Appreciate it haha & agree, I’m not against the breakdance at the moment I think in the future if things continue like this then the breakdancing will be beyond obnoxious
Although I love having interaction on the other player's turn, I really shouldn't be able to combo off on their turn when their plays have currently consisted of "Normal summon. Activate effect?" It's just obnoxious and ruins the flow of the game. Turn player should definitely be doing the majority of the play on their turn.
I don't hate the "our turn" issue you brought up. I think the game would be more fun if more decks played like that. What I dislike is that every card goes into other cards, so unless you know the match up, it's very hard to know when to stop things. What does that card do, it let's me search. What about that one, it let's me summon from deck. And that one? I can fusion summon using cards in my deck. Like bro what
A friend said this exact same thing while I was playing Centurion. I fisrt said Primer is going shopping, look, she's in the spell/trap zone, now in the moster zone, now in grave, now back into the spell trap zone, then he said "that's more like sh'es breakdancing LOL
There's nothing inherently wrong with decks that play on both turns. the problem is that they do it while simultaneously keeping you form being able to play the game.
Tear and Labrynth both gave me that notion that "turn zero" shenanigans were no longer an unusual occurrence. At some point "more interaction" becomes so optimized that it circles back to no interaction because you have so much of it that opponents often might not even be able to eventually start their first play lines. I was going back to watch Dragon Ruler format era duel videos and I'm mind blown by how we the community perceive them as invisible tier 0 threats. It was 11 years ago which is not THAT long but it's not even the same game, and Structure Decks of the last 4 years (even Charmers) could probably beat them before breakfast.
If you're not getting nibed as a lab player on your opponent's turn, then you're doing something wrong. The playing on the opponent's turn is actually really obnoxious. It'd be one thing if this happened on turn 3 if both players have a full board set up, but the fact that it happens turn 1 or even turn 2 when player 1 has a whole ass board and player 2 only has a normal summon on board is absolutely insane
Tear always felt like this to me. People say it was a fun and skillfull format but those people also happen to be tear mains. For any other deck the experience was hellish at best. I regret shelling money out for sprite at the time because not only was it powercrept a set later, but tear was mostly responsible for getting elf banned which nerfed sprite more than itself!
I’ll always hold to the opinion that tear is a deck from 2028 & while I think tear is cool and quality design, I don’t like how much better it was than everything else, that’s not how you run a game, spright was gonna be tier zero and then when people played tear they realized that wasn’t happening lol
That's probably the most annoying thing about modern Yugioh. Turns are long, bloated,and overtuned, and not only do you have to deal with it, but also have to deal with it on your own turn, even before you can *actually* do anything. And assuming you don't have the perfect hand? You have to sit through your opponent essentially having a second turn, *on your turn*.
For annoying as the stun variant is, this is why I liked Runick as a modern archetype. Its effects don't cascade into long convoluted lines of play. You take an action, I take an action to answer it. At some point, I might get to recycle some cards too. If I can't snipe the right interactions, I lose. Plenty of interaction and enough power to last against modern era, but without having to play an entire 10 minute turn on your turn.
I like lab. I just don’t like that it turns traps into quick play spells. Konami, if you want to make adult sky striker just do it, don’t disguise it as a trap deck
@@TheDuelingBeard Understandable. It's endlessly frustrating that the only way to play traps is to cheat them as quick play spells. Until the day comes where traps and spells can be set on a turn 0, we might be stuck with quick play traps. Well, we might see something like removal-punishing traps where the opponent popping them face down has an equally potent effect. Really lean into the idea that a trap should be a trap.
this could have been avoided but a few cases of critical game design mistakes have lead to where we are now. Combos that are too long and too consistent lead to them printing hand traps and better board breakers which then started a nuclear arms race between cards and the answers to those cards. This accelerated the game to a point where every card now has to win games on its own, on the first turn or turn 0, and at the same time has to able to play through every hand trap. Also decks need to be so consistent that people can make space for those answers. Hand traps in my opinion are the cause of so much of this, its like powercreep as a game mechanic thats celebrated because its kind of interactive. We cant go much further from here, there isnt a turn -1.
@@TheDuelingBeard Honestly the deck is still very good, but it gets so much hate from people. It's like "no Baronne, no Apo, no thank you." They just discarded Manna like an unwanted dog. But I love it. I'm still rocking it.
Its less that there's too much interaction and more that one interaction turns into 20. It feels like most decks become unbeatable without any interaction on turn 1 so at some point I hope that we can actually get a battle phase that matters and games that take more than 1 turn and link 4-5's and high synchro's/XYZ monsters that are harder to get out just because you need the materials to stick.
I think the root cause of this is in the combination of on-summon triggers and on-GY triggers and that these triggers were never ruled as being essentially Spell Speed 1, as well as monster that have a "trigger" that is linked to stuff happening in the main phase or just that you can shotgun any quick effect regardless of the game state. It's both the transition of cards being given an on-summon trigger and ones that are an "on sent to GY" trigger rather than an older style of requiring to be sent in a specific way (usually a form of destruction, though decks like Fire King and Yubel just destroy cards in the hand/deck anyway to get their triggers working). Also just priority rules letting you do anything since a lot of cards don't have specific triggers they ask for, or the trigger is so common like summoning a monster or activating an effect it might as well not exist. Lab is just one of the most egregious examples because all of their stuff is only required to be "has your opponent done ANYTHING turning priority over to you? Oh, then you can just use whatever effects you want." Lab is a deck where the going first player might have bricked, do absolutely nothing and immediately say, "End of main phase," Lab player says, "Hold on let me activate a bunch of effects."
the breakdancing is kind of baked in to the core design philosophy of the cards komoney is printing. Most modern decks breakdance because that's how komoney wants yugioh to be played now to give off the idea to spectators that non games don't happen anymore, of the type where one person has 0 interraction points and is just sitting there while the other player is playing solitaire to OTK you or handrip 5 cards out of you before its your turn. I recently got into invoked centur-ion (no king calamity lock) and that deck BREAK-dances on your opponents turn (our turn), to either summon a second omni negate to the field, or a board wipe, or make all your guys towers, banish and bounce a card a-la seals and crimson dragon busting the fattest move with the centur-ion monsters.
I like how interactive turn zero plays make the game tbh. a lot better than just turn 2 uninteractive blowout cards and a lot more interesting than a handtrap just saying no
So modern is like end of synchro and beginning of XYZ era to end of XYZ era then between pen era and toss format is post modern and now we are at the breakdancing era :D
As always you are onto something. However, in my opinon, the problem is not the speed of the cards (the breakdance effect you are referring to) but the selectivness of said speed. As an example, look at branded, all their Main Deck low leveled monsters have some kind of effect that could trigger and benefit you on either turn (more so with their quick effects like Fallen, or Cartesia). Now, compare them with other decks, even newer decks and you'll see the diference. If Konami wants a deck to be good they'll give them a lil speed boost. If all decks had quick effects or trigger in any turn phase the game would be more fair, as well as more degenerate but still more fair lol.
yea the probIem is every deck isn't Iike that i want every deck to be abIe to repIicate the tear mirror because it was fun sadIy tear may be the best deck IiteraIy ever
I mean... devil's advocate, but what else truly differentiates YuGiOh from the market? Being able to breakdance or combo! Otherwise YuGiOh would be closer to the competition, which I imagine is not what Konami wants. I agree that the execution can be done better, but the core IMO should remain intact. You SHOULD be able to combo, but combos should leave space for interaction.
Idk man, the only issue i see with this concept is it can completely powercreep every "older" deck out of the game but in theory this is what yugioh needs, we cant complain about handtraps, 20 non engine, unbreakable board and having 10 minute solitaire turns and full engine back and forth during either players turn at the same time. The game is too fast to not be one or the other. And I much prefer the latter ngl
You had a point with lab and maybe tier but then you started going off about air lifter and granguignol and i just went "is this guy just complaining about interaction now?"
Impulse and dusk dragon are lesser offenders but they’re symptoms of the same issue. Non sticky cards, cards that are constantly moving and you can’t pin them down
@@TheDuelingBeard that cool but i think the main issue is just complete combos on turn 0 like havnis and Lab cards. You do this alot in your videos where you start with a really good point then talk about cards with generally the same issue, but in a way that isnt problematic enough. In my opinion at least, it lessens the impact of your point when you start talking about near non issues, even if they are related
Seeing a snake eye make a mid-looking board, breakdance resolve flamberge reborn oak, oak reborn snash, snash search poplar, summon poplar, poplar search has got to be one of the most demoralising and irritating things ever. Full combo and plus 5 during *my own turn* meaning that if i dont kill you now i just lose on the spot? Fun 👏
I only play masterduel but I feel you at 4:55. Ive been pushing for master 1 this month and man is it stressful trying to play this game while the clock is telling you to hurry up. Example i played against a branded players who WOULD NOT DIE. I was running low on time so i destroyed some of his stuff and tried to push for game but somehow he got a body blocker and ended MY TURN from having 1 card to like 3 somehow This game stresses me out sometimes 😅
It’s not your turn, it’s our turn.
Communist Yugioh comrade
It's The turn. No more owner ship of turns@@TheDuelingBeard
Breakdance is still better then floodgate me out of the game. Cool term btw
Appreciate it haha & agree, I’m not against the breakdance at the moment I think in the future if things continue like this then the breakdancing will be beyond obnoxious
Although I love having interaction on the other player's turn, I really shouldn't be able to combo off on their turn when their plays have currently consisted of "Normal summon. Activate effect?" It's just obnoxious and ruins the flow of the game. Turn player should definitely be doing the majority of the play on their turn.
This is why I play my Ninjas, Reptilianne Ogdoadic.
Exactly, like bro I haven’t done anything yet, chill
I recently started learning pure unchained. Ngl I think it's really one of the more balanced decks.
I get what you're saying, but now me and Ponix will be Break-Dancing on fools until the end of time.
Yugioh now feels like a tire that's been patched so many times that you know he's going to collapse at any moment.
I don't hate the "our turn" issue you brought up. I think the game would be more fun if more decks played like that. What I dislike is that every card goes into other cards, so unless you know the match up, it's very hard to know when to stop things.
What does that card do, it let's me search.
What about that one, it let's me summon from deck.
And that one? I can fusion summon using cards in my deck.
Like bro what
That’s a good point, I talked about this previously, it feels like if you let one effect through you’ll die that turn
A friend said this exact same thing while I was playing Centurion. I fisrt said Primer is going shopping, look, she's in the spell/trap zone, now in the moster zone, now in grave, now back into the spell trap zone, then he said "that's more like sh'es breakdancing LOL
Duuuude glad others noticed too, that’s not a Yugioh card, that’s a RC car
There's nothing inherently wrong with decks that play on both turns. the problem is that they do it while simultaneously keeping you form being able to play the game.
Tear and Labrynth both gave me that notion that "turn zero" shenanigans were no longer an unusual occurrence. At some point "more interaction" becomes so optimized that it circles back to no interaction because you have so much of it that opponents often might not even be able to eventually start their first play lines. I was going back to watch Dragon Ruler format era duel videos and I'm mind blown by how we the community perceive them as invisible tier 0 threats. It was 11 years ago which is not THAT long but it's not even the same game, and Structure Decks of the last 4 years (even Charmers) could probably beat them before breakfast.
Rulers down bad 😂 but yea I agree
I hear you but i love lab for that reason. playing against it really feels like fighting a labrynth
That’s a good point, didn’t even think of that, they feel like ninjas to me or how ninjas should play
@@TheDuelingBeard youre right, Ninjas should play like that
If you're not getting nibed as a lab player on your opponent's turn, then you're doing something wrong.
The playing on the opponent's turn is actually really obnoxious. It'd be one thing if this happened on turn 3 if both players have a full board set up, but the fact that it happens turn 1 or even turn 2 when player 1 has a whole ass board and player 2 only has a normal summon on board is absolutely insane
Couldn’t agree more, they gave up on balancing the game and basically have devolved the game to a fighting game. No turns just go off king 😂
@@TheDuelingBeard that wouldn't be such a bad thing if both players could do things, but some decks are just flat out playing a different game.
@@afoninja121yeah, be more fair if every deck could play on each other’s turn.
Tear always felt like this to me. People say it was a fun and skillfull format but those people also happen to be tear mains. For any other deck the experience was hellish at best. I regret shelling money out for sprite at the time because not only was it powercrept a set later, but tear was mostly responsible for getting elf banned which nerfed sprite more than itself!
I’ll always hold to the opinion that tear is a deck from 2028
& while I think tear is cool and quality design, I don’t like how much better it was than everything else, that’s not how you run a game, spright was gonna be tier zero and then when people played tear they realized that wasn’t happening lol
More examples why traptrix is just peak
A true trap deck a true interactive deck 👌
@@detective_0267 I know which ash blossom you be using
I'd 've called it the funeral wake era lol
Psychologist: "Ray Gunn of the Silver Castle is not real, she can't hurt you."
Ray Gun of the Silver Castle
😂😂
Legit laughed out loud
@@TheDuelingBeard glad that I made you laugh, bro
Bro super based video I was here for the break dancing era 😂
That's probably the most annoying thing about modern Yugioh. Turns are long, bloated,and overtuned, and not only do you have to deal with it, but also have to deal with it on your own turn, even before you can *actually* do anything. And assuming you don't have the perfect hand? You have to sit through your opponent essentially having a second turn, *on your turn*.
Duuuuude exactly. You know how many times I’ve heard the phrase “oh wait it’s your turn?” 😂
you can do the same thing to them
For annoying as the stun variant is, this is why I liked Runick as a modern archetype. Its effects don't cascade into long convoluted lines of play. You take an action, I take an action to answer it. At some point, I might get to recycle some cards too. If I can't snipe the right interactions, I lose. Plenty of interaction and enough power to last against modern era, but without having to play an entire 10 minute turn on your turn.
I like lab. I just don’t like that it turns traps into quick play spells. Konami, if you want to make adult sky striker just do it, don’t disguise it as a trap deck
@@TheDuelingBeard Understandable. It's endlessly frustrating that the only way to play traps is to cheat them as quick play spells. Until the day comes where traps and spells can be set on a turn 0, we might be stuck with quick play traps.
Well, we might see something like removal-punishing traps where the opponent popping them face down has an equally potent effect. Really lean into the idea that a trap should be a trap.
this could have been avoided but a few cases of critical game design mistakes have lead to where we are now. Combos that are too long and too consistent lead to them printing hand traps and better board breakers which then started a nuclear arms race between cards and the answers to those cards. This accelerated the game to a point where every card now has to win games on its own, on the first turn or turn 0, and at the same time has to able to play through every hand trap. Also decks need to be so consistent that people can make space for those answers. Hand traps in my opinion are the cause of so much of this, its like powercreep as a game mechanic thats celebrated because its kind of interactive. We cant go much further from here, there isnt a turn -1.
I feel so stone aged. Here I am still playing 2D chest with my Mannadium copium.
Mannadium has somehow become based after the bans of the degen generic ED monsters
@@TheDuelingBeard Honestly the deck is still very good, but it gets so much hate from people. It's like "no Baronne, no Apo, no thank you." They just discarded Manna like an unwanted dog. But I love it. I'm still rocking it.
Hell yeah energy blades
Its less that there's too much interaction and more that one interaction turns into 20. It feels like most decks become unbeatable without any interaction on turn 1 so at some point I hope that we can actually get a battle phase that matters and games that take more than 1 turn and link 4-5's and high synchro's/XYZ monsters that are harder to get out just because you need the materials to stick.
I think the root cause of this is in the combination of on-summon triggers and on-GY triggers and that these triggers were never ruled as being essentially Spell Speed 1, as well as monster that have a "trigger" that is linked to stuff happening in the main phase or just that you can shotgun any quick effect regardless of the game state. It's both the transition of cards being given an on-summon trigger and ones that are an "on sent to GY" trigger rather than an older style of requiring to be sent in a specific way (usually a form of destruction, though decks like Fire King and Yubel just destroy cards in the hand/deck anyway to get their triggers working).
Also just priority rules letting you do anything since a lot of cards don't have specific triggers they ask for, or the trigger is so common like summoning a monster or activating an effect it might as well not exist. Lab is just one of the most egregious examples because all of their stuff is only required to be "has your opponent done ANYTHING turning priority over to you? Oh, then you can just use whatever effects you want." Lab is a deck where the going first player might have bricked, do absolutely nothing and immediately say, "End of main phase," Lab player says, "Hold on let me activate a bunch of effects."
Hundred percent, it’s why we have crazy chain links going to 5+
ngl this is my favorite bullshit in the modern game, I love a deck that can combo on turn 0.
I’m not against it I just don’t like getting full comboed
the breakdancing is kind of baked in to the core design philosophy of the cards komoney is printing. Most modern decks breakdance because that's how komoney wants yugioh to be played now to give off the idea to spectators that non games don't happen anymore, of the type where one person has 0 interraction points and is just sitting there while the other player is playing solitaire to OTK you or handrip 5 cards out of you before its your turn.
I recently got into invoked centur-ion (no king calamity lock) and that deck BREAK-dances on your opponents turn (our turn), to either summon a second omni negate to the field, or a board wipe, or make all your guys towers, banish and bounce a card a-la seals and crimson dragon busting the fattest move with the centur-ion monsters.
Thats a good point, literally they made them “face up traps” in the spell trap zone just for this reason lol
@@TheDuelingBeard its safe to say the breakdancing will be here to stay.
I like how interactive turn zero plays make the game tbh. a lot better than just turn 2 uninteractive blowout cards and a lot more interesting than a handtrap just saying no
So modern is like end of synchro and beginning of XYZ era to end of XYZ era then between pen era and toss format is post modern and now we are at the breakdancing era :D
There’s no other term for it 😂
As always you are onto something. However, in my opinon, the problem is not the speed of the cards (the breakdance effect you are referring to) but the selectivness of said speed. As an example, look at branded, all their Main Deck low leveled monsters have some kind of effect that could trigger and benefit you on either turn (more so with their quick effects like Fallen, or Cartesia).
Now, compare them with other decks, even newer decks and you'll see the diference. If Konami wants a deck to be good they'll give them a lil speed boost. If all decks had quick effects or trigger in any turn phase the game would be more fair, as well as more degenerate but still more fair lol.
Yea that’s a fair point, Konami will make a deck good if they want it to be good
yea the probIem is every deck isn't Iike that i want every deck to be abIe to repIicate the tear mirror because it was fun sadIy tear may be the best deck IiteraIy ever
I mean... devil's advocate, but what else truly differentiates YuGiOh from the market? Being able to breakdance or combo! Otherwise YuGiOh would be closer to the competition, which I imagine is not what Konami wants. I agree that the execution can be done better, but the core IMO should remain intact. You SHOULD be able to combo, but combos should leave space for interaction.
That’s fair, like I said not against it, just an observation that was interesting
Idk man, the only issue i see with this concept is it can completely powercreep every "older" deck out of the game but in theory this is what yugioh needs, we cant complain about handtraps, 20 non engine, unbreakable board and having 10 minute solitaire turns and full engine back and forth during either players turn at the same time. The game is too fast to not be one or the other. And I much prefer the latter ngl
I can only think on Ritual Beast
RB is based
Ritual beast is shifter protos turbo what is based about it
What is semi forbidden in your FK list
You can play 1 copy of 1 card from the semi-forbidden list in your deck if you have no limited or semi-limited cards in your deck.
You had a point with lab and maybe tier but then you started going off about air lifter and granguignol and i just went "is this guy just complaining about interaction now?"
Impulse and dusk dragon are lesser offenders but they’re symptoms of the same issue. Non sticky cards, cards that are constantly moving and you can’t pin them down
@@TheDuelingBeard that cool but i think the main issue is just complete combos on turn 0 like havnis and Lab cards. You do this alot in your videos where you start with a really good point then talk about cards with generally the same issue, but in a way that isnt problematic enough. In my opinion at least, it lessens the impact of your point when you start talking about near non issues, even if they are related
Labrynth isn't that big of a issue
No but I didn’t say it was, I was just saying the play style is a bit obnoxious
Seeing a snake eye make a mid-looking board, breakdance resolve flamberge reborn oak, oak reborn snash, snash search poplar, summon poplar, poplar search has got to be one of the most demoralising and irritating things ever. Full combo and plus 5 during *my own turn* meaning that if i dont kill you now i just lose on the spot? Fun 👏
Yea they plus a couple on their turn and then plus 10 on your turn 😂
bro floodgates is what makes yugioh fun stop whinning xD
My comments section ladies and gentlemen..
😂
Yea fuck Lab.
That's all my brain understood.
😂 we’re speaking the same language
Yeah fuck pedo Trix labrynth is coolest trap deck ever
I only play masterduel but I feel you at 4:55. Ive been pushing for master 1 this month and man is it stressful trying to play this game while the clock is telling you to hurry up.
Example i played against a branded players who WOULD NOT DIE. I was running low on time so i destroyed some of his stuff and tried to push for game but somehow he got a body blocker and ended MY TURN from having 1 card to like 3 somehow
This game stresses me out sometimes 😅