Meh it’s annoying but abyss actors have their own built in floodgate cleaner in the form of rise of the abyss king sure I might have to wait a turn but it can’t be responded to if I have a level 7 or higher abyss actor on the field which is incredibly easy to do for abyss actors even without using the pendulum scale
I agree with you on number 10. I'd rather know why an old card has made a legacy for itself than hear an okay card that's got not much to talk about aside from just being good and that's it. In fact, hearing trivia is more fun than hearing power facts.
I was so relieved, when I saw „Royal Oppression“ show up in tandem with „Vanity's Emptiness“. The way you combined the similar floodgates in one spot each was a really good idea for this video!
Important difference between Imperial Order and Anti-Spell fragrance: Anti-Spell fragrance cannot be activated to negate a card that's trying to target it. This makes it slightly more vulnerable and Spell removal.
Another fun option is using it to summon jinzo. Cause he then immediately negates call of the haunted, and because of that if it's destroyed then he stays on the field
I think the reason C.T.s are thought of as floodgates is that they're inherently best suited towards that purpose. They are the traditional form of interaction with your opponent on their turn, and their persistent nature lets you maintain their effect unlike one-off activations like Counter Traps or Quick Plays. Sure, you also got cards like Call of the Haunted or Crackdown that serve other functions, but they're in the minority and act like glorified Equip spells for all their functionality. So in the end floodgate effects end up getting printed onto C.T.s because that's were they work best in.
I remember that call of the haunted had a flaw on design. The card specifies that "when the monster is destroyed, destroy this card" meaning that if you tributed the summoned monster you lock one slot of your spell/trap zone indefinitely until your opponent or yourself destroyed it.
The neat thing about Call of the Haunted is that you can use it to revive something just to trigger its Special Summon effect, then let backrow removal or cards can that tribute traps and/or monsters(True Draco and Vision HEROs can use both to get two mats for a tribute summon) get it off the field so you don't get reamed by an opponent's attack through it later. It also works on Links unlike Back to the Front.
Shootout to Gravity's Bind, back in the day that card was a nightmare to deal with since most monsters where lvl 4 or above and s/t removal was quite rare, you had to hard draw it not like today that you can just summon a removal from the extra deck.
That was my deck back in the day. I used Gravity Bind, and guys like Swarm of Scarabs and Swarm of Locusts, one destroys Monsters the other destroys S/T cards and they can flip facedown, as well as Des Lacooda who has a similar effect but for drawing cards. I also built my deck to nearly always be able to destroy S/T cards because one person I played against liked to use Wave Motion Cannon and I needed to be able to destroy it when the time came.
Yeah I had a similar experience some guy in my locals was an insect player, DNA surgery + Insect barrier was pretty annoying, there was also a water duelist with Tornado wall + Umi, both of them used gravity bind and Limit Area B, very annoying to face luckily my Jinzo helped me big time in those days, mst and giant trunade where pretty helpful too.
Another potential drawback to call of the haunted is that if the monster is removed from the field without being destroyed, it stays on the field blocking a zone.
Top 10 Equip Spells Top 10 Cards to use with lair of darkness Top 10 cards that tribute your opponent's monsters(s) (kaijus count as one entry) Top 10 cards that can attack directly
@jon_bone Actually, only the archetype's boss monster, Teardrop the Rikka Queen, directly tributes your opponent's monsters. The Rikka archetype uses monster tributes as a core mechanic, certainly, but most of those tributes are your own monsters. The continuous spell Rikka Flurries can force your opponent to tribute a monster, but they get to choose, and the tribute is conducted by them; similarly, the trap card Rikka Sheet can be used to steal an opponent's monster until the End Phase and temporarily change it into a Plant Type monster, thereby allowing the Rikka player to benefit from tribute get said monster -- but at the time of tribute to it, it's under the control of the Rikka player.
Call of the Haunted being a trap card (and as such activatable during your opponent's turn) also allowed for some fun plays, especially during the battle phase.
1. Top 10 cards that "summon to this card points to" 2. Top 10 cards that banned because other cards effect/existence (example: spyral master plan, banned because magician's souls released. Samsara lotus, banned because it can create otk with other cards combo)
Top 10 Worst Traps (of any kind, I know you already did counter-traps). Would be interesting since traps are already hindered and generally worse than a spell with the same effect, so it would be cool to see the worst of the worst
Traps are good the problem that they are power creept with the time In the past the number of quick play spells and quick effects were low and not many of them are effective The only cards that can effect in your enemy's turn were traps But you know they power crept over the time with the release of many quick play spells, hand traps and quick effects
Just one extra normal summon or set per turn is still kinda nutty, and Ultimate Offering also works on the opponent's Battle Phase as a potential form of interruption. It would be interesting to see it as a way to play around special summon floodgates if both were legal simultaneously though, and would make Maxx "C" a lot less devastating of a card for some decks to deal with. This really does seem like the kind of situation where one existing without the other makes things too swingy.
Don't know if there's enough cards for a conditional floodgates list. Only one that readily comes to mind is Secret Village of the Spellcasters as that can be a one sided Imperial Order with no maintenance cost. Top 10 Synchro Tuners Top 10 Extra Deck Pendulum Monsters Top 10 Best/Worst Cards That Can Miss Timing Top 10 Worst Continuous Spell Cards Top 10 Honorary Archetype Cards Top 10 Rekindling Targets
An trap I think deserves an honourable mention: Psy-Frame Overload. Once per turn, target and banish any card on the field face down by banishing a psyframe monster from your hand or field which means they're never going to see that card again. Lets you convert useless framegears in hand into interruption, can remove monsters from your own field, and non-once per turn searches any archetype card after being sent to the graveyard. Combing with Psy-Framelord Omega means free searches every opponent's standby phase. Plus lots of psychic support allows you to recover the cards banished for cost and reuse them. Somewhat archetype specific but very powerful. With gamma being in lots of decks it's something to consider as it lets you use the grammas after the first one for something.
Ahh, old school Yugi was the bomb. So many hours spent imagining strategies before there even was a limited/forbidden list. What you could pull off in those days was legendary. I left the game well over 10 years ago due to rising card costs which meant that you had to sink in some serious coin to even stand a chance in tournaments, not to mention the whole shift from xyz to pendulum and beyond felt really overwhelming at the time. I wonder if maybe I should give it another chance, if only to diversify my hobby pool a little. Cheers!
I remember Call of the Haunted was really good in Synchro formats. Mainly Blackwings or Ice barrier synchros able to bounce it back to hand after the target was synchro material.
call of the haunted and other revival traps see play in kozmo decks, since you can revive a dark destroyer or sliprider to proc their destruction effects
0:18 I’m thinking of a fun way to make this more relevant to today: _Slime Infestation_ Counter trap _Once per turn, When your opponent removes a “Slime” or “Jam monster” from the field, you can activate any number of “Metal Reflect Slime”’s from your hand or deck, and if they do they cannot be removed from the field by the same way the prior removed card was while on the field._
@@TWLSpark Like if it were destroyed by battle the slimes summoned can’t be destroyed by battle, if the card is banished by trap effect they can’t be, etc…
@@TWLSpark Like I want the card to bring them out in such a way that they’re immune to _Exactly_ what slew the slime card before them. Like if your opponent runs a deck that focuses on only one kind of removal method this is a major problem for them. BUT if they balance their methods out the protections from this card are only a speed bump. It’s like you can’t activate on a whim but the activation condition is on a hair trigger, you can bring out 3 cards at once but their trap monsters that can’t attack (thus having many MANY ways to brush them off the field), and the variable protections effect is convenient and flexible, but crumples the moment your opponent shifts gears (again, if they can).
I still run a Nurse Burn deck and have improved it greatly from its old build. Ring of Destruction and Mahaama the Fairy Dragon, for example, make great additions to the deck.
A fun fact about Bad Reaction to Simochi and the Nurse Burn deck in general: If you have D/D/D Oracle King D'arc out on the field while BRtS and Darklord Nurse are also on the field, you actually still GAIN Lp with stuff like Giftcard because (for some strange ruling reason) D'arc supersede the other 2, making her the best monster/card to play against Nurse Burn. I only know this because it happened to me in Master Duel and my opponent let me bring out D'arc after nearly killing me and trying to flex on me or something.
Call of the haunted is kind of annoying. In the two Legacy of the Duelist YGO games, sometimes the card will stay on the field despite the monster being removed. Effectively just taking up a spell-zone slot. I would imagine the games would have the rulings pretty correct, so I wonder why/when this happens.
Nice to see Rivalry of Warlords since I play Zombies. Another neat use for it, although it's more situational, is, if I'm facing an opponent who uses monotype anyway, Rivalry can occasionally work as Shiranui Slash fodder if the opponent only has one card I can destroy, since Slash needs two targets. Again, very rarely happens but it's funny when it does.
Also, if you have a way to give your opponent a monster and make it the only monster on their field (kaijus, sphere mode, ojama trio, etc...) you can use rivalry of the warlord or gozen match to lock them into a potentially useless type and stop them from playing until they remove the floodgate or the monsters.
I would like Black Ptera to be mentioned in a list, so a very recyclable effect, it could have been mentioned here easily with cannon soldier and ultimate offering as an OTK; it could also be done with pre errata firewall dragon, though I think it requires 2 Black Ptera. Definitely a card that surprisingly has not been broken yet.
There are a few cards that I think should have made it on over the bottom couple on this list, notably the True Draco continuous traps and SPYRAL Mission - Rescue. Both have been significant pieces of tier 1/tier 0 decks.
Anti-spell Fragrance MY BELOVED 💕 Single-handedly helped me win more than 70% of my match-ups against Spellbooks when they first came out. Taught me a single tech card can cripple an entire deck. That deck also got a decent win rate against dragon rulers funnily enough. Miss my Anti-spell / dark simorgh / advanced ritual art deck.
I run an (almost pure) Traptrix deck, and Anti-Spell Fragrance goes a long way. Lord of Heavenly Prison basically gives you 100% backrow protection well it's revealed from the hand, so I normally don't even summon it unless I have a second one. It's pretty much my biggest combo to shut down spell-heavy decks. Let them set their important, combo-playing spell cards, then just destroy them.
How did Sea Stealth Attack not make the list? It's probably one of the most powerful traps ever printed. Not only does it automatically destroy anything that battles your level 5+ water monsters but it can also prevent all of your face-up spell/traps from being destroyed too. It's basically a win con for any Umi based deck.
So what I gather as an "old school" player, the key to modern yugioh is preventing your opponent from playing yugioh in any way. Nice. I don't get off on humiliation so I don't get it. Great video regardless
@@CrnaStrela Im not saying it was just invented, but negates and hand traps certainly weren't key words back then either lol I like all the cards but I also like playing
One benefit anti-spell fragrance has over imperial order is that it prevents the activation of spells instead of negating them meaning it can stop your opponent from playing Pendulum cards since Pendulum cards cannot be set in the Pendulum zone.
Imperial order with Gladiator beast would be Broken since with the tag fusion you could just block you op using fusion as well with their effects be pretty much lock out
plz make a vid about best one card combo best removes from play and best cards out of new master dual packs every new pack. longtime fan keep up the great content
I think the reason Imperial Order got Errata'd wasn't because of the optional cost of paying LP (pretty sure it was still a mandatory cost pre-errata, since it doesn't say "you may" nor "if you don't"). It's because, back in the day, "Magic Card" refered to both Spells *and* Traps, so Imperial shut down all backrow including Traps, whereas nowadays it only shuts down Spells.
Pre-errata Imperial Order's maintenance cost was optional and that was the reason it was banned initially. You could simply choose to shut it off when you no longer needed it while essentially, for free shutting down your opponents Spell cards. Magic cards are what Spell cards used to be called but was changed due to Magic the Gathering being a card game and Konami not wanting lawsuits. The errata was supposed to make the maintenance cost more punishing in that you had to pay it during both players turns and it wasn't optional so you had to pay it as long as you had sufficient Life Points and it would only turn off if you didn't have enough Life Points to pay. It could still win games on its own even with that downside. It hard shut down decks heavily dependent on their Spell cards and made decks that weren't even stronger. You could also still albeit in a roundabout kind of way get it onto your field from your Deck (Curious, Beatrice, Foolish Burial Goods and then set it from your Graveyard with Knightmare Gryphon).
Summon limit is my favorite floodgate that no one says they hate, even if it stops combo decks and even stun decks like floowanderezee completely. Since other floodgates are being semi limited in master duel it will probably get more attention.
Big shout-out to ordeal of a traveller, the playground stomper. It's also one of the more complex cards we used to play correctly unlike things like scrap iron scarecrow.
Skill Drain always left me confused on its effect. It negates the effects of all face up monsters, but their effects can still be activated. what does that even mean? it's like the card is contradicting itself.
I feel like you could unban ultimate offering without giving it a once per turn, BUT it would come with a bigger life point cost(maybe 2000 per normal summon)AND the restriction that the cards that were normal summoned are banished if they leave the field, instead of going to the graveyard
I wonder if it would get used if the cost was 8000 life points. Was originally gonna suggest maybe 4000. That way if you have a way to gain life points somehow. Then you get to use it twice.
@@jacthing1 no, because then you just lose instantly. If it was 4000 it would just be a worse double summon, however if it was 2000 life points it has potential to be still good, without being broken.
I think the only good deck that would maybe play ultimate offering in its current state is Floowandereeze. With the speed of modern yugioh, setting a trap that really doesn’t have utility until turn 3 isn’t where you want to be.
So regarding extra normal summon, sure it is nutty but it depends on what you use to do that. Ultimate offering worth running because you can normal summon multiple times with it, Brilliant Fusion was because it is searchable as well as giving you a body on the field, entire Floowandreeze lets you play during opponent's turn as if it is your turn definitely worth mentioning, however you cannot say the same as things like double summon, fire formation tensu, card advance, and arrivalrival. Despite giving extra normal summon, they don't actually being run because it's either hard to search or the effect is just not good enough because it is just a simple 1 more normal summon.
Theres actually a pre-errata version of Ultimate Offering. Its an older effect was, pay 500 lp then immediately after it resolves normal/set a monster. The extra text on during main phase or opponents battle phase was to prevent ruling nightmares.
You can't activate ultimate offering until your opponent's battle phase at the earliest, right? so it could easily go to 1 and not see play imo, maybe not 2 or 3, but if it was at 1 it would be way too slow.
Imperial order and that one continuous spell which change damage taken to life instead will be troublesome (i forgot the name but the picture has a elf sitting n had RAIN somthing in the card name )
Can I suggest a top 10 cards that parody another Yugioh cards? You know like the toon monsters or the doodle dinosaur monsters that were recently release
I remember being really scared of Luna in Tag Force because bad reaction. And then I started using prime material dragon (damage is turned to healing, the end result was always whatever happened second. So if the opponent has actual effect damage, it would be damage, as prime would heal and BRS would turn to damage and heals were heals.)
16:21 How about a more “balanced” version of this card to retain as much power as posssible while keeping it from being banned. _Divine Offering_ Continuous Trap Card _During their turn, either Player can normal summon/set 1 monster, then they pay LP equal to the summoned monsters combined ATK/DEF after this effect resolves. Players cannot special summon the turn they activate this effect. Players who normal summon/set 3 monsters in a single turn while this card is face-up on the field can add 1 Divine-Beast or level 10 “Wicked” monster to their hand from their deck._
@@CrnaStrela I mean I didn’t want to do a once per turn because that’s so overused these days, so I A: make it so BOTH players benefit from it equally, B: They pay LP equal to the combined ATK/DEF any extra monsters they normals summon (so unless they keep to monsters that are equal to or under a grand stat total of 500 you pay more for each summon.) and C: if players DO use extra normal summons they can’t use special summoning that turn, which all but locks out special summon only monsters (extra deck, ritual monsters, various main deck boss monsters, a good chunk of card effects, etc…). The god card/wicked god thing was a fun idea I thought would mesh well with this.
3:34 How about a way to make Call of the Haunted catch up a little… _Roar Of The Haunted_ Counter Trap Card _When your opponent sends a monster you control to the graveyard, and you 1 or more “Call Of The Haunted” in your GY and at least two other spell or trap cards, choice one of the following effects:_ ⚫️Special summon 1 monster from your GY, but it returns to your GY once per turn, during the end phase. ⚫️ You can set facedown on the field from your GY “Call of the haunted” and up to two other spell/trap cards, but their effects are negated until next turn. After some PSCT I have THIS now: _Roar Of The Haunted_ Counter Trap Card _When your opponent sends a monster you control on the field to the graveyard, and there are 1 or more “Call Of The Haunted” and at least 2 other continuous spell or trap cards in your GY, activate 1 of the following effects:_ ⚫️Special summon 1 monster from your GY, but it returns to your GY once per turn, during the end phase. ⚫️ You can place from your GY 1 “Call of the haunted” and 2 other continuous spell/trap cards facedown in your spell and trap zone, but their effects are negated until next turn.
@@pumpkingkingoftoons6185 _Roar Of The Haunted_ Counter Trap Card _When your opponent sends a monster you control on the field to the graveyard, and there are 1 or more “Call Of The Haunted” and at least 2 other continuous spell or trap cards in your GY, activate 1 of the following effects:_ ⚫️Special summon 1 monster from your GY, but it returns to your GY once per turn, during the end phase. ⚫️ You can place from your GY 1 “Call of the haunted” and 2 other continuous spell/trap cards facedown in your spell and trap zone, but their effects are negated until next turn. I think that fixed it up a bit
*If* a monster(s) you control is sent to the GY by an opponent's card while "Call of the Haunted" is in your GY, and you have at least 2 other Spell/Traps in your GY, choose one of the following effects: (1)Special Summon 1 monster from your hand or GY ignoring its Summoning conditions, but banish it when it leaves the field. (2)Set 1 "Call of the Haunted" from the GY to your field, then send 1 monster from your Deck to the field. That monster cannot activate its effects until the next turn. Probably not much better, but I took the liberty of changing the effects a bit.
@@TWLSpark You gotta be careful not to make any “Ignoring it’s summoning conditions” sort of effect TOO generic or easy to use. Because with THIS you could special summon stupidly powerful cards without the usual restraints, like Sophia or Tierra unconditionally which would wreak havoc on the game, or worst case scenario let you cheat out and activate _Holactie the Creator of Light_ of all cards, who’s effects are “This card's Special Summon cannot be negated. *The player that Special Summons this card wins the Duel.”,* but you normally have to tribute the actual god cards first (original names, no name copy shenanigans) to get that win.
In a Master Duel BO1 format, floodgates are super strong, i mainly play branded despia and the decks only out to Skill Drain is, guardian chimera + comedy to send it to GY.
With a deck like Floowandereeze in existence, Ultimate Offering, even limited to once per turn, would be a terrible idea. Their own trap let's them normal summon, their field spell let's them, and then that would too. They'd be unstoppable, especially paired with Harpie's Feather Storm.
Ultimate Offering would turn staple status overnight and not just for a cancer deck like Floowandereeze. An extra Normal Summon would benefit any Deck that needs their Normal Summon.
The whole video I’m telling myself “royal oppression has to be number 1 right?”, and there it was I miss tele dad days, the game was fast but it wasn’t Uber fast like it is now, and it was very diverse RO got banned because of that deck, I was playing Little City (3 skill drains 3 royal oppression with a whole bunch of e hero vanilla beat sticks) and I remember how busted royal oppression was Literally won my first tournament because of that card
I remember when I was younger I had ultimate offering in my deck for the playground and with friends, but I read it and was like "Thats good but, 500 life points PER SUMMON?" So I was super hesitant to use its effect.
What about Summon Limit. While not as strong as Vanity's it is a great counter to combo decks. Especially if you have a control or pendulum deck. Pendulum summoning counts as 1 summon.
Metal Reflect Slime was also useful for easy level 10 on the field for XYZ that needed them, plus being Aqua/Water gave it some more interactions with decks that used those. For Call of the Haunted, an issue I often have with that card that never gets mentioned is that the card leaves the field ONLY if the monster is destroyed or the trap is destroyed, so if it gets used as material or whatnot, the card stays there taking up space on the field, which can be annoying in decks that use lots of the backrow for cards that stay there. Sure you could return it to the hand and reuse it, but all good cards that let you do that are banned or a pain to pull off consistently. But while not all continuous traps are floodgates, here are lots that could have been included, most of which belonging to the same series of cards! Tyrant's Tirade is a card very similar to Skill Drain, but requires two tributes instead of LP cost and blocks hand effects as well, even if it only works on effects that "activate" rather than always active ones, which can be incredibly strong if you can provide the tributes. Then you have Tyrant's Throes, which does require normal monsters as tribute to activate, but completely blocks both special and normal summons of effect monsters, leaving only flip summons, which can completely screw the vast majority of decks over, while the cost isn't that hard to pull off in some decks (eg: Venus with Shine Balls on Fairy decks). Finally, for floodgate, you have By Order of the Emperor, which can let you block normal summon effects and works great with Appropriate or can be used on Slifer/King Tiger Wanghu to get lots of draws every time! However, there's non-floodgate continuous traps that are very strong, Tyrant's Temper for example protects you from your own floodgate traps for just one tribute (including turning Royal Oppression into a "negate the opponent constantly" card with no downside), while Imperial Custom can protect your other continuous traps easily if using lots of floodgates and whatnot at once.
Also Anti-Spell Fragrance just hard counters pendulum decks because scales can’t be set face down, so they just can’t be played at all.
Because fuck pendulum
Ohhhhhhhh... oof
Except D/D/D, which can set scales from deck with gilgamesh.
Meh it’s annoying but abyss actors have their own built in floodgate cleaner in the form of rise of the abyss king sure I might have to wait a turn but it can’t be responded to if I have a level 7 or higher abyss actor on the field which is incredibly easy to do for abyss actors even without using the pendulum scale
I remember thinking of using it during master rule 3 but then deciding I didn't want to buy any new cards. I could've won so many regionals.
I agree with you on number 10.
I'd rather know why an old card has made a legacy for itself than hear an okay card that's got not much to talk about aside from just being good and that's it.
In fact, hearing trivia is more fun than hearing power facts.
Wholeheartedly agreed. I could listen about old yugioh card trivia for the entire day.
I like how you had to shove a bunch of these together or the entire list would be floodgates that instantly win the game against certain decks.
I was so relieved, when I saw „Royal Oppression“ show up in tandem with „Vanity's Emptiness“. The way you combined the similar floodgates in one spot each was a really good idea for this video!
Great video!
Imperial Order was so strong because it turns off the mechanic that usually destroys floodgates - glad you pointed that out.
It also hard shut down decks that are highly reliant on Spells to start their plays.
Important difference between Imperial Order and Anti-Spell fragrance: Anti-Spell fragrance cannot be activated to negate a card that's trying to target it. This makes it slightly more vulnerable and Spell removal.
Well you activate it in Draw Phase, unless they use Twin Twister, in which case GG
@@MrCegeb Even so, shutting off Pendulums could make it worth it since Endymion and Dinomist are still decent rogue strategies.
I really like this really niche use of Call of the Haunted: Chaining it to ST removal in order to activate a monster's destruction by effect trigger.
Another fun option is using it to summon jinzo. Cause he then immediately negates call of the haunted, and because of that if it's destroyed then he stays on the field
Thought I was the only one to use it like that I also used it to bring back stuff like wildheart
I think the reason C.T.s are thought of as floodgates is that they're inherently best suited towards that purpose. They are the traditional form of interaction with your opponent on their turn, and their persistent nature lets you maintain their effect unlike one-off activations like Counter Traps or Quick Plays. Sure, you also got cards like Call of the Haunted or Crackdown that serve other functions, but they're in the minority and act like glorified Equip spells for all their functionality. So in the end floodgate effects end up getting printed onto C.T.s because that's were they work best in.
Counter traps?
CT is, indeed, an awkward initialism when it works for Counter *and* Continuous Traps.
I remember that call of the haunted had a flaw on design. The card specifies that "when the monster is destroyed, destroy this card" meaning that if you tributed the summoned monster you lock one slot of your spell/trap zone indefinitely until your opponent or yourself destroyed it.
But if you managed to return call of the haunted to your hand, you'd keep the monster and get to use it again
The neat thing about Call of the Haunted is that you can use it to revive something just to trigger its Special Summon effect, then let backrow removal or cards can that tribute traps and/or monsters(True Draco and Vision HEROs can use both to get two mats for a tribute summon) get it off the field so you don't get reamed by an opponent's attack through it later. It also works on Links unlike Back to the Front.
Great Boost for both effects of Wight Princess too.
you can summon thunderclap skywolf using that card to destroy opponent's monster during their turn as well
The OG was Prisma+Tiger -> Gyzarus Pop itself set Call then Call during opponent's start of battle phase and pop their monsters haha
Shootout to Gravity's Bind, back in the day that card was a nightmare to deal with since most monsters where lvl 4 or above and s/t removal was quite rare, you had to hard draw it not like today that you can just summon a removal from the extra deck.
That was my deck back in the day. I used Gravity Bind, and guys like Swarm of Scarabs and Swarm of Locusts, one destroys Monsters the other destroys S/T cards and they can flip facedown, as well as Des Lacooda who has a similar effect but for drawing cards. I also built my deck to nearly always be able to destroy S/T cards because one person I played against liked to use Wave Motion Cannon and I needed to be able to destroy it when the time came.
Yeah I had a similar experience some guy in my locals was an insect player, DNA surgery + Insect barrier was pretty annoying, there was also a water duelist with Tornado wall + Umi, both of them used gravity bind and Limit Area B, very annoying to face luckily my Jinzo helped me big time in those days, mst and giant trunade where pretty helpful too.
Used to play Gren Maju and gravity bind. My cousins hated it lol
Another potential drawback to call of the haunted is that if the monster is removed from the field without being destroyed, it stays on the field blocking a zone.
Could still be a plus because it would've been a target for something like Zephyros the elite to return it to the hand and then set it again
@@CrnaStrela truuuuu
@@CrnaStrela as someone who only plays blackwing I appreciate this comment lol
@@babaG819 blackwings are life
@@TimothyGod the fact that black wings are even still a thing is heartwarming lol the nostalgia is real
Love how you ended the video by admitting that it's pretty much all floodgates that are the best continuous traps
Top 10 Equip Spells
Top 10 Cards to use with lair of darkness
Top 10 cards that tribute your opponent's monsters(s) (kaijus count as one entry)
Top 10 cards that can attack directly
Can’t do the tribute one because besides Kaijus there’s only Santa Claws, Sphere Mode, Volcanic Queen, and Lava Golem I think
@@mudpies7929 There are plenty of tribute cards, they go beyond monsters
This sounds like you're asking to make a lair of darkness otk deck using equip spells...
@@sakuyabestgirl3418 Rikka is an entire archetype about tributing your opponent's monsters
@jon_bone Actually, only the archetype's boss monster, Teardrop the Rikka Queen, directly tributes your opponent's monsters.
The Rikka archetype uses monster tributes as a core mechanic, certainly, but most of those tributes are your own monsters.
The continuous spell Rikka Flurries can force your opponent to tribute a monster, but they get to choose, and the tribute is conducted by them; similarly, the trap card Rikka Sheet can be used to steal an opponent's monster until the End Phase and temporarily change it into a Plant Type monster, thereby allowing the Rikka player to benefit from tribute get said monster -- but at the time of tribute to it, it's under the control of the Rikka player.
Call of the Haunted being a trap card (and as such activatable during your opponent's turn) also allowed for some fun plays, especially during the battle phase.
Vanity's Emptiness on the list confirmed. before even watching it
No shit Sherlock
This the equivalent of pot of greed being in a top ten most op spell cards video😭
1. Top 10 cards that "summon to this card points to"
2. Top 10 cards that banned because other cards effect/existence (example: spyral master plan, banned because magician's souls released. Samsara lotus, banned because it can create otk with other cards combo)
For 1: Halqifibrax
I'd say that second one goes with the "explaining banned cards" series.
Love to see so many old cards in the top
Top 10 Worst Traps (of any kind, I know you already did counter-traps).
Would be interesting since traps are already hindered and generally worse than a spell with the same effect, so it would be cool to see the worst of the worst
Points to Terrible Deal
Call from the grave
White hole
Traps are good the problem that they are power creept with the time
In the past the number of quick play spells and quick effects were low and not many of them are effective
The only cards that can effect in your enemy's turn were traps
But you know they power crept over the time with the release of many quick play spells, hand traps and quick effects
@@Nomlezz6th5 we need quick play trap cards I guess lol.
Jar of generosity takes number 1, like why does it exist
Just one extra normal summon or set per turn is still kinda nutty, and Ultimate Offering also works on the opponent's Battle Phase as a potential form of interruption. It would be interesting to see it as a way to play around special summon floodgates if both were legal simultaneously though, and would make Maxx "C" a lot less devastating of a card for some decks to deal with. This really does seem like the kind of situation where one existing without the other makes things too swingy.
Don't know if there's enough cards for a conditional floodgates list. Only one that readily comes to mind is Secret Village of the Spellcasters as that can be a one sided Imperial Order with no maintenance cost.
Top 10 Synchro Tuners
Top 10 Extra Deck Pendulum Monsters
Top 10 Best/Worst Cards That Can Miss Timing
Top 10 Worst Continuous Spell Cards
Top 10 Honorary Archetype Cards
Top 10 Rekindling Targets
An trap I think deserves an honourable mention: Psy-Frame Overload. Once per turn, target and banish any card on the field face down by banishing a psyframe monster from your hand or field which means they're never going to see that card again. Lets you convert useless framegears in hand into interruption, can remove monsters from your own field, and non-once per turn searches any archetype card after being sent to the graveyard. Combing with Psy-Framelord Omega means free searches every opponent's standby phase. Plus lots of psychic support allows you to recover the cards banished for cost and reuse them. Somewhat archetype specific but very powerful. With gamma being in lots of decks it's something to consider as it lets you use the grammas after the first one for something.
Actually in sprite you can easily search Gamma and make lamda making the Gamma live and making it become an interrupt after negating
Ahh, old school Yugi was the bomb. So many hours spent imagining strategies before there even was a limited/forbidden list. What you could pull off in those days was legendary.
I left the game well over 10 years ago due to rising card costs which meant that you had to sink in some serious coin to even stand a chance in tournaments, not to mention the whole shift from xyz to pendulum and beyond felt really overwhelming at the time. I wonder if maybe I should give it another chance, if only to diversify my hobby pool a little.
Cheers!
I remember Call of the Haunted was really good in Synchro formats. Mainly Blackwings or Ice barrier synchros able to bounce it back to hand after the target was synchro material.
Right on time for my lunch break too. Ty duel logs 💪🏼
"With Imperial Order you can shut down spell heavy decks like Floowandereeze."
... I'm rethinking my stance on this card.
Brought ptsd when looking at 4 spells in hand
Top 10 "Comeback" cards that are most useful when you're losing/that exist to turn around bad situations
Wow I’m surprised you hadn’t done a top 10 list of this until now
Macro cosmos is also great I think, most meta decks rely on cards in the graveyard to activate effects so getting banished can shut a lot down
I don't even play Yu-Gi-Oh anymore but you have such a good voice andake it so interesting that I watch every time
I feel like summon limit should share the number 1 spot because it also limits summons and can also counts summons while it’s facedown
I agree
Well it's not that it counts face down also. Just that the wording kinda just affects the player
call of the haunted and other revival traps see play in kozmo decks, since you can revive a dark destroyer or sliprider to proc their destruction effects
0:18
I’m thinking of a fun way to make this more relevant to today:
_Slime Infestation_
Counter trap
_Once per turn, When your opponent removes a “Slime” or “Jam monster” from the field, you can activate any number of “Metal Reflect Slime”’s from your hand or deck, and if they do they cannot be removed from the field by the same way the prior removed card was while on the field._
EXCEPT FROG THE JAM
By "the same way" I assume you mean it cannot be destroyed or bounced (respectively)? Or is it more specific?
@@TWLSpark
Like if it were destroyed by battle the slimes summoned can’t be destroyed by battle, if the card is banished by trap effect they can’t be, etc…
@@TWLSpark
Like I want the card to bring them out in such a way that they’re immune to _Exactly_ what slew the slime card before them. Like if your opponent runs a deck that focuses on only one kind of removal method this is a major problem for them. BUT if they balance their methods out the protections from this card are only a speed bump. It’s like you can’t activate on a whim but the activation condition is on a hair trigger, you can bring out 3 cards at once but their trap monsters that can’t attack (thus having many MANY ways to brush them off the field), and the variable protections effect is convenient and flexible, but crumples the moment your opponent shifts gears (again, if they can).
I still run a Nurse Burn deck and have improved it greatly from its old build. Ring of Destruction and Mahaama the Fairy Dragon, for example, make great additions to the deck.
A fun fact about Bad Reaction to Simochi and the Nurse Burn deck in general: If you have D/D/D Oracle King D'arc out on the field while BRtS and Darklord Nurse are also on the field, you actually still GAIN Lp with stuff like Giftcard because (for some strange ruling reason) D'arc supersede the other 2, making her the best monster/card to play against Nurse Burn. I only know this because it happened to me in Master Duel and my opponent let me bring out D'arc after nearly killing me and trying to flex on me or something.
Lol. I bet they were *Pissed*
I love Eldlich and the chaos the deck causes using so many floodgates!
Call of the haunted is kind of annoying. In the two Legacy of the Duelist YGO games, sometimes the card will stay on the field despite the monster being removed. Effectively just taking up a spell-zone slot. I would imagine the games would have the rulings pretty correct, so I wonder why/when this happens.
Because you don't read n jus assume everything works the way you perceive it
It was a surprise not to see Mistake in the list.
Top 10 Taunting cards (cards that prevent your other cards from being targeted or attacked, and make the opponent target itself instead)
Nice to see Rivalry of Warlords since I play Zombies. Another neat use for it, although it's more situational, is, if I'm facing an opponent who uses monotype anyway, Rivalry can occasionally work as Shiranui Slash fodder if the opponent only has one card I can destroy, since Slash needs two targets. Again, very rarely happens but it's funny when it does.
I can't believe this list has never been done 🤯
Also, if you have a way to give your opponent a monster and make it the only monster on their field (kaijus, sphere mode, ojama trio, etc...) you can use rivalry of the warlord or gozen match to lock them into a potentially useless type and stop them from playing until they remove the floodgate or the monsters.
I would like Black Ptera to be mentioned in a list, so a very recyclable effect, it could have been mentioned here easily with cannon soldier and ultimate offering as an OTK; it could also be done with pre errata firewall dragon, though I think it requires 2 Black Ptera. Definitely a card that surprisingly has not been broken yet.
I would have added summon limit. Nice list btw, thanks!
Love your vids bro could you do a „top 10 monster effects that let you draw cards“ video
These vids always show off powerful cards
Congrats on reaching over 300K subs :D
There are a few cards that I think should have made it on over the bottom couple on this list, notably the True Draco continuous traps and SPYRAL Mission - Rescue. Both have been significant pieces of tier 1/tier 0 decks.
Top 10 best S/T that aren’t continuous but still stay on the field
-several trap monsters
-Swords of Revealing Light
*continuous or field
I just started building a Uria deck so this was perfect timing!!!
Anti-spell Fragrance MY BELOVED 💕 Single-handedly helped me win more than 70% of my match-ups against Spellbooks when they first came out. Taught me a single tech card can cripple an entire deck. That deck also got a decent win rate against dragon rulers funnily enough.
Miss my Anti-spell / dark simorgh / advanced ritual art deck.
I run an (almost pure) Traptrix deck, and Anti-Spell Fragrance goes a long way. Lord of Heavenly Prison basically gives you 100% backrow protection well it's revealed from the hand, so I normally don't even summon it unless I have a second one. It's pretty much my biggest combo to shut down spell-heavy decks. Let them set their important, combo-playing spell cards, then just destroy them.
12:05 if it's monsters that weren't affected by skill draw card effects it becomes useless against them
Skill Drain is a favourite of Weather Painters too. It can't stop them from bouncing off and onto the field :)
How did Sea Stealth Attack not make the list? It's probably one of the most powerful traps ever printed. Not only does it automatically destroy anything that battles your level 5+ water monsters but it can also prevent all of your face-up spell/traps from being destroyed too. It's basically a win con for any Umi based deck.
So what I gather as an "old school" player, the key to modern yugioh is preventing your opponent from playing yugioh in any way. Nice.
I don't get off on humiliation so I don't get it.
Great video regardless
Most of those cards are from old school era man, they've been preventing people from playing long time ago.
@@CrnaStrela Im not saying it was just invented, but negates and hand traps certainly weren't key words back then either lol I like all the cards but I also like playing
People love masochism.
@@indumatipngtuber2790 Sadism in this case, but I agree nonetheless
@@Law34prez Oh no, the floodgates and negates are also a thing that works against the player as well.
One benefit anti-spell fragrance has over imperial order is that it prevents the activation of spells instead of negating them meaning it can stop your opponent from playing Pendulum cards since Pendulum cards cannot be set in the Pendulum zone.
0:20
Mr. Logs stuttering saying defense position is cute
CUTE!!!!
16:49 can someone tell me why this is true, yet Double Summon isn’t a top tier staple card?
Imperial order with Gladiator beast would be Broken since with the tag fusion you could just block you op using fusion as well with their effects be pretty much lock out
plz make a vid about best one card combo best removes from play and best cards out of new master dual packs every new pack. longtime fan keep up the great content
I think the reason Imperial Order got Errata'd wasn't because of the optional cost of paying LP (pretty sure it was still a mandatory cost pre-errata, since it doesn't say "you may" nor "if you don't"). It's because, back in the day, "Magic Card" refered to both Spells *and* Traps, so Imperial shut down all backrow including Traps, whereas nowadays it only shuts down Spells.
Pre-errata Imperial Order's maintenance cost was optional and that was the reason it was banned initially. You could simply choose to shut it off when you no longer needed it while essentially, for free shutting down your opponents Spell cards. Magic cards are what Spell cards used to be called but was changed due to Magic the Gathering being a card game and Konami not wanting lawsuits. The errata was supposed to make the maintenance cost more punishing in that you had to pay it during both players turns and it wasn't optional so you had to pay it as long as you had sufficient Life Points and it would only turn off if you didn't have enough Life Points to pay. It could still win games on its own even with that downside. It hard shut down decks heavily dependent on their Spell cards and made decks that weren't even stronger. You could also still albeit in a roundabout kind of way get it onto your field from your Deck (Curious, Beatrice, Foolish Burial Goods and then set it from your Graveyard with Knightmare Gryphon).
I feel like a cool honorable mention would have been Unending Nightmare, been thinking about how versatile it is.
I'm really happy for this video, because I just bought true draco
Love from a MrTopTen and Vaush fan!
I thought Macro was going to be number 1 or 2. Surprised it did not make the list but at least you mentioned it
Summon limit is my favorite floodgate that no one says they hate, even if it stops combo decks and even stun decks like floowanderezee completely. Since other floodgates are being semi limited in master duel it will probably get more attention.
Shaddoll Schism! Love that card
Big shout-out to ordeal of a traveller, the playground stomper. It's also one of the more complex cards we used to play correctly unlike things like scrap iron scarecrow.
Skill Drain always left me confused on its effect.
It negates the effects of all face up monsters, but their effects can still be activated.
what does that even mean? it's like the card is contradicting itself.
10:55 I used this letter a lot but today I changed my mind about this letter
I am not giving up!! Top 10 duel terminal cards!
I feel like you could unban ultimate offering without giving it a once per turn, BUT it would come with a bigger life point cost(maybe 2000 per normal summon)AND the restriction that the cards that were normal summoned are banished if they leave the field, instead of going to the graveyard
I wonder if it would get used if the cost was 8000 life points. Was originally gonna suggest maybe 4000. That way if you have a way to gain life points somehow. Then you get to use it twice.
@@jacthing1 no, because then you just lose instantly. If it was 4000 it would just be a worse double summon, however if it was 2000 life points it has potential to be still good, without being broken.
I think the only good deck that would maybe play ultimate offering in its current state is Floowandereeze. With the speed of modern yugioh, setting a trap that really doesn’t have utility until turn 3 isn’t where you want to be.
@@epthopper idk generic extra normal summons is pretty good even if slow
Ooh! Another video about floodgates.
I used to love having IO and SD on the field at the same time. Easy instant scoops when you’re running Altergeists.
I have five of these cards on your list you made.
So regarding extra normal summon, sure it is nutty but it depends on what you use to do that. Ultimate offering worth running because you can normal summon multiple times with it, Brilliant Fusion was because it is searchable as well as giving you a body on the field, entire Floowandreeze lets you play during opponent's turn as if it is your turn definitely worth mentioning, however you cannot say the same as things like double summon, fire formation tensu, card advance, and arrivalrival. Despite giving extra normal summon, they don't actually being run because it's either hard to search or the effect is just not good enough because it is just a simple 1 more normal summon.
Does Mind or Soul Drain stop hand traps?
If so then they should of been alongside Skill drain.
I mean all 3 out means there's no stopping nothing.
20:53 ... ngl i think this is the opposite. Vanity's Emptiness is much stronger than oppression in my opinion
Theres actually a pre-errata version of Ultimate Offering. Its an older effect was, pay 500 lp then immediately after it resolves normal/set a monster.
The extra text on during main phase or opponents battle phase was to prevent ruling nightmares.
Metal reflect slime was a good card to use Metamorphosis on. Since its level is 10, you could grab Ultimate cydra (which was relevant at the time)
Metamorphosis was banned when Metal Reflect Slime hit the TCG.
You can't activate ultimate offering until your opponent's battle phase at the earliest, right? so it could easily go to 1 and not see play imo, maybe not 2 or 3, but if it was at 1 it would be way too slow.
Imperial order and that one continuous spell which change damage taken to life instead will be troublesome (i forgot the name but the picture has a elf sitting n had RAIN somthing in the card name )
i'd love to see you do 10 Worst Continuous Traps as well.
Can I suggest a top 10 cards that parody another Yugioh cards? You know like the toon monsters or the doodle dinosaur monsters that were recently release
I remember being really scared of Luna in Tag Force because bad reaction. And then I started using prime material dragon (damage is turned to healing, the end result was always whatever happened second. So if the opponent has actual effect damage, it would be damage, as prime would heal and BRS would turn to damage and heals were heals.)
For older cards I'm surprised Gravity Bind wasent added its on of the OG original floodgates.
Summon Limit is an even better vanity's emptiness if you time it at their second summon , stops even floowandereeze
16:21
How about a more “balanced” version of this card to retain as much power as posssible while keeping it from being banned.
_Divine Offering_
Continuous Trap Card
_During their turn, either Player can normal summon/set 1 monster, then they pay LP equal to the summoned monsters combined ATK/DEF after this effect resolves. Players cannot special summon the turn they activate this effect. Players who normal summon/set 3 monsters in a single turn while this card is face-up on the field can add 1 Divine-Beast or level 10 “Wicked” monster to their hand from their deck._
Great, now you just created a Floowandreeze + Slifer support
@@CrnaStrela
I mean I didn’t want to do a once per turn because that’s so overused these days, so I A: make it so BOTH players benefit from it equally, B: They pay LP equal to the combined ATK/DEF any extra monsters they normals summon (so unless they keep to monsters that are equal to or under a grand stat total of 500 you pay more for each summon.) and C: if players DO use extra normal summons they can’t use special summoning that turn, which all but locks out special summon only monsters (extra deck, ritual monsters, various main deck boss monsters, a good chunk of card effects, etc…). The god card/wicked god thing was a fun idea I thought would mesh well with this.
3:34
How about a way to make Call of the Haunted catch up a little…
_Roar Of The Haunted_
Counter Trap Card
_When your opponent sends a monster you control to the graveyard, and you 1 or more “Call Of The Haunted” in your GY and at least two other spell or trap cards, choice one of the following effects:_
⚫️Special summon 1 monster from your GY, but it returns to your GY once per turn, during the end phase.
⚫️ You can set facedown on the field from your GY “Call of the haunted” and up to two other spell/trap cards, but their effects are negated until next turn.
After some PSCT I have THIS now:
_Roar Of The Haunted_
Counter Trap Card
_When your opponent sends a monster you control on the field to the graveyard, and there are 1 or more “Call Of The Haunted” and at least 2 other continuous spell or trap cards in your GY, activate 1 of the following effects:_
⚫️Special summon 1 monster from your GY, but it returns to your GY once per turn, during the end phase.
⚫️ You can place from your GY 1 “Call of the haunted” and 2 other continuous spell/trap cards facedown in your spell and trap zone, but their effects are negated until next turn.
that was the worst possible PSCT i've seen
@@pumpkingkingoftoons6185
That’s why I’m posting this, so how do I fix it?
@@pumpkingkingoftoons6185
_Roar Of The Haunted_
Counter Trap Card
_When your opponent sends a monster you control on the field to the graveyard, and there are 1 or more “Call Of The Haunted” and at least 2 other continuous spell or trap cards in your GY, activate 1 of the following effects:_
⚫️Special summon 1 monster from your GY, but it returns to your GY once per turn, during the end phase.
⚫️ You can place from your GY 1 “Call of the haunted” and 2 other continuous spell/trap cards facedown in your spell and trap zone, but their effects are negated until next turn.
I think that fixed it up a bit
*If* a monster(s) you control is sent to the GY by an opponent's card while "Call of the Haunted" is in your GY, and you have at least 2 other Spell/Traps in your GY, choose one of the following effects:
(1)Special Summon 1 monster from your hand or GY ignoring its Summoning conditions, but banish it when it leaves the field.
(2)Set 1 "Call of the Haunted" from the GY to your field, then send 1 monster from your Deck to the field. That monster cannot activate its effects until the next turn.
Probably not much better, but I took the liberty of changing the effects a bit.
@@TWLSpark
You gotta be careful not to make any “Ignoring it’s summoning conditions” sort of effect TOO generic or easy to use. Because with THIS you could special summon stupidly powerful cards without the usual restraints, like Sophia or Tierra unconditionally which would wreak havoc on the game, or worst case scenario let you cheat out and activate _Holactie the Creator of Light_ of all cards, who’s effects are “This card's Special Summon cannot be negated. *The player that Special Summons this card wins the Duel.”,* but you normally have to tribute the actual god cards first (original names, no name copy shenanigans) to get that win.
I know they're not competitive really anymore on a meta level, but my Kozmos love their Call of the Haunted
In a Master Duel BO1 format, floodgates are super strong, i mainly play branded despia and the decks only out to Skill Drain is, guardian chimera + comedy to send it to GY.
With a deck like Floowandereeze in existence, Ultimate Offering, even limited to once per turn, would be a terrible idea. Their own trap let's them normal summon, their field spell let's them, and then that would too. They'd be unstoppable, especially paired with Harpie's Feather Storm.
Ultimate Offering would turn staple status overnight and not just for a cancer deck like Floowandereeze. An extra Normal Summon would benefit any Deck that needs their Normal Summon.
The whole video I’m telling myself “royal oppression has to be number 1 right?”, and there it was
I miss tele dad days, the game was fast but it wasn’t Uber fast like it is now, and it was very diverse
RO got banned because of that deck, I was playing Little City (3 skill drains 3 royal oppression with a whole bunch of e hero vanilla beat sticks) and I remember how busted royal oppression was
Literally won my first tournament because of that card
I remember when I was younger I had ultimate offering in my deck for the playground and with friends, but I read it and was like "Thats good but, 500 life points PER SUMMON?" So I was super hesitant to use its effect.
What about Summon Limit. While not as strong as Vanity's it is a great counter to combo decks. Especially if you have a control or pendulum deck. Pendulum summoning counts as 1 summon.
Metal Reflect Slime was also useful for easy level 10 on the field for XYZ that needed them, plus being Aqua/Water gave it some more interactions with decks that used those. For Call of the Haunted, an issue I often have with that card that never gets mentioned is that the card leaves the field ONLY if the monster is destroyed or the trap is destroyed, so if it gets used as material or whatnot, the card stays there taking up space on the field, which can be annoying in decks that use lots of the backrow for cards that stay there. Sure you could return it to the hand and reuse it, but all good cards that let you do that are banned or a pain to pull off consistently.
But while not all continuous traps are floodgates, here are lots that could have been included, most of which belonging to the same series of cards! Tyrant's Tirade is a card very similar to Skill Drain, but requires two tributes instead of LP cost and blocks hand effects as well, even if it only works on effects that "activate" rather than always active ones, which can be incredibly strong if you can provide the tributes. Then you have Tyrant's Throes, which does require normal monsters as tribute to activate, but completely blocks both special and normal summons of effect monsters, leaving only flip summons, which can completely screw the vast majority of decks over, while the cost isn't that hard to pull off in some decks (eg: Venus with Shine Balls on Fairy decks). Finally, for floodgate, you have By Order of the Emperor, which can let you block normal summon effects and works great with Appropriate or can be used on Slifer/King Tiger Wanghu to get lots of draws every time!
However, there's non-floodgate continuous traps that are very strong, Tyrant's Temper for example protects you from your own floodgate traps for just one tribute (including turning Royal Oppression into a "negate the opponent constantly" card with no downside), while Imperial Custom can protect your other continuous traps easily if using lots of floodgates and whatnot at once.
Top 10 best traps to use with Makyura’s effect
Imperial Order ban is one of the best things that Konami has done for this game.
The fact Egyptian god slime has an animation in MD and not the gods themselves says alot about Komoney thought processes.