God forbid you draw 2 cards, but you can "search" entire deck summon for 15 min your entire deck, banish it and return all to deck and start again.This is not even sarcasm, it is possible.
My complaint: 90% of the games own mechanics have been power crept. Traps, tribute summoning, life points, any card that doesn't net positive your card advantage, cards that dont have floating effects, fucking DRAWING is now something thats considered sub optimal. Why draw random cards that probably wont help that much, when you can play pot of prosperity and basically turbo any one card of your choice to your hand. The only way to have fun anymore is to just play old formats
@@christianworcester6851 yes i lost with three major monsters on the field and 6 cards in my hand, the opponent was empty handed and no cards on the field, draws one card and start to search, link, synchro and he won. I swear to God.i wish now i recorded that.
Yeah but the issue with old formats is you're also going to back to how Dark Magician, Gaia Knight, and so many other cards have almost zero support while Blue Eyes, Cybers, and Harpies have decent support cards. So in the end you're still facing the same problem, where some archetypes are better to play because Konami didn't print anything for the other cards and as a result everyone is playing those archetypes resulting in the same lack variety between games.
its almost like those danged "YugiBoomers" have had a point about the state of the game the entire time? tho we dont need to go back to the days of "i set this monster, then set 2 cards and pass" days, we just need to stop deluding ourselves into thinkign things like hand traps, and exploitation of special summons is a healthy thing for the game. Personally, Hand Traps just need to go, the only card effects that should be able to be activated on your eopponants turn should be cards you have on the field or limited effects in the grave yard. there is something to be said about how bad the game is to play nowadays when one of the games holy trinity of cards (monster, spell, trap) which only requires you set it on youre turn and can activate it start of youre opponants turn is considered too slow these days, and are now replaced with monsters that can do the same thing but from the hand. and second, we genuinely need something to slow the game way the flip down, with the serious abusing of the special summon abuse, there should be under no circumstances a point where you can bring out a full field of monsters all the while barely touching the cards you drew in the start of the duel, and the main culprit for this, is how easy it is to special summon, and the fact theirs no limit to them, they come onto the field and then do somethign thats bringign others onto the field just for being summoned. maybe if Special Summons were limited to 3 maybe 5 per turn, we may even be able to begin seeing some cards come off the ban list.
I don't think Konami will ever change, and things will simply get worse. They've made these same exact design mistakes over and over again, yet they keep diving in the same pool. Mermaid was banned? Let's print another broken hyper-generic engine that needs 2 warm bodies to get off the ground. Linkross is banned? Let's make another Link monster that generates crazy advantage just by linking off another link monster. Half a dozen Link 1's are banned? Let's print another broken quasi-generic one that plusses you and pivots you into full combo for no reason. Decks that summon too much are too powerful? Let's print Nibiru then immediately start making decks that summon too much but also set up early negates or turn off Nib entirely. 3 generic ED omni negates are banned? Let's print a new generic omni-negate that also enables full combo for a deck that was just Tier 0. The time for coping on Konami has long past. It's simply absurd
It's pretty hilarious how they don't bother to support time wizard formats, when they could sell reprints to Edison, Goat, Hat etc players and make money off of that
@@AquaticIdealist they kinda have, but the price sucks. they reprinted from blueeyes to invasion of chaos last year which was nice, but i was expecting 500mxn (25usd) per booster box instead of 1500mxn ☠️ i mean they are fckng old reprints 🤦🏻♂️
The game snapped when archetypal cards could search the rest of its engine with the only limitation being HOPTs. Card economy being replaced by HOPT economy fucked the game into the state we have today.
And there's literally nothing wrong with cards like Accesscode or Apollousa being good in the context of the shit heap that is modern Yugioh. Not all engines are created equal. Most decks have dogshit boss monsters that are designed in ways that provide zero viability to the decks that can summon them. Primeheart's blades and all that. Back before archetypes and the extra deck ubiquity it was perfectly acceptable to be playing powerful free agents like D.D. Warrior Lady and Monarchs in your deck of otherwise unoptimized junk because you needed to play somehow. With Baronne, Savage, and Apollousa gone Snake-Eyes is minorly inconvenienced but dozens of locals playable fan favorite decks went from being fine to go 2-2 with to having no real reason to show up. And knowing they banned these cards to avoid hitting the deck that scientifically formulated to abuse the hell out of them while also having a rock solid engine with archetypal and attribute related bosses is a thumb in the eye of every rogue player. Konami is telling everyone to play meta or not play at all.
@@geek593 yes, for me one of the most fun about the game is building my deck, testing it again and again.what to add, what to lose etc.Now you just add archetype, 3 maxx c, 3 ash and 3 call by the grave and you are lucky if you have one turn.
Should the term “combo deck” even exist anymore? Even Ice Barrier can slap half a dozen monsters on the field in one turn, that’s just the nature of modern yugioh. Seems redundant to call anything a combo deck anymore.
Decktype monikers as we know them have long since outgrown their usefulness imo. There’s just way too much overlap between the traits we propose as being indicative of one or the other
every deck combos, the deck types describe more what the deck can do with that combo, going from glass cannon otks/ftks (tenpai, gimmick puppet), control heavy decks (runick stall, lab, those new trap monster archetypes that are surging in the OCG) and midrange that try to do a little bit of everything (mostly all other decks in the meta)
The real problem with modern Yugioh is that the cards taste better so I can't stop eating them. That's right, the reason you haven't been able to get [insert desired card here] is because I've been eating all of them.
I don't get why the designers have been so gun ho about Extra Deck engines. Extra Decks are so tough to balance, and creating same-y games is a huge risk when you have access to so many cards. EDH games can already feel same-y with access to 1 card, and that's 100 card singleton. XYZ toolboxes are cool because it's a way to flex the same hand into different configs to answer different board states, but Link engines can take a lot of space and motivate you to end on the same thing repeatedly
It had been awhile since we had a link climb deck in the format before Snake-Eyes dropped and was able to extend past Jupiter with Promethean Princess. Halq getting banned kind of sealed that playstyle for non-Cyberse decks.
Power creep. Unfortunately they backed themselves into a corner game design wise. I think cards like the Exodia fusion or Gate Guardian fusions are a good step as it has deck identity and requiring specific materials generally scale well with the game because it's easier to take into account card interactions. When you have generic Link 1, every dragon and spellcaster or light fiend going forward is restricted in game design space. For there to be less reliance on toolbox, the alternative need to be more viable. There's so much design space that isn't touched, especially for purposes of slowing the game down or disincentivizing just mass accumulation of resources. For example, Torrential Tribute/Mirror Force and other traps are in desperate need of power creep: Torrential Tribute update If your opponent controls 3 or more monsters than you, you can activate this card the turn it is set. When a monster is Summoned: Destroy all monsters on the field. Monsters destroyed this way cannot activate their effects this turn. Mirror Force update When an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters. Monsters in Attack mode cannot activate their effects in response to this card's activation. Monsters destroyed this way cannot activate their effects this turn. Waboku update Your monsters cannot be destroyed by battle this turn and you take no battle damage this turn and draw 1 card. If your opponent controls 3 or more monsters than you, drawn 1 additional card. You can only activate 1 "Waboku update" per turn. An update to Gorz might also make things more interesting. Previously it forced players to attack with lowest ATK first so they can kill the token. But the major downside is it being dead in hand unless there's a direct attack. So keeping its original functionality while adding a summon condition would be cool. You can only activate the effect of (3) once per turn. (1) If your opponent controls 2 or more monsters and you control no monsters: You can Special Summon this card from your hand. (2)If you take damage from a card in your opponent's possession: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. (3)When this card is Special Summoned by its effect: Activate the appropriate effect based on how it was summoned -(1) Add 1 "Gorz, the Emisssary of Darkness" from your Deck or GY to your hand. -(2) This card gains ATK equal to the damage taken., then Special Summon 1 "Gorz the Emissary of Darkness" from your hand, deck, or GY. This cannot be used for material for a summon of a Extra Deck monster. Design-wise, it tries to discourage huge turn 1 setups as well as have destruction be less transient. Early on in yugioh, floaters were highly valued as it lessened the impact of cards like MF and TT. But nowadays since cards have effects in GY as well, we need more cards that actually prevents the floating effects or self-banish for secondary effect.
Commander isnt a competitive format so you are more concerned with the fun aspect of it and magic is a less interactive game so someone comboing off in commander just requires there to be no blue mage at the table or everyone tapping out to godforbid advance their own gamestate to potentially win some 5 turns in the future. Yugioh is pretty much fine tuned for combo vs combo and everyone brings their BS and 17 outs to the opposing BS before it starts. So most of the uniqueness of a yugioh game comes from both hands being drawn and then interacting with each other, thats also why handknowledge is so busted. Do you play around Nib, not knowing if its there? You got veilered how do you keep going? Fun in yugioh comes from knowing your deck and how it solves these questions asked by the opponent. With how many different types of decks there are in yugioh you can find something for everyone, not everything is hyperconsistent linear combo with handtraps plenty of decks adjust their plan on the fly depending on random mills.
@@luminous3558 There is more interaction in the average Magic game than the average Yugioh game. Every color has interaction and the game is played over multiple turns. You need to be able to navigate your opponent's board and potential interactions. Yugioh most resembles cedh which is commander but with all of the limiters off. Extreme consistency, game ending combos, draw well or die, basically limitless resources, etc.
I'm getting tired of the favoritism, too, especially with archetypes with main characters. Blue Eyes, Dark Magician, E-Heroes, and even Utopia for a while get nonstop support. Meanwhile, archetypes like Junk or heck, even a whole playstyle like Pendulum just get abandoned. It would be fantastic to see them actually try to revive some archetypes instead of just constantly feeding the same ones or making new ones. Also, rip to all my Burning Abyss fans, i feel your pain too.
That’s more to do with sales. They’ll make Blue Eyes and Dark magician support and the product will for the most part fly off shelves. Whereas a deck that needs modern support like Spellbook or BA, players will get the cards they need and never buy the product again.
Man I agree with you on one of your closing points. The robot rank 4 deck, Alice and shifter world, floo 2, anime edlitch, the primordial cards, I add light spell caster to my hand are all so cool to me and they are releasing so many cool archetypes, just for them all to get bodied by snake eyes. I just look at new cards now and instead of going “wow how cool!” I go “loses to hand traps and can’t play through snake eyes.”
You can't say "the adults are talking" and in the same breath be talking to the people who were around for normal summon Dark Magician and Forbidden Memories; those would be adults.
The good old days of normal summoning ritual and fusion monsters, one card per turn, and the most unique and confusing fusion system to ever grace yugioh.
Normal summoning DM wasn’t even good on release because blue eyes existed if you felt like adding a 2 tribute monster and shortly after summoned skull was released completely invalidating DM’s existence altogether since even SS would only be played at 2 copies because you wanted 4 stars or recursion flip monsters
I'm worried about the direction of lore decks because they keep getting way stronger than they should. World chalice lore had mekk knight, crusadia and orcusts Albaz lore had the dogmatika engine, tri brigade, swordsoul, despia and the endgame pile we see today Visas lore had tear, kash, mannadium and the obligatory endgame pile. Now diabellstar already started on a tier0 archetype, its going for the 4th one and already 2 of them are meta relevant (snakes and white woods) and azaminas are promising to be broken as hell too so we can expect the endgame pile to be absurd already
My problem, where is the alternative format? This game is 25 y.o. with 12k+ cards, and we can only play in shitty format. I'm happy when Konami MD makes some low power event in the game. But too bad, this year they create too many Degenerate Cup to push the players building the expensive META decks. . This is impossible to create 1 good format. But it is possible to create multiple different good formats. But I know this will be very difficult for lazy small indie company like Konami. Because they need more effort and maybe more money to handle it.
Like it or not a major alt format requires a push from the company for it to take off. Commander wasn't much of a thing before WotC made the first Commander precons. Time Wizard was extremely niche before Ultimate Time Wizard gave people a reason to care.
The issue with where is the ALT format is because of the player base. Even with Time Wizard it’s only the Advanced format. If more players pushed common Charity and any other format at locals it gives Konami the data to see real interest. Then maybe regionals and YCS’ Will do alternate formats. Until then it’ll be toxic advanced format metas until the end of time. There’s a huge reason why Magic players don’t fuck with legacy. For the exact reasons we deal with now as a community.
@@ultimaterare3146 You are right, but i think we need a real alternative format, time wizard just stopped in time, in magic all The formats have New cards and keep going, common charity is cool in concept, like pauper in magic, but ygo have the archetypes thing, and a lot of archetypes cannot work just with commons.
Rant time. Tbh game hasn’t been any fun since id say insectorz and Spellbooks imo. That was when i was done. I saw one card combos clear boards better than heavy and dark hole ever could. So ya as a boomer who played competitively and won plenty since day one of games release, id say its been an abortion right at insectorz, Spellbooks and dragon rulers… those decks made lightsworn, sams, x sabers look underpowered overnight. Long ass turns begun🤦
@EugeneKurlikin This is almost my exact experience. I played ChaosDragonSworn during that time, and fell off shortly after. I came back years later during the change to MR5. Playing Duel Links kept me interested in the hobby. Eventually, I realized it would be cheaper to just play paper. Instead of fishing for URs to get early Box Reset, to play a deck that would fall off a month later when Konami would introduce a skill to skyrocket whatever structure they were trying to push that month.
Modern Yugioh is not fun. There's nothing fun about watching my opponent scooping on turn 1 when they get ashed, veiler'd, drolled, etc. There's nothing fun about making a board with 5+ negates. Honestly, we need something like a Typhon but more extreme. An extra Deck monster we can instantly summon if your opponent decides to summon 10+ cards in one turn. this way, over extending is an actual threat and combo decks are kept in check.
@@maximus2463 all link monsters are effectively generic Most good links just need 1+ effect momster to go into (fuck needing certain cards anymore for extra deck summons) And don't get me started on overlay XYZ monsters (defeats the purpose of levels completely)
@@jonathanguy9291 the ones that lock you onto a specific summoning type or archetype sure aren't, I'm talking stuff like solfachord coolia , rusty Bardiche etc etc
The problem with yugioh is konami's design philosophy which is to throw all previous rules out the window like how XYZ made cards that cared about levels useless, or when pendulum was first introduced allowing special special summon from hand that used to took multiple turns to set up and link made defense and and flip cards strategies useless etc no other card game design does this not even Magic which is older than yugioh
I am just going to say it, Synchro was the ONLY good extra deck addition to the game. It kept the level focus, it was balanced with Ritual and fusion due to requiring both monsters to be on the field, kept the requirement of a specific card to do like Fusion and ritual ( a tuner monster)so it wasn't 100% generic plus you needed exact levels unlike the other two and it began existing at a time were contact fusion was all the rage so it fit right in. That is probably why most people view synchros has classic and why you didn't include them...synchros were building on the mecanics not nuturing them.
Xyz's had some cool idea's, mainly Rank-up. The main issues with Xyz came from two areas. The idea of Low Rank Boss monsters was done specifically to encourage those players to try Xyz monster's out. But low rank Xyz boss monsters were a mistake. I wouldn't argue low rank Xyz's diluted the level mechanics of the game, but rather the generic value of main deck monsters in general. Because they were so easy to get out, and generally had good, in some cases great, effects. Decks that could easily get 2 Level 4 monsters or 2 Level 3 monsters out became much better then say Synchro 5 pass. Rank 3/4/5 Xyz Monsters should always have been the quality of the Synchro Level 4-5 pool. A decent mini boss that can help in certain scenario's, but not as valuable as say a good Level 7, 8, 9 or even 10 star Synchro. Where Xyz's truly in my opinion diluted the Level Mechanic was with rank 5 and higher archetype strats. Konami never considered how much of a challenge it would be to make decent 5 or higher strats. To do that we ended up with a lot more instances of monsters that could modify their levels, or Level 5 or higher monsters you could cheat out in some way. Rank 8's should always have been the end goals of Xyz strats, not just another flavor of Xyz decks.
@@ShirtFan Exactly. XYZ sounded like a good idea, but most of the decks for it are just the same rank 3 and rank 4 spam. Yeah, occasionally some dragon decks get rank 7 or 8's out...but, yeah Konami did not think about the higher levels at all and the rank up oriented decks( That I do enjoy, Raidraptors are fun) are an extreme minority not a mayority.....
@@firestarsantos7467 it also highlights the flaws of Konami's design philosophy during that era. New mechanics were designed as replacements for old mechanics we weren't getting rid of, just choosing not to give any attention to anymore. Xyz's arguably were a better mechanic to support the other summoning mechanics than say Pendulums were. Xyz was perfectly set up to build off Synchro's fusions and Rituals. But Konami wanted every new summoning mechanic to be its own thing. The goal should have encouraged tribute summoning, synchro, fusion, ritual summoning high level monsters then Xyz summoning a big boss using those high level monsters.
Ngl, think Poplar to 1 hit was pretty good for Snake Eyes not having infinite resource and comeback potential on the draw. Too bad Azamina is coming in less than a month ☠️
@@TheAverageGatsby its so funny to me how people think that drawing poplar is so bad its still batshit broken if you just normal it like yeah sure its not as good as adding it by ash but it still can do basically cold fusion calling it a garnet is way over the top
I've really struggled with the current standard of every meta basically revolving around going +15 and ending on a board to ensure your opponent doesn't get a turn unless they drew the right set of 3-4 hand traps.
The last time I remember having a blast playing yugioh was when Master Duel had its 2010/Edison format event. Just being able to play a game where my opponent didn't open snake-eye ash and 4 handtraps was rejuvenating. Maybe Konami should push for more alternative formats to keep the game healthy.
It feels like the OCG cards are designed around the existence of Maxx C and when they get imported, the TCG just gets to play against this decks without the thing that was designed to stop them from going full combo.
I think there’s a space for 1CCs to exist and be fine. If they can be engineered to be lower ceiling (without further extension), and/or require a requisite number of engine pieces that occupy the space nonengine would, and/or only make up a portion of a deck that is otherwise highly dependent on consistent 2-3 card permutations, then idt most people find themselves in as much a feral rage.
Is it bad to think that with how Banning Problematic cards these days just will not and won't be enough like Gatsby is right if they keep printing 1 Card Combos that act like 5 plus cards to a 5 Card Drawn hand turn one it's only gonna get worse and worse until eventually even some of the most dedicated and loyal Yu-Gi-Oh Whales or supporters just realized they are being used for profits and just leave for an unknown amount of time like..... Konami needs to respect the Fans and their Opinions more then the Shiny Green that they have in Pockets/Wallets that they pull out every so often.
I’m all for this idea: If an archetype is STILL dominant after 3 banlist hits, then the entire archetype should be banned. Like make a Forbidden Archetype List
Card design issues aside, so much of yugioh's problems could be solved if the good cards were available in multiple rarities so you could get an affordable playset OR a premium payset based on whether you want to show off.
Konami would sell a lot less product if you only had to buy a box of each set rather than a case in order to play the game though. Their problem of liking money takes priority.
@candybracelets yeah and the problem with their current model is that you have 3 chase cards in a whole set. Shit never goes off the shelves and card stores drop them, then your locals rots and dies. It's pure stupidity actually
Most of cards were not hit when they should be regulated because YGO is a card-selling-targeted game,the banned list is just make you feel that Konami is doing something to make balance.
The things in the extra deck really need to be xenophobic in design. They really need to do something about the hand traps. 7 years is to long to have 3x of the same card in every deck.
I went to my locals just to end up being hand trapped to oblivion and pushed over by omni negates and overpriced, pointless cards that turbo out off one card starters. It used to be fun for casual players, but most of us are priced out or can't play the game due to these decks that are normally 20+ hand traps and expensive starters with stupid protection effects.
People always focus on the hated one-card-combos™, but i think the issue is a bit broader. I think the core issue are single cards that win games on their own. That includes: one-card-combos™that end on genuinly broken boards, boardbreakers and handtraps that will be called "high impact" in deckprofiles (droll, nibiru, dark ruler, evenly matched, ...) and floodgates like rivalry or shifter. When a single card does this much on its own, you are basically forced to have a direct counter. - You are not beating a snake-eyes ash with your engine (or at least not consistantly), so you have to completely shut down the card with imperm to get a fighting chance. - You are not beating a nibiru in a combodeck unless you setup a negate for it somewhere in your combo. - You are not beating a darkruler unless you play a one-card-combo™and have handtraps, so in most deck you probably have to setup a negate for it like solemn judgment. - You are not beating a rivalry in a multi-type deck unless you have a s/t removal like cosmic cyclone. That doesnt mean strong cards are a bad thing. Veiler or ghost ogre for example are very good cards. The difference is that they usually dont win games on their own unless the opponent bricks.
Yugioh needs something for new players. Something. Anything. Also selling a starter deck without everything you need for $20 is really annoying. Also I never understood the Pot of Greed ban. There are cards that literally let you pick cards from deck to hand which is most of the meta. Let the opponent play solitaire but you can’t draw 2.
Personally I hate modern yugioh design being, "what engine can get out the strongest generic boss monster with the most negates from the extra deck" I gravitate and normally don't play meta decks, I play what I like and like to use boss monsters of that archtype. 2 favorite decks, (skull servant/zombieworld/Eldlich and Anceint gear ) Due to Dimension shifter my zombie deck is unplayable right now...
I think one of the biggest problems is the lack of erratas on cards, and it's just simple text change on quite a few of them, good examples I can think of is union carrier where it can only equip union monsters from the deck. Halq can only summon a crystron tuner and locks you into crystrons for the turn. Heck summon sorceress is still banned and she got an errata.
The problem we are at now is even with Erratas, decks are to overly consistent one card starters for any text change to be any good. You'd have to delete entire effects off of most cards for the game to be balanced out or make it every recent archetype/new archetypes have the same style of play with more cost so if your cards are sent to the graveyard if you want to add more of your staple engine cards you gotta sacrifice something like either major lifepoints so like 2k or half to do x y or z thing or you gotta discard/banish etc from your deck/hand/field based on what is detrimental for the archetype. Yugioh has moved to far away from doing X with Y or Z cost to basically FREE REALESTATE.
I don't think new yugioh is worse, but I think it has a few significant problems that could be really easily fixed if they'd ban floodgates and ban generic boss monsters. You want to play some ridiculous omninegate on a stick? Play the archetype and eat that archetype's downsides. They're starting to do this, like hitting Baron/Borreload savage/red hot dragon.
This, like I hate playing against a Red Dragon Archfiend deck but at least they go through the hoops of getting their dragons out instead of playing generic decks and shitting out Barone or Crimson Dragon.
Yeah, I agree. Many of these points are correct. Modern Yu-Gi-Oh had hit its perfect spot right when snake-eye was released (a.k.a AGOV format). That One was great. Yes, there were decks that could do unfair stuff off of 1 card, but those will always be there. The difference is that many of the top decks (Lab, Unchained, ecc.) didnt just ftk a player. They madr a decent board and passed, trying to win on the grind. But for some reason they stopped making decks that didnt win the game Turn 1, and That's extremely sad.
I agree with the 1-card combo design being the worse offenders. Granted, it does depend on what the end results are. Something like Normal Summon Alister, link off for Artemis and make Mechaba I think is perfectly fine. Normal Summon Snake-Eyes Ash, is not okay. In terms of lore decks, I think they are fine. But does depends on how the different decks overlap. Albaz lore had a few intentional overlaps with Despia and Branded, and think that is fine. But everything else doesnt play well with each other at all. You can't play Swordsoul and Sprights together and expect it to work well. Nor can you do that with Tri-Brigade and Dogmatka. Of course there can be some very minor synergies with the cards. Like Bucephalus II being a feasible card to dump with Nadir's Servant. Even those are fine. As for the current Diabellstar lore problem, that lies mostly in the power of Poplar and the Sinful Spoils cards. Poplar IMO is the real problem card with Snake-Eyes, and likely wont get hit since it's Diabellstar's little mascot companion. As for things like the Azamina cards, that's probably solely the issue of Original Sin existing. I dont see them being any kind of problem if Original Sin didnt exist that hard bridges them to Snake-Eye. And as for generic Extra Deck stuff, I have no issue with them existing. Just depends on what exactly they do. The enablers that spam a lot of them I think are more of the problem than the end results themselves. Also, I do agree that in-archetype boss monsters most of the time are awful. Either because they just outright suck for the amount of investment you need to make them. Wouldnt be hard at all to design them where they are easy to commit to, but won't show its true strength unless its done in-archetype.
My biggest gripe is affordability.. cool power creep exists yada yada but make it so someone who’s 16 who wants to play the best deck who got into the game 3 months ago could afford it while working at a McDonald’s or something. It shouldn’t cost you half your rent or more to get a good deck especially for cardboard!
I recently got back into Yugioh by playing Yugioh Master Duel. It's a real day and night experience for me (I stopped playing after Eternal Duelist Soul) because of how the game has changed. It blew my mind how someone was able to summon different types of Blue-Eyes White Dragons (I later learned how dragon decks use to be an insane broken META). The duel was over by my 3rd or 4th turn (thanks to having trap or magic cards that somewhat helped me). While I have no issue with the cards played and how the game has changed. I still play for the fun of the game even if i lose a game on turn one. Do i think Yugioh is broken (especially on Master Duel)? Yes, but as for the TCG? I'm not too sure since I don't want to go down that rabbit hole other than collect certain TCG cards, but I'm sure the TCG game is broken.
@keepitsimple003 Honestly, if you're playing Master Duel already, it's not far off. I feel like when I am playing in paper, I am mostly there for the community. Finding a good locals can be really difficult though, so I never fault anyone for not playing paper.
@TheAverageGatsby i actually went to a TCG shop today and met with locals who only play the old format of yugioh. Should be fun watching and playing again. Since the locals only play up to Battle City cards with a few exceptions of cards they don't allow since they're broken.
This game has grown and evolved so much since its birth. It's made us grow and evolve along with it. It's not the same game it once was. Just like we aren't the same duelist we once were. Not to get deep, but jut like life, this game is chaos. There are things about it we don't like and things we love. Bottom line is, we get better as the game changes for good or bad.
It's unplayable at the moment with the format, duels last 3-4 turns at max and it isn't fun. Game is dying and a lot of people including multiple pros have left in the year 2024 alone. Theres a problem, and not to acknowledge that?
@JeremiahJohnson-l8h LOL the problem is acknowledged. Point is if you don't like the game, just stop playing it like all the pros who "quit". Roll with the punches or leave. The problems with Konami exist and aren't going anywhere.
Tryhard paywhales would stop paying for broken decks so Komoney would make cards that give Extra special summons. Like they did with new genex support and floowandereeze
Generic boss monsters aren't a bad thing in my opinion, if your favorite deck's in archetype boss monster requires you to jump through 15+ hoops to Summon and/or is not even worth summoning what is a player supposed to do, except to rely on generic extra decks monsters. I hate playing my favorite deck only to end on a fat nibiru token having wasted resources to accomplish a fair end board with little to no follow-up, or forced to pass turn after getting hand traped or interupted once... as a Pendulum player there aren't that many good ED options to replace apollousa, baronne or savage Dragon, and most of them are locked to their own specific Deck.
Fair. And Yet, Who Mostly Abuses those Generic Bosses to begin with?! The Spotlight players who can Shell out the Cash to Buy the BEST ARCHETYPE to Abuse those Cards With! So forgive me if I do not share your sentiments. Sure, it’s fun for the Player (you or me) to land Baronne or Savage. But When Other Players have Access to these cards. It makes it in fun. Not helped any better with hand trap Hell cards! I get having Outs allows survivability! But it hurts to even play this game when you get fucking Hand Trapped Every Goddamn turn! I know Soul Drain and Mind Drain exist. It just sucks that most decks can’t properly use said cards!
@@danielramsey6141 The thing is with Yu-Gi-Oh players is that "it's only fair and balanced when I get to use it, but it's overpowering and unfair when my opponent gets to use it". Every Deck will always have access to these good generic cards AND THEY WILL USE THEM, I really don't care much about what the top meta decks are doing with these cards however if these cards that so many underpowered Decks relied on to do anything worthwhile suddenly get banned at least Konami should release alternative in-archetype solutions or boss monsters for these bad decks. Many players I've seen as of late want decks to use their own in-archetype boss monsters instead of these generic ones, which is fair, but here is the issue, THOSE BOSSES SUCK BALLS. Crystron, Super heavy, Pendulums, fluffls, etc... all these decks have bad boss monsters and some that just take a ludicrous amount of set up to even Summon or use, all just to get nuked by a stupid level 11 rock... you know the joke "the most optimal Pendulum end board is a nibiru token".
So play a different deck, it's really that simple. Not all decks are created equal. If yours doesn't have the in-house tools to compete, then it has been powercrept. Shoving in the same generic bullshit every other deck is changes nothing, and them leaving the game just exposes how thin and flimsy the deck really is
1 card combos have been around for way longer than people seem to realize. They were a thin in 2018 with trickstar orcust. It’s strange how people act like Konami just recently started doing this.
Links basically made 1 card combos standard Extra deck monsters never turned 1 card into 2 or more cards, it was the opposite. You took 2 cards to make 1 extra monster
Remember when a long combo requires several turns of setup and ideal scenario? Not only it is satisfying to pull off, it is usually the main testament to how good your deck building and pre-planning is. Right now everything is fast and easy that you can play 7-8 turns in a single turn with tons of cards to wipe the board clean and cards that stop your opponent from playing. Getting turn 1 after 10 mins and getting all your cards negated in to oblivion is not solving a puzzle. The funny part? They also have good to insane recursions if you cannot end them on that turn.😢
THIS, this is why I hate most modern decks outside of the niche jank or unpopular archetypes. Its just to damn easy to recover that board wipers are essentially pointless in the grand scheme of things, why bother running lightning storm, raigeki, harpies feather duster or any other new board wiper card when you can just negate it or recover the same turn or next turn like nothing happened.
@@HawaiianForgeStudios Not to mention decks that is nothing more than a Frankenstein that have four archetypes with handtraps+board wipers for half a deck but completely functional and perform better than a deck with 80% in-archetype cards. What is the point of an archetype if the effects are completely generic or very broad.
Mathmech was already dead by the time the fire duelist pack came out. Mathmech was barely regionals capable at its peak. Circular was banned half a year after it was mostly unplayable.
I've said it before, I'll say it again. Yugioh players can NEVER be happy. When it came to the banlist I was saying months before that people weren't going to be satisfied no matter what got hit. When it comes to lore, it doesn't matter if the card is good or not. Didn't save my boy Knightmare Goblin, not even 5 months legal. Spright elf still hurts me. It's funny how we have come full circle when it comes to generic cards. The game started as generic good cards, and here we are 25 years later with generic good cards. If fiendsmith was locked behind a LIGHT fiend lock like everyone apparently wants, nobody would play it, and the community would have been unhappy that it was not generic. Would snake-eyes be anywhere as good if it locked you behind fire?
Hell, we see it in real time. People dismissing Ryzeal because of its lock, then whining about it because it puts up numbers comparable to and even exceeding the big dogs they were also complaining about in SE and Tenpai OCGside. If it comes over here and is only kinda decent it’d be a community darling I’m sure. People also pretend locks are king when something like Purrely proved there was other ways to not incentivise straying too far from archetype. It’s so easy to brushstroke every design decision as bad when you see the synthesised result of one attempt at it. SE isn’t even that conceptually insane, and even has cool quirks, it just dominated a space where the power level of the game was in a cratered post-Ishtear post-kash environment, because it happened to have cards that worked more efficiently than its contemporaries, and even that only happened because they barely overstepped the thin margins in design from AGOV to PHNI that separated them from >literally sees no play pure to >sees play as its own critical mass. Now we have people acting like any individual SE card is an inherent evil when they aren’t; the problem is that they were designed to all coexist at once *and* exist in the context of a highly accessible non-archetypal ED that can facilitate gameplay options in absence of themed payoffs. If people truly think YGO is on the downturn, banning Poplar or SnAsh Flamberge is not going to be a permanent fix; SE will just gather dust in people’s minds until they can convince themselves that some new thing a year later is the craziest the game has ever seen.
And it’s really funny how people were complaining about Tear and Kash when they have in archetype boss monsters back then that are extremely strong, and now are complaining about many decks running generic boss monsters. Like for real, what do you guys want?
Because they design too many cards with broken effects or 15 million stacked together in one card. Come on now. Let's not be stupid people. Stop ignoring the obvious elephant in the room. Don't be dumb
Half of the main deck being ONLY handtraps is another issue entirely as I feel a lot of the game was not properly balanced around such a mechanic... and even IF you ban a lot of the generic handtraps, they're either going to be replaced with better handtraps that will be printed in the future, or generic board breakers, which has the exact same problem as the generic handtraps... basically Konami still hasn't figured out how to get rid of the "1.0 Yu-Gi-Oh! spaghetti code" as I like to call it...
hot take: the fundamental rules of the game are not suited for high power level. card design philosophy and power level has changed A LOT since the creation of the game, but the rules barely changed. now, one of the only dynamics we have is playing non-searchable generic handtraps and hoping we can stop our opponent from playing or drawing enough board breakers. we have a card pool that asks for constant actions from both players to be engaging and fun (tearlaments style) in a game with rules that limit you to only play during your own turn.
The generic broken boss monster bans honestly make the game more interesting, but best deck still gonna best deck Putting Mirrorjade in my Dino deck is something no one thinks of, but i needed a replacement for Apollousa Muddy Mudragon (Oviraptor/Dinowrestler Coelasilat) + Scrap Wyvern = Mirrorjade
I wish for Dinos they made older dino-related archetypes more relevant or have some synergy with each other, Theres like no support or real easy way to make Dinomists or Jurassic Dinos playable in todays game but they have such cool art design just need support or retrains bring their potential out.
Going to my local game shop tomorrow and trading in my 3 decks that I have, I've had it with the game and im out. It's a shame because two years ago I got back into this game that I loved as a kid. It's toxic, priced out, and it just isnt fun - simple as that - it just isnt fun. And will be looking to use my store credit to buy a collectible I've been eyeing or keep it until something that catches my eye comes up.
My issue is that Tear 0 was so fun because it was an "Our turn" style deck, kash being a boardbreaker format meant you actually got to play. Honestly the best solution is powercreep that lets both decks play on both turns so the going first player advantage is priority in card effects while the turn 2 player gets a draw and battle phase OR they can make main deck cards individually strong and boss worthy like Kash/Make them hyper turbo extenders/starters but make endboards so weak an all engine hand can break full combo but remove every generic OTK enabler so every deck is grindy and has it's owm resource loop but a deck being able to Potentially OTK is a strength not an expectation Fiendsmith is actually a great example of what I mean, Lv8 fusion pass is not enough to stop an engraver but is enough interaction to stop the engraver from setting up an OTK and the recycling some but not all of fiendsmith means you have to manage resources for later turns.
Before the new Ice Barrier Cards, I remember going out of my way to summon the hell out of that jank in order to use all of their combined effects to lock my opponent down, now its to easy and unfun theres no grind. And I think you hit the nail on the head more than any of my comments have, bring back grinding your way to the OTK boss monster end board but make it so you have to take multiple turns to do so
Honestly, i can see a deck where it’s just 3 nebiru, ash blossom and maxx C with a bunch of filler cards/ searcher cards to get them i to your hand. The decks i struggle against are mainly: Kashtira, Centur-ION, horus, scare claw-kashtira-tearlaments, swordsoul, rescue ace and sky strikers. Even with some of the restrictions/ bans in the OCG the decks are still too powerful and it makes casual players wants to quick when playing ranked mode. Heck i even find that solemn judge and strike don’t seem to activate when a monster is summoned or when a spell or trap is activated and this is on master duel. Some cards that make this unfair for me are main barronne and appollousa.
I'm so done with this trash game, the only thing thats worth getting into is Rush Duels, its simple, not alot of freaking text to Read, dast paced, easy to get into. Man i miss the good old days Yugi and Kaiba starter decks all the way.
I got soured on meta decks pretty quickly and I have even attempted to play meta a few times during my times since the early 5ds era to now (DragonRulers, PEPE, etc on DevPro,YGOPro,DuelingBook sites), but I always gravitate to weird jank archetypes/decks. Right now the only thing that is even remotely playable (On MasterDuel because the game scene in Hawaii is non-existent) is my Plants deck that isn't even finished because I don't have enough materials to craft all the necessary cards yet. So its just a mixmosh of Aromage, Rikka, and Ragnaraika (Tried the sunseed one, not really my cup of tea honestly). On Duel Links I played Subterror Prediction Princess, and tried to do that as well on MD (Doesnt work due to the speed of the game) and the list goes on. The thing I find the most frustrating and most screen punching game design in modern Yugioh is the A) one card combo into another combo decks like I HATE anything branded, dogmatika or anything remotely similar that can just be splashed into alot of decks, B) Omni negate boards that just recycle and the horrid process starts all over C) unfair support for certain decks where Aromage, Rikka, and Ragnaraik/Sunseed suck on their own but need to be smashed together to work as well as meta where as SnakeEyes and other bullshit decks work just fine and get even more broken with additional support/archetypes like fire kings (another deck I refuse to touch because of its reputation). Older archetypes being left in the dust due to the designers not wanting to support Pendulum anymore so my favorite deck of that era Dinomists basically just have to sit and rot. The list goes on. Idk how you can solve this, when i was typing this section out I deleted it multiple times because is there really a way to fix this or is Konami just going to run this game into the ground like it currently is? I would think a good solution would be format changing instead of just outright banning certain cards and moving along, ban entire engines/decks to make people play more than just meta and make them play other stuff like you have a few months where you have meta so your SnakeEyes Tenpai all that can exist and be a shit show but then cycle them out with older cards that get new support so like Duel Terminal or XYZ era archetypes only. Then maybe like Old meets new with Pendulums and Older decks with their new support. These are just ideas im not saying we SHOULD do this, but I have no idea otherwise how to fix it other than just outright getting rid of the decks and cards types that make this game unfun.
I'm not sure I agree with the lore archetypes. Both tears and kas were part of the Visas lore, yet tears were gutted for kas to take their place. What they should have done is hit snake eyes and make white forest be compatible with Diabelstar.
Honestly this year is just baffling. All the issues we have with the game were 100% avoidable and in konami's interest to avoid yet they just pushed them right through, several times in a row after seeing the formats play out in real time. Pure Snake Eyes gets poplar becomes busted > lets print fiendsmith without a lock or the link 1 requiring a non link monster > best deck becomes stronger > 2 banlists of 0 real hits > lets release azamina to make the best deck even better. Even with a fiend lock the fiendsmith engine would have a home this year in the yubel deck where it could make D/D/D high king caesar. Josh blaming it on lore is also just hilarious and something we as a community need to stop doing. Konami could easily ban snake eyes considering they banned tear way earlier and thats also a lore deck. The Sinful Spoils lore centers around Diabellstar, not snake eyes flamberge dragon. Its also ridiculously easy for konami to just incorporate diabellstar into a new lore archetype by giving her a better spell to search than OSS that only works with a new deck.
I’m still peeved they decided to limit branded fusion over banning sanctifier. Makes me wonder when they’ll limit Dark Magician and Blue Eyes White Dragon.
I’m from the original Yugioh series. I last played Yugioh very competitively back in 2004(it’s been 20 years), but left to focus on academics, like literally zero contact with the game. Came back 3 months ago and my head started hurting, I mean wtf is link, synchro lol. And don’t get me started on what these kids call hand traps, it’s impossible to start a combo with so many interruptions, and the second turn the opponent OTKs. What’s the point of playing lmao
I absolutely HATE the word "engine" in the context of this game. it's the dumbest fan made term I ever heard and its indicative of the brainrot I see in duelists absolutely obsessed with playing solitaire in what's supposed to be a two player game. Stop with the "engine" crap and start making decks that do their thing in as few actions per turn as possible so pe0ples time is no longer wasted. If ANYONE disagrees, they don't get it. They miss the point. Victory by any means over fun, brain rot mentality. FTKs shouldn't exist in ANY game whatsoever. Decks need to rely less on spreadsheets and more on one-two punches short sweet and concise little explosively effective combos that should never take more than two or three minutes to play out. If you take longer than that to do full combo, you are building your deck wrong, its inefficient. Sharks and speedroids are efficient (specifically and mostly the level 4 speedroids and in absence of terrortop). Trains are efficient. Timelords are efficient (true to their name) The name of the game is to be a two player back and forth, not a one sided solitaire game with a hostage spectator decided by a coin flip, or a physically banned cockroach, or a ubiquitous cat eared little ghost girl. Fast play means not taking eternity lingering on a single turn doing action after action after unnecessarily convoluted action. CONSOLIDATE YOUR PLAYS INSTEAD OF WASTING PEOPLE PRECIOUS TIME! Its not about what your end board is so much as its about how long it takes one to get to that end board. The fewer actions per turn taken to establish a strong board, the better. Waiting needs to be eliminated, time must be respected, and BOTH players need to be able to do stuff in a timely manner. All long combos are boring wastes of time both to play out and to be on receiving end of. I don't want to have to walk away, eat a sandwich, do chores, and shop for groceries and return to my opponent STILL doing shit on the same turn I left them on. GET ON WITH IT ALREADY I keep mentally screaming. I also refuse to subject my opponents to the same boring experience. Get those boss monsters and support spells/traps out faster in fewer moves per turn with less reliance on searching and looping card effects. if you can't do it then I guess you have a skill issue. This isnt about "working for it" It is a matter of temporal efficiency. BE quick and concise, not long-winded and verbose like this self-aware ranting comment most people might not even read because tldr Either win fast or lose fast idc how, as long as it doesn't take an eternity to get there. Fast isn't fewer turns and lots of actions per turn, fast is fewer actions per turn to establish a strong board or response to a board in as little physical time passage as humanly possible not necessarily counting time to think out each action so much as counting the sheer amount of time it takes to perform the gestalt of actions. Time monopolization via solitaire combo is probably the most boring way to experience this card game both as a spectator and a duelist both performing and receiving. The best most entertaining and fun duels are the ones that go at breakneck speed with a lot of back and forth non-ubiquitous-handtrap interactions with the shortest possible turns and fewest uses of boring "Negate! everything" setups (which usually involve time consuming long combos anyway) . The best duels are creative and unique and consist of less than ubiquitous deck lists. Jank is fun. Back and forths are fun. longass combos are NOT fun Fun is what should matter most above all. Respect time, treat the game like it should be treated: a TWO player game, not solitaire crossed with "just draw the out or lose before your first card is even played". Less waiting, more playing. Less combo, more back & forth. I play master duel (boo maxx c still not banned) and sometimes duel links. I don't play cardboard. I don't pay to play. I also don't play fan made alt formats because it's inconvenient and I am too lazy to engage with them and rather not socially interact with my faceless randomized opponents because most people suck. I probably suck too tbh. At least I know how to have fun with my decks and my playstyles
You cooked with this one. Thats why i like my decks" pure" . Almost every single deck that I play is comprised of only cards from that archetype, to not make the combo go on for like 15 minutes . Also , I like to play suboptimal decks because I like to have fun
@maximus2463 I don't go "pure" as you do but I do construct my decks such that all that they do can be done in no more than 4 or 5 or less sunmons or actions in general per turn. Concise and explosive
Hmmm. I guess if you want to make the game engaging, you can create interesting engines that determine the game strategy based on the cards you choose to compliment the engine. EDIT: Personally, If I were to develop an archetype or an engine, I would do it with the thoughts, "Hmmm...How would my engine/ archetype affect other attributes, types, summoning mechanics, archetypes, etc."
So in regards to why certain cards did not get hit the banlist based on the video. The reason why Sanctifier Dragon was not banned was that Branded Fusion is now at 1, Gimmick Puppet lock only exist in Branded esque decks which are uncommon in main competitive scene, and the lock has a setup that can be interrupted easily provided you run handtraps which this meta runs like almost half a deck worth. Your example why expulsion was banned quickly and not Sanctifier was that expulsion was an easy setup with just dumping Albion fusion in gy and having puppet in gy, which branded can do easily to search expulsion while having a better board on field compared to current Sanctifier boards. The Branded fusion to 1 is a big deal. Now can't be splashed as an engine, much less likely to open BF, and more likely to be interrupted from getting into BF like imperm the aluber search. You essentially have to go through various steps if you want BF in hand when you dont open with it and are more vulnurable to interrupts in the process. Branded in its current form got a hit hard enough with 1 BF now that I dont see the deck being a good pick for a major tournament considering there are much stronger and consistent options to choose from. The reason why Dimensional Shifter hasnt been hit is the same reason droll and lockbird hasnt either. Its neccesary for them in the game to combat combo decks. Without droll and lockbird, Darkworld would just combo off. Same with Shifter, its a way to stop combo decks from making unbreakable boards by taking away gy resource. Also, in shifter's case, not many decks can main the card since it goes against their gy strats so not as prevalent as a result. Now banning Flamberge Dragon would have balanced out Snake eyes since that archetype with Diabellestar plops monsters too consistently to stop their plays. Banning Flamberge would have been the move if Konami wanted it out of the picture. Ofc, the other strong reason is that they wanted to sell the cards as reprints before making a more drastic decision on the card. IMO, Sanctifier is fine if they just ban puppet. The other targets arent worth the effort to run the lock since its much easier to break compared to puppet which is busted since there is no counterplay when it hits the field in comparison to the other targets that lock special summon. Also doubt Konami would ever make another card like the puppet, since all the special summon locks are all of old card design, which they strayed off from in current design. Like all the old floodgates like skill drain, summon limit, gozen, royal oppression, etc are all being limited or banned since they are too strong in current meta gameplay and goes against modern ygo design. Like every format, ban list will always determine meta. Just need to wait or adapt to the current environment. Like there will always be that one deck that have the clear meta dominance with rarely we have formats where it is diverse.
gettign a thumbs up because youre spitting facts. Special summons being unlimited and so easy to use cause more problems then they solve, and handtraps are genuinely unhealthy for the game sicne you cant prepare for them unless you either A drew the right handtrap of youre own, or have a card on field to negate it, which good luck getting it. handtraps have also completely invalidated Trap cards.
just got back to the game, a lot of deck out there pack tons of hand traps. i was like what would happen if you open with all hand traps. i got my answer later with a snake eye deck. the other guy had all hand traps, no max c going second. he play 4 of those hand trap on my turn to mess up my play. some how he is able to build a full board with one snakeeye.
I don't mind combo decks, but watching every high level match go to time because they all take too long isn't really fun. The solution for many to just run floodgates that create uninteraction just makes both ends of the spectrum seem miserable.
@@HareHaruhi doesnt mean that special summons arent the biggest problem with the game. if we limit special summons and, ya know, make em Special, youll be surprised how many of this games problems go away, and how many cards couold potentually come off the ban list because their no longer piss easy to shart out.
@@TheFallinhalo no, the problem is cards have multiple effects, including searching, negation and recovery. There are a lot of decks that special summon a lot and result in underwhelming boards. There are decks that can play around nibiru and even Maxx c because they are optimized or special summon during your oponent's turn. You aren't leveling the field, You just made raid raptor and other non meta decks struggle even more against something like Purrely and at worst you made Floowandereeze meta
I honestly just want the old Yu-Gi-Oh! back. I'm a quote on quote, "Yugi-Boomer", but the game is so broken now that it isn't fun anymore, unless if you're a meta slave. Konami honestly hates their fans. If they would just put in a permanent Classic Mode in Master Duel where we only use cards from the original and maybe GX era, we wouldn't be complaining.
I constantly get interested in YGO, do even the slightest bit of research, see every deck is the same gameplan of, "Tutor out your entire deck and special summon 1 of 6 different types of side board monsters on t1," and laugh at hiw silly of a game it looks despite the cool art, and drop the idea completely. Y'all need a complete rehaul of the entire game starying from scratch at this point.
I love the game but... Being either make an annoying hardcore to pass first turn with 3+ interruptions on field + handtraps, Worst a stall deck that just floodgate you out of playing the game, Or a crazy FTK that can make 10000 damages in one turn but not that much going first isn't my définition of fun... Especialy when those combos are really hard to stop T0 as Yubel with all the package (unchain, sacred beast in particular) or snake eyes with flamberge that bypass 3 handtraps still making an amazing board with one starter, decks as before need more 2 to 3 cards combo, not just draw the one card to me. Decks that by the way are not hit enough on the banlist for way too long, as well as the awful Albion fusion that cause unfair locks, too OP lingering effects like Shifter or Dim Barrier that can past turn or near kill a strategy by themself too easily. And konami's bad treatment of the TCG, they keep printing too many ultra and secrete only, making them hard to get with boosters AND secondary market, causing them to be most of the time way too expensive. Even after RA01 and RA02 that show OCG printing works here. Plus limiting out playmat and sleeves possibilities in official tournament WITHOUT giving a shit and importing 90% of the OCG ones... For some reasons we will never understand like a lot of awersome products like the Numeron Files
Konami doesnt do things for the health of the game. At this point if we all stop playing konami wont do a restart like bandai is trying to do with dragonball, instead they will just cancel and just continue with the pachinko business in japan. While people may whine and moan about the current meta and card prices we will still see people just buying cases and cases of cards to pull them as well as buying overly priced singles in the second hand market. At most konami will make a big banlist to address some issue then print the same things they banned in a newer format. The game has a lot of issues but even with the stale format it has still entertained all those that aren't here dissin on the game to keep playing.
This games been on a downward spiral since 2017. Zoodiac was just a precursor to what would become the norm going forward. Only way to “save” Yugioh would be to completely abandon the Master Rule format and move to Rush or Speed Duels as the main.
What's funny if I got out of playing this game back in 2015 and people are still complaining about how Konami runs the game like bro they've been running the game like s*** for a fat minute like the game stopped being good when they introduced pendulums Don't care if that's a hot take it's the truth they keep trying to flow the game down or restrict it and all they end with doing is f****** it up more
current ygo card design is on borderline CUSTOM CARD effects , its impossible to make a "decent" deck without you begging god for favoritism or a custom card made by people that were supposed to make/test their effects to avoid this.
@@Achoko12345 yeap i know but since then they banned the mellers and baronne so the deck isnt the same anymore also even on its full power its no close to yubel and snake-eye fireking so idk why tree is limited also players could try forest naturia :)
You shouldnt be able to interact with someone on their draw and standby phase And even tho i am a combo player - LIMIT THE AMOUNT OF MONSTER SUMMONS YOU CAN DO but tbh its hopeless as it requires the playerbase or Konami to take action And the japanese havent taken action since pearl harbour they even scared of their own pps in porn
TBH you guys blame end board monsters for the game not being fun.....in reality, what isnt fun are the floodgate/lingering handtraps. Shifter- if you play a gy deck its an instant turn skip. Droll - if you play a combo deck that relies on searching its an instant turn skip. Maxx c - turn skip or give your opponent way too much advantage you lose anyway. Mulcharmy1 - if you deck summons from hand turn skip or give your opponent too much advantage you lose anyway. Mulcharmy2 - see maxx c (same outcome). It takes no skill to play these handtraps and you will lose to people you wouldnt lose to because of their existence.
It’s a combo of both for me. I’ve seen great boards with like 6 interactions that I can beat, then I get hand trapped twice and am stuck with nothing on board but some useless backrow. Same said for going first, if you draw and there’s no called by/cross out, there’s a high chance your combo will not be as good.
I wonder how much the game would change if each player had a hard cap of only being able to activate 6 cards per turn. Seems absurd and arbitrary, but meta shifts with changes and people adapt to anything. It would take some months to adapt, but 2 years later, the 6 combo gimmick and new cards would be very strong and solid, just not stratospheric limitless combos we are used right now. I feel like yugioh would benefit from some resource management. Making your opponent burn their interactions until you know he went to far and won't be able to respond your next actions and something like that. And yes, ofc, there would be decks that would use cards to nullify those restrictions under certains circumstances. bur in general could attract more players and bring longevity to the game. 6 is an arbitrary number, could be 10, but I feel like 6 is enough to do a very solid play with a good hand and still be able to find a way out even when bricked. The way chains works nowadays is also a bit dated for the current powercreep, inverting the order of chains and redesign priority and make it a quirk that adds value to cards just so they get their effects out of order could help to balance things out. Nowadays there's no risk in engaging in a chain, but if we would invert the order of activation and make so that the first card played actually played frist UNLESS the card activated in RESPONSE was e specifically designed to intercept a chain. It would give us less Silver bullets and make use play more of a preemptive strategy than aa reactive one where the only thing that matters is to have any card that could activate instead of sittinf of cards and making a hard choice of when and where ro activate, running some powerful effects that would have a negative priority that would require you to be sure your opponent didn't have the resource to stop it or running some simpler effects that wouldn't do much besides the certainty to negate a play. As I said, I feel like some resource management/opornity cost/limitations would being more longevity to the game and solve a lot of the current problems we have with power creep. And same with everything in life, limitation inspires creativity and less is more. The only orher way I see this road going is to make the textbox and art channge places to allow enough space to design cards after 2027. We can always keep going and scaling the complexity as a reaction to the current problem or cut some zeros to work with smaller numbers and save time for the players and developers.
I think 1 card combos are ok but only if it’s for rogue decks, which are vastly underpowered when compared to the meta. If we used Raidraptor, my current favourite deck and likely to remain my favourite, as an example; we would have at best 2 interruptions. That being Glorious Bright and Rising Rebellion Falcon during the opponents turn. That would be what one Tribute Lanius could get us and nothing else. If you had this combo, you would be vulnerable to every hand trap in the game and an Infinite Impermanence would be the end of your turn if used on Raiders Knight or Brave Strix. That’s with only Tribute Lanius though! No Bloom Vultrue, Strangle Lanius or Raiders Wing. Great video though and I agree with 99% of what was said!
God forbid you draw 2 cards, but you can "search" entire deck summon for 15 min your entire deck, banish it and return all to deck and start again.This is not even sarcasm, it is possible.
lmaooo true
Or mill your deck then return all those mill card back to the deck to fusion summon from the deck essentially making your fusion summon cost nothing.
Fusion from the deck is so retarded they need to abolish that philosophy. Go back to hand and field
Because drawing 2 cards could 2 cards that do exactly what you described for free. This is why drawing cards is banned usually or super dtrong
Pot of Greed doesn't just draw 2. It draws two for no cost, with no restrictions, in any deck. There's plenty of legal cards that draw 2.
My complaint: 90% of the games own mechanics have been power crept. Traps, tribute summoning, life points, any card that doesn't net positive your card advantage, cards that dont have floating effects, fucking DRAWING is now something thats considered sub optimal. Why draw random cards that probably wont help that much, when you can play pot of prosperity and basically turbo any one card of your choice to your hand. The only way to have fun anymore is to just play old formats
@@christianworcester6851 yes i lost with three major monsters on the field and 6 cards in my hand, the opponent was empty handed and no cards on the field, draws one card and start to search, link, synchro and he won. I swear to God.i wish now i recorded that.
Yeah but the issue with old formats is you're also going to back to how Dark Magician, Gaia Knight, and so many other cards have almost zero support while Blue Eyes, Cybers, and Harpies have decent support cards. So in the end you're still facing the same problem, where some archetypes are better to play because Konami didn't print anything for the other cards and as a result everyone is playing those archetypes resulting in the same lack variety between games.
Ah I miss those good old days where drawing was the main way to gain you an advantage 😂.
its almost like those danged "YugiBoomers" have had a point about the state of the game the entire time?
tho we dont need to go back to the days of "i set this monster, then set 2 cards and pass" days, we just need to stop deluding ourselves into thinkign things like hand traps, and exploitation of special summons is a healthy thing for the game.
Personally, Hand Traps just need to go, the only card effects that should be able to be activated on your eopponants turn should be cards you have on the field or limited effects in the grave yard.
there is something to be said about how bad the game is to play nowadays when one of the games holy trinity of cards (monster, spell, trap) which only requires you set it on youre turn and can activate it start of youre opponants turn is considered too slow these days, and are now replaced with monsters that can do the same thing but from the hand.
and second, we genuinely need something to slow the game way the flip down, with the serious abusing of the special summon abuse, there should be under no circumstances a point where you can bring out a full field of monsters all the while barely touching the cards you drew in the start of the duel, and the main culprit for this, is how easy it is to special summon, and the fact theirs no limit to them, they come onto the field and then do somethign thats bringign others onto the field just for being summoned.
maybe if Special Summons were limited to 3 maybe 5 per turn, we may even be able to begin seeing some cards come off the ban list.
@@TheFallinhaloso what tcg you play now then?
I don't think Konami will ever change, and things will simply get worse. They've made these same exact design mistakes over and over again, yet they keep diving in the same pool. Mermaid was banned? Let's print another broken hyper-generic engine that needs 2 warm bodies to get off the ground. Linkross is banned? Let's make another Link monster that generates crazy advantage just by linking off another link monster. Half a dozen Link 1's are banned? Let's print another broken quasi-generic one that plusses you and pivots you into full combo for no reason. Decks that summon too much are too powerful? Let's print Nibiru then immediately start making decks that summon too much but also set up early negates or turn off Nib entirely. 3 generic ED omni negates are banned? Let's print a new generic omni-negate that also enables full combo for a deck that was just Tier 0.
The time for coping on Konami has long past. It's simply absurd
It's pretty hilarious how they don't bother to support time wizard formats, when they could sell reprints to Edison, Goat, Hat etc players and make money off of that
@@AquaticIdealist they kinda have, but the price sucks.
they reprinted from blueeyes to invasion of chaos last year which was nice, but i was expecting 500mxn (25usd) per booster box instead of 1500mxn ☠️
i mean they are fckng old reprints 🤦🏻♂️
They are manipulating their card game to make money.
The game snapped when archetypal cards could search the rest of its engine with the only limitation being HOPTs. Card economy being replaced by HOPT economy fucked the game into the state we have today.
And there's literally nothing wrong with cards like Accesscode or Apollousa being good in the context of the shit heap that is modern Yugioh. Not all engines are created equal. Most decks have dogshit boss monsters that are designed in ways that provide zero viability to the decks that can summon them. Primeheart's blades and all that. Back before archetypes and the extra deck ubiquity it was perfectly acceptable to be playing powerful free agents like D.D. Warrior Lady and Monarchs in your deck of otherwise unoptimized junk because you needed to play somehow. With Baronne, Savage, and Apollousa gone Snake-Eyes is minorly inconvenienced but dozens of locals playable fan favorite decks went from being fine to go 2-2 with to having no real reason to show up. And knowing they banned these cards to avoid hitting the deck that scientifically formulated to abuse the hell out of them while also having a rock solid engine with archetypal and attribute related bosses is a thumb in the eye of every rogue player. Konami is telling everyone to play meta or not play at all.
THANK YOU. Somebody gets it
You tell that asshole
@@geek593 yes, for me one of the most fun about the game is building my deck, testing it again and again.what to add, what to lose etc.Now you just add archetype, 3 maxx c, 3 ash and 3 call by the grave and you are lucky if you have one turn.
@@isak645like tenpai , it has more hand traps than archetypal cards
The prevalence of archetypes in general fucked the game. They should have just continued releasing mostly generic good cards
Should the term “combo deck” even exist anymore? Even Ice Barrier can slap half a dozen monsters on the field in one turn, that’s just the nature of modern yugioh. Seems redundant to call anything a combo deck anymore.
Decktype monikers as we know them have long since outgrown their usefulness imo. There’s just way too much overlap between the traits we propose as being indicative of one or the other
every deck combos, the deck types describe more what the deck can do with that combo, going from glass cannon otks/ftks (tenpai, gimmick puppet), control heavy decks (runick stall, lab, those new trap monster archetypes that are surging in the OCG) and midrange that try to do a little bit of everything (mostly all other decks in the meta)
i lose my shit when i see marincess anememoneone
It's as toxic as pendulum summoning.
@@Tyler-Wiley Pendulums haven’t even been relevant in years bro.
The real problem with modern Yugioh is that the cards taste better so I can't stop eating them.
That's right, the reason you haven't been able to get [insert desired card here] is because I've been eating all of them.
I don't get why the designers have been so gun ho about Extra Deck engines. Extra Decks are so tough to balance, and creating same-y games is a huge risk when you have access to so many cards. EDH games can already feel same-y with access to 1 card, and that's 100 card singleton. XYZ toolboxes are cool because it's a way to flex the same hand into different configs to answer different board states, but Link engines can take a lot of space and motivate you to end on the same thing repeatedly
It had been awhile since we had a link climb deck in the format before Snake-Eyes dropped and was able to extend past Jupiter with Promethean Princess. Halq getting banned kind of sealed that playstyle for non-Cyberse decks.
Power creep. Unfortunately they backed themselves into a corner game design wise. I think cards like the Exodia fusion or Gate Guardian fusions are a good step as it has deck identity and requiring specific materials generally scale well with the game because it's easier to take into account card interactions. When you have generic Link 1, every dragon and spellcaster or light fiend going forward is restricted in game design space. For there to be less reliance on toolbox, the alternative need to be more viable.
There's so much design space that isn't touched, especially for purposes of slowing the game down or disincentivizing just mass accumulation of resources. For example, Torrential Tribute/Mirror Force and other traps are in desperate need of power creep:
Torrential Tribute update
If your opponent controls 3 or more monsters than you, you can activate this card the turn it is set.
When a monster is Summoned: Destroy all monsters on the field. Monsters destroyed this way cannot activate their effects this turn.
Mirror Force update
When an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters. Monsters in Attack mode cannot activate their effects in response to this card's activation. Monsters destroyed this way cannot activate their effects this turn.
Waboku update
Your monsters cannot be destroyed by battle this turn and you take no battle damage this turn and draw 1 card. If your opponent controls 3 or more monsters than you, drawn 1 additional card. You can only activate 1 "Waboku update" per turn.
An update to Gorz might also make things more interesting. Previously it forced players to attack with lowest ATK first so they can kill the token. But the major downside is it being dead in hand unless there's a direct attack. So keeping its original functionality while adding a summon condition would be cool.
You can only activate the effect of (3) once per turn.
(1) If your opponent controls 2 or more monsters and you control no monsters: You can Special Summon this card from your hand.
(2)If you take damage from a card in your opponent's possession: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect.
(3)When this card is Special Summoned by its effect: Activate the appropriate effect based on how it was summoned
-(1) Add 1 "Gorz, the Emisssary of Darkness" from your Deck or GY to your hand.
-(2) This card gains ATK equal to the damage taken., then Special Summon 1 "Gorz the Emissary of Darkness" from your hand, deck, or GY. This cannot be used for material for a summon of a Extra Deck monster.
Design-wise, it tries to discourage huge turn 1 setups as well as have destruction be less transient. Early on in yugioh, floaters were highly valued as it lessened the impact of cards like MF and TT. But nowadays since cards have effects in GY as well, we need more cards that actually prevents the floating effects or self-banish for secondary effect.
Commander isnt a competitive format so you are more concerned with the fun aspect of it and magic is a less interactive game so someone comboing off in commander just requires there to be no blue mage at the table or everyone tapping out to godforbid advance their own gamestate to potentially win some 5 turns in the future.
Yugioh is pretty much fine tuned for combo vs combo and everyone brings their BS and 17 outs to the opposing BS before it starts.
So most of the uniqueness of a yugioh game comes from both hands being drawn and then interacting with each other, thats also why handknowledge is so busted.
Do you play around Nib, not knowing if its there? You got veilered how do you keep going?
Fun in yugioh comes from knowing your deck and how it solves these questions asked by the opponent.
With how many different types of decks there are in yugioh you can find something for everyone, not everything is hyperconsistent linear combo with handtraps plenty of decks adjust their plan on the fly depending on random mills.
@@luminous3558 There is more interaction in the average Magic game than the average Yugioh game. Every color has interaction and the game is played over multiple turns. You need to be able to navigate your opponent's board and potential interactions. Yugioh most resembles cedh which is commander but with all of the limiters off. Extreme consistency, game ending combos, draw well or die, basically limitless resources, etc.
Why do these comments feel like I'm being mansplained Yugioh?
I'm getting tired of the favoritism, too, especially with archetypes with main characters. Blue Eyes, Dark Magician, E-Heroes, and even Utopia for a while get nonstop support. Meanwhile, archetypes like Junk or heck, even a whole playstyle like Pendulum just get abandoned. It would be fantastic to see them actually try to revive some archetypes instead of just constantly feeding the same ones or making new ones. Also, rip to all my Burning Abyss fans, i feel your pain too.
But how will they stay relevant without nostalgia pandering
That’s more to do with sales. They’ll make Blue Eyes and Dark magician support and the product will for the most part fly off shelves. Whereas a deck that needs modern support like Spellbook or BA, players will get the cards they need and never buy the product again.
Junk speeder is all they need
I’m saying bro. So many archetypes left to collect dust on Konami shelves. Still waiting on Darklord and Evil Eye support
Man I agree with you on one of your closing points. The robot rank 4 deck, Alice and shifter world, floo 2, anime edlitch, the primordial cards, I add light spell caster to my hand are all so cool to me and they are releasing so many cool archetypes, just for them all to get bodied by snake eyes. I just look at new cards now and instead of going “wow how cool!” I go “loses to hand traps and can’t play through snake eyes.”
You can't say "the adults are talking" and in the same breath be talking to the people who were around for normal summon Dark Magician and Forbidden Memories; those would be adults.
The good old days of normal summoning ritual and fusion monsters, one card per turn, and the most unique and confusing fusion system to ever grace yugioh.
Normal summoning DM wasn’t even good on release because blue eyes existed if you felt like adding a 2 tribute monster and shortly after summoned skull was released completely invalidating DM’s existence altogether since even SS would only be played at 2 copies because you wanted 4 stars or recursion flip monsters
I'm worried about the direction of lore decks because they keep getting way stronger than they should.
World chalice lore had mekk knight, crusadia and orcusts
Albaz lore had the dogmatika engine, tri brigade, swordsoul, despia and the endgame pile we see today
Visas lore had tear, kash, mannadium and the obligatory endgame pile.
Now diabellstar already started on a tier0 archetype, its going for the 4th one and already 2 of them are meta relevant (snakes and white woods) and azaminas are promising to be broken as hell too so we can expect the endgame pile to be absurd already
My problem, where is the alternative format? This game is 25 y.o. with 12k+ cards, and we can only play in shitty format. I'm happy when Konami MD makes some low power event in the game. But too bad, this year they create too many Degenerate Cup to push the players building the expensive META decks.
.
This is impossible to create 1 good format. But it is possible to create multiple different good formats. But I know this will be very difficult for lazy small indie company like Konami. Because they need more effort and maybe more money to handle it.
Like it or not a major alt format requires a push from the company for it to take off. Commander wasn't much of a thing before WotC made the first Commander precons. Time Wizard was extremely niche before Ultimate Time Wizard gave people a reason to care.
The issue with where is the ALT format is because of the player base.
Even with Time Wizard it’s only the Advanced format.
If more players pushed common Charity and any other format at locals it gives Konami the data to see real interest. Then maybe regionals and YCS’ Will do alternate formats. Until then it’ll be toxic advanced format metas until the end of time.
There’s a huge reason why Magic players don’t fuck with legacy. For the exact reasons we deal with now as a community.
@@ultimaterare3146 You are right, but i think we need a real alternative format, time wizard just stopped in time, in magic all The formats have New cards and keep going, common charity is cool in concept, like pauper in magic, but ygo have the archetypes thing, and a lot of archetypes cannot work just with commons.
Yugiboomers were right all along, we owe them a apology 😢
WE TOLD YOU!!! WE TOLD ALL OF YOU!!!
We saw the direction the game was going in so we abandoned ship 🚢 For our sanity and our bank accounts.
At last you see, what fun is a game that ends before one of the two involved even gets to play?
For real!@@jevonsims900
@@lightninstriker10
I've heard of that from a few youtubers......
Rant time. Tbh game hasn’t been any fun since id say insectorz and Spellbooks imo. That was when i was done. I saw one card combos clear boards better than heavy and dark hole ever could. So ya as a boomer who played competitively and won plenty since day one of games release, id say its been an abortion right at insectorz, Spellbooks and dragon rulers… those decks made lightsworn, sams, x sabers look underpowered overnight. Long ass turns begun🤦
@EugeneKurlikin This is almost my exact experience. I played ChaosDragonSworn during that time, and fell off shortly after. I came back years later during the change to MR5.
Playing Duel Links kept me interested in the hobby. Eventually, I realized it would be cheaper to just play paper. Instead of fishing for URs to get early Box Reset, to play a deck that would fall off a month later when Konami would introduce a skill to skyrocket whatever structure they were trying to push that month.
Modern Yugioh is not fun. There's nothing fun about watching my opponent scooping on turn 1 when they get ashed, veiler'd, drolled, etc. There's nothing fun about making a board with 5+ negates. Honestly, we need something like a Typhon but more extreme. An extra Deck monster we can instantly summon if your opponent decides to summon 10+ cards in one turn. this way, over extending is an actual threat and combo decks are kept in check.
What fucking card game ends on turn 2? You're right, it isnt fun anymore.
Resources. Thats what you need. Mana. That’s how you keep a combo from going on forever…. You get fully spent!
Game is a joke now, links were the death of the game. Don't even try to convince me otherwise
Hell yeah oh I can link summon off 1 fuckin monster and then that link monster summons another monster yada yada yada fuckin BS
Not necessarily the links. For me it was the GENERIC links ( knightmares and as such) .
@@maximus2463 all link monsters are effectively generic
Most good links just need 1+ effect momster to go into (fuck needing certain cards anymore for extra deck summons)
And don't get me started on overlay XYZ monsters (defeats the purpose of levels completely)
@@jonathanguy9291 the ones that lock you onto a specific summoning type or archetype sure aren't, I'm talking stuff like solfachord coolia , rusty Bardiche etc etc
The problem with yugioh is konami's design philosophy which is to throw all previous rules out the window like how XYZ made cards that cared about levels useless, or when pendulum was first introduced allowing special special summon from hand that used to took multiple turns to set up and link made defense and and flip cards strategies useless etc no other card game design does this not even Magic which is older than yugioh
I am just going to say it, Synchro was the ONLY good extra deck addition to the game. It kept the level focus, it was balanced with Ritual and fusion due to requiring both monsters to be on the field, kept the requirement of a specific card to do like Fusion and ritual ( a tuner monster)so it wasn't 100% generic plus you needed exact levels unlike the other two and it began existing at a time were contact fusion was all the rage so it fit right in. That is probably why most people view synchros has classic and why you didn't include them...synchros were building on the mecanics not nuturing them.
Xyz's had some cool idea's, mainly Rank-up. The main issues with Xyz came from two areas. The idea of Low Rank Boss monsters was done specifically to encourage those players to try Xyz monster's out. But low rank Xyz boss monsters were a mistake. I wouldn't argue low rank Xyz's diluted the level mechanics of the game, but rather the generic value of main deck monsters in general. Because they were so easy to get out, and generally had good, in some cases great, effects. Decks that could easily get 2 Level 4 monsters or 2 Level 3 monsters out became much better then say Synchro 5 pass. Rank 3/4/5 Xyz Monsters should always have been the quality of the Synchro Level 4-5 pool. A decent mini boss that can help in certain scenario's, but not as valuable as say a good Level 7, 8, 9 or even 10 star Synchro. Where Xyz's truly in my opinion diluted the Level Mechanic was with rank 5 and higher archetype strats. Konami never considered how much of a challenge it would be to make decent 5 or higher strats. To do that we ended up with a lot more instances of monsters that could modify their levels, or Level 5 or higher monsters you could cheat out in some way. Rank 8's should always have been the end goals of Xyz strats, not just another flavor of Xyz decks.
@@ShirtFan Exactly. XYZ sounded like a good idea, but most of the decks for it are just the same rank 3 and rank 4 spam. Yeah, occasionally some dragon decks get rank 7 or 8's out...but, yeah Konami did not think about the higher levels at all and the rank up oriented decks( That I do enjoy, Raidraptors are fun) are an extreme minority not a mayority.....
@@firestarsantos7467 it also highlights the flaws of Konami's design philosophy during that era. New mechanics were designed as replacements for old mechanics we weren't getting rid of, just choosing not to give any attention to anymore. Xyz's arguably were a better mechanic to support the other summoning mechanics than say Pendulums were. Xyz was perfectly set up to build off Synchro's fusions and Rituals. But Konami wanted every new summoning mechanic to be its own thing. The goal should have encouraged tribute summoning, synchro, fusion, ritual summoning high level monsters then Xyz summoning a big boss using those high level monsters.
Ngl, think Poplar to 1 hit was pretty good for Snake Eyes not having infinite resource and comeback potential on the draw. Too bad Azamina is coming in less than a month ☠️
@traplover6357 The biggest thing about Poplar to 1 is that now it feels insanely bad to draw.
Azamina is definitely coming tho 💀
@@TheAverageGatsby its so funny to me how people think that drawing poplar is so bad its still batshit broken if you just normal it like yeah sure its not as good as adding it by ash but it still can do basically cold fusion calling it a garnet is way over the top
I've really struggled with the current standard of every meta basically revolving around going +15 and ending on a board to ensure your opponent doesn't get a turn unless they drew the right set of 3-4 hand traps.
The last time I remember having a blast playing yugioh was when Master Duel had its 2010/Edison format event. Just being able to play a game where my opponent didn't open snake-eye ash and 4 handtraps was rejuvenating.
Maybe Konami should push for more alternative formats to keep the game healthy.
Fuck! I haven't played Masterduel in ages. An Edison format event would've been awesome for me as that's when I was playing.
I really enjoyed that one too. There was a lot of good back and forth between players.
The only problem is crafting 2010 cards for a 3 day event with no rewards.
If they made it permanent or recurring, it would’ve been great.
It feels like the OCG cards are designed around the existence of Maxx C and when they get imported, the TCG just gets to play against this decks without the thing that was designed to stop them from going full combo.
I think there’s a space for 1CCs to exist and be fine. If they can be engineered to be lower ceiling (without further extension), and/or require a requisite number of engine pieces that occupy the space nonengine would, and/or only make up a portion of a deck that is otherwise highly dependent on consistent 2-3 card permutations, then idt most people find themselves in as much a feral rage.
I would rather say that the generic access to Link Monster is the problem.
Link monsters were truly the beginning of the End even more than pendulum.
Is it bad to think that with how Banning Problematic cards these days just will not and won't be enough like Gatsby is right if they keep printing 1 Card Combos that act like 5 plus cards to a 5 Card Drawn hand turn one it's only gonna get worse and worse until eventually even some of the most dedicated and loyal Yu-Gi-Oh Whales or supporters just realized they are being used for profits and just leave for an unknown amount of time like.....
Konami needs to respect the Fans and their Opinions more then the Shiny Green that they have in Pockets/Wallets that they pull out every so often.
I’m all for this idea:
If an archetype is STILL dominant after 3 banlist hits, then the entire archetype should be banned. Like make a Forbidden Archetype List
I agree but Snak-eyes is basically dead now.
Card design issues aside, so much of yugioh's problems could be solved if the good cards were available in multiple rarities so you could get an affordable playset OR a premium payset based on whether you want to show off.
Konami would sell a lot less product if you only had to buy a box of each set rather than a case in order to play the game though. Their problem of liking money takes priority.
@candybracelets yeah and the problem with their current model is that you have 3 chase cards in a whole set. Shit never goes off the shelves and card stores drop them, then your locals rots and dies. It's pure stupidity actually
Most of cards were not hit when they should be regulated because YGO is a card-selling-targeted game,the banned list is just make you feel that Konami is doing something to make balance.
The things in the extra deck really need to be xenophobic in design. They really need to do something about the hand traps. 7 years is to long to have 3x of the same card in every deck.
I went to my locals just to end up being hand trapped to oblivion and pushed over by omni negates and overpriced, pointless cards that turbo out off one card starters. It used to be fun for casual players, but most of us are priced out or can't play the game due to these decks that are normally 20+ hand traps and expensive starters with stupid protection effects.
People always focus on the hated one-card-combos™, but i think the issue is a bit broader.
I think the core issue are single cards that win games on their own.
That includes: one-card-combos™that end on genuinly broken boards, boardbreakers and handtraps that will be called "high impact" in deckprofiles (droll, nibiru, dark ruler, evenly matched, ...) and floodgates like rivalry or shifter.
When a single card does this much on its own, you are basically forced to have a direct counter.
- You are not beating a snake-eyes ash with your engine (or at least not consistantly), so you have to completely shut down the card with imperm to get a fighting chance.
- You are not beating a nibiru in a combodeck unless you setup a negate for it somewhere in your combo.
- You are not beating a darkruler unless you play a one-card-combo™and have handtraps, so in most deck you probably have to setup a negate for it like solemn judgment.
- You are not beating a rivalry in a multi-type deck unless you have a s/t removal like cosmic cyclone.
That doesnt mean strong cards are a bad thing. Veiler or ghost ogre for example are very good cards. The difference is that they usually dont win games on their own unless the opponent bricks.
Yugioh needs something for new players. Something. Anything. Also selling a starter deck without everything you need for $20 is really annoying.
Also I never understood the Pot of Greed ban. There are cards that literally let you pick cards from deck to hand which is most of the meta. Let the opponent play solitaire but you can’t draw 2.
Many will tell you this but it’s because if one card allows you to search for a card and combo then two cards that can do that are even better.
Personally I hate modern yugioh design being, "what engine can get out the strongest generic boss monster with the most negates from the extra deck" I gravitate and normally don't play meta decks, I play what I like and like to use boss monsters of that archtype. 2 favorite decks, (skull servant/zombieworld/Eldlich and Anceint gear ) Due to Dimension shifter my zombie deck is unplayable right now...
Have you tried the plant engine or Crusadia OTK? Those are funny to watch people rage quit on when you get lucky with your hand.
@@HawaiianForgeStudios I play Melffy to make people rage quit lol
I think one of the biggest problems is the lack of erratas on cards, and it's just simple text change on quite a few of them, good examples I can think of is union carrier where it can only equip union monsters from the deck.
Halq can only summon a crystron tuner and locks you into crystrons for the turn.
Heck summon sorceress is still banned and she got an errata.
The problem we are at now is even with Erratas, decks are to overly consistent one card starters for any text change to be any good. You'd have to delete entire effects off of most cards for the game to be balanced out or make it every recent archetype/new archetypes have the same style of play with more cost so if your cards are sent to the graveyard if you want to add more of your staple engine cards you gotta sacrifice something like either major lifepoints so like 2k or half to do x y or z thing or you gotta discard/banish etc from your deck/hand/field based on what is detrimental for the archetype. Yugioh has moved to far away from doing X with Y or Z cost to basically FREE REALESTATE.
I don't think new yugioh is worse, but I think it has a few significant problems that could be really easily fixed if they'd ban floodgates and ban generic boss monsters. You want to play some ridiculous omninegate on a stick? Play the archetype and eat that archetype's downsides. They're starting to do this, like hitting Baron/Borreload savage/red hot dragon.
This, like I hate playing against a Red Dragon Archfiend deck but at least they go through the hoops of getting their dragons out instead of playing generic decks and shitting out Barone or Crimson Dragon.
Yeah, I agree. Many of these points are correct. Modern Yu-Gi-Oh had hit its perfect spot right when snake-eye was released (a.k.a AGOV format). That One was great. Yes, there were decks that could do unfair stuff off of 1 card, but those will always be there. The difference is that many of the top decks (Lab, Unchained, ecc.) didnt just ftk a player. They madr a decent board and passed, trying to win on the grind. But for some reason they stopped making decks that didnt win the game Turn 1, and That's extremely sad.
I agree with the 1-card combo design being the worse offenders. Granted, it does depend on what the end results are.
Something like Normal Summon Alister, link off for Artemis and make Mechaba I think is perfectly fine. Normal Summon Snake-Eyes Ash, is not okay.
In terms of lore decks, I think they are fine. But does depends on how the different decks overlap.
Albaz lore had a few intentional overlaps with Despia and Branded, and think that is fine. But everything else doesnt play well with each other at all. You can't play Swordsoul and Sprights together and expect it to work well. Nor can you do that with Tri-Brigade and Dogmatka. Of course there can be some very minor synergies with the cards. Like Bucephalus II being a feasible card to dump with Nadir's Servant. Even those are fine.
As for the current Diabellstar lore problem, that lies mostly in the power of Poplar and the Sinful Spoils cards. Poplar IMO is the real problem card with Snake-Eyes, and likely wont get hit since it's Diabellstar's little mascot companion. As for things like the Azamina cards, that's probably solely the issue of Original Sin existing. I dont see them being any kind of problem if Original Sin didnt exist that hard bridges them to Snake-Eye.
And as for generic Extra Deck stuff, I have no issue with them existing. Just depends on what exactly they do. The enablers that spam a lot of them I think are more of the problem than the end results themselves. Also, I do agree that in-archetype boss monsters most of the time are awful. Either because they just outright suck for the amount of investment you need to make them. Wouldnt be hard at all to design them where they are easy to commit to, but won't show its true strength unless its done in-archetype.
My biggest gripe is affordability.. cool power creep exists yada yada but make it so someone who’s 16 who wants to play the best deck who got into the game 3 months ago could afford it while working at a McDonald’s or something. It shouldn’t cost you half your rent or more to get a good deck especially for cardboard!
I recently got back into Yugioh by playing Yugioh Master Duel. It's a real day and night experience for me (I stopped playing after Eternal Duelist Soul) because of how the game has changed. It blew my mind how someone was able to summon different types of Blue-Eyes White Dragons (I later learned how dragon decks use to be an insane broken META). The duel was over by my 3rd or 4th turn (thanks to having trap or magic cards that somewhat helped me). While I have no issue with the cards played and how the game has changed. I still play for the fun of the game even if i lose a game on turn one. Do i think Yugioh is broken (especially on Master Duel)? Yes, but as for the TCG? I'm not too sure since I don't want to go down that rabbit hole other than collect certain TCG cards, but I'm sure the TCG game is broken.
@keepitsimple003 Honestly, if you're playing Master Duel already, it's not far off. I feel like when I am playing in paper, I am mostly there for the community. Finding a good locals can be really difficult though, so I never fault anyone for not playing paper.
@TheAverageGatsby i actually went to a TCG shop today and met with locals who only play the old format of yugioh. Should be fun watching and playing again. Since the locals only play up to Battle City cards with a few exceptions of cards they don't allow since they're broken.
This game has grown and evolved so much since its birth. It's made us grow and evolve along with it. It's not the same game it once was. Just like we aren't the same duelist we once were. Not to get deep, but jut like life, this game is chaos. There are things about it we don't like and things we love. Bottom line is, we get better as the game changes for good or bad.
It's unplayable at the moment with the format, duels last 3-4 turns at max and it isn't fun. Game is dying and a lot of people including multiple pros have left in the year 2024 alone. Theres a problem, and not to acknowledge that?
@JeremiahJohnson-l8h LOL the problem is acknowledged. Point is if you don't like the game, just stop playing it like all the pros who "quit". Roll with the punches or leave. The problems with Konami exist and aren't going anywhere.
What would happen if special summons were limited to once per turn like normal summons?
Tryhard paywhales would stop paying for broken decks so Komoney would make cards that give Extra special summons.
Like they did with new genex support and floowandereeze
If we cap the number of special summons to the turn we are on, that would slow the game down.
Generic boss monsters aren't a bad thing in my opinion, if your favorite deck's in archetype boss monster requires you to jump through 15+ hoops to Summon and/or is not even worth summoning what is a player supposed to do, except to rely on generic extra decks monsters. I hate playing my favorite deck only to end on a fat nibiru token having wasted resources to accomplish a fair end board with little to no follow-up, or forced to pass turn after getting hand traped or interupted once... as a Pendulum player there aren't that many good ED options to replace apollousa, baronne or savage Dragon, and most of them are locked to their own specific Deck.
Fair. And Yet, Who Mostly Abuses those Generic Bosses to begin with?! The Spotlight players who can Shell out the Cash to Buy the BEST ARCHETYPE to Abuse those Cards With!
So forgive me if I do not share your sentiments.
Sure, it’s fun for the Player (you or me) to land Baronne or Savage. But When Other Players have Access to these cards. It makes it in fun. Not helped any better with hand trap Hell cards!
I get having Outs allows survivability! But it hurts to even play this game when you get fucking Hand Trapped Every Goddamn turn!
I know Soul Drain and Mind Drain exist. It just sucks that most decks can’t properly use said cards!
@@danielramsey6141 The thing is with Yu-Gi-Oh players is that "it's only fair and balanced when I get to use it, but it's overpowering and unfair when my opponent gets to use it". Every Deck will always have access to these good generic cards AND THEY WILL USE THEM, I really don't care much about what the top meta decks are doing with these cards however if these cards that so many underpowered Decks relied on to do anything worthwhile suddenly get banned at least Konami should release alternative in-archetype solutions or boss monsters for these bad decks.
Many players I've seen as of late want decks to use their own in-archetype boss monsters instead of these generic ones, which is fair, but here is the issue, THOSE BOSSES SUCK BALLS.
Crystron, Super heavy, Pendulums, fluffls, etc... all these decks have bad boss monsters and some that just take a ludicrous amount of set up to even Summon or use, all just to get nuked by a stupid level 11 rock... you know the joke "the most optimal Pendulum end board is a nibiru token".
So play a different deck, it's really that simple. Not all decks are created equal. If yours doesn't have the in-house tools to compete, then it has been powercrept. Shoving in the same generic bullshit every other deck is changes nothing, and them leaving the game just exposes how thin and flimsy the deck really is
If whenever you want to play a deck you literally have to always ask yourself *but can it summon apolousa/borreload/barone* then there s a problem.
@@ak47dragunov but I don't wanna
1 card combos have been around for way longer than people seem to realize. They were a thin in 2018 with trickstar orcust. It’s strange how people act like Konami just recently started doing this.
Links basically made 1 card combos standard
Extra deck monsters never turned 1 card into 2 or more cards, it was the opposite. You took 2 cards to make 1 extra monster
Remember when a long combo requires several turns of setup and ideal scenario? Not only it is satisfying to pull off, it is usually the main testament to how good your deck building and pre-planning is.
Right now everything is fast and easy that you can play 7-8 turns in a single turn with tons of cards to wipe the board clean and cards that stop your opponent from playing. Getting turn 1 after 10 mins and getting all your cards negated in to oblivion is not solving a puzzle.
The funny part? They also have good to insane recursions if you cannot end them on that turn.😢
THIS, this is why I hate most modern decks outside of the niche jank or unpopular archetypes. Its just to damn easy to recover that board wipers are essentially pointless in the grand scheme of things, why bother running lightning storm, raigeki, harpies feather duster or any other new board wiper card when you can just negate it or recover the same turn or next turn like nothing happened.
@@HawaiianForgeStudios Not to mention decks that is nothing more than a Frankenstein that have four archetypes with handtraps+board wipers for half a deck but completely functional and perform better than a deck with 80% in-archetype cards.
What is the point of an archetype if the effects are completely generic or very broad.
I miss special summon circular
he died to- Make sure Salamangreat players bought the new support in the fire duelist pack!
Mathmech was already dead by the time the fire duelist pack came out. Mathmech was barely regionals capable at its peak. Circular was banned half a year after it was mostly unplayable.
Yes
Hand Traps and Card Removals are the most important staples of any modern day Yugioh Deck.
My problems: the whole game atp
@@rubenbrito4166 truuuu
@@TheAverageGatsby yea, stopped when kashtira was introduced
I've said it before, I'll say it again. Yugioh players can NEVER be happy. When it came to the banlist I was saying months before that people weren't going to be satisfied no matter what got hit.
When it comes to lore, it doesn't matter if the card is good or not. Didn't save my boy Knightmare Goblin, not even 5 months legal. Spright elf still hurts me.
It's funny how we have come full circle when it comes to generic cards. The game started as generic good cards, and here we are 25 years later with generic good cards.
If fiendsmith was locked behind a LIGHT fiend lock like everyone apparently wants, nobody would play it, and the community would have been unhappy that it was not generic. Would snake-eyes be anywhere as good if it locked you behind fire?
Apparently players just want to have something to complain about
Hell, we see it in real time. People dismissing Ryzeal because of its lock, then whining about it because it puts up numbers comparable to and even exceeding the big dogs they were also complaining about in SE and Tenpai OCGside. If it comes over here and is only kinda decent it’d be a community darling I’m sure. People also pretend locks are king when something like Purrely proved there was other ways to not incentivise straying too far from archetype.
It’s so easy to brushstroke every design decision as bad when you see the synthesised result of one attempt at it. SE isn’t even that conceptually insane, and even has cool quirks, it just dominated a space where the power level of the game was in a cratered post-Ishtear post-kash environment, because it happened to have cards that worked more efficiently than its contemporaries, and even that only happened because they barely overstepped the thin margins in design from AGOV to PHNI that separated them from >literally sees no play pure to >sees play as its own critical mass. Now we have people acting like any individual SE card is an inherent evil when they aren’t; the problem is that they were designed to all coexist at once *and* exist in the context of a highly accessible non-archetypal ED that can facilitate gameplay options in absence of themed payoffs. If people truly think YGO is on the downturn, banning Poplar or SnAsh Flamberge is not going to be a permanent fix; SE will just gather dust in people’s minds until they can convince themselves that some new thing a year later is the craziest the game has ever seen.
And it’s really funny how people were complaining about Tear and Kash when they have in archetype boss monsters back then that are extremely strong, and now are complaining about many decks running generic boss monsters. Like for real, what do you guys want?
@elainasjournal5734 they want to br able to do what they want and for you not to be able to inturn.
Because they design too many cards with broken effects or 15 million stacked together in one card. Come on now. Let's not be stupid people. Stop ignoring the obvious elephant in the room. Don't be dumb
To think we went from "our turn"/turn 0 plays to 1 card combos/ftks/otks + half the deck are handtraps in such a short amount of time
Half of the main deck being ONLY handtraps is another issue entirely as I feel a lot of the game was not properly balanced around such a mechanic... and even IF you ban a lot of the generic handtraps, they're either going to be replaced with better handtraps that will be printed in the future, or generic board breakers, which has the exact same problem as the generic handtraps... basically Konami still hasn't figured out how to get rid of the "1.0 Yu-Gi-Oh! spaghetti code" as I like to call it...
hot take: the fundamental rules of the game are not suited for high power level. card design philosophy and power level has changed A LOT since the creation of the game, but the rules barely changed. now, one of the only dynamics we have is playing non-searchable generic handtraps and hoping we can stop our opponent from playing or drawing enough board breakers. we have a card pool that asks for constant actions from both players to be engaging and fun (tearlaments style) in a game with rules that limit you to only play during your own turn.
The generic broken boss monster bans honestly make the game more interesting, but best deck still gonna best deck
Putting Mirrorjade in my Dino deck is something no one thinks of, but i needed a replacement for Apollousa
Muddy Mudragon (Oviraptor/Dinowrestler Coelasilat) + Scrap Wyvern = Mirrorjade
I wish for Dinos they made older dino-related archetypes more relevant or have some synergy with each other, Theres like no support or real easy way to make Dinomists or Jurassic Dinos playable in todays game but they have such cool art design just need support or retrains bring their potential out.
Going to my local game shop tomorrow and trading in my 3 decks that I have, I've had it with the game and im out. It's a shame because two years ago I got back into this game that I loved as a kid. It's toxic, priced out, and it just isnt fun - simple as that - it just isnt fun. And will be looking to use my store credit to buy a collectible I've been eyeing or keep it until something that catches my eye comes up.
My issue is that Tear 0 was so fun because it was an "Our turn" style deck, kash being a boardbreaker format meant you actually got to play.
Honestly the best solution is powercreep that lets both decks play on both turns so the going first player advantage is priority in card effects while the turn 2 player gets a draw and battle phase OR they can make main deck cards individually strong and boss worthy like Kash/Make them hyper turbo extenders/starters but make endboards so weak an all engine hand can break full combo but remove every generic OTK enabler so every deck is grindy and has it's owm resource loop but a deck being able to Potentially OTK is a strength not an expectation
Fiendsmith is actually a great example of what I mean, Lv8 fusion pass is not enough to stop an engraver but is enough interaction to stop the engraver from setting up an OTK and the recycling some but not all of fiendsmith means you have to manage resources for later turns.
Before the new Ice Barrier Cards, I remember going out of my way to summon the hell out of that jank in order to use all of their combined effects to lock my opponent down, now its to easy and unfun theres no grind. And I think you hit the nail on the head more than any of my comments have, bring back grinding your way to the OTK boss monster end board but make it so you have to take multiple turns to do so
Honestly, i can see a deck where it’s just 3 nebiru, ash blossom and maxx C with a bunch of filler cards/ searcher cards to get them i to your hand.
The decks i struggle against are mainly: Kashtira, Centur-ION, horus, scare claw-kashtira-tearlaments, swordsoul, rescue ace and sky strikers. Even with some of the restrictions/ bans in the OCG the decks are still too powerful and it makes casual players wants to quick when playing ranked mode.
Heck i even find that solemn judge and strike don’t seem to activate when a monster is summoned or when a spell or trap is activated and this is on master duel.
Some cards that make this unfair for me are main barronne and appollousa.
I'm so done with this trash game, the only thing thats worth getting into is Rush Duels, its simple, not alot of freaking text to Read, dast paced, easy to get into. Man i miss the good old days Yugi and Kaiba starter decks all the way.
@CatchGravity you should check out yugi and kaiba format. It is genuinely miserable.
But yeah I am dying for them to print Rush
I got soured on meta decks pretty quickly and I have even attempted to play meta a few times during my times since the early 5ds era to now (DragonRulers, PEPE, etc on DevPro,YGOPro,DuelingBook sites), but I always gravitate to weird jank archetypes/decks. Right now the only thing that is even remotely playable (On MasterDuel because the game scene in Hawaii is non-existent) is my Plants deck that isn't even finished because I don't have enough materials to craft all the necessary cards yet. So its just a mixmosh of Aromage, Rikka, and Ragnaraika (Tried the sunseed one, not really my cup of tea honestly). On Duel Links I played Subterror Prediction Princess, and tried to do that as well on MD (Doesnt work due to the speed of the game) and the list goes on.
The thing I find the most frustrating and most screen punching game design in modern Yugioh is the A) one card combo into another combo decks like I HATE anything branded, dogmatika or anything remotely similar that can just be splashed into alot of decks, B) Omni negate boards that just recycle and the horrid process starts all over C) unfair support for certain decks where Aromage, Rikka, and Ragnaraik/Sunseed suck on their own but need to be smashed together to work as well as meta where as SnakeEyes and other bullshit decks work just fine and get even more broken with additional support/archetypes like fire kings (another deck I refuse to touch because of its reputation). Older archetypes being left in the dust due to the designers not wanting to support Pendulum anymore so my favorite deck of that era Dinomists basically just have to sit and rot. The list goes on.
Idk how you can solve this, when i was typing this section out I deleted it multiple times because is there really a way to fix this or is Konami just going to run this game into the ground like it currently is? I would think a good solution would be format changing instead of just outright banning certain cards and moving along, ban entire engines/decks to make people play more than just meta and make them play other stuff like you have a few months where you have meta so your SnakeEyes Tenpai all that can exist and be a shit show but then cycle them out with older cards that get new support so like Duel Terminal or XYZ era archetypes only. Then maybe like Old meets new with Pendulums and Older decks with their new support. These are just ideas im not saying we SHOULD do this, but I have no idea otherwise how to fix it other than just outright getting rid of the decks and cards types that make this game unfun.
Skill Drain and Summon Limit should be Unlimited. Card of demise too.
So you want Eldlich stun again?
Or maybe do a funny. Skill Drain back at 3 but Duster also at 3
go away true draco player. Play a cool floodgate like Monarchs
@@IC-23 True Dracos at full power now would be hella based.
@HawaiianForgeStudios At the end of the day I can't hate normal summoning big dudes but draco's reliance on certain continuous traps sucks.
I stopped playing before all the synchro stuff, I still play old school yu gi oh. I love the old gx games
I'm not sure I agree with the lore archetypes. Both tears and kas were part of the Visas lore, yet tears were gutted for kas to take their place. What they should have done is hit snake eyes and make white forest be compatible with Diabelstar.
Solution for lore archetypes:
Make them good but not broken
So tell me again. Why are Pot of Greed and Red Eyes Dark Dragoon still banned? And Terraforming
Honestly this year is just baffling. All the issues we have with the game were 100% avoidable and in konami's interest to avoid yet they just pushed them right through, several times in a row after seeing the formats play out in real time.
Pure Snake Eyes gets poplar becomes busted > lets print fiendsmith without a lock or the link 1 requiring a non link monster > best deck becomes stronger > 2 banlists of 0 real hits > lets release azamina to make the best deck even better.
Even with a fiend lock the fiendsmith engine would have a home this year in the yubel deck where it could make D/D/D high king caesar.
Josh blaming it on lore is also just hilarious and something we as a community need to stop doing. Konami could easily ban snake eyes considering they banned tear way earlier and thats also a lore deck.
The Sinful Spoils lore centers around Diabellstar, not snake eyes flamberge dragon.
Its also ridiculously easy for konami to just incorporate diabellstar into a new lore archetype by giving her a better spell to search than OSS that only works with a new deck.
The meta has always been buy the newest cards it's never changed, it just became more bullshit. Fuck me for wanting to use suship.
I’m still peeved they decided to limit branded fusion over banning sanctifier.
Makes me wonder when they’ll limit Dark Magician and Blue Eyes White Dragon.
I’m a simple man I hear someone with positive opinions about my special baby deck speedroid I like the video
Another yugioh rant we need those lol. All I want is best of 3 in master duel rank
I’m from the original Yugioh series. I last played Yugioh very competitively back in 2004(it’s been 20 years), but left to focus on academics, like literally zero contact with the game. Came back 3 months ago and my head started hurting, I mean wtf is link, synchro lol. And don’t get me started on what these kids call hand traps, it’s impossible to start a combo with so many interruptions, and the second turn the opponent OTKs. What’s the point of playing lmao
I absolutely HATE the word "engine" in the context of this game. it's the dumbest fan made term I ever heard and its indicative of the brainrot I see in duelists absolutely obsessed with playing solitaire in what's supposed to be a two player game. Stop with the "engine" crap and start making decks that do their thing in as few actions per turn as possible so pe0ples time is no longer wasted.
If ANYONE disagrees, they don't get it. They miss the point. Victory by any means over fun, brain rot mentality. FTKs shouldn't exist in ANY game whatsoever.
Decks need to rely less on spreadsheets and more on one-two punches short sweet and concise little explosively effective combos that should never take more than two or three minutes to play out. If you take longer than that to do full combo, you are building your deck wrong, its inefficient.
Sharks and speedroids are efficient (specifically and mostly the level 4 speedroids and in absence of terrortop). Trains are efficient. Timelords are efficient (true to their name)
The name of the game is to be a two player back and forth, not a one sided solitaire game with a hostage spectator decided by a coin flip, or a physically banned cockroach, or a ubiquitous cat eared little ghost girl.
Fast play means not taking eternity lingering on a single turn doing action after action after unnecessarily convoluted action. CONSOLIDATE YOUR PLAYS INSTEAD OF WASTING PEOPLE PRECIOUS TIME! Its not about what your end board is so much as its about how long it takes one to get to that end board. The fewer actions per turn taken to establish a strong board, the better. Waiting needs to be eliminated, time must be respected, and BOTH players need to be able to do stuff in a timely manner.
All long combos are boring wastes of time both to play out and to be on receiving end of. I don't want to have to walk away, eat a sandwich, do chores, and shop for groceries and return to my opponent STILL doing shit on the same turn I left them on. GET ON WITH IT ALREADY I keep mentally screaming. I also refuse to subject my opponents to the same boring experience.
Get those boss monsters and support spells/traps out faster in fewer moves per turn with less reliance on searching and looping card effects. if you can't do it then I guess you have a skill issue. This isnt about "working for it" It is a matter of temporal efficiency. BE quick and concise, not long-winded and verbose like this self-aware ranting comment most people might not even read because tldr
Either win fast or lose fast idc how, as long as it doesn't take an eternity to get there. Fast isn't fewer turns and lots of actions per turn, fast is fewer actions per turn to establish a strong board or response to a board in as little physical time passage as humanly possible not necessarily counting time to think out each action so much as counting the sheer amount of time it takes to perform the gestalt of actions.
Time monopolization via solitaire combo is probably the most boring way to experience this card game both as a spectator and a duelist both performing and receiving.
The best most entertaining and fun duels are the ones that go at breakneck speed with a lot of back and forth non-ubiquitous-handtrap interactions with the shortest possible turns and fewest uses of boring "Negate! everything" setups (which usually involve time consuming long combos anyway) . The best duels are creative and unique and consist of less than ubiquitous deck lists. Jank is fun. Back and forths are fun. longass combos are NOT fun
Fun is what should matter most above all. Respect time, treat the game like it should be treated: a TWO player game, not solitaire crossed with "just draw the out or lose before your first card is even played". Less waiting, more playing. Less combo, more back & forth.
I play master duel (boo maxx c still not banned) and sometimes duel links. I don't play cardboard. I don't pay to play. I also don't play fan made alt formats because it's inconvenient and I am too lazy to engage with them and rather not socially interact with my faceless randomized opponents because most people suck. I probably suck too tbh. At least I know how to have fun with my decks and my playstyles
You cooked with this one. Thats why i like my decks" pure" . Almost every single deck that I play is comprised of only cards from that archetype, to not make the combo go on for like 15 minutes . Also , I like to play suboptimal decks because I like to have fun
@maximus2463 I don't go "pure" as you do but I do construct my decks such that all that they do can be done in no more than 4 or 5 or less sunmons or actions in general per turn. Concise and explosive
Hmmm. I guess if you want to make the game engaging, you can create interesting engines that determine the game strategy based on the cards you choose to compliment the engine.
EDIT: Personally, If I were to develop an archetype or an engine, I would do it with the thoughts, "Hmmm...How would my engine/ archetype affect other attributes, types, summoning mechanics, archetypes, etc."
we got glider 2, so where is @ignister 2??
Azamina give me real “kick them while they’re down” vibes. Doesn’t matter as I will play branded tear for the rest of time.
So in regards to why certain cards did not get hit the banlist based on the video.
The reason why Sanctifier Dragon was not banned was that Branded Fusion is now at 1, Gimmick Puppet lock only exist in Branded esque decks which are uncommon in main competitive scene, and the lock has a setup that can be interrupted easily provided you run handtraps which this meta runs like almost half a deck worth.
Your example why expulsion was banned quickly and not Sanctifier was that expulsion was an easy setup with just dumping Albion fusion in gy and having puppet in gy, which branded can do easily to search expulsion while having a better board on field compared to current Sanctifier boards.
The Branded fusion to 1 is a big deal. Now can't be splashed as an engine, much less likely to open BF, and more likely to be interrupted from getting into BF like imperm the aluber search. You essentially have to go through various steps if you want BF in hand when you dont open with it and are more vulnurable to interrupts in the process. Branded in its current form got a hit hard enough with 1 BF now that I dont see the deck being a good pick for a major tournament considering there are much stronger and consistent options to choose from.
The reason why Dimensional Shifter hasnt been hit is the same reason droll and lockbird hasnt either. Its neccesary for them in the game to combat combo decks. Without droll and lockbird, Darkworld would just combo off. Same with Shifter, its a way to stop combo decks from making unbreakable boards by taking away gy resource. Also, in shifter's case, not many decks can main the card since it goes against their gy strats so not as prevalent as a result.
Now banning Flamberge Dragon would have balanced out Snake eyes since that archetype with Diabellestar plops monsters too consistently to stop their plays. Banning Flamberge would have been the move if Konami wanted it out of the picture.
Ofc, the other strong reason is that they wanted to sell the cards as reprints before making a more drastic decision on the card. IMO, Sanctifier is fine if they just ban puppet. The other targets arent worth the effort to run the lock since its much easier to break compared to puppet which is busted since there is no counterplay when it hits the field in comparison to the other targets that lock special summon. Also doubt Konami would ever make another card like the puppet, since all the special summon locks are all of old card design, which they strayed off from in current design. Like all the old floodgates like skill drain, summon limit, gozen, royal oppression, etc are all being limited or banned since they are too strong in current meta gameplay and goes against modern ygo design.
Like every format, ban list will always determine meta. Just need to wait or adapt to the current environment. Like there will always be that one deck that have the clear meta dominance with rarely we have formats where it is diverse.
Links should've never happened
Limit special summons to 5 and ban all generic handtraps, anyone who has a problem with that is the problem
gettign a thumbs up because youre spitting facts.
Special summons being unlimited and so easy to use cause more problems then they solve,
and handtraps are genuinely unhealthy for the game sicne you cant prepare for them unless you either A drew the right handtrap of youre own, or have a card on field to negate it, which good luck getting it.
handtraps have also completely invalidated Trap cards.
just got back to the game, a lot of deck out there pack tons of hand traps. i was like what would happen if you open with all hand traps. i got my answer later with a snake eye deck. the other guy had all hand traps, no max c going second. he play 4 of those hand trap on my turn to mess up my play. some how he is able to build a full board with one snakeeye.
I don't mind combo decks, but watching every high level match go to time because they all take too long isn't really fun. The solution for many to just run floodgates that create uninteraction just makes both ends of the spectrum seem miserable.
For a starter, shouldnt limiting the extra deck to 10 be fixing alot?
Unlimited special summons, this is the problem.
Someone didn't play against full power True Dracos
@@HareHaruhi doesnt mean that special summons arent the biggest problem with the game.
if we limit special summons and, ya know, make em Special, youll be surprised how many of this games problems go away, and how many cards couold potentually come off the ban list because their no longer piss easy to shart out.
@@TheFallinhalo no, the problem is cards have multiple effects, including searching, negation and recovery. There are a lot of decks that special summon a lot and result in underwhelming boards. There are decks that can play around nibiru and even Maxx c because they are optimized or special summon during your oponent's turn. You aren't leveling the field, You just made raid raptor and other non meta decks struggle even more against something like Purrely and at worst you made Floowandereeze meta
I honestly just want the old Yu-Gi-Oh! back. I'm a quote on quote, "Yugi-Boomer", but the game is so broken now that it isn't fun anymore, unless if you're a meta slave. Konami honestly hates their fans. If they would just put in a permanent Classic Mode in Master Duel where we only use cards from the original and maybe GX era, we wouldn't be complaining.
I constantly get interested in YGO, do even the slightest bit of research, see every deck is the same gameplan of, "Tutor out your entire deck and special summon 1 of 6 different types of side board monsters on t1," and laugh at hiw silly of a game it looks despite the cool art, and drop the idea completely.
Y'all need a complete rehaul of the entire game starying from scratch at this point.
I love the game but...
Being either make an annoying hardcore to pass first turn with 3+ interruptions on field + handtraps,
Worst a stall deck that just floodgate you out of playing the game,
Or a crazy FTK that can make 10000 damages in one turn but not that much going first isn't my définition of fun...
Especialy when those combos are really hard to stop T0 as Yubel with all the package (unchain, sacred beast in particular) or snake eyes with flamberge that bypass 3 handtraps still making an amazing board with one starter, decks as before need more 2 to 3 cards combo, not just draw the one card to me.
Decks that by the way are not hit enough on the banlist for way too long, as well as the awful Albion fusion that cause unfair locks, too OP lingering effects like Shifter or Dim Barrier that can past turn or near kill a strategy by themself too easily.
And konami's bad treatment of the TCG, they keep printing too many ultra and secrete only, making them hard to get with boosters AND secondary market, causing them to be most of the time way too expensive. Even after RA01 and RA02 that show OCG printing works here.
Plus limiting out playmat and sleeves possibilities in official tournament WITHOUT giving a shit and importing 90% of the OCG ones... For some reasons we will never understand like a lot of awersome products like the Numeron Files
I think really powerful card should lock in a acrtype and not generic 😅
Things are just so......power crept? I can't get into it lately.
My complaint is not drawing on your first turn and the ban list no matter what is on it. Like you make a card for players not to use 🤔
Konami doesnt do things for the health of the game. At this point if we all stop playing konami wont do a restart like bandai is trying to do with dragonball, instead they will just cancel and just continue with the pachinko business in japan. While people may whine and moan about the current meta and card prices we will still see people just buying cases and cases of cards to pull them as well as buying overly priced singles in the second hand market. At most konami will make a big banlist to address some issue then print the same things they banned in a newer format. The game has a lot of issues but even with the stale format it has still entertained all those that aren't here dissin on the game to keep playing.
This games been on a downward spiral since 2017. Zoodiac was just a precursor to what would become the norm going forward.
Only way to “save” Yugioh would be to completely abandon the Master Rule format and move to Rush or Speed Duels as the main.
@Nephalem2002 the secret here is that if they released Speed Duel, they might accidentally expand the community.
Edit I mean Rush
Speed duels is dead because it flopped tho
@@HareHaruhi right I meant Rush. There had to be better terms for these things
Ban all hand traps 💪😎
Hand traps need to be banned from magic the gathering .
aint that the only "trap" there is in mtg? @@Mikewee777
Ban all handtraps just makes going first even more broken. There are some that should not exist however, like dimension shifter.
@@Ragnarok540 what about limit all hand traps 😅
What's funny if I got out of playing this game back in 2015 and people are still complaining about how Konami runs the game like bro they've been running the game like s*** for a fat minute like the game stopped being good when they introduced pendulums Don't care if that's a hot take it's the truth they keep trying to flow the game down or restrict it and all they end with doing is f****** it up more
Wait, the puking horse was ai?
after gx the card game was doomed. sad times
current ygo card design is on borderline CUSTOM CARD effects , its impossible to make a "decent" deck without you begging god for favoritism or a custom card made by people that were supposed to make/test their effects to avoid this.
Can they also unlimit naturia treeee come one😂
only reason it is limited is because of runick naturia
@@Achoko12345 yeap i know but since then they banned the mellers and baronne so the deck isnt the same anymore also even on its full power its no close to yubel and snake-eye fireking so idk why tree is limited also players could try forest naturia :)
Speedroid!
You shouldnt be able to interact with someone on their draw and standby phase
And even tho i am a combo player - LIMIT THE AMOUNT OF MONSTER SUMMONS YOU CAN DO
but tbh its hopeless as it requires the playerbase or Konami to take action
And the japanese havent taken action since pearl harbour they even scared of their own pps in porn
TBH you guys blame end board monsters for the game not being fun.....in reality, what isnt fun are the floodgate/lingering handtraps. Shifter- if you play a gy deck its an instant turn skip. Droll - if you play a combo deck that relies on searching its an instant turn skip. Maxx c - turn skip or give your opponent way too much advantage you lose anyway. Mulcharmy1 - if you deck summons from hand turn skip or give your opponent too much advantage you lose anyway. Mulcharmy2 - see maxx c (same outcome). It takes no skill to play these handtraps and you will lose to people you wouldnt lose to because of their existence.
It’s a combo of both for me. I’ve seen great boards with like 6 interactions that I can beat, then I get hand trapped twice and am stuck with nothing on board but some useless backrow. Same said for going first, if you draw and there’s no called by/cross out, there’s a high chance your combo will not be as good.
Game needs a Summoning, or Effect limit. Or just stop the eternal format and go back to the 2010 Meta whit only decks around that powerlevel.
Yugioh is such a bad game that I can’t even competently fathom or comprehend it in my own head. I cannot believe a game could be THIS bad
Yugioh wasnt a good game till master rule 5 , change my mind
here is a game fixer idea, just limit the special summons to only 4 per turn
Then nibiru would lose its purpose. I say about max 6 specials . That way you can combo a great deal and still leave room for counterplay
I wonder how much the game would change if each player had a hard cap of only being able to activate 6 cards per turn. Seems absurd and arbitrary, but meta shifts with changes and people adapt to anything. It would take some months to adapt, but 2 years later, the 6 combo gimmick and new cards would be very strong and solid, just not stratospheric limitless combos we are used right now. I feel like yugioh would benefit from some resource management. Making your opponent burn their interactions until you know he went to far and won't be able to respond your next actions and something like that.
And yes, ofc, there would be decks that would use cards to nullify those restrictions under certains circumstances. bur in general could attract more players and bring longevity to the game.
6 is an arbitrary number, could be 10, but I feel like 6 is enough to do a very solid play with a good hand and still be able to find a way out even when bricked.
The way chains works nowadays is also a bit dated for the current powercreep, inverting the order of chains and redesign priority and make it a quirk that adds value to cards just so they get their effects out of order could help to balance things out. Nowadays there's no risk in engaging in a chain, but if we would invert the order of activation and make so that the first card played actually played frist UNLESS the card activated in RESPONSE was e specifically designed to intercept a chain. It would give us less Silver bullets and make use play more of a preemptive strategy than aa reactive one where the only thing that matters is to have any card that could activate instead of sittinf of cards and making a hard choice of when and where ro activate, running some powerful effects that would have a negative priority that would require you to be sure your opponent didn't have the resource to stop it or running some simpler effects that wouldn't do much besides the certainty to negate a play.
As I said, I feel like some resource management/opornity cost/limitations would being more longevity to the game and solve a lot of the current problems we have with power creep.
And same with everything in life, limitation inspires creativity and less is more. The only orher way I see this road going is to make the textbox and art channge places to allow enough space to design cards after 2027.
We can always keep going and scaling the complexity as a reaction to the current problem or cut some zeros to work with smaller numbers and save time for the players and developers.
I can tell you what happens without writing an essay. Stun tier 0, decks like centurion tier 0. Enjoy.
Game would suck. Yugioh has plenty of resource management. Go play magic.
I think 1 card combos are ok but only if it’s for rogue decks, which are vastly underpowered when compared to the meta. If we used Raidraptor, my current favourite deck and likely to remain my favourite, as an example; we would have at best 2 interruptions. That being Glorious Bright and Rising Rebellion Falcon during the opponents turn. That would be what one Tribute Lanius could get us and nothing else. If you had this combo, you would be vulnerable to every hand trap in the game and an Infinite Impermanence would be the end of your turn if used on Raiders Knight or Brave Strix. That’s with only Tribute Lanius though! No Bloom Vultrue, Strangle Lanius or Raiders Wing. Great video though and I agree with 99% of what was said!