The Spirit of the Pharaoh in the anime was played by a character called the Pharaoh or something, who was undefeated in his lifetime. Turns out that he was horrible in the game, but no one dared to upstage the pharaoh. Kinda funny
*Plays Senri eye, draws top card of opponent's deck, start busting out laughing.* "Hey, hey everyone! This guy plays Watapon! Get a load of this! Hahaha hahaha!"
Fun fact: Jam Breeding Machine lacked a once per turn for years and never had an official ruling made on it. Interestingly enough a few people tried making it work for this reason at different points in time; hoping judges would rule it as “yes you can spam 5 tokens every SP.”
Imagine combining that with Mass Driver and stall cards. That actually sounds funny and potentially even viable back when it first came out and you didn't have as much removal.
My friends and I once made a Spells-only tournament, I used Jam Breeding Machine and Wetlands, if only you didn't have to wait for your Standby Phase to summon a token, unfortunately I was one turn too late to win the tournament.
I desperately need a 2024 gimmick deck that uses Convulsion of Nature. It was the first card I ever got a play set of growing up from neighborhood friends back in the ancient times. So happy it’s not on the list but made a cameo in the thumbnail lol!
Back in the day (and still now tbh) I ran an Archfiend deck, so Convulsion of Nature was crucial to turn my Archfiends Oath into a guaranteed draw for 500 LP. It of course wasnt the optimal strategy but....I was playing Archfiends.
I saw Convulsion of Nature in the thumbnail and absolutely would have accepted it being on this list, even though I love that card so much. It might be total ass, but nothing else does what it does, and that gives it a special place in my heart.
Ive loved CON since i got into yugioh in high school (the mid/early 2000s). I throw it in stupic "psychic decks" with things like despell, just so i can see things. The deck never wins but its fun 😂
I saw convulsions and recognized it instantly. I don’t remember what it did, but I remember it being one that I frequently tried to remove from my brother’s board every time he played it.
Yeah it was meant to trick your opponent into running into stuff like Poison Mummy or Giant Axe Mummy, I actually had one of these back in the day and it did have it's uses.
And the Sphinx Monsters. The where created to be combined. Hieracosphinx protects your face dow Des Lacooda And Wandering Mummy. And those Monsters that are earth Monsters also trigger the effect of Exxod, Master of Guard.
Jam Breeding Machine was actually useful for Panther Warrior beatdowns. You just had to get the monster on the field first, and then activate the card. Sure it’s still not the best use for the card (imagine NOT being created for one use, and then still being able to do that job), but back in those days a beater like Panther Warrior to be able to consistently destroy any monsters you opponent may have had, by using up those tokens to attack was a good use. I used to piss off my siblings and some friends when I managed to get Panther Warrior out, equip it with either Axe of Despair or Horn of the Unicorn, then Jam tokens to offer up to beat over any possible sacrifices for them 😂😂. It wasn’t always the intended strategy, no sir, but when I was lucky enough to do it, I was hard to beat over lol.
I remember YEARS ago in a Hobby League tournament that someone had an Exodia deck that made use of Jam Breeding Machine, Spirit Barrier, and The Dark Door. It wasn't his deck for the tournament but just a deck he had for casual duels for between matches, after elimination, etc. Wasn't the most consistent deck, but was interesting nonetheless. Wish that I knew the decklist, but it has been WAY too long.
Top 10 cards NEVER restricted on the banlist in any way, but were widely considered to be hit Also do a failed cards and mechanics vid on naturia please!
seeing the thumbnail I was worried you were going to list Convulsion as one of the entries, that was a heavy part of my hand destruction strat back in those early days. Convulsion of Nature + Eye of Truth + Robbin Goblin, + Mind Crush
Top ten cards that force your opponent to attack Top ten cards broken at 3 but trash at 2 or 1. Ex: rattpier Top ten worst cards that give you opponent hand information
I think destiny board would be way more interesting if it allowed you to play it's pieces from the graveyard and couldn't be destroyed. That way an opponent could still do something about the individual parts, but not the win condition entirely. it'd also create situations where you have to decide to either remove the pieces, or some other spell your opponent has laid down. It'd be way more interactive without becoming super overpowered because of how slow it is.
Card Shuffle is just waiting for an archetype that revolves around busted effects going off when you shuffle your deck. I'd love to see a "Tainted" archetype like that. Tainted Wisdom is such a cool card, but have y'all ever thought about other concepts and body parts that could be corrupted? Maybe a pile of infected guts called "Tainted Courage", disfigured lips called "Tainted Passion", or a diseased heart called "Tainted Love". There could even be an anime character that uses them to show off their cool shuffling skills (and since the archetype is pretty dark, maybe even using their shuffling flair to cover up cheating 😶)
I feel like the thing that's getting worse in these videos is the bashing of the cards themselves. They keep getting increasingly creative and equally brutal, especially since someone back then thought it was a good idea to print these, lmao! Great video!
As a young kid i had a bad reaction to simochi + eye of truth deck that all my friends thought was broken op lol. Found out later that combo is super easy to deal with 😅
Hey same, mine was a Bad Reaction to Gravity bind deck with Eye of truth, gift card, burning algae and rain of mercy. Ah good times. Then Jinzo got unlimited and ruined all my fiun.
What's interesting about Impenetrable Formation is there's no DEF benefit that would make it good. 1000, 2000, or infinity, it'd still always be dependent on two other cards remaining on the field.
Convulsion of nature can actually be pretty good in a gimmick decks with cards like archfiends oath, the true name, and mind crush just to name a few. I really don't think it deserves to be in this list, it actually does a good amount with the right cards played alongside it.
I would enjoy seeing videos like 'successful cards/archetypes' in the same style as failed cards/ archetypes videos it would be cool to see more about stuff that works lol
the only use Shifting Shadows has is Subterror, and I still agree that it can be troublesome, glad we got some decent Flip support a while ago with Conbirdable and Sunset Beat.
The only time Card Shuffle had any "serious" usage was that judge who made a 2200-card deck that was intended to force a deck size limit to be implemented. That deck consisted of a ton of cards that made you shuffle the deck, and considering the sheer size of it, I think you can see where this is going. Anyway, simple Card Shuffle retrain idea, instead of JUST shuffling either player's deck, drop the opponent's deck being a "viable" option while it becomes a once-per-turn Magical Mallet, letting you shuffle any number of cards from your hand into your deck then draw the same amount. Sure, still not a great card, but it is better than what Card Shuffle currently is.
I've actually used Shifting Shadows to great effect, with my Rock type deck and Canyon field spell, a lot of rock types I had were the "flip face-down once per turn" cards
0:01 Idea for a “Slime Breeding Machine” _Slime Breeding Machine_ Continuous Spell _During each phase of either players turn: You can Special Summon 1 “Slime Token” (Aqua/WATER/Level 1/ATK 500/DEF 500). The Summon of an effect monster requires an additional tribute (But you can still Set them without said tribute.) Unaffected by the effects of other cards while you control a face-up “Slime Token”. You can apply each of the following effects of “Slime Breeding Machine” once per turn, and can apply them during your opponent’s turn by tributing 1 “Slime Token” you control._ _⚪️Tribute 1 “Slime Token” you control: Add to your hand or send to your GY 1 WATER or DIVINE Monster OR 1 Spell/Trap that mentions “Slime”, “Jam” or “Divine-Beast” in it’s name or text from your deck._ _⚪️Tribute any number of “Slime Token”s you control: Gain 1000 LP for each “Slime Token” Tributed._ _⚪️Tribute 1 “Slime Token”: During the main phase of this turn, you can Conduct additional Tribute Summons without limit, and also, “Slime Token”s can be treated as 2 tributes for the summon of a monster. You cannot summon monsters from your extra deck during the turn you apply this effect._
I am having some trouble understanding this card. Is it correct that the token creation effect would require the tribute of a token if a token is on the field?
@@gmradio2436 No. The idea is that the token spawns are free, but THEN you have to tribute a token to do your other summons. Although I should clarify that… maybe I’ll rewrite the effect into If you would summon any number of _Non-Token_ or _Effect_ monsters…
"Non-Slime Token" should work. Generating a tolen on each phase will flood the board quickly. Draw Standby Main 1 Battle Main 2 End Not sure how to balance it at this time, but it concerns me. Any way of summoning on your opponent's turn could be insane. I am remembering Monarch support.
you know calling the era before synchros the "classic era" of yugioh feels really mostly because i honestly don't think the game changed enough between gx and dm to justify seperating them
I've been playing YugiOh Nightmare Troubador, and this is a very re-assuring video. I could not for the life of me understand the benefits for some continuous spells I have been pulling or playing against in the game.
I remember being so mindblown at the weird effect of Convulsion of Nature when it came out. I was so naive, that I used that on my deck because it felt like a "gotcha" moment when I use it on my opponent. Ah. Here's to being young and dumb.
I have a slime deck. It was the only feck I had that was able to beat my friends modern Dino deck. Once it's been set up with wetlands, token stampeed, and dimensional fissure, you can stomp over a lot of what your opponent might throw at you.
Senri Eye could be super powerful and would probably be banned if its card text actually did what it said it does. Your opponent cannot look at the card. Nowhere does this say that they can't look at the card when you do, just that they cannot look at the card. Therefore they can never play that card unless they know what it is, as they risk playing an illegal move.
1:49 Spirit message retrain idea: _Destiny’s Message “C””_ Continuous Trap _You can activate this card from your hand or GY if you control a face-up “Necrofear” monster. When this card and all 4 "Destiny’s Message" cards with different names are placed on your field, you win the Duel. Once per turn, during your opponent's End Phase: Place 1 "Destiny’s Message" card from your hand or Deck in your Spell & Trap Zone face-up, in the proper order of "E", "A", "S", and "E!". When any "Destiny’s Message" card you control leaves the field, send all "Destiny’s Message" cards you control to the GY, except this card._ And then a “Destiny’s Message” retrain for each letter that would go more or less like the following: _This card can only be placed on the field by the effect of "Destiny’s Message “C”". Once per turn, during either player’s turn, you can special summon 1 “Destiny’s Messenger Token” (Fiend/DARK/Level 1/ATK 100/DEF 100). Face-up “Destiny’s Message” cards you control are unaffected by opponent’s card effects while you control a face-up “Destiny’s Messenger Token”._
13:31 Idea to fix this card: _Sheltering Shadows_ Quick-Play Spell _Rearrange the cards in your Main Monster and/or Spell/Trap Zones, then Flip any number of face-up cards you control facedown. For the rest of the turn after this effect resolves, the following effects are applied. You can only activate 1 “Sheltering Shadows” per turn._ _⚪️You opponent cannot target facedown cards you control for attacks or card effects._ _⚪️If a face-up card you control would be destroyed by battle or card effect, you can flip it facedown instead._
Shifting Shadow was present in Guardian Exxod deck back then in 2004 game It combines your previous video star, Canyon, Shifting Shadow, Staunch Defender, Unity, Stone of Aztec, that one flipping Sphinx, and Exxod himself I lost few matches because I hit one of their defenders and got quadrupled damage
"The only Blessing is the one your opponent is getting from having this in your deck." Sick burn! Either you have a broad sense of humour, or you have a great writer. I always hated Ectoplasmer. It's not even a double-edged sword. It's bad for both players, being a minus one for a bit of burn damage.
if you are using ritual spells who can tribute enemy monsters instead you can return them to the deck dont leting them hit the graveyard if samsara is in the field
If we're getting this specific then here's another crazy idea. Worst & best Traps that can be summoned as monsters via their own effects (And not via Magical Hats)
Some issues with your D Board Take: The new support gives them the ability to be summoned as monsters or S/T, much like Crystal beasts. The Level 3 fiends let you win using them from GY/Banish recursion, and Curse Necrofear does the same but boosted and shuffles 3 cards back into your GY to use for Dark Necrofear or to use for new Board support to spam spells from GY to backrow set. The only drawback you failed to mention, and this is a HUGE one, is that you HAVE to play them in order (F-I-N-A-L) or you automatically wasted Destiny Board and you might as well scoop, cause you can't shuffle normal summoned/set monsters or spell/traps once they're set. Thats way more of a drawback because if you misplay, you screw yourself. Also why is Spiritual Settle Machine on here? There's a Fairy, Izanami, that lets you do the same thing, with Energy Settle or without, and it was a combo piece in rogue decks back in the era it came out. Bad take for number 7, IMO Energy Machine could have been # 10 and still been fine, esp with the relevance of Kinka-Byo and Saika/ Aratama combo starter. Discard per turn can plus you in the current format so its not a bad card. Those are my only 2 griefs with the list but the rest of the list mostly makes sense.
9:53 Much later on, we got the Superheavy Samurai Archetype which since they have the ability to attack using their defense points instead, they seemed to be the archetype that this card would've worked best with
Card Shuffle. Trash in real life and trash in the video games. In the video games the AI/system will just deck stack themselves to increase their chances of winning.
5:30 The video text says "normal summoned or set" but Spirit monsters will not return to the hand via their effect if Set (though this is mentioned in the video audio).
6:44 Idea for a stronger version of this: _Sacred Samsara_ Continuous Spell _Cards that are used as cost for the summon or effect of another card are returned to the owners deck during the end phase of each turn. While this card is face-up on the field, This effect cannot be negated, responded to, ignored, or otherwise halted nor impeded in any way, shape or form, no matter what. During the end phase of each players turn, draw 1 card._
@@gmradio2436 Done. Added a free draw of 1 card during the end phase, to play into the “Samsara” bit (You start the turn drawing 1 card, and now you end it the same way).
If it's specifying pre-Snychro era cards, you know there's more bad Continuous Spells lists to come. He's probably doing a similar thing for Top 10 Worst Continuous Traps, because there's certainly a ton of those.
underpowered cards like these are fun to play, and in older formats possible to win agains similarly weak opponents... Jam breeding tokens can be over 3k atk, with other support, beats over anything. I recently build my destiny board deck, and it was so much fun! I protected the backrow with Gameciel + Scolding, so 3-4 omni negates, in old format hard to beat. :)
This video made me think. If the Nile was buffed today, just the LP amount, how much LP until it's officially worth it? If 1000 is barely delaying the inevitable, how about 10k? 100k?
Ya know it probably wouldn’t make Jam Breeding Machine incredible but it would be better if they included its anime effect where it destroys itself if you choose to summon a monster instead of locking u out completely
The way that, in theory, you'd need at least 3 facedown cards, and the proper situation where you'd need to swap them around, to make shifting shadows even remotely useful is hilarious, the hoops you'd have to jump through to even try to justify it 20 years ago is funny, but at least it exists I guess?
Top 10 Worst classic cards 7: Ancient Sanctuary, or Top 10 Worst Warrior type monsters For the non top 10 list: The Unknown side of Yu-Gi-Oh: Beasts of the Colliseum featuring Gladiator Beasts
The idea of "Samsara" isn't to floodgate the Ritual deck. But it wants to help them to keep more cards in their deck. So, they cannot lose by deck out after long game.
10:26… I would actually first fix the boss monster that it brings out before touching these, and go from there: _Revival Of The Pharaoh_ (LIGHT) Level 6 Pendulum scale: *0* Pendulum effect: _Once per turn, you can add this card to your hand from you pendulum zone. Once per turn, you can add a “Sarcophagus” card from your deck to your hand. When you would summon a “Sarcophagus” monster or activate a “Sarcophagus” card or it’s effect(sap, you can special summon 1 “Revenant Guard Of The Pharaoh Token” (Zombie/Tuner/LIGHT/Level 1/ATK 500/DEF 500). “Sarcophagus” cards you control on the field cannot be destroyed or targeted by opponents card effects while you control a face-up “Revenant Guard Of The Pharaoh”._ Zombie/pendulum/effect (This card’s name is always treated as “Spirit of the Pharaoh”.) _Cannot be Normal Summoned/Set. This card cannot be Special Summoned except by either the effect of "The First Sarcophagus" or by its own effects. Once Per Turn (quick effect), you can place up to 4 “Revenant Of The Pharaoh Token”s (Zombie/Tuner/LIGHT/Level 1/ATK 500/DEF 500) onto the field. If your opponent would destroy and/or banish any number of cards from your hand, field and/or GY, you can Tribute 1 zombie monster you control on the instead. Once per turn (Quick Effect), if this card was first summoned during this duel by the effects of “The First Sarcophagus”, you can tribute 3 zombie monsters you control: Special Summon this card you possess._ ATK/2500 DEF/2000
12:08 Idea to retrain this card to make it into a STRONG information tool: _The Omniscient Eye_ Continuous Spell _During either players turn, you can pay 100 LP to look at 1 card from either your opponent’s hand OR from anywhere in either players deck (and if you do, return it to its original position). Your opponent cannot look at the card if you’re looking at a card from their deck._
14:49 Idea to retrain this card to be better: _Blessings of The Nile God - Sobek_ Continuous Spell _You can Normal Summon/Set WATER Reptile or Sea Serpent monsters with 1 less tribute. If a card you control would be removed from the field by an opponent’s effect, you can discard a card instead. Each time any number of cards are discarded from either players hands, gain 1000 LP for each discarded card. During the end phase of each player’s turn, you can any number of WATER Reptile or Sea Serpent monsters to your hand from your deck, who’s combined levels are equal to or less than the number of cards that were discarded this turn._
Shifting shadows is great with old school rock decks (or if youre playing against NPCs in the newer yugioh games (not master duel....screw that thing) expecially with that field card that makes them lose 2x lifepoints if they hit a def monster higher than their attack.
there are, dark sanctuary and sentence of doom one is a field spell that lets you use monster zones for the messages and can negate attacks the other is a trap card that can get messages from the grave