Match #16! Rhongo Bongo HAND LOOP or True King MUCH FUN Dragon?

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Devianart art BACKGROUND, info at:
https://www.deviantart.com/ygoofficial
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Music used: Summer Shade by Per Kiilstofte https://machinimasound.com/music/summer-shade/
Licensed under Creative Commons Attribution 4.0 International (http://creativecommons.org/licenses/by/4.0/)

Song used is from the YouTube Audio Library:
Little Samba – Quincas Moreira
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Deck profiles: 0:00 ​
Duels: 01:00

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28件のコメント

  1. Honestly, I don't get the point of Dark Warrior/Rhongo decks being constantly featured on these cups. They weren't too relevant even if their time t least in the TCG, they are very weak compared to any modern deck and they don't do anything interesting.

  2. Los decis del 2019 que invocan sin cuartel siempre van a tener el problema de Nibiru del cual no podrán librarse.

  3. Yugioh at its finest, two decks trying to summon the auto win button to floodgate the opp out of the duel

  4. Winning the coin flip unfortunately doesn't matter when your deck loses to any form of interaction. Rhongo Gambler is definitely the more oppressive endboard, but having to go first and failing to be able to play around the most basic interruptions is just rough.

  5. tbh dolphin is in the deck for a good reason, also set reborn before using danger, if you had to keep the monster reborn you could easily play around nibiru unless i miss something

  6. Before i watch it, this is a tough one, obviously dice roll is super important, but VW has access to newer staples, but also is highly likely to brick once in 5 games.

    After watching, damn i want the VW players luck, no bricks, nib always in hand

  7. I would have LOVED to have had access to Nibiru back when Rhongo Bongo was a thing. Would have made that matchup somewhat more tolerable. That said, basically showed my point about how much better the sidedeck is for Virtual World.

    Going with Spellbooks 3-1 in the next match. I don't see how Zombie Tele-DAD is going to be able to deal with Judgement into Jowgen.

  8. it's so crazy that the second nib came out decks just suddenly started to being able to play around nib but every combo deck before that has absolutely 0 outs to nib

  9. I know tear 0 got boring quick for some, but when you watch tear vs tear and then watch this… the difference is alarming. This is literally turn 1 player makes turn 2 player unable to play, unless they have the handtrap out. So boring compared to tear 0. I hope Konami continues to go in the direction of tear instead of uninteractive turn 1 psuedo ftks

  10. And that right there is why RhongoBongo probably is ok to come back. It is an incredibly fragile glass cannon deck that died to one hand trap every single game. You kind of knew going into the game that Nibiru would be a huge issue as it can just duck around called by. I did not expect Gamma not being called-byable to be so significant

    Next match, Spellbook should easily crush teledad. I don't see a single way for teledad to meaningfully interact with Spellbooks. Skill drain and royal oppression are minimally impactful. They have zero potential negations and are special summon reliant.

    Edit: God damn spellbooks wtf was that.

  11. Decks 2020 and onward feel like they have such a skewed advantage in the new-age bracket. Nib, Droplet, DRNM are all so insane against the pre-2020 decks that often can’t play around them lmao

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