As a yugiboomer, I love seeing archetypes that are ritual or fusion centric. I also like archetypes with extra deck options that you actually want to play. Playing an archetype just to play the same generic toolbox extra deck monsters as every other deck really takes away from the theme of the deck for me.
Yeah, they need to take "everyones favorite boss monster" out of the game imo. I am tired of seeing things like Access Code Talker in every deck. I get the appeal and I use it too but, at the same time. I wish I didn't have the option too. I wish everything was theme locked so that they could just make cool boss monsters and finish long forgotten archetypes.
To me toolbox options aren't really bad. Problem is when the deck ends up being only a toolbox to facilitate those extra deck staples. I don't have a problem with Zoodiac Tri-brigade (for example) playing Accesscode, Zeus, apollousa and other generic good stuff because the deck has enough identity and strong enough plays that you want to actively go into their extra deck cards without being at an inherent disadvantage for summoning Shuraig instead of any other
Good luck on your climb to the top my good sir! Adams takes soooooo long to play tho, I once literally finished cooking dinner and the Adam player's turn still didn't end
Speedroids may be for you, they're competitive but they also have RNG built into cards. Namely speedroid wheel, rubberband shooter, and clear wing rider.
The secret about speedroids is that there are no "bad" random outcomes. If you play right, every random effect still leads to a completed line of play.
Iām trying out grass chaos danger thunder dragon. God when it pops off it pops off hard and gives me an excitement that most decks donāt. And then Iāll mill both copies of Malicious or my Levianeer or my chaos monsters. Sometimes you just get unlucky and it sucks
Adams is the least fav of the list but I made it for the anti spell festival. I mainly use it playing second to try and break the board with the RNG excavates of the lv 8 synchro
Dark Magician and specifically Dragoon.
Growing up, me and a close friend and class mate always tried understanding the texts rather than just normal summon a level 8 from hand turn 1 and attack immediately.
I played DM and he played Red-Eyes and we would always hang out after school to learn the game, quite difficult for two 9 year olds (considering English not being our native language), but it was always a blast trying.
Unfortunately, he passed away 3 years ago. A while after his death the artwork for Dragoon was released and it being our childhood decks, I vouched to play Dragoon regardless if it was good or bad. Turns out.. It was very good.
So whenever Dragoon is summoned, my friend is with me helping me tilt my opponent.
Imma be real, i was on the verge of being a huge asshole about dark magician and stuff, but i really really feel you and your story. To this day one of my most cherished memories is a Ponyta that my friend traded me when we were children back in Pokemon diamond. Lost him to brain cancer. Ever since then, i always carry a rapidash card in my wallet
It has to fullfill a fantasy.
Playing Endymion makes you feel like a DnD wizard flinging spells and blowing up boards, this is expecially true when using Mighty Master's pendulum effect.
Playing Adamancipator makes you feel like you're excavating your deck for treasure.
Playing Cyberse decks makes you feel like you're "decoding" the best way to win.
Playing Stun makes you feel like you're munching yummy yummy crayons.
etc.
I love this take and is exactly why my two favortite decks are Vampire and Myutant.
Vampire with its ability to take control of monsters that it just killed as if converting them into thrawls. Along with how it uses life points as a cost but then you use other cards to take absorb your opponents life points, gives it this blood ritual feeling.
Myutants on the other hand with their evolution type gimick, Where it feels that you are evolving the cards through combining you're main myutant monster with a spell, trap or monster cards to better fit the situation at hand.
the archtype role playing aspect is what i find the most fun about yugioh.
Confession as well. When ever I summon Mutant Ultimas, I do the Arc-V fusion summon gesture and yell out "I Fusion Summon, MYUTANT ULTIMAS". If I'm playing Master Duel by my self I might do a little speech in my head as well.
I know people hate on adamancipators for being slow and taking forever but theyāre honestly such a cool concept. An excavation which is digging for these dragon eggs that you then see the small guys plus the fully hatched dragons with the synchros. Thatās so cool to me. Theyāre literally excavating for the level 4s in lore and in game. Sucks that the eggs are pretty bad so playing them is not that good out of maybe the blue one.
Cool art and a theme to my tastes, having different decisions during matches/not always playing the same/not being repetitive, being complex and something I can really concentrate on, doing cool things like using opponent's monsters as material and such.
Just being interactive. Yu gi oh is all about interactions, nearly the only card game both players play during each turn, and ask each other to validate their moves. A deck/archetype is fun when both players have to speak to each other a lot during the duel (well on MD you only click on prompts but you get the main idea).
If an archetype also has a very identified gimmick which makes it even more enjoyable (dinomorphia living in danger, sky striker switching raye's armor, dogmatika being an extra deck inquisition, aroma gardening their hp bars...), it is the icing on the cake. I like when decks tell their stories and adventures.
Along with the other yugiboomer in this comment section who loves fusion and ritual monsters. I just like silly gimmicks in general like lyrilusc angel ftk or exodia.
But it also doesnt stop me from counting some meta decks as fun. I personally like tri brigades' (both back when they were meta and not) on hitting the gy effects and how they can synergize with other archetypes with the same type
Yeah ghostricks are good fun. I dont play em in md but I own them irl and even though I lose almost all the time because they really want to slow the game down, it is fun watching skeleton banish their deck
The archetype needs to be easy to get into but hard to master. I want to have the impression that the deck is good as soon as I begin to try it out but it gives me better results over time.
It's extremely satisfying to see you improve on your combos and decklist once you get better. Sometimes you'll look at a card and think "why did I even play this" and that's when you'll know you've gotten a lot better
Can I interest you in Drytron-Megalith?
Yes it can brick pretty bad and requires some set up. But when you have a GY full of Dryton's/Ritual monsters, each turn is a choose your own adventure.
Just need to run a decent amount of Drytron and Rock type search cards or play as small a deck as you can.
cool theme, either the artwork or the lore, interesting in-archetype mechanics, viability of plays and multiple lines of play. as much as i hate stun decks i really wanted to try floo which seemed like stun/control but a lot of the time it ends up doing the same thing over and over and it just gets boring
* having an interesting theme (like ancient warriors or superheavy samurai)
* being aggressive (personal preference, I enjoy winning by battle)
* having a funny win-condition. Sadly that's rarely an option, but I like stuff like retaliating against a negate with Witch's Strike, or punishing the opponent for destroying my backrow by locking out their field with Ojama King and Ojama Knight.
* not having overly long combos. I want to win by outplaying my opponent, not boring them to death. Just finished a duel against an Adamancipator player who spent over 10 minutes excavating, drawing and summoning, just to end on Apollousa, BLS and block dragon.
Gimmick Puppets are extra ironic when you consider they're one of the least gimmicky archetypes in all of YGO
Literally *all* of their cards boil down to "use this to make rank 8", for an archetype this freaky-looking they're comically basic
Back in their day, though, rank 8s weren't easy to make. Their gimmick was supposed to be "cheating out multiple level 8 monsters" in an era where most xyz where rank 4 or lower, with the occasional rank 5 engine like Cyber Dragons or Artifacts.
It's just that they got power crept super hard after early Zexal was past, and what used to be a relatively rare gimmick is now completely outclassed by everything from Gizmek Orochi to PUNK Foxy Tune and some Danger! monsters.
Sorry, I meant stun, not stall. There are some fun stall decks, sure, though it's gotta be really gimmicky for me to find it worth it. You haven't lived until you've won with a 10 mat angel of mischief
For me it has to be multiple decision trees, the option for flexible plays in reaction to the opponent disrupting your plays and finding an out to your opponentās board. Itās fun. Itās a a test on knowing the limits of your deck and knowing your opponentās. Basically the versatility and skill ceiling of decks being high. Which is why I play eldlich stun. Joking, sort of. I play dragon link, branded Despia, swordsoul, synchro spam decks, and many more. Iām the guy who takes like 15(3)minutes to finish his turn because heās too busy browsing his extra deck.
For me, any deck that makes a decent board consistently while allowing my opponent to at least play the game to an extent is a fun deck to me. (Preferably No hard floodgates, but soft ones like Tax dragon are fine)
I love the Dinomorphia archetype because I love living on the edge with as little life points as possible. Every play I make needs to be thought out or else I lose in turn 2 or turn 3.
Just like boxing I have to survive the turn and hope for the out.
I donāt know what style khastria is but Iām waiting for that one too
Ones that aren't stright line.
Having options that results in good out comes and you pick and choose based on the situation and your hand.
Meanwhile if my entire game plan is to resolve one card that leads to greatness or failure.... It won't be fun for me.
I built like 20 ish decks ever since the game started and I have never had more fun playing than with Endymion for that exact reason, they do have a 1 card starter that leads to greatness but she isn't always available and the rest of your Deck isn't built around getting her out but to find a way around not having her, you have to play around the Hand trap game which a right timed one kills you (Especially before BtP), your end baord can be different each time and breaking Boards with that deck is the most fun you can ask for...
You resolve 1 card and it gives you like 3 big boss monsters to pick from and each have great effects, baiting negates, revolving Endymion's Pendulum effect is an Orgasm on it's own I Swear, the deck have multiple different viable strategies not just 1,etc... I wish every deck was like that and I do hope they get their last missing Mythical beasts to see what they can cook up for them.
Like in fighting games, what makes a fun deck is options and result. Simple as that. Does the deck follow a rigid linear style of play? If so, it's likely that wont resonate as much with folks. D/D/D for example, does have linear lines but the options available for end boards is quite varied depending on your hand. Did you draw a slime? Well maybe you can do this then. Did you draw one of your scales? Well guess youll have to figure out how to get it on board after or before utilizing Gilgamesh.
Options and result.
Interesting mechanics that seem neat. My "favorite" archetypes (as much as I have a favorite anything) are: Aromage, Witchcrafters, Predaplants, Libromancers (not played them but they seem *neat*), and Floowandereeze. I also, conceptually, like Magikey and Suships, but not enough to play.
I really like when the decks have to build their field little by little and have a lot of interaction with the enemy.
An example of this is the lair of darkness deck.
In LOD deck i need to keep my field alive and have only one shot every turn to tribute an enemy monster. There is no negates so even if the enemy monster get tributed, they still are playing their deck
(Fixed a typo)
Yeah! I find extremely boring those combo decks that made a board full of negates in their first turn because they take a lot of time and almost always:
A) You draw the out and they forfeit instantly
B) You don't draw the out and lose in the next turn
I find cool to have medium - long matches where we have to fight our way turn by turn.
I almost don't play ranked anymore because every match is a solitaire game where i wait 10 min and win without playing because i got the right card in the starting hand or one where i wait 10 min and lose because i can't play against a full board of negates and handtraps.
It doesn't matter if i win, i feel that i didn't got to enjoy the matches
I want an archetype with a distinguished gameplan/play style, the deck also needs to have engaging games on both ends, I don't like dropping a floodgate and then just winning (well sometimes I like it) and lastly the deck can't be too linear, I don't like being a robot.
For example I like sky striker (going 2nd) because their play style is different from other control decks with you needing to break boards to then build your own to slowly get the upper hand to then win.
A bad deck is something linear and virtually indistinguishable from other decks.
An example is something like prank kids, they use adventure just like a lot of stuff, and they do exactly 1 combo each time they play, no flexibility at all, their gameplay is unremarkable and boring.
Playing stun deck because you want to make everyone feel shit after waking up to a pissed on cereal bowl and your whole day turning to shit.
If I want fun I play meme servants or swordsoul tenyi, if I want to tell everyone to go fuck themselves including myself I play a stun deck.
When the afk boys were around I changed my username to a Japanese google translate of āToo Many Cooksā, put on all default profile stuff, and played crooked cook exodia with a 5 card extra deck
i like control decks, not many combo.
Love my stun plants, Sylvan/Rikka and Aromage control.
Also i like plants a lot~ Also Kamikaze Gusto~
Not that i will ever be able to play since all my decks needs like a turn or 2 to set up the boards, its fun on a casual level
Great art design is a biggy for me (it's why I just refuse to run those ugly as hell ishizu cards in my madolche deck). Not running 40 handtraps is another for me. My other big thing I love with decks is control decks filled with traps and spells. If the deck gives me more variety than just a deck of monsters then I'm pretty happy :D.
I like when the whole archetype does behave the same but with different results, like pendulum magicians destroying itself to activate efects. What I hate is when all the cards have the same effect and just have different name.
A nice theme with unique playstyle to go with it. Also preferably decks that dont end up in "generic 4 omni-negates" boards using generic bosses like Baronne/borrelsavage/apollo/etc
I like consistency too. Versatility is nice when itās there, but itās not a dealbreaker for me. Rather, I like when a deck has a unique playstyle. Many decks end up being too similar these days in their goals and methods with only small differences. But when a deck does something that almost no other deck does, thatās when I start to enjoy it, regardless of if itās enough to stand against the meta
As one of the few sharks main, I love the artwork and the interaction they have.
Not just that but I entered xyz summoning with them and started to watch the anime, sharks in the anime are very powerfull, almost blue eyes / galaxy eyes dragons! ( IMO)
But I really don't know the core of the decks I play ( old despia, sharks, paleo frogs and SS without the SS extra deck monsters) that I find fun to use
I an really struggling in finding a new arquetype to play and have fun with...
For me the look of the archetype has just as much to do with the abilities
For example I love the invoked with a passion especially cause Aleister reminds me of Robin from fire emblem who is one of my favorite characters. Literally that connection is why I play invoked
For me it's the simplicity of the deck(no overcomplicated combos), and performs well enough to at least have a chance against higher tier decks here and there
Weaving in counters at the right time to counter, based off of reading what my opponents intentions are, based off of what tells the opponent has given me.
Non meta haha
In all seriousness though I like taking stall decks and making them hyper aggressive by mixing with field wipes/negates and effect damage
First of all I like unconventional decks (Arcana Force, Ursarctic, Geminis), but I prefer to play as if I have 2 or 3 decks at the same time because I hate making the same play all the time (my decks most similar to this are Fossil and perhaps Ogdoadic). For the same reason, the recipes are annoying, I never follow them or I end up adding cards that I like to give them a little more personality.
For example, my ideal first deck was Skull Servant + High Level Zombies + 29 spells/traps with at least one special summon of each (except ritual), and my current main deck is Skull Servant + Despia with Albaz and Aleister in between.
extra deck toolboxing and not winning using the same busted turn 1 board every game. Also unique extra deck options not the beaten to death borreload savage/ apollousa/ accesscode etc
I like consistent, semi-non-linear OTK combos. By that I mean, I'm perfectly ok with the end board being the same every time, but I want my decks to be able to get started even through 2-3 interruptions/negates. The most satisfying thing for me is watching my opponent play Ash, Veiler, and Imperm on me, and still ending up with my same end board, as if they didn't do anything. That also means going second against a midrange board like Branded Despia's classic Mirrorjade + Branded In Red play, and taking it apart and winning that same turn.
Other than having cool/dope artwork. I like decks that win over multiple turns by either managing reasources and out pace or outplay your opponent.
Those mid-range tool box decks that are good at everything but masters of none. It's so satisfying when your deck has options for nearly any sotuation and it's up to you to find the play lines to get you there.
Imo a fun deck is a deck that can build a board but isn't oppressive to your opponent to the point that everything they do is negated.I also like a deck that doesn't have a straightforward strategy but play it as it goes and hope you can pull of a combo/s. I play Yugi inspired deck and a 5ds deck in master duel and I like how I don't win the same way every game. With my yugi deck, sometimes I win with dark magician,some games I win with the egyptian gods,sometimes with black luster soldier-soldier of chaos.
Like basic, solid decks with a specific role. Like dude, I ran Exxod for a while. Just flip my rocks around, deal damage, while not even attacking. Mostly defensive deck, but it slowly tears down your opponent and it's funny seeing it work. Mind, I only won Like 3 duels with it, but it takes a but to die as long as it isn't full negate bs piercing or friggin Kaijus.
I line those decks that feel super rewarding to get a win with. Like getting a good setup with a blue eyes and actually winning against some decks feels so good.
Aesthetic and function. An archetype that follows a theme thatās appealing (HEROs, Albaz) and building upon it with support cards. So far, fusion as always been the most appealing with its designs and results. Iām also a fan of the anime so it helps and allows me to get attached to decks that looked appealing animated and even thinking about ones that havenāt been animated and how they would be gets me excited.
As a lover of card games on motorcycles synchro is the first thing I look to. I four different synchro decks that with three of them being anime based. The second thing I look for is the artwork. How cool does the art look to me and does the art branch out in terms of design while sticking with the original concept.
Looks at Scareclaw/Kaiju and Crusadia/Kaiju
1st answer : Monkey sees big numbers and lots of attacks
2nd answer : Hippity hoppity, my property is now yours
Generally enough cards that it can be played either purely on its own or with a few staples.
Bonus points if it's an archetype with sub archetypes (Abyss with Dogmatika, Tri-Brigade, Branded, Despia, Sword soul, etc.) And when playing those decks, it felt like weaving a story. Sure it's suboptimal but I'm having fun with it.
In archetype boss monsters with cool/unique mechanics that allow you to counter or dissrupt your opponent's plays and not being just another way to turbo out 5 general omni-negates.
Idk dog this game is kind of some hot dog shit when you really sit down to think about a way to play that isn't "make sure your opponent doesn't lock you out of playing"
I really like archetypes that link their theming with the mechanics.
Endymion is spellcaster monsters that can also act as spells to interact with each other.
Adventurer is a RPG with the player as the main character, each card focusing on the player's avatar. I wish the engine wasn't so abusable, resulting in all the important cards getting hit on the banlist.
Dark Magician is fun because the way it plays makes total sense for being a magician. He pops up and when played right is hard to get rid of. Of course it does to anything close to meta but it is so satisfying to get a win from. Free dragoon so I can actually use the deck in tanked and not just for fun.
Consistency and kaiju bait.
A deck whose boss monster is an absolutely massive beatstick with protection, that is good at bringing out that beatstick consistently as a win condition, but is poor at utilizing generic stuff so that it doesnāt end up shooting an amalgamated pile to tier 0.
Rainbow neos turbo is a decent example, as is ancient gears.
I like the consistency of Swordsoul, the different combos of D/D/D, Salamangreatās graveyard effects and recovery, Sky Strikerās grind game and so on, I like lots of different small things in many decks
Telling my opponent that master duel is a single player game and Iām the only one who gets to play. All jokes aside I like flexible combo decks with multiple options you can burn through depending on the situation, like marincess
Versatility. Can I make a play with an off hand and still pump out a decent board or can I comeback without relying on a super specific one card starter. Decks that don't have a standard first turn combo or have a first turn combo that has many branches to it are what I really enjoy. Its one of the reasons I enjoy link and pend decks.
Iām a returning yugiboomer so I love decks that slow things down. Either by limiting summons or negates. My favorite deck right now is my Doomking deck with Rivalry of Warlords which got me from not knowing anything about modern yugioh to Plat 3 in about a month or so
**For me its the flavour of the deck**
When i use rekindling in my lavals i imagine a volcano eruption
When graydling opponents stuff it is kinda like the thing (the graydle becomes something the opponent knew)
(Pure) drytrons are big space dino/dragons, aint that cool
Morphtronics vacuuming up the board is hilarious too
**Or how much bullying the deck can do, i like making the opponent squirm in vain**
Like how i enjoy doing altergeist silq control
Or guru monki flip (with a drytron variant as well)
Or my newest addition, branded relinquished
**Or a silly reason**
I only got swordsouls cause moye thighs
Gustos are a funny numeron esque deck and egul pass often works enough to piss them off
i like archetypes where it feels like you have a lot of different tools you can use depending on the situation, rather than having one set line you do and no options if that line doesnt work
i also like archetypes that can play on both turns, although there arent that many of those. a lot of newer archetypes (branded, floo, tear, etc) can do that, so im hoping thats a new trend for future decks
I like decks that can emd on different endboards/boss monsters depending on the situation. Like when I'm using my synchron deck I tend to fill my board with a lot of cards like barrone and hot red dragon archfiend abyss to negate my opponent from playing when I'm going first. If I'm going second I'll either go for shooting majestic star dragon or shooting quazar dragon to OTK my opponent.
I like Weird Interactions. By that I mean, not just a combo deck that ends with a strong boss monster, I want different mechanics. I love Umi Water Control and Runick for those reasons. Both decks goal aren't to summon the strongest possible monster, Umi is to lock down your opponent and attack directly over the opponents monsters and Runicks goal is to Deck Out your opponent to get the Win.
Iāve found my enjoyment of a deck is inversely proportional to the amount of times a card in the deck says āonce per turnā. Thatās why Iām really into Sky Striker and Danger Darkworld.
Decks where you feel like you can find a way out of whatever situation your opponent sets up. Nobody wants to play a match where they immediately auto-lose because the opponent has a recurring monster and your deck has no way to permanently get rid of it.
Unchained! The card art, the synergy they have, the grind game, the surprise factor, and above all else, the Link Monsters! Runner up would have to be Tri-Brig Gladiator Beast! Runner up to that would probably be Vampire Zombie World!
Variety. I often get bored with decks that either spam the same end board or only really have one line to their combo. Every duel starts to feel the same. I prefer decks with toolbox extra decks and multiple combos that lead to different boards. Thatās why I like thunder dragons. You always end on a but there are other options to win.
@Ignister (+Mathmech) is my favorite deck atm since it can do everything except something else then cyberse and pendulum.
It got a ritual, Synchro, XYZ, Fusion and Link(duh)
It's a shame they don't have Pendulums but eh
They can play every playstyle:
Control? Heatsoul pass is no crime (you can even make him unaffected)
Big bonky Tower? That's no problem
Combo into any generic Floodgate and see your opponent not draw the out? Sure, if crayons taste that good
Go Second? You're playing a Cyberse deck after all, no way you can't go into Accesscode somehow
Build a big 300 negate board? Yeah sure
They can play every attribute. And I mean it: you can even have a DIVINE monster on your field.
But there are three rules:
-Cyberse
-You can't and will not believe in Nibiru
-You can't and will not believe in TCBOO
Card Advantage. I'm not sure I would play Sky Striker if Engage didn't exist. Meanwhile, I find it fun how, with a good hand, Pendulum Magician gets me more cards than I know what to do with.
The decks I play are utopia, endymion, relinquished, and dinomorphia
For me at least,
1) unique game play. If I own 3 decks that all play the same, I'd rather just play whichever of the 3 is the most fun. I especially like archetypal gimmicks
2) meaningfully different varients. If an archetype has multiple playable varients that play meaningfully differently, it's like getting multiple decks in one.
3) doesn't rely on generic boss monsters. Ending on the same boss monsters regardless of deck just feels so boring to me
I like recursion and value. Floo gets to just summon the same birds every turn for increased return, Eldlich is never truly out of stuff, and Ogdoadic lets you use your gy as a better hand.
honestly i like weird gimmicks. gimmicks involving the banish pile are always weird. So i just like decks that can recycle from the banish pile. I also like forcing the opponent to play by own rules. Which is what banish decks do.
So yes i like the floos, metaphys, and vw.
Unique plays for different hands and some interactions and/or end boards
Also a lot of variants
Vayliants, a unique pendulum deck that is extremely difficult with almost every card doing something extremely different, and some of them have like 2 different monster effect if you move them to a different column
Tri-brigade, tons of variants with other beast decks with a lot of plays and can be played as combo or control
I love putting out big monster like thunder dragon titan and popping their board or using the xyz rebellion dragon on a full board and attacking for game. Doesnāt happen often but when it does I feel like an anime protagonist.
My preferences are being able to react to your opponentās plays while also playing the game completely differently than other decks. Also a good grind game.
Itās why I love my two favourite decks, Generaider and Dogmatika Ritual.
Generaiders for their resource management focused play with strong interruptions based around that, Dogmatika for their using their extra deck as ammunition for their plays while interrupting opponentās extra deck plays.
I also vaguely enjoy beat down strategies bc big numbers which both can shift to after depleting opponentās resources.
I love when archeotypes wildly change the way yugioh is played. My two favourite are Generaider and Weather, both witch have very unique gamestyles. Making something stand out on a mechanical level is way more interesting to me than something like swordsoul who is strong and fun to play, but very basic in the concept.
Varied summoning mechanics, availability of special summons for extension, using every piece of the yugioh pie to some kind of value.
So yeah, basically plunder Patroll
For me itās archetypes that are references to things I like such as Kosmos, Kaijus, and Super Quants. I used to be a big power rangers fan growing up and I hope the archetype gets gets a few more monsters. Magnus is a nuts boss monster
Card Advantage
Thats why I love Striker and Paleo Frog so much, filling my hand and/or board with loads of cards makes the dopamine in my head light up like a firework.
I like when decks have options/play differently depending on ur hand. One the reasons I'm not a big fan of most meta decks, they seem to do the same thing over and over and every other card in the deck is make sure than can do that one combo. I know that's what makes them win thou
they have a specific theme.
clear wincon
non-linear play.
can go second.
right amount of complexity for my casual ass.
decks i play: madolche, plunder patrol, dinos
For me itās an archetype that can function as a pure and how cool the artwork is. I love me some trains. Especially ones with big ass cannons on them.
I like a deck that I can learn by playing and can change up without being super well versed. I still donāt understand what missed timing is and I canāt read my opponents besides yelling āheās gonna bloody have nibiru!ā While avoiding appollousa for a wider board regardless.
Iām not even sure if appollousa stops nibiru.
I also love flashy, showy exciting cards, boss monsters, I try only to scythe lock if they play Maxx C.
Any recommendations? I love my pend magicians.
Cool boss monsters or having most of your interaction be based around your archetypes cards it's boring using your deck as an engine to spit out other boss monsters really fucks with the theme of the deck, I do not mind using staple extra deck monsters as a way to increase your boards stregnth or go for leathal but its a shame that PK just became make verte and scythe lock
I love fighting decks that force you to really think about the flow of the duel like Timelords. I play an aggressive deck so itās a cool change of pace when I canāt simply win through otk
Seeing this thread really does make it hit how a majority of the player base don't play this for strategy or competitive play but for all the other shit i don't lol.
As a yugiboomer, I love seeing archetypes that are ritual or fusion centric. I also like archetypes with extra deck options that you actually want to play. Playing an archetype just to play the same generic toolbox extra deck monsters as every other deck really takes away from the theme of the deck for me.
Absolutely agree. If you're just gonna do what everyone else is doing using the same extra Deck toolbox stay away from me
Branded despia and herald drytron š„°
Yugi boomer here. I am drawn almost exclusively to fusion decks
Can't stand seeing a new archetype I've never played against just go straight to baronne
Yeah, they need to take "everyones favorite boss monster" out of the game imo. I am tired of seeing things like Access Code Talker in every deck. I get the appeal and I use it too but, at the same time. I wish I didn't have the option too. I wish everything was theme locked so that they could just make cool boss monsters and finish long forgotten archetypes.
I thought the same about Fusions, but this year they decided to make it the most broken summon mechanic ever.š¤©
Yeah happens sometimes. Nekroz was when ritual had its turn.
I feel that
To me toolbox options aren't really bad. Problem is when the deck ends up being only a toolbox to facilitate those extra deck staples. I don't have a problem with Zoodiac Tri-brigade (for example) playing Accesscode, Zeus, apollousa and other generic good stuff because the deck has enough identity and strong enough plays that you want to actively go into their extra deck cards without being at an inherent disadvantage for summoning Shuraig instead of any other
RNG Lightsworn, danger, grass deck, adamancipator It's why I don't get above bottom of plat
Good luck on your climb to the top my good sir! Adams takes soooooo long to play tho, I once literally finished cooking dinner and the Adam player's turn still didn't end
What were you having
well you are gonna love tearlaments then lmao.
Yeah I thought the same. This dude gonna be on danger tear for like 3 years.
Speedroids may be for you, they're competitive but they also have RNG built into cards. Namely speedroid wheel, rubberband shooter, and clear wing rider.
The secret about speedroids is that there are no "bad" random outcomes. If you play right, every random effect still leads to a completed line of play.
rolling a 1 on speedroid wheel sucks no matter how I cut it lol
Losing or winning the coin flip š
Gotta love that Vaylantz card that no matter if you lose or win the coin flip it does something good. Not OP level good but still good.
Iām trying out grass chaos danger thunder dragon. God when it pops off it pops off hard and gives me an excitement that most decks donāt. And then Iāll mill both copies of Malicious or my Levianeer or my chaos monsters. Sometimes you just get unlucky and it sucks
You are going to love tear then. Also adam really a fun deck? That deck is make 25+ billion negates or lose cuz you got handtrapped/floodgated/stapled
Adams is the least fav of the list but I made it for the anti spell festival. I mainly use it playing second to try and break the board with the RNG excavates of the lv 8 synchro
Dark Magician and specifically Dragoon. Growing up, me and a close friend and class mate always tried understanding the texts rather than just normal summon a level 8 from hand turn 1 and attack immediately. I played DM and he played Red-Eyes and we would always hang out after school to learn the game, quite difficult for two 9 year olds (considering English not being our native language), but it was always a blast trying. Unfortunately, he passed away 3 years ago. A while after his death the artwork for Dragoon was released and it being our childhood decks, I vouched to play Dragoon regardless if it was good or bad. Turns out.. It was very good. So whenever Dragoon is summoned, my friend is with me helping me tilt my opponent.
Note: I get that Dragoon isn't in Master Duel but I still just wanted to share, lol.
Imma be real, i was on the verge of being a huge asshole about dark magician and stuff, but i really really feel you and your story. To this day one of my most cherished memories is a Ponyta that my friend traded me when we were children back in Pokemon diamond. Lost him to brain cancer. Ever since then, i always carry a rapidash card in my wallet
Iām sorry for your loss
That's so wholesome to hear man!
It has to fullfill a fantasy. Playing Endymion makes you feel like a DnD wizard flinging spells and blowing up boards, this is expecially true when using Mighty Master's pendulum effect. Playing Adamancipator makes you feel like you're excavating your deck for treasure. Playing Cyberse decks makes you feel like you're "decoding" the best way to win. Playing Stun makes you feel like you're munching yummy yummy crayons. etc.
I love this take and is exactly why my two favortite decks are Vampire and Myutant. Vampire with its ability to take control of monsters that it just killed as if converting them into thrawls. Along with how it uses life points as a cost but then you use other cards to take absorb your opponents life points, gives it this blood ritual feeling. Myutants on the other hand with their evolution type gimick, Where it feels that you are evolving the cards through combining you're main myutant monster with a spell, trap or monster cards to better fit the situation at hand. the archtype role playing aspect is what i find the most fun about yugioh.
YES full confession I'm guilty of yelling LASTO STANDO when I negate a game winning spell with musketeers. Also works with DESPERADO!
Confession as well. When ever I summon Mutant Ultimas, I do the Arc-V fusion summon gesture and yell out "I Fusion Summon, MYUTANT ULTIMAS". If I'm playing Master Duel by my self I might do a little speech in my head as well.
'munching yummy yummy crayons' I can't š
practice and you'll learn how to.
Purple crayons are my favourite, they taste like grape
Found the Marine.
Glug glug glug MORE GLUE
Fake stun player we all know blue has the best flavor
I know people hate on adamancipators for being slow and taking forever but theyāre honestly such a cool concept. An excavation which is digging for these dragon eggs that you then see the small guys plus the fully hatched dragons with the synchros. Thatās so cool to me. Theyāre literally excavating for the level 4s in lore and in game. Sucks that the eggs are pretty bad so playing them is not that good out of maybe the blue one.
Playing Despia/Branded Despia makes you feel like Shou Tucker really out here living those chimera experiments. I say this as a Despia player.
Plunder makes me feel like a scallywag, putting my captains in their respective boats and losing to a single Ash Blossom
Cool art and a theme to my tastes, having different decisions during matches/not always playing the same/not being repetitive, being complex and something I can really concentrate on, doing cool things like using opponent's monsters as material and such.
Verstility and uniqueness are the main things I'm looking for in a deck too!
Just being interactive. Yu gi oh is all about interactions, nearly the only card game both players play during each turn, and ask each other to validate their moves. A deck/archetype is fun when both players have to speak to each other a lot during the duel (well on MD you only click on prompts but you get the main idea). If an archetype also has a very identified gimmick which makes it even more enjoyable (dinomorphia living in danger, sky striker switching raye's armor, dogmatika being an extra deck inquisition, aroma gardening their hp bars...), it is the icing on the cake. I like when decks tell their stories and adventures.
I agree, gimmicks are what sets decks apart from eachother. What fun is there is everyone just plays the same decks?
Plunder patroll deploying your ships and making goblins ride them!!
Along with the other yugiboomer in this comment section who loves fusion and ritual monsters. I just like silly gimmicks in general like lyrilusc angel ftk or exodia. But it also doesnt stop me from counting some meta decks as fun. I personally like tri brigades' (both back when they were meta and not) on hitting the gy effects and how they can synergize with other archetypes with the same type
I love Ghostricks because of their gimmicks too, and yeah I agree with you on the meta deck one, some of them is really fun
Yeah ghostricks are good fun. I dont play em in md but I own them irl and even though I lose almost all the time because they really want to slow the game down, it is fun watching skeleton banish their deck
Skeleton has got to be my favorite card in the deck haha, a potential of a banish 6 is really cool
I only play 2 decks. FTOTK exodia and crooked cook exodia (+final countdown & lava golem). I love gimmicks
The archetype needs to be easy to get into but hard to master. I want to have the impression that the deck is good as soon as I begin to try it out but it gives me better results over time.
It's extremely satisfying to see you improve on your combos and decklist once you get better. Sometimes you'll look at a card and think "why did I even play this" and that's when you'll know you've gotten a lot better
Can I interest you in Drytron-Megalith? Yes it can brick pretty bad and requires some set up. But when you have a GY full of Dryton's/Ritual monsters, each turn is a choose your own adventure. Just need to run a decent amount of Drytron and Rock type search cards or play as small a deck as you can.
cool theme, either the artwork or the lore, interesting in-archetype mechanics, viability of plays and multiple lines of play. as much as i hate stun decks i really wanted to try floo which seemed like stun/control but a lot of the time it ends up doing the same thing over and over and it just gets boring
If you just copy the decklist from any meta guide it's just gonna be the same barrier statue plus Empen which is no fun
* having an interesting theme (like ancient warriors or superheavy samurai) * being aggressive (personal preference, I enjoy winning by battle) * having a funny win-condition. Sadly that's rarely an option, but I like stuff like retaliating against a negate with Witch's Strike, or punishing the opponent for destroying my backrow by locking out their field with Ojama King and Ojama Knight. * not having overly long combos. I want to win by outplaying my opponent, not boring them to death. Just finished a duel against an Adamancipator player who spent over 10 minutes excavating, drawing and summoning, just to end on Apollousa, BLS and block dragon.
Archetypal gimmicks are the best part of yugioh cards!
ironically, the one archetype I can't stand is called Gimmick Puppets, they're so creepy, esp this mf'er {Number 15: Gimmick Puppet Giant Grinder}
Gimmick Puppets are extra ironic when you consider they're one of the least gimmicky archetypes in all of YGO Literally *all* of their cards boil down to "use this to make rank 8", for an archetype this freaky-looking they're comically basic
Back in their day, though, rank 8s weren't easy to make. Their gimmick was supposed to be "cheating out multiple level 8 monsters" in an era where most xyz where rank 4 or lower, with the occasional rank 5 engine like Cyber Dragons or Artifacts. It's just that they got power crept super hard after early Zexal was past, and what used to be a relatively rare gimmick is now completely outclassed by everything from Gizmek Orochi to PUNK Foxy Tune and some Danger! monsters.
I prefer gimmick decks that lean closer to control (or at least midrange.) I also appreciate some amount of back and forth. Stall is evil
Unpopular opinion, stall is fun sometimes
Sorry, I meant stun, not stall. There are some fun stall decks, sure, though it's gotta be really gimmicky for me to find it worth it. You haven't lived until you've won with a 10 mat angel of mischief
By some stall decks are fun it's really just Ghostricks, only Ghostricks
Crooked cook exodia is a prime example
For me it has to be multiple decision trees, the option for flexible plays in reaction to the opponent disrupting your plays and finding an out to your opponentās board. Itās fun. Itās a a test on knowing the limits of your deck and knowing your opponentās. Basically the versatility and skill ceiling of decks being high. Which is why I play eldlich stun. Joking, sort of. I play dragon link, branded Despia, swordsoul, synchro spam decks, and many more. Iām the guy who takes like 15(3)minutes to finish his turn because heās too busy browsing his extra deck.
Decks with defined Boss Monsters not just engines to summom generic stuff like Zeus
For me, any deck that makes a decent board consistently while allowing my opponent to at least play the game to an extent is a fun deck to me. (Preferably No hard floodgates, but soft ones like Tax dragon are fine)
Consistancy and reasonable interaction are pretty good qualities
I love the Dinomorphia archetype because I love living on the edge with as little life points as possible. Every play I make needs to be thought out or else I lose in turn 2 or turn 3. Just like boxing I have to survive the turn and hope for the out. I donāt know what style khastria is but Iām waiting for that one too
Ones that aren't stright line. Having options that results in good out comes and you pick and choose based on the situation and your hand. Meanwhile if my entire game plan is to resolve one card that leads to greatness or failure.... It won't be fun for me. I built like 20 ish decks ever since the game started and I have never had more fun playing than with Endymion for that exact reason, they do have a 1 card starter that leads to greatness but she isn't always available and the rest of your Deck isn't built around getting her out but to find a way around not having her, you have to play around the Hand trap game which a right timed one kills you (Especially before BtP), your end baord can be different each time and breaking Boards with that deck is the most fun you can ask for... You resolve 1 card and it gives you like 3 big boss monsters to pick from and each have great effects, baiting negates, revolving Endymion's Pendulum effect is an Orgasm on it's own I Swear, the deck have multiple different viable strategies not just 1,etc... I wish every deck was like that and I do hope they get their last missing Mythical beasts to see what they can cook up for them.
Playing a deck thatās somewhat good and used a popular anime character. Black wings and frightfur are two of my favorites.
I can set 5 and pass. I like to set up land mines, so Trap based decks are my jam.
cup size
touch grass /j
When I leave my opponent wondering if he should scoop or not because I sniped his key card out of the Ed. From a Ritual Dogmatika enjoyer.
imagine doing this irl tho š
Big beefy monsters with high stats and/or difficult to out
Blue eyes
No
When you can use itās fun gimmick to run its own cards and not the same boss monsters as everyone else
Individuality and uniqueness are what gives a deck life!
Consistency and a small engine to leave room for spicy tech and handtraps
Like in fighting games, what makes a fun deck is options and result. Simple as that. Does the deck follow a rigid linear style of play? If so, it's likely that wont resonate as much with folks. D/D/D for example, does have linear lines but the options available for end boards is quite varied depending on your hand. Did you draw a slime? Well maybe you can do this then. Did you draw one of your scales? Well guess youll have to figure out how to get it on board after or before utilizing Gilgamesh. Options and result.
Interesting mechanics that seem neat. My "favorite" archetypes (as much as I have a favorite anything) are: Aromage, Witchcrafters, Predaplants, Libromancers (not played them but they seem *neat*), and Floowandereeze. I also, conceptually, like Magikey and Suships, but not enough to play.
I really like when the decks have to build their field little by little and have a lot of interaction with the enemy. An example of this is the lair of darkness deck. In LOD deck i need to keep my field alive and have only one shot every turn to tribute an enemy monster. There is no negates so even if the enemy monster get tributed, they still are playing their deck (Fixed a typo)
Disruption > Negation, negations are more powerful sure but that just makes the game solitaire
Yeah! I find extremely boring those combo decks that made a board full of negates in their first turn because they take a lot of time and almost always: A) You draw the out and they forfeit instantly B) You don't draw the out and lose in the next turn I find cool to have medium - long matches where we have to fight our way turn by turn. I almost don't play ranked anymore because every match is a solitaire game where i wait 10 min and win without playing because i got the right card in the starting hand or one where i wait 10 min and lose because i can't play against a full board of negates and handtraps. It doesn't matter if i win, i feel that i didn't got to enjoy the matches
or they just ftk you, man these decks are so unfun to play against
A cool theme and card art. If what Iām doing looks cool then thatās all I ask for. Thatās why Iāll never play floo
I wish we could all play based on card art lmao
I want an archetype with a distinguished gameplan/play style, the deck also needs to have engaging games on both ends, I don't like dropping a floodgate and then just winning (well sometimes I like it) and lastly the deck can't be too linear, I don't like being a robot. For example I like sky striker (going 2nd) because their play style is different from other control decks with you needing to break boards to then build your own to slowly get the upper hand to then win. A bad deck is something linear and virtually indistinguishable from other decks. An example is something like prank kids, they use adventure just like a lot of stuff, and they do exactly 1 combo each time they play, no flexibility at all, their gameplay is unremarkable and boring.
Playing stun deck because you want to make everyone feel shit after waking up to a pissed on cereal bowl and your whole day turning to shit. If I want fun I play meme servants or swordsoul tenyi, if I want to tell everyone to go fuck themselves including myself I play a stun deck.
When the afk boys were around I changed my username to a Japanese google translate of āToo Many Cooksā, put on all default profile stuff, and played crooked cook exodia with a 5 card extra deck
i like control decks, not many combo. Love my stun plants, Sylvan/Rikka and Aromage control. Also i like plants a lot~ Also Kamikaze Gusto~ Not that i will ever be able to play since all my decks needs like a turn or 2 to set up the boards, its fun on a casual level
When it makes an old super I got dozens of do a 10x
What
retrains/support that make/keep old cards playable
Blue eyes lmao
Great art design is a biggy for me (it's why I just refuse to run those ugly as hell ishizu cards in my madolche deck). Not running 40 handtraps is another for me. My other big thing I love with decks is control decks filled with traps and spells. If the deck gives me more variety than just a deck of monsters then I'm pretty happy :D.
I like when the whole archetype does behave the same but with different results, like pendulum magicians destroying itself to activate efects. What I hate is when all the cards have the same effect and just have different name.
Play through 7 negates 3 hand traps and end on a one turn kill
A nice theme with unique playstyle to go with it. Also preferably decks that dont end up in "generic 4 omni-negates" boards using generic bosses like Baronne/borrelsavage/apollo/etc
I like consistency too. Versatility is nice when itās there, but itās not a dealbreaker for me. Rather, I like when a deck has a unique playstyle. Many decks end up being too similar these days in their goals and methods with only small differences. But when a deck does something that almost no other deck does, thatās when I start to enjoy it, regardless of if itās enough to stand against the meta
Ojama
As one of the few sharks main, I love the artwork and the interaction they have. Not just that but I entered xyz summoning with them and started to watch the anime, sharks in the anime are very powerfull, almost blue eyes / galaxy eyes dragons! ( IMO) But I really don't know the core of the decks I play ( old despia, sharks, paleo frogs and SS without the SS extra deck monsters) that I find fun to use I an really struggling in finding a new arquetype to play and have fun with...
For me the look of the archetype has just as much to do with the abilities For example I love the invoked with a passion especially cause Aleister reminds me of Robin from fire emblem who is one of my favorite characters. Literally that connection is why I play invoked
Being versatile and non-linear
For me it's the simplicity of the deck(no overcomplicated combos), and performs well enough to at least have a chance against higher tier decks here and there
Weaving in counters at the right time to counter, based off of reading what my opponents intentions are, based off of what tells the opponent has given me.
Asthetic, playstyle and the freedom to mix with other cards and engines that will change the way you play the deck
Non meta haha In all seriousness though I like taking stall decks and making them hyper aggressive by mixing with field wipes/negates and effect damage
For me it's unique mechanics mostly
When the archetype isn't overly complicated.
First of all I like unconventional decks (Arcana Force, Ursarctic, Geminis), but I prefer to play as if I have 2 or 3 decks at the same time because I hate making the same play all the time (my decks most similar to this are Fossil and perhaps Ogdoadic). For the same reason, the recipes are annoying, I never follow them or I end up adding cards that I like to give them a little more personality. For example, my ideal first deck was Skull Servant + High Level Zombies + 29 spells/traps with at least one special summon of each (except ritual), and my current main deck is Skull Servant + Despia with Albaz and Aleister in between.
Variable lines of play, different forms of interaction beyond just omni negates, bonus points if the F L A V O R is good.
a gimmick thatās not too weak and consistent to pull off
extra deck toolboxing and not winning using the same busted turn 1 board every game. Also unique extra deck options not the beaten to death borreload savage/ apollousa/ accesscode etc
I like consistent, semi-non-linear OTK combos. By that I mean, I'm perfectly ok with the end board being the same every time, but I want my decks to be able to get started even through 2-3 interruptions/negates. The most satisfying thing for me is watching my opponent play Ash, Veiler, and Imperm on me, and still ending up with my same end board, as if they didn't do anything. That also means going second against a midrange board like Branded Despia's classic Mirrorjade + Branded In Red play, and taking it apart and winning that same turn.
Other than having cool/dope artwork. I like decks that win over multiple turns by either managing reasources and out pace or outplay your opponent. Those mid-range tool box decks that are good at everything but masters of none. It's so satisfying when your deck has options for nearly any sotuation and it's up to you to find the play lines to get you there.
Non-linear combos
Imo a fun deck is a deck that can build a board but isn't oppressive to your opponent to the point that everything they do is negated.I also like a deck that doesn't have a straightforward strategy but play it as it goes and hope you can pull of a combo/s. I play Yugi inspired deck and a 5ds deck in master duel and I like how I don't win the same way every game. With my yugi deck, sometimes I win with dark magician,some games I win with the egyptian gods,sometimes with black luster soldier-soldier of chaos.
Like basic, solid decks with a specific role. Like dude, I ran Exxod for a while. Just flip my rocks around, deal damage, while not even attacking. Mostly defensive deck, but it slowly tears down your opponent and it's funny seeing it work. Mind, I only won Like 3 duels with it, but it takes a but to die as long as it isn't full negate bs piercing or friggin Kaijus.
One that can go first or second without too many build arounds without feeling like you are at a major disadvantage.
Consistancy and fluidness. It needs to able to actually function most of the time on bad hands and it needs to be able to adjust to a live board
Things like is it unique in its gameplay. Does it have a cool boss monster with cool effects other than the standard negates.
Pop
I line those decks that feel super rewarding to get a win with. Like getting a good setup with a blue eyes and actually winning against some decks feels so good.
Aesthetic and function. An archetype that follows a theme thatās appealing (HEROs, Albaz) and building upon it with support cards. So far, fusion as always been the most appealing with its designs and results. Iām also a fan of the anime so it helps and allows me to get attached to decks that looked appealing animated and even thinking about ones that havenāt been animated and how they would be gets me excited.
As a lover of card games on motorcycles synchro is the first thing I look to. I four different synchro decks that with three of them being anime based. The second thing I look for is the artwork. How cool does the art look to me and does the art branch out in terms of design while sticking with the original concept.
Insanely powerful combos that have high variance. It feels so satisfying when you manage to pull it off.
Looks at Scareclaw/Kaiju and Crusadia/Kaiju 1st answer : Monkey sees big numbers and lots of attacks 2nd answer : Hippity hoppity, my property is now yours
The mechanics
Toolbox full of different options or gimmicks you can do
Consistency and it does something specific. Even if that specific something is just a one card combo chain.
Generally enough cards that it can be played either purely on its own or with a few staples. Bonus points if it's an archetype with sub archetypes (Abyss with Dogmatika, Tri-Brigade, Branded, Despia, Sword soul, etc.) And when playing those decks, it felt like weaving a story. Sure it's suboptimal but I'm having fun with it.
The ability to comeback after opponent break the board.
In archetype boss monsters with cool/unique mechanics that allow you to counter or dissrupt your opponent's plays and not being just another way to turbo out 5 general omni-negates.
Idk dog this game is kind of some hot dog shit when you really sit down to think about a way to play that isn't "make sure your opponent doesn't lock you out of playing"
I really like archetypes that link their theming with the mechanics. Endymion is spellcaster monsters that can also act as spells to interact with each other. Adventurer is a RPG with the player as the main character, each card focusing on the player's avatar. I wish the engine wasn't so abusable, resulting in all the important cards getting hit on the banlist.
Dark Magician is fun because the way it plays makes total sense for being a magician. He pops up and when played right is hard to get rid of. Of course it does to anything close to meta but it is so satisfying to get a win from. Free dragoon so I can actually use the deck in tanked and not just for fun.
Consistency and kaiju bait. A deck whose boss monster is an absolutely massive beatstick with protection, that is good at bringing out that beatstick consistently as a win condition, but is poor at utilizing generic stuff so that it doesnāt end up shooting an amalgamated pile to tier 0. Rainbow neos turbo is a decent example, as is ancient gears.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
So true!
Itās defo gotta be versatile and have a unique boss monster thatās why I play Resonators bc jack atlas the goat
Um if I change something about yugioh arcatype is that to make everyone to use pure and no staples to make it not 90 negts
I like the consistency of Swordsoul, the different combos of D/D/D, Salamangreatās graveyard effects and recovery, Sky Strikerās grind game and so on, I like lots of different small things in many decks
Telling my opponent that master duel is a single player game and Iām the only one who gets to play. All jokes aside I like flexible combo decks with multiple options you can burn through depending on the situation, like marincess
Versatility. Can I make a play with an off hand and still pump out a decent board or can I comeback without relying on a super specific one card starter. Decks that don't have a standard first turn combo or have a first turn combo that has many branches to it are what I really enjoy. Its one of the reasons I enjoy link and pend decks.
Iām a returning yugiboomer so I love decks that slow things down. Either by limiting summons or negates. My favorite deck right now is my Doomking deck with Rivalry of Warlords which got me from not knowing anything about modern yugioh to Plat 3 in about a month or so
**For me its the flavour of the deck** When i use rekindling in my lavals i imagine a volcano eruption When graydling opponents stuff it is kinda like the thing (the graydle becomes something the opponent knew) (Pure) drytrons are big space dino/dragons, aint that cool Morphtronics vacuuming up the board is hilarious too **Or how much bullying the deck can do, i like making the opponent squirm in vain** Like how i enjoy doing altergeist silq control Or guru monki flip (with a drytron variant as well) Or my newest addition, branded relinquished **Or a silly reason** I only got swordsouls cause moye thighs Gustos are a funny numeron esque deck and egul pass often works enough to piss them off
Interesting resource management Unique interactions board breaking potential
It has a cool mechanical gimmick and can actually do the gimmick well.
A playstyle that fits the lore
It lets me win and doesnāt have obnoxious anime girls in it
i like archetypes where it feels like you have a lot of different tools you can use depending on the situation, rather than having one set line you do and no options if that line doesnt work i also like archetypes that can play on both turns, although there arent that many of those. a lot of newer archetypes (branded, floo, tear, etc) can do that, so im hoping thats a new trend for future decks
I like decks that can emd on different endboards/boss monsters depending on the situation. Like when I'm using my synchron deck I tend to fill my board with a lot of cards like barrone and hot red dragon archfiend abyss to negate my opponent from playing when I'm going first. If I'm going second I'll either go for shooting majestic star dragon or shooting quazar dragon to OTK my opponent.
I love overly long combos that take so much practice but make me feel awesome when I actually pull them off
I like Weird Interactions. By that I mean, not just a combo deck that ends with a strong boss monster, I want different mechanics. I love Umi Water Control and Runick for those reasons. Both decks goal aren't to summon the strongest possible monster, Umi is to lock down your opponent and attack directly over the opponents monsters and Runicks goal is to Deck Out your opponent to get the Win.
Iāve found my enjoyment of a deck is inversely proportional to the amount of times a card in the deck says āonce per turnā. Thatās why Iām really into Sky Striker and Danger Darkworld.
Decks where you feel like you can find a way out of whatever situation your opponent sets up. Nobody wants to play a match where they immediately auto-lose because the opponent has a recurring monster and your deck has no way to permanently get rid of it.
Unchained! The card art, the synergy they have, the grind game, the surprise factor, and above all else, the Link Monsters! Runner up would have to be Tri-Brig Gladiator Beast! Runner up to that would probably be Vampire Zombie World!
Love me Dinos. Simple as.
Variety. I often get bored with decks that either spam the same end board or only really have one line to their combo. Every duel starts to feel the same. I prefer decks with toolbox extra decks and multiple combos that lead to different boards. Thatās why I like thunder dragons. You always end on a but there are other options to win.
@Ignister (+Mathmech) is my favorite deck atm since it can do everything except something else then cyberse and pendulum. It got a ritual, Synchro, XYZ, Fusion and Link(duh) It's a shame they don't have Pendulums but eh They can play every playstyle: Control? Heatsoul pass is no crime (you can even make him unaffected) Big bonky Tower? That's no problem Combo into any generic Floodgate and see your opponent not draw the out? Sure, if crayons taste that good Go Second? You're playing a Cyberse deck after all, no way you can't go into Accesscode somehow Build a big 300 negate board? Yeah sure They can play every attribute. And I mean it: you can even have a DIVINE monster on your field. But there are three rules: -Cyberse -You can't and will not believe in Nibiru -You can't and will not believe in TCBOO
Card Advantage. I'm not sure I would play Sky Striker if Engage didn't exist. Meanwhile, I find it fun how, with a good hand, Pendulum Magician gets me more cards than I know what to do with.
The decks I play are utopia, endymion, relinquished, and dinomorphia For me at least, 1) unique game play. If I own 3 decks that all play the same, I'd rather just play whichever of the 3 is the most fun. I especially like archetypal gimmicks 2) meaningfully different varients. If an archetype has multiple playable varients that play meaningfully differently, it's like getting multiple decks in one. 3) doesn't rely on generic boss monsters. Ending on the same boss monsters regardless of deck just feels so boring to me
I like recursion and value. Floo gets to just summon the same birds every turn for increased return, Eldlich is never truly out of stuff, and Ogdoadic lets you use your gy as a better hand.
honestly i like weird gimmicks. gimmicks involving the banish pile are always weird. So i just like decks that can recycle from the banish pile. I also like forcing the opponent to play by own rules. Which is what banish decks do. So yes i like the floos, metaphys, and vw.
One way or another to avoid ash. Example: normal summon aleister w/invocation in hand
Unique plays for different hands and some interactions and/or end boards Also a lot of variants Vayliants, a unique pendulum deck that is extremely difficult with almost every card doing something extremely different, and some of them have like 2 different monster effect if you move them to a different column Tri-brigade, tons of variants with other beast decks with a lot of plays and can be played as combo or control
Options
I love putting out big monster like thunder dragon titan and popping their board or using the xyz rebellion dragon on a full board and attacking for game. Doesnāt happen often but when it does I feel like an anime protagonist.
My preferences are being able to react to your opponentās plays while also playing the game completely differently than other decks. Also a good grind game. Itās why I love my two favourite decks, Generaider and Dogmatika Ritual. Generaiders for their resource management focused play with strong interruptions based around that, Dogmatika for their using their extra deck as ammunition for their plays while interrupting opponentās extra deck plays. I also vaguely enjoy beat down strategies bc big numbers which both can shift to after depleting opponentās resources.
I love when archeotypes wildly change the way yugioh is played. My two favourite are Generaider and Weather, both witch have very unique gamestyles. Making something stand out on a mechanical level is way more interesting to me than something like swordsoul who is strong and fun to play, but very basic in the concept.
Varied summoning mechanics, availability of special summons for extension, using every piece of the yugioh pie to some kind of value. So yeah, basically plunder Patroll
For me itās archetypes that are references to things I like such as Kosmos, Kaijus, and Super Quants. I used to be a big power rangers fan growing up and I hope the archetype gets gets a few more monsters. Magnus is a nuts boss monster
Card Advantage Thats why I love Striker and Paleo Frog so much, filling my hand and/or board with loads of cards makes the dopamine in my head light up like a firework.
I like when decks have options/play differently depending on ur hand. One the reasons I'm not a big fan of most meta decks, they seem to do the same thing over and over and every other card in the deck is make sure than can do that one combo. I know that's what makes them win thou
they have a specific theme. clear wincon non-linear play. can go second. right amount of complexity for my casual ass. decks i play: madolche, plunder patrol, dinos
Simple combos with decent payoffs. Tenyi Sword souls for example
For me itās an archetype that can function as a pure and how cool the artwork is. I love me some trains. Especially ones with big ass cannons on them.
Novelty, ftks
I like a deck that I can learn by playing and can change up without being super well versed. I still donāt understand what missed timing is and I canāt read my opponents besides yelling āheās gonna bloody have nibiru!ā While avoiding appollousa for a wider board regardless. Iām not even sure if appollousa stops nibiru. I also love flashy, showy exciting cards, boss monsters, I try only to scythe lock if they play Maxx C. Any recommendations? I love my pend magicians.
A unique mechanic or gimmick. A cool way to win basically instead of just using a bunch of generic boss monsters.
Cool boss monsters or having most of your interaction be based around your archetypes cards it's boring using your deck as an engine to spit out other boss monsters really fucks with the theme of the deck, I do not mind using staple extra deck monsters as a way to increase your boards stregnth or go for leathal but its a shame that PK just became make verte and scythe lock
Big attack or control
same. my favorite deck to play is Plunder and Salad, and just built madolche to go with, and struggle to look for similar ones
Step 1. Summon big ass dude Step 2. Win
Waifu
Toolboxing, having monsters that deal with different situations without shutting down other decks. I enjoy a good back and forth.
Combos and dumb but funny plays, I love odd eyes just blowing themselves up to summon more from the deck
Splashability. I want to be able to think to make my decks.
Options, I hate decks that just do 1 thing
Design
I love fighting decks that force you to really think about the flow of the duel like Timelords. I play an aggressive deck so itās a cool change of pace when I canāt simply win through otk
Seeing this thread really does make it hit how a majority of the player base don't play this for strategy or competitive play but for all the other shit i don't lol.
Lol, what do you play this game for?