I enjoy you guys a lot and enjoy these "1 on 1 talk to the viewer" videos, but as someone who hasn't played the physical game for years it would be nice to see the cards you are talking about, because I have 0 clue what most of the cards you are talking about do.
@@GamerZeroZX I get that, but if someone is going to make the effort for a video why not include it? I could pause every 5 seconds to look up the card he is talking about, or I can go to another youtuber who already does this. But I like TeamAPS and I want my views and time to go to them instead of other people. I was merely suggesting something that I would see as an improvement. I do also understand that not every video is *supposed* to be a high information video, and sometimes simple is better. But again, just a suggestion and my opinion. Im still watching either way
@@aarynforehand3130 well team aps plus was a way for Paul and the gang to do different content/Yu-Gi-Oh discussions/less serious Yu-Gi-Oh content than the team aps channel.
@@PSYCHOxFROST I think it's just Yu-Gi-Oh players wanting to keep up with the game. I'm the same way. Haven't played in a few years but I definitely still keep up with current Yu-Gi-Oh and like to learn the current status of the game
I keep telling people that eventually the 'everyone runs 12 hand traps' will end because you'll just have cards that'll be able to ignore them because of power creep which is the bigger problem, nearly a quarter of your deck is basically 'cards you hope to draw to limit your oppent while they play' and unless you have the 1-2 card combo's with 3 handtraps you just don't get to play....and that doesn't really help things when you need to build around having the same 12 cards everyone will be playing
Ironically, splight/tearalaments actually not care much about handtraps, given every single card of them can go full combo, its incredible hard to make a meaningful hit with a handtrap.
And I get people who say 'oh they'll still fall to ash blossoms etc.' if they did then why do you see them being the majority of decks being played in tournaments? More importantly effect veiler is what? A 10ish year old card? Konami Isn't making the new cards around a 10 year old hand trap.....nor are they doing it with all the others
@@yamiangelous he definitely is talking about cards like subterror fiendess. No other deck can utilize Fiendess, so he wants more HTs that are specific to an archetype. Not building archetypes around specific HTs.
Imagines Archetypes with effects with () saying this effect cannot be negated. Charge of the Light Brigade 2.0 Send top 3 cards to GY; add 1 lvl 4 or lower LS monster to hand. This effect cannot be negated. Says no to Ash Blossom, Shi En, so many negate related cards
Most of the problems with most floodgates is that they were designed for gameplans that no longer apply today. When things like Gozen and Rivalry were made, OTKs were very rare, especially when under said floodgates. So the benefits of those cards are to give a temporary advantage to decks built around a single type or attribute, or without overlaped types and attributes, all until your opponent eventually draws ether a monster that follows the floodgate or S/T removal. NOW however, decks can EASILY ether actually kill you or put up so many negates that you can’t win through a floodgate you probably didn’t draw the out to in your opening hand.
How many turns did those OTKs take? Because the argument I am trying to make is that floodgates were trying to basically be a deep draw tool, slowing things down until you win or your opponent plays around it. The problem is that the second option no longer exists in the modern day
I sort of disagree with this. Ive been playing around with different floodgates recently and built a deck that gets super long matches by blocking mechanics that are commonly used. For example the barrier statue cards being paired with something like a necrovalley and a gora turtle. As so much of the game is focused on special summoning you can just stop the entire deck for an insanely long time. I use the one for wind as thats one of the more rarer elements and once you block things like spells, traps and summons to the point your opponent just cant do anything. Its not a winning deck but on average once you've got things set up matches go to on average 40 turns or at its longest over 60. (been testing this in ranked on master duel and it stops an insane amount of decks). Opening hands can be a bit rough with it which is the part i agree with though.
Honestly Super Poly is fine to me because it effectively functions the same way as Sphere Mode, Lava Golem, and Kaiju's do. The only difference is that it's arguably a lot more situational than the above cards, and because of that, in addition to the discard cost, it winds up balancing itself out and doesn't really stop the opponent from retaliating with backrow or other monsters after the Summon resolves
Imo its a very balanced card. First the discard one is good design, more cards need real costs like that. Also You need specific targets to run in extra deck. So it’s still a situational benefit and not every deck can run it. I think forbidden droplet is a great card too.
what? lava golem and kaiju's provide your opponent with a beatstick, golem requires 2 tributes and you can't normal summon the turn you use it. kaijus also take your normal summon. Sphere mode requires they have 3 cards and gives them a level 10 monster for xyz, synchro or just link and takes up your normal summon. On the other hand super poly always works as long as there are like two cards on either side of the field, only requires a discard and gives you a monster, it is way more powerful and far less situational so I have no idea where you're coming from.
Something that I find pretty boring is the fact that the deck is just a bunch of engines to make the same extra deck monsters. Like there is not a "I play drytron so I will try to summon drytron end boss" Or I play a control deck with control bosses but the deck lacks something and I can't just use other broken generic extra deck or even main deck cards to compensate. You should play one archtype or two or one atribute o one type. Which will have it advantages and disadvantages and you have to play with that and that gives balances and counterplay to the deck. Every time I see a new deck that comes after a new booster pack, there is always the generic cards in the extra deck or even in the main deck. All decks using the same handtraps. I would like if handtraps where part of an archtype so you can only play them if you really commit to that archtype ot strategy.
The issue here comes from, what is more efficient. Look at Swordsoul. They DO have a level 10 synchro boss. In about 75% of the cases i played against them, they go for baronne. I agree that generic engines and boss monster are annoying cause you can show me the endboard of 10 different decks and i probably could not tell you which deck it is.
Part of the issue with this is it really boxes creativity. Multiple engine's aren't a bad thing. I mean sword soul puts up baron yes but also puts up chengying or the level 8 alot. The idea is that various parts of the engine cover or interact to sure up weaknesses or gain advantage. E.g frightfur engine in despia Cards like barrone and access can be seen as bad for being generic cause they are very strong but at the same time I also like being able to put up chengying in my orcust deck so I can use it banish effect in tandem with orcust banishing themselves
I agree with Gryphon being something that should lock you into Adventure Engine stuff for the rest of the turn but I don’t think it’s like they’re gonna change the card text now. I play Tri-Zoo in the TCG and when I combo into Bearbrumm I’m locked into Tri-Brigade monsters for the rest of the turn because it searches a Tri-Brigade spell/trap when it goes to the GY. Yet they can keep going into multiple engines after getting Adventure Token, Fateful Adventure and Gryphon, kinda wild to me, like I could be looking at a Prank Kids and DPE board on top of all that.
All i want is a meta where every deck has the opportunity to get their best monsters out and beat the other player's best monsters. I want the players to beat each other at their best versus your oppinent cant play
What gets me is how fast ygo ban list shuts down the draw engines for exodia or otk deck, but stall, negates, and lock out strategies are almost encouraged
POTE will naturally take over the meta like DUEA did back in 2014. As for the banlist: ban: halqi, scythe, mystic mine limit: skill drain, anti-spell semi: water enchantress (a small decreases in consistency) Floodgates are taking over the meta by being able to run them in the meta decks rather than stall decks only and thats not good. You're right in saying sword soul doesn't have a specific card that hinders it like...my best guess would be emergence, or limit longyuan to decrease the power ceiling of the deck by not seeing baron as regularly for branded: opening or aluber
I'm sure people are gonna absolutely dunk on me for this opinion, but the two decks that are almost at the point of me just insta scooping are Swordsoul and Flowandereeze. Swordsoul because they can set up their board so easily and there is just way too many negates you have to play through before being able to even start your own plays. Flowandereeze mainly because it irritates me the semantics that Konami has implemented in these cards texts. It's not a normal summon when you can do it 15 times per turn... Being able to "normal summon" repeatedly, in essence is just a different type of special summon.
I'm pretty neutral on Swordsoul. I don't like it, but it's beatable, and it can be very satisfying to do so with a deck that you play just because you like it. Floowandereeze, however... I completely agree with you. The wording of those cards allowing nearly infinite "normal" summons really makes it feel like they're cheating. Add in the fact that they can do combos on YOUR TURN with the Map field spell, PLUS the continuous spell that lets them use YOUR monsters for tributes... And then also the synergy with Raiza, Apex Avian, and Barrier Statue of the Stormwinds... Floo is by FAR the most obnoxious deck to play against in my opinion. If I don't have a nearly perfect starting hand, I do frequently insta-scoop against them.
@@RuriMizuno swso is really only evil when stuff like halqdon and denglong enter the picture, stuff that's literally not possible in TCG bc half of that line is banned, and much less viable in OCG because halq isn't there to give it to you for free floo is nasty as is but specifically becomes cruel in MD's best of 1 format. i have no idea why they didn't pre-limit map/robina, or ban stormwinds because it's genuinely a nightmare trying to combat that deck. you just kind of lose sometimes and you have to accept that
the problem with floodgates is mainly, that without them most non-meta decks struggle a lot against other decks, since they cannot recover that fast or draw 20 cards in one turn. But the thing is, that metadecks with floodgates not only present a lot of negates with their monsterboard but also with the floodgates themselves. In my opinion floodgates stand at an awkward position, without them many decks are literally not playable unless you tell the other person to not play certain cards or limit the negates on their board. If i would change something, then i would definetly errata some of the generic bossmonsters with omni-negates and advantages on top of advantages if they get summoned. Also i would like to present the solution of just having 2 negates per round for each player, this way people have to think a bit more on what to negate except for just filling the board. Example: If a monstereffect, that negates gets negated, then this counts as 1 of the 2 possible negates for your turn. You have only 1 negate left (monster, spell or trap) this way people would maybe lean more and more to summon other monster instead of just playing their negates. Opinions on that?
I really like that idea, hard-limit on your negation activations per turn. I really hope someone at konami reads this, because that seems like a really good solution.
I agree with alot of what you said tho I don't think super poly should get banned as it is likely that it will phase back out of the meta, but if it doesn't I would much rather it be limited because it does help fusion decks with disruption as well as playing around targeting
I really don't think the banlist is going to directly hit Swordsoul or Despia. While they are the "best" decks, they don't feel that oppressive. Overall I've been a big fan of this format due to the diversity, but I wouldn't be opposed to stuff like Scythe or Halq finally getting the boot.
^^ Absolutely what I think even if they get hit let me remind you eldlich is still a deck & more so on Master Duel. one deck falls to replace another op deck if your tired quit before spending 250$ on a full deck + extra if you have $ yugioh is a fun game that can easily win duels but it also makes those without $ or lack intelligence to read even if you did look at all the arguements at YCS etc!
After Protos and Aurodon got banned for obvious reason. I’m playing the deck and it’s pretty balanced. Just depends on the opening hand. I can usually do the Chixiao & Baronne but there’s so much more. I can literally end the turn with Monk with Shtana in waiting. Sinister, Clear Wing(Lv7), and Chixiao. I’m still play test the deck and see what I can do vs the new format. I’m enjoying the return to the game after a 6 year hiatus. Couldn’t find a good deck for me to play til SwordSoul was made.
I know I am very much in the minority on this, but I have always been one of the players that has been a bit of a floodgate player, Mystic Mine in particular. I go with the idea that if your opponent is going to make this 10-negate, non-targeting board, you should also be allowed to tell them that they can't play through a Mine or Golden Castle, because they are saying the same thing.
Imo the problem with flood gates is their inherit effect of card value. 1 card can turn off 75% of my deck. Mine is as bad as io. It practically stops majority of a prevalent yugioh card type. This goes with most flood gates. Also most of the times when decks do out up a "ten negate board" it is a fragile combo, you had no interaction or they invested most of their deck and extra deck to do it or the format is just wack and atuff needs to be ban( herald ultimate) (Also konami keeps making them but flood gates tend to end up on the banlist. It's a bad cycle. I mean there is a reason VFD, io, protoss are banned
Not to mention that most flood gates ( not mine) don't even have a continuous cost so ultimately up to you to draw the 6ish outs to there multiple flood gates. Floodgates and lingering effects that are 1 card turn off several or multiple mechs like mine etc are just unfun. (This also gows for things like scythe lock) (Yugioh should be a game whwre cards trade roughly 1 for 1 unless you hit pivotal points of play so you gain advantage. No one card with little to no set up should just win you the game)
@@lunayee7106 I mean same could be said for combo decks. You basically have five one card combos in your starting hand. And to combat that literally every player is forced to play 8-12 hand traps MINIMUM. as for floodgates they generally do go 1 for 1. Cosmic cyclone and other staple removal has always been a thing. You just need to prepare for said metas and unfortunately draw the out
I agree on most of the current problems. But the ocg shows that even with auroradon the top decks are good for their mechanic. What I mean is that in two weeks with the release of pote spright and following tearlaments will overshadow all of the other decks. We probably should wait and see how the format evolves, and which decks stay strong even with splight an tearlaments running around.
So you are saying "Do not worry about the current problem of the meta cause the next meta will be far worse anyway." Sadly i can not really disagree. While i do not believe in overhyping strong OCG decks (Adventure PK doing exactly nothing, floo not doing anything till advent was released, etc) I do believe Splight will be DOMINANT, even withouth being able to search max c. At best it makes it more balanced to Tearalaments.
I'm more than a bit iffy on if they'll ban Halq over here. 'Cause the thing is; the Link mechanic is *broken,* has been since year 1, and stayed that way for years. And it's all thanks to, as you said, Links that summon stuff for free to Link climb up. There are like 5 of those at least and 3 are still legal; and Konami's always been fine with them despite the writing being on the wall from the start, only banning them when it's clear they, not whatever they go into, are the problem in that given interaction. Like, it cannot be overstated that they banned the face of the mechanic because Halq & Isolde made it too easy to go into (and then errata'd it just so you know they're staying course). Pretty clear sign they're fine with Halq and will continue being fine with it unless it does something new & horrible and I'm not sure a new Scythe combo or whatever the latest thing it's used for will do it. Plus, like I said, there are other options even if they did ban it. like, Scrap Wyvern, which takes a few garnets but pops while Link climbing. And which, I must point out, they made while Halq was already a problem.
My feelings on Mystic Mine are really split. Yes it brings things to a grinding halt but it also gives a lot of folks a chance against monster meta decks. I'd probably hit Crooked Cook before I'd hit Mine. And Branded Fusion to 1 would be an absolute evisceration, again, to the budget players. A good structure deck came out to give everyone a really solid base to build off of, and hitting it now would be, honestly, pretty discouraging. If they didn't hit Red-Eyes Fusion, I like to think they wouldn't hit Branded Fusion. It would alienate any new players who used the deck as a springboard to get into the game.
I think floodgates wouldn't be as much of a problem if backrow destruction wasn't so tough to search. Everyone wants to run the cards that get their engines started, and main decking backrow removal messes with that. Most archetypes have searchable backrow removal, but it's usually reliant on monster effects or having a monster on field to search them. Floodgates prevent this usually, so they become frustrating.
I feel like dimensional shifter definitely needs a look at being banned personally. Either have called by the grave or DD crow or it's an automatic lose. Same with any other card that genuinely locks you out. If Konami wishes to keep these cards in the format, there has to be more ways to counter those issues. but any effect from a card that gets thrown in the graveyard have such a strong advantage of activating due to the very small avenues to counter those cards. Either make called by the grave semi limited , and make another card that can deal with these effects from cards that are in the graveyard and then those very unfair cards that turn off major mechanics can actually be somewhat fair and have counterplay.
100% agree make called by up to 2 copies per deck and it’ll literally be way more balanced as if they shifter on your turn you called by and your good now if they shifter on there turn w.e at least they’re not able to turn skip on your turn without having but one card to stop it (I’m a flunder player) I understand that it’s a little op as well as harpies feather storm should be banned as well it is what it is
@@SenseiSixxth yeah you get my exact point. Or even have a hand trap than negates graveyard effect floodgates would be nice too if we are keeping the format to be heavily reliant on hand traps.
I don't know, I am not a competitive player but I feel nowadays people just want to get stuff banned that will prevent them from preventing their opponent from playing. Combo spammers want the floodgates gone, the floodgaters want the 1-2 generic combo spammers gone. As a casual boomer player the only way I can have a chance at winning against top decks with my blue-eyes is by using floodgates, although I do not abuse them I only run 2 skill drains and that's it so I wouldn't say I am abusing floodgates. If floodgates were more archetype specific, for example to give a boost to old archetypes like blue eyes or dark magician, people wouldn't complain as much because as you said some people abuse combo spamming and flood gating in one single deck.
This bias towards hating whatever hurts their deck is especially clear when you ask players what they think ruins the game. The 2 most common answers are “the game is too comboey and you can go off turn 1” and the other is “the game is too controlling and you can’t do anything.” Literally opposite problems that apparently “ruin the game.”
Yu-Gi-Oh has reached its logical conclusion for its format of play, from merely getting to interfere during your opponent's turn with traps and quick-play spells, to just utterly shutting down your opponent from doing anything, so anything that isn't ready for a dozen hand traps and negates with barely any downside is just dead and buried. It makes me feel like a fossil when I see just what kind of game it was compared to what it is now, and I'm just happy being able to keep some old decks that are fun to play - Deskbots are my beloved archetype, and I doubt I'll ever give them up.
@@brandonbernard1570 Actually, often I find both together. If your opponent can "go off turn 1" then “the game is too controlling and you can’t do anything”.
I get a lot of your reasoning. It’s just annoying having to deal with stuff that wouldn’t normally be in someones archetype deck while still having to deal with their actual archetype deck. Not to mention all of the negates and hand traps. It’s basically who doesn’t let their opponent get to play the game first. It just really sucks how the game is played now
If players can have boards of 6 negates, I think it's fair for other players to use floodgates that are more affordable for budget players. Of course I only like the ones that are simple. Mystic mines does way too much and should be banned.
Power of the Elements is the next banlist, boom Swordsoul gone, boom PUNK Synchro gone, boom Adventure gone, Despia already on a lifeline, anyone who tells you Spright and Teralaments aren't going to be the only two decks are huffing copium.
Maxx C not being in the format makes things so much different here. Those 2 decks aren't going to run away with it unless we get a banlist or until the Ishizu cards come out for Tearlaments.
@@Harmonic14 ha, if you think maxx c is the card holding spright baack, you’re smoking crack. Americans are already talking about running Emergency teleport at 3…..
My 2 cents, converted from pennies. The only trap floodgate that is truly problematic is anti spell fragrance because it is a counter to it's most common played outs. (spell cards.) Having harpies, lightning storm, cyclone, mst etc is countered by itself, this was my biggest problem with Imp order. Once upon a time MST maindeck was expected, the meta changed but with any changes back, players are resistant to that change because they have gotten away with playing greedier decks all monsters, enablers and gas, no problem solving.
For the case of most floodgates, I feel like there are reasons to maybe limit or semi-limit them. Like cards such as Called By, they are powerful turn stoppers against many meta decks that shouldn't be accessed at all times, but might be a strong counterplay or a powerful card to luckily see in your first hand (But your first hand shouldn't be 5 floodgates because that just grinds everything down to a screeching halt.) I hope floodgates will see hits comparative to their power level. Cards like Gozen match, which rarely affect any deck unless you're trying to do a...I don't know, Stealth Kragen lock...would probably stay at three, whereas cards like Anti-spell, There can be only one, etc...those could probably be semi-limited at least. Then there's Mystic Mine. Now, my roommate was a TrueDraco control player, and I would always run up against him with my Earth Machines or Worms (yes, worms. give my boys some support please.) and usually beat him, the floodgates rarely came into play, but then Mystic Mine came onto the field and both of us would just do nothing until either he removed it, I drew one of my 2 main board S/T removals, or someone decked out. Say what you want about Mystic Mine, it's healthy for the game, it's not healthy, but like Dragoon, If y'all are running mystic mine, that ain't a crutch card, it's a whole-ass wheelchair. People out here saying Mystic Mine is great, don't get rid of it...But if we got Verte out of here, we can get Mine out of here. (P.S. For you boys, if you have Side Deck room, run some Dark Holes in sideboard. It helped me snag 2 sets in my regionals against wheelchair decks.)
My problem with hitting Mine right now is that there's no sort of replacement strategy. I run Mine because its a cheaper and stronger Droplet. You can buy an entire Mine and Demise of the Land set for less than what a single Droplet costs. My suggestion would be "retrain Swords of Revealing Light and make it Mine on a countdown timer." And it needs to be affordable out of the gate, or else this solution is going to be a complete bust. Until then, I can't recommend banning it in good faith, it'd severely cripple stall/control strategies like Twins, Floow, Sky Strikers, etc. (and yes, I do think Twins should be running Mine if you're a budget player). Like, none of y'all ever think about what's affordable to play IRL. And getting rid of Mine is only going to make wombo combo decks even more toxic. It exists to keep shit like heavily oppressive turn 1 Halq or Drytron boards in check. Its a self regulating card, there's really no harm in keeping it in the game until a retrained replacement comes out. Its not like this is the OCG where Maxx "C" already regulates the pace of the game, a game in the TCG can be over before player 2 ever gets to draw their 6th card. Cards like Mine have to exist for this reason because Konami doesnt have the balls to ban 50 broken negation monsters, nor do they want to. Now, i will say though that if you wanted to further justify banning Mine, we could use more useful tributing cards like Nibiru for board breaking purposes if no one is in support of retraining Mine (and doing do by buffing Swords of Revealing Light). Kurikara Divincarnate is a good start.
@@four-en-tee If you want affordable droplet, you have Dark Ruler. Or Chalice. Or Kurikara (the fairy monster that tributes your all your opponents monsters that activated effects on your turn, and grants you advantage for each one) when that comes out. As the video says, you're thinking about the floodgate as playing from behind to break boards. However, some anit-meta and meta decks can turbo out Mystic Mine the second they smell trouble from the opponent to put the gamestate into a stall. You can't judge mystic mine as a Swords of Revealing Light, which can be outed by monster effects as well as S/T removal. You have to judge it as what it is: A card that can be abused to the most to make games unfun. To put it bluntly, if you're going to ban some unfair combo cards like Halq or Dagda or how they took out Auroradon, you have to balance the scales and take out the worst offenders of the stall cards too. And Mystic Mine is the king of unfun gamestate and crutch cards, bar none.
I have a hot take. As a competitive player, I'm not really bothered by the negate that the adventure engine gives. I'm more bothered by dracoback being able to bounce. Most of the time, gryphon is being used to make baronne. The bounce from the dracoback is overkill.
Flood gates used to be fine because you couldnt put up a whole board of negates along with it, the game was much slower so it had a much comfier place than it does today. Now yu go off turn one n then completely stop yur opponent from being able to build and negate their attempts to destroy those cards that stop them from playing.
There's another reason for banning Scythe over Dagda. If they ban Dagda to stop Scythe, people can just fit 3 Sanctum, or just send it off Shooting Riser Dragon for Baronne/Scythe plays. Banning Dagda won't solve anything, Scythe is the answer.
My only thing about mystic mine is it can easily be outed either by ensuring you and your oppent have the same number of monsters on the field or you just simply use cards or effects that can pop cards on the field. It is easily outed but I know people rather use anything else than spell trap destruction.
I feel like more "floodgate" cards should be made like Lose 1 Turn or Quiet Life to slow the tempo of games and make players think about their plays more rather than just completely halting the game. Cards like TCBOO or Imperial Order should have been more limited like IO only negating the first spell activated every turn.
Well thats sadly also not a solution, given that lose one turn literary kills all decks with an effect on summon type effect. So it does not slow those decks, it stops them from playing the game which is the same as tcboo
@@OmnisArchives sadly enough with competitive games lasting only 1 or 2, maybe 4 turns if your lucky, we do actually need floodgates. If a meta shift comes that makes the multiple negate end board turn one less viable/sought for, I'll agree with you, but for now, I actually want a handtrap form of some floodgates so they can be used turn one. Right now the only turn 1 floodgate is Dimension Shifter, and it only stops the GY.
The Adventure engine is in the same boat that Sky Striker was back in the day. It got splashed into everything because it was a good, small engine that didn't lock you into anything really. Adventure is the same right now. Every other deck it running it because it's a small engine that doesn't really lock you out of anything. It will probably get hit just like Strikers did until it can no longer be splashed into decks and becomes a rogue deck. Then after a few years they'll slowly unban parts of it until it's playable on its own, but still not really splashable. Welcome to the life of a splashable engine.
@@darcytoews8841 Thank you. I came back with master duel and my first deck was Sky Striker. It‘s capabilities as a engine didn‘t strike me as strong considering todays meta with DPE and Adventurer
Halq is the problem, not scythe. Most decks run maindeck answers to it. Most popular Handtraps stop it, some board breaking cards stop it. Dark ruler no more stops the combo surprisingly, compare that to continuous trap floodgates: I've recently learned that the solemn judgement beside the skill drain is the real insult. You mean to tell me, I go out of my way to maindeck cosmic space cyclone (which btw stops scythe aswell) only for it to eat your solemn? What do I do now? Pass and hope to draw my 2nd cyclone? Very interactive. Also, as a floodgate it doesn't hit as many decks. Compare that to a well-timed gozen. Honestly, I don't mind floodgates too much personally. They sometimes create situations that you can get out of by thinking outside the box Halq on the other hand just kills you or helps your opponent make 5 negates or so. So picture this: I'm playing my Code Talker deck against my oponents 1k Pile deck and make a 3 interrupt board through a ghost mourner, because I have drawn a god hand. I stop the Board break card, the enchantress and dim barrier as soon as I see the punk, only for my opponent to go halq -> selene -> Accesscode and end the game right there, because I'm at 4k life life due to ghost mourner and heatsoul. "Halq helps Rogue decks": I just outlined a situation in which my opponent, with his $$$ deck, used the boss monster from my archetype to kill me, 10 times easier than I could have done with my rogue deck AND through 3 interrupts. It's just sad and almost even insulting. I just laughed, complimented my opponent for his line and brushed it off as irony. That's not how I felt. Please do something about Halq konami, please.
Schyte is a problem -> The problem is Vomiting monsters from the extra deck. In a turn, an average combo player uses at least half of his extra deck. What we do need is to make turns faster with less power play pieces and more "slow" mechanics, like " if this card is NORMAL summoned, add one ... ". We need good decks to summon up 3 monsters each turn.
Floodgates are necessary evils. They expose the glaring problems that exist in the game such as generic boss monsters and adventure engine and helps give rogue decks an even ground against them.
I really like that you pointed out that a deck is allowed to be popular and not be degenerate. Swordsoul is honestly one of the more fair decks out there, it doesn't lock you out of the game entirely but it still is good. I really hate it when people demand something to be banned because of popularity rather than actual unfair locks or turn skippers. I think decks like salad and swordsoul are good for the game since they are reliable decks you can just keep and know it will be playable in the next format.
When splight comes around we will just complain about that. The real issue is Konami and the push for new products. Banlist are for pushing products not to fix the game. Konami doing the right thing rarely happens
The thing about despia is: its kind of a honest deck. There is many places to stop it, and almost every hand trap effects it in some way. The biggest problem with floodgates is theres generally zero interaction with them beyond main decking cards to deal with it on the regular. Unfortunately, as much as I have been complaining about skill drain since it came out, is that they are needed cards to promote deckbuilding. Theres just not enough restrictions on cards. Also what could solve some things is a "Pick from X" list. Where cards are either all lumped into the same list or segmented into multiple lists that you can only play 1 card from that list. So if say Eldlich chose skilldrain as the card to play they cannot choose mystic mine. It would also show konami which cards need to be removed completely and which could stay around as options. Realistically all this typing and thinking is a waste of time because Konami does not care about it. The format is not effecting the final line at all and MD has done a great job bringing people back to buy more product. Sales are up because people can be competitive irl again.
In other games the best solution to limit over-used cards/mechanic usually were to either limit, ban or change them or either prohibit some combinations of cards in a deck (in some rare cases reprint staples constantly, if that game used resource generation as a limitation). We know that's not the case for Yugioh, since choices for bans nowadays are more biased to ensure profits. If Konami ever intends to promote true diversity one of the best choice would be to limit the most abused mechanic of all, that being special summons (or rather, instances if special summon). To limit a bit the absolutely most prominent type of decks (combo-control) the rule change limit should be of 3, 5 or 6 special summons per turn (3 is they easiest to remember, 5 is a call back to monster zones of the field, 6 counting the extra mz.) Testing to choose the right number could reduce the overextending of a combo, reducing time required to conduct a turn (and for opponents to wait for a turn) and allows for more strategy planning and interaction beyond that of handtraps. Limiting the abuse of combo mechanics would bring its share of issues, but that would probably be an easier situation to monitor and evaluate. The second most prominent type of decks are pure control decks, and their power level and impact on the meta is easier to manage since the most commonly used tools are floodgates, so hitting those as needed can change the balance of the game as konami sees fit. Every other choice beyond this would serve as minor tweaks to either smooth the game and/or promote new products without having to raise the bar excessively. As a side note/hope it may be possible to lower a bit the learning curve, making it a bit easier for newer and older players to get into the game.
I was just discussing a lot of the same issues yesterday. Theres a lot that needs to be hit, and lets face it turn skippers just arent fun for the game
I wrote this as a reply to a comment, but its worth reiterating here because I seem to be one of the only people here with the balls to say it. My problem with hitting Mine right now is that there's no sort of replacement strategy. I run Mine because i'm a budget player and its a cheaper and equally oppressive Droplet. You can buy an entire Mine and Demise of the Land set for less than what a single Droplet costs, and if you have the money, you can run both. My suggestion before you ban Mine would be to "retrain Swords of Revealing Light and make it Mystic Mine on a countdown timer." And it needs to be affordable out of the gate, or else this solution is going to be a complete bust. Until then, I can't recommend banning it in good faith, it'd severely cripple stall/control strategies like Twins, Floow, Sky Strikers, etc. (and yes, I do think Twins should be running Mine if you're a budget player). Like, none of y'all ever think about what's affordable to play IRL, there needs to be more budget options for the competitive scene. On top of that, getting rid of Mine is only going to make wombo combo decks even more toxic. It exists to keep turn 1 "Build a Board" strategies in check. A build a board is a board that constitutes OTK potential once turn 3 comes around, and has two or more negation, floodgate or disruption monsters on board that solely exist to stop interaction to facilitate the turn 3 OTK. If you're unfortunate enough to be going second against it, they can usually only be broken by Droplet, Dark Ruler, Kaijus, etc. or can be stopped by Mine if you can exhaust any negates that would cancel Mine's activation. They can be stopped turn 1 by Nibiru if you're fortunate enough to start with Nibiru in hand, and Kurikara Divincarnate does exist now to try and help break those boards even further during turn 2. Simply put: Mine is a self regulating card, there's really no harm in keeping it in the game until a retrained replacement comes out. Its not like this is the OCG where Maxx "C" already regulates the pace of the game, a game in the TCG can be over before player 2 ever gets to draw their 6th card. Cards like Mine have to exist for this reason because Konami doesnt have the balls to ban 50 broken negation monsters, nor do they want to. Now, i will say though that if you wanted to further justify banning Mine, we could use more useful tributing cards like Nibiru for board breaking purposes if no one is in support of retraining Mine (and doing do by buffing Swords of Revealing Light). Kurikara Divincarnate is a good start.
Agreed. Mine is a necessary evil in the game to check a lot of combo decks out there that will OTK you otherwise. And most importantly it is budget friendly.
Floodgates that need to go is mystic mine, and anti-spell fragrance. Cards that need to go to 1 or 2 would be warlords, and there can only be one. All the other floodgates aren't too oppresive For despia drop their aluber, or fusion to 1, could even drop opening to 1 Swordsoul is to drop their emergence, and/or mo ye to 1.
Yugioh is at a point where you make an unbreakable board unless you draw a hand trap, DRNM or a kaiju, or one floodgate can do the same thing unless you draw MST or an equivalent. The whole point is to prevent your opponent from playing, so I understand having floodgates around, maybe keeping them at 1 but not outright banning them. Plus, they are a means for extremely dirt cheap budget players (like myself) to play in locals without having to shell $100+ for a deck. Mystic Mine Cubics took me far but I know that won’t win a YCS.
'Kinda rude' is not an argument for a card going on the banlist. Lots of cards fall under THAT category. Super Poly and Dimensional Barrier are absolutely fine. I do not like the idea of hitting cards that wax and wane given the format. There have been multiple formats in the last year or so where cards like the aforementioned seen literally 0 play. Same with most Floodgates. Scythe, and Mine are the only two cards that deserve the axe.
Super poly is fine, but dimensional barrier literally says “If you play a deck focused on one of these 4 things, you instantly lose the duel” That is not “absolutely fine”
I'm not a competitive player at all, but I think the fact that the win conditions in yugioh revolve around not letting your opponent play really hinders the amount of fun that can be had. I like casual play because it's a lot of back and forth, nobody is building a giant board that negates everything you have making you skip your turn. Also, generic boss monsters isn't fun, either. You only play cards that can get you to these giant generic monsters, it would be interesting if decks were more restricted.
There’s really nothing they can do about it without some kind of massive ruling change, like a special summon cap. Personally I like the fact that modern yugioh rewards players for fully understanding their own cards/combos. But the game needs floodgates for counter play, imo
MY MAN YOU FEEL ME SO HARD RIGHT NOW! This is exactly the problem with yugioh: too much generic nonsense, which means everyone plays the exact same things.
It would be like Konomi to ban cards like droplets and cryston after reprinting them in recent packs and making them easily accessible for player that aren't sponsored by konomi.
Mystic Mine is the only problem card. All the other cards mentioned allows you to build decks around your favorite archetypes, but also builds in something that mitigates your weaknesses.
I think they only limited Halq to 1 because they banned Auroradon: they KNEW Auroradon was a problem, but at least wanted to see if Halq was a problem itslef or just a good card that happened to be an Auroradon enabler. As someone that has been playing "Deskbot" since before Halq, I want to see it stay, but understand that this card at minimum needs the "Goyo Guardian" treatment and an errata that it requires 2 MACHINE monsters, including a tuner, to summon. Archetype specific "broken" cards seem to be at least fine, and this would either make it a machine specific great card (like "Urgent Schedule" or "Machine Duplication Factory") while limiting appeal outside those decks or at least make it clunkier and harder to use in outside decks without archetype specific summons on the field for it.
I like your takes. Floodgates get tiring fast. These splashable 1-2 card combo engines can help rogue decks but for the big picture they only help powerful decks makes Yugioh unplayable.
Not just that. There's also the fact that Tier 1 decks have a tendency to steal engines from more casual archetypes, which end getting banned thus nerfing those archetypes whereas the meta can just move on to the next best thing. Being a casual in yugioh is rather unfair lol.
I like the pile deck concept, there are a lot of “garnets” that you don’t want to draw so it dilutes the main engine of deck. If you draw the right hand though, it’s OP
@@NewtBannner i certainly don't. Playing dpe adventure swordsoul tenyi punk etc... isn't really a deck or a strategy, you're just putting together all the best stuff in the game, and the only reason it works is because most everything in yugioh is extremely generic. Of course the deck is strong when 90% of the deck is made of 1 card starters that all lead into nonsense... If you're trying to win, sure play that but to me the concept is just an example of how poorly planned and balanced yugioh is...
@@metaphobic That's how old school Yugioh was played. Put a bunch of good stuff together. Mostly, what changed was the strategy (beatdown, hand control, stall, chaos, etc...).
@@CocTheElf That is true, you've got a point but the difference is that playing those old decks still required deck building skills. The pile type decks running rampant now basically just put up all the negates and interruptions they have and prevent their opponent from playing through generic universally useful effects. There's very little strategy involved when any move i make naturally counters anything my opponent wants to try and do. Imagine playing chess, but if your opponent goes first, they can prevent you from moving your pieces, and any move they make guarantees a kill and the ONLY way to prevent this situation from happening is throwing a dice that may or may mot grant you a special piece that can protect you from one specific kind of move... I genuinely love yugioh but it's one of the only games i've ever played where you're statistically GUARANTEED to immediately lose with no chance of any skill coming into play.
I think one of the most ignorant parts of floodgates is the lack of once per turn's any of them have and after investing so many resources to out it, another copy is flipped. Even looking at all the 1 of spells on the list, 85% of them are not hard OPT's and much of the ignorance we saw back when they were at 3 was when multiples were being played in a single turn, not exactly how often the card is seen.
THAT and the lack of maintenance costs. It's way too late now buy i genuinely think yugioh would be a lot more interesting if there was a hard cap on the number of things you can do per turn, hence why most other card games use resource systems. That would put a stop to ftk/otk and insane turn 1 boards as well as allow for more back and forth...
I think Konami has created waaay more power creep than was necessary. Although on second thought it probably was necessary from a financial perspective.
I'd like to see older cards like Infernity Archfiend and the Dragon Rulers come back. We could even test the waters and try bringing back the Wind-up handloop
on the discussion of bringing cards back, i feel like we can bring back a few of TOSS format cards. mostly just Harp Horror to 1 and Gazelle to 3 since I find those to be the most fair cards out of the bunch still on the list
There are cards on the banlist that can't come back because of FTKs and unfair strategies, like Knightmare mermaid, firewall dragon etc. But windups, dragon rulers, Orcust, Salamangreat - their cards are banned because they were the top tier deck at the time. Like you said, why not give them a chance? Money. Unban them and make their decks viable as rouge decks or meta threats. People will buy less cards since the newest cards aren't always the best. It is not in Konami's interest to 1. balance the game or 2. make the game fun and accessible for everyone
The next banlist isnt going to affect to much for one simple reason, Power of the Duelist. Spright and Tearlament already bring a lot of change with them so its important to see how that has effect on the metagame before taking action.
I'll be honest, I really hope despia and swordsoul don't get hit. The decks are going to get power crept in a week anyways. Let the decks keep going. Spright and tearlaments are going to take over. Pre seller websites like Tier 0 have already sold out of the deck cores. Like swordsoul and Branded are going to fall out anyways. Let the decks live as long as they can. I'm a huge fan of swordsoul and I already know my deck will die off completely when the Ishizu cards come out for tearlaments. Might as well let us enjoy our decks while we wait to lose competitive viability in November.
I don’t see much of a reason to hit despia or swordsoul. Yeah they’re strong decks but they never feel bad to lose against in a sense of feeling like whatever they did was just so unstoppable. They seem organically powerful compared to adventure engine decks or pile decks
Jet synchron is fine otherwise you can't use jet warrior Floodgates are needed cause of all the decks summoning multiple monsters They should just set guidelines that you can't use certain cards other than how intended that would solve a lot of problems
The main floodgates that I think are problems, and personally would like to be hit (whether banned or limited), are Mystic Mine, Dimensional Barrier, and Anti Spell.
I think the talk around the banlist have devolved into: "I want to play." And I think a lot of the more recently designed cards promote uninteractive gameplay. And sure, past formats also had uninteractive strategies, but a lot of the majorly oppressive cards were banned eventually. Some didn't, and are still legal to play today. Honestly I think a solution to a lot of these talks is implementing some kind of set rotation. Even within Yugioh there were what I call soft rotations whenever a new summoning mechanic was introduced because a lot of cards designed during those era were made specifically for that mechanic. The biggest example of this I can think of is Tour Guide from the Underworld from the Xyz era, where the monster it summons cant be used as synchro material. I think we're at a point in Yugioh (TCG) where there are too many generically powerful cards printed in the legal card pool and rather than banning 50+ cards, it would be easier to implement a set rotation. (Also the lack of alternative game rule formats with a modern card pool is a big mark against the game.)
That's not going to change anytime soon Konami knows cards that don't let your opponent play sells it's turns to who ever as activate them first wins which is really unhealthy for the game
I disagree with hitting floodgates, powerful threats require powerful answers. As long as the meta is full of decks that take 15 min turns and multiple negates on turn one we need cards that can stop these combos from going off. I understand that floodgates feel bad but so does getting locked out because your opponent made a 3 negate board.
Besides therion punk, what deck is taking 15 minute turns in the meta right now? swoswo and despia last like 2 minutes at most. despia doesn't even really use negates outside of things like mercourier.
@@link3mario3 I wasn't being literal when I said 15 minuet turns I just mean long turns😩. Both swordsoul and adventurer decks can put a lot of negates on board. Despia may not put allot of negates on bored but despia is only of the big decks in the metagame right now and modern Yu-Gi-Oh the decks that compete at the top of the meta tend to be combo decks that make allot of negates.
As others have pointed out, you even playing this meta? Cause it sure isn't "3 negate boards and 15 min turns" and that tends to be a cop-out folks use to describe every modern format, even though it just isn't true.
A Swordsoul vs Despia meta is a million times healthier as the top decks of the format as the pile-scythe decks. And they make some of the most breakable boards a “best deck of the format” has ever made. I’d hit Super Poly as a hit to Despia and that’s it.
in my opinion this is true but i dont think despia needs a hit cause of splight coming soon, and tearalaments coming eventually to so i think swordsoul decks and despia are pretty healthy to deal with
@@yusheitslv100 to be honest i dont see much scythe either dunno why people are so upset, besides 1 deck i think you have a card much more troublesome called "Mystic Mine", a legendary card that legends say it can automatically win you games but only if you have the tru skil required to summon on the field, it is said this card is so powerfull, it as driven many duelist insane just by looking at it.
I feel like master duel has proven that SPYral master plan and SPYral resort are good to come off the ban list entirely, as the meta has caught up with the power that SPYral once had when it was the tier 0 monster it was all those years ago.
Floodgates, S/T ones anyway are able to be outed. It's legit as simple as an MST. I know they aren't popular, I generally don't like them myself but the fact that there is a simple solution to them means they're not an actual problem, it's just the player's approach to them
I love floodgates, but I hate Mystic Mine. Fact is, the thing is a better Kaiser Colosseum on a field spell, and Kaiser is banned completely, yet Mine is at 3? Makes 0 sense. The thing is, floodgates force your opponent to interact with your board, rather than play solitaire. Don't like floodgates? Main deck backrow hate that isn't just Harpies or Lightning storm.
If you play Mystic mine burn there is plenty of interaction. Also if the opponent is a good player it forces creative and inventive game play from them as they find unusual outs.
The problem with most floodgates is that they are not played in things like burn or exodia but much like vaninities emptiness back in the day, to set up after you did build your own board :/
Floodgates are Konami's answer to fixing the problem with their own game: pacing issues. It's terrible to put that burden on three players to play cards that try to change the tempo by stopping the opponent altogether.
Konami and Yugioh players need to get their head space into the idea of erratas, the biggest errata being locking archtype support to their respective archtype.
Ill admit to being someone who doesn't hate Mystic Mine, mostly because we have more than enough answers, even ones that full on mystic mine burn decks cant protect from with Cosmic Cyclone. The format has been made so fast though that you will die if you dont have multiple hand traps or board breakers, followed generally by a 1 card engine starter. This obviously means you cannot afford to have these in the deck to backrow answers. While I am not fully against the ban, I would say we need more options like Dark ruler no more, or a weak stated monster that just stuns negates for the turn, could even only be on its normal summon. This is just me personally cause I am bored of seeing the multitudes of decks just do the same combo. Like with master duel, its nice nearly every deck can use Halq into auroradon, but god is it boring seeing it 30 games in a row. Like the second you hit plat its nothing but the same boring matchups.
make notes when Konami put "Banlists" it's mean that their sales targets for some particular cards is achieved. then expect another new batch of another new cards that somehow "broken" in the new pack releases. rinse and repeats. they should be put on Anti Trust trials or nothing will change.
You should have some editing in which the cards you bring up, pop up on the side so people know exactly what you're talking about at times. Could be confusing for some viewers when you're waterfalling cards.
what if Konami made a new additional band list section all the cards in this section are linked on how many can be played like how they have it in duel links where if a card is semi-limited you can only play two cards that are semi-limited so make it to where you can have like six cards that are on that list that you can play. For example ash, droll, droplets, Valor, impermanent are all on the list so you can play 2 ash 2 droplet and 2 imper but you cant play anything else from the list this would include in the side deck. Also I feel like more cards should be errata instead of being banned
This might be a hot take or might not (getting back in to the swing of things) I think all archetype boss monsters should be WAAAAAAAAAY Stronger then generics. The generic ones can have negates but hard since per Turn and probably never Omni negates. Each archetype should do something (I know they try this) and the end result is a really good boss monster with possibly an Omni negate or a flood gate. If I go through the trouble of summoning a rank 12 or lvl 12 monster that shit better be worth it. Where as right now the Acesscode talker engin can just beat over it lol.
While I like the idea 1. This would just kinda make Rock Paper Scissors game style where “deck 1 has this matchup against game 2 and staples literally are not powerful enough to change this” + this would never happen Konami would have to ban so many cards to do such a drastic shift in game direction
@@donutthepop5297 I get that. But the Rock Paper Scissors gameplay could work assuming you could change your deck mid tournament. If you play DDD in match 1 your locked in to that for the three matches, but next one you can run a different deck. I’m not sure if you can do that or not. I’m not in the comp scene. They wouldn’t need to ban cards just make them less generic. Something like Barrone should need a de fleur to be brought out. Kind of like what they did with Goyo Gaurdian. Goyo is still a really good card but being less generic with its errata allowed it to be unbanned. So they would need to errata the cards making them less generic and make new cards around this theme. I know they won’t do this but I think it balances and leaves the game up to more skill then it is. Right now when my buddy and I play we both have going first decks. Depends on who goes first and sets up their 3 or 4 negates preventing the other person from comboing off.
I think the problem with floodgates is that the game of YGO is too consistent now. Every meta deck has multiple 1-card combo starters to set up their end board so they can add in pretty much any card they want without worrying about lowering their consistency. For years and years traps were in a weird place where you want to play them because of how powerful they are but you can't because they're too slow and lower your consistency in setting up a board unless you are specifically looking to play a control or stun deck. They're just a slower version of Artifact Scythe - instead of locking your opponent down using some resources from your combo you just do full combo and set a card or two in the backrow.
Graceful charity is way too good it is not consider cost so shaddolls and zombies and other gaveyard control decks would plus to much. Oh and I forgot danger dark worlds would be crazy good. I do love graceful charity tho.
I enjoy you guys a lot and enjoy these "1 on 1 talk to the viewer" videos, but as someone who hasn't played the physical game for years it would be nice to see the cards you are talking about, because I have 0 clue what most of the cards you are talking about do.
Yo I definitely understand but try doing some research on what he's talking about if your interested
@@GamerZeroZX I get that, but if someone is going to make the effort for a video why not include it? I could pause every 5 seconds to look up the card he is talking about, or I can go to another youtuber who already does this.
But I like TeamAPS and I want my views and time to go to them instead of other people. I was merely suggesting something that I would see as an improvement.
I do also understand that not every video is *supposed* to be a high information video, and sometimes simple is better. But again, just a suggestion and my opinion. Im still watching either way
If you don't know the cards why would you care if they're hypothetically banned?
@@aarynforehand3130 well team aps plus was a way for Paul and the gang to do different content/Yu-Gi-Oh discussions/less serious Yu-Gi-Oh content than the team aps channel.
@@PSYCHOxFROST I think it's just Yu-Gi-Oh players wanting to keep up with the game. I'm the same way. Haven't played in a few years but I definitely still keep up with current Yu-Gi-Oh and like to learn the current status of the game
I keep telling people that eventually the 'everyone runs 12 hand traps' will end because you'll just have cards that'll be able to ignore them because of power creep which is the bigger problem, nearly a quarter of your deck is basically 'cards you hope to draw to limit your oppent while they play' and unless you have the 1-2 card combo's with 3 handtraps you just don't get to play....and that doesn't really help things when you need to build around having the same 12 cards everyone will be playing
Ironically, splight/tearalaments actually not care much about handtraps, given every single card of them can go full combo, its incredible hard to make a meaningful hit with a handtrap.
And I get people who say 'oh they'll still fall to ash blossoms etc.' if they did then why do you see them being the majority of decks being played in tournaments?
More importantly effect veiler is what? A 10ish year old card? Konami Isn't making the new cards around a 10 year old hand trap.....nor are they doing it with all the others
@@yamiangelous he definitely is talking about cards like subterror fiendess. No other deck can utilize Fiendess, so he wants more HTs that are specific to an archetype. Not building archetypes around specific HTs.
Anytime you have to rely on drawing certain hands to keep up, then it might be time to consider new options.
Imagines Archetypes with effects with () saying this effect cannot be negated.
Charge of the Light Brigade 2.0
Send top 3 cards to GY; add 1 lvl 4 or lower LS monster to hand. This effect cannot be negated.
Says no to Ash Blossom, Shi En, so many negate related cards
Most of the problems with most floodgates is that they were designed for gameplans that no longer apply today. When things like Gozen and Rivalry were made, OTKs were very rare, especially when under said floodgates. So the benefits of those cards are to give a temporary advantage to decks built around a single type or attribute, or without overlaped types and attributes, all until your opponent eventually draws ether a monster that follows the floodgate or S/T removal.
NOW however, decks can EASILY ether actually kill you or put up so many negates that you can’t win through a floodgate you probably didn’t draw the out to in your opening hand.
Yea, but we’re people really killing on turn 2 in the 5Ds era?
@@captianblitz Ask Yusei, with his 1 turn 3 kill combo.
Yah, but that’s anime nonsense. How often did that happen in the real game, and how often were decks built to do it?
How many turns did those OTKs take? Because the argument I am trying to make is that floodgates were trying to basically be a deep draw tool, slowing things down until you win or your opponent plays around it. The problem is that the second option no longer exists in the modern day
I sort of disagree with this. Ive been playing around with different floodgates recently and built a deck that gets super long matches by blocking mechanics that are commonly used. For example the barrier statue cards being paired with something like a necrovalley and a gora turtle. As so much of the game is focused on special summoning you can just stop the entire deck for an insanely long time. I use the one for wind as thats one of the more rarer elements and once you block things like spells, traps and summons to the point your opponent just cant do anything. Its not a winning deck but on average once you've got things set up matches go to on average 40 turns or at its longest over 60. (been testing this in ranked on master duel and it stops an insane amount of decks). Opening hands can be a bit rough with it which is the part i agree with though.
Honestly Super Poly is fine to me because it effectively functions the same way as Sphere Mode, Lava Golem, and Kaiju's do. The only difference is that it's arguably a lot more situational than the above cards, and because of that, in addition to the discard cost, it winds up balancing itself out and doesn't really stop the opponent from retaliating with backrow or other monsters after the Summon resolves
Imo its a very balanced card. First the discard one is good design, more cards need real costs like that. Also You need specific targets to run in extra deck. So it’s still a situational benefit and not every deck can run it. I think forbidden droplet is a great card too.
what? lava golem and kaiju's provide your opponent with a beatstick, golem requires 2 tributes and you can't normal summon the turn you use it. kaijus also take your normal summon. Sphere mode requires they have 3 cards and gives them a level 10 monster for xyz, synchro or just link and takes up your normal summon. On the other hand super poly always works as long as there are like two cards on either side of the field, only requires a discard and gives you a monster, it is way more powerful and far less situational so I have no idea where you're coming from.
Something that I find pretty boring is the fact that the deck is just a bunch of engines to make the same extra deck monsters. Like there is not a "I play drytron so I will try to summon drytron end boss" Or I play a control deck with control bosses but the deck lacks something and I can't just use other broken generic extra deck or even main deck cards to compensate. You should play one archtype or two or one atribute o one type. Which will have it advantages and disadvantages and you have to play with that and that gives balances and counterplay to the deck. Every time I see a new deck that comes after a new booster pack, there is always the generic cards in the extra deck or even in the main deck. All decks using the same handtraps. I would like if handtraps where part of an archtype so you can only play them if you really commit to that archtype ot strategy.
The issue here comes from, what is more efficient. Look at Swordsoul. They DO have a level 10 synchro boss. In about 75% of the cases i played against them, they go for baronne. I agree that generic engines and boss monster are annoying cause you can show me the endboard of 10 different decks and i probably could not tell you which deck it is.
Psyframe i guess is a handtrap archetype
Part of the issue with this is it really boxes creativity. Multiple engine's aren't a bad thing. I mean sword soul puts up baron yes but also puts up chengying or the level 8 alot.
The idea is that various parts of the engine cover or interact to sure up weaknesses or gain advantage. E.g frightfur engine in despia
Cards like barrone and access can be seen as bad for being generic cause they are very strong but at the same time I also like being able to put up chengying in my orcust deck so I can use it banish effect in tandem with orcust banishing themselves
Also one set archetype with no filler/staple cards to lead to cookie cutter rock paper scissor format
That’s dumb.
People play Yugioh for deck freedom.
I agree with Gryphon being something that should lock you into Adventure Engine stuff for the rest of the turn but I don’t think it’s like they’re gonna change the card text now. I play Tri-Zoo in the TCG and when I combo into Bearbrumm I’m locked into Tri-Brigade monsters for the rest of the turn because it searches a Tri-Brigade spell/trap when it goes to the GY. Yet they can keep going into multiple engines after getting Adventure Token, Fateful Adventure and Gryphon, kinda wild to me, like I could be looking at a Prank Kids and DPE board on top of all that.
All i want is a meta where every deck has the opportunity to get their best monsters out and beat the other player's best monsters. I want the players to beat each other at their best versus your oppinent cant play
What gets me is how fast ygo ban list shuts down the draw engines for exodia or otk deck, but stall, negates, and lock out strategies are almost encouraged
I completely agree with you
That’s old school yugioh
POTE will naturally take over the meta like DUEA did back in 2014.
As for the banlist:
ban: halqi, scythe, mystic mine
limit: skill drain, anti-spell
semi: water enchantress (a small decreases in consistency)
Floodgates are taking over the meta by being able to run them in the meta decks rather than stall decks only and thats not good.
You're right in saying sword soul doesn't have a specific card that hinders it like...my best guess would be emergence, or limit longyuan to decrease the power ceiling of the deck by not seeing baron as regularly
for branded: opening or aluber
I'm sure people are gonna absolutely dunk on me for this opinion, but the two decks that are almost at the point of me just insta scooping are Swordsoul and Flowandereeze. Swordsoul because they can set up their board so easily and there is just way too many negates you have to play through before being able to even start your own plays. Flowandereeze mainly because it irritates me the semantics that Konami has implemented in these cards texts. It's not a normal summon when you can do it 15 times per turn... Being able to "normal summon" repeatedly, in essence is just a different type of special summon.
swordsoul is honestly pretty cool i just hate floo. miserable deck
I'm pretty neutral on Swordsoul. I don't like it, but it's beatable, and it can be very satisfying to do so with a deck that you play just because you like it.
Floowandereeze, however... I completely agree with you. The wording of those cards allowing nearly infinite "normal" summons really makes it feel like they're cheating. Add in the fact that they can do combos on YOUR TURN with the Map field spell, PLUS the continuous spell that lets them use YOUR monsters for tributes... And then also the synergy with Raiza, Apex Avian, and Barrier Statue of the Stormwinds... Floo is by FAR the most obnoxious deck to play against in my opinion. If I don't have a nearly perfect starting hand, I do frequently insta-scoop against them.
@@RuriMizuno swso is really only evil when stuff like halqdon and denglong enter the picture, stuff that's literally not possible in TCG bc half of that line is banned, and much less viable in OCG because halq isn't there to give it to you for free
floo is nasty as is but specifically becomes cruel in MD's best of 1 format. i have no idea why they didn't pre-limit map/robina, or ban stormwinds because it's genuinely a nightmare trying to combat that deck. you just kind of lose sometimes and you have to accept that
With Spright and eventually Tearalaments coming in, I don’t think the cores for Despia or Swordsoul should be hit.
Banlists are usually to promote a new set rather than fix the game so they like making new archetypes broken when they want
@@Slither.Wing. Yup. lol. But I think the newer archetypes are strong enough to not need that tactic.
@@SunnyHF-nf4bc wish Konami was a reasonable company but if we try and give them some constructive criticism they’ll ban you *looks at Cimo*
@@SunnyHF-nf4bc fully agree. They don’t need ban list help to sell this set anyway
It's funny cuz I slap the shit out of despia now but swordsoul boards have evolved
the problem with floodgates is mainly, that without them most non-meta decks struggle a lot against other decks, since they cannot recover that fast or draw 20 cards in one turn.
But the thing is, that metadecks with floodgates not only present a lot of negates with their monsterboard but also with the floodgates themselves.
In my opinion floodgates stand at an awkward position, without them many decks are literally not playable unless you tell the other person to not play certain cards or limit the negates on their board.
If i would change something, then i would definetly errata some of the generic bossmonsters with omni-negates and advantages on top of advantages if they get summoned.
Also i would like to present the solution of just having 2 negates per round for each player, this way people have to think a bit more on what to negate except for just filling the board.
Example: If a monstereffect, that negates gets negated, then this counts as 1 of the 2 possible negates for your turn. You have only 1 negate left (monster, spell or trap)
this way people would maybe lean more and more to summon other monster instead of just playing their negates.
Opinions on that?
I really like that idea, hard-limit on your negation activations per turn. I really hope someone at konami reads this, because that seems like a really good solution.
I agree with alot of what you said tho I don't think super poly should get banned as it is likely that it will phase back out of the meta, but if it doesn't I would much rather it be limited because it does help fusion decks with disruption as well as playing around targeting
I really don't think the banlist is going to directly hit Swordsoul or Despia. While they are the "best" decks, they don't feel that oppressive. Overall I've been a big fan of this format due to the diversity, but I wouldn't be opposed to stuff like Scythe or Halq finally getting the boot.
^^ Absolutely what I think even if they get hit let me remind you eldlich is still a deck & more so on Master Duel. one deck falls to replace another op deck if your tired quit before spending 250$ on a full deck + extra if you have $ yugioh is a fun game that can easily win duels but it also makes those without $ or lack intelligence to read even if you did look at all the arguements at YCS etc!
After Protos and Aurodon got banned for obvious reason. I’m playing the deck and it’s pretty balanced. Just depends on the opening hand. I can usually do the Chixiao & Baronne but there’s so much more. I can literally end the turn with Monk with Shtana in waiting. Sinister, Clear Wing(Lv7), and Chixiao. I’m still play test the deck and see what I can do vs the new format. I’m enjoying the return to the game after a 6 year hiatus. Couldn’t find a good deck for me to play til SwordSoul was made.
Swordsoul at the moment is the fairest deck in the game tbh.
Last chanpionship was just turn 1 set up board, set floodgate. 2nd turn player scoops lol. The whole tourney with few exceptions.
I know I am very much in the minority on this, but I have always been one of the players that has been a bit of a floodgate player, Mystic Mine in particular. I go with the idea that if your opponent is going to make this 10-negate, non-targeting board, you should also be allowed to tell them that they can't play through a Mine or Golden Castle, because they are saying the same thing.
I 100% agree with you bud. Your take is one of the most logical I have heard and it is what I say too.
It's like rock paper scissor. Except most players play rock and complain when paper gets played.
Imo the problem with flood gates is their inherit effect of card value. 1 card can turn off 75% of my deck. Mine is as bad as io. It practically stops majority of a prevalent yugioh card type. This goes with most flood gates. Also most of the times when decks do out up a "ten negate board" it is a fragile combo, you had no interaction or they invested most of their deck and extra deck to do it or the format is just wack and atuff needs to be ban( herald ultimate)
(Also konami keeps making them but flood gates tend to end up on the banlist. It's a bad cycle. I mean there is a reason VFD, io, protoss are banned
Not to mention that most flood gates ( not mine) don't even have a continuous cost so ultimately up to you to draw the 6ish outs to there multiple flood gates.
Floodgates and lingering effects that are 1 card turn off several or multiple mechs like mine etc are just unfun. (This also gows for things like scythe lock)
(Yugioh should be a game whwre cards trade roughly 1 for 1 unless you hit pivotal points of play so you gain advantage. No one card with little to no set up should just win you the game)
@@lunayee7106 I mean same could be said for combo decks. You basically have five one card combos in your starting hand. And to combat that literally every player is forced to play 8-12 hand traps MINIMUM. as for floodgates they generally do go 1 for 1. Cosmic cyclone and other staple removal has always been a thing. You just need to prepare for said metas and unfortunately draw the out
One of the things I like most about these types of videos is that they're about the length of your average turn.
I agree on most of the current problems. But the ocg shows that even with auroradon the top decks are good for their mechanic. What I mean is that in two weeks with the release of pote spright and following tearlaments will overshadow all of the other decks. We probably should wait and see how the format evolves, and which decks stay strong even with splight an tearlaments running around.
So you are saying "Do not worry about the current problem of the meta cause the next meta will be far worse anyway." Sadly i can not really disagree. While i do not believe in overhyping strong OCG decks (Adventure PK doing exactly nothing, floo not doing anything till advent was released, etc) I do believe Splight will be DOMINANT, even withouth being able to search max c. At best it makes it more balanced to Tearalaments.
BAN all continuous spell & trap cards (floodgates) except for field spell cards. Limit all field spell cards to 3x turns.
No ban or limit on Branded Fusion it did nothing wrong.
Turns out floodgates are not that likeable! Boo-fucking-woo! Who could've imagined that
I'm more than a bit iffy on if they'll ban Halq over here. 'Cause the thing is; the Link mechanic is *broken,* has been since year 1, and stayed that way for years. And it's all thanks to, as you said, Links that summon stuff for free to Link climb up. There are like 5 of those at least and 3 are still legal; and Konami's always been fine with them despite the writing being on the wall from the start, only banning them when it's clear they, not whatever they go into, are the problem in that given interaction.
Like, it cannot be overstated that they banned the face of the mechanic because Halq & Isolde made it too easy to go into (and then errata'd it just so you know they're staying course). Pretty clear sign they're fine with Halq and will continue being fine with it unless it does something new & horrible and I'm not sure a new Scythe combo or whatever the latest thing it's used for will do it.
Plus, like I said, there are other options even if they did ban it. like, Scrap Wyvern, which takes a few garnets but pops while Link climbing. And which, I must point out, they made while Halq was already a problem.
My feelings on Mystic Mine are really split. Yes it brings things to a grinding halt but it also gives a lot of folks a chance against monster meta decks. I'd probably hit Crooked Cook before I'd hit Mine.
And Branded Fusion to 1 would be an absolute evisceration, again, to the budget players. A good structure deck came out to give everyone a really solid base to build off of, and hitting it now would be, honestly, pretty discouraging. If they didn't hit Red-Eyes Fusion, I like to think they wouldn't hit Branded Fusion. It would alienate any new players who used the deck as a springboard to get into the game.
I think floodgates wouldn't be as much of a problem if backrow destruction wasn't so tough to search. Everyone wants to run the cards that get their engines started, and main decking backrow removal messes with that. Most archetypes have searchable backrow removal, but it's usually reliant on monster effects or having a monster on field to search them. Floodgates prevent this usually, so they become frustrating.
I feel like dimensional shifter definitely needs a look at being banned personally. Either have called by the grave or DD crow or it's an automatic lose. Same with any other card that genuinely locks you out. If Konami wishes to keep these cards in the format, there has to be more ways to counter those issues. but any effect from a card that gets thrown in the graveyard have such a strong advantage of activating due to the very small avenues to counter those cards. Either make called by the grave semi limited , and make another card that can deal with these effects from cards that are in the graveyard and then those very unfair cards that turn off major mechanics can actually be somewhat fair and have counterplay.
100% agree make called by up to 2 copies per deck and it’ll literally be way more balanced as if they shifter on your turn you called by and your good now if they shifter on there turn w.e at least they’re not able to turn skip on your turn without having but one card to stop it (I’m a flunder player) I understand that it’s a little op as well as harpies feather storm should be banned as well it is what it is
@@SenseiSixxth yeah you get my exact point. Or even have a hand trap than negates graveyard effect floodgates would be nice too if we are keeping the format to be heavily reliant on hand traps.
I don't know, I am not a competitive player but I feel nowadays people just want to get stuff banned that will prevent them from preventing their opponent from playing. Combo spammers want the floodgates gone, the floodgaters want the 1-2 generic combo spammers gone. As a casual boomer player the only way I can have a chance at winning against top decks with my blue-eyes is by using floodgates, although I do not abuse them I only run 2 skill drains and that's it so I wouldn't say I am abusing floodgates. If floodgates were more archetype specific, for example to give a boost to old archetypes like blue eyes or dark magician, people wouldn't complain as much because as you said some people abuse combo spamming and flood gating in one single deck.
This bias towards hating whatever hurts their deck is especially clear when you ask players what they think ruins the game. The 2 most common answers are “the game is too comboey and you can go off turn 1” and the other is “the game is too controlling and you can’t do anything.” Literally opposite problems that apparently “ruin the game.”
Yu-Gi-Oh has reached its logical conclusion for its format of play, from merely getting to interfere during your opponent's turn with traps and quick-play spells, to just utterly shutting down your opponent from doing anything, so anything that isn't ready for a dozen hand traps and negates with barely any downside is just dead and buried.
It makes me feel like a fossil when I see just what kind of game it was compared to what it is now, and I'm just happy being able to keep some old decks that are fun to play - Deskbots are my beloved archetype, and I doubt I'll ever give them up.
@@brandonbernard1570 Actually, often I find both together. If your opponent can "go off turn 1" then “the game is too controlling and you can’t do anything”.
I get a lot of your reasoning. It’s just annoying having to deal with stuff that wouldn’t normally be in someones archetype deck while still having to deal with their actual archetype deck. Not to mention all of the negates and hand traps. It’s basically who doesn’t let their opponent get to play the game first. It just really sucks how the game is played now
Here's a hard truth to swallow:
If your deck needs halq to function, it shouldn't. Halq has to go, for the good of everyone.
Cry about it
@@LWrathify thanks for proving my point
If players can have boards of 6 negates, I think it's fair for other players to use floodgates that are more affordable for budget players. Of course I only like the ones that are simple. Mystic mines does way too much and should be banned.
Power of the Elements is the next banlist, boom Swordsoul gone, boom PUNK Synchro gone, boom Adventure gone, Despia already on a lifeline, anyone who tells you Spright and Teralaments aren't going to be the only two decks are huffing copium.
it would be nice if they hit splights when they are released but it's konami and they need to sell those packs
Probably why they're waiting until after Christmas to actually post a banlist 😂
Maxx C not being in the format makes things so much different here. Those 2 decks aren't going to run away with it unless we get a banlist or until the Ishizu cards come out for Tearlaments.
@@Harmonic14 Cope
@@Harmonic14 ha, if you think maxx c is the card holding spright baack, you’re smoking crack. Americans are already talking about running Emergency teleport at 3…..
My 2 cents, converted from pennies.
The only trap floodgate that is truly problematic is anti spell fragrance because it is a counter to it's most common played outs. (spell cards.) Having harpies, lightning storm, cyclone, mst etc is countered by itself, this was my biggest problem with Imp order.
Once upon a time MST maindeck was expected, the meta changed but with any changes back, players are resistant to that change because they have gotten away with playing greedier decks all monsters, enablers and gas, no problem solving.
typhoon exists but people don't adapt
For the case of most floodgates, I feel like there are reasons to maybe limit or semi-limit them. Like cards such as Called By, they are powerful turn stoppers against many meta decks that shouldn't be accessed at all times, but might be a strong counterplay or a powerful card to luckily see in your first hand (But your first hand shouldn't be 5 floodgates because that just grinds everything down to a screeching halt.) I hope floodgates will see hits comparative to their power level. Cards like Gozen match, which rarely affect any deck unless you're trying to do a...I don't know, Stealth Kragen lock...would probably stay at three, whereas cards like Anti-spell, There can be only one, etc...those could probably be semi-limited at least.
Then there's Mystic Mine. Now, my roommate was a TrueDraco control player, and I would always run up against him with my Earth Machines or Worms (yes, worms. give my boys some support please.) and usually beat him, the floodgates rarely came into play, but then Mystic Mine came onto the field and both of us would just do nothing until either he removed it, I drew one of my 2 main board S/T removals, or someone decked out. Say what you want about Mystic Mine, it's healthy for the game, it's not healthy, but like Dragoon, If y'all are running mystic mine, that ain't a crutch card, it's a whole-ass wheelchair. People out here saying Mystic Mine is great, don't get rid of it...But if we got Verte out of here, we can get Mine out of here.
(P.S. For you boys, if you have Side Deck room, run some Dark Holes in sideboard. It helped me snag 2 sets in my regionals against wheelchair decks.)
My problem with hitting Mine right now is that there's no sort of replacement strategy. I run Mine because its a cheaper and stronger Droplet. You can buy an entire Mine and Demise of the Land set for less than what a single Droplet costs.
My suggestion would be "retrain Swords of Revealing Light and make it Mine on a countdown timer." And it needs to be affordable out of the gate, or else this solution is going to be a complete bust. Until then, I can't recommend banning it in good faith, it'd severely cripple stall/control strategies like Twins, Floow, Sky Strikers, etc. (and yes, I do think Twins should be running Mine if you're a budget player).
Like, none of y'all ever think about what's affordable to play IRL. And getting rid of Mine is only going to make wombo combo decks even more toxic. It exists to keep shit like heavily oppressive turn 1 Halq or Drytron boards in check. Its a self regulating card, there's really no harm in keeping it in the game until a retrained replacement comes out. Its not like this is the OCG where Maxx "C" already regulates the pace of the game, a game in the TCG can be over before player 2 ever gets to draw their 6th card. Cards like Mine have to exist for this reason because Konami doesnt have the balls to ban 50 broken negation monsters, nor do they want to.
Now, i will say though that if you wanted to further justify banning Mine, we could use more useful tributing cards like Nibiru for board breaking purposes if no one is in support of retraining Mine (and doing do by buffing Swords of Revealing Light). Kurikara Divincarnate is a good start.
@@four-en-tee If you want affordable droplet, you have Dark Ruler. Or Chalice. Or Kurikara (the fairy monster that tributes your all your opponents monsters that activated effects on your turn, and grants you advantage for each one) when that comes out.
As the video says, you're thinking about the floodgate as playing from behind to break boards. However, some anit-meta and meta decks can turbo out Mystic Mine the second they smell trouble from the opponent to put the gamestate into a stall. You can't judge mystic mine as a Swords of Revealing Light, which can be outed by monster effects as well as S/T removal. You have to judge it as what it is: A card that can be abused to the most to make games unfun. To put it bluntly, if you're going to ban some unfair combo cards like Halq or Dagda or how they took out Auroradon, you have to balance the scales and take out the worst offenders of the stall cards too. And Mystic Mine is the king of unfun gamestate and crutch cards, bar none.
I have a hot take. As a competitive player, I'm not really bothered by the negate that the adventure engine gives. I'm more bothered by dracoback being able to bounce. Most of the time, gryphon is being used to make baronne. The bounce from the dracoback is overkill.
Flood gates used to be fine because you couldnt put up a whole board of negates along with it, the game was much slower so it had a much comfier place than it does today. Now yu go off turn one n then completely stop yur opponent from being able to build and negate their attempts to destroy those cards that stop them from playing.
There's another reason for banning Scythe over Dagda.
If they ban Dagda to stop Scythe, people can just fit 3 Sanctum, or just send it off Shooting Riser Dragon for Baronne/Scythe plays.
Banning Dagda won't solve anything, Scythe is the answer.
The problem is you have to run 3 Sanctum. I’d rather have an actual combo piece than Sanctum.
Banning scythe still won't stop all this Combos
Cards like Kristya and Goliath exist :)
Shooting Riser does not work.
@@YohananYGO those are harder to utilize
@@haydenz0 Shooting Riser to dump Scythe so you can summon it back during your opponent's Standby Phase doesn't work?
Would you care to elaborate?
My only thing about mystic mine is it can easily be outed either by ensuring you and your oppent have the same number of monsters on the field or you just simply use cards or effects that can pop cards on the field. It is easily outed but I know people rather use anything else than spell trap destruction.
I feel like more "floodgate" cards should be made like Lose 1 Turn or Quiet Life to slow the tempo of games and make players think about their plays more rather than just completely halting the game. Cards like TCBOO or Imperial Order should have been more limited like IO only negating the first spell activated every turn.
Well thats sadly also not a solution, given that lose one turn literary kills all decks with an effect on summon type effect. So it does not slow those decks, it stops them from playing the game which is the same as tcboo
> floodgates should slow the game down
Flood cards should be banned so we don't need to slow the game down.
@@OmnisArchives sadly enough with competitive games lasting only 1 or 2, maybe 4 turns if your lucky, we do actually need floodgates. If a meta shift comes that makes the multiple negate end board turn one less viable/sought for, I'll agree with you, but for now, I actually want a handtrap form of some floodgates so they can be used turn one. Right now the only turn 1 floodgate is Dimension Shifter, and it only stops the GY.
The Adventure engine is in the same boat that Sky Striker was back in the day. It got splashed into everything because it was a good, small engine that didn't lock you into anything really. Adventure is the same right now. Every other deck it running it because it's a small engine that doesn't really lock you out of anything. It will probably get hit just like Strikers did until it can no longer be splashed into decks and becomes a rogue deck. Then after a few years they'll slowly unban parts of it until it's playable on its own, but still not really splashable.
Welcome to the life of a splashable engine.
Striker used to be an splashable engine? What was it‘s purpose in decks? Just to get a bit more drawpower?
@@venexo1434 Extra draw power and a free token to link climb. That was enough to get most of the engine banned and limited in its prime.
@@darcytoews8841 Thank you. I came back with master duel and my first deck was Sky Striker. It‘s capabilities as a engine didn‘t strike me as strong considering todays meta with DPE and Adventurer
Halq is the problem, not scythe. Most decks run maindeck answers to it. Most popular Handtraps stop it, some board breaking cards stop it. Dark ruler no more stops the combo surprisingly, compare that to continuous trap floodgates: I've recently learned that the solemn judgement beside the skill drain is the real insult. You mean to tell me, I go out of my way to maindeck cosmic space cyclone (which btw stops scythe aswell) only for it to eat your solemn? What do I do now? Pass and hope to draw my 2nd cyclone? Very interactive. Also, as a floodgate it doesn't hit as many decks. Compare that to a well-timed gozen. Honestly, I don't mind floodgates too much personally. They sometimes create situations that you can get out of by thinking outside the box Halq on the other hand just kills you or helps your opponent make 5 negates or so. So picture this: I'm playing my Code Talker deck against my oponents 1k Pile deck and make a 3 interrupt board through a ghost mourner, because I have drawn a god hand. I stop the Board break card, the enchantress and dim barrier as soon as I see the punk, only for my opponent to go halq -> selene -> Accesscode and end the game right there, because I'm at 4k life life due to ghost mourner and heatsoul. "Halq helps Rogue decks": I just outlined a situation in which my opponent, with his $$$ deck, used the boss monster from my archetype to kill me, 10 times easier than I could have done with my rogue deck AND through 3 interrupts. It's just sad and almost even insulting. I just laughed, complimented my opponent for his line and brushed it off as irony. That's not how I felt. Please do something about Halq konami, please.
Schyte is a problem -> The problem is Vomiting monsters from the extra deck.
In a turn, an average combo player uses at least half of his extra deck.
What we do need is to make turns faster with less power play pieces and more "slow" mechanics, like " if this card is NORMAL summoned, add one ... ".
We need good decks to summon up 3 monsters each turn.
Floodgates are necessary evils. They expose the glaring problems that exist in the game such as generic boss monsters and adventure engine and helps give rogue decks an even ground against them.
I really like that you pointed out that a deck is allowed to be popular and not be degenerate. Swordsoul is honestly one of the more fair decks out there, it doesn't lock you out of the game entirely but it still is good. I really hate it when people demand something to be banned because of popularity rather than actual unfair locks or turn skippers. I think decks like salad and swordsoul are good for the game since they are reliable decks you can just keep and know it will be playable in the next format.
The beauty of floodgates is watching the opponent squirm, while you sit there with a giant ****** eating grin.
When splight comes around we will just complain about that. The real issue is Konami and the push for new products. Banlist are for pushing products not to fix the game. Konami doing the right thing rarely happens
The thing about despia is: its kind of a honest deck. There is many places to stop it, and almost every hand trap effects it in some way.
The biggest problem with floodgates is theres generally zero interaction with them beyond main decking cards to deal with it on the regular. Unfortunately, as much as I have been complaining about skill drain since it came out, is that they are needed cards to promote deckbuilding. Theres just not enough restrictions on cards.
Also what could solve some things is a "Pick from X" list. Where cards are either all lumped into the same list or segmented into multiple lists that you can only play 1 card from that list. So if say Eldlich chose skilldrain as the card to play they cannot choose mystic mine. It would also show konami which cards need to be removed completely and which could stay around as options.
Realistically all this typing and thinking is a waste of time because Konami does not care about it. The format is not effecting the final line at all and MD has done a great job bringing people back to buy more product. Sales are up because people can be competitive irl again.
Drytron searching floodgates is the biggest cancer
In other games the best solution to limit over-used cards/mechanic usually were to either limit, ban or change them or either prohibit some combinations of cards in a deck (in some rare cases reprint staples constantly, if that game used resource generation as a limitation). We know that's not the case for Yugioh, since choices for bans nowadays are more biased to ensure profits.
If Konami ever intends to promote true diversity one of the best choice would be to limit the most abused mechanic of all, that being special summons (or rather, instances if special summon).
To limit a bit the absolutely most prominent type of decks (combo-control) the rule change limit should be of 3, 5 or 6 special summons per turn (3 is they easiest to remember, 5 is a call back to monster zones of the field, 6 counting the extra mz.)
Testing to choose the right number could reduce the overextending of a combo, reducing time required to conduct a turn (and for opponents to wait for a turn) and allows for more strategy planning and interaction beyond that of handtraps.
Limiting the abuse of combo mechanics would bring its share of issues, but that would probably be an easier situation to monitor and evaluate.
The second most prominent type of decks are pure control decks, and their power level and impact on the meta is easier to manage since the most commonly used tools are floodgates, so hitting those as needed can change the balance of the game as konami sees fit.
Every other choice beyond this would serve as minor tweaks to either smooth the game and/or promote new products without having to raise the bar excessively.
As a side note/hope it may be possible to lower a bit the learning curve, making it a bit easier for newer and older players to get into the game.
No body thought banning verte would take care of scythe locking. I have never been scythe locked more than after verte got banned.
I was just discussing a lot of the same issues yesterday. Theres a lot that needs to be hit, and lets face it turn skippers just arent fun for the game
now that the banlist is out and only halq was banned I think we can safely say that konami effectively accomplished nothing with the hits
I wrote this as a reply to a comment, but its worth reiterating here because I seem to be one of the only people here with the balls to say it.
My problem with hitting Mine right now is that there's no sort of replacement strategy. I run Mine because i'm a budget player and its a cheaper and equally oppressive Droplet. You can buy an entire Mine and Demise of the Land set for less than what a single Droplet costs, and if you have the money, you can run both.
My suggestion before you ban Mine would be to "retrain Swords of Revealing Light and make it Mystic Mine on a countdown timer." And it needs to be affordable out of the gate, or else this solution is going to be a complete bust. Until then, I can't recommend banning it in good faith, it'd severely cripple stall/control strategies like Twins, Floow, Sky Strikers, etc. (and yes, I do think Twins should be running Mine if you're a budget player).
Like, none of y'all ever think about what's affordable to play IRL, there needs to be more budget options for the competitive scene. On top of that, getting rid of Mine is only going to make wombo combo decks even more toxic. It exists to keep turn 1 "Build a Board" strategies in check. A build a board is a board that constitutes OTK potential once turn 3 comes around, and has two or more negation, floodgate or disruption monsters on board that solely exist to stop interaction to facilitate the turn 3 OTK. If you're unfortunate enough to be going second against it, they can usually only be broken by Droplet, Dark Ruler, Kaijus, etc. or can be stopped by Mine if you can exhaust any negates that would cancel Mine's activation. They can be stopped turn 1 by Nibiru if you're fortunate enough to start with Nibiru in hand, and Kurikara Divincarnate does exist now to try and help break those boards even further during turn 2.
Simply put: Mine is a self regulating card, there's really no harm in keeping it in the game until a retrained replacement comes out. Its not like this is the OCG where Maxx "C" already regulates the pace of the game, a game in the TCG can be over before player 2 ever gets to draw their 6th card. Cards like Mine have to exist for this reason because Konami doesnt have the balls to ban 50 broken negation monsters, nor do they want to.
Now, i will say though that if you wanted to further justify banning Mine, we could use more useful tributing cards like Nibiru for board breaking purposes if no one is in support of retraining Mine (and doing do by buffing Swords of Revealing Light). Kurikara Divincarnate is a good start.
Agreed. Mine is a necessary evil in the game to check a lot of combo decks out there that will OTK you otherwise. And most importantly it is budget friendly.
Agree. Mine is konami attempt to stay away from monster and more into spells and traps. Besides, they could easily print something worst the mine.
Dark ruler is a card though, and it’s a lot more interactive.
Konami should limit every floodgate (including Imperial Order) to 1 and also limit every hand trap (including Maxx "C") to 1 for the next format.
Yes limit all hand traps to One & BAN all continuous spell & trap cards (floodgates) except for field spell cards
Floodgates that need to go is mystic mine, and anti-spell fragrance. Cards that need to go to 1 or 2 would be warlords, and there can only be one. All the other floodgates aren't too oppresive
For despia drop their aluber, or fusion to 1, could even drop opening to 1
Swordsoul is to drop their emergence, and/or mo ye to 1.
Yugioh is at a point where you make an unbreakable board unless you draw a hand trap, DRNM or a kaiju, or one floodgate can do the same thing unless you draw MST or an equivalent.
The whole point is to prevent your opponent from playing, so I understand having floodgates around, maybe keeping them at 1 but not outright banning them. Plus, they are a means for extremely dirt cheap budget players (like myself) to play in locals without having to shell $100+ for a deck.
Mystic Mine Cubics took me far but I know that won’t win a YCS.
'Kinda rude' is not an argument for a card going on the banlist. Lots of cards fall under THAT category. Super Poly and Dimensional Barrier are absolutely fine. I do not like the idea of hitting cards that wax and wane given the format. There have been multiple formats in the last year or so where cards like the aforementioned seen literally 0 play. Same with most Floodgates. Scythe, and Mine are the only two cards that deserve the axe.
Super poly is fine, but dimensional barrier literally says
“If you play a deck focused on one of these 4 things, you instantly lose the duel”
That is not “absolutely fine”
I'm not a competitive player at all, but I think the fact that the win conditions in yugioh revolve around not letting your opponent play really hinders the amount of fun that can be had. I like casual play because it's a lot of back and forth, nobody is building a giant board that negates everything you have making you skip your turn. Also, generic boss monsters isn't fun, either. You only play cards that can get you to these giant generic monsters, it would be interesting if decks were more restricted.
Your opinion is nothing new, either get with the times or play older formats
“Casual play” this doesn’t apply to you
There’s really nothing they can do about it without some kind of massive ruling change, like a special summon cap. Personally I like the fact that modern yugioh rewards players for fully understanding their own cards/combos. But the game needs floodgates for counter play, imo
MY MAN YOU FEEL ME SO HARD RIGHT NOW! This is exactly the problem with yugioh: too much generic nonsense, which means everyone plays the exact same things.
@@NewtBannner found the toxic fanboy
It would be like Konomi to ban cards like droplets and cryston after reprinting them in recent packs and making them easily accessible for player that aren't sponsored by konomi.
Mystic Mine is the only problem card.
All the other cards mentioned allows you to build decks around your favorite archetypes, but also builds in something that mitigates your weaknesses.
Keep all flood gates in, but put heavy storm to 3.
Nah, too bricky lol.
Nah put Reboot to 3
POTE archetypes will be so powerful compared to the current best decks that there's really no need to hit anything right now imo.
I wanna see what the meta will look like if they hit nothing now that the big wave of powercreep is happening
Despia and Swordsoul are both cool and don’t need to be hit, there I said it :P
I think they only limited Halq to 1 because they banned Auroradon: they KNEW Auroradon was a problem, but at least wanted to see if Halq was a problem itslef or just a good card that happened to be an Auroradon enabler. As someone that has been playing "Deskbot" since before Halq, I want to see it stay, but understand that this card at minimum needs the "Goyo Guardian" treatment and an errata that it requires 2 MACHINE monsters, including a tuner, to summon. Archetype specific "broken" cards seem to be at least fine, and this would either make it a machine specific great card (like "Urgent Schedule" or "Machine Duplication Factory") while limiting appeal outside those decks or at least make it clunkier and harder to use in outside decks without archetype specific summons on the field for it.
I like your takes. Floodgates get tiring fast. These splashable 1-2 card combo engines can help rogue decks but for the big picture they only help powerful decks makes Yugioh unplayable.
Not just that. There's also the fact that Tier 1 decks have a tendency to steal engines from more casual archetypes, which end getting banned thus nerfing those archetypes whereas the meta can just move on to the next best thing.
Being a casual in yugioh is rather unfair lol.
I like the pile deck concept, there are a lot of “garnets” that you don’t want to draw so it dilutes the main engine of deck. If you draw the right hand though, it’s OP
@@NewtBannner i certainly don't. Playing dpe adventure swordsoul tenyi punk etc... isn't really a deck or a strategy, you're just putting together all the best stuff in the game, and the only reason it works is because most everything in yugioh is extremely generic.
Of course the deck is strong when 90% of the deck is made of 1 card starters that all lead into nonsense...
If you're trying to win, sure play that but to me the concept is just an example of how poorly planned and balanced yugioh is...
@@metaphobic That's how old school Yugioh was played. Put a bunch of good stuff together. Mostly, what changed was the strategy (beatdown, hand control, stall, chaos, etc...).
@@CocTheElf That is true, you've got a point but the difference is that playing those old decks still required deck building skills. The pile type decks running rampant now basically just put up all the negates and interruptions they have and prevent their opponent from playing through generic universally useful effects.
There's very little strategy involved when any move i make naturally counters anything my opponent wants to try and do.
Imagine playing chess, but if your opponent goes first, they can prevent you from moving your pieces, and any move they make guarantees a kill and the ONLY way to prevent this situation from happening is throwing a dice that may or may mot grant you a special piece that can protect you from one specific kind of move...
I genuinely love yugioh but it's one of the only games i've ever played where you're statistically GUARANTEED to immediately lose with no chance of any skill coming into play.
I think one of the most ignorant parts of floodgates is the lack of once per turn's any of them have and after investing so many resources to out it, another copy is flipped. Even looking at all the 1 of spells on the list, 85% of them are not hard OPT's and much of the ignorance we saw back when they were at 3 was when multiples were being played in a single turn, not exactly how often the card is seen.
THAT and the lack of maintenance costs. It's way too late now buy i genuinely think yugioh would be a lot more interesting if there was a hard cap on the number of things you can do per turn, hence why most other card games use resource systems.
That would put a stop to ftk/otk and insane turn 1 boards as well as allow for more back and forth...
I don't won't to see Branded Fusion on Banlist, cuzz, 2 weeks ago I buy 3 Albaz Strike decks and if I won't to play it, I need 3 Branded Fusions.
I just don't want them touching the brave engine, they can go ham on floo tho
I think Konami has created waaay more power creep than was necessary. Although on second thought it probably was necessary from a financial perspective.
“This card is rude”
What does that even mean?
I'd like to see older cards like Infernity Archfiend and the Dragon Rulers come back. We could even test the waters and try bringing back the Wind-up handloop
I feel like a ton of older cards could come off
Infernity archfiend? maybe. Rulers not. I feel like especially these days they are even more abuseable then back then.
agreed, your opponent would be ok with that hand loop sending certain cards to the grave lol
Absolutely not. Not the dragon rulers
I wish the rulers would come back
on the discussion of bringing cards back, i feel like we can bring back a few of TOSS format cards. mostly just Harp Horror to 1 and Gazelle to 3 since I find those to be the most fair cards out of the bunch still on the list
There are cards on the banlist that can't come back because of FTKs and unfair strategies, like Knightmare mermaid, firewall dragon etc. But windups, dragon rulers, Orcust, Salamangreat - their cards are banned because they were the top tier deck at the time. Like you said, why not give them a chance?
Money. Unban them and make their decks viable as rouge decks or meta threats. People will buy less cards since the newest cards aren't always the best. It is not in Konami's interest to 1. balance the game or 2. make the game fun and accessible for everyone
The next banlist isnt going to affect to much for one simple reason, Power of the Duelist. Spright and Tearlament already bring a lot of change with them so its important to see how that has effect on the metagame before taking action.
I'll be honest, I really hope despia and swordsoul don't get hit. The decks are going to get power crept in a week anyways. Let the decks keep going. Spright and tearlaments are going to take over. Pre seller websites like Tier 0 have already sold out of the deck cores. Like swordsoul and Branded are going to fall out anyways. Let the decks live as long as they can. I'm a huge fan of swordsoul and I already know my deck will die off completely when the Ishizu cards come out for tearlaments. Might as well let us enjoy our decks while we wait to lose competitive viability in November.
Such diverse format, where every deck endboard is literally the same
I don’t see much of a reason to hit despia or swordsoul. Yeah they’re strong decks but they never feel bad to lose against in a sense of feeling like whatever they did was just so unstoppable. They seem organically powerful compared to adventure engine decks or pile decks
Jet synchron is fine otherwise you can't use jet warrior
Floodgates are needed cause of all the decks summoning multiple monsters
They should just set guidelines that you can't use certain cards other than how intended that would solve a lot of problems
The Joker sitting at Murrays Show: i brought a joke book.... oh here's one; will Exodia ever be unlimited.?
I enjoyed this video but can you please consider adding a picture of the card you’re talking about in the video when edit it
The main floodgates that I think are problems, and personally would like to be hit (whether banned or limited), are Mystic Mine, Dimensional Barrier, and Anti Spell.
Barrier statue too
if anything dim barrier could get away with just a limit/semi limit, it's probably the healthiest floodgate in the game
"But you can't play monsters without turning it off. That's already a fair cost."
-Someone who defends Mystic Mine, probably.
“Halq helps my rogue deck!” Well you should see how it helps meta decks lol
If you ban Mystic Mine, you ban Jeff. And I think that’s sad 🥺
He can also play more complex decks, I think he sometimes takes part in MBT's Chalice Slime Monthly tournament and plays some more competitve decks.
They should errata Mine to say, "Can only be activated by Jeff Leonard."
I think the talk around the banlist have devolved into: "I want to play." And I think a lot of the more recently designed cards promote uninteractive gameplay. And sure, past formats also had uninteractive strategies, but a lot of the majorly oppressive cards were banned eventually. Some didn't, and are still legal to play today. Honestly I think a solution to a lot of these talks is implementing some kind of set rotation. Even within Yugioh there were what I call soft rotations whenever a new summoning mechanic was introduced because a lot of cards designed during those era were made specifically for that mechanic. The biggest example of this I can think of is Tour Guide from the Underworld from the Xyz era, where the monster it summons cant be used as synchro material.
I think we're at a point in Yugioh (TCG) where there are too many generically powerful cards printed in the legal card pool and rather than banning 50+ cards, it would be easier to implement a set rotation.
(Also the lack of alternative game rule formats with a modern card pool is a big mark against the game.)
I know a lot of players would complain about Set Rotation but I agree that's the only way to fix the game
F set rotation the games expensive enough id rather people have mystic mine than set rotation
That's not going to change anytime soon Konami knows cards that don't let your opponent play sells it's turns to who ever as activate them first wins which is really unhealthy for the game
Lack of set rotations and lack of a resource system is what made yugioh unique in the first place
Lack of set rotation is one of the reasons I play yugioh and not mtg.
I disagree with hitting floodgates, powerful threats require powerful answers. As long as the meta is full of decks that take 15 min turns and multiple negates on turn one we need cards that can stop these combos from going off. I understand that floodgates feel bad but so does getting locked out because your opponent made a 3 negate board.
Besides therion punk, what deck is taking 15 minute turns in the meta right now? swoswo and despia last like 2 minutes at most. despia doesn't even really use negates outside of things like mercourier.
@@link3mario3 it's just the same phrase clueless people use all the time to discredit the metagame
@@link3mario3 I wasn't being literal when I said 15 minuet turns I just mean long turns😩. Both swordsoul and adventurer decks can put a lot of negates on board. Despia may not put allot of negates on bored but despia is only of the big decks in the metagame right now and modern Yu-Gi-Oh the decks that compete at the top of the meta tend to be combo decks that make allot of negates.
As others have pointed out, you even playing this meta? Cause it sure isn't "3 negate boards and 15 min turns" and that tends to be a cop-out folks use to describe every modern format, even though it just isn't true.
Also, this whole idea makes the logical leap that answers to combo must come in the form of floodgates, which just is not true.
A Swordsoul vs Despia meta is a million times healthier as the top decks of the format as the pile-scythe decks. And they make some of the most breakable boards a “best deck of the format” has ever made. I’d hit Super Poly as a hit to Despia and that’s it.
in my opinion this is true but i dont think despia needs a hit cause of splight coming soon, and tearalaments coming eventually to so i think swordsoul decks and despia are pretty healthy to deal with
Who's running scythe?
@@yusheitslv100 adventurer punk
@@tariqmcmaster8668 we call it "punk-venture" here.
And it's one deck.
@@yusheitslv100 to be honest i dont see much scythe either dunno why people are so upset, besides 1 deck i think you have a card much more troublesome called "Mystic Mine", a legendary card that legends say it can automatically win you games but only if you have the tru skil required to summon on the field, it is said this card is so powerfull, it as driven many duelist insane just by looking at it.
I feel like master duel has proven that SPYral master plan and SPYral resort are good to come off the ban list entirely, as the meta has caught up with the power that SPYral once had when it was the tier 0 monster it was all those years ago.
I don't want jet synchron banned as it's good for synchrons. Hit the problem card which is halq
Floodgates, S/T ones anyway are able to be outed. It's legit as simple as an MST. I know they aren't popular, I generally don't like them myself but the fact that there is a simple solution to them means they're not an actual problem, it's just the player's approach to them
"Just draw the out"
And by the time you can activate your MST to pop the Anti-Spell, your opponent has already won the duel.
Facts!
Imagine how busted Gilgamesh would be if it wasn't a d/d/d card. Just placing a scale from your deck would be bonkers
I love floodgates, but I hate Mystic Mine. Fact is, the thing is a better Kaiser Colosseum on a field spell, and Kaiser is banned completely, yet Mine is at 3? Makes 0 sense. The thing is, floodgates force your opponent to interact with your board, rather than play solitaire. Don't like floodgates? Main deck backrow hate that isn't just Harpies or Lightning storm.
If you play Mystic mine burn there is plenty of interaction. Also if the opponent is a good player it forces creative and inventive game play from them as they find unusual outs.
The problem with most floodgates is that they are not played in things like burn or exodia but much like vaninities emptiness back in the day, to set up after you did build your own board :/
@@619ver1 I agree that it's misuse is the problem, not when when it's enabling jank.
Floodgates are Konami's answer to fixing the problem with their own game: pacing issues. It's terrible to put that burden on three players to play cards that try to change the tempo by stopping the opponent altogether.
Konami and Yugioh players need to get their head space into the idea of erratas, the biggest errata being locking archtype support to their respective archtype.
If they want to make generic support then it should be easily be accessible as commons and supers not ultras and secrets or short prints.
No
Ill admit to being someone who doesn't hate Mystic Mine, mostly because we have more than enough answers, even ones that full on mystic mine burn decks cant protect from with Cosmic Cyclone. The format has been made so fast though that you will die if you dont have multiple hand traps or board breakers, followed generally by a 1 card engine starter. This obviously means you cannot afford to have these in the deck to backrow answers. While I am not fully against the ban, I would say we need more options like Dark ruler no more, or a weak stated monster that just stuns negates for the turn, could even only be on its normal summon. This is just me personally cause I am bored of seeing the multitudes of decks just do the same combo. Like with master duel, its nice nearly every deck can use Halq into auroradon, but god is it boring seeing it 30 games in a row. Like the second you hit plat its nothing but the same boring matchups.
make notes when Konami put "Banlists" it's mean that their sales targets for some particular cards is achieved.
then expect another new batch of another new cards that somehow "broken" in the new pack releases.
rinse and repeats.
they should be put on Anti Trust trials or nothing will change.
You should have some editing in which the cards you bring up, pop up on the side so people know exactly what you're talking about at times. Could be confusing for some viewers when you're waterfalling cards.
Don't care what else happens but just finally ban mine. It's existence signifies the largest problem with Yu-Gi-Oh
what if Konami made a new additional band list section all the cards in this section are linked on how many can be played like how they have it in duel links where if a card is semi-limited you can only play two cards that are semi-limited so make it to where you can have like six cards that are on that list that you can play. For example ash, droll, droplets, Valor, impermanent are all on the list so you can play 2 ash 2 droplet and 2 imper but you cant play anything else from the list this would include in the side deck. Also I feel like more cards should be errata instead of being banned
This might be a hot take or might not (getting back in to the swing of things) I think all archetype boss monsters should be WAAAAAAAAAY Stronger then generics. The generic ones can have negates but hard since per Turn and probably never Omni negates.
Each archetype should do something (I know they try this) and the end result is a really good boss monster with possibly an Omni negate or a flood gate.
If I go through the trouble of summoning a rank 12 or lvl 12 monster that shit better be worth it. Where as right now the Acesscode talker engin can just beat over it lol.
While I like the idea 1. This would just kinda make Rock Paper Scissors game style where “deck 1 has this matchup against game 2 and staples literally are not powerful enough to change this” + this would never happen Konami would have to ban so many cards to do such a drastic shift in game direction
@@donutthepop5297 I get that. But the Rock Paper Scissors gameplay could work assuming you could change your deck mid tournament. If you play DDD in match 1 your locked in to that for the three matches, but next one you can run a different deck. I’m not sure if you can do that or not. I’m not in the comp scene.
They wouldn’t need to ban cards just make them less generic. Something like Barrone should need a de fleur to be brought out. Kind of like what they did with Goyo Gaurdian. Goyo is still a really good card but being less generic with its errata allowed it to be unbanned.
So they would need to errata the cards making them less generic and make new cards around this theme.
I know they won’t do this but I think it balances and leaves the game up to more skill then it is. Right now when my buddy and I play we both have going first decks. Depends on who goes first and sets up their 3 or 4 negates preventing the other person from comboing off.
I think the problem with floodgates is that the game of YGO is too consistent now. Every meta deck has multiple 1-card combo starters to set up their end board so they can add in pretty much any card they want without worrying about lowering their consistency. For years and years traps were in a weird place where you want to play them because of how powerful they are but you can't because they're too slow and lower your consistency in setting up a board unless you are specifically looking to play a control or stun deck. They're just a slower version of Artifact Scythe - instead of locking your opponent down using some resources from your combo you just do full combo and set a card or two in the backrow.
I want Graceful Charity back!
Graceful charity is way too good it is not consider cost so shaddolls and zombies and other gaveyard control decks would plus to much. Oh and I forgot danger dark worlds would be crazy good. I do love graceful charity tho.
@@Beerus910 I jusy want it back cos I 3 of them lol😂
But I Do understand your meaning.