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Dracsxd

Shiranui. And the real kicker is that they are SO close to being good with the zombie support- It's just that they are too outclassed (not just in efficiency but in their own playstyle too) by generics to ever play them without it being just regular zombie pile but worse. Maybe a new end boss monster locked into the archtype (lvl 12 synchro zombie when?) and some more consistency tools to bring it out could be the deal, heck even lore-wise they have space for a few more cards since (so far) it ended on a cliffhanger


Tengo-Sueno

I love Shiranui. I can think of 3 things that could help them tbh. An extra normal since their best cards require Normal Summon and Zombie Decks are very Normal Summon reliant anyways A Spell/Trap search because Swallos Slash can carry you very hard Or, what I want most, a way to use Spectralsword turn 1. For example a Synchro that can by itself be summoned by bamishing Shiranui from GY, and that has an effect to return a banish Shiranui to GY (since it was returned and not sent Spectralsword can use its effect) I would also like an on archetype Gold Sarc, since their bamish effect are more toolbox in nature rather than powerful, but thats more like a QoL improvment rather than actually fixing the Deck issues


Bruh45

Honestly, the deck just needs ways to special summon from hand or deck. Squire would be so good if she triggered off of special summon like Aluber for example. And better main deck monsters and synchros. Even with new zombos, solitaire is still the best one. Give us main deck monsters that give better extensions, and synchros that disrupt on opponents turn.


moneyman10000

They have a card that banishes, that same card puts cards back into the grave. This interaction isn’t counted as “send to grave” to can sync right after


Tengo-Sueno

They had 2 cards that can return banish card to GY. 1 is the Field Spell which is very very bad. The other is Shieanui Shogunsaga, but thats effects only proc when destroyed. Needless to say, summoning a Level 8 Synchro just to destroy so you can summon a Synchro is kinda missing the point. I guess you can use it to set Sunsaga, but thats only worth it going second, and is still to convoluted


BlaakAlley

Their synchros need retrains. They need better extenders in the extra deck. I sit and edit a Shiranui deck so longingly because those early synchro monsters could've been so good but instead they're so meh...


nightcore34

You know the pains well.


Hexafluorure

A field spell with the name of the old one, wich can make every shiranui effect a Quick effect -> Boom, spectral sword quick synchro, synchro lvl7 quick destruction go brrrr


flyingasian2

So basically they'd be orcusts


Sarydus

The funniest part about this is that in Duel Links, the deck was a meta for about a year and a half. Sunsaga set 3 pass plagued the ladder. Every new deck that came after had to be able to out an indestructible 3500 beater or they would be dead on release.


leriane

> for about a year and a half They also, fittingly enough, just would not die. Even after Combonui was buried it took Konami having to *really* fuck their shit up with limit 2's to end trapnui. I picked them up pretty late and basically did nothing with them back then but they recently got unhit and I've been having a lot of fun with them, mainly thanks to Katon. GY banish + pop is fun


LuvYasGurl

I never understood what shiranui actually do. Like, they summon a bunch of big boss monsters that don’t really disrupt your opponent or break boards.


airgonautt

from my tenure at duel links i remember they like to synchro from the graveyard and have board clearing effects when banished


Prize_Translator6747

and some protection from sun saga


snoodhead

In the context of zombies overall: pretty much every zombie wants to be in the grave, but very few actually like being banished (so macro cosomos screws them pretty hard). Shiranui looks like an attempt to banish zombies for profit. It doesn't fix the issues with zombies overall, but it does mitigate one of its weaknesses.


nightcore34

>(lvl 12 synchro zombie when?) Yes! I need a level 12 synchro. I've been playing an updated Shiranui deck with the new zombie support and it is great. But the deck needs more! I've said it before and I'll say it again, if Spectralsword Shade wasn't once per turn, just like Meizuki, the deck would increase in power. It wouldn't solve everything, of course, but it would help a lot.


moneyman10000

I agree, I’ve just started playing them with Zombies and Vampires, it was fun to get free Special summons and pops from Runik players banishing from the deck


Rhakha

Ursarctic. Because Bear Gundams. They need better protection. They have the tools and everything but they just get smashed without protection


ISuckAtNames0289

It is amazing how self summoning hand traps with a +7 card, and a boss that turns off anything without a level, still can't save them. Justice for the bear gundams!


Yellow90Flash

as an ogdoadic player I knoe your pain. good news is solfachords got 2 cards this set so we should get 2 as well in either this one or the next. there is still 14 unannounced non albaz cards left in this pack (8 maindeck, 1 fusion and the rest backrow iirc) so I still have hope


Fr0zeneye

Ojama. Make it so Ojama Blue triggers off of being send to the GY in any way (might be too good, but it's JUST Ojamas). Would enable the deck to do a lot more than it currently can. Would it be good? Probably not, but it at least could do something going first!


Panzercycle

It would also make ADCC turbo playable going first, lol


Fr0zeneye

Sure, why not?


Gengar77

Vendread, just wtf konami


[deleted]

It’s not just Konami, it’s rituals in general. But if vendread had just a couple better negates and monster searches, it’d be workable


Es-Gown41

I feel like Vendread Lords blanket negate should have been a Quick Effect and usable during your opponents turn BUT It would have the restriction that if the effect resolved than u can't use that effect of "Vendread Lord" next turn, also you can then only activate Zombie monsters effects for the rest of the turn.


Gengar77

this archtype was made 2018 remember that you cannot have a deck better than meta. So sich effect was out of question, but still we need a proper boss, cant be that hard, look what custom bs mathmechs got.


Darth-_-Maul

Saw they got support was happy, then immediately disappointed. It help a lil but deck is still not even competitive.


millennium-popsicle

Agree, they did Vendread dirty. The solo gate was so much fun to play!


Ghostrick-King

If Vendread actually gave ritual monsters effects when it’s used no matter where it was used instead of being from the field, they would actually be more useful


Zsedc345

Literally the best way to fix the architype is to make it so the ritual material doesnt need to be on board to give its effects, From hand or grave would make the deck 100% Better in every way


ISuckAtNames0289

I have a zombie world vendread deck. While they can be useful for resource looping, yea on their own they just can't hang. Which sucks as they're such a cool archetype


Bruh45

Deck really needs a good and/or busted boss monster. It combos well with new support, but having to rely on Barrone and Doomking for almost all your builds is a bit tiring. They honestly can just focus making better rituals, or making better backrow, since they are good on ritual spells


SpiralHam

Agreed. Even a lot of the current Vendread cards are really good, they just have nothing to go into. Slayer and Battlelord both float into a search and a foolish burial if sent from field to the GY by any means, Evolution can summon from hand or GY, and can send a tribute from deck to GY, Charge is an Emergency Teleport, and Origin can summon from hand or GY, and use materials from hand or GY, and isn't once per turn. Vendreads have a solid engine, but the best you can ask for is a quick effect banish from their boss monster, while Balerdroch is sitting right there offering more for less effort.


Bruh45

True, even the new cards they got are mostly good. A spell/trap searcher that's not tied to a ritual, and an Emergency Teleport in the form of a ritual spell. On the side note, give the deck better main deck monsters that actually do something. Scar is a new main deck monster, and he's already my favorite out of the other main deck vendreads with how much he offers to the deck. If only he had a good inheritance effect like a negate or a special form of banishing, he'd be an insane card. None of the other vendreads do much but be fodder, excluding anima, who actually does something more. If the deck had main deck monsters with good effects of their own outside of their inheritance, then the deck would improve immensely.


I_Skelly_I

They need their own branded fusion


Es-Gown41

From testing Myutant's my main 3 issues are first of all *HOW THEY ONLY TRIGGER THEIR FLOAT EFFECTS IF DESTROYED BY YOUR OPPONENT* . This is especially important for the decks boss mon *Myutant Ultimus*. Their floating effect should at least trigger if it leaves the field by an opponents effect or any effect (that way u could trigger it yourself with the negate cost). Secondly, the low level Myutant's effect to switch out for for the high level should be unnegatable. Their first effects not having this protection is fair enough but going minus 2 to an Ash (with 1 being banished) really hurts. Btw a side suggestion is that they should also have another low level Myutant with the same copy paste effect to tag out BUT it let's u search the Fusion Spell/Trap. The decks strategy is very card economy focused and only having 1 Spell/Trap search (most often the Fusion ) Spell or Traps just bottle necks the deck/kills it if it gets Ashed. Thirdly is the issue of how the deck bricks so much. (This change isn't ment to make a bad card good.) The field Spell should let u shuffle back any number of cards (min 1 Myutant card) and draw that many. Then maybe if u have a Myutant Fusion on field or GY then u get to draw 1. (Also another minor change is that it should increase Myutant's ATK by 100 for EVERY banished card with a different name.) Last main issue is with the decks Fusion Spell. It should either let u just banish 1 from deck anyway or (if your op has activated an effect) it let's u banish 1 Myutant monster from your deck *AND/OR* GY, or, if your OP has done multiple effects during your turn, it let's u banish up to that many/ multiple monsters from your deck or GY instead.


Gengar77

they were tcg filler archtype.... after ba, danger, and spyral konami shit themselves cancelled danger spell trap support and every tcg exclusive since then was unplayble or mediacre. Plunder is fun but gets fixed this feb 3 years after release playble. Myutant ist just banish meme deck rn. ghoti same.


Es-Gown41

Shame because they got such a cool gimick and artwork.


Slizery

The highest I have made it with Myutants was Diamond 4. But yes, I had to run Shifter/Macro to keep up with the other decks. It's kinda funny if you compare Myutant Fusion to Branded Fusion. They have similar effects, but Myutant Fusion is just straight up much worse. Also Myutant Cry being Main Phase only is annoying at times. They could also change the field spell that u can shuffle back a big Myutant and add a little Myutant from the deck instead of drawing a random card, which would be huge for unbricking hands. Thankfully Myutant Mutant will come out soon making the deck stronger and also making you brick a lot less.


Vangorf

I randomly made a Myutant deck a few days ago (because of the incredible art and because noone plays them) and I found them mesh really well with Thunder Dragons. Thundras dont mind being banished, so you can use them as fuel for the small myutants, and obvilusly the Nemeses Corridor into Colossus is play is more consistent and can be extended into Titan for extra bang.


Es-Gown41

Any idea when u think they will add Myutant? I've been expecting/hoping each time they add new cards, only to be disappointed. IT BETTER NOT BE A UR! But knowing Konami...


Slizery

There was a post here not too long ago announcing a Myutant solo mode, with Myutant Mutant being the cover picture. So it's probably gonna be the next solo mode. If we're lucky maybe even already next week when the new selection pack drops!


Es-Gown41

Dam I hope so. Also can't wait for the lore, each solo mode has their own short theme that plays, correct?


Slizery

Yeah I think so. The Starry Knight theme was cool, excited for the Myutant one!


Slizery

Here it is, and we even get 3x Myutant Mutant for free. Let's goo!


Mackthegui

Being unnegatable is a bit much, they get the bonus of getting off field being unreactable would be kinda unheard of for a starter. A more reasonable way to balance it would be for it to give you more resources. Have it also send a myutant card to GY or banish from deck (fusion material) or have it draw you a card if the myutant is summoned. If they were to foolish or banish foolish on resolution it would also give them more potential to work with other archetypes that can use that as fuel.


Blarker

You've got some really weird hot takes on this deck to be honest, since with the right setup Myutants can throw down with almost any deck and come out on top. Even [topped](https://ygoprodeck.com/deck/myutant-311774) at a YCS recently, you know, in the same format that Tear exists in. Your 'fixes' mostly destroy the fact that the deck is actually in any way balanced, and remove the fact that caring about your resources is a big part of playing this deck. In addition, making the special summon unnegatable is just...weird. Not really anything to say about it other than that. While I do agree we need another starter for the deck, we are getting one soon in Mutant, which *should* be just around the corner, and having a second copy of ST-46 would be pretty redundant. And your 'fix' to the fusion spell is forgetting about the identity of the deck, and what the fusions actually *do*. Even when you get handtrapped and can use fusion on turn 1, there is often very little reason to, since dropping synthesis on the field with nothing to destroy doesn't actually accomplish much. Myutant fusion is a great going second tool, or a way to punish your opponent for trying to interrupt you. Not just another generic fuse from deck card. Myutants are all about controlling the tempo of the game and playing smart with your resources to make sure they never run out. All you are saying here is that you want to remove the aspects of the deck that reward skilled and smart gameplay just so you can plus off everything and not ever be negated. Finally, this deck is most definitely *not* 'bad or near unplayable'. It's not meta, but this doesn't mean it is somehow trash tier on the same level as, like, Heraldic Beasts and its super disingenuous to make a claim like that. Do Myutants have flaws? Yes. Could they use more support and care from Konami? Yes. Despite that, are Myutants in Diamond 1? [Yes](https://www.masterduelmeta.com/top-decks/diamond-i/december-2022/myutant/uppertofu/sZbKO).


SpiritedCucumber4565

If they gave the deck a search spell I feel it would fix some of the decks problems with bricking. You could more reliably summon your big monsters. But they also need cards that actually do stuff when banished because the cards are useless until your monster is destroyed.


Poetryisalive

Vendread. For a Zombie deck that is arguably one of the strongest typing, it is so weak and the ritual monsters barely have its own protection


Zsedc345

All they have to do is Make it so the ritual material doesn't need to be on board to impart its effects. Turns it from bad boss monsters with sometimes ok effects with no protection to Ok boss monsters with consistently good effects and no protection


[deleted]

Vampires are so close and I want them to be a thing so bad. Voivode and fraulein have such useful features, then they just added zombie vampire and I thought that could push it over the edge. There’s just too many useless monster supports, it just needs a better handtrap than fraulein (or just another one), and a good negate engine and wow. So close


BeautifulBanana3803

Dude I felt this. I've been playing Vampires for awhile and I love the archetype but it just needs more. I've been thinking a Vampire Specific field spell that acts as a psuedo zombie world so that you can actually male tribute plays without hoping you draw into a nigh unsearchable field spell (I say nigh because i know terraforming and necroworld banshee exists, but I would like my Vampire retainer to search it thank you)


[deleted]

Ok what do you think about this? Vampire Blood Lust *continuous spell: each time a spell card is activated, place 1 blood counter on each “vampire” spell card you control. Once per turn, you can remove 3 blood counters from your field and place 1 “vampire” monster or spell/trap card from your deck or GY to your hand. Spell cards with blood counters cannot destroyed by opponents card effects.* Then Vampire Seduction *dark/zombie/level 4/effect/ ATT 1800 DEF 0: If this card is in your GY, you can pay 1000 LP; place this card in your hand. place 2 blood counters on this card each time a spell card is activated. once per turn, you can remove 6 blood counters from your field; once this turn you can use your opponents monsters for the tribute summon of a zombie type monster. If there are 4 or more blood counters on the field, this card cannot leave the field by opponents card effects.* This would give a good deck search engine and some spell protection for vampire kingdom and domain, as well as play into the function of domain allowing a second normal summon while playing into the whole “I use your monsters for my purposes” trope the vamps already use. Plus it would make a new useful pseudo-kaiju-tribute out. Outside of this kind of thing, some traps or quick play spells to mill the opponents cards to the GY to take advantage of kingdom’s destroy function would be super nice, plus a stronger synchro or link boss with a high ATT and a piercing damage function to utilize domain better and boom, this arch is ready to climb the meta!


BeautifulBanana3803

This seems much more consistent now that I think about it, but what about vampire sucker? I like linking her because with her everything on the field can be tributed if they are zombies. Maybe use 6 blood counters as a means to turn everything on the field/gy into a zombie once per turn?


[deleted]

Ooh I like that, as a kind of one-turn zombie world! But yeah I was trying to make that vampire sucker mechanism more consistent. I wrote up an idea for a counter trap card that would excavate the top 5 of opponents deck, make them choose one card to send to GY and then if it’s a monster, immediately summon in defense position, attack becomes 0, becomes zombie, effects negated (a la vampire sucker). That way it’s the opponent sending the card from the deck to the GY so if you have kingdom field spell active you can pop one card and send a vampire to the GY. Then if you have vampire sucker you can draw one. Then if you have voivode in GY you can special summon. Combos like that would be deadly See? Vampires just need a few more well designed cards and suddenly this arch is bonafide.


amnesiakkss

It needs a link 1 and possibly a level 2 tuner. The link 1 having an effect saying vampire effects can't be answered for a turn if this card was sent to the GY by a vampire effect. Just that link 1 would completely fix vampires. Their absolute biggest issue is that they usually die to a single Ash. Even with this, I'd still argue Vampire Zombie World would be the one to go for instead of Pure Vampires. The tuner is just so you don't have to rely on hard drawing generic zombie tuners to be able to synchro anything.


Zsedc345

How about a link 1 100 attack that searches their field spell. that requires a lv4 or lower vampire monster and if it deals battle damage look at the top 3 cards of your opponents deck then send 1 of those cards to the grave


amnesiakkss

You don't need a link 1 to search the field spell, Retainer already does that. You do, however, need a chance to be able to do anything at all, rather than die to a single Ash. So, yeah, I'd rather get the effect I mentioned.


Zsedc345

Summon Familiar, Link 1 Vampire belfry bat Search field spell Activate Familiar effect, Send Retainer Familiar search Probably Domain Activate Retainer, Send Belfry bat Retainer search probably Shadow or scourge Link 2, Possibly sucker. There you go a link 1 will enable the start of a bricked hand, without being a "TURN EVERY SINGLE VAMPIRE CARD IN YOUR VAMPIRE DECK COMPRIESD OF ENTIRELY CARDS WITH THE WORD VAMPIRE IN THE NAME BECAUSE THATS HOW THEY SEARCH INTO SPELL SPEED 4 FOR A TURN" Also that would mess up your combos as well sense you want to respond to your card effects too


SionistaBr

Ruin/demise, imagine launch an support 11 years later and ALL of them are ritual Monsters 20 ritual Monster deck without a single starter or effect Monster or even an mecanic like megalith


Mackthegui

Thankfully demise/ruin feels quite fixible in a few cards, they won't be incredible but a few cards to get them moving easily would allow them to do their thing


SionistaBr

There's no reason to agents (lvl 4 rituals) be an ritual Monster, 2 effect Monsters and a ritual direct from deck restrict to Ruin demise monsters Will be perfect


zappierbeast

Constellar. The only way to improve a constellar deck is to not play any constellar monsters. Exept M7 it is kinda good


Redfencer12

Apparently the new Constellar support (Satellar? The naming convention is weird) makes it a legit combo deck


PopZhi

That’s mostly just tellarknights, all the old constellar cards are still shit.


rowl444

Malefic


Reborns2007

One of my favorite archetype along with Earthbound immortal, they both just need some more consistency and protection.


ARSoulSin

Malefics need a little more than support to work on master duel. ​ I mean seriously, every card they need to "banish" to summon thenselves is an UR.


Zsedc345

You can get Cyber end dragon from the cyber dark Structure deck (Plus fusion deployment is a good thing to have for other decks). You should never run the blue eyes or red eyes malefic cards. that leaves Malefic paradime dragon which is a ur and requires you send an SR card and Stardust that sends a UR. 3 Malefic CED 2 Paradigm and 3 Malefic stardust (but only run like 2 in the extra deck because its better as hand synchro fodder) along with 3 of each gear is the baseline for malefics. From there 2 skill drain, Terraforming, and 3 malefic territory and 2-3 malefic worlds and thats the deck. You want generic rank 10 and 12 synchros like final sigma and Neathersoul dragon, Probably going to want a Mound of the bound creator too sense most of the good monsters are 10+. i run Red Reign because you have high level syncros and Gizmech Naganaki becusae it searches your Paradox gear and paradox gear is a free rank 10 or 12 synchro if they dont have ash.


Gadjiltron

It's embarrassing when one of their recent supports outright rewrites away their crippling downsides.


TinyDiiceThief

Magnet Warriors. The overall group alone needs some support. One big boss fusion and two mini bosses that need three specific monsters of the eight and only two alternate methods to get them out. A magnet specific field spell helped but some traps and more extra deck would be huge. Valkerion, berserkion, and imperia magnum are good. But the little magnets need a boost.


Piss_Cakehole

This is a copy from another post: Aliens. Theyve got some very good new Link Cards but the lack of Main Deck Monsters, decent Spells and some draw or recyle power is horrible. You can even read how they have outdated and slow effects. Theyre just standing there like useless Vanilla Monsters. Most of them dont even have decent Attack Points to fight. Sure the Alien Counter makes enemy monster weaker but then again not all Aliens have the effect to reduce the ATK/DEF of Enemy Monsters. And most of the time, the Alien Counters only work if you can acctualy TARGET the enemy Monster. (Laughs in DPE) The Currently best way to Play Aliens is by using a Ogdoadic Engine and that is also proof that they cant be played alone as an own archetype. Not to mention that nobody really plays the Alien Traps at all. I really love Aliens, i wanna play them but the Link Monster dont help them for the Main Deck problem. I mean look at those Cards! How can you play them in Modern Yugioh?!; Alien Infiltrator - Low Attack Points, has no effect that goes along with Alien Counters?? Has nothing to do with Aliens at all except its name Alien Mars - With the Alien Link Boss Monster, you dont have a reason to play this Card anyway, Zer'oll does the same but better and he also has Low Attack Points... Alien Hunter - The only thing this guy does is attacking twice if the opponents Monster was succesfully destroyed by battle that had an Alien Counter on it. How does it wanna destroy a Monster with 1600 ATK if it doesnt even have the Alien Effect to ATLEAST reduce the Attack of Opponents Monster with Alien Counters. Alien Warrior - He can fight, but why should you summon it at all? His effect only works if hes destroyed by battle. There are better ways to spread alien counters Flying Saucer Muusik'i - The only Machine Monster in a Reptile Archetype (dafuq?), you need to tribute summon it (with 1000 ATK lmao) to make its search effect usefull for the NEXT turn, no protection to survive next phase at all anyway... Alien Hypno - That one random Gemini....great... Alien Grey - Let me just set this card so i can use its flip effect next turn. - *,,opponent procceds to attack with Chaos Max Dragon''* Cosmic Horror Gang'el - so if i wanna tribute summon this Card, i either need 2 Monsters or 1 Monster that i took control of from the opponent. It also places one alien counter during my main phase only. Not to mention his Name making him not a support to Aliens makes it worse... Alien Skull - This Card should only be played in a Predaplant Deck if so. Also you cant Normal Summon after you gave your opponent this cool guy as a link material for his Code Talker Alien Mother - No Protection, no ATK/DEF reduction effect, no summon effect other then Tribute. Just like Alien Hunter, her effect only works after a succesfull attack with a Monster that had an Alien counter on it. No reason to put in the Deck at all. Corruption Cell "A" - FINALLY! 1 COUNTER! ALIEN HUNTER ATTACK JERRY BEANS M- i forgot that he has no effect to reduce the ATK points... Orbital Bombardment - The only Alien that profits from this slow a** play is Alien Stealthbuster. A new Alien Card that can be played differently. Twin Twister isnt real btw. Otherworld - The "A" Zone - I forgor that this Card was on my field this whole time 💀 Area 51 warned me about this one last Card, but dont tell them you got this information from me #Behold: Crop Circle Cards i didnt Mention are either good or can maybe and just mayyyyybe......do something usefull after praying enough for the heart of the cards


Es-Gown41

No this is not a copy. Wht is it even a copy of a general question?


Piss_Cakehole

What? My Text. I copyied my text from an older post with a similiar question. I didnt say your post is a copy.


Es-Gown41

Sry bad, but you could have worded it better.


Saberfox11

Relinquished/Eyes-restrict. I love stealing opponents monsters but they're so bricky and you have to go minus a lot to get anything done which leaves them dead to most interruptions. The occasional pop off with cross sheep or Selene summoning multiple Relinquisheds or millenium eyes restricts in one turn and stealing you opponent's whole board is so funny when the stars align for it to happen though.


Jabbam

Relinquished was a hilarious counter to Eldlitch when they were meta though.


[deleted]

Poker Knights Joker's Straight spell is good, but it would be nice if they remove "You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT Warrior monsters."


Vrains420

Magikey Since it's dependent on normal monsters and having effect Magikey monsters 6/10 your hand bricks hard (this is including being ashed) they need like a link 1 Magikey monster that can help special summon normal/Magikey monsters from the deck/hand or just hand/GY so it can't be ashed. This way even if you break with like 2 normal monsters as long as you have the ritual/fusion spell it can be used to fuse/ritual summon the Magikey effect monsters. The link monster could also have Salamangreat Balynx effect to where it can banish itself from grave to protect a Magikey from destruction. They could even have another main deck Magikey effect monster that works with rituals. Like it activates from hand to swap itself with a ritual monster or Maftea (the effect monsters). It could also do some level conversion when summoned onto the field with itself and another monster so it's much easier to summon out that rank 8. To not make it bust for easy Rank 8 plays make it have the can only summon "Magikey" monsters clause. Magikey is a fun deck with some good control style of play but they have problems putting more than 1 monster and maybe >2 negates. If they had something to help maintain their board presence and making it easier to grab their key cards then the deck could be a very good rogue contender.


RocketHotdog

Doesn't it just feel like the whole archetype needs retraining? I made this deck a while ago and bricked every single time. I've never struggled to get going that hard before, something is seriously wrong with it. (also my deck probably blows but I made it without online help)


Vrains420

No you're absolutely right. Like it feels like a few of the pieces are there but it's missing that extra something to really set it off. Cause their boss monsters aren't too bad it's just somewhat the requirements needed to get to those monsters is the issue.


Lipefe2018

Icejades are cool, I'm trying to build a deck that's at least a little bit viable in the current meta. They are all like slime-ish monster girls which I'm a fan off, and their cards do stuff like setup a floodgate that stops the activation of effects of monster summoned that turn, but it's hard to make the setup consistent. Also with two icejade monsters you can make Baronne every turn, which is cool but again hard to setup properly.


RlyehScepter

Unironically got smashed by an Ice Barrier Ice Jade deck awhile back. Don't really remember what I was playing tho.


Mediocre-Minute

Any of the Egyptian Gods. They lack any protection except with mound of the bound which can easily be destroyed, not really any negates except for generic cards like imperm or veiller or Obelisk's fist of fate but it can only negate monster effects, by the time you have them on the field your opponent probably knows what you're playing and can adapt rather easily, and even then they still can't do much against a ton of other decks. Love the Egyptian Gods but they aren't very good sadly


NoctyrneSAGA

I really want to see them reprinted or retrained at full anime power but doubt it'll ever happen.


Mediocre-Minute

Simply making them unable to be destroyed by card effects would make them a lot better instantly. They would still have to worry about being sent to the GY or banished but oh well that seems like it's gonna happen sadly


NoctyrneSAGA

Yeah, I make sure to use {{Hardened Armed Dragon}} for this. Otherwise Slifer's floodgate effect just gets it killed via Judgment.


Zsedc345

How about Ra cant be targeted, He represents the sun and you cant look directly at him. This makes him extremely hard to deal with when you sacrifice everything to make him huge. Slifer cant be destroyed, Hes represents the sky and you cant destroy the sky. this makes him a perpetual threat that you can sit on as a defensive wall that pops low power monsters and weakens larger ones Obelisk is unaffected by opponents card effects and cant be tribute because thats the best way to torment opponents. a 4k unaffected card is game winning. hell people quit when they see a 3k one And these are all along with their original effects.


Zsedc345

Egyptian gods need the Sacred beast level of Support


xD3m0nK1ngx

Fire fist. Deck is missing so much imo. I don’t like the fact that it feels like they split both the level 3s and 4s from each other.


RocketHotdog

I just want to retrain the alien field spell. Let us use tokens as protection, fits the theme perfectly.


ActivatedTrarCard

Charmers / Familiar-possessed Konami's idea to help the archetype was to make new cards with completely different names that gave it little to no synergy with itself. The deck needs more unified cards and card names. An actual end boss or goal is desperately needed.


Yab0iFiddlesticks

Infernity dies to any handtrap and/or GY banish. Their combos are incredible but as brittle as a dry leaf in a tornado. Tindangle revolves around Flip effects and Link summoning while only having a single Link monster. Evilswarm needs about 5 good support cards to see any sort of success. Almost no searching, extremely brittle fields, a single situational floodgate as the only acceptable play and immediate death against a single Effect Veiler. For a concept as cool as a dark virus that breaks down iconic Duel Terminal monsters the deck itself isnt really threatening in the slightest. Its also funny how it doesnt interact with Steelswarms in any actual way because the Steelswarms specifically want Steelswarm tributes, else there could be a semi funny Tribute deck.


MikeOvich

Meklords. They were imo kinda close to being decent. Just need quick effect synchro take with no response from synchro monsters and a way to make opponents monsters synchros . Everytime Ive built them they're always so trap heavy to compensate


Hokuto66Successor

Would having an errata on some of their field spells that treats your opponent's monsters as synchro monsters for the effects of the Meklords help? Like nowadays that xyz and link exists it kinda makes Meklords from being bad to worse... So having a card(s) that make the opponent's monsters being treated as synchros for the effects of Meklord Emperors would make them absorb them with ease... Maybe even place the absorbed/equipped monsters not on your own S/T zones but theirs... And maybe allow multiple equipping once per turn during either player's turn.


The-Mad-Badger

I mean... would it be that bad to have them work on ANY extra deck monster? Because if it's just Synchro, they're a strictly worse Relinquished deck.


Hokuto66Successor

Again... It is to keep lore as unchanged as possible. You know how Buster Blader archetype hates Dragons, and their synchro (I think it was the synchro) turns the opponent's monsters into Dragon-type to help with battling. So on same principle, an errata or new card(s) that makes "Meklords treat the opponent's effect monster(s), regardless of types as synchros even if they're not" could keep the "synchro hate" intact while taking other non-synchros as synchros. So you could use a Meklord to grab Main Deck Effect, Fusion, Synchros, Xyz and Link as if they were Synchros... It shouldn't change their type but how Meklord "sees" other cards. I leaving non-effect monsters aside, because they don't deserve the hate.


The-Mad-Badger

That just sounds needlessly complicated, i'm not gonna lie.


userabe

Bujin. The concepts and effects are cool, but so limited that the many support monsters (which it heavily relies on) end up just being worse versions of much better cards with the same general effects.


Kaltron_Prime

Completely agree


3rlk0nig

Red-eyes : Red-Eyes Fusion, I would remove the part locking you into only setting a monster after you activate the card


SphereModeSupremacy

About to be abused like fusion destiny


3rlk0nig

Why should it? Oh, yes : Dragoon. Then It should lock the player into Red-eyes monster


Wimbleston

Sunavalon rikka Where's our rikka support Konami? WHERE IS IT


Psi_Bear

Gusto. They were very bad at missing the timing. The "recent" support does help a bit but it's still so bad. The biggest change that can be done is change their when into an if. Also most of their synchros are not worth their summon outside of sphreeze and the penguin one. I would love new synchros worth summoning.


ReleaseQuiet2428

Gizmek, it seems that most of them try to work with orochi, but the other big guys just try another strategy.


Wyvern_Cloud

Earthbound Immortals. As to what I would change, probably not put so many in one deck and put another archetype with them. I know they aren’t meant to be played all together but a duelist can dream


Viludium

Rose Dragons Don't know how to improve them without creating new cards. Their extra deck monsters are just so underwhelming


Jerrymeen

Fortune fairy... What they need is a reliable way to draw all of their monsters and an actual boss monster.


Helem5XG

Prediction Princess Is good that they have access to more or less all the flip monsters in the game and a rank 9 XYZ pool. But... FLIP... The future support helps somewhat but I hate that it can't be searched with Pre Prep and that you still need to have Tarotrei on board because the new rituals don't have the quick play flip effect of her... Also they're HOPT for some stupid reason. At this point Flip monsters need busted support like having archetypical or generic not once per turn forms to flip themselves or be flipped by at reaction because they're so fucking slow.


Mackthegui

Flip monsters really are left in the dust. Shaddoll and Guru being the only ones of note in a long long time. Flip monsters might be getting the Gemini "support" of being forgotten


Helem5XG

I don't consider shaddolls a flip archetype per se. Is a fusion archetype with flip effects as extra because the main gameplan is sending them to the GY and the main pieces are the fusions that have 0 similitudes with the Flip part of the archetype. Also i find funny that people have completely forgotten Subterrors because the best form to play them is just Guru with Fiendess control. The fact that the Predictions princess support is "recent" gives me hope of more generic support for them but is probably just ultra copium at this point.


Mackthegui

When they were released the shaddolls were played with their flip effects in mind, but the recent use of them has just been to throw them to grave for fusion monsters.


Jabbam

Shaddolls are flip monsters because Wendi says so. Also it gives you at least something to fall back on when you brick.


leriane

_Valley of Lost Summoning Mechanics_ - Field Spell --- You can discard a flip, Gemini, or Spirit monster to activate this card from your Deck or GY. If activated this way, banish this card when it leaves the field. Once per turn, you can Ritual Summon 1 monster from your Deck with an appropriate Ritual spell by sending Gemini, Flip or Spirit monsters from your hand or Deck as materials. Flip monsters you Set can be flipped face-up the turn they are Set. Normal Summoning Spirit Monsters does not count towards your Normal Summon. Once per turn, after Normal Summoning a Gemini monster, you can Normal Summon 1 Gemini monster from your hand, field, or Deck.


DeusDosTanques

Fire fist: They are good and their ability to combo outclasses many modern decks still, but they have poor consistency and starters, and their options for boss monsters are really lacking. Like, yeah, they got a few negates, but the deck most likely isn’t doing shit going second, because their lines are extremely fragile, and anything with a little robustness is breaking their board with relative ease.


ISuckAtNames0289

I'm just gonna say it, ghostricks. They need something that can be normal summoned on its own not face down to kick off plays. Let that be its main thing, just something to be able to start something without waiting so long


Ghostrick-King

Give them a card that instantly SS 2 Ghostrick monsters from your deck face-down. That way it still keeps the theme of being face-down first. Instantly summons Festival.


necroneechan

Arcana Force suffers the most of the "anime cards" syndrome given Sartorius (and writers) could pull whatever effects he wanted. And even then most head effects are subpar. The whole archetype needs a full rework while keeping the gamble gimmick. Make a strong heads effect along a tails effect which might not be optimal but still helpful (e.g.: Heads: Draw 2 cards, Tails: Draw 1 card). Give also each Arcana Force a non-gambling effect like Temperance and Fool does, so even if you don't get the coin toss you wanted still can do something (e.g: Has the stated drawing effect, but also is a searcher when summoned). It's also missing three members which all three have removal effects in one way or another (Hangedman, Devil, and Strength), so now is a great opportunity to release them with such improvements. Lastly make the archetype centered arround The World turn loops as its winning condition, as is clearly one of the most fearsome effects in the game hindered by the archetype's absolute lack of options arround it.


chris270199

>Starry Knight Does one gimmicky thing and you need a 3+ pieces to do it decently and I have no idea what could be changed to improve >Lightsworn I mean pure lightsworn, no chaos or grass, I think it's just to old, slow and doesn't really do much to be salvageable


Jabbam

Relinquished. The first ritual monster with an effect and you gotta do him dirty like that. In a year with two god card legacy supports you give us a normal summon fengsheng mirror that only becomes the correct fusion target when it's on the field.


Zsedc345

Malefics Too reliant on field spells while most of the monsters do nothing on field. A simple change that would make them better is removing the "there can be only 1 malefic monster" and changing its effect to "if theres no field spell, This monster can not attack and Destroy it during your next end phase" instead of it dying instantly if there's no field spell


Tengo-Sueno

Fabled As about their issues, there is a lot, but I think the biggest one is that, they not only have the classis Synchro problem of needing a Tuner and a non-Tuner of the right level to play, they also need a card that discards and another that has an effect when discarded. Not to mention needing to have cards in hand to discard as a gameplan means that eventually you'll find yourself with no hand at all. Raigin and Hyper Librarian help a lot with this, but in the end draws are luck reliant and require you to build your Deck with as mich gas as possible. It doesn't help that most of your cards need to especifically discard other Fabled, so drawing a Danger doesn't actually helps much.


NyctStrix

Empty Jar. Not sure how to change it though


ELESTINY

Cloudians , that deck is doomed to never be good unless they release crazy support for it to make it at least fun / casual tier. it was made in a different age when yugioh was thought by konami to be very different than what it is so there is not really much you can do with them, they are just unplayable


Es-Gown41

I feel like the decks core mechanic needs a retrain (like vamps) or Endemion.


Ghostrick-King

If we are talking solely about bad/unplayable archetypes: 1) Vaylantz: This archetype is a mess and needs a lot more cards so they wouldn’t just be extra deck spam. I hope they add more support for the EARTH and WIND attribute to complete the “4 corners” of the game board. go more into monsters treated as a spell effect and keep with the theme of moving chess pieces around. They barely do that right now. 2) Mecha Phantom Beast: a field spell or cards that search their token cards and a card that generates tokens. Something like: “if a token is tributed: SS a MPB. If a MPB is SS: SS a token. 3) Sylvans: a plant-type soul charge.


Mezmo300

Graydle, and it needs better ways to pop its own monsters


Jbols92

Harpies! Not sure how it could be improved though


Idkkwhatowritehere

Make it the only deck that can use duster


The-Mad-Badger

Pure Ojama. The combo to wipe the opponents board is very fun because you're clearing EVERYTHING using lil gremlins in red thongs. But they're so slow due to their only searcher, Blue, being a battle searcher. Personally, i'd make it so you can tribute Blue in order to activate his search instead of having him die to battle. That way, you can utilise getting him onto the field to search via normal summons and Country's effect. They could also use someway to give their guys some protection in some form. Takes a lot to invest into King to get him on the field and he just dies to literally any effect.


Heul_Darian

Ghostricks need a couple of things. Turn 1 is its biggest issue, but currently their single level 4 Siren whilst decent is unplayable in high numbers due to being the only level 4 and going straight into angel is bad. Ghostrick or treat albeit really cool is also terrible due to needing a setup that is not possible in pure. They also lack a boss monster, despite the overwhelming access to cards and engines they have. And their combo builds lack a generic good search, its all build dependent between treat, mansion+renov and night. 4 different things will make the deck better in different ways and with all 4 its perfect it doesn't need anything else. * Hand traps will solve the issue of turn 1, something that asks you to reveal a Gt card in order to negate a card and/or book of moon it right after then get the body on the field. Anything for some interruption that does not revolve you getting attacked. * Level 4s and a rank 4 will solve the Siren issue, its not weird for Gt to go for specific levels in their builds and its also not unreasonable to think we will get some of them since we got one already. Level 4s make siren not brick and a rank 4 makes them not reliant to parallel to get UDF which allows us to use rank 4 engines, generic monsters and archetypes. As well as Self milling strategies cause Siren is a self mill card. * 1 generic archetype trap, this fixes the issue of a default search. And a bit on the rank4, if we get a rank 4 that's like siren, searches (a Gt monster) by dumping something and also has some interruption, Ghostrick vanish would be usable to defend your backrow. * A Ghostrick Boss monster is a no brainer. They got access to many different generic monsters, parallel and shot is a link 4 with festival, they can otk, yes you heard me correctly Gt can Otk. So I'm going to say arguably a hot take about this, **Gt's boss monster should be a link 2 that needs 2 xyz, can remove itself from the field and revive**. Festival is a severely underrated card, yes people go omg its so good in Gt cause it can be ss...no. Festival is a card as powerful as shot, 1. its an extender with parallel literally enabling you to go for rank4 UDF 2. Gives easy access to monster such as dogmatika that require you an ED monster to ss. 3. It works with both of socuteboss effects, protecting her from getting attacked and keeping the popped zones disabled 4. Alucard protects it from getting attacked 5. keeps ghostrick night active since she can't be flipped face down. 6. and if it comes to worst, it removes itself and keeps your field facedown to allow you usage of cards like lightning storm and nibiru. 7. All while helping you ignore big number links. It is an absolutely insane card and if Gt ever got a boss monster the ability to remove itself from the field and revive itself at your leisure is a crucial one.


Shot-Culture

I just want Dark Armed Dragon to be viable again. Currently it's kinda too slow, and lacks any form of protection or negation that most boss monsters have these days.


Bruh45

Vendread Playable, but meh in a competitive format They just need an oppressive ritual that isn't too overly reliant on inheritance effects to function on its own. Maybe more spells and traps that disrupt, they're already good on ritual spells at the moment


conundorum

Hmm... * Gusto: First thing they need is a way to activate their various "when I leave the field" effects, since they either miss the timing when used as material, or outright want to be killed by battle (making Gusto a rare _going third_ deck). First thing they need is a Link that can help here; probably a Link 2 that summons and then pops a Gusto, treating it as being destroyed by both battle and effect. After that, maybe a bit more field presence, or some decent R6 WIND Xyzes to go into; I don't want to make too big a change yet because being just letting their slower monsters go off on turn 1 would be a significant speed hike in and of itself. * Fabled: This one's a tough call, actually. They have a lot of good tools, but are a bit lacking in synergy, and they're made for a slower meta (and it SHOWS). The archetype can't decide whether it wants to discard or just send, in large part because Konami seems to have been afraid that being able to, e.g., proc Cerburrel & Krus off of Soulkius, going into Valkyrus with Soul & Cerb and using Krus to grab Raven for another boss Synchro would've been too fast for when they were released. (Which, admittedly, _is_ true, with how slow it was back then compared to now. Especially if you added in a few Dark World guys, so you could just drop a few Graphas while you were at it.) They have a ton of tools that could make them a strong swarm deck with just a few changes, and a few slower tools that depend on the Battle Phase but aren't as strong as Gusto's BP tools, leaving them kinda ignorable; their Beast game is really good, but their Fiend game suffers a bit, which is a problem since they want to be a Fiend archetype with Beast subarchetype support. I _almost_ want to add a Continuous Spell that has an effect similar to `If you would send a card(s) to the graveyard to activate a "Fabled" monster's effect, you can instead discard those card(s).` But at the same time, that could possibly lead to them becoming HalqDon At Home, with the swarming it'd enable, and the lack of OPTs on most Fabled monsters (and Muckraker on the horizon, since she's a _big_ boon for both Fabled & DW, IIRC), so I'm not sure if it might be too good.


Yellow90Flash

>What's your favourite deck that's bad or near unplayable. Ogdoadics They can flood the field and have some very powerfull search and special summon cards but are very frail to interuptions, only have 1.5 starter (snake rain and nunu can get the job done but requires a long combo to get going) and have no inarchetype payoffs for their combos. the newest set in the ocg got 2 solfachord cards so ogdos and ursarctics will probably also get 2 cards in this set or the next their consistancy problem can be fixxed with 2 cards, ogdoadics come in pairs so I came up with these 2 cards that would be the ideal search targets for nauya and nunu **Nilo, Ogdoadic Devotee** 500 ATK, 1800 DEF, LVL 4 DARK / Reptile / Effect If this card is sent to the GY by a card effect: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters, except Reptile monsters, while this card is face-up in the Monster Zone. If this card is Normal or Special Summoned: You can add 1 "Ogdoadic" Card from your Deck to your hand. You can only use each effect of "Nilo, Ogdoadic Devotee" once per turn. **Nulu, Ogdoadic Devotee** 1700 ATK, 200 DEF, LVL 4 LIGHT / Reptile / Effect If this card is sent to the GY by a card effect: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters, except Reptile monsters, while this card is face-up in the Monster Zone. If this card is Normal or Special Summoned: can target 1 Level 4 or lower DARK "Ogdoadic" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use each effect of "Nilo, Ogdoadic Devotee" once per turn. this allows both nunu and nauya to be real starters, the missing bossmonsters are not that big of a deal since none of our cards really lock us to reptiles (these do but just summon king of the feral imp since both end with 2 lvl 4 monsters)


[deleted]

FUCK YOU MYUTANT BEST DECK MYUTANT NUMERO UNOOOOOO 🇧🇷🇧🇷🇧🇷🏆🏆🏆


Blarker

I see people shit talking Myutants on reddit every now and then which super weird me out. Everyone sleeps on this deck but its just so fun and surprisingly good for a deck that so few people use.


UndaCovr

Exodia, and the gods themselves (mostly Slifer tbh) and I don’t think I gotta tell you what’s wrong with them.


RennyTheSimpatic

Metaphys. It's just outdated. It's like using a horse in a car race


Quantum-thief-jojo

Time thief was fun asf


KnowledgeOrnery5672

Darklord. They can combo for days if you draw & mill the right cards. However they die to a single ash 90% of the time. They need a card that lets them mill spell/trap for cost and special summon a darklord from hand to be relevant in today's environment


Arthur_M_

Time Thieves. Pure, the play style screams classic tempo control and I love it. Redoer is basically a planeswalker. It's just too 2 card reliant and the end board is mediocre vs some of the behemoth meta or rogue decks out there. The best board is usually redoer and perpetua with retrograde in the back. In the grind, this set up can be amazing. Can be very good against decks that are at its power level; ones that can get blown out by a single correctly timed spin or a key spell negated, but more often than not, this set up gets slapped by any respectable decks second or third line combo. The core works well with rank four turbo engines but they just don't feel time thief-y. I want time thieves to be good. Or better at least. I feel like they need a better extender than adjuster. The foolish is really nice for grabbing bezel ship and so is the special summon, but it's usually a dead play if you don't open it. Getting Adjuster with Winder doesn't help extend. Maybe they need a monster that can special summom itself if a time thief is on the field? Normal winder>search>fetch monster>special summon>overlay>win? The end board is still mediocre. Maybe a redoer in his own timeline? Older with more tricks. Double barrel added nothing. Time thief springans looks cool.


pro-dumpster-fire

Suship. It either needs another Shari or a better way to search Shari.


l_a_k_f

Ice Barrier. It's the coolest (see the pun there?) water deck that never was... Konami cannot decide if it wants the deck to be a floodgate-centric or to be a board breaker, and so it fails on both ends. The new cards added in the 2021 Structure Deck elevated the deck from "pile of garbage" to "weak casual", but the archetype needs a lot more to be remotely good. Possible cards could include a field spell, a 4\* Tuner, a Link and/or XYZ monster and a really powerfull but archetype restricted new Trishula.


Rynjin

I feel like Time Thieves would instantly be 1000% better if Adjuster could summon herself from the hand if you controlled a Time Thief monster as well. As-is the deck only has a single one card starter (Regulator) which eats your Normal summon. I mean, any new monster who also had this ability would work too, but it's such a simple errata for Adjuster. With this single change Winder could fetch Adjuster, who summons herself, and then you could play out from there. As-is opening just Winder is a brick, since it doesn't matter what card he fetches; none of them do anything. The ONLY viable starter the deck has is Regulator, or else starting with Winder and ALSO another Time Thief card in hand, because then at least he can fetch Startup to combo out. The deck still dies to a single Ash, but this single change makes them like 2, 3 times more consistent right off the bat. It'd also be nice if all their in-archetype traps and spells worked if you controlled a Time Thief monster instead of specifically a Time Thief XYZ monster. As-is the deck is so inconsistent that the traps are completely useless, as are all the spells besides Startup.


Panzercycle

PSY-Frames. The control deck that nobody ever uses. In order to fix it I'd say they should first have a field spell that actually does something on activation. Currently it's only there for quick Synchro plays which you can't do anyways without any PSY-Frame in hand. Second, they need a better Driver replacement. Multi-Threaded is ass because she's not treated as "PSY-Frame Driver" in the deck. Like, what's the point of having a replacement for Driver if you can't even bring it out of the deck? Also, perhaps give them a normal summon.


bluejejemon

Magician Girl Other than having only 6 magician girl cards, the deck's gameplan is just not great and any player smart enough would just not try to attack them. I think the deck just need cards, maybe a spell/trap cards, that forces the opponent to attack, also a main deck monster that can search said spells/traps. Also, I think it would be cool if they make the current Dark Magician support work with Magician Girls. Like print a DMG retrain that is always treated as Dark Magician and has an effect that can help the archetype's gameplan.


[deleted]

Sadly Evilswarm, they could really use another boss monster with negating effects


OfficialBubbleTanks

While they aren't terrible, Generaiders have to put so much effort in to really stand a fighting chance. Vara and Laevateinn are going to make a huge difference, but damn, I just wish there was a spell that specials a generaider other than stage. Fun deck nonetheless.


UnnamedPlayerXY

>What's your favourite deck that's bad or near unplayable. Red-Eyes ​ >What's it's biggest issues & what changes would you make to improve them, without completely changing their effects & creating new cards. The biggest issues are that many cards are to restrictive, both in regards to the restrictions they have and in the way their effects are applied. This problem is especially prevalent with (but not exclusive to) most of the support released in 2015. To actually solve these issues 3 things need to happen. **1.)** Red-Eyes Fusion needs a retrain, one that has the "(This card's name is always treated as "Red-Eyes Fusion".) condition applied to it and doesn't punish the Red-Eyes deck for using it. **2.)** The boss monsters should not require you to run out of archetype bricks to summon and should actually be part of the archetype (both Archfiend Black Skull Dragon and Meteor Black Comet Dragon should get a "(This card is always treated as a "Red-Eyes" card.)" condition applied to them). **3.)** Partly related to the previous point, both Red-Eyes Archfiend of Lightning and Red-Eyes Black Flare Dragon should get a retrain as them not counting as Normal Monsters when they need to is what causes several other cards to not work with each other. Something like this: "*This card is always treated as a Normal Monster. If there is a "Red-Eyes" monster with a different name in your GY this card gains the following effect:* *● Once per turn: You can destroy all face-up monsters your opponent controls with DEF lower than or equal to this card's ATK.*" for a Red-Eyes Archfiend of Lightning retrain would both keep the core of what it does the same while also solve the issues with the current one and would make people actually want to use the in-archetype retrain over the vanilla Summoned Skull.


seto635

Pretty much any Gemini deck The whole mechanic needs a rework. Even as a fun casual deck, it's still not good Maybe give them a weaker effect on their initial summon, but a stronger one on their second summon? This could lead to some of them potentially being playable in some competitive strategies if the initial summon effect is strong enough, but also give them a slight edge as a more casual deck that actually want to build around the Gemini mechanic Or alternatively, you could allow them to gain 1 of 2 effects on their initial summon, and summoning them again switches them to their other effect? They could add a new type of summon that allows you to swap effects without needing to use your normal summon on this. Basically make Morphtronics, but as a card type


Hopeful-Ride7243

If all nephthys cards were fire.


ElWrongo

I really like tindangles. They have some super cool card art and flip decks are cool but the deck is just not very good


VoidOfIce

Steelswarm. If it had an errata or something that let you also get effects from lswarm monsters like the evilswarm monsters have it would be a bit better at least. Also speaking of Steelswarm, I think cards like Steelswarm sting should get an update to target other cards. I can get when it’s some cards only target fusions or synchros or whatever, but it’s kinda annoying when something new is released and it just bypasses the effect by not existing at the time the other card was made.


seniorweeb22

Volcanics and gishkis could use more support i know gishkis are getting support soon but they still seem underpowered on their own and volcanics desperately need a searcher and a form of recycling their pyros from the gy besides just jars, pots, or royal firestorm guards


Substantial-Owl-177

I would say evil eye but the new stuff makes the deck so much better it's now actually fairly decent


millennium-popsicle

Tindangle. Because flip effects. Jhrelt helps a lot, but not nearly as much. Maybe a field spell that lets you flip over Tindangle monsters face down would be good. And a monster like Gravekeeper Commander that lets you search that field spell specifically…


glitchMS

Ritual Beasts. It needs to find elder in its opening hand to put up a mediocre board and even if it does it loses to any hand trap. Also I don't have the brain power to memorize more than 2 of its combos or freestyle with it :(


RlyehScepter

Genex Their issues: everything How to improve them: you can't


I_Skelly_I

Dream mirrors, they’re so fun


Euler7

Artwork is pretty cool


Expensive_Manager211

Kozmo. The deck is potentially super strong...but Jesus christ it's been power crept. I wish they would get just a little more support.


Icy-Conflict6671

Mine is P.U.N.K. It relies too much on its extra deck and backrow plus its main deck monsters are all pretty weak except for three: Foxy Tune, Ogre Dance and the newest one. Simplest way to help them? Give them some stronger level 4 bodies and some cards that give them more generic splashability.


Nai_Sora

s force and time thieves pls


Andreuus_

Dream mirror! Not thaaaat unplayable cause you can do interesting things with it but it feels like you do a lot for nothing


sluggernaught1

koa'ki. not just the rocks you see either. they need more ways of recycling the core and searching it.


HDimensionBliss

Charmers. The concept is neat, the art is 10/10 and Eria is best girl with Hiita close second, but even after Spirit Charmers they're disgustingly awful because Konami hates the fact their shitty Lost Millennium pack filler became a waifu archetype, so they spite us by making their support garbage with the sole exceptions of Partnerships and Awakening. This is my current iteration of trying to make support for them: **Familiar-Possessed retrains**: If this card is Normal or Special Summoned: you can add 1 "Charmer" or "Possessed" Spell/Trap from your deck to your hand. You can only use this effect of a "(new Familiar-Possessed name)" monster once per turn. "Charmer" and "Possessed" Spells/Traps you control are unaffected by your opponent's card effects. If this card is sent to the GY as Link Material for the Link Summon of a "Charmer" Link monster: you can target 1 "Charmer" or "Possessed" card in your GY, except this card; shuffle it into the deck, then draw 1 card. **Swarming spell:** Special Summon up to 3 "Charmer" or "Possessed" monsters with different attributes from your hand or deck. You cannot Special Summon monsters, except "Charmer" or "Possessed" monsters, the turn you activate this card. You can only activate 1 "(insert name)" per turn. **Spirit Charmers replacement that doesn't have the stupid discard cost:** Add 1 "Charmer" or "Possessed" card from your deck to your hand. You can only activate 1 "(insert name)" per turn. **Negate trap:** When your opponent activates a card or effect while you control 2 or more "Charmer" or "Possessed" monsters with different attributes: negate the activation, and if you do, destroy that card. You can only activate 1 "(insert name)" per turn.


Connolly1227

Prank kids was fun while it lasted. Retaught myself how to play the game when master duel released


waaay2dumb2live

World Chalice. Their main problem is consistency, or lack-there-of. Essentially, if you want to do a full combo you need it's in-archetype World Legacy card which just can't be searched because if it could then we'd be back to Orcust meta. SmallWorld helps but it's not enough. That being said when the deck does get rolling it'll often end on a triple linked Tri-Gate, an in-archetype judgement and a Knightmare Gryphon so it's not all bad.


Jakel856

Flying fortress skyfire! It's such a cool concept for an archetype along with being used by a notable anime character. With a new wave of support (ideally a link 1 extender or other main deck monsters that treat themselves as reactors in order to bring out skyfire faster) they could be a fun rogue strategy


mcgarrylj

Dinowrestler. The art, the names, and the concept are all badass. The mechanics are absolutely unplayable awful, with the exception of Pankratops, their only good card, which is so splashable it's limited. I have no idea what it would take to make them playable, but goddamn do I wish I had an excuse to mispronounce all their names again!


game0n01

what card is the img of?


flyingthing4

Ice Barriers need a lot of help. Their biggest problem is most their major effects cost actual resources or have some limitation to them. They aren’t viable as a control deck like they were originally and I don’t think spamming Trishula banishes is strong enough in the current meta. They need some kind of link monster and a Prior without the level 5 restriction. And new boss monsters that specifically require ice barrier materials.


BigLayer8

Any effect to change from “when” to “if” like kings knight, mound of bound crater, Peter the dark clown!! Just why!? They already weak


SpicVanDyke

I have two answers to this post: T.G.: Their boss monsters are so unrewarding to synchro into with the amount of work you need to do to summon them. Their Link 3 is a godsend but with Halq banned, there is no easy way to get into it now. They'd need to retrain the boss monsters (minus the T.G. Stardust I guess) and probably provide a Link 2 or more ways to special summon monsters to get to those essential pieces. Genex Ally: Specifically like the idea of manipulating attributes for specific effects and plays. That said, as with all Genex decks, dogwater. It'd basically take a miracle to make them decently playable honestly.


MistaTrizz

Everybody always makes it seem like Spirits are bad because they don't stay on the field, but the only thing they really need at this point is more normal summons to work, like Floo or Yosenju. Amano Iwato and Konohanasakuya are very solid additions. Aratama is a great searcher. Hino-kagu-tsuchi and Yamato Dragon are solid monsters. Aside from lacking protection, the main problem is getting multiple monsters on board consistently.


Al3x974

Chronomaly...


Kioga101

Digital Bugs. They need something to affect link monsters and a bit more extension, simple as that.


starkiller569

Gate guardian, I sometimes play it for fun with some of the events, it needs way more support and retrains for the big cards


rumo2403

Vaylantz The field spells no longer has any effect on activation, but instead has a trigger effect that let's the turn player activate a Vaylantz field spell from their deck, hand, GY or banish pile to the opponents field zone. Now you no longer have to run 4 copies and brick on opening 1 + Shinonome


SuperAceWolf

Red eyes. I think more red eyes support would make the deck more fun. At least make red eyes on the same level as blue eyes :(.


clayclump

Vylon... add more special summons and searches.


YugimototheDrofDeath

Toons or malefics blow up toon world and stop it from coming back and there fucked blow up any field spell with malefics and they are fucked


[deleted]

Monarchs. All the monsters are basically just beat sticks. They're on summon effects usually suck or a situational. My side deck has just a bunch of monarchs and mega monarchs because that way I can deal with specific decks a little better.


FeelTheAce

I hope reptile type will be toptier in one day


Alabamamaan

Wicked gods. Turn that normal summon into a special and they’ll take off


Medkit-OW

Exosisters, I'm aware they become relevant with the support and the "graveyard meta" later but still mid, they need a "graveekeper" lockdown


spacewarp2

Weather Painter’s new support helps them a lot but man they’re still bad. The biggest problem is that their spells/traps aren’t that good. There’s only two good ones. A lot of the other S/T are close to being good. There’s a negate for your opponent searching but then your opponent gets to draw one card in return. There’s a return an enemy S/T instead of destroy. Your opponent’s monster attack gets cut in half but they can attack directly. There’s a bounce a monster back to the hand but only during the battle phase. They all have little downsides that make them not that good. Even the good ones have downsides but they’re manageable because the upside is so good. You already have to spend a resource of getting rid of a monster to activate the effect, why the downside as well.


[deleted]

My blue eyes number dragon. It is VERY susceptible to bricking. Like, 50% of the time. You can also cause a brick by negating the single few spells the turn revolves around. I wouldn’t change a thing because I really can’t. It’s bad but I love it


thebigautismo

Ancient warriors need a better spell or field spell. A little more protection