#Yu gi oh legacy of the duelist card list
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Yu gi oh legacy of the duelist card list
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The Mechanical Flavor of the World Legacy Characters
[This blog post discusses “flavor” with respect to the card design in Yu-Gi-Oh!. If you’re not already familiar with this term, it’s captured pretty well in this article by Mark Rosewater. Just keep in mind that flavor may also describe card effects.
Also, all of the images embedded in this post can be viewed full-size here.]
With the printing of Girsu, the Mekk-Knight Orcust in Eternity Code and the full spoiler of Rise of the Duelist, it is looking more and more likely that we’ve reached the end of the World Legacy storyline. It’s possible that new story-focused cards for these archetypes will be printed in the future, but it’s probably going to take a backseat to functional legacy support, similar to what happened with the Duel Terminal archetypes that received support in the Link VRAINS sets. As a result, I figure this is a good time to talk about their overall design and point out what I feel is its biggest success over Duel Terminal: flavorful designs.
To illustrate this difference, let’s consider a pretty key player in the Duel Terminal storyline and keep track of his effects as he changes forms throughout the story. (Consult the translations for Master Guide 4 if you’d like evidence that the first three monsters all portray the same character.)
We can see a pretty linear increase in stats from Sentinel to Roach, and he has a theme of caring about level 5 or higher monsters. This gets a pretty nice followup, becoming a Vanity’s Fiend for lv5 or higher monsters in... Evilswarm Ophion, which is a totally different card not present on this chart, because the powers of the Sacred Tree let him nuke the field instead!!
He then inherits the powers of Sophia and ends up weaker because Exciton got banned. Bravo. (It’s worth mentioning that the original form of Ophion, Gungnir, Dragon of the Ice Barrier, has a completely unrelated effect of discarding cards to destroy cards, and Evilswarm Bahamut steals monsters instead of bouncing cards like Brionac, but Evilswarm Ouroboros at least tries to approximate Trishula.)
Can you see the problem? I was going to make another image showing this off until I realized that following Gem Knight Lazuli all the way through Construct’s various forms would take way too much horizontal space, but feel free to construct an explanation in your head for why combining Apoqliphort Towers (the real one) with El Shaddoll Construct (foolish a Shaddoll/Catastor eff) makes Shekhinaga (Divine Wrath on a fusion) or why adding in Infernoid Devyaty (wipes backrow, also tributes to negate a monster) and some ice turns that combo into Anoyatyllis (Konami said fuck Nekroz). It’s because these cards are either not designed for flavor, or are designed around the flavor of their archetypes rather than that of their characters, so the characters in general have a pretty weak identity.
You could maybe say that’s because Duel Terminal is a grand-scale war story, so none of the characters are meant to stick out. That would make sense, sort of, so what about stories with fewer characters that change forms multiple times? The Dracoslayer lore did that.
I’m not typing out all of what Master Peace 2 does, but in case you weren’t around from May 2017-2018, you can read that here. He’s a Wyrm because all the True Dracos are, except his previous form wasn’t, except all of them probably could have been without hurting their chances of seeing play (until we got Guardragons Elpy and Agarpain).
The sole thing that ties all of these cards together is that they supposedly feature the same character, and all have effects that destroy cards. They have about twice as many differences. Master and Luster are both Pendulums, while the other two aren’t. Master Peace 1 is a Special Summon by Tributing, but Master Peace 2 requires a Tribute Summon to gain effects. Master Peace 1 has a negate, for some reason, even though none of the other forms have it, so if he gained it from the Dracoverlord tributed for his summon (these are his enemies, by the way), then he apparently forgot it by the time he reappeared in the story. Speaking of which...
In the lore, he essentially aids three tribes (Majespecter/Dinomist/Igknight) trying to fight off the Amorphages, and the Extra Deck Dracoslayers represent their powers combined. True Dracos exist because, in a totally different world, three completely different tribes (Zoodiac/Crystron/Metalfoes) are being assailed by the True Kings. They form a summoning circle (Dragonic Diagram) to summon him for help, and he accepts the power of the other True Dracos or something. The other True Dracos (who are also based off of the first three archetypes, like the Dracoslayer extra deck... for some reason) are disciples of Mariamne, the True Dracophoenix, who mechanically is a True King and shares minimal synergy with any of these cards, and the one who seemingly gets things done is Metaltron XII, the True Dracocombatant, who probably is just the three tribes’ power combined. Who also gets protection from effects by being Tribute Summoned and also floats into anything from the Extra Deck that isn’t LIGHT/DARK. And Konami says he’s a Zefra now. And who the fuck is Dreiath III supposed to be? He’s not even good?
I have many problems with True Draco. Anyways, let’s get to the point. (Nin/Long/Din)Girsu’s character arc, as shown through monster cards in the World Legacy story, is much more internally consistent.
Let’s assume that Girsu, the Orcust Mekk-Knight is a de-powered form from after the battle inside the World Gears (presumably he lent this power to Avramax, though this isn’t shown in the artwork; also, he has Ib’s ribbon on his arm). It’s understandable why the maindeck cards and extra deck cards should do something different, and the first maindeck monster is a vanilla anyways, so I wouldn’t consider it that bad of a break. No idea why he’s a Mekk-Knight though.
These effects form a pretty clear pattern. Girsu here sends things to the GY without targeting them and eventually gains protection effects as he grows in power. His ultimate form is the only one that lets him protect other cards, which is maybe a statement on his goals given how long he spent trying to revive his dead sister, and if that holds water, Mekk-Knight Orcust Girsu is evidence of his eventual success. After all, this card by itself can summon every single one of Ib’s forms except her vanilla and Knightmare incarnations.
That is to say, we gain a bit of understanding of Girsu’s abilities, goals, and bond with his sister through the mechanics of his cards, and if you don’t think that’s the tightest shit, well, I just made you read nearly 1k words on why it is. Better yet, there’s more:
Auram’s extra deck incarnations all have ATK-boosting effects, and his World Chalice form translates him getting more powerful with the World Legacies. Both Blademaster and Crusadia Equimax activate effects by tributing monsters they point to, suggesting how he calls upon his allies for help--there’s a reason Ningirsu went off and ended up with a bunch of brass instruments as his only company while Avram wandered the world with his best friend (who is a fucking dragon) and scored himself a choice elf harem. They call him King because he wears the crown, you see?
On the topic of Crusadia, let’s take a closer look at how Equimax is typically summoned. Typically you’ll try to get a Normal Summon on board, hope it sticks to make Magius, summon again to search Draco, and build your way up with Crusadia monsters to make Equimax. Afterwards you’ll want to boost his damage with the effect of Maximus, summon a large monster to one of his zones, or buff him with the spell you searched off of Regulex. Any two Crusadia monsters with different names can do most/all of this, so think of it as an “all your powers combined” thing a-la Metaltron XII, except executed much better.
(Sidebar: If you’re willing to entertain a bit of theory, the Crusadia maindeck is the epitome of a successful flavorful archetype design. Pretty much every Crusadia list maxes out on every monster in the main because they’re all interchangeable, even though they all have different effects. You could argue that Draco and Reclusia are way better monsters than Leonis, but fundamentally it doesn’t matter; you need two of them and it doesn’t matter which two. This lends them a sense of uniformity without erasing their uniqueness, which suggests that the Crusadia are an army of equals and Maximus may be the leader “de facto”. I highlight this because World Chalice tried to do the same thing, except that deck eventually cut its normal monsters down to a single copy of Chosen, and nobody ever played Crowned.)
Meanwhile, Avramax sports his ultimate ATK-boosting effect, protects other monsters from attacks, is immune to targeting (these two might seem out of line, but they’re upgrades of the protection effects that the previous two Mekk-Knight Link Monsters have), and non-target shuffles a card if he dies.
This is where I’d like to shift the direction of this discussion towards power levels and, implicitly, gameplay balance. Yes, I’m about to get into a powerlevel discussion about fictional characters portrayed on Yu-Gi-Oh! cards which have actual power levels, but hear me out.
Based on their original incarnations, Auram is ostensibly the main character, but strictly weaker than Girsu. Both have 0 DEF as Normal Monsters and Girsu has an extra Level and 200 ATK over him. With the power of the Chalice, Auram can revive allies and potentially gain more ATK than Girsu, but there were hardly even 5 World Legacy cards in the game at that point, and Ningirsu actually has removal. Later on, World Legacy’s Nightmare shows Girsu holding his own versus all of the Knightmares, but when it comes down to the climax of that arc, Avram inherits the power of Mekk-Knight Blue Sky and promptly gets overpowered by Iblee anyways, leading to Ib’s death and the scattering of the party (He is also still weaker than Ningirsu here). Auram and Girsu end up at odds several years later as Crusadia Equimax and Longirsu, the Orcust Orchestrator. If you look at the way these two cards might interact as enemies, it tells us a lot about this matchup: Equimax doesn’t start with enough ATK to hit over Longirsu, and Longirsu seems to have the upper hand thanks to removal, but with the power of friendship, Equimax can safely negate Longirsu’s effect and even swing over him. Finally, as Dingirsu and Avramax, Dingirsu loses or goes even at best: Dingirsu sends Avramax to GY, Avramax spins Dingirsu when he dies, both parties end up with nothing. Keep in mind that Avramax no longer needs support from allies to do this and Dingirsu absolutely cannot swing over Avramax at any point in time, so if the resource game isn’t in consideration, these cards will either trade or Avramax will always win.
That’s a cool interaction, but why did I bring up card balance? This interaction was only uncommon in tournament play because Orcust was an insanely popular deck. Playing Salamangreat, I’d regularly make Avramax versus Sky Striker and expect it to stick for a while, but versus Orcust? That boy would be gone in a second, and I’d rather not commit a link-4 worth of material to have a monster die and only get to spin a card. Keep in mind that going card-for-card is maybe not always favorable for the player.
What I mean to say is, Avramax would be a pretty insane card in a format without Nin/Long/Dingirsu’s non targeting removal. Consider the following scenario: Girsu’s extra deck forms do not exist. You are going second versus old Danger! Thunder playing the Trishula fusion. They half combo you, ending on something like Colossus + Avramax made with I:P Masquerena, and in doing so, banish the Borreload out of your extra. Do you even play a card that can out an Avramax otherwise? Probably not. Avramax could have put us into another Dark Destroyer format where targeting sucks, but Girsu kept us safe.
If anything, I hope R&D puts this level of thought into their flavor moving forward. World Legacy was a pretty big success on most fronts and I’d like to see what they do going foward in the next OCG series.
Thanks for reading. This is my first time writing about the game from a non-competitive perspective, so let me know how I did.
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Legacy of the duelist card list gravity bind
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Test Port 1
[This blog post discusses “flavor” with respect to the card design in Yu-Gi-Oh!. If you’re not already familiar with this term, it’s captured pretty well in this article by Mark Rosewater. Just keep in mind that flavor may also describe card effects.
Also, all of the images embedded in this post can be viewed full-size here.]
[Originally posted on notspoondere.tumblr.com. I am the original author.]
With the printing of Girsu, the Mekk-Knight Orcust in Eternity Code and the full spoiler of Rise of the Duelist, it is looking more and more likely that we’ve reached the end of the World Legacy storyline. It’s possible that new story-focused cards for these archetypes will be printed in the future, but it’s probably going to take a backseat to functional legacy support, similar to what happened with the Duel Terminal archetypes that received support in the Link VRAINS sets. As a result, I figure this is a good time to talk about their overall design and point out what I feel is its biggest success over Duel Terminal: flavorful designs.
To illustrate this difference, let’s consider a pretty key player in the Duel Terminal storyline and keep track of his effects as he changes forms throughout the story. (Consult the translations for Master Guide 4 if you’d like evidence that the first three monsters all portray the same character.)
We can see a pretty linear increase in stats from Sentinel to Roach, and he has a theme of caring about level 5 or higher monsters. This gets a pretty nice followup, becoming a Vanity’s Fiend for lv5 or higher monsters in... Evilswarm Ophion, which is a totally different card not present on this chart, because the powers of the Sacred Tree let him nuke the field instead!!
He then inherits the powers of Sophia and ends up weaker because Exciton got banned. Bravo. (It’s worth mentioning that the original form of Ophion, Gungnir, Dragon of the Ice Barrier, has a completely unrelated effect of discarding cards to destroy cards, and Evilswarm Bahamut steals monsters instead of bouncing cards like Brionac, but Evilswarm Ouroboros at least tries to approximate Trishula.)
Can you see the problem? I was going to make another image showing this off until I realized that following Gem Knight Lazuli all the way through Construct’s various forms would take way too much horizontal space, but feel free to construct an explanation in your head for why combining Apoqliphort Towers (the real one) with El Shaddoll Construct (foolish a Shaddoll/Catastor eff) makes Shekhinaga (Divine Wrath on a fusion) or why adding in Infernoid Devyaty (wipes backrow, also tributes to negate a monster) and some ice turns that combo into Anoyatyllis (Konami said fuck Nekroz). It’s because these cards are either not designed for flavor, or are designed around the flavor of their archetypes rather than that of their characters, so the characters in general have a pretty weak identity.
You could maybe say that’s because Duel Terminal is a grand-scale war story, so none of the characters are meant to stick out. That would make sense, sort of, so what about stories with fewer characters that change forms multiple times? The Dracoslayer lore did that.
I’m not typing out all of what Master Peace 2 does, but in case you weren’t around from May 2017-2018, you can read that here. He’s a Wyrm because all the True Dracos are, except his previous form wasn’t, except all of them probably could have been without hurting their chances of seeing play (until we got Guardragons Elpy and Agarpain).
The sole thing that ties all of these cards together is that they supposedly feature the same character, and all have effects that destroy cards. They have about twice as many differences. Master and Luster are both Pendulums, while the other two aren’t. Master Peace 1 is a Special Summon by Tributing, but Master Peace 2 requires a Tribute Summon to gain effects. Master Peace 1 has a negate, for some reason, even though none of the other forms have it, so if he gained it from the Dracoverlord tributed for his summon (these are his enemies, by the way), then he apparently forgot it by the time he reappeared in the story. Speaking of which...
In the lore, he essentially aids three tribes (Majespecter/Dinomist/Igknight) trying to fight off the Amorphages, and the Extra Deck Dracoslayers represent their powers combined. True Dracos exist because, in a totally different world, three completely different tribes (Zoodiac/Crystron/Metalfoes) are being assailed by the True Kings. They form a summoning circle (Dragonic Diagram) to summon him for help, and he accepts the power of the other True Dracos or something. The other True Dracos (who are also based off of the first three archetypes, like the Dracoslayer extra deck... for some reason) are disciples of Mariamne, the True Dracophoenix, who mechanically is a True King and shares minimal synergy with any of these cards, and the one who seemingly gets things done is Metaltron XII, the True Dracocombatant, who probably is just the three tribes’ power combined. Who also gets protection from effects by being Tribute Summoned and also floats into anything from the Extra Deck that isn’t LIGHT/DARK. And Konami says he’s a Zefra now. And who the fuck is Dreiath III supposed to be? He’s not even good?
I have many problems with True Draco. Anyways, let’s get to the point. (Nin/Long/Din)Girsu’s character arc, as shown through monster cards in the World Legacy story, is much more internally consistent.
Let’s assume that Girsu, the Orcust Mekk-Knight is a de-powered form from after the battle inside the World Gears (presumably he lent this power to Avramax, though this isn’t shown in the artwork; also, he has Ib’s ribbon on his arm). It’s understandable why the maindeck cards and extra deck cards should do something different, and the first maindeck monster is a vanilla anyways, so I wouldn’t consider it that bad of a break. No idea why he’s a Mekk-Knight though.
These effects form a pretty clear pattern. Girsu here sends things to the GY without targeting them and eventually gains protection effects as he grows in power. His ultimate form is the only one that lets him protect other cards, which is maybe a statement on his goals given how long he spent trying to revive his dead sister, and if that holds water, Mekk-Knight Orcust Girsu is evidence of his eventual success. After all, this card by itself can summon every single one of Ib’s forms except her vanilla and Knightmare incarnations.
That is to say, we gain a bit of understanding of Girsu’s abilities, goals, and bond with his sister through the mechanics of his cards, and if you don’t think that’s the tightest shit, well, I just made you read nearly 1k words on why it is. Better yet, there’s more:
Auram’s extra deck incarnations all have ATK-boosting effects, and his World Chalice form translates him getting more powerful with the World Legacies. Both Blademaster and Crusadia Equimax activate effects by tributing monsters they point to, suggesting how he calls upon his allies for help--there’s a reason Ningirsu went off and ended up with a bunch of brass instruments as his only company while Avram wandered the world with his best friend (who is a fucking dragon) and scored himself a choice elf harem. They call him King because he wears the crown, you see?
On the topic of Crusadia, let’s take a closer look at how Equimax is typically summoned. Typically you’ll try to get a Normal Summon on board, hope it sticks to make Magius, summon again to search Draco, and build your way up with Crusadia monsters to make Equimax. Afterwards you’ll want to boost his damage with the effect of Maximus, summon a large monster to one of his zones, or buff him with the spell you searched off of Regulex. Any two Crusadia monsters with different names can do most/all of this, so think of it as an “all your powers combined” thing a-la Metaltron XII, except executed much better.
(Sidebar: If you’re willing to entertain a bit of theory, the Crusadia maindeck is the epitome of a successful flavorful archetype design. Pretty much every Crusadia list maxes out on every monster in the main because they’re all interchangeable, even though they all have different effects. You could argue that Draco and Reclusia are way better monsters than Leonis, but fundamentally it doesn’t matter; you need two of them and it doesn’t matter which two. This lends them a sense of uniformity without erasing their uniqueness, which suggests that the Crusadia are an army of equals and Maximus may be the leader “de facto”. I highlight this because World Chalice tried to do the same thing, except that deck eventually cut its normal monsters down to a single copy of Chosen, and nobody ever played Crowned.)
Meanwhile, Avramax sports his ultimate ATK-boosting effect, protects other monsters from attacks, is immune to targeting (these two might seem out of line, but they’re upgrades of the protection effects that the previous two Mekk-Knight Link Monsters have), and non-target shuffles a card if he dies.
This is where I’d like to shift the direction of this discussion towards power levels and, implicitly, gameplay balance. Yes, I’m about to get into a powerlevel discussion about fictional characters portrayed on Yu-Gi-Oh! cards which have actual power levels, but hear me out.
Based on their original incarnations, Auram is ostensibly the main character, but strictly weaker than Girsu. Both have 0 DEF as Normal Monsters and Girsu has an extra Level and 200 ATK over him. With the power of the Chalice, Auram can revive allies and potentially gain more ATK than Girsu, but there were hardly even 5 World Legacy cards in the game at that point, and Ningirsu actually has removal. Later on, World Legacy’s Nightmare shows Girsu holding his own versus all of the Knightmares, but when it comes down to the climax of that arc, Avram inherits the power of Mekk-Knight Blue Sky and promptly gets overpowered by Iblee anyways, leading to Ib’s death and the scattering of the party (He is also still weaker than Ningirsu here). Auram and Girsu end up at odds several years later as Crusadia Equimax and Longirsu, the Orcust Orchestrator. If you look at the way these two cards might interact as enemies, it tells us a lot about this matchup: Equimax doesn’t start with enough ATK to hit over Longirsu, and Longirsu seems to have the upper hand thanks to removal, but with the power of friendship, Equimax can safely negate Longirsu’s effect and even swing over him. Finally, as Dingirsu and Avramax, Dingirsu loses or goes even at best: Dingirsu sends Avramax to GY, Avramax spins Dingirsu when he dies, both parties end up with nothing. Keep in mind that Avramax no longer needs support from allies to do this and Dingirsu absolutely cannot swing over Avramax at any point in time, so if the resource game isn’t in consideration, these cards will either trade or Avramax will always win.
That’s a cool interaction, but why did I bring up card balance? This interaction was only uncommon in tournament play because Orcust was an insanely popular deck. Playing Salamangreat, I’d regularly make Avramax versus Sky Striker and expect it to stick for a while, but versus Orcust? That boy would be gone in a second, and I’d rather not commit a link-4 worth of material to have a monster die and only get to spin a card. Keep in mind that going card-for-card is maybe not always favorable for the player.
What I mean to say is, Avramax would be a pretty insane card in a format without Nin/Long/Dingirsu’s non targeting removal. Consider the following scenario: Girsu’s extra deck forms do not exist. You are going second versus old Danger! Thunder playing the Trishula fusion. They half combo you, ending on something like Colossus + Avramax made with I:P Masquerena, and in doing so, banish the Borreload out of your extra. Do you even play a card that can out an Avramax otherwise? Probably not. Avramax could have put us into another Dark Destroyer format where targeting sucks, but Girsu kept us safe.
If anything, I hope R&D puts this level of thought into their flavor moving forward. World Legacy was a pretty big success on most fronts and I’d like to see what they do going foward in the next OCG series.
Thanks for reading. This is my first time writing about the game from a non-competitive perspective, so let me know how I did.
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A few months back, I had the privilege to review Yu-Gi-Oh! Legacy of the Duelist: Link Evolution. I tackled it cause not only am I a fan of video games, but I’ve really grown to appreciate the Yu-Gi-Oh! card game over the last several years. It’s full of complex strategies, crazy archetypes and lots of colorful characters. But as much as I enjoy it, and as much as I liked Link Evolution, there was one area it fell short – the card database. To put it simply, back when the game first released, it was several packs behind the current TCG releases. Meaning that while you could certainly build a lot of fun decks, you wouldn’t be able to build the most recent ones. Well, that shortcoming has officially been addressed with the latest DLC update, which is free to those who already own the game. It adds nearly a thousand new cards to the database, bringing the card list almost completely up to date. Even more importantly, it implements a new Master Rule change that not only makes the game more fun, but brings it back a step from the convoluted Link and Pendulum game changes. Suffice to say, it makes Link Evolution significantly more entertaining, giving fans hundreds of new ways to play the game and develop unique deck strategies.
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Before the DLC hit, the VRAINS campaign in the game only had a handful of Duelists, Duelist Challenges and one pack. After the DLC, there are many more Duelists, Challenges and 4 more packs. That last part is what matters most, since it gives the Link Evolution game much more lasting power. It brings in cards from recently released Yu-Gi-Oh! products like the Shaddoll structure deck, Duel Overload and many different real life packs. And though I won’t spend a ton of time explaining it, the Master Rule change is very nice. Before, the advent of Link monsters meant you had to be much more strategic and specific which monsters you summoned first from the Extra Deck, to provide arrows that open up more zones for Extra Deck monsters. Now, so long as you aren’t solely focused on Link and Pendulum monsters, you can spam as many other Extra Deck monsters to the Main Monster zones as you like, including Fusion, Synchro and Xyz monsters. Meaning a lot of older Yu-Gi-Oh! decks, such as Karakuri, Laval, Six Samurai and much, much more, suddenly can compete with the modern deck themes. Though I do play a lot of the Yu-Gi-Oh! TCG in my free time, I am far from a competitive focused player, meaning I love trying out weird and unpredictable decks. With this new mechanic and all the new cards, I am much more free to experiment to my heart’s desire.
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It was fun playing through the expanded VRAINS campaign and playing against new Duelists. There were some really challenging decks to face off against, including the dreaded Altergeist, Rokkets, Noble Knights, Marincess and many more. The only downside to all these new battles? They completely lack any actual story in the Campaign, whereas all the other Yu-Gi-Oh! series represented in the game all have dialogue, banter and a bit of lore before and after battles. While this is hardly a devastating problem, it is disappointing. Thankfully, the fact that the Link Evolution DLC is totally free softens my disappointment quite a bit.
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I would spend some time talking about changes to the Forbidden / Limited list, but honestly it’s hard to compare and contrast any of the lists in-game. I’m pretty sure that they have updated the cards on the various lists here, but since the Forbidden / Limited list in the game is apparently some middle ground between the current US and Japan lists, it’s tricky to be certain. Thankfully, the game lets you use cards even if they’re Forbidden from use or Limited to a certain amount. Just be sure that if you play someone online that you do them the decency of using decks that would be legal on the current Forbidden / Limited list. That said, if Konami is reading, I’d love it if Link Evolution got updates to the list every few months, much like in real life.
Though nearly all of my experience with the Link Evolution DLC has been positive, I still encountered a few irritating issues. One is an ongoing quirk that only pops up some of the time, where the game can freeze for upwards of several minutes while the CPU opponents are “thinking.” I wouldn’t mind if it only took 1-2 minutes, but sometimes it can take so long I worry my Switch has frozen up on me. A stranger glitch unique to the DLC is the following. Prior to downloading the DLC, I had 100% beaten all the Campaigns in the game for every Yu-Gi-Oh! series. So imagine my surprise when I had beaten all the new VRAINS campaign missions, and it said I hadn’t unlocked 100% of the story Campaign. I investigated, and found a couple missions I had previously beaten in 5D’s were for some reason locked, and that forced me to beat them a second time. Afterwards, everything was fine, but this definitely made me scratch my head.
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Overall, I really appreciated the new content added to Link Evolution via this update. It definitely makes it a more robust and long lasting experience. Sadly there are still some lingering minor issues, but I’m confident those can be addressed easily. Now I just have to cross my fingers that Konami has more similar updates planned for the future, since that would make Link Evolution a must own game for any fan for years to come.
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IMPRESSIONS: Yu-Gi-Oh! Link Evolution DLC A few months back, I had the privilege to review Yu-Gi-Oh! Legacy of the Duelist: Link Evolution…
#Impressions#Konami#Legacy of the Duelist: Link Evolution#Link Evolution#oprainfall#PC#PS4#Switch#Xbox One#Yu Gi Oh! Legacy of the duelist: Link Evolution
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DualShockers’ Favorite Games of 2019 — Tanner’s Top 10
January 1, 2020 1:00 PM EST
While my list includes a couple familiar favorites, 2019 still had a bunch of other great games that I got to enjoy all throughout the year.
As 2019 comes to a close, DualShockers and our staff are reflecting on this year’s batch of games and what were their personal highlights within the last year. Unlike the official Game of the Year 2019 awards for DualShockers, there are little-to-no-rules on our individual Top 10 posts. For instance, any game — not just 2019 releases — can be considered.
Come one, come all. Gather ’round kids, it’s finally time to listen to Tanner’s tale about what he thinks were the best games of the year. This year was a bit of a slow year for games, to be honest, as 2019 really only picked up right at the tail end of the year. Like many, I feel like this year will have a lot of variety of opinions between people, rather than just the usual lists like every other year where a couple games dominate the conversation.
While you’re reading, please keep in mind two things: one, this is just my opinion of the games I had the most fun with this year. Some of these titles weren’t released this year, so I want to make that clear right from the get-go. Secondly, this is not comprehensive of every game released in 2019. I still have yet to play Resident Evil 2, Devil May Cry 5, and The Outer Worlds, among other titles. If your favorite game isn’t here, that doesn’t mean I didn’t like it. It might mean I just didn’t play it. Unless your name is Apex: Legends, which I did play, and hated.
Honorable Mention: Star Wars Jedi: Fallen Order
I started Fallen Order only a few hours ago as of the time of this writing and, honestly, I already wish I could put it higher on my list. Given the fact that I just started it though, I felt that was cheating a little bit.
That being said, Fallen Order‘s gameplay feels absolutely incredible and I can’t wait to see where the story goes from here. Despite a few graphical issues and bugs here and there, I feel like if I were to have played the game earlier, it would be very high on my list, possibly even my Game of the Tear. Sadly, I must keep pressing on.
Check out DualShockers‘ review for Star Wars Jedi: Fallen Order.
10. Fortnite
I’m kicking off my list with a couple of repeats from last year because I feel like they both, once again, deserve shoutouts. For as many problems I have with the game (mostly in terms of the building aspects), Fortnite had an absolutely killer year. Between its insane The End/Chapter 2 event and its surprising Star Wars crossover that added freakin’ lightsabers, the battle royale game garnered my attention too much for me to not put it on the list.
Something about the Chapter 2 event changed my opinion on this game and while I can’t put my finger on it, I’ve been having a great time with it ever since the update. For that, I feel it deserves a spot on my list.
9. Yu-Gi-Oh! Duel Links
Yu-Gi-Oh! Duel Links has been on my top 10 lists at DualShockers for three years now and, honestly, I don’t feel bad about it one bit. This game is absolutely phenomenal. Konami just keeps on adding content to the game and it’s rare that it’s not good.
In the past couple of years we’ve been getting content based on the anime spin-off series, but in 2019 Konami decided to change it up a bit by adding cards and characters based on The Dark Side of Dimensions anime movie (which was funnily enough released in America the same time that Duel Links originally was back in 2016) and, once again, it’s mostly all solid content. I still play this game on a weekly basis and don’t plan on stopping any time soon. Until that happens, I feel like it deserves a shoutout on every top 10 list.
8. My Friend Pedro
So this was a very late entry, only getting my hands on the title a few weeks ago after The Game Awards. My Friend Pedro is just pure fun. Plain and simple. It feels, control-wise, what the Deadpool video game should have been. The controls feel great and slowing down time while blasting enemies is so much fun; I legitimately get goosebumps every time it happens.
Do I care about the story? Nope. Do I have any ideas what’s going on in the world? Nope. Am I have fun doing flips, pulling off trickshots, and jumping on walls? Absolutely. My Friend Pedro needs to come to more platforms so more people have a chance to play it. Hell, bring it to Vita. It’ll probably feel right at home there.
Check out DualShockers‘ review for My Friend Pedro.
7. Trials Rising
Trials Rising, besides Yu-Gi-Oh!, is probably the most niche title on this whole list. Its gameplay is certainly not for everyone, but as a huge fan of the series over the years, I loved my time reviewing the title. Completely and utterly failing a level and still having fun at the same time is why the Trials series, in my opinion, really shines.
It’s ridiculous, and this game is absolutely no exception. It doesn’t try and take itself seriously, and that’s totally fine. For god’s sake, you can even use a tandem bike in Rising and it’s hilarious to struggle with controlling, even though you are quantifiably failing the level each and every time. Plus, the user-generated content allows for even more fun, ridiculous times.
Check out DualShockers‘ review for Trials Rising.
6. John Wick Hex
Well, I’ll be honest, I never thought I would put a strategy game in my top 10 Games of the Year list, and yet, here we are. John Wick Hex is a title that completely took me by surprise earlier in 2019. When it was announced, only the fact that it was being made by Bithell Games got my attention. But after playing it at E3 2019 and reviewing the whole thing in October, it quickly became one of my favorites of the year. The gameplay is tight, the art style is awesome, and it feels both authentically Bithell and John Wick.
Now, bring the title to consoles so I can play through it again!
Check out DualShockers‘ review for John Wick Hex.
5. Yu-Gi-Oh! Legacy of the Duelist: Link Evolution
I know what you’re thinking to yourself: “Two Yu-Gi-Oh! games on the same top 10 list? That’s a little cheap, don’t you think?” Honestly, I felt the need to put both on here because I liked both equally in 2019. While Duel Links does have a lot of content, it is a more condensed experience. That’s where Legacy of the Duelist: Link Evolution comes in.
This Switch title includes the full card lineup, full five-card field, as well as story and character missions for the first five Yu-Gi-Oh! series. Plus, since it’s on the Switch, I can also take the game on the go, just like Duel Links. And with more content coming in 2020, I’ll be playing Link Evolution even more as time goes on.
4. Ori and the Blind Forest
After not being able to get my hands on Ori and the Blind Forest for years due to it being exclusive on Xbox One, I was finally able to sit down and play it thanks to the game’s Nintendo Switch release earlier in 2019, and I absolutely loved it.
Between the game’s stunning locales and tight platforming, I adoring my time with the game. And the fact that I got to play it on Switch and take it wherever I went made it an even better experience. Now I just need Moon Studios to port the upcoming sequel Will of the Wisps on to Nintendo Switch, and all will be right in the world.
Check out DualShockers‘ review for Ori and the Blind Forest.
3. Super Mario Maker 2
I have to say, I’m not a Nintendo first-party fan. I didn’t grow up with these properties, so I have no affinity for them whatsoever. I’m only saying that because if I think a Nintendo first-party game is one of the best of the year, that’s really saying something. I’ll be honest, I’m not the biggest fan of Super Mario Maker 2‘s “story” mode (if you can even call it that). However, I am a huge fan of user-generated content, and in that regard, the game absolutely delivers. I spent hours just diving into the various user-created levels, in awe by the creativity that members of the community have.
Games with UGC included will always gain my attention to their–essentially–unlimited replay value. I could easily see myself coming back to the game in a year or so and seeing just how much the community has come up with.
Check out DualShockers‘ review for Super Mario Maker 2.
2. Death Stranding
Ok, so Death Stranding easily became my most anticipated game of 2019 when the release date was announced. I personally didn’t think it was hitting at that time, so when that got announced I was incredibly excited. Finally, we would be able to dive into the crazy world that Kojima had built for us.
After the first few hours of the game, I was hooked. I was ready to learn more. And then Chapter 3 showed up and that feeling went away after I realized I was going to be spending an insane amount of time in this one section. My friends and co-workers encouraged me to keep pushing forward, that the grind was worth it in the end. And once I saw the credits rolling, I found myself agreeing with that sentiment.
The story and performances found in Death Stranding are phenomenal. While Mads Mikkelsen and Tommie Earl Jenkins definitely deserve praise for their performances, I feel like Troy Baker’s performance as Higgs was also one of the best of year. I constantly found myself on the edge of my seat every time he would show up in the world, wondering what he would do next.
And there’s no way I can talk about Death Stranding without mentioning how gorgeous the game looks, even on a base PlayStation 4, which is where I was playing. Regardless of how you feel about the overall game, you have to respect how well-polished and visually stunning Death Stranding is. Was it worth the hype? In my opinion, yes.
Check out DualShockers‘ review for Death Stranding.
1. Call of Duty: Modern Warfare
In my opinion, no other game had a better overall package than Call of Duty: Modern Warfare. Everything in the title was top notch. The campaign was absolutely exceptional, leaving behind Call of Duty‘s traditional, action movie feel for a more nuanced, thoughtful experience. In addition, new life was brought to Captain Price, making him a more sympathetic and relatable character than his previous incarnation, while at the same time introducing new characters with their own unique personalities.
On top of that, the multiplayer is also incredibly solid and, beyond some balancing issues with claymores and shotguns at launch, continues to be the most fun experience I have had in a game all year. I may be in the minority on this, but I feel like Modern Warfare‘s map design is some of the best and most unique we’ve had for the series in years. Of course, I don’t like every single map in the game, but I feel like overall there are way more great maps than bad maps.
While I’ve put the least amount of time into Spec Ops, the little I’ve played seems to be a ton of fun. These are more akin to raids than anything else, which requires extreme coordination. While I haven’t really been able to sink my teeth in the mode, the little I’ve played of it is extremely fun and I could see myself spending hours in there when I get some raid buddies.
Is Modern Warfare perfect? Nope. But my top Game of the Year doesn’t have to be that. It has to be the game that I enjoyed the most this year and, in that regard, this title certainly takes the cake.
Check out DualShockers‘ review for Call of Duty: Modern Warfare.
Check out the rest of the DualShockers staff Top 10 lists and our official Game of the Year Awards:
December 23: DualShockers Game of the Year Awards 2019 December 25: Lou Contaldi, Editor-in-Chief // Logan Moore, Managing Editor December 26: Tomas Franzese, News Editor // Ryan Meitzler, Features Editor December 27: Mike Long, Community Manager // Scott White, Staff Writer December 28: Chris Compendio, Contributor // Mario Rivera, Video Manager // Kris Cornelisse, Staff Writer December 29: Scott Meaney, Community Director // Allisa James, Senior Staff Writer // Ben Bayliss, Senior Staff Writer December 30: Cameron Hawkins, Staff Writer // David Gill, Senior Staff Writer // Portia Lightfoot, Contributor December 31: Iyane Agossah, Senior Staff Writer // Michael Ruiz, Senior Staff Writer // Rachael Fiddis, Contributor January 1: Ricky Frech, Senior Staff Writer // Tanner Pierce, Staff Writer // Laddie Simco, Staff Writer
January 1, 2020 1:00 PM EST
from EnterGamingXP https://entergamingxp.com/2020/01/dualshockers-favorite-games-of-2019-tanners-top-10/?utm_source=rss&utm_medium=rss&utm_campaign=dualshockers-favorite-games-of-2019-tanners-top-10
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Title Yu-Gi-Oh!: Legacy of the Duelist: Link Evolution Developer Other Ocean Interactive Publisher Konami Release Date August 20th, 2019 Genre Card Game, Strategy, Simulation Platform Nintendo Switch Age Rating T for Teen – Fantasy Violence, Mild Blood, Partial Nudity Official Website
It’s odd to realize I’ve been playing Yu-Gi-Oh! for almost two decades now. I got into the well-known card game just before it came stateside from Japan, and was instantly captivated by the art and overall style. I’ve watched firsthand as the game has evolved over the years, going from simplistic and easy to pick up to quite complex and incredibly fast. Like any card game, it’s changed a lot over time, and that’s part of why this Yu-Gi-Oh! game was so exciting. Not only is it the first Yu-Gi-Oh! videogame to hit a Nintendo console in a while, it’s also the first in recent history to feature up-to-date mechanics for the latest style of summons, Link Monsters. The question then, is whether Legacy of the Duelist: Link Evolution is the best game in the series, or just the latest?
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For reference, the last Yu-Gi-Oh! videogame I played, Zexal World Duel Carnival, came out some 6 years ago. I say “I played” cause there have been other releases since then on PC, PS3 and Xbox in various regions, but I don’t like playing card games on consoles. I prefer portables, and feel that’s the ideal way to play a series like this. So I never played the original Legacy of the Duelist, but worry not, I’m still very up to date with the game mechanics. That’s what happens when you judge the game in your free time. So my hope with Legacy of the Duelist: Link Evolution was that it would let me get into the game without too much fanfare, unlock the cards I wanted quickly, and give me sufficient replay value. And I can say the game mostly delivered on all of those fronts.
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There are essentially 3 main modes in the game – Single Player, which consists of Campaign and Duelist Challenges; Multiplayer, which lets you face opponents locally or online; and Battle Pack, which lets you draft random cards to build decks. There’s also a card shop where you can spend hard-earned in-game currency to buy more packs. I spent most of my time with Campaign Mode, which features iconic battles from every Yu-Gi-Oh! series, including the original, GX, 5D’s, Zexal, ARC-V and VRAINS. Every consecutive series after the first introduced and focused on a new Summoning mechanic, starting with Fusion, then Synchro, Xyz, Pendulum, and finally Links. Each mission has a bit of story, followed by a duel. Here you have a choice between using a story deck faithful to what was used on the show, or your own constructed deck or pre-constructed structure deck. The upside to using the story deck is they totally ignore the restrictions of the Forbidden and Limited list, letting you sometimes use multiple copies of some of the most powerful banned cards in the game, such as Pot of Greed. The downside is that they are so faithful that they often are chock full of mostly useless cards. I found it was fun to occasionally use a story deck, but more often I used my own decks, especially once I had unlocked enough cards to build a half-decent one.
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Playing through Campaign Mode to 100% completion takes a good long while, and I’d estimate I spent 70% of my overall playtime with it. The only exception to that rule is the latest series, VRAINS. To my surprise, this mode only had 3 missions, compared to 20+ for the others. Worse yet, there was absolutely no story for VRAINS, which was a bit of a letdown. And though you’re seemingly welcome to tackle the series in the order you prefer, I almost wish Legacy of the Duelist: Link Evolution had forced me to play VRAINS first. The reason being this mode explains Link summons, and how they changed pretty much every core aspect of the game. While I was already familiar with the changes, I can just see the confusion older players unfamiliar with the current mechanics would face. It especially would have made sense, given how short that particular Campaign is. But that complaint aside, I was mostly happy with Campaign Mode. It’s just as silly and challenging as the TV show might lead you to expect, and features tons of unique decks to battle against. While I was most familiar with the original show and 5D’s, it was fun seeing how they changed things up with each series. From ancient Egyptian spirits to motorcycles to dimensional travel and more, there’s a lot of interesting ideas represented by the Yu-Gi-Oh! series. They may not be perfectly explained or make the most sense, but that’s honestly the charm of most anime series. That sheer creativity coupled with great artwork makes for a heady brew.
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Once you beat all the missions in any of the Campaigns, your fun isn’t over. There’s something called Reverse Duels, which lets you play the iconic duels from the opposite side, oftentimes as the villain. There’s some really cool story decks you can use here, such as Pegasus’ Toon deck or Strings’ Slifer the Sky Dragon deck. What makes these interesting is they aren’t restricted by what cards were available when they first debuted. You’ll find more recent cards in these classic decks, so long as they make thematic sense. The only thing you won’t find are Link Monsters, which are entirely relegated to the VRAINS Campaign. So, if you want to use this new mechanic, you should play those missions first and buy a lot of Playmaker’s packs. I should mention, by progressing in the Campaigns, you’ll unlock packs for a variety of characters in the card shop. These will feature cards often used by those characters, as well as totally unexpected archetypes. Given that there’s some 9000+ card pool in the game, you’ll have your work cut out for you acquiring the maximum 3 copies of everything, especially since I found the RNG for the card shop was a bit diabolical. Sometimes you’ll unlock stuff with ease, but when I was fishing for multiple copies of cards I already owned, things got ridiculous, as in spending thousands of in-game cash on packs, only to not get what I wanted. I’d almost swear the game worked to stop me from getting what I wanted. And while this is a feature common to all the Yu-Gi-Oh! videogames, it’s exacerbated by one small detail – the lack of a code machine. Previous games allowed you to input an ID found on the bottom of physical cards to unlock them in the game for a price. I would have loved that feature here, as it would have made getting playsets of all the cards I needed much less time-consuming.
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Duelist Challenges have you face off against iconic characters as well, but this time they’re better-equipped. They’ll use more powerful themed decks, sometimes what you might expect them to use, other times not. A good example is Bandit Keith using a Pendulum / Scrap deck, or Alexis Rhodes using an Ice Barrier deck. I loved the unexpected quality of these match ups, and overall found Duelist Challenges more difficult and satisfying than the battles found in Campaign Mode. The one quality common in both is that often your AI opponent will have much better luck drawing their key cards than you will. Sometimes to an unfair degree. That said, it’s nothing a bit of strategy can’t solve. The Heart of the Cards might work in the show, but here you’ll need to rely on your tactical planning. Plus, it’s not all that hard to trick the AI opponent into making missteps you can capitalize on.
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The last mode I’m gonna mention is probably my favorite. Battle Pack lets you buy random packs and use what you pull to make decks. You can either hand pick cards from a pool or choose to just play with a random assortment. Then, when you’re all done playing a few rounds, you get to keep all the cards you pulled! I personally love this mode, since it relies less on using competitive and often boring Meta decks and rewards you more for creativity and flexible thinking. While it does cost 2000 points to play a few matches, compared to 200 or 400 per individual pack in the card shop, I find it’s well worth it. Especially since you can use your drafted deck to face local opponents, AI foes or play people online. While I’ve 100% completed Campaign, I’ll be coming back to Battle Pack for a long time.
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More Duels on Page 2!
Now I’ve mostly talked about the positive aspects of Yu-Gi-Oh! Legacy of the Duelist: Link Evolution, but there are some areas it falls short. One aforementioned area is how incredibly difficult it can be to pull what you need from packs. A related problem is the game doesn’t tell you when you pull new cards. That’s more of a minor problem, but it’s also one I’ve seen previous games do better. I also wouldn’t have minded a way of clarifying which archetypes are represented in which pack. Each one has a ton of different cards, and if you can remember them all, you have a better memory than me. More substantive is how the game doesn’t really help you navigate the Deck Edit mode. There’s a lot of filters to help search for things, and I had to discover them all on my own. That isn’t to say it’s impossible to figure out, but a little guidance would have gone a long way here. And, speaking of guidance, while I don’t mind the tutorials the game provides, I also feel they could have been more robust to help guide new players. The simple truth of the matter is Yu-Gi-Oh! is a very complex game with a lot to comprehend. That can be a bit intimidating to newer players, and without courting those people, this game will only really draw the attention of players already well-versed with the series. And that’s a shame, since there’s a lot to enjoy here.
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While most players won’t be buying this game for the art or music, I still feel I should touch upon both like usual. Visually, the game is a bit of a mixed bag. The interface for playing is clean and uncluttered, but it’s also a bit barebones. One fellow Yu-Gi-Oh! fan said the graphics could have come from a PS2 game, and I couldn’t entirely disagree. However, there is one area the graphics are pretty attractive, and that’s with the summon of iconic monsters. Whenever you summon a Dark Magician, Blue-Eyes White Dragon, Elemental Hero Thunder Giant or the like, they’ll get a flashy animation. These are quite cool, and do a lot to add to the mystique of these cards. The only downside is that there’s no option to toggle these off, because in duels where they are summoned repeatedly, it can wear a bit thin. As far as the writing in the game goes, it reads pretty well, though I was irritated when characters had a caption saying they were thinking to themselves, which was totally unnecessary. On the sound side of things, I have a less rosy opinion. The music in the game is very muted, even with my volume turned all the way up. There’s some adequate sound effects for things like Turn Change or activating cards, but it’s pretty average. It’s not offensive, but it could have been much flashier. Especially since previous Yu-Gi-Oh! videogames had features like dynamic music, where it changed dramatically when you were running low on Life Points. Not to mention, the theme songs from the shows were pretty memorable.
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All in all, I really enjoyed Yu-Gi-Oh! Legacy of the Duelist: Link Evolution. Even with its flaws, it’s easily the best videogame in the series to date. There’s a ton to keep you busy, and I’ve easily spent 30-40 hours already just for the sake of this review. The biggest issue I have with it is that it doesn’t do enough to court players unfamiliar with the nuance and newfound complexity of the game. Things like the Forbidden and Limited List are also confusing, in that they aren’t the most recent version, but instead seem a mishmash of previous lists. But if you can look past that sort of thing, you get a lot of bang for your buck for only $39.99. If you’re a fan of the series and are eager for an excuse to dive in and test out new deck ideas, then you’ll enjoy the game. Just be ready to spend a long time grinding for the cards you need.
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[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”3.5″]
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REVIEW: Yu-Gi-Oh! Legacy of the Duelist: Link Evolution Title Yu-Gi-Oh!: Legacy of the Duelist: Link Evolution
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