Top tech picks for YCS Turin!

Yesterday I posted a Quick Questions article on what tech cards people were playing and it got me thinking about what cards people are using and why. Everyone who is here in Day 2 of YCS Turin has used a tech card at least once to get where they are today, and I’m sure if I asked them they could tell me exactly when it saved them. So, with the help of our Deck Check team, I pulled out several Deck lists to see what people are playing! The results were interesting to say the least!

Before I talk about what cards people are using I want to really define what ‘tech’ cards are. They’re cards that people use in certain situation to stop their opponent dead in their tracks. Essentially they are the cards you fill your Side Deck with. When you’re up against the Deck you fear the most, the Deck that everyone is playing, when you’re against the Deck that makes you say ‘dang, that Deck is tricked out’, that is when tech comes to your rescue. Let’s take a look at 5 cards out of the many being played.
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[b]THE TECH LIST[/b]
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[b][bandit][/b]: as Matteo said in the Quick Questions Feature [bandit] is a great filler for the hole that [sj] has left. It only has a meagre 1000 [lp] cost to negate Traps which is a lot better than other cards that do the same thing. It’s better than [bribe] because letting your opponent draw cards isn’t great in any format. You wouldn’t want to stop a [return] only to have your opponent draw into his other win condition. [trap stun] is the other option but shuts down your own plays as well. As [bandit] is a Counter-Trap as well it’s much faster than [trap stun]!
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[b][iiw][/b]: [iiw] sits at a fine line between tech and just a card that is kept in the Main Deck. I still count it as tech card simply because it’s Side Decked out rather than in in certain matchups. It situational in that it shuts down a couple of Decks and in a format dominated by Dragon Rulers stopping banishes is key. This card’s text may as well be changed to “stops Dragon Rulers”.
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[b][macro][/b]: I cannot describe the glee I had during the Round 4 Feature Match when this card was played. [macro] has always been one of my favourite Deck Types ever since it came out in [i]Dark Revelation Volume 4[/i]. Essentially it can shut down cards that activate in the Graveyard like [ferret], which everyone seems to be playing at the moment.
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[b][soul drain][/b]: this card in particular is a tough choice, if you make sure you’re not missing the activation window it’s a fantastic stop to [ferret] and most Dragon Rulers. You have to make sure it’s activated before an effect happens, rather than in response to an effect being activated. The cost of 1000 [lp] is low and can stop searches from Dragon Rulers as well as their Special Summons. It’s a nice choice over [debunk] but could not replace it for its versatility.
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[b][mistake][/b]: I personally love this card, if you’re not running a Deck that requires searching it means that removing Dragons only holds one threat to you and stops your opponent from setting up any further combos. There’s nothing better than seeing your opponent hold their head in their hands when they realise their play becomes a lot shorter than they were expecting.
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In short there’s a lot of interesting things being tried out here at YCS Turin! If in doubt, always default to your tech cards, they give you an out, an answer and when you draw them on the last turn, just when you thought you’ve lost, there’s no better feeling!
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