SHOULD YU-GI-OH HAVE KEYWORDS - AND WHAT SHOULD THEY BE?
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- เผยแพร่เมื่อ 7 ก.ย. 2024
- WARD GANG WARD GANG
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Let us remember that out of all of the effects in this entire game, EXCAVATING was deemed being worth a keyword.
What was excavate before? Look at the top x amount of cards of your deck and then do whatever it wanted to do right?
@@JohnnyMacs19 It was something like "pick up and reveal X cards from the top cards of your Deck."
However, it's justified since that keyword was released with Sylvans which revolve entirely around that action. Having to word that shit on each card was gonna be a nightmare.
And honestly, they shouldn't have even done that. Because "reveal the top card of your deck" is a totally different action from "look at the top card of your deck".
And tiny distinctions like that are exactly why keywords will never work on Yu-Gi-Oh.
@@GeneralNickles MTG has "look at", "reveal", Mill, Scry (look at but also decide if it stays on top or go to the bottom), Surveil (look at but also decide if it stays on top or goes to the GY) and plenty of others, that all have cards that reference their exact name/wording as trigger conditions and coexist with literally zero confusion.
I don't get what's wrong with all you guys but "But making YGO easier to understand will make it way harder to understand." is a terrible hill to try to die on.
@@RoboCobeh you are literally just proving my point, dude.
Way too many keywords for way too many different ways the same effect can be applied. You'd need thousands of them, and that only serves to make the game even more confusing.
Not to mention that it really doesn't even save all that much text. You're taking a very explicit and easily understood sentence and boiling down to an esoteric word that doesn't mean jack shit to anyone, and for what? To save 6 characters?
Sad part is YuGiOh has always had a keyword for "If this face-down monster is flipped face-up, then activate the following effect:"
FLIP:
Since day fucking one.
Yeah it's weird that things like Ghostricks aren't just Flip monsters. Like the only difference is I can't add them back with Night Assailant or they can be banished off Nobelman of Crossout and I thibk Swords of revealing light doesn't skip their effects? But like who cares
@@TheWizardMusSwords of Revealing light doesn't skip Flip effects
@@IH8Reflorished this is true, I couldn't remember at the time of writing
Honestly Kudos to Konami for at least giving us “Influence” on MD. Example: gained effect from having a specific XYZ Material.
I wish it consistently applied it lol. Masq won't create influence for example.
It’s also used when a vendread ritual monster has effects from its materials. Like houndhordes banish spell trap effect.
@@midn8588 The difference between Masq and an xyz material is that the xyz materials state that the monster is given an effect whereas Masq is does not give any effects to the monster summoned using it and instead applies its own effect to the monster
@@midn8588 Influence is only for when the material grants the monster an effect. I:P doesn't give the monster an effect, it just puts protection on the monster. Ideally, if they add some way to review whether something like I:P was used, they give that a separate tab so you can tell which effects disappear when the monster is negated since it is a granted effect, and which stay since they were applied to the monster.
@@JamesNintendoTurdok so if i called by ip is it not protected anymore genuinely asking
every toon, spirit, and gemini having the entire effect text on it is like if every tuner said "This card counts as a Tuner for the summon of a Synchro monster. You may summon a Synchro monster by adding up the total levels of all Tuner and non-Tuner monsters used as material for the summon, then summoning a monster with a level equal to (but not greater than) the combined levels." absolutely ungodly wieldy and they only get away with it because there have been 3 relevant gemini monsters, 4 relevant spirits, and 0 relevant toons.
And not all Toon cards have the same effect text, so they are even more unwieldy
Tuners don't have text like that because their status as a Tuner only matters in summoning conditions or as a tag for search/target conditions, rather than including a gameplay mechanic on the card itself.
@@Technizor
Naw, every synchro summon has to have a tuner involved.
There are so many ways they could simplify text without even using keywords at all. OCG is a great example I have no idea why the TCG is stuck in the card text bronze age. (Stone age being pre-PSCT)
Bronze age was arguably best time for humanity tho. It was more technologically advanced than the iron age.
@@idkdontask7142 Just like this is the optimal time for yugioh text, it really isn't that complicated post-PSCT and keywords just make the game less acessible.
@@Raging I think the way youtubers and the "community" want to "fix" the game is a usually pretty bad. Things like set rotation, a mana system or keywords just miss the point of why yugioh is unique and why I personally enjoy playing it over other games that feel incredibly slow and simple in comparison. This is coming from a former HS player.
@@RagingBraindead take
@@kateslate3228 I wish I was as dead as my brain then
I'll say this union, gemini, toons and spirit should have their own keywords. It's criminal that all of the union card spend half of their text listing their union effect when you could just shortened it into one word.
I agree on union, gemini and spirit, but the funny thing with toons (the MTG parody archetype) is that after certain point they stopped being consistent. Some don't have summoning sickness, some stay on the field if toon world gets removed, etc.
I mean... Yes and no. Problem is, there are about 2 unions monsters that you might see. 2 Spirit and around 0 toons and gemini.
And that's without taking into account the hilarity factor of Toons not having consistent effects or those 2 Spirits that can only be summoned by their own effects... Or the Shinobird that are ritual AND spirit. And the monsters that look, act and taste like union monsters but are just regular, by the numbers monsters.
Because Yu-Gi-Oh is about consistency
@@MrLednardthere are unions that can equip themselves from the hand, and spirit have shinobirds.
Just wait until they print more toons type and make the keywords USELESS, because it will break the keywords mechanic anyway.
In the case of Toons it's at least semi-justified in not making a unified Toon effect when you consider there are four different classifications of "standard Toon effect."
Union did get shortened as I recall and it still needs card text to say what it can equip to. Gemini and Spirit don't really have an excuse.
@@Ragnarok540 Honestly, that's an even better reason to turn it into a keyword. Just errata the older Toons to use the same keyword as the newer ones. If you still want quirks like Black Luster Soldier being able to attack the turn it's summoned, just add that line to the card itself.
To add on your nomi point, the OCG kinda does that already, they have a "Special-summon" subtype that for some reason never made it over here. To clarify what i meant, a card like Judgment Dragon is listed as "Dragon/Effect" in the TCG, while in the OCG, it is "Dragon/Special Summon/Effect" just like it would be if it had a subtype like Tuner or Pendulum.
and yet America division refuse to do anything about it
im currently learning digimon where some cards can have comparable text sizes to yugioh, but a couple simple bold headers help readability so much, like "once per turn", "when digivolving - when played", "your turn - Opponents turn - all turns", "when deleted", "when attacking", and plenty more. Even got a new keyword "counter" which is essential a handtrap keyword
Honestly, if Yugioh would just type certain shit in bold letters, that'd already do a lot to help readability. Obviously more needs to be done aside from that, but it'd be a good start in trying to make these cards more legible at a glance.
Yeah. A lot of the time YGO cards are fairly simple. "When summoned, do x. Once per turn you can do y. In the graveyard, banish it to do z." But when those are extra wordy, and have no paragraph break or major indicators on when part is done and another begins, they all read as one giant run on sentence.
The textboxes on most complex cards needs to be bigger to facilitate better formatting and font weighting. Pendulums have double the effect textbox height when ignoring the line height in the usual box reserved for ATK/DEF and the Type tags.
If they don't want to obscure the card art with the big Rush Duel star and ATK/DEF, they could leave it in the corner like they do with LINK rating. Not the best option but it beats counting stars.
8:14 My favorite part about this example is this card has a keyword, still puts what the keyword does in parenthesis, but it's still fine doing that because the overall text formatting is done in a way that makes so much more sense while also spacious enough not to be cramped with smaller text
When MtG introduces a new keyword, they explain what it does for a couple sets, then they don't put the explanation on newer cards as it isn't new so it can be figured out.
@@Dw7freak From what I've seen, MTG cards tend to put the explanation of a Keyword on cards that don't have a lot of other text, save for the standard ones. You don't see Flying explained because it's an integral part of the game that is so well known. But, you see Cycling come up every now and then; it gets explained on cards the only Cycle but not on cards that have other effects stacked, which keeps it from becoming incomprehensible.
They also separate card complexity by rarity. Commons and uncommons usually have a simple effect with just the newly introduced keyword, while the rares and mythic rares have a more involved effect that is written out in plain text that the keywords help truncate. This makes it unlikely for a player's first exposure to a keyword, and also a minority of their total exposure to a keyword, not to be accompanies by reminder text. It's okay if a player sees Dash or Blitz without any explanation on a rare, because by the time they do they've seen that mechanic with a lengthy explanation in action many times.
Continuous effects can be marked with the continuous spell/trap infinity icon. Lingering effects can have an hourglass icon in the same style. Quick effects get the quickplay spell lightning bolt. Ignition effects get an exclamation point icon. Trigger effects can get the counter trap arrow, since they always respond to something.
Idk if these can replace any text, but they should help with readability tho.
Kinda like it, but I feel it could be confusing since something like a counter trap with the arrow would be confusing since a monster effect also has it
The counter trap arrow would be pretty confusing for spell speed. But the lightning bolt would be cool
We do need more heiroglyphics in our Egyptian card game 🤔
The only problem with the quick effect is that some cards have quick effects that activate only during certain turn or phase but they still quick effects.
@@rapalborde5211 I think they mean replace "(Quick Effect)" with the symbol
the OCG already has this with bullet points. Segmented points that clarify what can be activated and makes it easier to read. Higher ups in the TCG just don't want to copy that for some reason.
AND comprehensive rulings on the database updated _as soon as the set releases._ My theory is that KoA actively wants the game to be incomprehensible so that everyone can cheat and judges can always give their friends free wins. Like someone in the TCG really just vetos every change that would stop a judge from letting people cheat on stream, for _whatever reason…_
I feel like the main issue is we have years of cards already released before this updated errata, to go back and change EVERY card to the new errata would require alot of work on their end. Both in manhours and in the production and printing of old cards in an update set. Also, doing this would ruin their current market scarcity of cards that they desperately try to uphold. These new erratas would quickly become highly sought after, but people may not like having to pay for the same cards twice
It's a good thing that one of the replies in the video already outlined this exact take
@@monkeyismadd1825 You don't have to go and reprint the past 20 years of cards for this. Just making it standard practice going forward and making sure to do it whenever a card is getting reprinted is plenty. Also, if they do reprint things and everything becomes cheaper, good! The game's way too expensive as it is.
@@monkeyismadd1825Also the nightmare of having the same card with and without the updated text would lead to lots of confusion. There are still a large number of old cards Konami never bothered to add PSCT to.
Vanguard used to write "this effect is once per turn" manually on every card and it took like 2 lines of text. Then they replaced that bloat with a simple [1/Turn] icon before the effect.
Take notes.
Facts, I am still a little disappointed that vanguard never got too big. It had a fairly solid anime and the game was really hype to play because of the triggers
Really tho- triggers are probably the most hype mechanic to have ever been made in a card game
I agree. Their effects are paragraph long too and bushiroad recognized that, Adding new symbols and keywords. They could definitely use more though. Triggers are pretty hype too. I'm not a huge fan of the over trigger. I honestly had a lot of fun playing vanguard and buddyfight over yugioh, and both games arguably got as complex as yugioh.
Vanguard is such a good example of a card game with really good formating for effects. Everything is labeled for ease of understanding, like [ACT], [AUTO], [CONT], [1/Turn], and all the symbols for where the effects can trigger and what the costs are.
That would even work with the distinction between hard OPT and soft OPT, just make it [1/Turn] and [1/Card] or something
@@slanaxdouble effect and triple effect that all hard opt like witchcrafter spell cards exits, knowing Konami they will eventually make cards that have two hopt and 1 non hopt.
Fun fact: monsters that can't be normal summoned or set actually have an additional entry in the type bar in the OCG, although it's simply called "Special Summon"
That fact was so much fun
Tbh those cards could have just been printed as rituals with blue borders. Add a new category of rituals called "self-rituals" or something, it would basically be the ritual equivalent of contact fusions.
The best thing about key words is that once you learn them they become second nature when reading all cards. Happened to me with Magic once I learned the key words, which doesn't take long thankfully, reading every new card I encountered was quick and I always knew what they did.
I mean that is true but I feel like YGO IS the same. I mean MBT brings this up in his anti-Act Man video. While many cards look big, a lot of them people who know what a setence is like just turbo through it and get to the par that actually is new.
@@ShyRanger Yeah but that's mostly with older players. For new players keywords would be a good quality of life change to make the game more accessible. Not to mention it's way past time to trim down a lot of the fluff in card text.
@@ShyRanger Sure but there is no reason we should have to do that when we could just be looking at single words or icons that mean the same thing and skipping to the important part.
So. The card text that explains what the card does is too much for new players, yet getting told to memorize more terms which requires reading more card text explaining what the word means is somehow totally different? Key words are a cope.
"The best thing about key words is that once you learn them they become second nature when reading all cards" which also applies to Yu-Gi-Oh's sentences, except they're comprehensive.
The keyword for monsters that can't be Normal Summoned/Set should be "Abnormal."
Makes complete sense
I wanna play a card with the keyword "Weird". Put it in my "Strange" deck.
@@fastpuppy2000 "weird" is straight-up a creature type in mtg
I always believed that sentence could just be flat-out cut. The sentence right after is always "Can only be summoned by." And I feel like that, plus maybe one sentence in the rulebook, that's enough to say "You can't just summon this normally."
@@TimothyGod No it fucking doesn't. "Abnormal" monsters can also refer to any monster that is not a Normal Monster.
I am 100% willing to sit down with all the cards from the Rotation format and re-write them with keywords to make it easier to parse.
Prove it
Mbt has talked about how siberianrabbit, and I think Mika as well as himself had been involved in a failed attempt to create PSCT versions of all cards Last Will and Last Turn were particularly bad to deal with.
@@U1TR4F0RCEwell that's fine those cards are banned forever and don't deserve reprints
I don't actually play enough Yu-Gi-Oh to feel confident in doing so, but I might try as a project. Rotation is actually an awesome test bed for that.
I don't play Yu-Gi-Oh but this was a super interesting discussion. One benefit of keywords I think is worth mentioning is that aside from making it easier to learn cards when you know the keyword, it also makes effects easier to reference during a game. To my knowledge every card with "cipher" has the full rules text of what "cipher" means printed right next to it, but it also means in a game you can more easily say "I'm going to cast X, ciphering it onto Y" and "I'm going to cast the ciphered card" which makes things clearer as to where the effects are coming from.
Can I just say if they changed the stars to be in the rush duel format, that adds quite a bit more space on the care, like they can either increase the size of the card art, or (and way better option IMHO) keep the card art the same and move it up slightly so there is more room in the text box like sure it ain't much but that is still a bit more space to be able to work with and some card text would much appreciate some more breathing room
I mean, even ignoring space, just put a number for people anyway to not screw up visually.
Like, yeah it's redundant that Links have a number, but thank god I don't have to count the arrows.
What will actually happen : "hey, we have more space to add more low font size text on the cards now, let's add another paragraph of effects."
Devalues my yugioh card text reading magnifying glass :(
You could also move the card type info up to where the stars used to be to save a (big) line of text at the bottom. This already happens with spells/traps.
Making clear whats Cost and whats Effect is desperately needed i remember playing BA like a week after Cherubini came out and Veilering it because i knew letting my opponent bin a BA from the deck was bad....... Only to find out the good part of its effects was cost.
The syntax already makes a distinction between what is a cost, and what is an effect. Although I can understand it being unclear to newer players
Players coming up with new ways to make cards better
Konami: best I can do is a block of text
I still think all monsters should have their Archetypes listed after their type a la Toon monsters. Would save on all sorts of space when it comes to including/excluding card names in card text and would open the creative freedom to give cards names that aren't obligated to have the archetype in them. Additionally those supertypes could also function to archetypal abilities like Madolche.
No, you fool!
Now I won't be able to run Dark Jeroid in Roids!
@@aprinnyonbreak1290 dont wory theyll add roid to its type for sure
as far as the judgment dragon thing, in the ocg, they put “special summon” between the monster’s type and “effect” (like where spirit, tuner or gemini would go) to indicate it can’t be normal summoned/set.
I feel like the "Can't be Normal Summoned/Set line" could just be cut from all cards, no keyword necessary. Why? Because the sentence RIGHT AFTER is usually just "Can only be summon but this effect" and then the effect. That pretty much already says it can't be normal or set
@@ShyRanger Except Chaos would need to be adjusted. We use that line to search n stuff.
It's amazing that we have two different versions of the same game, and the one that got made after is the worse one in terms of text formatting and layout.
@@ShyRangerIt says can only be special summoned by, which still leaves space for being able to normal summon/set them
I think the thing I've come up with that would simply cards the most is having cards numbered like the OCG but with different shapes depending on the restrictions. So circle around the number is a non once per turn effect/continuous effect, square is soft once per turn, triangle pointing up is hard once per turn, triangle pointing down is you can only activate one effect and only once that turn, and a diamond is once per duel
You can also do shape + color combos to make it easier to read at a glance and have a lot more option space
NOMI can be shortened with "(Summon Condition): ..." So like the Quick Effect text but for the special condition to summon the monster.
We have like 5 types of omni already.
You really want to make the game harder for everyone?
Oh great that omni can be special summoned after properly summoned, or cannot be special by any other ways? Not to mention monster like underworld ghost belle, isolde is Also an omni but can be normal summoned.
And knowing Konami, they will just make an archetype that COMPLETELY IGNORE KEYWORDS.
This game just not going to work with keywords.
@@r3zaful what the fuck are you talking about
@@r3zaful If that is the case, why do they use Quick Effect as a text format? Why do they make piercing a keyword? If they can format it that way, what stopping them from making more of this kind of change?
@@r3zafulthis comment is about as easy to read as yugioh card text
@@GearOFFBlackyou can't cheat and turn a quick effect into speed spell 1 or speed spell 3 EXCEPT if Konami make an archetype for that kind of gimmick, but I *can* cheat summoning conditions.
One thing worth noting about OCG card texts is that even though they number effects, they usually don't actually put line breaks between distinct effects. However, the circled numbers serving as a separator between effects is still a massive improvement, even without line breaks. Even effects that do use bullet points (which are usually the same cards that use bullet points in the TCG), they often don't put line breaks between the bullets, whereas the TCG usually does.
I would say keywords should be archetypal, locally defined. Add a second text box, like with Pendulums, that is the same for every card in the archetype. "Reload" and "Fire" for Rokket, "Sugarcoat" for Madolce, and so on. Then the main text box can have less in it and be more readable as a result, because the bit that's identical on half your deck is lifted out of the way.
That sounds like an awesome idea!
I’m just waiting for them to make non targeting removal NTR
Please no
Neat to Read
Why would they put the codename for the Nintendo DS (Nitro) on the cards?
@@Always.Smarterthey didn't say non-targetting effects would be shortened to NTR. They said non-targetting removal would be shortened to NTR.
They could easily implement this in Master Duel, the same way MTG online has keywords. I would go a step further and have symbols for every feasible effect type you would need to know about. That way you can hover over a triple digit word count boss monster and know it has a negation effect, can't be destroyed by card effects, that it floats, etc. Sure there are a lot of weird caviates to card effects but in that case, you can have a little asterix next to the symbol.
It could be a cool way to play test it. Like in Master Duel you have the option to keep the traditional text format or the play test format, without any impact on gameplay.
If it works out, they could then have the play test format as the default for anyone who is new to Master Duel, making it super beginner friendly.
One thing I find very interesting is that in many TTRPG games problems with the abilities and confusing text is sorted out through a new edition of the game. Maybe it's time for yugioh to have a second edition where many of the complaints we currently have are addressed with a better rule book and Konami can sell you the cards you want off their website in common rarity that way we can still play with the old cards but we must adhere to the most current "edition" of the card off of their website. Sure it would kill the second hand market but at least that way the game would feel more cohesive.
The archetype specific keywords is the best suggestion in my view. Since so many archetypes have a consistent effect that always works the same way but takes 25 words to explain on every card, it would be useful to have an archetype keyword to cut that down.
Totally, It would work for those decks like Spright, Mellfy, Scareclaw, Kashtira, Vernusylph, and Adamancipator that tend to have a near universal summon condition or two AND for the decks that have a near universal effect when something happens like Tearlements, Vaylantz, Kashtira, Fur Hire, etc.
I dislike the idea of archetype specific keywords because it becomes really tedious to learn them all and would cause a loss of information. It'd be a pain to need to search up a keyword every time I decide to pick up a deck and it becomes especially annoying if I'm against an opponent playing a pile deck. Normally, I can understand what a card does after 10 seconds of reading. If they're playing a deck with 3 or 4 cards from different archetypes I haven't seen before, all with keywords, I will have a much harder time trying to understand their plays.
Also, it'd be much easier to forget important information on cards. For example, the Metalfoes main deck monsters read: "Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 "Metalfoes" Spell/Trap directly from your Deck." The "and if you do" dictates that I can deny my opponent their search by removing whichever card they target before it gets destroyed. If it gets keyworded, it would be much easier to forget that "and if you do" clause.
But then you get archetypes like Toons where they get less mechanics and restrictions each generation and it quickly becomes convoluted.
@@user-hw1jd9xc4l Also most archetypes are so compact that you wouldn't gain anything from doing it. Most archetypes have about 4-6 monsters with shared effects so you wouldn't be cutting down on much anyway. And for archetypes that are generally larger like Ghostrick or Madolche there's no need to add a unified effect text since nobody has trouble "getting" those archetypes anyway.
Rank10YGO in his videos actually covers shared effects not by removing the shared effect but by italicizing it and that works wonders.
@@Quicksilvir wtf is the connection between kashtira summoning conditions and mellfy?
i think the funniest way to do it would be to name key-word effects after the best/first/most iconic cards that had them, like the yugioh community does. Anything that banishes all things going to the GY? Macro Cosmos. Search anything in a specific range? ROTA.
Banishing all things :
from where?
What type of card?
Is this only banish specific archetype?
You can't call shenshen a macro because he only banish from specific zone
@@r3zaful All things going to the graveyard. I swear yugioh player cant read
@@wubwubdododo5656They probably mean, what if the card is not "banish all things to GY"? This is common in YGO.
Let's use the keyword "[Macro Cosmos]", which is exactly as the OP suggests.
For "Banisher of The Light", it's easy, just type "[Macro Cosmos]".
But what about "Shenshen"? Do we say: " [Macro Cosmos but only from the field]"Or do we need a new keyword for that? If we need a new keyword like "[Shenshen]" for example, do we also need a keyword for "Arc Light"?
I feel like the community ended up doing a lot of this work instead of Konami, most of the names end up being based around the more iconic cards attached to certain effects like Lonefire for monsters that tribute something to special from deck, Reborn for special summoning from grave and ROTA for a search card for a specific attribute/type/archetype.
Not that those names should be used as the keywords officially (except maybe reborn), but it does kinda show just how useful they are not just for the readability of the cards, but communicating with your opponent in live play settings.
I think instead of “Mill”, “Bury” would be a good substitute as it would refer to premature burial and would be “burying” cards to your “graveyard”.
It would be stuff like “Bury the top 5 cards of your deck.” Or “Bury 1 (Archetype Name) Monster from your deck”
Even though MtG doesn't use the term anymore, I could still see WotC getting mad over that.
Bury is probably a no. You _might_ be able to argue that "mill" is generic due to its origin from a card, usage as a term in every cardgame ever colloquially, and then WotC adopting it as a keyword later. A third option is _archive._ Sort of a flavorful riff on the idea of your deck as a repository of ancient knowledge.
Literally everyone who sees a card with bury
"Hey what's this word bury mean?"
"Oh it means mill"
"WTF Konami, just say mill."
The problem with "bury" is that it's not intuitive enough. Mill is colloquial enough that anybody with a bit of card game experience has heard it. Bury both isn't that and does not also present an immediately clear image in mind for what the action entails. Mill doesn't either, but it's so well known that it can get around that.
Piercing is a great example of a wonderful keyword. It gives you exactly the right image of what you're doing, you're getting past defense. There's not many great options for that for milling, so we're kind of stuck with mill.
Adding to that, Master Duel is like the perfect place to experiment with those ideas, since they can roll back anything that doesn't work effortlessly. Heck, the blue highlight on relevant texts it already great. They should print effect sections in different colors going forward since it worked and it helps so much in MD. The physical game has nothing to lose by doing this. Just alternate between black and blue/red (depending on the background color) and it will be already hundreds of times better.
Wouldn't say perfect, because while they roll back, they don't say why. I missed timing once, and got a prompt saying "You missed timing." And I was like "Okay so what if a new player saw that?"
@@ShyRanger Well, they would be just as confused as a veteran player like me, because I don't get the rulings for that either to be completely honest. If that ever happens, and the card that missed timing was not key to my deck, I just replace it and move on...
As someone whose earliest TCG is Magic, I'd probably just "borrow" the majority of their keywords, but that probably wouldn't work for copyright reasons.
Also why the HELL does the TCG not use the OCG's bullet point system? This is one of those instances where the OCG did the work for them but they STILL manage to be too lazy to take advantage of it.
Also, Rush Duel Formatting and just removing the shared effects from supertypes(Union, Gemini, etc.) from card effect text and stuffing them directly into game mechanics like we do with Extra Deck cards to save space would be nice.
There's no bullet points because that would cause them to further reduce the font size on plenty of cards
Reminder that Aliens pretend to do this but then treat the "reminder text" (it's only on some of them and it's in a cute little parenthetical) as a continuous ability and A-Counters as inherently inert.
Most engaging X thread vid in a while. Hope they pick up some of these! My only problem with the "sugarcoat" idea is that lots of the archetypal effects vary slightly on some monsters. For example the kozmo effect on the ships when they die: some search and some summon
In Magic they call that situation "Ability Words" which have no intrinsic rules meaning, but help quickly find cards that share similar mechanics. Like "Devotion" just means that the card does something with the count of the most common color on the field. It makes it easier to find cards that fit into that theme.
The thing is, yugioh archetype names kind of already do this. Once you read a few Kozmo Ships you know they do things when they die, when you see "Sky Striker" on a spell, you know it cares about other spells in GY. Etc.
Alright, but for real, we just need the Rush Duel card format overall. Consolidating all of the level stars into a single number just makes way more sense. Also, have the Attack and Defense in bold at the center of the card helps with clarity.
I agree, those two things alone are outright improvements in my view. I remember when saying this would get you downvoted and eviserated by people on the Yugioh subreddit.
Once per turn, this effect of X can be used once per turn, ect could easily be a symbol.
Say. A cross for once per turn, an 8 point cross for hard once.
You could do a similar symbol collection for targeting immunity, destruction immunity, battle destruction immunity, and card effect immunity.
I like the idea of using already existing card names for keywords
A key example is the card millstone in magic
I like to use the word salvage for returning a card from grave to hand after the tho card salvage
5:12 I learned something new today, I always thought the term came from the machining process of cutting material, specifically face milling where you trim the top surface of something
Magic has a ton of that kinda stuff, so it's funny to hear it escape into a different card game. A lot of old cards that gave a creature an ability had their names turned into a keyword for when a creature was just printed with that ability on it. The card "Fear" did that, but they don't use fear as a keyword anymore. A (terribly minor) reason to want keywords in a card game is just getting to look back on them and having interesting origin points.
Everyone forgets about the second keyword Yugioh already has: Excavate. No body remembers my boy excavate…
yugioh has a lot of keywords that nobody talks about: destroy, negate, excavate, banish, piercing, FLIP:, (Quick Effect), GY, target, etc.
I feel like excavate barely counts because it doesn't actually condense the overall card text compared with an equivalent, less keyword-y word like 'reveal'.
What baffles me the most about Toons, Geminis, Spirits, etc. is they all already have their own secondary typing on the same line as standard monster type ([****/Toon/Effect]) so why explain the standard effect that that typing has. After all they don't so that for tuners or flip monsters. However, I guess the argument can be made for new secondary types but we haven't had one of those in 10+ years.
Also Illusion is in a weird situation because it's more of a secondary type than a regular monster type and if they're going to do this with Illusion when are we going to get other monster types with their Duelist Kingdom anime effects/protections (machines are immune to magic, Call of the Haunted infinitely revives zombies, etc.)?
I've taken a few programming classes as apart of my Major. in Python and a lot of other languages you can assign large strings of text and values to a keyword that can be referenced later. Konami probably does this in Master Duel (every now and then there'll be a rulings error like with Meow Mu and Magia) so they have a laundry list of referenceable key words in the game code.
First off, archetypal keywords is both based and goated, especially if we merge that with the already existing concept of monster abilities like Gemini, Spirit, Toon, etc. because those basically are already keywords. Hell, Vanguard already does this in spades where entire deck themes/archetypes use some sort of specialized keyword that both embodies the deck's gimmick but also makes it easy to denote members of the theme. Things like the Sugarcoat ability for Madolche, the Forecast ability for Weather Painters, or the Transmute ability for Metalfoes would be both cool to see and would help condense a lot of the clutter on cards.
Secondly, funny thing about the point of condensing Extra Deck monsters into one distinction, is that we already have a template for this that we COULD be using: literally the two types of monster zones.
Normal, Effect, Ritual, and Pendulum Monsters = "Main Monsters"
Fusion, Synchro, Xyz, and Link Monsters = "Extra Monsters"
I'll be expecting my paycheck in the mail, Konami. Thank you.
I actually think archetype specific keywords (like sugarcoat for madolche as they suggested) is a great idea.
Cardfight!! Vanguard did this and it didn't just make the cards easier to read, it also made it easier to understand from your opponents brief description whilst playing. Instead of saying "x's effect", they'd just say "bloom" (or whatever it was for the archetype) and you immediately skipped about 10+ words of explanation or reading.
Also made building decks and creating searchers far easier
Vanguard instantly came to mind when he said that too. Not to mention some keywords also double as their own mechanics, like Time Leap and Shadowstitch or to a lesser extent, Magia/Hollow.
@@israeldelarosa5461 Vanguard understood how to make their cards far more legible over time in a way that no other game has quite figured out
The cards do so much that as a newer player on master duel I can forget that cards I have have certain abilities or there are 3-4 effects on a card and the middle effects get jumbled and usually missed when reading
I don't get why there isn't a keyword for everything including field, gy and banished yet, as it's the where cards get interacted with the most.
I can't explain the others, but for banished it's because there's actually no banished zone. Sure in the video games there's a spot, but ruling wise there isn't, it's just they become "banished."
It's for things like, say you banish a Kozmo but also you banish a card with Gold Sarc and you banish a card for using Allure of Darkness. The first two are gonna come back, but at different times, and the third stays banished. So it's wierd to have one pile for that and there's nothing stopping a playing for just putting their Gold Sarc card on one other spot to wait.
I like something along the lines of RUSH and Wall.
RUSH - If you control no monsters you can special summon this card (as in rush in front of a normal summon}
WALL - If your opponent has a monster on the field and you don't special summon this card.
I know that between the two there are a myriad of effects somewhere in between but... I got nothing
The funny part about "Mill" is that MTG card text refers to sending cards from the top as "Milling" now. So Wizards made it official.
Oh, funny enough ocg already has the "nomi" monster category (it's put in the [/effect/...] spot after effect)
I feel like we may actually get the rush frame in master format eventually. there is a small bit of what seems to be future-proofing on the bottom middle of each rush card, a small black box that says "rush duel". we could easily get the frame but just have the small box say "master duel" instead to keep the cards distinct.
No. No. God no. Fuck no.
Rush duel cards look like absolute trash. I would legitimately quit playing if they switched the actual game to that garbage.
Piggybacking off the listing all extra deck monsters point, my pet peeve has always been a keyword we already have: material. Konami for some reason feels the need to say that a monster "can't be used as material for a Fusion, Synchro, Xyz, or Link summon" when they could've just stopped 5 words in and actually future-proofed the card. It's like saying "inflict piercing battle damage equal to the difference between the ATK of this card and the DEF of the monster it's battling".
The main gripe with this idea is the cards that only work with a fraction of these restrictions, like the monster brought out by Tour Guide. You still have to have all the text on those, and comparing it to "can't be used as material" period would be sort of strange.
A thing a lot of people misunderstand when approaching this subject is that keywords don't have to encompass the WHOLE effect. Even with complex effects turning a sentence into one word is already plenty enough
Interesting thing to me is how konami found a way to describing ranking up an xyz monster with less words. Though rank up is such an intuitive thing, its prime keyword material: you just slap the new card on top of the old one.
Also, funny how every spirit, gemini, and toon monster all list the inherent subtype effects. Yet there are two exceptions: tuners and pendulums. Particularly egregious for pendulums as they are the most complicated subtype by definition, and that’s without taking the second textbox into consideration.
Effects which can be used in the graveyard : Epitaph.
Effects which trigger upon being destroyed and sent to the graveyard: Last Word.
Effects which can be used by discarding the card: Discard.
Effects that trigger on Summon: Summonspell.
Restrictions of summoning (list only how you can summon): Restricted: Specialsummon / Normalsummon / Extrasummon.
Union monster effect: Union.
Toon monster effect: Toon.
Negate the effect: Counter.
Counter and destroy: Judge.
Protection from:
- spells: spellwarding
- traps: trapwarding
- spells and traps: Antimagic
- monsters: monsterwarding
- Battle: Shielded
- Targeting: elusive
- everything: immune
Once per turn: (1)
Hard once per turn: [>1
Ward and immune are actually fucking good. Also the listing out effects would help a lot including just the “cost:” takes a lot away from the “confusion” for newer players
We already have some keywords, Excavate, Piercing etc.
What we really need though is bullet points for effects (or numbers).
That's a nice etc you got there. Have any more examples of key words in Yu-Gi-Oh you'd like to add?
Also, excavate is not a keyword. It's the opposite of a keyword. In every card it appears, you could replace 'excavate' with 'reveal', and the cards would become more comprehensible. It does not contain additional information or condense several words into one, it's just means 'reveal'. It's actively bad.
But I completely agree with the bullet points bit. It would help massively with readability.
@@mdhutch2002Quick Effect is probably the biggest keyword. It flawlessly encompasses one of the most widely used mechanics in the modern game without any major issues at all. They should be able to do this more often.
Formatting like in the ocg is what I’m here for. It’s so hard to comprehend a block of words when reading it quickly mid duel.
I like how some people pretend like yugioh doesnt already have keywords with like excavate and shit Just adding a few basic things like search, mill, revive whilst also adding bullet points and moving the once per turns to the top with bullet points would make these books of cards so much easier to scan
I think they don't update things because they either want to keep that classic feel or don't want to have to update the text of every card unlike what MTG does. Also every now and then they would still need to put the explanation for what some of them meant on some cards well where they could give us a technically a larger text box.
Rush Duel card layout is phenomenal. I don’t like the format or how it plays, but that layout is gorgeous. If only Konami could start reprinting every card in that layout, that would be awesome
In programming we have a term called DRY which means Don't Repeat Yourself. Essentially instead of using the same 12 line block of code over and over, put it into a function and call that. It reduces the amount of lines of code and makes everthing more readable.
This being applied to yugioh would help fix the new player issue just by making cards easier to read. Basically just replace X with Y
"Send the top X cards of your deck to the GY" replaced with "Mill: X"
"This card cannot be destroyed by battle or the effects of spell/trap cards" replaced with "WARD: Battle, Spell effects, Trap effects"
"You can banish this card from your GY; do thing" replaced with "Exhaust; do thing"
I'll only change Ability monsters(Gemini, Spirit, Union) to have keywords line Flip monsters (eliminate Toon)(also make all the monsters that equip themselves Union) and shorten wordings like "Level 4 or higher/lower" to "Level 4+/-" and Main/Extra Monster Zone to MMZ/EMZ
Digimon has some great short hand...once per turn = 1/turn. 3 times per turn is 3/turn.
Another is "on summon" do this.
Also, special summon only monsters in ocg have a key word in place of effect...which I believe translated to special. Just have to replace the word "effect" on monsters like Black luster soldier envoy of the beginning with "special "
I forget how recent it is but on Japanese cards the Nomi part can be found after the monster type like you would find with Fusion or Tuner, Bystial Lubellion and most recent prints of BLS Envoy of Beginning have it
I want something for "Transfer the Xyz Materials" when ranking up or slapping Zoodiacs ontop of eachother. There are no Xyz Materials which don't transfer the materials like this so it is just wasted space.
Well, I actually have some examples I made of Dragon Link cards with some keywords for costs/restrictions in them for an upcoming video essay I'm making. Its a persuasive essay on Pot of Greed that I've been working on since early June, and it's projected at this rate to be out sometime in October-November timeframe.
You can see them in the preview video showcasing the modern game history section at this timestamp: th-cam.com/video/Xo_Rd7Pi2BQ/w-d-xo.htmlsi=XaCKuf3gkMF_xqMb&t=56
I previously played Cardfight! Vanguard before jumping into Yugioh in 2021, and I personally like how effects are formatted in that game. That game also uses icons to signify certain mechanics (stuff like Legion or Limit Breaks), so I took that route when trying to make their effects easier to parse for potential viewers who may not be as familiar with modern Yugioh.
Some other mechanics that really could use short-hands or icons would also be "if this card is sent to the GY", "if a monster(s) activates its effect", "if a spell/trap(s) activates its effect", "before/during/after this monster battles another monster", "before/during/after damage calculation", etc.
Like, ANYTHING that's an effect requirement, trigger or cost needs some sort of shorthand if its commonly found in the game. You wouldn't want to make shorthands for Vaylantz and their ability to move up from the Pendulum Zone to the monster zone for example, that's way too fucking specific and doesn't really show up in any other deck or card aside from that really funny Albaz fusion monster that plays like a Galaga ship.
I don't know if this count, but I wish they just make "the pile of cards that is currently banish" an actual official game zone, so when you have cards that interact with it and other zones like the Deck or GY is not written so awkwardly. I make a lot of custom cards, and I always have to double check the wording in this cases
Also, I feel like we could just change every instance of a Type or Attribute on an effect with just their respective symbols. If Konami ever decided to implement the way Rush Duels does levels, we can do the same with those
the main reason they don't do the banish thing is the same reason mtg doesn't do it with exile:
making it a dedicate game space kinda implies you gotta place all your out-of-play cards in a single space, which gets in the way of stuff like, say, gold sarc
banished cards are like the only game pieces you can place in arbitrary ways for organization purposes, which gets p. important when you have banished cards that return to the field at a later phase, banished cards "pocketed" or otherwise connected to cards in-play, cards that have effects that they can pull while banished, and cards that are actually effectively out-of-play. it's something that gets kinda lost when you play mostly online through dueling simulators because those _do_ just shove banished cards all in one zone for simpler implementation, but that is by no means how the rules force you to place banished cards like how they do with the graveyard and the like
They _very intentionally_ do not do this. Cards banished in one "instance" of a banishing effect are qualitatively distinct from other cards banished by a separate "instance" of a banishing effect, and this is decidedly intentional. See "Judicial Opinion: Distinguishability" at ygoprodeck for a more in depth look at their potential thought process here.
That would be nice in my opinion.
I'm of two minds about keywords
while they are good for reducing card text and making things clear for experienced people, my experience trying to teach people magic the gathering has lead me to realize they are not good for new players at all, especially when they have to try and remember 2-3 effects not written on the card as well as a unique effect for it as well. its easy to forget that the convinecne for someone who has them all memorized is something we had to learn
that said, theres also ways to simplify and clarify and still keep things written on the card. the ocg format, for example, is a lot better and even simple things like rush actually putting a level on a card in numbers rather than needing to count stars are things the game could absolutetly do to take advantage of.
the reason toons cant be keyworded is bc there's no consistent wording for how toons work. Same for Spirits since we've had Pendulum Spirits. I wish they would just errata all Union monsters to just give blanket "If the equipped card would be destroyed, destroy this instead" condition, but a lot of the old Unions don't actually have that as an effect
The funniest part is that we used to have a keywors for this series but its long since the last time it was in the tittle.
Same with the jar monsterbin the thumbnail
3:00 the downside of this is that it's inclusive for any new types that get added in future master rules, which might not always be desirable.
Out of all the intros in the world, a Caillou intro is certainly one of the ones I was not expecting to see.
Nekroz of Unicore actually says "extra deck monsters" in the effect so there you go
Imma cardian player, they would get so much easier to explain if every time it mentioned drawing then checking if its a cardian, it was called a flower check, that way it would be easier to read for my opponents
Towers (Unaffected by other cards effects)
Indestructible (Cannot be destroyed by battle.)
DWIPE/BWIPE (Destroy all monsters/ banish all monsters.)
Multi-Strike (How many monsters it can attack, Multistrike+3, Multi-strikeAll)
I'd be down for erratas that gave us keywords. Here's a few examples of how I'd define them.
UNION: Equips to a specified monster, provides an additional effect while equipped, if the Union target would be destroyed while this card is equipped to it, destroy this card instead. Use the effect again to unequip this card and special summon it.
Example:
Y-Dragon Head.
Union: X-Head Cannon. Increase ATK and DEF by 400.
Using the Judgment Dragon as a base, here's a Shadowverse inspired one for it.
INVOCATION: This monster cannot be normal summoned or set. This card can only be special summoned from the defined place when the specified condition has been met.
MILL: This keyword makes you send cards from the top of your deck to the graveyard.
Judgment Dragon
1) Invocation: From your hand when 4 or more 'Lightsworn' monsters with different names are in your graveyard.
2) Cost: Pay 1000 Life Points
Effect: Destroy all other cards on the field.
3) During the End Phase, Mill 4.
In Shadowverse, Invocation effects are used for effects that would automatically play the card if there was space on the board and specific conditions were met.
Skarlon: we should use the term extra deck monster on cards
MBT: but this ignores ritual monsters.
Is that because ritual monsters live in the main deck sir? I assume going through so many tweets in a short space can cause a misfire from time to time
The TCG should have a reprint set/tin with OCG-style bullet points or a crossover with MTG using keywords.
I wud like to put in my thoughts of half baked keywords yugioh cud use to incorporate into PSCT.
If an effect that uses keywords has “if” or “when” just place said word b4 the keyword. If the keyworded effect has multiple variations such as only working for certain cards then after the keywordstate which cards it does work on/with. If a keyworded effect only works sometimes such as on only certain kinds of summons then after the keyword place the specifications in brackets as a group with a slash separating them.
Abnormal: this card cannot be normal summoned/set.
On summon: ...this card is ... summoned...
Indestructible: cannot be destroyed by card effects.
Unkillable: cannot be destroyed by battle.
Immune: unaffected by other cards effects.
NS: normal summon.
FS: flip summon.
SS: special summon.
R/S: ritual summon.
F/S: Fusion Summon.
S/S: synchro Summon.
X/S: xyz summon.
P/S: pendulum summon.
L/S: link summon.
NM: normal monster.
EM: effect monster.
RM: ritual monster.
FM: Fusion monster.
SM: synchro monster.
XM: xyz monster.
PM: pendulum monster.
LM: link monster.
EDM: monster that originates from the extra deck.
UM: (unique monsters) monsters such as ritual, Fusion, synchro, xyz, pendulum, and link.
NSM: normal summoned monster.
FSM: flip summoned monster.
SSM: special summoned monster.
R/SM: ritual summoned monster.
F/SM: Fusion Summoned monster.
S/SM: synchro Summoned monster.
X/SM: xyz Summoned monster.
P/SM: pendulum summoned monster.
L/SM: link summoned monster.
MAT: material.
FMAT: Fusion material.
SMAT: synchro material.
XMAT: xyz material.
LMAT: link material.
Opp: your opponent
Piercing: can inflict piercing battle damage.
ED: extra deck.
MD: main deck.
Unchainable: cards and effects cannot be activated in response...
Untargetable: cannot be targeted by cards and effects.
Unnegatable: this ... cannot be negated.
SC: summoning conditions.
(Use the ‘more then’, ‘less then’, ‘more then or equal to’, and ‘less then or equal to’ signs b4 the specified number of ATK/DEF/LV.) I’m sorry but my device doesn’t have the last 2 said signs on the keyboard.
Double attack: this card can attack twice during each battle phase this turn.
Triple attack: this card can attack thrice during each battle phase this turn.
Attack all: this card can attack all monsters your opponent controls, once each.
HOPT: once per turn for all your copies
OPT: once per turn per copy
H2PT: twice per turn for all your copies
2PT: twice per turn per copy
H3PT: thrice per turn for all your copies
3PT: thrice per turn per copy
HOPD: once per duel
The only 1: you can only control 1 of this cards name
Bulldoze: if this card battles an opponents monster, ... it at the end of the damage step.
Victory: if this card destroys a monster by battle and sends it to the GY...
Bounce: return ... card(s) to the hand.
Spin: return ... card(s) to the deck.
Mill: send card(s) from the top of the deck to the GY.
Dump: send ... card(s) to the GY from the deck (typically your choice).
Search: add ... card(s) from deck to hand.
some keywords i thought up and what they mean
Apply Reflect Damage = inflict damage to your opponent equal to an attacking monster's ATK.
Avoids all battle = cannot be targeted for attacks, but doesn't prevent your opponent's monsters from attacking directly
This monster Taunts = your opponent cannot select other monsters for attack targets except this one
Spellward = Unaffected by card effects
Untargetable = cannot be targeted with card effects
Ironwill = cannot be destroyed by battle
Blind = monster cannot declare an attack
Deafen = monster cannot activate their effects
Weaken = reduce monster's ATK by X
Bind = cannot change battle position
Shieldbash = can attack while in defense position
I always assumed effects are never listed like the OCG because non roman language like chinese, japanese, and korean use symbols that result in far shorter text amounts than the English. This gives them ample room to list effects, while having to fit full english words means the only way to have readable card text is to have it be larger and in paragraph form then tiny but in list form
Master Duel could absolutely do this for all their cards, however I don't think Konami wants to create a dissonance between the virtual cards and real cards if someone were to but the physical product and be like 'hey this isn't spaced like it is in MD, wtf'
I agree with the "HOPT:" and "OPT:" stuff, but you have to format it in "HOPT (use/activate/resolve):" because we have different types of once per turns.
I think we ought to get Rush Duel formatting combined with OCG text.
Special Monsters is good.
Please just say "Summoned:" and stop deciding that FLIPPING ought to not bring you joy or shorten them somehow.
Mixed feelings on WARD & IMMUNE.
Mill is ok.
I also can't count, number please : )
Grave markers would be neat.
I really don't think it's that hard to decipher whether or not a card summon is an effect and starts a chain or is just a summon. You look for a colon. That's it.
Pop, spin, bounce, blank are not a good idea on actual cards.
Requirements are pretty easy: Cost is also easy to locate; this is pretty effective. Yes, before PSCT, this was ass.
Banish then bring back effects are actually pretty complicated and varied, they can't really be reduced to a keyword effectively.
Archetypal keywords would be hell. Please no, actually.
Targeting is easy. Just look for the word. No word, no target.
Eyyy, I made it with Beelzemon!
That aside, Digimon cards are loaded with text, but they are still easy to understand as well, because, after you learn mechancis, you see the requirement, you get X effect.
Even if Yugioh has been around for SOOOO much longer than yugioh, its still not too late to adopt that sort of PSCT in the next gen of Yugioh. It would help a lot.
Rush Duel card formatting indeed solved a lot of issues on how to fully comprehend a yugioh card. Unfortunately, the TCG will never have such easier approach.
4:39 Can we just appreciate that "catgirls" was trending?
A while ago, I devised a way to re-write cards in a way that's actually readable, and I am now realizing that I essentially arrived at the Rush Duel format without ever having seen a Rush Duel card. If a total amateur at anything related to making or maintaining a card game came up with this solution in an afternoon, I don't know how it took Konami this long to figure it out, and why they haven't started using it for the main game yet.
Intros have been catching me off guard in the best way. Props to the editor
A big one for me is ritual monsters... WHY DO THEY ALL HAVE 3 LINES OF TEXT SAYING HOW TO RITUAL SUMMON THEM... Like this was an issue with the original print of relinquished but they redid the wording to fit on this unneeded line of text. It is cheated CONSTANTLY, ritual spells are where the constraints come in with what monster you can and cannot summon why do rituals still need this text
Like imagine if every fusion monster said :You can Fusion Summon this card with "polymerization" like ye thanks dog for letting me know I can summon mirrorjade with poly
Instead of actual words, they could use symbols. Bulletpoint every effect like the OCG, then have a padlock at the end of each effect if it's a 'hard' once per turn and an open padlock if it's a 'soft' once per turn. Nothing if it's not once per turn in any way. The padlock is a pretty universal symbol.
We have a term for milling called excavate, its just that Konami wont take the leap in making it a designated keyword.
Its like the designers at Konami are scared that their 8th grade english teacher will start breathing down their necks if they start abbreviating a bunch of shit.
@@user-gh7fh8ud1v Not entirely true. Its just that after you excavate from the deck, the effect always ends with where the cards will go after the effect finishes resolving. You still mill it off the top of your deck when you excavate, so it can sometimes effectively be the same as "send X cards from the top of the deck to the GY".
This video is about simplifying the game's language after all.
If you wanted to format, say, a quick effect that can trigger in response to a monster effect that excavates 3 cards, lets the player add one of those cards to their hand, and then sends the remaining cards to the bottom of the deck in any order, we could format the effect text like this:
(Quick Effect, 👹💥, Excavate 3 [bottom, any order]): Add 1 excavated card to your hand.
See how much space that saves? Or if you still want to keep the formating a bit traditional, you could write it as:
If your opponent activates a monster's effect (Quick Effect, Excavate 3 [bottom, any order]): Add 1 excavated card to your hand.
One of those third party duel simulators (don't now which) does THE SIMPLEST THING by just BOLDING every relevant word in a card.
Like: If this card is special summoned: It's bold text // If this card is in your GY: It's bold text // When whatever whatever: It's bold text.
That simple difference makes this game SO MUCH EASIER TO READ AND FOLLOW that it's insane that it hasn't been adopted yet. It doesnt involve keywords (legend says that people at Konami have nightmares everytime someone mentions Keywords near them), it doesn't involve redesigning the cards (which would prevent Konami from actually having to do any work), yet the game becomes so much fucking readable.
If Konami wanted to use keywords, they could do a set rotation with the new keywords. It might work
that is what will make YuGiOh easier to digest and understand.
Some Yugioh cards can be fixed with keywords.
Piercing, Ward, Immune.
Most require a new Yugioh templating.
Clearly identifying and separating the summoning cost, effect, etc.
Another advantage of keywords is, that if konami updates the a certain keyword, all cards that have that keyword will be affected
I've been playing battle spirits and it's so much easier with key words "this has confront" where as in Yu-Gi-Oh it would be "when this declares an attack and your opponent controls a refreshed monster; that monster must exhaust itself to block"
I think a better option for yugioh other than using keywords is to use "ability words" or "flavor words" that are italicized to draw the reader's attention to them and then have the effect written out after it. Since yugioh has archetypes that have similar effects, these "ability/flavor words" could clean up text boxes and alleviate confusion by new and returning players and also incorporate lore into the cards themselves. Mtg has been doing it since they released the adventures in the forgotten realms DnD set and it's been successful.
MTG has been doing it way way longer than that, the AFR set was just the first time the ability words were allowed to be completely arbitrary card specific flavour as opposed to like, one or two words per set tying multiple card behaviours together.
In Magic, keywords often have reminder text so you don't actually need to know what the keyword does. This is still extremely useful because the presence of the keyword guarantees that it works the same way as every other time you've seen it.
In YGO, if you implemented HOPT as a keyword, you would have to consolidate all effects that can only be *used* once per turn and all effects that can only be *activated* under one effect. This is great because now you've not only reduced text bloat, but you've removed useless granularity from the game.
Same thing with handtraps. Some handtraps discard for cost, others send to graveyard for cost. Dying to Shifter because you thought your handtrap discarded when it sends is the worst. They should all function the same way, either discard or send.
You can't do this though, because the granularity is intentional and leaned into directly as a balancing lever. Consolidating all of these granular and minutely different effects into one uniform effect would radically rebalance (and unbalance/break) the game. It's the same reason MtG hasn't keyworded impulse draw, because some stick around until end of turn, some are until end of next turn, some and exile face down some face up etc and that granularity is intentional because the differences are extremely meaningful despite how similarly they are linguistically.
@@tinfoilslacks3750 I mean sure, but some exile/play effects are some of the wordiest things in Magic and that's not a good thing. Magic is currently reaching an amount of word creep that makes it genuinely very annoying to read new cards. You should not use this as an example of something positive.
Also, I'm aware that the granularity is used as a balancing lever. What I'm saying is I don't think it's worth it. If you have to write that amount of text for a card to exist, maybe it just shouldn't. Ban whatever breaks, and YGO might actually overtake Magic someday. Accessibility is the biggest thing holding it back.
@gamermancrygamer9461 Yugioh has to have that granularity because of the lack of a hard resource system like mana which is the most obvious and useful balance lever for a cardgame, meaning they have to find those balancing options elsewhere.
Also MtG word creep is a direct result of chasing the commander crowd. Most of MtG's exile effects are also immediately "grokable" or "getable" despite their wordiness because often times conceptually simple effects must necessarily be wordy to fit Magic's rules text templating and syntax.
@@tinfoilslacks3750 I don't think that's true about yugioh to be honest. HOPT for instace, is a good example. What's broken by making all hard once per turns "use" rather than "activate"?