A an avid Yugioh player and who BARELY plays Magic, only sometimes with friends. My main starting point was to find cards that actually show similarities in playstyle somewhat, as a good bridge. That's why my main appeal is Dredge decks, since they play fairly similar to Yugioh, Lightsworn in particular.
Same, I transitioned using Slivers and Burn and it made my life real simple thanks to being familiar plus getting ne acquainted with most of those keywords early
I remember seeing someone play a blue deck that takes their opponent's turns and mill with crabs and stuff. Reminds me of bone tower mill and was something I understood. They also played a red deck that was apparently just beatdown but was confused when a card needed snow specifically instead of a random land
I like to say that yugioh is what you get if you actually reprint vintage staples like the moxen. Broken long combos which are fun af to do, not always to be on the receiving end of, but still have a ton of interaction by managing resources that are not always explicitly mentioned in the rules (in yugioh its your once per turns, in vintage its your force of wills, and also your mental missteps and other powerful one-ofs).
@Chosen One You either play Meta or drown in both games what the fuck are you on about? I go to a Locals for Yugioh and Magic there’s the duded playing the current meta decks then people playing anything but those.
@Chosen One Yugioh as the one format sure but people play the game for fun constantly. You’re entire argument makes no sense at all. Both MTG, and Yugioh you can play the games for fun just as easily as you’d play them competitively.
I always say to my MtG friends that the Extra Deck is like having 15 Commanders you can call out whenever you reach their requirements and easier to pull out so it is huge for the general gameplay.
@@sadrobot5501 it's not an easy comparison either way really. In magic companions and commanders can be put in your main deck. You don't have to play them as commanders/companions you can just play them as normal cards. Extra deck monsters don't have massive deck construction rules attached to include them in your deck, they do require you to have certain cards in the deck that allow you to play them but a lot of them have a great deal of flexibility around that. On the other hand companions and commanders don't have special conditions that need to be fulfilled to play them. They are effectively an extra card in your hand that you play like any other card. You don't need special cards to get them out. Ironically I think meld and maybe transform cards in general are closer to extra deck monsters. Meld is basically fusion with the fusion condition being built into one of the materials and the fusion monster being printed on the back of both cards (combined together) instead of being a separate card.
@@RedOphiuchus The idea is the toolbox capability Companions provide, that's why I compare them to Extra Deck. Is like your surefire answer against your opponent's moves. And while the deckbuilding restrictions are way harsher in MTG for Companions than in Yugioh for Extra Deck monsters, I also see this deckbuilding restriction on Companions as something many non generic Extra Deck monsters have. Or something more comparable, certain archetypes locking you into certain ED Monsters, like Despia locking you into Fusions, Swordsoul into Synchros, Virtual World into Synchros and Xyz, etc
@@eavyeavy2864 Well, it depends on a card by card basis of course. That's why I compare them more to Companions. The Extra Deck is your Toolbox, same for the absurd utility Companions provide. Taking in account Link and Synchro monsters are Extra Deck monsters, lets consider the infamous HalqDon combos as example. This was a line of play that many decks used throughout 2020 and 2021 (even 2022 to some capacity), consisting on the following Link Monsters: Linkross, Crystron Halqifibrax and Mecha Phantom Beast Auroradon. By themselves these monster don't win you the game. What they do is to summon monsters from your deck and summon a bunch of tokens in order to get to your enboard of Synchro Monsters with amazing capabilities. They also interacted stupidly well between each other, so their inclusion in a deck focused on, probably, game ending Synchro monsters was mandatory. They were the middle step for your amazing endboard, but as a middle step, they were beyond anyhting we had seen before in the game. They were eventually banned one by one, first Linkross (and that wasn't enough to stop the HalqDon combos entirely, since Halqifibrax and Auroradon even without Linkross work stupidly well together), then Auroradon (but still, Halqifibrax alone is still super worth playing bc it is stupidly good) and recently Halq got banned, ending the era of HalqDon combos. That's the kind of utility the Extra deck can bring. Halqi, Linkross and Aurora capabilities are far from what I could consider as a MTG Commander in Yugioh, but their utility is absurd. As a funny note, a Yugituber made a fun tournament for his community releasing multiple cards from the banlist. Since the last registration day for the tournament was BEFORE the announcement of Aurora getting banned, Aurora was legal for the tournament. Guess what happened in a torunament with many cards unbanned, some of them huge threats if they were legal..... PEOPLE WERE STILL DOING HALQDON COMBOS.
a great card to demonstrate the peculiarities of the difference between the stack and a chain and how cards work in magic is hullbreaker horror. it's like a soft negate so to speak - how bouncing a spell off the stack works confused me as a former yugioh player for sure.
Yep. There are cards that let you interact directly with spells. Hullbreaker is pretty devastating in Commander games. It's random trivia, but if you look at "Thing in the Ice..." That is the thing that was in the ice however many years ago in Shadows Over Innistrad.
The closest comparison would be how the activated effects of continuous spells/traps in yugioh will not resolve if you chain an effect that removes that card from the field. It's the old MST negates meme
One other corollary of the differences in combat is that in Magic, both players can always choose to exclude any of their creatures from combat, which means you can leave creatures with utility but no combat power in play and your opponent has to spend a removal spell or ability to get them off the board. In Yugioh, something like that just dies unless you have a way to protect it. It also means that a player can choose to take a hit to their face if they want to keep a key creature alive for their next turn.
@@dudono1744 Well in yugioh when things get tough there's nothing that a Kaiju (cards based on the kaijus from the Godzilla movies) can't destroy with great ease.
I think another important diference is that in MtG sets are usually designed so that the cards interact with other cards even outside their archetypes in the same set while YGO sets are designed with usually only the booster aspect in mind, introducing cards to a couple of specific archetypes and a very limited card pool. This is important because it makes it so that in YGO a draft format, although possible, is usually very clunky at best.
I liked the battle packs they did for a while. They put a bunch of cards that have good effects all together, but it also meant that a significant amount of the card pool was older cards. Not a bad thing, mind, as it also meant that many cards that would rarely see play were theoretically more viable.
That's what ultimately got me off YGO; the fact that all decks were pre-packaged archetypes and nothing else. I loved playing in the days where you could slap some cards together and it made a decent deck (OG to early GX Era.) After that, if it wasn't an Archetype, it was basically hot garbage 90% of the time.
@@branimirstoilov8640 Its actually not that different. You still look for cards with synergy just like in magic or oldschool yugioh. Its just that there are more specific synergies going on and you have more sets of cards being combined than singlular cards. The cards that work are no different in the end whether its 4 from a specific archetype or 4 fully generic cards dealing with the same mechanic. You use both for the same reasons, synergy. There is still plenty of generic support. Its just changed forms. Dragons being the most supported type I can think of have tonnes of ways to mix and match dragon related cards. You can also play along attributes or Lvs or any synergy one could imagine. The main difference is that you can pick up a swordsoul deck made up of swordsoul cards and call it a day. MTG has this too. Even Pendulum decks can do some interesting things outside pend specific cards without being bad. In the end its your goals that determine deck quality the most. Your understanding of what you actually want the deck to do.
@@Merilirem I think the aspect that sours a lot of new Yu-Gi-Oh for me is they many cards have synergy only because they share a word in the card name a reference that in the text. It's part of the reason I like gren maju because it's kind of a deck of misfit cards.
@@branimirstoilov8640 They're really not though. Archetypes are usually a core of some kind, but decks are still highly varied. I mean just look at Danger! Tear for example.
The biggest difference between Magic and Yugioh imo isn't even in the gameplay. Its the fact that Magic has a 270+ page comprehensive rules document explaining every rule in the game, giving examples, and precisely defining all game terms. Yugioh has forum posts and Distantcoder.
Yugioh rules are nlt that complicated, what is really complicated is the card interactions with one another. It became so complicated I can't expected to play any yugioh modern formats anymore, while in mtg I can play from alpha to the most recent edition and still understa d what each card do.
I wish you'd brought up that damage remains on creatures till end of turn in magic, so you can block a 3/3 with a 2/1 and leave 2 damage on it then kill it with a spell that says "deal 1 damage to target creature" or blocking with two creatures, but not in yugioh. Finding out that damage didnt remain on creatures in yugioh mid game was swinging a hockey stick into my own legs then getting up and doing it again. Twice.
Ok ur analogy is fucking hilarious. It made me laugh so hard. Also I had no idea how dmg is kept and lost on creatures in MTG. I had honestly thought the dmg on a creature either instantly healed after the battle or it stayed on for the entire game. I also wud say it’s like in MTG u can hit a creature to ware it down to slowly pick away and beat it. Like killing with a thousand needles is an option. While in yugioh there is no in between, u have either destroyed the monster or u haven’t. U can’t peck a monster do death in yugioh, u need to be bigger then it to kill it. That’s where we can get into some cool dick measuring contests, trying to see who’s monster can get bigger and win. The highest ATK I’ve ever achieved on a monster was around 16k, so twice wat is needed for a 1 shot. And I’ve done that in 2 decks, in 2 completely different ways. 1 way was in a cyber dragon OTK deck where I summoned cyber end dragon using power bond which doubles the fusion summoned monsters ATK, and used limiter removal to double all machine monsters ATK. His original ATK is 4K btw. An ez 16k mechanical dragon. While the other time was achieved in my destiny hero OTK deck, my fav deck of all time btw. I won’t go into detail on the combo in the comment but I used a specific combo to have 6 destiny heros on board including destiny hero dreadmaster who has ?/? ATK/DEF. his condition to his stats r: this cards ATK/DEF r both equal to the combined original ATK/DEF of all “destiny hero” monsters u control. And I also had used 2 different cards to boost his and others ATK further. If I open with the right cards and my draws r just spectacular and my opponent just lets me go off I can pump out around 50k+ DMG in 1 turn, that being my 1st turn and the 2nd turn of the duel. And even in less perfect hands I’ve still managed to get 3 or 4 monsters each with 14-16k ATK. Imagine staring down a clown and a behemoth of a human who both have more then enuf power to end ur whole career. 😂it’s so overkill but I fucking love it. I enjoy hearing my friend crying out in misery asking for mercy and to just end it now instead of going even further beyond. And I tell him I have only just started. I have far more power to pump out.
@@baileydombroskie3046 In magic Damage remains marked on the creature until the Cleanup Step. There are different Steps and Phases in Magic as there is in Yugioh. The very end of a turn consists of the Cleanup step where damage is removed from creatures and players discard to hand size. There are other things that can occur in the cleanup step but those are the two most important. To note there is no priority in the cleanup step so the End Step is the last possible time for players to react in a turn. Edit: there is a third important thing in the cleanup step and that is until end of turn effects immediately end. This occurs as one of the last parts of the cleanup step so damage has already been removed. This is important as buff effects that saved a creature from lethal damage don't end first and don't still result in the creature dying.
Early terminology in YGO probably didn't help. Some early cards, like Waboku, mention monsters not taking battle damage to state they can't be destroyed by battle.
I'm curious how you thought damage worked in yugioh before realising that? Because monsters don't take damage at all. Like if a 3000ATK point monster battled a 2000ATK point monster did you think just 1000ATK more to go until it died?
One of the other differences I tend to see between the two formats after having watched a lot of your videos about both is where exactly the power lies. Since yugioh lends itself to a more consistent playstyle, most of the most busted cards are the high end boss monsters. Whereas with magic, because of the resource system, a lot of the power resides in the early level of play making low cost cards some of the most powerful
Not entirely true. Some decks try to win fast. Some don't. Midrange decks rely on big cards to overwhelm a player that relies on smaller and faster cards. They stall until they can win.
it really depends on the deck type, and higher costing cards can also be pretty powerful A deck like aggro or tempo will usually have a lot of cheaper spells, so in this case your statement is true But with decks like control or midrange, not so much. Control relies on stopping your opponent so you can build up to your win condition, while mid range tends to balance between controlling your opponent and beating your opponent to death
@@wryguy5060 this is the case with the most card games in general. There are indeed control decks in yu-gi-oh. But just like the game in Yu-Gi-Oh is generally fast the game in Magic is generally slow.
well it can also be whether a card is too generically good or too consistent such as why crystron halquifbrax got banned more recently cuz its conditions were too generic so it fit in most decks and made decks too consistent due to being able to start comboing with any tuner+1
@@wryguy5060 even if your deck isn't made to get quick wins, it still needs to survive the first four turns against aggro, so you need to be able to consistently play low cost cards during the early game. Control decks have their counterspell, removal, and discard, midrange and ramp have their early setup spells, etc. These are critically important to any deck.
One difference: Yugioh is extremely strict when it comes to paying costs to activate effects. If Macro Cosmos (any card sent to the graveyard is banished instead) is in effect, you can activate effects whose costs say “discard” a card, but not “discard a card to the graveyard” or “send a card from your hand to the graveyard” because it wouldn’t actually go to the graveyard. Conversely, Magic is less strict. If you unearth a creature (brings it back from the graveyard for 1 turn, but exiles it as it leaves the field) you could attempt to bounce it to your hand to activate a ninjutsu ability (returns an unblocked creature to hand as cost to replace it with another creature from your hand). The creature you bounce is exiled instead of put in hand, but the ninjutsu ability succeeds. If a cost in Magic says “Do A” and an effect says you can’t do A, you cannot pay the cost. But if an effect says “If A would happen, B happens instead”, you can pay Cost A by doing B.
Yeah that one is so weird to me as a mtg player. I think this comes back to effects and abilities being seperate in mtg while in yugioh they are the same thing. In mtg, you activate an ability, it checks that targets are legal and goes to the stack. Then when it resolves it checks the targets again, then creates an effect that may be modified by other effects and then that effect is performed. In yugioh it seems you need to be able to perform the effect exactly as written in order to activate it? Which to me feels like some weird modal logic, how can you see to the future to see if it will be possible to perform the effect once it resolves? I assume you use the current game state, but still feels weird. I mean mtg has a ton of unintuitive janky rules with the layers and dependencies and oh my, but somehow I feel it manages to hide all that baggage much better than ygo. Like those corner cases are so rare that pretty much only judges, turbonerds and pro players ever care about them. Meanwhile in ygo it seems to me like you have to know a lot of details about the chain and timing and all that in ordinary play. But I don't play ygo so Idk, maybe I'll try it and see.
@@mekelius Basicaly yugioh assumes that you need to do the full effect of a card the moment you activate it to be able to activate it. A classical example that I can try to convert to MTG terms: If my oponent has a card that says "Your oponent can only control 1 creature" and my only creature is Apprentice Necromancer I cannot use Apprentice Necromancer ability to sac itself to summon a creature, because even tough through the whole effect I never control mroe than 1 creature I cannot attempt to use an effect that violates a game rule, which in this case is activating a effect that summons a creature while I cannot summon more creatures. As for why it matters, there's cards like "Zombie Master" in yugioh, his effect is "send 1 monster from your hand to the graveyard, then summon a zombie from your graveyard". You CAN summon the same monster you sent from your hand, but only if you already had a zombie in your graveyard before, because you can't activate a effect that revives somethign from the graveyard if there's nothing in your graveyard.
@@pedrodarosamello64 Yea that's the thing, in mtg you would never have a continuous effect that just states "you can control only 1 creature". That just doesn't make sense as an effect. It would either be a trigger/replacement effect that makes you sac the extra creatures once they come into play, or maybe it would prevent you from doing a specific thing, like "you can't play creature spells if you control a creature". But that obviously wouldn't affect the necromancer in any way. Maybe you could say "as long as you control a creature you can't cast creature spells and if a creature would enter the battlefield under your control it is put into its owner's graveyard instead". But indeed that wouldn't block the necromancer since it goes away before its ability resolves, exactly what you pointed out. Weird stuff. Also you can get around that pretty easily and have multiple creatures. Vehicles and stealing stuff come to mind.
@@pedrodarosamello64 And one more thing. How does yugioh deal with effects where you don't know if it will give you something or not? I assume there must be some. Like for example mtg has things like chaos warp. So how would ygo deal with such a thing? If you had "you can't control more than one monster", could you activate a thing that says like "look at the top card of your deck and put it into play"? Or however you word yugioh cards. I'm sure a card like that couldn't exist exactly like that but I think you get the idea.
@Mihkal For an effect like that, depends. If all the legal targets of such an effect would be illegal you simply can't use it. Otherwise effects try resolve as much as possible without violating a game rule. Actual example: There's this card called Rivalry of the Warlords in yugioh, which reads "Each player can only control 1 Type of creature." And this card is basically an instant speed enchantment. Let's say the opponent has a Spellcaster type creature on the battlefield, and in hand has a Sorcery card that reads "Put a creature from your hand on the battlefield" and a creature that is NOT a Spellcaster type in his hand. If I already activated Rivalry of the Warlords he simply cannot use his Sorcery, but if he plays his Sorcery and THEN I use Rivalry of the Warlords (it is instant) his sorcery will simply fail and do nothing. On a slightly different scenario, he still has a Spellcaster type creature on the battlefield and he has the Sorcery, the non-Spellcaster creature in his hand AND a Spellcaster in his hand. I did not use Rivalry of the Warlords yet. Let’s say they use the Sorcery with the intent of putting on the field the non-spellcaster from the hand but I use in response Rivalry of the Warlords, now they are forced to summon the Spellcaster because it is the only legal target.
A good example of "you can't use an effect if you can't do the entire effect" in Yu-Gi-Oh is Zombie Master. Its effect is to send one monster from your hand to the graveyard, then summon one level 4 or lower zombie monster from either graveyard. You CAN summon the same monster you sent, but you still can't use the effect if there is no low-level zombie already in the graveyard.
Early Magic had a process almost identical to chains called batches. The biggest difference is that direct damage was pushed to the end of the batch, regardless of where it was put into the batch. The stack was created because batches were confusing. The next major change was combat damage being removed from the stack.
@@satansamael666 back when interrupt speed meant you could technically elemental blast an unrelated permanent in between your opponent tapping a land for mana and getting said mana. Yeah... I actually liked interrupt timing, but that needed to be simplified. I do still miss mana burn, though.
@@muddlewait8844 Why would you ever miss Mana Burn? An overturned excessive mechanic that punishes you needlessly. Glad that shit was gone before I ever played the game. Same with OG enemy colours, where stuff like red and green would always be against eachother instead of mixing together
@@NeutralGuyDoubleZero mana burn really only punished you if you generated more mana than you needed at any given time, considering that most players only generate mana when they're paying for stuff that's rarely gonna happen unless someone is deliberately lowering their life total to trigger effects that care about your life total.
This was fantastic. This is the most ive learned about the Yu-Gi-oh rules and gameplay and you broke it down very simple where a total noob understood. And your analogies to Magic made things easier to understand. I would love to see more videos like this comparing other TCG's and their rules and gameplay variations.
This guy is originally a Yugituber, that's why so many YGO players like myself are here supporting him lol. The channel is called Duel Logs, he did some card game comparisons on that channel too, including judging magic & Pokemon cards by Yu-Gi-Oh standards if that interests you
two other differences that come into my mind: -The difference of what is considered a "spell": In Magic, pretty much everything that is not a land is considered a spell, where in Yugioh, there are specific Spell Cards (which was a thing i had to get used to when i first started playing Magic after playing YGO a lot -Magic is more designed around beeing able to play with more than two players, since most cards are worded to included each/multiple opponents or specifically a single opponent, where with YGO, cards that mention opponents only have "your opponent", focusing heavily on 1 vs 1.
This is why I started playing Magic. Yugioh had no multiplayer and is not supported for that at all. HOWEVER, I think the 1vs1 of Magic is subpar to Yugioh because of the mana/land aspect (Speaking from casual play, but even in comp it happens). Manascrew. I guess that would be like hard bricking in Yugioh but hard bricking does not happen as often as soft bricking. (Soft bricking is a very sub optimal hand that can still do like 1 or 2 things.) That mana screwing is the whole reason why there is a mulligan system. Which is why I think the resource system of magic is flawed. Needing another rule/action to be able to play the game is showing of a major flaw. The reason why I do not mind multiplayer MTG is because there the severity of a manascrew is less noticeable because the focus is usually on the player that is popping off. There is a sort of buffer while in 1vs1 if you are manascrewed and have to mulligan like 2 or 3 times you will are at a very big disadvantage.
I wouldn't say Magic as a whole is designed around multiplayer. There are abilities worded to be more effective in multiplayer, but usually cards are designed around their impact in a 1v1 format, even if they end up worded to affect multiple opponents. The exception would be sets specifically targeted towards multiplayer formats, such as commander products (commonly a 4 player format), Conspiracy sets (4 player free for all draft), and Battlebond (2v2 draft replicating the two-headed giant format). For these sets, multiplayer is the main focus and we get designs such as voting, targeting any player for a helpful effect, or getting another players help to cast something.
@@PaladinfffLeeroy Speaking to Manascrew in magic, its actually a feature of the game rather than a bug, and the game is designed around it, with players making choices between power, speed and consistency based on the amount of colours you are playing l, and how many tapped vs untapped lands. The London mulligan does a pretty good job of preventing complete non-games, assuming that you run a reasonable number of lands. (17+ in a 40 card deck, 23+ in a 60 card deck, ~35+ in a 100 card deck), and don't keep greedy 1-2 landers.
@@PaladinfffLeeroy yugioh does have multiplayer... kind of. The anime features quite a few "tag duels" and "battle royale" duels, which are designed for 4+ players. You can essentially do the same by just copying the way the anime handles them (with the battle royales, you just pick the opponent you want the effect to apply to, effects that effect "both players" apply to all players). That being said, it's not an officially supported format.
I always thought it was interesting how the de facto most busted cards in YGO and MTG (Pot of Greed and Black Lotus) are basically the same card (sort of). They both give you a significant advantage at no cost whatsoever and they each represent the most important resources of their respective games.
This was a fun video. I’m a YGO player getting into Magic. I always had an interest in Magic since I was a kid, but ended up playing Pokémon and YGO because I was like 8-10 years old lol. Plus my mom didn’t like that MTG was called “Magic” -.-
Don't worry, my mom didn't like my brother and I playing with water guns until we were like 8 and 9 for fear that it'd give us the mentality of violence later on. I still bother her about it every few years and I'm 27 lol
@@ballaking1000 Sometimes, I wonder from where all those moms came from, as until the 80s playing with toy guns was probably the most popular play for boys. Nowadays, it would be unthinkable to such recreation to take place, unless, maybe, it's between close friends in a walled yard. However, Magic is a cursed game. So, even though I don't agree with a parent prohibiting it, I still see a reason for that decision.
An easier way to explain a stack in YGO terms is : Opp tries to spin you with Unicorn, you flip Jar of Greed to draw 1 card. Chain resolves and you draw 1 card, you draw Droplets. Before Unicorn spins you, you can activate droplets that you just drew mid chain to negate the Unicorn.
Exactly the kind of video I like. Props for the original for still going strong 0:48 The land drop is roughly the same concept as the Normal Summon. An invisible voucher to exchabge for the ability to Put one resource into play per turn that helps with the rest of the game 0:57 Oh lol 3:35 Magic instead uses effects like the clause on Karn's Temporal Sundering, a spell that gives you an extra turn, bounces a creature, and then says "Exile Karn's Temporal Sundering". Same with Wishes. That way they cannot be recurred, and you need to play more copies. It does have soft once per turns on some ability triggers too, or "When a player cast their second spell this turn" effects 9:51 Mutually Assured Destruction. Vigilance is good for that reason 13:48 Only chaos orb ever did
I had a relatively easy time transitioning to magic, coming from yugioh specifically because I played Toons. Just the way Toons are designed to have 'summoning sickness' and lets you attack your opponent directly helps get that similar game feel. That being said, your extra deck is your toolbox to get out of horrible boardstates because Toons are a fun but middle of the road archetype.
@Burst Your Bubble I've played Yugioh most of my life and I still have to read cards. With well over 10,000 cards in the game you're always coming across a card you've never seen before.
@Burst Your Bubble My method for this predicament is to scan the wall of text and detect things that are important: Negate Destroy Banish Shuffle Send to Graveyard/Hand Unaffected Cannot be Targeted/Destroyed Deal Piercing Damage Attack Directly Other effects don't matter much unless you're prepared to negate it. By focusing on these things, it's easy for me to just take a glance, knew what these cards do and prepared some tactics against it, even if I never seen it before.
@@animeking1357 Ive been playing mtg for over 10 years, i know every card that isnt brand new, hell i can probably tell you what the card does just based off of 1/4 of the artwork. But YUGIOH is something else man. These fucking cards have 5 paragraphs on them with size 6 font. Like bro, how tf am i suppose to keep up with what these cards do when i don't even understand them in the first place? I play a homebrewed Blue-eyes deck for that reason, i only use Normal monsters because effects are a pain in the ass. Recently i started playing Exodia OTK because i dont have to read the opponents cards. Although free counter spells is annoying af, if i see thier side blink red, ima just ff.
One main difference you didn't mention as being different between the stack and the chain... You can HOLD priority after you cast a spell in magic, if you currently have priority. In yugioh you have to go back and forth after each activation of an effect on the chain. In yugioh if i cast a spell, I CANNOT immediately activate another card or effect until my opponent chooses to activate something or passes priority back. In mtg you can literally cast something, say "holding priority" and then keep casting shit until your done THEN pass priority to the next player in turn order.
For me, the biggest difference is that YGO is attritional (Players have the most resources at the start of the game), where MTG ramps up the resources available over the game.
@@cephery8482 When an MTG game goes long, there's a couple of ways it can go. 1) One or more players have decks designed to go long, so that player wins. 2) Players scrabble for resources, and topdecks matter. (Notably around 33% of MTG decks are lands, which are effectively blank). Nonland cards also generally give players several turns to answer them before losing.
@@simonteesdale9752 the latter there is more akin to yugiohs simplified gamestate (most yugioh decks exist essentially past magics spectrum on the aggro side) but yeah in yugioh it tends to be one guy sitting on a beatstick and another guy set passing hoping to draw an out before they draw dead. The bug difference is with what the video creator described, in yugioh your board is your resource too, so while in magic it’s possible to draw cards at the end of your ramp to pull you back together, in yugioh it’s like getting reset to no lands with barely a hand.
That depends on the deck in Yu-Gi-Oh, sometimes it starts small but if the opponent doesn't deal with the threat quickly they will get overwhelmed in turn three, for example Floowanderezee, or Zombie World.
@@Ragnarok540 it’s still not the same concept. Having a grind game is about having already established a resource loop off an explosive start, you can still do more earlier on, but it falls off slower than more explosive decks
Hearing more of the differences between yugioh and magic make sme realizes that yeah, duelist kingdom rules were like magic, but still "RPG scenarios" especially yugi's "infinite kuribohs" feeling more at home at magic's potential infinite creatures 21:24 this specially feels like yugioh's "priority" mechanic that made some boss monsters like chaos emperor dragon envoy of the end way more powerful
14:04 Also: the learn mechanic, Attractions, stickers, dungeons, maybe one day Contraptions, and planes, schemes and conspiracies in alternate formats.
Mtg also has a subset of archetypes that are more similar to Yugioh archetypes. Those being tribals. Basically they center around 1 specific type of card and the support around it. For example, a goblin tribal deck would center around the use of goblin creatures and goblin centric cards, plus the good red stuff (goblim tribals usually being mono red decks).
12:25 correction: Mirrorjade's destroy eff is not only triggered if he sent to the GY or Banished by opponent's card effect. Destroy him by battle, using him as material to summon another monster (SuPol and Underworld Goddess). or simply removing him as a cost (Lair of Darkness or Kaiju) will trigger it's destroy eff in the end phase.
As someone who used to play YuGiOh and watched your videos for nostalgia and is also currently getting good at MTG… I needed this video lol. Your DuelLogs vids had me confusing rules between the games a lot haha.
While Magic doesn't have as strict archetypes, there are still playstyles that are semi-built into certain sets. The various sets within Ravnica, for example, use the 10 guilds, each based on a color pairing, and designed around a certain theme, such as the Red Blue Izzet guild having a lot of cards that get use out of instant and sorceries. Nothing locks you into running "An Izzet deck" as hard as many Yu-Gi-Oh archetypes do, with harsh restrictions or specific requirements, but generally those cards are made to synergise with eachother, while still allowing you to "Splash" other cards from other guilds if you wish. There's also "Tribal" decks. Where you may run a lot of good, for example, goblins, and then many cards that make goblins better, get you more goblins, are stronger if you have goblins, so on.
As a Sliver player, thanks for mentioning tribal decks, while I can go nuts with a lot of my non-creature stuff (after making a 5c mana base) that's over a third of the deck being locked into Slivers
Tbf, Yugioh has some things like this too with Dinosaurs. Modern dinosaurs are just a type of monster that basically use a bunch of generic type support to work together, even though there are technically a few Dinosaur archetypes. Those archetypes were never as fully formed as just generic dinos though, and generic dinos get support every now and then. The OG Psychics when the type was introduced also worked like this (And that's why there's some ridiculous cards that came from it like Mind Master and E-Tele).
@@airtempest8945 I kinda wish Yu-Gi-Oh had just done type and attribute based tribal decks instead of archetypes. But that can of worms has been opened since Gravekeepers and especially once Heroes came out.
@@LazurBeemz I mean, they also sorta still try to release support for some like the "Sea Stealth Attack" crew as I call them (Big Water attribute monsters). That and honestly, I do kinda like having archetypes 'cause there's so much more you can do than just "Type/Attribute" since there's a lot more than just those combos (Even though there are still a lot in those).
The lifegain note is very interesting. In my experience life is a tempo advantage in MTG. It usually doesn’t matter but in the right match up it’s huge
@@CC-oi9mc I think you didn’t even mention the card that has lifegain but isn’t a primary advantage of the card, Uro. If Uro had NO life gain the card would still be good but by virtue of it having it the card was just that much more busted.
Lifegain cards in yugioh do sometimes incidentaly exist as a secondary effect in yugioh, but in the TCG they are also used on occasion to cheese wins in time (if the match goes to time, the player with the highest LP wins).
Something to note when you were talking about Archetypes in Yugioh it can be seen as very similar to Tribal in Magic. Where you play around and focusing on a specific creature type. There have been strong Tribes in Magic's history and some play similar to Yugioh's search effects. One that is no longer as powerful but used to be a dominant force was Rebel. They would activate to find other Rebels and add them to your hand. As the game progressed you would get more creatures faster then your opponent because you could more reliably search for them and eventually overwhelm your opponent with board presence.
One thing I think you should've mentioned is that Planeswalker abilities are sorcery speed (unless stated otherwise), and you can only use one their loyalty abilities a turn. The "Legend" rule is also pretty important, as it nerfs certain cards innately since you can only control one of them at a time.
Should've also mentioned that MTG effects actually will not resolve at all if all the chosen targets have become illegal between the effect being activated and resolving.
@@Felixr2 Slight correction: MTG effects still resolve if at least one target is legal. They fail to resolve ("fizzle") only if ALL the targets are illegal.
Regarding the legendary rule I like the way legend of Runeterra approach to it when you have a champion already on the field the copy in your hand turns into a spell card that synergies with the champion on the field it’s better than letting extra copies become dead cards in your hand
As someone who plays only Yu-Gi-Oh, this is very interesting. One thing I noticed is that even when everything said in the video is pretty much correct, there are plenty of exceptions to the rules, for example there's the toon archetype, most of the monsters in this archetype do have summoning sickness and can attack directly if the main card of the archetype is on the field, toon world, and the opponent doesn't control any toon monsters.
In a game that's over 20 years old there's always going to be exceptions to everything. Example You can only summon once per turn except Floowandereeze, double summon, Monarchs Etc.
Magic player for 8 years and not stopping... Always like the graveyard and control shenanigans of MTG, picking up either Burning Abyss or Chain Burn always felt natural. Stopped when links came out...
Excellent video!! Let's not forget "speed 5" effects that can negate or interact with things like super poly or Accesscode, for example The Fabled Unicorn can negate any of those with it's effect. Something similar happens with Cerurial Sky Fire and an atk position Hamon.
I'd love to see a comparison between some mechanics that exist in both games, like tokens or removal, and see you explain the differences in how they're implemented or how common they are!
I’d also like to see how MTG does it too. I’d like to see how simple and straightforward they have it compared to the rabbit hole it is in yugioh. There’s technically like 50+ unique removal effects in yugioh not counting archetype specific related 1s, but like 90% of that diversity is due to conditions, costs, side effects, and legal targets.
@@baileydombroskie3046 Here you go! - Destroy target creature is your staple. Black has this, white gets it with conditions (like only attacking creatures). Green sometimes, but only targets flying creatures. - Exile target is an upgrade, since it gets around indestructible and exile is way harder to interact with than grave. Usually in the same colors. These two are available by turn 2-3. White gets a "seal" variant on permanent spells where they can exile without targeting restrictions for as long as the sealing card stays in play. - Destroy all/exile all (or most), aka board wipes or mass removal. These get untargetable stuff, stop big boards, and start coming down around turn 4. Usually in white, occasionally in black. - Fight. This is basically Yugioh combat, where you force two creatures to hit each other. Green gets a lot of this at low mana costs (often 1, or 3 with extra benefit), red gets it at higher costs but can sometimes just make opponents' creatures fight each other. Downside is you usually need a creature out that can beat theirs for a fight to work. - Direct damage aka burn. These are spells that just deal some amount of damage. This is iconic and near exclusive to red, though white can get it with similar restrictions to "destroy target" spells and black sometimes gets it as a "deal damage and gain life" spell. These can be up on turn 1, and many of them can be used to damage players or creatures. They don't scale well into late game though, as large creatures just don't die to them. Also has mass damage variants that hit everything - Return to hand, aka bounce, is almost exclusive to blue, which is the weakest color for removal (white can also bounce its own stuff, defensively). They sometimes get a slightly stronger version in 'return to top of deck' that basically wastes the opponent's next draw too. Can come out turn 1. This is worse in Magic than Yugioh since you aren't sacrificing stuff to summon creatures, so they usually just play it again on their turn. - Tap down, which is an even softer removal. Tapping a creature prevents it from being declared as an attacker or blocker and will shut down a tap ability if it has one. White gets the basic version, blue can tap down and keep it from untapping next turn, and occasionally gets enchantment spells that attach and keep something tapped indefinitely. Can come out on turn 1, but stronger versions are usually 3 mana. - Phase out, another soft removal. Exclusively in blue as removal, though white gets it defensively. Something phased out doesn't exist (doesn't go anywhere, just doesn't exist) until it's controller's next turn, when it comes back. Also around turn 1-2. - Forced sacrifice, generally in black. Usually 2 mana (or 3 with some upside), can get untargetable stuff, but they opponent chooses what to sacrifice so it doesn't work well vs many creatures. - Weakening, usually black and blue. Gives a straight decrease to power and toughness (or just power for blue, so it's not actually removal), which gets around things that don't die to damage or destruction. Usually 2 or 3 mana. Sometimes black gets a version that gives -1/-1 counters, which don't go away at end of turn. Red will get this very occasionally as a +power/-toughness that can work as removal or extra damage (but risky in both modes). - Steal. Primary in blue (around 5+ mana) and red (3 mana). Blue steals things permanently, red steals them for a turn but can attack with them immediately. To summarize by color: White can efficiently remove targets (with restrictions) and also generally gets mass removal. Blue can only bounce or tap things most of the time, but can start stealing stuff late game. Black is the king of targeted removal and does some of everything, and gets the best rates for creature destruction. Red primarily kills creatures with direct damage and can take out small stuff even more efficiently than black, but struggles vs larger creatures. Green mostly uses fight spells, which requires you to have bigger creatures (which green usually does), as well as targeted destruction vs fliers. There's also some further complexity with removing non-creature permanents, which breaks down like this: White- artifacts and enchantments, blue- there's a bounce spell for everything but lands, black- can destroy planeswalkers and sometimes land, red- artifacts and land + burn hits planeswalkers, green- artifacts and enchantments (very efficiently).
@@sethb3090 in yugioh it is easier to break down the removal effects and such down by sighting there base forms, then detailing there varying legal targets, commonplace conditions and costs. It gets into some fucking ridiculous territory otherwise. I once attempted to list all the varying protection effects on monsters and landed up listing over 50 variants and still missed a few. Where 90% of those varying protection effects only exist on a few cards making keywords absolutely fucking useless. Removal, ignoring costs, conditions, side effects, and legal targets: 1. Destroy 2. Send to graveyard 3. Banish 4. Banish face-down 5. Return to hand, often called bounce 6. Return to deck, often called spin 7. Take control 8. A. Tribute (from an effect); this ignores effects that act. from the others here B. Tribute for cost; this ignores effects that act. from the others here C. Tribute for tribute summon; this ignores effects that act. from the others here D. Tribute for special summon; this ignores effects that act. from the others here E. Tribute for ritual summon; this ignores effects that act. from the others here 9. A. Use as material (for an ED monsters summon) B. Use as fusion material C. Use as synchro material D. Use as XYZ material E. Use as link material Number of cards removed 1. 1 2. Multiple; exactly what is listed 3. Multiple; is up to the number listed 4. All Does it target? 1. Target a card(s) 2. It just happens, no targeting occurs. This way the opponent has no idea which card is getting removed and the effect can’t be countered by effecting said card with an effect that cud dissolve the removal effect. Legal targets (for removal in general I mean) 1. Monster 2. Monster with specified ATK and/or DEF, cud be a set number or a range 3. Normal monster 4. Effect monster 5. Flip monster 6. Tuner monster 7. Ritual monster 8. Synchro monster 9. XYZ monster 10. Pendulum monster 11. Link monster 12. Normal summoned monster 13. Special summoned monster 14. Monster that was special summoned from the ED 15. Monster that was special summoned from the GY 16. Monster that was special summoned from the deck 17. Monster that was flip summoned 18. Tribute summoned monster 19. Monster of a specified type and/or attribute 20. Monster of a specified lv/rank/link rating 21. Face-down monster 22. Face-up monster 23. Monster in face-up ATK position 24. Monster in face-up DEF position 25. Monster in the same column as this card 26. A. Spell B. Set spell C. Face-up spell D. Continuous spell E. Equip spell F. Field spell G. Spell in this cards column 27. A. Trap B. Face-up trap C. Continuous trap D. Trap in this cards column 28. A. Spell/trap B. Face-up spell/trap C. Face-down spell/trap 29. A card, literally any card at all 30. Spell or monster 31. Trap or monster Per turn 1. Non-once per turn 2. Soft once per turn 3. Hard once per turn 4. Soft twice per turn 5. Hard twice per turn 6. Soft thrice per turn 7. Hard thrice per turn So b4 even factoring in costs, conditions, and other things that effect a card effect I have already produced a list that identifies 17 x 4 x 2 x 42 x 7 = 39,984 possible removal effects or costs, more then 1,000 likely exist already. It is just a matter of time b4 Konami run out of ideas, but it is going to take many decades for that to happen, possibly 8 decades to go. This is 1 reason why keywords r near impossible to implement into yugioh in any meaningful way that improves the learning curve and reduces text. 90% of the effects that yugioh and MTG do share, or at least on a basic lv, yugioh has them so unique that they r anti-keyword.
@@sethb3090 I would add board wipe that give -X -X to all creatures on the board (like Languish) who can be better or much worse depending on what creature you and your opponent plays
Not only it feels horrible getting lovely labrynth eff both turns, but the laplacian > omega > dispater to revive omega again > trishula > chimera has happened to me twice which is twice too many
I MADE SOME RULES TO PLAY YUGIOH MAGIC AND POKEMON AT THE SAME TIME :v BOTH PLAYERS HAVE ALL 3 DECKS THE LIFE IS CONVERTED TO HAVE IT ADDED (8,000 EQUALS 20 SO EACH 1 ON MAGIC IS 400 ON YUGIOH) (SO YOU HAVE EITHER 16,000 OR 40) THE ATK IS ALSO CONVERTED SO ANY CARD CAN GO AGAINST ANY CARD YOU HAVE 1 NORMAL SUMMON, 1 LAND AND 1 ENERGY PER TURN, BUT YOU CAN CHANGE *JUST ONE FOR ANOTHER* FOR EXAMPLE 2 LANDS AND ONE NORMAL OR 2 ENERGY AND ONE LAND YOU CAN TRIBUTE ANY CARD FOR COST FOR POKEMON CARDS THEY ARE ALSO CONVERTED TO MATCH THE OTHER 2 FOR EXAMPLE 20 DAMAGE/HP FROM POKEMON EQUALS 1 LIFE FROM MAGIC OR 400 LP FROM YGO SO GENESECT EX G-BOOSTER WITH 200 IS A 10/10 OR 4,000 ATK/DEF HERE THE PLANESWALKER AND ACTIVE POKEMON WAS LIKE 2 OTHER PLAYERS AND THEY WERE THE STRONGEST ON YOURE TEAM (PLUS THEY WERE ALMOST AS IMPORTANT AS YOU) YUGIOH DECK WAS ALWAYS THE MAIN ONE ON THE FIRST TURNS BUT WHEN THE TIME ADVANCE MAGIC AND POKEMON GAIN A LOT OF POWER (BOTH HAVE A SIMILAR SPEED BUT POKEMON WAS STILL FASTER THAN MAGIC) CARDS THAT HEAL LP, LIFE OR HP CAN BE USED ON ANY TARGET (YOU, A PLANESWALKER OR A POKEMON) AT THE END IT WAS FUN AND WE GOT A LOT OF DECKS JUST FOR THIS XD (SOME DECKS WERE EVEN MODIFIED TO WORK BETTER HERE XD)
One big thing about Yugioh is how the exact wording of the cards in Yugioh matters quite a lot. For example, an effect that says "target 1 monster; destroy it" would be blocked by target immunity, while an effect that says "destroy 1 monster" ignores target immunity, because it doesn't _say_ that it targets. Or for example, an effect that says "send 1 monster to the graveyard" ignores both targeting immunity and destruction immunity, because it doesn't _say_ that it targets or destroys. Take another example, a monster that is "unaffected by card effects" is... well, unaffected by all card effects. A monster that is "unaffected by activated card effects" can still be hit by continuous effects. Soul Crossing allows you to Tribute (basically Sacrifice in Magic) away your opponent's unaffected monsters, because Soul Crossing's _effect_ is to perform a Tribute Summon and the bit that lets you use your opponent's monsters is just an extra modifier to the Summon that isn't part of the effect, so because it isn't an _effect_ that uses your opponent's monster as a Tribute, you can use unaffected monsters. Monarch's Stormforth cannot Tribute your opponent's unaffected monsters, because its _effect_ is to allow you to use one of your opponent's monsters for a Tribute Summon, and unaffected monsters are, well, not affected by any effect.
That's not any different than Magic. If a card has hexproof (cannot be targeted) then you can't kill it with a spell that targets it. But if you play a card that kills everything, it doesn't matter. Same thing with "Target player can't draw cards" doesn't stop "Target player puts the top 3 cards of their library in their hand."
At the end of the day Yu-Gi-Oh's rules are based on Magic's considering it was the original trading card game. "Reading the card explains the card" is pretty universal.
@@wryguy5060 It's not really the same. Of course aoe destruction effects ignore hexproof, but in yugioh there are a lot of cards that doesn't target but destroys a card of your choice. Take "Number 4: Stealth Kragen", it destroys one opponent's monster of your choice, but because it doesn't say target, that choice happens at effect resolution rather than effect activation. This is important because if you target a card, if that card goes off the field the effect fizzles, but if you don't target a card it doesn't matter how the monsters on the field swaps around, as long as there's a monster on the field at effect resolution, you can choose it to be destroyed, making the effect better. I haven't played a lot of magic, but from what I can remember, practically anytime you have a choice, it always uses targeting.
@@flockinify Usually. It doesn't change that the card text is very literal. "Name a card" is not the same as "Target." If it doesn't say target it's not targeting. Simple as that. Likewise if the card says you can choose a target during resolution of the spell then you'd be allowed to do the same thing.
@@wryguy5060 Does magic have any cards that selects on resolution? I really can't think of any. I think the biggest reason is how hexproof works. In magic, if a targeted card gains hexproof after being targeted, that targeting effect fizzles, while in yugioh if you make a card on field immune to targeting after it has already been targeted, the effect still goes through. The utility of hexproof incentivizes making everything target to make hexproof more relevant.
All of the edge cases where removed for simplicity so you could probably find niche examples that contradict the video, and yet the video is still very accurate, good job.
In any card game this old you're going to find exceptions to the rules. For example a good old walking, socking, tournament topping contradiction to the first rule of only normal summoning once per turn is Floowandereeze.
As someone who has played thousands of matches in bolth games. Ill say this, the chain in yugioh is a way better mechanic for the exact reason he says it closes off infinate loops and bad gameplay patterns.
@@fernandobanda5734 things like infinate combos, that take place on the stack and have no interaction point. Like heliod walking ballista for example, if u attempt kill the balista they cant respond by winning the game, if the stack worked how chains do they could respond with doin damage equal to the counters on the balista, then the chain resolves and we move on. I think changing the stack to how chains work would make magic alot better and take alot of degenerate un-fun things outa the game
@@Dragracingduleist I think infinite combos are absolute not worth to change the rules around. They are very few, they can be banned if problematic, and they don't need the stack. You would only solve that specific problem. If Ballista had 1 counter and so could only activate once, you could kill it in response. If you don't have the answer, it doesn't matter whether the combo interrupts the stack or not. If the combo can't be activated multiple times (like Spliner Twin+Pesternite) you can still respond.
Really love this video. I especially enjoy how you highlighted the differences between the Stack and Chain. I hated when I started playing Yu-Gi-Oh and thought the Chain was just like the Stack, and then I had to learn through experience all the differences that made it so much more restrictive.
@@whenisdinner2137 Missing the Timing is definitely one of the weirdest and most annoying differences, especially when you get into individual cards causing timing to be missed (like Soul Taker causing floating effects to miss timing on its own). But for me, the most annoying difference between the Stack and Chain is how in the Chain your cards can only meet their timing requirements in response to the last item in the chain. Any item further down in the chain is already locked in. And then once the chain starts resolving, it has to resolve completely. In Magic, as long as you have priority, you can put anything on the stack that you want. And players get priority after each item on the stack resolves, making it completely open and flexible. You can have a chain 10 layers deep and still put something on the top of the stack that is responding to the second item on the stack!
A really cool idea in yugioh (though miserable to play against in practise) is a complete floodgate via game mechanic. In short you much control invoked purgatrio, lightsworn curious, pole position and an equip spell on curious. By pole positions effect curious is unaffected by the equip spell, but if purgatrio were to gain atk by it’s effect, it would be affected by pole position, then the equip spell could affect curious again, making it’s atk higher than purgatrios and pole position switch back and forth in an infinite loop that never results in a player winning, making it illegal. Because purgatrio would gain it’s atk by your opponent having a card on their side of the field, what it results in is your opponent being effectively unable to play any card, cause doing so would cause an illegal loop. However aside from this, loops funtion vary similarly in both games. If you can demonstrate a loop, you may declare how many times you wish to perform that loop, then immediately treat the gamestate as if you had done so. Also in both games any variance based loops you would have to play out fully. The magic example is easier, witefly hive. If you somehow had a way to infinitely untap and gain mana for it, and could demonstrate it, you still couldnt declare getting 10 billion wireflys from it, because you have to declare the number of times you perform the action, not ‘until desired result’ so theres no way of knowing how many tokens you would have if you skip any coin flips. Yugioh has fewer variance based loops but there was this one insane guy seen on a distantcoder stream who iirc used convulsion of nature to always see the top card of the opponents deck then had a way to infinitely shuffle their deck. He claimed to want to perform this action infinitely so that every card in the opponents deck would eventually be on top at some point and he’d gain perfect deck knowledge for next turn. The judge ruled that because you have to declare a real number of times you performed it, and theres no real number of times that can technically guarantee you a success, it could not be used to verify the contents of the opponents deck. So yeah, in both: you have yo declare a real number of times you can perform the loop, you cannot do this with variance based loops. In yugioh (maybe in magic idk) you are not allowed to take actions that would result in an infinite loop that does not advance the gamestate.
They are not the same thing at all lmao. Sending the card to the graveyard is done for non-optional loops. Declaring an amount is done for loops where you have complete control over how it happens.
I saw a yugioh video where someone made a game state where a player literally couldn't play a singular card or set one face down unless it was a 3001 attack or higher monster because it would cause an infinite Loop and so they just had to surrender because in Yu-Gi-Oh the card that causes an infinite loop is the one that gets destroyed. I have never seen anything like it before or since.
I'm kinda surprised learn and lesson spells weren't mentioned in the extra deck section. In a recent set a few spells had the keyword Learn which would allow you either draw, then discard a card or grab a Lesson spell outta your sideboard. Most lesson spells were less mana efficient but made learn spells effectively two cards in one.
it never had any real relevance outside of standard, where it was more of a decent upside package as opposed to a power play (although you could win the game with mascot exhibition sometimes). i'm pretty sure whatever magic player this channel collabs with doesn't have any interest in standard at all, it's evident in all of the videos.
@@Orinap shambling ghast and eye twitch were both pretty good in standard, you deadly dispute and then get an environmental sciences or a removal lesson usually. The white 2 drop that learns got some play too but I think it was more so in bo1
On one hand I like how yugioh doesn't require you to keep a glossary on hand to play. GY, (Quick Effect), "Once per turn", are all easy to spot in a block of text while skimming a card. On the other hand, with most of the text on cards now (although there are some older examples) being just restrictions it does seem like it's time for Konami to do something similar. Playing against new archetypes or any you're unfamiliar with can feel like a slog when you stop an opponent after every card they play just so you can read it. It's counter-productive to the high-tension back and forth game that Konami has seemed to want to make Yugioh into for quite awhile. They could easily cut down some effects into just terms and keep them pretty straightforward. Like having a spell negate effect and calling it Silence, or a trap negate effect and calling it Minesweeper. Heck, they can just cut down Once Per Turn into OPT like they did with the Graveyard to GY.
Yugioh basically has keywords, they're just stupid ones like "if" & "when" or "and" & "and if you do" meaning different things in a way that couldn't possibly be intuited without having it told to you. "Ignoring its summoning conditions" and "when a monster would be summoned" all have hidden rules about them that aren't obvious unless you've read the whole rulebook. Magic has its own share of things you couldn't possibly know without having looked it up, but at least with Magic's keywords, you understand you're missing out on the relevant information. Yugioh is sooooo easy to make a rules error and never find out.
@@ymmijx6061 I think that is oversimplifying the game too. There are some Decks that want to drag the match out till the end of time. It certainly tends to be more aggressive and fast-paced though.
MtG does actually have a condition where effects will cease to happen. Whenever a spell or ability requires targets, it can't be cast/activated unless there exists a valid target for all targets. So a spell that says destroy 3 target creatures can't be cast unless there are 3 creatures in play. Modern templating gets around this by usually saying up to 3 targets instead, but there were a number of older cards that counterbalanced efficiency with difficulty to activate. On the flip side, if all valid targets for a spell become invalid before the spell resolves, the spell will fizzle and not resolve, regardless of other effects on the card. A somewhat famous example of this is Cryptic Command, which is an instant for 1uuu and has the player choose 2 modes between counter target spell, return target permanent to it's owner's hand, tap all creatures your opponents control, and draw a card. There was a common play pattern where a player would choose to bounce a permanent and tap all their opponent's creatures. However, if the opponent could destroy or bounce the permanent Cryptic Command was trying to bounce, then the spell would have no legal targets, and fizzle out instead of tapping the opponent's creatures. It's also kind of interesting to note that legacy/vintage aren't just comparable to YGO's formats in how their card pool is handled, but how they play as well. There's a number of old cards that allow you to get around the mana restrictions, and especially in vintage, most of the competitive decks are all about making some huge play on turn 1, where the opponent needs some interaction like Force of Will or to respond with something equally powerful in the cases where their opponent hasn't won outright. The format is less about slowly building up resources and leveraging the breakpoints where your deck is strongest, but more about burning through finite resources to assemble combos and synergies that are much better than the sum of their parts. Which honestly, that might be the best pitch you could give to an MtG player to try YGO. Vintage and Legacy are sweet formats, but actually playing them in paper with tournament legal cards is ludicrously expensive, since many of the core cards for those formats are old cards never getting reprinted for reasons that are complicated to get into. You're looking at something like $100k to put together one of these decks, which is ludicrous, and means you either play the format digitally, or were one of the players whose been playing since the start and already owns these cards.
Correction regarding the attacking: There are monsters that can attack directly. Quite a few actually. There's an Appliancer monster that can do that if I recall well, some Equip spells, of course Toon monsters. But those are just some examples
The biggest thing that wasn't mentioned was layers. That being said, layers are the pot of greed in magic, so not bringing them up is probably a good idea.
The difference being that Magic actually has the layers codified, while Yugioh makes you have to look up a ruling for a specific card, or a ruling for a card with similar enough text.
@@BeaglzRok1 the intention with yugioh is that with ‘PSCT’ you in theory dont ever need to look up card rulings once you know the mechanics. However this is largely untrue and case by case rulings and precedents are still essential and yet poorly organised.
@@cephery8482 The idea is that you shouldn't need an official ruling for every single card ever, but only for interactions. In practice, this has only made somethings worse because Konami TCG refuses to publish anything, but still expect players and judges to know the edge cases. This has lead to lots of players and judges to seek out the published OCG rulings and become fluent in machine translated effects, AND know how the OCG and TCG rulings differ; in this regard, the 3rd party YGOrganization staffs people who actually know Japanese and are familiar with YGO lingo to translate every single ruling.
As someone who has played both, the thing that jumps out as a big difference (and the hardest to deal with) is the difference in speed. Magic is a fairly slow game where you are actively playing, whereas Yu-Gi-Oh is more commonly much more faced paced, with games only being 3 rounds. However, if you aren't going first turn with a combo, oftentimes you find yourself only playing for 10% while your opponent combos and locks you out. I don't think I've ever experienced that in magic, where I get locked out so early and I'm left just watching my opponent. I legit fell asleep playing master duel bc my opponent not only played over 10 min on their turn due to the long combo, but waiting for them to resolve combos on MY turn.
@@spacewizardpip1111 it says “Toadally Awesome is now banned lol” Implying it recently got banned. It wasn’t hit on the TCG list. And it’s been banned in the OCG for quite a while.
@@jk844100 Yea I heard, but TCG literally means trading card game so, yea. Again TCG could have been said as in the game itself but it doesn’t really matter.
@@spacewizardpip1111 he didn’t say anything about TCG. DuelLogs didn’t say anything about it status on the banlist, I’m talking about the Editors note at the bottom which makes no mention of TCG. It just say that Toad is banned. Which it isn’t.
This is a great video. Thanks for all the clarity. I have a buddy who’s trying to get our play group into a bunch of other games he has tons of decks for. This video tilted me over to try yogi oh and have a blast with it!
I play magic but I love yugioh. This video did justice to both games without holding up magic as the pinnacle of game design which people have a tendency to do, to the detriment of other games. Good job. Do u think that it’s possible to do this kind of comparison between Pokemon and these games?
There's a huge difference that You forgot to mention. While most of Magic competitive games are 1v1, Magic IS a multiplayer Game. You can play any format in multiplayer and Commander is a special format that encourage the multiplayer games. And most important of all, in paper there's no restriction about how many players can play a game. That's the principal reason I stop playing Yugi oh, and start playing MTG.
In a non-competitive environment u can have duels with 3+ players, u just gotta all know the official rules on such things or just agree on which anime rules u will use.
There used to be a 3-4 player duel format in yugioh but it's kind of outdated by now sadly as it hasn't been updated (but is still fully playable) called "Tag Duels" 2v2s where you and your partner can pool resources for cool and crazy synergies. The 3-player variant is basically the same but one person is running two decks
I played Yugioh from 2006 to 2012 and back then there wasn't a multiplayer version of the game, my playgroup try to do something and feel really clunky and from what I heard now, some players just stretch the rules to try to play that way. In magic there's no such thing, we could play multiplayer even before the inception of commander, which is (allong two headed-giant) the multiplayer format fully optimized and supported by Magic.
Thanks for making this video. I have a few friends that are willing to get into either card game. And while my preference is Magic, having a video that explains their differences is nice to have.
One major difference you didn't talk abou is that YGO puts way more focus on the names of the cards in how it works unlike magic where it is sometimes relevant with cards like pithing needle, but most of the time it doesn't really matter.
One difference I wonder about is how Negates work in Magic. In Yu-Gi-Oh! you have (basically) 2 kinds of Negates. Take Baronne De Fleur, who negates the activation of card or effect, and then there's Hot Red Dragon Archfiend Abyss who can negate the effects of a face-up card. Functionally similar but technically different. Does Magic have anything like this?
Countering spells (negating summons or activation of Spells and Traps) is extremely common. There are maybe a thousand different cards with all sorts of power levels, costs, conditions or ways for your opponent to avoid it (like "Counter target spell unless its controller pays 2.") Countering abilities (negating the activation of effects) is much much more rare. The most famous is Stifle which does just that for one mana. It can be extremely powerful in a combo (countering your own one-time downside) or against very specific things, but nowadays it's too narrow for most decks to want to play it without it being a proactive part of your plan. Making permanents lose all abilities (negating the effects of face-up cards on the field) is also a very rare effect. The two famous examples are Humility (which makes all creatures lose all abilities and become 1/1s) which was pretty oppressive in its day but is too expensive to consider now, and Dress Down which is recent and only does this for a turn but gives you back a card and is cheap enough to see play.
I dont think life point totals were ever mentioned in this video nor the amount of attack a monster or creature typically has. Or that creatures deal simultaneous damage to one another, in MTG and their power hits against the other creatures toughness and multiple creatures can block one creature to gang up on and kill it. I'd consider them pretty important differences. Considering a typical creature in MTG has power about equal to 10% of an opponent's life total (2 vs 20). Whereas in yugioh a typical monster you end the turn with has 2000+ (25%) against a life total of 8000, and it's becoming increasingly higher each year. Where 3000 atk used to be practically the pinnacle and very difficult to achieve. Now, most easy to summon monsters have 3000 attack, lower than that is considered low for direct combat.
This isn't fully accurate. Magic has a wide range of power and toughness stats and often has a higher upper limit than yugioh. For instance, Emrakul, The Aeons Torn is a 15/15. 75% of a players starting life total so equivalent to a 6000 atk 6000 def monster in Yugioh. Marit Lage, a token that can be generated from the card Dark Depths is a 20/20, comparable to something with 8000 attack and defense. And there are various other creatures above 10 power or toughness in the game which is comparable to 4000. By comparison these creatures don't see as much success because their costs outweigh their benefit, though Emrakul has been played in Show and Sneak decks which use the cards Show and Tell and Sneak Attack to cheat large creatures into play and Dark Depths has so many consistent combos to generate the 20/20 easily that it got banned in modern. Additionally, on top of base power and toughness, magic has more effects that allow creatures to grow across turns than yugioh. +1/+1 counters are a common mechanic and many creatures can snowball over the course of a game to get over 10 counters on them if not removed in time. There are also a lot of very strong temporary pump abilities like Craterhoof Behemoth that can buff all creatures you control absurdly for a final, massive push.
I'm glad to see videos like this. Also, man, hearing someone mentioning MtG and YGO card names all the time in the same video feels so trippy. You don't get to hear Mirrorjade the Iceblade Dragon mentioned in the same video as Ob Nixilis Reignited all the time.
Basically Yugioh is like the Dragon Ball Z of card games, where the level of power creep is so overwhelming it has its own charm, being able to use every single card in your deck turn 1 breaks the game but makes it more climactic, that's why it's highly addective.
Not going to lie. The power trip it gives you going on a 5-minute combo to pull out your Ultimate Extra Mega Destroyer Dragon is kind of sick. Edit: if only people let me finish my dragon link boards instead of forfeiting the millisecond they see striker dragon
Yugioh games doesn't last more than 5 minutes, either you win or lose you'll definitely play more than 1 game consecutively. Magic games tends to prolong to even half an hour and when you win you feel like the king of the world and then you lie in bed thinking "how the hell that happened?"
@@yarh79 More like it doesn't last more than 2 or 3 turns. Some combos would last for 15-30 minutes in 1 turn. However, Mystic Mine could prolong the game to 20-30 minutes per duel IF your opponent was persistent trying to draw the out. LOL
@@yarh79 The only games that last 5 minutes are ones where a player surrenders, because they can tell it was otherwise gonna be a tedious 30 minutes game.
Really good video, that helped me understand some things I just didn't get correctly about Magic And it's nice you mentioned some cases like the fail to find thing or Reincarnation Droll
Hopefully this video makes you willing to give it a shot. While I HATE MTG Arenas monetization, I do feel it has a solid tutorial, if you want to learn a bit more. And if you don't, I hope you continue enjoying yugioh, or any other game you play.
I've really wanted to try it out since TheDuelLogs is what got me into YGO two years ago But from what I've seen all online simulators are either pay2win or look even more atrocious than Duelingbook
@@NeviTheLettyFan If your main objective is to get a MtG tutorial, then arena is perfect for that. Otherwise, while it is on principle free to play, if you do not enjoy drafting you'll find it hard to build all of the decks you want without spending some amount of money
@@JoaoCameloN pretty much fully agree here. Use it for the tutorial. If you get into it, perhaps play more, although at that point I'd rather advise you just looking into a playgroup who is new player friendly. And again, if you don't get into it, no problem
I FIND IT FUNNY THAT THE MOST HATED MECHANIC ON BOTH YUGIOH AND MAGIC ARE THE PENDULUM AND COMPANION (BOTH ARE ACTUALLY MY FAVORITES XD) PENDULUM SUMMON CAN SPAM MONSTERS SIMILAR TO MAGIC (AND MORE BECAUSE THIS ARE THE STRONG MONSTERS BUT ON THE MAIN DECK) BUT ON MAGIC THE COMPANION IS MORE LIKE A EXTRA DECK CREATURE MORE SIMILAR TO YUGIOH
I'd say YGO Archetypes are kind of a mix between Colours and Tribal Payoff; mostly because the, for lack of a better word "permissiveness" varies wildly: some Archetypes have few to no restrictions for Out-Of-Archetype cards (which is comparable to how most Tribal cards in MTG don't restrict what you can play any more than a non-tribal card); some limit you a little bit by having effects that limit you to cards that fit a broad description such as "...you can only Special Summon Monsters that are DARK Attribute..." which one might consider is of a similar level to a MTG card saying "...you can't cast non-Blue Permanents..."; and some are extremely restrictive, even more so than saying something like "...You can't Special Summon Monsters except for [Archetype Name] Monsters..." which I guess would be comparable to "...you can't cast Non-Elf Creatures from your hand..." One other thing that I feel may need mentioning is the concept of "Missing the Timing" in YGO, I'm like 85% sure it isn't a thing in MTG, and it's something that can be very unintuitive to new players, especially if they are used to games with more permissive timing
Yeah, missing the timing isn't a thing in MTG, and the more I learn about the YGO rules system, the more I'm grateful for how MTG's rules work. About the closest MTG gets to missing the timing is targets becoming illegal. (If all of a spells targets become illegal, that spell 'fizzles' and becomes countered). That and certain spells/abilities only being able to be used during specific parts of the turn, but those will say how they work on the card.
@@simonteesdale9752 tbf missing the timing isn’t really so much a ruling as it is happenstance because of ruling regarding timing It makes so much sense when you DO NOT think of it as a structure, mechanic or a game element but in an exact literal sense instead and that’s sorta ygo in a nutshell, things happen as literally stated
5:25, ahh my favorite card, it really is like a yugioh card now that you mention it. The ability to counter anything for no mana is ridiculously good in Magic.
Someone might already comment this, but Duel Monsters were literally a homage to magic the gathering in the manga, before Takahashi made it the focal game later on and then the yugioh card game became it's own thing.
Great video! Only thing I would have added/changed is that the card color is basically determined by how it's brought to the field (for monsters) Blue for Ritual, Black for XYZ, etc. It's a thing I really like about yugioh
One thing that was missed, was timing. In magic, most of the times, cards cannot "miss timing." In yugioh certain certain keywords like "when" or "if" can cause abilities in the chain to not resolve due to when their resolution occurs. This mechanic infuriated me as a yugioh player and was one of the reasons I stopped playing.
Personally, there were two things that made me switch from YGO to MTG. Firstly, the game got way too fast, with games ending on t3-4 with casual decks. Secondly, the consistency of the extra deck meant that almost every game felt the same, as it was just make some monsters, summon THING from the extra. For context, I first started playing in Legend of blue-eyes, then took a break midway through the GX era. When a friend re-introduced me to the game 8 years later, it was like playing an entirely different game.
@@simonteesdale9752 a few years ago I tried to play a yugioh game. I pulled out my deck, shuffled, drew 5 cards, then I lost on turn 1 (I went first). It felt like a waste of time. A bit after, a friend let me pilot a tier 1 deck, which was “cool” because I knew what was going on, but that deck killed the opponent in 1 turn if they failed to kill me in 1 turn. It got stale pretty quick. After playing mtg for the last 6 years, I find the concept of missing timing in yugioh to be one of the dumbest things I’ve ever seen.
It is technically possible to kill a planeswalker before it gets the chance to activate it’s ability because planeswalker abilities are sorcery speed by default, unlike other activated abilities. If by resolving on nixilis, a triggered ability is put on the stack, the trigger has to resolve before or nixilis can activate it’s abilities which gives you priority to cast the hero’s downfall. For example, Altar of the Brood is an artifact that says “whenever a permanent enters the battlefield under your control, each opponent mills 1 card” planeswalkers are permanents, so when the ob nixilis resolves and enters the battlefield, it will put the altar’s trigger on the stack and everyone gets a chance to respond with their instants and abilities before the player has the chance to use ob nixilis’ ability
While true, this is a niche situation, as very few cards trigger when any permanent enters, and the oath cycle, the only planeswalker specific cycle I can think of, were made in a way that if they modify a planeswalker coming in, it's as a replacement ability
@@krvys7226 Altar of the Brood, Amareth, Brainstealer Dragon, Cadric, Cloudstone Curio, Eye of Singularity, Kodama of the East Tree, River Kelpie(with permanent-based grave recursion), Yoshimaru Ever Faithful. Those all trigger when a planeswalker enters the battlefield (mostly under your control) Plus there are a handful pf walkers that have their own ETB effects: Will Kenrith (Partner with is an etb effect), Rowan Kenrith (Same reason), Minsc & Boo, Timeless Heroes (ETB create Boo). Mycosynth Lattice means any planeswalkers being cast enter as artifacts, triggering any artifact etb effects. March of the Machines can then turn those artifacts into creatures, satisfying any creature etb effects, and Ashaya turns those creatures into lands satisfying any landfall effects(I know that's a 3 card stretch but still possible).
@@anthonycannet1305 that doesn't change majority of these from being niche interactions. Kenrith twins and minsc all do it stand alone, as you said. But majority of the time, outside of very specific decks, the only cards you will possibly see regularly are altar of the brood and curio. (And if curio is out, your likely losing to a combo then and there) admittedly, don't know how often brain stealer dragon sees play, as I've played very little magic since that cards release.(product burnout hit hard) Most of my tables only play march/lattice as a way to nuke all opponents lands on board. (They usually have a thing to pump artifacts) subbing in ashaya means you still need a ton of creatures to function as your land base, and really doesn't do enough to help
There are actually two new mechanics in magic that sorta emulate an extra deck. In the recent Unfinity set, many of the cards were printed to be legal in constructed play. Over the years there have been a few “un” sets (unhinged, unglued, unsanctioned, etc) that are basically joke sets. They have cards printed with a silver border to denote that they aren’t legal in any other format and are designed to be drafted, meaning players start with a shared randomized card pool and take turns selecting cards from the pool (with certain restrictions I won’t get into) so that each player can construct a deck from the cards they drafted. Many of these joke effects involve people outside the game participating in some sort of question or action to gain some benefit or acts of physical dexterity like throwing cards onto the table from a distance, or even a few cards that require you to physically tear up the card to activate the effect. In Unfinity, however, they replaced the silver border with a special acorn symbol (squirrels make up a significant part of magic’s joke history) that was only printed on cards that would be considered “un-set” mechanics, like the previously mentioned ones. Meaning many of the cards from the set were printed to be used in constructed play, and that included two new mechanics that were added in the set: Attractions and Stickers/tickets. Stickers is a mechanic where you start the game with a 10 card deck of unique pre-printed sticker sheets and randomly select 3 of them to have access during the game. Some card effects will allow you to put those stickers onto your cards to modify their names, art, abilities, or power/toughness. The abilities and p/t stickers come with a ticket cost to balance them, and the art stickers are usually only referred to by the “acorn” cards. Tickets are another form of resource that some cards can give over the course of the game and are spent to alter the cards you’ve played. Each sticker sheet comes with 3 name stickers, 3 art stickers, 2 ability stickers, and 2 p/t stickers. Attractions is another mechanic that feels like an extra deck. To start you bring an attractions deck that has at least 10 attractions with no two attractions sharing a name (there were different variants of each attraction but with the same general effect and name) and shuffle it. When a card says to “open an attraction” you take the top card of the attraction deck and put it into play face up. At the beginning of your first main phase each turn, you roll a d6. Each attraction has 2 or 3 lights on the side of it’s text box that correspond to the results of the die (1 is always off, 6 is always on, and 1 or 2 of the other lights could be on in any combination, the variant printings have different lights lit up). If the result of the d6 matches any of the lights on your attractions, you trigger their “visit” effect. Some attractions involve some sort of game as their visit effect, and successfully completing the game triggers the “prize” effect which gives you some kind of reward and often times will remove the attraction from play and open a new one. Both of these mechanics involve bringing a 10+ card “extra” deck to the game, although you can’t guarantee you’ll always have access to their effects and often times the effects are very minimal like giving a creature flying until end of turn or being able to scary the top card of your deck (look at it and choose either to put it back on top or on bottom).
It's irrelevant to the gameplay but the flavour text on cards might be noteworthy. Yugioh only has flavour text on monsters that don't have any effects (Normal monsters) and since most of those come from a time before archetypes were designed these flavour texts are rather bland (albeit perhaps eloquent) descriptions of the respective monster; they don't tell you much. MtG seems to commit more to using these texts for storytelling (apparently even featuring dialogue commonly). If there is some lore behind YGO cards, you mostly have to piece it together from the card art with flavour text giving hints at best.
Actually, Konami releases duel books that tells the lore and stories behind different cards. Ignoring minor stories there's been 4 major stories told through Yu-Gi-Oh cards over the years.
As a Magic player, can you explain the rules meaning of the word "negate" in Yugioh? In Magic, we say "counter" to mean "move (a spell or ability) from the stack to the graveyard", "destroy" to mean "move (a permanent) from the graveyard to the battlefield", and "loses all abilities" to mean "leave it where it is, but take away its text". Negate seems to mean some combination of all three based on context? Also, it seems like destroying/banishing a spell card that hasn't yet resolved (for example, with Qixing Longyuan's third effect) doesn't do anything to prevent it from resolving, almost as if the spell card on the field is a separate entity from its effects?
1) Negate in YGO refers to stopping an action from being performed successfully or nullifying a card effect. If you negate a card, it doesn't resolve and the card goes to the GY. If a card say "negate and destroy" (like Diviner Wrath) the effect is negated and the card is destroyed. If that card has an effect that triggers after being destroyed it can be activated. 2) Cards and effects can be separate entities (depending of the card) You can negate a card' activation and you can negate a card' effect. 3) There are cards that prevent activation of effects (like Angel O7) and cards that negate effects but don't prevent their activation (like Skill Drain) Qixing Longyuan banish the S/T but it doesn't negate the effects, but if the S/T is continuous then the effect won't resolve because continuous S/T need to be face-up on the field to resolve.
destroy =/= negate you negate only if it says negate or the effect cannot resolve in the moment of resolution (like if you exiled a creature that is being reincarnated) if a card is destroyed while activating its effects, the effect activates in the grave
On the last point, think of it as firing a gun. When you activate an effect, you pull the trigger(activate effect) and the gun fires a bullet(effect). I can destroy your gun after you fired the gun, but it doesn't stop the bullet that is already in the air flying towards its target. The bullet hitting its target is the effect resolving.
Duel Logs, what do you think about calling the effects that work without staring a chain (ex ZW Pegasus wich negates a monster effect when said effect would normally resolve) Spell Speed 5 (since you CAN use them against Spell Speed 4 effects)?
Effects that don't start a chain are called continuous (or sometimes I heard replacement; for cards that say "if you do X, you can use/treat this card as..." etc.)
@@matchanavi those effects aren't continous. They can be used once at your discretion during the resolution of a certain effect. The easiest example is Cerulean Skyfire. Any time your opponent uses a spell, even Super Poly, you can use this to negate it.
@@joanaguayoplanell4912 those are continuous-like effects, they’re essentially continuous effects that apply their effects in a manner that is similar to activating but since it’s not actually activating anything in the “activate” senses it’s not an activated effect
one thing that wasn't mentioned in the video is that, any card that has a cost (even 0) is a spell. So for instance, creature cards are spells and go on the stack, meaning you can counter a creature spell on the stack, unless it says it can't be countered (*hum* emrakul *hum*)
For clarity, it's worth noting that there are cards without a cost that are spells, e.g. a sorcery with no cost and *suspend* is a spell. The precise form of this rule of thumb is "any card or copy of a card on the stack is a spell." Most creatures use the stack, so are spells while they are on the stack.
@@delta3244 yes that's true. I forgot there are suspend cards that can only be cast with suspend. I only reminded a kamigawa card that also has no cost, but can be "printed" on other arcane spells for a certain cost.
So wait every card that says counter spell is a solemn judgement (solemn can negate summoning, monster effect, spell and trap effect, literally everything) if so that’s insane
@@trost7860 Yes, but also no. "Counter target spell" (Cancel) will counter anything, while "Counter target noncreature spell" (Negate) won't stop monsters. There are a LOT of counterspell variants. Also, the mana cost is a huge factor. If you are keeping the mana up to use a counterspell, you aren't using it on your own turn to advance your own gameplan. Of the two cards above, Cancel is unplayable because it costs 3 mana, while negate is a sidedeck staple for blue decks because it costs 2. Imagine if there was a Solemn card that you could only use if you hadn't summoned any monsters on your own turn. That's what counters in MTG often play like until past turn 4.
Been watching your videos quite some time, but this one, man, I'm out after resources of Yu-Gi-Oh. Love magic, think it's the best game, not complicated, except some ruling disasters from previous video, but Yu-Gi-Oh, my oh my... Thanks for your work, much appreciated!!!
A great comparison is that Force of Will is to Legacy what Maxx C is to the OCG. Their respective formats are so defined by their presence that to remove one would drastically shift the balance.
Should mention the pacing of both games. Yugioh is typically a 'faster' game as in the number of turns it takes for 1 player to lose is much faster than in Magic. But 1 turn in Yugioh can take 20+ minutes with constant deck searching and card effects that combo with with other cards. This is what confuses alot of new players since they often feel overwhelmed with numerous card effects only to lose because they didn't have an appropriate out to their opponents field.
Here's what chain blocking looks like in Magic, plus a little glimpse of what you can do by letting the stack resolve step by step: ruclips.net/video/MqZT1s-tyuQ/видео.html At 23:40 -Dominguez casts Ox of Agonas. -Huschenbeth doesn't want its effect to resolve and has Cling to Dust to exile it from graveyard, but simply countering it would mean that player A gets priority and can escape it from the graveyard, getting the effect regardless. -Instead, Huschenbeth casts two counterspells, one after the other without passing the priority. -The first counterspell resolves and counters the Ox. -Now Dominguez gets priority, but because casting the Ox is sorcery speed, he can't do it because the stack still has the second counterspell. -In response, Huschenbeth uses Cling to Dust to exile the Ox.
The biggest difference is the company choices Konami and WOTC make. Konami releases products that will be made irrelevant next release or the one after. Whilst WOTC hates its consumers and decides the anniversary of the card game should have a product that not only can’t be used in tournaments, but should be priced at $999 for 4 packs of ‘official’ proxies. Decisions, decisions 🤔
You're a bit incorrect about that one. Konami releases products and then reprints that product into the ground. Some cards stay around for years. Ash Blossom just got reprinted in a freaking structure deck as a common that got sold by the boatload at walmart.
I grew up loving Yu-Gi-Oh and over the years have started to like magic only played it on arena here and there, I love your videos explaining MTG cards thats my big problem is just not knowing what a lot of cards do
Inevitable since this is a a comparison vid but I will say that I always find loads more rude and snide comments from mtg players in the comment section of these sorts of vids
How about differences between Yu-Gi-Oh and the Pokemon TCG? Like how Pokemon can have draw effects as strong as +7 with little to no downside when in Yu-Gi-Oh it costs an arm and a leg just to draw 2.
You can technically play more than one land card in Magic a turn, if you have a card such as Azusa, Lost but Seeking out or you use fetch lands such as Terramorphic Expanse and Marsh Flats.
but this is more of a generalization of the differences. you can technically normal summon more than one monster a turn, if you have effects that allow it. fetching lands from the deck isn't considered being "played", as they're put "onto the battlefield"
I've played both. I love both for different reasons. But I couldn't imagine my life without them. Ive lately been trying Lorcana out and its very new and fresh so I enjoy the experience. However, I keep my MTG and Yu-Gi-Oh collection still
An important note: If instants aren’t hand traps, what are they? In my opinion, instants are a good analog to quick play spells. You can play them on your turn like a normal spell, or you can set them (leave mana up) and play them on your opponent’s turn. There is still a key difference that you can’t really destroy “set” instants the way you can destroy set quickplay spells, but I feel like it gets most of the point across.
the difference is mostly information, hand traps dont require resources, set up, anything, so sometimes you just have to run into them, instants on the other hand require mana. as he said in the video, you need to choose between advancing board state and interacting with your opponent. so lets say you're playing yugioh and you try to combo off on turn one with some salamangreat combo (i have no idea how relevant that archetype is, sorry, its been a while) you can just ash blossom their deer or circle even if you go second, but in magic if your opponent is playing blue and you play a deck that needs certain specific spells to resolve, your opponent would need to leave blue (blue because all real counterspells are in blue) mana open to counter your spells. so instants are more analogous to set traps then hand traps, you can look at your opponents board to see a face down spell and think "oh thats either a solemn strike or a bluff for one" and in magic leaving two blue mana open (the mana cost for the spell "counterspell") is the exact same thing
@@robotwizard1066 Leaving blue mana open is like setting a trap, but I called them quick play spells instead of traps because depending on the instant, you can also just play it on your turn, like a sorcery. You don’t _have_ to set it to use on your opponent’s turn. Lightning Bolt is an instant, but people will often fire it off on their turn to get rid of a blocker or something. You can’t do that with a trap, but you can with a quick play spell.
@@jeezuhskriste5759 Which means that there just isn't a one-to-one comparison, and that's fine. Instants are somewhere in between quick play spells and trap cards. That's the best you can get.
@@RinaShinomiyaVal True, but not as regularly as they used to during the 4kids era. In any case that's the TCG, the watered-down version for our tender Western minds.... Japanese keep the good stuff for themselves in the OCG.
The "fail to find" bit has a couple more detaills. First, "Jarad's Orders" is a bad example, since it says"up to two" in the text, so even with Yu-Gi-Oh rulings you could declare one or zero (the "up to" is important, is what changes cards like "Hex" from unimpressive to pretty bad). Another important thing, though, is that you can choose not to find for whatever reason, regardless of the full conditions are met. The conditions for that are usually niche but is a thing you are allowed to do always.
Small nitpick: you can only fail to find of the search effect has a condition. If it lets you find any card, like demonic tutor, you can't fail to find.
A an avid Yugioh player and who BARELY plays Magic, only sometimes with friends. My main starting point was to find cards that actually show similarities in playstyle somewhat, as a good bridge. That's why my main appeal is Dredge decks, since they play fairly similar to Yugioh, Lightsworn in particular.
Same, I transitioned using Slivers and Burn and it made my life real simple thanks to being familiar plus getting ne acquainted with most of those keywords early
I remember seeing someone play a blue deck that takes their opponent's turns and mill with crabs and stuff. Reminds me of bone tower mill and was something I understood. They also played a red deck that was apparently just beatdown but was confused when a card needed snow specifically instead of a random land
I like to say that yugioh is what you get if you actually reprint vintage staples like the moxen.
Broken long combos which are fun af to do, not always to be on the receiving end of, but still have a ton of interaction by managing resources that are not always explicitly mentioned in the rules (in yugioh its your once per turns, in vintage its your force of wills, and also your mental missteps and other powerful one-ofs).
@Chosen One You either play Meta or drown in both games what the fuck are you on about? I go to a Locals for Yugioh and Magic there’s the duded playing the current meta decks then people playing anything but those.
@Chosen One Yugioh as the one format sure but people play the game for fun constantly. You’re entire argument makes no sense at all. Both MTG, and Yugioh you can play the games for fun just as easily as you’d play them competitively.
I always say to my MtG friends that the Extra Deck is like having 15 Commanders you can call out whenever you reach their requirements and easier to pull out so it is huge for the general gameplay.
Extra Deck in Yugioh is more akin to Companions in MTG. Deck Master in Yugioh is more akin to Commander in MTG
@@sadrobot5501 it's not an easy comparison either way really.
In magic companions and commanders can be put in your main deck. You don't have to play them as commanders/companions you can just play them as normal cards.
Extra deck monsters don't have massive deck construction rules attached to include them in your deck, they do require you to have certain cards in the deck that allow you to play them but a lot of them have a great deal of flexibility around that.
On the other hand companions and commanders don't have special conditions that need to be fulfilled to play them. They are effectively an extra card in your hand that you play like any other card. You don't need special cards to get them out.
Ironically I think meld and maybe transform cards in general are closer to extra deck monsters. Meld is basically fusion with the fusion condition being built into one of the materials and the fusion monster being printed on the back of both cards (combined together) instead of being a separate card.
@@RedOphiuchus The idea is the toolbox capability Companions provide, that's why I compare them to Extra Deck. Is like your surefire answer against your opponent's moves.
And while the deckbuilding restrictions are way harsher in MTG for Companions than in Yugioh for Extra Deck monsters, I also see this deckbuilding restriction on Companions as something many non generic Extra Deck monsters have. Or something more comparable, certain archetypes locking you into certain ED Monsters, like Despia locking you into Fusions, Swordsoul into Synchros, Virtual World into Synchros and Xyz, etc
Looking at that perspective, it is overwhelming
But if everyone is broken no one is
@@eavyeavy2864 Well, it depends on a card by card basis of course. That's why I compare them more to Companions. The Extra Deck is your Toolbox, same for the absurd utility Companions provide.
Taking in account Link and Synchro monsters are Extra Deck monsters, lets consider the infamous HalqDon combos as example. This was a line of play that many decks used throughout 2020 and 2021 (even 2022 to some capacity), consisting on the following Link Monsters: Linkross, Crystron Halqifibrax and Mecha Phantom Beast Auroradon. By themselves these monster don't win you the game. What they do is to summon monsters from your deck and summon a bunch of tokens in order to get to your enboard of Synchro Monsters with amazing capabilities. They also interacted stupidly well between each other, so their inclusion in a deck focused on, probably, game ending Synchro monsters was mandatory.
They were the middle step for your amazing endboard, but as a middle step, they were beyond anyhting we had seen before in the game. They were eventually banned one by one, first Linkross (and that wasn't enough to stop the HalqDon combos entirely, since Halqifibrax and Auroradon even without Linkross work stupidly well together), then Auroradon (but still, Halqifibrax alone is still super worth playing bc it is stupidly good) and recently Halq got banned, ending the era of HalqDon combos.
That's the kind of utility the Extra deck can bring. Halqi, Linkross and Aurora capabilities are far from what I could consider as a MTG Commander in Yugioh, but their utility is absurd.
As a funny note, a Yugituber made a fun tournament for his community releasing multiple cards from the banlist. Since the last registration day for the tournament was BEFORE the announcement of Aurora getting banned, Aurora was legal for the tournament. Guess what happened in a torunament with many cards unbanned, some of them huge threats if they were legal..... PEOPLE WERE STILL DOING HALQDON COMBOS.
a great card to demonstrate the peculiarities of the difference between the stack and a chain and how cards work in magic is hullbreaker horror. it's like a soft negate so to speak - how bouncing a spell off the stack works confused me as a former yugioh player for sure.
Yep. There are cards that let you interact directly with spells. Hullbreaker is pretty devastating in Commander games. It's random trivia, but if you look at "Thing in the Ice..."
That is the thing that was in the ice however many years ago in Shadows Over Innistrad.
The closest comparison would be how the activated effects of continuous spells/traps in yugioh will not resolve if you chain an effect that removes that card from the field. It's the old MST negates meme
@@XCodes except it's not even relatively new with cards like failure and unsubstantiate printed years ago.
@@XCodes dude it's 2022 and a six year old mechanic even if used sparingly is not "relatively new."
@@hellsingfan89 Venser, Shaper Savant was printed on 2007. It certainly is a rare ability but definitely not a new one.
One other corollary of the differences in combat is that in Magic, both players can always choose to exclude any of their creatures from combat, which means you can leave creatures with utility but no combat power in play and your opponent has to spend a removal spell or ability to get them off the board. In Yugioh, something like that just dies unless you have a way to protect it.
It also means that a player can choose to take a hit to their face if they want to keep a key creature alive for their next turn.
True, in Yugioh the Battle phase is often used just as removal to make your combos later in preparation for the next turn.
that reminds me of some yugioh cards that forces the opponent to attack directly
basically, platinum angel would suck in yugioh
@@dudono1744 Well in yugioh when things get tough there's nothing that a Kaiju (cards based on the kaijus from the Godzilla movies) can't destroy with great ease.
@@No-soy-un-bizcocho except another kaiju xd
I think another important diference is that in MtG sets are usually designed so that the cards interact with other cards even outside their archetypes in the same set while YGO sets are designed with usually only the booster aspect in mind, introducing cards to a couple of specific archetypes and a very limited card pool. This is important because it makes it so that in YGO a draft format, although possible, is usually very clunky at best.
I liked the battle packs they did for a while. They put a bunch of cards that have good effects all together, but it also meant that a significant amount of the card pool was older cards. Not a bad thing, mind, as it also meant that many cards that would rarely see play were theoretically more viable.
That's what ultimately got me off YGO; the fact that all decks were pre-packaged archetypes and nothing else. I loved playing in the days where you could slap some cards together and it made a decent deck (OG to early GX Era.) After that, if it wasn't an Archetype, it was basically hot garbage 90% of the time.
@@branimirstoilov8640 Its actually not that different. You still look for cards with synergy just like in magic or oldschool yugioh. Its just that there are more specific synergies going on and you have more sets of cards being combined than singlular cards. The cards that work are no different in the end whether its 4 from a specific archetype or 4 fully generic cards dealing with the same mechanic. You use both for the same reasons, synergy.
There is still plenty of generic support. Its just changed forms. Dragons being the most supported type I can think of have tonnes of ways to mix and match dragon related cards. You can also play along attributes or Lvs or any synergy one could imagine. The main difference is that you can pick up a swordsoul deck made up of swordsoul cards and call it a day. MTG has this too. Even Pendulum decks can do some interesting things outside pend specific cards without being bad.
In the end its your goals that determine deck quality the most. Your understanding of what you actually want the deck to do.
@@Merilirem I think the aspect that sours a lot of new Yu-Gi-Oh for me is they many cards have synergy only because they share a word in the card name a reference that in the text.
It's part of the reason I like gren maju because it's kind of a deck of misfit cards.
@@branimirstoilov8640 They're really not though. Archetypes are usually a core of some kind, but decks are still highly varied. I mean just look at Danger! Tear for example.
The biggest difference between Magic and Yugioh imo isn't even in the gameplay. Its the fact that Magic has a 270+ page comprehensive rules document explaining every rule in the game, giving examples, and precisely defining all game terms. Yugioh has forum posts and Distantcoder.
"forum posts and Distantcoder" , that actually made me laugh 🤣
Yugioh rules are nlt that complicated, what is really complicated is the card interactions with one another.
It became so complicated I can't expected to play any yugioh modern formats anymore, while in mtg I can play from alpha to the most recent edition and still understa d what each card do.
Considering you have a 500 word essay on every card I'd say Magic is still the better option.
You know that's bullshit I've seen Magic cards with just as dense text and the more powerful a card typically has more specific text
@@justinwilliams7324 Now compare that to Yu-Gi-Oh.
I wish you'd brought up that damage remains on creatures till end of turn in magic, so you can block a 3/3 with a 2/1 and leave 2 damage on it then kill it with a spell that says "deal 1 damage to target creature" or blocking with two creatures, but not in yugioh. Finding out that damage didnt remain on creatures in yugioh mid game was swinging a hockey stick into my own legs then getting up and doing it again. Twice.
Ok ur analogy is fucking hilarious. It made me laugh so hard. Also I had no idea how dmg is kept and lost on creatures in MTG. I had honestly thought the dmg on a creature either instantly healed after the battle or it stayed on for the entire game. I also wud say it’s like in MTG u can hit a creature to ware it down to slowly pick away and beat it. Like killing with a thousand needles is an option. While in yugioh there is no in between, u have either destroyed the monster or u haven’t. U can’t peck a monster do death in yugioh, u need to be bigger then it to kill it. That’s where we can get into some cool dick measuring contests, trying to see who’s monster can get bigger and win. The highest ATK I’ve ever achieved on a monster was around 16k, so twice wat is needed for a 1 shot. And I’ve done that in 2 decks, in 2 completely different ways. 1 way was in a cyber dragon OTK deck where I summoned cyber end dragon using power bond which doubles the fusion summoned monsters ATK, and used limiter removal to double all machine monsters ATK. His original ATK is 4K btw. An ez 16k mechanical dragon. While the other time was achieved in my destiny hero OTK deck, my fav deck of all time btw. I won’t go into detail on the combo in the comment but I used a specific combo to have 6 destiny heros on board including destiny hero dreadmaster who has ?/? ATK/DEF. his condition to his stats r: this cards ATK/DEF r both equal to the combined original ATK/DEF of all “destiny hero” monsters u control. And I also had used 2 different cards to boost his and others ATK further. If I open with the right cards and my draws r just spectacular and my opponent just lets me go off I can pump out around 50k+ DMG in 1 turn, that being my 1st turn and the 2nd turn of the duel. And even in less perfect hands I’ve still managed to get 3 or 4 monsters each with 14-16k ATK. Imagine staring down a clown and a behemoth of a human who both have more then enuf power to end ur whole career. 😂it’s so overkill but I fucking love it. I enjoy hearing my friend crying out in misery asking for mercy and to just end it now instead of going even further beyond. And I tell him I have only just started. I have far more power to pump out.
@@baileydombroskie3046 In magic Damage remains marked on the creature until the Cleanup Step. There are different Steps and Phases in Magic as there is in Yugioh. The very end of a turn consists of the Cleanup step where damage is removed from creatures and players discard to hand size. There are other things that can occur in the cleanup step but those are the two most important. To note there is no priority in the cleanup step so the End Step is the last possible time for players to react in a turn.
Edit: there is a third important thing in the cleanup step and that is until end of turn effects immediately end. This occurs as one of the last parts of the cleanup step so damage has already been removed. This is important as buff effects that saved a creature from lethal damage don't end first and don't still result in the creature dying.
Early terminology in YGO probably didn't help. Some early cards, like Waboku, mention monsters not taking battle damage to state they can't be destroyed by battle.
I'm curious how you thought damage worked in yugioh before realising that? Because monsters don't take damage at all. Like if a 3000ATK point monster battled a 2000ATK point monster did you think just 1000ATK more to go until it died?
@@StarlitWitchy exactly that
One of the other differences I tend to see between the two formats after having watched a lot of your videos about both is where exactly the power lies. Since yugioh lends itself to a more consistent playstyle, most of the most busted cards are the high end boss monsters. Whereas with magic, because of the resource system, a lot of the power resides in the early level of play making low cost cards some of the most powerful
Not entirely true. Some decks try to win fast. Some don't.
Midrange decks rely on big cards to overwhelm a player that relies on smaller and faster cards. They stall until they can win.
it really depends on the deck type, and higher costing cards can also be pretty powerful
A deck like aggro or tempo will usually have a lot of cheaper spells, so in this case your statement is true
But with decks like control or midrange, not so much. Control relies on stopping your opponent so you can build up to your win condition, while mid range tends to balance between controlling your opponent and beating your opponent to death
@@wryguy5060 this is the case with the most card games in general. There are indeed control decks in yu-gi-oh. But just like the game in Yu-Gi-Oh is generally fast the game in Magic is generally slow.
well it can also be whether a card is too generically good or too consistent such as why crystron halquifbrax got banned more recently cuz its conditions were too generic so it fit in most decks and made decks too consistent due to being able to start comboing with any tuner+1
@@wryguy5060 even if your deck isn't made to get quick wins, it still needs to survive the first four turns against aggro, so you need to be able to consistently play low cost cards during the early game. Control decks have their counterspell, removal, and discard, midrange and ramp have their early setup spells, etc. These are critically important to any deck.
One difference: Yugioh is extremely strict when it comes to paying costs to activate effects. If Macro Cosmos (any card sent to the graveyard is banished instead) is in effect, you can activate effects whose costs say “discard” a card, but not “discard a card to the graveyard” or “send a card from your hand to the graveyard” because it wouldn’t actually go to the graveyard.
Conversely, Magic is less strict. If you unearth a creature (brings it back from the graveyard for 1 turn, but exiles it as it leaves the field) you could attempt to bounce it to your hand to activate a ninjutsu ability (returns an unblocked creature to hand as cost to replace it with another creature from your hand). The creature you bounce is exiled instead of put in hand, but the ninjutsu ability succeeds. If a cost in Magic says “Do A” and an effect says you can’t do A, you cannot pay the cost. But if an effect says “If A would happen, B happens instead”, you can pay Cost A by doing B.
Yeah that one is so weird to me as a mtg player. I think this comes back to effects and abilities being seperate in mtg while in yugioh they are the same thing. In mtg, you activate an ability, it checks that targets are legal and goes to the stack. Then when it resolves it checks the targets again, then creates an effect that may be modified by other effects and then that effect is performed. In yugioh it seems you need to be able to perform the effect exactly as written in order to activate it? Which to me feels like some weird modal logic, how can you see to the future to see if it will be possible to perform the effect once it resolves? I assume you use the current game state, but still feels weird. I mean mtg has a ton of unintuitive janky rules with the layers and dependencies and oh my, but somehow I feel it manages to hide all that baggage much better than ygo. Like those corner cases are so rare that pretty much only judges, turbonerds and pro players ever care about them. Meanwhile in ygo it seems to me like you have to know a lot of details about the chain and timing and all that in ordinary play. But I don't play ygo so Idk, maybe I'll try it and see.
@@mekelius Basicaly yugioh assumes that you need to do the full effect of a card the moment you activate it to be able to activate it. A classical example that I can try to convert to MTG terms:
If my oponent has a card that says "Your oponent can only control 1 creature" and my only creature is Apprentice Necromancer I cannot use Apprentice Necromancer ability to sac itself to summon a creature, because even tough through the whole effect I never control mroe than 1 creature I cannot attempt to use an effect that violates a game rule, which in this case is activating a effect that summons a creature while I cannot summon more creatures.
As for why it matters, there's cards like "Zombie Master" in yugioh, his effect is "send 1 monster from your hand to the graveyard, then summon a zombie from your graveyard". You CAN summon the same monster you sent from your hand, but only if you already had a zombie in your graveyard before, because you can't activate a effect that revives somethign from the graveyard if there's nothing in your graveyard.
@@pedrodarosamello64 Yea that's the thing, in mtg you would never have a continuous effect that just states "you can control only 1 creature". That just doesn't make sense as an effect. It would either be a trigger/replacement effect that makes you sac the extra creatures once they come into play, or maybe it would prevent you from doing a specific thing, like "you can't play creature spells if you control a creature". But that obviously wouldn't affect the necromancer in any way. Maybe you could say "as long as you control a creature you can't cast creature spells and if a creature would enter the battlefield under your control it is put into its owner's graveyard instead". But indeed that wouldn't block the necromancer since it goes away before its ability resolves, exactly what you pointed out. Weird stuff. Also you can get around that pretty easily and have multiple creatures. Vehicles and stealing stuff come to mind.
@@pedrodarosamello64 And one more thing. How does yugioh deal with effects where you don't know if it will give you something or not? I assume there must be some. Like for example mtg has things like chaos warp. So how would ygo deal with such a thing? If you had "you can't control more than one monster", could you activate a thing that says like "look at the top card of your deck and put it into play"? Or however you word yugioh cards. I'm sure a card like that couldn't exist exactly like that but I think you get the idea.
@Mihkal For an effect like that, depends.
If all the legal targets of such an effect would be illegal you simply can't use it. Otherwise effects try resolve as much as possible without violating a game rule.
Actual example: There's this card called Rivalry of the Warlords in yugioh, which reads "Each player can only control 1 Type of creature." And this card is basically an instant speed enchantment.
Let's say the opponent has a Spellcaster type creature on the battlefield, and in hand has a Sorcery card that reads "Put a creature from your hand on the battlefield" and a creature that is NOT a Spellcaster type in his hand.
If I already activated Rivalry of the Warlords he simply cannot use his Sorcery, but if he plays his Sorcery and THEN I use Rivalry of the Warlords (it is instant) his sorcery will simply fail and do nothing.
On a slightly different scenario, he still has a Spellcaster type creature on the battlefield and he has the Sorcery, the non-Spellcaster creature in his hand AND a Spellcaster in his hand. I did not use Rivalry of the Warlords yet.
Let’s say they use the Sorcery with the intent of putting on the field the non-spellcaster from the hand but I use in response Rivalry of the Warlords, now they are forced to summon the Spellcaster because it is the only legal target.
A good example of "you can't use an effect if you can't do the entire effect" in Yu-Gi-Oh is Zombie Master. Its effect is to send one monster from your hand to the graveyard, then summon one level 4 or lower zombie monster from either graveyard.
You CAN summon the same monster you sent, but you still can't use the effect if there is no low-level zombie already in the graveyard.
Early Magic had a process almost identical to chains called batches. The biggest difference is that direct damage was pushed to the end of the batch, regardless of where it was put into the batch. The stack was created because batches were confusing. The next major change was combat damage being removed from the stack.
Oh the old days where we had to refer to the timing maze to resolve our spells.
@@satansamael666 back when interrupt speed meant you could technically elemental blast an unrelated permanent in between your opponent tapping a land for mana and getting said mana. Yeah... I actually liked interrupt timing, but that needed to be simplified.
I do still miss mana burn, though.
YGOs rulings are more like OG Magic and Nu MTG lol
@@muddlewait8844 Why would you ever miss Mana Burn? An overturned excessive mechanic that punishes you needlessly. Glad that shit was gone before I ever played the game.
Same with OG enemy colours, where stuff like red and green would always be against eachother instead of mixing together
@@NeutralGuyDoubleZero mana burn really only punished you if you generated more mana than you needed at any given time, considering that most players only generate mana when they're paying for stuff that's rarely gonna happen unless someone is deliberately lowering their life total to trigger effects that care about your life total.
In Magic you can buy 60 official random proxies for 1000$.
60 fake magic cards that aren't usable for $1,000? Sounds like a steal. Definitely not something I can do at my local printer...
Best comment 😂
@@whenisdinner2137 not any kind of fake card, official fake cards
@@ishierrogamer7798 truly the Wizards of the Coast difference
Sounds like a really good deal I’ll take 300 of your best proxies.
This was fantastic. This is the most ive learned about the Yu-Gi-oh rules and gameplay and you broke it down very simple where a total noob understood. And your analogies to Magic made things easier to understand. I would love to see more videos like this comparing other TCG's and their rules and gameplay variations.
This guy is originally a Yugituber, that's why so many YGO players like myself are here supporting him lol. The channel is called Duel Logs, he did some card game comparisons on that channel too, including judging magic & Pokemon cards by Yu-Gi-Oh standards if that interests you
@@ExtraVictory might check that out thanks!!
two other differences that come into my mind:
-The difference of what is considered a "spell": In Magic, pretty much everything that is not a land is considered a spell, where in Yugioh, there are specific Spell Cards (which was a thing i had to get used to when i first started playing Magic after playing YGO a lot
-Magic is more designed around beeing able to play with more than two players, since most cards are worded to included each/multiple opponents or specifically a single opponent, where with YGO, cards that mention opponents only have "your opponent", focusing heavily on 1 vs 1.
This is why I started playing Magic. Yugioh had no multiplayer and is not supported for that at all.
HOWEVER, I think the 1vs1 of Magic is subpar to Yugioh because of the mana/land aspect (Speaking from casual play, but even in comp it happens). Manascrew. I guess that would be like hard bricking in Yugioh but hard bricking does not happen as often as soft bricking. (Soft bricking is a very sub optimal hand that can still do like 1 or 2 things.) That mana screwing is the whole reason why there is a mulligan system. Which is why I think the resource system of magic is flawed. Needing another rule/action to be able to play the game is showing of a major flaw.
The reason why I do not mind multiplayer MTG is because there the severity of a manascrew is less noticeable because the focus is usually on the player that is popping off. There is a sort of buffer while in 1vs1 if you are manascrewed and have to mulligan like 2 or 3 times you will are at a very big disadvantage.
I wouldn't say Magic as a whole is designed around multiplayer. There are abilities worded to be more effective in multiplayer, but usually cards are designed around their impact in a 1v1 format, even if they end up worded to affect multiple opponents.
The exception would be sets specifically targeted towards multiplayer formats, such as commander products (commonly a 4 player format), Conspiracy sets (4 player free for all draft), and Battlebond (2v2 draft replicating the two-headed giant format). For these sets, multiplayer is the main focus and we get designs such as voting, targeting any player for a helpful effect, or getting another players help to cast something.
@@PaladinfffLeeroy Speaking to Manascrew in magic, its actually a feature of the game rather than a bug, and the game is designed around it, with players making choices between power, speed and consistency based on the amount of colours you are playing l, and how many tapped vs untapped lands.
The London mulligan does a pretty good job of preventing complete non-games, assuming that you run a reasonable number of lands. (17+ in a 40 card deck, 23+ in a 60 card deck, ~35+ in a 100 card deck), and don't keep greedy 1-2 landers.
@@PaladinfffLeeroy yugioh does have multiplayer... kind of.
The anime features quite a few "tag duels" and "battle royale" duels, which are designed for 4+ players. You can essentially do the same by just copying the way the anime handles them (with the battle royales, you just pick the opponent you want the effect to apply to, effects that effect "both players" apply to all players).
That being said, it's not an officially supported format.
@@jaernihiltheus7817 we did that back in 5Ds era. With the modern game it would be a much bigger clusterfuck
I always thought it was interesting how the de facto most busted cards in YGO and MTG (Pot of Greed and Black Lotus) are basically the same card (sort of). They both give you a significant advantage at no cost whatsoever and they each represent the most important resources of their respective games.
both cards drastically speed up the game and can end it on turn 1 with the right deck.
Also many would argue ancestral recall is the best magic card ever, which pot of greed is even closer to
So... we could say that no body knows what Black Lotus does?
ya but pot is cheap af cuz konami isnt shitty with reprints
Nah, Ancestral Recall is Magic's Pot of Greed. And yes, some do consider Ancestral Recall to be stronger.
This was a fun video. I’m a YGO player getting into Magic. I always had an interest in Magic since I was a kid, but ended up playing Pokémon and YGO because I was like 8-10 years old lol. Plus my mom didn’t like that MTG was called “Magic” -.-
Don't worry, my mom didn't like my brother and I playing with water guns until we were like 8 and 9 for fear that it'd give us the mentality of violence later on. I still bother her about it every few years and I'm 27 lol
@@ballaking1000 Sometimes, I wonder from where all those moms came from, as until the 80s playing with toy guns was probably the most popular play for boys. Nowadays, it would be unthinkable to such recreation to take place, unless, maybe, it's between close friends in a walled yard.
However, Magic is a cursed game. So, even though I don't agree with a parent prohibiting it, I still see a reason for that decision.
An easier way to explain a stack in YGO terms is : Opp tries to spin you with Unicorn, you flip Jar of Greed to draw 1 card. Chain resolves and you draw 1 card, you draw Droplets. Before Unicorn spins you, you can activate droplets that you just drew mid chain to negate the Unicorn.
Thank you, that makes sense
This video should also be in your main YGO channel
Exactly the kind of video I like. Props for the original for still going strong
0:48 The land drop is roughly the same concept as the Normal Summon. An invisible voucher to exchabge for the ability to Put one resource into play per turn that helps with the rest of the game
0:57 Oh lol
3:35 Magic instead uses effects like the clause on Karn's Temporal Sundering, a spell that gives you an extra turn, bounces a creature, and then says "Exile Karn's Temporal Sundering". Same with Wishes. That way they cannot be recurred, and you need to play more copies. It does have soft once per turns on some ability triggers too, or "When a player cast their second spell this turn" effects
9:51 Mutually Assured Destruction. Vigilance is good for that reason
13:48 Only chaos orb ever did
Hey give falling star the respect it deserves, it also cared about positioning of cards
@@Sodmaster111 I actually thought of that and thought nobody would care. Thanks for proving me wrong.
I had a relatively easy time transitioning to magic, coming from yugioh specifically because I played Toons. Just the way Toons are designed to have 'summoning sickness' and lets you attack your opponent directly helps get that similar game feel. That being said, your extra deck is your toolbox to get out of horrible boardstates because Toons are a fun but middle of the road archetype.
@Burst Your Bubble stopping to read the opponent's card doesn't really ever go away.
@Burst Your Bubble I've played Yugioh most of my life and I still have to read cards. With well over 10,000 cards in the game you're always coming across a card you've never seen before.
@Burst Your Bubble
My method for this predicament is to scan the wall of text and detect things that are important:
Negate
Destroy
Banish
Shuffle
Send to Graveyard/Hand
Unaffected
Cannot be Targeted/Destroyed
Deal Piercing Damage
Attack Directly
Other effects don't matter much unless you're prepared to negate it. By focusing on these things, it's easy for me to just take a glance, knew what these cards do and prepared some tactics against it, even if I never seen it before.
@Burst Your Bubble Oh and (Quick Effect) or During Either Player's turn
@@animeking1357 Ive been playing mtg for over 10 years, i know every card that isnt brand new, hell i can probably tell you what the card does just based off of 1/4 of the artwork. But YUGIOH is something else man. These fucking cards have 5 paragraphs on them with size 6 font. Like bro, how tf am i suppose to keep up with what these cards do when i don't even understand them in the first place? I play a homebrewed Blue-eyes deck for that reason, i only use Normal monsters because effects are a pain in the ass. Recently i started playing Exodia OTK because i dont have to read the opponents cards. Although free counter spells is annoying af, if i see thier side blink red, ima just ff.
I'm sure the comments on this video will be kind and civil.
And they are😊
F c y u
u k o
So far so good
One main difference you didn't mention as being different between the stack and the chain... You can HOLD priority after you cast a spell in magic, if you currently have priority. In yugioh you have to go back and forth after each activation of an effect on the chain. In yugioh if i cast a spell, I CANNOT immediately activate another card or effect until my opponent chooses to activate something or passes priority back. In mtg you can literally cast something, say "holding priority" and then keep casting shit until your done THEN pass priority to the next player in turn order.
For me, the biggest difference is that YGO is attritional (Players have the most resources at the start of the game), where MTG ramps up the resources available over the game.
@Burst Your Bubble the fabled ‘simplified gamestate’
Although even that is now getting scarcer when every topdeck is all gas to combo off with.
@@cephery8482 When an MTG game goes long, there's a couple of ways it can go.
1) One or more players have decks designed to go long, so that player wins.
2) Players scrabble for resources, and topdecks matter. (Notably around 33% of MTG decks are lands, which are effectively blank). Nonland cards also generally give players several turns to answer them before losing.
@@simonteesdale9752 the latter there is more akin to yugiohs simplified gamestate (most yugioh decks exist essentially past magics spectrum on the aggro side) but yeah in yugioh it tends to be one guy sitting on a beatstick and another guy set passing hoping to draw an out before they draw dead.
The bug difference is with what the video creator described, in yugioh your board is your resource too, so while in magic it’s possible to draw cards at the end of your ramp to pull you back together, in yugioh it’s like getting reset to no lands with barely a hand.
That depends on the deck in Yu-Gi-Oh, sometimes it starts small but if the opponent doesn't deal with the threat quickly they will get overwhelmed in turn three, for example Floowanderezee, or Zombie World.
@@Ragnarok540 it’s still not the same concept. Having a grind game is about having already established a resource loop off an explosive start, you can still do more earlier on, but it falls off slower than more explosive decks
Hearing more of the differences between yugioh and magic make sme realizes that yeah, duelist kingdom rules were like magic, but still "RPG scenarios"
especially yugi's "infinite kuribohs" feeling more at home at magic's potential infinite creatures
21:24 this specially feels like yugioh's "priority" mechanic that made some boss monsters like chaos emperor dragon envoy of the end way more powerful
14:04 Also: the learn mechanic, Attractions, stickers, dungeons, maybe one day Contraptions, and planes, schemes and conspiracies in alternate formats.
Mtg also has a subset of archetypes that are more similar to Yugioh archetypes. Those being tribals. Basically they center around 1 specific type of card and the support around it. For example, a goblin tribal deck would center around the use of goblin creatures and goblin centric cards, plus the good red stuff (goblim tribals usually being mono red decks).
This is more similar to type based support in Yugioh like Tenki or Return of the Dragon Lords
12:25 correction: Mirrorjade's destroy eff is not only triggered if he sent to the GY or Banished by opponent's card effect. Destroy him by battle, using him as material to summon another monster (SuPol and Underworld Goddess). or simply removing him as a cost (Lair of Darkness or Kaiju) will trigger it's destroy eff in the end phase.
but as far i know the effect wont trigger if it banished face down or bounced back to extra deck
As someone who used to play YuGiOh and watched your videos for nostalgia and is also currently getting good at MTG… I needed this video lol. Your DuelLogs vids had me confusing rules between the games a lot haha.
While Magic doesn't have as strict archetypes, there are still playstyles that are semi-built into certain sets.
The various sets within Ravnica, for example, use the 10 guilds, each based on a color pairing, and designed around a certain theme, such as the Red Blue Izzet guild having a lot of cards that get use out of instant and sorceries.
Nothing locks you into running "An Izzet deck" as hard as many Yu-Gi-Oh archetypes do, with harsh restrictions or specific requirements, but generally those cards are made to synergise with eachother, while still allowing you to "Splash" other cards from other guilds if you wish.
There's also "Tribal" decks. Where you may run a lot of good, for example, goblins, and then many cards that make goblins better, get you more goblins, are stronger if you have goblins, so on.
Good comment
As a Sliver player, thanks for mentioning tribal decks, while I can go nuts with a lot of my non-creature stuff (after making a 5c mana base) that's over a third of the deck being locked into Slivers
Tbf, Yugioh has some things like this too with Dinosaurs.
Modern dinosaurs are just a type of monster that basically use a bunch of generic type support to work together, even though there are technically a few Dinosaur archetypes. Those archetypes were never as fully formed as just generic dinos though, and generic dinos get support every now and then.
The OG Psychics when the type was introduced also worked like this (And that's why there's some ridiculous cards that came from it like Mind Master and E-Tele).
@@airtempest8945 I kinda wish Yu-Gi-Oh had just done type and attribute based tribal decks instead of archetypes. But that can of worms has been opened since Gravekeepers and especially once Heroes came out.
@@LazurBeemz I mean, they also sorta still try to release support for some like the "Sea Stealth Attack" crew as I call them (Big Water attribute monsters).
That and honestly, I do kinda like having archetypes 'cause there's so much more you can do than just "Type/Attribute" since there's a lot more than just those combos (Even though there are still a lot in those).
The lifegain note is very interesting. In my experience life is a tempo advantage in MTG. It usually doesn’t matter but in the right match up it’s huge
I wish LP Gain wasn't so useless in YGO. Maybe they should make a spell that has a win condition if you have a ton of LP.
@@CC-oi9mc I think you didn’t even mention the card that has lifegain but isn’t a primary advantage of the card, Uro. If Uro had NO life gain the card would still be good but by virtue of it having it the card was just that much more busted.
@@NotSoSerious69420 I despise nerds
Lifegain cards in yugioh do sometimes incidentaly exist as a secondary effect in yugioh, but in the TCG they are also used on occasion to cheese wins in time (if the match goes to time, the player with the highest LP wins).
The only pure LP gain card that really saw play (outside of time shenanigans) was Spooky Dogwood, because it can give you a ridiculous amount of LP.
Something to note when you were talking about Archetypes in Yugioh it can be seen as very similar to Tribal in Magic. Where you play around and focusing on a specific creature type. There have been strong Tribes in Magic's history and some play similar to Yugioh's search effects. One that is no longer as powerful but used to be a dominant force was Rebel. They would activate to find other Rebels and add them to your hand. As the game progressed you would get more creatures faster then your opponent because you could more reliably search for them and eventually overwhelm your opponent with board presence.
It’s not that similar, something like the dredge concept or madness concept is more similar to how archetypes work in yugioh , delirium in standard.
One thing I think you should've mentioned is that Planeswalker abilities are sorcery speed (unless stated otherwise), and you can only use one their loyalty abilities a turn. The "Legend" rule is also pretty important, as it nerfs certain cards innately since you can only control one of them at a time.
Should've also mentioned that MTG effects actually will not resolve at all if all the chosen targets have become illegal between the effect being activated and resolving.
@@Felixr2 Slight correction: MTG effects still resolve if at least one target is legal. They fail to resolve ("fizzle") only if ALL the targets are illegal.
@@BW-CZ Correct, thanks for pointing that out.
Regarding the legendary rule I like the way legend of Runeterra approach to it when you have a champion already on the field the copy in your hand turns into a spell card that synergies with the champion on the field it’s better than letting extra copies become dead cards in your hand
@@rokmare well I'd prolly shit my self if my ragavan, nimble pilferer I just drew turned into a krenko, tin street kingpin
Toadally Awesome isn’t banned, not in the TCG anyway, referring specifically to the editor’s note at 2:43
As someone who plays only Yu-Gi-Oh, this is very interesting. One thing I noticed is that even when everything said in the video is pretty much correct, there are plenty of exceptions to the rules, for example there's the toon archetype, most of the monsters in this archetype do have summoning sickness and can attack directly if the main card of the archetype is on the field, toon world, and the opponent doesn't control any toon monsters.
In a game that's over 20 years old there's always going to be exceptions to everything. Example You can only summon once per turn except Floowandereeze, double summon, Monarchs Etc.
Magic player for 8 years and not stopping...
Always like the graveyard and control shenanigans of MTG, picking up either Burning Abyss or Chain Burn always felt natural.
Stopped when links came out...
They made a Burning Abyss Link Monster and Fiendish Rhino Warrior was solid support.
@@RinaShinomiyaVal Yeah I know they did. Fiendish Rhino was a 3 of in my deck back in the day.
@@mrplumbe7318 really? Never even tried Sky Striker control?
Excellent video!! Let's not forget "speed 5" effects that can negate or interact with things like super poly or Accesscode, for example The Fabled Unicorn can negate any of those with it's effect. Something similar happens with Cerurial Sky Fire and an atk position Hamon.
I'd love to see a comparison between some mechanics that exist in both games, like tokens or removal, and see you explain the differences in how they're implemented or how common they are!
I’d also like to see how MTG does it too. I’d like to see how simple and straightforward they have it compared to the rabbit hole it is in yugioh. There’s technically like 50+ unique removal effects in yugioh not counting archetype specific related 1s, but like 90% of that diversity is due to conditions, costs, side effects, and legal targets.
@@baileydombroskie3046 Here you go!
- Destroy target creature is your staple. Black has this, white gets it with conditions (like only attacking creatures). Green sometimes, but only targets flying creatures.
- Exile target is an upgrade, since it gets around indestructible and exile is way harder to interact with than grave. Usually in the same colors. These two are available by turn 2-3. White gets a "seal" variant on permanent spells where they can exile without targeting restrictions for as long as the sealing card stays in play.
- Destroy all/exile all (or most), aka board wipes or mass removal. These get untargetable stuff, stop big boards, and start coming down around turn 4. Usually in white, occasionally in black.
- Fight. This is basically Yugioh combat, where you force two creatures to hit each other. Green gets a lot of this at low mana costs (often 1, or 3 with extra benefit), red gets it at higher costs but can sometimes just make opponents' creatures fight each other. Downside is you usually need a creature out that can beat theirs for a fight to work.
- Direct damage aka burn. These are spells that just deal some amount of damage. This is iconic and near exclusive to red, though white can get it with similar restrictions to "destroy target" spells and black sometimes gets it as a "deal damage and gain life" spell. These can be up on turn 1, and many of them can be used to damage players or creatures. They don't scale well into late game though, as large creatures just don't die to them. Also has mass damage variants that hit everything
- Return to hand, aka bounce, is almost exclusive to blue, which is the weakest color for removal (white can also bounce its own stuff, defensively). They sometimes get a slightly stronger version in 'return to top of deck' that basically wastes the opponent's next draw too. Can come out turn 1. This is worse in Magic than Yugioh since you aren't sacrificing stuff to summon creatures, so they usually just play it again on their turn.
- Tap down, which is an even softer removal. Tapping a creature prevents it from being declared as an attacker or blocker and will shut down a tap ability if it has one. White gets the basic version, blue can tap down and keep it from untapping next turn, and occasionally gets enchantment spells that attach and keep something tapped indefinitely. Can come out on turn 1, but stronger versions are usually 3 mana.
- Phase out, another soft removal. Exclusively in blue as removal, though white gets it defensively. Something phased out doesn't exist (doesn't go anywhere, just doesn't exist) until it's controller's next turn, when it comes back. Also around turn 1-2.
- Forced sacrifice, generally in black. Usually 2 mana (or 3 with some upside), can get untargetable stuff, but they opponent chooses what to sacrifice so it doesn't work well vs many creatures.
- Weakening, usually black and blue. Gives a straight decrease to power and toughness (or just power for blue, so it's not actually removal), which gets around things that don't die to damage or destruction. Usually 2 or 3 mana. Sometimes black gets a version that gives -1/-1 counters, which don't go away at end of turn. Red will get this very occasionally as a +power/-toughness that can work as removal or extra damage (but risky in both modes).
- Steal. Primary in blue (around 5+ mana) and red (3 mana). Blue steals things permanently, red steals them for a turn but can attack with them immediately.
To summarize by color: White can efficiently remove targets (with restrictions) and also generally gets mass removal. Blue can only bounce or tap things most of the time, but can start stealing stuff late game. Black is the king of targeted removal and does some of everything, and gets the best rates for creature destruction. Red primarily kills creatures with direct damage and can take out small stuff even more efficiently than black, but struggles vs larger creatures. Green mostly uses fight spells, which requires you to have bigger creatures (which green usually does), as well as targeted destruction vs fliers.
There's also some further complexity with removing non-creature permanents, which breaks down like this: White- artifacts and enchantments, blue- there's a bounce spell for everything but lands, black- can destroy planeswalkers and sometimes land, red- artifacts and land + burn hits planeswalkers, green- artifacts and enchantments (very efficiently).
@@sethb3090 in yugioh it is easier to break down the removal effects and such down by sighting there base forms, then detailing there varying legal targets, commonplace conditions and costs. It gets into some fucking ridiculous territory otherwise. I once attempted to list all the varying protection effects on monsters and landed up listing over 50 variants and still missed a few. Where 90% of those varying protection effects only exist on a few cards making keywords absolutely fucking useless.
Removal, ignoring costs, conditions, side effects, and legal targets:
1. Destroy
2. Send to graveyard
3. Banish
4. Banish face-down
5. Return to hand, often called bounce
6. Return to deck, often called spin
7. Take control
8. A. Tribute (from an effect); this ignores effects that act. from the others here
B. Tribute for cost; this ignores effects that act. from the others here
C. Tribute for tribute summon; this ignores effects that act. from the others here
D. Tribute for special summon; this ignores effects that act. from the others here
E. Tribute for ritual summon; this ignores effects that act. from the others here
9. A. Use as material (for an ED monsters summon)
B. Use as fusion material
C. Use as synchro material
D. Use as XYZ material
E. Use as link material
Number of cards removed
1. 1
2. Multiple; exactly what is listed
3. Multiple; is up to the number listed
4. All
Does it target?
1. Target a card(s)
2. It just happens, no targeting occurs. This way the opponent has no idea which card is getting removed and the effect can’t be countered by effecting said card with an effect that cud dissolve the removal effect.
Legal targets (for removal in general I mean)
1. Monster
2. Monster with specified ATK and/or DEF, cud be a set number or a range
3. Normal monster
4. Effect monster
5. Flip monster
6. Tuner monster
7. Ritual monster
8. Synchro monster
9. XYZ monster
10. Pendulum monster
11. Link monster
12. Normal summoned monster
13. Special summoned monster
14. Monster that was special summoned from the ED
15. Monster that was special summoned from the GY
16. Monster that was special summoned from the deck
17. Monster that was flip summoned
18. Tribute summoned monster
19. Monster of a specified type and/or attribute
20. Monster of a specified lv/rank/link rating
21. Face-down monster
22. Face-up monster
23. Monster in face-up ATK position
24. Monster in face-up DEF position
25. Monster in the same column as this card
26. A. Spell
B. Set spell
C. Face-up spell
D. Continuous spell
E. Equip spell
F. Field spell
G. Spell in this cards column
27. A. Trap
B. Face-up trap
C. Continuous trap
D. Trap in this cards column
28. A. Spell/trap
B. Face-up spell/trap
C. Face-down spell/trap
29. A card, literally any card at all
30. Spell or monster
31. Trap or monster
Per turn
1. Non-once per turn
2. Soft once per turn
3. Hard once per turn
4. Soft twice per turn
5. Hard twice per turn
6. Soft thrice per turn
7. Hard thrice per turn
So b4 even factoring in costs, conditions, and other things that effect a card effect I have already produced a list that identifies 17 x 4 x 2 x 42 x 7 = 39,984 possible removal effects or costs, more then 1,000 likely exist already. It is just a matter of time b4 Konami run out of ideas, but it is going to take many decades for that to happen, possibly 8 decades to go. This is 1 reason why keywords r near impossible to implement into yugioh in any meaningful way that improves the learning curve and reduces text. 90% of the effects that yugioh and MTG do share, or at least on a basic lv, yugioh has them so unique that they r anti-keyword.
@@sethb3090 I would add board wipe that give -X -X to all creatures on the board (like Languish) who can be better or much worse depending on what creature you and your opponent plays
In Yu-Gi-Oh, making the opponent discard cards from their hand is really rare, as in for MTG is pretty common.
Neo Spacian Aqua Dolphin: "Allow me to introduce myself"
Not only it feels horrible getting lovely labrynth eff both turns, but the laplacian > omega > dispater to revive omega again > trishula > chimera has happened to me twice which is twice too many
@@Slayerofall21 dark world hello XD
I MADE SOME RULES TO PLAY YUGIOH MAGIC AND POKEMON AT THE SAME TIME :v
BOTH PLAYERS HAVE ALL 3 DECKS
THE LIFE IS CONVERTED TO HAVE IT ADDED (8,000 EQUALS 20 SO EACH 1 ON MAGIC IS 400 ON YUGIOH)
(SO YOU HAVE EITHER 16,000 OR 40)
THE ATK IS ALSO CONVERTED SO ANY CARD CAN GO AGAINST ANY CARD
YOU HAVE 1 NORMAL SUMMON, 1 LAND AND 1 ENERGY PER TURN, BUT YOU CAN CHANGE *JUST ONE FOR ANOTHER* FOR EXAMPLE 2 LANDS AND ONE NORMAL OR 2 ENERGY AND ONE LAND
YOU CAN TRIBUTE ANY CARD FOR COST
FOR POKEMON CARDS THEY ARE ALSO CONVERTED TO MATCH THE OTHER 2
FOR EXAMPLE 20 DAMAGE/HP FROM POKEMON EQUALS 1 LIFE FROM MAGIC OR 400 LP FROM YGO
SO GENESECT EX G-BOOSTER WITH 200 IS A 10/10 OR 4,000 ATK/DEF
HERE THE PLANESWALKER AND ACTIVE POKEMON WAS LIKE 2 OTHER PLAYERS AND THEY WERE THE STRONGEST ON YOURE TEAM (PLUS THEY WERE ALMOST AS IMPORTANT AS YOU)
YUGIOH DECK WAS ALWAYS THE MAIN ONE ON THE FIRST TURNS BUT WHEN THE TIME ADVANCE MAGIC AND POKEMON GAIN A LOT OF POWER
(BOTH HAVE A SIMILAR SPEED BUT POKEMON WAS STILL FASTER THAN MAGIC)
CARDS THAT HEAL LP, LIFE OR HP CAN BE USED ON ANY TARGET
(YOU, A PLANESWALKER OR A POKEMON)
AT THE END IT WAS FUN AND WE GOT A LOT OF DECKS JUST FOR THIS XD
(SOME DECKS WERE EVEN MODIFIED TO WORK BETTER HERE XD)
13:16
And then the extra link nation attacked and proved that controling seven monsters a thing
It's actually doable but nobody does it in game because it's just unpractical and you're probably just going to get Nibiru'd anyway.
One big thing about Yugioh is how the exact wording of the cards in Yugioh matters quite a lot. For example, an effect that says "target 1 monster; destroy it" would be blocked by target immunity, while an effect that says "destroy 1 monster" ignores target immunity, because it doesn't _say_ that it targets. Or for example, an effect that says "send 1 monster to the graveyard" ignores both targeting immunity and destruction immunity, because it doesn't _say_ that it targets or destroys.
Take another example, a monster that is "unaffected by card effects" is... well, unaffected by all card effects. A monster that is "unaffected by activated card effects" can still be hit by continuous effects. Soul Crossing allows you to Tribute (basically Sacrifice in Magic) away your opponent's unaffected monsters, because Soul Crossing's _effect_ is to perform a Tribute Summon and the bit that lets you use your opponent's monsters is just an extra modifier to the Summon that isn't part of the effect, so because it isn't an _effect_ that uses your opponent's monster as a Tribute, you can use unaffected monsters. Monarch's Stormforth cannot Tribute your opponent's unaffected monsters, because its _effect_ is to allow you to use one of your opponent's monsters for a Tribute Summon, and unaffected monsters are, well, not affected by any effect.
That's not any different than Magic. If a card has hexproof (cannot be targeted) then you can't kill it with a spell that targets it.
But if you play a card that kills everything, it doesn't matter.
Same thing with "Target player can't draw cards" doesn't stop "Target player puts the top 3 cards of their library in their hand."
At the end of the day Yu-Gi-Oh's rules are based on Magic's considering it was the original trading card game. "Reading the card explains the card" is pretty universal.
@@wryguy5060 It's not really the same. Of course aoe destruction effects ignore hexproof, but in yugioh there are a lot of cards that doesn't target but destroys a card of your choice. Take "Number 4: Stealth Kragen", it destroys one opponent's monster of your choice, but because it doesn't say target, that choice happens at effect resolution rather than effect activation. This is important because if you target a card, if that card goes off the field the effect fizzles, but if you don't target a card it doesn't matter how the monsters on the field swaps around, as long as there's a monster on the field at effect resolution, you can choose it to be destroyed, making the effect better.
I haven't played a lot of magic, but from what I can remember, practically anytime you have a choice, it always uses targeting.
@@flockinify Usually. It doesn't change that the card text is very literal. "Name a card" is not the same as "Target."
If it doesn't say target it's not targeting. Simple as that. Likewise if the card says you can choose a target during resolution of the spell then you'd be allowed to do the same thing.
@@wryguy5060 Does magic have any cards that selects on resolution? I really can't think of any.
I think the biggest reason is how hexproof works. In magic, if a targeted card gains hexproof after being targeted, that targeting effect fizzles, while in yugioh if you make a card on field immune to targeting after it has already been targeted, the effect still goes through. The utility of hexproof incentivizes making everything target to make hexproof more relevant.
All of the edge cases where removed for simplicity so you could probably find niche examples that contradict the video, and yet the video is still very accurate, good job.
In any card game this old you're going to find exceptions to the rules. For example a good old walking, socking, tournament topping contradiction to the first rule of only normal summoning once per turn is Floowandereeze.
As someone who has played thousands of matches in bolth games. Ill say this, the chain in yugioh is a way better mechanic for the exact reason he says it closes off infinate loops and bad gameplay patterns.
What are bad gameplay patterns?
@@fernandobanda5734 things like infinate combos, that take place on the stack and have no interaction point. Like heliod walking ballista for example, if u attempt kill the balista they cant respond by winning the game, if the stack worked how chains do they could respond with doin damage equal to the counters on the balista, then the chain resolves and we move on. I think changing the stack to how chains work would make magic alot better and take alot of degenerate un-fun things outa the game
@@Dragracingduleist I think infinite combos are absolute not worth to change the rules around. They are very few, they can be banned if problematic, and they don't need the stack. You would only solve that specific problem. If Ballista had 1 counter and so could only activate once, you could kill it in response. If you don't have the answer, it doesn't matter whether the combo interrupts the stack or not. If the combo can't be activated multiple times (like Spliner Twin+Pesternite) you can still respond.
I really like how you explored both with the perspective of knowing nothing about either. It really helps both sides.
Really love this video. I especially enjoy how you highlighted the differences between the Stack and Chain. I hated when I started playing Yu-Gi-Oh and thought the Chain was just like the Stack, and then I had to learn through experience all the differences that made it so much more restrictive.
The biggest difference is probably"when" vs. "if" effects.
@@whenisdinner2137 Missing the Timing is definitely one of the weirdest and most annoying differences, especially when you get into individual cards causing timing to be missed (like Soul Taker causing floating effects to miss timing on its own).
But for me, the most annoying difference between the Stack and Chain is how in the Chain your cards can only meet their timing requirements in response to the last item in the chain. Any item further down in the chain is already locked in. And then once the chain starts resolving, it has to resolve completely. In Magic, as long as you have priority, you can put anything on the stack that you want. And players get priority after each item on the stack resolves, making it completely open and flexible. You can have a chain 10 layers deep and still put something on the top of the stack that is responding to the second item on the stack!
You should do a video on infinite loops in both yu gi oh and magic and talk how it impacted the game at the time.
A really cool idea in yugioh (though miserable to play against in practise) is a complete floodgate via game mechanic.
In short you much control invoked purgatrio, lightsworn curious, pole position and an equip spell on curious.
By pole positions effect curious is unaffected by the equip spell, but if purgatrio were to gain atk by it’s effect, it would be affected by pole position, then the equip spell could affect curious again, making it’s atk higher than purgatrios and pole position switch back and forth in an infinite loop that never results in a player winning, making it illegal. Because purgatrio would gain it’s atk by your opponent having a card on their side of the field, what it results in is your opponent being effectively unable to play any card, cause doing so would cause an illegal loop.
However aside from this, loops funtion vary similarly in both games. If you can demonstrate a loop, you may declare how many times you wish to perform that loop, then immediately treat the gamestate as if you had done so.
Also in both games any variance based loops you would have to play out fully. The magic example is easier, witefly hive. If you somehow had a way to infinitely untap and gain mana for it, and could demonstrate it, you still couldnt declare getting 10 billion wireflys from it, because you have to declare the number of times you perform the action, not ‘until desired result’ so theres no way of knowing how many tokens you would have if you skip any coin flips.
Yugioh has fewer variance based loops but there was this one insane guy seen on a distantcoder stream who iirc used convulsion of nature to always see the top card of the opponents deck then had a way to infinitely shuffle their deck. He claimed to want to perform this action infinitely so that every card in the opponents deck would eventually be on top at some point and he’d gain perfect deck knowledge for next turn. The judge ruled that because you have to declare a real number of times you performed it, and theres no real number of times that can technically guarantee you a success, it could not be used to verify the contents of the opponents deck.
So yeah, in both: you have yo declare a real number of times you can perform the loop, you cannot do this with variance based loops. In yugioh (maybe in magic idk) you are not allowed to take actions that would result in an infinite loop that does not advance the gamestate.
They are not the same thing at all lmao. Sending the card to the graveyard is done for non-optional loops. Declaring an amount is done for loops where you have complete control over how it happens.
@@cephery8482 Ohhhhhh gotcha. I actually didn’t know that. Thanks!
I saw a yugioh video where someone made a game state where a player literally couldn't play a singular card or set one face down unless it was a 3001 attack or higher monster because it would cause an infinite Loop and so they just had to surrender because in Yu-Gi-Oh the card that causes an infinite loop is the one that gets destroyed. I have never seen anything like it before or since.
I'm kinda surprised learn and lesson spells weren't mentioned in the extra deck section. In a recent set a few spells had the keyword Learn which would allow you either draw, then discard a card or grab a Lesson spell outta your sideboard. Most lesson spells were less mana efficient but made learn spells effectively two cards in one.
it never had any real relevance outside of standard, where it was more of a decent upside package as opposed to a power play (although you could win the game with mascot exhibition sometimes). i'm pretty sure whatever magic player this channel collabs with doesn't have any interest in standard at all, it's evident in all of the videos.
@@CC-oi9mc I've only really seen it used in a pauper combo deck with persist (First day of class)
@@Orinap shambling ghast and eye twitch were both pretty good in standard, you deadly dispute and then get an environmental sciences or a removal lesson usually. The white 2 drop that learns got some play too but I think it was more so in bo1
@@CC-oi9mc Oh yeah. Eye twitch was a thing. I rarely play standard tbh
Because it is literally a worse version of wish spells... like a much worse version.
Wow, thank you for making this video! This is one of my favorites!
On one hand I like how yugioh doesn't require you to keep a glossary on hand to play. GY, (Quick Effect), "Once per turn", are all easy to spot in a block of text while skimming a card.
On the other hand, with most of the text on cards now (although there are some older examples) being just restrictions it does seem like it's time for Konami to do something similar. Playing against new archetypes or any you're unfamiliar with can feel like a slog when you stop an opponent after every card they play just so you can read it. It's counter-productive to the high-tension back and forth game that Konami has seemed to want to make Yugioh into for quite awhile.
They could easily cut down some effects into just terms and keep them pretty straightforward. Like having a spell negate effect and calling it Silence, or a trap negate effect and calling it Minesweeper. Heck, they can just cut down Once Per Turn into OPT like they did with the Graveyard to GY.
Yugioh basically has keywords, they're just stupid ones like "if" & "when" or "and" & "and if you do" meaning different things in a way that couldn't possibly be intuited without having it told to you. "Ignoring its summoning conditions" and "when a monster would be summoned" all have hidden rules about them that aren't obvious unless you've read the whole rulebook.
Magic has its own share of things you couldn't possibly know without having looked it up, but at least with Magic's keywords, you understand you're missing out on the relevant information. Yugioh is sooooo easy to make a rules error and never find out.
Magic is a defender's game, while Yu-gi-oh is an attacker's game.
eh, yugioh is a combo player's game. there is very little actual combat in yugioh now a days
@@ymmijx6061 I think that is oversimplifying the game too. There are some Decks that want to drag the match out till the end of time. It certainly tends to be more aggressive and fast-paced though.
I did not know you had a magic channel, also seriously how does this man manage that many channels at once
He has a team.
có tận 25 nhân viên đấy :))
He also has a wow channel
@@boy19901 thật à, sao bạn biết được thế
@@Overjoyeddragon bên duellog duel log có cái clip how many editor do i have á. Liệt kê ra tầm 25 người
MtG does actually have a condition where effects will cease to happen. Whenever a spell or ability requires targets, it can't be cast/activated unless there exists a valid target for all targets. So a spell that says destroy 3 target creatures can't be cast unless there are 3 creatures in play. Modern templating gets around this by usually saying up to 3 targets instead, but there were a number of older cards that counterbalanced efficiency with difficulty to activate.
On the flip side, if all valid targets for a spell become invalid before the spell resolves, the spell will fizzle and not resolve, regardless of other effects on the card. A somewhat famous example of this is Cryptic Command, which is an instant for 1uuu and has the player choose 2 modes between counter target spell, return target permanent to it's owner's hand, tap all creatures your opponents control, and draw a card. There was a common play pattern where a player would choose to bounce a permanent and tap all their opponent's creatures. However, if the opponent could destroy or bounce the permanent Cryptic Command was trying to bounce, then the spell would have no legal targets, and fizzle out instead of tapping the opponent's creatures.
It's also kind of interesting to note that legacy/vintage aren't just comparable to YGO's formats in how their card pool is handled, but how they play as well. There's a number of old cards that allow you to get around the mana restrictions, and especially in vintage, most of the competitive decks are all about making some huge play on turn 1, where the opponent needs some interaction like Force of Will or to respond with something equally powerful in the cases where their opponent hasn't won outright. The format is less about slowly building up resources and leveraging the breakpoints where your deck is strongest, but more about burning through finite resources to assemble combos and synergies that are much better than the sum of their parts. Which honestly, that might be the best pitch you could give to an MtG player to try YGO. Vintage and Legacy are sweet formats, but actually playing them in paper with tournament legal cards is ludicrously expensive, since many of the core cards for those formats are old cards never getting reprinted for reasons that are complicated to get into. You're looking at something like $100k to put together one of these decks, which is ludicrous, and means you either play the format digitally, or were one of the players whose been playing since the start and already owns these cards.
Ah yes, there's that 1 card that blows up 6 cards with the flavor text "Sometimes, 5 just isn't enough" or something like that.
Correction regarding the attacking: There are monsters that can attack directly. Quite a few actually. There's an Appliancer monster that can do that if I recall well, some Equip spells, of course Toon monsters. But those are just some examples
The biggest thing that wasn't mentioned was layers. That being said, layers are the pot of greed in magic, so not bringing them up is probably a good idea.
The difference being that Magic actually has the layers codified, while Yugioh makes you have to look up a ruling for a specific card, or a ruling for a card with similar enough text.
At least mtg has a rule book for when layers come up lol
@@BeaglzRok1 the intention with yugioh is that with ‘PSCT’ you in theory dont ever need to look up card rulings once you know the mechanics. However this is largely untrue and case by case rulings and precedents are still essential and yet poorly organised.
@@cephery8482 The idea is that you shouldn't need an official ruling for every single card ever, but only for interactions. In practice, this has only made somethings worse because Konami TCG refuses to publish anything, but still expect players and judges to know the edge cases. This has lead to lots of players and judges to seek out the published OCG rulings and become fluent in machine translated effects, AND know how the OCG and TCG rulings differ; in this regard, the 3rd party YGOrganization staffs people who actually know Japanese and are familiar with YGO lingo to translate every single ruling.
As someone who has played both, the thing that jumps out as a big difference (and the hardest to deal with) is the difference in speed. Magic is a fairly slow game where you are actively playing, whereas Yu-Gi-Oh is more commonly much more faced paced, with games only being 3 rounds. However, if you aren't going first turn with a combo, oftentimes you find yourself only playing for 10% while your opponent combos and locks you out. I don't think I've ever experienced that in magic, where I get locked out so early and I'm left just watching my opponent. I legit fell asleep playing master duel bc my opponent not only played over 10 min on their turn due to the long combo, but waiting for them to resolve combos on MY turn.
2:44 Toad isn’t banned in the TCG. It’s banned in the OCG. The editor might have gotten confused with Ronintoadin
I think when he said TCG he just meant Trading card game, not the format. Maybe???
@@spacewizardpip1111 it says “Toadally Awesome is now banned lol”
Implying it recently got banned. It wasn’t hit on the TCG list. And it’s been banned in the OCG for quite a while.
@@jk844100 Yea I heard, but TCG literally means trading card game so, yea. Again TCG could have been said as in the game itself but it doesn’t really matter.
@@spacewizardpip1111 he didn’t say anything about TCG.
DuelLogs didn’t say anything about it status on the banlist, I’m talking about the Editors note at the bottom which makes no mention of TCG. It just say that Toad is banned. Which it isn’t.
@@jk844100 On double checking you’re right, I just Assimilated your comment as Duel Logs. However, the editor could be an Ocg player 🤷♂️
This is a great video. Thanks for all the clarity. I have a buddy who’s trying to get our play group into a bunch of other games he has tons of decks for. This video tilted me over to try yogi oh and have a blast with it!
Instant Foretell is the closest thing MTG has to a face down trap card
You also have morphs or the traps from original zendikar block.
I play magic but I love yugioh. This video did justice to both games without holding up magic as the pinnacle of game design which people have a tendency to do, to the detriment of other games. Good job.
Do u think that it’s possible to do this kind of comparison between Pokemon and these games?
There's a huge difference that You forgot to mention. While most of Magic competitive games are 1v1, Magic IS a multiplayer Game. You can play any format in multiplayer and Commander is a special format that encourage the multiplayer games. And most important of all, in paper there's no restriction about how many players can play a game. That's the principal reason I stop playing Yugi oh, and start playing MTG.
In a non-competitive environment u can have duels with 3+ players, u just gotta all know the official rules on such things or just agree on which anime rules u will use.
There used to be a 3-4 player duel format in yugioh but it's kind of outdated by now sadly as it hasn't been updated (but is still fully playable) called "Tag Duels" 2v2s where you and your partner can pool resources for cool and crazy synergies. The 3-player variant is basically the same but one person is running two decks
I played Yugioh from 2006 to 2012 and back then there wasn't a multiplayer version of the game, my playgroup try to do something and feel really clunky and from what I heard now, some players just stretch the rules to try to play that way. In magic there's no such thing, we could play multiplayer even before the inception of commander, which is (allong two headed-giant) the multiplayer format fully optimized and supported by Magic.
@@Rafesco if you mean the video games then I misinterpreted but Tag Duels were an official format. It may have been 2013 but idr
Yugioh has tag duels technically, it's just no-one plays them and the format is likely wildly unbalanced now.
Thanks for making this video. I have a few friends that are willing to get into either card game. And while my preference is Magic, having a video that explains their differences is nice to have.
One major difference you didn't talk abou is that YGO puts way more focus on the names of the cards in how it works unlike magic where it is sometimes relevant with cards like pithing needle, but most of the time it doesn't really matter.
And in Magic, you're almost always choosing a card to name, unlike Yugioh where they're designed combos.
One difference I wonder about is how Negates work in Magic. In Yu-Gi-Oh! you have (basically) 2 kinds of Negates. Take Baronne De Fleur, who negates the activation of card or effect, and then there's Hot Red Dragon Archfiend Abyss who can negate the effects of a face-up card. Functionally similar but technically different. Does Magic have anything like this?
Countering spells (negating summons or activation of Spells and Traps) is extremely common. There are maybe a thousand different cards with all sorts of power levels, costs, conditions or ways for your opponent to avoid it (like "Counter target spell unless its controller pays 2.")
Countering abilities (negating the activation of effects) is much much more rare. The most famous is Stifle which does just that for one mana. It can be extremely powerful in a combo (countering your own one-time downside) or against very specific things, but nowadays it's too narrow for most decks to want to play it without it being a proactive part of your plan.
Making permanents lose all abilities (negating the effects of face-up cards on the field) is also a very rare effect. The two famous examples are Humility (which makes all creatures lose all abilities and become 1/1s) which was pretty oppressive in its day but is too expensive to consider now, and Dress Down which is recent and only does this for a turn but gives you back a card and is cheap enough to see play.
I dont think life point totals were ever mentioned in this video nor the amount of attack a monster or creature typically has. Or that creatures deal simultaneous damage to one another, in MTG and their power hits against the other creatures toughness and multiple creatures can block one creature to gang up on and kill it. I'd consider them pretty important differences. Considering a typical creature in MTG has power about equal to 10% of an opponent's life total (2 vs 20). Whereas in yugioh a typical monster you end the turn with has 2000+ (25%) against a life total of 8000, and it's becoming increasingly higher each year. Where 3000 atk used to be practically the pinnacle and very difficult to achieve. Now, most easy to summon monsters have 3000 attack, lower than that is considered low for direct combat.
This isn't fully accurate. Magic has a wide range of power and toughness stats and often has a higher upper limit than yugioh. For instance, Emrakul, The Aeons Torn is a 15/15. 75% of a players starting life total so equivalent to a 6000 atk 6000 def monster in Yugioh. Marit Lage, a token that can be generated from the card Dark Depths is a 20/20, comparable to something with 8000 attack and defense. And there are various other creatures above 10 power or toughness in the game which is comparable to 4000. By comparison these creatures don't see as much success because their costs outweigh their benefit, though Emrakul has been played in Show and Sneak decks which use the cards Show and Tell and Sneak Attack to cheat large creatures into play and Dark Depths has so many consistent combos to generate the 20/20 easily that it got banned in modern.
Additionally, on top of base power and toughness, magic has more effects that allow creatures to grow across turns than yugioh. +1/+1 counters are a common mechanic and many creatures can snowball over the course of a game to get over 10 counters on them if not removed in time.
There are also a lot of very strong temporary pump abilities like Craterhoof Behemoth that can buff all creatures you control absurdly for a final, massive push.
A 2-power creature in Magic is small. Most creatures you'll see are in the range of 2-5, but there are a lot of very playable things that go to 6-8.
I'm glad to see videos like this.
Also, man, hearing someone mentioning MtG and YGO card names all the time in the same video feels so trippy.
You don't get to hear Mirrorjade the Iceblade Dragon mentioned in the same video as Ob Nixilis Reignited all the time.
Basically Yugioh is like the Dragon Ball Z of card games, where the level of power creep is so overwhelming it has its own charm, being able to use every single card in your deck turn 1 breaks the game but makes it more climactic, that's why it's highly addective.
Not going to lie. The power trip it gives you going on a 5-minute combo to pull out your Ultimate Extra Mega Destroyer Dragon is kind of sick.
Edit: if only people let me finish my dragon link boards instead of forfeiting the millisecond they see striker dragon
Then Mystic Mine mains like us said "Nope, NOT ON OUR WATCH. NOW LOOK AT OUR FINAL COUNTDOWN AND THINK ABOUT YOUR LIFE!!!"
Yugioh games doesn't last more than 5 minutes, either you win or lose you'll definitely play more than 1 game consecutively.
Magic games tends to prolong to even half an hour and when you win you feel like the king of the world and then you lie in bed thinking "how the hell that happened?"
@@yarh79 More like it doesn't last more than 2 or 3 turns. Some combos would last for 15-30 minutes in 1 turn. However, Mystic Mine could prolong the game to 20-30 minutes per duel IF your opponent was persistent trying to draw the out. LOL
@@yarh79 The only games that last 5 minutes are ones where a player surrenders, because they can tell it was otherwise gonna be a tedious 30 minutes game.
Glad you started doing magic videos as well
Really good video, that helped me understand some things I just didn't get correctly about Magic
And it's nice you mentioned some cases like the fail to find thing or Reincarnation Droll
Hopefully this video makes you willing to give it a shot. While I HATE MTG Arenas monetization, I do feel it has a solid tutorial, if you want to learn a bit more.
And if you don't, I hope you continue enjoying yugioh, or any other game you play.
I've really wanted to try it out since TheDuelLogs is what got me into YGO two years ago
But from what I've seen all online simulators are either pay2win or look even more atrocious than Duelingbook
Is Arena F2P?
I'd like to check the tutorial at least
@@NeviTheLettyFan If your main objective is to get a MtG tutorial, then arena is perfect for that. Otherwise, while it is on principle free to play, if you do not enjoy drafting you'll find it hard to build all of the decks you want without spending some amount of money
@@JoaoCameloN pretty much fully agree here.
Use it for the tutorial. If you get into it, perhaps play more, although at that point I'd rather advise you just looking into a playgroup who is new player friendly.
And again, if you don't get into it, no problem
I FIND IT FUNNY THAT THE MOST HATED MECHANIC ON BOTH YUGIOH AND MAGIC ARE THE PENDULUM AND COMPANION
(BOTH ARE ACTUALLY MY FAVORITES XD)
PENDULUM SUMMON CAN SPAM MONSTERS SIMILAR TO MAGIC
(AND MORE BECAUSE THIS ARE THE STRONG MONSTERS BUT ON THE MAIN DECK)
BUT ON MAGIC THE COMPANION IS MORE LIKE A EXTRA DECK CREATURE MORE SIMILAR TO YUGIOH
I'd say YGO Archetypes are kind of a mix between Colours and Tribal Payoff; mostly because the, for lack of a better word "permissiveness" varies wildly: some Archetypes have few to no restrictions for Out-Of-Archetype cards (which is comparable to how most Tribal cards in MTG don't restrict what you can play any more than a non-tribal card); some limit you a little bit by having effects that limit you to cards that fit a broad description such as "...you can only Special Summon Monsters that are DARK Attribute..." which one might consider is of a similar level to a MTG card saying "...you can't cast non-Blue Permanents..."; and some are extremely restrictive, even more so than saying something like "...You can't Special Summon Monsters except for [Archetype Name] Monsters..." which I guess would be comparable to "...you can't cast Non-Elf Creatures from your hand..."
One other thing that I feel may need mentioning is the concept of "Missing the Timing" in YGO, I'm like 85% sure it isn't a thing in MTG, and it's something that can be very unintuitive to new players, especially if they are used to games with more permissive timing
Yeah, missing the timing isn't a thing in MTG, and the more I learn about the YGO rules system, the more I'm grateful for how MTG's rules work.
About the closest MTG gets to missing the timing is targets becoming illegal. (If all of a spells targets become illegal, that spell 'fizzles' and becomes countered).
That and certain spells/abilities only being able to be used during specific parts of the turn, but those will say how they work on the card.
When When:
@@simonteesdale9752 tbf missing the timing isn’t really so much a ruling as it is happenstance because of ruling regarding timing
It makes so much sense when you DO NOT think of it as a structure, mechanic or a game element but in an exact literal sense instead and that’s sorta ygo in a nutshell, things happen as literally stated
5:25, ahh my favorite card, it really is like a yugioh card now that you mention it. The ability to counter anything for no mana is ridiculously good in Magic.
Someone might already comment this, but Duel Monsters were literally a homage to magic the gathering in the manga, before Takahashi made it the focal game later on and then the yugioh card game became it's own thing.
Great video! Only thing I would have added/changed is that the card color is basically determined by how it's brought to the field (for monsters) Blue for Ritual, Black for XYZ, etc. It's a thing I really like about yugioh
but that really doesn't matter as a mechanic...
@@fallendeus very true! Pretty much means nothing mechanical at all. It's just a design choice I like 😁
One thing that was missed, was timing. In magic, most of the times, cards cannot "miss timing." In yugioh certain certain keywords like "when" or "if" can cause abilities in the chain to not resolve due to when their resolution occurs. This mechanic infuriated me as a yugioh player and was one of the reasons I stopped playing.
Personally, there were two things that made me switch from YGO to MTG. Firstly, the game got way too fast, with games ending on t3-4 with casual decks. Secondly, the consistency of the extra deck meant that almost every game felt the same, as it was just make some monsters, summon THING from the extra.
For context, I first started playing in Legend of blue-eyes, then took a break midway through the GX era. When a friend re-introduced me to the game 8 years later, it was like playing an entirely different game.
If means they can always resolve anywhere in the chain. When means that it must be the last thing in the chain in order to resolve
Eventually konami decided to stop printing trigger effects that say “when… you can”
Shame because that could've been a feature by making it a tradeoff for certain things. Pretty sure some board/card games use it that way
@@simonteesdale9752 a few years ago I tried to play a yugioh game. I pulled out my deck, shuffled, drew 5 cards, then I lost on turn 1 (I went first). It felt like a waste of time. A bit after, a friend let me pilot a tier 1 deck, which was “cool” because I knew what was going on, but that deck killed the opponent in 1 turn if they failed to kill me in 1 turn. It got stale pretty quick.
After playing mtg for the last 6 years, I find the concept of missing timing in yugioh to be one of the dumbest things I’ve ever seen.
It is technically possible to kill a planeswalker before it gets the chance to activate it’s ability because planeswalker abilities are sorcery speed by default, unlike other activated abilities. If by resolving on nixilis, a triggered ability is put on the stack, the trigger has to resolve before or nixilis can activate it’s abilities which gives you priority to cast the hero’s downfall. For example, Altar of the Brood is an artifact that says “whenever a permanent enters the battlefield under your control, each opponent mills 1 card” planeswalkers are permanents, so when the ob nixilis resolves and enters the battlefield, it will put the altar’s trigger on the stack and everyone gets a chance to respond with their instants and abilities before the player has the chance to use ob nixilis’ ability
While true, this is a niche situation, as very few cards trigger when any permanent enters, and the oath cycle, the only planeswalker specific cycle I can think of, were made in a way that if they modify a planeswalker coming in, it's as a replacement ability
@@krvys7226 Altar of the Brood, Amareth, Brainstealer Dragon, Cadric, Cloudstone Curio, Eye of Singularity, Kodama of the East Tree, River Kelpie(with permanent-based grave recursion), Yoshimaru Ever Faithful. Those all trigger when a planeswalker enters the battlefield (mostly under your control)
Plus there are a handful pf walkers that have their own ETB effects:
Will Kenrith (Partner with is an etb effect), Rowan Kenrith (Same reason), Minsc & Boo, Timeless Heroes (ETB create Boo).
Mycosynth Lattice means any planeswalkers being cast enter as artifacts, triggering any artifact etb effects. March of the Machines can then turn those artifacts into creatures, satisfying any creature etb effects, and Ashaya turns those creatures into lands satisfying any landfall effects(I know that's a 3 card stretch but still possible).
@@anthonycannet1305 that doesn't change majority of these from being niche interactions. Kenrith twins and minsc all do it stand alone, as you said. But majority of the time, outside of very specific decks, the only cards you will possibly see regularly are altar of the brood and curio. (And if curio is out, your likely losing to a combo then and there) admittedly, don't know how often brain stealer dragon sees play, as I've played very little magic since that cards release.(product burnout hit hard)
Most of my tables only play march/lattice as a way to nuke all opponents lands on board. (They usually have a thing to pump artifacts) subbing in ashaya means you still need a ton of creatures to function as your land base, and really doesn't do enough to help
1:08 Can’t believe he forgot about Flip Summoning 😤
Why? Konami did jk
There are actually two new mechanics in magic that sorta emulate an extra deck. In the recent Unfinity set, many of the cards were printed to be legal in constructed play. Over the years there have been a few “un” sets (unhinged, unglued, unsanctioned, etc) that are basically joke sets. They have cards printed with a silver border to denote that they aren’t legal in any other format and are designed to be drafted, meaning players start with a shared randomized card pool and take turns selecting cards from the pool (with certain restrictions I won’t get into) so that each player can construct a deck from the cards they drafted. Many of these joke effects involve people outside the game participating in some sort of question or action to gain some benefit or acts of physical dexterity like throwing cards onto the table from a distance, or even a few cards that require you to physically tear up the card to activate the effect.
In Unfinity, however, they replaced the silver border with a special acorn symbol (squirrels make up a significant part of magic’s joke history) that was only printed on cards that would be considered “un-set” mechanics, like the previously mentioned ones. Meaning many of the cards from the set were printed to be used in constructed play, and that included two new mechanics that were added in the set: Attractions and Stickers/tickets.
Stickers is a mechanic where you start the game with a 10 card deck of unique pre-printed sticker sheets and randomly select 3 of them to have access during the game. Some card effects will allow you to put those stickers onto your cards to modify their names, art, abilities, or power/toughness. The abilities and p/t stickers come with a ticket cost to balance them, and the art stickers are usually only referred to by the “acorn” cards. Tickets are another form of resource that some cards can give over the course of the game and are spent to alter the cards you’ve played. Each sticker sheet comes with 3 name stickers, 3 art stickers, 2 ability stickers, and 2 p/t stickers.
Attractions is another mechanic that feels like an extra deck. To start you bring an attractions deck that has at least 10 attractions with no two attractions sharing a name (there were different variants of each attraction but with the same general effect and name) and shuffle it. When a card says to “open an attraction” you take the top card of the attraction deck and put it into play face up. At the beginning of your first main phase each turn, you roll a d6. Each attraction has 2 or 3 lights on the side of it’s text box that correspond to the results of the die (1 is always off, 6 is always on, and 1 or 2 of the other lights could be on in any combination, the variant printings have different lights lit up). If the result of the d6 matches any of the lights on your attractions, you trigger their “visit” effect. Some attractions involve some sort of game as their visit effect, and successfully completing the game triggers the “prize” effect which gives you some kind of reward and often times will remove the attraction from play and open a new one.
Both of these mechanics involve bringing a 10+ card “extra” deck to the game, although you can’t guarantee you’ll always have access to their effects and often times the effects are very minimal like giving a creature flying until end of turn or being able to scary the top card of your deck (look at it and choose either to put it back on top or on bottom).
It's irrelevant to the gameplay but the flavour text on cards might be noteworthy.
Yugioh only has flavour text on monsters that don't have any effects (Normal monsters) and since most of those come from a time before archetypes were designed these flavour texts are rather bland (albeit perhaps eloquent) descriptions of the respective monster; they don't tell you much.
MtG seems to commit more to using these texts for storytelling (apparently even featuring dialogue commonly).
If there is some lore behind YGO cards, you mostly have to piece it together from the card art with flavour text giving hints at best.
Actually, Konami releases duel books that tells the lore and stories behind different cards. Ignoring minor stories there's been 4 major stories told through Yu-Gi-Oh cards over the years.
As a Magic player, can you explain the rules meaning of the word "negate" in Yugioh? In Magic, we say "counter" to mean "move (a spell or ability) from the stack to the graveyard", "destroy" to mean "move (a permanent) from the graveyard to the battlefield", and "loses all abilities" to mean "leave it where it is, but take away its text". Negate seems to mean some combination of all three based on context?
Also, it seems like destroying/banishing a spell card that hasn't yet resolved (for example, with Qixing Longyuan's third effect) doesn't do anything to prevent it from resolving, almost as if the spell card on the field is a separate entity from its effects?
1) Negate in YGO refers to stopping an action from being performed successfully or nullifying a card effect.
If you negate a card, it doesn't resolve and the card goes to the GY.
If a card say "negate and destroy" (like Diviner Wrath) the effect is negated and the card is destroyed. If that card has an effect that triggers after being destroyed it can be activated.
2) Cards and effects can be separate entities (depending of the card)
You can negate a card' activation and you can negate a card' effect.
3) There are cards that prevent activation of effects (like Angel O7) and cards that negate effects but don't prevent their activation (like Skill Drain)
Qixing Longyuan banish the S/T but it doesn't negate the effects, but if the S/T is continuous then the effect won't resolve because continuous S/T need to be face-up on the field to resolve.
destroy =/= negate
you negate only if it says negate or the effect cannot resolve in the moment of resolution (like if you exiled a creature that is being reincarnated)
if a card is destroyed while activating its effects, the effect activates in the grave
On the last point, think of it as firing a gun. When you activate an effect, you pull the trigger(activate effect) and the gun fires a bullet(effect). I can destroy your gun after you fired the gun, but it doesn't stop the bullet that is already in the air flying towards its target. The bullet hitting its target is the effect resolving.
Duel Logs, what do you think about calling the effects that work without staring a chain (ex ZW Pegasus wich negates a monster effect when said effect would normally resolve) Spell Speed 5 (since you CAN use them against Spell Speed 4 effects)?
Effects that don't start a chain are called continuous (or sometimes I heard replacement; for cards that say "if you do X, you can use/treat this card as..." etc.)
@@matchanavi those effects aren't continous. They can be used once at your discretion during the resolution of a certain effect. The easiest example is Cerulean Skyfire. Any time your opponent uses a spell, even Super Poly, you can use this to negate it.
@@joanaguayoplanell4912 those are continuous-like effects, they’re essentially continuous effects that apply their effects in a manner that is similar to activating but since it’s not actually activating anything in the “activate” senses it’s not an activated effect
I adore yugioh and have for 20isg years, but a year of playing magic and it's infinitely better
one thing that wasn't mentioned in the video is that, any card that has a cost (even 0) is a spell. So for instance, creature cards are spells and go on the stack, meaning you can counter a creature spell on the stack, unless it says it can't be countered (*hum* emrakul *hum*)
For clarity, it's worth noting that there are cards without a cost that are spells, e.g. a sorcery with no cost and *suspend* is a spell.
The precise form of this rule of thumb is "any card or copy of a card on the stack is a spell." Most creatures use the stack, so are spells while they are on the stack.
@@delta3244 I usually go with the explanation that "Everything that isn't a land is a spell". Much simpler.
@@delta3244 yes that's true. I forgot there are suspend cards that can only be cast with suspend. I only reminded a kamigawa card that also has no cost, but can be "printed" on other arcane spells for a certain cost.
So wait every card that says counter spell is a solemn judgement (solemn can negate summoning, monster effect, spell and trap effect, literally everything) if so that’s insane
@@trost7860 Yes, but also no.
"Counter target spell" (Cancel) will counter anything, while "Counter target noncreature spell" (Negate) won't stop monsters. There are a LOT of counterspell variants.
Also, the mana cost is a huge factor. If you are keeping the mana up to use a counterspell, you aren't using it on your own turn to advance your own gameplan. Of the two cards above, Cancel is unplayable because it costs 3 mana, while negate is a sidedeck staple for blue decks because it costs 2.
Imagine if there was a Solemn card that you could only use if you hadn't summoned any monsters on your own turn. That's what counters in MTG often play like until past turn 4.
Been watching your videos quite some time, but this one, man, I'm out after resources of Yu-Gi-Oh. Love magic, think it's the best game, not complicated, except some ruling disasters from previous video, but Yu-Gi-Oh, my oh my... Thanks for your work, much appreciated!!!
As a magic player switching to yugioh this video helped me a lot! Thanks!
I played Yugioh since I was 8, collected cards since then and now as a 23 year old. I’m finally getting into magic
A great comparison is that Force of Will is to Legacy what Maxx C is to the OCG. Their respective formats are so defined by their presence that to remove one would drastically shift the balance.
Should mention the pacing of both games. Yugioh is typically a 'faster' game as in the number of turns it takes for 1 player to lose is much faster than in Magic. But 1 turn in Yugioh can take 20+ minutes with constant deck searching and card effects that combo with with other cards. This is what confuses alot of new players since they often feel overwhelmed with numerous card effects only to lose because they didn't have an appropriate out to their opponents field.
Here's what chain blocking looks like in Magic, plus a little glimpse of what you can do by letting the stack resolve step by step:
ruclips.net/video/MqZT1s-tyuQ/видео.html
At 23:40
-Dominguez casts Ox of Agonas.
-Huschenbeth doesn't want its effect to resolve and has Cling to Dust to exile it from graveyard, but simply countering it would mean that player A gets priority and can escape it from the graveyard, getting the effect regardless.
-Instead, Huschenbeth casts two counterspells, one after the other without passing the priority.
-The first counterspell resolves and counters the Ox.
-Now Dominguez gets priority, but because casting the Ox is sorcery speed, he can't do it because the stack still has the second counterspell.
-In response, Huschenbeth uses Cling to Dust to exile the Ox.
Super informative. Played Yu-Gi-Oh in HS. Bounced off due to the crazy power creep. But have been wanting to try MTG for a while. Thanks for the video
The biggest difference is the company choices Konami and WOTC make.
Konami releases products that will be made irrelevant next release or the one after.
Whilst WOTC hates its consumers and decides the anniversary of the card game should have a product that not only can’t be used in tournaments, but should be priced at $999 for 4 packs of ‘official’ proxies.
Decisions, decisions 🤔
Sprights and Tearlaments (or whatever the meta is having) vs. Secret Lair Ultimate Edition and 30th Anniversary Edition
Don’t forget us consumers who are “price sensitive.”
Thanks, hasbro 👏
You're a bit incorrect about that one. Konami releases products and then reprints that product into the ground. Some cards stay around for years. Ash Blossom just got reprinted in a freaking structure deck as a common that got sold by the boatload at walmart.
I grew up loving Yu-Gi-Oh and over the years have started to like magic only played it on arena here and there, I love your videos explaining MTG cards thats my big problem is just not knowing what a lot of cards do
Here comes the "the diffrence is that yugioh is better/mtg is better 🤓" comments.
It's a comparison video. What did you expect?
I do think one is better, obviously, but this is a great video none the less.
they both suck 🤝
I prefer one to the other, however, both games have value
Inevitable since this is a a comparison vid but I will say that I always find loads more rude and snide comments from mtg players in the comment section of these sorts of vids
@that editor's note
Toadally is banned in OCG, not TCG. TCG banned Ronintoadin instead.
How about differences between Yu-Gi-Oh and the Pokemon TCG? Like how Pokemon can have draw effects as strong as +7 with little to no downside when in Yu-Gi-Oh it costs an arm and a leg just to draw 2.
The main reason for that is that Pokemon already has so much RNG then it kind of needs crazy draw Power to balance it out
You can technically play more than one land card in Magic a turn, if you have a card such as Azusa, Lost but Seeking out or you use fetch lands such as Terramorphic Expanse and Marsh Flats.
but this is more of a generalization of the differences. you can technically normal summon more than one monster a turn, if you have effects that allow it.
fetching lands from the deck isn't considered being "played", as they're put "onto the battlefield"
There are cards that let you break the rules. This is a basic assumption for any TCG.
@@WangerZ3291 with games that last this long there is an exception to everything. For example the toon deck has summoning sickness in yu-gi-oh.
Mamaramp is a whole deck archetype, and Im very suprised you didnt mention rampant growth.
I've played both. I love both for different reasons. But I couldn't imagine my life without them. Ive lately been trying Lorcana out and its very new and fresh so I enjoy the experience. However, I keep my MTG and Yu-Gi-Oh collection still
An important note: If instants aren’t hand traps, what are they?
In my opinion, instants are a good analog to quick play spells. You can play them on your turn like a normal spell, or you can set them (leave mana up) and play them on your opponent’s turn. There is still a key difference that you can’t really destroy “set” instants the way you can destroy set quickplay spells, but I feel like it gets most of the point across.
the difference is mostly information, hand traps dont require resources, set up, anything, so sometimes you just have to run into them, instants on the other hand require mana. as he said in the video, you need to choose between advancing board state and interacting with your opponent. so lets say you're playing yugioh and you try to combo off on turn one with some salamangreat combo (i have no idea how relevant that archetype is, sorry, its been a while) you can just ash blossom their deer or circle even if you go second, but in magic if your opponent is playing blue and you play a deck that needs certain specific spells to resolve, your opponent would need to leave blue (blue because all real counterspells are in blue) mana open to counter your spells. so instants are more analogous to set traps then hand traps, you can look at your opponents board to see a face down spell and think "oh thats either a solemn strike or a bluff for one" and in magic leaving two blue mana open (the mana cost for the spell "counterspell") is the exact same thing
@@robotwizard1066 Leaving blue mana open is like setting a trap, but I called them quick play spells instead of traps because depending on the instant, you can also just play it on your turn, like a sorcery. You don’t _have_ to set it to use on your opponent’s turn. Lightning Bolt is an instant, but people will often fire it off on their turn to get rid of a blocker or something. You can’t do that with a trap, but you can with a quick play spell.
@@jeezuhskriste5759 Which means that there just isn't a one-to-one comparison, and that's fine. Instants are somewhere in between quick play spells and trap cards. That's the best you can get.
Force of Will is the most busted handtraps ever if you just adapt it to Yu-Gi-Oh lmao. A handtrap that can negate everything for just LP? Crazy!
@@jeezuhskriste5759 i fully misinterpreted your point, thats my bad, but i think that @Luuk van de pasch is more or less correct here
Great video :) does someone know the backround music song name? Cant find it anywhere :(
Don't forget also, Yugioh is muuuch less politically charged and has no problem depicting attractive and erotic females.
TCG department censors cards reguarly :(
@@RinaShinomiyaVal I don't know man, I still see some wild stuff
@@RinaShinomiyaVal True, but not as regularly as they used to during the 4kids era. In any case that's the TCG, the watered-down version for our tender Western minds.... Japanese keep the good stuff for themselves in the OCG.
@@diedonthevine And it appears as if the alt art for Evil Twin Ki-sikil is gonna be next on the chopping block
The "fail to find" bit has a couple more detaills.
First, "Jarad's Orders" is a bad example, since it says"up to two" in the text, so even with Yu-Gi-Oh rulings you could declare one or zero (the "up to" is important, is what changes cards like "Hex" from unimpressive to pretty bad).
Another important thing, though, is that you can choose not to find for whatever reason, regardless of the full conditions are met. The conditions for that are usually niche but is a thing you are allowed to do always.
Small nitpick: you can only fail to find of the search effect has a condition. If it lets you find any card, like demonic tutor, you can't fail to find.
@@seandun7083 true that.