He is playing against a friend of him. Otherwise it would takes years to record such a video and he would repeat the same and the same hundred of times.
Certainly great if you have it and should use it no doubt, but it might be interesting to see if the deck can do something without the crutch card. Toad is good, and Extravagance sort of kills Needlefiber in the deck...but maybe...not?
I'd love to see more deck profiles from you where you give your thoughts and opinions on why certain cards should or should not be played, and also full on best of 3 duels from you (maybe even livestreamed testing) with side deck options and your thoughts on what you'd side, I'm not into the live box break or opening card packs thing
Hopefully it's as good as this: Labyrinth Duel Field Spell When this card is activated, you can Special Summon 1 "Labyrinth Wall" from your hand, deck, or GY, then add 1 "Labyrinth" card from your deck to your hand. Each time a monster(s) is summoned (including in the Extra Monster Zone), place them in the next available Monster Zone(s) closest to their user's Field Spell Zone; also, once per turn, the turn player can move any number of their monsters on their side of the field to the closest (horizontal) available Monster Card Zones. Monsters cannot target other monsters for attacks, unless they are in the same columns. Once per turn, if your opponent activates a card or effect, you can add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck or GY to your hand. Once per turn, if this card is targeted by a card effect, you can discard 1 level 5 or higher monster; negate that effect. The Labyrinth's Power Continuous Spell Level 5 or higher Normal Monsters do not require tributes to normal summon/set. You can only activate one of the effects of "The Labyrith's Power", based on the number of other "Labyrinth" cards you control with different names, once per turn: 1+: You can target any number of monsters on your field, GY, or banished, except effect monsters (minimum 1); shuffle them into the deck, then add 1 "Labyrinth" card from your deck or GY to your hand. 2+: Special Summon 1 "Labyrinth Tank" from your Extra Deck or GY, then you can target 1 Spell/Trap card on the field; banish it. 3+: Special Summon 1 "Monster Tamer" from your hand, deck, or GY and if you do, take control of one of your opponent's monsters they control, but you cannot Special Summon for the rest of this turn. 4+: Add 1 "Riryoku" from your deck or GY to your hand, then flip all face-down monsters and/or change all effect monsters on the field to ATK position, and if you do, draw 1 card. 5+: You can apply all of the previous effects, in any order. A Trap in the Labyrinth!? Trap Activate one of these effects: Send 1 "Jirai Gumo" from your field, hand or deck to the GY, or banish it from the GY; destroy 1 monster in this card's column and inflict damage to your opponent equal to half the original ATK of that monster. Banish 1 "Dungeon Worm" from your field, hand or deck; banish all other cards in this card's column. If your opponent moves a monster(s) to adjacent monster zone(s) while you control a "Labyrinth" card, you can send 1 other "Labyrinth" card you control to the GY; shuffle 1 "Jirai Gumo" from your GY into you deck, then, set this card from your GY, also, this card can be activated this turn. You can only use each effect of "A Trap in the Labyrinth!?" once per turn. The Labyrinth's Guardian Continuous Trap You can only control 1 "Gate Guardian", also, "Gate Guardian" can attack 3 monsters during each Battle Phase. Once per turn, you can reveal 1 "Kazejin", "Suijin", and "Sanga of the Thunder" from your hand, field, GY, or are Banished; Special Summon 1 "Gate Guardian" from your hand, deck, GY, or is Banished ignoring summoning conditions. When an opponent targets a card you control with a monster effect or for an attack, you can banish from your hand or GY, 1 "Kazejin", "Suijin", or "Sanga of the Thunder"; negate that attack or effect. If this card, or "Gate Guardian" leaves the field because of an opponent's card (by battle or effect), return all other monsters on the field to their controller's hands except "Gate Guardian", also, you can Special Summon 1 "Kazejin", "Suijin", and/or "Sanga of the Thunder" from your hand, deck, GY, or banished zone, and if you do, you cannot summon from the extra deck until your opponent's next turn. If you control "Labyrinth Wall", this card can be activated the turn it was set. The Shadow Inside the Labyrinth Quick-Play Spell Equip 1 "Magical Labyrinth" from you hand, deck, or GY to 1 monster you control, and/or, and move any of your opponent's face-up monsters to their other Main Monster Mones, then if you do either of these, Special Summon "Wall Shadow" from your hand, deck, GY, or is Banished, ignoring it's summoning conditions, and equip this card to it with this effect: Once per turn (Quick Effect), you can move "Wall Shadow" to any available Main Monster Zone. If "Wall Shadow" attacks an opponent's monster, during the Damage Step, that monster's ATK becomes half of it's original attack, also, negate it's effects (if any), and if it is destroyed by battle, banish it, and if you do, add 1 "Kazejin", "Suijin", or "Sanga of the Thunder" from your deck and/or any "Labyrinth" card from your GY to your hand. You can only activate each effect of "The Shadow Inside the Labyrinth" once per turn. Interesting cards that interact are Ground Collapse (adding a sort of attack block with "Labyrinth Duel"), Wattkinetic Puppeteer might be used as a sort of interruption during the BP, or allow Gate Guardian to fully attack 3x monsters under Labyrinth Duel (when paired with "Shadow"), Senet Switch might speed things up, Indigo Eclipse would probably benefit too. And of course BEWD would be a pretty strong Normal Summon, though this Time I guess it would be allowed to move as long as it didn't use flight, lol. "Guardian" can have players finally experience the indivual pieces power, but all at once. The field spell slows the game down, but should it be removed, Gate Guardian can show off it's true power...
But why stop there? Why stopt there? Make PANIK support too! The concept comes from "Darkness Approaches" (basically the Panik card)...which to this day has not been reprinted and leads one to believe in the potential of a face-down Attack monster! It's just like the show when Yugi couldn't see what was attacking him. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hPOLQmqNXso.html Levitation Ring of Dark Illusions Field Spell When this card is activated, you can banish 1 "Swords of Revealing Light" from your hand, deck, or GY; Special Summon 1 "Castle of Dark Illusions" from your hand, deck, or GY, then add 1 "Dark Illusions" card from your deck to your hand. Other "Dark Illusions" cards cannot be destroyed by battle or card effects. Once per turn (Quick effect), if you control "Castle of Dark Illusions", You can flip all Attack Position monsters you control into face-down Attack Position, then, rearrange all face-down monsters you control. (Battle positions are not changed. Face-down attack position monsters can attack, but are flipped at the start of the damage step.) At the end of your 3rd End Phase after this card was activated, your opponent can add 1 card from your Banished Zone to their hand. While "Swords of Revealing Light" is face-up, all "Dark Illusion" card effects on the field are negated. The Dark Illusions Continuous Spell If a monster you control that was previously face-down this turn battles, during damage calculation, increase it's ATK/DEF by 1000, until the End Phase. Once per turn, you can apply these effects based on the number of other "Dark Illusions" cards you control with different names: 1+: Special Summon 1 "Barox" from your Extra Deck, then you can add 1 "Dark Illusions" card from your deck to your hand. 2+: Special Summon 1 "Dark Chimera" from your hand, deck, or GY, then send 1 "Darkness Approaches" from your hand or deck to the GY and apply its effect, or add it to your hand. 3+: Special Summon 1 "King of Yamakai" from your hand, deck or GY, then flip any number of monsters on the field face-down ATK position and send face-up cards on the field to the GY equal to the number of cards flipped by this effect (Face-down attack position monsters can attack, but are flipped at the start of the damage step.) The Reaper of Dark Illusions Counter Trap If you control "Castle of Dark Illusions": Special Summon 1 "Reaper of the Cards" from your hand or deck face-down, then send 1 monster your opponent controls to the GY, and if you do, inflict damage to your opponent equal to its original ATK. You can banish this card from the GY; Special Summon 1 "Reaper of the Cards" from your GY face-down, then target 1 Spell your opponent controls; send it to the GY. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.) You can only use each effect of "Reaper of Dark Illusions " once per turn. Guardian of Dark Illusions Continuous Spell If you control "Castle of Dark Illusions", you can special Summon 1 "Metal Guardian" from your hand, deck, or GY, then you can activate 1 "Yellow Luster Shield" from your deck. While you control both "Metal Guardian" and "Yellow Luster Shield", your opponent cannot target "Dark Illusions" cards, or Face-down cards you control with effects. If a "Dark Illusions" card on the field would be targeted by a card effect, you can banish this card from your GY; negate that effect. You can only use each effect of "Guardian of Dark Illusions " once per turn.
Toon Black Luster Solider can be summoned using Toon Dark Magician by discarding one Manga Ryu-Ran or Toon Card card from your hand or using Red-Eyes Toon Dragon if you already have TBLS in your hand.
Just wondering, since Toon Kingdom's last effect lets you prevent battle and card destruction just by banishing a card from the deck, wouldn't there be some room to consider using (maybe more) machine toons (Toon Cyber Dragon, Barrel Dragon or even Toon Ancient Gear Golem) with Limiter Removal? Scenario: Toon Ancient Gear Golem attacks directly, opponent can't activate spells or traps, activate Limiter Removal so you deal 6,000 direct damage, then when the negative side of Limiter Removal kicks in to destroy the toon machines, you just Banish cards from Toon Kingdom and you get to keep your machine toons on the field?
@@alexreys7985 The drawback to that is that Toon Rollback is a normal spell card, so there is a chance it can be negated. However since Limiter Removal is a quick play spell, you have Toon Ancient Gear Golem attack then activate limiter removal. During this window of attack, since opponent can't activate spell or trap cards, you dont need to fear Limiter Removal being negated.
Ya but you can actually search toon roll back and it doesn’t need a deck built around it. Also if your worried about backrow negations then sorry but your playing the wrong archetype. As soon as kingdom is negated it’s a wrap
Chris Lew coming from the guy who wants to make a toon deck around one of their decidedly not great monsters and running bricks to facilitate it. Sure buddy whatever you say
The reason why people play toon world at 1 still is if someone blocks your field spell or destroys you wont lose all your cards and since 1000lp doesnt matter anymore its a good safety to not get directly hit
Just made this deck it's bloody awesome and I love how you got the old school toon music going in your video love it.I have it on something when I play my deck witch is the same as this ❤❤
I play a similar deck, always loved the toons. Suggestions for when you don’t draw Toon kingdoms or Toon world on your first draw? Since they removed pot of prosperity down to 1 card?
Toon support is still underwhelming to me, but on the other hand they literally gave me a bunch of things I exactly wanted for the deck, so I'm not complaining.
The reason you might play Toon World as well as Toon Kingdom, is that if you have both on the field and your opponent blows up TK, your Toon World remains on the field and protects the toons that die when "Toon Kingdom" gets destroyed. A lot of toons die when TW gets popped, so for 1k lifepoints it adds an additional level of protection.
i use “bahamut shark” with my “deep sea king coelacanth” deck build...also to send “atlantean dragoons” to the graveyard in order to draw “ocean lord daedalus” whenever im using THAT deck
Yay, I am glad that I was wrong and Sam not having downloaded edopro yet, is there a way to shut off the timer because my biggest problem on ygopro playing a combo deck is I ran out of time during the combo so of there is a way that would be awesome to know
I know this is an older video, so I don't know if I'll get a reply or not, but I'm wondering how Big Eye is summonable in this deck with only one lv7 monster in the build. I'm not seeing anything but I might have just missed it
Reason why they play original toon world is because its a continuous spell.... there are so many othe better field spells so yeah. Toon kingdom is amazing but banishing 3 and your whole deck is too much of a cost.
Ey Sam! Good video, please do a video using raidraptor deck vs the meta, the raidraptor is a incredible deck whit other cards like mist valley apex avian, simorgh bird of sovereignty etc. a good deck. Please do it I love your videos, your videos are incredible!
What’s the main problem of the toon deck is Consistency or something else ...I’ve always wanted to build it but I just want to know what so bad about it
Wheres all the handtrap that Adamancia plays? Where's all the break the board cards that adamantia plays? Where's dark ruler and lightning storm that adamantia plays? How do u search there can only be one with toons?
I’m gonna make this deck broken. Always been wanting a toon deck. Never had the support it’s about to have now 😏. It’s time to return to the scene. Remember this name 😏 guess whose coming back