Taking scarp iron scarecrow to the next ycs. Follow me on my Socials: Twitter: / lukevonkarma Twitch: / lukevonkarma Discord: / discord #Yugioh #MasterDuel #DuelLive
Man, Danny's duel commentary segments (Duel Live and Sub Replays) are some of my favorite content on the internet. Just peak comfy watching duels with friends vibes.
The charmers portion was really just big numbers + Draw 1 on normal summon. And then the ability to play secret village. And then the ability to play floodgates.
As a Charmer player myself we don't all just play floodgates. I prefer a combo variant that uses Dharc and Lyna as a way to take threats out from under my opponents lol
Charmer is such a gigachad meme deck but it's so depressingly expensive, you'd rather play something else. Even Konami gave the box stats the lowest that basically says "Dude trust me don't open this box it's not worth it". Also that was the most based Sky Striker player I've ever seen in my life
I get that the field is UR but every spell/trap is SR or UR, its maybe the worse expensive pure arquetype in the game because the quickplay, the continous spell and the field are UR, the trap is SR, all the links are SR, and the monsters fucking suck
I try not to play much floodgates in my Charmer deck cuz I want to utilize cards like Zoroa for combo extension and such. I wish there's more direct supports for them like a boss monster, or at least bring in the Light and Dark familiars in their Awakened forms
@@Custarddolphin Before I stopped, I moved over to playing Crusadia Valkyries. Going first you can make VFD and Eq for a negate. Going second, you break the board :)
@@psyonicpanda ah yes I too remember making vfd like a maniac back when him and carrier were legal, good old days x), also never heard of crusadia valk that variant sounds interesting asf
@@Custarddolphin They both want to go second and really the only good Valkyrie cards are Sigrun and Sechste. Your Valkyrie package is just Sigrun+Diviner of the Herald+Sechste. If you get Diviner in the opener, cool, you get an extra extender or a big beater. If you don't, just break their board with Crusadia.
I wish charmers had a payoff, and easier access to comboing tools the best way I've found to play charmers (that isn't a floodgate matchup check) is literally just DPE+Unpossessed turbo any normal summon spellcaster + an earth extender (I use nefarious archfiend eater for LORE but anything that can special itself works- i am now realising marauding captain also works and i like that guy) = nefariouser archfiend, res one of the materials, link into verte, search unpossessed, make DPE it's literally just DPE control with the added "threat" of being able to summon an appropriate, battle immune charmer on the opponent's turn. Since nobody can read or look at the logs, this might snatch steal some shit for you. This also gives you access to monsters that are legally charmers, like Dogmatika Ecclesia for a tiny package to get Fleur in hand, and they can turn on Ichirin (fun fact that card is impossible to read) running familiar possessed (as cool as i think they are) versions of the charmers is a couple of nice normal summons but they're essentially vanillas unless you're committing two monsters for a piercing beater and like... okay? Normal summons that trigger Awakening's draw could just come from like, Snow or something instead.
Everyone has that one floodgate that they hate the most...for most people it's IO or Skill Drain...but for me, it's Secret Village just because it's entirely one-sided. I suppose I hate Rhongo Bongo as much, but still.
the year is 2121 and the earth has become uninhabitable every single scientist spent the past 100 years trying to decipher nirvana high paladin instead of solving climate change simply put the complexity of yugioh has ended the world. But hope still remains two heroes the great great great great great great great great great grandsons of mbt and rj have made a startling discovery, just when yugioh was beginning before synchros before goats before master rule 1 there existed another rule set the yugioh junior rules no tributes no quick plays one spell and one trap per turn. Now using tachyon technology these two must contact there ancestors convince them to play the junior rules and conscript as many of there fellow yugitubers as possible to start a movement to simplify the game that would eventually end the human race This is the Yu-Gi-Oh junior journey
The Spellcaster village effect makes it so that players with spellcasters can use spells and those who don't can't. The Zexal player had no spellcasters, ergo, he couldn't play a spell