Rambling about Monster Hunter
10:00
The Bad Phone Experience
1:17
3 ай бұрын
"All that I Am" AMV | WHITE NIGHT
2:18
My thoughts on Vaalmonica
21:57
6 ай бұрын
Diaboromon BT15 and Beyond
29:04
9 ай бұрын
Building Exosister Post-PHNI
19:06
It's not for us and that's fine
6:02
Bad D/D/D combo
1:13
11 ай бұрын
Leviamon Ruling (Outdated)
3:14
11 ай бұрын
Please stop printing cards like this
11:40
Hero sure is an archetype
1:24
11 ай бұрын
Пікірлер
@lulzvg
@lulzvg 21 күн бұрын
Ghost Ship and Sengoku badge being better is also b/c of the potential. I made this on 0 sleep and forgot to say that. When I did Hdamien at like ~230 I was duoing and contributing around 30%-40%. I genuinely forgot that part but still doing a 2p duo at that level and a bit less CP is still pretty good. With more boss/atk/stat than I have you could solo however. But any Hard runs I do currently are usually dos or trios with automatching.
@alosreal
@alosreal Ай бұрын
Go to router setting(type router ip on browser) and turn off 5g or press the 5g button on your router if it exists. That fixed my router lagging
@lulzvg
@lulzvg 29 күн бұрын
Thanks but it was 100% my ISP. LOL
@Zaney_
@Zaney_ 2 ай бұрын
Not only are they poorly designed from a gameplay perspective. I also just hate how they look, Something about their design just makes me want to hate it. Maybe its the fact that i hate the cards effect also influencing my opinion of the art.
@Quickbobhero
@Quickbobhero 2 ай бұрын
I think all Mulcharmy needed was the ability to lock you out of other hand traps and in-exchange you get to sculpt your hand instead of randomly shuffle, sort of like Phantazmay. I think the game is still better with it than without, but this game is nigh unsalvageable without a master rule change that nerfs the power of monsters somehow or just a complete rework.
@Latias38
@Latias38 2 ай бұрын
At the very least Gunlance shell now scales with Raw in Wilds; so it "shouldnt" have to suffer with dragging behind in damage Also funny enough Fatalis Gunlance makes Gunlance a top tier damage weapon during endgame (even excluding the use of glitches/exploits, which GL takes full advantage of compared to every other weapon) while in Iceborne Lance is tied with Hunting Horn with being the bottom 2 damage. Iceborne is just the exception though, cause in most games Lance has mid tier damage while Gunlance has been at the bottom. Fatalis Gunlance in particular is really strong compared to other Fatalis weapons. Dual Blades is also an honorable mention cause Fatalis DBs are so strong that it makes dual blades consider using Raw versus a handful of monsters despite being an elemental weapon. As far as the sound design, people seemingly loved the sound design in World/Iceborne and especially past games; however in Rise/Sunbreak the sound design just isnt there. What attacks Greatsword may throw out in Iceborne for example, just lose all sense of weight in Sunbreak; and the sound design is a good reason of that to blame. Not just greatsword, but for every weapon unless its like, Dual Blades. So the sound design is a very solid complaint. As far as difficulty is concerned; yea pretty much. I consider Rise/Sunbreak the easiest game in the series, but it never really took away my engagement of the game... tbh the gameplay and the features they added to the game make it my fav game in the series. (If anything people were very mad that Rajang was way too easy in high rank and even master rank because we all spent soo long dealing with IB Rajang/Furious Rajang and we loved how raging difficult he was... but thats only one monster) A common thing I hear regarding difficulty is that the endgame of Sunbreak, and I mean AR300 Hazard monsters, is that its harder than Iceborne but Iceborne is much more difficulty in every other step up till endgame. Do I agree with that? Nah, IB Fatalis, AT Velkhana, Tempered Furious Rajang, and Alatreon are still harder to me than Special Investigation Hazard Risen Valstrax, Hazard Risen Shagala Magala, and Hazard Primodial Malzeno; but its a bit of a different view on difficulty perspective. Ive also heard Rise/Sunbreak in general is harder than Iceborne cause of the faster pace and added mechanics to the game. So difficulty as far as 5th gen is considered is mostly subjective at this point. But for your main point, I think what you are trying to say is that you wish to go back to the progression of old gen? Where you really had to claw your way up the ranks, not just in terms of actual story progression, but also resource progression? Idk, I think the reason is like that nowadays is... well yea to appeal of a wider audience, but also to appeal to a persons time. Now granted, even in 5th gen, there is a fuck ton of things to grind for, monster materials, crafting materials, unlocking camps, setting up dogs/palicos, unlocking mantles.... I can go on forever. But with that in mind I dont think people want to slowly gather materials for basic items such as potions... or really go on an expedition at all pretty much like you had to in old gen. By comparison it just feels slow and boring. The main draw is to fight monsters, always has been, but no matter the game, even in 5th gen, its like 20% fighting 80% coolmathgames.com ft menu galore. I dont think anyones complaining if the proccess was sped up a bit. But yea, sry on the ramble a bit myself and thanks for reading. Just for clarification though 4U was my first game and I played all the mainline games from then on there. Never played a game before 4U.
@lulzvg
@lulzvg Ай бұрын
I’m fine with progress being made overall in the series but I think it’s important to retain certain aspects of what makes the series/franchise interesting and engaging. The series is a collection of hunting games rather than some kind of boss rush type deal. I’m not saying that every single thing needs to be exactly the same in every single game but it should still be very evocative of the fact that it has that core hunting fundamental. Your early game gathering would allow you to get a good understanding of the environment and as you continue to progress to the game and you continue to engage with the world you’d potentially notice that there’s all these resources and what not that are available to you. Whether you use that for preparation or maybe on the fly when you find yourself in a rough spot it’s up to you and the circumstance. Realistically you probably won’t have to gather then combine things all that often but the process of engaging with it makes the world feel a little bit more cohesive. This is why I used the example of the hot air balloon that can show you the monster. It’s not really some thing that alters your progression it’s an aspect of the overall world. That in particular doesn’t necessarily have to be an aspect of the world for example given what is the basis of world story was of outward expansion. It’s really just meant to be there as an example of like “oh hey this is kind of a tying point that shows us the guild is actually somewhat involved in what we’re doing”. I didn’t have a main point really? I think there’s some amount of QoL that can actually be called such but it feels like to some degree it was done in a way that both inhibits immersion and overreaches to the point of shifting the landscape of the game. Like the fact that it’s supposed to be the traversal game but almost all of your hunts take place in an arena it’s just weird. Because fundamentally you to think that would mean you get to engage with more areas, more of the world, you are getting to explore on a different axis due to the new mechanic…but in practice we just kind of pummeled monsters in an arena for most of that game. I wasn’t trying to be general really. I was being relatively specific.
@ConductorElcrest
@ConductorElcrest 2 ай бұрын
I think we need to delete link summoning as a mechanic.
@renaldyhaen
@renaldyhaen 2 ай бұрын
How you can call this card can make the turn 1 bad? We can compare this with Maxx "C" in Master Duel and this card has similar effect but weaker. From the data, I don't think this will make the turn 1 bad. This is the "Maxx "C" performance in World Championship 2024 Analytics" in web Master Duel Meta. *Win Rates with Maxx "C"* > Turn 1 Players: - When Maxx "C" resolves: 62.5% - When not activated or negated: 59.8% > Turn 2 Players: - When Maxx "C" resolves: 47.0% - When not activated or negated: 37.3% ...... You can see even with real Maxx "C". The Turn 2 players with or without Maxx "C" only have less than 50% winrate. Maxx "C" can only increase the winrate of turn 2 players by 10%. So, for Fuwallos case, this card can only increase the winrate of turn 2 players by 10%. I think in TCG, turn 1 players should have higher winrate than turn 1 players in Master Duel, because TCG has newer/stronger cards and no Maxx "C" for now. This Maxx "C" can make both turns "more balance", but not in unfair way. . Maybe you have other things to proof the Turn 1 will be bad just because this budget Maxx "C"?
@lulzvg
@lulzvg 2 ай бұрын
The win rate when going first is a sub 3% difference which goes along with our understanding that going first is inherently more advantageous than going second. Maxx "C"'s impact on this isn't wholly negligible, however, seeing how close the rates are Maxx "C" from a going 1st player is likely turning winning situations into unlosable situations. This is an aspect of the "control no cards" stipulation on the Mulcharmy cards being a good thing. It has a meaningful impact in allowing for more games where a winning position can be challenged while reducing the likelihood of it being a non-game. On the opposite end Maxx "C" when resolved going 2nd has a 9.7% higher win rate. That's a ~26% (47/37.3) overall increase in total win percentage. But how does it do that? By presenting an overwhelming card advantage. That still isn't fair because what 1 card converts to is ambiguous. Attempting to balance around card advantage in this way is not a net positive with regards to the gameplay it causes.
@renaldyhaen
@renaldyhaen 2 ай бұрын
@@lulzvg Turn 1 players also generating advantages with their basic combo. Depending what decks you play, you can still get more advantages than opponent's Multcharmmy. So, this is more fair if Turn 1 players generating advantages and turn 2 got nothing?
@nico-wj1mh
@nico-wj1mh 2 ай бұрын
i unironically blame the instincts of internet arguments for these cards. the vast majority of the time a pro/anti maxx c argument happens, the knockout argument is always that you can drop maxx c after shitting up the board with whatever your combo is. it's easy to go to this because it really is completely indefensible, and it more or less immediately wins the argument. why would someone not go to this? it's clearly the worst and most miserable part of the game. but people forgot to emphasize that the second most miserable part of the game is going first and getting maxx c'd, because now you're going second. what's the REAL problem here? that going second sucks. this does nothing to solve the core issue. yet here we are, and unless konami design docs get leaked or something that show the contrary, i strongly believe that the proliferation and popularity of that particular argument is what led to these cards (fuwaross especially) happening. there's obviously some majority of designers on the OCG side that love maxx c (brain damage) and don't want it to go because it 1. gives bad players an auto-win button in games they have no chance winning going first and second, 2. lets them continue to ruin the game with the next nonsensical combo deck and fall back to "yeah it won't win 100% of the time though lol." so what's the solution? just """"""address"""""" the single complaint that people online keep whining about. now we're stuck with these cards for AT LEAST 2 years on the TCG side, probably more.
@shadowdraqon2479
@shadowdraqon2479 2 ай бұрын
I like the mulcharmy cards, i get free winz when my opponent uses it against me, i can special summon 9 trillion times
@dragon-id5uj
@dragon-id5uj 2 ай бұрын
Hmmm.... They shuffle back in end phase, so this isn't like maxx c deck out reversal strat... You're actually just helping them craft a custom hand. So I don't see how that helps you win
@shadowdraqon2479
@shadowdraqon2479 2 ай бұрын
@@dragon-id5uj when i say 9 trillion i mean that literally not figuratively
@shadowdraqon2479
@shadowdraqon2479 2 ай бұрын
When u have 0 cards left in deck and r forced to draw either for manual draw phase or due to maxx c or mulcharmy. U lose
@novasoul99
@novasoul99 2 ай бұрын
This card made Tenpai even more annoying to deal with, but that's about it for me
@autobotstarscream765
@autobotstarscream765 2 ай бұрын
"Tenpai's done, their Field's Limited!" Meanwhile their other Field Spell, -Sangen Mystic Mine- Summon Breaker, is still running free.
@geek593
@geek593 2 ай бұрын
It's fair to say the current game is bad. I have my bias but I also have years of enjoying elements that are gone now and replaced by entirely toxic gameplay. Monster Hunter is an interesting example to compare to because Frontier is a perfect analogy for how Yugioh currently plays. It became faster and faster until it no longer resembles its origins whatsoever and died because new players got filtered by gameplay that was clearly designed for people who were already in the maze.
@shawnjavery
@shawnjavery 2 ай бұрын
I like the mulcharmies designs for the same reason why nib is well designed. There's enough avenues for counter play collectively that the card is manageable but none of them individually are strong enough to make the card feel worthless either. Nib always felt like a player problem, I have yet to meet a deck that didn't have lines for it. You lose to other stuff sure, but there's a bunch of options newer players don't realize you have to play around the card. Its similar for charmies. They were designed to be hard to just ash/crossout/called by negate them, there's so many other lines for counter play. If I was on a deck that lost to fuwalos and purulia I'd probably just go second post side, you're not really stopping then reliable with non-engine, and you can use them yourself well enough.
@lulzvg
@lulzvg 2 ай бұрын
There isn't a "reasonable" way to play around them. That's the whole issue really. Either way it goes you're effectively in an "open the out" situation. Open one of the cards you listed or Droll, be playing a deck that doesn't care like Lab or Paleo, or be lucky enough to open something along the lines of Reichheart and two handtraps to hope flipping Twinsaw w/ 2 HT is enough to allow you to get a second turn. "I'll just go second G2." Assuming you win G2 are you gonna scoop G3 if they have it because you have no counterplay or way to mitigate the value they generate? If you do that's valid but also exemplifies why these cards are too strong. They may not overtly stop you from doing something the way Shifter does but they do result in you being punished in the same ways you would be for playing into Maxx "C". Trying not to generalize too much but its a very similar gameplay experience.
@dragon-id5uj
@dragon-id5uj 2 ай бұрын
​@@lulzvgmaybe game 3 they're hoping to go into time with spooky dogwood lolol
@grilledcheezvirtualoniisan8670
@grilledcheezvirtualoniisan8670 2 ай бұрын
what is this music man
@f.b.iagent3971
@f.b.iagent3971 2 ай бұрын
Both of the restrictions are good, but they’re also hardly “restrictions” Firstly, I’m only now just realising the Mulcharmy’s aren’t a HOTP, they really should be, every card released with some very few exceptions like the Sky Striker Spells SHOULD be a HOPT, wasting an Ash Blossom on a devastating card like Fuwalos, only for them to chuck down a second Fuwalos is fucking apalling, but I suppose it’s counteracted by the fact that it means more than a third of the opponent’s starting hand is now gone But the restrictions themselves don’t mean anything (apart from the controlling no cards thing, that’s good), every card you control +6 means that you have to summon 3 monsters from the listed areas and end on 0 cards just so your opponent has to shuffle a single card, completely ignoring the fact that they’re able to use any cards they draw during that turn, often times under 1 Mulcharmy they’ll never have to shuffle a card ever, it wouldn’t even be so bad if this was a +5 restriction, that way a single Mulcharmy has a chance to actually shuffle a card or two vs a low to the ground Control deck which these cards were never designed to counter Then there’s that second restriction, I was completely dumbfounded when I found out it’s “1 more Mulcharmy” rather than “Only 1 Mulcharmy per turn”, why are they either allowed to effectively activate Maxx C against everyone but Zombies players, or Pot of Greed every time I summon from the Extra deck? I suppose that’s what the other restriction is for but still THEY WILL USE CARDS ON YOUR TURN. I find it hard to believe that a competent meta deck using 2 copies of Fuwalos vs another competent meta deck will actually have to shuffle cards even if it is a Pot of Greed. I don’t mind making going second stronger, and when Going First decks are made to go second, it’s nice to have an actual advantage generator that evens the playing field, but when decks like Tenpai Dragon are supremely cheap, can OTK through any number of handtraps and interactions, can run 20 boardbreakers and can ALSO run cards like Fuwalos and Purulia for going first, with bullshit lingering turn skip floodgates like Dimension Shifter, Heat Wave and Dimensional Barrier for going first when the gameplan is “If you can survive a turn, you win”, that’s where the bullshit comes in If most BS combo decks win the coin toss, it’s highly likely that they’re going to win, but you can still side in blowout cards and whiff punishes like Nibiru and Droll, but when a Going Second deck wins the coin flip, it’s completely bullshit because they will be able to break through your board and OTK, better make sure you can beat Seals Pass and BS lingering Floodgates and OTK through that or the writing is on the wall Is this a Tenpai Problem more than a “Going second deck” problem, of course, but they’re releasing these cards in a meta with Tenpai Dragon at near enough full power, so I don’t know why we all don’t just play Tenpai this upcoming format?
@lulzvg
@lulzvg 2 ай бұрын
Prolly b/c it has otherwise exploitable weaknesses if you are prepared for it? It's still strong ofc but I'd imagine people are worried about the same stuff they are usually when playing Tenpai into a board.
@dragon-id5uj
@dragon-id5uj 2 ай бұрын
We've been in coin flip formats before. In fact we can probably use statistics and history to predict in what exact way yugioh will suck next, and how many formats until a very brief 3 month 'balanced game' format appears.
@autobotstarscream765
@autobotstarscream765 2 ай бұрын
Snake-Eye Azamina Sinful Spoil Fiendsmith, Yubel Unchained Fiendsmith, and Ryzeal are still the best Decks in the upcoming days iirc.
@eternalspitfire9064
@eternalspitfire9064 2 ай бұрын
"Mulchamrys are poorly designed" "Maxx C is poorly designed" what the hell do people want? This game has a glaring issue of "player who goes first gets to set up and probably win" and Konami gives us solutions to that. And its not good enough? The Mulcharmy cards are fine. They do what theyre supposed to do and dont just end your opponents turn off rip like Maxx C does. If your opponent goes big enough after you drop Purulia and Fuwaros youre likely shuffling back a good portion of your hand. It also insulates you against your opponent setting up an oppressive board that shuts you out.
@lulzvg
@lulzvg 2 ай бұрын
They make going 1st even worse than going 2nd when you don't open Ash/Droll to stop them with the added bonus that Droll would be negging yourself in most decks. A standard Marincess 1 card combo if BT whiffs is: NS Blue Tang -> Link Blue Slug -> SS Seahorse from hand -> Link Sea Angel -> Link Anemone -> Activate Ocean -> SS Tang from GY -> Coral Triangle. (Truncated.) Purulia draws 2 & Fuwa draws 4. The final hand size would be 6 and 8 assuming they don't hand trap you at all beyond that. Due to how Ocean works the Mulcharmy user gets to keep up to 11 cards in hand. With how easy it is to put game on board for so many decks taking the gamble of "I won't summon anything" is asking for a loss. Playing into it at all is putting your opponent in the positive. I made the example of 1 field, 1 monster, 1 set card because that is something Ryzeal can do. Even in that situation the opponent gets to keep up to 9 cards. The +6 aspect of these cards in practice is one of the worst parts because in the hypothetical the going 2nd player does hand trap the going 1st player more, whether due to opening more HT or drawing into them, they'd *never* have low enough hand to shuffle anything back. That means they get to Purulia + 2 HT and still start with 5 cards. Fuwa would start them on 7. In most situations these cause *more* inequality. These are objectively better designed than Maxx "C". That is 100000000000% true. But that doesn't make them well designed.
@dragon-id5uj
@dragon-id5uj 2 ай бұрын
Additionally, shuffling back resources off the mulcharmys in end phase is not that big a deal; if we look at Super Rejuvenation in Dragon Turbo as an Edison example. After drawing half the deck, most of it gets discarded due to hand size, yes; but the upside is essentially CHOOSING a custom 6 card hand NO bricking. EXACT answers/outs. PERFECT amount of gas.
@dragon-id5uj
@dragon-id5uj 2 ай бұрын
Like imagine "extremely graceful charity". Draw six cards then shuffle 5 back. That spell would be CRACKED. Now put it on a hand trap that also gives your opponent the alternate path of making the weakest board possible...
@Jakob_Konda
@Jakob_Konda 2 ай бұрын
All fun and games until ur opponents sets up a board turn 1 and THEN maxx c how is that making turn 2 stronger??
@nico-wj1mh
@nico-wj1mh 2 ай бұрын
this is the most surface-level analysis you could possibly make. you will one day design yugioh
@NARFNra
@NARFNra 2 ай бұрын
I'll split this one into two halves, because I had thoughts on the Farfa Video and I also have thoughts on Mulcharmy. First thing I'll say is just, I think that the Mulcharmies are part of the classic hand trap problem of being a band-aid for YGO's going second issues. The thing there is that this means they aren't actually fixing how terrible it is to go second, they're saying if you're lucky enough to draw the card we've designed for going second you get to actually play. Now we're going to balance going second around the idea you're resolving this card every game, lol. Or perhaps it's better to say the player going first gets to not play? So Fuwaross becomes mandatory going second, which means it becomes a boring card you see everywhere, and the gameplay it encourages isn't even enjoyable and doesn't actually guarantee any sort of back and forth. It's like giving up on the idea of balancing combo decks because power creep is accelerating and they really don't care anymore. I think that the hand size limit is bafflingly chosen because you still end up with a comical number of cards if OP produces any realistically sized board, and purposefully limiting the size of your own board encourages going for floodgates and what-have-you that have the most card count to relevance ratio. To put everything another way, Mulcharmy is interesting to examine in the context of "It's better than Maxx "C" for the game", but it turns out that just being not quite one of the most insanely poorly designed for the modern metagame cards ever isn't actually enough to make a card well-designed. Now, on the Farfa Video. I get where Farfa is coming from. But also, his take kinda literally sounds like it's saying criticism of the game is worthless, which I don't really get. Like, if we wanted YGO to be something it isn't, that'd be one thing. But when people who are extremely enfranchised and have played the game for a long time complain about the current format, I think that in general it's difficult to say they don't want to play YGO. I think what Skarlon was speaking to is that if you aren't making very many meaningful decisions - that is to say, if it's open the out or lose to a combo board you can't get any realistic play against vs make exactly a spell trap negate or your deck will always be doomed to lose to Evenly where nothing you did matters... I think it's totally fair to say that the gameplay sucks right now. Farfa said that he enjoys combo gameplay but admitted that it kinda sucks to go second into it... Well if the only thing you like about the game is playing solitaire, why even play a two player game? I dunno, it just feels like people who mainly play YGO have a terminal inability to comprehend that games can be different. Or, say, have been different in the past. That's why I used to like Duel Links.
@lulzvg
@lulzvg 2 ай бұрын
I should have more explicitly talked about the balancing bit so thanks for mentioning it. That's why all the Nibiru stuff is there b/c we have that issue where themes are designed around the roach or it and our methods for mitigating roach themes wholly determines how palatable the format is at times. It makes me feel the Mulcharmy cards were made to bridge the inequality regardless of if it's a good thing to do or not. I'm not gonna read too deeply into Skarlon's post but will agree being bereft of agency does remove a lot of the enjoyment of the game.
@Kewickviper
@Kewickviper 2 ай бұрын
"I think that the Mulcharmies are part of the classic hand trap problem of being a band-aid for YGO's going second issues. The thing there is that this means they aren't actually fixing how terrible it is to go second" - How is it possible to fix this then? Would you fundamentally change the way Yugioh plays? What changes would make Yugioh going first and second perfectly balanced? It sounds that way since you think introducing new cards in order to try and balance it is a "band-aid". Going first is better in almost every type of two player strategy game. Even something like chess which has no RNG, both players have perfect information and the pieces are perfectly balanced still has issues with white being stronger than black. "Now we're going to balance going second around the idea you're resolving this card every game, lol. Or perhaps it's better to say the player going first gets to not play?" - That's not what it's saying at all. This is literally the nature of card games. Sometimes you don't get to play and you just lose because of no other reason than you drew badly. Again it sounds like you're talking about a fundamental change to Yugioh to fix the issue. I'd be really interested to know what you think this could possibly be since it can't be based on bringing out new cards since in your view it doesn't work since you don't draw them every game. Card games are designed around variance. Lets say after a large sample of games without a card going first has a mean win rate of 60% with 95% within 2 standard deviations of the mean. Then lets say after a card is introduced the mean win rate changes to 50% with 95% within 2 sd. You might not draw that card every game in which case it was useless but in this scenario it would have fixed the issue of going first vs going second. I didn't watch the Farfa video but everything you talk about in your final paragraph is about issues that are just inherent to card games. Having to draw the out, opening the nuts, opening a hand of complete bricks is the nature of card games. No matter how good you are someone way worse than you could draw the 1%, perfect sequence of cards to FTK you or open with Exodia and win instantly and you don't get to play. With card games you have to look at the variance and plays over a large number of games.
@NARFNra
@NARFNra 2 ай бұрын
Thank you for the concern, dear, but I actually do know how card games work. The problem isn't just win rate. It's the fact that going second often means you don't get to make any meaningful decisions that game at all, because YGO is extremely fast and based around restricting your opponent's ability to play entirely. I would say that of all seriously played competitive games YGO has the most situations where you simply get locked out of making any meaningful decisions or skill expression whatsoever because the format is currently very "compare hands". Many pros mentioned this as a problem in Snake-Eye format, for instance - the only real way to trade well with the deck was hand traps, and you have very clear points where you needed to use them, so most games between competent players were decided entirely by the opening hands. This is not particularly enjoyable for a game supposedly about skill expression. It also is a lot more frustrating as turns get longer and longer so the "will I draw my one relevant board breaker" problem means you sit through a 20 minute plant combo to see if you can draw the second Evenly Matched - these are all examples of how it's not just about the nature of draws being random, but also, the way the gameplay itself unfolds with the current card design quality. As an example, Maxx "C" is actually quite good at making the extreme combo decks that the OCG keeps printing not the best decks in the format - but I don't think that the games decided by Maxx "C" are particularly fun for either person playing. It just makes the combo decks very all or nothing where they either get to go full combo through most interruption, or they have to give up playing early and basically just do nothing before they lose. It's kind of stupid design all around - mathematically Maxx "C" but only for going second would be great for improving the win rate of player 2, but if it does so by taking all the decision making out of the games it gets played in, that's just a "band-aid" on the problem of going second being bad. It fixes the win/loss result, but it doesn't mean that the card design is at all good for the game or produces a fun play pattern. In general, players do not actually enjoy the feeling of the entire game being dependent on if they draw a specific card or not - this is one aspect of why so many people hate Stun. This may be a crazy concept, but it actually is possible for games to be more than a binary "did I draw the out or not". As for the last paragraph, if you didn't watch the video then I'm not sure why you're arguing with me about what you think I'm saying regarding it. I guess if you don't want to spend the time to see what I'm actually talking about I don't see much reason to spend time drafting a serious response to what you're saying there. Incidentally, since you seem rather incredulous about the concept: Konami changes the rules to address gameplay issues all the time. Player 1 drew for turn before Duelist Alliance. Pendulums used to come out of the extra without zone restrictions. Ignition effect priority existed. When the nature of modern card design runs up against the rules, something has to change - and there are times when there's just too many cards for them to address the issue with anything other than a rules change. It's been done before and I think there may come a point where the nongame nature of the card design will become so pervasive that they'll have to look into modifying the rulebook again. That's all.
@Kewickviper
@Kewickviper 2 ай бұрын
​@@NARFNra I should preface this by saying that I'm still relatively new to Yugioh. I've only really been playing it regularly for about a year so I'm not as jaded and bored of it as a lot of people that have been playing it for decades. I have been playing TCGs for about 15 years though. There was no concern from my side. I was explaining the variance of card games because quite a lot of what you said originally gave the impression that you didn't understand it. I disagree on the first point. You have far more skill expression in Yugioh than most other popular card games, at least all the ones I've played. Take magic for example, sure you don't really get locked out in some games in exactly the same way as you do in Yugioh, but in magic you can draw nothing but lands for 5 turns in a row or conversely draw no lands and end up not playing the game anyway. Even when you do you'll be making mostly one or two decisions a turn and most of the time they're not that meaningful. Compare that to Yugioh where you often have many meaningful decisions to make each turn, at lot of times even during your opponents turn. There's also Pokemon which is even worse, the game basically plays itself and there's no interaction on your opponents turn at all. One piece is the main other popular TCG at the moment that we can compare it to and again I've played this quite a bit and it feels like child's play compared to the amount of meaningful decisions you get to make in Yugioh. If you're talking about competitive games in general, outside of TCGs, then that's comparing apples to oranges and your point becomes redundant. You have exponentially more skill expression (literally) in chess and can never get locked out of making meaningful decisions until you're in forced mate so there's no meaningful comparison to make. I agree with the point about it being frustrating when someone is comboing off and that is a real issue in Yugioh that puts a lot of people off, myself included to start with. No one wants to sit there for 20 minutes watching someone play solitaire when you've got no hand traps and no way to interact in the hopes that you draw your board breaker only to not draw it and scoop. That's an inherent problem with Yugioh and I'd be interested to know your solution to that aside from killing all combo decks. However conversely when you're on the other side as long as its not a long boring linear combo then a lot of the skill expression comes from maximising your board with what you've been given. Think something like branded, you can easily sit there for 5-10 minutes going through the optimal way to sequence things to play around hand traps and the optimal order of things to send to GY, things to fetch based on what you've got in your hand. The slightest change or one additional card in your hand can completely alter the sequencing and therefore your end board. That for me is where the skill expression and fun in Yugioh is so it's a double edged sword. On Maxx C I agree with you, it makes games very unfun, in particular if you set up a full board and can then Maxx C on your opponents turn that's feels extremely bad to play against. Where I don't agree however is that a Maxx C only going second takes all the decision making out of games. There is a lot that goes into both deck building and structuring your combos to play around Maxx C .An example to use branded again is ending on Sanctifier dragon with Quem and Albaz in GY versus going through albion, lubellion, mirror jade and even granguignol to maximise your board. I asked this many times in my previous comment which you didn't respond to but what would be your alternative that you don't consider a band-aid? It's fairly trivial to criticise bad game design but it's not that constructive unless you offer some kind of alternative. "This may be a crazy concept, but it actually is possible for games to be more than a binary "did I draw the out or not"." - It doesn't really make sense what you're arguing here and I'm sorry but again this makes me think you don't understand variance in card games. All card games inherently have this problem. Of course you can minimise it but this situation of having to draw the out is going to come up in every single card game you play and isn't unique to Yugioh. To insinuate that Yugioh doesn't have more to it than just drawing the out is very disingenuous. I didn't watch the video as I said, but you said a lot of things in the final paragraph that are again inherent issues with card games in general and that's what I commented on. I wasn't responding at all to your comments related to the video. Yugioh isn't going to fix the issue of having to draw the out sometimes or sometimes drawing a completely bricked hand and not being able to play without not being a card game anymore. I know that Konami changes the rules to address gameplay issues from time to time, but what you seem to be asking for are fundamental changes to the way the game works. Again I'll ask and hopefully this time get an answer, what is your solution? What would you change to fix the issues with going second that doesn't act as a band-aid?
@NARFNra
@NARFNra 2 ай бұрын
​@@Kewickviper I'm not gonna lie, you are coming across as comically condescending here and it doesn't really make me want to engage with you. If you hear someone say that there is more to a game than draw the out gameplay and your conclusion is that they must be some sort of idiot that doesn't get how variance works, then I feel like you just flat out aren't trying to understand what I'm saying. I thought about replying a lot more but honestly I just don't care that much. I literally played MtG for over a decade and only started with YGO in the last 3 years. It fundamentally feels differently to get to make plays even with some land issues than it does to go into 5 negates and instantly lose. But take your argument W I guess. (I could provide an example rules change, like "player 2 draws their 6th card so they can more easily scoop if they know itll be irrelevant turn 1", but there's no point to a theoretical suggestion when i can't test it on a large scale and factor in real win rates from MD. Konami could. I don't have to provide an exact fix to criticize a bad attempt to fix it.)
@John-x7l6z
@John-x7l6z 2 ай бұрын
gato 😁
@shinyhunternono9962
@shinyhunternono9962 2 ай бұрын
💪
@idkdontask7142
@idkdontask7142 2 ай бұрын
I might be able to agree with your opinion if you didn't use your webcam for your microphone
@lulzvg
@lulzvg 2 ай бұрын
Idk what kind of response you were hoping for lol.
@idkdontask7142
@idkdontask7142 2 ай бұрын
@@lulzvg just get a better mic
@lulzvg
@lulzvg 2 ай бұрын
@@idkdontask7142 I'm open to criticism and people pointing out the audio issues are a given. It's not the first time. I cannot afford one. At present and for the past few months I have been jobless. This would have been fixed ages ago if I wasn't.
@ChaddyFantome
@ChaddyFantome 2 ай бұрын
Out of pocket as hell. Why u gotta be rude about it?
@niallocarroll4450
@niallocarroll4450 2 ай бұрын
This is such a childish comment, the quality of the argument has nothing to do with the equipment used to record it. Grow up 🤣🤣
@lulzvg
@lulzvg 2 ай бұрын
With the backsliding I was primarily referring to non-combat things. For "Marketing does extend to the way the game is adjusted and balanced" different series get adjustments based on their target audience and MH 100% has shifted to be more appealing to a wider audience. With regards to this the only thing I want to add is: sometimes a series only needs better marketing and onboarding to reach more people. MH did well with advertising since World but the onboarding has still been rough. It's the main thing I still see people rightfully complain about when trying to get into the series. I didn't talk about it here but Rise & SB being too easy until very late was also something I've seen people said made the game feel unengaging. There's a balance that needs to be struck with these things. I do have a more structured video coming out in a few days. This was sitting unlisted so I figured I'd make it public in the meantime.
@lulzvg
@lulzvg 2 ай бұрын
I originally tested this about 300 times an got results in line with what I stated above that is now struck through. I did 700 more progressively since I posted this originally and I'm sure the above is not the case now. I got VERY lucky in those 300 tests to never see less than 1 crt on the first skill. I've rectified all mentions of Sleep Like the Dead in the thread. This makes the LC just as bad as I thought initially and I would suggest Final Victor over it.
@takashi2435
@takashi2435 3 ай бұрын
can you give written decklist for your paleo frog deck?
@lulzvg
@lulzvg 3 ай бұрын
It's quite outdated as Swapfrog is limited to 1 so I'd suggest looking for Paleo-Tear videos instead.
@juanguevara4437
@juanguevara4437 3 ай бұрын
😮
@BLAZE_RIDER
@BLAZE_RIDER 4 ай бұрын
Sorry man, I have all edited walkthrough but... I didn't play on the ENG sub...
@nadyaanastasias
@nadyaanastasias 4 ай бұрын
All Penacony scenes are just 🌟🌟🌟🌟🌟😭
@lulzvg
@lulzvg 4 ай бұрын
Here's a Cropped Ver. if anyone wanted the UID and home bar removed. kzbin.info/www/bejne/gIfcqaKZm7pnqrM
@lulzvg
@lulzvg 5 ай бұрын
If you have BT16 Magnamon X you could opt to slot in 2 over 2 Cannondramon or MegaGargomon ACE for a somewhat protected offensive body. It helps you can also evo it on top of an established Magnamon. I had some decent games into Imperial, Magna Armor, Mirage, and more but couldn't fit everything. The second game in this video also felt like a good place to stop because my opponent could have won if they went wide at some point b/c it would have allowed them to dodge the highest cost deletion on their turn while (possibly) leaving a body to soak the lowest DP deletion on my turn.
@xMikeyHardyx
@xMikeyHardyx 5 ай бұрын
What have I stumbled on?
@lulzvg
@lulzvg 5 ай бұрын
One of many glossed over decks I suppose?
@xMikeyHardyx
@xMikeyHardyx 5 ай бұрын
@@lulzvg brother I don’t play digimon, the algorithm has blessed you
@lulzvg
@lulzvg 5 ай бұрын
@@xMikeyHardyx now THAT is funny
@nisedyna3579
@nisedyna3579 7 ай бұрын
Considering you play Cardfight Vanguard, this also reminded me of a card and deck called Greedon Masque. A new boss unit for the Greedon deck which was known to focus on multiple vanguard swing and hit high number while sacking triggers, at first most players dismissed the cards due to it lacking the third restand aswell as the 15k+ power therefore no big number but whole and behold the deck became meta thanks to it. At first I dismissed it myself too, I dont understand why play it over base greedon until I saw a couple build online, deciding to give it a second chance after an underwhelming testing session (I was building with multiple battle in mind without realizing the flaws behind it) and now the deck adopted an entirely new playstyle different than before although still retaining the vanguard swing but focus alot more on rear and control aswell now. Like you said in the video, people dismissed a card due to it being something that doesn't allign with the deck current playstyle or well the bias that a player developed that they instantly pass a card out as worthless. Ngl I learned my lesson after the Greedon fiasco with the added mistake of building the deck wronged and not experimenting with it which lead to a wacky personal experience as I can confirm as someone who deadass made the same mistake
@lulzvg
@lulzvg 7 ай бұрын
Oh yeah I saw that in real time & its a good example. I've spoken poorly of Masques decks b/c of the inherent inconsistency that exists when trying to integrate the playstyle as well as the impact they had on the game's overall landscape. But for the individual bosses? They are valid options (mostly). Greedon and Lia are pretty unique cases. For Greedon even with the new support you can build into the old playstyle and win on the back of multiple restands but as you mentioned Greedon Masques allows for a different axis of play and the benefits of that were definitely impactful enough to make it just as worthwhile as the base form if not better. Lia meanwhile benefitted a lot from running both Masque and Vivace b/c they provided tools that compliment each other but it also wasn't the most common train of thought. I do think it's fine though b/c it's a given we won't always see the options. We just need to be mindful to not be obtuse.
@DiverseStyle
@DiverseStyle 8 ай бұрын
Looks like I have to tune in now for both Exosister and Vaalmonica content? 👀
@lulzvg
@lulzvg 8 ай бұрын
Creating the Vaal video is painful purely because I deleted my script twice accidentally LMAO. I'm working on it tho.
@EinSilverRose
@EinSilverRose 8 ай бұрын
I've mained Exosister ever since they were released and they are just too fair with a lot of one for one interactions. I personally don't run Arment or Carpedivem because they don't provide immediate value which the deck is already severely lacking in and using Pax/Mikailis to search them out just means your opening hand has to be even more optimal to make better use of them. Sophia, Irene, Kaspitell, and Asophiel lack this factor which makes running them just dead cards taking up deck space. Vadis in particular always feels bad to chain since by the time you summon Kaspitell or Asophiel whatever you wanted to stop from the GY is already too late. Asophiel's spin effect not being a quick effect is dumb. I typically never want to rely on Aratama without a back up card to protect it or without using Martha first to either summon before the Martha lock or to bait a hand trap. I think the only thing keeping Exosister relevant is Dimension Shifter which I personally don't like to use because the summon effect from Pax almost always comes up and Shifter just turns that off for the turn. Exosister were designed with the yuri trope first over functionality which is very frustrating. Martha and Returnia did not need that harsh of an archetype restriction if the deck was going to be ignore for 2 years without any support. Whenever they do get support they absolutely NEED the new cards to accelerate the deck's playstyle, give them immediate value, and some for of recovery. The fact that any board wipe puts you in an unrecoverable state unless you have Martha, Stella, Pax, a spare Elis in the deck is just awful.
@alicepbg2042
@alicepbg2042 8 ай бұрын
1:00 - who the hell said that? the lock IS the issue
@lulzvg
@lulzvg 8 ай бұрын
?
@alicepbg2042
@alicepbg2042 8 ай бұрын
@@lulzvg in the video you said some people said the card would be bad even without the lock.
@lulzvg
@lulzvg 8 ай бұрын
@@alicepbg2042 Ah. It was a pretty common reaction and argument I saw in general throughout the day in a few places. Twitter, disc, forums, etc.
@novalaxia
@novalaxia 8 ай бұрын
KZbin recommended this video to me amidst the sea of "MTG player reacts to YGO card" content that hooks me in like a child to Cocomelon, and I think your approach to TCG discussion videos is something that feels sorely missing in the space. I won't comment on the topic(s) you covered in this video because you are honestly very correct with your hypotheses (and I am long out of trying to bat for YGO discussions as a content creator lol) - however, I do legitimately think you'd pop off really hard and foster some really good discussions if you had a decent microphone, and somewhat of a rough script/bullet points to hopefully better focus some of your (still very valid) arguments. Sorry if it sounds like I'm nitpicking a little bit, this is otherwise a good video! You've got a ton of very engaging insights throughout your similar videos, so I hope you foster some good discussions in future!
@lulzvg
@lulzvg 8 ай бұрын
Thanks. I think your assessment is on point and the mic thing is something I'll def fix when I can afford to. This 100000000% wasn't scripted much. I mostly made this one out of exasperation so I'm glad the cobbled together nature of this doesn't take away much. I do script/bullet point to some degree but think a few of the vids end up suffering due to the mic b/c I'll end up needing to re-record things and other aspects of the video def suffer due to me pushing things out hastily. It's quite reassuring to hear things like this b/c as long as I've played this game and tcgs in general it feels the points I've wanted to touch on would frequently have a lot of general pushback. People being more willing to engage w/ alternative povs as of late helps a lot.
@JustANewHunter
@JustANewHunter 8 ай бұрын
This makes the stride deck rideline restrictions even funnier
@empireyouth5791
@empireyouth5791 8 ай бұрын
So I am going to admit I am not the smartest at the game or even understand many Of the ideas behind deck building, But I feel the problem and why this mindset happens is because of time investment plus extremely rapid meta-shifting, while Yu-Gi-Oh is not the only complicated game Learning what makes a deck good and how to play a deck by itself can’t dissuade anyone from experimenting with it “ what do you mean I can play D/D/D in a more controlling way where I can recover if my opponent Nibiru me and have other interactions aside from three negates, having three negates is better I’ve already invested 15 hours into figuring out the best play depending on hand trap I don’t need to spend another 15 and whatever this is” The very idea of re-learning a deck feels unnecessary unless the new way it’s self already proves to be worthwhile without your own input basically i’ll prove me wrong mentality and for the second reason being extremely fast meta-shift, Learning what’s the next Meta figuring out what your favorite deck can do to it and seeing if you are going to go with it and incorporate it into your deck or how you’re going to spec your deck to win against it also takes up time and brain space These are my two takes and I can honestly be wrong, I am horrible at constructing decks and evaluating cards as usually I just net-deck and then customize from there. So maybe what I’m talking about is actually extremely fast and easy and I’m just bad at it but I thought it was worth giving my take
@nagatouzumaki4047
@nagatouzumaki4047 7 ай бұрын
you dont need to really be smart just net deck the latest meta stuff and call it a day
@ClovePsyKoz
@ClovePsyKoz 8 ай бұрын
Nice video. I do have a question tho, why is the spirit engine being played over the Jigabyte package? Is it entirely because of the Martha Lockout?
@lulzvg
@lulzvg 8 ай бұрын
Yes it doesn't interfere with anything you may want or need to do. Even though I like to leverage not activating her effect at times it's too good to use for baiting out ash or other interactions.
@GenesicShinZyraelKai
@GenesicShinZyraelKai 8 ай бұрын
I don't understand why people aren't open to the idea that certain decks can be opened to different avenues and be allowed to work equally well or in some cases, better. They usually need other people, typically influencers, telling them that "Oh hey, your deck has Route B now and guess what, it's better played this way". Most of the time TCG players don't explore unknown avenues, and it's up to the OCG to that first. TCG then picks it up when influencers spread news about it, only then will people see its value. Funnily enough, this mentality even extends to custom cards.
@Latias38
@Latias38 2 ай бұрын
I know the feeling. When the Jurrac support just got revealed I saw alot of people dismiss it for Dinosaurs because the "Dinosaur" lock locked them out of their Dragons. On top of that, for Jurracs one card combo typically means running 6 level 1s in your deck. These drawbacks ment that if they used Jurracs they couldnt end on like 7 negates. That being said, Jurracs now have a 1 card combo that typically ends on 1 summon negate and 2 chances for a complete board wipe on the opponents turn. So not only is that still very powerful, if your combo gets stopped you still have 4 cards in your hand to followup. On the otherhand, if you do pull off your combo its pretty likely youll have followup next turn... usually when standard dinos come into play as they are good at cleaning things up/going 2nd thx to UCT. Whereas a going first build of pure standard dinos has trouble following up their plays next turn Jurrac Dinos have other things I like about them but the point being that the Dino community pretty much dismissed them for the already existing standard build, which includes the WANTED engine and a small Evolsaur package. However when I tried playtesting the standard dino decklist the community goes by I end up drawing the evolsaur package alot, which you dont want to draw, or you typically have to discard 1-2 cards which can be awkward. You also lose to Droll far more often... idk not a fan. Meanwhile the Jurrac/Dino hybrid is working far better for me. Fire Kings is another example, I think people undervalue a pure control variant of the deck, cause if people play pure fire kings they plan to use 2-3 playmakers and hope they can play through handtraps. My build doesnt run the wanted engine and cuts down on Ponix and Ulkanix in favor of more handtraps + Avarata Control. I just think having an on demand monster negate to both protect your plays and disrupt the opponent is more valuable than forcing yourself to play through handtraps/opponents board. For reference I have been playing the game since 2008 and while Dinosaurs are not my main deck, I have always have had an affinity for Dinosaurs playstyle for some reason. First when it was Jurrac synchro spam and once again since I enjoy the playstyle of Dinos after the structure deck. Back in 2013-15 I picked up Fire Kings and its arguably my most fav deck of all time; so when Fire Kings got a Structure Deck I was hyped beyond belief.... and then it turned out to be super good... oh yea Fire Kings all day every day lol. Snake Eyes? Dont care about them whatsoever.
@maunabesanika
@maunabesanika 8 ай бұрын
I agree with you. I played so many video games and i've lost count on how many people questioning my character/deck build, i usually goes with what looks fun or something like "hmm if i combine this with this it should work" Of course not all of them works as expected and not always comes from my own thought, im not that smart, if i see interesting build i would copy it lol. Then i would adjust the build so it fit my playstyle I also usually only play multiplayer co-op game with my friend because they would never ask any question before i tested it, and give feedback so i can improve the build or completely abandon it, sometimes they would even try to use my build lol I dont say that following the meta is wrong, they're meta because of reasons, but believing that they're the only playable build/strategy is a different thing A wise streamer once said "every build is potentially viable as long as you play it like a decent human being" It was said on a moba stream tho, not sure how it translates to a card games lol
@lulzvg
@lulzvg 8 ай бұрын
I think there's truth in that statement in general. There's always going to be a lot of factors in consideration but at base the potential for viability exists.
@zerosypher0114
@zerosypher0114 9 ай бұрын
6:52 the real reason for that is because of Meta Worship. Where in you have people who look at the hottest shot like photon and gush in Master duel or Duel Links then comes along Atem or another high ranking duelist that clapps it down on a high ratio. To be fair, these are good archetypes but the average duel links decks aren't the gospel. But I think people ride the tier lists too much for both tcg, games and everything else. Tournament decks that win competitions don't even need to be the sexiest thing out there and people don't think about that possibility. Maybe in duel links but not in reality.
@AmineL-es3dk
@AmineL-es3dk 9 ай бұрын
I guess it's better than nothing
@lulzvg
@lulzvg 8 ай бұрын
tbh it's not bad it's just funny
@BananenBread
@BananenBread 9 ай бұрын
Preach. I was really surprised how people dismissed these cards because they don’t make the turn skips easier. The people who complain about the deck dying to droll are the ones who play these super janky FTKs… that immediately die to droll. You usually can easily establish Draconids + mu Beta under droll.
@u.a.perfectace7786
@u.a.perfectace7786 9 ай бұрын
A reasonable response? Someome actually reads Yugioh cards and assess them fairly? Breath of fresh fucking air. I am being serious. Whether casual or competitive, no one reads card effects. Without them being looked at, hardly anyone considers potential applications and interactions. Cards only suck if they require heavy investment with little to no pay off, have When effects, are unsearchable, and/or too situational to be useful (worst cases rely on your opponent to do a specific action).
@lulzvg
@lulzvg 8 ай бұрын
Even then stuff like Exo falls into that last category and still aren't on that level of bad. But nonetheless it's engaged with less. Bit sad that having the quality alone is enough for a write-off.
@guilty_neco
@guilty_neco 9 ай бұрын
DUEL MASTERS MENTIONED
@-Siknakaliux-II
@-Siknakaliux-II 9 ай бұрын
omg same The logo kinda looks like the Drago symbol in Beyblade lol
@sepheiba
@sepheiba 9 ай бұрын
word! well said
@yusheitslv100
@yusheitslv100 9 ай бұрын
I think the issue might be that people are used to a deck playing a specific way or doing a specific thing that if the new support doesn't fit either of those 2 molds, "it's bad." (Essentially familiarity bias.) It's a part of why I have trouble playing Dragon Link (and eventually dropped it) since I'm too used to ending on Borrelend + Savage.
@江建国-p9q
@江建国-p9q 9 ай бұрын
Haven’t watched the MBT video yet, but I do play a lot of Exosister and think about the deck a lot and I’m so glad there are content creators still (regularly) talking about it in 2024! Here are a couple thoughts, critiques, etc. that came to mind as ai watched. In that one clip with the Exosister player who got handtrapped and lost they played that hand suboptimally. They were 100% supposed to start with Martha and then normal summon Stella after getting Ashed and in actuality could’ve kept extending past the 2nd handtrap (even if it was on the Xyz!). This of course, requires them to not use Aratama after Martha gets Ashed, but definitely makes the deck look better than it did here. Which brings up “well why run Aratama if it’s so vulnerable to disruption?” Funny thing is, Aratama is only going to be Veiler-Imperm’ed less than 60% of the time if they run 6 copies. And this is only the case if you didn’t open Aratama with Martha, which is about 30% of the time you have Aratama. Aratama is valuable because it’s the least resource intensive way to get your engine online, but that doesn’t mean you should always normal summon it as your first game action. In fact you should always try *not* to. Exosisters are more fragile than most meta decks but they definitely aren’t as fragile as most Exosister players make them look. I agree that Arment is overlooked tech (related to your most recent video on talking about cards in Yugioh!) but I think running more than 2 copies is too much, and I’d hesitate to run more than 1 even now. It’s great to have plays when you get stopped but I’d just rather find ways to keep playing that aren’t bricks on their own. And finally, I’d suggest looking into the Armored Xyz line to play around Nibiru especially as a side deck option. It’s something I’ve haven’t seen in enough circles, and when I bring it up I face the same issue as in your most recent video.
@lulzvg
@lulzvg 9 ай бұрын
To preface this I'm actually working on something rn so I'm not capable of re-watching the video at the moment to see what I said/did but I think I can give context for these? For the clip yeah 100% and I am pretty sure I did not directly address this because: 1. I'm dumb 2. Somewhere in my mind I assumed anyone who cared enough to watch this would realize that but I think I at most indirectly imply this with using Martha first in the examples? Will bear it in mind if I ever get around to trying to make an actual breakdown video for the deck. Beyond that I wanted to include the math you did here but thought it would have been a bit much and reneged on doing so. I get a lot of complaints about numbers when I do write ups for other stuff so I let the concern bleed over LOL. I did want to make it clear I wasn't suggesting building _exactly_ like I did is necessary & more just putting the reasons for my considerations out there so I'm glad you pointed all of this out and I'm pinning it. I went w/ what I did because I felt more comfortable with it & that's all it is in the end. Like iirc 3 Returnia 2 Arment is a 50% of seeing 1 and adding the third Arment only pushes it to 57% assuming you stay at 40 cards? So I get where you're coming from. And for sure on the fragility bit. It's more fragile for sure but nowhere near the level it often seems to be represented as. I _think_ I used the Armored XYZ stuff in the Arment vid & I've used it irl mained for a bit directly after AGOV? It's just Full Armored Dark Knight, Xyz Armor Fortress, 1 spell, and 1-2 trap right? I like the package a lot and we often have 2-4 ED slots open anyway.
@rustinpeece06
@rustinpeece06 9 ай бұрын
Armored XYZ? Never heard of this card - how do you suggest, or have tips for it to works with Exosisters. Exosisters is one of my favorite archetypes but if I can stop their board early on, I struggle past turn 3. Thanks for your input if you respond.
@江建国-p9q
@江建国-p9q 9 ай бұрын
@@rustinpeece06 to play around Nibiru in hands without Martha, you can make Mikailis and search Pax/Vadis. Then overlay Xyz Armor Fortress onto the Mikailis and detach 2 to search Armored Xyz and Full-Armored Xyz. Set the two traps and pass. On opponent’s turn you can use the Full-Armored Xyz to overlay into Full Armored Dark Knight Lancer. At any point you can banish Full-Armored Xyz to equip Mikailis to Lancer, giving it destruction protection and attaching one of your opponent’s monsters to it as material (non-targeting). The Vadis has to be used at any time after summoning Lancer since it Exosister locks you, but banishing Full Armored Xyz allows you to trigger Martha yourself if you summon it. Pretty neat tech to play around Nibiru that mainly uses 2 Extra Deck slots, but does require 2 garnets in main deck which is why is mainly a side-tech option.
@lulzvg
@lulzvg 9 ай бұрын
I don't understand why but this comment isn't showing up on the video even though I can see it in studio. imgur.com/a/0KwNywe There's the answer.
@eugeniodasbroas
@eugeniodasbroas 4 ай бұрын
​@@rustinpeece06 if you stopped them you do have a chance to create your board and Control the game, if they stopped you, you better have HT's for the third Turn, if not that's Yu-Gi-Oh
@江建国-p9q
@江建国-p9q 9 ай бұрын
I think this issue is more rampant in casual to semi-competitive settings however. I don’t mean to sound gatekeep-y but the most competitive players I know tend to be pretty open to trying things out, even if they don’t agree with the initial theory. And I know you mentioned it in another comment but MBT started this conversation a while ago, and one part of it comes down to the fact that Yugioh makes itself very difficult to evaluate cards compared to other games. This issue still exists in Magic, but not to nearly the same extent from my 10+ years in that game, and that’s partially due to how much easier card evaluation is in that game (and it’s still hard sometimes!) Basically, we are all going to encounter this dialogue about “unplayable” cards in our irl communities because frankly that’s what most of them are; casual to semi-competitive. Their priorities aren’t in the right place to evaluate cards in a way that doesn’t match convention and I don’t blame them because the game doesn’t prepare you for that in any way imo
@lulzvg
@lulzvg 9 ай бұрын
I don't think any of what you said is in any way gatekeep-y. I'd like to think the casual to semi-competitive bit is the case on average but I've also seen those who consistently go to and perform well at events have a similar purview & inclination towards dismissal. So I think what you said is totally on point and I don't blame people not having the perspective for evaluating things on those alternative axes. It's nonetheless frustrating that it seems to stretch beyond that into competitive discussion in this game in particular more so than any other I've played. Been on YGO since 2001 for extra context. Dunno why but OCG cards were in local stores and some people had family who could tl.
@Danielss250
@Danielss250 9 ай бұрын
interesting video, I agree completelly , I hate how hard it is to just talk about things, ppl can be so dismissive. It happens in a lot of games, but ygo I feel has it the worst. I THINK? this is slowly changing in the ygo community in the last year or so, but I could be just coping but I think some bigger creators have kinda talked about at least tangencialy and it got ppl thinking. Don't quote me on that tho, like I said I might be coping. YGO is perceived as a very broken game and if newer cards don't have a very apperant way to be used in really broken combos than most ppl don't even bother engaging. It's a sad reality we live in. YGO is very unique in the fact that there is no rotation and most cards are here to stay forever so in theory there is os much that could be done, and those legacy time wizard formats really prove this point, since the meta in every single one is completelly different from when that format actually happened. Basically witha bit of time consideration and discussions, entire new strategies were formed and so on. Also what game is it at 9:10?
@lulzvg
@lulzvg 9 ай бұрын
Etrian Odyssey V! It's one of my favorite series. I think that the videos MBT, APS, Farfa, Josh, Jesse, and others have put out discussing some of these things has done a lot to help shift povs I do think any instances of discussions help drive people to taking a step back and thinking about it all. It's really disappointing that dismissal is often the base reaction to different things. Like I'm often unsurprised by some decks performing well but it's only because it's usually something I looked into. The fact they did is/should still be exciting, right? But often times you get anything from dismissal to attempts at discrediting the performance. Which is insane b/c regionals are still 10 round events before top cut oftentimes.