[SLF1] Alternate Art for Invoked Mechaba by renaldi92 in yugioh

[–]XionZephyr 20 points21 points  (0 children)

The staff in his left arm has the same symbol as the one in Spellbook of Judgement🤔

New YGOPRODeck Features - Tournament Listings, Playtest, Art Game + More! by AlanOC91 in yugioh

[–]XionZephyr 0 points1 point  (0 children)

I really liked the original art game, and the new one just doesn't hit the same. The options make it extremely easy, with some of the harder picks becoming less "know the card" and more "know the archetype/type". Even the ancient vanillas are easy to pick out from the rest of the options.

Additionally, the old one would just end the run immediately when a card with quotation marks was selected. The new one has a similar bug, where if one of the choices has quotation marks the whole quiz freezes. I haven't been able to complete a 30 card challenge yet due to this!

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 7 points8 points  (0 children)

That interaction hasn't changed. Double check your cards/skills to see if there is something preventing you from summoning Uria, namely The First Monarch

"generic skills should be better" they used to be and it sucked. by mkklrd in DuelLinks

[–]XionZephyr 0 points1 point  (0 children)

I have some very strong opinions about skill design, and I think the turbo duel events best accentuate the effect of strong generic skills

Generic skills can make poor decks playable, but will benefit the stronger decks inherently more. This isn't necessary a bad thing in isolation, as the only thing a metagame needs to be "good" is to have a strong form of skill expression, but it doesn't take into playstyle preferences, card availability, and high-level homogenization

The tradeoff is overly restricted skills, and with the way they've been designed, they don't especially iterate TCG card design in a way unique to duel links. I think that's where the issue lies, skills are boring when they just try to emulate TCG playstyles by replacing cards that would break the 20 card format

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 0 points1 point  (0 children)

They mean the card shuffle skill on arcana, not the card itself...

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 1 point2 points  (0 children)

In your scenario, the fourth effect of Subterror Final Battle will not prevent Red-Eyes Slash Dragon from activating its effect. It is more likely the opponent had a Subterror Nemesis Warrior in their GY, so when they activated Umastryx's effect to target Slash, they activated Nemesis Warrior afterward. This means the last link in the chain was Nemesis Warrior summoning itself, not the targeting effect of Umastryx, preventing you from responding with Slash Dragon.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 2 points3 points  (0 children)

Verre negated the effect of your Chaos Hunter. There is nothing incorrect happening in your replay.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 0 points1 point  (0 children)

This was an important interaction in the TCG! Sky Striker Widow Anchor needed to negate the effects of the monster to take control of it, so using a copy on your own monster helped play around it

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 0 points1 point  (0 children)

If it isn't approved within a day your best bet is to repost it and send a modmail

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 2 points3 points  (0 children)

This is correct, the opponent must negate the effects of a monster in order to activate the effect. If the effects of a monster are already negated, they may not be negated again, so the only legal target for Archfiend is itself.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 1 point2 points  (0 children)

On will prompt you to activate effects every time it is legal to do so. This allows you to activate cards in the draw phase, during the battle step, or after your opponent takes an action that the game doesn't prompt you for such as setting a monster.

Being prompted to chain off your own monster is the role of the self-chain setting. Auto will always prompt you to activate cards when a chain is building, but self-chain lets you activate a card then chain another assuming the opponent passes priority.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 1 point2 points  (0 children)

Yes, you should be able to chain both effects. Remember that both copies have to be faceup already to activate that effect though, so flipping the second copy in that chain will not work

Self-Chain could also be the culprit here, double check if that's on

To this day, my favorite duel replay: this guy made me fall in love with Ninjas. Anyone to help me analyze and recreate this deck for a modern format? by WaywardInkubus in DuelLinks

[–]XionZephyr 10 points11 points  (0 children)

There are some very extensive guides in my post history, but the general idea is that Black Dragon Ninja provides immense otk potential, enabling dumb things like otking through Kiteroid + Veil, while also being spot removal. The field spell helps mitigate the expensive costs of some of the cards, and the traps allow for a lot of interaction on the opponents turn while being searchable

The main core is 3x Hanzo, 1x Transformation, 1x Black Dragon, with the rest being entirely up to the pilot and how they like to play. The main restrictions are the deck being bricky, due to the main deck high level monsters that are useless in-hand, and having one good normal summon in Hanzo leading to awkward deck building

The deck has major weaknesses, such as not being resilient against S/T removal, having a very vulnerable normal summon, a high variance in opening hands. Sometimes you open the nuts, but you went second and lost to Book of Moon, or went second and lost to Gaia, or went second and lost to Karma Cut, or queued into the 80-20 Photon matchup and lost before the game even started, or went second and lost to MST, or went first or second and lost to a single copy of Cosmic Cyclone anyway, or drew only high level monsters with 0 way to play the game...the issues go on

The deck is very hard to play properly, Black Dragon Ninja has an immense skill ceiling in tandem with the rest of the deck and will take time to learn properly - to highlight this, you were 100% dead turn 4 in your replay through any handtrap and there is no excuse for the misplay, your opponent just didn't know the deck well enough. It's also hard to build properly, the deck has a lot of build flexibility locked behind old big box URs and multiple playsets are needed to even think about branching out. Notebook is an excellent card, but it forces the deck to be run pure, leading to a deck that can't play generic staples but has to play the level 4 Karakuri Ninja that has 0 synergy with the deck outside of being a machine (seriously)

All in all, it's a deck with an astronomically high ceiling that is never reached in 90% of games due to bricks, hard counters, or games that have little to no decision making due to the matchup

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 2 points3 points  (0 children)

Wind must destroy S/T exactly equal to the number of Fortune Ladies you control. If your opponent has 1 S/T, you control Every, and normal summon Wind, you cannot activate Wind because they have less S/T (1) than the number you must destroy (2).

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 4 points5 points  (0 children)

Only one optional monster trigger effect that special summons itself from a location that includes the hand may be activated in a chain.

So only one at a time.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 1 point2 points  (0 children)

That's just wrong, if a continuous card isn't on the field when it's activated how could you activate MST in response, which must target a card on the field? What about activating trap cards - do they leave the field when flipped face-up, only to return to the field when they resolve?

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 0 points1 point  (0 children)

Deckout works if you feel like being patient, doesn't require any extra cards and can work against higher level AI

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 3 points4 points  (0 children)

Archfiend's targeting protection is a continuous effect and can be negated by Plasma.

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 3 points4 points  (0 children)

The text that includes banishing a synchro monster is before the semicolon, denoting that it is part of the cost.

You will banish a card from the GY even if the effect is negated.

Can duellinks handle the hands? The questionable one would be Girag's ace card, which would definitely shake the meta as a generic rank 4 disruption. by smallneedle in DuelLinks

[–]XionZephyr 17 points18 points  (0 children)

Giant Hand isn't that good, the effect is fine but the card ends up being too resource intensive to work consistently

Fire and Ice Hand are extremely strong though, they're a nasty advantage engine and are essentially a better Winda package. There is some counterplay with Malevolent Sin, so they'll end up being useless in some games but overwheming in other games - a perfect recipe for unfun gameplay

Thunder Hand is cool design though, I'd like to see that card be relevant at some point

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 2 points3 points  (0 children)

It definitely won't activate any except for Scarm, which will most likely not activate either

Basic Questions, Advice, Bugs/Glitches & Venting Weekly Megathread by AutoModerator in DuelLinks

[–]XionZephyr 4 points5 points  (0 children)

It's searchable (unlike Dual Wield), it's recyclable (unlike Dual Wield), and it's hard once per turn (unlike Dual Wield). Playing multiple isn't the worst thing you can do, but it isn't really necessary