Who needs a Side-Deck?

Who needs a Side-Deck?
Andrew Mueller
URjustSOL

It’s not often that I get the question “What is a Side-Deck?” anymore. Most players in the tournament scene understand what a side-deck is. Unfortunately, many duelists either haven’t properly prepared their Side Deck or they’re not properly utilizing it. In this article I’m going to tell you what a Side Deck is, how to use it and what you should put into it.

What is a Side Deck?
Here’s the official language from the Upper Deck Yu-Gi-Oh! booklet (or website) concerning the Side-Deck:
- In addition to your dueling Deck, you can also have 15 additional cards in a separate pile known as the Side Deck. The Side Deck allows you to modify your Deck to better suit your strategy during a Match.
- Between Duels, you can exchange any card from your Side Deck with any card in your Deck - as long as you end up with the same number of cards that your Deck began the Match with.
- The Side Deck you create must contain exactly 15 cards at the beginning of a Match. In other words, if you don't have enough cards to create a 15 card Side Deck, you cannot use one at all.
- In any Match, the Deck and Side Deck combined cannot contain more than 3 copies of the same card. Also, be aware of Forbidden and Limited Cards.
I had to chuckle a few years ago when I played a young boy who would draw one card from his Dueling Deck, then one from his Side Deck every draw phase. It wasn’t an important game so I really didn’t notice till his 3rd turn when he had a full field AND a full hand. I watched to see where he was getting all his cards from.

I think it’s extremely important to remind everyone that the Side Deck is for use in-between duels. That is, you cannot alter your Dueling Deck until after the first duel. What this also means is that after each match, you need to return your Dueling Deck to its original condition. That is, remove any cards from your Side Deck from your Dueling Deck.

How do you use your Side Deck?
You can design your Side Deck to perform a few different things. Here’s a few of them:
- Counter your opponent’s Dueling Deck.
- Change your entire Dueling Deck’s focus.
- Replace specific cards in your Dueling Deck that you’re positive your opponents will Side Deck to defeat.

I personally ONLY use my Side Deck to defeat specific deck types my opponents may play that my Dueling Deck may be weak(er) against. While some of the other Side Deck uses have *some* validity, I firmly believe that my current Advanced Format Regionals deck matches up spectacularly against all but 2 other deck types. I have 5 cards in my Side Deck to combat one of those decks and 13 cards in my Side Deck to combat the other. Yes, there is a 3 card overlap. Don’t you just LOVE multi-purpose cards?

One of the other Side Deck types changes the focus of the deck. I once had an Exodia deck that I could turn into a Beatdown deck. While this sounds like an awesome idea, and amazingly it did work a long time ago, it is not a viable option in today’s environment. Why? Because there are so many more quality cards and so many more quality decks being run in tournaments. Burn, Hand-Control, Warrior Beatdown, Warrior/Chaos, Exodia and Field Control decks have all made Top-8 and Top-4 in Regionals held since October 1, 2004.

Replacing specific cards in your Dueling Deck that you are sure your opponent will Side Deck to defeat is actually a good idea. Let’s say you had a random Wave Motion Cannon or two in your Beatdown deck. Let’s assume you even got to fire each one off for a few thousand points of damage. What about game 2? I can assure you that your opponent will bring in cards like Dust Tornado, Mobius, Magic Drain and maybe a few other Spell/Trap removal cards. If your deck doesn’t depend on Wave Motion Cannon, and you’re sure your opponent will side cards in to defeat it, a smart move would be to replace those two wave Motion Cannon’s with two Jar of Greed Trap cards. This won’t change your Monster to Spell/Trap ratio, and may trick your opponent into wasting his removal on a card you’ll be able to chain and get the effect of anyway.

What should you put into your Side Deck?
I’m going to approach this with the assumption that everyone is going to approach their Side Deck the one way with the promise of the biggest payoff: Side Deck to defeat specific deck types my opponents may play that my Dueling Deck may be weak(er) against.

Of course, this all depends on what you’re running, and what you’re playing against. Here’s a list of some of the Top deck’s getting run at Premiere Events like Regionals, Nationals, Worlds and Shonen Jump Championship tournaments.
- Warrior and Warrior/Chaos: Even if you play a Warrior deck, it’s a fair bet you have a few Kinetic Soldier’s in your Side Deck.
- Burn: Spell/Trap Removal cards like Mobius, Dust Tornado are top choices. Also popular is a pair of cards from PGD: Swarm of scarabs and Swarm of Locusts. One removes Spell/Trap cards, the other is monster removal. One fantastic little card to run against any Stall/Burn deck is Cliff the Trap remover. He’s a 3-Star, 1200 attacker that can destroy a Spell or Trap card when he inflicts battle damage.
- Morph: These decks rely on many small monsters and the Spell card Metamorphosis. Magic Jammer, Magic Drain and King Tiger Wanghu are good cards against this deck.
- Hand Disruption: Although not as dominate as it once was, some of the core cards like Confiscation and The Forceful Sentry are still run. Magic Jammer, Magic Drain and Sinister Serpent are still good cards to combat hand-D. Quick Play Spell Cards like Scapegoat can be activated during the Draw Phase when hit by Drop Off and can provide defense.
- Exodia: Confiscation, The Forceful Sentry, Nobleman of Crossout and Kycoo the Ghost Destroyer can easily shut this deck type down.
- Beatdown/Extreme Beatdown: Waboku, Negate Attack, Book of Moon, Scapegoat and Enemy Controller are all good answers to a Beatdown deck. Monster removal in the form of Smashing Ground, Offerings to the Doomed and Fissure will also need to be employed in some combination.

It comes down to testing and more testing to identify which deck types you’re Dueling Deck is weak against and what you need to put into your Side Deck to fortify it.

Proper use of the Side Deck can be as complex and sophisticated as building and running your Dueling Deck. My last bit of advice is to have a list of cards you would bring in from your Side Deck to your Dueling deck for 4 or 5 of the most played deck types. This way you won’t have to burn a lot of brain cycles in-between duels when you’re stressed and short on time.

Enjoy!

Original Document: http://synecdoche.net:32001/yugioh/docs/Side-deck.html
 
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You have to have changed out 15 b/c your Sideboard must be 15 and your deck must be the same size as the one you started with.
 
memorexia said:
You have to have changed out 15 b/c your Sideboard must be 15 and your deck must be the same size as the one you started with.

No, you do not have to change out 15. You can change out just 1 if you want to. You are correct in stating that your main-deck must always be the same size.
 
As I've said in my exodia-deck-topic, I also use my side deck to make my deck of a little different kind.

I have 5 cards against card removal (DDWL, Soul Release, Miracle Dig and Primal Seed + BLS-Envoy)

I have 6 cards against Phoenix decks (3x Skill Drain, Soul Release, DDWL and BLS-Envoy

I have 3 cards against warrior and zombie (3x Skill Drain), those 2 types are the ones against which my deck is at his weakest.

And I have 5 cards to be sure that I win the match after I win the first duel (2x Self-Destruct Button, Final Countdown and 2x Wall of Revealing Light)

Other than that, I just have some support cards to make my deck a little bit more Chaos.

For me, a side deck is an important part of my winning strategy, not only to give my opponent an even harder time to work against my exodia deck, but also to exploit the possibility of Self-Destruct Button. I think that I will be the first "expert" duelist in the Netherlands to put Self-Destruct Button in his deck, because most expert duelists here can't see the true power of the card (same is for Spear Cretin, which is in my side deck). Self-Destruct is great if you win the first duel... You just have to get to activate it in your second and third duel to win the match.

Spear Cretin is a multipurpose card... With 2 you can get a nice defense block (watch out for trample cards, though) and will get you some nice cards when you also have Card of Safe Return active on the field. At the same time, it is a deckthinner when your opponent plays Nobleman of Crossout on it, ok, you lose your block, but you have 2 more cards less in your deck.

IMO every duelist MUST have a side deck, to get the most advantage over your opponent, even if your deck seems perfect, there are still many ways to let it fall apart... I got something like that in my last tourney... I had an opponent with an almost perfect warrior deck against me, but did that scare me? No... Why? Once I activated Skill Drain, his deck was almost USELESS! No longer he could remove cards with BLS-Envoy, no longer he could take my cards from hand to the graveyard with good old donnie, no longer he could attack twice with mataza, no longer he could negate my traps with Jinzo or destroy my traps and spells with Mobius. I didn't care about Skill Drain, because I can live without the effect of Des Lacooda, Magician of Faith and Spear Cretin. I have enough helpful effect monsters in my deck that activate in the graveyard...

See what I mean? Because of my side deck, I could let his deck fall apart like it was nothing.
 
I hate to break it to you (and anyone esle who is unaware of this, but you have to win two games in order to win a match. One win and two draws won't cut it.

The offical UDE Tournament rules state: "In each round of a tournament, a player will be required to play one match against an opponet. Most matches are best two out of three games, which meanst that the first player to win two games is the winner of the match. Games continue until one player wins two games. If the two players have drawn a game and each player has won a game, they will need to play additional games until one player wins two games in the match."

Thus, one win and two draws won't cut it, unless you can keep drawing games until the 40 min time limit is reached. However if you opponet manages to win one game before then, then the tie breaker at the end of time becomes how many life point you and your opponet have (which makes no sense, since I have played many games in which I have had far less life than my opponet, and yet am much closer to winning, but that is the way UDE wants it apperently). In addition, I believe that as long as a player has at least 1LP left, they still have a shot at victory, no matter how slim it may be.
 
I think what you'll find, especially with the new ban list designed to slow the game down a bit....is that you'll see more and more matches going the time limit. Side decking for sudden death win scenario will become more important.

I'm seeing an increase in Self Destruct Button / Last Turn decks. If you can't side deck well for this paticular deck your chances are slim and none that you'll win against it, especially if your opponent gets the coin flip first game.

It doesn't take 2 duel wins to win a match, quite on the contrary. All it takes are all ties and a sudden death, first life point change in your favor to win a match!
 
Weird... At the tourneys I go to (even official ones) they say that you also have a match win when you have 1 win and 2 draws... (this means when the opponent DOESN't have a win)

I will ask them about it, the appendix doesn't say anything about it. The appendix only says that if you have 1 draw and each player has 1 win that you need another win (which I understand).
 
Um, 1 win and 2 draws DOES constitute a win, so you can win 1 game and tie the other 2 and win the match.

-chaosruler
 
chaosruler said:
Um, 1 win and 2 draws DOES constitute a win, so you can win 1 game and tie the other 2 and win the match.

-chaosruler

Just as a clarification to this statement (and I know chaosruler is aware of this, it's more for newer players) 1 win and 2 draws does constitute a win providing time has run out.
 
not always some tourneys are three rounds max per match then 1 win 2 draws=a math win even if there is time
if it is 1 win 1 loss 1 tie they add the compare life totals
if it is 3 ties the go to a fourth sudden death round, flip a coin, roll a die, or count the cards it the deck,
 
John Danker said:
If thats the way they're running them they're not doing so by the policies and rules laid out by UDE.

John's right. Go to a Regional or SJC event and if you get 1 win and 2 draws you'll play till:

1. someone gets 2 wins
2. time runs out

Now, provided you have 1 win, and your opponent doesn't have any when time runs out, Life Points in the current game DO NOT MATTER. You win the match.
 
Good article although some of the sidedeck choices could've been a little better.

When I go to major events my sidedeck normally looks like this...(Depending on what I scope out at the beginning of the event)

[3] Cursed Seal of the Forbidden Spell
[2] Chain Disappearance
[2] Wave-Motion Cannon
[2] Des Wombat
[2] Neko Mane King (Only If I find a Mill)/[2] Mystik Wok (Great vs. Burners & Lava Golem)
[1] Poison of the Old Man (Depending Upon the Sudden Death Rulings of the tournament)
[1] Mobius the Frost Monarch
[1] Mystic Swordsman LV2
[1] Kinetic Soldier

I find something similar to this outline runs well at major tournaments. If you manage to find a Last Turn or two replace a Cursed Seal of the Forbidden Spell and Poison of the Old Man/Mystic Swordsman LV2/Kinetic Soldier for two Elephant Statue of Disaster/Minar.

Other than that, excellent article.
 
Interesting post/article, but I have a few questions as I'm still kind of new to playing the game, and I am not 100% sure how a side deck works.

1. How exactly do you switch? Do you just randomly grab one card from your side deck and then randomly pick one card from your main deck? The reason I ask is because the Japanese How to Play DVD I saw did it that way.

2. Would cards like Dragon Capture Jar be something worth putting in a side deck in case you go up against a dragon deck? Or any card that might cause a different deck to be weakened? Or having 2 additional Dust Tornados in it (if you already have one in your regular deck)?

I thought I had one more, but I can't think of it right now.
 
New Metagame

Very nice article, but now that the whole "Chaos Era" sorta died down a bit, what could be the best "Universal Side Deck"? Like, what cards can be best effective to help deal with/counter decks frequently used now (Toolbox decks, Control, Cyber Stein OTK, etc.)? I've been experimenting with coming up with an effective Side-Deck that ANY PLAYER can use, but alas, nothing. x_X Please help me out!
 
Dr Kain said:
1. How exactly do you switch? Do you just randomly grab one card from your side deck and then randomly pick one card from your main deck? The reason I ask is because the Japanese How to Play DVD I saw did it that way.
You can witch out any number of cards from your Main Deck to your Side Deck as long as the Side Deck remains at 15. This would also mean that your Main Deck would have the same number of cards consistantly.

2. Would cards like Dragon Capture Jar be something worth putting in a side deck in case you go up against a dragon deck? Or any card that might cause a different deck to be weakened? Or having 2 additional Dust Tornados in it (if you already have one in your regular deck)?
Thats entirely up to you. But just remember that your not going to run up against Dragon Decks al that often, depending on the meta (what's commonly being played in your area) at that time. You'll find that a lot of the older Yu-Gi-Oh! Cards like Dragon Capture Jar are not the most playable cards in the world. But over time, and after a some good trial and error, you may find some potential in the seemingly "useless" cards where noone else has. I've been playing for over three years now and I'm the only one I know of that runs Offerings to the Doomed. But I've found a great way to make it function for me that few people have for themselves.
 
Wow I'm really impressed:drool_jed , hey would you care to give me some advice on how to create a a sidedeck that will suit my burndeck?
thnx
 
Burn deck sides.

#1: 3x Solemn Judgment. This is probably the best way to negate anything bad for you.

#2: Consider stuff like Fake Trap/Pole Position/Magic Reflector. (I said CONSIDER) Pole Position will bust your foe's Mobius when they summon that to bust stuff. Fake Trap can protect your Gravity Bind, and Magic Reflector can protect your WMC, Messenger, LLAB.

#3: Swarm of Scarabs. Since your monsters won't be attacking, this is a good way to stop your foe of having too many monsters on the field while your stalling by destroying 1 monster per your turn. (So that even if your stall breaks, they won't kill you outright)

#4: Magic Drain/Jammer/Forbidden/etc. Another way to stop MST/Heavy/etc. Probably Magic Drain is the best among them.

These are IMO of burn sidedecks. But it really depends on the deck.
 
Side decks are very good to have in SJP tournamets and Regional tournamets. I play with a side deck and i can tell you many of time after the frist game it gave my opp a run for it money but having a side deck doesn't make a deck suck or make the person building it suck it just their to help you and your deck out when your deck weakness are killing you in a match.
 
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