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TheMcShakeAlchemist (Sean
Handy)
on Yu-Gi-Oh!
Road to the WCQ #4: Playing Dirty?
May 4, 2012
"Do, or do not, there is no try."
-Yoda
What better way to start an article than a quote from a
Jedi? Today's article is about what many people may
consider 'playing dirty'.
"What do you mean playing dirty?"
It's what many people call head games, reading, or bluffing,
but today, we're going to call it Jedi Mind Trick-ing, or,
Jedi-ing, for short.
"But Sean, I love Star Wars, what do you mean playing
dirty?"
Many of the tactics I'm going to talk about today are things
that are frowned upon by some of the more casual players,
but, used to great success by many competitive players in
all kinds of games, be it Yu-Gi-Oh!, Magic: The Gathering,
Chess, Poker, hell, some of them are used in job interviews.
Whether you agree with the use of Jedi-ing or not, it is
best to at least know what is going on in the game so you
know how to defend against it. Here are some of the
most common ways to Jedi your opponent into giving out
useful information, making incorrect plays, or even throwing
the game to you.
Jedi Mind Trick #1: What do you think about x-deck?
Why is this helpful?: Generally when you sit down to
play someone at a bigger tournament, you have no idea what
they are playing. It is also safe to say, that you
play differently against different decks. Against
Inzektors, you probably don't want to set that mirror force
on turn 1. Against Wind-Ups, you probably don't want
to leave too many of your cards in your hand.
How do you do it?: Generally, for this to work, you
need to have a pretty good idea of the format, its matchups,
and the decks within it. If someone complains that
they're x-1 and they only lost because they had to play
against Dragons, it wouldn't be a bad bet to put them on
Rabbit. It has a horrible matchup with Chaos Dragons
and is otherwise considered the 'best deck'. Another
example is starting off the small talk with "Hey did you see
X-player's list of Y-deck?" Generally they either
didn't see it, or, there is a strong chance that they have,
and they'll give their input about it. A solid 50% of
the time they'll give away their deck right there, with a
comment such as "Yeah, if you wanna win today you should be
playing it." or, "I think it has a bad matchup with Z-deck
so it probably won't do that well".
Jedi Mind Trick #2: Push for game? Mirror force.
Why is this helpful?: You can literally make your
opponents attack into what may obviously be a Mirror Force,
Dimensional Prison, Gorz, etc. Those cards all speak
for themselves in power level.
How do you do it?: If you opponent is thinking about
attacking, give em a nudge in that direction. Reach
towards your pen/paper, your calculator, or other means of
keeping life and ask if they are attacking. If/when
they do attack, BAM, it's too late. Generally if
people get caught up in the moment they'll think less, play
faster, and play more, if you reach for your calculator to
seemingly change the life, they'll assume you're taking it.
If you haven't taken the damage yet, it is still completely
legal to activate Mirror Force*.
Jedi Mind Trick #3: 3 darks?
Why this is helpful: I was watching the top 4 of a
win-a-mat and both players were in topdeck mode of a pretty
tight game. Both players were also at 2000> lifepoints
(Solemn Warning was at 3 at the time). I don't
remember the exact matchup, other than the guy who won was
playing Blackwings. He drew his card for the turn
(Mystical Space Typhoon), checked his graveyard, fanned it
out, and looked his opponent and said "3 darks in yard,
good?" His opponent scooped. This is obviously
just a form of bluffing, as the Blackwing player didn't
really have Dark Armed Dragon, but, he also never said that
he did. He just topdecked, looked at his graveyard,
and showed his opponent 3 dark monsters. His opponent
assumed that meant Dark Armed Dragon for game, and scooped
up their cards.
How do you do it?: Most of us know how to not
necessarily be truthful [lie]. There are certain ways
that you can, and certain ways that you cannot do it.
1. You CAN play as if you have a certain card (announce
three darks)
2. You CAN represent other cards (ask to check your
opponent's graveyard, as if you have a Monster Reborn)
3. You CANNOT lie about the number of cards you have in
hand, deck, or graveyard
4. You can ask your opponent hypotheticals (So if I have
Solemn Judgment down I win, right?)
On the other side of the coin, don't scoop if you think your
opponent has a card. Make sure that they actually have
it. It seems obvious, but, again, some people just
assume that thy've lost and want to ragequit. There's
an old saying "If you've fallen off of the mountain already,
you might as well try to flap your arms and fly."
Jedi Mind Trick #4: You play # of this card, right?
How does it help?: If your opponent has two effect
veiler in their graveyard, and you know they only play two,
you don't need to worry about playing around effect veiler
anymore.
How do you do it?: This goes hand in hand with the 1st
trick at the top in early-game small talk. "It's so
crazy that you have to play triple-veiler in everything this
format. It's just so fast." It could lead to
them agreeing with you, or, such a response as "I don't
know, I couldn't find room for the third one." or "That's
what you think, I don't even play it!".
Jedi Mind Trick #5: These aren't the droids you're
looking for
How does it help?: This is literally the hardest of
all the Jedi Mind Tricks. You basically control the
flow of the game by talking your opponent through all of
their moves, good or bad. You can make your opponent
do the completely incorrect plays, simply because you told
them they are the correct plays. I've done this myself
tons of times. You'd be amazed at how well it works.
How do you do it?: The whole game, just say the plays
just before they make them, in order to lull them into
thinking you're just trying to speed them up to get to the
end faster. For example, if they summon Rescue Rabbit
and you only have Mirror Force facedown, just say something
as they summon Rabbit, "Okay, you got it, remove for
Kabuzauls?" Generally they will then remove the Rescue
Rabbit for Kabuzauls. Then, have something that makes
them feel good about their gameplay. "Well, you know I
don't have Bottomless Trap Hole, guess you go Dolkka here in
order to negate my monster effects next turn. I'm so
screwed." Generally, this will warrant them going into
Dolkka for a plethora of reasons.
1. Everything else you said is obviously correct, why isn't
this?
2. You said a smart player would go Dolkka, they also said
you were a smart player, so, if A=B, and B=C, then A=C,
right?
3. The evidence presented made Dolkka the correct choice.
When they attack into the Mirror Force, they will probably
become more careful, and you can generally only lead them to
blatantly misplay between 1 and 3 times per duel without
them becoming too wary of anything you say, so, use these
'misplays' wisely. You generally have to set up the
entire game for any of these to work, even saying things as
simple as "Run over my Stratos with your Laggia, and set
something?" More than likely, they will set something
Main Phase 2, so, it is safe to include that on the end of
attacks like that.
Those are just a few of the mind games that you can play
with your oppoenents in-game. Some people may think
them immoral, but, just like building your deck, mind games
are a part of tournament play, so, be ready. There is
no reason to give your opponent more information that you
have to give them per the rules (cards in hand, graveyard,
etc.). If you have any questions, or, heck, just wanna
use caps lock and shout at me for my opinions on Jedi-ing
people, feel free to contact me:
email:
andro_sphinx@yahoo.com
twitter: @Paper_gangsta_
facebook: facebook.com/shakezilluh
pojo forums: themcshakealchemis (no T)
youtube: themcshakealchemist(with a t)
Thanks a lot for reading! I'd love to talk to anyone
about the game!
Never stop learning
Sean Handy
The McShake Alchemist
*As long as the game hasn't already progressed to the
damage step
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