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Snype's Haxfactory
June 3, 2014

All About the Hands

NEW BEGINNINGS

 

Welcome everyone to my first article as a Pojo featured writer! Many of you may be familiar with the name SNYPE from the Pojo Yu-Gi-Oh! Forums and others may have heard of my YouTube channel thehaxfactory. If you aren’t familiar with either that is okay, but in that case I’ll give you a brief introduction before getting into the meat of this article.

 

A little over 10 years ago when I was still new to competitive Yu-Gi-Oh!, I came across a site by the name of Pojo. During that time, I would lurk on the main page and read articles by the early greats such as: Jae Kim (JaeLove) and Evan Vargas (sandtrap). It was their articles that inspired me in my early years as a competitive player.

 

Of course, things have changed quite a bit since then. I became a much better player and a judge with over a decade of competitive experience under my belt. I was drawn into the YugiTuber movement where I could share the things I’ve learned directly with other players. Now things have come full circle, I am finally able to carry on the torch of those people that I looked up to years ago and provide a new generation with content.

 

HOW HANDS HAVE AFFECTED THE META

At this moment in the Yu-Gi-Oh! TCG, Fire Hand and Ice Hand are present nearly everywhere you look. They have spawned discussion after discussion on the forums and even a month after release many players still do not know how to approach the Hands. I cannot discredit those that would say that the Hands have had an affect on the game, though I personally do not believe that they have had a harmful affect.

 

Players are finally learning how to play around the Hands and it has led to a pretty unique situation in Yu-Gi-Oh!. For the first time in as long as I can remember, people are being forced to play their monsters in defense mode in order to make their plays safer. This is not playing defensive for the sake of defending your life points, but making aggressive plays where they choose to play their monsters in defense position to avoid playing into common threats. A very common example of this is summoning Number 50: Blackship of Corn in defense mode for dealing with threats that are already on the board while dodging future threats such as the Hands that your opponent may have access to.

 

A PARADIGM SHIFT IN YU-GI-OH!

 

Many people seem to think that everything changed with the release of the Hands. However, this shift actually began months before with the release of Number 101: Silent Honor ARK. The threat of having your special summoned monster stolen with a Silent Honor ARK was already great enough to make some people consider the battle position of their monsters for fear of being punished. The Hands are merely an extension of that same paradigm shift.

 

Essentially, what I am trying to say is that Hands have added an additional layer of skill to the game that was technically always present but rarely required utilization until recently.

 

HOW TO PLAY AROUND THE HANDS

 

Unless you are prepared for the Hands, it is quite possible that they could single-handedly defeat you. The most important way to prepare for the Hands is to know how to play around them effectively. Strangely enough, a valid option to play around the Hands is to wall them out with a monster with high defense and wait for a better answer. In fact, Traptrix Hands’ inability to play around Geargiarmor is typically credited as the main reason why Geargia had so much success at YCS Philadelphia.

 

This has quickly lead to Maestroke the Symphony Djinn once again becoming one of my favorite rank 4 options. In a standard rank 4 extra deck there is only one reasonable out to Maestroke and that would be Blackship of Corn. If you are able to protect Maestroke from Blackship, it is quite possible that he will sit on the field in defense position for the entire duration of the game.

 

One thing to consider is that the variant of Traptrix Hands that does not use Artifacts plays a Neo-Spacian Grand Mole in the main deck, so that will be another viable out to Maestroke.

 

That being said, once you have set up your wall your opponent will be forced to answer it. This moves you into what I call the Wiretap battle.

 

THE WIRETAP BATTLE

 

During this point of the game, both players will likely pass play back and forth attempting to draw an out. For many decks the main goal will be to successfully summon Abyss Dweller to shut the Hands down. Traptrix Hand decks are now playing two copies of Wiretap, which will make this portion of the game a little tough. This is why it is nice to start this portion with a reliable defender, if a play fails you will still have something to fall back on. That being said, it is still often safer to try and make sure you have your own Wiretap before you attempt your play.

 

An interesting note about the mirror match is that it is quite possible that both players will end up sitting on Hands as their defenders, which will make the majority of the mirror match a Wiretap battle.

 

This portion of the game may get a little boring to some people, but don’t play sloppily during the Wiretap battle, the winner here may end up sealing the deal and taking that game.

 

COMMON OUTS TO THE HANDS

 

As long as you are playing against the Hands properly and you have a decent number of outs in your main deck and extra deck you should rarely see more than one or two Hands activate in any given match. My favorite outs will be listed below:

 

-Dimensional Prison/Memory of an Adversary

 

Most decks should be running two copies of Dimensional Prison during this format. Dimensional Prison has the benefit of dealing with a lot of the hard to answer monsters in the game right now. Though if your meta is particularly Bujin heavy you may want to consider running Memory of an Adversary instead due to the fact that it does not target.

 

-Macro Cosmos/Dimensional Fissure/Soul Drain

 

These cards are very good and several decks side these cards, but it’s quite possible that your deck will not be able to side these if they are too grave reliant which leads me to the next two cards.

 

-Debunk

 

This is a counter trap that stops cards from activating in the Hand or graveyard. It has a lot of very good uses against a lot of important match ups, but it will only stop one effect meaning that this may not be as relevant when Shadolls arrive in August.

 

-Different Dimension Ground

 

Different Dimension Ground is a chainable one turn Dimensional Fissure. Due to the nature of this card you can actually run it in graveyard reliant decks. Shadolls have already started siding this card in the OCG because it is essentially a blow out card in the mirror match. Unlike Debunk, Different Dimension Ground will last for the whole turn, basically shutting off all grave reliant plays for that turn.

 

-Nobleman of Crossout

 

Often times you can easily end a Wiretap battle with a single Nobleman of Crossout. Nobleman banishes set Hands, while also managing to be relevant in a lot of other common match ups like Geargia. It is a highly suggested side deck card.

 

-Mind Control

 

This card can be even more effective in the Wiretap battle than even Nobleman allowing you to steal a Hand and go straight into a rank 4. Honestly, if you can make use of level 4 monsters, I would probably main deck this card.

 

-Soul Taker

 

Soul Taker can make the Hands miss timing, but because of how slow the Wiretap battle can be and the fact that Hands are often set, there may be better options than this.

-Ryko, Lightsworn Hunter

 

Ryko can also make the Hands miss timing, but unlike Soul Taker it can hit set monsters. Ryko isn’t a terrible option considering how slow the Wiretap battle can be.

 

-Abyss Dweller

 

This has been a popular rank 4 option since it was released, though it is probably more important now than it has ever been. This card is the main focus of most Wiretap battles and should be run at two in the decks that can make it.

 

-Number 50: Blackship of Corn

 

Due to the fact that this card sends a monster to the grave without destroying it, it is a solid out to Hands as well as many other durable threats (such as Maestroke and 101). I’m actually considering bumping this card to two copies in my own deck because of how relevant it is in the match up.

 

-Evigishki Merrowgeist

 

This is a really uncommon option for rank 4 but still a fairly decent one. Merrowgeist shuffles any monster it destroys in battle back into the deck instead of sending it to the graveyard. This will prevent any of the Hands from activating, though it’s reliance on battle ensures that Blackship is still the better card.

 

-Armades, Keeper of Boundaries

 

Armades prevents the activation of effects through the end of damage step which prevents the Hands from activating at all. Unlike Merrowgeist this card cannot be hit by your opponent’s Dimensional Prisons meaning it’s reliance on battle is not as much of a problem.

 

CONCLUSION

 

My goal is to make certain that every person that reads this article in its entirety will feel comfortable playing against the Hands the next time they see them. The Hand match up is very winnable but it can seem quite impossible if you do not know how to play around them. Just remember, defense position is safe and avoid being punished at all costs. Of course, nothing can ever beat your own testing. If you are having problems get a group of friends together and test. Even a couple of hours of testing can make a difference in how you play.

 

If you liked this article keep checking back as I plan on writing one article a week. You can also find me on YouTube at: http://www.youtube.com/user/thehaxfactory. Have a nice week everyone and good luck!

 


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