miraculous rebirth has got to be one of the most appropriate names on a card ever printed, because it would take a miracle to successfully resolve and activate it
I haven't played in over a decade. Do you think Miraculous Rebirth or some of these other cards would be decent if they didn't have the same name restriction?
@@kyuubinaruto17 The same name restriction isn't the problem, it's the Chain Link Restriction that makes noone want it. VERY few Chain Link cards are ever used because unless your deck is built around them, Chain Links don't happen very often, and VERY rarely do they go above Chain Link 2 or 3 when they actually happen. Meaning to actually utilize Miraculous Rebirth you'd have to deliberately set up a Chain link high enough for it. And with Monster Reborn no longer banned... why would anyone go to all that trouble when they can just use the OG card XD
Mst can stop effect that remains in the field like continius spell,continius trap ,equip card,field spell card unless the card said otherwise,the purpose of Mst mostly to prevent opponent set their (mostly trap)card during their turn,) and i prefer to use twin twister instead it can destroy up to 2 card by discard 1card from your hand~
This guy on DB tilted me so hard because he would say "chain" whenever he activated a card, even if it was a trigger effect or a normal spell. "On res, chain torrential." "That's not a chain..."
Lightning Punisher was level 7 instead of 6 likely because of its attack stat being 2600. No single-tribute monster back then had greater than 2500 attack.
That doesn't really explain it. They could have easily made it level 6 with less attack if they wanted to. More likely Konami thought that its destruction effect, even with its restrictions, would be too good on a single tribute monster and so made it level 7. They really thought decks based around consistently setting up big chains would catch on, perhaps forgetting that takes considerable resources.
@@DetectiveBarricade Actually during this era, Konami had no idea what they were doing when creating new cards. I almost feel that the people creating cards during the GX era never played the game a single time in their life. It isn't until the end of the GX era that they finally start creating cards with competitive balancing in mind.
@@justinmadrid8712 Yep, you hit the nail on the head. As a player that started playing the game from the start, Konami was creating a lot of weird cards with strange effects. Around those times, they were still new to this, and was trying to figure what direction they wanted the game to go, so they were experimenting with a lot of weird stuff and mechanics.
@@Eques_Umbra And there are LV 3 Monsters with 1.700 ATK. When I've started with Yu-Gi-Oh! monsters with 1.400 and more sometimes still were LV 5. I mean I like the progress but there should definitely be some support for the badly aged old high LV normal monsters.
Konami should be lauded for not making a third "After a Chain with 3 or more Links" card with a different name. Because then there'd be a super consistent Iris Exodia FTK with all that good Fairy support
@@shortbread9518 He'd have to be. I haven't watched it, but the title of one of his videos is "Reading every normal monster in one take." A whole hour dedicated to nothing but reading a list requires a lot of patience.
Playing devil's advocate here, at least Chain Healing and Chain Detonation had an interesting design in that the main effect, the heal/deal dmg effect, will work regardless of chains. I can imagine that design being cool if the actual main effect was better
Maybe add a continous spell/trap with "once per chain" effect just to boost that chain count for easier set up, or cards that allow you to chain from hand/grave if chain x/higher.
Unlike dragonroid, iris actually support monarch, since between the tribute, the monarch and the spell/traps it's very easy to consistently make chain 3 or higher to trigger iris and since it's not OPT then you can just imagine the rest.
I recently found that you can use Chain Strike and other chain link cards in Aromages. Since all of the monster's triggered effects are mandatory, you always end with a few chain links. Is that a good or optimal tech choice? No, but is a pretty fun gimmick to try.
A really good way to play Chain Link Monsters is to use them with Paleozoic with Traps that can be chained from the GY and using Monster Gate or Reasoning to mass mill those Paleozoics and GY Traps to get into these.. Thus giving you a chain fuel to trigger/resolve their effects. Paleozoics naturally build into at least a Chain 2 when you activate a Trap.
Actually you *could* loop Man Beast of Ares by having Level Eater target Blue-Eyes Shining Dragon and be negated every time. Very inconsistent and now not doable for obvious reasons.
Some of these cards actually worked pretty well for me and my friends. Mainly because it was friendly play, not tournament play, and none of us were the most skilled players. But I remember one time I tried using a lockdown mill strategy and my friend got down to only a few cards. He stopped my mill effect with a card and chained in Chain Healer, letting him gain 500 LP and shuffle it back into his deck. But his remaining deck was so small by then that he drew it almost immediately and chained it off something I did to get my strategy working again. And repeat. It slowed down the mill damage and gained him a few thousand LP before I managed to get my strategy going again. In return, for our next duel, I added Blast Asmodian to punish his use of Chain Healer as much as I could, then did a makeshift burn strategy by doing the most pointless chains ever. I'm sure some probably weren't how the cards actually worked and thus wouldn't have worked properly in a tournament, like the classic MST not preventing a card's effect, but we didn't know any better so it didn't matter. But it was stupid stuff that was just pointless to chain as well, like "I'll activate Raigeki to stop your attack, chain MST to destroy your face down spell card because I can, chain Book of Eclipse to flip this random monster because I can. You take 500 from Blast Asmodeus" Vanity's Call similarly helped with things when I'd get to a desperate situation like really wanting to prevent an effect but it being my only option left to stop things. Or just for laughs with my own Blast Asmodeus. "I play Black Hole, chain MST, chain something else, chain Vanity's Call, I pay X LP and all of my cards are destroyed and negated. The my Blast Asmodeus deals 500 damage to you." I mean, it did help sometimes but usually it was random stuff that probably shouldn't have worked but was at least funny
There's only so many ways to make good cards; usually you need words like "unaffected by", "special summon this card", "add blank from your deck", or "negate the activation" to be a good effect.
Out of curiosity, when was Chain Summoning printed? That card is actually pretty good in Trickstars and has a lot of potential with how valuable extra normal summons are in Yu-Gi-Oh
I like the idea of the chain link effect, but Konami did it the wrong way. Now, it could be better. A archetype with counter trap, quick spell and monsters with a main effect for start a chain (maybe quick effect) and another chain link effect to follow the chain. I have a idea about the counter trap. A effect like if your opponent chain a card in response a one of your card(s) effect, negate the card effect; if your opponent responses a chain 3 o higher you can activate this card from your hand.
Ironically, if you were able to get a chain link started while controlling 3 of the chain link monsters you could make an infinite loop since none of them are OPT. So if Blast Asmodian, Man Beast of Ares and Iris, The Earth Mother are all out on the field when a Chain Link 3 occurs, you essentially win.
Neat video! Thanks for uploading! It's tragic how bad stuff like Lightning Punisher, Mystical Wind Typhoon, Iris the Earth Mother & Miraculous Rebirth were. Really, Konami should just errata out the "No same name in chain" clause so these maybe have a CHANCE of being playable. Chain Healing & Chain Detonation should have been Quick-Play Spells with a clause that you can't chain them to Chan Healing nor to Chain Detonation; That way, you could use 1 card, chain one or both of them, & get them back to reuse the same turn, so long as there was something else to chain to.
I always thought the chain link cards had a cool idea and pretty consistently good artwork. Konami could make a new archetype based on chain links super easily. I think the big problem with a lot of the chain cards is that they couldn't interact with chains on their own - the 2 best ones of Chain Strike and Accumulated Fortune are themselves cards you can chain (which imo made them better since you can use 2 of them in the same chain due to their wording). I'm thinking an archetype where some of the cards can create chain links by having quick effects that themselves aren't very great but are meant to raise the chain and other cards benefit off of the chain links, or perhaps even they do both (like say for instance one has a quick effect that raises ATK and then it has another effect where after you get a high enough chain you can pop a card). And you could give them some really unique aesthetic to flavor the chain effects. Though it'd also probably be really hard to balance with the combination of forcing all of them to be given quick effects on top of Accumulated Fortune existing.
eh, accumulated fortune is a trap and require three unique effects preceding it, meaning you have to commit three separate cards if you want to activate it on your own terms. _maybe_ if it was searchable it'd end up being an issue, but it's a really slow card even in decks that can reliably make it live, so it really shouldn't be too much of a concern it _does_ surprise me that we've seen no real resurgence of chain cards, though. it's like the one strong concept from cyberdark impact that hasn't been revisited ( besides barrier statues, anyway, but they don't exactly need revisiting ), and chains going absurd is one thing that many people find really hype about ygo. hell, quick effects have become _incredibly_ more prevalent over the years, so the game's a far better environment for the concept than it ever could be back then. then again, recent packs have felt like r&d has really been let off the rails now that core sets no longer dedicate a huge chunk of pack space to adapting anime cards, so maybe they have something chain-related brewing in the background an interesting thought: if you give the archetype a combo fighter retrain that can attack a number of times equal to the _highest_ chain link pulled off while it's on the field and a gottoms' emergency call-like card that could dump up to 5 monsters ( or tokens with ascending levels? ) onto the field based on the chain link, you might have a deck where someone will actually consider running dueltaining once or twice
The trickiest part with chain links is card economy, burning through your chain link cards burns through your card economy way too quickly to be useful since it can promote suboptimal gameplay. One idea I came up with to make a chainlink deck idea work, is to have cards that have standard effects on the field that are power consistent with the meta, but when those same cards are in the grave they can have a minor effect that can trigger to start a chain link. For example, trap card that has the on field effect like an impermanence but then give it a minor effect that lets you trigger the trap, by activating in grave and that effect gains you 200 lp or something. So similar idea, but it doesn't force you to play bad cards and making the deck bad to play. And it can help to make your chain link cards live. Basically the card can still compete meta-wise, but the secondary effect to be able to keep your chain link effects going are going to be small ones that have a minor impact overall on the gamestate. This was the best way I have come to resolve making any type of chain link archtype work.
The combo montsers where my shit back in the beginning of duel links, use an equip card and chain to it with one of those Rush quick play cards, so bad but so was everything else
"Dueltaining" has, among all of its options, one that says "Activate a card or effect as Chain Link 5 or higher". In that case, that specific player draws 2 cards.
If you have 2 Man Beast of Ares up, after the resolution of a initial chain link 2, would they trigger infinitely? As one being chained to the other, would that work as loop?
Chief that's physically impossible unless you work with the US or NZ governments right now and tbh, if you're a civilian, why are you taking trips to the most uninhabitable place on earth. Kinda suss my guy, especially considering the many thousands of dollars it takes just to cruise there.
@@TravisAres right but you're talking about a dude who named himself after a Fate/Stay Night character and couldn't properly separate his commas, I don't think he works in Marine Bio, Aerospace, or Engineering to be fair. 👀 Just a thought. If anything, there's been civilian cruises to the station recently so that would make more sense, except for the fact that most government organizations are closed off to Civs in the US right now unless its a necessary risk
I nearly won a tournament in Rhode island off the back of that exact last point you made. I was playing full power striker and my opp was playing full power dark war rhongo turbo. So game 1 I lose dice roll and he combos but makes a illegal play so cant end on anything and loses then game 2 I stop his combo and he just blanked. Playing hard combo decks for 15 hours is mentally draining. Even just playing a ez consistent deck leads to being drained if you need a 200 page essay to play your deck properly in every situation you might be tired eventually
@@nnnp634 noticias quite as funny as - I MST, target and destroy your set card! - I chain iot, it's my own MST targeting your MST - OK chain resolves, your MST destroys my MST. My MST from the GY destroys your MST.
The only thing that would fix this mechanic is to have no HOPT effects on cards while being face-up on the field, in the GY, and/or face-up banished pile without removing the card out of its place. That has a lot of issues tho as in the design and balance of the card can be tough to handle. SOPTs would have to step in a little bit for the more better effects, and HOPTs for the busted effects. The conditions and costs, if any, will have to get specific or situational as well.
@@domicraft6341 as opposed to today when they are only used in zombie decks, water decks, spellcaster decks, dragon link, Sky striker decks.... before I list a million more you are just wrong.
Here's a dumb combo that carried through earky days of duel links: Blast Asmodian equipped with 2 Power of the Guardians. Chains on every attack Now if I can only bait a full board to attack then trigger Staunch defender
Not saying that it's good, but I do believe Combo Master had some use in some OTK decks, not competitively viable, but, still, a use nonetheless. As for Vanity's Call, it has the same energy of Self Destruction Button to me (Pointless, but trolly), to the point it tempts me to sneak it in in a random deck just to suddenly activate it and see my opponent lose brain cells over that. Also, these artworks were so sick that it's a shame these never got any play.
Makyu the destroyer that mon that was unlimited traps from the hand originally (now just one); was he legal at time of cyberdark impact? I forget. If so then a trap returning to the hand might be worthwhile then... I just have to say my part of this conversation piece; I hate that limitation they mostly all have where they are once per chain, yet it makes the full chain limited. So many of those cards have effects that would be usable if it could chain off itself in my mind.
Yeah and miraculous rebirth would actually be potentially amazing if you could use more then once a chain can you imagine three special summons from the graveyard during your opponent’s battle phase
How about Chain Summoning? Activate as Chain Link 3 to conduct 3 Normal Summons during the turn. It looks like it actually got some tops in 2017 according to yugiohtopdecks.
The thing about Vanity's Call is that there is a better version in Tachyon Transmigration, which doesn't even see play because it's stuck in a bad deck.
I'm more interested in proper counter trap archetype since there's already a number of fairy cards that revolve around counter trap. So maybe tie them properly into an archetype
@@iseektheholygrail2055 strictly speaking, that would be the parshath archetype ... such as it is. beyond that, though, there's not really a way to wrap up counter fairies into a proper archetype or pseudo-archetype, because the only traits they share are ... being level 4 light fairies. which is kinda a broad range of cards to support i suppose artemis, ariadne, and minerva make up the entire core of the deck, so you _could_ add in a 1700 atk or def clause, or maybe build it around light fairy pendulums as ariadne is one of _the_ most important parts of the deck, but either way you're obviously leaving behind a bunch of cards that may not be all that worthwhile ( except power angel valkyria, anyway ) but are still blatantly part of the counter fairy concept ( ... except power angel valkyria, anyway ) that's just the unfortunate reality of trying to modernize a series of loosely related cards. sometimes they pack iconic statlines and traits that allow you to tie them together nicely, sometimes they're just completely generic cards with a bit of a mechanical theme
Well, they could just make a new archetype based on the concept, like how they make endymion for spell counter, Or traptrix for trap hole. I just think that with how monster heavy the current meta is, a trap-based archetype might do surprisingly well given that most disruption are geared toward stopping monster and not trap. The main weakness of trap is how slow they are, so an archetype that can boost them out might be nice, just to keep players on their toe.
@@iseektheholygrail2055 i mean, there's paleozoic and altergeists. neither focuses on _counter_ traps specifically, but counter traps only really focus on hard negates anyway. by supporting traps in general, they allow you to cover a lot more bases than shutting down a single summon or activated effect, especially since you can just run counter traps in 'em anyway ... albeit, counter traps don't work the best with paleos, since they summon themselves in the same chain as the activated trap, which ... doesn't exactly work out when the trap is spell speed 3 and they're spell speed 2
@@hi-i-am-atan I've played around with Paleos in Duel Links; since you can use the GY effect right after the set effect you can easily get to Chain Link 4. This was in conditions where they wanted a million trap cards.
Performage Trapeze Magician has an effect that stops damage it it is less than its ATK and it starts at 2500. I bet you can easily gather Spellcaster monsters to make it
Vanity's call sounds good against chain burn, until you realize that your playing half your life points to stop effects that deal burn damage, probably less burn damage than half your life points unless they really comboed off, or your already low. Even in the best case scenario, this card is still bad cause at best, your using a trap card to negate a little bit of burn damage.
I think you mean Dark Room of Nightmare which is 300 damage. Blast Asmodian requires a Spell/Trap to be part of the chain, not a Spell/Trap effect, so you can't infinitely chain Dark Rooms and Asmodian together
This game is so complicated, all the features are hard to keep up with. That is why I prefer playing it on my ipad because everything is automated. Unfortunately Duel Generations has stopped working on my ipad.
Most of these cards suffer from overbalancing. If you give them a way to SS themselves and reduce the Chain links to 2. Most of the cards would be a lot better. Imagine a Vanity's call with only as chain link 3. The moment your oponent chains something ,gets negated Lighting punisher would punish a lot
6:33 ...what was even the *point* of this monster? Considering all the forms of destruction the game had, even back then, this thing would have been taken by the very combos it was meant to gain attack from. If a monster has to have an effect to be on even keel with Avion, you might as well use it for a coaster.
if you would have man beast of ares on the field, and you use the effect of "heart of the underdog" and lets say your entire deck consists of normal monsters, would his stats go up and up and up? never really tried to test it out in duel links, and yes its bad i know but still lol
Between whoever reads this And me. I feel like there's going to come a time where you give become so combo oriented. It's Not gonna be that Unreasonable to activate some of these cards. Side note two of those monsters. I feel like they were meant to be pseudo Boss monsters. But since are not necessarily part of an arc type, It's what made it hard for to actually play them. Like imagine if the chain 3 to draw one card monster was part of an archetype.
chain effect cards are those that care about the chain, not those that care about being chained. since, like, the latter would include stuff like solemn judgment and ash blossom, which are kindaaaa different from the chump brigade featured in this vid
I don't understand earthbound immortal cusilu effect There can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot target this card for attacks. This card can attack your opponent directly. If this card would be destroyed by battle, you can Tribute 1 other monster instead, and if you do, halve your opponent's LP. How can you use the effect to half your opponents LP if you cant attack it
@@Ligkonakos more specifically, it's meant to come into play when you're trying to use cusillu to run over a monster, but your opponent pulls out a combat trick that lets the target trade or win the battle. which makes it _slightly_ less niche, since you're actually protecting cusillu and getting the lp halving to compensate for the direct attack you passed up on but then again, we're talking about a situation where a. you have cusillu and another monster out on the field b. your opponent has a monster you really need to get rid of and c. they're got honest or the like in hand. it's probably gonna happen a handful of times in a setting where you're, uh, actually getting cusillu on the board in the first place, but ... yeah
The funny thing about Combo Fighter is that it’s really not much better than Hayabusa Knight. Sure, Hayabusa Knight only has 1000 ATK, but you’re not gonna be running over much with 1600 ATK, so you’re probably trying to attack directly with him. And if you wanted to give him an equip, you could do the same to Hayabusa Knight, and have a monster who can *always* attack twice. And Hayabusa Knight isn’t that great either; there are way better direct damage options.
Blast asmodian looks like punished ojama red.
Lmaooooooo
He's a child of ojama red and Abaki
Ojama DEVIL
XD
@@iseektheholygrail2055 A B A K I Abaki Ab Aki Abaki ABAKI
miraculous rebirth has got to be one of the most appropriate names on a card ever printed, because it would take a miracle to successfully resolve and activate it
I haven't played in over a decade. Do you think Miraculous Rebirth or some of these other cards would be decent if they didn't have the same name restriction?
@@kyuubinaruto17 No
Monster reborn is no longer banned, so no reason to run miraculous rebirth over monster reborn
@@iseektheholygrail2055 I was being unclear. I meant at the time they were released. I know they're garbage tier in the modern era.
@@kyuubinaruto17 The same name restriction isn't the problem, it's the Chain Link Restriction that makes noone want it. VERY few Chain Link cards are ever used because unless your deck is built around them, Chain Links don't happen very often, and VERY rarely do they go above Chain Link 2 or 3 when they actually happen. Meaning to actually utilize Miraculous Rebirth you'd have to deliberately set up a Chain link high enough for it. And with Monster Reborn no longer banned... why would anyone go to all that trouble when they can just use the OG card XD
Chaining MST doesn't negate Monster Reborn. Some of you needed to hear that. You know who you are.
Tbf every Kid thought that Destruction = Negate. We all started little.
@@domicraft6341 I never thought it negates until I saw other kids doing it
MST? No.
But banlist definitely negates it
When i first started we used to chain mst on mst to stop mst lol
Mst can stop effect that remains in the field like continius spell,continius trap ,equip card,field spell card unless the card said otherwise,the purpose of Mst mostly to prevent opponent set their (mostly trap)card during their turn,) and i prefer to use twin twister instead it can destroy up to 2 card by discard 1card from your hand~
I'm not sure if most Yugioh players even know how Chains work.
they dont :D
Most Yugioh players can't even read cards, much less understand how Chains work. :P
Let me tell you, my good sir. That i know well enough that i can chain MST to your dark hole and render it moot.
I only know monke flip
This guy on DB tilted me so hard because he would say "chain" whenever he activated a card, even if it was a trigger effect or a normal spell. "On res, chain torrential." "That's not a chain..."
They were really scared that using the same card to create chains would break these cards.
Yeah. I don't play Yugioh, but that one sentence sounds so clunky.
@@gavinriordan9258 a way better version would be, "if a chain of cards with at least X different names resolves."
Any restriction on burn cards is a good thing.
It would. Chain burn decks are limited by these effects, otherwise, they'd easily be _the_ Deck to use.
@@gavinriordan9258 eh it’s fine
That "multiple cards with the same name" limitation is one of the reasons this set failed so badly.
Lightning punisher's artwork is so much fire.
Needs a retrain.
Imagine a retrain with a SS Condition and reducing the Chain link to 2
Hatake Kakashi!
Genos
To this day, I've never used Lightning Punishers effect
Lightning Punisher was level 7 instead of 6 likely because of its attack stat being 2600. No single-tribute monster back then had greater than 2500 attack.
And these days 2000 atk is seen as normal on level 4 monsters. Now that's inflation.
That doesn't really explain it. They could have easily made it level 6 with less attack if they wanted to. More likely Konami thought that its destruction effect, even with its restrictions, would be too good on a single tribute monster and so made it level 7. They really thought decks based around consistently setting up big chains would catch on, perhaps forgetting that takes considerable resources.
@@DetectiveBarricade Actually during this era, Konami had no idea what they were doing when creating new cards. I almost feel that the people creating cards during the GX era never played the game a single time in their life. It isn't until the end of the GX era that they finally start creating cards with competitive balancing in mind.
@@justinmadrid8712 Yep, you hit the nail on the head. As a player that started playing the game from the start, Konami was creating a lot of weird cards with strange effects. Around those times, they were still new to this, and was trying to figure what direction they wanted the game to go, so they were experimenting with a lot of weird stuff and mechanics.
@@Eques_Umbra And there are LV 3 Monsters with 1.700 ATK. When I've started with Yu-Gi-Oh! monsters with 1.400 and more sometimes still were LV 5. I mean I like the progress but there should definitely be some support for the badly aged old high LV normal monsters.
Watch Iris be broken in 5 years because she isn't OPT and there's gonna be some deep draw shenanigans using her
In all honesty, it wouldn’t surprise me if a few archetypes could do it already.
Watch out for when a deck will have Non OPT/soft OPT spells that can chain off one another and recycle each other
Yeah, I'm honestly surprised that we don't have more deep chain archetypes these days
Just decrease her def by 200 and monarch might welcome her, since monarch chain 3 or more on summon
Konami should be lauded for not making a third "After a Chain with 3 or more Links" card with a different name. Because then there'd be a super consistent Iris Exodia FTK with all that good Fairy support
Ooooh yeah, what I've been waiting for:
"Dzeef practicing his patience when reading ridiculous chain link effects."
Dzeef is the very embodient of patience
@@shortbread9518 He'd have to be. I haven't watched it, but the title of one of his videos is "Reading every normal monster in one take." A whole hour dedicated to nothing but reading a list requires a lot of patience.
Playing devil's advocate here, at least Chain Healing and Chain Detonation had an interesting design in that the main effect, the heal/deal dmg effect, will work regardless of chains. I can imagine that design being cool if the actual main effect was better
Maybe add a continous spell/trap with "once per chain" effect just to boost that chain count for easier set up, or cards that allow you to chain from hand/grave if chain x/higher.
Chain links might be a poorly utilized mechanic, but Lightning Punisher's art is peak badass. Still one of my favorite artworks.
If only iris def is 1000, she would works quite well with monarch support.
Dragonroid shouldve hd 2800 ATK
If my grandmother had wheels she would have been a bike
Unlike dragonroid, iris actually support monarch, since between the tribute, the monarch and the spell/traps it's very easy to consistently make chain 3 or higher to trigger iris and since it's not OPT then you can just imagine the rest.
Wow, Cyberdark Impact had a very... specific idea of how Yu-Gi-Oh was played, huh?
“Hey, do you guys remember Mystical Wind Typhoon? I wish I could forget.”
Rata [Rank10YGO]?
I recently found that you can use Chain Strike and other chain link cards in Aromages. Since all of the monster's triggered effects are mandatory, you always end with a few chain links.
Is that a good or optimal tech choice? No, but is a pretty fun gimmick to try.
I never knew Lightning Punisher was even a card until just now. I guess that goes to show just how impactful it really was
Low key use vanity's against a grass looks greener mill if it ever comes back
A really good way to play Chain Link Monsters is to use them with Paleozoic with Traps that can be chained from the GY and using Monster Gate or Reasoning to mass mill those Paleozoics and GY Traps to get into these.. Thus giving you a chain fuel to trigger/resolve their effects. Paleozoics naturally build into at least a Chain 2 when you activate a Trap.
Close enough for a GX rant as ever be.
Actually you *could* loop Man Beast of Ares by having Level Eater target Blue-Eyes Shining Dragon and be negated every time. Very inconsistent and now not doable for obvious reasons.
Some of these cards actually worked pretty well for me and my friends. Mainly because it was friendly play, not tournament play, and none of us were the most skilled players. But I remember one time I tried using a lockdown mill strategy and my friend got down to only a few cards. He stopped my mill effect with a card and chained in Chain Healer, letting him gain 500 LP and shuffle it back into his deck. But his remaining deck was so small by then that he drew it almost immediately and chained it off something I did to get my strategy working again. And repeat. It slowed down the mill damage and gained him a few thousand LP before I managed to get my strategy going again. In return, for our next duel, I added Blast Asmodian to punish his use of Chain Healer as much as I could, then did a makeshift burn strategy by doing the most pointless chains ever. I'm sure some probably weren't how the cards actually worked and thus wouldn't have worked properly in a tournament, like the classic MST not preventing a card's effect, but we didn't know any better so it didn't matter. But it was stupid stuff that was just pointless to chain as well, like "I'll activate Raigeki to stop your attack, chain MST to destroy your face down spell card because I can, chain Book of Eclipse to flip this random monster because I can. You take 500 from Blast Asmodeus"
Vanity's Call similarly helped with things when I'd get to a desperate situation like really wanting to prevent an effect but it being my only option left to stop things. Or just for laughs with my own Blast Asmodeus. "I play Black Hole, chain MST, chain something else, chain Vanity's Call, I pay X LP and all of my cards are destroyed and negated. The my Blast Asmodeus deals 500 damage to you." I mean, it did help sometimes but usually it was random stuff that probably shouldn't have worked but was at least funny
This "weird card effects" turned into "bad cards"
There's only so many ways to make good cards; usually you need words like "unaffected by", "special summon this card", "add blank from your deck", or "negate the activation" to be a good effect.
Definitely my favorite series of yours
Out of curiosity, when was Chain Summoning printed? That card is actually pretty good in Trickstars and has a lot of potential with how valuable extra normal summons are in Yu-Gi-Oh
Chain Summoning was in Phantom Darkness (released in America in February 2008).
I feel like chain healing has some potential in aroma decks, but maybe that's just me.
It is a possible use, I tried it once. Using 1 or 2 copies since chain 4 is not a Likely tho g
I like the idea of the chain link effect, but Konami did it the wrong way.
Now, it could be better. A archetype with counter trap, quick spell and monsters with a main effect for start a chain (maybe quick effect) and another chain link effect to follow the chain.
I have a idea about the counter trap.
A effect like if your opponent chain a card in response a one of your card(s) effect, negate the card effect; if your opponent responses a chain 3 o higher you can activate this card from your hand.
Fun fact: Naive beginner MBT once had Iris, the earth mother as his boss momster.
> momster
:eyes: I wonder what's been on your mind.
If vanity's call didn't make you pay half your life, I could see it being used as a neat meme tech against trickstars back in the day.
Ironically, if you were able to get a chain link started while controlling 3 of the chain link monsters you could make an infinite loop since none of them are OPT.
So if Blast Asmodian, Man Beast of Ares and Iris, The Earth Mother are all out on the field when a Chain Link 3 occurs, you essentially win.
Blast Asmodian actually specifies reacting to a Chain involving a Spell/Trap
Could just use more Ares tho
@@syrelian So something like Solemn Wishes to get LP when you draw with Iris would be needed for it to work
This category of cards had so much potential. If only they made more good ones.
Neat video! Thanks for uploading! It's tragic how bad stuff like Lightning Punisher, Mystical Wind Typhoon, Iris the Earth Mother & Miraculous Rebirth were. Really, Konami should just errata out the "No same name in chain" clause so these maybe have a CHANCE of being playable.
Chain Healing & Chain Detonation should have been Quick-Play Spells with a clause that you can't chain them to Chan Healing nor to Chain Detonation; That way, you could use 1 card, chain one or both of them, & get them back to reuse the same turn, so long as there was something else to chain to.
I always thought the chain link cards had a cool idea and pretty consistently good artwork. Konami could make a new archetype based on chain links super easily. I think the big problem with a lot of the chain cards is that they couldn't interact with chains on their own - the 2 best ones of Chain Strike and Accumulated Fortune are themselves cards you can chain (which imo made them better since you can use 2 of them in the same chain due to their wording). I'm thinking an archetype where some of the cards can create chain links by having quick effects that themselves aren't very great but are meant to raise the chain and other cards benefit off of the chain links, or perhaps even they do both (like say for instance one has a quick effect that raises ATK and then it has another effect where after you get a high enough chain you can pop a card). And you could give them some really unique aesthetic to flavor the chain effects.
Though it'd also probably be really hard to balance with the combination of forcing all of them to be given quick effects on top of Accumulated Fortune existing.
eh, accumulated fortune is a trap and require three unique effects preceding it, meaning you have to commit three separate cards if you want to activate it on your own terms. _maybe_ if it was searchable it'd end up being an issue, but it's a really slow card even in decks that can reliably make it live, so it really shouldn't be too much of a concern
it _does_ surprise me that we've seen no real resurgence of chain cards, though. it's like the one strong concept from cyberdark impact that hasn't been revisited ( besides barrier statues, anyway, but they don't exactly need revisiting ), and chains going absurd is one thing that many people find really hype about ygo. hell, quick effects have become _incredibly_ more prevalent over the years, so the game's a far better environment for the concept than it ever could be back then. then again, recent packs have felt like r&d has really been let off the rails now that core sets no longer dedicate a huge chunk of pack space to adapting anime cards, so maybe they have something chain-related brewing in the background
an interesting thought: if you give the archetype a combo fighter retrain that can attack a number of times equal to the _highest_ chain link pulled off while it's on the field and a gottoms' emergency call-like card that could dump up to 5 monsters ( or tokens with ascending levels? ) onto the field based on the chain link, you might have a deck where someone will actually consider running dueltaining once or twice
The trickiest part with chain links is card economy, burning through your chain link cards burns through your card economy way too quickly to be useful since it can promote suboptimal gameplay.
One idea I came up with to make a chainlink deck idea work, is to have cards that have standard effects on the field that are power consistent with the meta, but when those same cards are in the grave they can have a minor effect that can trigger to start a chain link.
For example, trap card that has the on field effect like an impermanence but then give it a minor effect that lets you trigger the trap, by activating in grave and that effect gains you 200 lp or something. So similar idea, but it doesn't force you to play bad cards and making the deck bad to play. And it can help to make your chain link cards live.
Basically the card can still compete meta-wise, but the secondary effect to be able to keep your chain link effects going are going to be small ones that have a minor impact overall on the gamestate.
This was the best way I have come to resolve making any type of chain link archtype work.
The combo montsers where my shit back in the beginning of duel links, use an equip card and chain to it with one of those Rush quick play cards, so bad but so was everything else
They should just make erratas of this cards
"Dueltaining" has, among all of its options, one that says "Activate a card or effect as Chain Link 5 or higher". In that case, that specific player draws 2 cards.
I wonder if there's a card that would automatically trigger in response to asmodean. It would make a funny burn loop
If you have 2 Man Beast of Ares up, after the resolution of a initial chain link 2, would they trigger infinitely? As one being chained to the other, would that work as loop?
Never heard of vanity's call but it actually seems like it could be useful. Would love to throw it onto the end of a prank kids chain
Are Combo Fighter and Master not during each Battle Phase?
Is it pre PSCT?
Great video as always Dzeef,shoutout from McMurdo Station Antarctica.
Chief that's physically impossible unless you work with the US or NZ governments right now and tbh, if you're a civilian, why are you taking trips to the most uninhabitable place on earth. Kinda suss my guy, especially considering the many thousands of dollars it takes just to cruise there.
Damn ! Antarctica?
@@Cyndarion0ne my ex's dad works for NASA and has been stationed in Antarctica multiple times, it's not THAT unheard of in certain fields.
@@TravisAres right but you're talking about a dude who named himself after a Fate/Stay Night character and couldn't properly separate his commas, I don't think he works in Marine Bio, Aerospace, or Engineering to be fair. 👀 Just a thought. If anything, there's been civilian cruises to the station recently so that would make more sense, except for the fact that most government organizations are closed off to Civs in the US right now unless its a necessary risk
@@TravisAres the only thing dumber than defending yourself on the internet is defending a liar who just wants to say something flashy
Any recommendations on MATHMECH?
I nearly won a tournament in Rhode island off the back of that exact last point you made. I was playing full power striker and my opp was playing full power dark war rhongo turbo. So game 1 I lose dice roll and he combos but makes a illegal play so cant end on anything and loses then game 2 I stop his combo and he just blanked. Playing hard combo decks for 15 hours is mentally draining. Even just playing a ez consistent deck leads to being drained if you need a 200 page essay to play your deck properly in every situation you might be tired eventually
For some reason I read this as chain burn and I got flash backs
Do you know where can I get the old Yu-Gi-Oh rulebook?
Lighting punisher was so good for some of the early games as nothing more than a beat stick.
vanity's call is a nice side deck card for these days , since some deck chain like 3-4 times
Chaining MST to destroy the card that is about to destroy it is the ultimate pro gamer move.
Someone actually activated Dark Bribe on my mst targeting Dark Bribe. To be fair his strategy was to deck me out, but it was bad regardless
@@nnnp634 noticias quite as funny as
- I MST, target and destroy your set card!
- I chain iot, it's my own MST targeting your MST
- OK chain resolves, your MST destroys my MST. My MST from the GY destroys your MST.
Your right who decided it would be a good idea to make chains when most Yugioh can't even read.
The only thing that would fix this mechanic is to have no HOPT effects on cards while being face-up on the field, in the GY, and/or face-up banished pile without removing the card out of its place. That has a lot of issues tho as in the design and balance of the card can be tough to handle. SOPTs would have to step in a little bit for the more better effects, and HOPTs for the busted effects. The conditions and costs, if any, will have to get specific or situational as well.
Mystical Wind Typhoon.
The worst MST Clone ever.
Even when MST was limited would rather use 3 copies of Dust Tornado over that garbage anyday
Not to mention that back then you could really use trap cards.
@@domicraft6341 as opposed to today when they are only used in zombie decks, water decks, spellcaster decks, dragon link, Sky striker decks.... before I list a million more you are just wrong.
I have a feeling that there's a burn loop with Blast Asmodian, Dark Room of Nightmare, and some third card, but I'm not sure what 🤔
Here's a dumb combo that carried through earky days of duel links: Blast Asmodian equipped with 2 Power of the Guardians. Chains on every attack
Now if I can only bait a full board to attack then trigger Staunch defender
Chain detonation would be way better if it re-set itself. Still not good, but better
I run 3 chain detonation in my chain burn deck. (2010 Format). Trust me, you don't want burn cards to be any better than they were back then.
2:41 Why is this monster not EARTH?????????
Not saying that it's good, but I do believe Combo Master had some use in some OTK decks, not competitively viable, but, still, a use nonetheless. As for Vanity's Call, it has the same energy of Self Destruction Button to me (Pointless, but trolly), to the point it tempts me to sneak it in in a random deck just to suddenly activate it and see my opponent lose brain cells over that.
Also, these artworks were so sick that it's a shame these never got any play.
Dzeef needs a podcast
Makyu the destroyer that mon that was unlimited traps from the hand originally (now just one); was he legal at time of cyberdark impact? I forget.
If so then a trap returning to the hand might be worthwhile then...
I just have to say my part of this conversation piece; I hate that limitation they mostly all have where they are once per chain, yet it makes the full chain limited. So many of those cards have effects that would be usable if it could chain off itself in my mind.
Btw, why is there always the restriction with the "no cards with the same name"?
It’s a flimsy way to try and stop easy chain links, when it is actually what hurts the entire concept of chain link cards altogether.
Yeah and miraculous rebirth would actually be potentially amazing if you could use more then once a chain can you imagine three special summons from the graveyard during your opponent’s battle phase
How about Chain Summoning? Activate as Chain Link 3 to conduct 3 Normal Summons during the turn. It looks like it actually got some tops in 2017 according to yugiohtopdecks.
yeah its weird that it wasn't mentioned
The thing about Vanity's Call is that there is a better version in Tachyon Transmigration, which doesn't even see play because it's stuck in a bad deck.
i play photons...
;-;
Y'know, I kind of want to see a proper archetype based around chain links.
I'm more interested in proper counter trap archetype since there's already a number of fairy cards that revolve around counter trap. So maybe tie them properly into an archetype
@@iseektheholygrail2055 strictly speaking, that would be the parshath archetype ... such as it is. beyond that, though, there's not really a way to wrap up counter fairies into a proper archetype or pseudo-archetype, because the only traits they share are ... being level 4 light fairies. which is kinda a broad range of cards to support
i suppose artemis, ariadne, and minerva make up the entire core of the deck, so you _could_ add in a 1700 atk or def clause, or maybe build it around light fairy pendulums as ariadne is one of _the_ most important parts of the deck, but either way you're obviously leaving behind a bunch of cards that may not be all that worthwhile ( except power angel valkyria, anyway ) but are still blatantly part of the counter fairy concept ( ... except power angel valkyria, anyway )
that's just the unfortunate reality of trying to modernize a series of loosely related cards. sometimes they pack iconic statlines and traits that allow you to tie them together nicely, sometimes they're just completely generic cards with a bit of a mechanical theme
Well, they could just make a new archetype based on the concept, like how they make endymion for spell counter, Or traptrix for trap hole. I just think that with how monster heavy the current meta is, a trap-based archetype might do surprisingly well given that most disruption are geared toward stopping monster and not trap. The main weakness of trap is how slow they are, so an archetype that can boost them out might be nice, just to keep players on their toe.
@@iseektheholygrail2055 i mean, there's paleozoic and altergeists. neither focuses on _counter_ traps specifically, but counter traps only really focus on hard negates anyway. by supporting traps in general, they allow you to cover a lot more bases than shutting down a single summon or activated effect, especially since you can just run counter traps in 'em anyway
... albeit, counter traps don't work the best with paleos, since they summon themselves in the same chain as the activated trap, which ... doesn't exactly work out when the trap is spell speed 3 and they're spell speed 2
@@hi-i-am-atan I've played around with Paleos in Duel Links; since you can use the GY effect right after the set effect you can easily get to Chain Link 4. This was in conditions where they wanted a million trap cards.
I main decked Lightning Punisher bro! 😅
Iris/Punisher/Blast Asmodian
One Chain. Hell of a Combo!
4:00
BTW I use Sleeper and Apprentice Piper to get them out on Switch!
Chain summon Goukis is amazing btw
That sounds terrible but absolutely hilarious.
@@lucaslennan3356 well it helps you extra link so I consider it a win
Chain Healing and Detonation should've went to Hand on Chain Link 2.
And
Reset themselves like Scrap Iron Scarecrow on Chain Link 4 or higher! :)
Blast osmodium wouldn't be too bad in my statue of anguish pattern/embodiment of apophis deck
Performage Trapeze Magician has an effect that stops damage it it is less than its ATK and it starts at 2500. I bet you can easily gather Spellcaster monsters to make it
A better version of Vanity's Call is Tachyon Transmigration, despite being archetype-specific.
Vanity's call sounds good against chain burn, until you realize that your playing half your life points to stop effects that deal burn damage, probably less burn damage than half your life points unless they really comboed off, or your already low. Even in the best case scenario, this card is still bad cause at best, your using a trap card to negate a little bit of burn damage.
Just realized Lightning Punisher looks like Hei in Darker than Black
Ok dumb question. Is blast asmodian infinite with that one spell that adds 100 burn on a butn effect
I think you mean Dark Room of Nightmare which is 300 damage. Blast Asmodian requires a Spell/Trap to be part of the chain, not a Spell/Trap effect, so you can't infinitely chain Dark Rooms and Asmodian together
@@Dzeeff thanks
This game is so complicated, all the features are hard to keep up with. That is why I prefer playing it on my ipad because everything is automated. Unfortunately Duel Generations has stopped working on my ipad.
Konami really just added 1 extra step for all cards here to avoid them from being at least a bit useful
man beast of ares getting 500 atk so powerful it cant be stopped
Most of these cards suffer from overbalancing.
If you give them a way to SS themselves and reduce the Chain links to 2. Most of the cards would be a lot better.
Imagine a Vanity's call with only as chain link 3. The moment your oponent chains something ,gets negated
Lighting punisher would punish a lot
Here while the video title was about chain links
6:33 ...what was even the *point* of this monster? Considering all the forms of destruction the game had, even back then, this thing would have been taken by the very combos it was meant to gain attack from. If a monster has to have an effect to be on even keel with Avion, you might as well use it for a coaster.
well then. I guess its time to make an OTK deck that summons man beast then sets up a loop to give it as much attack as you want
I didn’t watch this video when it came out, I would have been WAY more likely to watch it if it was just “weird card effects 14”
if you would have man beast of ares on the field, and you use the effect of "heart of the underdog" and lets say your entire deck consists of normal monsters, would his stats go up and up and up? never really tried to test it out in duel links, and yes its bad i know but still lol
Vanity's Call is pretty bad against Chain Burn, since it halves your LP.
hey do you play super mecha battle? i saw a dzeef in my game
Between whoever reads this And me. I feel like there's going to come a time where you give become so combo oriented. It's Not gonna be that Unreasonable to activate some of these cards. Side note two of those monsters. I feel like they were meant to be pseudo Boss monsters. But since are not necessarily part of an arc type, It's what made it hard for to actually play them. Like imagine if the chain 3 to draw one card monster was part of an archetype.
chains arent real. they can't hurt us
Is Archacha Chanbara a Chain effect card too?
No that's just a trigger effect.
@@lucaslennan3356 oh ok
chain effect cards are those that care about the chain, not those that care about being chained. since, like, the latter would include stuff like solemn judgment and ash blossom, which are kindaaaa different from the chump brigade featured in this vid
@@hi-i-am-atan ok
if the level 6 and 7 were level 4 they'd be pretty good for their time i think
Chain negate is best card
It can negate the negative effects of ABAKI
I played u yesterday in the win a mat
I used to have all of these cards ,until I burnt every last one of them...
That's not how a chain burn deck works bro
@@VGInterviews
Lol
This is the set that came out when i started playing
So much nostalgia from such stupid cards
Wouldn't Blast Asmodium + 2 Dark Room of Nightmares, be an FTK, so long as you have a sparks to light the fuse?
It won't trigger from Spell or Trap effects
Nope, thats chaining a Spell EFFECT, not a Spell
What about chain summon?
5:55 Did anyone else read that as "Man Beast of Arse" at first? No? Just me?
Didn't know chain strike is that old
Pretty sure Blast asmodian doesn't activate since there is no colon in the text
It doesn't have a PSCT print
this almost looks like a duel logs top
I don't understand earthbound immortal cusilu effect
There can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot target this card for attacks. This card can attack your opponent directly. If this card would be destroyed by battle, you can Tribute 1 other monster instead, and if you do, halve your opponent's LP.
How can you use the effect to half your opponents LP if you cant attack it
You could crash it into an opponent's monster
You're meant to attack your opponent's monster (that has higher ATK than Cusilu); very niche effect
@@Ligkonakos more specifically, it's meant to come into play when you're trying to use cusillu to run over a monster, but your opponent pulls out a combat trick that lets the target trade or win the battle. which makes it _slightly_ less niche, since you're actually protecting cusillu and getting the lp halving to compensate for the direct attack you passed up on
but then again, we're talking about a situation where a. you have cusillu and another monster out on the field b. your opponent has a monster you really need to get rid of and c. they're got honest or the like in hand. it's probably gonna happen a handful of times in a setting where you're, uh, actually getting cusillu on the board in the first place, but ... yeah
Also occasionally comes up with cards that let you force a monster to block an attack for you
The funny thing about Combo Fighter is that it’s really not much better than Hayabusa Knight. Sure, Hayabusa Knight only has 1000 ATK, but you’re not gonna be running over much with 1600 ATK, so you’re probably trying to attack directly with him. And if you wanted to give him an equip, you could do the same to Hayabusa Knight, and have a monster who can *always* attack twice.
And Hayabusa Knight isn’t that great either; there are way better direct damage options.
Ugh i love your consistency, just had to Sub for that reason and i hardly sub to yugioh channels i just silently watch them