Yu-Gi-Oh! Has A Trap Card Problem…

How could designing healthy traps cards help fix the game.
Edited by: Vaudeo LLC
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Пікірлер: 176

  • @SamiTheCannibal
    @SamiTheCannibal

    Joshua Schmidt colab 🙏

  • @brittis_n3xus
    @brittis_n3xus

    I have been playing Labrynth/Unchained hybrid for a while now. Karma Cannon has become one of my more favorite traps because of the impact it can have going 2nd. I feel if trap cards want to shine more in the format, we need more traps that can punish establish boards similar to karma cannon. In another note, monsters like TY-PHON are worth a mention because it also aids trap decks into halting very oppressive boards established by combo decks before you resurge yourself with your strategy.

  • @RAIGEKI420
    @RAIGEKI420

    The recent banlist killing off baronne and savage dragon was such an amazing boon for trap decks that people don't realize, I've been playing exclusively Labrynth and Paleozoic decks since the list and not only do these decks feel effective going 1st but also going 2nd since you're no longer dealing with hard negates on your traps. These decks also fare extremely well into the majority of hand traps everyone is stuffing their decks full of which is a major appeal. I love grind game yugioh and these decks feel like the best way to do that right now.

  • @gpcam1405
    @gpcam1405

    What about lightning storm.Youre Daruma set is dogwater

  • @EnzoVicento
    @EnzoVicento

    Im all for trap decks getting some love, but transaction rollback is not the answer, that card is insanely overtuned.

  • @whitewurm1121
    @whitewurm1121

    I love traps in the game as long as they aren’t searchable and have to be hard drawn or pot cards. Whenever certain decks can search their own solemn judgment and then the card is also some floater when sent to the grave. That’s too much when the deck already has 4-5 recruiter cards that keep searching which seems forever. But, nothing is perfect and and it’s all good. I just have to play better.

  • @WhatsUrName0o7
    @WhatsUrName0o7

    We’ve been talking about the problems with trap cards since they started dying out when Secrets Of Eternity dropped in 2015. Konami clearly knows what the issue is, the real question is why won’t they fix them?

  • @awesumsauce24
    @awesumsauce24

    I really do not see lab as a control deck, it's more of a weird trap card based midrange deck. I think vanquish soul is more of a control deck than labrynth

  • @user-vr5uw6gd6f
    @user-vr5uw6gd6f

    Torrential is in my opinion the most skill required form of board wipe removal. You want maximum value off it and really have to know when exactly to use it guarantee max power vs cards like evenly..... that take 0 skill and just go like 1 for 4 removal. Make there be a skill ceiling for removal

  • @siapa8904
    @siapa8904

    Master duel, I love when eldlich dominating with all floodgate cards added. It is just your opinion then.. traps has no problem.. banlist is the problem.

  • @Acholight
    @Acholight

    I think one of the big things trap cards like Welcome/Big Welcome Labrynth, Transaction Rollback, and even The Black Goat Laughs are relevant today is that they have both an on field effect AND a graveyard effect but with a hard OPT and only once that turn clause on them.

  • @littlezero6399
    @littlezero6399

    Magical hats has always been a favorite trap card of mine. Attack phase traps are generally weaker in my opinion, but Paleo has made it playable again for me because it let's me "mill" any two traps I want to my grave. So I can dump in more paleos, or transaction roll back and the target I want. So fun!

  • @AlexanderMadolche
    @AlexanderMadolche

    You just got a subscription with this video. Wonderful take, thank you. I exclusively play Madolche's and I prefer playing them as a control deck, I topped the 2013 NAWCQ with them during Dragon ruler using them that way. I play casually now bit I still play them as a control deck. I play karma cannon in them for the exact reasons you mentioned. Loved the video

  • @Shadowx157
    @Shadowx157

    Ban handtraps and make Traps the new handtraps, similar to Imperm

  • @cainadamYGO
    @cainadamYGO

    PWWB was definitely the best addition to the combo deck I too got my first (local) top with, Dragon Rulers. Currently I'm in love with The Black Goat Laughs, which is basically what you said to hate, a lingering floodgate with multiple effects, but also a well-made card being a mix of the good old Prohibition and Breakthrough Skill.

  • @arrow6044
    @arrow6044

    Great video, hope to see more of these in the future!

  • @picochap
    @picochap

    Does someone know what the BGM is? It sounds vaguely familiar.

  • @CobaltSanderson
    @CobaltSanderson

    Been testing Trap Monsters in the leadup for the next set, and honestly I think they are a really fun and interactive Rogue Deck.

  • @MarioLopez-xs3vc
    @MarioLopez-xs3vc

    Arias might be a Labrynth card, but it works well in ANY deck relying on traps to work. And even if the opponent has an answer for the trap you activate with it, chaining to it will just bring out the Arias for them to use again on the following turn(or to make a TY-PHON or something if that proves unnecessary).

  • @mr.wassell7885
    @mr.wassell7885

    I love the pink cards, traptrix is my go to. But I, too have succumbed to putting in floodgates like anti spell and dimension shifter because they hurt other decks more than me. I'd like to see a new take on great individual effects in a slower deck, but the way to get there kind of alludes me. Until powerful sweeping going second cards are either mitigated (which is done via very powerful effects akin to floodgates) or banned (which requires a massive amount of the cards used for first turns to be hit as well), I don't see an easy way to make them viable.