It allows me to fillibuster for 15 minutes and distract you while I look through my deck and adds the exact cards I need to win to my hand and field, while also giving me a millennium item and banishing your soul to the Shadow Realm before the duel has even started
Same! Like, I thought I got it, and was going to come down to the comments to shout it to the heavens, but I can't recite its effect. Or remember it, for that matter.
This just shows how IMPORTANT and different the system of Yugioh is compared to others. In the Pokemon TCG for example, they're are a bunch of reprints of a very simple effect "Draw 3 cards" which isn't really even played as there are others who will let you draw even 6 or even 7 cards. But in a Format that is not energy-based whatsoever, having a draw X/add X with no downside is like THE peak of card design for the game.
I feel this has a lot to do with the complexity of Yugioh as a whole, especially when you consider how many different types of special summoning mechanics there are, not to mention the fact that unlike with pretty much any other tcg other there currently, there's also no set rotation, either. It's also worth mentioning that the example you used for Pokemon specifically is not played because of a few reasons: 1) Those cards are supporter cards, which only one copy can be played of per turn, and it's a pretty weak effect for a supporter. This is why Bill, which lets you draw 2 cards, was originally considered to be very good since there was no restriction on how many copies you could play in a turn when the card was first printed, but as soon as it got reprinted as a supporter card, everyone disregarded it. 2) There are other supporters that either let you draw more cards, or do the same effect of drawing 3 more while also having additional effects as well; this ties into the first point of why those cards never get played, since you're giving up the ability to play a different, more useful supporter by playing one of those cards instead. 3) In Pokemon, you need to have a 60 card deck, while in Yugioh, you're allowed anywhere between 40 and 60 cards, and back when I still played the game regularly, it was much closer to the smaller 40 card limit. This means that in Yugioh, draw effects don't necessarily need to be able to draw you as many cards because you have a smaller number to go through in the course of a game, which is only compounded by how prevalent search effects are in Yugioh, which can thin your deck even more
I've been thinking on how to make an N-like card that makes both players discard their hand and draw cards depending on life points lost, probably in increments of 2000 LP
Yeah especially when u compare it against MtG where you have whole decks that revolve around just drawing lmao. Playing both, I get screwed up sometimes switching between lmao
How about: top 10 cards banned for non-power level reasons. Victory Dragon and Kaiser Colosseum were banned for causing major rulings headaches, Last Turn and Self-Destruct Button were banned for consistently causing draws, and Fiber Jar was banned just for being extremely annoying.
I feel Last Turn and Self-Destruct shouldn't be grouped. Last Turn was banned because the way it interacted with cards like Jowgen and Marshmellon in very cheesy way, while Self-Destruct allowed for very degenerate match stalling
Kaiser Colosseum was actually banned for power reasons. If you would let your turn 1 end on exactly one strong boss monster, you could then put down kaiser kolosseum and mostly prevent any monster based strategy that requires you to have more than one monster on the field.
Pot Of Greed is the reason I love Yugioh as a game. Unlike many it just shows old doesn't mean outdated and new doesn't necessary mean better. Somehow an anime card created over 20 years ago that the creator definitely didn't put many complicated thoughts into it and was just like "Yeah, just give it an Uno effect to draw cards" with the most generic and basic card game gimmick just becomes so unrivalled and unmatched in newer generations that new copy cats were made just to replicate it's former glory without breaking the game.
Fun trivia. The Jar Monsters, the Pot Spells (and monsters), and Jar Traps, are actually 3 (4?) distinct "archetypes". In the OCG, the Jar monsters are just called "Pot" (ポット; potto) or pod (ポッド; Poddo) (note: Pot the Trick has only been printed once, and never in the TCG, but if it were, it would be called a "Jar"); it's really hit or miss on which of the Jar flip monsters are pots or pods. The Pot Spells and Monsters + Dragon Capture Jar (Spirit of the Pot of Greed, Avatar of the Pot, and Pot of the Forbidden) are referred to as "Tsubo" (壺; つぼ) And the Jar Traps + Jar Turtle are referred to as "Kame" (瓶; かめ)
@@CrnaStrela Fiber Pod, Absorbing Pod, Cyber Pod, Reverse Pod, Chaos Pod (Morphing Jar #2), Dimension Pod. Ancient Jar is the same sort of Pot as Pot of Greed/Pot of the Forbidden. This is why I said hit or miss. I *tried* to figure out some rule for how to identify, but couldn't.
To be fair, in the anime usually there is no text on the cards or it is scribbles. for people watching with subs because they stayed up past bed time and wanna learn Yu GI oh from the most honest source directly this is much easier
Whew, thanks for explaining what Pot of Greed does. I've seen so many references to it, in memes and clips and such, but still didn't know how to comprehend its very complicated and nuanced effect. Thanks! o7
funny thing about resolving cyberjar in today's meta is that it would force most monster hand traps on the field rather then go to the hand. though in the end it would be just more monsters that they can link with, or in the case of the ghost girls, to synch with, or in the case of nebiru to potentially come online.
That is its main issue. It acts as disruption, sure, but wouldn't work outside a turbo jar deck. In the best case scenario that it lives through your turn and into your opponent's battle phase, it will wipe the board, but then give your opponent some bodies on the board and extra cards in hand, so they can just go to main phase 2 and combo off using that. Meanwhile, if you use it during your own turn in a deck focused on flipping them up and back down, you would be able to avoid most hand traps by forcing them on the field instead of the hand, while at least getting information on anything else they did add. It would be too niche to be problematic nowadays
I thought of a way to bring back flip monsters is that konami allows the player to flip them as a quick effect any time after they was set 1 turn (such as traps), i cant think of it being broken, just for them to be a bit better
I'd say Pot of the Forbidden, but it's a lvl 9 flip monster, which already makes it ridiculously hard to use, if not impossible in modern formats. but if you can work around its restrictions, you get to activate one of four effects from forever-banned cards
Don't forget duelists can set Jar of Greeds as bluffs to make their opponent think those set cards are traps. Then when an opponent uses MST or Cosmic Cylone on Jar of Greed, it can be chained to draw 1 card.
Another advantage Prosperity has going for it is that you can banish ANY 6 cards from your Extra Deck - this includes your face-up Extra Deck, so you can stack up some pendulum monsters that you can't use again or don't need to offset the cost eating into your toolbox. Extravagance outright specifies that it has to banish face-down cards from your extra deck, so you can't cheese the cost by cramming in a bunch of pendulum monsters.
Banishing cards face-down from your Extra deck means both that the cards are banished face-down _and_ that the banished cards were face-down in your Extra deck? I thought it meant only the former (although, unless you get Pendulums into your Extra deck before your Main Phase 1 begins, Extravagance would only be a turn 3 tool here).
@@xCorvus7x Nope. Extravagance explicitly says "Banish 3 or 6 random **face-down** cards from your Extra Deck, face-down" meaning that the cards its banishing must be face-down in the Extra Deck, and it makes 3 or 6 of them at random become banished face-down. Prosperity does *not* have that stipulation - they just gotta be cards in your extra deck, but they are still banished face-down.
@@ΑΡΙΣΤΟΤΕΛΗΣΛΑΧΑΝΟΠΟΥΛΟΣ Semi free. It has to be the first thing you do in the main phase, and you cannot draw any more cards after resolving the effect successfully. That being said, if you can gimmick a bunch of fast effect draw cards in your draw and standby phases, Extravagance says that you're still good to use it. Buuuut now you're playing a bunch of draw cards that Extravagance will likely be drawing you into. Also, I just learned that Extravagance is on the list of things Mystical Refpanel arbitrarily cannot chain to, despite NOTHING about either card indicating that they are incompatible - they just don't want you locking yourself out of drawing cards during your opponent's turn, I guess. You'll notice that on rulings, "Can "Mystical Refpanel" be activated in Chain to the activation of [X}" and the cards where you can't will say, universally, "Mystical Refpanel" is a card that is activated directly in Chain to the activation of a Spell Card that affects 1 player. Since [X] is not a Spell Card that affects 1 player, "Mystical Refpanel" cannot be activated in Chain to the activation of [X]." Even if [X] does only affect one player. You'll notice that the theme here, at least when it comes to some of these cards with draw backs, is that the draw back is tied to the effect, rather than as a condition independent of the effect. You CAN Refpanel Duality, and you will excavate 3 and add 1, but the player who activated Duality will be restricted from special summoning. But you can't on Extravagance because the no more draws is part of the effect. Nevermind that the entire effect of Extravagance affects only the 1 player. Same deal with Sekka's Light, but at least that one follows under the line of reasoning that is "we don't want players to lose hard lose because they got too ahead of themselves, rather than because of any one exact interaction."
I think you forgot about Fiber Jar. It's so insanely good that it's a total reset of the duel. So if you're ever in a losing position you can just start over with that card.
i absolutely agree, fiber jar is a card non banish monster/s/t/graveyard/hand removal there are so many ways to abuse it expecially with new cards, only downside is being a bit slow but cards like book of tayiou exist
Jar of Greed can be also used as bait for MST / Twin Twister (similar to effects like Emergency Provisions or Dark Factory of More Production, which destroy your cards before your opponent does) and theoretically combined with Jar Turtle to draw more cards.
Pot of Prosperity is such a good card that there are some decks that would still use it instead of Pot of Greed even if it was legal. Because choosing one specific card out of 6 can win you the game in some cases, far better than 2 random cards, no matter the restrictions, that's why they limited Prosperity to 1 in Master Duel, it's not as generic and splashable as Pot of Greed but in terms of Power level it's almost the same. Pot of Desires is similar to that, but the current Meta favours Prosperity over Desires, though it could change in the future. Power creep of the game has become so big that there are some new cards that are as powerful as those old broken cards, nuts.
@@xenonim yeah and not to mention that the actual meta decks being responsible for limiting pot of Prosperity to 1 (looking at you floowandereeze) still can play other cards as options unlike most other rogue deck. Seriously all they did was hurting the rogue decks instead of the meta decks lol
I don't think people would ever play Pot of Prosperity over Pot of Greed if it was legal, they would just play both. Pot of Greed is a card that just can't be refused to be played in any deck, the free 2 card drawings are just too good I think what you meant was that people would focus Pot of Prosperity more than Pot of Greed but at the end of the day, everyone would still play Pot of Greed due to how splashable it is in every deck
@@Gurkan790 yeah also the ban is more too marketing purpose their mirrorjade and branded way too early where supposed to be marincess secret pack. All top card under branded is UR. so unluck for player that want to play dinomorphia and branded deck as it make it super expensive.
Yugioh technically has a resource system: 1. Tributing monsters from the field 2. Discarding from your hand 3. Paying LP 4. Banishing from Deck/GY Konami just made too many poweful no cost cards that broke the entire balance.
The only monster summon that should ever be free is normal summon, since that's restricted to once per turn But since there's so many ways for basically free special summons, nothing really matters anymore
How about Top 10: Best/Worst monsters that Special summon themselves from the hand Best/Worst cards with non-targeting, non-destruction removal Fusion monsters with specific, named materials Accel Synchro monsters (Synchros that use only ither Synchros as material) Xyz monsters that are only ever ranked-up into Pendulum monsters that are never used as Scales Best Link monsters with terrible arrows / Worst Link monsters with great arrows or important arrows for their archetype
Pot of Averice much like other cards like Upstart and lesser extend Chicken Game, stayed at 3 for a long time in the OCG. No one there plays them This is due to how different the OCG build decks around and how control focused it gets despite the abundance heavy power creep and other combo decks there.
@@Ergeniz Yes, but not really. Less banned stuff also means more toxic and unfair stuff running around. Personally I'm not a fan of super-restrictive deck-building in a Maxx C at 3 format (forcing you to run Maxx C as well as Ash Blossom and Called by the Grave at a bare minimum unless you're running an FTK deck).
@@Ergeniz I can agree that having as few banned cards as possible is better but the line gets drawn when Deck-building is restrictive due to needing to have heavy counterplay to something absolutely broken or to run the same thing and hope to get better luck than your opponent. A good format also needs as many viable decks as possible. Not 1 or 2 usable decks. If you want to play with banned cards, play Traditional format.
I loved using Cyber Jar. So much fun. I would've have imagined it would be Machine-type since it says "Cyber" in its name, but I see that the "Jar" monsters are all Rock-type.
4:36 That kind of weakness in flip monster means they could at least receive some support that would break the game with other cards, so let me come up with something: _You Done Flipped-Up!_ Quick-play spell _When your opponent destroys any number of monster(s) you control by battle or card effect this turn, you can special summon facedown any number of Flip Monsters From your hand, deck or extra deck who’s combined levels/ranks equal or are less then the combined levels/ranks of the monsters your opponent destroyed. If this set card is activated this cards effect cannot be negated or responded to. Once per turn you can banish this card from your graveyard; you can flip 1 face-up Flip monster you control facedown, and immediately afterwards you can flip any number of cards on the field facedown up to the level/rank of the monster flipped._
Or just create a generic version of "The Hidden City". It's already broken in Subterror archetype. It adds a flip monster from deck, can flip the monster up or down, and can negate attacks. The last 2 effects can also be used each turn, and the card is searchable through Terraforming and other similar searchers.
If they destroy your monsters, they can probably negate that quick spell or destroy the backrow beforehand. Cards which wait for your opponent to do something are generally not very good. Tributing your monster to ss facedown monsters whose combined level/rank doesn't exceed level/rank of your monster would be much more viable. Not sure if it would still be enough, to see any play, probably not
@@nnnp634 Well what kind of support cards would YOU say would be able to bring pre-existing flip effect monsters to a viable standard in the current and future meta?
I love Jar of Avarice. It allows me to recycle my Trade In, Cards of Consonance, White Stone of Legend, Blue Eyes White Dragon and Jar of Greed. I like how when I use Jar of Greed it just gives me an extra card regardless of what happens if I start it before my opponent combos off, or even chain it with my opponent trying to get rid of it thinking it might be a mirror force. My favorite play would be using Cards of Consonance to send White Stone of Legend to the graveyard, gain 2 Cards plus a Blue Eyes White Dragon, follow up with Trade In to get 2 more Cards, use Magicalized Fusion to get out a Dark Paladin, and finally set a Jar of greed and a Jar of Avarice to bring back Trade In, Cards of Consonance, Dark Magician, Magicalized Fusion and Jar of Greed to get the engine PLUS another card to the deck and hand
When you want to prevent a deck-out in a Mystic Mine deck, Outstanding Dog Marron is an alternative to Jar of Avarice. As long you have seven cards in your hand, you can discard it at the end of your turn and draw it again and again.
There was one pot monster that I think was left out despite how good it can be used, Pot of the forbidden. This level 9 monster looks too much to summon and handle unless you build your deck around it with flip support like Prediction Princess Tarotrei where you can special summon Forbidden from your hand or graveyard then you can use its other effects to keep causing it to flip face down. Yeah, it isn't a stable but it is a fun gimmick deck that can get you far.
I used to run it in an exxod/sphinx/trap deck I played in high school. It was a dumb meme deck and super outdated by that time already, but it was fun and actually kind of worked
Morphing jar puts the dark monsters in your hand in the gy and you can draw into DAD to play as long as you have the set up. While he did say Morphin is dark, that is what I believe he meant.
@@cameronthomas5165 yea true. but now that cyber jar at 1. I think morphing jar and cyber jar should do just fine in empty jar. lets hope next format cyber jar goes to at 3. and mabe in master and duel links at 1
I've always had a special spot in my heart for Pot of Avarice. My Sunavalon deck loves it cuz I go through so many Link monsters it's basically a free reset and a +1
When I was a kid, Jar of Greed and Upstart Goblin didn't make sense to me. I understood that Pot of Greed gave you card advantage, and I even noticed that without a cost it was kinda strong (didn't realize it was completely busted), but Jar didn't seem to do anything useful besides maybe fill your graveyard. I completely missed that it was like having fewer cards in your deck.
Fun Fact : There is actually a quick-play spell card made specifically to counter Pot of Greed, called Jar Robber. It's became useless since Pot of Greed got banned.
Great list! I think you made a mistake and said at one point that Morphing Jar was a Dark monster. On another note, I really like using Morphing Jar for my Dark World deck. My opponents often think twice about attacking my face downs that way.
"Top 10 targets for 'Muddy Mudragon'" with Master Duel's new Selection pack, I found that I could splash Blue-Eyes Tyrant Dragon and potentially Mirrorjade the Iceblade Dragon into just about any of my decks reliably and make use of them, but I figured you might know of some additional options that could feasibly be splashed in as well. reason being is because Muddy Mudragon can substitute for a monster named on a Fusion Monster, provided the other materials are correct. with there being some cards that include a named card plus a more generic material (Red-Eyes Slash Dragon can be splashed into a Warrior deck, for instance), I'd imagine there's plenty of good options out there... right?
I personally use Pot of Extravagance in my Qli deck. Since I'm only reliant on one specific Link Monster, I'm unlikely to hit those pieces, and even then, I don't actively need it. Even the restriction of not drawing doesn't hurt that much at the end of the day, since I'm more likely to end on a big monster with it. This was a fun list. How about a "Trap Hole" list (assuming that there isn't already a list for that).
I know you don't cover Speed Duels but Jar of Avarice was responsible for the early Stall decks. They'd run 2 and 3 Mask of Darkness and just deck the opponent out by stuffing everything back into the deck to keep going.
Pot of Extravagance & Prosperity work wonders in my Dino deck. I usually use Prosperity because I can select the extra deck monsters that are filler, so I don't accidently get rid of my synchro monsters like Baroness.
I had a fun idea for an anti-Pot/Jar card: A monster card that can special summon itself when your opponent activated a Jar/Pot card, negates and destroys it, and it gains ATK/DEF and/or you gain LP based off the number of cards it would have effected. And it’d be based off of Link or other characters known for smashing pots for stuff inside.
I don't understand pot of greed. Where do I draw the two cards from? How many is two? And where does the drawing come from? Am I supplied a pen and paper? Maybe some crayons and colored pencils?
I can't recall if you or someone else have already done a video on the subject, but is Jar of Greed's effect the shortest card effect in the game? It's even 1 letter shorter than Pot of Greed's.
Digimon TCG found a great balance in excavation, IMO. Top 3, add one, rarely an actual limit. Mana meters make it posssible to draw cards, I suppose. They're also constantly drawing. Not sure what Yugioh is so afraid of. Interaction, perhaps. Pokemoin does it by having a hard 1 cast on Trainer cards (as in one Trainer a turn) (which do most of the drawing)
Yugioh's game design has fallen apart by simply trying to maintain the design. Refusing to let us draw cards perhaps is because they know that if we could, we would see how poorly designed it really is.
I still think it should be frozen at 1 and not banned. It has card support stuff I want to see people play around with and figure out if it simply destroys game balance or allows certain deck concepts to be viable therefore opening up legit deck options for competitive. I agree that 3 is not right or 2 is slightly unfair. But it cannot be easily searched, and so as a one of that should balance it enough to be fair but OP for everyone.
Thanks for explaining Pot of Greed. This whole time, I thought its effect allowed you to draw 2 cards from anywhere. It doesn't say only my deck so I thought I could use it to draw from my opponents deck.
There is a major downside to pot of greed, when there’s one card left in your deck, such as your last exodia piece, when you play pot of greed you immediately lose the game once you try to draw the 2nd card prior to exodia happening.
This may sound stupid, but would a clause like "this card can only be used once per duel or match' balance Pot of Greed? Or would it not even be worth playing at that point.
An idea for a video could be too 10 cards that return your own cards to the deck (I’m not sure if there’s enough of them tho) Be it from the hand, field, graveyard or removed from play, cards get returned to the deck (Be it for reuse, re-searchability or just to prevent running out of cards)
Here's an idea: instead of top 10 "cards", try top 10 "packs". Yugioh has had a constant stream of boosters over its 20 years of life, surely some sets impact the game more than others based on so many factors like the game state when they're released, what cards they bring to the card pool, their interactions with older cards, etc etc.
I think he has been staying away from more general products or topics just because there comes a whole new level of abstract decision making behind it. One of his most common sources for rankings is the amount of competitive play a card has seen, which is a nice empirical measurement. Sure, there is a lot of subjectiveness to that, like *when* it saw competitive play, or *why* it saw play. However, if he just went on to packs, it would bring in a bunch of real world factors like short printing, card rarity, third party card markets, and other real world events affecting availability of cards/tournaments. Then just the issues of having 60-100+ cards in a set and having to arbitrarily weigh just how many of those cards were useful, or whether a set deserves to be mentioned just because of a single meta-changing card inside even though everything else was underwhelming gimmicks or filler/reprints. He seems to prefer talking about just the cards and their specific role in the game
@@sirswagabadha4896 then how about a top *5* pack video? Maybe packs that have interesting cards that would've seen play in an earlier format? Or even the most disappointing packs lol
Pretty much anything that drastically warped the game upon its release qualifies. Invasion of Chaos and Phantom Darkness are 2 of the packs. The former being responsible for the Forbidden part of the Forbidden and Limited list being used.
It is a way to dodge the banish and negate but since its shuffled back into the deck its effect still might not resolve, most of the graveyard effects say "while this card is in GY, you can ..." or "leaves the field" which doesnt include going to deck.
@@Montracht That's why I say okay. Fine for effect not requiring it to be in the grave to resolve but would it prevent hand trap effects like ash blossom since the cost is usually paid with the discard?
It's still kinda confusing, but I think I now know what Pot of Greed does: "It is a normal spell card which allows you to draw 2 cards from your deck, with no restriction, no cost, no once per turn, and no downside."
Backup soldier makes recovering exodia pieces OP. Sending exodia pieces to the graveyard and recovering them back to the hand used to be one of the best strats I found to be useful. Dark factory of mass production I believe will return 2 normal monsters to the hand. Monster reincarnation brings back exodia head
To be fair, even if pot of greed was legal, I doubt any of those would see play anyway. Running useless bricks in your deck just to gain an extra draw cancels itself out, and jar robber is useless for the same reason as anti-raigeki and gryphon's feather duster
I used Jar of Averice at 1 in the Brilliant Fusion era so i could discard and Cycle my Garnet back into the deck if i unfortunatly drew it too early :P But back then i was a much worse deckbuilder hehe
You should do top ten list of cards that unplayable because of the card that required is on the banlist Pot of greed has alot of unplayable cards that mention pot of greed in the card text.
Top Ten best, "Graceful Charity" like effects. Meaning, draw a certain amount then discard 1. So cards like have you draw 2 then discard 1 like Safira (not sure about the spelling) count
Normally he explains cards so well, and I'm sitting here and still don't know what Pot of Greed does. Man this card is such a mystery.
Hmmm... By activating Pot of greed it let me draw all 5 Exodia pieces and win me the duel. Easy.
Are you dense? Clearly it draws two cards. Though I do hate the lack of clarification whether it uses paint, pencils, or whatever. And on what medium?
I hate this fucking joke.
It allows me to fillibuster for 15 minutes and distract you while I look through my deck and adds the exact cards I need to win to my hand and field, while also giving me a millennium item and banishing your soul to the Shadow Realm before the duel has even started
Same! Like, I thought I got it, and was going to come down to the comments to shout it to the heavens, but I can't recite its effect.
Or remember it, for that matter.
This just shows how IMPORTANT and different the system of Yugioh is compared to others. In the Pokemon TCG for example, they're are a bunch of reprints of a very simple effect "Draw 3 cards" which isn't really even played as there are others who will let you draw even 6 or even 7 cards. But in a Format that is not energy-based whatsoever, having a draw X/add X with no downside is like THE peak of card design for the game.
I feel this has a lot to do with the complexity of Yugioh as a whole, especially when you consider how many different types of special summoning mechanics there are, not to mention the fact that unlike with pretty much any other tcg other there currently, there's also no set rotation, either. It's also worth mentioning that the example you used for Pokemon specifically is not played because of a few reasons:
1) Those cards are supporter cards, which only one copy can be played of per turn, and it's a pretty weak effect for a supporter. This is why Bill, which lets you draw 2 cards, was originally considered to be very good since there was no restriction on how many copies you could play in a turn when the card was first printed, but as soon as it got reprinted as a supporter card, everyone disregarded it.
2) There are other supporters that either let you draw more cards, or do the same effect of drawing 3 more while also having additional effects as well; this ties into the first point of why those cards never get played, since you're giving up the ability to play a different, more useful supporter by playing one of those cards instead.
3) In Pokemon, you need to have a 60 card deck, while in Yugioh, you're allowed anywhere between 40 and 60 cards, and back when I still played the game regularly, it was much closer to the smaller 40 card limit. This means that in Yugioh, draw effects don't necessarily need to be able to draw you as many cards because you have a smaller number to go through in the course of a game, which is only compounded by how prevalent search effects are in Yugioh, which can thin your deck even more
I've been thinking about what makes things "fun" lately and I think that card draw is inherently fun in card games.
for me it is a limiting thing, one of the many reasons why I prefer Magic and I think it is much more complete
I've been thinking on how to make an N-like card that makes both players discard their hand and draw cards depending on life points lost, probably in increments of 2000 LP
Yeah especially when u compare it against MtG where you have whole decks that revolve around just drawing lmao. Playing both, I get screwed up sometimes switching between lmao
How about: top 10 cards banned for non-power level reasons. Victory Dragon and Kaiser Colosseum were banned for causing major rulings headaches, Last Turn and Self-Destruct Button were banned for consistently causing draws, and Fiber Jar was banned just for being extremely annoying.
I feel Last Turn and Self-Destruct shouldn't be grouped. Last Turn was banned because the way it interacted with cards like Jowgen and Marshmellon in very cheesy way, while Self-Destruct allowed for very degenerate match stalling
Twin-Headed Behemoth was banend for creating a Schrodinger's Cat scenario with it's soft once per duel.
I believe there is a video with victory dragon and other monsters with the same "Win the duel" effect.
Kaiser Colosseum was actually banned for power reasons. If you would let your turn 1 end on exactly one strong boss monster, you could then put down kaiser kolosseum and mostly prevent any monster based strategy that requires you to have more than one monster on the field.
victory dragon was banned because it was never intended to be a legal card
Pot Of Greed is the reason I love Yugioh as a game. Unlike many it just shows old doesn't mean outdated and new doesn't necessary mean better. Somehow an anime card created over 20 years ago that the creator definitely didn't put many complicated thoughts into it and was just like "Yeah, just give it an Uno effect to draw cards" with the most generic and basic card game gimmick just becomes so unrivalled and unmatched in newer generations that new copy cats were made just to replicate it's former glory without breaking the game.
literally a "look at what they need to do to mimic our power" moment 😂
Same with Black Lotus
I think if there was ever a crossover between yu-gi-oh and mtg they'd need to make a pot of lotus or something similar
Fun trivia. The Jar Monsters, the Pot Spells (and monsters), and Jar Traps, are actually 3 (4?) distinct "archetypes".
In the OCG, the Jar monsters are just called "Pot" (ポット; potto) or pod (ポッド; Poddo) (note: Pot the Trick has only been printed once, and never in the TCG, but if it were, it would be called a "Jar"); it's really hit or miss on which of the Jar flip monsters are pots or pods.
The Pot Spells and Monsters + Dragon Capture Jar (Spirit of the Pot of Greed, Avatar of the Pot, and Pot of the Forbidden) are referred to as "Tsubo" (壺; つぼ)
And the Jar Traps + Jar Turtle are referred to as "Kame" (瓶; かめ)
Is... Is that why those jar monsters looks like a space ship or something? Because they are Pod???
@@CrnaStrela Fiber Pod, Absorbing Pod, Cyber Pod, Reverse Pod, Chaos Pod (Morphing Jar #2), Dimension Pod.
Ancient Jar is the same sort of Pot as Pot of Greed/Pot of the Forbidden. This is why I said hit or miss. I *tried* to figure out some rule for how to identify, but couldn't.
@@sliver170 Trick Jar
What was the effect of that particular jar monster anyway that never saw print in the TCG?
@@karisasani7006 _A not-so-powerful servant, he is an errand boy of a master sorcerer._
I like how every time Pot of Greed comes up there’s always the accompanying joke of how “complicated” it is to use.
Pot of Greed is so confusing but so powerful, that's why characters in the Anime always mention the effect of the card before using it.
It is nice that they explain the effects of their cards.
Yep that's the joke.
Dude wtf lmfao that's hilarious, did you think of that yourself lmfao 🤣😂🤣😂🤣😂🤣😂😂🤣😂😂😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣😂🤣🤣😂😂🤣😂🤣🤣😂🤣🤣😂😂🤣😂
So lame
To be fair, in the anime usually there is no text on the cards or it is scribbles. for people watching with subs because they stayed up past bed time and wanna learn Yu GI oh from the most honest source directly this is much easier
Just a minor correction: Morphing Jar is an Earth type, not a Dark type.
How dare he make this mistake :l
Just a minor correction: Attribute, not type.
If it was Dark, it would be even better with all of the support Dark has
Whew, thanks for explaining what Pot of Greed does. I've seen so many references to it, in memes and clips and such, but still didn't know how to comprehend its very complicated and nuanced effect. Thanks! o7
funny thing about resolving cyberjar in today's meta is that it would force most monster hand traps on the field rather then go to the hand. though in the end it would be just more monsters that they can link with, or in the case of the ghost girls, to synch with, or in the case of nebiru to potentially come online.
I think it could come back and be fine
@@austinclubb2093 if anything i wanna see someone trying to break it tbh
That is its main issue. It acts as disruption, sure, but wouldn't work outside a turbo jar deck. In the best case scenario that it lives through your turn and into your opponent's battle phase, it will wipe the board, but then give your opponent some bodies on the board and extra cards in hand, so they can just go to main phase 2 and combo off using that. Meanwhile, if you use it during your own turn in a deck focused on flipping them up and back down, you would be able to avoid most hand traps by forcing them on the field instead of the hand, while at least getting information on anything else they did add. It would be too niche to be problematic nowadays
I thought of a way to bring back flip monsters is that konami allows the player to flip them as a quick effect any time after they was set 1 turn (such as traps), i cant think of it being broken, just for them to be a bit better
@@b4sh936 please no, we don't need the krawlers discord be winning
I'd say Pot of the Forbidden, but it's a lvl 9 flip monster, which already makes it ridiculously hard to use, if not impossible in modern formats. but if you can work around its restrictions, you get to activate one of four effects from forever-banned cards
Don't forget duelists can set Jar of Greeds as bluffs to make their opponent think those set cards are traps. Then when an opponent uses MST or Cosmic Cylone on Jar of Greed, it can be chained to draw 1 card.
Or you could just not play Jar like a normal person
@@Abysslord1234 but jar is played sometimes in exodia
@@na4543lol
Another advantage Prosperity has going for it is that you can banish ANY 6 cards from your Extra Deck - this includes your face-up Extra Deck, so you can stack up some pendulum monsters that you can't use again or don't need to offset the cost eating into your toolbox.
Extravagance outright specifies that it has to banish face-down cards from your extra deck, so you can't cheese the cost by cramming in a bunch of pendulum monsters.
Banishing cards face-down from your Extra deck means both that the cards are banished face-down _and_ that the banished cards were face-down in your Extra deck?
I thought it meant only the former (although, unless you get Pendulums into your Extra deck before your Main Phase 1 begins, Extravagance would only be a turn 3 tool here).
@@xCorvus7x Nope. Extravagance explicitly says "Banish 3 or 6 random **face-down** cards from your Extra Deck, face-down" meaning that the cards its banishing must be face-down in the Extra Deck, and it makes 3 or 6 of them at random become banished face-down.
Prosperity does *not* have that stipulation - they just gotta be cards in your extra deck, but they are still banished face-down.
On the other hand, extravagance is fantastic in gimmick decks that don't use an extra deck because it's basically a free pot of greed.
@@ΑΡΙΣΤΟΤΕΛΗΣΛΑΧΑΝΟΠΟΥΛΟΣ Semi free. It has to be the first thing you do in the main phase, and you cannot draw any more cards after resolving the effect successfully. That being said, if you can gimmick a bunch of fast effect draw cards in your draw and standby phases, Extravagance says that you're still good to use it. Buuuut now you're playing a bunch of draw cards that Extravagance will likely be drawing you into.
Also, I just learned that Extravagance is on the list of things Mystical Refpanel arbitrarily cannot chain to, despite NOTHING about either card indicating that they are incompatible - they just don't want you locking yourself out of drawing cards during your opponent's turn, I guess.
You'll notice that on rulings, "Can "Mystical Refpanel" be activated in Chain to the activation of [X}" and the cards where you can't will say, universally, "Mystical Refpanel" is a card that is activated directly in Chain to the activation of a Spell Card that affects 1 player. Since [X] is not a Spell Card that affects 1 player, "Mystical Refpanel" cannot be activated in Chain to the activation of [X]." Even if [X] does only affect one player.
You'll notice that the theme here, at least when it comes to some of these cards with draw backs, is that the draw back is tied to the effect, rather than as a condition independent of the effect. You CAN Refpanel Duality, and you will excavate 3 and add 1, but the player who activated Duality will be restricted from special summoning. But you can't on Extravagance because the no more draws is part of the effect. Nevermind that the entire effect of Extravagance affects only the 1 player. Same deal with Sekka's Light, but at least that one follows under the line of reasoning that is "we don't want players to lose hard lose because they got too ahead of themselves, rather than because of any one exact interaction."
I think you forgot about Fiber Jar. It's so insanely good that it's a total reset of the duel. So if you're ever in a losing position you can just start over with that card.
i absolutely agree, fiber jar is a card non banish monster/s/t/graveyard/hand removal there are so many ways to abuse it expecially with new cards, only downside is being a bit slow but cards like book of tayiou exist
It’s not really good, just incredibly toxic
I literally came to comment where is fiber jar. Its the strongest flip monster in the game it should have been number 2.
@@MegaMetal96 are you sure? I mean it just resets the entire game (barring life points)
Yeah its the Better jar monster
Jar of Greed can be also used as bait for MST / Twin Twister (similar to effects like Emergency Provisions or Dark Factory of More Production, which destroy your cards before your opponent does) and theoretically combined with Jar Turtle to draw more cards.
Pot of Prosperity is such a good card that there are some decks that would still use it instead of Pot of Greed even if it was legal. Because choosing one specific card out of 6 can win you the game in some cases, far better than 2 random cards, no matter the restrictions, that's why they limited Prosperity to 1 in Master Duel, it's not as generic and splashable as Pot of Greed but in terms of Power level it's almost the same. Pot of Desires is similar to that, but the current Meta favours Prosperity over Desires, though it could change in the future. Power creep of the game has become so big that there are some new cards that are as powerful as those old broken cards, nuts.
I agree! Unfortunately, it is so extremely expensive in the TCG!
@@Hamboarding not only that. it been limited in master duel to 1 copy. 😔😔😔, when rogue deck need prosperity to complete newly released branded card.
@@xenonim yeah and not to mention that the actual meta decks being responsible for limiting pot of Prosperity to 1 (looking at you floowandereeze) still can play other cards as options unlike most other rogue deck. Seriously all they did was hurting the rogue decks instead of the meta decks lol
I don't think people would ever play Pot of Prosperity over Pot of Greed if it was legal, they would just play both. Pot of Greed is a card that just can't be refused to be played in any deck, the free 2 card drawings are just too good
I think what you meant was that people would focus Pot of Prosperity more than Pot of Greed but at the end of the day, everyone would still play Pot of Greed due to how splashable it is in every deck
@@Gurkan790 yeah also the ban is more too marketing purpose their mirrorjade and branded way too early where supposed to be marincess secret pack. All top card under branded is UR. so unluck for player that want to play dinomorphia and branded deck as it make it super expensive.
The monster cards are monsters living in jars, the spell cards a living jars, the trap cards are non living imitations of the living jars. Neat.
Yugioh technically has a resource system:
1. Tributing monsters from the field
2. Discarding from your hand
3. Paying LP
4. Banishing from Deck/GY
Konami just made too many poweful no cost cards that broke the entire balance.
yup
The only monster summon that should ever be free is normal summon, since that's restricted to once per turn
But since there's so many ways for basically free special summons, nothing really matters anymore
There's also once per turn/duel which makes turns a resource. In fact, that's probably the main resource besides just cards themselves.
@@gumbarius link 1 monsters were a mistake in my opinion
@@gumbarius i love rikka princess who you can special summon simply by willing it into existence
I've always loved the art work of the pot and jar cards
How about Top 10:
Best/Worst monsters that Special summon themselves from the hand
Best/Worst cards with non-targeting, non-destruction removal
Fusion monsters with specific, named materials
Accel Synchro monsters (Synchros that use only ither Synchros as material)
Xyz monsters that are only ever ranked-up into
Pendulum monsters that are never used as Scales
Best Link monsters with terrible arrows / Worst Link monsters with great arrows or important arrows for their archetype
Oh man i wonder what will be #1 best nontarget removal
@@olivergames7783 Idk man Zues maybe
He doesn’t realize finer jar exists
Fiber*
@@Ianhrh Sometimes it's better, other tines Zues would be better
Imagine the cyber jar flipping and then you chain droll n lock bird. Gorgeous!
I love using Pot of Avarice in my Danger! Dark World deck. Its so helpful getting the Danger! Monsters back so consistently.
Cyber jar is probably my favorite jar card ever
Has cool design
Cool effect that was good in old school yugioh
Look like space satellite
Cyber jar is my favorite monster, so fun to resolve
Pot of Averice much like other cards like Upstart and lesser extend Chicken Game, stayed at 3 for a long time in the OCG.
No one there plays them
This is due to how different the OCG build decks around and how control focused it gets despite the abundance heavy power creep and other combo decks there.
Maxx C existing at 3 is also a factor in this
@@sliver170 The format which has less stuff banned is the 'more fun' one.
@@Ergeniz Yes, but not really. Less banned stuff also means more toxic and unfair stuff running around. Personally I'm not a fan of super-restrictive deck-building in a Maxx C at 3 format (forcing you to run Maxx C as well as Ash Blossom and Called by the Grave at a bare minimum unless you're running an FTK deck).
@@ShiningJudgment666 Its not toxic and unfair if anyone can use it. The less banned cards the better.
@@Ergeniz I can agree that having as few banned cards as possible is better but the line gets drawn when Deck-building is restrictive due to needing to have heavy counterplay to something absolutely broken or to run the same thing and hope to get better luck than your opponent. A good format also needs as many viable decks as possible. Not 1 or 2 usable decks. If you want to play with banned cards, play Traditional format.
Honestly, I've been wanting this list for a long time, and I didn't even really know it.
I always enjoy your content
Top 10 Pot
I loved using Cyber Jar.
So much fun.
I would've have imagined it would be Machine-type since it says "Cyber" in its name, but I see that the "Jar" monsters are all Rock-type.
4:36
That kind of weakness in flip monster means they could at least receive some support that would break the game with other cards, so let me come up with something:
_You Done Flipped-Up!_
Quick-play spell
_When your opponent destroys any number of monster(s) you control by battle or card effect this turn, you can special summon facedown any number of Flip Monsters From your hand, deck or extra deck who’s combined levels/ranks equal or are less then the combined levels/ranks of the monsters your opponent destroyed. If this set card is activated this cards effect cannot be negated or responded to. Once per turn you can banish this card from your graveyard; you can flip 1 face-up Flip monster you control facedown, and immediately afterwards you can flip any number of cards on the field facedown up to the level/rank of the monster flipped._
Or just create a generic version of "The Hidden City". It's already broken in Subterror archetype. It adds a flip monster from deck, can flip the monster up or down, and can negate attacks. The last 2 effects can also be used each turn, and the card is searchable through Terraforming and other similar searchers.
@@sandradee4331
Quick question, I put it in the text just in case but ARE there any extra deck flip monsters?
@@ButFirstHeLitItOnFire None, the closest Flip monster to reach the Extra Deck is Performapal Momocarpet, which is both a Pendulum and Flip monster.
If they destroy your monsters, they can probably negate that quick spell or destroy the backrow beforehand. Cards which wait for your opponent to do something are generally not very good.
Tributing your monster to ss facedown monsters whose combined level/rank doesn't exceed level/rank of your monster would be much more viable. Not sure if it would still be enough, to see any play, probably not
@@nnnp634
Well what kind of support cards would YOU say would be able to bring pre-existing flip effect monsters to a viable standard in the current and future meta?
I love Jar of Avarice. It allows me to recycle my Trade In, Cards of Consonance, White Stone of Legend, Blue Eyes White Dragon and Jar of Greed.
I like how when I use Jar of Greed it just gives me an extra card regardless of what happens if I start it before my opponent combos off, or even chain it with my opponent trying to get rid of it thinking it might be a mirror force. My favorite play would be using Cards of Consonance to send White Stone of Legend to the graveyard, gain 2 Cards plus a Blue Eyes White Dragon, follow up with Trade In to get 2 more Cards, use Magicalized Fusion to get out a Dark Paladin, and finally set a Jar of greed and a Jar of Avarice to bring back Trade In, Cards of Consonance, Dark Magician, Magicalized Fusion and Jar of Greed to get the engine PLUS another card to the deck and hand
When you want to prevent a deck-out in a Mystic Mine deck, Outstanding Dog Marron is an alternative to Jar of Avarice. As long you have seven cards in your hand, you can discard it at the end of your turn and draw it again and again.
There was one pot monster that I think was left out despite how good it can be used, Pot of the forbidden. This level 9 monster looks too much to summon and handle unless you build your deck around it with flip support like Prediction Princess Tarotrei where you can special summon Forbidden from your hand or graveyard then you can use its other effects to keep causing it to flip face down. Yeah, it isn't a stable but it is a fun gimmick deck that can get you far.
I used to run it in an exxod/sphinx/trap deck I played in high school. It was a dumb meme deck and super outdated by that time already, but it was fun and actually kind of worked
This madman has actually figured out what pot of greed does.
Am I missing something? You mentioned Morphing Jar in DAD because it's DARK but it's EARTH.
Morphing jar puts the dark monsters in your hand in the gy and you can draw into DAD to play as long as you have the set up. While he did say Morphin is dark, that is what I believe he meant.
@@cameronthomas5165 yea true. but now that cyber jar at 1. I think morphing jar and cyber jar should do just fine in empty jar. lets hope next format cyber jar goes to at 3. and mabe in master and duel links at 1
I've always had a special spot in my heart for Pot of Avarice. My Sunavalon deck loves it cuz I go through so many Link monsters it's basically a free reset and a +1
When I was a kid, Jar of Greed and Upstart Goblin didn't make sense to me. I understood that Pot of Greed gave you card advantage, and I even noticed that without a cost it was kinda strong (didn't realize it was completely busted), but Jar didn't seem to do anything useful besides maybe fill your graveyard. I completely missed that it was like having fewer cards in your deck.
Fun Fact : There is actually a quick-play spell card made specifically to counter Pot of Greed, called Jar Robber. It's became useless since Pot of Greed got banned.
Great list! I think you made a mistake and said at one point that Morphing Jar was a Dark monster. On another note, I really like using Morphing Jar for my Dark World deck. My opponents often think twice about attacking my face downs that way.
Imagine how much better it would be if it was Dark attribute
@BPB: I completely agree.
Avatar of Pot, the manliest pot card, smoked too much pot and ended up missing from this list.~
"Top 10 targets for 'Muddy Mudragon'"
with Master Duel's new Selection pack, I found that I could splash Blue-Eyes Tyrant Dragon and potentially Mirrorjade the Iceblade Dragon into just about any of my decks reliably and make use of them, but I figured you might know of some additional options that could feasibly be splashed in as well. reason being is because Muddy Mudragon can substitute for a monster named on a Fusion Monster, provided the other materials are correct.
with there being some cards that include a named card plus a more generic material (Red-Eyes Slash Dragon can be splashed into a Warrior deck, for instance), I'd imagine there's plenty of good options out there... right?
Honorable mention: Sekka´s light, it can be a better pot of greed for some decks
For superheavy samurai
I personally use Pot of Extravagance in my Qli deck. Since I'm only reliant on one specific Link Monster, I'm unlikely to hit those pieces, and even then, I don't actively need it. Even the restriction of not drawing doesn't hurt that much at the end of the day, since I'm more likely to end on a big monster with it. This was a fun list. How about a "Trap Hole" list (assuming that there isn't already a list for that).
I swear I was just thinking "man, I would really love a top best jar/pot cards so i know what to craft in Master Duel".
This is like a blessing lol
Top 10 level 5 or higher monsters that can be normal summoned without tributes.
Oooh thats a hard one
That's pretty much Timelord the top ten
Beast King Barbaros(or sth similar) 😁😁
Vanity's fiend with cost down lul
@@boyankovachev7982 bro was basically fusilier dragon and Gilford the lightning with BEWD stats. An absolute king in and out of skill drain deck
That's an awful lot of words to say "I activate Pot of Greed, it allows me to draw two cards from my deck to my hand."
i think this is your peak. this may be the best video you ever made.
Two weeks ago: "Cyber Jar has stayed on the ban list ever since"
Konami: "Oh yeaaah"
I like that you say morphing jar is a dark monster while the one shown on screen is definitely earth
Cyber Jar was one of my favorite cards
They just revealed it’ll be unbanned in the next list so it ought to be interesting
18:55 "there has been a lot of confusion about what pot of greed does". True I didn't know until i watched this video.
you forgot
" Fiber Jar "
FLIP: Each player shuffles all cards from their hand, field, and Graveyard into the Deck, then draws 5 cards.
I know you don't cover Speed Duels but Jar of Avarice was responsible for the early Stall decks. They'd run 2 and 3 Mask of Darkness and just deck the opponent out by stuffing everything back into the deck to keep going.
Pot of Extravagance & Prosperity work wonders in my Dino deck. I usually use Prosperity because I can select the extra deck monsters that are filler, so I don't accidently get rid of my synchro monsters like Baroness.
thank you for explaining what Pot of Greed does, I wasn't really sure at first but you cleared that up
I had a fun idea for an anti-Pot/Jar card: A monster card that can special summon itself when your opponent activated a Jar/Pot card, negates and destroys it, and it gains ATK/DEF and/or you gain LP based off the number of cards it would have effected. And it’d be based off of Link or other characters known for smashing pots for stuff inside.
Thanks for telling me what Pot of Greed does, I couldn't remember.
Great vid DuelLogs, I like Jar of Greed.
I don't understand pot of greed. Where do I draw the two cards from? How many is two? And where does the drawing come from? Am I supplied a pen and paper? Maybe some crayons and colored pencils?
16:58 the yado karu reference no one expected
I can't recall if you or someone else have already done a video on the subject, but is Jar of Greed's effect the shortest card effect in the game? It's even 1 letter shorter than Pot of Greed's.
In terms of card text, it’s actually sea monster of Theseus. The text?
“Two Tuners”
Card effect text? Yeah it is jar of greed.
Cyber Jar could see play in Prediction Princess, Krawler, or Shaddoll since they all revolve around flip effects
Combo: "a Feather of the Phoenix" and "jar of avarice" use jar to add 5 then draw 1 then use feather to add jar to the top of your deck
Digimon TCG found a great balance in excavation, IMO. Top 3, add one, rarely an actual limit. Mana meters make it posssible to draw cards, I suppose. They're also constantly drawing. Not sure what Yugioh is so afraid of. Interaction, perhaps.
Pokemoin does it by having a hard 1 cast on Trainer cards (as in one Trainer a turn) (which do most of the drawing)
Yugioh's game design has fallen apart by simply trying to maintain the design. Refusing to let us draw cards perhaps is because they know that if we could, we would see how poorly designed it really is.
I still think it should be frozen at 1 and not banned.
It has card support stuff I want to see people play around with and figure out if it simply destroys game balance or allows certain deck concepts to be viable therefore opening up legit deck options for competitive.
I agree that 3 is not right or 2 is slightly unfair. But it cannot be easily searched, and so as a one of that should balance it enough to be fair but OP for everyone.
Thanks for explaining Pot of Greed. This whole time, I thought its effect allowed you to draw 2 cards from anywhere. It doesn't say only my deck so I thought I could use it to draw from my opponents deck.
There is a major downside to pot of greed, when there’s one card left in your deck, such as your last exodia piece, when you play pot of greed you immediately lose the game once you try to draw the 2nd card prior to exodia happening.
Opened this video for one reason. The one reason was spot 1. I'm satisfied
I would be shocked if the father of all the derivatives wasn't at the top.
Though I am suprised to learn that a Jar of Avarice exists.
This may sound stupid, but would a clause like "this card can only be used once per duel or match' balance Pot of Greed? Or would it not even be worth playing at that point.
Question is what does pot of greed do?
An idea for a video could be too 10 cards that return your own cards to the deck (I’m not sure if there’s enough of them tho)
Be it from the hand, field, graveyard or removed from play, cards get returned to the deck (Be it for reuse, re-searchability or just to prevent running out of cards)
next time can you pls go into more detail on what pot of greed does thanks
Here's an idea: instead of top 10 "cards", try top 10 "packs". Yugioh has had a constant stream of boosters over its 20 years of life, surely some sets impact the game more than others based on so many factors like the game state when they're released, what cards they bring to the card pool, their interactions with older cards, etc etc.
I think he has been staying away from more general products or topics just because there comes a whole new level of abstract decision making behind it. One of his most common sources for rankings is the amount of competitive play a card has seen, which is a nice empirical measurement. Sure, there is a lot of subjectiveness to that, like *when* it saw competitive play, or *why* it saw play. However, if he just went on to packs, it would bring in a bunch of real world factors like short printing, card rarity, third party card markets, and other real world events affecting availability of cards/tournaments. Then just the issues of having 60-100+ cards in a set and having to arbitrarily weigh just how many of those cards were useful, or whether a set deserves to be mentioned just because of a single meta-changing card inside even though everything else was underwhelming gimmicks or filler/reprints. He seems to prefer talking about just the cards and their specific role in the game
@@sirswagabadha4896 then how about a top *5* pack video? Maybe packs that have interesting cards that would've seen play in an earlier format? Or even the most disappointing packs lol
Pretty much anything that drastically warped the game upon its release qualifies. Invasion of Chaos and Phantom Darkness are 2 of the packs. The former being responsible for the Forbidden part of the Forbidden and Limited list being used.
This entire video Pot of Avarice by Token Black was stuck in my head
8:02... reading is so difficult... I didn’t know that MJ was dark (Lol)
FINALLY someone has demystified what Pot of Greed does
Okay, but what does pot of greed actually do?
Jar of avarice seems like an okay counter to 'called by the grave' if there are 5 cards in your grave already.
It is a way to dodge the banish and negate but since its shuffled back into the deck its effect still might not resolve, most of the graveyard effects say "while this card is in GY, you can ..." or "leaves the field" which doesnt include going to deck.
@@Montracht That's why I say okay. Fine for effect not requiring it to be in the grave to resolve but would it prevent hand trap effects like ash blossom since the cost is usually paid with the discard?
Nobody actually knows this but graceful charity is also a pot card lol. Might as well be anyway
One of my favorite card draw combos to do as a kid was using the 7 spell card
Combing it with royal magical library to draw 4 cards at once.
19:00 He did it, he said the line!
It's still kinda confusing, but I think I now know what Pot of Greed does: "It is a normal spell card which allows you to draw 2 cards from your deck, with no restriction, no cost, no once per turn, and no downside."
id like to see Top 10 Best Uses for Galaxy Queen's Light. I only play duel links, but I watch your videos regardless of the game variants addressed.
Small correction on number seven morphing jar is Earth attribute
Grats on 300k!
Backup soldier makes recovering exodia pieces OP. Sending exodia pieces to the graveyard and recovering them back to the hand used to be one of the best strats I found to be useful. Dark factory of mass production I believe will return 2 normal monsters to the hand. Monster reincarnation brings back exodia head
Can we have video top 10 most broken legacy support please Mr Log
Ah Pot of Greed. So simple and yet, so powerful.
Great video as always fren!
Might I ask, what's the background music used for this video? Thank you in advance and keep up the excellent work!
The #1 spot took me by surprise.
They need to errata those cards that Require "Pot of Greed". There are three of those and they've been useless for so long.
To be fair, even if pot of greed was legal, I doubt any of those would see play anyway. Running useless bricks in your deck just to gain an extra draw cancels itself out, and jar robber is useless for the same reason as anti-raigeki and gryphon's feather duster
Why isn't the Gren Maju mentioned in Pot of Extravagance?
I think you forgot about the jar in the man from « one man one jar »
Definitively the best jar for me
so what does pot of greed do? I know you explained it but I'm still confused
I used Jar of Averice at 1 in the Brilliant Fusion era so i could discard and Cycle my Garnet back into the deck if i unfortunatly drew it too early :P But back then i was a much worse deckbuilder hehe
You should do top ten list of cards that unplayable because of the card that required is on the banlist
Pot of greed has alot of unplayable cards that mention pot of greed in the card text.
Thank you for acknowledging the meme, good sir. A pleasant day to you.
Sidebar but I busted out laughing when you showed the Black Lotus. Literally a card that is literally BANK!
Personally I play 5 copies of Golden Bamboo Sword as Pot of greed and also 2 magical libraries on field for more pot of greeds. :))
Top Ten best, "Graceful Charity" like effects. Meaning, draw a certain amount then discard 1. So cards like have you draw 2 then discard 1 like Safira (not sure about the spelling) count
Dark World Dealings is another one
Does that include discard then draw as well or only draw then discard?