The power to side deck- kumar

Hello Cliff the trap remover here trying to get all of us original deck users a little better leeway in the tournies. I personally run an offensive Gravity Bind deck, which isn’t too common in the Meta game. As you all know (if you are going to the tournaments) the two big decks right now are hand destruction and beat down. Soon anther big style will arise: Chaos. These decks will burn you with Chaos Emperor Dragon, pummel you with the soldier of chaos, and lock you with yata. The worst part is that these monsters are very easy too bring out. To stop these decks consider putting in these cards in your side deck:

 

To stop a chaos deck:

“Big burn”-When a graveyard is targeted remove all cards in both grave yards. This will stop all Chaos decks in there tracks.

“kycoo the ghost destroyer” – your opponent cannot target any grave yards while this card is face up on the field. When this monster dose damage to your opponents life points, remove 2 monster cards from their grave yard. Kycoo will also stop chaos decks in there tracks. When you do damage also you can remove light and dark monsters so your opponent can not get the chaos monsters out even if kycoo is dead. The only problem with kycoo’s first effect is keeping him alive from basic 1900s like Archfiend Soldier.

 

To stop a beat down:

“Gravity Bind” Any monsster with 4 or more stars cannot attack. Stall, stall, stall. It will give you more time get out of a tough spot. Use this if you can get rid of it when it gets in the way. Don’t use if lets say you run a Chaos deck. Beware of jinzo.

Waboku Any damage inflicted by an opponent's monster is decreased to 0 during the turn this card is activated. This will let you stall. Period. Great if you’re opponent is always on the offensive. Great almost all the time. If you refuse to run 3 in your deck all the time then at least side deck the amount you are not using.

Thunder of ruler Activate this in your opponents stand by phase. Your opponent skips there battle phase. Stall again. The only problem is that you have to know when to activate it. Will your opponent summon a monster this turn? If not then you wasted the card. But it still stalls.

 

Shadow spell - Select 1 face-up monster on your opponent's side of the field. Decrease the ATK of the selected monster by 700 points. The monster cannot attack or change its battle position. When the selected monster is destroyed or removed from the field, this card is also destroyed. It will stop a strong mon for a turn and weaken them and finish them off. Not too good though.

Cyber Jar- Flip: Destroy all monsters on the field (including this monster). Both
players then pick up (not Draw) 5 cards from the top of their respective Decks and show the cards to each other. Immediately special summon any Monster Cards of Level 4 or lower among them on the field in face-up Attack Position or facedown Defense Position. The rest of the cards picked up are placed in the player's hand. Wipe out the field. Speed up your deck and kill monsters like jinzo or Airkinght.

 

The main tactics to stop these decks until you do what you need to do. Chaos deck? Get the pieces in the graveyard and pull out CED or any other chaos monsters. Burn? Toss in sum extra thunders. It’ll give ya some more stalls that could give ya the win. Even beat downs have to go on the defensive sometimes. Another tactic with these decks is field destruction. Wipe out one of there best fields and the duel could be yours. Monster removal also helps. Snatch steal or noble man of cross out and go for the direct attack.

 

 

 

And finally hand destruction:

 

Fissure- destroys one opponent’s face-up monster with the lowest attack points. The strategy is not let your opponent get Don or spirit reaper to stay on the field and get rid of your precious hand.

 

Nobleman of Crossout - Destroy 1 facedown Monster Card and remove it from play. If the monster destroyed has a Flip Effect, both players must remove all Monster Cards of the same name from their respective Decks and remove them from play. The Decks are then shuffled. Remove your opponent’s spirit reaper or mystic tomato.

 

Magic Drain - You can activate this card when your opponent activates a Magic Card. If your opponent cannot immediately discard a Magic Card from his/her hand, negate the activation of the Magic Card and destroy it. Stop those forceful sentries, delinquent duo,  and confiscation.

 

Solemn judgment - Pay half of your Life Points when your opponent either activates a Magic or Trap or summons a monster (including Special Summon) to negate the action and destroy all the cards involved. STOP YATA! DEAR GOD STOP YATA! Get rid of that pesky bird at all costs! Pay half your LP to keep the duel going. This card will save you.

 

Well that’s all folks. If you have any ideas to add then email me. Disagree email me and tell me why. PS: everyone stop calling jinzo decks control. The only real control are hand controls and real field controls.

 

Author :Kumar                        Email: clifftrapremover@aol.com