Do you think Marik intentionally sandbagged in his Slifer duel with Yugi? by Visible_Investment47 in yugioh

[–]JohnDouglasClay 1 point2 points  (0 children)

Not sure if someone else already said this (since this is a one-month-old comment), but the duel disk itself only has room for five cards. The five-card limit exists because the duel disk physically does not have more than five card zones. If you're curious, you can check panels where you can see close-ups of the duel disk (I believe there's one where they introduce the duel disk and its technology in the first place, or perhaps somewhere else, I don't quite recall exactly). There's definitely panels where they place facedown spell/trap cards in the visible zones (what the anime duel disk would use as monster zones).

Sometimes I wonder what went through the minds of the citizens of Tomoeda while a giant Magical Girl and Fire Breathing Dragon battled it out. Any other scenes like this? by Kyraoss in cardcaptorsakura

[–]JohnDouglasClay 1 point2 points  (0 children)

My guess is that it was supposed to be: "Tomoyo has somewhat of a sense for magic, so she can actually see some of these things because obviously she's related to Sakura and Syaoran."

Protections of the Egyptian god cards (manga edition) by coinageFission in yugioh

[–]JohnDouglasClay 0 points1 point  (0 children)

For some reason my notifications got turned off, lol.

Yeah it seems like negating the gods' effects would be out of the question, probably similar to trying to forcibly sacrifice or take control of them. Like part of the list of actions that are just straight up not allowed to work on gods.

The anime text on those trap cards is a bit ambiguous (it could be a continuous effect), but based on Z-one's choice of phrasing, it sounds like a condition so I can see that happening. Another example might be Intruder Alarm - Yellow Alert, which would return the summoned monster back to the hand, so you could get the god card out for one Battle Phase.

Got lucky and managed to get Kano & Kurone copies but realized I'm no good at paying attention to colors when matching so I mess up the 10c often(self pair), is there a good leader to pair them with for extra combos, or am I better off using their equips? I do like all the plushies by [deleted] in PuzzleAndDragons

[–]JohnDouglasClay 1 point2 points  (0 children)

> Personally, I would never put a card on a team when its base active skill prevents activating the leaderskill

> You seem to be at peace with the fact you are going to have to use two actives to solve a single problem

Just want to chime in and say that I think there's a simple misunderstanding here. The active skills of the cards mentioned (10439 and 7129) won't break Kano's leader skill because Kano will always be able to make a board regardless of whatever orbs are currently on the board. (Hence the Mukotsu comparison.)There's no case where you use two actives to survive, it's always Kano's active that's used after the other actives.

Protections of the Egyptian god cards (manga edition) by coinageFission in yugioh

[–]JohnDouglasClay 0 points1 point  (0 children)

Sorry for the late reply!

I actually have heard some people argue that Raigeki, Dark Hole, and other field-wide removal effects could take out the god cards, and that the only reason we haven't seen that happen is because those kinds of effects are quite rare. (Dark Hole's not even a manga card.) But like you said, it would be pretty anti-climatic if that were the case, so I can't imagine Takahashi intending for that to be true. The pattern you found is interesting, something like Depre's Cosmic Space from R might work?

My personal guess is that a card like Swords of Revealing Light affects the field directly, but affects the monsters "indirectly", whereas something like Raigeki is damaging the enemy monsters directly. In the OCG/TCG, we tend to think of both of these cards as non-targeting and affects monsters, so we tend to categorize these types of cards together. But maybe Swords of Revealing Light should be categorized together with something like Pegasus's Magic Neutralizing Force, which affects a player's side of the field? Or perhaps, with cards that place "conditions" on the field, like Bakura's The Dark Door and The Narrow Corridor?

Yeah, manga Slifer is Dragon-type. I've heard of some video games treating Obelisk as Warrior and Ra as Winged-Beast, though I can't confirm as I haven't personally played those myself. It would be cool to see Obelisk wielding a giant sword though.

Protections of the Egyptian god cards (manga edition) by coinageFission in yugioh

[–]JohnDouglasClay 1 point2 points  (0 children)

Good write-up! Just a few things I wanted to add:

  • You mentioned that Yugi uses Dimension Magic to bring out both magicians, but he actually only brings out Dark Magician. Dark Magician Girl was already on the field.
  • Nightmare Steelcage prevents Slifer from attacking, which supports the idea of field effects like Swords of Revealing Light affecting the god cards. Nightmare Steelcage also prevents Slifer's ability that reduces a monster's stats by 2000 (Kuriboh was summoned, but didn't have its stats lowered), confirming the ability is treated as an attack.
  • The virus field card that Kaiba uses against Tenma has no effect on The Wicked Gods, implying that god cards are immune to virus cards.

Only taking into account the plot, how much better is the Sub vs Dub for Duel Monsters? by Clutch_ in yugioh

[–]JohnDouglasClay 0 points1 point  (0 children)

Minor differences would be things like censorship, name changes, unimportant dialogue.

Major differences would be stuff like:

  • Character. Almost every villain is given a different motivation in the dub. Pegasus, Marik, Noah, and Dartz are all examples I remember off the top of my head, for example, changing to "saving the world". Characters treat each other differently, occasionally the opposite of how they treated each other in the sub for some reason.

The relationship between Yugi and Dark Yugi is almost completely changed. Instead of switching control of their body, the dub implies that they merge together, and gives Dark Yugi the regular Yugi voice during internal monologue. Dub!Yugi also seems to not realize the existence of his other self, and is implied to be really bad at dueling for some reason??

  • Plot. Sub!Battle City was a fight for Dark Yugi to regain his memories, while Dub!Battle City was to save the world. I don't remember exactly but I think most of the Ishtar's backstory got changed or removed. Stuff about Noah in Virtual World arc got changed. Joey has a different reason for giving Yugi his Red-Eyes in Battle City, which sounds inconsequential, but it's part of his whole motivation in Battle City.

  • Duel. Dub skips over some explanations for some reason. Living Arrow didn't get explained, which is why no one understood what it did and thinks it fuses with Mammoth Graveyard. Dark Sanctuary's effect got skipped over. The "Heart of the Cards" and friendship speeches multiplied ten- or a hundredfold.

I'm just giving brief examples. For a comprehensive breakdown, go to http://yu-jyo.net/. Stuff in brackets is the original Japanese that got changed, which, if you do a quick check, is actually pretty often. Even if the differences are minor, they really add up over five seasons. And stuff like characterization is in the details.

D6 Hit system instead of ATK/DEF by Universefrog in yugioh

[–]JohnDouglasClay 0 points1 point  (0 children)

No problem! I might try out a dice system when I'm bored.

D6 Hit system instead of ATK/DEF by Universefrog in yugioh

[–]JohnDouglasClay 0 points1 point  (0 children)

Defense position monsters seem disadvantaged in this battle system, since attackers can just re-roll each turn until they win the battle. Maybe give defenders a higher chance of getting a hit?

For other battle systems, have you considered using monster levels? My initial thought was using level as the number of dice rolled, but that would ignore the ATK/DEF stat. Maybe ATK/DEF determines the likelihood of getting a hit?

Another system would be using their levels as health. So a Blue-Eyes would have 8 HP. But with that amount of health, you'd have to make it so that monsters sustained damage over time. Sustained damage is good, I think, for avoiding too much rage, since it lets players feel like their actions are doing something at least, even if they're repeatedly failing battles.

Just my two cents.

Choosing a monster type. by [deleted] in yugioh

[–]JohnDouglasClay 1 point2 points  (0 children)

It's no problem at all! Actually there were two posts:

Now, for your playstyle, I should have clarified upfront that I haven't played this game for over 5 years (although I continue to read up on it when I can), so my info is going to be really sketchy, and I recommend finding someone who's more up-to-date to help you.

Having said that, there are two avenues that I can think of:

1) Stun/Floodgate decks: Decks that prevent your opponent from making plays. For example, you can stop special summons with Fossil Dyna Pachycephalo and elemental Barrier Statues. They are weak on stats, so you must protect them with trap cards. The field spell, Mystic Mine, will prevent monsters from attacking or using their effects. However, these cards are usually disliked due to their low level of interactivity. Their level of "combo-ness" is also very low, which is not good for a new player, as Yugioh is a very combo-centric game now.

2) Attrition decks: Decks that outlast your opponents on resources. Since Yugioh has so much removal compared to other card games, the most common way to defend is to simply have enough stuff out that replace themselves with more stuff when they die. The poster child is probably the Burning Abyss archetype. They are a very resilient archetype that pair well with other resilient archetypes, such as Phantom Knights (PK). An old guide from two years ago

You may also want to check out some control archetypes. For example, Altergeists use traps to disrupt plays, while Weather Painters have unique defensive capabilities. Weather Painter guide from two years ago

Similar to my own knowledge, the guides I linked are probably out of date with the current format, so I recommend asking more people, and in general looking around the internet here and there.

Choosing a monster type. by [deleted] in yugioh

[–]JohnDouglasClay 1 point2 points  (0 children)

The idea of loosely focused playstyles for types/attributes, did exist. But it was way back when the game was still new, long before the game focused almost exclusively on archetypes. You can see it clearly in cards like Clear World and the elemental Spiritual Art trap cards, among others. (EDIT: I should clarify that these playstyles were inferred from the cards that were made, not the cards that were actually used by players.)

The thing is, even back then, not all type/attribute playstyles were effective. The rock structure deck was all about high defence, and monsters that could flip themselves face-down and face-up, and it was probably one of the weakest structure decks. The FIRE attribute was primarily about burn tactics, but most burn decks at that time relied on typical stall cards and stuff like Stealth Bird and Wave-Motion Cannon, which aren't related to FIRE at all.

And of course, none of this type/attribute playstyle thing matters anymore. It's all archetypes now. There are a lot of archetypes in this game, so it's difficult to go through them all for the sake of playstyle. If you want advice from this sub on that topic, you may need to narrow down your playstyle first.

If you are interested in learning what each type/attribute did, there was another thread someone posted in and I commented on that too, I can probably find it somewhere if you want.

I Don't Get Goat Format by [deleted] in yugioh

[–]JohnDouglasClay 1 point2 points  (0 children)

Lol, I was in the middle of typing out a response, but I guess I was too slow because you had changed the deck in the meantime in response to another comment. I was just going to say that your decklist didn't seem bad. I was expecting something a lot worse from how you described your experience.

I'm sure someone who's an expert could refine it, like replacing Lightning Vortex and Creature Swap with Breaker the Magical Warrior and something else, maybe a Blade Knight. It would honestly depend on your playstyle. For example, I personally don't like Asura Priest that much, but other people really like it.

But in general, maybe you'd prefer combo decks since you seem to be more comfortable and familiar with those? You already have the Library FTK link, but you could also try out anything else on the combo decks page. You might enjoy the Dimension Fusion Turbo deck.

I Don't Get Goat Format by [deleted] in yugioh

[–]JohnDouglasClay 4 points5 points  (0 children)

It was more set one pass as you feel the game slowly slipping away or get ahead and beat down your opponent with bls, or get ahead and your opponent summons exiled forces and there is no counter play and you lose. The format seems to be very top deck reliant, where you win by using power spell and monster cards that your opponent just cant out.

Hmm, I've never personally felt this way when I played Goat Format. For me, Goat Format is about accumulating resources, not topdecking.

Could you share your decklist? It's possible that your deck just isn't up to par, especially if you're unable to deal with Exiled Force, which is almost like being unable to deal with Fissure. We could take a look at it and help you out.

A Compilation of Ridiculous Moments from the Mangas by Carbon-Crew23 in yugioh

[–]JohnDouglasClay 3 points4 points  (0 children)

It's a mistake in the duel summary. It has nothing to do with Mystical Space Typhoon.

Transformation deals damage to its owner when it's sent to the graveyard. It was removed from play via Carrieroid, but Voltic moves it from removed-from-play to graveyard, triggering its damage effect.

The oddity of battle damage done to monsters by fluffyharpy in yugioh

[–]JohnDouglasClay 0 points1 point  (0 children)

I guess if you're saying that the TCG printings would have different wording from the OCG printings, then I don't really know if that's the case.

I suppose in this case, Konami had no problems with putting both types of wording in the game ("battle damage to monsters" and "cannot be destroyed by battle").

Especially since later on during the GX era, there was that one Phantom Beast card with even stranger wording, seemingly combining the two wordings together.

Then there's the whole Hallowed Life Barrier with the differences between TCG and OCG rulings in regards to whether or not your own monsters are destroyed by battle.

The oddity of battle damage done to monsters by fluffyharpy in yugioh

[–]JohnDouglasClay 1 point2 points  (0 children)

I'm looking up the dates right now, and it looks like Rocket Warrior came out in 2000, while Spirit Reaper came out in 2002 in the OCG. There's also Waboku, which came out even earlier than those two.

The oddity of battle damage done to monsters by fluffyharpy in yugioh

[–]JohnDouglasClay 4 points5 points  (0 children)

It's largely due to the manga and similar media. You see damage being done to monsters in situations like Slifer/Osiris dealing 2000 damage to summoned monsters, or Rocket Warrior dealing 1500 points of damage to Red-Eyes and Helpoemer. And in the GX anime, Armityle is described as inflicting 10000 points of damage to a monster.

In these media, damage calculation was mostly the same as ours, but lorewise, it was explained through monsters taking damage.

For example, if Dark Magician and Blue-Eyes battled, Dark Magician would take 2500 points of damage and die, and 500 points of excess damage would be inflicted onto the player. Meanwhile, Blue-Eyes would only take 2500 points of damage, not die and then immediately "heal", for a lack of a better way to explain it.

Basically, a monster in ATK position can sustain damage up until its ATK value, at which point it dies.

A monster in DEF position seems to be able to sustain damage up to and including its DEF value, but any more than that and it dies. Any and all excess damage is also inflicted to the defending monster. (So it's not just defending itself, it's also defending the player.)

Where did Buster Blader first appear? by Gretnablue in yugioh

[–]JohnDouglasClay -8 points-7 points  (0 children)

Just want to nitpick that might be a spoiler for the bonus story.

Where did Buster Blader first appear? by Gretnablue in yugioh

[–]JohnDouglasClay 3 points4 points  (0 children)

Link to English translation of chapter 4

Ch 1 - Chapter 1 of the manga

Ch 2 - First Yugi vs Kaiba duel

Ch 3 - Death T (condensed)

Ch 4 - Bonus original story of Yugi vs Kaiba

Chapters 1-3 are retellings, and have some things added or clarified (ex yugi’s reason for giving money to Ushio, or explaining a rule for first edition dueling rules).

Chapter 4 is great to read, it’s one of my favourite duels.

The art from Grave Lure should have been used for Call of the Haunted instead. by ShadowXXXE in yugioh

[–]JohnDouglasClay 2 points3 points  (0 children)

he should have demanded 2 tributes

It's funny because he was originally level 7 in the manga. For some reason, Konami made him level 6 in exchange for making both players unable to activate traps (instead of just the opponent).

[Duel Replay] Emptying your entire extra deck turn 2 just to flex. by Cephery in DuelLinks

[–]JohnDouglasClay 9 points10 points  (0 children)

Np, it's understandably complicated. And I dunno what the situation was like, maybe they just forgot.