There are many lore based cards and archetypes which suffer due to that reason. Telling a story through card design is interesting, but lacking functionality will see you cast aside.
Maybe a sub archetype could help a spirit monsters to be more playable (negate or limit the effect of return to the hand) with a fair cost: no extra deck , no spells , spirit monsters can't attack or spirit monsters have decent extra deck support
@@jxivanx That's Shinobirds, but having a deck that revolves around three cards (Baron, Baroness and Iwato) isn't very good if you cant make them live at all times, people still play them on Drytron because of their good effects, they just also play other rituals that can do other things.
@@jxivanx I think spirits can play without extra deck. I play an extra in my Shinob deck but for nadir servant, whick fetches the Dogmatika ritual and can either send N'tss or Herald for destruction or search, depending on situation. OR make it a Monarchhlike deck which abuses tribute summons to get nasty shit like Kagutsuchi or Yamata dragon.
I LOVED Spirit monsters when they first came out, the gimmick seemed so interesting to me. Imagine my shock when I realized how horrible it was in actual play lol
I loved playing them in the old gna games, before they changed the effect of Spring of Rebirth was changed. I ran them with Guardian Sphinx and the other bounce cards and keep direct attacking every turn with Fushi no Tori.
I agree although if they had some borderline op field spell that let them have protection against effects that destroy them, a damage boost, and making it option to return to the hand at the end of the turn then maybe that would have made them more useful along with more spells and traps to support them. Wouldn’t hurt to add some more spirit monsters with very powerful effects. With some of these broken archetypes around, I can’t see why it would be a bad idea
the one and only thing that bothers the fuck out of me is that just like toon monsters each and every one of the spirit monsters bloat the hell out of their text by needing to spell out what a spirit monster is on every single card
The spirit pendulums are actually one of the best generic high scales there is, since it has no restrictions and returns to the hand after you pend summon so you can scale another monster. Wish it could pend summon spirits ignoring their summoning condition tho, I would play Aratama if that were the case.
& the good thing about the spirit pendu cards is that if you're going for Endymion or another spell counter build you get 2 counters since you use the spirit card as a scale, activated it & it returns to hand allowing you to place it down again
@@TheRamblemanWhoSings Yeah, in Master Duel I used Kai-Den Kendo for a long time in my Endymion/Mythical Beast deck. Not only it's high scale meant you could actually Pendulum summon Master Cerberus with it, it returning to your hand made it a reliable spell counter factory.
I honestly expected to look at the rulings page because the first print just said "your hand" so if you creature swapped what happens? I know it's supposed to be "the card's owner" but I figured there'd at least be some kind of ruling from back in the day.
The Wicked Worm Beast at least made sense when it was made, as Hitotsu-Me Giant was one of the stronger cards you could summon with no tributes. Has like 100 more attack, so you could stop your opponent's beatdown
@@xCorvus7x Hino was also sometimes tech for Frog Monarch decks. Both their effects were busted as indeed but had to be made near unplayable to balance them.
@@invencible373875559 By now he and Hino are also pretty slow and not worth it just from a tactical perspective, since neither can be used on turn one and because the position required to trigger their effects is still better taken advantage off with an OTK (which has become feasible for many decks, at least if they don't insist on bringing out two-tribute monsters that can't be special summoned).
@@ShiningJudgment666 I don't doubt that, given that Frog Monarchs could also play Light and Darkness Dragon. (Monsters that can't be special'd and require two+ tributes really have to bring a lot to the table.)
Maharagi and Fushi no Tori would not have seen play even at time of release if they were otherwise typical effect monsters. Hell, Inaba White Rabbit got powercrept one set later by Servant of Catabolism. I think the worst one is Susa Soldier, because they couldn't even just let him be a 2000 level 4 beater with Spirit restrictions; they stuck a downside on him.
That's the case for most early mechanics where they required you to jump through hoops to gain effects that were often underwhelming then Konami was surprised that the cards were bad and immediately dropped the mechanic
Otohime deserves a mention, as it did see some competitive play as well around the same time as monsters like Tsukuyomi did, just not nearly as extensively.
If I recall correctly, it was because her effect basically let a defense position Otohime block 2 attacks, 1 with her body and the second by switching that monster to defense position
This is more of a lore-related thing, but a lot of the Spirit and Spirit-support cards are all heavily tied to Japanese and Shinto mythology, which probably explains why Spirits tend to keep getting support. They're easily the most "Japanese" cards in the game, and I feel like they are a fairly fertile inspiration field to draw inspiration from.
That is just a category tag, which Konami seems to have not bothered with after Geminis. Stuff like Spirit, Union, and even Flip monsters are tagged as such solely for archtype purposes. And of them, only Unions and Toons really saw any iota of competitive success. They should have went full in with them for a lot more archtypes, so we don't have to see stuff like "(This card is always treated as an "Archfiend" card.)" or "except "Frog the Jam."" slapped on a bunch of cards.
@@christiancinnabars1402 imagine an alternate universe where YGO just used MTG style keywords that described a monster's effects in single-digit words rather than cramming 180 words with text smaller than a phone book
@@josemarioperozofuenmayor3475yeah it is, but they don't normally do that is the point. They really should've kept that strategy instead of having to capitalize hero in names lol
Shoutout to Rite of Aramesir for turning off the effects of normal summoned monsters, meaning that a normal summoned Amono Iwoto stays on the field after your end phase and then gains it’s floodgate effect back during the opponents turn. Kind of a shame that no other spirit monster seems to be able to benefit from Rite of Aramesir’s restriction, but I wonder one day if that interaction will ever become a broken thing.
I'm sure you mentioned Amano Iwato's unintended interaction with the Duel Links skill "Duel, standby!" in your best spirit monsters video. Specifically the 2nd version: "Each player's starting hand increases by 1 card. You cannot activate Spell/Trap Cards or monster effects on your first turn."
Explanation: Being unable to activate monster effects includes the effect that puts Amano-Iwato back into your hand, but not the continuous effect of shutting off the effects of non-Spirit monsters. So the deck would Normal Summon Amano-Iwato and it would just stay there indefinitely (as the effect to return to hand only triggers once and has already failed thanks to the Skill), basically making it a Skill Drain with 1900 ATK (which most effect monsters used for combo pieces can't win in battle against.) Once Konami caught on, they changed the Skill so that you can't Normal Summon on the first turn of the duel either.
Many of their effects are good, the mechanic failed because it need very powerful support to play the actual good cards and the support they have isn’t enough
Amano Iwato was broken in Duel Links with a skill (maybe a few skills) that had been nerfed to not allow the player to activate effects during their first turn. Summon Imano and he just stayed on the field until your opponent removed him, preventing any monster effect by them until they could out it.
At least with spirits are the one experimental sub type other than flips that actually tried to experiment with its cards. Unions either ignore their effects or, with some cases, aren't even that special when some non-union archetypes do the same thing. Gemini spend their entire existence trying to apologize for being geminis. Toons are pretty faithful but are one note. Spirits and flips, although inconsistent with their support, actually try to play with their concepts, and especially rituals at least try to do something new with their gimmick with every new piece of support
Imagine, a special summons or effect proof spirit who prevents your opponent from activating more effects than you did for specific cards types(eg 1 monster 1 spell 5 traps)
All what the spirit archetype needs are spell and effect monster cards, which alter the effects of spirits in the hand, deck and graveyard, by negating their special summon restriction, while also giving them more searchers and more opportunities to special and normal summon.
My favorite tech with spirits was Dimensionhole. It keeps the spirit off the field during the turn they’re summoned, then returns (not summons) the monster in your next Standby Phase. And since spirits only triggered their self bounce effects on the turn they’re summoned, they got to stick around.
YES MY VIDEO IDEA!!!! Honestly I really love the aesthetic and concept behind spirit monsters, it's such a shame that they're not very good in modern yugioh. Really, the easiest way to fix them is to either make support that allows them to be special summoned easier (like the tama cards), or to double down on them being broken (like amano iwato). I also think that maybe the introduction of a proper Spirit monster archetype (not like Shinobirds that only had like 5 cards total) would also help with that and at least bring spirit monsters together more cohesively, similar to how the Prediction Princess archetype works as both its own archetype but also as good flip monster support. Another extra application I want to bring up is the Spirit Pendulum monsters, since they can essentially recycle themselves easier than other spirit monsters who are entirely dependent on their normal summon. One of my favorite spirit monsters is Amaterasu, which you can only normal summon face down and has a 1 draw + full field banish effect and is very fun to surprise opponents with. If there's ever a video on level 9 monsters or spirit monsters I'd love to see it featured even if it never saw competitive play due to being slow. As for another video idea, this one might seem somewhat bold but: the Tribute Summon. Because of how powerful the singular normal summon is as well as the prevalence of special summoning, there aren't many players who actively put in high level monsters in their deck Specifically to tribute summon them and usually these high level monsters are only cheated out via card effects, with the only actual tribute summons still running around are archetypes specifically themed around tribute summoning like Monarchs or True Draco/Masterpeace. Any similar summon effects that exist in modern yugioh are in themselves still just special summons that require tributes to summon and not proper tribute summons. Overall, since the normal summon has been dominated by powerful singular effects to start engines via drawing cards or aiding in more special summons, I think the Tribute Summon specifically would be a neat video idea for this failed mechanics series
The Michanic was no failed, just was no good enought now. Powercript... 4 level monster Flip:draw 3 cards... 4 level /spirit When normal summon sp summon any monster from your deck/hand/grave. (cheat mode) If need the old card to be playable yes need tone support
I would say a better thing to do with Spirit monsters is have them as support for meta archetypes like ones that either don't need their normal summon, can normal summon multiple times, or give the spirit monster the ability to special summon it from the hand if you control another monster of that archetype. A spirit monster archetype doesn't seem like it would work well given the fact they're normal summons, but having spirit monsters as a part of good archetypes could definitely get them to see play
I'll always have a soft spot for Spirit monsters. They were among the first archetypes in the game, being composed of various types and attributes which separated them from type and attribute-related support cards. They all had a visual thematic throughline with the spirit gate... portal... dimensional rift... thingy in the background of their art. And were one of the VERY rare cards to get their own special text designation on the card itself. (With the only others (aside from extra deck monsters) being Flip, Toon, and Gemini). It also didn't hurt that, while the mechanic made them less effective, it was unique nonetheless. At a time in the game when cards that temporarily banished themselves to avoid effects was unheard of, Spirit monsters were the first ways you could keep monsters out of your opponent's reach. They could also be combo'd with Creature Swap, which was also released at the time to take an opponents monster while the Spirit you gave them would just return to your hand, denying them another body on the field or Tribute fodder. Going back to that background art aspect, it's honestly baffling that there's never been a lore card exploring the nature of it; like a field spell card called "Gateway to the Spirit Realm" or something. I'd be interesting if there were field/continuous spells introduced that could remove tribute requirements for lv 5+ Spirit monsters, let you normal summon/set Spirit monsters infinitely at the cost of not being able to special summon for the rest of the turn even if the card leaves the field, have a Ghosttrick-esque effect that makes it so that Spirit monsters can attack directly but your opponent can only attack with one monster/their damage is halved/they can't attack directly, etc.
God your videos are always so aesthetically pleasing. I love the editing I usually like to listen to the audio of vids in the background, but it's so hard not to get mesmerized by the smooth transitions in your vids
While true that shinobarons were a going second strategy at launch, I think Transonic Bird helps big time allowing you to summon them on the opponent's turn, which also means you will be able to use the tokens during yours. Also being winged beasts pluses nicely with them
Spirits are one of my favourite decks to play. I'm currently working on building a deck that's good enough to stand on its own with the new Ritual support Trap card coming in DABL.
I think a good start for Spirit Monsters would be a field spell. Make it like Fallen Paradise with ridiculous protection and a +2 if you have a Spirit out. Then, make returning to the hand Optional if u have the field card out. Also, you could make a 2 token creator card with restrictions. Then give it a GY effect to give an Extra Normal Summon but only for Spirits. Thataway, you can get good 2 tribute Spirits like Yamato Dragon and Tsuchi online.
No! This is not spirit monster any more! The monster must return to your hand in the end of your turn. Just need a almost broken effect to see play. The game was anyway super short the cost of return back is minor. The cost of normal summon was huge.
Spirits (and Gemini for that) could become an Option for Players, when/if playing Yugioh becomes big for general Entertainment, in other Words, gets the E-Sport treatment. In an Enviorement where you play not only for yourself but also for your Audience, you have the Freedom to build your Deck without constantly thinking about how to get your Win Condition first. Which allows you to play more WITH your Opponent, instead of AGAINST them
Idea for a normal summon support card (Which would naturally lend itself to Spirts): _Exalted Normality_ Field Spell _Your Monsters require 1 less tribute to tribute summon, and can be normal summoned face-up in defense position. During your main phase, You can tribute 1 Special Summoned monster you control to conduct an additional normal summon/set this turn. You can tribute 1 monster you control to apply 1 of the following effects, depending on its ATK or DEF (Whichever is higher). You can only apply each of the following effects of “Exalted Normality” once per turn:_ 0-1500 ATK or DEF: Add 1 monster to your hand (from your deck or GY) that cannot be special summoned. Until the end phase of next turn, you take no battle damage from battles involving normal summoned monsters you control. 1550-3000 ATK or DEF: Equip 1 Equip Spell (from your hand, deck or GY) to a normal summoned monster you control. Until the end phase of next turn, increase your LP and the ATK/db.yDEF of all monsters you control by equal to any battle or effect damage dealt to your opponent by normal summoned monsters you control. 3050-4500+ ATK or DEF: Place 1or 2 Pendulum Monster(s) (From your hand, deck or field) into your pendulum zones. Until the end phase of your next turn, Normal summoned monsters you control are unaffected by the effects of special summoned monsters.
I had a discussion about spirits some time ago, and came to the conclusion that the best way to make spirits good is to make the self-bounce a benefit, rather than a liability, even if it means weaker effects. I'd imagine such a spirit monster/archetype would look a lot like the yokai girls (Ash et al): monsters with handtrap/discard effects. You could give them lesser effects on normal summon, likely searches for support or Flunder-like additional normal summons to build a board - and then any that stuck around for the end phase would bounce back to the hand for you to use their handtrap effect on the opponent's turn...with the downside of your opponent now knowing what's waiting for them in addition to the lesser board presence. Alternatively, they have no NS effect, but have a clause to SS themselves from the GY by their own effect if a spirit is on the field. So discard on opponent's turn for handtrap effect, NS on your turn and SS from grave to swing back...which I can see getting out of hand if that self-summon effect isn't HOPT per monster. Anyway, a couple ideas. I love the idea of Spirits, and hate that Konami gave up on them harder than they dropped Gemini.
I think the best way to give them good support would just be a field spell that allows you to, on a hard OPT, normal summon a spirit monster in addition to your regular normal summon
Thing is, their Effects force them to return to your Hand during the End Phase of the Turn they were Normal or Flipped face-up! As someone once pointed out to me, if you play the Field Spell Future Visions, you summon them, they'll be Banished and then return next turn... and not have to return to the Hand as the turn they were Normal Summoned had technically already passed! Though, I play with the Spring of Rebirth and Spririt's Invitation combo, forcing my opponent to bounce as well! Plus cards returning to their Hand will ALSO grant me a further 500 Life Points as it doesn't specify, it's jus "when a card returns to the owner's Hand"!
as a die hard fan of the spirit monster concept and lore, i gotta say It is failed but not as failed as gemini, that (without gimmicks) u have to waste 2 normal summons to have access to a subpar effect. Old school Spirit monsters just have to recieve nice support, like a field spell that makes them stay on the field or something that facilitates the summon of big monsters like Yamata, Hino, etc, or the resolution of the battle effects of Yata, Yamata, Tengu, etc. Konami knows how to make good spirit monsters, like Amano-Iwato, Aratama (searcher), Nikitama (extra normal summon)... They just have to gain something that ties all of them together consistently.
I don't think they would benefit from staying on the field, since the idea is for their effects to continue being reusable, and beyond these effects, they don't have much else going for them than (some) being large bodies. If it made the bouncing effect optional, and _maybe_ allowing a second normal/set if you summon a Spirit monster, it probably would be a huge boon for the archetype.
@@TWLSpark I know but Yamata dragon, hino kagu tsuchi, asura priest, amano iwato and others would benefit from staying on the field, since there are the ones with on-summon effect and the others with battle effects. That hypotetical effect could be optional, like that of Izanagi
So what you are saying is that Gemini is worse than Spirits because you need support to offset their restrictions, but then hope that Spirits will get support that offset their own restrictions... That doesn't make any sense.
So the usual effect that defines a Gemini monster is, as quoted: _This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect._ So some ideas I have in mind to remedy this are to try any combination of the following: ⚫️Allow Gemini monsters to be treated as normal monsters _at all times_ until they activate their main effect. ⚫️Allow Gemini monster to be, at the owners choice, treated _either_ as effect or normal monsters until using their main effect locks them in as effect monsters for the rest of the duel. ⚫️change the “While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.” Part to “while this card is a normal monster on the field or in your GY, you can special summon it to have it become an effect monster with this effect” ⚫️Make Gemini Ritual, Pendulum, and Extra deck monsters with the following: _This card is treated as a non-effect Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can special summon it to have it become an Effect Monster with this effect._ ⚫️”Gemini” is a term associated with twins or doubles of anything, so you could try something like _”This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect, OR you can normal summon an additional monster with the same original name as this card the turn you summon this monster.”_
@@ego2133 Izanagi already exists with a similar effect. My point is that Spirits would be less failed if that kind of "you can keep your spirit monsters on field if you wish" effect could be printed in a field/continuous spell. If they can't stay on field cuz they don't belong to the physical plan, why don't bring that spiritual world to the field in the form of a spell card? With some sort of protection against targeting effects, maybe
I think the main problem the mechanic faced was that, while some of the effects were noteworthy, the fact that you couldn't cheat them out in any way doomed them on the long run. If only they made a card that at least gave you an extra normal/set when you normal summon a Spirit, they probably could've been less crippling, and could have potentially seen use in other decks as well. Whatever Konami does, though, I hope they stick with the usual Spirit restrictions. I feel that taking them away will remove their identity, and doing that just so they see play will just ruin them even further.
Honestly, just giving them some kind of way to be summoned on your opponents turn would help a lot. Tsukiyomi would be like a book of moon plus a body, DDS would be a board wipe, they could make some that have effect negation. Give them that, some advantage for getting bounced, and a few ways to get extra normals, and they could be a fun rogue deck. If we've gotta ban a boulder to get it, I'm fine saying bye.
You forgot the best Shinobird support: Transonic bird. Getting to have a triple monster bounce as an interrupt is a powerful effect. Of course it still loses to board breakers.
So, I like to create new Yu-Gi-Oh archetypes, and I've recently tried experimenting with Spirits. Some ideas to help usher in good support include: 1: Field Spells for Spirits that can grant them more consistency or versatility (i.e., searches for spirits, double summons for spirits). 2: trigger abilities for when Spiritsare returned to the hand. Things like "When a Spirit monster is returned from the field to the hand, add this card in your GY to your hand" Or "Draw 1 card for each Spirit that returns to your hand". 3: give them hand trap abilities. There's no real restrictions for this, so go ham with it. Another idea I've had is to make spirits be the recurring support cards for a set of boss monsters that summon themselves when spirits return to your hand. The spirits would be searches for the boss monsters, then they would return to your hand to summon the boss monsters, then become either hand traps or discard fodder for the boss monster's effects. I'm even working on a build that allows summons on your opponent's turn, things like quick effect contact fusing, "accel synchro"-ing, etc and being able to use the Spirits in your hand as material for said actions. Trust me. With enough imagination, this sub-type can certainly become a viable option for high level play.
One spirit monster I always kind of liked in concept, besides Amano Iwato was Yamata Dragon. And I think that it saw some brief play in Dragon Ruler decks if memory serves me right.
I used Yaksha to decent effect in a Yubel deck I ran. It was kinda slow for the time, and way, way, waaaayyyy too slow for anything close to the modern game, but once I got the second Yubel form on the field Yaksha became a perpetual thorn in my opponent's side.
I only suggested that because their mechanics seems more salvagable in that game rather than the official ones where Special summons is too necessary in the game....
I don't know why but I would like to see the opposite of Failed Mechanics and see successful mechanics like in the case of Towers Monsters. Or Tier 0 Decks
I really feel bad for the Spirit monsters, cool lore behind them and an interesting idea to their mechanic, though I think 🤔 if like half the spirits, say, the Lv.6 or higher didn't bounce at the end of the turn they could have field presence to shore up def and not blow through their resources so much. As well as have spells & traps that can sp. Summon by bypassing the summoning restrictions. Having a on theme Field spell could do this for them.
Ever heard of Yosenju decks? They are a great deck because most of monsters have the effect when they are normal summoned, you get 1 more normal summon. That can result in 4 monsters in 1 turn and without special summons. They also have massive pendulum support that can bring out them even easier. 2nd most useful effect in that decks is that monster return to hands when they are normal summoned, so your opponent will propably end up in clear field
I remember back in school I use to use a deck that was entirely spells and traps to stop attacks and effects, monsters that couldn't be destroyed by battle, and 3 copies of inaba the white rabbit. A little 700 attack spirit that could attack directly then bounce back to the hand where it was safe. The deck wasn't competitive by any means but it was a lot of fun annoying my friends as they tried to out my stall tactics before they got slowly killed by a rabbit XD
I think this is a case where there are almost as many solutions as there are spirit cards to fix them. As Amano showed they can get play by straight up being broken, but they can also fix them by giving them a way to consistently special summon or keep them on the field, give them effects that synergize more with existing archetypes or card types, or give them enough support to make them worth using despite all of their restrictions. Don't think any of that'll happen anytime soon though, 'cause Konami's been slow to update old playstyles.
Tsukuyomi and Asura are popular played and powerful cards on Goat Format so the mechanic it self isnt bad or "failed" I would just say that was created on early times don't having on mind how the game is nowadays. Btw was not mentioned but they synergies very well with swap control
A Pend monster that let's them ignore their Summoning condition, but still sends them back to the hand at the end of the turn would seriously help. Might even let the old Big Boys play. The other would be to just give them more Normal Summons. Yes that makes Imano better but it still bounces so it's a stun effect and that should be fine for Spirits.
One of the many surprises of Duel Links was Inaba White Rabbit becoming a legitimate contender instead of a veteran of GX's well for rejected cards. 700 ATK direct damage every turn doesn't seem like much, but stall burn decks ensured the game would slow to a crawl so it could keep coming back to poke at the opponent, and there were almost no good ways to get rid of it on the opponent's turn (best removal was Relinquished and the best backrow was Enemy Controller) so it became another example of Spirits' disadvantage becoming an advantage. Hilariously enough, Magic the Gathering's Kamigawa Neon Dynasty set introduced Reinforced Ronin, a similar return-to-hand creature that was primarily used for recurring direct damage.
Spirit monsters need more cards to allow you to normal summon extra times and more cards to keep them on the field. The problem with them is it is too difficult to get a bunch of them on the field. If they were more like the Yosenju Kama monsters, that would allow them to see play. Maybe a field spell or continuous spell that allows you to normal summon an addition spirit monster each turn and also prevents them from returning to the hand.
2nd on this. Yeah, something like "catalyst field" in Gemini deck but for spirit. Also of course, those spell/traps need their own searcher for consistency
@@mfznal-hafidz8592 that destroy entire point of archetype. the way i always saw spirits were spell-cards that returned back to the hand where their cost is normal summoning. the main problem is that cost of normal summoning a spirit was almost never worth its normal summon cost. that is entirely why archetype largely failed. for archetype like this to be successful, you need to put powerful effect where the cost of normal summoning is truly worth it. Examples of such effects: -Draw 2 cards from your deck -> Pot of greed -Target 1 monster your opponent controls; take control of it until the End Phase. -> Change of heart -Special summon a monster from the graveyard attack position -> Call of haunted One of the main reasons why Yata-Garasu was a banned list card was because it emulated a perceived strong spell-card repetitively known as time-seal. After they made this card, They never made another spirit card that emulated a powerful spell-card ever again. This is why the archetype failed. Tsukuyomi was only other spirit card that was people used and it emulated the Book of Moon. the solution for this archetype to be stronger is just to invent spirit cards that player want to use as repeatable effect. Spirit cards will see use when they invent a spirit card that has worthwhile spell/trap card effect written on it. Until then, the archetype will remain useless. If they invent spirit card that gave you 2 draw cards for normal summoning it, I'm sure someone might use it. The card would potentially be broken if it is searchable.
@@dodang_9147 wow, calm down, bro. I just emphasized the opinion of first commenter. Also like other people do, wishing for new support for their favorite archetype like every month or every new booster pack, structure deck is released. Even they made spirit into an archetype, Shinob. Like flip monsters, had lot of different archetypes (subterror, krawler, tindangle). Even new vaylantz archetype is pendulum but don't pendulum summon. See? Developer like to break the rules or common gimmick. Broken or not, It's game developer job to handle it. Btw, time seal is spell? Is not that thing a trap?
@@mfznal-hafidz8592 same thing. trap is a spell that can be used only after it has been set. there is a card that allow you to use trap cards like spells but i forgot name and i think the card is banned but I don't remember. the point being is that dev are too scared to put repeatable spell or trap cards effects in the form of spirit cards which is why this archetype failed. The archetype is strong, the dev releasing good spirit cards is not.
I think that the spirit monsters need to have effects when they return to the hand like shinobaron. That way you get extra advantage like special summon another spirit monster from your hand or deck ,destroy one monster on the field etc.
Maybe extra deck monsters that revolve around spirits? Like they could use spirits as materials, or use their self bounce as a special summon condition?
I love spirits. I've been a fan ever since I saw Noah use them. I've been trying to get to Diamond rank with Shinobirds this season on Master Duel, but that has proven to be very very difficult.
Not fix the old cards but they could make new ones that work. Yosenjus could have been spirits just like super heavy samurai and inzektors could be union...
A bit of labbing can make them somewhat usable even if it's not viable. For example, chemicritters work really well with normal support for powerful cards like Faustian Bargain, Symbols of Duty, and Tri-wight
Have you considered Co-linking and Extra Linking as failed mechanics? I feel like they got a lot of hype in the early days of Master Rule 4, but never really amounted to much. Especially after Firewall got banned and then errata'd.
Back in the day when I was running a zombie deck, I used Dark Dust Spirit as a back-up just in case I needed to clear the field. It did saved my skin a few times since zombies were pretty easy to special summon from the graveyard since it was a non-targeting effect. If you do try to use it for a spirit only deck, I just can't see you ever using it and it is just going to be a dead card. Now a days I have completely new cards with new support and Dark Dust Spirit is just too slow and prevents being special summoned which the zombie arch is all about.
Shout out to the one Spirit Monster deck used by the CPUs in Duel Links which can attack you directly over your Monsters, thus preventing you from using said CPU to grind for a Mission that required specific actions in one Duel.
Most of spirit monsters have their effects on normal summon, so that's why izanagi or card that makes them permanent on the field is not effective. Only Amano Iwato. Instead, they need card that can give them additional normal summon + normal summon during opponent's turn. Take a look at dark dust spirit (destroy all other face-up monster), fenghuang (destroy set backrows), rasetsu (bounce monster), yaksha (bounce spell/trap). Like floowandereeze gimmick.
idea for how to improve spirits. a new regular effect monster that can equip a spirit from your hand, borrow the stats and effect of that spirit for the turn. then during the end phase, the equip spirit goes back to the hand. and make this a quick effect so it can be done during the opponent's turn. (if the spirit effect activates at normal summon, it is instead activated upon being equipped). also, maybe a field spell that summons tokens for tribute/protection if you reveal x number of spirits in hand. and an archetypal "draw2" card.
Dark Dust Spirit would wreak havoc in the duels I had with my brother. The ultimate way to wipe your opponent's 2000 DEFS walls and advance the game. We had very little monster removal in our decks.
Why not instead reveal them to normal summon that many times per turn with some restriction in case people try to tech abuse it like say only extra spirit monsters in addition to your normal summon
That would be Laser Qlip, or more like Chronomaly temple thriliton card. Continuous spell, pay LP, can normal summon once again outside regular normal summon. Eventho, all of them is archetype based
Best fix I can think of is the alteration to spirits that they can be normal summoned even if you've already normal summoned a non spirit monster that turn, and that they can only be used for tribute for spirit monsters.
Spirit monsters could be monsters with powerful effects on summon that the player can decide to return to the hand at will anytime s/he wants, requiring a normal summon to go back to the field. So much can be done with something like this.
I honestly think a decent Field Spell that interacts with Spirits in the right way could make them viable, though not competitive. Geminis are where the real issue lies. Geminis would have been great if they were considered a Normal Monster everywhere except on the field after their second summon, as then Normal Monster support would interact with them.
If anyone's wondering how bad the first wave of Spirit cards were, there was a Spirit support card called "Spiritual Energy Settle Machine". Its only effect was keeping Spirit Monsters on the field, at the cost of a discard during each of your End Phases and bouncing all Spirit Monsters if it gets removed from the field. This card was the only support they had for a very long time.
Quagmire (Field Spell) All spirit monsters you control gain 500 att/def. If you control a spirit monster faced up, you gain an additional normal summon or set this turn for a spirit monster only If a spirit monster were to return to the hand at the end phase, you can pay 500 LP, it stays on the field until the end phase of your opponent’s next turn and is immune to destruction by battle.
The Sonic Bird Ritual Support (Transonic Bird+Sonic Tracker) also helps Shinobirds. Also, Amaterasu is a pretty interesting Spirit Monster. I wish it had a bit more support because it's effect can cripple many strategies and is probably the most potent flip effect out there. I wanted to use this in something like Impcantations, but it isn't exactly consistent. The idea of your opponent attacking set monsters and not knowing what they are is a fun mechanic that has been missing from Yugioh since the caveman era.
I built a shinobaron nekroz unicore deck with amano iwato. Using 3 of ntis and arclight for advantage with dogmatika and nekroz and then spinning and summoning amano. It’s pretty good
MBT referenced it, but Amano Iwato+ Rite of aremesir is a very funny lock down, even if outed with something like drnm, you can drop griffon rider for a negate
Spirits need a Field spell that gives a benefit for the cards returning to the hand. Like drawing, or special summoning…..or act like Neo Space and make the return an option, rather than mandatory
Between the shinobirds, amano, the lv3 one and the 2 lv4 that were used for xyz plays, there is something there it just need something like a field spell and a few spell/traps designed to be good enough for the deck to be playable
Spirits still have potential. You can make decks focusing on the high level ones, using cards like soul exchange and storm forth to tribute your opponent's monsters or stuff like fiend's sanctuary to create tokens for tribute. All you have to do is use threatening or swift scarecrow to protect yourself on your opponent's turn and they can't do anything to you. Spirits can be good if they give them more ways to tribute the opponents monsters and give more support to shinobirds. They missed out on a good opportunity by not letting the pendulum spirits pendulum summon spirits. There was a card played in the anime called New World that would let you normal summon spirits without tribute, they could release that card with the effect updated, that would go a long way.
"Though to be fair, that's because Sangan and Chaos Emperor Dragon both wound up getting Erratas at some point." That and the fact that the Yata-lock was not contingent on Sangan and Chaos Emperor Dragon. This duo was only the most powerful support for Yatagarasu with the least amount of ways for the opponent to break the lock. There were several other ways to facilitate a Yata-lock; in fact, my primary Deck back then contained a nine-card spiritual successor to the Yata-lock that could have easily been tweaked into a true Yata-lock.
Perhaps they could create a wave of Spirit monsters that double as hand-traps. Where if you control no monsters, you can discard them for various forms of interaction. That would give you a reason to have them return, similar to Yosenjus. Perhaps as well they could have spell/trap support that gives you advantage when they return to the hand.
It would be really cool is they came up with a pure pendulum/spirit deck archetype that is allowed to be special summon from your hand while returning to your hand during the end phase.
shoutout to hino kago tsuchi (discard your opponents whole hand) and yamata dragon (draw 5) for having crazy effects tied to 2-tribute spirits monsters