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Both were crafted as a mean to fix the game Konami broke and they end up breaking the game even more, that's the point son. And then after this point they crafted even more similar cards or straight put their effects into entire archtypes and monsters as an innate effect.
And that's how we ended up playing decks that only has like 10 themed cards, and all the other 30 are generic handtraps to survive turn 1.
nah the reason you dont see full gas decks is because maxx c exclusively, it counters full gas decks and every other deck needs to make space for 10 cards to counter and play the roach
Killing the Roach diminishes the presence of Ass Blast 'Em and No Joy, therefore, everyone is happy.
As much as I used to sling around skill issue I've learned it's moreso a difference an opinion (sometimes with a hint of skill issue, not gonna cap.) It's again in my previous post here is why Maxx C takes no skill to begin with as it gives you advantage, the strongest resource in Yugioh, for the low cost of absolutely nothing and your opponent as I said has to deal with it or deal with it. Ash blossom at the VERY least requires some idea of what your opponent is playing, the line they are trying to set up and where to try and cut them at. Sure you can throw it out willynilly and have it still work but most of the time it isn't going to stop your opponent from at least setting up a decent board if they drew well enough; which if it did have the power to outright stop them from playing the game, Ash would be on the chopping block just as well. Yes, Maxx C and Ash are symptoms of a bigger problem with the inherent design of YuGiOh, I don't think anyone is willing to deny that at face value, but there is something different than using an in engine card to gain advantage then using a no cost advantage generic bug to give you more tries, sometimes as a crutch as OP has been describing or to simply oppress your opponent (in the case of a turn 1 player using it on turn 2 with an already established board) for the sheer audacity for playing the game as intended.
Crossout is barely played in the TCG despite being at 3 because there simply aren't enough cards that everyone runs for it to be worth it.
Occasionally Marincess runs it, and some other strategies but rarely.
Called By The Grave is also not really ran, because a single hand trap stopped simply isn't worth it. It's mostly run in stuff that completely dies to something like a Droll & Lock Bird. It's just a card that's too good to be at more than 1.
I just checked the top 4 deck lists from richmond. Two people had called by the grave in the side, 1 person had 3 crossouts in the side. Nobody mained either of them. I checked a few deck profile videos (since the lists aren't on konami's side beyond top 4) and only saw one additional person maining called by, no crossouts
Likewise, Crossout Designator only functions properly when there's a card in the format that basically autowins on resolution (and which is therefore run by absolutely everybody), or in tier 0 formats where the only thing worth preparing for is the mirror. The OCG limited it because both of those are a constant problem for them, but in a saner world nobody would ever consider using it.
Except Floo. Floo LOVE Crossout since it functions as a ROTA for them, if you have another smol birb in hand as well as being anti-hand trap.