The funnier part about the first sarcophagus and GX is even Jaden himself admitted that strategy wasn't very scary at all. you know a card is terrible when even the ANIME characters comment on how unthreatening it is and that's the punch line of the episode. No secret anime only effect to make the duel close or catch people off. GX was so goated for that though. They kind of did that a few times where a villain of the day uses a deck that is bad enough to have the protags question why they were so scary in the first place, but I liked the Dark Scorpion's epsode and the Amazoness one too. Mostly cause Don Zaloog and Taina were pretty cool to see as actual characters.
@@rebornjm Well, it's intentional. The user of these cards is revealed to be bad at the game, and because he was the Pharaoh, everyone just let him win.
@@SakuraAvalon I’m talking about actually putting it in the official game. There are some cards that they don’t put in the official game that they put in the anime well at the time.
@@rebornjm Ah. Well, pack filler is the main reason. Though, this one was probably intended to be good, but didn't pan out. It's an old set of cards that predates GX. GX just added it to the show, to mock it. lol
I personally love how GX did that, the spirit of the Pharoah card mixes well with Abidos as a character, all build up but never lived up to his reputation.
Embodiment of Apophis was so underrated in goat format where special summoning monsters was not super common. You can activate that and immediately have a tribute for a Jinzo or respond to a creature swap to give them a vanilla with average stats or trigger your own torrential tribute to clear a nasty looking board without wasting a normal summon. Its stats and restrictions are there because without them in early yugioh this trap monster would be incredibly OP.
@@soukenmarufwt5224Do you know what ‘underrated’ means? I don’t think you do…also its reasoning gate chaos that controls goat format btw get your facts straight
Not at all, the traps still need to survive a turn as a face down card and there were plenty of cards that removed backrow. So it's really a matter of protecting backrow, or protecting a strong monster to get out your Jinzo. That's kind of like saying "the benefit of the early fusion monsters is you could special summon using poly and monsters from your hand, and keep your normal summon." but in those days, most strategies revolved around assuming you were going to use your normal summon and you played around that. Special summons are always good, but not if you're giving your opponent a free turn to counter you UNLESS you manage to draw like 3 copies of it and set them all and normal set a strong defensive monster, but then better hope your next draw is something really good.
Even better in the OCG when it came around in Caveman Yu-Gi-Oh era of 2001 as the *first* trap monster in a world with even less special summon options (Polymerization, Elegant Egotist, Monster Reborn and Call of the Haunted). Still primarily useful for pulling out Jinzo/Summoned Skull and getting ahead of the omnipresent 1 for 1 removal (fissure, trap hole etc.) but it's absolutely a real use.
I really enjoyed learning about the connection between the Agents and the Darklords. It’s amazing just how complex the Yugioh lore is for certain cards.
Ah yes. The 3 card 'Astral Barrier', 'Spirit Barrier' and 'Des Counterblow' combo that one of my old friends used to preach and swear by, but couldn't stay up for more than a turn if he managed to set it up. Lmao
Cards like these, make me jealous of the anime. Where people ran these crazy, awkward decks. I can totally seeing an antagonist gleefully activating Spirit Barrier and Astral Barrier as this big thing, while the protagonist has too try and find an out in their deck.
it would be a pretty powerful combo, especially if your monster can attack directly, but yeah... modern archetypes basically give everything free removal.
Not so fun fact about Solemn Authority: in the 5D’s Anime it actually targets Divine Beast type monsters and ONLY protects the targeted monster by trap effects. The Aesirs WERE divine beasts in the show too, but in the real world this would have meant that Solemn Johnson's Cont. Trap outing would be a glorified Egyptian God support card. Which… to be fair there are worse fates to be had.
reminds me of Kaiba's, "it's not a monster, it's a god!" line. Now imagine if the various "god" cards had unique interactions by not being monsters/cards?
22:37 So these days we have multiple “Sarcophagus” cards… “The First” “Kings” and “Shining” (which is in itself a redo of “golden”) are some examples… _So MY idea is to make a joint retrain of ALL of these:_ _The Sarcophagus Supreme_ Continuous Trap (This card is always also treated as a “Horus” card) _You can only control 1 “The Sarcophagus Supreme”. Unaffected by the effects of other cards while you control a face-up "The Second Sarcophagus". While in your hand, face-up on the field, in the GY or Banished, this card’s name is also treated as “The First Sarcophagus”, “King’s Sarcophagus”, and “Shining Sarcophagus”. You can shuffle 1 card from your hand, Field, GY or Banishment who’s original name was “King’s Sarcophagus”, or “Shining Sarcophagus”: This card gains that shuffled card’s effects while on the field. Once per turn, during the end phase of each player’s turn: Place 1 The Second Sarcophagus" or (after you've done that) "The Third Sarcophagus" from your hand, Deck or GY in your Spell/Trap Zone face-up. Once per turn, if you control "The First Sarcophagus", "The Second Sarcophagus", and "The Third Sarcophagus", you can special summon 1 Special Summon 1 "Spirit of the Pharaoh" from your hand, Deck, GY or Banishment._ _The Sarcophagus Subservient #1_ Continuous Spell _(This card is always treated as “The Second Sarcophagus”, and is also always treated as a “Horus” card.)_ _This card can only be placed on the field by the effect of "The First Sarcophagus". Once per turn, you can apply 1 of the following effects:_ _⚪️Excavate 2 cards from the top of your deck, and if they mentions “Horus” or “Shining Sarcophagus” in their names or text, add them to your hand, otherwise shuffle them into your deck._ _⚪️Special Summon 1 “Token Soldier of Horus” (Zombie/Tuner/DARK/Level 1/ATK 500/DEF 500)._ _⚪️Send 1 banished card to it’s owners GY._ _The Sarcophagus Subservient #2_ Continuous Spell _(This card is always treated as “The Third Sarcophagus”, and is also always treated as a “Horus” card.)_ _This card can only be placed on the field by the effect of "The First Sarcophagus". Once per turn, you can apply 1 of the following effects:_ _⚪️Excavate 2 cards from the top of your deck, and if they mentions “Horus” or “Shining Sarcophagus” in their names or text, add them to your hand, otherwise shuffle them into your deck._ _⚪️Special Summon 1 “Token Soldier of Horus” (Zombie/Tuner/DARK/Level 1/ATK 500/DEF 500)._ _⚪️Send 1 banished card to it’s owners GY._ _Spirt of the Pharaoh - Chosen of Horus_ (DARK) Level 6 Zombie/Effect _(This card is always also treated as “Spirit of the Pharaoh”.)_ _Cannot be Normal Summoned/Set. Must be either be Special Summoned by "The First Sarcophagus", or by its own effect. Once per turn (Quick Effect): You can special summon any number of “Royal Soldier of Horus Tokens” (Zombie/Tuner/DARK/Level 1/ATK 1500/DEF 1500). While you control this Face-up card, “Sarcophagus” Spell/Trap cards you control are unaffected by your opponent’s cards or effects. If this card leaves the field: Add 1 Card to your hand from your deck or GY that mentions “King’s Sarcophagus” or “Shining Sarcophagus” in it’s name or text. If you Summoned a “Spirit of the Pharaoh” this duel using the effect of “The First Sarcophagus”, you can tribute 3 monsters you control: Special Summon this card from your hand, GY or Banishment._ ATK/2500 DEF/2000
5:39 Ides to make this card better by improving it’s current effect: _Astral Sacrifice_ Continuous Trap _If an opponent’s monster declares an attack on a monster you control, you can activate this card from your hand. If your opponent's monster attacks a monster you control: You can make the attack a direct attack instead, and if you do: All monsters you control gain ATK/DEF equal to any damage you take from that attack. If a monster you control would be removed from the field by an opponent’s card effect: You can banish 1 card from your hand Facedown instead._ THERE, now the card can be activated from your hand if your opponent would attack a monster you control, ALL monsters you control gain ATK/DEF equal to any damage you take from said attack, and it can protect you monsters from opponent’s card effects by banishing cards from your hand facedown.
That is actually genuinely good. Making Astral Sacrifice a hand trap that blocks monster destruction with tempo would make it more worth playing. Personally I think the attack/defense growth in response to the attack is enough while still fitting the spirit of the card as the Monster effect immunity feels like it makes a different card entirely. I'd just keep the first part and keep it a R Rarity. Second effect would likely bump it to SR or UR and those kind of effects are usually reserved for archetype specific effects. Still nice retrain. I like the risk/reward impact that makes spending the high lifepoints act as advantage for you instead of just making you lose faster.
Crazy how good lone wolf could’ve been if it just gave venominaga level immunity to all cards and battle immunity to a 1900 ATK beater that can attack twice.
First Sarcophagus How many more times do we to keep bringing up that failure of pack filler card design. It's like the 6th time. Also it's not an anime card. The cards were printed a year earlier before the episode premiered in the ocg
The funny part about the card was even the anime characters roasted it as "not very scary" and that's where the duel was mopped. It was built up to be this big scary card only to not even cause Jaden to sweat, then the duelist lamented that it wasn't his deck but his status that caused him to develop a big ego about it. A common issue in real games where people think they can look up a deck list, beat people on the playground with thier Tears comboes which the kids there allow them to do, then seriously think they can top tournaments only to get kicked out before they even submit the decklist cause they don't know how to play the game at all.
I love the concept, but what a tragically pathetic payoff. Even if each sarcophagus was immune to destruction (once per turn?) with Spirit of the Pharaoh being immune to card effects and able to summon any normal zombie and/or low level zombie with negated effects, it still wouldn't see play, but it would be a fun occasional gimmick.
20:51 Idea to make this card into a generic Special Summon floodgate against summoning from the GY or Banishment: _Decree of Darkness_ Continuous Trap _All monsters on the field that were Special Summoned from the GY or Banishment are negated and Banished Facedown. Neither Player can Special Summon monsters from the GY or Banishment while this card is face-up in the field._
Astral barrier under sanctuary in the sky.😂 Go ahead, attack me directly, thanks to my fairies, I don't take damage and you can't destroy my monsters.😂😅
The Sanctuary in the Sky only prevents battle damage from battles involving Fairy-type monsters to the controller of the Fairy monster, so you would still take battlle damage from a direct attack.
14:14 Idea to make this card a proper “Infernity” card: _Phantom Hand of the Infernity_ Continuous Trap _You can activate this card from your hand if you only have “Infernity” cards in your hand and/or control a face-up “Infernity” monster. Once per turn, if you control a face-up "Infernity" monster(s), you can Banish all cards in your hand, and if you do: You can Special Summon 1 “Infernity” monster from your GY or Banishment who’s level is equal to or less than the number of banished cards. Once per turn, during the end phase, you can shuffle any number of banished “Infernity” cards that you own back into your deck._
9:10 Idea to make this a proper sort of “Valiant Last Stand” kinda card: _Last Man Standing!_ Continuous Trap _Activate only if you control 1 Face-up monster, and your opponent controls 1 or more monsters. That monster cannot be destroyed by battle, and is unaffected by your opponent’s monster effects. You cannot Summon monsters during turns you control this card is Face-up (But you CAN still set them). If your LP is 2000 or less, you can activate this card from your hand. You can only activate 1 “Last Man Standing!” Per turn._
0:02 so that's what they mean by "gas" 14:00 love this image 20:10 you know whatthis means? this card could possibly get a shining sarcophagus retrain one day
Top 10 Worst classic cards 7: Ancient Sanctuary, or Top 10 Worst Warrior type monsters For the non top 10 list: The Unknown side of Yu-Gi-Oh: Beasts of the Colliseum featuring Gladiator Beasts
Thanks for teaching me about blind obliteration, it being a normal trap means it will work in my traptrix deck, it not being a fine is fine. I currently only have circumstantial potentially board clearing traps like evenly matched atm. Whereas I can activate that whenever and still keep all my monsters.
13:21 Darklord lore mentioned! :D God, I wish there would be some new support for the Darklords so I could play them without having to use Despia as a crutch
With some minor changes some of these cards could be playable, or even good. Phantom hand : instead of throwing ypur hand away for a turn , making it so your hand was considered empty by card effects. Bottomless sand: retains its effects, but switch the destroyed if less than four cards in hand to cannot be removed from play if above four cards in hand. Finally, call of Darkness could be a universal anti- revival card.
I thought the way to utilize Astral Barrier was with Duck Dummy. Then again, that might've been "Rescue Cat is Missing" episode 3 talking... RCiM itself got toasted by banlist updates. I don't expect it to come back at this rate, but if it does, Makyura's probably getting rotated out for the king depicted in IO.
Spell Card "Monster Reborn" not treating the monster it Special Summons as summoned by "Monster Reborn" is such a missed opportunity. Not that it'd change anything, but it would've been cool to see Konami acknowledge a weirdly pointless card they printed in the past.
Embodiment is still great with cards like Dark Alligator and rank 4 XYZ and more. I depend on it and a few other trap monsters to actually make plays more. They add just what I need.
It's kinda impressive that they've never made any actively-harmful continuous traps that only floodgate yourself, given how many intentionally-bad self-destructive spell cards there are.
funnily enough, a second, unintentional effect of phantom hand is that should you use it every turn, it adds the effect of no maximum hand size, so you would not have to discard during the end phase.
A list of Top 10 Worst/Best Unusable Cards would be interesting. Cards that can't be (or couldn't be used) when another card has been banned just like Call of Darkness and Call of the Grave. There's a whole slew of cards that are meant to counter Pot of Greed making them all pointless. Also one of the worst factors of continuous traps is that, if they're bad or do nothing, your opponent can just not waste resources getting rid of it and make you lose a spell/trap zone. Cards like Call of the Haunted and Shattered Axe have to remain on the field indefinitely if their original target is removed/tributed/Linked off etc. but not destroyed.
With how slow it is, each Sarcophagus should be immune to card effects (once per turn?), with Spirit of the Pharaoh also being immune to card effects, and able to summon normal zombies of any level and/or low level zombies with negated effects (but none used as material for another monster).
@@alexanderrobins7497 that can work. I see it as when each one comes out it can't be sent to the graveyard or banished depending on the number. I dig the negating zombie effects when called out that works. Just needs something
I use ShapeSister a lot in Duel Links within my Xsabre / Goyo Guardian deck. She is a great emergency body to absorb a hit when you need, or turns your level 4s into Goyo 🥰
Idea for a top 10. There is a card that allows the opponent to bring out any extra deck monster ignoring their summoning conditions. You could list what would be the 10 most dangerous things your opponent could summon if you ever activate it.
Hop ear squadron. Best partner for embodiment of Apophis. Can let you make a lvl 6 synchro on your opponent's turn, especially if they try to mess with apophis while it's in the monster zone. Imagine the look on their face when their reaction to your apophis activation results in you getting a free extra deck summon.🤣
1:40 Idea to make this card a retrain that takes lessons from later Trap Monsters: _Embodiment of Divinity_ Continuous Trap _Special Summon this card as an Effect Monster (Reptile/EARTH/Level 4/ATK 1600/DEF 1800). (This card is also still a Trap Card.) If summoned this way, you can add 1 Level 10 or higher monster to your hand from your deck, GY or Banishment. If Summoned this way, You can change this card’s type and attribute. If Summoned this way, this card can be treated as 3 Tributes for the Tribute Summon of an Level 10 or Higher monster, and also, If you Ritual Summon any number of Level 10 or higher Ritual Monster(s) with a card effect that requires use of monsters, this card can be used as the entire requirement._ THERE, now the card is designed to be the perfect tribute fodder for any number of “God Card” equivalents.
Honestly, just make it summon itself and multiple reptile tokens but keep the main phase thing. Then it'll be balanced with the other trap monsters and serve the same purpose without being free advantage.
Trap monsters are probably one of my favorite mechanics in the game despite knowing how bad they are. Aside from Paleozoics and maybe a few others, they are basically just a more complicated version of flip monsters, IMO. Edit: I have seen the summon animation for Embodiment of Apophis in Duel Links many times since I used to play a trap monster deck with Odion's skill that burned the opponent for 200 every time you activate a trap card.
Lone Wolf wouldn't be so bad if Chusuke was Mouse Monk instead of Mouse Fighter. The cards could then target a "Monk" monster, which would lend itself to an archetype
The existence of Top Hat Hare the Silhouette Magician could arguably be enough to elevate any trap monster from this list simply due to the fact that it can fetch them directly from the deck and turn them into a Dust Tornado.
Please make a “failed cards, etc.” video on Naturia! Also, how about a “top 10 cards NEVER restricted in any way, but were widely considered to be hit on a banlist” (ex. Dante) (Also video #11 where duel logs doesnt read his comments)
@@fungmanheiI’m aware, but that doesnt change anything. Just because there’s “some” good naturia cards doesnt change that the majority of the archetype is bad, even unheard of by most players. Still worth a video on it for sure
@@siftheadsdude I think the criteria for failed cards is cards that either had no impact on the meta since release (barring one off cases that were more due to a broken generic card or rule shift and not due to the archetype itself), or who's own strategy goes against what it's trying to do/winning the game. If an archetype can or has held its own despite not being necessarily meta, it isn't really "Failed". The deck has to mechanically have a flaw that prevents the cards from being playable without excess support just to get to a similar game state to another more common deck, or a deck that is fundamentally flawed because by design it can't achieve a win condition. The Junk archetype doesn't have a failed cards for example cause the Junk cards are really good at building into the powerful Stardust Dragon cards, even though on their own they have very limited potential. THOUGH Leodrake is a terrible card....
@@MarioMastar the criteria itself is never stated by duel logs directly, id say it realistically covers any archetype or “large grouping of cards” that never got meta relevant play en masse. Naturias only exception is Naturia Runick which is, as literally stated in the name, a Runick deck w/ some Naturia stuff. Given the sheer amount of Naturia cards out there, I’d say it’s well worth a video. Especially since logs has done other vids on decks like ice barriers and red-eyes, which have cards that have seen widespread competitive play (Ice barriers even have legit play thanks to their new support)
Astral Barrier would function rather well on a Sanctuary in the Sky deck, since you can't lose LP while you still have Fairy Monsters. But yeah, it's a card slot that probably would be better used with another card and the fact that it's vulnerable to removal is also a factor (although using it as a "bluff" to force your oponent to waste a removal on it doesn't sound that bad, but definitely not optimal)
I think solomon authority could actually be detrimental to the aesir monsters because they can't be affected by anything while it's on the field, including your cards Also it only protects the one monster and you have to select it when you activate it
0:00Idea for a support card for Continuous Spells/Traps: _Magician of Continuation_ (EARTH) Level 4 Spellcaster/Effect _If you control a 1 or more face-up Continous Spells AND Traps each, you can Special Summon this card from your hand. This card gains 500 ATK/DEF, and you gain 500 LP, each time a Continuous Spell/Trap card or effect is activated. You can apply each of the following effects of “Magician of Continuation” once per turn._ _⚪️If a Face-up Continuous Spell you control leaves the field, you can activate 1 Continuous Trap from your hand or deck._ _⚪️If a Face-up Continuous Trap you control leaves the field, you can activate 1 Continuous Spell from your hand or deck._ ATK/1500 DEF/1500
Meh, I got some great use out of Embodiment of Apophis in Duel Links. I get the weakness, but I still like it. Then again, I didn't use it as a surprise wall most of the time, but as Rank 4 Xyz Material or Level 7 or 8 Synchro Material. It definitely helps that it's a frequent drop from Odion and you can get them from the Card Trader in DL.
Can't wait for the random 'Lone Wolf'/'Monk Fighter' legacy support similar to Allure Queen. Although, personally I'd rather see Konami revive 'Clown Control' 23:52 would be interesting if they made a 'Spirit of the Pharaoh' support and incorporate Tri-Wight some how
I see two issues with the Phantom Hand entry.... 1) Despite it being Infernity support, Kalin never played it... outside of video games that is. and 2) It doesn't let you show your hand to your partner in Tag Duels, it lets you GIVE your hand to your partner, and they can in turn give the hand back to you. This is somewhat more notable as if outside of that, if you wanted to have one of your cards ready for your partner to use on their turn (like, you drew Foolish but it's your partner that has the copy of the monster that needs to be foolished), you would have to set it and leave it susceptible to removal... not with Phantom Hand though, if your opponent doesn't negate it or destroy it during activation, you can safely hand that card to your opponent without issue (well, safer than any other method). And they have to stop it when before/when trying to activate it... destroying it after banish but before the standby phase won't stop the card from coming back during said standby phase.
What's worse for Call of Darkness is there's a far better version of it that stops special summoning from the GY. Royal Prison. And even that one's worse than Necrovalley.
funnily enough, there IS a use for astral barrier, but it's not a very good one. Almost every hand trap that affects the battle phase only activates for a direct attack. You can then activate it, force your opponent to attack directly and then say activate battle fader to end the battle phase if they don't negate its effect. You can also use it for traps that deal damage upon taking direct attacks and other similar effects.
6:30 It's the ONLY way to use that trap card unless you are planning to switch lifepoints. 8:19 I had to the odd player in high school to come up gimmicks like this.
Embodiment of Apophis was the first trap monster, of course it wasn't super good. On a related note, Trap monsters overall are slightly broken when combined with Imperial Custom.
@@janisir4529 only when the effect needs to be activated first. a chain effect only occurs when an effect needs to be activated. in this particular case however, like i said before, the cards returning does not start a chain cause it is part of the initial effect of banishing your hand.
The absolute best continuous trap is the 20-30 minutes I spend watching these videos instead of being productive.
It's fucked up but here we are
Followed by the sponsor lmao
😂😂😂😂
😅heh
i dont even play yugioh lmao
The funnier part about the first sarcophagus and GX is even Jaden himself admitted that strategy wasn't very scary at all. you know a card is terrible when even the ANIME characters comment on how unthreatening it is and that's the punch line of the episode. No secret anime only effect to make the duel close or catch people off.
GX was so goated for that though. They kind of did that a few times where a villain of the day uses a deck that is bad enough to have the protags question why they were so scary in the first place, but I liked the Dark Scorpion's epsode and the Amazoness one too. Mostly cause Don Zaloog and Taina were pretty cool to see as actual characters.
Yeah, I was just saying this I was like what is the point of making cards that the anime itself roasted
@@rebornjm Well, it's intentional. The user of these cards is revealed to be bad at the game, and because he was the Pharaoh, everyone just let him win.
@@SakuraAvalon I’m talking about actually putting it in the official game. There are some cards that they don’t put in the official game that they put in the anime well at the time.
@@rebornjm Ah. Well, pack filler is the main reason. Though, this one was probably intended to be good, but didn't pan out. It's an old set of cards that predates GX.
GX just added it to the show, to mock it. lol
I personally love how GX did that, the spirit of the Pharoah card mixes well with Abidos as a character, all build up but never lived up to his reputation.
Embodiment of Apophis was so underrated in goat format where special summoning monsters was not super common. You can activate that and immediately have a tribute for a Jinzo or respond to a creature swap to give them a vanilla with average stats or trigger your own torrential tribute to clear a nasty looking board without wasting a normal summon. Its stats and restrictions are there because without them in early yugioh this trap monster would be incredibly OP.
Chaos turbo and Chaos Control dominate goat Format.
What are you on about
@@soukenmarufwt5224 Haven't Chaos decks kind of been crept out of the Goat meta since it was revisited for the first time?
@@soukenmarufwt5224Do you know what ‘underrated’ means? I don’t think you do…also its reasoning gate chaos that controls goat format btw get your facts straight
Not at all, the traps still need to survive a turn as a face down card and there were plenty of cards that removed backrow. So it's really a matter of protecting backrow, or protecting a strong monster to get out your Jinzo. That's kind of like saying "the benefit of the early fusion monsters is you could special summon using poly and monsters from your hand, and keep your normal summon." but in those days, most strategies revolved around assuming you were going to use your normal summon and you played around that. Special summons are always good, but not if you're giving your opponent a free turn to counter you UNLESS you manage to draw like 3 copies of it and set them all and normal set a strong defensive monster, but then better hope your next draw is something really good.
Even better in the OCG when it came around in Caveman Yu-Gi-Oh era of 2001 as the *first* trap monster in a world with even less special summon options (Polymerization, Elegant Egotist, Monster Reborn and Call of the Haunted). Still primarily useful for pulling out Jinzo/Summoned Skull and getting ahead of the omnipresent 1 for 1 removal (fissure, trap hole etc.) but it's absolutely a real use.
"probably not because that statement is unhinged" lmao love the sass in these videos
That was a good one! Props to the script writer for that. XD
embodiment walked so other trap monsters could run. for that it will ALWAYS have my respect
Very well said.
Holy crap, you actually mentioned the Spirit Barrier-Astral Barrier combo. I feel seen.
I run it in my super casual Exodia deck with Spirit Reaper.
I really enjoyed learning about the connection between the Agents and the Darklords. It’s amazing just how complex the Yugioh lore is for certain cards.
average phantom hand fan vs the average setting your infernity monsters in the spell trap zone enjoyer
Why play phantom hand when you can simply cheat? All monsters are artifacts when it comes to infernity after all
*JUDGE!*
@@Ramsey276one Average Snitch vs. the Infernity Judgecall enjoyer.
MST doesnt just negate, it let ur opponent surrender 😂
Ah yes.
The 3 card 'Astral Barrier', 'Spirit Barrier' and 'Des Counterblow' combo that one of my old friends used to preach and swear by, but couldn't stay up for more than a turn if he managed to set it up. Lmao
But the Spirit Barrier negates the Des Counterblow. lol
That "Clumsy" reference i caught immediately when i heard your line about "tripping and Stumbling"
Phantom Hand has some sick artwork though
Cards like these, make me jealous of the anime.
Where people ran these crazy, awkward decks. I can totally seeing an antagonist gleefully activating Spirit Barrier and Astral Barrier as this big thing, while the protagonist has too try and find an out in their deck.
it would be a pretty powerful combo, especially if your monster can attack directly, but yeah... modern archetypes basically give everything free removal.
@@nathanielbass771 Even old YGO made this unfeasible.
Ignoring Jinzo, everyone was running MST, Feather Duster, Dust Tornado, and Heavy Storm.
@@SakuraAvalonpeople like to forget that there's an actual metagame and not just schoolyard shit
Astral Barrier counters Yubel's damage effect and other monsters who makes the other player take damage from battle.
I would have given a special mention to Pyramid of Light.
It'd be interesting to see TheDueLogs duel against The Three Idiots
Yes
Yes please
Not so fun fact about Solemn Authority: in the 5D’s Anime it actually targets Divine Beast type monsters and ONLY protects the targeted monster by trap effects.
The Aesirs WERE divine beasts in the show too, but in the real world this would have meant that Solemn Johnson's Cont. Trap outing would be a glorified Egyptian God support card. Which… to be fair there are worse fates to be had.
also you can activate Solomon's Lawbook and authority will stay forever
reminds me of Kaiba's, "it's not a monster, it's a god!" line. Now imagine if the various "god" cards had unique interactions by not being monsters/cards?
I mean they could've just made them Divine beasts irl too. Nothing was stopping them.
Even the GX anime points out how lame Spirit of the Pharaoh is.
A big letdown
Astral Barrier. I'm gonna use it to troll my friend who plays Mikanko
Good luck with that.
Surprise, one of my mikankos has Mayawashadori equipped! Now I bounce the barrier back
22:37 So these days we have multiple “Sarcophagus” cards… “The First” “Kings” and “Shining” (which is in itself a redo of “golden”) are some examples… _So MY idea is to make a joint retrain of ALL of these:_
_The Sarcophagus Supreme_
Continuous Trap
(This card is always also treated as a “Horus” card)
_You can only control 1 “The Sarcophagus Supreme”. Unaffected by the effects of other cards while you control a face-up "The Second Sarcophagus". While in your hand, face-up on the field, in the GY or Banished, this card’s name is also treated as “The First Sarcophagus”, “King’s Sarcophagus”, and “Shining Sarcophagus”. You can shuffle 1 card from your hand, Field, GY or Banishment who’s original name was “King’s Sarcophagus”, or “Shining Sarcophagus”: This card gains that shuffled card’s effects while on the field. Once per turn, during the end phase of each player’s turn: Place 1 The Second Sarcophagus" or (after you've done that) "The Third Sarcophagus" from your hand, Deck or GY in your Spell/Trap Zone face-up. Once per turn, if you control "The First Sarcophagus", "The Second Sarcophagus", and "The Third Sarcophagus", you can special summon 1 Special Summon 1 "Spirit of the Pharaoh" from your hand, Deck, GY or Banishment._
_The Sarcophagus Subservient #1_
Continuous Spell
_(This card is always treated as “The Second Sarcophagus”, and is also always treated as a “Horus” card.)_
_This card can only be placed on the field by the effect of "The First Sarcophagus". Once per turn, you can apply 1 of the following effects:_
_⚪️Excavate 2 cards from the top of your deck, and if they mentions “Horus” or “Shining Sarcophagus” in their names or text, add them to your hand, otherwise shuffle them into your deck._
_⚪️Special Summon 1 “Token Soldier of Horus” (Zombie/Tuner/DARK/Level 1/ATK 500/DEF 500)._
_⚪️Send 1 banished card to it’s owners GY._
_The Sarcophagus Subservient #2_
Continuous Spell
_(This card is always treated as “The Third Sarcophagus”, and is also always treated as a “Horus” card.)_
_This card can only be placed on the field by the effect of "The First Sarcophagus". Once per turn, you can apply 1 of the following effects:_
_⚪️Excavate 2 cards from the top of your deck, and if they mentions “Horus” or “Shining Sarcophagus” in their names or text, add them to your hand, otherwise shuffle them into your deck._
_⚪️Special Summon 1 “Token Soldier of Horus” (Zombie/Tuner/DARK/Level 1/ATK 500/DEF 500)._
_⚪️Send 1 banished card to it’s owners GY._
_Spirt of the Pharaoh - Chosen of Horus_ (DARK)
Level 6
Zombie/Effect
_(This card is always also treated as “Spirit of the Pharaoh”.)_
_Cannot be Normal Summoned/Set. Must be either be Special Summoned by "The First Sarcophagus", or by its own effect. Once per turn (Quick Effect): You can special summon any number of “Royal Soldier of Horus Tokens” (Zombie/Tuner/DARK/Level 1/ATK 1500/DEF 1500). While you control this Face-up card, “Sarcophagus” Spell/Trap cards you control are unaffected by your opponent’s cards or effects. If this card leaves the field: Add 1 Card to your hand from your deck or GY that mentions “King’s Sarcophagus” or “Shining Sarcophagus” in it’s name or text. If you Summoned a “Spirit of the Pharaoh” this duel using the effect of “The First Sarcophagus”, you can tribute 3 monsters you control: Special Summon this card from your hand, GY or Banishment._
ATK/2500 DEF/2000
I'm gonna try Spright Pharoah of the Sarcophagus builds on Master Duel, sounds funny
I love how the Ghosts from your old joke channel have been repurposed for sponserships.
5:39 Ides to make this card better by improving it’s current effect:
_Astral Sacrifice_
Continuous Trap
_If an opponent’s monster declares an attack on a monster you control, you can activate this card from your hand. If your opponent's monster attacks a monster you control: You can make the attack a direct attack instead, and if you do: All monsters you control gain ATK/DEF equal to any damage you take from that attack. If a monster you control would be removed from the field by an opponent’s card effect: You can banish 1 card from your hand Facedown instead._
THERE, now the card can be activated from your hand if your opponent would attack a monster you control, ALL monsters you control gain ATK/DEF equal to any damage you take from said attack, and it can protect you monsters from opponent’s card effects by banishing cards from your hand facedown.
That is actually genuinely good. Making Astral Sacrifice a hand trap that blocks monster destruction with tempo would make it more worth playing. Personally I think the attack/defense growth in response to the attack is enough while still fitting the spirit of the card as the Monster effect immunity feels like it makes a different card entirely. I'd just keep the first part and keep it a R Rarity. Second effect would likely bump it to SR or UR and those kind of effects are usually reserved for archetype specific effects.
Still nice retrain. I like the risk/reward impact that makes spending the high lifepoints act as advantage for you instead of just making you lose faster.
9:20 at this point I am almost expecting us to get a retrain of those cards made into a new archetype to be honest
Crazy how good lone wolf could’ve been if it just gave venominaga level immunity to all cards and battle immunity to a 1900 ATK beater that can attack twice.
HelloFresh ad? TheBagLogs right there, good for you king you deserve it 💪
That ad was great. So was the "enemy of good strategy" joke during the Shattered Axe section.
Thank god for a new the duel logos video 🙏
First Sarcophagus
How many more times do we to keep bringing up that failure of pack filler card design. It's like the 6th time.
Also it's not an anime card. The cards were printed a year earlier before the episode premiered in the ocg
anime episode take from multiple months to multiple years to make ,chances are it was more than just in script and storyboard
The funny part about the card was even the anime characters roasted it as "not very scary" and that's where the duel was mopped. It was built up to be this big scary card only to not even cause Jaden to sweat, then the duelist lamented that it wasn't his deck but his status that caused him to develop a big ego about it. A common issue in real games where people think they can look up a deck list, beat people on the playground with thier Tears comboes which the kids there allow them to do, then seriously think they can top tournaments only to get kicked out before they even submit the decklist cause they don't know how to play the game at all.
I love the concept, but what a tragically pathetic payoff. Even if each sarcophagus was immune to destruction (once per turn?) with Spirit of the Pharaoh being immune to card effects and able to summon any normal zombie and/or low level zombie with negated effects, it still wouldn't see play, but it would be a fun occasional gimmick.
Back in the day, I loved playing Spirits and Bottomless Shifting Sand was a staple of that deck so it’ll always have a soft spot to me, good times 😌
20:51 Idea to make this card into a generic Special Summon floodgate against summoning from the GY or Banishment:
_Decree of Darkness_
Continuous Trap
_All monsters on the field that were Special Summoned from the GY or Banishment are negated and Banished Facedown. Neither Player can Special Summon monsters from the GY or Banishment while this card is face-up in the field._
Astral barrier under sanctuary in the sky.😂 Go ahead, attack me directly, thanks to my fairies, I don't take damage and you can't destroy my monsters.😂😅
Astral Barrier, Umi & Tornado Wall
That was my wombo Combo in the playground 😂
The Sanctuary in the Sky only prevents battle damage from battles involving Fairy-type monsters to the controller of the Fairy monster, so you would still take battlle damage from a direct attack.
14:14 Idea to make this card a proper “Infernity” card:
_Phantom Hand of the Infernity_
Continuous Trap
_You can activate this card from your hand if you only have “Infernity” cards in your hand and/or control a face-up “Infernity” monster. Once per turn, if you control a face-up "Infernity" monster(s), you can Banish all cards in your hand, and if you do: You can Special Summon 1 “Infernity” monster from your GY or Banishment who’s level is equal to or less than the number of banished cards. Once per turn, during the end phase, you can shuffle any number of banished “Infernity” cards that you own back into your deck._
9:10 Idea to make this a proper sort of “Valiant Last Stand” kinda card:
_Last Man Standing!_
Continuous Trap
_Activate only if you control 1 Face-up monster, and your opponent controls 1 or more monsters. That monster cannot be destroyed by battle, and is unaffected by your opponent’s monster effects. You cannot Summon monsters during turns you control this card is Face-up (But you CAN still set them). If your LP is 2000 or less, you can activate this card from your hand. You can only activate 1 “Last Man Standing!” Per turn._
0:02 so that's what they mean by "gas" 14:00 love this image
20:10 you know whatthis means? this card could possibly get a shining sarcophagus retrain one day
Top 10 Worst classic cards 7: Ancient Sanctuary, or Top 10 Worst Warrior type monsters
For the non top 10 list: The Unknown side of Yu-Gi-Oh: Beasts of the Colliseum featuring Gladiator Beasts
Thanks for teaching me about blind obliteration, it being a normal trap means it will work in my traptrix deck, it not being a fine is fine. I currently only have circumstantial potentially board clearing traps like evenly matched atm. Whereas I can activate that whenever and still keep all my monsters.
Phantom hand is ok for infernity but the common cards that destroy spells and traps can affect your strategy.
Astral + Spirit Barrier with Centur-Ion Auxila for the memes
13:21 Darklord lore mentioned! :D God, I wish there would be some new support for the Darklords so I could play them without having to use Despia as a crutch
With some minor changes some of these cards could be playable, or even good.
Phantom hand : instead of throwing ypur hand away for a turn , making it so your hand was considered empty by card effects.
Bottomless sand: retains its effects, but switch the destroyed if less than four cards in hand to cannot be removed from play if above four cards in hand.
Finally, call of Darkness could be a universal anti- revival card.
Embodiment was a Sneak Peak release card for Cybernetic Recolution not in the set itself
Embodiment of Apophis wasn’t released in Cybernetic Revolution, like you mentioned. It came out as a Shonen Jump promo around the time of release
I'll never get tired of duellogs' ads holy shit
I thought the way to utilize Astral Barrier was with Duck Dummy. Then again, that might've been "Rescue Cat is Missing" episode 3 talking...
RCiM itself got toasted by banlist updates. I don't expect it to come back at this rate, but if it does, Makyura's probably getting rotated out for the king depicted in IO.
Astral barrier versus Yubel/Mikanko would be amazing !
The final nail in Solemn Authority's coffin was Gullveig, which makes the Aesir it points to untargetable (and Gullveig unattackable).
Spell Card "Monster Reborn" not treating the monster it Special Summons as summoned by "Monster Reborn" is such a missed opportunity. Not that it'd change anything, but it would've been cool to see Konami acknowledge a weirdly pointless card they printed in the past.
Alright cool i've been wanting to see this particular list for many years now.
Embodiment is still great with cards like Dark Alligator and rank 4 XYZ and more. I depend on it and a few other trap monsters to actually make plays more. They add just what I need.
It's kinda impressive that they've never made any actively-harmful continuous traps that only floodgate yourself, given how many intentionally-bad self-destructive spell cards there are.
Astral Barrier + Spirit Barrier = Attack Protection
Just add some Negates and weak monsters are golden
You erred with "Shattered Axe". It was first printed in the series, Soul of the Duelist.
Phantom hand might be trash, hovewer there is something in its artwork that makes me adore it
funnily enough, a second, unintentional effect of phantom hand is that should you use it every turn, it adds the effect of no maximum hand size, so you would not have to discard during the end phase.
A list of Top 10 Worst/Best Unusable Cards would be interesting. Cards that can't be (or couldn't be used) when another card has been banned just like Call of Darkness and Call of the Grave. There's a whole slew of cards that are meant to counter Pot of Greed making them all pointless.
Also one of the worst factors of continuous traps is that, if they're bad or do nothing, your opponent can just not waste resources getting rid of it and make you lose a spell/trap zone. Cards like Call of the Haunted and Shattered Axe have to remain on the field indefinitely if their original target is removed/tributed/Linked off etc. but not destroyed.
The whole thing with spirit of the pharaoh needs a retrain badly
With how slow it is, each Sarcophagus should be immune to card effects (once per turn?), with Spirit of the Pharaoh also being immune to card effects, and able to summon normal zombies of any level and/or low level zombies with negated effects (but none used as material for another monster).
@@alexanderrobins7497 that can work. I see it as when each one comes out it can't be sent to the graveyard or banished depending on the number.
I dig the negating zombie effects when called out that works. Just needs something
I use ShapeSister a lot in Duel Links within my Xsabre / Goyo Guardian deck.
She is a great emergency body to absorb a hit when you need, or turns your level 4s into Goyo 🥰
I actually used Apophis in some of my old decks. Mostly though just to get a body on the field so I could sack it off to summon something like Jinzo.
Idea for a top 10. There is a card that allows the opponent to bring out any extra deck monster ignoring their summoning conditions. You could list what would be the 10 most dangerous things your opponent could summon if you ever activate it.
Hop ear squadron. Best partner for embodiment of Apophis. Can let you make a lvl 6 synchro on your opponent's turn, especially if they try to mess with apophis while it's in the monster zone. Imagine the look on their face when their reaction to your apophis activation results in you getting a free extra deck summon.🤣
Im listening to some of your videos while i play through ygo wc 2006
1:40 Idea to make this card a retrain that takes lessons from later Trap Monsters:
_Embodiment of Divinity_
Continuous Trap
_Special Summon this card as an Effect Monster (Reptile/EARTH/Level 4/ATK 1600/DEF 1800). (This card is also still a Trap Card.) If summoned this way, you can add 1 Level 10 or higher monster to your hand from your deck, GY or Banishment. If Summoned this way, You can change this card’s type and attribute. If Summoned this way, this card can be treated as 3 Tributes for the Tribute Summon of an Level 10 or Higher monster, and also, If you Ritual Summon any number of Level 10 or higher Ritual Monster(s) with a card effect that requires use of monsters, this card can be used as the entire requirement._
THERE, now the card is designed to be the perfect tribute fodder for any number of “God Card” equivalents.
Honestly, just make it summon itself and multiple reptile tokens but keep the main phase thing. Then it'll be balanced with the other trap monsters and serve the same purpose without being free advantage.
Blind destruction players follow the “it’s not about winning it’s about sending a message” motto
Could this channel consider a "Top 10 Worst Lingering Effects" list, please?
Bro's script writing got snarky (I love it) 😂
Trap monsters are probably one of my favorite mechanics in the game despite knowing how bad they are. Aside from Paleozoics and maybe a few others, they are basically just a more complicated version of flip monsters, IMO.
Edit: I have seen the summon animation for Embodiment of Apophis in Duel Links many times since I used to play a trap monster deck with Odion's skill that burned the opponent for 200 every time you activate a trap card.
Lone Wolf wouldn't be so bad if Chusuke was Mouse Monk instead of Mouse Fighter. The cards could then target a "Monk" monster, which would lend itself to an archetype
Ah, I remember having Blind Destruction. I always wondered what the point of it even was.
The existence of Top Hat Hare the Silhouette Magician could arguably be enough to elevate any trap monster from this list simply due to the fact that it can fetch them directly from the deck and turn them into a Dust Tornado.
Astral barrier + spirit barrier used to wreak havoc on the playground.
Please make a “failed cards, etc.” video on Naturia! Also, how about a “top 10 cards NEVER restricted in any way, but were widely considered to be hit on a banlist” (ex. Dante)
(Also video #11 where duel logs doesnt read his comments)
But the latest Naturias were pretty solid.
@@fungmanheiI’m aware, but that doesnt change anything. Just because there’s “some” good naturia cards doesnt change that the majority of the archetype is bad, even unheard of by most players. Still worth a video on it for sure
@@siftheadsdude I think the criteria for failed cards is cards that either had no impact on the meta since release (barring one off cases that were more due to a broken generic card or rule shift and not due to the archetype itself), or who's own strategy goes against what it's trying to do/winning the game. If an archetype can or has held its own despite not being necessarily meta, it isn't really "Failed". The deck has to mechanically have a flaw that prevents the cards from being playable without excess support just to get to a similar game state to another more common deck, or a deck that is fundamentally flawed because by design it can't achieve a win condition. The Junk archetype doesn't have a failed cards for example cause the Junk cards are really good at building into the powerful Stardust Dragon cards, even though on their own they have very limited potential. THOUGH Leodrake is a terrible card....
@@MarioMastar the criteria itself is never stated by duel logs directly, id say it realistically covers any archetype or “large grouping of cards” that never got meta relevant play en masse. Naturias only exception is Naturia Runick which is, as literally stated in the name, a Runick deck w/ some Naturia stuff. Given the sheer amount of Naturia cards out there, I’d say it’s well worth a video. Especially since logs has done other vids on decks like ice barriers and red-eyes, which have cards that have seen widespread competitive play (Ice barriers even have legit play thanks to their new support)
@@siftheadsdude "Unheard of by most players"
*laughs in early Duel Links "Fire Kings vs Naturia" format*
Astral Barrier would function rather well on a Sanctuary in the Sky deck, since you can't lose LP while you still have Fairy Monsters. But yeah, it's a card slot that probably would be better used with another card and the fact that it's vulnerable to removal is also a factor (although using it as a "bluff" to force your oponent to waste a removal on it doesn't sound that bad, but definitely not optimal)
I wouldn't even guess that First Sarcophagus would end up being the top entry here, but it was so obvious if you know it's effect.
Blind destruction went kinda crazy during very very late into Farfa's LCS series.
RIP Harambe
He was otk by snake-eye fiendsmith 😢😢
The best level 2 Zombie Vanilla Monster is Clown Zombie, with 1350 Attack, so that’s something, but not enough.
I did enjoy the ad this time.
Astral barrier (makes the attack become direct attack) can be useful if you have cards that rely on direct attack on you.
Astral barrier with spirit barrier used to piss me off with my friend since I had no good cards lol.
Continuous traps may be slow, but they are also where some of the most oppressive floodgates come from
I think solomon authority could actually be detrimental to the aesir monsters because they can't be affected by anything while it's on the field, including your cards Also it only protects the one monster and you have to select it when you activate it
Whenever I see Blind Destruction, it reminds me of when Yugi activated Gandora's effect against Yami Bakura
0:00Idea for a support card for Continuous Spells/Traps:
_Magician of Continuation_ (EARTH)
Level 4
Spellcaster/Effect
_If you control a 1 or more face-up Continous Spells AND Traps each, you can Special Summon this card from your hand. This card gains 500 ATK/DEF, and you gain 500 LP, each time a Continuous Spell/Trap card or effect is activated. You can apply each of the following effects of “Magician of Continuation” once per turn._
_⚪️If a Face-up Continuous Spell you control leaves the field, you can activate 1 Continuous Trap from your hand or deck._
_⚪️If a Face-up Continuous Trap you control leaves the field, you can activate 1 Continuous Spell from your hand or deck._
ATK/1500 DEF/1500
You don't 'need' once per turn effects... just cap the maximum amount of whatever gained. Maybe?
@@paulct91
What if I made it so you payed in LP and decreased this card’s ATK/DEF to proc the effects? Get a loop going within the card itself?
Meh, I got some great use out of Embodiment of Apophis in Duel Links. I get the weakness, but I still like it. Then again, I didn't use it as a surprise wall most of the time, but as Rank 4 Xyz Material or Level 7 or 8 Synchro Material.
It definitely helps that it's a frequent drop from Odion and you can get them from the Card Trader in DL.
Can't wait for the random 'Lone Wolf'/'Monk Fighter' legacy support similar to Allure Queen. Although, personally I'd rather see Konami revive 'Clown Control'
23:52 would be interesting if they made a 'Spirit of the Pharaoh' support and incorporate Tri-Wight some how
Wake up Babe new tech list just dropped
I see two issues with the Phantom Hand entry....
1) Despite it being Infernity support, Kalin never played it... outside of video games that is.
and 2) It doesn't let you show your hand to your partner in Tag Duels, it lets you GIVE your hand to your partner, and they can in turn give the hand back to you.
This is somewhat more notable as if outside of that, if you wanted to have one of your cards ready for your partner to use on their turn (like, you drew Foolish but it's your partner that has the copy of the monster that needs to be foolished), you would have to set it and leave it susceptible to removal... not with Phantom Hand though, if your opponent doesn't negate it or destroy it during activation, you can safely hand that card to your opponent without issue (well, safer than any other method).
And they have to stop it when before/when trying to activate it... destroying it after banish but before the standby phase won't stop the card from coming back during said standby phase.
*Top 10 Best YuGiOh duelist of the roses Monsters*
Embodiment at least gives you fodder for various stuff back in the old days.
The Manga version of Shattered Axe low-key seems like it could be somewhat decent, I never saw that version of the card before
I remember using Astral barrier with Toronado wall as well lol
What's worse for Call of Darkness is there's a far better version of it that stops special summoning from the GY.
Royal Prison.
And even that one's worse than Necrovalley.
Top 10 Best Trap Monsters
The only time I’ve ever used cards like Embodiment of Apophis and Insect Queen is to get to 100 Summons with them to get the mats with them on
funnily enough, there IS a use for astral barrier, but it's not a very good one. Almost every hand trap that affects the battle phase only activates for a direct attack. You can then activate it, force your opponent to attack directly and then say activate battle fader to end the battle phase if they don't negate its effect. You can also use it for traps that deal damage upon taking direct attacks and other similar effects.
Damn i Surprised you didnt talk about infinite Light engine
6:30 It's the ONLY way to use that trap card unless you are planning to switch lifepoints.
8:19 I had to the odd player in high school to come up gimmicks like this.
You should do 'best trap card monsters' video
Embodiment of Apophis was the first trap monster, of course it wasn't super good. On a related note, Trap monsters overall are slightly broken when combined with Imperial Custom.
So wait, if you use Phantom hand, but then your opponent destroys it, do you get your cards back?
yes, because the effect of the cards returning to your hand does not start a chain
@@hatchhyjack But it's a continuous trap, those usually need to be face up to resolve.
So like the returning would need to linger I guess..
@@janisir4529 only when the effect needs to be activated first. a chain effect only occurs when an effect needs to be activated. in this particular case however, like i said before, the cards returning does not start a chain cause it is part of the initial effect of banishing your hand.
Oh hey, the funny ad ghosts are back.
I think Bottomless Shifting Sand is Des Lacooda's origin story.