39:59 I can tell you why each searches each type: Kashtiras are colonizers, and each is a herald of their arrival. Fenrir is the first to arrive, so after him follow the others (he searches monsters) Unicore is the main force, he establishes the kashtiras in the new land (he searches the spells, with birth showing how they terraform the land and turn it hospitable to them, reflected in the normal without tributing) And ogre is the brute force, he carries the prisoners they make in large pods (as shown in the traps, this one is only the artwork, so it is the weakest) Shangri Ira is their base, a space station bombarding the surface of the planet and turnin it inhospitable to the locals (it "drops" the monster during the sp, and the zone block is very clearly the effect of the land being taken) Riseheart is the commander, he is the only one who can use Shangri Ira at command, as well as set up the resourses for the rest to use (all Kash spells and traps care about banished cards, and the banish from opponents deck enables Ira turn 1 without interaction) Kashtira is a really thematic deck, with only ogre being a bit bland, but it makes up cause we see that those captured in the pods he carries are turned into perverted kashtira monsters (Scareclaw and Tearlament Kashtira)
I think it comes down to peesentation, with magic most of the stuff you can understand from the card art alone, with yugioh you need outside knowledge.
I will admit this is all really cool! I don't think Yu-Gi-Oh has bad lore, and I'm sure the lore explains the cards, as it does here. My point is that I prefer it to be in addition to the name and art correlating with the gameplay mechanics, without assistance of external sources. Same thing with WoW, I don't prefer to read a book or to Google in order to connect the dots. It's great that they connect, and it does connect in a cool way. The point I've been trying to make clear is besides that though.
@@Rednu Here's an easy example of mechanic being tied to the lore: suships. They are sushi ships. You have the rice, the normal (plain) monster Suship Shari, and you have toppings. And you stack them on top of each other and make the xyz sushi. And if you used the right ingredients, you get bonus effects. Exosisters are also a good example. They are exorcists, so if you touch the grave, they will punish you. And they are sisters, so they get bonus effects if you have the other half. To add to your thoughtsteal example from magic. Raigeki and lightning cards are about destroying monsters, typhoon and duster cards are about destroying spells. Why? Because lightning strikes down monsters and dusters blow away the backrow. Solemn cards are all counter traps that negate either summons or effects by paying life points. Why? Because the old man says "No".
If I was to read Ogre, it's not just brute force but specifically the role of an enforcer. It's about preventing potential resistance to their operation by investigating and punishing, shown with the effect being that it excavates the opponent's deck so you can hit a potential problem cards while also being aware of what to expect from the opponent (Native population) setting the order of the next top 4 cards.
@@benoitbrown9400 What in kashitira fenrir tells you he is a colonizer with only the card? He is just an armored guy full of spikes like a lot of other cards. In this case i think kashitira would be a bad example because like the albaz lore it was heavily built outside the cards. For better examples we have the archetypes without a lot of lore like fur hire i can see why each card has its effects
You dont really get the lore until u look for it outside the games tho. and the cards dont really have flavor or unique effects since they all do the same
@@kayanono I don’t understand what you guys mean by flavor. Can you explain? Also unique effects? Can you explain that too? Cause I know in magic there are cards that do very similar things
@@vitamins17there are genres of mtg cards and effects too: counters, permission, removal, cantrips, burn, colour fixing, protection, stax, etc. The uniqueness comes in with the powerful “build-around cards” that decks usually get their names from. Doomsday, paradoxical outcome, deaths shadow, landstill (standstill), ad nauseam, sneak and show (sneak attack + show and tell), shops, delver, and ensoul artifact all come to the top of my mind. These decks all play differently from each other and from other decks in their formats. The samey cards in magic facilitate you playing the unique win cons rather than the other way around. Yugioh has archetypes which all functionally set up a few of the same 15 boss monsters that all the other decks set up too, maybe their archetypical boss monster too. Oh neat! Your deck can make Apollousa turn 1 AND update jammer accesscode turn 2? Crazy! You can make Baronne, UDF, and downered into Zeus with your deck? Wow, no way! The engines play out uniquely, but the goal 9/10 times is the same shit. That’s why I like decks like labyrinth and VS, it actually feels different to play with/against, and the game is moving in a better direction with them. They have more of an identity than build-a-board archetypes.
On paper, yes. The problem is, good parts of the archetype have a so-called "effect quota", where you need a searcher, a recycler, a recruiter, stuff like that
The thing with Yugioh and card theming is that it’s really a case by case situation. Some cards, like Fallen of Albaz or Visas Starfrost, have these massive storylines written throughout many cards and archetypes, but it’s not immediately obvious just by looking at the one monster. If you look at Albaz, it’s just guy standing there, and for some reason he can fuse. But to understand Fallen of Albaz and his story, you have to look at the Dogmatika cards, Tri-Brigade, Spriggans, Swordsoul, Icejade, Despia, Sprights, Therions, and the Bystials. Albaz is the protagonist of a massive anime plot, but you wouldn’t know it just looking at him or other monsters in a vacuum. Once you know that story, his ability to fuse makes complete sense. On the other hand, there are archetypes like Vanquish Soul, which doesn’t really have a story, but its mechanics work beautifully at representing the fact that they are characters in a fighting game. They have special moves that need inputs, they have assists, they can tag out, they have Super Attacks, they have a stage, etc… Vanquish Soul is probably my favorite archetype ever in terms of representing what they’re supposed to be.
Kurikara divinecarnate is basically you using your enemy as a sacrifice to open the way for a godly being to be summoned and as she takes these sacrifices she grows stronger, hence the attack gain, her special summoning from the opponents grave is basically her raising up an army out of the "fallen" sacrifices to conquer with.
@matthewlugo2417 1. That was half joke half answer which is something I do all the time irl so why would I change the way I reply online? 2. I know and I gave him an honest answer and 3. I'll reply to whomever I want however I want on a comment I made.
Generaider btw is a deck that's all about summoning a single boss that's super hard to beat, just like a raid boss. And then it has its underlings protecting it that it can sacrifice to deal damage, just like a real boss in an rpg dungeon. At least that's what it used to be... An example of a deck with "flavour". Garunix and also has "flavour", he's a literal Phoenix. About more specific card to card it used to be way more clear what a card did from its art. Look at monster reborn, torrential tribute, mirror force, raigeki, man-eater bug and magician of faith to a certain extent, ring of destruction, confiscation, soul exchange, swift scarecrow. Spells and Traps used to be (but not always) extremely accurate when it comes to their flavour and their roles. Call of the haunted, solemn judgment, needle ceiling, and so much more. It's still present in archetypes it's just that it's much more subtle and often ignored. Like Guess what Gottoms' emergency call does? It summons 2 X-Sabers. Unfortunately for each justified modern effect, there are dozens unjustified ones, which didn't use to be the case.
With regards to the flavor, I think in Yu-Gi-Oh you have to look harder to find the mechanical connection to the artworks and effects. Sometimes the references are so obscure that you don't realize they reference actual things. Not all cards are like this, but there are some clever designed cards out there. I also think the connections are harder to make now, than back in the day when the cards and effects were more simple, but it is there for those who look for it. For most cards its not on the surface like a foolish burial for instance. I kinda like randomly stumbling on the reasoning why a card works in a specific way, or if you want to you can dive into the lore displayed in the card artworks instead of it just being told to you.
That's the issue, though. Relying only on the art to communicate your themes is half-assed when a bigger card game does a little extra and provides flavor text on every card, not just vanillas
@@spicymemes7458 I can't deny that it would be nice, since a lot of the vanillas have some fun flavor text on them. I get why you would prefer to get all the info from the cards. I just don't mind needing outside sources personally, and I prefer a bigger artwork over a bigger text box. Although my comment was more about the flavor argument in terms of mechanics and artworks being tied together. There are a lot of cards with real world references, or historical figures with an effect that is thematically appropriate. And how that is sometimes not immediately obvious. To elaborate, because of the large amount of references, if you aren't familiar with them you may not see how the effect and artwork are related. Finding out those little tidbits is fun imo.
@@spicymemes7458 The sad thing is Master Duel is uniquely advantaged in this case because it could just follow in Shadowverse's footsteps and have separate lore blurbs for every card that don't actually take up any space on the card itself.
48:18 I digress: call it a stretch, but to me is clear that the point is that if you make your pet fectch the ball a lot, they will learn to run (attack) and then return to you and fetch the ball (you add after). Each memory is how many times you throw the ball for purrly to fetch.
Yea. I guess to be more precise, traps got recontextualized. You no longer just slotted them for the mere sake of staple, but you often had to build around them (barring Imperm and Evenly ofc)
@@kichiroumitsurugi4363I like to push back that idea, it's not a build around rather than by products of a card now days, like if you seen every new trap heavy deck usually play enough number rather than build around, prime example of this is Ikea lab when deck first came out people unironcally play like 20+ trap now when the build solidify you probably play around 9, another soon follow this examples is altergaist in MD with the new support,even traptrix build after the structure deck (the newest support) does that, rn trap deck is much more played as mid range style deck making the trap much more a by products.
I honestly felt kinda relieved after I quit Yu-Gi-Oh. Realizing that I was just spending money on cardboard that will either become power crept garbage or hit by the ban list was the revelation I needed to start throwing my money at actual satisfying hobbies.
48:25 I mean this in a positive way, but I'm not sure how not only you, but other people, don't understand the Purrely cards 💔 I know 0 things of their lore, and I've barely played them. So I think I can fairly summarize why they actually do what their card art suggests! Epurrely Happiness: If you look at the card art, and what card is needed to make it (Purrely happy memory). You can see that this version of Purrely is the most "excited" pet, pets like to play fetch, so him getting a card (fetching) when they attack onto the opponets field (run after it) means they're returning a ball (card). They lower the attack of something because he barks, and scares something to getting weaker. Epurrely beauty: As the name and look of the art suggests, it is a ✨pretty✨ version of purrely (the memory needed for it is self explanitory). Beauty is able to negate/change battle positions is because the CUTENESS makes monsters either lower their guard (changing positions), or go easy on it (not use their broken effects). Epurrely Plump: This one is the one that made me realize the others. The memory attached explains he ate a lot. Due to the fact they're a pet that is a glutton, they 'eat' other stuff (spells from grave). I will admit that I don't understand the banishment effect... Maybe the monsters ate with Plump, and are leaving the dinner table? Only to 'come back' for another 'meal?' Maybe I'm just a genius for seeing these things? Or maybe I noticed because they're adorable and I like cute stuff... Hopefully I wasn't offensive. I just like them a lot
1:02:35 I think Raran did fuck his own experience by not reading his cards and that was a big part of Farfa's video as well. He even admitted in the video that he didn't want to spend time reading his own cards in order to make content faster so when he went into a duel he clicked on every single effect that popped up and used his own effects on himself even when Master Duel has a feature that highlights which effect you are activating to your right. The best example of this is when he activates Accesscode Talker too many times and he pops itself to resolve the effect. I don't think you have to play with a friend I got into yugioh alone and I entered from duel links (which might not be a great example now but I started playing when you only set and tributed so it was at it's most basic form possible). Personally I was like all yugi-boomers and hated the idea of other summoning mechanics, I really disliked tuners and synchros but when they got introduced to duel links I gave it an honest shot and it absolutely hooked me even more to the game. I've learned every single mechanic form the virtual games. I did have the advantage of slowly learning each mechanic as it was introduced to me via duel links but I think there always has to be an effort made from the player. I don't like playing meta and I have never played, the decks I use were mainly decks from characters from the anime but that didn't stop me from learning new decks and mechanics in Master Duel. What I disliked about Raran's video was that he was complaining on was he was doing even though he clicked every shiny button while not reading. I mean even in the easiest game you can imagine if you press every single button you are going to lose, you can't expect the game to insta win you the game for basically headbutting your keyboard and I think that was Farfa's stand but he also agreed on other things.
If you watched Rarran's live-stream and not the condensed video, you'd see he *did* read his own cards. The problem is, when you have to do that so many times over and over again, especially with Yugioh cards where each card has 2-3 complex and similar-but-just-slightly-different effects/restrictions, there comes a point where your brain gets oversaturated and you don't really process and remember what you just read. If you're new to the game, reading every card in a deck someone else made for you in one sitting isn't going to actually be helpful, because you don't understand the game, the deck, and card pool well enough to understand how the cards are supposed to work together. You basically *have* to learn how to play the deck from a guide or someone teaching you (which he did do in the end, even though he didn't want to), because otherwise you are just going to be screwing up again and again and again and that's demoralizing when you're just learning. You could see how he progressively got better after watching that guide and briefly re-reading the cards he had immediate access to, recognizing that Gazelle is an important combo piece, learning how to Link climb into Accesscode, etc. "I started playing when you only set and tributed so it was at it's most basic form possible" - this is also very different from how a new player in 2023 will experience learning Yugioh. You were able to build up a knowledge of the game gradually as new mechanics and cards are introduced slowly over time. A new player in 2023 has all of it thrown in their face all at once, which is overwhelming. You can't compare your experience of learning the complexities of Yugioh over the course of several years with someone trying to do all of that in 1 livestream. And this was Rarran's point- you don't just sit down and learn how to play Yugioh, you have to work at it over the course of playing it over and over again- no one, including Rarran, is saying this is inherently bad, it's just not what he (and many other people who have similar views) is looking for in a card game.
@@AnRuixuan even if he read his cards at the beginning of building the deck, he didn't read them when it mattered. During the games he just clicked every effect it popped on screen. While I agree it's overwhelming because each card has a ton of effects. Yugioh master duel has a special feature of highliting what you are activating in blue, which again, he didn't read. The same happens in every single card game, you click a prompt wthoput reading you get punished, if you are not sure what are you activating just read the shiny blue text to your right you don't have to spend 10 minutes reading it all over again. My experience isn't a one of thing, I've seen many players that started playing during dragon rulers format, a format that was everything but simple, yet people still learned the mechanics. Many of them arrived alone at yugioh andthen they made friends at loacls and regionals. Again, you don't need friends or a coach to play yugioh that's just a lie or a you problem. ANd all of thise players didn't build their abilities over years (including me btw I played yugioh duel links for a few months then switched to the normal format). Everyone inthe community agrees cards are hard to understand wether you decide to stay or not is up to you but I feel like Rarran went in like he didn't want to learn to play and I got that feeling from watching his own video.
@@roblux7370 He literally did read cards in the middle of games. It's just not even correct claim that he was only clicking buttons the whole time he was playing. Yes, there were moments where he got excited or jumped the gun before fully reading a certain card or line of play, but that happens to players at literally every level of the game, including at YCS's and higher. Once again, the problem is that when you don't know what the opponent is doing because you are playing the game for the very first time, you don't know where you are supposed to be interrupting them, you don't know what is the optimal play for yourself to make, etc. Stopping to read the cards is often not going to be that helpful. Yes, it is fully possible to learn the game in a matter of days or weeks when you put in the effort. Yes, I'm sure your friends or other people you know about have gotten to high levels of competitive play in a short amount of time. But Rarran's video wasn't talking to you and your friends personally. It was just a video documenting one person's experience trying to learn Yugioh. And his experience is also relatively common among new players. The vast majority of casual people picking up Yugioh for the first time are not willing to study the game to that degree when they first sit down to learn it. They just want something fun to occupy their time, and the work-reward balance of learning Yugioh can be too high for what they are looking for. Feeling that way is completely legitimate, and just because other people learned the game quickly doesn't de-legitimize any of the claims Rarran or other similar folks have made.
I respect your opinions on a lot, but to keep it spicy, I most definitely disagree with you when it comes to "Yu-Gi-Oh cards not having any flavor which correlates to their effects". Eldlich is a great example that Farfa hadn't brought up that works thematically with the entire deck as a matter of fact for example. You need to get a little bit familiar with the lore and stories of the many cards in the Yu-Gi-Oh TCG because I think it's the most interesting aspect of the game and how some of the effects work in correlation to the archetype and story. Also not every single card in the game needs to work thematically all of the time in order to seem like it has "flavor", there are over like 12,000 cards in the game and it's sort of an unrealistic take if we're going to even tackle that subject. I don't need to scratch my head about why Kashtira Ariseheart banishes if it doesn't necessarily have any correlation to its lore, it's just the way it is. Your argument is not really the strongest against one of Yu-Gi-Oh's many issues since I don't really think it's true that Yu-Gi-Oh doesn't have flavor. Yu-Gi-Oh definitely has flavor in my opinion, but yeah that's the only thing I really disagree with, I'm on Farfa's side on this one, but your other points are fair. I would advise learning the lore on some of the cards at least in order for you to understand and appreciate the intricacies 😅.
@@JustCagna That's fine, I don't really see much of an issue to that other than preference of how someone would rather want to get their information of Lore. Lore being written on Yu-Gi-Oh cards wouldn't work first of all since there is no room for such a thing, and secondly the lore in Yu-Gi-Oh is vastly more interesting than any lore card game I've seen but that's just my opinion. Either we interpret through card arts and images, or we learn through other sources and even through the Yu-Gi-Oh anime somewhat. Konami has OCG STORIES which is an anthology that will tell multiple lores, so they are getting on the bandwagon when it comes to that at least.
@@JustCagna the lore of suship is very easy. You make sushi... that are ships. You have rice, Suship Shari, which is a normal (plain) monster, and you have toppings, that need to be layed on top (i.e. overlay for an XYZ summon), and if you use right ingredients, you get bonus effects. That's the whole lore. Or for example rescue ace. They are firefighters, so they need a hydrant to do their job well. If you dont have hydrant on field, the spells and trans have worse effects. Exosisters: exorcists nuns. If you touch the grave, they go sicko mode on you. The old lore, like the whole duel terminal, is the kind of dark souls stuff tho. And ofc world legacy and fallen of albaz lores are big and span over multiple archetypes too, but even then the archetypes they are in have common effects and themes.
@@kastlewind1759 The kashtira lore is that they basically pillage other's shit and then arise heart takes it for himself (attaches the banished cards as material). As to why he's a macro, that's because he's a dick.
-World Legacy, Krawler, Mekk-Knight, Knightmare, Orcust, Crusadia, Guardragon. ~ all Part of a Story. - Dogmatika, Albaz, Despia, Springans, Swordsoul, Icejade, Bystial and Therion. ~ All Part of a Story. - The Goblin and the Pot of Greed. - The Tyrannical King - Sangan and the Witch - Flavourtext on Normal Monster Cards.
@@rezthemediaruler3768 If you ban all cards from þe first 2 story decks along wiþ Vesus and duel terminal, it would severely cripple/eliminate most meta decks and roughly bumps up more rouge decks.
My issue with the way you compared the Yugioh card art/story to other cards is the fact that you also did so by comparing an Archetypal card to a generic card. It will be a lot harder to pinpoint why Ogre searches a trap when you don't understand Kashtira lore. It makes sense why the Purrely memories discarding a card to summon a purrely makes little sense without knowing why it is happening in a lore perspective. In order to understand that though you need to know the lore. Lightning Bolt is generic, it is obvious why a lightning bolt deals 3 damage... just like it is obvious why Raigeki destroys the monsters your opponent controls. Instead compare cards that are more similar to archetypes. I am not a magic player, but do know a bit of the types that have synergy with each other and make up decks (if they are meta/good at all, idk). Merfolk is a good example. Explain to me why Master of the Pearl Trident in its art gives all Merfolk +1/+1 and Islandwalk. Or maybe why Merfolk Trickster makes an opponent lose all of its abilities. Because it is drowning an opponent? Shouldn't that be like destroying it or returning it to the hand? Why make it lose abilities. Reading the lore bit helps explain it a little bit. These merfolk don't take lives, that's why they aren't destroyed. Okay, but why not make them lose all their attack or something instead? If we do compare tho this card to Mistaken Arrest from yugioh, Mistaken Arrest makes way more sense with its card art, because these guys where smuggling a banned card into the area. Pot of Greed, so both players are put into jail to stop them from using the Greed, aka drawing cards. Generic vs Generic and Archetypal vs Archetypal are able to have good parallels between one another, but in Yugioh knowing the lore of an Archetype perfectly explains why everything does what it does because it isn't based on the art, but the ARCHETYPE's theme and card art.
This is a fair criticism of my point. Generic cards normally have simpler effects, lending themselves to easier artistic expression. I'll try to get some more fair comparisons when I make my video. That said, Yugioh has a much larger emphasis on archetypes than other card games. If there are more cards that are archetypal in Yugioh, and it is harder to correlate gameplay and artistic elements with those type of cards, then naturally it'd be harder for Yugioh to have the same level of art-to-gameplay expression.
@@Rednu Great to hear about that! However to add to my point I was trying to get across that yugioh does have a LOT of art to gameplay expression compared to other card games, however it isn't in singular card art or even across multiple sometimes, but is often found in lore and relating the lore of cards between arts. An easy example would be Swordsoul Strategist Longyuan and Icejade Ran Aegirine. If you pay attention to the effects, they are almost mirror copies of each other. Yet no other icejade has a token summoning effect. Is this just a random effect added to be able to easily make their rank 10 boss monster? NO, it's actually because in lore Icejade Gymir Aegirine destroyed the evil possessed longyuan (Icejade Manifestation) and absorbed his powers allowing her to evolve to become the next Queen of the Icejades. This is so much more expression that you can appreciate after seeing into the lore and history of the cards and seeing the minor artwork differences in the artwork. Sure, a few magic cards/other card arts show this great (like the ginerbread man one you showed) but imo Yugioh does a far better job at showing these off, it all just revolves around other things than just the 1 card art.
Trickster taps a card in addition to making it lose abilities. Tapped cards can't attack or block. It literally removes all text from the card and it's ability to fight because it's a thief, look at the art. FFS, you nitpicking fucks.
@Rednu Trying to judge how yugioh art on a single card and the mechanics work together is like taking a random page from the middle of a book, reading just that, and not understanding what's going on. Each yugioh archetype is a saga of a story that, when pulled together, describes why the cards have the effects they do. The dangers are an exception because every part of the monster is thematically relevant to the art and the cryptid it's based on, but a lot of them are over arching stories.
Yu-Gi-Oh! didn't use to be Archetype based either. And the game was better back then, And while there are some old old Archetypes out there, there aren't any generic type-based yu-gi-oh! decks any longer. Because the game is purely Archetype based these days, I say these days, but it has been this way for the past 12-13 years I'd say.
To me Magic's great benefit is it works at lower and higher power levels since each card stands relatively on it's own. The effects are simple and digestible and contained mostly to their own card except in high powered combo decks, so when you get a hand of cards it is pretty readable and it's easy to intuit what each card is supposed to be used for. Yugioh has a lot of cards that serve effectively as hand off pieces for a string. Starter 1 leads to the first combo pieces 1-3, which can then, through a chain of more combo pieces, finally lead to your ending card(s). The cards link together in a way that makes it inherently hard to comprehend even if you understand what each card does, because they lead to fractal routes that require spread sheets or charts to optimize the output for. This makes the game incredibly unapproachable. A lot of decks also don't function at low or more randomized states. Like drafting random chunks of a meta combo deck doesn't work because you won't have the density of starters and extenders and boss monsters to actually combo off, and most cards are middling on their own since they are just pieces to an engine. As far as flavor goes, I think it's because the power level of high power cards is so high that they all need to be having some variation of a few specific effects that actually do anything to a modern board. They like need multiples of getting resources back, defense ignoring removal, board wipe, negation, protection or something like that. Having other effects instead of those bread and butter effects will likely make the card ineffective.
Since many people are mentioning archetypes with effects based on their lore, allow me to put forth vaalmonica. They are basically all about the trope of a a little angel and devil whispering on your shoulders represented as the fairy sitting on one pend scale and the fiend sitting on the other and you get different outcomes out of your card effects depending which one you listen to, and listening to the angel involves gaining life points while listening to the demon involves losing life points. If that's not incredible flavor and lore cohesion I don't know what is.
48:18 because happiness 'fetches' when playing and beauty is 'cleaning' the other monster; plump is self explanatory. Not every Yu-gi-oh card is flavorful but it's wrong to say it doesn't have flavor, it's just not as obvious as MTG.
Not sure if I ever said YGO has no flavor, but if I did, that's obviously not true. But, it is just as you said, other card games like MTG clearly has more. At least to me.
@@RednuI really am in good faith trying to understand what specifically about Yu-gi-oh card flavor that you don't like. The things you say about other card game's flavor is also present in Yu-gi-oh; cards that tells a story both thru artwork and mechanics, cards that plays like their name/artwork, themes with stories that plays like their lore, Yu-gi-oh also has those. It may not be as explicit, but it's definitely there in Yu-gi-oh. Something like goblin kid receiving a terrible shirt or sangan riding the wrong bus comes to mind. I get where you're coming from with your other argument, I can even get behind them, It's just the 'flavor' one that I don't get behind.
Infernoble knights. Theres one specific interaction. Angelica has a Tag out effect that allows you to Cheat out Roland from your deck or extra deck. Which sounds weird until you realize Angelica and Roland were lovers in the lore they come from. Not all cards do THAT kind of Flavor. But SOME of them do.
@@themoonlitduelist7395 XD Poor choice of words on my behalf. I mean cheats out as like Special summoning it without being a proper synchro summon. Not that she Cheats on him.
Hearing what you say about "Hidden Effects" reminds me of the fact that in the Infernoble deck I play I added Promethean Princess and wanted to find things to help utilize with her. And the example I am bringing to the table is Vahram, the Magistus Divinity Dragon. It of course has all the Equip based effects to synergize with the Magistus playstyle, but did you know he actually is a nuke to opponent's face up cards if it is destroyed by ANY source after being Synchro Summoned? It's a pretty crazy effect that is just hidden between the two Equip effects.
33:26 Eh...I wouldnt say Yugioh is the only one that sort of functions as a standalone. Digimon card game has tons of tutoring with Memory Boost cards and Training cards. But in that game its usually dig X cards deep and bottom deck rest of cards type of searching for most searches. Most Rookies/Child Digimon tend to function similar to dig for pieces. The memory system sort of functions as a "restriction" (saying that loosely) for that game. Decks gain lots of free Memory or play a couple of things out for free. I guess Digimon has the Security Stack for the varience unless you play Yellow Vaccinepile in which case that gets thrown out the window. It does a half-half thing where it uses keywords but still has reminder text and unique effects are fully written out. It manages to strike the balance for parsing card text well I find. Dirt cheap to play toptier too. Only Alternate Arts/Special Tournament Pack arts/Out of Print cards tend to reach noteworthy prices but not as obscene as Yugioh.
One correction about Rush Duels, there are cards that grab things from the Deck to your hand, not directly but by excavating and there are some generic excavators
Man watching Farfa's react video and getting to the section about traps was wild to me. You can tell who played Yugioh around the 2010-2017 era and who started playing afterwards just based on who thought trap cards were always bad and who understood what you were talking about.
I wont lie, your video actually made me WANT to play Yu-Gi-Oh! and insantly made me think of some ideas to try. Thanks for the inspiration, and you get a sub from it ^^
Just a heads up on the idea of flavor that other people have also pointed out. Since Yugioh is an archetype based game all their cards form a picture together. It remind me of like "Niv-Mizzit, Reborn" who imo is a card that only thematically makes sense if you know magic lore. Like why does this big dragon, who is apparently reborn like a zombie or maybe a messiah or something, also draw you cards but only ones that share colors with each other and only 1 of each? Like that makes no sense thematically but if you know the lore of Ravnica, its pretty sweet why he does that. That happens a lot in magic imo like other examples are like, the Elesh Norn cards or honestly the Praetors in general or even a lot of Zenidkar man lands, like why does Celestial Colonnade fly? Well the lore of Zendikar tells you.
About the Yugioh flavor thing, your Sky Strikers as an example: If an Ace monster ( Rayes mech ) gets removed she ejects into Raye and can summon another after that. Same for the spell cards. And even off Archetypes something like zombies with revival abillitys and sooo on. Or Nibiru, a meteor that blows up the bord, until unly the meteor and the thing in it are on the bord.. And all the things with the new " storyline " is super cool, like Albaz and Ecclesias jurney, Visas Starfrost or how Winda got killed and possesed by the shadolls.. Theres aloooot of flavor in yugioh archetypes in the last Years... Heck, even the new support for my ritual beasts got a "your opponent cant tribute monsters for card effect" only for lore reasons with infernitys...apparently
@@kateslate3228 not knowing why the white girl wears different armors is definitely NOT one of yugioh problems, especially since the game started as a manga series, meaning that from the beginning you would have to be familiar with outside knowledge to understand the game original lore. It may bother you, but it's not something to be considered when talking about the game actual issues
13:23 Thanks for the Shout! I absolutely love Yu-Gi-Oh the brand but I'd imagine if my content was solely focused on grinding out MD, i'd burn out. Easily my favorite game that I hate playing a la League of Legends/etc
I get what you're saying with the theming because it's not present in all or even most cards. I would say that most archetypes have a self contained story that either is or isn't represented in their effects (but probably not all their effects, because they need so many different effects to be playable). Amazing example being Super Quant's which are the sentai pilots of their giant power ranger mech XYZs. Little pilots under big mechs, makes sense. And then there's the big several year long storylines. The Albaz storyline is what got me back into ygo a couple of years ago because it was so cool, and i can think of many cards from that story that flavorful effects. So while it isn't ever present, i also wouldn't say it's absent. But most cards are just effects first, ask questions later. Btw, i also have essentially quit MD a while back lol.
The guy kept picking out really specific examples that fit his points for other card games and then specifically ignored cards that do match their flavor. He literally plays Sky Strikers, the most flavorfully coherent deck, and notice how he fixates on Kashtira, which doesn't even play that un-flavorful. Fenrir is the herald, Unicorn is the birth, and Ogre sucks dicks. I think not all cards can match the lore, and they just needed a trap searcher. It's not that complicated. Every TCG does this. I played all the games he references and I understand his points fully, I just think he's so fucking wrong about this. It's crazy how much he doubled down on it even though it was a very blatant double standards
@@monkeylemur I think he was really focused on "I should be able to tell why it does this by looking at it" which even the flavorful lore archetypes don't really have. If I look at Albaz I don't know why he fuses with the opponent's monsters. I need more context than just that.
You missed the Danger! point entirely. The lore themeing that matches the machinics is that they are based on real world cryptids though it takes place on an island that houses all of these cryptids. The idea about cryptids are that they are hard to see and harder to catch. So you show someone that a cryptid exists (reveal this card in your hand), the cryptid runs off after you only got a glimpse of it (this is you shuffling your hand) and now you are trying to hunt it (your opponent randomly selects one card from your hand). If you don't catch the cryptid then they are free to exist (special summon this monster) but even if you do catch them then you have to be ready to face the consequences (varys based on the monster). The spells, traps, and humans tell the story of the team trying to cature them and fit as well mechanically on the spells and traps. Ogopogo drowns crypids in the area during it's capture -> send a Danger! card to the grave Dogman goes down with a fight -> lowers the attack of opponent's monsters Bigfoot, like dogman, would not go down alone and at least one member of the reasearch team would die to capture him -> destroy a monster. Mothman warns people of danger in his real life lore -> lets you draw and discard to match the way his warning would improve your chances for living and is reciprocal because his warning was meant for all (A little less sure of these due to not knowing their lore perfectly or because it's a little less clear) Nessie is harmless and would generally be liked by other cryptids for not being aggressive so it's cature would invite the wrath of other cryptids -> search a danger Chupacabra and Jackalope are fast cryptids that you would have to chase. If you did chase one of them on the cryptid island the lore takes place on then you are likely to run into another cyptid mid hunt -> special summon a monster tsuchinoko was never caught by the reasearchers in the danger lore but I don't know if this relates to the real cryptid, just that it matches the art. -> summon regardless of result These may not all be perfect but thats how I see them. The other archetypes fit their lore mechanically as well, just if that is such a sticking point to you then you have to actually care enough to look into the lore.
They are thematically as a group functioning, but as individual cards, the flavor sucks ass. Why does Nessie search for other Danger monsters? Why does Big Foot destroy a monster? It doesn't make sense? These sure are all cryptids and the Danger! mechanic is really nice, don't get me wrong, I love the implementation, but it's extremely weak in actual individual contextualization. If we look at MTG for example, Most Vampires come with lifelink, aka the damage they deal nets you life. They often have flying... etc, and some of the better ones, can even turn your opponent's stuff into vampires and steal them over to your side of the board. Dinosaurs are big creatures that have piercing damage, to explain it to Yugioh nerds. And I mean big, the average stats of a MTG monster is 3/4 Meanwhile Dinosaurs are generally 5/5 and up. The biggest Dinosaur is a 12/12 and that's base stats, there are dinosaurs that only grow stronger when they attack, there's a 7/7 that gets +1/+1 for each land and when you play it, generally it gets +7/+7 when it first attacks. It alone requires roughly 5 of your opponent's creatures to block it. After all, there's only 20 life in MTG. Or some other combat trick. Elves are strong together, and boost each other and are a general cancer of a type. The other cancerous type is Goblins, which turns MTG from a 7-8 turn game into a 3-4 turn game. And don't get me wrong there's OTKs in MTG, heck even FTKs and 0TKs, but those are super unreliable. It's a game about developing the board state to your own advantage. It's a game which is slower for a good reason. Because it is better, to have a slower game where both players have the opportunity to react. And while all MTG players hate some mechanics of the game, like discard or mill, or counterspells, the game is healthier than Yu-Gi-Oh! And trust me, I used to be a Vintage player of MTG, with the most degenerate stuff, and I genuinely prefer standard, even if it sometimes devolves into a 3 turn format, as well, but even so, it is genuinely fun to sift through the new cards, theory crafting decks, in Yu-gi-oh, what theory crafting is there? I need these cards of this archetype, I need this and that spell card, and I need these cards in my extra deck... Come on, I was a Qliphort player in the past, I understand being hated for playing the META decks in Yu-Gi-Oh! And I loved getting out Tower turn 1. And don't get me wrong, I used to be an Ojama player in the past as well, making sure my opponent had no Monster Zones. Which would be devastating to 99% of the decks today, I hope you have a removal spell card in your hand or a decent handtrap in your hand... or you'll have a very bad time. As someone who has played a multitude of Card games, from Yu-Gi-Oh! which I started with first time in the early 2000s, and which I only began to take seriously in 2006 when Zombie Madness came out. And then I began playing MTG, because my friends were playing it. And then I began playing Cardfight! Vanguard, which I also deem a better game than Yu-Gi-Oh! and it's just as degenerate as Yu-Gi-Oh! in the first place. Where you rarely have 5 turns to play, because you have either won or lost by your turn 4. And as someone who also played Hearthstone in the beginning, while I deemed it trash then, I can genuinely say that the game back then was healthier than Yu-Gi-Oh! I have since 2018 stopped playing any Card Game, because it costs too much money to do so, I've spent so much money on card games that it's ridiculous, I think I've spent more than $10'000 perhaps more than $20'000 on Yu-Gi-Oh! alone. And I think I've spent an equal amount on MTG. These games are not for me any longer, but they're still fun to watch, but to play not as much, and while I casually play MTG on Arena, every now and then, it's not more than perhaps 2-3 hours monthly. I rather save up my money to do more healthy things in life, like buying a new house, or going on a vacation, or learning a new skill. And while I've seen a lot of interesting card games come up the past decade, and I know of quite a few really old ones some of my friends used to play in the early 90s, I'm not interested in card games any longer, and while I could join those friends to play card games from the 80s and 90s and even join in some Vintage MTG, because I still have my cards... Turning my friends' Urza's lands into Mountains is really fun. I can't help that they're TRON players.
Though I'm somewhat mixed on the delivery, the arguments you've listed feel a little weak but not wrong. To explain, yes the game does feel fast and turns typically don't last beyond 4 turns however a stronger reason I'd add to it is how both opponents have 12 open zones (5 monster zones, 5 spell/trap zones, 1 field zone, and 1 extra zone) and whoever gets a good draw end up utilizing their entire strategy possibly for game. Power creep is definitely a major issue and while Konami can fix this for Master Duel, they can't fix the issue of changing old/popular/necessary cards that're already printed. What makes power creep even worse is how more modern cards and archetypes specialize in guaranteeing the player in executing their strategy with minimal speedbumps, not just because Maxx C is busted or the more modern cards are more complex but because the game itself is designed to give both players the same level of opportunity to play as many cards as possible. If there ever does come a day where these issues are given a serious revision, it would have to change the flow, pace, and flexibility of the game itself. To give an example, say that player 1 has everything they need to get a 1 turn sweep with special, link, xyz, and so on. If the rules limited the amount of special summoning to 1 from either card effects or spell cards, that would drastically change the game alone; to use the dragonmaid deck as an example, on player 2's turn they summon chamber dragonmaid to get quick changeover in order to fusion summon Dragonmaid Sheou from the hand and use 2 cards to special summon a lv 4 dragon from the grave (another dragonmaid to get another lv 7/8 dragonmaid into the grave) and a spell card to special summon a lv 7/8 dragon from the grave to have 5 powerful dragons into your battle phase. Now if the chamber dragonmaid was the only card to special summon another dragonmaid for your battle phase but still got Sheou from fusing, that's still 2 powerful dragons with a level of security but not enough to get a turn 1 victory. If you want to get even more strict, separate the different versions summoning like Link, Synchro, pendulum, fusion, and xyz summoning from each other. In other words, if you're using tuners and synchro summoning then you can only use Synchro summoning monsters in your extra deck against other players who also use Synchro summoning. Limit the field to only 3 open zones and expand the field after 2 turns pass for each player. There are legitimate problems with the game and they do need to be looked over but I don't see these issues being addressed.
24:15 I find this idea very interesting and it's made me evaluate what it is I actually like about Yu-Gi-Oh (for context: I started playing Red-Eyes in Duel Links, then D/D/D when it was meta, and now I try to keep up with both DL and MD but mainly play DL thanks to Live Twin being good for now) I have tried the Pokemon TCG and MTG at separate times in my life, both at relatively casual levels (I played the PTCG via the website in the early-to-mid 00's while I only really played MTG by borrowing decks from a friend to play against him during lunch in high school [which is the exact same environment where I originally tried Yugioh, but this wasn't a proper introduction to YGO yet), but Yu-Gi-Oh was the only one to stick with me, and I believe that it's because of how consistent it is. I've been playing Rush Duels ever since they came out in Duel Links (been playing F2P Dragoncasters) and I have such mixed feelings about it. While I love the raw joy of summoning a million monsters, hitting for gigantic numbers, and drawing 5 cards in my draw phase, I /really/ do not like how it feels as if it is impossible to put myself into a winning position overall. Winning feels like it boils down to who has the right cards at the right time (assuming both decks are competent) and I do not like it. I don't want something as absurd as the Calamity lock or enough protection that opponent can't possibly break my board, I want strategies that can do enough to win the game while leaving room to lose. Live Twin feels like a near-perfect balance of it right now in DL, where the level of consistency is incomparable but the overall power of "pop one card or draw one card and set a couple cards" isn't game-breaking, especially when you have my luck and draw 3 starters in nearly every game so only have 2 or 3 pieces of interaction And that's really the biggest point of consideration for me: I already struggle with extremely bad luck in modern-day Yu-Gi-Oh (by which I mean MD) So I understand that my opposition against the idea is a personal thing, but I also don't think it's so bad. I think consistency is fine as long as individual cards/strategies aren't oppressively powerful, but maybe I'm biased there, too
1:13:00 YES! They will! There are people who don't even want to deal with Maxx C and leave because of it plus the state of the game. It is such a meme now that people will come back the moment Maxx C goes away!
The Raraan issue was that he was trying so hard to play another game without understanding what yugioh is. You’re not going to enjoy a game if you’re constantly comparing it to a game you do like.
No the problem is with YuGiOh in itself that tried to be everything now. Like his criticism about repetitiveness is real. Literally all the meta is identical...
Like let's be real rarely do they ever make cards like Danger Danger now... They just either remake the old decks to be like modern... Literally Black Magician now can do as much as modern YGO. The creativity is kinda sadly dead... I do wish we get a new one now.
@@infinitykiyen6270 Can you explain this pint to me more? Like the current Yugioh has a lot of creative things going on gameplay wise. Like Mannadium plays pretty different to Runic Bystial which is different to Purrely which is different to Kash. Like the only thing that is similar is that they all want to get their important pieces out and do their interaction with the opponent but that is literally ever card game. In modern every deck is just trying to get their game plan going and stop their opponent, ultimately its the goal of every card game, to get your game plan going so the opponent doesnt get to play theirs.
@@anthonyrodriguez9232 yes and that's precisely the problem. Eventually every deck will have same winning conditions. Like it's sad but YGO never go with any alternative winning now or alternative way of search or summoned your ace card. Like the introduction of something like anime boss card is really amazing good. But now? Yeah they dead... Now they didn't try to improve the decks but straight out adding the new meta thing to the deck... It's even more noticeable with Black Magicians deck... They didn't try to fix it... They straight out adding whatever was meta at the time which eventually turn Black Magicians deck into just "Any other deck"
@@anthonyrodriguez9232 I love YGO but the creativity currently isn't create new mechanics now. It's try to remakes any old deck to run as meta. Oh yeah E-Hero also get the same treatment. Now it has Pendulum and such. Like... Can we not have a unique mechanics like somehow E-Hero Neos now have abilities as "Alternative E Hero Neos" that can act as good as Pendulum? Like they have done this before for Blue Eyes White Dragon and it's really cool. They didn't steal others mechanics to make it good with new Alternative Ultimate Blue Eyes White Dragon. They just give the new Alternative the dangerous feel of the old classic YGO. I just want decks to develop itself not "Now it can do whatever the cool kids can do" Which actually destroys its legacy... It's rarely we ever get additional card that's improving their unique mechanics now. It's usually the opposite... All decks just steal the championship deck at the time of meta decks now... If this keeps on... YGO will all acts the same in the end unless they make new card types beyond Spell, Trap, XYZ, Fusion, Ritual, Pendulum, Links or Syncho
I think there is a lot of flavor to the YuGiOh archetypes but I think, to your point, it isn’t as readily understandable as something like “dragons fly” or “you can eat the gingerbread man.” I don’t think that makes one better than the other it’s just different and a symptom of the fact YuGiOh started as game with lore outside itself. That said, I respect a lot of point you made in your first video. And more importantly, if you aren’t having fun, I agree you should play something else even if it temporarily sets you back.
I get what you mean now when you say individual cards don't have flavor in their mechanics, but yugioh is the only game I know of that tells stories through the art of it cards that span decades of time. The first example that comes to mind is the cards that have gagagigo on them. His story with the charmers and felgrand and all the stuff he's been through is kinda wild, and it's still ongoing. No other card game does that
MTG does the same tho? Plenty of characters, places and ideas recur over the whole span of the game and you could follow the story of Squee, the immortal goblin, just by art and card names across 20+ years.
I could be wrong but I think Delta Crow was the first trap card that could be activated from the hand. Also I remember when Wiretap came out and it was so hype since it was better Seven Tools.
Sup. Literally watched farfa's vid yesterday. That's how I found ya. I can get your reasoning. I've played Yu-Gi-Oh since I was 3 yrs old, 2003, (an uncle of mine got me into it, and started taking me to his locals when I was like 7). I've played literally every format, since 2003 unwards. And ya, a lot of your points are highly valid, and pretty on the money. To put it in perspective, I've gradually added new card games to my pool over the years. At this point I have played basically every card game there is except for hearthstone. And Yu-Gi-Oh is the most, (apart from possibly commander format for magic), the most expensive card game, frustrating, and most convoluted. 90%+ of the time cards will often NOT do as they read. I have played on locals, regionals, ycs, and nats level for 10 years now, along with locals level for nearly 20 years. And back in 2016 I became an official tourney judge for Yu-Gi-Oh, and truthfully I still only know like 50% of rulings, even as someone who feels confident on rulings. Generally every other tcg, cards do EXACTLY what they say they do. Not to mention every other tcg keeps card text to a minimum, and straight forward. For example my fav tcg these days is one piece, and a perfect example of an overloaded card in that game is fresh out of the new set, called, captain eustass kid, who is a blocker, a counter, 5 drop, 6k power, with the effect, "[your turn] (once per turn) when DON!!! returns to your DON!!!!! deck play one DON!!!! out as active." So just in case your completely clueless on the one piece tcg, don is essentially like magic's land, and yet there's still barely anything written on the card, and yet it's one of the most overloaded cards the game has. Then when it comes to expensive staples, the most expensive is an old red promo called Gordon, $20-$30 a piece, and next set, it's getting a reprint to make it a budget playset for people on a budget. Versus Yu-Gi-Oh, were must play staples remain $100 dollars a piece and don't get a meaningful reprint that makes it budget until it's been reprinted 8+ times. As for Gordon, this is his first reprint and yet, bandai is making it a budget reprint. Then to top off the argument, Yu-Gi-Oh by far has the worst prizing. Anyways, imma keep an eye on your channel, and see what you do now for content. Odds are, regardless of what card game you head to now, as long as you make quality content for it, I'll watch (I just love card games). Dropped ya a sub
An example of hidden effect is Zeus, everyone knows the board breaking effect and that you can special summon it using an xyz monster if an xyz monster attacked that turn, however, how many times have you seen the effect " Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material." Another trap that can be considered "Hand Trap" is red reboot, is just that is not used very much because well, as you say in the video traps is not used that much except for labrynth, traptrix, or other traps centric archetypes. About the lore... let just say that certainly is not the first thing you would understand without investing time in making sense about the archetype, hell, there is a flavor text that say "Check THIS out" (Mekk-Knight Avram). About the nastiness of art, I believe is due to the censorship that they have historically get internationally, hell, there are still arts being censored for TCG Format. About the prize pool, I believe the author of the YGO manga (I am not really sure) did say that didn't want duelist playing the game for a prize pool, that is why they give "alternative" prizes. About Maxx C... Yeah, ban that F##ing card, IDK, what the OCG players like about it.
I am not playing yugioh anymore, but i used your dragon Maid guide to get into master duel when it launched. Helped me alot to get started :) now i am mainly playing duel masters plays with an english translation ^^
I believe the 2D guy is trying to say, the card text and art makes the flavor, not some lore that has to be googled. To defend yugioh, Ghostrick has that flavor, the gimmick is to flip summon for effects and to flip them back down, basically these ghost are popping out and going back to hiding within the Mansion (field spell that prevents them from being attacked while facedown) *To add, with trap cards and their own effects, they’re essentially messing with you
Same thing with Traptrix. It revolves around the Trap Hole cards which goes with their theme of luring people into their forest to capture and eat them.
Or how the reason why Trickstars do so much burn damage is because you're watching them perform. Divas and performers don't do shows for free, so you, the fan, are paying with your life points to watch them.
If wiretap was played in 2014 you can't convince me that traps were never good. Btw anyone who has never played old yugioh read Cardcar D and you'll have a stroke understanding this was a pseudo staple at some point.
55:46 flesh and blood is one of like 3 card games I have never played. Been meaning to learn it, but when I think about were to even play it, I kinda keep getting turned off from it. Since I would have to drive a minimum of 4 hours one way, just to go to the nearest locals. Versus my 45 mins to go to either Yu-Gi-Oh (though I haven't played Yu-Gi-Oh in a couple of years), or digimon/one piece (since these two happen at the same card shop, though they have a one piece community there, they won't actually be doing tourneys till spring, since they won't be able to start stocking one piece sets till then). Literally these two shops are literally down the road from each other xD.
I'd like to personally weigh in a bit on the subject of flavor with the Sky Striker deck. I'm not an expert on Striker lore so forgive me if I get things wrong here, but the main point is a great many of the link monsters you summon in Striker are different mecha armors that Raye equips based for different situations. Hayate is a suit specialized for long-range combat and thus has the effect to attack your opponent directly Kagari is made for all-out offense and thus gains attack for each spell in the graveyard, but is also featured in the artwork for Afterburners which justifies Kagari bringing a spell back from the grave allowing her to execute the Afterburners maneuver either a second time or for the first time if it was already discarded Kaina is a strength-based suit most likely made to suppress larger mecha of the opposing forces while supporting Raye's companions on the battlefield. In the game, Kaina prevents a single opponent's monster from attacking while gaining you life points every time you activate a Sky Striker spell and finally Shizuku I believe is designed for tactical recon and disrupting enemy systems judging by the suit's resemblance to a Lockheed SR-71 Blackbird which was designed to be a Strategic Reconnaissance airplane. and we can surmise this information from a close look at the card art. Each one of the monsters listed above distinctly features Raye donning these suits because in cards like Engage or Multiroles, we can surmise that Raye is drawn in the process of equipping one or two of these armors. Then, we could also get into the 'Sky Striker Mecha' spell cards that show Raye using all these different gadgets and contraptions in the artwork with their effects alluding to what these devices do. So, we can at least surmise that Raye is a part of some sort of airborne military organization a la Strike Witches and each of the cards used are either different mech suits, devices, or even maneuvers that Raye utilized in battle. Now, I'm aware that there's Roze, Zeke, and at least a dozen other cards I haven't mentioned, but I wanted to fit a story together purely based on the card arts coupled with effects to get a sense of flavor in the Sky Striker gameplan. Which, from my limited knowledge of the archetype along with not reading the Sky Striker manga. I'm giving the most basic of basic outlines, but I feel like this can help drive the point home that the Sky Striker playstyle reflects the lore of the cards by showing Raye utilizing crafty tactics complimented by cutting-edge technology to gain a strategic victory over her opponents solo is pure genius from a design standpoint. This isn't me throwing any hate your way, but It's just something interesting that I found interesting seeing as (if I recall correctly) you enjoy Sky Strikers as a deck and thought I might give you a bit of an alternative perspective to how the deck plays both in story and in game. Love your vids and you won't be losing a sub from me just over quitting Yugioh and MD ♥
So... I feel like with most cards and archetypes, there is one part that is very flavorful, but then there are other parts that are not which only exist to keep an engine running. Nessie is a good example, where Dangers all have the super cook peek-a-boo part of their effect where you hunt the cryptid. But then what they specifically do after that seems more or less random. Kashtira is another good example of this, where their archetypal mechanics (banish face down and zone locking) are both highly flavorful as they represent how Kashtira (an imperialist power in lore) invade new planets (your opponent's cards) extract resources (banish face down) and leave behind a barren and uninhabitable landscape (zone lock). However, the additional effects of Kashtira monsters are more or less just to make the deck function (such as the searching). The only Kash cards which continue to have excellent flavor are Shangri-Ira (a spaceship that deploys soldiers during the standby phase) and Ariseheart (who literally kidnaps and imprison's your opponent's cards by attaching them to himself). Another example would be all the spell counter cards. Spell counters are literally supposed to be the Pitch Black Power Stones being traded around as a kind of magical currency, specifically one that Endymion hordes. But why does Servant summon from deck while Magister summons from face up extra? No clue. There is a lore justification for Reflection's effect, but I forget it off the top of my head. Regardless, I do think that it is worth discussing the finer points of this in another video. However, I highly recommend you try to collaborate with someone more attuned to the lore when doing it. (Golden Nova perhaps?) I mostly say this because I notice that you'll often glaze over or dismiss lore reasons for effects when you simply don't know them. And I think just having a second opinion there will keep you from misfiring at the wrong cards and undermining your (in principle) valid point.
about the flavor and lore side of yugioh cards yugioh cards have lore and stories to them but they are told mechanically because there based on there the different archetypes within the lore Kashtira for example is a part of the visa starfrost story involving kash tearlament and scare claw which would explain cards like kastira tearlaments or scareclaw kastira which combines the archetypes together mechanically most of the story is told through the art work (ex world legacy) they are told this way because there not based on the types of monsters themselves like goblin dragon etc but more on the actual story the monsters are going through
One thing about flavor that both you and Farfa missed is that YGO is a japanese card game, so a lot of theming about what the artwork or just the name will be lost in translation in a TCG but a japanese player would get it. Kurikara is a good example because we have no idea what it is about in the TCG because we miss the whole cultural context behind the card and the name is translated, it is probably some buddhist theme about destruction and rebirth which a japanese person might understand better (tribute then rebirth a monster) than any western player. A japanese person would have no idea that you are supposed to "eat" the ginger guy in your Magic example because it is not part of his cultural background Also yugioh does have a story shared by multiple archetypes and that usually span years (kashtira and tearlements are both part of the Albaz storyline). It can be very hard to decipher though, because the artwork and card effect don't always tell everything. That is what make it kind of fun though, until very recently you could not tell what exactly was the yugioh lore was, now Konami does publish artbook explaining the lore but it did not used to be this way
I've played Yu-Gi-Oh for a very long time. I stopped playing around the time you were playing competitively and returned due to Masterduel, but before that I played early Yu-Gi-Oh and a little after the Tele-DaD format. I feel like your gripes have less to do with masterduel and more on Konami as a company. I agree with a lot of your points, but I don't feel so extreme on the take (perhaps this will change with time). I do feel that Yu-Gi-Oh was peak during the exceed era 2012 - 2015 (before Pendulum was introduced). The game was fast enough, but not overly fast to the point that games are decided on turn one. The Maxx "C" discussion and Konami unwilling to ban UR cards specifically because it gives dust is 100% true. I don't think this is a bad thing though and we've seen that they are willing to hit problem cards EVENTUALLY. You have to realize that Konami is a company. I give them a lot of leeway here because they have been shown to hit problem UR cards eventually if they're as big of an issue. You highlighted Runick Fountain yourself, but there are other examples like the Adventurer Engine and the Ishizu cards. They're also a lot more creative in the way they handle the banlist with it releasing far more frequently than the TCG and OCG so these mini small hits make sense to me. It seems that most people have trouble understanding your issue with the "Flavor" of Yu-Gi-Oh cards. This is odd because it's something that makes the most sense and the way you explained it makes sense. You're not talking about lore, backstory, or mechanical applications of cards, but the actual functionality of them. For example, Battlin' Boxer Glassjaw destroys itself when targeted for an attack because of the boxing terminology of Glassjaw. However, the secondary effect of it adding a Battlin' Boxer from the graveyard back to your hand doesn't make any sense based on the picture of the card, terminology, or archetype. There are many more of these discrepancies in other cards and I think the reasoning has to do with your initial complaints. Modern Yu-Gi-Oh cards need to do multiple things in order to make a deck or archetype viable. They need to have search effects, but also recycle cards from the grave. They need to be an extender, but also float from the deck/grave. They need to recur cards, but also be flexible going first and second. Basically, they need to have overloaded effects or else they just won't be good in modern Yu-Gi-Oh. Berserk Gorilla is a gorilla that is going crazy, so when it goes to defense it destroys itself because it can only attack. Giant Germ is a germ that multiplies itself when it's destroyed by battle. These all make sense from reading the card text and also looking at the picture of the card. Older cards were more consistent because of this, but there are still discrepancies which makes me think Yu-Gi-Oh has always been this way. Giant Rat special summons any earth monster when destroyed by battle... why would a giant rat do this? The infamous Penguin Soldier bounces up to two monsters on the field back to the hand... why would a Penguin (let alone a soldier) do this? I can see why you brought this point up, but I think it is a pretty weak and overly subjective point. It doesn't come across as strong of an argument because Yu-Gi-Oh has always been this way. Unless your point is realizing it now makes you appreciate it more in other card games? Regardless, I want to emphasize that youtube.com/@Rednu IS NOT TALKING ABOUT lore, backstory, or mechanical themes of the deck that everyone keeps mentioning for whatever reason. Yes Yu-Gi-Oh card art tells a story (sometimes between multiple cards). Yes Yu-Gi-Oh archetypes play into their mechanical themes. Yes we all know about Duel Terminal, Sky Striker, Albaz, Visas, Aleister/Magistus, etc.
Actual the thing that keeps bringing me back to the game is the lore and worldbuilding written into the cards. I personally find MTG’s setting and writing to be very heavy handed and clumsy and tbh quite generic. In contrast Yu-Gi-Oh has a massively diverse set of influences that maintains a relatively cohesive flavor throughout the prints. When Yu-Gi-Oh is working best, every duel feels like a massive shonen battle playing out before your eyes with different characters popping in and out and playing their part with a story unfolding. Sure you can be cynical about it and just look at the mechanics, but the rich world and flavor are absolutely there if you have an eye for it, and the game has this way of generating a narrative for you to watch. THIS is why it sucks that so many decks are centered around 1 card combos now, because it’s restricting the stories that play out on the field And you don’t need to read Konami press releases or anything to get the lore. You can get it all from the cards imo, but you need to think critically about it, like in FromSoft games
Night assailant is an example where the new text of sangan could mess things up. Example you have sangan destroyed on opponents turn and you raigeki break/wind blast in their end phase discarding night assailant. You wouldnt be able to use its effect when discarded
My favorite example of a flavorful archetype is Melffys. They are small woodland creatures that gather on the board and play together but when they sense danger they all scatter (retreat to your hand) like birds around a car or squirrels at a park. I also love that the suships have you present a menu to your opponent and they order your special summons. Edit: I see you mean newer cards, my comment is moot
Your points all make sense and they're true. They certainly do go beyond the norm of the usual boomer take of "Pendulum bad", Special Summon bad", "Long text bad". The flavor text thing will obviously be debated by people in the comments since that's subjective. Though its clear you like it in other card games more and that's fine. It is clear from the art alone that Raye for example equips different Sky Striker armors for different abilities. Hayate always attacks directly specifically because her weapon becomes a big rail gun to snipe long distance enemies. Kaina's armor is designed for defense, so naturally it blocks attacks and heals you. The Borrel Link monsters are basically guns/cannons while the Rokket dragons are their ammunition. The Rokkets effects only trigger and remove themselves when the Borrel monster target them, implying that you are loading the gun and firing them at your opponent for different effects, then replace themselves at the end phase giving you the ability to reload. To go even further, the character that uses this deck in the anime is literally named "Revolver". Also, Kashtira Monsters are supposed to be planetary invaders that colonize and terraform the planet and steal resources. This is why they intrusively banish cards from your deck and remove usable zones with Shangri-ira. Admittedly, Kashtira is so over tuned that it is easy to miss that. Though, at the same time, if you asked me why Barrone de Fleur can negate, destroy, and swap itself out, or why Chaos Angel doesn't require tuners, I would not be able to tell you anything other than "lmao its busted, so use it".
The “special summon bad” take, while stale, and, “not constructive criticism”, will still be a legitimate take because Konami broke that themselves and opened an uncloasable pandora’s box by again, making them far less special and in fact very normal. In modern yugioh if you try building a deck that doesn’t special summon, or rarely does, and try to play competitive with it, your opponent will consider *you* special. Floodgates like “blocking special summons” never used to be considered game breaking cancer because you could normal summon around them and still build a board to a degree. Now with the amount of mandatory “special” summoning that most modern competitive decks require, flipping floodgates was a scoop, hence why they had to mostly be banned. They got in konami’s way because they had to keep doubling down on powercreep to sell cards, and such archaic forms of floodgating discouraged those kinds of decks.
I respect talks like this in the community. So many people white knight the game, and that's just awful. Keeps konami from being innovative. People were screaming at me for saying yu-gi-oh is not new player friendly on reddit awhile ago. I also mentioned if we had multiple formats for MD, the game wouldn't be dying as modern as a whole is terrible, and explaining rules for modern cards to a new player is a nightmare.
Ive seen a lot of these "yugioh is bad/im done with yugioh" type videos but yours is the only one that doesnt annoy me. Even i dont agree with most of what you said or think all of it is bad you at least clearly come from a place of knowledge and make it clear its mostly just a "not for me thing"
by the way adding to the "theming of cards" I think I understood what you are seeing, things like Drytron have a theme on being "constellation themed" but their effects don't represent that at all. Their effects are just... ritual toolbox. Another archetype with that problem that comes to mind is Virtual World.
In the topic of flavor, I feel like because of the way YGO is currently, being quite archetype-centric, not having as much individual flavor in cards doesn't end up being something negative, since you'll most probably be playing a deck that revolves around an archetype or using multiple of cards that belong to an archetype in a group, instead of playing them separately (or at least thats the intention when designing the card). With cards that don't belong to an archetype usually having more individual flavor in their effect.
I mean that's true and all, but even so, Yu-Gi-Oh! is a bit too archetype centric and has been since I'd say 2012 and the introduction of XYZ, before that sure there were archetype centric decks, I mean Elemental Hero decks were common, let's not forget Gadget, Ojama, Virus(although not common), after all Yu-Gi-Oh! used to be more type specific, oh you're playing a Fiend type deck, or a zombie-type deck, and it was genuinely a lot more fun, that way, Warrior-type decks were pretty common and well supported, and Beast-Warrior decks as well, and then there were one or two Archetype decks around like Harpy Sisters, or Roid.
My honeymoon phase in MD was when I was just memeing by playing Mystical Sand with Adamancipators. Trust me, I've spent hours trying to find other ways to player her. I just grew out of it and went back to the old ps2 and psp games for nostalgia's sake.
I just wanna be able to troll people into a rage quit with kuriboh decks again. Those were the days. God i loved stalling people into oblivion or pulling crazy summon combos via light dark mix format. Kuribohs back in the day were useful in niche decks that worked with from the grave, mix of types, or stalling. You could just combo like hell with them. Also just great way to bring out BLS. Remember when BLS was the King?
Just came from Farfa's video to this one and while you do have a point I agree on, Kashtira was probably one of the worst examples since it's all a part of the Visas Starfrost storyline. There are definitely cards without much lore but they make really interesting stories also with multiple archetypes fighting eachother or something for a reason; Visas Starfrost finding the parts of himself on all the planets, Fallen of Albaz teaming up with different factions in a war against Despia, The World Legacy and the story of the ones who found The World Chalice etc. There's also all the funny stories like Sangan getting on the wrong bus to the Underworld or sad stories like the dog in Where Arf Thou? etc. The stories are compelling if you just broaden your view to cards that sometimes aren't even part of the archetype
I agree with Rednu. Yugioh has some serious issues. If you played Yugioh in the era of DM, GX, 5D the games was a lot slower and battles felt like actually back and forth matches. Boss monsters felt special. The game is way too fast and spammy. A full negation board should never be allowed in the game. They should never be able to summon 5-7 boss monsters to stop the opponent from playing.
The 2021 era is pretty back and forth. Lots of control decks, like Sky Strikers, Swordsoul, Branded, Tri-brigade, Zoodiac, etc. Where you outgrind your opponent over time. P.S. 5DS was not slow at all, even back then it's possible to get 3 Shooting Quarsars turn 1. Even in DM/GX it was debatable when you still have OTK strategies like cyberstein megamorph. Oh and don't even get started on Dragon Ruler.
Tbh, Digging into your deck i feel like really isnt an exclusive to YuGiOh thing, as someone who has played a great deal of Pokemon TCG. Trainers and items search pokemon, hell a recent arguably ban worthy Pokemon card is the Pidgeot EX that reads "search any card in the deck and add it to hand" and it has no associated cost and can be played from bench.
You're not wrong. Pokemon definitely has a lot of similarities in the lack of variance. The pacing is very different because of energy and the amount of actions you can take though. I feel like there are more card games that work differently from Yugioh and Pokemon.
@Rednu yeah you are probably right. Truthfully, I've only played YuGiOh, Pokémon and a little bit of Digimon so I don't have any experience with TCGs outside of that bubble. A big reason I even stuck w yugioh in the first place was because of your guides as I started coincidentally right around the same time you posted the dragonmaid video. Outside of guides like yours and others and some help from friends, the new player experience was abysmal, and often times still is.
Every time I see these types of videos where people like in this case you @Rednu Ch. leave YuGiOh or simply don't connect with the game anymore, the truth is there is nothing to say against their arguments, I for one love the game, and I don't think I'll leave it for a long time, honestly it's a shame that players who try to put time and effort into it or newbies don't appreciate the game or simply don't fit in better with this community...well I digress. The point, what I want to say is that if you no longer consider that Yugioh is for you, well there is no drama, I highly doubt that you will never play Yugioh again because it is like LOL an addition xdxd
I think it was Takahashi himself (the manga author) that did want yugioh to become a game where you can win money. Also japanese companies just don't like that aspect of games in general, just check nintendo policies with Smash, they are afraid that their game would become toxic if money get involved and they don't their brand to be associated with try hard bu rather to be for casuals and most importantly kid friendly. I don't think ygo is very kid friendly but Japanese companies tend to get stuck in the past, even when the reality of their business has changed significantly
So I’m going to flip the yugioh card art doesn’t explain the effects on its head and as a yugioh player, as why Xyris, the Whrithing storm, makes you draw cards and spawn tokens when you draw a card. The image depicts a serpent creature thing destroying stuff with little snakes (which the token part makes sense for) helping. But no where here does it explain why it happens when you draw a card. I think it’s important to understand that not every card has to be perfectly explained within an image to make sense, cause not even MtG does. Sometimes they have effects that do stuff because they do.
If i recall the reason Kashtira are level 7 is a reference to their inspiration in Hinduism where they were beaten up 21 times (3 level 7s make Arise-heart).
23:17 This is why I tell people that Konami holds their favorite old archetypes at gun point trowing scrumbs, if you know the current competitive archetypes have all of this stuff, why do you even bother to give support to the old decks if it isn't gonna be competetively viable enogh to put them on the radar? What is the point of bringing them back if the only change is like 2 or 3 cards that will allow them to speed up their gameplan and that's it? There are some exceptions do not get me wrong but in most cases they just give up
There's a card in Cardfight Vanguard called Dragonic Overlord. It is a dragon that is stated to burn everything in its path. And that is reflected in its abilities. Artwork and text have synergy. Lol I'm sure lots of people understand. Awesome informational videos. Great discussion. 👍
One more pont about the flavor: Opening packs and getting random cards means you can't control how you experience the lore of an archetype. opening a booster is like seeing a bunch of random pictures from a portfolio: good for variety, but not storytelling. WotC actually tried illustrating the entire story of the Tempest set across every card from the set. You ca actually arrange the cards in order and see the whole stony. They never did it again because it was confusing. Nowadays, they stic to showing standalone moments, which are easier to pt onto single cards. Yugioh archetypes usually require you to have a lot of cards from one archetype. Also, some archetypes have short or serialized stories to accompany them. People talk about the Skystriker or Branded/Despia lore, but you can't even know there is lore for those specific archetypes just from the cards. Thematically, it would make more sense to sell those archetypes as a whole deck and provide the opening part of the story. That way you have context for who the characters are.
You can't control how you experience the lore in that same fashion with most card games. Opening packs in MTGA is the exact same way in that I have no idea where the card fits in the lore unless I look up every card in the set. Same with Hearthstone and Legends of Runeterra, where you have to look shit up just to get an idea. Isn't having to look up the entire set like in your WotC example the exact same as looking up every card in a YGO archetype? They're both categories, just called something different.
@@johnluin4937 The Tempest example was considered a failure, so WotC didn't do it again. Compare that to Phyrescian Arena from ONE, the team-up cards from MOM, or You Cannot Pas! s from LTR. It's a specific moment in the story It also establishes the expansion as a setting, not just a collection of cards, like the Masters sets.
@@randommaster06 Hmm, I see what you mean. But I feel you're not giving YGO a fair judgement, because you don't _need_ accompanying stories for lore. YGO also has specific moment and setting cards, that, just like Magic, suffer from the problem of needing to be opened from a pack at random in order to get this information. In my perspective, Magic and YGO are almost identical in their story representation to someone who doesn't invest more time into learning the lore behind the cards. I recently opened a ton of packs from the new Ixalan set and I can tell you, I don't know wtf was going on. My base premise obtained from this was 'oh, it's a jungle filled with all these creatures, cool.' And I attribute that to me not knowing anything about the Magic's overall lore/timeline that gatekeeps me from anything but surface level understanding. I would have to look up other sets to get a bigger picture. This is exactly the same with YGO, where if I were to open the new set, Valiant Smashers, I would just be like 'oh cool there's an anime-girl mecha archetype that probably follows the schoolgirl trope,' 'musical fairies,' and 'edgy religious cult.' Each of these archetypes have their own setting and moment cards. Unless I invest more time looking for connections with other sets, my understanding would be surface level as well. The only difference is that Magic invests in a continuous storyline while YGO's archetypes can sometimes be standalone/have little development. And that's just the nature of developing only one universe vs many universes.
@@johnluin4937 TL,DR: a collection of mechanics and f tropes is not a substitute for good storytelling/world building. How big are the Mementotlan , Vaalmonica or Centur-ion monsters compared to an aberage person? Do they exist in the same location? How namy cards show interactions between these characters and others? How many cards show the characters in an environment? Why does TCBOO still have the security checkpoint art? Why did Konami make and then continue to reprint these floodgates? :P Yugioh has great mechanics, art and lore, but they are usually not woven together very well. It's not like Magic cards are always a perfect blend , but most cards will have a background to ground it in the setting. How many monster cards from the featured archetypes in VS have a background that's not a generic pattern? Lastly, the mechanical complexity of modern Yugioh cards means it's hard to cleanly convey a card's theme. Going back to the Danger! archetype discussed in the video,, Nessie being able to search muddies the flavor. It's no longer the Loch Ness Monster, it's the Danger! recruiter, it's bad Fenrir. Ultimately, Yugioh does not prioritize blending mechanics, art and lore very highly, which is fine. People aren't quitting Yugioh because they don't know what Angello Vaalmonica eats for lunch. It does mean that there's not much to look for beyond surface level, so it doesn't help, either if you don't already like the cards.
@@randommaster06 I liked your TL;DR so I'll copy: Yeah, I agree that YGO lacks a consistent art and gameplay connection, but it's a stretch to say Konami doesn't value an art and lore connection. Simple storytelling doesn't mean bad storytelling. Yes, aside from the clear favorite archetypes, you can say it's pretty surface level. It's not consistent but it does have depth where Konami feels like it, such as with the Albaz archetypes like Springan and Swordsoul. However, the point of monster cards is just to show off the character, not really the location they're in; they have specific cards for that. As you said, one of YGO's strengths is that their art is great, and this is just leaning into that. Each creature looks unique. The exact location and other details can be inferred from their own cards. Having a generic jungle or rock formation background does little to advance worldbuilding, but it is better than having nothing at all. And yeah, the complexity of YGO has been a problem for ages and I'm not saying it's the best approach, but the issue that comes with Magic's simple approach is that everything looks the same with a small nuance to distinguish cards from each other in their own tribe. Nice, all the dinosaurs do the same thing but then they all look the same and play the same, minus the clear favorite/special cards in the set. They just become uninteresting and filler in between special cards, unless you liked what they did with dinosaurs. Then it becomes an all-you-can-eat buffet of exclusively one dish. You either like zombies, or you don't. You either like dinosaurs, or you don't. Not locking everything into a universal theme allows for different dishes in the same category. You can have synchro dinosaurs, xyz dinosaurs, fusion dinosaurs, etc. Don't like the first one you see? No problem, there's another one to try. The big issue is that certain effects become universal must haves (like searching) which is terrible. But this is a tradeoff and the way I see it, ultimately a preference difference. It's a bad thing if every card game followed the same exact formula, would it not?
Feel free to correct me if I'm wrong, but I feel like a better way to phrase your complaint when it comes to flavor is that, for example, Magic has an overarching conceit for the game (you and your opponents are wizards having a wizard duel) that most, if not all, of the game's mechanics and the game's cards slot into. You can go through a game of magic play by play, and construct a reasonably coherent story out of that duel. Yugioh, in contrast, is very much a game first, and its stories are isolated to individual card lore that doesn't really fit into an overarching conceit. You can't really take any given Yugioh match and form a coherent story out of the cards that get played, and that's not really the intent. Instead, it likes to tell stories through card artworks and some effects, particularly in archetypes where you can show a given established monster appearing again in the artwork for spells, traps, and other monsters. Addendum after a bit: What I mean here is, it's not that Yugioh cards "don't have flavor," you obviously acknowledge cards and archetypes having flavor, but that flavor doesn't coherently tie into an overarching story that's being told through the gameplay. At best it's cute nods and cute interactions between particular cards.
As someone who has played alot of card games I'll never allow anyone to say "yugioh is the worst card game" especially when vanguard exists (i like both) Also yugioh has morr flavor then mtg
if youre going to question archetype mechanics link to lore, dont question the visas starfrost lore. there is quite literally a novel series worth of lore. you could give game of thrones a run for its money on book length if you wrote about visas starfrost, the kashtira story would literally be a books worth alone...now access to that lore? go right ahead its difficult to find out that even exists half the time
1:03:00 Card games are played in card shops... where there are people... that can teach you how to play. It's possible you read a rulebook and became a champion, but most people get some help starting from other players.
To me, the flavor or the lore in YGO is like in Dark Souls, where you just have scattered information & you need to piece it together. It's not for everyone & it might not give you concrete answers. For example, in your comment section alone, there are a dozen different interpretations for Kashtira, but for some, that's where the fun is. Like, I personally think Happi can grow from battle & cut the opponent's attack in half because he is a fighting cat with rabies & is the true villain of Purrely Story while Noir is the actual good guy because E-Noir (Not Ex-Noir) can search Purrely Sharely which depicts all of them, including Plump & Beauty, playing together & shows that Noir just wants some friends, while Happi just wants to fight. Is that the truth? Who knows & most likely not, but sometimes digging for the answer, even the wrong answer, is more fun than someone telling me that gingerbread is a food that you can eat.
My problem with Yu-Gi-Oh is that I don't want for my opponent to do a combo where I can take a dude, take a shower, make lunch, do my taxes, come back to the game and they're only halfway done with their combo. That and it being my turn and they're still doing combos that take a century to finish.
I think the main difference between magic and yugioh's theming is that in magic there is theming on *how* the player summons monsters and does certain actions, alongside world theming as well. While yugioh has no real theming on why or how the player plays the game and how all world theming is on an archetype basis and feels very compartmentalized
39:28 I think like other people in this comments I'm going to HARD disagree here. I think the take your making is "Yugioh cards in themselves don't explain their lore and how that attaches to function". But you have phrased it like "Yugioh does not have rich lore in its cards like other games," which is wrong. Yugioh flavor is plentiful and is explained either in their Lore (Visas or Branded). Or in their Gimmick (Kaiju or Ruinic). I also think your "Example" is flawed because simply put... you just dont know the Kashtira Lore. Yugioh's >Approach< to card lore as it ties to function is different. But that shouldn't be a factor to consider when comparing its quality.
While I don't think that Yu-Gi-Oh cards fail to convey flavour through mechanics, I do agree that the added effects feel tacked on As they are not conveyed through the art or naming most of the time. Unlike the random MtG card you pulled up, Where the art shows off the effect without compromising the other aspects. Foolish Burrial is a great example of your point, Because the art shows a human trying to escape their grave, While the effect does the exact opposite, Sending a card from the deck to the grave.
i always interpreted foolish burrial as someone burrying itself and thats why it still have the shovel in hand(and why its foolish) and the effect is sending a monster to the grave from your deck
@@lorenzocampo5633 That's likely the intent, But it looks like someone just bought a shovel to give to the random hand that popped out of the ground. If I were to burry myself, it would be a lot messier.
I don't think mtg cards are perfect vessels for lore delivery anyways. Nearly a third of the cards in Ixalan have no flavour text including the gods because of how long effects are. The major antagonist Elesh Norn for example, only has flavour text on 1 out of her 3 cards. Additionally, it would be nearly as difficult to decipher the lore of mtg planes as it is with yugioh cards without the stories WotC posts whenever a set is released. Side note: I heard the Ding Dong in your sub notification, what are your thoughts on shadowverse?
Yugioh isnt unique in its gameplay though, Magic could poach a lot of players if it promoted its faster format like modern along with its content creators but it doesnt, I found it easier to get into yugioh in 2019 than modern because the support isnt there for it, yugioh needs to support its slower formats and magic needs to do the same for its faster ones
MtG still has the resource system to take into account, If you wanna play counterspell you need blue mana, That's not something Yu-Gi-Oh players have to worry about. Because modern Yu-Gi-Oh decks are all designed to have no meaningful limitations.
@@BramLastname that was my point? They both have ftks so mana isnt the restriction that stops them rotation is, modern not having the restrictions of rotation makes the format faster which might be appealing yugioh players
@@prohobbyist5872 Ah okay, I thought you were making the argument: because FTKs exist in MtG The game is centered around not being FTKed. Which is similar to an argument that is often used in the Maxx C discussion. But yes I agree, MtG can be fast and that's a good thing, However in general the cards are limited by the available amount of mana. Which is a balancing tool you need to purposely add into the cardtext to achieve in Yugioh.
As a fellow former ygo player, i went on to playing Digimon instead, so i would like to know what are your thoughts on the Digimon TCG? I feel like it has a lot of potential to rival the big 3 but at the same time I feel like it could develop some of the same problems ygo had, although the search mecanic on digimon is more similar to ygo's adamancipartor.
@fable2830 Its trucking along. Its approaching its 16th main set in Japan. We just got BT14 in the West with a side set (EX05) coming along soon. One Piece TCG kinda stole the spotlight in terms of Bandai run TCGs so thats why you likely havent heard of it if you werent already a Digimon fan That and it got scalped to high heaven when it 1st got released in the West.
i love yugioh. been playjng on and off since MRD but i absolutely agree wkth you on the current state of the game. its a tragedy that traps which were a core component of the game were power crept out the game. the interactions traps brought to the game were what made the game great
people seem to have 2 concepts of flavor. 1. The archetype is supported by the cards (name, picture...etc) 2. The picture of the card supports the effect that card does. Rednu seems to be talking about the second point and yall freaking out without actually listening to wtf hes saying. And yeah... most of the yugioh stuff doesnt have effects that are supported by the picture or the name of the card.
It's honestly disheartening to see how many people are jumping on just that one thing. But also the fact people defend it in the first place, because most of the "lore" of even the popular examples of kashtira, world legacy, etc. is not something you get from the cards themselves. Just look at the world legacy story gate in master duel. Most of that story is told through the added text of the "cutscenes", if it wasn't for that how could anyone possibly figure it out beyond a very surface level from solely the relationship of tha art and effects of any particular card. Then there was the "dueling nexus?' site; another completely external resource from anything within the card in order to explain the intracies of an archetypes lore/story. (almost like trying to convey multi season anime level stories through cards alone was a bad idea to begin with)
"Trap cards are bad" They are literally one of the key defining cards of the Yugioh Manga and anime, the "you have fallen into my trap" is so iconic it's almost criminal to undermine it like Konami have done in the past few years. It's like if Pokemon got rid of the pokeballs somehow
39:59 I can tell you why each searches each type: Kashtiras are colonizers, and each is a herald of their arrival.
Fenrir is the first to arrive, so after him follow the others (he searches monsters)
Unicore is the main force, he establishes the kashtiras in the new land (he searches the spells, with birth showing how they terraform the land and turn it hospitable to them, reflected in the normal without tributing)
And ogre is the brute force, he carries the prisoners they make in large pods (as shown in the traps, this one is only the artwork, so it is the weakest)
Shangri Ira is their base, a space station bombarding the surface of the planet and turnin it inhospitable to the locals (it "drops" the monster during the sp, and the zone block is very clearly the effect of the land being taken)
Riseheart is the commander, he is the only one who can use Shangri Ira at command, as well as set up the resourses for the rest to use (all Kash spells and traps care about banished cards, and the banish from opponents deck enables Ira turn 1 without interaction)
Kashtira is a really thematic deck, with only ogre being a bit bland, but it makes up cause we see that those captured in the pods he carries are turned into perverted kashtira monsters (Scareclaw and Tearlament Kashtira)
I think it comes down to peesentation, with magic most of the stuff you can understand from the card art alone, with yugioh you need outside knowledge.
I will admit this is all really cool! I don't think Yu-Gi-Oh has bad lore, and I'm sure the lore explains the cards, as it does here. My point is that I prefer it to be in addition to the name and art correlating with the gameplay mechanics, without assistance of external sources. Same thing with WoW, I don't prefer to read a book or to Google in order to connect the dots. It's great that they connect, and it does connect in a cool way. The point I've been trying to make clear is besides that though.
@@Rednu Here's an easy example of mechanic being tied to the lore: suships. They are sushi ships. You have the rice, the normal (plain) monster Suship Shari, and you have toppings. And you stack them on top of each other and make the xyz sushi. And if you used the right ingredients, you get bonus effects.
Exosisters are also a good example. They are exorcists, so if you touch the grave, they will punish you. And they are sisters, so they get bonus effects if you have the other half.
To add to your thoughtsteal example from magic. Raigeki and lightning cards are about destroying monsters, typhoon and duster cards are about destroying spells. Why? Because lightning strikes down monsters and dusters blow away the backrow. Solemn cards are all counter traps that negate either summons or effects by paying life points. Why? Because the old man says "No".
If I was to read Ogre, it's not just brute force but specifically the role of an enforcer. It's about preventing potential resistance to their operation by investigating and punishing, shown with the effect being that it excavates the opponent's deck so you can hit a potential problem cards while also being aware of what to expect from the opponent (Native population) setting the order of the next top 4 cards.
@@benoitbrown9400 What in kashitira fenrir tells you he is a colonizer with only the card? He is just an armored guy full of spikes like a lot of other cards. In this case i think kashitira would be a bad example because like the albaz lore it was heavily built outside the cards. For better examples we have the archetypes without a lot of lore like fur hire i can see why each card has its effects
I wanna see Farfa react to this reaction so you can react to that too to make an infinite content loop
I personally love the lore in the different archtypes. gives the decks and cards more of a personality IMO
in yugioh
You dont really get the lore until u look for it outside the games tho. and the cards dont really have flavor or unique effects since they all do the same
@@kayanono I don’t understand what you guys mean by flavor. Can you explain? Also unique effects? Can you explain that too? Cause I know in magic there are cards that do very similar things
@@vitamins17there are genres of mtg cards and effects too: counters, permission, removal, cantrips, burn, colour fixing, protection, stax, etc. The uniqueness comes in with the powerful “build-around cards” that decks usually get their names from. Doomsday, paradoxical outcome, deaths shadow, landstill (standstill), ad nauseam, sneak and show (sneak attack + show and tell), shops, delver, and ensoul artifact all come to the top of my mind. These decks all play differently from each other and from other decks in their formats. The samey cards in magic facilitate you playing the unique win cons rather than the other way around.
Yugioh has archetypes which all functionally set up a few of the same 15 boss monsters that all the other decks set up too, maybe their archetypical boss monster too. Oh neat! Your deck can make Apollousa turn 1 AND update jammer accesscode turn 2? Crazy! You can make Baronne, UDF, and downered into Zeus with your deck? Wow, no way! The engines play out uniquely, but the goal 9/10 times is the same shit. That’s why I like decks like labyrinth and VS, it actually feels different to play with/against, and the game is moving in a better direction with them. They have more of an identity than build-a-board archetypes.
On paper, yes. The problem is, good parts of the archetype have a so-called "effect quota", where you need a searcher, a recycler, a recruiter, stuff like that
The thing with Yugioh and card theming is that it’s really a case by case situation. Some cards, like Fallen of Albaz or Visas Starfrost, have these massive storylines written throughout many cards and archetypes, but it’s not immediately obvious just by looking at the one monster. If you look at Albaz, it’s just guy standing there, and for some reason he can fuse. But to understand Fallen of Albaz and his story, you have to look at the Dogmatika cards, Tri-Brigade, Spriggans, Swordsoul, Icejade, Despia, Sprights, Therions, and the Bystials. Albaz is the protagonist of a massive anime plot, but you wouldn’t know it just looking at him or other monsters in a vacuum. Once you know that story, his ability to fuse makes complete sense.
On the other hand, there are archetypes like Vanquish Soul, which doesn’t really have a story, but its mechanics work beautifully at representing the fact that they are characters in a fighting game. They have special moves that need inputs, they have assists, they can tag out, they have Super Attacks, they have a stage, etc… Vanquish Soul is probably my favorite archetype ever in terms of representing what they’re supposed to be.
Kurikara divinecarnate is basically you using your enemy as a sacrifice to open the way for a godly being to be summoned and as she takes these sacrifices she grows stronger, hence the attack gain, her special summoning from the opponents grave is basically her raising up an army out of the "fallen" sacrifices to conquer with.
Why can't that just be on the card in some form
@@spicymemes7458 for the same reason you cant stop playing with yourself...they simply didnt want to.
@king_of_sin he was genuinely asking why u dont gotta be toxic person when answering
@matthewlugo2417 1. That was half joke half answer which is something I do all the time irl so why would I change the way I reply online? 2. I know and I gave him an honest answer and 3. I'll reply to whomever I want however I want on a comment I made.
@@spicymemes7458 I mean, it is, mechanically speaking, so, not sure what you imply
Generaider btw is a deck that's all about summoning a single boss that's super hard to beat, just like a raid boss. And then it has its underlings protecting it that it can sacrifice to deal damage, just like a real boss in an rpg dungeon. At least that's what it used to be... An example of a deck with "flavour". Garunix and also has "flavour", he's a literal Phoenix. About more specific card to card it used to be way more clear what a card did from its art. Look at monster reborn, torrential tribute, mirror force, raigeki, man-eater bug and magician of faith to a certain extent, ring of destruction, confiscation, soul exchange, swift scarecrow. Spells and Traps used to be (but not always) extremely accurate when it comes to their flavour and their roles. Call of the haunted, solemn judgment, needle ceiling, and so much more. It's still present in archetypes it's just that it's much more subtle and often ignored. Like Guess what Gottoms' emergency call does? It summons 2 X-Sabers. Unfortunately for each justified modern effect, there are dozens unjustified ones, which didn't use to be the case.
With regards to the flavor, I think in Yu-Gi-Oh you have to look harder to find the mechanical connection to the artworks and effects. Sometimes the references are so obscure that you don't realize they reference actual things.
Not all cards are like this, but there are some clever designed cards out there. I also think the connections are harder to make now, than back in the day when the cards and effects were more simple, but it is there for those who look for it. For most cards its not on the surface like a foolish burial for instance. I kinda like randomly stumbling on the reasoning why a card works in a specific way, or if you want to you can dive into the lore displayed in the card artworks instead of it just being told to you.
That's the issue, though. Relying only on the art to communicate your themes is half-assed when a bigger card game does a little extra and provides flavor text on every card, not just vanillas
@@spicymemes7458 I can't deny that it would be nice, since a lot of the vanillas have some fun flavor text on them. I get why you would prefer to get all the info from the cards. I just don't mind needing outside sources personally, and I prefer a bigger artwork over a bigger text box.
Although my comment was more about the flavor argument in terms of mechanics and artworks being tied together. There are a lot of cards with real world references, or historical figures with an effect that is thematically appropriate. And how that is sometimes not immediately obvious. To elaborate, because of the large amount of references, if you aren't familiar with them you may not see how the effect and artwork are related. Finding out those little tidbits is fun imo.
@@spicymemes7458
The sad thing is Master Duel is uniquely advantaged in this case because it could just follow in Shadowverse's footsteps and have separate lore blurbs for every card that don't actually take up any space on the card itself.
@@DGrayEX I loved the World Legacy story in Master Duel. I'd rather that than online fan fiction.
48:18 I digress: call it a stretch, but to me is clear that the point is that if you make your pet fectch the ball a lot, they will learn to run (attack) and then return to you and fetch the ball (you add after). Each memory is how many times you throw the ball for purrly to fetch.
The fact we had so many trap cards hit on the banlist proves traps were big even during nekroz format. Burning abyss was a trap deck
And we still use it, I mean trap BA when you going it's wild.
Traps only became less relevant when links came around as monsters took over that specific utility.
Yea. I guess to be more precise, traps got recontextualized. You no longer just slotted them for the mere sake of staple, but you often had to build around them (barring Imperm and Evenly ofc)
@@kichiroumitsurugi4363I like to push back that idea, it's not a build around rather than by products of a card now days, like if you seen every new trap heavy deck usually play enough number rather than build around, prime example of this is Ikea lab when deck first came out people unironcally play like 20+ trap now when the build solidify you probably play around 9, another soon follow this examples is altergaist in MD with the new support,even traptrix build after the structure deck (the newest support) does that, rn trap deck is much more played as mid range style deck making the trap much more a by products.
you are doing great Rednu, losing subs and less viewership is normal when you are moving on but you gotta keep going!
It's a metamorphosis
i have more respect for him already.
I honestly felt kinda relieved after I quit Yu-Gi-Oh. Realizing that I was just spending money on cardboard that will either become power crept garbage or hit by the ban list was the revelation I needed to start throwing my money at actual satisfying hobbies.
Good for you. Plenty of other games out there with a smaller price tag (or flat out FREE) that are more worth your time.
48:25 I mean this in a positive way, but I'm not sure how not only you, but other people, don't understand the Purrely cards 💔
I know 0 things of their lore, and I've barely played them. So I think I can fairly summarize why they actually do what their card art suggests!
Epurrely Happiness: If you look at the card art, and what card is needed to make it (Purrely happy memory). You can see that this version of Purrely is the most "excited" pet, pets like to play fetch, so him getting a card (fetching) when they attack onto the opponets field (run after it) means they're returning a ball (card). They lower the attack of something because he barks, and scares something to getting weaker.
Epurrely beauty: As the name and look of the art suggests, it is a ✨pretty✨ version of purrely (the memory needed for it is self explanitory). Beauty is able to negate/change battle positions is because the CUTENESS makes monsters either lower their guard (changing positions), or go easy on it (not use their broken effects).
Epurrely Plump: This one is the one that made me realize the others. The memory attached explains he ate a lot. Due to the fact they're a pet that is a glutton, they 'eat' other stuff (spells from grave). I will admit that I don't understand the banishment effect... Maybe the monsters ate with Plump, and are leaving the dinner table? Only to 'come back' for another 'meal?'
Maybe I'm just a genius for seeing these things? Or maybe I noticed because they're adorable and I like cute stuff...
Hopefully I wasn't offensive. I just like them a lot
1:02:35 I think Raran did fuck his own experience by not reading his cards and that was a big part of Farfa's video as well. He even admitted in the video that he didn't want to spend time reading his own cards in order to make content faster so when he went into a duel he clicked on every single effect that popped up and used his own effects on himself even when Master Duel has a feature that highlights which effect you are activating to your right. The best example of this is when he activates Accesscode Talker too many times and he pops itself to resolve the effect.
I don't think you have to play with a friend I got into yugioh alone and I entered from duel links (which might not be a great example now but I started playing when you only set and tributed so it was at it's most basic form possible). Personally I was like all yugi-boomers and hated the idea of other summoning mechanics, I really disliked tuners and synchros but when they got introduced to duel links I gave it an honest shot and it absolutely hooked me even more to the game. I've learned every single mechanic form the virtual games. I did have the advantage of slowly learning each mechanic as it was introduced to me via duel links but I think there always has to be an effort made from the player. I don't like playing meta and I have never played, the decks I use were mainly decks from characters from the anime but that didn't stop me from learning new decks and mechanics in Master Duel.
What I disliked about Raran's video was that he was complaining on was he was doing even though he clicked every shiny button while not reading. I mean even in the easiest game you can imagine if you press every single button you are going to lose, you can't expect the game to insta win you the game for basically headbutting your keyboard and I think that was Farfa's stand but he also agreed on other things.
If you watched Rarran's live-stream and not the condensed video, you'd see he *did* read his own cards. The problem is, when you have to do that so many times over and over again, especially with Yugioh cards where each card has 2-3 complex and similar-but-just-slightly-different effects/restrictions, there comes a point where your brain gets oversaturated and you don't really process and remember what you just read. If you're new to the game, reading every card in a deck someone else made for you in one sitting isn't going to actually be helpful, because you don't understand the game, the deck, and card pool well enough to understand how the cards are supposed to work together. You basically *have* to learn how to play the deck from a guide or someone teaching you (which he did do in the end, even though he didn't want to), because otherwise you are just going to be screwing up again and again and again and that's demoralizing when you're just learning. You could see how he progressively got better after watching that guide and briefly re-reading the cards he had immediate access to, recognizing that Gazelle is an important combo piece, learning how to Link climb into Accesscode, etc.
"I started playing when you only set and tributed so it was at it's most basic form possible" - this is also very different from how a new player in 2023 will experience learning Yugioh. You were able to build up a knowledge of the game gradually as new mechanics and cards are introduced slowly over time. A new player in 2023 has all of it thrown in their face all at once, which is overwhelming. You can't compare your experience of learning the complexities of Yugioh over the course of several years with someone trying to do all of that in 1 livestream. And this was Rarran's point- you don't just sit down and learn how to play Yugioh, you have to work at it over the course of playing it over and over again- no one, including Rarran, is saying this is inherently bad, it's just not what he (and many other people who have similar views) is looking for in a card game.
@@AnRuixuan even if he read his cards at the beginning of building the deck, he didn't read them when it mattered. During the games he just clicked every effect it popped on screen. While I agree it's overwhelming because each card has a ton of effects. Yugioh master duel has a special feature of highliting what you are activating in blue, which again, he didn't read.
The same happens in every single card game, you click a prompt wthoput reading you get punished, if you are not sure what are you activating just read the shiny blue text to your right you don't have to spend 10 minutes reading it all over again.
My experience isn't a one of thing, I've seen many players that started playing during dragon rulers format, a format that was everything but simple, yet people still learned the mechanics. Many of them arrived alone at yugioh andthen they made friends at loacls and regionals. Again, you don't need friends or a coach to play yugioh that's just a lie or a you problem. ANd all of thise players didn't build their abilities over years (including me btw I played yugioh duel links for a few months then switched to the normal format).
Everyone inthe community agrees cards are hard to understand wether you decide to stay or not is up to you but I feel like Rarran went in like he didn't want to learn to play and I got that feeling from watching his own video.
@@roblux7370 He literally did read cards in the middle of games. It's just not even correct claim that he was only clicking buttons the whole time he was playing. Yes, there were moments where he got excited or jumped the gun before fully reading a certain card or line of play, but that happens to players at literally every level of the game, including at YCS's and higher. Once again, the problem is that when you don't know what the opponent is doing because you are playing the game for the very first time, you don't know where you are supposed to be interrupting them, you don't know what is the optimal play for yourself to make, etc. Stopping to read the cards is often not going to be that helpful.
Yes, it is fully possible to learn the game in a matter of days or weeks when you put in the effort. Yes, I'm sure your friends or other people you know about have gotten to high levels of competitive play in a short amount of time. But Rarran's video wasn't talking to you and your friends personally. It was just a video documenting one person's experience trying to learn Yugioh. And his experience is also relatively common among new players. The vast majority of casual people picking up Yugioh for the first time are not willing to study the game to that degree when they first sit down to learn it. They just want something fun to occupy their time, and the work-reward balance of learning Yugioh can be too high for what they are looking for. Feeling that way is completely legitimate, and just because other people learned the game quickly doesn't de-legitimize any of the claims Rarran or other similar folks have made.
I respect your opinions on a lot, but to keep it spicy, I most definitely disagree with you when it comes to "Yu-Gi-Oh cards not having any flavor which correlates to their effects". Eldlich is a great example that Farfa hadn't brought up that works thematically with the entire deck as a matter of fact for example. You need to get a little bit familiar with the lore and stories of the many cards in the Yu-Gi-Oh TCG because I think it's the most interesting aspect of the game and how some of the effects work in correlation to the archetype and story. Also not every single card in the game needs to work thematically all of the time in order to seem like it has "flavor", there are over like 12,000 cards in the game and it's sort of an unrealistic take if we're going to even tackle that subject. I don't need to scratch my head about why Kashtira Ariseheart banishes if it doesn't necessarily have any correlation to its lore, it's just the way it is. Your argument is not really the strongest against one of Yu-Gi-Oh's many issues since I don't really think it's true that Yu-Gi-Oh doesn't have flavor. Yu-Gi-Oh definitely has flavor in my opinion, but yeah that's the only thing I really disagree with, I'm on Farfa's side on this one, but your other points are fair. I would advise learning the lore on some of the cards at least in order for you to understand and appreciate the intricacies 😅.
@@JustCagna That's fine, I don't really see much of an issue to that other than preference of how someone would rather want to get their information of Lore. Lore being written on Yu-Gi-Oh cards wouldn't work first of all since there is no room for such a thing, and secondly the lore in Yu-Gi-Oh is vastly more interesting than any lore card game I've seen but that's just my opinion. Either we interpret through card arts and images, or we learn through other sources and even through the Yu-Gi-Oh anime somewhat. Konami has OCG STORIES which is an anthology that will tell multiple lores, so they are getting on the bandwagon when it comes to that at least.
@@JustCagna the lore of suship is very easy. You make sushi... that are ships. You have rice, Suship Shari, which is a normal (plain) monster, and you have toppings, that need to be layed on top (i.e. overlay for an XYZ summon), and if you use right ingredients, you get bonus effects. That's the whole lore.
Or for example rescue ace. They are firefighters, so they need a hydrant to do their job well. If you dont have hydrant on field, the spells and trans have worse effects.
Exosisters: exorcists nuns. If you touch the grave, they go sicko mode on you.
The old lore, like the whole duel terminal, is the kind of dark souls stuff tho.
And ofc world legacy and fallen of albaz lores are big and span over multiple archetypes too, but even then the archetypes they are in have common effects and themes.
@@kastlewind1759 The kashtira lore is that they basically pillage other's shit and then arise heart takes it for himself (attaches the banished cards as material). As to why he's a macro, that's because he's a dick.
-World Legacy, Krawler, Mekk-Knight, Knightmare, Orcust, Crusadia, Guardragon. ~ all Part of a Story.
- Dogmatika, Albaz, Despia, Springans, Swordsoul, Icejade, Bystial and Therion. ~ All Part of a Story.
- The Goblin and the Pot of Greed.
- The Tyrannical King
- Sangan and the Witch
- Flavourtext on Normal Monster Cards.
@@rezthemediaruler3768 If you ban all cards from þe first 2 story decks along wiþ Vesus and duel terminal, it would severely cripple/eliminate most meta decks and roughly bumps up more rouge decks.
My issue with the way you compared the Yugioh card art/story to other cards is the fact that you also did so by comparing an Archetypal card to a generic card. It will be a lot harder to pinpoint why Ogre searches a trap when you don't understand Kashtira lore. It makes sense why the Purrely memories discarding a card to summon a purrely makes little sense without knowing why it is happening in a lore perspective. In order to understand that though you need to know the lore. Lightning Bolt is generic, it is obvious why a lightning bolt deals 3 damage... just like it is obvious why Raigeki destroys the monsters your opponent controls. Instead compare cards that are more similar to archetypes. I am not a magic player, but do know a bit of the types that have synergy with each other and make up decks (if they are meta/good at all, idk). Merfolk is a good example. Explain to me why Master of the Pearl Trident in its art gives all Merfolk +1/+1 and Islandwalk. Or maybe why Merfolk Trickster makes an opponent lose all of its abilities. Because it is drowning an opponent? Shouldn't that be like destroying it or returning it to the hand? Why make it lose abilities. Reading the lore bit helps explain it a little bit. These merfolk don't take lives, that's why they aren't destroyed. Okay, but why not make them lose all their attack or something instead? If we do compare tho this card to Mistaken Arrest from yugioh, Mistaken Arrest makes way more sense with its card art, because these guys where smuggling a banned card into the area. Pot of Greed, so both players are put into jail to stop them from using the Greed, aka drawing cards. Generic vs Generic and Archetypal vs Archetypal are able to have good parallels between one another, but in Yugioh knowing the lore of an Archetype perfectly explains why everything does what it does because it isn't based on the art, but the ARCHETYPE's theme and card art.
This is a fair criticism of my point. Generic cards normally have simpler effects, lending themselves to easier artistic expression. I'll try to get some more fair comparisons when I make my video. That said, Yugioh has a much larger emphasis on archetypes than other card games. If there are more cards that are archetypal in Yugioh, and it is harder to correlate gameplay and artistic elements with those type of cards, then naturally it'd be harder for Yugioh to have the same level of art-to-gameplay expression.
@@Rednu Great to hear about that! However to add to my point I was trying to get across that yugioh does have a LOT of art to gameplay expression compared to other card games, however it isn't in singular card art or even across multiple sometimes, but is often found in lore and relating the lore of cards between arts. An easy example would be Swordsoul Strategist Longyuan and Icejade Ran Aegirine. If you pay attention to the effects, they are almost mirror copies of each other. Yet no other icejade has a token summoning effect. Is this just a random effect added to be able to easily make their rank 10 boss monster? NO, it's actually because in lore Icejade Gymir Aegirine destroyed the evil possessed longyuan (Icejade Manifestation) and absorbed his powers allowing her to evolve to become the next Queen of the Icejades. This is so much more expression that you can appreciate after seeing into the lore and history of the cards and seeing the minor artwork differences in the artwork. Sure, a few magic cards/other card arts show this great (like the ginerbread man one you showed) but imo Yugioh does a far better job at showing these off, it all just revolves around other things than just the 1 card art.
Trickster taps a card in addition to making it lose abilities. Tapped cards can't attack or block. It literally removes all text from the card and it's ability to fight because it's a thief, look at the art. FFS, you nitpicking fucks.
@Rednu Trying to judge how yugioh art on a single card and the mechanics work together is like taking a random page from the middle of a book, reading just that, and not understanding what's going on. Each yugioh archetype is a saga of a story that, when pulled together, describes why the cards have the effects they do. The dangers are an exception because every part of the monster is thematically relevant to the art and the cryptid it's based on, but a lot of them are over arching stories.
Yu-Gi-Oh! didn't use to be Archetype based either. And the game was better back then, And while there are some old old Archetypes out there, there aren't any generic type-based yu-gi-oh! decks any longer. Because the game is purely Archetype based these days, I say these days, but it has been this way for the past 12-13 years I'd say.
To me Magic's great benefit is it works at lower and higher power levels since each card stands relatively on it's own. The effects are simple and digestible and contained mostly to their own card except in high powered combo decks, so when you get a hand of cards it is pretty readable and it's easy to intuit what each card is supposed to be used for. Yugioh has a lot of cards that serve effectively as hand off pieces for a string. Starter 1 leads to the first combo pieces 1-3, which can then, through a chain of more combo pieces, finally lead to your ending card(s). The cards link together in a way that makes it inherently hard to comprehend even if you understand what each card does, because they lead to fractal routes that require spread sheets or charts to optimize the output for. This makes the game incredibly unapproachable. A lot of decks also don't function at low or more randomized states. Like drafting random chunks of a meta combo deck doesn't work because you won't have the density of starters and extenders and boss monsters to actually combo off, and most cards are middling on their own since they are just pieces to an engine.
As far as flavor goes, I think it's because the power level of high power cards is so high that they all need to be having some variation of a few specific effects that actually do anything to a modern board. They like need multiples of getting resources back, defense ignoring removal, board wipe, negation, protection or something like that. Having other effects instead of those bread and butter effects will likely make the card ineffective.
Since many people are mentioning archetypes with effects based on their lore, allow me to put forth vaalmonica. They are basically all about the trope of a a little angel and devil whispering on your shoulders represented as the fairy sitting on one pend scale and the fiend sitting on the other and you get different outcomes out of your card effects depending which one you listen to, and listening to the angel involves gaining life points while listening to the demon involves losing life points. If that's not incredible flavor and lore cohesion I don't know what is.
48:18 because happiness 'fetches' when playing and beauty is 'cleaning' the other monster; plump is self explanatory. Not every Yu-gi-oh card is flavorful but it's wrong to say it doesn't have flavor, it's just not as obvious as MTG.
Not sure if I ever said YGO has no flavor, but if I did, that's obviously not true. But, it is just as you said, other card games like MTG clearly has more. At least to me.
@@RednuI really am in good faith trying to understand what specifically about Yu-gi-oh card flavor that you don't like.
The things you say about other card game's flavor is also present in Yu-gi-oh; cards that tells a story both thru artwork and mechanics, cards that plays like their name/artwork, themes with stories that plays like their lore, Yu-gi-oh also has those. It may not be as explicit, but it's definitely there in Yu-gi-oh. Something like goblin kid receiving a terrible shirt or sangan riding the wrong bus comes to mind.
I get where you're coming from with your other argument, I can even get behind them, It's just the 'flavor' one that I don't get behind.
Infernoble knights.
Theres one specific interaction.
Angelica has a Tag out effect that allows you to Cheat out Roland from your deck or extra deck.
Which sounds weird until you realize Angelica and Roland were lovers in the lore they come from.
Not all cards do THAT kind of Flavor.
But SOME of them do.
you said, she Cheat out Roland? who was the EX?
@@themoonlitduelist7395
XD
Poor choice of words on my behalf.
I mean cheats out as like
Special summoning it without being a proper synchro summon.
Not that she Cheats on him.
Hearing what you say about "Hidden Effects" reminds me of the fact that in the Infernoble deck I play I added Promethean Princess and wanted to find things to help utilize with her. And the example I am bringing to the table is Vahram, the Magistus Divinity Dragon. It of course has all the Equip based effects to synergize with the Magistus playstyle, but did you know he actually is a nuke to opponent's face up cards if it is destroyed by ANY source after being Synchro Summoned? It's a pretty crazy effect that is just hidden between the two Equip effects.
33:26 Eh...I wouldnt say Yugioh is the only one that sort of functions as a standalone. Digimon card game has tons of tutoring with Memory Boost cards and Training cards. But in that game its usually dig X cards deep and bottom deck rest of cards type of searching for most searches. Most Rookies/Child Digimon tend to function similar to dig for pieces. The memory system sort of functions as a "restriction" (saying that loosely) for that game. Decks gain lots of free Memory or play a couple of things out for free.
I guess Digimon has the Security Stack for the varience unless you play Yellow Vaccinepile in which case that gets thrown out the window.
It does a half-half thing where it uses keywords but still has reminder text and unique effects are fully written out. It manages to strike the balance for parsing card text well I find. Dirt cheap to play toptier too. Only Alternate Arts/Special Tournament Pack arts/Out of Print cards tend to reach noteworthy prices but not as obscene as Yugioh.
One correction about Rush Duels, there are cards that grab things from the Deck to your hand, not directly but by excavating and there are some generic excavators
Man watching Farfa's react video and getting to the section about traps was wild to me. You can tell who played Yugioh around the 2010-2017 era and who started playing afterwards just based on who thought trap cards were always bad and who understood what you were talking about.
I wont lie, your video actually made me WANT to play Yu-Gi-Oh! and insantly made me think of some ideas to try. Thanks for the inspiration, and you get a sub from it ^^
Just a heads up on the idea of flavor that other people have also pointed out. Since Yugioh is an archetype based game all their cards form a picture together. It remind me of like "Niv-Mizzit, Reborn" who imo is a card that only thematically makes sense if you know magic lore. Like why does this big dragon, who is apparently reborn like a zombie or maybe a messiah or something, also draw you cards but only ones that share colors with each other and only 1 of each? Like that makes no sense thematically but if you know the lore of Ravnica, its pretty sweet why he does that. That happens a lot in magic imo like other examples are like, the Elesh Norn cards or honestly the Praetors in general or even a lot of Zenidkar man lands, like why does Celestial Colonnade fly? Well the lore of Zendikar tells you.
About the Yugioh flavor thing, your Sky Strikers as an example: If an Ace monster ( Rayes mech ) gets removed she ejects into Raye and can summon another after that. Same for the spell cards. And even off Archetypes something like zombies with revival abillitys and sooo on. Or Nibiru, a meteor that blows up the bord, until unly the meteor and the thing in it are on the bord..
And all the things with the new " storyline " is super cool, like Albaz and Ecclesias jurney, Visas Starfrost or how Winda got killed and possesed by the shadolls..
Theres aloooot of flavor in yugioh archetypes in the last Years...
Heck, even the new support for my ritual beasts got a "your opponent cant tribute monsters for card effect" only for lore reasons with infernitys...apparently
The fact that someone needs to explain this bullshit instead of it being intuited from the game is the problem
@@kateslate3228 ....You mean "Card Lore" or how archetypes effects often fit into their Lore right? Thats the absolut least of Yugiohs problem XD
@@kateslate3228 To be fair, it's based on a manga, but we shouldn't have homework outside of the game to appreciate the lore.
It's ONE of them. @@luvaanima
@@kateslate3228 not knowing why the white girl wears different armors is definitely NOT one of yugioh problems, especially since the game started as a manga series, meaning that from the beginning you would have to be familiar with outside knowledge to understand the game original lore.
It may bother you, but it's not something to be considered when talking about the game actual issues
13:23 Thanks for the Shout! I absolutely love Yu-Gi-Oh the brand but I'd imagine if my content was solely focused on grinding out MD, i'd burn out. Easily my favorite game that I hate playing a la League of Legends/etc
I get what you're saying with the theming because it's not present in all or even most cards. I would say that most archetypes have a self contained story that either is or isn't represented in their effects (but probably not all their effects, because they need so many different effects to be playable). Amazing example being Super Quant's which are the sentai pilots of their giant power ranger mech XYZs. Little pilots under big mechs, makes sense.
And then there's the big several year long storylines. The Albaz storyline is what got me back into ygo a couple of years ago because it was so cool, and i can think of many cards from that story that flavorful effects. So while it isn't ever present, i also wouldn't say it's absent. But most cards are just effects first, ask questions later.
Btw, i also have essentially quit MD a while back lol.
The guy kept picking out really specific examples that fit his points for other card games and then specifically ignored cards that do match their flavor. He literally plays Sky Strikers, the most flavorfully coherent deck, and notice how he fixates on Kashtira, which doesn't even play that un-flavorful. Fenrir is the herald, Unicorn is the birth, and Ogre sucks dicks. I think not all cards can match the lore, and they just needed a trap searcher. It's not that complicated.
Every TCG does this. I played all the games he references and I understand his points fully, I just think he's so fucking wrong about this. It's crazy how much he doubled down on it even though it was a very blatant double standards
@@monkeylemur I think he was really focused on "I should be able to tell why it does this by looking at it" which even the flavorful lore archetypes don't really have. If I look at Albaz I don't know why he fuses with the opponent's monsters. I need more context than just that.
You missed the Danger! point entirely. The lore themeing that matches the machinics is that they are based on real world cryptids though it takes place on an island that houses all of these cryptids. The idea about cryptids are that they are hard to see and harder to catch. So you show someone that a cryptid exists (reveal this card in your hand), the cryptid runs off after you only got a glimpse of it (this is you shuffling your hand) and now you are trying to hunt it (your opponent randomly selects one card from your hand). If you don't catch the cryptid then they are free to exist (special summon this monster) but even if you do catch them then you have to be ready to face the consequences (varys based on the monster). The spells, traps, and humans tell the story of the team trying to cature them and fit as well mechanically on the spells and traps.
Ogopogo drowns crypids in the area during it's capture -> send a Danger! card to the grave
Dogman goes down with a fight -> lowers the attack of opponent's monsters
Bigfoot, like dogman, would not go down alone and at least one member of the reasearch team would die to capture him -> destroy a monster.
Mothman warns people of danger in his real life lore -> lets you draw and discard to match the way his warning would improve your chances for living and is reciprocal because his warning was meant for all
(A little less sure of these due to not knowing their lore perfectly or because it's a little less clear)
Nessie is harmless and would generally be liked by other cryptids for not being aggressive so it's cature would invite the wrath of other cryptids -> search a danger
Chupacabra and Jackalope are fast cryptids that you would have to chase. If you did chase one of them on the cryptid island the lore takes place on then you are likely to run into another cyptid mid hunt -> special summon a monster
tsuchinoko was never caught by the reasearchers in the danger lore but I don't know if this relates to the real cryptid, just that it matches the art. -> summon regardless of result
These may not all be perfect but thats how I see them. The other archetypes fit their lore mechanically as well, just if that is such a sticking point to you then you have to actually care enough to look into the lore.
They are thematically as a group functioning, but as individual cards, the flavor sucks ass. Why does Nessie search for other Danger monsters?
Why does Big Foot destroy a monster? It doesn't make sense? These sure are all cryptids and the Danger! mechanic is really nice, don't get me wrong, I love the implementation, but it's extremely weak in actual individual contextualization.
If we look at MTG for example, Most Vampires come with lifelink, aka the damage they deal nets you life. They often have flying... etc, and some of the better ones, can even turn your opponent's stuff into vampires and steal them over to your side of the board.
Dinosaurs are big creatures that have piercing damage, to explain it to Yugioh nerds. And I mean big, the average stats of a MTG monster is 3/4 Meanwhile Dinosaurs are generally 5/5 and up. The biggest Dinosaur is a 12/12 and that's base stats, there are dinosaurs that only grow stronger when they attack, there's a 7/7 that gets +1/+1 for each land and when you play it, generally it gets +7/+7 when it first attacks. It alone requires roughly 5 of your opponent's creatures to block it. After all, there's only 20 life in MTG. Or some other combat trick.
Elves are strong together, and boost each other and are a general cancer of a type. The other cancerous type is Goblins, which turns MTG from a 7-8 turn game into a 3-4 turn game.
And don't get me wrong there's OTKs in MTG, heck even FTKs and 0TKs, but those are super unreliable.
It's a game about developing the board state to your own advantage. It's a game which is slower for a good reason. Because it is better, to have a slower game where both players have the opportunity to react. And while all MTG players hate some mechanics of the game, like discard or mill, or counterspells, the game is healthier than Yu-Gi-Oh!
And trust me, I used to be a Vintage player of MTG, with the most degenerate stuff, and I genuinely prefer standard, even if it sometimes devolves into a 3 turn format, as well, but even so, it is genuinely fun to sift through the new cards, theory crafting decks, in Yu-gi-oh, what theory crafting is there? I need these cards of this archetype, I need this and that spell card, and I need these cards in my extra deck...
Come on, I was a Qliphort player in the past, I understand being hated for playing the META decks in Yu-Gi-Oh! And I loved getting out Tower turn 1. And don't get me wrong, I used to be an Ojama player in the past as well, making sure my opponent had no Monster Zones. Which would be devastating to 99% of the decks today, I hope you have a removal spell card in your hand or a decent handtrap in your hand... or you'll have a very bad time.
As someone who has played a multitude of Card games, from Yu-Gi-Oh! which I started with first time in the early 2000s, and which I only began to take seriously in 2006 when Zombie Madness came out. And then I began playing MTG, because my friends were playing it. And then I began playing Cardfight! Vanguard, which I also deem a better game than Yu-Gi-Oh! and it's just as degenerate as Yu-Gi-Oh! in the first place. Where you rarely have 5 turns to play, because you have either won or lost by your turn 4.
And as someone who also played Hearthstone in the beginning, while I deemed it trash then, I can genuinely say that the game back then was healthier than Yu-Gi-Oh!
I have since 2018 stopped playing any Card Game, because it costs too much money to do so, I've spent so much money on card games that it's ridiculous, I think I've spent more than $10'000 perhaps more than $20'000 on Yu-Gi-Oh! alone. And I think I've spent an equal amount on MTG.
These games are not for me any longer, but they're still fun to watch, but to play not as much, and while I casually play MTG on Arena, every now and then, it's not more than perhaps 2-3 hours monthly. I rather save up my money to do more healthy things in life, like buying a new house, or going on a vacation, or learning a new skill.
And while I've seen a lot of interesting card games come up the past decade, and I know of quite a few really old ones some of my friends used to play in the early 90s, I'm not interested in card games any longer, and while I could join those friends to play card games from the 80s and 90s and even join in some Vintage MTG, because I still have my cards... Turning my friends' Urza's lands into Mountains is really fun. I can't help that they're TRON players.
Though I'm somewhat mixed on the delivery, the arguments you've listed feel a little weak but not wrong. To explain, yes the game does feel fast and turns typically don't last beyond 4 turns however a stronger reason I'd add to it is how both opponents have 12 open zones (5 monster zones, 5 spell/trap zones, 1 field zone, and 1 extra zone) and whoever gets a good draw end up utilizing their entire strategy possibly for game. Power creep is definitely a major issue and while Konami can fix this for Master Duel, they can't fix the issue of changing old/popular/necessary cards that're already printed. What makes power creep even worse is how more modern cards and archetypes specialize in guaranteeing the player in executing their strategy with minimal speedbumps, not just because Maxx C is busted or the more modern cards are more complex but because the game itself is designed to give both players the same level of opportunity to play as many cards as possible.
If there ever does come a day where these issues are given a serious revision, it would have to change the flow, pace, and flexibility of the game itself. To give an example, say that player 1 has everything they need to get a 1 turn sweep with special, link, xyz, and so on. If the rules limited the amount of special summoning to 1 from either card effects or spell cards, that would drastically change the game alone; to use the dragonmaid deck as an example, on player 2's turn they summon chamber dragonmaid to get quick changeover in order to fusion summon Dragonmaid Sheou from the hand and use 2 cards to special summon a lv 4 dragon from the grave (another dragonmaid to get another lv 7/8 dragonmaid into the grave) and a spell card to special summon a lv 7/8 dragon from the grave to have 5 powerful dragons into your battle phase. Now if the chamber dragonmaid was the only card to special summon another dragonmaid for your battle phase but still got Sheou from fusing, that's still 2 powerful dragons with a level of security but not enough to get a turn 1 victory. If you want to get even more strict, separate the different versions summoning like Link, Synchro, pendulum, fusion, and xyz summoning from each other. In other words, if you're using tuners and synchro summoning then you can only use Synchro summoning monsters in your extra deck against other players who also use Synchro summoning. Limit the field to only 3 open zones and expand the field after 2 turns pass for each player.
There are legitimate problems with the game and they do need to be looked over but I don't see these issues being addressed.
I think YGO could benifit with Symbols on cards like in Vangaurd.
A symbol for Piercing or Cannot be Targeted etc.
24:15 I find this idea very interesting and it's made me evaluate what it is I actually like about Yu-Gi-Oh (for context: I started playing Red-Eyes in Duel Links, then D/D/D when it was meta, and now I try to keep up with both DL and MD but mainly play DL thanks to Live Twin being good for now)
I have tried the Pokemon TCG and MTG at separate times in my life, both at relatively casual levels (I played the PTCG via the website in the early-to-mid 00's while I only really played MTG by borrowing decks from a friend to play against him during lunch in high school [which is the exact same environment where I originally tried Yugioh, but this wasn't a proper introduction to YGO yet), but Yu-Gi-Oh was the only one to stick with me, and I believe that it's because of how consistent it is. I've been playing Rush Duels ever since they came out in Duel Links (been playing F2P Dragoncasters) and I have such mixed feelings about it. While I love the raw joy of summoning a million monsters, hitting for gigantic numbers, and drawing 5 cards in my draw phase, I /really/ do not like how it feels as if it is impossible to put myself into a winning position overall. Winning feels like it boils down to who has the right cards at the right time (assuming both decks are competent) and I do not like it. I don't want something as absurd as the Calamity lock or enough protection that opponent can't possibly break my board, I want strategies that can do enough to win the game while leaving room to lose. Live Twin feels like a near-perfect balance of it right now in DL, where the level of consistency is incomparable but the overall power of "pop one card or draw one card and set a couple cards" isn't game-breaking, especially when you have my luck and draw 3 starters in nearly every game so only have 2 or 3 pieces of interaction
And that's really the biggest point of consideration for me: I already struggle with extremely bad luck in modern-day Yu-Gi-Oh (by which I mean MD)
So I understand that my opposition against the idea is a personal thing, but I also don't think it's so bad. I think consistency is fine as long as individual cards/strategies aren't oppressively powerful, but maybe I'm biased there, too
1:13:00 YES! They will! There are people who don't even want to deal with Maxx C and leave because of it plus the state of the game. It is such a meme now that people will come back the moment Maxx C goes away!
I'm curious if vanguard might show up in content
Vanguard killed itself with reboots
The Raraan issue was that he was trying so hard to play another game without understanding what yugioh is. You’re not going to enjoy a game if you’re constantly comparing it to a game you do like.
No the problem is with YuGiOh in itself that tried to be everything now.
Like his criticism about repetitiveness is real. Literally all the meta is identical...
Like let's be real rarely do they ever make cards like Danger Danger now...
They just either remake the old decks to be like modern...
Literally Black Magician now can do as much as modern YGO.
The creativity is kinda sadly dead...
I do wish we get a new one now.
@@infinitykiyen6270 Can you explain this pint to me more? Like the current Yugioh has a lot of creative things going on gameplay wise. Like Mannadium plays pretty different to Runic Bystial which is different to Purrely which is different to Kash. Like the only thing that is similar is that they all want to get their important pieces out and do their interaction with the opponent but that is literally ever card game. In modern every deck is just trying to get their game plan going and stop their opponent, ultimately its the goal of every card game, to get your game plan going so the opponent doesnt get to play theirs.
@@anthonyrodriguez9232 yes and that's precisely the problem. Eventually every deck will have same winning conditions.
Like it's sad but YGO never go with any alternative winning now or alternative way of search or summoned your ace card.
Like the introduction of something like anime boss card is really amazing good.
But now? Yeah they dead...
Now they didn't try to improve the decks but straight out adding the new meta thing to the deck...
It's even more noticeable with Black Magicians deck...
They didn't try to fix it... They straight out adding whatever was meta at the time which eventually turn Black Magicians deck into just "Any other deck"
@@anthonyrodriguez9232 I love YGO but the creativity currently isn't create new mechanics now. It's try to remakes any old deck to run as meta.
Oh yeah E-Hero also get the same treatment. Now it has Pendulum and such.
Like... Can we not have a unique mechanics like somehow E-Hero Neos now have abilities as "Alternative E Hero Neos" that can act as good as Pendulum? Like they have done this before for Blue Eyes White Dragon and it's really cool.
They didn't steal others mechanics to make it good with new Alternative Ultimate Blue Eyes White Dragon.
They just give the new Alternative the dangerous feel of the old classic YGO.
I just want decks to develop itself not "Now it can do whatever the cool kids can do" Which actually destroys its legacy...
It's rarely we ever get additional card that's improving their unique mechanics now. It's usually the opposite...
All decks just steal the championship deck at the time of meta decks now...
If this keeps on... YGO will all acts the same in the end unless they make new card types beyond Spell, Trap, XYZ, Fusion, Ritual, Pendulum, Links or Syncho
I think there is a lot of flavor to the YuGiOh archetypes but I think, to your point, it isn’t as readily understandable as something like “dragons fly” or “you can eat the gingerbread man.”
I don’t think that makes one better than the other it’s just different and a symptom of the fact YuGiOh started as game with lore outside itself.
That said, I respect a lot of point you made in your first video.
And more importantly, if you aren’t having fun, I agree you should play something else even if it temporarily sets you back.
love the content man keep up the work been with you since you started master duel
Can’t wait for the video of Farfa reacting to Rednu reacting to Farfa reacting to his first video.
I get what you mean now when you say individual cards don't have flavor in their mechanics, but yugioh is the only game I know of that tells stories through the art of it cards that span decades of time. The first example that comes to mind is the cards that have gagagigo on them. His story with the charmers and felgrand and all the stuff he's been through is kinda wild, and it's still ongoing. No other card game does that
MTG does the same tho? Plenty of characters, places and ideas recur over the whole span of the game and you could follow the story of Squee, the immortal goblin, just by art and card names across 20+ years.
I could be wrong but I think Delta Crow was the first trap card that could be activated from the hand. Also I remember when Wiretap came out and it was so hype since it was better Seven Tools.
Sup. Literally watched farfa's vid yesterday. That's how I found ya. I can get your reasoning. I've played Yu-Gi-Oh since I was 3 yrs old, 2003, (an uncle of mine got me into it, and started taking me to his locals when I was like 7). I've played literally every format, since 2003 unwards. And ya, a lot of your points are highly valid, and pretty on the money. To put it in perspective, I've gradually added new card games to my pool over the years. At this point I have played basically every card game there is except for hearthstone. And Yu-Gi-Oh is the most, (apart from possibly commander format for magic), the most expensive card game, frustrating, and most convoluted. 90%+ of the time cards will often NOT do as they read. I have played on locals, regionals, ycs, and nats level for 10 years now, along with locals level for nearly 20 years. And back in 2016 I became an official tourney judge for Yu-Gi-Oh, and truthfully I still only know like 50% of rulings, even as someone who feels confident on rulings. Generally every other tcg, cards do EXACTLY what they say they do. Not to mention every other tcg keeps card text to a minimum, and straight forward. For example my fav tcg these days is one piece, and a perfect example of an overloaded card in that game is fresh out of the new set, called, captain eustass kid, who is a blocker, a counter, 5 drop, 6k power, with the effect, "[your turn] (once per turn) when DON!!! returns to your DON!!!!! deck play one DON!!!! out as active." So just in case your completely clueless on the one piece tcg, don is essentially like magic's land, and yet there's still barely anything written on the card, and yet it's one of the most overloaded cards the game has. Then when it comes to expensive staples, the most expensive is an old red promo called Gordon, $20-$30 a piece, and next set, it's getting a reprint to make it a budget playset for people on a budget. Versus Yu-Gi-Oh, were must play staples remain $100 dollars a piece and don't get a meaningful reprint that makes it budget until it's been reprinted 8+ times. As for Gordon, this is his first reprint and yet, bandai is making it a budget reprint. Then to top off the argument, Yu-Gi-Oh by far has the worst prizing. Anyways, imma keep an eye on your channel, and see what you do now for content. Odds are, regardless of what card game you head to now, as long as you make quality content for it, I'll watch (I just love card games). Dropped ya a sub
I misunderstood your point about about flavor in your former video, I actually agree with you entirely on that point with how youd described it here.
An example of hidden effect is Zeus, everyone knows the board breaking effect and that you can special summon it using an xyz monster if an xyz monster attacked that turn, however, how many times have you seen the effect " Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material."
Another trap that can be considered "Hand Trap" is red reboot, is just that is not used very much because well, as you say in the video traps is not used that much except for labrynth, traptrix, or other traps centric archetypes.
About the lore... let just say that certainly is not the first thing you would understand without investing time in making sense about the archetype, hell, there is a flavor text that say "Check THIS out" (Mekk-Knight Avram).
About the nastiness of art, I believe is due to the censorship that they have historically get internationally, hell, there are still arts being censored for TCG Format.
About the prize pool, I believe the author of the YGO manga (I am not really sure) did say that didn't want duelist playing the game for a prize pool, that is why they give "alternative" prizes.
About Maxx C... Yeah, ban that F##ing card, IDK, what the OCG players like about it.
I am not playing yugioh anymore, but i used your dragon Maid guide to get into master duel when it launched. Helped me alot to get started :) now i am mainly playing duel masters plays with an english translation ^^
I believe the 2D guy is trying to say, the card text and art makes the flavor, not some lore that has to be googled. To defend yugioh, Ghostrick has that flavor, the gimmick is to flip summon for effects and to flip them back down, basically these ghost are popping out and going back to hiding within the Mansion (field spell that prevents them from being attacked while facedown) *To add, with trap cards and their own effects, they’re essentially messing with you
Same thing with Traptrix. It revolves around the Trap Hole cards which goes with their theme of luring people into their forest to capture and eat them.
Or how the reason why Trickstars do so much burn damage is because you're watching them perform. Divas and performers don't do shows for free, so you, the fan, are paying with your life points to watch them.
If wiretap was played in 2014 you can't convince me that traps were never good. Btw anyone who has never played old yugioh read Cardcar D and you'll have a stroke understanding this was a pseudo staple at some point.
staple in CAT lists during that time frame. Good card for a slower paced Yugioh a decade ago
55:46 flesh and blood is one of like 3 card games I have never played. Been meaning to learn it, but when I think about were to even play it, I kinda keep getting turned off from it. Since I would have to drive a minimum of 4 hours one way, just to go to the nearest locals. Versus my 45 mins to go to either Yu-Gi-Oh (though I haven't played Yu-Gi-Oh in a couple of years), or digimon/one piece (since these two happen at the same card shop, though they have a one piece community there, they won't actually be doing tourneys till spring, since they won't be able to start stocking one piece sets till then). Literally these two shops are literally down the road from each other xD.
branded lore, visas lore and world legacy lore, explain a bunch of new archetypes and why they do what they do
I'd like to personally weigh in a bit on the subject of flavor with the Sky Striker deck. I'm not an expert on Striker lore so forgive me if I get things wrong here, but the main point is a great many of the link monsters you summon in Striker are different mecha armors that Raye equips based for different situations.
Hayate is a suit specialized for long-range combat and thus has the effect to attack your opponent directly
Kagari is made for all-out offense and thus gains attack for each spell in the graveyard, but is also featured in the artwork for Afterburners which justifies Kagari bringing a spell back from the grave allowing her to execute the Afterburners maneuver either a second time or for the first time if it was already discarded
Kaina is a strength-based suit most likely made to suppress larger mecha of the opposing forces while supporting Raye's companions on the battlefield. In the game, Kaina prevents a single opponent's monster from attacking while gaining you life points every time you activate a Sky Striker spell
and finally Shizuku I believe is designed for tactical recon and disrupting enemy systems judging by the suit's resemblance to a Lockheed SR-71 Blackbird which was designed to be a Strategic Reconnaissance airplane.
and we can surmise this information from a close look at the card art. Each one of the monsters listed above distinctly features Raye donning these suits because in cards like Engage or Multiroles, we can surmise that Raye is drawn in the process of equipping one or two of these armors.
Then, we could also get into the 'Sky Striker Mecha' spell cards that show Raye using all these different gadgets and contraptions in the artwork with their effects alluding to what these devices do. So, we can at least surmise that Raye is a part of some sort of airborne military organization a la Strike Witches and each of the cards used are either different mech suits, devices, or even maneuvers that Raye utilized in battle.
Now, I'm aware that there's Roze, Zeke, and at least a dozen other cards I haven't mentioned, but I wanted to fit a story together purely based on the card arts coupled with effects to get a sense of flavor in the Sky Striker gameplan. Which, from my limited knowledge of the archetype along with not reading the Sky Striker manga. I'm giving the most basic of basic outlines, but I feel like this can help drive the point home that the Sky Striker playstyle reflects the lore of the cards by showing Raye utilizing crafty tactics complimented by cutting-edge technology to gain a strategic victory over her opponents solo is pure genius from a design standpoint.
This isn't me throwing any hate your way, but It's just something interesting that I found interesting seeing as (if I recall correctly) you enjoy Sky Strikers as a deck and thought I might give you a bit of an alternative perspective to how the deck plays both in story and in game. Love your vids and you won't be losing a sub from me just over quitting Yugioh and MD ♥
So... I feel like with most cards and archetypes, there is one part that is very flavorful, but then there are other parts that are not which only exist to keep an engine running. Nessie is a good example, where Dangers all have the super cook peek-a-boo part of their effect where you hunt the cryptid. But then what they specifically do after that seems more or less random.
Kashtira is another good example of this, where their archetypal mechanics (banish face down and zone locking) are both highly flavorful as they represent how Kashtira (an imperialist power in lore) invade new planets (your opponent's cards) extract resources (banish face down) and leave behind a barren and uninhabitable landscape (zone lock). However, the additional effects of Kashtira monsters are more or less just to make the deck function (such as the searching). The only Kash cards which continue to have excellent flavor are Shangri-Ira (a spaceship that deploys soldiers during the standby phase) and Ariseheart (who literally kidnaps and imprison's your opponent's cards by attaching them to himself).
Another example would be all the spell counter cards. Spell counters are literally supposed to be the Pitch Black Power Stones being traded around as a kind of magical currency, specifically one that Endymion hordes. But why does Servant summon from deck while Magister summons from face up extra? No clue. There is a lore justification for Reflection's effect, but I forget it off the top of my head.
Regardless, I do think that it is worth discussing the finer points of this in another video. However, I highly recommend you try to collaborate with someone more attuned to the lore when doing it. (Golden Nova perhaps?) I mostly say this because I notice that you'll often glaze over or dismiss lore reasons for effects when you simply don't know them. And I think just having a second opinion there will keep you from misfiring at the wrong cards and undermining your (in principle) valid point.
about the flavor and lore side of yugioh cards yugioh cards have lore and stories to them but they are told mechanically because there based on there the different archetypes within the lore Kashtira for example is a part of the visa starfrost story involving kash tearlament and scare claw which would explain cards like kastira tearlaments or scareclaw kastira which combines the archetypes together mechanically most of the story is told through the art work (ex world legacy) they are told this way because there not based on the types of monsters themselves like goblin dragon etc but more on the actual story the monsters are going through
One thing about flavor that both you and Farfa missed is that YGO is a japanese card game, so a lot of theming about what the artwork or just the name will be lost in translation in a TCG but a japanese player would get it.
Kurikara is a good example because we have no idea what it is about in the TCG because we miss the whole cultural context behind the card and the name is translated, it is probably some buddhist theme about destruction and rebirth which a japanese person might understand better (tribute then rebirth a monster) than any western player.
A japanese person would have no idea that you are supposed to "eat" the ginger guy in your Magic example because it is not part of his cultural background
Also yugioh does have a story shared by multiple archetypes and that usually span years (kashtira and tearlements are both part of the Albaz storyline). It can be very hard to decipher though, because the artwork and card effect don't always tell everything. That is what make it kind of fun though, until very recently you could not tell what exactly was the yugioh lore was, now Konami does publish artbook explaining the lore but it did not used to be this way
I've played Yu-Gi-Oh for a very long time. I stopped playing around the time you were playing competitively and returned due to Masterduel, but before that I played early Yu-Gi-Oh and a little after the Tele-DaD format. I feel like your gripes have less to do with masterduel and more on Konami as a company. I agree with a lot of your points, but I don't feel so extreme on the take (perhaps this will change with time). I do feel that Yu-Gi-Oh was peak during the exceed era 2012 - 2015 (before Pendulum was introduced). The game was fast enough, but not overly fast to the point that games are decided on turn one.
The Maxx "C" discussion and Konami unwilling to ban UR cards specifically because it gives dust is 100% true. I don't think this is a bad thing though and we've seen that they are willing to hit problem cards EVENTUALLY. You have to realize that Konami is a company. I give them a lot of leeway here because they have been shown to hit problem UR cards eventually if they're as big of an issue. You highlighted Runick Fountain yourself, but there are other examples like the Adventurer Engine and the Ishizu cards. They're also a lot more creative in the way they handle the banlist with it releasing far more frequently than the TCG and OCG so these mini small hits make sense to me.
It seems that most people have trouble understanding your issue with the "Flavor" of Yu-Gi-Oh cards. This is odd because it's something that makes the most sense and the way you explained it makes sense. You're not talking about lore, backstory, or mechanical applications of cards, but the actual functionality of them. For example, Battlin' Boxer Glassjaw destroys itself when targeted for an attack because of the boxing terminology of Glassjaw. However, the secondary effect of it adding a Battlin' Boxer from the graveyard back to your hand doesn't make any sense based on the picture of the card, terminology, or archetype. There are many more of these discrepancies in other cards and I think the reasoning has to do with your initial complaints. Modern Yu-Gi-Oh cards need to do multiple things in order to make a deck or archetype viable. They need to have search effects, but also recycle cards from the grave. They need to be an extender, but also float from the deck/grave. They need to recur cards, but also be flexible going first and second. Basically, they need to have overloaded effects or else they just won't be good in modern Yu-Gi-Oh. Berserk Gorilla is a gorilla that is going crazy, so when it goes to defense it destroys itself because it can only attack. Giant Germ is a germ that multiplies itself when it's destroyed by battle. These all make sense from reading the card text and also looking at the picture of the card. Older cards were more consistent because of this, but there are still discrepancies which makes me think Yu-Gi-Oh has always been this way. Giant Rat special summons any earth monster when destroyed by battle... why would a giant rat do this? The infamous Penguin Soldier bounces up to two monsters on the field back to the hand... why would a Penguin (let alone a soldier) do this?
I can see why you brought this point up, but I think it is a pretty weak and overly subjective point. It doesn't come across as strong of an argument because Yu-Gi-Oh has always been this way. Unless your point is realizing it now makes you appreciate it more in other card games? Regardless, I want to emphasize that youtube.com/@Rednu IS NOT TALKING ABOUT lore, backstory, or mechanical themes of the deck that everyone keeps mentioning for whatever reason. Yes Yu-Gi-Oh card art tells a story (sometimes between multiple cards). Yes Yu-Gi-Oh archetypes play into their mechanical themes. Yes we all know about Duel Terminal, Sky Striker, Albaz, Visas, Aleister/Magistus, etc.
Actual the thing that keeps bringing me back to the game is the lore and worldbuilding written into the cards. I personally find MTG’s setting and writing to be very heavy handed and clumsy and tbh quite generic. In contrast Yu-Gi-Oh has a massively diverse set of influences that maintains a relatively cohesive flavor throughout the prints. When Yu-Gi-Oh is working best, every duel feels like a massive shonen battle playing out before your eyes with different characters popping in and out and playing their part with a story unfolding.
Sure you can be cynical about it and just look at the mechanics, but the rich world and flavor are absolutely there if you have an eye for it, and the game has this way of generating a narrative for you to watch. THIS is why it sucks that so many decks are centered around 1 card combos now, because it’s restricting the stories that play out on the field
And you don’t need to read Konami press releases or anything to get the lore. You can get it all from the cards imo, but you need to think critically about it, like in FromSoft games
12:11 My sides. Farfa on frame one said "CHEATER"
Night assailant is an example where the new text of sangan could mess things up. Example you have sangan destroyed on opponents turn and you raigeki break/wind blast in their end phase discarding night assailant. You wouldnt be able to use its effect when discarded
My favorite example of a flavorful archetype is Melffys. They are small woodland creatures that gather on the board and play together but when they sense danger they all scatter (retreat to your hand) like birds around a car or squirrels at a park.
I also love that the suships have you present a menu to your opponent and they order your special summons.
Edit: I see you mean newer cards, my comment is moot
Your points all make sense and they're true. They certainly do go beyond the norm of the usual boomer take of "Pendulum bad", Special Summon bad", "Long text bad". The flavor text thing will obviously be debated by people in the comments since that's subjective. Though its clear you like it in other card games more and that's fine.
It is clear from the art alone that Raye for example equips different Sky Striker armors for different abilities. Hayate always attacks directly specifically because her weapon becomes a big rail gun to snipe long distance enemies. Kaina's armor is designed for defense, so naturally it blocks attacks and heals you.
The Borrel Link monsters are basically guns/cannons while the Rokket dragons are their ammunition. The Rokkets effects only trigger and remove themselves when the Borrel monster target them, implying that you are loading the gun and firing them at your opponent for different effects, then replace themselves at the end phase giving you the ability to reload. To go even further, the character that uses this deck in the anime is literally named "Revolver".
Also, Kashtira Monsters are supposed to be planetary invaders that colonize and terraform the planet and steal resources. This is why they intrusively banish cards from your deck and remove usable zones with Shangri-ira. Admittedly, Kashtira is so over tuned that it is easy to miss that.
Though, at the same time, if you asked me why Barrone de Fleur can negate, destroy, and swap itself out, or why Chaos Angel doesn't require tuners, I would not be able to tell you anything other than "lmao its busted, so use it".
Yeah, Sky Striker is a really well designed deck, both the way it plays and how it ties in with the art.
The “special summon bad” take, while stale, and, “not constructive criticism”, will still be a legitimate take because Konami broke that themselves and opened an uncloasable pandora’s box by again, making them far less special and in fact very normal.
In modern yugioh if you try building a deck that doesn’t special summon, or rarely does, and try to play competitive with it, your opponent will consider *you* special.
Floodgates like “blocking special summons” never used to be considered game breaking cancer because you could normal summon around them and still build a board to a degree. Now with the amount of mandatory “special” summoning that most modern competitive decks require, flipping floodgates was a scoop, hence why they had to mostly be banned. They got in konami’s way because they had to keep doubling down on powercreep to sell cards, and such archaic forms of floodgating discouraged those kinds of decks.
I respect talks like this in the community. So many people white knight the game, and that's just awful. Keeps konami from being innovative. People were screaming at me for saying yu-gi-oh is not new player friendly on reddit awhile ago. I also mentioned if we had multiple formats for MD, the game wouldn't be dying as modern as a whole is terrible, and explaining rules for modern cards to a new player is a nightmare.
Ive seen a lot of these "yugioh is bad/im done with yugioh" type videos but yours is the only one that doesnt annoy me. Even i dont agree with most of what you said or think all of it is bad you at least clearly come from a place of knowledge and make it clear its mostly just a "not for me thing"
by the way adding to the "theming of cards" I think I understood what you are seeing, things like Drytron have a theme on being "constellation themed" but their effects don't represent that at all. Their effects are just... ritual toolbox. Another archetype with that problem that comes to mind is Virtual World.
In the topic of flavor, I feel like because of the way YGO is currently, being quite archetype-centric, not having as much individual flavor in cards doesn't end up being something negative, since you'll most probably be playing a deck that revolves around an archetype or using multiple of cards that belong to an archetype in a group, instead of playing them separately (or at least thats the intention when designing the card). With cards that don't belong to an archetype usually having more individual flavor in their effect.
I mean that's true and all, but even so, Yu-Gi-Oh! is a bit too archetype centric and has been since I'd say 2012 and the introduction of XYZ, before that sure there were archetype centric decks, I mean Elemental Hero decks were common, let's not forget Gadget, Ojama, Virus(although not common), after all Yu-Gi-Oh! used to be more type specific, oh you're playing a Fiend type deck, or a zombie-type deck, and it was genuinely a lot more fun, that way, Warrior-type decks were pretty common and well supported, and Beast-Warrior decks as well, and then there were one or two Archetype decks around like Harpy Sisters, or Roid.
The closest thing we had to rewriting Yu-Gi-Oh history was Duel Links and it was the best thing for franchise in modern times
My honeymoon phase in MD was when I was just memeing by playing Mystical Sand with Adamancipators. Trust me, I've spent hours trying to find other ways to player her. I just grew out of it and went back to the old ps2 and psp games for nostalgia's sake.
I just wanna be able to troll people into a rage quit with kuriboh decks again. Those were the days. God i loved stalling people into oblivion or pulling crazy summon combos via light dark mix format. Kuribohs back in the day were useful in niche decks that worked with from the grave, mix of types, or stalling. You could just combo like hell with them. Also just great way to bring out BLS. Remember when BLS was the King?
Just came from Farfa's video to this one and while you do have a point I agree on, Kashtira was probably one of the worst examples since it's all a part of the Visas Starfrost storyline. There are definitely cards without much lore but they make really interesting stories also with multiple archetypes fighting eachother or something for a reason; Visas Starfrost finding the parts of himself on all the planets, Fallen of Albaz teaming up with different factions in a war against Despia, The World Legacy and the story of the ones who found The World Chalice etc. There's also all the funny stories like Sangan getting on the wrong bus to the Underworld or sad stories like the dog in Where Arf Thou? etc. The stories are compelling if you just broaden your view to cards that sometimes aren't even part of the archetype
I agree with Rednu. Yugioh has some serious issues. If you played Yugioh in the era of DM, GX, 5D the games was a lot slower and battles felt like actually back and forth matches. Boss monsters felt special. The game is way too fast and spammy.
A full negation board should never be allowed in the game. They should never be able to summon 5-7 boss monsters to stop the opponent from playing.
The 2021 era is pretty back and forth. Lots of control decks, like Sky Strikers, Swordsoul, Branded, Tri-brigade, Zoodiac, etc. Where you outgrind your opponent over time.
P.S. 5DS was not slow at all, even back then it's possible to get 3 Shooting Quarsars turn 1. Even in DM/GX it was debatable when you still have OTK strategies like cyberstein megamorph. Oh and don't even get started on Dragon Ruler.
Yugioh has hella flavor, you’re wilding
Tbh, Digging into your deck i feel like really isnt an exclusive to YuGiOh thing, as someone who has played a great deal of Pokemon TCG. Trainers and items search pokemon, hell a recent arguably ban worthy Pokemon card is the Pidgeot EX that reads "search any card in the deck and add it to hand" and it has no associated cost and can be played from bench.
You're not wrong. Pokemon definitely has a lot of similarities in the lack of variance. The pacing is very different because of energy and the amount of actions you can take though. I feel like there are more card games that work differently from Yugioh and Pokemon.
@Rednu yeah you are probably right. Truthfully, I've only played YuGiOh, Pokémon and a little bit of Digimon so I don't have any experience with TCGs outside of that bubble. A big reason I even stuck w yugioh in the first place was because of your guides as I started coincidentally right around the same time you posted the dragonmaid video. Outside of guides like yours and others and some help from friends, the new player experience was abysmal, and often times still is.
Every time I see these types of videos where people like in this case you @Rednu Ch. leave YuGiOh or simply don't connect with the game anymore, the truth is there is nothing to say against their arguments, I for one love the game, and I don't think I'll leave it for a long time, honestly it's a shame that players who try to put time and effort into it or newbies don't appreciate the game or simply don't fit in better with this community...well I digress. The point, what I want to say is that if you no longer consider that Yugioh is for you, well there is no drama, I highly doubt that you will never play Yugioh again because it is like LOL an addition xdxd
I think it was Takahashi himself (the manga author) that did want yugioh to become a game where you can win money. Also japanese companies just don't like that aspect of games in general, just check nintendo policies with Smash, they are afraid that their game would become toxic if money get involved and they don't their brand to be associated with try hard bu rather to be for casuals and most importantly kid friendly.
I don't think ygo is very kid friendly but Japanese companies tend to get stuck in the past, even when the reality of their business has changed significantly
6:07 - For some reason you have to click on the video display itself before it will properly register spacebar to pause UA-cam videos, it's so stupid.
So I’m going to flip the yugioh card art doesn’t explain the effects on its head and as a yugioh player, as why Xyris, the Whrithing storm, makes you draw cards and spawn tokens when you draw a card. The image depicts a serpent creature thing destroying stuff with little snakes (which the token part makes sense for) helping. But no where here does it explain why it happens when you draw a card. I think it’s important to understand that not every card has to be perfectly explained within an image to make sense, cause not even MtG does. Sometimes they have effects that do stuff because they do.
If i recall the reason Kashtira are level 7 is a reference to their inspiration in Hinduism where they were beaten up 21 times (3 level 7s make Arise-heart).
23:17 This is why I tell people that Konami holds their favorite old archetypes at gun point trowing scrumbs, if you know the current competitive archetypes have all of this stuff, why do you even bother to give support to the old decks if it isn't gonna be competetively viable enogh to put them on the radar? What is the point of bringing them back if the only change is like 2 or 3 cards that will allow them to speed up their gameplan and that's it?
There are some exceptions do not get me wrong but in most cases they just give up
There's a card in Cardfight Vanguard called Dragonic Overlord. It is a dragon that is stated to burn everything in its path. And that is reflected in its abilities. Artwork and text have synergy. Lol I'm sure lots of people understand. Awesome informational videos. Great discussion. 👍
One more pont about the flavor:
Opening packs and getting random cards means you can't control how you experience the lore of an archetype. opening a booster is like seeing a bunch of random pictures from a portfolio: good for variety, but not storytelling. WotC actually tried illustrating the entire story of the Tempest set across every card from the set. You ca actually arrange the cards in order and see the whole stony. They never did it again because it was confusing. Nowadays, they stic to showing standalone moments, which are easier to pt onto single cards.
Yugioh archetypes usually require you to have a lot of cards from one archetype. Also, some archetypes have short or serialized stories to accompany them. People talk about the Skystriker or Branded/Despia lore, but you can't even know there is lore for those specific archetypes just from the cards. Thematically, it would make more sense to sell those archetypes as a whole deck and provide the opening part of the story. That way you have context for who the characters are.
You can't control how you experience the lore in that same fashion with most card games. Opening packs in MTGA is the exact same way in that I have no idea where the card fits in the lore unless I look up every card in the set. Same with Hearthstone and Legends of Runeterra, where you have to look shit up just to get an idea. Isn't having to look up the entire set like in your WotC example the exact same as looking up every card in a YGO archetype? They're both categories, just called something different.
@@johnluin4937 The Tempest example was considered a failure, so WotC didn't do it again.
Compare that to Phyrescian Arena from ONE, the team-up cards from MOM, or You Cannot Pas! s from LTR. It's a specific moment in the story It also establishes the expansion as a setting, not just a collection of cards, like the Masters sets.
@@randommaster06 Hmm, I see what you mean. But I feel you're not giving YGO a fair judgement, because you don't _need_ accompanying stories for lore. YGO also has specific moment and setting cards, that, just like Magic, suffer from the problem of needing to be opened from a pack at random in order to get this information.
In my perspective, Magic and YGO are almost identical in their story representation to someone who doesn't invest more time into learning the lore behind the cards. I recently opened a ton of packs from the new Ixalan set and I can tell you, I don't know wtf was going on. My base premise obtained from this was 'oh, it's a jungle filled with all these creatures, cool.' And I attribute that to me not knowing anything about the Magic's overall lore/timeline that gatekeeps me from anything but surface level understanding. I would have to look up other sets to get a bigger picture. This is exactly the same with YGO, where if I were to open the new set, Valiant Smashers, I would just be like 'oh cool there's an anime-girl mecha archetype that probably follows the schoolgirl trope,' 'musical fairies,' and 'edgy religious cult.' Each of these archetypes have their own setting and moment cards. Unless I invest more time looking for connections with other sets, my understanding would be surface level as well. The only difference is that Magic invests in a continuous storyline while YGO's archetypes can sometimes be standalone/have little development. And that's just the nature of developing only one universe vs many universes.
@@johnluin4937 TL,DR: a collection of mechanics and f tropes is not a substitute for good storytelling/world building.
How big are the Mementotlan , Vaalmonica or Centur-ion monsters compared to an aberage person? Do they exist in the same location? How namy cards show interactions between these characters and others? How many cards show the characters in an environment? Why does TCBOO still have the security checkpoint art? Why did Konami make and then continue to reprint these floodgates? :P
Yugioh has great mechanics, art and lore, but they are usually not woven together very well. It's not like Magic cards are always a perfect blend , but most cards will have a background to ground it in the setting. How many monster cards from the featured archetypes in VS have a background that's not a generic pattern?
Lastly, the mechanical complexity of modern Yugioh cards means it's hard to cleanly convey a card's theme. Going back to the Danger! archetype discussed in the video,, Nessie being able to search muddies the flavor. It's no longer the Loch Ness Monster, it's the Danger! recruiter, it's bad Fenrir.
Ultimately, Yugioh does not prioritize blending mechanics, art and lore very highly, which is fine. People aren't quitting Yugioh because they don't know what Angello Vaalmonica eats for lunch. It does mean that there's not much to look for beyond surface level, so it doesn't help, either if you don't already like the cards.
@@randommaster06 I liked your TL;DR so I'll copy: Yeah, I agree that YGO lacks a consistent art and gameplay connection, but it's a stretch to say Konami doesn't value an art and lore connection. Simple storytelling doesn't mean bad storytelling.
Yes, aside from the clear favorite archetypes, you can say it's pretty surface level. It's not consistent but it does have depth where Konami feels like it, such as with the Albaz archetypes like Springan and Swordsoul. However, the point of monster cards is just to show off the character, not really the location they're in; they have specific cards for that. As you said, one of YGO's strengths is that their art is great, and this is just leaning into that. Each creature looks unique. The exact location and other details can be inferred from their own cards. Having a generic jungle or rock formation background does little to advance worldbuilding, but it is better than having nothing at all.
And yeah, the complexity of YGO has been a problem for ages and I'm not saying it's the best approach, but the issue that comes with Magic's simple approach is that everything looks the same with a small nuance to distinguish cards from each other in their own tribe. Nice, all the dinosaurs do the same thing but then they all look the same and play the same, minus the clear favorite/special cards in the set. They just become uninteresting and filler in between special cards, unless you liked what they did with dinosaurs. Then it becomes an all-you-can-eat buffet of exclusively one dish. You either like zombies, or you don't. You either like dinosaurs, or you don't. Not locking everything into a universal theme allows for different dishes in the same category. You can have synchro dinosaurs, xyz dinosaurs, fusion dinosaurs, etc. Don't like the first one you see? No problem, there's another one to try. The big issue is that certain effects become universal must haves (like searching) which is terrible. But this is a tradeoff and the way I see it, ultimately a preference difference. It's a bad thing if every card game followed the same exact formula, would it not?
Feel free to correct me if I'm wrong, but I feel like a better way to phrase your complaint when it comes to flavor is that, for example, Magic has an overarching conceit for the game (you and your opponents are wizards having a wizard duel) that most, if not all, of the game's mechanics and the game's cards slot into. You can go through a game of magic play by play, and construct a reasonably coherent story out of that duel.
Yugioh, in contrast, is very much a game first, and its stories are isolated to individual card lore that doesn't really fit into an overarching conceit. You can't really take any given Yugioh match and form a coherent story out of the cards that get played, and that's not really the intent. Instead, it likes to tell stories through card artworks and some effects, particularly in archetypes where you can show a given established monster appearing again in the artwork for spells, traps, and other monsters.
Addendum after a bit: What I mean here is, it's not that Yugioh cards "don't have flavor," you obviously acknowledge cards and archetypes having flavor, but that flavor doesn't coherently tie into an overarching story that's being told through the gameplay. At best it's cute nods and cute interactions between particular cards.
As someone who has played alot of card games I'll never allow anyone to say "yugioh is the worst card game" especially when vanguard exists (i like both)
Also yugioh has morr flavor then mtg
if youre going to question archetype mechanics link to lore, dont question the visas starfrost lore. there is quite literally a novel series worth of lore. you could give game of thrones a run for its money on book length if you wrote about visas starfrost, the kashtira story would literally be a books worth alone...now access to that lore? go right ahead its difficult to find out that even exists half the time
1:03:00 Card games are played in card shops... where there are people...
that can teach you how to play.
It's possible you read a rulebook and became a champion, but most people get some help starting from other players.
Cant wait for the video of Farfa reacting to you reacting him reacting to you
Im not done with ygo and i don't think i will be anytime soon but you made a great video about the topic and i hope you find success in the future :)
To me, the flavor or the lore in YGO is like in Dark Souls, where you just have scattered information & you need to piece it together. It's not for everyone & it might not give you concrete answers. For example, in your comment section alone, there are a dozen different interpretations for Kashtira, but for some, that's where the fun is. Like, I personally think Happi can grow from battle & cut the opponent's attack in half because he is a fighting cat with rabies & is the true villain of Purrely Story while Noir is the actual good guy because E-Noir (Not Ex-Noir) can search Purrely Sharely which depicts all of them, including Plump & Beauty, playing together & shows that Noir just wants some friends, while Happi just wants to fight. Is that the truth? Who knows & most likely not, but sometimes digging for the answer, even the wrong answer, is more fun than someone telling me that gingerbread is a food that you can eat.
i started around the same time as you, i remember having soo much fun playing Gustos when lightsworn was everywhere and firefist.
My problem with Yu-Gi-Oh is that I don't want for my opponent to do a combo where I can take a dude, take a shower, make lunch, do my taxes, come back to the game and they're only halfway done with their combo. That and it being my turn and they're still doing combos that take a century to finish.
I think the main difference between magic and yugioh's theming is that in magic there is theming on *how* the player summons monsters and does certain actions, alongside world theming as well. While yugioh has no real theming on why or how the player plays the game and how all world theming is on an archetype basis and feels very compartmentalized
39:28 I think like other people in this comments I'm going to HARD disagree here.
I think the take your making is "Yugioh cards in themselves don't explain their lore and how that attaches to function". But you have phrased it like "Yugioh does not have rich lore in its cards like other games," which is wrong.
Yugioh flavor is plentiful and is explained either in their Lore (Visas or Branded). Or in their Gimmick (Kaiju or Ruinic).
I also think your "Example" is flawed because simply put... you just dont know the Kashtira Lore.
Yugioh's >Approach< to card lore as it ties to function is different. But that shouldn't be a factor to consider when comparing its quality.
34:30 I just thought of a great game mode for yugioh. A race type game that in 10 turns who could rack up the most battle damage.
You made good points i agree with you. YGO fans just angry someone is criticizing their game which is defacto terrible since the last 5 years.
While I don't think that Yu-Gi-Oh cards fail to convey flavour through mechanics,
I do agree that the added effects feel tacked on
As they are not conveyed through the art or naming most of the time.
Unlike the random MtG card you pulled up,
Where the art shows off the effect without compromising the other aspects.
Foolish Burrial is a great example of your point,
Because the art shows a human trying to escape their grave,
While the effect does the exact opposite,
Sending a card from the deck to the grave.
i always interpreted foolish burrial as someone burrying itself and thats why it still have the shovel in hand(and why its foolish)
and the effect is sending a monster to the grave from your deck
@@lorenzocampo5633 That's likely the intent,
But it looks like someone just bought a shovel to give to the random hand that popped out of the ground.
If I were to burry myself, it would be a lot messier.
I don't think mtg cards are perfect vessels for lore delivery anyways. Nearly a third of the cards in Ixalan have no flavour text including the gods because of how long effects are. The major antagonist Elesh Norn for example, only has flavour text on 1 out of her 3 cards. Additionally, it would be nearly as difficult to decipher the lore of mtg planes as it is with yugioh cards without the stories WotC posts whenever a set is released.
Side note: I heard the Ding Dong in your sub notification, what are your thoughts on shadowverse?
Yugioh isnt unique in its gameplay though, Magic could poach a lot of players if it promoted its faster format like modern along with its content creators but it doesnt, I found it easier to get into yugioh in 2019 than modern because the support isnt there for it, yugioh needs to support its slower formats and magic needs to do the same for its faster ones
MtG still has the resource system to take into account,
If you wanna play counterspell you need blue mana,
That's not something Yu-Gi-Oh players have to worry about.
Because modern Yu-Gi-Oh decks are all designed to have no meaningful limitations.
@@BramLastname As I understand it there are multiple first turn kill in modern mtg so the limit of mana is not too great, rotation is
@@prohobbyist5872 Yu-Gi-Oh also has multiple FTKs legal,
They are just not consistent enough to be a problem.
@@BramLastname that was my point? They both have ftks so mana isnt the restriction that stops them rotation is, modern not having the restrictions of rotation makes the format faster which might be appealing yugioh players
@@prohobbyist5872 Ah okay,
I thought you were making the argument:
because FTKs exist in MtG
The game is centered around not being FTKed.
Which is similar to an argument that is often used in the Maxx C discussion.
But yes I agree, MtG can be fast and that's a good thing,
However in general the cards are limited by the available amount of mana.
Which is a balancing tool you need to purposely add into the cardtext to achieve in Yugioh.
As a fellow former ygo player, i went on to playing Digimon instead, so i would like to know what are your thoughts on the Digimon TCG? I feel like it has a lot of potential to rival the big 3 but at the same time I feel like it could develop some of the same problems ygo had, although the search mecanic on digimon is more similar to ygo's adamancipartor.
I didn't even know digimon had a tcg💀💀💀
@fable2830 Its trucking along. Its approaching its 16th main set in Japan. We just got BT14 in the West with a side set (EX05) coming along soon. One Piece TCG kinda stole the spotlight in terms of Bandai run TCGs so thats why you likely havent heard of it if you werent already a Digimon fan That and it got scalped to high heaven when it 1st got released in the West.
@@fable2830 it is pretty fun, i would recommend playing it since it is cheap when compared to most tcg's
i love yugioh. been playjng on and off since MRD but i absolutely agree wkth you on the current state of the game. its a tragedy that traps which were a core component of the game were power crept out the game. the interactions traps brought to the game were what made the game great
people seem to have 2 concepts of flavor.
1. The archetype is supported by the cards (name, picture...etc)
2. The picture of the card supports the effect that card does.
Rednu seems to be talking about the second point and yall freaking out without actually listening to wtf hes saying. And yeah... most of the yugioh stuff doesnt have effects that are supported by the picture or the name of the card.
It's honestly disheartening to see how many people are jumping on just that one thing. But also the fact people defend it in the first place, because most of the "lore" of even the popular examples of kashtira, world legacy, etc. is not something you get from the cards themselves.
Just look at the world legacy story gate in master duel. Most of that story is told through the added text of the "cutscenes", if it wasn't for that how could anyone possibly figure it out beyond a very surface level from solely the relationship of tha art and effects of any particular card.
Then there was the "dueling nexus?' site; another completely external resource from anything within the card in order to explain the intracies of an archetypes lore/story. (almost like trying to convey multi season anime level stories through cards alone was a bad idea to begin with)
Does he know that Kashtira is part of Visas Starfrost Lore?
Some cards are bad because of lore
Ally of Justice be like
Kashtira being part of Visas lore is generally glossed over because of the meta aspect
Orcust lord goes in deep on explaining what going on
"Trap cards are bad"
They are literally one of the key defining cards of the Yugioh Manga and anime, the "you have fallen into my trap" is so iconic it's almost criminal to undermine it like Konami have done in the past few years.
It's like if Pokemon got rid of the pokeballs somehow
As someone who only plays Rush Duels occasionally,
I respect and understand the decision to quit.
Even without having seen the video.