Lingering Floodgates, 15+ mins turns, Being unable to interact. When I played seriously I caught myself saying "Yeah I had fun, IF I got to play" far too frequently
@@DR.LOSSUS skill issue? even the worst players on earth can win in higher rankings with a common tier 1 meta deck (Tenpai, FK/ Snake eyes or Yubel) and the right amount of hand traps/interruptions
@@DR.LOSSUS don’t need to prove you anything, you have ppl like Jesse saying the same things. This game just became boring af because of dynamics that ruin the interaction of it
Flood gates were never fun, but back in the day, decks had multiple ways to out them or play around them, and had several turns to do so. Nowadays, a flood gate, more often than not is an instant win.
I think that one card combos are a bigger design problem. They just lead to everyone playing the same deck. If you just are going to pack your deck with non engine, you should always pick the most powerful one card combo and there isn't really any justification to run anything else. I think it takes away the individuality out of archetypes and play styles
I 100% agree. The best parts of Yu-Gi-Oh are when you can interact with your opponent and they can interact with you and I always hate cards that pretty much tell your opponent they cannot play
It’s crazy how we got so used to Dweller, Shifter, Barrier, etc to the point we don’t even voice to Konami anymore how much many of us hate these cards. If all cards he mentioned were banned today, the game would be better 00:01am tomorrow
The hate and dissatisfaction about these problems have been around for years now and players have become more and more unhappy with the game state of today’s metagame. But Konami isn’t really listening. On the opposite, they are doubling down on these absolute crazy “hateful, lingering effect” cards. Because Konami also knows that most of us will just open our wallets the moment they print and release another of these cards. Also, you kinda have to if they print those because of you don’t use them, there will be other people using it against you. Konami should use on big nuking banlist to kinda reset the game at this point. To build upon such a huge ban event for the future game to prosper off interaction, in-archetype cards and balanced gameplay. But we surely know they won’t do that, because they are still making too much money of us buying these power staples.
Snake eyes, and most recently, tenpai has got me thinking about compact engines that allow decks to play 15+ non engine. I'm ok with a deck like marincess doing this since the deck itself doesn't have much disruption. Snake eyes boards have 4-5 with a potential 2+ hand traps, while it also has good follow-up. Tenpai will consistently see 3+ non-engine, and they can run blow outs like shifter. The other thing compact engines allow are the splashes of high-powered engines like melodious. These engines must be negated, or you won't be able to play. I'd like to see the game move away from decks having to run so much non-engine.
Exactly, marincess is fine because they put up 1/2 interactions with aqua argonaut and wave and they literally die to a kaiju. Snake eye and tenpai are ridiculous decks with custom made cards basically that require 0 skill to play, have 15 one starters and most of their cards is in the extra so you can fill your deck with HT
The only card in this group i can actually defend is droll, largely because you get to search once, and you can do quick play spells in draw phase to play around it. Where mistaken arrest denies all of that lol. As for what i don't like, it's 1 card full combos, I hate this format of 18+ hand traps and topdeck wars where they draw 1 starter and it's like everything you did beforehand doesn't matter because it's full combo.
Searching once is irrelevant most of the time, the card is used when you are playing against a decks that has to search at least twice to make a decent end board
Yes. The feeling of dread when your opponent on Mathmech gets their splash magician out and you know you’re getting negated twice. Hand ripped and board blasted.
what I hate are the time rules. I play a deck which doesnt take too much time and if I play against a combo heavy deck, Ill maybe play 15 minutes, while they play 30 minutes and then Ill be the one who loses to time its so cringe
Exactly and even if I have a winning game state, literally game in BP, I will not be allowed to go there. It really needs to improve. It doesn't have to go back to the old ones, but maybe when it's time, turn player has to choose to either stay in that phase, or immediately proceed to battle phase after resolving the current chain.
That was my issue against this guy at my locals playing dark world, if he went first he would hand rip me twice leaving me on one card and he would make a grapha if I didn’t draw droll, if he went 2nd he would break my board and I played tearlaments, which is crazy cuz I would normally mill enough to fusion summon 6 times, now I play mannadium and going through the combo I do try to be quick but I have to think sometimes because it’s easy to outplay yourself and now I end up taking up 30mins to play it’s just how combo decks are you have to think about how to build into the board you want with what you have and what it searches
I just recently did some remotes with a friend playing Infernoble, i was on Kash, we played 6 Duels or so, i shiftered him 5 times, and twice in one duel even lmao It was lowkey just depressing XP
@@MrTungson he wouldn't with me but i know FOR SURE if it was someone else he would 100% lmao At a Regional a while ago he was already done with his Match and came by to watch mine (i was playing a Snake-Eyes player) and he apparently didn't know Tearkash works under shifter since the Mill 3 on summon is an effect and not condition and called a judge. Long story short, he basically didn't wanna lose the match since it was 1-1 and was closing in on time and i would've easily had it but bro wanted to play for the win so badly and knew he'd lose in time so we got a 3 minute time extension annnnd he ended up winning, and my bro was soo mad it was kinda hilarious lmao
The game needs to be designed with the fun of BOTH players in mind. While fun may be subjective, unfun usually isn't. As long as the game is designed to only be fun for the person taking their 15 minute turn, then card design is actually fucked.
The problem isn't entirely floodgates. The reason people use floodgates is because of first turn unbreakable boards that require TONS of special summoning. Once the board is made without disruptions (hand traps for example) then the person going second is more than likely toast. Stopping the opponent from playing the game is unfortunately the only way to slow the game to a balanced back and forth nowadays. Floodgates are frustrating but the unlimited amount of special summoning has gotten ridiculous over the years as new mechanics and strategies are being introduced to the game each year.
We need better handtraps that are still balanced. The ones we have either aren't strong enough anymore or way too strong. Needing to draw 3+ handtraps against snake eye fiendsmith is a problem. Likewise, shifter instantly winning games is also a problem
Just yesterday I was at locals and had my opponent use Buster Dragon and Buster Blader Fusion in branded to shut me down. Then the next game I use D Barrier 2 turns in a row as that's the only answer I had with all monster effects unable to even activate. Long story short game ended and both my opponent and I discussed how neither of us enjoyed playing the game for the same reason... we didn't feel like we got to play. The games power creep has come to a point where the only chance to win is to go first and then stop your opponent from playing. Not much of a surprise old formats are gaining popularity
I play pure buster blader. I try to play the normal way but with the speed of the game turboing out the lock then maintaining control is the only way to win. I use to use the dragon to summon buster and equip him with stuff but now you just prologue into memories and lock your opponent immediately or lose next turn .no In between.
Yep, many ppl dont quite enjoy how modern YGO being played, explosive turn 1 board + follow up and they will use all method possible to stop opp from playing whether with bunch negates, floodgates, etc. And leads to older formats being popular now. Edison and goat mainly, i do hope lot more older formats can get as popular as those 2. Tengu plant, HAT, and nekroz BA qli shaddol tellar format.
Heavily agree, I've been praying for these type or cards to be banned for so long, especially Dimensional Barrier. The fact that there's little to no counterplay against them and you NEED to open said counter, just makes them so unfun and unfair to play against
Because if your deck can play multiple extra monster types, then it really isn't a big issue. It really only hurts linear pieces of shit. Like back in Zoo format. Or PePe format. Doesn't really hurt link decks like, Snake eyes
Yugiboomer here - I think the thing I dislike most about yugioh is how it's basically now just one all or nothing turn, and that in effect invalidates tons of game mechanics as well as making things Like lingering floodgates more of a problem. Like when dweller originally came out, it would slow you down for a turn for a turn if you were playing something like dark world, but that didn't mean the game was immediately over because you could wall up for a turn and potentially out it during your opponents turn with traps & stuff
I'd like to point to a finals won by making S:P hydrant and passing won a ycs just because of follow up, it's more than just one massive turn where you try to lock the opponent out. THIS format is slightly different because snake eyes is a mistake, but good decks do still need follow up and a low impact/risk line due to handtraps.
As someone who likes to play the weirder decks in the game, and usually plays them pure for the lore, the one thing I don't enjoy is the ease at which a player can get 5 or more negates on their first turn, or even before then at times. There are ways to get around them, and I do use them when affordable, but it dilutes the deck to the point where it's no longer what it was meant to be. But this is the game, and I must adapt to it, because in the end, I still love playing Yugioh.
To me the problem is that they keep making decks that are so stupidly strong that you have to prepare "silver bullets" and draw them or die. Dweller vs Tear is the most obvious example you gave
One could argue that it isn't the fault of the floodgates but rather the path konami made with these certain combo decks. Making certain decks so consistent to get their plays going then it makes sense they would allow a "silver bullet". These decks have art least a third of the deck that will start their combo but d barrier is only 3 cards. It's not fun but it's understandable.
I think that before get rid of these cards like shifter, barrier, droll, first konami need to stop making decks and cards that are one card combo or cards that makes 3 effects with no restrictions. I can't imagine how toxic this game would be without shifter, barrier or puppet with the nowadays card design...
Shifter, barrier, and puppet aren't making the game any less toxic. They're making the game more toxic. Barrier especially has always been horrible in every format that it's played
I completely agree Jesse. The only other problem i have is the card price. You have been to Brazil, and you know we have great players, we would have many more if the card price would be 30% cheaper, only 30%, that's the main issue for me, cause i can't even buy the cards
My biggest pet peve with this game is when you ask your opponent "so how would you beat this deck" and they respond with "droll, shifter ect" these sacky cards that have so little counterplayer that its draw them or loose to them. Its annoying. Im in the same camp as you, navigating complex board states and using ur engine to overcome obstacles is where this game shines!
Something that’s insane to me is that recently i played some HAT legacy format games, and i was playing mermail, and all it took was one abyss dweller to stop my entire gameplan. I had to adjust my gameplay around its existence. While I was able to out it in some games, it completely demolished me in others. This is back in 2014, where not every deck had this issue, and games lasted a long time. Dweller has arguably become even more powerful than that in the modern age, because games now don’t last more than 2-5 turns on average, and so many more decks rely on graveyard interaction.
I started off playing TrapTrix with summon limit and other floodgates. They slowed the game down enough against higher powered decks for me to learn and formulate strategies. I don’t like them anymore but I see their place.
I mean, I play 3 skill drain ,but yet again, I don't even play a meta deck. I play earth machine. If I don't play skill drain I lose hard to all meta decks having 18-21 hand traps and a lot of field full of negates. So I justify using skill drain as I don't play a meta deck. If you don't want to lose to skill drain, you have a side deck, right? Same goes for me I side for meta decks.
RIght? its not the floodgates but the sheer amount of giant beatsticks with omni negates people bring out turn 1 every single time. Being forced to clog your deck with 20 handtraps to prevent that defeats the purpose of making an original deck
These effects would be okay if the game isn't as fast as it is these days. Back in the day you could easily wait out a turn or two, or even three for swords of revealing light but these days it feels like one more turn is all it takes to end a duel which is a big issue too.
Even as a combo player, I dont enjoy needing to wait opponent 15 minutes when I got 0 hand traps in the first turn if I go second. Modern yugioh just allows a player to do too much without paying any real costs, and I think the amount to special summon allowed in first turn should be somehow restricted in a way by changing the Master Rule from the core system.
My pet peeve - floodgates attached to normal summonable monsters. I'm talking about cards like amano iwato, denko sekka, inspector boarder etc. Specifically the thing I don't like is that they are very hard to interact with since their effect comes immediately into play and very few cards negate normal summons. If you've ever had your opponent drop a denko or an amano you'll know what I mean.
The "realistic" counters for Shifter are: Called By, Crossout, Orange Light, Gamma, Chaos Hunter, or Lancea if you're playing on your opponent's turn with something like Tear... that's about it. Other cards can negate it obviously but nothing turn 1. D Barrier has even less answers with basically only Purple Light, Epsilon, or Crossout. We really need something like a quick-play version of Night Beam or a hand trap/qp spell that negates normal traps.
Lets be real, low chance konami would ban em, nigh impossible even to get rid of all of em. So ppl need to learn to live with it. And pray ppl wont side especially againts ur deck.
Ive been advocating for a shifter retrain where when its discarded the next 2-3 cards that would go to the graveyard are banished instead, where its still detrimental against some decks but needs to actually be timed well like a good hand trap should, and would potentially have counter play since its on the turn players choice on what goes
The decks that mainly get hurt by cards like barrier are lower tier decks that lack options like meta. "Just draw the out" isn't an option for most decks.@@invertbrid
Worst part of yugioh are the long boring ass turns and the fact that you can just instantly lose the game before you even get a chance to actually play. Very fun.
@@chuckdastump sometimes you dont draw them. Sometimes it doesnt matter if you do. sometimes its the 6th card and you have to watch the boring af turn play out just to see if you top deck it. I just feel like the 2-3 turn vomit your whole hand gameplay style is not very amusing.
I went against branded in the qualifiers on master duel... Still won but man was it annoying. I draw, response. Every single thing I did... There was 2 or more responses. Every time. So annoying. End phase had like 5 chains. @@chuckdastump
@@chuckdastump 'interaction cards' don't mean anything if you don't draw them. God, this non-argument from you sunk cost fu**ers has gotten rather old.
I agree with this, but i also hate not hand traps but the amount, this game falls into hand check wars some times, I always feel like playing board board beaker and solving the puzzle seem more rewarding and skillful.
Disagree on Droll and Dweller. Decks that search 10+ times a turn are very oppressive. Decks that resolve 10+ graveyard effects a turn are very oppressive. It's practically impossible to beat a deck of floaters with a deck that doesn't have any form of floating, without floodgating them. The floaters will overwhelm such a deck with card advantage. When it comes to Dimensional Barrier and Shifter, I agree they're toxic.
One of the biggest problems with lingering floodgates is the fact that NO CARD has come out in ALL THIS TIME that addresses them at all. The whole reason these things are banworthy is because of lazy design that's refused to get rid of what are essentially mechanics exploits. If more cards and decks had answers to this sort of thing that they didn't need to have ready at point of activation these things could have been fine, and it would be easy enough to come up with cards that deal with this sort of thing. But they haven't for some stupid reason.
I agree with what youre saying. But I think it's okay to have a powerful card for a format like barrier so players have to build and solve their issue. Id like to see cards like this phase in and out of the ban list to keep things fresh too. But my biggest grip in ygo is hand trap heavy formats. I mean it's been this way for years now. It's not every single game, but there's a high % of games where it's just Player A ashes, Player B plays an extender, Player A Imperms, Player B fails to establish board and loses, or they just happen to have X extender or Crossout/called by and lock player A out. Too high of a percentage where games play out like this. It's silly how most players haven't caught onto this.
I think one of the issues that I have with YGO and something that has caused me not to play the game as much, if at all in recent years, is that there are many archetypes that: A.) interact too much with themselves, even during your opponent's turn; OR, B.) too many cards that use either: Special Summoning; Quick Effects; Negates; or some combination of the 3 on the same card.
YEP! These people who have been playing the game since its inception truly don't understand how daunting a task it is to learn all the endless card interactions and variations. Ain't nobody got time for that unless your life literally revolves around YuGiOh, which it does with all these content creators and 'pro' players.
It's annoying too how some decks owe their entire playability to lingering effects. Floo is arguably a lot worse without shifter or droll or feather storm.
@@bp-1862yep droll actually hit floo rather hard too. If no droll, floo would be happier. Tho imo droll is needed in modern YGO, i doubt they will hit it ever.
@@invertbrid No, there's definitely healthier ways to implement a card with a similar aim to droll that doesn't shut down entire strategies along with it
I think it's important to recognize that context matters for all of these cards. Nobody is complaining about Threatening Roar despite being a lingering floodgate. If Exosister was the only deck allowed to play Dimension Shifter, I'd honestly be completely fine with it. That deck isn't likely to kill me if I pass and is at a much lower power level. Even Hot Red Dragon Archfiend King Calamity is a completely fine card as long as it is not easily summonable on your opponent's turn. I remember trying a RDA deck a few years back, long before the new support, and the only way to summon it on your opponent's turn was to draw an unsearchable quick-play spell and not be handtrapped at all going first. It was terrible, but instantly winning one out of 6 games was hilarious, and wasn't an issue because it wasn't remotely consistent or competitive, and the deck would get smoked in a Bo3. I'd even argue a card like Droll is fine in a lot of formats, that card almost never "ends your turn" like people like to claim it does because most decks have a lower ceiling line they can go through or have extenders enough to set up a respectable board despite it. And if you don't draw those extenders, it's because you have a lot of non-engine, meaning the game is likely going to turns 4+ regardless. That's healthy and good for the game. Most of the time it's lowering the power level of an end board, just like any other hand trap, without causing your opponent to instantly fold like Dimensional Barrier might.
I fully believe Konami pushes these kind of cards because it satisfies the players who just want wins by any means necessary. You see people defending certain floodgates just because it beats a deck they hate (ex. I saw many people defending D-Barrier’s existence just because it beat full power Tear). You can’t pick and choose when the health of the game matters, only caring when your pet deck is the one suffering.
I've loved Dweller since it's release. The problem is that it should have a summon restriction limiting it to water materials instead of generic where any deck can toolbox it. It should also lock you into waters while it has materials. It's obviously meant to be a weapon for water.
Jessie what do you mean? Ghoti is a banish deck and yes as a cost most of the cards do need you to banish fish monsters from your graveyard and NONE of them have quick effects to banish themselves or others from the grave unless you play snopios. And youd have to have snopios in hand in order to quick effect banish to set up the tuners to come back
Cards like droll and lock bird or dimensional shifter are only a problem because yugioh only last 3 turns. Ex1.Go first and make a crazy board and sit on droll& Lockbird. Ex2. Go second and dimensional shifter then make a crazy board. Dont let you opponent play and beat them quickly, SIMPLE. When you play other card games you realize this is a konami problem.
I've played a few card games and I've always said to anyone I've played yugioh is fun but the one thing I can't stand is lingering card effects. I primarily play combo decks, so I add cards from deck to hand and use the GY quite often but when I see cards like D barrier, Droll, or Abyss Dweller I just sigh in despair cause you literally have to interact with it immediately or else you're done. I don't think lingering card effects are healthy for any card game. For Digimon there's a card called ShineGreymon: Ruinmode where it's a blanket lingering effect where you give -5000 ATK to the board which if you have 5k or less you instantly die. So decks that play lots of 5k or less monsters on the board are just unplayable. TLDR: I've played 4 different card games and I haven't seen a single time yet where I found a lingering card effect that wasn't unfair. (Unfair does not equal Meta)
I am so happy that you talked about lingering floodgates instead of just generic floodgates that stay on the field. I really enjoy playing floodgate decks it's just a fun way for me to play, miting my opponents actions at the correct time and gradually winning via controlling the pace of the game. (I do still lose quite often especially post siding) Lingering floodgates are a bane on this game and they should just ban every single one of them and give decks where it's part of their gimmick something to make up for it.
I think silver bullets are cool. I don’t think the “silver bullets” should be easy to apply to every single matchup like d barrier or so powerful that they just build the deck around themselves like shifter. Droll and lancea are good for the game though, and I say this as someone who plays ritual beasts. So yeah, the topic of floodgates is always taken over by people going ban all floodgates without considering there’s a bunch of floodgates that are so much more powerful than others that they ruin the whole conversation about them
Lingering flood gates are unhealthy for the game, period. I don't think you should be allowed to shut down an entire strategy by resolving one effect. Floodgates are irritating to play against but at least there's some counter play so long as you accounted for it in deck building. Any card that can win you the game just by resolving it one time in the right match up, however, is definitely not healthy for the game, even if they're not super relevant in every format.
Agree, floodgates are fine for most part. And there is just too many of em, konami wont ban every single one of em. Prob just few that is seen play so often like summon limit last time.
@@doobster3650 I agree with the sentiment but I think the black and white thinking on this can get too extreme. If a deck came out that got super punished by mischief of the gnomes/yokai then do those cards become toxic or is it just a weakness of the deck. Tenpai gets cooked by threatening roar and by all technicalities that is a floodgate for the deck. We gonna ban all those cards? No we’re going to ban the ones that are truly obnoxious and there’s really only very few of those that need to go
@@americantimemachine7128 have you considered: fuck them birds. To give a serious answer the point of my comment which maybe I didn’t get across well enough was that lingering floods shouldn’t be super versatile and super oppressive. Dimensional barrier isn’t just obnoxious because it’s effectively vanity’s emptiness when flipped, it’s vanity’s emptiness against 5 summoning types making it almost always a correct choice in the side. If a card like and the band played on was actually good why wouldn’t you play it over rivalry/tcboo/gozen before their limits. That’s why I think shifter and lancea aren’t really equatable even if they skip the turn against decks they punish. Shifter inherently punishes more decks than lancea does and that’s my problem with it. I think the black and white “all floodgates are bad” doesn’t take into account there’s a tangible power gap between “similar” cards
Don't forget the biggest perpetrator of ruining a day, Harpie's Feather Storm. This card can actually go die in a ditch. Hot Red Archfiend King Calamity Abyss as a Dimensional Barrier? And all you have to do is play a deck that already runs Shifter? Sick. I'll vomit. On the card. And then burn it. Oh, and good video! Strongly agree. Hopefully they'll keep hitting floodgates. I'll cope and believe they unbanned Protos and Colossus to gauge player base reaction, and hopefully it's been negative enough for them to go get the intern and get some greater evils banned. Imagine being the guy who bans Shifter though, you'd be an actual hero.
100 % this. I've been playing on and off since 2002, and currently, I'm not playing it specifically because of all the floodgates you can't do anything against running freely. I absolutely agree that a large banlist banning basically all of them, even the less played ones, is necessary to restore at least some health for the game. I love playing interctive formats and decks, I always try to build my decks in a fair way that opponents can interact with, just to then get floodgated out of the game. It just doesn't feel good. I've seen some people who got "corrupted" and started playing floodgate and stun decks themselves because they were salty, but before I do that, I'd rather not play at all.
BRUH YES!!! The community is to blame as well. Everyone says droll is a bad card, just because it doesnt hit the meta as much... IT STILL IS A TURN SKIP FLOODGATE THAT YOU CANT INTERACT WITH AFTER ITS BEEN ACTIVATED. I was thinking perhaps konami should make carfs that could stop lingering effects.
My biggest Yugioh dislike is generic extra deck endboard pieces. I'm ok with (and enjoy) handtraps, teched engines, and extenders, but for me most of a deck's personality is what they end on, and even if the game is very diverse with many playable archetypes, when things like Appalousa, Baronne, Little Knight, and Accesscode are legal, things feel very samey to me, and I get bored fast. It really kills the game's aesthetic appeal for me. Edit: Even worse when the endboard piece is from an archetype but doesn't require specific materials for some reason. Every other deck running things like Savage, Baronne, and Dracosacc better than their own archetypes is frustrating when requiring specific materials would've been a huge boost to their archetypes (and kept some of them off the Banlist)
"Lingering floodgates" yup with this term it instantly clicked, wow. The whole point of the other things is that hey, you open with your 5 cards, but you can play around things, slowly build up your army and crumble them. If they just draw phase shifter you, you need one of those 5 cards to be a hard out, which is stupid. I don't like floodgates in general but lingering floodgates are a pain in the ass.
I’ll be honest, in the last handful of months I’ve been LOVING Konami New support for old archetypes have been cool and fun New cards have been cool and fun Entire new archetypes have been cool and fun Obviously all of these have exceptions but for the most part they’ve been doing better than usually….until I saw that Gimmick Puppet FTK lmao
I bought all the Runick stuff recently because Lightsworn Runick is actually fun as f! I loved Lightsworn when that grass is greener was limited. Being able to play a new variant of Lightsworn is refreshing;)
@@j2c695 If this is all that you think Runick is doing, you don't understand the engine at all and should watch some more in depth deck profiles that explain why the Runick engine is so versatile.
@@j2c695its fun tho. Banishing random card from opp deck, it feels good if u hit some jackpot like 1 ofs combo pcs or something lol. Resolving fountain also fun af. As opponent u can just counter the fountain at least and hope ur 1 ofs dont get banished lol. Runick stun is another thing, but i love runick milling my opponent deck. We need more alterlate wincon like milling in YGO, not just break my board stuff, gets boring eventuslly. Thatd why tenpai with otk going second also cool. Also chain burn that top recently.
with protos effect does it have to destroy a card of the type it's calling to be able to call that type or can it just call any type without having to destroy that type apon calling it
So every deck should just be free to do its annoying overpowered thing? I guess that wouldnt be so bad, nothing will change the speed of the game only caring about first hands. turn to turn struggle is almost never a thing anymore.
I think that unbanning Prothos and Colossus means that Konami has no intention on removing floodgate mechanic from the game it is just gonna change from format to format on which floodgate is gonna be used and some of the popular floodgates are gonna get banned and some of them which are not that good at the moment are gonna get unbanned/unlimited until they become a problem again,they are also still printing new floodgates as well.I really wish that Banlists should be done by a community of top tier YCS players,the game would be way more enjoyable.
@@jmooroof1769 If you are going with that logic then floodgates will always stay.I am a big hero fan but i wouldn't complain if they ban Dark law,Plasma and Dark Angel as long as every other floodgate in the game is gone.
I quit the game a long time ago but I keep tabs. It was nice listening to someone who still loves the game but has a legitimate issue with it. Good video. Good job expressing yourself.
Imagine going first you set 1 trap and pass then opponent goes and uses shifter's effect only for you to reveal the trap card which could Imperial Wall, likely chance of this happening is slim but if your gonna fight a floodgate deck then why not fight it with another floodgate, its basically the same generic type of duel when using negates to negate a negate.
Outside of how Labrynth uses Dimensional Barrier, I really am against that card being legal in any capacity. Same pretty much goes for a lot of these floodgates, although in the case of Puppet, o'd rather we just ban Sanctifire. Iblee can go too.
I agree with what Jesse said. To add to that any floodgates that are allowed to exist should always affect both players not just the opponent. Any powerful effect such as an omni negate should always pay cost in some way.
As a control player I’m trying to use as little resources to gain advantage and against combo decks that are trying to overwhelm, lingering effects balance the game, artefacts scythe wasn’t the problem it was the extra deck monster that allowed you to summon it freely from any strategy
Artifact Lancea is a pretty hard counter to Volcanica if you need a good example. Rimfire, Emperor and Reload all need to banish and 2 of the 3 of these are mandatory for any line of play. There are times where I would love to side Lancea just because Shifter is essentially an auto loss, but then I can't play own deck because I can't banish for cost. This dynamic is really infuriating.
Lingering effects are more problematic in my view. However, it still depends on the trade off for executing the lingering effect. Traps for example requires some set up, while a card like Abyss dweller has low stats. It gets tricky if the lingering effect in question lasts longer than 1 turn and if we don't have the proper outs. Looping certain lingering effects can also be an issue too. Floodwandereeze for example had a way to loop Dimension Shifter.
I wouldn't refer to barone exactly as a negate, so much as i referred to it and its style of cards as sprinkles: where it wasnt exactly about the negate, it was about the extension and how much they could add to the board. The negate was big, but it really is just icing on the cake
Make it so that the only cards that can interact on your opponents turn are trap cards and quick play spells. Rid the game of quick effect monsters. Or just get rid of playing the game when it isn’t your turn. Also, I very much agree with what was said in the video
Jesse , im not popular or famous in anyway to have say, but maybe there should be a FAN MADE TIER like how pokemon has smogun it would require the community getting together and following that banlist but it would be a banlist among popular yugioh players possibly USAGE, tiers like UBERS, OU over used, UU under used, NU never used, for example.
Smogon is the LAST thing a fan made tier for yugioh needs to be emulating, there's so much corruption and insider circle jerking. People on the council don't give a single fuck what's actually good for the game, they just "emergency ban" shit they don't like while making up half excuses for doing so. People's eyes should be wide open after that embarassing debacle with the sleep ban, which introduced wide sweeping changes to formats where it wasn't an issue AT ALL, all because they had the bright idea to unban fucking Darkrai and then immediately regretted it when he started shitting on the ladder with Hypnosis.
Excellent video and 100% spot on. How about a round table video with other 'Pro' players and master duelist to come up with your version of a banned list
I wonder why there are so many floodgates in yu-Gi-Oh in the first place. I have the feeling that once they started it, they realised that there are many ways to write something like "your opponent can not do x".
Another thing is how easy to activate are these cards with lingering effects, it there conditions to the activation like being tied to a specific a archetype then it would bee less annoying.
This distills down to the same problem the game has had for years now. It's entirely possible to go into a matchup that you have absolutely no answer or outs for, even if your deck is good, especially if your hand traps are just played through. Its impossible to build a deck with every single type of interaction or removal you need in it consistently available. Its crazy because people who waste the most time playing the longest combos with the most restrictive end states always seem to bitch the hardest about cards that make that matchup playable for an opponent. These whiners always talk about "interaction" but immediately scoop when their otk gets messed up, or if you have a similar type of flood gate. Not everyone wants to play tier 0 mirror matches. Consider a "good" kashtira player who, despite all your efforts, locks 10 zones, lancea and nibiru even that out. Oh, you spend 20 minutes comboing just to get nibiru'd, and think that it sucks because its not interactive? Neither is having no moves to make on your very first turn. I'll never understand ygo players bitching that they can't always play full oppression, or that there isnt enough "interaction", there is, its just not all tearlaments. Very few go into 10+ link chains like that.
I lvoe this game, but I hate how handtraps and board breakers besides droplet feels like theyre pointless for the top tier decks meanwhile they can punish slightly lower tier decks even far easier without any restriction. I feel they should make better handtraps or more going second options with restrictions. Thats the reason i actually love typhoon. With the latest support they just made even more cards that invalidate handtraps and put you in positions where this x engine will punish you or the main engine will. I also don't like how they want to make more cards you can't interact with like the gimmick puppet ftk or tenpai.
100% agree with you. This game is so suffocating, I wish they could ban EVERY card you nominated in this video, this game would be finally fun and challenging
The problem about these cards is that they're generic. If your deck can apply negation or some kind of restrictive effect as part of the gameplay of the archetype it's fine But when these options are available to you ON TOP of everything your deck can do naturally it becomes catastrophic
I like floodgates to a certain degree cause I like building around a certain floodgate like rivalry or gozen cause you can still combo and play a good game with those deck cause they don’t rely on them. But floodgates like skill drain, summon limit, anti spell, etc are one that are slotted in to make ur opponent made tbh those floodgates I hate
I'm okay with some floodgates in YGO like Abyss Dweller. Dweller keeps those overpowered - occasionally tier 0 format decks - in check like Tear. Sure, Tear versus Tear is a skill check for the deck. But yes, Dweller keeps the meta in check. D. Barrier and similar cards are quite toxic for play. I won't disagree with this. However, Dweller doesn't shutdown entire plays. If people have an issue with Dweller, likewise, they have to take up issue with cards like Zombie World, Necrovalley, etc.
I think Droll is ok since it keeps the other playing from searching like crazy and due to the number of quick-play searchers that can be chained to it. If it was either something that couldn't be responded to or lasted for more than one turn I would probably despise it. Definitely agree with some of the other cards mentioned in the video though (i.e. Shifter).
Going second into a full board plus Maxx C is the problem here. These cards are just turn 1 floodgates that auto win games. If you don't see the problem, thats fine, but please try to think for once.
I've always had this opinion. Ive generally never really cared about floodgates because normally you could just aide or main deck cards for them, but ehen lingering floodgates came out there wasn't a whole you could do. I find cards that have near 0 counter play just takes the skill out of the game.
There is a great way of solving this because Konami always is saying okay we have to make better cards than they were before, how do we power creep something we got to keep going with the power creep and no you don't there's a better solution it's called set rotation. Problem solved
Cards that either bend the game rules. I hate when a powerful card is powerful because it does one thing but it does so warping game rules like runick fountain. It removes the weakness of quick play spells being need to set before use on op turn and it rewards you for playing them every single turn. Also, why does it draw 3? Should be enough to recycle 3 and draw one, that has being the standard for years now
A fairly specific, niche way to deal with dimensional barrier is by using typhoon. If your opponent ends their turn with a set d barrier (or at least a card you think is a set d barrier) and at least 1 other backrow card, you can use typhoon to pop the d barrier before they get the chance to activate it. Is this a reliable answer? Probably not. Is it technically a way to stop d barrier going 2nd? I'm pretty sure it is.
Unfortunately that doesn't work, but I wish! Typhoon only hits Face up S/Ts. But it would honestly be a really cool handtrap to pop face down backrow. Just an opp's turn MST, maybe it could only be used in the End Phase?
It's mostly a question of how do we view floodgates concerning each format. Droll & Lock bird for example is a crucial hand trap that's used against combo and FTK decks. I would think FTK can get out of hand if cards like Droll & Lock bird were not around. The same logic could also be true for Dimension Shifter and Artifact Lancea.
This is the same argument Maxx "C" gets. The good decks Maxx "C" is good against are still the top decks in the OCG. If an FTK is actually good, it's not gonna matter whether there is a good handtrap against it or not, it's a good FTK. We shouldn't justify something existing because there is an answer, we should get it outta here because it's bad gameplay.
@@steveebeejodd No it is not, do not use Maxx C as an excuse. Maxx C is just flat out broken, there is no comparison. Outside of OTK, I was trying to explain why certain hand traps are important for particular match ups. Not all hand traps can work universally. Why should I take -1 on a hand trap if it does nothing to the opponent? People are able to play through hand traps, even to the point where 3 hand traps may still not be enough.
@aaronmorgan5860 I don't disagree with this at all, I just think the way you came at it in your first comment is flawed. If a good FTK exists, if you don't draw the correct handtrap, you just lose. If a combo deck is so good it can play through multiple handtraps and still create an unbeatable board, you just lose. I may have phrased it poorly, but my argument is ultimately that neither is desirable, and allowing too good decks to exist because handtraps that beat them exists isn't a good excuse for having the handtraps around. Also, in a situation where both Maxx "C" and Droll & Lock Bird are turn enders, they are both completely broken, which I personally don't like.
Yeah lingering effects are pretty annoying, I spent a day designing a deck to punish the use of maxx c , using dirge of the lost dragon (masterduel btw) only to realize just because it pops up on the screen it’s not actually activating each time they draw. It only took all day because Konami has the probability algorithm cranked way up on annoying cards but God forbid I draw ANY of my 3 ofs simply it’s a card that’s not in every single deck.
Konami: understood, we're unbanning shock master next list
😂
Every level 4 deck would be praying for the protection of exceed 😂
Hopefully
unlock the shock
NOOOOOOOOO!! That was a nightmare back in the day absolutely NOT!!
Lingering Floodgates, 15+ mins turns, Being unable to interact.
When I played seriously I caught myself saying "Yeah I had fun, IF I got to play" far too frequently
skill issue
@@DR.LOSSUS skill issue? even the worst players on earth can win in higher rankings with a common tier 1 meta deck (Tenpai, FK/ Snake eyes or Yubel) and the right amount of hand traps/interruptions
@@ungdomssektionen8399 screen shot me your high rankings then
@@DR.LOSSUS don’t need to prove you anything, you have ppl like Jesse saying the same things. This game just became boring af because of dynamics that ruin the interaction of it
Flood gates were never fun, but back in the day, decks had multiple ways to out them or play around them, and had several turns to do so. Nowadays, a flood gate, more often than not is an instant win.
I think that one card combos are a bigger design problem. They just lead to everyone playing the same deck. If you just are going to pack your deck with non engine, you should always pick the most powerful one card combo and there isn't really any justification to run anything else. I think it takes away the individuality out of archetypes and play styles
Facts
Imagine everyone just playing their favorite decks and getting good with them and innovating instead of neckdeck deciding the meta shares
@@JamFlexx I don't personally care about net decking, just balance the game better.
I 100% agree. The best parts of Yu-Gi-Oh are when you can interact with your opponent and they can interact with you and I always hate cards that pretty much tell your opponent they cannot play
*omni negates joined the chat*
I don't care that dino isn't meta, I will always stand by Misc being one of the worst cards ever printed. Just turns off interaction entirely
@@Vaxonblue Thanks sometimes i think im the only one who thinks that
@@Vaxonblue Misc is fine, Dino’s are great.
@@jordo2604 ur mother was great im the bed
It’s crazy how we got so used to Dweller, Shifter, Barrier, etc to the point we don’t even voice to Konami anymore how much many of us hate these cards. If all cards he mentioned were banned today, the game would be better 00:01am tomorrow
Oh alot of people voice these opinions, they just don't really listen.
@@dragonmasterlance4010and then people get attacked for those opinions because part of the community thinks the game is perfect
The hate and dissatisfaction about these problems have been around for years now and players have become more and more unhappy with the game state of today’s metagame.
But Konami isn’t really listening. On the opposite, they are doubling down on these absolute crazy “hateful, lingering effect” cards. Because Konami also knows that most of us will just open our wallets the moment they print and release another of these cards. Also, you kinda have to if they print those because of you don’t use them, there will be other people using it against you.
Konami should use on big nuking banlist to kinda reset the game at this point. To build upon such a huge ban event for the future game to prosper off interaction, in-archetype cards and balanced gameplay.
But we surely know they won’t do that, because they are still making too much money of us buying these power staples.
Snake eyes, and most recently, tenpai has got me thinking about compact engines that allow decks to play 15+ non engine. I'm ok with a deck like marincess doing this since the deck itself doesn't have much disruption.
Snake eyes boards have 4-5 with a potential 2+ hand traps, while it also has good follow-up.
Tenpai will consistently see 3+ non-engine, and they can run blow outs like shifter.
The other thing compact engines allow are the splashes of high-powered engines like melodious. These engines must be negated, or you won't be able to play.
I'd like to see the game move away from decks having to run so much non-engine.
Exactly, marincess is fine because they put up 1/2 interactions with aqua argonaut and wave and they literally die to a kaiju. Snake eye and tenpai are ridiculous decks with custom made cards basically that require 0 skill to play, have 15 one starters and most of their cards is in the extra so you can fill your deck with HT
Looking at tear Format where bystials kelbak Orange light and havinis were the only "Hand traps"
@@Linkingx2 good times, good times.
@@wickederebus best of times, if only dweller wasnt there smh
@@Linkingx2 nah, making the Dweller after my full combo was the best part.
TL,DW: He hates lingering effects.
Thanks
That's why I quit it, there keep not hitting them on the ban list for some reason....
actually it's kinda TL;DW Fuck Dimensional Barrier lol
He got to the point almost immediately, this comment is unnecessary
You saved me 13 minutes!
The only card in this group i can actually defend is droll, largely because you get to search once, and you can do quick play spells in draw phase to play around it. Where mistaken arrest denies all of that lol.
As for what i don't like, it's 1 card full combos, I hate this format of 18+ hand traps and topdeck wars where they draw 1 starter and it's like everything you did beforehand doesn't matter because it's full combo.
Searching once is irrelevant most of the time, the card is used when you are playing against a decks that has to search at least twice to make a decent end board
Yes. The feeling of dread when your opponent on Mathmech gets their splash magician out and you know you’re getting negated twice. Hand ripped and board blasted.
what I hate are the time rules.
I play a deck which doesnt take too much time and if I play against a combo heavy deck, Ill maybe play 15 minutes, while they play 30 minutes and then Ill be the one who loses to time
its so cringe
Exactly and even if I have a winning game state, literally game in BP, I will not be allowed to go there. It really needs to improve. It doesn't have to go back to the old ones, but maybe when it's time, turn player has to choose to either stay in that phase, or immediately proceed to battle phase after resolving the current chain.
@@11wildy63thats actually a very good idea and would fix many issues without creating new ones
That was my issue against this guy at my locals playing dark world, if he went first he would hand rip me twice leaving me on one card and he would make a grapha if I didn’t draw droll, if he went 2nd he would break my board and I played tearlaments, which is crazy cuz I would normally mill enough to fusion summon 6 times, now I play mannadium and going through the combo I do try to be quick but I have to think sometimes because it’s easy to outplay yourself and now I end up taking up 30mins to play it’s just how combo decks are you have to think about how to build into the board you want with what you have and what it searches
@@MastaFerris Try Vanquish Soul.
when people take this long I just let them sit there on my turn till time runs out. Because its a waste of my time, so I'm gonna waste your time.
Insert picture of Jesse getting Shifter’d back-to-back
I just recently did some remotes with a friend playing Infernoble, i was on Kash, we played 6 Duels or so, i shiftered him 5 times, and twice in one duel even lmao It was lowkey just depressing XP
@@flamingphoenix4025 if you are playing irl i think your bro was ready to throw some hands 😅😅😅
@@MrTungson he wouldn't with me but i know FOR SURE if it was someone else he would 100% lmao
At a Regional a while ago he was already done with his Match and came by to watch mine (i was playing a Snake-Eyes player) and he apparently didn't know Tearkash works under shifter since the Mill 3 on summon is an effect and not condition and called a judge. Long story short, he basically didn't wanna lose the match since it was 1-1 and was closing in on time and i would've easily had it but bro wanted to play for the win so badly and knew he'd lose in time so we got a 3 minute time extension annnnd he ended up winning, and my bro was soo mad it was kinda hilarious lmao
My core issue is that the core of yugioh is stop your opponent from even playing the game so it becomes a single player and not a DUEL
The game needs to be designed with the fun of BOTH players in mind. While fun may be subjective, unfun usually isn't. As long as the game is designed to only be fun for the person taking their 15 minute turn, then card design is actually fucked.
The problem isn't entirely floodgates. The reason people use floodgates is because of first turn unbreakable boards that require TONS of special summoning. Once the board is made without disruptions (hand traps for example) then the person going second is more than likely toast. Stopping the opponent from playing the game is unfortunately the only way to slow the game to a balanced back and forth nowadays. Floodgates are frustrating but the unlimited amount of special summoning has gotten ridiculous over the years as new mechanics and strategies are being introduced to the game each year.
We need better handtraps that are still balanced. The ones we have either aren't strong enough anymore or way too strong. Needing to draw 3+ handtraps against snake eye fiendsmith is a problem. Likewise, shifter instantly winning games is also a problem
Just yesterday I was at locals and had my opponent use Buster Dragon and Buster Blader Fusion in branded to shut me down. Then the next game I use D Barrier 2 turns in a row as that's the only answer I had with all monster effects unable to even activate.
Long story short game ended and both my opponent and I discussed how neither of us enjoyed playing the game for the same reason... we didn't feel like we got to play.
The games power creep has come to a point where the only chance to win is to go first and then stop your opponent from playing.
Not much of a surprise old formats are gaining popularity
I play pure buster blader. I try to play the normal way but with the speed of the game turboing out the lock then maintaining control is the only way to win. I use to use the dragon to summon buster and equip him with stuff but now you just prologue into memories and lock your opponent immediately or lose next turn .no In between.
Yep, many ppl dont quite enjoy how modern YGO being played, explosive turn 1 board + follow up and they will use all method possible to stop opp from playing whether with bunch negates, floodgates, etc.
And leads to older formats being popular now. Edison and goat mainly, i do hope lot more older formats can get as popular as those 2. Tengu plant, HAT, and nekroz BA qli shaddol tellar format.
Heavily agree, I've been praying for these type or cards to be banned for so long, especially Dimensional Barrier.
The fact that there's little to no counterplay against them and you NEED to open said counter, just makes them so unfun and unfair to play against
Barrier is the fairest of any of the mentioned cards tbh.
Because if your deck can play multiple extra monster types, then it really isn't a big issue. It really only hurts linear pieces of shit. Like back in Zoo format. Or PePe format. Doesn't really hurt link decks like, Snake eyes
@@116_Gaminghow so? The lack of easy counter play doesn’t scream fair to me.
But I do agree it should be limited. I wouldn't say banned. But limited. Everything else can go fuck itself and get banned
@@chandelurechan2638 depends on the deck. Like I said. It all depends on the deck. Some decks come with negations
Yugiboomer here - I think the thing I dislike most about yugioh is how it's basically now just one all or nothing turn, and that in effect invalidates tons of game mechanics as well as making things Like lingering floodgates more of a problem. Like when dweller originally came out, it would slow you down for a turn for a turn if you were playing something like dark world, but that didn't mean the game was immediately over because you could wall up for a turn and potentially out it during your opponents turn with traps & stuff
I'd like to point to a finals won by making S:P hydrant and passing won a ycs just because of follow up, it's more than just one massive turn where you try to lock the opponent out. THIS format is slightly different because snake eyes is a mistake, but good decks do still need follow up and a low impact/risk line due to handtraps.
As someone who likes to play the weirder decks in the game, and usually plays them pure for the lore, the one thing I don't enjoy is the ease at which a player can get 5 or more negates on their first turn, or even before then at times. There are ways to get around them, and I do use them when affordable, but it dilutes the deck to the point where it's no longer what it was meant to be. But this is the game, and I must adapt to it, because in the end, I still love playing Yugioh.
To me the problem is that they keep making decks that are so stupidly strong that you have to prepare "silver bullets" and draw them or die. Dweller vs Tear is the most obvious example you gave
One could argue that it isn't the fault of the floodgates but rather the path konami made with these certain combo decks. Making certain decks so consistent to get their plays going then it makes sense they would allow a "silver bullet". These decks have art least a third of the deck that will start their combo but d barrier is only 3 cards. It's not fun but it's understandable.
D barrier at 3, Trap Trick at 3, the Labyrnth archetype existing.
@@slayer100141 Vanquish Soul.
I think that before get rid of these cards like shifter, barrier, droll, first konami need to stop making decks and cards that are one card combo or cards that makes 3 effects with no restrictions. I can't imagine how toxic this game would be without shifter, barrier or puppet with the nowadays card design...
do you go to locals with these floodgate cards/comboes?
Shifter, barrier, and puppet aren't making the game any less toxic. They're making the game more toxic. Barrier especially has always been horrible in every format that it's played
I completely agree Jesse.
The only other problem i have is the card price. You have been to Brazil, and you know we have great players, we would have many more if the card price would be 30% cheaper, only 30%, that's the main issue for me, cause i can't even buy the cards
My biggest pet peve with this game is when you ask your opponent "so how would you beat this deck" and they respond with "droll, shifter ect" these sacky cards that have so little counterplayer that its draw them or loose to them. Its annoying. Im in the same camp as you, navigating complex board states and using ur engine to overcome obstacles is where this game shines!
Something that’s insane to me is that recently i played some HAT legacy format games, and i was playing mermail, and all it took was one abyss dweller to stop my entire gameplan. I had to adjust my gameplay around its existence. While I was able to out it in some games, it completely demolished me in others. This is back in 2014, where not every deck had this issue, and games lasted a long time. Dweller has arguably become even more powerful than that in the modern age, because games now don’t last more than 2-5 turns on average, and so many more decks rely on graveyard interaction.
I started off playing TrapTrix with summon limit and other floodgates. They slowed the game down enough against higher powered decks for me to learn and formulate strategies. I don’t like them anymore but I see their place.
I mean, I play 3 skill drain ,but yet again, I don't even play a meta deck. I play earth machine. If I don't play skill drain I lose hard to all meta decks having 18-21 hand traps and a lot of field full of negates. So I justify using skill drain as I don't play a meta deck. If you don't want to lose to skill drain, you have a side deck, right? Same goes for me I side for meta decks.
RIght? its not the floodgates but the sheer amount of giant beatsticks with omni negates people bring out turn 1 every single time. Being forced to clog your deck with 20 handtraps to prevent that defeats the purpose of making an original deck
These effects would be okay if the game isn't as fast as it is these days.
Back in the day you could easily wait out a turn or two, or even three for swords of revealing light but these days it feels like one more turn is all it takes to end a duel which is a big issue too.
Even as a combo player, I dont enjoy needing to wait opponent 15 minutes when I got 0 hand traps in the first turn if I go second. Modern yugioh just allows a player to do too much without paying any real costs, and I think the amount to special summon allowed in first turn should be somehow restricted in a way by changing the Master Rule from the core system.
My pet peeve - floodgates attached to normal summonable monsters. I'm talking about cards like amano iwato, denko sekka, inspector boarder etc.
Specifically the thing I don't like is that they are very hard to interact with since their effect comes immediately into play and very few cards negate normal summons.
If you've ever had your opponent drop a denko or an amano you'll know what I mean.
*proceeds to Branded all over Barrier Statues + Boarder + Denko Sekka pile*
The "realistic" counters for Shifter are: Called By, Crossout, Orange Light, Gamma, Chaos Hunter, or Lancea if you're playing on your opponent's turn with something like Tear... that's about it. Other cards can negate it obviously but nothing turn 1. D Barrier has even less answers with basically only Purple Light, Epsilon, or Crossout. We really need something like a quick-play version of Night Beam or a hand trap/qp spell that negates normal traps.
The amount of comments that miss the point and boil down to unironically “draw the out” is saddening
Well, even the man himself that you are watching, has said 'draw the out' in one way or another, especially when it concerned a certain field spell.
Lets be real, low chance konami would ban em, nigh impossible even to get rid of all of em.
So ppl need to learn to live with it. And pray ppl wont side especially againts ur deck.
Ive been advocating for a shifter retrain where when its discarded the next 2-3 cards that would go to the graveyard are banished instead, where its still detrimental against some decks but needs to actually be timed well like a good hand trap should, and would potentially have counter play since its on the turn players choice on what goes
@@SmaashingCards its the people saying it in a way to defend toxic cards being in the game
The decks that mainly get hurt by cards like barrier are lower tier decks that lack options like meta. "Just draw the out" isn't an option for most decks.@@invertbrid
Worst part of yugioh are the long boring ass turns and the fact that you can just instantly lose the game before you even get a chance to actually play. Very fun.
Wheres your interaction cards
@@chuckdastump sometimes you dont draw them. Sometimes it doesnt matter if you do. sometimes its the 6th card and you have to watch the boring af turn play out just to see if you top deck it. I just feel like the 2-3 turn vomit your whole hand gameplay style is not very amusing.
I went against branded in the qualifiers on master duel... Still won but man was it annoying. I draw, response. Every single thing I did... There was 2 or more responses. Every time. So annoying. End phase had like 5 chains. @@chuckdastump
@@chuckdastump 'interaction cards' don't mean anything if you don't draw them. God, this non-argument from you sunk cost fu**ers has gotten rather old.
The real problem is 1 card starters that allow you to vomit your whole deck on the field
Summons a monster: "Get a free card from your deck. Now use that same monster to get 2 more free cards from your deck."
I miss the days when we had more main deck strategies than extra deck the game.
I agree with this, but i also hate not hand traps but the amount, this game falls into hand check wars some times, I always feel like playing board board beaker and solving the puzzle seem more rewarding and skillful.
Yep. Hand traps have turned the game into flow chart interactions predetermined by the hand you’ve drawn
Disagree on Droll and Dweller. Decks that search 10+ times a turn are very oppressive. Decks that resolve 10+ graveyard effects a turn are very oppressive. It's practically impossible to beat a deck of floaters with a deck that doesn't have any form of floating, without floodgating them. The floaters will overwhelm such a deck with card advantage. When it comes to Dimensional Barrier and Shifter, I agree they're toxic.
Issue is, most decks searches more then once, or activates *something* in the grave, even if your not a combo deck
@@TheJustforcommenting If it just activates one thing in the grave, then it'll probably be able to play under Dweller.
One of the biggest problems with lingering floodgates is the fact that NO CARD has come out in ALL THIS TIME that addresses them at all. The whole reason these things are banworthy is because of lazy design that's refused to get rid of what are essentially mechanics exploits. If more cards and decks had answers to this sort of thing that they didn't need to have ready at point of activation these things could have been fine, and it would be easy enough to come up with cards that deal with this sort of thing. But they haven't for some stupid reason.
I agree with what youre saying. But I think it's okay to have a powerful card for a format like barrier so players have to build and solve their issue. Id like to see cards like this phase in and out of the ban list to keep things fresh too. But my biggest grip in ygo is hand trap heavy formats. I mean it's been this way for years now. It's not every single game, but there's a high % of games where it's just Player A ashes, Player B plays an extender, Player A Imperms, Player B fails to establish board and loses, or they just happen to have X extender or Crossout/called by and lock player A out. Too high of a percentage where games play out like this. It's silly how most players haven't caught onto this.
I think one of the issues that I have with YGO and something that has caused me not to play the game as much, if at all in recent years, is that there are many archetypes that:
A.) interact too much with themselves, even during your opponent's turn; OR,
B.) too many cards that use either: Special Summoning; Quick Effects; Negates; or some combination of the 3 on the same card.
Vanquish Soul, my beloved mid range deck.
YEP! These people who have been playing the game since its inception truly don't understand how daunting a task it is to learn all the endless card interactions and variations. Ain't nobody got time for that unless your life literally revolves around YuGiOh, which it does with all these content creators and 'pro' players.
Getting skill drained sucks. Ive learnt to have spell/trap negation/ destruction in each deck or side deck
ok now how do you negate dimensional barrier going 2nd lol, thats the point of the video.
@@stuckmeister7750 link exist monsters goofy
@@evanthedude9862can’t play links in decks like branded
Cross out
Psy frame epsilon & herald of purple light KEKW
It's annoying too how some decks owe their entire playability to lingering effects. Floo is arguably a lot worse without shifter or droll or feather storm.
Not even arguable. It’d be UNPLAYABLE.
floo is a lot better without droll existing though
@@bp-1862yep droll actually hit floo rather hard too. If no droll, floo would be happier.
Tho imo droll is needed in modern YGO, i doubt they will hit it ever.
@@invertbrid No, there's definitely healthier ways to implement a card with a similar aim to droll that doesn't shut down entire strategies along with it
@@Jhawk2711 definitely not unplayable
I hate how fast the game is, can we go back to GX and 5ds format?:)
I think it's important to recognize that context matters for all of these cards. Nobody is complaining about Threatening Roar despite being a lingering floodgate. If Exosister was the only deck allowed to play Dimension Shifter, I'd honestly be completely fine with it. That deck isn't likely to kill me if I pass and is at a much lower power level. Even Hot Red Dragon Archfiend King Calamity is a completely fine card as long as it is not easily summonable on your opponent's turn. I remember trying a RDA deck a few years back, long before the new support, and the only way to summon it on your opponent's turn was to draw an unsearchable quick-play spell and not be handtrapped at all going first. It was terrible, but instantly winning one out of 6 games was hilarious, and wasn't an issue because it wasn't remotely consistent or competitive, and the deck would get smoked in a Bo3.
I'd even argue a card like Droll is fine in a lot of formats, that card almost never "ends your turn" like people like to claim it does because most decks have a lower ceiling line they can go through or have extenders enough to set up a respectable board despite it. And if you don't draw those extenders, it's because you have a lot of non-engine, meaning the game is likely going to turns 4+ regardless. That's healthy and good for the game. Most of the time it's lowering the power level of an end board, just like any other hand trap, without causing your opponent to instantly fold like Dimensional Barrier might.
I fully believe Konami pushes these kind of cards because it satisfies the players who just want wins by any means necessary. You see people defending certain floodgates just because it beats a deck they hate (ex. I saw many people defending D-Barrier’s existence just because it beat full power Tear). You can’t pick and choose when the health of the game matters, only caring when your pet deck is the one suffering.
I've loved Dweller since it's release. The problem is that it should have a summon restriction limiting it to water materials instead of generic where any deck can toolbox it. It should also lock you into waters while it has materials. It's obviously meant to be a weapon for water.
Jessie what do you mean? Ghoti is a banish deck and yes as a cost most of the cards do need you to banish fish monsters from your graveyard and NONE of them have quick effects to banish themselves or others from the grave unless you play snopios. And youd have to have snopios in hand in order to quick effect banish to set up the tuners to come back
Cards like droll and lock bird or dimensional shifter are only a problem because yugioh only last 3 turns. Ex1.Go first and make a crazy board and sit on droll& Lockbird. Ex2. Go second and dimensional shifter then make a crazy board. Dont let you opponent play and beat them quickly, SIMPLE. When you play other card games you realize this is a konami problem.
I've played a few card games and I've always said to anyone I've played yugioh is fun but the one thing I can't stand is lingering card effects. I primarily play combo decks, so I add cards from deck to hand and use the GY quite often but when I see cards like D barrier, Droll, or Abyss Dweller I just sigh in despair cause you literally have to interact with it immediately or else you're done. I don't think lingering card effects are healthy for any card game. For Digimon there's a card called ShineGreymon: Ruinmode where it's a blanket lingering effect where you give -5000 ATK to the board which if you have 5k or less you instantly die. So decks that play lots of 5k or less monsters on the board are just unplayable.
TLDR: I've played 4 different card games and I haven't seen a single time yet where I found a lingering card effect that wasn't unfair. (Unfair does not equal Meta)
I am so happy that you talked about lingering floodgates instead of just generic floodgates that stay on the field. I really enjoy playing floodgate decks it's just a fun way for me to play, miting my opponents actions at the correct time and gradually winning via controlling the pace of the game. (I do still lose quite often especially post siding)
Lingering floodgates are a bane on this game and they should just ban every single one of them and give decks where it's part of their gimmick something to make up for it.
I think silver bullets are cool. I don’t think the “silver bullets” should be easy to apply to every single matchup like d barrier or so powerful that they just build the deck around themselves like shifter. Droll and lancea are good for the game though, and I say this as someone who plays ritual beasts. So yeah, the topic of floodgates is always taken over by people going ban all floodgates without considering there’s a bunch of floodgates that are so much more powerful than others that they ruin the whole conversation about them
Lingering flood gates are unhealthy for the game, period.
I don't think you should be allowed to shut down an entire strategy by resolving one effect. Floodgates are irritating to play against but at least there's some counter play so long as you accounted for it in deck building. Any card that can win you the game just by resolving it one time in the right match up, however, is definitely not healthy for the game, even if they're not super relevant in every format.
Agree, floodgates are fine for most part. And there is just too many of em, konami wont ban every single one of em. Prob just few that is seen play so often like summon limit last time.
Lancea is just the opposite of Shifter for said decks. No logic in saying that or Bird are healthy
@@doobster3650 I agree with the sentiment but I think the black and white thinking on this can get too extreme. If a deck came out that got super punished by mischief of the gnomes/yokai then do those cards become toxic or is it just a weakness of the deck. Tenpai gets cooked by threatening roar and by all technicalities that is a floodgate for the deck. We gonna ban all those cards? No we’re going to ban the ones that are truly obnoxious and there’s really only very few of those that need to go
@@americantimemachine7128 have you considered: fuck them birds.
To give a serious answer the point of my comment which maybe I didn’t get across well enough was that lingering floods shouldn’t be super versatile and super oppressive. Dimensional barrier isn’t just obnoxious because it’s effectively vanity’s emptiness when flipped, it’s vanity’s emptiness against 5 summoning types making it almost always a correct choice in the side. If a card like and the band played on was actually good why wouldn’t you play it over rivalry/tcboo/gozen before their limits. That’s why I think shifter and lancea aren’t really equatable even if they skip the turn against decks they punish. Shifter inherently punishes more decks than lancea does and that’s my problem with it. I think the black and white “all floodgates are bad” doesn’t take into account there’s a tangible power gap between “similar” cards
I hung the game up when someone took 30mins summoning after summoning that kinda killed the game for me
That's the Meta format, and that format needs to die already.
Don't forget the biggest perpetrator of ruining a day, Harpie's Feather Storm. This card can actually go die in a ditch. Hot Red Archfiend King Calamity Abyss as a Dimensional Barrier? And all you have to do is play a deck that already runs Shifter? Sick. I'll vomit. On the card. And then burn it.
Oh, and good video! Strongly agree. Hopefully they'll keep hitting floodgates. I'll cope and believe they unbanned Protos and Colossus to gauge player base reaction, and hopefully it's been negative enough for them to go get the intern and get some greater evils banned. Imagine being the guy who bans Shifter though, you'd be an actual hero.
100 % this. I've been playing on and off since 2002, and currently, I'm not playing it specifically because of all the floodgates you can't do anything against running freely. I absolutely agree that a large banlist banning basically all of them, even the less played ones, is necessary to restore at least some health for the game. I love playing interctive formats and decks, I always try to build my decks in a fair way that opponents can interact with, just to then get floodgated out of the game. It just doesn't feel good. I've seen some people who got "corrupted" and started playing floodgate and stun decks themselves because they were salty, but before I do that, I'd rather not play at all.
BRUH YES!!! The community is to blame as well. Everyone says droll is a bad card, just because it doesnt hit the meta as much... IT STILL IS A TURN SKIP FLOODGATE THAT YOU CANT INTERACT WITH AFTER ITS BEEN ACTIVATED.
I was thinking perhaps konami should make carfs that could stop lingering effects.
My biggest Yugioh dislike is generic extra deck endboard pieces. I'm ok with (and enjoy) handtraps, teched engines, and extenders, but for me most of a deck's personality is what they end on, and even if the game is very diverse with many playable archetypes, when things like Appalousa, Baronne, Little Knight, and Accesscode are legal, things feel very samey to me, and I get bored fast. It really kills the game's aesthetic appeal for me.
Edit: Even worse when the endboard piece is from an archetype but doesn't require specific materials for some reason. Every other deck running things like Savage, Baronne, and Dracosacc better than their own archetypes is frustrating when requiring specific materials would've been a huge boost to their archetypes (and kept some of them off the Banlist)
"Lingering floodgates" yup with this term it instantly clicked, wow.
The whole point of the other things is that hey, you open with your 5 cards, but you can play around things, slowly build up your army and crumble them.
If they just draw phase shifter you, you need one of those 5 cards to be a hard out, which is stupid.
I don't like floodgates in general but lingering floodgates are a pain in the ass.
I’ll be honest, in the last handful of months I’ve been LOVING Konami
New support for old archetypes have been cool and fun
New cards have been cool and fun
Entire new archetypes have been cool and fun
Obviously all of these have exceptions but for the most part they’ve been doing better than usually….until I saw that Gimmick Puppet FTK lmao
I bought all the Runick stuff recently because Lightsworn Runick is actually fun as f! I loved Lightsworn when that grass is greener was limited. Being able to play a new variant of Lightsworn is refreshing;)
What’s fun as the opponent tho? All Runick does is mill and banish your opponent denying them resources…. How is that fun ?
@@j2c695 opponent could have fun Ashing my fountain making me cry…
@@j2c695 If this is all that you think Runick is doing, you don't understand the engine at all and should watch some more in depth deck profiles that explain why the Runick engine is so versatile.
@@j2c695its fun tho. Banishing random card from opp deck, it feels good if u hit some jackpot like 1 ofs combo pcs or something lol. Resolving fountain also fun af. As opponent u can just counter the fountain at least and hope ur 1 ofs dont get banished lol.
Runick stun is another thing, but i love runick milling my opponent deck. We need more alterlate wincon like milling in YGO, not just break my board stuff, gets boring eventuslly.
Thatd why tenpai with otk going second also cool. Also chain burn that top recently.
with protos effect does it have to destroy a card of the type it's calling to be able to call that type or can it just call any type without having to destroy that type apon calling it
So every deck should just be free to do its annoying overpowered thing?
I guess that wouldnt be so bad, nothing will change the speed of the game only caring about first hands. turn to turn struggle is almost never a thing anymore.
I think that unbanning Prothos and Colossus means that Konami has no intention on removing floodgate mechanic from the game it is just gonna change from format to format on which floodgate is gonna be used and some of the popular floodgates are gonna get banned and some of them which are not that good at the moment are gonna get unbanned/unlimited until they become a problem again,they are also still printing new floodgates as well.I really wish that Banlists should be done by a community of top tier YCS players,the game would be way more enjoyable.
At least let the comunity ban 3 cards on top of the normal Konami banlist so everyone is happy
well thunder dragons are a trash rogue deck rn. but very strong decks should not have strong floodgates
@@jmooroof1769 If you are going with that logic then floodgates will always stay.I am a big hero fan but i wouldn't complain if they ban Dark law,Plasma and Dark Angel as long as every other floodgate in the game is gone.
@@shakeweller yeah that would be awesome
@@beograddrzava178 i think that floodgates like TCBO and Macro Cosmos are super unfair
I just hate people who crush little kids with Danger! FTK.
Did you just wake up from a several-year-long coma?
@@Cybertech134 yup
I quit the game a long time ago but I keep tabs. It was nice listening to someone who still loves the game but has a legitimate issue with it. Good video. Good job expressing yourself.
I really dont like lingering floodgates aswell, getting shiftered in draw or dbarried while playing a deck that has only one extra deck type.
2:30 Knightmare phoenix: yeah tell them jesse
Can't even get to a Chixiao nowadays to search protos in the first place XD
Imagine going first you set 1 trap and pass then opponent goes and uses shifter's effect only for you to reveal the trap card which could Imperial Wall, likely chance of this happening is slim but if your gonna fight a floodgate deck then why not fight it with another floodgate, its basically the same generic type of duel when using negates to negate a negate.
Outside of how Labrynth uses Dimensional Barrier, I really am against that card being legal in any capacity. Same pretty much goes for a lot of these floodgates, although in the case of Puppet, o'd rather we just ban Sanctifire.
Iblee can go too.
I agree with what Jesse said. To add to that any floodgates that are allowed to exist should always affect both players not just the opponent. Any powerful effect such as an omni negate should always pay cost in some way.
As a control player I’m trying to use as little resources to gain advantage and against combo decks that are trying to overwhelm, lingering effects balance the game, artefacts scythe wasn’t the problem it was the extra deck monster that allowed you to summon it freely from any strategy
There should be more restrictions to activation
3:05
Yes, some pieces have inherent ways to remove them. For some reason, Vanity's Emptiness is still Forbidden though.
Artifact Lancea is a pretty hard counter to Volcanica if you need a good example. Rimfire, Emperor and Reload all need to banish and 2 of the 3 of these are mandatory for any line of play. There are times where I would love to side Lancea just because Shifter is essentially an auto loss, but then I can't play own deck because I can't banish for cost. This dynamic is really infuriating.
Lancea can only be used during opponents turn…also lancea isn’t a card you would use against shifter anyway. It’d be called by or crossout
8:32 this reminded me to that time i used lancea agains a dragon link deck. They were furious.
Lingering effects are more problematic in my view. However, it still depends on the trade off for executing the lingering effect. Traps for example requires some set up, while a card like Abyss dweller has low stats. It gets tricky if the lingering effect in question lasts longer than 1 turn and if we don't have the proper outs. Looping certain lingering effects can also be an issue too. Floodwandereeze for example had a way to loop Dimension Shifter.
I wouldn't refer to barone exactly as a negate, so much as i referred to it and its style of cards as sprinkles: where it wasnt exactly about the negate, it was about the extension and how much they could add to the board. The negate was big, but it really is just icing on the cake
Barone is powerful, but the negate part wasn't what was broken, it was literally the fact you could "sprinkle" him in so many decks
Make it so that the only cards that can interact on your opponents turn are trap cards and quick play spells. Rid the game of quick effect monsters. Or just get rid of playing the game when it isn’t your turn.
Also, I very much agree with what was said in the video
Bro there was an ad before this video and the guy sounded exactly like Jessy but he was trying to sell me a course on TikTok ads
Dimensional shifter: Gravedigger's Trap Hole, Called by the Grave (I believe), various Solemn cards.
But in the other side, if my opponent made a 3 to 5 negates board, thats a floodgate too...
Jesse , im not popular or famous in anyway to have say, but maybe there should be a FAN MADE TIER like how pokemon has smogun it would require the community getting together and following that banlist but it would be a banlist among popular yugioh players possibly USAGE, tiers like UBERS, OU over used, UU under used, NU never used, for example.
Smogon is the LAST thing a fan made tier for yugioh needs to be emulating, there's so much corruption and insider circle jerking. People on the council don't give a single fuck what's actually good for the game, they just "emergency ban" shit they don't like while making up half excuses for doing so. People's eyes should be wide open after that embarassing debacle with the sleep ban, which introduced wide sweeping changes to formats where it wasn't an issue AT ALL, all because they had the bright idea to unban fucking Darkrai and then immediately regretted it when he started shitting on the ladder with Hypnosis.
Excellent video and 100% spot on.
How about a round table video with other 'Pro' players and master duelist to come up with your version of a banned list
I played ninjas all of last year. I really wish they get more support. Maybe a new fusion, trap and main deck monster
Balance complexity. That is how a gentleman words "the onus of balance is in the players, not the designers"
I wonder why there are so many floodgates in yu-Gi-Oh in the first place. I have the feeling that once they started it, they realised that there are many ways to write something like "your opponent can not do x".
Another thing is how easy to activate are these cards with lingering effects, it there conditions to the activation like being tied to a specific a archetype then it would bee less annoying.
This distills down to the same problem the game has had for years now. It's entirely possible to go into a matchup that you have absolutely no answer or outs for, even if your deck is good, especially if your hand traps are just played through. Its impossible to build a deck with every single type of interaction or removal you need in it consistently available. Its crazy because people who waste the most time playing the longest combos with the most restrictive end states always seem to bitch the hardest about cards that make that matchup playable for an opponent. These whiners always talk about "interaction" but immediately scoop when their otk gets messed up, or if you have a similar type of flood gate. Not everyone wants to play tier 0 mirror matches. Consider a "good" kashtira player who, despite all your efforts, locks 10 zones, lancea and nibiru even that out. Oh, you spend 20 minutes comboing just to get nibiru'd, and think that it sucks because its not interactive? Neither is having no moves to make on your very first turn. I'll never understand ygo players bitching that they can't always play full oppression, or that there isnt enough "interaction", there is, its just not all tearlaments. Very few go into 10+ link chains like that.
I lvoe this game, but I hate how handtraps and board breakers besides droplet feels like theyre pointless for the top tier decks meanwhile they can punish slightly lower tier decks even far easier without any restriction. I feel they should make better handtraps or more going second options with restrictions. Thats the reason i actually love typhoon. With the latest support they just made even more cards that invalidate handtraps and put you in positions where this x engine will punish you or the main engine will. I also don't like how they want to make more cards you can't interact with like the gimmick puppet ftk or tenpai.
100% agree with you. This game is so suffocating, I wish they could ban EVERY card you nominated in this video, this game would be finally fun and challenging
The problem about these cards is that they're generic.
If your deck can apply negation or some kind of restrictive effect as part of the gameplay of the archetype it's fine
But when these options are available to you ON TOP of everything your deck can do naturally it becomes catastrophic
I like floodgates to a certain degree cause I like building around a certain floodgate like rivalry or gozen cause you can still combo and play a good game with those deck cause they don’t rely on them. But floodgates like skill drain, summon limit, anti spell, etc are one that are slotted in to make ur opponent made tbh those floodgates I hate
I'm okay with some floodgates in YGO like Abyss Dweller. Dweller keeps those overpowered - occasionally tier 0 format decks - in check like Tear. Sure, Tear versus Tear is a skill check for the deck. But yes, Dweller keeps the meta in check. D. Barrier and similar cards are quite toxic for play. I won't disagree with this. However, Dweller doesn't shutdown entire plays. If people have an issue with Dweller, likewise, they have to take up issue with cards like Zombie World, Necrovalley, etc.
I think Droll is ok since it keeps the other playing from searching like crazy and due to the number of quick-play searchers that can be chained to it. If it was either something that couldn't be responded to or lasted for more than one turn I would probably despise it. Definitely agree with some of the other cards mentioned in the video though (i.e. Shifter).
Also not every deck searches like crazy. Control Decks usually search and summon less cards and setup more backrow.
Going second into a full board plus Maxx C is the problem here. These cards are just turn 1 floodgates that auto win games. If you don't see the problem, thats fine, but please try to think for once.
I've always had this opinion. Ive generally never really cared about floodgates because normally you could just aide or main deck cards for them, but ehen lingering floodgates came out there wasn't a whole you could do. I find cards that have near 0 counter play just takes the skill out of the game.
There is a great way of solving this because Konami always is saying okay we have to make better cards than they were before, how do we power creep something we got to keep going with the power creep and no you don't there's a better solution it's called set rotation. Problem solved
How can you be fat for almost 20 years and not try to change that and see the best version of you? But no Yugioh is more important then my health...
Cards that either bend the game rules. I hate when a powerful card is powerful because it does one thing but it does so warping game rules like runick fountain. It removes the weakness of quick play spells being need to set before use on op turn and it rewards you for playing them every single turn. Also, why does it draw 3? Should be enough to recycle 3 and draw one, that has being the standard for years now
You are like the WolfeyVGC of the Yu-Gi-Oh community and I'm here for it.
A fairly specific, niche way to deal with dimensional barrier is by using typhoon. If your opponent ends their turn with a set d barrier (or at least a card you think is a set d barrier) and at least 1 other backrow card, you can use typhoon to pop the d barrier before they get the chance to activate it. Is this a reliable answer? Probably not. Is it technically a way to stop d barrier going 2nd? I'm pretty sure it is.
Unfortunately that doesn't work, but I wish! Typhoon only hits Face up S/Ts. But it would honestly be a really cool handtrap to pop face down backrow. Just an opp's turn MST, maybe it could only be used in the End Phase?
It's mostly a question of how do we view floodgates concerning each format. Droll & Lock bird for example is a crucial hand trap that's used against combo and FTK decks. I would think FTK can get out of hand if cards like Droll & Lock bird were not around. The same logic could also be true for Dimension Shifter and Artifact Lancea.
This is the same argument Maxx "C" gets. The good decks Maxx "C" is good against are still the top decks in the OCG. If an FTK is actually good, it's not gonna matter whether there is a good handtrap against it or not, it's a good FTK. We shouldn't justify something existing because there is an answer, we should get it outta here because it's bad gameplay.
@@steveebeejodd No it is not, do not use Maxx C as an excuse. Maxx C is just flat out broken, there is no comparison. Outside of OTK, I was trying to explain why certain hand traps are important for particular match ups. Not all hand traps can work universally. Why should I take -1 on a hand trap if it does nothing to the opponent? People are able to play through hand traps, even to the point where 3 hand traps may still not be enough.
@aaronmorgan5860 I don't disagree with this at all, I just think the way you came at it in your first comment is flawed.
If a good FTK exists, if you don't draw the correct handtrap, you just lose. If a combo deck is so good it can play through multiple handtraps and still create an unbeatable board, you just lose.
I may have phrased it poorly, but my argument is ultimately that neither is desirable, and allowing too good decks to exist because handtraps that beat them exists isn't a good excuse for having the handtraps around.
Also, in a situation where both Maxx "C" and Droll & Lock Bird are turn enders, they are both completely broken, which I personally don't like.
Then just ban the FTKs instead of having cards that ruin the game in the format
Yeah lingering effects are pretty annoying, I spent a day designing a deck to punish the use of maxx c , using dirge of the lost dragon (masterduel btw) only to realize just because it pops up on the screen it’s not actually activating each time they draw. It only took all day because Konami has the probability algorithm cranked way up on annoying cards but God forbid I draw ANY of my 3 ofs simply it’s a card that’s not in every single deck.