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* The [[https://yugipedia.com/wiki/The_Weather Weather]] Solo Gate final Duel gives you access to the [[https://yugipedia.com/wiki/Nemeses Nemeses]] archetype in your loaner. In theory, this combination should have some synergy, as the Weather Painters banish themselves from the field to activate effects and the Nemeses monsters can Special Summon themselves from the hand by returning banished monsters to the Deck. In practice, however, the two archetypes actively conflict with each other, as the Weather strategy relies on having your banished Weather Painters return to the field during the Standby Phase to build up card advantage, something the Nemeses cards prevent you from doing. Your opponent, on the other hand, has a far better combination of Weather and [[https://yugipedia.com/wiki/True_Draco True Draco]], an archetype that takes full advantage of the numerous Weather Continuous Spells/Traps as Tribute Material for their high-ATK monsters.
* The [[https://yugipedia.com/wiki/Danger! Danger!]] Solo Gate has the "Danger! Lair" Duel. Your opponent is equipped with a Danger! stun Deck that uses [[https://yugipedia.com/wiki/Lair_of_Darkness Lair of Darkness]], a card that enables your opponent to Tribute monsters ''you'' control for their card effects. Meanwhile, you get a "Danger!" Deck mashed together with ''[[https://yugipedia.com/wiki/Kuriboh_(archetype) Kuriboh]]'', of all archetypes, all of which are essentially bricks. If your opponent opens any form of backrow or you draw into more than 3 Kuribohs you might as well reset on the spot, since the Kuriboh cards contribute nothing to your overall game plan and your opponent can just as easily delete cards from your field in a heartbeat.
* The [[https://yugipedia.com/wiki/Nephthys Nephthys]] Gate final Duel gives you a hybrid consisting of half-baked [[https://yugipedia.com/wiki/Charmer "Charmer"]] support and some "Nephthys" cards. The consistency kit of previous duels that allowed you to consistently summon [[https://yugipedia.com/wiki/Conductor_of_Nephthys Conductor of Nephthys]] is gone, replaced with cards that do very little [[https://yugipedia.com/wiki/Unpossessed because they need you]] [[https://yugipedia.com/wiki/Possessed_Partnerships to control multiple attributes]] while your entire Main Deck is filled with WIND monsters, or cards that are good [[https://yugipedia.com/wiki/Grand_Spiritual_Art_-_Ichirin but lack]] [[https://yugipedia.com/wiki/Awakening_of_the_Possessed any kind of synergy]] with your "Nephthys" monsters. Meanwhile, your opponent has the entire array of [[https://yugipedia.com/wiki/Impcantation Impcantation]] support to facilitate multiple Ritual summons, multiple Pot cards to increase their consistency, and [[https://yugipedia.com/wiki/Sacred_Phoenix_of_Nephthys Sacred Phoenix of Nephthys]] (which, incidentally, your own deck lacks) to make short work of the backrow that is essential to the "Charmer" part of your deck. The loaner was later rebalanced by removing copies of the most situational "Charmer" cards, increasing the copies of their better support, and adding back the 3 copies of "Pre-Preparation of Rites".

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* The [[https://yugipedia.com/wiki/The_Weather Weather]] com/wiki/The_Fairies_who_Paint_the_Weather Weather Solo Gate Gate]]'s final Duel gives you access to the [[https://yugipedia.com/wiki/Nemeses Nemeses]] archetype in your loaner. In theory, this combination should have some synergy, as the Weather Painters banish themselves from the field to activate effects and the Nemeses monsters can Special Summon themselves from the hand by returning banished monsters to the Deck. In practice, however, the two archetypes actively conflict with each other, as the Weather strategy relies on having your banished Weather Painters return to the field during the Standby Phase to build up card advantage, something the Nemeses cards prevent you from doing. Your opponent, on the other hand, has a far better combination of Weather and [[https://yugipedia.com/wiki/True_Draco True Draco]], an archetype that takes full advantage of the numerous Weather Continuous Spells/Traps as Tribute Material for their high-ATK monsters.
* The [[https://yugipedia.com/wiki/Danger! Danger!]] com/wiki/The_Danger_Files Danger! Solo Gate Gate]] has the "Danger! Lair" Duel. Your opponent is equipped with a Danger! stun Deck that uses [[https://yugipedia.com/wiki/Lair_of_Darkness Lair of Darkness]], a card that enables your opponent to Tribute monsters ''you'' control for their card effects. Meanwhile, you get a "Danger!" Deck mashed together with ''[[https://yugipedia.com/wiki/Kuriboh_(archetype) Kuriboh]]'', of all archetypes, all of which are essentially bricks. If your opponent opens any form of backrow or you draw into more than 3 Kuribohs you might as well reset on the spot, since the Kuriboh cards contribute nothing to your overall game plan and your opponent can just as easily delete cards from your field in a heartbeat.
* The [[https://yugipedia.com/wiki/Nephthys Nephthys]] Gate com/wiki/Worshippers_of_the_Sacred_Phoenix Nephthys Gate]]'s final Duel gives you a hybrid consisting of half-baked [[https://yugipedia.com/wiki/Charmer "Charmer"]] support and some "Nephthys" cards. The consistency kit of previous duels that allowed you to consistently summon [[https://yugipedia.com/wiki/Conductor_of_Nephthys Conductor of Nephthys]] is gone, replaced with cards that do very little [[https://yugipedia.com/wiki/Unpossessed because they need you]] [[https://yugipedia.com/wiki/Possessed_Partnerships to control multiple attributes]] while your entire Main Deck is filled with WIND monsters, or cards that are good [[https://yugipedia.com/wiki/Grand_Spiritual_Art_-_Ichirin but lack]] [[https://yugipedia.com/wiki/Awakening_of_the_Possessed any kind of synergy]] with your "Nephthys" monsters. Meanwhile, your opponent has the entire array of [[https://yugipedia.com/wiki/Impcantation Impcantation]] support to facilitate multiple Ritual summons, multiple Pot cards to increase their consistency, and [[https://yugipedia.com/wiki/Sacred_Phoenix_of_Nephthys Sacred Phoenix of Nephthys]] (which, incidentally, your own deck lacks) to make short work of the backrow that is essential to the "Charmer" part of your deck. The loaner was later rebalanced by removing copies of the most situational "Charmer" cards, increasing the copies of their better support, and adding back the 3 copies of "Pre-Preparation of Rites".
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* Joey Wheeler can be this in games where his Deck is based around die rolls or coin flips. No matter how strong your monsters are, you have ''no'' defense against luck, and cards like [[https://yugipedia.com/wiki/Fairy_Box Fairy Box]], [[https://yugipedia.com/wiki/Needle_Wall Needle Wall]], [[https://yugipedia.com/wiki/Dangerous_Machine_Type-6 Dangerous Machine Type-6]], [[https://yugipedia.com/wiki/Graceful_Dice Graceful Dice]], and [[https://yugipedia.com/wiki/Skull_Dice Skull Dice]] make for a very long, tedious Duel. It doesn't help that Joey's stronger cards, like [[https://yugipedia.com/wiki/Panther_Warrior Panther Warrior]] and [[https://yugipedia.com/wiki/Gilford_the_Lightning Gilford the Lightning]], are also added to the mix.

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