Thanks for giving my video a watch! Obviously there are places to disagree, but I appreciate how you as a huge supporter of the game could validate some of my points.
I think one issue that you brought up a little is the growth of Yugioh. If you are streaming or a Yugioh content creator there isn’t much growth. Most, if not all players today, have played at some point in the past. It’s really hard for Yugioh to gain new players with the game as complicated as it is. This makes it even harder for creators as the game isn’t bringing any new interest in causing channels to kind of stall out in terms of views and subscribers.
I'd also like to just comment and this feels like the best place since it's from the original creator and Farfa, but it has to do with the top decks versus rogue. I find that rogue decks always have better interactions and different responses as opposed to the Meta decks that just do the same thing everytime and just otk the opponent. This may just be from the decks I play online and against friends, but I always feel like we have different interactions and drawn out duels since we all play rogue.
I was on that stream, and during some of his points, I saw some people in chat calling him a nerd, in a pejorative way, of course. Guys, all of us are nerds; no one tuning in to a Yugioh stream and sitting through this isn't a nerd. "But I don't watch the anime, nor do cringe stuff." You could play a deck that has neither waifus nor edgy dragons, become a gym bro, and die on a hill, claiming Yugioh is just a hobby/sport, and you'll still be a NERD.
The I don’t watch anime nerds are a new type of cancer. You don’t have to watch anime, but you have to Co opt its fan base to exist. Fake ass until I make ass type people.
Yugioh players seem to be big on trying to distance themselves from weebs Like how would most women react to knowing you play children's card games bro lol In the end what's important is that we can all freely enjoy what we like
@@Rar-u2f Couldnt be further from the truth yugioh players are the biggest weebs just look at how popular Sky Strikers are and the anime is easily the biggest reason Yugioh is even still relevant
It really doesn't matter. Clowns will be clowns, especially in a twitch chat. So long as it's called out properly and debunked whenever someone makes a dumb claim, that's all you can really do to quiet the peanut gallery. As for him being a vtuber, that matters even less and it's weird that people haven't actually realized that no amount of displeasure or hate will make them go away. If that were possible, the top streamers on twitch wouldn't be awful people
@@MH_Zard "No, he isn't whining" or "No, he isn't wrong" because to either of those options amount of time played DOESNT mean the person complaints can't come off as whiney, which they kinda are once he got into card thematics.
@@Jank_Enthusiast not every point he makes has to be equally important, it's not "whining" when he mentions it as one of many reasons why the game is no good.
also no special animation, which cards like ash, veiler, imper, called by, crossout, talent, judgement and so many more have its part of why i genuinely believe banning it is something that has been on the table for the devs for some time, but for some reason or another havent committed to it
I will never understand people who defend maxx c. The card does not stop meta decks, it just makes them better by stalling out lower tier decks. 98% of decks run maxx-c. If pot of greed is banned, so should maxx-c. "but pot of greed is too good and ran in every single deck" sound familiar? Dont @ me. The card is dumb. If any card is above 70% in all decks, its probably too generic or too busted and needs to have a erata or banned.
23:18, one of my favourite examples of this is Plunder Patroll. Main deck monsters are pirates who crew your extra deck boats by hopping into your back row. Then the boats get a boost if they are crewed. Then to activate their abilities the boats fire a pirate from your hand and load the next one up for the following turn. The extent to which Yugioh will go to work to make mechanics and flavour come together is seriously cool and is one of my favourite things about the game
There also rokkets, in which the link monster are the guns, and the main deck monsters are the bullets, so whenever the main deck monster is target by a link monster, they activate their effect to interact with the opponents board, its pretty much loading the link with a bullet to shot the opponent board; then the rokket is destroyed, and at end of the turn it brings another rokket to field, thus reloading the gun. Or vaylantz, which are action figures of a board game depicting 2 factions, fantasy and sci fi, the 2 field spells are the boards where you play the game, which is why when you activate one, the other is activated in the opponents field spell zone, and the pendulum zones act as the "scanner" for the action figures to be registered in the game, which is why all the vaylantz can special summon themselves from the pend zone; their effects also activate when they move, because its a board game, you play by moving your pieces. Floo lore also fits their mechanic, they are birds that are going around the world in order to reach the other side of the world (from north to south pole), so because they travel a lot, they, when they leave the field, are banished, and then come back to hand when another bird is played, its also why advent of adventure is a searcher, its where they start their journey, and why empen is the end of the combo, because thats the end of the journey.
@@neonoah3353 and they even have an alternate ending where they messed up map reading and ended up on raiza the mega monarch's domain, or the mist valley shrine
Honestly Konami just should give the Masochist Challenge it's own ladder as a draft mode in Master Duel. 10 Masterpacks to start, with 1 MP every win. Nothing in YGO feels better then having a completly garbage deck, face another completly garbage deck and having Toll Hike being the deciding factor.
I know I quit Master Duel, but still play competitive Yugioh (in locals, hoping to go to a larger tournament soon), and that's due to three main issues. First, without a match/best of three, it encourages the most degenerate strategies that normally crumble beneath a side deck. Second, the prizing for the duels. If you lose, you get pretty much the same prizes if you quit immediately or endure a 15-minute combo. They need to seriously up the prizes, make current winning prizes the losing ones if you don't quit, and double or triple the prizes if you win. And that brings me to the third point: Legacy Packs are completely worthless. There's nothing good in them, and they can't even be dismantled to be partially useful. If they reworked the prize system alone (legacy packs and amount of prizes for losing/winning), I feel MD would be a much more rewarding experience, even without the matches that comprise most of competitive Yugioh.
It ticks me off when cards cannot be dismatled. Man, I mean I only want 3 of each foil and non-foil versions. Why don't me let me dismatle those, even if it gives nothing in return.
@@mavisb.vermilion5881 Right? True, the structure decks would be easy sources of UR and SR points... but it also means everyone guaranteed buys them! More money in your pocket!
I don't think structure decks should be able to be dismantled, same with reward story cards, but legacy packs tho, I don't need 15 of that random 2005 normal @@nharviala
I hate how ass grinding the ladder is when you’re going for points to craft a half decent deck to try and win. If you lose or quit you get almost nothing. Winning you get useless things except for points for the battle passes. They need different formats for people to grind the ladder. It’s so boring to watch someone take five minute turns to setup their board.
Yeahh dude is absolutely right, the fact your only counter arguments are telling him to shut up or making fun of him being a stiffly vibtating vtuber (which is funny) kinda proves that much
I find it funny that you know the people roasting him for being a V-tuber are probably the same people who don’t want Masquerena banned. Farfa himself’s pfp is a cutsie rescue cat. Nobody is free of degeneracy lol
Exactly, it’s just search search search until you get your boss monsters/desired board then turn two player attempts search search search for their board, i say attempt cause turn 2 basically determines the finale cause it’s a person trying to complete a board against a already established field. I playing pure Splight realized most of my wins was on turn 3, my turn
Turn one: search, build board, rinse repeat, fight through negates. Turn two: search, build board/break opponent’s board, fight through negates Turn three: repeat turns one or two until board is cleared and OTK.
This feels like the exact reason MBT swap from MTG to Yu-Gi-Oh. You either love the complexity within singular cards or hate it, there cannot be in-between.
mbt switched because he sucked ass at magic, and yugioh was easier, also had a bigger audience on youtube and twitch, it had nothing to do with actually him hating it, infact mbt constantly praises magic and said its better than yugioh
I played a lot of card games, and one thing I find funny about modern Yugioh is how every deck nowadays try to do the thing everyone hate. In most other card games community, nobody seems tor eally enjoy playing against control deck. "Blue magic is so unfun to go against, he can counter my spells", "warrior control just block me for building my board", etc etc, where the majority of Yugioh decks now are: "If I play first, I'll try to have 5interruption for my opponent!" or "I need hand trap to stop my opponent first turn to go full force" All the decks are not "control decks", but every deck have some amount of it to be relevant.
I think it is quite an easy fix, to be honest. My brother and friends played cards since we were kids and easily invent a few rules and add new cards to the set just released to proxy so the game is actually fun. Blue sitting there 1:1 countering is boring. Not just for the losing party, I think most people playing it find it boring too. I’ve asked. I’ve also asked why they’re doing it. Many of them say that it’s because they got annoyed by it and want to re-annoy someone else. That’s cool… So, here’s my real thing minus the proxy fixing we do. I don’t remember which game bro (dev? Was it wow?) said this, but, the paraphrased quote went something like this: We found that loss of control of your character is inherently not fun. (I think in response to CC duration) There is fun in losing/death if the player can rationalize that it was their fault to an extent and they can adjust. CC, control for card games etc, are just inherently not fun and makes losing feel worse. I don’t feel nearly as bad losing a chess game than I do sitting for 40 minutes for some roper to 1:1 control. We are both doing nothing, effectively. Easy fix. Limit control in a deck. Black runs 4 murders, 4 of the 2 mana sac murders, 4 of the other ones, 4 opponent chooses sac, 20 full kill cards. I’m losing control of my character/deck, what am I playing for? I can literally have the same experience by NOT playing your game lol. And that’s what I do. We make proper rules, and proxy what should’ve been added to the set. 40 1/1 goblins vs 40 1 dmg lighting bolt. Sounds like a game I want to spend 40 minutes getting roped in.
Chat's ability to completely miss the point every single time and respond with either unfunny jokes or 1-2 words edgy rebuttals will forever be funny to me. Calm down lil bros, people can dislike your game, focus on what they say, not what you want to hear
I recently started playing master duel, and my biggest takeaway about YuGiOh is that, like in real life, no one really knows what they're doing but people have found stuff that works pretty well and they use that as a standard. The positive to this is that with some creativity and persistence, you can get most ideas to work in a deck. Idk, I'm just a mid-plat blue eyes player so I really don't know anything
I love the way Farfa approaches videos like this. He goes in with the "Haha, let's see what stupid, memeable things they say," and then if the argument is stupid and memeable, then he proceeds to be like "I told you it was stupid and memeable." When the video has actual good points however, he proceeds to look at those points objectively and use it as a teaching point to say "No look, they're actually right, AND this is why:"
That does not feel like the response at all. Farfa responded to his conclusions for each point and ignored the core argument he was making in a bunch of different places, all while repeatedly dismissing a bunch of his arguments that compared yugioh to other competitive card games as "ah he just thinks pokemon good, yugioh bad". When he brought up the point about lore, he completely ignored the core argument they were making about how the metanarrative of yugioh is nonexistant. It was valid that different archetypes do have some flavour as mehanics, but he still ignored the argument he was making to assault a strawman. Same thing when lorana was brought up as an example. Farfa's response was "Lol, disney bad". A similar dismissal of the video as a whole when maxx c was mentioned. Farfa responds to the argument he wants to beat, not the arguments being made constantly throughout the video.
@@mistriousfrog If anything, it is you that got it wrong. This is not a "response" video but rather a "reaction". Farfa has no obligation to "respond" to the other content creator's arguments and only needs to offer his "opinion" to his audience as a "reaction". He does not need to form any sound argument because he's not debating anyone. Also, you brought up 2 of the least impactful arguments in regard to "why people dislike ygo" in the video. For all the reasons people why people hate this game lore or archetypal identity are the 2 least consequential things. It's often that people complain about the pace or the complexity of ygo, but few would complain about the outside-of-core-gameplay elements. Farfa is quick to recognize this and gives accordingly "responses". At the very least, the word "response" is used in either the title of this video or anywhere in this comment. You might be the one that's giving the "improper response".
I agree with most points made. Play since my childhood on/off, you can imagine my surprise and issues I've had when I returned to links after I last played in the synchros era. Like, not only am I unable to win online (cuz I don't understand how to play those full boardwipe combos and special summon 50 times in a turn). I cannot even properly enjoy a good game with friends cuz one or the other just plays so much better it's always a one sided slaughter. RIP Yugioh I guess.
It feels like the majority of issues people pointed out at release never got fixed and people were coping like, "its ok its only the first week/month/year!!!" this is why people need higher standards for companies
I don't even understand why people watch stream. I mean I can understand why people watch Television back in 2004 but stream is like Television but worst. Why watch a 8 hours stream for like 5 minutes of enjoyment? Unless someone can do something interesting for 2 hours straight, I rather watch the interesting video instead.
@@Hung_Nguyen_90 Largely its the element of interactivity.(which doesn't exist on a streamer farfa's size anyway.) Beyond that, it's largely modern celeb shit. People watched worse on tv then Farfa, that's for damn sure.
powercreep doesn't exist in magic in the same way it does in Yu-Gi-Oh, where entire types of cards that take up a significant percentage of a pack is unplayable trash
Well yeah but magic because of rotation ends up having the same decks with the same cards for the entirety of the rotation untill next expansion so in the end besides draft it still is mostly bulk. I was gifted about 200 cards including rares on my local shop from drafts because nobody wanted them.
I think what he means by “Maxx C tax” isn’t the crafting cost of the card, but the deck space cost. If every deck HAS to play Maxx C, them every deck is 37 cards, not 40. Which goes back into how homogenized YGO currently is.
Wrong, every deck has to play 3 max c and also 3 ash blossom, 2 called by and one crossout to stop max c. MD and OCG deckbuilding only gets 31 slots to play with XD
@@wardy4903 I'm sure everyone would play with Ash anyways due to negating key special summons and searches, so is more like a 6 card Maxx C tax and 3 tutor tax.
@@N12015No. Sometime Ash isn't great and I would prefer it to be something else. But I have to play Ash even then because Maxx C is so detrimental and game warping on its own. It is stupid.
Yugioh Community (The Yugicom): "Hey, why are all these people quitting the game? I'm running out of boomers and normies to trounce with my optimized net-decked crime against humanity and the game isn't fun no more" Creator: "Hey guys, I'm quitting Yugioh and this is why..." The Yugicom: "No, you're wrong, debate me for 4 hours so that I can feel more secure about how right I am" Creator: "No, you don't get it, I don't care. I'm not having fun because of the above-listed reasons, I'm out." The Yugicom: "You're a dum-dum doo-doo-head and you're bad at Yugioh, no wonder you're leaving." Team APS: "Hey guys, maybe let's not be toxic" The Yugicom: "Let's all laugh at how bad this person is at Yugioh to make ourselves feel more secure about how right we are!" Cimo: "Before you leave, can we at least play Yugioh under carefully curated rules, just so you can see how Yugioh can be fun?" Creator: "Sure." The Yugicom: "Wow, the Yugicom is so warm and welcoming, I guess we can all reach a common ground when the Creator finally sees how fun Yugioh is and how right we are about everything. If only they debated us for 11 hours about how good Yugioh really is so that they can understand that you have to have a very high IQ and an academic level understanding of Hegelian rocket physics and have a 4th Dan rainbow belt at Nietzschean quark fields to properly appreciate Yugioh, we'd have proven how right we were all along, but alas..." Creator: "I'm still never playing Yugioh again." The Yugicom: "BETRAYAL!! After everything we did to help you learn to play the game right and appreciate it? How much more do we need to guide your hand and spoon-feed you?" Creator: "I literally explained in the original video why" The Yugicom: "But you were objectively wrong though!! Don't you see how objectively wrong you were? I can't believe you aren't having fun when we specifically told you were objectively wrong for not having fun! We demand you start having fun THIS INSTANT!" Konami: "There's a lot of online rumbling and not enough money checking into my money box! Here's an outdated OCG set with all the good cards removed to be resold to you on inflated rarities as prize collectibles of their own BS separate products full of cards nobody uses or will ever use, sold at an even later date with gimmicky rarity and new nostalgia-bait and waifu cards!" The Yugicom: "Can't believe that sucker left when we be eatin' so good! Good riddance! At least we have collectively decided that we have done nothing wrong ever and were completely 100% in the right and it was the frustrated bad actors leaving the game at the best state it's ever been in who were wrong, now let's slurp that Konami corn chowder!!"
I think the trap card thing is a pretty big issue on why the game is so fast. Because trap cards got outdated, there's no counter outside of hand traps. Having one of your main types of cards (i mean spell, monster trap) pretty much non-existent, your kind a breaking your game. It used to be Monster vs Spell -> Spell vs trap -> Trap vs monster type feel in terms of play. (Obviously this isn't 100% true as they are used in different ways to effect different things) Not having traps in decks due to it being outdated allows more stuff to be added to decks to allow OTK's or FTK's. If traps were more relevant and could deal with things better, decks would have more traps in it which brings about less engine cards which opens more variety and less formulaic matches.
Do traps really matter to be in the game? Handtraps serve the same purpose. Interruptions. I mean it can be a blue, yellow or green card but does that matter? 90% of the time ash is a trap. They just changed appearance.
@@Grayewick purple cards were frightful and annoying back in the day. First trap hole then battle traps like sakeretsu and d prison. Later the strikes and warnings.
I feel like a BIG problem in Yugioh is actually that its not skill based. A lot of it is mostly "do i have the out?" Instead of clever strategizing and thoughtful placements of your pieces. I really like the "adjacent" and "column" style effect because it actually makes you think and interact. Also lets get real, there is a lot in Yugioh where it is not fun to play against. Infinite combos, FTKs, Omni negates, handtraps, floodgates... Noone goes "hell yeah brother" its just boring and thoughtless, you either have it, or you dont.
In that aspect, a lot is solved by choosing correctly what you play. If you limit yourself to a specific type of deck you can't complain about a lack of variety because you are imposing it on yourself. Personally I prefer to play mid-range decks but I also have control decks and combo decks. In addition, I always look to build decks that have a different strategy than the last deck I built. What never fails in terms of fun are decks with multiple game routes. If you always look for the same play in the same way, it is very likely that you will end up getting tired.
@@GobaGNon Don't worry I've already pretty much stopped playing this game for a few months now. If ffg can stop being absolute degenerates with their print runs SWU will take over ygo as a member of the big 3 in a couple years.
24:08 suship is a very good example as your a sushi ship builder and you show your opponents a menu and they order a suship name then you summon it, they loose life equal to it's def as if paying for it. If shari is in hand you choose instead as if you're making a recommendation. But I think what he's saying is heres a 4000 attack omni negate boss robot dragon titties from a 2 card combo involving a car and a duck for no reason lol. Another good example of card themes is the dragon syncro from 5Ds as each dragon represents the personality of the user like Yusa being sacrificial so stardust kills it's self to protect another, jack is all do or die/ kill or be killed no surrender so archfiend kills all who are too cowardly to attack while the waifu from the duel logs PF is self destructive and by accident hurts everyone around her so black rose destroys everything on the board.
Another example of 5Ds theming is Meklords. For as dogshit as they are, their theming is very strong. They were born from all the negative emotions of humanity powered by their obsession with Synchro Summoning, and as a result they are made to counter Synchro monsters by equipping them onto themselves, which in the anime is represented by them eating the monsters
The point about games being formulaic is huge. Nekroz had a few formulaic lines, like make unicore make chain make valk tribute your board, but the actual lines you would go for and ways you'd end your board were different based on your draws. The Arc V era had plenty of fast paced decks that had to play out games differently based on their draws. Links turned the game into linear combo spam, and it's a very slow road back to more varied games. We do have decks that access different interaction based on their draws, but there's a lot of linearity.
Vanquish soul and labrynth are steps in the right direction for the game as a whole. One card combos need to be eliminated completely for the game to survive long term.
@@YeahSureLetsGoSeeYamcha one card combos aren’t problematic in my opinion, I would even go as far to say that they are essential to the game. Obviously it sucks to lose to your opponent top decking at the last second but the fact that you can theoretically back into any duel with one card also feels and looks great. (drawing one correct card has always been a factor in yugioh for the most part, although that one card has not always been able to end a game the turn it shows up) All I can complain about personally is the design of certain decks with things like mathmech @ignister being an irritating deck in my opinion since it does a one card combo and burns through 13 ED cards which removes the variance since the last two cards you default to are heatsoul into accesscode talker. The fact that these one card combos boil down to “do the best play, the second best play, or lose” is the real problem since it’s predictable and stale.
Although the guy’s tangent on YGO flavor was weirder than the other points, it has some merit. Especially with how linear the game feels. Like the main way YGO as a game can convey some sort of story or lore or flavor across archetypes is through its effects. Best examples I can think of are Suship, Amazement, BES. And that’s a big driving point for other card games. Magic has its artifact lovers or Red Deck Wins and UW control. Hearthstone has its classes, Pokemon its types and pokemon. People like when their deck feels a certain way of either face-paced, slow, combo, or their personal favorite cards. But as soon as everything becomes so linear, you start losing everything for why decks are unique and have interesting playstyles. Cool your Traptrix decks is really unique and you love how it plays, but I watch you win the game off of Nib, search the deck like every other archetype for their unique cards, and back-up plan of Zeus pass. We could’ve replaced 60% of the deck with Timethief cards and it would’ve been the same game. Nice your Link deck is really cool. And the ED is still full of Knightmares, Accesscode, Splash Mage, IP, Update Jammer, Goddess. Am I talking about Link Spam, Mathmech, PK, or Salads?
Though this also leads to inconsistency in the quality of an endboard for example sharks a deck I love playing does not have a fixed endboard and it reaches its endboards by heavily relying on the draw and what extensions it gets in hand, when I say heavily I mean Stealth Kragen pass to Stealth Kragen, Nash Knight, dweller. If your draws are minimal you get a very weak endboard and tbh I don't think I enjoyed when my opponent simply just draws better and gets the better endboard. If anything I'd like it if every deck just had a fixed endboard but different ways to get there.
Well I mean I like Eldlich because with his hand effect he can bring those meddlesome traveler down, and just when they think they got him he uses his land (spells and traps) to regenerate and come face to face to the fight stronger with this 1000ATK buff. He transmutes the enemy and himself and his territory to gain power. I think Eldlich is one of the most thematic archetypes.
Well, the game is literally solitaire. A person starts 6 broken cards unless Kaij or Lava Golem is there to save you. It is pretty much done or you start with the worst Brick in your hand and your opponent does 3 min combo draws and plays 15 cards and sets 2 negates not once per turn and cards like Kashitira Fenrir banish the already weak hand you have with no cost or annoying Labyrinth draws all traps and spells they need to negate the already weak hand on the second going person regardless of the deck because the brick issues from before, The Kashitra lock is not the problem really but rather Konami making this stupid cards broken, People used to complain Eldlich was broken when in fact Despia, Kashtira, Labyrinth, Runick, Tear, Dogmatica mixes are the worst in terms of not giving a chance for the opponent to play with few creative decks hardly being able to play around them it's sad and as much as I like meta archetypes they are op and broken need balancing Also, master duel itself is a mess specifically the way you get cards in the hand sometimes is like they are set to fail you regardless of what deck you are playing is not even a gems issue it is just the system working against you and the opponent getting like perfect hand while you get the cards that could do 0% in that case unless you are playing some strange deck that system is not used to then you get some easy wins. Also SIngle player delivers nothing to make you even wanna keep it as a solo game duel win no reason as to why basically poor and badly done Solo if it was any other game it would have been called a fail but because the master duel managed to start well by giving many crystals at the start and then making them hard to get everyone said it was an amazing game but now it has became clear is just another shitty pay to play game.
Master duel needs more competitive formats for ranking than just the limited themed events. Whats the point of having nearly every card available when only the latest ones matter? Personally id go for an OU/NU format similar to pokemon showdown but having something like goat and edison would be good as well.
Could make Legends Anthology a permanent ladder or make different tiers for the different summoning mechanics Edit now I'm really thinking making a format for each summoning mechanic makes too much sense The deck builder already breaks up decks for all of them already. tweak the ban list for each and there you go
I think that most players, competitve ones especially, not even thinking beyond Turn 4 is the strongest argument here. The game is so fast and so formulaic that the outcome is decided by Turn 3. This is why games feel so samey. They literally don't last long enough for stuff like bluffs to *even happen* . This is why I personally prefer to stay casual and/or play with friends. There's so much more room to experiment and *fun* is prioritised over speed.
Special summoning is the main problem and card text is far to long people can say those arent the problem but it kinda is special summon can be spamed so much a good 80% of fights is just watching one dude spaming out over 20 special summons on the first turn.
@@zwei3179That's not a problem of special summoning but chaining. The competitive scene is too reliant on special summoning. And the card effects nowadays make it easy. The card effects are where the problems lie.
@@Good_Hot_Chocolate Dude there is many problems, but the prime target is special summoning, so many card effects allow it to be spamed if the game wants to be fix special summoning needs a limit a max of many times you are allowed and needs to be made into a resource if special summon was a resource then a lot of the one turn boards can be nerf
I enjoyed the fumble on explaining archetypes. But indeed, my favorite archetype is Magikey and, while there's people calling it "Kingdom Hearts", I call it "Solomon's Tower". Clavkiys is Solomon itself and has the key to unlock doors for new worlds, discovering new creatures and either taming them, becoming one of them or even absorbing their power.
The fumble on Archetypes was definitely on Farfa's end. Talking about the flavor of the game itself, not just the existence of archetypes within the game. In Duel Masters you were a Kaijudo Duelist that would bring the creatures of each civilization to battle for the honor and safety of their lands, MTG being a game where you yourself are a wizard/planeswalker casting spells in battle with your opponent, or in another example not given: Cardfight Vanguard, you as the player are a spirit on the Planet Cray, possessing the creatures and people you call into battle as the "Vanguard" leading a battalion to victory for your nation. In YGO, you're just a dude with cards so the game itself doesn't have that flavor Rednu was talking about. The card art for YGO also typically does not show how or why the cards have the mechanics they do. SOME can have a semblance of reasoning behind what they do, but a good like...80% don't.
@@SageTigerStar have u actually watched yugioh for you to be saying that ....or did you assume yugi in the first yugioh is just a guy but also a ancient pharaoh because duel monster was the way ancient battle where fought with them having their own mythology but in other yugioh version we see its even more than that with arc v having a different dimensional for each extra deck type after they split the world to stop zarc from coming out or gx where supreme king Jaden exist because duel monster exist in another dimesion
@@AMV_KINGDOM_mv none of that has any actual flavor in the card game. especially now that we don’t have any anime to support the game anymore. but yeah, the flavor of a card game doesn’t solely depend on an anime, as in the case of MTG. Plus, tell me which ancient egyptian would embody a Sky Stryker or Fluffal monster. the show is flavored for sure, but not the game.
@@SageTigerStar a lot of archetype don't appear in the anime just look at yugioh card lore a lot of it's hidden or like the solemn series it's def not tied to anime but anime shows u alot of it
@@AMV_KINGDOM_mv i think you misunderstood the point.. in yugioh you are a duelist, but what do that mean? if anime is to go by, duelist means nothing, you are just a guy playing with cards... in MTG as the video explain, you are the wizard channeling actual magic by drawing power from nature.. in Vanguard, you are a godlike being that possessed a chosen vassal from other planet to guide theirs army into victory. in pokemon, you are a pokemon trainer doing your very best. that is the kind of flavor that is missing from yugioh... it's such a shame that when yugioh actually develop the flavor for duelist in the form of ancient egyptian ritual, the game already set in stone... it would be a different game, if yugioh was play like the duel from ancient egypt where you pay life point to summon monsters. lore hidden within the cards and archetype is kinda normal for most card game...
i don't like the comparisons with Magic the gathering because well, they also complain about the same stuff, the game has been power creeping over the years, cards are a lot more impactful and match deciding than ever before, their word count has been rising as well, monsters do have several effects, they have infinite combos because not once per turn is a quite common effect... it could take a couple of buffer turns but your initial hand still decides the winner and so on, some problems are inherent to the medium and no card game will ever able to fix them.
I think the whole "trap cards no longer being any good" thing is just due to a change in purpose of monster cards, more specifically extra deck monsters. Back in the day, interaction on your opponent's turn was mainly down to trap cards and quick play spells, monsters didn't really have a quick disruptive effect so in order to prevent plays you needed backrow. Now that monsters have more disruptive capacity, there is less need for traps because monsters especially extra deck monsters are way easier to toolbox into than traps so you don't have to waste main deck space on cards which are situationally helpful and which do little when going second against an established board. An extra deck toolbox allows access to monsters which can break boards as well as ones which can prevent ideal boards being made whilst also putting pressure on your opponent in terms of threatening lethal, a bottomless can stop an opponent's big monster but it cannot get your opponent's lifepoints closer to 0 whereas a monster can. Trap cards are still reasonably powerful when searchable, i mean look at rescue-ace as another example of a deck which relies on backrow for interaction. Granted that is because Turbulence is an absolute behemoth of advantage generation and the deck has become insanely consistent due to recent support. They haven't been entirely powercrept out of the game but decks are generally more well-suited to toolboxing monsters and hence they will focus on those rather than traps. tl;dr - traps are no longer prevalent as the game has become more monster-centric.
thats one thing i like about duel links, where they avoid adding omni negate boss monsters, so most people HAVE to rely on generic traps to prevent getting OTK'd
But it also creates problems because the game is so monster heavy now that anti-monster floodgates are insane. There's no reason to play S/T Trap hate because Traps are bad, except then in a BO1 format you out get randomly fucked by the one person out of 100 playing Skill Drain which feels awful.
Get 3 spells in grave, play Engage and draw 2, summon Rose or Raye or use Hornet Drone, go into Kagari, regrab Engage and draw 2, then go into Shizuku, then set widow anchor (Negation), Shark Cannon (Graveyard disruption), and Eagle Booster (Effect Protection). I'm sorry that I don't play a deck that easily deal with those cards. I like my graveyard, I play Felgrand or Darklords. Sky Strikers aren't fun to duel against, I'll just surren and move on even in Ranked.
Allowing for different Time Wizard formats would also make sense for Komoney to do since it allows older cards that don't see play viable to pull (spend) for. It also adds another layer of "Should I keep X UR card for Y format or should I dust it for W UR card in Z format" in addition to the current meta cards, thus more reasons to pull (spend).
I like how his chat act like a bunch of sheep and don't have an opinion on anything. They literally say the guy has a bad take until farfa agrees and then they act like they agreed the whole time.
When Farfa was talking about "the monster starter who get you into the extra deck monster and back to the main deck" I was litteraly summoning "black metal dragon" into "striker dragon", get "red M.D" and "Boot sector launch" then "Romulus" into "Dragon ravine" ... I think i undestand what he is talking about xD
Konami is trying everything to make people spend (they made at least 10 changes to the game to be more expensive) instead they quit cause none is going to spend 200$ on adeck
I never spent any money on MD, and i can still use meta deck Currently i have 4 main decks. 3 meta deck (purrely, kash, dragon link) and one pet deck (chaos thunder dragon) The trick is playing every event to grind gems and only craft staples
I have spent money once on a deck ( which was VS so yeah) but I have made almost every other deck I have never paid so not being F2p is not really a fair point because everyone has a different experience
@@skullguy4863 the game was f2p friendly until spright, but i didnt mind spend some money cause you didnt need more than 4-5 UR every new deck, now all new decks require like 9 UR not considering staples, reduced gem from events, increased cost of gems, reduced pass rewards, diluted selection packs to 14 ur from 12ur with random garbage so unlikely to get what you want, 3x in decks are UR now and boss monsters so you need more, pre bans on UR to not give ur back, banlists that rarely give back ur, they make card that will be added to banlist N or R, every generic card is a UR, recent decks like nouvelles or vs needs like 40 URs. to make a deck you need like 10 to 15k gems at least now. just check rarity of release decks.
The part about games feeling similar due to the extra deck is extremely valid. I think it’s especially true for combo decks. Pendulum decks, which are built with a ton of unique features end up only being truly viable when they run through the same boring Electrumite to Astrograph line. Most synchro decks will eventually spit out a Baronne. For every summoning mechanic, there’s a generic end board and it feels like only decks that build well into the generic end board pieces remain viable in the meta. There’s a lot more to this. I didn’t even mention how the various archetypes often play the same basic line every game. But that’s just my surface thoughts
Zeus with XYZ cards is a big one, Skull Dread is something I see a lot in Link decks. Unfortunately, not including those cards in your deck is just crippling. Worse even, decks that can't use those staples are at a major disadvantage. Personally, I think the most fun decks to play are ones that don't use staples like Baronne or Zeus. Or Monarchs, which don't use an extra deck at all. Are these decks/archetypes good? No. But it's more fun than running through the same combos over and over again and just scooping if the combo doesn't work.
@@thorzap1374 yep, I only left out Zeus for space but this is exactly my thought process. Like if you want to win, there’s no reason not to play a deck where those cards work. But I also tend to prefer decks where the strat veers away from generic staples. Or at least where they aren’t my go-to end board pieces. Ex: Madolche typically can’t go into Zeus AND build their board but can fall back on it if turn 3/4 spiral out of control.
I wouldn't even say that; most decks these days can and will end on the same board, even through a hand trap or two unless it's outright crippling(Droll, Shifter). I play against 1 Blackwing player, I can already see like 1-2 boards they'll make unless I do something. The game is so consistent there's few surprises of what's coming next. The generic extra deck is a part of the problem yes but like I see 1 Stratos, I know the 1-2 endboards you're going for even though you lag generics. FYI; I just pulled names out of a hat. Replace the two archetypes with like any other possibly more meta decks and tell me I'm wrong if the choices bother you.
Most of Rednu's points were valid but what happened to Papamutt isn't exactly surprising. I'm not saying that he deserved death threats or anything on that level but if you go into any community and exaggerate the flaws you will likely be attacked the same way he did by the toxic people of said community. That doesn't make the community as a whole bad just misrepresented by those people.
Tbh since he posted no proof Im pretty skeptical of that guys claim that people were threatening to kill him because he lied about the length of a turn
My big gripe with Master Duel is that the rarity sistem is all over the place with decks that won't even see the light of day competitive wise having an UR-SR that you gotta get or the deck misses a very important piece or you get a bare down version of it, this is why most of the time with my friends we jump to Edopro instead On his flavor take is kinda debatable, yes there are decks with a gameplan centered around on a lorewise rol play but most popular cards in Yugioh are known for their effects much more than their lore specially in the competitive, Jinzo-Number 39 Uopia-Slifer comes to mind
> My big gripe with Master Duel is that the rarity sistem is all over the place with decks that won't even see the light of day competitive wise having an UR-SR that you gotta get or the deck misses a very important piece or you get a bare down version of it [...] That ultimately feels like a conscious decision on KONAMI's part so every Deck more or less costs the same, so in the end the decision comes on "what do you want to play" over what can I afford best? This however, is flawed in 2 ends as 1: Decks that receive multiple waves of support end up piling up in UR-SR tax as each new wave is just treated as its a different set of cards altogether, to which I can assure you, if they released Branded today, it would cost way less than it does currently; and 2: This doesn't account for Decks that are built off several split-off archetypal pieces, such as Kaiju Luna which is a UR heavy monstrosity
Another archetype that matches its theme is Vanquish Soul. They tag out like a 3v3 fighting game, and you can call in another card in your hand as an assist! I think that's cool as a TCG player, and FGC player :)
Adding to the themes. The whole concepts of the Kaiju as a deck is that you put one Kaiju in your opponent field and make it battle with a Kaiju of your own, making it a typical Kaiju enconter Movie in Kyoto as the common battlefield (Kyoutou Waterfront) and the humans ultimately creating a robot to destroy them (The Anti-Kaiju).
Early yugioh had a lot of flavour text on cards so it wasn't a lot of bloat it was a lot of words to say even less, but that's fine becaue they were just telling a bit of a story or giving some info on the card's origin. It's very different to "When this card is flipped face up, draw 1 card" or "When this card is activated, draw POT OF GREED"
Yugioh archetypes are good, but very few of them really feel like you're playing what the archetype is supposed to be. If they do, it's usually only a couple of effects like Ariseheart stealing opponents banished cards because they invade and plunder resources, or Plunder equipping cards to the synchros because they boarded the ship. The best archetype for this in my opinion is Vanquish Soul because most of the effects do feel somewhat like you're playing a fighting game, each character has 2 effects by revealing different attributes, the attributes you collect in your hand being your resource meter for supers and each effect consuming the bar to activate a super, or the spell/traps being tag assists and the bosses tagging out their characters, or the Rock being the stage in which you have your 1 character (strongest/highest attack) in the battle area instead of being able to attack everything. But most archetypes, especially most combo oriented archetypes, all feel and act the same. Mannadium is simply a synchro pile with links and a contact fusion, Branded Fusion has cool cards and lore but every game is usually just gimmick puppet lock or a fusion pile of some sort, Purrely has it's memories and grows stronger from them, but Expurrely Noir, Expurrely Happiness are just generic bosses that have effects. Why does Noir bounce? Why does Happiness DRNM and Burn for 1500? Nothing from the memories implies they have effects like that. There are lots of cool archetypes in Yugioh, but you don't necessarily feel that when you're playing the cards, especially when you summon a card that is simply "Grab another card from deck".
In defence of YGO, when people compare it to MtG 90%+ of competetive commander decks play blue for access to counter spells. Which... makes games feel the same. If you read the description of 'power level 10' commander decks its functionally the same idea of combo lines as YGO decks. Standard does have less power creep but its far leas popular than commander. Honestly the biggest difference is the majority of people play for fun, theres also format options. In YGO the default is competative only.
This, if only Master Duel adds more options like different formats, or draft mode, or tag duel. Right now i just play to get gems and wait for the next festivals, if they release draft mode like in LoD and polish it i would play more
Yeah, competitve EDH is the closest format to Yugioh, in 4 player games you have to do much bigger plays and combos than you do in 1v1, so it naturally trends towards the big flashy combos with tons of search effects.
There's also a major difference in the playerbases for MtG compared to Yugioh. Almost none of the playerbase of MtG even consider doing any form of competitive play in any formats. Yugioh doesn't really allow for much casual play, while it's almost the entirety of MtG.
Competitive commander is a fake format. I probably play competitive commander and grinded it more than anyone that will see this comment. Please play a real format and come back.
A way Konami could at least look like they're addressing the issues presented in this video is to introduce a 2nd ranked mode called experimental/testing grounds, where they do take in community feedback along with their data/statistics to create new banlists more frequently, throw on the Maxx C, floodgates, cheese OTK cards we see banned every event and see how the meta changes. They could even include trial cards that everyone can use for a limited time to generate hype for upcoming product, test new card designs in case something was overlooked, or prepare for a new master rule iteration. But considering this would require more work and effort to maintain, I doubt we'll get anything resembling it and instead get uh, more random card animations.
i will tell you why they wont do that and is more simple that people imagine: Konami wants MD as fast as it is right now. Its not like they wont ban cards, the ban cards. But they also want to keep the power level of the game in a very fast tune. It is well know that when you play more than 4 turns in yu gi oh without a clear winner, what we call a "close match", the match slow down a lot in some cases and you can being "trap" in this duel for 20 min atleast. Thats not the intended time duration for a "phone" game. Ban cards like Maxx C would reduce the speed of the game a lot. Ever game that starts with a Maxx C in hand ends very fast because either Maxx C resolves and someone is not playing their whole turn as it should or you spend 1 card or 2 trying to interact the Maxx C resolution. Most staples in the format work exactly like this, cards that eat hand space for the first 2 turns. Its a clever way to make the game faster without no one thinking that much in it. (100% game income is bigger in phones that in steams)
@@KaiserTheDarkWolf i agree with this comment as I play on mobile, so would hate maxx c and other broken cards (eg sprite elf, verte, grass, tomahawk, colosseus, fairy tail snow to name a few) to be banned because they keep it fast paced. Maybe if i was irl with physical cards i'd think differently but as it stands I love that games only last 2-4 turns (still end up being 30m long somehow but hey lol)...Oh and Im a returning player that played back in dragon ruler format so I came back cause of tearlaments, dragon link and spright variant decks since they reminded me of the level of speed except with more speed. My favourite part about it is: the feeling of absolute suppression you can end up inflicting on your opponent, but also the fact, you can still break powerful boards if you problem solve; sure sometimes you're fucked by the draws, but all in all as a whole, you'll run into many cases where the solution exists, you just gotta power through to get to it; while using all the resources, rules and loopholes available to you.
@kenpatchiramasama1076 Honestly, like half of the solvable problem of MD could be solve with a point-system ladder ranked mode. The sweaty can live with the sweaty up high, leaving all the casual down below to wallow in peace, which will cut down a lot on the amount of people complaining
its very funny that the OCG execs didn't understand why MD didn't convert people to paper play (in the OCG), but in the TCG MD being so bad is what drove half the people at my locals to start playing in paper.
I do feel the Flavor thing can be explained as such: Magic was designed as a thematic wizard duel game first, while YGO was designed as a card game first. One of the ways that this can be noticed is that there are a lot of YGO cards that depict YGO cards. No, not things or characters from other cards, I mean the rectangles you're holding. Magic, by contrast, has very few cards that depict Magic cards, and those are put in the more loose and (mostly) lore-free "Un" sets, where flavor takes a bit of a backseat to have fun with mechanics. Another point could be said for how well the names of the cards evoke their function. I could ask a random person a number of Magic and YGO card names, and I'd probably get closer answers to what "Serra Angel" and "Colossal Dreadmaw" do versus "Firewall Dragon" or "Graceful Charity". Not that Magic is without flavor question marks, of course.
What does Serra Angel do? I understand it’s an Angel or something but other than that I have question marks is it high cost? low cost? Collossal dreadmaw sounds like a giant fish so probably a beatstick in some way. Firewall dragon is a mid example cause you’d probably expect it to say no like a firewall would rather than say return to sender but that’s still an okay interpretation of a firewall to be honest. Graceful charity would be card draw or life point gain with leaning towards the second but it’d be something affecting yourself to make your position better.
@@tiggerbane4325 Old Yugioh was rather straightforward. You got burned? Probably a FIRE card. You got healed? Probably a WATER monster. ROCK was basically big ass monsters and WIND was related to bouncing and/or backrow. DARK has the good monsters and LIGHT basically has no playable monsters (but that's a discussion for another time). EDIT: Most types also had identity. Zombies were the to go reanimation deck for example. Right now everything fetches from the graveyard. It works the same way in MTG - red has spot removal with fixed damage, white/black have spot removal that doesn't care about stats. If a card is exiled - that's probably white or black. Big ass creature? - that's green for sure. Your card got countered - blue. My issue Yugioh is: If I tell you - they just activated a monster that wiped my board/monsters/backrow/did any-bloody-thing you cannot tell what type or attribute the monster is. There is no difference between a Thunder or a Machine or something else entirely. Everything is everything else and nothing has identity. The difference between a dragon pile and a plant pile (excuse me dlink and rikka sunavalon) is that the plan one occasionally gains some small amounts of life, other than that it's basically the same deck.
@@ДимитърПоптолевyou kinda just unintentionally showed bad card design being as basic as fire burn water heal it's actually in yugioh if h paid attention water is recovery most water cards recover from or send to grave yard most fire monster destroy by card effect or send to graveyard like lava wind bounces meaning return to hand or somewhere earth is special summon from grave if u actually want to understand the elements in yugioh try looking at the archetype based of the elements
Yeah, Yugioh isn't trying to be a representation of slinging spells. Like the anime is literally people playing the card game. Whereas in MTG they try to make designs that are consistent and evocative of the character or action the card represents, Yugioh design is more about making interesting/unique card effects. More often than not card names are just [archetype] [name], there's no flavor text except on normal monsters, and the effects make it clear they're designed as game pieces and not as characters. That isn't to say it's worse design or anything, it's just a difference between Yugioh design and other games' design.
@@epthopper you forgot archetype usually tell a story in the artwork with kashtira and tear actually being planets and a great battle being fought their or buster blader whole artwork showing him killing a dragon to raise its baby then killing the baby after its grown look up card lore to actually see how far it goes we have crazy lore more than magic by a mile
Even MtG is running into power creep. Also, for those who haven't tried it, FAB (Flesh and Blood) is great. It gives me the speed of playing YGO with a resource system that you almost never need to worry about (e.g. being mana flooded or lacking mana in MtG).
It really shouldn't, due to the rotation that basically allows them to "reset" the power. However, they have decided to cater to the players who play commander format which has a VERY high power level and uses almost all the cards. So, in order to get them to purchase more cards, they've been making each set more powerful..
MTG has had bad powercreep for a while now. By no means is it as bad as yugioh, but most new sets usually have a couple rares and mythic that either warp the current standard format or some legacy format like modern or commander. At the very least least, the creep'ing is usually spread out between magic's varied formats, though there are periods where some formats become unplayable until a ban comes along. Standard has the benefit of rotation at least. But I don't think any card matches the power of the classic 'power nine' cards. Since mtg is set on keeping those cards as the peak of magic, there will never be a card that exceeds their power. Yugioh however doesn't hold their OG power cards in the same regard. With the exception of pot of greed and graceful charity most of their OG powerhouses like monster reborn, raigeki, etc have either been unbanned or archetypes existing that can get close enough to those cards power that it doesn't really matter.
@@shockwaveherp9823 technically they have SLIGHTLY nerfed version of pot of greed, but with certain decks, it's essentially the same thing. For example, pot of extravagence gets around the "2 free cards" by having you banish cards from your extra deck. Buutttt, if you don't use an extra deck, you have a free pot of greed! I get what you mean that wizards seems to try and keep the "power nine" as the top of the food chain, they still found ways of allowing people to achieve the same affects (albeit with multiple cards)
To be fair, purrley isn't that oppressive from my experiences playing it. All you have to do is negate the effect activation of the first purrley summoned and they will be screwed more or less. Then again, I'm not very experienced and I started playing in snake eyes format
Playing long session of MD just when I want to, do my dailies for free gems for a little bit of time, and not pushing myself to hit Master 1 are things that help me enjoy MD and not get burned out :)
it doesnt matter if you use maxx c or not. your opponent does. and every single time he will have it on your first turn. he will have ash blossom. and have called by when you use ash or maxx c. then he will impern when you norman summon is your last option. then pop off when its his turn. carft maxx c now and fuck over your opponents and dont pretend to be on high ground. you are a yugioh player you want to make sure your opponent dont have fun playing the game. or in this case not play the game.
@kaalifari such a bad take in every aspect and this toxic mindset makes the game less fun. I've had an enumerous amounts of games where my opponent didn't open a single hand trap or Maxx C with Ash or Called By in any combination. Potentially one of them and other than the ash for deck searching and Maxx C being anti fun, there isn't a problem. Using called by on hand traps is exactly what called by does and stopping other monster effect is what its intended purpose is for. There is no morale high ground here either lmao, the card is garbage and super toxic and I refuse to use it along with 7% of the player base. It doesn't mean we think ourselves better because of it. Imagine not wanting to use toxic cards because their toxic and being told you are trying to be on the morale high ground.
Never thought I’d meet someone else of that 7%. There was a duel I had where my username was “banmaxxc” and my opponent activated it and then scooped. Meaning he probably doesn’t like that card either but still plays it because they kinda have to
Danger Dark World is the best anti-maxx c deck. Doesn't play it itself, and half your wins are from decking people out through Maxx C, not playing around it. I got the deckout mission from playing the deck lol
FINALLY, SOMEONE OTHER THAN ME SAID IT. The lack of popular homebrew formats is fucking depressing. There's historic formats, yes, but Yugioh lacks something like EDH/Commander. Players of this game need to be more willing to experiment with the rules of Yugioh in paper play if they want this game to evolve and remain relevant. And it needs to be grassroots because Konami has proven they won't support this shit. And more than anything, the design of it should be equally conducive to casual play as it is to competitive. Ideally, a homebrew format needs to produce a lower skill floor than the standard format if it wants to take off, and I do think that can be achieved without gutting a bunch of mechanics. Matter of fact, i think introducing new and tweaking current mechanics can allow for more creative deck builds if done right. And since we're not fucking with the standard format itself, there's no risk in going through this sort of experimentation. The closest i've seen at an attempt of this is probably something like Domain Format (aside from the homebrew I've been working on for over a year, but i'm not detailing that shit until I have the rules ironed out). And the only reasons Domain hasnt taken off - if i had to assume - is because PoG is legal at 1 (i've seen some complaints about that, but since its a singleton format, it really isnt a huge deal), and because no one is trying it. If MBT's Rotation Format series has proven anything, its that a homebrew Yugioh format in the modern day wont ever take off unless a popular UA-camr is playing/covering it. It needs that initial boost in interest, it needs to still be accessible for online-only players, and it needs to have a solid forbidden & limited list for competitive play (either that or a reduced cardpool entirely, which i've heard described as a "bottom up" approach in discussions i've had regarding the development of my own homebrew).
I think shorter time limit for turn would help so its harder to pull off unstoppable combos. And rewarding players who pull off combos quickly and efficiently. Maybe a limmt some of the hand trap crards?
@@dragonch0ch0ch06 Yea or how they kept referring to archetype design translating into gameplay while he was talking about individual card design and that card's art/design reflecting specifically what ONLY that card does and not the archetype.
I feel like it's obvious but one of the best things about master duel being a good way to introduce someone into yugioh is due to master really holds your hand when it comes to activating effects and the chain of effects when they resolve. If you miss play in master duel it's on you and you can't go back. Plus it prevents accidental/purposefully cheating.
"power creep isn't as bad in MTG" This is a terrible take, legit awful. Not only is every format not named exactly EDH or draft doing terrible right now, but they made a change to standard rotation which has made things WORSE, that being adding an extra year to rotation cycles, meaning BS you're sick of takes an extra YEAR to go away. The banlist is so weak ATM that things people are sick of and are knowingly broken are still kicking for pre-errata firewall dragon-levels of "been around too fucking long" Every set now has at least one rare or mythic with questing beast-level text bloat BS(for the yugioh only crowd, it kills anything it fights before damage calc, ignores monsters with less than, say, 1,000atk/def, ignores destruction immunity, and one more effect i can't easily translate, that being damage it deals it also deals to a planeswalker), and vanillas have been pack filler for 15 years now, even at high rarity with cards like "yargle and multani" being only used as a fling target. To say "power creep doesn't exist in MTG" is either ignorance or a lie. you can see it in formats like modern or legacy where the amount of banned cards have gone up significantly the newer you go. They haven't bothered to control the power creep. Yugioh DOES have a way to control the power level. An aggressive banlist policy. Also MTG arena fucking sucks, it rigs draft against you, it changes whether you go first or second depending on your winrate, and there's more, look up "how MTGA cheats you"
@@bluecultor6178 i'm saying that'd fix it better than rotation, not that yugioh even tries to at present. My stance, in short, is that a significant amount(at least 10%, probably) of the card pool should be banned.
Yeah add to that that resourcebased games naturally are way more vulnerable to powercreep as you can only do a limited amount of things each turn so those things have to get better every set to justify spending money. Rotation has always been about selling and invalidating product, it just can as a side effect have interesting formats if the people in charge care about that. But hasbro has truly screwed everything WotC owned.
Yeah, I think the "lore and themes" point really missed the mark - personally I don't care about lore (tho ygo could probably do a better job at presenting it), but the archetypal approach to design has some fantastic and unique ides. Vaylantz letting you - and your opponent - play tabletop wargames, Nemleria's dream defenders protecting her from nightmares until she wakes up, Generaider setting up a raid boss at the start of you opponent's turn, or the Dragonmaids sweeping both sides of the field clean. There are so many examples of entire archetype mechanics that are fundemental to their respective themes, even when *each individual card* is just a weird paragraph of tiny text.
I wish Vaylantz felt more like that IMO, honestly it feels more like S-Force and Mekk-Knight are "tabletop battlers" more than Vaylatnz. Also to add to your list some of my favorites; Vendreads "consuming" lesser Vendreads to become more powerful, Shiranui cards tuning a ghost sword with a swordsman to form a stronger swordsman, and Graydle latching onto whatever attacks them and assimilating them (Konami I know you're listening give us more Graydle support)
We have lore archetypes, just little to no flavor. That's one of the biggest deciding factors for me to buy into a deck is themes and helps with getting people invested.
@@spicymemes7458 I think it'd help if the lore of these archetypes(that being the "lore" archeytpes like the duel terminal stuff or the world legacy stuff or the albaz stuff or the visas stuff) had more detailed explanation for the lore which could help clear things up and explain the theming past their art. The solo modes are with the exception of the world legacy stuff kind of barren.
Every time I get the itch and hop onto Master Duel and start playing seriously again for a while, without fail SOMEONE is talking about how Master Duel is falling off or dying or whatever. Here's a personal opinion, if people are still playing the game in real life, attending events in the hundreds of thousands, and STILL watching the animes, Master Duel will be doing just fine. It'll have ups and downs but every damn game will. Even MTG has moments when fans feel less enthusiastic about the game but it passes every time. I hate the faster pace of games and always will but Master Duel absolutely is perfect for not only getting new players but also reigniting old boomer players passion for the game, I've actually started collecting cards again in real life because of Master Duel, because the Solo Duels that teaches you all the basic mechanics of the game and sheds light on a lot of fun archetypes. I am trying to find a way to make War Rock and Therion cards work and been testing numerous decks and I couldn't be having more fun because of all the practice I get in Solo Duels. The World Legacy story has unironically made me accept Link Summoning and fully invest in the mechanic. The game is fine, Kashtiras are cancer, and I'm still gonna play Dark Magician till the end of time.
I play yugi irl on tournaments for almoast 9 years now. I prefered the slow past back then over the fast past gamplay nowdays too. However, back then, we just flupped vanities emptiness or i turboed out my darklaw, which rendered the opponent unable to play if bo out. You had to grinde the game out for like 4-5 turns to see if an out coul be drawn. These days i feel like 50 perc of my games are decided turn 2. From my experience, ots tournaments are still enjoiable . Even if you loose half of the games to the dive roll, you jsut play 4 games anywas and havent spent days preparing for those.
I think a major issue that most Yu-Gi-Oh players don’t like to think about is the fact that practically every card is searchable. Every deck is a toolbox deck. You have immediate access to almost every answer in your deck whenever you want it. Every combo piece. Every win condition. You’re almost never drawing into a win, you’re drawing into five tutors in a row that get you to the win. The game feels complex, but when you really look at it, the complexity of the game mostly boils down to remembering which line of play you have access to. And then copying and pasting that line into the current game. Yu-Gi-Oh decks are just way too fucking consistent nowadays. Essentially, there’s no such thing as a dead draw in Yu-Gi-Oh. Which is good ostensibly; however, in the long run leads to a very low game variance. So almost every game feel the exact same regardless of the deck being played. Not very conducive to long-term player retention. It’s ironic when the original show was based off of trusting the top of your deck for an out; while the modern game is about searching for every single individual piece of your board state one by one.
I just started and I'm getting destroyed in the xyz event. I just quit because all I face is Kash , horus, Purly and welcome lab deck. I thought If i go on a losing streak I would at least get someone at my level but no, I just constantly face these pay to win decks.
Agreed. I am playing MD as a free to play, and it's not so bad, it just takes a good bit of grinding to get the best decks, and you cannot keep up with the meta, but it's fine. As far as paper play goes... yeah, no way.
Totally agree, which is why I stopped buying into paper. I don't have locals, my friends live hours away, and I don't have the time to dedicate trips and afternoons to a brick and mortar card shop to play. If not for MD, I would not be playing.
That said, if you still have that itch to scratch but don't have anyone to play irl or don't know how to make sure things are running smoothly, you have EDOpro and Omega. If you just don't have someone to play irl, there's DuelingBook, but they're not that friendly around there.
They will never have player retention if they dont release packs like the recent 25th anniv staples. No new player will have enough to build the right staple URs and the deck they want. Anyone can get lost in the sea of cards and craft the card thay seems cool vs the one they actually need.
I mean, I wasted all of my starter gems on BEWD and DM because only YGO I played before MD in the past years was bloody Tag Duel 1-3. I still recovered from that, got all the base staples and accumulated the lesser ones over time and I've been making a new deck every month. Completely F2P.
How can you get lost in the sea of cards when we have multiple card databases outlining what the best decks are and exactly whats in them? Before I even started crafting cards in MD i googled guides and did research as to what's viable. You can do the same thing with the TCG.
The one thing this game is somewhat generous with is how much free stuff you get at the beginning, I've never found myself lacking on staples, only having to decraft things and let old decks go to pick up new ones, never spent money but I have a playset of every relevant handtrap and staple.
This was very interesting for me. I played yugioh as a kid. Absolutely loved it and played until my inky friend who played moved away from me. I started playing Duel Links pre pandemic and loved it!! Until I somehow lost access to all the cards I bought which was super frustrating. Post pandemic I started plating Magic and got into commander cause of my brother and was immediately hooked!! The cool thing is there are formats where you can play these decks that aren't top tier and still be competitive. I love Yugioh content and the nostalgia makes me want to play again but sadly it just seems like too much and I feel I wouldn't even be able to play the cards that make me nostalgic. So I feel like magic is a better game but yugioh hits that nostalgia. Anyways people should play what they enjoy but maybe one day there will be more formats for yugioh (like commander or pauper in magic) that will bring me back to the game.
I guess im a "yugi-boomer" due to age, but I have grown to "love"(?) the game now coming back to it on master duel. Sure having people take super long turns is not fun sometimes, but when I get to do it its fun! Even when I mostly lose. I think a lot of these "I loved this video game and im tired of it now because it suck" is really that people are just burnt out on it. An its fine to get burnt out, it happens, specially when you make content about it. Its fine to step away from a game for a while, but like saying its trash because you are just tired of it is not a very valid reason to me.
I think the "flavor" argument is a little different from what you're understanding it to be. In MTG, you understand that you're a wizard of sorts having a duel of magic with another wizard. In Lorcana, you're calling on characters from story lore using magical ink. In YGO, what are you supposed to be? In the old anime, it was a game played by spellcasters summoning monsters to fight one another. Then, it turned into interdimensional aliens, motorcycle racers, stage performers, VTuber hackers and so on. There's no consensus on what the flavor of the game is and it just makes it feel like Weiss Schwartz without acknowledging that it's so.
The way archetypes are designed in YGO these days - hermetically - no draft has any chance to happen. 90% of cards would be unpleyable, because they work only inside their own archetypes. And that's sad.
BO1 feels fucking MISERABLE to play, makes both winning the coin flip and drawing the out much more important, the banlist consistently hits petdecks harder than tiered decks and you're funnelled into ranked (the worst mode in every game). As much as I hate the bug, it's barely top 3 problems I have with MD.
Thing is BO1 wouldn't even be soo bad if they actually made the banlist with that in mind the only noticeable thing that relates to that is Silva being banned to prevent handloops. Also my god you're right I won't forget about what the foolish goods hit did to a bunch of decks and there's definitely not enough gamemodes that reward gems or offer a different way to play. Maxx C isn't the biggest problem with the game it's just the biggest problem card in the game.
MD was intended to be mobile game to begin with, most of player wont sit through bo3 on ladder. That being said, i still wants bo3 + side feature for tourney custom lobby it will make easier for making community tourney.
I remember back in 2012 when I was playing spellbooks at full power then when judgement got hit I switched over to Bujin and both were super fun in their own way. I do there could be a way in MD that we could play past formats without having to use UR for the banned or staples of that era. Like how I also think with the solo mode after you beat or clear a gate you should be able to use whatever card you want even if you don't have it crafted or if it's banned/limited. Same think with casual duel in MD except it follows the banlist. That way you have players that want to try new decks can and not have to go on rank. I feel like that would solve some of the issues.
As an outsider looking in YUGIOH has an insane skill floor. It is daunting to try to get back into the game after two decades of not playing. The same can not really be said for other TCGs like Pokemon and Magic which I play avidly.
The lack of flavor argument is very weak, YuGiOh has great storylines, Branded and World Legacy are the big examples, and plenty of the decks reference or evoke something from other media or real life in their art or gameplay. The thing about Maxx "C" is true however. Who knows what does it need to happen before it gets banned (a few big banlists at least) but a single card being so important is a big issue. Overall, at least he gave the game a fair chance before quitting, and he does look like someone who would come back after a time and specially if Konami addresses the big issues in the game.
He seemed to specifically mean individual cards instead of archetype-encompassing themes. There's nothing in the lore or art that hints to why, say, Spright Red/Carrots are negates and Blue/Jet are searchers, they just are.
not cramming everything in one big universe also allows the to do more cool stuff. mtg currently suffers bigtime from their lore all being this big pile of long running shonen anime.
I think the big issue is that you need to have someone tell you the lore since the lore is pretty hidden and you have to go pretty far out of you way to actually learn any of it
I think a big thing personally is that Master Duel is a massive exposure to the state modern Yugioh is in. Alot of people can't afford how much it costs to make an IRL deck. So alot of them don't know just how much the game has changed and alot of the stuff that can happen that seems downright unfair. I still talk to people who think the game is still like it was in the original anime. Then the other factor is burn out. Its easy to burn out on Yugioh when you see the same things over and over and you know you have no out because its a best of 1 and some decks need specific counters to win against. Such as Turn 1 Labyrnth, Pure Kashtira, or Purrly.
Yugioh irl is more affordable than it has ever been probably. Plus the meta is extremely different and more diverse than it is on master duel. Purrely and lab exists but they are as dominant as they are on masterduel and kashtira is basically gone. And there are many decks that are playable than in master duel. Only issue that remains is how difficult it is to play the game
@@MaliEndz *Looks at average market prices of cards* Your kidding right? Like I get what you mean about everything else.... but if I had to compare TCG to Master Duel when it comes to affordability... Master Duel is far more affordable than TCG.
I was one of Rednu's more active viewers back when he was still streaming master duel. I would argue against Yu-Gi-Oh! being the worst card game and I know for a fact that the TCG is in a really good place right now, but I have to agree with him that Master Duel is a pretty bad game. No best of three makes the game incredibly luck-reliant, meaning that annoying gimmicky decks that have no reason existing can occasionally steal games (they would lose almost 100% of the time at a best of three). Maxx C not ever going away makes the game objectively more stale and limits deckbuilding for absolutely no reason. Time Wizard formats would be heaven-sent, but they, as well, are absent. The game itself DOES have intricacies and isn't the same a lot of the time, when played properly. I'd argue it's more Master Duel being a bad game than Yu-Gi-Oh! as a whole being a bad card game.
He makes a lot of a fair takes but yugioh lacking flavour is NOT one of them. I hate kashtira from the bottom of my soul and think it is one of the worst creations of mankind but even i have to admit that even THAT has its own kind of flavour. The kashtiras are supposed to be a space colonial empire and their effects of banishin cards face down, shangri ira restricting your zones, and ariseheart stealing your banished cards under it is what it feels like to be fighting a colonial force that wants to deprive you of all your inner resources. The points i agree with the most is lack of alternate formats and maxx c. Why do we only get 1 event per month that lasts barely 2 weeks and usually is just "X summoning type only"? Why doesnt konami get more creative and more frequent with the events? Even if they give out less rewards it would create so much more incentive to play the game than just farming for gems if they make actually fun and balanced formats. And no, the loaner deck events arent real they cant hurt me.
A lot of valid points are brought up here. In its current state I don't know if this game is salvageable. Konami can either rework the game to be more accessible and less convulated, or it can continue to be a niche game until it inevitably dies out. I understand that the modern game is really fun to a subset of people, but I genuinely believe it would be in Konami's best interest to attempt to fix the game before it spirals out of control.
If maxx"c" wasn't in the game you could tell people to play a low rarity strategy like pure tenyi or crusadia ftk to grind on low ladder and save their gems for the decks they want to play or are more viable. But now before you can play any deck you have to contend with the earth insect in every deck so you NEED ash blossums, called bys, crossouts, and the bug himself before you can play the game and konami knows that'll get more people waisting their free gems and have to pay to start playing.
God...that guy with the chat message "brother have this guy played modern legacy or piooner?" Ignoring the rage inducing grammar - how can someone not even get the point. Yes MTG has faster formats, but those are built with OLDER cards. Meaning those fast and too strong cards are not part of the most played formats. The fastest games in MTG end on turn 3 for the super powerful formats. Modern decks are not allowed to win earlier than turn 4, if they do, there will be a ban. Pioneer literally just had a card banned after 2 weeks because it was too fast. WotC monitors format speed far more than anything else. And that means NOT that MTG is automatically a better game, but it is more interactive and therefore less formulaic.
I think this video basically spells out why Vanguard despite its own faults continues to be the main tcg I play cuz every deck has its own style and gameplay loop not to mention it's tempo is built over the course of many turns where as YGO is over in like 2. I do enjoy YGO as well but yea I definitely enjoy older formats more as while modern has some charm it's a bit ridiculous.
25:20ish my favourite example of a yugioh deck with mechanics that synchronise with thematic is nemleria. She goes to sleep on a pile of pillows, her dreams come out to defend her, she wakes up when there are no more pillows to put her bed back together and go back to sleep. Very relateable.
I think he's actually correct on the flavor aspect, he just didn't explain it very well. (I also don't think it means Yugioh is worse) MTG design works extremely hard to make things feel like more than just a game. Every mechanic has a flavor reason for existing. Rules and card effects are DESIGNED to work completely intuitively to how they might work in the real world. That's another reason why they use keywords, because that gives the abilities more meaning than just words on a card. Cards and rules are designed in such a way that with only a basic understanding of the rules, you could easily play with most cards correctly. You don't have to know how the stack works to play instants in response to your opponent's cards, for example. The stack is basically irrelevant in most cases, you just do your thing in response to their thing and yours happens first. Wheras Yugioh's chain makes no mechanical sense to a new player. There's no logical tie-in to a physical scenario in which chainblocking against Ash makes sense. Or why your Fenrir doesn't trigger until the chain resolves. He's just sitting there waiting for you to finish? Yugioh's rules aren't more complicated, but they're designed SPECIFICALLY to make unintuitive interactions and outplays happen. It's not meant to be a representation of a fantasy world, it's a representation of a card game WITHIN a fantasy world. Yugioh designs cards to be interesting/unique/powerful game pieces, MTG designs cards within a carefully constructed formula of what each color should do and what abilities a card might have to keep that flavor intact. Obviously there are still flavorful.aspects to Yugioh design. But the flavor isn't found on individual cards as much, only when looking at an entire archetype the flavor makes sense. More often than not, individual archetypal cards are just [archetype] [random name]. The individual cards are just puzzle pieces that don't really make sense individually. It's a design choice, not a design flaw IMO.
yeahb and magic's story is either amazing or bad and its been bad for a while now. Yugioh has every archetype stand on its own merit with bigger stories spanning 2 years each.
I think yugioh's archetypes have a lot more flavor than mtg. But MtG pretends like you aren't crazy for caring about irrelevant stories that have nothing to do with the card game you're playing, so they make tiny little blurbs on some of the cards to give the illusion that something's going on narratively. If you tried to tell me yugioh does the same, I'd back away slowly and reach for a weapon, you're unhinged. That being said, MtG's stories are largely bad and typically don't mesh well with the card game's function at all, they're just there for weirdos who don't realize that good fiction exists.
its because no one does anything different or unique they're all chasing the exact same decks anytime i duel its either some dark magician deck a cyberse deck or a blue eyes deck once in a while you see something different but those 3 are all i ever see
14:30 I think really the actually worse thing is how Cemetery and Removal(banishing) is just a quick-access deck now. Cemetery used to be for dead monsters, but then everything uses it constantly, so now you can REMOVE the cards from play, so they cannot be used anymore for that duel. Oh would you look at that, a lot of stuff uses the removal pile now too, so that is also useless now. Inb4 there's a new sort of removal to ACTUALLY, FOR REAL THIS TIME, remove a card from the duel, only to 3~4 years later everything be able to use it like a quick access deck.
"Cards designated (not targeted) by this effect are returned to the bottom of your deck (to prevent floating effects) then placed face-down horizontally in the field zone of the player in another duel counter-clockwise from you." Duelists in the year 2027: "Man, they had no idea how busted this card would become, huh?"
@@luigifan4585 Not a single Kash card does anything with banished facedown cards. Kash cards react to cards being banished face down, they banish cards face down, but the only thing kash actually does that is new for an archetype is retrieve cards that have been banished face down. I wouldn't exactly call that 'breaking' being banished face down. Also Kash was dead on arrival in MD, ariseheart was never legal lol.
I don't need to even watch the video to correct them. Master duel doesn't suck, yugioh sucks. The app itself is amazing, it has amazing sound, amazing graphics, it's f2p (try building a single deck in duel links before you even try to refute this), and it runs across multiple platforms. What you think sucks about master duel like maxx c, people comboing you to death because you're playing celtic guardian pass becauze anime, getting numeron otk'd, that's all a yugioh problem. Remember, master duel doesn't suck. The cars yugioh sucks, the players playing runick stun sucks, and above all else, the feeling you really want to say is losing sucks.
We got modern and poineer. Which are constructed tournament play based year of set that apply. Also, commander is a 4 player. In commander you can you use any card and many deck builds.
Swordsoul is the platonic ideal of modern Yugioh design. Yes, you make a lvl8 and lvl10 every turn, but you don't make the same ones every game. Additionally, you don't make them in the same way every game. Mo Ye is the main starter but Vishuda and Adhara make an 8 as does Taia. It searches at most twice and summons directly from deck at most twice. But doing these things telegraph not only your combo but also your hand and they don't allow you to make many generic powerhouses in addition to your archetypal monsters; you must choose. You also aren't doing all four in the same turn because of HOPT effects. Unfortunately, wyrms have a small card pool, the best ones are banned, and Swordsoul's strongest card is an Icarus Attack.
You havent played swordsoul much then because its one of the most repetitive decks in yugioh. Every game you make Chixiao and Barrone De Fleur. And they play all the generic staples
@tiktokexposed898 I have played it almost exclusively for the past year. You do not make only those two every single game. There are times when Chixao is unnecessary because you already have Longyuan/Blackout in hand and don't need the negate so you make Draco Berserker. Sometimes making Synchro Longyuan is better than Baronne so you can win in time. Sometimes you don't make Baronne because the negate isn't needed and a well timed Blackout + Chengying will damage your opponent more than a single omni. Sometimes you end on Chaofeng to lock your opponent out of Lights. The fact that Swordsoul plays staples has nothing to do with anything I said. Swordsoul has a mediocre main deck->extra deck->main deck loop that many other decks far surpass it with which I believe is the ideal degree to which the loop can exist for any healthy amount of time in the game.
My problem is the lack of a pity because i spend 8k on the icejade fish secret deck and still have fully gray out sr's and Ur's i keep getting ones i already own if i do get an sr and ur from the pack to begin with. I think people would play more none meta if it wasn't for this. Like my last 2k was just 1 Ur and 1 Sr from the pack that wasn't a copy,this shit is ridiculous. Just up the rate to get cards from the pack if they are Sr's or Ur's i want what i paid for imagine if i spend money on this 💀
There is a pity system. It's called crafting. You're still pulling URs even if they're not the ones you want. You decraft them and then craft what you want.
@@Adalon- Edit: Nvm i forgot it's 10 UR dust for 1 dismantel so it's even worse than i thought at first,i need 3 UR's for 1 that i need,so i can spend up to 6k gems for 1 singular UR if i'm unlucky greedy af company and i swear they changed rates because at the release it was so much easier to get rare packs. Edit 2: Nevermind again i fogot that the guaranteed SR is always the last pack and going to be from the pack itself guaranteed so if you don't get any UR in the pack the next pack with the guaranteed UR will give you a card from the pack. So it's actually worse getting random UR's because that means i can never really efficiently/fairly get the cards i want imagine paying for this shit...... Ahhh yes i need to pull 2 Ur's for 1 and now let's say i need 3 copies💀 That is not a pity system it's an excuse to call it a pity system so Konami can say: See you guys have the option. Besides this only works if you pull an UR so in theory i can pull every 2k 1 Ur only and i need 2 UR's for one i want,so if i'm unlucky i need 4k gems for 1 singular UR......yes great "pity" system and don't say wElL i NeVeR sAiD iT's a gOoD oNe bro it's like someone is thirsty and you give him alcohol that's not what you asked for that barely is a pity system. There needs to be an actual guaranteed system that gives you missing cards from the pack like the fully grayed out ones. I mean ffs if i got this unlucky with my first deck i would have just quit and let's not forget when you are new you gotta craft all the staple's first that's so much UR dust. There is really no excuse other than greed idk why anyone wouldn't want this.
That is definitely an issue with Master Duel. There's simply no reasonable method to actually obtain more cards. The point of a free to play system is that the wider player base will cause the people who do spend money to stick around longer and spend more money. Those players who aren't spending money on your game are just as important, if not MORE important, than the ones doing the spending, because without the free players the spenders have nobody to play with. I've got 100 hours in master duel, and I haven't even finished crafting ONE full deck yet, let alone been able to branch out to try others.
I loved yu gi oh from 2013-2016 and quit around that time. I occasionally check in to see the community on fire about things just to validate my decision to put the game down. Been waiting for a time to pounce back into the scene as I love card games so much. But alas, among this and the cost of the game. It seems I must remain in hibernation
I personally quit Master Duel because I was getting tired of having duels start with a 15 minute turn one combo and end with a scoop. Either the player going second scoops because they didn't draw the out or the player going first scoops because second player _did_ draw the out.
I think a big part of the yugioh community are people who refuse to try other card games for various reasons(broke, yugioh takes up a lot of time already, investment, think adding on the complexity of another game is too much for them, etc.). That causes them to ignore the problems or simply not see them as they haven't tried other systems. I have this problem currently where i keep playing rogue level decks for a while until i can invest a little to play a better deck or get lucky with pulls from locals. So if i am already spending what little money i have making current decks better or getting a better one then i never really have the urge to play another game as i never have the money for it but i know if i did it could change my outlook on yugioh by having other games to compare it to.
I started card gaming with Magic. I’ve played Pokémon, Hearthstone, Runeterra, Shadowverse, Eternal, Keyforge, One Piece, Vanguard, and Lorcana. When I got into Yugioh I literally couldn’t look back and return to Magic. No card game has kept me around for this long and I doubt any ever will. Maybe some people just think Yugioh is fun.
@@mashinchaser i want to have that experience but i guess i need more finances to truly see if i have been missing out or if yugioh is just the game for me
@@Bird1912Excluding Magic and Keyforge(whose decks are literally 10 dollars at least when I played) I played all of those without spending a dime, and nowadays they have Arena.
Just in my personal experience, I haven't met many players who exclusively play YGO. The vast majority of people I have met playing at YGO events play a variety. This isn't the case with Magic, which is a common game YGO is compared to, where the vast majority of players I meet playing events exclusively play Magic. Could be for the reason you mentioned, about trying out other systems but I feel like people are ignoring the fact that the YGO community itself is divided about the same exact points outsiders are strawmanning them into defending.
I agree with all the points in the video. Although it is true that a lot of the effects are themed in Yu Gi Oh, it is not the rule. Many of the effects that are played in the meta have no meaning or correlation with the card itself. Yu Gi Oh is a very improvised and poorly designed game, and this is a consequence of always trying to innovate in mechanics in order to continue selling cards, making old cards obsolete. Although all companies do this with their games, I think Konami managed it very poorly and it got out of hand.
The thing with his Maxx C argument. Yes. TCG players all agree it is the worst thing to exist. But OCG players also hate the bug. We had an OCG player play at our locals over the summer while he was visiting family, and he said he enjoyed playing the TCG because Maxx C is banned (granted same dude also rolled up to CYAC format with Striker but... 🤷♂️)
Thanks for giving my video a watch! Obviously there are places to disagree, but I appreciate how you as a huge supporter of the game could validate some of my points.
You know you quit MD because you got bodied by a kuriboh
I think one issue that you brought up a little is the growth of Yugioh. If you are streaming or a Yugioh content creator there isn’t much growth. Most, if not all players today, have played at some point in the past. It’s really hard for Yugioh to gain new players with the game as complicated as it is. This makes it even harder for creators as the game isn’t bringing any new interest in causing channels to kind of stall out in terms of views and subscribers.
I'd also like to just comment and this feels like the best place since it's from the original creator and Farfa, but it has to do with the top decks versus rogue. I find that rogue decks always have better interactions and different responses as opposed to the Meta decks that just do the same thing everytime and just otk the opponent.
This may just be from the decks I play online and against friends, but I always feel like we have different interactions and drawn out duels since we all play rogue.
STOP MOVING
I appreciate you giving it an honest try. Not every game is for everyone, but I agree with most points you made.
I was on that stream, and during some of his points, I saw some people in chat calling him a nerd, in a pejorative way, of course. Guys, all of us are nerds; no one tuning in to a Yugioh stream and sitting through this isn't a nerd.
"But I don't watch the anime, nor do cringe stuff."
You could play a deck that has neither waifus nor edgy dragons, become a gym bro, and die on a hill, claiming Yugioh is just a hobby/sport, and you'll still be a NERD.
Calling someone a nerd in that manner on a video made dedicated to talk about certain hobby is the most pepega sh*t someone could say
The I don’t watch anime nerds are a new type of cancer. You don’t have to watch anime, but you have to Co opt its fan base to exist. Fake ass until I make ass type people.
Yugioh players seem to be big on trying to distance themselves from weebs
Like how would most women react to knowing you play children's card games bro lol
In the end what's important is that we can all freely enjoy what we like
@@Rar-u2f Couldnt be further from the truth yugioh players are the biggest weebs just look at how popular Sky Strikers are and the anime is easily the biggest reason Yugioh is even still relevant
nerd is a spectrum
Gotta be honest here, im pretty sure chat was so negative at a lot of points in this video is SOLEY because farfa was reacting to a vtuber.
It really doesn't matter. Clowns will be clowns, especially in a twitch chat. So long as it's called out properly and debunked whenever someone makes a dumb claim, that's all you can really do to quiet the peanut gallery. As for him being a vtuber, that matters even less and it's weird that people haven't actually realized that no amount of displeasure or hate will make them go away. If that were possible, the top streamers on twitch wouldn't be awful people
Nope, its because he was just wrong on pretty much everything he whined about
@@lionofthebluevale7170 except no he isnt. Because he has actually played the game for a solid amount of time.
@@MH_Zard "No, he isn't whining" or "No, he isn't wrong" because to either of those options amount of time played DOESNT mean the person complaints can't come off as whiney, which they kinda are once he got into card thematics.
@@Jank_Enthusiast not every point he makes has to be equally important, it's not "whining" when he mentions it as one of many reasons why the game is no good.
Can we talk about how insane it is that there’s no Maxx “C” staple bundle despite it being the definitive staple
also no special animation, which cards like ash, veiler, imper, called by, crossout, talent, judgement and so many more have
its part of why i genuinely believe banning it is something that has been on the table for the devs for some time, but for some reason or another havent committed to it
They know everyone needs 3 copies.
I'm surprised they have an ash blossom bundle
Maxx c buddy when
We can only hope that's because they are thinking about banning
I personally think staples should not be URs or even SRs
I will never understand people who defend maxx c. The card does not stop meta decks, it just makes them better by stalling out lower tier decks. 98% of decks run maxx-c. If pot of greed is banned, so should maxx-c. "but pot of greed is too good and ran in every single deck" sound familiar? Dont @ me. The card is dumb. If any card is above 70% in all decks, its probably too generic or too busted and needs to have a erata or banned.
Maxx c is balanced and fair. 🗿
23:18, one of my favourite examples of this is Plunder Patroll. Main deck monsters are pirates who crew your extra deck boats by hopping into your back row. Then the boats get a boost if they are crewed. Then to activate their abilities the boats fire a pirate from your hand and load the next one up for the following turn. The extent to which Yugioh will go to work to make mechanics and flavour come together is seriously cool and is one of my favourite things about the game
There also rokkets, in which the link monster are the guns, and the main deck monsters are the bullets, so whenever the main deck monster is target by a link monster, they activate their effect to interact with the opponents board, its pretty much loading the link with a bullet to shot the opponent board; then the rokket is destroyed, and at end of the turn it brings another rokket to field, thus reloading the gun.
Or vaylantz, which are action figures of a board game depicting 2 factions, fantasy and sci fi, the 2 field spells are the boards where you play the game, which is why when you activate one, the other is activated in the opponents field spell zone, and the pendulum zones act as the "scanner" for the action figures to be registered in the game, which is why all the vaylantz can special summon themselves from the pend zone; their effects also activate when they move, because its a board game, you play by moving your pieces.
Floo lore also fits their mechanic, they are birds that are going around the world in order to reach the other side of the world (from north to south pole), so because they travel a lot, they, when they leave the field, are banished, and then come back to hand when another bird is played, its also why advent of adventure is a searcher, its where they start their journey, and why empen is the end of the combo, because thats the end of the journey.
@@neonoah3353 and they even have an alternate ending where they messed up map reading and ended up on raiza the mega monarch's domain, or the mist valley shrine
Honestly Konami just should give the Masochist Challenge it's own ladder as a draft mode in Master Duel. 10 Masterpacks to start, with 1 MP every win. Nothing in YGO feels better then having a completly garbage deck, face another completly garbage deck and having Toll Hike being the deciding factor.
That jelly trap is tier 0 in these formats 😂
Problem is that eventually people will get copies of meta decks and then it will just be Yu-Gi-Oh.
I know I quit Master Duel, but still play competitive Yugioh (in locals, hoping to go to a larger tournament soon), and that's due to three main issues. First, without a match/best of three, it encourages the most degenerate strategies that normally crumble beneath a side deck. Second, the prizing for the duels. If you lose, you get pretty much the same prizes if you quit immediately or endure a 15-minute combo. They need to seriously up the prizes, make current winning prizes the losing ones if you don't quit, and double or triple the prizes if you win. And that brings me to the third point: Legacy Packs are completely worthless. There's nothing good in them, and they can't even be dismantled to be partially useful. If they reworked the prize system alone (legacy packs and amount of prizes for losing/winning), I feel MD would be a much more rewarding experience, even without the matches that comprise most of competitive Yugioh.
It ticks me off when cards cannot be dismatled. Man, I mean I only want 3 of each foil and non-foil versions. Why don't me let me dismatle those, even if it gives nothing in return.
@@mavisb.vermilion5881 Right? True, the structure decks would be easy sources of UR and SR points... but it also means everyone guaranteed buys them! More money in your pocket!
I don't think structure decks should be able to be dismantled, same with reward story cards, but legacy packs tho, I don't need 15 of that random 2005 normal @@nharviala
I hate how ass grinding the ladder is when you’re going for points to craft a half decent deck to try and win. If you lose or quit you get almost nothing. Winning you get useless things except for points for the battle passes. They need different formats for people to grind the ladder. It’s so boring to watch someone take five minute turns to setup their board.
Yeahh dude is absolutely right, the fact your only counter arguments are telling him to shut up or making fun of him being a stiffly vibtating vtuber (which is funny) kinda proves that much
I find it funny that you know the people roasting him for being a V-tuber are probably the same people who don’t want Masquerena banned. Farfa himself’s pfp is a cutsie rescue cat. Nobody is free of degeneracy lol
Exactly, it’s just search search search until you get your boss monsters/desired board then turn two player attempts search search search for their board, i say attempt cause turn 2 basically determines the finale cause it’s a person trying to complete a board against a already established field. I playing pure Splight realized most of my wins was on turn 3, my turn
Turn one: search, build board, rinse repeat, fight through negates.
Turn two: search, build board/break opponent’s board, fight through negates
Turn three: repeat turns one or two until board is cleared and OTK.
This feels like the exact reason MBT swap from MTG to Yu-Gi-Oh. You either love the complexity within singular cards or hate it, there cannot be in-between.
mbt switched because he sucked ass at magic, and yugioh was easier, also had a bigger audience on youtube and twitch, it had nothing to do with actually him hating it,
infact mbt constantly praises magic and said its better than yugioh
If you don’t think magic has single card complexity, you clearly have never heard of Shahrazad or Ragavan…
I played a lot of card games, and one thing I find funny about modern Yugioh is how every deck nowadays try to do the thing everyone hate.
In most other card games community, nobody seems tor eally enjoy playing against control deck. "Blue magic is so unfun to go against, he can counter my spells", "warrior control just block me for building my board", etc etc, where the majority of Yugioh decks now are: "If I play first, I'll try to have 5interruption for my opponent!" or "I need hand trap to stop my opponent first turn to go full force"
All the decks are not "control decks", but every deck have some amount of it to be relevant.
I think it is quite an easy fix, to be honest. My brother and friends played cards since we were kids and easily invent a few rules and add new cards to the set just released to proxy so the game is actually fun.
Blue sitting there 1:1 countering is boring. Not just for the losing party, I think most people playing it find it boring too. I’ve asked. I’ve also asked why they’re doing it. Many of them say that it’s because they got annoyed by it and want to re-annoy someone else.
That’s cool…
So, here’s my real thing minus the proxy fixing we do. I don’t remember which game bro (dev? Was it wow?) said this, but, the paraphrased quote went something like this:
We found that loss of control of your character is inherently not fun. (I think in response to CC duration)
There is fun in losing/death if the player can rationalize that it was their fault to an extent and they can adjust. CC, control for card games etc, are just inherently not fun and makes losing feel worse. I don’t feel nearly as bad losing a chess game than I do sitting for 40 minutes for some roper to 1:1 control. We are both doing nothing, effectively.
Easy fix. Limit control in a deck. Black runs 4 murders, 4 of the 2 mana sac murders, 4 of the other ones, 4 opponent chooses sac, 20 full kill cards. I’m losing control of my character/deck, what am I playing for?
I can literally have the same experience by NOT playing your game lol. And that’s what I do. We make proper rules, and proxy what should’ve been added to the set.
40 1/1 goblins vs 40 1 dmg lighting bolt. Sounds like a game I want to spend 40 minutes getting roped in.
Chat's ability to completely miss the point every single time and respond with either unfunny jokes or 1-2 words edgy rebuttals will forever be funny to me.
Calm down lil bros, people can dislike your game, focus on what they say, not what you want to hear
So not only do Yugioh players lack the ability to read, they also have bad hearing? The disabilities keep racking up.
*N o.*
Yugioh stans make no sense to me.
I recently started playing master duel, and my biggest takeaway about YuGiOh is that, like in real life, no one really knows what they're doing but people have found stuff that works pretty well and they use that as a standard. The positive to this is that with some creativity and persistence, you can get most ideas to work in a deck.
Idk, I'm just a mid-plat blue eyes player so I really don't know anything
I'm satisfied with blue eyes and blue eyes chaos max dragon.
Yup. You get out of YGO what yu put into YGO. I like to think of YGO as the Dark Souls of card games
This analogy would work a lot better if in real life every time I took up a new hobby someone came and punched me in the face
I love the way Farfa approaches videos like this.
He goes in with the "Haha, let's see what stupid, memeable things they say," and then if the argument is stupid and memeable, then he proceeds to be like "I told you it was stupid and memeable."
When the video has actual good points however, he proceeds to look at those points objectively and use it as a teaching point to say "No look, they're actually right, AND this is why:"
That new dad energy I guess
That does not feel like the response at all. Farfa responded to his conclusions for each point and ignored the core argument he was making in a bunch of different places, all while repeatedly dismissing a bunch of his arguments that compared yugioh to other competitive card games as "ah he just thinks pokemon good, yugioh bad".
When he brought up the point about lore, he completely ignored the core argument they were making about how the metanarrative of yugioh is nonexistant. It was valid that different archetypes do have some flavour as mehanics, but he still ignored the argument he was making to assault a strawman.
Same thing when lorana was brought up as an example. Farfa's response was "Lol, disney bad". A similar dismissal of the video as a whole when maxx c was mentioned. Farfa responds to the argument he wants to beat, not the arguments being made constantly throughout the video.
@mistriousfrog wow you're disingenuous.
@@mistriousfrog If anything, it is you that got it wrong. This is not a "response" video but rather a "reaction". Farfa has no obligation to "respond" to the other content creator's arguments and only needs to offer his "opinion" to his audience as a "reaction". He does not need to form any sound argument because he's not debating anyone. Also, you brought up 2 of the least impactful arguments in regard to "why people dislike ygo" in the video. For all the reasons people why people hate this game lore or archetypal identity are the 2 least consequential things. It's often that people complain about the pace or the complexity of ygo, but few would complain about the outside-of-core-gameplay elements. Farfa is quick to recognize this and gives accordingly "responses". At the very least, the word "response" is used in either the title of this video or anywhere in this comment. You might be the one that's giving the "improper response".
I agree with most points made. Play since my childhood on/off, you can imagine my surprise and issues I've had when I returned to links after I last played in the synchros era. Like, not only am I unable to win online (cuz I don't understand how to play those full boardwipe combos and special summon 50 times in a turn). I cannot even properly enjoy a good game with friends cuz one or the other just plays so much better it's always a one sided slaughter. RIP Yugioh I guess.
It feels like the majority of issues people pointed out at release never got fixed and people were coping like, "its ok its only the first week/month/year!!!"
this is why people need higher standards for companies
holy fuck i hate farfa's chat
farfa's making reasonable comments and chat is just on the side clearly not listening to either the video or farfa
Lots of streamers have shitty audiences, but few actually do anything about it as long as they are making money.
I mean Farfa kinda acts like his chat 60% of the time so it’s not too surprising
I don't even understand why people watch stream. I mean I can understand why people watch Television back in 2004 but stream is like Television but worst. Why watch a 8 hours stream for like 5 minutes of enjoyment? Unless someone can do something interesting for 2 hours straight, I rather watch the interesting video instead.
@@Hung_Nguyen_90 Largely its the element of interactivity.(which doesn't exist on a streamer farfa's size anyway.) Beyond that, it's largely modern celeb shit. People watched worse on tv then Farfa, that's for damn sure.
"Powercreep doesn't exist in magic"
*ERROR BUTTON*
Dog shit take.
powercreep doesn't exist in magic in the same way it does in Yu-Gi-Oh, where entire types of cards that take up a significant percentage of a pack is unplayable trash
@@Pawg_Alf That stopped being true when magic started focusing on modern and EDH.
Power creep and non-rotating formats, BFFs
Slyver, elf, reanimate, rats XD
Well yeah but magic because of rotation ends up having the same decks with the same cards for the entirety of the rotation untill next expansion so in the end besides draft it still is mostly bulk. I was gifted about 200 cards including rares on my local shop from drafts because nobody wanted them.
I think what he means by “Maxx C tax” isn’t the crafting cost of the card, but the deck space cost. If every deck HAS to play Maxx C, them every deck is 37 cards, not 40. Which goes back into how homogenized YGO currently is.
Wrong, every deck has to play 3 max c and also 3 ash blossom, 2 called by and one crossout to stop max c. MD and OCG deckbuilding only gets 31 slots to play with XD
@@wardy4903 right, that just further proves the point lol
@@wardy4903And don't forget the three imperm and at least one nibiru
@@wardy4903 I'm sure everyone would play with Ash anyways due to negating key special summons and searches, so is more like a 6 card Maxx C tax and 3 tutor tax.
@@N12015No. Sometime Ash isn't great and I would prefer it to be something else. But I have to play Ash even then because Maxx C is so detrimental and game warping on its own. It is stupid.
Yugioh Community (The Yugicom): "Hey, why are all these people quitting the game? I'm running out of boomers and normies to trounce with my optimized net-decked crime against humanity and the game isn't fun no more"
Creator: "Hey guys, I'm quitting Yugioh and this is why..."
The Yugicom: "No, you're wrong, debate me for 4 hours so that I can feel more secure about how right I am"
Creator: "No, you don't get it, I don't care. I'm not having fun because of the above-listed reasons, I'm out."
The Yugicom: "You're a dum-dum doo-doo-head and you're bad at Yugioh, no wonder you're leaving."
Team APS: "Hey guys, maybe let's not be toxic"
The Yugicom: "Let's all laugh at how bad this person is at Yugioh to make ourselves feel more secure about how right we are!"
Cimo: "Before you leave, can we at least play Yugioh under carefully curated rules, just so you can see how Yugioh can be fun?"
Creator: "Sure."
The Yugicom: "Wow, the Yugicom is so warm and welcoming, I guess we can all reach a common ground when the Creator finally sees how fun Yugioh is and how right we are about everything. If only they debated us for 11 hours about how good Yugioh really is so that they can understand that you have to have a very high IQ and an academic level understanding of Hegelian rocket physics and have a 4th Dan rainbow belt at Nietzschean quark fields to properly appreciate Yugioh, we'd have proven how right we were all along, but alas..."
Creator: "I'm still never playing Yugioh again."
The Yugicom: "BETRAYAL!! After everything we did to help you learn to play the game right and appreciate it? How much more do we need to guide your hand and spoon-feed you?"
Creator: "I literally explained in the original video why"
The Yugicom: "But you were objectively wrong though!! Don't you see how objectively wrong you were? I can't believe you aren't having fun when we specifically told you were objectively wrong for not having fun! We demand you start having fun THIS INSTANT!"
Konami: "There's a lot of online rumbling and not enough money checking into my money box! Here's an outdated OCG set with all the good cards removed to be resold to you on inflated rarities as prize collectibles of their own BS separate products full of cards nobody uses or will ever use, sold at an even later date with gimmicky rarity and new nostalgia-bait and waifu cards!"
The Yugicom: "Can't believe that sucker left when we be eatin' so good! Good riddance! At least we have collectively decided that we have done nothing wrong ever and were completely 100% in the right and it was the frustrated bad actors leaving the game at the best state it's ever been in who were wrong, now let's slurp that Konami corn chowder!!"
dang how do I save a comment? this is great~
Copy and paste somewere? @@Hookshot15
I think the trap card thing is a pretty big issue on why the game is so fast. Because trap cards got outdated, there's no counter outside of hand traps. Having one of your main types of cards (i mean spell, monster trap) pretty much non-existent, your kind a breaking your game. It used to be Monster vs Spell -> Spell vs trap -> Trap vs monster type feel in terms of play. (Obviously this isn't 100% true as they are used in different ways to effect different things) Not having traps in decks due to it being outdated allows more stuff to be added to decks to allow OTK's or FTK's. If traps were more relevant and could deal with things better, decks would have more traps in it which brings about less engine cards which opens more variety and less formulaic matches.
Do traps really matter to be in the game? Handtraps serve the same purpose. Interruptions.
I mean it can be a blue, yellow or green card but does that matter? 90% of the time ash is a trap. They just changed appearance.
Trap Cards are just not fun, period. Yu-Gi-Oh when it was slow as shit wasn't as fun as most people claim either.
@@Grayewick purple cards were frightful and annoying back in the day. First trap hole then battle traps like sakeretsu and d prison. Later the strikes and warnings.
@@Grayewickold days YGO was so ass.
@@Grayewick cope genalpha tard.
peak yugioh was trap yugioh
I feel like a BIG problem in Yugioh is actually that its not skill based. A lot of it is mostly "do i have the out?" Instead of clever strategizing and thoughtful placements of your pieces. I really like the "adjacent" and "column" style effect because it actually makes you think and interact. Also lets get real, there is a lot in Yugioh where it is not fun to play against. Infinite combos, FTKs, Omni negates, handtraps, floodgates... Noone goes "hell yeah brother" its just boring and thoughtless, you either have it, or you dont.
i feel this lol
In that aspect, a lot is solved by choosing correctly what you play. If you limit yourself to a specific type of deck you can't complain about a lack of variety because you are imposing it on yourself. Personally I prefer to play mid-range decks but I also have control decks and combo decks. In addition, I always look to build decks that have a different strategy than the last deck I built.
What never fails in terms of fun are decks with multiple game routes. If you always look for the same play in the same way, it is very likely that you will end up getting tired.
skill issue
@@BinzobI curse upon thee that you NEVER EVER draw the out ever again. Enjoy
@@GobaGNon Don't worry I've already pretty much stopped playing this game for a few months now. If ffg can stop being absolute degenerates with their print runs SWU will take over ygo as a member of the big 3 in a couple years.
24:08 suship is a very good example as your a sushi ship builder and you show your opponents a menu and they order a suship name then you summon it, they loose life equal to it's def as if paying for it. If shari is in hand you choose instead as if you're making a recommendation. But I think what he's saying is heres a 4000 attack omni negate boss robot dragon titties from a 2 card combo involving a car and a duck for no reason lol. Another good example of card themes is the dragon syncro from 5Ds as each dragon represents the personality of the user like Yusa being sacrificial so stardust kills it's self to protect another, jack is all do or die/ kill or be killed no surrender so archfiend kills all who are too cowardly to attack while the waifu from the duel logs PF is self destructive and by accident hurts everyone around her so black rose destroys everything on the board.
Another example of 5Ds theming is Meklords. For as dogshit as they are, their theming is very strong. They were born from all the negative emotions of humanity powered by their obsession with Synchro Summoning, and as a result they are made to counter Synchro monsters by equipping them onto themselves, which in the anime is represented by them eating the monsters
The point about games being formulaic is huge. Nekroz had a few formulaic lines, like make unicore make chain make valk tribute your board, but the actual lines you would go for and ways you'd end your board were different based on your draws. The Arc V era had plenty of fast paced decks that had to play out games differently based on their draws. Links turned the game into linear combo spam, and it's a very slow road back to more varied games.
We do have decks that access different interaction based on their draws, but there's a lot of linearity.
Vanquish soul and labrynth are steps in the right direction for the game as a whole. One card combos need to be eliminated completely for the game to survive long term.
Pretty much search,search and crap ton amount of search in almost every deck across top meta level into rouge-ish level
@@YeahSureLetsGoSeeYamcha one card combos aren’t problematic in my opinion, I would even go as far to say that they are essential to the game. Obviously it sucks to lose to your opponent top decking at the last second but the fact that you can theoretically back into any duel with one card also feels and looks great. (drawing one correct card has always been a factor in yugioh for the most part, although that one card has not always been able to end a game the turn it shows up) All I can complain about personally is the design of certain decks with things like mathmech @ignister being an irritating deck in my opinion since it does a one card combo and burns through 13 ED cards which removes the variance since the last two cards you default to are heatsoul into accesscode talker. The fact that these one card combos boil down to “do the best play, the second best play, or lose” is the real problem since it’s predictable and stale.
Although the guy’s tangent on YGO flavor was weirder than the other points, it has some merit. Especially with how linear the game feels.
Like the main way YGO as a game can convey some sort of story or lore or flavor across archetypes is through its effects. Best examples I can think of are Suship, Amazement, BES. And that’s a big driving point for other card games. Magic has its artifact lovers or Red Deck Wins and UW control. Hearthstone has its classes, Pokemon its types and pokemon. People like when their deck feels a certain way of either face-paced, slow, combo, or their personal favorite cards.
But as soon as everything becomes so linear, you start losing everything for why decks are unique and have interesting playstyles. Cool your Traptrix decks is really unique and you love how it plays, but I watch you win the game off of Nib, search the deck like every other archetype for their unique cards, and back-up plan of Zeus pass. We could’ve replaced 60% of the deck with Timethief cards and it would’ve been the same game.
Nice your Link deck is really cool. And the ED is still full of Knightmares, Accesscode, Splash Mage, IP, Update Jammer, Goddess. Am I talking about Link Spam, Mathmech, PK, or Salads?
Though this also leads to inconsistency in the quality of an endboard for example sharks a deck I love playing does not have a fixed endboard and it reaches its endboards by heavily relying on the draw and what extensions it gets in hand, when I say heavily I mean Stealth Kragen pass to Stealth Kragen, Nash Knight, dweller. If your draws are minimal you get a very weak endboard and tbh I don't think I enjoyed when my opponent simply just draws better and gets the better endboard.
If anything I'd like it if every deck just had a fixed endboard but different ways to get there.
Well I mean I like Eldlich because with his hand effect he can bring those meddlesome traveler down, and just when they think they got him he uses his land (spells and traps) to regenerate and come face to face to the fight stronger with this 1000ATK buff. He transmutes the enemy and himself and his territory to gain power. I think Eldlich is one of the most thematic archetypes.
Also Monarch gives your opponent 1 to 3 draws via Maxx "C": Edea summon Erebus; White Woman summons a Big Boy from deck; Trap Monster summons itself.
Well, the game is literally solitaire. A person starts 6 broken cards unless Kaij or Lava Golem is there to save you. It is pretty much done or you start with the worst Brick in your hand and your opponent does 3 min combo draws and plays 15 cards and sets 2 negates not once per turn and cards like Kashitira Fenrir banish the already weak hand you have with no cost or annoying Labyrinth draws all traps and spells they need to negate the already weak hand on the second going person regardless of the deck because the brick issues from before, The Kashitra lock is not the problem really but rather Konami making this stupid cards broken, People used to complain Eldlich was broken when in fact Despia, Kashtira, Labyrinth, Runick, Tear, Dogmatica mixes are the worst in terms of not giving a chance for the opponent to play with few creative decks hardly being able to play around them it's sad and as much as I like meta archetypes they are op and broken need balancing
Also, master duel itself is a mess specifically the way you get cards in the hand sometimes is like they are set to fail you regardless of what deck you are playing is not even a gems issue it is just the system working against you and the opponent getting like perfect hand while you get the cards that could do 0% in that case unless you are playing some strange deck that system is not used to then you get some easy wins.
Also SIngle player delivers nothing to make you even wanna keep it as a solo game duel win no reason as to why basically poor and badly done Solo if it was any other game it would have been called a fail but because the master duel managed to start well by giving many crystals at the start and then making them hard to get everyone said it was an amazing game but now it has became clear is just another shitty pay to play game.
Master duel needs more competitive formats for ranking than just the limited themed events. Whats the point of having nearly every card available when only the latest ones matter? Personally id go for an OU/NU format similar to pokemon showdown but having something like goat and edison would be good as well.
Could make Legends Anthology a permanent ladder or make different tiers for the different summoning mechanics
Edit now I'm really thinking making a format for each summoning mechanic makes too much sense
The deck builder already breaks up decks for all of them already. tweak the ban list for each and there you go
@@skullguy4863 exactly
Edison and Goat would be really cool to have in MD
probably concerned about splitting the playerbase and having dead queues like casual and teambattle
@@luminous3558thats only an issue because both are implemented really badly.
I think that most players, competitve ones especially, not even thinking beyond Turn 4 is the strongest argument here.
The game is so fast and so formulaic that the outcome is decided by Turn 3. This is why games feel so samey. They literally don't last long enough for stuff like bluffs to *even happen* .
This is why I personally prefer to stay casual and/or play with friends. There's so much more room to experiment and *fun* is prioritised over speed.
Special summoning is the main problem and card text is far to long
people can say those arent the problem but it kinda is
special summon can be spamed so much a good 80% of fights is just watching one dude spaming out over 20 special summons on the first turn.
I reached turn 10 and both of us were using competitive decks
@@zwei3179That's not a problem of special summoning but chaining. The competitive scene is too reliant on special summoning. And the card effects nowadays make it easy. The card effects are where the problems lie.
@@Good_Hot_Chocolate Dude there is many problems, but the prime target is special summoning, so many card effects allow it to be spamed
if the game wants to be fix special summoning needs a limit a max of many times you are allowed and needs to be made into a resource if special summon was a resource then a lot of the one turn boards can be nerf
yeah this is why i prefer PvE yugioh games. the DS games are still some of my favorites.
I enjoyed the fumble on explaining archetypes. But indeed, my favorite archetype is Magikey and, while there's people calling it "Kingdom Hearts", I call it "Solomon's Tower". Clavkiys is Solomon itself and has the key to unlock doors for new worlds, discovering new creatures and either taming them, becoming one of them or even absorbing their power.
The fumble on Archetypes was definitely on Farfa's end. Talking about the flavor of the game itself, not just the existence of archetypes within the game. In Duel Masters you were a Kaijudo Duelist that would bring the creatures of each civilization to battle for the honor and safety of their lands, MTG being a game where you yourself are a wizard/planeswalker casting spells in battle with your opponent, or in another example not given: Cardfight Vanguard, you as the player are a spirit on the Planet Cray, possessing the creatures and people you call into battle as the "Vanguard" leading a battalion to victory for your nation. In YGO, you're just a dude with cards so the game itself doesn't have that flavor Rednu was talking about. The card art for YGO also typically does not show how or why the cards have the mechanics they do. SOME can have a semblance of reasoning behind what they do, but a good like...80% don't.
@@SageTigerStar have u actually watched yugioh for you to be saying that ....or did you assume yugi in the first yugioh is just a guy but also a ancient pharaoh because duel monster was the way ancient battle where fought with them having their own mythology but in other yugioh version we see its even more than that with arc v having a different dimensional for each extra deck type after they split the world to stop zarc from coming out or gx where supreme king Jaden exist because duel monster exist in another dimesion
@@AMV_KINGDOM_mv none of that has any actual flavor in the card game. especially now that we don’t have any anime to support the game anymore. but yeah, the flavor of a card game doesn’t solely depend on an anime, as in the case of MTG. Plus, tell me which ancient egyptian would embody a Sky Stryker or Fluffal monster. the show is flavored for sure, but not the game.
@@SageTigerStar a lot of archetype don't appear in the anime just look at yugioh card lore a lot of it's hidden or like the solemn series it's def not tied to anime but anime shows u alot of it
@@AMV_KINGDOM_mv i think you misunderstood the point.. in yugioh you are a duelist, but what do that mean? if anime is to go by, duelist means nothing, you are just a guy playing with cards...
in MTG as the video explain, you are the wizard channeling actual magic by drawing power from nature..
in Vanguard, you are a godlike being that possessed a chosen vassal from other planet to guide theirs army into victory.
in pokemon, you are a pokemon trainer doing your very best.
that is the kind of flavor that is missing from yugioh... it's such a shame that when yugioh actually develop the flavor for duelist in the form of ancient egyptian ritual, the game already set in stone... it would be a different game, if yugioh was play like the duel from ancient egypt where you pay life point to summon monsters.
lore hidden within the cards and archetype is kinda normal for most card game...
i don't like the comparisons with Magic the gathering because well, they also complain about the same stuff, the game has been power creeping over the years, cards are a lot more impactful and match deciding than ever before, their word count has been rising as well, monsters do have several effects, they have infinite combos because not once per turn is a quite common effect... it could take a couple of buffer turns but your initial hand still decides the winner and so on, some problems are inherent to the medium and no card game will ever able to fix them.
I think the whole "trap cards no longer being any good" thing is just due to a change in purpose of monster cards, more specifically extra deck monsters. Back in the day, interaction on your opponent's turn was mainly down to trap cards and quick play spells, monsters didn't really have a quick disruptive effect so in order to prevent plays you needed backrow. Now that monsters have more disruptive capacity, there is less need for traps because monsters especially extra deck monsters are way easier to toolbox into than traps so you don't have to waste main deck space on cards which are situationally helpful and which do little when going second against an established board. An extra deck toolbox allows access to monsters which can break boards as well as ones which can prevent ideal boards being made whilst also putting pressure on your opponent in terms of threatening lethal, a bottomless can stop an opponent's big monster but it cannot get your opponent's lifepoints closer to 0 whereas a monster can.
Trap cards are still reasonably powerful when searchable, i mean look at rescue-ace as another example of a deck which relies on backrow for interaction. Granted that is because Turbulence is an absolute behemoth of advantage generation and the deck has become insanely consistent due to recent support.
They haven't been entirely powercrept out of the game but decks are generally more well-suited to toolboxing monsters and hence they will focus on those rather than traps.
tl;dr - traps are no longer prevalent as the game has become more monster-centric.
That is what we mean when we talk about power creep.
@@KitsuneRogue Oh absolutely, but I was just highlighting "trap too slow" misses the point somewhat.
thats one thing i like about duel links, where they avoid adding omni negate boss monsters, so most people HAVE to rely on generic traps to prevent getting OTK'd
Bruh only trap card I know is Infinite Impermanence 😶
But it also creates problems because the game is so monster heavy now that anti-monster floodgates are insane. There's no reason to play S/T Trap hate because Traps are bad, except then in a BO1 format you out get randomly fucked by the one person out of 100 playing Skill Drain which feels awful.
This guys uses Sky Striker and didnt see the theme of swapping mech suits and grabbing the “weapons” needed for battle?
Get 3 spells in grave, play Engage and draw 2, summon Rose or Raye or use Hornet Drone, go into Kagari, regrab Engage and draw 2, then go into Shizuku, then set widow anchor (Negation), Shark Cannon (Graveyard disruption), and Eagle Booster (Effect Protection).
I'm sorry that I don't play a deck that easily deal with those cards. I like my graveyard, I play Felgrand or Darklords. Sky Strikers aren't fun to duel against, I'll just surren and move on even in Ranked.
Allowing for different Time Wizard formats would also make sense for Komoney to do since it allows older cards that don't see play viable to pull (spend) for. It also adds another layer of "Should I keep X UR card for Y format or should I dust it for W UR card in Z format" in addition to the current meta cards, thus more reasons to pull (spend).
I like how his chat act like a bunch of sheep and don't have an opinion on anything. They literally say the guy has a bad take until farfa agrees and then they act like they agreed the whole time.
When Farfa was talking about "the monster starter who get you into the extra deck monster and back to the main deck" I was litteraly summoning "black metal dragon" into "striker dragon", get "red M.D" and "Boot sector launch" then "Romulus" into "Dragon ravine" ... I think i undestand what he is talking about xD
"Search the searcher" meme from 2014~16
Konami is trying everything to make people spend (they made at least 10 changes to the game to be more expensive) instead they quit cause none is going to spend 200$ on adeck
i don't know about that, but i have almost all meta decks rn and i've never spent money on it, i don't know how, i guess i am using my gems properly
wtf mate the game is super successfull and runing YCS with 1K5+ players. Cope
I never spent any money on MD, and i can still use meta deck
Currently i have 4 main decks. 3 meta deck (purrely, kash, dragon link) and one pet deck (chaos thunder dragon)
The trick is playing every event to grind gems and only craft staples
I have spent money once on a deck ( which was VS so yeah) but I have made almost every other deck I have never paid so not being F2p is not really a fair point because everyone has a different experience
@@skullguy4863 the game was f2p friendly until spright, but i didnt mind spend some money cause you didnt need more than 4-5 UR every new deck, now all new decks require like 9 UR not considering staples, reduced gem from events, increased cost of gems, reduced pass rewards, diluted selection packs to 14 ur from 12ur with random garbage so unlikely to get what you want, 3x in decks are UR now and boss monsters so you need more, pre bans on UR to not give ur back, banlists that rarely give back ur, they make card that will be added to banlist N or R, every generic card is a UR, recent decks like nouvelles or vs needs like 40 URs. to make a deck you need like 10 to 15k gems at least now. just check rarity of release decks.
The part about games feeling similar due to the extra deck is extremely valid. I think it’s especially true for combo decks.
Pendulum decks, which are built with a ton of unique features end up only being truly viable when they run through the same boring Electrumite to Astrograph line.
Most synchro decks will eventually spit out a Baronne.
For every summoning mechanic, there’s a generic end board and it feels like only decks that build well into the generic end board pieces remain viable in the meta.
There’s a lot more to this. I didn’t even mention how the various archetypes often play the same basic line every game. But that’s just my surface thoughts
Zeus with XYZ cards is a big one, Skull Dread is something I see a lot in Link decks.
Unfortunately, not including those cards in your deck is just crippling. Worse even, decks that can't use those staples are at a major disadvantage.
Personally, I think the most fun decks to play are ones that don't use staples like Baronne or Zeus. Or Monarchs, which don't use an extra deck at all. Are these decks/archetypes good? No. But it's more fun than running through the same combos over and over again and just scooping if the combo doesn't work.
@@thorzap1374 yep, I only left out Zeus for space but this is exactly my thought process. Like if you want to win, there’s no reason not to play a deck where those cards work.
But I also tend to prefer decks where the strat veers away from generic staples. Or at least where they aren’t my go-to end board pieces.
Ex: Madolche typically can’t go into Zeus AND build their board but can fall back on it if turn 3/4 spiral out of control.
Aren't every single deck a combo deck nowadays?
@@N12015 every deck has a combo line but not every deck is a combo deck. There’s a difference
I wouldn't even say that; most decks these days can and will end on the same board, even through a hand trap or two unless it's outright crippling(Droll, Shifter). I play against 1 Blackwing player, I can already see like 1-2 boards they'll make unless I do something. The game is so consistent there's few surprises of what's coming next. The generic extra deck is a part of the problem yes but like I see 1 Stratos, I know the 1-2 endboards you're going for even though you lag generics.
FYI; I just pulled names out of a hat. Replace the two archetypes with like any other possibly more meta decks and tell me I'm wrong if the choices bother you.
Honestly, I also stopped playing MD recently mainly because of Maxx C. That card alone ruined the game for me.
Most of Rednu's points were valid but what happened to Papamutt isn't exactly surprising. I'm not saying that he deserved death threats or anything on that level but if you go into any community and exaggerate the flaws you will likely be attacked the same way he did by the toxic people of said community. That doesn't make the community as a whole bad just misrepresented by those people.
Tbh since he posted no proof Im pretty skeptical of that guys claim that people were threatening to kill him because he lied about the length of a turn
That papamutt thing was so funny. I’ve never seen play victim that hard for twitter likes.
My big gripe with Master Duel is that the rarity sistem is all over the place with decks that won't even see the light of day competitive wise having an UR-SR that you gotta get or the deck misses a very important piece or you get a bare down version of it, this is why most of the time with my friends we jump to Edopro instead
On his flavor take is kinda debatable, yes there are decks with a gameplan centered around on a lorewise rol play but most popular cards in Yugioh are known for their effects much more than their lore specially in the competitive, Jinzo-Number 39 Uopia-Slifer comes to mind
> My big gripe with Master Duel is that the rarity sistem is all over the place with decks that won't even see the light of day competitive wise having an UR-SR that you gotta get or the deck misses a very important piece or you get a bare down version of it [...]
That ultimately feels like a conscious decision on KONAMI's part so every Deck more or less costs the same, so in the end the decision comes on "what do you want to play" over what can I afford best?
This however, is flawed in 2 ends as 1: Decks that receive multiple waves of support end up piling up in UR-SR tax as each new wave is just treated as its a different set of cards altogether, to which I can assure you, if they released Branded today, it would cost way less than it does currently; and 2: This doesn't account for Decks that are built off several split-off archetypal pieces, such as Kaiju Luna which is a UR heavy monstrosity
Another archetype that matches its theme is Vanquish Soul. They tag out like a 3v3 fighting game, and you can call in another card in your hand as an assist! I think that's cool as a TCG player, and FGC player :)
Adding to the themes. The whole concepts of the Kaiju as a deck is that you put one Kaiju in your opponent field and make it battle with a Kaiju of your own, making it a typical Kaiju enconter Movie in Kyoto as the common battlefield (Kyoutou Waterfront) and the humans ultimately creating a robot to destroy them (The Anti-Kaiju).
Early yugioh had a lot of flavour text on cards so it wasn't a lot of bloat it was a lot of words to say even less, but that's fine becaue they were just telling a bit of a story or giving some info on the card's origin. It's very different to "When this card is flipped face up, draw 1 card" or "When this card is activated, draw POT OF GREED"
Yugioh archetypes are good, but very few of them really feel like you're playing what the archetype is supposed to be. If they do, it's usually only a couple of effects like Ariseheart stealing opponents banished cards because they invade and plunder resources, or Plunder equipping cards to the synchros because they boarded the ship. The best archetype for this in my opinion is Vanquish Soul because most of the effects do feel somewhat like you're playing a fighting game, each character has 2 effects by revealing different attributes, the attributes you collect in your hand being your resource meter for supers and each effect consuming the bar to activate a super, or the spell/traps being tag assists and the bosses tagging out their characters, or the Rock being the stage in which you have your 1 character (strongest/highest attack) in the battle area instead of being able to attack everything.
But most archetypes, especially most combo oriented archetypes, all feel and act the same. Mannadium is simply a synchro pile with links and a contact fusion, Branded Fusion has cool cards and lore but every game is usually just gimmick puppet lock or a fusion pile of some sort, Purrely has it's memories and grows stronger from them, but Expurrely Noir, Expurrely Happiness are just generic bosses that have effects. Why does Noir bounce? Why does Happiness DRNM and Burn for 1500? Nothing from the memories implies they have effects like that.
There are lots of cool archetypes in Yugioh, but you don't necessarily feel that when you're playing the cards, especially when you summon a card that is simply "Grab another card from deck".
What’s really tragic is that whenever there IS an alternate format, nobody ever plays it. So I can see why Konami doesn’t even try.
Konami could at least let players get their daily gem rewards from the other game modes (excluding solo mode).
No1 wants to play or build a deck for a 1 week format
The fact that the most popular format of Magic isn't even the standard format kinda makes this argument indict Magic players instead.
Well speaking from experience I often didn't even have the cards to participate.
In defence of YGO, when people compare it to MtG 90%+ of competetive commander decks play blue for access to counter spells. Which... makes games feel the same.
If you read the description of 'power level 10' commander decks its functionally the same idea of combo lines as YGO decks.
Standard does have less power creep but its far leas popular than commander. Honestly the biggest difference is the majority of people play for fun, theres also format options. In YGO the default is competative only.
This, if only Master Duel adds more options like different formats, or draft mode, or tag duel. Right now i just play to get gems and wait for the next festivals, if they release draft mode like in LoD and polish it i would play more
Yeah, competitve EDH is the closest format to Yugioh, in 4 player games you have to do much bigger plays and combos than you do in 1v1, so it naturally trends towards the big flashy combos with tons of search effects.
There's also a major difference in the playerbases for MtG compared to Yugioh. Almost none of the playerbase of MtG even consider doing any form of competitive play in any formats. Yugioh doesn't really allow for much casual play, while it's almost the entirety of MtG.
Competitive commander is a fake format. I probably play competitive commander and grinded it more than anyone that will see this comment.
Please play a real format and come back.
Edh is not MtG.
A way Konami could at least look like they're addressing the issues presented in this video is to introduce a 2nd ranked mode called experimental/testing grounds, where they do take in community feedback along with their data/statistics to create new banlists more frequently, throw on the Maxx C, floodgates, cheese OTK cards we see banned every event and see how the meta changes. They could even include trial cards that everyone can use for a limited time to generate hype for upcoming product, test new card designs in case something was overlooked, or prepare for a new master rule iteration. But considering this would require more work and effort to maintain, I doubt we'll get anything resembling it and instead get uh, more random card animations.
i will tell you why they wont do that and is more simple that people imagine: Konami wants MD as fast as it is right now. Its not like they wont ban cards, the ban cards. But they also want to keep the power level of the game in a very fast tune. It is well know that when you play more than 4 turns in yu gi oh without a clear winner, what we call a "close match", the match slow down a lot in some cases and you can being "trap" in this duel for 20 min atleast. Thats not the intended time duration for a "phone" game.
Ban cards like Maxx C would reduce the speed of the game a lot. Ever game that starts with a Maxx C in hand ends very fast because either Maxx C resolves and someone is not playing their whole turn as it should or you spend 1 card or 2 trying to interact the Maxx C resolution. Most staples in the format work exactly like this, cards that eat hand space for the first 2 turns. Its a clever way to make the game faster without no one thinking that much in it.
(100% game income is bigger in phones that in steams)
@@KaiserTheDarkWolf i agree with this comment as I play on mobile, so would hate maxx c and other broken cards (eg sprite elf, verte, grass, tomahawk, colosseus, fairy tail snow to name a few) to be banned because they keep it fast paced. Maybe if i was irl with physical cards i'd think differently but as it stands I love that games only last 2-4 turns (still end up being 30m long somehow but hey lol)...Oh and Im a returning player that played back in dragon ruler format so I came back cause of tearlaments, dragon link and spright variant decks since they reminded me of the level of speed except with more speed. My favourite part about it is: the feeling of absolute suppression you can end up inflicting on your opponent, but also the fact, you can still break powerful boards if you problem solve; sure sometimes you're fucked by the draws, but all in all as a whole, you'll run into many cases where the solution exists, you just gotta power through to get to it; while using all the resources, rules and loopholes available to you.
NO LEAVE MY C62 GALAXY EYES OTK ALONE
@kenpatchiramasama1076 Honestly, like half of the solvable problem of MD could be solve with a point-system ladder ranked mode. The sweaty can live with the sweaty up high, leaving all the casual down below to wallow in peace, which will cut down a lot on the amount of people complaining
@@PopaFodda as galaxy-eyes player, I hate this meta were decks like labrynth, Minako, Traptrix and Runick are so common...
Actually playing TCG and being free of The Roach made me quit MD
The only way to get people play paper format 💀
Skill issue I guess
Maxx c is the only reason I play omega
@@beenthroughnam3747 activating droll, maxx c, shifter, any handtrap with a lingering effect is the opposite of skill
its very funny that the OCG execs didn't understand why MD didn't convert people to paper play (in the OCG), but in the TCG MD being so bad is what drove half the people at my locals to start playing in paper.
I do feel the Flavor thing can be explained as such: Magic was designed as a thematic wizard duel game first, while YGO was designed as a card game first. One of the ways that this can be noticed is that there are a lot of YGO cards that depict YGO cards. No, not things or characters from other cards, I mean the rectangles you're holding. Magic, by contrast, has very few cards that depict Magic cards, and those are put in the more loose and (mostly) lore-free "Un" sets, where flavor takes a bit of a backseat to have fun with mechanics.
Another point could be said for how well the names of the cards evoke their function. I could ask a random person a number of Magic and YGO card names, and I'd probably get closer answers to what "Serra Angel" and "Colossal Dreadmaw" do versus "Firewall Dragon" or "Graceful Charity". Not that Magic is without flavor question marks, of course.
What does Serra Angel do? I understand it’s an Angel or something but other than that I have question marks is it high cost? low cost?
Collossal dreadmaw sounds like a giant fish so probably a beatstick in some way.
Firewall dragon is a mid example cause you’d probably expect it to say no like a firewall would rather than say return to sender but that’s still an okay interpretation of a firewall to be honest.
Graceful charity would be card draw or life point gain with leaning towards the second but it’d be something affecting yourself to make your position better.
@@tiggerbane4325
Old Yugioh was rather straightforward. You got burned? Probably a FIRE card. You got healed? Probably a WATER monster. ROCK was basically big ass monsters and WIND was related to bouncing and/or backrow. DARK has the good monsters and LIGHT basically has no playable monsters (but that's a discussion for another time).
EDIT: Most types also had identity. Zombies were the to go reanimation deck for example. Right now everything fetches from the graveyard.
It works the same way in MTG - red has spot removal with fixed damage, white/black have spot removal that doesn't care about stats. If a card is exiled - that's probably white or black. Big ass creature? - that's green for sure. Your card got countered - blue.
My issue Yugioh is: If I tell you - they just activated a monster that wiped my board/monsters/backrow/did any-bloody-thing you cannot tell what type or attribute the monster is. There is no difference between a Thunder or a Machine or something else entirely. Everything is everything else and nothing has identity. The difference between a dragon pile and a plant pile (excuse me dlink and rikka sunavalon) is that the plan one occasionally gains some small amounts of life, other than that it's basically the same deck.
@@ДимитърПоптолевyou kinda just unintentionally showed bad card design being as basic as fire burn water heal it's actually in yugioh if h paid attention water is recovery most water cards recover from or send to grave yard most fire monster destroy by card effect or send to graveyard like lava wind bounces meaning return to hand or somewhere earth is special summon from grave if u actually want to understand the elements in yugioh try looking at the archetype based of the elements
Yeah, Yugioh isn't trying to be a representation of slinging spells. Like the anime is literally people playing the card game. Whereas in MTG they try to make designs that are consistent and evocative of the character or action the card represents, Yugioh design is more about making interesting/unique card effects. More often than not card names are just [archetype] [name], there's no flavor text except on normal monsters, and the effects make it clear they're designed as game pieces and not as characters.
That isn't to say it's worse design or anything, it's just a difference between Yugioh design and other games' design.
@@epthopper you forgot archetype usually tell a story in the artwork with kashtira and tear actually being planets and a great battle being fought their or buster blader whole artwork showing him killing a dragon to raise its baby then killing the baby after its grown look up card lore to actually see how far it goes we have crazy lore more than magic by a mile
This is why stun decks are pretty much essential yet people hate on them so much.
Even MtG is running into power creep. Also, for those who haven't tried it, FAB (Flesh and Blood) is great. It gives me the speed of playing YGO with a resource system that you almost never need to worry about (e.g. being mana flooded or lacking mana in MtG).
It really shouldn't, due to the rotation that basically allows them to "reset" the power. However, they have decided to cater to the players who play commander format which has a VERY high power level and uses almost all the cards. So, in order to get them to purchase more cards, they've been making each set more powerful..
@@jangelaclough5457 same thing is true for modern (Modern Horizons 1 & 2)
MTG has had bad powercreep for a while now. By no means is it as bad as yugioh, but most new sets usually have a couple rares and mythic that either warp the current standard format or some legacy format like modern or commander. At the very least least, the creep'ing is usually spread out between magic's varied formats, though there are periods where some formats become unplayable until a ban comes along. Standard has the benefit of rotation at least.
But I don't think any card matches the power of the classic 'power nine' cards. Since mtg is set on keeping those cards as the peak of magic, there will never be a card that exceeds their power. Yugioh however doesn't hold their OG power cards in the same regard. With the exception of pot of greed and graceful charity most of their OG powerhouses like monster reborn, raigeki, etc have either been unbanned or archetypes existing that can get close enough to those cards power that it doesn't really matter.
@@shockwaveherp9823 technically they have SLIGHTLY nerfed version of pot of greed, but with certain decks, it's essentially the same thing. For example, pot of extravagence gets around the "2 free cards" by having you banish cards from your extra deck. Buutttt, if you don't use an extra deck, you have a free pot of greed!
I get what you mean that wizards seems to try and keep the "power nine" as the top of the food chain, they still found ways of allowing people to achieve the same affects (albeit with multiple cards)
Purrely defenders be like "erm akshually we only have 2 delicious memory soooo we only have 20 cards that combo with each other☝️🤓"
To be fair, purrley isn't that oppressive from my experiences playing it. All you have to do is negate the effect activation of the first purrley summoned and they will be screwed more or less. Then again, I'm not very experienced and I started playing in snake eyes format
Playing long session of MD just when I want to, do my dailies for free gems for a little bit of time, and not pushing myself to hit Master 1 are things that help me enjoy MD and not get burned out :)
see? You get it. People only have themselves to blame for burning out on a game they choose to play.
I never use Maxx C and refuse to do so, but I'll tell you that as part of the 7%, I'm not having fun lmao
it doesnt matter if you use maxx c or not. your opponent does. and every single time he will have it on your first turn. he will have ash blossom. and have called by when you use ash or maxx c. then he will impern when you norman summon is your last option. then pop off when its his turn. carft maxx c now and fuck over your opponents and dont pretend to be on high ground. you are a yugioh player you want to make sure your opponent dont have fun playing the game. or in this case not play the game.
@kaalifari such a bad take in every aspect and this toxic mindset makes the game less fun. I've had an enumerous amounts of games where my opponent didn't open a single hand trap or Maxx C with Ash or Called By in any combination. Potentially one of them and other than the ash for deck searching and Maxx C being anti fun, there isn't a problem. Using called by on hand traps is exactly what called by does and stopping other monster effect is what its intended purpose is for. There is no morale high ground here either lmao, the card is garbage and super toxic and I refuse to use it along with 7% of the player base. It doesn't mean we think ourselves better because of it. Imagine not wanting to use toxic cards because their toxic and being told you are trying to be on the morale high ground.
Never thought I’d meet someone else of that 7%. There was a duel I had where my username was “banmaxxc” and my opponent activated it and then scooped. Meaning he probably doesn’t like that card either but still plays it because they kinda have to
Danger Dark World is the best anti-maxx c deck. Doesn't play it itself, and half your wins are from decking people out through Maxx C, not playing around it. I got the deckout mission from playing the deck lol
FINALLY, SOMEONE OTHER THAN ME SAID IT.
The lack of popular homebrew formats is fucking depressing. There's historic formats, yes, but Yugioh lacks something like EDH/Commander. Players of this game need to be more willing to experiment with the rules of Yugioh in paper play if they want this game to evolve and remain relevant. And it needs to be grassroots because Konami has proven they won't support this shit. And more than anything, the design of it should be equally conducive to casual play as it is to competitive. Ideally, a homebrew format needs to produce a lower skill floor than the standard format if it wants to take off, and I do think that can be achieved without gutting a bunch of mechanics. Matter of fact, i think introducing new and tweaking current mechanics can allow for more creative deck builds if done right. And since we're not fucking with the standard format itself, there's no risk in going through this sort of experimentation.
The closest i've seen at an attempt of this is probably something like Domain Format (aside from the homebrew I've been working on for over a year, but i'm not detailing that shit until I have the rules ironed out). And the only reasons Domain hasnt taken off - if i had to assume - is because PoG is legal at 1 (i've seen some complaints about that, but since its a singleton format, it really isnt a huge deal), and because no one is trying it. If MBT's Rotation Format series has proven anything, its that a homebrew Yugioh format in the modern day wont ever take off unless a popular UA-camr is playing/covering it. It needs that initial boost in interest, it needs to still be accessible for online-only players, and it needs to have a solid forbidden & limited list for competitive play (either that or a reduced cardpool entirely, which i've heard described as a "bottom up" approach in discussions i've had regarding the development of my own homebrew).
I think shorter time limit for turn would help so its harder to pull off unstoppable combos. And rewarding players who pull off combos quickly and efficiently. Maybe a limmt some of the hand trap crards?
It's frustrating to see the majority of watchers in chat (and for some also Farfa) miss the points that the original video was making entirely
yeah it made me pretty annoyed when they were like "but yugioh has good lore he is wrong" when in fact he wasnt talking about lore at all.
Not time to think!1!!!!!1 must write something funny in chat!!!!!!
Pretty much because wording choice that led into a lot of misleading direction of opinion (regardless intentionally or not)
Welcome to most of the cringe of Twitch. They're unwilling to listen to what's actually being talked about or have the attention span of five seconds.
@@dragonch0ch0ch06 Yea or how they kept referring to archetype design translating into gameplay while he was talking about individual card design and that card's art/design reflecting specifically what ONLY that card does and not the archetype.
I feel like it's obvious but one of the best things about master duel being a good way to introduce someone into yugioh is due to master really holds your hand when it comes to activating effects and the chain of effects when they resolve. If you miss play in master duel it's on you and you can't go back. Plus it prevents accidental/purposefully cheating.
Labyrinth makes traps good by circumventing the main reason traps are bad. So yeah, as long as you don't play traps like traps, they can be good.
"power creep isn't as bad in MTG"
This is a terrible take, legit awful.
Not only is every format not named exactly EDH or draft doing terrible right now, but they made a change to standard rotation which has made things WORSE, that being adding an extra year to rotation cycles, meaning BS you're sick of takes an extra YEAR to go away.
The banlist is so weak ATM that things people are sick of and are knowingly broken are still kicking for pre-errata firewall dragon-levels of "been around too fucking long"
Every set now has at least one rare or mythic with questing beast-level text bloat BS(for the yugioh only crowd, it kills anything it fights before damage calc, ignores monsters with less than, say, 1,000atk/def, ignores destruction immunity, and one more effect i can't easily translate, that being damage it deals it also deals to a planeswalker), and vanillas have been pack filler for 15 years now, even at high rarity with cards like "yargle and multani" being only used as a fling target. To say "power creep doesn't exist in MTG" is either ignorance or a lie. you can see it in formats like modern or legacy where the amount of banned cards have gone up significantly the newer you go.
They haven't bothered to control the power creep.
Yugioh DOES have a way to control the power level. An aggressive banlist policy.
Also MTG arena fucking sucks, it rigs draft against you, it changes whether you go first or second depending on your winrate, and there's more, look up "how MTGA cheats you"
@@bluecultor6178 i'm saying that'd fix it better than rotation, not that yugioh even tries to at present.
My stance, in short, is that a significant amount(at least 10%, probably) of the card pool should be banned.
Yeah add to that that resourcebased games naturally are way more vulnerable to powercreep as you can only do a limited amount of things each turn so those things have to get better every set to justify spending money.
Rotation has always been about selling and invalidating product, it just can as a side effect have interesting formats if the people in charge care about that. But hasbro has truly screwed everything WotC owned.
Yeah, I think the "lore and themes" point really missed the mark - personally I don't care about lore (tho ygo could probably do a better job at presenting it), but the archetypal approach to design has some fantastic and unique ides. Vaylantz letting you - and your opponent - play tabletop wargames, Nemleria's dream defenders protecting her from nightmares until she wakes up, Generaider setting up a raid boss at the start of you opponent's turn, or the Dragonmaids sweeping both sides of the field clean. There are so many examples of entire archetype mechanics that are fundemental to their respective themes, even when *each individual card* is just a weird paragraph of tiny text.
I wish Vaylantz felt more like that IMO, honestly it feels more like S-Force and Mekk-Knight are "tabletop battlers" more than Vaylatnz.
Also to add to your list some of my favorites;
Vendreads "consuming" lesser Vendreads to become more powerful, Shiranui cards tuning a ghost sword with a swordsman to form a stronger swordsman, and Graydle latching onto whatever attacks them and assimilating them (Konami I know you're listening give us more Graydle support)
We have lore archetypes, just little to no flavor. That's one of the biggest deciding factors for me to buy into a deck is themes and helps with getting people invested.
Vaylantz is more of an SRPG akin to Fire Emblem, I'd say.
@@spicymemes7458 I think it'd help if the lore of these archetypes(that being the "lore" archeytpes like the duel terminal stuff or the world legacy stuff or the albaz stuff or the visas stuff) had more detailed explanation for the lore which could help clear things up and explain the theming past their art. The solo modes are with the exception of the world legacy stuff kind of barren.
@@babbit09Vaylantz does start to feel like that if you play a going second variant imo
Every time I get the itch and hop onto Master Duel and start playing seriously again for a while, without fail SOMEONE is talking about how Master Duel is falling off or dying or whatever. Here's a personal opinion, if people are still playing the game in real life, attending events in the hundreds of thousands, and STILL watching the animes, Master Duel will be doing just fine. It'll have ups and downs but every damn game will. Even MTG has moments when fans feel less enthusiastic about the game but it passes every time. I hate the faster pace of games and always will but Master Duel absolutely is perfect for not only getting new players but also reigniting old boomer players passion for the game, I've actually started collecting cards again in real life because of Master Duel, because the Solo Duels that teaches you all the basic mechanics of the game and sheds light on a lot of fun archetypes. I am trying to find a way to make War Rock and Therion cards work and been testing numerous decks and I couldn't be having more fun because of all the practice I get in Solo Duels. The World Legacy story has unironically made me accept Link Summoning and fully invest in the mechanic. The game is fine, Kashtiras are cancer, and I'm still gonna play Dark Magician till the end of time.
I play yugi irl on tournaments for almoast 9 years now. I prefered the slow past back then over the fast past gamplay nowdays too. However, back then, we just flupped vanities emptiness or i turboed out my darklaw, which rendered the opponent unable to play if bo out. You had to grinde the game out for like 4-5 turns to see if an out coul be drawn. These days i feel like 50 perc of my games are decided turn 2. From my experience, ots tournaments are still enjoiable . Even if you loose half of the games to the dive roll, you jsut play 4 games anywas and havent spent days preparing for those.
I think a major issue that most Yu-Gi-Oh players don’t like to think about is the fact that practically every card is searchable. Every deck is a toolbox deck. You have immediate access to almost every answer in your deck whenever you want it. Every combo piece. Every win condition. You’re almost never drawing into a win, you’re drawing into five tutors in a row that get you to the win. The game feels complex, but when you really look at it, the complexity of the game mostly boils down to remembering which line of play you have access to. And then copying and pasting that line into the current game. Yu-Gi-Oh decks are just way too fucking consistent nowadays. Essentially, there’s no such thing as a dead draw in Yu-Gi-Oh. Which is good ostensibly; however, in the long run leads to a very low game variance. So almost every game feel the exact same regardless of the deck being played. Not very conducive to long-term player retention. It’s ironic when the original show was based off of trusting the top of your deck for an out; while the modern game is about searching for every single individual piece of your board state one by one.
I just started and I'm getting destroyed in the xyz event. I just quit because all I face is Kash , horus, Purly and welcome lab deck. I thought If i go on a losing streak I would at least get someone at my level but no, I just constantly face these pay to win decks.
I quit playing Master Duel just 'cause I don't want to spend a bunch of money on the game along with paper play. I'm too broke for that
Agreed. I am playing MD as a free to play, and it's not so bad, it just takes a good bit of grinding to get the best decks, and you cannot keep up with the meta, but it's fine. As far as paper play goes... yeah, no way.
Totally agree, which is why I stopped buying into paper. I don't have locals, my friends live hours away, and I don't have the time to dedicate trips and afternoons to a brick and mortar card shop to play. If not for MD, I would not be playing.
That said, if you still have that itch to scratch but don't have anyone to play irl or don't know how to make sure things are running smoothly, you have EDOpro and Omega. If you just don't have someone to play irl, there's DuelingBook, but they're not that friendly around there.
They will never have player retention if they dont release packs like the recent 25th anniv staples. No new player will have enough to build the right staple URs and the deck they want. Anyone can get lost in the sea of cards and craft the card thay seems cool vs the one they actually need.
I was a new player. Had absolutely enough free stuff to get the right stapled
I mean, I wasted all of my starter gems on BEWD and DM because only YGO I played before MD in the past years was bloody Tag Duel 1-3.
I still recovered from that, got all the base staples and accumulated the lesser ones over time and I've been making a new deck every month. Completely F2P.
How can you get lost in the sea of cards when we have multiple card databases outlining what the best decks are and exactly whats in them? Before I even started crafting cards in MD i googled guides and did research as to what's viable. You can do the same thing with the TCG.
The one thing this game is somewhat generous with is how much free stuff you get at the beginning, I've never found myself lacking on staples, only having to decraft things and let old decks go to pick up new ones, never spent money but I have a playset of every relevant handtrap and staple.
This was very interesting for me. I played yugioh as a kid. Absolutely loved it and played until my inky friend who played moved away from me. I started playing Duel Links pre pandemic and loved it!! Until I somehow lost access to all the cards I bought which was super frustrating. Post pandemic I started plating Magic and got into commander cause of my brother and was immediately hooked!! The cool thing is there are formats where you can play these decks that aren't top tier and still be competitive. I love Yugioh content and the nostalgia makes me want to play again but sadly it just seems like too much and I feel I wouldn't even be able to play the cards that make me nostalgic. So I feel like magic is a better game but yugioh hits that nostalgia. Anyways people should play what they enjoy but maybe one day there will be more formats for yugioh (like commander or pauper in magic) that will bring me back to the game.
I guess im a "yugi-boomer" due to age, but I have grown to "love"(?) the game now coming back to it on master duel. Sure having people take super long turns is not fun sometimes, but when I get to do it its fun! Even when I mostly lose. I think a lot of these "I loved this video game and im tired of it now because it suck" is really that people are just burnt out on it. An its fine to get burnt out, it happens, specially when you make content about it. Its fine to step away from a game for a while, but like saying its trash because you are just tired of it is not a very valid reason to me.
I think the "flavor" argument is a little different from what you're understanding it to be.
In MTG, you understand that you're a wizard of sorts having a duel of magic with another wizard. In Lorcana, you're calling on characters from story lore using magical ink. In YGO, what are you supposed to be? In the old anime, it was a game played by spellcasters summoning monsters to fight one another. Then, it turned into interdimensional aliens, motorcycle racers, stage performers, VTuber hackers and so on. There's no consensus on what the flavor of the game is and it just makes it feel like Weiss Schwartz without acknowledging that it's so.
suship is the only deck that comes to mind that actually references the player in terms of flavor
The way archetypes are designed in YGO these days - hermetically - no draft has any chance to happen. 90% of cards would be unpleyable, because they work only inside their own archetypes. And that's sad.
BO1 feels fucking MISERABLE to play, makes both winning the coin flip and drawing the out much more important, the banlist consistently hits petdecks harder than tiered decks and you're funnelled into ranked (the worst mode in every game). As much as I hate the bug, it's barely top 3 problems I have with MD.
Thing is BO1 wouldn't even be soo bad if they actually made the banlist with that in mind the only noticeable thing that relates to that is Silva being banned to prevent handloops.
Also my god you're right I won't forget about what the foolish goods hit did to a bunch of decks and there's definitely not enough gamemodes that reward gems or offer a different way to play. Maxx C isn't the biggest problem with the game it's just the biggest problem card in the game.
Do you really wanna sit through Bo3 on ladder?
MD was intended to be mobile game to begin with, most of player wont sit through bo3 on ladder. That being said, i still wants bo3 + side feature for tourney custom lobby it will make easier for making community tourney.
I remember back in 2012 when I was playing spellbooks at full power then when judgement got hit I switched over to Bujin and both were super fun in their own way. I do there could be a way in MD that we could play past formats without having to use UR for the banned or staples of that era. Like how I also think with the solo mode after you beat or clear a gate you should be able to use whatever card you want even if you don't have it crafted or if it's banned/limited. Same think with casual duel in MD except it follows the banlist. That way you have players that want to try new decks can and not have to go on rank. I feel like that would solve some of the issues.
He's 100% right.
As an outsider looking in YUGIOH has an insane skill floor. It is daunting to try to get back into the game after two decades of not playing. The same can not really be said for other TCGs like Pokemon and Magic which I play avidly.
The lack of flavor argument is very weak, YuGiOh has great storylines, Branded and World Legacy are the big examples, and plenty of the decks reference or evoke something from other media or real life in their art or gameplay. The thing about Maxx "C" is true however. Who knows what does it need to happen before it gets banned (a few big banlists at least) but a single card being so important is a big issue. Overall, at least he gave the game a fair chance before quitting, and he does look like someone who would come back after a time and specially if Konami addresses the big issues in the game.
Mentioning branded as a great storyline is a sin when the captain and lizard man lore is on going for so long, lol
He seemed to specifically mean individual cards instead of archetype-encompassing themes. There's nothing in the lore or art that hints to why, say, Spright Red/Carrots are negates and Blue/Jet are searchers, they just are.
not cramming everything in one big universe also allows the to do more cool stuff. mtg currently suffers bigtime from their lore all being this big pile of long running shonen anime.
and that is perfectly fine, not everything needs to be a flamvell magician@@DGrayEX
I think the big issue is that you need to have someone tell you the lore since the lore is pretty hidden and you have to go pretty far out of you way to actually learn any of it
donald duck effect, give your opponent a speech impediment
I think a big thing personally is that Master Duel is a massive exposure to the state modern Yugioh is in. Alot of people can't afford how much it costs to make an IRL deck. So alot of them don't know just how much the game has changed and alot of the stuff that can happen that seems downright unfair. I still talk to people who think the game is still like it was in the original anime. Then the other factor is burn out. Its easy to burn out on Yugioh when you see the same things over and over and you know you have no out because its a best of 1 and some decks need specific counters to win against. Such as Turn 1 Labyrnth, Pure Kashtira, or Purrly.
Yugioh irl is more affordable than it has ever been probably. Plus the meta is extremely different and more diverse than it is on master duel. Purrely and lab exists but they are as dominant as they are on masterduel and kashtira is basically gone. And there are many decks that are playable than in master duel. Only issue that remains is how difficult it is to play the game
@@MaliEndz *Looks at average market prices of cards* Your kidding right? Like I get what you mean about everything else.... but if I had to compare TCG to Master Duel when it comes to affordability... Master Duel is far more affordable than TCG.
I was one of Rednu's more active viewers back when he was still streaming master duel. I would argue against Yu-Gi-Oh! being the worst card game and I know for a fact that the TCG is in a really good place right now, but I have to agree with him that Master Duel is a pretty bad game. No best of three makes the game incredibly luck-reliant, meaning that annoying gimmicky decks that have no reason existing can occasionally steal games (they would lose almost 100% of the time at a best of three). Maxx C not ever going away makes the game objectively more stale and limits deckbuilding for absolutely no reason. Time Wizard formats would be heaven-sent, but they, as well, are absent. The game itself DOES have intricacies and isn't the same a lot of the time, when played properly. I'd argue it's more Master Duel being a bad game than Yu-Gi-Oh! as a whole being a bad card game.
He makes a lot of a fair takes but yugioh lacking flavour is NOT one of them. I hate kashtira from the bottom of my soul and think it is one of the worst creations of mankind but even i have to admit that even THAT has its own kind of flavour. The kashtiras are supposed to be a space colonial empire and their effects of banishin cards face down, shangri ira restricting your zones, and ariseheart stealing your banished cards under it is what it feels like to be fighting a colonial force that wants to deprive you of all your inner resources.
The points i agree with the most is lack of alternate formats and maxx c. Why do we only get 1 event per month that lasts barely 2 weeks and usually is just "X summoning type only"? Why doesnt konami get more creative and more frequent with the events? Even if they give out less rewards it would create so much more incentive to play the game than just farming for gems if they make actually fun and balanced formats. And no, the loaner deck events arent real they cant hurt me.
A lot of valid points are brought up here. In its current state I don't know if this game is salvageable. Konami can either rework the game to be more accessible and less convulated, or it can continue to be a niche game until it inevitably dies out. I understand that the modern game is really fun to a subset of people, but I genuinely believe it would be in Konami's best interest to attempt to fix the game before it spirals out of control.
If maxx"c" wasn't in the game you could tell people to play a low rarity strategy like pure tenyi or crusadia ftk to grind on low ladder and save their gems for the decks they want to play or are more viable. But now before you can play any deck you have to contend with the earth insect in every deck so you NEED ash blossums, called bys, crossouts, and the bug himself before you can play the game and konami knows that'll get more people waisting their free gems and have to pay to start playing.
God...that guy with the chat message "brother have this guy played modern legacy or piooner?" Ignoring the rage inducing grammar - how can someone not even get the point. Yes MTG has faster formats, but those are built with OLDER cards. Meaning those fast and too strong cards are not part of the most played formats. The fastest games in MTG end on turn 3 for the super powerful formats. Modern decks are not allowed to win earlier than turn 4, if they do, there will be a ban. Pioneer literally just had a card banned after 2 weeks because it was too fast.
WotC monitors format speed far more than anything else. And that means NOT that MTG is automatically a better game, but it is more interactive and therefore less formulaic.
I think this video basically spells out why Vanguard despite its own faults continues to be the main tcg I play cuz every deck has its own style and gameplay loop not to mention it's tempo is built over the course of many turns where as YGO is over in like 2. I do enjoy YGO as well but yea I definitely enjoy older formats more as while modern has some charm it's a bit ridiculous.
25:20ish my favourite example of a yugioh deck with mechanics that synchronise with thematic is nemleria. She goes to sleep on a pile of pillows, her dreams come out to defend her, she wakes up when there are no more pillows to put her bed back together and go back to sleep.
Very relateable.
I think he's actually correct on the flavor aspect, he just didn't explain it very well. (I also don't think it means Yugioh is worse)
MTG design works extremely hard to make things feel like more than just a game. Every mechanic has a flavor reason for existing. Rules and card effects are DESIGNED to work completely intuitively to how they might work in the real world. That's another reason why they use keywords, because that gives the abilities more meaning than just words on a card. Cards and rules are designed in such a way that with only a basic understanding of the rules, you could easily play with most cards correctly. You don't have to know how the stack works to play instants in response to your opponent's cards, for example. The stack is basically irrelevant in most cases, you just do your thing in response to their thing and yours happens first.
Wheras Yugioh's chain makes no mechanical sense to a new player. There's no logical tie-in to a physical scenario in which chainblocking against Ash makes sense. Or why your Fenrir doesn't trigger until the chain resolves. He's just sitting there waiting for you to finish? Yugioh's rules aren't more complicated, but they're designed SPECIFICALLY to make unintuitive interactions and outplays happen. It's not meant to be a representation of a fantasy world, it's a representation of a card game WITHIN a fantasy world. Yugioh designs cards to be interesting/unique/powerful game pieces, MTG designs cards within a carefully constructed formula of what each color should do and what abilities a card might have to keep that flavor intact.
Obviously there are still flavorful.aspects to Yugioh design. But the flavor isn't found on individual cards as much, only when looking at an entire archetype the flavor makes sense. More often than not, individual archetypal cards are just [archetype] [random name]. The individual cards are just puzzle pieces that don't really make sense individually. It's a design choice, not a design flaw IMO.
yeahb and magic's story is either amazing or bad and its been bad for a while now. Yugioh has every archetype stand on its own merit with bigger stories spanning 2 years each.
I think yugioh's archetypes have a lot more flavor than mtg. But MtG pretends like you aren't crazy for caring about irrelevant stories that have nothing to do with the card game you're playing, so they make tiny little blurbs on some of the cards to give the illusion that something's going on narratively. If you tried to tell me yugioh does the same, I'd back away slowly and reach for a weapon, you're unhinged. That being said, MtG's stories are largely bad and typically don't mesh well with the card game's function at all, they're just there for weirdos who don't realize that good fiction exists.
its because no one does anything different or unique
they're all chasing the exact same decks
anytime i duel its either some dark magician deck a cyberse deck or a blue eyes deck
once in a while you see something different but those 3 are all i ever see
14:30 I think really the actually worse thing is how Cemetery and Removal(banishing) is just a quick-access deck now. Cemetery used to be for dead monsters, but then everything uses it constantly, so now you can REMOVE the cards from play, so they cannot be used anymore for that duel. Oh would you look at that, a lot of stuff uses the removal pile now too, so that is also useless now.
Inb4 there's a new sort of removal to ACTUALLY, FOR REAL THIS TIME, remove a card from the duel, only to 3~4 years later everything be able to use it like a quick access deck.
I remember when zombies were the dedicated graveyard type and it actually made sense.
Cemetery?? What is bro on
it's called being banished face down
And they eventually broke that too with Kashtira, but it didn't get the live for long in Master Duel
"Cards designated (not targeted) by this effect are returned to the bottom of your deck (to prevent floating effects) then placed face-down horizontally in the field zone of the player in another duel counter-clockwise from you."
Duelists in the year 2027: "Man, they had no idea how busted this card would become, huh?"
@@luigifan4585 Not a single Kash card does anything with banished facedown cards. Kash cards react to cards being banished face down, they banish cards face down, but the only thing kash actually does that is new for an archetype is retrieve cards that have been banished face down. I wouldn't exactly call that 'breaking' being banished face down.
Also Kash was dead on arrival in MD, ariseheart was never legal lol.
I don't need to even watch the video to correct them. Master duel doesn't suck, yugioh sucks.
The app itself is amazing, it has amazing sound, amazing graphics, it's f2p (try building a single deck in duel links before you even try to refute this), and it runs across multiple platforms.
What you think sucks about master duel like maxx c, people comboing you to death because you're playing celtic guardian pass becauze anime, getting numeron otk'd, that's all a yugioh problem.
Remember, master duel doesn't suck. The cars yugioh sucks, the players playing runick stun sucks, and above all else, the feeling you really want to say is losing sucks.
I saw this 1 a few weeks ago
Good points made (mostly)
We got modern and poineer. Which are constructed tournament play based year of set that apply. Also, commander is a 4 player. In commander you can you use any card and many deck builds.
Swordsoul is the platonic ideal of modern Yugioh design. Yes, you make a lvl8 and lvl10 every turn, but you don't make the same ones every game. Additionally, you don't make them in the same way every game.
Mo Ye is the main starter but Vishuda and Adhara make an 8 as does Taia. It searches at most twice and summons directly from deck at most twice. But doing these things telegraph not only your combo but also your hand and they don't allow you to make many generic powerhouses in addition to your archetypal monsters; you must choose. You also aren't doing all four in the same turn because of HOPT effects.
Unfortunately, wyrms have a small card pool, the best ones are banned, and Swordsoul's strongest card is an Icarus Attack.
You havent played swordsoul much then because its one of the most repetitive decks in yugioh. Every game you make Chixiao and Barrone De Fleur. And they play all the generic staples
@tiktokexposed898 I have played it almost exclusively for the past year.
You do not make only those two every single game. There are times when Chixao is unnecessary because you already have Longyuan/Blackout in hand and don't need the negate so you make Draco Berserker.
Sometimes making Synchro Longyuan is better than Baronne so you can win in time.
Sometimes you don't make Baronne because the negate isn't needed and a well timed Blackout + Chengying will damage your opponent more than a single omni.
Sometimes you end on Chaofeng to lock your opponent out of Lights.
The fact that Swordsoul plays staples has nothing to do with anything I said.
Swordsoul has a mediocre main deck->extra deck->main deck loop that many other decks far surpass it with which I believe is the ideal degree to which the loop can exist for any healthy amount of time in the game.
The lack of additional formats and Konami's unwillingness to make long-term solutions has caused so many problems that it's hard to fix easily.
My problem is the lack of a pity because i spend 8k on the icejade fish secret deck and still have fully gray out sr's and Ur's i keep getting ones i already own if i do get an sr and ur from the pack to begin with.
I think people would play more none meta if it wasn't for this.
Like my last 2k was just 1 Ur and 1 Sr from the pack that wasn't a copy,this shit is ridiculous.
Just up the rate to get cards from the pack if they are Sr's or Ur's i want what i paid for imagine if i spend money on this 💀
I ended up just straight crafting all of my Icejade cards.
There is a pity system. It's called crafting. You're still pulling URs even if they're not the ones you want. You decraft them and then craft what you want.
@@Adalon- Edit: Nvm i forgot it's 10 UR dust for 1 dismantel so it's even worse than i thought at first,i need 3 UR's for 1 that i need,so i can spend up to 6k gems for 1 singular UR if i'm unlucky greedy af company and i swear they changed rates because at the release it was so much easier to get rare packs.
Edit 2: Nevermind again i fogot that the guaranteed SR is always the last pack and going to be from the pack itself guaranteed so if you don't get any UR in the pack the next pack with the guaranteed UR will give you a card from the pack.
So it's actually worse getting random UR's because that means i can never really efficiently/fairly get the cards i want imagine paying for this shit......
Ahhh yes i need to pull 2 Ur's for 1 and now let's say i need 3 copies💀
That is not a pity system it's an excuse to call it a pity system so Konami can say: See you guys have the option.
Besides this only works if you pull an UR so in theory i can pull every 2k 1 Ur only and i need 2 UR's for one i want,so if i'm unlucky i need 4k gems for 1 singular UR......yes great "pity" system and don't say wElL i NeVeR sAiD iT's a gOoD oNe bro it's like someone is thirsty and you give him alcohol that's not what you asked for that barely is a pity system.
There needs to be an actual guaranteed system that gives you missing cards from the pack like the fully grayed out ones.
I mean ffs if i got this unlucky with my first deck i would have just quit and let's not forget when you are new you gotta craft all the staple's first that's so much UR dust.
There is really no excuse other than greed idk why anyone wouldn't want this.
That is definitely an issue with Master Duel. There's simply no reasonable method to actually obtain more cards. The point of a free to play system is that the wider player base will cause the people who do spend money to stick around longer and spend more money. Those players who aren't spending money on your game are just as important, if not MORE important, than the ones doing the spending, because without the free players the spenders have nobody to play with. I've got 100 hours in master duel, and I haven't even finished crafting ONE full deck yet, let alone been able to branch out to try others.
Play Free 2 Play you will eventually graft what you like don't waste money on a solitaire simulator
I loved yu gi oh from 2013-2016 and quit around that time. I occasionally check in to see the community on fire about things just to validate my decision to put the game down. Been waiting for a time to pounce back into the scene as I love card games so much. But alas, among this and the cost of the game. It seems I must remain in hibernation
I personally quit Master Duel because I was getting tired of having duels start with a 15 minute turn one combo and end with a scoop.
Either the player going second scoops because they didn't draw the out or the player going first scoops because second player _did_ draw the out.
20:49 : "How to make yugioh not feel formulaic is by not playing modern yugioh"
I think a big part of the yugioh community are people who refuse to try other card games for various reasons(broke, yugioh takes up a lot of time already, investment, think adding on the complexity of another game is too much for them, etc.). That causes them to ignore the problems or simply not see them as they haven't tried other systems. I have this problem currently where i keep playing rogue level decks for a while until i can invest a little to play a better deck or get lucky with pulls from locals. So if i am already spending what little money i have making current decks better or getting a better one then i never really have the urge to play another game as i never have the money for it but i know if i did it could change my outlook on yugioh by having other games to compare it to.
I started card gaming with Magic. I’ve played Pokémon, Hearthstone, Runeterra, Shadowverse, Eternal, Keyforge, One Piece, Vanguard, and Lorcana. When I got into Yugioh I literally couldn’t look back and return to Magic. No card game has kept me around for this long and I doubt any ever will. Maybe some people just think Yugioh is fun.
@@mashinchaser i want to have that experience but i guess i need more finances to truly see if i have been missing out or if yugioh is just the game for me
@@Bird1912Excluding Magic and Keyforge(whose decks are literally 10 dollars at least when I played) I played all of those without spending a dime, and nowadays they have Arena.
The more I play Shadowverse Evolve the less I want to play Yugioh.
Just in my personal experience, I haven't met many players who exclusively play YGO. The vast majority of people I have met playing at YGO events play a variety. This isn't the case with Magic, which is a common game YGO is compared to, where the vast majority of players I meet playing events exclusively play Magic. Could be for the reason you mentioned, about trying out other systems but I feel like people are ignoring the fact that the YGO community itself is divided about the same exact points outsiders are strawmanning them into defending.
I agree with all the points in the video.
Although it is true that a lot of the effects are themed in Yu Gi Oh, it is not the rule. Many of the effects that are played in the meta have no meaning or correlation with the card itself.
Yu Gi Oh is a very improvised and poorly designed game, and this is a consequence of always trying to innovate in mechanics in order to continue selling cards, making old cards obsolete.
Although all companies do this with their games, I think Konami managed it very poorly and it got out of hand.
The thing with his Maxx C argument.
Yes. TCG players all agree it is the worst thing to exist.
But OCG players also hate the bug. We had an OCG player play at our locals over the summer while he was visiting family, and he said he enjoyed playing the TCG because Maxx C is banned (granted same dude also rolled up to CYAC format with Striker but... 🤷♂️)
Its always funny to win a game via making a opponent deck out for using maxx c.