@@rattlehead999 that is hilarious!! How did you guys find out? I've been playing yugioh for years, most people play for fun be yet there is always that 1 guy trying to be slick lol
Tangentially related, but the reveal in the Yugioh Sevens anime that the villain of season 2 runs a 60 card deck to avoid decking out from constantly self-milling to power up his monsters was pretty cool.
On a similar tangent, I'm currently playing a 70-card deck in Magic, where the minimum size is 60. I'm playing heavy self-mill with a lot of reanimation effects, so I finish most games with around 40 cards in my graveyard.
I remember when I played the 5Ds videogame and got stuck fighting a guy with a mill deck. Because npcs were all forced to run 40 cards, I legit just stacked my deck to 60 to barely win.
@@S1lvermoon that was the most interesting deck burn out ever. turning the card aginst the player COOL too bad its not a thing that could be done in real duels
Certain decks like dragon link ftk (when linkross, union carrier, and elpy were legal) could also afford to play 60 cards because dragons have so many damn extenders that no matter what hand they had, they are very likely to ftk through 1-2 hand traps
In my locals we usually don't call them taketomborgs and garnets, but soft garnets and hard garnets. Currently playing adamancipator with 40 cards, but I came from a drytron invoked list that played 45 cards
Remember when the tail end of Brilliant Fusion use and start of Link Spider use overlapped in early VRAINS and the Trope Namer himself became a soft Garnet? Good times.
not too long ago in master duel i had a long, drawn-out duel with my 40 card pendulum magicians deck vs a guy that was running a 59 card deck combining rokkets, dangers, and thunder dragons. that duel made me realize a lot of what you're saying in this video; they seemed to always have options even when they had very few cards left in hand / on field after all my negate and destroy effects. i did eventually win but it could have easily gone the other way if they went first or were able to get colossus onto the field
More cards = less likely to draw each individual card = less likely to draw garnets. So if any of the 30 or so starters are full combo you lose nothing from going 60. Isolde decks in the past operated on similar thinking since you only needed 2 warriors but also had like 5 equips in deck that ideally needed to stay there.
Issue with that is as ppl move from 40-60, they’re usually adding a lot more garnets. It depends on each list but it would not be crazy to say some lists are even more bricky at 60 than they would be at 40 with different engines cut.
as somebody that has always sat there like HOW CAN YOU RUN ANY MORE THAN 45 CARDS THIS IS MADNESS I can say ...what a point. When you have so many card search and draw effects the requirement for certain cards and combos become so much easier to access regardless of deck size. ....Maybe I should at least go up to 60
Man, I think the 60 card decks are really cool with the engine blending and unique combo setups but I HATE shuffling them. As a Pokemon TCG player, our decks are 60 cards, no more, no less, and my hands are just not big enough to shuffle a deck with that many cards without dropping them all over the place.
When everything is a starter or a handtrap at 3 you lose nothing playing 60 cards It reminds me of piles from back in the day of magician force and IoC, so many power cards that you could play 49 card decks without much thought Sadly this gives us a very stagnant metagame as most decks share a lot of cards yet end in almost the same plays when interrupted or basically cycle through the same 15 cards dedicating only 20 to the "core" of the archetype they choose as a coat of paint
It kinda just goes back to Yugioh allowing any cards to exist in any deck. Archtypes were made as a way to allow powerful effects but only if you were playing that strategy, but now with the level of access you have to your deck it really feels like you can just play good stuff. Other games balance this a bit more with some kind of other deckbuilding restriction like with clans in vanguard or resources like magic's mana and it's colors. Idk what you'd really do in Konami's shoes at this point about this because it'd take a lot of bans to really do anything to this sort of problem if they went that route.
@Caliban I think that's part of the appeal tbh. I've never liked the clunkiness and slower mechanics like mana esp when it came to games like magic. They're trying to remedy this by having lands do more things cause the players recognize that land floods with lands that do jack shit are atrocious and feels bad. That could be argued in the case of YGO as well with the concept of garnets, but generally you only have a few garnets vs magic where you essentially have to draw a mixed bag of lands and spells or it's just a mess. You basically can't play an all gas deck, due to the necessity of lands etc. Then you have the landless mana games like hearthstone and shadowverse which try to improve on the concept by removing land but you still can't really play all gas cause then you have no early tempo cause of the forced pacing of mana, which can be circumvented by either mana cheating or playing mana accelerators. Games like this generally either trend towards feeling kind of slow and clunky or they end up power creeping the pace too much and then mana just feels very arbitrary due to the bad balance. A game i did learn to appreciate that did the limited/restricted archetypes and limited play style well was actually Gwent. It had good pacing, good sense of strategy, the generics were necessary but not staples that were shoved in every deck, though a few you could argue were like that. Unfortunately when they moved from beta to release, they made a lot of substantial changes without consulting the community so the current iteration is just a very different game that was simplified and added new restrictions which were wholly unneceesary and just made deckbuilding more clunky with not much benefit. Yugioh is a funny game atm just from what i've learned in the few months of playing master duel. There's a lot of deckbuilding freedom for various decks if you're willing to get really aggressive or creative with how you want an archetype to function. if you just want to play good stuff as well, there's a few decks that have incredibly small cores that'll allow you to do as such (like dogmatika) that you can then combine and make your own crazy mishmash, and I think this is just a lot better than the heavy handed forced archetypes in other games.
I kind of agree and kind of disagree. It's a complicated situation. On one hand, this is giving credence to only expensive decks winning and kind of solidifying toxic stereotypes of both casual and meta players. But on the other, there's so many unique decks out there. Rokket Dragon Link and Floowandereeze both made top cut with none of these engines
I've recently been building a lot of 43-card decks. I find that that is the most efficient way to run a deck core with 1 or 2 engines, without risking bricking on garnets and similar cards.
What he forgets to mention is that if your artchtype has a crazy amount of search or draw power i.e. gravekeepeers then this can allow you more room for Tec options in the deck and even then that might not mean that it is right to play that deck at 40 plus
What he means is decks with insane interactions dont need to be consistent since 1 card can build up to consistency through interactions. A deck that is less interactive however needs to be consistent so they opt to go 40 to narrow down the cards possible that they have to start with without bricking with no plays 1st turn
This video fills me with pride. I ran a yang zing metalfoe deck back in the day and upped my deck count to 60 because all i had to see was 3 yang zing cards and 1 metalfoe monster to combo. Playing 60 cards reduced the potential to draw my garnets (metalfoe combo/ counter/ fusion) and my literal taketomborg while letting me fine tune the ratios of yang zings and metalfoes in my deck more precisly. With that deck I managed to get my first day 2 at the first ycs i ever went to (losing only to joshua schmidt and another paleo player on day one and to myself being to tiered to see that my red eyed dice has 100 attack and not 0 on day 2 haha). It feels really good to known that a theory i came up with to make my deck better back in the day is used by many people today. Please don't understand me wrong here, i am not claiming i invented this (because i didn't really tell many people about what i was doing) and i have no idea if somebody else did the same thing earlier then me, but i am really proud of myself for thinking of this on my own back in the day. :)
I was thinking exactly of expanding the size of my yang zing metalfoe deck after watching this video! I do agree that this archetype benefits from a bigger size, seems you definitely had the right idea back then haha
@@ChrisSaur That's really too bad that they are out of meta because I thought they were rather engaging to play. Thank you for the heads-up though, because I am out of season and thinking about playing MD :)
The only thing I have against 60 cards deck is the mental warfare of "there's no way they drew the perfect 5 cards in a 60 cards deck " But beside that, adventure engine may be a little too strong atm
@@reservationatdorsias3215 power creep is a thing that you have to eventually accept while playing this game, it's how konami sells the new sets and all, and it's fine as long as it is creeping in this case tho, the brave engine took a power sprint into the game, that's why i say "a little", I imagine that if that engine was printed in a year or so it wouldn't have been so drastic, still very good tho
@@YumeBoi I dont agree. We shouldnt accept this power creep, most certainly not at this speed of light. Think back to sets in earlier 2021 and then how busted BODE and the sets after that were. I dont think the community should accept this at all. And blatantly pricing everyone out of the competitive format is just the icing on top.
I might argue that it's the speed of the game has increased too much without counterplay (hand traps) really matching the pace. And because fetching half your stuff directly from the deck is possible off of generic ED monsters, you don't gotta bother with anything other than having a means to get bodies on board for Needlefiber or Anaconda or Dagda or whatever you're aiming at.
The problem is hand traps are either backbreaking op or they don't do enough. Like think about it ash hits one thing and usually they can pivot to something else but nabiru on the other hand leaves the opponent with a token and the nabiru player gets a turn to pop off. What we need isn't handtraps it's actually floodgates
The real problems is stuff like dark ruler no more and nibiru having no costs, and also all the cards that are still on the banlist for no reason that haven't been unbanned yet.
The problem is that Konami crates the poison and sells the cure. The game became too fast so handtraps became a common thing, now handtraps are played in every deck so Konami goes and makes decks that can play through them or generic cards that negate them, so the powercreep never really ends.
@@dagothcharles2044 the problem with handtraps is they are generic its why Maxx c is cancer. Floodgates are unfortunately needed as not every deck can play them(well most of them) why I support mystic mine even if I don't play it.
@@cuttlefish6839 What about decks that don't have the deck space for floodgates? That's an issue you forgot to mention and probably wanted to avoid since you are more than likely in favor of floodgates.
Meanwhile, I’m just trying to play 60 card Adventurer-less Sunavalon for the lols Because frick Adventurer. That engine killed what little good was left of this format.
And that on the back of swordsoul aka baroness turbo >_> MBT did put it into beautiful words "The meta is different flacors of your opponents does not get to play the game."
As a raidraptor player I'll keep my 40 cards deck and not one more! I'm currently building that deck and even if it's not meta at all I like the combos of the archetype, I'm actually playing it on Master duel and as I reached platinum 1 fairly easily I just want to try it out in a real tournament (bye bye my max C) (btw greetings from belgium, I love your yu gi oh content)
Respect to you, I'm a rokket red eyes player. Combo deck, not broken and well balanced. Competetative for what? Just have fun, people out here selling their souls to negate the opponents ability to play and win.
another benefit of 60 card decks is that you're less likely to draw 2 of the same hand trap, of which many are a hard OPT allowing both to be usable on the same turn.
Currently contemplating going up to a 50 card with Tri-Ojamas in Master Duel because the 6 Ojamas I run to grab with Ojamagic REALLY suck to hard draw into. Granted I can discard them fairly easily with things like Bearbrum, Kerass, Ojama Pink, and Ojama Pajama, but I would prefer not drawing them at all if I can help it
Is there any advice on cards/running an Ojama deck you could extend to me? I'm really liking the Ojamas, but i'm not certain where to go with the deck beyond the most basic "get Ojama emperor on the field with Ojamaland, invert opponent's atk and batter them until dead" I started incorporating Ronin Racoon, which has worked out pretty well, and I've had some fun with using Dark Hole to destroy everying but Ojama Emperor, but beyond that I'd LOVE to hear what someone else who uses the Ojamas does with them!
@@davidbliss5220Think of ojamas as an engine, by themselves, they kinda suck; however, ojamas could get a lot of cards in their hand and field. Decks that ljke getting cards in their hand that they can discard and getting level 2 beast monsters for link plays would benefit from ojamas. Right now, Tri-Brigade with the ojama engine works because they use beast monsters for their plays.
@@Sarquadious Exactly this, Ojamas are a way to extend Tri-Brigade plays and get fodder on the field, plus they have incidental banish synergy with things like Ojama Pajama to resummon Ojamas after you use them for link fodder in the graveyard, and have cards like Ojama Pink that are good discard fodder for Kerass and Bearbrumm. Straight up, Ojama Emperor and Ojama Country are not worth running in the deck because Ojamas aren't your win condition, they are there to help you extend your plays.
This is my issue with modern deck building, it’s all the same, everyone’s playing the same deck, with the same hand traps, and counters to hand traps, and the same engines. And then I see people complaining that “nibiru is too easy to use, and so is dark ruler no more” these cards were made to counter these homogeneous decks that lock you out of playing, and it’s annoying.
I still run wild card deck boosting blue eyes w/ xyz dragons. Just because its fun.... or a pyro zombie deck. Even if i play a meta deck and lose its fun to run what i want.
this is what I've been thinking for awhile now too. With so many searchers and starters for each modern archetype, doing a 40 minimum doesn't really matter
Wait, 'That Grass Looks Greener' could have had some serious implications for that one guy who ran a 2,222 card deck. Can you imagine the graveyard strats you could pull?
I don’t play yugioh but it’s cool to see old tgc wised of “play the smallest deck you can” challenge a bit. Although it’s true smaller deck so mean you can draw the more powerful cards faster, the big deck pros honestly show a evolution in strategy imho. From basic ideas of “small deck good” to more complex reason. TLDR love the video and seeing players try different tactic in deck building
He glossed over one of the biggest factors that change when you increase from 40 cards to 60, which is the way the ratio is impacted when you draw cards. If you have, say, 10 each of starters, extenders, hand traps, and garnets, if you open with 5 hand traps you've cut the number of hand traps in your deck in half. You've gone from a 25% chance to draw one to a 14% chance (5/35). If you increase that to 15 of each then you'd have ten left, so you'd still have an 18% chance (10/55). That's only a couple percent of difference so it may sound small, but over the course of a game it really adds up, so your draws end up being less representative of your deck's ratios. You're a bit more likely to get a lot of one thing or another. Nowadays when you have a bunch of one card starters and you can pull everything out of your deck in one combo, especially with extenders from the extra deck, you don't need that much balance. But back in the past you really wanted to open with at least one each of a starter an extender and an actual trap, usually with some sort of spell to add value or consistency. The general advice on deck ratios was that you should try to be running about 20 monsters, 10 spells, and 10 traps, but most decks would be almost completely bricked if they opened with 4 S/T. The 40 card deck was important to help avoid those kinds of bricks.
Ever since I started understanding the game and it's intricacies at a competitive level I've played exclusively 50 card decks. Gives some variety and doesn't hit consistentcy as bad.
Gem-Knights doesn't even run Garnet these days. The goal is to kill via effect damage with Lady Lapis Lazuli and/or having Master Diamond copy Lapis Lazuli's effect.
As a magic player this is insane. People played 80 (20 extra, 33% more than required) cards for yorion, a card that specifically demanded that, but even combo decks with dead draws would never consider increasing deck size. Consistency is king. Maybe it's a difference in the amount of searching available?
We (Magic players) have two major constraints that YGO players don't: mana and a lack of easy sideboard access. Mana really restricts the ratios of different kinds of cards that you can put into your deck in a way that YGO doesn't really have. Even a simple two card combo like Painter/Grindstone is actually is actually a four or five card combo if you consider that you need between two and three additional cards to pay mana costs. Add cards means adding lands to support them and this exacerbates the problems; YGO players don't have that provlem. A YGO player can scale their deck up by 20 actual cards but to scale Death & Taxes up to 80 cards for example nearly half of the extra cards need to be lands (~7-10 depending on which lists you are comparing). Plus if you are playing more than one color eventually you have to dip into worse lands. You alread see this at 60 cards, for example Izzet Delver playing one or two copies of Steam Vents. Having to add more is a non-zero cost. Also from a practical standpoint there's decks of shared knowledge about building 60 card manabases but basically nothing on say 70 cards adding a lot of effort to building non-60 card decks. The second thing is that there's no equivalent to special summoning. In Magic terms it might be like if you could play Legacy elves but instead of needing to draw Natural Order you could just sacrifice 3 elves to cast it from your sideboard. Also imagine we take away the first restriction so all your one mana elves are free. Then you could just jam a ton of elves into the deck because it reduces your chance of drawing your Progenitius (or whatever) and a hand with three Llanowar Elves is functionally the same as a hand with three Willow Elves even though Llanowar Elf is objectively the more powerful card. It's not a perfect analogy but I think that it essentially gets the point across. Also, as a bit of a historical note there's always been some level of argument about whether going above 60 cards would be beneficial in certain decks. Especially with some older decks like Flash, Cephalid Breakfast, or pre-Thassa's Oracle Doomsday. They all have a significant number of cards that aren't only dead but in the case of Flash and Cephalid Breakfast can actively brick the combo if you draw them. There may have even been some validity but I never actually saw serious mathematical analysis from either side. Personally, I suspect that there's cases where tweaking deck size (maybe adding a land and a one drop) could help optimize mana curves but again I haven't done or seen the math. I hope that helps explain it a bit (also my YGO knowledge is pretty limited so anyone who seriously plays both MtG AND YGO please feel free to correct anything).
@@crondog I'm relatively new to MtG (have mostly played on Arena), but it sounds about right. Summons without paying mana costs (the equivalent to Special Summons in YGO in my opinion) are very rare indeed. But the searching is a key factor too. YGO has been adding many fetching and recycling tools, while such effects are also scarce and/or split in MtG (Black has more fetching, Green/Black recycle more permanents, Red/Blue "recycle" more instant and sorcery) - and not even as reliable as in YGO since they also dispute mana with other spells.
Has a Magic the Gathering player having less cards possible is always better cause that means your deck has an objective and you try and cycle it to get what you need
In magic there’s no limit to regular deck size, just a minimum of 60 and a limit to your extra deck (15 cards, usually tech options, that you can add or substitute as needed). The trend there is that you only really go above 60 to A. soft counter mill or B. Make certain combos more reliable. Or C. For Battle of Wits which is functionally illegal due to a technicality.* There are certain strategies in which you don’t want a card in your hand until right before you play it, so the general game plan would be to run as many high tier fetch cards and various stall and resource generation. If everything that’s taking you over 60 is essentially a free fetch card you’re only padding yourself from drawing the card you don’t want. For example, if Yu-Gi-Oh had a spell that just said “draw a card” it would be in every deck. At first glance it looks like a waste of a card cuz you have to spend one card to gain one card but really it’s just perfect cycle. If there were 30 slight variations of that card available in the format you’re playing and there was no downside (only upside) to running all of them you would. Interesting reason as to why Battle of Wits is illegal. Battle of wits simply states “if you have over 200 cards in your deck, you win the game”. However, there are so many rules about shuffling. You have to do it unassisted in a timely manner. You also have to fully shuffle every time you search your deck. For battle of wits to function, you have to do a lot of search effects. Either you’d have to spend too much time of the match shuffling and get called for stalling or you’d be inadequately shuffling and get called for stacking. You could probably run it at FNM (local tournaments) just fine but not in circuit.
So to summarise, 40 cards is consistent but 60 cards gives you a higher variance for good/bad outcomes. From my experience playing many card games you get to a point where everyone's on the same level so people start playing higher variance decks to hopefully get an advantage although overall the decks are less consistent.
i do remember when i played yugioh heavily which was 2014-2016... Seeing nekroz, shadoll pile deck made and be somewhat successful and being a 60 card deck....
To make your favorite deck (unless its already meta) remotely competitive, you now need to throw in rogue hand traps and staples that otherwise wouldn't have space in your deck. But to even have a chance you need to make space without throwing off the balance of your core deck. That's my reasoning at least.
I recommended to a friend of mine that he could revive his old extra deck monarch deck (since rank 5 xyz even has additional synergy) with artifacts. and it worked in working on it it actually ended up as a pretty strong 60 cards deck though it doesnt even have xyz monsters anymore. The only meta engine that isn't in there is Adventure token since monarchs kind of rely on the normal summon
Grass is greener and graveyard summon decks are good too. Like red dragon / blue eyes / 5 headed dragon. Some cards summon some of these good cards from the grave if someone has a 40 or 45 card deck you gotta drop 15+ cards in the grave significantly increasing chance of grave spawn
This isn't what the topic was, but this video has finally allowed me to articulate why Dogmatika is one of my favourite grind decks. It doesn't matter if you're playing a 40 or 60 card main deck, everyone is capped at a 15 extra deck cards and if you can hang on after the first few turns somehow suddenly you have completely destroyed the opponent's ED and aaaall those engine cards do nothing but chump block. The fact that the archetype actually has grind tools and late game sweepers helps, but let's be real you've never read them before for a reason. tl;dr main deck top deck wars are fun when your opponent only plays engine cards
@@philithegamer8265 By using cards like Dogmatika Maximus to send the opponent's Extra Deck cards to the GY, you can reduce an opponent's Extra Deck to nothing BEFORE they get a chance to actually use all of it, meaning if they have Main Deck cards dedicated to going into these Extra Deck cards they are all turned into bricks. To give a practical example (given the brain rot is setting in and I don't know how well I'm explaining it), there was a duel I had with a Zoo Eldlitch player a few formats back that I won become they couldn't draw a live card. Turn one they made a 4 mat Zeus, taking a chunk out of their ED, then turn two I summoned Maximus and started ripping. By turn four my opponent didn't have a single Zoo Xyzs left to summon, and while I still had to grind with the Eldlitch portion every time they drew a Zoo for turn I pulled one turn ahead, until they eventually banished all their Eldlixers as well and had to concede to Theo Beatdown.
60 card unpredictable magnets. Has magnet, adamancipator and Fossil fusion engines as well as a bunch of unpredictable cards that catch various players offguard
Honestly, if you're only at like 41 or 42 cards then your odds don't get _that_ much worse. Obviously you should seek to minimize your main deck, but sometimes you really just don't want to cut anything and end up with 41 or 42 cards. To give some hypothetical math, let's assume you're playing some kind of invoked strategy in master duel. For this thought experiment we'll assume you're looking to open 1 of your 6 invoked starters (3 aleister, 2 meltdown, 1 terraforming) and are going first. With a 40 card deck you have a 58% chance of opening at least one of your starters in your initial draw while a 45 card deck drops that rate to 53%.
@@jamesruth100 oh the whole 41-43 number is more or less decks that aren't super combo heavy or they are combo but in a controlled aspect. Decks like Yosenju, Manju go brrr, Flundereeze, Altergeist, Guru Control, etc. It really does ultimately depend on the deck you use and what tech options you want to use. Zefra for me has soooooo many different skill trees to take that having 50+ cards in the deck is pretty common. You got your main zefra engine with DPE/Scythe lock combo with engines that vary(I really love the tellerknight and Madolche engines its really hard to pick) along with the 3x pot of prosperity, etc. Tbh Zefra is the only deck I run 3x Crossout with 2 of every HT that can fit in it because the combos can get you the HT you want(Oracle+Croc/stardust charge) and having crossout to negate an Ash or Droll that might stop your combos is extremely good/helpful.
@@panda-dn2cc it's with the synchro version with the ocg deck I have. Can't play it properly in tcg and MD I don't have enough gems for that package ATM
Adamancipator + Rock Gem Knights + Aroma Jar (x3) = A Wonderful 60 Card Deck that contributes to getting powerful Synchro or Fusions out ASAP. (Absorb Fusion is the preferred method to get Gem Knight Fusions out).
And yet Glow-Up-Bulb, Mecha Phantom Beast O-Lion, Jet Synchron, AND Blackwing - Steam the Cloak are the cards that are banned. ಠ_ಠ (And Destrudo the Lost Dragon's Frisson was just recently unbanned)
@@YuseiTheSynchroHero Jet, O-lion, and Steam are still really nutty cards to play. You're deluding yourself if you think Halq getting whopped will free these cards from the list.
Yeah, simply cause its just such a good card in every deck runing a tuner. I play it in Black wing for really shity hands to go into simurgh and barrier statue (master duel)
Here are my 2 cents as a Magic the Gathering player since 60 card decks are more common in my formats. I think The Playset limit is also a big factor in how Yugioh 60 card decks are a lot less consistent because MTG’s play set is 4 copies of 1 card. considering pot of greed as an example draw 8 is much more significant than draw 6 because why wouldn’t you run the full playset if it rips through about 25% of the 36 cards remaining. So I would say that the playset limit to 3 copies definitely makes a world of difference at least in this game
60 card decks are more common in Magic because that's the minimum deck size for Constructed formats. If vintage dredge decks could be 40 cards, I have every reason to believe players would run them. Anything for more consistency for Bazaar of Baghdad.
@@mdhutch2002 true I hate to see a 40 card dredge deck but it gets vastly underpowered because you don’t have enough resources in a 40 card decklist. Losing a 3rd of the resource power by milling yourself isn’t really conducive to the deck
Well Yugioh like MTG has a bunch of "effective reprints" so a lot of decks only need "Monster that special summons itself from hand", "Monster that summons tuner from deck" and "Monster that revives itself from grave or makes a token" and there are a ton of monsters that fall into those categories. So when Halq, Isolde etc are full combo then suddenly you are running 20 copies of your play starter very easily. MtG has a lot more cards that need to be hard drawn so its more understandable why they want to be on the minimum amount at all times. Yugioh's extra deck is the only reason why we consider 60 without grass.
Ye that and also the fact that in magic people must play lands that are either broken or bricks, there is a mulligan system and draw engine are way more common because of the mana limit
I know (as you said) you focused on the TCG, but when you brought up siding in Fragrance, my first thought was well you don't have to worry about not getting your sidedeck options in Master Duel lol might be why larger decks are at least as popular there. I run 52 cards in my Arcana Knights deck... thought it was just funny lol, but honestly; I started out with 40 when Master Duels first released and it slowly grew. As much as I REALLY wanted to see Joker's Straight or Imperial Bower in hand first turn, the times I opened Double or Nothing plus Jack's Knight was unreal 🙄 Jack's Knight wasn't the end of the world, with all the decks discard effects and the ability to recycle, but DoN was such a heartbreaker... though one duel I did set it as a bluff and my opponent spun it back into the deck 😂 and I OTKed them the following turn with it. The deck is riddled with "Taketomborgs" but it's preformed much more consistently and has had a fantastic grind game since I started running 52 cards... up until recently with Banquet of Dynamite everywhere 😒 my odds of drawing the one-of Red Reboot is pretty slim, as well as I really need a full Extra Deck to complete with most strategies.
As a filthy master duel player I enjoy both 40 and 60 without grass. It's pretty cool having several combos in deck that can almost jump to anything else in deck. However I'm cheap so I'm not running 3 of every hand trap so... 1 ash typically ruins me lol. 40 cards are definitely better if you dont have several gamma, call by, crossout, and ash of your own to continue your combo or dent the max c
I remember infernoid decks running 60 with three copies of that grass looks greener. They would Mill over 20 cards sometimes on round two, and that would let their banishing plays go off.
See, I like the concept of there being a deck out there with 60 cards that does really well because on the surface that means you could probably play whatever you want and do well in a tournament. Then I realize that that is not what that means at all.
I played against someone who played 60 card deck with my 44 Dragon Link deck at locals and me going undefeated. And my theory I realized of that specific match up while mid game was that I had the upper hand compared to my opponent. While my opponent's deck was designed to see their starters and extenders more often, they risk bricking more than usual. My Dragon Link deck is designed to be consistent as possible with as much extenders as possible. So I barely bricked within games and survived longer than my opponent. It is true on every deck having its pros and cons, but I will say deck building knowledge goes a long way.
....Yu-Gi-Oh has gotten so crazy since I stopped playing. Totally to date myself I remember when playing a 2000 DEF monster turn one so you could play Summoned Skull turn two was an admiral goal to shoot for while getting the fabled "Double Blue-Eyes Turn One" was the "big combo" of the time everyone wanted but could never actually get. I don't remember what the last set was when I dropped the game, I know it was before the "Fusion Deck" became the "Extra Deck" and every time I see something about modern Yu-Gi-Oh I just can't keep track of it.
The change to the extra deck happened with the start of the Synchro era in 2008. Since you stopped playing before, anywhere from 2000-2007 should be the estimated date for when you were still playing the game. I hope you do come back and give the modern game a shot, a lot more college students play this game because of how complex it is, you literally never stop learning.
@@emmahas2moms8038 I got into Yu-Gi-Oh because I played Magic: the Gathering. I liked Yu-Gi-Oh for how simple it was, I play M:tG when I want a complex card game. So the game being "more complex" is a TURN OFF to me. Also I've seen various videos of how some games are basically just "Did you go first? Did you get your combo? You win!" and I _really_ don't feel like trying to learn all of the current combos and how to counter them and every single bit of meta information needed right now. I barely even play Magic in person anymore, only going to pre-release events. I mostly jsut play a few games on Arena. Another factor is I have no idea what the current Yu-Gi-Oh player base is in my area since I've been out of it for so long.
@@vladspellbinder I reccomend Vanguard if you want simple, the game is literally ‘if it’s my turn, it’s MY turn’, there is no interaction between you or your opponent on either turn, the card text and most mechanics are very very simple to understand and the Counter Blast cost mechanic is similar to MTG’s mana/Pokemon’s energy.
@@emmahas2moms8038 Yeah, I have two Cardfight Vanguard decks but also haven't played that one in a while. I got out before they condensed things down because my two factions were not getting new cards due to the way everything worked before but I HAVE been thinking of getting back into that one how that things are easier on that front. Though I think my Oracle Think Tank Magnus deck is going to have to _stay_ a pure Oracle Think Tank decks because too many cards in it care about that and not the clan. My Neo Nectar deck is a bit more open for other Zoo cards but don't really know. I haven't checked what cards might be good upgrades for either of them. I do know there is at least SOME people who play it in my area as I have seen them around. But, well, no real time to play stuff in person sadly. Also I've played a good majority of TCG/CCGs. I don't want to say "All of them" because there are some really obscure ones out there and new ones all the time but I've played a lot of them. Thanks for the suggestion though.
I was actually pretty blown away by this concept back in Vampire meta of Duel links. The standard list was 24 cards between the low and high end of 20 to 30 The deck played 5-6 starters that gave you the full combo. There were charts with hand ratios and there was no way to make a 20 card deck have better statistical chances to start with a starter, not start with "soft-garnets", and also not brick overall compared to a 24 card deck. Given the smaller deck size every card you put in or out has a noticeable impact in draw ratios
I play a 60 card Infernoble deck and a 60 card Fluffal deck. Infernobles have access to cards like Isolde and do a lot of searching. As for Fluffals it's just straight draw power and searching. Having more material is always good. Plus I've found out that sometimes you need to play the grind game against certain archtypes, meaning if you don't have the OTK on your first turn you can always summon an indestructible Sabretooth and then try to sit on that and try to OTK the next turn.
ooh a 60 card fluffal deck? That sounds interesting I run a 40 card fluffal deck so I am not sure what 20 other cards you are putting in there I need to see what that type of deck looks like 👀
Sometimes I wish there were archetypes made to be engines instead of certain cards being used as engine. It would make things feel more controlled compared now with decks have same engines.
@@Q67-m7z Eldlich and swordsoul I do agree are made like that but the rest I don't think so. Sky striker in particular I feel is was made with it's own gameplay in mind since it relies on not having a monster in the main zone and the same I'd say was the case with kaijus. If their archetype was designed to be mixed with others, they wouldn't have as many spell and traps as they have. I really fail to see how mysterune was made to work with other archetypes given their battle phase restriction.
@@samuquinhaplay5708 well The thing is skystrikers are really good, engage is a search + upatart and all of The spells are good going second, also you have to remember we didnt have rose, linkage nor 3 kagari pretty much seince The deck was released and for mysterune, like *HELLO?* have you *actuallly* read all of them? each is remival/interuption or combo extender, The bp restriction doesnt matter as you only need to attack *eventually* and holding of for 1 more turn isnt a big deal unless your playing against decks like striker wich can topdeck outs to multi negate boards.
Back when Grass was legal in teh TCG, I would often play ~50 card decks, so when the opponent played left arm offering to search Grass and lived & died on it resolving big, they d only get to mill like 7 cards and then just pass. It was hillarious.
Anaconda isn't really a card that leads to you wanting to have a card in the deck. A lot of the time, if you open the fusion spell you'd normally be using Anaconda to fetch, well, you can just use that fusion spell from the hand and use the monsters you'd normally be using to make Anaconda to make something else.
In the case of red eyes fusion you couldn't activate it if you normal summoned that turn. So it would be a brick if you hard drew it and wanted to combo into it instead. The actual materials are fine to draw
there is also good tech with superpoly since you can change one attribute to dark or instant fusion if you like hard drew red eyes fusion will pretty much never not be good
@@freaki0734 Predaplant Scorpio can summon Predaplant Cobra who can search an instant fusion (AKA Sea of Theseus + Predaplant =Borreload). After that, you have 1 Predaplant left on board. Depending on your deck, you either have 1 more material on the board to link off with Predaplant to make Verte, or your discard fodder for Scorpio can be a monster that Re summons from grave. So just that combo alone can net you a 3000-4000 Beatstick Omni Negate + Protected 4500 Beatstick that can wipe the board.
Since the day I picked up some yugioh cards (my age at the time “11 years old, currently 21”) I’ve always maxed out my decks with 60 cards bro, it felt impossible for me to not make 60 card decks, cause it was already hard for me to fit all my favorite cards in my deck.
They're more fun, it's just a shame that our opponent can choose to play boring decks and make the duel unfair...hopefully they will fix the game in the Future so all duels are fun and fair
The virgin putting 40 cards in your deck to make a consistent meta deck vs. the Chad putting 60 cards in your deck to you can have more of your favorite cards in it.
As someone who start d out playing MTG, and now getting back into Yu-Gi-Oh, used to play when it FIRST came out, I'm taking, I remember the release of Legend of Blue Eyes, I digress, as someone who has played significantly more MTG, I have to force myself to cut my YuGiOh decks down to 40-45, cause in MTG, the MINIMUM card limit for a deck is 60. I mean, to pay a game of MTG, your deck MUST have AT LEAST 60 card, with, literally, no maximum, heck, MTG actually has a play format called Commander(really fun btw), but in Commander, your deck MUST have a MINIMUM of 100 cards, including the Legendary Monster designat d as your decks Commander. Oh, also, you are allowed NO MORE than ONE copy of a card. IE: you cannot have two cards in your commander deck that have the same name.
It's always fun to see how other card games handle deck building. The game is play is mostly the Arkham Horror card game. In that one each player picks an investigator which determines their deck size (Usually 30) and what cards they can bring. You need to exactly match your deck size, and you get to upgrade the cards in your deck between scenarios by replacing your starting cards with more powerful cards that you need to spend xp on. That set up (at least in my opinion) basically requires you to learn how to evaluate cards against each other. In a game with a minimum it's easy to say "that could be useful, I'll just include it as an extra", while with an exact number I quickly learned to say "sorry, you might be the 31st best card I could run here, but I don't have the slots so that's not good enough".
This comes up every once in a while in mtg, 100 card decks are kinda a gimmick with some loose justification but at the end of the day I think you just have the more inconsistent deck than your opponent like this.
Meanwhile I just jam cards I think are cool into a scrapyard mess on non-consistency 60 card deck. Yeah, it's 100% 4fun, but it's fun to shut down a combo from a more meta deck with an obscure Trap or Monster Effect that the opponent didn't expect or do off-the-wall combos like Fairy Tail Sleeper into Obelisk the Tormentor to really surprise the opponent.
I think what made 60 cards decks alot better is the magician souls engine. It's just insane illusion of chaos straight up broken where it's searchable with prepation of rites and u get to mulligen a garnet from hand to add souls which can turn dead spells and traps into free draws in addition to having a dark monster in grave and a link fodder. It's crazy how it does
Oh boo hoo...cry me a river...go play the free console games instead if that is your problem...seriously if you're THAT poor...you shouldn't be buying cards for a game....because if you do....you deserve to be homeless and out on the street with nothing but your cards to eat
Master duel has brought me back to yugioh for the first time in a while, and one thing I can drop as a modern yugioh noob as a large deck advantage is the amount of milling a lot of combos go through. Honestly feels sometimes playing a 60 card deck with decent protection and combos, you could just let your opponent deck themselves out because they just can't keep up with your card amount
Hey Doug, was great talking to you at Indy this past weekend! Had you sign my Brilliant Fusion that you signed a few years back again, and I'm just gonna keep going lmao
I think this works better in competitive TCG rather than Master Duel because at an event you're only playing your deck a limited number of times until the bracket is over, whereas in Master duel, you're playing with the same deck countless times. If you had three of every relevant hand trap in your deck with a 60 carder, you're eventually gonna brick and be forced to set ash and pass. Or maybe the probability of more hand traps with a bigger deck cancels itself out, I don't know. I've only been playing for maybe a month, so I could just be completely wrong. edit: he's about to talk about this exact thing, isn't he.
ngl, i always played 60 cards because i found the density and variety of the cardpool i had access to during game to be more servicable than a 40 cards deck consistency, since running 60 worked as a sudo-turn 1 side deck in the form of varied card/effects option and also as a counter to grindier decks, yet i was always bad-mouthed about because "it's not even near to optimal", so seeing the meta turning to 60 cards made me smile
@@philithegamer8265 At the very least they need to unban Colossus because the deck is barely playable without it and even WITH it the deck is still tier 2 at best
The thing that turns me off about having more cards in Yugioh is that it really doesn’t have stages for real. What I mean is that it doesn’t have a early, mid, or late game play style since people can just dupe you in one turn. However, Servant Skull works great in that style of play and it makes sense but since games are on the faster sides I think 40-43 is ideal lol. It just depends I guess.
I feel like decks that have a ton of search effects kind of minimize some of the disadvantages of playing 60 card decks, since you don't have to worry so much about luck to get your key combo pieces
Or if you're Isolde Two Tales of the Noble Knights, an extra deck monster that can bring out whatever warrior monster from the deck as long as you mill the right number of equip cards AKA Bricks.
I like to play 45-47 cards in my Phantom Knights deck in Master Duel, because I play 3 copies of Gallis the Star Beast, and while its is a phenomenal level 3 extender that can mill the key Phantom Knight monster i need, it also has a chance to mill Spell/Trap, which basically make you go minus 1 without doing anything. And while the Phantom Knight traps are still useful in the GY, spell cards like ROTA, Called By and Emergency Teleport aren't. In the worst case scenario, you could mill the Shade Brigadine with Gallis, which can ruin the whole combo. I ended up bumping up the monster count of the deck while also cutting all going second spell/trap, switching to the whole handtrap package with Ash and Ogre that can also facilitate Cherubini. So right now my deck count is like 37+ monsters, 5 spells (1 ROTA, 2 Called By and 2 Tele) and 3 traps. The chance of Gallis hitting a spell/trap is much lower now, you can go a whole 20 duels with Gallis only hitting spell one or twice, effectively make it a free +1 extender 95% of the times.
The reason I never got into Yu-Gi-Oh is because I really hate the card size. I love the style and would probably like the game but the card size infuriates me as someone with large hands and the fact I need a microscope to read the cards.
Never understood why players call them garnets. As someone who uses pure gem-knights, I’m excited to have a garnet in my hand so I can fuse with gem-knight obsidian.
For me it’s too much. I was already disheartened by the overall price of a quality 40 card deck, now this. Not really interesting to me either I would love to get back into the game but I was just getting used to the current state of things
Wavering Griffin Rider it´s not a 100% garnet, you can spcial summon it's self from the hand free. Griffin + Ghost Sister or Rose Dragon = Baronne de Fleur
I run a 70 card deck and hope my opponent doesn't notice
So, you threw in your side deck into the main deck.
A dude played a 37 card deck back in the day, and it tooks us forever to notice.
Its a fun game where every round you add 5 more cards to your main deck and see how many rounds you can go before you get caught :)
What a big ass deck you must have
@@rattlehead999 that is hilarious!! How did you guys find out? I've been playing yugioh for years, most people play for fun be yet there is always that 1 guy trying to be slick lol
Tangentially related, but the reveal in the Yugioh Sevens anime that the villain of season 2 runs a 60 card deck to avoid decking out from constantly self-milling to power up his monsters was pretty cool.
On a similar tangent, I'm currently playing a 70-card deck in Magic, where the minimum size is 60. I'm playing heavy self-mill with a lot of reanimation effects, so I finish most games with around 40 cards in my graveyard.
I remember when I played the 5Ds videogame and got stuck fighting a guy with a mill deck. Because npcs were all forced to run 40 cards, I legit just stacked my deck to 60 to barely win.
U should play 60+ card deck to avoid deck out just like how the puppet villain with slifer the sky dragon that got beat by yugi because of deckout 🤣
@@S1lvermoon that was the most interesting deck burn out ever. turning the card aginst the player COOL too bad its not a thing that could be done in real duels
That's such a simple solution to a self mill deck that I have no idea why I never thought of it.
DPE Engine + brave engine + Artifact engine + Anything = Meta
legit just run that and anything that can make one negate and thats already gg
anything can be war rock?
@@edche4571 why
@@gabrielkaiper even war rock
@@rovad55 lol made me laugh
Certain decks like dragon link ftk (when linkross, union carrier, and elpy were legal) could also afford to play 60 cards because dragons have so many damn extenders that no matter what hand they had, they are very likely to ftk through 1-2 hand traps
god I love dragon link
Yeah they just needed bodies to access the extra deck.
In my locals we usually don't call them taketomborgs and garnets, but soft garnets and hard garnets. Currently playing adamancipator with 40 cards, but I came from a drytron invoked list that played 45 cards
erect garnets and flaccid garnets.
@@callmeriggy and when they are soft but became strong if you draw a specific card they became rock hard garnets after the blue pill?
Remember when the tail end of Brilliant Fusion use and start of Link Spider use overlapped in early VRAINS and the Trope Namer himself became a soft Garnet? Good times.
not too long ago in master duel i had a long, drawn-out duel with my 40 card pendulum magicians deck vs a guy that was running a 59 card deck combining rokkets, dangers, and thunder dragons. that duel made me realize a lot of what you're saying in this video; they seemed to always have options even when they had very few cards left in hand / on field after all my negate and destroy effects. i did eventually win but it could have easily gone the other way if they went first or were able to get colossus onto the field
More cards = less likely to draw each individual card = less likely to draw garnets. So if any of the 30 or so starters are full combo you lose nothing from going 60.
Isolde decks in the past operated on similar thinking since you only needed 2 warriors but also had like 5 equips in deck that ideally needed to stay there.
dragon link was also like that. So many starter and garnets from that deck. Especially if you also played dragun.
Issue with that is as ppl move from
40-60, they’re usually adding a lot more garnets. It depends on each list but it would not be crazy to say some lists are even more bricky at 60 than they would be at 40 with different engines cut.
as somebody that has always sat there like HOW CAN YOU RUN ANY MORE THAN 45 CARDS THIS IS MADNESS I can say
...what a point. When you have so many card search and draw effects the requirement for certain cards and combos become so much easier to access regardless of deck size.
....Maybe I should at least go up to 60
Now I have another reason to continue using 60 cards
Man, I think the 60 card decks are really cool with the engine blending and unique combo setups but I HATE shuffling them. As a Pokemon TCG player, our decks are 60 cards, no more, no less, and my hands are just not big enough to shuffle a deck with that many cards without dropping them all over the place.
ive ran 60 card double sleeve. it was the most unenjoyable thing to deal with lmao
Same point here with MTG cards.
As a very wise man once said: “GET BIGGER HANDS!”
MTG commander players shuffling their 100 card decks.
As a Magic the gathering Highlander/EDH player i can relate we have 99 in decks sometimes 98
When everything is a starter or a handtrap at 3 you lose nothing playing 60 cards
It reminds me of piles from back in the day of magician force and IoC, so many power cards that you could play 49 card decks without much thought
Sadly this gives us a very stagnant metagame as most decks share a lot of cards yet end in almost the same plays when interrupted or basically cycle through the same 15 cards dedicating only 20 to the "core" of the archetype they choose as a coat of paint
It kinda just goes back to Yugioh allowing any cards to exist in any deck. Archtypes were made as a way to allow powerful effects but only if you were playing that strategy, but now with the level of access you have to your deck it really feels like you can just play good stuff. Other games balance this a bit more with some kind of other deckbuilding restriction like with clans in vanguard or resources like magic's mana and it's colors. Idk what you'd really do in Konami's shoes at this point about this because it'd take a lot of bans to really do anything to this sort of problem if they went that route.
I like how you put archetypes as a coat of paint. It's so accurate
Hey, I like my coat of paint. I made sure to add flames so my deck would play faster.
@Caliban I think that's part of the appeal tbh. I've never liked the clunkiness and slower mechanics like mana esp when it came to games like magic. They're trying to remedy this by having lands do more things cause the players recognize that land floods with lands that do jack shit are atrocious and feels bad. That could be argued in the case of YGO as well with the concept of garnets, but generally you only have a few garnets vs magic where you essentially have to draw a mixed bag of lands and spells or it's just a mess. You basically can't play an all gas deck, due to the necessity of lands etc.
Then you have the landless mana games like hearthstone and shadowverse which try to improve on the concept by removing land but you still can't really play all gas cause then you have no early tempo cause of the forced pacing of mana, which can be circumvented by either mana cheating or playing mana accelerators. Games like this generally either trend towards feeling kind of slow and clunky or they end up power creeping the pace too much and then mana just feels very arbitrary due to the bad balance.
A game i did learn to appreciate that did the limited/restricted archetypes and limited play style well was actually Gwent. It had good pacing, good sense of strategy, the generics were necessary but not staples that were shoved in every deck, though a few you could argue were like that. Unfortunately when they moved from beta to release, they made a lot of substantial changes without consulting the community so the current iteration is just a very different game that was simplified and added new restrictions which were wholly unneceesary and just made deckbuilding more clunky with not much benefit.
Yugioh is a funny game atm just from what i've learned in the few months of playing master duel. There's a lot of deckbuilding freedom for various decks if you're willing to get really aggressive or creative with how you want an archetype to function. if you just want to play good stuff as well, there's a few decks that have incredibly small cores that'll allow you to do as such (like dogmatika) that you can then combine and make your own crazy mishmash, and I think this is just a lot better than the heavy handed forced archetypes in other games.
I kind of agree and kind of disagree. It's a complicated situation. On one hand, this is giving credence to only expensive decks winning and kind of solidifying toxic stereotypes of both casual and meta players. But on the other, there's so many unique decks out there. Rokket Dragon Link and Floowandereeze both made top cut with none of these engines
I've recently been building a lot of 43-card decks. I find that that is the most efficient way to run a deck core with 1 or 2 engines, without risking bricking on garnets and similar cards.
I love 60 cards decks, but whenever I want to play less cards I always end up having 45 cards or more
What he forgets to mention is that if your artchtype has a crazy amount of search or draw power i.e. gravekeepeers then this can allow you more room for Tec options in the deck and even then that might not mean that it is right to play that deck at 40 plus
Me, -clearly an intellectual- : _60 CARD RIKKA PLANT JANK PILE_
Deck requires consistency = 40 card deck
Deck requires card interaction = 60 card deck
what's the difference between consistency and card interaction?
@@Crowbar thats a good question lol.
What he means is decks with insane interactions dont need to be consistent since 1 card can build up to consistency through interactions.
A deck that is less interactive however needs to be consistent so they opt to go 40 to narrow down the cards possible that they have to start with without bricking with no plays 1st turn
Card interaction = searchers and extenders...
Okay, but isn't the point of searchers and extenders to increase your consistency?
This video fills me with pride. I ran a yang zing metalfoe deck back in the day and upped my deck count to 60 because all i had to see was 3 yang zing cards and 1 metalfoe monster to combo. Playing 60 cards reduced the potential to draw my garnets (metalfoe combo/ counter/ fusion) and my literal taketomborg while letting me fine tune the ratios of yang zings and metalfoes in my deck more precisly. With that deck I managed to get my first day 2 at the first ycs i ever went to (losing only to joshua schmidt and another paleo player on day one and to myself being to tiered to see that my red eyed dice has 100 attack and not 0 on day 2 haha).
It feels really good to known that a theory i came up with to make my deck better back in the day is used by many people today.
Please don't understand me wrong here, i am not claiming i invented this (because i didn't really tell many people about what i was doing) and i have no idea if somebody else did the same thing earlier then me, but i am really proud of myself for thinking of this on my own back in the day. :)
I was thinking exactly of expanding the size of my yang zing metalfoe deck after watching this video! I do agree that this archetype benefits from a bigger size, seems you definitely had the right idea back then haha
@@TheMario74891
@@ChrisSaur That's really too bad that they are out of meta because I thought they were rather engaging to play. Thank you for the heads-up though, because I am out of season and thinking about playing MD :)
MtG player here, played Battle of Wits which requires a deck size of 200 cards, so much fun lol
The only thing I have against 60 cards deck is the mental warfare of "there's no way they drew the perfect 5 cards in a 60 cards deck "
But beside that, adventure engine may be a little too strong atm
Ya I started calling bs when they had judgment warning ash and neb in there opening hand x.x
lol brave engine have 10 starter
“a little” is an understatement
@@reservationatdorsias3215 power creep is a thing that you have to eventually accept while playing this game, it's how konami sells the new sets and all, and it's fine as long as it is creeping
in this case tho, the brave engine took a power sprint into the game, that's why i say "a little", I imagine that if that engine was printed in a year or so it wouldn't have been so drastic, still very good tho
@@YumeBoi I dont agree. We shouldnt accept this power creep, most certainly not at this speed of light. Think back to sets in earlier 2021 and then how busted BODE and the sets after that were. I dont think the community should accept this at all. And blatantly pricing everyone out of the competitive format is just the icing on top.
I might argue that it's the speed of the game has increased too much without counterplay (hand traps) really matching the pace. And because fetching half your stuff directly from the deck is possible off of generic ED monsters, you don't gotta bother with anything other than having a means to get bodies on board for Needlefiber or Anaconda or Dagda or whatever you're aiming at.
The problem is hand traps are either backbreaking op or they don't do enough.
Like think about it ash hits one thing and usually they can pivot to something else but nabiru on the other hand leaves the opponent with a token and the nabiru player gets a turn to pop off. What we need isn't handtraps it's actually floodgates
The real problems is stuff like dark ruler no more and nibiru having no costs, and also all the cards that are still on the banlist for no reason that haven't been unbanned yet.
The problem is that Konami crates the poison and sells the cure. The game became too fast so handtraps became a common thing, now handtraps are played in every deck so Konami goes and makes decks that can play through them or generic cards that negate them, so the powercreep never really ends.
@@dagothcharles2044 the problem with handtraps is they are generic its why Maxx c is cancer. Floodgates are unfortunately needed as not every deck can play them(well most of them) why I support mystic mine even if I don't play it.
@@cuttlefish6839 What about decks that don't have the deck space for floodgates? That's an issue you forgot to mention and probably wanted to avoid since you are more than likely in favor of floodgates.
I always played yugioh with a 60 card deck for about 6 years, because Pokemon had 60 card decks too and I didn't know yugioh was different.
I remember lightsworn meta (2008) was to run 43 cards to not deck yourself out.
Usually 45-50 cards for the maindeck in fear you're gonna deck out.
Meanwhile, I’m just trying to play 60 card Adventurer-less Sunavalon for the lols
Because frick Adventurer. That engine killed what little good was left of this format.
And that on the back of swordsoul aka baroness turbo >_> MBT did put it into beautiful words "The meta is different flacors of your opponents does not get to play the game."
As a raidraptor player I'll keep my 40 cards deck and not one more!
I'm currently building that deck and even if it's not meta at all I like the combos of the archetype, I'm actually playing it on Master duel and as I reached platinum 1 fairly easily I just want to try it out in a real tournament (bye bye my max C)
(btw greetings from belgium, I love your yu gi oh content)
Respect to you, I'm a rokket red eyes player.
Combo deck, not broken and well balanced.
Competetative for what? Just have fun, people out here selling their souls to negate the opponents ability to play and win.
@@BoulderBlockBrick I agree. I have a Rokket deck but it's pure with the exception of including the Topologics, except Gumblar Dragon
I bet you use Ultimate Falcon. Ew.
@@MansMan42069 Not all the time. Hell I don't even get the chance too since my build is mainly for fun.
@@Nighthowlerschannel I was responding to OP, otherwise I would've tagged your name.
another benefit of 60 card decks is that you're less likely to draw 2 of the same hand trap, of which many are a hard OPT allowing both to be usable on the same turn.
In tcg, cause massive toolboxes are doing really well.
In master duel, cause grass and snow are at three.
if adventure in master there will be knightmare because olion and denglong is legal lmao
I’m not playing 60 card pile cause I don’t want to buy the extra dragon shield pack
The real based is this guy
Keep my money
Based.
Have played 60-card decks for 13 years now and don't plan on stopping.
Currently contemplating going up to a 50 card with Tri-Ojamas in Master Duel because the 6 Ojamas I run to grab with Ojamagic REALLY suck to hard draw into. Granted I can discard them fairly easily with things like Bearbrum, Kerass, Ojama Pink, and Ojama Pajama, but I would prefer not drawing them at all if I can help it
Is there any advice on cards/running an Ojama deck you could extend to me? I'm really liking the Ojamas, but i'm not certain where to go with the deck beyond the most basic "get Ojama emperor on the field with Ojamaland, invert opponent's atk and batter them until dead"
I started incorporating Ronin Racoon, which has worked out pretty well, and I've had some fun with using Dark Hole to destroy everying but Ojama Emperor, but beyond that I'd LOVE to hear what someone else who uses the Ojamas does with them!
@@davidbliss5220Think of ojamas as an engine, by themselves, they kinda suck; however, ojamas could get a lot of cards in their hand and field. Decks that ljke getting cards in their hand that they can discard and getting level 2 beast monsters for link plays would benefit from ojamas. Right now, Tri-Brigade with the ojama engine works because they use beast monsters for their plays.
@@Sarquadious Exactly this, Ojamas are a way to extend Tri-Brigade plays and get fodder on the field, plus they have incidental banish synergy with things like Ojama Pajama to resummon Ojamas after you use them for link fodder in the graveyard, and have cards like Ojama Pink that are good discard fodder for Kerass and Bearbrumm. Straight up, Ojama Emperor and Ojama Country are not worth running in the deck because Ojamas aren't your win condition, they are there to help you extend your plays.
*Me deciding whether to up my deck size to not draw dragoon bricks or lower it to see skill drain more often*
This is my issue with modern deck building, it’s all the same, everyone’s playing the same deck, with the same hand traps, and counters to hand traps, and the same engines. And then I see people complaining that “nibiru is too easy to use, and so is dark ruler no more” these cards were made to counter these homogeneous decks that lock you out of playing, and it’s annoying.
very cool
Completely agree
I still run wild card deck boosting blue eyes w/ xyz dragons. Just because its fun.... or a pyro zombie deck. Even if i play a meta deck and lose its fun to run what i want.
Man you would have hated the early YGO years when every deck was either Hand Control or Chaos.
They're not playing the same deck I am.
meanwhile in mtg you need to give players more cards in their starting hand before they go above the minimum deck size
this is what I've been thinking for awhile now too. With so many searchers and starters for each modern archetype, doing a 40 minimum doesn't really matter
Wait, 'That Grass Looks Greener' could have had some serious implications for that one guy who ran a 2,222 card deck. Can you imagine the graveyard strats you could pull?
There were hardly any good graveyard effects back in ye olden days of Yugioh DM so it would've been epic fail regardless.
@@philithegamer8265 He has a monster reborn in hand get a Blue eyes in the grave yard
I don’t play yugioh but it’s cool to see old tgc wised of “play the smallest deck you can” challenge a bit.
Although it’s true smaller deck so mean you can draw the more powerful cards faster, the big deck pros honestly show a evolution in strategy imho. From basic ideas of “small deck good” to more complex reason.
TLDR love the video and seeing players try different tactic in deck building
He glossed over one of the biggest factors that change when you increase from 40 cards to 60, which is the way the ratio is impacted when you draw cards. If you have, say, 10 each of starters, extenders, hand traps, and garnets, if you open with 5 hand traps you've cut the number of hand traps in your deck in half. You've gone from a 25% chance to draw one to a 14% chance (5/35). If you increase that to 15 of each then you'd have ten left, so you'd still have an 18% chance (10/55). That's only a couple percent of difference so it may sound small, but over the course of a game it really adds up, so your draws end up being less representative of your deck's ratios. You're a bit more likely to get a lot of one thing or another.
Nowadays when you have a bunch of one card starters and you can pull everything out of your deck in one combo, especially with extenders from the extra deck, you don't need that much balance. But back in the past you really wanted to open with at least one each of a starter an extender and an actual trap, usually with some sort of spell to add value or consistency. The general advice on deck ratios was that you should try to be running about 20 monsters, 10 spells, and 10 traps, but most decks would be almost completely bricked if they opened with 4 S/T. The 40 card deck was important to help avoid those kinds of bricks.
"... we call these Taketomborgs" Literally no one has ever done that
Ever since I started understanding the game and it's intricacies at a competitive level I've played exclusively 50 card decks. Gives some variety and doesn't hit consistentcy as bad.
I had a deck years ago that I played 40, 50, and 60 but the 50 version was the best one for me
Gem-Knights doesn't even run Garnet these days. The goal is to kill via effect damage with Lady Lapis Lazuli and/or having Master Diamond copy Lapis Lazuli's effect.
As a magic player this is insane. People played 80 (20 extra, 33% more than required) cards for yorion, a card that specifically demanded that, but even combo decks with dead draws would never consider increasing deck size. Consistency is king. Maybe it's a difference in the amount of searching available?
We (Magic players) have two major constraints that YGO players don't: mana and a lack of easy sideboard access. Mana really restricts the ratios of different kinds of cards that you can put into your deck in a way that YGO doesn't really have. Even a simple two card combo like Painter/Grindstone is actually is actually a four or five card combo if you consider that you need between two and three additional cards to pay mana costs. Add cards means adding lands to support them and this exacerbates the problems; YGO players don't have that provlem. A YGO player can scale their deck up by 20 actual cards but to scale Death & Taxes up to 80 cards for example nearly half of the extra cards need to be lands (~7-10 depending on which lists you are comparing).
Plus if you are playing more than one color eventually you have to dip into worse lands. You alread see this at 60 cards, for example Izzet Delver playing one or two copies of Steam Vents. Having to add more is a non-zero cost. Also from a practical standpoint there's decks of shared knowledge about building 60 card manabases but basically nothing on say 70 cards adding a lot of effort to building non-60 card decks.
The second thing is that there's no equivalent to special summoning. In Magic terms it might be like if you could play Legacy elves but instead of needing to draw Natural Order you could just sacrifice 3 elves to cast it from your sideboard. Also imagine we take away the first restriction so all your one mana elves are free. Then you could just jam a ton of elves into the deck because it reduces your chance of drawing your Progenitius (or whatever) and a hand with three Llanowar Elves is functionally the same as a hand with three Willow Elves even though Llanowar Elf is objectively the more powerful card. It's not a perfect analogy but I think that it essentially gets the point across.
Also, as a bit of a historical note there's always been some level of argument about whether going above 60 cards would be beneficial in certain decks. Especially with some older decks like Flash, Cephalid Breakfast, or pre-Thassa's Oracle Doomsday. They all have a significant number of cards that aren't only dead but in the case of Flash and Cephalid Breakfast can actively brick the combo if you draw them. There may have even been some validity but I never actually saw serious mathematical analysis from either side. Personally, I suspect that there's cases where tweaking deck size (maybe adding a land and a one drop) could help optimize mana curves but again I haven't done or seen the math.
I hope that helps explain it a bit (also my YGO knowledge is pretty limited so anyone who seriously plays both MtG AND YGO please feel free to correct anything).
@@crondog I'm relatively new to MtG (have mostly played on Arena), but it sounds about right. Summons without paying mana costs (the equivalent to Special Summons in YGO in my opinion) are very rare indeed.
But the searching is a key factor too. YGO has been adding many fetching and recycling tools, while such effects are also scarce and/or split in MtG (Black has more fetching, Green/Black recycle more permanents, Red/Blue "recycle" more instant and sorcery) - and not even as reliable as in YGO since they also dispute mana with other spells.
One thing i don't get is why master duel let's you put 20 cards in your extra deck if you can't have more than 15. Like why is it even an option?
although the meta’s not the best rn, the diversity of deck size is cool to see. very cool to see a real choice even without grass in the format.
More like the illusion of choice. really it's just the same deck all around with like slightly different combo starters.
Has a Magic the Gathering player having less cards possible is always better cause that means your deck has an objective and you try and cycle it to get what you need
Short answer: more cards = more power, every Timmy knows that!
In magic there’s no limit to regular deck size, just a minimum of 60 and a limit to your extra deck (15 cards, usually tech options, that you can add or substitute as needed).
The trend there is that you only really go above 60 to A. soft counter mill or B. Make certain combos more reliable. Or C. For Battle of Wits which is functionally illegal due to a technicality.* There are certain strategies in which you don’t want a card in your hand until right before you play it, so the general game plan would be to run as many high tier fetch cards and various stall and resource generation. If everything that’s taking you over 60 is essentially a free fetch card you’re only padding yourself from drawing the card you don’t want. For example, if Yu-Gi-Oh had a spell that just said “draw a card” it would be in every deck. At first glance it looks like a waste of a card cuz you have to spend one card to gain one card but really it’s just perfect cycle. If there were 30 slight variations of that card available in the format you’re playing and there was no downside (only upside) to running all of them you would.
Interesting reason as to why Battle of Wits is illegal. Battle of wits simply states “if you have over 200 cards in your deck, you win the game”. However, there are so many rules about shuffling. You have to do it unassisted in a timely manner. You also have to fully shuffle every time you search your deck. For battle of wits to function, you have to do a lot of search effects. Either you’d have to spend too much time of the match shuffling and get called for stalling or you’d be inadequately shuffling and get called for stacking. You could probably run it at FNM (local tournaments) just fine but not in circuit.
Tested 60 card brave kids for the first time a few weeks ago. I sometimes don't understand how the deck was able to stay consistent
i mean isn't the number of cards that makes deck consistent is how well the strategy of those card can be used
(12+3[field spell])/60 = 1/4 chance to grab a prank on taking first card from top of your deck while starting, not a bad chance.
So to summarise, 40 cards is consistent but 60 cards gives you a higher variance for good/bad outcomes. From my experience playing many card games you get to a point where everyone's on the same level so people start playing higher variance decks to hopefully get an advantage although overall the decks are less consistent.
this makes my grass is greener skull servants deck a whole heck of a lot sadder to play
No kidding
Was thinking the same thing (still against most decks it works)
i do remember when i played yugioh heavily which was 2014-2016... Seeing nekroz, shadoll pile deck made and be somewhat successful and being a 60 card deck....
I literally avoid 60 card deck solely because I double sleeve and 60 cards are too large to fit into my deck box :P
Especially when using the thick Dragon Shield's lol
When I have garnets (like the anaconda package) I usually play 42 cards decks to avoid drawing them.
That's literally what competitive decks did.
To make your favorite deck (unless its already meta) remotely competitive, you now need to throw in rogue hand traps and staples that otherwise wouldn't have space in your deck.
But to even have a chance you need to make space without throwing off the balance of your core deck. That's my reasoning at least.
I recommended to a friend of mine that he could revive his old extra deck monarch deck (since rank 5 xyz even has additional synergy) with artifacts. and it worked in working on it it actually ended up as a pretty strong 60 cards deck though it doesnt even have xyz monsters anymore. The only meta engine that isn't in there is Adventure token since monarchs kind of rely on the normal summon
Grass is greener and graveyard summon decks are good too. Like red dragon / blue eyes / 5 headed dragon. Some cards summon some of these good cards from the grave if someone has a 40 or 45 card deck you gotta drop 15+ cards in the grave significantly increasing chance of grave spawn
This isn't what the topic was, but this video has finally allowed me to articulate why Dogmatika is one of my favourite grind decks. It doesn't matter if you're playing a 40 or 60 card main deck, everyone is capped at a 15 extra deck cards and if you can hang on after the first few turns somehow suddenly you have completely destroyed the opponent's ED and aaaall those engine cards do nothing but chump block. The fact that the archetype actually has grind tools and late game sweepers helps, but let's be real you've never read them before for a reason.
tl;dr main deck top deck wars are fun when your opponent only plays engine cards
But consider: Megaliths
@@alexgrandien264 TRUE!
Elaborate please.
@@philithegamer8265 By using cards like Dogmatika Maximus to send the opponent's Extra Deck cards to the GY, you can reduce an opponent's Extra Deck to nothing BEFORE they get a chance to actually use all of it, meaning if they have Main Deck cards dedicated to going into these Extra Deck cards they are all turned into bricks.
To give a practical example (given the brain rot is setting in and I don't know how well I'm explaining it), there was a duel I had with a Zoo Eldlitch player a few formats back that I won become they couldn't draw a live card. Turn one they made a 4 mat Zeus, taking a chunk out of their ED, then turn two I summoned Maximus and started ripping. By turn four my opponent didn't have a single Zoo Xyzs left to summon, and while I still had to grind with the Eldlitch portion every time they drew a Zoo for turn I pulled one turn ahead, until they eventually banished all their Eldlixers as well and had to concede to Theo Beatdown.
60 card unpredictable magnets. Has magnet, adamancipator and Fossil fusion engines as well as a bunch of unpredictable cards that catch various players offguard
Depends on the deck but I've kept a pretty consistent 41-43 in most decks with my favorite combo decks like zefra being a 50+ card deck
Honestly, if you're only at like 41 or 42 cards then your odds don't get _that_ much worse. Obviously you should seek to minimize your main deck, but sometimes you really just don't want to cut anything and end up with 41 or 42 cards.
To give some hypothetical math, let's assume you're playing some kind of invoked strategy in master duel. For this thought experiment we'll assume you're looking to open 1 of your 6 invoked starters (3 aleister, 2 meltdown, 1 terraforming) and are going first. With a 40 card deck you have a 58% chance of opening at least one of your starters in your initial draw while a 45 card deck drops that rate to 53%.
@@jamesruth100 oh the whole 41-43 number is more or less decks that aren't super combo heavy or they are combo but in a controlled aspect. Decks like Yosenju, Manju go brrr, Flundereeze, Altergeist, Guru Control, etc. It really does ultimately depend on the deck you use and what tech options you want to use. Zefra for me has soooooo many different skill trees to take that having 50+ cards in the deck is pretty common. You got your main zefra engine with DPE/Scythe lock combo with engines that vary(I really love the tellerknight and Madolche engines its really hard to pick) along with the 3x pot of prosperity, etc. Tbh Zefra is the only deck I run 3x Crossout with 2 of every HT that can fit in it because the combos can get you the HT you want(Oracle+Croc/stardust charge) and having crossout to negate an Ash or Droll that might stop your combos is extremely good/helpful.
@@Draco7876 where denglong in you zefra deck?
@@panda-dn2cc it's with the synchro version with the ocg deck I have. Can't play it properly in tcg and MD I don't have enough gems for that package ATM
Adamancipator + Rock Gem Knights + Aroma Jar (x3) = A Wonderful 60 Card Deck that contributes to getting powerful Synchro or Fusions out ASAP. (Absorb Fusion is the preferred method to get Gem Knight Fusions out).
Halqifibrax is just too good. Nearly every deck can go into it.
And yet Glow-Up-Bulb, Mecha Phantom Beast O-Lion, Jet Synchron, AND Blackwing - Steam the Cloak are the cards that are banned. ಠ_ಠ (And Destrudo the Lost Dragon's Frisson was just recently unbanned)
@@YuseiTheSynchroHero Jet, O-lion, and Steam are still really nutty cards to play. You're deluding yourself if you think Halq getting whopped will free these cards from the list.
Yeah, simply cause its just such a good card in every deck runing a tuner. I play it in Black wing for really shity hands to go into simurgh and barrier statue (master duel)
@@TheMabist Destrudo had been problematic before Halq as well
this video isn't even about it really tho
I made a 60 card thunder dragon deck a bit ago, but I think imma try and do it again. The only issue being the extra deck space imma need lol
Here are my 2 cents as a Magic the Gathering player since 60 card decks are more common in my formats. I think The Playset limit is also a big factor in how Yugioh 60 card decks are a lot less consistent because MTG’s play set is 4 copies of 1 card. considering pot of greed as an example draw 8 is much more significant than draw 6 because why wouldn’t you run the full playset if it rips through about 25% of the 36 cards remaining. So I would say that the playset limit to 3 copies definitely makes a world of difference at least in this game
That 7 card hand helps too, though lands make up a problem all their own
60 card decks are more common in Magic because that's the minimum deck size for Constructed formats. If vintage dredge decks could be 40 cards, I have every reason to believe players would run them. Anything for more consistency for Bazaar of Baghdad.
@@mdhutch2002 true I hate to see a 40 card dredge deck but it gets vastly underpowered because you don’t have enough resources in a 40 card decklist. Losing a 3rd of the resource power by milling yourself isn’t really conducive to the deck
Well Yugioh like MTG has a bunch of "effective reprints" so a lot of decks only need "Monster that special summons itself from hand", "Monster that summons tuner from deck" and "Monster that revives itself from grave or makes a token" and there are a ton of monsters that fall into those categories.
So when Halq, Isolde etc are full combo then suddenly you are running 20 copies of your play starter very easily.
MtG has a lot more cards that need to be hard drawn so its more understandable why they want to be on the minimum amount at all times.
Yugioh's extra deck is the only reason why we consider 60 without grass.
Ye that and also the fact that in magic people must play lands that are either broken or bricks, there is a mulligan system and draw engine are way more common because of the mana limit
I know (as you said) you focused on the TCG, but when you brought up siding in Fragrance, my first thought was well you don't have to worry about not getting your sidedeck options in Master Duel lol might be why larger decks are at least as popular there.
I run 52 cards in my Arcana Knights deck... thought it was just funny lol, but honestly; I started out with 40 when Master Duels first released and it slowly grew. As much as I REALLY wanted to see Joker's Straight or Imperial Bower in hand first turn, the times I opened Double or Nothing plus Jack's Knight was unreal 🙄
Jack's Knight wasn't the end of the world, with all the decks discard effects and the ability to recycle, but DoN was such a heartbreaker... though one duel I did set it as a bluff and my opponent spun it back into the deck 😂 and I OTKed them the following turn with it.
The deck is riddled with "Taketomborgs" but it's preformed much more consistently and has had a fantastic grind game since I started running 52 cards... up until recently with Banquet of Dynamite everywhere 😒 my odds of drawing the one-of Red Reboot is pretty slim, as well as I really need a full Extra Deck to complete with most strategies.
As a filthy master duel player I enjoy both 40 and 60 without grass. It's pretty cool having several combos in deck that can almost jump to anything else in deck. However I'm cheap so I'm not running 3 of every hand trap so... 1 ash typically ruins me lol. 40 cards are definitely better if you dont have several gamma, call by, crossout, and ash of your own to continue your combo or dent the max c
I remember infernoid decks running 60 with three copies of that grass looks greener. They would Mill over 20 cards sometimes on round two, and that would let their banishing plays go off.
Yep, Infernoids abused that card.
See, I like the concept of there being a deck out there with 60 cards that does really well because on the surface that means you could probably play whatever you want and do well in a tournament. Then I realize that that is not what that means at all.
I have a timelord deck like that it's just 9-11 monsters and the rest of the deck is negate cards (broken line is my favorite)
If everyone is playing 60 card decks then why tf hasn’t Konami of America increased the number of sleeves in packs they sell from 50 to 60.
I played against someone who played 60 card deck with my 44 Dragon Link deck at locals and me going undefeated. And my theory I realized of that specific match up while mid game was that I had the upper hand compared to my opponent.
While my opponent's deck was designed to see their starters and extenders more often, they risk bricking more than usual.
My Dragon Link deck is designed to be consistent as possible with as much extenders as possible. So I barely bricked within games and survived longer than my opponent.
It is true on every deck having its pros and cons, but I will say deck building knowledge goes a long way.
....Yu-Gi-Oh has gotten so crazy since I stopped playing. Totally to date myself I remember when playing a 2000 DEF monster turn one so you could play Summoned Skull turn two was an admiral goal to shoot for while getting the fabled "Double Blue-Eyes Turn One" was the "big combo" of the time everyone wanted but could never actually get.
I don't remember what the last set was when I dropped the game, I know it was before the "Fusion Deck" became the "Extra Deck" and every time I see something about modern Yu-Gi-Oh I just can't keep track of it.
The change to the extra deck happened with the start of the Synchro era in 2008. Since you stopped playing before, anywhere from 2000-2007 should be the estimated date for when you were still playing the game.
I hope you do come back and give the modern game a shot, a lot more college students play this game because of how complex it is, you literally never stop learning.
@@emmahas2moms8038 I got into Yu-Gi-Oh because I played Magic: the Gathering. I liked Yu-Gi-Oh for how simple it was, I play M:tG when I want a complex card game. So the game being "more complex" is a TURN OFF to me.
Also I've seen various videos of how some games are basically just "Did you go first? Did you get your combo? You win!" and I _really_ don't feel like trying to learn all of the current combos and how to counter them and every single bit of meta information needed right now. I barely even play Magic in person anymore, only going to pre-release events. I mostly jsut play a few games on Arena.
Another factor is I have no idea what the current Yu-Gi-Oh player base is in my area since I've been out of it for so long.
@@vladspellbinder I reccomend Vanguard if you want simple, the game is literally ‘if it’s my turn, it’s MY turn’, there is no interaction between you or your opponent on either turn, the card text and most mechanics are very very simple to understand and the Counter Blast cost mechanic is similar to MTG’s mana/Pokemon’s energy.
@@emmahas2moms8038 Yeah, I have two Cardfight Vanguard decks but also haven't played that one in a while. I got out before they condensed things down because my two factions were not getting new cards due to the way everything worked before but I HAVE been thinking of getting back into that one how that things are easier on that front.
Though I think my Oracle Think Tank Magnus deck is going to have to _stay_ a pure Oracle Think Tank decks because too many cards in it care about that and not the clan. My Neo Nectar deck is a bit more open for other Zoo cards but don't really know. I haven't checked what cards might be good upgrades for either of them. I do know there is at least SOME people who play it in my area as I have seen them around.
But, well, no real time to play stuff in person sadly.
Also I've played a good majority of TCG/CCGs. I don't want to say "All of them" because there are some really obscure ones out there and new ones all the time but I've played a lot of them.
Thanks for the suggestion though.
I was actually pretty blown away by this concept back in Vampire meta of Duel links. The standard list was 24 cards between the low and high end of 20 to 30
The deck played 5-6 starters that gave you the full combo. There were charts with hand ratios and there was no way to make a 20 card deck have better statistical chances to start with a starter, not start with "soft-garnets", and also not brick overall compared to a 24 card deck. Given the smaller deck size every card you put in or out has a noticeable impact in draw ratios
I play a 60 card Infernoble deck and a 60 card Fluffal deck. Infernobles have access to cards like Isolde and do a lot of searching. As for Fluffals it's just straight draw power and searching. Having more material is always good. Plus I've found out that sometimes you need to play the grind game against certain archtypes, meaning if you don't have the OTK on your first turn you can always summon an indestructible Sabretooth and then try to sit on that and try to OTK the next turn.
ooh a 60 card fluffal deck? That sounds interesting
I run a 40 card fluffal deck so I am not sure what 20 other cards you are putting in there
I need to see what that type of deck looks like 👀
@@jensennguyen02 I'm curious too.
Sometimes I wish there were archetypes made to be engines instead of certain cards being used as engine.
It would make things feel more controlled compared now with decks have same engines.
swordsoul, eldlich, brave token, p.u.n.k., sky striker, mysterune, kaijus etc...
@@Q67-m7z Those are very broken archetypes used as engines but what exactly are you pointing out?
@@samuquinhaplay5708 they were all clearlly *made* with intent of being mixed with something else, aka they were desinged as engines.
@@Q67-m7z Eldlich and swordsoul I do agree are made like that but the rest I don't think so. Sky striker in particular I feel is was made with it's own gameplay in mind since it relies on not having a monster in the main zone and the same I'd say was the case with kaijus. If their archetype was designed to be mixed with others, they wouldn't have as many spell and traps as they have. I really fail to see how mysterune was made to work with other archetypes given their battle phase restriction.
@@samuquinhaplay5708 well The thing is skystrikers are really good, engage is a search + upatart and all of The spells are good going second, also you have to remember we didnt have rose, linkage nor 3 kagari pretty much seince The deck was released and for mysterune, like *HELLO?* have you *actuallly* read all of them? each is remival/interuption or combo extender, The bp restriction doesnt matter as you only need to attack *eventually* and holding of for 1 more turn isnt a big deal unless your playing against decks like striker wich can topdeck outs to multi negate boards.
Back when Grass was legal in teh TCG, I would often play ~50 card decks, so when the opponent played left arm offering to search Grass and lived & died on it resolving big, they d only get to mill like 7 cards and then just pass. It was hillarious.
I really loved the Grass Snow Dino decks
If you're playing Grass, you couldn't afford playing anything less than 60 cards.
Anaconda isn't really a card that leads to you wanting to have a card in the deck. A lot of the time, if you open the fusion spell you'd normally be using Anaconda to fetch, well, you can just use that fusion spell from the hand and use the monsters you'd normally be using to make Anaconda to make something else.
In the case of red eyes fusion you couldn't activate it if you normal summoned that turn. So it would be a brick if you hard drew it and wanted to combo into it instead. The actual materials are fine to draw
there is also good tech with superpoly since you can change one attribute to dark or instant fusion if you like hard drew red eyes fusion will pretty much never not be good
Favorite thing is to use Scorpio for Instant Fusion shenanigans to create a Theseus for Borreload Negates, then go into Verte for Rainbow Neos.
@@raeman365 how do you go from theseus into verte?
@@freaki0734 Predaplant Scorpio can summon Predaplant Cobra who can search an instant fusion (AKA Sea of Theseus + Predaplant =Borreload).
After that, you have 1 Predaplant left on board. Depending on your deck, you either have 1 more material on the board to link off with Predaplant to make Verte, or your discard fodder for Scorpio can be a monster that Re summons from grave.
So just that combo alone can net you a 3000-4000 Beatstick Omni Negate + Protected 4500 Beatstick that can wipe the board.
Since the day I picked up some yugioh cards (my age at the time “11 years old, currently 21”) I’ve always maxed out my decks with 60 cards bro, it felt impossible for me to not make 60 card decks, cause it was already hard for me to fit all my favorite cards in my deck.
They're more fun, it's just a shame that our opponent can choose to play boring decks and make the duel unfair...hopefully they will fix the game in the Future so all duels are fun and fair
I haven’t played yugioh since 2005, but I love hearing updates on the game’s evolution. 60 card decks in Yugioh?!? Very interesting.
The virgin putting 40 cards in your deck to make a consistent meta deck vs. the Chad putting 60 cards in your deck to you can have more of your favorite cards in it.
As someone who start d out playing MTG, and now getting back into Yu-Gi-Oh, used to play when it FIRST came out, I'm taking, I remember the release of Legend of Blue Eyes, I digress, as someone who has played significantly more MTG, I have to force myself to cut my YuGiOh decks down to 40-45, cause in MTG, the MINIMUM card limit for a deck is 60. I mean, to pay a game of MTG, your deck MUST have AT LEAST 60 card, with, literally, no maximum, heck, MTG actually has a play format called Commander(really fun btw), but in Commander, your deck MUST have a MINIMUM of 100 cards, including the Legendary Monster designat d as your decks Commander. Oh, also, you are allowed NO MORE than ONE copy of a card. IE: you cannot have two cards in your commander deck that have the same name.
It's always fun to see how other card games handle deck building. The game is play is mostly the Arkham Horror card game. In that one each player picks an investigator which determines their deck size (Usually 30) and what cards they can bring. You need to exactly match your deck size, and you get to upgrade the cards in your deck between scenarios by replacing your starting cards with more powerful cards that you need to spend xp on. That set up (at least in my opinion) basically requires you to learn how to evaluate cards against each other. In a game with a minimum it's easy to say "that could be useful, I'll just include it as an extra", while with an exact number I quickly learned to say "sorry, you might be the 31st best card I could run here, but I don't have the slots so that's not good enough".
to be fair, in your 60 card deck, like 15 to 20 of them are just resource cards, so it's actually still pretty similar.
I'm old school just getting back into Yugioh so it's 40 cards all day for me 😊
This comes up every once in a while in mtg, 100 card decks are kinda a gimmick with some loose justification but at the end of the day I think you just have the more inconsistent deck than your opponent like this.
Meanwhile I just jam cards I think are cool into a scrapyard mess on non-consistency 60 card deck. Yeah, it's 100% 4fun, but it's fun to shut down a combo from a more meta deck with an obscure Trap or Monster Effect that the opponent didn't expect or do off-the-wall combos like Fairy Tail Sleeper into Obelisk the Tormentor to really surprise the opponent.
I think what made 60 cards decks alot better is the magician souls engine. It's just insane illusion of chaos straight up broken where it's searchable with prepation of rites and u get to mulligen a garnet from hand to add souls which can turn dead spells and traps into free draws in addition to having a dark monster in grave and a link fodder. It's crazy how it does
Answer: with the amount of searches the game has now, the luck of the draw is just a joke we still tell newcomers.
Ah I remember back in the Yugioh 5ds days when Infernities would abuse the luck of the draw when you'd think you've finished them off.
my mans just said curious into nightmare gryphon isn't "easy" lmao
The one con of 60 card decks that was unmentioned is that you have to buy 20 more cards. They're not budget friendly.
Oh boo hoo...cry me a river...go play the free console games instead if that is your problem...seriously if you're THAT poor...you shouldn't be buying cards for a game....because if you do....you deserve to be homeless and out on the street with nothing but your cards to eat
Master duel has brought me back to yugioh for the first time in a while, and one thing I can drop as a modern yugioh noob as a large deck advantage is the amount of milling a lot of combos go through. Honestly feels sometimes playing a 60 card deck with decent protection and combos, you could just let your opponent deck themselves out because they just can't keep up with your card amount
Hey Doug, was great talking to you at Indy this past weekend! Had you sign my Brilliant Fusion that you signed a few years back again, and I'm just gonna keep going lmao
If 1 of your cards Is upstart goblin
You're actually playing 39 cards and giving your opponent 1000Lp
Somehow that's pretty good.
Also putting a spell in the graveyard and generating spell counters
search mechanics are way better now
and draw power is also better
Searching, Milling, Garnets, Summoning from the Deck etc. are the real reasons as to why 60 card decks are so common now.
I think this works better in competitive TCG rather than Master Duel because at an event you're only playing your deck a limited number of times until the bracket is over, whereas in Master duel, you're playing with the same deck countless times. If you had three of every relevant hand trap in your deck with a 60 carder, you're eventually gonna brick and be forced to set ash and pass.
Or maybe the probability of more hand traps with a bigger deck cancels itself out, I don't know. I've only been playing for maybe a month, so I could just be completely wrong.
edit: he's about to talk about this exact thing, isn't he.
The amount of search ability now is ridiculous. Can literally deck yourself put now if you not careful
Elaborate please
@@philithegamer8265 virtual world, lighsworns, the dangers. Those are just a few. Now imagine what else it can do now with all the new cards out.
I’ve been playing 60 cars decks since before it was cool.
No I’ve never won, why do you ask?
So basically, you should play as many cards as you like as long as each card has a good reason to be in your deck.
ngl, i always played 60 cards because i found the density and variety of the cardpool i had access to during game to be more servicable than a 40 cards deck consistency, since running 60 worked as a sudo-turn 1 side deck in the form of varied card/effects option and also as a counter to grindier decks, yet i was always bad-mouthed about because "it's not even near to optimal", so seeing the meta turning to 60 cards made me smile
Currently I believe I'm playing 41 cards, two garnets in my build. I might consider adding a couple more cards, but I'm not entirely sure.
Does playing 40 cards matter anymore when any card in the pile is able to get you dpe and 2 omnis
When you play the brave engine it’s autopilot so no matter what you’ll win unless it’s a mirror match
As a Thunder player I've been playing 60 since we lost Colossus because I need to fill the void left in its wake
The moment Yugioh TCG unbans Colossus, Grass, Brilliant Fusion, etc. will be the day TD becomes tier 1 again.
@@philithegamer8265 At the very least they need to unban Colossus because the deck is barely playable without it and even WITH it the deck is still tier 2 at best
The thing that turns me off about having more cards in Yugioh is that it really doesn’t have stages for real. What I mean is that it doesn’t have a early, mid, or late game play style since people can just dupe you in one turn. However, Servant Skull works great in that style of play and it makes sense but since games are on the faster sides I think 40-43 is ideal lol. It just depends I guess.
I feel like decks that have a ton of search effects kind of minimize some of the disadvantages of playing 60 card decks, since you don't have to worry so much about luck to get your key combo pieces
Or if you're Isolde Two Tales of the Noble Knights, an extra deck monster that can bring out whatever warrior monster from the deck as long as you mill the right number of equip cards AKA Bricks.
I like to play 45-47 cards in my Phantom Knights deck in Master Duel, because I play 3 copies of Gallis the Star Beast, and while its is a phenomenal level 3 extender that can mill the key Phantom Knight monster i need, it also has a chance to mill Spell/Trap, which basically make you go minus 1 without doing anything. And while the Phantom Knight traps are still useful in the GY, spell cards like ROTA, Called By and Emergency Teleport aren't. In the worst case scenario, you could mill the Shade Brigadine with Gallis, which can ruin the whole combo.
I ended up bumping up the monster count of the deck while also cutting all going second spell/trap, switching to the whole handtrap package with Ash and Ogre that can also facilitate Cherubini. So right now my deck count is like 37+ monsters, 5 spells (1 ROTA, 2 Called By and 2 Tele) and 3 traps. The chance of Gallis hitting a spell/trap is much lower now, you can go a whole 20 duels with Gallis only hitting spell one or twice, effectively make it a free +1 extender 95% of the times.
The reason I never got into Yu-Gi-Oh is because I really hate the card size. I love the style and would probably like the game but the card size infuriates me as someone with large hands and the fact I need a microscope to read the cards.
Yugioh's font size for card text is terrible.
Never understood why players call them garnets. As someone who uses pure gem-knights, I’m excited to have a garnet in my hand so I can fuse with gem-knight obsidian.
Because of brilliant fusion my guy, not that hard to understand.
Because of Brilliant Fusion, which was played generically in dozens of decks over the span of years, and Garnet was always a brick
@@SatanicWren will brilliant fusion be limited again
I can’t tell if this is just a bad joke or not
@@YohananYGO depends on the format and if the ftk dies then maybe
I knew a guy that played a 41 card deck
One of those cards was upstart goblin
Rookie Mistake. Then again, some competitive players run Upstart in a 41 card deck so sidedecking can be easier.
For me it’s too much. I was already disheartened by the overall price of a quality 40 card deck, now this. Not really interesting to me either I would love to get back into the game but I was just getting used to the current state of things
Wavering Griffin Rider it´s not a 100% garnet, you can spcial summon it's self from the hand free. Griffin + Ghost Sister or Rose Dragon = Baronne de Fleur