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.