24:06 If you use Localized Tornado to shuffle back your trap cards, you still end up with one trap card in the graveyard, namely Localized Tornado, so Treacherous Trap Hole can still not be activated.
@bobbyugi add ceremonial bell make it even funnier 😅 I mean if you running a practical jokers deck 😂 Shame no trap card that says if you're opponent laughs then u win
Does TTH check at activation or resolution? If the latter you could chain LT to TTH. LT won't go to the grave until the whole chain has resolved, so there won't be any traps there at resolution.
@@professorhaystacks6606 It's an activation requirement. „If you have no Traps in your graveyard: Target 2 monsters on the field; destroy those targets.“
@@professorhaystacks6606 Ok but if you are activating LT to get rid of your trap cards in the GY then you shouldn't be able to chain TTH, nor would you be able to start a new chain after it resolves and falls to the GY
That sounds like an early Joey Wheeler kind of play or something Season 1 Yuma would somehow do thinking it was a good card only for Astral to somehow make it a win condition like he did baby Tiragon.
You could use it in combination with the continuous trap Greed which deals 500 point of damage every time your opponent draws outside of their draw phase. But with Maxx C being a key part of the TCG meta, you probably wouldn't need to. Either way, there are better options for that kind of combo.
“An Unfortunate Report” can be a great way to force your opponent into a lose-lose scenario in a Yubel focused deck now that the Yubel archetype has new support cards; namely the “Nightmare Pain” continuous spell which not only forces your opponent to attack your Yubel/Yubel monsters and denies your opponent from dealing damage with battles involving those monsters but also denies the opponent from skipping the Battle Phase outright so the effect of “An Unfortunate Report” will be able to double the amount of damage the opponent will take from the Battle Phase if you’re using Yubel, Yubel: Terror Incarnate and/or Spirit of Yubel which usually only either Yubel: Ultimate Nightmare and the new Yubel fusion monster are able to do under the effects of Nightmare Pain. Admittedly it’s a pretty niche use and requires a bit of setup before you can properly make use of it but it’s also probably one of the best uses for it so far, only thing that you’d really have to watch out for is making sure that “Nightmare Pain” stays on the field.
@@Haosnir Only works if they play Runick or something. Nightmare Pain forces them to go to Battle Phase. This is usually not necessary though, because Yubel only needs your opponent to attack 2 or 3 times with a 2k or higher monster to kill you
You're missing one thing: Yubel *destroys* monsters it battles so the second Battle Phase is pointless unless your opponent has monsters that are immune to destruction. It's not just a crappy winmore card that requires absurd amounts of setup (you need to have a Yubel monster and Nightmare Pain, as well as hard-drawing into Trap Trick or Unfortunate Report - which, of course, is completely useless on its own so it's the last thing you want to topdeck - and not run into any negation or destruction), but a crappy winmore card that doesn't even work unless your opponent runs a deck that enables it by having multiple monsters that are immune to being destroyed by Yubel while not having a single negate, removal effect, or Evenly Matched. And even then, your opponent has to be dumb enough to set up a board that runs into it, and they still have a whole Main Phase to... not do that. Even Yubel wouldn't touch this thing.
I did see Gift of Greed in Mystic Mine Mill decks, but even in that, there are better cards that you can use like trickstar reincarnation and card destruction.
I used to use Fine in my Dark World deck (pre-structure deck) as a cheap card to discard two monsters for their effects. So, I was going -3 on my opponents turn to send Khakki for the most mediocre if not outright bad interaction in existance
The worst part about Pyro Clock is that is it *predates* Final Countdown! It was even worse when it premiered in the OCG! All it did was make Swords of Revealing Light and a nerfed version whose name escapes me slightly less useful. Top 10 worst/best tip cards (from Dark Beginning/Dark Revelation boosters)
Doesn't Pyro Clock also make Swords miss timing? As it destroys itself on the 3 turn after it's activated, can't you skip a turn to have it never blow itself up? Modern day, Nightmare Phoenix/Unicorn mean it's trivial to remove it, but in years bygone, spell/trap removal was harder to come by
"allows you to draw two additional cards from your deck or three cards in VR format" And it combos really well with "magic force", allowing you to play pot of greed and draw three additional cards!
for an unfortunate report you might be able to use it with the mikanko field spell witch forces your opponent to attack monsters with equip cards. mikanko have 0 attack and reflect damage and cant be destroyed when equips
Probably could work up some nonsense with Yubel, too. Plop down a Savage Colosseum, then Lonefire Blossom into Mystic Tomato, and then force your opponent into running all their monsters into Yubel to burn themselves out.
@@huntermengel2683the gun has a red piece in the tcg and lacks the front sight, in the ocg no red piece and has an iron sight. In other words the ocg art is a real gun and the tcg art is a toy gun.
0:34 Idea to improve this card while playing into the lore of it: _Paths of the Destined Dai_ Continuous Trap _You can activate this card from your hand or GY if you control a face-up “Grepher” or “Dark Lucius” monster. Unaffected by card effects while you control a face-up “Grepher” or “Dark Lucius” monster. Once per phase, each player can toss 1 coin. If the result is heads, they gain 2000 LP, and if the result is tails, they take 2000 Damage._ 3:03 And this one here… _Hefty Fine_ Counter Trap _If either player would add any number of cards to their hand, except via their normal draw, they must first discard 2 cards._ 5:37 And one for here… _Terra Firma Attraction_ Trap Card _You can set this card from your hand, deck or GY if you Special Sunmon any number of “Elemental HERO Terra Firma”. During your opponent's Battle Phase, if you control "Elemental HERO Terra Firma": This turn, all monsters your opponent controls that can attack a face-up "Elemental HERO Terra Firma" you control must attack it, and cannot otherwise attack._ 9:02 And one for here… _Pyro Clock of Finality_ Quick-Play Spell _Pay 2000 LP. After After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel. The first time a card possessed by the turn player is destroyed by an opponent’s card or effect each turn, Move the turn count forward by 1 turn. The turn in which this effect is activated continues as normal._ 13:40 This one I’ll leave be for now, since Spellboud is now a MUCH better version of this card. 14:56 Idea to make this an equip spell: _Mounted Virus Cannon_ Equip Spell _Equip this card to 1 monster you control. Tribute any number of monsters, spells and/or traps from your hand or field: Your opponent send an equal number of cards of those tributes respective card types from their hand or deck to the GY (or all their Monsters/Spells/Traps, if lower than the number of respective Tributes). The monster equipped with this card gains 250 ATK/DEF for each card sent to the GY by this effect._ And then one for 17:23, taken straight from the last time Full Salvo came up on the channel: _Retaliatory Salvo_ Counter-Trap _If your opponent would destroy by battle or send to the GY (by card effect) a card(s) from your hand or field: you can Discard your entire hand instead, then apply the following effects X the number of cards discarded by this effect:_ ⚪️Destroy 1 monster your opponent controls, then increase your LP by the ATK or DEF it had while it was on the field. ⚪️Destroy 1 Spell/Trap your opponent controls, then shuffle 1 card from your GY into your deck. ⚪️Destroy 1 card your opponent controls, then inflict 300 damage to your opponent. _You can only activate 1 “Retaliatory Salvo” per turn._ 20:49 And one for this card: _A fortune Report_ Trap Card _You can activate this card from your hand immediately after you inflict battle damage to your opponent. You conduct your next battle phase twice._ And then one for… 23:22 _Focused Tornado_ Continuous Trap _During the beginning of each draw phase, declare 1 card type (Monster/Spell/Trap): For the rest of the turn, if a card of the declared type would be banished or sent to the GY, it is instead shuffled into it’s owners deck._ And lastly, one for 25:21 _The Giving Greed_ Trap Card _For the rest of the turn, if either player draws any number of cards via card effect, their opponent can draw up to an equal number of cards._
The OCG version of Spellbinding Circle isn't necessarily depicting the Star of David, but the Kagome Crest! The six-pointed star (hexagram) is a pretty ubiquitous symbol with many meanings in many cultures, and in Japan especially you see it a lot as it is a symbol relevant to Shinto. It gets censored and removed from a lot of media and artword exported from Japan because we tend to only know of it as a representation for Judaism, but saying that the hexagram in Spellbinding Circle is the Star of David is as much of a misunderstanding as associating pentagram's exclusively with Satan. (if not more so, because we at least get that from Christians decrying the pagan practices which used the symbol as "satan worshippers", so its at the very least a deliberate and intentional misunderstanding, instead of being a conflation of two different symbols from two different contexts) (i feel a little nitpicky for saying this, but hey i figure if you wanted to nitpick that the pentagram depicted is more relevant to neopaganism than satanism, than what im posting isnt so bad)
It's kind of a shame the Top 10 Worst Counter Traps list already happened, since Dinomorphia Shell would've deserved a mention. The other Dinomorphia Counter Traps negate Spells/Traps, or monster effects, or copy other Counter Traps. All Shell does is make a token your opponent has to attack, and it can only be activated during their Battle Phase.
Personally I think the bigger shame is how 1/3 of the game is virtually obsolete due to the pace and power creep making them fundamentally "too slow" to be worth playing at all. It's a shame cause the Trap mechanic feels so Yugioh, it's just not the same game without it. The whole name of the game is outplaying your opponent and keeping them guessing. Fortunately Duel Links is just slow enough traps still get use.
(Read in gigachad egyptian pharaoh voice) “I reveal my set card: THE PAAATHS OF DESTINY. I toss a coin, AND REGARDLESS OF THE RESAULT I PLAY POT OF GREED TO DRAW 8 ADDITIONAL CARDS FROM MY DECK”
We actually have Localized Tornado banned in a discord group of ours because it promotes degenerative stall tactics. Also, in slower formats when you mill exclusively for plus and deck-out, if it resolves you just lose.
Localized Tornado has unironically been a MVP in a lot of self mill decks I play; I prefer a good grind game in a deck if I'm allowed the option Top ten cards that kind of negate a card effect but doesn't (Dark Deal, Fusion Grapha, etc).
I lost to localized tornado once when opponent is playing empty jar FTK and after drawing almost their entire deck, they activate temple of the kings and localize tornado to make sure that we won't decked out at the same time
Gift of Greed is one of the best cards in my Greed deck. You know, the trap that deals burn damage based on how many cards are drawn. It can be used in a few other *very* niche situations. I agree that it's pretty bad, but it can be worth the card use much easier than Fine or Pyro Clock of Destiny (I'm _still_ trying to make a deck that uses that card effectively).
Curse of The Circle is even stranger because it came out in Generation Force, where XYZ were first coming to light. I suppose I understand they were using it to counter older summoning mechanics but geez.
Considering how bad traps have become in recent years except in trap-based strategies it's amazing you were able to narrow the list down to only 10, there must've been dozens you had to review and decide upon. I think "Top 10 Cards you Only Want 1 of in your Deck" would be an interesting idea because there's so many powerful cards that are considered an instant 3 of when they come out, how many cards are pointless if you run more than 1?
In regards to Unfortunate Report, you can use it in tandem with Number 2: Ninja Shadow Mosquito. It's a 0/0 rank 2 that forces the opponent's monsters to attack if able and activates (repeatable) effects when any attack is declared: 1. Detatch 1 for a non-targeted counter add that negates the monster's effect. 2. Inflict damage to your opponent equal to the ATK of a monster with one of these counters (does not target, can be on either field). So, making your opponent conduct their battle phase twice where they must attack with any attack-position monsters becomes a good chance of just deleting your opponent right there. Then again, there are smarter ways to support Number 2 than relying on a trap card.
Actually there is a way to loop Pyro Clock of Destiny to FTK with Final Countdown. Of course that's very inconsistent and fall easily against handtraps but is possible.
A question about Pryo Clock of Destiny: Could it be used to use once per turn effects again? Exp. you use Dark Contract with the Gate to add a D/D to your hand, then activate Pyro Clock of Destiny, then activate Dark Contract with Gate to add another D/D to you hand.
A creative way to use the gift of greed I think I saw was in Master Duel their was a 30 second event. Obviously, the hand limit is 6 and you must discard cards if you have more, which drains the timer. So, the deck would give the opponent a plethora of cards so during the end phase, they would time out trying to discard them all.
Actually, in an RP I played in, Paths of Destiny could have been an easy kill or a quick loss. In the RP, we only had 4000 LP. One player (for RP reasons) ran that card and could sometimes instantly win (or instantly lose, or draw)
Localized Tornado is extremely useful in Karakuri Decks. Karakuri have an insane amount of card draw card, searching and summoning from the deck. once karakuri have set up its surprisingly easy to go +10 or more in card advantage. all karakuri card effects are built around changing card positions, so if karakuri steel shogun or karakuri anatomy (multiple copy's work best) are on the field localized tornado can be used in a combo to not only shuffle your hand and GY into the deck well gaining card advantege but also triggering every Karakuri card effect on the field. karakuri basically plays like a Rube Goldberg device re-imagined as a Yu-Gi-Oh cards. oddly Full Salvo also works in karakuri but only along side Localized Tornado.
A usefull thing that pyro clock does is reset all HOPT effects. Since it is a new turn, you can reuse those effects again, because they were not used this turn.
I once saw a video, where someone managed to win through final countdown and clock of destiny during first turn. It needed pre Errata Makura and basically was a rotation of that card x2 through Migration Prophecy and Primal Seed (and maybe some other card i don't remember...)
Where did you get that from? “Pyro Clock of Destiny” only moves the *turn count* forward by one. The turn continues as normal. Please refrain from spreading misinformation.
Localized Tornado’s use an anti deck out card was good, at least in duel links. I remember it being used in One Card Wonder stall before the skill was nerfed
I remember playing someone back in the day who actually used Localized Tornado in their deck. This happened shortly after Final Countdown went to 1 in January 2014. When I asked them why they ran it, they replied; "So that I don't deck out if I don't see Final Countdown early in the game."
Best way to use gift of greed? During your opponents draw phase active and resolve gift of greed. Then on a new chain activate disturbance strategy and chain droll and lock bird. Congratulations your opponent has no hand.
Curse of the Circle did have some niche use in early Duel Links formats: back when tribute summons were the name of the game and Synchro Summoning was very new, Curse of the Circle was an insane game changer that would leave a super weak card on the field that was meant to be summoned as tribute fodder. Sometimes it would be used on a Lava Golem that you’d drop on the opponents field so that they would have practically no way of getting rid of it, leading to very degenerate and gross victories through slow burns.
Localized Tornado was used in One Card Wonder decks in Duel Links. Your starting hand is 1 card but every draw phase you draw two instead of one card. Your deck consisted of stalling cards and Localized Tornado made you never deck out.
Suggestion for future lists: Top 10 Worst classic cards (Ancient Sanctuary) and Top 10 worst warrior type monsters. P.S. Noticed you haven't been posting a lot of videos on this channel Mr. Duel Logs. Hope everything is okay.
Terra Firma Gravity I resolved the trap in the DL era multiple times when the GX World was released and always got cheesy wins baiting the opponent to attack my weak but important monster and they would always attack my Terra Firma thanks to the trap
0:34 This gives me an idea for a fusion of “Warrior Dai Grepher” and “Warrior of Zera”: _Zera-Dai Grepher, The Fated Warrior_ (EARTH) Level 8 Warrior/Fusion/Effect “Warrior Dai Grepher” + “Warrior of Zera” _You can fusion summon this card from your extra deck by sending the above cards as fusion materials, including 1 of which you control on the field. If this card is fusion summoned, you can special summon 1 level 8 or lower “LV”, Fairy, Fiend, Warrior or Zombie from your hand or GY. Monsters this card destroys by battle are banished. Once per turn (Quick Effect), you can discard 1 card: Apply 1 of the Following effects:_ ⚪️Activate 1 Equip, Field or Ritual Spell from your hand or Deck. ⚪️For the rest of the turn, this card is also treated as an “Archfiend”, “Archlord”, “Chaos”, “D.D”, “Darklord”, “Gurdian”, “Lightray”, and “Lucius” card. ATK/3300 DEF/3200
Idk about gift of greed being number one. I remember, back in the day when destiny hero defender first came out, a big way to use him was comboing him with the continuous trap card appropriate, so that whenever your opponent got to draw a card off of defender, you would draw two. Gift greed would allow a similar way to draw two from just a costless trap card.
Localized tornado actually works well with bait doll and any cars that allows you to gift it to your opponent. So give them localized tornado and then use bait doll and they get the terrible effect. You could also use this combo on duel links using Tea Skill of surprise present.
I appreciate that you're letting more personality writing in the scripts! Feels a lot like a Duel Logs video from 3 years ago, but cleaner I don't really prefer either colder or more opinionated scripts, but I do like the variety
Duel Logs really stands out as he doesn't just Assume everyone's a tryhard Tier 0 deck player. He explains why cards are bad in general and even attempts to give ideas of how the card could be useful to make it clear it's not because "it can't beat Tears" but rather because the effort it takes to get the same effect isn't worth it compared to other cards that could get the effect easier so it isn't even a case of "Run 6" like some of the polymerization cards. It's more like "You need 3 extra cards to run 4". Plus even terrible cards like Cold Feet can be used to decent effect with Mystical Rafpanel, but in Duel Links where Mystical Rafpanel doesn't seem to exist, I think it's mostly for that skill Tea has where you just give your opponent the card and hope they play it or just have it sit on thier board taking up a valuable space (those who play pendulums without using the skill to expand the board will be really upset). So it's something they'd have to deal with either way.
I think Paths of destiny is too good to be on this list. Sure, it only works in one deck, but it's a staple of that deck - a deck which is pretty good for speedrunning the MD ladder.
I don't get why Localized Tornado is bad. Why not just empty your hand? What about in Banish decks like Ghoti that hate having cards trapped in the graveyard? It's still too slow as a normal trap and would best be used to stop deckout, a bad strategy in the modern game. But I could see it being situationally useful.
I beg to differ on localized tornado being bad, if you have two copies of it in your you can get the first one back while refilling your deck so you don't lose by deck out.
20:54 This gives me a nutty idea for a new HERO monster, one where you get 2 battle phases while it’s face-up on the field: _Evil HERO Supreme King_ (FIRE) Level 8 Pendulum Scales: 0⬅️➡️0 _If your opponent controls a monster, you can Tribute Summon Level 7 or higher monsters with 1 Tribute, and if you do, you can increase or decrease this card’s pendulum scale by up to it’s level. If a monster you control attacks a Defense Position monster, inflict piercing battle damage. You can only apply the following effects of “Evil HERO Supreme King” once per turn:_ ⚪️If you special summon a “HERO” monster from your extra deck: You can Add 1 Pendulum Monster to your hand from your deck or face-up from your extra deck. ⚪️If you Special Summon a “Supreme King” monster from your extra deck (Face-up or Facedown): You can add 1 “HERO” monster to your hand from your deck or GY. Fiend/Fusion/Pendulum/Effect 1+ “Evil HERO” monsters + 1+ “Supreme King” monsters _Must Either be Fusion Summoned or Pendulum Summoned. If you Fusion Summoned this card using “Dark Fusion”, or Pendulum Summoned this card using at least 1 “Supreme King” monster in your Pendulum Zones: Add 1 Spell/Trap to your hand from your deck that mentions “Fusion”, “Syncrho”, “Xyz”, or “Pendulum” in it’s name or effects. Cannot be destroyed by battle. During turns that card is face-up on the field, the turn players conducts 2 battle phases per turn, not just 1. During your opponent's Battle Phase, all monsters they control are changed to face-up Attack Position, and each monster they control must attack this card, if able. If this card would leave the field, you can place it into your Pendulum Zones._ ATK/3500 DEF/2100
@@Damy-t4v I thought I would be a fun idea to have a card that would basically be a mashup of the GX and ARC-V “Supreme Kings”. Now the question would be: What kinds of decks would run “Evil HERO” and “Supreme King” monsters at the same time to make this worthwhile?
Also fun little gimmick with The gift of Greed it's somewhat used in the Bistro ftk to deck out your opponent. Personally I would've picked very hard to activate trap cards such as assault mode activate or fuh rin ka zan
i have a question, since pyro clock of destiny makes the turn count change, does this mean that all the once per turn effects reset? its not like that woud be broken, or even playable but still """""""""""decent"""""""""""
There apparently aren't any rulings for this, looking at the wiki. I would guess that it probably wouldn't, but feel free to frustrate a judge with this at a tournament.
Paths of Destiny are a card used in a Bad Reaction/Reficule deck. Basically with either of these out, Paths of Destiny is guaranteed to deal 2000 damage to your opponent. The Gift of Greed is used with another trap: Appropriate. A deck built around forcing your opponent to draw, which lets you draw 2 as well. The point being using the draw engine to get Exodia. An Unfortunate Report can be used in a Yubel or Mikanko deck. Especially with a forced attack card, like Staunch defender, Battle Mania, Amazoness Archers, Savage Colosseum, or Yang Zing Unleashed. Full Salvo: Your example is using Full Salvo to One-Card otk. That is horribly unrealistic. You say these are the worst trap cards, then give uses for them. There are worse trap cards than these: like Lucky Punch, Gamble, Appointer of the Red Lotus, Anti-Raigeki, White Hole, etc
The video's choices are very questionable, but surely you didn't actually mean to suggest Appointer of the Red Lotus, which is good enough to be banned, right?
20:40 "Generally you want your opponent to have LESS Battle Phases." Me, a Yubel player with Nightmare Pain face-up on the field: "Oh boy, TWO Battle Phases! :D"
You could chain gift of greed with heavy slump as a 2 card combo and mill 4 cards into the deck. Might be fun to set it up with trap trick or as a maxx c counter in master duel lol
An Unfortunate Report + Staunch Defender + Sandaion, the Timelord + some bait of a monster to attack (like Magicians' Souls). 4 card combo that loses to any removal, but hey, at least that's room for one card's worth of protection. Edit: *2 cards of protection, since the Timelord requires your opponent to have a monster to summon itself, so going 2nd woo
Gift of greed is for a greed deck. A continuous trap card that burns who ever draws for 500 damage. Use it in unison with; Sasuke Samurai #3, and Heavy Slump. If the opponent had 0 cards in hand, you could potentially do a grand total of 5,500 points of damage with that combo.
The only Sneak Peek event I ever went to was for Shadow Of Infinity, the set which included Full Salvo. I'm pretty sure that was the one and only time anyone ever used that card in a competitive scenario. 😂
Unfortunately, Full Salvo can't even achieve that much in a 40 card deck because it needs to be set for a turn first. So even if you (somehow) managed to draw your entire deck without spending any cards, you'd still need to use either Temple of the Kings to activate Full Salvo on Turn 1, or use Infinite Cards to not have to discard in the End Phase due to the hand size.
You could use dino sewing for your opponent to attack into without having to worry about it being protected from battle, and it would make dino-sewing increase in power more than before because of the unfortunate report.
Traps arent competitively viable most of the time but damn are they fun. Its a rare occasion where a trap matters (except for trap decks/floodgates) but when you have a trap that has a very specific effect that could almost never be activated and you actually pull it off its one of the best/funny feelings every. Just seeing the face of the other person when you pull off something like waking the dragon is hilarious
It's because when the game was originally designed in the early 90s it was supposed to be a back and forth battle, but the power creep along with the sheer amount of legal cards from sets decades appart can just generate so much power on your first turn that the current game is more about card combos and hand traps. Also the other big difference besides the use of the extra deck for different card types besides fusions is Yu-Gi-Oh decks now are usually tribal where as when Takahashi created the game the characters used powerful monsters that were just good cards but not designed to be played together. I've been playing since Pharaohs Servant and it's been a wild ride so far 😅
There is a little mistake in the math for Salvo: to burn your opponent with it you would need to discard 40 cards for it, which would mean having 40 cards PLUS the copy of salvo set as a bare minimum (and that's without discussing how you would draw those 40 cards), so you would have to run a non-optimal amount of cards. And of course, there is the fact that for the strategy to work you would need to draw your whole deck and make sure your opponent doesn't have a negate, a way to mitigate the damage or increased life points, when you could just have put Exodia in the deck and won without your opponent having been able to do anything about it.
The gift of greed could help you if you're running a bad mill deck that DOESN'T have a combo to make sure it decks out the opponent, but just has a bunch of cards that mill individually.
I used Curse of the Circle in Duel Links during Turbo Duel events, where you could guarantee your opponent is going to use synchro monsters. Sadly, it cannot do much when going second, and is also countered by Forbidden Lance. Plus a few boxes later, they introduced Warning Point, which made Curse of the Circle even more redundant.
I used to run a Circle strat with Lava Golem back in the day. It was a sort of control deck meant to make attacking me as difficult as possible while LG burnt away at their life points. It definitely wasn't good, but it still 100% had a use in the deck lol.
Localises tornado was mostly used in the infernity discard 2 combo with kalin back in duel links before his skill was nerfed. It was ran in a infinite recycle stall deck by running a bunch of stall and life point increase cards then burn through your deck then activate localized tornado to reset and repeat till your opponent decks out
I have another card: Dimensional Barrier. This card reads: _Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn._ Now if you notice, there is a pretty crucial summoning method it's not uncluding: Link Summon. So if you are playing against say, Sky Striker or Salamangreat then this card is useless and if it's in your side deck then it's just taking space for other cards that could have been way more useful.
I ran localized tornado in an old stall deck to prevent myself from decking out. I would usually use it when I had a full board of face-down monsters and backrow, and we were both down to only a few cards in our decks.
"Fine is not fine, Fine is very bad" made me laugh out loud. Thank you.
His calm voice makes this even better aswell
This is why I like watching Duellogs
You activated my trap card! I discard 2 cards!
Good in dark world
@@CErra310 skull servant
😂😂
@@CErra310 Even in Dark World its not good since they have better options
@@juvielmartineztorres8425I mean even so it’s a option it can use
24:06 If you use Localized Tornado to shuffle back your trap cards, you still end up with one trap card in the graveyard, namely Localized Tornado, so Treacherous Trap Hole can still not be activated.
Localized tornado with convulsion of nature would be OP because you can stop shuffling whenever you see the card that you need to draw.
@bobbyugi add ceremonial bell make it even funnier
😅
I mean if you running a practical jokers deck
😂
Shame no trap card that says if you're opponent laughs then u win
Does TTH check at activation or resolution? If the latter you could chain LT to TTH. LT won't go to the grave until the whole chain has resolved, so there won't be any traps there at resolution.
@@professorhaystacks6606 It's an activation requirement.
„If you have no Traps in your graveyard: Target 2 monsters on the field; destroy those targets.“
@@professorhaystacks6606 Ok but if you are activating LT to get rid of your trap cards in the GY then you shouldn't be able to chain TTH, nor would you be able to start a new chain after it resolves and falls to the GY
That allusion to the VR format was so clean.
“Roll my dice- I SUMMON POT OF GREED”
You never saw this one coming
I SUMMOM POT OF GREED
I feel like climbing some trees now
"Then i attack and i win right? "
Oh he's supposed to be here
"Fine is not fine, Fine is very bad"
I have never heard such poetry, it is beautiful...
"You've activated my Trap Card, The Gift of Greed! Draw 2 cards, loser!"
That sounds like an early Joey Wheeler kind of play or something Season 1 Yuma would somehow do thinking it was a good card only for Astral to somehow make it a win condition like he did baby Tiragon.
Really only works to force a deck out
You could use it in combination with the continuous trap Greed which deals 500 point of damage every time your opponent draws outside of their draw phase. But with Maxx C being a key part of the TCG meta, you probably wouldn't need to. Either way, there are better options for that kind of combo.
@@the_letter_j9223maxx c is banned my guy
I feel really bummed out he didn't try to come up with ways to get use out of this card, like trying to justify it in a mill deck.
“An Unfortunate Report” can be a great way to force your opponent into a lose-lose scenario in a Yubel focused deck now that the Yubel archetype has new support cards; namely the “Nightmare Pain” continuous spell which not only forces your opponent to attack your Yubel/Yubel monsters and denies your opponent from dealing damage with battles involving those monsters but also denies the opponent from skipping the Battle Phase outright so the effect of “An Unfortunate Report” will be able to double the amount of damage the opponent will take from the Battle Phase if you’re using Yubel, Yubel: Terror Incarnate and/or Spirit of Yubel which usually only either Yubel: Ultimate Nightmare and the new Yubel fusion monster are able to do under the effects of Nightmare Pain. Admittedly it’s a pretty niche use and requires a bit of setup before you can properly make use of it but it’s also probably one of the best uses for it so far, only thing that you’d really have to watch out for is making sure that “Nightmare Pain” stays on the field.
Or the opponent just skips their battle phase.
@@Haosnir
Only works if they play Runick or something. Nightmare Pain forces them to go to Battle Phase.
This is usually not necessary though, because Yubel only needs your opponent to attack 2 or 3 times with a 2k or higher monster to kill you
@@thecrimsoncreep6665 or the player switch any monster to DEF position, since they can't attack it still loses the effect.
@@thecrimsoncreep6665how does nightmare pain force them into their battle phase
You're missing one thing: Yubel *destroys* monsters it battles so the second Battle Phase is pointless unless your opponent has monsters that are immune to destruction.
It's not just a crappy winmore card that requires absurd amounts of setup (you need to have a Yubel monster and Nightmare Pain, as well as hard-drawing into Trap Trick or Unfortunate Report - which, of course, is completely useless on its own so it's the last thing you want to topdeck - and not run into any negation or destruction), but a crappy winmore card that doesn't even work unless your opponent runs a deck that enables it by having multiple monsters that are immune to being destroyed by Yubel while not having a single negate, removal effect, or Evenly Matched. And even then, your opponent has to be dumb enough to set up a board that runs into it, and they still have a whole Main Phase to... not do that. Even Yubel wouldn't touch this thing.
pot of greed explanation into “VR format” draw 3 😭 i love this guy
Thats not what it does
I did see Gift of Greed in Mystic Mine Mill decks, but even in that, there are better cards that you can use like trickstar reincarnation and card destruction.
"Fine is not fine.
Fine is very bad."
I love poetry
I used to use Fine in my Dark World deck (pre-structure deck) as a cheap card to discard two monsters for their effects. So, I was going -3 on my opponents turn to send Khakki for the most mediocre if not outright bad interaction in existance
The worst part about Pyro Clock is that is it *predates* Final Countdown! It was even worse when it premiered in the OCG! All it did was make Swords of Revealing Light and a nerfed version whose name escapes me slightly less useful.
Top 10 worst/best tip cards (from Dark Beginning/Dark Revelation boosters)
Nightmare Steelcage?
@@Bubben246 Yes
Doesn't Pyro Clock also make Swords miss timing? As it destroys itself on the 3 turn after it's activated, can't you skip a turn to have it never blow itself up? Modern day, Nightmare Phoenix/Unicorn mean it's trivial to remove it, but in years bygone, spell/trap removal was harder to come by
"allows you to draw two additional cards from your deck or three cards in VR format"
And it combos really well with "magic force", allowing you to play pot of greed and draw three additional cards!
for an unfortunate report you might be able to use it with the mikanko field spell witch forces your opponent to attack monsters with equip cards. mikanko have 0 attack and reflect damage and cant be destroyed when equips
Probably could work up some nonsense with Yubel, too. Plop down a Savage Colosseum, then Lonefire Blossom into Mystic Tomato, and then force your opponent into running all their monsters into Yubel to burn themselves out.
I think Yubel actually used that strategy in GX. Someone did, at least.
Top 10 cards with censored artwork (i.e. quickdraw synchron)
What was that one censored for? I didn’t know it wasn’t supposed to look like what we saw
Make it even more specific, top 10 with artwork censored for guns
The artwork was changed due to violence, religion, sexuality, etc.
Dark Magician Girl and the Harpy Ladies would definitely be on that list
@@huntermengel2683the gun has a red piece in the tcg and lacks the front sight, in the ocg no red piece and has an iron sight. In other words the ocg art is a real gun and the tcg art is a toy gun.
25:55 that pot of greed VR reference was next level lmao
0:34 Idea to improve this card while playing into the lore of it:
_Paths of the Destined Dai_
Continuous Trap
_You can activate this card from your hand or GY if you control a face-up “Grepher” or “Dark Lucius” monster. Unaffected by card effects while you control a face-up “Grepher” or “Dark Lucius” monster. Once per phase, each player can toss 1 coin. If the result is heads, they gain 2000 LP, and if the result is tails, they take 2000 Damage._
3:03 And this one here…
_Hefty Fine_
Counter Trap
_If either player would add any number of cards to their hand, except via their normal draw, they must first discard 2 cards._
5:37 And one for here…
_Terra Firma Attraction_
Trap Card
_You can set this card from your hand, deck or GY if you Special Sunmon any number of “Elemental HERO Terra Firma”. During your opponent's Battle Phase, if you control "Elemental HERO Terra Firma": This turn, all monsters your opponent controls that can attack a face-up "Elemental HERO Terra Firma" you control must attack it, and cannot otherwise attack._
9:02 And one for here…
_Pyro Clock of Finality_
Quick-Play Spell
_Pay 2000 LP. After After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel. The first time a card possessed by the turn player is destroyed by an opponent’s card or effect each turn, Move the turn count forward by 1 turn. The turn in which this effect is activated continues as normal._
13:40 This one I’ll leave be for now, since Spellboud is now a MUCH better version of this card.
14:56 Idea to make this an equip spell:
_Mounted Virus Cannon_
Equip Spell
_Equip this card to 1 monster you control. Tribute any number of monsters, spells and/or traps from your hand or field: Your opponent send an equal number of cards of those tributes respective card types from their hand or deck to the GY (or all their Monsters/Spells/Traps, if lower than the number of respective Tributes). The monster equipped with this card gains 250 ATK/DEF for each card sent to the GY by this effect._
And then one for 17:23, taken straight from the last time Full Salvo came up on the channel:
_Retaliatory Salvo_
Counter-Trap
_If your opponent would destroy by battle or send to the GY (by card effect) a card(s) from your hand or field: you can Discard your entire hand instead, then apply the following effects X the number of cards discarded by this effect:_
⚪️Destroy 1 monster your opponent controls, then increase your LP by the ATK or DEF it had while it was on the field.
⚪️Destroy 1 Spell/Trap your opponent controls, then shuffle 1 card from your GY into your deck.
⚪️Destroy 1 card your opponent controls, then inflict 300 damage to your opponent.
_You can only activate 1 “Retaliatory Salvo” per turn._
20:49 And one for this card:
_A fortune Report_
Trap Card
_You can activate this card from your hand immediately after you inflict battle damage to your opponent. You conduct your next battle phase twice._
And then one for… 23:22
_Focused Tornado_
Continuous Trap
_During the beginning of each draw phase, declare 1 card type (Monster/Spell/Trap): For the rest of the turn, if a card of the declared type would be banished or sent to the GY, it is instead shuffled into it’s owners deck._
And lastly, one for 25:21
_The Giving Greed_
Trap Card
_For the rest of the turn, if either player draws any number of cards via card effect, their opponent can draw up to an equal number of cards._
The OCG version of Spellbinding Circle isn't necessarily depicting the Star of David, but the Kagome Crest! The six-pointed star (hexagram) is a pretty ubiquitous symbol with many meanings in many cultures, and in Japan especially you see it a lot as it is a symbol relevant to Shinto.
It gets censored and removed from a lot of media and artword exported from Japan because we tend to only know of it as a representation for Judaism, but saying that the hexagram in Spellbinding Circle is the Star of David is as much of a misunderstanding as associating pentagram's exclusively with Satan.
(if not more so, because we at least get that from Christians decrying the pagan practices which used the symbol as "satan worshippers", so its at the very least a deliberate and intentional misunderstanding, instead of being a conflation of two different symbols from two different contexts)
(i feel a little nitpicky for saying this, but hey i figure if you wanted to nitpick that the pentagram depicted is more relevant to neopaganism than satanism, than what im posting isnt so bad)
It's kind of a shame the Top 10 Worst Counter Traps list already happened, since Dinomorphia Shell would've deserved a mention. The other Dinomorphia Counter Traps negate Spells/Traps, or monster effects, or copy other Counter Traps. All Shell does is make a token your opponent has to attack, and it can only be activated during their Battle Phase.
Personally I think the bigger shame is how 1/3 of the game is virtually obsolete due to the pace and power creep making them fundamentally "too slow" to be worth playing at all. It's a shame cause the Trap mechanic feels so Yugioh, it's just not the same game without it. The whole name of the game is outplaying your opponent and keeping them guessing. Fortunately Duel Links is just slow enough traps still get use.
Imagine if The Paths of Destiny had been in Duelist Kingdom
Just how screwed up things would be
(Read in gigachad egyptian pharaoh voice) “I reveal my set card: THE PAAATHS OF DESTINY. I toss a coin, AND REGARDLESS OF THE RESAULT I PLAY POT OF GREED TO DRAW 8 ADDITIONAL CARDS FROM MY DECK”
Any burn is screwed up in Duelist Kingdom format tbh
@@ItsPForPea But one that can cost the entirety of your life points or that can have both players out at once is insane
Thats what it do @user-qc2kt5kd3i
I predict shorter episodes!
Some players actually used Localized tornado in duel links 2018 in Sylvans decks
Also in One-Card Wonder stall decks (before OCW was nerfed to hell)
The main use of this card in duel link was for the 100 summon missions.
We actually have Localized Tornado banned in a discord group of ours because it promotes degenerative stall tactics. Also, in slower formats when you mill exclusively for plus and deck-out, if it resolves you just lose.
Localized Tornado has unironically been a MVP in a lot of self mill decks I play; I prefer a good grind game in a deck if I'm allowed the option
Top ten cards that kind of negate a card effect but doesn't (Dark Deal, Fusion Grapha, etc).
I lost to localized tornado once when opponent is playing empty jar FTK and after drawing almost their entire deck, they activate temple of the kings and localize tornado to make sure that we won't decked out at the same time
Gift of Greed is one of the best cards in my Greed deck. You know, the trap that deals burn damage based on how many cards are drawn. It can be used in a few other *very* niche situations. I agree that it's pretty bad, but it can be worth the card use much easier than Fine or Pyro Clock of Destiny (I'm _still_ trying to make a deck that uses that card effectively).
Curse of The Circle is even stranger because it came out in Generation Force, where XYZ were first coming to light. I suppose I understand they were using it to counter older summoning mechanics but geez.
Considering how bad traps have become in recent years except in trap-based strategies it's amazing you were able to narrow the list down to only 10, there must've been dozens you had to review and decide upon.
I think "Top 10 Cards you Only Want 1 of in your Deck" would be an interesting idea because there's so many powerful cards that are considered an instant 3 of when they come out, how many cards are pointless if you run more than 1?
Oh you mean top 10 garnets
@@Neonman1230Number 1: Brilliant Fusion's Gem-Knight... Ooooooh...
In regards to Unfortunate Report, you can use it in tandem with Number 2: Ninja Shadow Mosquito. It's a 0/0 rank 2 that forces the opponent's monsters to attack if able and activates (repeatable) effects when any attack is declared: 1. Detatch 1 for a non-targeted counter add that negates the monster's effect. 2. Inflict damage to your opponent equal to the ATK of a monster with one of these counters (does not target, can be on either field). So, making your opponent conduct their battle phase twice where they must attack with any attack-position monsters becomes a good chance of just deleting your opponent right there. Then again, there are smarter ways to support Number 2 than relying on a trap card.
2:50 it's little things like that that give me a good chuckle. Never change Duellogs
Localized tornado can be good in empty jar to prevent yourself from decking out.
Actually there is a way to loop Pyro Clock of Destiny to FTK with Final Countdown. Of course that's very inconsistent and fall easily against handtraps but is possible.
A question about Pryo Clock of Destiny: Could it be used to use once per turn effects again? Exp. you use Dark Contract with the Gate to add a D/D to your hand, then activate Pyro Clock of Destiny, then activate Dark Contract with Gate to add another D/D to you hand.
I don't think that's how it works.@@truechoas6224
A creative way to use the gift of greed I think I saw was in Master Duel their was a 30 second event. Obviously, the hand limit is 6 and you must discard cards if you have more, which drains the timer. So, the deck would give the opponent a plethora of cards so during the end phase, they would time out trying to discard them all.
That's actually genius
Actually, in an RP I played in, Paths of Destiny could have been an easy kill or a quick loss. In the RP, we only had 4000 LP. One player (for RP reasons) ran that card and could sometimes instantly win (or instantly lose, or draw)
Localized Tornado is extremely useful in Karakuri Decks. Karakuri have an insane amount of card draw card, searching and summoning from the deck. once karakuri have set up its surprisingly easy to go +10 or more in card advantage. all karakuri card effects are built around changing card positions, so if karakuri steel shogun or karakuri anatomy (multiple copy's work best) are on the field localized tornado can be used in a combo to not only shuffle your hand and GY into the deck well gaining card advantege but also triggering every Karakuri card effect on the field.
karakuri basically plays like a Rube Goldberg device re-imagined as a Yu-Gi-Oh cards. oddly Full Salvo also works in karakuri but only along side Localized Tornado.
A usefull thing that pyro clock does is reset all HOPT effects. Since it is a new turn, you can reuse those effects again, because they were not used this turn.
That does have so potential
Oh god dont let someone cook up some abomination of a playstyle with it down the line
Pyro Clock forwards the turn counter only, it doesn't manipulate the current turn in any way, so hopt effects can't be reused
I once saw a video, where someone managed to win through final countdown and clock of destiny during first turn. It needed pre Errata Makura and basically was a rotation of that card x2 through Migration Prophecy and Primal Seed (and maybe some other card i don't remember...)
Where did you get that from? “Pyro Clock of Destiny” only moves the *turn count* forward by one. The turn continues as normal.
Please refrain from spreading misinformation.
Localized Tornado’s use an anti deck out card was good, at least in duel links. I remember it being used in One Card Wonder stall before the skill was nerfed
I remember playing someone back in the day who actually used Localized Tornado in their deck. This happened shortly after Final Countdown went to 1 in January 2014. When I asked them why they ran it, they replied; "So that I don't deck out if I don't see Final Countdown early in the game."
Best way to use gift of greed?
During your opponents draw phase active and resolve gift of greed. Then on a new chain activate disturbance strategy and chain droll and lock bird.
Congratulations your opponent has no hand.
Honorable mention to "Graceful Tear" (give 1 card from your hand to your opponent in order to gain 2000 LP).
That can actually be useful. Give them a shitty card.
"... or 3 cards in VR format" I died remembering the summoning of Pot of Greed to draw 3 cards from their deck. Thank you for that.
Curse of the Circle did have some niche use in early Duel Links formats: back when tribute summons were the name of the game and Synchro Summoning was very new, Curse of the Circle was an insane game changer that would leave a super weak card on the field that was meant to be summoned as tribute fodder.
Sometimes it would be used on a Lava Golem that you’d drop on the opponents field so that they would have practically no way of getting rid of it, leading to very degenerate and gross victories through slow burns.
Localized Tornado was used in One Card Wonder decks in Duel Links. Your starting hand is 1 card but every draw phase you draw two instead of one card. Your deck consisted of stalling cards and Localized Tornado made you never deck out.
Suggestion for future lists: Top 10 Worst classic cards (Ancient Sanctuary) and Top 10 worst warrior type monsters.
P.S. Noticed you haven't been posting a lot of videos on this channel Mr. Duel Logs. Hope everything is okay.
Localized Tornado wouldn't even be good with Treacherous unless you have a way to banish that card since it itself is a trap.
Terra Firma Gravity I resolved the trap in the DL era multiple times when the GX World was released and always got cheesy wins baiting the opponent to attack my weak but important monster and they would always attack my Terra Firma thanks to the trap
0:34
This gives me an idea for a fusion of “Warrior Dai Grepher” and “Warrior of Zera”:
_Zera-Dai Grepher, The Fated Warrior_ (EARTH)
Level 8
Warrior/Fusion/Effect
“Warrior Dai Grepher” + “Warrior of Zera”
_You can fusion summon this card from your extra deck by sending the above cards as fusion materials, including 1 of which you control on the field. If this card is fusion summoned, you can special summon 1 level 8 or lower “LV”, Fairy, Fiend, Warrior or Zombie from your hand or GY. Monsters this card destroys by battle are banished. Once per turn (Quick Effect), you can discard 1 card: Apply 1 of the Following effects:_
⚪️Activate 1 Equip, Field or Ritual Spell from your hand or Deck.
⚪️For the rest of the turn, this card is also treated as an “Archfiend”, “Archlord”, “Chaos”, “D.D”, “Darklord”, “Gurdian”, “Lightray”, and “Lucius” card.
ATK/3300 DEF/3200
Idk about gift of greed being number one. I remember, back in the day when destiny hero defender first came out, a big way to use him was comboing him with the continuous trap card appropriate, so that whenever your opponent got to draw a card off of defender, you would draw two. Gift greed would allow a similar way to draw two from just a costless trap card.
Localized tornado actually works well with bait doll and any cars that allows you to gift it to your opponent.
So give them localized tornado and then use bait doll and they get the terrible effect.
You could also use this combo on duel links using Tea Skill of surprise present.
Thank you been wanting this one for a while, i'd love to see Top 10 Worst Continuous Traps and Top 10 Worst Continuous Spells.
I unironically builded a burn deck around full salvo and won some duels in MD
I appreciate that you're letting more personality writing in the scripts! Feels a lot like a Duel Logs video from 3 years ago, but cleaner
I don't really prefer either colder or more opinionated scripts, but I do like the variety
Gift of Greed does set up Heavy Slump - but that requires you to draw both in your opening hand - or Gift + Trap Trick.
Gotta say this script is great; very well written
Duel Logs really stands out as he doesn't just Assume everyone's a tryhard Tier 0 deck player. He explains why cards are bad in general and even attempts to give ideas of how the card could be useful to make it clear it's not because "it can't beat Tears" but rather because the effort it takes to get the same effect isn't worth it compared to other cards that could get the effect easier so it isn't even a case of "Run 6" like some of the polymerization cards. It's more like "You need 3 extra cards to run 4". Plus even terrible cards like Cold Feet can be used to decent effect with Mystical Rafpanel, but in Duel Links where Mystical Rafpanel doesn't seem to exist, I think it's mostly for that skill Tea has where you just give your opponent the card and hope they play it or just have it sit on thier board taking up a valuable space (those who play pendulums without using the skill to expand the board will be really upset). So it's something they'd have to deal with either way.
Love that little reference to Pot of Greed being a draw 3 in VR Yugioh.
I think Paths of destiny is too good to be on this list. Sure, it only works in one deck, but it's a staple of that deck - a deck which is pretty good for speedrunning the MD ladder.
9:42 to be fair this actually did happen in the Yugioh anime so that’s probably the only way people even know about Pyro clock of destiny
I don't get why Localized Tornado is bad. Why not just empty your hand? What about in Banish decks like Ghoti that hate having cards trapped in the graveyard? It's still too slow as a normal trap and would best be used to stop deckout, a bad strategy in the modern game. But I could see it being situationally useful.
This is probably a bit of a long shot, but my suggestion for a video would be “Top 10 Best Non-Alien cards to use in an Alien deck.”
Pyro clock was used in a gimmik deck using the dark magician fusion to keep skipping turns for final countdown 😂
Gift of greed is actually broken in lab because it allows you to engineer a situation where you're opponent shuffles their entire hand into the deck.
I beg to differ on localized tornado being bad, if you have two copies of it in your you can get the first one back while refilling your deck so you don't lose by deck out.
20:54 This gives me a nutty idea for a new HERO monster, one where you get 2 battle phases while it’s face-up on the field:
_Evil HERO Supreme King_ (FIRE)
Level 8
Pendulum Scales: 0⬅️➡️0
_If your opponent controls a monster, you can Tribute Summon Level 7 or higher monsters with 1 Tribute, and if you do, you can increase or decrease this card’s pendulum scale by up to it’s level. If a monster you control attacks a Defense Position monster, inflict piercing battle damage. You can only apply the following effects of “Evil HERO Supreme King” once per turn:_
⚪️If you special summon a “HERO” monster from your extra deck: You can Add 1 Pendulum Monster to your hand from your deck or face-up from your extra deck.
⚪️If you Special Summon a “Supreme King” monster from your extra deck (Face-up or Facedown): You can add 1 “HERO” monster to your hand from your deck or GY.
Fiend/Fusion/Pendulum/Effect
1+ “Evil HERO” monsters + 1+ “Supreme King” monsters
_Must Either be Fusion Summoned or Pendulum Summoned. If you Fusion Summoned this card using “Dark Fusion”, or Pendulum Summoned this card using at least 1 “Supreme King” monster in your Pendulum Zones: Add 1 Spell/Trap to your hand from your deck that mentions “Fusion”, “Syncrho”, “Xyz”, or “Pendulum” in it’s name or effects. Cannot be destroyed by battle. During turns that card is face-up on the field, the turn players conducts 2 battle phases per turn, not just 1. During your opponent's Battle Phase, all monsters they control are changed to face-up Attack Position, and each monster they control must attack this card, if able. If this card would leave the field, you can place it into your Pendulum Zones._
ATK/3500 DEF/2100
Wow, that's a really good idea!
@@Damy-t4v
I thought I would be a fun idea to have a card that would basically be a mashup of the GX and ARC-V “Supreme Kings”.
Now the question would be: What kinds of decks would run “Evil HERO” and “Supreme King” monsters at the same time to make this worthwhile?
@@ButFirstHeLitItOnFire Supreme King Jaden and Z-ARC both call themselves Supreme Kings, so the name is very fitting!
Also fun little gimmick with The gift of Greed it's somewhat used in the Bistro ftk to deck out your opponent. Personally I would've picked very hard to activate trap cards such as assault mode activate or fuh rin ka zan
Fuh Rin Ka Zan is pretty easy to activate just by summoning Doriado, especially if you can cheat her out.
i have a question, since pyro clock of destiny makes the turn count change, does this mean that all the once per turn effects reset? its not like that woud be broken, or even playable but still """""""""""decent"""""""""""
There apparently aren't any rulings for this, looking at the wiki. I would guess that it probably wouldn't, but feel free to frustrate a judge with this at a tournament.
@@LonelySpaceDetective will do o7
I know unfortunate report is a bad card but wouldn't it be kinda of good if you use the malicious fiend's combo with bloom diva instead?
Paths of Destiny are a card used in a Bad Reaction/Reficule deck. Basically with either of these out, Paths of Destiny is guaranteed to deal 2000 damage to your opponent.
The Gift of Greed is used with another trap: Appropriate. A deck built around forcing your opponent to draw, which lets you draw 2 as well. The point being using the draw engine to get Exodia.
An Unfortunate Report can be used in a Yubel or Mikanko deck. Especially with a forced attack card, like Staunch defender, Battle Mania, Amazoness Archers, Savage Colosseum, or Yang Zing Unleashed.
Full Salvo: Your example is using Full Salvo to One-Card otk. That is horribly unrealistic.
You say these are the worst trap cards, then give uses for them. There are worse trap cards than these: like Lucky Punch, Gamble, Appointer of the Red Lotus, Anti-Raigeki, White Hole, etc
The video's choices are very questionable, but surely you didn't actually mean to suggest Appointer of the Red Lotus, which is good enough to be banned, right?
20:40 "Generally you want your opponent to have LESS Battle Phases."
Me, a Yubel player with Nightmare Pain face-up on the field: "Oh boy, TWO Battle Phases! :D"
You could chain gift of greed with heavy slump as a 2 card combo and mill 4 cards into the deck. Might be fun to set it up with trap trick or as a maxx c counter in master duel lol
Mentioning Pyro Clock of Destiny without mentioning the extremely funny Dark Magicians FTK is a disservice to the card.
An Unfortunate Report + Staunch Defender + Sandaion, the Timelord + some bait of a monster to attack (like Magicians' Souls).
4 card combo that loses to any removal, but hey, at least that's room for one card's worth of protection.
Edit: *2 cards of protection, since the Timelord requires your opponent to have a monster to summon itself, so going 2nd woo
I saw that Wayne radio reference you snuck in, a spider of culture I see. I bet you use dark cup the strongest card in all of dual monsters.
I have a master duel final countdown deck that "focuses" (tries?) recycling pryo clock. It's awful but I love it.
daily reminder time seal is STILL LIMITED
Gift of greed is for a greed deck. A continuous trap card that burns who ever draws for 500 damage. Use it in unison with; Sasuke Samurai #3, and Heavy Slump. If the opponent had 0 cards in hand, you could potentially do a grand total of 5,500 points of damage with that combo.
Great video dude!
The only Sneak Peek event I ever went to was for Shadow Of Infinity, the set which included Full Salvo. I'm pretty sure that was the one and only time anyone ever used that card in a competitive scenario. 😂
Imagine drawing all your cards and only doing 7800 damage cause you had to play the card as well
Unfortunately, Full Salvo can't even achieve that much in a 40 card deck because it needs to be set for a turn first. So even if you (somehow) managed to draw your entire deck without spending any cards, you'd still need to use either Temple of the Kings to activate Full Salvo on Turn 1, or use Infinite Cards to not have to discard in the End Phase due to the hand size.
You could use dino sewing for your opponent to attack into without having to worry about it being protected from battle, and it would make dino-sewing increase in power more than before because of the unfortunate report.
Traps arent competitively viable most of the time but damn are they fun. Its a rare occasion where a trap matters (except for trap decks/floodgates) but when you have a trap that has a very specific effect that could almost never be activated and you actually pull it off its one of the best/funny feelings every. Just seeing the face of the other person when you pull off something like waking the dragon is hilarious
It's because when the game was originally designed in the early 90s it was supposed to be a back and forth battle, but the power creep along with the sheer amount of legal cards from sets decades appart can just generate so much power on your first turn that the current game is more about card combos and hand traps. Also the other big difference besides the use of the extra deck for different card types besides fusions is Yu-Gi-Oh decks now are usually tribal where as when Takahashi created the game the characters used powerful monsters that were just good cards but not designed to be played together. I've been playing since Pharaohs Servant and it's been a wild ride so far 😅
If I ever tell you I’m fine please refer to 2:55
There is a little mistake in the math for Salvo: to burn your opponent with it you would need to discard 40 cards for it, which would mean having 40 cards PLUS the copy of salvo set as a bare minimum (and that's without discussing how you would draw those 40 cards), so you would have to run a non-optimal amount of cards. And of course, there is the fact that for the strategy to work you would need to draw your whole deck and make sure your opponent doesn't have a negate, a way to mitigate the damage or increased life points, when you could just have put Exodia in the deck and won without your opponent having been able to do anything about it.
Nurse reficule: i know what paths will do to the opponent every time tho
The gift of greed could help you if you're running a bad mill deck that DOESN'T have a combo to make sure it decks out the opponent, but just has a bunch of cards that mill individually.
I used Curse of the Circle in Duel Links during Turbo Duel events, where you could guarantee your opponent is going to use synchro monsters. Sadly, it cannot do much when going second, and is also countered by Forbidden Lance. Plus a few boxes later, they introduced Warning Point, which made Curse of the Circle even more redundant.
An Unfortunate Report doesn't seem that terrible in a Yubel deck.
Not actually good enough to run, but not the worst.
I’m sure I’m not the first to think of this but the one card wonder skill in duel links was able to turn tornado into an amazing stall card
You can just imagine the confusion that would cause "Earth, Fire, Wind, water, Spirit!"
Your days are numbered Mr. Logs if Simul Archfiends is on here
I used to run a Circle strat with Lava Golem back in the day. It was a sort of control deck meant to make attacking me as difficult as possible while LG burnt away at their life points. It definitely wasn't good, but it still 100% had a use in the deck lol.
Localises tornado was mostly used in the infernity discard 2 combo with kalin back in duel links before his skill was nerfed. It was ran in a infinite recycle stall deck by running a bunch of stall and life point increase cards then burn through your deck then activate localized tornado to reset and repeat till your opponent decks out
I have another card:
Dimensional Barrier. This card reads:
_Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn._
Now if you notice, there is a pretty crucial summoning method it's not uncluding: Link Summon. So if you are playing against say, Sky Striker or Salamangreat then this card is useless and if it's in your side deck then it's just taking space for other cards that could have been way more useful.
I'm kinda surprised that you didn't talk about mill decks when you were talking about the gift of greed.
Some are used in self tk and localized torndo i used in my zushin deck to recycle all spells basically refilling my deck :P
I ran localized tornado in an old stall deck to prevent myself from decking out. I would usually use it when I had a full board of face-down monsters and backrow, and we were both down to only a few cards in our decks.
Virus Canon in Lair of Darkness is pretty heckin goated.
Another important point about virus cannon is that it can easly benefit your opponent by letting them send cards with gy effects
In Duel Links, if you use Localized Tornado with Sylvio, he'll complain about how useless it is.
video idea: top ten bad traps that would be good if they were spell cards
“Released 20 years ago” being followed up by “released in 2003” makes me feel…. Old as hell.