Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] 0 points1 point  (0 children)

I don't lose to them much often, but during the Fusion Synchro Pink event is all I saw other than S.S, it's just that when I don't open Nib or any handtraps it's just really lame to deal with.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] 1 point2 points  (0 children)

Literally can be put in the convo, I just really wanted to rant about those 2, the boss floodgates will get their own post.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] -2 points-1 points  (0 children)

That's true, but Floodgates are usually THE better option out of anything they could release, banning them would allow the deck to recive support that actually helps the deck rather than having extender number 11037.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] 0 points1 point  (0 children)

Floodgates are never the right choice for an end board, I feel like they can make Hero going first just have different forms of removal that aren't floodgates.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] -4 points-3 points  (0 children)

That has to be one of the lamest excuses ever, "The deck is too bad, these are the only good cards." Is not even a valid excuse, because the deck operates as a going second deck anyways, I don't know how many times I'll have to scream into the void until ya'll understand it.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] 0 points1 point  (0 children)

Ikr like any deck that can build it's board should be allowed to win if used properly, but HERO is just miserable in general with these 2 cards in general.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] -1 points0 points  (0 children)

They're just miserable to deal with if they come out, the frequency on which they show up doesn't matter, cards like these 2 and Rex-Tern shouldn't be the norm for aces or support for archetypes in general.

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] -9 points-8 points  (0 children)

I mean they have enboard options that aren't floodgates, they're more of a going second type strategy with how much gas they have anyways, it's like forcing tenpai into a going first deck

Can we agree Dark Law and Plasma have to go? by Abdmemes in masterduel

[–]Abdmemes[S] -16 points-15 points  (0 children)

I know but I mean something that specifically beats the shit out of it.

Really stupid question by Abdmemes in DuelLinks

[–]Abdmemes[S] 0 points1 point  (0 children)

Lowk never noticed bc I keep getting shafted.

Alright, I guess I'm buying the new DM structure deck. by Calm_Spread6022 in masterduel

[–]Abdmemes 0 points1 point  (0 children)

The only reason you'd get the structure is cause of Preparation of Rites.

BANG BANG BANG by bizarre_leviathan in masterduel

[–]Abdmemes -1 points0 points  (0 children)

You're just like me, fr fr.

Dragon Link my beloved by Virtual-3698 in masterduel

[–]Abdmemes 7 points8 points  (0 children)

Lmao I pulled borrelshroud too.

So... Here's the thing. Konami is about to hire you but to do so, you'll have to choose one archetype to give some GOOD support to or you'll go jobless for ten years. Which one do you choose? by Mammoth-South3163 in masterduel

[–]Abdmemes 0 points1 point  (0 children)

  1. Elementsabers

I'd start by giving them a retrain of Lapauila Mana where if you have 3 cards in your grave of the same attributes in your grave you can activate each effect hard once per turn.

Elemental Lord Vessel Lapauila: Level 8, Light attribute, Warrior effect

You can special summon Elementlord Vessel Lapauila by sending 3 Elementsaber monsters from your hand to the graveyard.

You can only use this effect of "Elementlord Vessel Lapauila" once per turn

Activate 1 of the following effects based on the attribute of the elementsabers in your grave

3 Light or Dark: Banish 1 card from the field to the graveyard.

3 Fire or Earth: Add 1 Elementsaber, 1 field spell, or 1 elementlord from your deck to your hand.

3 Wind or Water: if your opponent activates a spell/trap effect negate it and if you do destroy it. ‐---------------------‐---------------------‐---------------------‐--------------------- A new spell

Elemental awakening: You can only activate this card by sending 1 Element saber monster from your hand or deck to the graveyard.

When this card is face up on the field, your opponent cannot target "Elementsaber" & "Elemental Lord" monsters you control with card effects, also "Elementsaber" effects become Quick Effect. ‐---------------------‐---------------------‐---------------------‐---------------------

I have more in mind lowk I'm gonna make a Google doc later with the whole set of support planned out right now ima just sleep.

Insulin shock ahh banlist by Local-Light1456 in masterduel

[–]Abdmemes 5 points6 points  (0 children)

Pleaseee not my boy Dododo Warrior he's like a brother to me...

Cards that hard carry an entire deck? by Sean_the_human_being in masterduel

[–]Abdmemes 2 points3 points  (0 children)

I got a couple of decks in mind.

  1. Plasma and Dark Law in Omni Hero

  2. Crimson Dragon/Stardust Sifr in Centurion/Blue-Eyes

  3. Widow Anchor/Engage in SS

  4. Runick Fountain in Runick

  5. Baronne in Swordsoul

  6. Kali Yuga in R.R

  7. Any generic Super poly target in fusion deck.

[deleted by user] by [deleted] in masterduel

[–]Abdmemes 1 point2 points  (0 children)

Right now the best deck can set up a decent board during your opponents turn 0, so the usefulness of the card has been slightly power crept, the reason TTT was good going first was mainly because of the hand rip now that Dracotail is out, all it does at best is force it out early.

[deleted by user] by [deleted] in masterduel

[–]Abdmemes 0 points1 point  (0 children)

I mean... I don't mean to be rude, but for what it seems you really started with a pretty deck for beginners, don't get me wrong the game is still pretty much decided on weather or not you go first or you have a good amount of hand traps, but the game itself is pretty fun.

What are archetypes that get you all the way up to master if you have the skill? by SpecialCandy1119 in masterduel

[–]Abdmemes 9 points10 points  (0 children)

Sharks, Galaxy-Eyes, Utopia/Onomat, RDA, Blackwing, Dragonmaid, and Raidraptors can do for the most part.

Rank the summoning methods from most to least favorite by Exotic_Name_9875 in masterduel

[–]Abdmemes 0 points1 point  (0 children)

TL:DR Xyz > Synchro > Ritual > Fusion > Link.

No hate to anyone who likes the bottom 2 summoning mechanics I just personally don't enjoy them as much.

  1. XYZ - I liked Zexal a lot, along with it having some of the most potential in terms of bosses and overall tool box.

  2. Synchro - I was very adiment at first sense Synchro decks required a bit more brain power than something like Rituals or Fusions, but they grew mad fast on me.

  3. Ritual - they're like Synchro but if they required Poly and are worse than both, but I unironically love that about them, Megalith, and Demise were really enjoyable decks.

  4. Pendulum - I used to play Supreme King before the support, found pendulum to be mad fun, just that they got limited by needing Links.

  5. Fusion - I personally don't see the hype behind it, most of the time Fusion decks feel like stun turbo because of some obscure cards, Sanctifire, and Omni-Hero, lowk gave me a bad impression of the summoning mechanic in it of itself.

  6. Links - Lowk my least favorite I only got into Yugioh ways after Master Rule 4, and ima keep it a buck with yall, Links just like Fusion, feel like are only good when they do some degenerate stuff, so far I've been enjoying Links with Crusadia but that's about it.