The history of Rope of Life might have been a bit different from what the video theorizes. Rope of Life debuted in the original manga as one of Marik's cards, without the cost of the entire hand. Rather, it was Makyura the Destructor that had the cost, and Rope of Life was comboed with it. Then, Makyura got into the OCG with the cost removed, which was why when Rope of Life entered the OCG some time later, it got the cost instead so that the combo could play out in the anime (which tend to be more faithful to the OCG) like in the manga.
Berserker Soul was actually something I sided in Superheavy Samurai decks for some cheesy wins. It's not really that great overall but it's *really* funny to get a win with that.
Looks like you're out of luck. Attack again! I draw again! Another Monster! Go, Breaker! Attack him directly! This just isn't your day! You'll pay dearly... Breaker! Attack him again! Let's see! Oh well...
I feel like if you follow through with the full burn effect this way, you are legally required to yell the entire quote from the anime from start to finish.
I had a duel in master duel where a dude used a card that banished his whole hand, on turn 2, to bring out blue eyes. I mirror foced him, and legit he sat there for a few seconds before surrendering. Idk, the topic reminded me of this.
Decisive Armor was actually used a lot as an anti-Lightsworn pick back in the day. Atleast in my area there was still some people mixing lightsworns with tele-DAD and such, so pulling this monster usually lead to an FTK.
Decisive Armor was only played for the Feather Duster effect. Cause peeps were still desperate for backrow removal back then. Once better cards came out as well as specific counters like Starlight Road came out. Was phased out immediately. Final effect is a gimmick
Decisive Armor sounds like one of those side deck cards that could be game-winning if used turn 1 against the right deck. GY is a second hand, but how many decks actually want their entire hand discarded? Still depends on there being a strong Light deck in the meta and your deck being okay with losing its whole hand, but that doesn’t seem outside the realm of possibility. Some decks use a lot of their hand turn 1 anyways.
Single Purchase could be useful in decks that want to banish their own cards in order to empower their main beater, like Maju or Eater, but said decks already have better options.
Retrain Idea #7 11:51 _The Traveling Gambler_ (DARK) Level 4 Pendulum Scales: 5⬅️➡️0 _Once Per Turn, During either players turn, You can place this from your hand, deck or extra deck into your pendulum zone if either player would toss a coin for a card or effect. Once per turn, During either players turn, You can toss a coin 3 times. If all 3 results are Heads, destroy all monsters or Spells/Traps on your opponent's side of the field. If all 3 results are Tails, destroy all monsters or Spells/Traps on your side of the field._ Spellcaster/Tuner/Effect _This card’s original attribute is always also LIGHT. Once per turn (Quick effect) You can special summon this card from your hand, deck or extra deck if either player would toss a coin for a card or effect. Once per turn (Quick Effect), you can toss a coin 3 times and apply the appropriate effect:_ ●3 Heads: Destroy all monsters or Spells/Traps your opponent controls. ●2 Heads: Discard 1 random card from your opponent's hand. ●1 Head: Destroy 1 card from your hand or field. ●3 Tails: Discard your entire hand. ATK/700 DEF/2000
Just commenting as I look over the effect First issue, I don't think the side of the scale matters for the number, so you just enable lv 1 specials with that Second issue: 'Monsters or spells/traps' so you can always choose the one that hurts you least if you fail
@@Gebirges There are already a bunch of cards that can proc fro the deck or extra deck I believe. Plus this is a gamble card (coin/die/etc…) Having a card like this would attract attention on the competitive scene for a style of deck that competitive players would never usually bother with.
@@ButFirstHeLitItOnFire Name the cards that proc from the deck. Because you cannot just access your deck in the middle of the duel unless an effect is active.
8:00 I know this channel is for COMPETITIVE Yugioh but I will say the anime version of Berserker soul that Yami used against Weevil was one of the coolest and coldest finishers in original Yugioh. (I mean Yami kept going after Weevil already lost and basically just a corpse at that point)
There is something funny about how the anime version of Berserker Soul is way better, even tho they play in a version of the game with less starting lifepoints.
From having crappy option of Rocket Arrow Express into ultimate support/boss monster Juggernaut Liebe...Anna, Rata, and Trains deck surely having the good ending 😅
Retrain idea #2 1:53 _Effect Chronicle_ Continuous Spell _Activate this card by sending your entire hand to the GY; banish 5 cards from your Deck. Each time your opponent activates a card or effect, place 1 Chronicle Counter on this card when that Card/Effect resolves. You can remove 2 Chronicle Counters from this card; your opponent chooses 1 card banished by this card's effect for you to add to your hand. If this face-up card in the Spell & Trap Zone leaves the field: You take 500 damage for each card currently banished by this card's effect._
Retrain idea #9 14:50 _Retaliatory Salvo_ Counter-Trap _If your opponent would destroy by battle or send to the GY (by card effect) a card(s) from your hand or field: you can Discard your entire hand instead, then apply the following effects X the number of cards discarded by this effect:_ ⚪️Destroy 1 monster your opponent controls, then increase your LP by that monster’s ATK or DEF. ⚪️Destroy 1 Spell/Trap your opponent controls, then shuffle 1 card from your GY into your deck. ⚪️Destroy 1 card your opponent controls, then inflict 300 damage to your opponent. _You can only activate 1 “Retaliatory Salvo” per turn._
You actually put an OPT on your card. Not bad, though I think it would be better if it's a normal trap. Here's a text fix too: If a card(s) you control would be destroyed by your opponent's card (either by battle or card effect), you can discard 1 card for each of those cards instead, then, if you discarded your entire hand, you can choose and activate one of the following effects: - Destroy monsters your opponent controls, up to the number of cards you discarded for this effect, then inflict 300 damage to your opponent for each card destroyed. - Destroy spells/traps your opponent controls, up to the number of cards you discarded for this effect, then gain 300 life points for each card destroyed. You can only activate 1 "Retaliatory Salvo" per turn
5:43 Retrain idea #4 _Single Bargain_ Quick-Play Spell _If you have 3 or more cards in your hand (other than this card): Banish your entire hand face-up; add 1 card from your Deck to your hand. If you do, apply 1 of the following effects depending on the type of card added to your hand by this effect:_ Monster: You cannot Normal or Special Summon any monsters for the rest of this turn, except cards with that name. Spell/Trap: You cannot activate Spell/Trap cards or effects for the rest of this turn, Except cards with that name.
Rope of Life is another victim of power creep, because it was *everywhere* from what I saw back when it first came out. It was the better Call of the Haunted back when, y'know, the battle phase was a thing instead of just 'the phase where the guy who got to play the game wins'.
Rocket Arrow Express sounds like a ridiculously overbalanced card: A massive beatstick with a lot of restrictions to prevent the player to abuse it, except said restrictions are so strict they even defeat the point of summoning it in the first place.
Ngl, I was actually surprised to see Infernity Sage even appear on this list even at the 10th spot because of how useful it is in the archetype, even if the effect to Discard your hand is the entire effect and offers no benefits, in Infernity it's a good effect in of itself and definitely increases the consistency of the deck as it drastically reduces the likelihood of bricking even if you play just one copy (I personally prefer to have 2 copies of it simply because I really like having it available and I am done having hands with all good monsters but no way to get rid of my hand and hard bricking). In context, it's a really good card (please, I want Archfiend back to 3, I really don't think Infernity is going to be a metagame breaker even with that in the current environment, heck, even if you put both Archfiend and Launcher at 3 I don't think it would be the worst thing in the meta, though I myself admit it probably isn't a very bright idea)
Decisive Armor is a great side deck option when you consider how many people run Blue-Eyes decks. And since the main deck Blue-Eyes cards are generally between 2500-3000, FTKing a Blue-Eyes player is a legitimate possibility
I use it in duel links sometimes specifically for that reason. I have won several times by using the effect of Decisive Armor and burning the opponent for 6000
13:07 Retrain idea #8 _Diceclops The Destroyer_ Level 4 Machine/Effect _(Quick effect) Once per turn, If either player would roll a Die for a card or effect: You can special summon this card from your hand or deck. Once per turn: You can roll a six-sided die; Apply the result, then increase this cards ATK by 200X the result._ ●1: Look at your opponent's hand, also discard 1 card from their hand. ●2, 3, 4, 5: Discard 1 card, then increase this cards ATK by 200. ●6: Discard your entire hand, then increase this cards ATK by 200X the number of cards discarded. ATK/1800 DEF/200 With THIS, Diceclops can cheat itself put rather easily, meanwhile what would normally be purely negative effects now have the chance to stack into a hefty ATK boost. So I roll the 1 and get to toss a card from my opponents hand… Neat, now it brings me up to 2000 ATK on top of that… _OR_ I flub the roll and toss my entire hand of 6… Bad, but NOW not only do I get 1200 ATK from the Die result, BUT another 1200 from the 6 discards, so I NOW at least can compensate with a 4200 ATK monster masher I didn’t have to do much to get out in the first place.
no need to give it an effect that summons it from the deck, as logs said, that's a pretty broken effect. Also, to compress the effect, maybe word the effect like this? Once per turn: You can roll a six-sided die: this card gains ATK and DEF equal to the number rolled x 200, also apply the following effects based on the result: 1 - Look at your opponent's hand, then discard 1 random card from their hand 2, 3, 4 or 5 - Discard 1 card from your hand 6 - Discard your entire hand.
@@leojamesquiambao1047 Well the idea is it puts your opponent in a catch 22: If they roll the 1, they loose the card in their hand but Diceclops only gets a meager boost, but the worse they roll after that, the more efficient the ATK gain becomes. And obviously loosing your entire hand by your own random effect can set you back pretty severely, but at least HERE it means every lost card boosts Diceclops further as recompense.
@@leojamesquiambao1047 As for the summon from deck, I figured that if nobody really plays dice/coin decks competitively, then what harm would it be if this card had a summon tied to it. Same thing with The Traveling Gambler.
Spell Chronicle was one of Yubel's cards from the anime, and one of those anime-debut cards that should have stayed anime-only. Which is often the case with a lot of anime-debut cards.
In Yu-Gi-Oh there are already cards that can take advantage of the spell chronicle effect, but unfortunately they are still not good enough, but if Konami creates spells and traps with better effects when banned, then this card will become good
0:17 Retrain idea #1 _Arch-Infernity Sage_ (DARK) Level 2 Fiend/Tuner/Effect _(Quick Effect): While this card is in your hand or on your field, You can discard your entire hand, and if you do you can activate 1 of the following effects:_ ⚪️Special Summon 1 “Infernity” monster from your deck who’s level is equal to or lower then the number of cards discarded. ⚪️Set 1 “Infernity” spell/trap card from your deck. ⚪️Increase either your LP OR the ATK/DEF of 1 “Infernity” monster you control by 250 for each card discarded. _If this card is sent to the GY: You can send 1 "Infernity" monster from your Deck to the GY. You must have no cards in your hand to activate and to resolve this effect. You can only use each effect of "Infernity Sage" once per turn._ ATK/400 DEF/800
@@lordofcrows Well on a quick effect I figured the third effect would be a nice cherry on top if you were going to use this card to chuck your entire hand anyway. Like with a hand of 6 that would be enough for either 1500 ATK/DEF or LP, which might be enough to win you the game by battle damage or save your hide by blunting any oncoming damage to you. Plus it gives you an option in case floodgates and/or negates are in place to complicate the first 2 effects. It may not be _strong_ per say, but it’s plenty on a level 2 utility-focused monster.
I hope you get to play some day! My favorite thing is to brew decks that are simple enough to teach new players, but don’t just get automatically stomped by everything else like a starter deck. It’s tough to learn, but so much fun to play against a knowledgeable opponent
Hey Duel Logs, I'd like to thank you for all of the hard work and effort you out into these extremely varied and interesting videos. Your editors are cool too 👍
As soon as I saw this pop up in my notifications, before i watched it I started thinking “what’s a card that makes you discard your hand just really isn’t very good?” And immediately the first thing I thought of was Rocket Arrow Express…I wasn’t disappointed.
List ideas: Top 10 cards that can't be negated/responded to Top 10 cards that could come off the banlist. Top 10 cards that see play outside of their archetype Top 10 cards that don't fit in their archetypes Top 10 extra deck monsters that require other extra deck monsters Top 10 splashable extra deck monsters for each type Top 10 worst mill cards Top 10 cards that show actual cards Top 10 stall cards. Top 10 generic pendulum cards. Top 10 special conditions in the games. More Rescue Rabbit, please.
Already got one for cards that see play outside their archetype. Apparently Elemental Hero Prisma is a gigachad in dark magician decks if you're looking for Eye of Timaeus. Even without Eye of Timaeus, you can freely send copies of dark magician to the graveyard as long as you have fusions for it.
The only time I've positive success with Rocket Arrow Express is when i used it in Duel Links with Anna, Immediately sunmoned Night Express Knight after that, and folded both into Gustav.
I used to use Spell Chronicle in my Witchcrafter/Tearlament builds since it'd make milling non-Witchcrafter cards and copies of Patronus a bit more consistent. Greatly reduced the chances of those wet fart mills.
Oh hey, Single Purchase! I recognize that card cuz it's the one that Yugipedia keeps recommending to use in every strategy to search things, just like Dogu!
I can see full salvo being useful for cards that enjoy being discarded from card effects (cough tear cough cough), like infernity or fabled, but then again, it’s a trap card and most archetypes like that don’t burn anyways.
Fun fact infernity sage actually slots into dark world decks incredibly well as the discard effect is an effect not a cost. It also combos insanely well with baronne de fluer so you can cycle fleur's negate effect back online. Sage might only discard but for the new dw engine that's all it needs to do. The added synergy of it being fiend also means when you're done with recycling baronne you can banish it for gates.
Retrain idea #5 7:59 _Berserker Mania_ Quick-Play Spell _If a monster attacks and inflicts 1500 or less battle damage to either player: Shuffle your entire hand into your deck (min. 1); excavate the top card of your Deck, and if it is a Monster Card, send it to your GY, and if you do that, that monster must attack again in a row, then repeat this effect until you excavate a non-Monster Card. If a non-Monster Card is excavated, place it on the top of your Deck. You can only activate 1 "Berserker Mania" per turn._
15:56 Retrain Idea #10 _Rocket Arrow Express: All Expenses Paid To PAIN_ (EARTH) Level 10 Machine/Effect _Can only be Normal Summoned/Set or Special Summoned (from your hand or GY) by controlling no cards, and cannot be Summoned/Set by other ways. You cannot attack the turn you Summon this card. This card’s attacks cannot be negated or responded to, and if it attacks and destroys an opponent’s monster by battle, draw 1 card. While this card is on the field, must discard 1 card each time your would activate other cards or the effects of other cards, or Summon or Set a card._ ATK/5000 DEF/0
The first line of text kinda contradicts the card. How can you normal summon this level 10 monster that requires 2 tributes if you control no cards? Regardless, as a favor to my girl Liebe, allow me to fix the card's text for you: 1- Cannot be normal summoned or set. Must first be special summoned (from your hand) by controlling no cards. When special summoned this way, this card cannot attack this turn. 2. While you control this face-up card, you must discard 1 card to summon a monster, or activate cards or effects. 3. If this card attacks, your opponent cannot activate cards or effects until the end of the damage step, also if it inflicts battle damage to your opponent, draw 1 card. An EARTH Machine-type xyz monster that has this card as material gains this card's 3.) effect, also if it attacks a defense position monster, inflict piercing battle damage to your opponent. Keeps it at the theme of its archetype (Non-xyz trains are supposed to be big beaters with negative effects) and I slapped an effect to give you the idea that you are supposed to fold this under one of your xyz for good measure.
@@leojamesquiambao1047 I’m just looking back at these older posts, and I realized that if you’d need to discard a card every time you wanted to summon another monster or activate other cards or effects (besides rocket train’s own I mean), wouldn’t that mean the card would have a place in discard focused decks like Dark World?
Ally of justice decisive armour is an easy game win if you opponent is playing a light deck. Also consider i was one of the earliest synchro monsters. Making it have alot less competition when it fist came out. Its dated now but it was a good synchro option in early yugioh synchro era. Especially since it was one the highest level synchros at the time, with 3300 attack and defense.
Spell Chronicle is actually godlike in Metaphys. In Master Duel, A single lvl 4 monster on the field and an activatable Spell Chronicle can leave you with a potential turn 1 end board with all of the following: - Baronne de Fleur - Geomathmech Final Sigma - Chaos Ruler - Clear Wing Synchro Dragon - potentially one of your continuous spell/traps such as Metaphys Dimension - banish zone set up with a couple Metaphys monsters - possible Necroface activations if you get lucky with Chaos Ruler You basically do your play as normal, activate Spell Chronicle and banish all of the different Swordsoul traps, Metaphys Ascension, Swordsoul Emergence. The traps will give you up to 3 lvl4 tuner tokens when banished. Use those to go into mad Synchro summons. Can even out a tough boss monster with Metaphys Horus. All this and you usually end with at least 2 cards in hand due to Chaos Ruler and Ascension.
I think Rope of Life was somewhat viable when it came out, since destroying monsters by card effect wasn't that common back then. Also I know this is nowhere near viable, but one use for Rocket Arrow Express is to Special Summon it, then immediately tribute it for Great Maju Garzett for a 10k atk beater.
Would Rocket Arrow Express be okay if the opponent activated skill drain? Since it’s effects would be negated on the field, that would be the only time it would be worth playing, but it’s a big if.
Lets assume the opponent did have skill drain out and you played this. They would do what ever it took to destroy their own skill drain then rob your attack points
Berserker Soul was commonly used in Superheavy Samurai for a while. The deck thrives on a lack of other card types, and can consistently satisfy the requirements for Berserker Soul to be live. It even has multiple means of achieving near exact 1500 direct damage with Stealth Ninja, and is capable of extending that 4000 LP ceiling to 6800 by equipping Soulhorns. SHS is by no means a good deck, and being Monster Effect heavy is even more a detriment nowadays, but it's very fun to resolve while not being the deck's only wincon
"SHS is by no means a good deck" Looks like someone hasn't seen the new support. It makes the pure deck a lot stronger while also turning it into a generic engine for a lot of other decks, like Adamancipator.
an idea for a future video could be the top 10 cards that would be broken in today's meta that had an errata to their effect. The criteria for the listing would be monster cards, spell cards and trap cards can be listed plus they would have had to spend some time on the forbidden and/or limited list in some way and of course had an errata to their effects.
They may as well change the text on Rocket Arrow Express to "Special Summon this card, then pray it sticks around until your next turn because it's all you have now".
I remember that train being strong in the anime and op in school Yu GI oh. Most of my classmates had base utopia as their boss monster and maybe blue eyes, most couldn't even get over a 5000 body
Honorable mention...infernal incinerator. 2000+ atk tribute plus discard hand for a 2800 beat stick that gains 200 atk for each opponent monster and -500 atk for other monsters you control. Least most of the cards on the list could use its skill immediately, but that thing was a brick unless you go at least -2 and your hand.
Rocket Arrow Express can be comboed with Amano-Iwato for some suprising lock-down combo. Rocket Arrow Express prevents Amano-Iwato from returning to your hand during the End Phase, so it can stay on the field for your opponent's turn. And, unless I'm mistaken, Amato-Iwato negates Rocket Arrow Express' demerit effect!
Yes you are correct. Amano will stay and it is nice combo overall. However, you will still have to pay the cost to discard entire hand, because maintenance cost is not an effect, thus does not activate and cannot be negated either.
I was messing around with a Full Salvo meme ftk idea where I'd have 1 Temple of the Kings and 1 Full Salvo in my deck, get Tethys Goddess of Light out, draw my entire deck of angels with Reload and Magical Mallet support to help get around drawing those 2 non-angel cards, then activate them after having 40 angels in my hand to get the ftk. I think it took me 50 attempts to get this in a test hand environment.
I had 2 video ideas for a short while now. I don't know if there are enough cards for each topic, but I shall post them anyway. 1. Cards that rewrite card effects (not copying, like for instance Phantom of Chaos, but rather Malefic Territory). 2. Cards that directly lower the viability of their own archetype, like Chimeratech Fortress Dragon, or a card that's supposed to support other cards, like Helios, the Primordial Sun does with Macro Cosmos, but it only renders Macro Cosmos to be negated by Solemn Warning, even without Helios in your deck.
Kinda wish Phantom Hand was an honorable mention. Doesn't dump your hand to the grave, or require the hand dump per se, it reads "Once per turn, if you control a face-up "Infernity" monster(s), banish your whole hand face-down until your next standby phase."
Phantasmal Martyrs is intended to be used to get you tribute material for Raviel... But requires you to send your entire hand to the GY. And it summons 0 ATK tokens in ATK position even though most token generators don't do that. And it requires having Hamon or Uria on board first, so before you even get the chance to lose your entire hand you need to send 3 continuous Spells or Traps to the GY. "oh but you can make blue card" just run scapegoat
A fine list as always, but i REALLY expected one card in it and you missed it, look up infernal incinerator, it was used in the yu gi oh gx anime by chazz, and although the list is actually really good, i would have put infernal incinerator in the place of diceclops, because of all the cards that you put in the list, it is the only one that does not "require" the discard or send of your whole hand to the GY. Still, great list, keep up the good work.
TheDuelLogs hello my friend can i ask you to remake the hero archetype best cards,because already have new cards with others in japanese yet like the new flame wingman,and these carts become the best cards to elemental heros.and another remake from dino archetype because is another archetype, which literally have new dinos cards from extra,deck,spell and traps cards to help dinos even a new evolution pill please, i love you videos
Psuedo hand discard cards could be final destiny and guarded treasure which require 5 cards to be discarded to activate their effects but since turn 1 player no longer draws 1 card they cant use such cards unless they go up in card advantage
Seems like a bit of a pattern that a lot of the higher spots in a lot of "worst x things in yugioh" usually have gamble cards as some of the top bosses there.
Fun fact on single purchase the best target is morphing jar when playing empty jar granted now a days with ash and imperm not so much but jar played almost 30 spells and 6 cards that could flip the jar only reason. It didn't take off in peak jar format iirc is because the deck took a hit from the 2013 banlist that split the format
I learned the hard way that maintenance costs cannot be negated once by trying to bypass Rocket Arrow Express's effects with Double Headed Anger Knuckle. Worst mistake I ever made playing Master Duel
Single Purchase with Cyber Dragon cards would call on the original name since they only change their name once on the field on in the GY. Still doesn't work for them because the most you'll get out of it is an additional material for a fusion, but still can't summon the fusion monster.
Decisive Armor was one of the three synchros that you got from the blank card in Over the Nexus before taking on the Yliaster in the WRGP. The other two being Trishula and Trident Dragun. I have absolutely no idea what they were thinking, especially since none of the Meklord cards they used were LIGHT, so it was just a random beatstick synchro monster for taking on an anti-synchro team. The other two were leagues better, but honestly…you can just cheese all of the WRGP duels using an Exodia deck since your hand remains the same as the teams swap out duelists. That means that you basically win the whole thing and just need to go through the cutscenes. I honestly pray for Over the Nexus to get remade since it is my favorite YGO game of all time and I hope that they have the common sense to make the blank cards better. Trishula is literally the only one you’ll be running if you didn’t already own it and don’t plan to run Exodia or a Fusion deck.
It was because the concept of the "blank card turns into your new boss monster" thing that 5D's did in the anime. They obviously wanted to replicate the idea of Shooting Star Dragon (Accel Synchro) and Red Nova Dragon (Double Tuning) by making your new monster have some special requirements for its Synchro Summon and so they just picked a few high level monsters with non-generic summoning conditions.
i mean i wouldnt say its remotely consistent because, as you say, you can only play 1 copy, but superheavy samurai, being the ultimate monster mash deck, can play berserker soul. they even have a low attack synchro that can attack directly to trigger the requirement too
technically final destiny discard your entire hand if you go 2nd (this to activate and 5 for cost) to have dark hole and heavy storm on a single spell, but i'm not sure if it counts here.
Retrain Idea #6 9:44 _Ally Of Justice: Decider Armor_ (DARK) Level 10 Machine/Synchro/Effect 1 Tuner + 2+ non-Tuner monsters OR 2+ Tuners + 1 non-Tuner monsters _Once per turn (Quick Effect): If your opponent activates the effects of or summons 5 or more LIGHT monsters in a single turn: You can Synchro Summon this card from your extra deck using “Ally Of Justice” monsters from your hand, deck or field as Synchro Materials. Once per turn (Quick effect), if your opponent controls or activates the effect of a LIGHT monster: You can activate 1 of these effects._ ●Target 1 Set card your opponent controls; destroy that target. ●Discard 1 card; destroy all Spells/Traps your opponent controls. ●Send your entire hand to the GY; look at your opponent's hand and send all LIGHT monsters in their hand to the GY, then, inflict damage to your opponent equal to the total ATK or DEF of those monsters sent to the GY. ATK/3300 DEF/3300
@@nghianguyeninh473 Well the idea is that it’s to give “Ally Of Justice” it’s own sorta-Nibiru. Sure it only focuses on LIGHT monsters BUT A: It’s quick effect, and B: it also focuses on LIGHT _effects_ they activate, regardless of from where. Still, I guess I could buff it some more: _Ally Of Justice: Decider Armor_ (DARK) Level 10 Machine/Synchro/Effect 1 Tuner + 2+ non-Tuner monsters OR 2+ Tuners + 1 non-Tuner monsters _Once per turn (Quick Effect), _*_While this card is on your field or in your extra deck:_*_ If your opponent activates the effects of or summons 5 or more LIGHT monsters in a single turn: You can Synchro Summon _*_1 Synchro Monster_*_ from your extra deck using “Ally Of Justice” monsters from your hand, deck or field as Synchro Materials. Once per turn (Quick effect), if your opponent controls or activates the effect of a LIGHT monster: You can activate 1 of these effects._ ●Target 1 Set card your opponent controls; destroy that target. ●Discard 1 card; destroy all Spells/Traps your opponent controls. ●Send your entire hand to the GY; look at your opponent's hand and send all LIGHT monsters in their hand to the GY, then, inflict damage to your opponent equal to the total ATK or DEF of those monsters sent to the GY. ATK/3300 DEF/3300 THERE, _Much_ wider selection of targets to go into, AND for good measure you can do it while this card is on your field OR in your extra deck.
@@nghianguyeninh473 What exactly would you do to improve the card then, or is it more of an issue with “Ally Of Justice” in general? Because I think the new/changed effects can be pretty potent depending on how strong LIGHT happens to be at any given moment.
Sometimes, some of the cards could work if you already happen to have a bad hand, but that's not saying that you should if the effects they give you don't justify the hand cost. And before any asshat says something to go against what I'm saying, here's the deal: Yu-gi-oh is NOT a perfect game, and sometimes you're going to cards that you don't need or can't use right away, regardless how you structure your deck. But I wouldn't mind spending my whole hand IF the card's effect makes up for it. It's very rare that you'll have to discard the entire hand because there's nothing saying that you can't place cards facedown before you discard anything.
I tried to use full Salvo in a floowandereeze deck before. Since the banished cards constantly add themselves back to your hand once you have a whole bunch of cards and have knocked your opponents life points down a bit you can full Salvo for game lol. Super gimmicky but it was funny when it worked
Upkeep and Summoning Sickness cannot be avoided by all means. The sickness is applied as soon as you conduct the summon, it's not an effect. The upkeep is not an effect either, you will either pay or destroy, even while negated or prevented from activating monster effect.
Gambler of legend has become a meme for me and a buddy of mine almost every time I do the 3 coin flips I get one heads and he just kills himself with a coin toss haha
I remember summoning decisive armor using a scrap deck in duel links. I used the last effect on my opponent as he was using blue eyes. It was satisfying but he quits right before resolving😂
Wow, just realized that Rocket Arrow Express is like The Tyrant Neptune in a way. Just like Neptune, it earns top spots on several of your lists. But unlike Neptune, it only appears on "worst of" lists, like the worst maintanance costs and this video.
Perhaps I'm crazy, but Decisive Armor seems like a potentially good monster to go into if your deck is fairly graveyard focused and lacks a good way to deal with Nibiru, seeing as that's light attribute and would deal 3000 damage to your opponent. At least, in theory. I'm not sure which deck can afford to go into Decisive like that.
Rope of life is good in Tag Force with Cat's Ear Tribe because the A.I does not know how the effect of Cat's Ear Tribe works so it just crashes it's monsters into it.
1. Go first, set Full Salvo, pass 2. Opponent's turn, activate Maxx C from hand, opponent can't negate 3. Opponent goes, alright, "I'll accept the Maxx C challenge and try to deck him out" 4. You draw until 40 cards in hand and 0 cards in deck 5. Activate Full Salvo 6. ????????? 7. PROFIT!!
I still think that rocket is a little bit better than full salvo because of it's possibility that was mentioned. I mean, at least if resolved (rocket arrow to normal summon night express knight to dora), it is still a formidable play. Of course, there are more superior alternatives, but at least it has extension potential. And the maintenance cost does not take place directly so, that's that. It will be dead hand past turn 1 tho. While full salvo has very low potential to close out the game in a really unlikely scenario. Well, yeah
Spell Chronicle's whole thing iirc is to complete the wedding iconography of Yubel and Jaden's duel in season 3, itvwas the Scroll then Glow Up bulb was the roses etc etc.
@@simonediliberto4314 no there was a flower thing that Yubel used, I don't remember the name but it worked by reviving itself. Iirc it was banned because it was free material but I don't remember its name
It seems like Full Salvo is intended to be a win condition card because there's no limit on the amount you can discard, so if you discard 40 cards you do 8,000 damage. Obviously it's still very bad because of how incredibly unlikely that is to pull off, but I don't think the intent was for you to just discard a couple of cards with its effect.
The history of Rope of Life might have been a bit different from what the video theorizes. Rope of Life debuted in the original manga as one of Marik's cards, without the cost of the entire hand. Rather, it was Makyura the Destructor that had the cost, and Rope of Life was comboed with it. Then, Makyura got into the OCG with the cost removed, which was why when Rope of Life entered the OCG some time later, it got the cost instead so that the combo could play out in the anime (which tend to be more faithful to the OCG) like in the manga.
Pyuqoetuytpiiprywit88ii6yyyiy6wyyyyyriyiywriiiiwiwyyyyiwyrwytoeyupuuoquetpwyetiprtewrpiypwiryqpyyiriteqyrrwrrirrrerpryyrtrirreierrwrrqeqqeitereriiyqtoueeeqqtetwwprywwpr6ypry2py2rpwryyitwrwwi
@@bakais3r864not enough people are saying this
I'm
Why are people in my thread either too verbose or too concise
I don't understand, how did Makyura have the cost?
Berserker Soul was actually something I sided in Superheavy Samurai decks for some cheesy wins. It's not really that great overall but it's *really* funny to get a win with that.
Besides , it's iconic
Draw, monster cardo!
Looks like you're out of luck. Attack again! I draw again! Another Monster! Go, Breaker! Attack him directly! This just isn't your day! You'll pay dearly... Breaker! Attack him again! Let's see! Oh well...
Draw, monsta cardo!
I feel like if you follow through with the full burn effect this way, you are legally required to yell the entire quote from the anime from start to finish.
I had a duel in master duel where a dude used a card that banished his whole hand, on turn 2, to bring out blue eyes. I mirror foced him, and legit he sat there for a few seconds before surrendering.
Idk, the topic reminded me of this.
So you play against duel logs.
revolver moment
I believe that card is Rage with Eyes of Blue.
@@morathehollow4797 yes! That was the card!
Ahh, the good ol' days of YGO where a battle trap actually had the capacity to blow your opponent out of the water on a single turn.
Discarding your entire hand for Berserker Soul isn't that bad of an effect, you just need to DRAW!! MONSTA CARDO!!
Superheavey Samurai. Nuff said.
How did Anna Kaboom get Rocket Arrow Express to work in the anime? I need to rewatch that episode....
Decisive Armor was actually used a lot as an anti-Lightsworn pick back in the day. Atleast in my area there was still some people mixing lightsworns with tele-DAD and such, so pulling this monster usually lead to an FTK.
Decisive Armor was only played for the Feather Duster effect. Cause peeps were still desperate for backrow removal back then.
Once better cards came out as well as specific counters like Starlight Road came out. Was phased out immediately. Final effect is a gimmick
Decisive armor was good when Blue eyes was meta.
Surprisingly, dealing the nuclear bombing damage was FTK.
@@warcriminalyes
I've seen that happen when spectating. I was not expecting to see that.
Decisive Armor sounds like one of those side deck cards that could be game-winning if used turn 1 against the right deck. GY is a second hand, but how many decks actually want their entire hand discarded? Still depends on there being a strong Light deck in the meta and your deck being okay with losing its whole hand, but that doesn’t seem outside the realm of possibility. Some decks use a lot of their hand turn 1 anyways.
@aidanyoung9133 considering how popular blue eyes is in duel links, the moment you see Kaiba, you can freely go into Decisive armor and OTK them.
Single Purchase could be useful in decks that want to banish their own cards in order to empower their main beater, like Maju or Eater, but said decks already have better options.
There's also the issue that those decks don't run enough spells to consistently have no monsters in hand
I'd use single purchase to bring elemental hero bubbleman to my hand and then summon him to draw 2 cards. I wish they didnt nerf anime bubbleman.
Retrain Idea #7 11:51
_The Traveling Gambler_ (DARK)
Level 4
Pendulum Scales: 5⬅️➡️0
_Once Per Turn, During either players turn, You can place this from your hand, deck or extra deck into your pendulum zone if either player would toss a coin for a card or effect. Once per turn, During either players turn, You can toss a coin 3 times. If all 3 results are Heads, destroy all monsters or Spells/Traps on your opponent's side of the field. If all 3 results are Tails, destroy all monsters or Spells/Traps on your side of the field._
Spellcaster/Tuner/Effect
_This card’s original attribute is always also LIGHT. Once per turn (Quick effect) You can special summon this card from your hand, deck or extra deck if either player would toss a coin for a card or effect. Once per turn (Quick Effect), you can toss a coin 3 times and apply the appropriate effect:_
●3 Heads: Destroy all monsters or Spells/Traps your opponent controls.
●2 Heads: Discard 1 random card from your opponent's hand.
●1 Head: Destroy 1 card from your hand or field.
●3 Tails: Discard your entire hand.
ATK/700 DEF/2000
Just commenting as I look over the effect
First issue, I don't think the side of the scale matters for the number, so you just enable lv 1 specials with that
Second issue: 'Monsters or spells/traps' so you can always choose the one that hurts you least if you fail
does it have to be a quick effect? Otherwise it's fine. And please, stop making all your custom cards tuners.
Effects from Deck shall not exist!
"You can place this from your hand, deck or extra deck into your pendulum zone"
@@Gebirges
There are already a bunch of cards that can proc fro the deck or extra deck I believe.
Plus this is a gamble card (coin/die/etc…)
Having a card like this would attract attention on the competitive scene for a style of deck that competitive players would never usually bother with.
@@ButFirstHeLitItOnFire Name the cards that proc from the deck.
Because you cannot just access your deck in the middle of the duel unless an effect is active.
8:00 I know this channel is for COMPETITIVE Yugioh but I will say the anime version of Berserker soul that Yami used against Weevil was one of the coolest and coldest finishers in original Yugioh. (I mean Yami kept going after Weevil already lost and basically just a corpse at that point)
DORO! MONSTA CARDO!!!
There is something funny about how the anime version of Berserker Soul is way better, even tho they play in a version of the game with less starting lifepoints.
From having crappy option of Rocket Arrow Express into ultimate support/boss monster Juggernaut Liebe...Anna, Rata, and Trains deck surely having the good ending 😅
Retrain idea #2 1:53
_Effect Chronicle_
Continuous Spell
_Activate this card by sending your entire hand to the GY; banish 5 cards from your Deck. Each time your opponent activates a card or effect, place 1 Chronicle Counter on this card when that Card/Effect resolves. You can remove 2 Chronicle Counters from this card; your opponent chooses 1 card banished by this card's effect for you to add to your hand. If this face-up card in the Spell & Trap Zone leaves the field: You take 500 damage for each card currently banished by this card's effect._
that might be useful if you have cards that have effects on banish
Literally Painful Choice for banish decks
It would have to
Negate the effects of the cards while banished
Require 3 or 4 counters to retrieve, with as much effect spam is in modern yugioh
I'd recommend adding restrictions to the card. Like what it can banish, and maybe negate the effects of the cards banished.
I feel bad for ally of justice. Even the good ones don’t see much okay. Kinda wish we get better version of them. Cool artworks
Catastor was everywhere back then though, cycle reader and decisive armor also was a thing during blue-eyes world championship.
Quarantine does possibly the most if you can guarantee you're fighting LIGHT.
Retrain idea #9 14:50
_Retaliatory Salvo_
Counter-Trap
_If your opponent would destroy by battle or send to the GY (by card effect) a card(s) from your hand or field: you can Discard your entire hand instead, then apply the following effects X the number of cards discarded by this effect:_
⚪️Destroy 1 monster your opponent controls, then increase your LP by that monster’s ATK or DEF.
⚪️Destroy 1 Spell/Trap your opponent controls, then shuffle 1 card from your GY into your deck.
⚪️Destroy 1 card your opponent controls, then inflict 300 damage to your opponent.
_You can only activate 1 “Retaliatory Salvo” per turn._
You actually put an OPT on your card. Not bad, though I think it would be better if it's a normal trap. Here's a text fix too:
If a card(s) you control would be destroyed by your opponent's card (either by battle or card effect), you can discard 1 card for each of those cards instead, then, if you discarded your entire hand, you can choose and activate one of the following effects:
- Destroy monsters your opponent controls, up to the number of cards you discarded for this effect, then inflict 300 damage to your opponent for each card destroyed.
- Destroy spells/traps your opponent controls, up to the number of cards you discarded for this effect, then gain 300 life points for each card destroyed.
You can only activate 1 "Retaliatory Salvo" per turn
5:43
Retrain idea #4
_Single Bargain_
Quick-Play Spell
_If you have 3 or more cards in your hand (other than this card): Banish your entire hand face-up; add 1 card from your Deck to your hand. If you do, apply 1 of the following effects depending on the type of card added to your hand by this effect:_
Monster: You cannot Normal or Special Summon any monsters for the rest of this turn, except cards with that name.
Spell/Trap: You cannot activate Spell/Trap cards or effects for the rest of this turn, Except cards with that name.
basically a better single purchase but a worse left arm offering, unless you're using a monster mash deck
Here's an idea for a series
Fixing Bad Cards
Cards that made it onto your Worst Lists get the same treatment as your Forbidden Cards videos.
Rope of Life is another victim of power creep, because it was *everywhere* from what I saw back when it first came out. It was the better Call of the Haunted back when, y'know, the battle phase was a thing instead of just 'the phase where the guy who got to play the game wins'.
Rocket Arrow Express sounds like a ridiculously overbalanced card: A massive beatstick with a lot of restrictions to prevent the player to abuse it, except said restrictions are so strict they even defeat the point of summoning it in the first place.
Ngl, I was actually surprised to see Infernity Sage even appear on this list even at the 10th spot because of how useful it is in the archetype, even if the effect to Discard your hand is the entire effect and offers no benefits, in Infernity it's a good effect in of itself and definitely increases the consistency of the deck as it drastically reduces the likelihood of bricking even if you play just one copy (I personally prefer to have 2 copies of it simply because I really like having it available and I am done having hands with all good monsters but no way to get rid of my hand and hard bricking).
In context, it's a really good card (please, I want Archfiend back to 3, I really don't think Infernity is going to be a metagame breaker even with that in the current environment, heck, even if you put both Archfiend and Launcher at 3 I don't think it would be the worst thing in the meta, though I myself admit it probably isn't a very bright idea)
Imagine how good Decisive Armor could've been if it had Non-Dark instead of Light (like Catastor) for the burn effect
Decisive Armor is a great side deck option when you consider how many people run Blue-Eyes decks. And since the main deck Blue-Eyes cards are generally between 2500-3000, FTKing a Blue-Eyes player is a legitimate possibility
I use it in duel links sometimes specifically for that reason. I have won several times by using the effect of Decisive Armor and burning the opponent for 6000
13:07 Retrain idea #8
_Diceclops The Destroyer_
Level 4
Machine/Effect
_(Quick effect) Once per turn, If either player would roll a Die for a card or effect: You can special summon this card from your hand or deck. Once per turn: You can roll a six-sided die; Apply the result, then increase this cards ATK by 200X the result._
●1: Look at your opponent's hand, also discard 1 card from their hand.
●2, 3, 4, 5: Discard 1 card, then increase this cards ATK by 200.
●6: Discard your entire hand, then increase this cards ATK by 200X the number of cards discarded.
ATK/1800 DEF/200
With THIS, Diceclops can cheat itself put rather easily, meanwhile what would normally be purely negative effects now have the chance to stack into a hefty ATK boost.
So I roll the 1 and get to toss a card from my opponents hand… Neat, now it brings me up to 2000 ATK on top of that…
_OR_ I flub the roll and toss my entire hand of 6… Bad, but NOW not only do I get 1200 ATK from the Die result, BUT another 1200 from the 6 discards, so I NOW at least can compensate with a 4200 ATK monster masher I didn’t have to do much to get out in the first place.
no need to give it an effect that summons it from the deck, as logs said, that's a pretty broken effect. Also, to compress the effect, maybe word the effect like this?
Once per turn: You can roll a six-sided die: this card gains ATK and DEF equal to the number rolled x 200, also apply the following effects based on the result:
1 - Look at your opponent's hand, then discard 1 random card from their hand
2, 3, 4 or 5 - Discard 1 card from your hand
6 - Discard your entire hand.
@@leojamesquiambao1047
Well the idea is it puts your opponent in a catch 22: If they roll the 1, they loose the card in their hand but Diceclops only gets a meager boost, but the worse they roll after that, the more efficient the ATK gain becomes. And obviously loosing your entire hand by your own random effect can set you back pretty severely, but at least HERE it means every lost card boosts Diceclops further as recompense.
@@leojamesquiambao1047
We could just tack in a “This card gains 200 ATK for every card discarded by this cards effect” or something.
@@ButFirstHeLitItOnFire That's good too
@@leojamesquiambao1047
As for the summon from deck, I figured that if nobody really plays dice/coin decks competitively, then what harm would it be if this card had a summon tied to it. Same thing with The Traveling Gambler.
Spell Chronicle was one of Yubel's cards from the anime, and one of those anime-debut cards that should have stayed anime-only. Which is often the case with a lot of anime-debut cards.
Yubels version also let you choose monsters which would have made Spell Chronicle useful at least with cards like the Thunder Dragon's or Giant Rex
In Yu-Gi-Oh there are already cards that can take advantage of the spell chronicle effect, but unfortunately they are still not good enough, but if Konami creates spells and traps with better effects when banned, then this card will become good
I always viewed Dicelops as indirect Dark World support 😅
Im surprised you didn't mention that
0:17 Retrain idea #1
_Arch-Infernity Sage_ (DARK)
Level 2
Fiend/Tuner/Effect
_(Quick Effect): While this card is in your hand or on your field, You can discard your entire hand, and if you do you can activate 1 of the following effects:_
⚪️Special Summon 1 “Infernity” monster from your deck who’s level is equal to or lower then the number of cards discarded.
⚪️Set 1 “Infernity” spell/trap card from your deck.
⚪️Increase either your LP OR the ATK/DEF of 1 “Infernity” monster you control by 250 for each card discarded.
_If this card is sent to the GY: You can send 1 "Infernity" monster from your Deck to the GY. You must have no cards in your hand to activate and to resolve this effect. You can only use each effect of "Infernity Sage" once per turn._
ATK/400 DEF/800
You can cut the third effect, no one would ever use it outside of time. But besides that, not bad
Infernity Sage is literally necessary to set up silly boards simply due to its discard effect.
@@lordofcrows
Well on a quick effect I figured the third effect would be a nice cherry on top if you were going to use this card to chuck your entire hand anyway. Like with a hand of 6 that would be enough for either 1500 ATK/DEF or LP, which might be enough to win you the game by battle damage or save your hide by blunting any oncoming damage to you. Plus it gives you an option in case floodgates and/or negates are in place to complicate the first 2 effects. It may not be _strong_ per say, but it’s plenty on a level 2 utility-focused monster.
I always enjoy even though never played
Voice is very nice
It does look hard to get into. I recommend playing an old format before maybe getting into modern yugi.
I recommend 2015's Clown Format
Then play and you gonna enjoy more
I hope you get to play some day! My favorite thing is to brew decks that are simple enough to teach new players, but don’t just get automatically stomped by everything else like a starter deck. It’s tough to learn, but so much fun to play against a knowledgeable opponent
I’m the same. I think it’s because he explains it so well for people who don’t play
Hey Duel Logs, I'd like to thank you for all of the hard work and effort you out into these extremely varied and interesting videos. Your editors are cool too 👍
Berserker Soul is broken as the only Spell/Trap in a Superheavy Sam deck if you wanna OTK
put 3 berserker soul, immediately excavate another berserker soul
As soon as I saw this pop up in my notifications, before i watched it I started thinking “what’s a card that makes you discard your hand just really isn’t very good?” And immediately the first thing I thought of was Rocket Arrow Express…I wasn’t disappointed.
List ideas:
Top 10 cards that can't be negated/responded to
Top 10 cards that could come off the banlist.
Top 10 cards that see play outside of their archetype
Top 10 cards that don't fit in their archetypes
Top 10 extra deck monsters that require other extra deck monsters
Top 10 splashable extra deck monsters for each type
Top 10 worst mill cards
Top 10 cards that show actual cards
Top 10 stall cards.
Top 10 generic pendulum cards.
Top 10 special conditions in the games.
More Rescue Rabbit, please.
Already got one for cards that see play outside their archetype.
Apparently Elemental Hero Prisma is a gigachad in dark magician decks if you're looking for Eye of Timaeus. Even without Eye of Timaeus, you can freely send copies of dark magician to the graveyard as long as you have fusions for it.
The only time I've positive success with Rocket Arrow Express is when i used it in Duel Links with Anna, Immediately sunmoned Night Express Knight after that, and folded both into Gustav.
I used to use Spell Chronicle in my Witchcrafter/Tearlament builds since it'd make milling non-Witchcrafter cards and copies of Patronus a bit more consistent. Greatly reduced the chances of those wet fart mills.
Child me pulling Rope of Life from a pack, “well it’s a holo so it must be good and now I better play it in my deck”
Oh hey, Single Purchase! I recognize that card cuz it's the one that Yugipedia keeps recommending to use in every strategy to search things, just like Dogu!
Right?
@@truetakofame4112 Lol, yes. Yugipedia would probably have ya believe it's some sort of meta staple!
I can see full salvo being useful for cards that enjoy being discarded from card effects (cough tear cough cough), like infernity or fabled, but then again, it’s a trap card and most archetypes like that don’t burn anyways.
Top 10 cards that overwrite rules like double summon or anti spell fragance
Fun fact infernity sage actually slots into dark world decks incredibly well as the discard effect is an effect not a cost. It also combos insanely well with baronne de fluer so you can cycle fleur's negate effect back online.
Sage might only discard but for the new dw engine that's all it needs to do.
The added synergy of it being fiend also means when you're done with recycling baronne you can banish it for gates.
Retrain idea #5 7:59
_Berserker Mania_
Quick-Play Spell
_If a monster attacks and inflicts 1500 or less battle damage to either player: Shuffle your entire hand into your deck (min. 1); excavate the top card of your Deck, and if it is a Monster Card, send it to your GY, and if you do that, that monster must attack again in a row, then repeat this effect until you excavate a non-Monster Card. If a non-Monster Card is excavated, place it on the top of your Deck. You can only activate 1 "Berserker Mania" per turn._
Just like Berserker Soul(Anime Ver.)
15:56 Retrain Idea #10
_Rocket Arrow Express: All Expenses Paid To PAIN_ (EARTH)
Level 10
Machine/Effect
_Can only be Normal Summoned/Set or Special Summoned (from your hand or GY) by controlling no cards, and cannot be Summoned/Set by other ways. You cannot attack the turn you Summon this card. This card’s attacks cannot be negated or responded to, and if it attacks and destroys an opponent’s monster by battle, draw 1 card. While this card is on the field, must discard 1 card each time your would activate other cards or the effects of other cards, or Summon or Set a card._
ATK/5000 DEF/0
The first line of text kinda contradicts the card. How can you normal summon this level 10 monster that requires 2 tributes if you control no cards? Regardless, as a favor to my girl Liebe, allow me to fix the card's text for you:
1- Cannot be normal summoned or set. Must first be special summoned (from your hand) by controlling no cards. When special summoned this way, this card cannot attack this turn.
2. While you control this face-up card, you must discard 1 card to summon a monster, or activate cards or effects.
3. If this card attacks, your opponent cannot activate cards or effects until the end of the damage step, also if it inflicts battle damage to your opponent, draw 1 card.
An EARTH Machine-type xyz monster that has this card as material gains this card's 3.) effect, also if it attacks a defense position monster, inflict piercing battle damage to your opponent.
Keeps it at the theme of its archetype (Non-xyz trains are supposed to be big beaters with negative effects) and I slapped an effect to give you the idea that you are supposed to fold this under one of your xyz for good measure.
@@leojamesquiambao1047
I should have said you can normal summon it without tributes in that case.
@@leojamesquiambao1047
I’m just looking back at these older posts, and I realized that if you’d need to discard a card every time you wanted to summon another monster or activate other cards or effects (besides rocket train’s own I mean), wouldn’t that mean the card would have a place in discard focused decks like Dark World?
Ally of justice decisive armour is an easy game win if you opponent is playing a light deck. Also consider i was one of the earliest synchro monsters. Making it have alot less competition when it fist came out. Its dated now but it was a good synchro option in early yugioh synchro era. Especially since it was one the highest level synchros at the time, with 3300 attack and defense.
Spell Chronicle is actually godlike in Metaphys.
In Master Duel, A single lvl 4 monster on the field and an activatable Spell Chronicle can leave you with a potential turn 1 end board with all of the following:
- Baronne de Fleur
- Geomathmech Final Sigma
- Chaos Ruler
- Clear Wing Synchro Dragon
- potentially one of your continuous spell/traps such as Metaphys Dimension
- banish zone set up with a couple Metaphys monsters
- possible Necroface activations if you get lucky with Chaos Ruler
You basically do your play as normal, activate Spell Chronicle and banish all of the different Swordsoul traps, Metaphys Ascension, Swordsoul Emergence.
The traps will give you up to 3 lvl4 tuner tokens when banished. Use those to go into mad Synchro summons. Can even out a tough boss monster with Metaphys Horus.
All this and you usually end with at least 2 cards in hand due to Chaos Ruler and Ascension.
I think Rope of Life was somewhat viable when it came out, since destroying monsters by card effect wasn't that common back then. Also I know this is nowhere near viable, but one use for Rocket Arrow Express is to Special Summon it, then immediately tribute it for Great Maju Garzett for a 10k atk beater.
Would Rocket Arrow Express be okay if the opponent activated skill drain? Since it’s effects would be negated on the field, that would be the only time it would be worth playing, but it’s a big if.
Lets assume the opponent did have skill drain out and you played this. They would do what ever it took to destroy their own skill drain then rob your attack points
Berserker Soul was commonly used in Superheavy Samurai for a while. The deck thrives on a lack of other card types, and can consistently satisfy the requirements for Berserker Soul to be live. It even has multiple means of achieving near exact 1500 direct damage with Stealth Ninja, and is capable of extending that 4000 LP ceiling to 6800 by equipping Soulhorns. SHS is by no means a good deck, and being Monster Effect heavy is even more a detriment nowadays, but it's very fun to resolve while not being the deck's only wincon
"SHS is by no means a good deck"
Looks like someone hasn't seen the new support. It makes the pure deck a lot stronger while also turning it into a generic engine for a lot of other decks, like Adamancipator.
someone hasn't seen the new support yet, you're gonna be seeing a lot of shs at tournaments post cyac
MONSTA KADO. MONSTA KADO.
Well lucky you SHS will become a tier 1 deck with the new wave of support arriving this Month. :D
no one tell him
an idea for a future video could be the top 10 cards that would be broken in today's meta that had an errata to their effect. The criteria for the listing would be monster cards, spell cards and trap cards can be listed plus they would have had to spend some time on the forbidden and/or limited list in some way and of course had an errata to their effects.
They may as well change the text on Rocket Arrow Express to "Special Summon this card, then pray it sticks around until your next turn because it's all you have now".
I remember that train being strong in the anime and op in school Yu GI oh. Most of my classmates had base utopia as their boss monster and maybe blue eyes, most couldn't even get over a 5000 body
Honorable mention...infernal incinerator. 2000+ atk tribute plus discard hand for a 2800 beat stick that gains 200 atk for each opponent monster and -500 atk for other monsters you control. Least most of the cards on the list could use its skill immediately, but that thing was a brick unless you go at least -2 and your hand.
Rocket Arrow Express can be comboed with Amano-Iwato for some suprising lock-down combo. Rocket Arrow Express prevents Amano-Iwato from returning to your hand during the End Phase, so it can stay on the field for your opponent's turn. And, unless I'm mistaken, Amato-Iwato negates Rocket Arrow Express' demerit effect!
Yes you are correct. Amano will stay and it is nice combo overall.
However, you will still have to pay the cost to discard entire hand, because maintenance cost is not an effect, thus does not activate and cannot be negated either.
I was messing around with a Full Salvo meme ftk idea where I'd have 1 Temple of the Kings and 1 Full Salvo in my deck, get Tethys Goddess of Light out, draw my entire deck of angels with Reload and Magical Mallet support to help get around drawing those 2 non-angel cards, then activate them after having 40 angels in my hand to get the ftk. I think it took me 50 attempts to get this in a test hand environment.
I had 2 video ideas for a short while now. I don't know if there are enough cards for each topic, but I shall post them anyway.
1. Cards that rewrite card effects (not copying, like for instance Phantom of Chaos, but rather Malefic Territory).
2. Cards that directly lower the viability of their own archetype, like Chimeratech Fortress Dragon, or a card that's supposed to support other cards, like Helios, the Primordial Sun does with Macro Cosmos, but it only renders Macro Cosmos to be negated by Solemn Warning, even without Helios in your deck.
Kinda wish Phantom Hand was an honorable mention. Doesn't dump your hand to the grave, or require the hand dump per se, it reads "Once per turn, if you control a face-up "Infernity" monster(s), banish your whole hand face-down until your next standby phase."
Phantasmal Martyrs is intended to be used to get you tribute material for Raviel... But requires you to send your entire hand to the GY. And it summons 0 ATK tokens in ATK position even though most token generators don't do that. And it requires having Hamon or Uria on board first, so before you even get the chance to lose your entire hand you need to send 3 continuous Spells or Traps to the GY.
"oh but you can make blue card"
just run scapegoat
There is a counter collector card, called Counter Cleaner, that can make Spell Chronicle completely resolve that turn.
A fine list as always, but i REALLY expected one card in it and you missed it, look up infernal incinerator, it was used in the yu gi oh gx anime by chazz, and although the list is actually really good, i would have put infernal incinerator in the place of diceclops, because of all the cards that you put in the list, it is the only one that does not "require" the discard or send of your whole hand to the GY. Still, great list, keep up the good work.
TheDuelLogs hello my friend can i ask you to remake the hero archetype best cards,because already have new cards with others in japanese yet like the new flame wingman,and these carts become the best cards to elemental heros.and another remake from dino archetype because is another archetype, which literally have new dinos cards from extra,deck,spell and traps cards to help dinos even a new evolution pill
please, i love you videos
3:30 Never heard of a Yugioh pump and dump scam before
Psuedo hand discard cards could be final destiny and guarded treasure which require 5 cards to be discarded to activate their effects but since turn 1 player no longer draws 1 card they cant use such cards unless they go up in card advantage
Seems like a bit of a pattern that a lot of the higher spots in a lot of "worst x things in yugioh" usually have gamble cards as some of the top bosses there.
Infernity archfiend never ceases to amaze me in how nutty of a top deck it is.
i just now realized berserker soul draws up to 8 cards because that's how many are drawn in the anime scene
Fun fact on single purchase the best target is morphing jar when playing empty jar granted now a days with ash and imperm not so much but jar played almost 30 spells and 6 cards that could flip the jar only reason. It didn't take off in peak jar format iirc is because the deck took a hit from the 2013 banlist that split the format
I learned the hard way that maintenance costs cannot be negated once by trying to bypass Rocket Arrow Express's effects with Double Headed Anger Knuckle. Worst mistake I ever made playing Master Duel
Single Purchase with Cyber Dragon cards would call on the original name since they only change their name once on the field on in the GY. Still doesn't work for them because the most you'll get out of it is an additional material for a fusion, but still can't summon the fusion monster.
Best Level 7 & 8 Synchros (Separate or Together)
Decisive Armor was one of the three synchros that you got from the blank card in Over the Nexus before taking on the Yliaster in the WRGP. The other two being Trishula and Trident Dragun. I have absolutely no idea what they were thinking, especially since none of the Meklord cards they used were LIGHT, so it was just a random beatstick synchro monster for taking on an anti-synchro team. The other two were leagues better, but honestly…you can just cheese all of the WRGP duels using an Exodia deck since your hand remains the same as the teams swap out duelists. That means that you basically win the whole thing and just need to go through the cutscenes.
I honestly pray for Over the Nexus to get remade since it is my favorite YGO game of all time and I hope that they have the common sense to make the blank cards better. Trishula is literally the only one you’ll be running if you didn’t already own it and don’t plan to run Exodia or a Fusion deck.
It was because the concept of the "blank card turns into your new boss monster" thing that 5D's did in the anime. They obviously wanted to replicate the idea of Shooting Star Dragon (Accel Synchro) and Red Nova Dragon (Double Tuning) by making your new monster have some special requirements for its Synchro Summon and so they just picked a few high level monsters with non-generic summoning conditions.
i mean i wouldnt say its remotely consistent because, as you say, you can only play 1 copy, but superheavy samurai, being the ultimate monster mash deck, can play berserker soul. they even have a low attack synchro that can attack directly to trigger the requirement too
Surprised he didn't at least mention the famous scene from the Anime where "Yami" pulled off Berserker Soul "Draw Monsto Cardo!"
Top 10 worst cards that require you to reveal cards in your hand besides itself
Not mo ye
Ceremonial bell
Decisive armor was hilarious in duel links when Blue Eyes was meta there, catch them with it in their hand and its an easy 3k burn
Berserker Soul is used in a lot of Superheavy Samurai deck since the deck is only playing monster card.
The fact that Anna didn't blow up straight away in any of her duels is a stupendous miracle.
The only major use for Rocket Arrow Express is sending it to the graveyard and using it with Berserker Crush on Kuriboh, making it a 5k beatstick
How is Infernity Sage not used in Dark World decks? Seems perfect to trigger their effects
That was my first thought when the video started.
technically final destiny discard your entire hand if you go 2nd (this to activate and 5 for cost) to have dark hole and heavy storm on a single spell, but i'm not sure if it counts here.
Retrain Idea #6 9:44
_Ally Of Justice: Decider Armor_ (DARK)
Level 10
Machine/Synchro/Effect
1 Tuner + 2+ non-Tuner monsters OR 2+ Tuners + 1 non-Tuner monsters
_Once per turn (Quick Effect): If your opponent activates the effects of or summons 5 or more LIGHT monsters in a single turn: You can Synchro Summon this card from your extra deck using “Ally Of Justice” monsters from your hand, deck or field as Synchro Materials. Once per turn (Quick effect), if your opponent controls or activates the effect of a LIGHT monster: You can activate 1 of these effects._
●Target 1 Set card your opponent controls; destroy that target.
●Discard 1 card; destroy all Spells/Traps your opponent controls.
●Send your entire hand to the GY; look at your opponent's hand and send all LIGHT monsters in their hand to the GY, then, inflict damage to your opponent equal to the total ATK or DEF of those monsters sent to the GY.
ATK/3300 DEF/3300
would still be useless i assume
@@nghianguyeninh473
Well the idea is that it’s to give “Ally Of Justice” it’s own sorta-Nibiru. Sure it only focuses on LIGHT monsters BUT A: It’s quick effect, and B: it also focuses on LIGHT _effects_ they activate, regardless of from where.
Still, I guess I could buff it some more:
_Ally Of Justice: Decider Armor_ (DARK)
Level 10
Machine/Synchro/Effect
1 Tuner + 2+ non-Tuner monsters OR 2+ Tuners + 1 non-Tuner monsters
_Once per turn (Quick Effect), _*_While this card is on your field or in your extra deck:_*_ If your opponent activates the effects of or summons 5 or more LIGHT monsters in a single turn: You can Synchro Summon _*_1 Synchro Monster_*_ from your extra deck using “Ally Of Justice” monsters from your hand, deck or field as Synchro Materials. Once per turn (Quick effect), if your opponent controls or activates the effect of a LIGHT monster: You can activate 1 of these effects._
●Target 1 Set card your opponent controls; destroy that target.
●Discard 1 card; destroy all Spells/Traps your opponent controls.
●Send your entire hand to the GY; look at your opponent's hand and send all LIGHT monsters in their hand to the GY, then, inflict damage to your opponent equal to the total ATK or DEF of those monsters sent to the GY.
ATK/3300 DEF/3300
THERE, _Much_ wider selection of targets to go into, AND for good measure you can do it while this card is on your field OR in your extra deck.
@@ButFirstHeLitItOnFire nope, still sucks.
i can imagine an engine with this but still, nope.
@@nghianguyeninh473
What exactly would you do to improve the card then, or is it more of an issue with “Ally Of Justice” in general? Because I think the new/changed effects can be pretty potent depending on how strong LIGHT happens to be at any given moment.
@@ButFirstHeLitItOnFire yup, you got it.
not even that useful against drytron i think
Sometimes, some of the cards could work if you already happen to have a bad hand, but that's not saying that you should if the effects they give you don't justify the hand cost. And before any asshat says something to go against what I'm saying, here's the deal: Yu-gi-oh is NOT a perfect game, and sometimes you're going to cards that you don't need or can't use right away, regardless how you structure your deck. But I wouldn't mind spending my whole hand IF the card's effect makes up for it. It's very rare that you'll have to discard the entire hand because there's nothing saying that you can't place cards facedown before you discard anything.
I tried to use full Salvo in a floowandereeze deck before. Since the banished cards constantly add themselves back to your hand once you have a whole bunch of cards and have knocked your opponents life points down a bit you can full Salvo for game lol. Super gimmicky but it was funny when it worked
Infernity DOES look fun damn!
Call me stupid but could you bypass the upkeep and summoning sickness from Rocket Arrow Express if your opponent has skill drain active?
Upkeep and Summoning Sickness cannot be avoided by all means.
The sickness is applied as soon as you conduct the summon, it's not an effect.
The upkeep is not an effect either, you will either pay or destroy, even while negated or prevented from activating monster effect.
Gambler of legend has become a meme for me and a buddy of mine almost every time I do the 3 coin flips I get one heads and he just kills himself with a coin toss haha
Why is full salvo blue? Mine is red with faces.
8:20 - wow, anime effect was waaaaay better that that :(
16:18 - so just Book of the Moon + any monster with ATK >0 and that card is gone :D
No shot you through so much shade at a sealed showdown MVP
Berserker Soul kinda pops off in Superheavy Samurai decks ngl
I remember summoning decisive armor using a scrap deck in duel links. I used the last effect on my opponent as he was using blue eyes. It was satisfying but he quits right before resolving😂
Wow, just realized that Rocket Arrow Express is like The Tyrant Neptune in a way. Just like Neptune, it earns top spots on several of your lists. But unlike Neptune, it only appears on "worst of" lists, like the worst maintanance costs and this video.
Ah decisive armor, a trip down memory lane for everyone that played ygh world championship 2011.
Ah yes, the number one is a glass cannon that aimed at you.
Perhaps I'm crazy, but Decisive Armor seems like a potentially good monster to go into if your deck is fairly graveyard focused and lacks a good way to deal with Nibiru, seeing as that's light attribute and would deal 3000 damage to your opponent. At least, in theory. I'm not sure which deck can afford to go into Decisive like that.
Gambler of Legend: So... No head? *discards your entire hand*
Rope of life is good in Tag Force with Cat's Ear Tribe because the A.I does not know how the effect of Cat's Ear Tribe works so it just crashes it's monsters into it.
Suggestions Top 10 card that can't be negated but still can be respond
Huh, I wonder now if Berserker Soul could get some resurgence with the new Volcanic Suport, a monster-heavy burn deck
The fact that there's more than one is not a good sign.
1. Go first, set Full Salvo, pass
2. Opponent's turn, activate Maxx C from hand, opponent can't negate
3. Opponent goes, alright, "I'll accept the Maxx C challenge and try to deck him out"
4. You draw until 40 cards in hand and 0 cards in deck
5. Activate Full Salvo
6. ?????????
7. PROFIT!!
I still think that rocket is a little bit better than full salvo because of it's possibility that was mentioned. I mean, at least if resolved (rocket arrow to normal summon night express knight to dora), it is still a formidable play. Of course, there are more superior alternatives, but at least it has extension potential. And the maintenance cost does not take place directly so, that's that. It will be dead hand past turn 1 tho. While full salvo has very low potential to close out the game in a really unlikely scenario. Well, yeah
Spell Chronicle's whole thing iirc is to complete the wedding iconography of Yubel and Jaden's duel in season 3, itvwas the Scroll then Glow Up bulb was the roses etc etc.
Glow Up Bulb was made later (it was a card used by Aki/Akiza in 5ds) it has nothing to do with Yubel
@@simonediliberto4314 no there was a flower thing that Yubel used, I don't remember the name but it worked by reviving itself.
Iirc it was banned because it was free material but I don't remember its name
@@dearickangelonej.legaspi6686Samsara Lotus was that card's name still Grow Up Bulb exists and it's a different card
Berserker soul sounds like a decent card for Heavy Sam.
You just summon Stealth Ninja, direct attack, draw only monsters for more attacks.
If I'm discarding my entire hand for a card effect, I better get something good. Like a whole new hand.
It seems like Full Salvo is intended to be a win condition card because there's no limit on the amount you can discard, so if you discard 40 cards you do 8,000 damage. Obviously it's still very bad because of how incredibly unlikely that is to pull off, but I don't think the intent was for you to just discard a couple of cards with its effect.
Funny enough berserker soul was used by Yugi in the anime. Except the effect kept going even after the opponent hit zero life points.