I have another draw engine to offer, if you don't need the normal summon: The Spell Book engine. It consists of blue boy and the search spell (Secrets), that both search each other and draw spell (Knowledge), which puts the normal summoned blue boy to the grave in order to draw 2 cards. (I guess Knowledge alone could be useful in spellcaster decks, in which you have some spellcasters to sacrifice and/or want to have them in GY anyways.)
I might have to eventually do a whole separate video on analyzing the spellbook engine as a whole. I think mathamatically there is a lot of potential there especially if the decks don't need a normal summon. Although I would have to compare and contrast it to the Ken and Gen more modern engine that aims to DRAW 2 discard 1 and also goes well with decks that dont need the normal summon. Ken & Gen vs Spellbooks Math seems like a fun video I might add that to the list!
I use spellbook knowledge, secrets, the level 2 water monster and the link 2 in my millennium ankh deck as that doesn't have a normal summon. Feels really nice, especially when I can activate thrust or tactics and draw 4 😅
@@JessePerezStrategyGaming Cool. For me the TL;DR: so far was: Spellbook-Engine in Endymion because of spellcaster synergy and Gen&Ken in Danger-DarkWorld, because you really want the "discard for effect" on top. Other decks didn't really come to my mind, but appearently there are more decks.
I sometimes use Card Destruction. Players tend to not liked using it as it has a chance to help your opponent too by dumping cards they want in the grave... but on the other hand it could instead ruin their good hand. Regardless of those possibilities, it is useful if you get a hand of mostly garbage or a deck that has a lot of cards which benefit from being in the grave.
One of my favorite anime Yugioh Matches occurs in VRAINS! where two side characters are battling and they BOTH brick but pretend to have AMAZING hands. They both get out of the jam because one of them activates card destruction. I think of that duel every time card destruction is mentioned its one of my favorite YGO duels in history of the shows.
If you get a hand of mostly garbage you have failed at the deckbuilding stage. Going -1 has to be really worth it, so the card is only good in decks that proc off discards or send-to-GY. But even then, I never put it in a Tearlament list, because it does nothing when getting milled. Dark World, sure, it goes crazy in that deck, but it's been years since DW was meta.
Magicians souls and toy box/ soldier/tank is better. Get 2 more bodies 2 draws a search and possible 3rd body and possible more draws if you have a Kuraz in hand or grave But completely forgot about Pinpoint landing, I have 2 somewhere so going to dig them out😅
Royal Magical Library feels like it would go so hard in this setup as well lol. We can also add 1 day of peace in here as well. Maybe compliment it with Runick or Magician Souls engines too? Insane Draw Power!
I use Pinpoint Landing in Mekk-Knights. It works perfect cuz it sets up a column and well, Mekk-Knights practically special summon themselves from hand for free
I don't think Capshell works with Giga Spright because it detaches for effect rather than cost, but it does work with Red and Carrot if you tribute it for a negate.
You are 100% correct and the way i presented it looks like I want capshell to be used to make gigantic! Your supposed to make the spright links with capshell AND/OR tribute capshell with the spright carrot or reds effect to negate. The best i find in Master duel is create elf with capshell and then revive capshell next turn and use it as the tribute fodder for carrot. Good clarification! Sorry for any confusion!
@@JessePerezStrategyGaming in sprights it can be used in combo with Muckraker from the underworld you gigantic pulls capshell, link for muckraker, draw one, use muckraker to discard one to revive capshell and overlay it + blue/jet into djinn buster to draw during the opponent's turn after negating with it
tbh people don't like using draw cards as nowadays there are so many bricks or garnets that you want to have in the deck to search/mill/whatever. that's why pot of prosperity is so much more popular than pot of extravagance. cool new intro btw!
Thanks glad you like the new intro! Yes and to your point its why the last graph on where I talk about upstart its very important in modern decks to start your combo & then do your draw with upstart after the combo is complete etc. As to your point almost every deck has that card that is a 1 or 2 of that you want to search but not want in your hand as part of the combo. By saving the upstart/draw effect you now have a substantially higher chance to draw into a tech card/handtrap. Only use the draw if its your only option or the chance to bait out handtraps is very high. That's also why cards like metalfoes fusion is my favorite because when its in the GY we can choose when we want to activate the effect.
@@JessePerezStrategyGaming This doesn’t work for multiple reasons, people actually have interupts for your turn. If it was as easy as just do whatever you want then sure but ideally you want actual playable cards in an opening hand. Secondly draw cards don’t stop your opponent unlike handtraps. Thirdly, cards like droll are a thing which make draw cards extremely bad. Your statistics are good but theory is wrong.
@@ticklewave7797 you must not have watched enough of my videos I go into extensive droll math where we play draw cards in formats where droll is played at 15% or less. This has been covered in multiple vids. For example superheavy format you wouldn't want to do this at all. Also these "draw" cards are just to be sprinkled at 1. For example going to the metalfoes example sure that COULD be an additional handtrap but now if you have 3 handtraps in your starting hand and only purley you actually don't HAVE enough gas. It's why purrley plays cards like Dark World Snow & Broww because they neeed the gas if they are going 1st.
I'm not going to say that a continuous trap card is the best card ever, but I keep feeling like Appropriate is going to be a contender someday soon Whenever your opponent draws a card, you get to draw 2. You can easily force your opponent to draw a card as a drawback, but also Maxx C and the Mulcharmies are exactly the right situation where you want to have this card active, and it only gets easier to place it face up on the field every year. I'm not saying Pharaonic Advent or Despair Uranus are worth playing in 2024, but I am saying they exist, and that what with all the recent trap monster support, i could easily see there being a future combo that cheats this card out on turn 1, and once you're there it's going to be great. In the meantime, it's still good, just slow. If you do resolve this card and take the Maxx C challenge, you're probably finding exodia in the 60 card pile you're running, or whatever other gas you needed in the tank
The way your thinking is EXACTLY the way you should be thinking. Your thinking OUTSIDE THE BOX and that style is exactly in line with how i like to look at the game. Honestly, I believe you are correct and that we are not far away from something like "appropriate" being used in a deck as long as the correct conditions are met! It only takes 1 person to win a YCS with a crazy strategy for everyone to come out of the woodwork and be like yeah i thought about that the whole time! I will remember your comment when appropriate becomes meta and where it started from.
The problem I had playing appropriate is that it only lets you draw when the opponent DRAWS, not when they search for specific cards and add them to their hands. Anyways ban maxx C and have a good evening !
@dievahdown This is definitely true, it doesn't work on searches or adding effects that are a lot more prevalent in the current game, but when there *are* draws, there are usually quite a few. Plus, you can feed your opponent draws as drawbacks for some effects. Appropriate is less about punishing draws, and more about fueling your own ability to see more of your deck whenever *you're* punished. The Mulcharmies are great not just because draw power is so good, but because it gives you access to your fast effects even if they weren't in your opening hand. Even if you weren't allowed to keep a +6 card advantage afterwards they'd be good. Appropriate is super similar in how I imagine it would play; you just feed your opponent draws, or play into the Maxx C, and as you're getting hand trapped you're also drawing into your own hand traps/counters, or a second engine, or extension, or more draw power.
@@cjcayer2232 it's definitely a good card, also check out "Dimension Conjurer" for generic spellcaster support I just pulled it, it lets you draw a spell card then has another effect to refresh your hand
@@JessePerezStrategyGaming Yeah, it was easy to remember for because, (1) I liked to playtest decks against Bandt Keiths pendulum Scrap deck in the game "Link Evolutio", also (2) once at locals someone wiped the floor with me by playing dinosaur scrap and resolving that baby dinosaur like 3 or 4 times a turn. (Those way too good not-once-per-turn cards, man...)
I can see surprise chain being used in trickstar as they can easily make long chains, the only issue is that IDK if they can benefit milling the deck, except for their boss monster that can burn your opponent depending on how many trickstars card there is in the gy with different names.
Oh that could be an interesting combo! I do see Trickstars sometimes easily getting chain link 6+ if they have the corresponding continuous spells that also help burn and chain.
I used to put at my runick deck, the metalfoes fusion... Hugin effects becomes "discard for one search and one draw". Also Soul's magicion with runick can help with this powerful draw. Oh, yeah... with around 9-10 ice barrier cards you synchro for draw power, use spells that trade lv 6 / 9 for 2 draws... the spell equipment for spellcasters to draw 2... Man, if i cannot attack, my opponents shouldnt too. Also, Master duel will bring trickstar reincarnation at 3... with only one i make a party when people use maxx C sooooo easly againt runick-icebarrier-magician's soul. Always 40-based deck. "oh, but what about nibiru?" Well, synchro herald lv 4 is accessible before entering Icebarrier combo, right? Also helps for magicians soul being accessible any case it goes to GY.
24:52 I just want to point out that "protecting the garnets / drowning the bricks" with just one more card, doesn't mathematically work. If you add one or two more card to your deck, you decrease the chance of drawing your bricks by typically way less than a percent or so. Of course, if you play 60 instead of 40 cards, it actually does make a big difference. Also, if one adds cards that are good (like hand traps etc.), than that's fine. However, one should make sure that the added card is not yet another brick. Drowning bricks by adding more bricks, does make the situation worse. With Upstart it is maybe a bit debatable, if one should really use it. It could be a hand trap in your starting hand. The percentages don't really change that much. It plays into Droll. It mostly makes sense, if your deck wants to play a lot of spells, like Sky Striker and Endymion. There the card is very usefull.
True, Droll tends to be the big boss monster for decks like this. I use a ritual deck with like 3 preparations, 3 preparation of rites and other various searchers like herald and when i get drolled its like well thats my turn lol. When droll is low in usage rates and not in popular formats i usually come to accept the droll toll. The bigger thing with upstart is probably that the later in your combo you can afford to use it the better you are. It's like how mathmechs do their whole combo and then draw 2 with "heatsoul" the heatsoul draws have a really good percentage chance to now get handtraps as they milled so much of the regular deck. To your point though - Your right i probably overhyped upstarts brick mitigation potential. 1 card will not make as much as a difference in mitigating bricks.
I've been convinced by other players that pretty often you might prefer to include stronger going second cards and board breakers over hand traps, when you're going towards 60 to drown bricks. Enough of those and enough paths to your 1 card combo helps keep a lot of games playable
branded recovery continous spell also isnt used enough. decks that banish and want anti banish can use it with great success yes it wants light and dark but it wants them in grave + there is almost no decks that completely skip lights and darks so you can banish from opponents grave as well.
Yes! Branded Regained could have EASILY been on this list. I think I am going to do another list for Types and another video for attributes and Regained will certainly have to make it on the list! good one!
Thanks for teaching us about pinpoint landing. Endymion magician soul can definitely take advantage. And being a continuous spell card, naturally becomes a fodder for staples as well such as forbidden droplet
A second comment, but it's a different idea; I think fortune Fairies are likely to combo really well with some of these draw cards. They all have poplar effects to summon from hand when drawn, and a few are decent extenders, but at the very least they're link fodder. Fortune Ladies are already really decent at drawing as well, so I'm wondering if there isn't some form of Fusion Deep Draw strategy that spams out these micro draw/deck thinner strategies to put up body after body only to pivot afterwards into drawing the last cards in your deck that just so happen to be your non-engine or even just exodia. Fusion ofc because you could toss in Chain Material and banish an arbitrary number of cards to get out a big boss monster that's going to be destroyed in the end phase and costs your ability to declare attacks, but that's not a real downside XD
Thank you! I am truly humbled that is easily the biggest compliment you can give a small content creator. The new year just started and you already made my year :D
I only have one problem with all of these neet draw cards, they don't necessarily help going second and thats kinda the problem with all draw cards... You can easily say: They help you draw into board breakers or extenders or what not, but you could've had a hand trap that would've helped even more (not to mention that you could draw into a hand trap going second). So, to me, neet is all they will ever be. P.S I love you putting yourself on the cards ! I can tell you had a little fun with it
Performapal Popperup is good if you like to discard. Also the damage makes ghost fusion (bonus for zombie players) live, and psychic end punisher HUGE.
24:44 What are the odds to see a garnet after you drew a 6th card with your Drawcards? I mean you inflate the deck with draw cards which decreases the chance to see a garnet in the starting hand. But as soon as you draw a 6th or even a 7th card, chances to see a garnet are increased.
Shuffle reborn is another interesting draw card not exactly generic you wanna use it in the same kinda decks that would use metalfoes fusion, on top of its reborn effect it has some interesting synergy with things like chicken game etc or you can also use it to shuffle back spell/trap garnets or non-Opt spells or going 2nd cards you have in hand turn 1
Shuffle reborn seems very interesting! Can you give me an example of a deck that might be able to use it? I am torn between trying it in a deck that likes to banish things from their hand like ghoti to a deck that discards & mills consistantly.
Prank-Kids may possible to use that but the only problem is that you need empty field in the first place to activate Zoodiac back then use that too in their format
@JessePerezStrategyGaming The only deck I use it in currently is a bone tower mill variant of Mayakashi, in the past when Yugioh was slower I played it in a Grass Metaphys deck. If the card could fit in a deck that benefits from both effects and the costs that would be ideal, since the banish happens in the end phase that limits how much you can benefit from it so something like Ghoti sounds interesting. On the other hand anything that wants to discard and mill is also a practical fit like the Horus engine which can get cards in the GY before you put a monster on board, discard it if you already have monsters and it might be decent mill off zombie vamp
@@JessePerezStrategyGamingI'm thinking of using it in my skull servant, tearlaments, lightsworn pile that's does synchro summons, sword soul chengying among many others
Surprise Chain in Chain Burn is hilarious! I love when I get to use it as ChL4+. Also like if you’ve drawn Metalfoes Fusion off your own 1 copy of Metalfoes Fusion. Main reason I don’t play that card anymore lol
i used to use metalfoes fusion, but i found the black goat laughs to be a much better card. by discarding or milling it, it turns into a disruption, but more importantly if you don't happen to have a way to send it from your hand then it's not a dead card.
Black goat is a VERY VERY strong card. You are 100% correct in that black goat can shut down an opponent if used at the right time. I think you are correct that black goat is better in alot of decks then metafoes but maybe in combo focused decks like runick, horus and purrely that need the gas ⛽️ and multiple discard fodder metalfoes still has a place there.
Do you consistently summon from hand every turn in that deck? If not, you don't want Pinpoint Landing. And Metalfores Fusion is just a brick, trust me when I say using the card as a mulligan is bad. If you want to play bricks and FBG then at least use that Crystal Beast trap so you can search out Babel or Planet, although I don't think those archetypes live or die by whether they can find their field spell, so you're probably better off just not adding more bricks... Kash is already pretty bricky.
Huh, i might swap in Metalfoes Fusion over Dark World Dealing for my Horus Wight deck. The deck has enough ways to discard without DWD, and less dead mills off of Wight Lord, Grass, and Zomb Vamp is always good.
Yes running a copy of metalfoes at 1 should have great utility in that deck like that! If you want to be really ambitious you can run it at 2 but then you do run the risk of only being able to activate 1 a turn. To be on the safe side a single copy of it goes a long way!
I use a single copy of Metalfoes Fusion in pure Witchcrafter. It's never felt great anywhere else despite trying it in several. I'd always rather have another card where pure Witchcrafter really doesn't have another card and it's basically always usable when drawn.
I like to use Sekka's Light with the Genex Undine engine in Master Duel. I feel like Undine performs better than Deep Sea Diva for Mermails because Diva is strait hand trap bait that will rarely resolve. It makes no sense that it's limited in the TCG. Using Sekka keeps players off commonly played cards like Imperm, Dominus cards, Triple Tactics cards etc. That's a fair trade off.
Agreed, the Pot of Greed effect in exchange for not running other spells/traps seems very fair. What might have pushed it over the edge was its mulligan effect to unbrick hands - but I cannot truely know for sure. I know it was at its peak when Block Dragon was legal because that was devastating. Now the most toxic strategy sekka's light can help enable is just the telefon Psudeo-infinite loop which isn't really that bad excepting confusion for judges in person lol.
hand destruction is a -1. it's not really a good card unless you want your cards from the hand into the grave. plus, card destruction is better if you can run it instead since it doesnt give your opponent a free mulligan of 2 cards, though it is limited everywhere
Metalfoes Fusion was used back in the day in sky striker with the combo of it and Foolish Burial Goods, not as popular or efficient as the toon engine, it was pretty decent as it dumped 2 spells with one card and allowed a decent amount of draws. I did used Pinpoint in Mekk-knights back in the day. It was decent as it was a random 1 of to reach 40. I always wanted to use Sekka's light, but the decks that used it were never my cup of tea. Piercing the darkness is a card that I never paid attention to and thought it had a really bad effect because I only saw it in Low Ladder Dark Magician. I might use it in Pacifis Primite when the latter comes to MD. I have Ipiria in good regards from playing Spright and Pre-Girsu Mekk-Knight. I really like the little guy.
Yeah alot of the decks that can use Piercing the Darkness are usually low tier but I def think it is a card that helps them rather than hurts. Also, I am excited as well for the Primite cards! Interesting, I didn't know Metalfoes Fusion was used in Sky Strikers. I didn't know they reliably had a way to discard it if it was in the hand but now that I think about it they could just set it facedown and send it to the GY with Sky Striker Airspace - Area Zero.
@@JessePerezStrategyGaming Yep, both Area Zero and Multirole can send it to the gy. It was a neat card in that deck. But I guess we don't see it much in Sky Striker these days because of Droll and Lock bird.
@JessePerezStrategyGaming Ah okay. The synth harpsichord with hiphop beat sounds *a lot* like the OST of my favorite visual novel. I swear they use the same synth.
The advantage of metalfoes is that you can choose when to use it. Thereby doing your full combo and then choosing to do the draw at the end raises the percentage to see handtraps and not draw your garnets until you search them. Shaddoll beast & Brow also has the downside in that they have to be used or sent as a card effect - while metalfoes does not discriminate how it got to the GY. However, to your point - both brow and beast are monsters - means they have other utility like beast being a foolish burial target. All in all some decks like Purrelly can make use of BOTH brow & metalfoes fusion. Also to your point - Brow has the added advantage of NOT being a HOPT. So there is pros and cons with both!
My problem with surprise chain is that is a win more card If you have it in hand when you have a good hand is great because you basically play a pot of duality But when you have a not so good hand, and you need to draw that card is useless And keep in mind that if you have a bad hand, having surprise chain could be the card that got you a bad hand Because maybe you have 2 extenders in hand but not a starter and you could have draw it instead of surprise chain So when you are losing you lose more and when you are winning you win more It's also worth noting if you suffer handtraps that surprise chain in that situation could be useful because your oppo is giving you another effect in chain so it's easier then to activate surprise chain.
I normally don't take the time to comment on RUclips, but this is egregious. To start, you gave some good options. Metalfoes Fusion, a meta-tech option for years, was the only viable card. Pinpoint Landing was a reasonable pick since it would replace itself the same turn you played it and can chain-block. Capshell and Ipiria were always thought of as good cards. The others are just not playable. 1. Why is Piercing the Darkness generic, but not Allure of Darkness? Allure hits more monsters currently played in the game, not to mention you'd have to be running a substantial amount of normal monsters to make it worth providing a slot, but you've now clogged your deck with normal monsters? How does that help anyone? 2. Sekka Light has no place in current Yugioh. There are no decks, meta or rogue, topping while also not play spells or traps. Also In the last 3 metas, trap decks have had decent representation. Why take such a heavy restriction for a plus 1? 3. Surpise Chain... why lol? You might as well play Jar of Greed since you're going 4 chain-links deep to draw 1 card. 4. The decks destroying their own cards already have better options than Supply Squad so what benefit does it provide those decks? The potential chain-block doesn't even have value. 5. Upstart Goblin just isn't needed and may never be needed again. All tiered deck tutor cards to your hand. Why give your opponent 1k hp for a blind draw? TL;DR, The majority of the cards you talk about are, at best, win-more options, and worst, bricks. Realistically, they are all clunky in the current meta and I don't think you can search any of them (Triple Tactics Thrust doesn't count). If you have decklists to show off how these tech options do anything to elevate those, please show us.
The only viable draw cards in this video are maybe Upstart Goblin and Capshell/Ipiria. Spright does use them, but they're honestly not that necessary. They already have multiple engines that help them swarm the field.
Pinpoint, I use this card since my first version of my dear pure Fur Hire, with the furry monsters, Exodius,Protos and Escatos this is just too easy to gain from this spell every turn
I kinda wish Konami would stop building the "after activation, discard 1 card and add such and such to your hand" on every new archetype.. how much longer until every deck just has a free mulligan effect on it? May as well just change the rules to add mulligans to the game. Also, whoever created Gen and Ken can die in a fire lol... It's so annoying sitting there going second, then getting Gen and kend and then talents to look at my hand. I think any card that they make that gives itself to your opponent should have an expiry date.
I always call those effects "noob deckbuilding protection" because it helps people who deckbuild bad by discarding their worst card in probably a bad deck build.
Question, is there much point for Upstart Goblin in decks that go beyond 40 cards? Why would a 60 card deck with Upstart be better than a 59 card deck without it? Baiting Ash I guess, padding out your deck so you don't draw a garnet so you use Upstart after your main combos... maybe I just answered my own question but I still feel like I'm missing something.
The issue is that you’re lowering the odds of seeing handtraps in your opening hand going 2nd. It’s also very unreliable when trying to play trough stuff, you get into « when do I try to resolve my draw effect » kind of ordeal (depending on how much engine is left in your deck, what bricks, what draws would help now and wouldn’t later, etc etc) and that’s adding way too much mental stack for basically nothing.
The only archetype that can use Sekka's Light with no major issues is Super Heavy Samurai (which it was designed for) Most Decks can't use this card at all unless you actually draw it on your first hand going first, which makes this card an unsearchable (since you can't use TTT to search for it) brick otherwise That's why no one who isn't an SHS player will ever use this card
Adamancipaters can use it pretty well and certain ghoti lists can too I actually have a ghoti lists that runs it and the consistancy it makes is better than using any of the ghoti spells/traps because their not that good. It's in the video if you want to check it out i climbed to masters in a season with a couple diffrent variants including that one and another 60 deck varient too
It's 2025 and I still use Pot Of Extravagance. It sucks honestly but I like the artwork so much I continue to use it and well I don't exactly use the extra deck all that much anyways so whatever. I do use the extra deck so yes Pot can still screw me over but I use so little of the extra deck Pot is still usable for me if that makes sense. 😂
Capshell was such a waste of potential where drawing is a hard once per turn, period. If they were really concerned about people spamming its effect, they could have capped its draw to be at 2 AND you have to use a different summoning method from the first one to earn that second draw since it falls in line with Level 2 themed decks. Konami either makes cards that are broken or trash. There's no fun middle ground.
Yeah the best use really for capshell would be to create a sprite elf in MD to draw one then elf revive next turn and use sprite carrot or red to negate as capshell as the tribute to draw 1 more. Hopefully that draw goes into another handtrap.
@JessePerezStrategyGaming thanks for being easygoing about it! I didn't mean to be rude. This is your first video I've seen, I think. Good content! Informative and formatted well.
Draw cards aren't better than raw advantage more now than ever we still prefer to win games on the competitive side of yugioh. Pinpoint wasn't good back when i topped with it in danger crusadia its mid getting 1 card for 1 in a game that last 1-3 turns...Runick cards can get draws or bodies monster slots triggers malice monsters theres real options that aren't these presented.
A lot of these cards are useless. The first one won’t be used 99% of the time and are you really going to take out imperm, called by, and even talents, just for sekkas light? All these cards need something else to happen to get the draw. One even needs 3 chain links to exist first. Upstart is the best card in the list. You’re better off running pot of prosperity at 1 over any of these cards at 1 because yugioh only lasts 2 turns.
Lol I'm not saying deck with imperm talents is going to be good with sekkas light. I feel like people are saying I'm saying to play sekkas light in runick/sky strikers lol it's only in monster HEAVY i.e 85% + decks where it could have a spot. I.e superheavy samerui, adamancipaters , certain ghoti lists etc.
Nobody is using them bc card draw is irrelevant in an enviroment where u can just tutor 15 times per turn if its not maxx c maybe even talent its just wasted space
Going off of what you are saying. What's interesting is the ability to tutor the 15 times and THEN draw. That is specifically why decks like mathmech where after they mill their whole deck they will make a heatsoul and draw 2. Some modern decks have this potential too like diableelstar that has Wanted:sinful spoils and can draw. But the interesting thing is that was so powerful wanted is actually Limited to 1 now in MD. So the draw after the tutors is still very strong. 💪
I use a Herald of Perfection deck that uses The Agent of Creation - Venus and Mystical Shine Balls to spam out multiple Saryuja Skull Dread. I was surprised when I saw Piercing the Darkness because it would be really abusive with Venus summoning the Mystical Shine Balls thinking I could draw 3 off it, but then I saw it's only once per turn, so that was disappointing. Having access to 3 Pot of Avarice is very abusive with it though. I've tested so many opening hands and there have been a few times where I've summoned Saryuja three times and used all three Pot of Avarice on my first turn. That should be a +6 in card advantage.
u popping up in the card art is great lol
@@asciiangel7583 lmao I'm glad you liked that 🤣 . I was having a fun time editing that in there too.
@@JessePerezStrategyGaming Jesse Cooclock. How fitting. :p
I love that, It's sweet@@JessePerezStrategyGaming
I have another draw engine to offer, if you don't need the normal summon: The Spell Book engine. It consists of blue boy and the search spell (Secrets), that both search each other and draw spell (Knowledge), which puts the normal summoned blue boy to the grave in order to draw 2 cards. (I guess Knowledge alone could be useful in spellcaster decks, in which you have some spellcasters to sacrifice and/or want to have them in GY anyways.)
I might have to eventually do a whole separate video on analyzing the spellbook engine as a whole. I think mathamatically there is a lot of potential there especially if the decks don't need a normal summon. Although I would have to compare and contrast it to the Ken and Gen more modern engine that aims to DRAW 2 discard 1 and also goes well with decks that dont need the normal summon.
Ken & Gen vs Spellbooks Math seems like a fun video I might add that to the list!
I use spellbook knowledge, secrets, the level 2 water monster and the link 2 in my millennium ankh deck as that doesn't have a normal summon.
Feels really nice, especially when I can activate thrust or tactics and draw 4 😅
@@JessePerezStrategyGaming Cool. For me the TL;DR: so far was: Spellbook-Engine in Endymion because of spellcaster synergy and Gen&Ken in Danger-DarkWorld, because you really want the "discard for effect" on top. Other decks didn't really come to my mind, but appearently there are more decks.
@@alex62965i used this enhine in my recent builds. Been using it since endymion format
I sometimes use Card Destruction. Players tend to not liked using it as it has a chance to help your opponent too by dumping cards they want in the grave... but on the other hand it could instead ruin their good hand. Regardless of those possibilities, it is useful if you get a hand of mostly garbage or a deck that has a lot of cards which benefit from being in the grave.
One of my favorite anime Yugioh Matches occurs in VRAINS! where two side characters are battling and they BOTH brick but pretend to have AMAZING hands. They both get out of the jam because one of them activates card destruction. I think of that duel every time card destruction is mentioned its one of my favorite YGO duels in history of the shows.
If you get a hand of mostly garbage you have failed at the deckbuilding stage. Going -1 has to be really worth it, so the card is only good in decks that proc off discards or send-to-GY. But even then, I never put it in a Tearlament list, because it does nothing when getting milled. Dark World, sure, it goes crazy in that deck, but it's been years since DW was meta.
Pinpoint Landing + Magicians Souls looks very interesting
Oh that's a good combo basically turns Pinpoint into a pot of greed!
Tried it before in Scareclaw and Kashtira, might be good in White Forest but probably not as good as Chicken Game
Magicians souls and toy box/ soldier/tank is better. Get 2 more bodies 2 draws a search and possible 3rd body and possible more draws if you have a Kuraz in hand or grave
But completely forgot about Pinpoint landing, I have 2 somewhere so going to dig them out😅
My setup is 1 Ken 3 gen + 3 talent + 3 thrust + 3 chicken game + 3 upstart + 3 into the void + 3 engage
Royal Magical Library feels like it would go so hard in this setup as well lol. We can also add 1 day of peace in here as well. Maybe compliment it with Runick or Magician Souls engines too? Insane Draw Power!
Activate droll and lock bird 😅
@@itisnot7671 droll isn't real
@@JessePerezStrategyGaming I just wanna draw into 3 solemn + tcboo + anti spell then end on shizuku lol
I use Pinpoint Landing in Mekk-Knights. It works perfect cuz it sets up a column and well, Mekk-Knights practically special summon themselves from hand for free
I don't think Capshell works with Giga Spright because it detaches for effect rather than cost, but it does work with Red and Carrot if you tribute it for a negate.
You are 100% correct and the way i presented it looks like I want capshell to be used to make gigantic! Your supposed to make the spright links with capshell AND/OR tribute capshell with the spright carrot or reds effect to negate.
The best i find in Master duel is create elf with capshell and then revive capshell next turn and use it as the tribute fodder for carrot.
Good clarification! Sorry for any confusion!
@@JessePerezStrategyGaming I like to use it with Mask Change II in Runick Spright (just as a backup target)
@@JessePerezStrategyGaming in sprights it can be used in combo with Muckraker from the underworld
you gigantic pulls capshell, link for muckraker, draw one, use muckraker to discard one to revive capshell and overlay it + blue/jet into djinn buster to draw during the opponent's turn after negating with it
Metalfoes Fusion is basically a modern Sinister Serpent.
tbh people don't like using draw cards as nowadays there are so many bricks or garnets that you want to have in the deck to search/mill/whatever. that's why pot of prosperity is so much more popular than pot of extravagance.
cool new intro btw!
Thanks glad you like the new intro! Yes and to your point its why the last graph on where I talk about upstart its very important in modern decks to start your combo & then do your draw with upstart after the combo is complete etc. As to your point almost every deck has that card that is a 1 or 2 of that you want to search but not want in your hand as part of the combo.
By saving the upstart/draw effect you now have a substantially higher chance to draw into a tech card/handtrap. Only use the draw if its your only option or the chance to bait out handtraps is very high.
That's also why cards like metalfoes fusion is my favorite because when its in the GY we can choose when we want to activate the effect.
@@JessePerezStrategyGaming yes that's a good point! saving upstart is smth I never thought about doing tbh
@@JessePerezStrategyGaming This doesn’t work for multiple reasons, people actually have interupts for your turn. If it was as easy as just do whatever you want then sure but ideally you want actual playable cards in an opening hand. Secondly draw cards don’t stop your opponent unlike handtraps. Thirdly, cards like droll are a thing which make draw cards extremely bad. Your statistics are good but theory is wrong.
@@ticklewave7797 you must not have watched enough of my videos I go into extensive droll math where we play draw cards in formats where droll is played at 15% or less. This has been covered in multiple vids. For example superheavy format you wouldn't want to do this at all. Also these "draw" cards are just to be sprinkled at 1. For example going to the metalfoes example sure that COULD be an additional handtrap but now if you have 3 handtraps in your starting hand and only purley you actually don't HAVE enough gas. It's why purrley plays cards like Dark World Snow & Broww because they neeed the gas if they are going 1st.
I'm not going to say that a continuous trap card is the best card ever, but I keep feeling like Appropriate is going to be a contender someday soon
Whenever your opponent draws a card, you get to draw 2. You can easily force your opponent to draw a card as a drawback, but also Maxx C and the Mulcharmies are exactly the right situation where you want to have this card active, and it only gets easier to place it face up on the field every year. I'm not saying Pharaonic Advent or Despair Uranus are worth playing in 2024, but I am saying they exist, and that what with all the recent trap monster support, i could easily see there being a future combo that cheats this card out on turn 1, and once you're there it's going to be great.
In the meantime, it's still good, just slow. If you do resolve this card and take the Maxx C challenge, you're probably finding exodia in the 60 card pile you're running, or whatever other gas you needed in the tank
The way your thinking is EXACTLY the way you should be thinking. Your thinking OUTSIDE THE BOX and that style is exactly in line with how i like to look at the game. Honestly, I believe you are correct and that we are not far away from something like "appropriate" being used in a deck as long as the correct conditions are met!
It only takes 1 person to win a YCS with a crazy strategy for everyone to come out of the woodwork and be like yeah i thought about that the whole time! I will remember your comment when appropriate becomes meta and where it started from.
The problem I had playing appropriate is that it only lets you draw when the opponent DRAWS, not when they search for specific cards and add them to their hands. Anyways ban maxx C and have a good evening !
@dievahdown This is definitely true, it doesn't work on searches or adding effects that are a lot more prevalent in the current game, but when there *are* draws, there are usually quite a few. Plus, you can feed your opponent draws as drawbacks for some effects.
Appropriate is less about punishing draws, and more about fueling your own ability to see more of your deck whenever *you're* punished. The Mulcharmies are great not just because draw power is so good, but because it gives you access to your fast effects even if they weren't in your opening hand. Even if you weren't allowed to keep a +6 card advantage afterwards they'd be good. Appropriate is super similar in how I imagine it would play; you just feed your opponent draws, or play into the Maxx C, and as you're getting hand trapped you're also drawing into your own hand traps/counters, or a second engine, or extension, or more draw power.
@@cjcayer2232 it's definitely a good card, also check out "Dimension Conjurer" for generic spellcaster support I just pulled it, it lets you draw a spell card then has another effect to refresh your hand
I built a whole exodia deck around that card. There are so many cards that make your opponent draw.
First vid of the New Year! The grind waits for no one!!!
Happy new year to you too my friend!
I could see pinpoint landing being good in melodious.
I played it x2 into Mekk-Knight
16:55 "Supply Squad" also useful in Dinosaurs and Scrap deck, because they also destroy a lot of their own cards.
Oh! Saitougin great suggestion! I forgot all about the scraps!
@@JessePerezStrategyGaming Yeah, it was easy to remember for because, (1) I liked to playtest decks against Bandt Keiths pendulum Scrap deck in the game "Link Evolutio", also (2) once at locals someone wiped the floor with me by playing dinosaur scrap and resolving that baby dinosaur like 3 or 4 times a turn. (Those way too good not-once-per-turn cards, man...)
awesome presentation. thank you.
Your cat is amazing btw 😊
I can see surprise chain being used in trickstar as they can easily make long chains, the only issue is that IDK if they can benefit milling the deck, except for their boss monster that can burn your opponent depending on how many trickstars card there is in the gy with different names.
Oh that could be an interesting combo! I do see Trickstars sometimes easily getting chain link 6+ if they have the corresponding continuous spells that also help burn and chain.
I used to put at my runick deck, the metalfoes fusion... Hugin effects becomes "discard for one search and one draw". Also Soul's magicion with runick can help with this powerful draw.
Oh, yeah... with around 9-10 ice barrier cards you synchro for draw power, use spells that trade lv 6 / 9 for 2 draws... the spell equipment for spellcasters to draw 2...
Man, if i cannot attack, my opponents shouldnt too. Also, Master duel will bring trickstar reincarnation at 3... with only one i make a party when people use maxx C sooooo easly againt runick-icebarrier-magician's soul. Always 40-based deck.
"oh, but what about nibiru?"
Well, synchro herald lv 4 is accessible before entering Icebarrier combo, right? Also helps for magicians soul being accessible any case it goes to GY.
Nice editing
24:52 I just want to point out that "protecting the garnets / drowning the bricks" with just one more card, doesn't mathematically work. If you add one or two more card to your deck, you decrease the chance of drawing your bricks by typically way less than a percent or so. Of course, if you play 60 instead of 40 cards, it actually does make a big difference. Also, if one adds cards that are good (like hand traps etc.), than that's fine. However, one should make sure that the added card is not yet another brick. Drowning bricks by adding more bricks, does make the situation worse.
With Upstart it is maybe a bit debatable, if one should really use it. It could be a hand trap in your starting hand. The percentages don't really change that much. It plays into Droll. It mostly makes sense, if your deck wants to play a lot of spells, like Sky Striker and Endymion. There the card is very usefull.
True, Droll tends to be the big boss monster for decks like this. I use a ritual deck with like 3 preparations, 3 preparation of rites and other various searchers like herald and when i get drolled its like well thats my turn lol. When droll is low in usage rates and not in popular formats i usually come to accept the droll toll.
The bigger thing with upstart is probably that the later in your combo you can afford to use it the better you are. It's like how mathmechs do their whole combo and then draw 2 with "heatsoul" the heatsoul draws have a really good percentage chance to now get handtraps as they milled so much of the regular deck.
To your point though - Your right i probably overhyped upstarts brick mitigation potential. 1 card will not make as much as a difference in mitigating bricks.
I've been convinced by other players that pretty often you might prefer to include stronger going second cards and board breakers over hand traps, when you're going towards 60 to drown bricks. Enough of those and enough paths to your 1 card combo helps keep a lot of games playable
branded recovery continous spell also isnt used enough. decks that banish and want anti banish can use it with great success yes it wants light and dark but it wants them in grave + there is almost no decks that completely skip lights and darks so you can banish from opponents grave as well.
Yes! Branded Regained could have EASILY been on this list. I think I am going to do another list for Types and another video for attributes and Regained will certainly have to make it on the list! good one!
really interesting video. I liked the statistics.
Thanks for teaching us about pinpoint landing. Endymion magician soul can definitely take advantage. And being a continuous spell card, naturally becomes a fodder for staples as well such as forbidden droplet
Good vid, that capshell part was funny
I hate all of math so much, except statistics. Love this channel man, it’s great.
Contract with Don Thousand. Been using it for years now and it works great with my burn deck
I LOVE Piercing the Darkness.
A second comment, but it's a different idea; I think fortune Fairies are likely to combo really well with some of these draw cards. They all have poplar effects to summon from hand when drawn, and a few are decent extenders, but at the very least they're link fodder. Fortune Ladies are already really decent at drawing as well, so I'm wondering if there isn't some form of Fusion Deep Draw strategy that spams out these micro draw/deck thinner strategies to put up body after body only to pivot afterwards into drawing the last cards in your deck that just so happen to be your non-engine or even just exodia. Fusion ofc because you could toss in Chain Material and banish an arbitrary number of cards to get out a big boss monster that's going to be destroyed in the end phase and costs your ability to declare attacks, but that's not a real downside XD
Piercing the darkness would be dope in Sunavalon plant decks
pin point landing can be interesting in some decks
This guy is easily going to have 1 million followers in the future
Thank you! I am truly humbled that is easily the biggest compliment you can give a small content creator. The new year just started and you already made my year :D
I use Pinpoint Landing in decks that can consistently SS from hand every turn, like Scareclaw
Dark factory of more production isnt bad in a blue eyes deck.
I only have one problem with all of these neet draw cards, they don't necessarily help going second and thats kinda the problem with all draw cards... You can easily say: They help you draw into board breakers or extenders or what not, but you could've had a hand trap that would've helped even more (not to mention that you could draw into a hand trap going second). So, to me, neet is all they will ever be.
P.S I love you putting yourself on the cards ! I can tell you had a little fun with it
Performapal Popperup is good if you like to discard. Also the damage makes ghost fusion (bonus for zombie players) live, and psychic end punisher HUGE.
24:44 What are the odds to see a garnet after you drew a 6th card with your Drawcards? I mean you inflate the deck with draw cards which decreases the chance to see a garnet in the starting hand. But as soon as you draw a 6th or even a 7th card, chances to see a garnet are increased.
Shuffle reborn is another interesting draw card not exactly generic you wanna use it in the same kinda decks that would use metalfoes fusion, on top of its reborn effect it has some interesting synergy with things like chicken game etc or you can also use it to shuffle back spell/trap garnets or non-Opt spells or going 2nd cards you have in hand turn 1
Shuffle reborn seems very interesting! Can you give me an example of a deck that might be able to use it? I am torn between trying it in a deck that likes to banish things from their hand like ghoti to a deck that discards & mills consistantly.
Prank-Kids may possible to use that but the only problem is that you need empty field in the first place to activate
Zoodiac back then use that too in their format
@JessePerezStrategyGaming The only deck I use it in currently is a bone tower mill variant of Mayakashi, in the past when Yugioh was slower I played it in a Grass Metaphys deck. If the card could fit in a deck that benefits from both effects and the costs that would be ideal, since the banish happens in the end phase that limits how much you can benefit from it so something like Ghoti sounds interesting. On the other hand anything that wants to discard and mill is also a practical fit like the Horus engine which can get cards in the GY before you put a monster on board, discard it if you already have monsters and it might be decent mill off zombie vamp
@@JessePerezStrategyGamingI'm thinking of using it in my skull servant, tearlaments, lightsworn pile that's does synchro summons, sword soul chengying among many others
Surprise Chain in Chain Burn is hilarious! I love when I get to use it as ChL4+.
Also like if you’ve drawn Metalfoes Fusion off your own 1 copy of Metalfoes Fusion. Main reason I don’t play that card anymore lol
i used to use metalfoes fusion, but i found the black goat laughs to be a much better card. by discarding or milling it, it turns into a disruption, but more importantly if you don't happen to have a way to send it from your hand then it's not a dead card.
Black goat is a VERY VERY strong card. You are 100% correct in that black goat can shut down an opponent if used at the right time.
I think you are correct that black goat is better in alot of decks then metafoes but maybe in combo focused decks like runick, horus and purrely that need the gas ⛽️ and multiple discard fodder metalfoes still has a place there.
Kashtira with Dark Magician and maybe Dinosaur are probably the only competitive Decks that can viably run Piercing the Darkness.
Just added Metalfoes Fusion, Foolish Burial Goods, and Pinpoint landing into the Orcust, Horus, Kash deck I’m playing!
Do you consistently summon from hand every turn in that deck? If not, you don't want Pinpoint Landing. And Metalfores Fusion is just a brick, trust me when I say using the card as a mulligan is bad. If you want to play bricks and FBG then at least use that Crystal Beast trap so you can search out Babel or Planet, although I don't think those archetypes live or die by whether they can find their field spell, so you're probably better off just not adding more bricks... Kash is already pretty bricky.
if you mention upstart i think you should also mention chicken game since it can even be sent for diabellestar after use for example
Huh, i might swap in Metalfoes Fusion over Dark World Dealing for my Horus Wight deck. The deck has enough ways to discard without DWD, and less dead mills off of Wight Lord, Grass, and Zomb Vamp is always good.
Yes running a copy of metalfoes at 1 should have great utility in that deck like that! If you want to be really ambitious you can run it at 2 but then you do run the risk of only being able to activate 1 a turn. To be on the safe side a single copy of it goes a long way!
Supply Squad, Darksea Float destroyed with Trap Tracks to set & use Reckless Greed = 4 card draw :)
I use a single copy of Metalfoes Fusion in pure Witchcrafter.
It's never felt great anywhere else despite trying it in several. I'd always rather have another card where pure Witchcrafter really doesn't have another card and it's basically always usable when drawn.
i didn't knew surprise chain, cool card, feels like a pseudo pot of prosperity
Dragon Rejuvenation couod be hella broken these days 🤔
Yes! I am thinking of doing some follow up videos where I do the best draw cards for each type & attribute! What would you think of that?
Might end up back on the ban list due to dragon rulers again
@ Truue! Forgot they were coming.
Too slow for today
@ true but turn one could be good
Im a HERO Player. I can use all of these. My favorite being Supply Squad. Destroyer Phoenix Enforcer can easily trigger that
I like to use Sekka's Light with the Genex Undine engine in Master Duel. I feel like Undine performs better than Deep Sea Diva for Mermails because Diva is strait hand trap bait that will rarely resolve. It makes no sense that it's limited in the TCG. Using Sekka keeps players off commonly played cards like Imperm, Dominus cards, Triple Tactics cards etc. That's a fair trade off.
Agreed, the Pot of Greed effect in exchange for not running other spells/traps seems very fair. What might have pushed it over the edge was its mulligan effect to unbrick hands - but I cannot truely know for sure. I know it was at its peak when Block Dragon was legal because that was devastating.
Now the most toxic strategy sekka's light can help enable is just the telefon Psudeo-infinite loop which isn't really that bad excepting confusion for judges in person lol.
Some good combo if used hand destruction (draw 2 then discard 2 from hand) with metalfoes fusion..get additional 1 draw
hand destruction is a -1. it's not really a good card unless you want your cards from the hand into the grave. plus, card destruction is better if you can run it instead since it doesnt give your opponent a free mulligan of 2 cards, though it is limited everywhere
@jmooroof1769 in ocg,can be used up to 2 copy
Metalfoes Fusion was used back in the day in sky striker with the combo of it and Foolish Burial Goods, not as popular or efficient as the toon engine, it was pretty decent as it dumped 2 spells with one card and allowed a decent amount of draws.
I did used Pinpoint in Mekk-knights back in the day. It was decent as it was a random 1 of to reach 40.
I always wanted to use Sekka's light, but the decks that used it were never my cup of tea.
Piercing the darkness is a card that I never paid attention to and thought it had a really bad effect because I only saw it in Low Ladder Dark Magician. I might use it in Pacifis Primite when the latter comes to MD.
I have Ipiria in good regards from playing Spright and Pre-Girsu Mekk-Knight. I really like the little guy.
Yeah alot of the decks that can use Piercing the Darkness are usually low tier but I def think it is a card that helps them rather than hurts. Also, I am excited as well for the Primite cards!
Interesting, I didn't know Metalfoes Fusion was used in Sky Strikers. I didn't know they reliably had a way to discard it if it was in the hand but now that I think about it they could just set it facedown and send it to the GY with Sky Striker Airspace - Area Zero.
@@JessePerezStrategyGaming Yep, both Area Zero and Multirole can send it to the gy. It was a neat card in that deck. But I guess we don't see it much in Sky Striker these days because of Droll and Lock bird.
15:20 Wait a second, i recognize this track from somewhere. Is this from Umineko?
Yugioh - Duelist of the Roses. One of my favorite games to play growing up. Its the one where you have Deck Masters and move around on a chessboard.
@JessePerezStrategyGaming Ah okay. The synth harpsichord with hiphop beat sounds *a lot* like the OST of my favorite visual novel. I swear they use the same synth.
@JessePerezStrategyGaming Nothing beats Forbidden Memories,have Seto3rd tune as my ringtone and I am old enough to be your Dad😂
I activate Upstart Goblin, resolve, i draw the garnets
Ah, metalfoes in striker always hits ❤
I feel like you'd use shaddol beast or brow before metalfoes...
The advantage of metalfoes is that you can choose when to use it. Thereby doing your full combo and then choosing to do the draw at the end raises the percentage to see handtraps and not draw your garnets until you search them. Shaddoll beast & Brow also has the downside in that they have to be used or sent as a card effect - while metalfoes does not discriminate how it got to the GY.
However, to your point - both brow and beast are monsters - means they have other utility like beast being a foolish burial target. All in all some decks like Purrelly can make use of BOTH brow & metalfoes fusion.
Also to your point - Brow has the added advantage of NOT being a HOPT. So there is pros and cons with both!
My problem with surprise chain is that is a win more card
If you have it in hand when you have a good hand is great because you basically play a pot of duality
But when you have a not so good hand, and you need to draw that card is useless
And keep in mind that if you have a bad hand, having surprise chain could be the card that got you a bad hand
Because maybe you have 2 extenders in hand but not a starter and you could have draw it instead of surprise chain
So when you are losing you lose more and when you are winning you win more
It's also worth noting if you suffer handtraps that surprise chain in that situation could be useful because your oppo is giving you another effect in chain so it's easier then to activate surprise chain.
I normally don't take the time to comment on RUclips, but this is egregious. To start, you gave some good options. Metalfoes Fusion, a meta-tech option for years, was the only viable card. Pinpoint Landing was a reasonable pick since it would replace itself the same turn you played it and can chain-block. Capshell and Ipiria were always thought of as good cards. The others are just not playable.
1. Why is Piercing the Darkness generic, but not Allure of Darkness? Allure hits more monsters currently played in the game, not to mention you'd have to be running a substantial amount of normal monsters to make it worth providing a slot, but you've now clogged your deck with normal monsters? How does that help anyone?
2. Sekka Light has no place in current Yugioh. There are no decks, meta or rogue, topping while also not play spells or traps. Also In the last 3 metas, trap decks have had decent representation. Why take such a heavy restriction for a plus 1?
3. Surpise Chain... why lol? You might as well play Jar of Greed since you're going 4 chain-links deep to draw 1 card.
4. The decks destroying their own cards already have better options than Supply Squad so what benefit does it provide those decks? The potential chain-block doesn't even have value.
5. Upstart Goblin just isn't needed and may never be needed again. All tiered deck tutor cards to your hand. Why give your opponent 1k hp for a blind draw?
TL;DR, The majority of the cards you talk about are, at best, win-more options, and worst, bricks. Realistically, they are all clunky in the current meta and I don't think you can search any of them (Triple Tactics Thrust doesn't count). If you have decklists to show off how these tech options do anything to elevate those, please show us.
My GOAT didn’t forget to include “draw muscle” did he?
The only viable draw cards in this video are maybe Upstart Goblin and Capshell/Ipiria. Spright does use them, but they're honestly not that necessary. They already have multiple engines that help them swarm the field.
Pinpoint, I use this card since my first version of my dear pure Fur Hire, with the furry monsters, Exodius,Protos and Escatos this is just too easy to gain from this spell every turn
I kinda wish Konami would stop building the "after activation, discard 1 card and add such and such to your hand" on every new archetype.. how much longer until every deck just has a free mulligan effect on it? May as well just change the rules to add mulligans to the game.
Also, whoever created Gen and Ken can die in a fire lol... It's so annoying sitting there going second, then getting Gen and kend and then talents to look at my hand. I think any card that they make that gives itself to your opponent should have an expiry date.
I always call those effects "noob deckbuilding protection" because it helps people who deckbuild bad by discarding their worst card in probably a bad deck build.
ohh gemini is a normal monster? idk that o.O
If you double summon it to obtain the Gemini effect, does it still count as a normal monster?
Appreciate the unique yugioh content!! Stay different! 💯
Question, is there much point for Upstart Goblin in decks that go beyond 40 cards?
Why would a 60 card deck with Upstart be better than a 59 card deck without it?
Baiting Ash I guess, padding out your deck so you don't draw a garnet so you use Upstart after your main combos... maybe I just answered my own question but I still feel like I'm missing something.
New sky striker players gonna start taking notes in a few months
The issue is that you’re lowering the odds of seeing handtraps in your opening hand going 2nd. It’s also very unreliable when trying to play trough stuff, you get into « when do I try to resolve my draw effect » kind of ordeal (depending on how much engine is left in your deck, what bricks, what draws would help now and wouldn’t later, etc etc) and that’s adding way too much mental stack for basically nothing.
Performapal Popperup + cup of ace + couple of aces
mentions normal monsters without sunseed genius loci
Link Apple is another one (in decks that dont mind 1 random banish from extra deck)
edit: Monster Slots in decks with monsters of the same level
Upstart goblin in my experience is handtrap bait, it just makes me vulnerable to being countered before my combo can launch.
include sacred crane in the capshell/ipiria category
The only archetype that can use Sekka's Light with no major issues is Super Heavy Samurai (which it was designed for)
Most Decks can't use this card at all unless you actually draw it on your first hand going first, which makes this card an unsearchable (since you can't use TTT to search for it) brick otherwise
That's why no one who isn't an SHS player will ever use this card
Adamancipaters can use it pretty well and certain ghoti lists can too I actually have a ghoti lists that runs it and the consistancy it makes is better than using any of the ghoti spells/traps because their not that good. It's in the video if you want to check it out i climbed to masters in a season with a couple diffrent variants including that one and another 60 deck varient too
Been confused why no one plays metalfoes fusion as a draw card for years
Yubel destroys itself
It's 2025 and I still use Pot Of Extravagance. It sucks honestly but I like the artwork so much I continue to use it and well I don't exactly use the extra deck all that much anyways so whatever. I do use the extra deck so yes Pot can still screw me over but I use so little of the extra deck Pot is still usable for me if that makes sense. 😂
Hello Hello Hello duelist thanks for the great video
Make Blue Eyes Great Again !!
Dimension Conjurer
Capshell was such a waste of potential where drawing is a hard once per turn, period.
If they were really concerned about people spamming its effect, they could have capped its draw to be at 2 AND you have to use a different summoning method from the first one to earn that second draw since it falls in line with Level 2 themed decks.
Konami either makes cards that are broken or trash. There's no fun middle ground.
Yeah the best use really for capshell would be to create a sprite elf in MD to draw one then elf revive next turn and use sprite carrot or red to negate as capshell as the tribute to draw 1 more. Hopefully that draw goes into another handtrap.
performapall popperup nobody talks about it and it upsets me
Urs-Erratic?
Lmao I knew I was saying it funny! :D
@JessePerezStrategyGaming thanks for being easygoing about it! I didn't mean to be rude. This is your first video I've seen, I think. Good content! Informative and formatted well.
Bro said supply squad 💀
'Ursaratic' 💀
Draw cards aren't better than raw advantage more now than ever we still prefer to win games on the competitive side of yugioh.
Pinpoint wasn't good back when i topped with it in danger crusadia its mid getting 1 card for 1 in a game that last 1-3 turns...Runick cards can get draws or bodies monster slots triggers malice monsters theres real options that aren't these presented.
A lot of these cards are useless. The first one won’t be used 99% of the time and are you really going to take out imperm, called by, and even talents, just for sekkas light? All these cards need something else to happen to get the draw. One even needs 3 chain links to exist first. Upstart is the best card in the list. You’re better off running pot of prosperity at 1 over any of these cards at 1 because yugioh only lasts 2 turns.
Lol I'm not saying deck with imperm talents is going to be good with sekkas light. I feel like people are saying I'm saying to play sekkas light in runick/sky strikers lol it's only in monster HEAVY i.e 85% + decks where it could have a spot. I.e superheavy samerui, adamancipaters , certain ghoti lists etc.
All those cards are terrible
You will change your mind soon enough if combos were found with some of these cards and decks using topped major tournaments...
Stop talking with your hand its ridiculous
Psy-Frame omega to send Sekkas light back to GY. Mudora/ Keldo to get Sekka back to deck.
I forgot that card existed lmao
Oh that is a good combo for monster heavy - GY focused decks! I might have to try that out this new season!
Nobody is using them bc card draw is irrelevant in an enviroment where u can just tutor 15 times per turn if its not maxx c maybe even talent its just wasted space
Going off of what you are saying. What's interesting is the ability to tutor the 15 times and THEN draw. That is specifically why decks like mathmech where after they mill their whole deck they will make a heatsoul and draw 2.
Some modern decks have this potential too like diableelstar that has Wanted:sinful spoils and can draw. But the interesting thing is that was so powerful wanted is actually Limited to 1 now in MD. So the draw after the tutors is still very strong. 💪
I use a Herald of Perfection deck that uses The Agent of Creation - Venus and Mystical Shine Balls to spam out multiple Saryuja Skull Dread. I was surprised when I saw Piercing the Darkness because it would be really abusive with Venus summoning the Mystical Shine Balls thinking I could draw 3 off it, but then I saw it's only once per turn, so that was disappointing. Having access to 3 Pot of Avarice is very abusive with it though. I've tested so many opening hands and there have been a few times where I've summoned Saryuja three times and used all three Pot of Avarice on my first turn. That should be a +6 in card advantage.