Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

View Stats:
bwebbuva Feb 1 @ 7:29am
3
3
2
2
7
In Defense Of the Modern Era of YuGiOh
I'm bored and have nothing to do this Saturday, so I wanted to do a bit of an "In Defense Of" post for the modern era of YuGiOh considering that posts hating on the current format and gameplay of YuGiOh are everywhere. This isn't my solution, but instead a means by which to address common arguments.

My History with YuGiOh

First off, for context: I started YuGiOh in Late 2023 with Duel Links. I got to King of Games with the most mid Blue-Eyes list imaginable and dropped the game shortly afterwards. Then, in early 2024, I got into Master Duel, played for a couple months with Bystial Thunder Dragons and Live Twin Spright, then dropped that game too. Only a couple months ago did I revisit Master Duel and the YuGiOh TCG format via the EDOpro sim, and now I've fallen in love with the game again. I'm not some old veteran, but rather a relatively new player who has found that this card game is much more interesting and fun than most of the others out there, like MTG and Pokemon, and I find that it's precisely because of the things people complain about.

1. "Too Much Special Summoning! Going Second is Impossible! Game is too fast!"

This is probably one of the most common complaints that is leveraged at the game and why many people are turned away from the game. From setting up unbreakable full negate boards to FTKs, these "solitare combos" are what a lot of people tend to see as a huge issue in regards to the power creep that has been so rampant over the course of YuGiOh's lifespan. Instead of games lasting up to 9-10 or so turns, maybe more, you've got games that routinely end on the 2nd or 3rd turn. While this initially seems like a downside, the reality is a lot more nuanced than it initially seems.

A) While the total turn count is low, the amount of meaningful interaction and potential playmaking is way higher.

Both players have way more decisions on the first turn than in most other card games. While in MTG you'll have a more macro level focus on maintaining advantage over the course of a handful of turns thru land buildup, YuGiOh drops the waiting period and lets you go all out immediately with no holds barred. The lack of a conventional resource system allows for way more explosive and interesting plays in the opening turns as opposed to the slow buildup of mana based card games. It also allows for a skilled player to set up sequences that allow them to play through methods of interaction, such as baiting out handtraps or negates through unique lines.

B) Going Second is a unique skill that requires a helluva lot more practice than a traditional line.

Going second is often seen as a death sentence for many players as they wait for their opponent to simply normal summon a crazy 1 card starter then set up an unbeatable board. I held this mindset for a while when I was a brand new player, mainly because so many decks were able to do so much on turn 1 that it felt insurmountable. But going second isn't the death sentence most players think it is; it just takes a lot more skill than executing a pre-planned combo. Each endboard has its own strengths and weaknesses, and a knowledge of how to play through disruption and eventually find your way through to OTKing or establishing your own endboard is a skill that is very valuable for learning to tackle the top of the ladder. Ignoring the obvious roach in the room (which should be banned, semi limit is a troll), you need to carefully manage your cards to bait out disruption and eventually find a hole in your opponent's armor. Games that look like a complete blowout may actually be way closer than they first appear if you use the resources you have to make a sequence that forces out negates and allows for you to change the tides of the duel. I hate for this to boil down to "skill issue", but there's a reason that the top players of this game can consistently perform well even in the face of the coin flip forcing them to go second 50% of the time. If this truly was a game of who goes first, everyone would have a winrate of 50%. but that's not how it is. If you always lose going second, it might be time to re-evaluate your gameplan or re-evaluate your deck. Speaking of...

2. "Meta Meta Meta! This deck is unbeatable and it's everywhere!"

The meta is a bit of a contentious point in the modern era, with terms like "Tier 0" being thrown about without care. Many people dislike a game having a meta, as it means that games become stale and/or boring when everyone just uses the best thing available. While there is merit in this claim, it is often blown way out of proportion, as the meta is not unbeatable as a "Tier 0" strategy outside of a few fringe exceptions like full power Ishizu Tear (which still had matchups that were at the very least in contention with it). Here's a few tips to help you with dealing with the meta:

A) Play a functional deck

I'm sorry Timmy, Dark Magician Slifer isn't gonna be relevant for dealing with modern decks. You don't need to be playing the best decks, but you certainly shouldn't be playing the worst decks. Don't build a deck like Brick-Eyes or Obelisk gaming and expect to win consistently. Instead, look around for decklists, maybe even check your opponent's list and see what they're running. Maybe they might have something cool that you like. There's no shame in netdecking, especially if you're new and/or completely lost on what decks are even usable.

B) Slot in tech cards for common meta decks

Here's where everyone using meta becomes a positive for you. Let's take the recent Tenpai experience on Master Duel for an example. First off, it's a viable going second deck that uses unique quick synchro plays and high damage to make a modern battle phase focused deck, which is quite cool and further defeats this idea of "go first, auto win", but aside from that, Tenpai has a few critical weaknesses that severely cripple it. Cards like Threatening Roar completely halt its gameplan and allow you to rebuild and obliterate the opponent on turn 3 due to Tenpai's lackluster endboard (unless they have some weird nonsense, but that's just another example of how you can experiment with deckbuilding to beat the meta or counters to the meta). The meta is almost never oppressive enough to warrant Tier 0 complaints.

C) The meta is a lot more diverse than you think

Especially at ranks below Master, you are statistically unlikely to run into multiple matches against the same deck. The human brain tends to remember times when you randomly got slotted against Tenpai 4 games in a row rather than the normal times where you end up getting a nice variety of opponents, like a Lab player here or a Runick player there or a Dragon Link player over there. Rogue strategies may not be tiered but they are still very much usable, and with a good pilot who understands deckbuilding principles and knows their deck inside and out, they can easily push to the top with something a little on the obscure side. Overall, the meta complaints feel drastically overblown.

3. "Handtraps! They suck! Decks being 50% handtraps sucks!"

This'll be the last point I'll address, at least in regards to this defense. I have a few more ideas but I wanted to cover some of the biggest complaints first rather than going into nitpicks. This'll cover another divisive topic in the community, mainly in regards to decks slotting in a ton of non engine handtraps rather than cards that "synergize" with the deck. Ash Blossom is the common example, being basically omnipresent in every deck at a solid 3 copies. But before I get around to defending handtraps as a whole, I'll do one quick concession:

Z) THE ROACH NEEDS TO GO

Maxx "C". This roach. It needs to be banned. It is the main reason why I enjoy TCG format, because there they had the sense to ban the roach. No, it does not "help going second players get to play", because it's equally likely to just be slapped on top of an established endboard. No, it is not "healthy because it keeps special summoning in check", that's like saying you should be able to glue chess pieces to the board because it keeps their movement in check. The Maxx "C" minigame makes it so 9 of your deckslots are predetermined before the game even begins: 3 Maxx "C" for free wins, 3 Ash because its a good handtrap + stops Maxx "C", 2 Called By because it stops Maxx "C", and 1 Crossout Designator because it stops Maxx "C". This is ridiculous. If Maxx "C" resolves, there is almost no skill besides sequencing in a way that minimizes draws, but that barely matters if your opponent is able to get a ton of card advantage anyway and you end on a suboptimal board. It's even worse for the going second player; they establish a board then slap Maxx "C" to draw into extra handtraps as you try and navigate through their interaction, just for them to draw into an Effect Veiler via Maxx "C" that ruins your gameplan. It's awful. Ban Maxx "C", especially now that the Mulcharmies are an infinitely healthier replacement.

Ahem, anyway... got a bit off track. Aside from Maxx "C", I thoroughly believe all other handtraps aside from a few fringe cases like Shifter are healthy for the game for a variety of reasons.

A) Handtraps make going second more interesting

If you go second with handtraps in hand, you're presented with an interesting puzzle in regards to reading your opponent and understanding their deck. You only have a limited number of handtraps to stop your opponent, so you're presented with a variety of interesting choices: do you Imperm their normal summon or wait for a potentially more impactful extender? Do you Ash their first searcher or wait to see if they have something stronger in hand? When do you Nibiru? Do you decide to not Ash their search so you can Droll them instead? Do you play into Triple Tactics cards or decide to refrain from doing so? It's a very unique mindgame that further increases the level of interaction per turn, practically stuffing 4-5 turns worth of interaction and playmaking into a single turn. It's great stuff.

B) Handtraps also allow for unique ways of endboard interaction

Even if you draw something like an Imperm for turn, you still get plenty of value. Perhaps your opponent would be able to play through a ton of interaction; maybe you can hold those handtraps for your own turn and use them as either discard fodder for powerful cards like Forbidden Droplet or as a means to negate a powerful monster like Imperming an Apollousa. There's plenty of interesting plays you can make with handtraps and a lot of skill expression behind using them, so if they feel weak to you, try approaching your handtrap usage a bit differently. Don't always Ash the first searcher.

A Few Additional Concessions

YuGiOh is by no means perfect. This isn't meant to say that YuGiOh is a flawless masterpiece; it has it's flaws, and they can be very brutal flaws. I figure I may as well address them in this section before getting around to my conclusion.

FTKs and Floodgates

Why does Gimmick Puppet exist? Why do Barrier Statues exist? Why does Anti-Spell/Skill Drain exist? These are cards that fundamentally destroy what YuGiOh is. As silly as some first turn negate endboards can look, there's still room for nuanced interaction. There is no nuance for "do you have the Imperm to stop your opponent's FTK?" or "Did you open Duster to clear Skill Drain/TCBOO/Rivalry etc.?" As much as Stun players like to pretend they're "doing the same thing as these other players", they fundamentally are not; floodgates stop YuGiOh from being played altogether while a board with a few negates allows for sequencing and outplay on both sides to best make use of their limited resources. Simply put, Stun is a fundamentally flawed deck style that only further perpetuates misinformation about how the game works, and FTKs (while sometimes cool) also take away from the real back and forth that is very much present in modern YuGiOh.

UR Bloat

A Master Duel specific problem, but this also applies to the TCG, perhaps even moreso due to the ludicrous prices of cards over there. Many decent to strong decks feel so overwhelmingly bloated with URs that it makes the crafting or pulling process way more obnoxious than it should be. Sure, saving is a nice way to get what you want, but that means there's less room for experimentation; crafting a rogue deck means you have way less resources to play a meta deck, and vice versa. If the system had less URs and more ways to get UR dust, I feel like the variety some people lack would be addressed, as making multiple decks wouldn't be such a hassle anymore.

Conclusion

I fell in love with YuGiOh in late 2024 for what the game is, not what the game was. I didn't grow up watching the show, hell I still don't even know much about the anime besides what Pot of Greed does. I understand YuGiOh can be hard to get into, and its a difficult journey to learn what deck works for you and how you like to enjoy the game, but I find it sad that many people just dismiss the current era of YuGiOh as a coin flip simulator where if you flip heads you get to play solitare but with dragons. The game is so much more than that, and if you really give it a shot, taking off those rose tinted DM era sunglasses and seeing the game for the beautifully unbalanced, completely insane, fast paced, and downright absurd card game that it is, I feel you'll enjoy it way more than you think.

Try a meta deck. Try a rogue deck. Try a silly idea you came up with at 3am on a Tuesday. Experiment with the thousands of cards this game has or play with a list that you found that resonates with you. If you learn this game, it'll be rewarding in a unique way that is unimaginable. So whether you're a brand new player thinking about giving this intimidating game a shot, or a nostalgic DM era veteran who is curious about what this game has evolved into, come on and give the game a shot.

Because it's time to D-D-D-D-D-D-D-DUEL!

Thanks for reading to the end. That is, if you did read to the end; if you skipped it, I guess I understand too. But if you make a complaint that I addressed here, I will laugh at you. You have been warned.
< >
Showing 1-15 of 99 comments
A beautiful down to earth post that's a refreshing outlook not only from an individual who is relatively new to the game but also from someone who has no connection or nostalgia to the game of yesteryear. People are often quick to say this game is dying with no actual evidence while the evidence itself points otherwise but at the end of the day I've learned that people who want to believe what they believe will often not change their stance; no matter what you say or provide to them. For what it's worth OP, I appreciate this post and whether you are an individual like yourself who sees the positives of the game or someone who mainly sees the negatives; as long as we remain constructive and open to feedback, every opinion is valid. Have a good one.
Silyon Feb 1 @ 8:58am 
I unironically love this post, it lays out everything I've been trying to explain to newcomers and complainers for a while now in terms way more eloquent than anything I've managed. The sad part is that the people that would be most helped by this are the ones most blinded by nostalgia and least likely to actually listen. Even so, keeping this thread in my subscriptions simply to link back to in future discussions, it's THAT good.
What we need is more monsters that can be activated from hand going second. Or monsters that has a good going second effect.
What do you get out of beating this strawman you invented? Of the 3 main points you address, only one is ever used legitimately by people criticizing modern yugioh, and it's just a bad point that has been argued to death already BY YOUR OWN ADMISSION.
Originally posted by DontMisunderstand:
What do you get out of beating this strawman you invented? Of the 3 main points you address, only one is ever used legitimately by people criticizing modern yugioh, and it's just a bad point that has been argued to death already BY YOUR OWN ADMISSION.
Is it really a strawman when people keep using it. It doesn't even matter if those people are trolls, because the posts it's arguing against keep happening either way.
Silyon Feb 1 @ 10:02am 
Originally posted by DontMisunderstand:
What do you get out of beating this strawman you invented? Of the 3 main points you address, only one is ever used legitimately by people criticizing modern yugioh, and it's just a bad point that has been argued to death already BY YOUR OWN ADMISSION.

If it were a strawman, we wouldn't see 3-5 posts A DAY ranting about the game and using these exact arguments. We do, and in fact we were arguing in just such a thread literally yesterday. Strawman means to make up an opposing position to argue against. We don't need to make up arguments when they're consistently posted, that's simply recalling and answering the points previously made.
Originally posted by HeraldOfOpera:
Is it really a strawman when people keep using it. It doesn't even matter if those people are trolls, because the posts it's arguing against keep happening either way.
Yes, it's a strawman if you're attacking an unserious point made by people whose intent is not to further a discussion as if it were a serious point being made by people who actually support a stance. That's kinda the thing that makes a strawman a strawman. If they weren't trolls and actually meant it, then it wouldn't be a strawman. It'd just be addressing an actual point that is being made in earnest.
Originally posted by Silyon:
Strawman means to make up an opposing position to argue against.
A strawman fallacy occurs when you attack an intentionally weaker version of an opposing stance in order to make your own stance appear stronger than it actually is by comparison. Disagreeing with someone is not a strawman. Pretending your opponent's stance is something different than it actually is just to make your own seem more legitimate is a strawman.
Silyon Feb 1 @ 10:13am 
Originally posted by DontMisunderstand:
Originally posted by Silyon:
Strawman means to make up an opposing position to argue against.
A strawman fallacy occurs when you attack an intentionally weaker version of an opposing stance in order to make your own stance appear stronger than it actually is by comparison. Disagreeing with someone is not a strawman. Pretending your opponent's stance is something different than it actually is just to make your own seem more legitimate is a strawman.

Good, then we have the same definition. The key point then is "Intentionally weaker", which OP is not using. While the terms being used are a more generic average of these arguments, I have personally seen them used verbatim over and over in numerous threads and presume you have as well. Which makes your claim of "Strawman" not make sense. Is the issue that some of the nuance and examples are being left out for the clear sake of brevity? Or does addressing the core gist of the argument somehow "weaken" the argument itself?
Originally posted by Silyon:
Originally posted by DontMisunderstand:
A strawman fallacy occurs when you attack an intentionally weaker version of an opposing stance in order to make your own stance appear stronger than it actually is by comparison. Disagreeing with someone is not a strawman. Pretending your opponent's stance is something different than it actually is just to make your own seem more legitimate is a strawman.

Good, then we have the same definition. The key point then is "Intentionally weaker", which OP is not using. While the terms being used are a more generic average of these arguments, I have personally seen them used verbatim over and over in numerous threads and presume you have as well. Which makes your claim of "Strawman" not make sense. Is the issue that some of the nuance and examples are being left out for the clear sake of brevity? Or does addressing the core gist of the argument somehow "weaken" the argument itself?
Taking an unserious argument as if it is serious is in fact intentionally weakening the stance.

Personally having seen something doesn't somehow automatically mean the other person was a serious person actually trying to make a point.

The point about the game being too fast isn't used by people who dislike modern Yugioh, it's an argument used by people who DO like it as justification for why it's actually good. Pretending that arguments YOUR SIDE uses are actually things the opposing side says is a strawman.

The meta is likewise not a point being referenced by people who hate the modern game's flow. It's primarily the complaint of people who DO like modern Yugioh, as should be obvious by the fact that it's talking about specific metagame interactions that require an indepth knowledge and understanding of the meta. If they're already engaging with the game to that extent, their stance cannot be against that game. There's at minimum a nuance there that is being ignored for the purpose of winning an argument against an enemy that doesn't actually exist. A strawman, one might say.

These are the things I've been saying. I know from our previous interactions that you're capable of parsing this level of nuance. Don't be obtuse, please.
G3 Feb 1 @ 11:55am 
Great post. Now we just need the "Duality of Man" to show up and post an entire thesis in response.
Silyon Feb 1 @ 1:31pm 
Originally posted by DontMisunderstand:
Taking an unserious argument as if it is serious is in fact intentionally weakening the stance.

Personally having seen something doesn't somehow automatically mean the other person was a serious person actually trying to make a point.

Point 1 where I disagree with your assessment. The only person capable of deciding if any given argument or rant is a serious one is the original poster of the argument in the first place. You, me, or anyone else can choose to treat the post seriously or not, but that doesn't change the author's intent and in either case the intent doesn't factor into the worth of the ensuing discussion in any case. Plenty of fruitful discussions have followed in the wake of someone's trollish rant, even certain notorious and well-known trolls that make a return every few weeks.

So I remain confused on how exactly this person's post, which is taking the opposite stance in response to the usual flood of angry-sounding rants by assorted people, is any different from other such posts. Would you be making such an argument against it if it was buried on page 3 or 4 of a topic rather than the original post? If no, why is it different then?

Originally posted by DontMisunderstand:
The point about the game being too fast isn't used by people who dislike modern Yugioh, it's an argument used by people who DO like it as justification for why it's actually good. Pretending that arguments YOUR SIDE uses are actually things the opposing side says is a strawman.

This isn't a one-sided point like you're trying to make it out to be. You're saying that there are people in favor of the high speed of the game and quote it as reason to play this game over it's competitors. You're willfully ignoring the equal (or greater) number of people complaining about "coinflip games", "20 minute combos", and "Summon Spam", each of which are negative comments about the speed of the game and how much is capable of getting done in the span of a single turn. All there is to say on this one, your selection bias is showing.

Originally posted by DontMisunderstand:
The meta is likewise not a point being referenced by people who hate the modern game's flow. It's primarily the complaint of people who DO like modern Yugioh, as should be obvious by the fact that it's talking about specific metagame interactions that require an indepth knowledge and understanding of the meta. If they're already engaging with the game to that extent, their stance cannot be against that game. There's at minimum a nuance there that is being ignored for the purpose of winning an argument against an enemy that doesn't actually exist. A strawman, one might say.

Said "enemy" (such a loaded term, use "Opponent" instead) does exist and the evidence of their existence is self-evident. The only leg you have to stand on is arbitrary dismissal of those topics that would disagree with you, which is in turn an example of false generalization (Or cherry-picking evidence, if you prefer).

I agree, arguments involving "The Meta" should necessarily involve those deeply invested into the game as it stands and leave newer or inexperienced players out of the discussion entirely. In reality it doesn't work that way, one of the first questions most new players approach veterans with is "What is meta?", often because they're sick of losing and want to start winning. They then proceed to attempt to build a "meta" deck and preform better for a time because the basic performance of the deck itself is often greatly improved over whatever they were running. This creates the commonly-held belief among newer players that you have to play a Meta deck in order to compete in this game, which we both know is abjectly false. It's only after brushing with "the meta" and it's associated trial-by-fire that those players that stick it out long enough to become skilled even start to branch out into their own pet decks or gimmicks. This, while certainly not ideal, is the real progression most players end up having with Yugioh.

So no, the Meta is of prime importance to new players no matter how much veterans choose to either downplay it or advocate for it. They use meta picks to excuse their lack of skill while it develops (or not, as the case may be), and those that elect to announce their departure from the game always end up quoting "The Meta" or various aspects of the game's flow like "Long combos" as specific reasons for doing so.

Originally posted by DontMisunderstand:
These are the things I've been saying. I know from our previous interactions that you're capable of parsing this level of nuance. Don't be obtuse, please.

Disagreement does not mean I'm being obtuse. I find you're using the Strawman argument incorrectly by reason of your own cherry-picked biases, which omit the tens of times such arguments have arisen in the past week alone. You wish to dismiss those times as being "invalid" by some nonobjective personal measure that I don't abide by. Naturally you disagree. What more is there to say?
I know you said it's something you're doing out of boredom, but just gonna be honest here, something like this doesn't matter. The demographic that needs to see it is either never going to bother reading it or is already too far within their own world to even consider any alternatives
Zephyr Feb 1 @ 3:45pm 
Oh boy, here we go.
Originally posted by bwebbuva:
I'm bored and have nothing to do this Saturday, so I wanted to do a bit of an "In Defense Of" post for the modern era of YuGiOh considering that posts hating on the current format and gameplay of YuGiOh are everywhere. This isn't my solution, but instead a means by which to address common arguments.

My History with YuGiOh

First off, for context: I started YuGiOh in Late 2023 with Duel Links. I got to King of Games with the most mid Blue-Eyes list imaginable and dropped the game shortly afterwards. Then, in early 2024, I got into Master Duel, played for a couple months with Bystial Thunder Dragons and Live Twin Spright, then dropped that game too. Only a couple months ago did I revisit Master Duel and the YuGiOh TCG format via the EDOpro sim, and now I've fallen in love with the game again. I'm not some old veteran, but rather a relatively new player who has found that this card game is much more interesting and fun than most of the others out there, like MTG and Pokemon, and I find that it's precisely because of the things people complain about.
So you're a new player that has never played classic Yugioh trying to convince others modern Yugioh isn't as bad as it is? That alone really puts this post in perspective.
1. "Too Much Special Summoning! Going Second is Impossible! Game is too fast!"

This is probably one of the most common complaints that is leveraged at the game and why many people are turned away from the game. From setting up unbreakable full negate boards to FTKs, these "solitare combos" are what a lot of people tend to see as a huge issue in regards to the power creep that has been so rampant over the course of YuGiOh's lifespan. Instead of games lasting up to 9-10 or so turns, maybe more, you've got games that routinely end on the 2nd or 3rd turn. While this initially seems like a downside, the reality is a lot more nuanced than it initially seems.
It isn't, and we'll get to why.
A) While the total turn count is low, the amount of meaningful interaction and potential playmaking is way higher.

Both players have way more decisions on the first turn than in most other card games. While in MTG you'll have a more macro level focus on maintaining advantage over the course of a handful of turns thru land buildup, YuGiOh drops the waiting period and lets you go all out immediately with no holds barred. The lack of a conventional resource system allows for way more explosive and interesting plays in the opening turns as opposed to the slow buildup of mana based card games. It also allows for a skilled player to set up sequences that allow them to play through methods of interaction, such as baiting out handtraps or negates through unique lines.
Most decks in the game that aren't meta have no way of doing that and simply get shut down for having a chance to do anything, but since you've never played older decks you obviously wouldn't know that. While the lack of a mana system means that turns are more explosive and you can do a lot more in them you're still limited by what you can draw, so while theoretically if you're playing a meta deck you can do a lot more in a single turn if you're playing a normal deck built around an archetype and not just loading up on the current flavor of the month you're going to have an abysmal experience.
B) Going Second is a unique skill that requires a helluva lot more practice than a traditional line.

Going second is often seen as a death sentence for many players as they wait for their opponent to simply normal summon a crazy 1 card starter then set up an unbeatable board. I held this mindset for a while when I was a brand new player, mainly because so many decks were able to do so much on turn 1 that it felt insurmountable. But going second isn't the death sentence most players think it is; it just takes a lot more skill than executing a pre-planned combo. Each endboard has its own strengths and weaknesses, and a knowledge of how to play through disruption and eventually find your way through to OTKing or establishing your own endboard is a skill that is very valuable for learning to tackle the top of the ladder. Ignoring the obvious roach in the room (which should be banned, semi limit is a troll), you need to carefully manage your cards to bait out disruption and eventually find a hole in your opponent's armor.
Most decks don't have a "hole", that's the whole point of setting up a board with enough negates to prevent you from playing any counters you may have been fortunate enough to draw in your opening hand. The only decks that are better off going turn 2 are decks that are just that laughably overtuned and can't be interacted with like Tenpai or even Gimmick Puppet due to their field spells.
Games that look like a complete blowout may actually be way closer than they first appear if you use the resources you have to make a sequence that forces out negates and allows for you to change the tides of the duel. I hate for this to boil down to "skill issue", but there's a reason that the top players of this game can consistently perform well even in the face of the coin flip forcing them to go second 50% of the time.
Because most of the "top players" play meta.
If this truly was a game of who goes first, everyone would have a winrate of 50%. but that's not how it is. If you always lose going second, it might be time to re-evaluate your gameplan or re-evaluate your deck.
Tell that to the people that don't play meta and have exhausted every option to them both in archetype and generic. I get that you're a new player that never played Yugioh during its golden age, but come on man.
2. "Meta Meta Meta! This deck is unbeatable and it's everywhere!"

The meta is a bit of a contentious point in the modern era, with terms like "Tier 0" being thrown about without care. Many people dislike a game having a meta, as it means that games become stale and/or boring when everyone just uses the best thing available. While there is merit in this claim, it is often blown way out of proportion, as the meta is not unbeatable as a "Tier 0" strategy outside of a few fringe exceptions like full power Ishizu Tear (which still had matchups that were at the very least in contention with it). Here's a few tips to help you with dealing with the meta:
Play something like pure MPB against Tenpai. Go on, I dare you.
A) Play a functional deck

I'm sorry Timmy, Dark Magician Slifer isn't gonna be relevant for dealing with modern decks. You don't need to be playing the best decks, but you certainly shouldn't be playing the worst decks. Don't build a deck like Brick-Eyes or Obelisk gaming and expect to win consistently. Instead, look around for decklists, maybe even check your opponent's list and see what they're running. Maybe they might have something cool that you like. There's no shame in netdecking, especially if you're new and/or completely lost on what decks are even usable.
That's just a roundabout way of saying "just play meta", your mindset of disrespecting the people who have been playing much, much longer than you and telling them to copy and paste whatever garbage the people that nobody would ever want to play with have come up with is telling.
B) Slot in tech cards for common meta decks
Here's where everyone using meta becomes a positive for you. Let's take the recent Tenpai experience on Master Duel for an example. First off, it's a viable going second deck that uses unique quick synchro plays and high damage to make a modern battle phase focused deck, which is quite cool and further defeats this idea of "go first, auto win",
No it doesn't, because Tenpai is in the minority of decks that are better going second because its field spell literally prevents interaction and it can easily OTK you. It'd be like if I pointed at Aroma and said "See? Keeping your LP high matters!" while ignoring Dinomorphia exists. Statements that are generally true aren't "defeated" when a deck bucks that statement because of its specific mechanics unique to it.
but aside from that, Tenpai has a few critical weaknesses that severely cripple it. Cards like Threatening Roar completely halt its gameplan and allow you to rebuild and obliterate the opponent on turn 3 due to Tenpai's lackluster endboard (unless they have some weird nonsense, but that's just another example of how you can experiment with deckbuilding to beat the meta or counters to the meta).
Nobody uses Threatening Roar and moreover hate cards are hardly useful outside of fighting the specific deck you're bringing them for. It's like bringing Cursed Seal of The Forbidden Spell hoping on the off chance to not only go up against Yubel but to hit their Nightmare Pain, and that's also hoping they don't have some form of negate to compensate for it. Your suggested "tech card" is a ♥♥♥♥♥♥ meme strat, and really just highlights how overtuned Tenpai is.
The meta is almost never oppressive enough to warrant Tier 0 complaints.
Absolutely false, and you'd know that if you weren't a new player.
C)The meta is a lot more diverse than you think
Especially at ranks below Master, you are statistically unlikely to run into multiple matches against the same deck. The human brain tends to remember times when you randomly got slotted against Tenpai 4 games in a row rather than the normal times where you end up getting a nice variety of opponents, like a Lab player here or a Runick player there or a Dragon Link player over there.
Because said "variety" is the overwhelming minority of games, not because of your excuse appealing to a psychological phenomenon.
Rogue strategies may not be tiered but they are still very much usable, and with a good pilot who understands deckbuilding principles and knows their deck inside and out, they can easily push to the top with something a little on the obscure side. Overall, the meta complaints feel drastically overblown.
As a Rogue player that idea is laughable, unless you're running a bunch of handtraps as a crutch you'll never in a million years do so.
3. "Handtraps! They suck! Decks being 50% handtraps sucks!"

This'll be the last point I'll address, at least in regards to this defense. I have a few more ideas but I wanted to cover some of the biggest complaints first rather than going into nitpicks. This'll cover another divisive topic in the community, mainly in regards to decks slotting in a ton of non engine handtraps rather than cards that "synergize" with the deck. Ash Blossom is the common example, being basically omnipresent in every deck at a solid 3 copies.
I'm genuinely curious how you do so, because the fact Ash has an 80% usage rate and Maxx C has a 90% usage rate is indefensible. There's not a single card in the game that should be anywhere near used that much, especially when there's hundreds if not thousands of cards now.
But before I get around to defending handtraps as a whole, I'll do one quick concession:

Z) THE ROACH NEEDS TO GO
Not gonna bother addressing this because this is the first time you're right and I 100% agree that the roach is an issue if nothing else.
Ahem, anyway... got a bit off track. Aside from Maxx "C", I thoroughly believe all other handtraps aside from a few fringe cases like Shifter are healthy for the game for a variety of reasons.
You're wrong, and I'll address why.
A) Handtraps make going second more interesting

If you go second with handtraps in hand, you're presented with an interesting puzzle in regards to reading your opponent and understanding their deck. You only have a limited number of handtraps to stop your opponent, so you're presented with a variety of interesting choices: do you Imperm their normal summon or wait for a potentially more impactful extender? Do you Ash their first searcher or wait to see if they have something stronger in hand?
Unless they're playing meta it literally couldn't matter less, unlike the decks you're clearly more familiar with most decks don't have enough alternative ways of searching their deck or using effects that are crucial to establishing a board. You Ash a Junk player's Junk Speeder they're completely stopped, same with Imperming either of a Monarch player's squires, or Imperming an Abyss Actor's Hyper Director, etc. etc.
When do you Nibiru?
Unless you know they're going to make a negate at the end of their main phase.
Do you decide to not Ash their search so you can Droll them instead?
The only people that should ever be using Droll are Trickstar players going for the Droll lock, why would any meta sheep be using anything other than 3 Ash, 3 Maxx, 3 Imperm, an Effect Veiler, and then quickplay spells like Called By or Forbidden Droplet. In the last 100 games you know how many times I've been hit by Droll? Once. That's it.
Do you play into Triple Tactics cards or decide to refrain from doing so? It's a very unique mindgame that further increases the level of interaction per turn, practically stuffing 4-5 turns worth of interaction and playmaking into a single turn. It's great stuff.
It doesn't because that's never how it plays out, you open a decent hand, set your traps, normal summon a monster, use its search effect to make your plays, get Ashed, and then are incapable of doing anything.

I suppose it might be different for a meta player, considering they're spoiled for choice when it comes to search effects and the like.
B) Handtraps also allow for unique ways of endboard interaction

Even if you draw something like an Imperm for turn, you still get plenty of value. Perhaps your opponent would be able to play through a ton of interaction; maybe you can hold those handtraps for your own turn and use them as either discard fodder for powerful cards like Forbidden Droplet or as a means to negate a powerful monster like Imperming an Apollousa. There's plenty of interesting plays you can make with handtraps and a lot of skill expression behind using them, so if they feel weak to you, try approaching your handtrap usage a bit differently. Don't always Ash the first searcher.
They're a crutch meta players abuse for free wins by preventing your opponent from playing the game, they take no skill, are more powerful and faster than even most floodgates, and 90% of the decks in the game currently die to a single Ash.
A Few Additional Concessions

YuGiOh is by no means perfect. This isn't meant to say that YuGiOh is a flawless masterpiece; it has it's flaws, and they can be very brutal flaws. I figure I may as well address them in this section before getting around to my conclusion.

FTKs and Floodgates
I'm not even surprised you consider floodgates an issue yet don't have the same problem with handtraps, it's really typical.

Why does Gimmick Puppet exist? Why do Barrier Statues exist?
Before I tear your argument apart I will grant you both of these, Gimmick Puppet cards need to be hit by the banlist and Barrier Statues shouldn't have been printed to begin with.
Why does Anti-Spell/Skill Drain exist?
These however, I will not. Both of those cards are balanced. Not only do both floodgate both players but the former doesn't prevent you from activating cards entirely and the latter demands a 1000 LP cost on top of that.
These are cards that fundamentally destroy what YuGiOh is. As silly as some first turn negate endboards can look, there's still room for nuanced interaction.
No there isn't, acting like there's any difference whatsoever between floodgates and a negate heavy board when chances are you don't even have enough cards hand to play through it makes the distinguishment between the two not only arbitrary but absurd. either both forms of preventing your opponent from playing the game are fine or neither are, enough of this nonsense where once is fine because "technically if you somehow magically start with 9 cards in your hand you could probably squeeze an effect past all of the negates.
Last edited by Zephyr; Feb 16 @ 12:23pm
Zephyr Feb 1 @ 3:46pm 
There is no nuance for "do you have the Imperm to stop your opponent's FTK?" or "Did you open Duster to clear Skill Drain/TCBOO/Rivalry etc.?"
There's also no nuance for "do you have enough cards to play through 4 negates?".
As much as Stun players like to pretend they're "doing the same thing as these other players", they fundamentally are not floodgates stop YuGiOh from being played altogether while a board with a few negates allows for sequencing and outplay on both sides to best make use of their limited resources.
False, that's not how it plays out in practice in the slightest. Both prevent your opponent from playing the game entirely, the fact that their is an eventual limit to the amount of negates the opponent has doesn't matter when it's more negates than you have cards in your entire hand.
Simply put, Stun is a fundamentally flawed deck style that only further perpetuates misinformation about how the game works,
No, you have a fundamentally flawed perception of stun, combo, and Yugioh in general because you're a new player that has never Yugioh during its hey day.
and FTKs (while sometimes cool) also take away from the real back and forth that is very much present in modern YuGiOh.
I agree with one exception: Exodia FTK is alright, it's inconsistent and actually nice to see over all the other FTK decks that are more common.
UR Bloat
Again, not gonna address it because you're actually right. Chalk that up to a whole, what, 3 times now? Good enough.
Conclusion

I fell in love with YuGiOh in late 2024 for what the game is, not what the game was. I didn't grow up watching the show, hell I still don't even know much about the anime besides what Pot of Greed does. I understand YuGiOh can be hard to get into, and its a difficult journey to learn what deck works for you and how you like to enjoy the game, but I find it sad that many people just dismiss the current era of YuGiOh as a coin flip simulator where if you flip heads you get to play solitare but with dragons.
Because it is, you fell in love with modern Yugioh not the Yugioh others have grown to loves for years before you've even started.
The game is so much more than that, and if you really give it a shot, taking off those rose tinted DM era sunglasses and seeing the game for the beautifully unbalanced, completely insane, fast paced, and downright absurd card game that it is, I feel you'll enjoy it way more than you think.
Rose tinted sunglasses? When referring to people who have played the game longer than you, know more about the game than you, to an era of Yugioh you literally weren't a part of at all? The irony is palpable.
Try a meta deck. Try a rogue deck. Try a silly idea you came up with at 3am on a Tuesday. Experiment with the thousands of cards this game has or play with a list that you found that resonates with you. If you learn this game, it'll be rewarding in a unique way that is unimaginable. So whether you're a brand new player thinking about giving this intimidating game a shot, or a nostalgic DM era veteran who is curious about what this game has evolved into, come on and give the game a shot.
You want my advice? Play an older deck. Play the decks that your more experienced peers play, put yourself in their shoes and see what modern Yugioh is really like to the players that have been here before you. Maybe then you'll understand, but I doubt it.
Thanks for reading to the end. That is, if you did read to the end; if you skipped it, I guess I understand too. But if you make a complaint that I addressed here, I will laugh at you. You have been warned.
So much arrogance yet so little experience, for what its worth you encapsulate the typical modern Yugioh player that grizzled vets of the series such as myself hold in contempt.
< >
Showing 1-15 of 99 comments
Per page: 1530 50

Date Posted: Feb 1 @ 7:29am
Posts: 99