These New Decks Just Broke The Game.
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- เผยแพร่เมื่อ 12 ธ.ค. 2024
- this new pack will save master duel
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Edited by @direYGO
#Farfa #Yugioh #MasterDuel
The problem isn't the combos, it's that it feels like 95% of the time (if it is never interrupted) it ends on like 6 negates or a floodgate. Because if you play enough, you don't want anyone else to play due to seeing so many people play with themselves and not let you play.
imo the core issue is power creep, every card is either a complete monster that does everything or is a card that would be game-warpingly good in any other tcg but in ygo is unplayable trash because the power curve is just so absurd
@@Yinlock470 Well, there's a lot of other reasons certain cards work better in Yugioh than other games. Other games have more restrictions on their mechanics. Pot of Greed is a good card because there's no cost it's just free. In another game Pot of Greed would be terrible, because you can only play one card for that turn and you used it to draw a card and a second card to replace the card instead of an offensive or defensive effect. Yugioh enables so much gas that nobody plays a trap card unless it's absurdly disruptive, because they have to set it to use it next turn and that's considered "slow" because they could have used another spell or monster effect instead... And hand traps are preferable to trap cards, because the interaction is harder to play around than many of the traps themselves.
The problem is there's waaaay too much generic support, rather than restricted archetype specific special summons.
Example being what Dragon Link does. They play Blue-Eyes, Red-Eyes, Rokket, Chaos, Bestials, totem, and so on for a bunch of extra deck monsters that happen to be really powerful dragons. Why? Because the only restriction they may have throughout the entire turn is maybe "you can only special summon Dragons for the rest of the turn" on free +1s.
How about Sprite? Easily could have slapped a harsher restriction than saying "Oh yeah, anything with a 2 rating is fine." Oh cool, so just infinite special summons because all your level twos search each other and can be special summoned. Great game design.
And let's look at everyone's generic link-based extra deck. I wonder what rank 4 always shows up. Access Code Talker? Woah, what an original card. Gee. Who else? Oh, just this girl riding a bear that says "no" to monster effects depending on how many you used to make them.
Synchro? Oh man, I wonder what level ten synchro is gonna be made. Gee, this card is new to me. Bear on the floor? Is that how you say it? Wouldn't know, because it's the fifth time I seen it today.
Even when you slap on a "for the rest of the turn" restriction, it can usually be added as a combo ender or end of turn play like: Oh wow, main phase 2 Destiny Fusion?! What could possibly be made with that? Woah. It's some kind of Phoenix-Person! Totally new to the format.
If Yu-Gi-Oh had hard line in the sand archetype specific structures rather than generic powerful things slotted into every deck, it'd solve some gripes with the combo spam. Like summoning a bunch for boss monsters is fine, but why can every single freaking deck make them instead of the ones they're clearly designed for/from? It's out of control.
Actually both are the problems, nobody want to spend 15 minutes of their life to wait for opponent playing solitaire with their cards, no matter what the board is. So many players complained and quit the game because of that reason
@@bdc129 to be honest, of all the card games I've played (yu gi oh, weiβ schwarz, hearthstone, shadowverse, pokemon tcg, union arena, legends of runeterra), Yu gi oh and LOR are the few one's that you actually can do something in your opponent's turn to stop them (I heard MTGalso have these mechanics?)
Honestly I prefer more interruption then negation at best I'll take 1 negation from field.
The problem has never been combo decks, themselves. The concept is really cool and tons of fun once you finally learn all the ins and outs of the deck. The problem is all the new boss monsters Konami keeps printing. Everything comes with multiple negates, floodgates, and some sort of lock or stun that prevents you from even responding, when going second. The Power creep has gotten so out of control the last decade that to even stand a chance anymore, you have to run 3 Ash Blossoms, 3 Imperms, 1 called by the grave, and whatever staple hand trap is relevant in the current meta. On average, 9-12 hand traps in the main deck. Anything less, and it feels like you never draw them but too many and you brick on your opening hand. It’s crazy how staples have become staples simply because every boss monster is busted nowadays
12 isn't enough :)
Thats why its best to have multiple deck most of the time I start whith some go first type deck, and if I loose toi many coin toss I just start to play with my go second deck full of kaiju, super poly , luna etc . And when I just want to chill I play a meme deck in casual mode
When your opponent has more negates than you have cards, it is not a “good game” 🤣🤣🤣
Opponent - this is my end board 10 negates and 5 pops good luck
You -_-
@@DanXRojas 10/10 tables are flipped 😎
Depends on the deck. This is why I like going 2nd decks it takes advantage of this trend in a fun way
And they limit/ban the floodgates..
@@kylemarlobaula987 They should ban all floodgates. Now that would be a great step in the right direction
Shout out to that one guy who keeps playing Marincess despite Farfa told him to leave the entire stream
Did we ever learn if he was playing Tidal? 😂 also his name was amazing too
Did the guy respond in the chat?
As others have said here, its not the combo that is bad, its the end board monsters that have power crept everything. Example dragon link: used to have borrel sword and load dragon as two really good bosses that had two different uses, neither was broken, sword was generic enough it was a staple to end games before accesscode. Now they have borrel end which beats sooo many decks by himself by being so hard to out. Assuming you aren’t interrupted, DRNM + borrelend literally breaks every board with monsters 3500 or below.
We all want stronger decks and better interactions, but i think konami would do well to simply go back to old decks and throw in new mechanics to bring them up instead of simply dropping new monsters that negate AND extend AND manage resources all in one.
The problem with combo decks is that there are so many 1 card into Omni negates or banish or some other disruption that it's literally just "a matter of time". For example Branded, did you finally get past their 2 omnis and banish, using almost all cards in your hand and not ending on some boss monster, OOOOOH plus you didn't kill?! Opponent draws Jester or Fallen, or some other cards that lets them: Fusion into special into add into fusion into shuffle into fusion into fusion into special into add, or some other 1 card combo that looks exactly like this!! which basically remakes the Entire board you spent everything trying to destroy. Nobody wants to play that, these decks literally play themselves off 1 card and you have to have specific cards to break the board. The only way to beat a 1 card combo deck is to usually play 1 card combo decks.
Run buster blader branded np
wait, branded have an omni negate?
@@jabermogwai5996
They’re using puppets and some other high level monster effects summoned to your side of the field.
Then you can’t summon x monsters.
@@C0d0ps but gimmick puppet is a floodgate, not an omni, the guy says "their 2 omnis" , i know branded use puppet lock, but i never encounter branded endboard with an omni negate
@@jabermogwai5996
I guess it depends what you mean with Omni negate.
-
Mostly it is monster effect negates or playing with your grave yard.
Borreload savage dragon synchro is used by some.
-
Tax dragon isn’t fun to play against.
I have read up on all the link monsters.
The reason I initially liked pendulum is that you didn't have to special summon 5 separate times
You did way more than just pendulum summoning unless you had access to harmonizing early for baronne
That's a big reason why I adore Crystal Beast Ruby Carbuncle
I'm just gonna stare at my Darklord Morningstar, I can special summon as many Darklord monsters from Hand or Deck onto field equivalent to the amount of face-up effect monsters on the opponent's side of the field. And I like to go into this using Capricious Darklord, summoning Nergal is a must for that piercing to go through.
@@jimtsap04 Pendymion and Qli can do that classic Pendulum thing. Most of the time, they can gather the cards they need, with minimum summons, then special summon them from hand like OG Pendulum.
Endymion might be the scariest of them pendulums.
This video was awesome! You should do more of these when new powerful sets come out! I miss yout videos!
Honestly, the new Gate Guardian cards do kinda interest me. I might have to put my Junk deck on hold for a little while.
They are super fun and are nuts when it gets going, but brick super hard unless you do go all in on fusion support cards or have them has a split deck with something like punk or kash. I saw one punk gg deck that was absolutely bonkers and I refused to surrender just to watch them cook.
They can actually sneak a win in so easy with some of there spells the amount of times I go against a meta board then whip out a 7650 attack meat stick and take game
Except for Stun, every Yu-Gi-Oh deck is a combo deck in some capacity. Even Traptrix, Ninjas, Altergeist, and Labrynth, have combos if you open specific hands.
You could even argue that since stun relies on critical mass of stun cards, any combination of those stun cards are already full combo. We only don't count them as combos since they don't cycle their engine from the deck, so to say. So yes, stun cards absolutely do have 2-card combos and even 3-card combos. Try outing Boarder + Summon Limit + Clockwork Night.
just not true
@@wubwubdododo5656 That is a descriptive, logical and detailed argument you got there clearly this is worth listening to /s
Agreed. Basically since the introduction of synchro summoning, every deck isa combo deck. The only difference is the speed has gotten faster over years and the power of the end board has gotten stronger as well.
I think the problem is sort of the reverse really. Most combo decks end up being just stun/control decks with extra steps. If I'm gonna not be allowed to play the game because every effect is restricted/negated and every monster negated and/or destroyed/banished anyway, than I'd rather it took the opponent 20 seconds to set it up rather than 15 minutes.
Nah, big respect to mannadium players because that deck is really hard to pilot to it’s fullest
Opponent messed up by not using Called By on Dragoons (which is an autowin against Mermails). Fortunately it didn't matter in the end.
dude idk how you keep doing this commentary. Especially since the footage in this video was probably recorded over an entire stream for many hours. You're very talented sir.
Combo is fine, but combo should have downsides where is you stop the combo, the deck doesnt also have insane grind game + card draw that modern combo decks have. Mathmech is kinda that “glass cannon combo” deck that i think combo should be. Dlink, manadium and new branded just spin for eternity, and there isnt really any stopping points in the deck
How is mathmech glass cannon? It plays through so much interruption it's stupid
mathmech is boring because it just turns into whether you have a response to circular. combo is at its most boring when there's an obvious point where if you interrupt, you win, otherwise you lose
mathmech can play through ash, imperm, and a graveyard hate interruption. droll does kind of bone it but not so bad that it can't end on _something_ and a lot of decks crumple to droll like that. not sure what you are talking about. combo almost never lacks grind game because part of the point of an actual combo deck is finding many ways to your combo. any "combo" that can be stopped with one interruption is just a potential play, and if your deck can only make that play or else die, then it's not a "combo deck" in the same way that all the decks we've been talking about, plus all the various synchro combo decks throughout the years, or decks like tearlament, most certainly are
Personally I disagree I'd rather not have a playstyle come down to "If you out my board you win if you can't I win".
I'd prefer it if combo decks had recovery to where they have plays but on the following turn there's always that one card that they went through turn 1 that is what makes the combo deck turbo out all those boss monsters gone. Therefore they'd have to play more midrangey ending on at best a boss monster or two per turn afterwards.
Best example would probably be synchrons. If junk speeder was limited and you outed their board they'd have to string stuff together to obtain a boss monster that they're able to get to from what they have.
That's what I'd like combo decks to be like.
there are really some great midrange decks right now, i am praying that race gets their support soon
Konami: "How do we balance the game?"
Also Konami: "Oh. Silly me haha. Just put 20 negates into the deck after it lol, then repeat for the rest of time."
They've been moving away from negates for months now. Most new decks focus more on interactions/disruptions.
Furthermore, most new decks lock themselves into either elements, types or both.
It's not perfect but things are getting better.
OG* Yu gi Oh might love the combo, but in any game marketing knows that to increase revenue they need new player and increase player base... thats why they release RUSH duel, so kids and casual player able to digest Yu gi Oh. But the damage already been done... Those combo play will always slap to the face for any newcomer...
I Remember having a opponent who combed ofc turn one for like 3 minutes then just scooped was the weirdest experience with a combo heavy player
that happens a lot when they misclick or just mess up the combo by accident, they'd rather just go to the next game to try it again lol
ngl i've done that before when i misclicked an effect in my springans deck.
when solitaire goes wrong i guess, they just enjoy making their opponent suffer hopelessly by spliting out all of their extra deck for the negates
I just want that Dragunity list!
Personally i don't hate combo decks designwise i just don't like how it always ends in negates. @Ignister is cool because of how it jumps through hoops to end on something insanely powerful, Dragunity as a going second deck is honestly pretty fun with whirlwind just being a powerhouse of a card, Dragonlink is an unstoppable beast once it gets going.
I get the hate on how most of the time combo decks require you to draw the non archetypal out but some of them to me are genuinely awesome.
I also like it when combo decks don't try to basically end the duel turn 1. Wombo combos are way more interesting when you can interrupt them, especially if the combo deck is versatile enough to adapt to those interruptions. Might end in really wtf scenarios.
@@dudono1744 Exactly I play tons of different playstyles of decks and I enjoyed almost all of them (stun I just cannot bring myself to enjoy) and yeah I love it when an interruption causes them to go through entirely different lines or do certain plays they wouldn't normally do. I play Speedroids for example and depending on the stuff that I search or drop with rubber band shooter leads to different lines, different endboards and honestly sometimes I'd actually choose to make crystal clear wing over Barrone or even the Bike depending on the matchup or how my hand is look or how much I was interrupted. Synchrons look rigid but they can be a very freestyle deck to where you have to do things on the fly. Ngl the turns do take a while for that deck so I don't even blame people when they surrender but I've had some good games with that deck.
@@Honest_Mids_Masher I'm mostly on Drytron, and once got my opponent to declare Xyz with D-Barrier. I was expecting them to declare Ritual so I went for some weird shit to get a 3k atk Mu Beta and go bonk, but my opponent saw through that.
Im fine with negates *in moderation* I wish negates were limited to handtraps and spells/traps personally because even if you play through all the negates you still cant out their board
@@FrostReave I think negates on monsters should be like Stardust. You'd have to choose between negating and keeping your monster to block attacks. Also omni-negates on monsters should only be found on hard to summon monsters like Quasar, nowadays we literally have omni-negates on level 4 synchros.
Ygo players should all just play fighting games if they want something super consistent like that. They just removed the randomness and the startegy that comes with that to stop 1 player from playing and make games end at turn 4. Glad i dropped this a year ago and played games were people take turns
Agreed on fighting games. Better player generally always wins, it's a much better competitive format for 1v1 than card games IMO
Funnily enough fighting game players are the only people I recommend yugioh to nowadays. As a fighting game player, memorizing long combo lines is what we live for and complaining about what your opponent is playing is par for the course
@@sladevalen Also a tolerance for cheap stuff and unwinnable situations, depending on what game you come from. Hard to complain about anything in yugioh after playing, say, Marvel 3 lol
Combos just should be shorter and less focused on spaming interruptions/negates
what else should a combo do instead tho? spam floodgates?
If that dragunity match was laggy the opponent was able to make a 3 course dinner and probably clean his house for good measure
The problem is that the competitive game is never fun, it's a race on who's the first to lock the other out of the game
It shouldn't be like this
First time seeing the Gate Guardian cards outside of thumbnails, some part of my brain still believed they were custom cards until this moment, damn that's some good nostalgia
“No joke took 35 minutes”
*Smile*
Is there actually any difference between a combo deck that ends on 5 omni negates and a stun lock deck?
Yeah, stun is garbage and combo is good
Yes, the combo deck that end on 5 omnis is beatable through either hand traps or board breakers, which everyone plays because those cards are often effective against other decks as well, such as midrange decks. The stun deck can only be beat by a selection of specific cards which are rarely playable because they're only ever useful against stun specifically.
You can use nibiru, kaiju, lava Golem, drnm, etc against a combo deck. With stun you can't do anything.
draw the out versus draw the out
The difference is combo decks spend 20 minutes playing solitaire to make it so you can't play the game, while stun decks so the same just faster
Thanks for using my replay. Dragunity Strongest. 💪
Also, shout out to Semeto66 for that last Dragunity replay, too. 🔥
Ah yes, have been following you for a while, excellent dragunity content you have there
@@mecarzoo342 Thank you!
Really enjoyed the replay! Picked Dragunity back up because of that!
Quick question: is the Baby Roc in there for NS Senatus lines when you have no access to Remus/Ravine (and thus no target for Zephyros to return to hand)?
I've been running Senatus x2/Baby Roc x1for those situations; is that a fine enough ratio?
@@ShiroiKibaSenatus is just an optional card I choose to run at 1 copy. It's there to bait out disruptions and unbrick certain hands. Baby Roc is there for mostly the early Crystal Wing lines, as an anti-Nibiru measure. Also, there are times where you can use it, instead of Ringowurm, if you happen to send Ringowurm early to the GY, with Ravine or Gae Dearg. And, ofc, it helps in combo lines where, like you said, you have nothing to bounce with Zephyros...
@craftymindgaming3243 appreciate the message back! I didn't even think about early Crystal Wing lines, because people frequently shotgun Nibiru on the Romulus summon, so I just Glow to search Mystletainn and use my NS to full combo lol
Watched some of your videos (and subscribed) and I didn't even think about using ASS dragon and Beast to get around DRNM; good stuff. I know it's not good, but I've been running Couse and Oubliette, so when I have Oubliette/Glow in hand to start I can search the other and use Couse to end on Areadbhair instead of Savage to have the counter live (and a negate)
Now that I know that trick, I can drop those two lol. Thanks again, I'll have to leave a comment on one of your videos (algorithm and all that jazz)
Problem is not combos but in master duel the guy might have 10K in damage but he still wants to jerk it for another 15 mins rather than attack
Exactly~ they had leathal on their second summon that turn on an empty board with zero cards In hand and just kept going. Practice your combos in solo mode, people don't have infinite time to sit and watch someone else pop off for no reason.😅
@@CAOcreations I once had an idiot giving me pity turns while I had 0 cards in hand or board while hiding behind 20k dmg monster. Keep popping my only card I draw with Smoke Grenade. You need to be a special kind of friendless loser to do that.
Sometimes I do that thinking how I can attack for game not realizing I have game because my opponent lowered their LP or because I didn't want to do basic math
Every deck has combos, the problem is every Synchro Spam board looks extremely similar, making it a complete bore to go second against them since you'll already know what you need to deal with them and if you have it or not. Even Link Spam boards tend to have more variety since they often rely on more than just running specific levels to get where they need to go. Though that wasn't always the case because of how stupidly generic Knightmares are and the former EMZ requirements limiting how you could place other Extra Deck stuff alongside them, even if it was removing those restrictions that DID invite scary stuff like Adamantia and Infernobles to wreak havoc for a while.
whenever you see a tuner you know baronne is coming they can't help themselves
They'll never see my signal warrior coming >:)
Why MD has all the problem extenders (Chaos Dragon, Tomahawk, and mech beast) unbanned is beyond me.
The non ss deck ending on basically a soul sword end board was a wild clip 😅
Me over hear with my going second sword soul. They combo for 15 minutes and i give them the dark ruler no more and the combo player complains it limits interactions. CRAZY how that works when they have 8 monster negates on board😂😂😂😂😂
Dang, was hoping for that Blue-eyes vs Galaxy-eyes matchup in that thumbnail lol.
ascalon is really insane removal for monster, it's targeting banish but it's not opt
You should really feature tri-brigade scareclaw on your channel. As somebody who has played visas variants since release(almost a year now) and invented quite a few of its pseudo-ftk combos, there is no question that triclaw is the superior deck before the rest of the mannadium cards release. As a true 1-card combo deck, triclaw is able to play past more disruption than mannadium, while also having higher ceiling endboards, a great turn 2 for breaking boards, and some of the most lethal turn 3 follow up a combo deck could ask for. Triclaws access to rank 4, synchro lvl7, synchro lvl4, and much more also makes deckbuilding in accordance to the meta much easier. Mannadium becomes a better deck once it gets amritara and trisukta, becoming a real 1-card combo deck with great recovery options and an objectively harder board to break than triclaws since refraiming becomes searchable - but for now, mannadium steals the spotlight even tho astraloud is insane support for triclaw too - If anybody is interested, i highly reccomend sourcing your info from the tribrigade channel on the master duel discord server, as you will be very dissapointed in what you find elsewhere on the internet.
As an FGC fan, they only thing I hate that e also hate in CCG is *NOT BEING ALLOWED TO PLAY AT ALL*
I'm having a pretty bad time against the new decks. I'm relatively new in Master Duel, I've only been around 4 months, and I collected my gems to create my favorite deck: traptrix, because I love the concept of plants and insects combined with a control playstyle using traps.
The problem is that I really have no way to deal with those decks, if I go first I have a chance thanks to Rafflesia, Mantis and Pudica negating some effects. But if I'm second I'm screwed, the moment I put my first monster on the field, the enemy will start activating a thousand effects denying me everything until I have to end my turn or press surrender.
I'm personally quite sad, because it took me a long time to get enough gems for my deck. I know I'm not a good player, but after a few months of playing I can notice when my deck doesn't have a chance to win. I will continue playing traptrix, cyberdark and my spider deck which is what I like, but it sucks not being able to play more than one turn.
Maybe it's an unpopular opinion, but I think Yu-Gi-Oh should have a limit on special summons or draws. I feel like it's not the combos but the special summons that have broken the game, no one uses normal summons or normal trap cards, all the cards summon cards that draw cards that summon more cards. In a game where there is no resource like mana, there must be a limit to the number of actions, or only one of the two players is playing.
In master duel that's technically what Maxx "C" does along with Nibiru.
Limiting the number of actions a player can take is an arbitrary control. Ishizu Tear is still one of the most interactive mirror matches in any card game that I've played, both players play on turn 1, and Labyrinth furniture is another step in this design philosophy. Ironically, the way to "fix" yugioh and make it interactive is to increase the amount of actions a player can take on any given turn
Yeah traptrix has an issue where their traps only work when the opponent summons a monster. The issue comes when you're going second and your opponent has already summoned a monster. This is pretty much one of the main issues with traptrix. Cards exist however that remove your opponent's field so you can put them in a position to where they'll have to summon but unfortunately those aren't searchable. Cards like evenly matched, Dark ruler no more and decent handtraps that shutdown the opponent like droll helps.
Limiting special summons or draws both won't do much. The best decks right now don't special summon much and if they do they can still put up negates in just a few. As for drawing well it might be hard to tell but they aren't drawing they're adding cards to hand which are two different things but limiting those won't do much either. What those limitations would do is actually make a lot of the casual and rogue decks much worse.
Cyberdarks can definitely be good enough going first or second though, same with the spider deck. Traptrix just has the issue of hole traps only activating when your opponent summons something.
Anyways yeah limiting actions would hurt a lot of decks just not the ones that could actually be considered problematic. Btw the special summons aren't the issue. Certain decks can put up the same endless negates in very few summoned like I've mentioned and others have to jump through hoops to get to that. The number of special summons does not equal to how powerful the deck is.
@@LizEllwood The problem that I have always found with the arguments in favor of ishizu Tear is that mirrors are always used to justify that they are not oppressive decks which is true, ishizu cards partially harm you when ther send cards from the rival to graveyard, especially if your opponent plays the same deck
But outside of that context (quite specific) it is a deck that:
force your opponent to play your style
gives you the option to recover resources and interrupt your rival
and you can do all of the above in the turn of both players
Lab is the same without the first point. Giving more interactions to the rival is a partial solution as long as they are generic so as not to have to compromise the structure of your deck, which helps but also makes these resources accessible to the cause of the problem, leaving the only more or less viable option to wait for support for ( hopefully) give a little fight to the hegemonic strategy of the moment
My unpopular opinion(s) is that ALL effects should be limited to hard once per turn. And that special summons should be limited to (arbitrary number) 5 per turn. And that Pot of Greed should be taken off the ban list, even if only to 1.
so with manadium being the fieldspell deck when do we get a deck where they just cut the middle man and make the field spell directly the monster instead of just searching one
Branded gets unlimited support it’s actually insane to me
Agreed, they need to seriously stop with it. I thought we were done with this deck
And this is why it's hard for me to break away from Dragonmaid. I don't have an issue with my opponents disrupting my strategy but at least get better by playing effects that don't just negate. Konami made a mistake by making boss monsters splashable in almost any deck.
Nah nobody hates combo deck they hate it when you stop it like a “stunlock”deck
Plenty hate combo decks, bro.
I do
I hate in general not combodecks but floodgate decks
Trust me, there are
@@spicymemes7458 only yugiboomers really
Combo players
Stun players
Control players
Im gathering that no one likes yugioh players
Mid range players are ok.
Ehh I just don't like stun
@@Ragnarok540 Mid range decks are just combo decks but with insane recovery so it is about the same.
This video made me wanna pick up Dragunity!
I wouldnt mind the combo if theu werent comboing until they can negate everything i have. I love a strong boss monster, but that should be where the game heats up, not ends outright
Love that Dragunity Glow UP!!!!!!👌👌👌👌
the play-by-play comments go hard 👍🗣 🔥
The problem I would argue are 2 things. First repetition going against Mathmech for example is boring because every match they use the exact same combo, every matchmech game feels the same.
The second problem is anti-fun. Most very heavy decks exist to set up a unbeatable board. Im fine with negates, really I am they are interactive but when they get to 4+negates while having a full board then it becomes a problem and dont even get me started on floodgates theres no such thing as a healthy floodgate
There is 1 healthy floodgate
It's called anti-floo floodgate (prevent tributing)
@@fracazer I got a better solution. Just ban all the floo cards. This is surely and objective improvement.
There is a healthy floodgate. Imperial Iron Wall (no banish for u, Kash)
@@RandomSquirrel My icejade deck need that banish 😭
@@fracazer Summon Chaos Hunter then, I guess.
Bro.... I might pick dragunity back up 😅. I always loved dragunity combos back in the days. Whole time i was thinking "oh it's just black rose here" 😂🤣
goat yugioh is the best because its a back and forth duel and you cant tell who is going to win and now its a coinflip game where if you dont have 3/4 of your deck filled with handtraps and stuff like that its imposibble to win
the problem is never the engine, the problem is the end board (of generic negates)
2 Combo decks with board breakers for going second is actually fun
Combo Decks are the worst design in YU-GI-OH, the fact that cards are only there to dump into your GY and have at the end of your combo 15+ cards in your GY is insane. I like decks like Scareclaw a lot because they don't need that many cards to go into their boss monster and every combo piece still has value because you want to have them on your field to give your boss monster extra effect which also apply if he gets negated. Losing your minions so to speak weakens your boss monster and using them for cards like Twinsaw is a nice ressource management because you have Tri- Heart weaker for using them as cost. This is a very simple but satisfying design and i wish Combo Decks would have shorter combos and the materials are used as cost and ressource to give the boss monster more effects. This rather then having a omni negate for almost no effort or cost.
Isn't every single YGO deck by definition a combo deck? I guess Rastafarian is right and Master Duels is indeed a ridiculous, poorly designed card game who is overly unfriendly with new players.
@@N12015 not every deck is a combo deck, Control decks have lighter Combos too but are more focused on ressource management. Combo decks have less cards that can stand on their own and are independend. As a new Player you are very overwhelmed by that. It's one of the things that has to change.
Haven't really paid attention to YuGiOh in like 12 years. What am I watching?
Edit: 8:00 ???????????????????????????????????????????????????
3:29 no that branded player was so bad i couldn’t even fathom him
Would of loved to see the full last combo
I feel like if everyone when back to only playing the cards that look cool to them or fit your personality then the state of meta will be way better
I have no issues with combos, its been a big part of Yugioh for over a decade. My issue is with modern cards. Now every meta card has negates and instand card destructions, and makes it nearly impossible to actually play the game if you go second.
The issue with combos in modern Yugioh isn't the combo itself, its the fact that modern combos lead to gloodgates and negates for days.
blame konami for making those generic extra deck monster, things like savage, barrone, appo etc should not be allowed to be make using generic material
I think the issue lies in the general rules for the game.
We use homemade rules with my friends and it stops almost all the problems modern YGO has.
Starting with 45 unique cards decks with only 1 set of 3 same card allowed, 5 extra deck cards, 5 total summons are allowed per turn maximum, extra monster zone are removed as well as spell field zone and we get 4 monster zone and 4 spell zone, thats it. Also the same effect of any card can only be used twice per turn maximum. And finally you get EITHER a main phase 1 OR a main phase 2, but never both.
There is a few others rule changes but you get the idea, this change the dynamic of the game so much, removes a lot of FTK/OTK and insane boards.
Not saying our rules are the best but what I mean is that Konami should look into changing some core rules that allow us to have fun while they keep releasing cards.
@@konanLerehcobi think fun for each person is different, i have been playing yugioh since 5ds era. Until now, i like the modern ygo better because its kinda "break the opp board, you win" So its more puzzlery.
Combo decks can be fine, it is the 6 interruptions + handtraps first turn the problem
GIGACHAD dragunity player
Opponent getting more interactions than I get cards in hand because I didn't open any interrupts (they're in my deck) is lame and shouldn't be a thing.
they really need to set a rule. like you can only do like 5 max special summons per turn.
The entire game of YGO has spiraled into a massive shitfest. Don't get me wrong, I love YGO but I can't lie and say the game is fun at all, it isn't. 95% of the time you'll face sweaty 'true' combo decks that will make you stare at your screen for five or more minutes if you lack a way to respond either because you're using a rogue or got a shit hand. The other 5% are the actual fun players that have crazy decks or use archetypes that don't win you turn one.
Yeah, now a days either players use meta decks to win within 2 to 4 turns or players like me that don't use meta and actually have fun. It's gotten to a point that if I see someone play certain cards on the first turn I straight up leave because I'd like to actually play the game. To me it feels like we really don't even need the cards at this point and the winner of a match comes down to the coin flip result.
As a Yu-Gi-Oh boomer (and someone who sucked even back then), I thank God there are still bots I can play against in this game. Tried playing against actual people and by the time I reached Bronze (surprisingly), I was already dealing with scuffed versions of meta decks (obviously not being played as truly intended) and won 1 out of probably 9 games.
6:25 cut right at the end of baby
🤣
That dragunity player si cooking
Man I'm so glad speed duels exist.
My hot take:
Pendulum and Ritual design is a good example of a "balance combo". Their nature as a 2-3 cards combo makes them a real deck with a "High risk, high rewards" deck (I know Ritual sometimes doesn't have high rewards). They're high risk to use because you cannot add too many non-engine. After all, it can hurt your combo, or make it brick. But without non-engine, you lose the opportunity to use some powerful cards like handtraps or board breakers. But we can see some Pendulum decks like Pendymion or PendMagician can get very very strong end board if they can play properly.
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Modern combo deck design is too efficient and this gives a lot of unfair advantages. The reason why combo "High risk, high rewards" now is just because Maxx "C" exists. Well, we can drop handtraps to combo. But you can see a lot of combo decks now easily play around handtraps, and still make a strong endboard with follow-up. What if the opponent drops more handtraps, of course, their opponent will start with weaker conditions or maybe they don't have a play because drawing too many non-engine. And don't forget because the modern combo is too efficient, they can add anti-handtraps to protect their combo.
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In conclusion, combo decks should have a drawback. Maybe they need a 2-3 card combo like Pendulum, or they're locked to their archetype, less generic bosses, etc. I don't say a deck needs 2 or more drawbacks because 1 is more than enough. The only drawback in modern combo YGO is when their opponent draws Maxx "C" or a very specific card that counters the entire deck. Yeah, you need to draw and pull the specific card from your deck, when your opponent didn't see it.
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Bonus, less generic bosses with make the combo more interesting. Because seeing Baron, Chengying, or other generic bosses as endboard again and again is boooring.
Disagree. Pendulum and Rituals are way too low power to be considered balanced, they're way too easy to stop and they were hardly ever good. Balance would be when they can actually stand a chance but most pendulum and ritual decks can't even reach rogue.
The fact that they can't run many non engine is one of the main reasons that until the new Zarc/Pend magician support pendulums weren't meta in years and thankfully Konami finally decided to actually make the deck able to run non engine. That's what I consider balance it's not overwhelmingly powerful, it has consistency, it can run non engine and it's versatile. All of these is what pendulum and ritual decks should be considering most of them have many issues due to this and is why people consider them a dead mechanic. I would absolutely not consider a dead mechanic to be balanced.
As for your take on modern decks and how Maxx C is a solution....this is the same old song and dance I debated you about but I'll repeat it anyways. Most of the combo decks still lose to a single card and those decks are usually the ones that are meta regardless. Maxx C ain't stopping dragonlink from staying tier 1 not to mention it actively helps meta decks by clogging up deck space for the package which could've been used to add cards that actually counter the meta. Droll a dragonlink or a Manaddium player and you'll realize that Maxx C ain't needed, board breakers and the like also decimate such decks from the face of the earth meanwhile midrange decks focus more on a mix b/w monster and trap interruptions which allows them to play through such cards.
I don't see why they need a drawback when most aren't even meta even in the TCG where there's no Maxx C. There's Manaddium and dragonlink sure but they're not even the best decks. Rescue Ace and purrely are still far better than them. Every deck loses to some form of card what else is new however there's more than one card that beats a deck and those usually are good in almost any matchup like droll for example
As for the boss monster take I also disagree generic bosses are necessary I feel especially when a deck's boss monster is inadequate take Fabled Leviathan for example or Lightsworns, heck even Ghoti needs to use the Icejade synchro at times.
Agreed
BUON MANGIA!
--Chef Boatlights
@@Honest_Mids_Masher You comparing the current Pendulum and Rituals, with the current situation when every combo is too efficient and generic. That's why you call it "weak". But, if we ignore the current condition, they're already "balanced" because they really "high risk, high rewards" deck.
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Well, you say you can still stop the combo with a specific 1-card. As we can see in this video, that isn't enough. And if we talking about the future too. If the current situation we already heard about the concept of "playing around handtraps", I think if Konami never thought about the drawback, this combo deck would be harder to stop. Then, like what I said before. Because the combo now is very efficient. They can also use anti-hand traps to protect their combo.
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For Maxx "C", too bad this is the only solution that they can provide to us. I'm not saying this is the only solution. Because I offer some other solutions like making the decks more balanced with drawbacks, restrictions, etc.
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Drawback is important to highlight the uniqueness of decks in YGO. It also decreases the condition where you need specific cards to play a game. Current YGO forces you to draw very specific cards to get a chance to play. And teach the player to be wiser before committing their play.
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If everything is "perfect", this will be a coin toss simulation and depending on luck. You can go first, and if your opponent is unlucky and doesn't draw non-engine cards, this auto-win. I mean, just look at Josh vs Speedroid a few days ago. If you hate Maxx "C" because this non-engine card decided everything. I think this is the same with other non-engine cards. This is not good if every game is decided by non-engine card only.
@@renaldyhaen Every combo deck is efficient and generic? Dude they're in my eyes as bad as fabled which is an inconsistent mess. Speedroids put up much smaller endboards and yet I'd definitely be putting them above every single pendulum deck and ritual decks because they're able to recover the following turn, can actually go second without needing non engine everytime, can play through interruptions to an actually decent extent, and most importantly they don't lose when you pop two cards on the far left and far right side of the spell and trap zone. Almost every single pendulum deck struggles to go second, same with most ritual decks too and the the ones that do are way too low power or aren't even meta relevant.
You say in this video yet there's literal metas that involved people running certain cards because of how hard it counters decks. In the TCG people were playing book of moon because of how well it does against Kashtira, people played droll because it counters SHS and dragonlink and Manaddium, people ran bystials because it countered mathmechs. Konami with their most recent support for pend magicians pretty much removes the drawbacks and it's meta sure but once again it's not the top deck. It obviously loses to the same card every other combo deck loses to and I'm only bringing up handtraps and not board breakers. Also bringing up anti handtraps like called by (which I would've wanted to be banned if it wasn't for Maxx C rn) or crossout which is at one means there's only 3 anti handtraps in the deck. It's a very low chance of happening.
Maxx C isn't a good solution it has caused more problems than it solves and tbh I'm questioning whether it actually did anything good at all for the game outside of 2011. They don't need drawbacks that sort of thinking is what caused pendulums and rituals to be considered a dead mechanic.
Drawbacks shouldn't be what a deck is defined by. People don't look at purrely and say "This deck loses to a single Kaiju" and are interested in it. The playstyle itself is what draws people in not the drawbacks. Outside of combo decks there's still that issue regardless. Trap decks like Labrynth have ways to stun you out of the game, Purrely can spin yor cards into the deck every time you play and Kashtira requires you to draw the out to Ariseheart if your deck cannot play under Macro which most can't.
I doubt that it'd be a cointoss simulator if every deck had recovery and the ability to play non engine honestly I think that decks that can't play those are the ones in the cointoss simulator. As for the auto win Speedroid match with Josh. He didn't know a thing about the cards and he burned through all of his Camelias. He drew mole cricket the next turn had he not burned through them he would've actually won. Other non engine cards don't force you to dedicate a quarter of your deck to running and countering it and other non engine cards don't help meta decks more than the non meta and also other non engine cards don't punish the opponent for playing the game. Nib punishes overextending by pushing past 5 special summons meanwhile Maxx always punishes it and lastly no other non engine card gives one of the most powerful things in this game that being card advantage.
It’s why I love summon limit so much.
They should limit/ban all of those single card negates/stun/etc, and limit the use of hand traps to just 1 each, and make it so that you have to utilize multiple spells, traps, and card effects to not only bring out your key card(s), but to keep them in play. Like how it was back in the day when beatdown Obelisk was in play. The game is no longer fun, just competitive. The only time the game is fun is when you use unconventional or anti-meta against the meta and they rage quit! Or when you hit them with the Rock, or banish their deck/deck them out, or hit em with an OTK with Exodia, Winged Dragon of Ra, or Galaxy Prime!
what, allowing the dragon rulers back is causing troubles because they can extend ashell? no way dude who would have thought.
The editing at 10:03 was so on point.
I have no problem with the De Fleur monsters the only problem I have that the level 10 is Generic and super easy to summon like wtf where they smoking lol
10:40 Aka drowning abyss
I'm glad that people now know that dragunity is a real deck :)
Love seeing Dragunity so much fun.
Yeah you should she my last public replay from duelist cup lmao. Actually hilarious
I always play 3 nib but if I see a silly combo that summons a 123000 atk Jerry beans man I won’t even be mad and just let it happen
Fun and Interactive gameplay simulator
Was this a tournament where they had to play new cards/support from the secret and selection pack that just came out or something like that
The people that complain about combo decks is that they don't have any solutions for going second. If I'm playing a deck that dont rely on my normal summon I always run lava golem theb if I am I run kaijus. The for some spells I always run dark ruler or droplet. It's funny tho it's usually the combo players themselves that complain about combos cause they always go second lol.
What would happen if I activate alvaz eff, my op chains ultimate offering targeting alvaz, I chain forbidden sending alvaz as cost, then chain call of the haunted being back the same albaz? Will he still fuse on chain link 3?
Is this a junior journey reference?
the key to fixing yugioh > all card descriptions must use at minimum, size 9 font and no smaller
how is he publishing a video casting a YCS litteraly right NOW ? I DONT GET IT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
what do you mean nobody likes combo players? it's floodgates we hate.
When i see a dragunity gameplay i like...
Combo decks are fine. Combo decks that just end on floodgate or FTK you are not
80% of games end in scoops and that’s generous.
What was this from? Is there a vod?
The point of the game is to win though. Yugioh is inherently a unhealthy game. Sure some decks do just enough to win but it still comes down to stopping your opponent from doing anything. Mid range decks are pretty boring and so linear and stun is just stupid
Really wish they'd just ban baronne, savage, accesscode and that link 4 negate card
My deck is a solfachord pendulum deck I summon mainly solfachord pendulum monsters does that make my deck a combo deck?
The problem is that people are bad and can’t handle losing let alone understanding if they can’t evolve/adapt then ofc you deserve to lose.
Would've left the moment the opponents turn became too long
Ending on a bunch of negates Is just insult to Injury
Value yourself and your time people
It's the only thing you can spend how you want to
If they play combos just put thier cards back in thier hand, back in deck, in thier graveyard and remove the rest from play , no problem
Let's count how many Gay deers we have activated here.
You mean the introduction of Tearlaments didn't break it beyond fixing already? (That's when I quit the game btw, which also meant goodbye to some clicks revenue for Yugitubers I'm sure).
Yugitubers need to user their voices collectively every chance they get to indicate to Konami that they need to do the same thing as Shadowverse (throw powercreep aka broken combos, esp omni negate ones out of the format entirely; a hard reset) as the last shot to save the game going forward.
wait... RINGOWURM GOT ADDED???? LETS GOOOOOOO HIERATICS AAAAAHAHHHH
"Gay Deer"
- Farfa 2023
Imma need that dragunity decklist
Sorry for the length, but wanted to explain what cards exactly were necessary and what the combo was (with a little bit of why); I didn't explain the ASS Dragon/ Baronne stuff because you likely already know how that works, nor did I explain the Gold Sarc/Tempest stuff (it's to search Remus, the combo was already long enough lol). But anyways, here you go!
Main Deck: 27 cards
Dragunity Remus x3
Dragunity Legatus x2
Dragunity Phalanx x2
Dragunity Arma Mystletainn x1
Blackwing Zephyros x1
Mist Valley Baby Roc x1
Starliege Seyfert x1
Ringowurm x1
Samsara Dragon x1
Bystial Lubellion x1
Bystial Magnamhut x1
Bystial Saronir x1
Bystial Druiswurm x1
Red-Eyes DMD x1
Tempest x2
Gold Sarc x1
Dragon Ravine x3
Dragunity Glow x1
Branded Regained x1
Branded Beast x1
Extra Deck: 9 cards
Dragunity Knight Gae Dearg x1
Dragunity Knight Romulus x1
Hieratic Atum x2
Hieratic Spheres x1
Dragunity Knight Luin x1
Bystial Dis Pater x1
Crystal Wing x1
Borreload Savage x1
No NS Combo (requires Remus and discarding any two cards for Ravine):
1. Discard Remus to add Ravine
2. Activate Ravine and discard any card to add Legatus
3. SS Legatus from hand
4. SS Remus from GY
5. Synchro summon Gae Dearg
6. Gae effect to add and discard Zephyros
7. Zephyros effect to SS itself and add Ravine back to hand
8. Link summon Romulus
9. Romulus effect to add Glow
10. Activate Glow to add Arma Mystletainn
11. Mystletainn SS self by tributing Romulus, and effect to equip Gae from GY
12. Banish Glow from GY to SS equipped Gae
13. Gae effect to add and discard Phalanx
14. Xyz summon Atum
15. Atum effect, detaching Gae, to SS Red-Eyes from Deck
16. Red-Eyes effect to SS Gae from GY
17. Gae effect to add and discard Samsara
18. Using Atum/Red-Eyes, Link summon Seals
19. Banish Samsara from GY to add Mystletainn to hand and tribute summon over the Seals
20. CL 1 Seals SS Starliege from Deck, CL 2 Mystletainn effect to equip Phalanx from GY
21. Phalanx effect to SS if equipped
22. Starliege effect to send Mystletainn to GY, to add Saronir from Deck to hand
23. Using Staliege/Phalanx, Synchro summon Luin
24. Luin effect to equip Phalanx from GY
25. Phalanx effect to SS if equipped
26. Banish Zephyros from GY to SS Saronir from hand
27. Using Saronir/Luin, Xyz summon Atum
28. Atum effect, detaching Saronir, to SS Ringowurm from Deck
29**. Saronir effect to send Regained from Deck to GY
30*. Activate Ravine and discard any card to send Lubellion from Deck to GY (you can do this at any point in time from when Ravine is added back to hand, but I'll leave a note at the end of the combo)
31. Banish Starliege from GY to add Lubellion from GY to hand
32. Discard Lubellion to add Magnamhut from Deck to hand
33. Banish Saronir from GY to SS Magnamhut from hand
34. Activate Magnamhut's effect
35. Tribute Magnamhut to SS Lubellion from GY
36. Lubellion effect to activate Beast from Deck
37. Using Gae/Phalanx, Synchro summon Crystal Wing
38. Using Lubellion/Ringowurm, Synchro summon Dis Pater
39. Dis Pater effect to SS the banished Saronir
40. Banish Ringowurm from GY to SS a token
41. Using Saronir/token, Synchro summon Savage
42. Savage effect to equip Romulus from GY
43. End Phase, Beast places Regained from GY to S/T
44. End Phase, Magnamhut adds Druiswurm from Deck to hand
*Note on Lubellion to GY: the purpose of the second Ravine activation is to send Lubellion to GY to banish Staliege to add to hand, but there is a long time in the combo before you need to accomplish that; Lubellion just needs to hit the GY for the full end board with Beast/Regained, so if Lubellion is discarded for the first Ravine activation (or a Gae Dearg discard) there doesn't need to be a second Ravine activation
**Note on Regained to GY: since one of the purposes of the Saronir detach off of Atum is to send Regained from Deck to GY, if Regained is discarded for the first Ravine activation you can send Lubellion from Deck to GY off of the Saronir instead (so no need for a second Ravine discard, since Lubellion and Regained are both already in GY)
If you made it this far and found it useful, I'd be happy to explain the NS Combo with Dragunity Legatus and Mist Valley Baby Roc (one of the discards we saw in the replay), but this was already long enough lol. Happy holidays and happy gaming!
@@ShiroiKiba dude thank you so much! Imma save this
I'mma be completely honest with you, in my opinion, Super-Poly and the funny rock have to be the most unfair, un-fun cards in the game
Skill-Drain & Evenly Matched are up there, but if you can't get monster negation in there by 5 Special Summons, you're fucked, and Super-Poly is just flat-out un-respondable removal on a quick-play spell...that ISN'T once per turn, god forbid you have to pay the impossible toll of discarding one (1) Yu-Gi-Oh card for cost
I wouldnt say its combo deck its mostly negates floodgates and omni negates i may have a combo deck but its literally raid raptors if i get a bad had im not gonna be able to really play
I have *got* to get that draginity list.