Veidos is so funny because I actually like Veidos against FK, but not for the reason you may initially think. The best time to Veidos the opponent on FK is not actually when they first activate Island’s effect, but actually at the end of their turn. Why? Because by then, the opponent will have already used Garunix’s summon effect and Flamberge’s GY summon effect. This means that, when the opponent then uses Sanctuary’s replacement, they will have to pop either Amblowhale, Flamberge (with no effect), or a Fire in hand. If the opponent has no Fire in hand, all of these options can be quite awkward, and it also leaves the opponent with Veidos obviously even in their best scenario when they pop a Fire in hand, which will then be a ticking time bomb. And this only gets more interesting if you also run the Continuous Trap, as that means that not only can you steal Veidos back if he is alive to have a giant 2800 body that wont trigger Princess, you can also save it till after Veidos Dark Hole’s the board to add him back to your hand, meaning you will have ANOTHER Veidos activation from hand later on. Basically, it just puts a lot of pressure on the opponent’s resources by itself for only the cost of 1 brick in your Deck, very similar to Gamma.
True, but is the effect as good as the other hand traps? Not in my opinion, and the non once per turn doesn't make enough of a difference to me either. But youre still right
@@MattOsheaYGO The only thing you wouldn’t be able to stop theoretically is when they “foolish” or interact with the grave using an on field effect, but everything else is fair game. But Skull Meister if ran in a hand trap oriented deck would have ash, imperm, and/or veiler anyways so it’s not like you wouldn’t have responses. Skull Meister would work extremely well against FK bcuz promethean and Flamberge activate in grave. In Lab it’s the same thing with the furniture. Lowkey it’s better tbh.
@@MattOsheaYGO I look at it as the same way I would look at running imperm over veiler if you had to choose. But it’s very deck archetype/format specific. Like it would be brutal versus Darkworld, Tear, etc (see what I mean).
if opponent goes first it's doing nothing to their combo piece field spell or continuous trap; yes you banish on turn 2 but by then they got the ball rolling uninterrupted. ppl side cards like that cause they generally know when they're going first or second games 2/3. that's my 2 cents
Ash is definitely a great card vs Fire Kings. After you ash their island, all they can do is put 2 monsters on board, make Hiita, take your ash and combo off anyway 😃
People are gonna be mad asf when they think ONE ASH BLOSSOM will be enough to stop fire king/snake eye lol, hita the fire charmer enters chat then it’s Ggs like the line was never interrupted lol
If System Down couldn’t stop ABC’s at their peak, what makes you think people think Ash Blossom will be enough to single handedly stop Fire Kings Snake Eyes (arguably tier 0)? No one is saying Ash Blossom is the one and only savior. Stop with this innuendo. 🤡🤦♂️
@@cbgg1585 the decks that don’t play a lot of non engine? Moron, ash blossom is undoubtedly the most common hand trap, you’re going to open ash more likely than not. At that point in this “tier 0” format you can assume you interrupt or give them fodder for promethean link climbing then you sit there looking real silly. It not being the only out is a no brainer but you’re giving them material nonetheless
@@cbgg1585 the decks that don’t play a lot of non engine? Moron, ash blossom is the most common hand trap what are you going to do in the fire matchup not use it?😭it’s always played at three, so you’re going to open with it often than not. Obviously it’s not the only out to the strategy but you’re silly if you think they can’t play through other hand traps/board breakers people invest in. At the end of the day you’re giving them link climbing fodder off of hiita to go into promethean nonetheless
Veiler deserves to be in some main decks. Majority of monster effects activate on board this format and saying you’re scared of talent/thrust is crazy because you’re already playing 9-12* hand traps anyway and saying you’re not going to use any of those hand traps is wild. Veiler is better than ash this format, for sure (Mainly because of Hiita).
I don't like Veiler as much, thrust/talent is 1 reason but the other is targetting negation that can only be used during your opponents main phase isnt always good. For example the snake eye cards send for cost, Kirin can destroy the target, etc If you want to play it in main that's fine but I'd rather play ash imperm droll belle crow nib over Veiler most of the time
@@MattOsheaYGO The other side of the argument is that Veiler helps facilitate your board clearing by being a spellcaster that can be special summoned off of Selene to go into Accesscode, it helps out in the Diabellestar only version of Rescue-ACE with consistency and clearing out games.
droll is not that strong against runick, 90% of the time they add fountain in dr phase and if u droll them on res of fountain they still draw 3/2, same for vanquish, if they don't start with prosp droll is not that good it's still a really good card especially if the opponent start with a sub-optimal head
So you're kind of right. Yes they can add in draw phase, but at times it's not optimal, depending on the other engine. Most common are earthbound or Bystial/Quem which hate droll. VS loves to search with Razen then either try to add with Jiaolong/draw with Borger, + they have prosp, Fenrir, the durendal. It's not perfect, but I'd rather droll over every hand trap but ash vs VS
@@MattOsheaYGOI feel like post PHNI the best Runick deck is going to be Runick Snake-Eyes which doesn't care for Droll because contrary to the other Fire deck, even if you open with Bonfire, if you add Ash you get the 2nd effect and can pop off (require an Oak)
All hand traps are weak, they have no protection, going first is the best way to win. Yugioh need hand traps that won’t let your opponent special summon and can’t get negated by either spell/traps or monster effects
The Droll and Lock Bird is terrible for the health of the game, with no incentive for players to hold back from activating it at every opportunity. Serving as a decisive win condition, its activation often prompts opponents to concede, a disheartening experience for new players regardless of their chosen deck, whether it's Blue-Eyes, Dark Magician, or a competitive one. In contrast, cards like Ash Blossom, Ghost Ogre, Effect Veiler, Infinite Impermanence, and Ghost Belle contribute positively to the game. Requiring strategic thinking, these cards demand players to carefully choose when to deploy them, potentially forcing opponents into suboptimal plays. Moreover, they introduce a psychological element, engaging players in a bluffing game to trick opponents into prematurely using the card. It's worth noting that these cards inherently result in a minus one in hand. Fundamentally, Droll and Lock Bird's major flaw lies in its lack of drawbacks, differing from D.D. Shifter, which impacts both players by banishing cards. The absence of limitations makes Droll and Lock Bird unbalanced, raising concerns, especially regarding its potential to lock players out of essential game mechanics. The card when it was designed could have at least involve the player using the card being locked out of their normal summon or draw phase for the next turn or something else. Praise be to Grapha!
@@gabudaichamuda2545 Strange you made absolutely no effort to come up with an argument of your own on why you think it's a positive thing or perhaps you don't actually like it but you see it as actually necessary.
@@savemgs The argument I will make is that I am sick and tired of the perpetual whining. It wouldn't matter if half of the game's entire card pool was banned, the vast majority of you would STILL find something to complain about, some excuse as to why you lost other than your own incompetence. None of you can ever just play the game and enjoy it. You always have SOMETHING to complain about, even more so than MLG-tard Call of Duty players.
Veidos is so funny because I actually like Veidos against FK, but not for the reason you may initially think. The best time to Veidos the opponent on FK is not actually when they first activate Island’s effect, but actually at the end of their turn. Why? Because by then, the opponent will have already used Garunix’s summon effect and Flamberge’s GY summon effect. This means that, when the opponent then uses Sanctuary’s replacement, they will have to pop either Amblowhale, Flamberge (with no effect), or a Fire in hand. If the opponent has no Fire in hand, all of these options can be quite awkward, and it also leaves the opponent with Veidos obviously even in their best scenario when they pop a Fire in hand, which will then be a ticking time bomb.
And this only gets more interesting if you also run the Continuous Trap, as that means that not only can you steal Veidos back if he is alive to have a giant 2800 body that wont trigger Princess, you can also save it till after Veidos Dark Hole’s the board to add him back to your hand, meaning you will have ANOTHER Veidos activation from hand later on. Basically, it just puts a lot of pressure on the opponent’s resources by itself for only the cost of 1 brick in your Deck, very similar to Gamma.
That actually makes a lot of sense
About Skull Meister… The reason why is because it isn’t once per turn. So if you open or draw into multiples they aren’t bricks like Ghost Belle
Don't forget it's a good banish for A.O.D if you actually don't need to use it.
True, but is the effect as good as the other hand traps? Not in my opinion, and the non once per turn doesn't make enough of a difference to me either.
But youre still right
@@MattOsheaYGO The only thing you wouldn’t be able to stop theoretically is when they “foolish” or interact with the grave using an on field effect, but everything else is fair game. But Skull Meister if ran in a hand trap oriented deck would have ash, imperm, and/or veiler anyways so it’s not like you wouldn’t have responses. Skull Meister would work extremely well against FK bcuz promethean and Flamberge activate in grave. In Lab it’s the same thing with the furniture. Lowkey it’s better tbh.
@@MattOsheaYGO I look at it as the same way I would look at running imperm over veiler if you had to choose. But it’s very deck archetype/format specific. Like it would be brutal versus Darkworld, Tear, etc (see what I mean).
What do you think about 2 cosmic main deck over 2 extra hand traps like crow or belle? Seems good to try out.
if opponent goes first it's doing nothing to their combo piece field spell or continuous trap; yes you banish on turn 2 but by then they got the ball rolling uninterrupted. ppl side cards like that cause they generally know when they're going first or second games 2/3. that's my 2 cents
Skull Meister should be in Most side deck’s because unlike Belle it’s not a brick if you draw multiple copies
I think cosmic in main is fine but it depends on the room you have. Id personally prefer handtraps but it comes down to preference
Ash is definitely a great card vs Fire Kings. After you ash their island, all they can do is put 2 monsters on board, make Hiita, take your ash and combo off anyway 😃
Yeah just as impactful as it needs to be
People are gonna be mad asf when they think ONE ASH BLOSSOM will be enough to stop fire king/snake eye lol, hita the fire charmer enters chat then it’s Ggs like the line was never interrupted lol
Bro you ain’t never lie haha 😂 im playing droplet super poly , silent graveyard ghost bell , d.d.crow
If System Down couldn’t stop ABC’s at their peak, what makes you think people think Ash Blossom will be enough to single handedly stop Fire Kings Snake Eyes (arguably tier 0)? No one is saying Ash Blossom is the one and only savior.
Stop with this innuendo. 🤡🤦♂️
@@cbgg1585 the decks that don’t play a lot of non engine? Moron, ash blossom is undoubtedly the most common hand trap, you’re going to open ash more likely than not. At that point in this “tier 0” format you can assume you interrupt or give them fodder for promethean link climbing then you sit there looking real silly. It not being the only out is a no brainer but you’re giving them material nonetheless
@@cbgg1585 the decks that don’t play a lot of non engine? Moron, ash blossom is the most common hand trap what are you going to do in the fire matchup not use it?😭it’s always played at three, so you’re going to open with it often than not. Obviously it’s not the only out to the strategy but you’re silly if you think they can’t play through other hand traps/board breakers people invest in. At the end of the day you’re giving them link climbing fodder off of hiita to go into promethean nonetheless
Learned that the hard way yesterday lol, should I just hold to ash for island?
what are the best cards to imperm this format?
Droll isn’t a turn ender it slows down the fire decks but you gotta open up more hand traps with it depending on the hand it ends the turn sure
Veiler deserves to be in some main decks. Majority of monster effects activate on board this format and saying you’re scared of talent/thrust is crazy because you’re already playing 9-12* hand traps anyway and saying you’re not going to use any of those hand traps is wild. Veiler is better than ash this format, for sure (Mainly because of Hiita).
I don't like Veiler as much, thrust/talent is 1 reason but the other is targetting negation that can only be used during your opponents main phase isnt always good. For example the snake eye cards send for cost, Kirin can destroy the target, etc
If you want to play it in main that's fine but I'd rather play ash imperm droll belle crow nib over Veiler most of the time
@@MattOsheaYGO The other side of the argument is that Veiler helps facilitate your board clearing by being a spellcaster that can be special summoned off of Selene to go into Accesscode, it helps out in the Diabellestar only version of Rescue-ACE with consistency and clearing out games.
Awesome vid thank you!! 💯
Happy you enjoyed!
Do you have a good floo decklist but also that can negate the enemy alot?
Floo cant really use the extra deck. Its going to make the rest of your plays difficult. I dont have a deck profile that uses the Extra Deck :/
@@MattOsheaYGO OK thank you would hand negates be best then to look into any recommendations lol
mattoshea ygo i have a question for you how many deck what you need to play in real life
What about kurikara divincarnate?
Itll be on the Boardbreaker discussion
Best handtrap phost phni is still maxx.
(Laughs in OCG)
Lol true!
5:40 If they add fountain not in the draw phase then they should stop playing runick
cap. depending on hand in bystial runick, the hugin summon can trigger a quem on board; can't summon quem in draw phase...
@@dragon-id5uj then I wish you good luck with playing bystial runick in the year of fire
Not every Runick deck can afford to search in DP, it depends on the other engines they pair with it
3 4 or 5 decks
You forgot to rank kuriboh
matt o ygo i have a question for you
droll is not that strong against runick, 90% of the time they add fountain in dr phase and if u droll them on res of fountain they still draw 3/2, same for vanquish, if they don't start with prosp droll is not that good
it's still a really good card especially if the opponent start with a sub-optimal head
So you're kind of right. Yes they can add in draw phase, but at times it's not optimal, depending on the other engine. Most common are earthbound or Bystial/Quem which hate droll.
VS loves to search with Razen then either try to add with Jiaolong/draw with Borger, + they have prosp, Fenrir, the durendal. It's not perfect, but I'd rather droll over every hand trap but ash vs VS
@@MattOsheaYGOI feel like post PHNI the best Runick deck is going to be Runick Snake-Eyes which doesn't care for Droll because contrary to the other Fire deck, even if you open with Bonfire, if you add Ash you get the 2nd effect and can pop off (require an Oak)
i have never Play yugioh in real life
I still like your voice
PAWP LARRRRRR
LOOOWWWWWW
xD
first comment! keep crushing it!!
💪 will do
is dark honest a handtrap or not
Technically but battle hand traps really aren't that strong nowadays
All hand traps are weak, they have no protection, going first is the best way to win.
Yugioh need hand traps that won’t let your opponent special summon and can’t get negated by either spell/traps or monster effects
The Droll and Lock Bird is terrible for the health of the game, with no incentive for players to hold back from activating it at every opportunity. Serving as a decisive win condition, its activation often prompts opponents to concede, a disheartening experience for new players regardless of their chosen deck, whether it's Blue-Eyes, Dark Magician, or a competitive one.
In contrast, cards like Ash Blossom, Ghost Ogre, Effect Veiler, Infinite Impermanence, and Ghost Belle contribute positively to the game. Requiring strategic thinking, these cards demand players to carefully choose when to deploy them, potentially forcing opponents into suboptimal plays. Moreover, they introduce a psychological element, engaging players in a bluffing game to trick opponents into prematurely using the card. It's worth noting that these cards inherently result in a minus one in hand.
Fundamentally, Droll and Lock Bird's major flaw lies in its lack of drawbacks, differing from D.D. Shifter, which impacts both players by banishing cards. The absence of limitations makes Droll and Lock Bird unbalanced, raising concerns, especially regarding its potential to lock players out of essential game mechanics. The card when it was designed could have at least involve the player using the card being locked out of their normal summon or draw phase for the next turn or something else.
Praise be to Grapha!
We found the dark world player
Oh knock it off. The only thing that is "terrible for the health of the game" are chronically whining players like you.
@@gabudaichamuda2545 Strange you made absolutely no effort to come up with an argument of your own on why you think it's a positive thing or perhaps you don't actually like it but you see it as actually necessary.
@@ItSpooling_ Guilty as sin good sir.
@@savemgs The argument I will make is that I am sick and tired of the perpetual whining. It wouldn't matter if half of the game's entire card pool was banned, the vast majority of you would STILL find something to complain about, some excuse as to why you lost other than your own incompetence.
None of you can ever just play the game and enjoy it. You always have SOMETHING to complain about, even more so than MLG-tard Call of Duty players.