What are the BIGGEST Problems of Modern Yu-Gi-Oh!?

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Joshua Schmidt

Joshua Schmidt

Күн бұрын

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Пікірлер: 584
@afeather123
@afeather123 Жыл бұрын
I got into advanced after getting into goat / edison as a returning player. I built a fairly budget deck (ninja) and kept playing it at locals for a bit. I thought I would probably hate it, but it's more enjoyable than I expected. But overall I feel that edison or even HAT are the most enjoyable. What I've noticed about modern yugioh is that your deck has to have many "one card combos" to really compete. You cram your deck full of hand traps and going second cards to make it so you don't auto lose going second, but in a weird way that effectively means you start with a 2-4 card hand, the rest of your hand being hand traps and going second cards. Those cards have to be capable of building a powerful board all on their own. My Ninja deck can do that, and I've actually done fairly well at locals after playing for a bit, but the main problem with my deck that I've noticed is that there are just too many cards that can't pop off on their own, so I often open hands with a bunch of hand traps and 2 "extenders" that can't create a powerful board on their own. My deck has plenty of powerful cards, even 1 card OTKs, but there's just too many "bad but you have to play it" cards in the deck. Even budget and rogue decks can do insane things, but the top meta decks are the ones that brick the least. I've noticed that that means that in some sense, all their cards have to be almost the same card to be reliable. Look at a deck like Kashtira. Fenrir and Unicorn both special summon themselves, search an extender, etc. They can search each other. Both can be searched by the field spell and Theosis. So you have a bunch of cards that are *almost* the same card + a bunch of hand traps and going second cards. I think this leads to boring designs for achetypes. What I love about my ninja deck is all the cards feel unique, but that's kind of what makes it bad, lol. It's more fun than I thought it would be, but just not quite as fun as those older formats. But there's a part of me that misses getting new archetypes and cards, and that's what ultimately drew me to it. Wish they could start over and be more strict about maintaining a certain power level. It feels like a shame, because there are so many cool decks that people could be having fun playing that get left by the wayside. I hope as time goes on that yugioh players begin to act more like Magic commander players and just have conversations about power level and casual play.
@johanandersson8252
@johanandersson8252 10 ай бұрын
Agreed
@prestonbeaulieu4379
@prestonbeaulieu4379 Жыл бұрын
I agree with this so much, and it's the reason I prefer 2008 - 2015 Yu-Gi-Oh. I still enjoy the modern game, but it was better when the game didn't end on turn 1 effectively. This also makes your opening hand and who wins the die roll much more important, which just makes the game more RNG.
@tyranitararmaldo
@tyranitararmaldo Жыл бұрын
Agree. That time period was peak yu-gi-oh. Sure there were times during that period where some formats were not as good. But overall it was a golden age.
@dudono1744
@dudono1744 Жыл бұрын
Also duels not lasting 1 turn allows more room to try goofy shit.
@umitencho
@umitencho Жыл бұрын
@@dudono1744 was more like chess in those days. now its more like a western shootout duel of whoever shoots first wins
@dudono1744
@dudono1744 Жыл бұрын
@@umitencho The very fast pace comes from combo decks with enough negates to ensure otk turn 3. Usually the negates are the same monsters (baronne, appolousa,...)
@elhajjmalikel6266
@elhajjmalikel6266 Жыл бұрын
The problem with the game is Link and XYZs because they allow you to pull monsters virtually out of thin air. Another big problem with them game is that you have a lot more cards that allow you to add cards to your hand with no costs and drawbacks. For example, you have spell cards that let you add a Ritual Monster and the Ritual Spell to your hand, so it's basically drawing two cards. I understand the older game needed just a tad bit more speed, but the game is so broken now that it's no longer fun. You just better hope you don't get OTK'd on the first turn.
@normalgrassblade3313
@normalgrassblade3313 Жыл бұрын
Personally, I believe the biggest issue with modern yu gi oh is the artificial prices of cards. It would be so easy for Konami to just print multiple rarities of cards in the same set
@hannessteffenhagen61
@hannessteffenhagen61 Жыл бұрын
The prices aren't artificial, but the rarities and bad ratios sure are.
@rougetierduelist2497
@rougetierduelist2497 Жыл бұрын
They do it in the OCG so there is no reason not to do it in the tcg.
@tommoex
@tommoex Жыл бұрын
I agree with the printing, it's hard to argue against it when you go to Japan and see access code talker for 50p and even maxx c is affordable for a few £. I think they should print every card as a common from the start and include other rarities and have a collector's pack too. Price shouldn't be a barrier to entry for players who want to play.
@definitelynotmany4972
@definitelynotmany4972 Жыл бұрын
@@rougetierduelist2497 There is one, and it is the most important reason for KONAMI, and why it would not change, and it is Money
@Rumblethon
@Rumblethon Жыл бұрын
Konami doesn’t make the prices vendors do lol
@IyoMaestro
@IyoMaestro Жыл бұрын
Joshua Schmidt is the biggest problem of Modern Yu-Gi-Oh (from his opponents point of view)
@6210classick
@6210classick Жыл бұрын
One thing I recently noticed is that more and more spell/trap searchers are printed with effects that set those cards from the deck (sometimes even face-up) instead of adding them to the hand to avoid Ash Blossom
@Ragnarok540
@Ragnarok540 Жыл бұрын
This has been happening more often since thunder dragon colossus was released.
@JustSumIdiot
@JustSumIdiot Жыл бұрын
Yeah I noticed that with Albion in branded decks, which helps because ash kills branded fusion already it doesn’t need more good targets 😂
@timbahr1792
@timbahr1792 Жыл бұрын
Just means ulti ash is coming
@Aaron_Heininger
@Aaron_Heininger Жыл бұрын
​@@Ragnarok540 and for that reason collosous was banned and will have to be errata to even remotely be considered coming off the ban list. So his effect would have to be changed to effect both sides or have a once per turn prevention of searching of one card to make him able to come back. Personally I think just having a once per turn search stopping card effect would be the best way to solve his text to not be so op. just like kirin should be errata to only be able to bounce on your turn and it be a hard once per turn.
@LamesAMA
@LamesAMA Жыл бұрын
@@JustSumIdiot Can't you Ash Albion because it has the option to add the card to hand as well as set it?
@Abyssionknight
@Abyssionknight Жыл бұрын
Generic extra deck monsters and power creep are the two biggest problems in Yugioh. Decks have no only lost their identity due to generic ED monsters making a lot of end boards similar, but it's also had a big impact on power creep, since new cards have to compete with the busted generics in the ED. Power creep is definitely a huge issue. It's one thing for a 2001 deck to be unable to compete with a 2023 deck, but we've gotten to the point where meta relevant decks from 2020 can't compete with 2023 decks.
@eleonarcrimson858
@eleonarcrimson858 Жыл бұрын
Wasnt tri spright decent in ocg
@haruhirogrimgar6047
@haruhirogrimgar6047 Жыл бұрын
The game really is so much better and decks are so much more unique when you don't see every game ended by Accesscode Talker.
@heartbeat9429
@heartbeat9429 Жыл бұрын
with POTE bringing more main deck combo starter monsters with 3 or more effects, the future of the game is bleak. next thing we know, we are looking at the possibility of a combo starter with lv 1, 3k attack and 5 effects or a link 1 that can search Triple tactic thrust
@eleonarcrimson858
@eleonarcrimson858 Жыл бұрын
@@haruhirogrimgar6047 i mean if you reached the point where ur opponent is going for accesscode, they were in a better position than you and you were not winning it anyway. the problem wouldnt be accesscode there, it is the fact that you lost control of the game.
@tyranitararmaldo
@tyranitararmaldo Жыл бұрын
@@haruhirogrimgar6047 THANK YOU! I hate that virtually every deck can shit out a 5300atk Dark Armed from the extra deck that cannot be responded to. So often I just didn't have enough oomph to kill an opponent after breaking their board. And then they kill me through a board full of monsters and full lifepoints because Accesscode exists.
@Raz0rIG
@Raz0rIG Жыл бұрын
They can get the game back to full circle in terms of power creep. The 1st stage of yugioh was about big beaters and economical cards that took away cards from your opp or gained card advantage. The 2nd stage of yugioh had more toolbox removal effects specifically destruction. So to equalize the amount of destruction cards we had back in 2008-2010s we had more cards that floated to offset that power creep. Then 3rd stage of the game's evolution was about making more interruptions/negates and the card design to offset that power creep was cards like dark ruler/droplets/ talents, board breakers, kaijus, Now I think Konami still hasn't matured their offsetting for this 3rd wave of power creep. They need to create more cards that float or have additional utility effects that allow someone to skillfully maneuver around negate/interrupt boards so that decks that can grind and rebuild their board are the decks that have the advantage. Tears are a great example of this. Tears are a heavily interactive deck, only problem is it outclasses every other deck, but if every deck rose up to the level of Tears, we would have interaction that can still play through many disruptions and it would give more opportunities for the better player to make better decisions to affect the longer the game continues. The game of yugioh is just like a quickdraw gun fight instead of a sword wielding duel. It's all about who draws 1st blood, and despite any player skill differences you can still lose more often than not than a meta where you have more turns and opportunities to outplay your opponent.
@orga7777
@orga7777 Жыл бұрын
Every deck should play like Tear. And we would have peace.
@leafgreenbeast
@leafgreenbeast Жыл бұрын
I agree for the most part, but the thing i dont like for tear (and spright to a lesser degree) is that they dont only play around negates and interact a lot--they do so while building (or reinforcing) their own unbreakable board *during your turn* while youre trying to START building your own I dont really enjoy the idea of every deck playing all cards, constantly, to the point that turns dont actually matter
@harrychristopher8548
@harrychristopher8548 Жыл бұрын
Quickdraw take skill though 🤣 yugioh doesnt seem skill based
@Ironpecker
@Ironpecker Жыл бұрын
I still think it's kinda incredible that ishizu tear was THE perfect deck, where its only big weakness was shifter and bystials, but anything else it could manage to survive and workaround. Just the fact that it had so much access to its engine on the opponent's first turn, could probably be a sign of what's to come for future archetypes. Personally I'm glad ishizu tear doesn't exist anymore at full power, because I didn't like how it restricted deck building so much, but I hope konami takes notes from ishizu tear on how to implement ways for deck to grind, play through floodgates and have interesting ways to fight back going second, that don't rely just on drawing blowouts or multiple handtraps
@jorgecarvajal5385
@jorgecarvajal5385 9 ай бұрын
for meta i play kash-scarclaw, and 2 other variants i try to make, and or traditional kash, my rouge deck is gravekeepers, its so funny when i just put the enitre combo, shaman, necro, hidden temple, supernaturalis and some links and xyz are just freaking crazy watch how aloot of deck just surrnder, no special summon, all the graveyard banish, effect of the GY negated with the shaman,
@hedgehogbird3987
@hedgehogbird3987 Жыл бұрын
Because modern Yugioh's turn 1 threats nearly always come from the easy access Extra and turn 2 answers mostly come more randomly from the Main; going 2nd is significantly harder. Carefully designed answers from the Extra could help, partly because they'd be easier to access, but also as their inclusion means less space for threats, and less necessity on hand traps and board-breakers in the main.
@bej4987
@bej4987 Жыл бұрын
You talking about hand traps, but in the extra deck? Because otherwise you're not getting to those cards the fair way going second.
@hedgehogbird3987
@hedgehogbird3987 Жыл бұрын
Not Quick Effects in the Extra, but more like 2 monsters can make a (not too generic) Ultimate Slayer effect.
@Metallicity
@Metallicity Жыл бұрын
I like to joke that one day we'll get "Extra Spells" (i.e., some way to activate spell cards out of the extra deck). I've never taken the idea seriously enough to wonder if it could actually help the game, but anything is possible.
@dudono1744
@dudono1744 10 ай бұрын
​@@MetallicityMore like Extra Traps. Konami could test the water by making a bunch of those belonging to a same archetype and all sharing a once per turn (something like "You cannot activate the effects of [archetype name] monsters for the rest of the turn")
@GlennElliottKeller
@GlennElliottKeller 8 ай бұрын
If you made a custom rule where you banned the extra deck from being used in duels most top tier decks would be absolute dogwater its a fact
@pentagon56
@pentagon56 Жыл бұрын
I recently got back into the game after a decade+ of being away. I embraced all the new cards and changes that I experienced. Pendulum, links, xyz, I've played with and tested all I could get my hands on. What I find throughout it all though is that there are just some types/setups that allow for so much recursion, you basically have to play them to have a chance at anything. Which if those are your favorite cards, is great, because you can play them often and win condition on top of it. But if that isn't the case for you, your favorite cards or type of cards just get chewed up on the field. And there is only so much deck-building one can do against an objectively more powercrept deck. The factor of fun and cool is taking more of a backseat to the stun/lock/negate meta styles of today. Even card destruction effects are starting to lose It's oomph because protections prevent it from happening or the card will just return to the field momentarily. The ability to even set up a board or be able to do much against an established one is getting harder and harder.
@JumbaJumby
@JumbaJumby Жыл бұрын
Tbh my biggest issue is the way that cards nowadays don't just have good effects, they have 2-3 good effects. It makes it so that the effect of one-off negates don't cut it anymore. So then they just escalate the offense then escalate the defense to deal with that. There needs to be some way to push things back towards multiple turn games that doesn't involve floodgates. There needs to be some way to bounce back on turn 3 and continue playing when your resources are spent.
@theonethathungers5552
@theonethathungers5552 Жыл бұрын
Except that won’t work because we’ve seen “comeback cards” before and they often don’t stay comeback cards, they’re extenders. Soul charge is a great example. You pay LP to reborn an entire GY, but you don’t get your battle phase. But thats not going to be used on turn 3 to bring your board back, it’s going to be used on turn 1 to remake your board after a nib or to extend your plays after playing through handtraps. Giving you more advantage doesn’t work. What about taking away your opponent’s advantage? That’s what the blowout cards do. Evenly matched is quite literal with its name and even then it’s incredibly powerful. There is no way to make a viable comeback card. If it’s not useful in early turns, nobody will play it because it’s literally a brick until those later turns. Cards like that in an archetype are played at 1 or not at all, let alone generic cards. If it’s not effective, but can be played earlier, nobody will use it because it’s not strong enough. Yugioh has a very strong snowball when it comes to winning; the greater your advantage over the opponent, the exponentially better your chances of winning are. And quite frankly, that’s okay. We don’t need individual cards to bounce back with. You need decks that work well with keeping up their steam throughout the game. That’s the main issue with slower control and stun decks compared to combo. Combo can scrape their way back into the game because they’re designed to generate as much gas as possible with as few cards as possible. They can get stuff from the Gy, the deck, the banished pile, even the extra deck. Let’s also not forget float effects or backrow that gives protection or effects that prock when your cards go bye bye. Control doesn’t have that. Some decks have very good float effects, like krawler. Some decks have incredible flexibility with lots of floodgates, like subterror. Some make their backrow into even more effective cards by adding additional effects and triggering archetypal cards, like labyrinth and traptrix. But none of these decks can play through or stop the common blowouts to their deck. Dlink and swordsoul can make savage and baronne, but we won’t see a traptrix player combo out of their mind to end on either of those cards to answer the blowouts. If there was a control archetype that was both good and could play through or around common board breakers, they’d be a great deck.
@aka_Ingmar
@aka_Ingmar Жыл бұрын
I'm not sure when it started but once the game went from"big guys go boom" and have a lot of damage on the board where battle phase actually matters to this devolved "how do I make my opponent not be able to play the game" that's when this game became less interactive and less fun. There is a reason why a lot of people are clamoring for legacy formats because it's a time in which Yu-Gi-Oh was a five to six turn game, and not a one to three to turn game. if you ask me, that basically happened when dragon ruler format happened, if not when necroz format happened. Because it became less about I have big guys that you have to beat over or destroy and it turned into non-targeting, destruction immune, negates that are just obnoxious. 5 maybe 10 years ago, nobody would have ever guessed that solemn judgment, raigek,i or change of heart would ever get unbanned or unlimited. now they are known as bad cards, well two of them are bad cards, and that speaks a lot of volumes to what this game is turned into
@othmanenchifa400
@othmanenchifa400 Жыл бұрын
honestly, this is the best video I've ever seen that discuss this topic with such clarity and impartiality, you analyzed the history of the meta game and the problems that went with it with a very interesting way, I'm definitely want more of these videos
@CrimsoniteSP
@CrimsoniteSP Жыл бұрын
Most of the topics you touch on certainly hit home. Dang near spot on with some of my views. Some of it does rely on the players too though. The whole meta vs unmeta. I feel like meta players in general do have the options to break boards, have outs and in return also have those same unfun and un-interactive gameplay mechanics. And then you have me, who plays Ojamas, Crystal Beasts and Giant Ballpark on Master Duel. And somehow I consistently rank in Diamond, but I think that's because I'm forced to run Maxx C and Ash Blossom. To me, the fun in Yu-Gi-Oh is to find all of these weird and amazing strategies and make them work, but when you actually play the game, you only see maybe 150 cards? Like, my matches in Master Duel is really only 3 decks and with Tear, it's only 2 decks now. I can play a game with over 10,000 cards and only see 1 deck for 5 hours. The entire meta game is completely stale and the only time you see someone not running meta, it's because they're trying to counter the meta with other unfun cards. That's not to say I don't like modern Yu-Gi-Oh, far from it. I like Sky Strikers, I love Sprights, I don't even mind playing against Branded, but these top tier decks don't actually feel that dominant. My Ojama-ABC deck can consistently take wins against these guys. And that's fun. When the top tier meta isn't built around negate boards and are instead all about value generation, it becomes incredibly fun to play and play against. These are the meta decks that allow me to get addicted to this game for 12-14 hours on my day offs.
@oscartorre6003
@oscartorre6003 Жыл бұрын
Aside from everything you just said, which I mostly agree with, another big one would be that the game is not beginner friendly and the community has to be more welcoming and friendly to new players in order to keep the game alive.
@wardy4903
@wardy4903 Жыл бұрын
The mystical deck you are wondering about that beats all the handtraps and all the boardbreakers is called tearlaments. It puts up multiple bosses and multiple backrow interruptions. It answers everything. Thats what a deck that answers every going second card looks like. It has strength in 3 areas after setting up. Hand, monsters, set spells and traps.
@dimitrilepain3821
@dimitrilepain3821 Жыл бұрын
+ a loaded graveyard with interuptions (if we include the Ishizu stuff. I mean, come on, those were clearly designed as Tearlament support from the beginning), on-the-fly extension and follow-up.
@invertbrid
@invertbrid Жыл бұрын
Yea konami clearly designed em too powerful, YGO not ready for em yet lol, maybe in few years after they being powercreeped. Thats why they being murdered in all formats, excpt master duel. But it will too soon enough.
@minabasejderha5972
@minabasejderha5972 Жыл бұрын
​@Dimitri Le Pain I think they were actually meant to work with Vernusylphs specifically. They printed a bunch of Earth support (such as Naturia, Morphtronic, Amazoness, etc) all around the same time, across many products, similar to how they are releasing a ton of fire stuff and unbanning Blaster all at the same time in the OCG now. Like, they were excellent in Tearlaments, but I think that was somewhat incidental.
@Leonardo.ohime.i
@Leonardo.ohime.i Жыл бұрын
shifter?
@TheArranha
@TheArranha Жыл бұрын
I've been playing this game for 8 years now, and since then every year when a broken archetype or card is released, in the first few years I thought it couldn't get any worse, they wouldn't release a stronger archetype or card, and they always do, they don't know how much is enough. In my personal opinion, if the power ceiling of yu gi oh cards stayed the same as the toss format with decks like orcust without mermaid, salamangreat and sky striker, where there is a grind game and resource management matters, that would be great.
@dudono1744
@dudono1744 Жыл бұрын
While I prefer using aggressive/OTK decks, I like to have some comeback capacity if hitting my opponent with whatever big thing I have out fails.
@DuncanHarbison
@DuncanHarbison Жыл бұрын
I think using "fair" and "unfair" is also something that constantly changes for each card because it depends on the format. Like if my opponent is playing a goat deck then tenki-bear-pop would be extremely unfair, but then from 2015 that just didn't do anything.
@arjanzweers6542
@arjanzweers6542 Жыл бұрын
I'm someone who came back into the game at late 2015, after a 10 year hiatus, and observing deck building mentality and card design from that time until today, I noticed that a lot of powerful cards no longer have an adequate cost of drawback in comparison to the power they have. The first negation on an extra deck boss monster, Quazar, required a synchro tuner and 2 non-tuner synchro monsters, now you have a synchros like Borreload Savage Dragon or Baronne that simply require a generic tuner and a generic non-tuner to make, and they are omni negates to boot where a card like Crystal Wing was monster negate only. Mechaba is a boss monster I see as good card design as it is 1 normal summon = 1 negate and it is a negate that requires a specific discard, which makes it break even and not generate advantage to the boss monsters that negate and destroy. That is another design choice I have my gripe with, monster summoned from the extra deck that negates should not remove the monsters they negate. Then you have cards like Apollousa that needlessly increase the ceiling of decks or insulate decks against interaction. Another problem is the critical mass of generic powerful turn 1 monsters in the extra deck. The first time this actually became a problem was with PePe, a deck that was able to summon those monsters from the extra deck during the first turn and make an unbreakable board. Unfortunately the problem was laid primarily at the feet of PePe's main deck and not the monsters in the extra deck it summoned and Konami continued printing powerful turn 1 boss monsters, and making them generic. If these monsters were not generic, but locked within their archetype then this would not have been a problem. The monsters that you want to have as generic are the toolbox monsters, not the boss monsters. When it comes to the extra deck, Konami needs to be much more pro-active with the banlist and ban cards like Apollousa, Baronne, Borreload Savage Dragon, Accesscode Talker and Zeus to lower the ceiling of this game, instead of having them linger around, and stop making more cards like them. It doesn't matter if your deck can go +10 on turn 1 and play through 4 hand traps, if what your deck can end on is limited by what you can make from the extra deck. The less generic boss monsters in the extra deck, the lower the ceiling of that deck will become. If Konami wants to continue selling generic turn 1 boss monsters, then they should not have proactive quick effects effects like Baronne but reactive effects like Stardust Dragon or the new Gate Guardian boss monster, effects that respond to your opponent interacting with your board.
@dudono1744
@dudono1744 Жыл бұрын
I agree boss monsters should be specific to decks. Negates can exist on generic ED monsters but need to be very specific (like stardust's negate)
@Eagle93Writer
@Eagle93Writer Жыл бұрын
The Problem I see specificly is , to make a very old school example: If I run into a mirror force or man eater bug : That was my choice. I saw a set card, I took that risk during my turn to potentialy trigger it but until I actualy chose to interact with those cards, I could still actualy play the game. There was a interaction there. But with modern ED cards and hand traps? For Hand traps, you had no real way of seeing that coming ( Besides well just assuming everyone plays handtraps of course) or with generic negating ED card boards where theres n nothing realy I do during my turn that I could point to and say: "Jup I allowed my opponent to trigger that effect by doing X or Y" because they basicly just fry whatever you throw out. The only out Iyou had was using your own negates in the form of hand traps during their turn before that board ever came up or having the hand traps to counter their negates. Wich then is a gamble regarding if you draw any as even if they were easily searchable... again theres a bunch of negates for everything likely already on the board so whatever you could use to search for a hand trap... wont go through.
@dudono1744
@dudono1744 Жыл бұрын
@@Eagle93Writer That's true, to keep the speed of the current game we'd need to be able to combo/setup with handtraps (basically give some semi-generic (to avoid printing 1000 new cards) Havnis to everyone).
@bernardthequagsire2373
@bernardthequagsire2373 Жыл бұрын
My biggest hope for yugioh is that someday Konami starts to print every card as a common in the set and then we would have rarities and alt arts in the same set of some of those cards instead of how we currently have to hunt for the high rarity cards to even play the new archtypes. it would be amazing to be able to own 3,4,5 or even 6 decks and switch up every week at locals if you feel like it.
@soaprobot3609
@soaprobot3609 Жыл бұрын
I mean, OCG Yugioh is almost this way, but decks like kashtira are the best example that they bump up the rarities in the TCG on purpose. It's sad, but Konami is a well known money hungry pachinko/gambling overlord in the east for a reason...
@easyygo3008
@easyygo3008 Жыл бұрын
@@soaprobot3609 Is not on purpose. Blame the correct people: TCG players. At some point we had the same exact set as OCG. Game was dying in TCG, casually after introducing chase cards like Heraklinos, dark armed dragon, eradicator virus, etc. Sales started ramping up. OCG players buy a bunch of packs no matter how bad the set is, TCG players only buy packs when you are guaranteed decent pulls like gold series. This changes the way they have to print the game in TCG. Do you want cheaper cards? Buy more packs at retailers. Change the behaviour where vendors are the ones opening packs
@DerAstrophysikerr
@DerAstrophysikerr Жыл бұрын
I think at this point, it's very hard to go back in design philosophy. We are at a point where every single engine card in your hand will do a lot for you, and it's very hard to formulate rules that would restrict your access to the cards in your hands. And the core problem is, in the end, simply that too much revolves around turn 1. This is definitely a big issue that's very hard to tackle, but I have a few hot takes that I would at least consider. Least hot take: Going second player starts with 6 cards in hand and also doesn't draw for turn. That way, you will more consistently see handtraps that stop your opponent; you are more likely to see e.g. Nib + Imperm, you also don't draw Nib for turn anymore. Mid hot take: The above, but combine with Mulligan only for the second player. However, I can totally see that what would happen here is that we simply move the power of the first turn from the going first player to the going second player, i.e. games are still decided on turn 1/2, we just move the weight more towards going second instead of going first. Therefore: Hot take: Reduce starting hand sizes to 3 or 4 (potentially combined with my least hot take, i.e. going second player gets the extra card). This would hugely offset the balance of the game, as you are less likely to see e.g. certain starter cards, but it also means that hands are more likely to run out of gas against fewer interactions since you draw fewer extenders, and this goes for both sides (i.e. the going second player will also lose steam more quickly against fewer interactions). This would (probably) force the game to be far slower. Other side effects: decks with 1 card combos would be better, especially in a top decking situation. I think this might actually be worth a shot. Take I personally don't really like: Make every new deck like Tear. The result is that turn 1 and 2 are super interactive, however, I really think this would overload the interactions in this game. Going to chain link 5 or higher on a regular basis is, to me, not fun to play or watch and makes the game even more inaccessible to new players.
@idalwave
@idalwave Жыл бұрын
Both this and the side channel have been such critical aspects of my work day. I adore listening to your insight while I work on office stuff. Thank you so much!
@noscopem8165
@noscopem8165 Жыл бұрын
Well boss you see I haven't gotten much work done today but the upcoming format? I got you covered. You wanna see a combo as well?
@zarba1264
@zarba1264 Жыл бұрын
Back in the days when Pot of P was over 100 buckets, lol, since that i always build only rogue decks, cheap and fun sometimes. Fun fact: TCG Accesscode is minimum 40 buckets when in ocg u can buy it for 4 buckets or low sometimes
@orga7777
@orga7777 Жыл бұрын
You can build something like Branded for under $200.
@FallenLegionaire
@FallenLegionaire Жыл бұрын
it used to be difficult to bring out boss monsters pre 5ds era but now you get multiple turn 1, the problem with yu-gi-oh is way to many things going on and not enough counters to go around making the game horribly unstable
@avatarmufasa3628
@avatarmufasa3628 Жыл бұрын
Thankyou for the Joshua schmidt plus. I like being able to view your thoughts but i dont always have time to watch your streams.
@howlovely9631
@howlovely9631 Жыл бұрын
Amazing video, i see a lot of people being angry at combo decks and board it makes. However, every time i play sky strikers, deck without floodgates and plan to outresource opponent; they still complain about how it is worst deck ever to play against. People will complain whatever the current state of Yu-Gi-Oh is.
@fudabi7850
@fudabi7850 Жыл бұрын
sky strikers did play floodgate, its called mystic mine
@orga7777
@orga7777 Жыл бұрын
People who complain about Mine-less Striker are dumb. Ignore them.
@coatguy2990
@coatguy2990 Жыл бұрын
Biggest problems are omninegate bossmonsters that every deck can summon, preventing your enemy from using their field zones and that there’s no real back and forth anymore. You either win on your first turn or you scoop
@felicen93
@felicen93 Жыл бұрын
Ok I'm gonna spit out my thoughts before listening to your takes so I can compare and maybe hear something I didn't think about. -Going 1st is generally too powerful, being able to set up something your opponent needs a specific out in order to play makes little sense and makes the game "not fair" -In order to fix the first issue you have to go even worse with the "unfair" state of the game printing cards that are able to address the board your opponent can set up, so the gamestate becomes "Ok I draw my out I win because if I Evenly/Duster/Dark Ruler my opponent he is gonna have a really hard time to come back into the game or I just instascoop" -Broken cards for going 1st are even a bigger problem because once I know my matchup after siding I can just instawin with stuff like Anti-Spell or Skill Drain -Enablers are fuckin crazy, every time a card like Isolde, Fiber, Chaos Ruler, Kitkallos, Auroradon, Linkross, Mermaid or Elpy is prevalent in the meta you know that some crazy bullshit is right around the corner -Tools are just too generic and flexible, look at how many decks could fit the Brave engine or Runick, or how control decks can just play almost every Floodgate because the strategy usually revolves around turboing out a boss Monster that does 90% of the work for the Archetype, or even Extra Deck stuff, like why Accescode Talker or Borrelsword can give a guaranteed win con to every deck? -Card design is very lazy in general. Every deck, even the ones with cool gimmick in paper like Floo (the migration of birds that return to your hand) or Dinomorphia are kinda flat because they just put a giant Skill Drain boss monster on field that like 95% of archetypes got as lecacy support or payoff for their combo -We have too many counter to the counter kind of effects. Really why stuff like Called By The Grave or Crossout is even allowed to exist in the first place? -The game is hard. For a returning/new player learn the rules, the interactions, the combos, the activation conditions of some cards and all the other shananigans is just very difficult and you kinda need some preparation to get into the game, I don't think it's possible to just go to a local and straight up play the game for the first time and not get a million warnings or look at your opponent and going like "what the hell is happening here?"
@Osindileyo
@Osindileyo Жыл бұрын
YES! Finally someone seems to understand. The go second cards don’t fix the issue of going first being busted
@CodestarProductions
@CodestarProductions Жыл бұрын
I completely agree that there being so much emphasis on the first turn is a core issue with the game. I myself have wondered if a lot of that could be rectified by increasing the total life points to say 10,000, maybe even 12,000. If you can survive being attacked by 3x 3000 attack monsters (which I'd say feels like an average amount of damage a good deck can put out) then you will need to consider your follow up plays more. Of course we'd need to ban cards like Ancient Leaf, but that's quite easy. Bumping up the starting life points just seems like a nice straight forward fix that wouldn't require a huge, sudden shift in game design or an acpocalypic ban list. I'd say a good example of this would be the gimmick puppet lock in Branded. That play would be far less devastating when it succeeds if Branded didn't immedaitely OTK you on the next turn.
@invertbrid
@invertbrid Жыл бұрын
Slight LP increase wont change game at all tbh, they wont really change how u play the game. Unless u make pretty big jump of LP. Like 20k++ then there might be some difference even then i still doubt.
@permabanned3849
@permabanned3849 Жыл бұрын
doesn't do anything. even if the number is let's say 50k lp, it means nothing, because card advantage and boardstate means everything. if i have 3 negations up that can negate each turn, and you have no cards on hand or field and no ignitions in gy, it doesn't matter how many turns pass, i will win the game
@enterprebirb7465
@enterprebirb7465 Жыл бұрын
I've been saying since 2020 that powercreep in yugioh has accelerated to a point where new archetypes are so fast and so resourceful that they're close to the breaking point. There's virtually no cost anymore and every deck can do everything. If Konami (or the community) doesn't rein the game in a little bit, soon everyone will be making combos without even using the field or GY or banished zone. And then what?
@KakoriGames
@KakoriGames Жыл бұрын
Let's start prefacing with the statement that game design and game balance are not easy things to get right, so anyone that thinks there's a easy fix to those problems, think harder. With that said, I see 2 main problems with Yugioh: 1. Yugioh is too reliant on specific outs. That's a problem that is not exclusive to Yugioh, if I'm playing Hearthstone I may make a board where my opponent has to draw a specific removal spell to survive, but since most minions don't have a lot of protection and are reliant on their health, you can counter boards in a variety of ways, you can make a board of your own to contest the opponent's board, you can use single-target removal, AoE spells or more expensive mass removal, you can use minions with efficient Battlecries or with Rush, etc. With the exception of combo decks, usually there's a pletora of ways to deal with what your opponent throws at you, and the best players know how to get creative and best use their resources. The luck of the draw still plays a role in the game, but you're usually not reliant on drawing a single out. Yugioh on the other hand, is somewhat problematic, in that you're reliant on drawing specific outs. Cards like Lava Golem exist because you usually cannot out a board with engine alone, and because you have so few of those cards in your deck they have to be so powerful to be worth it, but having your chances of playing rely solely on if you draw the out or not is not fun or skillful gameplay. If you could contest whatever your opponent is doing with your own engine, then handtraps and going second cards becomes way less of a necessity, which is why Runick decks can get away with very few non-engine, as a lot of their engine can be used as removal. Having the extra deck as a toolbox is a potential way to minimize that problem, but when you're opponent is able to set up properly, chance are that they're going to interrupt you before you can get to your ED. 2. Decks are unidimensional. Now, this doesn't apply to all decks, but most archetypes have a set combo they go for that you always do. In other card games, is usual that you adapt your play and strategy to best counter whatever the opponent is playing, whatever cards you drew and maybe play around some outs, but in a lot of Yugioh decks that's not possible, you either play the standard combo or you make a objective weaker board, so most decks don't have a option to adapt, they either work or they don't, you either brick or you don't, your opponent either has the out or he doesn't, there's no in-between. Even Kashtira, that currently has the whole dilemma of playing around Nibiru or not, usually feels like is just sheer luck what the best way to play is, as you can't really know what outs your opponent has, but a lot of decks can't even do that much.
@sillycow7526
@sillycow7526 Жыл бұрын
Pot of greed: "ban, it's too OP" Summoning 76 Monsters in 1 turn: "nah that's fine" Konami 👌
@matthewescamilla123
@matthewescamilla123 Жыл бұрын
6:36 I agree 100%. With such a weak format as we are in right now, for the middle pack decks to be able to keep up, they have to rely on lots of handtraps and floods. Good examples of decks like that are the one card cyberse decks(Mathmech and Marincess). If Mathmech didn't have the ability to play 15 handtraps and rivalry, the deck would be utterly unplayable. If Marincess wasn't able to play 15 handtraps and gozen match, it would be garbage tier unplayable.
@thefinalskarm1754
@thefinalskarm1754 Жыл бұрын
4 am will watch fully in morning, just some off the top of my head. Banlists often times miss key elements, banlists often times have cards that, 1 or 3 (beatrice, infernity archfiend, miragestallio etc *yes stallio is free now*) change nothing, or cards that are still locked up in the tcg, despite having a decade of freedom in the other region (Zenmaity is banned in a world Gigantic Spright exists) the "whenever we want" is also insane that they can get away with that. Product availability in certain regions, Australia still doesn't have the most recent ots, which is nearing 2 months of age. Card availability, cards are all rarity bumped to hell and back for the consuuumers instead of for the players, perhaps while we have the 25th secrets, they may actually be *somewhat* alleviating compared to the ocg, who frankly speaking have higher end cards than we do, but then also have 5 aud baronnes.
@arberim5291
@arberim5291 Жыл бұрын
I love your second channel. I never have time to watch your streams, because of university, but im very interested in competetive yugioh. Your content gives me so much knowledge about the game thanks for that. In German: Bildungsauftrag Erfüllt
@friendlyneighbourhoodsunwheel
@friendlyneighbourhoodsunwheel 3 ай бұрын
A year on and the problem is worse the condensation of all decks into a mono turn 1 spam style is pretty much complete and rogue or casual players are tired and leaving for less oppressive games. Out of the 5 card shops in my city 4 are gone no one plays anything but casual friend vs friends or something like that no one is interested as far as I can see in my local scene which is concerning to see.
@ellius4294
@ellius4294 Жыл бұрын
Thanks man I really enjoy these kinds of videos really help someone who is relatively new to the game to get a closer look at everything
@rangxelodinamito4319
@rangxelodinamito4319 Жыл бұрын
Forbidden memories XD I didn't remember that we had a draw phase when going first.
@CrazyKarl-
@CrazyKarl- Жыл бұрын
Honestly, some of my most enjoyable games have been when I’ve gotten evenly matched after creating an unbreakable board pretty much. I don’t have any more resources and he can’t do a whole lot and this kind of brinks brings it back to old-school Yugi.
@reversal3628
@reversal3628 Жыл бұрын
11:19 THIS. Combo going first be like this. You never know what opponent has on their hands so you have to summon negates as much as you can COPE that some will survive from Kaiju, LarvaG, or Ra ball.
@invertbrid
@invertbrid Жыл бұрын
Only halfway of video and this is very good take from u as usual. Those blowout cards and oppresive floodgates are necessary to the game now more than ever before coz game speed is being too fast right now, adn those card helps slow down a game a bit to some extent, and punish turn 1 players. At this point too late to slow game down, maybe need new master rule that limits what players can do on few first turns. Limit special summons / effect activated, that maybe a start. If not, well just keep making bandaids like floodgates and blowout cards also can i guess, like they have done for years now
@dudono1744
@dudono1744 Жыл бұрын
Limiting extra deck summons make more sense since these (outside of fusion which requires a spell) are free ways to turn multiple monsters into 1 like a tribute summon.
@destroier920
@destroier920 Жыл бұрын
In modern YGO every single "problem" card of today is just a solution to a problem card of yesteraday and sometimes I dread of what tomorrow will bring.
@jayduel7897
@jayduel7897 Жыл бұрын
"oh wow cool you're playing fur hires? that's so cool and such a unique deck" Them: "fûçk you I active runnick fountain"
@XyTeRx
@XyTeRx Жыл бұрын
The last fair and strong deck they made was swordsoul after that they kept release stupidly broken cards that for some reason are generic.
@robertbauerle5592
@robertbauerle5592 Жыл бұрын
My biggest problem with modern yugioh is the Auto-win cards. Over the past recent years konami has both unlimited/printed a lot of ridiculously powerful board breakers, and also unlimited some of the older floodgates like dimensional fissure, macro, skill drain, etc. All of these can create non-games and remove the healthy back and forth. I honestly think that if they banned lightning storm, evenly, duster, and even raigeki (and probably a couple others im not remembering), the game would be much better. Same goes for either banning or re-limiting the floodgates that they unlimited for no good reason. None of these cards are particularly meta defining, aside from maybe evenly matched and duster, but none of them create healthy gamestates when they resolve. I also really despise the design of the positive feedback loop cards. Mo Ye is always my go to since that card is a plus 3 when not interacted with, but is just as easy to stop as any other generic normal summon. Card design like that forces you to play cards that "negate" on your turn 0, where your opponent can generate a second full hand of cards just because you didn't draw a hand trap. And if you did, they get none/less of those resources.
@MrMulaVeia
@MrMulaVeia Жыл бұрын
Finally a good comment on this section. I would just add that along with banning these auto-win cards, they need to make archetypes with a much lower ceiling, either in power (interruptions, negates and card advantage), or in resilience, so it is not necessary to have at least 2 cards of non-engine to be able to play, as Josh himself said, current decks are made to play for multiple interruptions turn 1. Both reducing auto-win cards and lowering the cap need to be implemented together.
@invertbrid
@invertbrid Жыл бұрын
Both floodgates and board breakers need to be as powerful as they are (or maybe even more for board breakers) to combat nowdays power lvl and speed of the decks. So they all needed for modern YGO. If u want ban em all, u need to really create new master rule that limiting ehat ppl can do, especially first few turns and really slow the game down.
@dudono1744
@dudono1744 Жыл бұрын
Raigeki is fine I think, destruction protection and floating effects are fairly common.
@In.New.York.I.Milly.Rock.
@In.New.York.I.Milly.Rock. Жыл бұрын
Ayo, Josh, can we maybe get a Tear equivalent of that Spright video you made for MD? I really enjoyed seeing you think about the bo1 format and the different banlist, and also loved seeing you notice the Maxx C bounce with frog. Enjoy your vacation, king
@Vicman69Idrissi
@Vicman69Idrissi Жыл бұрын
Too bad Konami not only never listens but actually censors criticism.
@Geist1
@Geist1 Жыл бұрын
As a “Yugi boomer”, my biggest problem is how “slowly speedy” the current game is. I want a genuinely slower game but not in the way the current game is played where we sit around and wait for our opponent to take 5 minutes comboing out a full board and it’s still only their first turn. I want that 5 minutes to consist of a lot more back and forth. Maybe it’s my ignorance to how the current game is played and I’m sure my skill level plays a part but it’s just nowhere near as fun as it used to be because of this shift.
@dudono1744
@dudono1744 Жыл бұрын
There are 2 solutions to this problem : - nerfing decks that take shit ton of time - giving most decks the ability to play turn 0 I prefer the 2nd option
@synexx6667
@synexx6667 Жыл бұрын
To be honest, I think Mathmech post Cyberstorm Acess has really high potential to play around almost everything. Just like tear back in the day, putting up layered interruptions is so strong and Mathmech (thanks to the new cyberse support) can now use every recourse available in the game. Interruptions in hand/field/gy and backrow. :D
@stuckmeister7750
@stuckmeister7750 Жыл бұрын
God is this deck really getting better? I already hate it so much lmao.
@alexanderpech7302
@alexanderpech7302 Жыл бұрын
Which cards out of cyac makes it better?
@6210classick
@6210classick Жыл бұрын
what card(s) that makes Mathmech even better?
@synexx6667
@synexx6667 Жыл бұрын
​@@6210classick the new "firewall defenser" is a great one card starter for the deck + "cyberse sage" and "cyberse disabwurm" not only give you access to a 4 Negate "Dark fluid dragon", the fusion "cyberse disabwurm" also provides a spell trap negate that can be used from the graveyard. + not having to play I:P to end on a decent endboard makes you play around Talents (Talents cooks mathmech so hard if you play anything thats not heatsoul pass)
@synexx6667
@synexx6667 Жыл бұрын
@@alexanderpech7302 the new "firewall defenser" is a great one card starter for the deck + "cyberse sage" and "cyberse disabwurm" not only give you access to a 4 Negate "Dark fluid dragon", the fusion "cyberse disabwurm" also provides a spell trap negate that can be used from the graveyard. + not having to play I:P to end on a decent endboard makes you play around Talents (Talents cooks mathmech so hard if you play anything thats not heatsoul pass)
@caioizzi6321
@caioizzi6321 Жыл бұрын
I was like omg More joshua Content but than i saw im already following the plus Channel
@DarkAuraLord
@DarkAuraLord Жыл бұрын
RE; Decks becoming faster and faster - I will say that I think they had a good idea for a "bandaid fix" with the more recent design philosophy of hard once per turn effects on basically everything. Decks like branded have a built in limit to how much shit they can do a turn and a lot of the interactions they set up aren't hugely oppressive effects like omni-negates or floodgates. I think in an ideal yugioh, basically ever deck would function this way while huge blowout cards and board breakers aren't as needed or (I can hope) absent altogether. A limited engine to sort of get itself started and build a board on turn 1, and a decent amount of archetype specific interactions they can set up that aren't oppressive in gameplay sounds a lot more enjoyable imo. Of course, it would be tricky to find a good base for what effects aren't oppressive in a game like this, but I think that would be a way more enjoyable form of the game - one that is decided purely by interactions instead of shit like dark ruler, super poly, evenly, nibiru, kurikara, etc.
@Lyricaon
@Lyricaon Жыл бұрын
I agree a lot with that! And I do think the good design of decks like Branded is not just coincidental but that they know about the fundamental game design problems the game has and this is a new game design philosophy we are seeing. At least I hope that it is that. But I feel like we see this trend more and more with modern decks.
@invertbrid
@invertbrid Жыл бұрын
Thats mostly older YGO where u can still play back and forth and longer than 5 turns. But its too late to comeback to that aside just play other formats ofc. The best they can do is to limit what players can do in few first turns, by master rule change. Either limiting special summons, or even effects activation limit.
@lifequality
@lifequality Жыл бұрын
Thank for this discussion Josh! What I find interesting is that there are a lot of videos and articles popping up about issues of modern yugioh. Moist Critical had an interesting reaction video up a few days ago. I think that whatever opinion you have, it’s quite objectively true that the state of yugioh and possible problems of the tcg is a topic that is gaining attention as more people talk about that topic.
@friskydrinklunkybank1108
@friskydrinklunkybank1108 Жыл бұрын
I agree with your points. They definitely need to slow the game down a bit and add a way to sandbag players from comboing all the way similar to how other cards games have resources such as mana to do so. The change in card design with a lot of cards being able to be used only once per turn was a step in the right direction imo. Sometimes I wonder if the speed counters in the anime duels could be the solution as that could be a form of resource that limit too much cards being played and if they design it right, there should be a balance of counter generation and cards that use said counters so that they can be played...
@thkthk12
@thkthk12 Жыл бұрын
Returning player here (after 18 years). The issues for me personally are that 1 turn can be 15 min +, unbreakable board, and literally one type of deck regardless of the archetype (combo). There are no aggro and mid-range styles of play and it's literally all combo control style that tries to set up the same type of board with omni-negates. Also, on the company side of things are blatant greed by crazy power creeping to sell sets (literally banned Tearlament because it was destroying the upcoming Kash supports in OCG). The community is saying that set rotations are dumb, but fail to see that we are pretty much in a set rotation because in order to play "competitively" you need to use the newer archetype. It just creates an illusion of choice but in order to be competitive you have to get the newer set. (Tears, Kash, Spright, and Branded) Not to mention the rarity bumps from OCG to TCG to boost sales. At this point, I think the only thing that will make the game more fun will be Master Duel because it will allow Konami to pool all the communities together so it will be big enough to host legacy formats for a variety of play styles. Also, not to mention this will also generate way more money for Konami.
@Infinite8blue
@Infinite8blue Жыл бұрын
You made a lot of solid points, but Master duel is a cesspool
@cephalosjr.1835
@cephalosjr.1835 Жыл бұрын
Would…would you rather they have not banned Tear? Banning a Tier 0 deck inherently boosts sales, because it makes the game more fun to play. If you want to say it’s bad on that basis, then you’ve exited the realm of ideas that purport to describe reality.
@christianhelbig3466
@christianhelbig3466 Жыл бұрын
Thank you Josh for every content that you creat! And especially thanks for those kinda videos because ist is always a pleasure to hear your thoughts about yugioh in general!
@fireblaze16
@fireblaze16 Жыл бұрын
Personally, for me, a big problem with modern YGO is the amount of luck needed to play a game is too high sometimes. Regardless of whether you and your opponent is playing combo or floodgate, You always need to open both engine and interation, or lack of better term "the nuts" in the first 2 turns in order to have good interactive games. Otherwise you could end up having a one-sided game, and the same is applied to your opponent. I've always enjoyed games where me and my opponent were going off in my locals, but never enjoyed either opening no handtraps or opening no engine.
@FlameEcho
@FlameEcho Жыл бұрын
I think this partially comes back to the 2-3 turn game to some degree. Hand luck is so crazy in yugioh because you just don't get turns to draw card. Cards also need to make an immediate impact on the game it's so easy to brick on even relatively solid cards because they need to make an immediate impact you can't save that card until the time is right, it's do or die from turn 1.
@Honest_Mids_Masher
@Honest_Mids_Masher Жыл бұрын
To be fair there was a huge amount of luck involved in old Yu-Gi-Oh with praying you draw the pot of greed/graceful charity/BLS/the summoning materials for it.
@francescoprevedello8658
@francescoprevedello8658 Жыл бұрын
Lets also talk about cards that provides like a plus five if they resolve and basically u autolose if u didnt have a response (branded fusion just as an example)
@permabanned3849
@permabanned3849 Жыл бұрын
runick fountain draw 3 : )
@francescoprevedello8658
@francescoprevedello8658 Жыл бұрын
@@permabanned3849 that a bit different cuz It doesnt give advantage by itself, it needs othee runik spells, but for sure is a broken card
@dudono1744
@dudono1744 Жыл бұрын
junk speeder is literally a +5 on summon
@joaoleite8451
@joaoleite8451 9 ай бұрын
What I watched is a lot of truth and a lot of innocence. No matter how much we complain, Konami is not gonna stop their money printing machine, and their assured method seems to be this: making the game faster and faster. So, my friend, fasten your seatbelt, cause it's gonna get even wilder going forward.
@Sebastian-wn9rs
@Sebastian-wn9rs Жыл бұрын
12:50 they already do that in the OCG. Many top tier decks simply just vomit 6-8 interruptions. The "best" 2 decks are Purely (which if you Kaiju the towers monster they recover 3 and SS 1. That guy also draws them 3 on your stand by) and Super Heavy FTK (Lock with Artifact Deathscythe and the actual 8000 dmg true ftk) that often vomits Baronne and other 3 more negators. Your realistic only outs to those boards is to either draw Dark Ruler or a Lava Golem and somehow OTK through a deadscythe.... or use Forbidden Dropplet and play the game with 1 card in hand.
@Renne__
@Renne__ Жыл бұрын
i usually watch your vods since i'm out of your streaming time zone. Pretty entertaining. I remember you explained this in MBT's video on floodgate and going second card
@jirachi4765
@jirachi4765 Жыл бұрын
Another thing that feels like a problem to me that comes from this is that... Often there's no real *reward* for drawing a hand of 4 engine + 1 non-engine? A lot of the time modern decks are designed such that you only need one, two, three at most to make the best endboard that your deck can produce, and at best the extra engine cards are follow up and insulation against handtraps to give you the same board as always. The distinction between starters and extenders and everything makes that worse.
@nickcoolman3213
@nickcoolman3213 Жыл бұрын
*As much as I love this game there are some things Id like to see get fixed. One issue I have is when konami creates cards like D barrier or combos like Gimmick Puppet lock that don't even allow you to interact with your opponent unless you draw specifics outs if they have any. *Hand loops and consistent FTK are another big issue with the game. It just feels so shitty when you feel like you loose because you didnt open the Hand trap and my opponent went first. *I hate floodgates too but I understand why we have them. The thing I hate about floodgates is when the floodgate only hinders me and not my opponent it seems. A good example of this is skill drain in eldich. I feel like floodgates were fine in older formats because the game was slower and we were main decking staples such as MST and heavy storm but with the game being so much faster now a days you cant afford maining those outs. *Some potential rule changes and alternatives I thought that could fix the game would be allowing you to open your 6th card if you are the player going 2nd and you just wouldn't draw for your first turn ether. At least it would give you a better chance to draw a handtrap to interrupt your opponent if they are comboing and if you are the going first player it would allow for something like tactics to be a little stronger because now youd get to see the 6th card if you look at there hand. *As far as power creeps go it would be nice to see the game slow back down like it was in edison format but if they were to do that I feel Konami would have to hard nerf decks on the banlist and just not power creep the next sets. Thats just my thoughts. Love the channel and thanks for the content.
@dudono1744
@dudono1744 Жыл бұрын
Handloops and consistent FTKs are usually banned quite quickly.
@tcoren1
@tcoren1 Жыл бұрын
I think an interesting suggestion is to ban accesscode and borrelsword, and perhaps increase the lifepoints to 12k or 16k. Doing so removes the ability of just any random deck to OTK and forces the game to go into turns 4-5, making the idea of follow-up more valuable and freeing up design space
@dudono1744
@dudono1744 Жыл бұрын
I like the idea of having a generic extra deck monster whose sole purpose is to do damage, specifically to help decks that lack firepower. I think generic extra decks monsters should fill 1 specific role. But yes, accesscode can burn in hell.
@Mookie12911
@Mookie12911 6 ай бұрын
There needs to be a limit on how many monsters you can special summon on 1 turn. Bringing out 6 different monsters throughout a turn is insane
@francescolofaro8258
@francescolofaro8258 Жыл бұрын
the worst is a lot of boards are actually breakable, even without the blow-out going 2nd cards. the problem is when with a full board, you also have to face 2-3 hand traps; see superheavy samurai: it makes a huge board off 1 card, and other than that, you also have to play through a lot of HTs, making it impossible to beat, going 2nd. and shs is even unaffected by your own HTs, since it can make a Baronne de Fleur, unaffected by your cards, even before starting its real combo.
@Linkingx2
@Linkingx2 Жыл бұрын
So either you have more decks like Tear going forward, where the dice role meant very little due to Havnis and Kelbek allowing both to play in turn 1; Or we get rule changes that limit turn 1 even more - already no battle phase of course, and only 5 cards - another option would be to have board breakers in the extra deck so that deck building for going second may be less cringe... rumors are that konami is working on adding a new zone and extra deck type - so maybe they go there -> like Maser Rule 4 where you were limited with the "amount" of extra deck plays you could potentially do; If you can generally do less in a single turn, then that will also affect turn 1 boards...
@dudono1744
@dudono1744 Жыл бұрын
Or do the exact opposite of that and enable turn 0 for everyone.
@navthemammon2704
@navthemammon2704 Жыл бұрын
The difference in how many cards that were made vs how many you can actually play feel like a million to one. I’ve had some great games, for sure, but it’s always the games where my opponent and I can actually make moves. It feels like some kind of chess boxing match. But the bad games are so bad it’s maddening. Like watching a race between two people and one is stuck at the starting line the whole time while the other is already on their final lap. Is that fun to play? Is that even fun to watch? At this point it feels like “BUY THESE CARDS!” The game
@19985hs
@19985hs Жыл бұрын
Did you play forbidden memories before? I know that the editor probably picks the music but I was still curious if you tried the game
@Eagle93Writer
@Eagle93Writer Жыл бұрын
Its also that effects that in a older format would have been an actual drawback for a good effect aka "activate x but now you got to drop y cards from your hand or destroy Z cards on your field" is with most Archetypes now just worked into the playstyle and becomes an advantage because those cards then usualy just activate more effects allowing you to either just summon them rigth back, draw a card, search etc. Aka you dont just get a card with 1 good effect rigth out ,you can even trigger 3-4 more good effects. Giving you a easy + in card advantage. With a single move. While if your opponent doesnt have a handtrap out is basicly guranteed. And dont even get me started on the "But then you can only play cards of x archetype" Its an Archetype. There wont be many non Archetype cards in that deck. Thats not a drawback thats an excuseto make it look like one.
@iamgoakan
@iamgoakan Жыл бұрын
I agree with Josh point regarding going first in YGO. As a new player that come from Master Duel and seeing what will arriving on Master Duel from TCG and OCG. Most of time getting 1st almost like 80% guarantee win in a match and if not pray having handtraps/power spell to make things doable for going 2nd. One thing I realize with Tear 0 formats coming to Master Duel while I still playing terribly and slowly getting better, with Tearlament, I start to realize I appreciate how interactive YGO can be. No definite line to go through because not only what our hands have at the start, but also your deck mill and opponent hand + mill. I think Tear format can be one of direction YGO can go with both players playing at the same turn or any directions I cannot think as long going 1st become less powerful. Edit: Playing Tearlament for a session really makes me tired 😅(a lot need to counted + time limit)
@majerelynn
@majerelynn Жыл бұрын
As an older gamer (50+), for me, the thing I wish Konami would change is limiting the number of hand traps you can have in a deck. I love the back and forth with players but when I can't even start playing because someone uses Ash Blossom, Impermanence & Effect Veiler all of my first turn, I start wondering why I'm even playing since I'm actually not.
@gattosoriano4944
@gattosoriano4944 Жыл бұрын
I remember that in one of your streams you mentioned that a way to "fix the game" was to release more archetypes whose monsters have effects that can give you more benefits if going second. On stream Incredible Ecclesia and the Runick engine were mentioned, and I think they were perfect to explain the way cards should be designed in the future, we already saw the new Battlin' Boxer monster that has an Ecclesia type of effect if your opponent controls a monster, I personally would like to see archetypes that gain extra effects going second to let you play against certain boards without relying that much on non-engine cards
@tenkenroo
@tenkenroo 10 ай бұрын
The thing with yugioh is that a rules patch needs to occur in order to balance the game. You should not be able to get multiple negates on board turn 1. The way you do this is by limiting special summons and extra deck plays. Also tons of decks are losing their ability to stand out when you need 12-15 cards to be competitive. That’s 30 percent of a standard deck which is insane
@colinbrown74
@colinbrown74 Жыл бұрын
I think the biggest issue with modern Yugioh is the pace of the game is too front loaded, which kind of can be divided into several points brought up here. Lethality and counter-lethality is simply becoming too strong on both sides, leading to most individual games being played one sided. There is no easy way to counteract where we are now. However, one thing I think Yugioh should do more is decks that interact with the opponent more during their turn WITHOUT requiring a boardstate. Simply interactions with the opponent that can stop the opponent without also by itself setting up a lethal. Yes, this is hand traps, but I’m talking about in-archetype hand traps and cards that combat the opponent.
@cristoferarellano9559
@cristoferarellano9559 Жыл бұрын
5:21 I am a floodgate player (btw it's rogue) I'm a earth machine it just floodgates helps alot of decks sure it's unfun for my opponent but its the based of the game it's doest matter what deck you play all decks are unfair plain and simple because they have a wincon
@BramLastname
@BramLastname Жыл бұрын
My biggest gripe is that they have shown that they can design decks that don't revolve around turn 1, But they refuse to slow down the game. Even something as unfun as zonelocking used to be a normal part of the game, Because as long as the same deck doesn't aim to OTK you, Getting 5 zones zonelocked is mostly an inconvenience. Same with floodgates, as long as the floodgate requires an adequate amount of investment (see F.A. ) having one is fine.
@wayforglory945
@wayforglory945 Жыл бұрын
Ironically, the best approach would be to completely power creep the meta, by only making cards that have 3 effects: their normal effects, effects when they get negated and 'hand trap effects' that can be activated in turn 0. It wouldn't be cancerous if all decks had access to turn 0 cards and hands were significantly less bricky (by each card having multiple uses depending on the situation), a lot of interaction is a given.
@glrbrasil
@glrbrasil Жыл бұрын
I think the ideal game would be something like 6-7 turns, each player has about 3-4 turns to play. Also, on game design, Eldlich and Branded triggering most of their resource management effects during the End Phase are IMO a clear design attempt to slow the game down artificially (imagine all branded extra-deck monsters triggering immediatly). Since those two decks were highly succesful, I would not find it strange if Konami kept playing with decks that while really strong, have slower trigger effetcts (next standby, ep, opponents x phase, etc)... This would maybe help extend the average game from turns 2-3 to 4-5, which would be a win already I guess. EDIT: I think make decks resource intensive (like Eldlich), but not so powerful (like Branded, Tear, etc), and then both players will play a longer game.
@dimitrilepain3821
@dimitrilepain3821 Жыл бұрын
Right now it seems (at least to me) that Konami is trying a lot to make going second a much more viable option. - Flunder can play going second and people like KeasbeyTCG are trying their hardest to prove that. - Tearlament (through Havnis, Tearlament Kashtira) and the upcoming dino support are able to play "turn 0" to circumvent actually going second and having to rely on handtraps/ boardbreakers - Kashtira has built-in going second options in for example Fenrir, who isn't often referred to as "Pankratops at home" for nothing. - Dinos are slowly but surely making a resurgence with Lithosagym off the list and new support on the horizon and those bad boys are known as a capable going second strategy for a reason. - Sky Striker keeps rearing it's head with Engage back at 1 and new support coming soon as well, those can go second too (at least in the past, i don't know how feasable that is nowadays but i don't think it's THAT much worse) - Bystials are handtraps, boardbreakers and playstarters all-in-1 (think for example Magnamhut searching any dragon, like Luster Pendulum, Rokket Tracer, Dragunity Remus, or overlaying 2 into Beatrice sending for example Orcusts or zombies to the grave. Honestly, i think this is a great development (at least for now) as i often find myself interested in strategies, but then feel bad actually playing them, because all i can do is "draw Dark Ruler or forfeit immediately". To me, a complete strategy has a plan for going second as well and muuuuuch much much more strategies are getting one nowadays. Of course, i know, many people will probably disagree with this sentiment, which is fine. I still like this approach to powercreep, compared to "we'll just make going first EVEN BETTER".
@gatocochino5594
@gatocochino5594 Жыл бұрын
Giga cope post. Floo can't go second, they can sack the opponent with dark ruler evenly but so can any other deck. Tear is dead lol, let it rest. Dinos are capable of going second because of Misc turning the game into single player mode, which is literally everything wrong with yugioh right now. Striker has been long powercrept and the post linkage support is dogsh. .
@dimitrilepain3821
@dimitrilepain3821 Жыл бұрын
@@gatocochino5594 In all these cases i'm talking full power variants, because talking about a strategies capabilities in the context of overall game design directions after getting neutered is BS. Of course Floo can go second. Staples like Evenly, Dark Ruler and Lightning Storm are certainly very helpful and appreciated, but through chainblocking your birds and Unexplored Winds you can definitely pick apart some boards. Dinos have been more than "Misc for game" even with that boy at 3. Eating your opponents interruptions and then summoning UCT directly from hand has beaten many opponents that thought stopping Misc is all that's necessary + the upcoming Xeno (?) support let's you play turn 0, to make going second actually viable again. Yes, Tear is dead as of feb13. Tearlament as a strategy does have a plan to play going second nonetheless. Again, we really shouldn't lean on the banlist too much, when trying to assess the situation of Konami's general design trajectory. Nobody would have ever thought, Monkeyboard, Double Iris and Skullcrobat could ever leave the banlist, before Master Rule 5 happened. Didn't even take a year after that went into effect and both Double Iris and Skullcrobat were back to 3, Monkeyboard is now at 1 too. Sky Striker is able to use and abuse any and every spell card in the game to greater effect than any other strategy virtue of needing spells in grave to activate their in-archetype spells. Triple Tactics Thrust has been a godsent for the strategy, since it let's you pseudo-search Terraforming, Reinforcement Of The Army and even some archetypal cards. Additionally, Raye and her machinery has (some) cross-synergy with Runiks. Are you really trying to tell me, that new Link2 is dogsh. .? Are any of these strategies in their current situation going to win a YCS? Probably not, tho Tearlament and Floo still topped a couple times after feb13 and the upcoming Dino support is looking pretty good too. But all if this is not what i'm talking about. What i wanted to point out was the general direction the Konami seems to be taking the game: Making going second a little more viable through SOME in-archetype tools (like Unexplored Winds, Misc, Havnis, Fenrir, etc.). Those were never meant to be role models in the current game environment, but mere examples of the past, present and future to showcase a trajectory. But obviously i'm the one on copium.
@gatocochino5594
@gatocochino5594 Жыл бұрын
@@dimitrilepain3821 Damn you are smoking some good copium. Any deck can go second if they draw non-engine, the last YCS london was decided by double kurikara and talents going second. Ish Tear has been the only deck that can win going second with only engine cards in years. And yes the new striker card sucks BECAUSE YOU CAN'T CONSISTENLY SUMMON IT IN ITS OWN ARCHETYPE. Unless we get new support Azalea will be used more in purrely than in striker.
@angel-memeroftheisles
@angel-memeroftheisles 11 ай бұрын
6 months later, and the format is now dominated by deck that can just take the Board Breakers in the face and re-combo the turn after. Unchained format is perfection
@FoxWithTheHat
@FoxWithTheHat Жыл бұрын
Heyo! where did you get that huge card artwork from? i want one too for my room!
@LamesAMA
@LamesAMA Жыл бұрын
I wonder if the Tear/Ishizu stuff was Konami looking at a new direction for Yugioh where both players are playing on the first turn, regardless of how well that was executed.
@ronjohnson6394
@ronjohnson6394 Жыл бұрын
It's legitimately really cool stuff that leads to interesting interaction (in the mirror), it's just that it's so far beyond what every other deck is doing lol.
@LamesAMA
@LamesAMA Жыл бұрын
@@ronjohnson6394 Yeah, I agree. The mirror is insanely cool, and I honestly wouldn't be too upset if every new archetype was going in the direction of playing on both turns so we get more than just the mirror.
@ghislainlalande8277
@ghislainlalande8277 9 ай бұрын
I'd say Modern Yu-Gi-Oh!'s biggest problem is that it's far too complex and turns off most people from getting into it. When I was in primary school I had schoolmates with whom I could play the game sure the anime (GX) was great and helped fuel the hype but the game was simple enough for young kids to get interested in but nowadays you'll see Pokemon only. Another problem with the franchise is that fans get old and it struggles to draw new fans. I've worked in a shop that sells Magic, Pokemon and Yu-Gi-Oh! and the youngest person I've seen buy Yu-Gi-Oh! decks and tried to get into it was 16 and I saw him a couple of weeks later and he told he gave up on it less than a week. To me Konami took the wrong step towards complexity: cards have way too many effects (to me only a few cards should have multiple effects but that's my take) I know it's a meme that Yu-Gi-Oh! is super complex but you'd have to be completely disconnected from reality or lying to yourself if you say that a 7 years old kid would understand/ get interested in modern Yu-Gi-Oh!. Also imo Konami should do like Magic and Pokemon and make it so that only the cards of the current extension are playable in tournaments. Another thing that does not help the franchise is that most of the cards are not very well designed. Pokemon and Magic are able to have well designed card that are perfectly readable in short sentences that explain everything well so Konami has 0 excuses to write tiny texts that are 15 lines long which could have been summon in 2 sentences with poorly designed cards. Also let's be real Yu-Gi-Oh!'s hype is gone and is more or less irrelevant especially compared to Pokemon and say what you want but the anime has been able to entertain at least 3 generation which Yu-Gi-Oh! has failed to do. The last time I saw Yu-Gi-Oh! being talked about in mainstream media was when Kazuki Takahashi died
@nolanpatrick5119
@nolanpatrick5119 Жыл бұрын
I feel one MAJOR PROBLEM is the crazy power gap between decks, the thing I liked about the anime was how everyone played different decks that were equal in terms of power. Konami needs to either create new cards for archetypes that make them meta or make different formats that let older decks become powerful
@TheHengKong
@TheHengKong Жыл бұрын
Yeah, It's called Edison Format and Time Wizard Format.
@unaffectedbycardeffects9152
@unaffectedbycardeffects9152 Жыл бұрын
@@TheHengKong the problem already existed. Older formata are basically the same as new ones but with different meta decks. Yu-Gi-Oh has never really been like the anime. Might be a shame but anime Yugi and the TCG are almost different games.
@Insulin_Ingo
@Insulin_Ingo Жыл бұрын
@@TheHengKong hell yeah. Can't wait to play my crystal beast deck against vayu turbo. Anything goes in Edison after all
@invertbrid
@invertbrid Жыл бұрын
@@unaffectedbycardeffects9152 at least older formats u can actually play interactive back and forth, which can last more thzn 5 turns, unlike YGO nowdays.
@unaffectedbycardeffects9152
@unaffectedbycardeffects9152 Жыл бұрын
@@invertbrid not always true, but I see where you are coming from. The older the format, the slower the game. Except for some specific formats that aren't the ones you mentioned, so they don't count.
@rafflesiaandfriends
@rafflesiaandfriends Жыл бұрын
Very powerful Skills that forces you to play around them
@eondrache7786
@eondrache7786 Жыл бұрын
I think the problems with yugioh started when the graveyard was seen as a resource. Then to up that the deck is seen as your 2nd hand. So many cards search now. Take Kashtira. 4 of the cards just add another Kashtira card to your hand. 1 of them just summons one from the deck. I play Branded Blue-Eyes. I have 12 cards in my deck that give me access to my combo. All 12 use the deck as a resource. With 1 of my 12 starter cards I can build a board that has Mirrorjade, Dragostepelia, A Blue-Eyes Jet Dragon and a Blue-Eyes White Dragon on board. With a branded fusion in hand for next turn. All because that first card and every card after uses the deck instead of my hand for resources.
@heulg.darian2536
@heulg.darian2536 Жыл бұрын
You know what really grinds my gears? We don't have extra deck monsters that help with the grind issues of trap decks. Labyrinth and traptrix have some in-archetype, but hear me out. We got removal options such as the knightmares, we got extenders like marincess anemone, boss monsters of every single variety, draw tools like heatsoul for handtraps, starter link 1s. So where are the extra deck monsters that simply provide grind power? Bagooska and baromet? Where are the tools that simply necessitate removal not cause they will kill you but because they give advantage. Something that resets a trap used or a wannabee effect, hell an once per turn arianna/e effect. Something that negating is a set back but not a gameover. Just make traps that aren't just activate flood pass playable. The game would be a lot more grindier if it wasn't throw everything pass, did you draw the out? yes. then you win, no guess I'll surrender.
@impendio
@impendio Жыл бұрын
Pretty good video, any opinions about Vanquish Soul? Seems to be doing pretty well in the OCG and I’m actually surprised at how it is such a balanced midrange deck with consistent soft interaction and just massive value game.
@MrTallman84
@MrTallman84 Жыл бұрын
This is exactly why I sub to this man... He reads my mind. Imma come up there and I hate floodgates just as the next guy but we really need to stop complaining about certain floodgates especially if they're just a soft lock. Hardlock floodgates are typically engines like gimmick puppet and those should be banned. But soft lock floodgates only cripple the other player not prevent them from completely playing 100%. As a combo player I understand if I have 3 boss monsters on the board with two trap cards and follow-up in my hand, then yes there needs to be a counter play to that. For those that would disagree to me I challenged you, ask yourself, when you get locked buy a card, are you complaining about the card because the card is unfair or because you want to win?
@dudono1744
@dudono1744 Жыл бұрын
I once played under skill drain with SHS and ended up tribute setting big benkei planning to deck out the opponent because they used time-rending morganite. It didn't work, but led to a weird situation and I laugh thinking about it. Also started to run 3 eccentrik because of that
@onepunchsmash
@onepunchsmash Жыл бұрын
Yes the biggest issue right now is no god card animations in master duel
@MrNovascar
@MrNovascar Жыл бұрын
One Thing I don't like is how generic every ED option is. Many decks are better off to play savage, apo, F0 access code etc instead of their own specific archetype cards. If your endboard doesn't include any cards from your archetype anymore, why do you even play it? And the worst part is they will get power creeped someday. They have to. And I really don't want to see the card that overshadows access code or Zeus someday...
@dudono1744
@dudono1744 Жыл бұрын
Imo generic ED monsters should be bandaid fixes for your deck. If you lack damage you can just add 1 generic that does damage for example.
@MrNovascar
@MrNovascar Жыл бұрын
@@dudono1744 Its ok if they are bandaids, your plan B. But especially older/non-meta decks can't compete with that. Thats no longer plan B, its plan A. Pendulum Magician don't really have anything, Apo and Savage are their boss monster. Salamengreat: go first, summon Bagooska, next turn go AccessCode. All they do is spam materials for generic ED cards.
@untapped8776
@untapped8776 5 ай бұрын
My biggest problem is when decks like Tear get to play on both their turn AND my turn.
@VORTEX___
@VORTEX___ Жыл бұрын
Going second isn't that bad in the current format, I went 6-2 with a blind second deck in the last regional and if I was more informed in my deckbuilding, I could have won even more matches. The biggest issue imo are the pseudo ftk locks like puppet, iblee, dark angel, Naturia Beast, ... and also powerful floodgates post side like antispell.
@DonMarzzoni
@DonMarzzoni Жыл бұрын
You do realize if you lose the dice roll it's basically over. Going second definitely puts you at a huge disadvantage.
@VORTEX___
@VORTEX___ Жыл бұрын
@@DonMarzzoni if you build your deck as a going first deck with little going second cards, yes. But my point was if you have enough strong going second cards, you are not in a disadvantage if you go second. duster, storm, dark ruler, evenly, thrust, talents are strong. Prosperity helps as well. Also, Gamma and Shifter are strong handtraps as well. The more annoying part is the locks or pseudo ftks.
@nbonasoro
@nbonasoro Жыл бұрын
First 3 turns have no battle phase, the field must end with at least 3 cards on it and the turn player has a choice between drawing during their draw phase and mulliganing their hand. This way the first 3 turns will be interactive and require players to hold back cards for follow up and the mulligan allows the hands to be consistent enough that the outs get drawn.
@rhyned
@rhyned Жыл бұрын
Watching your channel is more fun than playing Yugioh
@gungnir382
@gungnir382 Жыл бұрын
Your Themes are always cool and your Voice is nice to hear
@javiermatarrita5382
@javiermatarrita5382 Жыл бұрын
It sounds like a reboot needed. Other games did it and worked pretty well, because they had the chance to fix issues that they didn't see before (like how strong turn one is). I don't see Konami doing this, but maybe then, I'll play more actively.
@kichiroumitsurugi4363
@kichiroumitsurugi4363 9 ай бұрын
Rush Duels?
@levizaman7539
@levizaman7539 Жыл бұрын
The biggest problem imo is that cards simply do to much. I played untill 2009 and i'm trying to get back into the game, but trying to memorize what all the cards do is seamingly impossible. All of them have texts like books on them, and all of them do at least 2-3 or even more things per turn/interaction. It's doable to understand your own deck but going to a tournament and having to read and understand every single card your opponents play is insane. I have "only" 14 years of cards to learn, but imagine being a newby and having to learn every aspect of the game on top of all those cards. Btw, a sneak preview back in the day existed of all players playing with the cards they got from 5 booster packs from the new set. Why has this changed? Everybody was on the same level of card knowledge therefore it was a great way to get a first experience of the tournament scene (it is what it is, just trying to understand why they changed it).
@kichiroumitsurugi4363
@kichiroumitsurugi4363 9 ай бұрын
It's easier to digest when you group certain kinds of effects in categories, which is something most players with some experience do
@Maybeknot666
@Maybeknot666 Жыл бұрын
Make loads more of these! Please
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