i mean its a symptom of needing to be able to deal with a deck that has 15 cards that draw the win con on turn one. you have to run more hand traps than someone can hold in the turn one hand to actually play the game going second
Archetype hand traps would’ve been the correct solution because tuning the power of individual hand traps would be a lot better than the what has happened.
No…that just drives up the price of those decks, making them completely inaccessible to anyone that don’t use their whole paycheck for it, handtraps do what they do…you just deal with it…and the heralds aren’t even archetype specific, they are type specific
This is basically just a symptom of Konami's awful game balancing. We need to return to more frequent and harsher ban lists, and Konami needs to scale back powercreep during future products. The problem is that Konami won't because they need to sell new product and they don't want to piss off people who own and enjoy older decks. Engage is at 3... A +1 non-OPT ROTA is at 3 copies. That alone should tell you the state of powercreep, this card is a Pot of Greed exclusive to a single archetype and it is at 3 copies right now because Sky Striker is just not that much of a problem compared to everything else. MIND YOU, I'm not saying that I want to limit Engage again. I'm just saying that a card like Engage should feel busted in modern Yugioh, and it doesn't because powercreep has just spiraled THAT MUCH out of control.
I definitely agree. Furthermore, they could do what magic has a tendency to do and give players warning in advance when a ban is coming to mitigate that anger from their players. From what I've seen that doesn't seem to happen (correct me if I'm wrong). It feels wild to me that most new sets tend to drop some crazy expensive staples or new top tier deck archetype. It can be very difficult to keep up with the unchecked powercreep, especially financially.
They could hard ban old cards and make new rules to stop that solitaire meta and then print 2016 level new cards that would still sell well if the meta go back to 2016 era.
@@CNIKConfine It is what the OCG often does. "Oh BuT mAxX c", yes, I know that card is overly polarizing and cuts 9 cards, and even with that the OCG is better.
What's crazy is that the handtraps litterally just make the 1 card combo decks even stronger then they normally are. Not only are u playing against Yubel, Snake eyes and Tempai, ur also playing against 20 handtraps its insane.
The biggest issue I see is like Cali said, these deck cores are too small allowing room for 20+ handtraps. I dont agree that limited the most common ones would help the problem since that will just make more room for other hand traps. I still say Konami needs to stop making one card combos. No one card should be able to special summon itself, search when it hits the field, AND do something when it leaves the field or is just sitting in the grave. That’s way too much use for no cost. If a card is going to have that many effects then it needs to come at an appropriate cost to balance it out. Lock into its intended archetype and cant summon anything else, you can only play certain type/attribute, cant deal lethal damage on the same turn, discard AND the card discarded cant activate as a result. Just throwing some ideas out there.
Kind of agree with Joshua, Handtraps have become a bullshit level problem, but it's an evil to fight the bullshit level tier 0 decks that konami keeps releasing. Yu-Gi-Oh at its core is a terrible mess that only a reset could fix...but i don't think fans would agree to have their cards become invalidated by a new format. And when Konami had the chance to reset the game (Duel Links) they just let power creep in as it meant more money in their pockets. Enjoy the game as you can, because there's no fixing it.
The game just needs a dramatic overhaul like when they introduced MASTER RULE 4. Master Rule 6 should limit each player to 5 special summons per turn, before making the player pay 1,000 life points for each additional summon, and also limit the amount of cards a player can add from their deck to their hand to 5 per turn.
Yugioh isn't a game of beating your opponent anymore, it's a game of stopping your opponent from doing anything at all, but i will say we need at least another version of called by the grave, but make it specifically hit stuff activated from the hand
@smolderedcub6590 exactly all the current handtrap counters are way too slow, hence why a specific "called by" like counter card is way overdue, especially for people like me who play decks where engine is an absolute must
@@smolderedcub6590 well I would say my go to archetype will always be myutant coz I absolutely love how they play and unlike a lot of other myutant decks I've seen I don't play shifter and I've made it more focused around myutant cry to go into ultimus more often as it is a good negate, I even combined it with other archetypes such as gold pride horus of which surprisingly work reasonably well all thing considered, I even made a gold pride horus deck which Is basically just psychic end turbo hahaa 😂 best bit for that deck I make good use of lullaby of obedience to steal an opponents ash blossom as everyone forgets it's a level 3 tuner, and using lullaby declaring ash blossom is brilliant as they either put it in your hand giving you one of their own handtraps to use against them or they put it on my field ready for me to spam out a level 8 horus monster to synchro into psychic end 🤣
@kbone797 loving it, man. My all-time fav monster will always be Junk Warrior, so my deck focuses on boosting its attack to then use the quick play spell "Scrap Fist" and "Rush Warrior" to double its attack to OTK. Using Lullaby is genius, and if you don't mind, I might have to use it as well.
Big boards aren't even a problem, the fact the cost for making one is so little and can be done through multiple interrupts is what's so stupid. They are a symptom to the speed of our game and we absolutely need the ceiling brought down *massively*, IMO to around early to pre-MR4 levels in speed.
I’m of the opinion that handtraps inherently aren’t bad, but a critical mass of them is a symptom to a larger problem with Konami’s design philosophy. My solutions would be •Limitations on the more broad handtraps •Printing reasonably priced decks that can compete without feeling overtuned •Adapt the banlist to be one that’s more akin to Duel Links. Have certain cards be on a list where you can only have a certain number of cards on that list overall. Say on this list, Droll, Imperm, and Ash Blossom are at 3 on that list. That means you can only have 3 total of those combination of cards in your deck
When a deck averages at 20 hand traps and has 9 to 15 one card starters, then what's the point of playing? The game hasn't been skill based for a while as you can not even play 99% of cards
5:20 100% XENO Locks are necessary for all new archetypes. If only Konami added a XENO lock for all new archetypes then the game would be more balanced. Every time Konami creates a new deck that has no restriction, the generic extra and main deck cards suffer. Hand traps should be limited or semi limited or create a Master Rule 6 where you can only activate 1 hand trap per turn. This limits the mechanic but it does not kill it.
Imo the best most fun decks are the ones with the shortest most explosively strong combos as opposed to solitaire combos that make single turns feel like they take a slow sloggish eternity to play out/sit through. Short, sweet, speedrunning every turn in as few actions as possible without losing momentum while also putting as few ubiquitous hand traps as possible in the deck is how I roll.
Not viable with the power level of combo decks now; 23 handtraps is bad, but it just becomes inevitable when going second with no handtraps is a death sentence.
@Chimeratech_O.D. Wishful thinking on my part. Would love to get back into the game, but... getting more difficult with each expansion. Hoping Six Samurai makes another big comeback!
I like idea of limiting the best handtraps, it can even be rotated every banlist or adjusted. Or have a seperate banlist similar to the duel links banlist in addition to our traditional banlist. Ash imperm and velier to 2, impulse, purge and mulcharmy to 3
I might be a bit of biased because i am a returnee to this game after 10 years, my last memory about that time is about the release of onslaught of the fire kings structure deck, dragon rulers were also recent-ish, pendulum was about to arrive but it was not fully adopted yet...I still remember responses and all were not that much about hand traps, but more like "the stronger deck wins under its own strategy", sure there were removals and some ways to negate effects, but it was not as defining as it is today. Turning the sight back to the present...I feel a bit annoyed with the hand trap concept, I wish i could have 9 to 12 hand traps tops and define more cool and innovative ways of playing yugioh without being demolished without ash blossom. Also the power creep and speed of the game has increased a lot, so it is pretty demanding for the players themselves.
Limit the hand traps, force players to fill the deck with either a lot of different hand traps, or just other cards in general, alter consistency, limits the chance of getting hand trapped into oblivion, and hopefully the consistency hit makes it harder to 1 card combo. Also with only say 1 of every hand trap, players have to be certain of what they want to negate on both sides, and using crossout is more of a risk.
I think the way we move forward will be searchable hand traps. Not that I want it, but we'll likely start to get hand traps in archtype so that if you do have your 1 card combo then you'll be able to grab a negate for your hand rather than summoning a negate that can be interacted with before it can go off. I feel like they may actually put up a rule that states only 1 card can be activated from your hand per turn or something to have to stop it. But that may have other side effects for cards that aren't hand traps that still activate in hand.
The problem isn't the HT's, they are just a symptom, the real issue is the amount of one card combos that are ALSO extenders, the roof of the plays and the little space in the deck that it occupies
An idea I've had before, though I'll admit that it's something that will require a lot of reworking of the game as it is a big fundamental change, is imposing limits in the starting turns. What form this would take, I'm not sure, but one idea I had was locking the ability to interact with the opponent's board until after the first battle phase. I'll admit a large chunk of this does come from the mindset of a player who has been in situations multiple times in the past where the hand trap gods weren't kind, I was forced to watch my opponent build a board that pushes the turn 2 player into either surrendering, or being told "Nope" whenever they try a play until they end their turn.
Create a hand trap that when a card is activated from the hand your opponent cannot activate anymore cards fron the hand that turn,or if they do, they pay half their life points.
Whoever thinks the game is fine as it is and we should just "adapt" is high off that copium. If the game is "fine" then why do all pro players feel the need to slow down the pace of the game with 28 hand traps?
So basically, what I'm getting from this is that because we don't have set rotations and new archetypes releases generally get more and more powerful over the years, Konami has to have hand traps in an attempt to balance their own game? Otherwise I'd assume most competitive decks would just dominant if they go first.
Pretty much; there are stupid combo decks that aren't in the meta. Not because they're worse perse, but because you build to assume your opponent has a 1-card combo, a recovery for it, and 3 handtraps every opening hand.
Konami should make a continuous spell that prevents either player from activating cards or effects from their hand super busted floodgate that even playing field, but you know what the problem is. Konomi is not gonna do that because it makes too much sense because and traps are profitable that’s why cards like called by the grave are still at one because they want to sell their new hand traps Like the mulcharmies but this is just my opinion
Hand traps are a necessary evil when you have desks that can put min 4 negates and others that can hand loop you leaving you with one card at the start of your turn. Hand traps are our only saving grace giving us a chance to play the game.
I don't know if this could be a solution, but I think konami should address this card category as its own like minsters spells and traps and put a limit to how much you can put in a deck, like 15 or smth. Again, I'm no expert and I don't know if this could be an actual solution, but I'm curious to hear others' opinion on this
My backrow heavy decks literally steals games rda because people aren’t worried about backrow as much I remember when traps spells monsters and hand traps were used I wrote this before you talked about this and your right
I actually think that to able to stop all those “three negats cards” the hand traps are too important. Konami should balance the power creep between “boss monster” and “hand traps”.
I'd say do a ban list like how speed duel does. Like you can have 3x droll, dimension shifter, but you can't have 3x of both in your deck. And they even go further like you can cyber dragon, you can have book of moon, but the second you have 1 there goes the other. Makes deck building more interesting
I feel like that family guy clip sums it up perfectly, if I hand trap you three times and you still go full combo I’m flipping this table and going home
At this point, I see Konami having two options if they want to change the landscape of the game. (I'm fairly new to YugiOh, so let me know if there's something I'm not thinking about. Came from competitive magic beforehand). One is to go through the extensive list of cards and ban or limit a lot of the problematic one card combos that make these hand traps so essential in the game. It feels real bad when you draw none and your opponent ends the game before you even get a turn by having multiple negates on board or interrupts. Options 2 is to change the mechanics of how the game is played. Combos are just as big a part of yugiohs identity as high rarity and often very expensive staples. There's no real going back at this point since this is a trend that has existed for a long time. I love the game. The high levels of interaction remind me of the cedh games I played a lot. But when over half of your deck basically has to consist of cards required to stop the game from ending before you've had a chance to take a turn...that's over centralization in every sense of the phrase.
Konami: limits / restricts handtraps Powerful Archetypes: proceed to dominate without anything standing in it's way Players: omg noooo, we need something to stop these archetypes, bring hand traps back The problem is the power level of the most powerful archetypes, which is based on cards having too many effects / being able to do too many stuff.
Everybody has their type of fun. But you're not going to sit here and tell me that the equivalent to playing Uno with all reverse cards in your hand and one wild draw four is a fun way to play. FOH *ANYTHING THAT DIMINISHES SKILL IS NOT FUN!* Yes, the game is probability which means that it's always going to be partially random but it should be puzzle level of skill play when you see a board and you figure out the correct path to get through it. Not "oh i drew it, i guess i win" or "I didn't draw it, i guess i lost"
As you say Yu-Gi-Oh Strategy. Whats Strategic in hoping for an abundance of random. It's not like it's Cait Sith from Final Fantasy where you rolling the dice and the dice gives you a better buff. But even if you roll bad, you're still doing something. This is just gambling the entire game
Imagine if they hand/deck traps a card that said during your at the opponent’s main phase if you control no cards on your field when any effect is activated you can send this card from your deck to the grave yard negate that effect you can only use this effect once per duel
I have to give you credit for how you phrased the video and also how you went with it during the video. Im all for criticism towards konami when it is due but i am also for critically and rationally think about stuff. And your take is also how i feel about it. Playing so many handtraps will eventually be a disadvantage as most of your plays revolve around very specific cards. Especially fiendsmith kashtira loses so god damn hard against bystials its not even funny. Keep it up. Ill be the first to call you out but i will also make sure to tell when i think you did well. Same thing should apply towards konami.
I can't get behind having a deck with that many hand traps cause that's a brick hand waiting to happen at the worst time (And getting beat by a deck that can dodge hand traps). I go for 6 - 9 hand traps and just hope for the best at that point.
I think hand traps are a necessary evil, but we need more arc type specific ones instead. And for the current ones that are too generic. Need to be limited or semi Limited so people can’t resort to just constantly having 25+ hand traps.
Maybe once the current and future formats reach critical mass, Konami should temporarily unban one forbidden card for that format that will deflate that format? But it's only temporary, so it goes back to being banned again one day. Like mystic mine or well, any other insane format warping card that's banned. Also they can choose the card depending on how that format is. Like maybe one where return from the different dimension would be more effective then other cards. Or pot of greed. I think it would bring some people back who left as well. Plus how fun would it be to play older decks that instantly become meta relevant due to certain forbidden cards being unbanned.
We won't see decks that are good against shifter and still really good for like 2 years more aside for few exceptions. Same applies for kashtira unicorn as well. The issue with these cards is not just what they do but also interacting with them is so difficult especially on the shifter side. Spending a handtrap to stop unicorn feels really bad while the card ripping 1 from ed can auto win so many matchups. Shifter is similar. In order to counter shifter you need psy frame or called by the grave basically inherently over powered cards because of the way shifter activates itself. In order to have these "counters the shifter" decks we need specific cards against it first. For example a hand trap that deletes all lingering effects from game state.
The problem is they made way too many generic boss monsters and too many cards with 3+ effects. Archetypes don’t matter anymore when you can have 2-4 engines in one deck. Like you said, they will continue to make 2 card combos become it’s $$$
Simple implement either Duel Links or FK format ban list and do a sweeping overhaul on what is banned what is legal and FORCE players to make critical deck building decisions so they can't just have a pile of jank that works due to one card combos and force them to play decks differently or to support lesser used cards. Limiting, Semi Limiting, and Banning doesn't seem to do a whole lot in this era, but forcing players to pick which limited semi limited cards they CAN use in a deck would create interesting decklists and strategies.
The next power creep will be when the effect of these one card combos will be the cost to design decks to play around the 20+ hand trap decks. And that just not where the game should go. The game need a reset or a proper banlist
I know I commented this before but my lab no handtraps went pretty well. I only lost against tenpai but he taught me how to actually play and then I didn't lose because Arias and cooclock are nice in archetype hand traps. D barrier every game on their turn lmao. I also hit them with welcome into big pop
Normalize playing the Drain that shuts off the deck and hand. It's the best investment to 3 off tech for. Also, I vote coping; if the only answer is to go trap time turbo then anything else that isn't Tier Zero may as well get out of the pool.
They need to choose to either make these staple extra deck or hand traps expensive or main deck core. Its ridiculous when it’s both, because it only rewards the whales of the community. And there are plenty, skilled players, but are just priced out from playing at a high level or forced to play sub optimal versions of a deck
I greatly appreciate the positivity you bring to the table with each take that can be considered negative about the game. Much love, big dawg- and I hope your day was just as phenomenal.
Master Ruler 4 showed me komoney doesn't care. I sold everything at the start of links. The game is hopeless. You all might as well follow in my footsteps and only play online. The decrease in sales will surely frighten komoney into designing cards better i.e. fixing the game.
I like running actual traps in a deck and they expect you to go off I run engine with traps and when there hand is mostly hand traps they see a set board of strong traps they get beat
for me, its not the hand traps themselves that are upsetting. its that the game is geared to favor the high roll, and then you are second against an end board with 3-4 negates....plus hand traps.
Handtraps are basically the new staples. Go back a couple years and it was a blend of hand traps and your generic good spells (pots, called by, side deck raigeki etc) Just limit the generic offenders and build the triangle so to speak. We'll be back in a fun format before you know it.
Although blaming Konami for the problems is a legitimate argument, the general sentiment that I've gathered is that we as a community want balance. Too much of one thing is never good, and in ygo's case it fluctuates between hand traps, one card combos, and "broken" cards. By nature of this being a card game, you'll never ALWAYS have the answer, but imo through deckbuilding and testing can you find a balance for what works for you and your specific deck.
@@riochez3252 Thanks rio, but I dont want to be playing red dragon archfiend as thats the deck my friends playing and I want to be able to play a different deck to that
in my opinion, the only reason hand are forced into the meta, is because of ftk's and combo decks spitting out floodgates on top of there end boards, otherwise, in no world would they be necessary, but instead of good balancing, konami is just strapping on more tape on appartement leaks
Hand traps should be actual traps like Imperm and not monsters. Also they should have cost and other restrictions. Also these traps must hit the field to activate allowing anti trap plays
I love handtraps but i also hate it. I mean if i play floo for example i have 7 handtraps. Shifter imperm and crow. Its not low but wayy to less to have every game one or two on hand. Some other decks can have 5 handtraps and nearly can be safe to draw some one card combo.
What I think is it’s never the deck it’s always the pilot, you can load up 22 HT but then your ratios are cooked. Not just that but you don’t top deck and you going second cooketh, i truly feel like this phase will come to end just don’t know when! Still annoyingly fun though none the less. As skeletor would say “Until Next Time” PS: keep making the content we all Love! 💪🏽
One card combos, plus handtraps made it extremely unfun outside of competitive Yugioh. Decks shouldn't have one card combos and need to play 20 main deck handtraps and 10 side deck handtraps to be played. We as a competitive game have been to dependent on these flex cards.
The only way to make the game more healthy isnto add more hand traps like epic meal time with bacon. 60 card hand traps!!! Make it 100 card hand traps!!! MOOOOORE
My problem is specific handtraps that act like floodgates and completely stop your opponent from playing in general. Especially if the first palyer got to setup a decent board and the second player even slighlty bricked. I think that meta decks just need to be hit on the banlist in order to slow them down.
Bring back 2 card combos, limit and semi limit most handtraps so ppl need to be smarter when they use them and make archetype handtraps rather than generic ones. All we see are the 4 or 5 same handtraps at 3 everywhere and it's really annoying. It's become stop your opponents from playing while u have a 1 card combo into an unfair board and that's not fun for anybody
I found your channel through your “budget deck” type videos and I’ve never played hyper competitively. But I actually love the current design of a lot of yugioh decks. A lot of decks have a lot of interactions on both turns. I think it makes yugioh a lot more fun instead of watching someone play solitaire for 15 minutes
konami: bans prankids miau miau because it is a one card combo deck konami: allows degenerate one card full decks where players can put 50 handtraps... FREE MIAW MIAW
there is only 1 way to fix handtraps. Its called archtype specific handtraps instead of generic ones like herald of the orange light.
And limiting how much your opponet can activate on your turn.
i mean its a symptom of needing to be able to deal with a deck that has 15 cards that draw the win con on turn one. you have to run more hand traps than someone can hold in the turn one hand to actually play the game going second
Archetype hand traps would’ve been the correct solution because tuning the power of individual hand traps would be a lot better than the what has happened.
No…that just drives up the price of those decks, making them completely inaccessible to anyone that don’t use their whole paycheck for it, handtraps do what they do…you just deal with it…and the heralds aren’t even archetype specific, they are type specific
!THIS!
This is basically just a symptom of Konami's awful game balancing.
We need to return to more frequent and harsher ban lists, and Konami needs to scale back powercreep during future products. The problem is that Konami won't because they need to sell new product and they don't want to piss off people who own and enjoy older decks.
Engage is at 3... A +1 non-OPT ROTA is at 3 copies. That alone should tell you the state of powercreep, this card is a Pot of Greed exclusive to a single archetype and it is at 3 copies right now because Sky Striker is just not that much of a problem compared to everything else.
MIND YOU, I'm not saying that I want to limit Engage again. I'm just saying that a card like Engage should feel busted in modern Yugioh, and it doesn't because powercreep has just spiraled THAT MUCH out of control.
I definitely agree. Furthermore, they could do what magic has a tendency to do and give players warning in advance when a ban is coming to mitigate that anger from their players. From what I've seen that doesn't seem to happen (correct me if I'm wrong). It feels wild to me that most new sets tend to drop some crazy expensive staples or new top tier deck archetype. It can be very difficult to keep up with the unchecked powercreep, especially financially.
Banning things all the time is just a Band-Aid
They could hard ban old cards and make new rules to stop that solitaire meta and then print 2016 level new cards that would still sell well if the meta go back to 2016 era.
@@NateBullock-ow6on Banning things with a long term plan for rebalancing the game could work.
@@CNIKConfine It is what the OCG often does. "Oh BuT mAxX c", yes, I know that card is overly polarizing and cuts 9 cards, and even with that the OCG is better.
What's crazy is that the handtraps litterally just make the 1 card combo decks even stronger then they normally are. Not only are u playing against Yubel, Snake eyes and Tempai, ur also playing against 20 handtraps its insane.
The biggest issue I see is like Cali said, these deck cores are too small allowing room for 20+ handtraps. I dont agree that limited the most common ones would help the problem since that will just make more room for other hand traps. I still say Konami needs to stop making one card combos. No one card should be able to special summon itself, search when it hits the field, AND do something when it leaves the field or is just sitting in the grave. That’s way too much use for no cost. If a card is going to have that many effects then it needs to come at an appropriate cost to balance it out. Lock into its intended archetype and cant summon anything else, you can only play certain type/attribute, cant deal lethal damage on the same turn, discard AND the card discarded cant activate as a result. Just throwing some ideas out there.
Handtraps aren't the problem, they are a tiny bandaid over a massive open wound that is called uncontrolled powercreep
Kind of agree with Joshua, Handtraps have become a bullshit level problem, but it's an evil to fight the bullshit level tier 0 decks that konami keeps releasing. Yu-Gi-Oh at its core is a terrible mess that only a reset could fix...but i don't think fans would agree to have their cards become invalidated by a new format. And when Konami had the chance to reset the game (Duel Links) they just let power creep in as it meant more money in their pockets.
Enjoy the game as you can, because there's no fixing it.
Put Called by the Grave back to 3.
Heck yeah 👍
You think you want this, but you don't. This would only make going 1st and combo decks stronger and would make the game worse overall
Hell nooo. Just gonna make it easier for tier 1 decks to combo off. Im saying this as someone who loves called by in rogue like decks
We can't. Then combo decks will do what they want. Trust me, you DON'T want that.
Classic casual take of someone who dont know much about the game
The game just needs a dramatic overhaul like when they introduced MASTER RULE 4.
Master Rule 6 should limit each player to 5 special summons per turn, before making the player pay 1,000 life points for each additional summon, and also limit the amount of cards a player can add from their deck to their hand to 5 per turn.
Hand traps are an issue. Special summoning being unchecked is the real issue.
Yugioh isn't a game of beating your opponent anymore, it's a game of stopping your opponent from doing anything at all, but i will say we need at least another version of called by the grave, but make it specifically hit stuff activated from the hand
The trap XX-Clusion comes to mind for me, but the problem Is that it's a trap so it's slow.
@smolderedcub6590 exactly all the current handtrap counters are way too slow, hence why a specific "called by" like counter card is way overdue, especially for people like me who play decks where engine is an absolute must
@kbone797 what archetype you rocking? I'm going full Yusei with Synchron.
@@smolderedcub6590 well I would say my go to archetype will always be myutant coz I absolutely love how they play and unlike a lot of other myutant decks I've seen I don't play shifter and I've made it more focused around myutant cry to go into ultimus more often as it is a good negate, I even combined it with other archetypes such as gold pride horus of which surprisingly work reasonably well all thing considered, I even made a gold pride horus deck which Is basically just psychic end turbo hahaa 😂 best bit for that deck I make good use of lullaby of obedience to steal an opponents ash blossom as everyone forgets it's a level 3 tuner, and using lullaby declaring ash blossom is brilliant as they either put it in your hand giving you one of their own handtraps to use against them or they put it on my field ready for me to spam out a level 8 horus monster to synchro into psychic end 🤣
@kbone797 loving it, man.
My all-time fav monster will always be Junk Warrior, so my deck focuses on boosting its attack to then use the quick play spell "Scrap Fist" and "Rush Warrior" to double its attack to OTK.
Using Lullaby is genius, and if you don't mind, I might have to use it as well.
Big boards aren't even a problem, the fact the cost for making one is so little and can be done through multiple interrupts is what's so stupid. They are a symptom to the speed of our game and we absolutely need the ceiling brought down *massively*, IMO to around early to pre-MR4 levels in speed.
I’m of the opinion that handtraps inherently aren’t bad, but a critical mass of them is a symptom to a larger problem with Konami’s design philosophy.
My solutions would be
•Limitations on the more broad handtraps
•Printing reasonably priced decks that can compete without feeling overtuned
•Adapt the banlist to be one that’s more akin to Duel Links. Have certain cards be on a list where you can only have a certain number of cards on that list overall. Say on this list, Droll, Imperm, and Ash Blossom are at 3 on that list. That means you can only have 3 total of those combination of cards in your deck
The last one is what Duel Link's Limit 3 list is which wouldn't be a bad idea to have in the TCG.
@@RyusparkXor OCG as well
When a deck averages at 20 hand traps and has 9 to 15 one card starters, then what's the point of playing? The game hasn't been skill based for a while as you can not even play 99% of cards
5:20 100% XENO Locks are necessary for all new archetypes. If only Konami added a XENO lock for all new archetypes then the game would be more balanced. Every time Konami creates a new deck that has no restriction, the generic extra and main deck cards suffer. Hand traps should be limited or semi limited or create a Master Rule 6 where you can only activate 1 hand trap per turn. This limits the mechanic but it does not kill it.
The super handtrap decks are also combo decks, playing 18 handtraps instead of 23 ist just as big of an issue
Yeah i just simply hate handtraps at this point
@@areono460 womp womp too bad they are needed
Imo the best most fun decks are the ones with the shortest most explosively strong combos as opposed to solitaire combos that make single turns feel like they take a slow sloggish eternity to play out/sit through. Short, sweet, speedrunning every turn in as few actions as possible without losing momentum while also putting as few ubiquitous hand traps as possible in the deck is how I roll.
Maybe limit each handtrap to 1? That way it becomes a matter of properly and tactically timing the trap instead of just "You don't get to play. Ever."
Not viable with the power level of combo decks now; 23 handtraps is bad, but it just becomes inevitable when going second with no handtraps is a death sentence.
@Chimeratech_O.D. Wishful thinking on my part. Would love to get back into the game, but... getting more difficult with each expansion.
Hoping Six Samurai makes another big comeback!
I like idea of limiting the best handtraps, it can even be rotated every banlist or adjusted. Or have a seperate banlist similar to the duel links banlist in addition to our traditional banlist. Ash imperm and velier to 2, impulse, purge and mulcharmy to 3
That would only hurt budget players and make going 1st even stronger
I might be a bit of biased because i am a returnee to this game after 10 years, my last memory about that time is about the release of onslaught of the fire kings structure deck, dragon rulers were also recent-ish, pendulum was about to arrive but it was not fully adopted yet...I still remember responses and all were not that much about hand traps, but more like "the stronger deck wins under its own strategy", sure there were removals and some ways to negate effects, but it was not as defining as it is today.
Turning the sight back to the present...I feel a bit annoyed with the hand trap concept, I wish i could have 9 to 12 hand traps tops and define more cool and innovative ways of playing yugioh without being demolished without ash blossom. Also the power creep and speed of the game has increased a lot, so it is pretty demanding for the players themselves.
Limit the hand traps, force players to fill the deck with either a lot of different hand traps, or just other cards in general, alter consistency, limits the chance of getting hand trapped into oblivion, and hopefully the consistency hit makes it harder to 1 card combo. Also with only say 1 of every hand trap, players have to be certain of what they want to negate on both sides, and using crossout is more of a risk.
I agree with you, but Konami has their own plans lol.
I think the way we move forward will be searchable hand traps. Not that I want it, but we'll likely start to get hand traps in archtype so that if you do have your 1 card combo then you'll be able to grab a negate for your hand rather than summoning a negate that can be interacted with before it can go off. I feel like they may actually put up a rule that states only 1 card can be activated from your hand per turn or something to have to stop it. But that may have other side effects for cards that aren't hand traps that still activate in hand.
Gotta love that Eric Andre reference 😂🔥
The problem isn't the HT's, they are just a symptom, the real issue is the amount of one card combos that are ALSO extenders, the roof of the plays and the little space in the deck that it occupies
An idea I've had before, though I'll admit that it's something that will require a lot of reworking of the game as it is a big fundamental change, is imposing limits in the starting turns. What form this would take, I'm not sure, but one idea I had was locking the ability to interact with the opponent's board until after the first battle phase. I'll admit a large chunk of this does come from the mindset of a player who has been in situations multiple times in the past where the hand trap gods weren't kind, I was forced to watch my opponent build a board that pushes the turn 2 player into either surrendering, or being told "Nope" whenever they try a play until they end their turn.
Create a hand trap that when a card is activated from the hand your opponent cannot activate anymore cards fron the hand that turn,or if they do, they pay half their life points.
honestly called by to 3, and since everyone runs the handtraps, run crossout and side the handtraps that are popular.
Whoever thinks the game is fine as it is and we should just "adapt" is high off that copium. If the game is "fine" then why do all pro players feel the need to slow down the pace of the game with 28 hand traps?
So basically, what I'm getting from this is that because we don't have set rotations and new archetypes releases generally get more and more powerful over the years, Konami has to have hand traps in an attempt to balance their own game? Otherwise I'd assume most competitive decks would just dominant if they go first.
Pretty much; there are stupid combo decks that aren't in the meta. Not because they're worse perse, but because you build to assume your opponent has a 1-card combo, a recovery for it, and 3 handtraps every opening hand.
Konami should make a continuous spell that prevents either player from activating cards or effects from their hand super busted floodgate that even playing field, but you know what the problem is. Konomi is not gonna do that because it makes too much sense because and traps are profitable that’s why cards like called by the grave are still at one because they want to sell their new hand traps Like the mulcharmies but this is just my opinion
Im sad how the powercreep has left many of my loved decks useless. Most die to 2 HT or need 2 cards to combo.
Hand traps are a necessary evil when you have desks that can put min 4 negates and others that can hand loop you leaving you with one card at the start of your turn. Hand traps are our only saving grace giving us a chance to play the game.
Some hand traps are a bit too much, Droll and Shifter needs to go or limit to one.
I got hand looped by genex the other day with 3 hand traps. He still could’ve ripped 4 cards out.
yeah bro you right but thats a sympton of the great power level that konami made to the game
@@brandoncastellano1858 you gotta veiler or imperm that link 1, nothing else really matters
@@frig7014 I tried. Got Crossed out
Semi limit Imperm, ash and Veiler is the best answer. Make them less consistent counters compared to weaker hand traps.
Semi limiting these cards will not solve the problem.
I don't know if this could be a solution, but I think konami should address this card category as its own like minsters spells and traps and put a limit to how much you can put in a deck, like 15 or smth. Again, I'm no expert and I don't know if this could be an actual solution, but I'm curious to hear others' opinion on this
Deck Devastation Virus type card to get rid of them
This is yugioh. No triangles, only pyramids
My backrow heavy decks literally steals games rda because people aren’t worried about backrow as much I remember when traps spells monsters and hand traps were used I wrote this before you talked about this and your right
I actually think that to able to stop all those “three negats cards” the hand traps are too important. Konami should balance the power creep between “boss monster” and “hand traps”.
Or add the text 'once per Duel'.
All these hand traps were out before then you have people copying each other with the deck full of hand traps
I'd say do a ban list like how speed duel does. Like you can have 3x droll, dimension shifter, but you can't have 3x of both in your deck. And they even go further like you can cyber dragon, you can have book of moon, but the second you have 1 there goes the other. Makes deck building more interesting
I feel like that family guy clip sums it up perfectly, if I hand trap you three times and you still go full combo I’m flipping this table and going home
At this point, I see Konami having two options if they want to change the landscape of the game. (I'm fairly new to YugiOh, so let me know if there's something I'm not thinking about. Came from competitive magic beforehand).
One is to go through the extensive list of cards and ban or limit a lot of the problematic one card combos that make these hand traps so essential in the game. It feels real bad when you draw none and your opponent ends the game before you even get a turn by having multiple negates on board or interrupts.
Options 2 is to change the mechanics of how the game is played. Combos are just as big a part of yugiohs identity as high rarity and often very expensive staples. There's no real going back at this point since this is a trend that has existed for a long time.
I love the game. The high levels of interaction remind me of the cedh games I played a lot. But when over half of your deck basically has to consist of cards required to stop the game from ending before you've had a chance to take a turn...that's over centralization in every sense of the phrase.
Konami: limits / restricts handtraps
Powerful Archetypes: proceed to dominate without anything standing in it's way
Players: omg noooo, we need something to stop these archetypes, bring hand traps back
The problem is the power level of the most powerful archetypes, which is based on cards having too many effects / being able to do too many stuff.
Everybody has their type of fun. But you're not going to sit here and tell me that the equivalent to playing Uno with all reverse cards in your hand and one wild draw four is a fun way to play. FOH
*ANYTHING THAT DIMINISHES SKILL IS NOT FUN!* Yes, the game is probability which means that it's always going to be partially random but it should be puzzle level of skill play when you see a board and you figure out the correct path to get through it.
Not "oh i drew it, i guess i win" or "I didn't draw it, i guess i lost"
As you say Yu-Gi-Oh Strategy. Whats Strategic in hoping for an abundance of random.
It's not like it's Cait Sith from Final Fantasy where you rolling the dice and the dice gives you a better buff. But even if you roll bad, you're still doing something. This is just gambling the entire game
Imagine if they hand/deck traps
a card that said during your at the opponent’s main phase if you control no cards on your field when any effect is activated you can send this card from your deck to the grave yard negate that effect you can only use this effect once per duel
I have to give you credit for how you phrased the video and also how you went with it during the video.
Im all for criticism towards konami when it is due but i am also for critically and rationally think about stuff. And your take is also how i feel about it. Playing so many handtraps will eventually be a disadvantage as most of your plays revolve around very specific cards. Especially fiendsmith kashtira loses so god damn hard against bystials its not even funny.
Keep it up. Ill be the first to call you out but i will also make sure to tell when i think you did well. Same thing should apply towards konami.
Kashtira should never have been printed.
@@ChrisDaAce27 its not that bad bro. As long as arise heart is gone that means 😅
Chimera is also a very fair deck with a 1 card combo. Konami has shown its possible multiple times.
I can't get behind having a deck with that many hand traps cause that's a brick hand waiting to happen at the worst time (And getting beat by a deck that can dodge hand traps). I go for 6 - 9 hand traps and just hope for the best at that point.
I love hand traps. But sometimes modern problems need classic solutions.
Unban hand control and let the chaos fill our lungs.
What if we make extradeck handtraps?
Would both limite the 1 card combo bs and offer a 100% chance to have counters in your openning hand.
I think hand traps are a necessary evil, but we need more arc type specific ones instead. And for the current ones that are too generic. Need to be limited or semi Limited so people can’t resort to just constantly having 25+ hand traps.
If Konami continues to pump out insane one card combos then they need to implement either an effect limiter or a summon limiter.
I totally agree with everything you said. 🙏🏻
Maybe once the current and future formats reach critical mass, Konami should temporarily unban one forbidden card for that format that will deflate that format? But it's only temporary, so it goes back to being banned again one day. Like mystic mine or well, any other insane format warping card that's banned. Also they can choose the card depending on how that format is. Like maybe one where return from the different dimension would be more effective then other cards. Or pot of greed. I think it would bring some people back who left as well. Plus how fun would it be to play older decks that instantly become meta relevant due to certain forbidden cards being unbanned.
We won't see decks that are good against shifter and still really good for like 2 years more aside for few exceptions. Same applies for kashtira unicorn as well. The issue with these cards is not just what they do but also interacting with them is so difficult especially on the shifter side. Spending a handtrap to stop unicorn feels really bad while the card ripping 1 from ed can auto win so many matchups. Shifter is similar. In order to counter shifter you need psy frame or called by the grave basically inherently over powered cards because of the way shifter activates itself. In order to have these "counters the shifter" decks we need specific cards against it first. For example a hand trap that deletes all lingering effects from game state.
The problem is they made way too many generic boss monsters and too many cards with 3+ effects. Archetypes don’t matter anymore when you can have 2-4 engines in one deck. Like you said, they will continue to make 2 card combos become it’s $$$
Simple implement either Duel Links or FK format ban list and do a sweeping overhaul on what is banned what is legal and FORCE players to make critical deck building decisions so they can't just have a pile of jank that works due to one card combos and force them to play decks differently or to support lesser used cards. Limiting, Semi Limiting, and Banning doesn't seem to do a whole lot in this era, but forcing players to pick which limited semi limited cards they CAN use in a deck would create interesting decklists and strategies.
Also against newer decks it doesn't matter what hand traps you start with, they're gonna get a full board anyways
I vote they limit all general hand traps to 1. It will change the way people build decks and allow for a little more meta variety.
3:37 literally me everytime i face ryzeal😭☠️
The next power creep will be when the effect of these one card combos will be the cost to design decks to play around the 20+ hand trap decks. And that just not where the game should go. The game need a reset or a proper banlist
the Mulcharmies make hand traps more necessary...
I know I commented this before but my lab no handtraps went pretty well. I only lost against tenpai but he taught me how to actually play and then I didn't lose because Arias and cooclock are nice in archetype hand traps. D barrier every game on their turn lmao. I also hit them with welcome into big pop
Normalize playing the Drain that shuts off the deck and hand. It's the best investment to 3 off tech for.
Also, I vote coping; if the only answer is to go trap time turbo then anything else that isn't Tier Zero may as well get out of the pool.
They need to choose to either make these staple extra deck or hand traps expensive or main deck core. Its ridiculous when it’s both, because it only rewards the whales of the community. And there are plenty, skilled players, but are just priced out from playing at a high level or forced to play sub optimal versions of a deck
Handtraps aren't the problem but the symptoms.
I greatly appreciate the positivity you bring to the table with each take that can be considered negative about the game. Much love, big dawg- and I hope your day was just as phenomenal.
Master Ruler 4 showed me komoney doesn't care. I sold everything at the start of links. The game is hopeless. You all might as well follow in my footsteps and only play online. The decrease in sales will surely frighten komoney into designing cards better i.e. fixing the game.
As a lot of people have said it’s a symptom of a larger issue. Maybe yugioh needs formats
I like running actual traps in a deck and they expect you to go off I run engine with traps and when there hand is mostly hand traps they see a set board of strong traps they get beat
for me, its not the hand traps themselves that are upsetting. its that the game is geared to favor the high roll, and then you are second against an end board with 3-4 negates....plus hand traps.
Handtraps are basically the new staples. Go back a couple years and it was a blend of hand traps and your generic good spells (pots, called by, side deck raigeki etc)
Just limit the generic offenders and build the triangle so to speak. We'll be back in a fun format before you know it.
Although blaming Konami for the problems is a legitimate argument, the general sentiment that I've gathered is that we as a community want balance. Too much of one thing is never good, and in ygo's case it fluctuates between hand traps, one card combos, and "broken" cards. By nature of this being a card game, you'll never ALWAYS have the answer, but imo through deckbuilding and testing can you find a balance for what works for you and your specific deck.
Maybe we need more powerful traps and floodgates. The previous master duel event seemed to be ruled by powerful Traps even with soul charge at 3.
Bro said more powerful floodgates 😂😂😂
Cali, what deck would you recommend to someone who wants to go to locals for the first time and stay on a budget?
5:16
@@riochez3252 Thanks rio, but I dont want to be playing red dragon archfiend as thats the deck my friends playing and I want to be able to play a different deck to that
@@Linux-Guy-jp7lp gotcha my buddy also plays it. Pure Fire king is pretty budget and can win games. Good luck once you get to your first locals 🤘🏽
@@riochez3252 Thanks
@@riochez3252 I was thinking of playing fire king, but then im worried about dimension shifter format.
in my opinion, the only reason hand are forced into the meta, is because of ftk's and combo decks spitting out floodgates on top of there end boards, otherwise, in no world would they be necessary, but instead of good balancing, konami is just strapping on more tape on appartement leaks
Hand traps should be actual traps like Imperm and not monsters. Also they should have cost and other restrictions. Also these traps must hit the field to activate allowing anti trap plays
I love handtraps but i also hate it. I mean if i play floo for example i have 7 handtraps. Shifter imperm and crow. Its not low but wayy to less to have every game one or two on hand. Some other decks can have 5 handtraps and nearly can be safe to draw some one card combo.
it is what it is, I'll cope for MR6 to add a hand-trap mechanic
What I think is it’s never the deck it’s always the pilot, you can load up 22 HT but then your ratios are cooked. Not just that but you don’t top deck and you going second cooketh, i truly feel like this phase will come to end just don’t know when! Still annoyingly fun though none the less. As skeletor would say “Until Next Time”
PS: keep making the content we all Love! 💪🏽
One card combos, plus handtraps made it extremely unfun outside of competitive Yugioh. Decks shouldn't have one card combos and need to play 20 main deck handtraps and 10 side deck handtraps to be played. We as a competitive game have been to dependent on these flex cards.
How are 1-card combos okay?
No deck should be able to play through 3 hand traps
The effects negated should last the whole turn.
Doesn’t making over half your deck handtraps just increase your chances of opening and only drawing into them?
Yea the game has left a lot of players behind.
The only way to make the game more healthy isnto add more hand traps like epic meal time with bacon. 60 card hand traps!!! Make it 100 card hand traps!!! MOOOOORE
My problem is specific handtraps that act like floodgates and completely stop your opponent from playing in general. Especially if the first palyer got to setup a decent board and the second player even slighlty bricked. I think that meta decks just need to be hit on the banlist in order to slow them down.
Bring back 2 card combos, limit and semi limit most handtraps so ppl need to be smarter when they use them and make archetype handtraps rather than generic ones. All we see are the 4 or 5 same handtraps at 3 everywhere and it's really annoying. It's become stop your opponents from playing while u have a 1 card combo into an unfair board and that's not fun for anybody
Bro, I'm starting to think i should build a hand trap deck. My win condition will be giving you a very weak nibiru token 😂
Sometimes you need to play an engine in your hand traps.
Not a full pure deck mind you, no no we can't be so silly.
Best way to beat Maliss and ryzeal is to play some breakers... So 20 hand traps prob downgraded to 13-15ish.
I found your channel through your “budget deck” type videos and I’ve never played hyper competitively. But I actually love the current design of a lot of yugioh decks. A lot of decks have a lot of interactions on both turns. I think it makes yugioh a lot more fun instead of watching someone play solitaire for 15 minutes
There is a way to soft reset yugioh in a sense, just drop the banlist and implement set rotation
Hand trap create interactive game
Called by Back to 3.
Can we talk about the Blackwing slide. New playmat coming?? 👀
konami: bans prankids miau miau because it is a one card combo deck
konami: allows degenerate one card full decks where players can put 50 handtraps...
FREE MIAW MIAW
I know he's glazing RDA, But he's right.
One monster shouldn't have three effects