Literally anything that takes away a core mechanic from your opponent and maybe yourself (Imperial Order; Inspect Boarder; Dimensional Barrier) with relatively little cost
@@halo3boy1 you're absolutely right, all the more reason they shouldn't be able to link into multiple monsters in 1 turn. But that is a different discussion. However, defense position used to be a way to check effects, some couldn't be used if you weren't in the correct position. Also, with no defense position, there is no facedown. So you can't even look cards like book of moon as a result. I just feel like it pulls too much out of the game, compared to what they bring into the game.
@@Truckhead72 Battle position is important as ever. If you put every monster in attack position, you can get punished by Lightning Storm, which gives non-links an edge because they can play around it. Other common cards like that also exist but that was the first example that came to mind.
Direct interactions with the deck isn't the inherent problem. The problem is that Konami keeps making these cards way too generic and/or with minimal or no meaningful restrictions or costs on top of designing overpowered boss monsters or monsters that extend combos to a ridiculous extent that can be played in the Extra Deck of all things. If, for example, Verte Anaconda required a Predaplant monster and only allowed fusion summoning of a Predaplant or Venom fusion monster it would be perfectly fine. Instead it has generic summoning conditions and allows any spell with Fusion or Polymerzation in the name to fetch a powerful Fusion monster like Dragoon, which is why Red Eyes Fusion is a problem now, or Destroyer Phoenix Enforcer, which is why Fusion Destiny is banned in the OCG. Halqifibrax shouldn't have been generic Synchro support either. Again if it was restricted to only the Crystron archetype and Machine Synchros no one would have a problem with it fetching a tuner from the deck if said tuner was restricted to Crystron and Machine Synchros. Shaddoll Fusion is a perfect example of deck interaction not being the problem because it requires the opponent to control an Extra Deck monster to send from the deck and it's restricted to only summoning Shaddoll monsters.
My thoughts exactly. Cards like Shaddoll Fusion are fine because they are restricted in such a way that it isn't entirely broken, yet it is very good for a deck when it wants to go second against an established board. And Red-Eyes Fusion used to be fine as well as it was super restrictive. But then they made Verte that can bypass some of the risks and then Dragoon which was a Red-Eyes monster that everyone was willing to play 2 garnets to summon in any deck. And when they saw that it started getting popular they made more broken fusion spells like that.
It's not like the old days when you could throw a 13 different monster types in a deck and have it work because a bunch of the generic Spells and Traps were super good, but in my month or so of actually playing the game through Master Duel I've noticed that Extra Deck monsters can be a real problem. My main dinosaur deck is a prime example of how if your archetype somehow doesn't have any good Extra Deck monsters you can still be good to go because there's *plenty* of good ones nearly any deck can use. Can you get any two lv.4 monsters on the field? There's like a hundred Rank 4 Xyz monsters you can use them for, and if you can go into Xyz monsters you can go into Zeus. Got two Tuners? You got Needlefiber and something to summon with it. Can you get two or more Link monsters out? Then you can probably get out Accesscode Talker. There's not a single dinosaur in my Extra Deck unless you want to count Laggia and Dolka as honorary dinosaurs.
Okay, but the trade off is that a card like Halqifibrax allows otherwise weaker decks with synchro capabilities to potentially take advantage of a generic synchro pipeline, which can potentially raise the power level of otherwise irrelevant decks. For example, I managed to get Halqifibrax working rather consistently in an Impcantation deck thanks to both Magikey Batosbuster and the Deskbot package. I would rather prefer that we hit the end pieces when it comes to Halqifibrax (like Borreload Savage Dragon for example) if they're too OP since the Halqifibrax inclusion is balanced out by all the resources that you have to run in conjunction with Halqifibrax. Since this is a synchro/link engine, a Halqifibrax package takes up at least a considerable amount of space in the extra deck compared to Verte (which is basically just 1 card designed to summon 1 fusion monster from the extra deck for free). When you play Halqifibrax in a deck, its a much greater commitment from a deck-building perspective. I personally don't have anything wrong with Halqifibrax in execution compared to Verte (which can work as a sort of safety net if you fail to complete your deck's main combos so long as you have 2 effect monsters on the board). And unlike Halqifibrax (which is a major bottle neck and can become a sitting duck if its on-summon effect gets negated), Verte's effect can activate at any time during the player's main phases.
Speaking from playing multiple TCGs, I think the main issue with Yugioh's effect design is consistency. When you think about it, the ability to tutor any card from the deck of a specific pool is usually a rare or expensive ability in most other TCGs, unless the game's speed of play is slowed down to a crawl. In yugioh, most archetypes, specially meta ones, have at least half their engine cards dedicated to search other cards from the deck and add them to the hand, field or graveyard, usually on monsters, which means a net +1 in card economy for that archetype. Add to that the lack of a resource system, and you get why yugioh's turns have become so long. Cards add cards into "playable areas" (usually hand or field, but very commonly also graveyard and sometimes banished zone) and because there is no cost related to them you keep playing them. All that already makes a game that has a core solitaire-like gameplay, forcing the introduction of hand traps as a way of creating interaction between the players and not make the game a slog. And then, we get to the extra deck. Cards that interact with the deck reduce randomness in the game. That's a given. But because (usually) cards that interact with the deck do not double as removal or interaction, you cannot play a deck that exclusively searches itself (or I mean you can, but usually those don't do much). That means that at least you gotta play some garnets here and there, which makes bricking possible and forces the game to be more interesting as you try to rebuild your strategy with a different hand. Unless the extra deck is your search engine. Halq, Cherub, Rusty, just to name a few, are terrible for the game's health because they just make getting the exact card you need not an issue of randomness but of whether your opponent can interact with it or not. My problem with this is conceptual. The idea of playing a card game where you have a hand that is randomized is to have each game be a puzzle with different pieces. That is why I loved the idea of the extra deck as a place for boss monsters to come from. They are a puzzle you are building towards with a constantly changing set of starting pieces. The current game philosophy is more of a "does my opponent have the broken pieces that can mess up my puzzle building", which I will say, can be fun, but it makes for reiterative play where every ideal hand looks exactly the same. I guess what I am saying is soft bricking should be a part of the game
I mean in mtg almost every tutor thats actually used costs less than 4 cmc and the most used are all 1 cmc In black especially the deck is just a resource
My biggest gripe is when cards that weren’t meant to boost an archetype get abused in other decks, because the intended deck needs them. I think making cost more archetype specific would help or requiring a certain amount of archetype specific cards to be in the graveyard or deck would help with that. That archetype deck won’t have any inconvenience but other decks would have to use up more of their deck space to run them.
The issue is that Banning Anaconda would make a large group of decks useless or obsolete, specialy rogue decks. You would only see the same meta decks everywhere (Eldlich, Drytrons, Tri, etc...).
the problem with yugioh is not searchers, its monsters with quick effect omni negates that make them a trap card and make battle traps obsolete. The threat shouldnt come from the main phase, it should come from the battle phase.
I agree with everything you're saying, my only concern is I feel fusion as a mechanic falls behind and can't keep up with the game unless you can pull from the deck. I believe it's a symptom of it being so old. Same with ritual. Maybe there is a solution that avoids interacting with the deck but I can't think of one
Fusion summoning from the deck is fine as long as there are restrictions. For example, locking you into fusions for the WHOLE turn, needing your opponent to do something, or using 1 card from deck.
Problem with fusion -> You need at least 3 cards to do something(Poly and 2 monster). Good fusion decks need cards that can recycle themselves to not lost a lot of value when fusion summoning, cards like Aleister that search on normal the fusion spell and return him to the hand and the fusion spell to deck to start the combo all over again next turn and Frightfur Pachwork a card that searchs a spell and a monster (+1) and on top of that the monster searches Pachwork when is on the gy so you didn't lost any cards. None of the spell summons from the deck but for that to be good you need AMAZING fusion cards like Guardian Chimera that get a bonus if you have poly on the grave and draws you cards to not lost your card advantage.
stop generic cards and create monsters like the five headed Link dragon for Red Eyes Blue Eyes etc with unique conditions or effects like they already exist: Blue Eyes gets Fusion support and Red Eyes ventures towards XYZ
I think even adding a discard cost to the cards that work from deck cause a 1 card extra deck monster is always broken, like link 1s or zoodiacs, so fusions if they don't wanna stop the mill mechanic for them need a higher activation price or strict downsides, I think verte also needs to go if this mechanic continues as then you are making fusions waaay to easy
fusions and rituals are not too far behind aslong as the archetype is designed to be more generous with resource management. look at shaddols even with out fusing from deck each shaddol gives effects when used for fusions
Community: Why do you keep making cards like this? Konami: Simple it makes us money. We make no mistakes and when we ban something its only to make room for the next thing we need you to buy.
Yep. And unfortunately power creep is all to real. If they had an age limit on cards it'd help older decks people spent a lot of time and money on compete still. Nobody has a fit I say CD's need Verte as much as Preda, well CD is a better deck but the point is still the same. All Holo'd out I can't guess what I spent.
I like the take that fusion summoning is inherently a mechanic that minuses the player and so we need more powerful ways to do it. The best fusion spells in the game are the ones that use the deck as a resource. I just think those cards being used as engines outside of the archetype are when the cards actually become a problem. Cards like Verte enable that behavior and are realistically the problematic cards.
Or put certain conditions on it like Ancient Gear Fusion. You can use monsters from the deck ONLY when you have Ancient Gear Golem on the field and you pick it as the first material.
Verte anaconda should of had the summoning condition 2 plant monsters including 1 predaplant monster Problem solved as u have to run more bricks which will make the deck less consistant
The thing is Konami does not care about making broken cards. They want new cards to be broken so you buy them, then 3-4 months later they will get banned or limited which makes you move on to the newest broken cards. They don't care about game balance anymore, they just want to make money on people constantly. Obviously, they need to make money cause they are business but they want to make easy money on people who enjoy their game. They have no customer service or customer communication. Its not a good relationship and they don't care.
You're right that Konami doesn't care. By the way, you don't need to caveat that "They are a business so they have to make money", everyone knows that and anyone who actually uses it as a counterpoint to the point you're making isn't worth engaging with because Konami's need to make profit is not a legitimate excuse to them breaking their card game the way they have. If they bothered to fix Yu Gi Oh and promoted it better, they'd make even more profit. It's not an argument worth entertaining because it's irrelevant to the point.
Konami has never cared about game balance lob has like 3 of the same card but each is higher rarity and better fissure is a rare dark hole super and raigeki an ultra and this is repeated for basically every set since the games creation
It would be great if negations (since they are probably the MOST powerful effect in the game) had a heavy lifepoint cost attached to them like Solemn does. I would laugh so hard when people burn kill themselves trying to negate everything. "Don't wanna let the opponent play at all? Guess you lose now."
YES. EXACTLY WHAT I HAVE BEEN THINKING FOR A LONG TIME. I think yugioh would be so much better if it was about who can outskill the opponent, rather than who can lock down the other from playing first. There are other types of disruptions like destroy, return to hand, shuffle into deck, etc.. negates are so unnecessary and stupid. It shouldnt exist. I think yugioh can still be fun if we somehow limit negates to only 1 or 2x per turn.
Mechaba requires you to discard a card that corresponds to what you want to negate, while also requires that you play that invoked package, Which uses your normal summon. Hot red dragon archfiend abyss’s level 8!dark dragon synchro requirement makes limits it’s versatility. While it is technically an Omni negate, it is limited to negating what is on the field. Barrone and savage… not defending them. Barrone is just one negate, but it’s just an additional one, and adding more of those only makes boards harder to break. Herald isn’t bad but these new cards have made it easy to make. Chixiao is a monster negate as is apoloussa Negations are pretty balanced for the most part. As I implied earlier, I do take issue with them making boards more oppressive with new support tho. If it were not for scythe, board breaking cards would be staples.
@@rez3r092 Most negates only require you to discard a card or a counter, or remove an XYZ material. That's not balanced in the slightest since non of those costs actually cost the person using the ability to negate someone's ability to play a card. That's the problem. People can set up boards of negates that literally don't cost them anything compared to what a negation actually does. They're not even close to equal.
There must be a limit for power creep, it wouldn't at all shock me if eventually every card in my opening hand said some variation of "this cards effects can not be negated, special summon from your hand if you have shoes on, then draw 3 cards, send one card from your deck to the GY, once per turn, negate and banish any card your opponent plays, then special summon another copy of this card, then add any card from your deck to your hand. If this card leaves the field, special summon 5 monsters from your opponents hand or your binder, during the end phase, find out who really killed JFK"
Honestly the biggest problem with fusion destiny isn't fusion destiny. It's the fact that DPE floats indefinitely. So the downside of being blown up in a turn just doesn't matter. As for red-eyes fusion that card isn't a problem. Dragoon got banned for Verte's sins and I will die on that hill. No deck would play dragoon if they had to actually play red-eyes fusion for it because it eats their entire turn.
DPE isn’t a problem. It’s just oppressive when it pops Scythe. Scythe is the problem card because there are multiple ways to go into Scythe. Verte needs to go. Because it’s too easy to make an Omni negate to protect it.
@@SunnyHF-nf4bc True but my larger point was that fusion destiny is a mostly balanced card, the main issue is that the card people summon with it most often doesn't care about the downside
@Hxxxstya Yes and those also play 3 ref. Outside those control decks which run 3 ref dragoon isn't really played anymore especially now that the brave/adventure tokkens exist which are 10 times better than dragoon.
As a new player, the way modern fusion spells/effects works nowadays is really intriguing, and the easier it is the better it is to entice newer players to play that type of decks. I'm kind of a yugi boomer and I always thought of Fusion cards as a hard card to summon and sometimes it's really really dependent on how lucky you are at drawing cards and it's not really appealing (at least for me). I can't say about veteran players but I personally really like the way they make things easier to summon
Honestly, Fusion Destiny was strong (and had restrictions but maybe not harsh enough I dunno) but not _BUSTED.mp4_ until Destiny HERO - Destroyer Phoenix Enforcer came along and along with Verte Anaconda, EVERYONE can play it and also the card is just generically good. Even the revival effect can be used on HIMSELF. The pop effect can hit ANY card you control and ANY card on the field (non targeting). Overall, the card is overtuned for how easy it is to bring out with Fusion Destiny. That's where I think the biggest problem truly lies: its _splashabilty_ . Would that card truly be this overpowered card if ONLY HERO decks could use it? Probably not but because everyone can use it, it's what people consider a problem.
It still blows my mind that Konami somehow considers drawing cards to be more dangerous than searching your deck for ANY card. In other TCGs that effect isn't as broken because spells have costs, so you aren't using a free spell to grab another free spell. Sky Striker Engage is just Pot of Greed 2: Electric Boogaloo. It's the worst of both worlds and I'm amazed it's been unbanned. So you're telling me I can draw 2 cards but one of them is my choice? Searching effects should have always been hard once per-turns, I think it would have prevented this game from accelerating into what it is today.
To quote a comment I stole: ''People wanting Dragoon or Red-eyes fusion banned. And here I am, watching Verte Anaconda allowing people to turbo a monster like Dragoon while ignoring Red-Eyes Fusion's downsides that clearly state you can't summon jack nor shit during the turn it's used.''
Fusion is getting the ritual monsters treatment where because of how outdated it is they are giving it insane support to make it viable but they've over done it
They're not problematic... What's a problem is people throwing them into random decks. If verte included that it needed a predaplant monster for material, it'd be far far far less splash able and much more balanced
That’s factual too bad komoney loves making generic cards better than archetype exclusives for whatever reason almost as if though they just care about money…oh wait
This. Certain engines don't deserve to be splashed into everything. I believe that some of them need to stay in-archetype. I wish Verte required at least 1 Predaplant.
A big one you missed is Deep Sea Diva. She summons any low level sea serpent from the deck. Plenty of ways to abuse that. It just so happens that none of them are particularly overpowered these days, which is the only reason she's not limited anymore.
Searching is required and for my deck in particular. Fossil Dig has limits on what it can search but is admittedly fairly strong with the level 2 and 4 dinos being strong. And Double Evolution Pill does require graveyard or hand set up sometimes.
Man, my two favorite archetypes are Noble Knights and The Weather. No one thinks they’re broken, but it sounds like you want to make them completely unplayable as part of an effort to fix the game.
During the link era, Fusion gets verde, Synchro gets haqlifibrax, Pendulum gets electrumite. All have great effects that involve cards from the deck. Xyz gets Ahashima, that summons from the hand..... That always annoyed me.
@@DonovanCarterArtandDesign It's actually pretty good design. The problems are that fusion cards exist which send the material directly from the deck and the fusions which you can summon with those fusion spells (dragoon and dpe) are f*cking broken. If this wouldn't exist verte would be completely fair.
@@bl00by_ I guess you do have a point. Really getting sick of the Foolish Burial-like Fusion Spells. Megadogshit crapply made trash like Fusion Destiny are debasing the game and makes me lose my will to be bothered with Yugioh as a whole. Fix it Komoney... 🙄
I actually don't mind the splash ability. Mainly cuz rogue and lower tier decks can also play them, but can see Des fusion limited and conda ban to kind of restrict it to heroes only
@@bl00by_ No verte is really poorly designed it doesn’t help predaplants nor actually incorporate any actual strategies from predaplants outside of a arbitrary dark changing effect that predaplants don’t give a a shit about and would of preferred if it spread preda counter. There also issues with that card needing generic materials and not even at least dark monsters
Personally, generic extra deck monsters are the biggest problem Imo because they are generally too good and "kill" a lot of the flavor an archetype might have had otherwise...
While interacting with the Deck is a very powerful effect, what makes it so nasty is that YuGiOh has no pacing mechanics outside of a single normal summon. So, every card that you can interact with is a powerful resource gain. Red-Eyes Dark Dragoon likes having normal monsters as materials, but if the monsters get sent to the deck as cost, even that is a benefit. You have Eternal Soul, or any number of other Red-Eyes cards that get it back from the grave. Anything that pulled from the deck for a fusion summon probably should have sent the cards to the banish zone first, before power creeping in to the GY. I even think that Red-Eyes Fusion has its restriction to make it not that bad... if it wasn't for the fact that Verte bypasses it, as long as it's the last card in the combo. I'm actually on board with generic materials, and the ability to use non-archetype cards to boost up other decks though. Being able to find weird synergies, like Darkness Neosphere in Burning Abyss, is what makes YuGiOh enjoyable for me. And honestly, I like Verte as a universal tool to use Polymerization from the deck. I just wish that it was *only* Polymerization. Rather than having 20 different Fusion enablers for different archetypes, save the artwork and naming team some slack, and make a universal tool to help out. Especially because, if you were in the prime Link Era, when it first came out... we didn't have all the link monsters to make every deck work, let alone every attribute. It's not so much just the generic materials, but the cards that are generic are too strong.
I agree. Accessing your deck in a card game is such a powerful effect. The way I view it is: your Deck is what contains all your possible resources while your Hand is what you have direct access to. As power creep settles in, it eventually gets to the point where the Deck is simply an extension of your Hand. Yu-Gi-Oh! is a prime example of this. There are SO many cards that grant direct access to cards straight from your Deck that it may as well be considered a second Hand. As a counter-example to this, I feel the Digimon TCG does a great job at handling this mechanic. Any card that allows you to fetch cards from your Deck (in Digimon) do so in the following way: "Look at the top X cards in your Deck and add Y to your Hand". This is a contained effect and there's a built-in limit to how powerful the effect can be. Not only that, but the big difference is that you can't directly search ANY card in your deck. The fact that you can only take from the top few cards of your Deck means that it essentially just speeds up your Deck by letting you draw a card a turn or 2 earlier than you normally would.
I think Verte is one of the cards that are way too generic. Definitely I would say a requirement to summon it is, 1 predaplant monster and 1 dark monster or something.
At this point (its been like this a for a while now), its a catch 22 for konami. If they make decks that are too restrictive or doesn’t have 1 card combos, people would complain and say its trash. If they made good generic cards, people would find the easiest way to abuse it (theres so many cards in the game that someone will find a way to abuse it in ways not intended). Bottom line, there shouldn’t be cards that completely lock your opponent out of playing the game.
Rhongo which is banned in the TCG but not OCG… but to see it unlimited in Master Duel beats me. If Konami would stop making certain boss monsters that are unaffected or immune by card effects, or have infinite negates it would be fine. The fact that we pretty much have to tech in Nibiru/Droplets and Kaijus to get rid of pretty much troublesome monsters that omninegate and are immune to everything is annoying.
As long as Konami makes money from Yugioh, the game will continue accelerating and evolving in the current way. Best thing they could do is support legacy and alternate formats officially for the more casual and old school players.
Summoning from the deck is only an issue when it is generic, then everyone abuses it. When it stay within Archetype then no one cares, like Abyss Actors or Unchained who's entire card pool special summons from the deck. Verte without Red Eyes Fusion or Destiny Fusion wouldn't even be a problem, Verte just adds consistency to those strategies.
Something about the look and feel of this video is so sleek. You've been slowly upping your game with the aesthetic and your content is insightful as always. Awesome work
I think you've missed the point here. Fusion summoning from deck was perfectly fine for those weak archetypes. They usually have a failsafe that is to keep you locked in that archetype/attribute etc for the rest of the turn. What IS outrageous though, is how Verte was designed to outright bypass that. Its overly generic. If Verte was somehow locked to its own archetype: only Heroes would've been able to use DPE, only DM & Red-Eyes would have Dragoon etc
Honestly the worst thing about verte that most people either don't realize or ignore .... *verte doesn't even help it's own archetype* and not in a "still not good enough kinda way" might as well not even be a predaplant kinda way
I do find it interesting you have an issue with interactions of cards with the deck, yet you feel that floodgates are perfectly fine (from your floodgate video). I feel they are problematic for equal and opposite reasons: one freely gets you resources to play the game with little downside, the other prevents the use of your resources and you can't play the game.
Floodgates works best on pure archetypes. If you're dumping multiple attributes, monster types, heavy reliance on card types(such as spell/trap) to play your game it's a no brainer that floodgates will be your biggest bane. They don't have that same impact on the user because the user's approach to pure archetypes doesn't get punished that much.
decks the community tend to really hate are decks that spend 20 minutes on a turn 1 just juggling resources and exploiting poor balance of cards to make advantage and a turn 1 win. throughout time people almost always enjoy tempo archetypes that are designed to be mixed with various play styles and put into many things, examples Tri-brigade, Metalfoes, Zoodiac, Zefra, HERO, Orcust Etc of similar lines of archetype design. where the tempo aspects of an archetype gets completely overwhelmed by generic accelerants is where we come and find these problems examples, Verte, Hailquanx(Needlefiber) Fusion destiny, Neos Fusion, Electrumite, Brilliant Fusion, Red-eyes Fusion, Mecha Phantom O-lion these cards are very generic but where designed to be tempo cards in their respective archetypes but again too much generic text.
While floodgates are annoying to play against, they are also one of the few bastions left that prevents every deck from just playing 25 extenders and 15 hand traps/board breakers. How is that interesting deckbuilding in the least? You can't just ban everything that you don't like.
@@Avermra also floodgates are much easier to side against and need to actually be drawn as opposed to extra deck monsters. To counter extra deck monsters you need hand traps which are not searchable. So I don't get it when people say floodgates are worse when you have to hard draw them in the first place as opposed to just making a link 2 with 2 monsters lol
I also don't think Konami should stop making card that summon monsters from the deck. Many card games have this kind of effects. Magic for exemple has many unbanned cards that play permanents from the Deck, but are balance in the fct that are high cost or need to sacrifice something in orde to activate. YU-GI-OH also need high restrictions if want to create cards like this.
Summoning from the deck is the source of a lot of combo decks that go on forever, like madolche. I think it’d be really cool if Yugioh could keep combo decks at the same power level while reducing turn time
I remember some 10-odd years ago when I was first learning the ins and outs of the game through one of the GBA games. In an era where Fusion Monsters were all that could fill an extra deck, I went up against Jaden, who came at me with a combo of Future Fusion and Miracle Fusion. Separately, these cards seemed fairly balanced. Generally stronger forms of Polymerization with trade-offs. The first requires you to wait two turns before you get your Fusion Monster and has the potential to be destroyed before it goes off, and the second requires you to set up your field or grave with monsters and banish those cards from play. However, when both these cards are used together, it bypasses both downsides and allows a two-card Fusion summon of any monster of your choice. I find it interesting that with modern-day Yugioh, as combo-heavy as it's gotten, a one-card version of this combo is still seeing great success.
How else are fusions supposed to be viable if we can't fuse from the deck? We have cards like Moye which is a 1-card synchro 8 or Longyuan which is a 1 card synchro 10. There are plenty of engines that improve summoning types like ritual summoning used to be terrible and they added a bunch of support like impcantations, drytron, etc which made the ritual summoning mechanic a lot more viable. Without something like this to support the old summoning mechanics, they would never be used right? Like, I agree there's too much searching or summoning/milling from the deck but it's so entrenched in yugioh now it feels it's just too late to go back. But we can't focus on just fusing or whatever.
I'm just going to make a list real quick. Knightmare Mermaid: summoned from the deck to make full Orcust combo in any deck that can summon 2 monsters. Banned. Verte Anaconda: copies any fusion spell by milling it and in ways circumvents intentional restrictions (such as Red Eyes Fusion). Banned in OCG. Salamangreat Miragestalio: Rank 3 that summons from deck, making it neutral advantage and toolboxing Salad deck, plus that bounce effect that could make it neutral when used at Link material. Banned temporarily. Brilliant Fusion: summons Gem Knight by milling materials. Lead to tons of different decks unintentionally having an extra normal summon as well as multiple pluses. Even the spell being continuous could be abused in some strategies. Banned. Rescue Rabbit: summoned 2 monsters from deck. Vanilla monsters. Still warped the format at the time and lead to at least a limit to 1 copy per deck. A HERO Lives: summons a HERO from deck at cost of half your LP which never makes a difference. Limited on the same list that unbanned Stratos who also adds from deck. MXSaber Invoker: Generic Rank 3 that summons from deck. Used with generic Rank 3 engines to spam out Zoodiac combo for free. Banned. Spyral Master Plan: adds several cards to hand from deck but considered too difficult to use because it was hard to summon (the balancing restriction). Spyral Double Helix fixed that by summoning from deck or graveyard. Magicians Souls, a DM support card also had accidental synergy and brought Spyral back to competitive status. Banned soon after (kinda like all the tuners that got banned for Needlefiber). Union Carrier: equips monsters to monsters from deck. Was very good before being essential in Drytron combos. Banned. Summon Sorceress: summon from deck but negates effects. Powerful Link climbing card. Banned. Denlong: abused by spamming a counter trap that triggers more advantage upon resolution. Too many pluses from deck and happened to facilitate VFD. Banned. Ib: Denlong 2.0 that meant instant generic pluses from deck. Banned. Performapal Mokeyboard: highly searchable good scale and a pendulum effect that got your other scale from deck with no restriction. E-Banned.
That Herald of Ultimateness card... anytime i see the opponent play that card on the field i just quit mid turn. Any card that negates everything i play.. whats the point of even playing
@C.O.V.I.D. Certificate of Vaccination ID super poly, solemn strike, solemn judgement, dark ruler, dimensional shifter, The odds of not drawing any of those is unrealistic. If you are legit not drawing them then that's on you, Herald is resource heavy, and requires discard fodder to work. Banning Eva practically killed the card
When I was first learning this game last year, generic extra deck monsters were one of the only ways I could contend with my veteran friends (especially when I was using very budget decks)
Just me struggling to get wins while using preda to summon millennium eyes restrict....if preda gets band I will sadly have to retire my favorite deck.
How do you feel about something like ancient gear fusion? Where you need a high level hard to summon monster on the field to fusion summon from the deck?
I personally think that Konami is chaotic evil and that all these broken effects and combos are here to stay. I think it could partially be their way of driving up new card sales seeing how the Yugioh card value is generally based around new cards being expensive and old cards being worthless except those with artistic value. I think they want to ban a card then release a new one with essentially the same effect and be like "oops how did this slip through, I guess you better buy it quick while it lasts". Idk as much about the history as y'all but that's what it seems like with my limited knowledge
Deskbot 003 is fine since it pulls only Deskbots and it requires the very limited normal summon condition, something that kind of goes underutilized by modern plays. Even Deskbot 004 has the strong "deck to grave" effect, however it's also limited to only a battle that it's involved in.
cards being so generic is really starting to hurt yugioh. verte being a prime example its neither got archetypal materials or can only summon monster of its archetype. synchro support also often ends up supporting the best synchro of its level rather than what it was intended to
The problem I see with fusion from the deck is more the monster that doesn't have a problem with the drawback (being destroyed at the end phase or the next one) like Dragoon or DPE who play with destruction. But then, same thing happen with Instant fusion who let you fusion summon without materials. And some monster that play around as well with useful effect in the graveyard. Now, using the deck doesn't bother me (since it was already in place when I start playing yu gi oh). It quickens the play, the game revolve more around skill instead of luck of drawing the right card at the right time. Come back are more frequently and there is more suspense. Now I see some issue in modern yu gi oh, floodgate and omninegate for example. For the fact that the game became more about not letting your opponent play the game (scythe which lock you from the extra deck, Lyrilusc Robin which can bounce many monsters, protos or king of true calamity, both banned for not letting the opponent use their monster effect or summoned them etc) The duel shouldn't be played over rolling a dice or flipping a coin.
It is interesting to have a challenge that feels like needing a lot of effort and reason to overcome, but the players need a little more help from the game itself to beat the challenge, ,mostly extra draws so if you have the solution in your deck you can hope to draw it, in the case of scythe, having a play that involves monsters from the main deck so you don't have to relay on the extra deck alone, but also in that case there are decks that work mostly around the extra deck and synchro monsters in particular use to have materials that are weak monsters so it just gets annoying instead of feeling like a challenge, it is also possible to negate scythe with a quick play spell, that might the be the best choice for the current game.
Some say its ED monsters summoning from deck, others say its generic cards sending certain other cards leading to people playing garnet-esque engines they otherwise wouldnt, others say its generic negates. It realistically is none of the above exclusively but how all these moving parts combine to create insane advantage engines thats the problem, you see this with the pile decks that are currently meta, people just playing 40-60 card good stuff with the ED tying it all together to make it incredibly consistant.
I understand how ya feel. Definitely agree that the cards that can get things from the deck can be problematic. Searching for a card to put to hand and deck are fine, especially if they are specific or are for an archetype. If Konami wants to make new cards that can play cards in the deck then there should be limitations or of course be specific for an archetypes. They have done it before with DDD Gilgamesh being the best example on how to do the limitation, as well as Blackwing Simoon, and Fire fist tiger king. There is bias since I play against and used these cards , so I appreciate what they do for their archetype. There should be a condition , cost , and or a limitation to cards that can search or play cards from the deck.
I can't lie, I absolutely abuse the exact problem you're describing for my rainbow neos deck. The ease of getting 2 HEROs on the board together if I don't draw unto a neos fusion is kind of hilarious
Idk I feel like the single biggest problem with yugioh right now is cards that lock your opponent out of playing the game. It's not exactly fun when the game revolves around who goes first. Oh, and Link Monsters in general seem to be way too powerful and easily made.
Totally agree there's a huge difference from someone playing an actual shaddoll deck and activating shaddoll fusion from hand and making a Verte to send 3 bricks. Cards like e Tele even foolish burial and other powerful tutors or foolish effects are fine until they enter the extra deck that's when u can define strategies relying on that foolish every game and always having access to it. We all still play foolish in decks where it can act as a combo piece or extender but the second I tell a player they always start with a foolish in hand is when you can start toying with degenerate shit in your deck
The problem realistically comes down to generic extra deck monsters that have theses effects, there’s no reason Verte should be generic fusion support for every deck in the game when it should just be used to support its own deck. If it only allowed for the summon of Predaplant or Venom monsters via its effect the card would be ok
For perspective in magic cards that search the deck for generic things are referred to as "tutors" and are very expensive as if someone is using that card they are prob going to end the game with it, and now I realize that the core of what makes a yugioh deck good is a shit ton of tutors.
I think the big deal is how easily they search/spec from deck, how easily they can start a huge combo, and how you can search out a search. Searches always existed but they were floaters, they had to be sent from field to GY and could miss timing, they had to be destroyed by battle to search, etc. Powerful cards are just fine in the game, but the consistency and ease of summoning are kinda what makes them busted. Link summoning conditions are so easily met for huge impacts and extensions especially. "old man yelling at clouds" moment, but extending was something that came at a cost and was risky, and also was easier to stop. Hit the tuner to stop a synchro, hit the monster of the same level to stop an xyz summon. Links just kinda provide a stopgap in being incredibly easy to summon. Even if your main play was a synchro/xyz summon, links are still available and you can still do something. "interact with the deck" I absolute agree is semi problematic, but I think a big one is the recent trend of "effects cannot be activated in response" and it gets even worse when those cards are also behind a huge paywall.
I use Ogdoadics, so I get to use Water Lily and Snake Rain. Most of the time, I open with a Snake Rain, but once in a while, I'll open with two copies. It doesn't happen often enough to matter, but getting at least one can allow me to start "tribute climbing" into Amunessia and/or Aron. But I will say, if Snake Rain was searchable, you bet either it or the card that can search it (or both) would get knocked out.
I agree for the most part and the more generic it is the more toxic for the game it is. I want to highlight Lunalight Fusion as a way I think this becomes a lot more balanced. It is the Lunalight Archetype fusion card and it *IF* the opponent controls an Extra Deck Monster you can use Lunalight Fusion to use *ONE* of the Fusion Materials for a Fusion Monster straight from the deck (or extra deck). This is super useful to Lunalight's because their Boss Monster has a Fusion Monster as one of its materials so this card lets you skip one fusion to getting her out and can only be used if your opponent already has a board presence, not to mention Lunalight Fusion Monsters are definitely not bad, but they're by no means unbeatable or unpoppable.
I've only been actually playing Yugioh for about a month solely because of Master Duel, but it seems like the problem is a byproduct of the game just getting faster. If Ash Blossum existed 20 years ago it probably wouldn't have been that useful. Nowadays, if a deck can't trigger an Ash Blossum in any way then it's probably a really bad deck. You're *expected* to be able to dump something straight from the deck to the graveyard or spit something out from the deck to the field. It's like how special summoning is hardly "special" anymore because you're supposed to be able to special summon a dozen plus times in a turn.
I think sums it up best for me. The game has gotten too fast that it has little chance of being enjoyable. If a card like Mystic Mine had existed early on no one would've complained as there were many options that were available. Same with cards like Skill Drain. It was once the meta focused more on special summoning or adding to the hand/sending to the graveyard that I think most cards became a problem. The game was evolving so fast that unless a card generates significant advantage its not considered playable. This is evident in Master Duel a lot with how one can summon into boss monsters in one turn now. I'm pretty decent at best and even I abuse the Link summoning mechanic often and either winning if my opponent has no response or losing if they even so much as Ash a combo I was going for.
I think the problem isn't the interaction with the deck itself, but it's ease of access and/or it's lack of restrictions; it's spashability in a sense. For example almost every main deck unchained card summons from the deck on it's destruction, and yet the deck isn't bad, but not super strong. And I my opinion it's because 1- They only summon unchained monsters and you can't summon their 'main deck boss' multiple times in a turn 2- Their summon effect isn't easily accessible for most deck as you need to destroy your own cards to start their combo It's true that these kind of effects can be very powerful but what makes them broken is their splashability I think, so that sort of effect is fine but only on a main deck card or a really non generic ED monster (the musketeer link for example)
It to boil down to "It depends on what you can do with it" imo. Foolish Burial's been limited since forever because it's too strong to be allowed to be consistent, while Snake Rain's peachy at 3 because even with Ogdoadics and other modern Reptiles, sending 4 from deck to grave is good but not broken simply because Reptiles by themselves don't have the ability to abuse "send 4" the same way the entirety of the collective card pool can find a way to abuse "send 1". Half the Ogdoadic deck has a foolish effect and it's slightly insane but it's still only mid-tier because it's easily disrupted and it doesn't end on the most threatening or degenerate endboard, arguably unless you're going into the Zer'oll lock, which dies to any monster removal that can hit Links. Ease of access is certainly another factor and I'm pretty sure the only people who disagree that Verte should've required "predaplant" monsters rather than "2 Effect monsters" are those who crutch on it a little too hard. Particularly since Predaplants already have an engine that sets it up in Scorpia -> Cobra -> Ultra Poly to fusion & recycle the materials, which can be the predaplants, setting up to link into Verte. That engine used to be popular too, at least the monsters did, but then Verte came out with it's "lol use whatever" material requirements and ability to do the same thing as well as or arguably better than the old engine without even needing to occupy the main deck and be drawn into. It actually reminds me of a video from Dzeef years ago about "Did Raffelesia kill the Traptrix engine?" where Raffle does what the engine does comparably well but without needing to use as many main deck slots and being a generic material Rank 4.
I think in masterduel, tri-brigade zoo is the best example of the strongest mechanic: the ability to bypass extra deck summoning mechanics. One card should not equal a link 4 so easily. Lots of normal summons require a combo like halq to make a link 4. But having two to three monsters each turn that can put link 2-4 bodies on field for their effect is insane resource advantage. Same thing with zoodiac. And to some degree, link 1 monsters. Funnily enough, the closest thing pendulum can do is use other ED boss monsters or maybe one card scales. Verte does the exact same thing, bypass the 3 card requirement for fusion summoning. I would actually be ok if they made a ritual generic monster. Drytron and megalith don’t cut it.
What did Magistus do to you? The answer of course being literally nothing and showing why blanket effect negation on a deck summon is unnecessary. Limitations on what can do such summoning, what types/archetypes/attributes can be summoned using the effect, and what types/archetypes/attributes can be summoned after however... There's a reason Magistus' Zoroa Synchro (an ED effect floodgate that can even reborn itself) and DPE, despite releasing in the same set, are heavily powergapped and it's not because of deck interaction since both archetypes can do it. No, the difference is that DPE has several generics on it's side, where Rilliona XYZ and Synchro Zoroa in Magistus are not.
Technically, you are interacting with a certain kind of deck, your Extra Deck, a lot in most duels, it's just a matter of if it is too easy to do it and doing it into ridiculously long combos. Heck, there was a Master Duel where a guy basically drew most of his deck out with T.G. Hyper Librarian (which I believe is limited) and Formula Synchron, recycled the cards back with Pot of Avarice, and ultimately had 4-5 Majestic dragons (3 were Star, the rest were Red) and the opponent could barely do anything when he got to play - all this on the first turn! I think limiting the types of monsters along with the number of times certain effects can activate does curve down the power, that and that you have less card advantage in the case of a Garnet being in your hand.
I agree, i stopped playing physical yugioh because how many times per turn i pick up my deck, and even if i waited to shuffle my deck at the end of the turn (or before any drawing) i just simply got tired of picking up the deck constantly.
One thing that I feel is a problematic effect type in the game is actually cards that copy the effects of other cards. They either lead to broken interactions from the outset (Supreme King Dragon Starving Venom and Predaplant Verte Anaconda) or limit card design due to any slight shift in the cardpool potentially leading to a broken interaction (Gem-Knight Master Diamond). Lapis Lazuli, which is supposed to be kept in check by the "you can only summon Gem-Knight Lapis Lazuli once per turn" clause, is completly abusable since you can summon three Master Diamond. They limit card design in the future, almost always lead to broken interactions and FTKs, and their main purpose is just to get around the limitations cards have baked in to keep them in check because the designers knew there needed to be limitations. This right here is the most problematic effect in YGO in my opinion and there's tons of overlap between these and the cards you pointed out here.
copying card effects should not be printed anymore with out heavy resricitions. since unless they keep it archetypal or steal effects of opponments monsters its be broken at some point later
Even if Foolish Burial read "Pay half your life points, then send one monster from your deck to the graveyard. Also, you cannot conduct your Battle Phase the turn you activate this card," people would still play it.
I feel like those cards were placed to put fusion summing on par with links and synchro and xyz cuz on how easy it is to summon those monsters if red eyes fusion didn't exist it would be harder cuz then you have to wait for poly or other ways cuz it's super easy to xyz summon with some monsters that just special summon themselves and another monster or let you continue by letting you search the deck in my opinion those cards help you fusion easier and I don't see that a problem if you wanna run fusion monster type deck
this is just a instance of the "generic card problem". A card like Isolde isn't as broken when played in noble knights but in any other warrior deck she becomes very very powerful
I would be okay with it if you would have to meet a condition to send the material from the deck, something similar to the thing they did with shaddoll fusion. And I'm personally fine with cards which send or special from the deck aslong as they aren't generic, cards like elpy or summon sorce were only broken because they were generic. (Halq is the only card I can defend here, since halq isn't that crazy, it's the tuners which are the problem. Stuff like Steam the cloak or O-Lion just scream to be abused.)
I feel like the cost needs to be balanced on a lot of cards. I'm playing Dark Magician and all the "from deck" effects really carry the whole thing. But despite that, now that I'm reflecting on it, he has a point. The "from deck" effects should have higher costs and more restrictions. I'm just waiting for Konami to start reprinting everything with new consistent text. I still like all the mechanics and I don't see an inherent problem with keeping everything we have. But the power creep is really hitting hard, what's the point in keeping all the cards if literally 70% will never see tournament play? I think being more specific about materials and higher costs would do a lot of help. Also; I know it's unpopular but maybe restrict special summoning or add more "can't special summon other monsters this turn" costs, just slap that on any card that's getting abused. Magicians Soul lets you summon DM from the deck. Cool! But if you do, you cant special summon anymore this turn. Neutered. There's a ton of cards that could be fixed with a simple adjustment in cost.
I believe cards that add something from your deck to hand are okay as long as it fits an archetype and can't just use it in any deck besides Gold Sarcophagus and Different Dimension Capsule since it takes a few turns to add to your hand. However fusions summoning using monsters from the deck I do find problematic
I'm not saying you're wrong, I agree for the most part, but what is your opinion on a card like Lunalight Fusion? It is *able* to use 1 material from the deck, and only if your opponent has an extra deck monster on the field. Keep in mind that their boss monster requires a fusion monster as fusion material so normally to get the boss out, you'd need to perform THREE fusion summons. It's restricted to the Lunalight Archetype which fits the archetype like you said, it has a restriction, and it only allows 1 card from the Deck (or Extra Deck).
@@JohnWhite-ms5wr After looking at it, I guess there are a few exceptions when it comes to using monsters from the deck for fusion summonings as long as it's only one monster under specific conditions for an archetype. It's just when you only need 1 card to fusion summoning a powerful monster with no restrictions or expense that I find too much
I'd say that Ancient Gear Fusion isn't a problematic card despite fusion summoning from the deck, since it requires a Golem on the field as material to use materials from the deck. Ancient Gear Golem can't be special summoned either, so the only three cards I can think of that can get it out easily are AG Howitzer, AG Catapult, and AG Frame.
After fusion cards like these were made, Drytron was made, which is an entire archetype that broke a whole bunch of fundimental rules of the game, such as how ritual summons work. It'll be hard to not see them keep this trend up. I think YGO forgot what game it is sometimes.
Honestly one mechanic I absolutly hate is sending for COST from deck. Cards like lunalight tiger is always right for abuse since the actual effect doesnt matter usually. I also dont like the splashabilty of recent cards, it really makes decks repetitive, sure maybe your versing a adamancapater or a phantom knight. But their end board is the EXACT SAME, so it basically doesnt matter the fact your versing a different deck, that can be chalked up to how generic extra decks are nowadays.
I will agree halfway with you. Some decks need the Deck mechanic. Impcantations for example are a support type to one of the weaker Card Types...Rituals. They pull from the deck and dance about and aren't broken. I do agree that Fusions dealing with the deck need removed. However, I would argue the real issue with Yugioh will be Negates and Indestructible effects. Now if you don't play Solitaire for 5 Minutes playing 42 cards and effects on turn 1 you Lose. Because the Opponent will set up a board that Negates your turn or can't be removed. This is compounded by the free reign of generic Links and others. Which is one reason I think Scythe is great. It punishes Combo Players heavily and forces them to revert to TRUE Yugioh...Boss Main Deck Monsters.
You're entirely correct. Look at the blue section of all the banned cards and every single one for the most part is either: too generic or searches/summons or both.
I think that interacting with the deck is one thing, but the next level of that is extra deck monsters that search or summon from the deck. You literally never have to draw anything specific. You just open extenders and then you get access regardless of what you draw. It makes top decking and "the heart of the cards" moments irrelevant when you can do the same line of play basically every game.
Literally anything that takes away a core mechanic from your opponent and maybe yourself (Imperial Order; Inspect Boarder; Dimensional Barrier) with relatively little cost
You mean like the whole Link mechanic? Literally can't even be put into defense mode. Talk about taking away core mechanics.
Nobody is playing dimension barrier ,and the few people who are playing it are side decking.
@@Truckhead72 The thing with some link monsters tho is your just fielding them for an effect them using them as fodder for another summon.
@@halo3boy1 you're absolutely right, all the more reason they shouldn't be able to link into multiple monsters in 1 turn. But that is a different discussion.
However,
defense position used to be a way to check effects, some couldn't be used if you weren't in the correct position. Also, with no defense position, there is no facedown. So you can't even look cards like book of moon as a result. I just feel like it pulls too much out of the game, compared to what they bring into the game.
@@Truckhead72 Battle position is important as ever. If you put every monster in attack position, you can get punished by Lightning Storm, which gives non-links an edge because they can play around it. Other common cards like that also exist but that was the first example that came to mind.
Direct interactions with the deck isn't the inherent problem. The problem is that Konami keeps making these cards way too generic and/or with minimal or no meaningful restrictions or costs on top of designing overpowered boss monsters or monsters that extend combos to a ridiculous extent that can be played in the Extra Deck of all things.
If, for example, Verte Anaconda required a Predaplant monster and only allowed fusion summoning of a Predaplant or Venom fusion monster it would be perfectly fine. Instead it has generic summoning conditions and allows any spell with Fusion or Polymerzation in the name to fetch a powerful Fusion monster like Dragoon, which is why Red Eyes Fusion is a problem now, or Destroyer Phoenix Enforcer, which is why Fusion Destiny is banned in the OCG.
Halqifibrax shouldn't have been generic Synchro support either. Again if it was restricted to only the Crystron archetype and Machine Synchros no one would have a problem with it fetching a tuner from the deck if said tuner was restricted to Crystron and Machine Synchros.
Shaddoll Fusion is a perfect example of deck interaction not being the problem because it requires the opponent to control an Extra Deck monster to send from the deck and it's restricted to only summoning Shaddoll monsters.
My thoughts exactly. Cards like Shaddoll Fusion are fine because they are restricted in such a way that it isn't entirely broken, yet it is very good for a deck when it wants to go second against an established board. And Red-Eyes Fusion used to be fine as well as it was super restrictive. But then they made Verte that can bypass some of the risks and then Dragoon which was a Red-Eyes monster that everyone was willing to play 2 garnets to summon in any deck. And when they saw that it started getting popular they made more broken fusion spells like that.
It's not like the old days when you could throw a 13 different monster types in a deck and have it work because a bunch of the generic Spells and Traps were super good, but in my month or so of actually playing the game through Master Duel I've noticed that Extra Deck monsters can be a real problem. My main dinosaur deck is a prime example of how if your archetype somehow doesn't have any good Extra Deck monsters you can still be good to go because there's *plenty* of good ones nearly any deck can use. Can you get any two lv.4 monsters on the field? There's like a hundred Rank 4 Xyz monsters you can use them for, and if you can go into Xyz monsters you can go into Zeus. Got two Tuners? You got Needlefiber and something to summon with it. Can you get two or more Link monsters out? Then you can probably get out Accesscode Talker. There's not a single dinosaur in my Extra Deck unless you want to count Laggia and Dolka as honorary dinosaurs.
If they archetype restricted verte it would be borderline useless
Okay, but the trade off is that a card like Halqifibrax allows otherwise weaker decks with synchro capabilities to potentially take advantage of a generic synchro pipeline, which can potentially raise the power level of otherwise irrelevant decks. For example, I managed to get Halqifibrax working rather consistently in an Impcantation deck thanks to both Magikey Batosbuster and the Deskbot package.
I would rather prefer that we hit the end pieces when it comes to Halqifibrax (like Borreload Savage Dragon for example) if they're too OP since the Halqifibrax inclusion is balanced out by all the resources that you have to run in conjunction with Halqifibrax. Since this is a synchro/link engine, a Halqifibrax package takes up at least a considerable amount of space in the extra deck compared to Verte (which is basically just 1 card designed to summon 1 fusion monster from the extra deck for free). When you play Halqifibrax in a deck, its a much greater commitment from a deck-building perspective.
I personally don't have anything wrong with Halqifibrax in execution compared to Verte (which can work as a sort of safety net if you fail to complete your deck's main combos so long as you have 2 effect monsters on the board). And unlike Halqifibrax (which is a major bottle neck and can become a sitting duck if its on-summon effect gets negated), Verte's effect can activate at any time during the player's main phases.
@@dynomite9524 im sure most people would be perfectly fine with that.
Speaking from playing multiple TCGs, I think the main issue with Yugioh's effect design is consistency. When you think about it, the ability to tutor any card from the deck of a specific pool is usually a rare or expensive ability in most other TCGs, unless the game's speed of play is slowed down to a crawl.
In yugioh, most archetypes, specially meta ones, have at least half their engine cards dedicated to search other cards from the deck and add them to the hand, field or graveyard, usually on monsters, which means a net +1 in card economy for that archetype.
Add to that the lack of a resource system, and you get why yugioh's turns have become so long. Cards add cards into "playable areas" (usually hand or field, but very commonly also graveyard and sometimes banished zone) and because there is no cost related to them you keep playing them.
All that already makes a game that has a core solitaire-like gameplay, forcing the introduction of hand traps as a way of creating interaction between the players and not make the game a slog.
And then, we get to the extra deck.
Cards that interact with the deck reduce randomness in the game. That's a given. But because (usually) cards that interact with the deck do not double as removal or interaction, you cannot play a deck that exclusively searches itself (or I mean you can, but usually those don't do much). That means that at least you gotta play some garnets here and there, which makes bricking possible and forces the game to be more interesting as you try to rebuild your strategy with a different hand.
Unless the extra deck is your search engine.
Halq, Cherub, Rusty, just to name a few, are terrible for the game's health because they just make getting the exact card you need not an issue of randomness but of whether your opponent can interact with it or not.
My problem with this is conceptual. The idea of playing a card game where you have a hand that is randomized is to have each game be a puzzle with different pieces. That is why I loved the idea of the extra deck as a place for boss monsters to come from. They are a puzzle you are building towards with a constantly changing set of starting pieces. The current game philosophy is more of a "does my opponent have the broken pieces that can mess up my puzzle building", which I will say, can be fun, but it makes for reiterative play where every ideal hand looks exactly the same.
I guess what I am saying is soft bricking should be a part of the game
Wow. You described exactly how I've been feeling about the game.
I mean in mtg almost every tutor thats actually used costs less than 4 cmc and the most used are all 1 cmc
In black especially the deck is just a resource
My biggest gripe is when cards that weren’t meant to boost an archetype get abused in other decks, because the intended deck needs them. I think making cost more archetype specific would help or requiring a certain amount of archetype specific cards to be in the graveyard or deck would help with that. That archetype deck won’t have any inconvenience but other decks would have to use up more of their deck space to run them.
Sounds like a really boring game to deck build in.
The issue is that Banning Anaconda would make a large group of decks useless or obsolete, specialy rogue decks. You would only see the same meta decks everywhere (Eldlich, Drytrons, Tri, etc...).
They don't realize this.
They just want to ban every card they consider problematic to give an edge to their own decks.
the problem with yugioh is not searchers, its monsters with quick effect omni negates that make them a trap card and make battle traps obsolete. The threat shouldnt come from the main phase, it should come from the battle phase.
I agree with everything you're saying, my only concern is I feel fusion as a mechanic falls behind and can't keep up with the game unless you can pull from the deck. I believe it's a symptom of it being so old. Same with ritual. Maybe there is a solution that avoids interacting with the deck but I can't think of one
Fusion summoning from the deck is fine as long as there are restrictions. For example, locking you into fusions for the WHOLE turn, needing your opponent to do something, or using 1 card from deck.
Problem with fusion -> You need at least 3 cards to do something(Poly and 2 monster).
Good fusion decks need cards that can recycle themselves to not lost a lot of value when fusion summoning, cards like Aleister that search on normal the fusion spell and return him to the hand and the fusion spell to deck to start the combo all over again next turn and Frightfur Pachwork a card that searchs a spell and a monster (+1) and on top of that the monster searches Pachwork when is on the gy so you didn't lost any cards.
None of the spell summons from the deck but for that to be good you need AMAZING fusion cards like Guardian Chimera that get a bonus if you have poly on the grave and draws you cards to not lost your card advantage.
stop generic cards and create monsters like the five headed Link dragon for Red Eyes Blue Eyes etc with unique conditions or effects like they already exist: Blue Eyes gets Fusion support and Red Eyes ventures towards XYZ
I think even adding a discard cost to the cards that work from deck cause a 1 card extra deck monster is always broken, like link 1s or zoodiacs, so fusions if they don't wanna stop the mill mechanic for them need a higher activation price or strict downsides, I think verte also needs to go if this mechanic continues as then you are making fusions waaay to easy
fusions and rituals are not too far behind aslong as the archetype is designed to be more generous with resource management. look at shaddols even with out fusing from deck each shaddol gives effects when used for fusions
Community: Why do you keep making cards like this?
Konami: Simple it makes us money. We make no mistakes and when we ban something its only to make room for the next thing we need you to buy.
Exactly.
Yep. And unfortunately power creep is all to real. If they had an age limit on cards it'd help older decks people spent a lot of time and money on compete still. Nobody has a fit I say CD's need Verte as much as Preda, well CD is a better deck but the point is still the same. All Holo'd out I can't guess what I spent.
I like the take that fusion summoning is inherently a mechanic that minuses the player and so we need more powerful ways to do it. The best fusion spells in the game are the ones that use the deck as a resource. I just think those cards being used as engines outside of the archetype are when the cards actually become a problem. Cards like Verte enable that behavior and are realistically the problematic cards.
Or put certain conditions on it like Ancient Gear Fusion. You can use monsters from the deck ONLY when you have Ancient Gear Golem on the field and you pick it as the first material.
Verte anaconda should of had the summoning condition 2 plant monsters including 1 predaplant monster
Problem solved as u have to run more bricks which will make the deck less consistant
The thing is Konami does not care about making broken cards. They want new cards to be broken so you buy them, then 3-4 months later they will get banned or limited which makes you move on to the newest broken cards. They don't care about game balance anymore, they just want to make money on people constantly. Obviously, they need to make money cause they are business but they want to make easy money on people who enjoy their game. They have no customer service or customer communication. Its not a good relationship and they don't care.
I really can’t say your wrong which is the sad part
You're right that Konami doesn't care. By the way, you don't need to caveat that "They are a business so they have to make money", everyone knows that and anyone who actually uses it as a counterpoint to the point you're making isn't worth engaging with because Konami's need to make profit is not a legitimate excuse to them breaking their card game the way they have. If they bothered to fix Yu Gi Oh and promoted it better, they'd make even more profit. It's not an argument worth entertaining because it's irrelevant to the point.
Konami has never cared about game balance lob has like 3 of the same card but each is higher rarity and better fissure is a rare dark hole super and raigeki an ultra and this is repeated for basically every set since the games creation
Exactly. It's always about money with konami. They don't care about balance or keeping the game healthy anymore.
Finally, someone smart.
To me negation and prevention effects are the biggest issue in Yugioh today. Especially since they don't have a real cost attached to them.
It would be great if negations (since they are probably the MOST powerful effect in the game) had a heavy lifepoint cost attached to them like Solemn does. I would laugh so hard when people burn kill themselves trying to negate everything. "Don't wanna let the opponent play at all? Guess you lose now."
YES. EXACTLY WHAT I HAVE BEEN THINKING FOR A LONG TIME.
I think yugioh would be so much better if it was about who can outskill the opponent, rather than who can lock down the other from playing first.
There are other types of disruptions like destroy, return to hand, shuffle into deck, etc.. negates are so unnecessary and stupid. It shouldnt exist. I think yugioh can still be fun if we somehow limit negates to only 1 or 2x per turn.
@@JohnWhite-ms5wr yes every negate card should have a minimum cost of 1000 LP, even if its just a spell/trap negate.
Mechaba requires you to discard a card that corresponds to what you want to negate, while also requires that you play that invoked package, Which uses your normal summon.
Hot red dragon archfiend abyss’s level 8!dark dragon synchro requirement makes limits it’s versatility. While it is technically an Omni negate, it is limited to negating what is on the field.
Barrone and savage… not defending them. Barrone is just one negate, but it’s just an additional one, and adding more of those only makes boards harder to break. Herald isn’t bad but these new cards have made it easy to make.
Chixiao is a monster negate as is apoloussa
Negations are pretty balanced for the most part. As I implied earlier, I do take issue with them making boards more oppressive with new support tho. If it were not for scythe, board breaking cards would be staples.
@@rez3r092 Most negates only require you to discard a card or a counter, or remove an XYZ material. That's not balanced in the slightest since non of those costs actually cost the person using the ability to negate someone's ability to play a card. That's the problem. People can set up boards of negates that literally don't cost them anything compared to what a negation actually does. They're not even close to equal.
"We got cards like fusion destiny and red eyes fusion"
Shaddolls: *sad puppet string noises*
There must be a limit for power creep, it wouldn't at all shock me if eventually every card in my opening hand said some variation of "this cards effects can not be negated, special summon from your hand if you have shoes on, then draw 3 cards, send one card from your deck to the GY, once per turn, negate and banish any card your opponent plays, then special summon another copy of this card, then add any card from your deck to your hand. If this card leaves the field, special summon 5 monsters from your opponents hand or your binder, during the end phase, find out who really killed JFK"
Honestly the biggest problem with fusion destiny isn't fusion destiny. It's the fact that DPE floats indefinitely. So the downside of being blown up in a turn just doesn't matter.
As for red-eyes fusion that card isn't a problem. Dragoon got banned for Verte's sins and I will die on that hill. No deck would play dragoon if they had to actually play red-eyes fusion for it because it eats their entire turn.
Dragoon is still legal in the TCG.
DPE isn’t a problem. It’s just oppressive when it pops Scythe. Scythe is the problem card because there are multiple ways to go into Scythe.
Verte needs to go. Because it’s too easy to make an Omni negate to protect it.
@@SunnyHF-nf4bc True but my larger point was that fusion destiny is a mostly balanced card, the main issue is that the card people summon with it most often doesn't care about the downside
@@SunnyHF-nf4bc That omni negate is trash tho and doesn't see play anymore.
@Hxxxstya Yes and those also play 3 ref. Outside those control decks which run 3 ref dragoon isn't really played anymore especially now that the brave/adventure tokkens exist which are 10 times better than dragoon.
As a new player, the way modern fusion spells/effects works nowadays is really intriguing, and the easier it is the better it is to entice newer players to play that type of decks. I'm kind of a yugi boomer and I always thought of Fusion cards as a hard card to summon and sometimes it's really really dependent on how lucky you are at drawing cards and it's not really appealing (at least for me). I can't say about veteran players but I personally really like the way they make things easier to summon
Honestly, Fusion Destiny was strong (and had restrictions but maybe not harsh enough I dunno) but not _BUSTED.mp4_ until Destiny HERO - Destroyer Phoenix Enforcer came along and along with Verte Anaconda, EVERYONE can play it and also the card is just generically good.
Even the revival effect can be used on HIMSELF. The pop effect can hit ANY card you control and ANY card on the field (non targeting). Overall, the card is overtuned for how easy it is to bring out with Fusion Destiny.
That's where I think the biggest problem truly lies: its _splashabilty_ . Would that card truly be this overpowered card if ONLY HERO decks could use it? Probably not but because everyone can use it, it's what people consider a problem.
It still blows my mind that Konami somehow considers drawing cards to be more dangerous than searching your deck for ANY card. In other TCGs that effect isn't as broken because spells have costs, so you aren't using a free spell to grab another free spell. Sky Striker Engage is just Pot of Greed 2: Electric Boogaloo. It's the worst of both worlds and I'm amazed it's been unbanned. So you're telling me I can draw 2 cards but one of them is my choice? Searching effects should have always been hard once per-turns, I think it would have prevented this game from accelerating into what it is today.
To quote a comment I stole: ''People wanting Dragoon or Red-eyes fusion banned.
And here I am, watching Verte Anaconda allowing people to turbo a monster like Dragoon while ignoring Red-Eyes Fusion's downsides that clearly state you can't summon jack nor shit during the turn it's used.''
Fusion is getting the ritual monsters treatment where because of how outdated it is they are giving it insane support to make it viable but they've over done it
I think some of the most broken parts of yugioh is the lack of 'once per turn' for certain cards. Looking at you cyber angel benten
They're not problematic... What's a problem is people throwing them into random decks. If verte included that it needed a predaplant monster for material, it'd be far far far less splash able and much more balanced
I 100% agree with this
That’s factual too bad komoney loves making generic cards better than archetype exclusives for whatever reason almost as if though they just care about money…oh wait
This. Certain engines don't deserve to be splashed into everything. I believe that some of them need to stay in-archetype. I wish Verte required at least 1 Predaplant.
They're problematic imo. Generic or not, getting oppressive stuff on board shouldn't be this easy and it also shouldn't be splashable.
@@DonovanCarterArtandDesign if the archetype itself is trash and it NEEDS it then its fine.
A big one you missed is Deep Sea Diva.
She summons any low level sea serpent from the deck. Plenty of ways to abuse that. It just so happens that none of them are particularly overpowered these days, which is the only reason she's not limited anymore.
Anaconda is the fusion version of halq
Searching is required and for my deck in particular. Fossil Dig has limits on what it can search but is admittedly fairly strong with the level 2 and 4 dinos being strong. And Double Evolution Pill does require graveyard or hand set up sometimes.
Man, my two favorite archetypes are Noble Knights and The Weather.
No one thinks they’re broken, but it sounds like you want to make them completely unplayable as part of an effort to fix the game.
During the link era, Fusion gets verde, Synchro gets haqlifibrax, Pendulum gets electrumite. All have great effects that involve cards from the deck. Xyz gets Ahashima, that summons from the hand..... That always annoyed me.
Vfd, scythe, rhongo, elder entity thot, Maxx c, archnem Protos. Imo those type effects are 1000 times worse than conda
Anaconda's still dogshit design though...
@@DonovanCarterArtandDesign It's actually pretty good design. The problems are that fusion cards exist which send the material directly from the deck and the fusions which you can summon with those fusion spells (dragoon and dpe) are f*cking broken. If this wouldn't exist verte would be completely fair.
@@bl00by_ I guess you do have a point. Really getting sick of the Foolish Burial-like Fusion Spells. Megadogshit crapply made trash like Fusion Destiny are debasing the game and makes me lose my will to be bothered with Yugioh as a whole. Fix it Komoney... 🙄
I actually don't mind the splash ability. Mainly cuz rogue and lower tier decks can also play them, but can see Des fusion limited and conda ban to kind of restrict it to heroes only
@@bl00by_ No verte is really poorly designed it doesn’t help predaplants nor actually incorporate any actual strategies from predaplants outside of a arbitrary dark changing effect that predaplants don’t give a a shit about and would of preferred if it spread preda counter. There also issues with that card needing generic materials and not even at least dark monsters
Personally, generic extra deck monsters are the biggest problem Imo because they are generally too good and "kill" a lot of the flavor an archetype might have had otherwise...
Strong and Generic ED monsters need to exist because Konami doesn’t have the time to give each archetype its own strong ED monster(s)
@@DoggoDoesStuff1 That's not a need to exist, that's an excuse to exist.
@@DoggoDoesStuff1 They have the time, they're just too lazy to do it....
You could add some more images and timestamps to this too. Makes it easier for viewers to keep track of what card it is
While interacting with the Deck is a very powerful effect, what makes it so nasty is that YuGiOh has no pacing mechanics outside of a single normal summon. So, every card that you can interact with is a powerful resource gain. Red-Eyes Dark Dragoon likes having normal monsters as materials, but if the monsters get sent to the deck as cost, even that is a benefit. You have Eternal Soul, or any number of other Red-Eyes cards that get it back from the grave. Anything that pulled from the deck for a fusion summon probably should have sent the cards to the banish zone first, before power creeping in to the GY.
I even think that Red-Eyes Fusion has its restriction to make it not that bad... if it wasn't for the fact that Verte bypasses it, as long as it's the last card in the combo.
I'm actually on board with generic materials, and the ability to use non-archetype cards to boost up other decks though. Being able to find weird synergies, like Darkness Neosphere in Burning Abyss, is what makes YuGiOh enjoyable for me. And honestly, I like Verte as a universal tool to use Polymerization from the deck. I just wish that it was *only* Polymerization. Rather than having 20 different Fusion enablers for different archetypes, save the artwork and naming team some slack, and make a universal tool to help out. Especially because, if you were in the prime Link Era, when it first came out... we didn't have all the link monsters to make every deck work, let alone every attribute.
It's not so much just the generic materials, but the cards that are generic are too strong.
Cards like red eyes Fusion have been around for more than 5+ years. It's become a problem only because of the existence of BOTH Anaconda and Dragoon.
I agree. Accessing your deck in a card game is such a powerful effect. The way I view it is: your Deck is what contains all your possible resources while your Hand is what you have direct access to. As power creep settles in, it eventually gets to the point where the Deck is simply an extension of your Hand. Yu-Gi-Oh! is a prime example of this. There are SO many cards that grant direct access to cards straight from your Deck that it may as well be considered a second Hand.
As a counter-example to this, I feel the Digimon TCG does a great job at handling this mechanic. Any card that allows you to fetch cards from your Deck (in Digimon) do so in the following way: "Look at the top X cards in your Deck and add Y to your Hand". This is a contained effect and there's a built-in limit to how powerful the effect can be. Not only that, but the big difference is that you can't directly search ANY card in your deck. The fact that you can only take from the top few cards of your Deck means that it essentially just speeds up your Deck by letting you draw a card a turn or 2 earlier than you normally would.
I think Verte is one of the cards that are way too generic. Definitely I would say a requirement to summon it is, 1 predaplant monster and 1 dark monster or something.
At this point (its been like this a for a while now), its a catch 22 for konami. If they make decks that are too restrictive or doesn’t have 1 card combos, people would complain and say its trash. If they made good generic cards, people would find the easiest way to abuse it (theres so many cards in the game that someone will find a way to abuse it in ways not intended).
Bottom line, there shouldn’t be cards that completely lock your opponent out of playing the game.
Rhongo which is banned in the TCG but not OCG… but to see it unlimited in Master Duel beats me. If Konami would stop making certain boss monsters that are unaffected or immune by card effects, or have infinite negates it would be fine.
The fact that we pretty much have to tech in Nibiru/Droplets and Kaijus to get rid of pretty much troublesome monsters that omninegate and are immune to everything is annoying.
@@GamingLovesJohn STOP PLAYING MASTER DUEL, AND JUST PLAY YGOPRO! MasterDuel is BROKEN.
As long as Konami makes money from Yugioh, the game will continue accelerating and evolving in the current way. Best thing they could do is support legacy and alternate formats officially for the more casual and old school players.
Cards guaranteed to see a banlist:
Cheat out summons from extra deck.
Generically copy card effects.
Cards that summon from deck generically.
How about some more Ritual support.
Konami: Nah, lets print more cards that send cards from your deck to the GY.
Summoning from the deck is only an issue when it is generic, then everyone abuses it. When it stay within Archetype then no one cares, like Abyss Actors or Unchained who's entire card pool special summons from the deck. Verte without Red Eyes Fusion or Destiny Fusion wouldn't even be a problem, Verte just adds consistency to those strategies.
Something about the look and feel of this video is so sleek. You've been slowly upping your game with the aesthetic and your content is insightful as always. Awesome work
During Master Rule 4, Link Monsters should never have received effects. The point was to slow the game down and create back and forth interaction.
I think you've missed the point here. Fusion summoning from deck was perfectly fine for those weak archetypes. They usually have a failsafe that is to keep you locked in that archetype/attribute etc for the rest of the turn.
What IS outrageous though, is how Verte was designed to outright bypass that. Its overly generic.
If Verte was somehow locked to its own archetype:
only Heroes would've been able to use DPE, only DM & Red-Eyes would have Dragoon etc
Honestly the worst thing about verte that most people either don't realize or ignore .... *verte doesn't even help it's own archetype* and not in a "still not good enough kinda way" might as well not even be a predaplant kinda way
I do find it interesting you have an issue with interactions of cards with the deck, yet you feel that floodgates are perfectly fine (from your floodgate video). I feel they are problematic for equal and opposite reasons: one freely gets you resources to play the game with little downside, the other prevents the use of your resources and you can't play the game.
Floodgates works best on pure archetypes. If you're dumping multiple attributes, monster types, heavy reliance on card types(such as spell/trap) to play your game it's a no brainer that floodgates will be your biggest bane. They don't have that same impact on the user because the user's approach to pure archetypes doesn't get punished that much.
Yes I agree, floodgates are the most toxic aspect about yugioh, ,but cards that interact with the deck are right behind it.
decks the community tend to really hate are decks that spend 20 minutes on a turn 1 just juggling resources and exploiting poor balance of cards to make advantage and a turn 1 win.
throughout time people almost always enjoy tempo archetypes that are designed to be mixed with various play styles and put into many things, examples Tri-brigade, Metalfoes, Zoodiac, Zefra, HERO, Orcust Etc of similar lines of archetype design.
where the tempo aspects of an archetype gets completely overwhelmed by generic accelerants is where we come and find these problems examples, Verte, Hailquanx(Needlefiber) Fusion destiny, Neos Fusion, Electrumite, Brilliant Fusion, Red-eyes Fusion, Mecha Phantom O-lion these cards are very generic but where designed to be tempo cards in their respective archetypes but again too much generic text.
While floodgates are annoying to play against, they are also one of the few bastions left that prevents every deck from just playing 25 extenders and 15 hand traps/board breakers.
How is that interesting deckbuilding in the least? You can't just ban everything that you don't like.
@@Avermra also floodgates are much easier to side against and need to actually be drawn as opposed to extra deck monsters. To counter extra deck monsters you need hand traps which are not searchable. So I don't get it when people say floodgates are worse when you have to hard draw them in the first place as opposed to just making a link 2 with 2 monsters lol
I also don't think Konami should stop making card that summon monsters from the deck. Many card games have this kind of effects. Magic for exemple has many unbanned cards that play permanents from the Deck, but are balance in the fct that are high cost or need to sacrifice something in orde to activate. YU-GI-OH also need high restrictions if want to create cards like this.
Summoning from the deck is the source of a lot of combo decks that go on forever, like madolche. I think it’d be really cool if Yugioh could keep combo decks at the same power level while reducing turn time
I remember some 10-odd years ago when I was first learning the ins and outs of the game through one of the GBA games. In an era where Fusion Monsters were all that could fill an extra deck, I went up against Jaden, who came at me with a combo of Future Fusion and Miracle Fusion. Separately, these cards seemed fairly balanced. Generally stronger forms of Polymerization with trade-offs. The first requires you to wait two turns before you get your Fusion Monster and has the potential to be destroyed before it goes off, and the second requires you to set up your field or grave with monsters and banish those cards from play. However, when both these cards are used together, it bypasses both downsides and allows a two-card Fusion summon of any monster of your choice.
I find it interesting that with modern-day Yugioh, as combo-heavy as it's gotten, a one-card version of this combo is still seeing great success.
How else are fusions supposed to be viable if we can't fuse from the deck? We have cards like Moye which is a 1-card synchro 8 or Longyuan which is a 1 card synchro 10. There are plenty of engines that improve summoning types like ritual summoning used to be terrible and they added a bunch of support like impcantations, drytron, etc which made the ritual summoning mechanic a lot more viable. Without something like this to support the old summoning mechanics, they would never be used right? Like, I agree there's too much searching or summoning/milling from the deck but it's so entrenched in yugioh now it feels it's just too late to go back. But we can't focus on just fusing or whatever.
There’s a reason Last Will is never coming off the banlist. It is probably the most generic card in the game.
I'm just going to make a list real quick.
Knightmare Mermaid: summoned from the deck to make full Orcust combo in any deck that can summon 2 monsters. Banned.
Verte Anaconda: copies any fusion spell by milling it and in ways circumvents intentional restrictions (such as Red Eyes Fusion). Banned in OCG.
Salamangreat Miragestalio: Rank 3 that summons from deck, making it neutral advantage and toolboxing Salad deck, plus that bounce effect that could make it neutral when used at Link material. Banned temporarily.
Brilliant Fusion: summons Gem Knight by milling materials. Lead to tons of different decks unintentionally having an extra normal summon as well as multiple pluses. Even the spell being continuous could be abused in some strategies. Banned.
Rescue Rabbit: summoned 2 monsters from deck. Vanilla monsters. Still warped the format at the time and lead to at least a limit to 1 copy per deck.
A HERO Lives: summons a HERO from deck at cost of half your LP which never makes a difference. Limited on the same list that unbanned Stratos who also adds from deck.
MXSaber Invoker: Generic Rank 3 that summons from deck. Used with generic Rank 3 engines to spam out Zoodiac combo for free. Banned.
Spyral Master Plan: adds several cards to hand from deck but considered too difficult to use because it was hard to summon (the balancing restriction). Spyral Double Helix fixed that by summoning from deck or graveyard. Magicians Souls, a DM support card also had accidental synergy and brought Spyral back to competitive status. Banned soon after (kinda like all the tuners that got banned for Needlefiber).
Union Carrier: equips monsters to monsters from deck. Was very good before being essential in Drytron combos. Banned.
Summon Sorceress: summon from deck but negates effects. Powerful Link climbing card. Banned.
Denlong: abused by spamming a counter trap that triggers more advantage upon resolution. Too many pluses from deck and happened to facilitate VFD. Banned.
Ib: Denlong 2.0 that meant instant generic pluses from deck. Banned.
Performapal Mokeyboard: highly searchable good scale and a pendulum effect that got your other scale from deck with no restriction. E-Banned.
That Herald of Ultimateness card... anytime i see the opponent play that card on the field i just quit mid turn. Any card that negates everything i play.. whats the point of even playing
Use solemn strike, they cant respond.
Super Polymerization, Dark Ruler No More, there are things that can do away with it easily.
@C.O.V.I.D. Certificate of Vaccination ID super poly, solemn strike, solemn judgement, dark ruler, dimensional shifter,
The odds of not drawing any of those is unrealistic.
If you are legit not drawing them then that's on you, Herald is resource heavy, and requires discard fodder to work. Banning Eva practically killed the card
I think it'd be nice if you put a quick image of the card up that you're talking about. Makes it easier for people to follow along
When I was first learning this game last year, generic extra deck monsters were one of the only ways I could contend with my veteran friends (especially when I was using very budget decks)
Just me struggling to get wins while using preda to summon millennium eyes restrict....if preda gets band I will sadly have to retire my favorite deck.
How do you feel about something like ancient gear fusion? Where you need a high level hard to summon monster on the field to fusion summon from the deck?
I'd say Ancient Gear Fusion is a balanced card despite using the deck for materials because of its Golem condition.
I personally think that Konami is chaotic evil and that all these broken effects and combos are here to stay. I think it could partially be their way of driving up new card sales seeing how the Yugioh card value is generally based around new cards being expensive and old cards being worthless except those with artistic value. I think they want to ban a card then release a new one with essentially the same effect and be like "oops how did this slip through, I guess you better buy it quick while it lasts". Idk as much about the history as y'all but that's what it seems like with my limited knowledge
"You can send Dasher and Celestial..."
Malicious and Denier: Are we a joke to you?
I DON'T think *Shaddoll Fusion* should be banned.
Deskbot 003 is fine since it pulls only Deskbots and it requires the very limited normal summon condition, something that kind of goes underutilized by modern plays. Even Deskbot 004 has the strong "deck to grave" effect, however it's also limited to only a battle that it's involved in.
Loving these Paul... honestly hope you never stop youtubing
u shoud do this more interactive and put the image of the card while talk abouit and a mini clips of duel whit it ...
One card combos that lead to locks/floodgates are the big problem.
cards being so generic is really starting to hurt yugioh. verte being a prime example its neither got archetypal materials or can only summon monster of its archetype. synchro support also often ends up supporting the best synchro of its level rather than what it was intended to
God I’m tired of people complaining about verte. Y’all want everything to be banned when almost every card in the game has counter to it SMH.
The problem I see with fusion from the deck is more the monster that doesn't have a problem with the drawback (being destroyed at the end phase or the next one) like Dragoon or DPE who play with destruction. But then, same thing happen with Instant fusion who let you fusion summon without materials. And some monster that play around as well with useful effect in the graveyard.
Now, using the deck doesn't bother me (since it was already in place when I start playing yu gi oh). It quickens the play, the game revolve more around skill instead of luck of drawing the right card at the right time. Come back are more frequently and there is more suspense.
Now I see some issue in modern yu gi oh, floodgate and omninegate for example. For the fact that the game became more about not letting your opponent play the game (scythe which lock you from the extra deck, Lyrilusc Robin which can bounce many monsters, protos or king of true calamity, both banned for not letting the opponent use their monster effect or summoned them etc)
The duel shouldn't be played over rolling a dice or flipping a coin.
It is interesting to have a challenge that feels like needing a lot of effort and reason to overcome, but the players need a little more help from the game itself to beat the challenge, ,mostly extra draws so if you have the solution in your deck you can hope to draw it, in the case of scythe, having a play that involves monsters from the main deck so you don't have to relay on the extra deck alone, but also in that case there are decks that work mostly around the extra deck and synchro monsters in particular use to have materials that are weak monsters so it just gets annoying instead of feeling like a challenge, it is also possible to negate scythe with a quick play spell, that might the be the best choice for the current game.
Some say its ED monsters summoning from deck, others say its generic cards sending certain other cards leading to people playing garnet-esque engines they otherwise wouldnt, others say its generic negates. It realistically is none of the above exclusively but how all these moving parts combine to create insane advantage engines thats the problem, you see this with the pile decks that are currently meta, people just playing 40-60 card good stuff with the ED tying it all together to make it incredibly consistant.
You should really have the cards pop up on the screen when you talk about them
Every generic Link-2 with an effect should either be Banned or get an Errata to make it non-generic.
I understand how ya feel. Definitely agree that the cards that can get things from the deck can be problematic. Searching for a card to put to hand and deck are fine, especially if they are specific or are for an archetype. If Konami wants to make new cards that can play cards in the deck then there should be limitations or of course be specific for an archetypes. They have done it before with DDD Gilgamesh being the best example on how to do the limitation, as well as Blackwing Simoon, and Fire fist tiger king. There is bias since I play against and used these cards , so I appreciate what they do for their archetype. There should be a condition , cost , and or a limitation to cards that can search or play cards from the deck.
I can't lie, I absolutely abuse the exact problem you're describing for my rainbow neos deck. The ease of getting 2 HEROs on the board together if I don't draw unto a neos fusion is kind of hilarious
Idk I feel like the single biggest problem with yugioh right now is cards that lock your opponent out of playing the game. It's not exactly fun when the game revolves around who goes first. Oh, and Link Monsters in general seem to be way too powerful and easily made.
Especially cards like access code talker can let every deck make an OTK
@@kindlingking No but verte is
@@kindlingking dpe is a single card removal, apollousa has 3 monster negates in 1 card
@@haz9472 If you think apollousa is a bigger problem then DPE then I genuinely question if we’re even playing the same card game
@@haz9472 Okay, but that Apollousa required 4 monster investment (also a Ghost ogre kills it AND makes its negate fizzle if chained to).
Totally agree there's a huge difference from someone playing an actual shaddoll deck and activating shaddoll fusion from hand and making a Verte to send 3 bricks.
Cards like e Tele even foolish burial and other powerful tutors or foolish effects are fine until they enter the extra deck that's when u can define strategies relying on that foolish every game and always having access to it.
We all still play foolish in decks where it can act as a combo piece or extender but the second I tell a player they always start with a foolish in hand is when you can start toying with degenerate shit in your deck
“Special summoning from the deck is a problem”
Me: laughs in Dustons!
The problem realistically comes down to generic extra deck monsters that have theses effects, there’s no reason Verte should be generic fusion support for every deck in the game when it should just be used to support its own deck. If it only allowed for the summon of Predaplant or Venom monsters via its effect the card would be ok
For perspective in magic cards that search the deck for generic things are referred to as "tutors" and are very expensive as if someone is using that card they are prob going to end the game with it, and now I realize that the core of what makes a yugioh deck good is a shit ton of tutors.
I think the big deal is how easily they search/spec from deck, how easily they can start a huge combo, and how you can search out a search. Searches always existed but they were floaters, they had to be sent from field to GY and could miss timing, they had to be destroyed by battle to search, etc. Powerful cards are just fine in the game, but the consistency and ease of summoning are kinda what makes them busted. Link summoning conditions are so easily met for huge impacts and extensions especially.
"old man yelling at clouds" moment, but extending was something that came at a cost and was risky, and also was easier to stop. Hit the tuner to stop a synchro, hit the monster of the same level to stop an xyz summon. Links just kinda provide a stopgap in being incredibly easy to summon. Even if your main play was a synchro/xyz summon, links are still available and you can still do something.
"interact with the deck" I absolute agree is semi problematic, but I think a big one is the recent trend of "effects cannot be activated in response" and it gets even worse when those cards are also behind a huge paywall.
I use Ogdoadics, so I get to use Water Lily and Snake Rain. Most of the time, I open with a Snake Rain, but once in a while, I'll open with two copies. It doesn't happen often enough to matter, but getting at least one can allow me to start "tribute climbing" into Amunessia and/or Aron.
But I will say, if Snake Rain was searchable, you bet either it or the card that can search it (or both) would get knocked out.
I agree for the most part and the more generic it is the more toxic for the game it is. I want to highlight Lunalight Fusion as a way I think this becomes a lot more balanced. It is the Lunalight Archetype fusion card and it *IF* the opponent controls an Extra Deck Monster you can use Lunalight Fusion to use *ONE* of the Fusion Materials for a Fusion Monster straight from the deck (or extra deck). This is super useful to Lunalight's because their Boss Monster has a Fusion Monster as one of its materials so this card lets you skip one fusion to getting her out and can only be used if your opponent already has a board presence, not to mention Lunalight Fusion Monsters are definitely not bad, but they're by no means unbeatable or unpoppable.
Quick effects, any sort of search cards that basically with zero to very small cost. The list comes on.
I've only been actually playing Yugioh for about a month solely because of Master Duel, but it seems like the problem is a byproduct of the game just getting faster. If Ash Blossum existed 20 years ago it probably wouldn't have been that useful. Nowadays, if a deck can't trigger an Ash Blossum in any way then it's probably a really bad deck. You're *expected* to be able to dump something straight from the deck to the graveyard or spit something out from the deck to the field. It's like how special summoning is hardly "special" anymore because you're supposed to be able to special summon a dozen plus times in a turn.
I think sums it up best for me.
The game has gotten too fast that it has little chance of being enjoyable.
If a card like Mystic Mine had existed early on no one would've complained as there were many options that were available. Same with cards like Skill Drain. It was once the meta focused more on special summoning or adding to the hand/sending to the graveyard that I think most cards became a problem. The game was evolving so fast that unless a card generates significant advantage its not considered playable.
This is evident in Master Duel a lot with how one can summon into boss monsters in one turn now. I'm pretty decent at best and even I abuse the Link summoning mechanic often and either winning if my opponent has no response or losing if they even so much as Ash a combo I was going for.
Personally I find the game super enjoyable still. Fun is subjective, and “too fast” for you might be a good speed for someone else
I think the problem isn't the interaction with the deck itself, but it's ease of access and/or it's lack of restrictions; it's spashability in a sense.
For example almost every main deck unchained card summons from the deck on it's destruction, and yet the deck isn't bad, but not super strong. And I my opinion it's because
1- They only summon unchained monsters and you can't summon their 'main deck boss' multiple times in a turn
2- Their summon effect isn't easily accessible for most deck as you need to destroy your own cards to start their combo
It's true that these kind of effects can be very powerful but what makes them broken is their splashability I think, so that sort of effect is fine but only on a main deck card or a really non generic ED monster (the musketeer link for example)
It to boil down to "It depends on what you can do with it" imo. Foolish Burial's been limited since forever because it's too strong to be allowed to be consistent, while Snake Rain's peachy at 3 because even with Ogdoadics and other modern Reptiles, sending 4 from deck to grave is good but not broken simply because Reptiles by themselves don't have the ability to abuse "send 4" the same way the entirety of the collective card pool can find a way to abuse "send 1". Half the Ogdoadic deck has a foolish effect and it's slightly insane but it's still only mid-tier because it's easily disrupted and it doesn't end on the most threatening or degenerate endboard, arguably unless you're going into the Zer'oll lock, which dies to any monster removal that can hit Links.
Ease of access is certainly another factor and I'm pretty sure the only people who disagree that Verte should've required "predaplant" monsters rather than "2 Effect monsters" are those who crutch on it a little too hard. Particularly since Predaplants already have an engine that sets it up in Scorpia -> Cobra -> Ultra Poly to fusion & recycle the materials, which can be the predaplants, setting up to link into Verte. That engine used to be popular too, at least the monsters did, but then Verte came out with it's "lol use whatever" material requirements and ability to do the same thing as well as or arguably better than the old engine without even needing to occupy the main deck and be drawn into. It actually reminds me of a video from Dzeef years ago about "Did Raffelesia kill the Traptrix engine?" where Raffle does what the engine does comparably well but without needing to use as many main deck slots and being a generic material Rank 4.
I think in masterduel, tri-brigade zoo is the best example of the strongest mechanic: the ability to bypass extra deck summoning mechanics.
One card should not equal a link 4 so easily. Lots of normal summons require a combo like halq to make a link 4. But having two to three monsters each turn that can put link 2-4 bodies on field for their effect is insane resource advantage. Same thing with zoodiac. And to some degree, link 1 monsters.
Funnily enough, the closest thing pendulum can do is use other ED boss monsters or maybe one card scales.
Verte does the exact same thing, bypass the 3 card requirement for fusion summoning.
I would actually be ok if they made a ritual generic monster. Drytron and megalith don’t cut it.
I don't mid summoning from deck, but Konami should make them have their effects negated
What's with cards which have a gy effect?
What did Magistus do to you? The answer of course being literally nothing and showing why blanket effect negation on a deck summon is unnecessary.
Limitations on what can do such summoning, what types/archetypes/attributes can be summoned using the effect, and what types/archetypes/attributes can be summoned after however...
There's a reason Magistus' Zoroa Synchro (an ED effect floodgate that can even reborn itself) and DPE, despite releasing in the same set, are heavily powergapped and it's not because of deck interaction since both archetypes can do it. No, the difference is that DPE has several generics on it's side, where Rilliona XYZ and Synchro Zoroa in Magistus are not.
Technically, you are interacting with a certain kind of deck, your Extra Deck, a lot in most duels, it's just a matter of if it is too easy to do it and doing it into ridiculously long combos. Heck, there was a Master Duel where a guy basically drew most of his deck out with T.G. Hyper Librarian (which I believe is limited) and Formula Synchron, recycled the cards back with Pot of Avarice, and ultimately had 4-5 Majestic dragons (3 were Star, the rest were Red) and the opponent could barely do anything when he got to play - all this on the first turn! I think limiting the types of monsters along with the number of times certain effects can activate does curve down the power, that and that you have less card advantage in the case of a Garnet being in your hand.
Yugioh: *Has 15 companions*
MTG: *All Traps are hand traps*
I agree, i stopped playing physical yugioh because how many times per turn i pick up my deck, and even if i waited to shuffle my deck at the end of the turn (or before any drawing) i just simply got tired of picking up the deck constantly.
One thing that I feel is a problematic effect type in the game is actually cards that copy the effects of other cards. They either lead to broken interactions from the outset (Supreme King Dragon Starving Venom and Predaplant Verte Anaconda) or limit card design due to any slight shift in the cardpool potentially leading to a broken interaction (Gem-Knight Master Diamond). Lapis Lazuli, which is supposed to be kept in check by the "you can only summon Gem-Knight Lapis Lazuli once per turn" clause, is completly abusable since you can summon three Master Diamond. They limit card design in the future, almost always lead to broken interactions and FTKs, and their main purpose is just to get around the limitations cards have baked in to keep them in check because the designers knew there needed to be limitations. This right here is the most problematic effect in YGO in my opinion and there's tons of overlap between these and the cards you pointed out here.
copying card effects should not be printed anymore with out heavy resricitions. since unless they keep it archetypal or steal effects of opponments monsters its be broken at some point later
@@randomprotag9329 And sometimes keeping it in archetype isn't enough. Gem FTK is all in archetype.
Even if Foolish Burial read "Pay half your life points, then send one monster from your deck to the graveyard. Also, you cannot conduct your Battle Phase the turn you activate this card," people would still play it.
I feel like those cards were placed to put fusion summing on par with links and synchro and xyz cuz on how easy it is to summon those monsters if red eyes fusion didn't exist it would be harder cuz then you have to wait for poly or other ways cuz it's super easy to xyz summon with some monsters that just special summon themselves and another monster or let you continue by letting you search the deck in my opinion those cards help you fusion easier and I don't see that a problem if you wanna run fusion monster type deck
this is just a instance of the "generic card problem". A card like Isolde isn't as broken when played in noble knights but in any other warrior deck she becomes very very powerful
Konami better not THINK about touching my best friend Luna Light Perfume
all the stuff that you don't like about this game are literally the things i Love about it.
the reason i started playing even.
I would be okay with it if you would have to meet a condition to send the material from the deck, something similar to the thing they did with shaddoll fusion.
And I'm personally fine with cards which send or special from the deck aslong as they aren't generic, cards like elpy or summon sorce were only broken because they were generic. (Halq is the only card I can defend here, since halq isn't that crazy, it's the tuners which are the problem. Stuff like Steam the cloak or O-Lion just scream to be abused.)
I feel like the cost needs to be balanced on a lot of cards. I'm playing Dark Magician and all the "from deck" effects really carry the whole thing. But despite that, now that I'm reflecting on it, he has a point. The "from deck" effects should have higher costs and more restrictions.
I'm just waiting for Konami to start reprinting everything with new consistent text. I still like all the mechanics and I don't see an inherent problem with keeping everything we have. But the power creep is really hitting hard, what's the point in keeping all the cards if literally 70% will never see tournament play? I think being more specific about materials and higher costs would do a lot of help. Also; I know it's unpopular but maybe restrict special summoning or add more "can't special summon other monsters this turn" costs, just slap that on any card that's getting abused.
Magicians Soul lets you summon DM from the deck. Cool! But if you do, you cant special summon anymore this turn. Neutered. There's a ton of cards that could be fixed with a simple adjustment in cost.
I believe cards that add something from your deck to hand are okay as long as it fits an archetype and can't just use it in any deck besides Gold Sarcophagus and Different Dimension Capsule since it takes a few turns to add to your hand. However fusions summoning using monsters from the deck I do find problematic
I'm not saying you're wrong, I agree for the most part, but what is your opinion on a card like Lunalight Fusion? It is *able* to use 1 material from the deck, and only if your opponent has an extra deck monster on the field. Keep in mind that their boss monster requires a fusion monster as fusion material so normally to get the boss out, you'd need to perform THREE fusion summons.
It's restricted to the Lunalight Archetype which fits the archetype like you said, it has a restriction, and it only allows 1 card from the Deck (or Extra Deck).
@@JohnWhite-ms5wr After looking at it, I guess there are a few exceptions when it comes to using monsters from the deck for fusion summonings as long as it's only one monster under specific conditions for an archetype. It's just when you only need 1 card to fusion summoning a powerful monster with no restrictions or expense that I find too much
I'd say that Ancient Gear Fusion isn't a problematic card despite fusion summoning from the deck, since it requires a Golem on the field as material to use materials from the deck. Ancient Gear Golem can't be special summoned either, so the only three cards I can think of that can get it out easily are AG Howitzer, AG Catapult, and AG Frame.
After fusion cards like these were made, Drytron was made, which is an entire archetype that broke a whole bunch of fundimental rules of the game, such as how ritual summons work.
It'll be hard to not see them keep this trend up. I think YGO forgot what game it is sometimes.
Honestly one mechanic I absolutly hate is sending for COST from deck. Cards like lunalight tiger is always right for abuse since the actual effect doesnt matter usually.
I also dont like the splashabilty of recent cards, it really makes decks repetitive, sure maybe your versing a adamancapater or a phantom knight. But their end board is the EXACT SAME, so it basically doesnt matter the fact your versing a different deck, that can be chalked up to how generic extra decks are nowadays.
I will agree halfway with you. Some decks need the Deck mechanic. Impcantations for example are a support type to one of the weaker Card Types...Rituals. They pull from the deck and dance about and aren't broken.
I do agree that Fusions dealing with the deck need removed.
However, I would argue the real issue with Yugioh will be Negates and Indestructible effects. Now if you don't play Solitaire for 5 Minutes playing 42 cards and effects on turn 1 you Lose. Because the Opponent will set up a board that Negates your turn or can't be removed. This is compounded by the free reign of generic Links and others.
Which is one reason I think Scythe is great. It punishes Combo Players heavily and forces them to revert to TRUE Yugioh...Boss Main Deck Monsters.
You're entirely correct. Look at the blue section of all the banned cards and every single one for the most part is either: too generic or searches/summons or both.
I think that interacting with the deck is one thing, but the next level of that is extra deck monsters that search or summon from the deck. You literally never have to draw anything specific. You just open extenders and then you get access regardless of what you draw. It makes top decking and "the heart of the cards" moments irrelevant when you can do the same line of play basically every game.