Level 2 · TacticianLesson 10 of 22

Going First or Second in Yu-Gi-Oh!: Making the Choice on Purpose

Should you go first or second in Yu-Gi-Oh!? The rules of the choice, what each side gives and costs, how deck type changes it, and a plan for each side.

Most returning players treat the coin flip as luck and the choice after it as obvious. It is not obvious. Going first and going second are different games in modern Yu-Gi-Oh!, and the best players know which one their deck wants before they sit down.

The rules of the choice

From Konami’s rulebook and Tournament Policy:

  • Use a random method to decide who chooses, such as a die roll or rock-paper-scissors, agreed on beforehand.
  • The winner chooses who goes first. They must choose before any cards are drawn. At events, a player who draws before stating their choice must go first.
  • In Duels 2 and 3 of a Match, the loser of the previous Duel decides.

Notice that the choice belongs to the loser after Duel 1. That makes your plan for both sides more important, not less.

What going first gives, and what it costs

It gives: the first chance to build a board. You act before your opponent can do anything on their own turn. A deck that sets up monsters and cards that stop plays can have all of it ready before the opponent draws.

It costs: your first draw, and your first Battle Phase. You plan your turn with 5 cards, and you cannot attack.

What going second gives, and what it costs

It gives: a 6th card, and a full turn with a Battle Phase. Your opponent could not attack on their first turn, so no monster has hit you yet, and you can attack right away.

It costs: you face whatever your opponent built. Your first turn often starts with breaking that board before you can do anything else.

How deck type shapes the choice

Use what your deck is built to do:

  • Combo decks that Special Summon many monsters and end on cards that stop the opponent usually want to go first. That end board is the plan.
  • Decks heavy in hand traps and board breakers are more comfortable going second. Their cards are best used against an opponent who has already committed.
  • Decks that win through steady damage or grind over many turns can often go either way, and may prefer the extra card.

In the modern game, a strong first-turn board is hard to break. That is why many competitive players choose to go first when they win the roll. Treat that as a starting point, not a law. If your deck plays better second, choose second.

The numbers on the extra card

From lesson 9’s table, the 6th card is worth real consistency. With 12 starters in 40 cards, you open at least one about 85% of the time going first and about 90% going second. With 9 hand traps, about 74% going first and about 81% going second. Going second does not just give a card. It gives a better chance of the right card.

Your plan for each side

Write both down once, then keep them in your head. At events, the Tournament Policy does not allow you to consult outside notes between Duels.

Going first:

  1. What is your best play from a typical starter?
  2. Which of your cards in hand should you keep for your opponent’s turn?
  3. Which hand trap would hurt you most, and can you play around it?

Going second:

  1. What is the most common board you expect to face?
  2. Which cards in your deck break it, and in what order?
  3. If you clear their board, can you end the Duel, or set up a board of your own?

The choice and your Side Deck

Because the loser of each Duel picks, you will often know in advance which side you will play in Duel 2. Lesson 15 shows how to side for it: cards that help a board when you go first, and cards that break one when you go second.

Practice both sides

It is tempting to always practice the side you like. Do the opposite. Play five practice Duels going first and five going second, and track wins on each side. The side you lose on is the one your next upgrade or side plan should fix.

Next lesson

Your First Yu-Gi-Oh! Store Night: Locals Without the Nerves

Next, your first store night: finding an Official Tournament Store, what to bring, and how a local tournament runs from sign-up to the last round.

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