Another thing Crystal Beast decks did in the past was fill-up 3 of their Spell/Trap zones with Crystal Beast monsters and then send them to the GY to Special Summon “Hamon, Lord of Striking Thunder” since those monsters counted as Continuous Spell cards. Edit: And apparently Dragon Queen of Tragic Endings was used alongside Hamon as well.
@@cptrevenant4088 I remember playing a Crystal Beast deck back in the day before XYZ where I used them more as an engine for my actual good monsters: Hamon (obviously), Dragon Queen Of Tragic Endings (because it was Hamon-lite, and came back every turn, and could also hand rip), Gravi-Crush Dragon for removing monsters, and Magna-Slash Dragon for spell/trap removal. Was it good? Not really, but I had more fun with that deck than with braindead 'vomit your hand onto the field' decks like Six Samurai.
@@midn8588 ice barriers have a lot of random unplayable monsters, but some of the structure deck support is pretty ok, they can actually summon the dragons now
Back before the synchro Era, they saw some play thanks to Crystal Abundance. Most players didn't play Rainbow Dragon or would play it at 1. And the deck aimed to wipe the board and otk with Crystal Abundance being the main driving force behind the deck as a whole.
They were rogue after the structure deck hit. The support was huge for them, and there were a number of tops for the conclave control variant. I'm not too sure how they'll be right now, what with kashtira blocking out zones, but who knows. It's a respectable archetype
Took a while to get going, but this mechanic was ahead of its time. A lot of the Crystal trouble was that a lot of support urged you towards playing all 7, and of which only like 2 were much use. There were decks featuring them as early as their initial prints. Ancient City is a pretty sweet card.
that's because people were forcing themselves to play that specific way i need 7 crystal beast monsters when you could achieve that without thinking Painful choice lets say i got 4 of the 5 cards i show my opponent are crystal beast monsters and one was a field spell Thats 3-4 crystal beast cards in the graveyard you just need 3 if you sent 4 to the grave 4 if you sent 3 to the graveyard foolish burial that's 4-5 and we need 2-3 or you could use crystal beasts for ritual summoning, to summon obelisk or hamon, synchro summoning, xyz summoning, there was ways of playing crystal beasts without trying to get 7 different crystal beasts in the grave
@@AlexisStreams Painful Choice was in the format long enough for Crystal Beast to run it?? The mill 5 one? Or am I thinking of the vanilla one with the Ojama sharkchase? I knew they could use Hamon. Even made its way into the Structure. Painful reminds me of stuff like Graceful, Forceful, and other very early bans.
Honestly only Saphire pegasus was useful as it is a plus 1. The rest are all just meh. If the original beasts had some better stats and effects they could’ve been really powerful since their support spell cards were pretty OP. Ruby was only useful if you could fill your Spell & Trap Zones with crystal beasts which was not super easy back in the day to make it worth special summoning a 300 ATK 3 star monster that does nothing else.
@@runningoncylinders3829 You're right, Painful Choice has been banned since 2005, before Crystal Beasts even released as an archetype. And for very good reason - it's one of, if not the most powerful spell card in the game. On the list of decks it would enable, Rainbow Dragon Turbo is a footnote at best.
Funny that the Crystal Beasts and the Germ Knights have zero connection to each other despite having the same concept of being based on Gem stones. Would be awesome for them to have lore connections and a fusion of Rainbow Dragon and Master Diamond similar to Dragon Master Knight.
I love them so much. They're the only cards I ever owned as a kid so I'm weirdly attatched to them, which is why my first ever real deck is the new crystal structure deck!
What if Konami made pendulum crystal beast retrains? Each crystal beast is a pendulum monster with 1-12 scales. The pendulum effects all work towards powering out Rainbow Dragon, having back and front row protection, draw power, milling, adding cards back to the deck, and negates. The cards could even have a unique effect to allow them to use pendulum effects once sent to the back row. The archetype is perfect for a pendulum style of play since the deck itself wants to swarm front and back row.
It's surprising how Konami was able to push Crystal Beast Support this far with only 3 good Crystal Beast monsters. Though it probably means that we won't see good Crystal Beast Support in the form of monsters for some time now since the Deck would skyrocket in viability if they were given at least 2 good monsters.
Failed Cards: Multi Turn Cards (Cards with effects that take multiple turns to resolve. Like after a monster attacks another one the attacked monster is destroyed at the end of the 5th turn)
Isn't that one kind of easy to explain compared to talking about archetypes? Pretty much for the most part is that the game is too fast or too easy to remove. There's very few that actually worked
@@midn8588 Future Fusion has never seen play for the effect you have to wait for, just for the instant dump of fusion materials. The errata made so you also have to wait to dump the materials and nobody plays it anymore.
I'm surprised you haven't made a "Failed Cards and Mechanics" on Dark Magician yet. As far as fan favourite monsters/archetypes go, they're actually quite terrible competitively, and most of their new good support typically goes towards helping other meta decks by accident (hello Magicians' Souls SPYRAL)
I'm currently trying to make some custom orcas for a good Toon Monster structure deck so I can role play Pegasuas against more modern decks. I have some ideas if your interested in reading over some examples.The primary line of custom Toon Monster cards are what's a part of the MAX! line as I've pitched as a concept: MAX! Toon Kingdom acts as toon world on the field if you don’t already control it on the field. When activated, under no circumstances can your toon monsters, or MAX! toon kingdom, be targeted by your opponents card affects of any kind. If your opponent’s monster attacks a toon type monster, resulting in it’s destruction, you can banish one card from your deck or graveyard and negate it. Your opponent can destroy this card by paying 2000 life points, and if they do, draw three cards from your deck. I would redesign the other best icons of Toon archetypes to attack on their first turn, reciting the summon sickness. There's also this guy that made some sick God Card Toon variants that work better than their original Slifer, Obilisk, and Ra versions. My favorite is the Toon Exodia: It requires the three Toon God Monsters as tributes to summon it as the only way to play it on the field. Is also immune to all card affects. And gets ATK/DFN for each Toon Monster in your graveyard or your opponents graveyard as well. My last example is also another piece of God Monster related concepts: MAX! The Sacrifice of Marik MAX! The Burden of Atem. MAX! The Passing of the Torch All three cards are meant to make it easy to summon one of the three specific God Cards from your deck, hand, graveyard, or even the banished zone. Try and guess which is for which monster, they all work the same way, easy to summon one of the three, while also giving them their abilities from the anime. However you can only play one of these MAX! cards to summon only one God Monster in this truly overpowered way. You can also not have three copies of these three spell cards as well for obvious reasons, however they themselves will be given protection from negates of all types like Ash Blossom, and all other card affects like Raigeki/lightining storm and even mystic mine.
3:15 that's one thing I'll never understand about Crystal Beasts and their design Konami missed an opportunity to make them sorta like pendulum monsters by having them do something while a continuous spell. Even the Infernoble Knights do something while being treated as equips Still my favorite Crystal Beast variant was link spamming using pre-erratta Firewall Dragon
The advanced crystal beasts fix this some what. Advanced Ruby Carbuncle can summon itself from the S/T zones. And when it's summoned it can summon out all the other advanced crystal beasts in your S/T zones as well. Meaning they function very similarly to a pendulum deck in terms of mass summoning and being able to repeatedly come back when they've been destroyed. And with advanced dark you won't be taking any battle damage either.
As a crystal beast fan I really liked your approach to the deck and greatly pointed out their strengths and weaknesses, the only thing i was missing is to mention rainbow dragon overdrive, even briefly, because even if it's not as good and consistent as the control variant, it still is kind of a broken boss monster if someone's managed to summon it. Overall it's a very good video, and thanks for covering my favorite archetype, I'm looking forward for more awesome vids like this
This game has the funniest and most ridiculous names I have ever heard. "Ultimate Crystal Rainbow Dragon Overdrive". Love the videos. Even as a person who barely plays the game (only "Legacy of the Duelist" to be honest), they are so well researched and competently presented, that they are very entertaining. Thank you. :)
Back in the 2000s I used to play Hamon, Lord of Striking Thunder instead of Rainbow Dragon, meant you had to find graveyard synergies but much easier to summon.
The funny thing is because of how restrictive Rainbow Dragon was, it was often better to just run a Abundance focused build to get the same effect but result in an OTK at the same time.
I'm just getting back into YGO after having dabbled in it as a kid, and while I have 0 intention of playing competitively, Abundance has always been the go-to trump card, especially with how easy it's become to fill your back row with Crystal Beasts. The only real downside is most of my friends also play slower, tribute-heavy decks, so there's almost never enough cards on the field to make full use of Abundance.
Yeah back in the day if you wanted a big boss monster in crystal beasts, it was more likely that you threw in a Hamon or two.. Rainbow Dragon was just too difficult to summon
Every LV3 Crystal Beasts also saw competitive play in Duel Links as garnets in pre-nerf Transcendence Crystal Crystron. Carbuncle may be the weakest because it doesnt serve any purpose other than a target for the Crystron's effects, but got the benefit of 'cannot be stolen' by Invocation that was everywhere at the time.
Maybe a video on genex where the whole archetype is made to support and work around a vanilla tuner monster. They have a lot of cards and should make for an interesting video I think. At least the genex thing about making an archetype having to use vanilla monsters is something Konami loves to do, like magikey, sunavalon and suship for example. Some broad archetypes like ally of justice, who was made to counter an expecific element could also be interesting.
I'd like to see a Failed Cards entry for flip effect monsters. They are the OG effect monsters to be contended with but couldn't ever catch up to the ever accelerating pace of modern Yu-Gi-Oh!
If you’re looking for video ideas, I think that Vendreads could be seen as a partial failure. The on field inheritance effects are hard to apply, the archetype is cohesive in theme but not in play. And additional support has not been extremely kind because of zombie balancing
Everyone says that Vendreads are a bad archetype mainly because some big UA-camrs say it sucks. Vendread is actually a decent rogue deck that is pretty underrated because, according to Rata, the deck sucks. All you need to do to make it playable is to set up your graveyard a bit, which the deck can do on its own as well as take advantage of generic zombie support. You just have to remember that ritual summoning in the deck isn't as important as graveyard set-up. Once you've got the graveyard set up, the ritual monsters practically summon themselves.
@@ashblossomandjoyoussprung.9917 wouldn’t it then be correct to say that when setting out to make a ritual based zombie deck that it can be seen as a failure in mechanics, very similar to crystal beasts as we’re talking about play style, if you’re not supposed to focus on the ritual summon aspect? And the gimmick being you gain effects for the rituals only from field materials? I’m not denying that they can make plays, it just seemed to be in a similar position to how the video presented this sort of interaction. Because if crystals beasts are the best they’ve ever been now, it’s not unreasonable to say that another rogue strategy couldn’t be discussed this way
As for the Advanced Crystal Beast, it's baffling Konami is still having the Malefic mindset even today despite the fact that Monsters needing a field spell to function or even exist is never a good game design in a game that has no separate cost system. I mean, in MtG, Crystal Beasts work better because your opponent needs to conserve their resource to decide to further their game plan or get rid of your game piece. But without that, there's nothing stopping an opponent from MSTing a Crystal Beast spell/trap card. Anyways, hope to see Flip Monsters next. Or Usarctic.
it's baffling that the Advanced Crystal Beasts weren't released in the GX era, since they kept the exact same effects as in the anime. it's like Konami saw that they had Advanced Dark and Dark Rainbow Dragon lying around and remembered that Advanced Crystal Beasts were an archetype they forgot to make back then
Konami is weird sometimes. They over restrict cards that could be good to the point they’re bad or they don’t restrict cards enough to the point they need to be banned forever or be errataed to be allowed back into the game
Thing is the advanced crystal beasts are just so much better than the originals that if they didn't have that restriction they would just outright replace the originals. So it makes sense to give them some kind of caveat. And besides they have pleanty of ways to search for and protect it. Advanced Dark is also a pretty good field spell. It nullifies battle damage while milling crystal beasts to advance your game plan by putting them back in your s/t zones with advanced pegasus, setting up other gy plays, or summoning the main deck rainbow dragons. And when a rainbow dragon battles a monster, it negates the effects of the target. So if it's battling something like a borrelsword dragon it won't have to worry about it gaining attack and will even be able to destroy it.
@@dustinvance243 the thing is They released in the year where most ppl expected they'll replace the originals beside pegasus and ruby like no one will remember or complaint about it beside yugi boomers or trolls Like ppl play other 5 of original 7 not bc they're good,they forced to play it just to summon rainbow dragon or their other fusion before new fusion released and they're basically garnet if you open with them
As for MtG does this better... I actually have no idea, tbh. The closest thing I can think of is the modal double-faced cards in Zendikar Rising, which allows you to choose either spells or resources. And guess what, those cards are strong. You can pick which side to choose with both having utility than just being a Darksteel Relic. That and the mechanic also makes loopholes in the land clause. I believe that with the Crystal Beasts, being able to play them as continuous spell cards with effects right away can help as it quickens their play style. And also, with Pendulums being a thing, the Crystal Beast archetype should get pendulum retrains to turbo out faster.
You could do a special on Dark Magician, Blue Eyes, and Red Eyes decks and how while popular have never been a meta deck by themselves. Some of their cards are good but usually they only have seen success in Duel Links.
The major issue that Crystal Beasts have is that it doesn't matter how genuinely powerful their backrow is when their monsters are mostly hot dookie. The Crystal Beasts themselves are primarily best used for either fodder for your Extra Deck, or a means to an end for trying to turbo out a Rainbow Dragon. The primary thing that Crystal Beasts need now are modernized monsters. Without question their Spell/Trap cards are powerful, I don't think they need any more backrow. What they need to unleash their true potential is actually useful monsters. Their monster effects are now almost 2 decades old, it's the biggest weakness of their archetype. Crystal Beast Rainbow Dragon shows this.
People have said this for almost 2 decades. Its why they begged so much for the ACBs, and that turned out to be a fool's errand. Its time to let go and face reality.
I feel like these Crystal Beasts should've had 3 Effects. One that plays into their general playstyle after a certain action is performed like Ruby Carbuncle and Saphire Pegasus already do. One where a Crystal Beast on the Monster Zone gains individual benefits from the numbers of Crystal Beasts in the Spell/Trap Zones. And One that only comes into play when a Crystal Beast is on the Spell/Trap Zone, benefiting other Crystal Beasts on the Monster Zones. To be fair, I'm just a filthy casual so what do I know about balancing, I just think it will be more fun when Monster can work together like a Team where each member shines bright in different szenerios.
i would say that the pendulum monsters aren't bad but just victims of the aftermath of moving the pendulum zones to the S/T zones. Before that you got two cards that would offer either protection, a search or some battle shenanigans in the form of an honest like effect. When the pendulum zone got moved you lost the protection portions of it since why would you put them in the pendulum zone now? they aren't considered crystal beasts which meant that using even one of them now would cut you off pretty much every good S/T you had. If they get errata'd to be considered crystal beasts people would at the very least experiment with them to see if the effects are worth it but that's a nonfactor if they aren't considered as such.
Actually the advanced CBs arent as bad as you'd think. Turns out pegasus, ruby and eagle are good enough names to play a single copy of each (also amethyst cat) in the combo variant because at least they do something to further your gameplan unlike say, amber mammoth or topaz tiger. Advanced Peg can put advanced ruby in the backrow, then if you pop pegasus for bridge of the heart he can go there too, and then ruby can yeet them both out to the field setting cat in the backrow to be summoned later off regular ruby. It makes it a lot easier to get the 7 names in grave for rainbow dragon and ultimately your wincon, Rainbow Dragon Overdrive.
You should do the different chain link cards, like Lightning Punisher and whatnot. Cards which have effects that can only activate at chain link 3 or higher. I thought you had, but I can’t find the video
Video ideas? How about deck building tips per deck strategy? It would go a long way for newer players to understand why control decks don't get as much value from hand traps as they do from floodgates or negates or why aggro decks can work with a chunkier deck size while combo decks prefer theirs on the leaner end of the deck spectrum. Or, if you want, a video on how to deal with Runick. Everybody hates Runick. F Runick. Had to learn the hard way to put Anti-Spell Fragrance and Eradicator Virus in my deck because of it.
@@zyro7756 The mechanic feels somewhat "abandoned" wheras it had previously got some support in the synchro era like Miracle Synchro Fusion or Symchro Fusionist. I think it is perfectly fitting for those type of videos, just like Cristal Beasts which are not a totally failed cards & mechanic.
I object to advanced crystal beasts being called bad cards. Their effects are straight up better than their original counterparts and they're compatible with all of the crystal beast support(except ancient city rainbow ruins) they aren't a separate archetype and definitely should have had a larger part in this video especially since they gave the deck what it desperately needed. More crystal beast monsters. Their only flaw is that they send themselves to the gy if advanced dark isn't on the field, but not only are there multiple in archetype ways to search it, but also multiple in archetype ways to protect it. And I'll let you in on a little secret. Even if by some chance you aren't able to get advanced dark in your hand, you can bypass the effect simply by setting them face down. And if your opponent chooses to run over them, they go to the S/T zones just like any other crystal beasts because it's a passive effect and happens before the send to gy effect.
@@zyro7756 with the backrow crystal beasts have it can be. Cards like crystal conclave and ultimate crystal magic would trigger upon that monster's destruction.
I used to play Abundance OTK mixed with a Hamon backup strategy back in the late GX/early 5D's era and it was the single most fun deck I ever used. Listening to how the archetype has 'evolved' into its current form it actually hurts to see just how far this game has fallen.
I know he is only talking about the CORE part of the deck. Thought I wish he went more in-depth with the Ultimate Crystals (Overdragon and Overdrive) since they’re either free Field reset, or an OTK strategy
6:00 I've clearly been absorbing more than I thought. Haven't touched the game outside these videos in nearly a decade. But when I heard "High cost vanilla boss is now crucial in a *different* way," I immediately knew it was gonna be "They made it a core engine piece with some archetype-specific support." Guess that means the videos are pretty good explanations of the meta :D
I dont understand how rainbow dragon has this reputation as an unsummonable monster. Ever since crystal bond came out, dropping Rainbow Dragon became even easier than it always was, and it wasnt all that hard before.
Funny how Dark Scorpions & Crystal Beasts have one thing in common. The card that's considered the leader (at least in GX's dub) is one of if not their best monster (Don Zaloog has a hand ripping effet. While Sapphire Pegasus can immediately put a crystal beast in the backrow) oh and it's amusing that Emerald Tortoise saw play in tear because its effect is so wonky that it was removed when the archetype came to Duel Links. Meaning it's just a Level 3 vanilla 2K wall with the backrow effect in that game.
Crystal Beast when I ran them in 2012/13 were very solid during that era. It wasn't until synchros really popped off my deck would struggle with some meta. Although hot take here I never really used rainbow dragon because I had Hamon, Lord of Striking Thunder. 4k/4k all you needed to summon it was 3- continuous spell cards, if it sends a card to the GY you inflict 1k burn dmg, AND if it's in defensive mode your opponent has to attack. With how controlling my crystal beast deck was even before all the recent support, it wasn't hard to bring out Hamon and basically call it GG. I eventually added rainbow dragon a long with hamon since Hamon was more of an ace in the hole.
I like how with crystal beasts they didn't really just make better crystal beasts monsters, but rather went to making super strong traps and spells to make up for it instead. I like that different way of dealing with a problematic archetype since it makes some of those bad monsters pretty good
The new support has made the deck super better, not Tier 1 but certainly a solid rogue option. Consistent access to Necrovalley, and Rainbow Bridge of the Heart carries the deck so hard that it opens so many possibilities
failed cards: contact fusion sylvans ie excavation from the top of the deck arcana force archetype face joker archetype destiny board battle phase reliance: war rocks Law of the normal - you want this duel logs you know it
I used to use the crystal beast back in the day to summon the 3 sacred beast by using DNA continuous traps for dark attributes and fiends, the crystal beast would provide the continuous spells and the traps well the traps. I would also use spirit and astral barrier, and could consistently summon the sacred beasts. Called it the sacred Crystal beasts.
wow i got back to yu gi oh yesterday and was thinking nobody remembers crystal beast anymore i guess. And i find your video that was published yesterday.
Just got back into playing with some encouragement and built a crystal beast deck with the new structure and some support and it's pretty reliable. Surprised they were a failed mechanic in the past
Interesting thing to do a video about: Cards that "pretend" to be other kinds of cards. For example, Gunkan Suship, as XYZ that want specific named materials and thus act like old-style Fusions. Ultimitl Bishbaalkin and Ultima Tzolkin, Synchros that have XYZ-like requirements (two cards same level). Various main-deck orange monsters that act like Contact Fusions or Ritual summons. Traps that work from hand like spells. Hand-traps that are monsters that act like spells. Artifacts, monsters acting like traps. Various Fusion monsters with their own unique not-especially-fusiony mechanics (Neo-Spacians, etc). The many monsters that equip themselves but aren't tagged as Unions. And so on.
Second idea (related): the Spells and Traps that feel like they really ought to have more than one icon - continuous or field or quick-play spells, or traps, that do ritual summons, spells that can't be responded to but don't have the Counter icon because that's only on traps, continuous traps that basically equip themselves to a specific monster (but the Equip icon is spell-only), etc.
Third idea: The weird edge-cases the rules get into, such as: the way some Continuous Traps that act like Equip Spells only remove themselves from the field when the target monster is *destroyed*, so sometimes they just hang around doing nothing if it's removed another way. The unnamed "counter" placed by BEF Zelos and Magic Reflector, the only cases of unnamed counters being placed on cards other than the ones doing the placing - could you remove Spell Counters, for example, since Magic Reflector and the BES monsters just say "remove a counter" and Spell Counters are definitely counters? The entire concept of "fail-to-find is not permitted", which must be causing weird knots *somewhere*.
I use salvation to search the Vaylantz field spells. You can drop one over the opponents field spell, move one of their monsters into the back row, and special my ruby from the back row. They do so much for the archetype going second
I have major PTSD with this archetype. Throughout the late GX era and into the early- and mid-5D’s era, one of my closest friends played a Crystal Beast/Hamon deck, and he would consistently beat me the majority of the time we dueled, and I was running a Disaster Dragon variant deck. Endless frustration ensued. Crystal Abundance OTK/easy Hamon spam is fucked.
I still have fun with the transcendent crystals Valkyrie deck I run in duel links, you get insane special summoning to go into the good Valkyries and good link monsters.
This is a common theme with GX and 5Ds archetype ls. Without modern and link era support. They about as well as milk. Many decks around that time were ungodly unplayable and existed cause Konami still had no idea how to make a functioning archetype. The few that did, did not age well with the passing of time.
Machenic : change itself back to face-down (early version before guru) monster summon while equip spell card on the field ( butterfly dagger elma, gravity axe,...) spirit of the pharaoh machenic
@@uberfiend2544 AoJ are not playable just a few monsters used as tech options in light dominated formats. Ice Barrier I will give you though since they were solid in the XYZ era before their new support.
Fail in here doesn't mean they are not playable, because even the garbage archetype is still "playable". They just not worth to play using their gimmicks.
I think it's fair to call them a failed mechanic if their original intended play style never worked out and they only got to become viable after receiving a lot of support, and only because some of that support finally applied their mechanics in a more creative way. So, I'd say this is a case of a mechanic that failed but became more viable later on.
I wonder what was the original idea behind placing them as Continuous Spells when they didn't have any spell effect, it's like alpha Pendulum archetype, but done badly
Top 10 Archetypes that Don't Rely on a Specific Field Spell Top 10 Generic Field Spells Top 10 Best Sea-Serpents Top 10 Monsters that would be a Different Type if Made Today (i.e. Jinzo might be Psychic-Type, conceptually, if made post-5D's) Top 10 Cards that Aren't of a Given Subtype that Could Be (i.e. Dragunities or ZW - that equip but aren't Unions) Top 10 Most Viable Archetypes Based in Lore Top 10 Most Viable Archetypes Used by an Anime Main Top 10 Archetypes that Aren't Technically Archetypes (i.e. Railway) Top 10 Archetypes Derived Entirely from a Core Card (i.e. Ancient Gear Golem, Thunder Dragon) Top 10 Archetypes built to Support/Utilize a Single Specific Monster (i.e. Genex, Koa'ki Meiru, Dark Magician, Fallen of Albaz) (fan input) Top 10 Cards We Want to See in Toons/Malefic/its own archetype Top 10 non-Dragon Monsters that are Obviously Dragons 10 Cards That Could be DIVINE but Aren't Why Rush Duels haven't Been Printed Outside of Asia Failed Mechanics - the Original Generic Field Spells Failed Mechanics - Negating Specific Cards and Categories (i.e. White Hole, World Suppression) Failed Mechanics - Counter Fairies Top 10 Cards Supported by [insert oddball like that search based on LP = ATK+DEF here] 10 Similarities/Differences Between Yugioh and [insert other game] Failed Mechanics - Worms Failed Mechanics - Vendreads Top 10 Weirdest Crossover Cards (i.e. Ojama Party) Top 10 Cards Used by [insert anime character here] Top 10 Best Retrains of Normal Monsters (i.e. Enraged Battle Ox, Blue-Eyes Alternative) Top 10 Best Archetypes Specifically Based Around 2 Types/Attributes Top 10 Cards based around Five or More Attributes Top 10 Archetypes Most Connected To Other Archetypes (i.e. World Legacy, Toon, Zefra) Top 10 Number Monsters Ten Cards Changed for the Better/Worse from the Anime/Manga Top 10 Earliest Cards Shown in Anime/Manga that have Seen Recent Competitive Play (fan submission) Top 10 Specific Cards We Want to See Get Support Failed "Mechanics" - Roids Top 10 Husbandos Top 10 Counter-Placing Cards Failed Mechanics - "Skilled" Magicians Top 10 Fusion/Synchro/etc that you Never Want to Summon Top 10 Fusions that Can't be Fusion Summoned Top 10 Concepts in Other Card Games that Yugioh should/shouldn't use (i.e. MtG's DFCs and stickers for the latter) Top 10 Cards That Would Be Broken Overnight if the Extra Deck Were Expanded Top 10 Cards that Would be Broken if their Stats were _Slightly_ Tweaked Top 10 Utopia(-related) Cards (issa lot) Top 10 Food-Related Cards Top 10 Punny Cards Top 10 Cards that Only Grant 300 or Less ATK Would Pendulums Being Unbound by the Remains of Master Rule 4 be Broken? 10 Unused Category Combinations (i.e. Fusion/Union, Synchro/Toon, Xyz/Gemini, Link/Pendulum, Ritual/Flip) Top 10 1-Card Fusions/Synchros/Rituals/Xyz/Link-2 or Higher Top 10 Spells/Traps that Only Do Something When not on the Field Top 10 Anime Cards Still not in Print Top 10 Competitive Cards with the Fewest Printings Top 10 Archetypes that make use of Three or More Summoning Types
I would like to see something on the Thunder Dragon cards, I've kind of looked into it, but haven't really tried. When I first started playing the Legacy of the Duelist, Link Evolultion game after years of staying away from Yugioh in general, I looked into making a Thunder Dragon deck because I remembered when TwinHeaded Thunder Dragon came out, it had the easiest set up for a fusion monster back in the old days. I struggled a lot with the game, trying to get card points, and cards I wanted. I had an Exodia deck that worked well for the first anime's campaign, but like half-way through GX I started to struggle, as I was largely unaware of the metas that had come out at that point. Then I saw that the Thunder Dragons had been given some love since I last played and was shocked at how good the deck was, even fumbling with understand all the stuff they could do, I still managed to beat the computer easily, so easy in fact, I beat every character in the game from then on out with that deck. So yeah, I'm curious about the Thunder Dragon Theme.
Dude, crystal abundance is SOOOOO much more broken than soul charge. Crystal abundance is essentially what you get when you cross soul charge with topologic zeroboros. It's clears the entire field and THEN soul charges. And you can't even use backrow removal to stop it from resolving by popping one of the monsters in the back, because it sends them as cost.
With Cherubini in your extra deck and a ruby in hand you can go most of the time into both Rainbow Dragon's fusion evolutions on board in two turns max. It is insane
Top 10 anime decks that could still work today. Top 10 most underrated archetypes you should try. Top 10 worst dragon cards that people still play. Top 10 archetypes that can be splashed into other decks. It could also be fun just to go into pros and cons of anime boss monsters like Flame Wingman and Stardust Dragon and why they do or don't work that well today.
Another thing Crystal Beast decks did in the past was fill-up 3 of their Spell/Trap zones with Crystal Beast monsters and then send them to the GY to Special Summon “Hamon, Lord of Striking Thunder” since those monsters counted as Continuous Spell cards.
Edit: And apparently Dragon Queen of Tragic Endings was used alongside Hamon as well.
Yep. Hamon was the only reason to run the monsters in the backrow
for me i kinda used hamon as a replacement to rainbow dragon lol
@@cptrevenant4088 I remember playing a Crystal Beast deck back in the day before XYZ where I used them more as an engine for my actual good monsters: Hamon (obviously), Dragon Queen Of Tragic Endings (because it was Hamon-lite, and came back every turn, and could also hand rip), Gravi-Crush Dragon for removing monsters, and Magna-Slash Dragon for spell/trap removal.
Was it good? Not really, but I had more fun with that deck than with braindead 'vomit your hand onto the field' decks like Six Samurai.
I still do that in Duel Links.
Dragon Queen of Tragic Endings was also fun.
I feel like a Failed Cards & Mechanics on Ice Barrier or Nordics would be interesting to see.
I wish the Nordic synchros had a generic summon requirement
Ice barriers just have close to zero maindeck synergy.
Nordics are kinda playable now.
@@midn8588 ice barriers have a lot of random unplayable monsters, but some of the structure deck support is pretty ok, they can actually summon the dragons now
Ice Barriers are kinda playable now after the SD, they just can't compete with anything.
@@iamarabicandiloveamericanp7137
But you would still need the specific Tuner for the revival Effect.
Crystal Beast Ruby Carbuncle looks like it could be a Ghost-type Eeveelution.
Back before the synchro Era, they saw some play thanks to Crystal Abundance. Most players didn't play Rainbow Dragon or would play it at 1. And the deck aimed to wipe the board and otk with Crystal Abundance being the main driving force behind the deck as a whole.
I think their new support definetely can help them maybe go rogue or be more consistent. Which makes me very happy.
It already done that.
Yuma AZ regionals it got 3rd Place
It got 45th at a YCS prior to the banlist.
They were rogue after the structure deck hit. The support was huge for them, and there were a number of tops for the conclave control variant. I'm not too sure how they'll be right now, what with kashtira blocking out zones, but who knows.
It's a respectable archetype
I mean, they don't lose in 3 seconds now but last for about a minute so I think they did enough
Not sure. I’ve only played against it in Master Duel, and I my experience the deck is just a little bit too slow.
@@DjRenect the sd is not in md yet
Took a while to get going, but this mechanic was ahead of its time.
A lot of the Crystal trouble was that a lot of support urged you towards playing all 7, and of which only like 2 were much use. There were decks featuring them as early as their initial prints. Ancient City is a pretty sweet card.
that's because people were forcing themselves to play that specific way i need 7 crystal beast monsters when you could achieve that without thinking
Painful choice lets say i got 4 of the 5 cards i show my opponent are crystal beast monsters and one was a field spell Thats 3-4 crystal beast cards in the graveyard you just need 3 if you sent 4 to the grave 4 if you sent 3 to the graveyard foolish burial that's 4-5 and we need 2-3
or you could use crystal beasts for ritual summoning, to summon obelisk or hamon, synchro summoning, xyz summoning, there was ways of playing crystal beasts without trying to get 7 different crystal beasts in the grave
@@AlexisStreams Painful Choice was in the format long enough for Crystal Beast to run it?? The mill 5 one? Or am I thinking of the vanilla one with the Ojama sharkchase? I knew they could use Hamon. Even made its way into the Structure. Painful reminds me of stuff like Graceful, Forceful, and other very early bans.
It's literally a pendulum deck made before syncros existed
Honestly only Saphire pegasus was useful as it is a plus 1. The rest are all just meh. If the original beasts had some better stats and effects they could’ve been really powerful since their support spell cards were pretty OP. Ruby was only useful if you could fill your Spell & Trap Zones with crystal beasts which was not super easy back in the day to make it worth special summoning a 300 ATK 3 star monster that does nothing else.
@@runningoncylinders3829 You're right, Painful Choice has been banned since 2005, before Crystal Beasts even released as an archetype. And for very good reason - it's one of, if not the most powerful spell card in the game. On the list of decks it would enable, Rainbow Dragon Turbo is a footnote at best.
Funny that the Crystal Beasts and the Germ Knights have zero connection to each other despite having the same concept of being based on Gem stones. Would be awesome for them to have lore connections and a fusion of Rainbow Dragon and Master Diamond similar to Dragon Master Knight.
They are conceptually a combo of Crystal Beasts and E-HERO’s.
@@Megamanlanprime oh yeah it does seem like a combo of the 2
Imagine if they combined the 2 archetypes
@@Deathmare235 that’s Vision HERO’s
@@Megamanlanprime fine combine vision heroes with them
I love them so much. They're the only cards I ever owned as a kid so I'm weirdly attatched to them, which is why my first ever real deck is the new crystal structure deck!
does this mean you're the IRL jesse anderson
@@Kiteboxingno, that's Neshy.
What if Konami made pendulum crystal beast retrains? Each crystal beast is a pendulum monster with 1-12 scales.
The pendulum effects all work towards powering out Rainbow Dragon, having back and front row protection, draw power, milling, adding cards back to the deck, and negates. The cards could even have a unique effect to allow them to use pendulum effects once sent to the back row.
The archetype is perfect for a pendulum style of play since the deck itself wants to swarm front and back row.
It's surprising how Konami was able to push Crystal Beast Support this far with only 3 good Crystal Beast monsters. Though it probably means that we won't see good Crystal Beast Support in the form of monsters for some time now since the Deck would skyrocket in viability if they were given at least 2 good monsters.
Failed Cards:
Multi Turn Cards
(Cards with effects that take multiple turns to resolve. Like after a monster attacks another one the attacked monster is destroyed at the end of the 5th turn)
Good one
Good enough multi turn effects have seen play. See: Final Countdown, future fusion.
Pumpking if the Ghost
Isn't that one kind of easy to explain compared to talking about archetypes? Pretty much for the most part is that the game is too fast or too easy to remove. There's very few that actually worked
@@midn8588 Future Fusion has never seen play for the effect you have to wait for, just for the instant dump of fusion materials. The errata made so you also have to wait to dump the materials and nobody plays it anymore.
I'm surprised you haven't made a "Failed Cards and Mechanics" on Dark Magician yet. As far as fan favourite monsters/archetypes go, they're actually quite terrible competitively, and most of their new good support typically goes towards helping other meta decks by accident (hello Magicians' Souls SPYRAL)
I'm currently trying to make some custom orcas for a good Toon Monster structure deck so I can role play Pegasuas against more modern decks. I have some ideas if your interested in reading over some examples.The primary line of custom Toon Monster cards are what's a part of the MAX! line as I've pitched as a concept:
MAX! Toon Kingdom acts as toon world on the field if you don’t already control it on the field. When activated, under no circumstances can your toon monsters, or MAX! toon kingdom, be targeted by your opponents card affects of any kind. If your opponent’s monster attacks a toon type monster, resulting in it’s destruction, you can banish one card from your deck or graveyard and negate it. Your opponent can destroy this card by paying 2000 life points, and if they do, draw three cards from your deck.
I would redesign the other best icons of Toon archetypes to attack on their first turn, reciting the summon sickness.
There's also this guy that made some sick God Card Toon variants that work better than their original Slifer, Obilisk, and Ra versions.
My favorite is the Toon Exodia: It requires the three Toon God Monsters as tributes to summon it as the only way to play it on the field. Is also immune to all card affects. And gets ATK/DFN for each Toon Monster in your graveyard or your opponents graveyard as well.
My last example is also another piece of God Monster related concepts:
MAX! The Sacrifice of Marik MAX! The Burden of Atem. MAX! The Passing of the Torch
All three cards are meant to make it easy to summon one of the three specific God Cards from your deck, hand, graveyard, or even the banished zone. Try and guess which is for which monster, they all work the same way, easy to summon one of the three, while also giving them their abilities from the anime. However you can only play one of these MAX! cards to summon only one God Monster in this truly overpowered way. You can also not have three copies of these three spell cards as well for obvious reasons, however they themselves will be given protection from negates of all types like Ash Blossom, and all other card affects like Raigeki/lightining storm and even mystic mine.
3:15 that's one thing I'll never understand about Crystal Beasts and their design
Konami missed an opportunity to make them sorta like pendulum monsters by having them do something while a continuous spell. Even the Infernoble Knights do something while being treated as equips
Still my favorite Crystal Beast variant was link spamming using pre-erratta Firewall Dragon
You'd think even their super-weak effects would at least be usable in the Spell/Trap Zone, but apparently no.
The advanced crystal beasts fix this some what. Advanced Ruby Carbuncle can summon itself from the S/T zones. And when it's summoned it can summon out all the other advanced crystal beasts in your S/T zones as well. Meaning they function very similarly to a pendulum deck in terms of mass summoning and being able to repeatedly come back when they've been destroyed. And with advanced dark you won't be taking any battle damage either.
As a crystal beast fan I really liked your approach to the deck and greatly pointed out their strengths and weaknesses, the only thing i was missing is to mention rainbow dragon overdrive, even briefly, because even if it's not as good and consistent as the control variant, it still is kind of a broken boss monster if someone's managed to summon it. Overall it's a very good video, and thanks for covering my favorite archetype, I'm looking forward for more awesome vids like this
you've described everything so well for someone who took a long break to the game, thank you so much. makes me consider coming back to try this out
I think maybe a new episode can be on the Sacred Beasts.
Honestly right now the deck is a lot of fun, sure it’s not meta but the newest support has been an awesome help for them
I feel like Dark Magicians should also be on here, they are constantly getting blown out.
This game has the funniest and most ridiculous names I have ever heard. "Ultimate Crystal Rainbow Dragon Overdrive".
Love the videos. Even as a person who barely plays the game (only "Legacy of the Duelist" to be honest), they are so well researched and competently presented, that they are very entertaining. Thank you. :)
Back in the 2000s I used to play Hamon, Lord of Striking Thunder instead of Rainbow Dragon, meant you had to find graveyard synergies but much easier to summon.
The funny thing is because of how restrictive Rainbow Dragon was, it was often better to just run a Abundance focused build to get the same effect but result in an OTK at the same time.
Nowadays it's Conclave control
I'm just getting back into YGO after having dabbled in it as a kid, and while I have 0 intention of playing competitively, Abundance has always been the go-to trump card, especially with how easy it's become to fill your back row with Crystal Beasts. The only real downside is most of my friends also play slower, tribute-heavy decks, so there's almost never enough cards on the field to make full use of Abundance.
Yeah back in the day if you wanted a big boss monster in crystal beasts, it was more likely that you threw in a Hamon or two.. Rainbow Dragon was just too difficult to summon
@@MrEyon93Hamon was actively anti-synergistic with the deck. The S/Ts want you to have a lot of CBs in the S/T zone, Hamon gets rid of them.
Cyberdark could be a interesting topic, considering that the archetype also has a structure deck
Every LV3 Crystal Beasts also saw competitive play in Duel Links as garnets in pre-nerf Transcendence Crystal Crystron. Carbuncle may be the weakest because it doesnt serve any purpose other than a target for the Crystron's effects, but got the benefit of 'cannot be stolen' by Invocation that was everywhere at the time.
After the new support I've been playing it at my locals as a turbo for the fusion. The worst I've done is 2 wins 2 losses
Maybe a video on genex where the whole archetype is made to support and work around a vanilla tuner monster. They have a lot of cards and should make for an interesting video I think. At least the genex thing about making an archetype having to use vanilla monsters is something Konami loves to do, like magikey, sunavalon and suship for example.
Some broad archetypes like ally of justice, who was made to counter an expecific element could also be interesting.
Talking about grandpa demetto and the rest of the princess cologne support cards could be fun
I'd like to see a Failed Cards entry for flip effect monsters. They are the OG effect monsters to be contended with but couldn't ever catch up to the ever accelerating pace of modern Yu-Gi-Oh!
“We really need some more ideas” lol I thought that would never happen
If you’re looking for video ideas, I think that Vendreads could be seen as a partial failure. The on field inheritance effects are hard to apply, the archetype is cohesive in theme but not in play. And additional support has not been extremely kind because of zombie balancing
Everyone says that Vendreads are a bad archetype mainly because some big UA-camrs say it sucks.
Vendread is actually a decent rogue deck that is pretty underrated because, according to Rata, the deck sucks. All you need to do to make it playable is to set up your graveyard a bit, which the deck can do on its own as well as take advantage of generic zombie support. You just have to remember that ritual summoning in the deck isn't as important as graveyard set-up. Once you've got the graveyard set up, the ritual monsters practically summon themselves.
@@ashblossomandjoyoussprung.9917 wouldn’t it then be correct to say that when setting out to make a ritual based zombie deck that it can be seen as a failure in mechanics, very similar to crystal beasts as we’re talking about play style, if you’re not supposed to focus on the ritual summon aspect? And the gimmick being you gain effects for the rituals only from field materials? I’m not denying that they can make plays, it just seemed to be in a similar position to how the video presented this sort of interaction. Because if crystals beasts are the best they’ve ever been now, it’s not unreasonable to say that another rogue strategy couldn’t be discussed this way
Single-handedly the best advert for Crystal Beasts I've seen.
As for the Advanced Crystal Beast, it's baffling Konami is still having the Malefic mindset even today despite the fact that Monsters needing a field spell to function or even exist is never a good game design in a game that has no separate cost system.
I mean, in MtG, Crystal Beasts work better because your opponent needs to conserve their resource to decide to further their game plan or get rid of your game piece. But without that, there's nothing stopping an opponent from MSTing a Crystal Beast spell/trap card.
Anyways, hope to see Flip Monsters next. Or Usarctic.
it's baffling that the Advanced Crystal Beasts weren't released in the GX era, since they kept the exact same effects as in the anime. it's like Konami saw that they had Advanced Dark and Dark Rainbow Dragon lying around and remembered that Advanced Crystal Beasts were an archetype they forgot to make back then
Konami is weird sometimes. They over restrict cards that could be good to the point they’re bad or they don’t restrict cards enough to the point they need to be banned forever or be errataed to be allowed back into the game
Thing is the advanced crystal beasts are just so much better than the originals that if they didn't have that restriction they would just outright replace the originals. So it makes sense to give them some kind of caveat. And besides they have pleanty of ways to search for and protect it. Advanced Dark is also a pretty good field spell. It nullifies battle damage while milling crystal beasts to advance your game plan by putting them back in your s/t zones with advanced pegasus, setting up other gy plays, or summoning the main deck rainbow dragons. And when a rainbow dragon battles a monster, it negates the effects of the target. So if it's battling something like a borrelsword dragon it won't have to worry about it gaining attack and will even be able to destroy it.
@@dustinvance243 the thing is
They released in the year where most ppl expected they'll replace the originals beside pegasus and ruby like no one will remember or complaint about it beside yugi boomers or trolls
Like ppl play other 5 of original 7 not bc they're good,they forced to play it just to summon rainbow dragon or their other fusion before new fusion released and they're basically garnet if you open with them
As for MtG does this better... I actually have no idea, tbh.
The closest thing I can think of is the modal double-faced cards in Zendikar Rising, which allows you to choose either spells or resources.
And guess what, those cards are strong. You can pick which side to choose with both having utility than just being a Darksteel Relic. That and the mechanic also makes loopholes in the land clause.
I believe that with the Crystal Beasts, being able to play them as continuous spell cards with effects right away can help as it quickens their play style. And also, with Pendulums being a thing, the Crystal Beast archetype should get pendulum retrains to turbo out faster.
You could do a special on Dark Magician, Blue Eyes, and Red Eyes decks and how while popular have never been a meta deck by themselves. Some of their cards are good but usually they only have seen success in Duel Links.
Failed mechanic idea: "Flip Summon" effects. Specifically the SUMMON effects, not "FLIP" effects (i.e. Guardian Sphinx).
The major issue that Crystal Beasts have is that it doesn't matter how genuinely powerful their backrow is when their monsters are mostly hot dookie. The Crystal Beasts themselves are primarily best used for either fodder for your Extra Deck, or a means to an end for trying to turbo out a Rainbow Dragon. The primary thing that Crystal Beasts need now are modernized monsters. Without question their Spell/Trap cards are powerful, I don't think they need any more backrow. What they need to unleash their true potential is actually useful monsters. Their monster effects are now almost 2 decades old, it's the biggest weakness of their archetype. Crystal Beast Rainbow Dragon shows this.
People have said this for almost 2 decades. Its why they begged so much for the ACBs, and that turned out to be a fool's errand. Its time to let go and face reality.
@@mateusrp1994 They did make Advanced Crystal Beasts. Not sure if they're good but they did make them
I feel like these Crystal Beasts should've had 3 Effects.
One that plays into their general playstyle after a certain action is performed like Ruby Carbuncle and Saphire Pegasus already do.
One where a Crystal Beast on the Monster Zone gains individual benefits from the numbers of Crystal Beasts in the Spell/Trap Zones.
And One that only comes into play when a Crystal Beast is on the Spell/Trap Zone, benefiting other Crystal Beasts on the Monster Zones.
To be fair, I'm just a filthy casual so what do I know about balancing, I just think it will be more fun when Monster can work together like a Team where each member shines bright in different szenerios.
i would say that the pendulum monsters aren't bad but just victims of the aftermath of moving the pendulum zones to the S/T zones. Before that you got two cards that would offer either protection, a search or some battle shenanigans in the form of an honest like effect. When the pendulum zone got moved you lost the protection portions of it since why would you put them in the pendulum zone now? they aren't considered crystal beasts which meant that using even one of them now would cut you off pretty much every good S/T you had. If they get errata'd to be considered crystal beasts people would at the very least experiment with them to see if the effects are worth it but that's a nonfactor if they aren't considered as such.
Makes me sad. I love these cards and try to make the deck work all the time. 50% win rate in casual games with friends
Actually the advanced CBs arent as bad as you'd think. Turns out pegasus, ruby and eagle are good enough names to play a single copy of each (also amethyst cat) in the combo variant because at least they do something to further your gameplan unlike say, amber mammoth or topaz tiger. Advanced Peg can put advanced ruby in the backrow, then if you pop pegasus for bridge of the heart he can go there too, and then ruby can yeet them both out to the field setting cat in the backrow to be summoned later off regular ruby. It makes it a lot easier to get the 7 names in grave for rainbow dragon and ultimately your wincon, Rainbow Dragon Overdrive.
Well, Advanced Tiger is useful if you need that beat stick. Normal Tiger is meh.
You should do the different chain link cards, like Lightning Punisher and whatnot. Cards which have effects that can only activate at chain link 3 or higher. I thought you had, but I can’t find the video
Love the archetype, glad to see them finally getting their time in the spotlight.
Video ideas? How about deck building tips per deck strategy? It would go a long way for newer players to understand why control decks don't get as much value from hand traps as they do from floodgates or negates or why aggro decks can work with a chunkier deck size while combo decks prefer theirs on the leaner end of the deck spectrum.
Or, if you want, a video on how to deal with Runick.
Everybody hates Runick.
F Runick.
Had to learn the hard way to put Anti-Spell Fragrance and Eradicator Virus in my deck because of it.
Still waiting for the "Synchro-Fusion" series of monsters like Dracoequiste, Ultimate Axxon Kicker, etc
Draco Equiste saw play in Dark Synchro decks tho
@@zyro7756 The mechanic feels somewhat "abandoned" wheras it had previously got some support in the synchro era like Miracle Synchro Fusion or Symchro Fusionist. I think it is perfectly fitting for those type of videos, just like Cristal Beasts which are not a totally failed cards & mechanic.
I object to advanced crystal beasts being called bad cards. Their effects are straight up better than their original counterparts and they're compatible with all of the crystal beast support(except ancient city rainbow ruins) they aren't a separate archetype and definitely should have had a larger part in this video especially since they gave the deck what it desperately needed. More crystal beast monsters. Their only flaw is that they send themselves to the gy if advanced dark isn't on the field, but not only are there multiple in archetype ways to search it, but also multiple in archetype ways to protect it. And I'll let you in on a little secret. Even if by some chance you aren't able to get advanced dark in your hand, you can bypass the effect simply by setting them face down. And if your opponent chooses to run over them, they go to the S/T zones just like any other crystal beasts because it's a passive effect and happens before the send to gy effect.
Set one pass
Brilliant strategy
@@zyro7756 with the backrow crystal beasts have it can be. Cards like crystal conclave and ultimate crystal magic would trigger upon that monster's destruction.
Jesse Kotton and DreadGuy have proven that it's a niche mechanic, not a failed one!
What's some archetypes or mechanics that didn't fail us but that were failed by us?
Your takes are 100% spot on. Well done!
I used to play Abundance OTK mixed with a Hamon backup strategy back in the late GX/early 5D's era and it was the single most fun deck I ever used. Listening to how the archetype has 'evolved' into its current form it actually hurts to see just how far this game has fallen.
I know he is only talking about the CORE part of the deck. Thought I wish he went more in-depth with the Ultimate Crystals (Overdragon and Overdrive) since they’re either free Field reset, or an OTK strategy
"Crystal Beasts will likely still see play even after Tearlaments leave the metagame"
Konami: Oh by the way, Tears are gone now
6:00
I've clearly been absorbing more than I thought. Haven't touched the game outside these videos in nearly a decade. But when I heard "High cost vanilla boss is now crucial in a *different* way," I immediately knew it was gonna be "They made it a core engine piece with some archetype-specific support." Guess that means the videos are pretty good explanations of the meta :D
Top 10 old archetypes that aged like fine whine
I dont understand how rainbow dragon has this reputation as an unsummonable monster. Ever since crystal bond came out, dropping Rainbow Dragon became even easier than it always was, and it wasnt all that hard before.
Funny how Dark Scorpions & Crystal Beasts have one thing in common. The card that's considered the leader (at least in GX's dub) is one of if not their best monster (Don Zaloog has a hand ripping effet. While Sapphire Pegasus can immediately put a crystal beast in the backrow) oh and it's amusing that Emerald Tortoise saw play in tear because its effect is so wonky that it was removed when the archetype came to Duel Links. Meaning it's just a Level 3 vanilla 2K wall with the backrow effect in that game.
my first ever deck i will always find a way to play these guys it just feels so rewarding every time i can get rainbow dragon out!
Crystal Beast when I ran them in 2012/13 were very solid during that era. It wasn't until synchros really popped off my deck would struggle with some meta.
Although hot take here I never really used rainbow dragon because I had Hamon, Lord of Striking Thunder. 4k/4k all you needed to summon it was 3- continuous spell cards, if it sends a card to the GY you inflict 1k burn dmg, AND if it's in defensive mode your opponent has to attack. With how controlling my crystal beast deck was even before all the recent support, it wasn't hard to bring out Hamon and basically call it GG. I eventually added rainbow dragon a long with hamon since Hamon was more of an ace in the hole.
I like how with crystal beasts they didn't really just make better crystal beasts monsters, but rather went to making super strong traps and spells to make up for it instead. I like that different way of dealing with a problematic archetype since it makes some of those bad monsters pretty good
The new support has made the deck super better, not Tier 1 but certainly a solid rogue option. Consistent access to Necrovalley, and Rainbow Bridge of the Heart carries the deck so hard that it opens so many possibilities
failed cards: contact fusion
sylvans ie excavation from the top of the deck
arcana force archetype
face joker archetype
destiny board
battle phase reliance: war rocks
Law of the normal - you want this duel logs you know it
Contact Fusion was literally a meta mechanic lmfao
I used to use the crystal beast back in the day to summon the 3 sacred beast by using DNA continuous traps for dark attributes and fiends, the crystal beast would provide the continuous spells and the traps well the traps. I would also use spirit and astral barrier, and could consistently summon the sacred beasts. Called it the sacred Crystal beasts.
Thank you been waiting for this video, ill be building it irl and waiting for it in master duel.
Crazy how “Rainbow Bridge of the Heart” wasn’t even mentioned. It’s absolutely insane. Other archetypes would be busted with access to that card
wow i got back to yu gi oh yesterday and was thinking nobody remembers crystal beast anymore i guess. And i find your video that was published yesterday.
Next episode, let's go wayyyyyy back. Guardian Monsters!!!!!!
Just got back into playing with some encouragement and built a crystal beast deck with the new structure and some support and it's pretty reliable. Surprised they were a failed mechanic in the past
Neshy is going to have some words for you
Interesting thing to do a video about: Cards that "pretend" to be other kinds of cards. For example, Gunkan Suship, as XYZ that want specific named materials and thus act like old-style Fusions. Ultimitl Bishbaalkin and Ultima Tzolkin, Synchros that have XYZ-like requirements (two cards same level). Various main-deck orange monsters that act like Contact Fusions or Ritual summons. Traps that work from hand like spells. Hand-traps that are monsters that act like spells. Artifacts, monsters acting like traps. Various Fusion monsters with their own unique not-especially-fusiony mechanics (Neo-Spacians, etc). The many monsters that equip themselves but aren't tagged as Unions. And so on.
Second idea (related): the Spells and Traps that feel like they really ought to have more than one icon - continuous or field or quick-play spells, or traps, that do ritual summons, spells that can't be responded to but don't have the Counter icon because that's only on traps, continuous traps that basically equip themselves to a specific monster (but the Equip icon is spell-only), etc.
Third idea: The weird edge-cases the rules get into, such as: the way some Continuous Traps that act like Equip Spells only remove themselves from the field when the target monster is *destroyed*, so sometimes they just hang around doing nothing if it's removed another way. The unnamed "counter" placed by BEF Zelos and Magic Reflector, the only cases of unnamed counters being placed on cards other than the ones doing the placing - could you remove Spell Counters, for example, since Magic Reflector and the BES monsters just say "remove a counter" and Spell Counters are definitely counters? The entire concept of "fail-to-find is not permitted", which must be causing weird knots *somewhere*.
I love how even back in the day you could still splash hamon into the deck, and it would still work
I use salvation to search the Vaylantz field spells. You can drop one over the opponents field spell, move one of their monsters into the back row, and special my ruby from the back row. They do so much for the archetype going second
I have major PTSD with this archetype. Throughout the late GX era and into the early- and mid-5D’s era, one of my closest friends played a Crystal Beast/Hamon deck, and he would consistently beat me the majority of the time we dueled, and I was running a Disaster Dragon variant deck. Endless frustration ensued. Crystal Abundance OTK/easy Hamon spam is fucked.
Failed cards:
Deskbots?
Earthbound Immortals
Original Roids
Nordics
Fabled?
Flower Cardians?
Watts
Penguins
Ideas For Top 10s Videos Top 10 Red Eyes Cards, A-Z Cards, Ancient Gear Cards, Cyber Dragon Cards, Armed Dragon Cards, Ojama Cards, Junk Cards, Synchron Cards, Stardust Cards, Synchro Warrior Cards, Red Dragon Archfiend Cards,
I still have fun with the transcendent crystals Valkyrie deck I run in duel links, you get insane special summoning to go into the good Valkyries and good link monsters.
This is a common theme with GX and 5Ds archetype ls.
Without modern and link era support. They about as well as milk.
Many decks around that time were ungodly unplayable and existed cause Konami still had no idea how to make a functioning archetype. The few that did, did not age well with the passing of time.
fun fact we finally got the advanced versions of These monsters 14 years later
Machenic :
change itself back to face-down (early version before guru)
monster summon while equip spell card on the field ( butterfly dagger elma, gravity axe,...)
spirit of the pharaoh machenic
Ideas for videos
Failed cards: Chain 2 o more cards. Cards like chain strike, winged kuriboh level 9, vanity's call, combo master, etc
Or
Failed cards: Earthbound immortal
I wouldn't say they were failed they're playable
Ice barrier was playable. Ally of justice was playable.
@@uberfiend2544 AoJ are not playable just a few monsters used as tech options in light dominated formats. Ice Barrier I will give you though since they were solid in the XYZ era before their new support.
Fail in here doesn't mean they are not playable, because even the garbage archetype is still "playable". They just not worth to play using their gimmicks.
Did you even watch? He literally says exactly that.
I think it's fair to call them a failed mechanic if their original intended play style never worked out and they only got to become viable after receiving a lot of support, and only because some of that support finally applied their mechanics in a more creative way. So, I'd say this is a case of a mechanic that failed but became more viable later on.
Youre my fav duel logs
It's actually easy to summon Overdrive with a hybrid crystal beast build. There are multiple 2-card combos to get Overdrive in the 1st turn.
It pains me to say this, but Aliens and Cloudians would fit in this series.
I remember someone I knew tried combining Crystal Beasts with Gladiator Beasts in the same deck...
... I don't know what they were smoking either.
Failed Mechanic on Koa'ki Meriu would be interesting
I wonder what was the original idea behind placing them as Continuous Spells when they didn't have any spell effect, it's like alpha Pendulum archetype, but done badly
the ABSOLUTE disrespect to the pendulum monsters lol
Top 10 Archetypes that Don't Rely on a Specific Field Spell
Top 10 Generic Field Spells
Top 10 Best Sea-Serpents
Top 10 Monsters that would be a Different Type if Made Today (i.e. Jinzo might be Psychic-Type, conceptually, if made post-5D's)
Top 10 Cards that Aren't of a Given Subtype that Could Be (i.e. Dragunities or ZW - that equip but aren't Unions)
Top 10 Most Viable Archetypes Based in Lore
Top 10 Most Viable Archetypes Used by an Anime Main
Top 10 Archetypes that Aren't Technically Archetypes (i.e. Railway)
Top 10 Archetypes Derived Entirely from a Core Card (i.e. Ancient Gear Golem, Thunder Dragon)
Top 10 Archetypes built to Support/Utilize a Single Specific Monster (i.e. Genex, Koa'ki Meiru, Dark Magician, Fallen of Albaz)
(fan input) Top 10 Cards We Want to See in Toons/Malefic/its own archetype
Top 10 non-Dragon Monsters that are Obviously Dragons
10 Cards That Could be DIVINE but Aren't
Why Rush Duels haven't Been Printed Outside of Asia
Failed Mechanics - the Original Generic Field Spells
Failed Mechanics - Negating Specific Cards and Categories (i.e. White Hole, World Suppression)
Failed Mechanics - Counter Fairies
Top 10 Cards Supported by [insert oddball like that search based on LP = ATK+DEF here]
10 Similarities/Differences Between Yugioh and [insert other game]
Failed Mechanics - Worms
Failed Mechanics - Vendreads
Top 10 Weirdest Crossover Cards (i.e. Ojama Party)
Top 10 Cards Used by [insert anime character here]
Top 10 Best Retrains of Normal Monsters (i.e. Enraged Battle Ox, Blue-Eyes Alternative)
Top 10 Best Archetypes Specifically Based Around 2 Types/Attributes
Top 10 Cards based around Five or More Attributes
Top 10 Archetypes Most Connected To Other Archetypes (i.e. World Legacy, Toon, Zefra)
Top 10 Number Monsters
Ten Cards Changed for the Better/Worse from the Anime/Manga
Top 10 Earliest Cards Shown in Anime/Manga that have Seen Recent Competitive Play
(fan submission) Top 10 Specific Cards We Want to See Get Support
Failed "Mechanics" - Roids
Top 10 Husbandos
Top 10 Counter-Placing Cards
Failed Mechanics - "Skilled" Magicians
Top 10 Fusion/Synchro/etc that you Never Want to Summon
Top 10 Fusions that Can't be Fusion Summoned
Top 10 Concepts in Other Card Games that Yugioh should/shouldn't use (i.e. MtG's DFCs and stickers for the latter)
Top 10 Cards That Would Be Broken Overnight if the Extra Deck Were Expanded
Top 10 Cards that Would be Broken if their Stats were _Slightly_ Tweaked
Top 10 Utopia(-related) Cards (issa lot)
Top 10 Food-Related Cards
Top 10 Punny Cards
Top 10 Cards that Only Grant 300 or Less ATK
Would Pendulums Being Unbound by the Remains of Master Rule 4 be Broken?
10 Unused Category Combinations (i.e. Fusion/Union, Synchro/Toon, Xyz/Gemini, Link/Pendulum, Ritual/Flip)
Top 10 1-Card Fusions/Synchros/Rituals/Xyz/Link-2 or Higher
Top 10 Spells/Traps that Only Do Something When not on the Field
Top 10 Anime Cards Still not in Print
Top 10 Competitive Cards with the Fewest Printings
Top 10 Archetypes that make use of Three or More Summoning Types
Hamon crystal beasts is a fun dexk
A video on ally of justice cards perhaps.
I am actually building the crystal beast deck as my third deck so this vid is great.
Gem-knights = best lore Deck 🥹
I would like to see something on the Thunder Dragon cards, I've kind of looked into it, but haven't really tried. When I first started playing the Legacy of the Duelist, Link Evolultion game after years of staying away from Yugioh in general, I looked into making a Thunder Dragon deck because I remembered when TwinHeaded Thunder Dragon came out, it had the easiest set up for a fusion monster back in the old days. I struggled a lot with the game, trying to get card points, and cards I wanted. I had an Exodia deck that worked well for the first anime's campaign, but like half-way through GX I started to struggle, as I was largely unaware of the metas that had come out at that point.
Then I saw that the Thunder Dragons had been given some love since I last played and was shocked at how good the deck was, even fumbling with understand all the stuff they could do, I still managed to beat the computer easily, so easy in fact, I beat every character in the game from then on out with that deck. So yeah, I'm curious about the Thunder Dragon Theme.
Dude, crystal abundance is SOOOOO much more broken than soul charge.
Crystal abundance is essentially what you get when you cross soul charge with topologic zeroboros. It's clears the entire field and THEN soul charges.
And you can't even use backrow removal to stop it from resolving by popping one of the monsters in the back, because it sends them as cost.
Golden rule heavily fixed this decks issues
With Cherubini in your extra deck and a ruby in hand you can go most of the time into both Rainbow Dragon's fusion evolutions on board in two turns max. It is insane
Top 10 anime decks that could still work today.
Top 10 most underrated archetypes you should try.
Top 10 worst dragon cards that people still play.
Top 10 archetypes that can be splashed into other decks.
It could also be fun just to go into pros and cons of anime boss monsters like Flame Wingman and Stardust Dragon and why they do or don't work that well today.
Failed cards - First duel terminal series (Ally of Justice, Mist Valley, Worms, Ice Barriers, Naturias)
Failed mechanics - Spirit monsters
Failed cards - Sacred Beasts
the best archetype that is not in a main series ( gold series, tournament pack, promos pack)
Digital Bugs were an interesting set of failed cards.
i love crystal beasts because i love jesse/johan
hamon is an honoary crystal beast