Close Duels are where tournament players separate from strong locals. Both know their decks. The difference is what they do when they are behind. A tournament-ready player does not just make the best-looking play. They count their outs.
What an out is
An out is a card that can still win you the Duel, or at least turn a losing position into a fair one. If your opponent has a board you cannot break, your outs are the board breakers left in your Deck. If they are at 1,500 Life Points with an empty field, your outs are any monster or effect that deals 1,500.
Outs are counted in your Deck, because that is where your next cards come from.
Count them
You know your deck list. You know what is in your GY, what is banished, and what is in your hand. So you can work out what is left:
- Start with your list. How many copies of each out did you put in?
- Subtract what you have seen. Cards in your hand, GY, field, and banished pile are not in your Deck.
- Count your Deck. The number of cards in each Deck is public, so you can count yours openly.
The odds of drawing one
With your outs and your Deck size, the odds of hitting one are simple to work out. For the next draw, it is outs divided by cards left. For several draws, it is one minus the chance of missing every time.
Here are the numbers for 3 outs in a 30-card Deck, worked out from those counts:
| Draws | Chance to hit at least one |
|---|---|
| 1 | 10.0% |
| 2 | 19.3% |
| 3 | 28.0% |
A quick check without a table: outs times draws, divided by cards left, gives a rough upper bound. Three outs, two draws, 30 cards: 6 out of 30, or 20%. The real number, 19.3%, is just under it.
Use public information
The Tournament Policy makes some information public, and you may ask for it at any time:
- Your opponent’s hand size.
- The cards in their GY and their face-up banished cards.
- Their Life Points.
- What was searched, Set, Summoned, activated, or targeted this turn.
Each piece narrows what they could have. If they searched a card this turn and still hold it, you know one card in their hand. If three copies of a hand trap are already in their GY, they have no more. Ask, count, and play to what is still possible.
Choosing a line
Most close positions offer two or three plays. Compare them by one question: which line leaves the most outs alive?
- The line that wins now if it works. Sometimes it uses your last resources and leaves no outs if it fails.
- The line that survives a turn. It often keeps more cards, and more future draws, in play.
If the all-in line works one time in five and the patient line wins one time in three, take the patient line, even though it feels slower. Write rough numbers, even if they are guesses. The habit beats the instinct.
Playing around a card, or not
Playing around a card means making a weaker play because you fear one specific answer. It is right when the answer is likely and the cost of playing around it is small. It is wrong when the answer is unlikely, or when playing around it loses anyway.
A rule of thumb: play around a card when public information says it is likely, such as a hand trap your opponent showed in Duel 1 and has not used yet. Play into it when you have no other way to win.
The clock is part of the position
Lesson 17 covered the double loss: an unfinished Match counts as a loss for both players. In a Match tied at one Duel each, with little time left, a line that wins fast may be worth more than a line that wins surely but slowly. Glance at the round clock before a long turn.
Practice it
Outs are a habit, not a trick. In practice Duels, say your outs aloud every time you are behind. After a few weeks, the counting gets fast enough for a real round, and you will notice wins you used to give away.
Next lesson
Competitive Yu-Gi-Oh!: From Locals to the World Championship
Level 5 begins with the competitive path: OTS Championships, Regional Qualifiers, the YCS, World Championship Qualifiers, and Remote Duel.
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