Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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Phantom of Yubel deserves a ban
It's a free negate and extender and triggering it usually ends with them killing you.
Too powerful, needs a ban imo.
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Showing 1-15 of 21 comments
Rameol Jul 22, 2024 @ 10:01am 
Better pack some spells or traps instead of asking for a ban :angry_seagull:
Originally posted by Cultrupt:
Better pack some spells or traps instead of asking for a ban :angry_seagull:

Nah, in this case, the card needs a ban. Too easy to make and it's effect is absolutely devastating, setting up OTKs via multiple Yubels and Gustav after the BP. Thing about drawing the out is, you need to draw the out - and when a card like Phantom of Yubel is so accessible it completely mitigates the ability to reasonably fight it - and that's assuming you went 1st which is absolutely nightmare fuel for dealing with Yubel as you can't even deal with their stuff except via hand traps which Phantom of Yubel turns into their extension, potentially multiple times per turn.
Last edited by Bad Distraction Carnifex; Jul 22, 2024 @ 10:16am
Zephyr Jul 22, 2024 @ 10:16am 
Originally posted by Bad Distraction Carnifex:
Originally posted by Cultrupt:
Better pack some spells or traps instead of asking for a ban :angry_seagull:

Nah, in this case, the card needs a ban. Too easy to make and it's effect is absolutely devastating, setting up OTKs via multiple Yubels and Gustav after the BP.
Many cards do, but he's unfortunately right. Konami can't be relied on for anything balance related and especially not regarding their new cash cow archetype, so packing more traps and spells is the only realistic solution.
Originally posted by Zephyr:
Originally posted by Bad Distraction Carnifex:

Nah, in this case, the card needs a ban. Too easy to make and it's effect is absolutely devastating, setting up OTKs via multiple Yubels and Gustav after the BP.
Many cards do, but he's unfortunately right. Konami can't be relied on for anything balance related and especially not regarding their new cash cow archetype, so packing more traps and spells is the only realistic solution.

Let me know what I can activate torrential tribute or Dark Hole from the hand. Until then this is a bad opinion.
Unknown Samurai Jul 22, 2024 @ 10:26am 
Originally posted by Bad Distraction Carnifex:

Let me know what I can activate torrential tribute or Dark Hole from the hand. Until then this is a bad opinion.

Imperm is a good way to stop it.
Originally posted by Unknown Samurai:
Originally posted by Bad Distraction Carnifex:

Let me know what I can activate torrential tribute or Dark Hole from the hand. Until then this is a bad opinion.

Imperm is a good way to stop it.

1. Phantom of Yubel is so accessible that negating 1 doesn't stop the problem and requires hoops to do since you can't deal with it via monster effects without causing Yubel to OTK.
2. Requires hard drawing it turn 1 and it not being removed from the field before it's needed.
3. If drawn off of Maxx C unless you control no other cards, you can't activate it from hand.
4. Yubel decks can yank targets so on resolution cards like Veiler, Imperm, Breakthrough Skill, etc fizzle at resolution.

Imperm can work but if they draw Spirit Gates/Squirmer that's no long an option.

Phantom of Yubel is too powerful and is one of the most toxic cards in the meta because it turns your ability to defend yourself into their extender, which will probably end with you being OTK'd. It needs to be banned just like Sillva was banned, for fairly similar reasons.
Last edited by Bad Distraction Carnifex; Jul 22, 2024 @ 10:44am
Lasagna Jul 22, 2024 @ 11:56am 
I wouldn't mind Phantom being put to 1 instead of banned, as a endboard piece it's fine the main problem is that it's summon is not OPT and also basically free (shuffle from GY) so they can use it to protect combo from handtraps, link it off for fiend-link shenanigans, then make another one on the end board.

if it was at 1 they'd need to jump through hoops to be able to do fiend-link plays and be able to have one on the endboard.

Banning it feels like too much, Yubel doesn't really do anything without it and just becomes a "hard open super poly" deck.
Last edited by Lasagna; Jul 22, 2024 @ 11:57am
Astrallight Jul 22, 2024 @ 12:17pm 
Every card I lost to deserves a ban you should rename your topic to.
Terminal Desolation Jul 22, 2024 @ 12:38pm 
In all my experience both playing Yubel and playing against Yubel: yes it's a good card but that's largely because it's a free body you can make by shuffling back guys from your GY, card is completely fine

It provides insulation versus a handtrap or an effect because that's a HOPT effect despite you thinking otherwise, usually you'll want to save it for like Nibiru or Maxx C if you can get it out early enough.

Unless your deck is 100% oriented around monster-only destruction specific effects, you should have avenues to remove either the Yubels from field or the Nightmare Pain at least, which keeps you from dying.

Yubel is fine, you just have to interact with it in a very different way than you do most decks. Fortunately, the cards that interact with it favorably are relatively mutual with the rest of the meta, so just pack your Talents/Called By/Imperm/Gamma/whatever and figure out how to play against them.
Originally posted by Terminal Desolation:
In all my experience both playing Yubel and playing against Yubel: yes it's a good card but that's largely because it's a free body you can make by shuffling back guys from your GY, card is completely fine

It provides insulation versus a handtrap or an effect because that's a HOPT effect despite you thinking otherwise, usually you'll want to save it for like Nibiru or Maxx C if you can get it out early enough.

Unless your deck is 100% oriented around monster-only destruction specific effects, you should have avenues to remove either the Yubels from field or the Nightmare Pain at least, which keeps you from dying.

Yubel is fine, you just have to interact with it in a very different way than you do most decks. Fortunately, the cards that interact with it favorably are relatively mutual with the rest of the meta, so just pack your Talents/Called By/Imperm/Gamma/whatever and figure out how to play against them.

It's a free body that doesn't just insulate, it turns hand traps into extenders which feeds into their going 2nd OTK shtick. That's why it's a problem card. Imperm only works if you hard draw into it, if your field is empty then you're going to die to Access Code + friends and Imperm won't matter so Maxx Cing into it doesn't help. Imperm and Veiler also don't work well because of Gates and Squirmer.

If we had a side, sure and if they couldn't OTK you through any defenses you have, sure - but you don't get a 2nd turn vs them and most hand traps don't work because they either need an empty field or a game state which just won't happen.

Either take away Phantom of Yubel so they can at least be hit by Nibiru or something or take away Nightmare Throne. One or the other has got to go. The deck is hyper toxic for a BO1.
Soji Jul 22, 2024 @ 2:05pm 
Originally posted by Cultrupt:
Better pack some spells or traps instead of asking for a ban :angry_seagull:
yea good luck asking yugioh players to do that
ChaosBahamut Jul 22, 2024 @ 2:30pm 
One thing that keeps Phantom of Yubel relatively balanced is the fact that you CAN'T use a Phantom of Yubel to summon a Phantom of Yubel. (the "Cannot be used as fusion material" condition is applied regardless of where Phantom of Yubel is; and since it's a condition, and not an effect, it can't be negated)
Ares Jul 22, 2024 @ 4:28pm 
You've been asking for card bans forever, but all I've seen here are account bans
Originally posted by Bad Distraction Carnifex:
Originally posted by Terminal Desolation:
In all my experience both playing Yubel and playing against Yubel: yes it's a good card but that's largely because it's a free body you can make by shuffling back guys from your GY, card is completely fine

It provides insulation versus a handtrap or an effect because that's a HOPT effect despite you thinking otherwise, usually you'll want to save it for like Nibiru or Maxx C if you can get it out early enough.

Unless your deck is 100% oriented around monster-only destruction specific effects, you should have avenues to remove either the Yubels from field or the Nightmare Pain at least, which keeps you from dying.

Yubel is fine, you just have to interact with it in a very different way than you do most decks. Fortunately, the cards that interact with it favorably are relatively mutual with the rest of the meta, so just pack your Talents/Called By/Imperm/Gamma/whatever and figure out how to play against them.

It's a free body that doesn't just insulate, it turns hand traps into extenders which feeds into their going 2nd OTK shtick. That's why it's a problem card. Imperm only works if you hard draw into it, if your field is empty then you're going to die to Access Code + friends and Imperm won't matter so Maxx Cing into it doesn't help. Imperm and Veiler also don't work well because of Gates and Squirmer.

If we had a side, sure and if they couldn't OTK you through any defenses you have, sure - but you don't get a 2nd turn vs them and most hand traps don't work because they either need an empty field or a game state which just won't happen.

Either take away Phantom of Yubel so they can at least be hit by Nibiru or something or take away Nightmare Throne. One or the other has got to go. The deck is hyper toxic for a BO1.
Plenty of cards can dodge hand traps and turn into extenders instead... Ever had Kirin pop your Effect Veiler target? This one just feels worse because it does so in a way you can't interact with as easily, via an inherent summon. Imperm and Veiler both completely stop Phantom of Yubel, no idea why you think Gates or Squirmer somehow let them dodge the effect on Phantom. You can't revive a Phantom from GY as they weren't properly fusion summoned, you have to make a new one. This isn't the first time I've seen you completely misunderstand or misread Yubel cards, though, so I'm inclined to think this is an issue of you not knowing how to play around / through the deck.

The deck isn't a "going 2nd OTK" strategy, they want to go first. They just have a few more options going 2nd than other decks in terms of lining up an OTK - which is something pretty much every deck in the format is capable of in most situations. I'm really not sure what hand traps you're using that can ONLY be used with an open field... Imperm, sure, but that's where the list typically ends.

There's a whole host of cards that are good into Yubel, they really don't have much in the way of backrow negation most of the time so they're vulnerable to stuff like Talents, Evenly Matched, HFD, Droplets... the list can go on. They are a combo deck and typically will not end on much ability to follow up if you can break their board, and considering they lose to basically EVERY board breaker, that's not too tough an ask.

I'm not convinced the deck is problematic based on anything I've seen. I'd recommend re-evaluating some of your deck building choices. Maybe it was fine before Yubel but there's a new meta contender in town, and just because your deck isn't performing as well as it was in the format immediately before this one doesn't mean the new deck is banworthy. Adapt. Overcome. Yubel is Tier 2 at best - a good Tier 2 strategy, but definitely not Tier 1 or at the top of the "needs to be hit on the banlist" chart.
Originally posted by virgo:
You've been asking for card bans forever, but all I've seen here are account bans

I've asked for 2 card bans bro. This and Maxx C. That's it. Period. No alts but keep lying.
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Date Posted: Jul 22, 2024 @ 9:57am
Posts: 21