Idk why every yugituber describes it the opposite as it should be. The problem with one card combos is not how powerful they are when you interact with them with hand traps. Any deck can lose to a couple hand traps at the right time, especially if they draw bad (snake eyes). The part we need to focus on is what the decks do when NOT interacted with. Not every deck in the game should be required to play hand traps, and even decks that play 20 non engine can have games where you don’t draw any, or enough, non engine to make an impact. In those situations, most modern one card combos are a problem. The dynamic of 1 card turning into 4+ interruptions, and my opponent has 4 other cards in hand, several of which are likely more hand trap interruptions, is just too much.
Preach. In MD I play Paleozoics, so I do in fact not play any handtraps, and the reality of the matter is that there's MULTIPLE decks which are way more toxic than SE if they go uninterrupted. But unfortunately, most people are playing HTs en masse, and I think this is influencing card design in a way that Konami thinks allowing powerful one card combos is fine as long as they have obvious choke points. Mathmech/Plants are prime examples as mentioned in the video, but there's also decks like Isolde piles, Pendulums piles, Wakaushi piles and so on which attempt to just straight up lock you out of the game off 1 card (maybe not Pendulums, but you get the point). Unlike SE, a lot of these decks lack the decency to at least give you _the illusion_ of being able to play going second. The worst part is that even though there are way more toxic one-card-combos than SnAsh, Konami is never going to hit these because their consistency/ability to extend pales in comparison to SE, meaning they are way less successful and the issues with those decks never get the spotlight which they _should_ be getting.
Melodious has 3 different 1 card combos but that was mostly okay because while the end board was strong and durable, it didnt immediately win you the game. It had outs, and you could definitely theoretically play through it even without having the appropriate blowout card in hand Snake-Eyes has 5 different 1 card combos and ends on a board that is almost unbreakable and it's own combo inherently guarantees follow-up (which is something other 1 card combo decks lack)
I mean if you make the aria + elegy lock it's an unbreakable board save for things that non target banish but the more balanced thing is etoile having to bounce your own melodious monsters away to bounce back because then you're opening yourself up for being attacked or losing your protection depending on what you banish
@@Murasane U still just lose if they have underworld goddess in extra. Eclipse, droplets, drnm are very real threats as well. Kaijus while not popular are decent into them. They have a lot of outs and u could just play underworld goddess if u dont wanna draw the out. Decks board is not unbreakable. Tenpai can just switch everything to attack and punch u really hard.
Jesse & Josh are two of the best in the game I’d love a podcast with you two just talking about random yugioh cards, combos and topics. We just need Konami to listen in 🙄
No offense but both should improve as podcasters. Josh is on the right path but Farfa provides valuable support. When Jesse was their guest there were a lot of cringy silences by his side.
@@ivanmaterazzo2631farfa provides nothing of substance unless you want to bring non yugioh topics into the topic at hand. He’s an unnecessary moderator at most times. They need an American on here 😂
@@JessyBenjamin_Cracked prolly they need to find the right format to do so. Maybe sit and talk for the sake of sitting and talking is not their thing yet. But they are both good streamers, maybe with some edit they can make a hi quality Collab happen.
@@Saixjacket the main issue with Farfa is his excessive focus on the schedule which sometimes ruins the flow. But he's improving. Nonetheless I believe some kind of moderation and scheduling is needed. No one really expect super accurate meta game dissections coming from him, but still, he has a functional role.
My opinion will remain the same and it's that Sword Soul(Without Protos) is the greatest designed META deck in this games history... always ends with Baron and Chixio with maybe a Blackout depending on your hand which almost every deck can play through
I think what he means is, that it made end boards and required the correct plays to get through and the correct plays to stop the opponent. It's the power level the meta should be at to be considered healthy.
Baronne, Chixaio, Blackout is kind of the most basic endboard, but the Deck is capable of far more. There are lines where you can have 2 Level 10s and a Chixaio with a Blackout. But those are more hand dependent to achieve than just any regular hand.
Lol. Someone didn't watch the NAWCQ from a couple years ago where it won as just a floodgate deck even without Protos. Mine and Rivalry and Anti-Spell. What a deck.
I started playing Yugioh Goat format just to see if I can get into the new version without believing you need to spend a lot of money but seeing goat format, Yugioh hasn’t really changed. It is what the people are willing to play and pay for.
I draw the line on consistency. If any 2 Hand traps dont stop the 1 card combo, it should likely be toned down. Dependimd on the availability of extenders, the combo cannot survive the first one
2 месяца назад+13
Its pretty simple to draw the line for 1-card combo decks. If you can't break their board with a hand of only strong engine pieces then its probably too powerful.
The problem is that currently even the rogue decks like Memento, Plants, Branded or Ritual beast (thank you Protos) fulfil that condition. Also most 2 card combo decks like white forest or Chimera will also make an unbreakable board. It mostly depends on whether you draw the right non engine and whether your opponent misplays.
@@Leosch633 2-card combo's making near unbreakable boards is okay at this point in the game unfortunately. I'm saying this for 1-card combos and yeah you're right that even low tier 1-card combos produce near unbreakable boards.
2 месяца назад+1
@@Traksor Hard to just set a line when the power level of the game is always going to increase over time. The point I'm trying to make is that a player opening 6 useable engine pieces (in a meta deck btw) should be able to realistically push through a field made with only one card more often than not, if you want to call that a ceiling instead of line then whatever sure its just semantics at this point.
As a game designer, I've shared a similar opinion to the one of game balance at 21:15 , but that comes from a hardcore gamer perspective. Balance is important, but I don't think it needs to be kept to retain players. Look at you and Josh, for example. Yu-Gi-Oh has been going through some of its least balanced formats lately, and despite it all have continued to play. Balance is not as important a piece to player retention as you might think, and I think Yu-Gi-Oh as a game proves that and has continued to prove that for years.
Well, to be fair, Josh and Jesse actually compete. They're the exceptions, not the rule. But if you look at the perspective of your average player, if something unfair goes on for far too long, they're gonna lose their grip and not want to play the game, so yes. Player satisfaction and game balance quite literally is directly proportional to retention. There's a reason why most live service eSports titles min max their game every patch, and a reason why players quit whenever Valve decided that the R8 Revolver was a good idea or when Riot made it so Tanks deal just as much or even more damage as Assassins.
Clash Royale player here: once upon a time, they actually balanced it out completely. every card had a place in a deck and every deck was viable, something like a dozen different decks you could and would see at high level play. and then, slowly but surely, it got stale, and we all as a community realized that trying to figure out the new imbalances quickly and infer which interactions to build and play for was actually something we really liked. so they started sort of cyclically overtuning various cards, and it was a lot of fun (don't ask about currently; they're fixing it okay trust). but yeah, balance is only a proxy variable for format health, it's not at all a 100% determiner of whether the format is compelling in any way.
@Grayewicked Of course, game balance matters, but in your own comment you conflated player satisfaction and equated it to game balance. For every example you bring up where players left en masse due to poor game balance, I can name counterexamples where players stayed despite a poorly balanced game. S3 LoL, for example saw 'Kassawin,' one of the notoriously most broken champions in league history, during a period in which the game was growing massively popular. Hearthstone grew to be one of the biggest card games through Undertaker Hunter in naxxaramas, and Patron Warrior in Black Rock. More important to balance is the gameplay experience game to game. I would argue Snake-Eyes is bad for Yu-Gi-Oh not because it's unbalanced, but because the games played into it are unfun. The unbalance contributes to it being unfun, but isn't the sole factor. Tearlament, by contrast, felt like more fun and interactive games, even if the conclusion was foregone.
All that's really needed is more specific materials for cards like Apo and more archetype/type/attribute locking effects on 1 card combos to limit their synergies with other 1 card combos.
After Norden ban, even at its most dominant version with Daigusto Emerald, what Zoodiac got with one card was a couple of bodies, a drident pop, a broadbull search, and an Emerald draw. It was lot off a single card and with Tenki, 3 raptier and Tenki it was super consistent and excellent as engine, but it was nowhere near as bad as a modern 1 card combo.
I think if you're Wanting to rank or look at one card combos, it's important to realize how prevalent they are. Most modern decks have a one card combo to at least some degree. Like no one talks about evil eye, but it has a one card combo that gets you into a towers with a pop and two level 3 fiends that can go into whatever you want, like unchained Yama. But no one talks about evil eye. And there are tons of similar decks that I think would change the conversation when you realize how many rogue archetypes are helped by having one card combos.
1 card should NOT allow you 3-5 monsters on the field with 2-3 set S/T, and a full 5-6 cards in hand for next turn. Game balancing exist for a reason. So does beta testing before release.
That alone is not a good enough liine to draw. Madolche has had a 1-card +8 for literal years. We also have to look into both the end board, how many slots it asks from your deck and extra deck during deckbuilding, how repeatable it is, and how well it can play through both handtraps and usual completed boards.
One thing I've wanted to see fixed with end boards for a long time is doing one thing or the other. Some boards should make it hard for you to play, and some should float and rebuild themselves when broken. It's okay for them to maybe do a little bit of both, but we get to a real problem when they do both at a very high level, especially if they are made from a one card combo. Obviously there's a million different insane boards you could make with a custom hand, but we should not be consistently building something as insane as the boards we see with Snake-Eyes. It's too much and too versatile.
Here is my opinion (if anyone cares) 1) A card shouldn't fulfill multiple roles BUILT IN. For example, diabelstar is extender, end board piece and starter which puts 0 LOCKS on you. It should be either an extender or starter and in order to fix this issue we can put a text that says this card can't activate its effects if you haven't activated any monster effects this turn or if it is meant to be a starter then it should say you can only special summon this card if you control no other cards and if it is meant to be an easy end board piece then it shouldn't search anything but the negate trap. 2) We need to bring back card economy. Basically norm should be: omni negate requires -3, monster or spell trap negate is -2 and quick effect disruption -1 should be the norm. 3) No card should have 2 or more search/send from deck effects usable in the SAME TURN. People are bitching about beatrice so much yet there are cards like Saffira, Dragon Queen of the Voiceless Voice which is a SEARCHABLE pot of greed on a deck that has ARCHETYPAL NEGATE with PROTECTION and ALL THE RITUAL SUPPORT. It is stupid to argue beatrice is bad but this is not or just arguing against beatrice while this exists which is a problem with the community of this game. They focus on ONLY THE POPULAR. For example, Joshua is a prime example of this. He never complains about cards that are not future-proofed until they get broken or unless they are broken on release. When did he start complaining about mathmech? Oh yeah it was AFTER TEARLEMENT NERFS. What was I doing at the time? Complaining about mathmech because TEARLEMENTS is actually balanced in terms of design. None of the cards give you a 1 card unbreakable board. Ishuzu SHUFFLERS were the problem and what did konami do because konami listens to the idiot community? They banned kitkalos and ishizu millers whie leaving shuffler AS IF WE DIDN'T HAD ENOUGH ANTI GRAVE FFS. So the point is MOST "pro" players catch up to problem cards wayyyyyyyyy too late and actually don't have good enough understanding of the game to judge cards in a vacuum. Like snake eye ash is not the problem. Everything around it is. Just as Halq was not a problem everything around it was and still is. 4) We need severe nerfs to board breakers, end board pieces and engine pieces that also double as otk enablers like hours. Combo pieces need to be smaller bodies, board breakers should either deal with 1 card or should be reactable no ss4. 5) Last thing, link monsters shouldn't be revivable from the grave by link monster effects for link climb. This fucks up the whole card value issues. They especially shouldn't have additional effects if they are special summoning things.
Also hot take: balance > sales because no balance game dies and balance is not something you can be grey in with somewhat balanced. It is a yes or no situation. Sales can be grey and can suck a little for the sake of balance.
I’ve been playing Raika/Traptrix for a while now. One of the things I find particularly engaging about the deck is Arachnocampa. Besides the fact that she triggers Sera, she is an extender that does nothing on her own, however she is also a “Quick Effect” which opens the door to counter play in the form of chain blocking and interaction during the opponent’s turn. I believe this card design is overall very healthy for the game because it promotes proper sequencing and rewards a deeper understanding of the game’s higher level mechanics while simultaneously creating windows of opportunity to capitalize on misplays and choke points. The “bait and switch game” is a serious issue in my opinion. With current meta decks, there are far too many extenders that do far too much towards the overall strategy and end board. Konami has currently put the game in a position where they are attempting to counter hand traps by allowing you to essentially “throw out” a combo piece or starter in an attempt to “bait” the interaction, knowing that you still have a multitude of different ways to end on a board similar to the one you would make if you went uninterrupted. In my honest opinion, this is wrong and Konami should be promoting ways to utilize the higher level mechanics of the game to skillfully navigate around hand traps and interruptions. Baiting an opponent is a valid strategy in and of itself, however the issue lies in the fact that even if your opponent utilizes their hand traps properly and exploits the choke points in your combo, they still seem to play through and establish a board that you are now forced to try and deal with while only having 3-4 cards in hand at the start of your turn. I believe the power level of starters and extenders needs to be brought back down to a level where they start your combo and propel you to your end board instead of being your entire combo and guaranteeing your end board. I also believe hand traps like Nibiru are very interesting and allow the player going 2nd to punish greed but also allow for the turn player to establish a counter measure if played properly. Lastly, I just want to say that the concept of the Ragnaraika and Tri-Brigade archetypes is very interesting and I believe this is the direction Konami should be going in terms of card design and “engines.”
@@kusanagi-no-tachi5303 sera has 2 independent trigger effects, one can be ashed but the other can't, so on your opponents turn you can use a trap card, and chain campa, then on the next chain you can protect sera's summon from deck effect with her second effect trigger to set a trap.
The problem is the best decks can play through hand traps, BUT hand traps make it tough for them to win that turn. SE is Tier 0 for the same reason Tear and Kash were Tier 0; decks than can interact on your opponent's turn and/or has ridiculous followup the next turn has been a huge issue for the game and has killed interactivity because you simply can't play or don't want to play when it's your turn and your opp managed to get enough resources into play. Tenpai is only good because it can kill you in 1 turn. It doesn't have the ability to win consistently after turn 2. It has left the game in a weird place where you're dumping enough resource to follow up or you're running an OTK/floodgate deck.
we already past this, old time yugioh player who already retired already talk about this 1 card combo is broken in the past and the nowadays yugioh player mock them for saying it, " just draw the out", " just ash it", " you should be good enough to destroy their board", we know this will come to this point at early stages, and you just dumb enough to realize it right now, konami figure it out if they print overcreep card after and after, you will dumb enough also to buy it to win the games, with dumb prize that, even though maybe the prize is not expensive enough compared to your MAX Deck, konami will never learn if you didnt make stance, and you will forgive konami anyway after they banned the card, ignoring that konami release that card is becoming big problem itself, this is what always konami doing, print overcreep card next set, ban the previous one, make sales, if it becoming a problem, ban it, make new overcreep card, cheat infinite money for the company, player is just cow for them
Ngl I've absolutely hated Centur-ion in MD. I get the most toxic pilots where they main deck both Macro and D-Fissure and I can't out either because of Auxilla and then Blazar just answering any attempt to board break it.
Its funny to be that bunbuku is never mentioned when discussing these 1 card combos. I get that the link has a fair restriction and its a chokepoint but still, their end board is crazy if they dont get interupted.
Omni-negate should have stayed a trap card exclusive mechanic. Bad design having the ability to negate any move the opponent makes, it's supposed to be 2 person playing, not one...
So tired of people trying to claim calamity is a problem, when it is literally only crimson dragon. Have you seen what crimson can do with the new blue-eyes?
@@ak47dragunov im not defending it, but going into calamity during opponent’s turn isnt really possible currently, except with crimson. If you want to fight that case, then kali yuga needs to be banned this instant too.
2 месяца назад+3
@@thatwackycardgame5655 Most people would be perfectly fine with Kali Yuga leaving the game too. People want to actually play the damn game when they duel.
Oh for sure. They should all be banned. But the current issue, as I stated, is Crimson. Im all for cancer being rid of, and Kali/Calamity are cancer when a way to easily make them arises. Should be preemptively banned 100%
The thing is Jesse they not banning to sell or balance the game. The only big banlist since the pandemic was the Tearlaments Ishizu one, and that didn't balance the game, Ariseheart just came and ditcted what would be good or not, so that's the only banlist that help selling, the only one, but didn't balance, a banlist to balance would prevent full lock Kash, would prevent branded expulsion, Nat Beast. For balance the game what banlist they did? Superheavy and Isolde? Is too little and too easy, those are cheap shoot list's. Btw SE without Flamberge, but with Closed Heaven and Azamina are going to still be tier 0. Poplar is the biggest "single" problem. Now if we are talking about banning 2-3cards on SE then Flamberge can be a hit, counting Apollousa and IP are done.
There's a few glaring problems with the power of Yugioh. 1. One card combos are fine. The routes can be as crazy as they want to be. The problem is the end pieces as you mention. 2. Timing. Remember when you had to meticulously plan your lines or your wouldnt get every effect? We need more "When" and less "If." We could open up a lot of counterplay with that one small change. 3. Hand traps are out of control. I understand they need to be for the current game, but when 20 of your 40 cards are hand traps, what has the game come to?
Instead of 1 card combos being a problem its 1 card interrupts/negates. I'm starting to think there should be a new Link 1 with the effect "During the turn, or turn after, your opponent Special summoned 5 or more monsters, you can also Link Summon This card by using 1 monster your opponent controls as material to Link Summon this card" You can only special summon "NAME" once per turn". It is basically a nib but it's also a check to say hey hey hey u can get YOUR decks ARCHTYPE boss monster out but not all the generic BS.
The game has hundreds of archetypes ,and probably not even 10% of them are competitive , let alone playable. Instead of releasing broken new shit every set , why dont we make most of them around the same power level , give or take , with mostly archetype restricted support? We put a relative halt to power creep, have content to support for a very long time , and everyone's archetype becomes somewhat viable.
Centur-Ion is too broken. It’s at the line of being too powerful with its recursion. The fact that it can search its field spell and then set a card to summon to search the Wake Up that then summons a token which then gets the synchro monster which then adds more resources and has the end phase to play again during your main phase. It’s too broken. It shouldn’t be on summon effects and also be able to special summon itself from the back row. It should only be able to special summon during their main phase if it’s also going to get triggers on summon (and then synchro with the field spell) Centur-Ion is the reason cards like Dimensional Barrier need to exist.
if a fire deck is able to summon salad 4 then link into a fucking WATER to wipe your entire field and trigger their princess. something is inherently wrong with the game. the ceiling of 90% of decks today is dictated by which link summons they can go into. Links need a nuclear banlist. Even the link 1's that seem so innocuous enable broken combos.
There definitely is a line with 1 card combos and there are decks that cross that line like mathmech and SE. Decks should not be making 3+ interactions including an omni plus have handtraps on the side. The only thing i kind of disagree with is centurion without calamity which i agree with, but also crimson dragon needs to go as it cheats out bosses and those can be a bit much.
Hot take: Snake-Eye wouldn't have been much of an issue had Konami simply not just printed Poplar. Its consequences spread even outside of its archetype, like Tenpai, and there can be only more Poplars from this point forward.
Poplars aren't bad for the game. If you draw them then you have to play a worse combo. It's flamberg existing in the same format at promethean princess.
I still don’t get why circular is such a problem. When the card got banned the deck was already dead competitively. Superheavy is an example I can agree with, but Konami killed it because it was too cheap. Was circular really winning you the game if you resolved it? Literally every deck shit on it. It was okay at best because it needed circular to even function.
I think the main thing that's needed is for a way to slow down the game a bit to where it was a couple of years ago and I think the best way is to create more locks. Fire decks running extra decks of mostly non-fire cards shouldn't be possible. Spamming light fiend bodies shouldn't be allowed to go into Beatrice to dump Snake Eye Ash to go into Promethean Princess to revive Snake Eye Ash to go full combo. There needs to be a lock into either fiends or light monsters in there. I use the example of Branded Fusion cuz imagine how busted Branded Fusion would be if it didn't lock you into fusions and allowed you to go into Chaos Angel or Baronne de Fleur the turn you use it? Branded Fusion is already busted as it is and Snake Eye Ash is a level above that.
@@orga7777 Prolly not 100 cards, but maybe like 20-30. I don't think the game needs to be super slow and I do think Snake Eye requires a lot of skill to run well, but when you can go into Beatrice to dump Snake Eye Ash, go into Promethean Princess to revive Snake Eye Ash and then go full Snake Eye combo, there's a problem. We went from people suggesting Zealantis should be banned to few top decks not even playing Zealantis, so I don't think the banlist needs to be huge. There's at least 20 cards currently on the banlist that could be moved to 3 and would have no impact on the meta.
@@dudeman209 The problem is that every deck that has been meta since POTE has sped the game up significantly. You can't just hit a few decks and power cards. You have to gut a lot to bring the speed back to 2021 or early 2022 levels.
@@orga7777 I think the power level of cards like Branded Fusion and Dragon Link (before limiting Chaos Space, banning cards like Eclipse Wyvern, etc) is fine. We don't have to go back to 2020-21. But a lot of those decks have locks. You can't summon a Mirrorjade by using a Branded Fusion combo and then go into a Chaos Angel or Baronne. In archetype handtraps and locks need to be more common so that you can't splash Fiend link mechanics from light fiends into Fire decks using outdated cards that need erratas is healthy. Fiendsmith in Yubel even at its current power level is fine (just ensure Phantom of Yubel can only be summoned once per turn).
@15:00 I massively disagree with this point, and I can give examples as to why it's not a healthy dynamic. In Josh's example: You're playing a deck with a fairly powerful 1-card combo, say something like melodious. You draw ostinato and 4 hand traps. You ostinato, and your opponent ash blossoms it, so you just pass. Now you have to use that non engine to try and stop your opponent, and just hope you draw another way to play the game next turn. This might be an interesting game, it's not that bad of a scenario, this is fine. I wouldn't like to play a deck with a dynamic like that, but to each their own. However, now lets look at that same scenario, but your opponent does not have any hand traps this time. Now your ostinato combo resolves, you end on full melodious end board with etoile, double schuberta, and aria, and you STILL HAVE 4 hand traps in addition to that end board. Now your opponent is playing through arguably around 7 interruptions. Most decks in the history of the game will easily fold to that, and melodious is one of the "fair" one card combo decks. You cannot consistently draw non-engine, no matter how much you play. It's not feasible. You cannot play 30+ hand traps in a deck and have a reasonable chance to consistently play the game. The more hand traps you play, the less chance you draw engine, and vice versa. Decks should not NEED non engine in order for this game to function. Hand traps are not problematic, archetypes being balanced around being able to be stopped by hand traps is problematic, because it's not consistent.
The extra deck boss monster are the problem. Not one deck besides RDA can make calamity consistently normal. Crimson dragon is the issue. Flamberg not the problem the cards in the extra deck are.
Hey RDA player here. Most of us don't even run it, technically we can make it, but the problem is that we cannot make it consistently nor on our opponent's turn without centurion cards or etude of the branded. (More bricks)
Every deck sucks until you pick it up and play it. People are having fun with this game. If you dont like it anymore I'm sure konami is sorry but record setting attendance at major events is not discouraging for them.
1.5c combos decks is peak ygo. virtual world, phantom knights, drytrons all encouraged healthy deck building and gameplay. the issues in those formats were from generic toxic endboards not being addressed fast enough (VFD, scythe lock and beatrice send eva) but the play style of the 1.5c deck themselves were perfect.
Loci to me is fine cause you have to play dogshit like banglancer or loci itself. Circular is just mill for COST add a spell/trap cause HAHA (I love circular btw, fuck you josh you talked to kpnabi about him :'c)
How exactly do you stop Circular? It sends for cost so even an omnig negate (+ destruction/ banishing) does not enough since you still get a foolish burrial. And again since it sends for cost cards like Ash don't work either.
@@timate6487you stop the cards after it. Bystials were literally everywhere and hard countered mathmech because their first 2 starters before a normal were lights. The deck also just lost to imperm/veiler/mourner/ash on alembertian if no extenders. Drolling also forced the deck to have everything in hand immediately because the first search was always going to be for circular. Under droll all you were doing was send sigma special circular, special sigma, link both for splash, pray for no imperm/veiler/ogre/mourner, bring back circular make link decoder, link both for transcode and bring back link decoder and climb through g golem crystal heart bringing back transcode talker to make terahertz and maybe heatsoul for a draw one on your opponent's turn. Very oppressive. Or you just have to remember that mathmech died when shifter got popular.
@@goozilla123 Bystials are not super common at the moment. You are comparing what was going on during Tear format. Unless you want to bring Tear back, too.
I know that Loci gets a lot of shit, but plants is a fair combo deck, specially after Dryas limit. You need to run a big ratio of bricks/engine, and most of the cards plant lock you. You can't just splash it on every deck and call it a day (like fiendsmith)
Just wondering... pot of greed is banned because getting +1 is insane broken. How much + do combo decks get? Ending with 20 cards in Graveyard, full board with omni negates and enough handcards to have handtraps?
@@ItzMajinTCG of course not. They already have more value than one pot of greed. It just so funny to me. Pot of greed is sooo broken! and some 1 card combos are far better in value. searching > drawing
You know what kills mathmech? Imperming/veiler/ash on alembertian because thats a chokepoint. Dd crow/ bystial on sigma after circular send. Ogre on circular because the body is important. Nibiru ended your entire existence. You could not play through shifter. You could not play through droll unless your entire hand was extenders.
This. Playing against Mathmech is beyond easy and i'm tired of explaining this to people. Everyone has tunnel vision on Circular, while forgetting the rest of the damn combo.
Even if you veiler/ash/imperm an Alembertian, you're still able to end on either a terrahertz, or a Superfactorial for 2. And that's not even accounting for the other 4 cards in your hand that are either going to help make your board even better, or other handtraps you can use to disrupt your oppoent. Actting as though these cards make Mathmech fold is some of the most baffling downplaying I've ever seen.
@@cturtle4573 that's if you start with circular and have 4 extenders. Which you don't normally have because towards the macro format of kashtira because you needed to run imperms and drnm to live. People forget how one fenrir ended your entire career.
@@Grayewickedwe really gonna ignore the decks with 18 hand traps that were all effective. We really gonna ignore that mathmech was only good during tearlament format then it disappeared into the ether because the deck had no way to beat fucking special fenrir search fenrir. We really gonna ignore the fact that people loaded up on 3 nib 3 ash 3 imperm 3 mourners minimum.
I disagree with the mathmech take because when circular was at 1 I did nothing, no tops or anything. Yeah hard drawing it was nuts when you go first but if you didn’t, you would have to neg 1 to search it. Now that it’s ban mathmechs and cyberse decks are literally unplayable right now.
The fact that cyberse decks allegedly need circular is Part of the problem. Plus, marincess and Salamangreat never used it. Even @ignister was competing before it
@@TheMrfamous7 If it does not make sense then provide even one thing to disprove it. Marincess, Salamangreat and @ignister are cyberse decks that did not rely on circular. @ignister started using it as part of a pile. So when you say "cyberse decks" what decks are you talking about besides cyberse pile? Do you mean fire wall? And while I do not actually think that they need circular, I only said that because that would be a result of how lacking those decks are. Mathmech itself is fine. Once they introduced the firewall support and terrahertz, you then had cyberse decks focused on climbing into big boards. Terrahertz itself can dump a s/t negate as cost. You then have circular as a one card combo that doesn't use your normal summon and then a card like fireaa
@@chewdoom8415 you said “that’s the problem” I said that doesn’t make sense. I wanted you to elaborate on “that problem”. Next ignister used circular just didn’t relay on it. Once circular was hit the deck ceased to top. Also all of the cyberse decks you mentioned never really had any major representation, just a few rouge tops here and there. Y’all gotta heal from that trauma circular lol.
How can yall complain when there's literally infinite amounts of handtraps 😂😂😂 you all complain whenever things don't go your way and forget it's a card game you will never have a balance fair game and powercreep will always exist you want fair and balance play Legos 😅😅😅
Make a deck of only hand traps and let me know how many games you win 😂 you make a fair point, but some people genuinely care about this game and really are getting frustrated with the path that yugioh is hard steering towards
@Xero-rr2ol they do handtraps were never made to end your turn we got spoiled from ash blossom and maxx c we want every hand trap to end the turn newsflash it was only supposed to slow the player down
In reference to the end of the video, Josh did draw the line implicitly, Loci/Circular is where it started being too much for him.
loci was always fine the deck always folded to hand traps nowhere near circular which helped define at top deck. loci at best 4 best if lucky.
Idk why every yugituber describes it the opposite as it should be. The problem with one card combos is not how powerful they are when you interact with them with hand traps. Any deck can lose to a couple hand traps at the right time, especially if they draw bad (snake eyes).
The part we need to focus on is what the decks do when NOT interacted with. Not every deck in the game should be required to play hand traps, and even decks that play 20 non engine can have games where you don’t draw any, or enough, non engine to make an impact. In those situations, most modern one card combos are a problem. The dynamic of 1 card turning into 4+ interruptions, and my opponent has 4 other cards in hand, several of which are likely more hand trap interruptions, is just too much.
Preach. In MD I play Paleozoics, so I do in fact not play any handtraps, and the reality of the matter is that there's MULTIPLE decks which are way more toxic than SE if they go uninterrupted.
But unfortunately, most people are playing HTs en masse, and I think this is influencing card design in a way that Konami thinks allowing powerful one card combos is fine as long as they have obvious choke points. Mathmech/Plants are prime examples as mentioned in the video, but there's also decks like Isolde piles, Pendulums piles, Wakaushi piles and so on which attempt to just straight up lock you out of the game off 1 card (maybe not Pendulums, but you get the point). Unlike SE, a lot of these decks lack the decency to at least give you _the illusion_ of being able to play going second.
The worst part is that even though there are way more toxic one-card-combos than SnAsh, Konami is never going to hit these because their consistency/ability to extend pales in comparison to SE, meaning they are way less successful and the issues with those decks never get the spotlight which they _should_ be getting.
Thank you for saying this. There is a huge problem when every single deck has to run the same 20 cards in order to play the game.
That headset is hanging there for dear life 😂
Melodious has 3 different 1 card combos but that was mostly okay because while the end board was strong and durable, it didnt immediately win you the game. It had outs, and you could definitely theoretically play through it even without having the appropriate blowout card in hand
Snake-Eyes has 5 different 1 card combos and ends on a board that is almost unbreakable and it's own combo inherently guarantees follow-up (which is something other 1 card combo decks lack)
Not just unbreakable, recyclible while you're breaking it
Plus melodious archetype locks so in theory if future crazy generic support was released they wouldn’t benefit from it either / very fixed ceiling
I mean if you make the aria + elegy lock it's an unbreakable board save for things that non target banish but the more balanced thing is etoile having to bounce your own melodious monsters away to bounce back because then you're opening yourself up for being attacked or losing your protection depending on what you banish
@@majidoujaa5592and the not being locked is another problem
@@Murasane U still just lose if they have underworld goddess in extra. Eclipse, droplets, drnm are very real threats as well. Kaijus while not popular are decent into them. They have a lot of outs and u could just play underworld goddess if u dont wanna draw the out. Decks board is not unbreakable. Tenpai can just switch everything to attack and punch u really hard.
Jesse & Josh are two of the best in the game I’d love a podcast with you two just talking about random yugioh cards, combos and topics. We just need Konami to listen in 🙄
No offense but both should improve as podcasters. Josh is on the right path but Farfa provides valuable support.
When Jesse was their guest there were a lot of cringy silences by his side.
@@ivanmaterazzo2631 fair but I don’t want them to be podcasters because they’re great podcasters.. I just want to hear what they think tbh
@@ivanmaterazzo2631farfa provides nothing of substance unless you want to bring non yugioh topics into the topic at hand. He’s an unnecessary moderator at most times. They need an American on here 😂
@@JessyBenjamin_Cracked prolly they need to find the right format to do so. Maybe sit and talk for the sake of sitting and talking is not their thing yet. But they are both good streamers, maybe with some edit they can make a hi quality Collab happen.
@@Saixjacket the main issue with Farfa is his excessive focus on the schedule which sometimes ruins the flow. But he's improving.
Nonetheless I believe some kind of moderation and scheduling is needed. No one really expect super accurate meta game dissections coming from him, but still, he has a functional role.
The game started going to shit when the concept of "overextension" stopped being discussed as something you needed to worry about.
This channel will soon be called Jesse reacts to all thing Joshua 😂😂
My opinion will remain the same and it's that Sword Soul(Without Protos) is the greatest designed META deck in this games history... always ends with Baron and Chixio with maybe a Blackout depending on your hand which almost every deck can play through
Big agree.
Also early branded before Expulsion felt real nice.
Really strong but not unfair!
If almost every deck can play through their end board not sure it qualifies as the greatest designed meta deck 😢
I think what he means is, that it made end boards and required the correct plays to get through and the correct plays to stop the opponent. It's the power level the meta should be at to be considered healthy.
Baronne, Chixaio, Blackout is kind of the most basic endboard, but the Deck is capable of far more. There are lines where you can have 2 Level 10s and a Chixaio with a Blackout. But those are more hand dependent to achieve than just any regular hand.
Lol. Someone didn't watch the NAWCQ from a couple years ago where it won as just a floodgate deck even without Protos. Mine and Rivalry and Anti-Spell. What a deck.
I started playing Yugioh Goat format just to see if I can get into the new version without believing you need to spend a lot of money but seeing goat format, Yugioh hasn’t really changed. It is what the people are willing to play and pay for.
I draw the line on consistency. If any 2 Hand traps dont stop the 1 card combo, it should likely be toned down. Dependimd on the availability of extenders, the combo cannot survive the first one
Its pretty simple to draw the line for 1-card combo decks. If you can't break their board with a hand of only strong engine pieces then its probably too powerful.
You didn't draw a line, you just pointed at an extreme and said this is too extreme. A line needs to be the maximum accepted, not the ceiling.
The problem is that currently even the rogue decks like Memento, Plants, Branded or Ritual beast (thank you Protos) fulfil that condition. Also most 2 card combo decks like white forest or Chimera will also make an unbreakable board.
It mostly depends on whether you draw the right non engine and whether your opponent misplays.
This isn't a line at all nor is it realistic.
@@Leosch633 2-card combo's making near unbreakable boards is okay at this point in the game unfortunately. I'm saying this for 1-card combos and yeah you're right that even low tier 1-card combos produce near unbreakable boards.
@@Traksor Hard to just set a line when the power level of the game is always going to increase over time. The point I'm trying to make is that a player opening 6 useable engine pieces (in a meta deck btw) should be able to realistically push through a field made with only one card more often than not, if you want to call that a ceiling instead of line then whatever sure its just semantics at this point.
As a game designer, I've shared a similar opinion to the one of game balance at 21:15 , but that comes from a hardcore gamer perspective.
Balance is important, but I don't think it needs to be kept to retain players. Look at you and Josh, for example. Yu-Gi-Oh has been going through some of its least balanced formats lately, and despite it all have continued to play. Balance is not as important a piece to player retention as you might think, and I think Yu-Gi-Oh as a game proves that and has continued to prove that for years.
Well, to be fair, Josh and Jesse actually compete. They're the exceptions, not the rule. But if you look at the perspective of your average player, if something unfair goes on for far too long, they're gonna lose their grip and not want to play the game, so yes. Player satisfaction and game balance quite literally is directly proportional to retention. There's a reason why most live service eSports titles min max their game every patch, and a reason why players quit whenever Valve decided that the R8 Revolver was a good idea or when Riot made it so Tanks deal just as much or even more damage as Assassins.
Games can be unbalanced but has good replay value. If games are decided by if opening play can be stopped, that's not really good replay value
Clash Royale player here: once upon a time, they actually balanced it out completely. every card had a place in a deck and every deck was viable, something like a dozen different decks you could and would see at high level play. and then, slowly but surely, it got stale, and we all as a community realized that trying to figure out the new imbalances quickly and infer which interactions to build and play for was actually something we really liked. so they started sort of cyclically overtuning various cards, and it was a lot of fun (don't ask about currently; they're fixing it okay trust). but yeah, balance is only a proxy variable for format health, it's not at all a 100% determiner of whether the format is compelling in any way.
@Grayewicked Of course, game balance matters, but in your own comment you conflated player satisfaction and equated it to game balance. For every example you bring up where players left en masse due to poor game balance, I can name counterexamples where players stayed despite a poorly balanced game.
S3 LoL, for example saw 'Kassawin,' one of the notoriously most broken champions in league history, during a period in which the game was growing massively popular. Hearthstone grew to be one of the biggest card games through Undertaker Hunter in naxxaramas, and Patron Warrior in Black Rock.
More important to balance is the gameplay experience game to game. I would argue Snake-Eyes is bad for Yu-Gi-Oh not because it's unbalanced, but because the games played into it are unfun. The unbalance contributes to it being unfun, but isn't the sole factor. Tearlament, by contrast, felt like more fun and interactive games, even if the conclusion was foregone.
appolousa & flamberge is the problem than from what i got from this video its not what you start with but how you end.
Reprint all boss monsters to require archetype specific materials. Boom, problem solved! :^)
They also have to stop printing generic cards that are more powerful than the archetype specific boss monsters.
All that's really needed is more specific materials for cards like Apo and more archetype/type/attribute locking effects on 1 card combos to limit their synergies with other 1 card combos.
After Norden ban, even at its most dominant version with Daigusto Emerald, what Zoodiac got with one card was a couple of bodies, a drident pop, a broadbull search, and an Emerald draw. It was lot off a single card and with Tenki, 3 raptier and Tenki it was super consistent and excellent as engine, but it was nowhere near as bad as a modern 1 card combo.
I think if you're Wanting to rank or look at one card combos, it's important to realize how prevalent they are. Most modern decks have a one card combo to at least some degree. Like no one talks about evil eye, but it has a one card combo that gets you into a towers with a pop and two level 3 fiends that can go into whatever you want, like unchained Yama. But no one talks about evil eye. And there are tons of similar decks that I think would change the conversation when you realize how many rogue archetypes are helped by having one card combos.
Josh is always right
1 card should NOT allow you 3-5 monsters on the field with 2-3 set S/T, and a full 5-6 cards in hand for next turn.
Game balancing exist for a reason. So does beta testing before release.
That alone is not a good enough liine to draw. Madolche has had a 1-card +8 for literal years. We also have to look into both the end board, how many slots it asks from your deck and extra deck during deckbuilding, how repeatable it is, and how well it can play through both handtraps and usual completed boards.
@@theermac6024Ye but your 1 card madolche +8 endboad back then sucked so it didn’t matter compared to like snake eyes
used to play competitive yugioh years ago till salamangreat, i feel big problem started when creatures started having quick effect trap style effects
We troll you with this unchangeable broken headset 😂
One thing I've wanted to see fixed with end boards for a long time is doing one thing or the other. Some boards should make it hard for you to play, and some should float and rebuild themselves when broken. It's okay for them to maybe do a little bit of both, but we get to a real problem when they do both at a very high level, especially if they are made from a one card combo. Obviously there's a million different insane boards you could make with a custom hand, but we should not be consistently building something as insane as the boards we see with Snake-Eyes. It's too much and too versatile.
I agree with Josh. Ban all one card starters
Here is my opinion (if anyone cares)
1) A card shouldn't fulfill multiple roles BUILT IN. For example, diabelstar is extender, end board piece and starter which puts 0 LOCKS on you. It should be either an extender or starter and in order to fix this issue we can put a text that says this card can't activate its effects if you haven't activated any monster effects this turn or if it is meant to be a starter then it should say you can only special summon this card if you control no other cards and if it is meant to be an easy end board piece then it shouldn't search anything but the negate trap.
2) We need to bring back card economy. Basically norm should be: omni negate requires -3, monster or spell trap negate is -2 and quick effect disruption -1 should be the norm.
3) No card should have 2 or more search/send from deck effects usable in the SAME TURN. People are bitching about beatrice so much yet there are cards like Saffira, Dragon Queen of the Voiceless Voice which is a SEARCHABLE pot of greed on a deck that has ARCHETYPAL NEGATE with PROTECTION and ALL THE RITUAL SUPPORT. It is stupid to argue beatrice is bad but this is not or just arguing against beatrice while this exists which is a problem with the community of this game. They focus on ONLY THE POPULAR. For example, Joshua is a prime example of this. He never complains about cards that are not future-proofed until they get broken or unless they are broken on release. When did he start complaining about mathmech? Oh yeah it was AFTER TEARLEMENT NERFS. What was I doing at the time? Complaining about mathmech because TEARLEMENTS is actually balanced in terms of design. None of the cards give you a 1 card unbreakable board. Ishuzu SHUFFLERS were the problem and what did konami do because konami listens to the idiot community? They banned kitkalos and ishizu millers whie leaving shuffler AS IF WE DIDN'T HAD ENOUGH ANTI GRAVE FFS.
So the point is MOST "pro" players catch up to problem cards wayyyyyyyyy too late and actually don't have good enough understanding of the game to judge cards in a vacuum. Like snake eye ash is not the problem. Everything around it is. Just as Halq was not a problem everything around it was and still is.
4) We need severe nerfs to board breakers, end board pieces and engine pieces that also double as otk enablers like hours. Combo pieces need to be smaller bodies, board breakers should either deal with 1 card or should be reactable no ss4.
5) Last thing, link monsters shouldn't be revivable from the grave by link monster effects for link climb. This fucks up the whole card value issues. They especially shouldn't have additional effects if they are special summoning things.
Also hot take: balance > sales because no balance game dies and balance is not something you can be grey in with somewhat balanced. It is a yes or no situation. Sales can be grey and can suck a little for the sake of balance.
the endless cicle of content
I’ve been playing Raika/Traptrix for a while now. One of the things I find particularly engaging about the deck is Arachnocampa. Besides the fact that she triggers Sera, she is an extender that does nothing on her own, however she is also a “Quick Effect” which opens the door to counter play in the form of chain blocking and interaction during the opponent’s turn. I believe this card design is overall very healthy for the game because it promotes proper sequencing and rewards a deeper understanding of the game’s higher level mechanics while simultaneously creating windows of opportunity to capitalize on misplays and choke points. The “bait and switch game” is a serious issue in my opinion. With current meta decks, there are far too many extenders that do far too much towards the overall strategy and end board. Konami has currently put the game in a position where they are attempting to counter hand traps by allowing you to essentially “throw out” a combo piece or starter in an attempt to “bait” the interaction, knowing that you still have a multitude of different ways to end on a board similar to the one you would make if you went uninterrupted. In my honest opinion, this is wrong and Konami should be promoting ways to utilize the higher level mechanics of the game to skillfully navigate around hand traps and interruptions. Baiting an opponent is a valid strategy in and of itself, however the issue lies in the fact that even if your opponent utilizes their hand traps properly and exploits the choke points in your combo, they still seem to play through and establish a board that you are now forced to try and deal with while only having 3-4 cards in hand at the start of your turn. I believe the power level of starters and extenders needs to be brought back down to a level where they start your combo and propel you to your end board instead of being your entire combo and guaranteeing your end board. I also believe hand traps like Nibiru are very interesting and allow the player going 2nd to punish greed but also allow for the turn player to establish a counter measure if played properly. Lastly, I just want to say that the concept of the Ragnaraika and Tri-Brigade archetypes is very interesting and I believe this is the direction Konami should be going in terms of card design and “engines.”
Chain blocking with QE? Is that a thing in TCG? I only ever play MD
@@kusanagi-no-tachi5303 sera has 2 independent trigger effects, one can be ashed but the other can't, so on your opponents turn you can use a trap card, and chain campa, then on the next chain you can protect sera's summon from deck effect with her second effect trigger to set a trap.
Also the Singles market has also hold back the growth of this game as well with its ridiculous prices
The problem is the best decks can play through hand traps, BUT hand traps make it tough for them to win that turn. SE is Tier 0 for the same reason Tear and Kash were Tier 0; decks than can interact on your opponent's turn and/or has ridiculous followup the next turn has been a huge issue for the game and has killed interactivity because you simply can't play or don't want to play when it's your turn and your opp managed to get enough resources into play. Tenpai is only good because it can kill you in 1 turn. It doesn't have the ability to win consistently after turn 2. It has left the game in a weird place where you're dumping enough resource to follow up or you're running an OTK/floodgate deck.
He has lost to plants and mathmech so much he made it a vendetta. But nothing was wrong with runic
Consider the suggested videos that appear on screen, i didn't expect Jesse Kotton to be into One Piece lol
we already past this, old time yugioh player who already retired already talk about this 1 card combo is broken in the past
and the nowadays yugioh player mock them for saying it, " just draw the out", " just ash it", " you should be good enough to destroy their board",
we know this will come to this point at early stages, and you just dumb enough to realize it right now,
konami figure it out if they print overcreep card after and after, you will dumb enough also to buy it to win the games, with dumb prize that, even though maybe the prize is not expensive enough compared to your MAX Deck,
konami will never learn if you didnt make stance, and you will forgive konami anyway after they banned the card, ignoring that konami release that card is becoming big problem itself,
this is what always konami doing, print overcreep card next set, ban the previous one, make sales, if it becoming a problem, ban it, make new overcreep card, cheat infinite money for the company, player is just cow for them
Ngl I've absolutely hated Centur-ion in MD. I get the most toxic pilots where they main deck both Macro and D-Fissure and I can't out either because of Auxilla and then Blazar just answering any attempt to board break it.
Its funny to be that bunbuku is never mentioned when discussing these 1 card combos. I get that the link has a fair restriction and its a chokepoint but still, their end board is crazy if they dont get interupted.
I love circular so much, im sorry.
Omni-negate should have stayed a trap card exclusive mechanic. Bad design having the ability to negate any move the opponent makes, it's supposed to be 2 person playing, not one...
So tired of people trying to claim calamity is a problem, when it is literally only crimson dragon. Have you seen what crimson can do with the new blue-eyes?
Crimson is definitely a banworthy card, but defending a toxic card like Calamity is not a hill worth dying on
@@ak47dragunov im not defending it, but going into calamity during opponent’s turn isnt really possible currently, except with crimson.
If you want to fight that case, then kali yuga needs to be banned this instant too.
@@thatwackycardgame5655 Most people would be perfectly fine with Kali Yuga leaving the game too. People want to actually play the damn game when they duel.
Oh for sure. They should all be banned. But the current issue, as I stated, is Crimson. Im all for cancer being rid of, and Kali/Calamity are cancer when a way to easily make them arises. Should be preemptively banned 100%
@@thatwackycardgame5655 Yes. Kali Yuga can also go. Good point.
What is the site that Joshue is using to check the cards ? Looks very helpful the highlight on card effects keywords
The thing is Jesse they not banning to sell or balance the game. The only big banlist since the pandemic was the Tearlaments Ishizu one, and that didn't balance the game, Ariseheart just came and ditcted what would be good or not, so that's the only banlist that help selling, the only one, but didn't balance, a banlist to balance would prevent full lock Kash, would prevent branded expulsion, Nat Beast. For balance the game what banlist they did? Superheavy and Isolde? Is too little and too easy, those are cheap shoot list's.
Btw SE without Flamberge, but with Closed Heaven and Azamina are going to still be tier 0. Poplar is the biggest "single" problem. Now if we are talking about banning 2-3cards on SE then Flamberge can be a hit, counting Apollousa and IP are done.
There's a few glaring problems with the power of Yugioh.
1. One card combos are fine. The routes can be as crazy as they want to be. The problem is the end pieces as you mention.
2. Timing. Remember when you had to meticulously plan your lines or your wouldnt get every effect? We need more "When" and less "If." We could open up a lot of counterplay with that one small change.
3. Hand traps are out of control. I understand they need to be for the current game, but when 20 of your 40 cards are hand traps, what has the game come to?
Instead of 1 card combos being a problem its 1 card interrupts/negates.
I'm starting to think there should be a new Link 1 with the effect "During the turn, or turn after, your opponent Special summoned 5 or more monsters, you can also Link Summon This card by using 1 monster your opponent controls as material to Link Summon this card" You can only special summon "NAME" once per turn". It is basically a nib but it's also a check to say hey hey hey u can get YOUR decks ARCHTYPE boss monster out but not all the generic BS.
The game has hundreds of archetypes ,and probably not even 10% of them are competitive , let alone playable. Instead of releasing broken new shit every set , why dont we make most of them around the same power level , give or take , with mostly archetype restricted support? We put a relative halt to power creep, have content to support for a very long time , and everyone's archetype becomes somewhat viable.
id argue not even 1% is realistic
@@FizzleIsGaming Yeah i was feeling too generous, did not really think about the number too much
Still waiting for red eyes support 😂
Centur-Ion is too broken. It’s at the line of being too powerful with its recursion. The fact that it can search its field spell and then set a card to summon to search the Wake Up that then summons a token which then gets the synchro monster which then adds more resources and has the end phase to play again during your main phase. It’s too broken. It shouldn’t be on summon effects and also be able to special summon itself from the back row. It should only be able to special summon during their main phase if it’s also going to get triggers on summon (and then synchro with the field spell) Centur-Ion is the reason cards like Dimensional Barrier need to exist.
when each card has 5 effects, that's a bit much.
if a fire deck is able to summon salad 4 then link into a fucking WATER to wipe your entire field and trigger their princess. something is inherently wrong with the game. the ceiling of 90% of decks today is dictated by which link summons they can go into.
Links need a nuclear banlist. Even the link 1's that seem so innocuous enable broken combos.
There definitely is a line with 1 card combos and there are decks that cross that line like mathmech and SE. Decks should not be making 3+ interactions including an omni plus have handtraps on the side. The only thing i kind of disagree with is centurion without calamity which i agree with, but also crimson dragon needs to go as it cheats out bosses and those can be a bit much.
Hot take: Snake-Eye wouldn't have been much of an issue had Konami simply not just printed Poplar. Its consequences spread even outside of its archetype, like Tenpai, and there can be only more Poplars from this point forward.
If it locked into summoning or activities only fire effects it would be ok I think
Take OSS from the pictures and the deck is immediately fairer.
@@zyroberk No it isn't. Once the Azamina cards come out, it just gets even stronger.
Poplars aren't bad for the game. If you draw them then you have to play a worse combo. It's flamberg existing in the same format at promethean princess.
I just want my boi Circular back to 1. He’s my home boi
I still don’t get why circular is such a problem. When the card got banned the deck was already dead competitively. Superheavy is an example I can agree with, but Konami killed it because it was too cheap. Was circular really winning you the game if you resolved it? Literally every deck shit on it. It was okay at best because it needed circular to even function.
I think the main thing that's needed is for a way to slow down the game a bit to where it was a couple of years ago and I think the best way is to create more locks. Fire decks running extra decks of mostly non-fire cards shouldn't be possible. Spamming light fiend bodies shouldn't be allowed to go into Beatrice to dump Snake Eye Ash to go into Promethean Princess to revive Snake Eye Ash to go full combo. There needs to be a lock into either fiends or light monsters in there.
I use the example of Branded Fusion cuz imagine how busted Branded Fusion would be if it didn't lock you into fusions and allowed you to go into Chaos Angel or Baronne de Fleur the turn you use it? Branded Fusion is already busted as it is and Snake Eye Ash is a level above that.
Too late now. Gotta crush too much. The banlist would need to be like 100 cards.
@@orga7777 Prolly not 100 cards, but maybe like 20-30. I don't think the game needs to be super slow and I do think Snake Eye requires a lot of skill to run well, but when you can go into Beatrice to dump Snake Eye Ash, go into Promethean Princess to revive Snake Eye Ash and then go full Snake Eye combo, there's a problem. We went from people suggesting Zealantis should be banned to few top decks not even playing Zealantis, so I don't think the banlist needs to be huge. There's at least 20 cards currently on the banlist that could be moved to 3 and would have no impact on the meta.
@@dudeman209 The problem is that every deck that has been meta since POTE has sped the game up significantly. You can't just hit a few decks and power cards. You have to gut a lot to bring the speed back to 2021 or early 2022 levels.
@@orga7777 I think the power level of cards like Branded Fusion and Dragon Link (before limiting Chaos Space, banning cards like Eclipse Wyvern, etc) is fine. We don't have to go back to 2020-21. But a lot of those decks have locks. You can't summon a Mirrorjade by using a Branded Fusion combo and then go into a Chaos Angel or Baronne. In archetype handtraps and locks need to be more common so that you can't splash Fiend link mechanics from light fiends into Fire decks using outdated cards that need erratas is healthy. Fiendsmith in Yubel even at its current power level is fine (just ensure Phantom of Yubel can only be summoned once per turn).
They should just ban Flamberge. That is the problem card for Snake-Eyes.
Keep up the good work bro!! love your content
@15:00 I massively disagree with this point, and I can give examples as to why it's not a healthy dynamic.
In Josh's example: You're playing a deck with a fairly powerful 1-card combo, say something like melodious. You draw ostinato and 4 hand traps. You ostinato, and your opponent ash blossoms it, so you just pass. Now you have to use that non engine to try and stop your opponent, and just hope you draw another way to play the game next turn. This might be an interesting game, it's not that bad of a scenario, this is fine. I wouldn't like to play a deck with a dynamic like that, but to each their own.
However, now lets look at that same scenario, but your opponent does not have any hand traps this time. Now your ostinato combo resolves, you end on full melodious end board with etoile, double schuberta, and aria, and you STILL HAVE 4 hand traps in addition to that end board. Now your opponent is playing through arguably around 7 interruptions. Most decks in the history of the game will easily fold to that, and melodious is one of the "fair" one card combo decks.
You cannot consistently draw non-engine, no matter how much you play. It's not feasible. You cannot play 30+ hand traps in a deck and have a reasonable chance to consistently play the game. The more hand traps you play, the less chance you draw engine, and vice versa. Decks should not NEED non engine in order for this game to function. Hand traps are not problematic, archetypes being balanced around being able to be stopped by hand traps is problematic, because it's not consistent.
The extra deck boss monster are the problem. Not one deck besides RDA can make calamity consistently normal. Crimson dragon is the issue. Flamberg not the problem the cards in the extra deck are.
Hey RDA player here. Most of us don't even run it, technically we can make it, but the problem is that we cannot make it consistently nor on our opponent's turn without centurion cards or etude of the branded. (More bricks)
For the love of the gods... Get new headphones 😂
but if i do that, i lose the free engagement on all my videos ;)
@@JesseKottonHighlights I have been out played... This is why you have all those Nintendo switches and I had to purchase mine 😭😭😂
@@KnowingisHalftheBattle Wrath of the Switch King
I love my mathmech but circular is too strong
Why snake eye Ash is better than circular +🤔
Wind witch
Every deck sucks until you pick it up and play it. People are having fun with this game. If you dont like it anymore I'm sure konami is sorry but record setting attendance at major events is not discouraging for them.
1.5c combos decks is peak ygo. virtual world, phantom knights, drytrons all encouraged healthy deck building and gameplay.
the issues in those formats were from generic toxic endboards not being addressed fast enough (VFD, scythe lock and beatrice send eva) but the play style of the 1.5c deck themselves were perfect.
Loci to me is fine cause you have to play dogshit like banglancer or loci itself. Circular is just mill for COST add a spell/trap cause HAHA (I love circular btw, fuck you josh you talked to kpnabi about him :'c)
Uni-zombie
Nodders
Schmidt babyraging about circular, the most stoppable card in the fucking game.
I always thought the deck (Math) was mid (maybe the pilots were). Was shocked they banned it tbh
Give it a rest
How exactly do you stop Circular? It sends for cost so even an omnig negate (+ destruction/ banishing) does not enough since you still get a foolish burrial. And again since it sends for cost cards like Ash don't work either.
@@timate6487you stop the cards after it. Bystials were literally everywhere and hard countered mathmech because their first 2 starters before a normal were lights. The deck also just lost to imperm/veiler/mourner/ash on alembertian if no extenders. Drolling also forced the deck to have everything in hand immediately because the first search was always going to be for circular. Under droll all you were doing was send sigma special circular, special sigma, link both for splash, pray for no imperm/veiler/ogre/mourner, bring back circular make link decoder, link both for transcode and bring back link decoder and climb through g golem crystal heart bringing back transcode talker to make terahertz and maybe heatsoul for a draw one on your opponent's turn. Very oppressive.
Or you just have to remember that mathmech died when shifter got popular.
@@goozilla123 Bystials are not super common at the moment. You are comparing what was going on during Tear format. Unless you want to bring Tear back, too.
I know that Loci gets a lot of shit, but plants is a fair combo deck, specially after Dryas limit. You need to run a big ratio of bricks/engine, and most of the cards plant lock you. You can't just splash it on every deck and call it a day (like fiendsmith)
No it isn;t. You are not breaking that board if you can't stop it from going off.
Just wondering... pot of greed is banned because getting +1 is insane broken. How much + do combo decks get?
Ending with 20 cards in Graveyard, full board with omni negates and enough handcards to have handtraps?
Do you really want them playing pot of greed on top of all that card advantage?
@@ItzMajinTCG of course not. They already have more value than one pot of greed. It just so funny to me. Pot of greed is sooo broken! and some 1 card combos are far better in value. searching > drawing
You can ash branded fusion with lost up
Heed that warning, i've seen many games that listen to the community to much, and then they die....
My one card combo is normal summon Pachy.
You know what kills mathmech? Imperming/veiler/ash on alembertian because thats a chokepoint. Dd crow/ bystial on sigma after circular send. Ogre on circular because the body is important. Nibiru ended your entire existence. You could not play through shifter. You could not play through droll unless your entire hand was extenders.
Ah yes, just have those specific hand traps for that one specific interaction, as if hand traps were easily accessible Turn 0.
This. Playing against Mathmech is beyond easy and i'm tired of explaining this to people. Everyone has tunnel vision on Circular, while forgetting the rest of the damn combo.
Even if you veiler/ash/imperm an Alembertian, you're still able to end on either a terrahertz, or a Superfactorial for 2. And that's not even accounting for the other 4 cards in your hand that are either going to help make your board even better, or other handtraps you can use to disrupt your oppoent. Actting as though these cards make Mathmech fold is some of the most baffling downplaying I've ever seen.
@@cturtle4573 that's if you start with circular and have 4 extenders. Which you don't normally have because towards the macro format of kashtira because you needed to run imperms and drnm to live.
People forget how one fenrir ended your entire career.
@@Grayewickedwe really gonna ignore the decks with 18 hand traps that were all effective.
We really gonna ignore that mathmech was only good during tearlament format then it disappeared into the ether because the deck had no way to beat fucking special fenrir search fenrir. We really gonna ignore the fact that people loaded up on 3 nib 3 ash 3 imperm 3 mourners minimum.
Mathmech should not be on the too much list. It was barely doing anything
And your reasoning? (only curious, not putting down your response)
@@PalkiaDialgaGiratinai think they mean in terms of winning tournaments.
Doesn't matter. Its because the deck dies without Circular. Thats the whole point.
@@rezzytheskyguy it's not coz the deck wasn't doing anything. It does matter coz what was the purpose? Literally nothing
@@Realblack_m0nster yep
I disagree with the mathmech take because when circular was at 1 I did nothing, no tops or anything. Yeah hard drawing it was nuts when you go first but if you didn’t, you would have to neg 1 to search it. Now that it’s ban mathmechs and cyberse decks are literally unplayable right now.
The fact that cyberse decks allegedly need circular is Part of the problem.
Plus, marincess and Salamangreat never used it. Even @ignister was competing before it
@@chewdoom8415 that don’t even make sense but you got it
@@TheMrfamous7 If it does not make sense then provide even one thing to disprove it. Marincess, Salamangreat and @ignister are cyberse decks that did not rely on circular. @ignister started using it as part of a pile.
So when you say "cyberse decks" what decks are you talking about besides cyberse pile? Do you mean fire wall?
And while I do not actually think that they need circular, I only said that because that would be a result of how lacking those decks are.
Mathmech itself is fine. Once they introduced the firewall support and terrahertz, you then had cyberse decks focused on climbing into big boards. Terrahertz itself can dump a s/t negate as cost. You then have circular as a one card combo that doesn't use your normal summon and then a card like fireaa
@@chewdoom8415 you said “that’s the problem” I said that doesn’t make sense. I wanted you to elaborate on “that problem”. Next ignister used circular just didn’t relay on it. Once circular was hit the deck ceased to top. Also all of the cyberse decks you mentioned never really had any major representation, just a few rouge tops here and there. Y’all gotta heal from that trauma circular lol.
My follow up question is how many tops in general did mathmechs have when circular was at 1?
How can yall complain when there's literally infinite amounts of handtraps 😂😂😂 you all complain whenever things don't go your way and forget it's a card game you will never have a balance fair game and powercreep will always exist you want fair and balance play Legos 😅😅😅
Make a deck of only hand traps and let me know how many games you win 😂 you make a fair point, but some people genuinely care about this game and really are getting frustrated with the path that yugioh is hard steering towards
This is bait
So? Snake eyes doesnt give a shit about handtraps.
@Xero-rr2ol they do handtraps were never made to end your turn we got spoiled from ash blossom and maxx c we want every hand trap to end the turn newsflash it was only supposed to slow the player down
Hand Trap formats are always the worst ones.