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Yu-Gi-Oh! Master Duel is a free-to-play Card Battle Game in the Yu-Gi-Oh! series developed by Konami and released for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC via Steam on January 19, 2022, with iOS and Android versions released on January 26, 2022. Cross-save is done through a Konami ID while cross-play is available for all platforms.

Similar to previous Yu-Gi-Oh! video games, the game serves as an official simulator for the "Master Duel" Yu-Gi-Oh! format, which is the main gameplay format used by the Yu-Gi-Oh! Official Card Game and Trading Card Game. Unlike the other games, which typically take place in the world of the anime series and feature duels with anime characters, Master Duel focuses more on the card game and aims to target fans of the OCG and TCG. Players can collect over 10,000 unique cards, create decks, and then duel each other online in ranked and casual formats, or battle against the AI in Solo Mode and learn about the stories behind the cards.

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For storylines featured in Solo Mode, see the metaplots page for the franchise, as well as the Duel Terminal and World Legacy pages.


Yu-Gi-Oh! Master Duel contains examples of:

  • Adaptational Badass: The game's ranked ladder abides by a "best of 1" format, rather than a "best of 3" commonly used in the physical game. This allows certain decks to shine in Master Duel that would otherwise get stuffed by a format that allows sidedecking, such as "Eldlich" and "Numeron".
  • Adaptational Wimp: Inversely to the above, the fact that there's no sidedecking makes some cards that are otherwise side deck staples significantly worse. This includes cards like "Red Reboot", a card infamous for essentially locking Trap-based decks out of playing the game and also doubles as a handtrap by paying half of your LP. In physical formats it is extremely powerful since it can always be run in the side deck where you won't have to run it until you need it, but in Master Duel it becomes much brickier when you don't know what you're playing against until your opponent actually starts playing cards.
  • Anti-Frustration Features:
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    • To help mitigate the issues inherent in having a card pool of over 10,000 cards in a gacha game, multiple layers of helpful mechanics are in place to assist players in building the decks they want.
      • The game features an extremely generous card crafting system. Cards from Gem-paid booster packs that you don't want can be dismantled into Craft Points, at a rate of 10 points per basic card, 15 per Glossy Finish card, and 30 per Royal Finish card. Craft Points can also be earned as mission rewards and Duel Pass rewards. 30 Craft Points of a given rarity can be used to generate any single card of that rarity that isn't a Structure Deck-exclusive or Forbidden card. Combined with the fairly generous UR acquisition rate, it's possible to craft everything you want for a deck within hours of starting the game if you know what you're looking for.
      • Acquiring a SR or UR card from a specific archetype will unlock its associated Secret Pack for 24 hours. Secret Packs are archetype-themed booster packs where half the cards dispensed are guaranteed to be restricted to a specific card pool. This is essentially the best way to target one specific archetype of cards and get most of the cards you're looking for since the Master Pack has far too large of a card pool to be efficient. Unlocking Secret Packs by crafting cards can also be done infinitely as long as you have the SR/UR Craft Points for it, and the first time you unlock an archetype's Secret Pack via crafting, you get one free pack.
      • There are five Bundles available for purchase, which can be bought once per account for 750 Gems each and not only give 10 Master Packs at a 25% discount, but also give one free copy of an UR card that is a powerful staple card: "Ash Blossom and Joyous Spring", "Solemn Judgment", "Lightning Storm", "Infinite Impermanence" and "Forbidden Droplet".
      • Unlike Yu-Gi-Oh! Duel Links, Structure Decks can be purchased multiple times without real money, up to thrice per account. Structure Decks also contain cards that aren't available in the generic card pool as well as plenty of archetype-specific URs and SRs that would be otherwise difficult to obtain.
    • The Gold Duel Pass — which costs 800 Gems (formerly 600) — gives 800 Gems (also formerly 600) as part of its reward track, essentially making it free if you play enough.
    • During the first Ranked Duels season (January 2022), you could win enough times in a row in a tier and you would automatically skip to Rank 5 of the next tier. This was helpful for veteran players who already knew what they were doing and wanted to duel players who were more on their skill level, although it was possible to skip tiers due to sheer luck. This no longer applies from the second Ranked Duels season (February 2022) and onwards, as in order to balance Ranked Duels, Konami removed this feature altogether.
    • Festivals give the player three options for Loaner Decks if they want to play the event without dedicating materials to building a deck they don't already have. Loaners generally pick from popular or recently added archetypes to demonstrate their effectiveness.
    • If a card gets added to the Forbidden/Limited List, players can dismantle any extra copies of that card for an additional 20 Craft Points per copy within a month after the banlist update. For example, if a card goes from being Unlimited to Limited (meaning only 1 copy per deck), you can dismantle up to 2 copies of that card for an additional +20 Craft Points per copy in addition to the standard dismantle value of that card's rarity.
    • "Infinite Impermanence" has a lingering effect if activated while Set on the field that negates all Spells and Traps activated in the same column as it for the rest of the turn. The May 2022 update added an animation to "Infinite Impermanence", which shows the column being negated if the card is activated while set on the field.
    • The May 2022 update added an additional tutorial Solo Gate covering aspects of the game rules that are typically less covered in standard tutorial routines and have been regularly a problem for newer players, such as Battle Phase sub-phases, the Damage Step, alternate win conditions, "Nomi" monsters note , Pendulum Summoning from the Extra Deck, and Linked/Co-Linked monsters.
  • Anti Poop-Socking: Ranked gem drops are limited to what appears to be a 100 gems hardcap. The hardcap also serves as an anti-bot measure, preventing autoclickers from hitting ranked 24/7 and filling the ladder with uninteractive FTK decks, time-stalling bots and other scummy tactics.
  • Anti-Trolling Features: Master Duel limits the number of chain links and infinite loops you can achieve, in order to prevent a player from holding their opponent hostage through the usage of such combos. The max number of chain links you can achieve is sixteen (at this point, the chain will self-terminate), while infinite loops without an actual effect on gamestate and achievable without the player's input (hence, not counting down the timer) will either self-terminate at ten loops, or lead to a loss by "connection failed".
  • Anti-Rage Quitting:
    • If you surrender a duel, you don't get any rewards. That in itself is usually never an issue, as the loser of a duel usually never gets the 1000 points needed to get any post-duel rewards. However, you also don't get any progress on the Duel Pass, the daily missions, or points for an event's reward ladder if you surrender.
    • Disconnecting during the coin flip screen will automatically count as a loss.
  • Arbitrary Mission Restriction: The Event Duels, which focus on specific cards (such as "Xyz Festival"), have special banlists separate from the main one to encourage playing along with the theme of the event. Zigzagged, however, in the sense that it doesn't stop you from creating and using a deck completely unrelated to the theme of the event in case the banlist doesn't restrict it, like the use of True Dracos and/or Monarchs (neither of which uses the Extra Deck in any way or form) during Extra Deck-themed Festivals.
    • Xyz Festival, Synchro Festival, and Fusion Festival only allow the respective card type in the Extra Deck. Later events include combination themes like the Synchro x Xyz Festival, which allows both Synchro and Xyz Monsters.
    • N/R Festival bans all Super Rare and Ultra Rare cards.
    • Limit 1 Festival only allows 1 copy of every card in your deck to be played, not unlike the popular fan-created "Highlander format".
    • Extra Zero Festival prevents any cards from being in the Extra Deck at all (Main Deck Pendulum Monsters are still legal, however).
  • Artificial Stupidity: The AI in solo content is particularly bad in this regard. While it performs decently in most cases in solo content, it seems to not take in account unique mechanics of certain cards, particularly quick effects.
    • The "Karakuri" AI has "True King of All Calamities" in its Extra Deck, but even if it opens the cards for a simple synchro climb into it ("Ninishi" + "Gama Oil" for example), it will instead be content to leave 2 "Karakuri" in play if it's their first turn.
    • The AI will prioritize removing the highest attack monster on your field whenever possible, even with a bigger threat of lower attack on the board. Monsters like "Heavymetalfoes Electrumite" and "Zoodiac Drident", that have extremely potent effects, but are on the squishier side, can end up surviving a barrage of enemy attacks and/or disruption and enable you to easily mount a comeback.
    • Retained from previous games, the AI will fumble the activation of traps in the Battle Phase if you use monsters that prevent the activation of effects when they attack, such as the "Ancient Gear" monsters. The "Gladiator Beast" AI is particularly bad with this. Most of its decks have traps that don't neccesarily have to be activated in response to an attack - just be in the Battle Phase -, but will happily let you pile on damage until it's too late.
    • The "Gem-Knight" AI will sometimes target its own cards for the effect of "Gem-Knight Prismaura" when there's a valid target on your own field. It will also waste cards summoning "Phantom Quartz" even if it has already used the effects of another copy on the same turn, reducing its damage output and sometimes saving you from a possible OTK.
    • The "Orcust" AI will repeateadly summon "Orcustrion" and "Longirsu, the Orcust Orchestrator" despite not having enough banished Machine monsters to fuel their effects, consistently fumble the activation timing of effects enabled thanks to "Orcustrated Babel", and then use their high attack, high rated Link monsters to summon "Barricadeborg Blocker" to no benefit. The "Cyberdark/Orcust" AI will also use the effect of "Cyberdark Chimera" to add "Power Bond" to its hand without gathering enough targets in graveyard to play the card the same turn, which means it will sit uselessly on their hand for the rest of the duel.
  • Ascended Extra: Solo gates give focus to mostly forgotten and powercrept archetypes that would otherwise never see the light of day in Ranked duels, familiarizing players with their mechanics and lore in an attempt to make them into fans of said archetypes, and get them to spend gems on their secret packs.
  • A Taste of Power: Loaner Decks in Solo Gates serve to demonstrate the mechanics and playstyle of an archetype and show off the hybrids you can build with it. Some of these hybrids are also strong enough to be competitive, encouraging players to invest in the archetype. A lot of the early Solo Gates also give you the ability to play around with the archetype at full power as a loaner deck, before saddling you with an incredibly watered-down starter deck to get you to purchase the associated Secret Pack.
  • Bad Luck Mitigation Mechanic: If you bulk buy 10 packs and didn't get a single UR, you'll be guaranteed at least one the next time you purchase a bundle of 10 of the same pack.
  • Beehive Barrier: A blue shield of this type appears whenever a monster attack fails to either destroy the opposing monster or, if it was a direct attack, inflict damage to the opponent.
  • Better to Die than Be Killed: The "concede" button works like this, working as either an option to save time for the duelists involved, or denying the opponent a chance to go for the killing blow. You won't get any rewards or progress from the duel, however.
  • "Blind Idiot" Translation: The game tutorials and Solo Mode deck descriptions are written in a strange syntax that, while still coherent, doesn't sound natural. Things got egregious in the final SP Gate duel that initially translated "Dark Magician" into "Dark spellian".note 
  • Bragging Rights Reward:
    • The event rewards are spread out in such a way that most players will be able to get the gem rewards - leaving stuff like event-exclusive titles and icons only for the players that play until reaching max points.
    • The rewards of Stage 2 of the Duelist Cup are exclusively this - so that casual players don't feel they're missing out on any tangible prize, leaving only the most competitive players to compete in the highest echelons.
  • Bribing Your Way to Victory: Notoriously averted, particularly for a gacha game made by Konami. The only advantage a rich player gets over other players is achieving a bigger collection in less time. Loaner decks in events, the crafting/dismantling mechanic, generous gem rewards and the pack mechanics all work together so that any player with enough time and knowledge can climb to Diamond I and stand at the top.
  • Classic Cheat Code: The May 2022 update added a staff roll. During the staff roll, you can find a button that summons an interactive Enemy Controller widget. Punching in the Konami Code on the Enemy Controller changes the main menu theme and the credits font to Retraux, as a Shout-Out to Gradius. If you input Left > Right > A > B insteadnote , it summons your Mate to the credits screen.
  • Cliffhanger: The "World Legacy" Gate only covers the first half of the story and ends with Auram cradling Ib's dead body after she runs herself through to destroy Iblee.
  • Color-Coded Item Tiers: Normals are gray, Rares are blue, Super Rares are orange, and Ultra Rares are purple.
  • Dramatic Shattering: Duel fields will go through increasing levels of damage the lower your life points are - this not only includes attacks by the opponent's monsters, but also card activations that require LP payments and mainteinance costs. When your LP hits zero, the duel field will break out entirely with massive cracks through, or disintegrate entirely, revealing a purple void below, in the case of the Duelist Cup duel field.
  • Easy Level Trick: In the solo campaign, the duels against the "Mekk-Knight" archetype can be easier to win by doing nothing and passing if you go first. Due to the way the archetype functions (effects based on number of cards in a column), the AI won't be able to do much on its turn and will often just set a card, allowing you to act with impunity on your next turn. This is especially helpful if you're running a loaner with the same archetype.
  • Flawless Victory: You get a 1000 point bonus (equivalent to one post-Duel prize) if you win a Ranked Duel without taking damage.
  • Gameplay and Story Integration: During the World Legacy solo campaign, you start off with Auram, Ningirsu and Ib in the Main Deck and their Link forms in the Extra Deck. Once Ib is captured by the Mekk-Knights in the story, she disappears from both your Main and Extra Deck, leaving you with just "Auram" and "Ningirsu". When Iblee emerges and steals the power of World Chalice from the party, your deck is left with no Extra Deck monsters, but in exchange you gain "Mekk-Knight Avram" and "Mekk-Knight Blue Sky" to reflect the heroes and the Mekk-Knights banding together against Iblee and the Knightmare monsters.
  • Guide Dang It!: The tutorial does a good job at explaining the summon mechanics, the different phases and how chain links work. However, players are still left to figure out stuff like the difference between cost and effect, how priority works, the differences between trigger, quick, ignition and continuous effects, and a few obscure interactions regarding Pendulum and Fusion monsters.
  • Heroic Second Wind: Post duel assessment reward points increase if the player is on a losing position before staging a comeback. The "LP on the Brink" (1000 points), "Cards on the Brink" (500 points) and "Comeback Victory" (1800 points) rewards are the most notable.
  • Hoist by His Own Petard: The default setting for chain link prompt is Auto, which causes the game to prompt any valid card effect activation when possible. This also occurs if it's possible for you to chain your own cards together. The problem lies in negates, such as Ash Blossom, which the game gives you the option to use on yourself despite rarely ever being a valid combo route. It's completely possible to fumble a play because you were Button Mashing through chain prompts too fast and accidentally killed your own combo because you Ash'd or Solemn'd your own effect.
  • I Know You Know I Know: Interface prompts and the prominence of cards in the meta can lead to mindgames of this kind regarding the activation of handtraps and quick effects. It's not uncommon to see players attempt to "bait" their opponent in wasting their handtrap activations and quick effects, so that their most important effects can actually go through, with the opponent in turn knowing this and holding off their handtraps until they can actually hit them at a better chokepoint note .
  • Instant-Win Condition:
    • The game recompenses a successful alternate win condition victory with a large post-assessment point reward, "Special Victories", for 3000 points.
    • There's also the titles "Tactician" (win 30 PVP duels by Special Victory), "Destroyer" (win by decking out your opponent 20 times) and "Demon" (win on your first turn without attacking - most well known as a "First Turn Kill", FTK - 5 times).
    • The infamous "Exodia, the Forbidden One" gives you its own title, "Sealed One" for winning 10 times in PVP with "Exodia"'s win condition.
  • Interface Spoiler: If the player can activate a card in response to an action you perform, they're given a prompt and the game field will switch to reflect the fact that they have the option to respond. While there's no way to know precisely what effect they might activate, the current game state will say a lot about what they have in store. If there's nothing obvious that can be activated on their Field, Graveyard, or Extra Deck, there's a very high possibility that they're carrying a handtrap that can be used to stop your combo. This can be disabled by turning chain prompts off (instead of the default "auto" setting).
  • Loophole Abuse:
    • The way Daily Missions work is that each player gets three missions out of a pool of nine possible Dailies each day. If you did not complete your Dailies for a day, the previous day's Dailies roll over and you get another 3 Dailies the next time you log in. You can hold up to all nine of these missions at once, and you cannot get the same mission twice. Thus, players take advantage of this system to consistently get 130 Gems each day by holding onto every Daily except "Play in Ranked Duel", "Win in Ranked Duel", and "Play a Spell Card in Ranked" without turning them in so that every daily rollover will only give them those three Daily Missions, then clear those three and turn them in for maximum Gem gain. To offset this behavior, the update in April 2022 made for much simpler daily quests — most of which can be progressed whether you win or lose — and made them all worth the same 40 gems so that the daily grind is not as tedious.
    • To encourage people to play in the Xyz event, the game lets you play with (mediocre) loaners if you can't afford a competent Xyz Deck and still provides small rewards even if you lose so that you don't have to go the extra mile for victory. Surrendering will, as always, deny you any reward progression to prevent people from farming the event without making a conscious effort to play. Initially, rewards were set at 100 medals for winning and 50 for losing if you used your own deck, and 50 for winning and 25 for losing with a Loaner. With such a meager divide between the rewards, players quickly realized that losing quickly could earn more rewards than winning slowly, and to that end built cheap suicide Decks designed to lose on purpose as fast as possible. Realizing the obvious exploit, Konami changed the rewards to 500 (own deck)/250 (Loaner) for winning to discourage this practice and reduce the limited-time grind.
    • Console versions of the game have a Cross-Play option that allows you to turn on or off the ability to match with other players from other consoles or only the same one you're playing on; the intended use of this option is that turning it off may produce less connection issues and better stability over cross-platform matches. However, this option is still available in Duelist Cup, despite the fact that Duelist Cup is intended to be a worldwide ranking event. This wound up being exploited by the top-ranking player (who played on Xbox) in Stage 2 of the August 2022 Duelist Cup by turning his Cross-Play feature off, thereby drastically reducing the number of possible opponents and filtering out many of the more competent players who mainly play on PC or PlayStation, netting him easy wins against players with a fraction of his score.
  • Microtransactions: As with any free-to-play gacha game, you can buy Gems with real money. Gems can be exchanged at the shop for booster packs, bundles, and various cosmetics to spice up your duel experience.
  • Mirror Match: When played with loaner decks, most of the Solo Mode duels are against different deck builds of the same archetype.
  • My Rules Are Not Your Rules: A handful of the AI's decks in Solo Mode ignore the banlist entirely, as if the Loaner duels weren't frustrating enough. Yes, you weren't imagining it when the "World Legacy" Gate AI suddenly slapped "Knightmare Mermaid" on the field.
  • Mythology Gag:
    • Clicking on the Sangan Mate in a duel may cue an animation where it pulls out "trinoculars" and looks at the player, referencing the card "Tour Guide From the Underworld".
    • Clicking on Geargiano has it turn to face the player and play rock-paper-scissors, mirroring the theme of the three Geargiano monsters as well as the "Transmission Gear" card.
    • Loaner Decks for the Xyz, Synchro, and Fusion festivals are themed after corresponding characters in ARC-V. Xyz had Phantom Knights, Raidraptors, and Galaxy-Eyes Cipher for Yuto, Shun, and Kaito respectively. Fusion had Destiny HERO, Frightfur, and Predaplants to correspond to Ed, Sora, and Yuri. Synchro had Speedroids to correspond to Yugo, and the other two loaners break the trend by being based on Yusei's and Sherry's decks.
    • The SP Deck Challenge Gate in Solo Mode is inspired by iconic duels featured in the first Yu-Gi-Oh! anime and manga series, and features most of the archetypes and cards used in said duels (while also plugging in some modern support to make the decks more usable). Likewise, SP Deck Challenge 2 is based on duels featured in Yu-Gi-Oh! GX, including and up to the climatic final duel between Yugi and Jaden.
    • In the Duel Strategy 2 Solo Gate, one of the duels pits a "Blackwing" deck against a "Synchron" deck, both wielded by Yu-Gi-Oh! 5Ds characters. Also doubles as an Ascended Meme, since the duel teaches the player about the Damage Step by putting "Blackwing - Kalut the Moon Shadow" in your hand.
    • Likewise, the tutorial duel about Pendulum Summoning from the Extra Deck pits an "Odd-Eyes" and "Magician" hybrid deck against an "Abyss Actor" deck, the main archetypes used by Yuya Sakaki and Sylvio Sawatari respectively from Yu-Gi-Oh! ARC-V.
    • The "Fluffal" Loaner Deck for the Fusion Festival event is named "The Heart of a Sky with Perse Clouds", alluding to the name of the user of the "Fluffal" archetype, Sora Perse, from Yu-Gi-Oh! ARC-V ("sora" meaning "sky" in Japanese).
    • The animation for winning with "Destiny Board" depicts "Dark Necrofear" controlling the Destiny Board, much like how the instant win was depicted in many earlier Yu-Gi-Oh! video games.
    • The default player icon clearly resembles the Player Character of the Yu-Gi-Oh! Tag Force Series.
  • Necessary Weasel: The game being a year behind the TCG on cards is, while frustrating for many players, considered understandable since Konami still has to sell physical product, and wait for the rulings for new cards to be updated in the OCG database.
  • Nerf:
    • Master Duel is unique in the sense that since it is a constantly-updating simulator for the OCG/TCG with new cards added every month, Konami is able to preemptively hit cards before they come out due to preexisting knowledge of how they will affect the meta. Main culprits so far include "Fusion Destiny", "Water Enchantress of the Temple", and "Rite of Aramesir", all meta-defining cards that were Semi-Limited to 2 copies in Master Duel prior to their release to knock their consistency while still allowing them to be mostly playable (in order to actually sell the new cards).
    • The game's first banlist update included a few hits of varying quality, but most notably targeted the "Drytron" archetype by Limiting "Cyber Angel Benten" to 1 copy, enough of a consistency blow to almost completely knock the deck out of meta due to its infamous Ritual spam combos suddenly becoming very fragile.
  • Never Say "Die": Played with. While references to death or killing are replaced with euphemisms in the Solo Mode's lore most of the time (with the "Gladiator Beast" lore as an exception), "demon" and "devil" are used freely to describe certain monsters' dispositions, such as "Demise, King of Armageddon" and "Megalith Hagith".
  • Obvious Rule Patch:
    • Event banlists generally try to hit cards that would be too powerful even during the event, especially if it involves archetypes and playstyles that aren't heavily impacted by the Arbitrary Mission Restriction. For example, "Xyz Festival" banned cards like "Exodia the Forbidden One" to neuter stall decks such as "Number 59: Crooked Cook" decks and hit non-Extra Deck archetypes such as "Eldlich", "Drytron" and "Monarch", and the "N/R Rarity Festival" event hit archetypes such as "Majespecter" and "True Draco" whose cards are already mostly composed of Normal and Rare cards and would otherwise be able to play at virtually full power.
    • Konami's response to Loophole Abuse for the first Event, "Xyz Festival", was to simply quintuple the reward for winning while cutting the loss reward in half, heavily incentivizing playing the event as intended rather than suiciding while still allowing suicide decks to "play" for those who do not have the resources to spend on a competent Xyz deck.
    • Originally, the Gem rewards from Daily Limited Missions was not equal across the board, leading to Loophole Abuse to maximize the amount of Gems you get per day. This was patched out by making every Daily Mission worth 40 Gems and making the Dailies easier, ultimately decreasing Gem intake by a negligible amount in exchange for a vastly easier Gem maintenance loop.
    • While you are penalized with a loss for disconnection during a match, there's nothing stopping you from disconnecting during the coin flip screen, which simply throws an error message without having to play the duel. This was commonly exploited by players whose decks don't function well going second to avoid matches where they lose the coin flip. Konami patched this out on the April 26th, 2022 maintenance by making it so disconnecting during the coin flip screen automatically counts as a loss.
  • Ominous Latin Chanting: The music for the "Ritual" duel board (commonly associated with the "Monarch" archetype due to the Solo Gate it appears in) has a haunting chorus backing a One-Woman Wail.
  • One-Hit Kill: The largest point reward in post-Duel assessments belongs to "Over 9,999" damage, which gives you 3000 points for dealing 10,000 or more damage in a single attack. A secret mission will also give you the title "Strong Arm" for achieving this twenty times in ranked duels.
  • Out of Focus: Unlike most of the other Yu-Gi-Oh! games, anime elements are virtually nonexistent. Characters are alluded to in certain descriptions, and almost all of the major ace monsters have animations, but otherwise no anime characters appear.
  • Power Equals Rarity:
    • Played with. The UR rarity contains the vast majority of boss monsters and otherwise powerful cards such as common handtraps and staple cards, but also contains a variety of old and outdated cards that were once considered good before Power Creep hit and only appear to have the UR label due to its high nostalgia value.
    • "Floowandereeze & Snowl" is an interesting aversion, as it is the archetype's only UR card and is intended to be the deck's big boss monster. Despite this, it is almost never played because it effectively amounts to a "win more" card: a card that is only good if you already have the advantage. As such, "Floowandereeze" has earned a reputation of being a notoriously budget-friendly deck, as it is meta-relevant without requiring any in-archetype URs, since the actual commonly played boss monster, "Floowandereeze & Empen", which is a searcher and a floodgate and is very hard to beat over, is an SR.
  • Rare Random Drop: Whenever you pull or craft a card, it can come in one of three Finishes, which are basically this game's version of foils. There's Basic Finish, which uses the standard black borders, Glossy Finish, which has reflective silver borders and a holographic glow across the artwork, and Royal Finish, which has rainbow reflective borders with a prismatic foil effect across the entire card. The chances to get Glossy and Royal cards are quite low; Royal in particular, as it only spawns on SR and UR cards and has a 1% drop rate. While Glossy and Royal Finishes are no different from Basic ones in terms of gameplay, they can be dismantled for more crafting materials — a Royal Finish can be traded in for any one card of your choice of the matching rarity.
  • Reduced to Dust: In the event that you deck out, a unique animation will play where all the cards in your hand, field and Extra Deck disintegrate into nothing.
  • Revenue-Enhancing Devices: You can buy several kinds of cosmetics with Gems, which, of course, can be bought with money. These include Mates, which are pets that stand by your side of the field, new field designs, Duel Parts to customize your Graveyard, Banish Zone, and Extra Deck, profile icons, and home screen artwork.
  • Rewards Pass: There is a Duel Pass that you can level up by playing multiplayer duels. In addition to the standard "free" tier, there is a Duel Pass (Gold) that you can purchase for 800 Gems, which not only refunds the 800 Gems via pass rewards but also grants extra bonuses such as Mates, icons, artwork, and more Craft Points.
  • Sound of No Damage: The Beehive Barrier mentioned above is accompanied by a glass-like klink sound effect.
  • Starter Equipment: Following the tutorial, you can select one of three starter decks, each with a specific theme:
    • Power of the Dragon, which contains Kaiba's ace "Blue-Eyes White Dragon" and many Dragon-type monsters and support.
    • Synchro of Unity, a Yusei-themed deck based heavily on the "Junk" archetype and supports Warrior-type monsters.
    • Link Generation, a Yusaku/Playmaker-themed deck with lots of Cyberse-type monsters and Links.
  • Tournament Play: Konami's intent is for Master Duel to become an official presence at Yu-Gi-Oh! tournaments, with official events being held through the game.
  • Variable Mix: The duel theme shifts to a more energetic version when a player brings out their ace monster (any card with an animated cut-in). If a player's LP gets low enough, it switches to a more triumphant and epic theme.
  • Violation of Common Sense: Intentionally deranking was a fairly common practice in Ranked. Since players found out that you get no bonus rewards at the end of a Season, some began getting into Platinum then demoting into Gold so that they would start in Silver V for Season 3 and get even more Rank-Up Gems that way. Then Konami put in a rank floor in Platinum V at the start of Season 3 to discourage this behavior, with varying results.

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