@@shortbread9518 Well, the huge difference is that Isolde greatly helps Noble Knights to a point that Isolde is required unless you want to play only generic Links in NK, making it harder on yourself than necessary.
Almost a year after making this video and only now I realize I said Rudra gains 1700 ATK instead of 700. Mind you, the card would still be shit if it was 1700, but just thought I'd point that out.
Found out how to make it better: - Flip effect screwing to screwing with simply set cards. Rather, their effects would be similar to how Night Beam works - If you keep the Light effects, then there should be a field spell that gives 200-300 atk to all "Ally" monsters and turns all of your opponent's monsters in their hand, field, graveyard, AND DECK into Light monsters. Screws with searching unless it's a Light archetype anyway, and even then it would be screwed against the later changes: Card Changes: - Combine Core Destroyer with Unknown Crusher, and give it 400 more atk. - Searcher should be Stratos's effect, choosing to search for an "Ally" or Destroy a set card your opponent controls on normal or special summon. - Cyclone Creator now returns set cards to the hand equal to the number of "Ally" monsters on your side of the field. - Garadholg would if at all be 1900 atk and gain 600 atk when attacking a Light Monster - Thousand Arms would say Light or facedown monsters and negate the effects of destroyed cards until the end phase. Also, think it would be better as a Rank 4 xyz monster with 2400atk/2000def (may love Bujins a bit too much) - Omni Weapon should have -1 level and be 1800atk/900def or be able to be special summoned while your opponent controls a Light monster - Cosmic Gateway should be a level 4 tuner, and only be if they control a light monster rather than 2 monsters. Stat decrease to 1400/1800 - Thunder Armor should become a level 8 synchro with Piercing, effect negation on attack targets, and is unaffected by previously set cards (flip effects and traps, with a side of Anti-Spell fragrance) - Unlimited should be a level 1 Tuner that discards from your hand to negate the effect of a previously set card (maybe only if you control an "Ally" monster. Also synergizes well with Catastor. - Catastor is definitely fine - Light Gazer is buffed by the field spell, but should also reveal all set cards your opponent controls while they control a Light monster. - Field Marshal should be a level 8 that requires an "Ally" Tuner and 1 or more non-tuner monsters. Its effect should also negate the activation of effects of monsters it targets for attacks. The other cards were fine or redundant (pretty obvious which were which). Tried to do my best to refine the mechanics into having more comeback potential and boss cards. I'm more proud of what I said to do to the Genex monsters because I built way more synergy in them, but these at least works towards a common goal. I think if there were to have spell and trap support they already have Terraforming and Night Beam, but I have a couple ideas: Ally Recruitment - Quickplay Spell: If your opponent controls a Light monster you can add an "Ally" monster from your deck to the hand. If they control 2 or more Light monsters you can then Special Summon it. Flashbang! - Quickplay Spell: All your opponent's monsters are treated as Light monsters until the end of your turn. Draw 1 card. You cannot normal or special summon any monsters the turn you activate this card except "Ally" monsters. Quickplay Spell synergizes with Anti-Spell Fragrance nicely, and these spells are meant to make playing to the requirements of Ally of Justice while not wrecking consistency by having them in the deck. Flashbang, in particular, is a little cloggy but lets you draw a card. The negative is meant to be played around, giving players unexpected scenarios to mess with your opponent. You can also use the card to fake that you might have a couple other cards. Light Mirror - Continous Trap: All Light monsters your opponent controls become 0 atk until the end phase. You can destroy this card to make all your opponent's monsters Light until the end phase (this is a quick effect). Meant to work on Flashbang but not on itself. If it was used on itself, it would miss the timing and the opponent would know not to attack. Would like to know your thoughts. I'm working on archetypes in a game I'm making and have been using this as a way to inspire ideas.
Fun fact: In the anime, this archetype had a good consistency booster in the card Ally of Justice Tractor. It's a Level 1 monster 0 atk and def with an effect where if the opponent controls a light monster, you can tribute it to add 2 Ally of Justice cards from your deck to your hand.
yeah because spending a normal summon on a searcher which is only possible when your opponent controls a very specific attribute monster is consistency boosting. dipshit.
I actually came back from the brink (200 LP) with Decisive Armor in Duel Links. I summoned him against a Blue-eyes player using Evilswarm Mandragora special, Junk Anchor, and Junk Servant all to an empty field to bring him out, with one card remaining in hand. I then discarded said card to activate his 3rd effect and discard 2 of my opponent's 3 cards in hand: BEWD and Dragon Spirit of White to deal 5500 LP and pull a complete reversal OTK. It was awesome...but that was the only time I ever summoned him where it mattered.
Actually, the biggest middle finger for Ally of Justice is the Lost Sanctuary Structure Deck with a few copies of Shadow-Imprisoning Mirror tossed in. Shuts them down completely, also handy for dealing with those pesky Darkworld/Danger! hybrid decks since that trap is basically a fusion of Skill Drain and Soul Drain without the cost but it only works on Dark monsters.
+FudgieDoesGames All of the english power rangers titles are made by this old israeli business man who originally bought rights from sentai force to make mighty morphin power rangers using their combat scene clips lol. His company then partnered with the japanese ones to make future seasons filmed in a way where it's even easier to just film stories completely unrelated to the fighting and weave it in.
You know the best part about Ally of Justice, though? Like, the absolute most hilarious part? The thing that makes their entire archetype even worse that almost no one notices? They *can't summon their best monster if played normally.* I think we can all agree that Catastor is the most consistently good part of the Archetype, yeah? It's nothing nowadays but it was big in the Synchro era and even early in the XYZ era, because it's basically generic. But Allies of Justice... shouldn't be able to make it if they're using their cards as intended. Their lowest level Tuner is Level 3, and their only Level 2 is Unlimiter, which you're meant to be using to sacrifice for its own effect. And Catastor is a Level 5.
Ya its literally just for lore reasons. The X-Sabers, Flamvell, Ice Barrier, and Mist Valley tribes all got together and made the Ally of Justice machines to help them fight the invading Worms
@Trey Gunnar ok first of all no one cares, second of all everyone knows this is just an advertisement, and third of all, if this was real, it would be illegal and also a shitty thing to do
"Staple in Ally of Justice decks" - What, it exist? Also, Unknown Crusher and how it's seemingly related to Yugi's Mammoth can be a reference to how Yugi used it to cripple Blue-Eyes Ultimate Dragon lol.
Since Catastor is a generic Ally of Justice, it can be played in a Flamvell/Laval/Fire King/etc. Rekindling Synchro Deck alongside Flamvell Magician, and Magician can gain the 400 ATK from its effect without ever actually running an Ally of Justice Deck! :)
wait... decisive armor is lvl 10 generic... nordic alfar (lvl 2) can synchro with 2 nordics in hand to make this!!! They have a decent boss monster now!
The funniest ones are the ones that are literally just a different monster but worse and also an Ally of Justice. Garadholg, for instance, is basically a Mechanicalchaser with 50 less ATK, even against other Light monsters. But hey, it's clearly worth it! Look at all the great support being an Ally gives you! All... three cards. And even better, Allies of Justice actually kinda suck at fighting Worms. They try their best, but King Nebula flattens everything bar their best Synchros and Quarantine (and even then, Worms have plenty of cards that can get over Quarantine). Most of the Allies's cards are based around killing Worms that are already in DEF, but most smart Worm Duelists pack cards that can flip their Worms up. The best chance the Allies have is to bring out Decisive Armor somehow, and with their speed... it's not happening.
@@TrueHavoc13 CAn you give a discord and explain me how.For real.I have been playing yu gi oh since 2010 I always wondered how those machine guys are actually a thing
Garadholg and Rudra always confused the hell out of me. Konami, did you forget that you already released stuff such as Gemini Elf way back, which is more anti-LIGHT than Garadholg is? At least Rudra becomes 2600, but still: Frostosaurus, anyone?
I remember Allies of Justice as Catastor, Cycle Reader, and Core destroyer for their design. but every time I see their other cards, I'm reminded how it seems after making a few actual new artworks Konami must have went: "Eh, paying artists is for wimps. Let's look at what art we have stored up. Use that shit instead."
The art somehow manages to range from "amazing, some of the coolest Yu-Gi-Oh designs ever" (Castator, Core Destroyer) to "some of the worst Yu-Gi-Oh art of all time." It's so weird.
Idk who's watching this in 2021 (it popped up in my recommended so I decided to rewatch it) but I love how when we get lore related archetypes now, we get stuff like dogmatika and tri brigade
lvl5Vaporeon no, i not bashing, or at least i'm not trying to. it's just when i put the words together in my head at first, and the image formed in my head, it just kind of froze for a bit
Its actually funny that of all Duel Terminal archetypes, Ally of Justice were used in the 5Ds anime and even got an anime exclusive monster called Ally of Justice Tractor which was a level 1 Dark Machine with 0 ATK and 0 DEF that tributes itself if the opponent controls a Light monster to add 2 AoJs from Deck to hand. The fact that AoJ got support like that makes me wonder what the deck would have been like if it were among their support. ofc, probably they would have had to change up the effect to maybe a search 1 AoJ but even then, it at least gives fucking Searcher a run for its money.
If they ever decided to make support, they should make it not support Ally of Justice, but Allies, so Genex Allies get some synergy with them. Also because LOOOOOOOOOOOOOOREEEEEEEEEEEEEE
A field spell like: All non "Ally of Justice" monster (s) on the field and hand are treated as Ligth atribute. Once per turn you can normal summon a Ally of Justice from your hand ignoring its summon conditions. BOOM archtype almost fixed
@@Eric-py8yy Okay so knowing how crappy this archetype is now: I’m almost inclined to say you’re right: two things. One: second part is insane. Needs some kind of cost, or some reworking. Even for AoJ, that’s too good. Two: make it generic Ally support so it works with Genex Ally monsters, not just AoJ.
@@rjlarson6744 ok ok your points are valid, This card is treated as a Ally of Justice and a Genex card " Activate this card by discarding 1 "Ally of Justice" monster from your hand to graveyard. All non Ally Of Justice and Genex monster(s) on the field and hand are treated as Ligth monsters. Once per turn you can special summon a Ally of Justice or Genex monster from your hand ignoring its summon conditions. You can only use each effect of Council Of Justice Genexia once per
It's hilarious that Branded-Despia and all their lore associated tools like Dogmatica and Bystials is a better "Anti-Light, Anti-Extra Deck" than Ally's of Justice and Mekklords put tougher.
To be fair to Loreman, a lot of early level 4 tuners had drawbacks. The fact that you could just turn it and another level 4 into Stardust Dragon or something was actually sort of relevant, especially if you summoned both off Rekindling.
Yeah, and Don Zaloog was a staple back in 2002. Just because a card was good back when we were bashing rocks together and painting Mammoth Graveyards on walls doesn't free it from all ridicule.
@@awkwardcultism Just saying that there's a whole bunch of otherwise terrible cards that successfully saw play just because they were tuners with the right set of other traits and that Loreman was positioned to be one of them thanks to an especially overpowered Flamvell-related card.
"well, maybe someone out there won by top decking Cosmic Gateway... maybe..." - Rata Actually, while he didn't top deck, I saw TheDuelLogs win a match against a Lightsworn player via Cosmic Gateway XD enemy had really low hp, summons Judgement Dragon and one of the lightsworns (the one with 1850 ATK and draws you extra cards dependent on the # of lightsworns you mill). He then plays Cosmic Gateway and runs over that smaller Lightsworn for game! See? Cosmic Gateway is Tier 0 comeback card! Bump that grade up to green!!
I used Decisive Armor in the WCT2010 video game as a way to get around all the decks that use Honest... accidentally FTK'd a Blue-Eyes player with its effect.
I remember running Decisive Armor in my old ass zombie deck and I'd summon it against lightsworn and discard all their shit lol Zombie Master revives Zombie Master which then revives Plaguespreader, of course you can use Book of Life/Mezuki and Plague's own effect to cut down the card costs but that was basically how I got to summon that thing...
I don't belive you didn't see this. This deck is obviusly meant to be used in conjuction with Arcana force. You hope your opponents opens up with a light monster, then summon Chariot, get his tails effect, and BAM! You can summon Gateway just like that!
Fun fact: The in lore reason that these monsters have almost no synergy with each other, is that the tribes who built them (Ice Barrier, Mist Valley, X-Saber, and Flamvell) apparently couldn't agree on what they wanted the Ally of Justice to be like.
"if a face up LIGHT attribute monster is face up on the field destroy this card" This effect becomes really good if you have Desperado BD in your hand xD
I did not expect a katawa shoujo reference in my yugioh but I'll take it, they are rare enough as is. For those who haven't played it give it a shot really great introduction to VNS
Yeah, that's one of my favourite things about rewatching rata videos is finding random references I didn't catch before, either cus I didn't pay attention or cus I didn't know the source material yet like with KS
Since I hate good artwork being screwed over by konami, I redesigned most of their cards focusing on killing "Set cards". The main deck monsters still keep the LIGHT hate effects, but somewhat buffed: -All main deck monsters are lvl 3, except for the main tuner Cycle Reader, which is a level 2. -Gazer is now lvl 7, Marshall is still 9 and Decisive is now 11. Cyclone Creator is no longer a tuner. -The way I planned the archetype is so you can synchro climb from Catastor to Decisive, so you start with Catastor, climb for Gazer, then Marshall, and finally Decisive. AoJ Quarantine: 3☆ 2000/0 Neither player can Special Summon LIGHT monsters. During either player's turn: You can discard this card, then target 1 "Ally of Justice" monster on the field; it gains 2000 ATK until the end of this turn. Pretty good against LIGHT decks since it stops any sort of Special Summoning. Otherwise it's always an amazing hand trap. AoJ Nullfier: 3☆ 1800/0 Effects of non-DARK monsters that battled this card are negated. During the turn this card was Normal Summoned, you can Normal Summon 1 "Ally of Justice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Can stop floaters and effects in general, even if it suicides into a monster, which is nice. The extra normal summon allow you to kickstart your plays in combination with Cyclone Creator and Cycle Reader. AoJ Searcher: 3☆ 1600/1200 If this card is Summoned: You can add 1 "Ally of Justice" monster from your Deck to your hand, except "AoJ Searcher". Simple search effect that goes nice with either Nullfier, which you can follow with a rank 3 play after searching, or with Cyclone Creator, which you can use to summon this guy. AoJ Cyclone Creator: 3☆ 1400/1200 Once per turn, you can discard 1 card from your hand to return Spell/Trap Cards from the field to the hand equal to the number of face-up "Ally of Justice" monsters on the field. You can Tribute this card to Special Summon 1 "Ally of Justice" monster from your Deck or GY. The return backrow effect got buffed, so you can now return some more crap and don't forget you can return your own cards... So you could return a dead Fiendish Chain, Safe Zone, or whatever. It's mainly here to get rid of annoying cards before your main monster can step in. The tribute effect speed up the deck SOOO much . AoJ Core Destroyer: 3☆ 1200/200 If this card battles a LIGHT monster, destroy that monster at the start of the Damage Step. When this card is Normal Summoned: You can send 1 "Ally of Justice" monster from your Deck to the Graveyard. Once per turn: You can target 2 "Ally of Justice" monsters in your Graveyard; shuffle both those targets into the Deck, then draw 1 card. A 1 card synchro in combination with Cycle Reader. Still destroys LIGHTs it battles. AoJ Cycle Reader: 2☆ 1000/1000 During either player's turn: You can discard this card to the Graveyard, then target up to 2 LIGHT monsters in your opponent's Graveyard; banish those targets. If you control an "Ally of Justice" monster you can Special Summon this card from your GY. You can only use this effect of AoJ Cycle Reader once per turn. This guy is what makes the deck access the synchros. Combo it with Nullfier and you can go for a level 7 play right away (Normal Nullfier, extra Normal Cyclone Creator/this, synchro for Catastor, use this cards's second eff to revive itself, synchro for Light Gazer). It even makes Iron Call a good choice, since you end-up saving this card's effect and so you can synchro climb for Field Marshall by simply having Nullfier, Cyclone/Reader and Iron Call in hand. If you look at how good I made Marshall you'll understand why a 3 card combo like this is worth it. AoJ Light Gazer 7☆ 2400/2000 1 "Ally of Justice" Tuner + 1 or more non-Tuner monsters Monsters your opponent controls cannot change their Battle Position. Once per turn, during either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position. Locks monsters into face-down so you can e-rekt them. Places monsters facedown by itself. Need anything else? Still keeps the Worm hate theme going while being much more relevant in the current game, a better Invoked Raidjin I'd say (even though it's harder to summon). AoJ Field Marshall 9☆ 3200/2600 1 "Ally of Justice" Tuner + 1 or more non-Tuner Synchro monsters This card can attack all monsters your opponent controls once each. Once during either player's turn: You can target 1 Set card on the field; banish that target. If this card attacks a face-down Defense Position monster, you can banish that monster immediately with this card's effect without flipping it face-up or applying damage calculation. Fuck yeah talk about Worm hating! It's decently hard to summon if you don't use the 3 cards combo I mentioned above, it's archetype specific just to prevent it being summoned in other archetypes and also I had to take out the 2 non-Tuners requirement somehow (and also to keep trishula as the best generic lvl 9). Summon it against a backrow-clear field and your opponent will have to set at least 2 backrows to try and kill this (or they can just set solemn strike LUL) because you'll banish their set stuff before they end their turn. Yeah it has no inherent protection, but it has no special summon restriction now, so have fun with revival cards (WHICH YOU SHOULD RUN CONSIDERING SEARCHER IS A STRATOS), still really disruptive and a true force to be reckoned with. AoJ Decisive Armor 11☆ 4000/4000 1 "Ally of Justice" Tuner + 1 or more non-Tuner Synchro monsters During either player's turn, when a Spell/Trap Card or Monster effect that targets this card is activated: Negate the activation, and if you do, destroy it. If an "Ally of Justice" monster you control attacks a Defense Position monster, inflict double piercing battle damage to your opponent. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. This card can attack twice during the same Battle Phase. Ok so I wanted to take the "Decisive" pretty serious. Yeah it no longer does the awesome OTKs by discard all your opponent's lightsworn crap, but nowadays you won't really get a chance to summon this against lightsworns and if you do they'll have Fairy Tail Snow to fuck it over... SOOOOO I made this card an (almost) unstopabble OTK enabler. So far I've coded most of these cards for personal use on YGOPro, and keep in mind I designed them in a ways to work in link format without you having to use links (synchro climb is awesome). If anyone is still here and not sleeping, I'd gladly share the scripts once I'm done with all of them. Also keep in mind I'm shit at scripting, so the more complicated cards like the last ones could end up not having 1 or 2 effects I wrote down here, simply cause they probably didn't work in the YGOPro client and it's very slow to get help from anyone at the YGOPro forums for me to bother posting there.
Here is my pitch: Ally of Justice Swarmer Lvl 2 Tuner If your opponent controls a light monster, you can special summon this card from your hand. During the main phase 1 of your turn, if you control a dark monster, you can special summon this card from your graveyard. You can only activate each effect of "Ally of Justice Swarmer" once per turn.
it's obivous how they can be improved, 1.make their effects counter non-dark type monsters just like caustor does 2. make their card effects powerful but not too powerful(example:If their is a non-dark type monster on the field, discard this card and draw 2 cards)( when this card attacks a face-down monster, flip effects are negated and this card does damage equal half the difference between it's attack and the other monster's defense) 3. Give them trap/spell support 4. New synchros, new tuners, new effect monsters etc
To say something positive about Garadholg... It might've seen play if it was released during Legend of Blue-Eyes days... providing that your opponent wasn't sporting 3 La Jinn's.
"Cards that counter specific things like types and attributes will inevitably become irrelevant" *Bystials being the most broken cards ever printed, sitting in the corner:*
But the thing is: Light and Dark are the most prominent cards plus Bystials has an archetype to fall off that doesn't suck plus they're generic enough, AOJ have Zero synergy and the only good card stopped being good years ago
@@Eric6761 I'm not defending AOJ, I'm just saying that cards designed to counter something like Light or Dark monsters will never become irrelevant, as long as the game still exists. AOJ are bad because of other factors, not because "countering light monsters is irrelevant"
+Dragoniiii12 None of those are truly worthless Toons are playable now with new support Cyberdarks have 5 cards so it's not enough for a video Reptillianes, Steelswarms, and Jurracs can all make some decent plays and were played a bit back then
...Have you actually played Toons? The deck got a major boost and it's still majorly unplayable. I would know, I've both tested the deck and gone up against it multiple times. I also used to mess around with Steelswarms back in the day when I was looking for something non-meta to play. Steelswarms are too slow and reliant on their own archetype, and usually can't gather enough tribute fodder to make their archetype worthwhile. They were/are basically a worse version of Monarchs (even before Monarchs got their new support).
+Dragoniiii12 I actually wanted to do Steelswarms before Worms, but after playtesting them a bit with the Monarch engine, I'd dare to call them playable. Sure they're not gonna do much, but after actually managing to give a Monarch player a hard time with them, I feel like they might not deserve a spot here. ...although, this is strictly speaking with a Monarch tribute engine. Without that, they're much, much slower and harder to do anything with. I'll see about it yet still.
+Dragoniiii12 if they made a spell card that allowed toons to attack the turn they were summoned they would be viable and toon players would shut up. But nope. More 5+ toons you will never summon and have the same effects as their original and more s/t cards that have nothing to do with the deck.
4:41 I agree that bouncing backrow isn't the best option, but bouncing known traps and forcing your opponent to re-place them, or bouncing your opponent's backrow to open up a one-turn, high-damage attack opportunity is occasionally worth it. I've OTK'd opponents within four turns with this strategy before using a Batteryman deck.
I remember I added catastor to my extra deck with superheavy samurais on ygopro and with how good catastor is I thought "hey these allies of justice sound awesome, I want to make a deck with that". It took me a total of one duel to delete the deck
Disappointing that we never got Ally of Justice Tractor so that they had a genuine searcher. Ally of justice really is an archetype where they could give them a card which summons any member of the archetype directly from deck then search any card from the deck and it wouldn’t solve any of their issues.
I was today years old when I realized Enemy Catcher looks like that because it's disguised as Worm Tentacles.... LOOOOOOOOOOOOOOOORRRRREEEEDDEEWIWJFGNBMN!!!!
Enemy catcher has a use. It's an occasional one but it works. Normal summon him to steal a set flamvell guard, flip it and with and level 6 and a level 1 you can synchro summon black rose dragon. Nuke the field and then lose the duel since you just wasted your turn while going at least minus 2 to summon one of the easiest synchros to summon. Truly a tier 1 card.
I'd like to say that while your points are great and you definitely know your meta etc, the main draw as you mentioned for this deck was to combat the rise of light based decks. Now you and me both know which are the two most powerful attributes outside of divine, yes light and dark. It's actually true they could be less relevant now and I think you articulated it well, but these guys can still be awful to light based decks still well done for the content and good luck with your channel and making a unique series, wish we had more people doing that :)
16:50 "Maybe there is someone out there who won by top decking Cosmic Gateway... Maybe" Me, who top decked Cosmic Gateway with a Controller in hand, therefore summoning a Star Eater and power throughing a Wall of Dis and Drowning Mirror: *THATS ME*
Funny thing, Superheavy Samurai actually _do_ have a backrow card: Rise to Full Height. It's worthless and there's no reason to run it ever when Soulbuster Gauntlet is a thing, but it's funny to think that the archetype built around having no spells or traps in the graveyard actually has a trap card.
I argue that lore is actually pretty a pretty valid point to base your archetypes effects around and there are quite few archetypes who do it. Not every card needs to be meta relevant to be fun, although I'm not arguing the place of Ally of Justice in this series.
Ally of justice field marshal was a great card in casual play 2900 Attack and it forced ur opponent to play everything in attack or youde draw a card, and if u couldn't get over 2900 , ripp
They need a field spell that changes all opponents monsters in hand, graveyard, and field to light. As well as buffing their attack points maybe and definitely needs the ability to search the deck. Like whenever your opponent summons a light monster, you can add one ally of justice or genex ally monster from your deck to your hand. they also need new monsters. Maybe the new gimmick could be the monsters have 2 effects, one they get no matter what and the other unlocks when it's interacting with a light monster or something. They need a normal summon that searches or maybe he's a beater that lets you draw whenever a light monster goes to grave or something. I think the idea is cool they just need more support. To be fair tho I think they were designed as splashable cards for other decks and not designed to be played as its own deck.
@@fignunu9656 I'me not in the tcg I haven't seen it being played at all to counter drytron d barrier and cycle reader are just more versatile and better