dude seriously, the community needed someone like you, to make easy to understand, well paced and well edited guides with visual information on the screen. yu gi oh isnt an easy game to learn and you are making it easier on everyone. thank you!
Great guide. I am basically a Twins main these days in MD and this guide was very well done. Two things to mention though. 1: Accesscode, is VERY optional in this deck. Because of fiend locking it can limit comboing into it. It can still be done and is still a strong option to have though. But for those just starting out and wanting to make this deck it is something that can be sidelined till later. Or if you want to run something Else in the extra deck it is one of the ones that can be removed. 2: Another optional hand trap that, while not popular to run, has increased in strength lately is Droll & Lock Bird. It is an SR and while not as strong as Ash Blossom overall will completely shut down Floowandereeze and screw with, if not shut down, most other combo decks. It isn't required and there are other, better cards. But it is still a decent option that I find often gets overlooked. In any case, Twins is a great deck that is a lot of fun to play. Its not a one note type of thing, but rather a very flexible deck that can respond to a lot of situations. It is easy to learn but benefits and gets stronger the more you know about the game and can predict your opponents moves based on the deck they are playing. It is a deck that I can happily recommend to anyone and for those of you who are considering giving this deck a try, go for it.
Such an amazing in-depth guide. I found this channel while looking for Skystriker gameplay, but seeing you playing this deck made me use all my resource to build it (totally worthed it). I still missing a lot of handtraps, so for now I'm using the Live/Evil Twin Unchained version.
Recently picked up this archetype in tandem with the Labrynth engine, ended up with really good results in Duelist Cup despite only having a day to play! The Fiend tag does a lot in tandem with Lovely Labrynth’s ability to resummon Fiends from Hand/GY off a trap, plus all the control you have to prevent your opponent from keeping much in the way of plays.
I'd also seen the dragonmaid guide, and.. wow.. I am consistently impressed by your thoroughness. You really fill a niche almost no one else does, providing the closest thing we have to "primers."
Hey thx so much for this guide. It's frustrating for new players to try and look up guides and those guides simply being "combos" you have to memorize who don't actually teach you how to play the game. appreciate it
Thank you very much. Cery informative. I have this deck but can't utilise other extra deck monsters except evil twins. Now i larn alot from you. Really great job!
I never even knew about 2x Twins -> Centeura -> Downerd -> Zeus. Thats MASSIVELY helpful against anti-graveyard floodgates... Thanks for the great guide!!
I got 10 of these secret packs yesterday because I was looking for some of the link monsters (idr what they were but I'm pretty sure I got them btw) and I ended up pulling 3 sunnys; so now I basically have to build this deck. Thanks for the help!
Nooo, I remember now. I was trying to finish the adventure pack and I didn't pull a single one but I got the 3 trouble sunny. I had to opt to craft the other enchantress and the other guy
I only have Veilers, Ash, and Imperm as handtraps, so I use Storming Mirror Force for desperate measure Mirror Forces Trap often works wonder in Platinum, not sure in Diamond, tho
AM i the only one who plays this deck with a trap heavy line up? like seriously, i still run hand traps but i leave room to run all of the solemn traps, solemn strike and judgement helps this deck a lot, and dimension barrier instantly wins vs almost every deck, which is majority of despia and sword soul on ladder
Got to find a way to combine this with despia I usually beat evil twin pretty easily but can see what they can do when the match extends and them being light and dark it would be nice to use them to cover up some of the despia deficiencies
ive always wondered how Fire Prison would work out as a tech card in this deck. theoretically if you end with Trouble Sunny, the opponent wouldn't be able to attack or link summon.
Hi I started playing master duel like Jan 2022 and I took a break in like July and now I came back and heard the news that my main deck prank kids got nerf I mean it's not nerf they only nerf the heart and soul of the combo prank kids meow meow mu and ye I'm looking for a new deck to main and yes I heard that the live/evil twin deck has a boss monster card now the trouble sunny so ye I'm gonna main this deck now and I think im gonna have a lot of fun because it's a WAIFU DECK 😉 sighs* goodbye prank kids I wish I didn't take a break and enjoy you to the very last moment GOODBYE 😭😭😭That's my main deck that carried me to Platinum lol and I remember I destroy all of my opponents except the toxic trickstar and herald deck I hate those 😡
Now that cross out is going to be limited, will you update the deck list? Or can you tell us what we can replace it with? Also, I really liked the video, helped me a lot.
Personally, im considering replacing it with either 2 copies of Triple Tactics Talent, or Droll & Lock Bird. Triple Tactics is a super fun card to run but Droll would probably be better since it can stop Maxx C.
I was looking for an updated deck and found this one again, I'm already using it tho I did changed it a bit but hey don't you wanna update it since crossout is now limited to 1?
What aare you thoughts about including small world, playing a smaller starter package and alternating between starters and handtraps; Also including Triple Talent Tactics ;
Im really sick of all these hand traps that literally everybody has to play to have any chance to win and that they render most other trap/spellcards useless. Effect monsters have become way too powerful both in effects aswell as atk and way too easy to summon without any downsides. There used to be balancing rules, like if a monster had a really strong effect it would have low Atk for its summening cost like Jinzo for example or could not attack during the turn its used its effect like the alt blue eyes white dragon. Now thats all gone and you just can lose duels in under 5 turns because your opponent summons 50 op monsters in one turn unless you use one of this mandatory handtrap cards. Also if you dont have those its super boring having to sit there for not exaggerated 6+ minutes waiting for a korean tryhand to finish chain summoning his broken meta cards because he gets added golden turn time for each summon to his timer for some reason only for you to be unable to do anything because you are using an older deck that isnt able to stop that without non archetype hand traps. A duel should be two decks trading blows with each other like in good old gen 1 times, not both players having to dodge everything until one gets oneshotted. And god beware if you tought this was a trading card game and made your own deck instead of playing a premade archetype deck, you will get destroyed in the second turn against most of those modern decks.
Why is this game so horrible about your deconstruction and creation of cards? Why can't I get 30 of stuff for deconstruction so I can get 1 card in exchange? That's just annoying, i can't even get a lot of Maxx C or others...