People had been scared away from running Dark Ruler because of its downside specifically because that downside is contradictory to the effect of the cards itself. You want to break the board so that you can kill them. This doesn't apply to that Pot of Opulence because you always want to draw 2, not just when you want to go for a kill.
In their defense it kinda makes sense, logically. Imagine if Code Talkers were Cyberse/Warrior, Marincess were Cyberse/Aqua and Salad were Cyberse/Pyro.
Hey DuelLogs, did you know? That if you use self destruct button with a card that makes it so you don't take any damage you can win? I heard about it a long time ago.
The scales always being the same is something that comes up in the Master Duel HUD, which doesn't even show two scales when you click for more information lol
Wightqueen Level 1 Dark Zombie/Effect 0 ATK 3000DEF Face-up Level 3 or lower Zombie monsters on the field, except "The Lady in Wight", cannot be destroyed by battle, also they are unaffected by Cards and effects. This card's name becomes "Skull Servant" while it is in the GY. This card's name becomes "The Lady in Wight" while it is on the field or in the banish zone.
doomwyte forager Lv 2 DARK [Zombie/Effect] ATK/800 DEF/0 When this card is Normal Summoned; gain 100 life points for every monster in the GY. You can discard this card and add 1 Zombie-Type monster from your deck to your hand. This cards name becomes skull servant while in the GY. If there is a face-up Field Spell Card on the field. Add another Spell Card from your deck to your hand.
Wait Greydal slime ball returns to the hand if normal or special summoned, so what’s the pint of it being a tuner if it literally can’t actually stay on the field to do a synchro summon
14:52 fun fact , they once printed an online card for some reason. the card wasn't even lowkey incompatible it was super incompatible , it basically just had random like 3 times in its text.
wait the minute, vigil, vigilant vigilante make any card having HOPT, would it replace the original restriction? what would happen if you activate it to a once per duel card? would it became once per turn?
Quick thing I want to mention about Dutchman as a Zombie World player myself is that a lot of lower level Zombies LOVE to banish themselves and sometimes each other, like Shiranui cards, Mezuki, Gozuki to SS from hand, and Glow-Up Bloom, so being able to effectively recycle your banished Zombies for further GY plays and provides extra GY disruption on top of stuff like Balerdroch and Jack-O-Bolan. So yeah, 11/10.
Graydle Slimeball is a Tuner, but it won't stay on the field if Graydle monsters are in the hand or Deck. How am I supposed to Synchro Summon with it if it won't stay on the field? Do I need to use one of the crazy Synchro-from-the-hand effects? One of those Synchro trap cards? ... Do Graydles even Synchro?
Cards on your turn are so much more powerful that it would probably have to have an effect that made you reveal your hand with at least two cards in hand AND then let them draw. Maybe you wouldn't need to reveal two. Just one. Also for sure a hard once per turn.
Probably, one for one was limited because on top of giving both players 1 card draw, it makes them not taking dmg for 2 whole turns. If something draws 2 and let your opponent draw 1, it might've been balanced but I think it need one more downside.
I’mma post my custom cards _here_ cause I’ve got a lot buildin up as of late. Chime in with your own if you have. Six-Headed Abyssal Dragon (DIVINE) Level 12 Pendulum Scale: *0* Pendulum effect: _When your opponent declares an attack, or activates a card or effect, you can either special summon this card from your pendulum zone, OR You can banish any number of monsters with different attributes from your hand, field or GY and apply the following effects depending on the attributes of the monsters banished. (Each effect can only be used once per turn):_ FIRE: Destroy 1 card on the field. WATER: add 1 card from either GY to either players hand. WIND: shuffle 1 card in either players hand into their deck. EARTH: Add 1 Field Spell from your Deck or GY to your hand. DARK: Negate the effects of 1 card until the end of this turn. LIGHT: 1 monster on the field gains/loses original ATK/DEF up to the combined ATK/DEF of the monster banished for this effect. DIVINE: Your opponent Flips all their cards on the field facedown; immediately afterwards normal/special summon 1 Divine-Beast monster from your hand, deck or GY, ignoring its summoning conditions. [Divine-Beast / Fusion / Pendulum /Effect] 3+ monsters with different original attributes. _Must first either be fusion summoned or special summoned by tributing the above materials you control or are in your hand. When this card leaves the field you can place it in your pendulum zone. This monster gains the following effects based on how many materials were used for its summon._ 3+ ⚫️This card can only be destroyed by DIVINE monsters or cards that mention the name of a DIVINE monster in their effect. 4+ ⚫️Thrice per turn (quick effect) you can banish a card from your GY to target a monster either on the field, in either GY, or your hand; Change the type/attribute of the targeted monster. 5+ ⚫️Once per turn (quick effect), you can Banish 1 effect monster on the field; normal or special summon 1 non-effect or Gemini monster from your hand, deck, or extra deck with the same type and attribute: cards summoned by this effect gain the name and effects of the banished card until this effect is activated again. 6+ ⚫️ Once per turn (quick effect) you can Banish 1 card from your hand, extra deck or on your side of the field; Special summon to your main monster zones, or place in your pendulum zones, 1 pendulum monster from your hand or extra deck (face-up or facedown). 7+ ⚫️ Once per turn (quick effect), you can add 1 card from your deck to your hand or GY. Also, if you activate any of this cards other effects you can your opponents cards to pay the cost. ATK/5000 DEF/5000
_Hand Trapper_ (EARTH) Level 4 Pendulum scale: 0 Pendulum effect: _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate the card/effect, then choose one of the following effects:_ ⚫️: Add 1 card of the same type as the negated card/effect to your hand from your GY. ⚫️: Draw 1 card ⚫️: Set facedown 1 spell or trap card from your hand, deck or GY the field. _After this effect resolves, you can then special summon this monster from your pendulum zone._ Spellcaster/Pendulum/Tuner/Effect _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate that card/effect, then choose one of the following options:_ ⚫️Equip that card to this monster. If this card would be destroyed by battle or card effect, destroy the equipped card instead. ⚫️Attach it as material to an Xyz monster you control on the field. ⚫️Special summon facedown 1 Normal, flip, or Gemini monster from your hand, deck or GY. _After this effect resolves, you can place this card in your pendulum zone._ ATK/1500 DEF/1500
_Red-Eyes Black Rose Dragon_ (FIRE) Level 8 Dragon/Tuner/Synchro/Effect +1 Tuner + +1 non-tuner This card’s attribute is always also treated as DARK. If this card is synchro summoned, you can add 1 “Rose” or “Red-Eyes” card from your deck to your hand for each “Rose” or “Red-Eyes” monster you use as synchro material. Once while this synchro summoned card is on the field (Quick effect), you can return this card to your extra deck, then destroy all cards on the field. Once per turn (Quick Effect), you can tribute Dragon or Plant monsters in your hand or field whose combined level/rank equal or exceed 7, then special summon 1 level 7 or lower “Rose” or “Red-Eyes” monster from your hand or deck. Once per turn (Quick effect), you can banish 1 Dragon or Plant monster in your GY, then target 1 monster in your hand or face-up on the field; the ATK/DEF of that monster becomes 0. ATK/2400 DEF/2000
_Wight-Knight Archfiend_ (DARK) Level 6 Pendulum Scale: 0 Pendulum effect: _Zombie and fiend monsters you control on the field gain 250 ATK/DEF for every Zombie and Fiend monster on the field and in the GY. When this card leaves the field you can send it to your GY instead of your Extra Deck. Once per turn, during either players turn, you can discard up to 3 zombie or fiend monsters from your hand; this card gains the following effects based off the number of cards discarded while it remains on the field:_ 1+: When a level/rank 2 or lower monster you control destroys a monster by battle and you control no cards in your hand, draw 2 cards at the end of the battle phase for every monster destroyed by battle. 2+:Once per turn during either players turn, you can special summon up to 3 level/rank 2 or lower monsters from your GY. 3+: Once per turn during either players turn, When exactly 1 monster with 1500 or less ATK or DEF is summoned to your side of the field while your opponent controls a face-up monster: you can Special Summon as many monsters as possible with the same name as the Summoned monster, from your hand, Deck, and Graveyard, in Attack Position, also your opponent Special Summons as many monsters as possible with the same name as 1 of their face-up monsters, from their hand, Deck, and Graveyard. Zombie/Pendulum/Tuner/Effect _This monsters original name is always treated as “Summoned Skull” and “Skull Servant” except while banished. Once per turn You can special summon this card from your hand or GY by tributing 1 “Summoned Skull” or “Skull Servant” on your field. While you control a “King of the skull servants” on the field, level 5 and higher Zombie and Fiend monsters require 1 less tribute to normal summon. When a “King Of The Skull Servants” on your field would be destroyed or banished by your opponent, you can destroy/banish this card instead. Once per turn (quick effect) you can tribute 2 or more “Archfiend” and/or “Wight” monsters from your hand or field, then choose one of the following effects:_ ⚫️This Card gains it’s pendulum effects as monster effects while it remains on the field. ⚫️You can fusion summon 1 monster from your extra deck using cards in your hand or on your field as material. ATK/2500 DEF/1200
Pumpking the king of ghosts (DARK) Level 6 Zombie/Tuner/Effect Once per turn (quick effect) you can special summon this card from your hand, deck or GY while you control a face-up “Castle Of Dark Illusions” on the field. While this card is face-up on the field monsters you control gain 200 ATK/DEF every standby phase. Once per turn while you control a “Castle of Dark Illusions” on the field, you can target 1 monster in your GY; Special summon it in attack position, but when this leaves the field, destroy that monster. ATK/1800 DEF/2000 Castle Of Dark Illusions (DARK) Level 4 Fiend/Effect Once per turn (quick effect) you can special summon this card while you control a “Pumpking The King Of Ghosts” face-up on the field. While this card is face-up on the field monsters you control gain 200 ATK/DEF every standby phase. While you control a “Pumpking The King Of Ghosts” on the field, Facedown cards you control on the field cannot be destroyed by card effect. ATK/950 DEF/1950
_Volatile Earth_ Field Spell Card _You can normal summon level 5 or higher FIRE, EARTH or LIGHT monsters with 1 less tribute, but negate their effects until the end of next turn. During either players turn, you can banish 1 Pyro, Rock and/or Thunder monster each from your hand or field once per turn, then apply the following effects;_ Pyro: Inflict damage to your opponent equal to the level or rank of the monster banished X200, then special summon a Pyro, Rock or Thunder monsters who’s ATK or DEF is equal to or lower then the damage dealt from your hand or deck. Rock: Excavate 5 cards; if you excavated a Pyro, Rock or Thunder monster who’s level is equal to or lower then the banished monsters Level or rank: Special summon it, then shuffle the remaining cards in your deck. Thunder: Draw 1 card, then until the end of your opponents turn Pyro, rock and thunder monsters you control can’t be targeted by your opponents card effects
Opulence wouldn't be played that much since most players would rather play stuff like Allure of Darkness. The only real use for it is if you go first and not against a Ra player. Marincess pulls to the graveyard rather easily.
What would happen if you have Darklord Nurse Reficule or Simochi on the field and you activate Pot of Opulence. That would be quite interesting. I'm pretty sure your opponent takes 8000 dmg right? Easiest OTK ever
It's a generic Synchro so it would just about be a must run for any Deck capable of making Level 7 Synchros just for the hand Trap and Graveyard floating monster effects lock-out alone. The only Decks that wouldn't would be ones highly dependent on using Life Points as a resource.
I think you are over estimating that effect. You need higher lp for it to be active and you also need to get it out through the handtraps first. If the duel goes on more than one turn yea that part of the effect is busted but as a aroma player the other 2 effects are just as nutty for plants
@@crazyrazey Having that link 2 plant monster would also be nice... I'd consider it strictly worse than Jasmine but could find a space in "pure" Aromage.
I think Mr. Logs may had a point, though. Konami didn't think that they would be broken, because prior to their release, it was getting harder to send cards to the GY.
Player1: Uses 3 ‘Pot of Opulence’
Player2: “what an idiot, now I have 32,000LP”
Also player2: gets mill-killed by Bone Tower
People had been scared away from running Dark Ruler because of its downside specifically because that downside is contradictory to the effect of the cards itself. You want to break the board so that you can kill them.
This doesn't apply to that Pot of Opulence because you always want to draw 2, not just when you want to go for a kill.
Did you know that if you use self destruct button after summoning with relay soul you win the duel
SDB sets your LP, which is not considered damage.
Yeah bro is right. I thought relay soul just said you couldn't lose the duel while it's on the field 😑
Anyone else notice the cyberse/dragon/pendulum on the meme card?
Well, i guess illiterate in the name means something then
...which one?
In their defense it kinda makes sense, logically. Imagine if Code Talkers were Cyberse/Warrior, Marincess were Cyberse/Aqua and Salad were Cyberse/Pyro.
ah I missed this series! Some people come up with pretty decent ideas. Hopefully there'll be more in the near future.
Bonus: Pot Of Opulence says that you can only trigger 1 "Pot of Opulenence" per turn, so the hard once per turn doesn't even do anything.
Hey DuelLogs, did you know? That if you use self destruct button with a card that makes it so you don't take any damage you can win?
I heard about it a long time ago.
Was just thinking yesterday that I missed this series and hopefully it will come back soon and here it is. Happy Halloween!
The scales always being the same is something that comes up in the Master Duel HUD, which doesn't even show two scales when you click for more information lol
Wightqueen
Level 1
Dark
Zombie/Effect
0 ATK 3000DEF
Face-up Level 3 or lower Zombie monsters on the field, except "The Lady in Wight", cannot be destroyed by battle, also they are unaffected by Cards and effects. This card's name becomes "Skull Servant" while it is in the GY. This card's name becomes "The Lady in Wight" while it is on the field or in the banish zone.
That is the thickest level 1 monster out of the box i have ever seen
doomwyte forager
Lv 2
DARK
[Zombie/Effect]
ATK/800 DEF/0
When this card is Normal Summoned; gain 100 life points for every monster in the GY.
You can discard this card and add 1 Zombie-Type monster from your deck to your hand.
This cards name becomes skull servant while in the GY.
If there is a face-up Field Spell Card on the field. Add another Spell Card from your deck to your hand.
Wait Greydal slime ball returns to the hand if normal or special summoned, so what’s the pint of it being a tuner if it literally can’t actually stay on the field to do a synchro summon
The return only happens once per turn, so if it enters the field twice, it sticks the second time.
In the case of skill being drained, it should stay.
there are cards that let you use synchro materials from the hand.
14:52 fun fact , they once printed an online card for some reason. the card wasn't even lowkey incompatible it was super incompatible , it basically just had random like 3 times in its text.
How to send to you custom cards? I have so many cards...
wait the minute, vigil, vigilant vigilante make any card having HOPT, would it replace the original restriction? what would happen if you activate it to a once per duel card? would it became once per turn?
Quick thing I want to mention about Dutchman as a Zombie World player myself is that a lot of lower level Zombies LOVE to banish themselves and sometimes each other, like Shiranui cards, Mezuki, Gozuki to SS from hand, and Glow-Up Bloom, so being able to effectively recycle your banished Zombies for further GY plays and provides extra GY disruption on top of stuff like Balerdroch and Jack-O-Bolan. So yeah, 11/10.
I really need to get my card artwork done for my custom cards. They are gambling support and I think TheDuelLogs would love them!
How can I submit my custom cards for the review?
Apparently via twitter, according to this video. You'd probably have to wait for him to make a tweet about it
Feels good to be on a TheDuelLogs Duel Logs thumbnail. Life goal achievement obtained 😔👌
Spider boyfriend didn't review any of my custom cards, he's now only the 6th best custom card reviewer to me.
Is there a place I could watch all of the custom card video vlogs theduellogs has made after he switched to just uploading them to just twitch?
Graydle Slimeball is a Tuner, but it won't stay on the field if Graydle monsters are in the hand or Deck. How am I supposed to Synchro Summon with it if it won't stay on the field? Do I need to use one of the crazy Synchro-from-the-hand effects? One of those Synchro trap cards?
... Do Graydles even Synchro?
I'm all in for Arosemi. Also, that Selen card lmao
Coming in 5 minutes after posting to watch my 5th favorite custom card reviewer
Could you balance pot of greed with both a hard once per turn and the cost of letting your opponent draw one card?
Cards on your turn are so much more powerful that it would probably have to have an effect that made you reveal your hand with at least two cards in hand AND then let them draw.
Maybe you wouldn't need to reveal two. Just one. Also for sure a hard once per turn.
Probably, one for one was limited because on top of giving both players 1 card draw, it makes them not taking dmg for 2 whole turns. If something draws 2 and let your opponent draw 1, it might've been balanced but I think it need one more downside.
@@CrnaStrela You probably meant one day of peace
What was that graydle hydra card I'm so curious
I’mma post my custom cards _here_ cause I’ve got a lot buildin up as of late. Chime in with your own if you have.
Six-Headed Abyssal Dragon (DIVINE)
Level 12
Pendulum Scale: *0*
Pendulum effect: _When your opponent declares an attack, or activates a card or effect, you can either special summon this card from your pendulum zone, OR You can banish any number of monsters with different attributes from your hand, field or GY and apply the following effects depending on the attributes of the monsters banished. (Each effect can only be used once per turn):_ FIRE: Destroy 1 card on the field. WATER: add 1 card from either GY to either players hand. WIND: shuffle 1 card in either players hand into their deck. EARTH: Add 1 Field Spell from your Deck or GY to your hand. DARK: Negate the effects of 1 card until the end of this turn. LIGHT: 1 monster on the field gains/loses original ATK/DEF up to the combined ATK/DEF of the monster banished for this effect. DIVINE: Your opponent Flips all their cards on the field facedown; immediately afterwards normal/special summon 1 Divine-Beast monster from your hand, deck or GY, ignoring its summoning conditions.
[Divine-Beast / Fusion / Pendulum /Effect]
3+ monsters with different original attributes.
_Must first either be fusion summoned or special summoned by tributing the above materials you control or are in your hand. When this card leaves the field you can place it in your pendulum zone. This monster gains the following effects based on how many materials were used for its summon._
3+ ⚫️This card can only be destroyed by DIVINE monsters or cards that mention the name of a DIVINE monster in their effect.
4+ ⚫️Thrice per turn (quick effect) you can banish a card from your GY to target a monster either on the field, in either GY, or your hand; Change the type/attribute of the targeted monster.
5+ ⚫️Once per turn (quick effect), you can Banish 1 effect monster on the field; normal or special summon 1 non-effect or Gemini monster from your hand, deck, or extra deck with the same type and attribute: cards summoned by this effect gain the name and effects of the banished card until this effect is activated again.
6+ ⚫️ Once per turn (quick effect) you can Banish 1 card from your hand, extra deck or on your side of the field; Special summon to your main monster zones, or place in your pendulum zones, 1 pendulum monster from your hand or extra deck (face-up or facedown).
7+ ⚫️ Once per turn (quick effect), you can add 1 card from your deck to your hand or GY. Also, if you activate any of this cards other effects you can your opponents cards to pay the cost.
ATK/5000 DEF/5000
_Hand Trapper_ (EARTH)
Level 4
Pendulum scale: 0
Pendulum effect: _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate the card/effect, then choose one of the following effects:_
⚫️: Add 1 card of the same type as the negated card/effect to your hand from your GY.
⚫️: Draw 1 card
⚫️: Set facedown 1 spell or trap card from your hand, deck or GY the field.
_After this effect resolves, you can then special summon this monster from your pendulum zone._
Spellcaster/Pendulum/Tuner/Effect
_If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate that card/effect, then choose one of the following options:_
⚫️Equip that card to this monster. If this card would be destroyed by battle or card effect, destroy the equipped card instead.
⚫️Attach it as material to an Xyz monster you control on the field.
⚫️Special summon facedown 1 Normal, flip, or Gemini monster from your hand, deck or GY.
_After this effect resolves, you can place this card in your pendulum zone._
ATK/1500 DEF/1500
_Red-Eyes Black Rose Dragon_ (FIRE)
Level 8
Dragon/Tuner/Synchro/Effect
+1 Tuner + +1 non-tuner
This card’s attribute is always also treated as DARK. If this card is synchro summoned, you can add 1 “Rose” or “Red-Eyes” card from your deck to your hand for each “Rose” or “Red-Eyes” monster you use as synchro material. Once while this synchro summoned card is on the field (Quick effect), you can return this card to your extra deck, then destroy all cards on the field. Once per turn (Quick Effect), you can tribute Dragon or Plant monsters in your hand or field whose combined level/rank equal or exceed 7, then special summon 1 level 7 or lower “Rose” or “Red-Eyes” monster from your hand or deck. Once per turn (Quick effect), you can banish 1 Dragon or Plant monster in your GY, then target 1 monster in your hand or face-up on the field; the ATK/DEF of that monster becomes 0.
ATK/2400 DEF/2000
_Wight-Knight Archfiend_ (DARK)
Level 6
Pendulum Scale: 0
Pendulum effect: _Zombie and fiend monsters you control on the field gain 250 ATK/DEF for every Zombie and Fiend monster on the field and in the GY. When this card leaves the field you can send it to your GY instead of your Extra Deck. Once per turn, during either players turn, you can discard up to 3 zombie or fiend monsters from your hand; this card gains the following effects based off the number of cards discarded while it remains on the field:_ 1+: When a level/rank 2 or lower monster you control destroys a monster by battle and you control no cards in your hand, draw 2 cards at the end of the battle phase for every monster destroyed by battle. 2+:Once per turn during either players turn, you can special summon up to 3 level/rank 2 or lower monsters from your GY. 3+: Once per turn during either players turn, When exactly 1 monster with 1500 or less ATK or DEF is summoned to your side of the field while your opponent controls a face-up monster: you can Special Summon as many monsters as possible with the same name as the Summoned monster, from your hand, Deck, and Graveyard, in Attack Position, also your opponent Special Summons as many monsters as possible with the same name as 1 of their face-up monsters, from their hand, Deck, and Graveyard.
Zombie/Pendulum/Tuner/Effect
_This monsters original name is always treated as “Summoned Skull” and “Skull Servant” except while banished. Once per turn You can special summon this card from your hand or GY by tributing 1 “Summoned Skull” or “Skull Servant” on your field. While you control a “King of the skull servants” on the field, level 5 and higher Zombie and Fiend monsters require 1 less tribute to normal summon. When a “King Of The Skull Servants” on your field would be destroyed or banished by your opponent, you can destroy/banish this card instead. Once per turn (quick effect) you can tribute 2 or more “Archfiend” and/or “Wight” monsters from your hand or field, then choose one of the following effects:_ ⚫️This Card gains it’s pendulum effects as monster effects while it remains on the field. ⚫️You can fusion summon 1 monster from your extra deck using cards in your hand or on your field as material.
ATK/2500 DEF/1200
Pumpking the king of ghosts (DARK)
Level 6
Zombie/Tuner/Effect
Once per turn (quick effect) you can special summon this card from your hand, deck or GY while you control a face-up “Castle Of Dark Illusions” on the field. While this card is face-up on the field monsters you control gain 200 ATK/DEF every standby phase. Once per turn while you control a “Castle of Dark Illusions” on the field, you can target 1 monster in your GY; Special summon it in attack position, but when this leaves the field, destroy that monster.
ATK/1800 DEF/2000
Castle Of Dark Illusions (DARK)
Level 4
Fiend/Effect
Once per turn (quick effect) you can special summon this card while you control a “Pumpking The King Of Ghosts” face-up on the field. While this card is face-up on the field monsters you control gain 200 ATK/DEF every standby phase. While you control a “Pumpking The King Of Ghosts” on the field, Facedown cards you control on the field cannot be destroyed by card effect.
ATK/950 DEF/1950
_Volatile Earth_
Field Spell Card
_You can normal summon level 5 or higher FIRE, EARTH or LIGHT monsters with 1 less tribute, but negate their effects until the end of next turn. During either players turn, you can banish 1 Pyro, Rock and/or Thunder monster each from your hand or field once per turn, then apply the following effects;_
Pyro: Inflict damage to your opponent equal to the level or rank of the monster banished X200, then special summon a Pyro, Rock or Thunder monsters who’s ATK or DEF is equal to or lower then the damage dealt from your hand or deck.
Rock: Excavate 5 cards; if you excavated a Pyro, Rock or Thunder monster who’s level is equal to or lower then the banished monsters Level or rank: Special summon it, then shuffle the remaining cards in your deck.
Thunder: Draw 1 card, then until the end of your opponents turn Pyro, rock and thunder monsters you control can’t be targeted by your opponents card effects
Hate missing this
Yayyyyyyyyy it's been so long, it's funny because I literally just asked like two videos ago about custom card review
I also wish the zombie support would exist because I play vampires and all the support cards would go crazy
Nothing will ever beat "Vegan Man-eater Bug"
Omg, i waiting soo long for this
Opulence wouldn't be played that much since most players would rather play stuff like Allure of Darkness. The only real use for it is if you go first and not against a Ra player.
Marincess pulls to the graveyard rather easily.
This video is a 10/10.
I didnt see the tweet T
What would happen if you have Darklord Nurse Reficule or Simochi on the field and you activate Pot of Opulence. That would be quite interesting. I'm pretty sure your opponent takes 8000 dmg right? Easiest OTK ever
He actually addressed that. They only work on cards that do set amount of life point gain so it wouldn't work.
@@CodaBlair oh I didnt catch that in the video thanks for pointing it out
@@philskalation2881 You're welcome
Gryadle slimeball is also a One for One target. and the aromage support synchro is generic
I mean that just means it fits... The Aromage synchro's are all generic.
The effect might be bonkers enough though.
It has been a while, huh? A shame I forgor about all cool custom card ideas I had
Activating pot of opulence and watching the opponent chain ash :'(
You could use Reverse Trap to make Pot of Opulence halve your opponent's LP. But that's a lot of set up.
Nice video as usual ❤️😍
As a Aroma/plant player I need that Rosemi card
It's a generic Synchro so it would just about be a must run for any Deck capable of making Level 7 Synchros just for the hand Trap and Graveyard floating monster effects lock-out alone. The only Decks that wouldn't would be ones highly dependent on using Life Points as a resource.
I think you are over estimating that effect.
You need higher lp for it to be active and you also need to get it out through the handtraps first.
If the duel goes on more than one turn yea that part of the effect is busted but as a aroma player the other 2 effects are just as nutty for plants
@@crazyrazey Having that link 2 plant monster would also be nice... I'd consider it strictly worse than Jasmine but could find a space in "pure" Aromage.
Duel logs is mi fifth favorite card reviewer, Duel logs duel logs? My number one
Next time duellogs talks about self destruct button, he shouldnt mention the nombo just so he gets more engagement. ;p
Shit I should check Twitter more, I have like 200 custom cards I've made lol
Hard to get stuff into the graveyard? Let me tell you about tearlaments and the Ishizu support...
I think Mr. Logs may had a point, though. Konami didn't think that they would be broken, because prior to their release, it was getting harder to send cards to the GY.
That's why you play around the Ash Blossom as well.