I imagine the answer to "How many games would I win if I threw in a Mirror Force (or variant) just to throw people off?" is always going to be "More than you'd think but less than you'd hope."
I see a distressing amount of people who play actively bad cards and say "well pro players expect and play around good cards, they don't expect these bad cards so I'll throw them off and they won't know how to play around me at all". Like, no, fam, they're just gonna beat you cause your cards suck.
Also Hardleg's latest What a Deck, Machina Grind, makes a REALLY good case for Storming Mirror Force. Like battle traps aren't good for sure but man, he do be non-targeting non-destroying opponent's boards doe 🤔
I think with Mirror Force specifically, it might never go off. That said, I did play against a Mekk-Knight player who, for some reason, didn't have a single card that could pop a spell/trap on the field. I was playing Toons, and he had absolutely nothing that could get rid of Toon Kingdom. I also remember hearing a competitive player say: "Always run MST, no one expects it, no one is prepared for it, and it can win you the game."
The mirror force cards are great, as format assassin cards. If the format contains a lot of face up poping cards or a lot of monster negates, then you can win easily with a well placed storming mirror force. But if a lot of backrow hate is going around then having a card that needs to live until the battle phase to work is bad. This in turn means that when a backrow deck, like Eldlich is meta everyone will run backrow hate like lightning vortex or cosmic cyclone. Making the card bad
To be fair to Joey, he's a high school student living with his abusive father. The majority of the cards he used were cards he pulled from packs, and he likely didn't have the money needed to purchase singles to get powerful support options for his main monsters (Jinzo and Red Eyes). Not to mention that Kaiba mocking Joey for this is incredibly rich (no pun intended), since he can literally throw money at a deck to make it the best it can be. And still manages to lose to Yugi. Granted that doesn't excuse Joey's weird obsession with gambling in his biggest matches. That being said, trying to apply real life logic to anime logic just won't work. Sure Kaiba had the money to make a perfectly competitive deck, but the only monster he ever used more than one copy of was Blue Eyes, which, after Tribute Summons became required in the show, became far less usable, since it required two tributes or Special Summoning through Flute of Summoning Dragons, or something similar. And even Kaiba used weird cards. Like Gadget Soldier? Really? A one-Tribute Normal Monster who has less attack than Vorse Raider and Spear Dragon, and equal attack to La Jinn and X Head Cannon? I know the show was trying to keep a theme for the three main duelists, but c'mon. Kaiba might actually be a first rate duelist, but he's got a third rate deck.
Weirdly this world with desires. You are still in theory playing 40cards but an extra card to take the place of more important cards for being banished by desires
When you have 3 trap iron scarecrows and you hand consists of negating attacks. I’m 4 parallel universes ahead of you and 5 universes behind you at the same time.
I built my friend a new deck a while back and I kept in his iron scarecrows. I tried to convince him it didn't infinitely activate but he would pop them on every attack and I never ran spell/trap destruction back in the day. I still hate him for it
@@xbotscythe It's an easy mistake to make, my friends and I made it a lot back in scholl, but yeah the part where it says it sets itself after activation is important for the whole traps cannot be activated the same turn they're set (unless some other effect in play says otherwise)
"Know how your deck responds to hand traps" Me: *Flashbacks to every YuGiOh game I've ever played where my Six Samurai deck gets handtrapped and I have to pass turn after normal summoning once*
One mistake me and my friends used to do and I've seen others do is focusing too much on the archetype of their deck. You don't need to try and fit in every good to decent card of that archetype in the deck.
I still make that mistake with performapals lol only deck where i feel thats not an issue is superheavy samurais if only cause they dont like back row or non machines innthe grave
I think that there are a lot of players who don't realizing that comboing archetypes that work well together is pretty much always better than relying on a single archetype. That's why the best players would play Danger cards with Thunder Dragons, instead of just Thunder Dragons.
I play HEROs, (I know, very unique lol), I stick to strictly the HERO archetype but I try to utilize every type of HERO instead of just one of the HERO groups. That being said, I don't play any of the HERO traps because they're good, but not necessary, too slow, and only take up space in the deck
Hell as a really new player, building a ice barrier deck, even I know that there are ass cards there, especially ones that fit the decks style. Just took out numbing grub, to add, forgot the name, that dragon that increases levels. Mainly cause it works well against my group, and along side the cryomancer.
Honestly this video has really made me relook at my decks. I had taken a break since classes went online for me. I cant wait to finally try and make it to regionals
scythermantis this is where your wrong. If there was a deck out there that was super good and could top events just as much as adimancipators or eldlich then once the first person tops more will follow. But if they can’t beat those decks then there’s no reason he should make a video on them.
@@scythermantis "There's no real analysis there; it's the video equivalent of netdecking." Except that he also usually explains what the cards do in those top strategies alongside their tournament performance, which looks like analysis to me.
Woah, thanks for this tips man, I never built a deck myself because I mostly dont understand the actual yu gi oh meta, so I prefer to restrain from building and I mostly search deck recipes and see videos of matchups because I like the game itself, but I think with this tips I could try building some. Thanks again!
You really don’t need to go by the meta when I began building zoodiac at the beginning of the format it was very standard multiple hand traps and deck ratios but I began testing and found out there was a dweller drident combo that also ended on unchained abomination from testing you need to test viability of cards and what they can do to improve your deck test as many options and deck ideas as you can if they don’t work take them out and try another option
Back when I was playing YuGiOh more seriously than I do now, I would occasionally see a deck that topped and be able to confidently say "Eh, their deck doesn't seem that good." Then I'd scroll down, and instantly be like "Oh, their side-deck is fire! That's the reason they did well!"
I think it's super important for new players that you pointed out not only generally that you have made some of these mistakes in the past, but that you even specific examples of that. Well done.
I'm not going to lie I'm still collecting cards so I can try to attempt a future locals tournament. Unfortunately since the only yu-gi-oh gameplay I've got gameplay experience in is from Duel Links, I really do turn to these videos to try and figure out what I should try to get for a deck at some point in the future. I guess this is a long winded way of me saying tha k you for putting in as much time as you do to help people get better at this game
If you need more tips, try out r/Yugioh101! Really good tips for new players and if you need help, just ask. I'm not a mod, it's just really convenient.
I always love the finality of a Dzeeff goodbye. I pictured a factory filled with Dzeeff's and then after every video is recorded, it is pushed into a furnace and the consciousness gets re-installed via some central matrix and shifted into the next unit.
I'm a big believer that its better to have a deck that does 1 or 2 things really good and consistently as opposed to a deck that is okay at bunch of different things.
Cards you don't really wanna play but need to pull off some other effects you want. "Garnets" are how they feel, "Engine Requirements" are how they function. likey
The term "Garnet" has showed up OUTSIDE of yugioh to mean "cards you need, but don't want". "Engine Requirement" is a technical term, like "Win Condition", but using "Exodia" to describe any win condition is something that has become so prolific it's enter the lexicon of other card games. The "non technical" term is one more people are familiar with. Like how we call discarding form the deck "Milling" because of the Mill Stone from MTG.
Thanks for this. I actually needed this right now. I'm aiming to try and play going second Magical Muskets after a long hiatus of not playing (the quarantine isn't helping sadly) and have been debating on what the best side deck/ tech cards were. I think Dimension Shifter would be a good example based on your video.
Hi Doug, thank you for this video! I'm trying to get back into the game after taking a break during Master Rule 4 and the biggest challenge for me right now is just trying to deal with the overwhelming number of new cards and strategies that have surfaced since I played last. I'd love to see some type of "How to return to Yu Gi Oh" guide from you at some point with some tips for what to study and resources for relearning things.
Ok thank you bro amazing video. Now I’m going to take out supply squad in my sealed only series MACHINA deck. It’s very situational and a win more card.
lol Dzeef needs to play some Pot and Jar of Avarice several times and he'd backtrack the statement. Both are intended scrapping cards and basically an equivalent to a lesser Fiber Jar but both Jars are good when ahead or even behind in a game depending on circumstances.
That would break Yu-Gi-Oh in so many pieces, in Duel Links the mulligan skill they had to super nerf it, I know the TCG isn't DL, but I think it proves something
@@rescuerex7031 what exactly does it prove? It's fundamentally different. The point of a Mulligan system is to reduce the frustrating RNG instant losses when you have drawn piss poor. Especially in Yugioh where your opener matters so much it would be a very good addition and eliminate the instances of "oh I haven't drawn a Handtrap to interact with my opponent I guess I lose". If you increase odds of a good opener well degenerate strategies will still be degenerate and will have to be nerfed regardless-
@@rescuerex7031 see I don't know anything about duel links outside of the fact that it and real yugioh are vastly different and you don't seem to be the most informed on real yugioh so we are not going anywhere with this
DL is a different format, yet just by playing it i have learned most of these tips. The only big exception is side decking, as DL doesnt really have a built in side deck, and when also considering the smaller deck size, it is harder to find cards to remove from the main deck. The "engines" in the tcg are in themselves almost full DL decks, and the deck building changes as a result. The deck i am currently playing is one that i am only struggling to find decent counter cards for. I have battle traps, but with some of the key meta cards having limited ways to obtain for f2p players (combined with forgetting to sync my account and having to start fresh), and some more niche negates, options are more limited. On the other hand, melodious is the same deck that taught me what the ideals are when it comes to combo potential of a single card, with my deck having at most 4 brick cards, 3 copies of my extra deck gate (polymerization), and the other makes up for its brick potential by acting as a survive card that ONLY bricks if i am winning, in which case i did not need the card in the first place.
Garnet: Becomes such a ubiquitous concept, "Garnet" became a term used even in other card games Yugioh Players: Nah, let's stop calling Garnets "Garnets", and call them something more vague!
Part of a problem is that the more consistent a deck is, the less fun it is. That's why I always prioritized multiple paths to victory and combo potential over consistency.
"fun" is relative. Many people find playing the most consistent strategy available against an opponent with the most consistent strategy available to be fun.
Yeah, I just made a high% winning deck in Master Duel, but my decision making for it isn't super fun (or abundant) so I'm thinking of switching back to a muuuch worse rank 4 deck just so I have more play diversity, especially with the best of one format in MD
One of my decks was horribly guilty on the first count. It was a pretty paint-by-numbers Quickdraw deck except with two copies of Imperial Iron Wall to allow infinite Quillbolt Hedgehog respawns (well, that and shutting off a couple of decks which needed to banish). What was really dumb though was the one copy of Cannon Soldier so I could instantly close a game. Worst possible card to draw in any circumstance except a board of exactly tuner + hedgehog + wall. Funny when it went off though, as every opponent had the same blank 'huh' reaction after looking at the cards.
Important variation to #2: Thinking that that once you found the 'best' deck list you dont change it between all tournaments you go to. Even if you find a core for a deck that you really like. To have the best chances of winning you need to make a prediction on what decks will be popular and successful at each individual tournament you go to and change your flex spots/side deck to best counter those strategies. Bringing the same deck everywhere will literally never be the best option.
When you talked about the die roll and not always going first, and needing some cards for going second... I have a bit of a mirrored experience. Not as in "I always go first", because that's ridiculous, but as an avid player of playing blind second OTKs, _particularly_ Galaxy/Photons. Now, in _most_ situations, I'm able to pull the wool over people's eyes and get the desired position of going second. But because of how heavily geared towards going second my maindeck is, the moment I'm forced to go first, regardless of whether or not my opponent has their own blind go second strats or not, I find I'm not able to make as impactful a board as I would have if I had gone second. Now, that's a bit of an inherent weakness of Galaxy/Photons and a few other decks I play, but especially when I fight other blind go second decks, _particularly Dinos,_ I find myself doing very poorly, even if I'm going second, and have to accept that this is just a weakness I'll have to accept, because unfortunately the build I have is as streamlined as I, personally, without speaking for others, am able to make it.
One of my favorites back in the day was a Paladin of White Dragon Deck. Very high risk, high reward, because I ran it with three copies of Sonic Bird, so I could search out the ritual really easily, but I didn't have a good way to tutor the Paladin itself. So it had a slightly higher rate of bricking than most decks I ran, but other times I could get seven summons and three Blue-Eyes on the field in one turn, which 20 years ago was not as common as it is today.
This was a very helpful video for both casuals and competitive players, though more focused towards casuals beginning competitive play. To seek more deck building advice, what constitutes the number of specific cards in your deck other than the ban list or just 3 of a card that's good? I find myself always thinking of this when it comes to building decks on a casual level, such as Agents or Heros.
Something I’ve started doing if deliberately going second to see if I can play through a board, and still make a come back play. Not all decks can do that but I think it’s a good thing to always test out
This has taught me quite a lot about my building habits and some building styles that kinda can't be changed. Playing Dragunity since HA, I've run into a wall when it came to building. You need so many cards in its own engine that it becomes borderline linear and hard to put newer helpful cards in. Bad enough getting hit via handtrap hurts badly and forces you to make weird plays just to get past it. Your main out from problem cards is in the form of generic removal/negation like CBTG. But Nibiru kills it if the opponent can figure out when the Crystal Wing is coming. It's fun playing the deck but I get discouraged because of the amount of hindrances it causes.
I think another big mistake is not using a hyper geometric calculator to figure your deck size and ratios. I found that I've improved greatly ever since I started using this as my approach to deck building is way more focused now that I know the probability of opening certain cards and combos.
With my deck I use exodia for fun. I even made it to where I use gravity bind, recycle, life absorbing machine, solemn wishes, pot of avarice, and the creator and creator incarnate combo. Helps me keep my graveyard empty, my life points high, keep a defensive outlook, and keep shuffling until I get exodia in my hand. Sometimes I have to update the deck which is hard to do at times in order to keep people guessing
I found this helpful The biggest problem I think I have it's a bit daunting for me to find what card might be right to use instead whatever I have in the deck and I don't know where to start looking
@@runningoncylinders3829 I would assume they still go to the hand. If a card says it sends other cards to a specific place, they go to that place unless some other card effect says otherwise. Where the card was played from doesn't matter unless an effect says different, like those cards that bring themselves or others back to the field but are banished the next time they leave the field.
@@DaPopeANata Actually, no. It's impossible to have cards from Extra Deck in your hand or main deck. If it would be moved to the main deck or hand, it's always shuffled into the Extra Deck.
@@runningoncylinders3829 It's impossible to have cards from Extra Deck in your hand or main deck. If it would be moved to the main deck or hand, it's always shuffled into the Extra Deck
The not knowing your side deck advice I can vouge is one of the main key factors I have found in competitive play that separates the men from the boys when it comes to this game. Until I understood this concept I never topped a regional and the first time I felt well rounded and knew what to side when, I topped that regional. Definitely a great tip that is not emphasized often enough.
Just wanted to say I've been watching a lot of your videos despite having very little interested in YGO TCG and they're mostly pretty old and you already have 200k+ subs so maybe you don't care, but I appreciate that you talk in a clear, measured way. You explain things well without shouting or making really over the top provocative comments. Your content is really interesting and it's obvious you care about the game and have taken the time to really know your stuff without being condescending. You also don't do the whole 5-10 minutes of bullshit followed by "let's just jump in" format which is a blessing on this hellsite. I won't be subscribing because, again, I don't really care about YGO, but thought I'd at least leave a comment for The Algo(tm) in the hopes of promoting this kind of content over the other stuff.
I am definitely super guilty of not considering my opponent enough while building my decks, wich i think is the issue that lies at the core of the Side Deck mistake and the disruption mistake. I always just kinda build my deck to be as consistent as possible without actually thinking about it in a real game context.
i think there should be more examples like the first one, with the soul absorption. i need more samples on types of decks and cards that can be used in them that will work with the archetype or strategy.
Side decking is definitely a liability for me. I struggle to make one and for a long time, I didn’t even know what I would be siding out until game 2 of my first match in that tournament.
Im at the half way point and Dzeeff mentions caring about the game and deck building, but I just find it interesting, I dont play but its pretty interesting
You have such an incredible way of giving advice and information. And not that I use Mirror forces, but the reasoning is so logical, that I feel so silly for being amazed by that very Simple, logical comparison. I never had thought about it that way.
I am by no means great at the game, but I generally build my decks around fun to play strats or cards I really like the art from, providing they aren't ridiculously weak. I really like Gem-Knight Garnet.
With Master Duel now a thing, I've had a couple duels where the opponent opened 5 hand traps, then drew one card (of many) that they could use to go on and OTK. The drawing a starting combo card isn't the annoying thing. It is having to deal with 2/3 Ash Blossom and/or 2/3 Infinite Impermanence on an opening hand. Yes, I've had to deal with that a few times.
the one thing I diagree with is what you said about dark mirror force. because it banishes them and SHS has really no way to recover them(to my knowledge please correct me if I'm wrong on that) it would be a good side deck option if SHS ever became top tier. it would definitely never be main decked tho I think we can all agree on that.
That Supply Squad is a really good pick. Let's say i play Unchained, a deck that has a lot of destruction. Drawing Squad at first it means that i drew 1 less combo piece. But that deck can easily pop a monster to get the card that i would have drawn if i didnt have supply squad. From there on, it a +1 on every turn. While it will increase your chance of bricking, it will also raise the "snowballing" speed of the deck. But still it isnt a really viable card. Now to my question: How much of the ceiling (or advantage-gaining) of the deck is the ideal trade-off in order to boost your consistency? For me, i prefer to get 80% of my full power in 9/10 times, rather get 120% in 5/10 times. But there are decks that lack the "unfair" factor many meta decks have. That is why in DM i run foolish burial/Mana/Mahad to maximize the draws of servant, even though it may cause some bricks. Even cutting all the bricks in dm, the ceiling can be so low (compared to adamantia for example) that Circle/Soul + Dragoon + Solemn may not stop them (that is a really strong opening for DM's ) (The decks where just examples of well-known strategies....)
When did the idea and term of consistency start? I had never heard it used until late Zexal era. During 5D's and earlier, I never heard people think about deck building like that.
It's been around pretty much ever since the beginning of YGO. I think what a lot of players forget (myself included) is that just because they personally weren't involved in competitions doesn't mean they weren't happening. But you can find Metagame articles from way back in the day talking about many of the terms we use today.
13:22 Maybe i'm wrong /or this is outdated, but i'm not sure about that? I think with "One for One" & "Small World" you are able to get into one of your combo cycles pretty often on turn 1 & going second. I feel like, as a 1x, drawing it in ~10% on starting hands is worth the tradeoff, being able to have a decent combo-extender in a lot of situations, no? Best Regards, Take care! :)
I mean, thanks to you, I now want quaking mirror force in my deck more then anything, I like the possibilities it could do but don’t know exactly how well it could do
Side decking is definitely my weakest point. I have repeatedly sided 3 cards, thought "what else is good?" Put in 3 more cards, and after starting the game realizing that halfway through I changed whether I was going first or second so I sided like both dark ruler and called by going first.
While Soul Absorption isn't good anywhere, it was super fun to use it in Duel Links with Metaphys and then throw a Cyber-Stein in there. Metaphys Cyber-Stein was my favorite deck, may it rest in peace.
What would be a good suggestion for hand traps in Master Duel? (Since there is no side decking). I run a pure E-Hero deck using the Omni Heroes as my fusions. I currently run 3 copies of Ash Blossom, 3 copies of Solemn Judgment, and 3 copies of Solemn Strike. Cards like Skull Meister and Effect Veiler appeal to me, but I feel like I have no room, lol.
Maxx C is a basic must include in the vast majority of decks, Ash is probably the second closest, Infinite Impermanence if you have room, and from there it depends. If your deck is heavily focused on going second, Nibiru, Ghost Belle, and Ghost Ogre is a consideration. If your deck can theoretically play through cards like Macro Cosmos, then Dimension Shifter is a good floodgate. If you really wanna go pog, then Droll and Lock Bird is a card that won't be super helpful most of the time, but is crushing when it is, and if your deck has a lot of room in the extra deck, then Ghost Reaper is a great shut down card.
It would be interesting to hear your take on deck building in Duel Links from a TCG perspective and possibly what mistakes you think people are making.
For anybody returning to this: - 3 if you want it in opening hands - 2 the card is good but has anti-synergy with itself OR disproprtionateky cares about going 1st / 2nd - 1 for limited cards, garnets, or tech pieces that act as a 4th copy of a better card for which you already have a playset
ive made literally all of these mistakes in the past. and i think im making some of these now, my myutant shiranui deck while decent needs something, i dont know if it needs a faster way to get to zombie world so i can counter attacks with alghol malzera, maybe i should pivot more into grass build(its legal in master duel) maybe i should forget about mixing them together and just play pure, either way i find this video helpful.
See in that regard in my table 500 spellbooks, the original mirror force gives me the best chance to win. More or less when Jowgen is on the field, my opponent results to just having 1 or 2 monsters on the field at a time to try and kill the jowgen. Seeing how I want to protect the Jowgen and get rid of the threat all together, the original mirror force seems perfect for that.
Something that most people don't understand is that playing for fun and playing competitively is two completely different things and require two different approaches. For fun is, well, having fun with friends etc and you can try many things, play "win more" cards because they are satisfying to play etc. When playing competitively though, you do not necessarily need to have fun. You play to win, therefore elements that make the game fun might not be present because they won't aid you towards winning, again in the example of "win more" cards. I have never really played competitively, I only play for fun (even though I like to win, obviously), but most of my decks are just "overkill" decks, where if I don't brick, it can do lots of stuff, but I understand that this won't be good in competitive because if I brick (which isn't that often but still) I lose, if I get negated on my combo, I lose etc, therefore, I'd have to either alter my deck build or change my deck identity / archetype completely. There is a reason why only certain decks are meta. It's because they do lots of things very well, they are well rounded, hard to counter and strong when they get to resolve.
i may not be adept at deck building but one thing i did learn is that u should be aware of win more cards. the grand maju deck didnt have soul absorption probably becuz it was a win more card. gaining lp is fine but not integral to the strat. its a win more card. unless u need lp gaining to use as a resource or to pay lp to negate with solemn cards, then theres no reason to use it.
A thing to keep in mind is that over 10000 cards are legal in current day Yugioh and therefore, it takes a lot of time discovering effective combos, engines, techs, disruptions etc. - even some random non-effect monsters like Kabazauls and Fusionist saw play in competitive Yugioh for various reasons.
I’m currently building a variety of decks atm the only one I am having trouble finding a win condition for my aromage deck. The others I’m making are dinosaurs, time thief, Harpie lady, Amazoness,Predaplant,Lunalight, trickstar, and Crusadia
I mean, "win more" cards are useful to an extent. If your win condition is achievable with success, a "win more" card could put you in a position to still be holding a solid ground after an interruption. Say you have a boss monster who gets thrown to the graveyard. Holding onto a pot of Avarice could give you the option of recycling the card to be used again, but if you don't need to do that it could be used a potential discard fodder. I know this isn't top tier advice, but I'm newer to the competitive side of yugioh, albeit online play.
I imagine the answer to "How many games would I win if I threw in a Mirror Force (or variant) just to throw people off?" is always going to be "More than you'd think but less than you'd hope."
I see a distressing amount of people who play actively bad cards and say "well pro players expect and play around good cards, they don't expect these bad cards so I'll throw them off and they won't know how to play around me at all". Like, no, fam, they're just gonna beat you cause your cards suck.
Also Hardleg's latest What a Deck, Machina Grind, makes a REALLY good case for Storming Mirror Force. Like battle traps aren't good for sure but man, he do be non-targeting non-destroying opponent's boards doe 🤔
yeah, i can't disagree with that
I think with Mirror Force specifically, it might never go off. That said, I did play against a Mekk-Knight player who, for some reason, didn't have a single card that could pop a spell/trap on the field. I was playing Toons, and he had absolutely nothing that could get rid of Toon Kingdom. I also remember hearing a competitive player say: "Always run MST, no one expects it, no one is prepared for it, and it can win you the game."
The mirror force cards are great, as format assassin cards. If the format contains a lot of face up poping cards or a lot of monster negates, then you can win easily with a well placed storming mirror force.
But if a lot of backrow hate is going around then having a card that needs to live until the battle phase to work is bad.
This in turn means that when a backrow deck, like Eldlich is meta everyone will run backrow hate like lightning vortex or cosmic cyclone. Making the card bad
"if you watched this far, clearly you care about improving at Yu-Gi-Oh"
Mate, I don't even play Yu-Gi-Oh.
Yu-Gi-Oh!*
That's what he said
@@reapermaster1233 hes a grammar nazi look at the punctuation
Why tho? It's fun
@@crazzyarmy I believe the term is Punctuation Soviet
Those are all mistakes that Joey did. I see now what Kaiba meant when he said he's a third rate duelist with a fourth rate deck
Same.
To be fair to Joey, he's a high school student living with his abusive father. The majority of the cards he used were cards he pulled from packs, and he likely didn't have the money needed to purchase singles to get powerful support options for his main monsters (Jinzo and Red Eyes). Not to mention that Kaiba mocking Joey for this is incredibly rich (no pun intended), since he can literally throw money at a deck to make it the best it can be. And still manages to lose to Yugi. Granted that doesn't excuse Joey's weird obsession with gambling in his biggest matches.
That being said, trying to apply real life logic to anime logic just won't work. Sure Kaiba had the money to make a perfectly competitive deck, but the only monster he ever used more than one copy of was Blue Eyes, which, after Tribute Summons became required in the show, became far less usable, since it required two tributes or Special Summoning through Flute of Summoning Dragons, or something similar. And even Kaiba used weird cards. Like Gadget Soldier? Really? A one-Tribute Normal Monster who has less attack than Vorse Raider and Spear Dragon, and equal attack to La Jinn and X Head Cannon? I know the show was trying to keep a theme for the three main duelists, but c'mon. Kaiba might actually be a first rate duelist, but he's got a third rate deck.
@@blackwinggamer6676, he now has a first rate deck. Check out Dark Side of Dimensions. He now has a full Blue Eyes White Dragon deck.
@@blackwinggamer6676 okay that’s totally false.
...Kaiba had more than one copy of Thunder Dragon too.
@@blackwinggamer6676 I mean Yugi is essentially paid in duel monster cards. So he’s resources are pretty good compared to other players
41 card deck with 1 upstart goblin, for consistency of course
Thanks for inducing my gag reflex
Literally sky striker back then for the flex and effect lol
You can add another upstart for better draw power
Weirdly this world with desires. You are still in theory playing 40cards but an extra card to take the place of more important cards for being banished by desires
@@slimyfister hahaaa!! PRICELESS.
When you have 3 trap iron scarecrows and you hand consists of negating attacks.
I’m 4 parallel universes ahead of you and 5 universes behind you at the same time.
I built my friend a new deck a while back and I kept in his iron scarecrows. I tried to convince him it didn't infinitely activate but he would pop them on every attack and I never ran spell/trap destruction back in the day. I still hate him for it
@@xbotscythe It's an easy mistake to make, my friends and I made it a lot back in scholl, but yeah the part where it says it sets itself after activation is important for the whole traps cannot be activated the same turn they're set (unless some other effect in play says otherwise)
Scrap Iron is that card that every seven year old thinks is broken before you realize, while playing it, it just sits there doing nothing
Effect dmg
"Know how your deck responds to hand traps"
Me: *Flashbacks to every YuGiOh game I've ever played where my Six Samurai deck gets handtrapped and I have to pass turn after normal summoning once*
I know the feeling but with morphtronics
That’s me with my evil hero deck
D/D I have to play 3 called by the grave which I have a 33.7% chance of drawing 1st turn without using allure/upstart.
Playing Dragunity sucks sometimes. I get handtrapped and then I'm stuck between ending turn and trying to build a field with a negated Senatus/Dux.
As a Fur Hire player I can relate
I always have an answer for nibiru on my HERO deck. It's called "set one and pass"
F
F for the option
I suggest Prohibition and Solemn Judgment as your answer instead
Let's be honest, how often do HEROS summon enough monsters to get Nibiru'd
@@TheWizardMus a lot ;-;
@@TheWizardMus Pretty much every time
When I started I didn't know the card limit so I combined Yugi, Joey and Kaiba's decks
It originally wasn't. So it may not of existed when you started. Google says it was added during the time 5D's was coming out
Lol mine's 80+ cards, fusion cards included hahahaha
You did WHAT?
Ahhh the trifecta a popular deck choice in early Yu-Gi-Oh
Can you imagine That Grass looks Greener back then.
One mistake me and my friends used to do and I've seen others do is focusing too much on the archetype of their deck. You don't need to try and fit in every good to decent card of that archetype in the deck.
This is a common one. "Oh there's new Blue Eyes support, how will I fit it into my Blue Eyes deck?" Sometimes new support is just bad, man.
I still make that mistake with performapals lol only deck where i feel thats not an issue is superheavy samurais if only cause they dont like back row or non machines innthe grave
I think that there are a lot of players who don't realizing that comboing archetypes that work well together is pretty much always better than relying on a single archetype. That's why the best players would play Danger cards with Thunder Dragons, instead of just Thunder Dragons.
I play HEROs, (I know, very unique lol), I stick to strictly the HERO archetype but I try to utilize every type of HERO instead of just one of the HERO groups. That being said, I don't play any of the HERO traps because they're good, but not necessary, too slow, and only take up space in the deck
Hell as a really new player, building a ice barrier deck, even I know that there are ass cards there, especially ones that fit the decks style. Just took out numbing grub, to add, forgot the name, that dragon that increases levels. Mainly cause it works well against my group, and along side the cryomancer.
Honestly this video has really made me relook at my decks. I had taken a break since classes went online for me. I cant wait to finally try and make it to regionals
Best of luck man
Did you make it? Being this comment was made 2y ago
@@shock226 nah some logistics issues came up
@@raxos787
nah u just trasho
Next YCS: Topping player runs 3 Mirror Force, 3 Magic Cylinder, and 3 Supply Squad
Dzeeff: Commenters don't understand...
(Awesome vid!)
What’s up RCG
Mirror force is broken
Howdy
scythermantis this is where your wrong. If there was a deck out there that was super good and could top events just as much as adimancipators or eldlich then once the first person tops more will follow. But if they can’t beat those decks then there’s no reason he should make a video on them.
@@scythermantis "There's no real analysis there; it's the video equivalent of netdecking." Except that he also usually explains what the cards do in those top strategies alongside their tournament performance, which looks like analysis to me.
Woah, thanks for this tips man, I never built a deck myself because I mostly dont understand the actual yu gi oh meta, so I prefer to restrain from building and I mostly search deck recipes and see videos of matchups because I like the game itself, but I think with this tips I could try building some. Thanks again!
best of luck
You really don’t need to go by the meta when I began building zoodiac at the beginning of the format it was very standard multiple hand traps and deck ratios but I began testing and found out there was a dweller drident combo that also ended on unchained abomination from testing you need to test viability of cards and what they can do to improve your deck test as many options and deck ideas as you can if they don’t work take them out and try another option
"Even if Superheavy Samurais became a meta strategy..."
Me, a SHS player: [laughs outwardly, weeps internally]
Come on man. The strat is to set avian in face up defense and pass
I want it to happen m8
I feel
You bro. I play SHS but it matters about the heart of the cards. That’s how I win
This was, by far, one of the most informative YuGiTube videos I've ever seen
Back when I was playing YuGiOh more seriously than I do now, I would occasionally see a deck that topped and be able to confidently say "Eh, their deck doesn't seem that good." Then I'd scroll down, and instantly be like "Oh, their side-deck is fire! That's the reason they did well!"
I'm sure Evenly Matched got a lot of tops for guys this past year.
5 Common Deck Mistakes You Make
Number 1 : Not Play 3 Copies of Jerry Beans Man In Your Deck
That's right
Yes the powerful
why?
@@palatasikuntheyoutubecomme2046 jerry beans man
GOD DAMMIT
I think it's super important for new players that you pointed out not only generally that you have made some of these mistakes in the past, but that you even specific examples of that. Well done.
I'm not going to lie I'm still collecting cards so I can try to attempt a future locals tournament. Unfortunately since the only yu-gi-oh gameplay I've got gameplay experience in is from Duel Links, I really do turn to these videos to try and figure out what I should try to get for a deck at some point in the future. I guess this is a long winded way of me saying tha k you for putting in as much time as you do to help people get better at this game
You could try ygopro and experience your deck
you could try playing some of the other games to get used to playing the main format agaisnt CPUs first if its within your capabilities
If you need more tips, try out r/Yugioh101! Really good tips for new players and if you need help, just ask. I'm not a mod, it's just really convenient.
Ditto.
Ygopro, edopro, duelingnexus.com, kaiba Corp
*Build a digital deck*
"Time to crush my way in"
Realizing in the match there's no extra deck cards...
I always love the finality of a Dzeeff goodbye.
I pictured a factory filled with Dzeeff's and then after every video is recorded, it is pushed into a furnace and the consciousness gets re-installed via some central matrix and shifted into the next unit.
I'm a big believer that its better to have a deck that does 1 or 2 things really good and consistently as opposed to a deck that is okay at bunch of different things.
If that was the case, then what would you consider Saladmangreats really good at?
Me: still doesn’t know how pendulum and link summoning works
Read the rulebook?
@@RinaShinomiyaVal he doesnt know how to read or count lmao
Like, link is super easy, it's a more simplified xyz
Pfff, thats easy. Just sacrifice your soul to the good lord lucifer
You don’t need to…
it’s not Yugioh anymore by this point
Engine Requirements, now I know what Garnets are as a group.
I'm used to people just calling them 'garnets' but Engine Requirement is a way clearer term for it.
Cards you don't really wanna play but need to pull off some other effects you want. "Garnets" are how they feel, "Engine Requirements" are how they function. likey
The term "Garnet" has showed up OUTSIDE of yugioh to mean "cards you need, but don't want". "Engine Requirement" is a technical term, like "Win Condition", but using "Exodia" to describe any win condition is something that has become so prolific it's enter the lexicon of other card games. The "non technical" term is one more people are familiar with. Like how we call discarding form the deck "Milling" because of the Mill Stone from MTG.
Thanks for this. I actually needed this right now. I'm aiming to try and play going second Magical Muskets after a long hiatus of not playing (the quarantine isn't helping sadly) and have been debating on what the best side deck/ tech cards were. I think Dimension Shifter would be a good example based on your video.
Hi Doug, thank you for this video! I'm trying to get back into the game after taking a break during Master Rule 4 and the biggest challenge for me right now is just trying to deal with the overwhelming number of new cards and strategies that have surfaced since I played last. I'd love to see some type of "How to return to Yu Gi Oh" guide from you at some point with some tips for what to study and resources for relearning things.
Sometimes I just put 3 copies of called by the grave in my deck and call it a day
Rip you
@@Marshallreall I'm so annoyed they hit Called
casually predicting Superheavy Sam would be meta 3 years in advance
Ok thank you bro amazing video. Now I’m going to take out supply squad in my sealed only series MACHINA deck. It’s very situational and a win more card.
Thanks for this vid!! It’s definitely super helpful
"Pot of Avarice is a card that's good only when you're already winning."
Duelists with discard-heavy decks rn: "Seriously dude ?"
lol Dzeef needs to play some Pot and Jar of Avarice several times and he'd backtrack the statement. Both are intended scrapping cards and basically an equivalent to a lesser Fiber Jar but both Jars are good when ahead or even behind in a game depending on circumstances.
I suck at making a decent deck to many good cards I just cant ever combine them well enough to win
"Luck in yugioh" *gets hearthstone flashbacks*
Would be cool tho if we get a Mulligan system...
That would break Yu-Gi-Oh in so many pieces, in Duel Links the mulligan skill they had to super nerf it, I know the TCG isn't DL, but I think it proves something
@@rescuerex7031 what exactly does it prove? It's fundamentally different.
The point of a Mulligan system is to reduce the frustrating RNG instant losses when you have drawn piss poor.
Especially in Yugioh where your opener matters so much it would be a very good addition and eliminate the instances of "oh I haven't drawn a Handtrap to interact with my opponent I guess I lose". If you increase odds of a good opener well degenerate strategies will still be degenerate and will have to be nerfed regardless-
@@deejayf69 Duel Links is reliant on good hands just as much, maybe not an immediate loss because you only have 20 cards, but like still
@@rescuerex7031 see I don't know anything about duel links outside of the fact that it and real yugioh are vastly different and you don't seem to be the most informed on real yugioh so we are not going anywhere with this
@@deejayf69 I might just be dumb, I play a decent amount of both lol
My number 1 deck rule: ALWAYS begin with 3 Blue-Eyes
Please watch the video again
@@MorbusFreak2011 he is joking, mam
DL is a different format, yet just by playing it i have learned most of these tips. The only big exception is side decking, as DL doesnt really have a built in side deck, and when also considering the smaller deck size, it is harder to find cards to remove from the main deck. The "engines" in the tcg are in themselves almost full DL decks, and the deck building changes as a result. The deck i am currently playing is one that i am only struggling to find decent counter cards for. I have battle traps, but with some of the key meta cards having limited ways to obtain for f2p players (combined with forgetting to sync my account and having to start fresh), and some more niche negates, options are more limited. On the other hand, melodious is the same deck that taught me what the ideals are when it comes to combo potential of a single card, with my deck having at most 4 brick cards, 3 copies of my extra deck gate (polymerization), and the other makes up for its brick potential by acting as a survive card that ONLY bricks if i am winning, in which case i did not need the card in the first place.
Yeah, I have absolutely no idea how to side deck properly
I always found side decks to be the trickiest part of deck building... also during a duel trying to figure out what cards to replace.
Garnet: Becomes such a ubiquitous concept, "Garnet" became a term used even in other card games
Yugioh Players: Nah, let's stop calling Garnets "Garnets", and call them something more vague!
As a Hero Player, I can tell you Malicious is the ultimate Garnet. I die a little inside when I see two copies in my opening hand
@@dylanbuchanan6511 I know that pain, especially with Malicious being at 2 rn. Fucking sucks.
Whats mst and rota?
mystical space typoon and reinforcement of the army
Part of a problem is that the more consistent a deck is, the less fun it is. That's why I always prioritized multiple paths to victory and combo potential over consistency.
"fun" is relative. Many people find playing the most consistent strategy available against an opponent with the most consistent strategy available to be fun.
Yeah, I just made a high% winning deck in Master Duel, but my decision making for it isn't super fun (or abundant) so I'm thinking of switching back to a muuuch worse rank 4 deck just so I have more play diversity, especially with the best of one format in MD
One of my decks was horribly guilty on the first count. It was a pretty paint-by-numbers Quickdraw deck except with two copies of Imperial Iron Wall to allow infinite Quillbolt Hedgehog respawns (well, that and shutting off a couple of decks which needed to banish). What was really dumb though was the one copy of Cannon Soldier so I could instantly close a game. Worst possible card to draw in any circumstance except a board of exactly tuner + hedgehog + wall. Funny when it went off though, as every opponent had the same blank 'huh' reaction after looking at the cards.
Important variation to #2: Thinking that that once you found the 'best' deck list you dont change it between all tournaments you go to.
Even if you find a core for a deck that you really like. To have the best chances of winning you need to make a prediction on what decks will be popular and successful at each individual tournament you go to and change your flex spots/side deck to best counter those strategies. Bringing the same deck everywhere will literally never be the best option.
When you talked about the die roll and not always going first, and needing some cards for going second... I have a bit of a mirrored experience.
Not as in "I always go first", because that's ridiculous, but as an avid player of playing blind second OTKs, _particularly_ Galaxy/Photons. Now, in _most_ situations, I'm able to pull the wool over people's eyes and get the desired position of going second. But because of how heavily geared towards going second my maindeck is, the moment I'm forced to go first, regardless of whether or not my opponent has their own blind go second strats or not, I find I'm not able to make as impactful a board as I would have if I had gone second.
Now, that's a bit of an inherent weakness of Galaxy/Photons and a few other decks I play, but especially when I fight other blind go second decks, _particularly Dinos,_ I find myself doing very poorly, even if I'm going second, and have to accept that this is just a weakness I'll have to accept, because unfortunately the build I have is as streamlined as I, personally, without speaking for others, am able to make it.
Great vid! Really like when your videos helps beginners like me
One of my favorites back in the day was a Paladin of White Dragon Deck. Very high risk, high reward, because I ran it with three copies of Sonic Bird, so I could search out the ritual really easily, but I didn't have a good way to tutor the Paladin itself. So it had a slightly higher rate of bricking than most decks I ran, but other times I could get seven summons and three Blue-Eyes on the field in one turn, which 20 years ago was not as common as it is today.
Great video and articles, the side deck one hit me so hard. Easily my biggest weakness.
This was a very helpful video for both casuals and competitive players, though more focused towards casuals beginning competitive play. To seek more deck building advice, what constitutes the number of specific cards in your deck other than the ban list or just 3 of a card that's good? I find myself always thinking of this when it comes to building decks on a casual level, such as Agents or Heros.
I don think beeing bad is bad, but staying bad is. Its all about improving.
Something I’ve started doing if deliberately going second to see if I can play through a board, and still make a come back play. Not all decks can do that but I think it’s a good thing to always test out
This has taught me quite a lot about my building habits and some building styles that kinda can't be changed. Playing Dragunity since HA, I've run into a wall when it came to building. You need so many cards in its own engine that it becomes borderline linear and hard to put newer helpful cards in. Bad enough getting hit via handtrap hurts badly and forces you to make weird plays just to get past it. Your main out from problem cards is in the form of generic removal/negation like CBTG. But Nibiru kills it if the opponent can figure out when the Crystal Wing is coming. It's fun playing the deck but I get discouraged because of the amount of hindrances it causes.
I think another big mistake is not using a hyper geometric calculator to figure your deck size and ratios. I found that I've improved greatly ever since I started using this as my approach to deck building is way more focused now that I know the probability of opening certain cards and combos.
With my deck I use exodia for fun. I even made it to where I use gravity bind, recycle, life absorbing machine, solemn wishes, pot of avarice, and the creator and creator incarnate combo. Helps me keep my graveyard empty, my life points high, keep a defensive outlook, and keep shuffling until I get exodia in my hand.
Sometimes I have to update the deck which is hard to do at times in order to keep people guessing
Nice article, I like how it was much more in-depth than your video and employed different, personal anecdotes. Great job!
Simple trick, pot of greed and grace full charity at 3 in ur deck
I found this helpful
The biggest problem I think I have it's a bit daunting for me to find what card might be right to use instead whatever I have in the deck and I don't know where to start looking
Storming is bad against pendulums...learned that the hard way
That’s the “go to hand” mirror force right? If it was summoned from the Extra Deck does it get sent there instead or back to their hand?
@@runningoncylinders3829 I would assume they still go to the hand. If a card says it sends other cards to a specific place, they go to that place unless some other card effect says otherwise. Where the card was played from doesn't matter unless an effect says different, like those cards that bring themselves or others back to the field but are banished the next time they leave the field.
@@DaPopeANata Actually, no. It's impossible to have cards from Extra Deck in your hand or main deck. If it would be moved to the main deck or hand, it's always shuffled into the Extra Deck.
@@runningoncylinders3829 It's impossible to have cards from Extra Deck in your hand or main deck. If it would be moved to the main deck or hand, it's always shuffled into the Extra Deck
@@historystories5990 i think they were talking summoned from face up extra deck, the pendulums that got summoned after leaving the field
Looking back, not knowing what to side out in tournaments was the biggest weakness I had back in the day
I haven't played Yu-Gi-Oh for a long time now and i am mad at the new way the game is being played, why am I enjoying this?
The not knowing your side deck advice I can vouge is one of the main key factors I have found in competitive play that separates the men from the boys when it comes to this game. Until I understood this concept I never topped a regional and the first time I felt well rounded and knew what to side when, I topped that regional. Definitely a great tip that is not emphasized often enough.
Just wanted to say I've been watching a lot of your videos despite having very little interested in YGO TCG and they're mostly pretty old and you already have 200k+ subs so maybe you don't care, but I appreciate that you talk in a clear, measured way. You explain things well without shouting or making really over the top provocative comments. Your content is really interesting and it's obvious you care about the game and have taken the time to really know your stuff without being condescending. You also don't do the whole 5-10 minutes of bullshit followed by "let's just jump in" format which is a blessing on this hellsite. I won't be subscribing because, again, I don't really care about YGO, but thought I'd at least leave a comment for The Algo(tm) in the hopes of promoting this kind of content over the other stuff.
I am definitely super guilty of not considering my opponent enough while building my decks, wich i think is the issue that lies at the core of the Side Deck mistake and the disruption mistake.
I always just kinda build my deck to be as consistent as possible without actually thinking about it in a real game context.
i think there should be more examples like the first one, with the soul absorption. i need more samples on types of decks and cards that can be used in them that will work with the archetype or strategy.
Most common mistake:
YOU CAN'T DECIDE WHAT CARDS YOU PUT IN YOUR DECK.
I know...I still has this bad habit even until now.
Side decking is definitely a liability for me. I struggle to make one and for a long time, I didn’t even know what I would be siding out until game 2 of my first match in that tournament.
Im at the half way point and Dzeeff mentions caring about the game and deck building, but I just find it interesting, I dont play but its pretty interesting
You have such an incredible way of giving advice and information. And not that I use Mirror forces, but the reasoning is so logical, that I feel so silly for being amazed by that very
Simple, logical comparison. I never had thought about it that way.
I am by no means great at the game, but I generally build my decks around fun to play strats or cards I really like the art from, providing they aren't ridiculously weak. I really like Gem-Knight Garnet.
Wow man. This vid really made me start working on my decks again
With Master Duel now a thing, I've had a couple duels where the opponent opened 5 hand traps, then drew one card (of many) that they could use to go on and OTK. The drawing a starting combo card isn't the annoying thing. It is having to deal with 2/3 Ash Blossom and/or 2/3 Infinite Impermanence on an opening hand. Yes, I've had to deal with that a few times.
the one thing I diagree with is what you said about dark mirror force. because it banishes them and SHS has really no way to recover them(to my knowledge please correct me if I'm wrong on that) it would be a good side deck option if SHS ever became top tier. it would definitely never be main decked tho I think we can all agree on that.
Thing is SHS never saw play
That Supply Squad is a really good pick. Let's say i play Unchained, a deck that has a lot of destruction.
Drawing Squad at first it means that i drew 1 less combo piece. But that deck can easily pop a monster to get the card that i would have drawn if i didnt have supply squad.
From there on, it a +1 on every turn. While it will increase your chance of bricking, it will also raise the "snowballing" speed of the deck.
But still it isnt a really viable card. Now to my question: How much of the ceiling (or advantage-gaining) of the deck is the ideal trade-off in order to boost your consistency?
For me, i prefer to get 80% of my full power in 9/10 times, rather get 120% in 5/10 times. But there are decks that lack the "unfair" factor many meta decks have. That is why in DM i run foolish burial/Mana/Mahad to maximize the draws of servant, even though it may cause some bricks. Even cutting all the bricks in dm, the ceiling can be so low (compared to adamantia for example) that Circle/Soul + Dragoon + Solemn may not stop them (that is a really strong opening for DM's )
(The decks where just examples of well-known strategies....)
I just realized the title is like that because there's a similarly titled video but about building wooden decks.
i like to build decks for people i dont play verry often so this vid is great
Yoooo the fuckin articles That’s so cool man! The community rlly appreciates you contributing to it in all the ways you do
When did the idea and term of consistency start? I had never heard it used until late Zexal era. During 5D's and earlier, I never heard people think about deck building like that.
It's been around pretty much ever since the beginning of YGO. I think what a lot of players forget (myself included) is that just because they personally weren't involved in competitions doesn't mean they weren't happening. But you can find Metagame articles from way back in the day talking about many of the terms we use today.
13:22 Maybe i'm wrong /or this is outdated, but i'm not sure about that? I think with "One for One" & "Small World" you are able to get into one of your combo cycles pretty often on turn 1 & going second. I feel like, as a 1x, drawing it in ~10% on starting hands is worth the tradeoff, being able to have a decent combo-extender in a lot of situations, no? Best Regards, Take care! :)
I mean, thanks to you, I now want quaking mirror force in my deck more then anything, I like the possibilities it could do but don’t know exactly how well it could do
Side decking is definitely my weakest point. I have repeatedly sided 3 cards, thought "what else is good?" Put in 3 more cards, and after starting the game realizing that halfway through I changed whether I was going first or second so I sided like both dark ruler and called by going first.
While Soul Absorption isn't good anywhere, it was super fun to use it in Duel Links with Metaphys and then throw a Cyber-Stein in there. Metaphys Cyber-Stein was my favorite deck, may it rest in peace.
What would be a good suggestion for hand traps in Master Duel? (Since there is no side decking). I run a pure E-Hero deck using the Omni Heroes as my fusions. I currently run 3 copies of Ash Blossom, 3 copies of Solemn Judgment, and 3 copies of Solemn Strike. Cards like Skull Meister and Effect Veiler appeal to me, but I feel like I have no room, lol.
Maxx C is a basic must include in the vast majority of decks, Ash is probably the second closest, Infinite Impermanence if you have room, and from there it depends. If your deck is heavily focused on going second, Nibiru, Ghost Belle, and Ghost Ogre is a consideration. If your deck can theoretically play through cards like Macro Cosmos, then Dimension Shifter is a good floodgate. If you really wanna go pog, then Droll and Lock Bird is a card that won't be super helpful most of the time, but is crushing when it is, and if your deck has a lot of room in the extra deck, then Ghost Reaper is a great shut down card.
It would be interesting to hear your take on deck building in Duel Links from a TCG perspective and possibly what mistakes you think people are making.
Can somebody direct me to a video somewhere that explains all this hardcore competitive terminology: hand trap, +X card advantage, whatever else???
How do you negate impermanence? I ask as a morphtronic player who doesn’t want my turn to end after I normal summon celphon.
YAY MORPHTRONIC PLAYER
To you shaddoll players i have a sad story my firend was playing HAND DESTRUCTION in his shaddoll invoked deck i sorry
... there there, It's ok...
A card that's potentially dead going second and mediocre at best going first?! why
did you have the talk?
Hand destruction is good only for second
@@YohananYGO is it even good then? What if your opponent empties their hand going first? You can't even resolve it
@@nickberg8070 you can that's why , you won't be helping your oppoent if he does that
Not playing 3 ofs is STATISTICALLY wrong
Depends on the card in discussion.
But I want to see my cards some of the time but not all of the time
For anybody returning to this:
- 3 if you want it in opening hands
- 2 the card is good but has anti-synergy with itself OR disproprtionateky cares about going 1st / 2nd
- 1 for limited cards, garnets, or tech pieces that act as a 4th copy of a better card for which you already have a playset
ive made literally all of these mistakes in the past.
and i think im making some of these now, my myutant shiranui deck while decent needs something, i dont know if it needs a faster way to get to zombie world so i can counter attacks with alghol malzera, maybe i should pivot more into grass build(its legal in master duel) maybe i should forget about mixing them together and just play pure, either way i find this video helpful.
Loving the content 🙂 Tons of helpful pointers 👌👌👌
See in that regard in my table 500 spellbooks, the original mirror force gives me the best chance to win. More or less when Jowgen is on the field, my opponent results to just having 1 or 2 monsters on the field at a time to try and kill the jowgen. Seeing how I want to protect the Jowgen and get rid of the threat all together, the original mirror force seems perfect for that.
Thank you for confirming a bunch of things.
Something that most people don't understand is that playing for fun and playing competitively is two completely different things and require two different approaches. For fun is, well, having fun with friends etc and you can try many things, play "win more" cards because they are satisfying to play etc. When playing competitively though, you do not necessarily need to have fun. You play to win, therefore elements that make the game fun might not be present because they won't aid you towards winning, again in the example of "win more" cards.
I have never really played competitively, I only play for fun (even though I like to win, obviously), but most of my decks are just "overkill" decks, where if I don't brick, it can do lots of stuff, but I understand that this won't be good in competitive because if I brick (which isn't that often but still) I lose, if I get negated on my combo, I lose etc, therefore, I'd have to either alter my deck build or change my deck identity / archetype completely.
There is a reason why only certain decks are meta. It's because they do lots of things very well, they are well rounded, hard to counter and strong when they get to resolve.
Even though i dont play you gi oh i used the knowledge I learned here to improve my bakugan deck
How to side deck would be a great video
What about the Spell to Trap to Monster Ratio?
I am giving you great advice, always play 3 copies of mystic mine. It's a very fun card.
i may not be adept at deck building but one thing i did learn is that u should be aware of win more cards. the grand maju deck didnt have soul absorption probably becuz it was a win more card. gaining lp is fine but not integral to the strat. its a win more card. unless u need lp gaining to use as a resource or to pay lp to negate with solemn cards, then theres no reason to use it.
thank you i will absorb your knowledge and read said articles please do more video like this
This sounds so useful
Yes. It's helpful to casuals like myself. I consider myself a casual.
Me too. My favourite card is Peten. Lol
@@ragingroadhog6073 my favorite card is firekings garunix. My favorite deck is firekings mystic mine skystrikers.
@@ipodtouch470 favorite deck trickstars. Favorite card weather painter thundery. I love a more control orientated combo deck
I like mtg commander. Everything is pretty unique in a fun archetype . Maybe a few copies of the boss mob
A thing to keep in mind is that over 10000 cards are legal in current day Yugioh and therefore, it takes a lot of time discovering effective combos, engines, techs, disruptions etc. - even some random non-effect monsters like Kabazauls and Fusionist saw play in competitive Yugioh for various reasons.
I assume Fusionist say play via Instant Fusion strats into like, Synchros or what have you, its just an expendable ExDeck piece
I’m currently building a variety of decks atm the only one I am having trouble finding a win condition for my aromage deck.
The others I’m making are
dinosaurs, time thief, Harpie lady, Amazoness,Predaplant,Lunalight, trickstar, and Crusadia
I mean, "win more" cards are useful to an extent. If your win condition is achievable with success, a "win more" card could put you in a position to still be holding a solid ground after an interruption. Say you have a boss monster who gets thrown to the graveyard. Holding onto a pot of Avarice could give you the option of recycling the card to be used again, but if you don't need to do that it could be used a potential discard fodder. I know this isn't top tier advice, but I'm newer to the competitive side of yugioh, albeit online play.
I do like videos like this that delve into strategy tutorials and how to's kinda