I've seen YuGiOh described as "Both players have a gun that can kill the other player in one shot, but they have to build it first, and occasionally a little girl shows up to throw most of someone's parts on the floor."
I’ve heard it described abit differently. “Both players have to shoot the other player w a gun but they need to build it 1st. However, ur allowed to do mostly anything u want to stop or slow down the other player, or protect urself from the other player.” Granted it’s also paraphrasing too.
And then there are the enlightened individuals who plays 49 cards to lessen the chance of opening Driver only for that bastard to be glued to your opening hand
The cost in yu gi oh most of the time involves a cost of cards. The only time it involves actually resources is when sacrificing your draw phase, once per turn normal summon, and life points.
@@TheSoulbankernah desires is bad since most idiots who run it play a bunch of one offs or combo pieces etc even then because it banishes first, its worse than if it drew first
For MTG, The London Mulligan is a more recent change, but it's a phenomenal one. Before, you had to draw your smaller hand size from the start, meaning not only will you have fewer cards in general, but the odds of drawing what you need diminish with each mulligan. But now, you get to tailor the hand to your strategy. So while you're still working with less, you can at least decide what exactly you're working with. To quote a voice of wisdom within MTG spaces, you don't "have" to mulligan. You "get" to mulligan. It is a gift to be able to go "you know what, this hand isn't going to work," and try again.
Great video! It's clear that you have played all of the Big Three enough to understand them, which is very rare to see with videos that compare them. I also adore your art style, it is really fun and the cards you picked were nice. Here are some thought I had when watching it. Grass is the only card I can think of that cares about deck size, which is my mind is really neat. Leylines are cool in that way too, because they care about the mulligan. More interestingly, here is another reason yugioh decks are not always 40 cards. Some engine cards can really brick your hand hard, and due to the insane amount of tutoring and small engine packages yugioh offers you, sometimes it is worth it to add some cards or a new engine that searches for your starters because of how painful it can be to draw some of your engine cards. If you want a example of this, play a few game with a 40 card Rescue-ACE deck.
The interesting thing is that its a side effect of the Rescue-Ace cards themselves being able to accommodate their own weaknesses by running more of their archtype cards. I've played every single rescue ace card in my deck at one point or another over the year I've ran it, the big design point I've noticed is that they have enough utility that the in archtype answers tend to be practical in a way that it just isn't true for most other archtypes. Rescue ace impulse is a great example of this. The standard play you usually do with it in other decks is summon fire attacker on an eff that procs the draw 2 discard one, which is great hand selection and can generate advantage off of discard triggers. But in the Rescue ace deck proper fire engine is the go to target for impulse, because you can go engine into lifter into grab a spell, usually rescue, getting 2 bodies on field, a play for the next turn, and setting up the graveyard so that your other rescue ace cards are able to be used easier. A lot of utility for this comes from not only which of the 2 resource generation pieces you summon, but when you used the effect to summon. Against snake eyes for example, you never wanted to use impulse early on in the turn. Hiita could revive the body, but if you waited for the link 3 promethean princess revive they got a lot less value using the link 3 and another body to go into a link 2 to just get an extra body, while also not having the princess in the gy yet to destroy one of the bodies you'd summon off of impulse, forcing them to exert more resources to remove it later, because the bodies threatened both sp little knight and apollousa. There ended up being a huge difference in how the match up would go off of that one or two card advantage you'd get by playing impulse properly in that match up. You also don't have to use impulse on the opponent's turn. It has an effect on field that could let it trade 1 for 2, sometimes more, into a board, which is about what you expect from a board breaker. You can also just keep it in hand and use it as another push on your turn, Rescue Ace turbulence's effect to destroy when another you control is removed by the opponent can be used to help clear a board out for its set 4 effect to resolve, and with the many ways the rescue ace deck has of recurring turbulence from the gy, its not uncommon for impulse summoning turbulence to be a game winning play on the spot. But to enable impulse to be as good as it is, you need to run a larger amount of engine cards, which eats away at consistency. There's builds that run as slim of a rescue ace engine as possible, no field spell, no impulse, and just try to set up the turb set 4 into an otk line turn 3, and they don't tend to be too good. The end boards end up being very reliant on stopping your opponent from playing, and are a lot worse into mass removal cards and the anti targeting strategies that are pretty popular. Neither of those tend to really be a problem if you run a larger rescue ace engine, I've never felt the need to run anti-blow out cards in the deck myself. Reinforce is a great card that gives protection and lets you rebuild your board, it makes otking you downright impossible for a lot of decks, even in scenarios where they duster your field, but the real strength comes from how well that protection stacks with your other layers of interaction. There's multiple ways to get bodies out on the opponent's turn assuming the turbulence set up resolved. Plus one of your interactions being on a monster effect, the preventer face down book, reinforce lets you keep an interaction through a monster omni negate they could set up, letting you hold your interactions longer into their line of play. The worst case is also you being able to use it in the end phase and then banish itself to grab another spell for the next turn. Overall the deck just ends up being incredible functional, none of the cards feel under powered or too gimmicky for the intended purposes of them.
@@shawnjavery finally some one that don't think to cut another engine piece if the deck don't perform. the new r-ace decklists are just ridiculous, it's not even r-ace anymore, like: 2 hydrant, 1 airlifter, 2 preventer, 1 turbulence, 2 emergency ,1 alert, 1 rescue, 1 contain, 1 extinguish... it's not even a quarter of a deck anymore, 0 grind game, 1 board breaker and you will never recover.
Personally, i like the slower, more incremental gameplay of Magic: The Gathering. I also like how much more silly and overpowered stuff you can do in Magic (Infinite combos, Oops all spells, other janky decks). Also, Commander is awesome because it's unlike anything else in any other traditional card game. A 4 player format? Unheard of in Pokémon and Yu-Gi-Oh.
Great video! I was planning to make a video similar to this this a while back, since I started trying other TCGs (Flesh and Blood, Digimon, Shadowverse, etc.) and noticed how different the deckbuilding philosophies were. Though I couldn't put the ideas in a reliable frame since I only consistently play Yu-Gi-Oh out of the Big 3. It's really interesting when you look at how each card game's nuances changes what cards and what ratios are inserted. In short, GOD I love card games
Few months ago when I was playing commanders with my friends where my opening hand was almost perfect. The only issue I have no lands, but if I just only need one land and I will go off like a mad man. When I told my friends about this they egged me to keep my hand and low and behold, my first draw was a land and won the game in about three turns.
I wish digimon was more popular. Too bad generic IPs will work better than specific IPs. I'm looking at you Magic lord of the rings fallout fortnite marvel dc doctor who my mom and several copyrighted lepards from north asia. I just hope YuGiOh never goes that way, but it's next on the line of multiversification crossovererse.
If it does, so be it, but also its quite unlikely, Konami seems content to occasionally slip their IP in and let YGO cook as it will but seriously, so what, people get so weird about how its "not magic", as if the game where the core premise is being a multiverse hopping warlord-god-wizard somehow has that premise broken by... being a multiversal franchise Never forget Arabian Nights and Grimm's Fairy Tales are literally planes within the setting(over 1000 of them actually, as a back justification for all the named characters in the former not being Legendary once Legends came out) MtG has never had a consistent narrative feel, unless you count "bad fantasy writing that thinks this is still the 90s" as one, OTJ was more out of place than 40K was, and that was on the writing going "put people in funny hats", not because it was cowboy stuff but the fact that almost nobody there had a reason to be there
Maybe it's my nostalgia speaking, but Magic's slow, land-reliant, playstyle always felt so much more rewarding. I needed to decide how to play the round, instead of just emptying my hand. Nonetheless, amazing video, can't wait for the next one.
I can tell you first hand on Yugioh's behalf that, while it is fast-paced, it is *not* about just emptying your hand. Because of the freedom you have with using your cards, there is a heavy emphasis on knowing how to properly order and execute playing out your hand. Mindlessly emptying your hand will lose you a lot of games. If that makes sense.
@@BorkBigFrighten2Thing is nowadays most combos and archetypes actually just tell you what to do in each card over and over again, it's just spamming barely any intellectuality in pulling them off lol. It very much is about emptying your hand
@@ShadowsAndGames That will probably get you past Platinum in Master Duel, but if you rely on just mindlessly comboing without adapting to the opponent's responses, you will lose *a lot* of games.
@@BorkBigFrighten2 Sure thing the game could actually be strategically compelling, it has all the tools to be so and a whole lot of variety the other franchises don't imo. It's just the way the game is built to function nowadays, doesn't help it AT ALL. Maybe to reach master you must outplay the opponent granted, but I'd dare say that from diamond on 50% are playing around the same half a duzen decks if that much so they just outplaying each other's in an endless loop lol once you know all the decks its just coin flip and better hand basically, a shame really because with so many cards the untapped potential for fun and skill is immense, yet we get the exact opposite.
Digimon is such an underrated card game and deserves way more players. The only TCG I actively play is Yu-Gi-Oh, but I'd immediatly start picking Digimon back up if the scene grows.
I think it's interesting how hard lockout strategies are more prevalent in yugioh and pokemon vs magic. Most side decks have summon limit or other flood gates, path to the peak was a multi deck staple. Players get salty about this but its largely accepted as part of each game. Magic has control decks, but if you know what you're doing you're rarely hard locked out of the game. Blood Moon hasn't been in standard for nearly 20 years. In the Magic formats where prison pieces are allowed to exist, they feel more like speed bumps or puzzles to figure out. Path to the Peak or Forest/Vileplume feel more like "I win buttons". I'm not saying one is better than the other but it is interesting to think about how game speed and design philosphy impacts which cards are printed.
Huh? Blood Moon's been in Standard a few times since then, though typically little more than a meme piece for mono-red or a sideboard option, definitely not meta if thats what you meant But full on prisons are a lot harder to construct, since shit like Stasis and Winter Orb are never returning, and modern stun bodies are often much narrower, even if overall higher power due to having Other Stuff attached YGO stun is interesting because which stuns hurt you most varies a LOT, Labrynth can often play through Skill Drain with a good hand, and doesn't flinch at Rivalry of Warlords at all Suboptimally in the case of Skill Drain, but its reasonable to pop But Lab fucking chokes on TCBOO or Macro Cosmos or Barrier Statue of the (not Abyss) Meanwhile there's decks that barely care about or are advantaged by Cosmos and loath Skill Drain(goddamn Floo) Whereas MtG and PokeTCG stun cards tend to strike at universally necessary game actions in a way that is much less match up dependent, even if historically MtG had plenty of hate for specific colors
@syrelian Blood Moon's last standard legal printing was 9th ed in 2005. Everything else has been a reprint that doesn't change legality. Yugioh, as a game does seems more equipped to handle stun. I think that's a function of the lack of a dedicated resource and the general pace of the current game.
Love the video, it's really cool. I may not play Magic and Pokemon as much as yugioh, but from what I know it describes all 3 games perfectly and shows the insane differences that each game has while still having some similarities. One small thing I wanna mention with Yugioh tho that I think should be stated is that the resource system does exist to a degree. But the actual system is not like Pokemon and Magic where it is a "Physical" resource that you manage on your field/hand/deck and can see change. For yugioh this is 1. Your hand size and 2. the times that you can activate a card. Your hand size is obviously a resource like in other card games for sure, but in yugioh it is very different in terms of scale. Such as the reason why drawing 2 cards is seen as one of the most broken cards of all time. Because it increases your hand size. A larger hand size in yugioh means more things you can possibly "play" with. Magic and Pokemon draws usually are to help you arrive at a certain game state later or to be used down the road. An extra card in Yugioh can lead from a board that is good, to a board that makes the opponent unable to play the game. That extra card is massive. At certain points in yugioh some cards were so good they were considered mandatory because they decreased deck size allowing you to more consistently get those extra cards to create better boards (Upstart Goblin and Chicken Game). Now with regards to the number of times you can activate a card as being a resource you lightly touched on, but for people seeing this outside of the yugioh space (and in it cause some of you guys need to see it) the number of times you use an effect can greatly effect the game. If your opponent has used a disruption for example that they can't use again it means you can make riskier plays. While if they haven't you need to play carefully. This also means for yourself. Some cards can suddenly lose "value" in your deck because you use its effect. Malicious as he showed is a great example. Most cards in heroes love to send malicious to the grave to use its effect in order to combo. But once all of your Malicious are gone you suddenly have a bunch of cards that are unable to be used for this play. Leading to more bricks. Since turns don't usually go past turn 4 this doesn't come up too often. But when the skill gap between players is low enough suddenly it matters a whole lot. Who can get there game plan off without utilizing as many of their decks "value" cards matters. This is also why decks/cards that can reuse/recycle cards can be amazing (when they are apart of the defaul game plan of course. Don't go using cards like burial from a different dimension unless you REALLY need it for your deck). Great video tho man! Definitely worth a subscribe and a like!
In Yu Gi Oh, 4 things can happen when you use Exodia: -You go first, you get a decent hand, you win -You go first, you get a bad hand, you lose -You go first, you get the best hand ever, opponent has hand traps, you lose -You go second, you lose
new subscriber here. (though I apparently stumbled upon "why we throw fireballs" months ago). You have a nice easy cadence to listen to and present your points well, but the real draw for me, heh, are your drawings. Feels very oldschool TH-cam.
A lot of people shit on lands in Magic without fully appreciating what they provide to the player. It's a legitimately interesting deck building decision to decide how many lands you need to play, and which lands in particular. Those decisions make low to the ground aggressive decks with fewer lands play extremely differently than slower, grindier controlling decks on a very fundamental level, not just by gameplay and card choice, but by how the deck fundamentally interacts with the resource system and probability. It provides the player a dial on variance vs. deck space and game length to same degree, granted, that ends up being a lot of responsibility. Putting it in the hands of players who don't really know what they're doing can result in non-games, but knowledge of the math going on behind everything can allow deck building decisions to mitigate this to a great degree. I trust that you simplified this knowingly for the video, but you usually want 40% of your deck to be lands, or even a smidgen more. It used to be suggested in the 90s that you wanted 1/3 spells, 1/3 creatures, and 1/3 land, but that made the game absolutely crawl. This shouldn't be considered a design flaw, but rather a taste that one might not enjoy, but many do.
I agree completely, in commanders, people usually want lands from 32 to 37 in a deck, but my Yuriko deck has only 29 lands because somehow 80% of the time when her ability triggers to reveal and add card from top of my library ends up as lands. Also running over 10 mana rocks helps as well.
@@NeostormXLMAX You're being the kind of person I was referring to. And that idea is fine; you wouldn't be the first game to have it, but at some point you arrive at a version of Hearthstone's system insofar as you don't need to worry about making land drops at all. You've entirely removed the depth in deck building that comes from having to consider how many lands to run because of your mana curve. You'd still need to consider resource costs in this new game, but always against a fixed point of 2 lands in hand per turn. Lands are good as is. If you don't like the limits that Magic's system impose on Magic, then you just don't like them, which is fine, but you can't make any blanket statements on the system as a whole from that. The two decks idea removes some of the fun I get from playing a mono-red deck that can operate on three mountains. It suggests that I wouldn't have any reason to build a deck super low to the ground, or that the reason would change to be more about casting multiple spells per turn as opposed to the win-or-die riskiness that mono-red and similar decks currently have going for them. Now, again, your idea is not bad, but it is significantly less interesting to me personally than a game with Magic's resource system. In the same way that many view the riskiness of win-or-die aggro decks as a huge downside. Different strokes. Keep in mind that your game would have you drawing a 20th of your deck per turn at a minimum (Otherwise between that and a 40th, but that's still compared to Magic's 60th at a slow rate). You would have such an increase in consistency from that card flow that I can only imagine how combo/good-stuff-centric the meta would be. And unless you'd allow multiple resource cards to be played per turn, you's still end up with a grip full of land because the throughput isn't there. At the point that all of the ripple effects of this idea would be considered, this game would look different enough from Magic that the comparison is moot. Unless you view all games in existence as failed attempts at the singular platonic ideal of the perfect game, critiquing a game system only makes sense in regards to itself, and only as a means of determining if one might personally, subjectively enjoy it.
My primary issue with Lands is the fact that they are atrocious influences on the tempo of the game, creating dead draws, and being the main cause of mulligans The midgame volatility of land counts, and the nature of special and duals, is interesting, but its deeply undercut by how much it turns the game into a crapshoot of getting lucky instead of actually interacting I can and will happily call it a design flaw, and whining that its not doesn't suffice as a counterargument
Unironically Pokemon tcg pocket was the game that reignited my love for card games, but here is the thing... I really didn't like it. It was literally the only reason that made me re download Master Duel to get back playing Yu-Gi-Oh and holy shit I forgot how I freaking love playing Yu-Gi-Oh! The back and forth action of negating and distributing your opponent or heck even playing on THEIR TURN is so awesome and unique I hope there is other card games like it I guess I should thank Pokemon pocket for reminding me of my love for Yu-Gi-Oh? lol
Nice video! I hope the next video does an analisis of the games that try to innovate the mana system by giving cards a dual purpose, like Duel masters and specially Flesh and Blood. Im a lifetime Yugioh player, and i feel that FaB has a pretty familiar gamespeed, without the 30 min turns.
Have you tried Star Wars Unlimited? It's got a very unique and well-designed take on the genre and is very fun to play! Decks are minimum 50 cards with playsets at 3, and it has card colors (called "aspects") like Magic despite still being any-card-as-resource game. You have a base and a leader card, the base is basically just your healthpool with an aspect attached, and the leader is like an MTG commander with two aspects attached, and that combination of 3 aspect colors determines which cards you can freely play in your deck. So if you have a red base and a blue and black leader, you can play any cards with those aspects , but you can also even play cards from outside of those colors, they just cost 2 more resources for every aspect that doesn't match! It's sometimes worth including off-aspect cards in the sideboard if they're really strong a matchup the deck would otherwise struggle with, and it's just generally cool to not be so limited to colors and archetypes like Magic, Pokemon or Yugioh The game's unique back-and-forth structure (each player takes one action at a time until both players pass and a new round begins) also subtly incentivizes a certain kind of balance in deck-building - You can choose to "take initiative" which allows you to go first on the next round, which is really good, but taking initiative locks you out of doing any other actions for the rest of the round, so you generally only do it once you're out of actions. In practice this means that low-cost cards, even if efficient, become weaker as the game goes on as they take more time to play and use, meaning your opponent will get to take initiative every round which puts them at an advantage. This, of course, influences card design generally as well, as higher cost units tend to actually have slightly worse ratios of cost/stats, but they're still worth playing because of the initiative system.
Sadly Mitos y Leyendas (Myths and legends) never truly took off in the international stage, mostly due to not belonging to a massive stablished IP nor having behind a massive publishing brand. But Deck Building is so critical in MyL... Because the deck is also your life points. Decking out the oponent is not only a fancy move, is the main objective and how damage is counted. And deck MUST be 50. Your deck is called a Castle, and every card is a stone holding it together. And you start with 1 gold (the resource) and a hand of 8, so, you start with 41 life points. Everytime you get hit by an enemy attack, you must discard to the graveyard a card per attack point that goes through your defenses... And that can be easily in some format a few times your starting life points. Anyway, MyL is great. Nothing like it.
hearing your opinion on Gwent would be interesting. It started as mini game within the witcher 3 but Gwent got its own stand alone game and even sub games like Throne Breaker based on Gwent. I barely hear it in TCG discussions, which is weird considering how Gwent is tied to one of the biggest single player rpg in the last decade.
I’ve always been a big fan of Pokemon TCG and Yugioh. There’s a lot of parallels between their 2010 formats - they’re often considered the best formats (Edison and Worlds 2010) with a great deck variety. Sure there are obv T1’s but no strategy is consistently overpowered. There are issues of course but overall both are good formats
If you’re interested in good mulligans you should look at bushiroad’s main card games of Weiss and vanguard. Vanguard has the single best mulligan of a standard mulligan. And if you put the Weiss mulligan in any game that has a mulligan other than hearthstone then you break those games
Have you considered trying a thicker and/or white outline to help it stand out from the background? I've had this problem too so I usually have white letters and colored outlines. Just a thought since I'm having a little trouble reading them but *PLEASE* keep them.
Cinderace ex has potential in Klawf decks, since it allows them to hit the 300+ club easily with binding mochi and the dte -20 is made up for by sneasler so ntm on it lol
FTKs are very rare in magic. Sure they are possible in the higher power formats like legacy or cedh but the good decks in those formats are well equipped to shut that down, and in weaker formats those decks tend to get banned. See: modern amulet bloom, hogaak, or even rakdos scam sorta fits. (Btw only amulet bloom actually wins the game t1 of those)
If you like fighting games and card games. You should try Flesh and Blood TCG. That's basically how it feels to play it and how is compared to understand the mechanics.
10:16 What do you mean “there are no resources” in yugioh, of course there is a resource system, it’s called whatever you have in the bank, that’s the only resource you need
Yeah the card velocity of pokemon tcg pocket annihilated my interest pretty fast. Why should I play pokemon if I'm not going to draw my entire deck every turn?
And if it has a one deck meta The main tcg has a really healthy meta, as dusknoir-y as it is, lot of great decks to play. In tcg pocket, the entire meta is mewtwo
Wtf 9:20 average deck speed? You realize aggro makes up of almost 90% of decks on places like arena? Even older formats since control decks are too expensive and take forever to build. Lots of powercreep in mtg even with set rotation
some constructive advice: a video which largely just lists an enormous number of facts (about rules, metas, differences between games) is not especially interesting. it can be informative-i learned some about Pokemon tcg because i dont play it-but thats not particularly compelling. your background art is the aspect of this video i appreciated the most. some kind of analysis, maybe a take or two, personal experience of how these differences make playing these games feel different, literally anything that cant be found by just googling "how to make an X deck", would make a video like this a lot better.
You are talking about old magic the gathering, now with modern magic the gathering they have too mush First turn ko, just as bad as yugioh, since know in magic the gathering they are a lot of no mana cost that does FTK, and some that can cheese out mana cost, and then they coomplain yugioh is the worst and they return to magic the gathering just to experience the same bull crap. And that they are so salty about it, they start making video about makeing fun about yugioh and do on purpose to do the wrong thing so it look bad to the people that previous play magic the gathering so if they believe that live streamer lie, they will not change to yugioh.
I've seen YuGiOh described as "Both players have a gun that can kill the other player in one shot, but they have to build it first, and occasionally a little girl shows up to throw most of someone's parts on the floor."
I’ve heard it described abit differently. “Both players have to shoot the other player w a gun but they need to build it 1st. However, ur allowed to do mostly anything u want to stop or slow down the other player, or protect urself from the other player.” Granted it’s also paraphrasing too.
Ah bloss' ...
Or a rock
or a jellyfish comes by and gives your opponent way more parts every time you touch your gun
And sometimes, we say 'ah screw the gun' and just throw the parts at the opponent's face, it works
I PLAY YU-GI-OH AND IT'S 100 % A MACHINE GUN
Yuguoh does have a resource; it’s called “once per turn”
True
Yugioh we play with 4 decks. You got main deck, extra deck, graveyard deck and banished deck. Some strategy we even include opponent decks so 8 decks.
+ Side deck
And then there are the enlightened individuals who plays 49 cards to lessen the chance of opening Driver only for that bastard to be glued to your opening hand
I know you’re talking about psy-frame driver but as an abc player i can’t help but think of union driver
@@jacobpalomarez5349Does it make a difference? Different driver, same result.
>Shows Pot of Desires labeled "No Cost"
>Read Card
>Cost
>Banishing
>Cost
Lmao, that is my recycling pile.
nah bro that's just my fuel for Gren Maju Da Eiza
The cost in yu gi oh most of the time involves a cost of cards. The only time it involves actually resources is when sacrificing your draw phase, once per turn normal summon, and life points.
@@TheSoulbankernah desires is bad since most idiots who run it play a bunch of one offs or combo pieces etc even then because it banishes first, its worse than if it drew first
@@NeostormXLMAX Desires is good unless you have a bunch of engine requirements.
For MTG, The London Mulligan is a more recent change, but it's a phenomenal one. Before, you had to draw your smaller hand size from the start, meaning not only will you have fewer cards in general, but the odds of drawing what you need diminish with each mulligan. But now, you get to tailor the hand to your strategy. So while you're still working with less, you can at least decide what exactly you're working with. To quote a voice of wisdom within MTG spaces, you don't "have" to mulligan. You "get" to mulligan. It is a gift to be able to go "you know what, this hand isn't going to work," and try again.
Yugioh decks are restricted not by rules, but by being in a game by konami
The "RIDICULOUS" at 10:40 with the Mystic Mine as background is on point.
Great video! It's clear that you have played all of the Big Three enough to understand them, which is very rare to see with videos that compare them. I also adore your art style, it is really fun and the cards you picked were nice.
Here are some thought I had when watching it. Grass is the only card I can think of that cares about deck size, which is my mind is really neat. Leylines are cool in that way too, because they care about the mulligan. More interestingly, here is another reason yugioh decks are not always 40 cards. Some engine cards can really brick your hand hard, and due to the insane amount of tutoring and small engine packages yugioh offers you, sometimes it is worth it to add some cards or a new engine that searches for your starters because of how painful it can be to draw some of your engine cards. If you want a example of this, play a few game with a 40 card Rescue-ACE deck.
The interesting thing is that its a side effect of the Rescue-Ace cards themselves being able to accommodate their own weaknesses by running more of their archtype cards. I've played every single rescue ace card in my deck at one point or another over the year I've ran it, the big design point I've noticed is that they have enough utility that the in archtype answers tend to be practical in a way that it just isn't true for most other archtypes.
Rescue ace impulse is a great example of this. The standard play you usually do with it in other decks is summon fire attacker on an eff that procs the draw 2 discard one, which is great hand selection and can generate advantage off of discard triggers. But in the Rescue ace deck proper fire engine is the go to target for impulse, because you can go engine into lifter into grab a spell, usually rescue, getting 2 bodies on field, a play for the next turn, and setting up the graveyard so that your other rescue ace cards are able to be used easier.
A lot of utility for this comes from not only which of the 2 resource generation pieces you summon, but when you used the effect to summon. Against snake eyes for example, you never wanted to use impulse early on in the turn. Hiita could revive the body, but if you waited for the link 3 promethean princess revive they got a lot less value using the link 3 and another body to go into a link 2 to just get an extra body, while also not having the princess in the gy yet to destroy one of the bodies you'd summon off of impulse, forcing them to exert more resources to remove it later, because the bodies threatened both sp little knight and apollousa. There ended up being a huge difference in how the match up would go off of that one or two card advantage you'd get by playing impulse properly in that match up.
You also don't have to use impulse on the opponent's turn. It has an effect on field that could let it trade 1 for 2, sometimes more, into a board, which is about what you expect from a board breaker. You can also just keep it in hand and use it as another push on your turn, Rescue Ace turbulence's effect to destroy when another you control is removed by the opponent can be used to help clear a board out for its set 4 effect to resolve, and with the many ways the rescue ace deck has of recurring turbulence from the gy, its not uncommon for impulse summoning turbulence to be a game winning play on the spot.
But to enable impulse to be as good as it is, you need to run a larger amount of engine cards, which eats away at consistency. There's builds that run as slim of a rescue ace engine as possible, no field spell, no impulse, and just try to set up the turb set 4 into an otk line turn 3, and they don't tend to be too good. The end boards end up being very reliant on stopping your opponent from playing, and are a lot worse into mass removal cards and the anti targeting strategies that are pretty popular.
Neither of those tend to really be a problem if you run a larger rescue ace engine, I've never felt the need to run anti-blow out cards in the deck myself. Reinforce is a great card that gives protection and lets you rebuild your board, it makes otking you downright impossible for a lot of decks, even in scenarios where they duster your field, but the real strength comes from how well that protection stacks with your other layers of interaction.
There's multiple ways to get bodies out on the opponent's turn assuming the turbulence set up resolved. Plus one of your interactions being on a monster effect, the preventer face down book, reinforce lets you keep an interaction through a monster omni negate they could set up, letting you hold your interactions longer into their line of play. The worst case is also you being able to use it in the end phase and then banish itself to grab another spell for the next turn.
Overall the deck just ends up being incredible functional, none of the cards feel under powered or too gimmicky for the intended purposes of them.
@@shawnjavery finally some one that don't think to cut another engine piece if the deck don't perform. the new r-ace decklists are just ridiculous, it's not even r-ace anymore, like: 2 hydrant, 1 airlifter, 2 preventer, 1 turbulence, 2 emergency ,1 alert, 1 rescue, 1 contain, 1 extinguish... it's not even a quarter of a deck anymore, 0 grind game, 1 board breaker and you will never recover.
the pokemon tcg online music took me out, i miss her so much
rare case of a youtuber not getting instantly shafted down the algorithm the moment they branch out gj bro keep it up
I'm a fighting game nerd and I just got into Yu-Gi-Oh! so this is an easy sub for me
Personally, i like the slower, more incremental gameplay of Magic: The Gathering. I also like how much more silly and overpowered stuff you can do in Magic (Infinite combos, Oops all spells, other janky decks). Also, Commander is awesome because it's unlike anything else in any other traditional card game. A 4 player format? Unheard of in Pokémon and Yu-Gi-Oh.
Wait til you hear about Domain Format YGO
4P Yugioh is nominally a thing, in a couple varieties, but all of them are incredibly jank, unfortunately
Great video! I was planning to make a video similar to this this a while back, since I started trying other TCGs (Flesh and Blood, Digimon, Shadowverse, etc.) and noticed how different the deckbuilding philosophies were. Though I couldn't put the ideas in a reliable frame since I only consistently play Yu-Gi-Oh out of the Big 3. It's really interesting when you look at how each card game's nuances changes what cards and what ratios are inserted.
In short, GOD I love card games
Few months ago when I was playing commanders with my friends where my opening hand was almost perfect. The only issue I have no lands, but if I just only need one land and I will go off like a mad man. When I told my friends about this they egged me to keep my hand and low and behold, my first draw was a land and won the game in about three turns.
I wish digimon was more popular.
Too bad generic IPs will work better than specific IPs. I'm looking at you Magic lord of the rings fallout fortnite marvel dc doctor who my mom and several copyrighted lepards from north asia.
I just hope YuGiOh never goes that way, but it's next on the line of multiversification crossovererse.
If it does, so be it, but also its quite unlikely, Konami seems content to occasionally slip their IP in and let YGO cook as it will
but seriously, so what, people get so weird about how its "not magic", as if the game where the core premise is being a multiverse hopping warlord-god-wizard somehow has that premise broken by... being a multiversal franchise
Never forget Arabian Nights and Grimm's Fairy Tales are literally planes within the setting(over 1000 of them actually, as a back justification for all the named characters in the former not being Legendary once Legends came out)
MtG has never had a consistent narrative feel, unless you count "bad fantasy writing that thinks this is still the 90s" as one, OTJ was more out of place than 40K was, and that was on the writing going "put people in funny hats", not because it was cowboy stuff but the fact that almost nobody there had a reason to be there
Maybe it's my nostalgia speaking, but Magic's slow, land-reliant, playstyle always felt so much more rewarding. I needed to decide how to play the round, instead of just emptying my hand. Nonetheless, amazing video, can't wait for the next one.
I can tell you first hand on Yugioh's behalf that, while it is fast-paced, it is *not* about just emptying your hand.
Because of the freedom you have with using your cards, there is a heavy emphasis on knowing how to properly order and execute playing out your hand. Mindlessly emptying your hand will lose you a lot of games.
If that makes sense.
@@BorkBigFrighten2Thing is nowadays most combos and archetypes actually just tell you what to do in each card over and over again, it's just spamming barely any intellectuality in pulling them off lol. It very much is about emptying your hand
@@ShadowsAndGames That will probably get you past Platinum in Master Duel, but if you rely on just mindlessly comboing without adapting to the opponent's responses, you will lose *a lot* of games.
@@BorkBigFrighten2 Sure thing the game could actually be strategically compelling, it has all the tools to be so and a whole lot of variety the other franchises don't imo. It's just the way the game is built to function nowadays, doesn't help it AT ALL. Maybe to reach master you must outplay the opponent granted, but I'd dare say that from diamond on 50% are playing around the same half a duzen decks if that much so they just outplaying each other's in an endless loop lol once you know all the decks its just coin flip and better hand basically, a shame really because with so many cards the untapped potential for fun and skill is immense, yet we get the exact opposite.
@@ShadowsAndGames If the game was truly "just a coin flip," then the same players wouldn't be consistently topping events over and over consistently.
>best card game
>checks inside
>digimon
>yeah
Based
Digimon is such an underrated card game and deserves way more players. The only TCG I actively play is Yu-Gi-Oh, but I'd immediatly start picking Digimon back up if the scene grows.
The other card game that you were gonna talk about has to be Digimon. It’s the most fresh card game of all.
I think it's interesting how hard lockout strategies are more prevalent in yugioh and pokemon vs magic. Most side decks have summon limit or other flood gates, path to the peak was a multi deck staple. Players get salty about this but its largely accepted as part of each game. Magic has control decks, but if you know what you're doing you're rarely hard locked out of the game. Blood Moon hasn't been in standard for nearly 20 years.
In the Magic formats where prison pieces are allowed to exist, they feel more like speed bumps or puzzles to figure out. Path to the Peak or Forest/Vileplume feel more like "I win buttons". I'm not saying one is better than the other but it is interesting to think about how game speed and design philosphy impacts which cards are printed.
Huh? Blood Moon's been in Standard a few times since then, though typically little more than a meme piece for mono-red or a sideboard option, definitely not meta if thats what you meant
But full on prisons are a lot harder to construct, since shit like Stasis and Winter Orb are never returning, and modern stun bodies are often much narrower, even if overall higher power due to having Other Stuff attached
YGO stun is interesting because which stuns hurt you most varies a LOT, Labrynth can often play through Skill Drain with a good hand, and doesn't flinch at Rivalry of Warlords at all
Suboptimally in the case of Skill Drain, but its reasonable to pop
But Lab fucking chokes on TCBOO or Macro Cosmos or Barrier Statue of the (not Abyss)
Meanwhile there's decks that barely care about or are advantaged by Cosmos and loath Skill Drain(goddamn Floo)
Whereas MtG and PokeTCG stun cards tend to strike at universally necessary game actions in a way that is much less match up dependent, even if historically MtG had plenty of hate for specific colors
@syrelian Blood Moon's last standard legal printing was 9th ed in 2005. Everything else has been a reprint that doesn't change legality.
Yugioh, as a game does seems more equipped to handle stun. I think that's a function of the lack of a dedicated resource and the general pace of the current game.
Love the video, it's really cool. I may not play Magic and Pokemon as much as yugioh, but from what I know it describes all 3 games perfectly and shows the insane differences that each game has while still having some similarities.
One small thing I wanna mention with Yugioh tho that I think should be stated is that the resource system does exist to a degree. But the actual system is not like Pokemon and Magic where it is a "Physical" resource that you manage on your field/hand/deck and can see change. For yugioh this is 1. Your hand size and 2. the times that you can activate a card. Your hand size is obviously a resource like in other card games for sure, but in yugioh it is very different in terms of scale. Such as the reason why drawing 2 cards is seen as one of the most broken cards of all time. Because it increases your hand size. A larger hand size in yugioh means more things you can possibly "play" with. Magic and Pokemon draws usually are to help you arrive at a certain game state later or to be used down the road. An extra card in Yugioh can lead from a board that is good, to a board that makes the opponent unable to play the game. That extra card is massive. At certain points in yugioh some cards were so good they were considered mandatory because they decreased deck size allowing you to more consistently get those extra cards to create better boards (Upstart Goblin and Chicken Game). Now with regards to the number of times you can activate a card as being a resource you lightly touched on, but for people seeing this outside of the yugioh space (and in it cause some of you guys need to see it) the number of times you use an effect can greatly effect the game. If your opponent has used a disruption for example that they can't use again it means you can make riskier plays. While if they haven't you need to play carefully. This also means for yourself. Some cards can suddenly lose "value" in your deck because you use its effect. Malicious as he showed is a great example. Most cards in heroes love to send malicious to the grave to use its effect in order to combo. But once all of your Malicious are gone you suddenly have a bunch of cards that are unable to be used for this play. Leading to more bricks. Since turns don't usually go past turn 4 this doesn't come up too often. But when the skill gap between players is low enough suddenly it matters a whole lot. Who can get there game plan off without utilizing as many of their decks "value" cards matters. This is also why decks/cards that can reuse/recycle cards can be amazing (when they are apart of the defaul game plan of course. Don't go using cards like burial from a different dimension unless you REALLY need it for your deck).
Great video tho man! Definitely worth a subscribe and a like!
In Yu Gi Oh, 4 things can happen when you use Exodia:
-You go first, you get a decent hand, you win
-You go first, you get a bad hand, you lose
-You go first, you get the best hand ever, opponent has hand traps, you lose
-You go second, you lose
This guy seems like a Greasefang player
new subscriber here. (though I apparently stumbled upon "why we throw fireballs" months ago). You have a nice easy cadence to listen to and present your points well, but the real draw for me, heh, are your drawings. Feels very oldschool TH-cam.
Lets all be honest this video should have at least 10k views and im just dropping this before it happens eventually.
Probably a branding issue, I love more creative thumbnails and titles like this but they unfortunately don't get those click bait views ☹️
Oh hey, the Ancient Gear guy is here too!
It hit
(3 days for anyone wondering in the future when you only see times displayed as like 3 years ago.)
*Hears the Deck size rule at Magic and wonders how many cards Shaq would play*
A lot of people shit on lands in Magic without fully appreciating what they provide to the player. It's a legitimately interesting deck building decision to decide how many lands you need to play, and which lands in particular. Those decisions make low to the ground aggressive decks with fewer lands play extremely differently than slower, grindier controlling decks on a very fundamental level, not just by gameplay and card choice, but by how the deck fundamentally interacts with the resource system and probability. It provides the player a dial on variance vs. deck space and game length to same degree, granted, that ends up being a lot of responsibility. Putting it in the hands of players who don't really know what they're doing can result in non-games, but knowledge of the math going on behind everything can allow deck building decisions to mitigate this to a great degree. I trust that you simplified this knowingly for the video, but you usually want 40% of your deck to be lands, or even a smidgen more. It used to be suggested in the 90s that you wanted 1/3 spells, 1/3 creatures, and 1/3 land, but that made the game absolutely crawl. This shouldn't be considered a design flaw, but rather a taste that one might not enjoy, but many do.
I agree completely, in commanders, people usually want lands from 32 to 37 in a deck, but my Yuriko deck has only 29 lands because somehow 80% of the time when her ability triggers to reveal and add card from top of my library ends up as lands. Also running over 10 mana rocks helps as well.
Lands would be good if they had a separate deck for them
I want to make a card game with two decks, min 40 cards each and max 80 and each turn you draw 2 cards one from each
@@NeostormXLMAX You're being the kind of person I was referring to. And that idea is fine; you wouldn't be the first game to have it, but at some point you arrive at a version of Hearthstone's system insofar as you don't need to worry about making land drops at all. You've entirely removed the depth in deck building that comes from having to consider how many lands to run because of your mana curve. You'd still need to consider resource costs in this new game, but always against a fixed point of 2 lands in hand per turn.
Lands are good as is. If you don't like the limits that Magic's system impose on Magic, then you just don't like them, which is fine, but you can't make any blanket statements on the system as a whole from that.
The two decks idea removes some of the fun I get from playing a mono-red deck that can operate on three mountains. It suggests that I wouldn't have any reason to build a deck super low to the ground, or that the reason would change to be more about casting multiple spells per turn as opposed to the win-or-die riskiness that mono-red and similar decks currently have going for them. Now, again, your idea is not bad, but it is significantly less interesting to me personally than a game with Magic's resource system. In the same way that many view the riskiness of win-or-die aggro decks as a huge downside. Different strokes.
Keep in mind that your game would have you drawing a 20th of your deck per turn at a minimum (Otherwise between that and a 40th, but that's still compared to Magic's 60th at a slow rate). You would have such an increase in consistency from that card flow that I can only imagine how combo/good-stuff-centric the meta would be. And unless you'd allow multiple resource cards to be played per turn, you's still end up with a grip full of land because the throughput isn't there.
At the point that all of the ripple effects of this idea would be considered, this game would look different enough from Magic that the comparison is moot. Unless you view all games in existence as failed attempts at the singular platonic ideal of the perfect game, critiquing a game system only makes sense in regards to itself, and only as a means of determining if one might personally, subjectively enjoy it.
My primary issue with Lands is the fact that they are atrocious influences on the tempo of the game, creating dead draws, and being the main cause of mulligans
The midgame volatility of land counts, and the nature of special and duals, is interesting, but its deeply undercut by how much it turns the game into a crapshoot of getting lucky instead of actually interacting
I can and will happily call it a design flaw, and whining that its not doesn't suffice as a counterargument
Unironically Pokemon tcg pocket was the game that reignited my love for card games, but here is the thing... I really didn't like it. It was literally the only reason that made me re download Master Duel to get back playing Yu-Gi-Oh and holy shit I forgot how I freaking love playing Yu-Gi-Oh! The back and forth action of negating and distributing your opponent or heck even playing on THEIR TURN is so awesome and unique I hope there is other card games like it
I guess I should thank Pokemon pocket for reminding me of my love for Yu-Gi-Oh? lol
Nice video! I hope the next video does an analisis of the games that try to innovate the mana system by giving cards a dual purpose, like Duel masters and specially Flesh and Blood. Im a lifetime Yugioh player, and i feel that FaB has a pretty familiar gamespeed, without the 30 min turns.
the biggest restriction in yugioh is understanding how the game is played, afterwards its just the best card game
This is so true, hopefully speed duel fixes it but doubtful
Yugioh is the Super Smash Bros Melee of card games
I main vanguard, but once you do understand yugioh, it's super fun
I partially agree, it's so fun when there's no negates or floodgates limiting what you can do
It definitely has the variety for it, however with how broken the game is it barely is fun at all nevermind more than the others.
I love the rat representation.
Have you tried Star Wars Unlimited? It's got a very unique and well-designed take on the genre and is very fun to play! Decks are minimum 50 cards with playsets at 3, and it has card colors (called "aspects") like Magic despite still being any-card-as-resource game. You have a base and a leader card, the base is basically just your healthpool with an aspect attached, and the leader is like an MTG commander with two aspects attached, and that combination of 3 aspect colors determines which cards you can freely play in your deck. So if you have a red base and a blue and black leader, you can play any cards with those aspects , but you can also even play cards from outside of those colors, they just cost 2 more resources for every aspect that doesn't match! It's sometimes worth including off-aspect cards in the sideboard if they're really strong a matchup the deck would otherwise struggle with, and it's just generally cool to not be so limited to colors and archetypes like Magic, Pokemon or Yugioh
The game's unique back-and-forth structure (each player takes one action at a time until both players pass and a new round begins) also subtly incentivizes a certain kind of balance in deck-building - You can choose to "take initiative" which allows you to go first on the next round, which is really good, but taking initiative locks you out of doing any other actions for the rest of the round, so you generally only do it once you're out of actions. In practice this means that low-cost cards, even if efficient, become weaker as the game goes on as they take more time to play and use, meaning your opponent will get to take initiative every round which puts them at an advantage. This, of course, influences card design generally as well, as higher cost units tend to actually have slightly worse ratios of cost/stats, but they're still worth playing because of the initiative system.
This vids just came in time. Waiting for new faces to create tcg design discussion.
Sadly Mitos y Leyendas (Myths and legends) never truly took off in the international stage, mostly due to not belonging to a massive stablished IP nor having behind a massive publishing brand.
But Deck Building is so critical in MyL... Because the deck is also your life points.
Decking out the oponent is not only a fancy move, is the main objective and how damage is counted.
And deck MUST be 50. Your deck is called a Castle, and every card is a stone holding it together.
And you start with 1 gold (the resource) and a hand of 8, so, you start with 41 life points.
Everytime you get hit by an enemy attack, you must discard to the graveyard a card per attack point that goes through your defenses... And that can be easily in some format a few times your starting life points.
Anyway, MyL is great. Nothing like it.
Top tier video! I'll be following you to get more awesome stuffs
With the SC2 resource exmaple he outed himself as a boomer gamer. LUL
hearing your opinion on Gwent would be interesting. It started as mini game within the witcher 3 but Gwent got its own stand alone game and even sub games like Throne Breaker based on Gwent. I barely hear it in TCG discussions, which is weird considering how Gwent is tied to one of the biggest single player rpg in the last decade.
9:09 yeah fair idk who would be lmao. Especially if you're a blue player
Poggers I love card game content
clash royale mentioned
we have a real academic here
Fellow Ashened player!
I really like mtgs cards where you can run infinites of, yugioh should copy this mechanic
Yugioh commons are much better than expensive cards. Unless it's necessary.
I’ve always been a big fan of Pokemon TCG and Yugioh. There’s a lot of parallels between their 2010 formats - they’re often considered the best formats (Edison and Worlds 2010) with a great deck variety. Sure there are obv T1’s but no strategy is consistently overpowered. There are issues of course but overall both are good formats
If you’re interested in good mulligans you should look at bushiroad’s main card games of Weiss and vanguard. Vanguard has the single best mulligan of a standard mulligan. And if you put the Weiss mulligan in any game that has a mulligan other than hearthstone then you break those games
Mechanicly pokemon is the most perfected game of them 3 thats why nobodys having fun playing it (exept when they are flipping coins)
I love fighting games and tcgs
Then you should check out UFS. It's Both.
I love card games!
Mtg not determined by early game...
Plays turn one soul ring.
Yooooo a fellow HERO Gamer
Yooooooooooooooo are you gonna talk about the best card game ever made Hyper Colosseum?
A bakugan a 40 card per deck game, would worth to talk about this game?
My favorite card game of all time mechanically was Duelyst. Sadly, the game died.
Have you considered trying a thicker and/or white outline to help it stand out from the background? I've had this problem too so I usually have white letters and colored outlines.
Just a thought since I'm having a little trouble reading them but *PLEASE* keep them.
Love the background art
Cinderace ex has potential in Klawf decks, since it allows them to hit the 300+ club easily with binding mochi and the dte -20 is made up for by sneasler so ntm on it lol
Incredible video, keep it up!
Great stuff
So you're saying, Yugioh is the best card game and the other games can do suck it? YUGIOH NUMBER 1!!!! LETS GO!!!!!!
FTKs are very rare in magic. Sure they are possible in the higher power formats like legacy or cedh but the good decks in those formats are well equipped to shut that down, and in weaker formats those decks tend to get banned. See: modern amulet bloom, hogaak, or even rakdos scam sorta fits. (Btw only amulet bloom actually wins the game t1 of those)
And yet the current standard has Mono-red Aggro constantly on round 2/3 kills
What an incredible video
Great video, keep it up!
This is better then most yugioh content today, at least with farfa gone.
ROBO MAY IN MY CARD GAME VIDEO?
Job's done!
If you like fighting games and card games. You should try Flesh and Blood TCG. That's basically how it feels to play it and how is compared to understand the mechanics.
10:16 What do you mean “there are no resources” in yugioh, of course there is a resource system, it’s called whatever you have in the bank, that’s the only resource you need
TH-cam randomly suggested your videos. Guess I'm watching and subscribing.
Best card game period?
Has to be Genshin Impact Genius Invokation TCG no doubts 🙃
W video
Yu-Gi-Oh 💣💣
Devuelvan el moai
0:43 you aren't able to get ≥ to work with the font I can tell xd.
With everything said, when are you gonna talk about vanguard
Do you have any opinions about the current Digimon TCG?
Sorry, not familiar with it
Another 30 card game? Is it Ashes Reborn? I hope it's Ashes, it's probably not but I hope
It's probably Gwent... actually I was wrong I thought Gwent was 30 but it's 25 (weird number)
Yeah the card velocity of pokemon tcg pocket annihilated my interest pretty fast. Why should I play pokemon if I'm not going to draw my entire deck every turn?
And if it has a one deck meta
The main tcg has a really healthy meta, as dusknoir-y as it is, lot of great decks to play.
In tcg pocket, the entire meta is mewtwo
Fgc and card games based creator fr
Yugioh is incredibly fast. If you are new, watch a modern game first or try an older format.
Wtf 9:20 average deck speed? You realize aggro makes up of almost 90% of decks on places like arena? Even older formats since control decks are too expensive and take forever to build. Lots of powercreep in mtg even with set rotation
HEY! ILL PLAY BLUE-EYES IF I WNAT YOU'LL SEE ITS ABOUT TO BECOME A SUPER CONSISTENT DECK! YOURE JUST NOT GOOD ENOUGH TO PLAY IT RIGHT!
You right
some constructive advice:
a video which largely just lists an enormous number of facts (about rules, metas, differences between games) is not especially interesting. it can be informative-i learned some about Pokemon tcg because i dont play it-but thats not particularly compelling.
your background art is the aspect of this video i appreciated the most.
some kind of analysis, maybe a take or two, personal experience of how these differences make playing these games feel different, literally anything that cant be found by just googling "how to make an X deck", would make a video like this a lot better.
You are talking about old magic the gathering, now with modern magic the gathering they have too mush First turn ko, just as bad as yugioh, since know in magic the gathering they are a lot of no mana cost that does FTK, and some that can cheese out mana cost, and then they coomplain yugioh is the worst and they return to magic the gathering just to experience the same bull crap. And that they are so salty about it, they start making video about makeing fun about yugioh and do on purpose to do the wrong thing so it look bad to the people that previous play magic the gathering so if they believe that live streamer lie, they will not change to yugioh.