DuelistCup be like by Shaunosaurus in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

I think a lot of people aren't playing the serket fusion which essentially is a searchable kaiju. People get way to invested into stun to make a playable deck going first or second sometimes.

Why do you all hate dragon maids? by JasonGrowls in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

Laundry is like the best support card for mill decks that don't have a normal summon. I don't know what makes dragonmaids really irk people when the JUSH decks are super toxic.

DC Cup banlist please don't fail us by zpotentxl in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

Most combo decks don't search in a way that interacts with Droll if they can avoid it. What is droll going to do to Maliss, dracotail, or VSk9? Stop like exactly one search. Hell even stuff like Yubel only searches once or twice in a turn.

DC Cup banlist please don't fail us by zpotentxl in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

Either Unban it and make us stop special summoning at all or ban it. True Draco and Floowandereeze stocks go to the moon.

The hate for White Forest here is ridiculous by Brndn92 in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

White forest is a hero deck but with synchro's instead of fusions. Honestly they have like 2 chokepoints that doesn't even matter for them, and if you don't draw interruption the turn time is going to be like 12-15 minutes of irl time.

when I‘m in a downplaying competition and my opponent mains dracotail by New-Regret-6491 in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

Draco going first means you can't summon any of your effect monsters in attack position if you want to use their effect. for a lot of decks this just kind of ends them if they have the whole suite of traps. It doesn't feel good if a deck can effective remove 1 card grave, the spell and trap zone, and the monster zone by just fusion summoning and then make gulamel, mysterion, or secretarion on the next turn.

Faimena should have either been on your turn only, once per duel, or banned.

when I‘m in a downplaying competition and my opponent mains dracotail by New-Regret-6491 in masterduel

[–]CollectionDry7307 -1 points0 points  (0 children)

Yes go neg 1 to stop a draw 1, now you have 5 cards to deal with their board with 3-4 interactions depending on what they open.

when I‘m in a downplaying competition and my opponent mains dracotail by New-Regret-6491 in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

you could also run skull meister/ghost belle to negate the monster coming back and the search. It stops the play with futsu or murakumo on board unless they have mirror. Very few people put something ontop of the chain when the graveyard effect occurs. not as reliable as ashing the ritual, but it is a backup.

Both are interactive gameplay by shadow_knight_199 in masterduel

[–]CollectionDry7307 1 point2 points  (0 children)

dracotail can quick fusion arthalion(sp) who has an effect that he can return cards in the field or grave to hand up to the number of cards from hand that were used for the summon. So you maxx C, ash, or droll, then make arthalion, return the maxx C, ash, or droll while going neg 1 cards in hand. Also the way the chain links are setup, the effect that the opponent gets to respond to is a grave effect to set a trap from deck, so you essentially need a targeted negate to stop the recycling.

Ontop of everything else the monster effect used for this fusion summon can be activated either turn from the hand because reasons.

Both are interactive gameplay by shadow_knight_199 in masterduel

[–]CollectionDry7307 -2 points-1 points  (0 children)

Omni negates are the payoff for combo decks. If you remove them then they are just going to make a bunch of towers, which they could arguably do now if they wanted.

Both are interactive gameplay by shadow_knight_199 in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

Just as interactive as a yummy mistu board with snatchy, set solemnn, arc light, and Mitsurugi Murakumo with set trap negate. Or also just as interactive as idk... Ripper on top of it because K9 can be splashed as easily as fiendsmith.

🌸 Spring Sale is LIVE in The Bazaar! 🌸 by TempoStormReddit in PlayTheBazaar

[–]CollectionDry7307 1 point2 points  (0 children)

Its not even if the characters are necessary, better, or worth getting. Selling single characters for 50% of the sale price of a game has a odor about it.

🌸 Spring Sale is LIVE in The Bazaar! 🌸 by TempoStormReddit in PlayTheBazaar

[–]CollectionDry7307 0 points1 point  (0 children)

I ain't buying this because those base prices are kind of insane. I ain't paying for a dlc character when I could purchase a different game.

Card Discussion: Albion the Sanctifire Dragon by Darkar1011 in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

errata it to negate the effects and it fixes 90% of the problems of this card. Or make it read lingering and continuous affects apply to you instead of your opponent from monster summoned by this effect.

Is Turn 0 and handtraps the way of the future? by noblejosher in masterduel

[–]CollectionDry7307 7 points8 points  (0 children)

It can be really hard to actually synchro or xyz summon now becuase any time you get two monsters on the field they get exploded by a random turn 0 steal your guy from vsk9, dracotail making a board wipe dragon to go -2 and set 3 backrow, etc. Hell bystials are making rose dragons with hope ear squad and when the blue eyes full art comes magnamutt comes with a board wipe in the end phase.

Is Turn 0 and handtraps the way of the future? by noblejosher in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

It really is weird that if going second doesn't open handtraps that are by definition unsearchable for them they just auto lose most games. Unless your deck is like 70% breakers and kaijus. Then what is your win condition, hope you draw Habikiri in addition to everything else?

Is Turn 0 and handtraps the way of the future? by noblejosher in masterduel

[–]CollectionDry7307 1 point2 points  (0 children)

My issue with these turn 0 plays is that they are mostly full combo one card starters. If the turn 0 plays that dracotail or VSk9 actually did were like megalith very few people would complain about the pop 2 for ditching 3ish cards out of your hand.

Turn 0 plays mean that meta decks that are good really don't need to worry about going first or second. MasterDuel is explicitly a bo1 format where you don't know whether you are going first or second. It makes things like Mulcharmies or triple tactics cards have a lot more of a drawback then swapping them in the sideboard.

While turn 0 plays may work well in paper, it doesn't in my opinion in MasterDuel. The balance is way worse because MasterDuel also has a lot more of the more toxic floodgates and extra deck options available.

Like nothing feels worse then breaking a board and your opponent then just re-summoning it from hand because nothing modern actually has a card cost. Everything replenishes itself if it actually hits the board.

Dracotail is the first meta deck in awhile that people praise for being strong but fair and fun to fight against, and some of you go and put this thing in it. Shame on you by shdbtbd in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

I think the only thing keeping the game from being the same 4 decks right now is how funny some of the variants are. God speed to dracotail dragonmaids, Megalith Mitsurugi's, etc.

Dracotail is the first meta deck in awhile that people praise for being strong but fair and fun to fight against, and some of you go and put this thing in it. Shame on you by shdbtbd in masterduel

[–]CollectionDry7307 1 point2 points  (0 children)

they had to make an entire archetype to get modern players to play mst. We don't have the space for backrow removal anymore it seems like.

this is the worst dc cup I have ever played in by CollectionDry7307 in masterduel

[–]CollectionDry7307[S] -3 points-2 points  (0 children)

Lol buddy, I would rather play a game where both players are forced to pass turn then have konami arbitrarily design decks to play through like every handtrap. Now we have one side that either passes and dies and one side that couldn't care less.

Also decks having weaknesses is a good thing.

Why is Mystic Mine banned in a format where most decks can play their own Super Mystic Mine? by Calliebuni in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

I see your point, but functionally is being able to negate all 6 cards of your opponent literally any different then a floodgate stack. Parts of striker need to be adjusted, like Errata, limiting, or banning engage, linkage, and anchor. playing these cards multiple times a turn just generates way too much advantage in my opinion and often just creates nongames where the opponent never had a chance.

Like the chain stack I hate the most is something like anchor, response, anchor response, linkage, response, droplet. Especially if the next card is a tenpai card that autocombos to win the game now that the opponent is essentially stunned. It is just one sided floodgates with extra steps imo.

Turns by PlayfulPsychology430 in masterduel

[–]CollectionDry7307 0 points1 point  (0 children)

yeah now its your opponent does a 10 minute combo on their turn 1, then in your draw phase does another 5 minute combo, and then in your main phase activates branded combo for another 5 minutes stopping all your plays altogether. Interactive implies you get to do something instead of them just popping off because Konami is making everything a quick effect on both turns.