It's pretty interesting that for how complicated the game actually is, we barely think when we actually play the game. Like most mechanics are just second nature now.
Minor nitpicks: - You didn't go over the difference between Normal and Effect Monsters, which is pretty important given how many cards specify one or the other. While it's pretty obvious to tell the difference on sight, I do think it's important enough to mention. - Similarly, I do think it's important enough to go over Spirit and Gemini Monsters, since they have their own special rules. - You forgot to mention that Fusion Monsters have a purple border. You also forgot to talk about Fusion Substitute Monsters and how they don't work with generic material Fusion Monsters. I know you mentioned Plasma, but that's not technically a Fusion Substitute Monster. - You forgot to mention that Link Monsters do not have a Defense stat, so they cannot go into Defense Mode. - Speaking of which, I do think Tokens should have gotten some mention, to at least say what they are and how they're generated, since they're so crucial to Link strategies. - 1:06:48-1:12:17 I think using stock Duel footage from one of your streams actually makes what you're explaining sound more confusing. If you're a newbie, you're not going to know what an "Elemental Hero Stratos" is, for example, so not having the card itself visible on the screen, along with how many chains you've got going in the footage itself, makes it very easy for newbies to get lost in your technical explanations.
I think the stream was supposed to end when he finished explaining the “chain” section, because the key point of the part was chain resolving backwards, and it went to chain 10 And as for the other parts, I’d say they aren’t common anymore, not enough to get dedicated in an introduction to Yugioh in 2024 anymore, and Duel Logs even have failed cards and mechanic video for them anyway
I remember being a kid watching a synchro summon in 5Ds and thinking "wow, you can summon strong monsters without polymerization now? Things are getting crazy!" 😂
Thank you DuelLogs! I've been looking for a sign to go back playing Yugioh. I only gone up to the GX generation, and I do not know synchro mechanics and newer.
i never though about it , but actually if you didnt grew up with this game the rulset is just insanely complex, considering a lot of rules are just niche
Who is here actually sleeping to it? Also, who misses fun Yugioh? (Basically before the summon your whole deck era started. Was more like season 1 of show)
1:24:34 ...what sorry but no, the banish zone wasnt always refer to as banishment until recently and the term 'zone' wasnt even used after PSCT was introduced either because it was actually misleading and incorrect as the banished cards dont have a dedicated zone or specific placement on the board though typically it is either next to or above the grave for the sake of convenience the banish 'zone' is used for simplicity but being banished is actually just a specific state that can be applied to a card instead
I think it would be fun if we had new Spell/Trap card types: ⚪️Fusion: Spells and Traps that can only be activated by negated and banishing 2+ specifically stated Spells and/or Traps, that would have combinations of said stated card’s effects. ⚪️Xyz: Spells/Traps that can attach cards to themselves like Xyz Monsters. ⚪️Link: Spells/Traps with Link Arrows (Judgment Arrows already exists as one, albeit not in the official release.) ⚪️Field Pendulums: Pendulum Monsters that can place themselves in your Field Zone as a Field Spell instead of your Pendulum Zone, and treat themselves as proper Field Spells. ⚪️Duality: Spells/Traps with a second Pendulum-Style effect box, that have 2 effects you can use that can have their own properties (The Top and Bottom Boxes of 1 card can make the card be, for example, be viable as either a Ritual Spell OR a Counter Trap.)
I had some ideas to improve the game via mass overhauls in the rules: ⚪️20,000 Starting LP, or 2.5X the current amount. ⚪️You can Normal Summon/Set 1 Normal or Gemini Monster per turn in addition to your Normal Summon/Set, BUT said Normal/Gemini Monster cannot be Tributed or used as Material the turn you do so. ⚪️You can Normal Set 1 Normal or Flip Monster per turn in addition to your Normal Summon/Set. ⚪️The Maximum Deck Size is increased from 60 to 85, or all the way to an even 100 IF you opt out of having ANY cards in your starting extra deck. ⚫️Players that start the duel with a Main Deck of 60+ cards can, Once per duel, Draw 2 cards for their Normal Draw instead of 1. ⚫️Players that start the duel with a Main Deck of 60+ cards can, before turn 1 begins, opt to shuffle their entire starting hand into their deck, then draw an equal number of cards. ⚪️The Card game can take a cue from the anime, and have it so that Monsters can be Summoned/Set in ANY battle position (So you can Normal Summon a high DEF Monster in Face-up Defense Position, or Normal Set a Monster in Facedown Attack Position.) ⚪️Both Players would be able to use a suite of Opt-In Lifelines, or “Boons”, that provide minor buffs to your play-style, minor soft counters to your opponent’s decks, more potent buffs and counters in exchange for imposing handicaps on yourself, etc… ⚫️Players can take up to 3 “Boons” before the start of a Duel, or up to 6 if both players agree to having their 3 “Boons” be made available to their opponent. ⚫️”Boons” and the effects they confer would generally be on the weaker side of things if they were cards in their own right (possibly enough so to see themselves on any given “Top 10 Worst” or “Failed Cards” video). Boons that seem especially stronger than others would usually have downsides to even them out. Thus your “Boons” value would be up to the players to maximize through using them as an added layer of strategy for their deck building, using them in tandem with each other and your deck, and/or providing some breathing room against your opponent if they happen to be rocking an otherwise problematic deck for yours to go against. ⚫️In a match setting, Both Players would pick their 3 “Boons” before who’s going first/second is determined. In the second duel of a match, the loser of the first duel has the option to swap out up to all 3 of their “Boons”, while the winner of said duel can only swap out 1 “Boon”. During the third Duel of a match, both players are freed up to swap out all 3 of their “Boons”. ⚫️Some hypothetical “Boon” Ideas would go like: *_Boon of Resilience: You Start the Duel with 5000 more LP. Once per Duel, during either player’s turn, you can halve 1 instance of Battle or Effect Damage you would take from your Opponent._* *_Boon of Regeneration: During the End Phase of each player’s turn, you can gain 1000LP. Once per turn, During either player’s turn, you can Negate and Banish 1 card from your Hand or Field; 1000 LP._* *_Boon of Sacrifice: Once per Duel, you can treat 1 Monster you control as 2 Tributes for the Tribute Summon of a monster. Once per duel, If you Ritual Summon exactly 1 Ritual Monster with a card effect that requires use of monsters, 1 Monster you control can be used as the entire requirement._* *_Boon of Resourcefulness: Once per turn, you can Shuffle 1 card from your GY or Banishment back into your deck. If any number of cards would leave your deck by an opponent’s card or effect, you can banish an equal number of cards from your Extra Deck Facedown instead._* *_Boon of Opposites: Once per Duel, if you Normal Summon a monster, you can add to your hand, send to your GY or shuffle into your deck 1 monster you possess that cannot be Normal Summoned. Once per Duel, if you Flip Summon a monster, you can add to your hand, send to your GY or shuffle into your deck 1 monster you possess that cannot be Normal Set. Once per Duel, if you Special Summon a monster, you can add to your hand, send to your GY or shuffle into your deck 1 monster you possess that cannot be Special summoned._* *_Boon of The Heart: Once per turn, During your Draw Phase, before you conduct your Normal Draw; You can first Shuffle your deck. Once per Duel, during either players turn, if you have 1 or less Cards in your hand, you can shuffle your deck, then declare 1 card type (Monster/Spell/Trap): Excavate the top card of your deck, and if it’s of the declared type, add it to your hand, otherwise shuffle it into your deck._* *_Boon of Defiance: Once per Duel, you can (from your hand) Normal Set or Special Summon facedown 1 level 4 or lower monster OR set 1 Spell/Trap, ignoring all card effects. This summon or set of a card cannot be negated._* *_Boon of Wealth: There is no Limit to your Hand Size. During either player’s turn, You can Banish 1 card from your Hand Facedown; Gain 500 LP._* *_Empowered Boon of Summoning: You can conduct 4 Normal Summons/Sets per turn, not just 1. You cannot Special Summon more than 1 Monster per turn during the Duel._* *_Empowered Boon of Greed: Draw 3 cards instead of 1 for your normal draw during your Draw Phase. Your Normal Draw and Draw Phase are unaffected by your Opponent’s cards or effects. You cannot add cards to your hand, or Draw Cards, by card effects during the Duel._* And so on and so forth.
Anything they should change, the first one is increase LP. Why the LP wasn't 4000 like in anime cuz it's too low and now even 8000 isn't enough as well. You either got burn FTK or can't do sh*t at going 2 nd and *ss kicked with 8000 or more atk.
@@Isaki_1 Well I’m just brainstorming here, but what’s wrong with them? I wanted to make changes that could realistically be implemented into the game without overly disrupting everything you can currently do in it: ⚪️More starting LP to make it less OTK-ish. ⚪️Boosts to underused Monster Types that don’t push them TOO far. ⚪️Increases to the maximum deck size, AND built in incentives to run those larger decks (getting to reset your starting hand and having an OPD double draw would help with consistency issues such larger decks would run into.) ⚪️More flexible Summoning/Setting rules regarding battle positions (the way we currently do things is kinda dumb when we have YEARS of the anime having characters summon/set their monsters in any battle position they want, so we know porting that over to the TCG/OCG should be entirely doable.) ⚪️Ans the “Boons” are meant to function kinda like Duel Links’s Skills, only they focus on being more defensive and utility focused. If any of them seem weak, it’s because A: They’re meant to to be lifelines that add a layer of additional strategy to how you make your main and side decks, B: Boons can be paired together with complimentary others of themselves (Boons of Resilience and Regeneration for example would pair well together to help shrug off your Opponent’s blows, Boons of Sacrifice/Opposites/Summoning together could make for some interesting plays, etc…)
Sad that this is what my child hood favorite card game has been reduced too.... See what you did Konami, ruined a perfectly good thing... Ahhh well ✌😪😴🛌
few minutes in and i already saw lots of errors in this vid. 1st turn should still be the same: - Draw Phase, Standby Phase, Main Phase 1, End Phase (Or): Draw Phase, Standby Phase, Opponent Main Phase 1, Opponent Main Phase 2 2nd turn should either be: (In the case of your opponent goes 1st) - Opponent Main Phase 2, Opponent Main Phase 3, Opponent Not letting you play Phase, Your Main Phase 1 which you cannot do much (Battle Phase), Your Main Phase 2, You're Dead Next turn Phase (Scoop Phase) (Or): Opponent Main Phase 2, Opponent Main Phase 3, Main Phase 1, OTK Phase (Or): Opponent Main Phase 2, Opponent Main Phase 3, Main Phase 1, Battle Phase, Main Phase 2, Main Phase 3
What could possibly be more soothing than spending a movie length worth of time listening to a yapping spider?
Several movie lengths worth!
Oh good im literally about to go to sleep
Fantastic title for a video. Also, this is probably going to be great to send to someone who wants to get into the game. Thanks, The Duel Logs!
Duel Logs doing more to teach new players how to play the game than Konami ever did
Judging from.the comments, he has not, which is sad.
I am playing this game for more than a decade, and I'm watching this like I'm playing yugioh for the first time
This is a great rules video to sleep to and watch for anyone playing the game!
4:30 Rule 1 of playing Yugioh: just forget anything you saw in the show. Duels don't last 4 episodes, you'd be lucky to see five turns.
Unless you're fighting stun
I'll share this to every of my friends who wants to play the game
It's pretty interesting that for how complicated the game actually is, we barely think when we actually play the game. Like most mechanics are just second nature now.
Because watched like 3 seasons of duel academy we basically have a MBA in duel monsters
@@AltruisticEgohaha seriously bro I don’t even read effects anymore I see the card and I know what to do.
Busy at work but will always make time to listen to this man's voice ❤
Minor nitpicks:
- You didn't go over the difference between Normal and Effect Monsters, which is pretty important given how many cards specify one or the other. While it's pretty obvious to tell the difference on sight, I do think it's important enough to mention.
- Similarly, I do think it's important enough to go over Spirit and Gemini Monsters, since they have their own special rules.
- You forgot to mention that Fusion Monsters have a purple border. You also forgot to talk about Fusion Substitute Monsters and how they don't work with generic material Fusion Monsters. I know you mentioned Plasma, but that's not technically a Fusion Substitute Monster.
- You forgot to mention that Link Monsters do not have a Defense stat, so they cannot go into Defense Mode.
- Speaking of which, I do think Tokens should have gotten some mention, to at least say what they are and how they're generated, since they're so crucial to Link strategies.
- 1:06:48-1:12:17 I think using stock Duel footage from one of your streams actually makes what you're explaining sound more confusing. If you're a newbie, you're not going to know what an "Elemental Hero Stratos" is, for example, so not having the card itself visible on the screen, along with how many chains you've got going in the footage itself, makes it very easy for newbies to get lost in your technical explanations.
I think the stream was supposed to end when he finished explaining the “chain” section, because the key point of the part was chain resolving backwards, and it went to chain 10
And as for the other parts, I’d say they aren’t common anymore, not enough to get dedicated in an introduction to Yugioh in 2024 anymore, and Duel Logs even have failed cards and mechanic video for them anyway
I remember being a kid watching a synchro summon in 5Ds and thinking "wow, you can summon strong monsters without polymerization now? Things are getting crazy!" 😂
This is definitely my favorite Yugioh channel now
Timing went crazy with this one, thank you sir
Dark Red Enchanter, Gearfried the Iron Knight, Butterfly Dagger Elma, and Mega Ton Magical Canon! Perfect OTK!
I love these hour long videos! Thank you so much for them! Would like to see a mega video of the worst cards playlist
you forgot to mention that the holder of the millenium eye can freely look into your hand
@@nonmagicalwitch why would I?
Literally was looking for a video to fall asleep to
Thank you DuelLogs! I've been looking for a sign to go back playing Yugioh. I only gone up to the GX generation, and I do not know synchro mechanics and newer.
It’s easy brodie.
Play master duel it pretty much teaches you everything
DuelLogs has accepted that people use his videos to fall asleep
I can't wait to listen to the 3 hour how to pendulum summoning video.
i never though about it , but actually if you didnt grew up with this game the rulset is just insanely complex, considering a lot of rules are just niche
Perfect timing.
i just love how yugioh goes from 14 year old drawings in paint to anime waifus over to religious symbols and then do it again
Step one: draw
Step two: Stand by phase
Step three: quit.
Oh nice i needed this
0:47 fall asleep 😅
45:00 Vaalmonica mentioned 🎉🎉🎉🎉🎉
If I dont wake up, I missed my timing
Sleeping while listening to this like its an ASMR video
Who is here actually sleeping to it? Also, who misses fun Yugioh? (Basically before the summon your whole deck era started. Was more like season 1 of show)
That wasn't fun, it was boring and was just Exodia FTK. Words,from a Dark World player.
1:24:34 ...what
sorry but no, the banish zone wasnt always refer to as banishment until recently and the term 'zone' wasnt even used after PSCT was introduced either because it was actually misleading and incorrect as the banished cards dont have a dedicated zone or specific placement on the board though typically it is either next to or above the grave for the sake of convenience
the banish 'zone' is used for simplicity but being banished is actually just a specific state that can be applied to a card instead
Thank you
real for this one
I cant believe i actually falled asleep
Mr. Logs really needs to consider taking up a career in narrating documentaries. Great voice to listen to in long formats.
I'm a little curious if you'll make variations of this to go over Duel Links-specific rules and Rush Duels.
Worth it
Thank you I almost fall asleep after 3 sec😭
please make this also for Magic and Pokemon (on your other channels)
Another video for the collection
Lmao what kind of lesson can lull me to sleep...waitaminute!
You forgot to mention that if you lose the duel, you lose your soul as well.
I’m about to be the #1 duelist
can you do rush or duel links
This man kmows his audience
I'm gonna sleep so well today
5:45 Nibiru doesnt count Flip summons tho ☝️🤓
It does, ackshually. ☝️🤓
@@DuraluminBurner bro it does not. Flip summons aren't normal as stated in the vid, and aren't listed on Nibiru's effect
@@TheFizio Shit, you right. For some reason, I thought Nib counted all summons, not specifically normal and special for no reason.
You can literally put this on coursera 😭
Perfect for dudes to confuse their girlfriends
Bedge stinky spider
I think it would be fun if we had new Spell/Trap card types:
⚪️Fusion: Spells and Traps that can only be activated by negated and banishing 2+ specifically stated Spells and/or Traps, that would have combinations of said stated card’s effects.
⚪️Xyz: Spells/Traps that can attach cards to themselves like Xyz Monsters.
⚪️Link: Spells/Traps with Link Arrows (Judgment Arrows already exists as one, albeit not in the official release.)
⚪️Field Pendulums: Pendulum Monsters that can place themselves in your Field Zone as a Field Spell instead of your Pendulum Zone, and treat themselves as proper Field Spells.
⚪️Duality: Spells/Traps with a second Pendulum-Style effect box, that have 2 effects you can use that can have their own properties (The Top and Bottom Boxes of 1 card can make the card be, for example, be viable as either a Ritual Spell OR a Counter Trap.)
this genuinely helps me sleep so well. as a struggling sleepless college student. i thank you for this.
I had some ideas to improve the game via mass overhauls in the rules:
⚪️20,000 Starting LP, or 2.5X the current amount.
⚪️You can Normal Summon/Set 1 Normal or Gemini Monster per turn in addition to your Normal Summon/Set, BUT said Normal/Gemini Monster cannot be Tributed or used as Material the turn you do so.
⚪️You can Normal Set 1 Normal or Flip Monster per turn in addition to your Normal Summon/Set.
⚪️The Maximum Deck Size is increased from 60 to 85, or all the way to an even 100 IF you opt out of having ANY cards in your starting extra deck.
⚫️Players that start the duel with a Main Deck of 60+ cards can, Once per duel, Draw 2 cards for their Normal Draw instead of 1.
⚫️Players that start the duel with a Main Deck of 60+ cards can, before turn 1 begins, opt to shuffle their entire starting hand into their deck, then draw an equal number of cards.
⚪️The Card game can take a cue from the anime, and have it so that Monsters can be Summoned/Set in ANY battle position (So you can Normal Summon a high DEF Monster in Face-up Defense Position, or Normal Set a Monster in Facedown Attack Position.)
⚪️Both Players would be able to use a suite of Opt-In Lifelines, or “Boons”, that provide minor buffs to your play-style, minor soft counters to your opponent’s decks, more potent buffs and counters in exchange for imposing handicaps on yourself, etc…
⚫️Players can take up to 3 “Boons” before the start of a Duel, or up to 6 if both players agree to having their 3 “Boons” be made available to their opponent.
⚫️”Boons” and the effects they confer would generally be on the weaker side of things if they were cards in their own right (possibly enough so to see themselves on any given “Top 10 Worst” or “Failed Cards” video). Boons that seem especially stronger than others would usually have downsides to even them out. Thus your “Boons” value would be up to the players to maximize through using them as an added layer of strategy for their deck building, using them in tandem with each other and your deck, and/or providing some breathing room against your opponent if they happen to be rocking an otherwise problematic deck for yours to go against.
⚫️In a match setting, Both Players would pick their 3 “Boons” before who’s going first/second is determined. In the second duel of a match, the loser of the first duel has the option to swap out up to all 3 of their “Boons”, while the winner of said duel can only swap out 1 “Boon”. During the third Duel of a match, both players are freed up to swap out all 3 of their “Boons”.
⚫️Some hypothetical “Boon” Ideas would go like:
*_Boon of Resilience: You Start the Duel with 5000 more LP. Once per Duel, during either player’s turn, you can halve 1 instance of Battle or Effect Damage you would take from your Opponent._*
*_Boon of Regeneration: During the End Phase of each player’s turn, you can gain 1000LP. Once per turn, During either player’s turn, you can Negate and Banish 1 card from your Hand or Field; 1000 LP._*
*_Boon of Sacrifice: Once per Duel, you can treat 1 Monster you control as 2 Tributes for the Tribute Summon of a monster. Once per duel, If you Ritual Summon exactly 1 Ritual Monster with a card effect that requires use of monsters, 1 Monster you control can be used as the entire requirement._*
*_Boon of Resourcefulness: Once per turn, you can Shuffle 1 card from your GY or Banishment back into your deck. If any number of cards would leave your deck by an opponent’s card or effect, you can banish an equal number of cards from your Extra Deck Facedown instead._*
*_Boon of Opposites: Once per Duel, if you Normal Summon a monster, you can add to your hand, send to your GY or shuffle into your deck 1 monster you possess that cannot be Normal Summoned. Once per Duel, if you Flip Summon a monster, you can add to your hand, send to your GY or shuffle into your deck 1 monster you possess that cannot be Normal Set. Once per Duel, if you Special Summon a monster, you can add to your hand, send to your GY or shuffle into your deck 1 monster you possess that cannot be Special summoned._*
*_Boon of The Heart: Once per turn, During your Draw Phase, before you conduct your Normal Draw; You can first Shuffle your deck. Once per Duel, during either players turn, if you have 1 or less Cards in your hand, you can shuffle your deck, then declare 1 card type (Monster/Spell/Trap): Excavate the top card of your deck, and if it’s of the declared type, add it to your hand, otherwise shuffle it into your deck._*
*_Boon of Defiance: Once per Duel, you can (from your hand) Normal Set or Special Summon facedown 1 level 4 or lower monster OR set 1 Spell/Trap, ignoring all card effects. This summon or set of a card cannot be negated._*
*_Boon of Wealth: There is no Limit to your Hand Size. During either player’s turn, You can Banish 1 card from your Hand Facedown; Gain 500 LP._*
*_Empowered Boon of Summoning: You can conduct 4 Normal Summons/Sets per turn, not just 1. You cannot Special Summon more than 1 Monster per turn during the Duel._*
*_Empowered Boon of Greed: Draw 3 cards instead of 1 for your normal draw during your Draw Phase. Your Normal Draw and Draw Phase are unaffected by your Opponent’s cards or effects. You cannot add cards to your hand, or Draw Cards, by card effects during the Duel._*
And so on and so forth.
These rules SUCK
Anything they should change, the first one is increase LP. Why the LP wasn't 4000 like in anime cuz it's too low and now even 8000 isn't enough as well. You either got burn FTK or can't do sh*t at going 2 nd and *ss kicked with 8000 or more atk.
@@Isaki_1 Well I’m just brainstorming here, but what’s wrong with them? I wanted to make changes that could realistically be implemented into the game without overly disrupting everything you can currently do in it:
⚪️More starting LP to make it less OTK-ish.
⚪️Boosts to underused Monster Types that don’t push them TOO far.
⚪️Increases to the maximum deck size, AND built in incentives to run those larger decks (getting to reset your starting hand and having an OPD double draw would help with consistency issues such larger decks would run into.)
⚪️More flexible Summoning/Setting rules regarding battle positions (the way we currently do things is kinda dumb when we have YEARS of the anime having characters summon/set their monsters in any battle position they want, so we know porting that over to the TCG/OCG should be entirely doable.)
⚪️Ans the “Boons” are meant to function kinda like Duel Links’s Skills, only they focus on being more defensive and utility focused. If any of them seem weak, it’s because A: They’re meant to to be lifelines that add a layer of additional strategy to how you make your main and side decks, B: Boons can be paired together with complimentary others of themselves (Boons of Resilience and Regeneration for example would pair well together to help shrug off your Opponent’s blows, Boons of Sacrifice/Opposites/Summoning together could make for some interesting plays, etc…)
Still shorter than a typical turn in ygo
I sleep
Sad that this is what my child hood favorite card game has been reduced too....
See what you did Konami, ruined a perfectly good thing...
Ahhh well ✌😪😴🛌
Wrong u can win because your field too good and yours opponent quite
few minutes in and i already saw lots of errors in this vid.
1st turn should still be the same:
- Draw Phase, Standby Phase, Main Phase 1, End Phase
(Or): Draw Phase, Standby Phase, Opponent Main Phase 1, Opponent Main Phase 2
2nd turn should either be: (In the case of your opponent goes 1st)
- Opponent Main Phase 2, Opponent Main Phase 3, Opponent Not letting you play Phase, Your Main Phase 1 which you cannot do much (Battle Phase), Your Main Phase 2, You're Dead Next turn Phase (Scoop Phase)
(Or): Opponent Main Phase 2, Opponent Main Phase 3, Main Phase 1, OTK Phase
(Or): Opponent Main Phase 2, Opponent Main Phase 3, Main Phase 1, Battle Phase, Main Phase 2, Main Phase 3