When "yugi boomers" complain about how the game is becoming too fast, too complicated, too unfair, and that power ceilings should be made, it's pushed aside as unreasonable complaints. When modern players say power ceilings should be made, suddenly it's reasonable. Hypocrites.
One of things I hate about the one card combos is that I play the same game, every game. There is no variation in my plays. I search card combo, then I do my combo.
Yes, that's my biggest issue with constructed decks these days. I do the same thing every game, my opponent does the same thing every game. The game is fun for a few duels, but then they become so repetetive and feel like filler
Exactly. I remember in the days of Synchros where my friend ran Fableds, and sure he could pull off ridiculous combos and summon a million times in one turn, but it was very gimmicky and he needed a very specific hand to utilize said gimmick to it's pull potential. Now almost every deck can summon just as much simply for having X monster on the field, which doesn't require any creativity since they'll always have what they need anyway.
I hate them because you can clear everything, have set up for game but because they had 1 card in hand and you had no hand traps they suddenly kill your whole board and flood theirs
Konami has created a self fulfilling prophecy. They've made combos so ridiculous that you need hand traps to stand any chance, and now that half of everyone's deck is hand traps and people are bricking, they're making sure players can do everything by drawing just 1 card and going full combo.
Not only that, but now that Hand Traps are always a possibility, those combos need to be made even more powerful to circumvent the risk of having your play interrupted, and the two just keep 1 upping each other in a vicious cycle.
@Entei9000 I've recently made a Visas/Manndium deck with a Scareclaw engine, and it's fosure a horror for the opponent and 50/50 they surrender before I start lmao
The biggest problem of modern Yu-Gi-Oh is how consistent modern decks are, and 1 card combos (along with plentiful searchers) are paramount to this consistency. You can put so many resources to breaking a board, and then one of their cards will float to a 1 card combo card and they can do it all over again next turn. Just nonsensical game design. It does not punish over extending at all, there is no real decision making to do.
Consistency on it's own isn't an issue. No one assembles entire decks just to have them lose to themselves after all. These decks though, that lack conventional weaknesses and pretty much funnel you into playing them or "anti-meta" are a huge drag.
@@jccesista2167 I do think part of the reason for that is that your opponent will almost certainly kill you if you don't do that, so it's the correct play in every scenario whether you think they might have a nibiru or not, since playing around nibiru or other board breakers in those scenarios is the same thing as being hit by them. And funnily enough, in a lot of cases overextending is better since you end up with follow up from part of the combo instead of just actually nothing.
Even Halqadon combos had a critical choke point and would crumble if you stopped Auroradon. Even compared to 2 years ago, things have ramped up to insanity. People will whine about shifter or Maxx C or whatever, but that's what it takes to have effective counter-play at this point.
Some of these decks are running a lot more than 15 handtraps. They are dipping into the straight up garbage tier ones, but it doesn't matter because the deck is so hyper consistent if you open 4 handtraps and 1 starter you win. Tenpai and Snake-eyes are absolutely miserable to play against for that very reason.
He really said there's no interaction and decision-making with this. Wow, wow, and y'all going to actually listen to this and take it man. I need to start making these s***** a** Videos too bro and make money.
@@djjorge87he’s right and though the interaction people are talking about is a back and fourth between opponents not just “I can do stuff” being able to stop all your opponents plays is not interactive gameplay in a 2 player competitive game, and most of the times people who play this many hand traps really don’t care decision making as they just negate whenever possible. Tell me if you have 4 hand traps and an established board of negates would you hold on to them and save them? Or would you just stop your opponent from playing completely? Well guess what most people rather win at any cost rather than have fun by actually playing the game with their opponent. It’s like what kali said it’s just people playing with themselves (pause) and not both sides playing with each other (even more pause) I can understand why at first you pick at the decision making comment but I’ve seen this interactivity argument a lot on this channel and I’m tired of seeing how people take the word at face value without taking to account that words have several meaning depending on how they’re used, when people say interactive here it’s not wether 1 player can do something with an opponents cards it means both players are actively participating in multiple parts of the game not 1 player gets to do stuff the entire time and generate an abundant advantage
I was playing HEROs in MD the other day and set up my board with only an Imperm as interruption against me. I pass turn, and my opponent proceeds to Duster, Lava Golem D Law and DPE, Ash my Maxx C, Tactics to take Shining Neos Wingman, and go full combo with either the last card in their hand, or the one they drew for turn. Feels incredibly bad when you're deck doesn't have the luxury to play 40% handtraps or breakers
@@VectornautIsLive yeah some decks you can tell folks just put together what they could. I faced a hear of the underdog deck. Every spell was a draw card (about 9 spells with 3 heart of the underdog) and the rest of the deck was literally normal. Monsters and all the exodia pieces. I surrendered when I saw the first piece. He was finna draw his whole deck. Not sitting through that.
@@theerealatm if you let people play that event for a month in competitive setting you will start encounter 3 gateway six samurai or mind master ftk, guaranteed. Please temper your expectacy for long duels because majority of yugioh games end on turn 5-7 in 2010.
@@r3zaful I mean... You can't avoid FTKs in any format. Even now. The only reason I hate FTKs in master duel is... I just sat through loading screens to watch you FTK me. I coulda made a sandwich or something. It's like an extra long loading screen.
It’s honestly getting pretty ridiculous. Decks today have either •Way too much room for non-engine •Too many ways to get to their 1 card overtuned starter that goes +7 and nets you followup •No critical weaknesses for overextension •Way too generic options that everyone can end on instead of playing your deck’s intentional boss •Combos that leave you safely insulted from interaction or turn skip your opponent so you can kill them the next turn. IMO, they need to dial back to 2-3 card combos, make more meaningful restrictions to these new engines, not give everyone a “Poplar”, and likely ban over a dozen cards to even begin to curb the absurd powercreep. But somehow I highly doubt that’s gonna happen
You know what's worse? I constantly see comments from people asking for new cards for their archtype and they want the cards to allow their favorite archtype to do this exactly, i've see two people say that Red-Eyes' most relevant/strongest card in recent times was Metal Dragon' Retrain solely because he has a Negate Effect. It's ironic that this community complains about strong cards but at the same time they cry out for these types of cards in archtypes considered "weak"
@@brunopereira-gx7dp Right?! People will complain about oppressive cards, but will be singing praises when their pet deck gets something over-tuned. It’s quite the duality.
@@brunopereira-gx7dp But it makes sense tho. People dont like the current design, but deep down we all know konami doesnt give a shit, its not going to be changed, so the only way you can keep playing the game is by getting the same busted support for the cards that you enjoy using.
@@yagokain4189 Lol at "deep down". On every level, I'm convinced konami wants this, to a large degree. I don't pretend to know why. If I owned konami, I'd say the current game hasn't left testing phase; not ready for release.
1 card combos also make the game harder to learn. You can't just read a card and analyze if it's good because it's often in the context of "it searches this, which sends this from deck to GY, which searches this, which summons this, which searches this..."
@@Zetact_ I'm going to disagree on this one. I hate the one card combo, but I don't think they make the game harder to learn. The reason is simple. You now can learn to play a deck by learning a single combo line off of one card. Get the card, do the combo.
@@josephcourtright8071 it does when its new players, try teaching one person to learn a deck and then having to read 5/6 combo lines from each different deck, You're asking the new player to read 6 paragraph cards every match
@@josephcourtright8071 Hey, I was almost a new player (I technically played YGO in its opening season of 2002 and for a couple of intense years following), but what charmed me about these card games (I got into Hearthstone at launch and loved it, too) was its pick and play and reading one effect and realizing its function as a piece in a broader mosaic. Reading 3+ effects that reference other cards with effects to read, especially during play, absolutely filters new players and rebuffs them from enjoying the game. I revisited the game to have fun, not to get a second degree.
Yacine did a video featuring this! It isn't realistically practical (18-card extra deck, among other things) and it uses a bunch of banned cards, but it exists. Really cool video.
Oh yeah, I'd love duel link/rush duel skills. There's one for phantom knight that sends one phantom knight card from your hand to send one monster from the deck directly to the graveyard and set the rank up searching trap all in one use
It's actually the biggest reason that I've left the competitive Yu-Gi-Oh scene about two years ago and will never return. I don't have the money to shell out for these powerful decks or even just powerful and obscenely expensive staple cards, so it leaves me at a significant disadvantage. I'm also just more of a fan of the back-and-forth type duels anyway.
Facts...Red-eyes Dragoon is a good example of this problem. How that card made it past the drawing board is beyond me. It borderline reads like a fan made card. Many other cards are like this as well.
Yes I agree, two effects per card maximum is good. Anything beyond that isn't healthily powerful but egregious. I swear one day we're just going to be playing with the entire deck in the hand soon enough unfortunately.
@@xerospades Regardless of verte, its still an overpowered card. It borderline has every effect in the book as do most modern cards. That should not be a thing. The main problem with Yugioh that Konami doesnt realize, is that they cross the red line of sportsmanship. Every game has that line. For example, in COD, it would be completely UNACCEPTABLE for a gun to have auto aim, wall hack, and insta-kill. Activision or any other FPS developer would never do this because...duh...but Konami gives monsters, spells, and traps effects like this all the time. Imagine if at the start of a match, an opposing player had a soldiervperk that could remove all bullets from the enemy teams guns and could do it once per spawn. It doesnt matter how you do it...the fact that a perk like that would even exist at all would be stupid, even if a counter was created to beat it.
Yep. There are exceptions but general rule of thumb, a card should either summon itself and have an activated effect, or have a triggered effect on summon and an activated effect, or have an activated effect and a triggered effect on float.
The 2005 & 2010 formats they've done in Master Duel have been the most fun I've had playing Yu-Gi-Oh for the simple reason that the duel is not over if i draw a bad starting hand. Like i said in a previous video, one card combo decks are the reason why i don't have that big of a problem with floodgates. Yeah, they're annoying cards to deal with, but at least it's fast. It's not 10 minutes of searching & special summoning to create a board that does pretty much the exact same function of stopping you from playing.
Every powerful "starter" card now all have a variation of these effects: - An effect to Special Summon itself -An effect that adds a card to the hand when Summoned - An effect that triggers when it leaves the field. -And, of course, for some reason, a Quick Effect. WHYYYY???
You see I don't have a particular dislike for one card combos. Decks like exosister have one card combos with exosister martha, however exosister's one card combo has restrictions and doesn't have a super high ceiling for the end board, thus making it not problematic. What makes 1 card combos problematic is when they have little to no restrictions, and allow access to generic tools in the extra deck like the snake eye and the fiendsmith cards do
Yes make things archetype, attribute, monster type restricted you will see plenty of of problems of yu gi oh go away. And give things their own identity. And limit plying during opponents turn
@@gameplayer8998Eh, playing on the opponent’s turn can be a good thing for interaction as opposed to either twiddling your thumbs while you wait to play your board breaker or wait to hand trap a choke point that a TH-cam video told you to veiler
Not to mention that a lot of combo decks are ones where if their main combo enabler is stopped, the combo is stopped and they either are helpless or need to pivot to a rather pitiful end field instead. A lot of newer decks have this issue where their combo starter getting negated is barely an inconvenience since they can just link it off and keep going (especially if it has a GY effect) and in many instances they haven't even used their normal summon yet.
Martha isn't a one card combo though. Aratama is unironically a stronger one-card line because it alone ends on Magnifica, unlike just Martha on her own. Otherwise I have no issue with your comment.
I think this is the first time I’ve got nothing constructive to add. We feel the exact same way on this lmao Great vid and topic. These are definitely my favorite Yugitube videos to listen to, and watching is great since you’re so animated
I think that the marketing strategy is clear Make a clearly OP deck that is also easy to play (Fireking, Snake-eye) Undersell some combo cards After some time reprint them Reprint them till they become worthless Ban the cards that enable the OP deck to function
the marketing in reality 1. release a deck that play one card combo AND the other 2 card combo but can play floodgates and staples to counter the other deck 2. see which one is stick 3. if they become a problem hit them 4. repeat lets take a look at fire king what they lose against? D Fissure and macro quess which deck that can play those correct vaalmonica and others they want to balance out one card combo against deck with 2 cards combo that can run floodgates, tactical try ocg is the proof of this direction.
One card combos is a long term side effect from YGO's specific flavor of power creep. Now that normal summons matter so little in the game compared to the past, the game basically has no resource system, so now it's at the point where the meta deck is one where you basically Pot of Greed every 2 or 3 plays, and the game has proven to have no intention of slowing down. Incidently, every time it tried to slow down (Pendulums and Links), they never commit to it and somehow make the problem worse.
Literally all the problems with links have not been anything about the rules for links, but how konami designs a lot of them and felt the need to make them faster by being easily generic and printing special Summon on each card. Imagine if most links were not fully generic or if links were noticeably less powerful. They feel very similar to synchros in how summoned, but they don't require the tuner. So they should ideally be weaker than synchros least among generic ones, and the better ones should be trapped in their own archetype.
I played the 2010 format in Masterduel and had a duel go 46 turns. You'd think it be a boring duel but it was so fun, i could have an empty field and not have to worry about the opponent drawing 1 card that turns into a combo ending on 4 boss monsters to beat me in one battle phase.
I think something important to note when it comes to extenders is that they used to have a clearly delineated role from starters. An extender helped you play through disruption, but did nothing on its own unless you could already get your engine going to some extent. Starters could not double as extenders because they usually require your normal summon, so opening multiple starters can clog your hand. I think a great example is rescue-ace before bonfire. Air lifter and poplar are starters, but opening both doesn't help because you need to normal summon them to use them. Fire engine, preventer, and the field spell are extenders, helping you make a bigger board or play through disruption, but they are useless without any starters. Emergency can double as a starter or extender, but only if you already have another r-ace monster in your hand. Thus, you need to carefully balance the ratios of starters and extenders to ensure you don't draw too many of either. Bonfire and diabellstar have really blurred the lines between starter and extender. You don't need to have gotten your engine going to use them, and they aren't limited by your normal summon either. They majorly contribute to the reason that SE doesn't have a clear choke point. There's no reason not to play as many copies of those cards as you can because you aren't really punished for drawing multiple copies.
I like with Cyberdarkness Dragon, you have to go through a series of resources and fodder to even summon it. Unfortunately it requires your entire hand, is easily outed by disruption, and even after it's field bound, all it takes is a kaiju or some easy destruction effect to render that 1 monster useless. Luckily it has a bunch of useful recources that can search each other until it's needed late game. Meanwhile, other archetypes just dance over the other opponent's gameplay with little to no effort and players call this difference in card effects a skill issue. Edit: I'm open to what the game has, but it has become very polarized over the past 3-5 years particularly. Great Video.
That's what I've been saying, voiceless, snake, tempai literally play themselves meanwhile cyberdark has to manage resources to make a later game boss and it's not invincible. Modern decks are making their bosses turn one and have no restrictions and are left with +3 cards in their hand.... nice
The game is at the point your opening hand wants to be 4-5 handtraps and a hearts of the cards draw if your going 2nd if youve any hope of winning Going first is a near win as your chances of being interrupted are both lower and fewer in number Player 2 gets a maze
One card combos can exist if there is a hard lock for the combo. Like the one card to do the combo should immediately lock you in one way. Like Snake-Eye ash should’ve locked you into FIREs.
it really wouldn’t matter since at that point you mostly play fire anyway. at best diabellstar would be done…but many can leave her be if they get ash on the board and still end with an annoying end board.
You're absolutely right. I'd might be able to tolerate it if we had more hand traps that weren't monsters. Infinite Impermanence alone isn't enough and including three of Ash AND Effect Veiler on top of that? That's, like, half your monsters right there! That's not customization, that's a non-choice. Then you have to run flood gates just so you can play and then your opponent gets all whiney about it because he can't play (but if he couldn't account for floodgates in his deck, you could might argue his deck was poorly designed). It's very frustrating.
solving the one card combo is essentially asking konami to solve power creep, which is ultimately against their interests. They need to sell product, and to do so people have to need to buy more cards, and the best way to make that happen is to make the new cards more powerful than the last (perfect example - multchummy is a secret in the new pack - who would have thought?). My guess is they're gonna go in the other direction - more one card starters (like how basically ALL of the tenpai cards are 1 card starters) or even zero card starters (random extra deck monster that you can make with cards in deck that is full combo.
I think my biggest gripe with '1 card combos' is none other than link monsters, especially Mathmech Talker and Snake-Eyes. Mathmech Circular is definitely a 1 card combo (thank goodness it's banned in TCG, but MD still allows it) since it basically allows you to end your board with a link-5 and maybe a Heatsoul to get two extra draws, and you better hope they're not handtraps or extra extenders. I didn't even include the other cyberse extender spells that help you get more materials in your hand/GY so you can still easily end with a Accesscode talker on your next turn with just two materials on the board. Snake-Eyes is also atrocious because all the monsters themselves are basically 1 card combos. Yeah sure, Snake-Eye Ash is limited (in MD) but Bonfire's still at 3 lol. Gotta still milk the players' wallet after all. Now look, we do have a lot of 1 card combos these days for many decks and archetypes: examples being Branded, Exosister, and Heroes etc. But the two I focused on are the worst of the bunch and one way to fix/limit 1 card combos is to impose restrictions to the 'cost' monsters' effects.
This is exactly why I won’t even participate in my locals anymore I really want to play yugioh but at this point I find myself asking what’s the point I have to use the hand trap copy of everything else and not able to use my own personal decks
I’m honestly sick of what one card combos have done to people’s attention span. It goes back to that video of yours that you made a couple weeks ago that a lot of people hated on, the “don’t give up too early one”. It’s teaching horrible habits to young, newer, and casual players. An example is in the 2010 OCG Trial event on MD right now, half of the duels I have played if I mirror force or dark hole someone they automatically quit! I played a 30 turn game where I was out advantaged the whole game and I came back! Obviously a majority of MD players didn’t play in 2010 but the one card combos taught them horrible habits to quit
try to look at the banlist in the event and search six samurai and mind master, right now. im a yugi boomer as well but i have played since 2010, youre absolutely lucky that konami are merciful enough to give shitty loaner deck instead the hyper draw six samurai or mind master ftk
I see that alot to! I never quit. I've had board wipes in multiple games and somehow managed to pull off a win over the years, it definitely happens! It probablt just doesn't happen enough in today's games for people to even wanna try to waste the time is what it feels like to me which is understandable depending what deck your going up against but 2010 era yugioh no one was scooping cards up until that final turn atleast cause it would always be someone else's game very easily.
Agreed 100%. Tbh though, I have been on the end of surrendering, but I only ever do so because I have every card in my deck memorized and I would only surrender when I know nothing will save me. I'd rather just move on instead of suffer a drawn out defeat as people tend to summon six more monsters amidst an entire combo when have I no cards on the field and MD indicates I have no cards that can interact in my hand. This also depends as well. If it's just normal every day ranked I'll probably wait it out and most people will realise and just finish it. But if it's something like qualifiers or something, I only have so much time to play and would rather try my hand in the next duel rather than sit there.
i think so many only have a plan A for their decks that they never build a deck with a plan B or plan C if their main strategy is stopped. back in the day i played Exodia but never relied on it so i had either BLS out or use insane burn damage (i called it my Exodia Burn Stall, since my burn and my other stall tactics at least aided in trying to get Exodia out but never focused on it unless i was able to get the cards to deep draw and end it.
Pretty much true. (OCGplayer here) People complain about Maxx C in MD and OCG, which is a fair point, it is a floodgate. But MaxxC has always been the band-aid fix for OCG. Maxx C dictates how the game works. Many powerful TCG decks are weak in OCG, vice-versa because the decks has to consider MaxxC's existance or lack there of. Best example is that Floowandereeze gained popularity in OCG because it bypasses and makes many hand traps rot in hand. And Adamancipator has never got huge popularity in OCG because it has no space and consistency to counter MaxxC's activation, and if MaxxC resolves, it just can't stop at a good mid point without letting opponent draw +3. TCG is fortunate to not have to play with MaxxC, but then when konami start to design cards around the source of the problem, the one card combo, now TCG becomes a tier 0 format with pure snake-eyes. TCG resort to playing triple Skill Drain, another annoying floodgate, just to play around this problem. I have always say the Maxx C problem is a misdirection. The core of yu-gi-oh's problem has always been long winded combo that can be started with one cards. We have been saying this long time in OCG: Yu-Gi-Oh! Duel of the Hand-traps
Maxx "C" comes from a time in which a player would do 3-4 Special Summons per turn at most. The only handtraps that existed were DD Crow and Veiler and nobody wasted 9 slots to run them all at 3. So if you were lucky you would draw a handtrap (that would immediately shut down the opponent) and a few combo pieces. Nowadays Maxx "C" can realistically net a player 15+ cards most of which will be handtraps and combo starters. So they will break your board on their turn and set up whatever they want since there's no restriction on any of the cards anymore.
Here are my thoughts on this whole discussion: - One card combos are not the problem, the amount of said one card combo cards in the deck are the REAL problem, if you take snake-eyes for example and you break it down you get - 3x ash + 3x witch + 3 Wanted + 3 Bonfire + 2 Original + 1 Fieldspell (that can technically allow you to combo during your opponents turn) That's 15 cards out of 40 that lead to a Full combo
All those cards you mentioned are also extenders as well as one card starters. Every card being both a starter and extender is what makes that deck so consistent and broken.
The one thing I miss about YuGiOh! is that I miss playing the deck that *I* want to play. Having to build a theme around staples like Ash, Imperm, etc. ruins the flow of the deck and takes the creativity out of deckbuilding. :/ It also makes locals a pain in the ass when all of the decks feel the exact same due to staples and 1 card combos...
The problem isn't just with the one-card starters, it is one-card starters that even if you negate on field they then usually have a graveyard effect that gets the job done anyway so you need more than one negate for the card (except effect veiler obviously.) Often with a distinct lack of hard once per turn clauses. I am primarily a galaxy-eyes player and while I guess that technically has 1-card starters if I get Galaxy hundred or foolish to dump Photon Jumper, in reality to go full combo I really need a few other names in hand to extend with if I hope to build my full end board. I can have a hand full of in-archetype cards and still brick because half of them need specific on-field conditions to be special summoned.
*Rips up all copies of snake-eye ash on earth. So they can never be used against me. In all seriousness though, we do need to reform yugioh to where you at least need 2-3 cards combos to get to a unbreakable board.
Make Yu-Gi-Oh great again konami.. these one card combos are ridiculous! How is it fun to not even have a turn? 2-3 card combos need to come back, but with how many cards within themselves are one card combos these days they would be hard pressed to even do anything about it tbh. We need offical multiple legacy formats the games been put for a quarter century the game has changed so much it's almost like playing a whole different game entirely.
They’re ruining the game. Even when you negate them, they have additional effects they activate in grave. Aside from 1 card combos, I think multiple effects on cards are equally as problematic. A card doesn’t need 3 effects.
I’m glad to see the audience of this channel can actually be honest about one card combos and not pathetically avoid it and pretend it doesn’t exist and suggest we ban every other card from decks that try to compete with it. It’s just getting tiring. It makes the game un fun and unplayable for everyone who isn’t a hardcore competitive player, which is the majority of YuGiOh players.
I have a very competitive friend named Mike who, plays both ygo and magic. In ygo he plays as meta as possible , he literally cannot build a deck without putting ash blossom in it. It's beyond his comprehension that decks would not have ash and imperm... They are good cards fair enough but he is also always playing a top 2-3 deck... I play cas..he can't see how that's a problem... But he plays MTG with our mutual buddy bill..he plays casual Commander, but bill plays some hyper expensive magic meta deck every time.. He complains to me every time about bill playing the most broken unfun aim to kill decks and we are just tryna have a good time....and I'm like.....bruh... But he just can't see it, so yea a lot of ygo players are blind to what the game has become because it's catering to their natural playstyle
One card combos were one of the things that drove me out, even though I played Earth Machine. I feel like there's no real downside to having a one card combo in decks anymore, back then you needed to risk playing bricks which could absolutely slaughter you if you drew them, but these days, nope! You get your combo absolutely free!
This reminds me of how one of my favorite decks, Fortune Lady, functions. It has a couple of searches, but they're all conditional, and ultimately Fortune Lady doesn't build some massive board. At the most, you're getting the Synchro boss monster, Every, out on the field, and a lot of times she's alone, because the deck isn't built to assemble a board. The searches are also conditional in that one lets you grab a card that mentions "Fortune Lady," but some of the cards in the archetype don't, so you're limited, and the other search special summons a Fortune Lady, but it's only if you already have one on the field (this is basically how you're getting Every out). Maybe if these searches are more conditional like that, and don't build to as much, they wouldn't be such a massive problem?
Love Fortune lady's, Lets also talk about everyone's field spell that does 2,3 freaking things now, search, protect, utility etc. meanwhile our field spell does 1 thing, then we still miss timing with Lighty, Miss timing should just be removed from the game
@@Shadowx157 Yeah that field spell is abysmal. Honestly, I don't even use Light. She's just too conditional when I can run three of both search spells instead. Fortune Lady definitely has engine issues, but I think on the subject of search card combos, it has something maybe worth thinking about.
@@Sha_Bingus I'd enjoy it more if Konami didn't abandon it. Imagine - a 5Ds anime deck not getting a Synchro and tuner until 2019, and then nothing else whatsoever, all while watching Stardust/Junk/Synchron/everything else get support after field-swarming support. I love Fortune Lady to death, but I've become so jaded with how it's been left to rot.
@@emissaryofcharybdis105 I have yanagi's hidden treasure deck because I think its awesome too, so I know how you feel about being left to rot lol. If its taken us this long to get proper millenium support for something as well known as exodia, sadly I can't see fortune fairy/lady getting anything soon (poor carly)
There's nothing cool or unique about getting the same endboard at the start of games if gone uninterrupted. You didnt earn it and the deck did the playing for you.
The OG power plays of YGO used to be special summoning ONE extra monster Into play and maybe drawing one card. Now the norm is to do 10+ cards off of a single card that begins said power play. 😅
6:47 it is exactly BECAUSE of Hand Traps that the one-card combo is so prevalent: - First turn becomes too powerful, So Hand Traps are creates for going second to have a chance - Second turn doesn’t draw into Hand Traps, so engines are made smaller and more streamlined, only requiring a few cards (thus making them even more powerful) - Engines are so powerful that more Hand Traps are needed, but adding too many to main Deck causes bricking. - Engines for going second are so streamlined, only one card is needed to go full combos, and any extra engine pieces can easily be used as extension or recursion. - Thus, only one card is needed for engine in opening hand, the rest are hand traps. We keep saying it because it's the truth: The game is too damn power-crept. At this point, a hard rule change, or purging of current decks by banning/errata with a change in future card creation is the only thing that can bring this game to a balanced level of play. Also, I think it's about time we had some kind of Mulligan implemented so opening hands are not such a hindrance on game outcomes.
If Konami hadn't gone in the direction of lesser/no resource cost for powerful effects, we never would've needed hand traps. Nothing more annoying than having to play around cards that you have no idea are actually in the opponents hand.
In the past you needed to make your deck work, now is "i need three of thir structure, buying all this staples, and this single card of 200 bucks or i cant play this deck".
IMO 1 card combos are fine if they give the player a heavy restriction(s), like locking into type, archetype and or attribute. So their deck can do the thing it's supposed to do, but you can't throw a bunch of extras on top of it. The problem is that's not how the cards are being made.
I agree, one card combos take the fun out of dueling. It makes the game more automated rather than strategic, and motivates me to surrender on Master Duel more because the game is flooded with the same 2-3 decks. So we know how it's gonna play out 93% of the time, I just wanna have fun instead of always being "competitive" and predictable
I think the big issue is twofold. The firat problem is that many of the key starters in modern decks have multiple effects. The other issue is that decks have extenders that play around most everything.
Yeah man, i miss the older times where boss monsters with powerful competitive card game effects wasn't too generic have a whole broad full of them plus only pull it off unless if in an archetype engine. Nowadays splash-able many archetypes together create multiple onmi-negates boss monsters in one turn. I've adapt to competitive Yu-Gi-Oh 2024 it still fun enjoyable interesting duel battles to me I still miss old school 2000s Yu-Gi-Oh or early 2010s & below early 2010s at times.
The problem here is that when combos start with more than 1 card, handtraps become way too economical, so unless we're going to overhaul the entire game at once, there's nothing that can be done about this - a deck that doesn't have multiple 1-card combo starters in every hand just loses to Ash Blossom. Plus, 1-card combos are an important tool in keeping low-tier decks playable - having a space-efficient 1-card combo that doesn't consume the normal summon helps bait out disruptions and improves board presence. Unfortunately, we're now starting to see these compact engines become decks in themselves or in combination with other compact engines thanks to not having any restrictions or even being deliberately designed to work together, which drives the prices too high to be available to the casual players who gain fair benefit from them and causes top tier decks to be too efficient and too resilient and too accommodating of out of engine cards. The solution I think is adding soft locks to these engines that prevent multiple being used in the same deck but still allow most decks to access one of them. Simultaneously, reduce their peak output so that they have value but won't overshadow the main archetype being played. For example, you might have a 1-card compact non-normal-summon engine that ends in a once per turn "discard 1 to negate a monster effect", that includes a clause saying "you can only summon Spellcasters the turn you use this engine". That'd then be providing very similar benefit to my weak spellcaster deck as a more generic engine would, while being much less valuable in stronger decks that might want to access a generic extra deck toolkit or might have multiple types of monster.
Funny I've been saying ban ash for the longest. Hand traps are the problem. Remove most handtraps nd monsters that have negation or unaffected by effects. Make card and effect a hard once per turn unless specified otherwise. Release Maxx c and from here you will be able to fully fix the game as we would have remove all the major impedements... Because now you can play without worrying about ash you don't need multiple 1 card starters, but Maxx c will punish u if you push with no plan, and without any negates you will be punished for spamming, solemns exist so ur not bare naked on turn 1 but you will not be rewarded with negates and bodies just because you went first. Battle fader and gorz exist so otks can be keep in check. Red reboot should be placed at 3 until a remake is made. To me it's so easy to fix the game.. from here you just have to curate the individual broken cards remaining and the game will be fixed.
The earliest example of the 1-card combo, that I can think of, was zoo. Any way to Ratpier was full combo bs. 3-axis engines got there via Invoker, or their own card in Barrage. I think that archetype set a baseline and template for how a lot of modern yugioh has played out.
Ty for saying it!! I have been saying this for year . Zoo ruined combo, because it made Konami fantasize that every deck could play like that and then the game went full blown turbo and then the free random negates came in the form of handtraps...and it was over since that point every card has to be broken af with 3 effects because people are so use to responding with handtraps they will be reluctant to let that game style go
YES! HARD AGREE! MAKE YUGIOH HONEST AGAIN! The standard should be 2 card combos, some 3 card heavy hitters, 4 card boards, etc. 1 card combos should be extremely limited and easy to break. PREACH MAN PREACH!
Your side tangent about the term combo is so real. When I started playing magic, I was so confused as to why "combos" were multiple cards that "went infinite". What we call combo, magic players call "storm", which makes more sense if you think about it.
One card combos have been a thing since at least 2008-2009. Deep Sea diva is a 1-card level 5 synchro, Armageddon Knight is a 1-card level 6 synchro, Summoner monk is a level 7-9 synchro, Blossom is a 1-card Tytannial, Venus is a 1-card rank 2, Tour guide is a 1-card rank 3, Rescue rabbit was a 1-card rank 4. But those kind of combos are now 3 boss monsters who can OTK you.
This has been on my mind for awhile now. The recent 2010 event made me realize just how much we took the old formats for granted. At least it felt like you had a real chance to win vs dealing with tier 0 meta board breaking abomination decks almost every match. I miss the old Yu-Gi-Oh
Having to play through that same thing over and over makes a deck boring to play really fast. And it is annoying for both the user of the deck and the opponent. There is no more RNG, save draws and no more hard work to build a powerful board. Not to mention skill. You just memorize a pattern and go with it every duel because the newer decks all have a pre determined set of combos with no skill expression. These are really big problems at once for only one game.
it seems like they want to force people to stop playing decks from before 2021 or there about. They might want anywhere from five to eight decks that each have a one card combo and remove any chance of any other deck being playable at all. Forcing a meta between decks that are made to play against each other in a way where skill has to be the deciding factor, yet the problem of someone going first and someone going second would still remain unless one deck was designed for going second. if created correctly it could open up a very fun way of playing where game after game between two decks could be a back and forth down to the last extra deck monster contest of resource management. If created really well the final two duelist at the world championship would each be playing a different deck and the video of each game would be talked about for weeks and debated over due to so many different lines of play being able to decide the game one way or the other. This would also cause a demand for additional formats to be added due to every deck in the game currently to no longer be playable in the meta with the exception of snake-eyes if they get support that causes them to be more entertaining to play/play against. Somewhere on youtube there a video of the most beautiful chess game ever played (the evergreen game), but no such video exsists for a yugioh duel. Konomi might be trying to change that by making several hyper consistent decks that can play into one another at a very high skill level. if they can make money off of the top 8 duels they will, this I think is there aim. To milk every cent from as many duels as they can to more than cover the cost of events.
The Fiendsmith cards pretty much became the new "full Orcust combo" that was in every deck due to any 2 different monsters making a Knightare. Only now you just need to get to a Light Fiend for a more powerful combo.
As someone who just started playing heroes(not sure if any of their cards count as one card combos but Stratos and Fusion Destiny both feel like it) I like one card combos. I think the problem arises when those one card combos snowball into a bunch of generic nonsense instead of locking you. Edit: can we not all see how stupid it is that ROTA is at 1 but Bonfire and other ROTA cards are at 3? Lol that is so annoying.
I would like to quote Chipp vs Potemkin (Guilty Gear) matchup summary here. One Card Combo (Chipp) vs Boardbreaker (Potemkin) is like solving an equation, except 1-CC requires you to solve hundred addition and subtraction math problem, meanwhile Boardbreaker has to solve a long division once.
Maybe there could be a design where these 1-card starters and extenders have an innate restriction to them like "cannot be moved from GY/banish for two turns/until the end of your next turn" or something to limit their cycling through the zones, or they are sent face-down in those zones until then or something
One card combos feel like the devolution after the reception to the design space around tear,r-ace and lab having the idea of setting up some form of plays in response to you.
Basically. The only way to NOT do them is to ban the ones already there (or at least massacre the decks to the point that they literally cannot play). Otherwise, who's going to want your shiny new thing when they could just play the one-card combos they already have and your two-card ones are twice as susceptible?
@@WavemasterAshi if you're unable to think about what a company needs to do to continue profits and continue sales to keep the game active, than you're question isn't worth entertaining
@@Cardlimits you wouldn't have to power creep a top tier deck if the deck becomes unplayable because of consistency hits. You can afford to keep decks around the same power level, without it needing to be at everything that came before it
I agree one card combos are an issue in the game when it comes to future game design. But I think the main concern with one card combos is how much advantage do you get. Snake-Eyes is the extreme example of this problem since one card gets like 8 cards, 9 superior starters that start or extend plays, boards with good follow as well as being backed up by hand traps making board breakers a difficult approach and the follow up leads to a otk on the following turn even if you break the board. When I think of one card combos in decks like Marincess or Evil Twins. There end boards and resource advantage feels reasonable for what they are getting. It felt like one card combos in decks 4 to 6 years ago had a certain ceiling level.
My yugioh complaint of the day was similar; but in my case I was complaining about boss monsters that do everything. I saw few monsters today that were 3100+ atk, unaffected by card effects, omni-negate twice, AND steal your girl
I just started playing Yugioh about 2 weeks ago. I play on master duel and I run a dark magician deck. I’m still somewhat new so I don’t fully understand a lot cards my opponent plays, however I’ve been able to make it to gold tier 3. As soon as I started to become fluent with my deck I realized that there are certain decks I come across where there is just nothing my deck can do to compete. The higher I get in ranked, the more I get bent over the table and I’m currently trying to grind gems to be able to craft a different deck that will compete. I find myself just surrendering when I come across something that I know will kill me to save time. What I’ve noticed is there is a huge balancing issue. It’s too easy for some decks to get boss monsters out that make whatever hand I have completely useless. I have magician souls that can put a dark magician on my field and that’s already some cheese, but I need supplementing cards in my hand or field for that to really even do anything and other decks are able to put boss monsters on the field with one turn that have effects attached to them. I think there should be a minimum amount of turns before certain monsters are able to be summoned or maybe even their effects are nullified before 2 turns on field. Just an idea from a newbie 🤘
I think one of the most frustrating things in modern yugioh is if you're playing some kind of grindier deck that beats down your opponent's resources like sky striker or something, and then your opponent top decks a card that lets them rebuild their entire board from scratch. Losing to the opponent drawing a good card is fine, that's always been a part of the game, but it's much worse when it's one card that does EVERYTHING for them. You played through their interruption, you broke through their board, now you better have your own interruption or they'll do it all again next turn. It's a really frustrating concept considering how many decks play more fairly and don't get to do something like that, or at least require a large amount of setup to get there
I mean, it's pretty hard to not bring power creep into this discussion. The main issue I see is that single turns are too explosive, which leads to a lot of shorter games or non-games
I don't think one card combos are the problem atm. It's the fact that extenders nowadays are still the combo. Snake-eye was a mistake only because the combo can basically be done by every starter and extender. There is no true choke point for most handrtaps if they have the extender and that's where my main issue is. Everything does the same thing so it's hyper consistent
I think the cat is already out of the bag. Konami would need to do another big reset, like they did post-SPYRAL, where they gut every deck into unplayability so that new decks can have a chance to compete. Otherwise, if they just stop printing one-card-combos for new decks, decks that already have these powerful starters, like Tear, Kashtira, and Snake-Eyes, will be the best decks forever.
To defend the term one-card combo a little here as a non-yugioh player. Combos are always combinations of multiple cards, however, the combos aren't named after the total cards used in the combo, but rather the amount of cards you need to get in hand to do the combo. The Commander format in Magic has a lot of one card combos because you have essentially an extra card in your hand that's guaranteed every game in your commander, technically it's in the command zone but it's played as if it's in your hand. The point being, if you have any singular card that combos with your commander, it's a one card combo because you only have to worry about drawing one card to do it. This might make more sense if you compare it to some two card combos. In magic, there's a notoriously banned two card combo in our most broken formats, which uses a card called Flash alongside a card called Protean Hulk. Flash plays the Hulk for two mana (at instant speed) and then kills it if you can't pay for it. It's designed to let you go down a card and pay two extra mana to play a creature on your opponent's turn, however, Hulk has a really good death trigger that searches your deck and summons a bunch of creatures to field when it dies, essentially allowing you to abuse the downside of the card in unintended ways. Usually the death effect gets creatures to go infinite with themselves and win you the game on the spot. Technically this combo uses 5, 6, 7 cards sometimes but it's still a two card combo because the other cards just sit in the deck and are played from the deck so you don't actually have to worry about drawing them. The viability of a combo is determined by what's required in your hand to do the combo, not the total number of cards involved in it.
I love how a cost went from discard something to make an effect happen to banish/destroy your opponents cards to summon 5 boss monsters that degate everything and foat every main phase and battle phase
I’d say Skull Servants have really become my pet deck. And it’s crazy. On paper it can put up a 15k level 1 beater that can be Normal Summoned (and I do win a decent number of duels by doing things like that). But… I went up against Vaalmonica just this morning. And… that didn’t go well.
Now it's not only "one card combos", it's come to "one card combos" that play around certain handtraps. For instance, I love to play "Scrap" (I know, cool guy over here! 😎) And even though I have 6 ways of searching "Scrap Raptor", who can start my whole combo by itself, If you so much as cough during it's effect, it fizzles and I'm boned with practically no real extenders and an engine that takes up 4/5 of the deck...It's the combination of "one card combos" that can play through anything and leaves room for 15+ handtraps in the deck that are becoming a problem.
I think one card combos are really cool. It's been cool to learn different choke points as well as have options to be alright with a disruption or two. My theory is eventually they will release 1 card interruptions and equalizers that will replace singular negates or interruptions. I could see them requiring highers costs or potentially locks for yourself in return but eventually hand traps will be replaced and decks will have to find a balance between hand traps, deck starters, extenders and equalizers. Eventually once every deck has their one card combos along with a powerful extender, then the next 3 cards you'd hope for would be one interruption, an equalizer and then any of the other types of card for the 5th. Probably a high defense card, I could also see them releasing powerful push back cards to level hand traps.
ive only found your channel last night, and i watched a video where you talked about how the advice you give everyone is to "just find your own fun with yugioh" which is brilliant. but i guess even you have limits
Snake eyes is the epitome of too much gas. A deck should have only one of these advantages to: Great recursion, great end-board, or great extension. The best option is hitting the extension as Konami already produces enough extension cards like the Tactics, Pots and Maxx C
Konami totally lost their minds since Tearlaments. 2 tier 0 formats + Kash since. 1 one card combo or a card like circular would be fine for bad (anime) decks to get them at comp level atleast, but for already crazy good decks its absolute insanity. Tear had 1 card combo alongside being able to fusion summon as monster effect, while also getting resources back into the deck.
Honestly I’ve felt this for a while, one card combos were made due to so many hand traps being in the game but it’s what has lead to the speed we have now. Heck I at least like how Shining Sarcophagus does because it normally leads to three 1500 or less but still have 4 other cards to play with
Hey APS, love your commentary, I mostly agree with anything you say. One card combos generally suck, either a) this card goes off and gets crazy or b) its negated and you literally cant do anything else. Either way its really bad game design. Would love to hear your commentary on other card games mechanics and how they could be implemented into Yugioh and how that would help the game. For example, I played Cardfight Vanguard regularly in the past and they had perfect guards and triggers for the different deck types (clans, as they are called in vanguard, which are now nations). Not sure if something like that would help Yugioh, but any mechanics that come to mind that could make yugioh more fair/fun/balanced.
_I'm always one card short, always one day late!_
_For once I'd like an ending I can celebrate._ 🎶
Your videos are awesome man!
Love this song
When "yugi boomers" complain about how the game is becoming too fast, too complicated, too unfair, and that power ceilings should be made, it's pushed aside as unreasonable complaints.
When modern players say power ceilings should be made, suddenly it's reasonable.
Hypocrites.
Paul You should be running this game
Yugioh within the next 3 years will be the new solitaire where it gets so crazy you have to play it alone.
One of things I hate about the one card combos is that I play the same game, every game. There is no variation in my plays. I search card combo, then I do my combo.
Yes, that's my biggest issue with constructed decks these days. I do the same thing every game, my opponent does the same thing every game. The game is fun for a few duels, but then they become so repetetive and feel like filler
Auto-Solitaire
Exactly. I remember in the days of Synchros where my friend ran Fableds, and sure he could pull off ridiculous combos and summon a million times in one turn, but it was very gimmicky and he needed a very specific hand to utilize said gimmick to it's pull potential. Now almost every deck can summon just as much simply for having X monster on the field, which doesn't require any creativity since they'll always have what they need anyway.
I hate them because you can clear everything, have set up for game but because they had 1 card in hand and you had no hand traps they suddenly kill your whole board and flood theirs
Konami has created a self fulfilling prophecy. They've made combos so ridiculous that you need hand traps to stand any chance, and now that half of everyone's deck is hand traps and people are bricking, they're making sure players can do everything by drawing just 1 card and going full combo.
💯
Glad we got like 7 of them then lmao
Not only that, but now that Hand Traps are always a possibility, those combos need to be made even more powerful to circumvent the risk of having your play interrupted, and the two just keep 1 upping each other in a vicious cycle.
@Entei9000 I've recently made a Visas/Manndium deck with a Scareclaw engine, and it's fosure a horror for the opponent and 50/50 they surrender before I start lmao
That's the problem with konami design they see every solution to previous design flaws to be a problem which in turn create more problems
The biggest problem of modern Yu-Gi-Oh is how consistent modern decks are, and 1 card combos (along with plentiful searchers) are paramount to this consistency. You can put so many resources to breaking a board, and then one of their cards will float to a 1 card combo card and they can do it all over again next turn. Just nonsensical game design. It does not punish over extending at all, there is no real decision making to do.
It's baffling that the correct decision is to always vomit your entire hand DESPITE the existence of absurdly powerful board clear.
Consistency on it's own isn't an issue. No one assembles entire decks just to have them lose to themselves after all. These decks though, that lack conventional weaknesses and pretty much funnel you into playing them or "anti-meta" are a huge drag.
There a different between having 3 copies of your 1 card combo and 15 one card combos that are starters and extender and the same time
@@jccesista2167 I do think part of the reason for that is that your opponent will almost certainly kill you if you don't do that, so it's the correct play in every scenario whether you think they might have a nibiru or not, since playing around nibiru or other board breakers in those scenarios is the same thing as being hit by them.
And funnily enough, in a lot of cases overextending is better since you end up with follow up from part of the combo instead of just actually nothing.
Even Halqadon combos had a critical choke point and would crumble if you stopped Auroradon. Even compared to 2 years ago, things have ramped up to insanity. People will whine about shifter or Maxx C or whatever, but that's what it takes to have effective counter-play at this point.
Competitive Yugioh is just trash now, it's in such a boring, toxic state.
Was waiting for Paul to say this video was gonna be "a little different", but then he hit us w the "Hater Ass Video" 😂 Love it 🙌
This is a new era of yugioh with 1 card combos,15 handtraps, tier zero formats
Some of these decks are running a lot more than 15 handtraps. They are dipping into the straight up garbage tier ones, but it doesn't matter because the deck is so hyper consistent if you open 4 handtraps and 1 starter you win. Tenpai and Snake-eyes are absolutely miserable to play against for that very reason.
@@Malidala at that point it's like whoever has the most hand traps and gets to go first wins by default. Where's the fun?
@@Zachary-jt5uz But look, Tenpai is about having the most handtraps and going SECOND, isn't the the variety you wanted in your competitive format?
He really said there's no interaction and decision-making with this. Wow, wow, and y'all going to actually listen to this and take it man. I need to start making these s***** a** Videos too bro and make money.
@@djjorge87he’s right and though the interaction people are talking about is a back and fourth between opponents not just “I can do stuff” being able to stop all your opponents plays is not interactive gameplay in a 2 player competitive game, and most of the times people who play this many hand traps really don’t care decision making as they just negate whenever possible. Tell me if you have 4 hand traps and an established board of negates would you hold on to them and save them? Or would you just stop your opponent from playing completely? Well guess what most people rather win at any cost rather than have fun by actually playing the game with their opponent. It’s like what kali said it’s just people playing with themselves (pause) and not both sides playing with each other (even more pause) I can understand why at first you pick at the decision making comment but I’ve seen this interactivity argument a lot on this channel and I’m tired of seeing how people take the word at face value without taking to account that words have several meaning depending on how they’re used, when people say interactive here it’s not wether 1 player can do something with an opponents cards it means both players are actively participating in multiple parts of the game not 1 player gets to do stuff the entire time and generate an abundant advantage
I was playing HEROs in MD the other day and set up my board with only an Imperm as interruption against me. I pass turn, and my opponent proceeds to Duster, Lava Golem D Law and DPE, Ash my Maxx C, Tactics to take Shining Neos Wingman, and go full combo with either the last card in their hand, or the one they drew for turn. Feels incredibly bad when you're deck doesn't have the luxury to play 40% handtraps or breakers
and your entire board was made of Faris resolving no?
@@6210classick Faris needs to discard a HERO which makes it already a 2 card combo, the only 1 card full combo HERO has is AHL (not counting FD).
I'm loving the "time travel 2010" on masterduel. I can set a card for a turn and let my hand build up.
I liked it until I started running into stun a lot.
@@VectornautIsLive yeah some decks you can tell folks just put together what they could. I faced a hear of the underdog deck. Every spell was a draw card (about 9 spells with 3 heart of the underdog) and the rest of the deck was literally normal. Monsters and all the exodia pieces. I surrendered when I saw the first piece. He was finna draw his whole deck. Not sitting through that.
@@theerealatm if you let people play that event for a month in competitive setting you will start encounter 3 gateway six samurai or mind master ftk, guaranteed. Please temper your expectacy for long duels because majority of yugioh games end on turn 5-7 in 2010.
@@r3zaful I mean... You can't avoid FTKs in any format. Even now. The only reason I hate FTKs in master duel is... I just sat through loading screens to watch you FTK me. I coulda made a sandwich or something. It's like an extra long loading screen.
It pisses me off when i wipe out my opponent's board but he manages to turn things around with just the 2 cards left in his hand
@@commentstealer4460 …. syykunno synchro
It’s honestly getting pretty ridiculous. Decks today have either
•Way too much room for non-engine
•Too many ways to get to their 1 card overtuned starter that goes +7 and nets you followup
•No critical weaknesses for overextension
•Way too generic options that everyone can end on instead of playing your deck’s intentional boss
•Combos that leave you safely insulted from interaction or turn skip your opponent so you can kill them the next turn.
IMO, they need to dial back to 2-3 card combos, make more meaningful restrictions to these new engines, not give everyone a “Poplar”, and likely ban over a dozen cards to even begin to curb the absurd powercreep. But somehow I highly doubt that’s gonna happen
You know what's worse? I constantly see comments from people asking for new cards for their archtype and they want the cards to allow their favorite archtype to do this exactly, i've see two people say that Red-Eyes' most relevant/strongest card in recent times was Metal Dragon' Retrain solely because he has a Negate Effect. It's ironic that this community complains about strong cards but at the same time they cry out for these types of cards in archtypes considered "weak"
@@brunopereira-gx7dp Right?! People will complain about oppressive cards, but will be singing praises when their pet deck gets something over-tuned. It’s quite the duality.
@@brunopereira-gx7dp But it makes sense tho. People dont like the current design, but deep down we all know konami doesnt give a shit, its not going to be changed, so the only way you can keep playing the game is by getting the same busted support for the cards that you enjoy using.
@@yagokain4189 Lol at "deep down". On every level, I'm convinced konami wants this, to a large degree. I don't pretend to know why. If I owned konami, I'd say the current game hasn't left testing phase; not ready for release.
Konami only cares about money so yea.. not happening
1 card combos also make the game harder to learn. You can't just read a card and analyze if it's good because it's often in the context of "it searches this, which sends this from deck to GY, which searches this, which summons this, which searches this..."
@@Zetact_ I'm going to disagree on this one. I hate the one card combo, but I don't think they make the game harder to learn. The reason is simple. You now can learn to play a deck by learning a single combo line off of one card. Get the card, do the combo.
@@josephcourtright8071 it does when its new players, try teaching one person to learn a deck and then having to read 5/6 combo lines from each different deck, You're asking the new player to read 6 paragraph cards every match
@@josephcourtright8071 Hey, I was almost a new player (I technically played YGO in its opening season of 2002 and for a couple of intense years following), but what charmed me about these card games (I got into Hearthstone at launch and loved it, too) was its pick and play and reading one effect and realizing its function as a piece in a broader mosaic.
Reading 3+ effects that reference other cards with effects to read, especially during play, absolutely filters new players and rebuffs them from enjoying the game. I revisited the game to have fun, not to get a second degree.
@@josephcourtright8071as an old school player that is recently playing duel master...one card combo makes the game a nightmare to learn
I fear for the day when they finally introduce a zero card combo
Yacine did a video featuring this! It isn't realistically practical (18-card extra deck, among other things) and it uses a bunch of banned cards, but it exists. Really cool video.
"Can you beat my Handless Combo?"
Oh, we have that in duel links
Oh yeah, I'd love duel link/rush duel skills. There's one for phantom knight that sends one phantom knight card from your hand to send one monster from the deck directly to the graveyard and set the rank up searching trap all in one use
@@reirei_tkI miss when he did cool shit like that
It's actually the biggest reason that I've left the competitive Yu-Gi-Oh scene about two years ago and will never return. I don't have the money to shell out for these powerful decks or even just powerful and obscenely expensive staple cards, so it leaves me at a significant disadvantage.
I'm also just more of a fan of the back-and-forth type duels anyway.
GOAT format awaits you my brother. Much more fun to be had!
This is why cards should not have more than 2 effects including summoning condition
Facts...Red-eyes Dragoon is a good example of this problem. How that card made it past the drawing board is beyond me. It borderline reads like a fan made card. Many other cards are like this as well.
Yes I agree, two effects per card maximum is good. Anything beyond that isn't healthily powerful but egregious. I swear one day we're just going to be playing with the entire deck in the hand soon enough unfortunately.
@@DrillSgtMasonThe only reason why that card was at its peak annoying was because of verte. You probably have a better example with DPE
@@xerospades Regardless of verte, its still an overpowered card. It borderline has every effect in the book as do most modern cards. That should not be a thing. The main problem with Yugioh that Konami doesnt realize, is that they cross the red line of sportsmanship. Every game has that line. For example, in COD, it would be completely UNACCEPTABLE for a gun to have auto aim, wall hack, and insta-kill. Activision or any other FPS developer would never do this because...duh...but Konami gives monsters, spells, and traps effects like this all the time. Imagine if at the start of a match, an opposing player had a soldiervperk that could remove all bullets from the enemy teams guns and could do it once per spawn. It doesnt matter how you do it...the fact that a perk like that would even exist at all would be stupid, even if a counter was created to beat it.
Yep. There are exceptions but general rule of thumb, a card should either summon itself and have an activated effect, or have a triggered effect on summon and an activated effect, or have an activated effect and a triggered effect on float.
The 2005 & 2010 formats they've done in Master Duel have been the most fun I've had playing Yu-Gi-Oh for the simple reason that the duel is not over if i draw a bad starting hand.
Like i said in a previous video, one card combo decks are the reason why i don't have that big of a problem with floodgates. Yeah, they're annoying cards to deal with, but at least it's fast. It's not 10 minutes of searching & special summoning to create a board that does pretty much the exact same function of stopping you from playing.
Every powerful "starter" card now all have a variation of these effects:
- An effect to Special Summon itself
-An effect that adds a card to the hand when Summoned
- An effect that triggers when it leaves the field.
-And, of course, for some reason, a Quick Effect. WHYYYY???
You see I don't have a particular dislike for one card combos. Decks like exosister have one card combos with exosister martha, however exosister's one card combo has restrictions and doesn't have a super high ceiling for the end board, thus making it not problematic. What makes 1 card combos problematic is when they have little to no restrictions, and allow access to generic tools in the extra deck like the snake eye and the fiendsmith cards do
Yes make things archetype, attribute, monster type restricted you will see plenty of of problems of yu gi oh go away. And give things their own identity. And limit plying during opponents turn
@@gameplayer8998Eh, playing on the opponent’s turn can be a good thing for interaction as opposed to either twiddling your thumbs while you wait to play your board breaker or wait to hand trap a choke point that a TH-cam video told you to veiler
Not to mention that a lot of combo decks are ones where if their main combo enabler is stopped, the combo is stopped and they either are helpless or need to pivot to a rather pitiful end field instead.
A lot of newer decks have this issue where their combo starter getting negated is barely an inconvenience since they can just link it off and keep going (especially if it has a GY effect) and in many instances they haven't even used their normal summon yet.
Martha isn't a one card combo though. Aratama is unironically a stronger one-card line because it alone ends on Magnifica, unlike just Martha on her own.
Otherwise I have no issue with your comment.
In other words, the main problem is the availability of powerful generic extra deck options, whether extenders or boss monsters.
The only good think about one card combos is that you know where exactly when to surrender.
😂😂😂😂😂
I think this is the first time I’ve got nothing constructive to add. We feel the exact same way on this lmao
Great vid and topic. These are definitely my favorite Yugitube videos to listen to, and watching is great since you’re so animated
I think that the marketing strategy is clear
Make a clearly OP deck that is also easy to play (Fireking, Snake-eye)
Undersell some combo cards
After some time reprint them
Reprint them till they become worthless
Ban the cards that enable the OP deck to function
the marketing in reality
1. release a deck that play one card combo AND the other 2 card combo but can play floodgates and staples to counter the other deck
2. see which one is stick
3. if they become a problem hit them
4. repeat
lets take a look at fire king what they lose against? D Fissure and macro
quess which deck that can play those
correct vaalmonica and others
they want to balance out one card combo against deck with 2 cards combo that can run floodgates, tactical try ocg is the proof of this direction.
Calling fire king op is wild when it's exact core is you have to respect the fact it plays non conventual removal like a mid range deck should
@@LittleMushroomGuy Rinse and repeat
Konami: Got it, make more 1 card combos
It's crazy to me that 'discard for cost' actually means "special summon from Gy for cost"
One card combos is a long term side effect from YGO's specific flavor of power creep. Now that normal summons matter so little in the game compared to the past, the game basically has no resource system, so now it's at the point where the meta deck is one where you basically Pot of Greed every 2 or 3 plays, and the game has proven to have no intention of slowing down.
Incidently, every time it tried to slow down (Pendulums and Links), they never commit to it and somehow make the problem worse.
links slow down the game but leads into the catastrophic sales in japan, the core casual and founding players HATES restriction
Literally all the problems with links have not been anything about the rules for links, but how konami designs a lot of them and felt the need to make them faster by being easily generic and printing special Summon on each card. Imagine if most links were not fully generic or if links were noticeably less powerful. They feel very similar to synchros in how summoned, but they don't require the tuner. So they should ideally be weaker than synchros least among generic ones, and the better ones should be trapped in their own archetype.
I played the 2010 format in Masterduel and had a duel go 46 turns. You'd think it be a boring duel but it was so fun, i could have an empty field and not have to worry about the opponent drawing 1 card that turns into a combo ending on 4 boss monsters to beat me in one battle phase.
I think something important to note when it comes to extenders is that they used to have a clearly delineated role from starters. An extender helped you play through disruption, but did nothing on its own unless you could already get your engine going to some extent. Starters could not double as extenders because they usually require your normal summon, so opening multiple starters can clog your hand.
I think a great example is rescue-ace before bonfire. Air lifter and poplar are starters, but opening both doesn't help because you need to normal summon them to use them. Fire engine, preventer, and the field spell are extenders, helping you make a bigger board or play through disruption, but they are useless without any starters. Emergency can double as a starter or extender, but only if you already have another r-ace monster in your hand.
Thus, you need to carefully balance the ratios of starters and extenders to ensure you don't draw too many of either.
Bonfire and diabellstar have really blurred the lines between starter and extender. You don't need to have gotten your engine going to use them, and they aren't limited by your normal summon either. They majorly contribute to the reason that SE doesn't have a clear choke point. There's no reason not to play as many copies of those cards as you can because you aren't really punished for drawing multiple copies.
I like with Cyberdarkness Dragon, you have to go through a series of resources and fodder to even summon it.
Unfortunately it requires your entire hand, is easily outed by disruption, and even after it's field bound, all it takes is a kaiju or some easy destruction effect to render that 1 monster useless.
Luckily it has a bunch of useful recources that can search each other until it's needed late game.
Meanwhile, other archetypes just dance over the other opponent's gameplay with little to no effort and players call this difference in card effects a skill issue.
Edit: I'm open to what the game has, but it has become very polarized over the past 3-5 years particularly.
Great Video.
That's what I've been saying, voiceless, snake, tempai literally play themselves meanwhile cyberdark has to manage resources to make a later game boss and it's not invincible. Modern decks are making their bosses turn one and have no restrictions and are left with +3 cards in their hand.... nice
The game is at the point your opening hand wants to be 4-5 handtraps and a hearts of the cards draw if your going 2nd if youve any hope of winning
Going first is a near win as your chances of being interrupted are both lower and fewer in number
Player 2 gets a maze
One card combos can exist if there is a hard lock for the combo. Like the one card to do the combo should immediately lock you in one way. Like Snake-Eye ash should’ve locked you into FIREs.
it really wouldn’t matter since at that point you mostly play fire anyway. at best diabellstar would be done…but many can leave her be if they get ash on the board and still end with an annoying end board.
@@Vanitas42 Sure, but you won’t have the Zealantis, S:P, I:P, or Apo issue.
@@timbitz079exactly
@@timbitz079 and? they are part of the combo issue. those combos tend to go into almost any one of those cards.
@@Vanitas42 and, I think 2 card combos are fine climbing into those cards. 1 card combos shouldn’t do that with 4 handtraps backing those boards.
Those are the cards that “do everything for me without any work”
You're absolutely right. I'd might be able to tolerate it if we had more hand traps that weren't monsters. Infinite Impermanence alone isn't enough and including three of Ash AND Effect Veiler on top of that? That's, like, half your monsters right there! That's not customization, that's a non-choice. Then you have to run flood gates just so you can play and then your opponent gets all whiney about it because he can't play (but if he couldn't account for floodgates in his deck, you could might argue his deck was poorly designed). It's very frustrating.
solving the one card combo is essentially asking konami to solve power creep, which is ultimately against their interests. They need to sell product, and to do so people have to need to buy more cards, and the best way to make that happen is to make the new cards more powerful than the last (perfect example - multchummy is a secret in the new pack - who would have thought?). My guess is they're gonna go in the other direction - more one card starters (like how basically ALL of the tenpai cards are 1 card starters) or even zero card starters (random extra deck monster that you can make with cards in deck that is full combo.
I think my biggest gripe with '1 card combos' is none other than link monsters, especially Mathmech Talker and Snake-Eyes. Mathmech Circular is definitely a 1 card combo (thank goodness it's banned in TCG, but MD still allows it) since it basically allows you to end your board with a link-5 and maybe a Heatsoul to get two extra draws, and you better hope they're not handtraps or extra extenders. I didn't even include the other cyberse extender spells that help you get more materials in your hand/GY so you can still easily end with a Accesscode talker on your next turn with just two materials on the board. Snake-Eyes is also atrocious because all the monsters themselves are basically 1 card combos. Yeah sure, Snake-Eye Ash is limited (in MD) but Bonfire's still at 3 lol. Gotta still milk the players' wallet after all. Now look, we do have a lot of 1 card combos these days for many decks and archetypes: examples being Branded, Exosister, and Heroes etc. But the two I focused on are the worst of the bunch and one way to fix/limit 1 card combos is to impose restrictions to the 'cost' monsters' effects.
I remember when each card had a purpose to remain on the field. Now, half the cards in a deck are just fodder.
I am okay with monsters being fodder or combo pieces to something greater but I know what you’re getting at.
This is exactly why I won’t even participate in my locals anymore I really want to play yugioh but at this point I find myself asking what’s the point I have to use the hand trap copy of everything else and not able to use my own personal decks
Same finding friends to play anyway you want is the solution but ya, FRIENDS, lol
I’m honestly sick of what one card combos have done to people’s attention span. It goes back to that video of yours that you made a couple weeks ago that a lot of people hated on, the “don’t give up too early one”. It’s teaching horrible habits to young, newer, and casual players. An example is in the 2010 OCG Trial event on MD right now, half of the duels I have played if I mirror force or dark hole someone they automatically quit! I played a 30 turn game where I was out advantaged the whole game and I came back! Obviously a majority of MD players didn’t play in 2010 but the one card combos taught them horrible habits to quit
try to look at the banlist in the event and search six samurai and mind master, right now.
im a yugi boomer as well but i have played since 2010, youre absolutely lucky that konami are merciful enough to give shitty loaner deck instead the hyper draw six samurai or mind master ftk
I see that alot to! I never quit. I've had board wipes in multiple games and somehow managed to pull off a win over the years, it definitely happens! It probablt just doesn't happen enough in today's games for people to even wanna try to waste the time is what it feels like to me which is understandable depending what deck your going up against but 2010 era yugioh no one was scooping cards up until that final turn atleast cause it would always be someone else's game very easily.
Agreed 100%. Tbh though, I have been on the end of surrendering, but I only ever do so because I have every card in my deck memorized and I would only surrender when I know nothing will save me. I'd rather just move on instead of suffer a drawn out defeat as people tend to summon six more monsters amidst an entire combo when have I no cards on the field and MD indicates I have no cards that can interact in my hand.
This also depends as well. If it's just normal every day ranked I'll probably wait it out and most people will realise and just finish it. But if it's something like qualifiers or something, I only have so much time to play and would rather try my hand in the next duel rather than sit there.
That's just what master duel promotes.
You could win in 2 seconds 2 hours the rewards the same towards the goal
i think so many only have a plan A for their decks that they never build a deck with a plan B or plan C if their main strategy is stopped.
back in the day i played Exodia but never relied on it so i had either BLS out or use insane burn damage (i called it my Exodia Burn Stall, since my burn and my other stall tactics at least aided in trying to get Exodia out but never focused on it unless i was able to get the cards to deep draw and end it.
Pretty much true. (OCGplayer here)
People complain about Maxx C in MD and OCG, which is a fair point, it is a floodgate.
But MaxxC has always been the band-aid fix for OCG. Maxx C dictates how the game works.
Many powerful TCG decks are weak in OCG, vice-versa because the decks has to consider MaxxC's existance or lack there of. Best example is that Floowandereeze gained popularity in OCG because it bypasses and makes many hand traps rot in hand. And Adamancipator has never got huge popularity in OCG because it has no space and consistency to counter MaxxC's activation, and if MaxxC resolves, it just can't stop at a good mid point without letting opponent draw +3.
TCG is fortunate to not have to play with MaxxC, but then when konami start to design cards around the source of the problem, the one card combo, now TCG becomes a tier 0 format with pure snake-eyes.
TCG resort to playing triple Skill Drain, another annoying floodgate, just to play around this problem.
I have always say the Maxx C problem is a misdirection.
The core of yu-gi-oh's problem has always been long winded combo that can be started with one cards.
We have been saying this long time in OCG:
Yu-Gi-Oh! Duel of the Hand-traps
Maxx "C" comes from a time in which a player would do 3-4 Special Summons per turn at most. The only handtraps that existed were DD Crow and Veiler and nobody wasted 9 slots to run them all at 3. So if you were lucky you would draw a handtrap (that would immediately shut down the opponent) and a few combo pieces.
Nowadays Maxx "C" can realistically net a player 15+ cards most of which will be handtraps and combo starters. So they will break your board on their turn and set up whatever they want since there's no restriction on any of the cards anymore.
Here are my thoughts on this whole discussion:
- One card combos are not the problem, the amount of said one card combo cards in the deck are the REAL problem, if you take snake-eyes for example and you break it down you get - 3x ash + 3x witch + 3 Wanted + 3 Bonfire + 2 Original + 1 Fieldspell (that can technically allow you to combo during your opponents turn)
That's 15 cards out of 40 that lead to a Full combo
My problem is the game design seems to lean so hard into this now that it feels like the game is "Play this or you don't get to play at all."
All those cards you mentioned are also extenders as well as one card starters. Every card being both a starter and extender is what makes that deck so consistent and broken.
One card combo is fine
One card combo+whole deck as extender however
The one thing I miss about YuGiOh! is that I miss playing the deck that *I* want to play.
Having to build a theme around staples like Ash, Imperm, etc. ruins the flow of the deck and takes the creativity out of deckbuilding. :/
It also makes locals a pain in the ass when all of the decks feel the exact same due to staples and 1 card combos...
The problem isn't just with the one-card starters, it is one-card starters that even if you negate on field they then usually have a graveyard effect that gets the job done anyway so you need more than one negate for the card (except effect veiler obviously.) Often with a distinct lack of hard once per turn clauses.
I am primarily a galaxy-eyes player and while I guess that technically has 1-card starters if I get Galaxy hundred or foolish to dump Photon Jumper, in reality to go full combo I really need a few other names in hand to extend with if I hope to build my full end board. I can have a hand full of in-archetype cards and still brick because half of them need specific on-field conditions to be special summoned.
*Rips up all copies of snake-eye ash on earth. So they can never be used against me.
In all seriousness though, we do need to reform yugioh to where you at least need 2-3 cards combos to get to a unbreakable board.
Swordsoul seemed like the height of what a deck could be. It's so absurd to have powercrept so far past Swordsoul.
Swordsoul is insane by itself, then somehow konami managed to make it weak in comparison with the new crap LOL
Make Yu-Gi-Oh great again konami.. these one card combos are ridiculous! How is it fun to not even have a turn? 2-3 card combos need to come back, but with how many cards within themselves are one card combos these days they would be hard pressed to even do anything about it tbh. We need offical multiple legacy formats the games been put for a quarter century the game has changed so much it's almost like playing a whole different game entirely.
They’re ruining the game. Even when you negate them, they have additional effects they activate in grave.
Aside from 1 card combos, I think multiple effects on cards are equally as problematic. A card doesn’t need 3 effects.
I’m glad to see the audience of this channel can actually be honest about one card combos and not pathetically avoid it and pretend it doesn’t exist and suggest we ban every other card from decks that try to compete with it. It’s just getting tiring. It makes the game un fun and unplayable for everyone who isn’t a hardcore competitive player, which is the majority of YuGiOh players.
I have a very competitive friend named Mike who, plays both ygo and magic. In ygo he plays as meta as possible , he literally cannot build a deck without putting ash blossom in it. It's beyond his comprehension that decks would not have ash and imperm... They are good cards fair enough but he is also always playing a top 2-3 deck...
I play cas..he can't see how that's a problem...
But he plays MTG with our mutual buddy bill..he plays casual Commander, but bill plays some hyper expensive magic meta deck every time..
He complains to me every time about bill playing the most broken unfun aim to kill decks and we are just tryna have a good time....and I'm like.....bruh...
But he just can't see it, so yea a lot of ygo players are blind to what the game has become because it's catering to their natural playstyle
One card combos were one of the things that drove me out, even though I played Earth Machine. I feel like there's no real downside to having a one card combo in decks anymore, back then you needed to risk playing bricks which could absolutely slaughter you if you drew them, but these days, nope! You get your combo absolutely free!
This reminds me of how one of my favorite decks, Fortune Lady, functions. It has a couple of searches, but they're all conditional, and ultimately Fortune Lady doesn't build some massive board. At the most, you're getting the Synchro boss monster, Every, out on the field, and a lot of times she's alone, because the deck isn't built to assemble a board. The searches are also conditional in that one lets you grab a card that mentions "Fortune Lady," but some of the cards in the archetype don't, so you're limited, and the other search special summons a Fortune Lady, but it's only if you already have one on the field (this is basically how you're getting Every out). Maybe if these searches are more conditional like that, and don't build to as much, they wouldn't be such a massive problem?
Love Fortune lady's, Lets also talk about everyone's field spell that does 2,3 freaking things now, search, protect, utility etc. meanwhile our field spell does 1 thing, then we still miss timing with Lighty, Miss timing should just be removed from the game
@@Shadowx157 Yeah that field spell is abysmal. Honestly, I don't even use Light. She's just too conditional when I can run three of both search spells instead. Fortune Lady definitely has engine issues, but I think on the subject of search card combos, it has something maybe worth thinking about.
Chad fortune lady enjoyer
@@Sha_Bingus I'd enjoy it more if Konami didn't abandon it. Imagine - a 5Ds anime deck not getting a Synchro and tuner until 2019, and then nothing else whatsoever, all while watching Stardust/Junk/Synchron/everything else get support after field-swarming support. I love Fortune Lady to death, but I've become so jaded with how it's been left to rot.
@@emissaryofcharybdis105 I have yanagi's hidden treasure deck because I think its awesome too, so I know how you feel about being left to rot lol. If its taken us this long to get proper millenium support for something as well known as exodia, sadly I can't see fortune fairy/lady getting anything soon (poor carly)
There's nothing cool or unique about getting the same endboard at the start of games if gone uninterrupted. You didnt earn it and the deck did the playing for you.
Also 2 cards combo deck have less free spots, usually around 6 to 12 cards max, whereas 1 card combo can go up to 20 and that's kinda crazy
The OG power plays of YGO used to be special summoning ONE extra monster Into play and maybe drawing one card. Now the norm is to do 10+ cards off of a single card that begins said power play. 😅
They haven’t listened then, they definitely won’t now 😂
6:47 it is exactly BECAUSE of Hand Traps that the one-card combo is so prevalent:
- First turn becomes too powerful, So Hand Traps are creates for going second to have a chance
- Second turn doesn’t draw into Hand Traps, so engines are made smaller and more streamlined, only requiring a few cards (thus making them even more powerful)
- Engines are so powerful that more Hand Traps are needed, but adding too many to main Deck causes bricking.
- Engines for going second are so streamlined, only one card is needed to go full combos, and any extra engine pieces can easily be used as extension or recursion.
- Thus, only one card is needed for engine in opening hand, the rest are hand traps.
We keep saying it because it's the truth: The game is too damn power-crept. At this point, a hard rule change, or purging of current decks by banning/errata with a change in future card creation is the only thing that can bring this game to a balanced level of play. Also, I think it's about time we had some kind of Mulligan implemented so opening hands are not such a hindrance on game outcomes.
Cali effects had talked about this the other day love hearing more about this with other content creators
U know the game is bad current day when your forced to run 15-18 hand traps
you have too much free time if youre posting this every video lmao
@@gabrielfeldinger6533 im very passionate about the game, cuk
If Konami hadn't gone in the direction of lesser/no resource cost for powerful effects, we never would've needed hand traps. Nothing more annoying than having to play around cards that you have no idea are actually in the opponents hand.
In the past you needed to make your deck work, now is "i need three of thir structure, buying all this staples, and this single card of 200 bucks or i cant play this deck".
So the same as the old days.
Every single format has had some absolute core staple you need that was 50-100+ and some are needed at multiples
@@Fencer_Nowa Yeah but now every single deck is over the price of any old deck dude, it's Even worse now.
@DaidoujiPV so same as the old days then. Yugioh has always been notorious for decks breeching the higher 100s into low 1000s.
IMO 1 card combos are fine if they give the player a heavy restriction(s), like locking into type, archetype and or attribute. So their deck can do the thing it's supposed to do, but you can't throw a bunch of extras on top of it. The problem is that's not how the cards are being made.
I agree, one card combos take the fun out of dueling. It makes the game more automated rather than strategic, and motivates me to surrender on Master Duel more because the game is flooded with the same 2-3 decks. So we know how it's gonna play out 93% of the time, I just wanna have fun instead of always being "competitive" and predictable
I think the big issue is twofold. The firat problem is that many of the key starters in modern decks have multiple effects. The other issue is that decks have extenders that play around most everything.
As long as new "Poplars" continue to come out, the 1 card combos are probably staying.
I'm sad for Yugioh fans. 😢
I'd be very unhappy if my favorite game was in this kind of state.
Yeah man, i miss the older times where boss monsters with powerful competitive card game effects wasn't too generic have a whole broad full of them plus only pull it off unless if in an archetype engine. Nowadays splash-able many archetypes together create multiple onmi-negates boss monsters in one turn. I've adapt to competitive Yu-Gi-Oh 2024 it still fun enjoyable interesting duel battles to me I still miss old school 2000s Yu-Gi-Oh or early 2010s & below early 2010s at times.
As a casual I also don't enjoy when combos have the same end. That one link monster that goes 5300, it's so boring
The problem here is that when combos start with more than 1 card, handtraps become way too economical, so unless we're going to overhaul the entire game at once, there's nothing that can be done about this - a deck that doesn't have multiple 1-card combo starters in every hand just loses to Ash Blossom. Plus, 1-card combos are an important tool in keeping low-tier decks playable - having a space-efficient 1-card combo that doesn't consume the normal summon helps bait out disruptions and improves board presence.
Unfortunately, we're now starting to see these compact engines become decks in themselves or in combination with other compact engines thanks to not having any restrictions or even being deliberately designed to work together, which drives the prices too high to be available to the casual players who gain fair benefit from them and causes top tier decks to be too efficient and too resilient and too accommodating of out of engine cards.
The solution I think is adding soft locks to these engines that prevent multiple being used in the same deck but still allow most decks to access one of them. Simultaneously, reduce their peak output so that they have value but won't overshadow the main archetype being played. For example, you might have a 1-card compact non-normal-summon engine that ends in a once per turn "discard 1 to negate a monster effect", that includes a clause saying "you can only summon Spellcasters the turn you use this engine". That'd then be providing very similar benefit to my weak spellcaster deck as a more generic engine would, while being much less valuable in stronger decks that might want to access a generic extra deck toolkit or might have multiple types of monster.
Funny I've been saying ban ash for the longest. Hand traps are the problem. Remove most handtraps nd monsters that have negation or unaffected by effects.
Make card and effect a hard once per turn unless specified otherwise.
Release Maxx c and from here you will be able to fully fix the game as we would have remove all the major impedements... Because now you can play without worrying about ash you don't need multiple 1 card starters, but Maxx c will punish u if you push with no plan, and without any negates you will be punished for spamming, solemns exist so ur not bare naked on turn 1 but you will not be rewarded with negates and bodies just because you went first.
Battle fader and gorz exist so otks can be keep in check. Red reboot should be placed at 3 until a remake is made.
To me it's so easy to fix the game.. from here you just have to curate the individual broken cards remaining and the game will be fixed.
The earliest example of the 1-card combo, that I can think of, was zoo. Any way to Ratpier was full combo bs. 3-axis engines got there via Invoker, or their own card in Barrage.
I think that archetype set a baseline and template for how a lot of modern yugioh has played out.
Ty for saying it!! I have been saying this for year . Zoo ruined combo, because it made Konami fantasize that every deck could play like that and then the game went full blown turbo and then the free random negates came in the form of handtraps...and it was over since that point every card has to be broken af with 3 effects because people are so use to responding with handtraps they will be reluctant to let that game style go
YES! HARD AGREE! MAKE YUGIOH HONEST AGAIN! The standard should be 2 card combos, some 3 card heavy hitters, 4 card boards, etc. 1 card combos should be extremely limited and easy to break. PREACH MAN PREACH!
Your side tangent about the term combo is so real. When I started playing magic, I was so confused as to why "combos" were multiple cards that "went infinite". What we call combo, magic players call "storm", which makes more sense if you think about it.
One card combos have been a thing since at least 2008-2009. Deep Sea diva is a 1-card level 5 synchro, Armageddon Knight is a 1-card level 6 synchro, Summoner monk is a level 7-9 synchro, Blossom is a 1-card Tytannial, Venus is a 1-card rank 2, Tour guide is a 1-card rank 3, Rescue rabbit was a 1-card rank 4. But those kind of combos are now 3 boss monsters who can OTK you.
Everything you said (except the "one card combo" micro-rant 😅) was spot-on.
This has been on my mind for awhile now. The recent 2010 event made me realize just how much we took the old formats for granted. At least it felt like you had a real chance to win vs dealing with tier 0 meta board breaking abomination decks almost every match. I miss the old Yu-Gi-Oh
Having to play through that same thing over and over makes a deck boring to play really fast. And it is annoying for both the user of the deck and the opponent. There is no more RNG, save draws and no more hard work to build a powerful board. Not to mention skill. You just memorize a pattern and go with it every duel because the newer decks all have a pre determined set of combos with no skill expression. These are really big problems at once for only one game.
it seems like they want to force people to stop playing decks from before 2021 or there about. They might want anywhere from five to eight decks that each have a one card combo and remove any chance of any other deck being playable at all. Forcing a meta between decks that are made to play against each other in a way where skill has to be the deciding factor, yet the problem of someone going first and someone going second would still remain unless one deck was designed for going second. if created correctly it could open up a very fun way of playing where game after game between two decks could be a back and forth down to the last extra deck monster contest of resource management. If created really well the final two duelist at the world championship would each be playing a different deck and the video of each game would be talked about for weeks and debated over due to so many different lines of play being able to decide the game one way or the other. This would also cause a demand for additional formats to be added due to every deck in the game currently to no longer be playable in the meta with the exception of snake-eyes if they get support that causes them to be more entertaining to play/play against. Somewhere on youtube there a video of the most beautiful chess game ever played (the evergreen game), but no such video exsists for a yugioh duel. Konomi might be trying to change that by making several hyper consistent decks that can play into one another at a very high skill level. if they can make money off of the top 8 duels they will, this I think is there aim. To milk every cent from as many duels as they can to more than cover the cost of events.
Konami: "No."
Konami is pure evil! Almost on Hitler's level! Just Kidding!
The Fiendsmith cards pretty much became the new "full Orcust combo" that was in every deck due to any 2 different monsters making a Knightare. Only now you just need to get to a Light Fiend for a more powerful combo.
As someone who just started playing heroes(not sure if any of their cards count as one card combos but Stratos and Fusion Destiny both feel like it) I like one card combos. I think the problem arises when those one card combos snowball into a bunch of generic nonsense instead of locking you.
Edit: can we not all see how stupid it is that ROTA is at 1 but Bonfire and other ROTA cards are at 3? Lol that is so annoying.
I would like to quote Chipp vs Potemkin (Guilty Gear) matchup summary here.
One Card Combo (Chipp) vs Boardbreaker (Potemkin) is like solving an equation, except 1-CC requires you to solve hundred addition and subtraction math problem, meanwhile Boardbreaker has to solve a long division once.
Maybe there could be a design where these 1-card starters and extenders have an innate restriction to them like "cannot be moved from GY/banish for two turns/until the end of your next turn" or something to limit their cycling through the zones, or they are sent face-down in those zones until then or something
One card combos feel like the devolution after the reception to the design space around tear,r-ace and lab having the idea of setting up some form of plays in response to you.
the thing is if they don't, than the power creep can't function and they can't continue to sell
Basically. The only way to NOT do them is to ban the ones already there (or at least massacre the decks to the point that they literally cannot play). Otherwise, who's going to want your shiny new thing when they could just play the one-card combos they already have and your two-card ones are twice as susceptible?
@@WavemasterAshi if you're unable to think about what a company needs to do to continue profits and continue sales to keep the game active, than you're question isn't worth entertaining
And that's what the Banlist is for. "Alright we made our profit off the mega packs time to give the deck the axe next Banlist."
@@Straven93 and why ban them if their impact isn't sufficient in a competitive setting
@@Cardlimits you wouldn't have to power creep a top tier deck if the deck becomes unplayable because of consistency hits. You can afford to keep decks around the same power level, without it needing to be at everything that came before it
1 card “combo” lmao
I agree one card combos are an issue in the game when it comes to future game design. But I think the main concern with one card combos is how much advantage do you get. Snake-Eyes is the extreme example of this problem since one card gets like 8 cards, 9 superior starters that start or extend plays, boards with good follow as well as being backed up by hand traps making board breakers a difficult approach and the follow up leads to a otk on the following turn even if you break the board.
When I think of one card combos in decks like Marincess or Evil Twins. There end boards and resource advantage feels reasonable for what they are getting. It felt like one card combos in decks 4 to 6 years ago had a certain ceiling level.
My yugioh complaint of the day was similar; but in my case I was complaining about boss monsters that do everything. I saw few monsters today that were 3100+ atk, unaffected by card effects, omni-negate twice, AND steal your girl
I just started playing Yugioh about 2 weeks ago. I play on master duel and I run a dark magician deck. I’m still somewhat new so I don’t fully understand a lot cards my opponent plays, however I’ve been able to make it to gold tier 3. As soon as I started to become fluent with my deck I realized that there are certain decks I come across where there is just nothing my deck can do to compete. The higher I get in ranked, the more I get bent over the table and I’m currently trying to grind gems to be able to craft a different deck that will compete. I find myself just surrendering when I come across something that I know will kill me to save time. What I’ve noticed is there is a huge balancing issue. It’s too easy for some decks to get boss monsters out that make whatever hand I have completely useless. I have magician souls that can put a dark magician on my field and that’s already some cheese, but I need supplementing cards in my hand or field for that to really even do anything and other decks are able to put boss monsters on the field with one turn that have effects attached to them. I think there should be a minimum amount of turns before certain monsters are able to be summoned or maybe even their effects are nullified before 2 turns on field. Just an idea from a newbie 🤘
I think one of the most frustrating things in modern yugioh is if you're playing some kind of grindier deck that beats down your opponent's resources like sky striker or something, and then your opponent top decks a card that lets them rebuild their entire board from scratch. Losing to the opponent drawing a good card is fine, that's always been a part of the game, but it's much worse when it's one card that does EVERYTHING for them. You played through their interruption, you broke through their board, now you better have your own interruption or they'll do it all again next turn. It's a really frustrating concept considering how many decks play more fairly and don't get to do something like that, or at least require a large amount of setup to get there
I mean, it's pretty hard to not bring power creep into this discussion. The main issue I see is that single turns are too explosive, which leads to a lot of shorter games or non-games
yugioh used to be low power enough where it could not see the issue ofnot having a resource system or limiting mechanics.
yugioh at this point is **coinflip** "gg i lost"
I don't think one card combos are the problem atm. It's the fact that extenders nowadays are still the combo. Snake-eye was a mistake only because the combo can basically be done by every starter and extender. There is no true choke point for most handrtaps if they have the extender and that's where my main issue is. Everything does the same thing so it's hyper consistent
I think the cat is already out of the bag. Konami would need to do another big reset, like they did post-SPYRAL, where they gut every deck into unplayability so that new decks can have a chance to compete. Otherwise, if they just stop printing one-card-combos for new decks, decks that already have these powerful starters, like Tear, Kashtira, and Snake-Eyes, will be the best decks forever.
To defend the term one-card combo a little here as a non-yugioh player. Combos are always combinations of multiple cards, however, the combos aren't named after the total cards used in the combo, but rather the amount of cards you need to get in hand to do the combo.
The Commander format in Magic has a lot of one card combos because you have essentially an extra card in your hand that's guaranteed every game in your commander, technically it's in the command zone but it's played as if it's in your hand. The point being, if you have any singular card that combos with your commander, it's a one card combo because you only have to worry about drawing one card to do it.
This might make more sense if you compare it to some two card combos. In magic, there's a notoriously banned two card combo in our most broken formats, which uses a card called Flash alongside a card called Protean Hulk. Flash plays the Hulk for two mana (at instant speed) and then kills it if you can't pay for it. It's designed to let you go down a card and pay two extra mana to play a creature on your opponent's turn, however, Hulk has a really good death trigger that searches your deck and summons a bunch of creatures to field when it dies, essentially allowing you to abuse the downside of the card in unintended ways. Usually the death effect gets creatures to go infinite with themselves and win you the game on the spot.
Technically this combo uses 5, 6, 7 cards sometimes but it's still a two card combo because the other cards just sit in the deck and are played from the deck so you don't actually have to worry about drawing them. The viability of a combo is determined by what's required in your hand to do the combo, not the total number of cards involved in it.
I love how a cost went from discard something to make an effect happen to banish/destroy your opponents cards to summon 5 boss monsters that degate everything and foat every main phase and battle phase
I’d say Skull Servants have really become my pet deck. And it’s crazy. On paper it can put up a 15k level 1 beater that can be Normal Summoned (and I do win a decent number of duels by doing things like that). But… I went up against Vaalmonica just this morning. And… that didn’t go well.
Now it's not only "one card combos", it's come to "one card combos" that play around certain handtraps. For instance, I love to play "Scrap" (I know, cool guy over here! 😎) And even though I have 6 ways of searching "Scrap Raptor", who can start my whole combo by itself, If you so much as cough during it's effect, it fizzles and I'm boned with practically no real extenders and an engine that takes up 4/5 of the deck...It's the combination of "one card combos" that can play through anything and leaves room for 15+ handtraps in the deck that are becoming a problem.
I think one card combos are really cool. It's been cool to learn different choke points as well as have options to be alright with a disruption or two. My theory is eventually they will release 1 card interruptions and equalizers that will replace singular negates or interruptions.
I could see them requiring highers costs or potentially locks for yourself in return but eventually hand traps will be replaced and decks will have to find a balance between hand traps, deck starters, extenders and equalizers.
Eventually once every deck has their one card combos along with a powerful extender, then the next 3 cards you'd hope for would be one interruption, an equalizer and then any of the other types of card for the 5th. Probably a high defense card, I could also see them releasing powerful push back cards to level hand traps.
ive only found your channel last night, and i watched a video where you talked about how the advice you give everyone is to "just find your own fun with yugioh" which is brilliant. but i guess even you have limits
Snake eyes is the epitome of too much gas. A deck should have only one of these advantages to: Great recursion, great end-board, or great extension. The best option is hitting the extension as Konami already produces enough extension cards like the Tactics, Pots and Maxx C
My issue is when they start playing on your turn. Thats what took it for me. 😭😭
Konami totally lost their minds since Tearlaments. 2 tier 0 formats + Kash since.
1 one card combo or a card like circular would be fine for bad (anime) decks to get them at comp level atleast, but for already crazy good decks its absolute insanity. Tear had 1 card combo alongside being able to fusion summon as monster effect, while also getting resources back into the deck.
It's funny you mention Drytron, because the new support turns your Nova/field spell into one-card combos
Konami: no it makes us lots of money
Honestly I’ve felt this for a while, one card combos were made due to so many hand traps being in the game but it’s what has lead to the speed we have now. Heck I at least like how Shining Sarcophagus does because it normally leads to three 1500 or less but still have 4 other cards to play with
Hey APS, love your commentary, I mostly agree with anything you say. One card combos generally suck, either a) this card goes off and gets crazy or b) its negated and you literally cant do anything else.
Either way its really bad game design.
Would love to hear your commentary on other card games mechanics and how they could be implemented into Yugioh and how that would help the game.
For example, I played Cardfight Vanguard regularly in the past and they had perfect guards and triggers for the different deck types (clans, as they are called in vanguard, which are now nations). Not sure if something like that would help Yugioh, but any mechanics that come to mind that could make yugioh more fair/fun/balanced.