As MBT said in the Twitter Thread. "Battle Protection for your big Synchros isn't horrible, oh wait...the Synchros are the "Aesir" not the Nordic, this doesn't protect them. It protects the goats, *who want to be destroyed by battle!!"*
I'll admit. As much as I joke anout Davinator for calling pre errata Firewall Dragon fair. When talking about the Nordic Field Spell he mentioned that the goats effects go off when destroyed by battle.
The virgin "Seal of Orichalcos": - Only gives 500 Atk boost to your monsters - Destroys your special summoned monsters on activation - locks you out of your extra deck - only protects your weakest monster - Field spell who occupies your one and only field spell zone - ONCE PER DUEL - Takes your soul if you lose The chad "Clockwork Night": - Makes every monster a machine, disrupting type-specific plays - Gives your monsters 500 Atk and Def, also makes your opponent's monsters lose 500 Atk and Def, meaning a 1000 point difference in your favor - Has a useful graveyard effect if you actually run it in an Earth-Machine deck - Doesn't destroy your monsters - Doesn't lock you out of your Extra Deck - If it gets destroyed you can just play another because it is not "once per duel" - Is actually a continuous spell card so it only takes up 1 of your 5 backrow zones and you can use it alongside an actually good field spell - multiple copies stack in effect - Doesn't take your soul - is a cool clockwork thing instead of an edgy pentagram wannabe
gj showing how awfully busted the new ygo is. how is that fun to play against? -a card that can lock the player from using his effects -1000 -graveyard effect on destroying it -isnt a field spell
People are all mentioning Clear World support, meanwhile I thought Konami already released Clear Vicious Knight years ago because it's in the Tag Force games and it's just weren't good enough to see any play. Turns out it hasn't even been released :v
The point with Canyon was, in the context of the rock-type Structure Deck, that your opponent would attack your high defense face-down monster to prevent you from flip summoning them, as most of them (Guardian Sphinx/Golem Sentry/Guardian Statue) had some good flip effect while being able to put themselves face-down once per turn, so you could spam them. Canyon punished your opponent for trying to prevent your flip summoning. It was still complete shit even in 2006.
And then there's me, who in LOTD, used a rock deck with Catapult Zone to set up, Megarock Dragon to banish all my monsters, and in the event that it got destroyed or left the field, I'd play Canyon and set Lost Guardian down and wait for them to attack me. Good times...
The structure deck also contained a continuous spell cards called Shifting Shadows. Which can rearrange face down defense position monsters, making opponents have to guess which face down monster to attack Canyon just helps to make opponents hesitate to attack even more
You could add some "you have to attack (if possible)" cards to force your opponent to attack your defense mode monsters even if they know what your up to.
With the generic bosses might getting axed in all format, everything might change, because from what I experienced even snake eyes is a mediocre deck if the deck have no generic bosses to end on.
Clear wall is going to be the biggest threat as if you control a level 7 or higher Clear monster all of Clear World's effect is applied to your opponent ignoring what attribute monsters they have in play. Which means your opponent is force to play with their hand reveal, if they have two or more monsters they can't attack, during their standby phase they are force to pop a face up defense mode monster, during their end phase they have to discard a card, during their end phase they take 1000 point of effect damage, and finally your opponent must pay 500 life point to activate spell cards.
@@CaptainIchimaruGin Not to forget that the lvl 7 monster negates the effects of special summoned monsters. add a anti spell fragrance to it aaand your opponent is toast.
@@javelinmaster2 Just imagine a clear world tax deck as Clear monsters makes you immune to Clear World's effect while Clear Wall gives your opponent all the options on Clear World when you have either Clear Vicious Fiend or Clear Vice Dragon in play.
Everyone joking about Clear World support and I'm just surprised he's listing Nordic Lights at one the day after a massive solar storm brought Aurora Borealis down to 45 degrees latitude
@@Y0G0FU Wish granted, a cyberend+ any cyberdark monster with 4500 attacks, 3 attacks per turn and floats into cyberend dragon + any cyberdark from deck. 3 times per turn negate the activation of a monster and destroy it but lose one attack of this monster during next battle phase. If this monster is special summoned using the effect of power bond (quick effect) fusion summon any cyberdragon or cyberdark monster using this monster as a material. Monster can alternatively be fusion summoned by sending a cyberend dragon that was fusion summoned using power bond to the deck during the end turn.
6:54 Idea to improve this card’s intended purpose: _Fortified Canyon_ Field Spell _You can Normal Summon/Set Rock monsters with 1 less tribute. Rock monsters you control gain DEF Equal to their original ATK. If a Defense position Rock monster you control would be removed from the field via card effect: You can discard 1 card instead. If a Defense position Rock monster you control battles, double any Battle Damage your opponent receives._
Another idea to add on to yours: If your Attack Position Rock monster is attacked: send 1 Rock monster from your hand or deck to the graveyard; change it to Defense Position.
I like to use Soul Binding Gate as a target for "Set Rotation", i mean it literally shuts up all decks that need a field spell because as long as that card is set on the opponent field they can't activate other field spells and as Soul Binding Gate is made to be activated under certain circunstances its more than sure that your opponent won't be able to activate it
About 2:22, Threatening Roar says, "Your opponent cannot declare an attack this turn", therefore, It's clearly a card that affects a player and not their monsters, so it merely stops your opponent from physically assaulting you that turn so their monsters can still attack, therefore, Array of Revealing Light is clearly superior unless your opponent is Hulk Hogan /s
2:55 We're now on the third time Konami has dated a Duel Logs video almost immediately after it was released. Ironically, this one was only 24 hours. By the way, I don't know if the new Clear World support makes the field spell's spike from bulk rare, it's still better than it was before because there's now more than one Clear monster and a spell that throws all the drawbacks on your opponent at once.
21:00 You can use Soul Binding Gate way more easy thanks to the Fusion Monster "Horned Saurus". It can "place" a Field Spell directly into the Field Zone. You dont activate it. You still have to find a way to send Z-ONE to the graveyard though. But its definetely a good start for abusing Sould Binding Gates effect.
22:33 Idea to Retrain this card to be a smidge more engaging: _Let Loose, The Dogs of War_ Field Spell _Before either player’s normal draw, they can declare 1 monster type (Union, Spirit, Tuner, Toon, Flip or Gemini), and if they draw any number of monsters with those declared types, they can reveal those cards, then draw 2 more cards, and/or can gain 2000 LP, for each revealed card._
array is one of those cards you'd see in the anime, and its absolutely devastating. the timing is perfect, the person played it with perfect knowledge, and there's probably some card not seen anywhere else capitalizing on its effect.
19:44 Idea to improve this card: _Soul Sealing Gate_ Field Spell _Cannot be destroyed while “Z-ONE” in in your GY. Cards you own that are banished or in the GY are unaffected by your opponent’s cards and effects. You gain 400 LP for each card that is banished or sent to either player’s GY. During the Main Phase, if any number of monsters with less total ATK/DEF than your LP are Summoned and you have "Z-ONE" in your GY: Destroy those monsters, and if you do, take 800 damage, then inflict 800 damage to your opponent, for each destroyed monster._
Ideas to improve each of these via retrains: 0:26 _Aurora of Revealing Light_ Field Spell _Declare 1 Monster Type. While this card is face-up on the field, Monsters of the declared type cannot attack the turn they are summoned, and also, once per turn, the first time either player would declare an attack with or activate the effect(s) of a monster(s) with the declared type, they must first reveal their entire hand, and if they do, their opponent can draw 1 card for every monster of the declared type that was revealed in that hand._
Mr. Logs, you woke me up when you suddenly exclaimed during the Nordic Lights introduction. I almost thought I was on the clip channel for a second there.
It's deeply pleasing to me that i've been watching these vids as background sound for a couple of weeks now, adn so far i've not seen any of the cards i used to use in my old "Bad reaction to gravity bind" deck on the WORST ever lists. I know it's not a competitive list anymore, but at least it's not got any pure garbage cards in.
How to buff some of them -Array: Monsters of the declared type cannot activate their effects the turn they are summoned -Clear World: Earth no longer requires the targeted card to be face up. Fire is change to Pay 500 to activate a monster effect. Water must discard a card after adding a card from deck to hand. -Canyon: Remove the Rock Type specification -Shien: Your opponent cannot activate card effects when a Six Samurai monster is battling -Dueltaining: If you achieve all 5 conditions, you win the duel -Xyz Override: New cost is just banishing face-up, and you cannot activate effects of cards with the name of the card banished by this effect this turn -Ain't touching that Tindangle one -Soul Binding Gate: Buff Z-One instead -Nordic Lights: Nordic Monsters are also protected from your opponent's card effects
2:55 AND LOOK WHAT _JUST_ GOT SUPPORT? Still, I could make the card here by itself better: _World of Clarity_ Field Spell (This card’s name is always treated as “Clear World”.) _During each of your End Phases, pay 500 Life Points or destroy this card. Each player receives effects, depending on the monster Attributes they control. ● LIGHT: Monsters you control gain ATK Equal to their original DEF. ● DARK: Monsters you control gain DEF Equal to their original ATK. ● EARTH: Monsters you control in defense position cannot be destroyed. ● WATER: During your End Phase: You can gain LP Equal to the total ATK/DEF of one monster you control. ● FIRE: If a monster you control battles a defense position monster, Inflict piercing battle damage. ● WIND: If a monster you control would be banished or sent to the GY: You can shuffle it into your deck instead._
This literally contrasts with the clear world archetypal monsters. Their gimmick is an annoying field spell and being IMMUNE to the field spell. So i don't see an upside for being immune to world of clarity.
@@CAT-l4v I said I would improve the field spell itself. I didn’t account for the rest of the archetype, which I’m rather unfamiliar with… Maybe consider it an “Anti-Clear World” for now then?
Array working with Attributes would definitely have made it more powerful. Still subjected to the same weaknesses, but targeting Attributes covers basically all types. Heck, this could affect Divine-Beasts since it’s a game state condition, rather than a targeting effect. All in all, one turn Summoning Sickness got power crept before the 2010s.
16:16 Idea to improve this card: _Tindangle Circuit_ Field Spell _Your opponent cannot attack if you control 3 or more face-up “Tindangle” Cards. Once per turn, during your Standby Phase: You can target 1 "Tindangle" monster you control; give control of it to your opponent, and if you do, you can add 1 “Tindangle” card from your GY or Banishment to your hand. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 card from your Deck to your hand that mentions “Tindangle” in it’s name or text. You can only use this effect of "Euler's Circuit" once per turn._
Just in case you haven’t heard this before, your very existence and desire to make all of these Yugioh videos brings so much joy to my day. I hope you never stop making these!
yugioh the show: duels are long, flashy back and forths between players using cool themed decks yugioh the game: boring 1 or 2 turn games where you watch someone play solitaire for 5 minutes before they win the game using a boring non-themed deck
I think the whole point of canyon is to combo it with unity and some card effect that force ur opponent to enter a battle phase or hoping ur opponent is stupid enough to attack
8:40 Idea to improve this card to work better with it’s related archetypes: _Shien's Castle of The Six Samurai_ Field Spell _”Shien” and “Six Samurai” monsters can be treated as 2 tributes and/or Tuner or Non-Tuner monsters for the summon/set of a monster. “Shien” and “Six Samurai” monsters can be Normal Summoned/Set without tributes while you control 2 or more face-up “Shien” or “Six Samurai” monsters. If a “Shien” or “Six Samurai” monster you control is targeted for an attack or opponent’s card effect: Increase and/or Decrease the ATK and/or DEF of 1 monster on the field by 500. Once per turn, during either player turn, If you summon a “Shien” or “Six Samurai” monster, you can apply 1 of the following effects._ _⚪️Special Summon a “Shien” or “Six Samurai” monster with a different attribute from your hand._ _⚪️Set 1 Spell/Trap from your hand or deck that mentions “Shien” or “Six Samurai” in its name or text._
Dont seem like it would help much. Would tho be nice to add a S/T that mentions Six Samurai. Or special summon 1 with a different level and/or Attribute than 1 you control
@@windmirror7083 Here, I’ll make ad additional effect that I’ll add onto the OP card: _Once per turn, during either player turn, If you summon a “Shien” or “Six Samurai” monster, you can apply 1 of the following effects._ ⚪️Special Summon a “Shien” or “Six Samurai” monster with a different attribute from your hand. ⚪️Set 1 Spell/Trap from your hand or deck that mentions “Shien” or “Six Samurai” in it’s name or text.
I can think of a niche use case for at least one of these that would make it potentially pretty scary: XYZ Override... plus a 4-material (or more) Rhongomyniad. Because _technically,_ the detaching of a material during the End Phase _is_ an Xyz Monster detaching a material to activate an effect (as there is a ruling stating that this is, in fact, a Trigger Effect). So hypothetically, Xyz Overrode would allow you to have an infinite Rhongo floodgate.
There is a funny way to make Soul Binding Gate consistent in dl. Basically, Sherry has a skill that sets Z-One to your side of the field from outside of your deck for free(the recovery eff is negated but that wouldn't matter much). You just need to open the field spell searcher/Soul Binding Gate+Mst or any card that can pop your set Z-One going first. But its still sucks that the only good way to combine it is with, you guess it, Timelords. Not mentioning all the weakness Duel Logs said in the vid and the fact that dl started at 4000 lp makes it even worse.
7:00 Kid me thought that was the BEST field spell... because I'd convinced myself if I set my cards face down again, people would HAVE to keep attacking.
10:46 Idea to improve this card: _Performapal Dueltaining_ Field Spell _For each player, each time they do any of the following per turn, they draw 2 cards for each of the following done._ ● Summon 5 monsters with different Levels/Ranks/Links at the same time. ● 1 monster they control battles 5 or more times. ● Activate or Negate a card or effect as Chain Link 5 or higher. ● Roll 1 six-sided die, or toss a coin, 5 or more times. They can call the result, and if they call correctly, it counts as 2 times instead of 1. ● Take or inflict damage that made either players LP 500 or less.
you haven't really made it any better. you've technically "improved" upon the original effects, but that hasn't made the card better or more playable. it's still just as bad for the same reasons it was already bad.
@@brohanime Well I wanted to try and make it better while keeping with the general idea. “Incremental Improvements” and all that… ⚪️I made it a “Performapal” card by name to make it easier to slot with the archetype… ⚪️I made the main effect repeatable (So if anyone manages to do any of the four conditions over and over reliably, the could potentially draw out vast swaths of their decks… ⚪️And I made marginal improvements to each condition… Levels/Ranks/Links instead of JUST Levels, allowing you to also negate a chain 5+ instead of making you do one (Imagine the look on your opponent’s face when you negate their chain and net yourself 2 cards for it😅), let you call the result of the die roll/coin toss to speed up the process, and modify the last one to reward players that can take and dish out damage in equal measure.
@@ButFirstHeLitItOnFire i understand what you were trying to do, but it doesn't make the card any better, nor does it make it playable. the card would need to be vastly overhauled and redesigned to make it even worth considering. the 5+ ranks/links is virtually impossible to perform, so that change makes no difference. please find me a combo which can summon 5+ monsters of different ranks/links at the same time? the second effect is the same. the third effect is virtually the same. the fourth effect, though worded incorrectly, is marginally better than the original. however, it's still bad because gambling effects are terrible and unplayed. the fifth effect is barely better, because dealing damage which leaves your opponent on 500 or less basically means you've won the game, and therefore drawing two cards is just a "win more". completely irrelevant. removing the once per turn condition does make it repeatable, but please tell me who is going to perform these actions multiple times per turn, and then explain how they would achieve that without getting Nibiru'd, Ash Blossomed, Droll'd, etc etc. i'm assuming based on your understanding that you've only been playing Yu-Gi-Oh for about a week or two. once you have some more experience, i'm sure you'll understand card dynamics and how to determine whether effects are valuable or not. keep practicing. you'll get there one day.
@@brohanime Hmmm🧐… IDEA: _Performapal Dueltaining_ Field Spell _During either player’s turn, you can activate this card from your hand, GY or Banishment if either player summons 2 or more monsters at the same time, battles 2 times in a row with 1 monster they control, Rolls/Flips any number of Die/Coins, activates or negates a card or effect at chain link 2 or more, OR takes or inflicts 1000 or more damage from 1 attack or effect. For each player, each time they do any of the following per turn, they draw 2 cards for each of the following done. ● Summon 5 or more monsters at the same time. ● 1 monster they control battle 3 times. ● Activate or Negate a card or effect as Chain Link 3 or higher.● Roll 1 six-sided die, or toss a coin, 5 or more times. They can call the result, and if they call correctly, it counts as 5 times instead of 1. ● Take or inflict damage that made either players LP 2000 or less._ THERE, I more meaningfully reduced the bad bits of each effects to be possible (at least if you’re deck is made to do so), AND I made it so the card can be activated from almost anywhere if lesser versions of those conditions are fulfilled. So even if the “side objective” effects are still impractical to pull off, you still have the novelty of being able to proc the field spell from almost anywhere in a way that fulfills the spirit of the card.
@@ButFirstHeLitItOnFire yeah, that's actually kind of cool. the fact that it allows unlimited draw 2s means that it's prone to looping and it would absolutely get abused, and then promptly banned. also, the card text would struggle to fit on a card. but all in all, i do like the revised concept. i do have to stress, however, that any card which allows for non-once-per-turn draw 2s is a target for FTK abuse and would be banned faster than you can blink. still a fun idea though.
Shien's Castle of Mist entry gave me the idea, why not do Archtype specific field spells that Konami just could have done a lot better? Like how Temple of the Six does a similar effect better, how one of my favorites, the Aliens, Otherworld- The "A" Zone could have just given the decrease per A-counter effect instead of a flat 300 decrease, the actual Umi card and them having to make cards with "this cards name counts as Umi..." effects just to facilitate a whole strategy, etc.
Side topic since i kinda need help with rulings on field spell Skyscraper (the heroes card). If both players play Skyscraper in both field zones. What happens? Like if Avian attacks Flame wingman. Does it increase its atk from 1000 to 3000? What if it attacks Sparkman? Does it increase also to 3000? Or only 1000? Or does Skyscraper only effect your own heroes and not your opponents anymore?
Array would be much better if the card prevented all the declared monster type (synchro, fusion XYZs ect) from attacking as long as it’s faced up on the field
As long as we're going with "memeing support into existence", do Ally of Justice, Malicevorous, Cubic, Sphinx, Dark Scorpion or Iron Chain. I can think of literally nothing else that's been less remembered. Yes, I'm sure you've done some as is. The point stands.
14:00 Idea to improve this card’s cost: _Xyz Emergency Override_ Field Spell _If an Xyz Monster on the field would activate its effect by detaching its own Xyz Material(s), its controller can banish 1 card from their hand, field or GY face-down instead of detaching 1 of those Xyz Materials, and if they do, they can then apply 1 the following effect:_ ⚪️Declare the name of 1 card: The next time that declared card would sent to the GY or Banished, it is instead attached to an Xyz monster you control.
Or, you know... you could just make "during the end phase: you can return 1 banished card to the bottom of the deck" This way, at least, you dont lose the card forever
@@ManuelRiccobono Well the changes were to A: Make the cost a little more flexible, and B: Have the card be a sort of trap to more specific decks… Like, if your opponent wants a specific card banished or sent to the GY, be it theirs or yours, you can declare that card’s name and have it attached instead.
You could rig Array of revealing light with dna surgery but it doesn't fix any of the issues just makes sure its effect always works (as long as your opponent doesn't have anything to pop dna surgery or array) Doesn't make it any good but does make it at least consistent in stopping your opponents summoned monsters at the cost of also stopping yours.
Surprised that the Fur Hire archetype field spell 'Fandora, The Flying Furtress' didn't make this list. The card that (optionally) skips your draw phase for a search (monster only), can only activate its effect when there are 5 Fur Hire monsters with different names on your side of the field (which can potentially board wipe your opponent, but requires itself to be sacrificed in the process), and gives your opponent damage immunity for the remainder of the turn. I also believe that Fandora's Raigeki/Harpy's Feather Duster effect can't be triggered unless it's your turn, and I'm pretty sure the deck can't even search out this card because it doesn't have 'Fur Hire' in its name.
Dueltaining: the only way to have fun with this fucking game anymore...but your opponent WILL abuse it at every turn if they havent already FTK'ed you.
It's funny that you went with a Simpsons joke for the Northern Lights, but it's actually topical by releasing this the day after the huge solar flare made them visible in plenty of places they normally aren't.
Future video idea: Top 10 npc decks from duel links that could work in a tournament setting. (obviously you'd need to add cards that work similarly to the ones already in the deck to keep the strategy going & partly for filler to make the deck 40 - 50 cards)
I remember winning a game with Canyon in Playground Format when I was 11. I had Canyon and set the Aztec statue and my opponent attacked into it with a 1500 attacker and took 2000 damage, making me win due to time. I think that should be enough to take it off the list.
I think a gooe retrain of Shien's Castle of Mist would be if it kept the original effect plus gaining counters for everytime your opponent activates a spell/trap with the cost to negate and send it to the grave being 2 counters. That way it's not too unbalanced.
I think they should retrain Dueltaining by changing the card effect to make it similar to waking the dragon except with some drawback here and there because at the end of the day the effect is Duelwinning
Clear World has always been a card that I would really like to see a modernized take on the idea. It wouldn’t even take much additional support besides a couple of monsters that make your opponent suffer the detriment instead of you or something like that
Didn't Swords of Revealing Light come to use limited? Array was probably meant as a weaker version of it. And don't need to setup a specific field to take advantage of Clear World's hand information, just knowing when to hand trap or use the interruptions you do have is plenty powerful.
I once OTK'd an opponent in Duel Links using Canyon, Mirror Wall, and Labyrhinth Wall. Somehow they decided it was a good idea to attack into a tribute set while it was the active field spell.
Did that with spike shield, cipher soldier and it was on the amazoness meta back in the day. I just chalice of discord'd his amazoness swordfighter (thus negating possible damage reflection) and otk him Good ol days
To show how BAD Array of Revealing Light is. Some monsters aren't used for attacking, and some others have non-attack damage methods. For Clear World, it has the Malefic problem of needing a card that basically gives only advantages without downsides to be playable within the archetype. Which we got recently. The Nordic Lights is just baffling. MtG would've removed the downside while giving it a reasonable cost of a few mana.
I did try to make a decent clear world stall deck, but it was terrible. My main plan was to use cards such as stealth bird to flip them face down with lava golem to do 2000 damage every opponent turn. Ended up taking out clear world for venom swamp. I call it my solitaire deck since I hate playing it, very controlling but not fun to play. Also saw the upcoming support for clear world, not so great. Pretty unimpressive monsters with lousy stats and little synergy with each other. Phantom might see some play in a mill deck since it destroys a card and mills three cards, but won't survive the next turn with 1200 atk and knight is interesting, I wonder if the atk gain is during your opponent's turn. Reminded me of the ice barrier cards, throw a little bit of everything and see what sticks.
Fun Fact, the anime version of Ignister AiLand has the same downside of the Nordic Lights where it destroys all your monsters when the card is destroyed.
I hope Duel Logs takes this nicely cause its a really funny meme about konami revealing supports just as the months in advance planned videos release. People may make fun of it and i hope it doesnt discourage you given how much time and passion you invest in this, and that instead will just add this funny side to it
There is a tech card called Mewseclick they released in a recent box in Duel Links that negates field spells based on who's turn it is. It is a curious card against the likes of Mystic Mine and the decks with a field spell as engine catalyst.
#9: Is there a particular reason you feature the Gold Pride Monsters for your example? #6: Even though an Entermate is in the card art as the archetype thrives on Pendulum Summoning, I don't see the card working even with them.
Dueltaining is not actually that bad, if you can pull off a 5-Link Chain one per turn, during both turns. Aroma does this automatically by having 5 monsters on the field, and then gaining LP (can also sometimes be boosted by the continuous traps). Cyber Dragons can make a monster that battles five times. The thing about Dueltaining is that it works best when you can block your opponent's draws, like summoning Protector of the Sanctuary during their turn with Back to the Front, or you could even profit off of those draws with Appropriate. Xyz Override can also be useful if you have an opponent's card in your hand. Finally, Z-ONE is useful without Soul-Binding Gate, if you need to recover Continuous or Field Spells from the Graveyard and you play a deck that like to destroy it's own Spell/Trap cards, like Artifacts or something with Malevolent Catastrophe. It's not great, but it does have a use.
The new Clear support circumvent the drawbacks to Clear World as it was intended to be it's own deck. Let's put Seal of Orichalcos in that spot for now.
As MBT said in the Twitter Thread. "Battle Protection for your big Synchros isn't horrible, oh wait...the Synchros are the "Aesir" not the Nordic, this doesn't protect them. It protects the goats, *who want to be destroyed by battle!!"*
I'll admit. As much as I joke anout Davinator for calling pre errata Firewall Dragon fair. When talking about the Nordic Field Spell he mentioned that the goats effects go off when destroyed by battle.
The virgin "Seal of Orichalcos":
- Only gives 500 Atk boost to your monsters
- Destroys your special summoned monsters on activation
- locks you out of your extra deck
- only protects your weakest monster
- Field spell who occupies your one and only field spell zone
- ONCE PER DUEL
- Takes your soul if you lose
The chad "Clockwork Night":
- Makes every monster a machine, disrupting type-specific plays
- Gives your monsters 500 Atk and Def, also makes your opponent's monsters lose 500 Atk and Def, meaning a 1000 point difference in your favor
- Has a useful graveyard effect if you actually run it in an Earth-Machine deck
- Doesn't destroy your monsters
- Doesn't lock you out of your Extra Deck
- If it gets destroyed you can just play another because it is not "once per duel"
- Is actually a continuous spell card so it only takes up 1 of your 5 backrow zones and you can use it alongside an actually good field spell
- multiple copies stack in effect
- Doesn't take your soul
- is a cool clockwork thing instead of an edgy pentagram wannabe
Virgin Starfrost Planet
Chad Yubel BIG CHAIR
+ becomes a monster board wipe if you play cyber dragons
gj showing how awfully busted the new ygo is.
how is that fun to play against?
-a card that can lock the player from using his effects
-1000
-graveyard effect on destroying it
-isnt a field spell
Add the anti-machine cards and you have a solid strat for Clockwork Night. That would be a curious game to see.
Me, an Ancient Gear player:
Its the perfect card
How do we tell him about the clear world archetype?
We don't 😊
I really don’t think the support makes it remotely functional
Clear world got support recently. I doubt it'll help tho. 😅😂
Doesn't exist
@@zekiel2533????? support it got is literally so broken idk what are you talking about
People are all mentioning Clear World support, meanwhile I thought Konami already released Clear Vicious Knight years ago because it's in the Tag Force games and it's just weren't good enough to see any play.
Turns out it hasn't even been released :v
The point with Canyon was, in the context of the rock-type Structure Deck, that your opponent would attack your high defense face-down monster to prevent you from flip summoning them, as most of them (Guardian Sphinx/Golem Sentry/Guardian Statue) had some good flip effect while being able to put themselves face-down once per turn, so you could spam them. Canyon punished your opponent for trying to prevent your flip summoning. It was still complete shit even in 2006.
That structure deck showed how out of touch Konami was with the meta game in GX
Pairing it with the card that forced attacks would make it a brutal deck.
And then there's me, who in LOTD, used a rock deck with Catapult Zone to set up, Megarock Dragon to banish all my monsters, and in the event that it got destroyed or left the field, I'd play Canyon and set Lost Guardian down and wait for them to attack me. Good times...
The structure deck also contained a continuous spell cards called Shifting Shadows. Which can rearrange face down defense position monsters, making opponents have to guess which face down monster to attack
Canyon just helps to make opponents hesitate to attack even more
You could add some "you have to attack (if possible)" cards to force your opponent to attack your defense mode monsters even if they know what your up to.
Konami when TheDuelLogs posts a video: Oh yeah, it's all coming together.
Konami: He's in the walls... HE'S IN THE GOD DAMN WALLS!!
What does this mean?
@@IndexInvestingWithColeTheDuelLogs has the (un)luck of sometimes sending videos about bad decks or cards just before they receive support
Clear World received new supports... Not that it makes it good, but at least good enough to be off this list...
With the generic bosses might getting axed in all format, everything might change, because from what I experienced even snake eyes is a mediocre deck if the deck have no generic bosses to end on.
Clear wall is going to be the biggest threat as if you control a level 7 or higher Clear monster all of Clear World's effect is applied to your opponent ignoring what attribute monsters they have in play. Which means your opponent is force to play with their hand reveal, if they have two or more monsters they can't attack, during their standby phase they are force to pop a face up defense mode monster, during their end phase they have to discard a card, during their end phase they take 1000 point of effect damage, and finally your opponent must pay 500 life point to activate spell cards.
@@CaptainIchimaruGin Not to forget that the lvl 7 monster negates the effects of special summoned monsters. add a anti spell fragrance to it aaand your opponent is toast.
@@javelinmaster2 Just imagine a clear world tax deck as Clear monsters makes you immune to Clear World's effect while Clear Wall gives your opponent all the options on Clear World when you have either Clear Vicious Fiend or Clear Vice Dragon in play.
@@CaptainIchimaruGinall you would need is an easy way to gain 500 or more life points per turn to mantain Clear World up forever.
HOW HAS THIS HAPPENED LIKE 3 TIMES NOW
duel logs is just a konami employee in disguise
@@NotReal-187 His uncle works at Konami, that's why he never runs out of gems.
@@BeaglzRok1Wait seriously, or?😂
@@bmwjourdandunngoddess6024it’s a stream joke when dl needs more gems
"HOW HAS THIS HAPPENED?" My thoughts on RUclips's lewd bot problem in a nutshell.
Everyone joking about Clear World support and I'm just surprised he's listing Nordic Lights at one the day after a massive solar storm brought Aurora Borealis down to 45 degrees latitude
Duellogs: creates a video
Konami: How many times we have to teach you this lesson, old man!!!
For the love of God duellogs, make a video talking about cyber dragon being bad. I need new support 😭
vouch
You get 1 new Fusion that enables an OTK. Take it or leave it.
@@Y0G0FU Wish granted, a cyberend+ any cyberdark monster with 4500 attacks, 3 attacks per turn and floats into cyberend dragon + any cyberdark from deck. 3 times per turn negate the activation of a monster and destroy it but lose one attack of this monster during next battle phase. If this monster is special summoned using the effect of power bond (quick effect) fusion summon any cyberdragon or cyberdark monster using this monster as a material. Monster can alternatively be fusion summoned by sending a cyberend dragon that was fusion summoned using power bond to the deck during the end turn.
We getting a level 1 tuner and two level 6 synchros XD
I need more alien support first
6:54 Idea to improve this card’s intended purpose:
_Fortified Canyon_
Field Spell
_You can Normal Summon/Set Rock monsters with 1 less tribute. Rock monsters you control gain DEF Equal to their original ATK. If a Defense position Rock monster you control would be removed from the field via card effect: You can discard 1 card instead. If a Defense position Rock monster you control battles, double any Battle Damage your opponent receives._
Another idea to add on to yours: If your Attack Position Rock monster is attacked: send 1 Rock monster from your hand or deck to the graveyard; change it to Defense Position.
The Nordic Lights being #1 is very well-timed given the nationwide Aurora visible just last night XD
I like to use Soul Binding Gate as a target for "Set Rotation", i mean it literally shuts up all decks that need a field spell because as long as that card is set on the opponent field they can't activate other field spells and as Soul Binding Gate is made to be activated under certain circunstances its more than sure that your opponent won't be able to activate it
That's brutal
About 2:22, Threatening Roar says, "Your opponent cannot declare an attack this turn", therefore, It's clearly a card that affects a player and not their monsters, so it merely stops your opponent from physically assaulting you that turn so their monsters can still attack, therefore, Array of Revealing Light is clearly superior unless your opponent is Hulk Hogan
/s
Fr fr
2:55 We're now on the third time Konami has dated a Duel Logs video almost immediately after it was released. Ironically, this one was only 24 hours. By the way, I don't know if the new Clear World support makes the field spell's spike from bulk rare, it's still better than it was before because there's now more than one Clear monster and a spell that throws all the drawbacks on your opponent at once.
21:00 You can use Soul Binding Gate way more easy thanks to the Fusion Monster "Horned Saurus". It can "place" a Field Spell directly into the Field Zone. You dont activate it. You still have to find a way to send Z-ONE to the graveyard though. But its definetely a good start for abusing Sould Binding Gates effect.
22:33 Idea to Retrain this card to be a smidge more engaging:
_Let Loose, The Dogs of War_
Field Spell
_Before either player’s normal draw, they can declare 1 monster type (Union, Spirit, Tuner, Toon, Flip or Gemini), and if they draw any number of monsters with those declared types, they can reveal those cards, then draw 2 more cards, and/or can gain 2000 LP, for each revealed card._
array is one of those cards you'd see in the anime, and its absolutely devastating. the timing is perfect, the person played it with perfect knowledge, and there's probably some card not seen anywhere else capitalizing on its effect.
I feel like Array would be good against Tenpai. Cause they're all dragon monsters, and Array is searchable with pathfinder or terraforming
Can't they just blow it up?
What if DL releases videos related to recent support on purpose, like the evil mastermind he is
Evil mastermind? NO! Dudes a dumbass. You MUST BE thinking of someone else.
19:44 Idea to improve this card:
_Soul Sealing Gate_
Field Spell
_Cannot be destroyed while “Z-ONE” in in your GY. Cards you own that are banished or in the GY are unaffected by your opponent’s cards and effects. You gain 400 LP for each card that is banished or sent to either player’s GY. During the Main Phase, if any number of monsters with less total ATK/DEF than your LP are Summoned and you have "Z-ONE" in your GY: Destroy those monsters, and if you do, take 800 damage, then inflict 800 damage to your opponent, for each destroyed monster._
Ideas to improve each of these via retrains:
0:26
_Aurora of Revealing Light_
Field Spell
_Declare 1 Monster Type. While this card is face-up on the field, Monsters of the declared type cannot attack the turn they are summoned, and also, once per turn, the first time either player would declare an attack with or activate the effect(s) of a monster(s) with the declared type, they must first reveal their entire hand, and if they do, their opponent can draw 1 card for every monster of the declared type that was revealed in that hand._
The worst thing about Canyon is that it _doesn't_ stack with Stone Statue of the Aztecs, even though it feels like it should.
Mr. Logs, you woke me up when you suddenly exclaimed during the Nordic Lights introduction. I almost thought I was on the clip channel for a second there.
It's deeply pleasing to me that i've been watching these vids as background sound for a couple of weeks now, adn so far i've not seen any of the cards i used to use in my old "Bad reaction to gravity bind" deck on the WORST ever lists. I know it's not a competitive list anymore, but at least it's not got any pure garbage cards in.
How to buff some of them
-Array: Monsters of the declared type cannot activate their effects the turn they are summoned
-Clear World: Earth no longer requires the targeted card to be face up. Fire is change to Pay 500 to activate a monster effect. Water must discard a card after adding a card from deck to hand.
-Canyon: Remove the Rock Type specification
-Shien: Your opponent cannot activate card effects when a Six Samurai monster is battling
-Dueltaining: If you achieve all 5 conditions, you win the duel
-Xyz Override: New cost is just banishing face-up, and you cannot activate effects of cards with the name of the card banished by this effect this turn
-Ain't touching that Tindangle one
-Soul Binding Gate: Buff Z-One instead
-Nordic Lights: Nordic Monsters are also protected from your opponent's card effects
Me seeing clear world in thumbnail
Gta sa :oh shit here we go again
I can't get over how sudden it is. Support for a Deck No one thought about
considering that Vjump reveal of a few days ago was Clear...
2:55 AND LOOK WHAT _JUST_ GOT SUPPORT?
Still, I could make the card here by itself better:
_World of Clarity_
Field Spell
(This card’s name is always treated as “Clear World”.)
_During each of your End Phases, pay 500 Life Points or destroy this card. Each player receives effects, depending on the monster Attributes they control. ● LIGHT: Monsters you control gain ATK Equal to their original DEF. ● DARK: Monsters you control gain DEF Equal to their original ATK. ● EARTH: Monsters you control in defense position cannot be destroyed. ● WATER: During your End Phase: You can gain LP Equal to the total ATK/DEF of one monster you control. ● FIRE: If a monster you control battles a defense position monster, Inflict piercing battle damage. ● WIND: If a monster you control would be banished or sent to the GY: You can shuffle it into your deck instead._
This literally contrasts with the clear world archetypal monsters. Their gimmick is an annoying field spell and being IMMUNE to the field spell. So i don't see an upside for being immune to world of clarity.
@@CAT-l4v
I said I would improve the field spell itself. I didn’t account for the rest of the archetype, which I’m rather unfamiliar with…
Maybe consider it an “Anti-Clear World” for now then?
@@ButFirstHeLitItOnFire "Anti-Clear World" is much more interesting than any archetype ever 😂😂
That would be a crazy Favorite Hero target!
Array working with Attributes would definitely have made it more powerful. Still subjected to the same weaknesses, but targeting Attributes covers basically all types. Heck, this could affect Divine-Beasts since it’s a game state condition, rather than a targeting effect.
All in all, one turn Summoning Sickness got power crept before the 2010s.
It's ironic that you bring up clear world when finally we are getting the rest of the clear world cards
The Six Samurai could use a better Field
To be fair it was okay back in the day, my friend hated Shiens Castle
They have gateway of the six, what more do you want?
16:16 Idea to improve this card:
_Tindangle Circuit_
Field Spell
_Your opponent cannot attack if you control 3 or more face-up “Tindangle” Cards. Once per turn, during your Standby Phase: You can target 1 "Tindangle" monster you control; give control of it to your opponent, and if you do, you can add 1 “Tindangle” card from your GY or Banishment to your hand. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 card from your Deck to your hand that mentions “Tindangle” in it’s name or text. You can only use this effect of "Euler's Circuit" once per turn._
Tindangle is such a funny name.
Just in case you haven’t heard this before, your very existence and desire to make all of these Yugioh videos brings so much joy to my day. I hope you never stop making these!
yugioh the show: duels are long, flashy back and forths between players using cool themed decks
yugioh the game: boring 1 or 2 turn games where you watch someone play solitaire for 5 minutes before they win the game using a boring non-themed deck
The intro text is extremely well written I really like it :)
Oh poor Logs, making archetype support into existence as soon as he calls a card failed yet again
It's like the Duel Spirit of Yugitubers
Did Mr duel logs not read array of revealing light text properly? It also applies to YOUR monsters too. It's really so much worse.
man is barely literate it’s half the fun of watching his channels
I think the whole point of canyon is to combo it with unity and some card effect that force ur opponent to enter a battle phase or hoping ur opponent is stupid enough to attack
8:40 Idea to improve this card to work better with it’s related archetypes:
_Shien's Castle of The Six Samurai_
Field Spell
_”Shien” and “Six Samurai” monsters can be treated as 2 tributes and/or Tuner or Non-Tuner monsters for the summon/set of a monster. “Shien” and “Six Samurai” monsters can be Normal Summoned/Set without tributes while you control 2 or more face-up “Shien” or “Six Samurai” monsters. If a “Shien” or “Six Samurai” monster you control is targeted for an attack or opponent’s card effect: Increase and/or Decrease the ATK and/or DEF of 1 monster on the field by 500. Once per turn, during either player turn, If you summon a “Shien” or “Six Samurai” monster, you can apply 1 of the following effects._
_⚪️Special Summon a “Shien” or “Six Samurai” monster with a different attribute from your hand._
_⚪️Set 1 Spell/Trap from your hand or deck that mentions “Shien” or “Six Samurai” in its name or text._
Dont seem like it would help much. Would tho be nice to add a S/T that mentions Six Samurai. Or special summon 1 with a different level and/or Attribute than 1 you control
@@windmirror7083 Here, I’ll make ad additional effect that I’ll add onto the OP card:
_Once per turn, during either player turn, If you summon a “Shien” or “Six Samurai” monster, you can apply 1 of the following effects._
⚪️Special Summon a “Shien” or “Six Samurai” monster with a different attribute from your hand.
⚪️Set 1 Spell/Trap from your hand or deck that mentions “Shien” or “Six Samurai” in it’s name or text.
I can think of a niche use case for at least one of these that would make it potentially pretty scary: XYZ Override... plus a 4-material (or more) Rhongomyniad. Because _technically,_ the detaching of a material during the End Phase _is_ an Xyz Monster detaching a material to activate an effect (as there is a ruling stating that this is, in fact, a Trigger Effect). So hypothetically, Xyz Overrode would allow you to have an infinite Rhongo floodgate.
Oh hey, funny you mention Clear World...
Also, I liked the intro to The Nordic Lights' segment. You sounded very enthused to do the reference.
So the challenge is to make every single card youve ever named in this series viable
There is a funny way to make Soul Binding Gate consistent in dl. Basically, Sherry has a skill that sets Z-One to your side of the field from outside of your deck for free(the recovery eff is negated but that wouldn't matter much). You just need to open the field spell searcher/Soul Binding Gate+Mst or any card that can pop your set Z-One going first. But its still sucks that the only good way to combine it is with, you guess it, Timelords. Not mentioning all the weakness Duel Logs said in the vid and the fact that dl started at 4000 lp makes it even worse.
It's an anime field spell spell created for suspense and only works in the anime case anime duelists are sso bad and don't know what mst is
7:00 Kid me thought that was the BEST field spell... because I'd convinced myself if I set my cards face down again, people would HAVE to keep attacking.
9:17 To be fair, what really makes a lot old school field spells bad is that, unlike Umi, none of them were given any support.
10:46 Idea to improve this card:
_Performapal Dueltaining_
Field Spell
_For each player, each time they do any of the following per turn, they draw 2 cards for each of the following done._
● Summon 5 monsters with different Levels/Ranks/Links at the same time.
● 1 monster they control battles 5 or more times.
● Activate or Negate a card or effect as Chain Link 5 or higher.
● Roll 1 six-sided die, or toss a coin, 5 or more times. They can call the result, and if they call correctly, it counts as 2 times instead of 1.
● Take or inflict damage that made either players LP 500 or less.
you haven't really made it any better. you've technically "improved" upon the original effects, but that hasn't made the card better or more playable. it's still just as bad for the same reasons it was already bad.
@@brohanime
Well I wanted to try and make it better while keeping with the general idea. “Incremental Improvements” and all that…
⚪️I made it a “Performapal” card by name to make it easier to slot with the archetype…
⚪️I made the main effect repeatable (So if anyone manages to do any of the four conditions over and over reliably, the could potentially draw out vast swaths of their decks…
⚪️And I made marginal improvements to each condition… Levels/Ranks/Links instead of JUST Levels, allowing you to also negate a chain 5+ instead of making you do one (Imagine the look on your opponent’s face when you negate their chain and net yourself 2 cards for it😅), let you call the result of the die roll/coin toss to speed up the process, and modify the last one to reward players that can take and dish out damage in equal measure.
@@ButFirstHeLitItOnFire i understand what you were trying to do, but it doesn't make the card any better, nor does it make it playable. the card would need to be vastly overhauled and redesigned to make it even worth considering.
the 5+ ranks/links is virtually impossible to perform, so that change makes no difference. please find me a combo which can summon 5+ monsters of different ranks/links at the same time?
the second effect is the same.
the third effect is virtually the same.
the fourth effect, though worded incorrectly, is marginally better than the original. however, it's still bad because gambling effects are terrible and unplayed.
the fifth effect is barely better, because dealing damage which leaves your opponent on 500 or less basically means you've won the game, and therefore drawing two cards is just a "win more". completely irrelevant.
removing the once per turn condition does make it repeatable, but please tell me who is going to perform these actions multiple times per turn, and then explain how they would achieve that without getting Nibiru'd, Ash Blossomed, Droll'd, etc etc.
i'm assuming based on your understanding that you've only been playing Yu-Gi-Oh for about a week or two. once you have some more experience, i'm sure you'll understand card dynamics and how to determine whether effects are valuable or not. keep practicing. you'll get there one day.
@@brohanime
Hmmm🧐…
IDEA:
_Performapal Dueltaining_
Field Spell
_During either player’s turn, you can activate this card from your hand, GY or Banishment if either player summons 2 or more monsters at the same time, battles 2 times in a row with 1 monster they control, Rolls/Flips any number of Die/Coins, activates or negates a card or effect at chain link 2 or more, OR takes or inflicts 1000 or more damage from 1 attack or effect. For each player, each time they do any of the following per turn, they draw 2 cards for each of the following done. ● Summon 5 or more monsters at the same time. ● 1 monster they control battle 3 times. ● Activate or Negate a card or effect as Chain Link 3 or higher.● Roll 1 six-sided die, or toss a coin, 5 or more times. They can call the result, and if they call correctly, it counts as 5 times instead of 1. ● Take or inflict damage that made either players LP 2000 or less._
THERE, I more meaningfully reduced the bad bits of each effects to be possible (at least if you’re deck is made to do so), AND I made it so the card can be activated from almost anywhere if lesser versions of those conditions are fulfilled. So even if the “side objective” effects are still impractical to pull off, you still have the novelty of being able to proc the field spell from almost anywhere in a way that fulfills the spirit of the card.
@@ButFirstHeLitItOnFire yeah, that's actually kind of cool. the fact that it allows unlimited draw 2s means that it's prone to looping and it would absolutely get abused, and then promptly banned. also, the card text would struggle to fit on a card. but all in all, i do like the revised concept. i do have to stress, however, that any card which allows for non-once-per-turn draw 2s is a target for FTK abuse and would be banned faster than you can blink. still a fun idea though.
I’ll always find it hilarious when DuelLogs uploads a video, then Konami immediately makes support of an archetype mentioned in it.
And now i can see why skinner doesn't want Chalmers to see the aurora borealis.
Having #1 being applicable to the IRL event going on now is pretty awesome. I never knew of most of these too!
Shien's Castle of Mist entry gave me the idea, why not do Archtype specific field spells that Konami just could have done a lot better? Like how Temple of the Six does a similar effect better, how one of my favorites, the Aliens, Otherworld- The "A" Zone could have just given the decrease per A-counter effect instead of a flat 300 decrease, the actual Umi card and them having to make cards with "this cards name counts as Umi..." effects just to facilitate a whole strategy, etc.
Thank you for the Steamed Hams reference at #1. 😆
Duel Logs : *making a list of worst card ever printed
Konami : "imma destroy this man whole -career- video"
Ok,but I actually love the idea behind Dueltaining
Like the crowd tossing money to their favourite gladiator
Side topic since i kinda need help with rulings on field spell Skyscraper (the heroes card).
If both players play Skyscraper in both field zones. What happens?
Like if Avian attacks Flame wingman. Does it increase its atk from 1000 to 3000?
What if it attacks Sparkman? Does it increase also to 3000? Or only 1000?
Or does Skyscraper only effect your own heroes and not your opponents anymore?
Array would be much better if the card prevented all the declared monster type (synchro, fusion XYZs ect) from attacking as long as it’s faced up on the field
As long as we're going with "memeing support into existence", do Ally of Justice, Malicevorous, Cubic, Sphinx, Dark Scorpion or Iron Chain. I can think of literally nothing else that's been less remembered.
Yes, I'm sure you've done some as is. The point stands.
It almost feels like if you're playing Sound Binding Gate you're obligated to play Dark Room Of Nightmare to out burn your opponent.
I feel like Don’t Slip could be useful in a casual setting where your opponent isn’t using as many hand traps while you are
14:00 Idea to improve this card’s cost:
_Xyz Emergency Override_
Field Spell
_If an Xyz Monster on the field would activate its effect by detaching its own Xyz Material(s), its controller can banish 1 card from their hand, field or GY face-down instead of detaching 1 of those Xyz Materials, and if they do, they can then apply 1 the following effect:_
⚪️Declare the name of 1 card: The next time that declared card would sent to the GY or Banished, it is instead attached to an Xyz monster you control.
Or, you know... you could just make "during the end phase: you can return 1 banished card to the bottom of the deck"
This way, at least, you dont lose the card forever
@@ManuelRiccobono
Well the changes were to A: Make the cost a little more flexible, and B: Have the card be a sort of trap to more specific decks… Like, if your opponent wants a specific card banished or sent to the GY, be it theirs or yours, you can declare that card’s name and have it attached instead.
You could rig Array of revealing light with dna surgery but it doesn't fix any of the issues just makes sure its effect always works (as long as your opponent doesn't have anything to pop dna surgery or array) Doesn't make it any good but does make it at least consistent in stopping your opponents summoned monsters at the cost of also stopping yours.
It should be obvious this video was written before the Clear World support was announced.
Clear World still isn't good with the support, though.
Giving the opponent ALL negative efects with Clear Wall can be pretty nasty tho. And Vicious Knight is the archetypal Skill Drain on legs
Can you do a vid on Evilswarm? We haven’t had support in almost 10 years
Surprised that the Fur Hire archetype field spell 'Fandora, The Flying Furtress' didn't make this list. The card that (optionally) skips your draw phase for a search (monster only), can only activate its effect when there are 5 Fur Hire monsters with different names on your side of the field (which can potentially board wipe your opponent, but requires itself to be sacrificed in the process), and gives your opponent damage immunity for the remainder of the turn. I also believe that Fandora's Raigeki/Harpy's Feather Duster effect can't be triggered unless it's your turn, and I'm pretty sure the deck can't even search out this card because it doesn't have 'Fur Hire' in its name.
Dueltaining: the only way to have fun with this fucking game anymore...but your opponent WILL abuse it at every turn if they havent already FTK'ed you.
I have a nominee for an underrated field spell:
Dinomic Powerload
Edit: nice Simpsons reference
It's funny that you went with a Simpsons joke for the Northern Lights, but it's actually topical by releasing this the day after the huge solar flare made them visible in plenty of places they normally aren't.
Future video idea: Top 10 npc decks from duel links that could work in a tournament setting. (obviously you'd need to add cards that work similarly to the ones already in the deck to keep the strategy going & partly for filler to make the deck 40 - 50 cards)
I remember hating those NPCs playing Plunder Patrol. All those cards aren't even in the store!
I remember winning a game with Canyon in Playground Format when I was 11. I had Canyon and set the Aztec statue and my opponent attacked into it with a 1500 attacker and took 2000 damage, making me win due to time. I think that should be enough to take it off the list.
is that "Shien's castle of mist" in the background of "temple of the six" ?
Can you make a video about the "Darklord" Archetype so we can get new support? Thanks for reviving old decks.
Wait... Wasn't The Nordic Lights already in your other video?
I think a gooe retrain of Shien's Castle of Mist would be if it kept the original effect plus gaining counters for everytime your opponent activates a spell/trap with the cost to negate and send it to the grave being 2 counters. That way it's not too unbalanced.
I think they should retrain Dueltaining by changing the card effect to make it similar to waking the dragon except with some drawback here and there because at the end of the day the effect is Duelwinning
Well, Now I know which cards not to bring on a school "FIELD" trip. These cards would all "spell" disaster for me. Thanks Duel Logs!
hey duellogs, how about updates on Top 10 URs and SRs for Master Duel 2024?
Clear World has always been a card that I would really like to see a modernized take on the idea. It wouldn’t even take much additional support besides a couple of monsters that make your opponent suffer the detriment instead of you or something like that
Didn't Swords of Revealing Light come to use limited? Array was probably meant as a weaker version of it. And don't need to setup a specific field to take advantage of Clear World's hand information, just knowing when to hand trap or use the interruptions you do have is plenty powerful.
I was confused as to why toon world wasn’t in this list then I remembered it’s not a field spell. It’s a continuous spell.
2:58 clear world has support now
Could you do a “top 10 decks with the best grind games”? Definitely for no particular reason, I just think it would be pretty interesting
I once OTK'd an opponent in Duel Links using Canyon, Mirror Wall, and Labyrhinth Wall. Somehow they decided it was a good idea to attack into a tribute set while it was the active field spell.
Did that with spike shield, cipher soldier and it was on the amazoness meta back in the day. I just chalice of discord'd his amazoness swordfighter (thus negating possible damage reflection) and otk him
Good ol days
you can win with anything in dl i had a canyon magnet warriors megarock dragon deck that won decently often, usually by deckout tho
To show how BAD Array of Revealing Light is. Some monsters aren't used for attacking, and some others have non-attack damage methods.
For Clear World, it has the Malefic problem of needing a card that basically gives only advantages without downsides to be playable within the archetype. Which we got recently.
The Nordic Lights is just baffling. MtG would've removed the downside while giving it a reasonable cost of a few mana.
I did try to make a decent clear world stall deck, but it was terrible. My main plan was to use cards such as stealth bird to flip them face down with lava golem to do 2000 damage every opponent turn. Ended up taking out clear world for venom swamp. I call it my solitaire deck since I hate playing it, very controlling but not fun to play. Also saw the upcoming support for clear world, not so great. Pretty unimpressive monsters with lousy stats and little synergy with each other. Phantom might see some play in a mill deck since it destroys a card and mills three cards, but won't survive the next turn with 1200 atk and knight is interesting, I wonder if the atk gain is during your opponent's turn. Reminded me of the ice barrier cards, throw a little bit of everything and see what sticks.
"I activate the spell card Dueltaining! This allows me to draw two cards!......eventually."
Fun Fact, the anime version of Ignister AiLand has the same downside of the Nordic Lights where it destroys all your monsters when the card is destroyed.
I hope Duel Logs takes this nicely cause its a really funny meme about konami revealing supports just as the months in advance planned videos release. People may make fun of it and i hope it doesnt discourage you given how much time and passion you invest in this, and that instead will just add this funny side to it
There is a tech card called Mewseclick they released in a recent box in Duel Links that negates field spells based on who's turn it is. It is a curious card against the likes of Mystic Mine and the decks with a field spell as engine catalyst.
Ooh, i'm gonna run Clear World stun when the new support comes out...
DuelLogs: it's the worst
Konami: yea let's give them some support
THe shien field spell (six sam) is actually really good because u can use counters on it for your other counter cards which are OP.
#9: Is there a particular reason you feature the Gold Pride Monsters for your example?
#6: Even though an Entermate is in the card art as the archetype thrives on Pendulum Summoning, I don't see the card working even with them.
As bad as XYZ Override is, it did have the effect of easily overriding Number 86's forced material detachment, making outing it even harder
Oof that new clearlworld support
Dueltaining is not actually that bad, if you can pull off a 5-Link Chain one per turn, during both turns. Aroma does this automatically by having 5 monsters on the field, and then gaining LP (can also sometimes be boosted by the continuous traps). Cyber Dragons can make a monster that battles five times. The thing about Dueltaining is that it works best when you can block your opponent's draws, like summoning Protector of the Sanctuary during their turn with Back to the Front, or you could even profit off of those draws with Appropriate.
Xyz Override can also be useful if you have an opponent's card in your hand.
Finally, Z-ONE is useful without Soul-Binding Gate, if you need to recover Continuous or Field Spells from the Graveyard and you play a deck that like to destroy it's own Spell/Trap cards, like Artifacts or something with Malevolent Catastrophe. It's not great, but it does have a use.
Leave my Shien Castle alone :(
The new Clear support circumvent the drawbacks to Clear World as it was intended to be it's own deck. Let's put Seal of Orichalcos in that spot for now.
Bro dropped a diss track on the clear world support
I swear dueltaining should have been a draw 5 cards. It fits the theme perfectly!
Canyon + SSotA & D2 Shield kicked butt in Tag Force.
Lol. Literally you can beat tag force with LA Jin beatdown. The bar is so low in Tag Force 1
Doesn't help AI is beyond bad