Hey guys, Kiley Davis here again. Today, I’m here to talk about the first Q-deck in the history of Yu-Gi-Oh!, the Qliphorts! This deck is so hot, these quirky Qliphorts will have you quickly spending a bunch of quid to construct them! With Q-puns or without, I’m here to follow-up on Rahul Pandya’s article last week and provide a few more options to help you crush the Qliphorts!
Although there’s some hype surrounding this quirky card choice, I don’t see Mask of Restrict doing that much. This card gained hype when Hieratics were first a thing, though they didn’t impact the meta enough for Mask of Restrict to actually become a thing. Yes, it prevents the “Pendulum out some dudes to tribute for other dudes” strategy, but it doesn’t disrupt the “Pendulum out some dudes and play Skill Drain” strategy. Since Mask of Restrict only puts a damper on Qliphorts and doesn’t disrupt their plays entirely, I don’t think this card will see that much competitive play unless we get more decks that revolve around tributing off cards to get effects.
Any time there is some sort of Machine-based threat, we typically see players side a few copies of System Down, since it’ll typically make your opponent quit. Although System Down isn’t horrible, you have to remember that it won’t hit the Qliphorts in the pendulum zones (since they’re treated as Spell cards), and won’t affect the cards in their hand. However, it’ll wipe their board and shut down any Soul Charge plays that they might try to make (although this probably won’t be that big of a threat, either). Overall, I don’t think System Down is that effective against the Qliphort. However, it’s worth mentioning because the Geargia deck seems to be peacefully sleeping, waiting for its time to rise. System Down hits both of these threats, so it might be useful in the future. But it might also be wishful thinking.
Another pair of cards that we have always used to combat Machine-based decks is the ol’ Cyber Dragon / Chimeratech Fortress Dragon combo. Why wouldn’t you want to send your opponent’s monsters to the graveyard to bring out your own beatstick? However, let me emphasize a few important points:
- You cannot use a Pendulum Summoned monster as material for Chimeratech Fortress Dragon. Pendulum Summoned monsters are not send to graveyard, they’re returned face-up to the extra deck, so you can’t use them with Chimeratech. However, if your opponent tributes their Pendulum Summoned monster for another Qliphort, then you’re totally able to make a Chimeratech with that monster.
- Watch out for Skill Drain when you take this route: if a Chimeratech is Skill Drain’d, it’ll permanently forget its attack.
With these things in mind, Chimeratech still sounds like a decent sideboard option, simply because it could be an out to more than one of your opponent’s gigantic Qliphort monsters. However, you’ll find yourself using 2-4 sideboard slots, depending on whether or not you can find space to leave the Chimeratech Fortresses in the extra deck or not. Oh, and do I have to mention that Chimeratech Fortress Dragon is a decent out to the Apoqliphort Towers?
Grave of the Super-Ancient Organism literally spiked overnight, meaning there’s interest in the card, if nothing else. However, I can name dozens of cards throughout the game that have spiked in price literally just because of speculation and ended up not doing anything competitively, so it’s very possible that this could just be hype. For those unaware, Super-Ancient Organism says, “All face-up Level 6 or higher Special Summoned monsters on the field cannot declare an attack or activate their effects.” There are several things that this card certainly has going for it, although it also has its downsides. For instance, this card is great because it’s a continuous trap; floodgates are arguably unhealthy for the game, so why wouldn’t you want to play cards that help lock your opponent out of the game? Now, Super-Ancient Organism loses to Skill Drain, since it’ll turn their Qliphorts into Level 4 monsters, but otherwise it prevents your opponent from using Qliphort effects and using the ones they tribute as beatsticks. I’m wary about this card, honestly. If Super-Ancient Organism was busted, it would be able to work while your opponent has Skill Drain out, since this will most likely be the scenario. In my opinion, the ideal sideboard card would be able to cripple my opponent from making their plays at the earliest moment possible, while having the most synergy with your strategies and antagonizing your opponent’s plays. Super-Ancient Organism seems to suffer from the same problem that Mask of Restrict does: while it forces your opponent to make alternate plays, it doesn’t necessarily cripple them.
Ever since this card came out, Malevolent Catastrophe has been an amazing blowout card. Not many cards in current Yu-Gi-Oh! have the potential to go +4 on their own (only cards like Torrential Tribute and Dark Hole/Raigeki coming to mind), but now you can go +6 off MalCat! Typically, if you catch your opponent with a well-timed MalCat, they’re bound to scoop within the next few turns. Players forget about this card, and I don’t understand why; this card has been everywhere since YCS Turin 2013. Now, when you’re playing this against Qliphort, you gotta remember that they’re gonna be doing all their bogus searching before you get to do your plussing. Is this card the most ideal against Qliphort? Well, it’s alright, but it’s also good against the other current big decks; there’s a reason why people were siding three at YCS Austin!
Out of all of the sideboard options in this article, I feel that Fairy Wind might be the strongest. This card is great because you can play it at any point; you can play it to get rid of the Qliphort Scout, but you can also use it to destroy those pesky floodgates like Skill Drain. Honestly, Fairy Wind is awesome, and will probably see the most play out of all of these cards. Unlike MalCat, Fairy Wind can only destroy face-up Spells and Traps, so be aware of that when you’re deciding which one to play; Fairy Wind can only deal with face-up threats, MalCat can destroy everything. Also, 300 damage for each face-up card destroyed isn’t that bad at all! Of course, you take this damage as well, this is a very easy way to quickly lower your opponent’s life points. We’ve seen Ceasefire sided recently as well; it’s very possible that a combination of Ceasefire and Fairy Wind will be awesome during Game 3 of competitive play.
Twister is another good fourth MST, although it doesn’t get much better than that. Twister can only hit face-up cards, which means it won’t necessarily deal with any facedown threats, although it will deal with that pesky Skill Drain. This will deal with the Qliphorts by preventing them from establishing their field presence, which is great for us. Not much can really be said about this card, honestly. It’s good, but it’s not the best option because it only does exactly what it says it does, there’s no real depth to it’s effect; There aren’t any crazy combos, you just pop the threatening cards.
Full House is good for the same reason that MalCat is good, except it’s more reactive. It’s got its own restrictions in order to set it off, but it’s also got potential to be devastating for your opponent. Although this card was a decent tech earlier in the year, Full House really hasn’t done too much, so it’s awesome to see it get some more play. Against Qliphorts, Full House is awesome because your opponent will easily make it live, since they will likely have cards in their Pendulum Zones. Also, Full House and a set MST could make some busted plays, but that kinda goes without saying.
Mind Crush might be necessary against the Qliphorts. Since they’re going to be consistently tutoring out dudes with Qliphort Scout, you might as well play the Mind Crush. I remember overhearing at YCS Austin that Mind Crush might even be good enough to play in the main. Although I don’t necessarily think it’s that great in anything but the Qliphort matchup at the moment, since you’ll just end up triggering Burning Abyss and Shaddoll monsters. In addition, Mind Crush doesn’t necessarily deal with the pre-existing Pendulum Zones, which means they’ll still be able to bring out their dudes against you. That’s why cards that interrupt Qliphort Scout and their Pendulum summoning are probably going to be the most effective.
Fire/Ice Hand are interesting against Qliphort because you should be able to loop through your Hands pretty quickly, wiping out your opponent’s monsters, Pendulum Zones, and any pesky Skill Drains you might be worried about. And obviously, you don’t need to worry about setting off the Skill Drain that will inevitably be on their side of the field. I honestly think that the Hands are a great addition to the sideboard since they can topple over a ton of Qliphort threats. However, I wouldn’t necessarily recommend siding the Hands against every matchup, but it seems good against the Qliphorts.
But that’s it, guys. Qliphorts are legal on Friday. Hopefully this will beat you go and beat them up this weekend!