It is canonically confirmed in the manga that Ishizu, with the power of her Millenium Necklace, could see 5 cards into the future and predicted that the Tearalaments would be created. That was why she used her Earth Fairy deck against Kaiba, to plant the idea of an Egyptian-themed GY manipulation archetype into his head, thus making sure that 2 decades later, KaibaCorp's descendant, now named Kaiba's Online Network Archive of Maiden (with Eyes of Blue) Illustrations, also known as K.O.N.A.M.I, would retrain her shitty deck to support the newly born GY Queens. Such a power move from 1 queen to several others. All hail Ishizu.
More like a mistake because Tear exists. They would be really good cards without Tear, but they are only ban worthy cards because Tear is a thing. The Ishizu cards were introduced into Master Duel prior to the Tear cards. They didn't make it any higher than tier 2 in any decks until Tear came into play.
@@randumo24 The shufflers kill any grave centric deck so yeah no thanks. I'd rather play against full power Tear pure/variants WITHOUT Ishizu cards than any deck with the ishizu cards in it. These cards are just too stupidly designed
I mean, when a group of card/engine or whatever ended up to be far too strong that it forced all of them to be either ban or limited, this is also a kind of failed card design
Also, when the card is so strong, almost NOBODY ever uses them for their actual intended use. Like Predaplant Verte Anaconda. Whose intended use is theorically sending Super Polymerization from Deck to GY, to fusion summon Starving Venom Fusion Dragon by using verte, and another monster your opponent controls, that you turned into a viable summon material (a DARK monster on the field) by using verte's other effect.
@@cuttlefish6839 Even if tear didn't existed the Ishizu would have ended being a problem because of the power of milling + graveyard control in modern Yugioh. If a card like grass ended being ban, no doubt it would have been the same for the ishizu even if tear wasn't a thing
It's baffling to think no one at Konami looked at the Ishizu retrains, the environment they were to be released in and their effects and thought "are these too good?" Someone had to have known they would break the game to some degree. Surely. Right?
Like they finally release Bonfire and Oil from Anime/Manga only cards limbo just right in the era of FIRE decks, they definitely know what they're doing
@@justice8718 They're just good FIRE support cards and nothing near specifically designed to be powerful like Ishizu, it's just that Konami really know the timing to release them
I thought it would be kind of funny if ur guessing which card your rival had drawn to sent it to the grave yard but u just say peepee poopoo peepee poopoo u duche
To answer the weird activation of Soul Exchange, Battle City Rules state that normal spells can be played like trap cards (there's a little bit more to it, since im pretty sure the idea of quick-play spells didn't exist yet, but that's all there is to it really)
Failed Cards is my favorite type of video on your channel. I think this series is a good single cross section of what u do well with all your other videos combined.
@@Deathmare235 I don't think dragon rulers were flawed design wise, their effects are reasonable which is why they're unbanned now It was really the cards that existed back then which supported them like super rejuvenation which allowed them to be ridiculously good for the time, although I wasn't present for that format so I can't say If i had to add an archetype for design failure it'd be Kashtira
@@Deathmare235 I'd say Kashtira is the worse and less enjoyable to play against of the two. Tearlaments are obviously a really good archetype, ridiculously good, but it's the ishizu cards featured here that make them Tier 0 and even more than just ridiculously good, but broken On the other hand, Kashtira by themselves are an incredibly broken archetype with painfully annoying and two tough to play against effects such as milling from the opponent's deck to banish face down and blocking up zones to be unusable Add unto that special summoning from the hand for practically free, fantastic consistency, searching and generic rank 7 XYZs and you got a bonker deck
Seeing the monsters side by side has taught me a few things. I was confused as to why Mudora wielded gauntlets instead of the sword he had before. The gauntlets represents Cestus of Dagla which Ishizu equipped him with. Super cool detail!! I also noticed that the retrains all wear white just like Ishizu. The originals did not. Thanks for this video! 👍👍
The reason why kaiba used a normal spell on Ishizu's turn is because of the Battle City ruling where if you set a spell card, it becomes a quick play spell after its been set for one turn. Not many people know about that.
Okay so... April Fools aside I think you could argue that the Ishizus were a bit of a failure if you're trying to play them wholly legit along with their intended support.
Like what Happened to Mecha Phantom Beast or Red-Eyes or Dark Magician Who have very strong support Cards that SEE play MORE outside their intended strategies
small correction: mudora's effect to place the gravekeeper's trap face up is optional, while keldo's effect to add a card that is or mentions exchange of the spirit from deck to hand is mandatory. not the other way around which is important, especially with current ishizu hits, as it basically means mudora discard keldo is the only play now to special summon one of the bodies in effectively any deck running these cards. as having all the targets used for keldo either be limited, banned, or simply not worth playing means keldo's hand effect is pretty much just always unactivatable
I have been suggesting for a while that way too good/broken cards could count for this series since they fail in the complete opposite way. Not sure if taht had any sway, or if you were also thinking the same fora while, either way, really happy to see it finally show up.
I like how them being a failed archtype isn’t completely wrong. They are failed in a completely different context, they are failed because they are TOO good.
23:50 It's not hard to imagine a power crept yugioh from here at all. Kaijus from the extra deck, new master rule that says every effect is a hard once per turn, mulligan master rule, hand traps that let you activate traps during your opponent's turn, more cards activated from the deck, changing of master rule to let links have 0 def and can be put in def position by your opponent's card effects, reprinting all banned cards so they have different effects, etc.
When I saw the title of this video I had to believe it was April Fools as Ishizu Tearlaments was the best deck ever, I also didn’t even know about the old versions of the cards she played. Loved this video btw, Ishizu vs. Kaiba is one of my favourite duels in the anime!
I've always wondered what other monsters were in her deck, considering she lost a ton to crush card virus. She probably had even more freaky Egyptian Earth Fairies we just never got to see.
You could make a 'Failed Card Design' video on SPYRAL - A deck that immediately shifted from garbage to broken with just 1 card of a new card type. Or one about hand trap monster effects throughout history.
The modern Ishizu cards are basically the equivalent of MTG's Dredge mechanic, cards so wrongly designed that the ban might last until they repeat that mistake again... (which let's be real they will do it again)
The retrains were released a month early in master duel before Tearlaments dropped, and it fully showed how they were 10000% the bigger problem of that tier 0 deck. Tearlaments are good, borderline busted on their own, but you add these cards that are completely busted on their own and you get the best deck in the game lol. During that month these cards were everywhere, making busted mill decks and graveyard decks.
That's pretty much what I think. Sure. Needlebug Nest and Transaction Rollback can quite emulate what Agido/Kelbek do, but it's not as consistent. And it needs setup compared to them.
It's a shame that the cards ended up needing to all be limited, because thematically they're really interesting! I wonder if they would've worked better if Exchange of the Spirit HAD to be in the grave in order to activate their effects.
As a massive Tearlaments fan, i am telling you the Ishizu cards were so broken i dont even want them back from the ban list (even tho it was so hype to mill upto 15 cards for free) Reading their effects for the first time blew my mind on how can anyone look at these cards and think "yea thats gonna be good for the game!" At least Tear 0 was fun and complex though it did choke out every other deck from seeing play Also Merli did nothing wrong!
I still hold a sentiment to Ishizu retrains. I basically began my DB, and by extension my true YuGiOh journey, by playing them *pure*. No Tear shenanigans. And it was awesome.
2005 players: "Ishizu cards are terrible" Ishizu: "Wait 18 years and get back to me on that." While this may be an April Fools joke, he's not wrong when he says that failed cards can also mean cards that are TOO good and are just outright toxic to the health of the game.
If I recall correctly, in the Battle City Tournament, there was a rule that treated all spell cards as Quick-Play Spells, meaning, if you have them set, you can activate them on your opponent's turn.
Exchange of the Sprit's legacy is nuts. So broken it needed an errata to come off the banlist, and then the support cards created to make the nerfed version playable accidentally became some of the most powerful cards in the game without it
Best cards to ever be printed. I love ishizu in the anime and being released along side with tearlaments made me love Yu-Gi-Oh again. Take me back to the glorious tear 0 with 10 mills each turn with 6 shufflers
I think it's neat that Master Duel got some time to make use of the Ishizu cards in decks outside of Tearlaments, I honestly had more fun with THAT format than the one that actually included the Tearlaments monsters. And it also proves these retrains were the big issue all along.
Oh yeah, I tested them in my Fossil Fusion/Adamancipator deck and Tackle Crusader was soooo good with the Ishizu cards. Like, it made playing against Runick decks easy, since I could just bounce Fountain back to hand. And I also tried them on my Cubic deck, albeit it wasn't as crazy good, and Cubic work better almost pure.
The Ishizu cards were my introduction to learn how to play degenerate combo decks lol. I was doing Smoke Grenade war crimes on my Zombie deck thanks to them, while also setting up oppresive boards.
I stopped playing master duel for a year due to ishizu cards. When they were released almost all my loses are due to deckouts which made me rage quit the game. This was even before the tear 0 format.
Remember when people thought Dragon Rulers will never be unbanned. Now all of them are at 1 in the OCG, 3 in MD. And some people said "why those cards were banned it just Kash but worse"
Imagine the odds of an anime archetype completely forgotten monsters getting the most busted retrains ever made that then proceeded to warp the meta and make a tier 0 format.
Actually during the duel they were playing battle city rules,in the anime during the tournament, normal spell cards set face down could be used as quick play spells on the opponents turn
Wasn't it because of spell sanctuary or something like that, that allowed normal spells to be used like quick play? I remember something like that during Kaiba vs Atem duel
@@sammydray5919 no it was just a rule outright, the main reason Spell Sanctuary existed was probably just for people randomly tuning in because "oh it's Yugi vs Kaiba" and it was super hyped up at the time, to have a reference to why all these spells are being played on other people's turns
@@LunarWingCloud So even back then they knew the game was stupid slow so they HAD to make up a stupid rule like that to make games more interactive then. Funny how one of the most beloved seasons of yugioh probably inspired the "our turn" Gameplay those old fans whine about nowadays lol. And probably runick was inspired from that too 🤣
@@saigaryuu7565no just in that particular arc the rules of the TGG weren’t made fully during the time of the first anime series so they had a bit of leeway of how the cards could be used during the earlier seasons though only for the early Duel monsters era nowadays in the anime while the anime does have some leeway with some cards they try to make the plays in the duels more accurate to what would happen in a duel in real life in some duels
Honestly, the Ishizu cards are a perfect example of circumstantial power, if it were JUST the Ishizus, it wouldn't be that good, it'd still have a solid gameplan and a way to execute that gameplan, but, it wouldn't be that good on it's own But with the undeniable fact that there's a metric tonne of GY synergy, and suddenly you have an engine that makes all of those otherwise hard to ditch cards absurdly accessible and highly consistent. Though it surprisingly does keep with the anime's Exchange of the Spirit, she had all of her best cards sent to the grave, and that's what let her nearly win. And then, there's Tearlaments, Tier 0, the deck. If they didn't exist, the Ishizu cards would still be powerhouses, but with them? They're playing 4D chess with Interdimensional Time Travel, and you're still playing Checkers. They just have every advantage, and it's frankly absurd, even some graveyard lockdown isn't always enough to stop them either, since they usually have ways, from hand, to interact with stuff, like Kelbek, or some rank 4 backrow removal. I honestly REALLY like the Ishizu cards, I think they're cool, and I love the lore behind them, like Gravekeeper's Trap is such a cool card. But the main cast, along with Tear, is one of the most toxic strategies with some of the strongest synergies. Honestly, since Zoodiac, the game has had a power creep spiral that has just de-railed the whole game. And they tried to reign in power and make the game more fun with Duel Links and Rush Duels, but Duel Links has quickly fallen to power creep itself, and Rush Duels just aren't as fun. They need some kind of official format that's hand curated, not something like GOAT, but something where they pick a power level, and ban/limit any decks over that power level, to slow the game down, let decks play how they want to play, but not encourage play like the modern day, where you either dismantle the opponent's board during their turn, or you just negate everything so nothing gets to the board. Let there be Links, let there be modern decks, but make it so there's never enough or any of the cards that makes decks broken. I love playing this game with people, but, half the time, I'm not PLAYING it WITH anyone, because I either play it, and my opponent doesn't get to play, or they play it, and I don't get to play. And overall, it's a net loss for everybody.
Ishizu cards have the kind of card effects that should be allowed on the user’s turn, including removing the quick effect of the reverse millers, those awful piece of shits.
11:54 In Battle City (and Duelist Kingdom), you could activate spell cards that were set as if they were trap cards. Basically all spell cards were quick-play spell cards, during that era of the anime.
Also "Soul Exchange" had a different effect in the anime where it let you tribute as many of your opponent's monsters as you needed for the tribute summon
I like the idea they were trying to do of supporting the retrained Exchange of Spirit. Fill up both graves with the millers, activate Exchange of Spirit, chain the shufflers to return your opponents cards back to the deck before Exchange of Spirit resolves. Konami must have just forgot that self-milling and graveyard disruption are some of the most potent effects in the game, and that it is possible to use cards outside of their intended strategy.
Errata all miller to.... . "If this card is sent from the hand or Deck to the GY: You can activate this effect; each player sends the top 5 cards of their Deck to the GY (or their entire Deck, if less than 5), then, if "Exchange of the Spirit" is in your GY, you can send 5 more cards from the top of either player's Deck to the GY, *but for the rest of this turn, neither player can activate cards that were sent to the GY by this effect, except cards that mention "Exchange of the Spirit"* ."
@@_Sasuke_99 Of course, they're Exchange of the Spirit supports. EotS is a unique wincon, and usually, I like to keep these unique conditions in the game. But this is still good if somehow you can mill in the opponent's turn, and access your milled cards in your next turn. Or maybe you play "Quick effect GY" like Paleozoic Rollback, after 1 turn, you have guarantee backup.
Can you imagine pre-errata Exchange of The Spirit plus Transaction Rollback in Tearlaments? Pretty much guaranteed win by deck out if you go first. Not mention how broken and competent Ishizu Tear is as a deck, the bonus effects you'd get from the ishizu cards because you're paying Exchange of the Spirit, and how easy it is to get 15 cards in the grave in that deck. Damn.
Okay I agree with you on this saying that Isuzu cards was a failed archetype but it was nothing a failure as an engine because when they retrain them Man they created the most insane tier zero deck of all tearlaments when it was at full power. So much milling and so many chain links.
I fully believe Ishizu Tear was all apart of Konami’s business model. Create a group of cards so OP that it forces the game into a tier 0 format, ban the cards into oblivion once their sets are out of circulation so they’re worthless, do it again with another deck. After Tear Ishizu they did it with Kashtira, and now after Kashtira we’re dealing with Snake Eye Fire King.
Another point of comparison I think should be made is That Grass Looks Greener, which is a card that lets you mill 20 but forces you to play a super inconsistent deck and is an unsearchable normal spell, which is banned for how broken it is. These cards can easily let you build your own Grass over a couple turns and are much easier to get out on top of not forcing you to play a 60 card deck.
I was kind of hoping this would be like that Cloudian video where he made up reasons for why they were actually terrible and only played because everyone loved the anime. Maybe something like "they milled cards, but it was for both players and the condition was really hard to pull off" or "first you had to get it into the grave, then its effect didn't even give you any card advantage since it only affected the grave, not the field"
1:07 This is a little obscure, I know, but I figured a YuGiOh historian like you should be made aware. In the rules of the Battle City Tournament, if you set a spell card, you can use it during your opponent's turn like a quick-play spell card.
I wish you mentioned hwo well they work with Egyptian Gods especially Obelisk. And funny fact is that Ishizu was the first owner, who gained Obelisk. With the Ishizu cards you could easly have 3 bodies on the field, milling Obelisks trap to activate and summon Obelisk. Also his spell banish cards from the GY and deals burn damage to the number of banished cards.
I don’t even see this as a troll video. Personally, I agree that they did fail. They were designed to be their own archetype revolving around Exchange of the Spirit and being a controlling/milling deck. They failed because their own dedicated archetype isn’t that good, but the cards themselves are absolutely broken in other strategies. Not sure who let them cook with these cards. I’m sure printing a bunch of cards that mill baseline with some bonuses if you play them in the correct archetype won’t be absolutely BROKEN HAHAHA wait oops. It’d be like Red Eyes Dark Dragon being printed with its normal effect and then also being like, “You can send a card that lists ‘Dark Magician’ or ‘Red-Eyes Black Dragon’ from your hand or deck to the graveyard in order to gain 300 life points.” SEE GUYS ITS AN ARCHETYPAL CARD YOU GOTTA PLAY DARK MAGICIAN AND RED EYES CARDS TO USE THE SECOND BONUS EFFECT :)
I was wondering why the Ishizu cards were on here, since Ishizu-Tear being UNGODLY BUSTED. Then you clarified they're a failure in a DESIGN sense for being CANCER to the game as a whole. Almost seems fitting for an April Fools video except the terror of Ishizu-Tear was no joke and an oversight on card design. No wonder Tearlaments got nerfed into the ground just to ATTEMPT to reminder this issue.
The reason Kaiba set and uses normal spells as if they were quick play spells is because in the battle city tournament arc the rules allow it. This is why many characters do it, they are not technically cheating since that tournament allows it. I think it’s because the anime was still transitioning to an actual game with rules from season 1’s anything goes as long as you can convince your opponent that what you are doing “makes sense”.
Here's a question: Where is the worst place for a card to be, in general? Where is the most reliable place to send cards if wanting the sending to be Strictly Bad for the players whose cards are being sent?
Banish Face-Down. Cards banished face-down are hard to interact with and recover while at the same time not being able to activate trigger effects (like Thunder Dragon monsters).
(Sees the title, sees the date) I wonder if DuelLogs is gonna spend the entire video talking in a sarcastic tone. Or if the video is about "how can You fail Even when You succeed" After all, the Ishizu / "Exchange of the Spirit" Support cards saw extensive meta relevance.... But as part of other decks, Especially as part of Tearlaments But as a standalone Deck on their own, they could be considered a failure that was SO good, it was BANNED out of existence so they can't Even do their supposed gameplan or win Condition (like what happened to Mecha Phantom Beast) 16:46 Again. I thought they had their "Failed Archetype" video, because how, they utterly fail at actually supporting the "exchange of spirit" gameplay, while ironically being supremely splashable and broken in other strategies
@@Deathmare235 right. The "C" Archetype is s failure because, sure Maxx "C" is s meta warping Card.... But its deck as its is own strategy has no single coherent plan
I think you could actually make an argument for the new Ishizu cards being a failure of an archetype since the archetype itself,by itself was bad. The whole setup around the Exchange of the spirit cards, especially since the errata on the original, was just not worth it. now as an engine in other decks that want to mill....thats where you get degenerate.
Not to mention how the millers hitting both decks can rob the other player of resources. If the opponent was on a strategy that didn’t revolve around the graveyard, like exosister or flooandereeze, then any milled cards were effectively removed from the opponent’s deck. As floo and exosister neither had effective or any way to recover any milled resources. Plus the ability for the shufflers to send back your own resources in case you milled one of the few cards you don’t want in the graveyard, makes them very useful even if your opponent doesn’t use the graveyard at all. As for power creep, well, since the ishuzu cards were released, we’ve started to see boss monsters capable of hitting both the field and the graveyard. Such as Expurrely Noir or SP Little Knight. And I feel like these kind of effects are going to become significantly more common thanks to the ishizu cards existing. That said, as broken as they are mechanically, I love how they are designed thematically. Making a character with random cards become an archetype with a significant gameplan like this is impressive. Gravekeeper’s trap being an excellent example.
You were there talking about how it was failed design because but that’s not why they fail. They fail because they do not look you into Exchange, which was the entire stratergy and point of the deck. So an entire stratergy got banned and made unplayable despite doing nothing.
I think it was mentioned somewhere in the manga that one of the rules of the Battle City tournament was that all Spell Cards would be treated as quick-play cards.
Exchange of the Spirit is actually still pretty useful today. There are meta decks that mill themselves like crazy so Exchange of the Spirit can keep you from carding yourself out
3:37 I wanna make retrains of each of these cards that boost their original effects, while adding complimentary new ones: _Mudora, Warrior of the Gravekeepers_ (EARTH) Level 4 Fairy/Effect _While face-up on the field or in the GY, this card’s name becomes “Mudora”, and also, Fairy monsters you control gain 200 ATK/DEF for every card in the GY. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_ _⚪️Draw 1 card._ _⚪️Increase your LP, and this cards ATK/DEF, by 200X the number of cards in the GY._ ATK/1800 DEF/1800 _Keldo, Protector of the Gravekeepers_ (EARTH) Level 4 Fairy/Effect _While face-up on the field or in the GY, this card’s name becomes “Keldo”, and also, if a Fairy monster you control destroyed by battle or an opponent’s effect, and sent to the GY: Shuffle 2 cards from your opponent’s,GY into their deck. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_ _⚪️Draw 1 card._ _⚪️For the rest of the turn, your opponent cannot target Fiary monsters from your field or GY for battle or card effects, except “Keldo” monsters._ ATK/1600 DEF/1600 _Agido, Sentinel of the Gravekeepers_ (EARTH) Level 4 Fairy/Effect _While face-up on the field or in the GY, this card’s name becomes “Agido”, and also, if a Fairy monster you control is destroyed by battle or an opponent’s effect, and sent to the GY: Roll 1 or 2 Six-Sided Die, then increase your LP and/or Increase or decrease the ATK/DEF of a monster on the field or in the GY by 500X the number rolled. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_ _⚪️Draw 1 card._ _⚪️Roll 1 Six-Sided Die: Special Summon 1 Fairy monster from your hand or GY who’s level is equal to or less than the number rolled ((If the result is 6, you can Special Summon a Level 6 or higher monster)._ ATK/1600 DEF/1600 And I’ll come back for the others later… Busy day and all that. While waiting on my ride, I’ll try and squeeze in the others: _Zolga, Prophet of the Gravekeepers_ (EARTH) Level 4 Fairy/Effect _While face-up on the field or in the GY, this card’s name becomes “Zolga”, and also, You gain 2000 LP for each Fairy monster that is used as tribute or material for your Summon/Set of a monster. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_ _⚪️Draw 1 card._ _⚪️For the rest of the turn, Fairy monsters you control can be treated as 2 tributes for your summon/set of a monster, and also, You can conduct 1 additional Normal Summon/Set this turn._ ATK/1800 DEF/1800 _Kelbek, Vanguard of the Gravekeepers_ (EARTH) Level 4 Fairy/Effect _While face-up on the field or in the GY, this card’s name becomes “Kelbek”, and also, If a Fairy monster you control is attacked, after damage calculation: Return either that Fairy monster OR the monster that attacked it to the hand. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_ _⚪️Draw 1 card._ _⚪️For the rest of the turn, Fairy monsters you control cannot be destroyed, until after they battle for the first time this turn._ ATK/1700 DEF/1700
Cool idea I think the attack gain stuff is a bit high but that’s probs just me, it sucks that the retrains were so generic because after watching this half way through I thought it would be fun to play exchange of spirit FTK
Of the original 5 monsters, Kelbek is probably the strongest as it sends a monster back to the hand... If you could somehow protect it from destruction, keep a Staunch Defender trap, or something like it, on the field while getting your opponent to attack, that could do fun things.
the Ishizu retrains were a failure in that they were intended to support a janky Exchange of the Spirits strategy (flip spirits, then shuffle 10 cards from your opponent's grave back into the deck so they only have a 5 card deck to work with) and instead helped support an unrelated tier 0 strategy.
"Soul Crossing" was the Anime effect! That card came out when they announced back In 2021 Kaiba store online from Konami was releasing Anime cards with the effects I guess cards like "Kaiser Glider golden burst and "Soul Crossing are replaced with the original cards that dont do those effects in the anime with newer ones.
The way the "Ishizu" cards were given retrains, I wish we could get Cyber Girl (not Cyber Angels) retrains. The archetype has almost no synergy whatsoever with around 6 members and a Trap Card. They could give them a definite playstyle based on Etoile Cyber/Doble Passe's direct attacking theme or Cyber Blader's theme with gaining effects based on how many monsters the opponent controls. OR they could connect them to the Cyber Angel archetype by having them be Ritual Support.
1:03 Battle City Rule: "A Set non-Quick Play Spell Card can be activated during your opponent's turn." This is not confusing, it has been done many times, you can easily look this up.
It is canonically confirmed in the manga that Ishizu, with the power of her Millenium Necklace, could see 5 cards into the future and predicted that the Tearalaments would be created. That was why she used her Earth Fairy deck against Kaiba, to plant the idea of an Egyptian-themed GY manipulation archetype into his head, thus making sure that 2 decades later, KaibaCorp's descendant, now named Kaiba's Online Network Archive of Maiden (with Eyes of Blue) Illustrations, also known as K.O.N.A.M.I, would retrain her shitty deck to support the newly born GY Queens.
Such a power move from 1 queen to several others. All hail Ishizu.
Say it ain't so🤣
What?
Kaiba's Online Network Archive of Maiden Illustrations, also known as K.O.N.A.M.I, is hilarious and fantastic!!
@@dinolover I sure hope I don't have to explain an April Fool joke.
Lmao. I am dead
4:20 '1850 is the threshold for decently stat monster' So glad the Mechanicalchaser meta hasnt been forgotten.
Mechanicalchaser: I WAS TIER 0!
The ishizu cards were a mistake not because they were bad but because they were too broken
More like a mistake because Tear exists. They would be really good cards without Tear, but they are only ban worthy cards because Tear is a thing.
The Ishizu cards were introduced into Master Duel prior to the Tear cards. They didn't make it any higher than tier 2 in any decks until Tear came into play.
@@randumo24then again they’d still be splashed into any deck and the millers would definitely still be on the banlist
@@randumo24 The shufflers kill any grave centric deck so yeah no thanks. I'd rather play against full power Tear pure/variants WITHOUT Ishizu cards than any deck with the ishizu cards in it.
These cards are just too stupidly designed
They weren't broken. They just helped with recycling in mill Decks like Tearlaments. The shuffling effects themselves weren't broken.
@sammydray5919 They're not. Mill itself is a bit niche and J*wnami hits support for it, anyway.
I mean, when a group of card/engine or whatever ended up to be far too strong that it forced all of them to be either ban or limited, this is also a kind of failed card design
Also, when the card is so strong, almost NOBODY ever uses them for their actual intended use.
Like Predaplant Verte Anaconda. Whose intended use is theorically sending Super Polymerization from Deck to GY, to fusion summon Starving Venom Fusion Dragon by using verte, and another monster your opponent controls, that you turned into a viable summon material (a DARK monster on the field) by using verte's other effect.
Like Tears lmao
Besides tearlaments ishizu cards kinda didn’t do anything tearlaments was basically the first deck that actively wanted to hard mill itself.
@@cuttlefish6839 Even if tear didn't existed the Ishizu would have ended being a problem because of the power of milling + graveyard control in modern Yugioh. If a card like grass ended being ban, no doubt it would have been the same for the ishizu even if tear wasn't a thing
@Animexdraco I'm positive cards like sky strikers and zombies would have loved these cards
I guess you could say her cards were dragging her down... into the grave
well when you consider what the type that is angels(still think fairies was dumb imo) dragging people to graves makes sense
You could say she was... called by the grave
@@caellanmurphy4751 "Fairy" is a bit more broad.
*comical drums sounds play*
It's baffling to think no one at Konami looked at the Ishizu retrains, the environment they were to be released in and their effects and thought "are these too good?"
Someone had to have known they would break the game to some degree. Surely. Right?
They knew what they were doing releasing them near the height of tearlaments. It's Konami
Like they finally release Bonfire and Oil from Anime/Manga only cards limbo just right in the era of FIRE decks, they definitely know what they're doing
@@MilenAnessar Except those cards are more well-designed than Ishizu.
@@justice8718 They're just good FIRE support cards and nothing near specifically designed to be powerful like Ishizu, it's just that Konami really know the timing to release them
HAPPY APRIL FOOLS!!!
WHAAAAAAAAA?
YOOOOOOOOO!
Its not april fools dummy
I thought it would be kind of funny if ur guessing which card your rival had drawn to sent it to the grave yard but u just say peepee poopoo peepee poopoo u duche
To answer the weird activation of Soul Exchange, Battle City Rules state that normal spells can be played like trap cards (there's a little bit more to it, since im pretty sure the idea of quick-play spells didn't exist yet, but that's all there is to it really)
Ah shit. _They got Agido_
agidooo
AGIDOOOO
AGINOOOOOO!!!!!!
- MBT, probably
AGIDOOOOOOO
AGIDOOO
Failed Cards is my favorite type of video on your channel. I think this series is a good single cross section of what u do well with all your other videos combined.
I see it as a diet Archetype Archive but it’s quality content.
This is a proper critique of design failure honestly, not just an April fool's joke like people are saying
Wonder what other deck could be added, my guess is dragon rulers
@@Deathmare235 I don't think dragon rulers were flawed design wise, their effects are reasonable which is why they're unbanned now
It was really the cards that existed back then which supported them like super rejuvenation which allowed them to be ridiculously good for the time, although I wasn't present for that format so I can't say
If i had to add an archetype for design failure it'd be Kashtira
@@Thess-wm8ke I thought tearlaments are worse than kashtira since more of their cards are on the banlist
@@Deathmare235 I'd say Kashtira is the worse and less enjoyable to play against of the two. Tearlaments are obviously a really good archetype, ridiculously good, but it's the ishizu cards featured here that make them Tier 0 and even more than just ridiculously good, but broken
On the other hand, Kashtira by themselves are an incredibly broken archetype with painfully annoying and two tough to play against effects such as milling from the opponent's deck to banish face down and blocking up zones to be unusable
Add unto that special summoning from the hand for practically free, fantastic consistency, searching and generic rank 7 XYZs and you got a bonker deck
Seeing the monsters side by side has taught me a few things. I was confused as to why Mudora wielded gauntlets instead of the sword he had before. The gauntlets represents Cestus of Dagla which Ishizu equipped him with. Super cool detail!!
I also noticed that the retrains all wear white just like Ishizu. The originals did not. Thanks for this video! 👍👍
The reason why kaiba used a normal spell on Ishizu's turn is because of the Battle City ruling where if you set a spell card, it becomes a quick play spell after its been set for one turn. Not many people know about that.
Also, Fusion monsters couldn't attack the same turn they were summoned
Okay so... April Fools aside I think you could argue that the Ishizus were a bit of a failure if you're trying to play them wholly legit along with their intended support.
Like what Happened to Mecha Phantom Beast or Red-Eyes or Dark Magician
Who have very strong support Cards that SEE play MORE outside their intended strategies
@@ianr.navahuber2195 completely different cause those archetypes are just weak with a few exceptions
The ishizu cards would probably still be good without tears, but it's true you'd have to play an additional engine with them
What do you able to build with just 12 monster that have mediocre attack bruh, of course they are can only be play as engine or become the engine
@@RidzkyKidBlockthe traps? the deck out strategy? it's a deck out deck, which mills, uses exchange of spirit, then your opponent loses.
small correction: mudora's effect to place the gravekeeper's trap face up is optional, while keldo's effect to add a card that is or mentions exchange of the spirit from deck to hand is mandatory. not the other way around
which is important, especially with current ishizu hits, as it basically means mudora discard keldo is the only play now to special summon one of the bodies in effectively any deck running these cards. as having all the targets used for keldo either be limited, banned, or simply not worth playing means keldo's hand effect is pretty much just always unactivatable
I hate when I forget what date is today.
It didn't register until this comment, but honestly I was thinking he was gonna talk about the original Izhisu cards. Now those were crap.
They are technically failed on the fact on how stupidly OP they are. That's what he goes through at the end of the video.
@@maxjpzwhat original ishizu cards?
@@maxjpzbut he did talk about them
It's a failed archetype because they all got BANNED!
Dragon lords is finally given companionship
Thats the joke
@@nameynamd9212DRulers are coming back though
@@CompassRoseGaming Not a joke. That's the point.
@@Eyeshield11721 True, just weird they'd go and make an archetype with all their main cards on the ban list
I have been suggesting for a while that way too good/broken cards could count for this series since they fail in the complete opposite way. Not sure if taht had any sway, or if you were also thinking the same fora while, either way, really happy to see it finally show up.
I like how them being a failed archtype isn’t completely wrong. They are failed in a completely different context, they are failed because they are TOO good.
23:50 It's not hard to imagine a power crept yugioh from here at all. Kaijus from the extra deck, new master rule that says every effect is a hard once per turn, mulligan master rule, hand traps that let you activate traps during your opponent's turn, more cards activated from the deck, changing of master rule to let links have 0 def and can be put in def position by your opponent's card effects, reprinting all banned cards so they have different effects, etc.
When I saw the title of this video I had to believe it was April Fools as Ishizu Tearlaments was the best deck ever, I also didn’t even know about the old versions of the cards she played.
Loved this video btw, Ishizu vs. Kaiba is one of my favourite duels in the anime!
I've always wondered what other monsters were in her deck, considering she lost a ton to crush card virus. She probably had even more freaky Egyptian Earth Fairies we just never got to see.
@@teddyhaines6613none, they were all on the banlist 😂
You could make a 'Failed Card Design' video on SPYRAL - A deck that immediately shifted from garbage to broken with just 1 card of a new card type. Or one about hand trap monster effects throughout history.
Shouldn't it just be a video about links then?
And look at Mathmech after they got Circular lmao@@asafesseidonsapphire
It's very cute how Mudora wields the Cestus of Dagla
Shouldn't he have 2000 attack with those things?
16:42 "they didn't even need to use pot of greed" it just feels strange hearing that as a tcg player.
The modern Ishizu cards are basically the equivalent of MTG's Dredge mechanic, cards so wrongly designed that the ban might last until they repeat that mistake again... (which let's be real they will do it again)
Yugioh has completely changed GY effects to be far more conditional after this shit happened.
The retrains were released a month early in master duel before Tearlaments dropped, and it fully showed how they were 10000% the bigger problem of that tier 0 deck. Tearlaments are good, borderline busted on their own, but you add these cards that are completely busted on their own and you get the best deck in the game lol. During that month these cards were everywhere, making busted mill decks and graveyard decks.
That's pretty much what I think. Sure. Needlebug Nest and Transaction Rollback can quite emulate what Agido/Kelbek do, but it's not as consistent. And it needs setup compared to them.
@@DevoteeofMamaRaikouturns out getting 2 cards in your grave as opposed to 1 is a fair bit harder. Paleo tear is still a fun deck though
It's a shame that the cards ended up needing to all be limited, because thematically they're really interesting!
I wonder if they would've worked better if Exchange of the Spirit HAD to be in the grave in order to activate their effects.
As a massive Tearlaments fan, i am telling you the Ishizu cards were so broken i dont even want them back from the ban list (even tho it was so hype to mill upto 15 cards for free)
Reading their effects for the first time blew my mind on how can anyone look at these cards and think "yea thats gonna be good for the game!"
At least Tear 0 was fun and complex though it did choke out every other deck from seeing play
Also Merli did nothing wrong!
Kit to 1
I was wondering what you’d do today and you did not disappoint 😂
That rant at the end is glorious
I still hold a sentiment to Ishizu retrains. I basically began my DB, and by extension my true YuGiOh journey, by playing them *pure*. No Tear shenanigans. And it was awesome.
Despite this being a clear April fools joke they fail simply because they made them too good
That’s literally what he said in the video
@@Begeru I commented this before watching the video fully my guy
@@okita_souji_alter lol yea that’s usually not a good idea
2005 players: "Ishizu cards are terrible"
Ishizu: "Wait 18 years and get back to me on that."
While this may be an April Fools joke, he's not wrong when he says that failed cards can also mean cards that are TOO good and are just outright toxic to the health of the game.
Was about to say how did these fail and than I saw the date. Well played
They were still failures though
@@Deathmare235 yeah thats why they were part of a tier 0 format.
@@Zerathenezot exactly, though tbf it wasn’t just ishizu cards though
@@Zerathenezot exactly, though tbf it’s not just the ishizu cards
@Deathmare235 well no archtype has been tier zero just being a pure one.
If I recall correctly, in the Battle City Tournament, there was a rule that treated all spell cards as Quick-Play Spells, meaning, if you have them set, you can activate them on your opponent's turn.
Exchange of the Sprit's legacy is nuts. So broken it needed an errata to come off the banlist, and then the support cards created to make the nerfed version playable accidentally became some of the most powerful cards in the game without it
Milling cards makes you deck out faster.
No, really?
Best cards to ever be printed. I love ishizu in the anime and being released along side with tearlaments made me love Yu-Gi-Oh again. Take me back to the glorious tear 0 with 10 mills each turn with 6 shufflers
I think it's neat that Master Duel got some time to make use of the Ishizu cards in decks outside of Tearlaments, I honestly had more fun with THAT format than the one that actually included the Tearlaments monsters. And it also proves these retrains were the big issue all along.
Oh yeah, I tested them in my Fossil Fusion/Adamancipator deck and Tackle Crusader was soooo good with the Ishizu cards. Like, it made playing against Runick decks easy, since I could just bounce Fountain back to hand.
And I also tried them on my Cubic deck, albeit it wasn't as crazy good, and Cubic work better almost pure.
I actually loved them in my Mathmech deck at the time as extra Level 4 bodies to get Alembertian going.
It actually proved the opposite as they barely did anything
The Ishizu cards were my introduction to learn how to play degenerate combo decks lol. I was doing Smoke Grenade war crimes on my Zombie deck thanks to them, while also setting up oppresive boards.
I stopped playing master duel for a year due to ishizu cards. When they were released almost all my loses are due to deckouts which made me rage quit the game. This was even before the tear 0 format.
It's scary to imagine what kind of crazy cards will be printed to power crept the ishizu cards before they can be released from banlist
Remember when people thought Dragon Rulers will never be unbanned.
Now all of them are at 1 in the OCG, 3 in MD. And some people said "why those cards were banned it just Kash but worse"
In the future the banish zone will become the second graveyard meant to limit plays but ended up becomening a second hand
I really like the idea of putting broken kards into fail ones, pls continue with more videos like this
Imagine the odds of an anime archetype completely forgotten monsters getting the most busted retrains ever made that then proceeded to warp the meta and make a tier 0 format.
It took me way too long to realize this was an April fools joke
This shouldn’t be a joke. They are failures for being way too broken.
Wait what’s the joke?
The millers are broken as all hell, but since they mill both from your and your opponent deck, make then way more fun to play.
Actually during the duel they were playing battle city rules,in the anime during the tournament, normal spell cards set face down could be used as quick play spells on the opponents turn
Basically in anime and manga,all spell is quick effect 😅😅😅
Wasn't it because of spell sanctuary or something like that, that allowed normal spells to be used like quick play? I remember something like that during Kaiba vs Atem duel
@@sammydray5919 no it was just a rule outright, the main reason Spell Sanctuary existed was probably just for people randomly tuning in because "oh it's Yugi vs Kaiba" and it was super hyped up at the time, to have a reference to why all these spells are being played on other people's turns
@@LunarWingCloud So even back then they knew the game was stupid slow so they HAD to make up a stupid rule like that to make games more interactive then.
Funny how one of the most beloved seasons of yugioh probably inspired the "our turn" Gameplay those old fans whine about nowadays lol. And probably runick was inspired from that too 🤣
@@saigaryuu7565no just in that particular arc the rules of the TGG weren’t made fully during the time of the first anime series so they had a bit of leeway of how the cards could be used during the earlier seasons though only for the early Duel monsters era nowadays in the anime while the anime does have some leeway with some cards they try to make the plays in the duels more accurate to what would happen in a duel in real life in some duels
Honestly, the Ishizu cards are a perfect example of circumstantial power, if it were JUST the Ishizus, it wouldn't be that good, it'd still have a solid gameplan and a way to execute that gameplan, but, it wouldn't be that good on it's own
But with the undeniable fact that there's a metric tonne of GY synergy, and suddenly you have an engine that makes all of those otherwise hard to ditch cards absurdly accessible and highly consistent. Though it surprisingly does keep with the anime's Exchange of the Spirit, she had all of her best cards sent to the grave, and that's what let her nearly win.
And then, there's Tearlaments, Tier 0, the deck. If they didn't exist, the Ishizu cards would still be powerhouses, but with them? They're playing 4D chess with Interdimensional Time Travel, and you're still playing Checkers. They just have every advantage, and it's frankly absurd, even some graveyard lockdown isn't always enough to stop them either, since they usually have ways, from hand, to interact with stuff, like Kelbek, or some rank 4 backrow removal.
I honestly REALLY like the Ishizu cards, I think they're cool, and I love the lore behind them, like Gravekeeper's Trap is such a cool card. But the main cast, along with Tear, is one of the most toxic strategies with some of the strongest synergies.
Honestly, since Zoodiac, the game has had a power creep spiral that has just de-railed the whole game. And they tried to reign in power and make the game more fun with Duel Links and Rush Duels, but Duel Links has quickly fallen to power creep itself, and Rush Duels just aren't as fun.
They need some kind of official format that's hand curated, not something like GOAT, but something where they pick a power level, and ban/limit any decks over that power level, to slow the game down, let decks play how they want to play, but not encourage play like the modern day, where you either dismantle the opponent's board during their turn, or you just negate everything so nothing gets to the board. Let there be Links, let there be modern decks, but make it so there's never enough or any of the cards that makes decks broken.
I love playing this game with people, but, half the time, I'm not PLAYING it WITH anyone, because I either play it, and my opponent doesn't get to play, or they play it, and I don't get to play. And overall, it's a net loss for everybody.
Ishizu cards have the kind of card effects that should be allowed on the user’s turn, including removing the quick effect of the reverse millers, those awful piece of shits.
That was one of your best videos of late. Keep up the good work man!
11:54 In Battle City (and Duelist Kingdom), you could activate spell cards that were set as if they were trap cards. Basically all spell cards were quick-play spell cards, during that era of the anime.
DK was like moonknight
Cmon Konami waiting on that mammoth graveyard living arrow fusion
Also "Soul Exchange" had a different effect in the anime where it let you tribute as many of your opponent's monsters as you needed for the tribute summon
"thats right, I'll sacrifice GOD!"
The old Mudora actually has good synergy with the new Kelbek and Agido, which can put a lot of Fairy monsters into the GY, making Mudora a lot bigger.
Zolga the Prophet seems like it could be a hilarious meme card to run with The True Name in a God Card deck.
wonderful evolution of this series of videos!
I like the idea they were trying to do of supporting the retrained Exchange of Spirit. Fill up both graves with the millers, activate Exchange of Spirit, chain the shufflers to return your opponents cards back to the deck before Exchange of Spirit resolves. Konami must have just forgot that self-milling and graveyard disruption are some of the most potent effects in the game, and that it is possible to use cards outside of their intended strategy.
Don't know if it's worse to have banned broken cards or unplayable bad cards. Both cards fail by design, as it's not fun either way.
Errata all miller to....
.
"If this card is sent from the hand or Deck to the GY: You can activate this effect; each player sends the top 5 cards of their Deck to the GY (or their entire Deck, if less than 5), then, if "Exchange of the Spirit" is in your GY, you can send 5 more cards from the top of either player's Deck to the GY, *but for the rest of this turn, neither player can activate cards that were sent to the GY by this effect, except cards that mention "Exchange of the Spirit"* ."
Pls, no more erratas 😩
I like this idea, keeps the cards from being abused by other decks
Cards that mention exchange of the spirit......like what? Other Ishizu cards? 🤣🤣🤣
@@_Sasuke_99 Of course, they're Exchange of the Spirit supports. EotS is a unique wincon, and usually, I like to keep these unique conditions in the game. But this is still good if somehow you can mill in the opponent's turn, and access your milled cards in your next turn. Or maybe you play "Quick effect GY" like Paleozoic Rollback, after 1 turn, you have guarantee backup.
@@renaldyhaen If you make a "1-special summon for the turn" lock, That would be more than enough lol
Can you imagine pre-errata Exchange of The Spirit plus Transaction Rollback in Tearlaments? Pretty much guaranteed win by deck out if you go first. Not mention how broken and competent Ishizu Tear is as a deck, the bonus effects you'd get from the ishizu cards because you're paying Exchange of the Spirit, and how easy it is to get 15 cards in the grave in that deck.
Damn.
It's nice that you can pull a prank like this while still providing useful information.
Okay I agree with you on this saying that Isuzu cards was a failed archetype but it was nothing a failure as an engine because when they retrain them Man they created the most insane tier zero deck of all tearlaments when it was at full power. So much milling and so many chain links.
I fully believe Ishizu Tear was all apart of Konami’s business model. Create a group of cards so OP that it forces the game into a tier 0 format, ban the cards into oblivion once their sets are out of circulation so they’re worthless, do it again with another deck. After Tear Ishizu they did it with Kashtira, and now after Kashtira we’re dealing with Snake Eye Fire King.
This video basically: "Words cannot describe how stupidly powerful these cards are, like holy shit!".
honestly for the time they were around, i had fun with the engine in my labrynth deck
Looking at what cards we were talking about today, and immidiately thought to myself: Is it April fools already?
Another point of comparison I think should be made is That Grass Looks Greener, which is a card that lets you mill 20 but forces you to play a super inconsistent deck and is an unsearchable normal spell, which is banned for how broken it is. These cards can easily let you build your own Grass over a couple turns and are much easier to get out on top of not forcing you to play a 60 card deck.
This might be an april fools video but its like also just a really good video overall. Like seriously its crazy.
I was kind of hoping this would be like that Cloudian video where he made up reasons for why they were actually terrible and only played because everyone loved the anime. Maybe something like "they milled cards, but it was for both players and the condition was really hard to pull off" or "first you had to get it into the grave, then its effect didn't even give you any card advantage since it only affected the grave, not the field"
1:07 This is a little obscure, I know, but I figured a YuGiOh historian like you should be made aware.
In the rules of the Battle City Tournament, if you set a spell card, you can use it during your opponent's turn like a quick-play spell card.
DuelLogs should get in touch with TGS Anime, I'm sure he could teach him a lot of the weird anime rule differences
Man, I completely lost it at the thumbnail, I've already been defeated 😂😂
I was like 'huh' until I remember what day it is(for like the 4th time today).
Nice one kekw,happy April fools day everyone.
Literally one of my favorite formats
I wish you mentioned hwo well they work with Egyptian Gods especially Obelisk. And funny fact is that Ishizu was the first owner, who gained Obelisk.
With the Ishizu cards you could easly have 3 bodies on the field, milling Obelisks trap to activate and summon Obelisk. Also his spell banish cards from the GY and deals burn damage to the number of banished cards.
I thought you were being serious for a second and then I remembered
I don’t even see this as a troll video.
Personally, I agree that they did fail. They were designed to be their own archetype revolving around Exchange of the Spirit and being a controlling/milling deck.
They failed because their own dedicated archetype isn’t that good, but the cards themselves are absolutely broken in other strategies. Not sure who let them cook with these cards. I’m sure printing a bunch of cards that mill baseline with some bonuses if you play them in the correct archetype won’t be absolutely BROKEN HAHAHA wait oops.
It’d be like Red Eyes Dark Dragon being printed with its normal effect and then also being like, “You can send a card that lists ‘Dark Magician’ or ‘Red-Eyes Black Dragon’ from your hand or deck to the graveyard in order to gain 300 life points.”
SEE GUYS ITS AN ARCHETYPAL CARD YOU GOTTA PLAY DARK MAGICIAN AND RED EYES CARDS TO USE THE SECOND BONUS EFFECT :)
That second effect would be ridiculous.
I was wondering why the Ishizu cards were on here, since Ishizu-Tear being UNGODLY BUSTED. Then you clarified they're a failure in a DESIGN sense for being CANCER to the game as a whole. Almost seems fitting for an April Fools video except the terror of Ishizu-Tear was no joke and an oversight on card design. No wonder Tearlaments got nerfed into the ground just to ATTEMPT to reminder this issue.
Ngl doing this series but with archetypes that are too powerful would be cool, maybe dragon rulers next
The reason Kaiba set and uses normal spells as if they were quick play spells is because in the battle city tournament arc the rules allow it. This is why many characters do it, they are not technically cheating since that tournament allows it. I think it’s because the anime was still transitioning to an actual game with rules from season 1’s anything goes as long as you can convince your opponent that what you are doing “makes sense”.
Here's a question:
Where is the worst place for a card to be, in general?
Where is the most reliable place to send cards if wanting the sending to be Strictly Bad for the players whose cards are being sent?
Banish Face-Down. Cards banished face-down are hard to interact with and recover while at the same time not being able to activate trigger effects (like Thunder Dragon monsters).
Have you done the "-swarm" archetype? I think they have abandoned them without much of "good cards"
Sucks that tears were released,never had the chance to play Full Power ishizus with vernalizer.
(Sees the title, sees the date)
I wonder if DuelLogs is gonna spend the entire video talking in a sarcastic tone.
Or if the video is about "how can You fail Even when You succeed"
After all, the Ishizu / "Exchange of the Spirit" Support cards saw extensive meta relevance.... But as part of other decks, Especially as part of Tearlaments
But as a standalone Deck on their own, they could be considered a failure that was SO good, it was BANNED out of existence so they can't Even do their supposed gameplan or win Condition (like what happened to Mecha Phantom Beast)
16:46 Again. I thought they had their "Failed Archetype" video, because how, they utterly fail at actually supporting the "exchange of spirit" gameplay, while ironically being supremely splashable and broken in other strategies
Reminds me of maxx c
@@Deathmare235 right.
The "C" Archetype is s failure because, sure Maxx "C" is s meta warping Card....
But its deck as its is own strategy has no single coherent plan
Technically, the Ishizu Cards failed at being used in their intended purpose.
I think you could actually make an argument for the new Ishizu cards being a failure of an archetype since the archetype itself,by itself was bad. The whole setup around the Exchange of the spirit cards, especially since the errata on the original, was just not worth it.
now as an engine in other decks that want to mill....thats where you get degenerate.
Not to mention how the millers hitting both decks can rob the other player of resources. If the opponent was on a strategy that didn’t revolve around the graveyard, like exosister or flooandereeze, then any milled cards were effectively removed from the opponent’s deck. As floo and exosister neither had effective or any way to recover any milled resources.
Plus the ability for the shufflers to send back your own resources in case you milled one of the few cards you don’t want in the graveyard, makes them very useful even if your opponent doesn’t use the graveyard at all.
As for power creep, well, since the ishuzu cards were released, we’ve started to see boss monsters capable of hitting both the field and the graveyard. Such as Expurrely Noir or SP Little Knight. And I feel like these kind of effects are going to become significantly more common thanks to the ishizu cards existing.
That said, as broken as they are mechanically, I love how they are designed thematically. Making a character with random cards become an archetype with a significant gameplan like this is impressive. Gravekeeper’s trap being an excellent example.
You were there talking about how it was failed design because but that’s not why they fail. They fail because they do not look you into Exchange, which was the entire stratergy and point of the deck. So an entire stratergy got banned and made unplayable despite doing nothing.
Easily one of yout best videos
I think it was mentioned somewhere in the manga that one of the rules of the Battle City tournament was that all Spell Cards would be treated as quick-play cards.
Exchange of the Spirit is actually still pretty useful today. There are meta decks that mill themselves like crazy so Exchange of the Spirit can keep you from carding yourself out
3:37
I wanna make retrains of each of these cards that boost their original effects, while adding complimentary new ones:
_Mudora, Warrior of the Gravekeepers_ (EARTH)
Level 4
Fairy/Effect
_While face-up on the field or in the GY, this card’s name becomes “Mudora”, and also, Fairy monsters you control gain 200 ATK/DEF for every card in the GY. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_
_⚪️Draw 1 card._
_⚪️Increase your LP, and this cards ATK/DEF, by 200X the number of cards in the GY._
ATK/1800 DEF/1800
_Keldo, Protector of the Gravekeepers_ (EARTH)
Level 4
Fairy/Effect
_While face-up on the field or in the GY, this card’s name becomes “Keldo”, and also, if a Fairy monster you control destroyed by battle or an opponent’s effect, and sent to the GY: Shuffle 2 cards from your opponent’s,GY into their deck. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_
_⚪️Draw 1 card._
_⚪️For the rest of the turn, your opponent cannot target Fiary monsters from your field or GY for battle or card effects, except “Keldo” monsters._
ATK/1600 DEF/1600
_Agido, Sentinel of the Gravekeepers_ (EARTH)
Level 4
Fairy/Effect
_While face-up on the field or in the GY, this card’s name becomes “Agido”, and also, if a Fairy monster you control is destroyed by battle or an opponent’s effect, and sent to the GY: Roll 1 or 2 Six-Sided Die, then increase your LP and/or Increase or decrease the ATK/DEF of a monster on the field or in the GY by 500X the number rolled. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_
_⚪️Draw 1 card._
_⚪️Roll 1 Six-Sided Die: Special Summon 1 Fairy monster from your hand or GY who’s level is equal to or less than the number rolled ((If the result is 6, you can Special Summon a Level 6 or higher monster)._
ATK/1600 DEF/1600
And I’ll come back for the others later… Busy day and all that.
While waiting on my ride, I’ll try and squeeze in the others:
_Zolga, Prophet of the Gravekeepers_ (EARTH)
Level 4
Fairy/Effect
_While face-up on the field or in the GY, this card’s name becomes “Zolga”, and also, You gain 2000 LP for each Fairy monster that is used as tribute or material for your Summon/Set of a monster. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_
_⚪️Draw 1 card._
_⚪️For the rest of the turn, Fairy monsters you control can be treated as 2 tributes for your summon/set of a monster, and also, You can conduct 1 additional Normal Summon/Set this turn._
ATK/1800 DEF/1800
_Kelbek, Vanguard of the Gravekeepers_ (EARTH)
Level 4
Fairy/Effect
_While face-up on the field or in the GY, this card’s name becomes “Kelbek”, and also, If a Fairy monster you control is attacked, after damage calculation: Return either that Fairy monster OR the monster that attacked it to the hand. Once per turn, you can discard 1 EARTH Fairy monster (Quick Effect): Apply 1 of the following effects;_
_⚪️Draw 1 card._
_⚪️For the rest of the turn, Fairy monsters you control cannot be destroyed, until after they battle for the first time this turn._
ATK/1700 DEF/1700
Cool idea I think the attack gain stuff is a bit high but that’s probs just me, it sucks that the retrains were so generic because after watching this half way through I thought it would be fun to play exchange of spirit FTK
@@Blazesoldier
Wait, MY retrains or the official ones?
@@ButFirstHeLitItOnFire the official ones
@@Blazesoldier
And how well do you think mine would hold up if they were to be released into the game right now?
@@ButFirstHeLitItOnFire they wouldn’t do well because they aren’t Firekings or Snakeyes
Those old Ishizu monsters are dgood in speed duel format. Especialy Mudora :D
You can make a different case of failed card design with Pre-Errata Firewall Dragon.
Welcome to explaining banned cards, in today’s episode we’re going to discuss Agido The Ancient Sentinel and Kelbek The Ancient Vanguard
I never heard of Transaction Rollback until like yesterday. My opponent used it in a Labrynth deck. So... that was fun.
Of the original 5 monsters, Kelbek is probably the strongest as it sends a monster back to the hand... If you could somehow protect it from destruction, keep a Staunch Defender trap, or something like it, on the field while getting your opponent to attack, that could do fun things.
I like the addition of designs into this series. That opens up a lot of interesting possibilities.
the Ishizu retrains were a failure in that they were intended to support a janky Exchange of the Spirits strategy (flip spirits, then shuffle 10 cards from your opponent's grave back into the deck so they only have a 5 card deck to work with) and instead helped support an unrelated tier 0 strategy.
I was perplexed to see Ishizu cards, and still am surprised it was "Failed Mechanics: Self Milling" for being OP.
"Soul Crossing" was the Anime effect! That card came out when they announced back In 2021 Kaiba store online from Konami was releasing Anime cards with the effects I guess cards like "Kaiser Glider golden burst and "Soul Crossing are replaced with the original cards that dont do those effects in the anime with newer ones.
The way the "Ishizu" cards were given retrains, I wish we could get Cyber Girl (not Cyber Angels) retrains. The archetype has almost no synergy whatsoever with around 6 members and a Trap Card. They could give them a definite playstyle based on Etoile Cyber/Doble Passe's direct attacking theme or Cyber Blader's theme with gaining effects based on how many monsters the opponent controls. OR they could connect them to the Cyber Angel archetype by having them be Ritual Support.
1:03 Battle City Rule: "A Set non-Quick Play Spell Card can be activated during your opponent's turn."
This is not confusing, it has been done many times, you can easily look this up.
i kinda want to know what other archtype that also a failed design
1. ally of justice? only catastor is good.
2. Reptiles ie ogdoadic, alien, reptilianne. konami adraid of snake rain.
Just wanna shout out one of Kiba biggest gangster moment "I tribute a GOD!" 😂