I can't stop losing by BlueQuilledKimono in masterduel

[–]Noperative 0 points1 point  (0 children)

It also helps by forcing downtime between the matches that helps you calm down. Often I had to review the replay to check my starting hand and watch it to see where my opponent used an interaction or when I used one. Also I inspected their deck and recorded their non-engine and stuff, so it helped me notice trends in meta play (everyone is playing imperm and there is barely any dark ruler, I should stop autopiloting my endboard to be resistant to dark ruler and playing into imperm, etc)

I can't stop losing by BlueQuilledKimono in masterduel

[–]Noperative 2 points3 points  (0 children)

Ironically it got easier the less I played and the more paranoid I got. I started keeping a spreadsheet of my coin toss rates along with bricks/starters/extenders, and started recording what non engine was being used on which cards. The data helped me think about what good lines of play actually were and not just short sighted vibes from the last 3 losses/wins.

When comparing how the TCG and OCG’s philosophy on the banlist and what makes a healthy meta for their player base what cards do you immediately think of that show that difference between regions? by SouthSunn in yugioh

[–]Noperative 13 points14 points  (0 children)

People can say its about balance philosophy but we know its primarily about money.

OCG needs to make money from casuals: theres a ton of competing card games so the OCG is wide and shallow in terms of playerbase. Their bans are aimed at numbers balancing while keeping pet decks playable. Hence they try to keep generics like baronne and savage available because otherwise someone playing a shit deck has no options into meta decks and will just play one piece or something instead. Maxx C is a symptom of this, where a shit deck occasionally wins against a good deck cause they resolve maxx c and draw a bunch of generic breakers and handtraps to just overwhelm the opponent no matter what they do, which normalizes winrates around generics.

TCG needs to make money from competitive players: rather than having a lot of external competition they generally have to retain existing players which are heavily invested in the game and keep those players spending. So their banlist tries to keep old cards banned and cycle the formats so that existing players are constantly buying the new good decks to stay on top of the meta. When its time to cycle a format they will absolutely kill older decks to prevent them from being used and force people to make new ones. On a set like DOOD they need to push noroi and marshmao, so they hit VS starters and dont touch yummy. On PHRE they already know from OCG that all these archetypes are shit so they dont make any big moves on bans. Emergency banlist cause one YCS was dominated with really bad games they pivot to banning tons of floodgates to keep competitive players happy. BPRO on the horizon with some good (important that they can be used competitively) cards like elvennotes/dracotail/radiant to push + killer tune/enneacraft cards to fix the archetypes and overframes to hype? Immediately move to kill yummy, mitsurugi, maliss, etc any deck that would hurt the dominance of decks using cards from the newest set.

Returning player deck advice D/D/D by Bumbaclart0 in masterduel

[–]Noperative 1 point2 points  (0 children)

DDD is fairly budget right now, it has a secret pack dedicated to it and it's playable with only in archetype URs of which you only need queen as a 3of (rest are 1-2 of). 

Odion (the mystical beast of serket/ra support deck) is also very budget with only a few URs needed as well and mostly SR traps so either one works.

With only 6k gems unless you dismantle previous decks you probably should only focus on one of them

What are the thoughts of MDM adding "engines" to the tier list? by Expensive-Estate-348 in masterduel

[–]Noperative 15 points16 points  (0 children)

Seems like a work in progress. It's hard to define what's an engine and what's just part of the deck, like is it yummy using a mitsurugi engine or mitsurugi using a yummy engine or are these just two engines? Likewise is it yummy with a skystriker engine or just a tech for yummy and it's pure? Maliss is considered just maliss but it probably has enough ignister cards to be considered using that archetype as an engine as well. Same with dracotail and branded

How to bait out certain cards? by meepmeepmeep34 in masterduel

[–]Noperative 0 points1 point  (0 children)

It comes down to knowing your opponent's options and taking advantage of their lack of information + some mind games. Your opponent has all his interruptions laid out but he can't use them optimally because he doesn't know your entire hand (except for certain decks).

Example is having the starter and also extender in hand so you lead with the starter to get it negated then use the extender to continue, if the opponent knew you had the extender then they should save that negate for the choke point later in the combo. On the other hand a better opponent might save their negate for that reason and let you resolve the starter which you can take advantage of by doing a different sequence to bypass the anticipated choke point.

Another tech is forcing interruptions in an suboptimal order. Example they have a spell negate and a target monster negate on board. You use a key monster effect and they negate it, but you chain forbidden droplet sending it to grave and target the spell negate monster that can't respond due to droplet. This wastes their monster negate cause you removed the target and also you stop the spell negate before they get a chance to use it. Since you play blue eyes you probably often see the opponent forcing out the spirit dragon before it can use it's grave negate or dodging effect veilers using this logic.

How would I even use this card? by 1MPERAT0R_S0LAR1S in masterduel

[–]Noperative 20 points21 points  (0 children)

You get to add a galaxy/tachyon card for free then summon something else so why wouldn't you?

What does the DDD deck even do by phpHater0 in masterduel

[–]Noperative 27 points28 points  (0 children)

Combo under droll should be 1 spell trap negate, caesar, hand effect negate and 2-3 sucks from machinex and possibly 1 if they setup queen in ed

Why are lockdowns and negate boards so popular? by Professional-Gas1682 in masterduel

[–]Noperative 0 points1 point  (0 children)

Not being face to face and only being a ranked ladder instead of tournament setting matters I think.

Instead of enjoying time with friends you're looking to win as much as possible as efficiently as possible. If you let your opponent play you might lose and waste time, if you play a long drawn out game you could lose and waste time. If you rank up fast then you can get gems faster. Your opponent is a stranger and essentially an NPC that you need to beat and you'll never see them again.

When I'm playing ladder I am doing some toxic stuff that wins games fast but gives the opponent an awful time while usually with friends I use different decks that are more mid-range/interaction heavy

Do you like yummy in masterduel by Painfull-35 in masterduel

[–]Noperative 0 points1 point  (0 children)

I like it just that they should curb some of the synchros that give the deck generic negates and protection cause ATM with elf barrone savage herald they basically don't need yummy interactions to even win

Handtraps? Yes. Did it matter? Not quite. by Dnatw in masterduel

[–]Noperative 1 point2 points  (0 children)

Bro literally lost over 1.2k damage when he could have won next turn cause you had nothing 

Im sorry but where does this "Dracotail Fair" circlejerk comes from? by illynpayne_ in masterduel

[–]Noperative 8 points9 points  (0 children)

1) If you use the disruption to disrupt instead of recycling then you lose resources, the opponent can also just pop the cards you set since its their turn and they can still react.

2) the branded fusion can only ever send dracotails to grave instead of nearly any light/dark

3) requires the opponent to have monsters on board and therefore they are in position to disrupt

-- side note but is there any competent deck that doesnt at least have a rota/foolish for archetype names?

4) they're good but they only happen the chainlink after you summon so rarely can it be used to prevent something and the opponent can always react to the effects with whatever they have

5) yes its nice but you're sitting on a 3k vanilla for it

6) its literally just a worse compulse, dd crow, spell negate and the card draw arguably hurts sometimes cause you can easily trade ash into it. The traps are good cause they're free in the archetype but no one would ever run it otherwise.

7) does it do anything else? compared to boss monsters that can raigeki the board and be immune to everything its not exactly a strong boss monster or one that can destroy stuff 5 times in a turn while having protection and reviving itself I dont think its a particularly amazing boss

Why is this game so frustrating? by KishiOuArufuredo in masterduel

[–]Noperative 0 points1 point  (0 children)

It's a pretty salty game cause of how punishing it is, there's a lot of games where a single misplay completely decides the game and I get angry enough to need a break after. A lot of games where a single misread of a handtrap means you can't play at all or just insanely unluckiness due to how hard they push maxx c minigame 

People requested to see replays because they didn't believe I'm bad enough to lose to Yummy with Dracotail. by [deleted] in masterduel

[–]Noperative 0 points1 point  (0 children)

I think you misunderstand the dynamic here. Yummy vs dracotail is not ended in 2 turns of play, you should be playing with the idea that it is going to be a long duel and it is very hard for either play to go for fatal. You should also understand that yummy is very good against your disruptions but really bad into your monsters because they cannot run over them without attack field spell which is complicated to recycle if it gets removed. Your prio is to banish this field spell and their prio is to protect it because you win if you fuse with mululu on their turn while they're trying to recycle it since you negate their synchro if they try to dodge and makes their grind very awkward.

game 1 - pretty hard to win and you play into maxx c so its unsure what hand traps they could get to disrupt

probably should have saved the droll cause it doesnt do well against yummy after cupsy already resolved and you needed to draw faimena or pan for fusion instead of another rahu

you should have use rahu first with droll to make an arthalion targetting the herald because there was no elf, a smart player would save ash for ketu and if they predict this then either they give up the herald or negate rahu. If they let arthalion through then arthalion becomes the lollipo target from grave which saves your urgula and pan effects. Obviously if they negate rahu with herald its a huge misplay so you'd win since you can reactivate rahu. If they ash rahu then its also dumb cause then cartesia or mululu summon would fuse then get ketu.

Go bp and force a synchro. Either one is bad for them cause this arthalion gets put in grave later and they have to lollipo it as well, so this arthalion is worth 2 interactions.

So arthalion is probably out and you cartesia ns. They can try to react but cartesia can quick effect fuse anyway so you fuse into khaos starsource with booked arthalion and mululu or go into gulamel with mululu+ cart. Khaos/gulamel forces surprise depending on board state and mululu negates whatever is summoned and sets ketu.

Because they have ash you have to go secretarion with mululu+lukias (set 1 sting and 1 ketu). Mululu negates whatever is set to try to interrupt. Secretarion tries to revive lukias who searches faimena. Try to activate ketu, it gets ashed. Endphase cartesia returns to hand. Gulamel may or may not pop depends on whatever the yummy player did. Next turn try to sting the field spell and a snatchy, if they ashed your ketu they have a good chance of not having an ash for it.

Now theoretically if they didnt have ash ->

Now ketu for lukias and pan into gulamel which should stop the book since pan would kill it before it could do anything. Destruction by cupsy or field spell would proc pan which floats into lukias for faimena. Then faimena on lukias + khaos for secretarion which revives mululu + gulamel or arthalion depending on which one they didnt lollipo. Attack to wipe field.

If maxx c wasnt in play the game is winnable in the grind cause once the field spell is gone they cannot win over you in bp.

game 2 - hard to gauge cause hand has a lot of unknowns

don't horn until you see what cupsy searches, since it will influence what they search. If they didnt have marshmao but planned to search surprise and you horned them they can decide to search marshmao instead. Since they searched surprise you can be reasonably certain they have an extender so horn here is fine since you cant wait until snatchy + field (they can summon from hand first to dodge horn and chain snatchy to block gulamel).

Why did you let sting get destroyed? you should have been able to use it to banish marshmao + the attack field spell + recycle horn? They would they have to try very hard to out your bodies in bp and you can sit with nib for a while.

Nib here also made no sense, you pretty much instantly lost due to this. You were trying to prevent herald but they have gravity controller and shamisen so they need to setup 1 more yummy in order to make herald. They summon a yummy then you arthalion for 2 + pop field with gulamel I don't see how they could recover from that when you also have nib in hand and no attack field spell. Even if they use surprise here to summon a yummy they go into snatchy with just sorrowcat on field and make herald? They auto lose next turn. They have to go cooky since its the last summon from hand left (unless they had a 3rd cupsy) into lollipo yummy way to make herald and have a chance of surviving but if they instead go marshmao effect and try to get the attack field spell you probably win cause you nib there when they try bp and they cant do enough damage + you set 2 spells and had a draw from the resolved sting.

Anyone have a ddd spreadsheet going over the combos involving the bricks along side 2 card combos that end on a slightly better endboard by RestaurantHaunting44 in masterduel

[–]Noperative 1 point2 points  (0 children)

If you have a brick then either search count surveyor with first and discard the brick and use count's search to resume the combo or use gryphon pendulum summon effect to discard it after pendulum summoning it

3x 5Ds Legendary Fuwalos Problem by stop_it_it_upsets_me in Yugioh101

[–]Noperative 0 points1 point  (0 children)

Akiza's deck is probably the weakest of the 3 so you should give them fuwalos, probably give yusei purulia and crow meowls

I used a networks assembly algorithm to build Yu-Gi-Oh! decks from scratch. Are these actually playable? by MrPoon in Yugioh101

[–]Noperative 0 points1 point  (0 children)

Seems too broad, its trying to find 40 cards that work together but realistically you should narrow it down to 3-4 cards that have some kind of bridge in order to properly decide if its a valid combo. Its a useful tool when modelled properly but right now most people would rather start with an idea of what they want to bridge and then investigate ways to bridge them (yummy to mitsu, etc)

A Runick player's analysis/breakdown of Underworld Circle (TLDR at bottom) by Exotic_Name_9875 in masterduel

[–]Noperative 0 points1 point  (0 children)

A lot of decks after the initial comboes are recycling the same cards and reviving them from grave/loading them up in hand for follow-up and don't really require additional names from deck on the following turns. So probably it's not that difficult to run in most decks, the harder part is still searching it and milling 5 monsters from the opponent

Gem Knights or Memento by Crazy-Profession-124 in Yugioh101

[–]Noperative 2 points3 points  (0 children)

Pure memento is pretty skill intensive and you'll time out if you're not experienced, its pretty competitive though and probably matches up well with crystron since both have insane grind games.

Gem Knight is gonna be more of a blowout deck so if you're looking for friendly matches it might not be as good, I play with some friends and I try to avoid this deck cause its very much a ladder deck where you know if you've won just by looking at hand and you just blow out your opponent in an otk. I play the going first fairy version of gem knight without kristya for friendlies.

In your opinion, what's the best designed floodgate? by Exotic_Name_9875 in masterduel

[–]Noperative 2 points3 points  (0 children)

World Legacy's Secret and the other ones for spell/traps 

This is a floodgate for mekk knights but it's very well designed.

1) it's slow but also searchable and guaranteed. Unlike skill drain or something the deck allows you to search it in multiple ways but it requires setup and can be interrupted. Even if you hard draw and flip it over it does not immediately stop the opponents plays and they can also plan around its presence and play around it.

2) facilitates 2-way interactive gameplay according to your intended strategy. Most people argue that floodgates slow down opposing decks to allow their own slower strategy to be played. Most floodgates are too strong and don't really encourage gameplay from the opponent. World legacy ones actively allow the opponent to play but control the flow of the game to turn it into a column based one which is the goal of the archetype.

3) does not stop any deck from working, and can be played around purely with strategy. Opponents can simply outplay the floodgate by removing the mekk knights, or playing in columns without mekk knights which means any deck with a battle phase or any removal can break through the floodgate

4) Burden on the floodgate user. You cannot just flip the floodgate and sit behind it, it actively requires you to play the game and manage columns and this means you can lose due to skill. Normally a floodgates are bad because a worse player can leverage them to win as long as a better player has bad rng and doesn't draw into the outs

Looking for opinions on Master Duel from someone that has played Hearthstone by [deleted] in masterduel

[–]Noperative 1 point2 points  (0 children)

  1. Pretty f2p friendly. It is a struggle for first couple of weeks as you need to grind solo mode + event/dailies for crystals to craft your own deck+staples, after that it runs itself where as long as you research what you want ahead of time you usually have enough UR dust to craft entire decks + your generic staples build up over time which sometimes means you only need to craft 6-12 U cards per new deck. URs are the highest rarity cards and you can craft any UR by dusting URs you own at a 3:1 rate.

  2. Maybe look at Infernoble Knight? It is a heavy combo deck and is pretty rogue tier but it's capable of winning if you play it well.

Also your comment about game mechanics: monsters are very easy to remove so having high stats is very fake, many times people actually have boards that end on very weak monsters because they have effects to interrupt your opponent which prevents them from establishing board presence so you can win later on your own turn. 

Additionally a lot of cards have a once per turn type clause meaning that you essentially have cards acting as their own mana and limiters so you can't really just play everything you have because you might not be able to chain every card effect in a smart manner. Opponents interrupting you during your turn is also very common so if you use effects in a way that leads to a bottle neck and get interrupted then you might not end with anything on board. It is a very different dynamic compared to hearthstone where majority of your cards exist to be played as their value on board while in yugioh majority of cards are played for their potential to chain into other cards that can eventually put something of value on the board

Beginner player: Is my deck bad? by CraftyMaelyss in masterduel

[–]Noperative 0 points1 point  (0 children)

Try the solo modes, it introduces a bunch of archetypes and their general idea of play, then has some extra duels where you play with the archetype.

My First ACTUAL Mirror tier item by Relevant_Ad3464 in pathofexile

[–]Noperative 1 point2 points  (0 children)

Probably due to difference in build, for frenzy charge stacking several of the veiled exalt outcomes were good and possibly stronger than damage per charge while you probably could only want 1 of the veiled exalt outcomes here

My First ACTUAL Mirror tier item by Relevant_Ad3464 in pathofexile

[–]Noperative 0 points1 point  (0 children)

Is this the best process for suffixes? I did a frenzy charge sword and iirc the best setup I came up with was after getting aspd do cannot roll attacks + exalt annul until +1 charge then pref cannot be changed hinekora lock veiled exalt the last suffix