Predominantly Yu-gi-oh! focus, this channel produces videos on card game design and analysis. Email: TCGTheory@gmail.com Twitter: @TCGTheory Minds: www.minds.com/tcgtheory
It's unfair how little support Earth attribute gets considering how much the other attributes, especially Dark attribute gets by comparison. Most of Earth's good support is accidental (Naturia Synchros & Goyo) or is shared with other Attributes (Link charmers, Generic Attribute Link, Dragon Rulers). The only exception to this is the entire Vernusylph Archetype but they come with the drawbacks of pitching for cost and locking you into Earth.
Some pure lifegain cards in MtG have found competitive success even without other benefits, usually as a sideboard option to put into your deck when you play against aggro or burn decks. There's more pure lifegain in Premodern (the format with cards from before 2003 VIII Edition) and Pauper (commons only) formats because they sometimes lack efficient options that give both lifegain and other bonuses like card advantage. I'd like to elaborate on a few. Dragon's Claw: An 2-cost artifact that gains 1 life whenever ANY player casts a red spell. It's used in sideboards of Blue-Red aggro decks against burn and mirrors. The artifact type triggers buffs on their creatures, it's cheap and repeatable. Gnaw to the Bone: 3-cost sorcery that gains 1 life for each creature card in your graveyard and it can also be played again from graveyard. It's used in Pauper Dredge decks that already like when their graveyard is full of creatures and Gnaw's flashback ability means it's still available if you mill it. Weather the Storm: a 2-cost instant that gains 3 life for each spell cast this turn. It's used as an answer to Storm combo decks which tend to win with cards that deal damage for each spell cast this turn. It effectively nullify Storm decks' win conditions. Life Goes On: 1-mana instant that gains 4 life or gains 8 life if a creature died this turn. 8 life for 1 mana seems to be good enough to be playable in certain metagames. Feed the Clan: 2-mana instant that gains 5 life or gains 10 life if you control a 4+ power creature. Similarly 2 mana for 10 life was good enough to be played in Standard format sideboards but it has been replaced by Life Goes On. Nourishing Shoal: An X+2 cost instant that gains X life... but it also allows you to exile a X-cost green card from your hand instead of paying the mana. It's used in combo Grishoalbrand decks when it's used together with Griselbrand, a demon that lets you pay 7 life to draw 7 cards. The decks usually exile 14-cost Autochton Wurm or 7-cost Allosaurus Rider or 7-cost Chancellor of the Tangle allowing for two or one extra activation of the demon. Some of these decks also use Life Goes On because the usual way to cheat Griselbrand into play is to sacrifice a creature. But in those decks it's less 8 life for 1 mana and more of 7 cards and 1 life for one mana.
Thank you for making videos about different attributes I've been wanting to build different attribute type decks just to do it but thank you for making these videos 😁
I didn't at all expect these streams to continue. A very pleasant surprise. :) As often mentioned these are perfect to fall asleep to and I love the way they put a spotlight on the evolving card pool and the design decisions of the time. Very unique content and I appreciate the time investment. Hope you get to cover at least the whole card pool of goat format. Also of course the longer this series goes on the more of obscure pack filler will be uncovered.
Tour of Doom definitely has some synergy with the monsters that negate special summoning, imagine locking your opponent out of summoning anything at all
1:45:34 just for lols I made a deck trying to XYZ summon Cyber Dragon Infinity using just UFORoid, and my strat to get three out was summoning the roid, lowering its attack with shooting star bow ceal and machine duplication or Inferno Reckless Summon and hard overlaying for Infinity just to style on people lmao. It wasn't good, but I got some laughs out of it
I would have put New versions from Avian to Bubbleman with powers linked to their magic and traps, which can replace fusions They are missing Avian and Clayman, Sparkman Burstinatrix, Sparkman Wildheart, Sparkman Bubbleman, Wildheart Burstinatrix ,Shadow Necro and Bladedge I also have an extra idea Like Neos Sol Neos from Hummingbird Beetle and Lunar Neos Dolphin Musk They should make cards that turn Hero monsters into Neo Spacers to get it done first
I see priest as Orzhov. They have a lot of shadow magic and resurrection effects. They also have a strong deathrattle archetype. I see warrior more in line with Mardu. They play fair, have a strict code of honor, and can play fast or slow.
Technically, it’s said that Jaden could use the fusion monsters Astro used when he fighted against Zane, so it could go to the possible extra deck cards
Recurral Nightmare feels like it can be broken anytime konami makes a false move (like making a dark archetype of only 0 def DARK monsters.), Maybe it's gonna allow some sort of FTK at some point who knows. I could easily see a dark deck just running allures, beggining of the end and recurring nightmares if it ever happens lol.
As a kid I always assumed there weren't actually Fusion Cards in the anime. Like... the game just kind of fused shit and you got what you got (don't ask me how it works outside of the holograms, because I don't even think the creators of the anime know), and that's how we got that Mammoth Graveyard / Blue Eyes fusion. So Jaiden doesn't have an extra deck, he just has the Heroes and the Poly.
and also you forgot to mention about Jaden "RUSH" extra deck monsters which Konami make a whole new elemental hero/neos spacian fusion monster for Rush Duel such as *Elemental HERO Burst Wingman* (Featherman + Burst Lady), *Elemental HERO Heat Neos* (Flare Scarah + Neos) and/or *Elemental HERO Pulse Neos* (Aqua Dolphin + Neos)