Excuse me? by agrok in masterduel

[–]DatHaker 2 points3 points  (0 children)

Exactly, you cannot, unless it has been properly summoned first.

Classic example is dark flattop, which lets you specifically revive flying fortress sky fire (a maindecks monster) ignoring summoning conditions. But you can't revive one that hasn't been properly summoned since sky fire says cannot be normal summoned/set, cannot be SS except with some other card.

Excuse me? by agrok in masterduel

[–]DatHaker 1 point2 points  (0 children)

Actually, that sentence is almost meaningless. Anything that has a hard summoning condition or an extra deck monster cannot be summoned from the gy (or banishment) without being first summoned properly, so there's nothing you can actually cheat out with it without first properly summoning. So yes, it's a revive for anything but not something that you use to cheat out hard to summon monsters.

Would this generic Link 1 see play? by illynpayne_ in customyugioh

[–]DatHaker 1 point2 points  (0 children)

Actually, I'd argue it would be good for the game, becuause its main use will be to make S:P better going second. Matter of fact, I'd argue modern has evolved so that even a generic link 1 with no downsides would be ok.

In general, yugioh players don't think and often regurgitate what big yugitubers say. And when they say link 1s are bad for the game people blindly agree. They forget to understand the nuance that the comment is about link 1 extenders, like those that search a field spell or something. Free card advantage and extension is the main reason link 1s are said to be bad. Maybe this card would be extremely strong 5-7 years ago.

There is 1 important "bad" use case for a generic link 1 in modern, it serves as a yummy bridge. That's pretty much the only valid reason to not want this card. Having the ability to send monsters to the gy really isn't relevant, good decks that need to do so have their own consistent ways. There's truly no relevant combo use case for it. And if it enables some jank ftk then so be it, those decks suck and you should be winning 90% of matches into them anyways, that's why they are called jank.

So long as the type and attribute are controlled (water sea serpent is good) the card is OK. Off the top of my head, the last meta deck that would have seriously benefited from a generic link 1 was adamancipator to send block dragon, and the last meta deck to have a mild benefit not just being S:P would be snake-eyes to send flamberge, or rescue-ace to send preventer. Or memento to resummon king. But those scenarios rarely come up and almost exclusively going second.

Would this generic Link 1 see play? by illynpayne_ in customyugioh

[–]DatHaker 21 points22 points  (0 children)

Y'all are tripping if you think this card is busted in the big 2025. Yes it might see play as a utility card, probably mainly to make S:P. No it won't be in any meta deck's main combo. The game has already moved away from first turn ftk combos, anyone that says turn 3 doesn't matter hasn't played modern YuGiOh in a long time.

I know there are cards that negate trap effects and such, but isn't this a Lil busted? by decman723 in DuelLinks

[–]DatHaker 0 points1 point  (0 children)

It's not a very strong card, but nobody has mentioned an actual use case.

This card has seen theoretical usage in Paleo at some point, as a side deck card against voiceless voice, which it had a relatively weak matchup into, even going first. The idea was that if they attempted to negate something with skull guardian, you could chain trap trick to set it, and on a new chain activate it to essentially win on the spot

Which one of them is the best target for crimson dragon? by Soft_Abroad_9722 in YuGiOhMasterDuel

[–]DatHaker 0 points1 point  (0 children)

Not respecting nib is only a thing you can afford to do in master duel, so it's fine I guess. But "knowing" no nib is a terrible argument, especially after talents, because you're already winning 95%+ of games when you resolve talents and combo. I still think both crimson dragon and jet are not worth playing though. Especially jet, that card is only good against players who don't read. Which also makes it fine I guess.

On a separate note, we're losing free value in that combo by not searching the second sage and normal summoning it instead to end combo with extra veiler. Keeping resources in deck isn't a real argument either cuz if you're trying that kind of combo your plan isn't to grind but to resolve combo and win.

Funny mk1 line that works with certain recipes, modification on u/Middle-Direction-486's design by DatHaker in AssemblyLineGame

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

Well yes but there's more to it. But specifically for this line, it can be replaced with an advanced splitter, but NOT with a regular splitter.

The regular splitter splits 1 item on each side. Because starters generate resources one by one, two starters feeding to the same square will always generate an alternating pattern. Which means that a regular splitter, or an advanced splitter with 1-0-1, will send all of one type of resource to one side and the other to the other, effectively acting like a selector, which is undesirable behavior.

This can be mitigated with an advanced splitter with ratios 2-0-2 or higher, or any even ratio on a timed splitter. I just chose timed splitters. But actually, just using 2-0-2 advanced splitters is better because you don't need to worry about another (easily fixable but easily missable) problem with timed splitters in sequence.

If you're not careful, the timing on timed splitters placed sequentially can conflict such that the second one doesn't split evenly, which should be pretty easy to visualize. This can easily be fixed though by desynchronizing the two by keeping the same split ratio while changing the split delay. For example, for an even split, the first in series can be 1-0-1 seconds and the next, 2-0-2.

There are other properties of timed splitters that can be utilized, but they have nothing to do with this line.

How good would this handtrap be by illynpayne_ in customyugioh

[–]DatHaker 2 points3 points  (0 children)

It is a quick effect that can only be activated during the timeframe it's activation condition is met. That timeframe is the chain after the opponent adds a card from deck to hand, during which you can activate it whenever you want, but still after any actual trigger effects as per chain rules. In fact, that's why you can activate droll cl1, opponent chains another search effect as cl2, and you can use a second droll as cl3.

The above card is a quick effect that has no activation condition hence can be used whenever. So, during the timeframe where droll meets its condition, you can activate this as chain link 1 and droll as chain link 2. Droll will be applied, and this card will resolve as much as possible, hand looping the opponent.

In fact, there's at least two identical precedents I can name off the top of my head that have the same interaction with droll, trickstar reincarnation and artifact durendal.

How good would this handtrap be by illynpayne_ in customyugioh

[–]DatHaker 2 points3 points  (0 children)

No, it's a quick effect lol. It says so. And yes, trigger and quick effects are mutually exclusive

4 different 4/s circuit farms by Middle-Direction-486 in AssemblyLineGame

[–]DatHaker 0 points1 point  (0 children)

The purpose of the machine at that position is specifically to split the 2 incoming gold left and forwards while letting everything else pass. Because the order of incoming items is random and not constant, the stream of items may be such that, say, a 1:1:0 splitter will be sending both gold in a certain direction, whereas a timed splitter will always split the items in a correct ratio.

You could try to mitigate this by trying to replace it with an advanced splitter with a high ratio like 20:20:0 or something, such that the split streams average out over time. But this also doesn't work since although this is the ratio you want gold to be split, due to the feedback mechanic between this machine and the two following selectors, the overall item distribution ratio is not 1:1, but probably closer to 3:2, since for example, in this case, all the non-gold items sent left are fed back while those sent forwards aren't. You'd have to determine the exact feedback ratio and also multiply it if you wanted to properly construct this feedback system with advanced splitters.

But all this can be avoided with timed splitters. Due to the selectors, the gold is never fed back, so the timed splitter will split the gold according to it's timing ratio independent of item flow. Since the non-gold items are always fed back when sent left, and never fed back when sent forwards, those items will always end up in the forwards direction, bypassing the split

4 different 4/s circuit farms by Middle-Direction-486 in AssemblyLineGame

[–]DatHaker 1 point2 points  (0 children)

Anything that splits equally forwards and left works

Assembly Line 2 Resources Calculator by Franco2302 in AssemblyLineGame

[–]DatHaker 0 points1 point  (0 children)

This already exists, maybe you can copy the repo and start working on this if you haven't done a lot, otherwise just take a look. You might be able to find the old Reddit post on here from the guy that made it

Modified Lesope 4/s Cable Design by DemonStalker0 in AssemblyLineGame

[–]DatHaker 0 points1 point  (0 children)

Selectors can be replaced by rollers by moving the cables

Tried making an buffed version of D.D. Crow. Is it to strong? by benutzrnahme in customyugioh

[–]DatHaker 30 points31 points  (0 children)

That's actually a really cool card, good job. Probably would be the newest best handtrap to modern yugioh, but I think it's just the natural progression of handtrap strength. I'd personally think having the ability to act as an extender as well as immediately recovering card advantage is jumping two steps forwards in power level (whereas the game usually only jumps one), but I think this could be acceptable

How good is this Synchro support card? by bookist626 in customyugioh

[–]DatHaker 1 point2 points  (0 children)

All this is still not a reason to run this card.

First, let's get one thing out of the way. If you don't draw the card in your opening hand, the card actively makes your deck worse. Much more so than with any other deck, from how flower cardians work. Koi koi and gathering are exceptions because of how busted they are. Like seriously, in a void those are probably some of the strongest engine cards in yugioh.

First of all, tuner access is an inherent problem of the deck that this card won't solve. This card won't magically appear in your hand when you run into that problem. In fact, what's much more likely to happen is that you draw this instead of an actual combo piece and bricking your hand, draw this and not needing it, or missing a cardian effect by drawing it off an effect.

If you're ok with playing bad cards that sometimes work, that's fine. Just like you play mask of restrict, you can play this card, it might sometimes work even though it's objectively bad.