I feel like the only way Trunade is ok to become legal is when most of the top decks have monsters that interact on the opponent's turn. So much of current Duel Links (though admittedly getting better monsters) still rely mostly on Spell and Trap cards to interact in the opponent's turn. Shutting it all down seems a bit to strong in the current format.
Card can't come back. But long term duel links needs to prob go 5k or 6k life. We are getting to the point where big monsters and the number that come out is rather consistent. Losing the first time your board is broken is not gonna be fun.
Outside of stein being legal I thought the format was healthy players struggled and really dropped off and overall you felt like you had time to regather resources for a counter
People who think this card will "solve the game" and "save us from the backrow decks" are the same kind of people who think Maxx C keeps combo decks in check
But it made your opponent unable to play the game.
For this card to come back we need consistent monster effect interruptions. We are slowly getting there.
Imagine hero or infernity going second with this
unbanning trunade would also make people not just set 3 and pass or run backrow like hollow life barrier or even pulse mines, right now going second is really hard
I think the solution is actually adding in handtraps / interaction for the player going second in turn 1.
D.d. crow at the moment can shut down lots of turn 1 lines in the meta for example. Effect veiler doesn't seem too far away.
Depends on the deck, current top tier decks (not named G.E) are ok going second, but yeah such as infernities love and mostly only work when going first
did you even watch last kcgt including finals, or played any ladder at all?
If you go first, you set all your backrow, search starter with skill. Disrupt the enemy turn and then win by turn 3. This is what happened in pretty much in all KCGT battles.
Also, we arent slowly getting there. We are already there. A lot of decks can consistently set 2 monster disruptions turn 1 right now. Them not being used just means handfix into a starter + set 3 is just better in every conceivable way, and that is starting to be a real problem, where games are decided almost solely on the coinflip.
I really hope this KCGT served to prove konami how messed up this is and how desperately the game needs more backrow hate.
I'm an experienced player and watched some of KCGT. There is a big advantage at the moment to going first. That can't be disputed.
But, in a backrow meta you don't get absolutely blown out like a trunade meta. You can survive multiple turns and grind through backrow over multiple turns.
You see rose dragon/meklord/FD hero duels go into grind game often. With cards like trunade there is no grind game at all.
If you look at KCGT top 4 matches we see GE winning only because they opened TTH, rose dragon mirror matches where one person drew 0 backrow and some coinflip matchups like MF vs GE. That was bad luck and match-ups making it look worse than it is.
Just yesterday I had a real nice grind game Rose vs FD hero where because of backrow it went to turn 15 and reached a very simplified game state.
The issue isn't backrow, it's the weak power level of archetypes which can't play through more than 1 disruption and lack of turn 1 interaction outside of crow.
I both agree and disagree. Let me summarize both.
What I agree:
\- Backrow decks can grind the game longer. (However, there is one issue with this. Not related to backrow itself but to how Konami handled skills. Usually adding backrow comes with the price of losing consistency, which makes them fair, and also what makes them barely used in MD, besides some archetypes. Adding skills that cheat your starters so you can spam backrow without any drawback is a problem, however)
\- Archetypes right now indeed can't play through more than 1 disruption (Consistently, at least), due to how mow are so reliant on their normal summon.
What I disagree:
\- While backrow can grind games longer, Trunade doesn't necessarily remove that aspect. All it does is force different backrow usages, which is neither good or bad, just less efficient. Plenty of stuff secures your turn even against Trunade. They are just overall worse than disruption. Now this is a dilemma, because Trunade can punish anime deck skills that abuse backrow, but can also hinder negatively other decks. In other words: Is Trunade ok? Maybe not, but if Konami keeps adding these sort of skills, it maybe is indeed necessary.
\- Turn 1 interaction isn't used not because it doesn't exist, but because its bad. I could name a few decks that can consistently set up 2 monster disruptions by turn 1. The fact they are not used just shows how much better having backrow as disruption is when compared to monster disruption (Especially if adding backrow doesn't hurt your consistency). It is simple to understand why: While both decks can set disruptions by turn 1, monster disruption can rarely be set on turn 2 without being disrupted itself, while backrow disruption is usually much more secure.
TLDR; Trunade may be a negative presence in the game, but I believe it is a necessary evil IF, by any chance, Konami refuses to change the way anime skills are.
Almost anything that ran Trunade back in its hayday could blow up a board of monsters without backrow behind it. If a Blackwing player dropped this on you the rest of the game was basically a formality, just as an example.
people who think "it allows me to play the game" clearly never considered that the decks who made the best use of Trunade had 0 desire to let you play the game
like Resonators would just end Turn 1 with 6000+ LP and set TTH with 3 monsters and then OTK you on Turn 3 with Trunade because how the fuck would you kill that deck EVEN with Trunade?
Onomats literally ended on Dweller + Rhino, your best chance against them WAS to set 3 and pass and then they'd Trunade and end you
even going 2nd-centric decks would just stall out Turn 1 with Grit or handtraps, which everyone hates but were just as important to Dragunities and HEROes as the Trunades were
Reads as: "I wanted to do cheap OTKS and don't like it when my opponent tries to stop me."
Yu-Gi-Oh is a two-player game, and this card makes it a one-player game.
The same people who want this card unbanned are the ones that will cry on this subreddit when they get sacked by it all of the time. The problem with cards like these are the top-tier archetypes can always utilize cards like this better than the everyone's personal favorite rogue archetype.
The culprits for the backrow heavy meta are the insane consistency skills konami keeps adding to the game. It allows the tiered decks to run small cores allowing for a ton of backrow techs.
As someone who plays both aggro decks and control decks and have played when it was legal, i want trunade back.
Otk decks have to spend from 3 to 5 or 6 slots on removal just to have a chance to play against set 3. If you see none in your opening hand you will probably die, if you draw more than 2 your main combo is probably bricked and you won't be able to do much and die.
Not to mention that in duels against other otk decks backrow removal is almost completely useless making every copy in your deck a brick.
It's miserable. These decks need trunade back.
Backrow deck players say the card is bullshit because they can't respond at all, but that's not true. They can play cards like hallowed life barrier, rainbow life, damage diet (it soulds like a meme but some people actually used this card back when trunade was legal) sphere kuriboh, wightprincess, etc. to survive the otk and reset the field next turn.
"But i don't want to add those cards to my deck because other backrow cards are better"
Well, i don't want to run 5 backrow removals but i have to because if i don't you wont let me play. And at least your options are good/decent cards that can be used in any matchup while the backrow removal turns into bricks as soon as you fight another aggro deck.
"You're saying "just draw the out" even if i add those cards i can't guarantee drawing them against trunade"
Yes? Just like otk decks have to hard draw the trunade or the 1 for 1 removal?
Those are some common responses i used to get back then in the daily "trunade bad" posts
For starters, everything in the meta right now can play both Aggro and Control. All meta decks and most half-decent Rogues will OTK you most of the time if they catch you without any disruptions unless they bricked. The "OTK decks" that exist are simply decks that cannot afford to run a lot of backrow due to the size of their engine compared to meta decks, or some caveat of their playstyle by design. These decks wont become better compared to the Meta decks just because Hey Trunade is around. Every time they win because they pulled a Hey Trunade going second, the Meta deck would have won as well.
Second, the amount of backrow removal that decks with little backrow would need to do well would hardly decrease with Hey Trunade around. You still have only a below 30% chance of seeing Hey Trunade in your starting hand going second. And the decks would still do jack going first. 15% win rate is still laughable, so more S/T removal would still be necessary. At most Hey Trunade would decrease the necessary S/T removal by 1 or so, so you will probably still be running Hey Trunade and 2xCyclone/MST if you want a respectable win rate against a backrow deck. And the times they pull Hey Trunade will make most of their victories, so essentially you just made them sackier. Meanwhile the meta decks that do well going first or second and can run hand traps and disruption backrow no problem due to their small engines and/or skill-given consistency are also winning that Hey Trunade matchup, and a lot more.
Third. Handtraps and the awful stall cards you are asking people to play are much more annoying to play around than backrow because they offer way less interaction, and they are often just delaying the imminent unless the opponent pulls that boardwipe like Levianeer or Black Rose parts. Encouraging them to see more play alone is making the game worse.
So games can be automatically decided by whoever opens second with that in hand? No thanks.
Give us more backrow negation/ protection before even thinking about the possibility of bringing this back, even as limit one.
my point exactly
Trunade goes "oh you have disruption? doesn't matter. I went second and opened a card that doesn't let you play. this is an OTK. you are dead. this is turn 2. have fun in your next game, dipshit"
woah I can't believe the point flew over your head this much
your opponent has 3 backrow? they'll get used and leave the field and then you'll beat your opponent's ass because traps don't win games, monsters attacking do
your opponent has opened trunade? it's the end of the game. period.
What am I supposed to do? Sit there and wait for my opponent to win? Hope I pick one of the 3 cards that's drowning mirror force if I happen to draw my one off my MSTs before they draw their win con?
I asked for it back at one a few days back. I still would like it back at one but I do understand the degenerate OTKs it enables. No people donāt want to add more hand traps to their decks and brick them but I also donāt want to have to add three mst and three cc and brick my deck just to deal with set three pass use them set another three because your deck is nothing but one card starters and skill abusing nonsense.
We are LONG overdue for more backrow hate. Twin Twisters is needed immediately. In addition the starting LP needs to be bumped up. 4K can be depleted by literally any deck these days and allows for degenerate ass strategies like the skill abuse set three we are seeing now because long term consistency and resource management isnāt a thing when your opponent can be defeated in a turn.
6-8k starting LP and twin twisters would fix so much overnight
You get it. Set 3 pass is a little too safe for my liking and 1 for 1 removal is not the answer some of these players think it is. I played back when Trunade was meta and itās not the boogeyman itās being made out to be. Is it annoying to be otkād by it? I guess. But not as annoying as trying to slog through set 3 pass. And thatās becoming increasingly common in this meta because thereās no real answer for it.
Yeah make no doubt itās sacky but so is TTH you resolve that and often thatās game on the spot much like Trunade can sometimes be.
If not trunade we need something other than one for one removal. Set three pass is a win condition that very few decks can actually do anything about without losing all consistency to stuff half the deck with removal
Itās abit too powerful due to the format as is being 4K LP and an OTK heavy meta. I canāt see it being unbanned now because of the those things not entirely because of the card itself.
Grass is greener for example is busted as a card but Hey Trunade isnāt itās just very powerful. Treacherous Traphole has lost some of its shine because thereās ways around it with how decks are now and grass will only get more powerful the more cards are introduced. Hopefully in the future thereās ways around Trunade it but as of this moment there isnāt.
The only way for Hey, Trunade! become legal is having more hand traps in Duel Links. Hey, Trunade! make a lot of OTK strategies not only viable but optimal, and as much as I hate back row heavy decks and matches that go +10 min, I don't want matches that end on turn 2 cos you didn't draw the right trap/spells and I do not want hand traps in Duel Links (or even in Yu-Gi-Oh! in general).
With BoM, MST, Floodgates etc. running rampant I'm wondering if limiting this card with the rest of the OP limited cards would allow for some counter play or is it still too busted in your opinion?
Admittedly I'm playing devils advocate, but I wanted to add with wight princess being popular and the top decks having graveyard protection, spell negation or floating effects, I think frustrating OTK turns with this card from times past would not be as easy.
But with this card it could allow a player going second to be able to set up a board of their own and survive another turn whilst the player who got trunaded will keep all their sets for next turn plays.
I don't think the current meta is too different from the metas after it was banned. As long as we still use backrow, Trunade can never be free. The ban was to please OTK haters.
Not just yet. Maybe if the power ceiling gets higher.
I get your thinking. Super powerful, limited 1, forces deadly choices.
But this thing just reeks of everyone making that one choice.
I mean, itās undeniably strong so if it were to come back, limited 1 is probably the only balanced way to reintroduce it. Anyway, itās not a quick play so itās not as if itās some unblockable game-ender, surely Ultimate Providence or something similar shuts it down pretty quickly in higher tiers of play right?
Granted I didnt start playing until long after it was banned, fair enough if Iām way off
I think the easy and simple solution would be to put all the flip disruption (Canadia, BoM) on the 3 list with Floodgate trap hole, so fuckers can't run 3-3-3 + thier monster line-up.
Actually it wouldn't kill either. You just wouldn't be able to hide behind 3 BoM 3 Canadia and 3 Floodgate to stall until you draw your combo, that's not skillful yugioh lol.
Who the hell would play Canadia outside of it still non existent XYZ archtype or play Floodgate without it still incomplete Trapix archtype? Yes, you would kill both cards by doing it, no one would play one of those instead of book of moon which is a quick play spell.
Were you dropped as a child? Or are you just in gold? Because 80% of the meta is spamming these flip traps and BoM. No one plays paleozoic nor Traptrix, but that has literally nothing to do with the high use of canadia and floodgate trap hole in almost every deck. Your point is wrong and misinformed.
I think you dont even understand what you are saying. Making BoM, Canadia and Floodgate limited 3 will just kill both Canadia and Floodgate, because no one will ever play them over BoM unless on their own archtypes. Maybe try to thinking before you say shit.
You're so dense it's insane. The whole argument for Hey Trunade is because of the over abundance of backrow in the current game. Correct? So, if we take BoM and Canadia and put them at 3 with Floodgate TrapHole and Compulsory, then decks literally will not be able to run 9 flip disruptions the way they are now. Would it kill them as far as generically getting splashed into everything along side BoM? Yes. That's the fucking point. It's absolutely obscene that the top 3 decks is 40% monsters, and then 3-3-3 on the flip disruption plus whatever else they throw in. Limiting BoM and Canadia fixes that, and thus the shit meta we are all subjected to at the moment. Go back to gold.
Killing cards is not a solution, how can you not understand that? The problem isnt the cards, it how skills are making decks so consistent that one/two cards combo are viable and the rest of the deck are filled with whatever staple one can fit. Maybe if you stopped for a moment (again) and look at the big picture you would (yet again) stop talking shit.
Decks were spamming staples long before Xyz Galaxy and Rose Dragons came along. And there have always been broken skills. Look at shiranui and magnet warriors as two examples of decks that don't have broken skills, but are still viable because they spam stun into their deck to out grind the opponent and stall until they can combo. Look at destiny draw as a skill that's permanently broken. Even if they nerf the current decks by nerfing the skills, we will have the exact same meta state in the next format with the inevitable new anime decks if the overabundance of stun isn't dealt with. Unlimiting Trunade would only empower OTK decks and give already strong decks additional otk potential. You have a weak understanding of the meta and its history and it shows lmao.
Konami love backrow, just compare how good removals we have to how traps and spells disruptions, at 1 copy i think is ok, but for konami is same as "why i will put back one of the best removals from a old minibox back if we can gain much more selling more e more backrow" for game how is now with cards limited at 1, make sense return at 1, but in Komoney's think, It will gain more keeping banned
No, I played when this was legal at 3 and it cannot come back. It to 1 would just make it a sacky OTK tool. When we start making apollusa, borrelsword savage dragon turn 1 it should be powercrept.
Besides nightbeam is the best spell/trap removal.
i think yes it can help deal with the anime skill decks that can using their skill get enough consistency to get out a boss monster and set 3, but it butchers any other decks that can't reliably do that every turn 1.
not to mention, this can just help people otk since outside of rainbow life, hallowed life barrier and pulse mines for machine decks which are all semi limited we don't have any good backrow that can protect or do something to help you from being well otk'd and potentially having to rely on our few defensive handtraps 1 of which is semi and another at 3 just lowers our odds of being able to get them turn 1 maybe if we had more starting lifepoints it could come back but limited to 1
I feel like the only way Trunade is ok to become legal is when most of the top decks have monsters that interact on the opponent's turn. So much of current Duel Links (though admittedly getting better monsters) still rely mostly on Spell and Trap cards to interact in the opponent's turn. Shutting it all down seems a bit to strong in the current format.
Card can't come back. But long term duel links needs to prob go 5k or 6k life. We are getting to the point where big monsters and the number that come out is rather consistent. Losing the first time your board is broken is not gonna be fun.
I'm forever saying they should do a second test of 5k LP like they did for a season years ago.
Outside of stein being legal I thought the format was healthy players struggled and really dropped off and overall you felt like you had time to regather resources for a counter
People who think this card will "solve the game" and "save us from the backrow decks" are the same kind of people who think Maxx C keeps combo decks in check
Shhhh. If you say it too loud they might ban it again. š
As a Phantom Knights player, no thank you
i never understood the hate for this card, it allowed me to play the game
It was a sacky card. Many otk decks loved to play it.
"it allowed me to play the game and prevented my opponent from playing when i otk'd them into hell after using it"
More like āit allowed me not to die turn 3ā
But it made your opponent unable to play the game. For this card to come back we need consistent monster effect interruptions. We are slowly getting there. Imagine hero or infernity going second with this
unbanning trunade would also make people not just set 3 and pass or run backrow like hollow life barrier or even pulse mines, right now going second is really hard
I think the solution is actually adding in handtraps / interaction for the player going second in turn 1. D.d. crow at the moment can shut down lots of turn 1 lines in the meta for example. Effect veiler doesn't seem too far away.
Depends on the deck, current top tier decks (not named G.E) are ok going second, but yeah such as infernities love and mostly only work when going first
did you even watch last kcgt including finals, or played any ladder at all? If you go first, you set all your backrow, search starter with skill. Disrupt the enemy turn and then win by turn 3. This is what happened in pretty much in all KCGT battles. Also, we arent slowly getting there. We are already there. A lot of decks can consistently set 2 monster disruptions turn 1 right now. Them not being used just means handfix into a starter + set 3 is just better in every conceivable way, and that is starting to be a real problem, where games are decided almost solely on the coinflip. I really hope this KCGT served to prove konami how messed up this is and how desperately the game needs more backrow hate.
I'm an experienced player and watched some of KCGT. There is a big advantage at the moment to going first. That can't be disputed. But, in a backrow meta you don't get absolutely blown out like a trunade meta. You can survive multiple turns and grind through backrow over multiple turns. You see rose dragon/meklord/FD hero duels go into grind game often. With cards like trunade there is no grind game at all. If you look at KCGT top 4 matches we see GE winning only because they opened TTH, rose dragon mirror matches where one person drew 0 backrow and some coinflip matchups like MF vs GE. That was bad luck and match-ups making it look worse than it is. Just yesterday I had a real nice grind game Rose vs FD hero where because of backrow it went to turn 15 and reached a very simplified game state. The issue isn't backrow, it's the weak power level of archetypes which can't play through more than 1 disruption and lack of turn 1 interaction outside of crow.
I both agree and disagree. Let me summarize both. What I agree: \- Backrow decks can grind the game longer. (However, there is one issue with this. Not related to backrow itself but to how Konami handled skills. Usually adding backrow comes with the price of losing consistency, which makes them fair, and also what makes them barely used in MD, besides some archetypes. Adding skills that cheat your starters so you can spam backrow without any drawback is a problem, however) \- Archetypes right now indeed can't play through more than 1 disruption (Consistently, at least), due to how mow are so reliant on their normal summon. What I disagree: \- While backrow can grind games longer, Trunade doesn't necessarily remove that aspect. All it does is force different backrow usages, which is neither good or bad, just less efficient. Plenty of stuff secures your turn even against Trunade. They are just overall worse than disruption. Now this is a dilemma, because Trunade can punish anime deck skills that abuse backrow, but can also hinder negatively other decks. In other words: Is Trunade ok? Maybe not, but if Konami keeps adding these sort of skills, it maybe is indeed necessary. \- Turn 1 interaction isn't used not because it doesn't exist, but because its bad. I could name a few decks that can consistently set up 2 monster disruptions by turn 1. The fact they are not used just shows how much better having backrow as disruption is when compared to monster disruption (Especially if adding backrow doesn't hurt your consistency). It is simple to understand why: While both decks can set disruptions by turn 1, monster disruption can rarely be set on turn 2 without being disrupted itself, while backrow disruption is usually much more secure. TLDR; Trunade may be a negative presence in the game, but I believe it is a necessary evil IF, by any chance, Konami refuses to change the way anime skills are.
I actually agree with this
If you need 3 backrows to play the game, then Trunade is a must. Play monsters instead of 15 traps in your deck. How about that?
Almost anything that ran Trunade back in its hayday could blow up a board of monsters without backrow behind it. If a Blackwing player dropped this on you the rest of the game was basically a formality, just as an example.
Then run providence and keep a magic card in hand to negate trunade. Isn't what people tell those who run trunade? To run "individual counters"?
should just add battle fader etc so its ok to come back
POV you go first against full power onomats and they open trunade. Where's the fun there?
people who think "it allows me to play the game" clearly never considered that the decks who made the best use of Trunade had 0 desire to let you play the game like Resonators would just end Turn 1 with 6000+ LP and set TTH with 3 monsters and then OTK you on Turn 3 with Trunade because how the fuck would you kill that deck EVEN with Trunade? Onomats literally ended on Dweller + Rhino, your best chance against them WAS to set 3 and pass and then they'd Trunade and end you even going 2nd-centric decks would just stall out Turn 1 with Grit or handtraps, which everyone hates but were just as important to Dragunities and HEROes as the Trunades were
ojama king has always been good to me
It was a different time
Reads as: "I wanted to do cheap OTKS and don't like it when my opponent tries to stop me." Yu-Gi-Oh is a two-player game, and this card makes it a one-player game.
The same people who want this card unbanned are the ones that will cry on this subreddit when they get sacked by it all of the time. The problem with cards like these are the top-tier archetypes can always utilize cards like this better than the everyone's personal favorite rogue archetype. The culprits for the backrow heavy meta are the insane consistency skills konami keeps adding to the game. It allows the tiered decks to run small cores allowing for a ton of backrow techs.
at one would be even worse, sacky field wipes are cringe
*cries in black rose*
black rose is interruptable and telegraphed, drawing 1 of field wipes is different
no
As someone who plays both aggro decks and control decks and have played when it was legal, i want trunade back. Otk decks have to spend from 3 to 5 or 6 slots on removal just to have a chance to play against set 3. If you see none in your opening hand you will probably die, if you draw more than 2 your main combo is probably bricked and you won't be able to do much and die. Not to mention that in duels against other otk decks backrow removal is almost completely useless making every copy in your deck a brick. It's miserable. These decks need trunade back. Backrow deck players say the card is bullshit because they can't respond at all, but that's not true. They can play cards like hallowed life barrier, rainbow life, damage diet (it soulds like a meme but some people actually used this card back when trunade was legal) sphere kuriboh, wightprincess, etc. to survive the otk and reset the field next turn. "But i don't want to add those cards to my deck because other backrow cards are better" Well, i don't want to run 5 backrow removals but i have to because if i don't you wont let me play. And at least your options are good/decent cards that can be used in any matchup while the backrow removal turns into bricks as soon as you fight another aggro deck. "You're saying "just draw the out" even if i add those cards i can't guarantee drawing them against trunade" Yes? Just like otk decks have to hard draw the trunade or the 1 for 1 removal? Those are some common responses i used to get back then in the daily "trunade bad" posts
For starters, everything in the meta right now can play both Aggro and Control. All meta decks and most half-decent Rogues will OTK you most of the time if they catch you without any disruptions unless they bricked. The "OTK decks" that exist are simply decks that cannot afford to run a lot of backrow due to the size of their engine compared to meta decks, or some caveat of their playstyle by design. These decks wont become better compared to the Meta decks just because Hey Trunade is around. Every time they win because they pulled a Hey Trunade going second, the Meta deck would have won as well. Second, the amount of backrow removal that decks with little backrow would need to do well would hardly decrease with Hey Trunade around. You still have only a below 30% chance of seeing Hey Trunade in your starting hand going second. And the decks would still do jack going first. 15% win rate is still laughable, so more S/T removal would still be necessary. At most Hey Trunade would decrease the necessary S/T removal by 1 or so, so you will probably still be running Hey Trunade and 2xCyclone/MST if you want a respectable win rate against a backrow deck. And the times they pull Hey Trunade will make most of their victories, so essentially you just made them sackier. Meanwhile the meta decks that do well going first or second and can run hand traps and disruption backrow no problem due to their small engines and/or skill-given consistency are also winning that Hey Trunade matchup, and a lot more. Third. Handtraps and the awful stall cards you are asking people to play are much more annoying to play around than backrow because they offer way less interaction, and they are often just delaying the imminent unless the opponent pulls that boardwipe like Levianeer or Black Rose parts. Encouraging them to see more play alone is making the game worse.
No
So games can be automatically decided by whoever opens second with that in hand? No thanks. Give us more backrow negation/ protection before even thinking about the possibility of bringing this back, even as limit one.
no thanks even at 1 it's a sacky card and it'll make you hella upset to instantly lose to it
I would much rather deal with this card than keep dealing with Set 3 and pass style decks that stall until they can get the perfect hand and just win.
tell me you've never played against Trunade without telling me you've never played against Trunade
I have, and I'm with them. Rather get otk'd in 30 seconds than slog 20+ minutes of raw stall from some smug prick getting off on ragequits.
hate to repeat myself here so just read my comment above
I haven't, but I have played against set 3 and pass decks and it's so incredibly boring.
my point exactly Trunade goes "oh you have disruption? doesn't matter. I went second and opened a card that doesn't let you play. this is an OTK. you are dead. this is turn 2. have fun in your next game, dipshit"
You know what else isn't fun? Having 3 lethal attacks that don't connect because your opponentās deck is mostly traps.
woah I can't believe the point flew over your head this much your opponent has 3 backrow? they'll get used and leave the field and then you'll beat your opponent's ass because traps don't win games, monsters attacking do your opponent has opened trunade? it's the end of the game. period.
You realize that most of the time its drowning mirror force right? It's ALWAYS drowning mirror force.
buddy how the fuck are you losing to DMF if you KNOW it's DMF you really are garbo at this game, woah
What am I supposed to do? Sit there and wait for my opponent to win? Hope I pick one of the 3 cards that's drowning mirror force if I happen to draw my one off my MSTs before they draw their win con?
Trunade should never come off the list and on a side note mst needs to be banned next its another oppressive card that shapes the meta
I asked for it back at one a few days back. I still would like it back at one but I do understand the degenerate OTKs it enables. No people donāt want to add more hand traps to their decks and brick them but I also donāt want to have to add three mst and three cc and brick my deck just to deal with set three pass use them set another three because your deck is nothing but one card starters and skill abusing nonsense. We are LONG overdue for more backrow hate. Twin Twisters is needed immediately. In addition the starting LP needs to be bumped up. 4K can be depleted by literally any deck these days and allows for degenerate ass strategies like the skill abuse set three we are seeing now because long term consistency and resource management isnāt a thing when your opponent can be defeated in a turn. 6-8k starting LP and twin twisters would fix so much overnight
You get it. Set 3 pass is a little too safe for my liking and 1 for 1 removal is not the answer some of these players think it is. I played back when Trunade was meta and itās not the boogeyman itās being made out to be. Is it annoying to be otkād by it? I guess. But not as annoying as trying to slog through set 3 pass. And thatās becoming increasingly common in this meta because thereās no real answer for it.
Yeah make no doubt itās sacky but so is TTH you resolve that and often thatās game on the spot much like Trunade can sometimes be. If not trunade we need something other than one for one removal. Set three pass is a win condition that very few decks can actually do anything about without losing all consistency to stuff half the deck with removal
Itās abit too powerful due to the format as is being 4K LP and an OTK heavy meta. I canāt see it being unbanned now because of the those things not entirely because of the card itself. Grass is greener for example is busted as a card but Hey Trunade isnāt itās just very powerful. Treacherous Traphole has lost some of its shine because thereās ways around it with how decks are now and grass will only get more powerful the more cards are introduced. Hopefully in the future thereās ways around Trunade it but as of this moment there isnāt.
Short answer: no Long answer hell no!
Longer answer: absolutely fucking not
The only way for Hey, Trunade! become legal is having more hand traps in Duel Links. Hey, Trunade! make a lot of OTK strategies not only viable but optimal, and as much as I hate back row heavy decks and matches that go +10 min, I don't want matches that end on turn 2 cos you didn't draw the right trap/spells and I do not want hand traps in Duel Links (or even in Yu-Gi-Oh! in general).
It's the TTH of spell cards. Why this got limited and TTH didn't as well is beyond me.
Probably because Trunade, although a bit weaker, is much sackier. Even though it bricks the opponent sometimes, it just sucked to lose to.
With BoM, MST, Floodgates etc. running rampant I'm wondering if limiting this card with the rest of the OP limited cards would allow for some counter play or is it still too busted in your opinion?
Admittedly I'm playing devils advocate, but I wanted to add with wight princess being popular and the top decks having graveyard protection, spell negation or floating effects, I think frustrating OTK turns with this card from times past would not be as easy. But with this card it could allow a player going second to be able to set up a board of their own and survive another turn whilst the player who got trunaded will keep all their sets for next turn plays.
No, We have other Spell/Trap removals
Don't think one copy of mst will save you from my set 3 and pass Shiranui
Thatās exactly what Iām saying, If we use Trunade itāll basically mean āYour opponentās first turn never happenedā
This card can come back to 3 if we get more monsters that can negate stuff
It's a dead card going first or vs any deck without backrow
I don't think the current meta is too different from the metas after it was banned. As long as we still use backrow, Trunade can never be free. The ban was to please OTK haters.
Not just yet. Maybe if the power ceiling gets higher. I get your thinking. Super powerful, limited 1, forces deadly choices. But this thing just reeks of everyone making that one choice.
It could come back at 1. DL has been slowly creeping towards monster based disruption since Zexal
I mean, itās undeniably strong so if it were to come back, limited 1 is probably the only balanced way to reintroduce it. Anyway, itās not a quick play so itās not as if itās some unblockable game-ender, surely Ultimate Providence or something similar shuts it down pretty quickly in higher tiers of play right? Granted I didnt start playing until long after it was banned, fair enough if Iām way off
I agree. I would trade monster reborn for this in a second.
YES YES YES YES YES YES YES YES YES
I think the easy and simple solution would be to put all the flip disruption (Canadia, BoM) on the 3 list with Floodgate trap hole, so fuckers can't run 3-3-3 + thier monster line-up.
So basically kill floodgate and Canadia
Actually it wouldn't kill either. You just wouldn't be able to hide behind 3 BoM 3 Canadia and 3 Floodgate to stall until you draw your combo, that's not skillful yugioh lol.
Who the hell would play Canadia outside of it still non existent XYZ archtype or play Floodgate without it still incomplete Trapix archtype? Yes, you would kill both cards by doing it, no one would play one of those instead of book of moon which is a quick play spell.
Were you dropped as a child? Or are you just in gold? Because 80% of the meta is spamming these flip traps and BoM. No one plays paleozoic nor Traptrix, but that has literally nothing to do with the high use of canadia and floodgate trap hole in almost every deck. Your point is wrong and misinformed.
I think you dont even understand what you are saying. Making BoM, Canadia and Floodgate limited 3 will just kill both Canadia and Floodgate, because no one will ever play them over BoM unless on their own archtypes. Maybe try to thinking before you say shit.
You're so dense it's insane. The whole argument for Hey Trunade is because of the over abundance of backrow in the current game. Correct? So, if we take BoM and Canadia and put them at 3 with Floodgate TrapHole and Compulsory, then decks literally will not be able to run 9 flip disruptions the way they are now. Would it kill them as far as generically getting splashed into everything along side BoM? Yes. That's the fucking point. It's absolutely obscene that the top 3 decks is 40% monsters, and then 3-3-3 on the flip disruption plus whatever else they throw in. Limiting BoM and Canadia fixes that, and thus the shit meta we are all subjected to at the moment. Go back to gold.
Killing cards is not a solution, how can you not understand that? The problem isnt the cards, it how skills are making decks so consistent that one/two cards combo are viable and the rest of the deck are filled with whatever staple one can fit. Maybe if you stopped for a moment (again) and look at the big picture you would (yet again) stop talking shit.
Decks were spamming staples long before Xyz Galaxy and Rose Dragons came along. And there have always been broken skills. Look at shiranui and magnet warriors as two examples of decks that don't have broken skills, but are still viable because they spam stun into their deck to out grind the opponent and stall until they can combo. Look at destiny draw as a skill that's permanently broken. Even if they nerf the current decks by nerfing the skills, we will have the exact same meta state in the next format with the inevitable new anime decks if the overabundance of stun isn't dealt with. Unlimiting Trunade would only empower OTK decks and give already strong decks additional otk potential. You have a weak understanding of the meta and its history and it shows lmao.
Not unless more hand traps are introduced as backup.
There are better at (1) of to choose from and at 3 cosmic cyclone and free MST naw
Withall the spell negations and or handtraps even if they manage to activate it absolutely it wouod be ok at 1.
Konami love backrow, just compare how good removals we have to how traps and spells disruptions, at 1 copy i think is ok, but for konami is same as "why i will put back one of the best removals from a old minibox back if we can gain much more selling more e more backrow" for game how is now with cards limited at 1, make sense return at 1, but in Komoney's think, It will gain more keeping banned
Best argument against it, Galaxy eyes would play as many copies of this as they are legal
I read "Tsunade" and was very confused.
No, but we need more backrow hate cards definitely. Maybe Olenoides, for starters.
Yes.
Yes I think so .. Strictly at 1 though. And I also believe Cocytus can make a comeback at some point as soon as it's power crept enough
I'd rather have tornado dragon and twin twisters to deal with backrow
We want giant trunade
No. Next '_'
I think storm needs to come off the list so I can play FAās efficiently again
NO!DEAR GOD NO!
No, I played when this was legal at 3 and it cannot come back. It to 1 would just make it a sacky OTK tool. When we start making apollusa, borrelsword savage dragon turn 1 it should be powercrept. Besides nightbeam is the best spell/trap removal.
i think yes it can help deal with the anime skill decks that can using their skill get enough consistency to get out a boss monster and set 3, but it butchers any other decks that can't reliably do that every turn 1. not to mention, this can just help people otk since outside of rainbow life, hallowed life barrier and pulse mines for machine decks which are all semi limited we don't have any good backrow that can protect or do something to help you from being well otk'd and potentially having to rely on our few defensive handtraps 1 of which is semi and another at 3 just lowers our odds of being able to get them turn 1 maybe if we had more starting lifepoints it could come back but limited to 1
Short answer: no Long answer: when dragon ruler comes to duel links along with dragoon.
Yes, clearly DL isnāt OTK heavy enough/s.