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Jeremy enjoys dueling in between working as a chemical analyst and campus building manager. Before we discuss how to best support the trap Bad Reaction to Simochi, lets examine the card itself. An iconic card powerful enough to have entire decks known as Anti-Cure builds based around its usage, Simochi reverses any life points your opponent would gain into effect damage, morphing cards that would normally help your foe into lethal burn engines instead. Simochis especially deadly when your opponent plays a card with mandatory not optional life gain, like Solemn Wishes. But on its own, Simochi can only do so much. To really let this poison shine, youll want to fill your deck to the brim with spiked elixirs ready to sap your foes health away. But with dozens of potential supports, which units reign supreme? No, its not a McDonalds character, but Griggle, a pitifully weak plant monster. Now, be careful not to misunderstand its effect When control of Griggle switches to your opponent, you gain life points. Sadly, its you, not them, and so it wont combo off Simochi. That said, having that extra health in reserve can save your bacon if things get messy, and changing control will both steal a far stronger monster while leaving your opponent with a vulnerable ATK weakling. Of course, youll need other effects to actually exchange control of your monsters, so combo Griggle with cards like Creature Swap or Switcheroo to both fortify your own life while pilfering enemy forces. As you pit your opponents monsters against them, youll be providing yourself with time to complete your sabotage tactics. Mariks classic Lava Golem cant be summoned to your field. Youve now eliminated a pair of their units, and Golems effect will inflict damage to your foe during their standby phases! Sure, youve handed your opponent a monster with ATK, but you should have a good assortment of defensive cards to stave off any potential blows. Even if your opponent tributes Golem or uses it as link or xyz material in their main phase, theyve still lost their initial two units and suffered damage. As if that werent enough, note that Golems ability inflicts damage without Simochis conversion, letting you brandish it even if you havent yet played your staple. Heres a blessedly simple magic card Rain of Mercy provides both players with life points. So, with Simochi out, youre both replenishing your own life points while sapping your opponents. This Kuriboh knockoff helps with both stalling and effect damage. Sure, its miserably, bearing ATK and DEF, but when your opponent attacks it, Kuribon can negate the battle damage, give your opponent life points equal to the swinging monsters ATK, then return itself to your hand. If youve already activated Simochi, your opponents faced with a tough choice. If they attack Kuribon, itll bounce back to your hand ready to be summoned in future turns and theyll take damage equal to their monsters ATK. But they dont strike at Kuribon, well, youre indefinitely shutting down their battle phases. For such an easily summoned card, this offers an awesome win-win no matter what they choose. One of the best hand traps in the game , Battle Fader admittedly doesnt play off Simochis sapping, as it wont give your opponent life points. However, dont overlook the importance of defending yourselfremember, while youre poisoning your opponent, theyre probably assaulting your life points with an army of beefy monsters. Luckily, Battle Fader can special summon itself from your hand when your opponent declares a direct attack, immediately ending the battle phase. Doing this means Fader will banish itself when it leaves the field, but youve halted an entire turns combat potential and now have a monster ready to be used as either link material, tribute material, or simply as a blocker on upcoming rounds. Dark Cure fully depends on having Simochi or its upcoming alternative fielded, so be careful not to counter your own strategy if your ace falls. However, this continuous trap forces your opponent to gain life points equal to half the ATK of a monster whenever they summon. If they cast multiple monsters, you get to pick which one the effect impacts, helpfully letting you select the strongest while you have Simochi or the weakest if youve lost it. As icing on the cake, note that Dark Cure isnt once per turn, letting you use it multiple times in a single round, and it applies with all types of summoning normal, special, and even flip. Soul Taker simply targets and destroys an opposing face-up monster, then gives your opponent life points. Of course, with Simochi active, youll actually be smashing them for damage, making this an awesome two-for-one combo. What else can I say? Monster removals are handy for Simochi decks since you probably wont have many strong creatures to overcome enemy forces in battle Soul Taker annihilates foes while draining a good chunk of your opponents health.