Subject: Yu-Gi-Oh Top 10 List - Top 10 side deck cards for beatdown decks
top ten side deck cards for beatdown players.
 
10. Kycoo the Ghost Destroyer
tired of twelve year olds tossing bazoo on you? tired of getting your big walls flipped just so they can be skull laired out of existence? with the current prevalence of these two cards - kycoo is a must in any side deck, if not the main deck. also makes for a great way to lead into a fiber jar.
 
9. Exchange
take your opponents' exodia heads and put them in the safest place in the game - your hand. if possible play this card after emptying out your hand of all but a two tribute monster. let's see exodia boy keep two tributable monsters (NO GOATS!) in play long enough to use your big dragon. for exodia players - exchange gets you your head back...
 
8. Soul Release
thin out that graveyard, defuse skull lair, starve bazoo, and make bringing that left leg back at least a two-step process. you just dark-holed those annoying clowns off the field and you need a next move - simple: play soul release, toss the clowns, and fiber to reset the game. unless, that is, you're afraid of an army of magicians of faith...
 
7. Skull Lair
i know, i know... my thinking is normally that a profusion of shiny new foil fiber jars will kill this card and make removing cards from play a big no-no but, c'mon. if your opponent is playing relinquished, yata, angel, or whatever - skull lair is great for stopping weenie strategies dead in their tracks.
 
6. Royal Command
magician of faith? no. fiber jar? no. cyber jar, morphing jar, penguin soldier, man-eater bug? no, no, no, and no. i've played enough people with mega-flip effect power to know this card needs to be in the side deck. just remember to play this thing BEFORE the battle phase.
 
5. Fengsheng Mirror.
not only does this allow you to toss your opponents' yatas, rabbits, and priests into the graveyard with no cost, but you get a free look at their hand! c'mon - that's gotta be worth some lifepoint cost, right? but, NO! it doesn't cost a thing. until you know what they're running, this card is hand clog, but the second you see the bird - this is a free confiscation.
 
4. Asura Priest
bye bye scapegoats. tired of exodia and destiny players throwing waves of colorful, furry annoyances at you? try this card with a fairy meteor crush combo. big boom. this is also the perfect card for that turn you break the gravity bind. clowns will be dying so quickly you'd think a bomb had dropped on the big top.
 
3. Dust Tornado
alright, not everyone plays imperial order like i do. some people just use it as a free magic jammer and then toss it. but certain people, like us one turn killers and exodia types like paying a measly 700 LP to strangle the game. with the mst chain - you have one chance to break this hold, dust tornado gives you some more leverage. sure, kill gravity binds and whatever else, too - but its ability to end the IO lock is why it's here.
 
2. Nobleman of Extermination
it can only hit face down cards and, while it destroys magic and traps, only gets its bonus against traps. so why bother even keeping this card around? gravity bind, time seal, robbin goblin... anyone who plays these traps usually plays more than one. a clown deck without gravity bind is just lunch meat. exodia players use it, too. time seal can chain and get one off, but that's it. while generally useless against beatdown players, this card can seriously short circuit weenies(gravity bind), disruption(goblin and time seal), and fisherman(tornado wall) decks. with one blow, completely change the face of the game.
 
1. Possessed Dark Soul.
in my humble opinion (which is rarely humble and i don't consider it an opinion) this is the MOST UNDERRATED CARD IN THE GAME. translation controversy aside, this card can be a huge gamebreaker against so many deck types. sure it has to be sacrificed (like xforce) but it steals ALL level 3 and lower creatures. so what you say? level 3 or lower creatures include relinquished, dream clown, maurading captain, angel, almost any token (please, no, don't take my goats!) and i'm sure you know some more. what's better: you take them until they are destroyed or removed from the field. no opponent benefit like snatch steal, no one turn wonder like change of heart. if you don't have enough spots for all of your opponents' weenies - the rest are destroyed. it almost makes it worthwhile to keep that gravity bind out there.
 
Ron(kcorpfanboy)
lazarus@waspnest.net