I’ve never quite understood why Patrick Hoban can generate
so many irate comments when he writes about Yugioh. While I don’t agree with everything he says,
the man’s game has earned my respect and I have become a regular reader of his
writing. However, this time I found more than a normal share of Yugigold in his article on side-decking.
Once you get past his rather convoluted writing style, he
makes an excellent point: Don’t side so
many cards into your deck! You spent hours play testing card choices, why
would you want to destroy the synergy of your deck by swapping out 6, 8, or 10
cards? Let your ____ be _____ . Feel free to fill in your favorite
archetype.
With this inspiration and a generous amount of influence
from ssjason19 (a.k.a my favorite yugituber), I present my tips on
side-decking.
1.
Side in
kick ass cards only: My definition
of a kick ass card is one that you wouldn’t mind seeing three copies of on an
opening draw. Suppose you’re playing
Karakuris and you open with three copies of Maxx C. That’s pretty kick ass! Suppose you open with three copies of Mind
Crush. That’s pretty ass kick. The cards
you side in should be better than
your main deck cards. Why would you play
them if they weren’t? Believe me, people
do.
2.
Side in
cards for the deck they have and not the deck you think they will have: Even among elite players, most doolists do
not side in three copies of a card (triples). For example, I looked at all the top decklists
entered on TCGPlayer from either the ARG circuit or regionals. There were a total of 54 decks. Each side deck had, on average, 8.9 ± 1.7 different
cards. In other words, most of the sided
cards were either singletons or doublets.
You may really hate System Down, but how frightened should you be when
people have (at most) only 1 or 2 copies in their side? In fact, many of the singletons
simply filled out the main deck. But
that’s the point! Be wary of the main
deck not the side deck.
I suspect that this diversity reflects the
meta in general. I haven’t done this analysis
for other metas, but you would probably find a lot more triples when you have
only 1 or 2 top tier decks.
Of course, triples were played. The most common triple in the side deck was
MST (30.4%) followed by Royal Decree (12.5%), Mind Crush (10.7%), XYZ Encore
(7.1%) Electric Virus (5.4%), and Skill Drain (5.4%). Which of these cards would you change your
playstyle for? Which would you side in
counters for? You would probably be wise
to side in MST if your deck is susceptible to a continuous trap or spell
card. But it makes little sense to side
in more than MST since your chance of seeing a Shadow-Imprisoning is really
low. If your opponent only has two to
side in, the chances of drawing the card are low and not worth messing with
your build.
Personally, I side in 3 MSTs for decks that
will play Skill Drain. I usually take
out 3 copies of Trap Stun against “trap light” decks and 3 copies of Forbidden
Lance against “trap heavy” decks. The
change is seamless and does not disrupt the deck synergy.
3.
Side
in triplicate: How many times have you heard “Man, I didn’t draw any of
the cards I sided in.” What did you
expect if you only sided in 1 or 2 copies of a card? If you want to get an idea of how hard it is
to draw a singleton, look at the singleton traps in your deck. How many games do you play Compulse or Solemn
Warning? Once every 4 or 5 games? Now side in 1 card and hope to draw it in 1
of 2 games.
As I mentioned above, even the best players
don’t keep triples in their side deck. 20.7%
of the side deck was dedicated to three copies of a single card. That suggests that about 80% of the time,
your opponent is siding in a card they probably won’t see.
4.
Choose
side deck cards based on meta groups not meta decks: Of course, everyone is struggling a bit
to choose side deck cards. I try to
simplify the process by looking at the following characteristics of the current
meta decks:
a.
TRAPPING: Some decks rely on traps a great deal,
others not so much. Of the 54 decks that
I looked at on TCGPlayer, 48 were listed more than once. Of these the average number of traps per deck
was as follows*:
Chain Burn
|
18.5
|
EvilSwarm
|
13.3
|
Blackwings
|
13.0
|
Fire Fists
|
9.0
|
Spellbook
|
8.6
|
Constellar
|
8.5
|
Dragunity
|
6.2
|
Dragon Variants
|
5.3
|
Hieratic
|
1.0
|
When I put these numbers together, I was a bit surprised at what I
found. For example, Spellbook players
seem to be using more traps now than they did last format. Their trap numbers are similar to Fire Fists
and Constellars. With the exception of
Evilswarm and Black Wings, these numbers are lower than I would have
guessed. It has led me to reconsider how
many “anti-trap” cards I will use.
b.
SWARMING: It’s a little harder to put a number
on swarming but the decks that do so are pretty well known. Dragons, Dragunity, Hieratic, and Karakuri
are all spam happy decks.
c.
EFFECTING: These are decks that rely on effect
monsters. Fire Fists and Constellars are good examples of decks that fall hard
to effect negation.
Most Yugioh decks can be thought of as made
up of different proportions of these three factors. Cards that stop these effects are pretty well
known. Maxx C stops the swarms; Trap
Stun stops the traps; and Veiler or Skill Drain stops the effects. If you have means of dealing with these
attributes, you are probably in good shape.
So
in an effort to take my own advice, the side deck for my Gears includes: Veiler
x 3, Debunk x 3, Rivalry x 3, Gozen Match x 3, MST x 3. If you would like another example, look at
Paul Cooper’s Hieratic deck.
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