Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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Dragoon and Muddy Muddragon issues
Can't summon Dragoon for some reason. Using Muddy and going into Albion to banish from gy/field it doesn't show Dragoon. What am I doing wrong?
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Showing 1-15 of 17 comments
Ryoga Dec 26, 2024 @ 8:44am 
It's a solo mode bug iirc.
JayDee Phoenix Dec 26, 2024 @ 8:50am 
Originally posted by Ryoga:
It's a solo mode bug iirc.
Oh ok. Remember hearing about something like this somewhere. How am I meant to practice lol.
Arkane Wisdom Dec 26, 2024 @ 7:44pm 
practice in casual if it's a bug in solo, you got options. that would also give you a change to practice it against other players and what their running to see how it stacks up against the unexpected, the computer in solo always runs the same thing so you know what to expect from it and that can handicap your deck due to the sterile nature of those bots. don't get me wrong it's a good place to practice and tweak your deck providing your testing it against the 5 star bots, but dueling other players is messy and complicated, something the bots in solo can't really replicate.
JayDee Phoenix Dec 26, 2024 @ 8:18pm 
Originally posted by Arkane Wisdom:
practice in casual if it's a bug in solo, you got options. that would also give you a change to practice it against other players and what their running to see how it stacks up against the unexpected, the computer in solo always runs the same thing so you know what to expect from it and that can handicap your deck due to the sterile nature of those bots. don't get me wrong it's a good place to practice and tweak your deck providing your testing it against the 5 star bots, but dueling other players is messy and complicated, something the bots in solo can't really replicate.
Casual is a s@#tfest. Longer timer and too many tryhards and degens for a lack of better terms I guess. I norm just play rank but I wanted to keep my rank right now. I get handtrapped more often so I can't practice, and even go against stuff like shifter more often. I don't know why I went back and played it but now never coming back. Must attract certain type of people or something I don't know what's up with that.

Also the point of doing in casual is because I can restart anytime, don't have to wait and don't get handtrap. The point is to see if the deck I made is consistent. If I can't consistently do what I want to do then the deck is dogs@#t.
¹ Dec 27, 2024 @ 1:18am 
:).
TormentedSalad Dec 27, 2024 @ 2:28am 
Originally posted by JayDee Phoenix:
Originally posted by Arkane Wisdom:
practice in casual if it's a bug in solo, you got options. that would also give you a change to practice it against other players and what their running to see how it stacks up against the unexpected, the computer in solo always runs the same thing so you know what to expect from it and that can handicap your deck due to the sterile nature of those bots. don't get me wrong it's a good place to practice and tweak your deck providing your testing it against the 5 star bots, but dueling other players is messy and complicated, something the bots in solo can't really replicate.
Casual is a s@#tfest. Longer timer and too many tryhards and degens for a lack of better terms I guess. I norm just play rank but I wanted to keep my rank right now. I get handtrapped more often so I can't practice, and even go against stuff like shifter more often. I don't know why I went back and played it but now never coming back. Must attract certain type of people or something I don't know what's up with that.

Also the point of doing in casual is because I can restart anytime, don't have to wait and don't get handtrap. The point is to see if the deck I made is consistent. If I can't consistently do what I want to do then the deck is dogs@#t.
You can check if its consistent using sample hands practice vs hand traps will show you how resilient a deck is which is much more important.

Doesn't matter how hard I can curbstomp the AI that does nothing if my deck loses to every hand trap ever printed.
JayDee Phoenix Dec 27, 2024 @ 3:32am 
Originally posted by TormentedSalad:
Originally posted by JayDee Phoenix:
Casual is a s@#tfest. Longer timer and too many tryhards and degens for a lack of better terms I guess. I norm just play rank but I wanted to keep my rank right now. I get handtrapped more often so I can't practice, and even go against stuff like shifter more often. I don't know why I went back and played it but now never coming back. Must attract certain type of people or something I don't know what's up with that.

Also the point of doing in casual is because I can restart anytime, don't have to wait and don't get handtrap. The point is to see if the deck I made is consistent. If I can't consistently do what I want to do then the deck is dogs@#t.
You can check if its consistent using sample hands practice vs hand traps will show you how resilient a deck is which is much more important.

Doesn't matter how hard I can curbstomp the AI that does nothing if my deck loses to every hand trap ever printed.
Yes but I need to test the engine I created 1st to see if it actually does anything. Testing other stuff like against handtraps comes later.
Arkane Wisdom Dec 27, 2024 @ 4:39am 
Originally posted by JayDee Phoenix:
Originally posted by TormentedSalad:
You can check if its consistent using sample hands practice vs hand traps will show you how resilient a deck is which is much more important.

Doesn't matter how hard I can curbstomp the AI that does nothing if my deck loses to every hand trap ever printed.
Yes but I need to test the engine I created 1st to see if it actually does anything. Testing other stuff like against handtraps comes later.
That the thing, hand traps are staples these days, if you don't have cards like ash, imperm or veiler your automatically at a disadvantage. There are only a a few archetype I know that don't care about hand traps and they usually require a bit of setup for that one that comes to mind is altergeist with a protocol in play.

"The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn."

Like I said some setup required.
JayDee Phoenix Dec 27, 2024 @ 5:52am 
Originally posted by Arkane Wisdom:
Originally posted by JayDee Phoenix:
Yes but I need to test the engine I created 1st to see if it actually does anything. Testing other stuff like against handtraps comes later.
That the thing, hand traps are staples these days, if you don't have cards like ash, imperm or veiler your automatically at a disadvantage. There are only a a few archetype I know that don't care about hand traps and they usually require a bit of setup for that one that comes to mind is altergeist with a protocol in play.

"The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn."

Like I said some setup required.
I don't get what you are talking about. If I don't have a good engine, I don't have a good deck. If I pick out random cards then add hand traps, the deck doesn't do anything? There is no point in playing a deck if it doesn't do anything or deck that is so inconsistent that you lose to yourself more than your opponent. Hand traps don't matter if you don't have an engine.
Unless you're getting to Dragoon through a different method than what I'm thinking of (make Verte) you can just do the combo until you make Verte to send the fusion spell since that has to be one of the the last things you do anyway. You won't be able to "play out" your turns in solo mode afterwords with a correct board state but uh... it's solo mode so I'm not really sure how much you'd gain from that kind of practice anyway.
JayDee Phoenix Dec 27, 2024 @ 8:48am 
Originally posted by Terminal Desolation:
Unless you're getting to Dragoon through a different method than what I'm thinking of (make Verte) you can just do the combo until you make Verte to send the fusion spell since that has to be one of the the last things you do anyway. You won't be able to "play out" your turns in solo mode afterwords with a correct board state but uh... it's solo mode so I'm not really sure how much you'd gain from that kind of practice anyway.
Am I not being understood or something or are people actually not trying to understand what I am saying. I'm creating a deck, I'm testing out the engine. If it's good then next step test with real people. When i'm doing the solo mode stuff i'm doing things like testing consistency, practice combos, finding new combos, improving deck, deciding part of deck is inadequate etc etc.
Arkane Wisdom Dec 27, 2024 @ 9:24am 
Originally posted by JayDee Phoenix:
Originally posted by Arkane Wisdom:
That the thing, hand traps are staples these days, if you don't have cards like ash, imperm or veiler your automatically at a disadvantage. There are only a a few archetype I know that don't care about hand traps and they usually require a bit of setup for that one that comes to mind is altergeist with a protocol in play.

"The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn."

Like I said some setup required.
I don't get what you are talking about. If I don't have a good engine, I don't have a good deck. If I pick out random cards then add hand traps, the deck doesn't do anything? There is no point in playing a deck if it doesn't do anything or deck that is so inconsistent that you lose to yourself more than your opponent. Hand traps don't matter if you don't have an engine.

And what good is an engine if I can stall it out with a well timed effect veiler or nibiru your board or blow out your back row with lightning storm? These aren't things you will run into in solo, also I never said anything about adding random cards the staples aren't random if 70% or more of the player base is using them.
JayDee Phoenix Dec 27, 2024 @ 9:48am 
Originally posted by Arkane Wisdom:
Originally posted by JayDee Phoenix:
I don't get what you are talking about. If I don't have a good engine, I don't have a good deck. If I pick out random cards then add hand traps, the deck doesn't do anything? There is no point in playing a deck if it doesn't do anything or deck that is so inconsistent that you lose to yourself more than your opponent. Hand traps don't matter if you don't have an engine.

And what good is an engine if I can stall it out with a well timed effect veiler or nibiru your board or blow out your back row with lightning storm? These aren't things you will run into in solo, also I never said anything about adding random cards the staples aren't random if 70% or more of the player base is using them.
Did you read what I wrote? Please read it again, slowly.

Yes I agree there is stuff you don't run into in solo. Prob absolutely no one disagrees with this so why are you bringing it up? I never mentioned that instead I mentioned a specific thing, testing the engine.

My example about random cards isn't even about the staples but the engine.

Please read what I've wrote I really cbf repeating myself.
Arkane Wisdom Dec 27, 2024 @ 10:58am 
You're the the one who isn't reading, I tried to be helpful and told you to practice in casual where you don't need to worry about ranks or anything for leaving a game.

You through this back at me,

Originally posted by JayDee Phoenix:
Casual is a s@#tfest. Longer timer and too many tryhards and degens for a lack of better terms I guess. I norm just play rank but I wanted to keep my rank right now. I get handtrapped more often so I can't practice, and even go against stuff like shifter more often.

So I tried to say hey almost everyone runs hand traps and that there are ways to play through them with the right setup, even gave an example card that ignores hand traps, that seemed to confuse you

So I got real with you, and gave you hard examples of what you very well will run into against other players and you seems to think I didn't read the original post correctly and was off on a tangent. Fine, I'm done... Figure it out yourself, you clearly know more about this game than me. Years of playing the physical game counts for nothing I guess.
Last edited by Arkane Wisdom; Dec 27, 2024 @ 11:14am
Terminal Desolation Dec 27, 2024 @ 11:28am 
Originally posted by JayDee Phoenix:
Originally posted by Terminal Desolation:
Unless you're getting to Dragoon through a different method than what I'm thinking of (make Verte) you can just do the combo until you make Verte to send the fusion spell since that has to be one of the the last things you do anyway. You won't be able to "play out" your turns in solo mode afterwords with a correct board state but uh... it's solo mode so I'm not really sure how much you'd gain from that kind of practice anyway.
Am I not being understood or something or are people actually not trying to understand what I am saying. I'm creating a deck, I'm testing out the engine. If it's good then next step test with real people. When i'm doing the solo mode stuff i'm doing things like testing consistency, practice combos, finding new combos, improving deck, deciding part of deck is inadequate etc etc.
My point was that if the only issue you have with solo mode is "I can't make Dragoon at the end of my combo" then that's not really an issue in terms of testing your engine - as long as you know your deck can get to that end point, you don't need to actually summon the guy. Solo mode testing should still get the job done. Unless banishing those cards is actually crucial to the combo you're trying to do, you can just... decline the effect of Albion, leave 1 zone empty as an "occupied by Dragoon" space, and keep comboing while pretending like the effect resolved. You can also summon a different guy who can use the same materials for the purposes of practicing, while knowing that in a real duel it would be Dragoon. 2 different solutions to your problem.

Solo mode is perfectly adequate for testing out your deck. If you run into an issue where the testing isn't as good as it could be with another person, you just have to get creative with your solutions. Hell, I've used solo mode to simulate hand traps by declining effects to say "ok, if my opponent ashes me here what do I do?"
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Date Posted: Dec 26, 2024 @ 8:41am
Posts: 17