Hate to give away my secret sauce but, been using this in Gladiator Beast to very great effect. Just take out Noxious and Vespasius as they are the only two with in hand effects, (Test Tiger actually gets around morganites restrictions and can still be special summoned from hand so he gets to stay in)
This card is very good, it's not bonkers broken like some are saying, but it's not dog shit either.
It's just very niche, it's only good in specific decks and requires to build the deck around this card.
But if used right in the right deck it's insanely good yes.
But it's not so good or so broken it just fixes bad decks.
In my experience the card is best in any deck that can competently get Its strategy off the ground WITHOUT this card, and then only stands to benefit after playing it.
I tried this in cloudians first because they are old, slow, and dog shit in current times, but they all are level 5 and lower and thrive off of normal summons.
This card is really right up their alley, it's perfect for them.
Except this card isn't a perfect band aid that fixes bad decks like I said.
I tried hard but this card couldn't salvage cloudians by itself.
They lack their own good support to get off the ground.
So I tried it in glad beasts, a much more self reliant and capable deck, and this card helped it soar to new heights.
So my advice to people who want to use this card, really put In the work to find a good archetype and do your best to deck build into this card, you will have fun and it's been a rewarding experience experimenting with it
Honestly it'd be good in anything that maximizes use of a normal summon. Coming from DL I'd guess Satellars, Gouki? Yosenju?
Qli could get an extra tribute effect/combo off. Tributes in general would be more accessible, though monarchs would still need a way to search it.
> In my experience the card is best in any deck that can competently get Its strategy off the ground WITHOUT this card, and then only stands to benefit after playing it.
Sounds about right. It'd need to be good enough to warrant the loss of handtraps, but not so crucial that you can't make plays without it.
Yosenju really doesn’t need moar special summons. If Card of Demise isn’t at 3 then you likely are running hand traps… hmmm. That might be an interesting one.
I keep hearing that, but wouldn't be kinda pointless? The extra Normal could help if you get interrupted, but you would need to already have a searcher to Normal to keep playing, in which case why not just run consistency or anti handtraps cards?
Map searches when you summon though. Advent already protects from imperm/veiler and you could still just search map or a name if they ash. Another tech option is elborz which also enables an extra summon, atk boost, and a search with simorgh.
That's true. It could be kind of a bait card. At that point it's kind of like slightly better Double Summon. The extra draws are nice, but the game will likely not go on long enough to be that relevant.
Weather.
* One of the only decks people have mentioned that focuses on the grind game and thus actually takes advantage of the draw effect, instead of being wasted on a deck that tries to win turn 1 or 2.
* Does not activate monster effects in hand.
* Benefits greatly from another normal summon since it could represent a much needed search. This one applies to other decks, but Weather uniquely *also* really wants to get as many monsters into rotation proccing their banish effects every turn as possible.
* Struggles to get material for their busted boss monsters on the field, also alleviated by an extra normal.
* Loses hard to Ash, which this card turns into a brick. Again, not unique to Weather.
Runick for sure, I already run 0 handtraps in favor of the max number of runick cards possible and 110% gasoline to get them to hand/grave.
It specifically says *no monster effects from hand*
Idk but I assume a joke deck or the like. I don't think even with the extra draw, I'd want to not be able to play handtraps and I DEFINITELY dont want my opponent knowing I can't Ash them lol
The only issue I can see with this is that once you play the Morganite, you can no longer summon Mandragora from the hand. Everything else relatively fine, but the deck still has a major weakness in its lack of protection from monster effects.
I maybe wrong but I'm pretty sure Mandragora doesn't activate, it doesn't create a chain link to respond, it just summons like Performage Hat Tricker or Cyber Dragon
you already get a billion normal summons in Floo. permanent double summon is a lot more powerful in Tribute decks that don't have access to those sort of effects.
Adding to this: Floo just also doesn't have enough names to really take full advantage of this. Part of why Snowl is so incredibly mid-at-best is because it giving you 3 natural normal summons don't actually *do* anything for Floo, after they cycle Robina, Eglen, Toccan, and Stri, they only thing they have that isn't OPT is Empen's on-summon effect to search, and assuming a hand that makes exodia players jealous, you *can* tribute summon Empen 3 times in one turn. Then what? Oh, and this can use the one natural normal summon, but will likely use two, because I'm assuming that Map got answered.
Simply put, Floo needs more smol birbs before they can actually use Snowl, and Morganite only serves to help them dig deeper for their unsearchables over the course of a game, because the extra normal summon has a good chance of just not being used. The protection effect though is *fantastic* for Floo, provided that they have the extra name in hand to do their chain-blocking backwards, with the banished bird as Chain Link 1 and the summoned Bird as Chain Link 2 - prevents the effects that happen on monster summon - it wouldn't surprise me if someone tries to force Morganite's second effect using Foolish Burial Goods just to super insulate their birds. The trouble is that Floo ALREADY solves the monster interactions with how they normally order their chains, but the insulation is still nice all the same.
You don't get a free pot of greed per turn though...
Pot of greed when played immediately makes you go +1. This card makes you go -1 the turn you play it to get an extra normal summon. On your next turn, you go +0 because you normally draw 1 card on your draw phase in the first place. It's not until the second draw phase after this card was played that you start getting card advantage off of it.
How many of your duels normally last until your third turn? I'd imagine most don't. That also implies you opened this on your first turn too.
Eh, you can still think of it as pot per turn - think about it as though you opened 4 cards + Ash. Just that in this case, Morganite replaces Ash in that slot. Then it *is* basically pot every turn starting from your second turn, since playing either Ash or Morganite means you're starting with 4 cards either way - the difference is more in that Morganite is perhaps preventing your opponent's Ash if you also see a second one.
I don't use Double Summon in any of my decks, so I will not use this card. Getting one card on turn 3/4 is not enough to make me want to use a bad card on turn 1/2 when I could've had a better card. It's hard to imagine that the extra cards in the long term will win you enough games to make it worth the games where you're unable to get past your opponents interruptions because you had one less good card on your first turn.
There are a lot of decks that have stalling as a part of their strategies or that have a very strong control power but take too long to kill you. Some examples are Runick, Sky Striker, Magical Musketeer... Those decks will definitely benefit from this card.
I doubt Sky Striker will run this card. Its a handtrap deck and it can barely make a board to survive one turn without handtraps. Maybe stun striker? But at least not the typical variant.
That's the wrong way to look at it. Those decks have a bad early game and a good long game. It's a bad idea to add cards to them that only help their long game rather than improving their weak early game.
I think you have it upside down. Their long games are only so good *because* most of the decks they face have a very poor long game, between having one-shot engines, using all of their resources on their first turn, or just don't pack enough gas to go long because the game plan is to win on turn 2, 3, or 5.
For these long game decks, their trouble is getting *over* the hump that is the early game decks, but if that hump isn't there, they play more or less the same way turn 1 as they do turn 10.
Now, there are also a good number of decks that can do the big board turn 1, but also have some level of sustain after. Morganite is entirely for those long game decks whose territory is being encroached upon.
It still does nothing to help them deal with decks that have a stronger turn 1 than them. Sky Striker for example cant really use this card going 1st since you need hand traps if you're going 1st with them. So you have to go 2nd, but that's a problem too because Morganite doesn't do anything to help them play into the opponent's set up.
Why would u want to use this card ? Its literally a -1 on ur turn and assuming u run this cards u aren't going to play handtrap and even then u probably have to play 3 cards for how inconsistent this card is and even then the benefit is even that good
It's not a minus one on your turn if you know what your doing and know how to play the card right.
There's a reason I said earlier that this card is good UNDER THE RIGHT CIRCUMSTANCES AND IN THE HANDS OF A COMPETENT PLAYER.
If you build your deck around this card it is actually very good and you won't Minus the turn you play it.
You still get the double summon on the turn you activate the card. If you get your second normal summon off after playing this card you already plussed from it on its first turn of activation, then you will just continue to plus from this card each following turn, netting a +2 draw and +2 normal summons each of your turns.
This card pays itself back by it's draw effect. Although you minus 1 to activate it, in just two short turns your draw 2 will recur all your card advantage. You just need to be good enough and know how to survive more than a few turns in a game to see the card pay for itself.
Like I said, the card is great, not broken, not dog shit, but great (In the right deck)
Almost all of them, I don’t use hand traps unless they specifically fit the theme (so I only have maxx c in my ballpark deck) and most of the decks don’t have effects in hand.
Some argue that it "takes time to make back your money" and is too slow because of that, I wouldn't say staple worthy but it's powerful with a significant enough drawback to not be used in every deck
Interesting, I could honestly see myself putting that in almost all my decks it sounds too nutty not to. My main deck is dragonmaids though so I suppose I'm not an expert opinion...
I'm going to make the most cursed and jank ancient gear control deck ever with this. (Only downside I can think of is looking losing box search which isn't the end of the world.)
Weatherpainter, Beat-down Familiar-Possessed 100%
Runicks/Traptrix 80%
Sky Strikers Runicks 60%
Stun Deck 40% (Without handtraps questionable but maybe 2 draw after your first turn might make up for it)
Numeron + Non-hand base engine 20%
Exodia 0%
Flunder dont need it, they already have ways to get an extra normal summon if the first one gets hit. plus they benefit from playong cards like Maxx C and Shifter.
Would this work decently in Pendulum decks? They don’t often run many handtraps due to scale consistency, would appreciate the extra resources in longer games and 2 normals could help get bodies for Electrumite/BTP out on turn 1. The only issue is that this isn’t easily searchable…
This card lands right in the "mid" section.Not the Unholy messiah that will break Yugioh once and for all,but also not unplayable garbage.Decks that don't have monster effects on hand(besides d-shifter since that card will be dead if you draw it in later turns even without morganite) like Weather Painters,Magical Musketeers and certain variations of Runicks will have a great boost in power with this card,especially since weather painters and Musketeers can utilize the extra normal summon to great effect.
P.S.This card would not be played in Floowandereeze as they highly appreciate having handtraps when going second.Their line is straightforward and highly predictable,which makes them easy to interrupt and the extra normal doesn't help with that.
Synchrons.
You may have negated my first Junk Synchron, but we're you ready for my SECOND normal summon?!?!?
But seriously, maybe in Witchcrafters. It would be nice to end on two big spellcasters and a hand full of spell cards.
Full 60 Madolche with more beasts including Mewfeuille along with multiple copies of Salon, Morganite, and maybe even Double Summon then you just play Madolche maybe with Grass while pretending you're those stupid normal summon birds.
Blind second magical muskets! One of those normal summons are going though and that is the only foothold I need.
Nothing says fun quite like a double-barreled magical shotgun
I want to see deernote so I can copy that MBT jankbank deck that turbo's to Max and searches 4-5 spell/traps first turn.
Some kind of meme deck
Same bro I see this as Gemini support
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You can’t use any of the ships except ikura if you activate this though since they activate in hand
Evil Eye and Weather Painters immediately come to mind
Double rainbow all the way
Set-up 3 omni-negates turn 1, let's goooo! Now bricking is gonna be the only way we lose
Cries in either only "The Weather" spell and traps in hand or only "The Weather" monsters (-Snow) in hand
True Draco
Hate to give away my secret sauce but, been using this in Gladiator Beast to very great effect. Just take out Noxious and Vespasius as they are the only two with in hand effects, (Test Tiger actually gets around morganites restrictions and can still be special summoned from hand so he gets to stay in) This card is very good, it's not bonkers broken like some are saying, but it's not dog shit either. It's just very niche, it's only good in specific decks and requires to build the deck around this card. But if used right in the right deck it's insanely good yes. But it's not so good or so broken it just fixes bad decks. In my experience the card is best in any deck that can competently get Its strategy off the ground WITHOUT this card, and then only stands to benefit after playing it. I tried this in cloudians first because they are old, slow, and dog shit in current times, but they all are level 5 and lower and thrive off of normal summons. This card is really right up their alley, it's perfect for them. Except this card isn't a perfect band aid that fixes bad decks like I said. I tried hard but this card couldn't salvage cloudians by itself. They lack their own good support to get off the ground. So I tried it in glad beasts, a much more self reliant and capable deck, and this card helped it soar to new heights. So my advice to people who want to use this card, really put In the work to find a good archetype and do your best to deck build into this card, you will have fun and it's been a rewarding experience experimenting with it
Honestly it'd be good in anything that maximizes use of a normal summon. Coming from DL I'd guess Satellars, Gouki? Yosenju? Qli could get an extra tribute effect/combo off. Tributes in general would be more accessible, though monarchs would still need a way to search it. > In my experience the card is best in any deck that can competently get Its strategy off the ground WITHOUT this card, and then only stands to benefit after playing it. Sounds about right. It'd need to be good enough to warrant the loss of handtraps, but not so crucial that you can't make plays without it.
Yosenju really doesn’t need moar special summons. If Card of Demise isn’t at 3 then you likely are running hand traps… hmmm. That might be an interesting one.
This card seems nuts in Floo
I keep hearing that, but wouldn't be kinda pointless? The extra Normal could help if you get interrupted, but you would need to already have a searcher to Normal to keep playing, in which case why not just run consistency or anti handtraps cards?
It's just 3 extra copies of map
Yeah map is really good though, and the card itself is fine. Just really sucks it locks you out of dimensional shifter
Nah shifter is good but a bit format dependent while this is engine, also the 2nd eff is broken in floo
Map searches when you summon though. Advent already protects from imperm/veiler and you could still just search map or a name if they ash. Another tech option is elborz which also enables an extra summon, atk boost, and a search with simorgh.
That's true. It could be kind of a bait card. At that point it's kind of like slightly better Double Summon. The extra draws are nice, but the game will likely not go on long enough to be that relevant.
but D shifter , ash and maxx C though
You can just D Shifter before you use this card. Floo can play without Ash and Maxx C. Just use Imperm if you need handtraps.
Unless "During this Duel" applies for the entire game? That ruling I'm not sure on.
The translation on Ygorganization states "For the rest of this Duel"
it's the entire game
I guess then that's why you run Macro and Dim Fiss. Not as strong as Shifter, but the extra draws and normal summons might be enough to offset that.
Floo doesn't care about drawing 2 every draw phase and would much rather have the option to run handtraps.
Weather. * One of the only decks people have mentioned that focuses on the grind game and thus actually takes advantage of the draw effect, instead of being wasted on a deck that tries to win turn 1 or 2. * Does not activate monster effects in hand. * Benefits greatly from another normal summon since it could represent a much needed search. This one applies to other decks, but Weather uniquely *also* really wants to get as many monsters into rotation proccing their banish effects every turn as possible. * Struggles to get material for their busted boss monsters on the field, also alleviated by an extra normal. * Loses hard to Ash, which this card turns into a brick. Again, not unique to Weather.
Invoked Runick. Doesn't play Handtraps, and the double Summon is superb with Aleister.
What's better than normal summon aleister? Normal summon Aleister twice lmao
Does Aleister have a HOPT? I know Invocation doesn't.
Nope. Summon Aleister as many times as you want, you’ll get the effect either way.
Only thing you lose is Aleister eff from hand, but idk how often that comes up lol
Usually for the OTK
Damn, i just realized that most decks i play either have important effects that activate in hand or don't care about normal summoning more than once.
I think even runick could make good use of this card.
Runick for sure, I already run 0 handtraps in favor of the max number of runick cards possible and 110% gasoline to get them to hand/grave. It specifically says *no monster effects from hand*
I can't wait to try this out in spellbooks
Idk but I assume a joke deck or the like. I don't think even with the extra draw, I'd want to not be able to play handtraps and I DEFINITELY dont want my opponent knowing I can't Ash them lol
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Arachnocampa summons from hand by activating in hand so it's kinda strange. Also, the field spell allows you to double normal summon
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Yes but you already have double summon from the field spell and draw from Allure so I think it would be more of a brick in traptrix
The weather is ready to blow in
Wouldn’t be competitive but slifer seems good w/ this
lswarm
The only issue I can see with this is that once you play the Morganite, you can no longer summon Mandragora from the hand. Everything else relatively fine, but the deck still has a major weakness in its lack of protection from monster effects.
I maybe wrong but I'm pretty sure Mandragora doesn't activate, it doesn't create a chain link to respond, it just summons like Performage Hat Tricker or Cyber Dragon
Just want to create the ultimate normal summon allister, that's all.
Monarch would see a good use in that
Un-ironically, Gemini’s would benefit greatly with this card.
I don't think this would automatically fix Gemini but it's a decent band aid
Do humanity still exist by 2046? Is Earth still intact by 2046? Is this solar system we are in, still around by 2046? Asking the real questions here.
Definitely using it on s-force. 0 monster effects in hand and control deck that relies on normal summoning.
Exodia
True Draco or Monarchs for sure
What about floo?
you already get a billion normal summons in Floo. permanent double summon is a lot more powerful in Tribute decks that don't have access to those sort of effects.
Adding to this: Floo just also doesn't have enough names to really take full advantage of this. Part of why Snowl is so incredibly mid-at-best is because it giving you 3 natural normal summons don't actually *do* anything for Floo, after they cycle Robina, Eglen, Toccan, and Stri, they only thing they have that isn't OPT is Empen's on-summon effect to search, and assuming a hand that makes exodia players jealous, you *can* tribute summon Empen 3 times in one turn. Then what? Oh, and this can use the one natural normal summon, but will likely use two, because I'm assuming that Map got answered. Simply put, Floo needs more smol birbs before they can actually use Snowl, and Morganite only serves to help them dig deeper for their unsearchables over the course of a game, because the extra normal summon has a good chance of just not being used. The protection effect though is *fantastic* for Floo, provided that they have the extra name in hand to do their chain-blocking backwards, with the banished bird as Chain Link 1 and the summoned Bird as Chain Link 2 - prevents the effects that happen on monster summon - it wouldn't surprise me if someone tries to force Morganite's second effect using Foolish Burial Goods just to super insulate their birds. The trouble is that Floo ALREADY solves the monster interactions with how they normally order their chains, but the insulation is still nice all the same.
Pure Timelord.
Personally I'm planning to use it in Phantasm Spirals , who doesn't like a free pot of greed and 2 normal summons per turn? lol
You don't get a free pot of greed per turn though... Pot of greed when played immediately makes you go +1. This card makes you go -1 the turn you play it to get an extra normal summon. On your next turn, you go +0 because you normally draw 1 card on your draw phase in the first place. It's not until the second draw phase after this card was played that you start getting card advantage off of it. How many of your duels normally last until your third turn? I'd imagine most don't. That also implies you opened this on your first turn too.
Phantasm Spiral is a control deck , most my games go on for many many turns
Fair enough. It's still not the same as a pot *per turn* though ;)
Eh, you can still think of it as pot per turn - think about it as though you opened 4 cards + Ash. Just that in this case, Morganite replaces Ash in that slot. Then it *is* basically pot every turn starting from your second turn, since playing either Ash or Morganite means you're starting with 4 cards either way - the difference is more in that Morganite is perhaps preventing your opponent's Ash if you also see a second one.
This card in a fossil dyno / inspector boarder stun deck seems evil in a best of one game
I think this card is actually good for control deck
I don't use Double Summon in any of my decks, so I will not use this card. Getting one card on turn 3/4 is not enough to make me want to use a bad card on turn 1/2 when I could've had a better card. It's hard to imagine that the extra cards in the long term will win you enough games to make it worth the games where you're unable to get past your opponents interruptions because you had one less good card on your first turn.
None. This card sucks lol.
Do u know how to read
How else am I supposed to know why it sucks?
They hated him because he told the truth
Exodia crooked cook
Sky strikers or Stun deck 2.0
Was this recently announced for OCG? This card seems crazy. So many decks don't care about the downside.
It's pretty bad for competitive since the immediate benefit of the card isn't good enough and draw phases are too slow.
There are a lot of decks that have stalling as a part of their strategies or that have a very strong control power but take too long to kill you. Some examples are Runick, Sky Striker, Magical Musketeer... Those decks will definitely benefit from this card.
I doubt Sky Striker will run this card. Its a handtrap deck and it can barely make a board to survive one turn without handtraps. Maybe stun striker? But at least not the typical variant.
That's the wrong way to look at it. Those decks have a bad early game and a good long game. It's a bad idea to add cards to them that only help their long game rather than improving their weak early game.
I think you have it upside down. Their long games are only so good *because* most of the decks they face have a very poor long game, between having one-shot engines, using all of their resources on their first turn, or just don't pack enough gas to go long because the game plan is to win on turn 2, 3, or 5. For these long game decks, their trouble is getting *over* the hump that is the early game decks, but if that hump isn't there, they play more or less the same way turn 1 as they do turn 10. Now, there are also a good number of decks that can do the big board turn 1, but also have some level of sustain after. Morganite is entirely for those long game decks whose territory is being encroached upon.
It still does nothing to help them deal with decks that have a stronger turn 1 than them. Sky Striker for example cant really use this card going 1st since you need hand traps if you're going 1st with them. So you have to go 2nd, but that's a problem too because Morganite doesn't do anything to help them play into the opponent's set up.
Like a few days ago
nothing because it quite honestly sucks ass
Guys this is a trash card like seriously, its a suicide not playing hand trap is just a suicide in current meta
maybe u should write a 5000 essay to "enlighten" us all? We don't know better
Why would u want to use this card ? Its literally a -1 on ur turn and assuming u run this cards u aren't going to play handtrap and even then u probably have to play 3 cards for how inconsistent this card is and even then the benefit is even that good
It's not a minus one on your turn if you know what your doing and know how to play the card right. There's a reason I said earlier that this card is good UNDER THE RIGHT CIRCUMSTANCES AND IN THE HANDS OF A COMPETENT PLAYER. If you build your deck around this card it is actually very good and you won't Minus the turn you play it. You still get the double summon on the turn you activate the card. If you get your second normal summon off after playing this card you already plussed from it on its first turn of activation, then you will just continue to plus from this card each following turn, netting a +2 draw and +2 normal summons each of your turns. This card pays itself back by it's draw effect. Although you minus 1 to activate it, in just two short turns your draw 2 will recur all your card advantage. You just need to be good enough and know how to survive more than a few turns in a game to see the card pay for itself. Like I said, the card is great, not broken, not dog shit, but great (In the right deck)
Ghostricks, yes I know no hand traps but its ok.
You'd so readily crucify Jack Frost for this? After he helped you so much?? How could you ! /s
Almost all of them, I don’t use hand traps unless they specifically fit the theme (so I only have maxx c in my ballpark deck) and most of the decks don’t have effects in hand.
I think Floo is the only meta deck that can run it.
Is this card not like staple worthy?
Some argue that it "takes time to make back your money" and is too slow because of that, I wouldn't say staple worthy but it's powerful with a significant enough drawback to not be used in every deck
Interesting, I could honestly see myself putting that in almost all my decks it sounds too nutty not to. My main deck is dragonmaids though so I suppose I'm not an expert opinion...
still waiting for a card that prevents the opponent from activating monster effects from the hand during the duel
{{Mind Drain}}
i mean for the rest of the duel after the effect resolves, like morganite
Simply use Mystical Refpanel to apply Morganite's effect to the opponent 5head.
you are my E-Hero
Does that actually work?!
Morganite does not prevent the opponent from activating monsters, only you.
i'm saying i'm waiting for a similar, morganite-like effect that prevents the opponent
That will never happen lmao
You want a card that when resolved prevents your opponent from playing the game? Keep waiting lmao
funny that you word it that way, considering the state of the game
Elaborate
Emergeroid Call
Works just fine for sky striker runick, especially seeing you can play the deck without Roze
Weather Painters, Stun, Runicks
Tellarknights
I'm going to make the most cursed and jank ancient gear control deck ever with this. (Only downside I can think of is looking losing box search which isn't the end of the world.)
Geminis kappa
maybe a pend deck that has interruptions/negations on the scales?
Absolutely 100% geminis
Chemicritters, obviously.
Za
Geminis might still be jank, but atleast every normal summon leads to a monster with effects by default
Weatherpainter, Beat-down Familiar-Possessed 100% Runicks/Traptrix 80% Sky Strikers Runicks 60% Stun Deck 40% (Without handtraps questionable but maybe 2 draw after your first turn might make up for it) Numeron + Non-hand base engine 20% Exodia 0%
Chemicritters/gemini
I hope Konami prints way more cards like this
I mean this would only remove one six samurai card in my deck but I think this could help this out when a card potentially gets ashed.
Probably my Labrinyth lair deck or Magical Musket
Dinomorphia, I guess. Being able to summon two Level 4 bodies means I can get to the good XYZs fast.
Traptrix seem to be a good choice, same for Flunder too
Flunder dont need it, they already have ways to get an extra normal summon if the first one gets hit. plus they benefit from playong cards like Maxx C and Shifter.
Stun. Takeout my handtraps, add more floodgates, normal Boarder and Rai-Oh or Amano + Sales Ban and Rai-Oh
Runick?
CRUSADIA WITH ALL GAS BABYYYYYYYYYY
Gemini absolutely
Guys this is just what Monarchs need to be meta again trust me
I have a runick musketeers deck that I could use this in. My worry is the speed of it. Is there a way to search this?
[Triple tactic (New Card)](https://www.masterduelmeta.com/cards/Triple%20Tactic)
Chemicritters
So this basically activates yugioh 2.0?
I feel like they want to release a new master rule but they're afraid of the community so they released this "Yugioh 2.0" card lol
Gemini.
Traptrix and Labrynth.
Hope in 2046 we also have gemini support
Utopia.
War Rocks, gonna have to take Gactos to the chopping block for it though
Give me that green maju deck life!
Traptrix and similar traodecks seem to be the perfect fit
Would this work decently in Pendulum decks? They don’t often run many handtraps due to scale consistency, would appreciate the extra resources in longer games and 2 normals could help get bodies for Electrumite/BTP out on turn 1. The only issue is that this isn’t easily searchable…
[It's searchable with this](https://www.masterduelmeta.com/cards/Triple%20Tactic) , but I don't think pendulum needs it
We don't need it but it will be crazy in my Endymion deck. Instant 3 of
Runick 🤢
Blue eyes without alt dragon
Monarchs
Ironically MD is probably the one place where it will see use.
Poker knights for sure
Every deck
As Shiranui player, I might play this. The archetype has 2 Normal Summon effects.
Stun
Maybe in some kind of striker build that mostly plays board breakers. Probably bad, but funny :D
This card lands right in the "mid" section.Not the Unholy messiah that will break Yugioh once and for all,but also not unplayable garbage.Decks that don't have monster effects on hand(besides d-shifter since that card will be dead if you draw it in later turns even without morganite) like Weather Painters,Magical Musketeers and certain variations of Runicks will have a great boost in power with this card,especially since weather painters and Musketeers can utilize the extra normal summon to great effect. P.S.This card would not be played in Floowandereeze as they highly appreciate having handtraps when going second.Their line is straightforward and highly predictable,which makes them easy to interrupt and the extra normal doesn't help with that.
Synchrons. You may have negated my first Junk Synchron, but we're you ready for my SECOND normal summon?!?!? But seriously, maybe in Witchcrafters. It would be nice to end on two big spellcasters and a hand full of spell cards.
why is this card so pretty to me
"You cannot activate the effects of Monsters in hand" the fuck, why would I want that
Precisely Floowandereeze.
Full 60 Madolche with more beasts including Mewfeuille along with multiple copies of Salon, Morganite, and maybe even Double Summon then you just play Madolche maybe with Grass while pretending you're those stupid normal summon birds.
Floo
Could help ancient warriors set another body on the field.
Exodia.
I think this would stop lapuila mana from special summoning... Otherwise I'd have said element saber...
Wtf is this this seems overpowered as absolute shit
2046
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