I’m so sad to hear the Electric Lizard never saw any competitive play, next thing you’re going to tell me is that Swordsman From A Distant Land Beatdown is not a viable strategy
@@michaelhall736 I wasn’t criticizing Duelist of the Roses I was pointing out that Swordsman from a Distant Land is great card in Duelist of the Roses but in the actually TCG it stinks. I wish Konami would rerelease that title alongside Forbidden Memories, Falsebond Kingdom, and even the GBA titles
Gate Guardian is probably the most iconic classic Yugioh card that’s never gotten any sort of new retrain or support. The most Konami ever did with it was skills to make it summonable in Duel Links
@@DominusZeikyu tbf it was good back when DL was fresh though it also where the ftk equip burn deck existed because konami fused both goat and 2010 support
I would put Larvae Moth for #1, instead of the Great Moth... Funny tale: during my university time, at the place where we used to play YuGiOh, there was a guy who always bring a Great Moth Deck, it was a stall deck with the only purpose to bring Great Moth, and later Great Perfectly Moth, to the field. He managed to pull the combo a good bunch of times. We always invited him a drink if he managed to summon the Moth.
@@failure4452 I actually had to buy him one. Sometimes we tease him by surrendering the duel just before he begans to search in his deck to summon the Moth...
I'm so down with the idea of turning yugioh into a drinking game, as adults. it's like a shadow game but instead of damaging your soul ad losing parts of your body, you damage your liver and lose some inhibitions
Pumpking's effect was really nice in Duelists of the Roses, every turn it buffed ALL zombies by 100+100, including itself, and with no turn limits. Plus it was easy to fusion summon by just combining any 2 zombie monsters, you got 3 of them on the field and you got a gamebreaking + 300 every turn team of beatsticks... Edit: Oh right, it was combining a zombie and a plant.
I haven't played or seen Duelist of the Roses but I'm reminded of how Falsebound Kingdom was, where a lot of impractical monsters in the TCG were actually really good in it.
..............Except that Pumpking isn't really a game breaking card in Duelists of the Roses like everyone says it is. Sure, you can gain 500 attack and defense every turn if you brought out 5 of them, but you literally also got the same value off of just one equip card in that game (with a few exceptions). Clovis, of whom is an expert on this game and has literally made hundreds of videos about it talking about all kinds of things in it has even made 2 videos that go into detail about why exactly it is that Pumpking is actually the single most overrated card in the game, with one of those 2 even showing off a way to effectively do what you're trying to accomplish with Pumpking, but is WAY faster. The problem is that Pumpking has earned a reputation for being super good, even though it's actually funny, because when you look at what it's effect actually does, gaining 100 attack and defense each turn has literally NEVER been considered to be any good EVER, making it a conundrum why it got such a ridiculous reputation for supposedly being "the best card in the game"
I still remember the first World's Tournament in 2000 when Jeff Jones's came in clutch with Blast Juggler to destroy Patrick Hoban's two Fusionists to win the game. Shit was crazy, yo!
From what I recall, while the tcg started with 1800 max atk for level 4s, in the first set of the OCG, the highest level 4 atk was just 1200, and that context makes some of the real old cards make a lot more sense, emphasis on SOME
To be fair, a lot of these are from the non-Japanese perspective. Early on in the original packs, 900 was more along the lines of the average statline. This is why a lot of early video game decks were full of weaker monsters.
@@HighPriestFuneral there was also the various junior rulesets before the more modern rules were designed. Yu-Gi-Oh wasn't designed as a game first, it was designed as a plotline in a manga, and early Yu-Gi-Oh in japan was screwed up because of it. Junior rules not having tributes as a mechanic into summoned skull beat down into Tier 0 exodia decks, it was a mess. Yes there was a time where hitotsu-me giant was one of the best cards. It had the highest defence stat of the 3 level 4 or lower monsters with 1200 attack, which meant with 3 +300 attack equip cards it could beat over a 2k wall by hitting 2100 attack.
@@tomforge614 I just watched @Janjo Zone's excellent videos on this. Basically from February 4th to March 6th, it was king until a special tournament attendance Sword Mistress Kanan throughout February. Then the normal threshold of power It moved into the 1500's pretty quickly from there and only skyrocketed. Oddly enough Gemini Elf, which changed the game for the TCG was released in these early seasons.
I remerber the early Yugi and Kaiba decks, they were a mixed bag. Had some good cards and some really awful cards people tried to replaced it as soon they can
Great Moth is such a great example of how different early Yu-Gi-Oh design philosophy was. If that card was printed even a few years later, they'd just make each card search out the next card from the deck like every other card does.
Yugiho was just an extremely bad game to play in the early 1-4 sets. When compared to other strategic card games at the time ( MTG, pokemon, LOTR tcg). But i mean we were all around 8-14 years old so it was still fun. Looking back now and i think yugiho was never intented te be a strategic card game that made sense but just cards for enthusiastic collectors who loved yugiho. Summon skull= 1 tribute Dark magician= 2 tribute The whole gameplay and mechanics were so bad lol
Yu-Gi-Oh's biggest problem in the beginning is that it's based on a card game manga and you can just write that Mai drew into Elegant Egotist with Harpy Lady on field. Real life not work like that!
Konami purposefuly made the Moths even worse than they already were. In the manga the evolution line started with Larvae Moth and the turn count included both players' turns so it took half the time to summon them. Also Great Moth and Perfectly Ultimate weren't main deck monsters (they were non-physical, like Fusions) so you didn't need them in your hand to summon them.
Yeah it woulda been so much better if they just started by adding those main deck monsters into the extra deck. Gate Guardian coulda been a contact fusion and would atleast have niche use in older decks since Extra deck room wasn't an issue.
Which wasn't even needed since you had Fissure which takes out a monster with lowest atk (most likely Elf). Dark Hole, Raigeki, Man-Eater Bug and Summoned Skill. Why waste a slot for a bad card when you have other options?
@@heavyrain5949 oh I don't think it was really useful in any way, but it kinda makes as pack filler so that players who didn't get the other, actually good, cards would get at least ONE option for that job
A popular way to summon "Gate Guardian" was to banish all its components first then use "Return from the Different Dimension" or " Dimension Fusion " to summon them back to the field.
i'd like to toss out as an honorable mention the immortal of thunder, also in metal raiders. it has a flip effect where you gain 3000 lp but then when it's sent from the field to the graveyard you lose 5000. even back in the day, most things that would attack into its 1500/1300 stat line would be killing it, so it's a straight up minus 2k instantly. there are ways to get around that even back then, particularly penguin soldier, but that requires both surviving face down together for 2 turns total. even with swords and mirror force that wasn't super likely.
I tried to test if it could be used as a cheap way to burn an opponent in duel links by giving it to the opponent, but the effect is still pretty strictly "YOU (the person who owns the card) lose 5000 LP". Since it's also an LP loss, you can't even use it to boost yourself with D/D/D Jean D'arc or with prime material dragon.
the card has topped a SJC event back in the day, was a decent combo with macro cosmos since you get the bad eff only when he goes to grave but not when its banished
I feel like at least with immortal of thunder instant fusion thundra builds can make use of it. Despite how awful it is. Ofc that means it isn't very good in the current tcg tho E: MY B I completely remembered the wrong monster. I take back what I say. got immortal of thunder mixed with kaminari attack. Should've finished the vid first XD
@@Hclody95 i didn't think of that but i feel like that still speaks to it being terrible bc you need something amazing like MC to make it meh. pure lp gain isn't particularly good and plenty combos better with MC
Hey duel logs, here’s an idea: top 10 worst “positive effects”. Examples: increasing attack, gaining life points, shuffling your deck, stop monsters from attacking, etc
@@Bikee-uh6of scale matters more than type of effect, don't you think? A card that stops your opponent from attacking for the rest of the duel or a card that gives 20,000 life points would be really good
As of right now there are ways to cheat it out ignoring its summoning conditions, so if it won the duel on-summon it'd be a playable janky ftk strategy lol
Its interesting because this could be fixed in so many different ways. Like being able to Special Summon Cocoon of Evolution if Petit Moth was on the field, activate the effect this way and be able to switch positions as well, making this a 1-turn-play. Or removing the 4th-turn-limit, making it essentially a time bomb until you draw Great Moth. Or giving Great Moth the effect from the Anime, reducing each enemy monsters attack and defense points by 100 each time Standby Phase rolls around. But to be honest? In todays Meta, you probably could do all of this at the same time and still it would just be an "somewhat ok" card. Nothing great, not terrible, just somewhat playable. In the Meta back then, implementing all of those changes would probably brought it up right there to one of the best cards, even with all this setup, just for Great Moths effect.
I think Pumpking deserves a full, proper archetype just as much as Gate Guardian does. It always came off as 'THE' Zombie monster back then. (Though maybe thanks in part due to how strong it was in Duelist of the Roses.) It's weird that they made Pumprincess and Jack-o-Bolan be clear references to Pumpking, but neither are any attempt at an archetype for it. Granted gaining lots of attack with zombie monsters is already covered by Skull Servants, so Pumpking would need a new sort of gimmick. Still, I hope one day it'll get one.
@@feathero3 Pumpking and Hungry Burger combine to make the "Vengeful Dinner" archetype. It's just foods that are fiends and zombies. They mill the opponent, wreck and interrupt his hand, and then punish them for having cards in the graveyard.
The pumpkin effect never made any sense to me, it and the castle of dark illusions were never played together in the manga nor anime and nothing in those cards indicated they were meant to pair together. Honestly they should release a retrain version of those cards since they both look cool
I remember one npc in tag force 2 that used these 2 cards, and he was so easy to beat because all you needed to do was summon a 2400 atk monster and there was nothing he could do
Man, I remember thinking 2-Pronged Attack was bad back when I was 7. Good to see I was right about most of these cards being bad even back in the day. Also, with Crass Clown and Dream Clown having some good effects, it pains me that Bickuribox doesn't have the combined effect of "change position = kill". It does bother me that Gate Guardian is so bad, though, as he was a poster boy of the old game. That thing needs a retrain badly.
It had situational use. I remember using it to help get out Theinen the Great Sphinx by destroying Andro and Teleia at the same time, along with an opponent's monster. It's outclassed by Torrential Tribute, Dark Hole and other similar cards though.
I remember back when I was a noob I would use two-pronged attack to trigger starlight road. Still a bad combo, but it was stuff like that that makes me love yugioh.
I remember when my friends and I would build random decks just for fun. He tried so badly to make the stupid cocoon thing work, but even with banned cards in his deck and plenty of negating/stalling cards it was still too easy to disrupt the combo.
Seriously gate guardian needs a new version, that can contact fusion or something and has protection 3 times a turn, heck rush duel could literally make a maximum version of it
Is kinda weird how even Ishizu's cards have gotten retrains while Paradox Brothers have gotten NOTHING..... is Konami really that unsure how to adapt their "labyrinth and tag duel" gimmick ?
@@ianr.navahuber2195 Legendary Duelists began back in the Duel Links developing days. Paradox Brothers actually had a pretty good Skill back then. Not like pre-nerf Masked Tribute, Master of Destiny, or Cyber Style level, but good enough. Why it didn't get support after attention, a tiny moment in the spotlight, is a tragedy.
I love the idea of Gate Guardian, but as a card it's overwhelmingly terrible. I still remember seeing it as a kid, knowing almost nothing about the game and going "wow, nobody is ever going to summon this."
So many cards were designed with the animes logic in mind, where you actually had to work with what you had and only kaiba cheated by buying tons of cards to make his deck
Magic the Gathering creators learned that lesson very soon, because the creators did not think anyone would by enough card packs to get several of the Power 9 cards.
I thought Tainted Wisdom was meant to be used with Convulsion of Nature, which flips your deck upside down. Since you can watch your deck, now you could technically shuffle your deck until You get a card you liked.
You'd only get to shuffle once every two turns, because you can't exactly switch battle positions freely. And that's if someone doesn't just punch you in the brain.
@@ExeloMinish that was my first thought too but theoretically there is no ruling on how long a single shuffle goes, so with just one position switch you could already keep shuffling until you "coincidentally" get the card you need on top.
"Top 10 Cards to take on the Maxx C Challenge" would be both fun and useful for Master Duel players. I'd love to learn about all the creative ways you can get revenge on someone relying on it going second.
To clarify: There are lots of cards out there that do something useful when your opponent draws cards, since the draw is not optional. There are cards that burn your opponent for each card they draw, or cards/combos that let you very easily force your opponent to deck out by summon looping or summoning tons and tons of times before reaching an end point, or cards that can force your opponent to ditch their huge hand all at once like Present Card. Lots of creative ways to torture Maxx C players.
This could be a theme, where you go through all years in yugioh, and show the top 10 worst and best cards of that year. It would give you a whole lot of content.
I mean, Yado Karu says that: "[...]You can place any number of cards [...]", and 'any number' includes zero. Meaning that even if you shift it from attack to defense (maybe the opponent was wide open and you shifted it to attack to get some cheap damage in), you can always just choose to not return any of them. Plus, "You can" is an optional effect, so again it's not needed at all. Given that, you can think of it as a semi-normal monster with 1700 Defense, which already makes it better than pretty much every other card on this list. Not *good*, mind you, but not complete trash either.
If it’s an effect monster, that you only use as a normal monster… it’s complete trash. It’s level is bad for Aqua decks, it’s atk and def are too low for level 4 monsters, it’s effect is completely detrimental, and you get a black mark for running it in tournaments… not really, but you should if you’re just going to troll, lol. If it was a normal monster, it at least would have normal monster support, even if it still wouldn’t be chosen for those decks, still.
@@heavyrain5949 Again, I'm not saying it's good. I'm not even saying it's remotely viable. I'm saying there are *worse* cards out there, even back then, which is why it should be at a lower point on the list. Just as a random example, Fusionist has worse stats and costs way more to bring out. It does not have a negative effect, sure, but again, the effect is completely optional anyway and can be ignored if you don't want to use it.
2 Pronged Attack feels like a counter card designed to get specific monsters off your side of the field that your opponent placed there like Lava Golem or Ojamas.
To this day, I expect an Extra Deck card that is a playable version of Pumpking. It would be a generic Extra Monster for Zombies, it could destroy a monster on the field and gain an ATK/DEF value. And keep gaining ATK/DEF every turn.
That's not even the worst part, actually. Polymerization itself was a super rare in that set, meaning that you had even lower chances of pulling that than you did a fusion monster, making the cards basically unplayable if you had bad luck with your packs
@@matthewkuscienko4616 I still stand that if Yugioh didn't have the show airing at the same time, the game would have flopped. That original set was a borderline scam.
@@matthewkuscienko4616 it's honestly a egregious dumb move that konami locked an entire mechanic behind a super rare card. Every fusion should've been contact fusion from the start
My very first rare I got was Flame Ghost (which you can see at 3:56), in the very same pack I also got Uraby a vanilla 4 star common that has 500 more attack and even then I found that really weird much better it was. That said I have a big soft spot for FG and made sure to craft him in Master Duel.
@@scantyer I feel a similar way about rituals. Rituals coulda been so good if you only needed the spell in your hand. Whether you put the monster in your extra deck or actual deck isn't as important but needing to have both the ritual and the thing your calling forth with the ritual just doesn't make sense. Doing a ritual should have just pulled a monster from the ether so to speak. Pretty much any combo monster should be in the extra deck or atleast be summoned from the deck if you have the other cards lined up.
@@MrSkullMerchant there’s no point to support it since it’s so bad. If there was support cards that just so happen to support it, that’s one thing. Like how Cocoon of ultra evolution and Corrosive Scales happens to support Perfectly Ultimate Great Moth, but it’s not the main focus of those cards. If they wanted to put Gate Guardian back into the game, the only way to do so would be by creating Retrains
Yeah they should put more emphasis on supporting older archetypes than making weird/unappealing new ones. And I do just mean the usual suspects like heroes, dark magician, and blue eyes either.
Pumpking has a spot in my heart bc it ended up being my deck master in Duelists of the Roses which was the first Yugioh game I ever played. Then again, that game had pretty much NOTHING to do with yugioh so it's not analogous
For Two-Pronged Attack, Elemental HERO Wildheart and Tenkabito were used as targets and wouldn’t be destroyed because of their trap immunities in early Duel Links.
@@RetrospectiveChannel and combo nobody used was Soul Exchange and Share the Pain; I tried it and it's pretty fun. Another one is Enemy Controller and Soul Exchange.
What I think is the biggest shame about fusionist is that it might be one of my actual favourite designs for a fusion. I like how it kind of shows off visually what a fusion actually is (two monsters basically smushed together), as opposed to something else that borrows design elements from 2 monsters.
To be fair, some of these cards were released (in the OCG) in an era long before 1800 was a normal Attack stat line; look at The Bistro Butcher, for example, which has that 1800 but also gives your opponent two drawn cards whenever it deals damage. It seems likely that card was designed at a time when 1800 required a serious drawback to avoid it being overpowered. Hell, you can look at the anime as well; during the duel with Mokuba, said Mokuba summons Man-Eating Plant which immediately gets murked by Yami's WDGotF#1 (that name can screw off) and Mokuba loses 30% of his LP in the process. At one point, those cards might have been tolerable because the power ceiling was so low that throwing out something with 1000 Attack was actually something to fear.
The Gate Guardian materials don't permanently reduce the enemy monster's attack to 0. They just used a very complicated amount of text to say "Change the enemy monster's attack to 0 once, only during the damage calculation step. You can only activate this effect . . ."
I actually used Harpie Lady Sisters pretty often in Duel Links back when Harpie is still tier 1, She is pretty useful as a material for Photon Strike Bounzer, And you can also use Swallow's Nest on her to bring out Troposphere which is a pretty good monster in Duel Links
I wish you'd make more videos on classic cards. I'm pretty sure I'm not the only one who likes this channel but barely understands like 90% of the content
Never forget how unironically busted Pumpking was in Duelist of the Roses. With how the game had the grid system, it was soooooo much easier to use its effect to boost all your Zombies to crazy strong numbers. It did take a while, but Pumpking lived up to its royal name in that game.
I'd love to see DuelLogs one day dedicate a video to speak about Duelist of the Roses. It's one of the most unique games In the franchise and I'm curious to see how some cards In that game are considered better or worst than their TCG/OCG counterpart.
Why do you need someone to tell you this? Unlike the TCG, the game had limited cards that you could actually read and strategize with. Have you never played the game? But only know it’s unique?
@@motodog242 I've played and beaten the game before. I say that because due to the board nature and terrain effects, cards such as Wall Shadow, Toon World and Pumpking + Castle of Illusions are viable strategies.
i finished it with a Light beatdown deck Light attribute has a ton of buff cards, Mystical Elf, Hoshiningen, Winged Trumpeter, etc and on top of that you can easily fuse your already flipped Hoshiningen to create even more Mystical Elves to increase the stats of your Light monsters to ludicrous levels You can easily bring out Dark Witches to buff, or if you get a Kaiser Dragon somewhere buff it too later along the line i added stuff to make Twin-Headed Thunder Dragons to have even bigger base stats to buff
I have the modded version right now and its indeed fun. Glad someone reworked it to make it a little more enjoyable since its such a great game. Fusions work especially well.
It also has like, the best burn card ever made in DOTR Riryoku. In the TCG it would be like if your opponent payed for your Psychic Blade and went to 4k
The only reason why I remember the existence of Blast Juggler is because it was obligatory material to ritual summon the dark magician of chaos in Forbiden Memories...which isn't better because ritual summon in such game was an awful mechanic
How about Top 10 Bad Cards that were made viable in the video games? Pumpkin King of Zombies would probably make the top of that list because of the deck master ability that it had. I think it’d be an interesting list.
Fusionist does have a niche: it is the only level 3 monster that can be Special Summoned from the Extra Deck with Fusion Armament (by revealing Rare Fish from the Extra Deck). So it could potentially be used in a Rank 3 spam deck.
Actually Tainted Wisdom can be used if: Your opponent stacked your Deck with some card you don’t want, You are about to draw Parasite Paracide or have convulsion of nature and you don’t want to draw the card you see on the top of your Deck, all these uses are very specific and i have no idea why i wrote about them.
For me Tainted Wisdom was worth keeping because if fused with Ancient Brian then you get Skull Knight which was a very solid card to have given you could one shot most cards in early Yugioh with that card. Very few cards without any boosts could stand up to it.
Two-Pronged Attack is one of the most bootleg ways to summon Theinen the Great Sphinx. I never had Pyramid of Light, as a kid, so that’s how I used to do it.
2 pronge attack was bad technically However it was easy to get access to back then. Getting mirror force and raigeki was super hard while dark hole was in a starter deck. I remember using it to get rid of other peoples blue eyes since they would tribute 2 cards for blue eyes so me losing 2 cards also wasnt that bad. Obviously i ran 3 trap holes back then but it was a nice little extra trap to have. Back then i remember you had 20 monster cards and 10 magic and trap cards roughly.
I like the idea of looking at good/bad cards from different formats. Like the best or worse from goat, or tela-dad. Basically more of this type of video I love hearing about what was good or bad and seeing how the game has changed.
Wow Duel Legs. How could you forget Gate Guardian's other big accolade: Being one of the best targets to fuse UFORoid with to go for Roids OTK with Limiter Removal.
11:52 Funny story but Tainted Wisdom actually won me a duel once. I only had the card in my deck cause back then every new card went into your deck at least once just to try it. Anyways I was down to 800 lifepoints and my opponent only had 200 but he got a Parasite Paracide into my deck and I was going to have to draw it next turn. So I used Tainted Wisdom to get around that and next turn I drew Ookazi and won.
I dunno, back around 2011-2013, I ran a zombie deck when a support deck came out for them, and used a LOT of the older zombie cards, along with pumpking and a few CoDI cards, and destroyed some friends in some duels. It was a double edged sword though, because if Zombie World wasn't out, it was harder to get those points set up correctly.
You can technically use Tainted Wisdom to counteract strategies of your opponent that rely on knowing which card will be drawn next. Would be a bit more useful if you could shuffle both decks.
Imagine Konamis discussion about Pumpkings Effect Back then , they Had to realy be scared about an Infinit Scaling ATK Monster, that you even Had to Tribute summon. They considered His Effect overpowered without the turn restriction.and now we see 8+ K ATK every Other Game
Honestly, this is probably why so many of the early effect monsters weren't great. They were worried they'd be massively overpowered at a time when most monsters were normal beat sticks, so there had to be massive drawbacks to them (e.g., low attack, or could only be activated under certain circumstances, etc.).
Hmmm... I feel like True Dracos (No need for an extra deck) or Prank Kids (One card combos that also teach the Link and Fusion summoning mechanics) would be on that list. Plus both decks are very competitive as well.
I kinda miss the artwork on some of the older cards when there weren't that many archetypes. I stopped playing around 5ds era I wonder how bad its now ?
yeah the older primary artwork/style was best. Every once in a while i’ll see a card that takes me back an I’ll be reminded of simpler but good times like Zoa electric snake kotodama Ansatsu tri horn dragon seiaryu zera the mant exile of the wicked, dragon seeker swordstalker Performance of swords garma sword oldies but goodies..now everything is all lolli waifu mecha
Yes there are robot dragon waifu anime boy girl archetypes but there's more interesting ones, there's an archetype about an army of sentient instruments, giant mystic stone statue, secret underground society, killer stuffed animals, robot school supplies, racing cars and atheletes, cryptids, doodled dinosaurs, frogs (except frog the jam), raccoons, planes. I actually don't actively play the game anymore just admire the good arts and ideas. I like the old art too but mostly the weird ones like Tatsunootoshigo and Tyhone 2
Probably just because they thought the extra flare of calling it a "perfectly ultimate" monster sounded cool or something like that. Yugioh has always had some silly names for their cards
I NEVER understood the interactions between Pumpking and Castle of Dark Illusions. It doesn't help that the first season of Yugioh had two separate duelists use them separately for entirely different end goals. I think the first guy Panik used Castle to protect his monsters while building a board to overrun opponents while the second guy just focused on Zombie beatdown using made up rules that not only made Zombies unkillable, but also get stronger when they died.
Seeing electric lizard made me excited because it’s amazing to see in Forbidden Memories speedruns… THTD fusions gives me happy memories and also nightmares…
Blast Juggler could be used to get rid of high defense, low ATK monsters too - if your opponent plays defensive - like with Mystical Elf, Spirit of the Harp, … [05:17]
Harpie Lady Sisters actually saw some meta play in early Duel Links. But the deck was only good because of the skill that put Harpies Hunting Ground on the field for free. Plus 20 card decks made the Harpie Lady + Elegant Egotist combo a lot more consistency
I would HIGHLY disagree about two progned attack. Back in the day, there wasn't many "destroy" effects that one could self use. That wording was key to how to use it well. Many others were tribute effects and couldn't be applied the same way. But there were a few monster with effects like "when this card is destroyed, X would happen" and two proned attack was one of thee few cards that would trigger thoes effects by the owner (on your oppoents turn no less). it was also best used with card such as creature swap. That being said there was a high chance it can be a dead card (that im not arguing) its the "destroy" effect that made it powerfull when you built a deck to use it well.
I would love to see a Gate Guardian archetype in this game Maybe change the name to GateGuardian (no space in name) and have its three materials be named with GateGuardian as how the deck would be named.
Nobody was thinking of card advantage when they played two pronged attack lol. The only reason you played that card was s*** My opponent has a monster that I can't even touch right now, I'll sacrifice more to take it out and make a better situation for myself"
Old Draper Mint, Swiss of America Silver Bars are the next fine art boom… Draper Mint Boutique opened in 1958 and was only in business for a short time… Most bars have been melted down over the last 70 years.. Few surviving example.. Only a few thousand silver bars ever produced
Damn thx for the nostalgia flashback 👍 In metal raiders u had cards like dark elf & jirai gumo, which were stronger than La Djinn & 7 colored fish (that fish was also a beatatick as strong as the Djinn), however those 2 cards were the 1st cards with the so called "Konami Syndrom" effect. At least Daek Elf was worth the efforr but Jirai Gumo was way too risky
Honestly I stopped playing yugioh was because in all honesty, the original game found that right balance between strategy and risk. Today it's all about the metas and when I've played modern decks I often loose in less than a couple of turns because the other person just uses effect after effect to stop me from doing anything. I can handle losing but when I feel like I never stood a chance I think why even bother. Also let's be honest, Konami did not ban the class cards because "They were too powerful because they gave you a +2 with only a -1 sacrifice!" or that crap. They were banned for two reasons. One, the decks were becoming more and more overpowered and two, they had other cards that produced similar effects and they wanted you to buy them. But why buy them when you already have cards that do that effect?
with the release of ablaz strike I think it would be fun to do a video on the top 10 best/worst albaz/branded cards since people don't play fusion archtypes that much.
Really early Yugioh needed to make much better use of the extra deck, maybe even an additional card type for monsters that required special summoning conditions and that can just chill in your extra deck. If great guardian or the moth summons were extra deck monsters then they wouldn't be such a detriment to your deck.
Actually, not sure if you knew this or not, but when it comes to Gate Guardian - it actually did see competitive success, but only much later. It was used with Power Bond and UFOroid to fuse into that ? fusion whose original ATK is equal to the combined materials, then it got doubled by power bond which allowed for OTKs. True story, though I'm sure that wasn't Konami's intended use for the card.
Great moth being bad is funny because on a gameboy advanced yugioh game it was one of the best cards in the game, there was no timers involved you just used cuccoons effect to saccrifice it for a great moth, then on the next turn use great moths effect to sacrifice it for a ultimate great moth
I won a competition at Toys 'R' Us with the Harpie Lady/Elegant Egotist combo. I had 3 copies of each and on turn 1 I could have Harpie Lady Sisters on the field
Someone say my name? Personal bias aside, Tainted Wisdom was arguably better than a lot of the cards on this list at the time for the simple fact that it was a fusion material for Skull Knight, which had 50 more ATK than Gaia the Dragon Champion, it and all its materials were commons, and unlike GtDC, the materials were all lv4 or lower, meaning you could set/summon anything you had extra of. Granted, Fusions were still really bad, but Skull Knight was second only to Black Skull Dragon (a UR card that required 2 _other_ URs to summon) and Twin Headed Thunder Dragon (Admittedly the easiest to get out since Thunder Dragon's effect let you search for 2 copies of itself for free, but it was an SR, its materials were short printed, and there were almost no Thunder support cards for ages) in terms of ATK, could hit over Summoned Skull, and wasn't susceptible to Trap Hole.
Honestly, i would love pumpking support, i dunno i liked the art and was an absolute beast in forbidden memories/duelist of the roses, the only places it saw "competitive play"
I play two pronged attack in 2023 😢 (yes, with scapegoat) Also, tainted wisdom is cool because you can fuse it with someone else to make a Punisher looking monster
So Joey Wheeler and Mai had an on-off thing in the anime if I remember correctly, so why not a cross support card between Harpies and Red Eyes? _Red Eyes Harpie Lady_ (DARK) Level 11 Winged-Beast/Fusion/Effect 1+ “Red Eyes” monsters + 1+ “Harpie” Monsters _This card’s original attribute is always also WIND. This card's name becomes "Harpie Lady" and “Red Eyes Black Dragon” while on the field or in the GY. You can fusion summon this card using 1 the above cards you control as fusion materials. Dragon and Winged-Beast monsters you control cannot be targeted by your opponent for attacks or card effects, except “Red Eyes Harpie Lady”s you control. You can tribute 1 monster with a level from your hand or field: Special Summon 1 “Red Eyes” or “Harpie” monster from your hand or deck with a matching level as the tributed monster. You can tribute 1 Spell/Trap card from your hand or field: Add to your hand or set 1 “Red Eyes” or “Harpie” spell/trap card. You can activate each effect of “Red Eyes Harpie Lady” once per turn (Quick Effect)._ ATK/3700 DEF/3400
Looking at cards now, Two Pronged Attack could have some very niche uses. Mainly in decks that want their cards destroyed by effects. Which I know isn’t many, but it’s still possible. Like I said, the usability is very niche, but still there
@@devilman4723 that’s a good question. Cause it says “When” on its effect. Yet it doesn’t miss timing for cards like Fire King Island. Two pronged Attack is an instantaneous effect. You destroy all three cards at once. So unless you proc another effect along with Yubel, I don’t see how it would miss timing.
As "bad" as all of these cards are, they also sort of showed some cool directions the game could have gone, had the power creep not gone completely out of control The thing that is cool about Yu Gi Oh is that instead of artificial resources limits, it was totally built around card economy instead. In the early days, very few of the monsters did anything themselves unless they had incredibly low stats, while all the good effects were tied to the spell and trap cards, so the game was much more methodical. It would have been cool if this paradigm had stayed in place, where most of the big boss monsters had mostly just stayed beatsticks, and instead had to rely on spell/trap effects to gain their power. I'm not one of these people who thinks the game should have stayed in the Summoned Skull/Zombie deck phase forever because I just liked season one of the TV show, I have had fun with some of the newer formats, I enjoyed what they were trying to do with Links to slow the game down, but then they just threw that out the window and somehow made the game even faster. I just hate how needlessly complex and power crept the game has become, when the game could have had mechanics that relied more on the main deck to create cool combos rather than devolving into strict archetypes that just spam extra deck monster after extra deck monster, and have to be able to produce an unbeatable board full of monsters on turn 1 otherwise you lose, making the game essentially a game of Rock Paper Scissors with about 7 minutes of card shuffling afterward. Everything searches everything else, basically making the random card draw aspect of the game irrelevant. Theres so little actual strategy now, you just clear your opponents board and play solitaire with your selected archetype for a while until you have a bunch of boss monsters on the field that have some variation on the "can't be destroyed by anything, immune to everything" effect then you just win.
There is one niche and specific use for 2 pronged attack. You can abuse its effect to special summon theinen the great sphinx bc its effect said sphinx teleia and Andros must be destroyed at the same time to summon. Then again there are better cards to use to bring theinen better like dark hole. Plus theinen is harder to bring out
If I may make a suggestion: the other day I was thinking that I hadn't read the flavor text on the Rice Suship card. So I looked it up and was shocked to discover that it was a wall of text. It got me thinking, which other normal monster cards have crazy long flavor text? And which one has the longest? Is it Rice Suship, or is there another one with even more. And yes I know there are pendulum normal monsters so should you decide to make this top ten of normal monsters which have the longest flavor text, I'll add an extra rule that no pendulum monsters are allowed because that would make it too easy.
I bought a Legend of blue eyes booster back in 2004 as a kid. Man, eeeeeverything was bad. I got a skull servant, it was an insult to the money paid on that thing.
It's a shame that pumpking sucked so hard as a card, since it was god-tier in most of the early yugioh games that ignored the tcg rules. In duelists of the roses it was the best card in the game against passive opponents, since you could just infinitely buff all your zombies and use certain tech cards to make all your monsters be treated as zombies for that effect. In capsule monster coliseum, it was already dark so benefitted from one of the best stats/symbol buffs in the game, and also had really good attack range for such a powerful monster. Even in forbidden memories it was a good fusion in the early game before you had consistent access to twin headed thunder dragon or meteor black dragon
There's a limited use for Tainted Wisdom's 'on demand' shuffling effect, although there are plenty of better ways to cause your deck to shuffle (just use anything that searches for example). Convulsion of Nature + Archfiend's Oath. With your deck flipped upside down so you can see your top card, naming it at the cost of 500 life points to 'draw' it is a pretty sweet deal. But if you don't like the card you see and you don't have any other Oath's out to power draw through it, you could use Tainted Wisdom (or any much better cause a shuffle card, again any searcher) to shuffle your deck and get a new top card. Hopefully. Needless to say I *didn't* use Tainted Wisdom in a deck featuring the Convulsion/Oath combo, I just used some gishki cards that also did top of deck naming shenanigans for draws. So you know, it deserves to be on the list, but it isn't *completely* useless. Just mostly.
12:00 You could run say, Convulsion of Nature or such so that you know your top card. Then Shuffling is KINDA worthwhile. But even then, Tainted Wisdom is still trash. 13:37 Lol, was that "if you desire" a reference to the text "in any order you desire" of Yado Karu's text? Anyway, nice & fun analysis video! Thanks for uploading!
I'm kind of surprised you didn't bring up the fact that Cocoon of Evolution is actually the best card in its "archetype". Having 2k defense was passable on its own at the time. I would also definitely argue that Electric Lizard is marginally better than Blast Juggler as its effect is likely to go off, and it is technically a better beater than Blast Juggler.
14:24 Honestly surprised there was never modern Gate Guardian support or reworking released after all this time, and I have a pitch for some of it: Have Gate Guardian be a main deck Pendulum Monster (so it can exist in the main OR extra deck), with level 8 or 9 pendulum arrows to make it easier to summon it’s proper components It could be an even 3750 ATK/DEF, be a tuner, and have the effect adjusted to be special summonable (from the hand or graveyard) first by sending it’s classic materials from the field, OR banishing them from the graveyard, to summon it And it has the following effects: _Must first be special summoned (from the hand or graveyard) by tributing "Sanga of the Thunder", "Kazejin", and "Suijin", and if you do this card gains the following effects: Thrice per turn, this card cannot be destroyed or affected by battle or card effects. This monster can attack an additional two times a turn, and durning damage calculation (Quick Effect), any monster this card battles has its ATK/DEF reduced to 0. Once per turn, at the end of your turn, you may return this card to you hand to special summon "Sanga of the Thunder", "Kazejin", and "Suijin" from your graveyard._ And the pendulum effect could be _Once per turn, if you control no monsters on your side of the field, you may normal or special summon one “Labyrinth Wall” and/or “Wall Shadow” in defense position from your hand or deck. While “Labyrinth Wall” is on your side of the field, once per turn at the beginning of your turn, you may declare that monsters require one less or more tribute to summon. Once per turn, when you have a LIGHT, WIND, AND WATER attribute monster on the field each, you may tribute them to special/normal summon "Sanga of the Thunder", "Kazejin", and "Suijin" from your hand or graveyard, and if you do, add this card to your hand._
I’m so sad to hear the Electric Lizard never saw any competitive play, next thing you’re going to tell me is that Swordsman From A Distant Land Beatdown is not a viable strategy
That’s such a good card that I’ve never even heard of it before 💀
Swordsman From a Distant Land is great in Duelist of the Roses.
@@michaelhall736 In Duelist of the Roses*** 😂
@@TheLaGangjShow What? That game is great.
@@michaelhall736 I wasn’t criticizing Duelist of the Roses I was pointing out that Swordsman from a Distant Land is great card in Duelist of the Roses but in the actually TCG it stinks. I wish Konami would rerelease that title alongside Forbidden Memories, Falsebond Kingdom, and even the GBA titles
Gate Guardian is probably the most iconic classic Yugioh card that’s never gotten any sort of new retrain or support. The most Konami ever did with it was skills to make it summonable in Duel Links
And even the skill is hella terrible.
@@DominusZeikyu tbf it was good back when DL was fresh though it also where the ftk equip burn deck existed because konami fused both goat and 2010 support
They gave it Dark Guardian during the GX era.
I'm still waiting on Gate Guardian Xyz retrain where if it has a Material of a specific Attribute (EARTH, WIND, WATER) it gains some effects.
And the skill wasn't even used to summon Gate Guardian.
I would put Larvae Moth for #1, instead of the Great Moth...
Funny tale: during my university time, at the place where we used to play YuGiOh, there was a guy who always bring a Great Moth Deck, it was a stall deck with the only purpose to bring Great Moth, and later Great Perfectly Moth, to the field. He managed to pull the combo a good bunch of times.
We always invited him a drink if he managed to summon the Moth.
There is a rule that if your friend is playing a gimmick deck and he actually pull off the gimmick, he wins out of respect
How many drinks did you buy for him? Cause I’m guessing not a lot
@@failure4452 I actually had to buy him one.
Sometimes we tease him by surrendering the duel just before he begans to search in his deck to summon the Moth...
@@martinmespiespinosa7218 I wouldn’t even blame you, must be scary going up against that kind of power 😢😳😖
I'm so down with the idea of turning yugioh into a drinking game, as adults. it's like a shadow game but instead of damaging your soul ad losing parts of your body, you damage your liver and lose some inhibitions
Pumpking's effect was really nice in Duelists of the Roses, every turn it buffed ALL zombies by 100+100, including itself, and with no turn limits. Plus it was easy to fusion summon by just combining any 2 zombie monsters, you got 3 of them on the field and you got a gamebreaking + 300 every turn team of beatsticks... Edit: Oh right, it was combining a zombie and a plant.
This should have been its actual effect
I haven't played or seen Duelist of the Roses but I'm reminded of how Falsebound Kingdom was, where a lot of impractical monsters in the TCG were actually really good in it.
Duelist of Roses is one my favorite PS2 games. I have a copy to this day 👌🏾👌🏾👌🏾
..............Except that Pumpking isn't really a game breaking card in Duelists of the Roses like everyone says it is. Sure, you can gain 500 attack and defense every turn if you brought out 5 of them, but you literally also got the same value off of just one equip card in that game (with a few exceptions). Clovis, of whom is an expert on this game and has literally made hundreds of videos about it talking about all kinds of things in it has even made 2 videos that go into detail about why exactly it is that Pumpking is actually the single most overrated card in the game, with one of those 2 even showing off a way to effectively do what you're trying to accomplish with Pumpking, but is WAY faster. The problem is that Pumpking has earned a reputation for being super good, even though it's actually funny, because when you look at what it's effect actually does, gaining 100 attack and defense each turn has literally NEVER been considered to be any good EVER, making it a conundrum why it got such a ridiculous reputation for supposedly being "the best card in the game"
Straight up great game ty for the rose tint bro. Used to hate playing against that guy
I still remember the first World's Tournament in 2000 when Jeff Jones's came in clutch with Blast Juggler to destroy Patrick Hoban's two Fusionists to win the game. Shit was crazy, yo!
Lol I like the idea that they weren't just using one, but TWO Fusionist XD
From what I recall, while the tcg started with 1800 max atk for level 4s, in the first set of the OCG, the highest level 4 atk was just 1200, and that context makes some of the real old cards make a lot more sense, emphasis on SOME
Still fusionist is terrible
Hitotsu me giant was the boss Monster.
Them Aqua mador got released and then we got our beloved 1800 boys
Yeah its like yugioh the sacred cards on gba, for a long period of the game the vanillas with 900 atk and 1200 atk were them boys to play
@@koxame I used mainly Yami and Dark monsters that got boosts. Or I mainly worked on countering the elements the opponent used.
To be fair the original card game was only in Japan and didn't really have many rules other than 13 but this was before Konami was involved
To be fair, a lot of these are from the non-Japanese perspective. Early on in the original packs, 900 was more along the lines of the average statline. This is why a lot of early video game decks were full of weaker monsters.
Wasn't that format about... three weeks? Where Hitotsu-Me Giant was the most powerful card in the game?
@@HighPriestFuneral I mean, it lasted for about 9 packs before the game we got in America.
@@HighPriestFuneral there was also the various junior rulesets before the more modern rules were designed. Yu-Gi-Oh wasn't designed as a game first, it was designed as a plotline in a manga, and early Yu-Gi-Oh in japan was screwed up because of it. Junior rules not having tributes as a mechanic into summoned skull beat down into Tier 0 exodia decks, it was a mess. Yes there was a time where hitotsu-me giant was one of the best cards. It had the highest defence stat of the 3 level 4 or lower monsters with 1200 attack, which meant with 3 +300 attack equip cards it could beat over a 2k wall by hitting 2100 attack.
@@tomforge614 I just watched @Janjo Zone's excellent videos on this. Basically from February 4th to March 6th, it was king until a special tournament attendance Sword Mistress Kanan throughout February. Then the normal threshold of power It moved into the 1500's pretty quickly from there and only skyrocketed. Oddly enough Gemini Elf, which changed the game for the TCG was released in these early seasons.
I remerber the early Yugi and Kaiba decks, they were a mixed bag. Had some good cards and some really awful cards people tried to replaced it as soon they can
Great Moth is such a great example of how different early Yu-Gi-Oh design philosophy was. If that card was printed even a few years later, they'd just make each card search out the next card from the deck like every other card does.
Perfectly Ultimate Great Moth?? That's the most powerful card in all of Duel Monsters!!
if they really wanted it to emulate the original concept from the manga it really should've been in the extra deck
I’m honestly still surprised they haven’t given us a generic search card for insects like ROTA
Yugiho was just an extremely bad game to play in the early 1-4 sets. When compared to other strategic card games at the time ( MTG, pokemon, LOTR tcg). But i mean we were all around 8-14 years old so it was still fun.
Looking back now and i think yugiho was never intented te be a strategic card game that made sense but just cards for enthusiastic collectors who loved yugiho.
Summon skull= 1 tribute
Dark magician= 2 tribute
The whole gameplay and mechanics were so bad lol
Yu-Gi-Oh's biggest problem in the beginning is that it's based on a card game manga and you can just write that Mai drew into Elegant Egotist with Harpy Lady on field. Real life not work like that!
Konami purposefuly made the Moths even worse than they already were. In the manga the evolution line started with Larvae Moth and the turn count included both players' turns so it took half the time to summon them. Also Great Moth and Perfectly Ultimate weren't main deck monsters (they were non-physical, like Fusions) so you didn't need them in your hand to summon them.
And Ultimate had an Anti-Pumpking effect, by decreasing opponent’s atk per a turn
Yeah it woulda been so much better if they just started by adding those main deck monsters into the extra deck. Gate Guardian coulda been a contact fusion and would atleast have niche use in older decks since Extra deck room wasn't an issue.
Hashtag make the moths good I guess
I think the idea for Blast Juggler was to get rid of cards like Mystic Elf, who had high defense and low attack
Holy beef pants I think you're right
Which wasn't even needed since you had Fissure which takes out a monster with lowest atk (most likely Elf). Dark Hole, Raigeki, Man-Eater Bug and Summoned Skill. Why waste a slot for a bad card when you have other options?
@@heavyrain5949 oh I don't think it was really useful in any way, but it kinda makes as pack filler so that players who didn't get the other, actually good, cards would get at least ONE option for that job
@@daranyillh6446
But Starter Deck Yugi & Kaiba had all but Raigeki though, so there was no reason to use Blast Juggler lol
@@heavyrain5949 not everyone got the starter decks tho, I know I sure didn't
A popular way to summon "Gate Guardian" was to banish all its components first then use "Return from the Different Dimension" or " Dimension Fusion " to summon them back to the field.
Curious if there's any good ways to banish them from the hand and/or deck?
@@dethkruzer Back in the day we used cards like "Aqua Spirit" , "Garuda the Wind Spirit" etc.
i'd like to toss out as an honorable mention the immortal of thunder, also in metal raiders. it has a flip effect where you gain 3000 lp but then when it's sent from the field to the graveyard you lose 5000. even back in the day, most things that would attack into its 1500/1300 stat line would be killing it, so it's a straight up minus 2k instantly. there are ways to get around that even back then, particularly penguin soldier, but that requires both surviving face down together for 2 turns total. even with swords and mirror force that wasn't super likely.
I tried to test if it could be used as a cheap way to burn an opponent in duel links by giving it to the opponent, but the effect is still pretty strictly "YOU (the person who owns the card) lose 5000 LP". Since it's also an LP loss, you can't even use it to boost yourself with D/D/D Jean D'arc or with prime material dragon.
the card has topped a SJC event back in the day, was a decent combo with macro cosmos since you get the bad eff only when he goes to grave but not when its banished
I feel like at least with immortal of thunder instant fusion thundra builds can make use of it. Despite how awful it is.
Ofc that means it isn't very good in the current tcg tho
E: MY B I completely remembered the wrong monster. I take back what I say. got immortal of thunder mixed with kaminari attack. Should've finished the vid first XD
@@Hclody95 hello MBT
@@Hclody95 i didn't think of that but i feel like that still speaks to it being terrible bc you need something amazing like MC to make it meh. pure lp gain isn't particularly good and plenty combos better with MC
Hey duel logs, here’s an idea: top 10 worst “positive effects”. Examples: increasing attack, gaining life points, shuffling your deck, stop monsters from attacking, etc
There is a video on useless cards like sparks
@@puppieslovies i think he means worst KINDS of effects not worst effects
@@Bikee-uh6of scale matters more than type of effect, don't you think?
A card that stops your opponent from attacking for the rest of the duel or a card that gives 20,000 life points would be really good
"and at number 1 is Fake Trap, a normal trap that allows you to looking at your own set spell&trap"
"shuffling facedown monsters" is also pretty low in the usefulness scale
Man. Even if Great Moth had a "you win the duel" effect upon summon, it would still be unplayable.
As of right now there are ways to cheat it out ignoring its summoning conditions, so if it won the duel on-summon it'd be a playable janky ftk strategy lol
Its interesting because this could be fixed in so many different ways. Like being able to Special Summon Cocoon of Evolution if Petit Moth was on the field, activate the effect this way and be able to switch positions as well, making this a 1-turn-play. Or removing the 4th-turn-limit, making it essentially a time bomb until you draw Great Moth. Or giving Great Moth the effect from the Anime, reducing each enemy monsters attack and defense points by 100 each time Standby Phase rolls around.
But to be honest? In todays Meta, you probably could do all of this at the same time and still it would just be an "somewhat ok" card. Nothing great, not terrible, just somewhat playable. In the Meta back then, implementing all of those changes would probably brought it up right there to one of the best cards, even with all this setup, just for Great Moths effect.
I think Pumpking deserves a full, proper archetype just as much as Gate Guardian does. It always came off as 'THE' Zombie monster back then. (Though maybe thanks in part due to how strong it was in Duelist of the Roses.) It's weird that they made Pumprincess and Jack-o-Bolan be clear references to Pumpking, but neither are any attempt at an archetype for it. Granted gaining lots of attack with zombie monsters is already covered by Skull Servants, so Pumpking would need a new sort of gimmick. Still, I hope one day it'll get one.
I would love a pumpkin archetype!
@@feathero3 Pumpking and Hungry Burger combine to make the "Vengeful Dinner" archetype. It's just foods that are fiends and zombies. They mill the opponent, wreck and interrupt his hand, and then punish them for having cards in the graveyard.
He can give protection effects for zombie types. Also it could use attack gain effects but as a bonus rather than the main effects
I think it was because of Duelist of the Roses *and* when bones used vs joey it in the anime .
The pumpkin effect never made any sense to me, it and the castle of dark illusions were never played together in the manga nor anime and nothing in those cards indicated they were meant to pair together. Honestly they should release a retrain version of those cards since they both look cool
They were both creepy I guess
Yes! Those cards definitely need a retrain!
It's Pumpking.
There is one
Pumprincess the Princess of Ghost
I remember one npc in tag force 2 that used these 2 cards, and he was so easy to beat because all you needed to do was summon a 2400 atk monster and there was nothing he could do
Man, I remember thinking 2-Pronged Attack was bad back when I was 7. Good to see I was right about most of these cards being bad even back in the day. Also, with Crass Clown and Dream Clown having some good effects, it pains me that Bickuribox doesn't have the combined effect of "change position = kill". It does bother me that Gate Guardian is so bad, though, as he was a poster boy of the old game. That thing needs a retrain badly.
Raigeki Break is pretty much a better Two Pronged Attack in every way.
Bickuribox needs a fucking toon retrain so bad and some effect too 😭
@@scantyer Nah, Dark Rabbit deserves the retrain more.
It had situational use. I remember using it to help get out Theinen the Great Sphinx by destroying Andro and Teleia at the same time, along with an opponent's monster. It's outclassed by Torrential Tribute, Dark Hole and other similar cards though.
I remember back when I was a noob I would use two-pronged attack to trigger starlight road. Still a bad combo, but it was stuff like that that makes me love yugioh.
I remember when my friends and I would build random decks just for fun. He tried so badly to make the stupid cocoon thing work, but even with banned cards in his deck and plenty of negating/stalling cards it was still too easy to disrupt the combo.
Seriously gate guardian needs a new version, that can contact fusion or something and has protection 3 times a turn, heck rush duel could literally make a maximum version of it
Is kinda weird how even Ishizu's cards have gotten retrains while Paradox Brothers have gotten NOTHING.....
is Konami really that unsure how to adapt their "labyrinth and tag duel" gimmick ?
@@ianr.navahuber2195 , I know at least the 3,gods and gate guardian deserve new versions
@@ianr.navahuber2195 Legendary Duelists began back in the Duel Links developing days.
Paradox Brothers actually had a pretty good Skill back then.
Not like pre-nerf Masked Tribute, Master of Destiny, or Cyber Style level, but good enough.
Why it didn't get support after attention, a tiny moment in the spotlight, is a tragedy.
I love the idea of Gate Guardian, but as a card it's overwhelmingly terrible.
I still remember seeing it as a kid, knowing almost nothing about the game and going "wow, nobody is ever going to summon this."
@@ianr.navahuber2195 Valiant has a board game gimmick to move their cards arround. So is not like is impossible
Castle of dark illusions is one of the greatest crimes to this game simply because of its stat line
So many cards were designed with the animes logic in mind, where you actually had to work with what you had and only kaiba cheated by buying tons of cards to make his deck
Magic the Gathering creators learned that lesson very soon, because the creators did not think anyone would by enough card packs to get several of the Power 9 cards.
@@schwarzerritter5724Gagic the Mathering
I thought Tainted Wisdom was meant to be used with Convulsion of Nature, which flips your deck upside down. Since you can watch your deck, now you could technically shuffle your deck until You get a card you liked.
Although in competitive yugioh it's usually your opponent who shuffles your deck, and it still can't shuffle on the turn summoned.
@@nicolaistuhlmuller8718 Oh, I didnt know that.
You'd only get to shuffle once every two turns, because you can't exactly switch battle positions freely. And that's if someone doesn't just punch you in the brain.
@@ExeloMinish that was my first thought too but theoretically there is no ruling on how long a single shuffle goes, so with just one position switch you could already keep shuffling until you "coincidentally" get the card you need on top.
Card Shuffle is a better choice by far since it only costs 300L for indefinite use per turn.
"Top 10 Cards to take on the Maxx C Challenge" would be both fun and useful for Master Duel players. I'd love to learn about all the creative ways you can get revenge on someone relying on it going second.
Psy Framegear Gamma, Called by the grave, Ash blossom.
You are welcome
To clarify: There are lots of cards out there that do something useful when your opponent draws cards, since the draw is not optional. There are cards that burn your opponent for each card they draw, or cards/combos that let you very easily force your opponent to deck out by summon looping or summoning tons and tons of times before reaching an end point, or cards that can force your opponent to ditch their huge hand all at once like Present Card. Lots of creative ways to torture Maxx C players.
I saw a duel live with [iirc] @ignister with card destruction as a tech. PoV was from the Maxx C side, so it was the perfect Uno reverse moment.
@@leviathan5207 none of those help with the maxx c challenge but OK
@@leviathan5207 Well that's no fun! Why not start a combo that forces them to lose instead? Much more satisfying.
This could be a theme, where you go through all years in yugioh, and show the top 10 worst and best cards of that year. It would give you a whole lot of content.
Ah... the nostalgia. I still have these worst cards on my collection.
I mean, Yado Karu says that: "[...]You can place any number of cards [...]", and 'any number' includes zero. Meaning that even if you shift it from attack to defense (maybe the opponent was wide open and you shifted it to attack to get some cheap damage in), you can always just choose to not return any of them. Plus, "You can" is an optional effect, so again it's not needed at all. Given that, you can think of it as a semi-normal monster with 1700 Defense, which already makes it better than pretty much every other card on this list. Not *good*, mind you, but not complete trash either.
If it’s an effect monster, that you only use as a normal monster… it’s complete trash. It’s level is bad for Aqua decks, it’s atk and def are too low for level 4 monsters, it’s effect is completely detrimental, and you get a black mark for running it in tournaments… not really, but you should if you’re just going to troll, lol.
If it was a normal monster, it at least would have normal monster support, even if it still wouldn’t be chosen for those decks, still.
Yado is trash lol. Wanted a wall?Just use Giant Soldier of Stone: 1300 atk, 2000 def.
Casuals, gotta love 'em 😅
@@heavyrain5949 Again, I'm not saying it's good. I'm not even saying it's remotely viable. I'm saying there are *worse* cards out there, even back then, which is why it should be at a lower point on the list. Just as a random example, Fusionist has worse stats and costs way more to bring out. It does not have a negative effect, sure, but again, the effect is completely optional anyway and can be ignored if you don't want to use it.
@@neobullseye1
It's really that bad my guy, even back then it really was one of the worst cards made.
2 Pronged Attack feels like a counter card designed to get specific monsters off your side of the field that your opponent placed there like Lava Golem or Ojamas.
To this day, I expect an Extra Deck card that is a playable version of Pumpking. It would be a generic Extra Monster for Zombies, it could destroy a monster on the field and gain an ATK/DEF value. And keep gaining ATK/DEF every turn.
that would be a fearsome effect! if Not only itself gained an ATK/DEF but every zombie you control did too so long as he was in play!
Dark Artist is so bad that it skipped being released in the TCG until it was decided to be imported for pack filler in Legacy of the Valiant.
The crappy part about LOB fusion cards is that they were all rare rarity at a minimum. So imagine pulling a Fusionsist and wasting a rare for it
That's not even the worst part, actually. Polymerization itself was a super rare in that set, meaning that you had even lower chances of pulling that than you did a fusion monster, making the cards basically unplayable if you had bad luck with your packs
@@matthewkuscienko4616 I still stand that if Yugioh didn't have the show airing at the same time, the game would have flopped. That original set was a borderline scam.
@@matthewkuscienko4616 it's honestly a egregious dumb move that konami locked an entire mechanic behind a super rare card. Every fusion should've been contact fusion from the start
My very first rare I got was Flame Ghost (which you can see at 3:56), in the very same pack I also got Uraby a vanilla 4 star common that has 500 more attack and even then I found that really weird much better it was. That said I have a big soft spot for FG and made sure to craft him in Master Duel.
@@scantyer I feel a similar way about rituals. Rituals coulda been so good if you only needed the spell in your hand. Whether you put the monster in your extra deck or actual deck isn't as important but needing to have both the ritual and the thing your calling forth with the ritual just doesn't make sense. Doing a ritual should have just pulled a monster from the ether so to speak.
Pretty much any combo monster should be in the extra deck or atleast be summoned from the deck if you have the other cards lined up.
The fact that we have yet to get a retrain of Gate Guardian is actually baffling to me.
Or atleast some support to help actualy summoning it much easier
@@MrSkullMerchant there’s no point to support it since it’s so bad.
If there was support cards that just so happen to support it, that’s one thing. Like how Cocoon of ultra evolution and Corrosive Scales happens to support Perfectly Ultimate Great Moth, but it’s not the main focus of those cards.
If they wanted to put Gate Guardian back into the game, the only way to do so would be by creating Retrains
Yeah they should put more emphasis on supporting older archetypes than making weird/unappealing new ones.
And I do just mean the usual suspects like heroes, dark magician, and blue eyes either.
@@AsherX9 Done.
Pumpking has a spot in my heart bc it ended up being my deck master in Duelists of the Roses which was the first Yugioh game I ever played. Then again, that game had pretty much NOTHING to do with yugioh so it's not analogous
For Two-Pronged Attack, Elemental HERO Wildheart and Tenkabito were used as targets and wouldn’t be destroyed because of their trap immunities in early Duel Links.
Another "combo" back in the day was to use "Change of Heart" and tribute that monster to destroy one of your opponent's monsters .
@@RetrospectiveChannel and combo nobody used was Soul Exchange and Share the Pain; I tried it and it's pretty fun. Another one is Enemy Controller and Soul Exchange.
What I think is the biggest shame about fusionist is that it might be one of my actual favourite designs for a fusion. I like how it kind of shows off visually what a fusion actually is (two monsters basically smushed together), as opposed to something else that borrows design elements from 2 monsters.
No ot isnt
To be fair, some of these cards were released (in the OCG) in an era long before 1800 was a normal Attack stat line; look at The Bistro Butcher, for example, which has that 1800 but also gives your opponent two drawn cards whenever it deals damage. It seems likely that card was designed at a time when 1800 required a serious drawback to avoid it being overpowered.
Hell, you can look at the anime as well; during the duel with Mokuba, said Mokuba summons Man-Eating Plant which immediately gets murked by Yami's WDGotF#1 (that name can screw off) and Mokuba loses 30% of his LP in the process. At one point, those cards might have been tolerable because the power ceiling was so low that throwing out something with 1000 Attack was actually something to fear.
In the OCG, "7 Colored Fish", a vanilla Level 4, 1800 ATK monster, was released shortly before "The Bistro Butcher".
@@BLSoldier00 Sort of makes you wonder why The Bistro Butcher has such a terrible effect, huh? :P
@@dosbilliam
deck milling
The Gate Guardian materials don't permanently reduce the enemy monster's attack to 0. They just used a very complicated amount of text to say "Change the enemy monster's attack to 0 once, only during the damage calculation step. You can only activate this effect . . ."
I actually used Harpie Lady Sisters pretty often in Duel Links back when Harpie is still tier 1, She is pretty useful as a material for Photon Strike Bounzer, And you can also use Swallow's Nest on her to bring out Troposphere which is a pretty good monster in Duel Links
I wish you'd make more videos on classic cards. I'm pretty sure I'm not the only one who likes this channel but barely understands like 90% of the content
Never forget how unironically busted Pumpking was in Duelist of the Roses.
With how the game had the grid system, it was soooooo much easier to use its effect to boost all your Zombies to crazy strong numbers. It did take a while, but Pumpking lived up to its royal name in that game.
I'd love to see DuelLogs one day dedicate a video to speak about Duelist of the Roses.
It's one of the most unique games In the franchise and I'm curious to see how some cards In that game are considered better or worst than their TCG/OCG counterpart.
Why do you need someone to tell you this? Unlike the TCG, the game had limited cards that you could actually read and strategize with.
Have you never played the game? But only know it’s unique?
@@motodog242 I've played and beaten the game before. I say that because due to the board nature and terrain effects, cards such as Wall Shadow, Toon World and Pumpking + Castle of Illusions are viable strategies.
i finished it with a Light beatdown deck
Light attribute has a ton of buff cards, Mystical Elf, Hoshiningen, Winged Trumpeter, etc
and on top of that you can easily fuse your already flipped Hoshiningen to create even more Mystical Elves to increase the stats of your Light monsters to ludicrous levels
You can easily bring out Dark Witches to buff, or if you get a Kaiser Dragon somewhere buff it too
later along the line i added stuff to make Twin-Headed Thunder Dragons to have even bigger base stats to buff
I have the modded version right now and its indeed fun. Glad someone reworked it to make it a little more enjoyable since its such a great game. Fusions work especially well.
It also has like, the best burn card ever made in DOTR Riryoku. In the TCG it would be like if your opponent payed for your Psychic Blade and went to 4k
You missed sparks.
The only reason why I remember the existence of Blast Juggler is because it was obligatory material to ritual summon the dark magician of chaos in Forbiden Memories...which isn't better because ritual summon in such game was an awful mechanic
How about Top 10 Bad Cards that were made viable in the video games? Pumpkin King of Zombies would probably make the top of that list because of the deck master ability that it had. I think it’d be an interesting list.
Fusionist does have a niche: it is the only level 3 monster that can be Special Summoned from the Extra Deck with Fusion Armament (by revealing Rare Fish from the Extra Deck). So it could potentially be used in a Rank 3 spam deck.
Actually Tainted Wisdom can be used if: Your opponent stacked your Deck with some card you don’t want, You are about to draw Parasite Paracide or have convulsion of nature and you don’t want to draw the card you see on the top of your Deck, all these uses are very specific and i have no idea why i wrote about them.
For me Tainted Wisdom was worth keeping because if fused with Ancient Brian then you get Skull Knight which was a very solid card to have given you could one shot most cards in early Yugioh with that card. Very few cards without any boosts could stand up to it.
Two-Pronged Attack is one of the most bootleg ways to summon Theinen the Great Sphinx. I never had Pyramid of Light, as a kid, so that’s how I used to do it.
2 pronge attack was bad technically However it was easy to get access to back then. Getting mirror force and raigeki was super hard while dark hole was in a starter deck. I remember using it to get rid of other peoples blue eyes since they would tribute 2 cards for blue eyes so me losing 2 cards also wasnt that bad. Obviously i ran 3 trap holes back then but it was a nice little extra trap to have. Back then i remember you had 20 monster cards and 10 magic and trap cards roughly.
13:52 7 Colored Fish came out in Metal Raiders. Beatdown had already cut Ox and Neo by that time.
I like the idea of looking at good/bad cards from different formats. Like the best or worse from goat, or tela-dad. Basically more of this type of video I love hearing about what was good or bad and seeing how the game has changed.
Best imo is hourglass of courage
I still don't get why Pumpking and Castle work together when they were never played together in the manga or anime
They should make a bunch of fusionist support. The artwork is just really cool and the name is awesome
Wow Duel Legs. How could you forget Gate Guardian's other big accolade: Being one of the best targets to fuse UFORoid with to go for Roids OTK with Limiter Removal.
11:52 Funny story but Tainted Wisdom actually won me a duel once.
I only had the card in my deck cause back then every new card went into your deck at least once just to try it.
Anyways I was down to 800 lifepoints and my opponent only had 200 but he got a Parasite Paracide into my deck and I was going to have to draw it next turn.
So I used Tainted Wisdom to get around that and next turn I drew Ookazi and won.
Which game that was
I dunno, back around 2011-2013, I ran a zombie deck when a support deck came out for them, and used a LOT of the older zombie cards, along with pumpking and a few CoDI cards, and destroyed some friends in some duels. It was a double edged sword though, because if Zombie World wasn't out, it was harder to get those points set up correctly.
You can technically use Tainted Wisdom to counteract strategies of your opponent that rely on knowing which card will be drawn next. Would be a bit more useful if you could shuffle both decks.
Imagine Konamis discussion about Pumpkings Effect Back then , they Had to realy be scared about an Infinit Scaling ATK Monster, that you even Had to Tribute summon. They considered His Effect overpowered without the turn restriction.and now we see 8+ K ATK every Other Game
Honestly, this is probably why so many of the early effect monsters weren't great. They were worried they'd be massively overpowered at a time when most monsters were normal beat sticks, so there had to be massive drawbacks to them (e.g., low attack, or could only be activated under certain circumstances, etc.).
If I could make a suggestion how about a list of beginner friendly archetypes
Hmmm... I feel like True Dracos (No need for an extra deck) or Prank Kids (One card combos that also teach the Link and Fusion summoning mechanics) would be on that list.
Plus both decks are very competitive as well.
Dinomist has to make the list. And Dangers
Eldlich :^)
Fire Fist. From them, you can also learn ritual, fusion, synchro and xyz even link.
Dragonmaids are pretty simple at their core but can do stuff.
I kinda miss the artwork on some of the older cards when there weren't that many archetypes. I stopped playing around 5ds era I wonder how bad its now ?
Almost everything is a robot, dragon, or robot dragon
yeah the older primary artwork/style was best. Every once in a while i’ll see a card that takes me back an I’ll be reminded of simpler but good times like Zoa electric snake kotodama Ansatsu tri horn dragon seiaryu zera the mant
exile of the wicked, dragon seeker swordstalker Performance of swords garma sword oldies but goodies..now everything is all
lolli waifu mecha
Or waifu
Yes there are robot dragon waifu anime boy girl archetypes but there's more interesting ones, there's an archetype about an army of sentient instruments, giant mystic stone statue, secret underground society, killer stuffed animals, robot school supplies, racing cars and atheletes, cryptids, doodled dinosaurs, frogs (except frog the jam), raccoons, planes. I actually don't actively play the game anymore just admire the good arts and ideas. I like the old art too but mostly the weird ones like Tatsunootoshigo and Tyhone 2
To this day, I have no idea why "Perfectly Ultimate Great Moth"s name wasn't just "Perfected Great Moth".
Probably just because they thought the extra flare of calling it a "perfectly ultimate" monster sounded cool or something like that. Yugioh has always had some silly names for their cards
Imagine being a kid and saying “perfectly ULTIMATE great moth” just feels more powerful
@@codeninja100 it sounded stupid back then too in my experience
Because the early translators didn’t know what they were doing.
im a fan of it, sounds like a special. i wouldve personally called it extra most bestest great moth
I NEVER understood the interactions between Pumpking and Castle of Dark Illusions. It doesn't help that the first season of Yugioh had two separate duelists use them separately for entirely different end goals. I think the first guy Panik used Castle to protect his monsters while building a board to overrun opponents while the second guy just focused on Zombie beatdown using made up rules that not only made Zombies unkillable, but also get stronger when they died.
Seeing electric lizard made me excited because it’s amazing to see in Forbidden Memories speedruns…
THTD fusions gives me happy memories and also nightmares…
i ones was able to figure out enough good fusions to finish the game, a miracle. Not one soulslike game was harder than forbidden memlries
Blast Juggler could be used to get rid of high defense, low ATK monsters too - if your opponent plays defensive - like with Mystical Elf, Spirit of the Harp, … [05:17]
Harpie Lady Sisters actually saw some meta play in early Duel Links. But the deck was only good because of the skill that put Harpies Hunting Ground on the field for free. Plus 20 card decks made the Harpie Lady + Elegant Egotist combo a lot more consistency
I would HIGHLY disagree about two progned attack. Back in the day, there wasn't many "destroy" effects that one could self use. That wording was key to how to use it well. Many others were tribute effects and couldn't be applied the same way. But there were a few monster with effects like "when this card is destroyed, X would happen" and two proned attack was one of thee few cards that would trigger thoes effects by the owner (on your oppoents turn no less). it was also best used with card such as creature swap. That being said there was a high chance it can be a dead card (that im not arguing) its the "destroy" effect that made it powerfull when you built a deck to use it well.
I would love to see a Gate Guardian archetype in this game
Maybe change the name to GateGuardian (no space in name) and have its three materials be named with GateGuardian as how the deck would be named.
For ease of writing it, they could go "____, Guardian of the Gate" for the materials and then have the final form be "The Guardian of the Gate."
@@thegis5911 The Ignored Guardian of the Gate
Nobody was thinking of card advantage when they played two pronged attack lol. The only reason you played that card was s*** My opponent has a monster that I can't even touch right now, I'll sacrifice more to take it out and make a better situation for myself"
Kaminari attack was on the Very first pack I ever opened (metal Raiders). Who would have thought it would see competitive play!
Old Draper Mint, Swiss of America Silver Bars are the next fine art boom… Draper Mint Boutique opened in 1958 and was only in business for a short time… Most bars have been melted down over the last 70 years.. Few surviving example.. Only a few thousand silver bars ever produced
My question is how does a kirby lookin angel and a sheep fuse into a cat?
Damn thx for the nostalgia flashback 👍
In metal raiders u had cards like dark elf & jirai gumo, which were stronger than La Djinn & 7 colored fish (that fish was also a beatatick as strong as the Djinn), however those 2 cards were the 1st cards with the so called "Konami Syndrom" effect. At least Daek Elf was worth the efforr but Jirai Gumo was way too risky
The commentary really hit me when he said the benefit from shuffling your deck includes……nothing 😂
Will you do a Top 10 Best classic cards in the future? I'd be curious to see if any old cards play well today.
I never realized that elegant egotist was just a bunch of faces until just now. I thought it was some abstract snowflake thing
Honestly I stopped playing yugioh was because in all honesty, the original game found that right balance between strategy and risk. Today it's all about the metas and when I've played modern decks I often loose in less than a couple of turns because the other person just uses effect after effect to stop me from doing anything. I can handle losing but when I feel like I never stood a chance I think why even bother. Also let's be honest, Konami did not ban the class cards because "They were too powerful because they gave you a +2 with only a -1 sacrifice!" or that crap. They were banned for two reasons. One, the decks were becoming more and more overpowered and two, they had other cards that produced similar effects and they wanted you to buy them. But why buy them when you already have cards that do that effect?
with the release of ablaz strike I think it would be fun to do a video on the top 10 best/worst albaz/branded cards since people don't play fusion archtypes that much.
Really early Yugioh needed to make much better use of the extra deck, maybe even an additional card type for monsters that required special summoning conditions and that can just chill in your extra deck. If great guardian or the moth summons were extra deck monsters then they wouldn't be such a detriment to your deck.
Actually, not sure if you knew this or not, but when it comes to Gate Guardian - it actually did see competitive success, but only much later. It was used with Power Bond and UFOroid to fuse into that ? fusion whose original ATK is equal to the combined materials, then it got doubled by power bond which allowed for OTKs. True story, though I'm sure that wasn't Konami's intended use for the card.
Great moth being bad is funny because on a gameboy advanced yugioh game it was one of the best cards in the game, there was no timers involved you just used cuccoons effect to saccrifice it for a great moth, then on the next turn use great moths effect to sacrifice it for a ultimate great moth
I won a competition at Toys 'R' Us with the Harpie Lady/Elegant Egotist combo. I had 3 copies of each and on turn 1 I could have Harpie Lady Sisters on the field
Your comment makes me feel old.
@@RetroTaylor94 my bones hurt...
wow i went to a Toy R us yugioh tourny aswell
Someone say my name?
Personal bias aside, Tainted Wisdom was arguably better than a lot of the cards on this list at the time for the simple fact that it was a fusion material for Skull Knight, which had 50 more ATK than Gaia the Dragon Champion, it and all its materials were commons, and unlike GtDC, the materials were all lv4 or lower, meaning you could set/summon anything you had extra of.
Granted, Fusions were still really bad, but Skull Knight was second only to Black Skull Dragon (a UR card that required 2 _other_ URs to summon) and Twin Headed Thunder Dragon (Admittedly the easiest to get out since Thunder Dragon's effect let you search for 2 copies of itself for free, but it was an SR, its materials were short printed, and there were almost no Thunder support cards for ages) in terms of ATK, could hit over Summoned Skull, and wasn't susceptible to Trap Hole.
Honestly, i would love pumpking support, i dunno i liked the art and was an absolute beast in forbidden memories/duelist of the roses, the only places it saw "competitive play"
I play two pronged attack in 2023 😢 (yes, with scapegoat)
Also, tainted wisdom is cool because you can fuse it with someone else to make a Punisher looking monster
Tainted Wisdom actually can be useful in a traditional classic match if you're running a deck with cards like Convolution Of Nature.
So Joey Wheeler and Mai had an on-off thing in the anime if I remember correctly, so why not a cross support card between Harpies and Red Eyes?
_Red Eyes Harpie Lady_ (DARK)
Level 11
Winged-Beast/Fusion/Effect
1+ “Red Eyes” monsters + 1+ “Harpie” Monsters
_This card’s original attribute is always also WIND. This card's name becomes "Harpie Lady" and “Red Eyes Black Dragon” while on the field or in the GY. You can fusion summon this card using 1 the above cards you control as fusion materials. Dragon and Winged-Beast monsters you control cannot be targeted by your opponent for attacks or card effects, except “Red Eyes Harpie Lady”s you control. You can tribute 1 monster with a level from your hand or field: Special Summon 1 “Red Eyes” or “Harpie” monster from your hand or deck with a matching level as the tributed monster. You can tribute 1 Spell/Trap card from your hand or field: Add to your hand or set 1 “Red Eyes” or “Harpie” spell/trap card. You can activate each effect of “Red Eyes Harpie Lady” once per turn (Quick Effect)._
ATK/3700 DEF/3400
Looking at cards now, Two Pronged Attack could have some very niche uses.
Mainly in decks that want their cards destroyed by effects. Which I know isn’t many, but it’s still possible.
Like I said, the usability is very niche, but still there
Yubel. That's what popped up for me.
@@dometalican1990 wouldn't it cause Yubel to miss timing?
@@devilman4723 I actually don't know.
@@devilman4723 that’s a good question. Cause it says “When” on its effect. Yet it doesn’t miss timing for cards like Fire King Island.
Two pronged Attack is an instantaneous effect. You destroy all three cards at once. So unless you proc another effect along with Yubel, I don’t see how it would miss timing.
@@AsherX9 the more you know. Missing timing has always been one of the more confusing rulings for me
As "bad" as all of these cards are, they also sort of showed some cool directions the game could have gone, had the power creep not gone completely out of control
The thing that is cool about Yu Gi Oh is that instead of artificial resources limits, it was totally built around card economy instead. In the early days, very few of the monsters did anything themselves unless they had incredibly low stats, while all the good effects were tied to the spell and trap cards, so the game was much more methodical.
It would have been cool if this paradigm had stayed in place, where most of the big boss monsters had mostly just stayed beatsticks, and instead had to rely on spell/trap effects to gain their power.
I'm not one of these people who thinks the game should have stayed in the Summoned Skull/Zombie deck phase forever because I just liked season one of the TV show, I have had fun with some of the newer formats, I enjoyed what they were trying to do with Links to slow the game down, but then they just threw that out the window and somehow made the game even faster.
I just hate how needlessly complex and power crept the game has become, when the game could have had mechanics that relied more on the main deck to create cool combos rather than devolving into strict archetypes that just spam extra deck monster after extra deck monster, and have to be able to produce an unbeatable board full of monsters on turn 1 otherwise you lose, making the game essentially a game of Rock Paper Scissors with about 7 minutes of card shuffling afterward.
Everything searches everything else, basically making the random card draw aspect of the game irrelevant. Theres so little actual strategy now, you just clear your opponents board and play solitaire with your selected archetype for a while until you have a bunch of boss monsters on the field that have some variation on the "can't be destroyed by anything, immune to everything" effect then you just win.
Don't diss my boy pumpking
For the first time since finding your channel, I recognize every card on the list.
There is one niche and specific use for 2 pronged attack. You can abuse its effect to special summon theinen the great sphinx bc its effect said sphinx teleia and Andros must be destroyed at the same time to summon. Then again there are better cards to use to bring theinen better like dark hole. Plus theinen is harder to bring out
I'd also wouldn't call that an "abuse" tbf.
If I may make a suggestion: the other day I was thinking that I hadn't read the flavor text on the Rice Suship card. So I looked it up and was shocked to discover that it was a wall of text. It got me thinking, which other normal monster cards have crazy long flavor text? And which one has the longest? Is it Rice Suship, or is there another one with even more. And yes I know there are pendulum normal monsters so should you decide to make this top ten of normal monsters which have the longest flavor text, I'll add an extra rule that no pendulum monsters are allowed because that would make it too easy.
Gate guardian is the best target of Fusion summoning "Elemental Hero Neos Knight" if you want the Fusion got a huge Atk boost.
I bought a Legend of blue eyes booster back in 2004 as a kid. Man, eeeeeverything was bad. I got a skull servant, it was an insult to the money paid on that thing.
It's a shame that pumpking sucked so hard as a card, since it was god-tier in most of the early yugioh games that ignored the tcg rules. In duelists of the roses it was the best card in the game against passive opponents, since you could just infinitely buff all your zombies and use certain tech cards to make all your monsters be treated as zombies for that effect. In capsule monster coliseum, it was already dark so benefitted from one of the best stats/symbol buffs in the game, and also had really good attack range for such a powerful monster. Even in forbidden memories it was a good fusion in the early game before you had consistent access to twin headed thunder dragon or meteor black dragon
There's a limited use for Tainted Wisdom's 'on demand' shuffling effect, although there are plenty of better ways to cause your deck to shuffle (just use anything that searches for example). Convulsion of Nature + Archfiend's Oath. With your deck flipped upside down so you can see your top card, naming it at the cost of 500 life points to 'draw' it is a pretty sweet deal. But if you don't like the card you see and you don't have any other Oath's out to power draw through it, you could use Tainted Wisdom (or any much better cause a shuffle card, again any searcher) to shuffle your deck and get a new top card. Hopefully. Needless to say I *didn't* use Tainted Wisdom in a deck featuring the Convulsion/Oath combo, I just used some gishki cards that also did top of deck naming shenanigans for draws. So you know, it deserves to be on the list, but it isn't *completely* useless. Just mostly.
Two-Pronged attack was still useful if your removal options were limited enough because you didn't own that many cards.
Gate guardian is the signature card of the paradox brother so it’s iconic status makes it cool
0:07 Which is Pot Of Greed?
12:00 You could run say, Convulsion of Nature or such so that you know your top card. Then Shuffling is KINDA worthwhile. But even then, Tainted Wisdom is still trash.
13:37 Lol, was that "if you desire" a reference to the text "in any order you desire" of Yado Karu's text?
Anyway, nice & fun analysis video! Thanks for uploading!
I'm kind of surprised you didn't bring up the fact that Cocoon of Evolution is actually the best card in its "archetype". Having 2k defense was passable on its own at the time. I would also definitely argue that Electric Lizard is marginally better than Blast Juggler as its effect is likely to go off, and it is technically a better beater than Blast Juggler.
14:24
Honestly surprised there was never modern Gate Guardian support or reworking released after all this time, and I have a pitch for some of it:
Have Gate Guardian be a main deck Pendulum Monster (so it can exist in the main OR extra deck), with level 8 or 9 pendulum arrows to make it easier to summon it’s proper components
It could be an even 3750 ATK/DEF, be a tuner, and have the effect adjusted to be special summonable (from the hand or graveyard) first by sending it’s classic materials from the field, OR banishing them from the graveyard, to summon it
And it has the following effects: _Must first be special summoned (from the hand or graveyard) by tributing "Sanga of the Thunder", "Kazejin", and "Suijin", and if you do this card gains the following effects: Thrice per turn, this card cannot be destroyed or affected by battle or card effects. This monster can attack an additional two times a turn, and durning damage calculation (Quick Effect), any monster this card battles has its ATK/DEF reduced to 0. Once per turn, at the end of your turn, you may return this card to you hand to special summon "Sanga of the Thunder", "Kazejin", and "Suijin" from your graveyard._
And the pendulum effect could be _Once per turn, if you control no monsters on your side of the field, you may normal or special summon one “Labyrinth Wall” and/or “Wall Shadow” in defense position from your hand or deck. While “Labyrinth Wall” is on your side of the field, once per turn at the beginning of your turn, you may declare that monsters require one less or more tribute to summon. Once per turn, when you have a LIGHT, WIND, AND WATER attribute monster on the field each, you may tribute them to special/normal summon "Sanga of the Thunder", "Kazejin", and "Suijin" from your hand or graveyard, and if you do, add this card to your hand._
NICE this has lots of potential.
@@jayclearmen411
I didn’t overpower or overbalance it, did I?