Reasons why modern yugioh sucks for me... 1. The Power level of the game and gameplay - Modern yugioh is fundamentally a very bad, unhealthy, unfun card game due to all of the absurd power creep. So many decks both on the competitive and casual level engage often times in unfun play styles from FTK's to endless negates/handtraps to hand loops to stun. And this is a result of your average deck being way too overpowered in general. Combo decks with 1 card starters and room for 15 handtraps should not exist in this game. Consistent FTKs should not exist in this game. Decks that just flip floodgates nonstop should not exist in this game. Engines like runick or purrely that let you draw like 2 or more cards every goddam turn should not exist in this game. Just about every deck and their mother can otk you easily in one turn which makes duels boring, too fast, and too short and necessitates the unfun strategies I just listed. Going second can be overpowered at times too as there are board breakers that can just win you the duel by themselves like evenly matched for instance. Many decks nowadays are running close to half if not half they're decks with hand traps which is also miserable to play against since you just can't play at all if you get hand trapped two or more times usually. 2. Most decks feel the same and lack diversity - Most decks pretty much always play the same boring overpowered/unfair extra deck monsters or hand traps a million times over or engage in either the same or a slighty different variation of the same unfair strategies that I mentioned in the first point. It makes yugioh overall a very boring game with hardly anything unique to it. 3. The ban lists suck ass - Every banlist I have seen since I came back to the game varies from mediocre at best to outright dogshit at worst. The ban lists never do enough to balance the game or reign in the power levels. Because rather than using the list to make the game fun and healthy, konami uses it to sell new cards even if those cards existing makes the game awful which it often does. 4. The game is too damn expensive - This should be self-explanatory. Rarely is there a time when this game isn't expensive. Especially if you want to play at the highest competitive level. 5. Competitive yugioh is bad and not worth the effort to get into it - Between the amount of money it takes to play (And not just the price of cards and accessories but also the price to travel where the ycs/regional is which depending on where you live and where it is can be extremely costly.), unfun/unhealthy gameplay, awful prizing if you do manage to win in the first place, and konami deciding whenever they feel like it to kill your deck on a banlist and destroy the value of it.....competitive yugioh just isn't worth it and feels like a massive scam. It makes far more sense to just play casually. 6. Konami - I don't think there is anyone on this planet that is worse at running a card game then konami is. They are terrible in every way possible. The fact that they continue to make broken and unfair cards that make the game worse instead of balancing the game and reigning in the power levels for a change, the fact that they clearly have a massive bias in favor of the ocg over tcg which is why the ocg gets treated so much better, their reprehensible greed, and so forth.
Dude most of the stuff of the stuff you talk about had happen in older yugioh for example chaos otk in goat format, also look at formats like dad format and other formats like wind-up format and don't get me started on the awful ban lists of the past with cards like royal oppression and a lot of other unfun cards being legal for way too long
I will never understand why us yugioh players always complain about how modern yugioh is unfun and how decks feel the same and how there too many otks when older yugioh was the same way
@@holstonmatt Because you are lying. While there were badly made cards, decks, and formats in DM and GX era yugioh, they were no where near as bad or toxic as modern era stuff today. For every FTK, consistent OTK, or stun strategy you could point out in the duel monsters era there are drastically more of them that are legal in modern yugioh. That objectively makes modern yugioh far worse. And at least the problems in DM yugioh could be defended by the fact that it was the early years of yugioh and konami was still trying to figure out the game and what good card design looked like. They ultimately made one of the best if not the best formats in yugioh's history by the name of the goat format after much trial and error. They don't have that excuse today. They clearly know now what makes the game good and what players like but they still deliberately continue to make the game worse for all the reasons I previously mentioned.
@@lightning2279 goat format sucks you had all of these sacky one ofs and annoying chaos decks that can otk you out of nowhere if you are going to try defend older yugioh maybe point to a actual good format like edison(the only good older yugioh format other than 2015 yugioh)
@@holstonmatt Glad to know you have no idea what you are talking about and never even played goat format before. There are many other decks you can play besides just chaos strategies. It's objectively better than any modern era format. Many older formats are better than modern yugioh tho not just goat. Even people that like modern yugioh know it sucks and complain about it almost all the time.
the main issue is lack of format planning. standard usually is a middle power format and there's a vintage type one which can broken cause its a side format that poeple are not forced into to play at events. yugioh has the vintage format as the standard.
the game is pretty solid now but there's obviously things that don't work. it's hard on the new players but for an Yu-Gi-Oh enjoyer it's really fun to play the meta. you rarely brick and if you now what you are doing you have a response to the opponent. the game is way more interactive nowadays
I've been playing this game for 20 years, and i hate how tunnelvisioned the game is now. I remember when i used to have fun actually PLAYING the game instead of watching someone go full combo for 60 billion years while im stuck sitting there, not even on my first turn yet. I pity anyone who tries to start playing this game the way it is now, because it is absolutely NOT beginner friendly anymore.
@@daviddraws2534anything past synchro I never really tried to learn lmao I feel like a caveman I still win sometimes with my mask deck but some of the new shit seems so OD to me idk
I tried learning Yu-Gi-Oh using Master Duel as my younger brother is really into it and keeps trying to make conversation about it. I got through a lot of the solo stuff to learn the mechanics and was enjoying a fair bit of it. I built a Tenyi deck (lots of simple special summons and easy to learn/combo) and took it to the rookie leagues; this has been a miserable experience and I now hate the game with a burning passion after just a handful of actual duels. I won a match where my opponent just set a monster and spell card before conceding. I then played against Galaxy Eyes Photon Dragon: they played Maxx C straight away and then comboed into hitting me for 13k damage on the first turn they could attack. My next opponent was an exosister deck so I patiently sat through about 20 of their special and XYZ summons before I got a go, then they also played Maxx C and ruined my entire gameplan before I even got to do anything. I did get my walls out in a match eventually and had a tenyi monster that can negate an incoming attack and destroy the attacking monster ready to surprise them... but my negate got negated so I lost. I think I'll go back to the Pokemon TCG because I want to play a game that actually allows me to play and have more than at most 2 turns to a match.
That's unfortunate to hear. Sadly, the tutorials and solo gates in master duel really don't show how the game is played at all. My favorite example with card games and yugioh is that most of them are like platform fighters that you have way more space for mistakes and is more os a grind to take a win, while yugioh is a typical figthing game that you get comboed to oblivion unless you're more experienced and combo them instead with almost no space for mistakes. While both are fun to play, yugioh is way more difficult to enter as a new player because you're most likely to just lose simply for your first games since you got less experience.
@@ultra-vn9id Appreciate your perspective and I guess we're looking for different things from the game; I want to have some fun with decks, cards and mechanics I like rather than be uber competitive. If I get only one turn to play (a lot of which will get negated or interrupted) each game before getting obliterated by someone's combo then it seems that my mistake was made by not having a third of my deck be hand traps or by not drawing the right cards during my setup. I see it like releasing a fighting game where only three characters in a huge roster are viable, and I doubt anyone would consider that a good (or at least well-balanced) fighting game. I don't expect to win against a better deck, but I want to at least be able to play against them. I also don't want to be forced to have to get every disruptive staple to compete nor am I a sadistic bastard that wants to lock out my opponent in such a way.
The big thing you have to understand is you're fighting against people who are trying to be competive and probably understand the game better than you do. In a more casual environment with friends explaining what is good to do or what to do you'd probably be able to enjoy the game more. As someone who plays mainly non meta decks and still does relatively well in master duel, including galaxy eyes photon. I'll tell you its probably also you're not very good at the game. @@Umbreon-ln7fe
@@Umbreon-ln7fe Yeah, I had this exact kind of experience 7 months ago when my friend introduced me to Yugioh. I just watched him do a bunch of combos, summon 3 synchro monsters, and that was it. But honestly, the game gets quite decent after a while. Also, I don't think Tenyi is a bad deck, especially Its swordsoul variation compared to stuff like exosister and galaxy dragon(I've met a lot of swordsoul tenyi players but rarely see the other 2)
Yugioh games these days only last 1 or 2 turns, either whomever goes first summons an invincible army or he gets countered and ragequits, it's not fun to play nor to watch.
@@streetgamer3452nope they’re correct. there is a new meta like every single time konami releases a new archetype and it makes every other deck useless once someone finds a way to make it powerful
@@Jokerman595that's just not true. Besides the fact that they have to make every new archtype playable in order to make money, the meta usually consists of a few new strategies and old ones that people are still experimenting with today. If what you 're saying is true then there shouldn't be Exodia decks winning YCSs or that one time Blue eyes won worlds.
Fun fact: Most "Control" decks actually don't fit the definition of a control deck, which is to say a deck based on denying opponents resources and winning in a grindgame. Most "Control" decks actually are Stun decks, playing floodgates and locking the opponent out of taking entire game actions rather than denying resources. It's gotten that bad
What Yugioh calls control decks mtg would call prison decks. The difference is that in most magic formats you need to work for your lockout condition and aren't likely to just do it turn 1.
XDD dude sounds like you suffer against brick eyes blue dragon with the chaos max XD funny thing is one of the worst deck, i left to play in 2011 and just recently come back, and i win a no official tournament for return player on local with gravekeepers and i play against kashtiras and tearlaments, i just buy som traphands, and new supports, some xyz, also u can play edison format (yugi pre xyz just syncrhos) and goat (clasasic yugi rules and card untill 2006 have aloot of pupularity), there are another formats like speed duels or just play without format and use solem opresion, sixth sense are aloot but aloot of old card just brake the meta, even my rouge gravekeeper deck, no special summon, no banish, no graveyard, and if u use a card like royal tribute aloot of meta deck will just surrunder, but if u thing u can just undust ur old deck, The saturday i lost 1 duel against trapdeck, with magic cilinders XDDD it was so funny couse i was using my meta deck instead gravekeeper, and i lost against a old trap deck XDD, are rouge deck they are strong, like old banish deck with macrocosmo and great maju of erza, but yes you need traphands, without that u are just a open target even for OTK like utopia deck, its one of the easy disrupt combos, traphands like ash, dimension shifter(this one do all cards will send to the GY banish instead a pretty good support for maju deck ), nibiru, lava golem, ra sphere mode, just play rouge decks are aloot and are good, even zombies are good, maybe no meta for win a tournament but still good@sheeplehunter505
@sheeplehunter505 also a meta deck for modern terms are the deck can disrupt play even with disrupt, if just one ashe, or any traphands stop your deck, its not meta
What's crazy is that I've noticed them doing this over 5 years ago when I stopped playing and it's still going on. They really don't respect their fans.
Well this is only keeps going because the "fans" still buy into and only like to yap. If one dosen't respect onself then it's no wonder Konami has been playing these dudes for years. I've never seen the Yugioh community band together to change anything for this game. They let Konami be lazy with their yugioh video games as they been selling the same game for years and calling it a new one (Aka duel generations)and though there may be a lot of complaning nothing has ever been actually done to cause a change within card game itself too.
They never did Yu gi ho was created as a Fictional magic the gatherig Got powpular by cool factor So it got rules and standards (by most present rules Yugi chets EVERY encounter because Black magician is "do watever i want) The rest is the author giving the right and then daying, then history A company that earns millions by creating power creep will never change their nature The way old cary resourge by exploiting new mechanics show how they dont care or have lost track of how all card can play togheter
Konami seems to be naming its new archetypes like pharmaceutical companies name new drugs. I really despise the naming schemes and aesthetics of modern yugioh designs. Bysteel sucks as a name, tearlamnt sucks as a name, kashtira sucks as a name. I don't want a pill bottle of kashtira served to me by my doctor
Full agree, alot of these newer archetype designs and how they play, they just feel so soulless Think imma remember Tearlaments or Sky Strikers as anything but these generic looking cards that don't look like Yugioh monsters
Well put, I had very similar, if not exact thoughts about the game. The game became too saturated and I don't believe it's sustainable like this (which is the reason why Rush Duels even exist). I felt very bad when Benten got hit because of Drytrons. I honestly play Cyber Angels and this is what they did.
I think that one of the main problems is cards having too many effects, like a monster can have a summoned effect, on field effect and sent to the GY effect all at once. Also I did not see Trains in your architype tier list.
This is why after 7 years of playing advanced format competitively, I shifted to only playing goat and Edison format, aka an actual interactive and fun card game.
You know the game is fucked when half of every deck are just cards to stop your opponent from playing Then game is fcked when you care more about stop your opponent from having fun rather than focus on you having fun
@@streetgamer3452 COMPETITIVE GAMES ARE SUPPOSED TO LET U PLAY THE GAME WITH A FAIR CHANCE LMFAOAOAOAOOAOAOAOAOOOOOOOOOOOOOOOOOOOO U HAVE NO IDEA WHAT UR TALKING ABOUT THERE IS NO SUCH THING AS LUCK IN A COMPETITIVE GAME. THERE IS NO POWER CREEP IN A COMPETITIVE GAME. LMFAAAAAAAOOOOOOOOOOOO U ARE DENYING OBJECTIVE REALITY HHAHAHAHAHAHHAHAHA HAHAHAHAHAHHAHAHA HAHAHAHAHAHHAHAHAHAHAHAHHAAAA 😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂
The real problem is you can do too much with little to no penalty. People on first turns are getting full boards. It's stupid. That's why games liek magic have resources pools. So you can't just do whatever you want.
u just dont understand yugi, for yugi monster are the resource for expample against rescue ace, ash to the hydrant and impermanence against the big, and gg, anf if u goinf frist just make sure y have a barone and some impermance for nagate, against purrely just one ashe to the purple one or ona troll and is gg for that deck, or have one shifter all card instead go to the GY are banish and aloot of deck will do nothing
@jorgecarvajal5385 No I overstand it and it sucks. Hand traps ruined the game but were needed to stop people from going full boards in one turn and the game became mostly rng. It's stupid.
as i say, clearly u dont understand modern yugi, i like it even when i feel frustrated just change some thing for make a better strategy, but hey do u know are 2 other formats its call edison format its a format untill 2011 for the tournament of the same name and goat, or yugiclassic card release till 2006, they are not official but alot of locals have people who like and minitournamets on locas, and even in official tournaments are always some tables for that 2 formats, not for the championship but have prizes @@willywonka00
@@jorgecarvajal5385 He said nothing about resources. What are you talking about? The issue with yugioh is that there is no punishment for overextending. More summons = more interruptions. So the crazier you go on your first turn the safer you are.
Wait until you find out that, unfortunately, vanilla monsters will be powercrept out of any card game eventually. Its unfortunate, but its ehat happens when you exist for 25 years
Normal monsters had already been filtered out of most decks by 2004, if anything they're more usable now than ever before due to the fact that decks like Suship are built around them, and they aren't just blue-eyes white dragon being used in a draw engine to FTK using exodia. Even the combo deck that has one multiple high level European championship events often starts by summoning a normal monster, yes, that sunseed genius loci
This video perfectly voices my gripes with modern Yu-gi-oh. If you don’t draw the one card you need turn 1, then you can’t play and just instantly lose. There’s no back and forth with your opponent and it’s always a one-sided curb stomp.
Pretty much. I quit playing when links came out. I was dueling online and someone made a deck that would insta win the first turn by literally denying you the ability to play any card AT ALL. If they went first, get bent. They'd cancel your turn and attack you. So I remade that deck, altered a few cards to make it more consistent, and proceeded to curb stomp people online. I quit because I was floored with how the hell it was even possible. They somehow made the game just completely unplayable in a single generation of the game. There's no coming back from that without rebooting the fuckin game
Unchained, the current best deck, making 3 interruptions in their endboards: Yeah, you don't see the back & forth because your deck sucks. Pick up real decks and you will see the back & forth aspect of the game more
That's why before I quit YGO I played GX Duel Academy the most. There were some Special Summons, there were some negations, but the whole game wasn't overtaken by them.
Yugioh has had over a decade to fix the problems and chose not to. I'll always enjoy nostalgia bait products, but I could never play again after Zoo format.
Agree with your whole video. The negating is out of control. The Operah Meme is really relevant: "You get negated! you get negated! Everyone gets negated!". I play locals casually because the game is completely fucked for all the reasons you listed. Being vocally against hand traps on Reddit gets you downvoted into oblivion, part of the problems is many players are toxic and campaign against any change in the game.
Lmao I got really mad playing MD so I posted a rant on reddit saying how the game isn't skill based due to this problem Lets just say I hurt a few peepees...
@@rayquazapasta6272 it hurts that you are moaning about the state of yugioh. What do you do if your car is broken and no one wants to fix it? Thats right! Buy a New one. You dont cry about the days when your car worked or try to fix it yourself. Do the same with yugioh. Please. There is still a playerbase that enjoys the game and its Evolution over the years. Dont ruin it for us. Just try and play it or leave. Its just pathetic crying about things and how they used to be. 👎
@@koro9553Uhm, how about instead, being part of the fanbase, and being a customer, i get to have at least a say in the matter? I mean, asking for a better product doesn't necessarily means hating it, i love yugioh, but i can't stand the direction it's taken due to the fact that a game where you just don't let your opponent play isn't funny at all since the whole game thing is based on an interaction between you and someone else. The whole "you just have to buy a new thing" is a braindead opinion since it just means that what you're searching is something to consume, instead of enjoying it, which is the total opposite of playing a game
@@sambreaker2978 oof, your Logic is so non existent.🤣"I pay for it therefore I am allowed to complain" there are 2 issues. 1. If you love Yugioh, why complain about it? I really dont get it you went in the comment section to tell me that you dont enjoy the game 🤦♂️. 2. If you dont like the direction then why do you buy anything? You literally give them the input they need to Continue with their way. (That one that you dont like)😑. If you dont like the direction of the game then go into their Support. They are really kind and also explain a lot of things you obviously dont know about. Like the reason for the Powercap. If you Look at a game like magic. The cards are not that broken and also they dont let you play some cards at some of their tournaments to ensure that you keep buying them. I can promise you that you dont want to have this in YGO. Also who said anything about buy the newest stuff? You dont even got the metaphor right. It was meant that you should move on except of complaining and moaning. 🤦♂️you got a say. But I really wish you just keep your mouth shut. The game is great in my opinion and if you have another opinion then great. But then act like it and dont try to change the current game or annoy the players. Just move on to another game that fits you more. I dont play games if I dont like their development. The game will not change and I apreciate it. Because old school Yugioh SUCKS. And everyone that enjoys old Format more than modern Format is just to dumb for modern Yugioh ✌️
Came across this video and it encapsulates a lot of what I have issues with in terms of gameplay in Yugioh. If we where to expand on how to fix the game I would force Konami to completely restructure how they do their set design and force them to do more battle pack/ Limited environment Yugioh. There is a lot of skill expression with playing with limited resources and I’d think that would have a good effect when learning how each deck archetype works in a more simplified game state.
I think it funny that the "deck getting plenty of support" mostly because I do Infernoble, a side archetype of the Noble Knights. And Noble Knight is the prime example of a deck getting a ton of support yet somehow still end up "flopping." Where as somewhat recently Infernoble got a bit of new toys that ended up helping them a bit. Probably still gonna fall to powercreep later but seeing some limelight is nice.
I recently got pulled into YGO because a friend of mine was starved for a challenge (I have been in a similar position, so I figured I'd give it a try after he bought me Legacy of the Duelists: Link Evolution), and I absolutely hate the "meta" level of play. Every meta-competitive deck is designed entirely around preventing the opponent from doing anything on their first turn, and then killing them before they get a second. It's for this reason that we (me, my friend, and my brother who got caught in the crossfire) came up with an honor-system for how we play. 1: When we build a deck, we try to adhere as much to a Central archetype, or Two Central Archetypes that synergize together. 2: Generic Cards are allowed if they compliment the Central Archetype, or if the Archetype doesn't have enough cards to fill out an entire 40-card deck. 3: Negation is allowed, but only if it comes from a card within the Central Archetype. Otherwise, we don't put it in our decks. 4: No cards are considered Banned unless it completely removes an Archetype's counterplay, or otherwise makes a deck too difficult to deal with unless an unreasonable amount of resources are expended to do so (examples include: my brother's Amazoness Onslaught, and my friend's Time Thief Redoer are examples). 5: No one makes a Pendulum Deck (not because Pendulums are overpowered, but because they're are annoying). We don't really play much anymore, but when we did, this at least let most Duels last longer than a few rounds, every deck and even the more powerful Archetypes we used still had counterplay. The duels we've had were quite enjoyable, even on the losing side, because it was almost always a game of whose gimmick could get up to speed faster than the other, rather than throwing out a bunch of arbitrary roadblocks to prevent the opponent from getting past the starting line.
one main thing i noticed is that the modern day powercreep is to simply... remove costs. like the new labyrinth deck does shit my rogue decks do in terms of search, but i gotta spend 2 cards for cost while they can just flip a trap during the standby phase and immediately pull the strongest monster from their deck
One of the biggest problems is how many cards let you search for no additional cost. What makes a good archetype? Being able to search your best cards. Modern archetypes are designed assuming you will search your deck for a specific card you need to make further plays.You get to see your boss monster basically every game, but it reduces the deck to how good that boss monster is.
It can become a disadvantage in Droll formats. Some decks are designed to never search multiple cards and instead rely on having multiple different pieces to do their thing, or have another way to get to their cards.
@@SoftwareNeos I like using my Code Talkers deck in MD for basically the same reason. I can search for some cards, yeah, but only if I use specific monsters to perform Link Summons. Otherwise, I can't search for anything. I have to play to the central gimmick of a Code Talker Turbo deck to be able to search for anything.
A solution I have is to force turn timers to restrict both players to having 1 minute and thirty seconds to play each individual turn, no more time allowed to combo or play additional cards
I played Compettive from 2017-2021, and looking back, I think 2017 was the year the game entered a point of no return. Because of decks like Zoo, True King/Draco Varients, Dinos, cards like Ash and the new Link Monsters, and just general power creep; We went through over 5 Tier 0 or FTK infested formats from 2017-2021, and the game became “Can you obtain the out? No? Then you can’t play the game.”
Yu-Gi-Oh! TCG and anime needs a reboot. I love Yu-Gi-Oh! but jfc it's real complicated and non-interactive (insert more adjectives here.) Yu-Gi-Oh! TCG used to be more fun when it lasted more than 4 turns and even though you wiped your opponent's board out, they could still turn the tables. It needs to be rebuilt from the ground up, imo.
If you go second with no hand traps u basically lose regardless if the opponent plays ftk or not. That's the least problematic thing discussed in the video
@@dyyler1170I don't really get what your point is. Of course a card game are going to be atleast 50% luck based. When people point out that handtraps and board breakers can deal with that they mean putting them in your deck gives you A CHANCE at winning, just like playing any other cards.
I dropped YuGiOh because it became less interactive. You didn't draw teh out? You're screwed. I was done with it, so I went back to Pokémon TCG and I legit remember cringing up thinking a card was gonna KO my active Pokémon and my bench all at once. When it didn't happen, I slowly started getting back into the game and I won. My opponent asked me why I seized up and was visibly nervous and I told him I used to play YuGiOh. That person is now my best friend and rival. We play often at my local park, and he introduced me to a group of friends we call "YGO survivors" and we play Pokémon TCG all the time. We'll often make fun of the current state of YGO and even cringe at the banlists sometimes, but we all planned never to play the game at a competitive level and rarely at a casual one. When your game has people having PTSD, Vietnam flashbacks when playing another game because of the proverbial salad-tossing you put on players, there might be an issue. Here's the thing, YGO suffers from lack of meaningful back-and-forth. Turns are reduced to "draw the out or you lose" and it's an issue that YGO can't solve anymore. As much as i would love to make suggestions, nothing I could suggest would fix the game without breaking something else. Only thing I can honestly think of is to limit the amount of deck space that a player can dedicate to hand traps. Like if you play Ash Blossom, that's the only card that's considered a hand trap you can use.
I don't need to know what a card does or think about what part it plays in my opponent's plan when I have a 3-stack Apo & Baronne on board, chances are they can't play through it
@@aeugh8998 There's little to no punctuation in your reply, so I'll respond as if your post ended with sarcasm. I'll also be responding as if this is all one sentence. ------------------------ "Yeah we aint gonna act like Solemn wasnt made in the early days and Mechanicalchaser and La Jinn pass with 4 backrow was a thing" Your board is not comparable to the boards that can be made with today's yugioh meta. When modern yugioh players try to change history by saying the old and new meta is comparable, all they're doing is ignoring the problems with the game. You can't complain when people leave a game when its community ignores the problems it has.
@@zoidsRaven And you gonna act like it's a new problem? The first meta of the OCG was all draw spell and just Exodia, basicly an FTK with no way to interact. And if we are talking about board, the board breaker nowadays is even more powerful than the one back then. If we are talking about negate, which negate are we talking about? Decks that currently being played doesnt even have generic negates, just being hyperconsistent with one card combos
@@aeugh8998 "And you gonna act like it's a new problem?" Hm, odd. My first post was "Yugioh has become a game where the meta is more about stopping your opponent from playing, instead of having smarter plays. That's why it's boring." The meta is not, and was never, one archetype. Exodia + drawing spell cards wasn't the whole of the meta. You're thinking, or at least acting like, my complaint was about the fairness of play. It's not. A lot of yugitubers say that Exodia just was/ran away with the whole meta for years (mostly in defense of modern yugioh), so I have a good idea why you say that, but that is just ahistorical. Entertaining this strawman for a bit, at least it's more intelligent than saying I just want the fusion deck zone to come back, your argument only works if Exodia + Draw spells (as well as other archetypes that function the same way) was all there was to play against in the meta back then. Look up tournament deck winners as for back as 2004, you'll see that Chaos, BLS, and others won more than Exodia. However, I said I would be entertaining this strawman, so here goes. You concede that you find the Exodia strat comparable to the modern meta that, as you say, "basicly an FTK with no way to interact". The full quote in context is, "And you gonna act like it's a new problem? The first meta of the OCG was all draw spell and just Exodia, basicly an FTK with no way to interact." If Exodia (or another strat lacking interaction from the other player) was the only meta at the time, that doesn't make my statement wrong, it only makes me a hypocrite if I defended Exodia style strats. Now... Since you conceded that Exodia is comparable to the modern meta in yugioh, you have also conceded that modern yugioh is about, "stopping your opponent from playing, instead of having smarter plays". Which was my first post. In order to prove my point to be wrong, you must demonstrate that today's yugioh has >LESS< Exodia/FTK strats than yugioh did back then. Can't do it? Is that impossible? Well... Then how does one argue that a game, that has become less interactive, isn't boring? Like it all you want, but now you understand why some people quit yugioh. "And if we are talking about board, the board breaker nowadays is even more powerful than the one back then." I only mentioned "boards" because of how laughable it was that you compared Mechanicalchaser, La Jinn, and four backrow to modern yugioh. You moving on to Exodia/FTK strats is a smarter argument, so we're moving on from that argument. Your argument becomes stronger by us leaving that point well alone.
Old school yugioh while it had it's broken cards you could still get through 5 or so turns. Hand traps are pretty BS on the count that negates were literally limited to TRAP cards and not just one of the 10 effects some of these modern monsters have, I find it funny some people complain that in the anime Ra had like 10 effects meanwhile they run decks with monster that have a handful of effects attached to them. Point though on hand traps is that they should be actual traps and not monsters, I get monsters will have effects but simple effects like same type stat boosting effects or a simple graveyard effect or even battle effects. But these modern cards seem to just have one of each tied to them. I'm scared to see how many 100page books all the current errata'd card text could fill cause it seems rare when you see an effect card with 2-3 sentences instead of a paragraph and a half. Magic does this better with Keywords (Reach, Hexproof, Death touch, Scry, Proliferate, incubate, etc.) and it's gameplay format easily puts these to a hard cap of once per turn as most of the time youd have to tap in order to use. And that's the other problem Yugioh has as there isn't much of a resource aside from discard, banish, pay LP, and tribute which means nothing in modern play as most effect monsters have little to no drawback aside from "that card cannot attack if summoned this way" or "with it's effects negated" and the second one being more rare other than that its special summon central into a combo play, magic is all tied to mana usage so your only limited to your mana pool size for the amount of actions you can take. Not to mention that their modern digital games ygo has the problem of forcing an in game download while MTG Arena once you update it then it's updated without no in game download. This last bit is a personal issue as I'm stuck in an area with satellite Internet being the only Internet option available so needless to say I'm.sticking with MTGA over Master Duel and Duel Links
Shooting Quasar Dragon is a fair omni negate boss monster. Sure it's technically a generic omni negate, but you gotta build your deck around getting it out (Quasar Turbo decks were a thing, also they weren't known to do much more than Quasar pass)
Boss monsters need to not be so generic all the time. I still have fun tho cus I like going second decks. I can search owner’s seal in master duel now that thrust is out and get my lava golems back for game. I haven’t looked at the new paper cards a lot lately but I’ve heard Konami seems to be moving away from negates
Later response, but yes. Some negates are now more akin to the Fusion Grapha, like Phantom of Yubel changing a monster effect into popping one Yubel card from your opponent, or Centurion Cimelia changing a monster eff into Setting their archetype "Emblema" card, or soon-to-be-released Azaminas which have an omni at the cost of Tributing the monster that activated it, but generally we are moving away from generic negates, hence no Borreload Savage, Baronne de Fleur and now Apollousa. Heck, I kinda do not wanna play Master Duel BECAUSE it still has these generic omnis.
One Yu-Gi-Oh RUclipsr tried to propose that and that man got LIT. UP. over it. Like he got absolutely destroyed verbally for just simply thinking about it. Yu-Gi-Oh competitive player base just Black lists that concept
@@drpulcinella1870 most of the yugioh player base in general goes on a rampage the moment someone brings up points to make the game better. everybody knows in the back of their heads that the game is completely fucked up and broken but nobody realy dares to try and change anything. calling out the flaws in the game and presenting options to change things is treated as a hate crime in this community.
@@uteriel282 that's because the current state is making the players them selfs the money as well as Konami. Hell where I'm from the Yu-Gi-Oh community gets kinda avoided by some people and some TCG communities cause they called "wanna be mobsters, gangsters and investment bankers" around here the damn game is a crypto scam. U float with the money or u drown under it
I play none of the archetypes you listed in tier 2; but some from tiers 3 through 5. And they're pretty fun. Traptrix got me 6th place on locals for example. People never expect a 2nd bottomless traphole. Also, if negation goes away, I guess it'll become a towers marathon, until someone draws their first kaiju.
@@dudono1744 as I said: "until someone draws their first kaiju" This also implies, that Doomdog Ochtos, and Volcanics would become meta decks, as they can search kaijus. (or Lava Golem, in case of Ochtros)
@@Wortigon2000 That's the thing, half the time the kaiju is in the starting hand, so towers turbo won't be meta in the first place unless the tower is Noir levels of busted
@@dudono1744 dunno about that mate. I do pack a bunch of kaijus as side deck options with some of m ydecks, but some doesn't have even a single one. Unless your opponent has something you rally want to out, but is hard to do so, kaijus are dead cards. Let's say you're going first, and you open a kaiju. It's only use is either as discard fodder, or in turn 3, if you live that long. Even in the decks where I do put a kaiju or 2, I never use more than 2 to 3. Except if it's a deck that relies on having a kaiju in hand all the time, than maybe I can go up to somewhere between 6 to 10 kaijus in a deck, but other than Numeron, I can't imagine any archetype doing that. Heck, I have 2 Radians in my Blackwing deck. For the sole purpose of being a small world bridge, that could alternatively be useful even if I draw into one of them in my starting hand, if I'm going second. I just about never draw into it. And hey, that deck can set up full armor master x2, black winged assault dragon x3 and hot red dragon archfiend abyss in 1 turn with a half decent starting hand. If we say 1 less full armor master, than it's possible with a .15 card combo. (1 Simoon + 1 other random blackwing monster, preferably not the one off oroshi I have in the deck, as that's a material for abyss that I don't have an alternative replacement for.)
If negation goes away, thats when you rely on protection. There are no recent cards in yugioh that have protection that are not just essentially towers cards. A good defensive card has negation and a limited amount of protection. Maybe if we could ensure our monsters would stick on the board, we wouldnt need so much negation, nor would we need to waste time making so many monsters to "protect" us. A good offensive monster has floating effects instead of protection. In that case the protection is handled by spell/traps.
As both YGO and MtG player, the modern YGO feels like everybody is playing BlueWhiteBlack control deck and trying to be as obnoxious as possible to each other. NO FUN ALLOWED
My question to most yugioh duelists who’s main strategy is using your entire deck on the first turn to basically either defeat your opponent that same turn or have so many negate effects that your opponents don’t have a chance to win in the least, why do you think people should still play yugioh when you don’t even give them a turn to use their deck?
@@streetgamer3452 yeah, if they added that rule now it would absolutely kill the game. I meant they shouldve designed the game around limited special summons from the start.
@@MrAskmannen then the game would be a much worse magic. Which is what it was before modern, aka around 2010 infernity. Just a worse magic that isn’t unique. So, once again, it’d kill the game
AGREED!!! Yugioh is no longer Yugioh. It has pandered to the powerhouse players because they don't know how to play the original game. It has turned into spending 5-10 minutes (and this is just on the digital version, imagine playing in real life??) of taking a turn... THEN... when it is your turn... it is STILL THEIR TURN because they can still do combos even on your turn. Its BS!! Then, when a deck is finally built to play against such decks (Dyna, Jowgen, etc.) the community cries because this type of deck STOPS their combos. So now, Master Duel has banned Jowgen and made Dyna limited. They cry cause they can't feel powerful by letting off playing for 10 minutes to play monster cards to eliminate a player in one turn. Guess what? Even in the first series there was a way to OTK, but you had to build up to it in several turns, not ONE TURN. Feel me?? The Meta game has ruined Yugioh and is no longer a duel.
I took a break from Yu-gi oh for a few years and came back and was introduced to super poly. I started reading the text and was like wow then kept reading and was like are you freaking kidding me? This is allowed??
Brilliant fusion absolutely can’t come to 3 no. Giving any deck a foolish burial for a light monster an extra normal summon and a body on board for material is inherently broken. It will always be good and in fact only gets stronger over time
@@kaison12205 i thought hat was pretty cool. I know fire and ice hand were pains... but the amount of rank 4 toolbox that other decks could use was cool. But im a DDD player. My opinions are trash
One other thing. Not everyone has unlimited funds to keep buying new cards every time a new set comes out and instantly all the cards you have bought are worthless now and your only option is to buy the new stuff. These cards can be expensive in bulk
This is why I quit yugioh. It’s basically don’t play the decks you ENJOY and instead play the only the strongest decks. Doesn’t help that komoney keeps making more and more cards that say negate the effect aka only you get to have FUN. This game has gone from something I enjoy to a mess that’s only entertaining to complain about which is sad.
Old yugioh felt lile magic the gathering, I've played both at the time and just as in mtg there were stuff like combo, control, mill, midrange, toolbox and aggro decks. But modern yugioh seems like ecery deck is either combo or control while being a huge toolbox deck at the same time.
Consider yourself lucky that yu gi oh players are intelligent enough to realize the banlist thing is exploited for money . In the game world of tanks, they essentially do the same thing: - release new cracked tank - wait a few months - removes it from meta play (by nerfing it to the ground) And the player still applaud them for saving the game balance when they do that…
It's interesting to see how many of these issues extend beyond the realm of Yugioh. In Marvel Snap, the worst types of decks to go up against are combo and control. Combo decks test their opponent's ability to draw the out or lose, which is exacerbated by the game's lack of sideboarding. Control decks lock down the board to create non-deterministic situations where you are unable to play your cards. They're both two sides of the same coin, ultimately acting as games of solitaire where your ability to interact is limited to the tech cards you happened to splash in. You can't tech against every matchup, so invariably you'll face opponents that you already lost against before any cards are played. Where Snap handles balance better than Yugioh is with its ability to re-balance cards to re-shape the meta. Since they have much fewer cards than Yugioh and don't have to worry about the cost of re-printing, they can tweak the stats or even fully rework older and newer cards to keep as many of them viable as possible. This setup has allowed them to keep the entire card pool active with no banlist or formatting, with relative success. Powercreep of new cards is still a notable issue, particularly over the past few months, but their strategy of introducing a new card every week and making balance changes every other week helps to keep the meta from stagnating for too long. I think where Yugioh has the edge is with the greater variety and size of decks. Snap only has about a dozen archetypes with a coherent identity, with differences between decks being much more subtle. They don't have any of the pronounced gameplay gimmicks you might find in something like Dark World, Artifact, or The Weather, since each card is meant to stand more on its own, and 12-card decks don't allow for as much deck identity. I never mained a Yugioh deck, as my favorite aspect of the game back then was trying out all the archetypes and trying to fusion together new ones. I really liked how it always seemed like I had a chance to win regardless of which archetype I was using, so long as my opponent wasn't running some one-sided gimmick build like Exodia FTK or Chain Burn. One thing I do really like in Snap is that FTKs will always be impossible in it, since the win condition is based around a turn limit, rather than whenever the enemy's HP reaches 0.
I loved the early xyz era. You had some archetype options with the synchros, that had some mechanics to summon their boss monsters, and the xyzs acted as toolbox cards, that allowed You to get out of very specific situations
I remember when i was younger, i went to a LGS that had casual yugioh, and i was playing with a Joey Wheeler ass deck made up of a mismatch of cards i thought were cool, and it was possible for me to win. (I remember a specific combo i pulled off once where i summoned Maurading Captain and immediately special summoned Rare Metal Dragon, and that actually got me a few compliments.) I went back several years later and fiund myself completely outpaced, even with a significantly better deck. I dont want to imagine what would happen if i went back today
Boss monsters shouldn't be packed with counterspells and indestructible, rather they should be the final engine in the form of tempo or card advantage of that specific strategy. Another aspect of it is the balancing, if a strategy is good in one aspect it MUST present a tradeoff: being bad at other aspects, if not, the only way of developing / printing more cards is by powercreep. We already have omninegation/ interruption AND indestructible AND unafectable by effects inside a single monster, what's the next step?
A good boss monster should : • Not be insanely hard to summon so you can play the cool thing. • Do something while on the field so it's not just standing there (on summon effects work too, but less cool because after the summon u just have beater). • Have some protection/floating effect so your efforts to summon it don't go to waste.
That's why I like Balerdroch based zombie decks. Balerdroch is a solid boss monster, but it's also the only thing the deck has going for it unless you devolve the deck into a generic combo deck. But that aside balerdroch has a negate and a banish, inherently a stong card with strong effects. But the deck has multiple glaring weaknesses. Firstly, backrow removal can deal with zombie world and thus disable not only balerdrochs negate/banish, but also prevent it from returning from graveyard. Secondly, balerdroch has weak stats so it's easy to just beat over it. And if you have ways to lock down the graveyard or banish balerdroch, the deck is pretty much done. To me, Balerdroch presents a fun puzzle for the opponent on how to approach the board, rather than making an unkillable board with infinite negates. It's a light version of those combo decks with easy to exploit weaknesses. Zombies also do not have backrow removal at all inherently, so while the decl can screw with modern yugioh decks that just run mostly monsters, in older formats where people run more spells and traps it's actually weaker. No way to pop or negate backrow.
Hum, I started playing the older yugioh DS games like Nightmare Toubador just to play a card game again, and I had fun with those. Mostly cause the pacing for each turn is slower, and it actually takes time to build up strong board presences. I remember getting so mad at this game in it's modern era after XYZ's cards, I think (Those black border cards) came out where you're stacking cards (Like solitaire, huehue) to make some beatstick that explodes the entire field. I finally created the deck I wanted but after seeing someone take, I kid you not, ONE HOUR on their turn doing a bunch of nonsense and falling asleep at my chair, and playing two cards on my turn just to watch this guy proceed to take ANOTHER HOUR LONG TURN, I was picking up my cards to leave. He was so invested in his turn that when he was about to attack, I was already picked up and said "You won, bye." and got rid of ALL my cards a week later. Plus, why the heck do archetypes exist in this game anyways? Every deck I see in modern era is the same: There's some BS combo that pulls out cards from the extra deck and calls maybe 3-5 cards turn 1, Every deck has some form of major removal no matter the archetype, Every deck has some sort of control, And every deck plays the same. The only difference is the coat of paint called "Attributes" and "Creature types". At least in Magic, each color corresponds to a specific playstyle. Red is fast and burns, Blue is control and card draw, Green is major resource ramp and Big Beatstick cards. I quit the modern era solely due to watching 10 card combos that win just about every game in a single or two turns while your opponent cant do anything. That's no fun...
Ngl, i agree with your points when i play "Master duels" i kinda meet, these type of sweats, mostly Kashtiras- why are everyone meta slaves? It's not, even fun when runick player, just decks you out.
6:14 I was playing as a noob with the starter deck on master duel and "dark ruler no more" was like my only chance to do something against all of THEIR negation effects 😂 I wasn't using it to keep them from playing, I was using it as an anti bullshit card so that I get to play too! No fun was had, just like you described. Konami just says "Want to win? Keep buying the newer, better cards!"
23:02 Dark Magician is the perfect middle ground. Konami will probably never hit it, its fun and not overpowered, its a recognizable archetype that hasnt been forgotten, its got two card combos and various different playstyles depending on what cards go well with it (playing pure dm is almost impossible), and it gets gradually more support over the years
I have a pure DM deck in Master Duel, and it is pretty damn fun for sure. Dies really fast against a few specific archetypes, like Purrely, Floowandereeze, or you know... kinda dead againsta Chaos MAX, since most of DM's removal is either targeted, or a destruction effect, that 2 things that Chaos MAX is immune to. So to get over it, you'd have to either beat over it (Apprentice Illusion Magician came to bargain, or something from the extra deck, like an Accesscode Talker, or Quintet Magician. Or just some non-targeting non-destruction removal effect from the extra deck, that's possible as well. White Woman Jumpscre, as we like to call Goddess of the Underworld in Master Duel, that's always an option.) But it plays well against most archetypes. So Idon't see the problem with playing them pure. If anything, I find they're stronger that way, than when I mix them with branded stuff.
Pokémon TCG pretty much manages all these issues through a simple factor: format rotation. - players can predict for how long they'll be able to use each card - you don't need to worry about an immediate banlist after investing money in certain cards - also, there is no need to create insane power creeps in order to make the most recent releases be way more powerful than all the other cards ever released over the last 25 years - with rotation, the level of the game cycles around 3 years, continuously, and it doesn't have time to get extreme - iconic cards can have different / improved versions of themselves each rotation (why do we still have to play with the same dark magician that was launched in the 90s?) and the list goes on
I used to be against rotation since I wanted to be able to keep playing the cards I like but then I realized I only play casual where most people wouldn't care if I used a card/cards that rotated out. I would just hope that cards that got rotated out would become cheaper on the secondary market. It's insane to me that any card is over 5 dollars when it's literally shiny cardboard.
This is why I feel people shouldn't mix archetypes. If you pick Elemental Heroes, you shouldn't get access to Destiny Heroes, Evil Heroes, Masked Heroes, etc. If you use Blue Eyes, you shouldn't get access to Galaxy Eyes. If you use Frightfurs, you shouldn't get access to non Frightfur fusion monsters. I could make more examples, but I won't. I know I'm being hypocritical with my point because I splash Dark Rebellion with my Evilswarm deck, but I truly hate FTK and heavy Negate decks.
I feel like konami is slowly addressing a lot of these issue, so far the most recent top decks aren't super negate focused, and I feel like at this point into the game we've reached a critical mass of handtraps that the problem of draw the out is slowly creeping away, furthermore with cards like havnis, arias, and the turn zero rescue ace monster, we are slowly speedcreeping the strength of blowout going second cards, or at least forcing the use of blowout going second cards to be more proactive. I do feel like negates and stopping the opponent from playing will always be a part of yugioh, but I think it's good that there are more varied forms of interruption these days as opposed to just negation. Then again a huge part of the fun in yugioh is swingy explosive turn ending and game ending plays. There at least has to be a certain degree of unfairness and one-sidedness to fulfil all our anime power fantasies of big combo, you fell right into my trap, my big robot/dragon/angel/cool anime character with a comically large weapon attacks you and kills you instantly.
Just for me to understand, is Tier 1 or Tier 6 the strongest ? I stopped playing with the beginning of 5Ds and Synchro and I'm not familiar with all the new archetypes.
An easy way to fix this entire problem without banning everything, is creating a rotating format. That way even if the game gets degenerate it can be handled quickly and you don’t have to ban an infinite amount of old cards. Yugioh has gotten so fast that the game is usually decided turn 1-2. Like how does the power level get higher than that?
fast phasing its the way for yugi, yes maybe 2 or 3 turn but a good turn with negates and dancing arround take arround 2 or 3 minutes and if u make 1 mistake on the negates proably u lost the game, u need to learn the breakpoint of the decks and who u can dance against that, magic is the other side of the coin ussualy 7 to 9 turns, are slow pacing its more like a mental game u can decive ur opponent for make a mystake
First off the amount of turns that take place in a game hardly matters. What matters is the interaction that takes place within those few turns and second of all games last 2-4 turns usually though it can go longer depending on how evenly matched the two players and their decks are.
@@Honest_Mids_Masher I think i enjoyed it alot when the games had many turns, and it's a long drawn out battle of luck and skill, rather than whoever can speak fastest on the first turn
Great points Ive tried get into modern Yu-Gi-Oh after quitting back in 2010. Master Duel is ok if myself and opponents are all playing rogue. But Barely playing cards against top decks and getting steamrolled isnt worth the time
I play low tier decks like assault mode, ice barriers, and a personal felgrand deck and honestly it’s the traps that are situational that people don’t expect that wins me games or throwing them off with a deck they don’t see coming. Throw in the bandage cards and I could even have a little fun on master duel lol. Gladiator beast example is the one I disagree with cus they have more powerful cards and a wealth of weapons. The state of the modern game demands you use those weapons as you see fit given certain situations (this will work well if your playing against someone who isn’t playing a crazy toxic deck that hates interacting) I like the idea of more archetypes because they create opportunities to make a unique gimmick, the problem is only a few decks are good instead of the majority of decks are good. Love the video, I agree with most of it.
I would argue in favor of Super Polymerization - it only become a problem after release of Garura and Swamp Dragon. Before that it was basically an anime boss card from the end of GX, which was all about fusion boss monsters. was only good for generic enough decks, like e-heros and later Branded to a very limited use. Other Spell Speed 4 cards, yeah those are a clear sign of the problem and I expect a lot more of them in the future.
Honestly i agree with 90% of what you said. You basically summerized most of what I've felt for the past 6 years. When i used to play the game you had to actually strategize and make decisions. Majespectors were a great example of this. Now in moderj yugioh you just floodgate or summon a 5 negate board.
That is the Problem 6 years. You are old and didnt evolve with the game but dont Expect the game to stand still and wait for you to get back into it. Yugioh changed and so are the people. You are not one of the people that enjoy the game. So what? Dont Ruin the fun for other people. Stop moaning about the good old days of yugioh and just get back into it or leave it 😂
you just dont understand moder yugi XD thats all, u need learn to interrupt chains and when use the effects, the thing with yugi is it have aloot of microphases and chains, for example i thing battle phase have 6 subphases and u can activate effect on that, learn how break chains, and when use the disrrupt, its a little hard but funny when u learn the things, also are rouge deck like gravekeeper that do really great job on modern yugi on MD my Gravekeeper deck u used till platinum 2, and i just change because brick some times XDD
@@koro9553 it's not that I didn't change, I played the more modern and viable strategies. It just wasn't fun anymore because it became very repetitive and boring. If you enjoy it good for you but imo the game sucks now and is no longer worth playing. Hence why I've quit for 4 years and moved on to MTG.
@@jorgecarvajal5385 I understand "modern Yugi" I just don't like it. I'm tired of how the game has just become a competition of preventing the opponent from playing the game. The outcome of any match is determined by the following. Are you going first? No? Did you open with about 2-3 hand traps to stop your opponent from playing? No? Next step. Yes? If you didn't brick you win. Did your opponent make an unstoppable board? Yes? On your turn did you draw the out? E.g droplets or sphere mode? No? You automatically lose. If the answer is yes, can you otk your opponent or set up 5 negates this turn? If yes the opponent who made you sit through a 30 minute combo scoops and your time has been wasted.
Listen to this: Remove bans and limits, and segregate Have many different tournaments, and as such: 1. Duel Monsters (cards released until the end of the original show, with a separate bracket for the Orichalcos decks, normal, fusion and rituals allowed) 2. GX (w/ cards until the end of GX, normal, fusion and rituals allowed) 3. 5Ds (w/ cards until the end of 5Ds, normal, fusion, rituals and synchro allowed) 4. Zexal (w/ cards until the end of Zexal, , normal, fusion, rituals, synchro and xyz allowed) 5. Arc V (w/ cards until the end of Arc V, normal, fusion, rituals, synchro, xyz and pendulum allowed) 6. Vrains (w/ cards from Vrains, all summoning types allowed) And then some formats might be more fun After a while, kill the bad ones and promote the good ones And it'll all be well
I agree with pretty much everything that you said. What is the point of even playing the game if your opponent can't even respond. I am glad that you and many others are seeing the glaring flaws with the game.
YGOs problem is simple. It just became too fast. When the most you can expect, bacause of FTK meta, is seven cards in hand at at most two battle phases, card design is encouraged to print rampant carddraw and tutor fodder, and try to induce complexity within those two interaction steps. The reaource system was supposed to be the one normal summon per turn, and your cards in hand, but the constant printing of new free summoning methods gradually eroded that to the point where now it no lonver matters. I wonder if special summons got limited per turn, it would be a magical solution to all its ailments.
Yugioh does have more interaction Now a days. I’d say it has even more interaction then older formats. You no longer wait for your opponents BLS or DAD. Now it’s so I ash the E Telly? Do I ash the one for one? Do I ash or effect valor the normal summon? And hand trapping doesn’t always end there turn. Sometimes hand trapping branded early is just a minus 4. This take presented is just rose tinted view without actually understanding Yugioh
it still boils down to "which card should i negate to prevent my opponent from playing the game". the only thing that changed is from "blind firing the negate cause they dont have a follow up anyway" to "i have 3 negates and their deck has 5 options to play around them if i hit the wrong ones". overall not as much of a change as people think it is. instead of there being actual solutions to the problem konami just prints more generic negates or extenders to play through negates which in turn causes people to use more negates untill every deck is just negates and extenders in case the opponent has negates. instead of every deck being the exact same 40 cards like in the past every deck now is the same effects with 40 different names.
@@uteriel282 this only holds up in simplified game states or when the aim of said deck is to end on literally 6+ negates which hasn't been a consistent thing since Drytron. The game has been moved into a direction where varied and layered interruption is essential for a powerful deck. Negates dont just beat everything as sometimes decks are especially robust through negates but struggle against straight up removal like Marincess. Even looking at something like Kashtira, the deck has no negates but focused on stealing resources and most games did not end with zone locking once Diablosis was dealt with. All card games are based on the fundamentals of options and resources so yes those will always play a role but to dismissively say it's still all about negates is being blatantly obtuse
@@dharcsynchro4436 you right i return to yugi, and was a big surprise with all the interaction, and learn how and when use the traphands, learn how the chain works and how even with a negate if the effect was first well XDDD, the comment of the other guys clearly dosent undestand modern yugi, i feel modern yugi its one of the most dynamics game, the way of interaction betwen chains are just awesome, plus u can never relax if the opponet have full hand and you going first, as kash player evenly match and nibirus was my bigger enemys till i learn how to defend me against that, now i play kash-scarclaw, and even change some extra deck cards at first i thing was bad but really was awesome like bagooska
You guys must be fun af at parties, or your perception of fun and interactive is what is skewed at the very least. I'll assume the majority of you weren't around to play the game when it actually was fun
I've always thought archetypes like HERO, the eyes dragons and the dark magician and friends are the best types of archetypes. Massive umbrella archetypes like the HERO word while having developed sub-archetypes like elemental, destiny, evil etc. BLS, gaia, dark magicians, red eyes and blue eyes can all work together in some way in one deck or you can mix and match. Rose dragons work well in both dragon and plant decks. I could go on and on, but they have a solution, they just don't do it.
I got back into the game shortly because my little brother plays it. I spent around $200 to get a meta deck that got almost all of it's good cards banned within 6 months of me playing. I haven't played or spent anymore money on it since it's ridiculous.
I extremely LOVE the way you understand modern and discuss, criticize them accordingly. However, I think if you look at the Staples cards as an old Traps-Spells it would make sense again. For instance, Nibiru is simply and exactly like your video on Torrential Tribute: In opp's turn, you wait for their 5th summons and Clear Field Monsters or wait for his full combo and right before he enters Battle, Clear Them (You have to Determine if they have negates in middle of combo after 5). In another way, How would you defeat a 3k Blue-eyes on Opp's field without actually having any level 4 monster, you have to stall and draw Raigeki/Dark hole or Mirror force/Man eater bug, right? That's how Dark Ruler or Nibiru, Ash is intended for Spell/Trap in Yugioh to do: "Stop Strong boss monsters with 1". It's just Modern is too fast so We Can't Stall until we draw it, LP increase might help.. I hope. I also Love the Archetypes discussion that it should be a middle playground for like "Anime Archetypes Format" that the meta ceiling should be Latest Raidraptors, Phantom Knights, Predaplants, Salamangreat... so other anime decks like Dark Magician, Blue-eyes to follow with new supports and not just Tearlaments, Kashtira ceilings.
My problems is that torrential can be baited or maneuvered around without causeing too much headache. For nibiru its either the opponent has a combo that negates it before it occurs... or they dont. Theres no middle ground. And when a combo is interrupted... now they dont even have a chance The thing with the blue eyes example is that A LOT OF CARDS can beat it and other monsters. I dont NEED rageki... i can use other monsters or spells or traps to get rid of stuff. My problem with dark ruler is that its needed to beat boards sometimes. And its not like it can be replaced with most cards to use against someone. And i agree everything is too fast. But thats a part of the problem. Not the main issue.
@@SoftwareNeosThe issue you describe with drnm is a direct consequence of power creep. Due to cards needing to get more powerful, the difference between drawing a specific card and not drawing it increases over time, leading to "draw the out".
Honestly, this nonsense started with Cold Wave and Heat Wave! Two cards that just screw over your opponent on either first turn or the Second turn! Same with Floodgates. Good Lord do I hate Easy Floodgates with no Answers! Let’s also not forget the Decks that your opponent uses to Start Hand Ripping, Deck Mill, or Banishing! 😡😡😡
Used to like the game but it got way too fast to the point where it lasts two turns and is too combo dependent. I just switched to mtg and I like it so far.
you could try, its aloot more complex but its like make a puzzle, just save your disruption card for that point for example the purreley is ez disrrupt if u use ash on the purple one that ofter it the first summon, and ashe for the magic, i like fast pacing
Bruh, in MTG Counterspells have costs, whether remove a card from your hand or pay mana. Yugioh does not have limits placed in its game, and that is a problem.
This game genuinely pisses me off. I play an Anti-Meta deck and I still get absolutely fucked every duel because that's just how fast this game is now! How the hell does anyone even have fun playing this game anymore?
i rememebr back in my days we use to jsut play for fun and have fun with a single archetype or make a nice combo with them like the anime but now it all jsut meta and all this negating and defeating your opponent in a single turn while takng about an hour long making a fricken combo when they can jsut end it in jsut 30 seconds its also reason why i go with classic/anime style of dueling where i jsut play my deck with my favorite no matter what and no meta modern overuses card
thing is its easy to fix. its just the "pro" players don't want this fix. make card effects COST some thing. be it some form of tokens (spell tokens or what ever). may be life points. then make it so strong monsters are from the extra deck MIST be played in the archetype its part of. don't make it free for all. this by it self fix most of the problems.
Try Elestrals. It has a lot of the same aspects of older Yu-Gi-Oh formats. the third set just launched so it's a good time to get into the game. Alternately there is always magic or pokemon. I hear flesh and blood and the new Digimon are fun too. With those two I'm not sure how the modern games look though.
I don't have an issue with generic cards, but i do when a third or half of the deck is generic cards and hand traps. Like make a deck, let's play 6 handtraps, 3 teraforming(i dont think you can have 3 terraforming but you can replace this with any similar generic card), 9 spell or trap cards that negate everything or make you have some kind of draw power. A poly card and an upstart. Thats 20 cards of your 40 card deck before you even get into making your archetype. Then like half the cards in an archetype probably wont be played cause they're not broken enough, and then you have at least 6-10 cards in your extra deck that are generic cards you need to win. your barroload dragon, your appaloosa, your barron de fluer, your IP, and so on. And if you decide you wanna deck with link or pendulums, you need generic link support too. That's modern Yu-Gi-Oh. Everyone is playing the same deck, but with slightly different variations cause thr rest of the cards are generic negates.
it really does not help that yugioh has no colour system. magic can have staples.dek but the colour stystem means that the deck has to be built specificly to do it and wizards don't like 5 colours being too easy
Omg bro. Have you just never actually touched Yugioh and are just parroting what you heard? Yugioh has always from the beginning had a problem with samey deckbuilding. Even worse when the game first came out. In fact, every card game does. Why? Because competitively you’re going to want to play the best build and that will more than likely make you play the same as others. Get knowledgeable of card games before ranting
I think konami had decided that archetype that can start spamming,stun and otk will be the "competitive" Yu-Gi-Oh and they're trying to balance the game with this 3 things in mind which is very odd since Yu-Gi-Oh is supposed to be a turn base card battle game. But i guess it's alright since spamming,stun and otk "strategies" beat each other out so it's balance i guess 😅.
@Sofware Neos: You rules change sound like rush duel to me, since they are no flood gate and no negated, and no miss the timming, but rush duel you have unlimited normal summoned still need to tributed for high level monster, but every time you start your turn you draw card untill you have 5 card in hand, if you already have 5 or more card in hand you still draw one card and their is no limited on how many card in hand you can have.
I feel like as of recently ygo has moved away from thousand negates end boards, and most decks have diverse ways of interactions, the first ones that come to my mind are rescue ace, vanquish soul and tearlament. These decks rely on different ways of interaction that arent just "negate this" and actually make you think about what do you activate and when
Mid-range decks started being the more dominant deck type yeeeeears ago. A lot of the "Modern YGO is just a billion negates" takes are way out of touch.
The only design change they can make that doesn't involve banning about 1500 straight up broken cards is to make extra deck hand traps, then you don't need to worry about drawing your out, you just need to worry about managing your outs.
I agree with your point that you're just hoping you have negate to stop ur opponents stuff beating u but I think it could be more complete. Because hoping u have what u need to stop your opponent is partyl true of lots of card games but what breaks it in yugioh is the power of a given interaction. Like your opponent just wins instead of gaining some minor or moderate advantage they would in another game and that's why it's a problem not that the negation is lackluster
This is why i would rather deal with maxx c than having stuff like Ash and nibiru in the game. I get it. Maxx C cant come back because whats gonna happen is that people are just gonna use it to draw more handtraps. Thats bad. But before those handtraps existing... at least my opponent just gets more of his deck to use against me. Rather than a Nibiru. Yugioh has been fast for like a decade. So a max C that determines the game is a better idea to me cause at least the other person just uses more of THEIR cards. Rather than random cards you put in your deck for defence.
@SoftwareNeos this is wrong on a huge amount of levels and a complete misunderstanding of card advantage. Aside of the fact that handtraps have been a thing since Kuriboh even if they didn't exist Max C gives the person using it an advantage for your opponent simply playing the game: and besides there are more then just handtraps that Max c can give a ton off stuff: extra combo starters, extenders, removal spells and way more stuff
They run the same decks with the same moves in the same order. When I see Labyrinth, Tearlaments, Runick, Purely, Kashtira and Dark Magician decks, I immediately quit and start over. Every now and then you find a good opponent with an original deck and enough back and forth. Those are the duels that make it all worth it (win or lose).
It's true, YuGiOh in it's heyday was just so much better. Turns were shorter, how you played mattered more and it was FUN. Nowadays it's just fucking boring.
I watch people do older formats... And there were some toxic decks, Magical Scientist Ftk, Chaos Emperor Dragon Yata-Lock, Cyber Stein Cyber Dragon, TELE-DAD, Wind-Up... Yep... Shorter but more one-sided... This problem is definitely Konami's fault.
Honestly, even if you limit burn damage, it is still pretty easy to FTK. It has become incredibly f*ck*ng easy nowadays to special summon a whole board of powerful monsters with powerful effects and and just go all in on attacking since their so powerful that they're unlikely to be stopped. My solution for this, either start putting more restrictions into summoning powerful monsters again. OR, and I know that most yugioh players would absolutely HATE this, put a restriction on how many monsters one can special summon per turn. Two or three at most.
Honestly I agree with you. Going to be honest I despised the original link master rule. Not because it slowed the game down, oh no I loved that part. No my problem with it is that all it really did was make the vast majority of decks unplayable instead of actually restricting anything. Any deck that focused on a summoning mechanic other than link was forced to add in generic or newly created support link monsters just to be playable. It didn't actually fix anything and just forced people to fork over even more money so they could actually play with the cards they liked. Limiting special summons on the other hand is something I can get behind. If we are being completely honest with ourselves the "you can special summon an unlimited number of times" rule is by far the most exploited rule in Yu-Gi-Oh. I'd say about 3 special summons in addition to a normal summon is more than enough. It gives decks who's objective is to swarm the field a decent, but not immediately game ending number of monsters on the board, and any deck that is based on special summoning a ton of monsters for the sole purpose of getting one specific monster out likely won't be able to get it out in one turn. This would force people to actually take the time to protect their weaker monsters so that they stay on the field and can actually be used later rather than callously dumping all the ones they don't want or need into the graveyard immediately. And unlike the original link rule it wouldn't force people to buy entirely new cards in order to make their deck playable. But the best part is that by limiting it like that you would actually make the game about real skill again rather than, "I didn't draw the out." Sorry if this went on for to long.
You've checked off every box in my ways to identify a person that doesn't actually understand Yu-Gi-Oh nor is good enough to know how the game is really played. First off those whole bunch of unstoppable monsters isn't even good because of how easy they are to stop. There's a reason why synchrons which do just that aren't meta and it's because it's easy to stop. It loses to tons of cards. Ash, imperm, or veiler on junk speeder speeder kills the deck or something like Nibiru. Even if they get all those monsters out there's still cards they lose to Kurikara, Sphere mode, lava golem, DRNM, droplet etc Restrictions on summoning monsters at this point is impossible you can't make Barrone de fleur require fleur monsters especially with how many people that have the card now need to get the errata'd version leading to an even greater lost in money and they'd then lose trust in buying cards. As for the summon limit this is the biggest way I can tell someone does not understand the game. Soo many decks that aren't insanely powerful need to summon a lot. HERO, Cyber Dragon, Utopia, Odd Eyes, etc meanwhile currently the best decks summon even less than five times. Hell one of them is a trap deck. The number of summons a deck does ≠ how powerful it is. For context those meta decks that summon very few times per turn would be Vanquish Soul, Labrynth, Purrely and Rescue Ace. They would hardly be affected by this meanwhile you've made 90-95% of the other decks unplayable
@Honest_Mids_Masher I hope YUGIOH prints an Uncounterable board wipe then. That way people can play beyond turn 2. You loyalists do not want limits? Print Uncounterable board wipe, print Uncounterable banish all creatures, print Uncounterable bounce all creatures back to hand, print Uncounterable flip all monsters face down. Geezus.
I missed the old Yugioh big time games would last 4 to 5 turns at least it was better balanced since you needed to run real trap cards. I hate modern yugioh where someone can have a 15 min turn that shit sucks
Yu-Gi-Oh! Tiers be like: Tier 0: Very rare, but ocassionally happens to 1 deck Tier 1: Meta - 2 to 4 decks Tier 2: Meta, but worse - another 2 to 3 decks Rogue: 1 or 2 Top spots in events - can be around 3 or 4 decks Literally everything else: Unplayable
@@IGNEUS1607 the comment was referencing the part of the video where he shows Tier 2 and down, and basically describing the fact that almost half the tier 2 decks, and everything after that are un-tiered in YGO. All casual/friendlies-only/competitively irrelevant decks. Whereas in other games you can have decks that aren't tier 1, that can be competitively relevant
Back and forth games are few and far between in modern Yu-Gi-Oh. They're rare nowadays, but when you come across it, it's like finding a Shiny Pokémon. You experience excitement you haven't felt in a long time, but unlike finding a Shiny, that back and forth experience is so fun that you're satisfied even when you lose that game. I just lost against Branded in Master Duel. I was at an overwhelming disadvantage, but I managed to put up quite a fight and outplayed my opponent quite a few times during that Duel. They eventually won, but they had to earn that victory by grinding for it, and it gave me such satisfaction that it wasn't one side dominating the other that I didn't mind the loss. The back and forth gameplay was what made me fall in love with Yu-Gi-Oh in the first place back in Edison format and I haven't felt that way since until I came across that rare shiny today.
They aren't that rare, it just takes a lot of skill to find the winnable route in a seemingly lost game. I think most of the complaints about yugioh just come from people who have never put a significant amount of time and effort into 1 single deck to learn all the ins and outs. During Branded format I was playing so many games and got into so many weird and unique game states that test both players adaptablity and situational awareness.
You know, just about everything you point out about being bad in the game is actually why I enjoy it. Some of it is straight up lies though, we haven’t have a high negate combo deck that isn’t easily disruptable in a long time. And ftks aren’t good because they are too telegraphed and easy to disrupt. Also hand traps are the new traps, they just work faster and are more consistently applicable.
A game with so many powerful cards is certain to be volatile. Imo it's a matter of formatting and restricting the card pool. Keep the current format as "legacy" or whatever, but Konami could at least experiment with set rotation.
I miss the back and forth of the game, I remember when Omninegate was something that you had to work for, like shooting quasar dragon, but today the power scaling is só stupid, that you can summon like all of the quasar family in one turn
Reasons why modern yugioh sucks for me...
1. The Power level of the game and gameplay - Modern yugioh is fundamentally a very bad, unhealthy, unfun card game due to all of the absurd power creep. So many decks both on the competitive and casual level engage often times in unfun play styles from FTK's to endless negates/handtraps to hand loops to stun. And this is a result of your average deck being way too overpowered in general. Combo decks with 1 card starters and room for 15 handtraps should not exist in this game. Consistent FTKs should not exist in this game. Decks that just flip floodgates nonstop should not exist in this game. Engines like runick or purrely that let you draw like 2 or more cards every goddam turn should not exist in this game. Just about every deck and their mother can otk you easily in one turn which makes duels boring, too fast, and too short and necessitates the unfun strategies I just listed. Going second can be overpowered at times too as there are board breakers that can just win you the duel by themselves like evenly matched for instance. Many decks nowadays are running close to half if not half they're decks with hand traps which is also miserable to play against since you just can't play at all if you get hand trapped two or more times usually.
2. Most decks feel the same and lack diversity - Most decks pretty much always play the same boring overpowered/unfair extra deck monsters or hand traps a million times over or engage in either the same or a slighty different variation of the same unfair strategies that I mentioned in the first point. It makes yugioh overall a very boring game with hardly anything unique to it.
3. The ban lists suck ass - Every banlist I have seen since I came back to the game varies from mediocre at best to outright dogshit at worst. The ban lists never do enough to balance the game or reign in the power levels. Because rather than using the list to make the game fun and healthy, konami uses it to sell new cards even if those cards existing makes the game awful which it often does.
4. The game is too damn expensive - This should be self-explanatory. Rarely is there a time when this game isn't expensive. Especially if you want to play at the highest competitive level.
5. Competitive yugioh is bad and not worth the effort to get into it - Between the amount of money it takes to play (And not just the price of cards and accessories but also the price to travel where the ycs/regional is which depending on where you live and where it is can be extremely costly.), unfun/unhealthy gameplay, awful prizing if you do manage to win in the first place, and konami deciding whenever they feel like it to kill your deck on a banlist and destroy the value of it.....competitive yugioh just isn't worth it and feels like a massive scam. It makes far more sense to just play casually.
6. Konami - I don't think there is anyone on this planet that is worse at running a card game then konami is. They are terrible in every way possible. The fact that they continue to make broken and unfair cards that make the game worse instead of balancing the game and reigning in the power levels for a change, the fact that they clearly have a massive bias in favor of the ocg over tcg which is why the ocg gets treated so much better, their reprehensible greed, and so forth.
Dude most of the stuff of the stuff you talk about had happen in older yugioh for example chaos otk in goat format, also look at formats like dad format and other formats like wind-up format and don't get me started on the awful ban lists of the past with cards like royal oppression and a lot of other unfun cards being legal for way too long
I will never understand why us yugioh players always complain about how modern yugioh is unfun and how decks feel the same and how there too many otks when older yugioh was the same way
@@holstonmatt Because you are lying. While there were badly made cards, decks, and formats in DM and GX era yugioh, they were no where near as bad or toxic as modern era stuff today. For every FTK, consistent OTK, or stun strategy you could point out in the duel monsters era there are drastically more of them that are legal in modern yugioh. That objectively makes modern yugioh far worse. And at least the problems in DM yugioh could be defended by the fact that it was the early years of yugioh and konami was still trying to figure out the game and what good card design looked like. They ultimately made one of the best if not the best formats in yugioh's history by the name of the goat format after much trial and error. They don't have that excuse today. They clearly know now what makes the game good and what players like but they still deliberately continue to make the game worse for all the reasons I previously mentioned.
@@lightning2279 goat format sucks you had all of these sacky one ofs and annoying chaos decks that can otk you out of nowhere if you are going to try defend older yugioh maybe point to a actual good format like edison(the only good older yugioh format other than 2015 yugioh)
@@holstonmatt Glad to know you have no idea what you are talking about and never even played goat format before. There are many other decks you can play besides just chaos strategies. It's objectively better than any modern era format. Many older formats are better than modern yugioh tho not just goat. Even people that like modern yugioh know it sucks and complain about it almost all the time.
I mean this is a consequence of 20+ years of power creep and the lack of any actual design when it came to initially creating YuGiOh
well, they winged it in the first place because the manga didn't say much. still a massive lack of foresight though
the main issue is lack of format planning. standard usually is a middle power format and there's a vintage type one which can broken cause its a side format that poeple are not forced into to play at events. yugioh has the vintage format as the standard.
the game is pretty solid now but there's obviously things that don't work. it's hard on the new players but for an Yu-Gi-Oh enjoyer it's really fun to play the meta. you rarely brick and if you now what you are doing you have a response to the opponent. the game is way more interactive nowadays
Here's our broken deck 6 months later bans half the deck heres the new deck 6 months bans more
@@vergillives9890 so everyone saying yugioh doesnt have set rotation is actually wrong, got it
I've been playing this game for 20 years, and i hate how tunnelvisioned the game is now. I remember when i used to have fun actually PLAYING the game instead of watching someone go full combo for 60 billion years while im stuck sitting there, not even on my first turn yet. I pity anyone who tries to start playing this game the way it is now, because it is absolutely NOT beginner friendly anymore.
As a beginner, I just stick with fusion summoning and basically GX era stuff, and add xyz in my extra deck because it's not that hard to summon
@@daviddraws2534 out of all the new summon mechanics, xyz is probably the best designed one, using it is the best choice for a beginner
@@daviddraws2534
You might want to look into the Edison format, too
And they dare say the game is faster
@@daviddraws2534anything past synchro I never really tried to learn lmao I feel like a caveman I still win sometimes with my mask deck but some of the new shit seems so OD to me idk
I tried learning Yu-Gi-Oh using Master Duel as my younger brother is really into it and keeps trying to make conversation about it. I got through a lot of the solo stuff to learn the mechanics and was enjoying a fair bit of it. I built a Tenyi deck (lots of simple special summons and easy to learn/combo) and took it to the rookie leagues; this has been a miserable experience and I now hate the game with a burning passion after just a handful of actual duels. I won a match where my opponent just set a monster and spell card before conceding. I then played against Galaxy Eyes Photon Dragon: they played Maxx C straight away and then comboed into hitting me for 13k damage on the first turn they could attack. My next opponent was an exosister deck so I patiently sat through about 20 of their special and XYZ summons before I got a go, then they also played Maxx C and ruined my entire gameplan before I even got to do anything. I did get my walls out in a match eventually and had a tenyi monster that can negate an incoming attack and destroy the attacking monster ready to surprise them... but my negate got negated so I lost.
I think I'll go back to the Pokemon TCG because I want to play a game that actually allows me to play and have more than at most 2 turns to a match.
That's unfortunate to hear. Sadly, the tutorials and solo gates in master duel really don't show how the game is played at all.
My favorite example with card games and yugioh is that most of them are like platform fighters that you have way more space for mistakes and is more os a grind to take a win, while yugioh is a typical figthing game that you get comboed to oblivion unless you're more experienced and combo them instead with almost no space for mistakes. While both are fun to play, yugioh is way more difficult to enter as a new player because you're most likely to just lose simply for your first games since you got less experience.
@@ultra-vn9id Appreciate your perspective and I guess we're looking for different things from the game; I want to have some fun with decks, cards and mechanics I like rather than be uber competitive. If I get only one turn to play (a lot of which will get negated or interrupted) each game before getting obliterated by someone's combo then it seems that my mistake was made by not having a third of my deck be hand traps or by not drawing the right cards during my setup. I see it like releasing a fighting game where only three characters in a huge roster are viable, and I doubt anyone would consider that a good (or at least well-balanced) fighting game. I don't expect to win against a better deck, but I want to at least be able to play against them. I also don't want to be forced to have to get every disruptive staple to compete nor am I a sadistic bastard that wants to lock out my opponent in such a way.
Indeed if your not learning 10 years of interactions with a single deck your fuk and every other deck in rotation
The big thing you have to understand is you're fighting against people who are trying to be competive and probably understand the game better than you do. In a more casual environment with friends explaining what is good to do or what to do you'd probably be able to enjoy the game more. As someone who plays mainly non meta decks and still does relatively well in master duel, including galaxy eyes photon. I'll tell you its probably also you're not very good at the game. @@Umbreon-ln7fe
@@Umbreon-ln7fe Yeah, I had this exact kind of experience 7 months ago when my friend introduced me to Yugioh. I just watched him do a bunch of combos, summon 3 synchro monsters, and that was it. But honestly, the game gets quite decent after a while. Also, I don't think Tenyi is a bad deck, especially Its swordsoul variation compared to stuff like exosister and galaxy dragon(I've met a lot of swordsoul tenyi players but rarely see the other 2)
Yugioh games these days only last 1 or 2 turns, either whomever goes first summons an invincible army or he gets countered and ragequits, it's not fun to play nor to watch.
but each turn takes a year
Modern Yugioh is literally “play the newest stuff out. You can’t even play with your favorite deck because its power crept by a landslide.
That is incorrect
@@streetgamer3452nope they’re correct. there is a new meta like every single time konami releases a new archetype and it makes every other deck useless once someone finds a way to make it powerful
Basically, yugioh does have a rotation like other card games, but is done in the worst way possible which is ruining the game.
@@Jokerman595that's just not true. Besides the fact that they have to make every new archtype playable in order to make money, the meta usually consists of a few new strategies and old ones that people are still experimenting with today. If what you 're saying is true then there shouldn't be Exodia decks winning YCSs or that one time Blue eyes won worlds.
Snake eyes
And
Tearlaments
Are examples of that
Fun fact: Most "Control" decks actually don't fit the definition of a control deck, which is to say a deck based on denying opponents resources and winning in a grindgame. Most "Control" decks actually are Stun decks, playing floodgates and locking the opponent out of taking entire game actions rather than denying resources. It's gotten that bad
Because every deck becomes a generic control deck with extra steps
What Yugioh calls control decks mtg would call prison decks. The difference is that in most magic formats you need to work for your lockout condition and aren't likely to just do it turn 1.
How to perfectly describe eldlich 👀
Crazy how incorrect this is
nobody in their right mind calls a stun deck control, we are very capable of differentiating those terms.
in master duel if I have to sit more than 5 min for turn 1 i'm leaving i'm tiered of having going against people who don't end thier turn
use traphands, that all, against the freaking purrely just use ashe or impermanence in the purple effect monster, that will break all the combo
against rescue-ace, impermance to the hydrant and try to save the ash for the card "EMERGENCY" that break the combo
for branded fusion, impermance to the maniquie or use a drol and save Ash for branded fusion card
XDD dude sounds like you suffer against brick eyes blue dragon with the chaos max XD funny thing is one of the worst deck, i left to play in 2011 and just recently come back, and i win a no official tournament for return player on local with gravekeepers and i play against kashtiras and tearlaments, i just buy som traphands, and new supports, some xyz, also u can play edison format (yugi pre xyz just syncrhos) and goat (clasasic yugi rules and card untill 2006 have aloot of pupularity), there are another formats like speed duels or just play without format and use solem opresion, sixth sense are aloot but aloot of old card just brake the meta, even my rouge gravekeeper deck, no special summon, no banish, no graveyard, and if u use a card like royal tribute aloot of meta deck will just surrunder, but if u thing u can just undust ur old deck,
The saturday i lost 1 duel against trapdeck, with magic cilinders XDDD it was so funny couse i was using my meta deck instead gravekeeper, and i lost against a old trap deck XDD, are rouge deck they are strong, like old banish deck with macrocosmo and great maju of erza, but yes you need traphands, without that u are just a open target even for OTK like utopia deck, its one of the easy disrupt combos, traphands like ash, dimension shifter(this one do all cards will send to the GY banish instead a pretty good support for maju deck ), nibiru, lava golem, ra sphere mode, just play rouge decks are aloot and are good, even zombies are good, maybe no meta for win a tournament but still good@sheeplehunter505
@sheeplehunter505 also a meta deck for modern terms are the deck can disrupt play even with disrupt, if just one ashe, or any traphands stop your deck, its not meta
What's crazy is that I've noticed them doing this over 5 years ago when I stopped playing and it's still going on. They really don't respect their fans.
Well this is only keeps going because the "fans" still buy into and only like to yap. If one dosen't respect onself then it's no wonder Konami has been playing these dudes for years. I've never seen the Yugioh community band together to change anything for this game. They let Konami be lazy with their yugioh video games as they been selling the same game for years and calling it a new one (Aka duel generations)and though there may be a lot of complaning nothing has ever been actually done to cause a change within card game itself too.
All they care about is moneyyyyy
They never did
Yu gi ho was created as a Fictional magic the gatherig
Got powpular by cool factor
So it got rules and standards (by most present rules Yugi chets EVERY encounter because Black magician is "do watever i want)
The rest is the author giving the right and then daying, then history
A company that earns millions by creating power creep will never change their nature
The way old cary resourge by exploiting new mechanics show how they dont care or have lost track of how all card can play togheter
@@Samurai-no4wu Pretty much yeah. Players do deserve some degree of blame as well.
Konami seems to be naming its new archetypes like pharmaceutical companies name new drugs. I really despise the naming schemes and aesthetics of modern yugioh designs. Bysteel sucks as a name, tearlamnt sucks as a name, kashtira sucks as a name. I don't want a pill bottle of kashtira served to me by my doctor
This is more of the TCG's fault than the OCG's, when they import cards abroad they most of the time use stupid names.
Full agree, alot of these newer archetype designs and how they play, they just feel so soulless
Think imma remember Tearlaments or Sky Strikers as anything but these generic looking cards that don't look like Yugioh monsters
@@brunopereira-gx7dp remember how they changed "Skyfang Brigade" to "fur hire"? localisers are the worst people
dolmagukagitika supreme overlord predaswarmblast
@@Dr.AvenVon that's a brilliant pun and you know it.
Well put, I had very similar, if not exact thoughts about the game. The game became too saturated and I don't believe it's sustainable like this (which is the reason why Rush Duels even exist).
I felt very bad when Benten got hit because of Drytrons. I honestly play Cyber Angels and this is what they did.
I hate that i cant even play rush diels physically
@@SoftwareNeos They're slowly releasing sets so it'll be possible sooner than later.
For the TCG that would be GOLDEN
I think that one of the main problems is cards having too many effects, like a monster can have a summoned effect, on field effect and sent to the GY effect all at once.
Also I did not see Trains in your architype tier list.
And it was shown a few years ago that a deck mainly made of 1-effect cards can be terrifying (talking about Drytron)
This is why after 7 years of playing advanced format competitively, I shifted to only playing goat and Edison format, aka an actual interactive and fun card game.
You know the game is fucked when half of every deck are just cards to stop your opponent from playing
Then game is fcked when you care more about stop your opponent from having fun rather than focus on you having fun
How every competitive game works
@@streetgamer3452THATS NOT TRUE LMFAOAOAOAOAOAOOAOAAA HAHAHAHA HAHAHA HAHAHA THATS NOT TRUE LLLLLLOOOOOOOOOOOOLLLLLLLLLL😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂
@@Nelex5000 then you’ve never played a competitive game. Also, settle down kid, no reason to yell
@@streetgamer3452 COMPETITIVE GAMES ARE SUPPOSED TO LET U PLAY THE GAME WITH A FAIR CHANCE LMFAOAOAOAOOAOAOAOAOOOOOOOOOOOOOOOOOOOO
U HAVE NO IDEA WHAT UR TALKING ABOUT
THERE IS NO SUCH THING AS LUCK IN A COMPETITIVE GAME. THERE IS NO POWER CREEP IN A COMPETITIVE GAME.
LMFAAAAAAAOOOOOOOOOOOO
U ARE DENYING OBJECTIVE REALITY
HHAHAHAHAHAHHAHAHA
HAHAHAHAHAHHAHAHA
HAHAHAHAHAHHAHAHAHAHAHAHHAAAA 😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂
That's literally any game on a competitive level. The best strategy in any competion is not giving your opponent a chance to fight back.
The real problem is you can do too much with little to no penalty. People on first turns are getting full boards. It's stupid. That's why games liek magic have resources pools. So you can't just do whatever you want.
u just dont understand yugi, for yugi monster are the resource for expample against rescue ace, ash to the hydrant and impermanence against the big, and gg, anf if u goinf frist just make sure y have a barone and some impermance for nagate, against purrely just one ashe to the purple one or ona troll and is gg for that deck, or have one shifter all card instead go to the GY are banish and aloot of deck will do nothing
@jorgecarvajal5385 No I overstand it and it sucks. Hand traps ruined the game but were needed to stop people from going full boards in one turn and the game became mostly rng. It's stupid.
as i say, clearly u dont understand modern yugi, i like it even when i feel frustrated just change some thing for make a better strategy, but hey do u know are 2 other formats its call edison format its a format untill 2011 for the tournament of the same name and goat, or yugiclassic card release till 2006, they are not official but alot of locals have people who like and minitournamets on locas, and even in official tournaments are always some tables for that 2 formats, not for the championship but have prizes
@@willywonka00
@@jorgecarvajal5385🤡 nice repeat bot!
@@jorgecarvajal5385 He said nothing about resources. What are you talking about? The issue with yugioh is that there is no punishment for overextending. More summons = more interruptions. So the crazier you go on your first turn the safer you are.
I miss when real trap cards could actually turn the tide of the game back and forth and normal monsters were usable.
Wait till you find out about sunseed genius loci
Wait until you find out about Labrynth
Wait until you find out that, unfortunately, vanilla monsters will be powercrept out of any card game eventually. Its unfortunate, but its ehat happens when you exist for 25 years
Normal monsters had already been filtered out of most decks by 2004, if anything they're more usable now than ever before due to the fact that decks like Suship are built around them, and they aren't just blue-eyes white dragon being used in a draw engine to FTK using exodia. Even the combo deck that has one multiple high level European championship events often starts by summoning a normal monster, yes, that sunseed genius loci
@@default9314 Well, I’m just hoping another deck rocks the meta like world chalice.
This video perfectly voices my gripes with modern Yu-gi-oh. If you don’t draw the one card you need turn 1, then you can’t play and just instantly lose. There’s no back and forth with your opponent and it’s always a one-sided curb stomp.
Pretty much. I quit playing when links came out. I was dueling online and someone made a deck that would insta win the first turn by literally denying you the ability to play any card AT ALL. If they went first, get bent. They'd cancel your turn and attack you. So I remade that deck, altered a few cards to make it more consistent, and proceeded to curb stomp people online. I quit because I was floored with how the hell it was even possible. They somehow made the game just completely unplayable in a single generation of the game. There's no coming back from that without rebooting the fuckin game
There has been a back and forth for the past like few years
@@streetgamer3452 Did you even watch the video, or are you just illiterate?
Unchained, the current best deck, making 3 interruptions in their endboards:
Yeah, you don't see the back & forth because your deck sucks. Pick up real decks and you will see the back & forth aspect of the game more
@@Gabu_ have you played Yugioh in the past few years? This video is literally int about what actual modern is
Yugioh back in the late GX and late 5D’s era, were the best and most fun era of Yugioh.
Pre-synchro DAD and frognarch ftk?
Late gx is filled with grapha skill drain especially in ocg.
You will hate it so much
@@r3zaful Grapha wasn’t out until early Zexal era
Edison/YuGiOld baybeeee
That's why before I quit YGO I played GX Duel Academy the most. There were some Special Summons, there were some negations, but the whole game wasn't overtaken by them.
Yugioh has had over a decade to fix the problems and chose not to. I'll always enjoy nostalgia bait products, but I could never play again after Zoo format.
Agree with your whole video. The negating is out of control. The Operah Meme is really relevant: "You get negated! you get negated! Everyone gets negated!".
I play locals casually because the game is completely fucked for all the reasons you listed. Being vocally against hand traps on Reddit gets you downvoted into oblivion, part of the problems is many players are toxic and campaign against any change in the game.
Lmao I got really mad playing MD so I posted a rant on reddit saying how the game isn't skill based due to this problem
Lets just say I hurt a few peepees...
@@rayquazapasta6272 it hurts that you are moaning about the state of yugioh. What do you do if your car is broken and no one wants to fix it? Thats right! Buy a New one. You dont cry about the days when your car worked or try to fix it yourself. Do the same with yugioh. Please. There is still a playerbase that enjoys the game and its Evolution over the years. Dont ruin it for us. Just try and play it or leave. Its just pathetic crying about things and how they used to be. 👎
@@koro9553Uhm, how about instead, being part of the fanbase, and being a customer, i get to have at least a say in the matter? I mean, asking for a better product doesn't necessarily means hating it, i love yugioh, but i can't stand the direction it's taken due to the fact that a game where you just don't let your opponent play isn't funny at all since the whole game thing is based on an interaction between you and someone else.
The whole "you just have to buy a new thing" is a braindead opinion since it just means that what you're searching is something to consume, instead of enjoying it, which is the total opposite of playing a game
@@sambreaker2978 oof, your Logic is so non existent.🤣"I pay for it therefore I am allowed to complain" there are 2 issues. 1. If you love Yugioh, why complain about it? I really dont get it you went in the comment section to tell me that you dont enjoy the game 🤦♂️. 2. If you dont like the direction then why do you buy anything? You literally give them the input they need to Continue with their way. (That one that you dont like)😑. If you dont like the direction of the game then go into their Support. They are really kind and also explain a lot of things you obviously dont know about. Like the reason for the Powercap. If you Look at a game like magic. The cards are not that broken and also they dont let you play some cards at some of their tournaments to ensure that you keep buying them. I can promise you that you dont want to have this in YGO. Also who said anything about buy the newest stuff? You dont even got the metaphor right. It was meant that you should move on except of complaining and moaning. 🤦♂️you got a say. But I really wish you just keep your mouth shut. The game is great in my opinion and if you have another opinion then great. But then act like it and dont try to change the current game or annoy the players. Just move on to another game that fits you more. I dont play games if I dont like their development. The game will not change and I apreciate it. Because old school Yugioh SUCKS. And everyone that enjoys old Format more than modern Format is just to dumb for modern Yugioh ✌️
@@rayquazapasta6272but it is skill based. Have you seen the MCS match were it was Lab v Branded? That was peak
Came across this video and it encapsulates a lot of what I have issues with in terms of gameplay in Yugioh. If we where to expand on how to fix the game I would force Konami to completely restructure how they do their set design and force them to do more battle pack/ Limited environment Yugioh. There is a lot of skill expression with playing with limited resources and I’d think that would have a good effect when learning how each deck archetype works in a more simplified game state.
It would be a lot of work. But yes.
Great point 👍.
I think it funny that the "deck getting plenty of support" mostly because I do Infernoble, a side archetype of the Noble Knights. And Noble Knight is the prime example of a deck getting a ton of support yet somehow still end up "flopping." Where as somewhat recently Infernoble got a bit of new toys that ended up helping them a bit. Probably still gonna fall to powercreep later but seeing some limelight is nice.
RIP Isolde.
I recently got pulled into YGO because a friend of mine was starved for a challenge (I have been in a similar position, so I figured I'd give it a try after he bought me Legacy of the Duelists: Link Evolution), and I absolutely hate the "meta" level of play. Every meta-competitive deck is designed entirely around preventing the opponent from doing anything on their first turn, and then killing them before they get a second. It's for this reason that we (me, my friend, and my brother who got caught in the crossfire) came up with an honor-system for how we play.
1: When we build a deck, we try to adhere as much to a Central archetype, or Two Central Archetypes that synergize together.
2: Generic Cards are allowed if they compliment the Central Archetype, or if the Archetype doesn't have enough cards to fill out an entire 40-card deck.
3: Negation is allowed, but only if it comes from a card within the Central Archetype. Otherwise, we don't put it in our decks.
4: No cards are considered Banned unless it completely removes an Archetype's counterplay, or otherwise makes a deck too difficult to deal with unless an unreasonable amount of resources are expended to do so (examples include: my brother's Amazoness Onslaught, and my friend's Time Thief Redoer are examples).
5: No one makes a Pendulum Deck (not because Pendulums are overpowered, but because they're are annoying).
We don't really play much anymore, but when we did, this at least let most Duels last longer than a few rounds, every deck and even the more powerful Archetypes we used still had counterplay. The duels we've had were quite enjoyable, even on the losing side, because it was almost always a game of whose gimmick could get up to speed faster than the other, rather than throwing out a bunch of arbitrary roadblocks to prevent the opponent from getting past the starting line.
one main thing i noticed is that the modern day powercreep is to simply... remove costs. like the new labyrinth deck does shit my rogue decks do in terms of search, but i gotta spend 2 cards for cost while they can just flip a trap during the standby phase and immediately pull the strongest monster from their deck
One of the biggest problems is how many cards let you search for no additional cost. What makes a good archetype? Being able to search your best cards.
Modern archetypes are designed assuming you will search your deck for a specific card you need to make further plays.You get to see your boss monster basically every game, but it reduces the deck to how good that boss monster is.
This is why dinomist imo are designed well... they dont search their entire deck usually. Its just 1 card. Then they just focus on their gimmick.
It can become a disadvantage in Droll formats. Some decks are designed to never search multiple cards and instead rely on having multiple different pieces to do their thing, or have another way to get to their cards.
@@SoftwareNeos I like using my Code Talkers deck in MD for basically the same reason. I can search for some cards, yeah, but only if I use specific monsters to perform Link Summons. Otherwise, I can't search for anything. I have to play to the central gimmick of a Code Talker Turbo deck to be able to search for anything.
A solution I have is to force turn timers to restrict both players to having 1 minute and thirty seconds to play each individual turn, no more time allowed to combo or play additional cards
All this does is make everybody play stun
I played Compettive from 2017-2021, and looking back, I think 2017 was the year the game entered a point of no return.
Because of decks like Zoo, True King/Draco Varients, Dinos, cards like Ash and the new Link Monsters, and just general power creep; We went through over 5 Tier 0 or FTK infested formats from 2017-2021, and the game became “Can you obtain the out? No? Then you can’t play the game.”
yeah same i stopped playin around there link monsters killed it
Yu-Gi-Oh! TCG and anime needs a reboot. I love Yu-Gi-Oh! but jfc it's real complicated and non-interactive (insert more adjectives here.) Yu-Gi-Oh! TCG used to be more fun when it lasted more than 4 turns and even though you wiped your opponent's board out, they could still turn the tables. It needs to be rebuilt from the ground up, imo.
If you go second with no hand traps u basically lose regardless if the opponent plays ftk or not. That's the least problematic thing discussed in the video
How did someone win a ycs somewhat recently with 0 handtraps in their entire build then? Weird
@@ensamvarg8504 yeah they played board breakers instead, not like it changes my point
*laughs in dark ruler no more into evenly matched*
@@kulamiso9489 read the other comment I sent but yeah haha
@@dyyler1170I don't really get what your point is. Of course a card game are going to be atleast 50% luck based. When people point out that handtraps and board breakers can deal with that they mean putting them in your deck gives you A CHANCE at winning, just like playing any other cards.
I dropped YuGiOh because it became less interactive. You didn't draw teh out? You're screwed. I was done with it, so I went back to Pokémon TCG and I legit remember cringing up thinking a card was gonna KO my active Pokémon and my bench all at once. When it didn't happen, I slowly started getting back into the game and I won. My opponent asked me why I seized up and was visibly nervous and I told him I used to play YuGiOh. That person is now my best friend and rival. We play often at my local park, and he introduced me to a group of friends we call "YGO survivors" and we play Pokémon TCG all the time. We'll often make fun of the current state of YGO and even cringe at the banlists sometimes, but we all planned never to play the game at a competitive level and rarely at a casual one.
When your game has people having PTSD, Vietnam flashbacks when playing another game because of the proverbial salad-tossing you put on players, there might be an issue. Here's the thing, YGO suffers from lack of meaningful back-and-forth. Turns are reduced to "draw the out or you lose" and it's an issue that YGO can't solve anymore. As much as i would love to make suggestions, nothing I could suggest would fix the game without breaking something else. Only thing I can honestly think of is to limit the amount of deck space that a player can dedicate to hand traps. Like if you play Ash Blossom, that's the only card that's considered a hand trap you can use.
Yugioh has become a game where the meta is more about stopping your opponent from playing, instead of having smarter plays.
That's why it's boring.
I don't need to know what a card does or think about what part it plays in my opponent's plan when I have a 3-stack Apo & Baronne on board, chances are they can't play through it
Yeah we aint gonna act like Solemn wasnt made in the early days and Mechanicalchaser and La Jinn pass with 4 backrow was a thing
@@aeugh8998
There's little to no punctuation in your reply, so I'll respond as if your post ended with sarcasm. I'll also be responding as if this is all one sentence.
------------------------
"Yeah we aint gonna act like Solemn wasnt made in the early days and Mechanicalchaser and La Jinn pass with 4 backrow was a thing"
Your board is not comparable to the boards that can be made with today's yugioh meta.
When modern yugioh players try to change history by saying the old and new meta is comparable, all they're doing is ignoring the problems with the game.
You can't complain when people leave a game when its community ignores the problems it has.
@@zoidsRaven And you gonna act like it's a new problem? The first meta of the OCG was all draw spell and just Exodia, basicly an FTK with no way to interact. And if we are talking about board, the board breaker nowadays is even more powerful than the one back then. If we are talking about negate, which negate are we talking about? Decks that currently being played doesnt even have generic negates, just being hyperconsistent with one card combos
@@aeugh8998
"And you gonna act like it's a new problem?"
Hm, odd.
My first post was "Yugioh has become a game where the meta is more about stopping your opponent from playing, instead of having smarter plays.
That's why it's boring."
The meta is not, and was never, one archetype. Exodia + drawing spell cards wasn't the whole of the meta. You're thinking, or at least acting like, my complaint was about the fairness of play. It's not.
A lot of yugitubers say that Exodia just was/ran away with the whole meta for years (mostly in defense of modern yugioh), so I have a good idea why you say that, but that is just ahistorical.
Entertaining this strawman for a bit, at least it's more intelligent than saying I just want the fusion deck zone to come back, your argument only works if Exodia + Draw spells (as well as other archetypes that function the same way) was all there was to play against in the meta back then. Look up tournament deck winners as for back as 2004, you'll see that Chaos, BLS, and others won more than Exodia.
However, I said I would be entertaining this strawman, so here goes.
You concede that you find the Exodia strat comparable to the modern meta that, as you say, "basicly an FTK with no way to interact".
The full quote in context is, "And you gonna act like it's a new problem? The first meta of the OCG was all draw spell and just Exodia, basicly an FTK with no way to interact."
If Exodia (or another strat lacking interaction from the other player) was the only meta at the time, that doesn't make my statement wrong, it only makes me a hypocrite if I defended Exodia style strats. Now... Since you conceded that Exodia is comparable to the modern meta in yugioh, you have also conceded that modern yugioh is about, "stopping your opponent from playing, instead of having smarter plays". Which was my first post.
In order to prove my point to be wrong, you must demonstrate that today's yugioh has >LESS< Exodia/FTK strats than yugioh did back then.
Can't do it? Is that impossible? Well... Then how does one argue that a game, that has become less interactive, isn't boring?
Like it all you want, but now you understand why some people quit yugioh.
"And if we are talking about board, the board breaker nowadays is even more powerful than the one back then."
I only mentioned "boards" because of how laughable it was that you compared Mechanicalchaser, La Jinn, and four backrow to modern yugioh.
You moving on to Exodia/FTK strats is a smarter argument, so we're moving on from that argument. Your argument becomes stronger by us leaving that point well alone.
Old school yugioh while it had it's broken cards you could still get through 5 or so turns.
Hand traps are pretty BS on the count that negates were literally limited to TRAP cards and not just one of the 10 effects some of these modern monsters have, I find it funny some people complain that in the anime Ra had like 10 effects meanwhile they run decks with monster that have a handful of effects attached to them.
Point though on hand traps is that they should be actual traps and not monsters, I get monsters will have effects but simple effects like same type stat boosting effects or a simple graveyard effect or even battle effects. But these modern cards seem to just have one of each tied to them. I'm scared to see how many 100page books all the current errata'd card text could fill cause it seems rare when you see an effect card with 2-3 sentences instead of a paragraph and a half.
Magic does this better with Keywords (Reach, Hexproof, Death touch, Scry, Proliferate, incubate, etc.) and it's gameplay format easily puts these to a hard cap of once per turn as most of the time youd have to tap in order to use. And that's the other problem Yugioh has as there isn't much of a resource aside from discard, banish, pay LP, and tribute which means nothing in modern play as most effect monsters have little to no drawback aside from "that card cannot attack if summoned this way" or "with it's effects negated" and the second one being more rare other than that its special summon central into a combo play, magic is all tied to mana usage so your only limited to your mana pool size for the amount of actions you can take.
Not to mention that their modern digital games ygo has the problem of forcing an in game download while MTG Arena once you update it then it's updated without no in game download. This last bit is a personal issue as I'm stuck in an area with satellite Internet being the only Internet option available so needless to say I'm.sticking with MTGA over Master Duel and Duel Links
Shooting Quasar Dragon is a fair omni negate boss monster. Sure it's technically a generic omni negate, but you gotta build your deck around getting it out (Quasar Turbo decks were a thing, also they weren't known to do much more than Quasar pass)
Boss monsters need to not be so generic all the time. I still have fun tho cus I like going second decks. I can search owner’s seal in master duel now that thrust is out and get my lava golems back for game.
I haven’t looked at the new paper cards a lot lately but I’ve heard Konami seems to be moving away from negates
Later response, but yes. Some negates are now more akin to the Fusion Grapha, like Phantom of Yubel changing a monster effect into popping one Yubel card from your opponent, or Centurion Cimelia changing a monster eff into Setting their archetype "Emblema" card, or soon-to-be-released Azaminas which have an omni at the cost of Tributing the monster that activated it, but generally we are moving away from generic negates, hence no Borreload Savage, Baronne de Fleur and now Apollousa. Heck, I kinda do not wanna play Master Duel BECAUSE it still has these generic omnis.
This is why I'm going to make my own card game. It may not be as popular as Yu-Gi-Oh, its gonna be fun with full engagement.
how's that going 9 months later?
Yu-Gi-Oh might benefit from multiple formats like magic the gathering. Some rotating others not
One Yu-Gi-Oh RUclipsr tried to propose that and that man got LIT. UP. over it. Like he got absolutely destroyed verbally for just simply thinking about it. Yu-Gi-Oh competitive player base just Black lists that concept
@@drpulcinella1870
most of the yugioh player base in general goes on a rampage the moment someone brings up points to make the game better.
everybody knows in the back of their heads that the game is completely fucked up and broken but nobody realy dares to try and change anything.
calling out the flaws in the game and presenting options to change things is treated as a hate crime in this community.
@@uteriel282 that's because the current state is making the players them selfs the money as well as Konami. Hell where I'm from the Yu-Gi-Oh community gets kinda avoided by some people and some TCG communities cause they called "wanna be mobsters, gangsters and investment bankers" around here the damn game is a crypto scam. U float with the money or u drown under it
I play none of the archetypes you listed in tier 2; but some from tiers 3 through 5. And they're pretty fun. Traptrix got me 6th place on locals for example. People never expect a 2nd bottomless traphole.
Also, if negation goes away, I guess it'll become a towers marathon, until someone draws their first kaiju.
Towers won't be really viable because of Kaiju's existence
@@dudono1744 as I said: "until someone draws their first kaiju"
This also implies, that Doomdog Ochtos, and Volcanics would become meta decks, as they can search kaijus. (or Lava Golem, in case of Ochtros)
@@Wortigon2000 That's the thing, half the time the kaiju is in the starting hand, so towers turbo won't be meta in the first place unless the tower is Noir levels of busted
@@dudono1744 dunno about that mate. I do pack a bunch of kaijus as side deck options with some of m ydecks, but some doesn't have even a single one. Unless your opponent has something you rally want to out, but is hard to do so, kaijus are dead cards. Let's say you're going first, and you open a kaiju. It's only use is either as discard fodder, or in turn 3, if you live that long.
Even in the decks where I do put a kaiju or 2, I never use more than 2 to 3. Except if it's a deck that relies on having a kaiju in hand all the time, than maybe I can go up to somewhere between 6 to 10 kaijus in a deck, but other than Numeron, I can't imagine any archetype doing that.
Heck, I have 2 Radians in my Blackwing deck. For the sole purpose of being a small world bridge, that could alternatively be useful even if I draw into one of them in my starting hand, if I'm going second. I just about never draw into it. And hey, that deck can set up full armor master x2, black winged assault dragon x3 and hot red dragon archfiend abyss in 1 turn with a half decent starting hand. If we say 1 less full armor master, than it's possible with a .15 card combo. (1 Simoon + 1 other random blackwing monster, preferably not the one off oroshi I have in the deck, as that's a material for abyss that I don't have an alternative replacement for.)
If negation goes away, thats when you rely on protection. There are no recent cards in yugioh that have protection that are not just essentially towers cards.
A good defensive card has negation and a limited amount of protection. Maybe if we could ensure our monsters would stick on the board, we wouldnt need so much negation, nor would we need to waste time making so many monsters to "protect" us.
A good offensive monster has floating effects instead of protection. In that case the protection is handled by spell/traps.
As both YGO and MtG player, the modern YGO feels like everybody is playing BlueWhiteBlack control deck and trying to be as obnoxious as possible to each other. NO FUN ALLOWED
Not just the community...but the konami shareholders expressed similar views
Idk how they keep going
Source for this?
My question to most yugioh duelists who’s main strategy is using your entire deck on the first turn to basically either defeat your opponent that same turn or have so many negate effects that your opponents don’t have a chance to win in the least, why do you think people should still play yugioh when you don’t even give them a turn to use their deck?
Allowing an infinite amont of special summons was a HUGE mistake imo, YGO would be better if it was limited to ~2 specials per turn imo
Yeah thats not a bad idea
Yeah, I was thinking on adding that rule when playing with friends to see how it goes
How to kill the game ^
@@streetgamer3452 yeah, if they added that rule now it would absolutely kill the game. I meant they shouldve designed the game around limited special summons from the start.
@@MrAskmannen then the game would be a much worse magic. Which is what it was before modern, aka around 2010 infernity. Just a worse magic that isn’t unique. So, once again, it’d kill the game
AGREED!!! Yugioh is no longer Yugioh. It has pandered to the powerhouse players because they don't know how to play the original game. It has turned into spending 5-10 minutes (and this is just on the digital version, imagine playing in real life??) of taking a turn... THEN... when it is your turn... it is STILL THEIR TURN because they can still do combos even on your turn. Its BS!! Then, when a deck is finally built to play against such decks (Dyna, Jowgen, etc.) the community cries because this type of deck STOPS their combos. So now, Master Duel has banned Jowgen and made Dyna limited. They cry cause they can't feel powerful by letting off playing for 10 minutes to play monster cards to eliminate a player in one turn. Guess what? Even in the first series there was a way to OTK, but you had to build up to it in several turns, not ONE TURN. Feel me??
The Meta game has ruined Yugioh and is no longer a duel.
I took a break from Yu-gi oh for a few years and came back and was introduced to super poly. I started reading the text and was like wow then kept reading and was like are you freaking kidding me? This is allowed??
Brilliant fusion absolutely can’t come to 3 no. Giving any deck a foolish burial for a light monster an extra normal summon and a body on board for material is inherently broken. It will always be good and in fact only gets stronger over time
Yes.
This video was actually made about 3 years ago. I kinda "remastered" it. So some cards dont add up now. But i hope that the points still stand
@@SoftwareNeos I mean I get your point. So which era is your favorite? Edison? DA? hat?
@@kaison12205 i thought hat was pretty cool. I know fire and ice hand were pains... but the amount of rank 4 toolbox that other decks could use was cool.
But im a DDD player. My opinions are trash
One other thing. Not everyone has unlimited funds to keep buying new cards every time a new set comes out and instantly all the cards you have bought are worthless now and your only option is to buy the new stuff.
These cards can be expensive in bulk
Then leave the game.. nobody plays anymore anyways.
@@cobanus2862trve
This is why I quit yugioh.
It’s basically don’t play the decks you ENJOY and instead play the only the strongest decks.
Doesn’t help that komoney keeps making more and more cards that say negate the effect aka only you get to have FUN.
This game has gone from something I enjoy to a mess that’s only entertaining to complain about which is sad.
Lmao Komomey nice one
@ Yeah I’ve lost all respect for Komoney that I refuse to call them there actual name outside of there nes,snes and ps1 games.
Old yugioh felt lile magic the gathering, I've played both at the time and just as in mtg there were stuff like combo, control, mill, midrange, toolbox and aggro decks.
But modern yugioh seems like ecery deck is either combo or control while being a huge toolbox deck at the same time.
Yugioh went from 15 turn games to 3 turn games with each player doing 15 things each turn
Consider yourself lucky that yu gi oh players are intelligent enough to realize the banlist thing is exploited for money .
In the game world of tanks, they essentially do the same thing:
- release new cracked tank
- wait a few months
- removes it from meta play (by nerfing it to the ground)
And the player still applaud them for saving the game balance when they do that…
It's interesting to see how many of these issues extend beyond the realm of Yugioh. In Marvel Snap, the worst types of decks to go up against are combo and control. Combo decks test their opponent's ability to draw the out or lose, which is exacerbated by the game's lack of sideboarding. Control decks lock down the board to create non-deterministic situations where you are unable to play your cards. They're both two sides of the same coin, ultimately acting as games of solitaire where your ability to interact is limited to the tech cards you happened to splash in. You can't tech against every matchup, so invariably you'll face opponents that you already lost against before any cards are played.
Where Snap handles balance better than Yugioh is with its ability to re-balance cards to re-shape the meta. Since they have much fewer cards than Yugioh and don't have to worry about the cost of re-printing, they can tweak the stats or even fully rework older and newer cards to keep as many of them viable as possible. This setup has allowed them to keep the entire card pool active with no banlist or formatting, with relative success. Powercreep of new cards is still a notable issue, particularly over the past few months, but their strategy of introducing a new card every week and making balance changes every other week helps to keep the meta from stagnating for too long.
I think where Yugioh has the edge is with the greater variety and size of decks. Snap only has about a dozen archetypes with a coherent identity, with differences between decks being much more subtle. They don't have any of the pronounced gameplay gimmicks you might find in something like Dark World, Artifact, or The Weather, since each card is meant to stand more on its own, and 12-card decks don't allow for as much deck identity. I never mained a Yugioh deck, as my favorite aspect of the game back then was trying out all the archetypes and trying to fusion together new ones. I really liked how it always seemed like I had a chance to win regardless of which archetype I was using, so long as my opponent wasn't running some one-sided gimmick build like Exodia FTK or Chain Burn.
One thing I do really like in Snap is that FTKs will always be impossible in it, since the win condition is based around a turn limit, rather than whenever the enemy's HP reaches 0.
I loved the early xyz era. You had some archetype options with the synchros, that had some mechanics to summon their boss monsters, and the xyzs acted as toolbox cards, that allowed You to get out of very specific situations
Any deck that wins by just stopping the opponent from even playing is scummy and pathetic.
I remember when i was younger, i went to a LGS that had casual yugioh, and i was playing with a Joey Wheeler ass deck made up of a mismatch of cards i thought were cool, and it was possible for me to win. (I remember a specific combo i pulled off once where i summoned Maurading Captain and immediately special summoned Rare Metal Dragon, and that actually got me a few compliments.) I went back several years later and fiund myself completely outpaced, even with a significantly better deck. I dont want to imagine what would happen if i went back today
Boss monsters shouldn't be packed with counterspells and indestructible, rather they should be the final engine in the form of tempo or card advantage of that specific strategy. Another aspect of it is the balancing, if a strategy is good in one aspect it MUST present a tradeoff: being bad at other aspects, if not, the only way of developing / printing more cards is by powercreep. We already have omninegation/ interruption AND indestructible AND unafectable by effects inside a single monster, what's the next step?
A good boss monster should :
• Not be insanely hard to summon so you can play the cool thing.
• Do something while on the field so it's not just standing there (on summon effects work too, but less cool because after the summon u just have beater).
• Have some protection/floating effect so your efforts to summon it don't go to waste.
That's why I like Balerdroch based zombie decks. Balerdroch is a solid boss monster, but it's also the only thing the deck has going for it unless you devolve the deck into a generic combo deck.
But that aside balerdroch has a negate and a banish, inherently a stong card with strong effects. But the deck has multiple glaring weaknesses. Firstly, backrow removal can deal with zombie world and thus disable not only balerdrochs negate/banish, but also prevent it from returning from graveyard. Secondly, balerdroch has weak stats so it's easy to just beat over it. And if you have ways to lock down the graveyard or banish balerdroch, the deck is pretty much done.
To me, Balerdroch presents a fun puzzle for the opponent on how to approach the board, rather than making an unkillable board with infinite negates.
It's a light version of those combo decks with easy to exploit weaknesses.
Zombies also do not have backrow removal at all inherently, so while the decl can screw with modern yugioh decks that just run mostly monsters, in older formats where people run more spells and traps it's actually weaker. No way to pop or negate backrow.
Hum, I started playing the older yugioh DS games like Nightmare Toubador just to play a card game again, and I had fun with those. Mostly cause the pacing for each turn is slower, and it actually takes time to build up strong board presences.
I remember getting so mad at this game in it's modern era after XYZ's cards, I think (Those black border cards) came out where you're stacking cards (Like solitaire, huehue) to make some beatstick that explodes the entire field. I finally created the deck I wanted but after seeing someone take, I kid you not, ONE HOUR on their turn doing a bunch of nonsense and falling asleep at my chair, and playing two cards on my turn just to watch this guy proceed to take ANOTHER HOUR LONG TURN, I was picking up my cards to leave. He was so invested in his turn that when he was about to attack, I was already picked up and said "You won, bye." and got rid of ALL my cards a week later.
Plus, why the heck do archetypes exist in this game anyways? Every deck I see in modern era is the same:
There's some BS combo that pulls out cards from the extra deck and calls maybe 3-5 cards turn 1,
Every deck has some form of major removal no matter the archetype,
Every deck has some sort of control,
And every deck plays the same. The only difference is the coat of paint called "Attributes" and "Creature types".
At least in Magic, each color corresponds to a specific playstyle. Red is fast and burns, Blue is control and card draw, Green is major resource ramp and Big Beatstick cards.
I quit the modern era solely due to watching 10 card combos that win just about every game in a single or two turns while your opponent cant do anything. That's no fun...
Ngl, i agree with your points when i play "Master duels" i kinda meet, these type of sweats, mostly Kashtiras- why are everyone meta slaves?
It's not, even fun when runick player, just decks you out.
6:14 I was playing as a noob with the starter deck on master duel and "dark ruler no more" was like my only chance to do something against all of THEIR negation effects 😂
I wasn't using it to keep them from playing, I was using it as an anti bullshit card so that I get to play too!
No fun was had, just like you described. Konami just says "Want to win? Keep buying the newer, better cards!"
23:02 Dark Magician is the perfect middle ground. Konami will probably never hit it, its fun and not overpowered, its a recognizable archetype that hasnt been forgotten, its got two card combos and various different playstyles depending on what cards go well with it (playing pure dm is almost impossible), and it gets gradually more support over the years
DM won’t get hit because it sucks lmfao
I have a pure DM deck in Master Duel, and it is pretty damn fun for sure. Dies really fast against a few specific archetypes, like Purrely, Floowandereeze, or you know... kinda dead againsta Chaos MAX, since most of DM's removal is either targeted, or a destruction effect, that 2 things that Chaos MAX is immune to. So to get over it, you'd have to either beat over it (Apprentice Illusion Magician came to bargain, or something from the extra deck, like an Accesscode Talker, or Quintet Magician. Or just some non-targeting non-destruction removal effect from the extra deck, that's possible as well. White Woman Jumpscre, as we like to call Goddess of the Underworld in Master Duel, that's always an option.)
But it plays well against most archetypes. So Idon't see the problem with playing them pure. If anything, I find they're stronger that way, than when I mix them with branded stuff.
Why do I feel like you just described Drytron ?
@@dudono1744 Because he did. He described Sky Strikers too.
Too bad dm is piss and the main ways to play it include “a branded deck made worse by dm cards for no reason” and “backrow floodgate turbo” lol
TBH I spent hundreds of dollars of hand traps even on master duel 😔 and I agree I couldn’t really play a lot of my favorite monsters without them
Pokémon TCG pretty much manages all these issues through a simple factor: format rotation.
- players can predict for how long they'll be able to use each card
- you don't need to worry about an immediate banlist after investing money in certain cards
- also, there is no need to create insane power creeps in order to make the most recent releases be way more powerful than all the other cards ever released over the last 25 years - with rotation, the level of the game cycles around 3 years, continuously, and it doesn't have time to get extreme
- iconic cards can have different / improved versions of themselves each rotation (why do we still have to play with the same dark magician that was launched in the 90s?)
and the list goes on
It does really sound like yugioh shouldve been rotating YEARS AGO
I used to be against rotation since I wanted to be able to keep playing the cards I like but then I realized I only play casual where most people wouldn't care if I used a card/cards that rotated out. I would just hope that cards that got rotated out would become cheaper on the secondary market. It's insane to me that any card is over 5 dollars when it's literally shiny cardboard.
I don't like rotation, I want to use the cards I bought.
This is why I feel people shouldn't mix archetypes. If you pick Elemental Heroes, you shouldn't get access to Destiny Heroes, Evil Heroes, Masked Heroes, etc. If you use Blue Eyes, you shouldn't get access to Galaxy Eyes. If you use Frightfurs, you shouldn't get access to non Frightfur fusion monsters. I could make more examples, but I won't. I know I'm being hypocritical with my point because I splash Dark Rebellion with my Evilswarm deck, but I truly hate FTK and heavy Negate decks.
I feel like konami is slowly addressing a lot of these issue, so far the most recent top decks aren't super negate focused, and I feel like at this point into the game we've reached a critical mass of handtraps that the problem of draw the out is slowly creeping away, furthermore with cards like havnis, arias, and the turn zero rescue ace monster, we are slowly speedcreeping the strength of blowout going second cards, or at least forcing the use of blowout going second cards to be more proactive.
I do feel like negates and stopping the opponent from playing will always be a part of yugioh, but I think it's good that there are more varied forms of interruption these days as opposed to just negation. Then again a huge part of the fun in yugioh is swingy explosive turn ending and game ending plays. There at least has to be a certain degree of unfairness and one-sidedness to fulfil all our anime power fantasies of big combo, you fell right into my trap, my big robot/dragon/angel/cool anime character with a comically large weapon attacks you and kills you instantly.
Just for me to understand, is Tier 1 or Tier 6 the strongest ? I stopped playing with the beginning of 5Ds and Synchro and I'm not familiar with all the new archetypes.
An easy way to fix this entire problem without banning everything, is creating a rotating format. That way even if the game gets degenerate it can be handled quickly and you don’t have to ban an infinite amount of old cards. Yugioh has gotten so fast that the game is usually decided turn 1-2. Like how does the power level get higher than that?
It’s coming to its conclusion. Which is broken and only kids and autistic virgins play now.
fast phasing its the way for yugi, yes maybe 2 or 3 turn but a good turn with negates and dancing arround take arround 2 or 3 minutes and if u make 1 mistake on the negates proably u lost the game, u need to learn the breakpoint of the decks and who u can dance against that, magic is the other side of the coin ussualy 7 to 9 turns, are slow pacing its more like a mental game u can decive ur opponent for make a mystake
First off the amount of turns that take place in a game hardly matters. What matters is the interaction that takes place within those few turns and second of all games last 2-4 turns usually though it can go longer depending on how evenly matched the two players and their decks are.
@@Honest_Mids_Masher I think i enjoyed it alot when the games had many turns, and it's a long drawn out battle of luck and skill, rather than whoever can speak fastest on the first turn
@@rubotok3703 Sorry but the modern game has far more skill expression than how it was before. Before it was mainly luck that decided games.
Great points
Ive tried get into modern Yu-Gi-Oh after quitting back in 2010. Master Duel is ok if myself and opponents are all playing rogue.
But Barely playing cards against top decks and getting steamrolled isnt worth the time
I play low tier decks like assault mode, ice barriers, and a personal felgrand deck and honestly it’s the traps that are situational that people don’t expect that wins me games or throwing them off with a deck they don’t see coming. Throw in the bandage cards and I could even have a little fun on master duel lol.
Gladiator beast example is the one I disagree with cus they have more powerful cards and a wealth of weapons. The state of the modern game demands you use those weapons as you see fit given certain situations (this will work well if your playing against someone who isn’t playing a crazy toxic deck that hates interacting)
I like the idea of more archetypes because they create opportunities to make a unique gimmick, the problem is only a few decks are good instead of the majority of decks are good.
Love the video, I agree with most of it.
Another Ice Barrier enjoyer 🤝
I would argue in favor of Super Polymerization - it only become a problem after release of Garura and Swamp Dragon. Before that it was basically an anime boss card from the end of GX, which was all about fusion boss monsters. was only good for generic enough decks, like e-heros and later Branded to a very limited use.
Other Spell Speed 4 cards, yeah those are a clear sign of the problem and I expect a lot more of them in the future.
Honestly i agree with 90% of what you said. You basically summerized most of what I've felt for the past 6 years.
When i used to play the game you had to actually strategize and make decisions. Majespectors were a great example of this. Now in moderj yugioh you just floodgate or summon a 5 negate board.
There is no way you really believe that wavering eyes wars into damage juggler is a more strategic format than the format mentioned in the vid
That is the Problem 6 years. You are old and didnt evolve with the game but dont Expect the game to stand still and wait for you to get back into it. Yugioh changed and so are the people. You are not one of the people that enjoy the game. So what? Dont Ruin the fun for other people. Stop moaning about the good old days of yugioh and just get back into it or leave it 😂
you just dont understand moder yugi XD thats all, u need learn to interrupt chains and when use the effects, the thing with yugi is it have aloot of microphases and chains, for example i thing battle phase have 6 subphases and u can activate effect on that, learn how break chains, and when use the disrrupt, its a little hard but funny when u learn the things, also are rouge deck like gravekeeper that do really great job on modern yugi on MD my Gravekeeper deck u used till platinum 2, and i just change because brick some times XDD
@@koro9553 it's not that I didn't change, I played the more modern and viable strategies. It just wasn't fun anymore because it became very repetitive and boring. If you enjoy it good for you but imo the game sucks now and is no longer worth playing. Hence why I've quit for 4 years and moved on to MTG.
@@jorgecarvajal5385 I understand "modern Yugi" I just don't like it. I'm tired of how the game has just become a competition of preventing the opponent from playing the game. The outcome of any match is determined by the following.
Are you going first? No?
Did you open with about 2-3 hand traps to stop your opponent from playing? No? Next step. Yes? If you didn't brick you win.
Did your opponent make an unstoppable board? Yes?
On your turn did you draw the out? E.g droplets or sphere mode? No? You automatically lose. If the answer is yes, can you otk your opponent or set up 5 negates this turn? If yes the opponent who made you sit through a 30 minute combo scoops and your time has been wasted.
Listen to this: Remove bans and limits, and segregate
Have many different tournaments, and as such:
1. Duel Monsters (cards released until the end of the original show, with a separate bracket for the Orichalcos decks, normal, fusion and rituals allowed)
2. GX (w/ cards until the end of GX, normal, fusion and rituals allowed)
3. 5Ds (w/ cards until the end of 5Ds, normal, fusion, rituals and synchro allowed)
4. Zexal (w/ cards until the end of Zexal, , normal, fusion, rituals, synchro and xyz allowed)
5. Arc V (w/ cards until the end of Arc V, normal, fusion, rituals, synchro, xyz and pendulum allowed)
6. Vrains (w/ cards from Vrains, all summoning types allowed)
And then some formats might be more fun
After a while, kill the bad ones and promote the good ones
And it'll all be well
Me: So... Can I use Magical Scientist FTK in DM era now? Or even Chaos Emperor Yata-Lock? *Smiling*
@@ViRo02Cas With the advent of all the new handtraps, I'll allow it :)
@@jager0724 Me: *Grinch Smile*
I agree with pretty much everything that you said. What is the point of even playing the game if your opponent can't even respond. I am glad that you and many others are seeing the glaring flaws with the game.
YGOs problem is simple. It just became too fast. When the most you can expect, bacause of FTK meta, is seven cards in hand at at most two battle phases, card design is encouraged to print rampant carddraw and tutor fodder, and try to induce complexity within those two interaction steps. The reaource system was supposed to be the one normal summon per turn, and your cards in hand, but the constant printing of new free summoning methods gradually eroded that to the point where now it no lonver matters. I wonder if special summons got limited per turn, it would be a magical solution to all its ailments.
Yugioh does have more interaction Now a days. I’d say it has even more interaction then older formats. You no longer wait for your opponents BLS or DAD. Now it’s so I ash the E Telly? Do I ash the one for one? Do I ash or effect valor the normal summon? And hand trapping doesn’t always end there turn. Sometimes hand trapping branded early is just a minus 4. This take presented is just rose tinted view without actually understanding Yugioh
Oh look, a rational take that's calling out the skewed perspective. How refreshing
it still boils down to "which card should i negate to prevent my opponent from playing the game".
the only thing that changed is from "blind firing the negate cause they dont have a follow up anyway" to "i have 3 negates and their deck has 5 options to play around them if i hit the wrong ones".
overall not as much of a change as people think it is.
instead of there being actual solutions to the problem konami just prints more generic negates or extenders to play through negates which in turn causes people to use more negates untill every deck is just negates and extenders in case the opponent has negates.
instead of every deck being the exact same 40 cards like in the past every deck now is the same effects with 40 different names.
@@uteriel282 this only holds up in simplified game states or when the aim of said deck is to end on literally 6+ negates which hasn't been a consistent thing since Drytron.
The game has been moved into a direction where varied and layered interruption is essential for a powerful deck. Negates dont just beat everything as sometimes decks are especially robust through negates but struggle against straight up removal like Marincess. Even looking at something like Kashtira, the deck has no negates but focused on stealing resources and most games did not end with zone locking once Diablosis was dealt with.
All card games are based on the fundamentals of options and resources so yes those will always play a role but to dismissively say it's still all about negates is being blatantly obtuse
@@dharcsynchro4436 you right i return to yugi, and was a big surprise with all the interaction, and learn how and when use the traphands, learn how the chain works and how even with a negate if the effect was first well XDDD, the comment of the other guys clearly dosent undestand modern yugi, i feel modern yugi its one of the most dynamics game, the way of interaction betwen chains are just awesome, plus u can never relax if the opponet have full hand and you going first, as kash player evenly match and nibirus was my bigger enemys till i learn how to defend me against that, now i play kash-scarclaw, and even change some extra deck cards at first i thing was bad but really was awesome like bagooska
You guys must be fun af at parties, or your perception of fun and interactive is what is skewed at the very least. I'll assume the majority of you weren't around to play the game when it actually was fun
I've always thought archetypes like HERO, the eyes dragons and the dark magician and friends are the best types of archetypes. Massive umbrella archetypes like the HERO word while having developed sub-archetypes like elemental, destiny, evil etc. BLS, gaia, dark magicians, red eyes and blue eyes can all work together in some way in one deck or you can mix and match. Rose dragons work well in both dragon and plant decks. I could go on and on, but they have a solution, they just don't do it.
This game should be renamed to Yugidon't because it's not worth playing whatsoever anymore lmao.
exactly
I got back into the game shortly because my little brother plays it. I spent around $200 to get a meta deck that got almost all of it's good cards banned within 6 months of me playing. I haven't played or spent anymore money on it since it's ridiculous.
I extremely LOVE the way you understand modern and discuss, criticize them accordingly. However, I think if you look at the Staples cards as an old Traps-Spells it would make sense again. For instance, Nibiru is simply and exactly like your video on Torrential Tribute: In opp's turn, you wait for their 5th summons and Clear Field Monsters or wait for his full combo and right before he enters Battle, Clear Them (You have to Determine if they have negates in middle of combo after 5).
In another way, How would you defeat a 3k Blue-eyes on Opp's field without actually having any level 4 monster, you have to stall and draw Raigeki/Dark hole or Mirror force/Man eater bug, right? That's how Dark Ruler or Nibiru, Ash is intended for Spell/Trap in Yugioh to do: "Stop Strong boss monsters with 1". It's just Modern is too fast so We Can't Stall until we draw it, LP increase might help.. I hope.
I also Love the Archetypes discussion that it should be a middle playground for like "Anime Archetypes Format" that the meta ceiling should be Latest Raidraptors, Phantom Knights, Predaplants, Salamangreat... so other anime decks like Dark Magician, Blue-eyes to follow with new supports and not just Tearlaments, Kashtira ceilings.
My problems is that torrential can be baited or maneuvered around without causeing too much headache.
For nibiru its either the opponent has a combo that negates it before it occurs... or they dont.
Theres no middle ground. And when a combo is interrupted... now they dont even have a chance
The thing with the blue eyes example is that A LOT OF CARDS can beat it and other monsters. I dont NEED rageki... i can use other monsters or spells or traps to get rid of stuff.
My problem with dark ruler is that its needed to beat boards sometimes. And its not like it can be replaced with most cards to use against someone.
And i agree everything is too fast. But thats a part of the problem. Not the main issue.
@@SoftwareNeosThe issue you describe with drnm is a direct consequence of power creep. Due to cards needing to get more powerful, the difference between drawing a specific card and not drawing it increases over time, leading to "draw the out".
@@SoftwareNeoscan you not also bait Nibiru? Summon 5 times, then when you get the token, link off into your link-1 and there's full combo lol
Honestly, this nonsense started with Cold Wave and Heat Wave! Two cards that just screw over your opponent on either first turn or the Second turn!
Same with Floodgates. Good Lord do I hate Easy Floodgates with no Answers! Let’s also not forget the Decks that your opponent uses to Start Hand Ripping, Deck Mill, or Banishing! 😡😡😡
Used to like the game but it got way too fast to the point where it lasts two turns and is too combo dependent. I just switched to mtg and I like it so far.
you could try, its aloot more complex but its like make a puzzle, just save your disruption card for that point for example the purreley is ez disrrupt if u use ash on the purple one that ofter it the first summon, and ashe for the magic, i like fast pacing
Bruh, in MTG Counterspells have costs, whether remove a card from your hand or pay mana.
Yugioh does not have limits placed in its game, and that is a problem.
This game genuinely pisses me off. I play an Anti-Meta deck and I still get absolutely fucked every duel because that's just how fast this game is now! How the hell does anyone even have fun playing this game anymore?
i rememebr back in my days we use to jsut play for fun and have fun with a single archetype or make a nice combo with them like the anime but now it all jsut meta and all this negating and defeating your opponent in a single turn while takng about an hour long making a fricken combo when they can jsut end it in jsut 30 seconds
its also reason why i go with classic/anime style of dueling where i jsut play my deck with my favorite no matter what and no meta modern overuses card
thing is its easy to fix. its just the "pro" players don't want this fix.
make card effects COST some thing. be it some form of tokens (spell tokens or what ever). may be life points.
then make it so strong monsters are from the extra deck MIST be played in the archetype its part of. don't make it free for all.
this by it self fix most of the problems.
Anyone know any good card games to play instead?
Try Elestrals. It has a lot of the same aspects of older Yu-Gi-Oh formats. the third set just launched so it's a good time to get into the game. Alternately there is always magic or pokemon. I hear flesh and blood and the new Digimon are fun too. With those two I'm not sure how the modern games look though.
I don't have an issue with generic cards, but i do when a third or half of the deck is generic cards and hand traps. Like make a deck, let's play 6 handtraps, 3 teraforming(i dont think you can have 3 terraforming but you can replace this with any similar generic card), 9 spell or trap cards that negate everything or make you have some kind of draw power. A poly card and an upstart. Thats 20 cards of your 40 card deck before you even get into making your archetype. Then like half the cards in an archetype probably wont be played cause they're not broken enough, and then you have at least 6-10 cards in your extra deck that are generic cards you need to win. your barroload dragon, your appaloosa, your barron de fluer, your IP, and so on. And if you decide you wanna deck with link or pendulums, you need generic link support too. That's modern Yu-Gi-Oh. Everyone is playing the same deck, but with slightly different variations cause thr rest of the cards are generic negates.
it really does not help that yugioh has no colour system. magic can have staples.dek but the colour stystem means that the deck has to be built specificly to do it and wizards don't like 5 colours being too easy
@@randomprotag9329we do. It’s called types and attributes.
Omg bro. Have you just never actually touched Yugioh and are just parroting what you heard? Yugioh has always from the beginning had a problem with samey deckbuilding. Even worse when the game first came out. In fact, every card game does. Why? Because competitively you’re going to want to play the best build and that will more than likely make you play the same as others. Get knowledgeable of card games before ranting
@@streetgamer3452 When did he day that classic yugioh wasn't that also?
@@randomprotag9329 from the moment he commented this on a “why modern Yugioh sucks” video
I think konami had decided that archetype that can start spamming,stun and otk will be the "competitive" Yu-Gi-Oh and they're trying to balance the game with this 3 things in mind which is very odd since Yu-Gi-Oh is supposed to be a turn base card battle game.
But i guess it's alright since spamming,stun and otk "strategies" beat each other out so it's balance i guess 😅.
@Sofware Neos: You rules change sound like rush duel to me, since they are no flood gate and no negated, and no miss the timming, but rush duel you have unlimited normal summoned still need to tributed for high level monster, but every time you start your turn you draw card untill you have 5 card in hand, if you already have 5 or more card in hand you still draw one card and their is no limited on how many card in hand you can have.
Idk why they still havent given us rush duels
I feel like as of recently ygo has moved away from thousand negates end boards, and most decks have diverse ways of interactions, the first ones that come to my mind are rescue ace, vanquish soul and tearlament. These decks rely on different ways of interaction that arent just "negate this" and actually make you think about what do you activate and when
Mid-range decks started being the more dominant deck type yeeeeears ago. A lot of the "Modern YGO is just a billion negates" takes are way out of touch.
The only design change they can make that doesn't involve banning about 1500 straight up broken cards is to make extra deck hand traps, then you don't need to worry about drawing your out, you just need to worry about managing your outs.
I agree with your point that you're just hoping you have negate to stop ur opponents stuff beating u but I think it could be more complete. Because hoping u have what u need to stop your opponent is partyl true of lots of card games but what breaks it in yugioh is the power of a given interaction. Like your opponent just wins instead of gaining some minor or moderate advantage they would in another game and that's why it's a problem not that the negation is lackluster
This is why i would rather deal with maxx c than having stuff like Ash and nibiru in the game.
I get it. Maxx C cant come back because whats gonna happen is that people are just gonna use it to draw more handtraps. Thats bad.
But before those handtraps existing... at least my opponent just gets more of his deck to use against me. Rather than a Nibiru.
Yugioh has been fast for like a decade. So a max C that determines the game is a better idea to me cause at least the other person just uses more of THEIR cards. Rather than random cards you put in your deck for defence.
@SoftwareNeos this is wrong on a huge amount of levels and a complete misunderstanding of card advantage.
Aside of the fact that handtraps have been a thing since Kuriboh even if they didn't exist Max C gives the person using it an advantage for your opponent simply playing the game: and besides there are more then just handtraps that Max c can give a ton off stuff: extra combo starters, extenders, removal spells and way more stuff
They run the same decks with the same moves in the same order. When I see Labyrinth, Tearlaments, Runick, Purely, Kashtira and Dark Magician decks, I immediately quit and start over. Every now and then you find a good opponent with an original deck and enough back and forth. Those are the duels that make it all worth it (win or lose).
It's true, YuGiOh in it's heyday was just so much better. Turns were shorter, how you played mattered more and it was FUN. Nowadays it's just fucking boring.
I watch people do older formats... And there were some toxic decks, Magical Scientist Ftk, Chaos Emperor Dragon Yata-Lock, Cyber Stein Cyber Dragon, TELE-DAD, Wind-Up... Yep... Shorter but more one-sided... This problem is definitely Konami's fault.
Saying dragonmaids are tier five made me sad.
Honestly, even if you limit burn damage, it is still pretty easy to FTK. It has become incredibly f*ck*ng easy nowadays to special summon a whole board of powerful monsters with powerful effects and and just go all in on attacking since their so powerful that they're unlikely to be stopped. My solution for this, either start putting more restrictions into summoning powerful monsters again. OR, and I know that most yugioh players would absolutely HATE this, put a restriction on how many monsters one can special summon per turn. Two or three at most.
Honestly I agree with you. Going to be honest I despised the original link master rule. Not because it slowed the game down, oh no I loved that part. No my problem with it is that all it really did was make the vast majority of decks unplayable instead of actually restricting anything. Any deck that focused on a summoning mechanic other than link was forced to add in generic or newly created support link monsters just to be playable. It didn't actually fix anything and just forced people to fork over even more money so they could actually play with the cards they liked. Limiting special summons on the other hand is something I can get behind. If we are being completely honest with ourselves the "you can special summon an unlimited number of times" rule is by far the most exploited rule in Yu-Gi-Oh. I'd say about 3 special summons in addition to a normal summon is more than enough. It gives decks who's objective is to swarm the field a decent, but not immediately game ending number of monsters on the board, and any deck that is based on special summoning a ton of monsters for the sole purpose of getting one specific monster out likely won't be able to get it out in one turn. This would force people to actually take the time to protect their weaker monsters so that they stay on the field and can actually be used later rather than callously dumping all the ones they don't want or need into the graveyard immediately. And unlike the original link rule it wouldn't force people to buy entirely new cards in order to make their deck playable. But the best part is that by limiting it like that you would actually make the game about real skill again rather than, "I didn't draw the out." Sorry if this went on for to long.
You've checked off every box in my ways to identify a person that doesn't actually understand Yu-Gi-Oh nor is good enough to know how the game is really played.
First off those whole bunch of unstoppable monsters isn't even good because of how easy they are to stop. There's a reason why synchrons which do just that aren't meta and it's because it's easy to stop. It loses to tons of cards. Ash, imperm, or veiler on junk speeder speeder kills the deck or something like Nibiru. Even if they get all those monsters out there's still cards they lose to Kurikara, Sphere mode, lava golem, DRNM, droplet etc
Restrictions on summoning monsters at this point is impossible you can't make Barrone de fleur require fleur monsters especially with how many people that have the card now need to get the errata'd version leading to an even greater lost in money and they'd then lose trust in buying cards.
As for the summon limit this is the biggest way I can tell someone does not understand the game. Soo many decks that aren't insanely powerful need to summon a lot. HERO, Cyber Dragon, Utopia, Odd Eyes, etc meanwhile currently the best decks summon even less than five times. Hell one of them is a trap deck. The number of summons a deck does ≠ how powerful it is.
For context those meta decks that summon very few times per turn would be Vanquish Soul, Labrynth, Purrely and Rescue Ace. They would hardly be affected by this meanwhile you've made 90-95% of the other decks unplayable
@Honest_Mids_Masher
I hope YUGIOH prints an Uncounterable board wipe then. That way people can play beyond turn 2.
You loyalists do not want limits? Print Uncounterable board wipe, print Uncounterable banish all creatures, print Uncounterable bounce all creatures back to hand, print Uncounterable flip all monsters face down.
Geezus.
I missed the old Yugioh big time games would last 4 to 5 turns at least it was better balanced since you needed to run real trap cards. I hate modern yugioh where someone can have a 15 min turn that shit sucks
Yu-Gi-Oh! Tiers be like:
Tier 0: Very rare, but ocassionally happens to 1 deck
Tier 1: Meta - 2 to 4 decks
Tier 2: Meta, but worse - another 2 to 3 decks
Rogue: 1 or 2 Top spots in events - can be around 3 or 4 decks
Literally everything else: Unplayable
Play against friends then. Your bulk pile is never gonna win you a tournament regardless of what game you play
@@IGNEUS1607 the comment was referencing the part of the video where he shows Tier 2 and down, and basically describing the fact that almost half the tier 2 decks, and everything after that are un-tiered in YGO. All casual/friendlies-only/competitively irrelevant decks.
Whereas in other games you can have decks that aren't tier 1, that can be competitively relevant
Back and forth games are few and far between in modern Yu-Gi-Oh. They're rare nowadays, but when you come across it, it's like finding a Shiny Pokémon. You experience excitement you haven't felt in a long time, but unlike finding a Shiny, that back and forth experience is so fun that you're satisfied even when you lose that game.
I just lost against Branded in Master Duel. I was at an overwhelming disadvantage, but I managed to put up quite a fight and outplayed my opponent quite a few times during that Duel. They eventually won, but they had to earn that victory by grinding for it, and it gave me such satisfaction that it wasn't one side dominating the other that I didn't mind the loss.
The back and forth gameplay was what made me fall in love with Yu-Gi-Oh in the first place back in Edison format and I haven't felt that way since until I came across that rare shiny today.
They aren't that rare, it just takes a lot of skill to find the winnable route in a seemingly lost game.
I think most of the complaints about yugioh just come from people who have never put a significant amount of time and effort into 1 single deck to learn all the ins and outs.
During Branded format I was playing so many games and got into so many weird and unique game states that test both players adaptablity and situational awareness.
You know, just about everything you point out about being bad in the game is actually why I enjoy it. Some of it is straight up lies though, we haven’t have a high negate combo deck that isn’t easily disruptable in a long time. And ftks aren’t good because they are too telegraphed and easy to disrupt. Also hand traps are the new traps, they just work faster and are more consistently applicable.
"5+ negate combos" is just "my opponent is capable of disrupting me more than once"
I agree with op like this guy is just a yugiboomer
No the game is coming to an end. It’s going to its logical conclusion which is broken and unplayable. Enjoy playing with yourself
@@cobanus2862this is quite litteraly a non argument
@@cobanus2862true
this is an insane video, thank you for making it. people need to wake up
I love this video!
A game with so many powerful cards is certain to be volatile. Imo it's a matter of formatting and restricting the card pool. Keep the current format as "legacy" or whatever, but Konami could at least experiment with set rotation.
I miss the back and forth of the game, I remember when Omninegate was something that you had to work for, like shooting quasar dragon, but today the power scaling is só stupid, that you can summon like all of the quasar family in one turn
Shit like this is why we run Hungry Burger
The ultimate meaty man