Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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RainbowRuby May 1, 2022 @ 10:02pm
♥♥♥♥ Ash Blossom
The amount of times i have lost turn 2 because someone used Ash Blossom is ridiculous, ruining my whole turn is just absurd, EVERY SINGLE DECK RUNS MULTIPLE COPIES OF IT!


EDIT: yes i know not every deck uses it, but it sure ♥♥♥♥♥♥♥ feels like it. i just want to have fun playing the game, and that card alone makes me want to quit the game entirely
Last edited by RainbowRuby; May 1, 2022 @ 10:05pm
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Showing 16-30 of 74 comments
camus May 2, 2022 @ 6:46am 
What I don't understand is why a card with no cost, usable at any time, and can negate almost 90% of the cards in the game isn't limited in some way. I just think of Solemn Judgement being limited to one for so many years and it baffles me.
Merilirem May 2, 2022 @ 6:51am 
Originally posted by camus:
What I don't understand is why a card with no cost, usable at any time, and can negate almost 90% of the cards in the game isn't limited in some way. I just think of Solemn Judgement being limited to one for so many years and it baffles me.
Its because of how Yugioh works. Every card is its own inherent cost when its used. The card itself is a cost even if its the most basic of costs. Ashing something is a 1 for 1 trade whose only actual value is combo disruption. Not to mention you can only use 1 ash per turn. This makes drawing 3 ashes a bad thing in most decks.
Originally posted by camus:
What I don't understand is why a card with no cost, usable at any time, and can negate almost 90% of the cards in the game isn't limited in some way. I just think of Solemn Judgement being limited to one for so many years and it baffles me.

And now it's at 3.

The thing with Ash is that it has a hard once per turn, so if you say, open all 3 of them, 2 of them are blank cards.

However, with Solemn Judgment, if you opened all 3, sure, you'd be at 1k LP, but you could use all 3 in the same turn.

Ash requires a lot of knowledge of how the opponent's deck works specifically because it's a hard once per turn, and you can bait it as well.

She's not as powerful as people make her to be, and in the TCG, she's not mandatory, because a certain bug that should be banned doesn't exist there. Yes, that annoying bug is the exact reason why in Master Duel and the OCG, Ash is pretty much a 3of mandatory card.
camus May 2, 2022 @ 7:08am 
Originally posted by C.C. アヌビス:
Originally posted by camus:
What I don't understand is why a card with no cost, usable at any time, and can negate almost 90% of the cards in the game isn't limited in some way. I just think of Solemn Judgement being limited to one for so many years and it baffles me.

And now it's at 3.

The thing with Ash is that it has a hard once per turn, so if you say, open all 3 of them, 2 of them are blank cards.

However, with Solemn Judgment, if you opened all 3, sure, you'd be at 1k LP, but you could use all 3 in the same turn.

Ash requires a lot of knowledge of how the opponent's deck works specifically because it's a hard once per turn, and you can bait it as well.

She's not as powerful as people make her to be, and in the TCG, she's not mandatory, because a certain bug that should be banned doesn't exist there. Yes, that annoying bug is the exact reason why in Master Duel and the OCG, Ash is pretty much a 3of mandatory card.

Starting with 3 of most cards is usually bad so I don't know why you guys are bringing up that point.

If by annoying bug you mean Maxx C, that's another one that should probably be limited to one.
Originally posted by camus:
Originally posted by C.C. アヌビス:

And now it's at 3.

The thing with Ash is that it has a hard once per turn, so if you say, open all 3 of them, 2 of them are blank cards.

However, with Solemn Judgment, if you opened all 3, sure, you'd be at 1k LP, but you could use all 3 in the same turn.

Ash requires a lot of knowledge of how the opponent's deck works specifically because it's a hard once per turn, and you can bait it as well.

She's not as powerful as people make her to be, and in the TCG, she's not mandatory, because a certain bug that should be banned doesn't exist there. Yes, that annoying bug is the exact reason why in Master Duel and the OCG, Ash is pretty much a 3of mandatory card.

Starting with 3 of most cards is usually bad so I don't know why you guys are bringing up that point.

If by annoying bug you mean Maxx C, that's another one that should probably be limited to one.

Maxx "C" by design can't be limited, not even semi-limited, it's either at 3, or at 0, but yes, Maxx "C" is the card I'm talking about.

Again, look at the TCG, just a couple months ago the winner of a whole YCS didn't play Ash in the main deck, hell, he didn't play ANY hand traps in the main deck, and before anyone goes with "but it's best of 3, so of course he can", that doesn't matter as much as you think. If hand traps were as half as mandatory as some of you seem to think they are, that guy wouldn't be running his main deck without even 1, because it would mean he loses 50% of his matches, the ones where he has to go 2nd, but that wasn't the case.

Also, starting 3 of cards is only "bad" if you only use 1 of them.

Let's take Ash and Imperm as examples, drawing 3 Ash nets you 1 negate and 2 blank cards, meaning your starting hand is 3 cards and 2 blanks. If you start 3 Imperm however, you have 3 negates, it's not a once per turn, so if your opponent managed to play through the 1st, give them a 2nd, or even a 3rd for good measures.
Last edited by C.C. 折オリ枝 の 夫; May 2, 2022 @ 7:19am
camus May 2, 2022 @ 8:22am 
Originally posted by C.C. アヌビス:
Let's take Ash and Imperm as examples, drawing 3 Ash nets you 1 negate and 2 blank cards, meaning your starting hand is 3 cards and 2 blanks. If you start 3 Imperm however, you have 3 negates, it's not a once per turn, so if your opponent managed to play through the 1st, give them a 2nd, or even a 3rd for good measures.

I don't know. Ash something your opponent's turn, ash their maxx c or whatever your turn, then ash again their turn to kill all hope seems more likely than 3x imperm all one turn.
Last edited by camus; May 2, 2022 @ 8:23am
I thought Ash was a fox girl.
I honestly do not think Ash is that great, sure you rob your opponent of a search but many decks can play around that, mid game a 1800 defender is not great and it is not a tuner that can special summon itself except in zombies and late game is dead draw.

I think we need archetype ash like cards. I'd love to have a U.A. ash blossom to make the deck less prone to bricking.
Merilirem May 2, 2022 @ 8:39am 
Originally posted by Knud den Store:
I thought Ash was a fox girl.
I honestly do not think Ash is that great, sure you rob your opponent of a search but many decks can play around that, mid game a 1800 defender is not great and it is not a tuner that can special summon itself except in zombies and late game is dead draw.

I think we need archetype ash like cards. I'd love to have a U.A. ash blossom to make the deck less prone to bricking.
There is a question to be asked about if they should just start giving all the archetypes archetype specific hand traps. It would play into hand trap logic more but it would also let those decks not need to play generic staples that mess with the decks archetype mechanics. I know a lightsworn hand trap would be much appreciated in lightsworn decks. At the moment running ash blossoms or Maxx C just gunks up the engine. A lightsworn hand trap or equivalent card would go a long way to stabilizing the archetype.
Merilirem May 2, 2022 @ 8:43am 
Originally posted by gredora:
Originally posted by Knud den Store:
I thought Ash was a fox girl.
I honestly do not think Ash is that great, sure you rob your opponent of a search but many decks can play around that, mid game a 1800 defender is not great and it is not a tuner that can special summon itself except in zombies and late game is dead draw.

I think we need archetype ash like cards. I'd love to have a U.A. ash blossom to make the deck less prone to bricking.


I think the closest thing we have to an archetype hand trap is Morgan, the Enchantress of Avalon, for Noble Knights.

That's the only one I can think of on the top of my head.
I mean there are a few 2500 atk monsters that hand trap themselves onto the field and do stuff. Chaos Hunter is kinda a Chaos hand trap which floodgates banishes for your opponent. Then you have that Dogmatika Knight Lady but she needs a card already on the field so no first turn value beyond a 2500 atk/def monster.

Also Kuribo has its own archetype. Then the pshychic cards have stuff but i don't remember if its that exclusive.
Originally posted by Merilirem:
Originally posted by Knud den Store:
I thought Ash was a fox girl.
I honestly do not think Ash is that great, sure you rob your opponent of a search but many decks can play around that, mid game a 1800 defender is not great and it is not a tuner that can special summon itself except in zombies and late game is dead draw.

I think we need archetype ash like cards. I'd love to have a U.A. ash blossom to make the deck less prone to bricking.
There is a question to be asked about if they should just start giving all the archetypes archetype specific hand traps. It would play into hand trap logic more but it would also let those decks not need to play generic staples that mess with the decks archetype mechanics. I know a lightsworn hand trap would be much appreciated in lightsworn decks. At the moment running ash blossoms or Maxx C just gunks up the engine. A lightsworn hand trap or equivalent card would go a long way to stabilizing the archetype.

The way I'd go around it is that, unlike staples that can be play whenever, archetype variants rely on you playing other archetype cards. The U.A variant would require me to reveal another U.A card from hand or deck in order to activate it or send another U.A card from deck to GY in order to use it from hand, making cards like U.A Locker Room somewhat useful because you can almost always activate them.

If it allowed me to send PEnalty Box to the GY as cost, it would be godly.
Merilirem May 2, 2022 @ 8:55am 
Originally posted by Knud den Store:
Originally posted by Merilirem:
There is a question to be asked about if they should just start giving all the archetypes archetype specific hand traps. It would play into hand trap logic more but it would also let those decks not need to play generic staples that mess with the decks archetype mechanics. I know a lightsworn hand trap would be much appreciated in lightsworn decks. At the moment running ash blossoms or Maxx C just gunks up the engine. A lightsworn hand trap or equivalent card would go a long way to stabilizing the archetype.

The way I'd go around it is that, unlike staples that can be play whenever, archetype variants rely on you playing other archetype cards. The U.A variant would require me to reveal another U.A card from hand or deck in order to activate it or send another U.A card from deck to GY in order to use it from hand, making cards like U.A Locker Room somewhat useful because you can almost always activate them.

If it allowed me to send PEnalty Box to the GY as cost, it would be godly.
Man a hand trap monster with an effect that let lightsworn do what they want and send stuff from deck to grave to activate the card would be literally divine.

But yeah thats what i was talking about. The old "must be using atleast 1 of that archetype" kinda cards so that it bricks decks not running atleast a full engine.
Forehead daughter did nothing wrong.
ChaosBahamut May 2, 2022 @ 9:25am 
My only real grievance with Ash is that she can negate cards with effects that CAN allow you to interact with your deck, even if you were not able/wanting to do so. (like Ancient Gear Fusion)

In the end though, just part of the game and I have to deal with it. XD
Wicked May 2, 2022 @ 9:30am 
Originally posted by ChaosBahamut:
My only real grievance with Ash is that she can negate cards with effects that CAN allow you to interact with your deck, even if you were not able/wanting to do so. (like Ancient Gear Fusion)

In the end though, just part of the game and I have to deal with it. XD

Dude, this cucks Redoer so badly. I want to bounce a card back and it gets ashed, yeeeeeee aight. Just because one of it's effects is a draw, even though I can't use that effect when there is no spell card attached.

Honestly though, I just want to play my Blackwing deck and this season feels worse than previous seasons. Getting my ass drolled and nibiru'd and even ash at times is enough when I brick by having too few extenders to kill my turn but that's more of a deck issue. Though I could alleviate this if I wouldn't have to play around cringe maxx c. Such a disgusting card. Konami also can't come up with an actually decent banlist for this game.
Last edited by Wicked; May 2, 2022 @ 9:36am
Lasagna May 2, 2022 @ 9:54am 
Originally posted by Wicked:
Originally posted by ChaosBahamut:
My only real grievance with Ash is that she can negate cards with effects that CAN allow you to interact with your deck, even if you were not able/wanting to do so. (like Ancient Gear Fusion)

In the end though, just part of the game and I have to deal with it. XD

Dude, this cucks Redoer so badly. I want to bounce a card back and it gets ashed, yeeeeeee aight. Just because one of it's effects is a draw, even though I can't use that effect when there is no spell card attached.

Honestly though, I just want to play my Blackwing deck and this season feels worse than previous seasons. Getting my ass drolled and nibiru'd and even ash at times is enough when I brick by having too few extenders to kill my turn but that's more of a deck issue. Though I could alleviate this if I wouldn't have to play around cringe maxx c. Such a disgusting card. Konami also can't come up with an actually decent banlist for this game.

you're playing blackwings.

i think that's the source of your problems.
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Date Posted: May 1, 2022 @ 10:02pm
Posts: 74