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* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. Hell-Tuning Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's worse as the deck has several protections against Widespread Union, the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge of Archfiend]] to protect their boss monsters form any form of trap destruction. Hell-Tuning Invasion later got a well-deserved nerf that only affects up to 2 monsters on each side and restricts the player to attacking with monsters with 2300-4000 ATK, making it actually possible to defend against them; most decks thus shifted to Death Doom Requiem instead, which is far more balanced since it doesn't break open the opponent's defenses and still prevents Heavy Metal from obliterating the opponent's Life Points effortlessly but still allows the deck to compete.

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* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. Hell-Tuning Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points Life Points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's gets worse as the deck has several protections against [[https://yugipedia.com/wiki/Widespread_Ruin_(Rush_Duel) Widespread Union, Ruin]], the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge Rogue of Archfiend]] to protect their boss monsters form from any form of trap destruction.Trap destruction ([[HighlySpecificCounterplay which, at the time, meant countering Widespread Ruin specifically]] due to the lack of other destruction Traps, which is still very powerful since Widespread Ruin was often the ''only'' lifeline for someone that just had their field nuked). Hell-Tuning Invasion later got a well-deserved nerf that only affects up to 2 monsters on each side and restricts the player to attacking with monsters with 2300-4000 ATK, making it actually possible to defend against them; most decks thus shifted to Death Doom Requiem instead, which is far more balanced since it doesn't break open the opponent's defenses and still prevents Heavy Metal from obliterating the opponent's Life Points effortlessly but still allows the deck to compete.
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* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. Hell Tuning Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's worse as the deck has several protections against Widespread Union, the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge of Archfiend]] to protect their boss monsters form any form of trap destruction. Hell Tuning Invasion later got a well-deserved nerf that only affects up to 2 monsters on each side and restricts the player to attacking with monsters with 2300-4000 ATK, making it actually possible to defend against them; most decks thus shifted to Death Doom Requiem instead, which is far more balanced since it doesn't break open the opponent's defenses and still prevents Heavy Metal from obliterating the opponent's Life Points effortlessly but still allows the deck to compete.

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* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. Hell Tuning Hell-Tuning Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's worse as the deck has several protections against Widespread Union, the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge of Archfiend]] to protect their boss monsters form any form of trap destruction. Hell Tuning Hell-Tuning Invasion later got a well-deserved nerf that only affects up to 2 monsters on each side and restricts the player to attacking with monsters with 2300-4000 ATK, making it actually possible to defend against them; most decks thus shifted to Death Doom Requiem instead, which is far more balanced since it doesn't break open the opponent's defenses and still prevents Heavy Metal from obliterating the opponent's Life Points effortlessly but still allows the deck to compete.
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* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. Hell Tuning Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal_(LP) Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's worse as the deck has several protections against Widespread Union, the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge of Archfiend]] to protect their boss monsters form any form of trap destruction.

to:

* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. Hell Tuning Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal_(LP) com/wiki/Royal_Rebel%27s_Heavy_Metal Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's worse as the deck has several protections against Widespread Union, the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge of Archfiend]] to protect their boss monsters form any form of trap destruction. Hell Tuning Invasion later got a well-deserved nerf that only affects up to 2 monsters on each side and restricts the player to attacking with monsters with 2300-4000 ATK, making it actually possible to defend against them; most decks thus shifted to Death Doom Requiem instead, which is far more balanced since it doesn't break open the opponent's defenses and still prevents Heavy Metal from obliterating the opponent's Life Points effortlessly but still allows the deck to compete.
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* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main completion Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. "Hell Tuning Invasion" is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn.

to:

* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main completion competition Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. "Hell Hell Tuning Invasion" Invasion is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, with increasing your own monsters to level 5, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn. With monsters like [[https://yugipedia.com/wiki/Royal_Rebel%27s_Heavy_Metal_(LP) Royal Rebel's Heavy Metal]] and [[https://yugipedia.com/wiki/Royal_Rebel%27s_Invasion Royal Rebel's Invasion]], you can lose more than half your life points from a single attack from the former, or have all your monsters destroyed at once by the later. If that wasn't bad enough, they have a very strong reliable trap in the form of [[https://yugipedia.com/wiki/King%27s_Majesty King's Majesty]] that lets them block attacks by shuffling a level 1 monster from their graveyard to their deck. It get's worse as the deck has several protections against Widespread Union, the strongest trap in the game currently due to having a field spell or using [[https://yugipedia.com/wiki/Rogue_of_Archfiend Rouge of Archfiend]] to protect their boss monsters form any form of trap destruction.
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Added DiffLines:

* Royal Rebels were already a force to be reckoned when they debuted with Roa, but with their main completion Dragons being heavily nerfed, as well as the introduction of a new powerful skill caused them to be utterly reviled. "Hell Tuning Invasion" is a skill exclusive to Roa that allows him to once per turn discard a card to force all monsters on the field into attack position, with any monsters level 5 or higher getting their levels reduced by 4, but you can not attack with any monster that is level 6 or lower the turn you use it. The skill allows players to completely bypass any attempt at defense and inflict massive amounts of damage every turn.
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* Magnets have gradually achieved this status in the metagame due to their playstyle quickly allowing them to summon their boss monsters that can sweep your field and deal huge damage, as well as their Field Spell allowing them to return opposing monsters to the hand. All of this in addition to other factors have been what allowed them to stay prominent alongside decks like Harpies for a long time, which garners hate from players due to many people, especially in the higher PvP ranks, using them.

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* Magnets have gradually achieved this status in the metagame due to their playstyle quickly allowing them to summon their boss monsters that can sweep your field and deal huge damage, as well as their Field Spell allowing them to return opposing monsters to the hand. All of this in addition to other factors have been what allowed them to stay prominent alongside decks like Harpies for a long time, which garners hate from players due to many people, especially in the higher PvP [=PvP=] ranks, using them.

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[[foldercontrol]]



** They later saw even more play alongside Dark Magician decks upon the release of their shared ''Battle Chronicle'' skill[[note]]allows you to Normal Summon/Set "Chronicle Magician" or a Normal Monster with 2500 ATK or DEF without Tributing at the cost of not being able to Normal or Special Summon an Effect Monster with a Level, except for Spellcaster-Type LIGHT/DARK monsters of Dragon-Type LIGHT monsters. Then once per turn on a turn where Chronicle Sorceress or a Level 7 or above monster is Summoned or Fusion Summoned. From your Deck, add a copy of Successor Soul or a Quick-Play Spell with "Dark Magician" or "Blue-Eyes White Dragon" in the card name to your hand, and send 1 monster to your Graveyard from your Deck/Extra Deck that isn't an Effect Monster, and that doesn't have a monster of the same name in your field or Graveyard.[[/note]], which was made even more powerful with the debut of Ultimate Fusion and Chronicle Magician and Sorceress in the ''Magician's Chronicle'' starter deck and Successor Soul in ''Tachyon of Galaxy''. They even received a Normal Monster version of Black Luster Soldier, which combined with Ultimate Fusion makes the otherwise difficult summoning of Dragon Master Knight a breeze. All of these would put Blue-Eyes back on the tier list and a lot of groans from players who were tired of dealing with them the last time they ruled the meta.



* Dark Magician decks have proven to be very annoying to go up against thanks to their stupidly powerful support cards like Dark Magical Circle, Magician's Navigation, Eternal Soul, and Apprentice Illusion Magician, all of which allow for the churning out of several copies of Dark Magician and mass-banishment of your monsters. Even worse is the releasing of their Xyz boss monsters like Ebon Illusion Magician and Ebon High Magician, both of which only serve to increase the potency of the deck's swarming and banishing capabilities, with the former almost rivalling that of Blue-Eyes decks. Unless you have ways of neutering their effects, you're pretty much screwed. They saw an increase in usage in [=PvP=] in March 2023 when they received a massive boost to their consistency and power upon the release of the ''Magician's Magic'' skill[[note]]Allows you to Normal Summon or Set Dark Magician without tributing and to exchange cards in your hand with ones from and outside of your deck, although it excludes cards like Magician Navigation and Eternal Soul by disallowing you from summoning anything from your hand or GY on the opponent's turn aside from level 6 DARK Spellcasters and thus forcing them into beatdown more than control[[/note]] and the ''Secret of Magicians'' structure deck, which includes a copy of Dark Magical Circle and the debut of Magical Dimension, Piercing the Darkness, Secrets of Dark Magic, and a new boss monster in The Dark Magicians.

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* Dark Magician decks have proven Magician, in a manner identical to be very annoying to go up against its eternal rival Blue-Eyes, saw itself becoming this thanks to their its immense support making it one of the easiest decks to secure wins with and acquire due to heavy promotion by Konami. Said support consists of stupidly powerful support cards like Dark Magical Circle, Magician's Navigation, Eternal Soul, and Apprentice Illusion Magician, all of which allow for the churning out of several copies of Dark Magician and mass-banishment of your monsters. Even worse is the releasing of their Xyz boss monsters like Ebon Illusion Magician and Ebon High Magician, both of which only serve to increase the potency of the deck's swarming and banishing capabilities, with the former almost rivalling that of Blue-Eyes decks. Unless you have ways of neutering their effects, you're pretty much screwed. They saw an increase in usage in [=PvP=] in March 2023 when they received a massive boost to their consistency and power upon the release of the ''Magician's Magic'' skill[[note]]Allows you to Normal Summon or Set Dark Magician without tributing and to exchange cards in your hand with ones from and outside of your deck, although it excludes cards like Magician Navigation and Eternal Soul by disallowing you from summoning anything from your hand or GY on the opponent's turn aside from level 6 DARK Spellcasters and thus forcing them into beatdown more than control[[/note]] and the ''Secret of Magicians'' structure deck, which includes a copy of Dark Magical Circle and the debut of Magical Dimension, Piercing the Darkness, Secrets of Dark Magic, and a new boss monster in The Dark Magicians. Magicians.
** The deck wound up seeing even more play alongside Blue-Eyes decks upon the release of their shared ''Battle Chronicle'' skill[[note]]allows you to Normal Summon/Set "Chronicle Magician" or a Normal Monster with 2500 ATK or DEF without Tributing at the cost of not being able to Normal or Special Summon an Effect Monster with a Level, except for Spellcaster-Type LIGHT/DARK monsters of Dragon-Type LIGHT monsters. Then once per turn on a turn where Chronicle Sorceress or a Level 7 or above monster is Summoned or Fusion Summoned. From your Deck, add a copy of Successor Soul or a Quick-Play Spell with "Dark Magician" or "Blue-Eyes White Dragon" in the card name to your hand, and send 1 monster to your Graveyard from your Deck/Extra Deck that isn't an Effect Monster, and that doesn't have a monster of the same name in your field or Graveyard.[[/note]] as well as powerful support like Chronicle Magician and Sorceress in the ''Magician's Chronicle'' starter deck and Successor Soul in ''Tachyon of Galaxy''. This would only end up making their moves even harder to counter and the deck becoming more prominent in [=PvP=].
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** Their second coming was the release of Tachyon of Galaxy, which gave them some new toys in the form of [[https://yugipedia.com/wiki/Shiranui_Style_Samsara Shiranui Style Samsara]] (which recycles their resources and allows them to stall like nobody's business) and their Link Monster [[https://yugipedia.com/wiki/Shiranui_Skillsaga_Supremacy Shiranui Skillsaga Supremacy]] (which provides great protection, recycling, and even play disruption with the right cards). Not only that, but the set came on the heels of Shiranui getting a Pick-Up Box dedicated to them and Mayakashi, allowing players to easily grab their key cards without sifting through piles of pack filler, and a brand new Skill in the form of Shiranui Style Successor, which lets them search and set up their Graveyard with its first effect while recycling their monsters and/or setting up banished Synchros for Skillsaga to summon using the second. Suddenly Shiranui was back with a vengeance boasting superb speed, consistency, and power output along with an excellent grind game, and their infamy is lessened only by the fact that they're the ''only other deck in the format'' capable of standing up to Tachyon.

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** Their second coming was the release of Tachyon of Galaxy, which gave them some new toys in the form of [[https://yugipedia.com/wiki/Shiranui_Style_Samsara Shiranui Style Samsara]] (which recycles their resources and allows them to stall like nobody's business) and their Link Monster [[https://yugipedia.com/wiki/Shiranui_Skillsaga_Supremacy Shiranui Skillsaga Supremacy]] (which provides great protection, recycling, and even play disruption with the right cards). Not only that, but the set came on the heels of Shiranui getting a Pick-Up Box dedicated to them and Mayakashi, allowing players to easily grab their key cards without sifting through piles of pack filler, and a brand new Skill in the form of Shiranui Style Successor, which lets them search and set up their Graveyard with its first effect while recycling their monsters and/or setting up banished Synchros for Skillsaga to summon using the second. Suddenly Shiranui was back with a vengeance boasting superb speed, consistency, and power output along with an excellent grind game, and their infamy is lessened only by the fact that they're the ''only other deck in the format'' capable of standing up to Tachyon. Sure enough, when the Top 100 decks of tha following month's KC Cup came out, there were two decks that clearly dominated all other optinons: Tachyon and Shiranui. If not for the sheer consistency and ability of Tachyon to win no matter the coin toss outcome compared to Shiranui, which despite its strong points still has many weaknesses by comparison, it would likely be Tier 0 alongside it. That being said, Shiranui is still strong enough to be the sole Tier 2 deck of the format.

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