This series started as simple Top 10s of various aspects of YGO, and is now almost like a card knowledge challenge to think of 10 things that can do specific things
This is where I feel this channel really shines and Yugioh as a card game. It's the only card game I've seen where due to the mechanics and pace of the game, there is genuine fun in trying to figure out how to make an otherwise useless card gain some advantage. Chazz and Yusei had many duels where they were forced to use terrible cards but used them to such good effect they proved that even cards that literally "If you play this, take 1000 damage" or "If this card is destroyed, take 2000 damage" managed to beat an opponent. Sure Chain snake isn't the strongest deck, but the whole point of the duel (as well as Chazz's Ojama duels and his less than 500 attack only) was to prove a point that it's not about power, as much as strategy. Course the only way you'll see wins with these gimmicky decks is against the CPU in Duel Links or ULTRA casual games among friends, but like I said, part of the fun is trying to get that legendary "Flying elephant" win legitimately and even if you lose 1000 duels, that 1 duel your opponent bricks and you finally pull off the flying elephant combo is worth celebrating. Leave Tears to the Tourney players who only use "decks that win".
As an D/D/D player, I appreciate the monster D/D/D oracle king d'arc for her effect. "Any effect that would inflict damage to you makes you gain that much LP, instead." Which saved me multiple dulls due to the Dark Contract cards
I clicked on the vid just to see if it was on the list. I’ve had people scoop before because they didn’t understand why I just gained 3000-5000 lp in my standby lol
@@Nisi1 For me "Skull Lair" battle recruiter turbo (depending on the banlist, alongside "Dimension Fusion" or "Return from the Different Dimension") is a classic mindless fun old deck. A couple notable routes being (depending on how early into Yu-Gi-Oh); [x3] Nova Summoner [x3] Shining Angel [x3] UFOroid [x3] UFO Turtle [x3] Masked Dragon [x3] Troop Dragon [x3] Giant Rat [x3] Howling Insect [x3] Flying Kamakiri #1 [x3] Troop Dragon If your opponent can't out Skull Lair they just have to deal with their monsters getting constantly destroyed; especially if you set up Spirit Barrier or another such damage nullifying effect and just crash through your entire deck to fill the grave with fuel for Skull Lair.
Nimble Momonga and solemn wishes were in pretty much every deck I built back in the day 😂 LP gain was really handy back than. If it helped you survive just one more turn it was worth the investment.
I think honerable mention should go to Golden Ladybug. You can reveal it in your hand during your standby phase, and it remains revealed until end phase, and in return you gain 500 LP. This card has effectively no cost and doesn't even touch the field. Sure it's only for your own standby phases, but it's so incredibly free and hard to destroy.
Unironically my favorite jank combo is inferno tempest with soul absorption the field. It doesn’t advance any end states, but your life points get ridiculously high
I remember there was a Winged Dragon of Ra deck that utilised Soul Absorption's LP generating effect to replenish your life points, as well as summoning a giant Ra monster. I can't find any guides about that deck nowadays.
It's the one who uses Sun God Unification to increase ATK and then tributes by recovering LP, activating the Phoenix in the GY. A fun combo, but requires a lot of cards
I still see Rush Duel players throwing in Red/Blue Medicine or Sparks to get that extra bit of chip damage. since the game is like a faster paced version of OG yugioh, getting 400/500/1000 lifepoints is actually worth the stall since most LP damage is done by battle and due to the multi summon mechanic, it's not hard to set up multiple def position monsters, so OTKing is a lot harder. Shout outs to Dian Keto the Boogie master being a big body with a 1000 LP gain and actually kind of a threat. I think most of Mimi's deck involves spamming LP gain to survive longer and give your opponent a bigger wall to break down.
I was thinking the other day that, given LP gain’s underwhelming status, it might be fun to release an instant win based on some gargantuan number, one of those impractical wins that is just designed for casual fun. Whether it be a full on instant win like, “Activate this card only if you have more than 20,000 life points, you win the duel” or if it was a little more indirect. “Pay 20,000 life points to damage your opponent for 10,000 life points.” I don’t want viable utility, I just want silly utility.
The LP-based win condition should probably be 2^32-1, because that's the largest number that can fit into a signed integer (4 bytes). You add 1 to that and the computer will view it as a negative number.
@@eslin2845 It would be very hard to reach with current cards, outside of an infinite loop, which is how one would go about it in practice. Having an LP gain win condition would be interesting (another natural value would be 10^16-1 or 10^15-1), but I think it should be ungodly high, so as to give people something to shoot for.
I'm really surprised that awakening of the sacred beasts didn't show up in this video. After a normal opponent combo you end up with 15-20k or more life points. And it also has a skill drain effect, making it an actually important card for the sacred beast deck.
As a person trying to run an Agents/Counter Fairy deck. Gaining lifepoints definitely helps because of some cards that require the cost like the solemn cards
One of my favorite decks to run Soul Absorption with back in the day was Meklord Emperor Granel Turbo. Play Soul Absorption and Macro Cosmos, give yourself a ton of LP with Gold Sarcophagus banishing Necroface (a single Soul Absorption would give you 6K LP with this, double or triple that with multiple copies), destroy one of your own monsters and special Granel with 8K+ ATK. I remember one game on Duelingbook/Network where I had my LP somewhere in the 50K range.
Keep in mind the ONLY reason he says that is because gaining LP isn't a Win Condition, not because the effect is factually bad per se. It's one of those issues that only exist because all his Videos assume Competitive Play, where people straightup don't care about Life Points at all outside of not hitting 0.
@@agitpolat1061Yeah, his commentary was kind of worse initially because he made it sound like there was absolutely no use of a card because the assumption "people are too dumb to build their deck around using the card". Like WHY would I put a card that forces me to move a card to the graveyard to use the effect...without considering putting monsters with floating or graveyard effects to keep advantage?, or always assuming card advantage is a black and white case where again...the card could WANT to go to the graveyard or the effect is so useful for the situation, going minus 1 doesn't make a difference OR I can just get a bad or good luck draw. Fortunately he kind of stopped including that language and focused more on why particularly a card is bad whether casual or competitive to make it clear he's not insulting people who don't play competitively by bashing thier favorite card, he's now addressing how to use them and genuinely teaching players how to get better and make more use of thier favorite cards. Basically no longer doing like people do in other competitive games where every video is "Don't use this card or deck because...Tears is better, so why would you play a worse deck than a meta deck like Tears?" and I personally blame Konami for being dumb with thier bans and card text for ruining "bad archetypes" by allowing critical cards to be used in more powerful, less restrictive decks. Not DL's fault that Konami made an archetype bad simply cause they want to sell the new shiny cards that literally mill your opponent 10 cards every time you fusion summon and is immune to every effect in the game....
@@MarioMastar Huh, really? I never noticed that change, but I certainly welcome it then. He does kinda fall into that Style you mention that other People do whenever he makes one of his "Failed Archetypes" Videos though. You might have noticed it once he started covering Archetypes that aren't outright dumpster-fire garbage (like his Morphtronic Video for example), but really all those Videos boil down to is just "Running this Archetype pure didn't work in the Meta when it came out and here's why" every time. Even ignoring that basically nobody runs Archetypes 100% pure in the first place, why would "not being Meta" mean it outright "failed"?
Idea for a suite/archetype of LP gain cards of my own: _Wellspring of Life_ Continuous Trap _You can only control 1 “Wellspring of Life”. You can activate this card from your hand or GY while you have less LP than your opponent. Unaffected by other card’s effects while you have more LP than your opponent. Each time a monster is summoned, you gain LP equal to its total original ATK/DEF. Each time a Spell/Trap card is activated, you gain 1000 LP. If a monster you control would be sent to the GY: You can instead pay LP Equal to it’s original ATK/DEF. You can pay any amount of LP: Increase the ATK and/or DEF of 1 monster on the field by equal to the amount payed. Once per turn, you can add 1 card to your hand from your deck or GY that mentions “Wellspring” in its name or effects._ _León, Guardian of the Wellspring_ (EARTH) Level 4 Warrior/Flip/Tuner/Effect _FLIP: Activate 1 “Wellspring” Spell/Trap from your hand, deck or GY._ _If you control a face-up “Wellspring of Life” (Quick Effect): You can special summon this card that is banished, or from your hand, deck or GY. Gains ATK/DEF equal to any increase in your LP. You gain LP equal to any battle or effect damage you inflict upon your opponent. Your opponent cannot target “Wellspring” Spells/traps you control for card effects while you control this face-up card. If your opponent summons a monster or declares an attack: You can special summon 1 “Wellspring” monster from your hand, or also your GY if you control a face-up “Wellspring of Life.”_ ATK/1500 DEF/1500 _Bounty of The Wellspring_ Quick-Play Spell _If your LP is lower than your opponent’s: Apply 1 of the following effects;_ ⚫️Double your LP. ⚫️Target 1 card you control: Until the end phase of next turn, While that target is on the field, any battle or effect damage you would take is halved. _If your LP is higher than your opponent’s: Apply 1 of the following effects:_ ⚫️Shuffle 2 cards from your hand, field and/or GY into your deck; Draw 2 cards. ⚫️Either Special Summon (face-up or Facedown) 1 “Wellspring” monster from your hand or GY OR set 1 “Wellspring” Spell/Trap from your hand, deck or GY._ _If you control a face-up “Wellspring of Life”, this card’s activation cannot be negated or responded to, also, shuffle this card into your deck after its effects resolve._ My head canon for these cards is that the Yu-Gi-Oh equivalent of Juan Ponce de León had managed to find the Fountain of Youth in his travels, BUT the fountain, or rather Wellspring, was alive in and of itself, and León could only use it by entering a pact with it: Juan would have the eternal life he so desired, and even the ability to travel to any instance of space-time from after the pact is made (including in and out of any afterlives he would normally qualify for), BUT in return, he is, in life, death and afterlife, eternally bound to act in the interests of the Wellspring, defending it from unwanted attention or running it’s errands across the world alongside others in his position.
Normal summon Hummingbird-gain LP-sp.summon freezing fire-gain LP-overlay into fortune tune-attack-overlay into downerd magician-overlay into ZEUS honestly does not sound like a bad combo. Drawing into the 2 level 3s is the hardest part.
Easily the most informative about how to play the game and what to look out for. Other YGO video makers focus too exclusively on competitive, and pretend Duel Links doesn't exist (which is far more casual friendly). Duel Logs is the only youtuber I've seen acknowledge Duel Links whether directly or pointing out that a card that's bad in the TCG is actually a top threat in Duel links due to the pacing of the game and smaller card base and different ban rules. This kind of stuff really helps bring new and old players into the game. but I do like TGSAnime's analysis on how anime characters could've won other duels with the plays they were given.
Reminds me of how I ran Number 11: Big Eye and Giant hand in my Gladiator beasts. it's an excellent pivot to something unexpected since most people playing against GB know GB is mostly self contained so they're expected that Domantitus, only to get their monster stolen. I LOVE a good pivot.
An underrated life point gain card is... well not one card specifically but actually a combo of three. Aromaseraphy Angelica in the hand, Blessed Winds on the field, and Aromaseraphy Jasmine on the field potentially with Aromage Majoram to make your board relatively immune to battle phase by loading your monsters into zones Jasmine points to. The combo is basically send Angelica to the gy and target a high attack aroma monster in there, it can be any of them but preferably one at least as strong as Aromage Rosemary or Aromaseraphy Jasmine itself for 1800 lp. Then use humid winds to recycle Angelica into your deck for 500 extra lp. Then since you gained lp you can use Jasmine's effect to pull Angelica back into your hand and set up for your opponents turn to repeat the cycle since like Humid Winds Blessed Winds is a continuous trap card and Angelica's pitch is a quick effect. If you have a Bergamot in your gy, the strongest aroma card(iirc), you will gain 2900 lp per turn with this combo and even if you have to substitute humid winds as the searcher over Jasmine that's still 1900 lp even after the cost, and while you're doing this you're getting use some pretty nice aroma effects including banishing cards from your opponents gy with Aromage Majoram(itself a part of the battle lock with Jasmine), drawing cards with aromage Jasmine, return spells and traps to your opponents hands with the green one(the fact I don't know what its called says something about how good it is), being a silly little guy changing battle positions with Aromage Rosemary, negating cards or gaining atk for a turn with Aromaseraphy Rosemary and Bergamot respectively, or destroying cards with Aromaseraphy Sweet Majoram and Dried winds(Aromaseraphy Sweet Majoram can also be added to the board lock to prevent targetting as well). It's a built in slow down to the game and infinite lp combo that can also be shifted slightly to keep your deck filled in deck out scenarios. By no means a good combo against meta decks but it's a silly little combo for silly little people and I'm glad to say I'm a silly little person who's enjoyed it.
Ive always wanted to make a deck that passively and consistently gains life points so that i can win using flame princess(effect being everytime you gain lp,your opponent takes 500 burn damage)
Since Pyro decks might become a thing thanks to Bonfire, it's probably worth noting that Freezing Fire can be summoned off of an Upstart Goblin. The more access to life point control that Pyro gets, the more viable Freezing Fire will become as material for extra deck summons.
Ebon Sun works best in the Inca deck. Revive the Sun/Moon Dragon with 3500-4000 Atk and get back 2500-3000. If couple with Quilla's LP gain effect, that LP gain and atk boost can help em better and gives the deck more lasting power. The discard cost also works for Daywalker and Duskwalker as it can offset the cost especially if couple it with Metalfoes Fusion. They could switch the Egyptian Pyramid for an Inca one and it would essentially be Temple of the Sun on steroids. In fact, it might as well have been designed for the inca deck as it fits it far too well (I'm aware it's Manga version was GX era). It also goes well with DFE which would be an even better use for it.
I run a darklord deck in part because there are darklord cards that can gain you a lot of life points, and some of those cards can negate opponents’ monster effects as well.
I use used to play a green maji deck with soul absorbiton and I can tell you. When your gaining 5000 LP or more every turn with cards like nercroface reshuffling your deck. It's actually pretty good. Especially when paired with childs play 👌🏻🗿
Soul Absorbtion also does big work in Runick and fountain gives you enough draw power per turn to draw into it reasonably often. If you are going for the deck out win condition, those extra LP + Munin's extra LP will help keep you alive long enough.
Ive used gren maju for years and have always included soul absorption. Its good for if you run out of time and for if youre in trouble and need to stall out.
One thing I like to do is splash Solemn Wishes and Trade In in a Lightsworn deck. I'll switch some high levels with Lightsworn with some generic normal monsters to gain life points and recycle the Lightsworn in the graveyard with Michael to keep gaining life points. Also, I'll throw in a few Joans to gain life points for the monsters she destroys. It's my favorite life point gain strategy while slowing the pace of the game down with how fast the game has become. That's all I'm telling about it.
How Rainbow Life wasn't mentioned is insane to me. While it hasn't spent a ton of time on the Forbidden list, it's still regularly part of the competitive circuit's ban list. Go and look at a Regional, WCQ or World Championship event and Rainbow Life is on every single list simply because of how many shenanigans it causes.
If you can make a synchro deck that can turbo out level 10 synchro monsters easily, you can quickly get to Number XX: Utopic dark infinity and even more comedically you can combo it with black and white wave; a spell card that specifically requires you to control an xyz monster summoned using a synchro monster as xyz material, which then lets you banish an opponent's card. An easy non synchro monster material to use is Tragoedia, a level 10 monster that can special summon itself from the hand if you take battle damage. Summoning Tragoedia gives you half of the minimum required material for dark infinity. You might also be able to get away with using a non restrictive/archetypical rank up magic card on a rank 8-9 monster to rank up into dark infinity depending on how far the rank up card allows you to rank up.
You don't have to 'hard draw' cauldron of the old man, Ebon sun or soul absorption if you can run The despair Uranus. That card can get you a continuous card(spell or trap)of your choice if you don't already have one on board and can do this on it's summoning. Although being a level 8 light attribute rock type monster does complicate things as unless you have a deck that works with it's attribute or type or can spam summon tributable tokens, you're looking at a kaiser seahorse double summon combo to make this work.😅
Shot out to Kozmo forerunner: 1000 LP during your standby phase, 2800 atk beatstick, cant be targeted and easy to summon in kozmo decks. Also if you get rid of it, you can summon any lower rank kozmo that can be used to summon forerunner again.
I personally like Child's Play and Gingerbread House. Child's Play can be sort of a soft floodgate like Maxx C , and Gingerbread House Has a combo synergy with Messenger of Piece as well as a monster destruction on your opponents stand-by phase.
Shout out to Golden Ladybug and Child’s Play as being good LP gaining cards. I get why DuelLogs went with Spright Elf as number 10, but I think he should have put Red Resonator as number 10 since it’s the card that actually gives you LP. By the way, when does Freezing Flame come out in the TCG?
Cauldron is great, but when it’s so easy to destroy backrow cards, and given how slow it is to give or take LPs, your opponent’s hardly going to let it stay on the field for any huge amount of time
One honorable mention: Geistgrinder Golem LP gain effect: if Golem battles a “Yubel” monster then the opponent gains 3000 LP, the opponent being you since you’ll usually be summoning it to your actual opponent’s side of the field by revealing a “Yubel” from your hand therefore you’re the one who receives the LP gaining effect. Pros: can be searched (via Nightmare Pain), can bring itself back from the GY if you special summon “Yubel”, stops cards like Evenly Matched (from the hand), Infinite Impermanence (from the hand) and other cards that would require for opponent’s field to be empty or having no [effect] monsters on their side of the field. Cons: heavily reliant on its archetype (Yubel) to bring out, your opponent could potentially use Golem as a resource/material for their plays if given the chance, you yourself can’t normally be used as a resource unless you’re using something like Super Polymerization.
I used to like using Solemn Wishes in the old DS games. Especially in a Heart of the Underdog deck, although it should work well with any deck that like drawing (or a Maxx C).
I still run Number XX in my Timelord deck. Mostly for it's Goyo Guardian effect, but the lifegain is a nice bonus. Especially if I steal a high atk monster. And because it's a Number monster, it can be made with Astral Kuriboh to have destruction protection. Also, because it's a Dark Rank 10, I can use it to go into Pain Gainer or Seven Sins
Here's two ideas for lists. Top 10 cards to use while you're low on Life Points. And Top 10 Younger versions of certain Yugioh monsters (Things like Neo Space Connector which is a younger version of Neo Space Pathfinder)
@@Pr0xRESOLUTE I'm specifically talking about monsters that are younger versions of preexisting monsters (Another example is Legacy Hunter. Which is a younger version of Don Zaloog)
Actually you can go into utopic dark infinity using the hyper rank up magic that turns a rank 9 or lower utopia into rank 10 or higher so any deck that can get 2 level 4s and a way to search it can consistently go into it
I'm kind of shocked Solemn Wishes didn't get a mention at all. I know it's OOOOOOOLD but 500 LP each time cards are drawn is really good, and you can just keep getting LPs per turn or by using other draw effect cards.
It's also very easy to get rid of Sprite Eld, with its only 1400 ATK. Also, I believe that Freezing Fire is a re-train of Burning Algae. Cauldron of the Old Man takes way too long to work competitively. I can't believe you missed Aroma Jar, honestly, it should be #1 on this list because it can't be destroyed by battle either. This thing can, in the right deck, slow the duel down to a crawl, depending on the matchup.
An episode on the worst archetypes with 10 or more cards in it would be good! Or one on archetypes that are only good in other decks types and should never be the main focus of a deck
Ebon sun would be hilarious in fire kings, especially with cards like trap tracks and true king agnimazud the vanisher, Torrential tribute and circle of the fire kings. Imagine the look on your opponent's face when you destroy a 2000+ original atk fire king to reborn a different one and gain 2000+ LP instantly as a result.😂
On master duel there is a quest to gain life points rewarding you withs gems. I did not use any of the card mentionned but did it on the event reproducing the 2004 banlist where there was barely any backrow removal and floodgating my adversaries.
What about Ghost Sister & Spooky Dogwood? While it is dependent on your opponent special summoning monsters, you can easily gain tens of thousands of LP since your opponent is less likely to end their combo early if it's just giving you LP and not a bunch of cards like Maxx "C".
Considering modern Yu-Gi-Oh, I'm surprised Child's Play isn't getting any attention.+300 LP every time your opponent summons a monster, with battle destruction protection if your LP are 10k or higher.
Somehow, I think Soul Absorption being Searchable would make it pretty overpowered, if we're being fair, I play it in my Custom Deck based on the 8 Legendary Dragons from Final Fantasy VI, who all have the Effect that, if they would be sent to the Graveyard, they are instead Banished and you gain a Dragon's Den Counter, which, when you have 8, allows you to Summon out Kaiser Dragon from the Extra Deck, here a Fusion Monster (I thought of the big Boss Monster weakness when creating it), who, as in the GBA and iOS versions of the game, once you beat all 8 normally, while you get the Crusader Esper, like you do in the SNES, PlayStation and Pixel Remaster, in those other two versions, you also unlock an entire new dungeon, where you have to fight through all 8 again, but powered up and under eight different Special Conditions, these being largely reflected in their Effects! Kaiser has no ATK, but you can use a Counter to save him and the Field Spell, which gains its own Counters every time you Summon a Dragon, and he also can gain the Effect of any one Banished Dragon as a Quick Effect once per turn and their effects scare even me! This is the only Deck I'm actually scared of, not least of all cuz it's incomplete! And I abuse Red Resonator in my Red Dragon Archfiend Deck, not least of all cuz I can easily get 3500 Life Points... then it's my opponent's Turn! Have fun dealing with Hot Red Dragon Archfiend Abyss on 3500 ATK, Beelze of the Diabolic Dragons and Scarlight Red Dragon Archfiend! (Oh, by the way, I also have Red Reboot and Starlight Road face-down as well! No, you're a troll!) And since I'm feeling generous, I think I might jus bring out Star Eater, also on 3500 ATK next turn, cuz I can do that, you know! (And it keeps the ATK boost when attacking, as well, I've tried it!) Or I could go into Baronne de Fleur... cuz I can do that, you know! (Both on Master Duel where I use that Deck all the time (if you've seen me on there, you'll probably already know) and also in real life, as I got two Baronne from the Anniversary Pack!) That Ebon Sun... if you were to play, ooh, I don't know, say Interrupted Kaiju Slumber, while you have, say, Ghidorah on the Field (that's +3300 Life Points), you would not only get another Kaiju out, but it can also trigger Dark Hole Dragon's effect as well... I think I might jus try it out there, jus for shits and giggles! And the Mechanic is "Xyz", NOT "XYZ"!
Condemmed Darklord i think is pretty decent for gaining lifepoints, gain 500 per fairy type and being a free foolish on top of that makes darklords feel super good and healthy, and with 1st darklord, good luck touching them with effects
Shout outs to Crazy box. XD He made that clear in his "Top 10 cards with bad gamble effects" and stated "despite that, Crazy box is his favorite card cause it makes duels really exciting instead of predictable".
Oh no “Ghost Sister & Spooky Dogwood” didn’t make the list. Here i thought this was the perfect list to see this card at #1. Basically works like Maxx C, only difference being that everyone ignores it 😂. So one can enjoy getting a stupid amount of life points against any combo deck.
Souls absorption + munin on field = ez Lp gain. since soul absorption only trigger when card banished no matter who card was it, you can gain Lp + draw up to 3 cards + decking out your opponent using this card and runcik.
Summon Humming Bird, gain 2500, Special Summon with Astral Kuriboh, overlay into Number 49: Fortune Tune that can't be targeted by effects and is battle destruction immune. ??? Profit.
Like how fun would it be to build a deck and try to go from 0 to 8000lp. But trying to stop your opponent from doing it. Just one rule change and its totally a different game