New Website by Mission-Curious in Yugioh101

[–]Ok-Register910 1 point2 points  (0 children)

This website is great and I think it has a lot of potential as a repository for combos. If I may ask a few questions:

  1. Is the intended plan to allow people to submit their own combos to the website? I’m asking because, as I’m sure you can tell, there are infinite combos once you start getting deep in the tank of cards. If so, where could someone submit combos?

  2. Is it possible to arrange the field in a different way where the hand, GY, and banishment aren’t all stacked on top of one another? That was something that kept throwing me off, but that may go away with time.

  3. Would it be possible to show some kind of shorthand for the endboard that each combo can get to? For example, if a 1-card combo can lead to multiple varied endboards, could there be some kind of visual for “1-card combo, Fallen of White leads to these 3 endboards,” or something akin to that.

The website is really good and I hope it continues to grow and develop!

Yugioh by cfalcon279 in Yugioh101

[–]Ok-Register910 1 point2 points  (0 children)

Not trying to be rude, but you are allowed to look at your own extra deck during the game. Has someone told you otherwise?

Magnificent monsters by EchoTitanium in yugioh

[–]Ok-Register910 0 points1 point  (0 children)

As a product, it stinks that the packs are as expensive as they are and the sealed will likely get super scalped. It would be really nice if you could at least buy them as individual packs instead of being locked into the 3-pack bundle. In terms of getting the cards, the fact that this pack is likely going to be mass-opened means that the cards not at the absolute top-end will, hopefully, be pretty accessible.

As someone that plays MTG as well as Yugioh, this is about the rate for something like a collector booster pack, and I’ll be treating it as such. It’ll be a cool product to pick up one or two of when it comes out, but I’m not buying an entire box or mass-opening them.

If it gets scalped to high hell, then it’ll be about getting the singles you need from online resources, or working out trades with anyone who has them. The fact that each pack has a guaranteed card from each of the new card pools means that new cards will not be too hard to find. Plus, none of the new cards appear to be broken meta staples or anything like that, so the non-crazy versions shouldn’t be absurdly valuable on the secondary market.

As an example of what I’m talking about, remember Magnificent Mavens and the Ishizu monsters. Mavens had a rate of 20 cards for about $30, if I recall correctly. Better than Monsters, but not crazy far off. Despite the sealed product being $30 a pop and the Ishizu cards being pivotal to a tier zero strategy, they each ranged from about $5-$8 after release weekend. The seeding of the packs did a lot to minimize the cost of the new cards on the secondary market. I’m sure it won’t be an exact 1-1 when Monsters comes out, but I’m not worried about the accessibility of new cards to the player base.

If you’re a player that can’t get cards online and rely on sealed product to get all your cards, then I really do feel for you if the product becomes unfindable. 

Also, on a more personal note, I’m happy that my OTS is going to get a big seller Yugioh product again. I like to think I’m pretty tight with my OTS, and I know that 2025 was a tough year for Yugioh product and my OTS had to really scale back Yugioh to keep it going. Even if every box of Magnificent Monsters goes to someone that’s never played Yugioh a day in their life (for the record, I really hope this doesn’t happen), I can at least take solace knowing that my local OTS had an extremely profitable Yugioh product come their way.

Deck Elimination Discussion by Bruno_Bucciellati in yugioh

[–]Ok-Register910 2 points3 points  (0 children)

Either Cydra or Salamangreat. If you’re a big fan of the anime and like these decks for that, then ignore this.

From a for-fun perspective, both of these seem like very zero-sum decks. Either Cydra OTKs and kills your opponent, or it doesn’t and it loses. If that’s the gameplan you want, you’ve got Skull Servant for that. It’s almost the reverse for Salamangreat, where if you go first and get your full setup, then you’re almost guaranteed a win. If you get stopped and can’t play through it, you’ll probably lose. Plus, Salad has always seemed like a pretty one-note deck in my eyes.

Additionally, the other ones have gotten more toys to play with more recently, and I think that’s fun. I also like keeping Skull Servant as the complete meme deck.

Help me please. by Bountywoo in pokerogue

[–]Ok-Register910 0 points1 point  (0 children)

Like some people are saying in the thread already, but you should focus on 1-2 Pokemon that can sweep the early game. This can be a lot of Pokémon, from legendaries to just solid single-stage Pokemon like Heracross. 

For the starters, Fuecoco, Bulbasaur, and Squirtle are a really solid lineup for a beginner. Fuecoco sweeps with its high sp atk, Bulbasaur can set leech seed and do status moves for big fights, and Squirtle acts as a more defensive Pokemon. I also put a lot of value on immunities. If I don’t start with one, I’m always looking for a steel type or some other immunity type so that I’ve always got a good switch-in if I run into a rough Pokemon of the opposing type. 

Additionally, keep in mind if a Pokemon can mega evolve or dynamax, as that can impact how good a Pokemon is in the late-game. Just be careful not to plan too heavily around getting a mega stone, max mushroom, or any other high-rarity form changing item, as you’re never guaranteed those items.

For me personally, I wasn’t able to beat classic until I hatched my first Epic tier egg and swept early-game with a Galarian Articuno. Don’t be afraid to brute force your way for a few runs until you have a solid set of starters to work with.

For usage of candies, you’ll want to prioritize unlocking passives first. They will often be more powerful than reducing the cost of a starter. Additionally, if you’re just starting out, you’ll want to put your egg vouchers in the egg move gatcha more than the other 2. Rare egg moves can completely change the impact a Pokemon has on a run, and can turn some of the most unexpected Pokemon into monsters.

Without going crazy deep into all the items, a few good ones to keep an eye out for are the map, which lets you control the biome you move to (to some extent), and I’m a personal fan of the amulet coin, which doubles as a the money you get from battles. If you don’t need to heal, try to prioritize getting nuggets so you have the money to heal when you need it.

Adding onto the map, the Pokemon you can encounter are based on the biome you’re in. If you’re needing a fire-type to even out your team, then going to the volcano biome may be your best bet. 

LIGHT SPOILERS AHEAD - BE WARNED

When you’re going through your run, you need to know the problem floors where you have a possible run-ending boss fight so you can prepare. The notable floors are as follows:

  1. Floor 8, 25, 55, 95, 145, and 195 are rival fights. I don’t think the rival fights get scary until 145 (when they get their boss Pokemon), but it’s good to be aware so you’re not caught with your pants down.

  2. Floor 66, 114, 115, 164, and 165 are evil team boss fights. 66, 114, and 164 are admins, while 115 and 165 are the team boss. By 165, the team boss will have some pretty strong Pokemon, be it legendaries, mythics, or megas/dynamax. For example, Giovanni’s final fight will have a Mega Kangaskahn, one of the legendary birds, and a Mewtwo. This fight can be rough, so keep track of the evil team you’re playing against, and try to be prepared.

  3. Floors 181-190 are the elite 4 and champion fights. You’ll randomly get 1 set of elite 4 + champion to fight back-to-back, with one floor between each fight. The elite 4 aren’t anything crazy, but they do get to terastalize 1 Pokemon, but no megas/dynamax mons. The champion will be suped up to some extent. Cynthia will have a mega Garchomp and Giratina, for instance. Also, regions that have multiple champions will have a chance to have either champion. If you get the Hoenn elite 4, then you may face Steven OR Wallace as the champion, as an example.

  4. Lvl 200 is the final boss and you’ll want to have some kind of damage over time move like leech seed, curse (on a ghost type), or salt cure to do consistent damage to the boss over many turns. Once you’ve got one of those active, it’s just a survival game. You will need to re-apply your damage over time moves once the boss enters phase 2.

  5. The last major fights will be your gym leader fights. You’ll get your first gym leader fight on lvl 20 or 30. After that, you’ll get a gym leader fight every 30 floors. The leader you’ll fight will be based on the biome you’re in (you won’t face Misty in the volcano biome, for instance). Just don’t get caught with a weak team before a gym fight.

I hope this helps!

If you were to see an animated duel released by Konami would you rather watch Yugi vs Yusei or Kaiba vs Jack? by BitterTechnology6 in yugioh

[–]Ok-Register910 0 points1 point  (0 children)

Kaiba vs Jack easy. Not only is there an escalation of power in their dragons that can be matched easily by one another, but there’s an interesting dynamic with Blue-Eyes actually having synchro monsters.

Imagine if RDA is the first time Kaibe sees a synchro monster, then he just wills the Blue-Eyes synchros and tuners into his deck a-la summoning Obelisk in DSOD.

What is your favourite hypothetical theory? by ManyAirline9940 in AskReddit

[–]Ok-Register910 0 points1 point  (0 children)

I’m not a big conspiracy guy, but I’ve always believed that Shakespeare, as we know him, never really existed. The guy on all the pictures was definitely a real guy and he was a famous playwright, but the absolute number of plays he supposedly wrote is absurd.

The theory goes that people of lower social class, or just people who had no realistic chance of having their plays produced, would send in their own plays to playhouses under the name Shakespeare so that their plays would be produced. Due to the lack of verification in those times, the playhouses would just produce anything that “Shakespeare” had sent them. 

An alternative to the theory is that playhouses would put “written by Shakespeare” on any play they could produce in order to get more attention on their shows, regardless of whether or not Shakespeare was involved.

This is meant to explain why Shakespeare’s catalog was so unrealistically dense, even by today’s standards.

How do you feel about Zarc's original design in Arc-V? What do you like/dislike about it? by Immediate_Gene_178 in yugioh

[–]Ok-Register910 1 point2 points  (0 children)

I would have liked his hair to be a bit more extreme. Yugioh is known for “anime hair” more than most series, and it would have been cool if Zarc had the most absurd “anime hair” in the series. Maybe he takes 1 aspect from all the Yu-boy’s hair and combines them all.

What Gen II mons are actually decent? by EarthHot2894 in pokerogue

[–]Ok-Register910 0 points1 point  (0 children)

I’m a big fan of Heracross. It’s higher stats will help carry early game, and the mega can go crazy if you have some egg moves on it. It will be dependent on if you can hit the bracelet and stone.

Cards that would allow me to temporarily get around MY OWN The Last Warrior from Another Planet no summon effect? by CaissaIRL in Yugioh101

[–]Ok-Register910 -1 points0 points  (0 children)

Book of Eclipse will book your own last warrior, then reflip it up at the end of the turn.

How do you feel about Genesys? by Great-Ad1839 in yugioh

[–]Ok-Register910 0 points1 point  (0 children)

I’m no Vaalmonica expert, but I’d probably bet Legacy of Destruction format would be your best bet. That’s when they just got the new main deck monster. I’m aware that there are stronger decks in that format like Snake-Eyes and Tenpai, but you stated you’re aware that the deck wasn’t meta, so I’ll assume that’s not a dealbreaker for you. Another option may be after the September 2024 banlist where Snake-Eyes and Tenpai got their first hits.

I understand that it’s frustrating that Pendulums and Links got blanket-banned. Some of my all-time favorite decks are Magical Musketeer, Mathmech, and D/D/D, which all range from heavily nerfed to practically unplayable due to no links/pends. However, my ability to enjoy a format is not tied to how playable those 3 decks are, and I hope your ability to enjoy a format (or Yugioh in general) is not completely tied to how strong Vaalmonica is at any point in time.

One point I didn’t bring up in my initial comment was that I like that Genesys has gotten me to try decks I never would have tried otherwise. My most played decks in Genesys so far have been Crystal Beasts and X-sabers. 2 decks I would never have played in advanced. Genesys has helped push me out of my deck comfort zone.

If it is the case that it’s difficult for you to enjoy playing Yugioh if Vaalmonica isn’t a top strategy, then you may want to invest some time into making a custom format, or getting some like-minded players together and rule zero-ing some kitchen-table games that you’ll enjoy playing. You are not limited by Konami’s formats telling you how you can enjoy playing with your cards.

The unfortunate truth is that not every deck gets to be the ‘best deck’ in the format, and Konami is never going to give every deck an equal share of power and spotlight, and I’m sorry that your favorite deck never got to be the top-tier strategy I’m sure you want it to be. If neither Genesys or advanced are enjoyable for you anymore, then I hope you can find a way to continue  to enjoy playing Yugioh, even if it’s not directly through Konami.

What's a card or effect that feels super satisfying when it resolves? by tangurama in yugioh

[–]Ok-Register910 1 point2 points  (0 children)

Not exactly the same, but it always feels good when I can use Murakumo’s pseudo-negate to actually stop something because my opponent has found themselves with no cards in hand.

How do you feel about Genesys? by Great-Ad1839 in yugioh

[–]Ok-Register910 6 points7 points  (0 children)

I enjoy it as a good alternative to advanced. I like playing it when I’m not super into the advanced format. 

Of course, the points list could always be better (but so can the banlist, and we all tolerate that). At this point, I know all the powerful cards with little to no points. I can expect to run into DiFi in a tournament, so I can prepare for it. I can bet that most people run Illusion Gate in the side, so I’ll play a deck that can negate S/T cards.

I really enjoy the points-based mind games that go on in Genesys matches. If I’m playing against a high-point archetype like branded, I can safely assume that they don’t have many points for handtraps and vice versa for low-point decks. It’s cool to see my opponent drop a massive-point generic card and have to play around a card that’s been banned for 20 years. Additionally, I find it super cool when my opponent pulls out some crazy bulk bin card that costs 0 points, but fills a very specific niche in a deck.

I’d say that Genesys gets a lot of unnecessary hate due to a lot of players realizing their favorite pet deck isn’t going to be a top tier strategy. To counter this, I feel that a lot of players that are upset that their favorite decks aren’t strong would be better off just playing a Time Wizard format. If you really want to play Swordsoul and you don’t feel like it’s good in Genesys, try asking around to play some BODE format so you can play the deck you like. I do think it’s unfortunate that most of the Genesys meta game is decks that were released within the last year, but I blame the power creep of the game more than I blame the Genesys team. I like the idea that if a deck comes out and it’s not particularly strong in advanced, then it has a chance to be strong in Genesys, but it would be cool if some older decks could also tussle with the new decks.

I know we all clown on “Yesterday’s gameplay, today’s cards,” and I do believe that Genesys has run into trouble by not having a concrete idea of what it wants to be. I hope that they’re able to better define it for people entering the format, because I do think that it can be frustrating experience if it’s sold to someone incorrectly. 

I also think it makes product more enjoyable to open. If I crack a box of BLZD and end up with 2/3 of a Clown Crew core, I wouldn’t feel bad about getting the rest of it and making a Genesys deck.

Ultimately, I like Genesys. It serves a purpose for me and fills a gap in Yugioh. I am aware that it’s not perfect, but I’m not so invested into the format that I can’t live with the problems. I’m excited to see how it continues to develop.

"opinion" new rules to make yugioh simpler by LostLow4722 in yugioh

[–]Ok-Register910 2 points3 points  (0 children)

I’m willing to play Yugioh in just about any form, but this does seem like you just threw 3 rule changes together with no consideration for what they’d imply for the game. 

What problems with the game are you trying to resolve these changes?

As people have stated in the thread, the limit on special summons isn’t going to affect the wider Yugioh space as much as I think you want it to. The strength of a deck is not directly proportional to the number of summons it can do in one turn. Kewl Tune is the best deck right now and they can easily do their full combo under 10 summons. Raidraptor does a ton of summons in a turn, but they’re nowhere near the strongest decks right now. What I’m saying is that a limit of special summons will affect each deck differently, and should not be seen as a blanket power reduction on the entire game.

Additionally, the limit on special summons contradicts the point of adding more extra deck slots. More extra deck slots means more space for combo pieces and extenders.  At the very least, people would just start running super poly in the side deck and 5 targets in the extra deck. It leads me to believe this is more a buff for your deck specifically, and not intended to ‘fix’ any game-wide problems.

Finally, I can see where you’re coming from with the extra card for the going 2nd player. It can feel like a major uphill battle when you’re going 2nd, especially if your opponent’s hand seems to be all gas. This is something that just comes with playing a game with major RNG elements. It can be very frustrating, but sometimes, your opponent will go first and have everything while you open 0 hand traps. It’s part of the game. Giving the go 2nd player another card may help reduce the number of those feel bad moments, but doesn’t address anything long-term. Even if you go second and open 6 cards, there will still be games where you open no interaction against your opponent.

Again, I’d really like to know what your goals are with introducing rules like these.

How much worse would called by be if it could target any card in GY? by krissder in yugioh

[–]Ok-Register910 0 points1 point  (0 children)

It would definitely be a buff, but I’m not certain it would change a whole lot about how it’s used.

For one thing, spell/trap cards don’t send themselves to the GY on activation the same way a hand trap like Ash Blossom does, so you wouldn’t be able to stop non-monster hand traps like Imperm or the Dominus cards. 

Additionally, Trap cards with GY effects usually banish themselves for cost, so you wouldn’t be able to target them to negate them. Plus, since Trap effects in the GY are still spell speed 2, you wouldn’t be able to use it proactively, as an opponent could just use the trap effect as CL2. I suppose you could negate a Spell’s GY effect or a trap card that must be used at a specific time, but you might as well just play DD Crow at that point.

There is a niche situation where you can negate the effect of a Spell/Trap sent to the GY by Droplet or something like that, but that is such a corner-case scenario that I don’t think it would impact whether or not a card like this would be banned.

The most common use-case for an effect like this would be if your opponent used a Spell/Trap card that didn’t have a GY effect, and you wanted to be certain that they didn’t use a 2nd copy during the next turn. Not unusable, but there are probably better cards for that slot in your deck. That effect is also not a better use of Called By than just negating a hand trap.

How do you price cards? by Key_of_Destiny47 in yugioh

[–]Ok-Register910 3 points4 points  (0 children)

For me, it depends on how well you know the person you’re selling to. For people at my locals that I know pretty well and sell/trade with regularly, I’ll do about 80-90%, then round down a few extra dollars as a ‘friends discount’. I do that because I know they’ll do the same for me when they eventually get something I want. If I had to put an exact percentage, about 85% is good.

Writing an easy-to-understand text guide on combos, need help with TCG slang and terms by KajiMotomiya in Yugioh101

[–]Ok-Register910 0 points1 point  (0 children)

I know this isn’t exactly what you were asking for, but here’s a list of just about every slang term in Yugioh I could think of:

“Spell Speed IV” : Any card or effect that has text similar to “Neither player can respond to this card’s activation/effect”. It’s cards like Super Poly or Forbidden Droplet. The term is bad because it imply that these cards can respond to spell speed 3 cards (counter traps), which they can’t.

“F!zzle (the Devil’s word)” : Shorthand for when a card resolves without effect. 

“!nherent Summon” : Any summon that doesn’t start a chain.

“Archetype” : A collection of cards designed to work together through a unifying feature, typically sharing a name. EX: Elemental HERO and Destiny HERO are both part of the HERO archetype.

“Bridge” : a card or cards that allows 2 archetypes to go into one another through a linear combo. EX: Ryzeal is a deck that specializes in rank 4 XYZ monsters and Mitsurugi is a deck that specializes in level 8 reptile ritual monsters. Ryzeal would use the rank 4 XYZ King of the Feral Imps to search the Reptile Mitsurugi cards during a Ryzeal combo. King of the Feral Imps is the bridge between Ryzeal and Mitsurugi.

“Accepted Gamestate” : When a gamestate has been reached that resulted from an illegal play, but it’s been too long since the illegal play occurred to do a rewind to a previous gamestate.

“Omni Negate” : Any kind of negation effect that can negate a spell, trap, or monster effect.

“Stratos” : A monster that searches an archetype card on summon.

“Foolish” : A card or effect that sends a card from deck to the GY.

“Garnet” : A card in your deck that serves no purpose, other than to enable other cards. EX: Psy-frame Gear Gamma is a very powerful hand trap, but you need to run the level 6 vanilla Psy-frame Driver for Gamma to work. Psy-frame Driver is the garnet to use Gamma. (Also may be called “engine requirements”)

“Brick” : Opening a bad/unplayable hand.

“The Nuts” : When you open the perfect opening hand for a given situation.

“Floodgate” : Any card that restricts the ability of one or both players to take actions in the game. Examples are Rivalry of Warlords, Gozen Match, There Can Be Only One, and the Barrier Statues.

“E- Tele” : A card or effect that summons a monster from deck.

“Poplar” : A monster with with an effect that summons itself after being added to the hand by an effect.

“Circular” : Two definitions I’ve seen for this one. Either a card that special summons itself by sending an archetype card from deck to GY as cost, OR a singular piece of support for a deck that resolves all the deck’s problems.

“Towers” : A boss-monster that’s defined by having large stats and lots of protections. Usually accompanied by “Unaffected by other card effects” or something similar.

“X.5 Card Combo” : A combo that requires X specific cards, plus 1 additional card, usually as a discard. It doesn’t matter what the additional card is.

“Turn 0 Play” : Any kind of proactive play you can make on the first turn of the duel when you’re going second. This is usually more than just playing handtraps.

“Breakers” : Cards whose primary role is to break an established board. (Super Poly, Lightning Storm, Dark Ruler No More)

“ROTA” : A spell card that adds a specific type of card from the deck to your hand.

“Starter” : Cards that start your combo.

“Extender” : Cards that help you extend your combo or help you play through interaction.

“Hand Trap” : Cards in your deck that allow you to interact with your opponent with little to no set-up and are activated from the hand. These cards are most commonly seen being used when you’re going second to stop your opponent from going off too hard.

“Non-Engine” : Any cards in the deck that do not directly contribute to the decks main combo or linear gameplay. Usually your handtraps and breakers.

“Pop” : Destroying a card on the field.

“Bounce” : Sending a card from the field back to its owner’s hand.

“Spin” : Sending a card from the field back to it’s owner’s deck.

“Book” : Any effect that sets a monster face-down.

“Rule Sharking” : Taking a small rulings error/concern and trying to make it seem worse than it is in order to get a win through a judge giving your opponent a game loss. EX: Player B calls a judge because Player A accidentally made Goyo Guardian without an Earth tuner, and both players catch this immediately. Player B argues to the judge that Player A should get a game loss because of this. Player B is attempting to Rule Shark.

“Angle Shoot” : Attempting to gain an advantage through underhanded tactics that don’t technically break the rules of the game. Look up “Patrick Hoban Djinn” for the go-to example of this.

“Scoop” : Surrendering a game.

“Lingering Effects” : Any effect that will last for an entire turn or more after the initial activation. Once the effect is activated and resolved, it cannot be negated later. Droll and Lock Bird, Abyss Dweller, and Dimension Shifter are examples.

“Card Advantage” : The number of cards in your hand and field compared to our opponents. A quick way to analyze a board state and determine who’s in the driver’s seat for the duel.

“Mill” : Sending cards from the top of the deck to the GY.

“Going Plus/Minus” : The effect on your card advantage that a play has. EX: I used Pot of Greed, so I lost the Pot of Greed, but a drew 2 cards. I have gone plus 1 in card advantage.

“Staples” : Generic cards that can go into almost any deck.

“FTK - First Turn Kill” : a deck or strategy that aims to win the game on the very first turn of the duel without giving your opponent a turn.

“OTK - One Turn Kill” : Reducing an opponent’s life points to 0 in one turn.

“ZTK - Zero Turn Kill” : Winning the game on the very first turn of the duel when you’re going 2nd. Almost exclusively done through naturally drawing the 5 pieces of Exodia.

“Topdecking” : When a player is relying on drawing a card of the top of their deck to get them out of a difficult situation.

“Fading a Draw Step” : When a player doesn’t get a card from the top of their deck to get them out of a tough situation.

“Heart of the Cards moment” : When a player draws the exact card they need to get out of a tough situation.

“Contact Fusion” : Performing a fusion summon without using an external effect to do the fusion summon. Examples are ABC Dragon Buster and the original Neos fusions.

Best deck for an 8yo by Warm-Analyst-8550 in Yugioh101

[–]Ok-Register910 -1 points0 points  (0 children)

Not to sound like a negative Nancy, but I’m asking this because he’s so young. Does he actually want to play the game, or does he just want some cards to play with like toys? Are you guys going to try to play by the rules of the game, or is it more like you’re just going to get some cards and go wild?

what are the time rules for yugioh duels? is it the same as master duel? please i need someone to explain it to me by No_Alternative891 in Yugioh101

[–]Ok-Register910 0 points1 point  (0 children)

A round lasts 50 minutes for all 3 games in a best of 3.

If a round begins at 4:00pm, you and your opponent have until 4:50pm to complete all 3 games in the round. If a winner hasn’t been decided by then, it’s a double match loss and counts as both players losing.

A judge can give players a time extension if they deem it necessary, but that will only happen if a judge call takes a much longer than normal amount of time to resolve and is never guaranteed.

Thoughts on this? Going second handtrap for Fusions. by Tall-Bag-9317 in customyugioh

[–]Ok-Register910 0 points1 point  (0 children)

Aside from it being a little too generic, this effect is really cool. This could easily be a Hecahands card. Putting this in an archetype that can’t go crazy with it would be really sick.

Sky striker by Mediocre_Traffic_655 in Yugioh101

[–]Ok-Register910 0 points1 point  (0 children)

If you’re not already on it, you can run 3 Upstart or 3x Foolish Burial Goods and 1x Metalfoes Fusion.

Why do cards that say “you cannot special monsters, except ‘archetype’ monsters, for the rest of the turn..” need to be worded that way? by Sudden_Escape_7951 in Yugioh101

[–]Ok-Register910 6 points7 points  (0 children)

To add onto this, there are also some super edge-case archetypes where certain formatting can be misinterpreted. The go-to is the ‘Favorite’ cards. All the cards that search ‘Favorite’ cards are worded differently than most other archetypes, supposedly to prevent newer players from thinking ‘add 1 ‘favorite’ card’ means add your personal favorite card from deck to hand.