In my opinion, the main problem was power creep. Not just in terms of pendulum monsters, but Yu-Gi-Oh has had a huge problem with power creep that has only gotten bigger over the decades. I think a lot of people were reaching their limit around the Zexal era and the addition of pendulums with the new summons and extra effects and gamespeed just threw them over the edge. I know I was starting to feel the creep way back in the 5Ds era.
Man this was a nostalgia trip! Back when Pendulums were released I was convinced they were broken cuz my friend would always beat me and my Elemental hero deck, little did I know I was just trash at the game 😂
thank you for admitting that. most people who lost to pendulum are somehow 10 years old who won't stop shouting how unfair pendulum is. and somehow they don't know how future fusion works... elemental hero is a little outdated but still very fun to play. the problem would be the match up. i don't think elemental heroes would lose to pendulum if you go for destruction strat.
Use the effect of masked hero acid or elemental hero stratos to destroy the cards on the pendulum zone or use counter trap cards or contineous trap cards that prevent them especially the amorphage pendullum deck!
@@CANWEGETMUCHHIGHERRRR if you last 50 years with your partner you earn the coveted "Ultimate Ring." It is all previous rings combined into one. However most basic bitches don't know about this because they only play marriage casually, it's pretty cringe bro.
Well it's nice to get out of the competitive marriages from time to time. Sometimes you bump into burn marriages which are pretty annoying and stall marriages still a thing lol
Whenever someone makes the argument that pendulum summoning isn’t that broken of a mechanic I remember how in order to keep said mechanic in check, Konami had to unban some of the most broken cards in the game to keep the broken mechanic in check.
@@dannyboers4704 Definitely not nowadays, too reliant on link zones so they don't have that same ability to flood the board turn after turn like they used to. Hell they could unban monkeyboard and it would have little to no effect on the current state of the game
@@waggshore3777 even with astrograph unbanned it doesn’t do much. I honestly think even electrumite and astrograph sorc can be at 1 then at best it can be a tier 2 deck or rogue
Konami CEO: “Okay Geoff, I lost the bet what’s the mechanic you wanted to implement?” Geoff: “I want monsters to be continuous spell cards that go in 2 new specific zones.” Konami CEO: “Okay that seems reasonable, we may have to restructure the game mat, but I’ll get that implemen…” Geoff: “and they’re going to have extra numbers on them that if you have a monster level in the range of those 2 extra numbers in the special zones you can special summon...” Konami CEO: “Okay Geoff this is going to be a bit of a complicated mechanic to introduce to newer players don’t you think?” Geoff: “…any quantity from your hand or face up extra deck.” Konami CEO: “Geoff monsters don’t go face up in the extra deck, we tried that with convulsions of nature with the main deck it made no sens…” Geoff: “These ones will. If they would be sent to the graveyard from the field they’re sent to the extra deck face up instead, but if they’re sent from the hand or deck to the graveyard they’re still sent to the graveyard.” Konami CEO: “Geoff these ideas are very interesting, but don’t you think they would be better served by splitting them into multiple archetypes or multiple different types of cards?” Geoff: “… I won the bet didn’t I?”
For me it was the effect it had on Spellcasters; we went form occasional Spellcaster support for Spellcasters in general or Dark magician to only support for pendulum Spellcasters or Dark Magician. It felt really shitty because if you had an older deck that isn't Dark magician or a pendulum Spellcasters deck you basically went without any new cards for a time until link monsters came and brought out more Spellcaster support.
Spellbook is the prime example of this case. No new supports for Spellbooks that can help them be viable, and Crowley the First Propheseer is the only Link monster to actually support Spellbook, yet it's not even good.
@@JackDanielWithCelery The worst part is that all monsters bar Crowley are based on the tarot deck. This also applies to some of the Spellbook cards too. So making any thematic support for Spellbook would be nigh impossible
Pendulums weren't what made me quit the game initially, I quit before pendulums due to life getting too busy and getting into MTG. However, pendulums WERE the thing that kept me from ever trying the game again until master duel. They are EXTREMELY anti-newcomer. Like, yes, once you know how they work, they aren't actually all that complicated, but in a TCG, the more rules you have to learn from a rulebook that you cant figure out on the fly by playing the game, the worse of an experience for new players the game is. And with pendulums, you can take one look at a card and know you have no idea what it does and no amount of reading the card will change that. That is really, really bad for attracting people to the game. And I think the effect was just amplified for lapsed players. If you know the rules to yugioh but still cant figure out what a card does after reading it, you're going to feel like the game just got away from what it was. Not trying to be all yugioh boomer, I've been playing master duel and find the game enjoyable even if I can't play random normal monsters in defense mode and pass turn anymore. It's a different game, but still fun. I just think them introducing pendulums into the game was a big mistake for player retention and for bringing in new players. It's a really, really weird card type.
Agreed. The biggest problem with them is "readability." YGO cards already have infamously big textboxes & even combo pieces can have complicated effects, so the fact that you need to remember multiple modes on a series of card types, which could both have these giant walls of text, then remembering which mode is active as a monster vs a scale...it's just a mess. Not even going into how the mechanic works & the OTHER quirks it has (going to extra deck face up). Even if these were just all multi-mode monsters that could be played as continuous spells for different effects...I agree that it's incredibly anti-newcomer and the complexity up-front to a new player pushed people away from the game more than anything.
There was a time when I tried to get back into Yu-Gi-Oh and I had a hard time with Synchros. I took one look at a Pendulum card and said Fuck No, and went to play Magic. XYZ were the perfect mechanic, easy & intuitive. You could pick it up in two sentences and be good to go. Synchros, a little less intuitive but okay. Links, not nearly as intuitive but still manageable. Fucking Pendulums are a nightmare and despite knowing largely how the game is played, I still don't understand them. They're so sacky and either are extremely OP and borderline unbeatable or lose instantly. There's never an in between and Konami should let the mechanic fade.
Yu-Gi-Oh was never designed around these mechanics like pendulum and link. They made these to keep the game from stagnating but it was done in such a clumsy way and I'm not surprised Yu-Gi-Oh in any type of competitive play is all played by older people now , no one young wants to touch it
Honestly Konami will eventually have to power creep pendulum summoning down to what they did with fusion summoning in the early format but I look at this type of summoning mechanic and it's basically you have to run an exclusively pend deck to get the most out of it. But it's draw back is that for having monsters who can also double as spells your not really getting the best of both worlds unless you really commit the mechanic. With synchro and xyz you can afford to splash them into decks because their summoning mechanic heavily relies on understanding the level of the monsters you have in your extra deck and knowing what to place in your main deck to add up to that xyz and special summon: xyz is easier since just need two cards of the same level to bring them out, with synchro lol...if people complained about this type of summoning y'all don't know how to identify a tuner and worst is y'all don't know how to add 😂😂😂
I quit the game for awhile because the power creep was already driving me insane especially on the Nexus, and pendulum summoning was just the extra cherry on top, since I had no idea how it worked and their effects seemed just a bit too overpowered for me (I run a Red-eyes deck this was before it had any good support) so I got fed up and stopped playing altogether until my friend who is likeminded decided we should just do one on ones.
only difference, the pendulums pendulum summon, which i don't think it that different from a normal summon because it locks you out of summoning other monsters from your hand, other decks special summon which can be from hand, deck or GY and doesn't lock you out so you could get five monsters then tribute for stronger monsters. Not arguing with your statement, actually agreeing with it. The mass summoning didn't bother me about pendulums, the fact it was treated as a big deal and different from swarm based decks did.
@@kitsu1379 Actually... no, it doesn't. Even if you summon almost all your hand by Pendulum Summon, you can still use a Normal Summon on that turn because Pendulum Summon is a Special Summon.
Simple. Because I actually knew what was happening with those meta cards, it had a single effect I could follow. Pendulum’s I had to get a magnifying glass out, search one of its 2-3 minimum effects to find out why my opponent just gained half their deck in their hand, and just ff. If a boss monster has a paragraph, that’s fine. If every card has a paragraph, then it’s already not worth my time with a combo platter of learning a new mechanic.
@@irrespondible Oh, I've only ever used pendulums with an online site. Must have been a mistake on the site's part then. I apologize for the misinformation. But that kinda hammers home the original point about pendulum summoning being nothing special.
@@motodog242 Of course in modern Yu-Gi-Oh an opening turn can take 5 minutes to set up and you basically lose before you can play your first card if you've got no way of negating their set up before you've had your first turn.
As someone coming back in to the game for the first time in over ten years, pendulum was the only reason I even gave master duel a chance. It was fun to play, when I played my first few duels I just watched the other player spam out cards while the best I could manage was one or two. This archetype gave me a chance in a game that is nothing like it was the last time I played.
Pendulums in my opinion are possibly the best cards you can have if you manage to have ones that go between 1-7. I was new to them when I played duel links again, and I think they might be my favorite cards that I would want in a deck where I want monsters to keep getting summoned 😂 I WOULD BE UNSTOPPABLE, MUAHAHAHAHAHAHAHA 🤣🤣🤣
Yeah me too the best option was to use the pendullum method becoz no more cards were being wasted u can return them becoz according to the rules the pendullum cards that are use for tribute,link,fusion,syncro or destroyed by card effect or battle as long as they are on the field when that happend or in the pendullum zones were go to your extra deck face up!
@@m0istur The reason i don't run them is i think they are TOO monster reliant. If you watched ARC-V you would know the main character could only get away with half of his plays because of action spells which i think are kinda bull. XYZ are currently my favorite since its such a simple summoning with very good monsters and its probably one of my favorite series too, which is kinda ironic since i used to think it was an annoying summoning when i first started and was a cyber dragon player
@@w1nther930 yeah, but he also had non-action duels where he, y'know, actually won with skill? And other people used them too! it's like Yugi's topdecking.
@@w1nther930 XYZ are fun now that I understand the game better, but walking I from fusion summons being a big deal to 6 boss monsters turn 1 was a culture shock to say the least. And pendulum just gave me a way to ease in to the meta again
Man I seriously haven't played Yugioh in ~15 years, but I love watching your videos, I watch all of them. Hearing you casually got married makes me very happy lmao. Congratulations and best of luck mate!
Yup, pretty much sums up my experience. Synchro summons were fun, like easier ritual monsters. Xyz was more difficult but the good effects were balanced with being limited by the overlays. Pendulums I understood the mechanic and it’s rulings, but it always felt like needlessly complicated pretending to be an exciting game mechanic. And yeah, when cards started getting an average of 3-4 effects each and getting covered in text I called quits. I want to have fun while playing, not study law…
I left yugioh when xyz’s were introduced and only saw pendulums through Facebook groups. Originally I didn’t like them because of all the text, but now I love the mechanic and odd-eyes is my favourite deck
3:47 when I first used a pendulum monster on duel links, I found it pretty easy to use, I said “oh that’s cool, so you can treat this card as a monster or as a spell depending on the situation you need it in”. Learning pendulum summoning did take some time tho
Tbh I feel that way with Links. Pendulums make a lot of sense to me (full power Pendulums are bullshit, but current Pendulums are fine), even though they aren't my favorite summoning mechanic (Rituals then Xyz are my number 1 and 2)
I'm shocked at how much I liked XYZ summoning by the time I stopped playing. It felt cheap at times, but also expanded the game in a way no previous mechanic really did because they were a ton of splashable ones. They were basically syncros but you didn't have to alter you're deck structure as much.
@@amanofnoreputation2164 I actually liked Xyz summoning because basically it was better tributing and/or synchro 1.5. It didn't tear the game in half. Dzeeff is right partly but the fact pendulum shaped the game moving forward shouldn't be understated. Because pendulums existed MR4 was made very restrictive, because pendulums existed non-pendulum decks needed to have ways to respond to them specifically, because pendulums existed swarming is the primary playstyle of Yugioh. It's not a bad mechanic, it just was not very well playtested before release to the point its fallout still influences the game.
well they still work marginally better than whatever gemini is.................. do we even have a Gemini pendulum monster? and even cyberse got one at last.............. and if konami were crazy enough... we could still get ritual pendulums..................... imagine that a ritual pend being in the spell-trap zone allowed you to ritual summon ritual pendulums..........
I think a fairly big reason why people didn't (or still don't) pendulums, is how far removed they are from the rest of the game. Which ties in to how (un)intuitive they are, I guess. Synchros were... basically fusion monsters, with less restrictions, you could say. You have monsters on the board, and use those to make a bigger one by sending them to the grave.The main complaint about those, was their powerlevel. XYZ was sort of the next step, where the whole thing of keeping the materials on the card happened. That's still similar enough to, let's say, equipment cards. Yes, that's probably a stretch, but I'm trying to get behind how people went to lengths to "rationalize" the cards' behaviour. Pendulums... yeah. new zones *and* an existing zone being used differently *and* the cards don't really behave like pretty much any other card, in that they don't go to the grave when leaving the board? That feels like it's an entirely different game. Link Monsters still have that extra zones stuff, though I guess after pendulums people were easier to accept them. But they're still fairly intuitive by how the summoning works at least. Even their effects that apply to/from cards they point to (which I'd say is their main mechanic), those are entirely readable from the card itself, no need to grab a rulebook. Well, I guess the restriction on extra deck summons comes with them as well, but even that feels fairly tame after pendulums. All of them besides pendulums have something in common. They're in the extra deck like regular fusions, they are summoned from the extra deck like others, they go to the grave like others. If I didn't know about pendulums and someone I'm playing against puts them back to the extra deck, I'd very much ask what the heck he is doing. For a cheating attempt, that's a bit *too* blatant, else I'd asusme that. And while the materials of the XYZ cards staying (sorta) on the board would make me at least raise an eyebrow, it's easy to see from their effects that something like that is supposed to happen. I do wonder what my opinion would be, if Links came out before Pendulums. I do think I would've minded them more than I did this way, but nowhere as much as pendulums.
XYZ's whole detaching cards for effects thing may have been a bit odd, if you happened to play Pokemon TCG, removing card's for effects is pretty common, I mean it's literally on the most popular Pokemon card, so it's not like that's unheard of. And while keeping the materials attached was odd for Yugioh, actually playing the XYZ monster was essentially just another take on fusions/Synchros. But I have a hard time thinking of something inside or outside of Yugioh that you could refer to for pendulums. Maybe there is, but I haven't seen it in Pokemon, Digimon, or MTG
I played as a kid during the original YuGiOh days, but stopped around middle school before 5Ds. I picked it up again with some friends around 2015, but none of us were aware of pendulums. Synchro and XYZ made enough sense. Like you said, they're basically just variations on fusions. Once my friends started using pendulums though, I was out. I honestly just couldn't be bothered to learn a new mechanic so different than what I was used to.
I think my biggest problem as a returning casual who dropped out around the time when XYZ/Zexal was getting started, isn't understanding the new mechanics. Link Evolution does a good job walking people through the basics. It's that there's SO MANY cards and strategies and decks and card sets that it's overwhelming to even consider making my own deck from scratch. Unless I were to just unlock every card possible and go through them all one by one, looking for cards that go well with each other, I'd have to go on a long google dive of looking up specific sets of cards, their general abilities, and other cards that might go well with them. It feels like a lot of work just to get to the starting line. And while I'm fine using a deck that I found online for the story mode of LE, there's a lot more to learn when I'm thinking about dueling other actual people who have way more experience and knowledge than I do. Also, I hate Link Summoning. Even the tutorial it gives you is just special summoning like 20 different monsters in a row until you get to a vaguely powerful card that wins the game for you.
I felt it could be broken at the time but I also hoped it would make some slower decks more playable - like Steelswarm. The mechanic that actually turned me off was link monsters - restrictions for summoning anything from the extra deck and that made link monsters mandatory for the majority of decks. It was too restrictive in my opinion - even Konami backed it (mostly) down later. Now I think it is kinda nice as it is usually less restrictive (links monsters usually don't have level requirementa for material, as an example).
Master duel 5 really has opened my eyes to how good link summoning can be. Back in MR 4, I didn’t like it because it felt like it was restricting decks that didn’t deserve it, and only really good plays were link spamming. Now it feels more balanced, and how it should’ve been from the start.
Not gonna lie. When this pendulum mechanic got introduced, i had an instant understanding that maybe this new mechanic was purposedly exist to make old cards relevant againts faster mechanic such as synchro & xyz back then. I love it. Hope they will make a pendulum support for the old deck. Even in the anime, pendulum help the duelist which only play the old format in their world. But seems like konami love to make complicated thing lol. Its a mix up feeling for me
Synchros are the only mechanic that have effects that for the most parts don't have any kind of conditions to their effects or are obtuse to use. Things like pendulum or fusion have the strangeness of using other cards to facilitate them. XYZ monsters need material as cost, usually limiting them to two uses of their effects, and lots of link monsters need to be linked for their effects. Synchros are the most organic by far with stuff like scrap dragon or red dragon just have traditional effects.
@Celestial Chrono Knight oof lol D/D is one of my favorite decks cause I like the big brain plays it enables while also not being cancerous to fight against
I always hated how Pendulums don't go to the GY when destroyed, especially when they were first announced. There are so many ways to disrupt GYs but Pendulums felt immune in an unfair way
@@CelVini we know, the point is that you can easily disrupt graveyard summoning because there is several years worth of cards dedicated to hindering cards exiting the graveyard, while there is only a few cards that actively prevent pendulum monsters from returning because they go to the extra deck instead
I started playing competitively in 2015 during PePe format. After about a month of playing, I won my first regionals with Odd-Eyes Magicians even beating some PePe decks. So I have a bit of a sentimental spot for pendulums and to this day they're my favourite type of deck
I didn’t mind synchros, XYZs, or link monsters they are quite fun and this is coming from someone who usually played either mainly fusion heavy decks or decks that used ritual monsters (I’m so excited for the new magikey monsters a combination of ritual, fusions, and synchros count me in). I didn’t like them when they were first introduced and quite frankly being able to summon five “monsters” on one turn was quite dumb and infuriating. I’m fine with them adding in new things, like link monsters to me is a really cool mechanic, I just did not enjoy seeing pendulum monsters. I am very excited about the new magikey cards
Problem wasn't so much links themselves as it was MR 4. Links, as a whole, being easier to summon when compared to other Extra Deck summons, and crippling said Extra Deck cards by needing Links to function
Honestly the only link deck that I'm down with is Crusadia, and only because it takes SOME brainpower, but it's still decent without being absolutely nuts like Salads
@@otterfire4712 Exactly. It's so damn ridiculous how easy it is to get a link monster compared to fusions, or Synchros. XYZs are easier to summon than either, but at least their effects are limited based on the number of overlay units so that's kind of balanced. But Link Summoning is one of the worst aspects of modern Yu-Gi-Oh.
With the way the game has changed and evolved since the original duel monsters and heck even GX, your pretty much need a duel academy if you want to stand any chance at competitive or going against a more modern deck if you haven't played since GX era
I played pendulums and even I hated the addition of pendulum zones. Where they are on the mat now is great. I doubt that pendulums were the reason Links were needed to Special Summon Extra Deck Monsters. Sounds more like Konami trying to push Links and being dumb about it.
@@tkbryan95 The reason I think Links were introduced was how over powered extra deck plays were getting because so many decks had ways to get the necessary materials where you need them so easily, pendulums were parts of this definitely but also because so many modern decks have swarm or search abilities on every other card that they kinda needed a way to lock people out of getting three - five extra deck boss monsters out in one turn.... but they fecked it because Links were broken themselves and to be honest they need to stop adding new mechanics. Pendulums were pushing it but I can accept 'em since they're pretty gimmicky and not really that good if you know your way around 'em but Links and anything later are just getting silly since Links are basically glorified XYZ with those arrow restrictions or buff effecting their effects. I know some people like Links and my favourite deck had a Link that I do use but in my personal opinion, I wouldn't miss 'em if they were gone and I didn't really like 'em.
I think part of the initial idea that you would throw time gazer and star gazer into any deck is at least partially due to how they were used in the anime, especially how in like episode 4 what’s his face just steals star gazer and time gazer and puts them into his deck (also the battle Royale segment of the tournament arc, where they just give generic pendulums to random decks). This is in contrast to how fusion synchro and xyz were pretty much used the same way in both the anime and actual game (although much slower and with worse monsters in the anime)
Xyz is my favorite inclusion because it didn't required special cards (like tuner monster or polymerization), was easy to use and reminded of how fusions were made in the start of the anime / manga (almost the mammoth arrow thing). Also, gave limited time effects to the monsters thanks to the material requirement. Was a indeed neat adition.
Me and my cousins all have our own "generation" of Yu-Gi-Oh summon and mine is XYZ because I'm the 4th grandchild out of 5. However I like GX the most haha
The good news about Pendulum Summoning: It allows you to summon a lot of monsters and pull off cool combos. The bad news about Pendulum Summoning: The same as the good news.
Pendulums today are just a shell of what they used to be. Back in the day when they had their own dedicated zones and also having a free soulcharge every turn was insane Edit: had to add the “also having” into my sentence bc some ppl misunderstood my message.
i dont think adding the extra zones were too great (you had to get a completely new mat) the soul charge effect was too powerful i agree, the emz and link restriction actually was good imo of course electrumite got banned and about a billion other pendulum cards :(
Odd-Eyes need a Link and D/D/D needs a ritual. If they get that, they'll be the only two real archetypes with in-theme access to all six summoning mechanics.
@@Stinkoman87 Yeah that would've been awesome. Another archetype that has nearly all summoning mechanics are Fire Fist, the decks has all except a Pendulum monster.
Pendulums are what brought me back to Yu-Gi-Oh. I played super casually, and because of that when playing online I'd get absolutely destroyed by almost every deck I'd come across. Whether it was them summoning ridiculous amounts of creatures or just board wiping me and eating me alive. I recently discovered D/D/D, and now I feel like I finally have a chance, not only can I hold my own against some of the better decks out there, if I play my cards right I can even win. Pendulums in modern era aren't hard to deal with, just pop their scales and they usually start to flounder, then you put pressure on them and they can't recover usually as to even attempt to pendulum summon you have to go -2. Everyone wants to complain about how they are resource less but fails to take into consideration how much of your deck has to be devoted to performing the summons because if you can't get out good scales then you're done for.
The mechanic was recently added to Duel Links, I have to admit, it's really easy to grasp and fun. Can't wait till Duel Links gets some viable Pendulums.
As an old school duelist, looking at a textbook worth of text seems like absolute gaming hell. Especially when you’re playing a deck you’ve just made so you gotta read it to make sure you aren’t misremembering the ability, 5 minutes later you finish reading and play it, then your opponent has to read it. It just seems so disruptive to the flow of game
As a casual player, my favorite extra deck mechanic is xyz summon. But it feels sad that they are actively killing a mechanic that was once strong. There are still cards that can handle pedulum summoning plus the master rule restriction, it pretty much killed the mechanic.
I'm a returning player, for the second time and I tried to return about the time of master rule 4 and was completely confused. Ended up quitting the second time. Now that I'm back with master rule 5 I still refuse to play pendulum cards. I'm just happy that much of the restrictions on extra deck monsters have been lifted.
I've played Yu-Gi-Oh since 2006. Through fusions/rituals, synchros, XYZs, and even didn't mind adding a link monster to my frightfur fusion deck I've been enjoying and building over time. And even after all that, I still don't know how to play pendulums.
I remember a time where a lot used to hate him because they had not understand Triff was a character (even Mkhol40 iirc) at the very beginning of his RU-vid carrer. Now, it looks like everybody likes him.
me too 😭 apparently konami don't releases pendulum cards in a long time but it'll always love the pendulum cards they released already and the arc-v anime itself lol
When pendulum first came out, I was more confused than upset. I got into the game when xyz monsters first appeared so its not like I had old school yugioh attachment as some of the veterans, but I understand where they were coming from. For me, I was still trying to master xyz summoning with my zexal deck, and by the time I made xyz my ace summon method, pendulums came out then boom, basically have to learn the game all over again. However, despite that, I can never say I was bored or irritated by pendulum cards. It was a new mechanic, and even when I was 12 at the time, I knew konomai did this to spice up the game, and good on them for doing so. I never really saw it as broken, as most decks at the time were still functional without them. Sure, it was kinda repetitive seeing TG magician and SG magician with odd-eyes every time, but that the flow of the game with new mechanics. Learning, for me at least, was made easier when I saw the anime, but of course, not all things translate to real dueling. To this day, while I am an XYZ master, I am still trying to master pendulum summoning as my second go-to. I have made this trickster-style performapal deck to help me out, but I wish I could go all out like we used to during rule 3. Mastering pendulum now was made even harder for me since links first came out, which is a summoning method I will never enjoy. In conclusion, my personal ranking of summoning styles mainly focuses on the more recent ones (except links), but I still found a way to enjoy each and every single one, no matter how much I prefer one over others. 1. XYZ 2.Pendulum 3.Synchro 4.Fusion 5.ritual 6.Links
wholeheartedly agree id just switch pendulum w XYZ since, idk it just clicked so easily with me more than anything I also dont like link cause it just feels… idk like its doing too much with what we have already?
Cool, I also got into Yugioh around the Xyz era, but quit eventually because my brothers stopped playing it. My favorite summonings are as is 1. Xyz 2. Synchro 3. Fusion 4. Ritual 5. Link 6. Pendulum Yes, even though I learned about pendulums and know how they work, they are my least favorite summoning method and least favorite mechanic in general. And, it's a wall of text too.
definitely agree pendulums aren't half as bad as people make them out be, yeah they can be a big wall of texts sometimes but you can simplify the texts by spacing them apart and adding numbers before them like this. Astrograph Sorcerer Pendulum Effect: (1) During your Main Phase: You can destroy this card, and if you do, take 1 "Stargazer Magician" from your hand or Deck, and either place it in your Pendulum Zone or Special Summon it. You can only use this effect of "Astrograph Sorcerer" once per turn. Monster Effect: (1) If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can choose 1 monster in the GY, Extra Deck, or that is banished, and that was destroyed this turn, and add 1 monster with the same name from your Deck to your hand. (2)You can banish this card you control, plus 4 monsters from your hand, field, and/or GY (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon.) before deciding on whether or not to put them in your deck, I mean most of the time comes to pendulums or even other cards in generally is that no one reads texts and give the same excuse that there's to much texts if you use example above that wont be a problem. My favourite Summoning Methods 1. Synchro 2. Xyz 3. Pendulum 4. Fusion 5. Ritual 6. Link Yes I hate Link monsters after all the hell cause in MR4 I'll never forgive them
With some hindsight and master duel to mess around I admit that pendulums and links are more balanced and also more simple than I ever gave them credit for. While I personally haven't messed around with pendulums, dueling someone in ranked still felt reasonably okay. Links making me need to care about columns is a bit hard to get used to but even in the low tier jank trash I run I can usually fit 1 or 2 links in my extra deck and while not used consistently, they are pretty okay when I find an opportunity to bring one out.
I was about to remark the casual "I got married" thing, but apparently this comment section is already full of that kind of stuff. So, I will do the very same thing, but in Italian. Congratulazioni per il tuo matrimonio buon signore! Tanta felicità per te e tuo marito ❤️
As a returning old school Yu-Gi-Oh player seeing a lot of the new mechanics did freak me out but now all I can think is wow this is just as exciting as when I first started to learn Yu-Gi-Oh
As someone who only learned of Pendulums last year, after being out of collecting and playing for a good decade, I was intrigued by them. I find them a fairly nifty mechanic, and definitely can facilitate all sorts of extra deck plays. My main complaints are that it took me forever to figure out how they properly work, and that it’s very hard to remember all the details of their effects due to how long the texts can be. They can definitely be confusing and frustrating, but then again I know people who thought the same of Synchros and Links. Also, congrats on the wedding.
Great Video, you excatly captured the feelings of the Players That had problems with pedulum when it first came out. But I feel like the title should be „Why everybody hated pendulum“ since you mainly Focus on when that timezone during its release, I don’t think it is still as hated as it was back then.
When I came back, I understood how Synchro and XYZ Summoning worked. Pendulum summoning makes no sense to some who grew up with the card game after taking a hiatus from it. To make it more confusing, Pendulum cards had a new spot on the playing field for them. Then, when you look at the cards themselves, they are a mixture visually between normal monster and spell cards.
I loved pendulums at the start and I still do to this day. I love how they make the main deck choices really matter - they're not just an engine to facilitate extra deck monsters. But also I'm torn between wanting more pendulum subthemes in other decks like what Lunalights and SHS got, and understanding that pendulums take a lot of mental effort to grok and it might not be worth it for only two cards.
Hey man, may be two months ago but congratulations on getting married! Not a competitive TCG player, but my wife and I play occasionally, as do I and a few of my old friends who used to duel on the school yard “back in the day.” In all seriousness, 90% of that interest stays fresh because of the nostalgia we get from your channel. Hope you and your spouse also find some “old school” fun in this game you’ve kept fresh for many years!
If I were to explain a pend monster to an old yugioh player it would be something like: "It's a monster, you draw it as a monster, it's a monster in your hand, you summon it as a monster, etc. Then, all pend have a rule where, if destroyed, they go to the extra deck face up instead of the graveyard (but you still send them there when tributed or with card effects). Then they have another effect where you can activate them as spell cards in you P-zones, and then and only then they are considered cont. spell cards and you use their spell effect instead of the monster effect." Then I'd explain pend summoning, why face up on the extra deck, and how link affects them.
From my casual way to play the game, I really like pendulums from their start. Most favourite deck is D/D/D and then pend magicians. I love how flexible they are and probably never stop playing them.
@@kaelas5488 The release of Gryphon and Deus Machinex was the final push that got me to get my first yugioh deck. I'd been playing D/D/D in various video games and online for years. One of the most fun decks I've played, you can really style on opponents, and there's a lot of decision making to be done while you assemble your board. A starting hand with Kepler and Gryphon/copernicus (Kep fetch gate to find the 3rd monster) can create a board with High Genghis, Gilgamesh, Deus Machinex, Siegfriend, High Caeser and Patent License. Really cracked.
I'm one of those weirdo's who personally always loved the pendulum mechanic, their aesthetics and archetypes were some of the most fun to actually play and I had a blast with them during mr3. I was extremely disappointed when mr4 came around because decks like Abyss Actors, Majespectors and Igknights didn't work anymore due to the new rules. That being said I completely get why people didn't like them.
I'll be honest, there is a lot of bull every time I try to play Yu-gi-oh exclusively due to pendulum monsters but I actually can appreciate the effect somewhat if it didn't allow you to summon up to five every turn. The reason I dislike the whole game isn't any individual effects but rather the combination of old and new effects that create auto-win conditions. I have watched players beat older and newer decks with cards that basically allowed them to use every card in their deck in the second turn of the duel. Because A summons B, B summons C, C can sacrifice A and B to do a ridiculous amount of damage but that activates the effect of trap card D which allows you to resummon A and B from the graveyard and you can use the effect of spell card E to summon something else at the cost of two monsters. I hate this because it doesn't end and rather than limiting the total number of special/synchro/pendulum/such and such summons you can do in one turn as they did in 1st gen yu-gi-oh with normal summons, instead, they just made more decks/cards capable of embracing this strategy of constantly summoning so almost every deck nowadays has to be a meta deck to have any chance of surviving past the second turn.
It was pretty frustrating when your opponent pendulum summons the first time. You realize you're in trouble, try everything you can to blow his monsters and scales just for him to end up with a full board of monsters each turn cz his entire deck is pendulum monsters and easily resummoned each turn. "Performapals" "majescepters"
Depends heavily on the archetypes. If you blow all his monsters and scales up only few can recover especially on the second turn. The only pend deck I can think of is performapal with monkeyboard or skull crobat joker
@@dannyboers4704 Majes lit search a scale in the end phase, 1 more or 1 saved & they have scales, pre kirin ban they often had the cat search + kirin in hand so they had scales, Qli just needed Scout too for a 1 card scale , Dinomist now get scales off a trap their searcher can search if their awkward searcher gets to search, Igknights can end turn by blowing up Scales & searching another Scale while manipulating the odds of what kind of scale they're likely to topdeck throughout their turn, Foes have Bismugear endphase search & can manipulate draw odds similarly to how Igknights do
My opinion has completely changed on the pendulum mechanic. I used to hate it like everyone else did, but it somehow became my preferred type of deck. Anyways, congrats on getting married.
I don't know if it has become my favorite, but I started to like them quite a bit since their inherent gaping design flaws were fixed by the master rule changes (though the fact Pendulum decks were nerfed by design to compensate for the OPness of the mechanic still hasn't changed and now they are weirdly underpowered lol). But oh boy should they have play tested this shit when they first made it, because the bullshit was insane (thankfully Pepe was the only deck that ever really used the mechanic and all of it's quirks to their potential, but simply having 2 extra backrows was insane on it's own)
@@sephikong8323 I think that's because Konami TCG kept punishing them with the banlist, and support has been lacking for the past 3 years, MR4/5 proved that the continuous bans became unnecessary, to a point.
I personally always liked pendulums, and I never really hated a new mechanic in yugioh, until link monsters came...😒 Eventhough pendulums and links are the only ones restricted to linked zones now, the damage has been done since master rule 4. Link monsters are more OP than pendulums ever were and there's no going back now, because they needed to make the link monsters so generic... There are actually some exceptions where I like link summoning like in @ignisters, sky striker or world legacy archetype. But yeah links were the first extra deck mechanic, that actually triggered me...
@Aquarium Gravel Say that when Master Rule 4 was one and pretty much any good deck was only using Link Monsters in their decks. Seeing a different kind of monster from the Extra Deck beside Links Monsters back in Master Rule 4 was VERY rare. Although when it comes to Pendulums...I feel like Konami nowadays may hate Pendulums. They got more and more nerfed during Master Rule 4 and 5 and nowadays rarely gets any new Pendulums or any new Archetypes that use Pendulum Monsters. I think nowadays Pendulum Monsters, in general, are the type of cards that least get new cards about it.
@@cristianovogt5586 i think the pendulum nerf in master rule 4 and 5 is deserved You cant just monster reborn all your destroyed monster in one turn, but yes pendulum archetypes need more support
@@tomas_crusader1756 I think it's up for debate. Since those nerfs end up making Pendulums be easily the weakest and least spammable method of Special Summon in all of Yu-Gi-Oh!...maybe only ahead of Ritual Summon. Cuz here the thing. The fact that you depend on two cards in your Spell/Trap Zones together with them having scales with numbers low and high enough for the monsters you want to summon in your hand makes it quite fair to be easy to spam. After all, Link Monsters is the absolute definition of absolutely brainless spamming. I honestly have a few balance changes that Konami could give to Pendulums to try to make them more balance. One of them would be that you can only 3 monsters from your extra deck per turn instead of just 1. In exchange to balance it, the whole "GY" immunity that Pendulums have would only apply if they are destroyed by battle. If they are destroyed by battle, they go to the extra deck, if they are destroyed by any other method, spell or trap or monsters effects, they will go to the GY. One upside that I thought but could end up making it a bit too broken would be that: For each Pendulum card in the Pendulum Zone that is destroyed BY YOUR ENEMY, NOT BY YOURSELF, you get to draw 1 card. This could be balanced out so this way you could potentially draw a card to refill the Pendulum Zone you just lost for your Pendulum summon. One thing I noticed about most Pendulum decks is how their ability to stay in the field, having draw and searching power is something that they lack quite a lot. Although this could be just me imagining things because Pendulums is my favorite method of summoning and I love my Odd-Eyes deck.
@@cristianovogt5586 Your suggestion of rebalancing Pends to allow 3 extra deck summons in exchange for only going to the extra deck when destroyed by battle would completely invalidate many pendulum engines. Odd Eyes no longer goes to the extra deck if it uses its effect on the pendulum scale. D/D/D pendulum monsters on the field no longer go to the extra deck if they're used for another summon. Both decks are reliant on these core mechanics to function - the first so that it can play the grind game, the second so that it can combo. If your suggested change went through these decks would be dead. They're only 2 examples as well. Having to be destroyed by battle to gain a desirable effect is generally considered too slow in this day and age.
The worst thing about pendulum monsters is that the go to the extra deck when they die. I build a D/D/D deck when I got back into yugioh and every time midway through the combo I realised I messed up and all my monster were in the GY.
I was always intrigued by pendulums when they came out. I liked the fact that normal monsters could be pendulums and not be complete bricks, but have an effect AND have the privilege of normal monster support. In the end nothing super interesting came out from it, but I can't say I dislike the mechanic even if I've never truly used a pendulum deck. I was so excited for Draconia Support...
Konami should have made a separate card game entirely for pendulums, it worked for wizards of the coast with MTG and duel masters (the latter is still doing great in japan)
For me, I lost my job shortly after nats 2013 and while I got a new job less than a month later, I had to adapt to a new commute and schedule that prevented me from playing the game for at least a few months. When looking at what new cards had come out in the months I was away, Pendulums were announced in Japan, and with it came the restructuring of the field of play. Having played the game from Metal Raiders all the way to that point, considering myself "pretty much done" after qualifying for nats in 2011 with that tournament taking place in my backyard and knowing that I'd be proposing to my own girlfriend a month later, and "accidentally" qualifying for 2013 nats at the end of 2012 because I went to a regional with a longtime friend right before they moved away... I was done. Too much change for someone that really didn't have as much time, money, or interest in keeping up. Pendulums weren't the only reason, but they were definitely the nail in the coffin.
I only ever played a little bit of casual yu gi oh with borrowed decks for fun and only up to synchro summoning made sense at the time but now I play duel links and they recently added pendulum summoning to it and it makes perfect sense. Things are a bit different with the smaller field and character skills but I at least was able to understand something super foreign in a short timespan with the help of how changes are displayed automatically like atk/def boosts and when effects can be used. Link monsters still mystify me to this day tho
Idk, I like pendulum summoning five to the field. I do say the pendulum scales being a separate zone was kind of bad. But when has a new mechanic ever not been confusing for new and old players, like XYZ’s looked so confusing when it first came out.
@@admontblanc I like summon five before MR4, because I never rely was able to go to locals all the time I dueled my brothers and one had a meta cards, so I couldn’t play part of the time
the only confusing thing about XYZ was how awfully it was advertised & how many random rules the anime had for them that didn't actually exist, if the whole rest of the company was ignored & only the rulebook was taken for them they were really simple
@@nunyabiznes33 Yea, except they really are not. They rely heavily on busted cards to even be remotely viable (Electrumitr comes to mind), due to having to go -2 to set up scales
I think there should be a lets make pendulum great again video somewhere on youtube cus it would be fun to see some great strategies with them and actual good uses for pendulum summons
I might be weird because I got back into Yu-Gi-Oh around pendulum summon (I was an OG) And I thought that all the new mechanics were insanely fun! I remember playing old Yu-Gi-Oh on the playground and there'd be turns where nothing happens or your cards didn't have any synergy. Now people have entire decks that combo together and can play 10 cards per turn
"Pendulums are unbalanced!" Links: Allow me to introduce myself Leaving the game faster and more predictable than you have ever seen before and the victory being decided by whoever has to win on rock paper scissors.
@@killercore007 More than half, the end of the Oldschool Yugioh was near the tail end of 2008 when Synchro’s were released. From the. On the game completely changed and continued doing so as they released the newer card types in each generation. Oldschool Yugioh lasted barely 9 years, the first 3 years being Japan only before world release. Modern Yugioh has been going on for 13 years now. The game is just a Rock Paper Scissors simulator with whoever goes first is the winner with zero strategy. And people who “defend” the game do it wrong, they don’t defend the game on its merits, they lie that the game isn’t the way I just described. But it’s the truth of the matter.
@@erickchristensen746 Damn, the Yugioh game is just about who can splash more negates in the board and generate a shit load of hand advantage. If you are going second, you MUST have a deck made for going second and pray for cards like Dark Ruler No More, Lightning Storm and stuff like that to open in your hand. Even as a modern Yugioh player, i think that the game has reached an insane power level. And many decks don't have a good chance to play. Used monster effect? Effect Veiler/Infinite Impermanence. Your deck relies in backrow? Lightning storm. You doesn't have a negate in board? Full board wipe with Evenly Matched. Its ridiculous, but is the reality
@@user-ashborn16 Indeed, it wasn’t as bad during the Synchro and Xyz era(though I never liked either), but it’s gotten out of hand now. I don’t know if I want to even bother with the official TCGO.
Links actually helped more decks that were never that good to be actually viale. Wise strix for raidraptor, bardiche for Phantom knight, double helix for spyrals. Every deck has its very own strategy to win the game. Fluffal can go second even without the go second Power cards like lightning storm and with a good hand play around 4 interruptions. Its not a rps based game, It still takes skill. My friend with pure shaddols won against dlink (with elpy). Thats because the dlink player was bad.