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