Yeah I love it so much that I run it. My favorite use of it is, when Zombie World is up, using one of my own zombie's effects during my turn to activate Doomking's banish to pop any monster for the opponent.
I love zombies. I understand why most of the zombie archetypes revolve around the GY (obviously) but I'd like to see an archetype of zombies that have some kind of infection gimmick. Like you give control of it to your opponent and it has some negative effect for them because they control it but it benefits you and your cards somehow.
It'd need gnomaterial type restrictions to ever not be to your own detriment but it sounds like a cool idea. Ojama Trio and Parasite Paracide sound like the sort of thing you're describing. Afaik the closest zombies have to that are cards that turn things into zombies and which summon out of the opponent's GY (to which side of the field varies).
I like this idea like. The controller of this card is switched at the end of turn (with a soft once per card so you can have three of it but you won't have to worry about the card returning to you) and the negative effects activate maybe with zombie world on the field perhaps some new zombie traps and spells (continuous ) have the clause that while its activate there name becomes zombie world.
If you are going full zombie movie like you seem to be then you should combine it with an ability that revives monsters you destroy on your side of the field as zombies. As for the give control part maybe it would be best to drop them into your opponents spell and trap zone. Like reverse crystal beasts. That or atleast have the archetype say it can't be used as material for anything but its own monsters. Don't want them linking off all your zombies. Or maybe you could make it so that they all had IP effects where "the monster summoned using this card as material is destroyed" so they can't really take advantage of it.
You should also give it low stats and make it so that the new owner can't tribute it away or use it for extra deck plays. Make it a more annoying Iblee. So, they basically have to crash it into you and take damage. But in return to balance it; have it destroy itself if the original owner ever has a non-zombie on their field to actively lock them into zombies or keeping zombie world on the field.
Only the ones though that benefit from them but don't requite them. Malifics and Earthbounds might be a little less garbage if they didn't blow up when their field spells left the field.
It probably won't be on here, but my favorite field spell by far, at least in master duel, is secret village of the spellcasters. Watching Runic instantly scoop is too great.
@@lionofthebluevale7170 Ah yes, the problem with Runicks are floodgates, and definitely not because all f*cking cards in the entire deck is a shield for said floodgates at all time and the entire deck's game plan revolves entirely around stalling and decking out opponents while you sit back and relax with your floodgates at all.
Glad to see my Orcusts' Fieldspell here. Hopefully in part 2, we will see the Seal of Orichalcos as it literally takes your opponents soul. That's basicly a match winner in competitive, as most people can't play the game anymore with their soul taken away.
@@VendreadMike95 thank you for saying something. I totally get it's a joke, but There is an actual difference between OP and competitive. Orical seal sounds crazy good. Doesn't help if you never win (and according to the shows track record nearly everyone that plays it gets owned, including Pharaoh)
I'm just going to say I really love the music for the Monarchs section. I love how melancholic and yet classy it sounds, really fitting for the Monarchs. Monarchs will always remain one of the coolest old archetypes in the game, even Master Duel knew to give them their own campaign and kickass music.
Necrovalley should be first. It was the first field spell you needed on the field for a ton of strategies that saw competitive play. Plus it stuck around forever
I feel like no category of card best illustrates power creep in recent years quite like Field Spells. They’ve been in the TCG since the very first set in 2002, but the oldest card on this list is Zombie World from 2008 and everything else is from about 2016 at most. It really started with the Arc V era (which happens to be the anime that initially had an emphasis on field spell variety before focusing on one for most of the run) that they really started to be prevalent with almost every new archetype getting one in addition to a ton of good generic ones. This is continuing and I am very curious as to what kinds of cards we’ll see in the sets to come.
There is also a fun interaction with zombie world and rivalry of warlords. Doesn’t matter if your opponent is playing a deck of all the same types of monsters, rivalry will still lock them out of summoning since they are locked into only zombies.
Weather Forecast should be one, being able to use your spells and traps as materials for Rainbow is crazy. and it gives a second normal summon. AND sets a spell or trap face up on activation
Been playing Trickstar lately in Master Duel, it's a lot of fun and Light Stage really is pretty insane, especially since search effect isn't once per turn, so if you have two in your your (since it's limited to 2) you can play both copies the same turn for 2 searches, which is amazing.
I love tricktars as an archetype, their playstyle of 200 damage seems silly but with the combos and some of it's poweful cards, it's so fun. I'm glad light stage gets the appreciation it deserves and one of the other archetype filed spells is not half bad either.
I doubt they'll be on the list but two of my favourite field spells are Secret Village of the Spellcasters and Harpie's Hunting Ground. Sure, the latter isn't exactly great since it's a mandatory effect but if you can figure out when to bring it out and how far you can extend before it becomes detrimental it's awesome.
1:09 bro zombie LS with Levi is the combo I never knew I needed. I mean I use plaguespreader but it never accord to me to use mezuko and zombie world to get more extenders. Thank you so much I have been trying to make LS a good rogue deck in duel masters and this may just do it.
Idea for a video: Top 10 Archetypes with the longest relevancy in comp yugioh. I feel like that would be cool to see! I have always been interested to know which decks/archetypes have had the longest lasting impact on the game's history
Kind of topical but I'm surprised how little Field spells are generic. I mean, if your archetype doesn't have an dedicated field spell chances are you run no field spell, with the exception of a few ones like chicken game which work for certain play styles or Zombieword which works for some specific Types. Considering how much stuff has gone generic in Yu-Gi-Oh! (Mainly links) I'm surprised there isn't already generic Field spells for certain play styles. Or even something that generically gives protection, like a protection from destruction once per turn. Probably for the best it stays that way though.
There is a reason for that. Field Spells, like Equip cards, used to be some of the worst cards in an archetype. That’s why Terraforming, Metaverse, and Ancient Fairy Dragon could exist. Now, they are some of the best cards in a deck; leading to the banning of the latter and the limiting of the former 2.
The really weird part is that when Field Spells were first made, the intention was obviously that they would be sort of generic, in that they're meant to benefit anyone who runs a certain kind of deck (a lot of a particular Type or Attribute of monster, for instance, or that does a lot of Fusion Summoning), and their gimmick was that they were potentially a double-edged sword because they benefited both players if your opponent also ran the right kind of deck. But nowadays, Field Spells are just Continuous Spells that don't take up a Spell/Trap Zone and are much easier to search.
Strange seeing Zombie World at the start of the vid when it probably is, and has been the most powerful generic field spell to see consistent play without getting banned
There's so many Field Spells. I had no idea Trickstars had three field spells until I played duel links. -Golden Castle of Stromberg -The Seal of Orichalcos -Chicken Game -Secret Field of the Spellcasters -Dragonic Diagram -Necrovalley -Mystic Mine -Lair of Darkness -Pseudo Space
Number 1 in my heart will always be Rainbow Ruins. 5 effects, all of them useful, only kept in check by being completely unsearchabe for a decade and a half.
I really hope ailand is on this list. I mean, it's a card that allows ignis to go crazy. Not to mention, it can come back and allows the special summon of multiple monsters if allowed. And it's important to note that ignis doesn't have a lot of normal summon only effects. So that means that you typically get one of their effects off. Also means that you can go very far with ignis cards before even using a normal summon. Not yo mention depending on you chain of cards, it can be very accessible. Weather through your link 1 or pikari. Is it the most free field spell, no. But it's definitely one of the more powerful
Wonder if kozmotown will get a mention? It was a super strong field card back in the day, being able to add your stuff back or pop it to add from your deck to hand another kozmo card. Floo’s map is strong af too
i bet the others are gonna be in order floowandeereze and the magnificent map , dragonic diagram , secret village of the spellcasters , necrovalley , runick fountain and mystic mine
In Edison, I discovered the beautiful synergy between Zombie World and Machina/Gadgets. With ZW, Machina are able to avoid Chimeratech fusions, and deny Tribute threats. Machina predominantly care more about the type of cards in the hand which ZW doesn't affect. ZW also makes Gearframe and Gadgets zombies for Zombie Master.
Gotta be honest, I'm pretty new to Yu-Gi-Oh, so I have no idea if it deserves a spot on the list, but I've been loving Magical Meltdown recently in my Invoked/Shaddoll deck I got from a friend.
I like the reveal of 3 of the items in this 5 item list in the thumbnail. Most people who know the game could have guess these, but it still feels weird to show most of this list before the vid even starts.
It's funny these cards started out as simple buffs for specific kinds of monsters across general types or sub-types and turned into something far different - these sorts of effects would have probably been given to continuous spells if put in earlier in the game.
An extra thing about Zombie World: the Eldlixirs can summon any Zombie as well as long as Eldlich is on your field So not only do you have Mezuki, you also have Scarlet Sanguine and White Destiny to rez any monster in your GY, on top of more niche Zombie support such as Book of Life, or more popular stuff such as Zombie Master or Jack-o-Bolan And don't even get me started on all the newer support you young ones have - such as the new Red-Eyes Zombie Dragon synchro with the GY rez effect, or that upcoming card that's basically Metamorphosis but only for Light & Dark monsters
As a pure trickstar main till this day, the rise of orcust and that being the reason why lightstage was restricted made me, to this day, have a hatred for orcust and for the lack of arquetypal constraints in a lot of ygo decks.
I can't wait to see Array of Revealing Light in Part 2. That card is so good, it can singlehandedly typelock Blue-Eyes and Tri-Brigade. What more could u want?
The problem was always Orcust Knightmare making it too easy to pivot to full Orcust combo. Iblee locking with it is at most a nusicance, and giving opponents potential access to a Linguriboh or Mermaid of their own defeats the purpose, similar to how Bystials are their own worst enemy or how the OCG had to limit Crossout Designator because it could otherwise be used on itself.
@@MarioLopez-xs3vc no current top deck gains anything by unbanning mermaid, no degenerate combo will suddenly become viable by bringing it back (both azathoth and VFD are banned), Harp is banned in TCG. Do you really think mermaid will make a big difference in tear 0 format? All decks playing anti-gy cards such as abyss dueler and Dimension shifter
Necrovalley chads represent. Watching slaves to the meta crumble into dust because they can't pull off their 6 minute long graveyard solitaire combo is a unique form of orgasm.
It won't make the list, but when playing Duel Links, I have seen a lot of success with Empowerment. I don't use any Empowered Warrior or Aether Monsters, but the first effect of boosting the Attack and Defense of all my Dragon, Spellcaster, and Warrior Monsters by 300 points each, and not my opponent's Monsters as well, has saved me countless times. Also, shout out to A Legendary Ocean, for single-handedly making Water decks worthwhile.
Would you explain some combos, for some decks? I want to enter again, but the combos make it a little difficult to see what is going on or where to stop them
Top 10 Game-Warping Cards That Made The Game Better. Top 10 "Break Slammers", cards that prevent or punish over-extension itself. Chain Energy, Summon Breaker/Limit, similar such. Top 10 cards that are Worth Waiting for. (I. E., Slow Cards Only, with Longer Worthwhile Waits at least earning some points toward higher rankings) Top 10 Cards that require your Opponent to do something to matter. Top 10 Cards That Earn Their Oppressive Restrictions. Top 10 "Rubber Band" Cards, cards that get better the more you're losing/worse the more you're winning. Top 10 Backup Wincons (can try and fall back onto it if your main wincon becomes Indisputeably Impossible, such as a card that your primary strategy cannot function without getting "Armageddon Designator"ed).
I’ll be surprised if Dragonic Diagram doesn’t show up. Diagram + baby is one of the most versatile 2 card combos in the game and could even set up an FTK
That was a rule change I think happened in the GX era, maybe 5D's era. Back during the original era of the game, you could indeed only have one Field Spell on the field at a time. If a player played a Field Spell when one was already active, the first one was automatically destroyed.
Everyone knows number 1 will be wasteland. That 200 atk boost to get your Uraby over Skull Red Bird is so good.
It's also the only way to let your Mammoth Graveyard trade evenly with the other guy's Killer Needle boosted by Forest.
Wtf is you talking about the Yami field spell is the best add with witty phantom is the most unstoppable combo
@@plett1994 That's not how you spell Rising Air Current
Omg you are soooo quirky and funny….
Is this a yugioh prog series 1 reference I smell?
Glad to hear duel logs adding cheeky intros for each spot, I like it when he spices things up
based sift heads enjoyer
"Me waiting for Mystic Mine"
After watching his top 10 for the last year, only Mystic Mine could be number 1.
You're actually being stalled by DuelLogs
He said "best" not "most painful"
Me wanting for chicken game
@@sounghungi number 1 is obviously sogen
I absolutely love Doomking Balerdroch. I might be my favorite Main Deck monster. Love it's artwork and it's effects are pretty fun.
Yeah I love it so much that I run it. My favorite use of it is, when Zombie World is up, using one of my own zombie's effects during my turn to activate Doomking's banish to pop any monster for the opponent.
Yeah. He like the king of edgelords.
I love zombies. I understand why most of the zombie archetypes revolve around the GY (obviously) but I'd like to see an archetype of zombies that have some kind of infection gimmick. Like you give control of it to your opponent and it has some negative effect for them because they control it but it benefits you and your cards somehow.
It would be two close to vampire witch it’s main gimmick is to take control of your opponents monsters and it counts as zombie type
It'd need gnomaterial type restrictions to ever not be to your own detriment but it sounds like a cool idea. Ojama Trio and Parasite Paracide sound like the sort of thing you're describing. Afaik the closest zombies have to that are cards that turn things into zombies and which summon out of the opponent's GY (to which side of the field varies).
I like this idea like. The controller of this card is switched at the end of turn (with a soft once per card so you can have three of it but you won't have to worry about the card returning to you) and the negative effects activate maybe with zombie world on the field perhaps some new zombie traps and spells (continuous ) have the clause that while its activate there name becomes zombie world.
If you are going full zombie movie like you seem to be then you should combine it with an ability that revives monsters you destroy on your side of the field as zombies. As for the give control part maybe it would be best to drop them into your opponents spell and trap zone. Like reverse crystal beasts. That or atleast have the archetype say it can't be used as material for anything but its own monsters. Don't want them linking off all your zombies. Or maybe you could make it so that they all had IP effects where "the monster summoned using this card as material is destroyed" so they can't really take advantage of it.
You should also give it low stats and make it so that the new owner can't tribute it away or use it for extra deck plays. Make it a more annoying Iblee. So, they basically have to crash it into you and take damage.
But in return to balance it; have it destroy itself if the original owner ever has a non-zombie on their field to actively lock them into zombies or keeping zombie world on the field.
Big fan of he double-length countdowns. I love the extra detail and always need more to listen to. Your extra work is very much appreciated.
decks that revolve around field spells gotta be some of my favourites
Elementsabers gravekeepers toons malefics
Suships too, for consistent material drae
Lair Of Darkness is fun when it works, tributing anything and everything!
Only the ones though that benefit from them but don't requite them. Malifics and Earthbounds might be a little less garbage if they didn't blow up when their field spells left the field.
@@animeking1357 don't forget about dream mirror. The artworks are lit, but their games are shit
It probably won't be on here, but my favorite field spell by far, at least in master duel, is secret village of the spellcasters. Watching Runic instantly scoop is too great.
I hope to never encounter you as I play HERO and I need to fuse
As someone who plays luna and snow in my runick deck, good luck with that.
I love when floodgate users claim to hate floodgates
@@lionofthebluevale7170 As if the problem with Runick were the floodgates.
I think you meant "watching everyone instantly scoop"
@@lionofthebluevale7170 Ah yes, the problem with Runicks are floodgates, and definitely not because all f*cking cards in the entire deck is a shield for said floodgates at all time and the entire deck's game plan revolves entirely around stalling and decking out opponents while you sit back and relax with your floodgates at all.
Glad to see my Orcusts' Fieldspell here.
Hopefully in part 2, we will see the Seal of Orichalcos as it literally takes your opponents soul. That's basicly a match winner in competitive, as most people can't play the game anymore with their soul taken away.
You gotta win first with seal of orichalchomalos. 8v
"Good luck..."
@@VendreadMike95 thank you for saying something.
I totally get it's a joke, but
There is an actual difference between OP and competitive.
Orical seal sounds crazy good.
Doesn't help if you never win
(and according to the shows track record nearly everyone that plays it gets owned, including Pharaoh)
@@Spoopball I can't tell if your comment is a joke or if you are simply dumb-
I'm just going to say I really love the music for the Monarchs section. I love how melancholic and yet classy it sounds, really fitting for the Monarchs. Monarchs will always remain one of the coolest old archetypes in the game, even Master Duel knew to give them their own campaign and kickass music.
0:12
Ah yes, my favorite field spell
Unexplored winds
My favorite is verdant sanctuary
Lmao
Damn, Fateful Adventure field spell was booming with adventure engine back then!
Remember fields draw crowds, but the friends we make along the way help us stand above the crowd. 💪💗
the real field spell was the friends we made along the way
I really like these 2 parters, they really allow you to get super in depth with these lists and cover topics you couldn't before
Necrovalley should be first. It was the first field spell you needed on the field for a ton of strategies that saw competitive play. Plus it stuck around forever
Ahhh Gravekeepers.... so simple, so strong, so fucking badass...
I love Gravekeeper's so much. Absolutely my favorite archetype and I'm glad they're getting at least 1 new spell
Which errata?
I love my GK deck.
Necrovalley is a powerful card by itself too, as a potent floodgate that hurts lots of gravyard-reliant decks
I really like the two part videos that go into more depth! I'd love a nice mix of them and the normal one part top tens.
I feel like no category of card best illustrates power creep in recent years quite like Field Spells. They’ve been in the TCG since the very first set in 2002, but the oldest card on this list is Zombie World from 2008 and everything else is from about 2016 at most. It really started with the Arc V era (which happens to be the anime that initially had an emphasis on field spell variety before focusing on one for most of the run) that they really started to be prevalent with almost every new archetype getting one in addition to a ton of good generic ones. This is continuing and I am very curious as to what kinds of cards we’ll see in the sets to come.
Yeah, Field Spells came a long road to literally provide “home field advantage” for many archetype/series.
There is also a fun interaction with zombie world and rivalry of warlords. Doesn’t matter if your opponent is playing a deck of all the same types of monsters, rivalry will still lock them out of summoning since they are locked into only zombies.
Weather Forecast should be one, being able to use your spells and traps as materials for Rainbow is crazy. and it gives a second normal summon. AND sets a spell or trap face up on activation
Been playing Trickstar lately in Master Duel, it's a lot of fun and Light Stage really is pretty insane, especially since search effect isn't once per turn, so if you have two in your your (since it's limited to 2) you can play both copies the same turn for 2 searches, which is amazing.
I love these fun little intros you give for each card
Awesome video, your content feels always very fresh and is very entertaining.
Zombie world is my all time favorite. Love running it in Edison format!
I love tricktars as an archetype, their playstyle of 200 damage seems silly but with the combos and some of it's poweful cards, it's so fun. I'm glad light stage gets the appreciation it deserves and one of the other archetype filed spells is not half bad either.
I doubt they'll be on the list but two of my favourite field spells are Secret Village of the Spellcasters and Harpie's Hunting Ground. Sure, the latter isn't exactly great since it's a mandatory effect but if you can figure out when to bring it out and how far you can extend before it becomes detrimental it's awesome.
I like this new part 1 & 2 blue balling format.
Great video! Loved the editing!
Field spells are so insane this needed TWO videos lol
1:09 bro zombie LS with Levi is the combo I never knew I needed. I mean I use plaguespreader but it never accord to me to use mezuko and zombie world to get more extenders. Thank you so much I have been trying to make LS a good rogue deck in duel masters and this may just do it.
Neat analysis video! Thanks for uploading!
Floo player : I fear no man, but that thing *Zombie world, its scares me
Idea for a video: Top 10 Archetypes with the longest relevancy in comp yugioh. I feel like that would be cool to see! I have always been interested to know which decks/archetypes have had the longest lasting impact on the game's history
I was hoping to see the monarch field spell and wasn't disappointed
Kind of topical but I'm surprised how little Field spells are generic. I mean, if your archetype doesn't have an dedicated field spell chances are you run no field spell, with the exception of a few ones like chicken game which work for certain play styles or Zombieword which works for some specific Types.
Considering how much stuff has gone generic in Yu-Gi-Oh! (Mainly links) I'm surprised there isn't already generic Field spells for certain play styles. Or even something that generically gives protection, like a protection from destruction once per turn.
Probably for the best it stays that way though.
There is a reason for that. Field Spells, like Equip cards, used to be some of the worst cards in an archetype. That’s why Terraforming, Metaverse, and Ancient Fairy Dragon could exist. Now, they are some of the best cards in a deck; leading to the banning of the latter and the limiting of the former 2.
The really weird part is that when Field Spells were first made, the intention was obviously that they would be sort of generic, in that they're meant to benefit anyone who runs a certain kind of deck (a lot of a particular Type or Attribute of monster, for instance, or that does a lot of Fusion Summoning), and their gimmick was that they were potentially a double-edged sword because they benefited both players if your opponent also ran the right kind of deck.
But nowadays, Field Spells are just Continuous Spells that don't take up a Spell/Trap Zone and are much easier to search.
@@UrLeingod And cant be imperm'd
Maybe an exception to this is Dragon Ravine. Ostensibly a Dragunity card but just really good for dragon decks in general.
@@MansMan42069 i mean necrovalley can be considered a generic card as well
I hope Umi makes it to this list. Not just Umi but all it’s variations. Within their respective decks they’re a key-piece.
Strange seeing Zombie World at the start of the vid when it probably is, and has been the most powerful generic field spell to see consistent play without getting banned
Yea, this list is bad.
There's so many Field Spells. I had no idea Trickstars had three field spells until I played duel links.
-Golden Castle of Stromberg
-The Seal of Orichalcos
-Chicken Game
-Secret Field of the Spellcasters
-Dragonic Diagram
-Necrovalley
-Mystic Mine
-Lair of Darkness
-Pseudo Space
Top ten normal ritual monsters
Necrovalley gotta be on here
0:13 why is unexplored winds on here it's a continuous spell
Can't wait for Magical Meltdown #1
Just added them to my last warrior deck lol
Ah yes, the totally better fusion gate
Verdant Sanctuary number one!
Orcust in master duel actually has 2 harp horrors and recently, 2 galateas. So the deck as a whole is way harder to fully stop with the extra galatea.
Number 1 in my heart will always be Rainbow Ruins. 5 effects, all of them useful, only kept in check by being completely unsearchabe for a decade and a half.
Personally I love Dragon Ravine
Come on, we all know that "Numeron Network" is the best field spell in the game :DDD
I really hope ailand is on this list. I mean, it's a card that allows ignis to go crazy. Not to mention, it can come back and allows the special summon of multiple monsters if allowed. And it's important to note that ignis doesn't have a lot of normal summon only effects. So that means that you typically get one of their effects off. Also means that you can go very far with ignis cards before even using a normal summon. Not yo mention depending on you chain of cards, it can be very accessible. Weather through your link 1 or pikari. Is it the most free field spell, no. But it's definitely one of the more powerful
Wonder if kozmotown will get a mention? It was a super strong field card back in the day, being able to add your stuff back or pop it to add from your deck to hand another kozmo card.
Floo’s map is strong af too
I wonder if toon world will make it. It’s a really good card
*Kingdom
@@christopherb501 it is treated as toon world in the comment section lol good catch
I am sorry if you did a video on this but I would like to see the mechanics or failure of Koa'ki Meiru
Video idea:
Top 10 worst trap cards that would have been better if they were spell cards.
i bet the others are gonna be in order floowandeereze and the magnificent map , dragonic diagram , secret village of the spellcasters , necrovalley , runick fountain and mystic mine
I hope Orichalcos is no.1 cuz i love it when i can steal people's soul if they lose
Git gud
I remember an Orcust meme I saw a while ago.
Player 1: is it my turn yet?
Orcust Player: our turn.
In Edison, I discovered the beautiful synergy between Zombie World and Machina/Gadgets. With ZW, Machina are able to avoid Chimeratech fusions, and deny Tribute threats. Machina predominantly care more about the type of cards in the hand which ZW doesn't affect. ZW also makes Gearframe and Gadgets zombies for Zombie Master.
Gotta be honest, I'm pretty new to Yu-Gi-Oh, so I have no idea if it deserves a spot on the list, but I've been loving Magical Meltdown recently in my Invoked/Shaddoll deck I got from a friend.
I like the reveal of 3 of the items in this 5 item list in the thumbnail. Most people who know the game could have guess these, but it still feels weird to show most of this list before the vid even starts.
It's funny these cards started out as simple buffs for specific kinds of monsters across general types or sub-types and turned into something far different - these sorts of effects would have probably been given to continuous spells if put in earlier in the game.
Toon kingdom should be on the list
Before watching your video, it has to be Mystic Mine……I guess I’ll have to wait for part 2😂😂😂
I see you're saving the Seal of Orichalcos until the end. Very clever, since I don't know of any other spell that's strong enough to steal souls.
An extra thing about Zombie World: the Eldlixirs can summon any Zombie as well as long as Eldlich is on your field
So not only do you have Mezuki, you also have Scarlet Sanguine and White Destiny to rez any monster in your GY, on top of more niche Zombie support such as Book of Life, or more popular stuff such as Zombie Master or Jack-o-Bolan
And don't even get me started on all the newer support you young ones have - such as the new Red-Eyes Zombie Dragon synchro with the GY rez effect, or that upcoming card that's basically Metamorphosis but only for Light & Dark monsters
I like your name
I don't ask for much. I would be happy if Dark Sanctuary even got an honorable mention.
I know it won't chart, but A Legendary Ocean's 1-star debuff was my favorite thing to build decks around by FAR.
I’ll eat my hat if mystic mine doesn’t get at least an honourable mention on part 2 of this list
Trickstar Light Stage ❤
As a pure trickstar main till this day, the rise of orcust and that being the reason why lightstage was restricted made me, to this day, have a hatred for orcust and for the lack of arquetypal constraints in a lot of ygo decks.
I love Zombie World plus Vampire sucker to tribute the opponent's monsters
I can't wait to see Array of Revealing Light in Part 2. That card is so good, it can singlehandedly typelock Blue-Eyes and Tri-Brigade. What more could u want?
Monarchs are my favorite. Loveeeee Domain so much 🔥
Been rewatching the anime and it got me thinking. Would you ever do a top ten best/worst anime cards that have no CG version?
He doesn’t cover any anime related content.
@@thatman666 Be better off asking Dzeeff.
Knightmare Mermaid could easily come back with a simple errata to its material requirements
The problem was always Orcust Knightmare making it too easy to pivot to full Orcust combo. Iblee locking with it is at most a nusicance, and giving opponents potential access to a Linguriboh or Mermaid of their own defeats the purpose, similar to how Bystials are their own worst enemy or how the OCG had to limit Crossout Designator because it could otherwise be used on itself.
@@MarioLopez-xs3vc no current top deck gains anything by unbanning mermaid, no degenerate combo will suddenly become viable by bringing it back (both azathoth and VFD are banned), Harp is banned in TCG. Do you really think mermaid will make a big difference in tear 0 format? All decks playing anti-gy cards such as abyss dueler and Dimension shifter
I'm 100% sure the Number 1 will be Verdant Sanctuary, and Terraforming add a massive consistency despite being Limited.
Necrovalley chads represent. Watching slaves to the meta crumble into dust because they can't pull off their 6 minute long graveyard solitaire combo is a unique form of orgasm.
Can't imagine the nightmare that a "Mystic Necrovalley" would represent...
Calling people slaves of the meta is something with a low win rate would say.
@@Ragnarok540 Better to get few wins with a deck of my own creation than tons of wins with someone else's copied deck.
@@SG-bp4lg Finally, someone that understands me
The title was supposed to be the top 10 cards that got ancient fairy dragon banned
5:55 If Monarchs got modern suppport, Would they be able to become meta again? especially if they get support that lets them unbrick?
okay hold on, i need to see some extra deck monarchs decks
"Tilted Try" will be the first field spell in this list, its power to let you chancge the drawed card once per turn is too OP.
It won't make the list, but when playing Duel Links, I have seen a lot of success with Empowerment. I don't use any Empowered Warrior or Aether Monsters, but the first effect of boosting the Attack and Defense of all my Dragon, Spellcaster, and Warrior Monsters by 300 points each, and not my opponent's Monsters as well, has saved me countless times.
Also, shout out to A Legendary Ocean, for single-handedly making Water decks worthwhile.
Garuntee you that Mystic Mine will undoubtedly be #1 no contest
How about the Fur Hire field spell?
Hopefully that at least got some chuckles
Would you explain some combos, for some decks? I want to enter again, but the combos make it a little difficult to see what is going on or where to stop them
Mystic mime and chicken game gotta be on this list. Probably in the next one.
Top 10 Game-Warping Cards That Made The Game Better.
Top 10 "Break Slammers", cards that prevent or punish over-extension itself. Chain Energy, Summon Breaker/Limit, similar such.
Top 10 cards that are Worth Waiting for. (I. E., Slow Cards Only, with Longer Worthwhile Waits at least earning some points toward higher rankings)
Top 10 Cards that require your Opponent to do something to matter.
Top 10 Cards That Earn Their Oppressive Restrictions.
Top 10 "Rubber Band" Cards, cards that get better the more you're losing/worse the more you're winning.
Top 10 Backup Wincons (can try and fall back onto it if your main wincon becomes Indisputeably Impossible, such as a card that your primary strategy cannot function without getting "Armageddon Designator"ed).
My favorite field spell is "scrap factory" even if it has no place on this list...
I’ll be surprised if Dragonic Diagram doesn’t show up. Diagram + baby is one of the most versatile 2 card combos in the game and could even set up an FTK
When I came back to yugioh I was surprised to find out both players can have a field spell out instead of just one.
That was a rule change I think happened in the GX era, maybe 5D's era. Back during the original era of the game, you could indeed only have one Field Spell on the field at a time. If a player played a Field Spell when one was already active, the first one was automatically destroyed.
Hey Duellogs can you do a list of yugioh monsters that can become either equip cards like ZW(Zexal Wepon) or continuous cards like pumprincess.
Ah yes, the zombie world combo with ghost ogre to turn a zombie monster into a zombie monster.
A whole DuelLogs video without him saying "But in Duel Links..." once. Buy yourself a booster pack duelist because it's a rare event
Didn't think zombie world was that good until I realized I need cyberse monsters to link summon
"Battle Ocean is the best field spell"
Leaves refusing to elaborate
Honestly, even though it's new I think Runick Fountain deserves to be up there lol
0:12 Ah yes, the field spell...Unexplored Winds...
If these are the first spots and they're absolute powerhouses like Lightstage that means there are gonna be some broken field spells in part 2!
Fun fact, Trickstar has as many Limitations on it as Alabaster will after nerfs, on Master Duel
I would have expected:
1 - Perlerino
2 - SPYRAL Resort
3 - Floo Map
4 - Mystic Mine
5 - Dragonic Diagram
Maybe I’m forgetting something though.
Future already known, #1 mystic mine. Bane of most players of yugioh tcg
Mountain better be number 1 ! It’s the first field spell we all got !
Number 1 has got to be Savage Coliseum. For the OP Savage Coliseum and Krebons combat denial combo.
Chorus of sanctuary is the best field spell that allows your sonic maid survive in defense potition against your opponent celtic guardian
“Pantheism.”
Card text: “PAN-thee-is-um.”
Duel Logs: “Pan-THEES-ee-um.”