Breakers of Shadow is surprisingly short on Side Deck cards. The sole standout is arguably a Main Deck choice at least half the time, but myself and many others see it primarily as a sided card. Twin Twisters saw heavy play at YCS Sydney with the winning deck list siding three copies. It's the most-desired Super Rare in BOSH and it's currently valued higher than most of the Ultra Rares, despite being only slightly less common than the average Rare.

So what's driving Twin Twisters' demand? It's the best generic spell and trap removal since Galaxy Cyclone, possibly since Mystical Space Typhoon. It's a Quick-Play, with no restrictions, and no drawback but a discard cost. Face-up or face-down, spell or trap – Twin Twisters doesn't care. It's versatile, flexible, and its discard cost is an asset instead of a drawback. It removes two cards from the field in a single activation, simplifying the duel or shattering set-ups in the blink of an eye.

It's no surprise that players are dropping Mystical Space Typhoon to play this instead.

Twin Twisters In The Format's Most Frequent Match-Up
For now, the most common match-up at the Regional and Championship-level is the Performapal Performages mirror match. At YCS Sydney 22.8% of players registered with some variant of the deck, and by Day 2 it was 53.5% of the remaining field. That data tells us two things: first, there are a LOT of Performages out there; and two, the deck's out-performing every other deck in the game by a wide margin. No surprise there; it was the dominant deck in the OCG for months.

The strategy's all about powerful combos and overwhelming your opponent with a surge of Special Summons. The only decks that can compete against it are those that can end the game just as quickly, or those that can put up insurmountable obstacles. Performage Damage Juggler helps against the first, but it's up to the Side Deck to solve the second. Royal Decree was the frontrunner for dealing with high-trap builds of Burning Abyss and Satellarknights. Though fragile, Royal Decree allowed Pendulum players the freedom to make moves without forcing them to expect one-for-one removal options repeatedly. Combo decks, and especially Pendulum strategies, are much less effective in a simplified duel.

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So if Performapal Performages don't want to simply win the duel by making one-for one exchanges, why are they siding Twin Twisters? While it's true that Twin Twisters can play just like a pair of Mystical Space Typhoons, it actually rarely does so. The discard cost can work in your favor by putting monsters like Performage Damage Juggler or Performage Trick Clown in the graveyard. The ways to turn Twin Twister's cost into an opportunity are too numerous to list.

Two Is Better Than One
Twin Twisters has twice the burst potential of Mystical Space Typhoon. I'm lifting the term "burst" from RPG games where it describes the damage output of a single attack. In this case, Twin Twisters destroys twice as many cards as MST and therefore does more in a single "burst". That might not seem important initially, since Twin Twisters demands twice the investment of cards, but the added firepower makes a difference when you're holding onto multiples. Two Mystical Space Typhoons are only destroying half the cards, and sometimes that doesn't cut it when your opponent's setting or activating more than one spell or trap at a time. Twin Twisters lets you destroy multiple floodgates or other traps in one shot, and still leaves you with two more copies in your deck.

In past articles I've talked about the concept of playing a numbers game with floodgates. If your floodgates outnumber your opponent's removal effects you have a much higher chance of seeing at least one of your cards outlast their counters. Setting Solemn Warning and Anti-Spell Fragrance first turn gives you some serious defense against Pendulum strategies, and you can safely assume your set-up won't be broken by Mystical Space Typhoon. The odds of your opponent opening with two copies is fairly low. What you can't assume, however, is that your set-up is safe from Twin Twisters. You're one card away from being completely defenseless.

Your decision making is a bit different with Twin Twisters – the hard choices about which cards to destroy and which to leave on the field are less frequent. If your opponent controls two floodgates, destroy them both. If you're trying to decide between a Pendulum Spell or a backrow, choose both. Blindly hitting backrow's a bit more reasonable, especially if your opponent only controls two set cards. Twin Twisters has a greater chance of stopping a Pendulum Summon that turn by forcing your opponent to commit two new Pendulum Spells instead of one. In fact, Twin Twisters can be devastating if your opponent lacks the right cards to rebuild their Scale.

Where To Side It?
The deck's most affected by Twin Twisters are those that rely on large spell or trap line-ups. Pendulum strategies obviously have a lot to lose to its effect, namely their entire Pendulum Scale. A deck like Odd-Eyes Magicians has a couple of counters, and Wavering Eyes is a concern, but Twin Twisters can be extremely effective against any Pendulum theme that doesn't run self-replacing Pendulum Spells. You'll never want to destroy a Performage Plushfire, of course, so your mileage may vary depending on exactly what you're matched up against.

Twin Twisters' purpose here is to deny your opponent the ability to Pendulum Summon, or to knock out their sided cards. Unfortunately, if you knock out a Pendulum Spell or two and your opponent can rebuild their Scale, you'll probably end up in a worse position than before. On the other hand, chaining Twin Twisters to Wavering Eyes is hilarious when you don't have any Pendulums of your own. It's a solid +1 for you, and a major setback for your opponent.

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Decks that use Continuous Spells and Traps, and especially Field Spells, are also prime marks for Twin Twisters. Different Dimension Demons, for example, can see their Dark Contract cards blown away by Twisters' removal. It's an enormous setback and forces them to take an extra turn just to search out their combo pieces again. It slows the strategy tremendously, and immediately takes them out of the duel. Field Spells are riskier to play too, although Kozmotown isn't too concerned.

Lastly, builds with a handful of traps are still vulnerable, often moreso than decks with fifteen or more traps. Burning Abyss can replace their lost cards easily, but other strategies have a hard time coming back from losing multiple backrows. As I mentioned previously, setting two cards used to offer some security against a single piece of removal. That's no longer the case now that the single card in question could be Twin Twisters. If you're playing between five and ten traps it's rare to set more than two cards at a time. At that point you're gambling against your opponent's draws or relying more heavily on hand traps.

Making Game 2 & 3 Tech Choices Post-BOSH
The game-changing cards in Breakers of Shadow remind me of Duelist Revolution's release back in 2011. DREV brought us Pot of Duality, Effect Veiler, Solemn Warning, and Scrap Dragon. Now, BOSH brings us Solemn Strike, two near-staple Xyz Monsters, and Twin Twisters. I think Twin Twisters takes the idea of a "not quite another Mystical Space Typhoon" and does it better than any of the past options. Night Beam and Galaxy Cyclone pale in comparison.

Continuous floodgates are a bit weaker while Twin Twisters is around. Gozen Match, Kaiser Colosseum, and Imperial Iron Wall are harder to play with so much removal running around. Anti-Spell Fragrance is the exception, although Typhoon's a better answer anyways. What Twin Twisters does is push defensive cards out of the spell and trap zones. Traptrix Rafflesia activates traps from the deck, and hand traps remain largely immune to everything but Solemn Strike. For now, Maxx "C" is arguably the best defensive card in the game. It's extremely effective at keeping Performapal players in check, and adds more cards to your hand to fuel your own Twin Twisters.

Despite all its strengths, Twin Twisters is still arguably a Side Deck card. It's hard to justify a Main Deck slot for something that's so weak in certain match-ups. That said, I think we'll have plenty of debate over the next month about whether or not it's worth using in Game 1.

Until next time then

-Kelly


Kelly Locke is a West Michigan gamer, writer, and college student with too much free time on his hands. Besides playing Yugioh, Kelly posts Let's Play videos of Minecraft on his Youtube channel and plays a possibly unhealthy amount of Destiny. He is currently studying marketing at Western Michigan University, and hopes to graduate before Dragon Ravine is Unlimited.