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*** There are also the Barrier Statues, which prevent any monster of an attribute other than your own from being Special Summoned. And since most decks are built around themes, usually with type AND attribute being the same for all monsters, One of these will work just as well.
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*The card Inferno Tempest could be more truly Unwinnable by Mistake for the player. Since it removes every monster in your deck from the game. If the spell/trap cards that you planned to finish the duel with are stopped.
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Disenchant Stuffy Doll? GLWT.

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*** Actually, it's harder than this to break the loop- Disenchant destroys an artifact (or an enchantment) and Stuffy Doll is indestructible- things that destroy do nothing to it. You'll need something more hefty, like Revoke Existence, which removes a copy of an artifact (or enchantment) entirely from the game.
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[[AC: YuGiOh]]

* There's an old strategy in the ''{{Yu-Gi-Oh Card Game}}'' known as the Lockdown, a deck that forces a continuous loop that -- once in place -- makes it impossible for the opponent to counter:

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[[AC: YuGiOh]]

Franchise/YuGiOh]]

* There's an old strategy in the ''{{Yu-Gi-Oh Card Game}}'' ''TabletopGame/YuGiOh'' card game known as the Lockdown, a deck that forces a continuous loop that -- once in place -- makes it impossible for the opponent to counter:
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[[AC: YuGiOh!]]

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[[AC: YuGiOh!]]
YuGiOh]]
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[[AC: Yu Gi Oh!]]

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[[AC: Yu Gi Oh!]]
YuGiOh!]]
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* There is also a decktype gaining popularity that runs on this. Called "Empty Jar", it's a deck that forces your opponent to throw away his entire deck in '''one turn.''' A major complaint about this deck is that it kills you and you won't even have a chance to play a single card or even take your turn. With that said, pray that the player running this deck doesn't go first, because all he has to show you in his hand is a Morphing Jar and a Book of Taiyou, and he wins. Full stop.

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* There is also a decktype gaining popularity that runs on this. Called "Empty Jar", it's a deck that forces your opponent to throw away his entire deck in '''one turn.''' A major complaint about this deck is that it kills you and you won't even have a chance to play a single card or even take your turn. With that said, pray that the player running this deck doesn't go first, because all he has to show you in his hand is a Morphing Needle Worm/Morphing Jar and a Book of Taiyou, and he wins. Full stop.
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[[AC: Magic the Gathering]]

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[[AC: Magic the Gathering]]MagicTheGathering]]



[[AC: Pokemon]]

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[[AC: Pokemon]]TableTopGame/{{Pokemon}}]]



[[AC: Redakai]]

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[[AC: Redakai]]{{Redakai}}]]
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** Amusingly, Yugi uses a loop to win in the anime, so it indeed seems a legal strategy. Naturally, WebOriginal/YuGiOhTheAbridgedSeries has fun with this.

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** Amusingly, Yugi uses a loop to win in the anime, so it indeed seems a legal strategy. Naturally, WebOriginal/YuGiOhTheAbridgedSeries WebVideo/YuGiOhTheAbridgedSeries has fun with this.
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[[AC: Redakai]]
* Froztok: Blue Elemental costs only 5 Kairu to play, has great blue defenses, and the devastating ability which says "Your opponent can only play one attack per turn". This is used in a lockdown strategy known as "Frudge-Slap". What happens is you combine Froztok; Blue with an attack called "Sonic Slap", which can be played as a react ability to stop your opponent's one attack. Add in "Drudger: Excavation machine" which can pull a card from the graveyard once per turn, and you have an infinite loop. Only ''five cards'' have a chance of breaking the loop, and they are either extremely rare or almost impossible to use.
** This can be set up as early as turn ''two''. On turn one, Play Drudger onto "Ky: Stax Leader" which increases your maximum Kairu. On turn two, play "Froztok: Blue Elemental" onto Boomer, who decreases the cost of a monster played on him by one, and you have enough left over to start slapping.

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** Play a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116724 Stuffy Doll]], but target ''yourself'' with its damage-sharing ability instead of an opponent. Then enchant it with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135248 Pariah]], which bounces damage off of you and back on to the Doll. Then tap it to deal one damage to itself. Boom! You now have an infinitely increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
*** Incorrect, it's just one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.
*** There is a way to make it work though, you just need [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]]. In this case the damage will grow exponentially.

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** Play a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116724 Stuffy Doll]], but target ''yourself'' with its damage-sharing ability instead of an opponent. Then enchant it with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135248 Pariah]], which bounces damage off of you and back on to the Doll. Then tap it to deal one damage to itself. Boom! You now have an infinitely increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
*** Incorrect, it's just
one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.
*** There is a way to make it work though, If you just need have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]]. In this Repercussion]], boom! You now have an infinitely exponentially increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage will grow exponentially.is up around 10 billion or so, and then disenchants the Pariah...
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Removed BtI pothole


*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end...[[BeyondTheImpossible INFINITE ACCELERATION]]

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*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end...[[BeyondTheImpossible INFINITE ACCELERATION]]ACCELERATION
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** The first popular lockdown combo was the Yata-Lock combination. The player needed to have a Sangan or Witch of the Black Forest on their side of the field, and have one LIGHT and DARK monster in their Graveyard. They remove the two cards to Special Summon Chaos Emperor Dragon and then pay 1000 Life Points to nuke the field and players' hands. The effect of Sangan or Witch would be activated; they would be sent to the player's Graveyard, and the player could search their deck for Yata-Garasu and add it to their hand. Then they could play it and attack their opponent with it. It only did a tiny bit of damage, but its effect prevented your opponent from drawing a card on their next turn, which left them defenceless. When the Ban List was first released, these cards were quickly placed on it.
*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works. If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a way of stopping it, resulting in a ThousandCutsOfDeath.

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** The first popular lockdown combo was the Yata-Lock combination. The player needed to have a Sangan or Witch of the Black Forest on their side of the field, and have one LIGHT and DARK monster in their Graveyard. They remove the two cards to Special Summon Chaos Emperor Dragon and then pay 1000 Life Points to nuke the field and players' hands. The effect of Sangan or Witch would be activated; they would be sent to the player's Graveyard, and the player could search their deck for Yata-Garasu and add it to their hand. Then they could play it and attack their opponent with it. It only did a tiny bit of damage, but its effect prevented your opponent from drawing a card on their next turn, which left them defenceless.defenseless. When the Ban List was first released, these cards were quickly placed on it.
*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works. If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a way of stopping it, resulting in a ThousandCutsOfDeath.DeathByAThousandCuts.
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* A particularly famous - albeit rare - example in the Pokemon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokemon protected entirely from non-evolved Pokemon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokemon, the game often ends perfectly tied, with no remedy per the rules in site.

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* A particularly famous - albeit rare - example in the Pokemon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokemon protected entirely from non-evolved Pokemon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokemon, the game often ends perfectly tied, with no remedy per the rules in site.sight.
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*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works: If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a way of stopping it, resulting in a ThousandCutsOfDeath.
** Lockdown is as valid a strategy as brute force, milling, burn, or satisfying an InstantWinCondition. Those cards were banned due to their nature as [[GameBreaker game breakers]], not because you shouldn't be allowed to employ a lockdown strategy. To illustrate, they never banned any aspect of the blood lock combo: Toll+ Dark Door+ Chain Energy, which requires both players to pay lifepoints to do anything. Render your opponent under 500 lifepoints, and you can finish your opponent with a burner, or just be GenreSavvy enough to keep a few extra cards in your deck and wait for your opponent to deck out before you do (most players keep to the 40 card minimum for speed purposes, but a player can have a maximum of 60 cards in their deck).

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*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works: works. If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a way of stopping it, resulting in a ThousandCutsOfDeath.
** Lockdown is as valid a strategy as brute force, milling, burn, or satisfying an InstantWinCondition. Those cards were banned due to their nature as [[GameBreaker game breakers]], not because you shouldn't be allowed to employ a lockdown strategy. To illustrate, they never banned any aspect of the blood lock combo: Toll+ Dark Door+ Chain Energy, which requires both players to pay lifepoints to do anything. Render your opponent under 500 lifepoints, and you can finish your opponent with a burner, or just be GenreSavvy enough to keep a few extra cards in your deck and wait for your opponent to deck out before you do (most players keep to the 40 card minimum for speed purposes, but a player can have a maximum of 60 cards in their deck).
ThousandCutsOfDeath.
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** Amusingly, Yugi uses a loop to win in the anime, so it indeed seems a legal strategy. Naturally, YuGiOhAbridged has fun with this.

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** Amusingly, Yugi uses a loop to win in the anime, so it indeed seems a legal strategy. Naturally, YuGiOhAbridged WebOriginal/YuGiOhTheAbridgedSeries has fun with this.
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Redundant.


*** There is literally one way to counter this. There is only one way of getting out of this. You have to put that card on the field. You can equip it to your opponent, or better yet just set it. It's an InstantWinCondition in the video game versions because the AI is too stupid to get itself out of this situation.

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*** There is literally one way to counter this. There is only one way of getting out of this. You have to put that card on the field. You can equip it to your opponent, or better yet just set it. It's an InstantWinCondition in the video game versions because the AI is too stupid to get itself out of this situation.
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*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works: If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a wy of stopping it, resulting in a ThousandCutsOfDeath.

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*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works: If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a wy way of stopping it, resulting in a ThousandCutsOfDeath.



-->'''Kaiba:''' Yugi, you took advantage of a glaring flaw in the duelmonsters-rulebook. Truely, you are an honorable duelist.

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-->'''Kaiba:''' Yugi, you took advantage of a glaring flaw in the duelmonsters-rulebook.Duel Monsters rulebook. Truely, you are an honorable duelist.
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*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end...[[BeyondTheImpossible INFINITE ACCELERATION]]
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\n* There is also a decktype gaining popularity that runs on this. Called "Empty Jar", it's a deck that forces your opponent to throw away his entire deck in '''one turn.''' A major complaint about this deck is that it kills you and you won't even have a chance to play a single card or even take your turn. With that said, pray that the player running this deck doesn't go first, because all he has to show you in his hand is a Morphing Jar and a Book of Taiyou, and he wins. Full stop.
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*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works: If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a wy of stopping it, resulting in a ThousandCutsOfDeath.
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*** There is literally one way to counter this. You equip your opponent's monster with the card. It's very unintuitive, but by the time you're locked in this situation, your opponent would probably have summoned a couple other monsters, meaning that even at the earliest time, it would still probably be too late to counter.

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*** There is literally one way to counter this. There is only one way of getting out of this. You have to put that card on the field. You can equip it to your opponent's monster with the card. opponent, or better yet just set it. It's very unintuitive, but by an InstantWinCondition in the time you're locked in video game versions because the AI is too stupid to get itself out of this situation, your opponent would probably have summoned a couple other monsters, meaning that even at the earliest time, it would still probably be too late to counter.situation.
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* There's an old strategy in the ''{{Yu-Gi-Oh}}!'' TCG known as the Lockdown, a deck that forces a continuous loop that -- once in place -- makes it impossible for the opponent to counter:

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* There's an old strategy in the ''{{Yu-Gi-Oh}}!'' TCG ''{{Yu-Gi-Oh Card Game}}'' known as the Lockdown, a deck that forces a continuous loop that -- once in place -- makes it impossible for the opponent to counter:
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*** There is literally one way to counter this. You equip your opponent's monster with the card. It's very unintuitive, but by the time you're locked in this situation, your opponent would probably have summoned a couple other monsters, meaning that even at the earliest time, it would still probably be too late to counter.
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** If the last card in your hand and field happens to be Sword Of Deep-Seated or Horn Of The Unicorn (both have the effect of being placed at the top of your deck if they're sent to the graveyard) you'd better pray that you don't get attacked by White Magical Hat or Mefist The Infernal General (both have the effect of randomly discarding one card from your opponent's deck). You would end up in an endless loop of discarding and re-drawing the same card over and over with no way to counter.

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** If the last card in your hand and field happens to be Sword Of Deep-Seated or Horn Of The Unicorn or a card with the same effect (both have the effect of being placed at the top of your deck if they're sent to the graveyard) you'd better pray that you don't get attacked by White Magical Hat or Mefist The Infernal General or a monster with a similar effect (both have the effect of randomly discarding one card from your opponent's deck). You would end up in an endless loop of discarding and re-drawing the same card over and over with no way to counter.
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** If the last card in your hand and field happens to be Sword Of Deep-Seated or Horn Of The Unicorn (both have the effect of being placed at the top of your deck if they're sent to the graveyard) you'd better pray that you don't get attacked by White Magical Hat or Mefist The Infernal General (both have the effect of randomly discarding one card from your opponent's deck). You would end up in an endless loop of discarding and re-drawing the same card over and over with no way to counter.


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*** There is a way to make it work though, you just need [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]]. In this case the damage will grow exponentially.
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***Incorrect, it's just one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.
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Correcting for newish rules regarding deck size in YGO


** Lockdown is as valid a strategy as brute force, milling, burn, or satisfying an InstantWinCondition. Those cards were banned due to their nature as [[GameBreaker game breakers]], not because you shouldn't be allowed to employ a lockdown strategy. To illustrate, they never banned any aspect of the blood lock combo: Toll+ Dark Door+ Chain Energy, which requires both players to pay lifepoints to do anything. Render your opponent under 500 lifepoints, and you can finish your opponent with a burner, or just be GenreSavvy enough to keep a few extra cards in your deck and wait for your opponent to deck out before you do (most players keep to the 40 card minimum for speed purposes, but there is no limit to the number of cards you are allowed to have in your deck).

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** Lockdown is as valid a strategy as brute force, milling, burn, or satisfying an InstantWinCondition. Those cards were banned due to their nature as [[GameBreaker game breakers]], not because you shouldn't be allowed to employ a lockdown strategy. To illustrate, they never banned any aspect of the blood lock combo: Toll+ Dark Door+ Chain Energy, which requires both players to pay lifepoints to do anything. Render your opponent under 500 lifepoints, and you can finish your opponent with a burner, or just be GenreSavvy enough to keep a few extra cards in your deck and wait for your opponent to deck out before you do (most players keep to the 40 card minimum for speed purposes, but there is no limit to the number a player can have a maximum of 60 cards you are allowed to have in your their deck).
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* Because of [[http://magiccards.info/m11/en/212.html Platinum Angel]] (ability: you can't lose the game and your opponents can't win the game) and [[http://magiccards.info/wwk/en/47.html Abyssal Persecutor]] (ability: you can't win the game and your opponents can't lose the game) it is possible for two players to end up with some combination that prevents either from winning and then exhaust all possible means in either deck for the responsible cards to be destroyed.

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