How much should a 1 Card Combo do?

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#yugioh #joshuaschmidt #yugiohtcg
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we have gotten to the point where ratpier is a fair card.... are we finally reaching the breaking point?

Leopm
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I think 1.5 combos like VW or Swordsoul are the sweetspot

뒷골목깡패
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"One card combos give you so much room for non-engine"

*Cries in D/D/D*

Flashofblades
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One thing i noticed is that there's no such a thing as *costs* and being *locked* anymore in the game, any new released archetype can be played as an engine if you want

Player_
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Link monsters facilitated this hard. A lot of these one card combos that generate a lot of bodies would be empty bodies if they don't just convert to meaningful Link monsters that most decks can use

Avermra
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1 card combos are maybe fine but should have an inverse ratio of power to resilience. If you normal summon Loci, you should absolutely explode to a single well placed hand trap or two on a big choke point, while Aleister should be able to beat hand traps and frankly not even be worth considering hand trapping. The problem is when decks like SE can randomly lose to 1 hand trap and then other times full combo through 3 because the choke point changes depending on your hand.

Endershock
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remember when cards had restrictions? early xyz support cards denied synchro abuse.

stashallemagne
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1 card shouldn’t summon all your extra boss monsters give you follow up and just exist

uilarry
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Lo, prayers of the Voiceless Voice is exactly what a 1 card combo should be I'll die on that hill and I'll go down swinging

seph
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The thing about Normal Summon Aleister is that for most of its existence it was just one negate with followup that used a hard OPT resource (The normal summon).
I think general guidelines should be that a 1 card combo should lead to either 1 interaction + followup, or 2 interactions with no followup. 1.5 gets you to 2 interactions with followup, and 1 card combos that don't use the normal summon (Fiendsmith) should probably never make anything other than a single interruption.

Manualzion
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I really like 1-card combos. But they should be kinda weak an be supplememted by additional extenders.

This makes knowledge of your deck rewarding, and stops you from just learning spreadsheets.

d.r.
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9:27 “there is no one card combo that plays around Ash in branded” that part💯.
I think that statement is super important and what keeps a deck balanced. Because in the example branded would have to continue playing their deck in hopes of getting branded Fusion back. If a deck can just eat an ash or interruption and then just activate ANOTHER one card starter that’s when it feels toxic. And then if you stop the 2nd one card starter and then they activate a 3rd ☠️ that's clearly the line being crossed.

ScootaGray
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One card should not combo at all. One card, by itself, should have one, MAYBE two layers of interaction. It can search, it can SS, it can revive from gy/banish, it can return to deck, it can out another card, whatever. It can do a MAXIMUM of 2 of these things, not counting whatever applicable floating effects might exist (such as HOPT or you can only summon dark, ect.)

It CANNOT do three different things from 3 different locations, special summon, have no HOPT clause, have protection and can generate card advantage. That's fucking busted and that's modern yugioh.

Purrely is the PERFECT example deck for what single cards should do. They can make pretty good monsters from the ED, but in and of themselves they are all 2-card combos. Purrely needs to draw from top and hit a spell otherwise you gain nothing, Purrelyly can search, but not quick plays which are needed to ss from the ED. the quick plays can SS a main deck monster but you MUST discard. The cats can SS from the ED but MUST have the applicable quickplay in hand (or gy) to do so, and the end goal is a single towers boss that requires hella setup to bring out and can often fail to if you don't get lucky.

Modern yugioh ALWAYS brings out the boss monster. Every. Single. Time. That's not good game design. That's just ridiculous

jeanpitre
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If Snake-Eye was locked into Fire-only, how much different would it have been.

brandenlucero
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The problem with one card combos isn't the one card combos themselves.

It's the absurdly large amount of them. The main issue with SE is that almost every card in the deck is a 1-card combo. And because of this, hand-traps might as well not exist.

A combo deck should be focusing on one specific starter initiating one optimal combo, and less powerful "back up" plans if something were to go wrong.

On top of that, I genuinely believe that Link summoning should be reworked in an MR6 update so that it doesn't activate GY effects unless the monster used for material has an effect that specifically activates when used as one. That would fix SO many issues.

tonberry
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Ratpier was not ok this is straight up gaslighting man

RegiRuler
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Zoodiak walk so snake eye could fly. But Imagine how powerful zoo would be if every main deck monster would two decent effects like the snake eyes monster or tear

alexanderpech
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I think Chimera is a good example of modern 1 card combos. If you open MSK and go for main deck berf, you’re locked into fusions and Chimera Fusion has some restrictions on what you need to use as material. The end board is breakable and doesn’t have Omni negates, instead has some layered interaction with some options you can summon from fusion so it’s got a bit of variety.

If you summon Gazelle with MSK instead, it becomes a 2 card combo.

Either way the MSK line is easily interruptible and then you have to have an extender or 2 to keep going. It also means you have to use more cards in hand to avoid funneling into MSK or berf to avoid the obvious choke points, which promotes thinking out your lines and what HT you are trying to avoid as some lines play around some HTs and not others. And MSK takes up your normal and the deck doesn’t have a lot of extenders that don’t use your normal without needing a fusion spell and enough material for the fusion summon. The deck gets a lot of advantage uninterrupted but if you stop it early it gets cut off quickly.

marj
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I think doing a tier list of different one card combo starters based on how well designed they are would be great content. You could even ask on twitter/ in chat for suggestions of cards

cturtle
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Circular was fine at 1. There were little to no mathmechs in the competitive landscape after it's limitation, so there was no reason for the ban

arcvigaming