There's a dude who does these kinds of guides regularly for TCG decks, they usually talk about the most common choke points and try to stay brief enough to cover 10-20 decks for a big format shift, then update a few more times during the format as new lists and decks get introduced. For Master Duel that's a bit trickier to do though since Formats can change as often as 2-4 weeks, and one of these guides can take a while to set up a base "dictionary" for. And there's also the added challenge of timing Maxx "C" to try to unbrick a weak hand, which is something the TCG hasn't had to consider for a while. It's a good thing that was explained during the intro since that nuance isn't going to be relevant to the TCG until they get their hands on the second Mulcharmy(the first should be dropped blind in order to even have a chance at draws from it most of the time).
One tip that works for me (around 80% of the time and not maxx c) is to keep your hand traps for as long as you think you can, instead of just shotgun it. Most meta decks will often be able to play through 1-2 hand traps, so unless you know that they absolutely brick try your best to keep your hand traps longer.
For the umpteenth time, Nibiru is live when FIVE MONSTERS HAVE BEEN SUMMONED that turn! Compare this card to *_Summon Limit,_* which prevents you from summoning more than two times. A Pendulum Summon of 5 monsters can immediately make Nibiru live, but you are still able to Xyz into Bagooska under Summon Limit.
Ogre and Belle are very situational so the best way to know when to use them is to gain a lot of experience so you know where your opponent is going with their combo. In Snake Eye for example you can stop both Flamberge and Promethean Princess, but which you would choose to stop is based on the state of your opponent’s board and sometimes what your own hand can play through.
In case you were wondering about that comment I left a little while ago, I was ready to sub on patreon but I got really busy with work and wasn't playing as much master duel and as my luck would have it not long after I completely broke my right arm at work, I'm right handed....so I'm not playing a whole lot right now either. But I'm still happy to watch and learn for now.
With this hand trap knowledge and any deck that is rogue or above, diamond is guaranteed. Most of the time opponents will just surender if you handtrap them properly.
I would say don’t just learn about the weak spots in a strategy and always rely on them. Read the cards, think about the game state and the position you want the game to move towards. I think this really applies to when u have multiple handtraps. Say u have ash and nib against snakes. Sure using ash against OSS or ash or oak’s 2nd effect, but what if u negate popular’s search to stop them getting temple. Then u can drop nib or force them into a weaker combo, which they will most likely fail since nobody properly knows the deck (at least on ladder). It’s easy to hit the obvious choke points, but it’s also good to think of different opportunities as well.
About Branded you also should ash Branded in High Spirit, And mathmech, Ash small world and cynet mining is pretty good. You dont want mathmech have circular and one hantrap like Ash or inperm doing nothing vs mathmech
There's a dude who does these kinds of guides regularly for TCG decks, they usually talk about the most common choke points and try to stay brief enough to cover 10-20 decks for a big format shift, then update a few more times during the format as new lists and decks get introduced.
For Master Duel that's a bit trickier to do though since Formats can change as often as 2-4 weeks, and one of these guides can take a while to set up a base "dictionary" for. And there's also the added challenge of timing Maxx "C" to try to unbrick a weak hand, which is something the TCG hasn't had to consider for a while. It's a good thing that was explained during the intro since that nuance isn't going to be relevant to the TCG until they get their hands on the second Mulcharmy(the first should be dropped blind in order to even have a chance at draws from it most of the time).
One tip that works for me (around 80% of the time and not maxx c) is to keep your hand traps for as long as you think you can, instead of just shotgun it. Most meta decks will often be able to play through 1-2 hand traps, so unless you know that they absolutely brick try your best to keep your hand traps longer.
this community NEEDED this
You're so goated for this. Ty for looking out for us noobs.
This Video is about to blow up
For the umpteenth time, Nibiru is live when FIVE MONSTERS HAVE BEEN SUMMONED that turn! Compare this card to *_Summon Limit,_* which prevents you from summoning more than two times.
A Pendulum Summon of 5 monsters can immediately make Nibiru live, but you are still able to Xyz into Bagooska under Summon Limit.
30 seconds in and I'm already loving this video 😀
Legend for making this video!
Im having more trouble knowing when to mourner, ogre, and belle than these popular handtraps. No body talks about them because they are not popular
yeah, because they are not THAT good, but still viable.
I myself Used mourner alot in Pure Snake Eyes format, because it was so powerful agains SE-Ash
Ogre and Belle are very situational so the best way to know when to use them is to gain a lot of experience so you know where your opponent is going with their combo.
In Snake Eye for example you can stop both Flamberge and Promethean Princess, but which you would choose to stop is based on the state of your opponent’s board and sometimes what your own hand can play through.
Thanks so much for this lex 💙
In case you were wondering about that comment I left a little while ago, I was ready to sub on patreon but I got really busy with work and wasn't playing as much master duel and as my luck would have it not long after I completely broke my right arm at work, I'm right handed....so I'm not playing a whole lot right now either. But I'm still happy to watch and learn for now.
With this hand trap knowledge and any deck that is rogue or above, diamond is guaranteed. Most of the time opponents will just surender if you handtrap them properly.
Those are holy secrets! Now my opponents will stop missplay
I would say don’t just learn about the weak spots in a strategy and always rely on them. Read the cards, think about the game state and the position you want the game to move towards. I think this really applies to when u have multiple handtraps. Say u have ash and nib against snakes. Sure using ash against OSS or ash or oak’s 2nd effect, but what if u negate popular’s search to stop them getting temple. Then u can drop nib or force them into a weaker combo, which they will most likely fail since nobody properly knows the deck (at least on ladder). It’s easy to hit the obvious choke points, but it’s also good to think of different opportunities as well.
With imperm veiler dilemma u also have to think about ttt and how detrimental it wiuld b to your board or hand
About Branded you also should ash Branded in High Spirit, And mathmech, Ash small world and cynet mining is pretty good. You dont want mathmech have circular and one hantrap like Ash or inperm doing nothing vs mathmech
I need zombie horus p.u.n.k deck ❤
5 mins i. To the vidieo and takling nonsence its allreay a com0licated game be easiet if u had less complicated vidoes or shorter into would ve better