Another issue with Winter Cherries is its upkeep cost. Whether it’s UR dust or actual money, you’re going to need to pay for a copy of every extra deck target you want to deal with. On the other hand, the “fuck you in particular” energy is fun.
If the Number Eveil + Sales Ban + Rhongo combo start getting widespread plays I can see people actually hate it enough that they actually go far and beyond to craft Cherry AND Rhongo just to say: "F*ck Rhongo!"
@@sekaihunter9378 see widespread play as i and most ppl in md discord only seen it one time only because while it's unhealthy just like nightgale ftk, it rarely occurr or at all because you need to find 1 unsearchable spell and only work on 1st turn unless opponent literally don't have anything. And most sale ban + number evail deck are about same cost to branded despia and that point you just waste a gimmick deck that nobody likes instead of meta deck unless you like to see opponent suffer but hates meta
Ghost Belle is definitely underrated, at least in master duel. Ash is obviously good when it stops Maxx C or Branded Fusion, but stopping a random search or special summon from the deck is usually not enough, and people often bait those things. But with Ghost Belle you can wait for the perfect moment to stop the opponent from moving a card form the graveyard for maximum impact.
Ghost Belle is so underrated. The card hits one of the most popular cards in the game currently - Called by the Grave - and no one even bats an eyes at Belle. With the amount of necromancy going on in modern Yugioh, it’s surprising Belle isn’t as played as Ash. Also, isn’t Dogwood a lot better in tournaments since it gains you LP going into time(?). Definitely think it should have been a bit higher.
this seems to be a more historic or master duel specific tierlist, for the tcg is dogwood good in the side deck for time and dd crow and shifter would be s tier, nibiru cant really be used anymore because of gigantic spright and rulkallos and ash is not very good, but belle is very strong since it can even stop the bystials and crow
Ghost Ogre personally is just the most fun to use, I don't know what it is about destroying stuff that activate their effects while already face-up but something about it is just nice to pull off.
One of the most underrated things about Ghost Ogre is that its effect works while face up on the field. Which means you can use it to make Emergency Teleport a Disruption Tool. You can even use it to pop your own stuff if you're on Continuous, Field or Equip cards that don't care where the effects that send them to grave come from, like Geartown. Field spells activate when placed face-up from hand or flipped from a set position, so you can trigger it just from that, though you do lose the field spell's iginiton effect if you chain it to one of those.
People talk about whether a deck can play through an Ash Blossom being a sign of viability, but thinking about it another way, if nothing in your deck can be Ash'd in the first place, then you really have a problem. A deck nowadays is *supposed* to do at least one thing an Ash would be used on. As someone who's fallen in love with Marincess, Ghost Ogre scares me because it can destroy Blue Slug or Sea Angel. That matters, because you can still reach your desired board with the right hand if Blue Slug and Sea Angel get negated, but destroying them stops everything because they can only be Link Summoned once per turn. I like Token Collector, but hate that I have to have at least one in *every single* deck I use because of goddamn Swordsoul.
Really? I'm more afraid of Sea Angel getting Ashed, since if you can't fetch the Field Spell, your endboard would become significantly weaker. I usually don't have any problems with my Link 1s getting destroyed since most good Marincess cards are extenders.
@@senny- Like I said, with the right hand you can still get where you want to go. If you don't have Battle Ocean in hand, plus Blue Slug and/or Sea Angel get negated, you're screwed and have to hope you don't die next turn. If they get negated, but you happen to have Battle Ocean in hand, if you can get two other Marincess on field through any combination of Mandarin, Springirl, Sleepy Maiden, or Seahorse in hand, you could still be golden. Obviously, luck plays a big part. I like that Marincess have a fair amount of combo routes.
I think the best way to describe Imperm to your friend is just how much more flexible it is. Going fiirst? Set it for later with the potential to be used as spell/trap negation instead/as well. Going second? Stop a key part of opponent’s setup even though they’re going first.
you forgot my boy. He's a dark spellcaster level 4 with 1800 atk. He also has a field quick effect that lets you target and pop a card once a turn on the next end phase and still triggers when he leaves the field. His Hand Trap effect is if a name is called by the opponent for whatever reason: He can change the name to whatever you want. And the Card's name is Engraver of the Mark.
Ah yes, but no one is ever prepared for the last card in hand to be battle fader! Automatic S tier. "I win the duel here as long as my opponent isn't running battle fader lol!" -every duelist that has ever lost to battle fader
Some people say the whole “hand trap” thing is a little domineering, so I was thinking of a fun counter card… _Hand Trapper_ (EARTH) Level 4 Pendulum scale: 0 Pendulum effect: _When your opponent activates a card or effect from their hand, you can destroy 1 card in your hand or field; Negate the card/effect, then choose one of the following effects:_ ⚫️: Add 1 card of the same type as the negated card/effect to your hand from your GY. ⚫️: Draw 1 card ⚫️: Set facedown on the field 1 spell or trap card from your hand, deck or GY. _After this effect resolves, you can then special summon this monster from your pendulum zone._ Spellcaster/Pendulum/Tuner/Effect _When your opponent activates a card or effect from their hand, you can destroy 1 card in your hand or field; Negate that card/effect, then choose one of the following options:_ ⚫️Equip that card to this monster. If this card would be destroyed by battle or card effect, destroy the equipped card instead. ⚫️Attach it as material to an Xyz monster you control on the field. ⚫️Special summon facedown 1 Normal, flip, or Gemini monster from your hand, deck or GY. _After this effect resolves, you can place this card in your pendulum zone._ ATK/1500 DEF/1500 After some feedback, it’d be important to make sure the effect is restricted to only YOUR turn instead of your opponents as well. Also I’m changed the “WHEN”s to “IF”s to make sure it doesn’t miss timing. _Hand Trapper_ (EARTH) Level 4 Pendulum scale: 0 Pendulum effect: _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate the card/effect, then choose one of the following effects:_ ⚫️: Add 1 card of the same type as the negated card/effect to your hand from your GY. ⚫️: Draw 1 card ⚫️: Set facedown 1 spell or trap card from your hand, deck or GY the field. _After this effect resolves, you can then special summon this monster from your pendulum zone._ Spellcaster/Pendulum/Tuner/Effect _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate that card/effect, then choose one of the following options:_ ⚫️Equip that card to this monster. If this card would be destroyed by battle or card effect, destroy the equipped card instead. ⚫️Attach it as material to an Xyz monster you control on the field. ⚫️Special summon facedown 1 Normal, flip, or Gemini monster from your hand, deck or GY. _After this effect resolves, you can place this card in your pendulum zone._ ATK/1500 DEF/1500
@Schwarzer I like to try these little mental gymnastics of making custom cards off the top of my head whenever a new duel logs video happens. Especially with lists of overly bad/meh/niche cards.
I'm in favor of something simpler, probably in "archetype" of the ghost girls - but to prevent hand activated effects. Probably an "evil" counterpart since it kinda kills the archetype.
@@P.I.M.P. Right, plus if I use _If_ instead of _When_ it shouldn’t miss timing: _Hand Trapper_ (EARTH) Level 4 Pendulum scale: 0 Pendulum effect: _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate the card/effect, then choose one of the following effects:_ ⚫️: Add 1 card of the same type as the negated card/effect to your hand from your GY. ⚫️: Draw 1 card ⚫️: Set facedown 1 spell or trap card from your hand, deck or GY the field. _After this effect resolves, you can then special summon this monster from your pendulum zone._ Spellcaster/Pendulum/Tuner/Effect _If your opponent activates a card or effect from their hand during your turn, you can destroy 1 card in your hand or field; Negate that card/effect, then choose one of the following options:_ ⚫️Equip that card to this monster. If this card would be destroyed by battle or card effect, destroy the equipped card instead. ⚫️Attach it as material to an Xyz monster you control on the field. ⚫️Special summon facedown 1 Normal, flip, or Gemini monster from your hand, deck or GY. _After this effect resolves, you can place this card in your pendulum zone._ ATK/1500 DEF/1500
Some of these you mentioned at the end of the video, others you didn't. I compiled a list, although not all are generic. The big ones you missed are Rose Archer, Herald of Green/Purple Light, Keeper of the Shrine, and the other Psy-Frames. Honest is not actually garbage; as they can let you OTK over monsters, especially in multiples… Aleister the Invoker Aromalilith Rosalina Aromaseraphy Angelica Barrier Resonator Battle Fader Battlin' Boxer Veil Blackwing - Kalut the Moon Shadow Bujingi Crane Confronting the "C" Contact "C" Dark Honest Flying "C" Gagaga Gardna Gem-Merchant Gorz the Emissary of Darkness Gravekeeper's Watcher Hanewata Hedge Guard Herald of Green Light Herald of Purple Light Honest Interplanetarypurplythorny Dragon Keeper of the Shrine Kiwi Magician Girl Kuriboh Mahaama the Fairy Dragon Naturia Cosmobeet PSY-Framegear Alpha PSY-Framegear Beta PSY-Framegear Delta PSY-Framegear Epsilon Red-Eyes Retro Dragon Retaliating "C" Rose Archer Score the Melodious Diva Sphere Kuriboh Swift Scarecrow Thunder Dragonmatrix Thunder Hand Evenly Matched
For locals/non-competitive duels (for fun) ghost sister spooky dogwood is great, I use it when playing a final countdown deck, I use muscle medic with double edge sword and power of the guardians and before you know it, it's been 19 turns and you still have 8 million life points 😋
I agree ash is A tier. It's strong and versatile but not overpowered. Droll should probably be s. No handtrap can you win games as much as droll does (maxx c aside)
Outside that if the deck doesn't do search much or don't search at all,it's pretty much useless especially meta deck like spright and tear will going to be in MD
Nibiru should be SS and maxx c SSSS shifter is probably right under nibiru BUT only if your deck can play it. If your deck can run it, its so strong it can nearly win by itself. Reboot should be top of S. Idk if evenly counts as a handtrap? Of so its A or B. When it comes to handtraps that dont just auto win you the game, Gamma is definitely the best one. Followed by imperm.
I feel like Nibiru, Token collector and Red Reboot should be on the same separate tier cause those cards are extremely meta dependant and could either be completely useless or it just kills your opponent entire deck In a meta where people doesnt summon more than 5 times, nibiru dies In a meta where people doesnt use token, token collector dies In a meta where people doesnt use trap cards, red reboot dies
I think Gamma as a generic handtrap is overrated. Sure, it can counter other handtraps and destroy monsters, but it's also the least consistent handtrap to use by virtue of needing an empty board to activate (which means that it can't protect Recruiters, which would be much more valuable in the handtrap war) and needing to run a Garnet and making sure you don't draw into it. While it yields the greatest potential rewards, more often than not it'll be a dead draw in hand or be forced to play into it during your opponent's turn
I feel like Dogwood can be situationally useful against certain matchups because while it's not disrupting anything because no one would stop a combo/line of play for LP, it can sometimes literally buy you a turn for how much LP you get, and also it guarantees an extra use of all your hard/soft once-per-turn effects and it may give you an extra turn to setup your plays and really make a comback. It's absolutely not a generic good card, but it can prove useful in adequate situations/matchups.
Or... The opponent shrugs, sets 3 spell/trap and passes so that you lose half your lifepoints. It's like a bad Max C challenge that helps the opponent's win condition if they decline the challenge.
I ran veiler in my branded despia deck because what happened was Nibiru was my only other light attribute monster so that screwed me over in certain scenarios so veiler made summoning the cards that required light monsters much easier
tbh,spooky dogwood CAN became maxx-c,but need extra step. by using aromage jasmine,which when you gain lp,draw 1. it is wonky af,but still can generate some card advantage,unless ur opponent draw imperm
I wonder what happen if konami release new yokai girl card with effect : Quick effect: u can discard this card from ur hand. For the rest of this turn if ur opponent special summon monster, burn ur opponent equal to the attack of that monster. U can only activated this card name once per turn. Will it become meta card?
Probably not on it's own as it doesn't exactly stop the opponent from playing, but it will limit the amount of LP the opponent has to activate effects (which can be actually a good limiter if it's a deck where a ton of cards require LP cost to activate) The main problem is with Stall Burn deck that would become REALLY infuriating to play against with this card
If Marincess Wave was included on the list, that deserves to be in SS with Harpie Feather storm. Those cards single hanndedly make their respective archetypes extremely dangerous...
The best handtrap is the Fist of Face Smashing. Always available on your opening hand, wins the match on use. Also, Spooky Dogwood is super good in game 3 during. IT'S TIME IN THE ROUND The reason to play Effect Veiler is simple. I play Crystal Beast Tribrigade, and Infinite Impermanence clogs my backrow SUPER HARD.
veiler being a ns body, tuner and light monster can make it better than impermancence in some decks like dragonlink for example. However without Chaos ruler it being a light sadly matters a bit less
It matters more with the Bystials, who need to banish a light or dark from either grave to summon themselves, and if you somehow is playing against a deck without either of those, you'll have to banish your own lights and darks.
It's also a Spellcaster so you can go into Selene & then Accesscode, and it's Lv1 so it can make Linkuriboh or the more way more chad Relinquished Anima.
sauravis sucks cause its a ritual and it can miss timing. i tried using it in md but i was never allowed to use the effect because of the missing timing bullshit rule.
This list doesn't have my favorite handtrap: Mermail Abyssnerei. It's a niche WATER attribute handtrap that's better than spooky dog. (It's still not very good)
It’s definitely not better than spooky dogwood which has actually been Seeing competitive play in the side deck recently. I’m not sure what the comparison is between the two they are not similar cards?
I honestly dont even know why Lancea is an Artifact to be really honest. You never set it on your field to the S/T zone, you don't Sanctum for it because why not go for Moralltach or Scythe at that point, you only use its hand effect because why bother summoning it. Also for all the 'X is underrated', thats mostly because of the random nature of Master Duel. A lot of random hand traps are gonna hit a lot of random decks. Ghost Belle & Haunted Mansion is perfectly okay at the B tier, its perfectly rated. Winter Cherries is not underrated too, its not good enough to stop decks from functioning.
"Kuriboh sucks. The only people who play it are Duel Links players." I'll have you know, sir, that my Kuriboh deck can get me to platinum. I've taken on the meta, and the meta was brought to it's knees in a 25 turn duel.
@@scottbecker4367 That's a valid point, I just think it would be great for more new trap card hand traps since trap cards are just a little bad these days besides the aforementioned Infinite Impermanence.
Infinite Impermanence is one of the few handtraps I consider to be balanced and fair because it has a condition when it can be activated from the hand. I believe Maxx "C" and Ash Blossom were bad desitions. I wish actual Traps were more common as hand-TRAPS then monsters. Would make sense in terms of design.