You'd be surprised how many times magic cylinder has taken a victory from the jaws of defeat. Sometimes, an opponent didn't expect the simplicity of the response.
I played a small tourney back in like 2014-2015 and won off a magic cylinder that I sided in game 2 lol, if I still played I would main deck it for fun
Reminds me of the time when someone used a magic cylinders to set a magic cylinder during my BP, only for them to realize they can't play it since they're low on LP and my Tax dragon is on the field
Traps are the most unique and exciting aspect of this game. For people who remember it in the shows and lived whenever traps were revealed, or for people that generally love a slower game.
I run counter fairy on master duel. People groan when I set 5 thinking I'm eldlich or a variant. Then they cry harder when it's all ss3 "god says no" cards
I loved the old traps like trap hole. It sucked to drop your Blue Eyes and then they just trap hole it. But that just reminded me I should my just run into face downs wirelessly. Middle school Yugioh was fun.
Traps carried the whole DM Anime. The fear that Marik instilled to his opponents with his traps. No other card type has that kind of presence as Traps. Sorry to see that they're falling to obscurity and only be used in gimmicky decks.
@@roncerjani9063 The favoring to spells it's actually a huge vulnerability. Because now cards like Imperial Order and Village of the Spellcasters can absolutely lock your opponent out from using about half their deck if they're not playing a single trap. I ran into someone running Order and it won the duel single handedly, couldn't do a thing.
Five headed dragon would be cool if it provided immunity to EFFECTS from those types of monsters. Then it might actually get a hit off if you manage to summon it.
I can possibly pull it off with the Rokket Red-Eyes deck I have in Duel Links. I have seen some manage to get that out, and Quintet Magician, a few times against me too.
*Witch's Strike:* "You wouldn't put me on a 'Not That Good' list, right? We're friends aren't we? I've won games for you! You even put me in thumbnails!" *TheDuelLogs:* "You are fun to use, but we both know the truth about you."
I guess dark ruler no more would be in this list? Like you can run imperm or droplet, but you can use this if you want it's alright I guess? (Gee guys I get it, if I see one more person replying that this card isn't "isn't bat at all" at all I gonna lose it)
Ghost ogre and snow rabbit,a really good handtrap against swordsouls and adventure but outside that,you only use her on continuous spell/trap,field spell and monsters that have to on the field before resolves their effect
Back in the days when MST was at 1, and Backrow destruction was harder in general besides, you had more leeway when it came to Trap Cards, since they could generally sit undisturbed for the most part. I miss Traps being Traps. Traps basically needs to be a Quickplay Spell Card now to matter. Or need dedicated decks that can keep them alive on the field.
This.So.Much. I for one also miss graveyards being graveyards rather than basically a second hand etc etc as well, but yea, if only one thing, I would love for proper traps to work again, but this is the inevitable result of power-creep and impatience IMO.
I love using cards such as _Starlight Road_ and _The Huge Revolution is Over_ to prevent my opponent from nuking my board with cards such as _Twin Twisters_ or _Harpie's Feather Duster._ You're better of playing solemn cards though but I like my cheesy tech choices
I both agree and disagree. Back then we got stuff like Trunade and Raigeki Break was decent Don't forget C̸̡͇̖̗̞͔̊͗͆̌̏͂̈́̊̀̑̂͜o̴̺̳͆̏̑̀̌̈́̒̎́͋̓͝ḷ̶̙͎̗̩͈̱̻͙͔̃̋̄̐͠ḏ̴̦̗͙̹̯̗̗̬̘̋͊͂ͅ ̶̨̬̦̤͇͎͍͚̱͍͚̌͛̅̃̈́f̶̨͍̣̟̝̭̲͋̓̈́͊́̑̃̚͝͠ě̵̜̮͓͒̕e̷͉̤̖͔̍̔̿̈́̋͐͑̕͠ͅt̸͉͈̥̻͇̘̣͖̰̬͙̑̉͜
I used to play a bunch of Yu-Gi-Oh videogames (like the ones on GBA and DS) and I would run so many of these, like Chainsaw Insect. High attack points go BRR
@@jadedheartsz yeah exactly. I remember playing the physical game when I was young and I played Jirai not to attack, but to have an offensive threat they couldn't get over without a tribute summon. Trap hole etc. Would be face down waiting for that. Of course nowadays that would be a terrible play
In old Yu-Gi-Oh, you could run Chainsaw Insect and even Bistro Butcher and be fine really since card advantage didn't mean much unless they had a ton of spell/trap cards that could help them make a comeback, so it was busted having 2400 attack without tribute, Jirai Gumo also was good despite the terrible downside, simply because you could just decimate opponents with 0 effort, just give them an attack boost on top from Metalmorph/United We Stand/Mage Power/etc. or Megamorph in Gumo's case and they beat anything in the game before the opponent could go into anything that could do a thing! Also, Skill Drain beatdowns, loved those, Chainsaw Insect, Barbaros, Fusilier, even Majestic Mechs and whatnot, good times!
Me too hahaha...I remember setting Magic Cylinder on the very first turn and Zane Truesdale used Power Bond and Limiter Removal for Cyber End Dragon. Stole the game right then and there. I miss those days
Magical Mallet's effect in the anime had you shuffle the card itself alongside the cards in hand. If it included that, maybe the Spell wouldn't be as bad compared to Reload.
@@youtube-kit9450 Not really. It is still a card you are playing to unbrick your hand. Not a single pendulum deck plays Igknight Reload despite being like 60% or so pendulum monsters because the effect just isn't worth it.
@@amethonys2798 There is a big difference between 60% coverage and 100% coverage. When you add on that it doesn't have Igknight's restrictions its basically an improved Upstart Goblin at a bare minimum each time it is played. It is one of those cards where if they did grant it the card neutral effect then every deck would run it since the only decks where it isn't an improvement are decks where they don't want any spell cards for some reason. It would be on about the same level as Pot of Greed.
I definitely prefer playing at the Magic Cylinder level, whether that be from nostalgia or some other reason. I like seeing decks that don't have an archetype and instead build around random synergies from cards that weren't explicitly made to combo into each other, like setting up a board to protect Aroma Jar and Flame Princess. It's an absolutely terrible deck, but it's fun because there are so few cards that work like that. I enjoy seeing the board as almost a chess game, where every card is its own piece and most exchanges are 1-for-1s. I love staring down a full back row and trying to figure out what my friends are running and if my attack is safe, knowing that they're doing the same about my own back row, only to throw caution to the wind and attack into them because I want to see the chains go up. But most importantly, I want to be surprised by seeing new decks and new cards instead of the same archetypes over and over again. Well, for the most part anyway; no matter what form of a card game you play, there will always be staples.
Funny thing. I see more cards that force you to attack with one monster that battle phase but has increased attack. When you're staring down a monster with 5000+ attack, magic cylinder is your friend.
Dragon-link was a non-archetype hodgepodge that routinely topped not too long ago and is still viable albeit certainly not meta. Hell almost every deck includes dozens of non archetypal cards in the form of staples and engines. The sad fact is truly old formats were dominated by a playstyle from before people even wrapped their heads around the idea that running 3 copies is a good idea and most decks were a mess just trying to get out a summoned skull. The only value most older formats have is the value of remembering a time when you didnt have to go to work tomorrow. They could ban 99% of cards printed in the last decade and most gimmick decks would still be terrible against any deck that actually even tried to win
Magical Cylinder was already bad in oldschool yugioh, and chaos max is mediocre at best. Not only does it suck up resouces, it also requires tons of support, barely impacts the field, isn't THAT hard to get rid of and if it dies, it dies for nothing.
The issue isn't Chaos MAX being hard to summon because frankly, he isn't. There are more than enough ways to turbo him out if you wanted to build around him. The issue is he is incredibly easy to get off the field. Chaos MAX pass just outright loses to something like Mirrorjade or Chengying or AT WORST getting beat over by Accesscode.
Chaos max double piercing damage is insane, you don’t give that to a 4K monster alongside immunity from card effects. It sounds like Seto Kaiba wasn’t happy with the other blue eyes cards and wanted to give it all the strongest things a monster can have to attack a defensive player and obliterate him.
@@edwardsuou it's not immune to card effects though, and that piercing damage doesn't matter. Yes it sounds like a card seto kaiba would design, but he's kinda known for constantly losing.
That's really cool, do you know what episode? I know he's from season 4 which didn't get dubbed, so even a lot of people who've watched GX haven't seen his duels!
@@grand_admiral_henrich4416 Five Headed Dragon and Future Fusion at any rate were commonly used in Chaos Dragons. I can't remember if they bothered with Dragon's Mirror as the goal was to dump Dragons like Eclipse Wyvern to be banished by Lightpulsar Dragon or Darkflare Dragon. Five Headed Dragon being summoned was really just a bonus.
Magic cylinder also has a support card: magical cylinders. Lets you place a magic cylinder from your deck and doubles the burn damage. Most decks have boss monsters with over 3000 attack, sometimes 4000, so with just 1 card (cylinders -> cylinder) you can take over 6000 if not all 8000 of your opponent's lp, though it is very slow and telegraphed.
Right, just stop attacking when they play the former and you can later kill the latter. Or just use a weak monster as bait, or simply just bait it. You have Nutrient Z or damage negates? You're in a Safe Zone now. Mirror Force Launcher is a similar card that's slightly better or worse depending on the situation.
umm so would u play a deck that revolves only on getting both of those cards on turn 1? cause if u dont, youll end up just pulling one of the two pieces of ur combo 99% of the time. And if u do play a deck revolving on pulling burn damage cards u are no less cancerous than the people who used to play the d.d. dynamite deck in master duel that got banned
Yeah if I saw my opponent add Magical Cylinder to their hand I ain't attacking unless I have Solemn Judgement or Mystical Space Typhoon ready, Magical Cylinder is better used when your opponent has no idea its coming.
It’d be cool if Witch’s Strike had a Infinite Impermanence thing with it’s effect where it could either be played from the hand with some of the effect, or set to gain the full effect. Say, played from the hand you destroy the opponent’s field, but setting it lets you destroy the field AND hand.
@@izzadk86 This is really the biggest issue with the card. Yes, the card doesn't trigger on Ash and that is a problem, but the bigger problem is the card itself can't guarantee its resolution. Sure, facing a board of like Baronne+idk Regulus you can bait the Regulus then bait the Baronne and nuke the board, but that takes you going so unbelievably minus to get to that gamestate it probably still doesn't win you the game as you are both most likely in top deck mode where your opponent gets the first jab.
"If your opponent negates the Summon of a monster(s), or the activation of a card or effect: Destroy all cards your opponent controls, then, if this card was Set before activation and is on the field at resolution, destroy all cards in their hand. If you control no cards and have no banished cards, you can activate this card from your hand by paying half your LP."
Pretty much. Slifer has aged a bit elegantly, where it can be a somewhat complicated obstacle for some decks that really rely on starting combos off summoning a weak monster, but even then it's inconsistent, vulnerable to all kinds of stuff, and you can get almost the same effect by slapping down King Tiger Wangu and still have at least 37 cards actually playing the game instead of getting that to work. Ra is still an absolute joke, that is the sore thumb of its own support that desparately tries to pretend it doesn't actually exist, and Obelisk held up for a while, but I think at this point it's just not enough anymore. And worst of all, The True Name, a card that could make certain insane asylum Egyptian God decks... well, I won't say work, but at least grease them up, is basically nonfunctional in YGOpro, since the card search is unreliable.
I’ve been running Mirror Force and Magic Cylinder in my IRL Dark World deck since I started playing the game back in like 2012-2013 and I still run them because it’s so funny when you successfully get them off. Much like the Spanish Inquisition, no one expects them these days. And in my experience, once your opponent knows you have them they get paranoid that they psych themselves out and start misplaying a bit. I’ve managed to destroy entire boards with mirror force and get numeron players to OTK themselves with magic cylinder, it’s great.
One of the worst parts of Witch's Strike that I never see anyone talk about: it's an anti-negate card THAT CAN BE NEGATED. To successfully get it off in a game with multiple negates on board you need to be able to successfully predict and trigger every single negate they have, and prepare for that at least one turn in advance--more realistically probably two, because you're unlikely to get them to chew through all that on their own turn.
It's odd that they never made a version of Winged Dragon of Ra with its other anime effect where its atk and def becomes the combined amount of the tribute material.
They sort of did. The spell Ancient Chant lets you add Ra from deck to hand then banish it from the grave to give Ra the cumulative ATK/DEF of the tributes used for its summon
To note, some of these cards were good in certain formats when better alternatives didn't exist or were banned, or when the game was slower, or when certain cards weren't banned or nerfed into the ground.
Yeah a lot of ones in the video are best summed up as “the current state of the game makes trap cards basically useless. Unless it’s a hand trap AKA basically a spell card painted purple”
Mirror Force is literally the only card on this entire list that saw competitive play. If you go to a GOAT tournament playing Magical Mallet they are going think you are just not good because the format is all about resource management and taking a straight up -1 STILL wasn't good over 15 years ago either.
@@amethonys2798 Chaos Dragons ran 5-head as a target for Future Fusion for the very reasons mentioned in the video. Drytrons can tech Chaos MAX as an additional beater if they want to play more aggressive than just "summon Herald of Degeneracy". Shard of Greed saw experimental use in locals in some control decks back when it was first released with varying success. Magic Cylinder was a not entirely uncommon battle trap during the Banish format that preceded Gigaplant, mainly because most better battle traps were a one-of at the time. Magical Mallet is bad in most cases, but it was a consistency aid whenever someone tried to run something stupid like Exodia Mega Draw.
Yes. He is judging cards based on the current metagame. Most of those card saw competitive play. Hell, Chaos Max was part of the Blue Eyes when the deck was at his peak. (And I HATED THAT BITCH). If you just take current meta, every Tier 1 deck ever existed before 2020 would look bad
I've never played yugi competitively, always dueled for fun with my cousins and friends, without following any banlist or respecting limitations, and its incredibile how magic cilinder was one of the most feared card, it was basicaly a staple, in a world where more than 1 mirror force was possible and multiple monster reborn were routine duels, hitting with one of your 2 or 3 Mystical space tiphon an enemy magic cilinder alowas always followed with an exclamation of joy
The good ol days bro I remember my cousin having a whole deck full of traps like Mirror Force, Trap Hole, Magic Cylinder, Sakuretsu Armor, took me long to.figure out all I needed was a Jinzo lol
The funny thing is, even back then in big tournaments or the likes magic cylinder was pretty much never played. It really was a very casual card, an absolute staple there but generally a bad card that saw no play in big tournaments. Mirror Force was monstrous back then though.
when i play in Master Duel, most Blue Eyes Decks add Blue Eyes Chaos Max Dragon in their deck and have no problem to bring it out thanks to Blue Eyes Abyss Dragon, which seems to be a staple for Blue eyes decks
@@calvinwilson3617 you're not wrong, but He focused more on Chaos Form because that's technically the specific Ritual spell Card. Advanced Ritual Art is an substitude For almost all Ritual spell Cards
@@Ryushiin. true, but chaos form is simply inferior, that isnt the card on the bad card list. The argument explaining why chaos max is bad was that chaos max is hard to get out, and its simply not hard due to the multitude of tools blue eyes has, if you think it is then you arent using the right cards. Blue eyes abyss is easy to special summon from the deck which gives you a choice which ritual spell to search the deck for immediately Edit: if we want to argue that chaos form is "unique" to chaos max (its not, its also used for dark magician), then he should have immediately mentioned blue eyes abyss dragon. Its frustrating seeing people call a card bad because they dont know which cards to use with it
I used to play a Chaos Max Dragon deck a few years ago. I promise you, it's really not as good as it appears. If you don't have a ritual spell in your hand then every CMD in your hand becomes a garnet. I would brick constantly because I had 1 or even all 3 CMD cards in my hand with no way of getting them out of my hand.
One thing that wasn't mentioned about Magic Cylinder is that it targets. A good alternative would be Dimension Wall which doesn't target for the cost of only reflecting the inflicted battle damage.
I run both, dimension wall usually works out much better for me although magic cylinder works when the opponent least expects it. It's best used in pairs because if the opponent has removal effects or negates they can get around it.
"Appropriate" would be good for this list, and it could even be comboed with Chain-saw Insect or Dark Bribe. "Appropriate" lets you draw 2 cards every time your opponent draws outside their draw phase. Its problem lies in that it's a continuous trap, so it has to be set first, and that it can ONLY activate the first time when your opponent draws outside their draw phase and the effect misses timing on that first time.
@@GenericMcName missing timing was such a weird thing to be added to the game. cards used to just do what they said. i kno it adds complexity to the game, but its really odd most times.
@@shadowdragon714 Same thing with some cards negating "activation" and other certain cards negating the activation of an "effect." There's no functional difference in how the effects resolve, it only changes what cards can/can't respond to those negates. It's "inconsistent" for the sake of making other cards responses "inconsistent" and that's just bizarre to me. Why do we not live in a world where "Negate" is a staple keyword like "GY" is, considering just how core it is to modern Yu-Gi-Oh?
I love how Magical Mallet in the anime was actually a pretty boss card. It let you mulligan your entire hand - you send the Mallet to the GY, but you get to draw 1 on top of it, so it’s like you drew an entirely new hand.
What about 'Top10 cards, that did nothing wrong' which mean cards, which were absolutely good and sometimes even staples in many decks back in their days, but became pretty bad because of rule changes, new introduced game mechanics over the time or maybe because other cards got banned, which made them unusable.
My poor krawler links which now get punished for their own gimmick. World legacy mind meld changes a monsters effect to 'return one face up monster on your opponent's field to their hand'. The krawler links all have floating effects where if they leave the field you can summon 2 krawlers from the grave. Buuuut thanks to the new rule changes monsters can't activate their effects in the deck, and extra deck monsters get returned to the extra deck since they can't be in your hand. So the floating effect doesn't go off like it's supposed to despite it leaving the field. They really need an arrata for that.
@@ngoyette94 But a power creep is more like "Hey, there is a better version of you, you're out..." and that's not exactly, what I meant. I don't mean cards, that are bad, because there is a card, that does the same.... but better. I mean cards, that became unusable over night, because a rule was changed e.g. Or maybe, that a card got an errata, that made it even worse, although it could have come back from the ban list, even with its old effect.
Magic Cylinder is great in Master Duel, it's only bad in real life because most of everyone plays by "best 2 out of 3" rules, couple that with the Side Deck which lets you swap cards between games, and all of a sudden Magic Cylinder isn't all that great because while you might surprise your opponent with it in the first game and steal a win, the second game will have them using a bunch of backrow removal they swapped in from their Side Deck. Since Master Duel has 1 game matches and no Side Deck, cards like Magic Cylinder are much better.
Yesterday, someone was so sure they would attack for game they forgot the VOLCANIC COUNTER I linked for Al Miraj SelfKilled to their first attack in four turns XD
I don't play the game as much anymore because after the introduction of pendulums and links the game was ruined for me but I CANNOT stop watching these regardless. Great content as always.
I think a potentially fun idea for a video could be cards that are worth building gimmick decks around. Like witches strike it’s not very strong in the grand scheme of things, but it can situationally be a game winner. It could also be a fun tie-in with the logs logs channel. Like “this card could be interesting to build a deck around, and here is me doing it”
Hey, it's one of my suggestions! I've really needed a list like this. It's hard to make a deck when there are _so_ many cards that seem good that just... aren't. Thank you!
You really should mention that, since trap cards aren't 'meta' right now, people are much, MUCH more likely to play into them because they don't expect them.
@@StarkMaximum This. If someone T sets or whatever and flips none of their like 3 set cards while I combo I am just going to do an Accesscode driveby or whatever to see what is going on. If I hit Waking the Dragon I hit Waking the Dragon good job I guess, but a battle trap is almost never going to resolve in modern Yu-Gi-Oh. Furthermore, due to Yu-Gi-Oh being BO3 even IF you surprise someone with some jank in game 1, it is DEFINITELY not happening in game 2 or 3.
Trap cards, battle traps especially, aren't meta because more often than not, the opponent will clear your board before attacking. Or if they do attack while you have a set card, the monster they'll attack with will have some sort of immunity to traps, so your trap is useless anyway
@@eldeliciosomagnifico6503 if u are lower than high platinum on master duel, u can pretty much win with any gimmick u want. even with a deck revolving on summoning double ojama king to negate all ur opponent summoning slots. so the fact u won with ur battle traps on gold ladder, got excited and saved the replay doesnt make ur deck a good one lols. esta bien que seas manco bro pero no pienses que eres un genio por usar cartas inutiles y ganar contra bots jaja
I actually lost to a deck back in the day that ran chainsaw insect and Destiny Hero Defender. It was a opponent draw + burn theme deck that punished the opponent through cards being drawn and cards with effects that burn per draw, number of cards had and even a lot of hand destruction
I remember the old good times with my Dragunity deck, when I used Future Fusion to fill up GY with Phalanx, Leyvaten and other useful dragons, because that was already good enough, if the opponent didn't destroy Future Fusion it was just a plus to summon Five Headed Dragon.
14:23 “If you do resolve the effect, you probably win!” Smash cut to that drytron deck that had a full board of monsters and spell cards *AFTER* getting Witch’s Strike’d.
Chaos max dragon and it’s lesser counterpart is pretty good if you have blue eyes abyss dragon in your deck since it can help bring you both chaos ritual card and the monster card itself if used properly, it helps but I understand if it isn’t the best way to bring it out.
Stuff like advanced ritual can be combo card for abyss, I do it all the time. Chaos ritual card I've almost never used for rituals. Advanced is just to good to be able to use material from my deck and not my hand.
@@CodeVenomSnakes Gate Guardian sucks ass, and the suggested list is about Boss Monsters who aren't actually bad, just hard to summon. No way it is on it.
Been a long time fan, always loved the vids, usually use them when falling asleep! At the end of every video you always ask for new ideas, and I don't think there's a top 10 Xyz monster effects that don't require detatching material to activate, I'd love to see what that list looks like!
*videos not vids. I don't understand the concept of wanting to shorten a word that is already short enough as it is. I find it ridiculous. But I do understand wanting to shorten long words. 🤦♂
Some decks just need 1 card to start a game winning combo, so i'd say going -1 with Mallet is not as bad you make it sound, becasue after comboing you are more than likely going to recover that -1 anyways. And i've seen so many meta decks lose turn 1 because they drew a dead hand.
@@samuelG009 You are wildly incorrect. A card being useful in some decks but not in others does not make it a "not that good" card. I do disagree with Accel regarding how useful Mallet is but most decks are composed primarily of non-staple cards, aka cards that aren't useful in most decks.
@@AccelSternritter the sad part of the meta is that these days most decks aren't even homebrew. It's five or six people actually building a deck and thousands of others copying it. All the cardgames currently have that issue and it more or less makes most games less accessible compared to say a decade ago. Occassionally my homebrew decks in certain games still end up being viable AGAINST the meta, so I still take pride in that.
Talking about Future Fusion, it makes me wonder if you'd do a "Top ten cards that are the least like their actual text." I Haaaaate the idea of errata. Imagine building a deck, making some combo idea, and then, mid match, being told "No actually, that card is lying to you, it does something else." I play M:tG, and the only times you get errata is from misprints, or if rules changed (Such as when multiplayer formats came to be, or when they split the main phase to Main, Combat, Post combat main) and they needed to clarify "Carpet of flowers only applies to one of your main phases" for example. If a card is too powerful for a format, it just gets banned in that format. That or some counterplay cards get made within the same format. Also, a flip side to the video might be interesting. 10 fantastic cards that look like garbage to new players.
as a yugioh player, i personally hate erratas too. I wish they would rather just make a new card instead to avoid confusion and to preserve an old card's legacy. If the game's power level is already high enough to the point where the card's power no longer becomes an issue, it's much easier to unban it as well.
Errata is a good thing,mainly it can just solves a card that's from too broken to ok I like firewall/red eyes darkness metal dragon errata that they just slap hard once per turn(with firewall only monster reborn cyberse and done. It came out from the banlist and won't be a staple outside decks that can use it
@@poochyenarulez especially when Konami RARELY reprints the cards that have been errata'd. they do sure, but not often enough. but then you still need to go out and get the new printed version or have an errata sheet in your pocket at all times.
Top 10 cards that became competitve overnight would be really interesting. Like, cards no one cared about until a specific synergy was discovered/a card with great synergy got printed.
@@mithmoonwalker tbh back then Scapegoat was so good they literally named the goat format after it (and because it also stands for "greatest of all time"). Scapegoat + Metamorphosis to turn a token into Thousand-Eyes Restrict was pretty much the best play that existed back then.
Magical Mallet being on this list reminds me of the card Card Trader, a continuous spell which during the standby phase of your turn let's you shuffle a card from your hand into your deck then draw a card. Its definitely not good, but over the course of a longer match can make up for it's -1.
@RedMage23 😂😂😂 to be fair tribrigade zoo also was tier 1 not too long ago and super consistent and the meta by a wide margin .. get zeus and dridenr on the board and gg
Here’s a childhood one. Chaos Number 69 Heraldry Crest of Horror. If opponent declared an attack, nuke their entire board. Has 4000 attack and has an effect to gain more attack and gain an additional effect. This one card made me build heraldic beasts and made them my favorite non competitive archetype. The thing is, it’s good for lunchroom yugioh. Competitive scene not so much. But I have gotten it’s effect off because people don’t read in the competitive scene. :)
An even worse thing about magical mallet is that since the effect is to draw what you sent back and the cost being sending cards back into the deck, you can end up in a situation where the effect is negated and you end up with no cards in your hand.
@@JorgoSimonidhi cause it works in 2 parts. The 1st part is the activation which is what allows the user to cycle cards back into the deck. You could stop this but there's no point due to it's following effect. The 2nd part, being the effect, is what allows the user to draw cards equal to the amount that they originally cycled back into the deck. All of this to mean the following: Mallets gets used. Does the activation go through? If so, send X amount of cards back into the deck. The effect triggers. Does the effect go through? If not, you just lost the X amount of cards that you sent back into the deck. And this is why mallet suck.
@Silcaria that is not true, the part where you shuffle your hand is a part of the effect not the cost, therefore, if the card is negated you dont end up with your hand shuffled back into the deck. If there was a cost in the card, it would be the text that comes before a semicolon but magical mallet doesnt have that
honestly this was book of moon for me when I first came across it. I felt it was worse than floodgate trap hole and palezoic trap. boy I was so wrong on this.
I always thought Field Barrier was a trap for new players cause it protects your field spell cards where most of the time it's only taking up space where you could use other cards to find a replacement since good field spell cards would have multiple copy's in the deck
The battle traps are a little more reliable with Lord of the Heavenly Prison, but that's obviously a VERY specific case. Another key technicality with Magic Cylinder and Scrap-Iron Scarecrow though is they both have to "Target" the attacking monster, and plenty of boss monsters have protection to that.
In the show, Magical Mallet shuffles itself back into the deck as well. I was planning a yugioh fanfic comic years ago, and this was one of the cards that was going to be a world staple, the anime version that is.
some of this cards are useful in duel links, so go there if you want to use them to win, althouth there are newer cards that are slowly but steady taking their place
Chaos Max dragon is a great card. That bad boy carried me to plat 5 (before they added higher ranks) without any cards in the extra deck. The lack of prepreparation of rites does suck, but it works fine in a deck I like to call "Dark Demise". The deck uses the impcantation spell as well as Contract with the Abyss and all ritual monsters are dark element. While it doesn't get along with the regular demise as it will blow it up, the lvl 10 version will also give it immunity to be destroyed by battle.
0:15 I think we could do a Retrain for Five-Headed Dragon that leans into the “5 heads of obvious different attributes” thing: _Five-Fold Dragon_ (DARK) [Dragon/Fusion/Effect] 5+ Dragon and/or Wyrm Monsters _Must either be fusion summoned with the above cards, or special summoned by sending the above monsters in your hand and/or field to your GY (This counts as a fusion summon). One per turn you can change the attribute of this card. This card cannot be negated, targeted, or destroyed by battle or card effect from monsters of the same attribute(s) as your dragon or wyrm type monsters that are banished face up or in your GY. You may banish 1 dragon or wyrm monster from your hand, field, or graveyard (Quick Effect); Activate the following effect depending on the attribute(s) of the monster banished (This card cannot attack the turn you use this effect):_ ⚫️FIRE: Destroy 1 card on the field ⚫️WATER: Gain 2000 LP ⚫️ WIND: shuffle 1 card in either players hand into their deck ⚫️ EARTH: Target 1 facedown card on the field; It cannot be destroyed by battle or card effect until the end of this turn ⚫️ DARK: Negate the effects of 1 card on the field until the end of this turn ⚫️ LIGHT: 1 card on the field gains original ATK and DEF equal to the ATK or DEF of the monster banished (whichever is highest). ⚫️ DIVINE: Flip all other cards on the field facedown, and immediately afterwards special summon 1 Divine-Beast monster from your hand, deck or GY, ignoring its summoning conditions. _When this monster is removed from the field by your opponent, you may special summon 1 “Five-Headed Dragon”, ignoring its summoning conditions._
So how do you expect to fit all this text on a tiny Yu-Gi-Oh effect box? You realize you can't just keep writing effects to make a card good, right? Eventually there's just no more room on the card.
@@StarkMaximum I mean Endymion, the Mighty Master of Magic exists with longest card text in the TCG, with 181 words and 964 characters… Pretty sure i can just use _that_ as an upper limit.
@@ButFirstHeLitItOnFire 1. Endymion is a Pendulum monster, meaning it has two text boxes. That's why it has so many words. Fusion monsters only have one. 2. You have a full bulleted list, which requires even more space on a card because each bullet needs its own line. 3. Your card has 259 WORDS and 1447 CHARACTERS. Upper limit my ass, you have absolutely blown past the very card you're using as an example to justify your rambling card effect.
@@nicolaistuhlmuller8718 There are pros and cons. If you don't draw into Skill Drain, Fusilier Dragon can only be summoned with 1400 ATK whereas Chainsaw Insect can be summoned with 2400 ATK as some sort of attack-mode wall.
@@GreaterJan that's not particularly scary though. Fusilier Dragon could also be combo'd with Book of Moon to reset it to 2800 as well. Skill Drain Decks weren't all that good in the first place and it was a pure gimmick strategy, and Chainsaw Insect not even being that strong meant it didn't add anything to the deck. The fact that it came out a lot later than Fusilier Dragon or other skill drain attackers like Goblin Attack Force is just worse because Skill Drain just got worse over time. At this point in the game players could freely summon monarchs thanks to treeborn frog, and even if their effects are negated they still bring the same 2400 atk to the table.
Magic Cylinder was one of favourite cards. I even have a really memorable victory that Cylinder got me. I guess the game really isn't the same game now than when I played (when it was still call the "Fusion Deck")
A friend started using "summon breaker" ( I think it's called that ). To anyone who hasn't seen it or read it... It's great at stopping those pesky combos!
A card that would be hilarious for destroying combos would be a field or continuous spell where, during each players draw phase, the field spell randomly chooses a turn phase (standby, main 1, battle, main 2, end) and for that turn the turn player can only activate card effects in that phase.
Good to know about the card disadvantage with Dark Bribe as I’ve had three in almost half of every deck I’ve built (online only) in the past ten-odd years or so; gonna replace that with more Ash Blossoms and Infinite Impermanence per your suggestion.
Yeah dark bribe wasn't the worst back in the day since it was p ok disruption, but the solemn brigade did it better, and even trap stun arguably is safer now than bribe as stun block foes traps for the turn and doesn't potentially give them a handtrap like nibiru. Handtraps make bribe infinitely more risky than it used to be.: (
@@alexanderbaskin1111 towers is an interesting card. It's still powerful but link monsters give it trouble as they bypass It's protection. No levels or ranks after all. Really hurts the viability a ton but you can support it with other cards to maks it theoretically work.
You can use the Impantation monsters effects to add Chaos Max or Chaos from to your hand Or, if you want you can use the effect of Manju of the Ten Thousand Hans to add both them from your deck to your hand
Yes and that is exactly what the "it requires support that hinders blue eyes decks" problem about it is. Impcantation and manju just brick a blue eyes deck even more.
The thing is, compare Magical Mallet to a card X you could have included in your deck. Odds are high that mysterious card X that helps your archtype would be better than spending a card to mulligan. One of the few times I'd rather have Magical Mallet is having 3 garnets in the hand... but the odds of that happening VS having a "normal" hand are really small, so usually I'd rather have X
Back then, there was an old yu gi oh game where ra had an additional effect where if you tribute summoned it, its atk and def are the sum of the tributed monsters. It still thad the "life points for atk/def" effect but it only takes effect if it was special summoned. When they removed this effect? Who knows but i for sure remember summoning a 13,000 atk winged dragon of ra in an old ds game. No one seems to mention this when talking about the ra card for some reason.
Plenty people mention it, it's just not relevant to the actual physical card game. For the longest time the only playable version of the god cards existed in games, and the specifics of their effects ranged widely from game to game because there was no official version actually available in the real world. Then by the time we got a real physical copy, it had the above restrictions in place.
0:15 I had an idea for a “Five-Headed Dragon” retrain elsewhere in the comments section that I wanted to rework because A: the text was deemed too abundant for anything besides a pendulum monster and B: Having it all bundled together as was _may_ have been a bit much, even for a top tier boss monster… So I retuned some of effects while making the one referencing the elemental heads into a pendulum effect, and did a new one in the monster effect _Seven-Headed Archfiend Dragon_ (DARK) Level 12 Pendulum effect: _Once per turn (quick effect), you may banish any number of Dragon or Wyrm monsters with different attributes from your hand or field, and activate the following effect(s) depending on the attribute(s) of the monster banished (You may only use each of these effects once per turn, and you cannot attack this turn):_ ⚫️: FIRE Destroy 1 card on the field⚫️: WATER Gain 3000 LP⚫️: WIND shuffle 1 card in either players hand into their deck⚫️ EARTH: Target 1 facedown card on the field; It cannot be destroyed by battle or card effect until the end of this turn⚫️ DARK: Negate the effects of 1 card on the field until the end of this turn⚫️ LIGHT: 1 card on the field gains original ATK and DEF equal to the ATK or DEF of the monster banished (your choice) ⚫️ DIVINE: Flip all other cards on the field facedown, and immediately afterwards special summon 1 Divine-Beast monster from your hand, deck or GY, ignoring its summoning conditions. _If you banish 5 or more cards by this effect, you can special summon this card from your pendulum zone, ignoring this cards summoning conditions._ Pendulum Scale: *0* [Dragon/Pendulum/Fusion/Effect] 5+ Dragon or Wyrm Monsters _Must either be fusion summoned with the above cards or pendulum summoned. Once per turn, you may place this card in your pendulum zone. This card cannot be destroyed by card effects, and cannot be destroyed by battle except by LIGHT monsters. Once per turn (quick effect), you can change the type and attribute of 1 monster on the field. Once per turn (quick effect), you may banish 3 cards from your extra deck with the same type and attribute; Place any number of pendulum monsters from your extra deck into your pendulum zone(s) (destroy any cards already in your pendulum zones). This card cannot attack the turn you use this effect._
Now you got decks that set up so much powerful cards and every one expects powerful attack monsters so something as simple as magic cylinder is now more OP then before
I would say that Hand Destruction kinda fits into this. It's sorta like the ultimate entry-level knowledge check for playable cards. On the tin, it pretty much reads "Discard 2, draw 2". It just sounds like a double Dark World Dealings when initially looked at. On top of that, forcing the opponent to ditch cards as well sounds like it could snipe cards from their hand. However, upon further inspection, it just becomes worse the more you read it. Firstly, it is a disadvantageous card for card economy, because you go -1, while your opponent goes hand neutral. Then, because the cost to send happens before the draw, it can't thin the deck and requires both players to have 2 cards in hand to activate, so you miss way more chances to use it than you should, especially if going second. Thridly, while it does force the opponent to make a choice on cards to dump, they also get to choose the cards, which means they are just as likely to gain further setup and advantage from it these days. Just overall a card that is really good on paper, not as much in practice. Number 27: Dreadnought Dreadnoid as well is a card that really seems like it's a free cheat for some strong monsters, but just fails to ever resolve how you want it to. Being able to cheat a Rank 10 with 2 level 4s sounds like an amazing deal, but there are a few catches to it. For how combo-heavy Rank 4 spams are, Dreadnoid is a complete dead-end with no built-in extension. On top of this, to get the best use of Dreadnoid, you basically need a rank 10-12 suite to clog your extra deck space. Lastly, it is a purely going 2nd card, as you need to destroy a card in battle with Dreadnoid to resolve, which for a 2200 body is just hard enough to be annoying against the average build. What do you get for all that effort? A rank 10 you summon in Main Phase 2. Not exactly the most exciting thing, especially because with how late it shows up, you're only really doing 3 things with it. You either go into Dora, go into Magnus or try to Gustav for game. It's slow and clunky enough that even the Train deck that spawned it doesn't really like going into it.
I loved hand destruction in Dark World decks back in the day, very satisfying recycling your hand only to special summon Sylva and Goldd. Of course, I only ever played casually
It seems like the way to fix battle traps is to add an effect to them on being destroyed. Then your opponent has to decided if its worth destroying your back row or not. I think that opens up the mind game aspect a bit more. Certain battle traps could have better effects upon being destroyed adding an extra level of risk factor to doing so.
Send this man to Japan with a high school diploma he just figured out the one thing I have always wanted. Meta battle traps. But seriously, what if something like Mirror Force just got to destroy 1 monster instead of all if it was destroyed?
Sadly that's gonna need putting errata on a ton of battle traps. Maybe there can make an archetype that punishes the opponent for destroying the backrow or something?
Magic Cylinder also targets. And a lot of boss monster immune to targeting, and there's also lot of anti-target supports like Eternal Soul/Fallen Paradise Lastly, Dimension Wall exists which simply makes your opponent take the damage instead of you
Chaos Max is super easy to bring out in Drytron and it’s still not very good. I messed around with it for a little while after randomly pulling one. It’s not terrible by any means, it just needs to have a negate or two behind it to stop your opponent from outing it. If it had something similar to Draconids’ double pop effect it would be amazing.
Funniest case is probably Brilliant Fusion. It was debatably essential for pure Gem Knights to function at a modest level, but was abused far better by anyone else, so you even get the duality. Held back by Gem Knights, released by anyone else, then imprisoned forever, dooming Gem Knights to barely function.
@@RinaShinomiyaValnah 2006. I've been playing the GBA and PSP games and out of all of them, the most enjoyable to play is Ultimate Masters - world championship tournament 2006 for the GBA. In the more recent PSP Tag force games, the duels are too fast, and there's already so many effects that negate fun at no cost, like cards you discard from your hand; I HATE those.
I actually use Five-Headed Dragon & Dragon's Mirror in my Dragonmaid deck, since the Archetype thrives on their higher forms being either in the hand or the graveyard.
Funny enough, I always thought Ra’s card effect included it gaining the combined attack of the monsters used as tribute for it like in the anime. I’ve never realized that it didn’t have that ability in the real game until now.
I stubbornly use witch’s strike on master duel and managed to make it work a few times. It’s so rare that it happens but soooo satisfying to have your opponent give up after that.
master duel added a level 8 blue-eyes monster that allows you add the ritual spell on special summon and add a level 8 dragon during your end step. making summoning it very easy
I wish that Pot of Greed was at least single limited. People already have decks that blow through their cards for burning or Exodia, having PoG set at one would honestly be pretty tame at this point.
The issue is that 2 cards for free can be rather good indeed. Though admittedly I'm on board, because of power creep, I think por of greed deserves at least be limited to 1.
Most of these cards we use to play as kids. Maybe I'm just nostalgic but back in the back these cards were good with a much, much slower meta. I'm talking I summon a monster and end my turn kinda meta.
The chainsaw ant seems like a really good card, if you're planning some type of burn deck, or something else that needs a bunch of cards in the main phase 2. Then you could just summon it, use creature swap to shove it on your opponent, then crash as many monsters as you can afford to into it so you draw a bunch (since the draw effect is not once per turn), and then do whatever you want afterwards. Outside that super niche context though. It's pretty trash.
Hmm, even then there is Bistro Butcher for that kind of play (which I think I may seen before, once or twice). Where you get to draw 2 cards for each time you lose lifepoints by slamming into it and at 1800 attack, you're taking less damage, for what it's worth.
The issue with the card is that if your opponent is playing any sort of deck that can spew out numerous special summons per turn a 2400 attack monster is going to be worthless. Like even if you removed the draw a card it still doesn't really do anything, but with the draw a card whether it's attacked or attacking is just a giant downside. If Yugioh had a real resource system where you couldn't play all the cards you can in a turn it would be a more tempting card because drawing a card doesn't mean you're able to play said card.
@@dark_rit Oh no, that's my point. It's so bad your best plan is to hand it directly to your opponent with a swarm deck that can crash a bunch of weak cards in your battle phase, so long as you can do a plan during your Main Phase 2.
Especially when paired with Mirror Force Launcher. Set that first, and then they destroy it, allowing you to BRING IT BACK, along with a Mirror Force from either Deck or GY. If from the Deck, you can use it that same turn.
I know five-headed dragon is bad, but I had a lot of fun with it against my friends on DN using a very memetastic pure dragon deck. Dragon's Mirror was also a staple card in that deck because of that. Good times.
I remember Dark Bribe actually useful in old days of Yugioh. Was even seen in pro decks. Now that card doesn't look as great as it looked before. Now giving card advantage is horrible with one card board combos.
It was a time when negating the correct card was so important that giving your opponent a different card was worth it. Specially if you were negating a trap card from ruining your combo.
Yeah it used to be good when decks didn't have as much redundancy in card effects or you absolutely had to negate something or it meant you were losing that game.
@@dark_rit yeah. To be fair, even at the Pendulum era it was posible to play on different ways (most of the decks of the time worked on very different ways). But then the link era came, force every deck to grind so fucking long, giving a lot of effects to every card and spammable effects because otherway you couldnt do anything.
@@NickersonGeneral exaggeration on my part of course. Although I’m sure the paragraphs of text they’ve gotta read on some of those cards has certainly boosted a few of the younger players reading skills. lol
If [Condition]: You can Special Summon this card from your hand If [Condition], you can Special Summon this card (from your hand) Solemn Judgment can only negate 1 of these, I forget which (I think the second one)
You'd be surprised how many times magic cylinder has taken a victory from the jaws of defeat. Sometimes, an opponent didn't expect the simplicity of the response.
It's always a good day when a numron deck eats their own damage
@@red2794 Don Thousand: *it was at this moment, he realised, he fricked up*
they're never ready for the second magic cylinder
I played a small tourney back in like 2014-2015 and won off a magic cylinder that I sided in game 2 lol, if I still played I would main deck it for fun
Reminds me of the time when someone used a magic cylinders to set a magic cylinder during my BP, only for them to realize they can't play it since they're low on LP and my Tax dragon is on the field
Traps are the most unique and exciting aspect of this game. For people who remember it in the shows and lived whenever traps were revealed, or for people that generally love a slower game.
I run counter fairy on master duel. People groan when I set 5 thinking I'm eldlich or a variant. Then they cry harder when it's all ss3 "god says no" cards
I loved the old traps like trap hole. It sucked to drop your Blue Eyes and then they just trap hole it. But that just reminded me I should my just run into face downs wirelessly. Middle school Yugioh was fun.
Traps carried the whole DM Anime. The fear that Marik instilled to his opponents with his traps. No other card type has that kind of presence as Traps. Sorry to see that they're falling to obscurity and only be used in gimmicky decks.
@@roncerjani9063 The favoring to spells it's actually a huge vulnerability. Because now cards like Imperial Order and Village of the Spellcasters can absolutely lock your opponent out from using about half their deck if they're not playing a single trap. I ran into someone running Order and it won the duel single handedly, couldn't do a thing.
I run a mashup of good traps suck as scrap iron, mirror force, and crackdown are my go to’s.
Five headed dragon would be cool if it provided immunity to EFFECTS from those types of monsters. Then it might actually get a hit off if you manage to summon it.
Yeah...
It's still my ultimate card, and that won't change.
The link summon version is neat.
@@a-listgamer7873same, for some reason people underestimate future fusion. It was only destroyed once when I played
I can possibly pull it off with the Rokket Red-Eyes deck I have in Duel Links. I have seen some manage to get that out, and Quintet Magician, a few times against me too.
*Witch's Strike:* "You wouldn't put me on a 'Not That Good' list, right? We're friends aren't we? I've won games for you! You even put me in thumbnails!"
*TheDuelLogs:* "You are fun to use, but we both know the truth about you."
Betrayal
what's next waking the dragon? he's heartless
@@bostash8442 nah waking the dragon broken ash😭 free ultimate falcon
Opponent: (activates Witch's Strike)
Me playing Dinos: so you have chosen... death
It says that it triggers on the negation of activation of a card or "effect"
Can't wait for top 10 cards that aren't half bad.
and top 10 cards that aren't broken enough
Bahaha you stahppp
I guess dark ruler no more would be in this list?
Like you can run imperm or droplet, but you can use this if you want it's alright I guess?
(Gee guys I get it, if I see one more person replying that this card isn't "isn't bat at all" at all I gonna lose it)
@@raeryuko I take dark ruler over Forbidden tbh
Ghost ogre and snow rabbit,a really good handtrap against swordsouls and adventure but outside that,you only use her on continuous spell/trap,field spell and monsters that have to on the field before resolves their effect
Back in the days when MST was at 1, and Backrow destruction was harder in general besides, you had more leeway when it came to Trap Cards, since they could generally sit undisturbed for the most part.
I miss Traps being Traps. Traps basically needs to be a Quickplay Spell Card now to matter. Or need dedicated decks that can keep them alive on the field.
This.So.Much.
I for one also miss graveyards being graveyards rather than basically a second hand etc etc as well, but yea, if only one thing, I would love for proper traps to work again, but this is the inevitable result of power-creep and impatience IMO.
2013 was yugioh prime time man
I love using cards such as _Starlight Road_ and _The Huge Revolution is Over_ to prevent my opponent from nuking my board with cards such as _Twin Twisters_ or _Harpie's Feather Duster._
You're better of playing solemn cards though but I like my cheesy tech choices
@@MiaoNya This type of card freedom is what's lacking nowadays.
I both agree and disagree. Back then we got stuff like Trunade and Raigeki Break was decent
Don't forget C̸̡͇̖̗̞͔̊͗͆̌̏͂̈́̊̀̑̂͜o̴̺̳͆̏̑̀̌̈́̒̎́͋̓͝ḷ̶̙͎̗̩͈̱̻͙͔̃̋̄̐͠ḏ̴̦̗͙̹̯̗̗̬̘̋͊͂ͅ ̶̨̬̦̤͇͎͍͚̱͍͚̌͛̅̃̈́f̶̨͍̣̟̝̭̲͋̓̈́͊́̑̃̚͝͠ě̵̜̮͓͒̕e̷͉̤̖͔̍̔̿̈́̋͐͑̕͠ͅt̸͉͈̥̻͇̘̣͖̰̬͙̑̉͜
I used to play a bunch of Yu-Gi-Oh videogames (like the ones on GBA and DS) and I would run so many of these, like Chainsaw Insect. High attack points go BRR
Skill drain beat down let's goooo
Chainsaw Insect and Jirai Gumo are good as offensive walls
@@jadedheartsz yeah exactly. I remember playing the physical game when I was young and I played Jirai not to attack, but to have an offensive threat they couldn't get over without a tribute summon. Trap hole etc. Would be face down waiting for that. Of course nowadays that would be a terrible play
In old Yu-Gi-Oh, you could run Chainsaw Insect and even Bistro Butcher and be fine really since card advantage didn't mean much unless they had a ton of spell/trap cards that could help them make a comeback, so it was busted having 2400 attack without tribute, Jirai Gumo also was good despite the terrible downside, simply because you could just decimate opponents with 0 effort, just give them an attack boost on top from Metalmorph/United We Stand/Mage Power/etc. or Megamorph in Gumo's case and they beat anything in the game before the opponent could go into anything that could do a thing!
Also, Skill Drain beatdowns, loved those, Chainsaw Insect, Barbaros, Fusilier, even Majestic Mechs and whatnot, good times!
Me too hahaha...I remember setting Magic Cylinder on the very first turn and Zane Truesdale used Power Bond and Limiter Removal for Cyber End Dragon. Stole the game right then and there. I miss those days
Magical Mallet's effect in the anime had you shuffle the card itself alongside the cards in hand. If it included that, maybe the Spell wouldn't be as bad compared to Reload.
It'd actually go from terrible to lol broken
@@youtube-kit9450 Not really. It is still a card you are playing to unbrick your hand. Not a single pendulum deck plays Igknight Reload despite being like 60% or so pendulum monsters because the effect just isn't worth it.
@@amethonys2798 bro it would be a free way to make ur hand better at no cost. If u redraw u can just. Mallet it away again
If they actually printed that 100% they should make it a hard once per turn
@@amethonys2798 There is a big difference between 60% coverage and 100% coverage. When you add on that it doesn't have Igknight's restrictions its basically an improved Upstart Goblin at a bare minimum each time it is played. It is one of those cards where if they did grant it the card neutral effect then every deck would run it since the only decks where it isn't an improvement are decks where they don't want any spell cards for some reason. It would be on about the same level as Pot of Greed.
For chainsaw insect, I'm fairly certain there's a continuous that says whenever your opponent would draw a card they discard instead
Brutal.
Add macro cosmos on top of this
The thing is, if you're playing a two card combo you might as well just slap a strong equipment on a high atk normal monster and get over 3k atk.
@@nicolaistuhlmuller8718 ok but have you thought abt having fun?
@@Albae__ just making a huge atk normal monster is not exactly competitive either lol
I definitely prefer playing at the Magic Cylinder level, whether that be from nostalgia or some other reason. I like seeing decks that don't have an archetype and instead build around random synergies from cards that weren't explicitly made to combo into each other, like setting up a board to protect Aroma Jar and Flame Princess. It's an absolutely terrible deck, but it's fun because there are so few cards that work like that. I enjoy seeing the board as almost a chess game, where every card is its own piece and most exchanges are 1-for-1s. I love staring down a full back row and trying to figure out what my friends are running and if my attack is safe, knowing that they're doing the same about my own back row, only to throw caution to the wind and attack into them because I want to see the chains go up. But most importantly, I want to be surprised by seeing new decks and new cards instead of the same archetypes over and over again. Well, for the most part anyway; no matter what form of a card game you play, there will always be staples.
You might as well be playing a prestructured deck the way most people play.
@@sirgarde2293 I love MTG, except blue decks always seem to go to control.
Same that’s why I really enjoyed the limit one event. I sucked but it was more enjoyable
Funny thing. I see more cards that force you to attack with one monster that battle phase but has increased attack. When you're staring down a monster with 5000+ attack, magic cylinder is your friend.
Dragon-link was a non-archetype hodgepodge that routinely topped not too long ago and is still viable albeit certainly not meta. Hell almost every deck includes dozens of non archetypal cards in the form of staples and engines. The sad fact is truly old formats were dominated by a playstyle from before people even wrapped their heads around the idea that running 3 copies is a good idea and most decks were a mess just trying to get out a summoned skull. The only value most older formats have is the value of remembering a time when you didnt have to go to work tomorrow. They could ban 99% of cards printed in the last decade and most gimmick decks would still be terrible against any deck that actually even tried to win
Mirror Force and Magical Cylinder were amazing at the time of their release. Chaos Max is good, but not great, it just requires too much.
Chaos looks bad ass tho so I always use it 😂🔥
Magical Cylinder was already bad in oldschool yugioh, and chaos max is mediocre at best. Not only does it suck up resouces, it also requires tons of support, barely impacts the field, isn't THAT hard to get rid of and if it dies, it dies for nothing.
The issue isn't Chaos MAX being hard to summon because frankly, he isn't. There are more than enough ways to turbo him out if you wanted to build around him. The issue is he is incredibly easy to get off the field. Chaos MAX pass just outright loses to something like Mirrorjade or Chengying or AT WORST getting beat over by Accesscode.
Chaos max double piercing damage is insane, you don’t give that to a 4K monster alongside immunity from card effects. It sounds like Seto Kaiba wasn’t happy with the other blue eyes cards and wanted to give it all the strongest things a monster can have to attack a defensive player and obliterate him.
@@edwardsuou it's not immune to card effects though, and that piercing damage doesn't matter.
Yes it sounds like a card seto kaiba would design, but he's kinda known for constantly losing.
Cool fact. Future Fusion and Dragon's mirror to summon out 2 5 five headed dragons was acctualy used by Trueman from the GX anime.
Future Fusion and Pot of Avarice to summon out 1 Five Headed Dragon without losing card advantage was used by me in Tag Force 1. 🙂
That's really cool, do you know what episode? I know he's from season 4 which didn't get dubbed, so even a lot of people who've watched GX haven't seen his duels!
@@BlazeCon97 episode 160
@grand_admiral_henrich4416 thanks very much!
@@grand_admiral_henrich4416 Five Headed Dragon and Future Fusion at any rate were commonly used in Chaos Dragons. I can't remember if they bothered with Dragon's Mirror as the goal was to dump Dragons like Eclipse Wyvern to be banished by Lightpulsar Dragon or Darkflare Dragon. Five Headed Dragon being summoned was really just a bonus.
Magic cylinder also has a support card: magical cylinders. Lets you place a magic cylinder from your deck and doubles the burn damage. Most decks have boss monsters with over 3000 attack, sometimes 4000, so with just 1 card (cylinders -> cylinder) you can take over 6000 if not all 8000 of your opponent's lp, though it is very slow and telegraphed.
Right, just stop attacking when they play the former and you can later kill the latter. Or just use a weak monster as bait, or simply just bait it. You have Nutrient Z or damage negates? You're in a Safe Zone now.
Mirror Force Launcher is a similar card that's slightly better or worse depending on the situation.
umm so would u play a deck that revolves only on getting both of those cards on turn 1? cause if u dont, youll end up just pulling one of the two pieces of ur combo 99% of the time. And if u do play a deck revolving on pulling burn damage cards u are no less cancerous than the people who used to play the d.d. dynamite deck in master duel that got banned
Yeah if I saw my opponent add Magical Cylinder to their hand I ain't attacking unless I have Solemn Judgement or Mystical Space Typhoon ready, Magical Cylinder is better used when your opponent has no idea its coming.
It stops them from attacking and buys you time
Usually they will have to end their turn or waste a resource to destroy it instead of something else
It’d be cool if Witch’s Strike had a Infinite Impermanence thing with it’s effect where it could either be played from the hand with some of the effect, or set to gain the full effect. Say, played from the hand you destroy the opponent’s field, but setting it lets you destroy the field AND hand.
or at least "your opponent can't respond to this card's activation"
@@izzadk86 This is really the biggest issue with the card. Yes, the card doesn't trigger on Ash and that is a problem, but the bigger problem is the card itself can't guarantee its resolution. Sure, facing a board of like Baronne+idk Regulus you can bait the Regulus then bait the Baronne and nuke the board, but that takes you going so unbelievably minus to get to that gamestate it probably still doesn't win you the game as you are both most likely in top deck mode where your opponent gets the first jab.
its good as it is, more than that and it would be broken
If witches strike was a quick play spell I would be improved
"If your opponent negates the Summon of a monster(s), or the activation of a card or effect: Destroy all cards your opponent controls, then, if this card was Set before activation and is on the field at resolution, destroy all cards in their hand. If you control no cards and have no banished cards, you can activate this card from your hand by paying half your LP."
The Egyptian Gods as a whole could probably be lumped together for this list. They need basically every one of their support cards to be effective.
Pretty much.
Slifer has aged a bit elegantly, where it can be a somewhat complicated obstacle for some decks that really rely on starting combos off summoning a weak monster, but even then it's inconsistent, vulnerable to all kinds of stuff, and you can get almost the same effect by slapping down King Tiger Wangu and still have at least 37 cards actually playing the game instead of getting that to work.
Ra is still an absolute joke, that is the sore thumb of its own support that desparately tries to pretend it doesn't actually exist, and Obelisk held up for a while, but I think at this point it's just not enough anymore.
And worst of all, The True Name, a card that could make certain insane asylum Egyptian God decks... well, I won't say work, but at least grease them up, is basically nonfunctional in YGOpro, since the card search is unreliable.
I’ve been running Mirror Force and Magic Cylinder in my IRL Dark World deck since I started playing the game back in like 2012-2013 and I still run them because it’s so funny when you successfully get them off. Much like the Spanish Inquisition, no one expects them these days. And in my experience, once your opponent knows you have them they get paranoid that they psych themselves out and start misplaying a bit.
I’ve managed to destroy entire boards with mirror force and get numeron players to OTK themselves with magic cylinder, it’s great.
This whole game makes me paranoid.
Witch Strike actually saw some play during Tri Brigade format when people would maindeck Ghost Belle to negate Revolt.
One of the worst parts of Witch's Strike that I never see anyone talk about: it's an anti-negate card THAT CAN BE NEGATED. To successfully get it off in a game with multiple negates on board you need to be able to successfully predict and trigger every single negate they have, and prepare for that at least one turn in advance--more realistically probably two, because you're unlikely to get them to chew through all that on their own turn.
It's odd that they never made a version of Winged Dragon of Ra with its other anime effect where its atk and def becomes the combined amount of the tribute material.
Just noticed that this morning. I Always played by that rule. Damn anime 😅
Could always play Duel Links, Marik has a skill that does exactly that.
Probably cuz they already made the card I think? Can't really say they can't make busted cards since Konami consistently does it
They sort of did. The spell Ancient Chant lets you add Ra from deck to hand then banish it from the grave to give Ra the cumulative ATK/DEF of the tributes used for its summon
Wich one?@@ValunarTonix
To note, some of these cards were good in certain formats when better alternatives didn't exist or were banned, or when the game was slower, or when certain cards weren't banned or nerfed into the ground.
Yeah a lot of ones in the video are best summed up as “the current state of the game makes trap cards basically useless. Unless it’s a hand trap AKA basically a spell card painted purple”
@@tubefan1995 that's literally only true for mirror force.
Mirror Force is literally the only card on this entire list that saw competitive play. If you go to a GOAT tournament playing Magical Mallet they are going think you are just not good because the format is all about resource management and taking a straight up -1 STILL wasn't good over 15 years ago either.
@@amethonys2798
Chaos Dragons ran 5-head as a target for Future Fusion for the very reasons mentioned in the video. Drytrons can tech Chaos MAX as an additional beater if they want to play more aggressive than just "summon Herald of Degeneracy". Shard of Greed saw experimental use in locals in some control decks back when it was first released with varying success. Magic Cylinder was a not entirely uncommon battle trap during the Banish format that preceded Gigaplant, mainly because most better battle traps were a one-of at the time. Magical Mallet is bad in most cases, but it was a consistency aid whenever someone tried to run something stupid like Exodia Mega Draw.
Yes. He is judging cards based on the current metagame. Most of those card saw competitive play. Hell, Chaos Max was part of the Blue Eyes when the deck was at his peak. (And I HATED THAT BITCH). If you just take current meta, every Tier 1 deck ever existed before 2020 would look bad
I've never played yugi competitively, always dueled for fun with my cousins and friends, without following any banlist or respecting limitations, and its incredibile how magic cilinder was one of the most feared card, it was basicaly a staple, in a world where more than 1 mirror force was possible and multiple monster reborn were routine duels, hitting with one of your 2 or 3 Mystical space tiphon an enemy magic cilinder alowas always followed with an exclamation of joy
The good ol days bro I remember my cousin having a whole deck full of traps like Mirror Force, Trap Hole, Magic Cylinder, Sakuretsu Armor, took me long to.figure out all I needed was a Jinzo lol
The funny thing is, even back then in big tournaments or the likes magic cylinder was pretty much never played. It really was a very casual card, an absolute staple there but generally a bad card that saw no play in big tournaments. Mirror Force was monstrous back then though.
Magic Cylinder saved me in a tournament once and I won the match as a result. I will never forget the look on the guys face, he was furious.
Did you get a mug of his tears?
when i play in Master Duel, most Blue Eyes Decks add Blue Eyes Chaos Max Dragon in their deck and have no problem to bring it out thanks to Blue Eyes Abyss Dragon, which seems to be a staple for Blue eyes decks
He also didnt mention advanced ritual art, which is much better for chaos max
@@calvinwilson3617 you're not wrong, but He focused more on Chaos Form because that's technically the specific Ritual spell Card. Advanced Ritual Art is an substitude For almost all Ritual spell Cards
@@Ryushiin. true, but chaos form is simply inferior, that isnt the card on the bad card list. The argument explaining why chaos max is bad was that chaos max is hard to get out, and its simply not hard due to the multitude of tools blue eyes has, if you think it is then you arent using the right cards. Blue eyes abyss is easy to special summon from the deck which gives you a choice which ritual spell to search the deck for immediately
Edit: if we want to argue that chaos form is "unique" to chaos max (its not, its also used for dark magician), then he should have immediately mentioned blue eyes abyss dragon. Its frustrating seeing people call a card bad because they dont know which cards to use with it
I used to play a Chaos Max Dragon deck a few years ago. I promise you, it's really not as good as it appears. If you don't have a ritual spell in your hand then every CMD in your hand becomes a garnet. I would brick constantly because I had 1 or even all 3 CMD cards in my hand with no way of getting them out of my hand.
Don’t forget their main objective is to get True Light on the field.
One thing that wasn't mentioned about Magic Cylinder is that it targets. A good alternative would be Dimension Wall which doesn't target for the cost of only reflecting the inflicted battle damage.
If they did an eighth errata that brought it back to its original print, it would be better
I run both, dimension wall usually works out much better for me although magic cylinder works when the opponent least expects it. It's best used in pairs because if the opponent has removal effects or negates they can get around it.
Top 10 cards that feature YGO cards in their artwork. Card of safe return, rare value, etc.
Reasoning is my favorite one
Card Destruction
The artwork and lore are Yu-Gi-Oh! and MTG's only predominantly redeeming qualities. Everything else is just paranoia inducing cancer.
"Appropriate" would be good for this list, and it could even be comboed with Chain-saw Insect or Dark Bribe. "Appropriate" lets you draw 2 cards every time your opponent draws outside their draw phase. Its problem lies in that it's a continuous trap, so it has to be set first, and that it can ONLY activate the first time when your opponent draws outside their draw phase and the effect misses timing on that first time.
Seriously, Appropriate would be so good if it wasn't for the whole "miss timing on first use" thing.
@@GenericMcName missing timing was such a weird thing to be added to the game. cards used to just do what they said. i kno it adds complexity to the game, but its really odd most times.
@@shadowdragon714 Same thing with some cards negating "activation" and other certain cards negating the activation of an "effect."
There's no functional difference in how the effects resolve, it only changes what cards can/can't respond to those negates. It's "inconsistent" for the sake of making other cards responses "inconsistent" and that's just bizarre to me. Why do we not live in a world where "Negate" is a staple keyword like "GY" is, considering just how core it is to modern Yu-Gi-Oh?
@@michaelbowman6684 simplicity is beauty. just not in ygo it seems LOL
Appropriate is the almighty killer of Maxx "C"
I love how Magical Mallet in the anime was actually a pretty boss card. It let you mulligan your entire hand - you send the Mallet to the GY, but you get to draw 1 on top of it, so it’s like you drew an entirely new hand.
Actually, Magical Mallet added itself to the deck as well as what you decided to add to it, meaning that you could reuse it if you drew it again.
@@caseyjones8153 Oh yeah, you’re right. That shit was busted lol
That's the reason I dual with anime and manga cards aswell!
That one extra card makes it so much better
What about 'Top10 cards, that did nothing wrong' which mean cards, which were absolutely good and sometimes even staples in many decks back in their days, but became pretty bad because of rule changes, new introduced game mechanics over the time or maybe because other cards got banned, which made them unusable.
My poor krawler links which now get punished for their own gimmick. World legacy mind meld changes a monsters effect to 'return one face up monster on your opponent's field to their hand'. The krawler links all have floating effects where if they leave the field you can summon 2 krawlers from the grave.
Buuuut thanks to the new rule changes monsters can't activate their effects in the deck, and extra deck monsters get returned to the extra deck since they can't be in your hand. So the floating effect doesn't go off like it's supposed to despite it leaving the field. They really need an arrata for that.
Change of heart
@@ngoyette94 But a power creep is more like "Hey, there is a better version of you, you're out..." and that's not exactly, what I meant. I don't mean cards, that are bad, because there is a card, that does the same.... but better. I mean cards, that became unusable over night, because a rule was changed e.g. Or maybe, that a card got an errata, that made it even worse, although it could have come back from the ban list, even with its old effect.
@@ngoyette94 not necessarily power crept, but made worse by rule changes. That's a big distinction.
Gravity Bind and Limit Area B 😭
I like to play cards in Masterduel depending on how trolling they are, and Magic Cylinder is one of the best old-school trolls
No one ever expects it. They never have backrow removal so when you make them hit themselves with 8000+ attack always leaves me cackling.
Love that card lol
@@hollamari5109 I just had a duel where the opponent managed a 25k monster due to some bs XYZ effect, wish I had this card set up there lol
Magic Cylinder is great in Master Duel, it's only bad in real life because most of everyone plays by "best 2 out of 3" rules, couple that with the Side Deck which lets you swap cards between games, and all of a sudden Magic Cylinder isn't all that great because while you might surprise your opponent with it in the first game and steal a win, the second game will have them using a bunch of backrow removal they swapped in from their Side Deck.
Since Master Duel has 1 game matches and no Side Deck, cards like Magic Cylinder are much better.
Yesterday, someone was so sure they would attack for game they forgot the VOLCANIC COUNTER I linked for Al Miraj
SelfKilled to their first attack in four turns
XD
I don't play the game as much anymore because after the introduction of pendulums and links the game was ruined for me but I CANNOT stop watching these regardless. Great content as always.
ok sjwdestroyer6336
I think a potentially fun idea for a video could be cards that are worth building gimmick decks around. Like witches strike it’s not very strong in the grand scheme of things, but it can situationally be a game winner. It could also be a fun tie-in with the logs logs channel. Like “this card could be interesting to build a deck around, and here is me doing it”
I feel like whole Gorz shook the meta back in the day, the fact it sees no play now could've earned it a spot on the list
Gorz still haunts my memories each and every time I enter the Battle Phase.
i say screw the meta and use the cards for your deck thats fun for u
Same
I only play master duel because I'm broke, and run Dragonmaid To Order, and Blue-Eyes Max, I don't get far but the occasional win is nice
I run a dark magician deck and I very rarely get a win but I love DM so much I can't turn my back on him
Meta is pure Aids to any game and does damage to player base and longevity of the game
There is no fun, you lose first turn usually.
Hey, it's one of my suggestions! I've really needed a list like this. It's hard to make a deck when there are _so_ many cards that seem good that just... aren't. Thank you!
You really should mention that, since trap cards aren't 'meta' right now, people are much, MUCH more likely to play into them because they don't expect them.
That is not how that works.
@@StarkMaximum This. If someone T sets or whatever and flips none of their like 3 set cards while I combo I am just going to do an Accesscode driveby or whatever to see what is going on. If I hit Waking the Dragon I hit Waking the Dragon good job I guess, but a battle trap is almost never going to resolve in modern Yu-Gi-Oh. Furthermore, due to Yu-Gi-Oh being BO3 even IF you surprise someone with some jank in game 1, it is DEFINITELY not happening in game 2 or 3.
@@amethonys2798 not in master duel lol. I pull off storming mirror force more times than not.
Trap cards, battle traps especially, aren't meta because more often than not, the opponent will clear your board before attacking. Or if they do attack while you have a set card, the monster they'll attack with will have some sort of immunity to traps, so your trap is useless anyway
@@eldeliciosomagnifico6503 if u are lower than high platinum on master duel, u can pretty much win with any gimmick u want. even with a deck revolving on summoning double ojama king to negate all ur opponent summoning slots. so the fact u won with ur battle traps on gold ladder, got excited and saved the replay doesnt make ur deck a good one lols. esta bien que seas manco bro pero no pienses que eres un genio por usar cartas inutiles y ganar contra bots jaja
I actually lost to a deck back in the day that ran chainsaw insect and Destiny Hero Defender. It was a opponent draw + burn theme deck that punished the opponent through cards being drawn and cards with effects that burn per draw, number of cards had and even a lot of hand destruction
I remember the old good times with my Dragunity deck, when I used Future Fusion to fill up GY with Phalanx, Leyvaten and other useful dragons, because that was already good enough, if the opponent didn't destroy Future Fusion it was just a plus to summon Five Headed Dragon.
Combo with red eyes darkness metal dragon to summon that monster on graveyard
i like trying to get rid of my deck and play from the graveyard
14:23
“If you do resolve the effect, you probably win!”
Smash cut to that drytron deck that had a full board of monsters and spell cards *AFTER* getting Witch’s Strike’d.
Chaos max dragon and it’s lesser counterpart is pretty good if you have blue eyes abyss dragon in your deck since it can help bring you both chaos ritual card and the monster card itself if used properly, it helps but I understand if it isn’t the best way to bring it out.
Stuff like advanced ritual can be combo card for abyss, I do it all the time. Chaos ritual card I've almost never used for rituals. Advanced is just to good to be able to use material from my deck and not my hand.
Top 10 Worst Boss Monsters based entirely on their summon conditions (really good effect on the field but way too hard to bring out)
> Holactie the Creator of Light joined the chat.
Number one will be gate guardian.
So basically the Vennominaga list
@@CodeVenomSnakes Gate Guardian sucks ass, and the suggested list is about Boss Monsters who aren't actually bad, just hard to summon. No way it is on it.
@@vahlen5281Number one will be Shooting Quasar Dragon because hard to summoning but the on field effect was great.
Been a long time fan, always loved the vids, usually use them when falling asleep! At the end of every video you always ask for new ideas, and I don't think there's a top 10 Xyz monster effects that don't require detatching material to activate, I'd love to see what that list looks like!
*videos not vids. I don't understand the concept of wanting to shorten a word that is already short enough as it is. I find it ridiculous. But I do understand wanting to shorten long words. 🤦♂
@@SuperPlacido1 That's okay, you're entitled to your opinion!
@@SuperPlacido1 touch grass
@@Hempujonsito I go outside every day! Or at least often! But what does that have to do with what I said?
@@SuperPlacido1 Ur gay son
Some decks just need 1 card to start a game winning combo, so i'd say going -1 with Mallet is not as bad you make it sound, becasue after comboing you are more than likely going to recover that -1 anyways. And i've seen so many meta decks lose turn 1 because they drew a dead hand.
Some decks. Meaning not very useful in most decks making it not that good.
@@samuelG009 You are wildly incorrect. A card being useful in some decks but not in others does not make it a "not that good" card. I do disagree with Accel regarding how useful Mallet is but most decks are composed primarily of non-staple cards, aka cards that aren't useful in most decks.
@@samuelG009 i believe some decks really means most good decks just need one card to win
I said "some decks" because the meta decks are always the minority, 90% of decks in this game are fun but not really competitive.
@@AccelSternritter the sad part of the meta is that these days most decks aren't even homebrew. It's five or six people actually building a deck and thousands of others copying it. All the cardgames currently have that issue and it more or less makes most games less accessible compared to say a decade ago. Occassionally my homebrew decks in certain games still end up being viable AGAINST the meta, so I still take pride in that.
Talking about Future Fusion, it makes me wonder if you'd do a "Top ten cards that are the least like their actual text."
I Haaaaate the idea of errata.
Imagine building a deck, making some combo idea, and then, mid match, being told "No actually, that card is lying to you, it does something else."
I play M:tG, and the only times you get errata is from misprints, or if rules changed (Such as when multiplayer formats came to be, or when they split the main phase to Main, Combat, Post combat main) and they needed to clarify "Carpet of flowers only applies to one of your main phases" for example.
If a card is too powerful for a format, it just gets banned in that format. That or some counterplay cards get made within the same format.
Also, a flip side to the video might be interesting. 10 fantastic cards that look like garbage to new players.
as a yugioh player, i personally hate erratas too. I wish they would rather just make a new card instead to avoid confusion and to preserve an old card's legacy. If the game's power level is already high enough to the point where the card's power no longer becomes an issue, it's much easier to unban it as well.
Well, future fusion would never leave the ban list if it wasn't for the errata
Errata is a good thing,mainly it can just solves a card that's from too broken to ok
I like firewall/red eyes darkness metal dragon errata that they just slap hard once per turn(with firewall only monster reborn cyberse and done. It came out from the banlist and won't be a staple outside decks that can use it
Its the biggest thing that got me to stop playing. Suddenly, I have to worry if my old cards actually do what they say they do or not.
@@poochyenarulez especially when Konami RARELY reprints the cards that have been errata'd. they do sure, but not often enough. but then you still need to go out and get the new printed version or have an errata sheet in your pocket at all times.
Top 10 cards that became competitve overnight would be really interesting.
Like, cards no one cared about until a specific synergy was discovered/a card with great synergy got printed.
Neptune-Independent-Venom.
scape goat once links decided to exist
@@mithmoonwalker tbh back then Scapegoat was so good they literally named the goat format after it (and because it also stands for "greatest of all time"). Scapegoat + Metamorphosis to turn a token into Thousand-Eyes Restrict was pretty much the best play that existed back then.
Magical Mallet being on this list reminds me of the card Card Trader, a continuous spell which during the standby phase of your turn let's you shuffle a card from your hand into your deck then draw a card. Its definitely not good, but over the course of a longer match can make up for it's -1.
Yes but why do you build brick-decks?
@@Gloriankithsanus magical mallet is good at 3 in my facecards deck
I used to think Zeus was basically a win condition when it's essentially just a pretty good turnaround card
Used to think??? Lol zoo was one of the most consistent decks ever and was certainly a win once zeus got summoned
@@yaboyvickk5635 you aren't wrong but that was also six years ago man
@RedMage23 😂😂😂 to be fair tribrigade zoo also was tier 1 not too long ago and super consistent and the meta by a wide margin .. get zeus and dridenr on the board and gg
Here’s a childhood one. Chaos Number 69 Heraldry Crest of Horror. If opponent declared an attack, nuke their entire board. Has 4000 attack and has an effect to gain more attack and gain an additional effect. This one card made me build heraldic beasts and made them my favorite non competitive archetype.
The thing is, it’s good for lunchroom yugioh. Competitive scene not so much. But I have gotten it’s effect off because people don’t read in the competitive scene. :)
An even worse thing about magical mallet is that since the effect is to draw what you sent back and the cost being sending cards back into the deck, you can end up in a situation where the effect is negated and you end up with no cards in your hand.
But if the effect is negated then why would you be allowed to go through with it?
@@JorgoSimonidhi cause it works in 2 parts. The 1st part is the activation which is what allows the user to cycle cards back into the deck. You could stop this but there's no point due to it's following effect.
The 2nd part, being the effect, is what allows the user to draw cards equal to the amount that they originally cycled back into the deck.
All of this to mean the following: Mallets gets used. Does the activation go through? If so, send X amount of cards back into the deck. The effect triggers. Does the effect go through? If not, you just lost the X amount of cards that you sent back into the deck.
And this is why mallet suck.
@Silcaria that is not true, the part where you shuffle your hand is a part of the effect not the cost, therefore, if the card is negated you dont end up with your hand shuffled back into the deck. If there was a cost in the card, it would be the text that comes before a semicolon but magical mallet doesnt have that
@@warship21 Gotchu. Still suck though
@@Silcaria Agreed
Bruh, I use cylinders and mirror force in every single deck since they came out. Still serves me quite well to this day.
Same here.
Ok casual
Same here. That is when I ever bother to play the game. Something I have less and less motivation to do these days.
You should do a video about cards that seem really bad but are actually really good
Number 1, pot of neg 9
Skull Meister
honestly this was book of moon for me when I first came across it. I felt it was worse than floodgate trap hole and palezoic trap. boy I was so wrong on this.
I always thought Field Barrier was a trap for new players cause it protects your field spell cards where most of the time it's only taking up space where you could use other cards to find a replacement since good field spell cards would have multiple copy's in the deck
It gets worse if the Field Spell gets removed by non-destruction means. Then Field Barrier locks YOU out of replaying your Field Spell.
Scrap Iron Scarecrow when you realize you can't re-activate it after it's re-set
You didn’t know that?
@@brianaguilar8283 back then we would just do exactly that which made the card kinda good
Which sucks sadly
didn't it function like that in yugioh duel generations or I'm just tripping?
@@bostash8442 In the anime I am pretty sure it did work exactly like that
The battle traps are a little more reliable with Lord of the Heavenly Prison, but that's obviously a VERY specific case. Another key technicality with Magic Cylinder and Scrap-Iron Scarecrow though is they both have to "Target" the attacking monster, and plenty of boss monsters have protection to that.
In the show, Magical Mallet shuffles itself back into the deck as well.
I was planning a yugioh fanfic comic years ago, and this was one of the cards that was going to be a world staple, the anime version that is.
some of this cards are useful in duel links, so go there if you want to use them to win, althouth there are newer cards that are slowly but steady taking their place
Top 10 cards who's only effects are costs or conditions such as gate guardian, wall shadow, and toon world.
In a similar vein of thought, Top 10 cards whose "costs" are better than their effects, like Cheribini
i played against toon world
that shit is BROKEN AND OVERPOWERED... NO FAIR
@@silentassassin47 You're just trash
Chaos Max dragon is a great card. That bad boy carried me to plat 5 (before they added higher ranks) without any cards in the extra deck. The lack of prepreparation of rites does suck, but it works fine in a deck I like to call "Dark Demise". The deck uses the impcantation spell as well as Contract with the Abyss and all ritual monsters are dark element. While it doesn't get along with the regular demise as it will blow it up, the lvl 10 version will also give it immunity to be destroyed by battle.
0:15 I think we could do a Retrain for Five-Headed Dragon that leans into the “5 heads of obvious different attributes” thing:
_Five-Fold Dragon_ (DARK)
[Dragon/Fusion/Effect]
5+ Dragon and/or Wyrm Monsters
_Must either be fusion summoned with the above cards, or special summoned by sending the above monsters in your hand and/or field to your GY (This counts as a fusion summon). One per turn you can change the attribute of this card. This card cannot be negated, targeted, or destroyed by battle or card effect from monsters of the same attribute(s) as your dragon or wyrm type monsters that are banished face up or in your GY. You may banish 1 dragon or wyrm monster from your hand, field, or graveyard (Quick Effect); Activate the following effect depending on the attribute(s) of the monster banished (This card cannot attack the turn you use this effect):_
⚫️FIRE: Destroy 1 card on the field
⚫️WATER: Gain 2000 LP
⚫️ WIND: shuffle 1 card in either players hand into their deck
⚫️ EARTH: Target 1 facedown card on the field; It cannot be destroyed by battle or card effect until the end of this turn
⚫️ DARK: Negate the effects of 1 card on the field until the end of this turn
⚫️ LIGHT: 1 card on the field gains original ATK and DEF equal to the ATK or DEF of the monster banished (whichever is highest).
⚫️ DIVINE: Flip all other cards on the field facedown, and immediately afterwards special summon 1 Divine-Beast monster from your hand, deck or GY, ignoring its summoning conditions.
_When this monster is removed from the field by your opponent, you may special summon 1 “Five-Headed Dragon”, ignoring its summoning conditions._
LOVE the Element Heads effects!
So how do you expect to fit all this text on a tiny Yu-Gi-Oh effect box? You realize you can't just keep writing effects to make a card good, right? Eventually there's just no more room on the card.
@@StarkMaximum
I mean Endymion, the Mighty Master of Magic exists with longest card text in the TCG, with 181 words and 964 characters… Pretty sure i can just use _that_ as an upper limit.
@@ButFirstHeLitItOnFire
1. Endymion is a Pendulum monster, meaning it has two text boxes. That's why it has so many words. Fusion monsters only have one.
2. You have a full bulleted list, which requires even more space on a card because each bullet needs its own line.
3. Your card has 259 WORDS and 1447 CHARACTERS. Upper limit my ass, you have absolutely blown past the very card you're using as an example to justify your rambling card effect.
I love strong beat stick with protection
7:00 Chainsaw Insect is definitely scary if they manage to combine it with Skill Drain (at least in the old days)
There were still better monsters to combo with skill drain. Fusilier dragon came out even earlier and is much better.
Or qliphort archetype
@@nicolaistuhlmuller8718 There are pros and cons. If you don't draw into Skill Drain, Fusilier Dragon can only be summoned with 1400 ATK whereas Chainsaw Insect can be summoned with 2400 ATK as some sort of attack-mode wall.
@@GreaterJan that's not particularly scary though. Fusilier Dragon could also be combo'd with Book of Moon to reset it to 2800 as well. Skill Drain Decks weren't all that good in the first place and it was a pure gimmick strategy, and Chainsaw Insect not even being that strong meant it didn't add anything to the deck. The fact that it came out a lot later than Fusilier Dragon or other skill drain attackers like Goblin Attack Force is just worse because Skill Drain just got worse over time. At this point in the game players could freely summon monarchs thanks to treeborn frog, and even if their effects are negated they still bring the same 2400 atk to the table.
@@nicolaistuhlmuller8718 That Skill Drain deck in Yu-Gi-Oh! World Championship 2007 kept beating me lol
Ah, wing dragon of rah 😅😂
I remember being so happy when I got this card…until I lost to a mecha bunny effect right after.
Bunny beats huge ass Dragon😆.
Magic Cylinder was one of favourite cards. I even have a really memorable victory that Cylinder got me. I guess the game really isn't the same game now than when I played (when it was still call the "Fusion Deck")
Ironically it wasn't even that good back then.
A friend started using "summon breaker" ( I think it's called that ).
To anyone who hasn't seen it or read it... It's great at stopping those pesky combos!
A card that would be hilarious for destroying combos would be a field or continuous spell where, during each players draw phase, the field spell randomly chooses a turn phase (standby, main 1, battle, main 2, end) and for that turn the turn player can only activate card effects in that phase.
Honestly Magical Cylinder saved me countless times
I could see new players thinking cards like Fairy's hand mirror are better than they actually are
it's interesting seeing how several of these cards lost value more because they became obsolete than them actually being bad
I've been playing master duel with 3 mirror force AND 3 magic cylinder in my deck, thank you for the insight this video was super helpful :)
Good to know about the card disadvantage with Dark Bribe as I’ve had three in almost half of every deck I’ve built (online only) in the past ten-odd years or so; gonna replace that with more Ash Blossoms and Infinite Impermanence per your suggestion.
Yeah dark bribe wasn't the worst back in the day since it was p ok disruption, but the solemn brigade did it better, and even trap stun arguably is safer now than bribe as stun block foes traps for the turn and doesn't potentially give them a handtrap like nibiru. Handtraps make bribe infinitely more risky than it used to be.: (
Another card I’m curious about that I didn’t see on this list - Towers?
@@alexanderbaskin1111 towers is an interesting card. It's still powerful but link monsters give it trouble as they bypass It's protection. No levels or ranks after all.
Really hurts the viability a ton but you can support it with other cards to maks it theoretically work.
@@alexanderbaskin1111 feel free to look me up. My twitter name is the same as here
@@gardianx5293 not showing up :(
Last time I was this early the Extra deck was still named the Fusión deck.
You can use the Impantation monsters effects to add Chaos Max or Chaos from to your hand
Or, if you want you can use the effect of Manju of the Ten Thousand Hans to add both them from your deck to your hand
Yes and that is exactly what the "it requires support that hinders blue eyes decks" problem about it is. Impcantation and manju just brick a blue eyes deck even more.
@@nicolaistuhlmuller8718 No its also perfect discard fodder for sage's summon effect.
For what it’s worth, Labrynth Cuclock means you can use Witch’s strike on turn 1. Is that very good? Probably not, is it horrifying? Absolutely.
The thing is, compare Magical Mallet to a card X you could have included in your deck. Odds are high that mysterious card X that helps your archtype would be better than spending a card to mulligan. One of the few times I'd rather have Magical Mallet is having 3 garnets in the hand... but the odds of that happening VS having a "normal" hand are really small, so usually I'd rather have X
Back then, there was an old yu gi oh game where ra had an additional effect where if you tribute summoned it, its atk and def are the sum of the tributed monsters. It still thad the "life points for atk/def" effect but it only takes effect if it was special summoned. When they removed this effect? Who knows but i for sure remember summoning a 13,000 atk winged dragon of ra in an old ds game. No one seems to mention this when talking about the ra card for some reason.
Plenty people mention it, it's just not relevant to the actual physical card game. For the longest time the only playable version of the god cards existed in games, and the specifics of their effects ranged widely from game to game because there was no official version actually available in the real world.
Then by the time we got a real physical copy, it had the above restrictions in place.
0:15
I had an idea for a “Five-Headed Dragon” retrain elsewhere in the comments section that I wanted to rework because A: the text was deemed too abundant for anything besides a pendulum monster and B: Having it all bundled together as was _may_ have been a bit much, even for a top tier boss monster… So I retuned some of effects while making the one referencing the elemental heads into a pendulum effect, and did a new one in the monster effect
_Seven-Headed Archfiend Dragon_ (DARK)
Level 12
Pendulum effect: _Once per turn (quick effect), you may banish any number of Dragon or Wyrm monsters with different attributes from your hand or field, and activate the following effect(s) depending on the attribute(s) of the monster banished (You may only use each of these effects once per turn, and you cannot attack this turn):_ ⚫️: FIRE Destroy 1 card on the field⚫️: WATER Gain 3000 LP⚫️: WIND shuffle 1 card in either players hand into their deck⚫️ EARTH: Target 1 facedown card on the field; It cannot be destroyed by battle or card effect until the end of this turn⚫️ DARK: Negate the effects of 1 card on the field until the end of this turn⚫️ LIGHT: 1 card on the field gains original ATK and DEF equal to the ATK or DEF of the monster banished (your choice) ⚫️ DIVINE: Flip all other cards on the field facedown, and immediately afterwards special summon 1 Divine-Beast monster from your hand, deck or GY, ignoring its summoning conditions. _If you banish 5 or more cards by this effect, you can special summon this card from your pendulum zone, ignoring this cards summoning conditions._
Pendulum Scale: *0*
[Dragon/Pendulum/Fusion/Effect]
5+ Dragon or Wyrm Monsters
_Must either be fusion summoned with the above cards or pendulum summoned. Once per turn, you may place this card in your pendulum zone. This card cannot be destroyed by card effects, and cannot be destroyed by battle except by LIGHT monsters. Once per turn (quick effect), you can change the type and attribute of 1 monster on the field. Once per turn (quick effect), you may banish 3 cards from your extra deck with the same type and attribute; Place any number of pendulum monsters from your extra deck into your pendulum zone(s) (destroy any cards already in your pendulum zones). This card cannot attack the turn you use this effect._
Magic cylinder is still useful it has helped me clutch duels I normally would have lost as almost no one expects it
Now you got decks that set up so much powerful cards and every one expects powerful attack monsters so something as simple as magic cylinder is now more OP then before
I would say that Hand Destruction kinda fits into this. It's sorta like the ultimate entry-level knowledge check for playable cards. On the tin, it pretty much reads "Discard 2, draw 2". It just sounds like a double Dark World Dealings when initially looked at. On top of that, forcing the opponent to ditch cards as well sounds like it could snipe cards from their hand. However, upon further inspection, it just becomes worse the more you read it. Firstly, it is a disadvantageous card for card economy, because you go -1, while your opponent goes hand neutral. Then, because the cost to send happens before the draw, it can't thin the deck and requires both players to have 2 cards in hand to activate, so you miss way more chances to use it than you should, especially if going second. Thridly, while it does force the opponent to make a choice on cards to dump, they also get to choose the cards, which means they are just as likely to gain further setup and advantage from it these days. Just overall a card that is really good on paper, not as much in practice.
Number 27: Dreadnought Dreadnoid as well is a card that really seems like it's a free cheat for some strong monsters, but just fails to ever resolve how you want it to. Being able to cheat a Rank 10 with 2 level 4s sounds like an amazing deal, but there are a few catches to it. For how combo-heavy Rank 4 spams are, Dreadnoid is a complete dead-end with no built-in extension. On top of this, to get the best use of Dreadnoid, you basically need a rank 10-12 suite to clog your extra deck space. Lastly, it is a purely going 2nd card, as you need to destroy a card in battle with Dreadnoid to resolve, which for a 2200 body is just hard enough to be annoying against the average build. What do you get for all that effort? A rank 10 you summon in Main Phase 2. Not exactly the most exciting thing, especially because with how late it shows up, you're only really doing 3 things with it. You either go into Dora, go into Magnus or try to Gustav for game. It's slow and clunky enough that even the Train deck that spawned it doesn't really like going into it.
I loved hand destruction in Dark World decks back in the day, very satisfying recycling your hand only to special summon Sylva and Goldd. Of course, I only ever played casually
top 10 potentially broken cards
(Cards that aren't seeing any or little top tier play, but are 1 support card/archetype away from being broken)
Snake Rain
@@animageous Reptiles in general just need that one piece to make them a powerhouse. They just don't have it yet.
It seems like the way to fix battle traps is to add an effect to them on being destroyed. Then your opponent has to decided if its worth destroying your back row or not. I think that opens up the mind game aspect a bit more. Certain battle traps could have better effects upon being destroyed adding an extra level of risk factor to doing so.
Send this man to Japan with a high school diploma he just figured out the one thing I have always wanted. Meta battle traps. But seriously, what if something like Mirror Force just got to destroy 1 monster instead of all if it was destroyed?
I would be shocked if we don't see a card that's just Waking The Dragon + Mirror Force within a few formats
Sadly that's gonna need putting errata on a ton of battle traps. Maybe there can make an archetype that punishes the opponent for destroying the backrow or something?
@@nunyabiznes33 that’s more what I had in mind, not errata. Maybe it can be new traptrix support or something
@@Vam246 oh yeah, more ways for the gals to trap people. 🤭
theres so many of your videos with shard of greed on the thumbnail
cards been on a trip
Magic Cylinder also targets. And a lot of boss monster immune to targeting, and there's also lot of anti-target supports like Eternal Soul/Fallen Paradise
Lastly, Dimension Wall exists which simply makes your opponent take the damage instead of you
and cybernetic overload i believe the trap card
Could've mentioned Destiny Hero Defender. Used to be fun to deck out AIs with this and Chainsaw Insect.
I was using chainsaw insect with Giga power and axe of fools when I was younger. Literally unbeatable at school.
Chaos Max is super easy to bring out in Drytron and it’s still not very good. I messed around with it for a little while after randomly pulling one. It’s not terrible by any means, it just needs to have a negate or two behind it to stop your opponent from outing it. If it had something similar to Draconids’ double pop effect it would be amazing.
It's redundant when you can already use Herald to skip your opponent's next turn
I like how the first 4 cards boil down to: we're not in the playground meta anymore, beatsticks aren't that good.
They were never good
@@zad_rasera Summoned Skull Beatdown.
@@zad_rasera La Jinn beatdown was good at the time.
This vid has helped me understand a lot thank you. I feel a little bit more confident as a returning player.
Can't wait to see the top 10 cards that are held back by their archetype
Funniest case is probably Brilliant Fusion.
It was debatably essential for pure Gem Knights to function at a modest level, but was abused far better by anyone else, so you even get the duality. Held back by Gem Knights, released by anyone else, then imprisoned forever, dooming Gem Knights to barely function.
This is why 2005/2006 was the true height of Yugioh
nah. synchro era
@@RinaShinomiyaValnah 2006.
I've been playing the GBA and PSP games and out of all of them, the most enjoyable to play is Ultimate Masters - world championship tournament 2006 for the GBA.
In the more recent PSP Tag force games, the duels are too fast, and there's already so many effects that negate fun at no cost, like cards you discard from your hand; I HATE those.
Absolutely. I don't play past CRV cyber dragon deck
Nah 2011
Nah 2025
I actually use Five-Headed Dragon & Dragon's Mirror in my Dragonmaid deck, since the Archetype thrives on their higher forms being either in the hand or the graveyard.
Funny enough, I always thought Ra’s card effect included it gaining the combined attack of the monsters used as tribute for it like in the anime. I’ve never realized that it didn’t have that ability in the real game until now.
You might have seen it do that on a stream somewhere tbf, because those support cards he mentioned do add that ability
Top cards that are good, but not the way it was expected to be. Like zombie world being a floodgate. Stuff like that
or crossout
Pretty sure zombie world was intended as a floodgate, against decks where that matters is devastating.
I stubbornly use witch’s strike on master duel and managed to make it work a few times. It’s so rare that it happens but soooo satisfying to have your opponent give up after that.
master duel added a level 8 blue-eyes monster that allows you add the ritual spell on special summon and add a level 8 dragon during your end step. making summoning it very easy
I wish that Pot of Greed was at least single limited. People already have decks that blow through their cards for burning or Exodia, having PoG set at one would honestly be pretty tame at this point.
Graceful Charity to 1 in shizu format 😈
The issue is that 2 cards for free can be rather good indeed. Though admittedly I'm on board, because of power creep, I think por of greed deserves at least be limited to 1.
99.9% of decks would run it. We're better off without it.
Most of these cards we use to play as kids. Maybe I'm just nostalgic but back in the back these cards were good with a much, much slower meta. I'm talking I summon a monster and end my turn kinda meta.
The chainsaw ant seems like a really good card, if you're planning some type of burn deck, or something else that needs a bunch of cards in the main phase 2. Then you could just summon it, use creature swap to shove it on your opponent, then crash as many monsters as you can afford to into it so you draw a bunch (since the draw effect is not once per turn), and then do whatever you want afterwards. Outside that super niche context though. It's pretty trash.
Hmm, even then there is Bistro Butcher for that kind of play (which I think I may seen before, once or twice). Where you get to draw 2 cards for each time you lose lifepoints by slamming into it and at 1800 attack, you're taking less damage, for what it's worth.
Some of the more silly standard duelist in Duel Links use it to try to deck out the player 😂
The issue with the card is that if your opponent is playing any sort of deck that can spew out numerous special summons per turn a 2400 attack monster is going to be worthless. Like even if you removed the draw a card it still doesn't really do anything, but with the draw a card whether it's attacked or attacking is just a giant downside. If Yugioh had a real resource system where you couldn't play all the cards you can in a turn it would be a more tempting card because drawing a card doesn't mean you're able to play said card.
@@dark_rit Oh no, that's my point. It's so bad your best plan is to hand it directly to your opponent with a swarm deck that can crash a bunch of weak cards in your battle phase, so long as you can do a plan during your Main Phase 2.
@@theendersmirk5851 According to DuelLogs: "You know a card is bad when the best thing you can do is give it to your opponent."
No! Mirror force is a strong card!
Especially when paired with Mirror Force Launcher. Set that first, and then they destroy it, allowing you to BRING IT BACK, along with a Mirror Force from either Deck or GY. If from the Deck, you can use it that same turn.
Mirror force has saved me a few times in MD just this week 😂
I know five-headed dragon is bad, but I had a lot of fun with it against my friends on DN using a very memetastic pure dragon deck. Dragon's Mirror was also a staple card in that deck because of that. Good times.
Imagine dna surgery and super poly to summon five headed dragon. Beeg kaiju
I have that for a buster blader deck
I remember Dark Bribe actually useful in old days of Yugioh. Was even seen in pro decks. Now that card doesn't look as great as it looked before. Now giving card advantage is horrible with one card board combos.
It was a time when negating the correct card was so important that giving your opponent a different card was worth it. Specially if you were negating a trap card from ruining your combo.
Yeah it used to be good when decks didn't have as much redundancy in card effects or you absolutely had to negate something or it meant you were losing that game.
@@dark_rit yeah. To be fair, even at the Pendulum era it was posible to play on different ways (most of the decks of the time worked on very different ways). But then the link era came, force every deck to grind so fucking long, giving a lot of effects to every card and spammable effects because otherway you couldnt do anything.
The amount of exact wording and specific conditions YuGiOh players have to learn and memorize makes me think they’d be some pretty good Lawyers
it's really not that bad lol.
@@NickersonGeneral exaggeration on my part of course. Although I’m sure the paragraphs of text they’ve gotta read on some of those cards has certainly boosted a few of the younger players reading skills. lol
If [Condition]: You can Special Summon this card from your hand
If [Condition], you can Special Summon this card (from your hand)
Solemn Judgment can only negate 1 of these, I forget which (I think the second one)
Ah yes! The Good Old Noob Bait cards! Where if you see one of these in your opponent’s deck you automatically can tell how experienced they are!
I wouldn't really say noob ..honest alot of classic players use these cards Blue eyes , five headed etc
@@Mikerhodes18 not really since those cards were already bad when they came out.
@@Mikerhodes18 yes, so you can tell how outdated their decks and strategies are.