Toons – Failed Cards and Mechanics



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Toons were one of earliest monster sub-types to be put into the game, being cartoon versions of other popular monsters which have summoning sickness, but also the ability to attack directly. In this video, we will be going over how Konami treated what’s arguably the first Yugioh archetype, as well as the impact it had on the game through the years.

Script by Iason Autica

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#yugioh #ygo

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24 thoughts on “Toons – Failed Cards and Mechanics”

  1. Toon only player here. Toons funcion as a subpar rogue deck and metagame specific threat due to the nature of Kingdom right now, especially on the OCG since they're a solid Number 42 turbo list. They lose to easily accessible non-targeting-non-destruction archetypal monster disruption, and either non-destruction kingdom removal or lists with 3+ destructions on Kingdom each turn. Which is a lot of lists, but every now and then the metagame just happens to ba a golden field for them.

    Pageflip and Redeyes were both actually pretty ok since they gave more board starter consistency through black stone or one for one (there's even a school of toons that runs piri reis map nowadays) and TToC being a 66% of two summons. Which is a rank7 which is tokens which is wynn which is selene which is TDM which is another summon but that's neither here nor there.

    All in all the deck is pretty dead but they do have plays due to "going second cards" like DRNM or Nibiru that just happen to line up with toon characteristics. They probably need monsters that lock kingdom protection at the expense of card advantage, the joke before toon chaos came out was that as anime-anathema as they were, a Toon Planet Pathfinder to discard for kingdom or a Toon Effect Veiler that makes World unaffected by card effects for a turn would probably a better fit for the archetype's post-kingdom playstyle. They're a mediocre "defend the castle" deck, like bujins or stromberg, but they have a third of the tools to bulk up or build from the castle.

    P.S.: "Even in Duel Links that put Toon World on the fild for free…" Kingdom and Table of Contents *have been hard limited at 1 copy each for five years in Duel Links*, no Toon Chaos cards have been ported, and Comic Hand does not even exist. Not really a fair comparision.

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  2. A few specific ways that I think Toons could get support to help them maybe at least reach rogue deck status, other than just "more good toon monsters":

    1. Continuous Spells and Traps with other useful effects (possibly even the interactions on your opponent's turn mentioned) that count as Toon World while on the field. This would help to ensure that cards like Toon Terror are always live by having more slots that are Toon World in the deck. We've already seen this happen with some cards that need to be on the field for other cards to function, like Umi.

    2. Toon Extra Deck monsters. Seriously, how is it that this hasn't happened yet? It's not as if Toon have weird restrictions that don't work with the extra deck for some reason and if they just ask for "Toon monster(s)", it would help with some of the monsters like Toon Harpie Lady to be a bit more valuable.

    3. Toon Floodgates. This is like point 1, but floodgates that don't work on Toons would allow for some crazy strong cards, especially if they require toon monsters to be on the field.

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  3. Toons were just a gimmick at first. As more support came, they became a makeshift control deck that's a ticking time bomb if their monsters and spells weren't dealt with. With targeting and destruction immunity, they were supposed to be difficult to get rid of that requires your opponent to invest in resources.

    They have all of the consistency tools they need, as well as dedicated going first (Toon Briefcase and Horror) and second (Comic Hand) cards. Toons need more modern cards that can pressure and answer to their opponent's board. A small collection of extra deck Toon monsters can work that only need generic materials (so they can slash other archtypes for speed) but need Toon World to be face up on their field for their effects to work.
    Say, An XYZ toon monster that can snatch monsters on a quick effect, or a Toon link monster that grants an additional normal summon of a toon monster as well as SS another toon from the deck if removed from the field.

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  4. You laugh at Shadow Toon, and i agree it's not amazing, but boi is it funny when your opponent takes like 15 mins to set up there board to get a 8K+ beater and more, to lose to a single card. it can be nasty as a going second card if you can make it go through.

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  5. Retrain Gen 1 toons and remove their attack cost. Make the summoning sickness limited to direct attacks. Give toon monsters an effect for either destroying an opponent's monster or inflicting battle damage so you have versatility in your plays. To make their toony versions better than their vanilla counterparts. Continuous Spells and Traps that protect the field spell from being targeted and destroyed, while keeping your toons safe from certain effects. A retrain of Toon Defense for example.

    Squash and Stretch a continuous spell card that protects toons from battle destruction and cuts battle damage you take in half.

    Toon Muscle a continuous spell that allows toons when they attack monsters of higher attack they gain 1000 ATK until the end of the damage step.

    Wacky Land continuous Trap: This card can be treated as toon world on the field. During the battle phase you can switch the ATK and DEF of all monsters on the field until the end of the turn. (this will give a chance at protection to monsters like goblin attack force, and even make monsters like toon masked sorcerer hit harder) When a Toon monster is attacked and while in Defense mode and the DEF is higher than the attacking monsters ATK destroy the attacking monster at the end of the damage step.

    A retrain of original toon world, if it gives the 1000 point cost, could also add text of if a toon would be destroyed by battle or card effect pay life points to negate their destruction. If this toon world is destroyed by card effect you can add toon index or toon book mark from your deck to your hand.

    More toon monsters, Winged Toon Dragon Guardian of Toon World, with an effect that protects toon world while it's on the field. Sagi the Toon Clown, where each time it attacks directly it gains ATK, or have it where if its destroyed by battle or card effect you can destroy cards in on the field/deck/hand with a certain amount of attack points. Toon's of other arc type favorites Toon Gravekeeper, Toon Amazoness, Toon Tyranno,

    retrain vanilla ritual and vanilla fusions as simple toon monsters giving them viable effects Toon Burger, Toon Flame Swordsman, Toon Fortress whale, Toon Dancer, Magician of Toon Chaos, the last one having an effect that can return the banished cards from Toon Kingdom's effect back to your deck if they either destroy a monster or inflict battle damage

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  6. I run gravekeeper's who are another deck just doomed by their reliance on their field spells. They get away with it because their boss monster is big, a tower, and protects the field spell in a destruction negation loop while they're both on the field… so maybe something like that could maybe work? Toons seem to fit a sort of reactive "your advantage? No, MY advantage" role? So maybe a field spell/continuous spell that negates their summon sickness, or something that can floodgate/inflict summon sickness in the opponent? A lot of these anime archetypes like to turn their anime users into cards in-archetype as legacy support? So maybe turning Pegasus into an extra deck toon? Or, if they're gonna stay main deck only, lean into being an extra-deck hate archetype? I'd love to see these toons go farther!

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  7. I think a good idea would be a Malefic Territory-like card. Basically, a searchable Continuous Spell that allows Toons to attack the turn they're summoned, while maybe also making it so Toon cards cannot be responded to by your opponent. Then, it activates Toon Kingdom directly from the deck. Allowing Toons to not be able to be responded to may sound broken on-paper but I think it's just the powerful thing Toons need to see at least MAYBE Rogue success as a potential going-second OTK deck.

    Alongside this, maybe Extra Deck cards that provide interruptions that allow them to go first would be in order. Cards like a Toon Stardust, Toon Zeus, Toon Mirrorjade, or Toon Dragoon would be nice.

    Finally, maybe retrains of Pegasus' old, non-Toon monsters that help set the archetype up. Retrains of Dark Rabbit, Parrot Dragon, Toon Alligator, and Bickuribox could be ideas. Maybe the Dark Rabbit retrain can be discarded to search Toon Kingdom + one Toon monster, giving Toons an amazing +1 searcher. Toon Parrot Dragon can maybe be Special Summoned if you control another Toon monster, and can target one Toon monster to allow it to attack on the turn it's summoned. These are just examples I came up with on the spot, but I feel they would be helpful for giving the deck some much needed consistency and actual setup.

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  8. Change toons reliance on toon world so that they survive until the end phase, add an archtype quick play spell that let's you search and play toon world with either a sacrifice or LP cost or make it a a quick play that can delay/negate toons self destruction. Then, give em a couple of Tuners (Tooners) and a few extra deck bosses as a nice treat. I really don't think they need much except a way to deal with their ridiculous field spell limitation.

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  9. The neatest part about Toons is that they are parodies of Western media. I mean, it's obvious, they're supposed to look like American cartoons. But they also have summoning sickness like Western card games. They target players for attacks, not monsters.
    What I'm saying is: When are we getting Toon Patrician of Darkness?

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