Mekks and their free skill drain😅 Curiously, weather painter and musketeer were decent options for a long time, and right now s-force is like the same😂😂
Okay while this is very true and columns have basically never been good in terms of deck viability… vaylantz being column based because there supposed to be based on a board game so it’s like your moving the game pieces around is one of the greatest lore to gameplay integration in the entire game
I would like to point out that Mekk-Knights did their job so well that people (most) genuinely do not set more than 2 cards in a column in case of Mekk-Knight jumpscare
You can't really call co linking a failed mechanic since outside of code talkers which are decent and knightmare, which were meta thanks mainly to Goku, they were just more ignored rather than failed
Co-Linking stopped mattering once the whole "You can only summon Extra Deck monsters to a zone a Link Monster points to" rule was dropped. That, and getting rid of the Extra Link mechanic completely.
@@DarkSymphony777 Yeah, you're right. Out of the ~400 Link Monsters ~150 care about Link arrows and of those ~30 care about Co-linking. Co-Linking is mostly relacated to Code-Talker/Firewall, Appliancers (remember those?) and Knightmares. Even for Knightmares, the Co-linking only is for protection and drawing off the on summon effect. It was fine 5 years ago but nowadays we don't care for co-linking as much as the Phoenix being able to pop backrow.
When Links first came out I immediately realised the benefits of Senet Switch to mess around with the Link monsters Link effects. It was not game breaking but it was certainly fun. The best part about it however was seeing peoples confused face because they didnt recognise the card at all, it being so old 😁 I love messing with peoples mind by using really old cards nobody knows about because it makes them panic and people who panic make mistakes.
Senet Switch, while useless at launch (and is largely gimicky even now) ALSO released originally in Cyberdark Impact, so actually, that set gave *FIVE* cards, not four.
It's kinda nice to see that the majority of failed Yu Gi Oh mechanics were pretty much reworked in a better way. Unions ended up turning into XYZ LVL turned into Rank Up And Column just became the gimmick of Links.
@@YukiFubuki. Um. If it's Gemini, I think we're better off adding alternative Gemini summoning effects (as to allow Gemini ritual and extra deck monsters). Or completely kill off the entire mechanic given how horribly complicated and self-restricting it is and can be.
@@valutaatoaofunknownelement197 unfortunately gemini summoning is mutually exclusive to special summon since its essentially an alternate normal summon so u have to spend the normal summon for it so honestly i think its just better to kill the mechanic
@@YukiFubuki. Fair enough. I agree that Gemini summoning is too convoluted to be reasonably patched at this point. Though I would definitely be happy to see Unions that are Fusion, Synchro, XYZ, or even ritual based to be a thing. Especially with Synchro and XYZ.
I think the reason why vanquish soul and imperm get away with column based effects is that they are subordinate/secondary effects and not the main focus. imperm just gets stronger if you set it being a two for one negate instead of a one for one negate. the vanquish soul have strong primary effects and the column effects are just there as the icing on their cake so that works. they aren't needed but they are just a nice bonus for smart play and manipulating the field presence of both players well.
I have been doing BBtag combos on Master Duel like you wouldn't believe Kokonoe into TAGER so I search AND DRAW Then Jialong to sweep the leg or search AGAIN I'M not surprised when I get the 6-7-8 Trio out ON THE OPPONENT'S TURN and they surrendered
@@Ramsey276one well given how over half the deck is blazblue references, I'm going to say it's Jin(the trap is called snow devil). Caesar is a blatant reference to susano'o lmao
Unironically, I think Vaylantz are actually very well designed cards overall. The entire archetype gets a lot more flak than it deserves, since it's basically just more Pendulum Soup style of deck, but instead of playing generically good pendulum cards, it only plays their own archetypal cards in the main deck. The Column Based Mechanic is also more of a side thing used to activate trigger effects and build your board, rather than something needed for interaction. Since for the most part, it doesn't matter what column your opponent places their monsters in.
Vaylantz are my second favorite deck after Nouvelles because of how goofy they play. “Okay I play a field spell which means you also get one that replaces whatever you already had going on, and whoever’s turn it is can use both of them. Now I’m gonna start moving my cards around and pushing your guys into the backrow because this is a board game now. Wait no don’t scoop we’re having fun see this guy even rolls a die.” I so desperately want to see how the mirror match plays out.
i'd argue that Vaylantz succeed at what they set out to do, making a deck that utilizes both the pendulum and columns mechanic in a relevant way. the issue is however that such a deck needs to be overly complex to stop abuse cases and as a result its very difficult ot combo sucessfully.
@@justinpennington6680vaylantz is a pure extender deck, having electrum in tcg exists might be a bit too much considering that pendulum is designed by Konami to not be able to be played with handtraps, Konami engineered in specific ways that pendulum especially vaylantz can't play 3 maxx c and 3 ash blossom in ocg, the reward? pure unfiltered gas that can literally took 4 negates and still ends on accesscode.
All you need is something like Infinite Impermanence which is good for a normal effect and then has a bonus for a column-based mechanic. I just wish they would make more normal trap cards like II except give them good effects that you activate on the field, instead of from the hand.
its funny, column based stuff is actually crazy in DL since you can unironically control the field more when there are only 3 columns to play into, mekk knights were tier 1 for a while and to this day are used as free extenders, even currently, s-force is quite strong, to the point its tier 2 or 3 depending on who you ask since turns out DiFi on legs is good enough, specially since it searches a costless karma cut x2-3
For me Vaylantz is my favorite deck for be very unique and different from many types of deck and even is the most difficult deck to use, you know that give you good results for be very unknown and the theme is interesting and make sense if you see how its play it
i just love vaylantz. slapping out a kaiju in turn 2 just to give it back to my hand after summoning a contact fusion that gives my kaiju out of the opponent backrow into my hand, inflicting cheesy 3.3k effect dmg while also giving that fusion half the dmg as ATK boost. people just dip right away bc the constant kaiju summon
I think another way to make column-based mechanics work would be to have the monsters be similar to the Morphtronics in that there are two effects to worry about. One where the cards _are_ in the same column, and one where they _aren't._ A small effect that will hurt in the long run for when they aren't, and a major short-term one for when they are. Like "Once per turn, banish a card in this card's column", but do something like 400 points of burn damage if nothing's there when something is summoned. Making the opponent have to pick their poison would probably make that idea a small control deck that could be splashed in some other archetype.
@@dudebladeX I mean with something like that they’ll just always choose the non column effect if it’s weaker which would give too much choice to the opponent
That's because Bushiroad is a board game company selling tradeable thin cardboard pieces instead of the way Games Workshop does it. You might have noticed that they do a lot more cards and toys on the side than either Konami or Wizards.
Rata once talked about column mechanics and Konami spawned Links in retalition. Links 2: Electric Boogaloo, is going to spawn in retalition for this video.
He also talked about how Cyberdark Impact was probably one of the worst sets in the history of the game with cards that failed to impact (no pun intended) the meta game for ages and the only good cards that were immediate were burn cards which players usually frown upon and the debut of Instant Fusion.
I love The Weather archetype, it’s a lot of fun for me to play. And especially in digital contexts in which I don’t have an opponent sitting across from me asking questions about how the deck works, it confuses a lot of people.
Yeah homeboy being like “just have a brain 😌” When literally I STILL cannot figure out where the hell certain effects are coming from when I face this nightmare deck in master duel. I read all the monsters and continuous traps twice and none of them say what just happened when I tried to attack. All I know is the link monsters negates. Gosh I hate that deck.
@@isidoreaerys8745 The Weather Thundery Canvas is the trap that gives The Weather monsters the effect which sends your monsters back to your hand during the damage step. It can only affect Weather monsters in its column, or adjacent columns. (However, the Weather monsters with that effect can use it against any monster on your field regardless of which column your monster is in. The nice thing about The Weather is that it is only column based for the side of the field belonging to the person piloting the deck.)
I know they are not great, but I love Vaylantz. The idea that they are a board game and moving them around the field is like moving them around the board is cool.
I made Vaylantz in MD when they first released and boy were they confusing to pilot. Atleast now they have the right tools to make the lines easier and stronger.
Just built a Vaylantz deck since I had no pend deck and needed to pendulum summon 3 times for the duel proficiency test... Only after trying the deck in ranked did I realise they don't pendulum summon... Though, it is a cool deck, but I can't wrap my head around it
@@FleurxKageShi shinonome or even solo activation Suboptimal combo drew shinonome+extender Activate shinonome Add solo use solo put nazuki move shinonome add whatever you need Link to beyond add kendo Pendulum summon shinonome and nazuki on Whatever you have in hand link summon electrum go crazy from there with all of your extender because they summon itself and you haven't normal summon, in ocg basically you have to prepare for pendulum deck hate because if people don't, the final would be end on vaylantz pseudo stun ftk mirror. This deck doesn't play maxx c, it's a pure gas all-in.
Some of these at least made people more conscious about their card placement. So while the mechanics aren't inherently bad, it _did_ change how people play the game. If anything, aside from VS, the mechanic is more mediocre than bad or failed. Has there been a video on Vehicroid? I'm hoping Logs can cause some support to be made to basically get them to go from "Your misplay is playing Vehicroid" to "this deck can steal a win from someone being overconfident."
The fact that Vehicroid has access to Supercharge, an unlimited Pot of Greed as a Trap Card, and still doesn’t see play outside of playground formats says volumes.
Mekk Knights were Tier 1 for a few months in Duel Links for their explosive power and board swarming, mainly due to the fact that Duel Links only has 3 Monster/Spell and Trap zones instead of the normal 5, along with several skills that just start you with a card in the spell and trap zone when your turn starts [Like Pegasus being able to start with Toon World, or Crowler starting with Ancient Gear Castle] allowing them to much more easily do their thing. Even after a couple hits on the banlist, Mekk Knights are still used in many decks. Now the S-Force archetype got a bunch of their cards recently added and are currently gaining traction and rising in usage rapidly.
“Drought of pendulum decks but the long term effects were even worse” 10:33, as someone who has been waiting ages for (and is still waiting) the new Z-ARC support to get into master duel that’s something I know all too well
There is a Counter Trap on the way that's similar to Solemn Judgement that can also blow up anything in the column it was set in; it probably will see some play when it comes out as it's kind of bonkers. I think part of the problem with column based mechanics is that particular zones have usually been far more important than columns, and most cards that aren't Links don't care much zones to begin with.
That Vaylantz description is apt LMAO Without realizing it, your opponent suddenly has Fossil Dyna, Secret Village, a move to the s/t zone, and a field spell on your field making it literally un-beatable Cant use spell, cant use evenly, cant normal summon to beat dyna But got fucked by trap control deck 👁️👄👁️
What I meant with this pure dismantling is literally using all of their own engines as board breaking tool and extender can literally eat 4+ Omni negates and still ends on accesscode
Those critiques about Mekk-Knights only apply to pre-Girsu though. Mekk-Knights post-Girsu set up their own columns to be able to play and are one of the scariest going-second decks in the game. Chaos Mekk-Knights are also one of the few decks I know of that can permanently lock your opponent out of playing entirely Also, no mention of Springans? Exblower relies on columns but in an insanely unique way, and the archetype's trap and Albaz fusion also have similar column effects. Would've been an interesting include
The only Springans card that actually relies on columns is their Albaz fusion. Everything else is zone dependent. And then there's Exblowrer with his giant AOE.
The only Mekk-Knight monster I have any real experience with is Indigo Eclipse. I never used a true Mekk-Knight deck, but in Duel Links at least, Eclipse is great for getting Rank 8 Xyz Monsters out.
Mekk-knights, magical muskets and S-force have all been at minimum relevant and in the case of mekk-knights, even busted and had their cards limited in Duel Links, which makes this video really interesting when comparing how bad these were in the TCG.
Something that could work, albeit a bit texty, is cards with effect depending on the column they're played in rather than on things already in said columns... Imagine a monster like "When summoned, activate the following effect depending on the zone this card is summoned : row1 bannish a monster on the field, row 2 destroy a spell or trap card on the field, row 3 draw a card, row 4 your opponent discard a random card, row 5 gain a second normal summon for this turn" such versatility would be broken ! Here I just named commonly good effects (it's always possible to balance with summon condition BTW) but one can be creative with such baseline...
I play Vaylantz in Master Duel and it turns out they have their own wincon not mentioned here: the opponent going "ah screw this" and surrendering, either because too many words or the turns taking too long.
Well Mekk-Knights at least have a very nice lockdown that can be done in response to opponent's play with world legacy secret and mekk knight indigo. So I'd argue in column base mechanic alone, Mekk-knight is basically the peak design. Really, what mekk knight need is another backrow searcher where their name is mekk-knight since while Lib is a very good card, it isn't Mekk Knight and thus doesn't benefit from world legacy secret, world legacy whisperer, or world legacy key.
Besides morning star searches I say the real weakness is activations from the hand in gy is their real weakness , if they deck can get a havnis for off field activations I say the deck would benefit greatly more than another searcher.
Some people still have fun with Geonator Transverser, mostly in Master Duel. It definitely cares about specific locations, as does Relenquished Anima. You also have row based shenanigans with Springans Ship - Exblower
I know it's kinda cringe to make custom cards but I've made something that's sort of like weather painters plus mekk-knights plus artifacts- basically they can all be activated as continuous spells, and summoned from hand into the same column or adjacent ones, and all have various toolbox-like effects, spell/trap destruction, searching, floodgates, recycling, for the most part it's all just well statted monsters with good effects that can flood the field via a column based effect-
Not well versed with custom cards or duels with customs, I don't think custom cards are cringe. Except those that are just cheap jokes or memes on digital cardboard usually.
Imagine having an archetype of monster who cant be battled if your opponent monster is or isnt in front of them and which have a field that negate your opponent spell cards if they have a spell/trap card in the same column.
I believe s-force is few support cards away from being playable but tht can be said about so many decks. The one good thing sforce does is in its effects shares to all columns opponents cards are in tht a s-force monsters in. Reguardless still needs help
I'm still waiting for a deck that can modify the column of Spell/trap, to utilize column-based spell/trap like "Broken Line" or "Infinite Impermanence" optimally.
man its so funny i remember like maybe when i was like 10 or 12 the dollar store used to sell real 9 card packs, but they were like older packs, and cyberdark impact is one i got all the time, i have like all the barrier statues and the vanity cards. funny seeing the pack mentioned i dont think i realized until now that the cards were from the same pack
Before watching video: Wonder if Mekk-Knights, Infinite Impermance, and sometimes Geonator Transverser (and S-Force in Duel Links) Will get an honorary mention of "The column-based archetypes/Cards that were the closest to being meta / were actually meta". And add a case of "and Even then, the column aspect of the Card is more a bonus"
Columns mechanics had a very interrsting concept but had a terrible execution, and it seems the Link era took it's remains to create the co-linked mechanic which is useful but is more of a bonus than the whole point. Would be fun to see a video about Redirect Effects or Battle Traps
I remember i was playing a code talker deck against my friend and he summoned mathmech final sigma in the extra monster zone and set broken line in the column of the other extra monster zone
Magic actually does have a couple cards that divide the battlefield into "lanes", and making which lane a permanent is in relevant. But they aren't great, and are more of a curiosity exploring potential design space. Raging River divides combat between left and right for non-flying creatures, forcing those creatures to only block creatures in the same lane. Space Beleren has a similar effect, dividing the battlefield into three sectors. All of his abilities affect creatures in those sectors, either making all of them unable to block creatures in other sectors, putting +1/+1 counters on all the creatures in a selected sector, or destroying all the creatures in a selected sector.
I honestly hate that Master Duel gave Infinite Impermanence a giant glowing effect on the column it activated. Completely killing any chance of inattentive opponent misplaying into it
I respectfully disagree about mekk-knight being a failed archetype. Yes inherently they are reliant on where your opponent places cards, but such as with invoked or girsu making a link plus setting a spell trap to make your own column. The identity of the deck isn't soley based on its summoning either, also relying on shfiting positions to gain protections and floodgates. Indigo to move, secrets to negate monsters, key to negate spells, and spectrum supreme to gain bonus protections by keeping him isolated WHILE also enabling you to shift around those negates by summoning new mekks, to other columns. Maybe initially they weren;t optimal, but as people learned to make their own columns, and with girsu, think the deck is more than competent enough while still focusing on columns
I love Mekk knights but personally i find that if they place everything in the same column is more of an issue, because if you summon blue sky then it gets negated, you're in trouble. Its easier to complete columns rather than make them yourself
11:21 Ok, Here’s an idea to make a good Column based card that buffs your monster and nerfs your opponent’s cards in said column: _Dark Alley Ambush_ Continuous Trap _Neither Player can target cards in this face-up card’s column for attacks or card effects with cards outside that column. Monsters you control in this column are unaffected by the effects of opponent’s cards in this column, negate the effects of any monsters from the same column that they remove from the field (by battle or card effect) for the rest of the turn, and deal piercing battle damage if they attack a defense position monster in that column. At the end of the turn, if your opponent controls no cards in the column as this face-up card: You can flip any number of face-up spells/traps you control facedown, then shuffle all facedown cards in your spell/trap zones._
I would like to add that column based cards are pretty darn good in duel links. Especially when they added link zones. For those who don't know duel links only have 3 monster and spell and trap zones instead of 5. As a result its extremely hard to play around them. So when make knights came out they were extremely busted and got nerfed hard 💀. And yes even s force is pretty good in duel links 💀💀💀.
I think that a way to make the mechanic work would be mixing the floodgate parts with reactive special summon effects, to avoid the easy counter. So you can either play it safe by walking into the known column-based effects on the field and lose advantage, or play around them and risk walking into your opponent's hand traps and interaction. It probably would require more tweaking to make it right, and maybe not being very powerful, but would make it work in a way that keeps the idea of columns mattering.
Just give The Weather a canvas that on activation gives them an immediate bonus NS of 1 level 3 painter from their deck or hand. That gives them access to either Cloud or Snow, both essential to getting to their link monsters. It's continuous effect could allow you to banish a painter to flip one face up card on the field face down until the end of the turn. That gives them much needed disruption on the opponents turn, and lets them not only deal with monsters, but field spells and continuous traps and spells too. Rainy can bounce those to hand, but if it's a card they can just immediately reactivate, sometimes flipping it down would be a lot more useful. Imo the above canvas, while super custom, would be enough to make The Weather a solid rogue deck. Still not top tier, but it'd give them some needed consistency and interaction on the opponents turn. Though knowing Konami, if they did do this they'd put the bonus NS from deck on a painter tied to the new canvas instead, which would be less ideal though still good.
A good amount of S-Force could have been successful to just SLIGHT tweaks to their effects. Like if Edge Razor's effect was simply they can't be used as Link Material (or material for a summon in general?) he'd be a ridiculous stun monster. If Justify simply said, "Neither player" instead of "You" then it would go from having a pointless effect to an insanely imposing three zone lockdown. The decision to make Dog Tag's stun only work during YOUR turn and SPECIFICALLY only the Main Phase even though it has a really good way to hit the field ensuring he'll be in the same column as an opponent's monster is practically a joke. If Dog Tag simply had a continuous effect it'd be downright broken. Pla-Tina's stat debuff is... Well she's a combo enabler so she's already fine and the debuff is just kinda a bonus but it could be higher. There is literally nothing wrong with Gravitino, except maybe being high level but it's not a particular issue to consistently get him summoned. Perhaps would ultimately better as a 1900 ATK Level 4 but that's a fairly minor change. Lapcewell is also fine for what he is, although having a quick effect would make him ridiculous at disruption. His main weakness is just S-Force's inability to generate field presence. Orrafist and Chiyomaru's stun effects would be potentially useful if you had some method of forcing your opponent to play into your S-Force columns. Like if Bridgehead said that S-Force monsters can't be destroyed by battle or card effects EXCEPT by monsters in their column then it would push the opponent into subjecting themselves to the effects and it would thematically make sense ("You can't defeat the S-Force while you're running from them"). Digamma is a complete piss take and could be forgotten entirely if not given a total rework. S-Force is clear that Konami had a really good idea to integrate mechanics into the archetype's concept but either it was one of their arbitrarily decided, "We don't want this deck to be good so just make them bad" or perhaps someone was afraid that a consistent deck that slaps a ton of stun effects on board shouldn't be good (but unlikely, considering it WAS printed around the same time as Eldlich, Adamancipator, Drytron and Virtual World).
My dude left out the Pharonic Guardian classic Needle Wall. Nothing more awkward than asking your opponent back in 2003 which column their card was in, just for them to realize you had Needle Wall
Unless the effect was super busted like impermance,there no reason to play card with column gimmick (unless you want to troll someone with yajiro) Pretty sure there a counter trap that had column effect as bonus effect in phni set If that card would be good staple,maybe there some hope for future card design
Maybe there can be a dope Cyberse type archetype with 2 different kinds of effects based if there is a monster in an adjacent column or not. Forcing your opponent to play into the columns and trigger the other effects. The cyberse design can be based on binary or I/O (input and output or on and off)
Senet Greed Normal Trap Draw cards equal to the number of cards the opponent owns in the same column, then discard cards equal to the number of cards you own and empty spaces in the same column. You can only activate 1 Senet Greed once per turn.
As a yugioh player, i actively expect my opponent cannot read cards, much less play chess. I will be building vaylantz and expect to go 4/0 at my locals.
Valiants really have a lot of potential if konami keeps giving them support, currently the deck can gain a lot of advantage even without electrumite but in archetype you have a going second card that doesn't work full against ED monsters a quik effect kind of removal that is too awkward to bring out and one actually good boss that relies on you also having two other good cards on the field, if they release more support that leans into putting monsters into the backrow ala snake eye or give them more cards that can interupt the opponent if they move zones and more than one way to do it they could actually be decent because currently the best play you can make is jank ftk which is a shame because the design is unique and the art is really good
As a vaylantz player it sounds worse then it is but the main deck all has the same rule, pendulum- lv 2-4 self summon from pendulum to the same column at the cost not being able to special summon non vaylantz monsters other then the extra deck , lv 6-8 self summon as long there a same attribute vaylantz or field spell of the right card in play. Then it just lv-2-4 Did you special summon this card? (lv 6-8 do not have the special summon part) then your able to use this effect and did this card move? then you can use this effect. (extra deck vaylantz got the self summon pendulum power or move one card you own but kind of act like nomal boss monsters) But yeah, I don't even run senet switch as it just eats up space and i got other cards that do the job of moving just fine.
Konami should release a Yajiromusume archetype whose only purpose is to turbo out 3 copies of and protect Yajiro Invader, move it around at will and buff its effect as necessary to counter meta protections. And if they feel it won't be profitable just don't reprint Yajiro Invader itself in the same pack.
0:00 I had a silly idea for an easy to summon lower level monster that gains ATK/DEF and effects off of how many cards are in any given column: _Column Golem_ (EARTH) Level 1 Rock/Tuner/Effect _This card’s normal summon to a column without any other cards in it cannot be negated or responded to. (Quick Effect) You can pay half your LP and tribute 1 card from your hand or field: Special Summon this card (from your hand or GY) to your monster zone in a column without any other cards in it. Gains 1 original level and 500 original ATK/DEF each time a card is summoned, set or placed in the same column as this card. Monsters that are summoned/set using this card as tribute or material gain this card’s effects while they are on the field or in the GY._ ATK/500 DEF/500
I'm a yugioh boomer and i have a question: could senet switch have been used to move extra deck monsters such as synchros around and continue extra summoning recycling the same extra zone? To avoid link summoning and still summoning a bunch of synchros i mean
you mean like in the previous master rule setting? I don't think so, the card specify it has to be in your MIAN monster zone and can only move it horizontally, not vertically. thankfully neither synchos, fusions nor xyzs have to abide to those rules anymore. Edit: I just read the pre errata version, in theory, yes, it should work, unless they made an specific ruling about it, but that's no longer legal.
How about "Top 10 cards that can play through negates", generally refering to quick effects with no once per turn, Like Zeus or Satellite Cannon Falcon.
12:42 this reminds me of how duel links have occasional moments where it shuffles the cards set on the backrow, letting you shuffle them. wonder if this could help a little IRL
Finally someone else said it.. It just nvr made sense ... espesh since Yusei moved cards around It would never have even been used in the anime This never should Of even have been attempted along w Pendulums.
Vaylantz is bad??? Im killing puurleys, R-ace, and other meta stratagys with a board breaking go 2nd build. Topped 8/9 past locals. No dyna. No cyber stein. Its hard to see why people dont see how good it actually is when given the chance.
I don't think Mekk-Knights quite fit the failed part since they are still a formidable rogue deck to this day but understandably the mechanic as a whole did kind of flop. Mekk-Knights are just one of the like 2 archetypes that actually managed to do it right while decks like S-Force and Vaylantz tried to replicate their success but with harsher restrictions (no free special summons).
It also help the Mekk-knights can be splashed into a lot of archetypes since the core is so small even in pure builds it have so much room for non engine it can easily adapt to the meta.
Other people mentioned in comments but I still have ptsd from mekknights in Duel Links. They were VERY dominant in release, and near impossible to beat on some setups. Plus you had to remember to toggle on column choice😂
I play weather painters as my primary deck. They are fine and can easily get you to high platinum. Their column based effects are actually really interesting and require some thinking, which I think is an upside to a deck. Their flaw is just that they rely on opponents not understanding the deck to avoid counterplay, once opponents know the quirks it loses power and it's a slow deck that relies on strong crutch floodgates to shine anyways.
Luckily to this day, I am in diamond and you will not catch me understanding a single thing going on when I face the weather painters deck. The Master Duel UI makes no effort to help you understand where any of the effects are coming from.
What’s funny about this mechanic is that most of these archetypes worked and was relevant in Duel links so it’s really a fail mechanic due to the normal game having too many zones in the first place
As i pendulum enjoyer, i actually winced a little when i saw the vaylantz. Even i recognized how column based mechanics + pendulums where needlessly complicated. But when i actually read them when i was pulling for a few kash monsters for a mini kash engine, i found out how simple their effects were. Yugioh, scratch that, reading really just isnt for everyone. Explains why tiktok and short form media is king these days
"These decks just get countered by having a brain" is the funniest line said in this series.
Ive walked into an Imperm Column in MasterDuel and id bet i fucking get caged by someone playing those cards too at this point.
don't forget "making for decks which get countered by, once again, having object permanence "
galaxy photon be like
So these decks are tier 0? Pretty sure 99% of yugioh players dont have a functioning brain
Mekk-Knight player: how did he counter everything in my deck?
Skeletor: Because unlike you, Batross has a brain!
Mekk knights were actually meta for quite a bit in duel links and were one of the most difficult decks to play against at a time.
I love DL's tendency to have certain decks that were either mid or bad in the regular format be meta
They're still a nuisance to play against. If you're on mobile, and thus unable to choose which column you place things into.
Mekks and their free skill drain😅 Curiously, weather painter and musketeer were decent options for a long time, and right now s-force is like the same😂😂
@@martingamer5591you can toggle off that option 😂😂😂
@@okita_souji_alteri think its nice bc all mechanics end up represented in the meta
Infinite Impermanence is the "even me?" of calling columns a failed mechanic
Imperm would be good without the column effect, the spell/trap negate is just a bonus
Very clearly stated that it is the exception to the rule.
The way I see it played, the column effect is just a perk, not the reason to play Imperm.
Okay while this is very true and columns have basically never been good in terms of deck viability… vaylantz being column based because there supposed to be based on a board game so it’s like your moving the game pieces around is one of the greatest lore to gameplay integration in the entire game
Its like you want to playing board game but dont have friend to play with, so you play board game with yourself in yugioh
@@vyrax401and then ftk the opponent lol
And then suddenly you smashed down a dinosaur fossil on that board game and turn it into a DnD campaign
@@Dz73zxxx*Brings Flower Cardian* "I'm sorry, I thought we were playing KoiKoi."
I would like to point out that Mekk-Knights did their job so well that people (most) genuinely do not set more than 2 cards in a column in case of Mekk-Knight jumpscare
Like me...
I don't play a monster at the leftmost unless I put a link above it so Jewel Link "Witch" doesn't steal it and put a gimp to KO me with...
Co-linking might be worth doing a video on. How many decks really care about the Link Mechanics besides the baseline level.
I feel like every link card printed after the Knightmares could care less about co-linking. 😂 Konami just dropped it as a design space.
@@DigiTismyeah the only other things that kinda cares about it is like code talkers and fire wall and that’s a lot less
You can't really call co linking a failed mechanic since outside of code talkers which are decent and knightmare, which were meta thanks mainly to Goku, they were just more ignored rather than failed
Co-Linking stopped mattering once the whole "You can only summon Extra Deck monsters to a zone a Link Monster points to" rule was dropped. That, and getting rid of the Extra Link mechanic completely.
@@DarkSymphony777 Yeah, you're right. Out of the ~400 Link Monsters ~150 care about Link arrows and of those ~30 care about Co-linking. Co-Linking is mostly relacated to Code-Talker/Firewall, Appliancers (remember those?) and Knightmares.
Even for Knightmares, the Co-linking only is for protection and drawing off the on summon effect. It was fine 5 years ago but nowadays we don't care for co-linking as much as the Phoenix being able to pop backrow.
When Links first came out I immediately realised the benefits of Senet Switch to mess around with the Link monsters Link effects. It was not game breaking but it was certainly fun. The best part about it however was seeing peoples confused face because they didnt recognise the card at all, it being so old 😁 I love messing with peoples mind by using really old cards nobody knows about because it makes them panic and people who panic make mistakes.
Vaylantz. FTW
Senet Switch, while useless at launch (and is largely gimicky even now) ALSO released originally in Cyberdark Impact, so actually, that set gave *FIVE* cards, not four.
It's kinda nice to see that the majority of failed Yu Gi Oh mechanics were pretty much reworked in a better way.
Unions ended up turning into XYZ
LVL turned into Rank Up
And Column just became the gimmick of Links.
How could Gemini be reworked?
@@valutaatoaofunknownelement197 i hate to say this but... new summoning mechanic?
@@YukiFubuki. Um. If it's Gemini, I think we're better off adding alternative Gemini summoning effects (as to allow Gemini ritual and extra deck monsters).
Or completely kill off the entire mechanic given how horribly complicated and self-restricting it is and can be.
@@valutaatoaofunknownelement197 unfortunately gemini summoning is mutually exclusive to special summon since its essentially an alternate normal summon so u have to spend the normal summon for it so honestly i think its just better to kill the mechanic
@@YukiFubuki. Fair enough. I agree that Gemini summoning is too convoluted to be reasonably patched at this point.
Though I would definitely be happy to see Unions that are Fusion, Synchro, XYZ, or even ritual based to be a thing. Especially with Synchro and XYZ.
I think the reason why vanquish soul and imperm get away with column based effects is that they are subordinate/secondary effects and not the main focus. imperm just gets stronger if you set it being a two for one negate instead of a one for one negate. the vanquish soul have strong primary effects and the column effects are just there as the icing on their cake so that works. they aren't needed but they are just a nice bonus for smart play and manipulating the field presence of both players well.
I have been doing BBtag combos on Master Duel like you wouldn't believe
Kokonoe into TAGER so I search AND DRAW
Then Jialong to sweep the leg or search AGAIN
I'M not surprised when I get the 6-7-8 Trio out ON THE OPPONENT'S TURN and they surrendered
@@Ramsey276oneyou say kokonoe and tager but didn't commit and call Jialong Jin
@@Xenonfuji i see Jialong as Billy Kane because stick and FIRE!
XD
@@Ramsey276one well given how over half the deck is blazblue references, I'm going to say it's Jin(the trap is called snow devil). Caesar is a blatant reference to susano'o lmao
@@Xenonfuji Snow Devil (Dust is RAZEN, the other guy X-P ) and Calamity Caesar can burn SO HARD it's almost not funny.
"Cyberdark Impact has aged like a fine wine"
*proceeds to list 10 different degenerate stun cards as examples*
Unironically, I think Vaylantz are actually very well designed cards overall. The entire archetype gets a lot more flak than it deserves, since it's basically just more Pendulum Soup style of deck, but instead of playing generically good pendulum cards, it only plays their own archetypal cards in the main deck. The Column Based Mechanic is also more of a side thing used to activate trigger effects and build your board, rather than something needed for interaction. Since for the most part, it doesn't matter what column your opponent places their monsters in.
technically you also play one of the spirit pendulums if you're running beyond the pendulum.
Vaylantz are my second favorite deck after Nouvelles because of how goofy they play.
“Okay I play a field spell which means you also get one that replaces whatever you already had going on, and whoever’s turn it is can use both of them. Now I’m gonna start moving my cards around and pushing your guys into the backrow because this is a board game now. Wait no don’t scoop we’re having fun see this guy even rolls a die.”
I so desperately want to see how the mirror match plays out.
i'd argue that Vaylantz succeed at what they set out to do, making a deck that utilizes both the pendulum and columns mechanic in a relevant way.
the issue is however that such a deck needs to be overly complex to stop abuse cases and as a result its very difficult ot combo sucessfully.
Yeah, Vaylantz isn't a bad deck in my opinion, it just takes more brainpower than a D/D/D player without his spreadsheet is needed to pull off.
Also, its an average deck in MD, but without electrumite or beyond in TCG I’d argue it’s unplayable.
I played it in a MD event, finished the event, and still had no clue what the hell I was doing.
TCG doesn’t have BYEOND THE PENDULUM?
@@justinpennington6680vaylantz is a pure extender deck, having electrum in tcg exists might be a bit too much considering that pendulum is designed by Konami to not be able to be played with handtraps, Konami engineered in specific ways that pendulum especially vaylantz can't play 3 maxx c and 3 ash blossom in ocg, the reward? pure unfiltered gas that can literally took 4 negates and still ends on accesscode.
All you need is something like Infinite Impermanence which is good for a normal effect and then has a bonus for a column-based mechanic. I just wish they would make more normal trap cards like II except give them good effects that you activate on the field, instead of from the hand.
its funny, column based stuff is actually crazy in DL since you can unironically control the field more when there are only 3 columns to play into, mekk knights were tier 1 for a while and to this day are used as free extenders, even currently, s-force is quite strong, to the point its tier 2 or 3 depending on who you ask since turns out DiFi on legs is good enough, specially since it searches a costless karma cut x2-3
For me Vaylantz is my favorite deck for be very unique and different from many types of deck and even is the most difficult deck to use, you know that give you good results for be very unknown and the theme is interesting and make sense if you see how its play it
Insanely convenient this video comes out after i just started testing out s force☠️☠️
i just love vaylantz. slapping out a kaiju in turn 2 just to give it back to my hand after summoning a contact fusion that gives my kaiju out of the opponent backrow into my hand, inflicting cheesy 3.3k effect dmg while also giving that fusion half the dmg as ATK boost. people just dip right away bc the constant kaiju summon
Just wait... Konami is gonna drop some insane column-based archtype that is gonna be tier 0.
I honestly wish they just give S force the VS treatment but I'm pretty sure their lore is done after SP little night so rip
@@okita_souji_alterthey’ll definatly get more support. Decks like sf doesn’t really have an end to their lore
I think another way to make column-based mechanics work would be to have the monsters be similar to the Morphtronics in that there are two effects to worry about. One where the cards _are_ in the same column, and one where they _aren't._ A small effect that will hurt in the long run for when they aren't, and a major short-term one for when they are. Like "Once per turn, banish a card in this card's column", but do something like 400 points of burn damage if nothing's there when something is summoned. Making the opponent have to pick their poison would probably make that idea a small control deck that could be splashed in some other archetype.
Imagine column summon from grave or Kaiju-like ability to summon on enemy board. Now that's cursed.
@@dudebladeX I mean with something like that they’ll just always choose the non column effect if it’s weaker which would give too much choice to the opponent
"Unlike other card games, Yugioh’s board is set in stone."
Bushiroad's TCGs: Well...
Wixoss: You want to tell him or should I?
ELABORATE
Ok cool i was making sure i wasnt the only one confused by that comment lol😂
That's because Bushiroad is a board game company selling tradeable thin cardboard pieces instead of the way Games Workshop does it. You might have noticed that they do a lot more cards and toys on the side than either Konami or Wizards.
Rata once talked about column mechanics and Konami spawned Links in retalition.
Links 2: Electric Boogaloo, is going to spawn in retalition for this video.
He also talked about how Cyberdark Impact was probably one of the worst sets in the history of the game with cards that failed to impact (no pun intended) the meta game for ages and the only good cards that were immediate were burn cards which players usually frown upon and the debut of Instant Fusion.
Ah yes Pendulum Link Monsters
I love The Weather archetype, it’s a lot of fun for me to play. And especially in digital contexts in which I don’t have an opponent sitting across from me asking questions about how the deck works, it confuses a lot of people.
Yeah homeboy being like “just have a brain 😌”
When literally I STILL cannot figure out where the hell certain effects are coming from when I face this nightmare deck in master duel.
I read all the monsters and continuous traps twice and none of them say what just happened when I tried to attack.
All I know is the link monsters negates.
Gosh I hate that deck.
@@isidoreaerys8745 The Weather Thundery Canvas is the trap that gives The Weather monsters the effect which sends your monsters back to your hand during the damage step. It can only affect Weather monsters in its column, or adjacent columns. (However, the Weather monsters with that effect can use it against any monster on your field regardless of which column your monster is in. The nice thing about The Weather is that it is only column based for the side of the field belonging to the person piloting the deck.)
I know they are not great, but I love Vaylantz. The idea that they are a board game and moving them around the field is like moving them around the board is cool.
Aaaand it is also funny to just see the opponent not knowing when they should negate ^^
LOVE IT
Vaantz best pendulum deck. Its one my favorites
Same lol love vaylantz
I made Vaylantz in MD when they first released and boy were they confusing to pilot. Atleast now they have the right tools to make the lines easier and stronger.
Just built a Vaylantz deck since I had no pend deck and needed to pendulum summon 3 times for the duel proficiency test... Only after trying the deck in ranked did I realise they don't pendulum summon... Though, it is a cool deck, but I can't wrap my head around it
@@achanmould2904 They do pend summon, but they kinda have to jump through hoops to get the high scale i play.
@@FleurxKageShi what?
A single shinonome or solo activation can lead into 4 mats apollousa and i.p summoned avramax, only vaylantz have this line.
@@r3zaful what is the line?
@@FleurxKageShi shinonome or even solo activation
Suboptimal combo
drew shinonome+extender
Activate shinonome
Add solo use solo put nazuki move shinonome add whatever you need
Link to beyond add kendo
Pendulum summon shinonome and nazuki on Whatever you have in hand link summon electrum go crazy from there with all of your extender because they summon itself and you haven't normal summon, in ocg basically you have to prepare for pendulum deck hate because if people don't, the final would be end on vaylantz pseudo stun ftk mirror.
This deck doesn't play maxx c, it's a pure gas all-in.
Some of these at least made people more conscious about their card placement. So while the mechanics aren't inherently bad, it _did_ change how people play the game. If anything, aside from VS, the mechanic is more mediocre than bad or failed.
Has there been a video on Vehicroid? I'm hoping Logs can cause some support to be made to basically get them to go from "Your misplay is playing Vehicroid" to "this deck can steal a win from someone being overconfident."
The fact that Vehicroid has access to Supercharge, an unlimited Pot of Greed as a Trap Card, and still doesn’t see play outside of playground formats says volumes.
Mekk Knights were Tier 1 for a few months in Duel Links for their explosive power and board swarming, mainly due to the fact that Duel Links only has 3 Monster/Spell and Trap zones instead of the normal 5, along with several skills that just start you with a card in the spell and trap zone when your turn starts [Like Pegasus being able to start with Toon World, or Crowler starting with Ancient Gear Castle] allowing them to much more easily do their thing. Even after a couple hits on the banlist, Mekk Knights are still used in many decks.
Now the S-Force archetype got a bunch of their cards recently added and are currently gaining traction and rising in usage rapidly.
“Drought of pendulum decks but the long term effects were even worse” 10:33, as someone who has been waiting ages for (and is still waiting) the new Z-ARC support to get into master duel that’s something I know all too well
There is a Counter Trap on the way that's similar to Solemn Judgement that can also blow up anything in the column it was set in; it probably will see some play when it comes out as it's kind of bonkers. I think part of the problem with column based mechanics is that particular zones have usually been far more important than columns, and most cards that aren't Links don't care much zones to begin with.
Generic field spells could be an interesting topic either for a Top 10 list or a Failed Card video.
Shout-outs to Rata uploading a video badmouthing Columns as a mechanic literal hours before links got announced
This column based mechanic failed as a mechanic, but was very successful in changing everyone's playstyle.
every failed mechanics in a nutshell: "well just give them good effects on top of their gimmick"
Vanquish Soul have some column based effects but thats not the main focus of the archetype, i think thats why they are good.
That Vaylantz description is apt LMAO
Without realizing it, your opponent suddenly has Fossil Dyna, Secret Village, a move to the s/t zone, and a field spell on your field making it literally un-beatable
Cant use spell, cant use evenly, cant normal summon to beat dyna
But got fucked by trap control deck 👁️👄👁️
There are two school of vaylantz
Pure dismantling
Stun
In master duel the stun is more popular
In real life ocg the pure dismantling is more popular
What I meant with this pure dismantling is literally using all of their own engines as board breaking tool and extender can literally eat 4+ Omni negates and still ends on accesscode
Those critiques about Mekk-Knights only apply to pre-Girsu though. Mekk-Knights post-Girsu set up their own columns to be able to play and are one of the scariest going-second decks in the game. Chaos Mekk-Knights are also one of the few decks I know of that can permanently lock your opponent out of playing entirely
Also, no mention of Springans? Exblower relies on columns but in an insanely unique way, and the archetype's trap and Albaz fusion also have similar column effects. Would've been an interesting include
The only Springans card that actually relies on columns is their Albaz fusion. Everything else is zone dependent. And then there's Exblowrer with his giant AOE.
@@MFChanical fair, but Exblower's AoE is essentially column-based, in everything but name
The only Mekk-Knight monster I have any real experience with is Indigo Eclipse. I never used a true Mekk-Knight deck, but in Duel Links at least, Eclipse is great for getting Rank 8 Xyz Monsters out.
Mekk-knights, magical muskets and S-force have all been at minimum relevant and in the case of mekk-knights, even busted and had their cards limited in Duel Links, which makes this video really interesting when comparing how bad these were in the TCG.
that's true for mekk-knights and s-force, but magical muskets were a meme even in DL.
*Vaylantz would love to know your location*
Something that could work, albeit a bit texty, is cards with effect depending on the column they're played in rather than on things already in said columns...
Imagine a monster like "When summoned, activate the following effect depending on the zone this card is summoned : row1 bannish a monster on the field, row 2 destroy a spell or trap card on the field, row 3 draw a card, row 4 your opponent discard a random card, row 5 gain a second normal summon for this turn" such versatility would be broken ! Here I just named commonly good effects (it's always possible to balance with summon condition BTW) but one can be creative with such baseline...
There's actually a couple of cards like that already. The first one that comes to my mind is Ghost Bird of Bewitchment.
Excited for the Failed Mechanics video on Synchro Summoning
I never even tried with Vaylantz, that's how needlessly tricky they were.
I play Vaylantz in Master Duel and it turns out they have their own wincon not mentioned here: the opponent going "ah screw this" and surrendering, either because too many words or the turns taking too long.
Well Mekk-Knights at least have a very nice lockdown that can be done in response to opponent's play with world legacy secret and mekk knight indigo. So I'd argue in column base mechanic alone, Mekk-knight is basically the peak design. Really, what mekk knight need is another backrow searcher where their name is mekk-knight since while Lib is a very good card, it isn't Mekk Knight and thus doesn't benefit from world legacy secret, world legacy whisperer, or world legacy key.
Besides morning star searches I say the real weakness is activations from the hand in gy is their real weakness , if they deck can get a havnis for off field activations I say the deck would benefit greatly more than another searcher.
Some people still have fun with Geonator Transverser, mostly in Master Duel. It definitely cares about specific locations, as does Relenquished Anima.
You also have row based shenanigans with Springans Ship - Exblower
I know it's kinda cringe to make custom cards but I've made something that's sort of like weather painters plus mekk-knights plus artifacts- basically they can all be activated as continuous spells, and summoned from hand into the same column or adjacent ones, and all have various toolbox-like effects, spell/trap destruction, searching, floodgates, recycling, for the most part it's all just well statted monsters with good effects that can flood the field via a column based effect-
Not well versed with custom cards or duels with customs, I don't think custom cards are cringe.
Except those that are just cheap jokes or memes on digital cardboard usually.
This is actually a spicy Vaylantz tech showcase!
7:04 woa nice Mask of Restrict reference
Imagine having an archetype of monster who cant be battled if your opponent monster is or isnt in front of them and which have a field that negate your opponent spell cards if they have a spell/trap card in the same column.
The fact other column based cards such as sour scheduling red vinegar vamoose wasnt even worth a mention sucks
I’ve never lost a duel by fumbling a spell or trap in the wrong column, Caus I’ve never even heard of infinite impertinence
I believe s-force is few support cards away from being playable but tht can be said about so many decks. The one good thing sforce does is in its effects shares to all columns opponents cards are in tht a s-force monsters in. Reguardless still needs help
I'm still waiting for a deck that can modify the column of Spell/trap, to utilize column-based spell/trap like "Broken Line" or "Infinite Impermanence" optimally.
Mekk kinights were meta for a certain time in duel links and S-force is in the meta right now. Maybe the 3 zones format were the key for them to work.
They were meta in master duel at the same time, I think they were popular in links because of that.
man its so funny i remember like maybe when i was like 10 or 12 the dollar store used to sell real 9 card packs, but they were like older packs, and cyberdark impact is one i got all the time, i have like all the barrier statues and the vanity cards. funny seeing the pack mentioned i dont think i realized until now that the cards were from the same pack
Surprised Crusadia wasn't mentioned
vaylantz was a solid rogue deck for a long while though
It's the best pendulum deck in ocg, a rogue deck maybe but due to how pendulum works and the hate cards pool for them it will always be a rogue strat
Before watching video:
Wonder if Mekk-Knights, Infinite Impermance, and sometimes Geonator Transverser (and S-Force in Duel Links) Will get an honorary mention of "The column-based archetypes/Cards that were the closest to being meta / were actually meta".
And add a case of "and Even then, the column aspect of the Card is more a bonus"
Columns mechanics had a very interrsting concept but had a terrible execution, and it seems the Link era took it's remains to create the co-linked mechanic which is useful but is more of a bonus than the whole point.
Would be fun to see a video about Redirect Effects or Battle Traps
I remember i was playing a code talker deck against my friend and he summoned mathmech final sigma in the extra monster zone and set broken line in the column of the other extra monster zone
Oh man I had no idea Magical Muskateers was flavored after Der Freischutz! I kinda want to build one in MD now...
Magic actually does have a couple cards that divide the battlefield into "lanes", and making which lane a permanent is in relevant. But they aren't great, and are more of a curiosity exploring potential design space.
Raging River divides combat between left and right for non-flying creatures, forcing those creatures to only block creatures in the same lane.
Space Beleren has a similar effect, dividing the battlefield into three sectors. All of his abilities affect creatures in those sectors, either making all of them unable to block creatures in other sectors, putting +1/+1 counters on all the creatures in a selected sector, or destroying all the creatures in a selected sector.
I honestly hate that Master Duel gave Infinite Impermanence a giant glowing effect on the column it activated. Completely killing any chance of inattentive opponent misplaying into it
You say that, but someone still played into Imperm Column in Master Duel's World Championship
I was waiting for DuelLog to sat "Although in Duel Links" while he was talking about Mekk Knights LOL
I respectfully disagree about mekk-knight being a failed archetype. Yes inherently they are reliant on where your opponent places cards, but such as with invoked or girsu making a link plus setting a spell trap to make your own column. The identity of the deck isn't soley based on its summoning either, also relying on shfiting positions to gain protections and floodgates. Indigo to move, secrets to negate monsters, key to negate spells, and spectrum supreme to gain bonus protections by keeping him isolated WHILE also enabling you to shift around those negates by summoning new mekks, to other columns. Maybe initially they weren;t optimal, but as people learned to make their own columns, and with girsu, think the deck is more than competent enough while still focusing on columns
I hope you do a 2 videos of:
-CARDS WHICH BANNED ON OCG AND NOT IN TCG OR VISE VERSA
-TOP 10 BEST CARDS HAS A DISCARD COST OR TRIGGER.
I love Mekk knights but personally i find that if they place everything in the same column is more of an issue, because if you summon blue sky then it gets negated, you're in trouble. Its easier to complete columns rather than make them yourself
11:21 Ok, Here’s an idea to make a good Column based card that buffs your monster and nerfs your opponent’s cards in said column:
_Dark Alley Ambush_
Continuous Trap
_Neither Player can target cards in this face-up card’s column for attacks or card effects with cards outside that column. Monsters you control in this column are unaffected by the effects of opponent’s cards in this column, negate the effects of any monsters from the same column that they remove from the field (by battle or card effect) for the rest of the turn, and deal piercing battle damage if they attack a defense position monster in that column. At the end of the turn, if your opponent controls no cards in the column as this face-up card: You can flip any number of face-up spells/traps you control facedown, then shuffle all facedown cards in your spell/trap zones._
The last effect screams: floodgates,you have done enough
I would like to add that column based cards are pretty darn good in duel links. Especially when they added link zones. For those who don't know duel links only have 3 monster and spell and trap zones instead of 5. As a result its extremely hard to play around them. So when make knights came out they were extremely busted and got nerfed hard 💀. And yes even s force is pretty good in duel links 💀💀💀.
I think that a way to make the mechanic work would be mixing the floodgate parts with reactive special summon effects, to avoid the easy counter.
So you can either play it safe by walking into the known column-based effects on the field and lose advantage, or play around them and risk walking into your opponent's hand traps and interaction.
It probably would require more tweaking to make it right, and maybe not being very powerful, but would make it work in a way that keeps the idea of columns mattering.
Just give The Weather a canvas that on activation gives them an immediate bonus NS of 1 level 3 painter from their deck or hand. That gives them access to either Cloud or Snow, both essential to getting to their link monsters. It's continuous effect could allow you to banish a painter to flip one face up card on the field face down until the end of the turn. That gives them much needed disruption on the opponents turn, and lets them not only deal with monsters, but field spells and continuous traps and spells too. Rainy can bounce those to hand, but if it's a card they can just immediately reactivate, sometimes flipping it down would be a lot more useful.
Imo the above canvas, while super custom, would be enough to make The Weather a solid rogue deck. Still not top tier, but it'd give them some needed consistency and interaction on the opponents turn. Though knowing Konami, if they did do this they'd put the bonus NS from deck on a painter tied to the new canvas instead, which would be less ideal though still good.
Take this idea top 10 tuners that can change their level or other monsters' level
I splashed Mekk Knights to my Cyberse deck in DL and they were quite good for an easy special summon of a high lvl monster
A good amount of S-Force could have been successful to just SLIGHT tweaks to their effects.
Like if Edge Razor's effect was simply they can't be used as Link Material (or material for a summon in general?) he'd be a ridiculous stun monster.
If Justify simply said, "Neither player" instead of "You" then it would go from having a pointless effect to an insanely imposing three zone lockdown.
The decision to make Dog Tag's stun only work during YOUR turn and SPECIFICALLY only the Main Phase even though it has a really good way to hit the field ensuring he'll be in the same column as an opponent's monster is practically a joke. If Dog Tag simply had a continuous effect it'd be downright broken.
Pla-Tina's stat debuff is... Well she's a combo enabler so she's already fine and the debuff is just kinda a bonus but it could be higher.
There is literally nothing wrong with Gravitino, except maybe being high level but it's not a particular issue to consistently get him summoned. Perhaps would ultimately better as a 1900 ATK Level 4 but that's a fairly minor change.
Lapcewell is also fine for what he is, although having a quick effect would make him ridiculous at disruption. His main weakness is just S-Force's inability to generate field presence.
Orrafist and Chiyomaru's stun effects would be potentially useful if you had some method of forcing your opponent to play into your S-Force columns. Like if Bridgehead said that S-Force monsters can't be destroyed by battle or card effects EXCEPT by monsters in their column then it would push the opponent into subjecting themselves to the effects and it would thematically make sense ("You can't defeat the S-Force while you're running from them").
Digamma is a complete piss take and could be forgotten entirely if not given a total rework.
S-Force is clear that Konami had a really good idea to integrate mechanics into the archetype's concept but either it was one of their arbitrarily decided, "We don't want this deck to be good so just make them bad" or perhaps someone was afraid that a consistent deck that slaps a ton of stun effects on board shouldn't be good (but unlikely, considering it WAS printed around the same time as Eldlich, Adamancipator, Drytron and Virtual World).
My dude left out the Pharonic Guardian classic Needle Wall. Nothing more awkward than asking your opponent back in 2003 which column their card was in, just for them to realize you had Needle Wall
Unless the effect was super busted like impermance,there no reason to play card with column gimmick (unless you want to troll someone with yajiro)
Pretty sure there a counter trap that had column effect as bonus effect in phni set
If that card would be good staple,maybe there some hope for future card design
Maybe there can be a dope Cyberse type archetype with 2 different kinds of effects based if there is a monster in an adjacent column or not. Forcing your opponent to play into the columns and trigger the other effects. The cyberse design can be based on binary or I/O (input and output or on and off)
This is the first time Logs has ever pronounced Vaylantz correctly
This is the main channel after all :/
I wouldn't call Mekk Knights a failure, they had quite a few tops back in the day.
Senet Greed
Normal Trap
Draw cards equal to the number of cards the opponent owns in the same column, then discard cards equal to the number of cards you own and empty spaces in the same column. You can only activate 1 Senet Greed once per turn.
As a yugioh player, i actively expect my opponent cannot read cards, much less play chess.
I will be building vaylantz and expect to go 4/0 at my locals.
Valiants really have a lot of potential if konami keeps giving them support, currently the deck can gain a lot of advantage even without electrumite but in archetype you have a going second card that doesn't work full against ED monsters a quik effect kind of removal that is too awkward to bring out and one actually good boss that relies on you also having two other good cards on the field, if they release more support that leans into putting monsters into the backrow ala snake eye or give them more cards that can interupt the opponent if they move zones and more than one way to do it they could actually be decent because currently the best play you can make is jank ftk which is a shame because the design is unique and the art is really good
Watts got column support in AGOV too!
As a vaylantz player it sounds worse then it is but the main deck all has the same rule, pendulum- lv 2-4 self summon from pendulum to the same column at the cost not being able to special summon non vaylantz monsters other then the extra deck , lv 6-8 self summon as long there a same attribute vaylantz or field spell of the right card in play.
Then it just lv-2-4 Did you special summon this card? (lv 6-8 do not have the special summon part) then your able to use this effect and did this card move? then you can use this effect. (extra deck vaylantz got the self summon pendulum power or move one card you own but kind of act like nomal boss monsters)
But yeah, I don't even run senet switch as it just eats up space and i got other cards that do the job of moving just fine.
Konami should release a Yajiromusume archetype whose only purpose is to turbo out 3 copies of and protect Yajiro Invader, move it around at will and buff its effect as necessary to counter meta protections. And if they feel it won't be profitable just don't reprint Yajiro Invader itself in the same pack.
0:00 I had a silly idea for an easy to summon lower level monster that gains ATK/DEF and effects off of how many cards are in any given column:
_Column Golem_ (EARTH)
Level 1
Rock/Tuner/Effect
_This card’s normal summon to a column without any other cards in it cannot be negated or responded to. (Quick Effect) You can pay half your LP and tribute 1 card from your hand or field: Special Summon this card (from your hand or GY) to your monster zone in a column without any other cards in it. Gains 1 original level and 500 original ATK/DEF each time a card is summoned, set or placed in the same column as this card. Monsters that are summoned/set using this card as tribute or material gain this card’s effects while they are on the field or in the GY._
ATK/500 DEF/500
Failed Mechanics: Zone Blocking
(only a few cases like Kashtira could be good with it)
“This deck’s purpose is to confuse you for ten minutes and leave you wondering why you got FTK’d”
As a very average duelist I feel that.
I still use the musketeers in MD paired with labrynth we get the job done
Magical Musketeers are the reason I'm homicidal.
@@martingamer5591 they do work if they can get Rollin. I love these guys
Storm shooter? Is that a Junior Journey reference?!?!
2121 NOT WORTH LIVING IN
I'm a yugioh boomer and i have a question: could senet switch have been used to move extra deck monsters such as synchros around and continue extra summoning recycling the same extra zone? To avoid link summoning and still summoning a bunch of synchros i mean
you mean like in the previous master rule setting? I don't think so, the card specify it has to be in your MIAN monster zone and can only move it horizontally, not vertically. thankfully neither synchos, fusions nor xyzs have to abide to those rules anymore.
Edit: I just read the pre errata version, in theory, yes, it should work, unless they made an specific ruling about it, but that's no longer legal.
How about "Top 10 cards that can play through negates", generally refering to quick effects with no once per turn, Like Zeus or Satellite Cannon Falcon.
12:42 this reminds me of how duel links have occasional moments where it shuffles the cards set on the backrow, letting you shuffle them. wonder if this could help a little IRL
Finally someone else said it..
It just nvr made sense ... espesh since Yusei moved cards around
It would never have even been used in the anime
This never should Of even have been attempted along w Pendulums.
Vaylantz is bad??? Im killing puurleys, R-ace, and other meta stratagys with a board breaking go 2nd build. Topped 8/9 past locals. No dyna. No cyber stein. Its hard to see why people dont see how good it actually is when given the chance.
I don't think Mekk-Knights quite fit the failed part since they are still a formidable rogue deck to this day but understandably the mechanic as a whole did kind of flop. Mekk-Knights are just one of the like 2 archetypes that actually managed to do it right while decks like S-Force and Vaylantz tried to replicate their success but with harsher restrictions (no free special summons).
It also help the Mekk-knights can be splashed into a lot of archetypes since the core is so small even in pure builds it have so much room for non engine it can easily adapt to the meta.
Isn't the new hotness vanquish soul which has this mechanic
It indeed does make use of the mechanic, and does allow some control againts link strategies.
Yes but unlike some of the other decks VS isn't reliant on your opponent needing cards in certain columns which actually makes it good
@@okita_souji_alterTbf the mechanic has shown to be quite strong when the field is smaller (i.e. Duel Links).
@@angelswarz8995 yeah most of these decks would ironically be pretty good in duel links for this exact reason
Other people mentioned in comments but I still have ptsd from mekknights in Duel Links. They were VERY dominant in release, and near impossible to beat on some setups.
Plus you had to remember to toggle on column choice😂
I play weather painters as my primary deck. They are fine and can easily get you to high platinum. Their column based effects are actually really interesting and require some thinking, which I think is an upside to a deck. Their flaw is just that they rely on opponents not understanding the deck to avoid counterplay, once opponents know the quirks it loses power and it's a slow deck that relies on strong crutch floodgates to shine anyways.
Luckily to this day, I am in diamond and you will not catch me understanding a single thing going on when I face the weather painters deck.
The Master Duel UI makes no effort to help you understand where any of the effects are coming from.
What’s funny about this mechanic is that most of these archetypes worked and was relevant in Duel links so it’s really a fail mechanic due to the normal game having too many zones in the first place
As i pendulum enjoyer, i actually winced a little when i saw the vaylantz. Even i recognized how column based mechanics + pendulums where needlessly complicated. But when i actually read them when i was pulling for a few kash monsters for a mini kash engine, i found out how simple their effects were.
Yugioh, scratch that, reading really just isnt for everyone. Explains why tiktok and short form media is king these days