that
could put them at a complete stop? Most of the main plays consist of
using Atum to Special Summon a monster from the deck and using the
Hieratics themselves to Special Summon a vanilla dragon. The main
thing to note is the vanillas. Hieratics require a vanilla dragon to
be available in the hand, deck, or graveyard to make plays; also, the
attack and defence of these monsters, once special summoned, are 0
atk and 0 def. My plan of attack on this deck is to completely remove
the vanillas from play. This would hopefully prevent any of the
shenanigans from ever happening and force them out of plays. This is
why I feel the deck isn't going to be that stable; Maxx "C",
D.D. Crow, Spellbook of Fate, and Chain Disappearance completely kill
the deck. So moving on, how can we side against this?
-3
Pot of Duality
-2
Fiendish Chain
-1
Bottomless Trap Hole
-1
Breaker the Magical Warrior
+3
Maxx "C"
+2
Chain Disappearance/D.D. Crow
+1
Starlight Road
+1
Tragoedia
That's
a massive seven card side! Is that much really necessary? In short
it's not really siding seven cards. Referring back to Card
Interactions, you are really siding 4 cards. Maxx "C"
replaces Pot of Duality with more of a defensive approach that in
this particular matchup, does a better job than Pot of Duality. The
goal here is to prevent an OTK and if the opponent chooses to push
through, hopefully draw into Tragoedia to stop the massive push and
prevent further damage. Tragoedia lost a lot of play due to players
fearing a Main Phase 2, Number 11: Big Eye, turning Tragoedia into a
Dracossack summon. This format I feel that play is going to rarely
happen and no one is going to be able to steal Tragoedia from you,
giving you a massive monster that is going to be terrible to deal
with. I'm currently in debate for Chain Disappearance and D.D. Crow
in my side deck. Inzektors seem to be gaining a rise in popularity
and in this particular matchup, when Atum or any of the Hieratics
summon a dragon, following the tribute, it's attack is 0 and I can
then look through and banish all copies of the monster with Chain
Disappearance. Seeing as to how I'm playing Maxx "C" and
hand traps seem to be safer in the Hieratic match-up, I feel D.D.
Crow is going to win out, due to Chain-Ability. Also, it has an
effective answer for an array of decks. Starlight Road is to answer
Wingbeat of a Giant Dragon. I feel that Hieratics are going to need
to successfully get that card off to get through my massive backrow.
The overall goal is to prevent Wingbeat of a Giant Dragon from
blowing up my backrow, as well as give me a Stardust to prevent
further use!
That
concludes this article in side decking! I hope you take notice of
what cards are being sided in and out going into games two and three.
Just remember the rules of building your Side Deck! Try building your
Main Deck to accommodate a 4-5 card side out. Once you have the main
deck prepared and understand the card interactions, you can now move
towards the steps of finding answers for your prepared Meta. Thanks
for reading and I hope I helped a lot of players understand, The Art
of Siding.
Mike
Centers
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