I think they should add special areas lobbies for “time periods” DM, GX, 5Ds etc where you can only use cards that were available and around during that time period
Hell yeah! I have played so many duels with friends and my brother that go beyond the 10th turn, is so much fun when multiple comebacks happen and we feel like we made most of the possible strategies in our decks.
I know ppl make it a point that if you can't win in 10 turns then your deck needs some work, when 2 players that have the same skill and decks with roughly the same technical abilities play there is usually alot of good back and forth regardless of how many actual turns go by
Exactly this! I've played a lot of duels with my friend (he also doesnt play meta decks) that have gone on for at least 10 turns countless times, and even if i've lost it was a lot of fun. You could say it was kind of like chess because u had to think about ur next move or how you could outplay him. Im gold 2 in master duel with a Triamid deck but it just doesnt compete with the current decks, im just out of luck :/
There aren't actually that many viable ones, mostly just geomathmech final sigma and a few other niche boss monsters. final sigma is the only generic one i can think of though
There needs to be a master rule against those monster cards to make that ability far less accessible, like the monster must need to be on the extra monster zone to access it.
I think you’re confused about the issue some of us “Yugioh boomers” have with the game. It’s not that it’s overwhelming or that we don’t understand the mechanics. It’s that it’s simply not fun to sit for 10+ minutes waiting for your opponent to finish their turn just so they can set up an unbreakable board. Sure, I know about staple hand traps and flood gates and Kaijus but it’s boring to built decks and play decks whose whole objective is to not let your opponent play, whether it’s because we set up the unbreakable garbage or because we stopped them from ever doing anything through the use of hand traps, Kaijus, or floodgates. I don’t want to negate everything! That’s garbage. I want to see what your deck can do! I want a back-and-forth game that’s fun and interactive. Not this “I win in one turn” garbage or I have “infinite disruption”. I can built these decks too. I know how to play them. I know how to succeed with them. It’s not that it’s overwhelming. It’s that it’s BORING and only truly successful in a “pay to win” environment. It’s not that I can’t win with these broken decks. It’s that I don’t want to. However, I don’t care that others enjoy that! I don’t want other’s fun taken away simply because I and many others don’t enjoy it. All I want is for them to expand the casual and solo environment. Then everyone can play the game as they wish and everyone gets rewarded for playing the game we all collectively love. The “hardcore” community, on the other hand, simply wants the game to only exist as they see it and to only be rewarding to those who share their vision of what this game ought to be. That’s where the imbalance is.
Yes, this, exactly. I pretty much said the same thing in my comment but I think you said it better. Honestly I bet it would be an awesome match if we had a duel or two.
This. Keep in mind, the same people calling you boomers are the same people that will be playing yugioh if they tripled their prices on every card tomorrow. These people play for a need to fill a void of failure in their life, they don't play for fun, or to experience yugioh as a character from the show. Its not a child innocent card game anymore, its adults with lots of issues trying to erase those issues by winning in yugioh.
I feel like hand traps like Ash Blossom are like HM Slaves in Pokémon. Unfortunately you need them in your team, even though they take up a slot and only have one use. Basically, Ash Blossom is Bidoof.
I'm a returning player after many years and at first I was delighted with how much nostalgia I had for these cards. I was also really getting into the new cards and sets. I learned xyz, pendulum, fusion and synchro. Spent a bit of money to finish a couple decks, completed the solo missions and really expected myself to go long term with Master duel. Lasted about a week or two. The insurmountable vibe breaker for me was what many have mentioned, one turn game meta, maybe two turns... It just flies in the face of everything I've come to expect from any strategy or tcg. The back and forth is supposed to be the fun part. One good thing that came from it though. My desire to play a back and forth strategy game inspired me to pick up mtg again. Few months into that now and still picking up steam.
You are not alone. I was playing from the beginning until the very beginning of Xyz stuff. The game was absolutely at its peak in the Synchro days in my opinion, after they banned/limited some problem ones. The game was faster than other card games (no resource system), but not THIS fast by any means. I wish there was a 'Classic' version to play online, maybe up to Synchro or Xyz. This isn't by any means nostalgia, I just don't like the current game, I wanted to like it and was hyped initially, but not for me.
I just think it’s kind of ridiculous how 1 player can take 10 minutes comboing, and then when it’s the other players turn they just surrender because they can’t deal with negates.
that is not the worst of yugioh problems since with expierence a player knows what they can and can't play though and have an idea of what the end board is likely to be.
When master duel was announced we were told you could ay TCG and OCG, having its own banned list means you don't get either. Also, elitism and gate keeping from my experience are more common in yugioh than other tcg communities and I really don't understand why. I came 2nd at locals with cubics, then I was told by several other players why my deck is just a "fun deck" and it sucks. I mean, I came 2nd out of about 30 people and the guy that won who was playing tri-brigade thought it was cool I did so well. If my deck isn't good in someone else's because I find it fun, I don't care, why play without wanting to have fun, makes no sense to me
They were a) jealous b) maybe right? The winner saying he surprised you did so well makes me think it may be more on the casual deck and you just played it masterfully. People forget to have fun, but you see same with sports, education, etc. People forget to have fun
Dude cubics destroyed me the other day, I play Dragon Link and I got some beefy boys but I could not play around that big 3000 monster that isn’t affected by anything. The only time I felt hopeless playing in Platinum haha
As one of the yugi boomers, I'm willing to adapt to everything except the long ass turns. I've had multiple... MULTIPLE players take more than 10 minutes on their first turn. I stopped playing around the synchro era, and I'm caught up on everything, but I can't waste that much time just to lose. Especially when I'm just running a pretty basic deck. Hand traps are decent counters, but they actually add more time to the duel. This has been the most I've spent with YGO in a decade, but I can't keep watching the same combos take that long.
@@r.a.panimefan2109 Until T.G. Hyper Librarian shenanigans, that's when the turns started getting a bit much. Obviously nowhere near as ridiculous as it is now. I did use to play a Synchron deck for a while which had long turns, but back then a long turn did not mean 5-10 minutes.
As a casual player/“yugi-boomer” duel links, when released was great for the nostalgia and fun of not having to study and try so hard. Links clearly has evolved into now being a much more modern type of game play. With master duel I had to learn the newer mechanics like link summoning and pendulum cards and their purpose in the game. I don’t mind the relearning but as stated it was overwhelming at first, but now thru trial and error I’m currently having fun trying build decks and learning how to work with and around these new mechanics in the game. For yugi-boomers that just want to play a casual game with not as huge of a learning curve duel-links is the way to go, but for wanting to expand the game to what it is today master duel is a best bet.
ALso just started Duel Links, and i gotta ask if it really has its own rules. Only 3 monsters/spells can be on the field and 4 cards only for the one on the first turn. I was wondering if its only at the beginning for tutorial purposes
I think MD's separate banlist has revealed that there's some cards that don't need to banned anymore, and that there's a few cards that should never see the light of day ever again.
Access code why?! But they are right it’s really degenerate when they have that many negates and a card that basically just turns off most of your hand so you can only set cards
@@linklink6099 I remember the first time I encountered it being like “Oh it can do that more than once” Interesting considering Toadally Awesome is also an omni-negate with a monster as cost but is limited to 1 per deck and is only once per turn
For years now Yugioh has had this fixation with efficiency that ends up detrimental to the experience. This is not fault of the players being as competitive as possible, but of the game itself enabling this kind of stuff. Feeling like you can lose immediately and easily if you don't super build the board turn 1, or don't fill up an OTK or a bunch of negators/interruptions just as quickly. Sure it might be technically balanced and interactive, but only for the most hardcore players that know how to counter/maneouver such levels of establishment. The game needs a bit of leeway against the looming sensation of "this is already an unwinnable situation and it is the start of my first turn going second". That is a big turn off for people that expect some back and forth to be possible at the very least even when running semi competent casual build. The most competitive players far from recognizing that issue, act like filthy casuals are just being dumb. Tolerance would be a good start among players if nothing else. It is a tough thing to solve though since decades of powercreep has been kind of a natural process one can't just undo.
The only way to control power creep at this point is a new master rule One idea is limiting Special summons each turn except if you use pendulum summoning, which wouldn’t count towards that number That will also give pendulums more viable play
I don’t think this is a “Yugi-boomer” issue, but a casual player vs competitive player. I’m pretty sure you could take an old competitive player from GOAT format or Tele-DAD format and they’d have the right mindset to learn the new decks and matchups fairly quickly. A casual player no matter what time era probably isn’t going to understand the other decks and have the mindset to learn the meta and how to beat it.
Yep. It's something that's extremely similar to fighting games, it doesn't really matter how simplified and linear you make a fighting game the casual audience will still not have fun going on ranked and dealing with people more versed in the genre. They're both genres that have a very steep learning curve.
I don't think so. I played competitively from teledad to inzektor/dino rabbit/wind up which is probably like 5 years. I wasn't a champion or anything but I was highly rated on dueling network for a long time. The game is just way too fast now and requires the knowledge of so many cards. The invention of link monsters, especially 1 links, essentially gives the starting player a 20 card hand to play with. I've dipped my toes in over the years with spyrals and Salmangreats but each time the meta was so quick it wasn't fun. I think there's an instant fix for this, limiting each player to 3 extra deck and 3 main deck special summons a turn. That way no matter the combo it'll be over within 7 monsters, including your normal summon
@@dappercrow8138 the thing is if you give a casual player the best character in the game and the competetive player the worst character in the game ... the competetive player will probably beat the casual player... fighting games in general are about skill and even if you button mash someone with knowledge will beat you.
@@dappercrow8138 Now in Yugioh you give a casual player drytron and a competetive player got I dunno a Kuriboh deck... I dont care how skilled this competetive dude is, the casual player playing drytron will beat him
You're right. But also wrong. Most of yugioh's issues stem from the competitive community. The majority of the competitive community are really a bunch of meta elitists that tell people to play their way or not at all. They shun anything that doesn't fall in line with their precious meta. They dismiss perfectly valid decks as not competitive simply because they aren't meta. If a casual player even dares to say anything contrary to what they think that person is likely to be bullied endlessly 😔. Meta players don't allow casual players to have a seat at the table for any reason. And this seriously stunts the growth of new players because we all have to start somewhere. Meta players are elitists that mock you for not starting at the same level of competitive elitism that they're at.
Both sides have their points. On one hand, you can't expect to have the game stay stagnant for 2 decades just so that you can enjoy "Classic" Dark Magician Vs. Blue Eyes. On the other hand, the meta has gotten so bad that it forces people to compromise on their playstyles and are forced to dedicate 9 slots in their main deck for handtraps just to play the game. Staying true to your playstyle while being capable of competing is very hard.
@@KBX12Gaming Yes but staples back then could be played around more than they can now. Afraid your opponent has a mirror force? Save your negate for it, or simply set up a board that can keep you safe to deal with it on a different turn. Staples didn’t ruin your opponent in one turn. The game was more grindy. Games weren’t decided in 1 turn unless there was something like a skill drain/vanity’s/macro on the field that most people didn’t even run themselves. And if they did, MST was so prevalent there was a good chance you could deal with it. The game now is too extreme. Most games don’t even make it past the 3rd to 5th turn.
@@gigaimpactor981 which era we talking about cause im pre sure people literally popped spells the mome t they get the chance. Waking the dragon is a great staple that creates mindgames cause if you tt or mst you allow them a free boss monster
The most frustrating thing with Master duel is that it seems like you are actively discouraged from playing the cards you like and seem fun to you. It feels like you have to use the same cards and strategies as everybody else if you want to win. It feels discouraging like I am being punished for the parts of the game that I like, making fun and wacky deck builds, experimenting, and seeing what works with cards that appeal to me. Being told I just need to get good just makes me feel small and feels like I am being told that I have to play the way everyone else does and that my way is wrong. It's not really master duel's fault. It was just really jarring going from duel links where lots of things and silly goofy decks could be viable, to whatever the current master format is.
Same, I mainly have a traptrix deck and aquaactress deck that I experiment a little since I like the archetypes. But, I constantly run in to the same, negate atk, spell and trap monsters, summon boss monsters turn 1. Face the exact same ridiculous blues eyes deck over and over again. I wouldn't mind so much but the problem is I keep being stopped from being able to try and do anything, making the whole duel pointless. I hate being suggested to play exact decks that everyone else plays because that's also makes the game completely pointless
feels like pokemon, as it also is experiencing power creep. There are very overused specific pokemon that you see in almost every team and only those pokemon see any real limelight for the most part
and even with the casual mode they added fixing this there's still the HUGE problem of getting cards being a pain in the fucking ass you're currently looking at 1000 gems for a chance to get 1-2 UR cards made with dust it's absolutely absurd
I'm guessing these reasons are partially why konami is planning on implementing different game events or different play styles. And yes, I've been saying this for years, there SO many different ways to play this game and meta-competitive-consistent is not the only way to go. There are 10-11k cards out there, let's use more card varieties in our decks please. 1: We need to separate competition from casual. 2: We need to separate certain types of deck builds. 3: We need more emphasis on games that aren't 1-2 turn and encourage more than just one strategy decks. Competition is important, it has a purpose, it needs to be played. However, it does NOT need to be played 24/7. Every single deck does not need this type of build. There are no prizes to be won if you play competitively every single day. There are no trophies. There is no magazine article. There is no fame to claim. Bragging rights goes as far as you can throw them, and you can't throw what you can't touch.
"There are no prizes to be won if you play competitively every single day. There are no trophies. There is no magazine article. There is no fame to claim." Factually incorrect.
This. My favorite archetype AND deck to play are Ancient Gears; which by themselves probably need an upgrade/errata wave/support wave by now, and I don't think I'll ever get to *enjoy* playing it ever because its just a game of chance on who wins: 50/50 based on the coin toss at the beginning (Or RPS if you're on Dueling Nexus), because chances are if you go second you've automatically lost Granted, Ancient Gears are pretty mediocre nowadays, being only redeemable in the pure attack power of the cards, but I enjoy playing them because it sort of goes back to the older roots of the game of a giant monster that's hard to take off the field, which is a nice rush to get and a devastating heartbreak if they *do* manage to get it off the field. Being outplayed is probably the best feeling to get, in my eyes, for a strategy game But alas, people are more fixated and want to start playing what's effectively the equivalent of a Security Breach speedrun rather than actually slow down and savor a good match, with meta decks no less. I'm not saying they can't do that period, I'm fine with it as long as its not alienating the rest of the community, I'm just saying I want a more casual friendly environment that takes the game a lot slower (Not like how the anime depicts it, more or less just it being more digestible and/or less confusing to newer players) and play with people who have a similar want as me But this is just wishful thinking, until Konami mass-erratas most of the decks now to have a hard "once per turn" clause in most of their cards or even creates a bunch of counter-meta spells and monsters (Which ironically might become meta) then it's just gonna remain the way it is until the game dies or people start speaking up against it
Now I know what the meta elitists remember me of. There was a guy in the university's dormitory which we once played magic with, yep once. He started to play a deck which either kills you in turn 1 (where you can't do anything, magic has resources to handle with) or has to surrender and he actually wondered why we didn't play with him anymore. He was utterly confused, that was the only funny thing about it.
@@EternalChronicler That isn't Yugioh at that point. It is 50 card good stuff pile since evey archetype in the game stops functioning whwn you demand everything be a 1-of.
I have a friend who d oi es this garbage, all his decks in master duel are ftk decks, or infinites (or both...) And he wonders why we refuse to play against him. It's one thing in ladder, but making a custom room to play with friends... it's anti-fun in that environment.
@@EternalChronicler I've had the same idea to do something like that for a long time specifically blue eyes lol. How can we collaborate? I don't really want to post any personal info on here...
In my opinion, right after xyz monsters were introduced was the most fun time for YuGiOh. There was a lot you could do with decks and could be creative in ways other than figuring out how many omni-negates and hand traps you can fit in your deck, but it also wasn't too limited like T-setting and ending turn. OTKs were around but not super common, and sometimes it was possible to make a comeback
The last era of yugioh I played in before master duel was the early xyz era. I personally think the game was a lot more fun before pendulum and link monsters came out. The power creep was already bad in the xyz era, but I still back then and enjoyed it. The best era of yugioh was when it actually felt like a game where you could grind for card advantage and feel like you outplayed your opponent to win. Long combo first turns into setting up a board just aren't something I see as fun? Like even if hand traps exist, it's just silly and honestly takes too long. The only way I can have fun on master duel while still winning is playing a gren maju/danger deck because I feel like I can compete against meta decks without having to combo combo combo for 10 minutes to play the game
yeah same, I just don't see the fun in spending 5 minutes playing half your deck just to completely shut out your opponent from doing anything; imo some kind of limit to the number of special summons per turn would make things less ridiculous
@@haruhirogrimgar6047 haha, I've started doing that. Trying to play an anti meta stun deck and it works really well when I go first. When I go second its a lot tougher though
@@adambob6913 Yeah, I am not a huge fan of stun (love control though) but it also feels bad you strongly need something like Torrential Tribute/Dogmatika Punishment + Solemn Strike/Broken Line *AND* hope your opponent doesn't have the ability to break them or rebuild before you get anything else set back up.
As someone totally new to the game, there's definitely a steep learning curve! Though I think the solo mode helps quite a bit with learning from scratch. I found Magic easier to get into, but even that took 6-12 months to start getting comfortable with playing.
I think one of the main issues with Yugioh is that it is so different from any other TCG; Extra Deck is not a thing anywhere else, there is no resource cards, the resources are the card advantage, etc.
Mtg is easy to pick up and insanely hard to master. Ygo's biggest problem is threefold: The first is the summoning mechanics, pretty obvious. Two, many rulings are unintuitive and borderline arbitrary; often you learn by getting stung, trial-by-fire style. Three, you need to know how a deck functions to beat it and its specific chokepoints, and it's not obvious from reading the cards. Again, this leads to losing because you find out after the fact that thing you let resolve *was* the chokepoint, and now you lost.
I'm coming from an "old school" perspective I left right when pendulums were introduced and coming back into master duel was really a shock. My opponent gets away with like 30 summons first turn and im just like "oh boi a Lyla I can mill 3 for my first turn sweet!" it feels like every deck is as long and painfully slow to play against as an exodia deck. No hate on the hobby I will always have a soft spot for yugioh but the way it is now aint for me. Increasing the speed of the game (at least in the way konami did it) comes at the cost of slowing it down significantly for the opponent. I just wish I could play a game that last more than 5 turns.
@@itisnot7671 Luna kaiju is just a sacky turn 2 deck. Def not what op is looking for since he obv enjoys longer more strategic duels like in the “old days”
I left Yugioh around the same time and have played Magic, Hearthstone and Pokemon ever since. I realized that Yugioh is fundamentally flawed since it doesn't really have a system of resource gathering.
@@Imaxxacre1 arguably true, but at the same time it is exactly this explosiveness and nonsensical power that attracts allot of people like me to yugioh. All though I will agree the power creep is absolutely out of hand nowadays
@@2spliffs41lifetimeI do have to admit, Yu-Gi-Oh would not be Yu-Gi-Oh if it didn't have big, flashy extra deck shenanigans. I feel that the game would be a much better place right now is special summoning was still... special.
It's a little discouraging because I was so excited to see the Monarch cards and Gladiator Beasts I'd tried (and failed) to collect as a kid finally playable AND with additional support over the years, and playing them IS super fun ... In solo mode. I didn't expect to win with those decks, I'm hard stuck in bottom Gold and that's fine, but nothing is more frustrating than losing a duel without getting to even play the game or worse: resorting to negating everything my opponent does with the Fivehead No Fun Allowed Zombie card and the like. A duel for me was always a fun back and forth discussion between two people who liked the monster pictures printed on their cards, and now I only get that in solo mode, or playing against irl friends who are super casual like me.
Monarchs is definitely playable. You have access to a lot of floodgates like Vanity's Fiend, Majesty's fiend and give them protection with March of the Monarchs. You also have a better skill drain in The Monarchs Erupt, and a lot of recursion if the duel goes back and forth. You can even lock your opponent out of the extra deck if they don't have removal using their field spell. The deck is super bricky, and it loses really hard to effect Veiler most of the time but it can definitely compete. It's also a lot of fun because Pantheism is just a fun card to resolve. Also flipping the Monarch's stormforth on the opponent's turn to tribute one of their cards and bring out 2 2800 atk bodies is a lot of fun.
You don't get that experience in Gold? what the hell are you doing with your deck then? I've played tons of ridiculous hobby non meta deck (Solfachord, Rikka, The Weather, Greed Burn, Silent Magician beatdown, Aromage, Witchcrafters) and I actually have 50:50 split between Meta and rogue in gold and can win against most high tier deck like Dragunity Maid. Monarch IMO is another rogue deck with really strong floodgates that shut down tons of meta deck. The thing is you need to actually learn how to use it. The day where you'll basically just trading punch with beatstick is simply over.. nor it's ever been that much fun given how RNG reliant it is with everyone basically running the same cards.
Good news! There's some actually decent Glad Beast builds you can play. The new support such as Test Panther and Gladiator Beast Tamer, and Domitianus are actually super strong. Let me know if you want a list.
I think having more formats to play would def help alot! The xyz festival was fun, but things like goat, or some other early format (ranked or unranked doesnt matter) with special boosters to get the cards you need for that format would help get more players to keep playing. I am kinda scared that if konami doesnt use the time right many will just stop playing before they release all the content
there should b arenas for different deck styles ... 1 of each of the different styles of cards xyz, pendulum, synchro n so on with rewards pertaining to tht style and a mixxed 1 tht has 2 difficulties 1 for beginners tht has reasonable chances the 1st x amount of times played guarantees something hlf way decent like meta negates or hard hitters but fizzles out to every card equal chances and a uber mode for when u hav played thru each card style and this will b the final gate n they cud put in a mechanic so u can search an archetype to win random cards from
I think they will also cry with a goat format. Problem is most of them remember playing with their friends at young age. They never played competitive back in the days. Goat will also have a Meta and they get destroyed. Even in 2004 or 2005 with chaos control for example the game hasn't been as they think off
Another thing Master Duel has brought to light is how different OCG players are to TCG. In the TCG, stuff like Maxx "C" is banned. In the OCG, they had it at 3. There were no issues with it being at 3 until TCG players started playing with the OCG banlist in Master Duel. The same was true for That Grass Looks Greener. The OCG also has a different meta. The way TCG players look at the game is different than the way OCG players look at it and I'm sure that if OCG players started playing with the TCG banlist, they'd find a way to break it like how TCG players found a way to break the OCG banlist.
I guess my issue is somewhat of a middle ground. I've been playing since the game's beginnings, so I guess I'm kind of a Yugi-boomer, but at the same time, I try everything that comes out mechanics-wise. I love a lot of modern decks, and play a few with some long combos of my own. Even a couple hand traps, though not as many as people think I should. My problem is that most decks are just a pile of different engines. It's taken a lot of what I felt the soul of the game is. Everyone tries to win as fast as possible without interacting with the opponent, and it takes away what makes it a "duel". You can't have a "duel" without two participants. Like a good swordfight, always moving back and forth, parry, thrust, parry, with the person on the back foot constantly changing. Only in this case, replace swords with cards. My favorite duels are ones where both me and my opponent can get out awesome monsters and have them clash. Yeah we try to counter each other and make sure they can't play some of their major threats, or overpower what threats they do get out, but it's always a clash, always a different game each time. Doesn't matter how new or old the cards are, we just play, and more often than not have an even, engaging match. I do understand that the meta plays differently, though. And if I ever do decide to play competitively, I'll probably just build something I already like in a more meta state. It's just about the best I can do.
See this is what I like, or building a deck that is a challenge. Not impossible or purely cant be stopped, but tough and makes you think. There are quite a few duels I've had on master duel where both sides are trying to as you put it out maneuver and disarm the enemy. But I also have some where the mechanics I use are hard countered or countering them with no mercy. But I just enjoy as I play. and hope those i face feel the same.
@@lucidfire8699 Absolutely. All of the big combos are done, the big monsters have gone down, and it's just one or two more moves each. Both players summon their most reliable partner, and the last bout begins. I can't think of much better than that.
@@TallFry2 I’m just gonna say that eldritch is worse than most combo decks. In master duel I’m only gold and I use link deck with combos, but at least I read cards. I don’t know how many times some mindless meta player try to destroy or banish my Mathmech final stigma.
I do think Legacy of the Duelist did a far superior job of walking lapsed players through the different summoning mechanics, and offered a lot more single player content for them to take their time getting a feel for their decks.
So true I would love to see the whole kampagne from link evolution including the challenges in master duel or the draft game was fun too i hope they update them in the future
I still prefer LOTD for testing decks, because it's just so much easier to do. In Master Duel, I'm only gonna get that sorta thing by either getting a friend (nonexistent) to help me, or by going to ranked, which, y'know, I don't wanna test out version 0 of my experimental zombie deck that's missing half of the cards against a ranked player. There's solo, but it takes so long to do anything in solo. ...Still, getting cards in LOTD is annoying, too.
To be fair, its still a pain to try and get the cards you need to LotD and you have to guaranteed drop a premium price. From what I've heard and seen, a large majority of the Master Duel playerbase is 100% f2p.
I came in as a Yugi Boomer, GX being the last gen I was familiar with. Got very confused in a few matches so I watched a RUclips video on a deck built around Relinquished, which was my favourite card as a kid. I was able to actually win most matches with this deck until I got to the meta tiers but it was great for me to see these decks properly once I had my own footing. So I started to learn more about the game and the meta and the new mechanics by playing this one and being able to duel properly. I think that is a solution.
This video is very appreciated. I just picked up Master Duel yesterday and so far it's a ton of fun reliving the game. I was a highly competitive players many years ago in Michigan, US (Shonen Jumps/YCSs/Nats, etc). My grasp on the game is quite lose but I can pick up on things fairly quickly. That being said, I haven't actively played in well over a decade and have to spend a significant amount of time even reading all the cards getting thrown my way. When I was active and a player really wanted to play their favorite archtype - even if insufficient competitively - my group always encouraged them to adjust it to be as strong as it could. We talked about strong, splashable staples and discussed synergy. Folks wouldn't necessarily win, but they would have more fun feeling like they had a chance. The biggest thing I can say that pushed away players was a toxic metagame scene. Yes, the decks were frustrating for people to play against, but it was the personalities/presentation of the upper-level players that made folks turn away from the game. Sadly, some things never truly change. All I ask can is that anyone who reads this does their part to encourage someone else to enjoy the game in their own way while also helping better that person. At the end of the day, more people playing means the game lives on, and that lets us all keep the fun memories so that we can come back in another 10-20 years and keep on dueling. 💗👊🏾 🃏
I agree with some of the comments I’ve seen that the game has a steep learning curve and there’s too many cards, and there’s also the fact that a lot of the big decks are “speedrun the game and end it turn 1” or “don’t let your opponent do anything” and I personally do not like the lack of interaction that can happen to those people who don’t know all the meta. Tbh this is what pushed me to other games, especially the ones that have resources for their own cards like mana in MTG because that can slow down the game a bit more and allow people to play a bit more than just one turn.
there was a joke made by a group of RC2 judges I use to know. going to college to become a doctor is easier than learning this game to such an extent, and retaining the information of everything in this game, every interaction etc, especially when an MR comes in and changes it drastically.
It's not that hard, if you had to memorize every card than i would agree, but with certain decks being way stronger than the rest (meta), everyone just does the same thing and you just have to learn how to play against them specifically
I entered a ranked match on MD the other day. He won the coin toss. He chose to go first He drew 5 cards He sent one spell card down “Banish 7 monsters from your extra deck, also banish 7 monsters from your opponent’s extra deck He then activated a trap card “Inflict 300 lifepoint damage per banished monster your opponent has The first one inflicts 4200 damage. He sets another trap card down It’s the same one. Inflicts another 4200 damage. He set “3” cards down and won the duel without me even getting to draw a card or set anything. This game is beyond cheese
@@huskerdee1431 I’m pretty sure that’s a cheesy burn deck that uses old cards. At least in TCG, more modern decks like Halq Swordsoul tend to be less degenerate.
Without going too deep into the list of gripes, the biggest one I'd love to see is simply splitting up different effects onto different lines, in the order of (alternate) summoning conditions>ETB effects>triggered effects>activated effects. It'd make looking through a card I haven't seen before for the information that matters in the moment MUCH quicker.
Sounds like Master Duel has a potential, but could be the final nail in into the game's coffin. The game supposed to have fun decks, but now it's tournament level decks everywhere instead. If you don't draw a hand trap, your opponent might be playing a game of solitaire going through their entire deck, or just put out all the boss monster that negate my entire game. Problem is, there's a lot of things that are not fun to play against, and there's also too many things that are supporting those cards to bring out early. I think it's not the player's fault for being bad if they didn't even get a turn to play at the first place. Since there's not much in Master Duel outside of ranked play, people will start facing there with the crazy combos and turn them away from the game forever. Thank you for coming to my TED talk.
sorry but if you've payed attention at all over the past 10 years. the exact same complaints have been in play. but the game has survived. the game isn't "close to death" not even close. it's popularity has risen immensely over the past few years. maybe not what it was like in the 90's. but still far from dead.
@@Pkey995 "Since there's not much in Master Duel outside of ranked play, people will start facing there with the crazy combos and turn them away from the game forever." last line...
@@jmc2830 I mean if that translate to "the game is close to death" for you okay. I see that as "new Players might come in and gtfo quickly". We older players kinda accepted a long time ago that Konami dont do a great job balancing their game.
I got into MD and I understand the mechanics the special summons and all that. My problem is that if I don't get a hand trap in my hand at the start of the match then I gotta wait 15 minutes for the enemy's combo to end and get FTK without even being able to play. I don't mind long games and losing as long as I'm having fun, but if I wait that amount of time only to lose without making a move it just plainly kills my mood.
I can feel that. For me, assuming that I didn't draw any hand traps, it can feel discouraging, not really for the length it takes for them to set up their boards, but rather all the answers that they would have if I tried to start something.
@@brandondang5765 that’s literally all it just feels like hand traps or having an out to their hand traps which gets super annoying especially when they set up a degenerate board like drytrons and your only outs are to kaiju it or super poly it off
I feel this sentiment. I don’t wait the game to be a toin coss victory. Otherwise I’ll just play toin coss simulator without the steep learning curve occupying spaces in my brain.
As someone who's just poked their head back into Yugioh, I will say I have some gripes about it's design compared to other card games, but also things I like about it. Probably the biggest issue I see with it is that it's extremely hard to look at a pile of cards as a new player and have any idea how they are supposed to interact and what plays are good. Because so many searchers and special summon effect give you access to such a wide pool of cards, like your entire deck or graveyard, there are so many branching paths of card interactions and it's hard to know what to value or easily tell what route can continue or lead to a good finishing state. The different archetypes and summoning mechanics also require different resources and interact fairly differently. Even coming from my last point of reference, which was the 5Ds video games, combos and interactions are much more sprawling and there's a lot more searching, special summoning spam (although six samurais did kind of get near current levels of resource spam and recycling) and such. Comparatively, if you understand the basics of magic, you can often assess a pile of cards relatively quickly. Low cost beaters for aggro all can be judged roughly on power vs mana cost and they usually share the same kinds of bonus effects like haste to hit earlier or block prevention to push damage through defenses. Even synergistic decks don't usually require specific card interactions and due to very limited searching options, you can't count on two specific cards being together to interact unless you're a combo deck dedicated to getting that one 2 card pair together. Instead most cards act relatively independent of each other and along the same shared power/resource standards (card advantage gain, mana cost, power/toughness, etc...). This is part of why drafting works in Magic and is such a supported game format. It's very easy to assemble a pile of functional cards by just picking out cards that work on the same axis (low cost damage for aggro, stall/counters/removal for control, card advantage for midrage, etc...). On the other hand, once you get ahold of the decks, I do like how Yugioh decks give you a lot of options. Lots of searching and recycling means you have a number of options and routes you can take depending on the situation. The extra deck also allows for you to run powerful boss monsters and toolkit options that you always have access to without them both clogging your main deck. There's a reason why few Magic decks play very high cost boss monsters and that's because you have to run them main deck and outside dedicated turbo or cheating out decks, they are dead in hand for a long time and may be useless all the way till the game ends. Meanwhile toolkit cards being run main deck in Magic means you may never have that out to the opponent's big boss monster or combo because you didn't draw it.
Totally agree on the increased learning curve for understanding how cards interact and how to deck build compared to what it was or compared to easily undertsanding cards like in MtG
@@angelvazquezguerrero7726 Hmm, summoning sickness would really change the game's pacing a lot. Not really sure what effect that would end up bringing about.
IMO, build out a "meta" deck and read a guide on how to use it, relearning deck building strategies takes more time than learning a deck. It's easy to learn HOW a deck works, but learning WHY a deck works takes time and the only way to get that time is to play. It's sorta like path of exile where making your own build really isn't recommended to new players. It's just easier to learn how an established idea works, then to learn why it works the way it does so you can do it yourself.
Master Duel is great. It's helping me understand the Hand traps and the pendulum and link form of the game. I've always been afraid of playing at local card shops because since I'm not too familiar with how a lot of cards work then I'm afraid of being told hey you can't do that and you can't do this. So in here I'm actually learning. So hopefully I can break out of my shell and play at some locals.
@@Doodledobble Nope. Usually they are Monsters who have Spell Speed 2 effects that activate in the hand. The adorable fluffball Kuriboh is the grandfather of them all. "Ash Blossom & Joyous Spring" is a very popular one. Sometimes youll get actual Trap cards like "Infinite Impermance" that can activated from the hand if you met a certain Condition.
@@Doodledobble what the above guy just said. They're essentially monster effects and now trap cards that can played straight from the hand depending on if certain conditions are met. These cards are needed to be able to interact on the opponents turn and/or in case your back row gets destroyed.
I have a friend who hasn’t played in over a decade and picked the Pendulum deck right away and said “might as well just jump straight in”. The starter Pend deck helped him out quite a bit by making him read card text
I think that's something that is understated about being able to play a virtual version of yugioh. Theres a lot of strategies and ideas that can come out just because the game gives you the option instead of having to remember everything
Honestly, I feel a lot of veteran/current players like to meme on people who are new to the game or came back from the game from the older sets. They like to rag on people for finding things like summoning your whole deck in the first turn or cards with essays as the effect description. And then they make fun of people for "being afraid" of the new cards. But lets look at your videos and other youtubers videos for example, people just genuinely have more fun watching you duel with old structure decks for a reason, its more entertaining than watching someone shuffle their deck and summoning 500 cards for 10 minutes just for one turn. I think its a shame speed duel didnt take off and rush duel probably would never come to the states. I think its the same reason why a lot of other TCGs dont take off because they just become so complicated that its offputting for new players to get into. But yea...honestly I find the people who meme and get really toxic on people who find the game confusing is a really bad look on the community
The people who complain constantly about modern yugioh and the people who complain about those people are both irritating. Play the game how you want to play it. It’s a physical card game, you can make up whatever rules or restrictions you want with your friends. The irritating part is when people try to make everything about them. If the modern game isn’t for you, that’s great, but don’t complain that master duel doesn’t play like yugioh from 2004. Just go play yugioh from 2004.
@@SDREHXC You complain about people complaining about people that are complaining but you as for yourself there just exists modern ygo and 2004, therefore you're also a part of the problem. There are many nuances between normal monster beat down with max 2 summons per turn and special summoning your whole extradeck in 2 turns. You say if I don't like when my opponent takes 15 minutes for even through knowing his cards than I must be someone that only enjoys 2004 ygo, but no. I actually like modern cyber dragons, dark magician, red eyes, aliens, trappers, shiranui/mayakashi. There are so many healthy archetypes but people play only eldlich, drytrons, skystrikers or sta-/tri-brigade. There are nuances!
im from the old beatdown boomer format. the big thing in that is people actually got a turn. there was an actual duel. generally you weren't "scooping" until at least the 5th turn. like people auto quitting wasn't a thing. you also got to see things like flip effect monsters, normal monsters, traps that arn't in an eldritch deck. equip cards. all the thing's that are now considered too slow. i think duel links handled it very well where they started with the older formats and worked it's way up. i have no qualms with people who like decks that vomit out their entire deck first turn, it's just not for me, because at that point is it really strategy? or just going through the motions?
@@GodEnderX true, long combo decks are just memorization, its not really skill. The skill is when you interact with your opponent. Choosing when to negate stuff, choosing what do summon based on what cards you think your opponent has got in their hand or field. Its the interaction with the opponent and the anticipation of their plays that takes skill. Yugioh should have never made combos super long, because that part is purely memorization and not skill. Its just a boring waste of time.
As someone who was fluent up into GX, I was overwhelmed when I first started master duel and got very frustrated. The play seemed very unfair at points and honestly still does. I think the point about pointing people to resources is s great one because the only reason I don't get as upset, frustrated, and can continue to play the game is because I watched people on RUclips use and explain the different, newer methods of playing.
Would highly recommend CardCircuit to learn how the modern game operates; it's extremely approachable content and he does a great job explaining his thought processes in a way that doesn't assume prior knowledge. I thought it was kind of baby-spoon-feeding at first but then I realized it's more like a classic game walkthrough where he's just spelling things out more clearly than the average youtuber.
As someone who picked up master duel as a nostalgia game, I think the mentality to talk to new players should be more about finding the fun in the new mechanics. I took the dragon deck at start purely for blue eyes because using it sounded fun. After playing with it for a while I started looking into the blue eyes support cards and some of the new extra deck monsters. The first time I was able to use one of my extra deck monsters to good effect in a way my main deck couldn't accomplish it clicked for me what was fun about modern yugioh. Once I had found that it became easier to be okay with stuff like needing to run maxx c and ash blossom all the time because using those cards to survive meant I got to do the fun part on my turn. Granted I'm a long time magic player with a fairly competitive mentality so optimizing decks and playing to win appeal to me, and I think with ranked as the core experience it can alienate casual players who don't feel the same desire
the idea you have to play during the opponents turn before you even get your first turn or youll never get a turn is a problem. imagine if in chess the player going first had to deal with the second player being able to move pieces too but he couldnt do anything to them.
@@pulsefel9210 Honestly I disagree. I don't think chess would be better if it had that kind of play, but we're not talking about chess, we're playing a card game where deckbuilding is a skill unto itself. It just happens that the pace of yugioh is so fast that you want to have cards that can interact with opponents immediately. It's totally fair if that's not your thing, in fact as a magic player that exact issue is why I don't play much legacy and tend to play modern instead. But I don't think it's somehow inherently bad that you need to run handtraps.
@@pulsefel9210 Like I said. You don't have to personally like the way the game plays. But saying you don't get to play the game is a pure strawman, if you play handtraps and good interaction you absolutely do get to play the game.
@@bipolarprobe so your answer to not being allowed to play is to not allow your opponent to play. so be the asshole is the only way to fight the assholes.
A thousand times this. Thank you for saying this. I started with yugioh way back at it's inception, but the local scene died and I then went to magic. I remember the magic community being very helpful and willing to help me get into their game. I actually found this channel because of the video with TCC. I don't play Yugioh, but I like the way you guys do things and I like being somewhat informed on other card games. I have been trying to fight on reddit saying that the community should not be so harsh toward "yugiboomers". Blue eyes is the games most iconic monster and it is offered as starter deck option in master duel. Many people want to and will play it, so I don't get how hating on them is productive. Seems to me the community has it's way of thinking and don't want any new blood or ideas. I was trying to explain if you want to grow a community or game it is up to the enfranchised players to take criticism and try to guide and explain to newer players. Instead I just see mostly hateful opinions toward noobies, and enclosed in group. The game really needs more formats, and playlists where you can earn rewards. Many new yugioh players say "play duel rooms" well some people don't have friends to play with and also you don't get anything from playing duel rooms. Currently I just see the yugioh community as immature compared to other TCG communities and games, and it is a big turn off. If they want their in club they can have it cause where I play I like to get new players interested in the game not make them want to quit for trying to have their version of fun.
Yeah the MTG community is way cooler and not everyone plays the 5 same stupid decks that you lose against if you don't have the right handtrap on turn 1.
I mean honestly this is with any long standing community. MTG included yes. You’re always gonna have those nerds who see new and casual players as annoyances and not the lifeblood of their game. The game definitely needs more for casuals to do. And that stuff is coming soon.
This is similar to my problem with Rhythm games. When people see someone pop off and then they get off the cabinet saying they sucked just because they didn’t dull combo the song looks bad. When I pop off on a game I see people watching I often invite them to try the game out and put them on songs that a newbie could play and show them how to play. I’m new to Yugioh and it’s overwhelming but the friendly guides on staples and Kaiju have helped me immensely. As a community for anything people need to be willing to step up and be helpful to new players if they want it to be successful
They need a casual mode, so you could actually try out different cards and decks without having to waste your points. It would also be cool to see people be more creative with their decks. I played yesterday and no joke every deck I faced was a blue eyes deck
I tend to sit around upper gold ranks and all I see are sky strikers, but definitely all I was running into in the beginning was duel links players migrating over with the familiar blue eyes decks 🤣
@@FaolanKitekaze as a dark magician/ dragon maid player i dont think i ever lost to sky strikers lol. Im not sure if its just cause all the sky striker players dont know their decks or if sky strikers isnt as meta as everyone seems to think it is. If you just read their cards and use the right negates and removals you can easily bypass anything they throw at you.
@@RengeK it depends on what deck I'm running and what I open with, but generally I don't lose to them either. It's just the deck I run in to most often
Yugioh is the most broken, unfair, unbalanced TCG, and thats why players love (or hate) it. The game balance philosophy of yugioh seems to be "if everything is broken, then nothing is". This has lead to literal FTKs being considered sub-optimal strategies because, even though they can win before your opponent gets a chance to play, they're still not considered meta because it's only slightly less consistent than a regular strategy that can already pseudo-FTK your opponent anyway. As the saying goes in YGO "if it doesn't do anything unfair, then it's not a good deck".
As a UMvC and Smash Ultimate player, you are 100% correct Both games are very well balanced because everybody are broken and cheesy as hell. Yugioh is actually in a decent spot they just need to tone down a few of those damn boss monsters
This is all fine but when it comes to playing competitive for money then it's a problem. I love chess for the opposite reason ...it has never changed since it's began and it's fun, competitive and easy to learn, hard to master. Also it's boring even In meta decks especially in master duel at the moment. I literally sit there and watch the end to the battle not fun at all lol
@@Stormtrooper-oc4vn ...Castling didn't exist until the 1800's or so. Queen's used to work like Kings. Just two changes to Chess that I know off the top of my head. Oh, and it probably used to be called Senet and had completely different rules back in Egypt.
@@nicolinrucker5181 200 years and unlike yugioh changed a lot in 10 years huge difference. Castling is not like adding a new piece and changing the entire style of chess. Or changing the setup of the bishop and knights pieces. Now you understand rules change with every game.
As someone who played from 2002-2015 I was entrenched for a long time and it is really hard for me to enjoy modern yugioh. I think the reason I have been able to stay so long has been older formats like goat and edison. If Yugioh had a format system similar to magic were you could play with older eras of cards It would make me want to play much more. I hope I can get back into modern yugioh one day, but If I was playing older formats all the time that would be more realistic.
The last time I played Yugioh was Tag Force 5D's. So far, I really enjoy Master Duel. I learned a lot about things I thought so complicated, such as hand traps, combos, meta deck etc. As a casual player, I like dragon decks and have no plan on making meta deck just for the sake of winning. It's possible to win in Platinum using favorite deck rather than the meta one. Furthermore, it's more enjoyable as a player and rewarding if somehow we could beat those strong decks. There are more updates to come, so let's just enjoy the ride and keep on making creative decks!
It's this thought process that is the only reason why I play Master Duel. I refuse to do these ten minute+ turn 1 decks and play a deck like Blue Eyes, my turns are usually over in 30 seconds or less, I'm still able to consistently beat top tier decks unless I brick.
think part of the problem is when i bring this up, a lot of ppl immediately think im talking about 2005 yugioh of dark magician vs blue eyes. But i just want pre-pendulum era with xyz, synchros, and fusions. The game was diverse but nowhere near as complicated and long and oppressing and 'forcing-you-to-play-10-handtraps' as it is now. Sure there were certain 'long' decks, or 'complicated' cards or some handtraps, but nowadays it feels like its EVERY deck and EVERY single card.
tf you mean it was diverse? Yugioh was never diverse nor is it any more complicated than it was before. And even if i agreed, shock of all shocks, a game you havent played in over a decade has changed. In other news, snow is cold and shit smells bad.
DIVERSE? LMAO first 3 boosters was about who could play their 1800 atk monster first -> summoned skull or blue eyes. Now it's literally diverse, with so many archetypes to play with, with varying diversity in their win state and combos.
@557deadpool it went from going though 4-7 cards in avg combo to going through 25 cards in EVERY single combo, all of which have font size 4. Whats the necessecity of changing the game so the # of cards in the avg combo go from 7 to 25 ? Why does EVERY single card have 2-3 different effects? Thats why its more complicated With 'diverse' maybe i was wrong, i know a couple of decks always run each format. I was thinking of not being FORCED to run 20 hand traps and 10 link monsters just to be able to play. Ppl ran 1-4 handtraps back then and you could still play the game if you didnt run them. You werent forced to The game changed through 15 years from DM to xyz and it was still playable by the end, so i know the game has to change. But EVERY card has too many effects, the avg combo goes thru half of ur deck, and youre forced to run too many handrtaps and links. Making the game this complicated is bad change Like imagine if duel links or master duel, both of which were extremely popular, came out in xyz era. If right now 20% of the new/returning players stick after they see the game, in xyz era maybe 60% wouldve stuck around. The numbers are made up but the idea is that more new/returning players would stick if the game wasnt so complicated. Like how it was anytime before pendulums.
ahh yes, the diversity of Goat and teleDAD formats. and the totally diverse blackwing meta, and who could forget the diversity of of monarchs, and the thunder king rai-oh anti special summon beater deck. and back at the start where the meta was la-jinn or be a whale and spend hundreds on mechanilizers so you could beater people
My biggest problem as a Yugioh "boomer" has been that in the past, if I was able to stop an opponent's combo at a key point their combo would be done. But nowadays, even while playing Traptrix, I'll negate or destroy, or flip opponent's monsters face down and its like it doesn't even phase them, the combo gets a new route but it still goes on. Decks like Tri brigade Lyrilusc, Trick Star, Prank Kids, Drytrons, and Eldlich just don't care that you stopped one of their cards. They'll use another card effect that gets them another card and then be able to summon out all of their cards once again. Its so extremely frustrating that I can have Traptrix Sera, Raflessia, Floodgate Trap Hole, Grave Diggers Trap Hole, and Ash Blossom in my hand, or some other variants and I just simply can't stop their combos from going off after expending everything. Maybe I'm a boomer for these thoughts but I have so much fun in silver through gold ranks but the second I hit plat, which I can do in a day or two, I get bodied over and over by these unstoppable combos. Its just so demoralizing. And don't get me started on those boards that get set up and can negate everything, though its kind of like what I'm doing with my deck. One thing I actually think is a massive positive for this game nowadays though are hand traps. It sucks going second and having no options to stop your opponent from bringing out an unstoppable board. At least with those you have a fighting chance.
The problem with hand traps is even the player who sets up can use them. So they can set up and hold handtraps, so not only do you need to break their board, you also have to play through their handtraps.
Silver and Gold? More like just Silver. I've made it to Plat, but I already see this nonsense as early as Gold. So far this season i've been stuck at Gold 5 because every game I play is a meta deck or someone got extremely lucky first turn like they're Yami Yugi/Atem and they got every perfect card they needed turn one.
Idea for a casual format: one card is limited to 3, the rest are limited to only 1. It basically turns the game into the anime. Rarely did a deck in the show run more than 1 of any particular card (unless it was something like blue-eyes). Makes combos more meaningful, shortens turns, and makes the game have more turns.
only problem is that it cripples decks that dont have much support, like cipher, while not affecting stuff like albaz/branded/swordsoul, or other large archetypes with lots of support
So many of the problems that you've mentioned right now have a fix in the form of formats for the game but the lack of updates in the game so far is kind of insane
Shorter timer would help against the drytron player who don’t know how to work their deck And waste 4 minutes looking up a tutorial during the match. Yeah this is most drytron players and combo deck players in general for a fast game about quick decisions they are given a really long time think. Why is every match 30 minutes what’s quick about that? It was only 5 turns.
I understand both sides and I always wondered what an additional format would provide for yugioh. Like how Mtg has Standard, Modern, Legacy, EDH, etc. If yugioh has like an old school format, I think it would attract lot of older players.
im a new player and i love the game and the complexity! the only real advice i gotten before starting was a deck recommendation. otherwise just playing the game straight via solo mode and then looking for a good deck to start with for PVP was pretty straight forward. konami definitely did something right with solo mode imo- but i feel like i had an easier time getting in because i had 0 preconceptions of the game via the anime or past experience.
See, thats where im at. I picked up the game for the first time last year through YGOPRO2 and YGO Omega, and i've since gotten stupidly at it. My main deck in Master Duel rn is an Evil Twins build, there's just something very enjoyable about constantly sacrificing vtuber orphans. More so than that, i find a lot of joy in pushing niche cards and archetypes to their limits. I've recently built both a Synchro Hungry Burger Impcantation deck along with a Gravekeeper Kaiju deck. Like, there's room to do a lot of crazy deck builds so long as you're willing to play the right cards. The only real barrier for me is money atm. The game is pretty expensive to play IRL if you're wanting to build a deck that you can take to locals (i personally buy OCG prints if they're cheaper, i only play with friends IRL). The only reason i managed to splurge a bit last year was because of the stimulus. Not so much this year. I'll probably be able to buy cards here and there again once i'm finished with college and actually have a disposable income, lol.
@@four-en-tee LOL the deck that was recommended to me before I played was actually Live Twins, and it's been my main deck ever since I built the budget version. It was really fun looking up what the deck is like and how it plays, and then putting that theory into practice. As long as you got the materials to get the cards of course
@@NewtBannner it's already like that, since there are 2 different rewards for using a loaner deck and your own deck to beat the challenge. and they'll probably add more archetypes later.
Master Duel also exposed the solitary nature of playing with yourself which I am guilty of if your opponent doesn't have the handtrap or the necessary cards to break your board and you are forced to scoop because what else are you supposed to do.
Eh, I'd say that it's more a result of the current format. Bo1 really lends itself prone to wombo combo decks being near the top due to players not possibly being able to fit in every possible answer
@@defectivesickle5643 So much fun. Not. Don't you see the problem? No scoop condition: having one of the 3 in 40 cards in your opening hand. What a complex card game, yes I'm being sarcastic about the "complex"
They need to make it so that players can create rooms with custom banlists and make them available for other players as templates (so you don't have to create one from scratch). I think they're already working on this as you can see that the banlist is already configurable, it's just that only the standard one is available for now. This way each player or group of players can continue doing their thing.
I'd love to see a format or two dedicated to more casual/non-meta/random shenanigans. Everyone seems to agree that the most entertaining duels are the ones where it's a real back and forth battle where you're in dreadful excitement of what happens next. Why can't we get more of that? I think what they could do is set up a format that basically has a reverse banlist, I.E. a list of cards that you can only use. They could list a dozen or so different archetypes you can use, and then maybe like 100 generic/non-archetype specific cards. Then, every few months or so they can change things up. I think this could be really good, especially for new players, because you don't have to get absolutely cheesed by drytrons or eldlich or whatever, and because the card pool is much smaller, new players can kinda have an idea of what they're up against. It also would be nice for many people because only non-meta archetypes are being used, the often overlooked decks, idk like simorghs or furhires, can get some time in the limelight and who knows? Maybe you'll find a new favorite archetype.
I agree the best part of the game is the back and forth but ever since yugioh went to xyz it was nothing but special summons idk why they favored to make the game faster rather than balanced we need the game balanced again for more fun other wise idk how long yugioh will last being a popular game
@@newpunko7987 Ita faster now bita it's never been fair or balanced. Theres always been meta, stun, handloops and tier 1 decks even before 2008. Also the format for fun decks is outside ranked. Ranked is for people who want to reach the top so it makes sense that you'll see the very best decks there
People saying "Yuigoh is fine you just need to get good" and "handtraps are a necessary evil" in the same sentence is a complete contradiction. I've been watching this channel for years and I've played competitive yugioh since the start of the game. I know yugioh in and out. The state of the game has really just gone to shit. That's why people who are returning to yugioh now with Master Duel are complaining. It's nothing new. We've all been complaining about how the game has gone downhill since pendulums came out, it's just that now the common casual person can see the struggle too with Master Duel being available for everyone F2P
The state of the game has *always* been shitty. Especially competitively. We just gonna pretend formats like choas yata didn't exist ? Or full power dragon rulers ? Full power zoodiac ? True Draco's when masterpiece was legal? teleDAD ? Hell even fucking goat format is guilty of having degenerate stuff that may as well be an auto win condition on its own like using duo turn one while also going +1 off pot of greed. The game has always been terrible from a balancing standpoint. It didn't start to decline around pendulum format either. In fact, interest in playing Yu-Gi-Oh has been higher than it's ever been ever since pendulums and links so idk what you're getting at by saying that.
@@minixlemonade2335 This is what matters. Having fun. It's a game, *playing* is fun, win or lose. Having a satisfying back & forth is fun. I see people bring up things like Chaos Yata. Yeah, that's degenerate and it's not a problem because the combo piece to it is banned. Now please tell me how you (not you, Lemonade, I agree with you) expect Konami to fix this without either: Releasing a nuclear ban list (I'm okay with this tbh, but they'll just power creep these cards with newer ones again) Or A Master Rule Change Neither of these are very likely. We're not going to get to see turn 4 very often ever again. One of the two players, isn't gonna actually get to play the game. Eventually, people realize their time is better spent elsewhere than watching their opponent play yugi-solitaire and quit. I've quit twice in the past during much more reasonable formats and neither were because I couldn't play the game like some decjs stop me from doing note. I'll do it again if I start finding that I never get to actually play the game anymore.
@@JohnWhite-ms5wr I'm very much down for the nuke ban list as Konami has been poorly designing cards for years (Mystic Mine, Ash Blossom, Herald of Ultimatess, Borreload, Red Eyes Dragoon, etc), but I'm well aware they aint doing that lol. If anything it'd be cool for them to allow old formats to be played, which it sounds like they are doing (its called Time Wizard or something like that?). Not sure what you're trying to say with your post though. Yeah its unlikely sure, but I only say those things because the community is very polarized because of the game's horrible balance, and the "metasheep" for lack of a better word, instead of listening would rather just call us 2008--2011 players trash instead of admitting that the game has become drastically different in less than a decade. Konami needs to be aware of this sizeable portion of their playerbase, but if no one says anything no change will ever happen.
I mean I wouldn't say all of us but I think I get where you're coming from. I actually think the game is in a really good spot rn but ig that's just me
I wanted to try Master Duel. I took a 15 year hiatus from the franchise and Duel Links taught me a bit of the new mechanics. The sheer size of the card library in Master Duel is an amazing concept to me. It’s just too much going on, mechanics wise, for me to devote that much time to learning. Before picking up Duel Links, I had only played Forbidden Memories and the Gameboy Advance game set it Battle City. Things are so different now. I do enjoy seeing people pull off incredible wins, but I can’t justify the time personally.
Solo mode with the loaner decks kind of does a decent job of teaching how modern Yu-Gi-Oh plays. They you have structure decks you unlock. The complex interactions are a bit harder to pick up but in general if you just pick an archetype you get the synergy without thinking too hard.
The current way the game feels is like a literal quickdraw duel: whomever gets their pistol drawn and fired first, simply wins. There's no back and forth, it's just OVER. (Except it takes 15 minutes for them to play.) As a "Yugi-boomer" (barf) I want to have a sword fight! I want every opportunity to have my opponent on the back foot, just as much myself. I want to feel like there is stakes, a struggle and a earned outcome. Being beat by a deck that fully shuts down any sort of competition or struggle, just bores me.
Well it’s just like tonight I have my first 6 ranked duels and made everyone rage quit because they built the long combo decks and bam my deck from 2009 was originally meant to stop all zombies which it does but all these new combo cards well they fall to the same plan and people will literally give up it was amazing that I could build my real life deck though :D
I think there's a region difference bud cause I'm in gold and it's still a sword battle not all the time but its frequent and I play master duel with friends so that might affect my opinion aswell
Great message to the community. Alot of people on the internet can become angry over opinions. An opinion is a opinion. There's a old saying. If you have nothing nice to say, you should say nothing at all. Constructive Criticism instead of hurling abuse. 💪 Positive message Paul.
As what many of you would call a "yugi-boomer." My favorite rendition of of Yu-Gi-Oh was when the (original) monarchs were really strong. I have been playing Master Duel and have been enjoying playing it mostly. What is most overwhealming is not the 'new' mechanics, but rather the sheer amount of monsters with multiple effects popping off in rapid succession, and trying to read everything and understand what is happening. Overall, I do think the game was more enjoyable when turns didn't take that long and negates were only from counter-traps. The powercreep is bigger than I've seen in any other game.
Yeah too many monsters are getting negate effects these days, we need to get back to the basics. Buff trap cards with negates instead. More duels reliant on monster attacks, perhaps a format or two.
I can see where you're coming from, me personally though I've played practically every card game out and powercreep wise Yu-Gi-Oh doesn't scale that high. I just think people think that's the case because of nostalgia from the anime. Me personally the worst game for powercreep is Cardfight Vanguard
I've played a bit before pendulums and then became a full pendulum player and got in well, after some time I left playing the game, now during the whole virus thing I got back through here, and god I was confused as hell, I adapted quickly with a new version of my old Odd-Eyes deck (Electrulimite is a godsend) but still, because of links and all of the new stuff I was hesitant and overwhelmed, so understanding this is essential, hell I still get rekt like a newbie
I got into yugioh forever ago in high-school after watching the anime and I played through legacy of the duelist a few years ago and master duel seemed really appealing to me. My biggest issue with it has been, as someone not familiar with all the archetypes and long combos, just getting a better understanding of all the new mechanics and how they interact with one another. I played through all of solo just fine with both the loaner and custom decks, but it really doesn't prepare you for anything past gold in ranked.
Ask a vet like me or other competetive players to backseat you and VOD review then explain misplays and what you should have done instead. There are many of us in the Master Duel Discord
Firstly, I really love Master Duel. I don’t feel that I’ve ever had this deep an understanding of the game. It’s really renewed my love Yugioh. Coming back to the game after ~18 years, running into negate negate negate, burning trap and magic cards left and right…it feels like Tiny Tim trying to take on Rocky. Even worse is running into games that end in the first or second turn after watching someone link summon nonstop for 10 minutes. There’s just nothing fun about it, and I’ve attempted to play deck builds like this, and even in winning this way…I still don’t find it fun. I feel dirty. I largely like and appreciate “Nugioh”: XYZ, rituals, synchro, even pendulum to a degree (cause poly fusion rarely payed off how you wanted it to back in the day)- but I really think link monsters are way too overpowered and need a limit to how many monsters can be summoned in a turn…and some negate cards are just too easy to summon, use, and abuse each time the other player tries to counteract at all. I’m pretty sure I’m back for the long haul, as a Yugioh player, but at times it starts to feel like you’re playing chess with a regular setup, but your opponent has all queens, only because Konami didn’t tell them, “No, dawg, that’s cheap af.”
Everything you said is fair. However, I do think everyone’s experience is subjective. I’ve played: Aromage = easy deck to use Cyber dragons = also fairly easy to use Prank kids = alittle tricky And Dragon maids = medium difficulty playing And have had lots of fun. I’ve taken my time in the ranked pvp and haven’t run into tons of annoying or toxic decks. I’m just getting into the gold ranks but in conclusion. If someone is going to try and binge/ grind really quickly through ranked pvp, you’re going to run into people that are playing the most/competitive decks that can be obnoxious to play against. If you don’t want to play against those decks, there’s no rush to play ranked, take your time, enjoy solo mode, open packs, watch videos, talk with people on the discord Yugioh server. I’ve put in 80 hours in the game so far easily, haven’t focused on getting to platinum 1 yet and have had a blast getting better and adjusting so that I’m ready to play with and against the meta. Slow and steady wins the race for me.
@@stephenk5455, don't get me wrong-- this is all opinion-based for me as someone coming back from only playing retro Yugioh way back in the early 2000s. I've burned through the solo stuff in Master Duel, and I only even play ranked because that's the only way to play against randos quickly/easily. And I'm too digitally introverted for the Discord server hunting, conversation, and friend-making. So, until they implement casual quick matches-- I'm stuck ranking against a not-insignificant amount of irritating negate & link decks. This is fine for now, as I'm enjoying myself overall-- but I hope something happens on the balance or speed end of these decks I find rather troublesome. Just my thoughts though, not saying I'm in the right by any means. lol
@@illdoittomorrow2368, we're thinking on the same wavelength, 5 was even the exact number I was spitballing when discussing it with my wife--- now that she's getting roped in thanks to our son. lolol
In our group we have one friend He Last played Like gx i think and i spent a whole night with him to Show him how Yugioh is today and how His favorite Archetype Heroes Work today He was really blown away how many mechanics and Combos are included today
I feel like when konami releases the "classic" game mode into master duel that the majority of players will flock to that casual format, similarly to how most players in MTG abandoned standard and play commander. I'm not sure what that would mean to the future of the game, but I hope it forces Konami to embrace alternative formats.
Honestly, I think Konami should continue with the current rules and start releasing a "classic" version of the game separate from what Yu-Gi-Oh is now. This way, its easier to get into for newcomers, they learn the basics for the more advanced version of the game they can jump into whenever they want, and it allows old players to play how they want to play on top of current players able to go back for nostalgia. Maybe call the classic game "Pharaoh's Duel" or something to separate it with classic card designs. The difficulty with this idea would be deciding what is considered "classic". Do they just take the cards released through DX and cut off there? Or do they start creating new cards for the classic meta that fits with that gameplay and insert the newer style cards that fit in with that with the more simpler effects?
Yeah but how many will be still around by that time? We are weeks a way from it and it will be a vintage event that will only stay a limited time period.
2006-ish would be the year I bought my last card. Cimo's progression series and history of YGO brought me back to the game when the pandemic locked us at home. Took me a lot of studying and many episodes to understand the new mechanics and I still don't understand Tri-brigades or Elditch. I have not ever pendulum summoned or link summoned effect monsters. Somehow the hours I spent watching Cimo's channel could translate to some idea of how to play the game when Master Duel released. I still haven't spent a single cent on a card, virtual or paper, since 2006. The success: I'm gold 2 rank on MD just by running dailies and building up my Blue-Eyes deck. I could still totally see how overwhelmed any yugi boomer like me would feel returning to the game. MD definitely needs a classic mode for GOAT format or 2004 Chaos decks. Update: made Platinum 5 on 17 Feb 2022!
I remember playing yu-gi-oh with my parents when I was a kid, and although I'm having a LOT of fun breaking boards and OTKing with Cyber Dragons, part of me misses the old speed yu-gi-oh played at which gave it a slower tug of war feel then the current quick draw/ all out speed the game currently plays at, I do have fun negating my opponents combos with hand traps, but that feels more luck based and like a panic response sometimes, where as field traps felt more cunning and felt even cooler to counter trap than using a hand trap on a hand trap.
This would be great, and maybe not all specials but maybe just Links. They Nerfed pendulums when they changed the zones back and limited their mechanic so maybe something like for link summoning after like 3 there's a chance for the "link to break" like each additional summon you r0ll a dice and on a 1 or 2 you can't link summon any more for your main phase.
I think this would kill off a large part of the player base both competitive and non-competitive players. Cards like niberu and artifact scyth sorta do this though.
quantity of special summons isn't really the issue, theres plenty of more casual fun combo decks that aren't particularly strong but still have quite a large fan following, like brotherhood of the fire fist. then in contrast you've got your decks like eldlich and sky striker, they are bigger problems and pretty much just summon 1 monster a turn with 5 backrow
They could just make an archtype that plays well into some of the meta for example it could have a special summon when a card is sent from hand to graveyard for example on maxx c and other handtraps
With Konami already confirming that MD is gonna be it's own meta, not gonna reflect the OCG/TCG, then I think the game needs to cater to the more casual or less ultra-competitive players, like Duel Links did. So with that, I think MD needs to crackdown on things like unbreakable floodgates and infinite omni-negates, so that it doesnt turn a lot of people off. I know theres gonna be the "GeT GoOd, NoOb!" crowd and that doesnt make the experience more enjoyable. It makes it feel like a chore.
i don't think changing the game is a solution. the real issue with this game is that it doesn't have a fun learning curve for new comers. asking for the game to change after the fan base have been waiting for an official simulator for years is also kinda selfish
nah, all these "casual" things is already in the game. But people with enough spite will ruin it for you anyway. Casual lobby ? Already in the game Limit the card to select era? You know that there are meta decks within said era. GET GOOD NOOB
You're right on all of that. And it seems like the "GeT GoOd NoOb" crowd was trying to intimidate you. Ignore the previous so-called "duelists" trying to call your idea selfish. A player hiding behind a big meta deck is not actually a player. Konami cracking down on omni-negates and maybe even making more conditions for already-released cards to prevent them from being too powerful or too easy to bring out would definitely be beneficial for both players and the future of the game. At the very least if you want to make an omni-negate combo, you shouldn't be able to make it in one single turn.
@@williammcginn6611 exactly! The game as it is right now, is not new-player friendly (thus why Konami is heavily pushing Rush Duels for the younger audience). Master Duel should be able to cater to casual players especially in Ranked Duels. The hard-core meta players are a small minority compared to the casual players and fans of Yugioh in general. Profit-wise, catering only to meta players will not become stable in the long run. Plus cracking down on Omni-negates and unbreakable floodgates will allow more deck diversity. We don’t want a repeat of Tele-DAD format where if you don’t play this 1 or 2 decks, you have no shot in topping.
@@andrewrowland1989 Thanks a lot Andrew! I was six years old when the GX era began and I've been a fan of the game and shows ever since. I'm now 23 and have a few decks I'm great at from the 5d's era and a few from this more modern era that stack up a bit better but I wouldn't say are meta. So you could say I've been a long-time fan. But I seriously doubt I would've become a fan if all of the omni-negate and floodgate decks were around during my youth and the hard-core meta players were as conspicuously rubbing their decks in our faces back then as today. Maybe some were here and there back then too but the problem's definitely bigger now. I became a fan of the Yu-Gi-Oh game and show for two reasons. The first is the game seemed like a trading card game where you could use your imagination to compose a deck that worked for you personality-wise and you could duel with your identity on display, like Pokemon battling with your favourite creatures by personal preference. The second is it seemed like a game where you can have so much fun showing off your moves against your opponent that winning or losing stops being the point and it's just plain fun. And you know what? Even if the game is now a lot more sophisticated, I've adapted and I've enjoyed duels against decks with monsters both more powerful and easier to summon than they were back then, as well as playing these decks myself. But if the minority of meta "players" want to have "perfect" decks that spoil the fun of the game, then those who want to play the game as it was meant to be, for fun, also deserve to be able to play without them. Hopefully MD or the game in general will put rules in place in the near future or limits on infamous combos to cool the game off, and I definitely agree with you that it feels this is why Rush Duels (and from what I've seen of the Sevens anime) are now a thing to try and bring new younger duelists in. Hopefully Konami can do what they can to keep the game alive, well and fun.
I would really like if they did draft tournaments or events, to emulate those old sneak preview events where you pull a few packs and use what you get. That was one of my favorite parts of oldschool yugioh and Master Duel would be the perfect place for that.
This isn't just an issue of learning to run the outs. When your opponent goes first you HAVE to have your out in your STARTING hand. You don't have the opportunity to draw into your outs eventually over the course of multiple turns. I'm a combo player. I love pushing my deck as far as it can go, so YGO keeps me around simply by virtue of continuing to give me tools to craft those combos with. Despite my enjoyment of running the decks that make 10 minute plays, it's VERY obvious that this is an unhealthy meta. There's no more any back-and-forth and almost never will anyone walk away from a Bo1 match feeling like both decks were able to give it all they had. I'd also argue that making those long, crazy plays is less gratifying now. Those plays are a dime-a-dozen. Instead of getting opponents who are genuinely excited to see what you're doing, everyone either complains about the wait or just scoops. Those combos aren't special anymore, they're just another day at the office.
I'm not gonna tell anyone Yu-Gi-Oh sucks now, it just largely lost it's appeal to me when that solitaire business started happening. I want all 40 cards in my deck to have more value than 4 of them are my win condition and it's the the job of every other card in my deck to get the hell out of the way so the cards that matter get into my hand so I can ignore my opponent and win. I think the game would be well served by having timed rounds and as the game progresses you get more time.
I agree with you, YGO is no longer about having a fun duel, its now about finding out how to make the other person not have a fun duel. Ive played YGO for years and im still playing it but it still frustrates me that the mentality has changed so much. Its not impossible to have fun since Ive had some amazing back and fourths with some OG decks like the Egyptian gods, Blue Eyes, Sacred Beasts etc. But after getting to platinum you don't see those anymore. Its only about 3 decks and they all run kaijus, Zeus, True King. I may be a boomer saying this but i think syncro was the height of YGO and its just gone down hill since.
@@drakedecatlord4950 All I see is drytron / prank kids and virtual world, either have an out or scoop, to me it's getting kinda boring. I mostly play PK and it has its highs but I literally lose to any interruption and can't break boards. In attempt to combat that, I just run 15 hand traps and yet can't see them often enough to actually get anything going. I've heard people complain about how busted Rhongo is but in the past 4 days (started playing 5 days ago) I can't even get halfway through, so naturally I cut him and moved to a more consistent lineup, which still is mostly un-fun and un-interactive, managed to get to P2, a win away from P1 but 0 fun along the way. You could argue every game has meta, and it's true, but it isn't interactive whatsoever right now and it's all a matter of which player has the better first hand. With some decks being able to play through interruptions better than others there's a big gap between what's good and anything else, in some cases unplayable. As for older formats, I think xyz were pretty good too, but synchro easily takes the cake, I felt like it was perfectly paced with some cool combo decks and potential OTKs but nothing too un-interactive.
@@doofbuff7287 dude pk rongo is super fucking consistent. Dead ass has 1 choke point and it can be played around if they find it. Rongo turn 1 is guaranteed if you actually know how to play your deck
I’m one of those overwhelmed people. I’ve tried to get into Yugioh on and off for a couple of years because there’s certain archetypes I like the art and mechanics for (Aromage, Odd Eyes, Dragonmaids) but not only is the game really difficult to get into, none of the archetypes I enjoy feel like they’re even close to being able to do anything about these insanely boring 10 minute turn decks. It’s such a turn off sitting down to play and not getting to play for upwards of 30 minutes because of decks like these. I WANT to enjoy Yugioh, but it’s really hard to…
I recommend playing Dragon link with a Dragon maid engine. It’s competitive enough and it’s super fun to play! I recently learned the deck because I couldn’t afford it IRL. It can usually play through a lot of negates without having to play the everyday hand traps and the monsters are usually big enough to get over monsters that negate. It’s not the best win rate but I have won roughly 60% of my games so far!
Aromages are the worst by design, sadly. One Upstart and you have close to no interaction because mandatory effects. Odd-Eyes are not terrible, but Pend Mag is a bit better overall. Dragonmaids are actually decent, you can play a small Rokket engine for some extra variety of plays, but even pure is more or less a competent deck. They also have a good grind game, compared to OE or Aromas. I would actually recommend maids, just have some flex spots for handtraps and removal.
I think that's just the issue with yugioh nowadays. There are too many powerful cards and the difference between meta and decent decks are way too far. I do enjoy the competitive side of it when using meta decks for the most part but just like Paul said, being in the game for a while will make you realize just how many issues the game has.
The Dragon Link deck that Newt Banner recommended really is a very high end deck that makes good use of Dragon Maids. It dominated several format here in the TCG. You really ought to give learning that one a shot.
What I find most fun about this game is that, at first glance, it really seems crazy and it really feels like you’re losing first turn. Monsters feel too strong and sometimes almost invincible. But then you slowly learn actually cards are always designed to have at least few ways to defeat or weaknesses. A lot of people say they liked the game in syncro or xyz era but even at the time, solitaire was already a thing. Infernity with Doom Dragon and Ogre Dragon plus 2 Barriers and a Break is pure nostalgia don’t you think?
or Magical Scientist Catapult Turtle, yata lock, the oldest of old school and just sitting on a 3k wall like millennium shield or labyrinth wall and a solemn for their back hole or raigeki while you just stall for exodia the old fashioned way.
It would be cool if master duel had a weight class system, the more powerful/strong the card is, the higher the 'weight'. Creating a total power level for the deck so you get matched with other decks w/similar power level
The ranking system kind of does that already. Though I wish it was a bit more aggressive at lowering your rank when you lose. Ideally you would get to a rank and stay in that rank as your win/lose ratio will become 50/50.
I stopped playing the game during the 5Ds era because I thought synchros were too much. In hindsight, synchros were probably the best new mechanic introduced into the game since they still allowed some level of interaction between players to counter them. XYZ summons were definitely an issue due to their speed, pendulums even more so. I don’t even know what links are for. The fact that the game has transitioned into ‘hand traps’ means that the a core component of ‘playing a card face down’ is almost pointless as it slows you down too much. It very much is a new game these days, and anyone trying to get back into it shouldn’t go in with any expectations of nostalgia. I guess it’s more fun now because of all the crazy combos you could do, but that fun is a literal one way street since your opponent either has a counter in hand or just loses on turn 1.
Links originally where how you summoned more than 1 extra deck monster. For a while the rules stated any monster from the extra deck had to go into your extra deck monster zone or to a zone pointed at by a link monster. The rules have been changed though to say synchros/fusions/xyz from the extra deck could be played in any monster zone while link monsters and pendulums summoned from extra deck still follow the arrow rule, they can only be summoned to the extra deck monster zone or a zone a link monster has an arrow pointing to. With the right setup you can summon multiple pendulums in a turn fron the extra
Xyz aren't inherently any "faster" than Synchros. Both require 2 monsters with specific conditions. Both have cards that can be special summoned to the field to make an Extra Deck monster without normal summoning. The last point is even true for some Fusion archetypes. For examples, look at Resonators, Utopia, and HEROs. The big difference with Xyz is that it stacks a lot of effects: Your Xyz monster can have 2 effects. Your material can give an additional effect. Your material might have an effect in the GY. This means that a well-built Xyz monster can have 4+ effects. The thing with "hand traps" is that they allow the Turn 2 player to interact with the Turn 1 player's plays. This is VERY IMPORTANT, because otherwise they can build a situation where they can prevent you from doing anything. So handtraps are a response to power creep.
@@olbaze Regarding your last point about hand traps. That is precisely the problem. The fact that hand traps are necessary is the issue. The game simply shouldn't be in a state where going second is a near auto-loss in a majority of scenarios if you fail to draw one of a small set of cards. Saying that hand traps are good because the meta forces you to play them is like saying that amputating your leg is good because otherwise you'll die from infection.
@@Paul-bs5wl Hand traps are good because they're a balancer AND a safety mechanism. As long as there exists a hand trap that can deal with a situation, no card is invincible. This is very important, because it's LITERALLY IMPOSSIBLE for Konami to go through all the possible interactions between all the cards. If they wanted a balanced game without hand traps, they would have to do exactly that. With hand traps, no matter what effect they add, they just need to check that there's a hand trap that can negate that effect, and if so, the card can be added to the game. And now, think about this: Take every single card that is specifically countered by a hand trap. Remove all of those cards, and all cards with similar effects from the game. Now remove all the hands traps as well. What are you left with? I'm going to guess only normal monsters, Extra Deck monsters with no effects, and Polymerization to bring out those Extra Deck monsters. Would that be a fun game? I don't think so.
@@olbaze Friendly reminder that no significant turn one hand traps existed (besides DD Crow I guess?) until Effect Veiler was released in 2010. If your contention is that almost the entire Synchro era was impossible because almost every played deck monster had an effect and almost every played Synchro or Fusion had an effect, idk what to say to you dude. It's either wilful blindness or stupidity to think that every card hand traps interact with has to be banned if hand traps don't exist, personally I don't think that you would need to ban Pot of Avarice because Ash isn't around to negate it. Not being able to negate turn 1 didn't used to lose you the game because only the cards that lead to a player vomiting half their deck into the field/grave and summoning 2-3 boss monsters with overlapping negates and disruption quick effects are a problem. Hand traps are now a "good thing" by virtue of the situation without them being worse, hence, the amputation analogy. The problem is that they shouldn't NEED to exist, it shouldn't be possible to achieve such a board state in a single turn, especially not with such consistency.
lol as a player who stopped playing around 2004 and started again a year or so ago, the first time someone pendulum summoned 5 level 5+ monsters from their deck and hand I kinda assumed they had to be playing them wrong, but nope! I guess that's just sorta the way the game is played now. If i had to compare it to anything, it feels like you played chess, and you come back to it after a couple years and now you can move 15-20 pieces at a time and also sometimes just lose before you get a chance to make your first move. I realize this is a VERY old school mentality, and I actually love alot of the new archetypes (I'm an Infernity player now myself)! Definitely agree with both sides tho, not gonna do much good from either side to say 'you're playing yugioh wrong'!!
I really like Yu-gi-oh and im an older player that left n came back. Master duels has shown me that I dont like when a card game is over on the first turn, I dont think its a healthy thing for a game. I think of a game like hearthstone, its much slower and based on strategy, but there is still meta decks that exist. The decks that win first turn and then negate any answers should stay in ranked and maybe in a seperate mode, but there should definitely be a casual mode, and a mode for different rule sets. I played cardians and I think they are a perfect example of taking 10 years to construct a board just to create a semi-decent first turn result, and its definitely cool to play, but its not as fun as the Duel Colosseum in World Championship 2008. You go against a character with a random structure deck and see who can come out on top. If the people who wanna play those decks like dragonmaid, sky strikers etc. then I think that should exist, but if one exists, the other should too.
I agree with this, having a casual mode would be all better and more accessible for more returning players, also maybe a search system for 'tiers' of decks which some may not have played against before
@@evandromoreira3252 I wish they didnt exist in the first place, but if its going to exist I'd rather that they be locked to a certain gamemode so newer players can avoid it
Some actual PvE would help this game dramatically. That way, new players could get accustomed to the game and dive into ranked when they feel ready But more importantly, there NEEDS to be alterior methods for grinding gems than PvP. Contrary to popular belief, people actually do love grinding but ya have to give them different stuff to grind and actually give decent rewards *sometimes*. Right now, 99% of the gems you earn will have to come from PvP so new players are FORCED to jump into those shark infested waters called Ranked as the duel room stuff is trash on a trash can Bruh where are the "Win in 1 turn" challenges from previous games? Hell where is the Unranked Random que like from Link Evolution? The duel rooms are so combesome i hate them lol
It may be free to play but that doesnt mean its f2p friendly. Literally if you don't spend you can't experience the full game and its just a major cash grab. Literally swipe or get run over by people who do. The only people I see who are saying they enjoy the game are those that spend. This games going to die if they don't implement f2p gem grinding methods that aren't shit.
@@blankdoesntlos No. META decks are more cheaper than actually fun decks. Eldlich, Skystrikers, Even Drytrons are cheap. Making it viable for you to compete with everyone right off the bat. It's not " I didn't spend money so I can't play " coz you can literally craft all the cards. The problem is you wanna have fun BUT your opponent wants to climb so they use meta decks. Im guessing you got baited to pull in the master pack and is now just stuck with shit ass cards. I can't really call you an idiot, coz this games secret pack system is tricky for new players.
@@blankdoesntlos You definitely have more than enough gems to build a deck as long as you have some idea of what your going for, for example i run GB's and built my deck from scratch (was impatient and didn't wait for the GB solo structure deck) never bought any gems, all i did was use the Crafting material to craft GB Gyzarus then opened it's pack 50 times (5K crystals) and filled in the blanks tearing apart cards that i was not going to use in that deck cards like Shaddoll construct and other high rarity cards that while they are good were just not what i wanted. If you focus on one or two deck and build towards them you will have more than enough crystals to build them, it's just that new players have no idea what they want. My recommendation pick one card that you think is reallly cool then build around it, for example Dark Magician or Blue Eyes(these are not the only ones just some examples), now you probably won't be getting high rankings, but thats ok enjoy the game in Bronze, Silver and Gold rankings, there's more diversity there and you can honestly have more fun doing that.
I downloaded master dule and as you said in the video was expecting a sort of app like experience like duel links. I played DM and stuck around basically up to Syncro. I got through most of the tutorials and I understood XYZ and links. Pendulum seems completely insane coming from way back when but I also don't see hardly anyone use them so they must not be that bad. What really killed it for me, especially in the tutorial levels was the sheer amount of reading I had to do. I would start with 5 cards that I knew nothing about and all of them would have a solid paragraph of text so I would just sit there for minutes just reading and I would get done and have an idea of what I wanted to do but would find myself rereading cards to make sure I had everything right. Granted, with time I would learn the new cards but I found the whole experience very unfun.
A few of my friends got me into yugioh again a few years back. I played a lot when the show was first out, and I stopped around when GX came out. I got back into it during XYZ with a utopia deck and recently again back in 2020. I wasn't a big fan of the newer mechanics but as I built and played different decks that had cards with these newer mechanics I had to learn them and honestly now it seems crazy that things like links and synchros were so hard to learn because they are pretty easy to understand. I think it does take some playing to learn but yugioh is such a fun game that it makes it worth it to keep playing.
As a returning Yugioh player, I wish there was alternative formats which limit the card pools, maybe cards that are only available until certain year or certain era (DM, GX, 5DS, etc). Let players use decks and against decks that are familiar to them first, then let them discover newer cards themselves slowly. Blackwing or Six Samurai are the best decks 5DS players know, and when they spend all their gems building those decks just to realize those decks aren’t as powerful agains Drytron, Tri-Brigade, etc, they’re going to feel weak/powerless and just wasting their gems. I wish those players could duel someone with the same cardpools and banlist and let them have fun first with yugioh that they know and they are familiar with before they’re ready to build some Drytrons and Tri-Brigades.
Yeah spent all my gems on a classic btdwn deck just to be buttfucked by some shitty 0/0 creatures that cant be interacted with at all dropped that garbage game for a couple weeks dismantled everything netdecked a eldlich deck to plat 1 and dropped it again this game is a complete snoozefest havent played since chaos imperator dragon dropped got to highest rank just by netdecking modern yugioh is the definition of skillfree
@@miceatah9359 you call the game skillfree because you can't get plat with a beatdown deck? This is like calling formal 1 skillfree just because you can't win there with your old car.
Honestly, I think Yu-Gi-Oh needs a shift. Maybe split with the current ruleset and the classic ruleset into two separate games. The starter decks say "6+" on the box, but I don't know ANY kid able to jump into Yu-Gi-Oh and have fun with the way the game currently is. Its why classic Yu-Gi-Oh was so fun, it had simple rules, was easy to pick up, and it feels like Konami just fundamentally changed all the rules instead of just releasing cards to create new strats with what we already had. Use Toons for example. They could have introduced stuff like Toon Bookmark, Toon Kingdom, Toon Dark Magician, Toon Red-Eyes etc with their current rule set within classic Yu-Gi-Oh. It allows you to build upon your deck with new cards and strategies but doesn't entirely break the game. There's cool stuff you can do with themed decks, but it feels like instead of being creative with what they had they went "Lets create an entirely new ruleset and shove it into the game, leaving old and returning players behind." Causing combos that take forever that just...aren't fun for some. I don't like playing the new decks, it feels like cheating creating something optimized and unfair. It's like creating an Exodia Deck that causes you to win on turn one. Yes, it might be a "legal" strat, but no one has fun playing against that.
Just saw this video today; I think you did a good job bridging the gap in this particular discussion. Speaking as someone who identifies as a casual player of Yu-Gi-Oh, I agree that I have had some fun with the game but have also had problems with going against more combo-heavy strategies. One of my most dreaded match ups is against Drytron; no matter when I use my Ash Blossom, the Drytron player always seems to end with a full board of monsters including a Herald of Ultimateness and other negations. Once, I even tried to summon an Ash Blossom and Joyous Spring out of frustration at having most of the cards I had played negated, only to have it's summon negated and getting OTK'ed the following turn. I have given some thought about why combo strategies in Yu-Gi-Oh frustrate me like that; I think it comes down to a lack of fragility in these sorts of decks. As I understand it, in most card games combo strategies are supposed to be balanced around the fact that if the combo gets interrupted, the deck kind of falls apart leaving the opponent an opening to punish. In Yu-Gi-Oh though, combo strategies are surprisingly resilient to interruptions; you can have two or three negations of key searchers at the start of your opponent's turn and still end up with a full board of negates by the end of your turn. The worst part is, I don't really know how you address something like that; I know how unpopular both errata's and rule changes are to longtime players, & a ban list can only do so much before the next near- unstoppable strategy pops up. I would love to see more videos about addressing those kinds of issues instead of videos from people constantly saying why this or that suggestion won't work. (Edited to fix spelling errors.)
I loved Yu Gi Oh when I was younger I still love watching certain content of it. The biggest problem I have with "new" Yu Gi Oh is that it feels like the effects and cards got so much stronger and they have little to no downside to it. Its not like I dont understand the effects or what they do, I just dont understand how to play around certain stuff. In the "early days" you could play around certain powerful cards and outplay your oponent with smart decisions you made. If i can not win by making the right move instead of having the more powerful cards (atleast thats how i experience it, im up for debate) its no game for me. For me personaly it stopped when certain synchros got to strong the idea of synchros was amazing I love xyz too it gives more option and spices things up but the cards got way too powerful compared to where the game came from. Graveyard is no big border anymore so many "search the deck" cards i am only able to win if my oponents have the worst starting hand possible. (sorry for bad english)
I feel like your statements are conflicting. I agree that the game places a very high emphasis on luck now ( you have to draw 2 handtraps, or Nibiru, or dark ruler/droplets if youre going second) but I think the answer to this problem is stronger extra deck monsters (especially link 1 monsters and free xyz summons) that reduce the importance on drawing specific cards from your main deck. Also, you still can play around the power cards like evenly, dark ruler, droplets, its just more about deck building now as opposed to choices you make in game.
@@TheMasterWizar Thank you for reading and for your opinion on it and I can see your point maybe there are certain mechanics I dont know about "new" Yu Gi Oh since I dont have to much experience with it. Your solution is sadly not the way I want to go. It might sound stubbern but I wanna choose the cards I want to play with I dont want to be forced to play certain cards its not satisfying for me it does not give me a rewarding feeling either. It does not make me happy to just use the same or better cards like my oponents and it definetly does not make me a better player. I would rather go for a game that is equal. Like in chess you make your moves and try to outsmart your oponent not building a board full of queens before the game has started. The last time I realy enjoyed Yu Gi Oh was when Duel Links released. I played it alot when it first came out and I had alot of fun forging on my decks and even adapting it on the meta but when certain cards got released all of my cards were useless and therefore worthless so I stopped again no matter how hard I tried they were to powerful. And sadly (honestly cause I love Yu Gi Oh´s gameplay mechanics) Master Duel was over for me as soon as I played the first couple of games cause the effects wont let me play anything. You probably know alot more then I do about the current meta and gameplay mechanics and it is probably very easy for you to figure out what cards to use but I prefere the slow paste Yu Gi Oh and I like outplay potential. For me its like playing 2 different games (comparing new cards and old cards). Games like MTG do a better job at balancing cards or giving strong cards interesting drawbacks. (I guess we all know that no game is perfect in balance. In the end there are people who have fun with the game and probably for a reason its just annoying that players like me get left behind)
@@Timau001 Yu Gi Oh has definitely become more unforgiving of missplays and bad luck to the point where you can tell the outcome of a duel just by looking at the player's starting hands. Long gone are the days of overcoming a slow start by stalling 3-4 turns before you fix your game state. Although FTKs aren't the most optimal strategies competitive wise, technically speaking you don't even need to play an actual FTK deck in order to achieve similar results. Nowadays most decks (even lower tier ones with varying degrees of success) focus around trying to pseudo FTK your opponent not by reducing their LP to 0 in your first turn, but by stablishing such oppressive/unbreakable boards that there's no point in your opponent continuing the game at all, therefore they rage quit. Seriously, if they do not rage quit, it is mostly out of courtesy. And when they eventually do, you honestly have absolutely no right to complain, after all you most likely got your fair share of fun by spending 15 minutes playing solitaire. At that point, why not just play against an AI that only uses hand traps when you go first or that always makes unbreakable boards when you go second? Frankly, I find it dissapointing that tier 1 Decks are more broken here in Master Duel than they ever were in real life. There was no point in giving us a higher dosage of the power creep (and the toxic out of game interactions that come with it) that have been alienating the playerbase for years now. Also the lack of official alternate formats/banlists that still use the tcg/ocg master rules and card pool (so no rush/speed duels) basically renders more than 90% of the game's card pool virtually obsolete. Custom formats don't really fix this issue since the lack of legitimacy, inconsistency between organizers and overall support for sanctioned play might keep a substantial number of players from comitting to them.
@luchotenks Thank you for your honest opinion. If I understood correctly we both have kinda the same problem with the current state of Yu Gi Oh. I realy apreciate that you are sharing your view on the topic. I had pretty much the same experience with Master Duel. Personaly i have never heard of alternate game modes in Yu Gi Oh sounds interesting, somtimes I thought about rules myself and how to change the game in a way so it would become more consistent but still keeping the old formula of Yu Gi Oh. I dont know if costum formats or a classic formats or even generations formats would change the direction the game is going, though i would wish for it. All i am sure is from a company point of view as long as people pay they wont change anything.
@@TheMasterWizar Stronger extra deck is not really the way to go in my opinion. You have to generally get things on the board to get into your extra deck, so stronger extra deck doesn't help someone going second. If extra deck gets stronger, the only really way they could get stronger would be to have more protections from things, as most extra decks have destructions and most meta decks can all OTK(so power isn't an issue). A stronger extra deck would just make breaking the first player's board harder and make getting hand traps in your opener even more important.
Actually I’ve actually learned a lot from playing master duel. I used to play purely for fun (and still do) but I never fully understood the “meta” but I was slowly getting closer with the TCG like I would use Ash, Niburu, ETC, but because of MD yugioh content creators have become a lot more abundant and because of how free2play friendly MD is I was able to get a lot of first hand experience with all the common meta cards like MaxxC, forbidden droplet, cross-out, etc. and I would like to thank MD for giving me that opportunity
Well halve of them are not in the TCG. Master duel pretty much uses the OCG Banlist. My problem is Master duel only has rank mode pretty much sadly. Also the fact many RL Budget decks are freaking UR/SR messes in Masterduel pisses me off.
As a guy who is on his 30s and still have cards, wanted to play a little bit, but felt overwhelmed and not welcomed. Btw I used to played competitive with friends(looking at decks on pojo etc) and some local tournaments, never won but was always middle of the pack.
I love Master Duel. I'm an old school yugioh fan and I remember feeling similarly overwhelmed when Synchros first came out. Master Duel's Solo Mode is helping get me up to speed again. Now I'm looking at things to play to counteract the popular things. I've liked Solemn Judgement. I prefer Infinite Impermanence over Effect Veiler, for example. Just on principle of the fact that Infinite Impermanence is a Trap Card and this is the sort of things Trap Cards should do. One of the things I was considering for some form of countermeasures (knowing that only luck can save you from an OTK on the first turn of the entire duel) was Prohibition. If you know an archetype well enough, and you aren't beaten on the very first turn of the duel, would a Prohibition or two be enough of a hindrance just long enough to give you a chance at victory? It's all very vague and it depends on the archetypes, but I'll try it out on Master Duel some time. I hope you folks might consider playing around with that too.
My all time favorite deck is lightsworn, back when i was active it was so much fun to play. Now when i try to play and have fun im just sitting there for 10 minutes watching my opponent
As someone who got back into it again cause of master duel (and there was an earlier thing I played on ps4 forgot it’s name) I usually play casual mode with a straight melffy deck and more recently I’ve been using floowandereeze (I tried avoiding meta but then tearlaments broke me) I think there are times i sit down and want a game that is a little more simple. I see a 10 minute combo deck and sigh wondering if I really want to read a 20 paragraphs of card text to figure out how to fight it or what to add to counter it. So often times if there is a huge combo I sort of just scope it up lol and say guess I’ll look into that deck later if I feel like it. I want to learn the game and yes I have outs like evenly matched, santa claws, kaiju, called b grave. But evenly matched especially doesn’t feel fun. Seeing the power creep and where it has gotten too from ps4 game to now is insane to me. When tearlaments were released I was fed up cause it was all people played and it was another 5 page paper of cards I had to figure only to learn I essentially had no oughts without building a meta deck of my own.
I mean, the difference between even pre pendulum Yu-Gi-Oh and current Yu-Gi-Oh is like difference between speed chess and regular chess. Or go and 5-in-a-row. Exept even crazier. In MTG handtraps work because you see how much mana opponent has left, and can strategize around it's colour. In Yu-Gi-Oh you have only card count for info. Also in MTG you usually can respond to spell with your own spell, like opponent pings creature, but you add +1/+1 for it to survive. Here negating monster effect in hand is sorta hard. Also amount of special summons and deck searches in Yu-Gi-Oh is kinda ridiculous. All without any resource to cap it, like mana. That, and the fact that people just can't do chivalrous thing and stop using something which is agreed upon being op is the reason the game is in such poor state.
Honestly yea pendulums is when games started going TOWARDS that direction but it became far more prevalent during the link era. Link monsters where to strong right out the gate and with them being generic it got lots of cards banned, not only that but extra linking your opponents only extra deck zone was absolutely a stupid design even if it was cool.
Because there is always 1 person to ruin it for everyone, therefore no one bothers even attempting to police themselves and konami has to shove shit down everyones throats
Here's my perspective as someone who generally understands the iterations of the YGO master rules/game formats but has always kept an arm's length relationship with Yu-Gi-Oh: To the gatekeepers - you really DO want new/returning players to come in, you either just don't know it yet or are in denial. A lack of new player influx just results in a deteriorating game, and eventually a dead one, so stop it. Look at any MMORPG community, WoW specifically provides a nice comparison. You need this game to be accessible, or that sunk cost fallacy will one day eat you alive heh :3 To those new/returning/overwhelmed players - Play Yu-Gi-oh, sure, but try a different game first. Something like Legacy of the Duellist (Link Evolution) provides a reasonable "story mode" whereby you can effectively choose the era of Yu-Gi-oh you want to play in. Alternatively there's always Duel Links, but due to lack of experience with it I can't comment on its effectiveness with getting new players into the game. OR-or, crack an old tag force game from the PSP, doesn’t really teach you much new but some of them got a ways through the games evolution. To Master Duel - FTP or not, provide a better single player experience akin to the "story modes" of the past, charge for it, whatever. That said, I do like the focus on archetypes this time around. Then the big one, give players the ability to matchmake in older formats, but not ranked. Edit: Formatting
Thanks for pointing this out. I play duel links since 2020 and every time I ask something or talk about "newb" stuff, the people who knows more about the game that are supposed to be helper makes fun of me or other players new to the full game. If you tell them about how you hate negates, they'll say, "cry more". I'm not that bad. I know more from playing DL than someone who came back after a decade. It's frustrating. The game is already infuriating with all those negates and long combo that ends with me surrendering even before my turn cause I can clearly see I can't break that board, and here we are out side the game, trying to relieve some of the frustrations only to be made fun of by players who are better at the game but with terrible attitudes. A friend of my quit MD already cause of all the negates.
I've been playing in some capacity since day 1. Most of the problems this game has now aren't much different than the problems the game has always had. Outlandishly busted cards dictate the playable card pool which is a decimal point of the total card pool. Newer decks and cards just hold up a microscope to those problems (or turn it up to 11, for the boomers). The game has never been casually playable outside a circle of friends where everyone agrees to not play the worst the game has to offer. Flood gates, resource loops/starvation, auto-win cards, every deck staples and meta/anti-meta cards filling out half the decks, etc. Yeah, those were early 2000s problems as well as a 2010s problem and a 2020s problem. The extremeness of a lot of the problems always traces back to how Konami makes cards and runs the game. Power creep and disparity isn't a consequence of time like in most games. In Yu-Gi-Oh, it is intentional and manufactured. Why try to balance the game under a power ceiling with every release when you can just power creep every card in the game out of relevance? One is easier. This is why it feels like in spite of diversity every playable deck type is busted beyond words. That's because they are, as were all the decks they kicked down the tier ladder, and the ones those decks replaced, etc. The game mechanics vs reality haven't aged well either and this is a purely modern problem. This isn't a 1 summon and pass game anymore. This is a double digit summon every turn game. The game rules were never adjusted to cap summons or card activations. Hence why every single card released now has a hard OPT instead. These 10 minute turns are there because Konami has never changed the rules and put a limit on special summons.
I really... really doubt a boomer would have a hard time understanding the microscope line xD it's taking established words and using them in context :P.
Cards that prevent your opponent from playing the game are not fun. Part of the problem with master duel is that there's no casual mode for online dueling so you get people playing to have a good back and forth duel matched up against 1-turn blowout decks that are the meta. It wouldn't be easy, and most definitely not possible in a way that would make everyone happy, but a casual mode that limits or bans negates and hand traps would be nice. Or maybe a power level system where more powerful cards have a higher power level. That way you'd be getting matched against someone with a relatively comparable deck. Something similar to the car rating system in forza and races where you need to have your car in a certain class.
There is a lot of back and forth, if you play the right decks. They might not be your favorite deck but I can assure you that there is ways to break through those boards or extend past them and not all decks are meta that can beat meta decks. The one game matches are very forgiving if you try to play a rouge strategy because they’re not prepared for it.
"Cards that prevent your opponent from playing the game are not fun. " This has been a thing since the start "Part of the problem with master duel is that there's no casual mode for online dueling" Casual Mode is worthless, as what's stopping someone who likes to pubstomp for the thrill? "but a casual mode that limits or bans negates and hand traps would be nice" So a " I suck and I don't want to adapt" mode? Just go back playing your Blue Eyes/ Dark magician structure decks with your baby nephews.
@@Kaimax61 Might I point out that the statements you just made are the same things that he talks about in the video about how to not handle people that are new or just getting back into the community?
My experience was, I picked up a deck that some video advised new players to build, because it was relatively cheap and easy to put together without spending too many gems. I absolutely crushed the rookie and bronze tiers, hardly losing a single game. Then I got to silver. Suddenly I'm being matched against meta decks that I absolutely can't win against. So what am I supposed to do now? Free duel? I don't have the gems to put together a meta deck myself, and even if I did, I'm not sure I'd know what to do with it, because I'm fairly new to Yugioh. So I'm forced to wait till I have enough gems to get a meta deck, or else pay through the nose for a game I'm not even sure I'll enjoy if I actually do start playing. The learning curve just does not exist. It feels like the game isn't interested in new players, only the long time veterans.
That so true! Game don't let new players learn or anything just matchmaking people with this deck. They need to add more ranks to push this people more up so they don't come in brozne or silver ranks🙄
I'll keep saying it, if the only way to keep up with the meta is literally slamming the same cards that take up half your deck then YGO has a problem. Its like playing a fighting game where everybody has the same hitboxes for their normals.
@Strangevol they have, but for it to have gotten to this point is insane. Go look at this teams video on a winning evil twin deck. 20 staples. It's ok to have like 5 or something staples for variety, but pretty soon, it'll be the entire deck with like 5 cards that are different across the meta. Even the extra deck is the same cards, which isn't much of an issue, but still.
Ive literally been saying the same thing I don’t know why Konami chose to go the route of allowing so many decks having so many special summon mechanics and broken cards instead of focusing on balancing the game and making it fun
@@tacticalabyss Well ther reason most decks use lot of staples is because Maxx C, you ban Maxx C people isn't going to use 12 staples (this is normally the average number of staples, 20 is not common"
I agree that both sides have become pretty hostile to each other. And as far as the advice to "get good" goes, that literally helps no one, and only causes heartbreak for people who genuinely just want to play the game. That said, we are all still learning how to deal with the meta as it slowly evolves. I myself am a casual player, but I've found that learning the meta has proved useful for bringing out the full potential of my favorite decks, like Rikkas and Marincess.
I think both sides are missing the actual problem. The 'get gud' side are missing the fact that Master Duel does nothing to actually help people understand how modern yugioh works and develop strategies. You have to literally go in, get smashed, and then have to have the will power left over to go and look up how the game actually works. The 'I just want to play' side need to realize that modern yugioh isn't the game they remembered, and so if they want to play then I need to adjust their mindset on what the game is. It's the same sort of thing fighting games have been dealing with for decades: a lot of deep concepts that take time to understand and learn, that the games (by their player vs player nature) aren't very well designed to naturally teach.
Some of my favorite decks to use are things that have been taken to a meta state, I just use them in a kind of casual way. I still have some long combos and cool moves, but I don't play some of the meta staples in favor of more versatility in my archetype. It generally gets me some really interesting games, whether I win or lose. Though I admit building for efficiency has definitely upped my game. My Phantom Knights usually get a combo that gets me a rank 5 out in the first couple of turns.
@@chrisshorten4406 do you mind if I ask what that marincess deck looks like? I have a ton of the cards by random chance but have never played the archetype so don't really know where to go in terms of building it.
@@sladevalen sure. I will warn you that it's a Master Duel deck (I'm still acquiring the physical cards), but my opponents frequently surrender when faced with my extremely hard to kill Great Bubble Reef (it's gotten me up to Gold I). Here's the list (it runs a bit big, but rarely bricks. The ratios have proven correct, so anything that isn't a Marincess card is a flex spot (except for Cynet Mining, which I recommend running at 3 if you can get it, and Slug is more efficient at 3, but I wanted to try the Xyz monsters in the deck). Let me know if this helps at all to build this fun deck!: Main Deck monsters: 🌊3x Marincess Mandarin 🌊2x Marincess Sea Star 🌊3x Marincess Sea Horse 🌊3x Marincess Blue Tang 🌊3x Marincess Pascalus 🌊2x Marincess Basilalima 🌊3x Marincess Crown Tail 🌊1x Ash Blossom & Joyous Spring 🌊1x Nemeses Umbrella (Bubble Reef frequently banishes cards, so this is helpful) 🌊1x MiSolfachord Eliteia (for impromptu back row removal when no other option is available) 🌊1x Lantern Shark (for some Xyz plays) 🌊1x Moulinglacia the Elemental Lord 🌊3x Parallel eXceed 🌊1x Cataclysmic Circumpolar Chillblainia Main Deck Spells: 🦑3x Marincess Battle Ocean 🦑1x Twin Twisters 🦑1x Monster Reborn 🦑1x Pot of Avarice 🦑1x Cynet Mining (I highly recommend to run this at 3, but I lack the UR crafting points, hence some of the worse options) 🦑1x Water of Life (last resort only) 🦑1x Lightning Storm 🦑1x Cynet Storm Main Deck Traps: 🐬2x Marincess Wave 🐬2x Marincess Snow 🐬2x Marincess Cascade 🐬1x Solemn Judgement 🐬1x Solemn Scolding 🐬1x Metal Reflect Slime 🐬1x Mystical Refpanel 🐬2x Cyberse Beacon Extra Deck: 🦈2x Marincess Blue Slug 🦈2x Marincess Sea Angel 🦈2x Marincess Coral Anemone 🦈2x Marincess Crystal Heart (necessary to create the almost indestructible Bubble Reef) 🦈2x Marincess Marbled Rock 🦈1x Marincess Wonder Heart 🦈1x Marincess Great Bubble Reef 🦈1x Firewall Dragon 🦈1x Number 47: Nightmare Shark 🦈1x Abyss Dweller
I actually use my own custom deck. No archetype for me, which is how I like it honestly. I like the idea of building my own custom deck like the old days, putting cards I find that work well together into a playable deck. From the very beginning it was the only thing that ever drew me to it. Luckily I can still somewhat keep up doing my own thing.
I really think there needs to be hard restrictions on special summons and tribute summons. It really has become play a deck to 1 turn and win the game because your opponent either gets bored of waiting or you win without really trying.
Agree specially synchro, the last good Yu-gi-oh game and rule I think at beginning of GX, make Fusion, Special Effect, combine with new Trap and Spell card make the game more challenging and fun to play, now day though it just about whoever get first supreme summons and end it with single turn, same as Might Magic now days.
I play with an old deck and I mix it in with some new stuff so it's pretty good, but obviously if they can release more support packs for the older decks and help upgrade them up it would be perfect
I feel like the only viable way to balance all these cards is to set up a mana system of some kind, that or negate and hand traps need more serious downsides to use them instead of gaining an extra advantage disguised as a negative. Honestly I think a lot of the issues in modern yugioh has to do with the fact that the graveyard and banish zones are no longer a penalty but just extra decks that you can summon monsters or use card effects from.
As a person who doesn't play meta at all: When a dude will literally run his own clock turn 1 just to set up a board that can't entirely be beat...I'll be happy to run my own clock doing nothing. Actually gotten me a few wins in the xyz event.
I think they should add special areas lobbies for “time periods” DM, GX, 5Ds etc where you can only use cards that were available and around during that time period
This here. There should be a generational ranked play and a normal ranked
Give this man a beer. You just solved a issue with a single idea
Or even have a Arc V style mode where you can only use 1 type of extra deck monsters (fusion only,XYZ only etc.)
This and a casual mode would be amazing
Doesn't matter. Someone with enough spite will drop into those lobbies with the best meta decks for that time period.
My favourite duels are the ones that take 5-10 (or even more) turns. The back and forth of the duel is what I enjoy the most.
Yugioh is the only big card game where going past turn 3 isn't that common and it is a shame
Hell yeah! I have played so many duels with friends and my brother that go beyond the 10th turn, is so much fun when multiple comebacks happen and we feel like we made most of the possible strategies in our decks.
I know ppl make it a point that if you can't win in 10 turns then your deck needs some work, when 2 players that have the same skill and decks with roughly the same technical abilities play there is usually alot of good back and forth regardless of how many actual turns go by
Exactly this! I've played a lot of duels with my friend (he also doesnt play meta decks) that have gone on for at least 10 turns countless times, and even if i've lost it was a lot of fun. You could say it was kind of like chess because u had to think about ur next move or how you could outplay him. Im gold 2 in master duel with a Triamid deck but it just doesnt compete with the current decks, im just out of luck :/
Meta players don't want that
The amount of cards that “cannot be effected by card effects” which includes effect monster, traps and magic cards is obscene
And the amount of cards that negate and destroy cards at no cost is also unbelievable.
There aren't actually that many viable ones, mostly just geomathmech final sigma and a few other niche boss monsters. final sigma is the only generic one i can think of though
Like what?
Not really, the real problem is the amount of cards with "NEGATE THE ACTIVATION/EFFECT" on its card text
There needs to be a master rule against those monster cards to make that ability far less accessible, like the monster must need to be on the extra monster zone to access it.
I think you’re confused about the issue some of us “Yugioh boomers” have with the game. It’s not that it’s overwhelming or that we don’t understand the mechanics. It’s that it’s simply not fun to sit for 10+ minutes waiting for your opponent to finish their turn just so they can set up an unbreakable board. Sure, I know about staple hand traps and flood gates and Kaijus but it’s boring to built decks and play decks whose whole objective is to not let your opponent play, whether it’s because we set up the unbreakable garbage or because we stopped them from ever doing anything through the use of hand traps, Kaijus, or floodgates.
I don’t want to negate everything! That’s garbage. I want to see what your deck can do! I want a back-and-forth game that’s fun and interactive. Not this “I win in one turn” garbage or I have “infinite disruption”. I can built these decks too. I know how to play them. I know how to succeed with them. It’s not that it’s overwhelming. It’s that it’s BORING and only truly successful in a “pay to win” environment. It’s not that I can’t win with these broken decks. It’s that I don’t want to.
However, I don’t care that others enjoy that! I don’t want other’s fun taken away simply because I and many others don’t enjoy it. All I want is for them to expand the casual and solo environment. Then everyone can play the game as they wish and everyone gets rewarded for playing the game we all collectively love. The “hardcore” community, on the other hand, simply wants the game to only exist as they see it and to only be rewarding to those who share their vision of what this game ought to be. That’s where the imbalance is.
Underrated comment, my friend.
could not articulate this better even if i copy-pasta'd. Everything you said, is how i feel personally.
Yes, this, exactly. I pretty much said the same thing in my comment but I think you said it better. Honestly I bet it would be an awesome match if we had a duel or two.
Old yugioh have catapult turtle
This. Keep in mind, the same people calling you boomers are the same people that will be playing yugioh if they tripled their prices on every card tomorrow. These people play for a need to fill a void of failure in their life, they don't play for fun, or to experience yugioh as a character from the show. Its not a child innocent card game anymore, its adults with lots of issues trying to erase those issues by winning in yugioh.
I feel like hand traps like Ash Blossom are like HM Slaves in Pokémon.
Unfortunately you need them in your team, even though they take up a slot and only have one use.
Basically, Ash Blossom is Bidoof.
This is one of the funniest ways ive seen handtraps be described in this game. Thank you for that
The meta decks are the trees, the boulders, the waterfalls, whirlpools etc. XD
Picturing bidoof derail a floowandereeze deck is excellent
Ash Blossom is a god amongst beasts?
give this man a medal
I'm a returning player after many years and at first I was delighted with how much nostalgia I had for these cards. I was also really getting into the new cards and sets. I learned xyz, pendulum, fusion and synchro. Spent a bit of money to finish a couple decks, completed the solo missions and really expected myself to go long term with Master duel. Lasted about a week or two. The insurmountable vibe breaker for me was what many have mentioned, one turn game meta, maybe two turns... It just flies in the face of everything I've come to expect from any strategy or tcg. The back and forth is supposed to be the fun part.
One good thing that came from it though. My desire to play a back and forth strategy game inspired me to pick up mtg again. Few months into that now and still picking up steam.
You are not alone. I was playing from the beginning until the very beginning of Xyz stuff. The game was absolutely at its peak in the Synchro days in my opinion, after they banned/limited some problem ones. The game was faster than other card games (no resource system), but not THIS fast by any means. I wish there was a 'Classic' version to play online, maybe up to Synchro or Xyz. This isn't by any means nostalgia, I just don't like the current game, I wanted to like it and was hyped initially, but not for me.
I just think it’s kind of ridiculous how 1 player can take 10 minutes comboing, and then when it’s the other players turn they just surrender because they can’t deal with negates.
I spent 10 mins combing only to brick in the end 😭😂
Literally happened to me this morning lol
I surrender as soon as i see a meta card. If thats fun for them then hey🤦🏾♂️
that is not the worst of yugioh problems since with expierence a player knows what they can and can't play though and have an idea of what the end board is likely to be.
Rather deal with an apollousa and 2 barriers than a skillless IO and maxx "c"
When master duel was announced we were told you could ay TCG and OCG, having its own banned list means you don't get either.
Also, elitism and gate keeping from my experience are more common in yugioh than other tcg communities and I really don't understand why. I came 2nd at locals with cubics, then I was told by several other players why my deck is just a "fun deck" and it sucks. I mean, I came 2nd out of about 30 people and the guy that won who was playing tri-brigade thought it was cool I did so well. If my deck isn't good in someone else's because I find it fun, I don't care, why play without wanting to have fun, makes no sense to me
They were
a) jealous
b) maybe right? The winner saying he surprised you did so well makes me think it may be more on the casual deck and you just played it masterfully.
People forget to have fun, but you see same with sports, education, etc. People forget to have fun
Sounds like they were salty that crimson nova goes BRRRRR
Dude cubics destroyed me the other day, I play Dragon Link and I got some beefy boys but I could not play around that big 3000 monster that isn’t affected by anything. The only time I felt hopeless playing in Platinum haha
How I feel playing with a pure d/d/d deck
It’s just fun to spam a bunch of monsters
If I lose I lose but they are fun to play with
Gatekeeping is absolutely in Magic, especially in older formats.
As one of the yugi boomers, I'm willing to adapt to everything except the long ass turns. I've had multiple... MULTIPLE players take more than 10 minutes on their first turn. I stopped playing around the synchro era, and I'm caught up on everything, but I can't waste that much time just to lose. Especially when I'm just running a pretty basic deck. Hand traps are decent counters, but they actually add more time to the duel. This has been the most I've spent with YGO in a decade, but I can't keep watching the same combos take that long.
Same. I just surrender if it's more than 5 minutes. It's just not worth waiting even more
Links suck
synchro was actually pretty fair.
it wasn't that ridiculous
@@r.a.panimefan2109 Until T.G. Hyper Librarian shenanigans, that's when the turns started getting a bit much. Obviously nowhere near as ridiculous as it is now. I did use to play a Synchron deck for a while which had long turns, but back then a long turn did not mean 5-10 minutes.
Same. I come back and it’s like “rad, there’s so many new summon mechanics.” Bur Jesus the turn length.
As a casual player/“yugi-boomer” duel links, when released was great for the nostalgia and fun of not having to study and try so hard. Links clearly has evolved into now being a much more modern type of game play. With master duel I had to learn the newer mechanics like link summoning and pendulum cards and their purpose in the game. I don’t mind the relearning but as stated it was overwhelming at first, but now thru trial and error I’m currently having fun trying build decks and learning how to work with and around these new mechanics in the game. For yugi-boomers that just want to play a casual game with not as huge of a learning curve duel-links is the way to go, but for wanting to expand the game to what it is today master duel is a best bet.
I feel you , i struggle at frist but now im having so much fun
ALso just started Duel Links, and i gotta ask if it really has its own rules. Only 3 monsters/spells can be on the field and 4 cards only for the one on the first turn.
I was wondering if its only at the beginning for tutorial purposes
@@ayakakamisato3769 that’s it’s own rules. Pretty much smaller game play.
@@Chirs67 Ohh i see, thanks for the info. It seems i can play it while waiting for opponents to finish their 10mins first turn.
@@ayakakamisato3769 duel links is pretty much speed duel rules but it actually has stuff past fusions it has every summon except link rn
I think MD's separate banlist has revealed that there's some cards that don't need to banned anymore, and that there's a few cards that should never see the light of day ever again.
Rhongo and VFd being legal is just...WHY
Herald .... Why
Access code why?! But they are right it’s really degenerate when they have that many negates and a card that basically just turns off most of your hand so you can only set cards
@@linklink6099 I remember the first time I encountered it being like “Oh it can do that more than once”
Interesting considering Toadally Awesome is also an omni-negate with a monster as cost but is limited to 1 per deck and is only once per turn
maxx c should never see the light of day ever again lol
For years now Yugioh has had this fixation with efficiency that ends up detrimental to the experience. This is not fault of the players being as competitive as possible, but of the game itself enabling this kind of stuff. Feeling like you can lose immediately and easily if you don't super build the board turn 1, or don't fill up an OTK or a bunch of negators/interruptions just as quickly. Sure it might be technically balanced and interactive, but only for the most hardcore players that know how to counter/maneouver such levels of establishment. The game needs a bit of leeway against the looming sensation of "this is already an unwinnable situation and it is the start of my first turn going second". That is a big turn off for people that expect some back and forth to be possible at the very least even when running semi competent casual build.
The most competitive players far from recognizing that issue, act like filthy casuals are just being dumb. Tolerance would be a good start among players if nothing else. It is a tough thing to solve though since decades of powercreep has been kind of a natural process one can't just undo.
The only way to control power creep at this point is a new master rule
One idea is limiting Special summons each turn except if you use pendulum summoning, which wouldn’t count towards that number
That will also give pendulums more viable play
I don’t think this is a “Yugi-boomer” issue, but a casual player vs competitive player. I’m pretty sure you could take an old competitive player from GOAT format or Tele-DAD format and they’d have the right mindset to learn the new decks and matchups fairly quickly. A casual player no matter what time era probably isn’t going to understand the other decks and have the mindset to learn the meta and how to beat it.
Yep. It's something that's extremely similar to fighting games, it doesn't really matter how simplified and linear you make a fighting game the casual audience will still not have fun going on ranked and dealing with people more versed in the genre.
They're both genres that have a very steep learning curve.
I don't think so. I played competitively from teledad to inzektor/dino rabbit/wind up which is probably like 5 years. I wasn't a champion or anything but I was highly rated on dueling network for a long time. The game is just way too fast now and requires the knowledge of so many cards. The invention of link monsters, especially 1 links, essentially gives the starting player a 20 card hand to play with. I've dipped my toes in over the years with spyrals and Salmangreats but each time the meta was so quick it wasn't fun. I think there's an instant fix for this, limiting each player to 3 extra deck and 3 main deck special summons a turn. That way no matter the combo it'll be over within 7 monsters, including your normal summon
@@dappercrow8138 the thing is if you give a casual player the best character in the game and the competetive player the worst character in the game ... the competetive player will probably beat the casual player... fighting games in general are about skill and even if you button mash someone with knowledge will beat you.
@@dappercrow8138 Now in Yugioh you give a casual player drytron and a competetive player got I dunno a Kuriboh deck... I dont care how skilled this competetive dude is, the casual player playing drytron will beat him
You're right. But also wrong. Most of yugioh's issues stem from the competitive community. The majority of the competitive community are really a bunch of meta elitists that tell people to play their way or not at all. They shun anything that doesn't fall in line with their precious meta. They dismiss perfectly valid decks as not competitive simply because they aren't meta. If a casual player even dares to say anything contrary to what they think that person is likely to be bullied endlessly 😔. Meta players don't allow casual players to have a seat at the table for any reason. And this seriously stunts the growth of new players because we all have to start somewhere. Meta players are elitists that mock you for not starting at the same level of competitive elitism that they're at.
Both sides have their points. On one hand, you can't expect to have the game stay stagnant for 2 decades just so that you can enjoy "Classic" Dark Magician Vs. Blue Eyes. On the other hand, the meta has gotten so bad that it forces people to compromise on their playstyles and are forced to dedicate 9 slots in their main deck for handtraps just to play the game. Staying true to your playstyle while being capable of competing is very hard.
my counter is that staples always fucking existed since day 1, theyre just less powerful
*Summoned Skull vs Blue-Eyes
Only unfair deck in the game is drytrons in my opinion. Don't have a handtrap or a kaiju/ dark ruler going second= give up and move on.
@@KBX12Gaming Yes but staples back then could be played around more than they can now. Afraid your opponent has a mirror force? Save your negate for it, or simply set up a board that can keep you safe to deal with it on a different turn.
Staples didn’t ruin your opponent in one turn. The game was more grindy. Games weren’t decided in 1 turn unless there was something like a skill drain/vanity’s/macro on the field that most people didn’t even run themselves. And if they did, MST was so prevalent there was a good chance you could deal with it.
The game now is too extreme. Most games don’t even make it past the 3rd to 5th turn.
@@gigaimpactor981 which era we talking about cause im pre sure people literally popped spells the mome t they get the chance. Waking the dragon is a great staple that creates mindgames cause if you tt or mst you allow them a free boss monster
The most frustrating thing with Master duel is that it seems like you are actively discouraged from playing the cards you like and seem fun to you. It feels like you have to use the same cards and strategies as everybody else if you want to win. It feels discouraging like I am being punished for the parts of the game that I like, making fun and wacky deck builds, experimenting, and seeing what works with cards that appeal to me. Being told I just need to get good just makes me feel small and feels like I am being told that I have to play the way everyone else does and that my way is wrong. It's not really master duel's fault. It was just really jarring going from duel links where lots of things and silly goofy decks could be viable, to whatever the current master format is.
Same, I mainly have a traptrix deck and aquaactress deck that I experiment a little since I like the archetypes. But, I constantly run in to the same, negate atk, spell and trap monsters, summon boss monsters turn 1. Face the exact same ridiculous blues eyes deck over and over again. I wouldn't mind so much but the problem is I keep being stopped from being able to try and do anything, making the whole duel pointless. I hate being suggested to play exact decks that everyone else plays because that's also makes the game completely pointless
feels like pokemon, as it also is experiencing power creep. There are very overused specific pokemon that you see in almost every team and only those pokemon see any real limelight for the most part
@@kurrokitsune649 You should not be struggling against Blue-Eyes with Traptrix. IDP alone detsroys every field or play they might try.
I love and dedeicsted myself to maldolche. I never win lol
and even with the casual mode they added fixing this
there's still the HUGE problem of getting cards being a pain in the fucking ass
you're currently looking at 1000 gems for a chance to get 1-2 UR cards made with dust
it's absolutely absurd
I'm guessing these reasons are partially why konami is planning on implementing different game events or different play styles.
And yes, I've been saying this for years, there SO many different ways to play this game and meta-competitive-consistent is not the only way to go.
There are 10-11k cards out there, let's use more card varieties in our decks please.
1: We need to separate competition from casual.
2: We need to separate certain types of deck builds.
3: We need more emphasis on games that aren't 1-2 turn and encourage more than just one strategy decks.
Competition is important, it has a purpose, it needs to be played.
However, it does NOT need to be played 24/7. Every single deck does not need this type of build. There are no prizes to be won if you play competitively every single day. There are no trophies. There is no magazine article. There is no fame to claim.
Bragging rights goes as far as you can throw them, and you can't throw what you can't touch.
Well said
"There are no prizes to be won if you play competitively every single day. There are no trophies. There is no magazine article. There is no fame to claim."
Factually incorrect.
@@hermitxIII well wht i think what he means to say is "no one fucking cares besides yourself"
@@hermitxIII factually you get no bitches
This.
My favorite archetype AND deck to play are Ancient Gears; which by themselves probably need an upgrade/errata wave/support wave by now, and I don't think I'll ever get to *enjoy* playing it ever because its just a game of chance on who wins: 50/50 based on the coin toss at the beginning (Or RPS if you're on Dueling Nexus), because chances are if you go second you've automatically lost
Granted, Ancient Gears are pretty mediocre nowadays, being only redeemable in the pure attack power of the cards, but I enjoy playing them because it sort of goes back to the older roots of the game of a giant monster that's hard to take off the field, which is a nice rush to get and a devastating heartbreak if they *do* manage to get it off the field. Being outplayed is probably the best feeling to get, in my eyes, for a strategy game
But alas, people are more fixated and want to start playing what's effectively the equivalent of a Security Breach speedrun rather than actually slow down and savor a good match, with meta decks no less.
I'm not saying they can't do that period, I'm fine with it as long as its not alienating the rest of the community, I'm just saying I want a more casual friendly environment that takes the game a lot slower (Not like how the anime depicts it, more or less just it being more digestible and/or less confusing to newer players) and play with people who have a similar want as me
But this is just wishful thinking, until Konami mass-erratas most of the decks now to have a hard "once per turn" clause in most of their cards or even creates a bunch of counter-meta spells and monsters (Which ironically might become meta) then it's just gonna remain the way it is until the game dies or people start speaking up against it
Now I know what the meta elitists remember me of. There was a guy in the university's dormitory which we once played magic with, yep once. He started to play a deck which either kills you in turn 1 (where you can't do anything, magic has resources to handle with) or has to surrender and he actually wondered why we didn't play with him anymore. He was utterly confused, that was the only funny thing about it.
Most fun I have in Magic is using commanders 3 way. I wish Yugioh had a fun format like that but the pacing of the game makes it difficult.
@@EternalChronicler That isn't Yugioh at that point. It is 50 card good stuff pile since evey archetype in the game stops functioning whwn you demand everything be a 1-of.
@@EternalChronicler Yu-Gi-Oh already has a command-zone like mechanic: the Extra Deck.
I have a friend who d oi es this garbage, all his decks in master duel are ftk decks, or infinites (or both...)
And he wonders why we refuse to play against him. It's one thing in ladder, but making a custom room to play with friends... it's anti-fun in that environment.
@@EternalChronicler I've had the same idea to do something like that for a long time specifically blue eyes lol. How can we collaborate? I don't really want to post any personal info on here...
In my opinion, right after xyz monsters were introduced was the most fun time for YuGiOh. There was a lot you could do with decks and could be creative in ways other than figuring out how many omni-negates and hand traps you can fit in your deck, but it also wasn't too limited like T-setting and ending turn. OTKs were around but not super common, and sometimes it was possible to make a comeback
The last era of yugioh I played in before master duel was the early xyz era. I personally think the game was a lot more fun before pendulum and link monsters came out. The power creep was already bad in the xyz era, but I still back then and enjoyed it. The best era of yugioh was when it actually felt like a game where you could grind for card advantage and feel like you outplayed your opponent to win. Long combo first turns into setting up a board just aren't something I see as fun? Like even if hand traps exist, it's just silly and honestly takes too long.
The only way I can have fun on master duel while still winning is playing a gren maju/danger deck because I feel like I can compete against meta decks without having to combo combo combo for 10 minutes to play the game
If they would bother to either rework or buff old archetypes this wouldn’t be as much of an issue as it is now
yeah same, I just don't see the fun in spending 5 minutes playing half your deck just to completely shut out your opponent from doing anything; imo some kind of limit to the number of special summons per turn would make things less ridiculous
Or you can play a control deck that is specifically designed to make games grindy.
@@haruhirogrimgar6047 haha, I've started doing that. Trying to play an anti meta stun deck and it works really well when I go first. When I go second its a lot tougher though
@@adambob6913 Yeah, I am not a huge fan of stun (love control though) but it also feels bad you strongly need something like Torrential Tribute/Dogmatika Punishment + Solemn Strike/Broken Line *AND* hope your opponent doesn't have the ability to break them or rebuild before you get anything else set back up.
As someone totally new to the game, there's definitely a steep learning curve! Though I think the solo mode helps quite a bit with learning from scratch. I found Magic easier to get into, but even that took 6-12 months to start getting comfortable with playing.
I think one of the main issues with Yugioh is that it is so different from any other TCG; Extra Deck is not a thing anywhere else, there is no resource cards, the resources are the card advantage, etc.
Mtg is easy to pick up and insanely hard to master. Ygo's biggest problem is threefold: The first is the summoning mechanics, pretty obvious. Two, many rulings are unintuitive and borderline arbitrary; often you learn by getting stung, trial-by-fire style. Three, you need to know how a deck functions to beat it and its specific chokepoints, and it's not obvious from reading the cards. Again, this leads to losing because you find out after the fact that thing you let resolve *was* the chokepoint, and now you lost.
@@troy242621 agree 100 %
By the time you’re comfortable in yugioh a new meta shifting card will come out
MTG is caveman YGO done right
I'm coming from an "old school" perspective I left right when pendulums were introduced and coming back into master duel was really a shock. My opponent gets away with like 30 summons first turn and im just like "oh boi a Lyla I can mill 3 for my first turn sweet!" it feels like every deck is as long and painfully slow to play against as an exodia deck. No hate on the hobby I will always have a soft spot for yugioh but the way it is now aint for me. Increasing the speed of the game (at least in the way konami did it) comes at the cost of slowing it down significantly for the opponent. I just wish I could play a game that last more than 5 turns.
I feel deck that break boards like Luna Kaiju really feel good during this format
@@itisnot7671 Luna kaiju is just a sacky turn 2 deck. Def not what op is looking for since he obv enjoys longer more strategic duels like in the “old days”
I left Yugioh around the same time and have played Magic, Hearthstone and Pokemon ever since. I realized that Yugioh is fundamentally flawed since it doesn't really have a system of resource gathering.
@@Imaxxacre1 arguably true, but at the same time it is exactly this explosiveness and nonsensical power that attracts allot of people like me to yugioh. All though I will agree the power creep is absolutely out of hand nowadays
@@2spliffs41lifetimeI do have to admit, Yu-Gi-Oh would not be Yu-Gi-Oh if it didn't have big, flashy extra deck shenanigans. I feel that the game would be a much better place right now is special summoning was still... special.
It's a little discouraging because I was so excited to see the Monarch cards and Gladiator Beasts I'd tried (and failed) to collect as a kid finally playable AND with additional support over the years, and playing them IS super fun ... In solo mode. I didn't expect to win with those decks, I'm hard stuck in bottom Gold and that's fine, but nothing is more frustrating than losing a duel without getting to even play the game or worse: resorting to negating everything my opponent does with the Fivehead No Fun Allowed Zombie card and the like. A duel for me was always a fun back and forth discussion between two people who liked the monster pictures printed on their cards, and now I only get that in solo mode, or playing against irl friends who are super casual like me.
Watch YTdan's videos hes clapping hard with gladiator beast he knows the way bruf !
Monarchs is definitely playable. You have access to a lot of floodgates like Vanity's Fiend, Majesty's fiend and give them protection with March of the Monarchs. You also have a better skill drain in The Monarchs Erupt, and a lot of recursion if the duel goes back and forth. You can even lock your opponent out of the extra deck if they don't have removal using their field spell.
The deck is super bricky, and it loses really hard to effect Veiler most of the time but it can definitely compete. It's also a lot of fun because Pantheism is just a fun card to resolve. Also flipping the Monarch's stormforth on the opponent's turn to tribute one of their cards and bring out 2 2800 atk bodies is a lot of fun.
You don't get that experience in Gold? what the hell are you doing with your deck then?
I've played tons of ridiculous hobby non meta deck (Solfachord, Rikka, The Weather, Greed Burn, Silent Magician beatdown, Aromage, Witchcrafters) and I actually have 50:50 split between Meta and rogue in gold and can win against most high tier deck like Dragunity Maid.
Monarch IMO is another rogue deck with really strong floodgates that shut down tons of meta deck. The thing is you need to actually learn how to use it. The day where you'll basically just trading punch with beatstick is simply over.. nor it's ever been that much fun given how RNG reliant it is with everyone basically running the same cards.
Good news! There's some actually decent Glad Beast builds you can play. The new support such as Test Panther and Gladiator Beast Tamer, and Domitianus are actually super strong. Let me know if you want a list.
I was able to get at least plat 5 with GB, you just have to cut all of the traps including chariots, and play a more proactive strategy.
I think having more formats to play would def help alot! The xyz festival was fun, but things like goat, or some other early format (ranked or unranked doesnt matter) with special boosters to get the cards you need for that format would help get more players to keep playing. I am kinda scared that if konami doesnt use the time right many will just stop playing before they release all the content
More events at the same time would be nice (like in duel links)
there should b arenas for different deck styles ... 1 of each of the different styles of cards xyz, pendulum, synchro n so on with rewards pertaining to tht style and a mixxed 1 tht has 2 difficulties 1 for beginners tht has reasonable chances the 1st x amount of times played guarantees something hlf way decent like meta negates or hard hitters but fizzles out to every card equal chances and a uber mode for when u hav played thru each card style and this will b the final gate n they cud put in a mechanic so u can search an archetype to win random cards from
I think they will also cry with a goat format. Problem is most of them remember playing with their friends at young age. They never played competitive back in the days. Goat will also have a Meta and they get destroyed.
Even in 2004 or 2005 with chaos control for example the game hasn't been as they think off
Another thing Master Duel has brought to light is how different OCG players are to TCG. In the TCG, stuff like Maxx "C" is banned. In the OCG, they had it at 3. There were no issues with it being at 3 until TCG players started playing with the OCG banlist in Master Duel. The same was true for That Grass Looks Greener. The OCG also has a different meta. The way TCG players look at the game is different than the way OCG players look at it and I'm sure that if OCG players started playing with the TCG banlist, they'd find a way to break it like how TCG players found a way to break the OCG banlist.
I guess my issue is somewhat of a middle ground. I've been playing since the game's beginnings, so I guess I'm kind of a Yugi-boomer, but at the same time, I try everything that comes out mechanics-wise. I love a lot of modern decks, and play a few with some long combos of my own. Even a couple hand traps, though not as many as people think I should. My problem is that most decks are just a pile of different engines. It's taken a lot of what I felt the soul of the game is. Everyone tries to win as fast as possible without interacting with the opponent, and it takes away what makes it a "duel". You can't have a "duel" without two participants. Like a good swordfight, always moving back and forth, parry, thrust, parry, with the person on the back foot constantly changing. Only in this case, replace swords with cards. My favorite duels are ones where both me and my opponent can get out awesome monsters and have them clash. Yeah we try to counter each other and make sure they can't play some of their major threats, or overpower what threats they do get out, but it's always a clash, always a different game each time. Doesn't matter how new or old the cards are, we just play, and more often than not have an even, engaging match.
I do understand that the meta plays differently, though. And if I ever do decide to play competitively, I'll probably just build something I already like in a more meta state. It's just about the best I can do.
See this is what I like, or building a deck that is a challenge. Not impossible or purely cant be stopped, but tough and makes you think. There are quite a few duels I've had on master duel where both sides are trying to as you put it out maneuver and disarm the enemy. But I also have some where the mechanics I use are hard countered or countering them with no mercy. But I just enjoy as I play. and hope those i face feel the same.
Basically there was a certain point where it felt like smart sword skilled play. And now, it's just like guns, no skill, just do and bam.
Bro but when both high combos decks get reduced to pretty much a fist fight, that’s pretty fun.
@@lucidfire8699 Absolutely. All of the big combos are done, the big monsters have gone down, and it's just one or two more moves each. Both players summon their most reliable partner, and the last bout begins. I can't think of much better than that.
@@TallFry2 I’m just gonna say that eldritch is worse than most combo decks. In master duel I’m only gold and I use link deck with combos, but at least I read cards. I don’t know how many times some mindless meta player try to destroy or banish my Mathmech final stigma.
I do think Legacy of the Duelist did a far superior job of walking lapsed players through the different summoning mechanics, and offered a lot more single player content for them to take their time getting a feel for their decks.
So true I would love to see the whole kampagne from link evolution including the challenges in master duel or the draft game was fun too i hope they update them in the future
True
I still prefer LOTD for testing decks, because it's just so much easier to do. In Master Duel, I'm only gonna get that sorta thing by either getting a friend (nonexistent) to help me, or by going to ranked, which, y'know, I don't wanna test out version 0 of my experimental zombie deck that's missing half of the cards against a ranked player. There's solo, but it takes so long to do anything in solo.
...Still, getting cards in LOTD is annoying, too.
@@zhubwat but it's not as bad as Master Duel that's gravy on Microtransacstion
To be fair, its still a pain to try and get the cards you need to LotD and you have to guaranteed drop a premium price. From what I've heard and seen, a large majority of the Master Duel playerbase is 100% f2p.
I came in as a Yugi Boomer, GX being the last gen I was familiar with. Got very confused in a few matches so I watched a RUclips video on a deck built around Relinquished, which was my favourite card as a kid. I was able to actually win most matches with this deck until I got to the meta tiers but it was great for me to see these decks properly once I had my own footing.
So I started to learn more about the game and the meta and the new mechanics by playing this one and being able to duel properly. I think that is a solution.
This video is very appreciated. I just picked up Master Duel yesterday and so far it's a ton of fun reliving the game.
I was a highly competitive players many years ago in Michigan, US (Shonen Jumps/YCSs/Nats, etc). My grasp on the game is quite lose but I can pick up on things fairly quickly. That being said, I haven't actively played in well over a decade and have to spend a significant amount of time even reading all the cards getting thrown my way.
When I was active and a player really wanted to play their favorite archtype - even if insufficient competitively - my group always encouraged them to adjust it to be as strong as it could. We talked about strong, splashable staples and discussed synergy. Folks wouldn't necessarily win, but they would have more fun feeling like they had a chance.
The biggest thing I can say that pushed away players was a toxic metagame scene. Yes, the decks were frustrating for people to play against, but it was the personalities/presentation of the upper-level players that made folks turn away from the game. Sadly, some things never truly change. All I ask can is that anyone who reads this does their part to encourage someone else to enjoy the game in their own way while also helping better that person. At the end of the day, more people playing means the game lives on, and that lets us all keep the fun memories so that we can come back in another 10-20 years and keep on dueling. 💗👊🏾 🃏
I agree with some of the comments I’ve seen that the game has a steep learning curve and there’s too many cards, and there’s also the fact that a lot of the big decks are “speedrun the game and end it turn 1” or “don’t let your opponent do anything” and I personally do not like the lack of interaction that can happen to those people who don’t know all the meta. Tbh this is what pushed me to other games, especially the ones that have resources for their own cards like mana in MTG because that can slow down the game a bit more and allow people to play a bit more than just one turn.
there was a joke made by a group of RC2 judges I use to know.
going to college to become a doctor is easier than learning this game to such an extent, and retaining the information of everything in this game, every interaction etc, especially when an MR comes in and changes it drastically.
It's not that hard, if you had to memorize every card than i would agree, but with certain decks being way stronger than the rest (meta), everyone just does the same thing and you just have to learn how to play against them specifically
"speedrun" more like play solitaire for 10 minutes and win
I entered a ranked match on MD the other day.
He won the coin toss.
He chose to go first
He drew 5 cards
He sent one spell card down
“Banish 7 monsters from your extra deck, also banish 7 monsters from your opponent’s extra deck
He then activated a trap card
“Inflict 300 lifepoint damage per banished monster your opponent has
The first one inflicts 4200 damage.
He sets another trap card down
It’s the same one.
Inflicts another 4200 damage.
He set “3” cards down and won the duel without me even getting to draw a card or set anything.
This game is beyond cheese
@@huskerdee1431 I’m pretty sure that’s a cheesy burn deck that uses old cards.
At least in TCG, more modern decks like Halq Swordsoul tend to be less degenerate.
Without going too deep into the list of gripes, the biggest one I'd love to see is simply splitting up different effects onto different lines, in the order of (alternate) summoning conditions>ETB effects>triggered effects>activated effects. It'd make looking through a card I haven't seen before for the information that matters in the moment MUCH quicker.
Basically rush duel cards
Sounds like Master Duel has a potential, but could be the final nail in into the game's coffin. The game supposed to have fun decks, but now it's tournament level decks everywhere instead. If you don't draw a hand trap, your opponent might be playing a game of solitaire going through their entire deck, or just put out all the boss monster that negate my entire game. Problem is, there's a lot of things that are not fun to play against, and there's also too many things that are supporting those cards to bring out early. I think it's not the player's fault for being bad if they didn't even get a turn to play at the first place. Since there's not much in Master Duel outside of ranked play, people will start facing there with the crazy combos and turn them away from the game forever.
Thank you for coming to my TED talk.
sorry but if you've payed attention at all over the past 10 years. the exact same complaints have been in play. but the game has survived. the game isn't "close to death" not even close. it's popularity has risen immensely over the past few years. maybe not what it was like in the 90's. but still far from dead.
@@jmc2830 Wait he didnt say the game was "close to death" or did I miss it? I mean he is right about the solitaire part wouldnt you agree?
@@Pkey995 "Since there's not much in Master Duel outside of ranked play, people will start facing there with the crazy combos and turn them away from the game forever." last line...
@@jmc2830 I mean if that translate to "the game is close to death" for you okay. I see that as "new Players might come in and gtfo quickly". We older players kinda accepted a long time ago that Konami dont do a great job balancing their game.
@@jmc2830 Here Im the yugioh player nr 1. His first sentence was basically "close to death" lmao read your damn cards
I got into MD and I understand the mechanics the special summons and all that. My problem is that if I don't get a hand trap in my hand at the start of the match then I gotta wait 15 minutes for the enemy's combo to end and get FTK without even being able to play.
I don't mind long games and losing as long as I'm having fun, but if I wait that amount of time only to lose without making a move it just plainly kills my mood.
I can feel that. For me, assuming that I didn't draw any hand traps, it can feel discouraging, not really for the length it takes for them to set up their boards, but rather all the answers that they would have if I tried to start something.
@@brandondang5765 that’s literally all it just feels like hand traps or having an out to their hand traps which gets super annoying especially when they set up a degenerate board like drytrons and your only outs are to kaiju it or super poly it off
@Zenek06 I hate this game I literally drew a nibiru on my second turn after my opponent had set up his junk speeder
I feel this sentiment. I don’t wait the game to be a toin coss victory. Otherwise I’ll just play toin coss simulator without the steep learning curve occupying spaces in my brain.
That's why I insta surrender the moment I see prank kids or hanafuda.
As someone who's just poked their head back into Yugioh, I will say I have some gripes about it's design compared to other card games, but also things I like about it. Probably the biggest issue I see with it is that it's extremely hard to look at a pile of cards as a new player and have any idea how they are supposed to interact and what plays are good. Because so many searchers and special summon effect give you access to such a wide pool of cards, like your entire deck or graveyard, there are so many branching paths of card interactions and it's hard to know what to value or easily tell what route can continue or lead to a good finishing state. The different archetypes and summoning mechanics also require different resources and interact fairly differently. Even coming from my last point of reference, which was the 5Ds video games, combos and interactions are much more sprawling and there's a lot more searching, special summoning spam (although six samurais did kind of get near current levels of resource spam and recycling) and such.
Comparatively, if you understand the basics of magic, you can often assess a pile of cards relatively quickly. Low cost beaters for aggro all can be judged roughly on power vs mana cost and they usually share the same kinds of bonus effects like haste to hit earlier or block prevention to push damage through defenses. Even synergistic decks don't usually require specific card interactions and due to very limited searching options, you can't count on two specific cards being together to interact unless you're a combo deck dedicated to getting that one 2 card pair together. Instead most cards act relatively independent of each other and along the same shared power/resource standards (card advantage gain, mana cost, power/toughness, etc...). This is part of why drafting works in Magic and is such a supported game format. It's very easy to assemble a pile of functional cards by just picking out cards that work on the same axis (low cost damage for aggro, stall/counters/removal for control, card advantage for midrage, etc...).
On the other hand, once you get ahold of the decks, I do like how Yugioh decks give you a lot of options. Lots of searching and recycling means you have a number of options and routes you can take depending on the situation. The extra deck also allows for you to run powerful boss monsters and toolkit options that you always have access to without them both clogging your main deck. There's a reason why few Magic decks play very high cost boss monsters and that's because you have to run them main deck and outside dedicated turbo or cheating out decks, they are dead in hand for a long time and may be useless all the way till the game ends. Meanwhile toolkit cards being run main deck in Magic means you may never have that out to the opponent's big boss monster or combo because you didn't draw it.
Totally agree on the increased learning curve for understanding how cards interact and how to deck build compared to what it was or compared to easily undertsanding cards like in MtG
If only Konami adds the rule "special summons cannot attack in the same turn there are summoned", the duels will get more balance.
@@angelvazquezguerrero7726 Hmm, summoning sickness would really change the game's pacing a lot. Not really sure what effect that would end up bringing about.
@@angelvazquezguerrero7726 no it won’t. It will just make going second even worse
IMO, build out a "meta" deck and read a guide on how to use it, relearning deck building strategies takes more time than learning a deck. It's easy to learn HOW a deck works, but learning WHY a deck works takes time and the only way to get that time is to play. It's sorta like path of exile where making your own build really isn't recommended to new players. It's just easier to learn how an established idea works, then to learn why it works the way it does so you can do it yourself.
Master Duel is great. It's helping me understand the Hand traps and the pendulum and link form of the game. I've always been afraid of playing at local card shops because since I'm not too familiar with how a lot of cards work then I'm afraid of being told hey you can't do that and you can't do this. So in here I'm actually learning. So hopefully I can break out of my shell and play at some locals.
Sorry, older Millenial dude here. Are "hand traps" just quick-play spell cards?
@@Doodledobble Nope. Usually they are Monsters who have Spell Speed 2 effects that activate in the hand. The adorable fluffball Kuriboh is the grandfather of them all.
"Ash Blossom & Joyous Spring" is a very popular one.
Sometimes youll get actual Trap cards like "Infinite Impermance" that can activated from the hand if you met a certain Condition.
@@Doodledobble what the above guy just said. They're essentially monster effects and now trap cards that can played straight from the hand depending on if certain conditions are met. These cards are needed to be able to interact on the opponents turn and/or in case your back row gets destroyed.
I have a friend who hasn’t played in over a decade and picked the Pendulum deck right away and said “might as well just jump straight in”. The starter Pend deck helped him out quite a bit by making him read card text
I think that's something that is understated about being able to play a virtual version of yugioh. Theres a lot of strategies and ideas that can come out just because the game gives you the option instead of having to remember everything
Honestly, I feel a lot of veteran/current players like to meme on people who are new to the game or came back from the game from the older sets. They like to rag on people for finding things like summoning your whole deck in the first turn or cards with essays as the effect description. And then they make fun of people for "being afraid" of the new cards. But lets look at your videos and other youtubers videos for example, people just genuinely have more fun watching you duel with old structure decks for a reason, its more entertaining than watching someone shuffle their deck and summoning 500 cards for 10 minutes just for one turn. I think its a shame speed duel didnt take off and rush duel probably would never come to the states. I think its the same reason why a lot of other TCGs dont take off because they just become so complicated that its offputting for new players to get into. But yea...honestly I find the people who meme and get really toxic on people who find the game confusing is a really bad look on the community
The people who complain constantly about modern yugioh and the people who complain about those people are both irritating. Play the game how you want to play it. It’s a physical card game, you can make up whatever rules or restrictions you want with your friends.
The irritating part is when people try to make everything about them. If the modern game isn’t for you, that’s great, but don’t complain that master duel doesn’t play like yugioh from 2004. Just go play yugioh from 2004.
This, there is a reason people derank on purpose. They get to pub stomp and get rewarded for it.
@@SDREHXC You complain about people complaining about people that are complaining but you as for yourself there just exists modern ygo and 2004, therefore you're also a part of the problem. There are many nuances between normal monster beat down with max 2 summons per turn and special summoning your whole extradeck in 2 turns. You say if I don't like when my opponent takes 15 minutes for even through knowing his cards than I must be someone that only enjoys 2004 ygo, but no. I actually like modern cyber dragons, dark magician, red eyes, aliens, trappers, shiranui/mayakashi. There are so many healthy archetypes but people play only eldlich, drytrons, skystrikers or sta-/tri-brigade. There are nuances!
im from the old beatdown boomer format. the big thing in that is people actually got a turn. there was an actual duel. generally you weren't "scooping" until at least the 5th turn. like people auto quitting wasn't a thing. you also got to see things like flip effect monsters, normal monsters, traps that arn't in an eldritch deck. equip cards. all the thing's that are now considered too slow. i think duel links handled it very well where they started with the older formats and worked it's way up. i have no qualms with people who like decks that vomit out their entire deck first turn, it's just not for me, because at that point is it really strategy? or just going through the motions?
@@GodEnderX true, long combo decks are just memorization, its not really skill. The skill is when you interact with your opponent. Choosing when to negate stuff, choosing what do summon based on what cards you think your opponent has got in their hand or field. Its the interaction with the opponent and the anticipation of their plays that takes skill. Yugioh should have never made combos super long, because that part is purely memorization and not skill. Its just a boring waste of time.
As someone who was fluent up into GX, I was overwhelmed when I first started master duel and got very frustrated. The play seemed very unfair at points and honestly still does. I think the point about pointing people to resources is s great one because the only reason I don't get as upset, frustrated, and can continue to play the game is because I watched people on RUclips use and explain the different, newer methods of playing.
Would highly recommend CardCircuit to learn how the modern game operates; it's extremely approachable content and he does a great job explaining his thought processes in a way that doesn't assume prior knowledge. I thought it was kind of baby-spoon-feeding at first but then I realized it's more like a classic game walkthrough where he's just spelling things out more clearly than the average youtuber.
As someone who picked up master duel as a nostalgia game, I think the mentality to talk to new players should be more about finding the fun in the new mechanics. I took the dragon deck at start purely for blue eyes because using it sounded fun. After playing with it for a while I started looking into the blue eyes support cards and some of the new extra deck monsters. The first time I was able to use one of my extra deck monsters to good effect in a way my main deck couldn't accomplish it clicked for me what was fun about modern yugioh. Once I had found that it became easier to be okay with stuff like needing to run maxx c and ash blossom all the time because using those cards to survive meant I got to do the fun part on my turn. Granted I'm a long time magic player with a fairly competitive mentality so optimizing decks and playing to win appeal to me, and I think with ranked as the core experience it can alienate casual players who don't feel the same desire
the idea you have to play during the opponents turn before you even get your first turn or youll never get a turn is a problem. imagine if in chess the player going first had to deal with the second player being able to move pieces too but he couldnt do anything to them.
@@pulsefel9210 Honestly I disagree. I don't think chess would be better if it had that kind of play, but we're not talking about chess, we're playing a card game where deckbuilding is a skill unto itself. It just happens that the pace of yugioh is so fast that you want to have cards that can interact with opponents immediately. It's totally fair if that's not your thing, in fact as a magic player that exact issue is why I don't play much legacy and tend to play modern instead. But I don't think it's somehow inherently bad that you need to run handtraps.
@@bipolarprobe whats the point of building a deck when you never get to use it?
@@pulsefel9210 Like I said. You don't have to personally like the way the game plays. But saying you don't get to play the game is a pure strawman, if you play handtraps and good interaction you absolutely do get to play the game.
@@bipolarprobe so your answer to not being allowed to play is to not allow your opponent to play. so be the asshole is the only way to fight the assholes.
A thousand times this. Thank you for saying this. I started with yugioh way back at it's inception, but the local scene died and I then went to magic.
I remember the magic community being very helpful and willing to help me get into their game. I actually found this channel because of the video with TCC. I don't play Yugioh, but I like the way you guys do things and I like being somewhat informed on other card games.
I have been trying to fight on reddit saying that the community should not be so harsh toward "yugiboomers". Blue eyes is the games most iconic monster and it is offered as starter deck option in master duel. Many people want to and will play it, so I don't get how hating on them is productive.
Seems to me the community has it's way of thinking and don't want any new blood or ideas. I was trying to explain if you want to grow a community or game it is up to the enfranchised players to take criticism and try to guide and explain to newer players.
Instead I just see mostly hateful opinions toward noobies, and enclosed in group. The game really needs more formats, and playlists where you can earn rewards. Many new yugioh players say "play duel rooms" well some people don't have friends to play with and also you don't get anything from playing duel rooms.
Currently I just see the yugioh community as immature compared to other TCG communities and games, and it is a big turn off. If they want their in club they can have it cause where I play I like to get new players interested in the game not make them want to quit for trying to have their version of fun.
Yeah the MTG community is way cooler and not everyone plays the 5 same stupid decks that you lose against if you don't have the right handtrap on turn 1.
I mean honestly this is with any long standing community. MTG included yes. You’re always gonna have those nerds who see new and casual players as annoyances and not the lifeblood of their game. The game definitely needs more for casuals to do. And that stuff is coming soon.
This is similar to my problem with Rhythm games. When people see someone pop off and then they get off the cabinet saying they sucked just because they didn’t dull combo the song looks bad. When I pop off on a game I see people watching I often invite them to try the game out and put them on songs that a newbie could play and show them how to play. I’m new to Yugioh and it’s overwhelming but the friendly guides on staples and Kaiju have helped me immensely. As a community for anything people need to be willing to step up and be helpful to new players if they want it to be successful
They need a casual mode, so you could actually try out different cards and decks without having to waste your points. It would also be cool to see people be more creative with their decks. I played yesterday and no joke every deck I faced was a blue eyes deck
That can go south real quick. That just gives competitive players another lobby to invade just to get the adrenaline of victory. Rewards be damned.
People will still pull meta into there constantly. People do it all the time in DB & Ygopro.
I tend to sit around upper gold ranks and all I see are sky strikers, but definitely all I was running into in the beginning was duel links players migrating over with the familiar blue eyes decks 🤣
@@FaolanKitekaze as a dark magician/ dragon maid player i dont think i ever lost to sky strikers lol. Im not sure if its just cause all the sky striker players dont know their decks or if sky strikers isnt as meta as everyone seems to think it is. If you just read their cards and use the right negates and removals you can easily bypass anything they throw at you.
@@RengeK it depends on what deck I'm running and what I open with, but generally I don't lose to them either. It's just the deck I run in to most often
Yugioh is the most broken, unfair, unbalanced TCG, and thats why players love (or hate) it. The game balance philosophy of yugioh seems to be "if everything is broken, then nothing is". This has lead to literal FTKs being considered sub-optimal strategies because, even though they can win before your opponent gets a chance to play, they're still not considered meta because it's only slightly less consistent than a regular strategy that can already pseudo-FTK your opponent anyway. As the saying goes in YGO "if it doesn't do anything unfair, then it's not a good deck".
As a UMvC and Smash Ultimate player, you are 100% correct
Both games are very well balanced because everybody are broken and cheesy as hell. Yugioh is actually in a decent spot they just need to tone down a few of those damn boss monsters
This is all fine but when it comes to playing competitive for money then it's a problem. I love chess for the opposite reason ...it has never changed since it's began and it's fun, competitive and easy to learn, hard to master. Also it's boring even In meta decks especially in master duel at the moment. I literally sit there and watch the end to the battle not fun at all lol
@@Stormtrooper-oc4vn ...Castling didn't exist until the 1800's or so. Queen's used to work like Kings. Just two changes to Chess that I know off the top of my head.
Oh, and it probably used to be called Senet and had completely different rules back in Egypt.
Thank god this game doesn't have a mulligan system
@@nicolinrucker5181 200 years and unlike yugioh changed a lot in 10 years huge difference. Castling is not like adding a new piece and changing the entire style of chess. Or changing the setup of the bishop and knights pieces. Now you understand rules change with every game.
As someone who played from 2002-2015 I was entrenched for a long time and it is really hard for me to enjoy modern yugioh. I think the reason I have been able to stay so long has been older formats like goat and edison. If Yugioh had a format system similar to magic were you could play with older eras of cards It would make me want to play much more. I hope I can get back into modern yugioh one day, but If I was playing older formats all the time that would be more realistic.
The last time I played Yugioh was Tag Force 5D's. So far, I really enjoy Master Duel. I learned a lot about things I thought so complicated, such as hand traps, combos, meta deck etc.
As a casual player, I like dragon decks and have no plan on making meta deck just for the sake of winning. It's possible to win in Platinum using favorite deck rather than the meta one. Furthermore, it's more enjoyable as a player and rewarding if somehow we could beat those strong decks.
There are more updates to come, so let's just enjoy the ride and keep on making creative decks!
👌🏽🃏🔥🔥🔥
100% agree.
Funnily enough, I got into Adamancipators by the Megalith loaner. I just thought it was neat.
Well said
It's this thought process that is the only reason why I play Master Duel. I refuse to do these ten minute+ turn 1 decks and play a deck like Blue Eyes, my turns are usually over in 30 seconds or less, I'm still able to consistently beat top tier decks unless I brick.
think part of the problem is when i bring this up, a lot of ppl immediately think im talking about 2005 yugioh of dark magician vs blue eyes. But i just want pre-pendulum era with xyz, synchros, and fusions. The game was diverse but nowhere near as complicated and long and oppressing and 'forcing-you-to-play-10-handtraps' as it is now. Sure there were certain 'long' decks, or 'complicated' cards or some handtraps, but nowadays it feels like its EVERY deck and EVERY single card.
tf you mean it was diverse? Yugioh was never diverse nor is it any more complicated than it was before. And even if i agreed, shock of all shocks, a game you havent played in over a decade has changed. In other news, snow is cold and shit smells bad.
Ruler/Spellbook format was diverse?
DIVERSE? LMAO
first 3 boosters was about who could play their 1800 atk monster first -> summoned skull or blue eyes.
Now it's literally diverse, with so many archetypes to play with, with varying diversity in their win state and combos.
@557deadpool it went from going though 4-7 cards in avg combo to going through 25 cards in EVERY single combo, all of which have font size 4. Whats the necessecity of changing the game so the # of cards in the avg combo go from 7 to 25 ? Why does EVERY single card have 2-3 different effects? Thats why its more complicated
With 'diverse' maybe i was wrong, i know a couple of decks always run each format. I was thinking of not being FORCED to run 20 hand traps and 10 link monsters just to be able to play. Ppl ran 1-4 handtraps back then and you could still play the game if you didnt run them. You werent forced to
The game changed through 15 years from DM to xyz and it was still playable by the end, so i know the game has to change. But EVERY card has too many effects, the avg combo goes thru half of ur deck, and youre forced to run too many handrtaps and links. Making the game this complicated is bad change
Like imagine if duel links or master duel, both of which were extremely popular, came out in xyz era. If right now 20% of the new/returning players stick after they see the game, in xyz era maybe 60% wouldve stuck around. The numbers are made up but the idea is that more new/returning players would stick if the game wasnt so complicated. Like how it was anytime before pendulums.
ahh yes, the diversity of Goat and teleDAD formats. and the totally diverse blackwing meta,
and who could forget the diversity of of monarchs, and the thunder king rai-oh anti special summon beater deck.
and back at the start where the meta was la-jinn or be a whale and spend hundreds on mechanilizers so you could beater people
My biggest problem as a Yugioh "boomer" has been that in the past, if I was able to stop an opponent's combo at a key point their combo would be done. But nowadays, even while playing Traptrix, I'll negate or destroy, or flip opponent's monsters face down and its like it doesn't even phase them, the combo gets a new route but it still goes on. Decks like Tri brigade Lyrilusc, Trick Star, Prank Kids, Drytrons, and Eldlich just don't care that you stopped one of their cards. They'll use another card effect that gets them another card and then be able to summon out all of their cards once again. Its so extremely frustrating that I can have Traptrix Sera, Raflessia, Floodgate Trap Hole, Grave Diggers Trap Hole, and Ash Blossom in my hand, or some other variants and I just simply can't stop their combos from going off after expending everything.
Maybe I'm a boomer for these thoughts but I have so much fun in silver through gold ranks but the second I hit plat, which I can do in a day or two, I get bodied over and over by these unstoppable combos. Its just so demoralizing. And don't get me started on those boards that get set up and can negate everything, though its kind of like what I'm doing with my deck.
One thing I actually think is a massive positive for this game nowadays though are hand traps. It sucks going second and having no options to stop your opponent from bringing out an unstoppable board. At least with those you have a fighting chance.
The problem with hand traps is even the player who sets up can use them. So they can set up and hold handtraps, so not only do you need to break their board, you also have to play through their handtraps.
Silver and Gold? More like just Silver. I've made it to Plat, but I already see this nonsense as early as Gold. So far this season i've been stuck at Gold 5 because every game I play is a meta deck or someone got extremely lucky first turn like they're Yami Yugi/Atem and they got every perfect card they needed turn one.
@@ShogunPlasma Skill issue
@@sharkdog8728 Not a skill issue. Literally the exact opposite. Getting your cards drawn to you and you brick isn't a skill.
@@ShogunPlasma maybe a deck consistence issue?
Idea for a casual format: one card is limited to 3, the rest are limited to only 1.
It basically turns the game into the anime. Rarely did a deck in the show run more than 1 of any particular card (unless it was something like blue-eyes). Makes combos more meaningful, shortens turns, and makes the game have more turns.
only problem is that it cripples decks that dont have much support, like cipher, while not affecting stuff like albaz/branded/swordsoul, or other large archetypes with lots of support
I just want your thoughts on your comment since the Limit 1 event is out and people are still steamrolling and taking long first turns
So many of the problems that you've mentioned right now have a fix in the form of formats for the game but the lack of updates in the game so far is kind of insane
Shorter timer would help against the drytron player who don’t know how to work their deck And waste 4 minutes looking up a tutorial during the match. Yeah this is most drytron players and combo deck players in general for a fast game about quick decisions they are given a really long time think. Why is every match 30 minutes what’s quick about that? It was only 5 turns.
I understand both sides and I always wondered what an additional format would provide for yugioh. Like how Mtg has Standard, Modern, Legacy, EDH, etc. If yugioh has like an old school format, I think it would attract lot of older players.
im a new player and i love the game and the complexity! the only real advice i gotten before starting was a deck recommendation. otherwise just playing the game straight via solo mode and then looking for a good deck to start with for PVP was pretty straight forward. konami definitely did something right with solo mode imo- but i feel like i had an easier time getting in because i had 0 preconceptions of the game via the anime or past experience.
Maybe there needs to be a solo mode where you do play against the top meta decks so you can practice and the AI plays it faster than PvP
See, thats where im at. I picked up the game for the first time last year through YGOPRO2 and YGO Omega, and i've since gotten stupidly at it. My main deck in Master Duel rn is an Evil Twins build, there's just something very enjoyable about constantly sacrificing vtuber orphans.
More so than that, i find a lot of joy in pushing niche cards and archetypes to their limits. I've recently built both a Synchro Hungry Burger Impcantation deck along with a Gravekeeper Kaiju deck. Like, there's room to do a lot of crazy deck builds so long as you're willing to play the right cards.
The only real barrier for me is money atm. The game is pretty expensive to play IRL if you're wanting to build a deck that you can take to locals (i personally buy OCG prints if they're cheaper, i only play with friends IRL). The only reason i managed to splurge a bit last year was because of the stimulus. Not so much this year. I'll probably be able to buy cards here and there again once i'm finished with college and actually have a disposable income, lol.
@@four-en-tee LOL the deck that was recommended to me before I played was actually Live Twins, and it's been my main deck ever since I built the budget version. It was really fun looking up what the deck is like and how it plays, and then putting that theory into practice. As long as you got the materials to get the cards of course
I think so too. I think a lot of people got fake ideas of the game and how it should be.
@@NewtBannner it's already like that, since there are 2 different rewards for using a loaner deck and your own deck to beat the challenge. and they'll probably add more archetypes later.
Master Duel also exposed the solitary nature of playing with yourself which I am guilty of if your opponent doesn't have the handtrap or the necessary cards to break your board and you are forced to scoop because what else are you supposed to do.
Eh, I'd say that it's more a result of the current format. Bo1 really lends itself prone to wombo combo decks being near the top due to players not possibly being able to fit in every possible answer
That's why I put dark hole, torrential tribute at 3 and Raigeki. Old cards but usefull if you have no luck with handtraps.
@@defectivesickle5643 even in bo3 if I don't draw a handtrap I loose going second. Combo decks aren't more popular in bo1
@@BigBootyBatman That's why you put in more HTs for the next rounds to have a higher chance of getting them
@@defectivesickle5643 So much fun. Not. Don't you see the problem?
No scoop condition: having one of the 3 in 40 cards in your opening hand. What a complex card game, yes I'm being sarcastic about the "complex"
They need to make it so that players can create rooms with custom banlists and make them available for other players as templates (so you don't have to create one from scratch). I think they're already working on this as you can see that the banlist is already configurable, it's just that only the standard one is available for now. This way each player or group of players can continue doing their thing.
I'd love to see a format or two dedicated to more casual/non-meta/random shenanigans. Everyone seems to agree that the most entertaining duels are the ones where it's a real back and forth battle where you're in dreadful excitement of what happens next. Why can't we get more of that?
I think what they could do is set up a format that basically has a reverse banlist, I.E. a list of cards that you can only use. They could list a dozen or so different archetypes you can use, and then maybe like 100 generic/non-archetype specific cards. Then, every few months or so they can change things up.
I think this could be really good, especially for new players, because you don't have to get absolutely cheesed by drytrons or eldlich or whatever, and because the card pool is much smaller, new players can kinda have an idea of what they're up against. It also would be nice for many people because only non-meta archetypes are being used, the often overlooked decks, idk like simorghs or furhires, can get some time in the limelight and who knows? Maybe you'll find a new favorite archetype.
They introduced the time-capsule format didn’t they?
That's what Speed Duel basically is. It's such a shame that the format is virtually ignored.
I agree the best part of the game is the back and forth but ever since yugioh went to xyz it was nothing but special summons idk why they favored to make the game faster rather than balanced we need the game balanced again for more fun other wise idk how long yugioh will last being a popular game
@@newpunko7987 Ita faster now bita it's never been fair or balanced. Theres always been meta, stun, handloops and tier 1 decks even before 2008. Also the format for fun decks is outside ranked. Ranked is for people who want to reach the top so it makes sense that you'll see the very best decks there
yeah limiting extrad deck summons to 2 per round would help a lot for example
People saying "Yuigoh is fine you just need to get good" and "handtraps are a necessary evil" in the same sentence is a complete contradiction. I've been watching this channel for years and I've played competitive yugioh since the start of the game. I know yugioh in and out. The state of the game has really just gone to shit. That's why people who are returning to yugioh now with Master Duel are complaining. It's nothing new. We've all been complaining about how the game has gone downhill since pendulums came out, it's just that now the common casual person can see the struggle too with Master Duel being available for everyone F2P
The state of the game has *always* been shitty. Especially competitively. We just gonna pretend formats like choas yata didn't exist ? Or full power dragon rulers ? Full power zoodiac ? True Draco's when masterpiece was legal? teleDAD ? Hell even fucking goat format is guilty of having degenerate stuff that may as well be an auto win condition on its own like using duo turn one while also going +1 off pot of greed. The game has always been terrible from a balancing standpoint. It didn't start to decline around pendulum format either. In fact, interest in playing Yu-Gi-Oh has been higher than it's ever been ever since pendulums and links so idk what you're getting at by saying that.
@@justsomeguy727 Even if that was true, at least I was having fun in 2010.
@@minixlemonade2335 This is what matters. Having fun. It's a game, *playing* is fun, win or lose. Having a satisfying back & forth is fun. I see people bring up things like Chaos Yata. Yeah, that's degenerate and it's not a problem because the combo piece to it is banned. Now please tell me how you (not you, Lemonade, I agree with you) expect Konami to fix this without either:
Releasing a nuclear ban list (I'm okay with this tbh, but they'll just power creep these cards with newer ones again)
Or
A Master Rule Change
Neither of these are very likely. We're not going to get to see turn 4 very often ever again. One of the two players, isn't gonna actually get to play the game. Eventually, people realize their time is better spent elsewhere than watching their opponent play yugi-solitaire and quit. I've quit twice in the past during much more reasonable formats and neither were because I couldn't play the game like some decjs stop me from doing note. I'll do it again if I start finding that I never get to actually play the game anymore.
@@JohnWhite-ms5wr I'm very much down for the nuke ban list as Konami has been poorly designing cards for years (Mystic Mine, Ash Blossom, Herald of Ultimatess, Borreload, Red Eyes Dragoon, etc), but I'm well aware they aint doing that lol.
If anything it'd be cool for them to allow old formats to be played, which it sounds like they are doing (its called Time Wizard or something like that?).
Not sure what you're trying to say with your post though. Yeah its unlikely sure, but I only say those things because the community is very polarized because of the game's horrible balance, and the "metasheep" for lack of a better word, instead of listening would rather just call us 2008--2011 players trash instead of admitting that the game has become drastically different in less than a decade. Konami needs to be aware of this sizeable portion of their playerbase, but if no one says anything no change will ever happen.
I mean I wouldn't say all of us but I think I get where you're coming from. I actually think the game is in a really good spot rn but ig that's just me
I wanted to try Master Duel. I took a 15 year hiatus from the franchise and Duel Links taught me a bit of the new mechanics. The sheer size of the card library in Master Duel is an amazing concept to me. It’s just too much going on, mechanics wise, for me to devote that much time to learning. Before picking up Duel Links, I had only played Forbidden Memories and the Gameboy Advance game set it Battle City.
Things are so different now. I do enjoy seeing people pull off incredible wins, but I can’t justify the time personally.
I feel like alot of the bigger problems have to do with connection issues and turns taking so long. The time limit per turn could be shorter
Solo mode with the loaner decks kind of does a decent job of teaching how modern Yu-Gi-Oh plays. They you have structure decks you unlock. The complex interactions are a bit harder to pick up but in general if you just pick an archetype you get the synergy without thinking too hard.
The current way the game feels is like a literal quickdraw duel: whomever gets their pistol drawn and fired first, simply wins. There's no back and forth, it's just OVER. (Except it takes 15 minutes for them to play.)
As a "Yugi-boomer" (barf) I want to have a sword fight! I want every opportunity to have my opponent on the back foot, just as much myself. I want to feel like there is stakes, a struggle and a earned outcome.
Being beat by a deck that fully shuts down any sort of competition or struggle, just bores me.
i agree and also beating an opponent with out any competition or struggle also bores me which is why i dont build my decks based off youtube
Infinite impermanence lol
Well it’s just like tonight I have my first 6 ranked duels and made everyone rage quit because they built the long combo decks and bam my deck from 2009 was originally meant to stop all zombies which it does but all these new combo cards well they fall to the same plan and people will literally give up it was amazing that I could build my real life deck though :D
I will stop their combos because I like a bare knuckle fist fight with my duels not I draw one and I win lol
I think there's a region difference bud cause I'm in gold and it's still a sword battle not all the time but its frequent and I play master duel with friends so that might affect my opinion aswell
Great message to the community. Alot of people on the internet can become angry over opinions. An opinion is a opinion. There's a old saying. If you have nothing nice to say, you should say nothing at all. Constructive Criticism instead of hurling abuse. 💪 Positive message Paul.
This. This is real advice.
As what many of you would call a "yugi-boomer." My favorite rendition of of Yu-Gi-Oh was when the (original) monarchs were really strong. I have been playing Master Duel and have been enjoying playing it mostly. What is most overwhealming is not the 'new' mechanics, but rather the sheer amount of monsters with multiple effects popping off in rapid succession, and trying to read everything and understand what is happening. Overall, I do think the game was more enjoyable when turns didn't take that long and negates were only from counter-traps. The powercreep is bigger than I've seen in any other game.
Yeah too many monsters are getting negate effects these days, we need to get back to the basics. Buff trap cards with negates instead. More duels reliant on monster attacks, perhaps a format or two.
I can see where you're coming from, me personally though I've played practically every card game out and powercreep wise Yu-Gi-Oh doesn't scale that high. I just think people think that's the case because of nostalgia from the anime. Me personally the worst game for powercreep is Cardfight Vanguard
I've played a bit before pendulums and then became a full pendulum player and got in well, after some time I left playing the game, now during the whole virus thing I got back through here, and god I was confused as hell, I adapted quickly with a new version of my old Odd-Eyes deck (Electrulimite is a godsend) but still, because of links and all of the new stuff I was hesitant and overwhelmed, so understanding this is essential, hell I still get rekt like a newbie
I got into yugioh forever ago in high-school after watching the anime and I played through legacy of the duelist a few years ago and master duel seemed really appealing to me. My biggest issue with it has been, as someone not familiar with all the archetypes and long combos, just getting a better understanding of all the new mechanics and how they interact with one another. I played through all of solo just fine with both the loaner and custom decks, but it really doesn't prepare you for anything past gold in ranked.
Ask a vet like me or other competetive players to backseat you and VOD review then explain misplays and what you should have done instead. There are many of us in the Master Duel Discord
Firstly, I really love Master Duel. I don’t feel that I’ve ever had this deep an understanding of the game. It’s really renewed my love Yugioh.
Coming back to the game after ~18 years, running into negate negate negate, burning trap and magic cards left and right…it feels like Tiny Tim trying to take on Rocky.
Even worse is running into games that end in the first or second turn after watching someone link summon nonstop for 10 minutes. There’s just nothing fun about it, and I’ve attempted to play deck builds like this, and even in winning this way…I still don’t find it fun. I feel dirty.
I largely like and appreciate “Nugioh”: XYZ, rituals, synchro, even pendulum to a degree (cause poly fusion rarely payed off how you wanted it to back in the day)- but I really think link monsters are way too overpowered and need a limit to how many monsters can be summoned in a turn…and some negate cards are just too easy to summon, use, and abuse each time the other player tries to counteract at all.
I’m pretty sure I’m back for the long haul, as a Yugioh player, but at times it starts to feel like you’re playing chess with a regular setup, but your opponent has all queens, only because Konami didn’t tell them, “No, dawg, that’s cheap af.”
Everything you said is fair. However, I do think everyone’s experience is subjective. I’ve played:
Aromage = easy deck to use
Cyber dragons = also fairly easy to use
Prank kids = alittle tricky
And
Dragon maids = medium difficulty playing
And have had lots of fun. I’ve taken my time in the ranked pvp and haven’t run into tons of annoying or toxic decks. I’m just getting into the gold ranks but in conclusion.
If someone is going to try and binge/ grind really quickly through ranked pvp, you’re going to run into people that are playing the most/competitive decks that can be obnoxious to play against.
If you don’t want to play against those decks, there’s no rush to play ranked, take your time, enjoy solo mode, open packs, watch videos, talk with people on the discord Yugioh server.
I’ve put in 80 hours in the game so far easily, haven’t focused on getting to platinum 1 yet and have had a blast getting better and adjusting so that I’m ready to play with and against the meta.
Slow and steady wins the race for me.
yes playing those decks feels dirty and boring but somehow people feel good and smart playing those
@@stephenk5455, don't get me wrong-- this is all opinion-based for me as someone coming back from only playing retro Yugioh way back in the early 2000s.
I've burned through the solo stuff in Master Duel, and I only even play ranked because that's the only way to play against randos quickly/easily. And I'm too digitally introverted for the Discord server hunting, conversation, and friend-making.
So, until they implement casual quick matches-- I'm stuck ranking against a not-insignificant amount of irritating negate & link decks. This is fine for now, as I'm enjoying myself overall-- but I hope something happens on the balance or speed end of these decks I find rather troublesome.
Just my thoughts though, not saying I'm in the right by any means. lol
Might be an idea for a new format. Summon limit. Works like the card Summon Limit, maybe 5 summons because 2 summons just feels like it's too little?
@@illdoittomorrow2368, we're thinking on the same wavelength, 5 was even the exact number I was spitballing when discussing it with my wife--- now that she's getting roped in thanks to our son. lolol
In our group we have one friend He Last played Like gx i think and i spent a whole night with him to Show him how Yugioh is today and how His favorite Archetype Heroes Work today He was really blown away how many mechanics and Combos are included today
Yea gx best tho😍
I feel like when konami releases the "classic" game mode into master duel that the majority of players will flock to that casual format, similarly to how most players in MTG abandoned standard and play commander. I'm not sure what that would mean to the future of the game, but I hope it forces Konami to embrace alternative formats.
There's going to be a commander mode in yugioh soon.
👏💯✌
Honestly, I think Konami should continue with the current rules and start releasing a "classic" version of the game separate from what Yu-Gi-Oh is now. This way, its easier to get into for newcomers, they learn the basics for the more advanced version of the game they can jump into whenever they want, and it allows old players to play how they want to play on top of current players able to go back for nostalgia.
Maybe call the classic game "Pharaoh's Duel" or something to separate it with classic card designs.
The difficulty with this idea would be deciding what is considered "classic". Do they just take the cards released through DX and cut off there? Or do they start creating new cards for the classic meta that fits with that gameplay and insert the newer style cards that fit in with that with the more simpler effects?
Yeah but how many will be still around by that time?
We are weeks a way from it and it will be a vintage event that will only stay a limited time period.
@@tues2455 I'm not talking about this game, I'm talking in general. 100% splitting the Yu-Gi-Oh game into a classic edition and its current.
2006-ish would be the year I bought my last card.
Cimo's progression series and history of YGO brought me back to the game when the pandemic locked us at home.
Took me a lot of studying and many episodes to understand the new mechanics and I still don't understand Tri-brigades or Elditch.
I have not ever pendulum summoned or link summoned effect monsters.
Somehow the hours I spent watching Cimo's channel could translate to some idea of how to play the game when Master Duel released.
I still haven't spent a single cent on a card, virtual or paper, since 2006.
The success: I'm gold 2 rank on MD just by running dailies and building up my Blue-Eyes deck.
I could still totally see how overwhelmed any yugi boomer like me would feel returning to the game.
MD definitely needs a classic mode for GOAT format or 2004 Chaos decks.
Update: made Platinum 5 on 17 Feb 2022!
Have you tried Goat format. There’s a whole world out here for us it’s pretty cool
@@JDZPlaysGoats I would play it, but Dueling Book seems not as user friendly as MD. Definitely would play it as a mode in MD.
@@DatSuKid I agree is super daunting but there’s a thriving community of players that will help you along if you give it a shot
I remember playing yu-gi-oh with my parents when I was a kid, and although I'm having a LOT of fun breaking boards and OTKing with Cyber Dragons, part of me misses the old speed yu-gi-oh played at which gave it a slower tug of war feel then the current quick draw/ all out speed the game currently plays at, I do have fun negating my opponents combos with hand traps, but that feels more luck based and like a panic response sometimes, where as field traps felt more cunning and felt even cooler to counter trap than using a hand trap on a hand trap.
What I've been saying for the past 10 years is that special summons should be limited to about 3 or 5 per turn, but that's just me 🤷
This would be great, and maybe not all specials but maybe just Links. They Nerfed pendulums when they changed the zones back and limited their mechanic so maybe something like for link summoning after like 3 there's a chance for the "link to break" like each additional summon you r0ll a dice and on a 1 or 2 you can't link summon any more for your main phase.
I think this would kill off a large part of the player base both competitive and non-competitive players. Cards like niberu and artifact scyth sorta do this though.
quantity of special summons isn't really the issue, theres plenty of more casual fun combo decks that aren't particularly strong but still have quite a large fan following, like brotherhood of the fire fist.
then in contrast you've got your decks like eldlich and sky striker, they are bigger problems and pretty much just summon 1 monster a turn with 5 backrow
They could just make an archtype that plays well into some of the meta for example it could have a special summon when a card is sent from hand to graveyard for example on maxx c and other handtraps
With Konami already confirming that MD is gonna be it's own meta, not gonna reflect the OCG/TCG, then I think the game needs to cater to the more casual or less ultra-competitive players, like Duel Links did. So with that, I think MD needs to crackdown on things like unbreakable floodgates and infinite omni-negates, so that it doesnt turn a lot of people off. I know theres gonna be the "GeT GoOd, NoOb!" crowd and that doesnt make the experience more enjoyable. It makes it feel like a chore.
i don't think changing the game is a solution. the real issue with this game is that it doesn't have a fun learning curve for new comers. asking for the game to change after the fan base have been waiting for an official simulator for years is also kinda selfish
nah, all these "casual" things is already in the game.
But people with enough spite will ruin it for you anyway.
Casual lobby ? Already in the game
Limit the card to select era? You know that there are meta decks within said era.
GET GOOD NOOB
You're right on all of that. And it seems like the "GeT GoOd NoOb" crowd was trying to intimidate you. Ignore the previous so-called "duelists" trying to call your idea selfish. A player hiding behind a big meta deck is not actually a player. Konami cracking down on omni-negates and maybe even making more conditions for already-released cards to prevent them from being too powerful or too easy to bring out would definitely be beneficial for both players and the future of the game. At the very least if you want to make an omni-negate combo, you shouldn't be able to make it in one single turn.
@@williammcginn6611 exactly! The game as it is right now, is not new-player friendly (thus why Konami is heavily pushing Rush Duels for the younger audience). Master Duel should be able to cater to casual players especially in Ranked Duels. The hard-core meta players are a small minority compared to the casual players and fans of Yugioh in general. Profit-wise, catering only to meta players will not become stable in the long run. Plus cracking down on Omni-negates and unbreakable floodgates will allow more deck diversity. We don’t want a repeat of Tele-DAD format where if you don’t play this 1 or 2 decks, you have no shot in topping.
@@andrewrowland1989 Thanks a lot Andrew! I was six years old when the GX era began and I've been a fan of the game and shows ever since. I'm now 23 and have a few decks I'm great at from the 5d's era and a few from this more modern era that stack up a bit better but I wouldn't say are meta. So you could say I've been a long-time fan. But I seriously doubt I would've become a fan if all of the omni-negate and floodgate decks were around during my youth and the hard-core meta players were as conspicuously rubbing their decks in our faces back then as today. Maybe some were here and there back then too but the problem's definitely bigger now.
I became a fan of the Yu-Gi-Oh game and show for two reasons. The first is the game seemed like a trading card game where you could use your imagination to compose a deck that worked for you personality-wise and you could duel with your identity on display, like Pokemon battling with your favourite creatures by personal preference. The second is it seemed like a game where you can have so much fun showing off your moves against your opponent that winning or losing stops being the point and it's just plain fun.
And you know what? Even if the game is now a lot more sophisticated, I've adapted and I've enjoyed duels against decks with monsters both more powerful and easier to summon than they were back then, as well as playing these decks myself. But if the minority of meta "players" want to have "perfect" decks that spoil the fun of the game, then those who want to play the game as it was meant to be, for fun, also deserve to be able to play without them. Hopefully MD or the game in general will put rules in place in the near future or limits on infamous combos to cool the game off, and I definitely agree with you that it feels this is why Rush Duels (and from what I've seen of the Sevens anime) are now a thing to try and bring new younger duelists in. Hopefully Konami can do what they can to keep the game alive, well and fun.
I would really like if they did draft tournaments or events, to emulate those old sneak preview events where you pull a few packs and use what you get. That was one of my favorite parts of oldschool yugioh and Master Duel would be the perfect place for that.
This isn't just an issue of learning to run the outs. When your opponent goes first you HAVE to have your out in your STARTING hand. You don't have the opportunity to draw into your outs eventually over the course of multiple turns.
I'm a combo player. I love pushing my deck as far as it can go, so YGO keeps me around simply by virtue of continuing to give me tools to craft those combos with. Despite my enjoyment of running the decks that make 10 minute plays, it's VERY obvious that this is an unhealthy meta. There's no more any back-and-forth and almost never will anyone walk away from a Bo1 match feeling like both decks were able to give it all they had.
I'd also argue that making those long, crazy plays is less gratifying now. Those plays are a dime-a-dozen. Instead of getting opponents who are genuinely excited to see what you're doing, everyone either complains about the wait or just scoops. Those combos aren't special anymore, they're just another day at the office.
Agreed, we desperately need a BO3 with siding so you can side into counters for the one trick ponies.
I'm not gonna tell anyone Yu-Gi-Oh sucks now, it just largely lost it's appeal to me when that solitaire business started happening. I want all 40 cards in my deck to have more value than 4 of them are my win condition and it's the the job of every other card in my deck to get the hell out of the way so the cards that matter get into my hand so I can ignore my opponent and win. I think the game would be well served by having timed rounds and as the game progresses you get more time.
I agree with you, YGO is no longer about having a fun duel, its now about finding out how to make the other person not have a fun duel. Ive played YGO for years and im still playing it but it still frustrates me that the mentality has changed so much.
Its not impossible to have fun since Ive had some amazing back and fourths with some OG decks like the Egyptian gods, Blue Eyes, Sacred Beasts etc. But after getting to platinum you don't see those anymore. Its only about 3 decks and they all run kaijus, Zeus, True King. I may be a boomer saying this but i think syncro was the height of YGO and its just gone down hill since.
@@drakedecatlord4950 All I see is drytron / prank kids and virtual world, either have an out or scoop, to me it's getting kinda boring. I mostly play PK and it has its highs but I literally lose to any interruption and can't break boards. In attempt to combat that, I just run 15 hand traps and yet can't see them often enough to actually get anything going. I've heard people complain about how busted Rhongo is but in the past 4 days (started playing 5 days ago) I can't even get halfway through, so naturally I cut him and moved to a more consistent lineup, which still is mostly un-fun and un-interactive, managed to get to P2, a win away from P1 but 0 fun along the way.
You could argue every game has meta, and it's true, but it isn't interactive whatsoever right now and it's all a matter of which player has the better first hand. With some decks being able to play through interruptions better than others there's a big gap between what's good and anything else, in some cases unplayable.
As for older formats, I think xyz were pretty good too, but synchro easily takes the cake, I felt like it was perfectly paced with some cool combo decks and potential OTKs but nothing too un-interactive.
@@doofbuff7287 dude pk rongo is super fucking consistent. Dead ass has 1 choke point and it can be played around if they find it. Rongo turn 1 is guaranteed if you actually know how to play your deck
I’m one of those overwhelmed people.
I’ve tried to get into Yugioh on and off for a couple of years because there’s certain archetypes I like the art and mechanics for (Aromage, Odd Eyes, Dragonmaids) but not only is the game really difficult to get into, none of the archetypes I enjoy feel like they’re even close to being able to do anything about these insanely boring 10 minute turn decks. It’s such a turn off sitting down to play and not getting to play for upwards of 30 minutes because of decks like these. I WANT to enjoy Yugioh, but it’s really hard to…
I recommend playing Dragon link with a Dragon maid engine. It’s competitive enough and it’s super fun to play! I recently learned the deck because I couldn’t afford it IRL. It can usually play through a lot of negates without having to play the everyday hand traps and the monsters are usually big enough to get over monsters that negate. It’s not the best win rate but I have won roughly 60% of my games so far!
Aromages are the worst by design, sadly. One Upstart and you have close to no interaction because mandatory effects.
Odd-Eyes are not terrible, but Pend Mag is a bit better overall.
Dragonmaids are actually decent, you can play a small Rokket engine for some extra variety of plays, but even pure is more or less a competent deck. They also have a good grind game, compared to OE or Aromas. I would actually recommend maids, just have some flex spots for handtraps and removal.
@@RNGHater just play destruction sword to get back at the meta with the dragon maids 😂
I think that's just the issue with yugioh nowadays. There are too many powerful cards and the difference between meta and decent decks are way too far. I do enjoy the competitive side of it when using meta decks for the most part but just like Paul said, being in the game for a while will make you realize just how many issues the game has.
The Dragon Link deck that Newt Banner recommended really is a very high end deck that makes good use of Dragon Maids. It dominated several format here in the TCG. You really ought to give learning that one a shot.
What I find most fun about this game is that, at first glance, it really seems crazy and it really feels like you’re losing first turn. Monsters feel too strong and sometimes almost invincible. But then you slowly learn actually cards are always designed to have at least few ways to defeat or weaknesses.
A lot of people say they liked the game in syncro or xyz era but even at the time, solitaire was already a thing. Infernity with Doom Dragon and Ogre Dragon plus 2 Barriers and a Break is pure nostalgia don’t you think?
or Magical Scientist Catapult Turtle, yata lock, the oldest of old school and just sitting on a 3k wall like millennium shield or labyrinth wall and a solemn for their back hole or raigeki while you just stall for exodia the old fashioned way.
It would be cool if master duel had a weight class system, the more powerful/strong the card is, the higher the 'weight'. Creating a total power level for the deck so you get matched with other decks w/similar power level
The ranking system kind of does that already. Though I wish it was a bit more aggressive at lowering your rank when you lose. Ideally you would get to a rank and stay in that rank as your win/lose ratio will become 50/50.
@@SuperShadowKin yea i don't want to get punished more from losing to bs luck from my opponent or a bad draw in a close match
This is the best idea I've heard in a long time.
@@SuperShadowKin nice, elo hell is now coming to yugioh
If they just had a mode that limited UR cards it wouldn’t be so bad.
I stopped playing the game during the 5Ds era because I thought synchros were too much. In hindsight, synchros were probably the best new mechanic introduced into the game since they still allowed some level of interaction between players to counter them. XYZ summons were definitely an issue due to their speed, pendulums even more so. I don’t even know what links are for. The fact that the game has transitioned into ‘hand traps’ means that the a core component of ‘playing a card face down’ is almost pointless as it slows you down too much. It very much is a new game these days, and anyone trying to get back into it shouldn’t go in with any expectations of nostalgia. I guess it’s more fun now because of all the crazy combos you could do, but that fun is a literal one way street since your opponent either has a counter in hand or just loses on turn 1.
Links originally where how you summoned more than 1 extra deck monster. For a while the rules stated any monster from the extra deck had to go into your extra deck monster zone or to a zone pointed at by a link monster. The rules have been changed though to say synchros/fusions/xyz from the extra deck could be played in any monster zone while link monsters and pendulums summoned from extra deck still follow the arrow rule, they can only be summoned to the extra deck monster zone or a zone a link monster has an arrow pointing to.
With the right setup you can summon multiple pendulums in a turn fron the extra
Xyz aren't inherently any "faster" than Synchros. Both require 2 monsters with specific conditions. Both have cards that can be special summoned to the field to make an Extra Deck monster without normal summoning. The last point is even true for some Fusion archetypes. For examples, look at Resonators, Utopia, and HEROs. The big difference with Xyz is that it stacks a lot of effects: Your Xyz monster can have 2 effects. Your material can give an additional effect. Your material might have an effect in the GY. This means that a well-built Xyz monster can have 4+ effects.
The thing with "hand traps" is that they allow the Turn 2 player to interact with the Turn 1 player's plays. This is VERY IMPORTANT, because otherwise they can build a situation where they can prevent you from doing anything. So handtraps are a response to power creep.
@@olbaze Regarding your last point about hand traps. That is precisely the problem. The fact that hand traps are necessary is the issue. The game simply shouldn't be in a state where going second is a near auto-loss in a majority of scenarios if you fail to draw one of a small set of cards. Saying that hand traps are good because the meta forces you to play them is like saying that amputating your leg is good because otherwise you'll die from infection.
@@Paul-bs5wl Hand traps are good because they're a balancer AND a safety mechanism. As long as there exists a hand trap that can deal with a situation, no card is invincible. This is very important, because it's LITERALLY IMPOSSIBLE for Konami to go through all the possible interactions between all the cards. If they wanted a balanced game without hand traps, they would have to do exactly that. With hand traps, no matter what effect they add, they just need to check that there's a hand trap that can negate that effect, and if so, the card can be added to the game.
And now, think about this: Take every single card that is specifically countered by a hand trap. Remove all of those cards, and all cards with similar effects from the game. Now remove all the hands traps as well. What are you left with? I'm going to guess only normal monsters, Extra Deck monsters with no effects, and Polymerization to bring out those Extra Deck monsters. Would that be a fun game? I don't think so.
@@olbaze Friendly reminder that no significant turn one hand traps existed (besides DD Crow I guess?) until Effect Veiler was released in 2010. If your contention is that almost the entire Synchro era was impossible because almost every played deck monster had an effect and almost every played Synchro or Fusion had an effect, idk what to say to you dude.
It's either wilful blindness or stupidity to think that every card hand traps interact with has to be banned if hand traps don't exist, personally I don't think that you would need to ban Pot of Avarice because Ash isn't around to negate it.
Not being able to negate turn 1 didn't used to lose you the game because only the cards that lead to a player vomiting half their deck into the field/grave and summoning 2-3 boss monsters with overlapping negates and disruption quick effects are a problem.
Hand traps are now a "good thing" by virtue of the situation without them being worse, hence, the amputation analogy. The problem is that they shouldn't NEED to exist, it shouldn't be possible to achieve such a board state in a single turn, especially not with such consistency.
lol as a player who stopped playing around 2004 and started again a year or so ago, the first time someone pendulum summoned 5 level 5+ monsters from their deck and hand I kinda assumed they had to be playing them wrong, but nope! I guess that's just sorta the way the game is played now. If i had to compare it to anything, it feels like you played chess, and you come back to it after a couple years and now you can move 15-20 pieces at a time and also sometimes just lose before you get a chance to make your first move. I realize this is a VERY old school mentality, and I actually love alot of the new archetypes (I'm an Infernity player now myself)! Definitely agree with both sides tho, not gonna do much good from either side to say 'you're playing yugioh wrong'!!
I really like Yu-gi-oh and im an older player that left n came back. Master duels has shown me that I dont like when a card game is over on the first turn, I dont think its a healthy thing for a game. I think of a game like hearthstone, its much slower and based on strategy, but there is still meta decks that exist. The decks that win first turn and then negate any answers should stay in ranked and maybe in a seperate mode, but there should definitely be a casual mode, and a mode for different rule sets.
I played cardians and I think they are a perfect example of taking 10 years to construct a board just to create a semi-decent first turn result, and its definitely cool to play, but its not as fun as the Duel Colosseum in World Championship 2008. You go against a character with a random structure deck and see who can come out on top. If the people who wanna play those decks like dragonmaid, sky strikers etc. then I think that should exist, but if one exists, the other should too.
I agree with this, having a casual mode would be all better and more accessible for more returning players, also maybe a search system for 'tiers' of decks which some may not have played against before
Actually those decks that get 50 negates on first turn and just don't let you play the game shouldn't exist
@@evandromoreira3252 I wish they didnt exist in the first place, but if its going to exist I'd rather that they be locked to a certain gamemode so newer players can avoid it
Some actual PvE would help this game dramatically. That way, new players could get accustomed to the game and dive into ranked when they feel ready
But more importantly, there NEEDS to be alterior methods for grinding gems than PvP. Contrary to popular belief, people actually do love grinding but ya have to give them different stuff to grind and actually give decent rewards *sometimes*. Right now, 99% of the gems you earn will have to come from PvP so new players are FORCED to jump into those shark infested waters called Ranked as the duel room stuff is trash on a trash can
Bruh where are the "Win in 1 turn" challenges from previous games? Hell where is the Unranked Random que like from Link Evolution? The duel rooms are so combesome i hate them lol
Random thought what if you were playing PvE and youre dueling against drytron the conputer has yet to show it doesnt know what its doing either lol
Konami would rather have players spend money for gems since it’s a free to play game.
It may be free to play but that doesnt mean its f2p friendly. Literally if you don't spend you can't experience the full game and its just a major cash grab. Literally swipe or get run over by people who do. The only people I see who are saying they enjoy the game are those that spend. This games going to die if they don't implement f2p gem grinding methods that aren't shit.
@@blankdoesntlos No. META decks are more cheaper than actually fun decks. Eldlich, Skystrikers, Even Drytrons are cheap. Making it viable for you to compete with everyone right off the bat.
It's not " I didn't spend money so I can't play " coz you can literally craft all the cards. The problem is you wanna have fun BUT your opponent wants to climb so they use meta decks.
Im guessing you got baited to pull in the master pack and is now just stuck with shit ass cards. I can't really call you an idiot, coz this games secret pack system is tricky for new players.
@@blankdoesntlos You definitely have more than enough gems to build a deck as long as you have some idea of what your going for, for example i run GB's and built my deck from scratch (was impatient and didn't wait for the GB solo structure deck) never bought any gems, all i did was use the Crafting material to craft GB Gyzarus then opened it's pack 50 times (5K crystals) and filled in the blanks tearing apart cards that i was not going to use in that deck cards like Shaddoll construct and other high rarity cards that while they are good were just not what i wanted. If you focus on one or two deck and build towards them you will have more than enough crystals to build them, it's just that new players have no idea what they want. My recommendation pick one card that you think is reallly cool then build around it, for example Dark Magician or Blue Eyes(these are not the only ones just some examples), now you probably won't be getting high rankings, but thats ok enjoy the game in Bronze, Silver and Gold rankings, there's more diversity there and you can honestly have more fun doing that.
I downloaded master dule and as you said in the video was expecting a sort of app like experience like duel links. I played DM and stuck around basically up to Syncro. I got through most of the tutorials and I understood XYZ and links. Pendulum seems completely insane coming from way back when but I also don't see hardly anyone use them so they must not be that bad. What really killed it for me, especially in the tutorial levels was the sheer amount of reading I had to do. I would start with 5 cards that I knew nothing about and all of them would have a solid paragraph of text so I would just sit there for minutes just reading and I would get done and have an idea of what I wanted to do but would find myself rereading cards to make sure I had everything right.
Granted, with time I would learn the new cards but I found the whole experience very unfun.
A few of my friends got me into yugioh again a few years back. I played a lot when the show was first out, and I stopped around when GX came out. I got back into it during XYZ with a utopia deck and recently again back in 2020. I wasn't a big fan of the newer mechanics but as I built and played different decks that had cards with these newer mechanics I had to learn them and honestly now it seems crazy that things like links and synchros were so hard to learn because they are pretty easy to understand. I think it does take some playing to learn but yugioh is such a fun game that it makes it worth it to keep playing.
As a returning Yugioh player, I wish there was alternative formats which limit the card pools, maybe cards that are only available until certain year or certain era (DM, GX, 5DS, etc). Let players use decks and against decks that are familiar to them first, then let them discover newer cards themselves slowly. Blackwing or Six Samurai are the best decks 5DS players know, and when they spend all their gems building those decks just to realize those decks aren’t as powerful agains Drytron, Tri-Brigade, etc, they’re going to feel weak/powerless and just wasting their gems. I wish those players could duel someone with the same cardpools and banlist and let them have fun first with yugioh that they know and they are familiar with before they’re ready to build some Drytrons and Tri-Brigades.
Yeah spent all my gems on a classic btdwn deck just to be buttfucked by some shitty 0/0 creatures that cant be interacted with at all dropped that garbage game for a couple weeks dismantled everything netdecked a eldlich deck to plat 1 and dropped it again this game is a complete snoozefest havent played since chaos imperator dragon dropped got to highest rank just by netdecking modern yugioh is the definition of skillfree
@@miceatah9359 you call the game skillfree because you can't get plat with a beatdown deck?
This is like calling formal 1 skillfree just because you can't win there with your old car.
Honestly, I think Yu-Gi-Oh needs a shift. Maybe split with the current ruleset and the classic ruleset into two separate games.
The starter decks say "6+" on the box, but I don't know ANY kid able to jump into Yu-Gi-Oh and have fun with the way the game currently is. Its why classic Yu-Gi-Oh was so fun, it had simple rules, was easy to pick up, and it feels like Konami just fundamentally changed all the rules instead of just releasing cards to create new strats with what we already had.
Use Toons for example.
They could have introduced stuff like Toon Bookmark, Toon Kingdom, Toon Dark Magician, Toon Red-Eyes etc with their current rule set within classic Yu-Gi-Oh. It allows you to build upon your deck with new cards and strategies but doesn't entirely break the game. There's cool stuff you can do with themed decks, but it feels like instead of being creative with what they had they went "Lets create an entirely new ruleset and shove it into the game, leaving old and returning players behind." Causing combos that take forever that just...aren't fun for some. I don't like playing the new decks, it feels like cheating creating something optimized and unfair.
It's like creating an Exodia Deck that causes you to win on turn one.
Yes, it might be a "legal" strat, but no one has fun playing against that.
Just saw this video today; I think you did a good job bridging the gap in this particular discussion.
Speaking as someone who identifies as a casual player of Yu-Gi-Oh, I agree that I have had some fun with the game but have also had problems with going against more combo-heavy strategies.
One of my most dreaded match ups is against Drytron; no matter when I use my Ash Blossom, the Drytron player always seems to end with a full board of monsters including a Herald of Ultimateness and other negations. Once, I even tried to summon an Ash Blossom and Joyous Spring out of frustration at having most of the cards I had played negated, only to have it's summon negated and getting OTK'ed the following turn.
I have given some thought about why combo strategies in Yu-Gi-Oh frustrate me like that; I think it comes down to a lack of fragility in these sorts of decks. As I understand it, in most card games combo strategies are supposed to be balanced around the fact that if the combo gets interrupted, the deck kind of falls apart leaving the opponent an opening to punish. In Yu-Gi-Oh though, combo strategies are surprisingly resilient to interruptions; you can have two or three negations of key searchers at the start of your opponent's turn and still end up with a full board of negates by the end of your turn.
The worst part is, I don't really know how you address something like that; I know how unpopular both errata's and rule changes are to longtime players, & a ban list can only do so much before the next near- unstoppable strategy pops up.
I would love to see more videos about addressing those kinds of issues instead of videos from people constantly saying why this or that suggestion won't work.
(Edited to fix spelling errors.)
I loved Yu Gi Oh when I was younger I still love watching certain content of it. The biggest problem I have with "new" Yu Gi Oh is that it feels like the effects and cards got so much stronger and they have little to no downside to it. Its not like I dont understand the effects or what they do, I just dont understand how to play around certain stuff. In the "early days" you could play around certain powerful cards and outplay your oponent with smart decisions you made. If i can not win by making the right move instead of having the more powerful cards (atleast thats how i experience it, im up for debate) its no game for me. For me personaly it stopped when certain synchros got to strong the idea of synchros was amazing I love xyz too it gives more option and spices things up but the cards got way too powerful compared to where the game came from. Graveyard is no big border anymore so many "search the deck" cards i am only able to win if my oponents have the worst starting hand possible. (sorry for bad english)
I feel like your statements are conflicting. I agree that the game places a very high emphasis on luck now ( you have to draw 2 handtraps, or Nibiru, or dark ruler/droplets if youre going second) but I think the answer to this problem is stronger extra deck monsters (especially link 1 monsters and free xyz summons) that reduce the importance on drawing specific cards from your main deck. Also, you still can play around the power cards like evenly, dark ruler, droplets, its just more about deck building now as opposed to choices you make in game.
@@TheMasterWizar Thank you for reading and for your opinion on it and I can see your point maybe there are certain mechanics I dont know about "new" Yu Gi Oh since I dont have to much experience with it.
Your solution is sadly not the way I want to go. It might sound stubbern but I wanna choose the cards I want to play with I dont want to be forced to play certain cards its not satisfying for me it does not give me a rewarding feeling either. It does not make me happy to just use the same or better cards like my oponents and it definetly does not make me a better player. I would rather go for a game that is equal. Like in chess you make your moves and try to outsmart your oponent not building a board full of queens before the game has started.
The last time I realy enjoyed Yu Gi Oh was when Duel Links released. I played it alot when it first came out and I had alot of fun forging on my decks and even adapting it on the meta but when certain cards got released all of my cards were useless and therefore worthless so I stopped again no matter how hard I tried they were to powerful. And sadly (honestly cause I love Yu Gi Oh´s gameplay mechanics) Master Duel was over for me as soon as I played the first couple of games cause the effects wont let me play anything. You probably know alot more then I do about the current meta and gameplay mechanics and it is probably very easy for you to figure out what cards to use but I prefere the slow paste Yu Gi Oh and I like outplay potential. For me its like playing 2 different games (comparing new cards and old cards). Games like MTG do a better job at balancing cards or giving strong cards interesting drawbacks. (I guess we all know that no game is perfect in balance. In the end there are people who have fun with the game and probably for a reason its just annoying that players like me get left behind)
@@Timau001 Yu Gi Oh has definitely become more unforgiving of missplays and bad luck to the point where you can tell the outcome of a duel just by looking at the player's starting hands. Long gone are the days of overcoming a slow start by stalling 3-4 turns before you fix your game state.
Although FTKs aren't the most optimal strategies competitive wise, technically speaking you don't even need to play an actual FTK deck in order to achieve similar results. Nowadays most decks (even lower tier ones with varying degrees of success) focus around trying to pseudo FTK your opponent not by reducing their LP to 0 in your first turn, but by stablishing such oppressive/unbreakable boards that there's no point in your opponent continuing the game at all, therefore they rage quit. Seriously, if they do not rage quit, it is mostly out of courtesy. And when they eventually do, you honestly have absolutely no right to complain, after all you most likely got your fair share of fun by spending 15 minutes playing solitaire. At that point, why not just play against an AI that only uses hand traps when you go first or that always makes unbreakable boards when you go second?
Frankly, I find it dissapointing that tier 1 Decks are more broken here in Master Duel than they ever were in real life. There was no point in giving us a higher dosage of the power creep (and the toxic out of game interactions that come with it) that have been alienating the playerbase for years now.
Also the lack of official alternate formats/banlists that still use the tcg/ocg master rules and card pool (so no rush/speed duels) basically renders more than 90% of the game's card pool virtually obsolete.
Custom formats don't really fix this issue since the lack of legitimacy, inconsistency between organizers and overall support for sanctioned play might keep a substantial number of players from comitting to them.
@luchotenks Thank you for your honest opinion. If I understood correctly we both have kinda the same problem with the current state of Yu Gi Oh. I realy apreciate that you are sharing your view on the topic.
I had pretty much the same experience with Master Duel. Personaly i have never heard of alternate game modes in Yu Gi Oh sounds interesting, somtimes I thought about rules myself and how to change the game in a way so it would become more consistent but still keeping the old formula of Yu Gi Oh. I dont know if costum formats or a classic formats or even generations formats would change the direction the game is going, though i would wish for it. All i am sure is from a company point of view as long as people pay they wont change anything.
@@TheMasterWizar Stronger extra deck is not really the way to go in my opinion. You have to generally get things on the board to get into your extra deck, so stronger extra deck doesn't help someone going second. If extra deck gets stronger, the only really way they could get stronger would be to have more protections from things, as most extra decks have destructions and most meta decks can all OTK(so power isn't an issue). A stronger extra deck would just make breaking the first player's board harder and make getting hand traps in your opener even more important.
Actually I’ve actually learned a lot from playing master duel. I used to play purely for fun (and still do) but I never fully understood the “meta” but I was slowly getting closer with the TCG like I would use Ash, Niburu, ETC, but because of MD yugioh content creators have become a lot more abundant and because of how free2play friendly MD is I was able to get a lot of first hand experience with all the common meta cards like MaxxC, forbidden droplet, cross-out, etc. and I would like to thank MD for giving me that opportunity
Well halve of them are not in the TCG. Master duel pretty much uses the OCG Banlist. My problem is Master duel only has rank mode pretty much sadly. Also the fact many RL Budget decks are freaking UR/SR messes in Masterduel pisses me off.
As a guy who is on his 30s and still have cards, wanted to play a little bit, but felt overwhelmed and not welcomed.
Btw I used to played competitive with friends(looking at decks on pojo etc) and some local tournaments, never won but was always middle of the pack.
I love Master Duel. I'm an old school yugioh fan and I remember feeling similarly overwhelmed when Synchros first came out. Master Duel's Solo Mode is helping get me up to speed again.
Now I'm looking at things to play to counteract the popular things. I've liked Solemn Judgement. I prefer Infinite Impermanence over Effect Veiler, for example. Just on principle of the fact that Infinite Impermanence is a Trap Card and this is the sort of things Trap Cards should do.
One of the things I was considering for some form of countermeasures (knowing that only luck can save you from an OTK on the first turn of the entire duel) was Prohibition. If you know an archetype well enough, and you aren't beaten on the very first turn of the duel, would a Prohibition or two be enough of a hindrance just long enough to give you a chance at victory?
It's all very vague and it depends on the archetypes, but I'll try it out on Master Duel some time. I hope you folks might consider playing around with that too.
Honestly handtraps help with any meta deck usually.
My all time favorite deck is lightsworn, back when i was active it was so much fun to play. Now when i try to play and have fun im just sitting there for 10 minutes watching my opponent
As someone who got back into it again cause of master duel (and there was an earlier thing I played on ps4 forgot it’s name) I usually play casual mode with a straight melffy deck and more recently I’ve been using floowandereeze (I tried avoiding meta but then tearlaments broke me) I think there are times i sit down and want a game that is a little more simple. I see a 10 minute combo deck and sigh wondering if I really want to read a 20 paragraphs of card text to figure out how to fight it or what to add to counter it. So often times if there is a huge combo I sort of just scope it up lol and say guess I’ll look into that deck later if I feel like it. I want to learn the game and yes I have outs like evenly matched, santa claws, kaiju, called b grave. But evenly matched especially doesn’t feel fun. Seeing the power creep and where it has gotten too from ps4 game to now is insane to me. When tearlaments were released I was fed up cause it was all people played and it was another 5 page paper of cards I had to figure only to learn I essentially had no oughts without building a meta deck of my own.
I mean, the difference between even pre pendulum Yu-Gi-Oh and current Yu-Gi-Oh is like difference between speed chess and regular chess. Or go and 5-in-a-row. Exept even crazier.
In MTG handtraps work because you see how much mana opponent has left, and can strategize around it's colour. In Yu-Gi-Oh you have only card count for info. Also in MTG you usually can respond to spell with your own spell, like opponent pings creature, but you add +1/+1 for it to survive. Here negating monster effect in hand is sorta hard. Also amount of special summons and deck searches in Yu-Gi-Oh is kinda ridiculous. All without any resource to cap it, like mana. That, and the fact that people just can't do chivalrous thing and stop using something which is agreed upon being op is the reason the game is in such poor state.
Honestly yea pendulums is when games started going TOWARDS that direction but it became far more prevalent during the link era. Link monsters where to strong right out the gate and with them being generic it got lots of cards banned, not only that but extra linking your opponents only extra deck zone was absolutely a stupid design even if it was cool.
Because there is always 1 person to ruin it for everyone, therefore no one bothers even attempting to police themselves and konami has to shove shit down everyones throats
Here's my perspective as someone who generally understands the iterations of the YGO master rules/game formats but has always kept an arm's length relationship with Yu-Gi-Oh:
To the gatekeepers - you really DO want new/returning players to come in, you either just don't know it yet or are in denial. A lack of new player influx just results in a deteriorating game, and eventually a dead one, so stop it. Look at any MMORPG community, WoW specifically provides a nice comparison. You need this game to be accessible, or that sunk cost fallacy will one day eat you alive heh :3
To those new/returning/overwhelmed players - Play Yu-Gi-oh, sure, but try a different game first. Something like Legacy of the Duellist (Link Evolution) provides a reasonable "story mode" whereby you can effectively choose the era of Yu-Gi-oh you want to play in. Alternatively there's always Duel Links, but due to lack of experience with it I can't comment on its effectiveness with getting new players into the game. OR-or, crack an old tag force game from the PSP, doesn’t really teach you much new but some of them got a ways through the games evolution.
To Master Duel - FTP or not, provide a better single player experience akin to the "story modes" of the past, charge for it, whatever. That said, I do like the focus on archetypes this time around. Then the big one, give players the ability to matchmake in older formats, but not ranked.
Edit: Formatting
Thanks for pointing this out.
I play duel links since 2020 and every time I ask something or talk about "newb" stuff, the people who knows more about the game that are supposed to be helper makes fun of me or other players new to the full game.
If you tell them about how you hate negates, they'll say, "cry more". I'm not that bad. I know more from playing DL than someone who came back after a decade. It's frustrating. The game is already infuriating with all those negates and long combo that ends with me surrendering even before my turn cause I can clearly see I can't break that board, and here we are out side the game, trying to relieve some of the frustrations only to be made fun of by players who are better at the game but with terrible attitudes.
A friend of my quit MD already cause of all the negates.
I've been playing in some capacity since day 1. Most of the problems this game has now aren't much different than the problems the game has always had. Outlandishly busted cards dictate the playable card pool which is a decimal point of the total card pool. Newer decks and cards just hold up a microscope to those problems (or turn it up to 11, for the boomers). The game has never been casually playable outside a circle of friends where everyone agrees to not play the worst the game has to offer. Flood gates, resource loops/starvation, auto-win cards, every deck staples and meta/anti-meta cards filling out half the decks, etc. Yeah, those were early 2000s problems as well as a 2010s problem and a 2020s problem. The extremeness of a lot of the problems always traces back to how Konami makes cards and runs the game. Power creep and disparity isn't a consequence of time like in most games. In Yu-Gi-Oh, it is intentional and manufactured. Why try to balance the game under a power ceiling with every release when you can just power creep every card in the game out of relevance? One is easier. This is why it feels like in spite of diversity every playable deck type is busted beyond words. That's because they are, as were all the decks they kicked down the tier ladder, and the ones those decks replaced, etc. The game mechanics vs reality haven't aged well either and this is a purely modern problem. This isn't a 1 summon and pass game anymore. This is a double digit summon every turn game. The game rules were never adjusted to cap summons or card activations. Hence why every single card released now has a hard OPT instead. These 10 minute turns are there because Konami has never changed the rules and put a limit on special summons.
I really... really doubt a boomer would have a hard time understanding the microscope line xD it's taking established words and using them in context :P.
Cards that prevent your opponent from playing the game are not fun.
Part of the problem with master duel is that there's no casual mode for online dueling so you get people playing to have a good back and forth duel matched up against 1-turn blowout decks that are the meta.
It wouldn't be easy, and most definitely not possible in a way that would make everyone happy, but a casual mode that limits or bans negates and hand traps would be nice. Or maybe a power level system where more powerful cards have a higher power level. That way you'd be getting matched against someone with a relatively comparable deck. Something similar to the car rating system in forza and races where you need to have your car in a certain class.
There is a lot of back and forth, if you play the right decks. They might not be your favorite deck but I can assure you that there is ways to break through those boards or extend past them and not all decks are meta that can beat meta decks. The one game matches are very forgiving if you try to play a rouge strategy because they’re not prepared for it.
do love this idea . maybe make so only play people same lvl or rank as you... or set up simulor to duel links perhaps idk
"Cards that prevent your opponent from playing the game are not fun. "
This has been a thing since the start
"Part of the problem with master duel is that there's no casual mode for online dueling"
Casual Mode is worthless, as what's stopping someone who likes to pubstomp for the thrill?
"but a casual mode that limits or bans negates and hand traps would be nice"
So a " I suck and I don't want to adapt" mode?
Just go back playing your Blue Eyes/ Dark magician structure decks with your baby nephews.
@@Kaimax61 yer perhaps have like friendly duel option or something to that effect .
leave rank online to pro''s
@@Kaimax61 Might I point out that the statements you just made are the same things that he talks about in the video about how to not handle people that are new or just getting back into the community?
My experience was, I picked up a deck that some video advised new players to build, because it was relatively cheap and easy to put together without spending too many gems. I absolutely crushed the rookie and bronze tiers, hardly losing a single game. Then I got to silver. Suddenly I'm being matched against meta decks that I absolutely can't win against. So what am I supposed to do now? Free duel? I don't have the gems to put together a meta deck myself, and even if I did, I'm not sure I'd know what to do with it, because I'm fairly new to Yugioh. So I'm forced to wait till I have enough gems to get a meta deck, or else pay through the nose for a game I'm not even sure I'll enjoy if I actually do start playing. The learning curve just does not exist. It feels like the game isn't interested in new players, only the long time veterans.
That so true!
Game don't let new players learn or anything just matchmaking people with this deck.
They need to add more ranks to push this people more up so they don't come in brozne or silver ranks🙄
I'll keep saying it, if the only way to keep up with the meta is literally slamming the same cards that take up half your deck then YGO has a problem. Its like playing a fighting game where everybody has the same hitboxes for their normals.
Staples have been part of the game since the beginning tho?
@Strangevol they have, but for it to have gotten to this point is insane.
Go look at this teams video on a winning evil twin deck. 20 staples.
It's ok to have like 5 or something staples for variety, but pretty soon, it'll be the entire deck with like 5 cards that are different across the meta.
Even the extra deck is the same cards, which isn't much of an issue, but still.
Ive literally been saying the same thing I don’t know why Konami chose to go the route of allowing so many decks having so many special summon mechanics and broken cards instead of focusing on balancing the game and making it fun
fight fire with fire results a Firenbrand
@@tacticalabyss Well ther reason most decks use lot of staples is because Maxx C, you ban Maxx C people isn't going to use 12 staples (this is normally the average number of staples, 20 is not common"
I agree that both sides have become pretty hostile to each other. And as far as the advice to "get good" goes, that literally helps no one, and only causes heartbreak for people who genuinely just want to play the game. That said, we are all still learning how to deal with the meta as it slowly evolves. I myself am a casual player, but I've found that learning the meta has proved useful for bringing out the full potential of my favorite decks, like Rikkas and Marincess.
I think both sides are missing the actual problem.
The 'get gud' side are missing the fact that Master Duel does nothing to actually help people understand how modern yugioh works and develop strategies. You have to literally go in, get smashed, and then have to have the will power left over to go and look up how the game actually works.
The 'I just want to play' side need to realize that modern yugioh isn't the game they remembered, and so if they want to play then I need to adjust their mindset on what the game is.
It's the same sort of thing fighting games have been dealing with for decades: a lot of deep concepts that take time to understand and learn, that the games (by their player vs player nature) aren't very well designed to naturally teach.
@@NecromancyBlack fair points.
Some of my favorite decks to use are things that have been taken to a meta state, I just use them in a kind of casual way. I still have some long combos and cool moves, but I don't play some of the meta staples in favor of more versatility in my archetype. It generally gets me some really interesting games, whether I win or lose. Though I admit building for efficiency has definitely upped my game. My Phantom Knights usually get a combo that gets me a rank 5 out in the first couple of turns.
@@chrisshorten4406 do you mind if I ask what that marincess deck looks like? I have a ton of the cards by random chance but have never played the archetype so don't really know where to go in terms of building it.
@@sladevalen sure. I will warn you that it's a Master Duel deck (I'm still acquiring the physical cards), but my opponents frequently surrender when faced with my extremely hard to kill Great Bubble Reef (it's gotten me up to Gold I). Here's the list (it runs a bit big, but rarely bricks. The ratios have proven correct, so anything that isn't a Marincess card is a flex spot (except for Cynet Mining, which I recommend running at 3 if you can get it, and Slug is more efficient at 3, but I wanted to try the Xyz monsters in the deck). Let me know if this helps at all to build this fun deck!:
Main Deck monsters:
🌊3x Marincess Mandarin
🌊2x Marincess Sea Star
🌊3x Marincess Sea Horse
🌊3x Marincess Blue Tang
🌊3x Marincess Pascalus
🌊2x Marincess Basilalima
🌊3x Marincess Crown Tail
🌊1x Ash Blossom & Joyous Spring
🌊1x Nemeses Umbrella (Bubble Reef frequently banishes cards, so this is helpful)
🌊1x MiSolfachord Eliteia (for impromptu back row removal when no other option is available)
🌊1x Lantern Shark (for some Xyz plays)
🌊1x Moulinglacia the Elemental Lord
🌊3x Parallel eXceed
🌊1x Cataclysmic Circumpolar Chillblainia
Main Deck Spells:
🦑3x Marincess Battle Ocean
🦑1x Twin Twisters
🦑1x Monster Reborn
🦑1x Pot of Avarice
🦑1x Cynet Mining (I highly recommend to run this at 3, but I lack the UR crafting points, hence some of the worse options)
🦑1x Water of Life (last resort only)
🦑1x Lightning Storm
🦑1x Cynet Storm
Main Deck Traps:
🐬2x Marincess Wave
🐬2x Marincess Snow
🐬2x Marincess Cascade
🐬1x Solemn Judgement
🐬1x Solemn Scolding
🐬1x Metal Reflect Slime
🐬1x Mystical Refpanel
🐬2x Cyberse Beacon
Extra Deck:
🦈2x Marincess Blue Slug
🦈2x Marincess Sea Angel
🦈2x Marincess Coral Anemone
🦈2x Marincess Crystal Heart (necessary to create the almost indestructible Bubble Reef)
🦈2x Marincess Marbled Rock
🦈1x Marincess Wonder Heart
🦈1x Marincess Great Bubble Reef
🦈1x Firewall Dragon
🦈1x Number 47: Nightmare Shark
🦈1x Abyss Dweller
I actually use my own custom deck. No archetype for me, which is how I like it honestly. I like the idea of building my own custom deck like the old days, putting cards I find that work well together into a playable deck. From the very beginning it was the only thing that ever drew me to it. Luckily I can still somewhat keep up doing my own thing.
I really think there needs to be hard restrictions on special summons and tribute summons. It really has become play a deck to 1 turn and win the game because your opponent either gets bored of waiting or you win without really trying.
Agree specially synchro, the last good Yu-gi-oh game and rule I think at beginning of GX, make Fusion, Special Effect, combine with new Trap and Spell card make the game more challenging and fun to play, now day though it just about whoever get first supreme summons and end it with single turn, same as Might Magic now days.
I play with an old deck and I mix it in with some new stuff so it's pretty good, but obviously if they can release more support packs for the older decks and help upgrade them up it would be perfect
I feel like the only viable way to balance all these cards is to set up a mana system of some kind, that or negate and hand traps need more serious downsides to use them instead of gaining an extra advantage disguised as a negative. Honestly I think a lot of the issues in modern yugioh has to do with the fact that the graveyard and banish zones are no longer a penalty but just extra decks that you can summon monsters or use card effects from.
As a person who doesn't play meta at all: When a dude will literally run his own clock turn 1 just to set up a board that can't entirely be beat...I'll be happy to run my own clock doing nothing. Actually gotten me a few wins in the xyz event.
Lmao, now I have to do that in ranked 😂