Statistically, there were far more bad formats. Player's constant satisfaction was never a priority in this game. We are here waiting to experience the rare good ones. XD
I keep seeing this take and it’s wild. The literal best deck in the format, Yubel, does not care about Nibiru whatsoever and by the time ROTA comes out, Snake Eye gets an omni again,
Problem is half the playerbase don’t want to play, they just want to hamstring you with a solitaire board because you lost a f**king die roll. Interaction opens you up to actual thinking & mistakes
I don't want to play a game where my opponent wins off dropping droll, shifter, mulcharmy. Doesn't require any thinking or prep to win when playing those. Also not when your deck can be half ht and play through any ht while mine dies to 1 interruption
Combo decks having to play traps in the main deck as a plan B should almost be celebrated, but power creep has pushed us too far for that to even promote healthy gameplay. Whoever gets their engine online first just automatically wins the game because most of the 1ccs mentioned here easily put 8k+ damage on board. If any of these decks are given an inch, they will go a mile.
I'm a firm believer that bringing Rush duel to the TCG will help revitalize the game. Rush is 2003 school yard yugioh at its finest, I feel like seeing its success would make Konami see we want fun over insane complexity. Yugioh being a single eternal format for 25+ years is finally catching up and hurting it badly. We need a refresh BAD
People seem to be focused on archetypes for the format. IMO Konami’s biggest hurdle at the moment is making going second a viable strategy, and people seem to have forgotten that because of the tier 1 formats clouding our perceptions. The speed of the game has obviously gone way up, but it’s not necessarily a bad thing as long as we have interesting interactions and a variety of competitive decks/strategies, the game will be fun to play. We are trending in that direction in my opinion.
2/2 A healthy metagame should look something like this. Breakers>stun>combo Hand traps or board breakers should supplement certain strategies, simply put. Obviously most players are running combo decks which is fine as it’s what makes yugioh fun, and other players run stun decks to counter those strategies because they want to cheese an easy win in game 1. A good combo deck should be able to sustain a board under certain board breakers with the right pieces on the field. And should be able to put up a competent board through hand traps with a good hand. Stun loses hard to removal which is fine. The best decks/strategies should be flexible in being able to shift their approach while side decking. This is the case for most matches. Going first or going second should never be instant win for the entire match. But sometimes you just gotta draw the out, that’s just card games in general. Heart of the cards and what not.
Most players I've seen or talked to said they put back in the bonfires they took put to make room for fiendsmith, because it was also combo or substituted a small kash package of fenrir unicorn birth. All of which being incredibly hard to deal with and giving free card advantage to send for cost. Even in the brief respite between the banlist amd ROTA, we cant get any peace
the end is funny which cards to pick up? If this is the tcg's future i am no longer playing not even locals this format seems miserable from maxx c to floodgates winning or losing you the game
I got up to master 2 in master duel and its too intense. Going 2nd is death, but its also very painful even if you have the “out” since each turn takes 10+ minutes. This isnt fun to do, its fun to win but actually playing is aids
Meanwhile a whole lot of Master Duel Players Disguised as: YGO Experts continue to disregard the issues we are faced with in the TCG. I just dont understand the aggression and mocking against older players opinions that have been there in the beginning? They all think the older players are: SET Monster FACEDOWN, SET 3 PASS? [LOL] Like dude have they seen Actual Competitive Yugioh from the early times? The constant citing of OP cards back then the past was unhealthier and the current format is more balanced is so ignorant?? Half those cards these players cite on forums were either banned and or axed off so quickly. As an example: They say cards like [Summon Limit ]is a strong card from the past... yes its a bit strong in this format but back then, it was a bit dog shit? Another Example: DAD was a problem but what happened after a few months? Banned right? Fact of the matter is: alot of Forum warriors especially the new generation read cards at face value and don't understand the environment these cards were in back then. I can cite counter arguements to so many of the cards they like to parrot from what they see off the internet as unbalanced back in the day and counter it with the actual reality of how Powerful cards were handled back then. I just had an argument the other day about how OLDER PLAYERS just SALTY because the game didn't turn out the way we expected it to be? Yet these are the same players complaining about how the game state on turn 1 is too long, 1 card combos blah blah blah, its really getting annoying. The solution is literally right in their faces: We need to slow things down. 1. Limited Future Card Design - Locking in Per Attribute, Archetypes, Once Per Turns 2. Banlists for existing Generic Omni Negates. 3. Master Rule Changes regarding Turn 1 to turn 2.
@@markdeth9130 The Master rule Changes regarding Turn 1 & Turn 2 were being floated around the Synchro/XYZ era. It's basically a Master Rule that was suggested that limits the amount of Summoning you can do in the early turns of the game. It went something like: Turn 1 = 1 Normal Summon, 1 Sp. Summon, 1 Extra Deck Summon, Turn 2 = 1 Normal Summon, 2 Sp summon, 1 Extra Deck summon Turn 3 = 1 Normal Summon, 3 Sp Summon, Summon, 2 Extra Deck Summon and so on. From what i remember only Black Wing, Six Sam players were rejecting the idea because they couldn't SPLASH/SWARM. so the idea was thrown out because according to alot of players Restrictions on SPLASH/SWARM would hurt the game. a few years down the line MR4 was introduced which was too limiting and required everyone to fit links into their decks, which was a whole set of other problems because its not that you were only limited. You were forced to play cards you didn't want with a limited card inventory. i think a RAMPing up system is in order to allow ACTUAL interaction between players.
@@iDelayOn thanks! I’ve seen some mentions about a master rule for summons limits. It’s an interesting concept but it seems like Konami wants the game to be fast+interactive rather than paced+methodical.
I really don't understand what you think would ever change things... People are going to make the format boring to you no matter what, its going to be solved right away no matter what. Get over it.
Pretty good content, but unfortunately not so good for the game! YIKES 🫠 Either we wait and pray for TCG to do something about these strategies that will continue to come out or we’re better off leaving the game at this point.
If I had a nickel everytime I heard someone says the future of the game looks bleak, I could pay off my mortgage.
@@Rain593 fr but players are quitting on mass or swapping to Edison/HAT/TOSS.
I know. Same thing happened in 2012 but with Vanguard
Statistically, there were far more bad formats. Player's constant satisfaction was never a priority in this game. We are here waiting to experience the rare good ones. XD
Shifter and nibiru are meta threat
I keep seeing this take and it’s wild. The literal best deck in the format, Yubel, does not care about Nibiru whatsoever and by the time ROTA comes out, Snake Eye gets an omni again,
😆 so true
@@YGOandMasterDuel nice graveyard deck you got there
Anyways: CL2 shifter 😂
Ahh yes. Handtraps. My favourite archtype 😂
Well, PSY-Frame is a handtrap archetype.
Problem is half the playerbase don’t want to play, they just want to hamstring you with a solitaire board because you lost a f**king die roll. Interaction opens you up to actual thinking & mistakes
I don't want to play a game where my opponent wins off dropping droll, shifter, mulcharmy. Doesn't require any thinking or prep to win when playing those. Also not when your deck can be half ht and play through any ht while mine dies to 1 interruption
TCG banning all the Omni-negates. OCG printing new ones. Never ending whack-a-mole.
And somehow through it all I will force some form of Branded through this. That is our curse
Combo decks having to play traps in the main deck as a plan B should almost be celebrated, but power creep has pushed us too far for that to even promote healthy gameplay. Whoever gets their engine online first just automatically wins the game because most of the 1ccs mentioned here easily put 8k+ damage on board. If any of these decks are given an inch, they will go a mile.
It fills my heart with joy that both main deck fiendsmith monsters can be used to summon both d/d/d caesars
I'm a firm believer that bringing Rush duel to the TCG will help revitalize the game. Rush is 2003 school yard yugioh at its finest, I feel like seeing its success would make Konami see we want fun over insane complexity. Yugioh being a single eternal format for 25+ years is finally catching up and hurting it badly. We need a refresh BAD
People seem to be focused on archetypes for the format. IMO Konami’s biggest hurdle at the moment is making going second a viable strategy, and people seem to have forgotten that because of the tier 1 formats clouding our perceptions. The speed of the game has obviously gone way up, but it’s not necessarily a bad thing as long as we have interesting interactions and a variety of competitive decks/strategies, the game will be fun to play. We are trending in that direction in my opinion.
2/2
A healthy metagame should look something like this.
Breakers>stun>combo
Hand traps or board breakers should supplement certain strategies, simply put.
Obviously most players are running combo decks which is fine as it’s what makes yugioh fun, and other players run stun decks to counter those strategies because they want to cheese an easy win in game 1.
A good combo deck should be able to sustain a board under certain board breakers with the right pieces on the field. And should be able to put up a competent board through hand traps with a good hand.
Stun loses hard to removal which is fine.
The best decks/strategies should be flexible in being able to shift their approach while side decking. This is the case for most matches.
Going first or going second should never be instant win for the entire match. But sometimes you just gotta draw the out, that’s just card games in general. Heart of the cards and what not.
@@markdeth9130 stun should be killed off imo
The Azamina cards are the exact reason why I think this ban list didn’t do shit. Snake eyes will still be the best deck in a month….
Most players I've seen or talked to said they put back in the bonfires they took put to make room for fiendsmith, because it was also combo or substituted a small kash package of fenrir unicorn birth. All of which being incredibly hard to deal with and giving free card advantage to send for cost.
Even in the brief respite between the banlist amd ROTA, we cant get any peace
The future of yugioh is older formats
the end is funny
which cards to pick up? If this is the tcg's future i am no longer playing not even locals this format seems miserable from maxx c to floodgates winning or losing you the game
I’m glad I wasn’t the only person thinking of archfiends eccentric
at this point they probably should unban jar of greed since every first 25 cards in competitive deck will look the same now 🤣
I hope all generic floodgate monsters / cards get banned one day.
I got up to master 2 in master duel and its too intense. Going 2nd is death, but its also very painful even if you have the “out” since each turn takes 10+ minutes. This isnt fun to do, its fun to win but actually playing is aids
Meanwhile a whole lot of Master Duel Players Disguised as:
YGO Experts continue to disregard the issues we are faced with in the TCG.
I just dont understand the aggression and mocking against older players opinions that have been there in the beginning?
They all think the older players are: SET Monster FACEDOWN, SET 3 PASS? [LOL]
Like dude have they seen Actual Competitive Yugioh from the early times?
The constant citing of OP cards back then the past was unhealthier and the current format is more balanced is so ignorant??
Half those cards these players cite on forums were either banned and or axed off so quickly.
As an example: They say cards like [Summon Limit ]is a strong card from the past... yes its a bit strong in this format but back then, it was a bit dog shit?
Another Example: DAD was a problem but what happened after a few months? Banned right?
Fact of the matter is: alot of Forum warriors especially the new generation read cards at face value and don't understand the environment these cards were in back then. I can cite counter arguements to so many of the cards they like to parrot from what they see off the internet as unbalanced back in the day and counter it with the actual reality of how Powerful cards were handled back then.
I just had an argument the other day about how OLDER PLAYERS just SALTY because the game didn't turn out the way we expected it to be?
Yet these are the same players complaining about how the game state on turn 1 is too long, 1 card combos blah blah blah, its really getting annoying.
The solution is literally right in their faces: We need to slow things down.
1. Limited Future Card Design - Locking in Per Attribute, Archetypes, Once Per Turns
2. Banlists for existing Generic Omni Negates.
3. Master Rule Changes regarding Turn 1 to turn 2.
@@iDelayOn can you elaborate on your 3rd point? I’m legitimately curious
@@markdeth9130 The Master rule Changes regarding Turn 1 & Turn 2 were being floated around the Synchro/XYZ era.
It's basically a Master Rule that was suggested that limits the amount of Summoning you can do in the early turns of the game.
It went something like:
Turn 1 = 1 Normal Summon, 1 Sp. Summon, 1 Extra Deck Summon,
Turn 2 = 1 Normal Summon, 2 Sp summon,
1 Extra Deck summon
Turn 3 = 1 Normal Summon, 3 Sp Summon,
Summon, 2 Extra Deck Summon and so on.
From what i remember only Black Wing, Six Sam players were rejecting the idea because they couldn't SPLASH/SWARM.
so the idea was thrown out because according to alot of players Restrictions on SPLASH/SWARM would hurt the game.
a few years down the line MR4 was introduced which was too limiting and required everyone to fit links into their decks, which was a whole set of other problems because its not that you were only limited. You were forced to play cards you didn't want with a limited card inventory.
i think a RAMPing up system is in order to allow ACTUAL interaction between players.
@@iDelayOn thanks! I’ve seen some mentions about a master rule for summons limits. It’s an interesting concept but it seems like Konami wants the game to be fast+interactive rather than paced+methodical.
Azamina is at the door
That damn rabbit!
Wait why is Catapult Turtle getting banned lmao I thought it was a once per turn
Every video is a sea of tears XD
If you dont like yugioh, or wont in the future, you're not alone! Theres plenty of people jumping ship, you should be one! Go play disney game
Jess... That's awful.😓😓😓
Shifter the format
Tenpai with 23 HT looks amazing.
I really don't understand what you think would ever change things... People are going to make the format boring to you no matter what, its going to be solved right away no matter what. Get over it.
Pretty good content, but unfortunately not so good for the game! YIKES 🫠
Either we wait and pray for TCG to do something about these strategies that will continue to come out or we’re better off leaving the game at this point.