I basically tell people that the cards tell you how to play the game after giving them y try he basic rules too. Then as they get the hang of that, I teach them thinks like chain-blocking and priory shifting.
when i ever teach someone the game i always give them the asterisk of "these are how the games mechanics works unless otherwise stated by a card effect"
I always explained it as "card text is law" unless stated or ruled otherwise. so if a card says cannot be destroyed, and another card says send, then the card text is law rule takes precedent since the card sends not destroys. however a good example of how the card text is law rule fails is in regard to specific things that aren't explicitly said, but are rather ruled as such, for example cards that can only be summoned "once per turn" interacting with cards that negate summons. where you would think that because you still attempted to summon the monster that it wouldn't allow you to summon it again, but nope you can, cuz the summon was negated which means you technically haven't summoned it yet. hopefully this long winded reply makes sense lol.
I can't remember where I heard it (maybe Cimooo), but something that really stuck with me is "a card needs to be basically cheating to be really good".
that also changed my perspective a lot cuz it explained to me why everyone calls fairly decent cards absolute trash so often: because anything that doesn't win you the game on the spot isn't interesting
@@buddbrown6858 nah, that's because most yugioh players just sucks at rating cards in general, like in tear 0 format, a lot of people will say havnis is broken because of turn 0 winda, even though there are better plays in Tear with havnis.
@@awxangel6781 the common denominator there isn't Japan, but the same long-term bussiness model that uses power creep to give customers a reason to spend money If the suits had a brain they would pick a power level and then create fun stuff around that level, but I guess squeezing the playerbase until the game dies a slow death is better from their perspective(since they don't really care about the IP they profit from). The overwhelming focus on negation is also incredibly stupid, MtG players know it's the most anti-fun mechanic in card games, and every modern play revolves around such effects in YuGiOh. Way to speedrun your game's demise, leaving no room for any variance by splattering the most broken type of effect everywhere.
The biggest display of power creep in yugioh is trap cards. Trap cards nowadays are literally unplayable unless you can set them from deck going first, activate them straight from the deck, or activate them from the hand. The whole idea of traps is to be set for 1 turn before they can be activated, but the game is so fast and explosive that no one has time for that.
@playballpaintball3730 Fair, and that's what salvaged their viability in the game. Either you pitch it from deck (because it would have been negated on field anywho) or it gets countered & popped- which leaves ONLY it's in grave value. Sans the mass errata that traps auto pitch themselves at the beginning of a match from deck to grave though, the issue still stands.
Unironically "remove from play" could actually come back as a new third "not-banished-face-down" area where you straight up put the card back into your deck box and does not come back whatsoever until the next duel
I dont mind yugiohs 15 interactions across turn 1-3 with decks on a relative power level Its very cool to know what to hit in a deck as you interact with their board being built, or trying to break it going second and vice versa I think I take issue in how some of the more meta decks never seem to spend their resources. Always retaining some advantage in the GY or some recursion/quick effect to keep them live As an example, I find it weird none of the snake-eye cards say "but banish it when it leaves the field" after resummoning like jet synchron
20 years from now: > Select one card and throw it out of the window > Hide the card somewhere in the room so it can't be targeted anymore > Discard one card, negate the opening of the window > If this card is normal summoned you can select 3 cards that are banished face down diagonally and flush them down the toilet > If this card destroys a monster this turn you can drain the toilet, if this effect is negated you can lock the toilet door instead > If you negate a normal summon this turn you can teleport banish one card on the field to your left pocket zone and draw one card from your right pocket zone > During your end phase, if the opponent player has 2 or more cards in his hand activate this card to hyper equip 2 of his cards to each of his hands, your opponent can't use those cards and must hold on to them until they add other cards to the hand to replace them with. Cards can't change hands for purpose of drawing new cards. > If a card was hyper equipped to your hand this turn you can activate this effect to hyper equip it to your opponents mouth, if they drop the card from their mouth they lose 3000 life points. > You can pay 2000 life points to draw 2 cards from your wallet zone face down. > If this monster is teleport summoned by the effect of "Amazing singularity slushie" from your wallet zone your opponent has to hold all their cards face down while this card is on the field > Sacrifice a #@% monster to turn all your opponent monsters face down diagonally > If you have a card shadow banished to your seat zone, you can teleport transport it to your hand in a horizontal position .....
@@Darkmagecurt > If you have no cards in your hand you can special summon a banished monster back into your graveyard in defence position by returning 2 banished monsters into your deck face up.
Extra Super Polymerization: Fusion summon any number of fusion monsters from your extra deck using monsters from EITHER PLAYER'S extra deck as material.
You know what I hate? My opponent has to do a 30step combo and I have to be VERY CAREFUL to Read EVERYTHING. Every card that was: Disscarted. Vanished. Added to the hand. AND in the field!!! Can I PLEASE just worry about eh FRIKING FIELD?!?! WHERE WE PLAY!!!! I hate having to check 25 cards that MAY do nothing but COULD ruin my entire life you know
its a fucking game dude, its supposed to be fun. and what he described is not only true, its not fun 80% of the time. i know that reading a bunch has always been part of the game, but its so fking ridiculouse nowadays. im currently trying to teach a friend who i KNOW will never ever ever ever play modern day stuff because of how fking overcomplicated and frustrating its become. its not a skill issue, its a design issue. this game is far from dead, but that doesnt make it any better@@Pine_Hill_Prophit .
We are forgetting the fact that before banished even became a game term, the term was "removed from play." This was because around Pharaoh's Servant you started seeing cards that could access or activate from grave, or cards like backup soilder that could return cards from the graveyard. Removed from play was SUPPOSED to eliminate this possibility with one of the first cards to do this being Soul Release which removes 5 cards from play from either graveyard. But then they rolled back THAT game mechanic with a card called Return from a Different Dimension which let you special summon monsters that were removed from play, and more effects interacted with removed from play cards until it no longer became practical to say they were removed from play because they WEREN'T! So it was ret-conned into banished which is similar to exiled in MtG.
A Yugituber once said that a lot of Tier-0 formats stem from decks that completely break summoning mechanics. Not necessarily tier 0, but some examples include: - Nekroz broke most of the ritual rules (and then Drytron broke them again) - Glad-Beasts ran rampant with contact Fusion (and then Tearlament decided they didn't even need the field) - Zoodiac introduced single-monster XYZ - Tri-Brigade allows Link summoning from non-field zones
where this has been most noticeable is how the extra deck is accessed. For example how purrely can xyz summon, fusion with materials from the deck. Cheating game mechanics being a form or power creep has it limits
@@paulfitzgerald762 true! I notice that if they don't have their own way of fusion summoning they're also screwed. Polymerization in general just needs an update lol
Yes this has in my mind been the biggest change. So many cards just ignore the rules of their own summoning mechanic. Zeus just overlays on anything that has attacked, cards can fusion summon from the deck or cards from the grave without a fusion spell. Swordsoul just summons a tuner so they can always synchro summon. Link arrows are almost pointless these days. Why have summoning mechanics if cards just bypass them when they feel like it
I was already afraid of where the powercreep was headed when Zoo were able fundamentally break the mechanic by being able to Xyz summon with 1 card. It's only gotten worse from there.
that's a more tame way of saying "the point to winning in yugioh is finding multiple ways to prevent your opponent from playing the game as much as possible". lol. cuz even in formats where the best strategies aren't "build a board of 10+ negates" but instead interacting with the opponent in multiple ways (floo tributing cards on the opponents turn, tear milling cards on the opponents turn, kastira banishing cards on the opponents turn, purrley bouncing/spinning cards on the opponents turn, or in a more recent example tier 0 fire decks destroying cards and/or placing said cards in the backrow during the opponents turn), the goal in either of the examples given is the same, which is to prevent the opponent from being able to play as much as possible. which is dumb, but hey that's just how the game is at this point. not like we can do anything about it.
I'd actually like to see them flip the script. -Cannot be sent to graveyard unless destroyed -Unaffected by opponents effects unless those effects target it. -Opponent cannot set/summon card from their deck -etc
Archetypes get released with the gimmick being "fundamentally plays the game differently" and it's getting old pretty fast. Doesn't help that most decks are "solved" before we even get them.
Yup. While one of the things I do like about YGO is that it plays around heavily with its design space, it does feel like the game barely has any hard rules that are non-negotiable. Some decks are able to summon extra deck monsters with cards not in play (Deck/Extra Deck), some get extra normal summons inherently, some literally make them non-interactive with huge chunks of the game, all forms of "banishenanigans", like where are the lines truly drawn in this game?
Not to mention, they do not play the game differently. They all spam the same broken generic boss monsters, try to win in the first attack and are so consistent they can have a dozen of handtraps in the maindeck.
The issue is that you call it "counter play" when it's not. It's just new stuff having an inherent strength that past cards don't have, eventually invalidating cards made with the old design philosophy. It's just another soft rotation. The arms race escalated to the next level. I'm worried because these generational leaps seem to be happening more frequently.
Honestly yeah that’s one of the biggest issues I have with how sets are coming out. The power gap and change in design philosophys used to happen after the end of an era allowing for decks to be within the same range of strength during said era (obviously decks from the debut of an era are vastly weaker than the ones that come out at the end but I digress) but now it feels like this upward shift in power happens every other set. The time frame decks have to be released and ride a certain power level is significantly shorter invalidating a large portion of product released
@@traplover6357 I believe I have an old firewall dragon that I have still fresh from the pack that I put away. I know its basically worthless now because they had to change it but I just thought it was funny I pulled a rare card.
Counter point to that.....effect veiler it's a how old hand trap that's still being played as a meta card? Look at ash it is still a 'cant be powered creep'd' handtrap that stops how many decks? Things only get power crept when Konami let's it be they could do rotation/better bans that fix alot of problems happening in the game they'd just rather not.
I find most new players have an issue when they are told the card does not do what it says it does. I.E. the example of destroying versus sending or not targeting the card but affecting the player instead. When we start having these little nuances most people just say "screw it, game is broken." I remember this being an issue in 2010-14 Yu-Gi-Oh! To think we were having a new player problem back then is also insane.
@@Saixjacket Fewer people are playing yugioh, every year the amount of players gets smaller. Because yugioh is not new player friendly. Its basically pointless to know the rules of the game, because too many cards exist that violate those rules and so many cards exist violate those cards effects that violated those rules. And sure you will get some new players but it will be a scant few. While more and more people drop the game. If Konami dropped a format right now that was GX Era or Early Synchro era and was official and supported. Modern Competitive Yugioh dies almost instantly. You would have some people like you trying to pull off their 58 card combo but no one would care they would be off playing the game where the rules were honestly better.
@@traplover6357not to mention that people think you're cheating when you explain some of these things. It's not very intuitive for people without familiarity to it
Funny thing about banish. Way way back, it was initially called "removed from the game". My friends and I in our childhood wisdom took that very literally. We thought that if you were playing a Match, that would be 1 game, so those cards stayed removed between duels. We thought that by removing enough cards so that your opponent would be starting the game with less than 40 cards in deck, you'd win immediately because they didn't have the minimum amount of cards, lmao. We started loading our decks up with 70 to 80 cards just to survive dimensional fissure or macro cosmos.
The original description for yugioh is summon monsters and duel. And they def went far away from that. Theres some really cool archtypes with battle effects but they never make it to the field. Instead yugiohs modern description is "prevent your opponent from playing with your solitaire deck"
Paying a cost by discarding, tributing, or any other requirements are starting to be beneficial to the players instead of being an actual hinderance. Cards are starting to place from deck so ash and droll doesn't matter sometimes. The game is just a clusterfuck of powercreep.
I personally am starting to enjoy cost a lot more when my opponent is trying to abuse it. Like Kashtira Riseheart banishing theosis as cost when you have a dis pater up, you trash their theosis before it can activate and also negate their rise heart 😂 or you can use the costed part of enemy controller to dodge removal and put visas starfrost in grave for follow up 🤙
all that zone conundrum reminds me of Mitos y Leyendas at its time you have a graveyard, but over time it became a second hand, so the designers created the "Exile Zone" over time, and power creep, the Exile Zone became a third hand, and there also were plenty of cards that said "Cannot be exiled", so the designers created the "Removed from play Zone" the power creep went so out of hand without setting down roots first that the game died
I have really grown to enjoy current yugioh a lot more but I really feel like the banish zone is just another graveyard, I remember playing as a kid and banished was just removed from play so if a zone is supposed to remove from play they should be removed from play
Yeah that's why in terms of removal banished *facedown* is one of the best types because it makes it so you pretty much cant interact with the banished cards Also glad to hear you're able to enjoy the current game. The format currently is in a rough spot but I genuinely do think that once it clears it'll become the extremely fun and diverse format before when Snake Eyes dominated maybe even nore diverse with some of the newer decks.
@@Honest_Mids_Masher I definitely had a big learning curve I started playing last year but before that haven't played since pre GX so there was a lot of learning and frustration but I don't think the game entirely should be given up on solely because of some technical issues, sometimes it's not fun to play but I find myself having less of those experiences as I've gotten to understand and learn more
@@Deck_stef Yeah that's admittedly the biggest flaw the modern game has (apart from card prices). It is extremely hard for new and returning players to get into and enjoy, me personally I somehow lucked out and caught on very quickly (after witnessing drytron herald combos lmao). The game can definitely have some frustrating moments like unbreakable boards and floodgates which the game itself has been slowly but surely moving away from to where you can see a format with tons of diversity and a back and forth. We had that too a 3-4 months ago before snake eyes came around so I really hope that once snake eyes gets hit we can go back to that. Anyways, once again glad to hear you've stuck around and that you're still managing to improve, wish you luck and I hope the game continues to still be fun for you.
@@Honest_Mids_MasherI've taken breakyears from Yugioh all the time and I don't think I ever lived thru a time where discussions of powercreep and complexity has ever been not an issue 😂. Maybe because of this mentality I don't truly leave the game entirely (plus thank god my pet deck is Lightsworn and milling is still OP. Thats probbaly another factor thats understated)
@@Honest_Mids_Masher absolutely dude ! That's how any game or hobby can be though it's going to have pros and it's going to have cons for sure, that's one of the things that I really enjoy about playing right now is all the different archetypes and designs and stuff seeing how people play them and interact with them!
I think the bigger issue is that cards do everything everywhere. Most modern cards have effects at 3 different locations, at least 1 of which includes fetching a different card and moving it to a beneficial location.
I agree 100% these kind of weird rulings are why it's hard to keep new players. I honestly think that if and when should be the same, that way missing timing would no longer be a thing. And if pick, select, and target should all be the same as well. Finally, take all effects that can be used during either player's turn and make them quick effects.
Rotation would kill the game tbh. Rotation works because MTG actually knew how to balance cards well, Konami didn't. We have decent retro format because Konami TCG actually used to take notes from OCG fucked up, Edison's equivalence in OCG just sucks.
@@GreatgoatonFire people have too much faith on Konami. Even without monetary incentive, Konami would still suck at balancing cards. Alternate formats are good not just because they provide alternative to the main format, but because they also are good formats by themselves.
If the new way to remove monsters is to turn them into continuos spells, then crystal beasts are 1 or 2 cards from having an actual place in the format
Yeah if you pay any attention to card design, you would be foolish to not think about how crystal beasts are legit closer to being busted than any other archetype right now. The game is literally “crystal beasts” at the moment.
Thank you, teamAPS for talking about this! And no, my friend. You are not stuck in the past. You care about this game, and it shows greatly! This is probably the hardest conversation for some people to have, but this is the true nature of powercreep: disrespecting the past to build a distorted future. As if liking something old makes you evil. I wish people would stop trashing on the good old days.
Ngl I didn't play back then but I seen it and I just like new yugioh better. Thou I played old yugioh with friends every now and then and it still pretty fun even now.
I have quit yugioh entirely after 18 years, so i quit in 2020 since i started in 2002. The game is a messy wreck. Its unfun. Decks are basically prebuilt packages for you. The graveyard, banish zone mean basically nothing anymore and act like extended hands. The extra deck means too much now and is an extended hand. The flavors are too geared towards anime chicks and robots, with dragons on the side. The mechanics are too convoluted and the text is equivalent to a mental assault on the player. The game is only about milking money now. It was rough before Kazuki Takahashi died, but its utterly souless now after he is gone. These are my opinions, and you can disagree with me on them. The game is beyond repair. It should segregate into era based formats (i.e. Goat, edison, ect.) and it needs a hard reset. Even then, unless they changed their entire development philosophies, they would likely make the same errors with time. The game needs interaction and costs to effects for the sake of balance. All easy to say, hard to actually develop but at this point, yugioh is on a clock before it dies entirely. I don't think the game has much time left (only a few more painful years) before its done. It will burn the game store so badthat they drop it first before it burns the players so hard that they quit, generally speaking. I have no faith in their designers at this point. Yugioh has lost its soul and identity.
I gotta say I fully agree with you, friend. I respect you for trying to keep your voice heard. I hope more "rejects" like myself can find solace in the old community formats. It's all that we have left. I'm really thankful to have a buddy who's still willing to play goat format with me. But, it's not fun at all trying to win at locals. There's no space to build a defensive control deck anymore like I once did. Heck, defense position, a core foundation of battling, is forgotten by a few people I know. Someone I dueled a while back thought he lost an attacker into my higher defense monster.
@@wickd6878they have places to play older yugioh. It's not like it's been forgotten. Games are bound to grow and evolve. It can't stay the same forever.
I respect your opinion but I disagree with you on this. Games grow and change over time there's nothing wrong with that. I enjoy current yugioh. I don't like certain formats but I still have fun playing with my friends regardless.
That's crazy, I am the opposite. I stopped playing the TCG 18 years ago, then I returned to the game last January, thanks to the Rarity Collection and new Structure Decks..
@@PandaQueen_ygo It's what everyone is being told to believe, but if changing and evolving means effectively removing mechanics that are central to the game's design, that's a bad thing. So many card games have atk and def stats, but yugioh's battle position was unique and innovative. Flawed, yes, but not something that should be done away with. Link "monsters" literally have no def stat! No one is allowed to set a monster anymore because it doesn't scratch the "immediate satisfaction itch" young people are brainwashed to have.
Cards being designed to play around things isn’t the problem .the problem is that Konami makes them with increasingly less balanced as the game progresses.
“Cards that break the game’s rules” is a feature that was always present in the game. Let’s not pretend Konami have just recently decided to print cards with quirks that circumvent conventional card design, because it isn’t. Case in point: 1. “Swords of Revealing Light” remained face-up on the field after activation, even though it is a Normal Spell. 2. “Cyber Stein” and “Metamorphosis” both clearly circumventing how the Fusion Summoning mechanic worked. 3. “Future Fusion” allowing you to use monsters from your Main Deck as Fusion Material. “Advanced Ritual Art” allowing you to Ritual Summon a monster by Tributing Normal Monsters from the Deck. In a similar vein, “Miracle Fusion” and “Overload Fusion” allowing you to use monsters from the GY as Fusion Material for a Fusion Summon. 4. The entire “Zoodiac” archetype allowing you to Xyz Summon with just 1 monster as Material, instead of the typical 2 monsters with the same level as a Summoning Requirement.
Yeah I was gonna say this is nothing new lol. Like, piercing is "cheating" because it ignores defense mode, is that a problem for design? Every effect is some form of cheating when you boil it down
You're not very bright, are you? 1. Swords of Revealing Light was in LOB, a set before the existence of continuous spells as a card type. 2. Cyber Stein and Metamorphosis are both bad examples as both have been banned for most of their existence. They are recognized design mistakes. 3. Fusion summoning was never designed to be just Polymerization and fusing from the hand/field. Most fusion summoning conventions came with GX, many of which are still followed to this day. 4. Zoodiac was a design mistake which is why most of their cards were/are on the banlist up until recently after the game had been power crept to hell and back. It's not a "feature"; it's Konami making blunders, something they're not immune to.
@Cybertech134 "Fusion summoning was never designed to be just Polymerization and fusing from the hand/field. Most fusion summoning conventions came with GX, many of which are still followed to this day." So, we are in agreement, then? That “Cards that break the game’s rules” is a feature that was always present in the game? XD Don't start something if you can't even back up your own argument.
@Cybertech134 Considering that Yu-Gi-Oh started as basically a knock-off version of Magic: The Gathering, should you really be surprised that Yu-Gi-Oh card design breaks the mold most, if not all of the time. Please get with the program.
I agree with this video. Some mechanics are manageable, like sending to the graveyard or non targeting removal…. But banishing cards face down should no be a very easy access splashabe engine, like Kashtira, I mean c’mon I have seen people playing kashtira with Weather Painters. Although I’d be in favor to see erratas to power down some of the generic boss monster that we see everywhere, like type locking or some specific materials.
I feel like this is Konami’s lazy attempt at growing the game, and just awfully power creep… rather than banning the broken card, they just release a new card that over powers it, and makes it irrelevant… I.e. how Konami makes us players buy the new sets, rather than improve older decks
They didn't even tried to powercreep new cards. We literally go from a very diverse format to a very narrow one just because of the banlist banning a good amount of decks that can compete with the new products.
The fine details between destroy/sent or discard/send, if used, should be VERY selective. A card should be really special and worth an investment to send instead of destroy, and that should be somewhat equivalent to the investment needed to bring out that monster that can't be destroyed. Instead, it's VERY easy to bring out cards with those protections, and it's becoming just as easy to get rid of them. This, as you say, ends up as a form of power creep. Also wholeheartedly agree with the idea that banished should've been left "removed from play" (not just in terms but in principle). It's fine that the D.D. archetype exists, but generally speaking, they should've left banished to be banished. Unfortunately, it's just the nature of a game having gone on for 25 years. They need new ways to evolve cards and archetypes, so the low hanging fruit is accessing things like GY and banished more readily.
The new Guardian of the Voicless Voice Trap card, can Special summon a Ritual monster from deck and it doesnt even bother to say "Ignoring Summoning Conditions" or "This is treated as a ritual summon". It just outright SS a ritual monster lol
Personally, I think banishing without targeting can be alright, as long as they show restraint. I know that’s asking a lot, this is Yu-gi-oh after all, but as long as it is carefully controlled. Like, I don’t mind it on Magnifica, as the whole point of that archetype is graveyard hate and Banishing. So having your capstone monster possess the best form of banish availible is okay by me.
Destroying everything in a set column is more balanced than just non-targeting removal. In a sense, you have targeted that column and theoretically this gives Konami a lot of design space for cards that switch columns (like Mekk-Knight Indigo Eclipse).
There is an inherent issue with Yugioh for new players and returning ones, and that is terminology. There should be no distinction with destruction and sending to GY; If a card is removed from the field and sent to the graveyard, that should be a universal action called "destruction". Konami is powercreeping by confusing people.
That lubellion isnt even fair, once u see red and blue hit the field u know the game isnt gonna be fun… dueling used to be about back and forth , a challenge but now its all about not even being able to play, or 20 minute turns or link spamming 8-9 times in one turn
In the 5Ds manga bouncing cards is referred as 'sealing' quoted by akiza using her moonlight rose dragon to seal away the spirit of beelze as beelze immune to destruction protection its stated as its 'immortality'.
I personally think the next thing will be placing monsters in the spell and trap zone. We had this before but we recently got some more cards that do this. And I think this is an interesting mechanic.
I feel like it goes both ways. To the point that Yu-Gi-Oh is like Dungeons and Dragons. People use "house rules" to return the fun to the game rather than being bogged down by not fun mechanics that some parts of the community don't like. It causes the problem of everyone having a different way of playing the game.
This is an issue I agree has issue with. While cards that can help cheese, bend or break the rules makes the game more interesting, the issue is balancing. Konami seems to only print stuff that’s either used by everyone or no one. I would like to see some more cards that can change the effects/decisions of effects, like how the Grapha Fusion can change an activated effect to “your opponent (Grapha’s controller) discards a card”. Maybe force a cost (ex banish a card from your hand facedown) to stop a negation, or change a target & destroy to a free foolish burial.
I love this game bu its so STUPID that they dont respect they own rules. Instead of saying "special summon this card" they make you do 10 unnecesary steps hat makes the game worse
It's stuff like this that makes that makes me feel like I should be earning a law degree for learning this game. Send vs Discard vs Destroy... Send for cost vs Send for effect... Negate the activation vs Negate the effect... and on and on and on. There's only so many ways we can out a card in this game, both potentially and reasonably. The increasing number of methods to deal with cards "for good" and the circumvention of said methods is just another sign of this game rapidly spinning out of control. Gotta have a new way to out cards, then you gotta have a new way to recover from that out, then you gotta have a new way to out, then you gotta have a new way to recover from that out... How is a card game unironically in an arms race with itself?
I can sense that in the future, Graveyard will also have facedown cards. Lately, facedown banishing isn't effective as it once was. facedown banished cards didn't quite stopped cards to be recurred or reused. Swordsoul, Kashtira, and Gren-Maju decks are one of the few cards that utilizes banishing. There are also cards that can help in recycling non-specified banished cards. Meanwhile graveyard has less cards that can recycle non-specified cards.
Call me crazy, but monsters were never meant to have the same crazy utility that spells/traps have. Monsters have too much utility now that people just expect their archtype to do all the work for them and then throw in some handtraps. Continuous traps werent so gamebreaking when running backrow removal was common practice.
I like how you explained how the cards are basically designed to be a trade-off of the basic game mechanics. That’s usually the fundamental rule of thumb I go by when it comes to game mechanics.
Last time I played was about 2009-2010. I just started playing again, I have noticed this. it's crazy as a reintroduced player, the level of shenanigans' most cards have especially banishing and sending cards. Has me sometimes regretting this game but I'm not going to quit
My idea, which is going to be super unpopular, is for konaml to require decks to contain one normal/ Gemini type monster for every 10 cards, this would slow down the game and allow for more turns, legitimize older decks and strategies that require normal monsters, it would allow for currently banned and limited cards to see more play to compensate for the nerf, and assist new players in learning a little more slowing. It would be a tough compromise, but nerfing the rules is the only thing to balance the game without banning more cards. It also means that if someone does win with a big boss monster that it was earned and not the luck of winning a coin toss for the first turn.
I think that subversion of mechanics is fine if they're used in a rock-paper-scissors matter and serve to cycle through formats while slowing down power creep. If for instance a deck is full of Majespecters they can lose simply if the format is light on targeting and destruction, but if a deck like Unchained becomes meta then suddenly immunity to targeting and destruction sounds like a good effect to have. Not to say that Majespecter was a secret meta option when Unchained was the best deck, just that the philosophy would have been ripe to counter the deck. Effects being able to circumvent some game elements to check each other is neat but power creep has ultimately ended up making them into straight upgrades of previous mechanics by finding the better one and making it standard.
whats scary is like, seeing how field spells are slowly getting to making the whole board into towers, which means that eventually its gonna be like "yeah well you cant really send it anymore because its unaffected", and i dont think that'll be a really fun time. dunno, powercreep be creepy
Next removal effect will probably be a non targeted removal from deck. "You see that top card of the deck? Set it aside cause you're never using that anymore"
Sometimes i think that can make funny and special archetypes/interactions such as Nouvelles : here it mixes the Ritual summons with some Super Polymerization idea and Link climbing, because of the base mechanism who's very unpopular, rare and not very strong. But sometimes, we have something like Labrynth, able to interact with any Normal Trap card and using them faster because of the slow mechanism of trap card's activation. I think this rather a question of balance.
Oh it's 100% a power creep issue. as an example: all the staples destroy cards. konami: prints card that can't be destroyed. it's expensive and breaks the meta so sells a lot. now cards that can't be destroyed become the meta. konami: prints card that targets, but doesn't destroy. it's expensive and breaks the meta so sells a lot. rinse and repeat. And yes, setting to field is 100% a way to get around ash blossom so those decks can beat the common hand traps. like the new gimmick puppet field spell to stop veiler / nibiru, and so on and so forth. And yeah, it absolutely makes the game more bloated and complicated - but its not like konami cares that much about getting new players so much as it cares about milking the cash cows
You also had premature burial (book of life if you ran zombies) for monsters and DMOC and magicians of faith for spells. There was also 1-3 cards for banished stuff back in the day…we had options back then
as some one that runs a pure lunalight deck i expereince all of this. leo dancer is untargetable and undestroyable with 3500 atk but even then i need to read every card my opponent plays to make sure i don't walk into a non-targeting removal like the old orchust dude. Also i'm one of those decks that can use the GY as a type of second hand with Lunalight Wolf, and if i happen to remove kaleidochick for a fusion summon you can't activate any effects during the battle phase. BUT even with all of this it's still a matter of 1) not bricking because this older deck is very vulnerable to that, 2) can be shut down with a single ash, 3) i burn my hand very quickly and is very rare that I survive past turn 5
Then whats the point of the can't be destroyed cards? Whats the point of any of the cards that get those kind of cards come out to "Solve" it makes the card utterly pointless. And all because one card broke how the system worked with "Can't be destroyed" it had a clause on the card that bypassed the basic rules of the game. This is just an arms race and it will not end well.
@TheLastSane1 if it can't be destroyed then there gonna have to make a way to get it off the field. Like how they made cards unaffected by everything they made cards that affect the player. It's just a balancing thing there doing. It's not hurting the game.
@@PandaQueen_ygo Except it is. Because every single time they make a card that has a specific special power to ignore the basic rules of the game, they have to then make a new card that overrides, ignores, or gets around that special power. Then they need a new special power to give players another way around those basic rules. So if a card has the "Can't be destroyed" and its met with "This card is moved" as a counter, then they still need a new way to protect cards. So they will make a card that gets around the "This card moved" workaround. Now they have to make a card to get around that workaround and on and on it goes. What happened to the base rules when literally hundreds of cards ignore them, hundreds of STAPLE cards for various decks across the last 20 years have been introduced that override the basic rules. So what happens next? When the cards that let you move your opponent's card to the spell/trap area get a special counter that lets you play around it? They will need a special new way to get an opponent's cards out of play somehow to stop them from using them. And then of course they will need a new way around THAT as well.
@@PandaQueen_ygountil they make entire archetypes that "send" instead of destroy. EG: "If this card would destroy a monster by battle, instead send that monster to the graveyard."
Knowing Yu-Gi-Oh makes me worried for all the MtG effects that can bring cards back from exile. None of them are playable but still (also, no player can look at face down exiled cards unless specified otherwise) (I don't count the cards that only bring back cards from exile if they have been exiled by their own effects) - Squee the immortal and Eternal Scourgel can bring themselves back, but otherwise are vanillas - Karn the Great Creator (he's actually broken because of his other effects, and 99% of the time he'll bring an artefact from your sideboard and not from exile) - Riftsweeper shuffles it into the deck - Mirror of fate brings up to 7 cards from exile to the top of the deck at the cost of exiling the rest of the deck - Pull from Eternity puts it into the graveyard - Oracle of Dust puts a card your opponent owns from exile into their graveyard
Fun fact: simorgh bird of ancestry used to not target and was only printed in one set. It doesn't mention selecting or any of the outdated terms for targeting. But komoney says it targets to return 2 cards to the hand. It still won't see a reprint
My buddies and I have been joking since the advent of "place" from the deck, that in a few years, the language will change to avoid game mechanics such as "persuade one card from your card stack to the play area".
I've talked about this on the master duel steam page not so long ago how a simple card that's been made to break the rules is just too much for some decks. My example because it happens to me so much is salamangreats being practically hard countered by a simple none boss deck monster like kashtira unicorn with its broken effect to be able to view and choose a extra deck monster to banish face down, the fact that it cost nothing to summon is extremely splashable and effect can be activate during either players turn makes cards like alba zoa look mild in comparison.
I continue to find the issue around the Yugioh Game Design is that answers are not introduced alongside or soon after the power level of the game increases. If cards like Ash Blossom are meant to be boundary setting cards for the sake of interaction and points at which the developers are taking into account when they design new decks, anything that is beyond Ash’s scope should be accounted for with generic counterplay answers. Just my two cents
The biggest issue I see with this is that there is kind of a "hirarchy" of these kinds of effects. Destroying is worse than sending to Grave, which is worse than banishing, which is worse than banishing face-down. There isn't really a deck that can't access its graveyard, so destruction is always worse than banishing. This means that powercreep only ever pushes towards the strongest of these effects, so we have to have more and more ways to defend ourselves against that effect. If this were more of a cycle, and some deck maybe gained effects by having their cards banished, but had almost no way of accessing their grave, that would somewhat shift the dynamic and could let destruction effects have a place in the game that is not just as the worst form of removal.
As someone who was a "professional" player all the way back in elementary school in around 2003-4. Coming back now seems like newer cards are just making up stuff like we used to do because we didn't know the rules😂
Only issue I would have is that it makes things with like targeting immunity or destruction immunity feel more of a "thats cute, that hardly means anything" when cards that can get around those protections are so plentiful and easily accessible.
Wow, me and my brother and I play Duel Nexus, and your videos have always hit home with these types of videos. Next up cards will say "Pick a card" and "Your Opponent Must....(do such and such)", maybe start sending card to the Extra Deck face-down
My guy, yugiohs been breaking the rules for the last 10 years. -summoning from extra decks -summoning from main deck -summing blue eyes from hand -fusion summoning without the actual fusion cards -summoning a whole deck in 1 round. -summoning multiple whole 3000+ monsters and letting them also attack in the same turn.
Somehow you put into words exactly what I have been thinking about the game for years but finding it very difficult to articulate. Basically right now the game is like a battle of semantics written on cards rather than a properly designed game with rules. It's just really lousy design and creatively bankrupt if I'm honest.
Playing heavily with the graveyard was the thing of the zombies monster, now it's everyone Same for banish which was called "removed from play" for a reason, the only ones that really played with it were the D.D archetype and a few select cards
_Grr! I'm telling Mom that you wouldn't let me Ash you!_
Yugioh is just not new player friendly
Mom! Alec killed my Exodia!
@zackiebullock3614 good point
@zackiebullock3614 and yet there's cards like Kaiser Coliseum that made DM Dragon Knight effect to not work
The best way I've ever explained the game to a newcomer was "here are some simple rules, but every card breaks them in a different way"
Genius
Eventually got to the point where the player who’s not in favor of the game state elect to ignore certain card effect or condition
I basically tell people that the cards tell you how to play the game after giving them y try he basic rules too. Then as they get the hang of that, I teach them thinks like chain-blocking and priory shifting.
when i ever teach someone the game i always give them the asterisk of "these are how the games mechanics works unless otherwise stated by a card effect"
I always explained it as "card text is law" unless stated or ruled otherwise. so if a card says cannot be destroyed, and another card says send, then the card text is law rule takes precedent since the card sends not destroys. however a good example of how the card text is law rule fails is in regard to specific things that aren't explicitly said, but are rather ruled as such, for example cards that can only be summoned "once per turn" interacting with cards that negate summons. where you would think that because you still attempted to summon the monster that it wouldn't allow you to summon it again, but nope you can, cuz the summon was negated which means you technically haven't summoned it yet. hopefully this long winded reply makes sense lol.
I can't remember where I heard it (maybe Cimooo), but something that really stuck with me is "a card needs to be basically cheating to be really good".
Yes, it was him! And he was right!
that also changed my perspective a lot cuz it explained to me why everyone calls fairly decent cards absolute trash so often: because anything that doesn't win you the game on the spot isn't interesting
@@buddbrown6858 nah, that's because most yugioh players just sucks at rating cards in general, like in tear 0 format, a lot of people will say havnis is broken because of turn 0 winda, even though there are better plays in Tear with havnis.
Yugioh design really is just kids on the playground one uping eachother
purely anecdotally from yugioh and a gacha games like FEH, this seems to be a common design philosophy from Japanese games.
@@awxangel6781 the common denominator there isn't Japan, but the same long-term bussiness model that uses power creep to give customers a reason to spend money
If the suits had a brain they would pick a power level and then create fun stuff around that level, but I guess squeezing the playerbase until the game dies a slow death is better from their perspective(since they don't really care about the IP they profit from).
The overwhelming focus on negation is also incredibly stupid, MtG players know it's the most anti-fun mechanic in card games, and every modern play revolves around such effects in YuGiOh. Way to speedrun your game's demise, leaving no room for any variance by splattering the most broken type of effect everywhere.
The biggest display of power creep in yugioh is trap cards. Trap cards nowadays are literally unplayable unless you can set them from deck going first, activate them straight from the deck, or activate them from the hand. The whole idea of traps is to be set for 1 turn before they can be activated, but the game is so fast and explosive that no one has time for that.
This one really irks me; they've rendered a third ('ish) of the card pool pointless sans a grave effect that can be popped once it gets shut down.
Or your deck is built to make traps better. Like Traptix or labyrinth
@@casually_lurking I do like the new graveyard mechanics of some newer traps
@playballpaintball3730 Fair, and that's what salvaged their viability in the game. Either you pitch it from deck (because it would have been negated on field anywho) or it gets countered & popped- which leaves ONLY it's in grave value. Sans the mass errata that traps auto pitch themselves at the beginning of a match from deck to grave though, the issue still stands.
MR6; “select and tear up said card”,
“Card cannot be torn up”
Mtg unhinged and unglued level of cheating cards
"return card to the store"
Finally I can use my 3000$ "Platinum Blue-eyes" sold by Komami.
Unironically "remove from play" could actually come back as a new third "not-banished-face-down" area where you straight up put the card back into your deck box and does not come back whatsoever until the next duel
And then we get the "return a card removed from the game to the game"
"fuse using the deck box". Nah, just a 4th graveyard, history repeats.
I dont mind yugiohs 15 interactions across turn 1-3 with decks on a relative power level
Its very cool to know what to hit in a deck as you interact with their board being built, or trying to break it going second and vice versa
I think I take issue in how some of the more meta decks never seem to spend their resources. Always retaining some advantage in the GY or some recursion/quick effect to keep them live
As an example, I find it weird none of the snake-eye cards say "but banish it when it leaves the field" after resummoning like jet synchron
Similarly, Kashitra, as a deck, ignores the Banish zone. Almost entirely operating out of it, for FREE.
20 years from now:
> Select one card and throw it out of the window
> Hide the card somewhere in the room so it can't be targeted anymore
> Discard one card, negate the opening of the window
> If this card is normal summoned you can select 3 cards that are banished face down diagonally and flush them down the toilet
> If this card destroys a monster this turn you can drain the toilet, if this effect is negated you can lock the toilet door instead
> If you negate a normal summon this turn you can teleport banish one card on the field to your left pocket zone and draw one card from your right pocket zone
> During your end phase, if the opponent player has 2 or more cards in his hand activate this card to hyper equip 2 of his cards to each of his hands, your opponent can't use those cards and must hold on to them until they add other cards to the hand to replace them with. Cards can't change hands for purpose of drawing new cards.
> If a card was hyper equipped to your hand this turn you can activate this effect to hyper equip it to your opponents mouth, if they drop the card from their mouth they lose 3000 life points.
> You can pay 2000 life points to draw 2 cards from your wallet zone face down.
> If this monster is teleport summoned by the effect of "Amazing singularity slushie" from your wallet zone your opponent has to hold all their cards face down while this card is on the field
> Sacrifice a #@% monster to turn all your opponent monsters face down diagonally
> If you have a card shadow banished to your seat zone, you can teleport transport it to your hand in a horizontal position
.....
Fuse 7 cards from your opponent hand. Or hand trap that skips your opponent turn completely! 😂
@@Darkmagecurt > If you have no cards in your hand you can special summon a banished monster back into your graveyard in defence position by returning 2 banished monsters into your deck face up.
Extra Super Polymerization:
Fusion summon any number of fusion monsters from your extra deck using monsters from EITHER PLAYER'S extra deck as material.
Your opponent cannot breathe in response to this card's activation
The wallet zone 😂
You know what I hate? My opponent has to do a 30step combo and I have to be VERY CAREFUL to Read EVERYTHING.
Every card that was:
Disscarted.
Vanished.
Added to the hand.
AND in the field!!!
Can I PLEASE just worry about eh FRIKING FIELD?!?! WHERE WE PLAY!!!!
I hate having to check 25 cards that MAY do nothing but COULD ruin my entire life you know
Exactly. And time rules don't really do us any favors as well. Konami needs to integrate keywords like Digimon.
That's the best way to spell "discarded," thank you.
Skill issue.
"skill issue" 🤓👆
its a fucking game dude, its supposed to be fun. and what he described is not only true, its not fun 80% of the time. i know that reading a bunch has always been part of the game, but its so fking ridiculouse nowadays. im currently trying to teach a friend who i KNOW will never ever ever ever play modern day stuff because of how fking overcomplicated and frustrating its become. its not a skill issue, its a design issue. this game is far from dead, but that doesnt make it any better@@Pine_Hill_Prophit .
We are forgetting the fact that before banished even became a game term, the term was "removed from play." This was because around Pharaoh's Servant you started seeing cards that could access or activate from grave, or cards like backup soilder that could return cards from the graveyard. Removed from play was SUPPOSED to eliminate this possibility with one of the first cards to do this being Soul Release which removes 5 cards from play from either graveyard. But then they rolled back THAT game mechanic with a card called Return from a Different Dimension which let you special summon monsters that were removed from play, and more effects interacted with removed from play cards until it no longer became practical to say they were removed from play because they WEREN'T! So it was ret-conned into banished which is similar to exiled in MtG.
A Yugituber once said that a lot of Tier-0 formats stem from decks that completely break summoning mechanics. Not necessarily tier 0, but some examples include:
- Nekroz broke most of the ritual rules (and then Drytron broke them again)
- Glad-Beasts ran rampant with contact Fusion (and then Tearlament decided they didn't even need the field)
- Zoodiac introduced single-monster XYZ
- Tri-Brigade allows Link summoning from non-field zones
Next step is non-targeting sending cards to the hand in defense mode
I RETURN YOUR CARD TO THE CARD STORE
"add one card your opponent controls to your binder. Your opponent cannot activate card effects in response to this card's activation"
Everybody thinks it's a joke but I fully predict fusing with your opponent hand achetype Coming.
That’s a nice indestructible monster
Be a shame if somebody
Sent it to grave 👹
"unnafected by other card's effects"
"cannot be tributed"
I think this is the real problem with Yu-Gi-Oh!'s power creep, that they not only power creep cards, but entire mechanics.
where this has been most noticeable is how the extra deck is accessed. For example how purrely can xyz summon, fusion with materials from the deck. Cheating game mechanics being a form or power creep has it limits
Runic doesn't even have a runic fusion material. They just have fusion monsters. It's so weird
@@Elfking94 right lol. And Tear doesn’t have a fusion spell either
@@paulfitzgerald762 true! I notice that if they don't have their own way of fusion summoning they're also screwed. Polymerization in general just needs an update lol
Yes this has in my mind been the biggest change. So many cards just ignore the rules of their own summoning mechanic. Zeus just overlays on anything that has attacked, cards can fusion summon from the deck or cards from the grave without a fusion spell. Swordsoul just summons a tuner so they can always synchro summon. Link arrows are almost pointless these days. Why have summoning mechanics if cards just bypass them when they feel like it
I was already afraid of where the powercreep was headed when Zoo were able fundamentally break the mechanic by being able to Xyz summon with 1 card. It's only gotten worse from there.
Since I started playing the game, my friend and I have said that the point to winning Yu-Gi-Oh is to legally cheat as much as possible.
that's a more tame way of saying "the point to winning in yugioh is finding multiple ways to prevent your opponent from playing the game as much as possible". lol. cuz even in formats where the best strategies aren't "build a board of 10+ negates" but instead interacting with the opponent in multiple ways (floo tributing cards on the opponents turn, tear milling cards on the opponents turn, kastira banishing cards on the opponents turn, purrley bouncing/spinning cards on the opponents turn, or in a more recent example tier 0 fire decks destroying cards and/or placing said cards in the backrow during the opponents turn), the goal in either of the examples given is the same, which is to prevent the opponent from being able to play as much as possible. which is dumb, but hey that's just how the game is at this point. not like we can do anything about it.
I'd actually like to see them flip the script.
-Cannot be sent to graveyard unless destroyed
-Unaffected by opponents effects unless those effects target it.
-Opponent cannot set/summon card from their deck
-etc
for the second one, there are cards that already do that, one example is Underworld Goddess of the Closed World
The third one already released in a form of Timelord
Yeah, above are great examples of what you've named. In time, these will become more common.
Komoney dev when they out of options: Let's look for players' opinions and then write that down. Start from this guy😂
This would actual sit okay with me; give them their power at the cost of limitations to gain it. I'm down for it.
Archetypes get released with the gimmick being "fundamentally plays the game differently" and it's getting old pretty fast. Doesn't help that most decks are "solved" before we even get them.
Yup. While one of the things I do like about YGO is that it plays around heavily with its design space, it does feel like the game barely has any hard rules that are non-negotiable.
Some decks are able to summon extra deck monsters with cards not in play (Deck/Extra Deck), some get extra normal summons inherently, some literally make them non-interactive with huge chunks of the game, all forms of "banishenanigans", like where are the lines truly drawn in this game?
Not to mention, they do not play the game differently. They all spam the same broken generic boss monsters, try to win in the first attack and are so consistent they can have a dozen of handtraps in the maindeck.
The issue is that you call it "counter play" when it's not. It's just new stuff having an inherent strength that past cards don't have, eventually invalidating cards made with the old design philosophy.
It's just another soft rotation. The arms race escalated to the next level. I'm worried because these generational leaps seem to be happening more frequently.
Honestly yeah that’s one of the biggest issues I have with how sets are coming out. The power gap and change in design philosophys used to happen after the end of an era allowing for decks to be within the same range of strength during said era (obviously decks from the debut of an era are vastly weaker than the ones that come out at the end but I digress) but now it feels like this upward shift in power happens every other set. The time frame decks have to be released and ride a certain power level is significantly shorter invalidating a large portion of product released
This.
It was worse 2017-2018 with link monsters not restricting or having hard OPTs like old Firewall Dragon.
@@traplover6357 I believe I have an old firewall dragon that I have still fresh from the pack that I put away. I know its basically worthless now because they had to change it but I just thought it was funny I pulled a rare card.
Counter point to that.....effect veiler it's a how old hand trap that's still being played as a meta card? Look at ash it is still a 'cant be powered creep'd' handtrap that stops how many decks? Things only get power crept when Konami let's it be they could do rotation/better bans that fix alot of problems happening in the game they'd just rather not.
I find most new players have an issue when they are told the card does not do what it says it does. I.E. the example of destroying versus sending or not targeting the card but affecting the player instead. When we start having these little nuances most people just say "screw it, game is broken." I remember this being an issue in 2010-14 Yu-Gi-Oh! To think we were having a new player problem back then is also insane.
People learn, overcome, adapt or they die out. Pretty simple.
@@SaixjacketYugioh ain't supposed to be some Darwinian Hunger Games 😂.
@@traplover6357 yeah, people actually play yugioh, unlike that fictional battle royale. As dramatic as that may come off lol
@@Saixjacket Fewer people are playing yugioh, every year the amount of players gets smaller. Because yugioh is not new player friendly. Its basically pointless to know the rules of the game, because too many cards exist that violate those rules and so many cards exist violate those cards effects that violated those rules. And sure you will get some new players but it will be a scant few. While more and more people drop the game. If Konami dropped a format right now that was GX Era or Early Synchro era and was official and supported. Modern Competitive Yugioh dies almost instantly. You would have some people like you trying to pull off their 58 card combo but no one would care they would be off playing the game where the rules were honestly better.
@@traplover6357not to mention that people think you're cheating when you explain some of these things. It's not very intuitive for people without familiarity to it
Funny thing about banish. Way way back, it was initially called "removed from the game". My friends and I in our childhood wisdom took that very literally. We thought that if you were playing a Match, that would be 1 game, so those cards stayed removed between duels. We thought that by removing enough cards so that your opponent would be starting the game with less than 40 cards in deck, you'd win immediately because they didn't have the minimum amount of cards, lmao. We started loading our decks up with 70 to 80 cards just to survive dimensional fissure or macro cosmos.
Oh my God this is so relatable
Lol
The original description for yugioh is summon monsters and duel. And they def went far away from that. Theres some really cool archtypes with battle effects but they never make it to the field. Instead yugiohs modern description is "prevent your opponent from playing with your solitaire deck"
Paying a cost by discarding, tributing, or any other requirements are starting to be beneficial to the players instead of being an actual hinderance. Cards are starting to place from deck so ash and droll doesn't matter sometimes. The game is just a clusterfuck of powercreep.
I personally am starting to enjoy cost a lot more when my opponent is trying to abuse it. Like Kashtira Riseheart banishing theosis as cost when you have a dis pater up, you trash their theosis before it can activate and also negate their rise heart 😂 or you can use the costed part of enemy controller to dodge removal and put visas starfrost in grave for follow up 🤙
@@Saixjacketdefinitely makes interplay spicier, can't even lie
all that zone conundrum reminds me of Mitos y Leyendas at its time
you have a graveyard, but over time it became a second hand, so the designers created the "Exile Zone"
over time, and power creep, the Exile Zone became a third hand, and there also were plenty of cards that said "Cannot be exiled", so the designers created the "Removed from play Zone"
the power creep went so out of hand without setting down roots first that the game died
When I play, I spend more time than people are comfortable with thinking...
Because I do the unthinkable... Read the cards...
I have really grown to enjoy current yugioh a lot more but I really feel like the banish zone is just another graveyard, I remember playing as a kid and banished was just removed from play so if a zone is supposed to remove from play they should be removed from play
Yeah that's why in terms of removal banished *facedown* is one of the best types because it makes it so you pretty much cant interact with the banished cards
Also glad to hear you're able to enjoy the current game. The format currently is in a rough spot but I genuinely do think that once it clears it'll become the extremely fun and diverse format before when Snake Eyes dominated maybe even nore diverse with some of the newer decks.
@@Honest_Mids_Masher I definitely had a big learning curve I started playing last year but before that haven't played since pre GX so there was a lot of learning and frustration but I don't think the game entirely should be given up on solely because of some technical issues, sometimes it's not fun to play but I find myself having less of those experiences as I've gotten to understand and learn more
@@Deck_stef Yeah that's admittedly the biggest flaw the modern game has (apart from card prices). It is extremely hard for new and returning players to get into and enjoy, me personally I somehow lucked out and caught on very quickly (after witnessing drytron herald combos lmao). The game can definitely have some frustrating moments like unbreakable boards and floodgates which the game itself has been slowly but surely moving away from to where you can see a format with tons of diversity and a back and forth. We had that too a 3-4 months ago before snake eyes came around so I really hope that once snake eyes gets hit we can go back to that.
Anyways, once again glad to hear you've stuck around and that you're still managing to improve, wish you luck and I hope the game continues to still be fun for you.
@@Honest_Mids_MasherI've taken breakyears from Yugioh all the time and I don't think I ever lived thru a time where discussions of powercreep and complexity has ever been not an issue 😂. Maybe because of this mentality I don't truly leave the game entirely (plus thank god my pet deck is Lightsworn and milling is still OP. Thats probbaly another factor thats understated)
@@Honest_Mids_Masher absolutely dude ! That's how any game or hobby can be though it's going to have pros and it's going to have cons for sure, that's one of the things that I really enjoy about playing right now is all the different archetypes and designs and stuff seeing how people play them and interact with them!
I think the bigger issue is that cards do everything everywhere. Most modern cards have effects at 3 different locations, at least 1 of which includes fetching a different card and moving it to a beneficial location.
yugioh is not a 2 player game its 2 ppl playing a single player game as the modern game has less and less interaction between players
There is way more interaction than there used to be. But for most it’s “not like that” interaction.
I agree 100% these kind of weird rulings are why it's hard to keep new players. I honestly think that if and when should be the same, that way missing timing would no longer be a thing. And if pick, select, and target should all be the same as well. Finally, take all effects that can be used during either player's turn and make them quick effects.
This is just unavoidable when you don't have rotation. Nostalgia and cute art can only sell so many cards. So raw power creep in going to happen.
have you seen modern mtg? Their power creep is equally as off the charts, even though they have set rotation!
@@leviathan5207 Sure. But how much worse would it be without rotation?
Rotation would kill the game tbh. Rotation works because MTG actually knew how to balance cards well, Konami didn't. We have decent retro format because Konami TCG actually used to take notes from OCG fucked up, Edison's equivalence in OCG just sucks.
@@wahrt I have to disagree. There would still be the external Format for people to play.
@@GreatgoatonFire people have too much faith on Konami. Even without monetary incentive, Konami would still suck at balancing cards. Alternate formats are good not just because they provide alternative to the main format, but because they also are good formats by themselves.
If the new way to remove monsters is to turn them into continuos spells, then crystal beasts are 1 or 2 cards from having an actual place in the format
Yeah if you pay any attention to card design, you would be foolish to not think about how crystal beasts are legit closer to being busted than any other archetype right now. The game is literally “crystal beasts” at the moment.
I remember when they were getting competitive results a while ago. Felt like a fever dream.
@@Honest_Mids_Masher no, that guy is simply cracked
Thank you, teamAPS for talking about this!
And no, my friend. You are not stuck in the past. You care about this game, and it shows greatly!
This is probably the hardest conversation for some people to have, but this is the true nature of powercreep: disrespecting the past to build a distorted future.
As if liking something old makes you evil. I wish people would stop trashing on the good old days.
Ngl I didn't play back then but I seen it and I just like new yugioh better. Thou I played old yugioh with friends every now and then and it still pretty fun even now.
I have quit yugioh entirely after 18 years, so i quit in 2020 since i started in 2002.
The game is a messy wreck.
Its unfun.
Decks are basically prebuilt packages for you.
The graveyard, banish zone mean basically nothing anymore and act like extended hands.
The extra deck means too much now and is an extended hand.
The flavors are too geared towards anime chicks and robots, with dragons on the side.
The mechanics are too convoluted and the text is equivalent to a mental assault on the player.
The game is only about milking money now.
It was rough before Kazuki Takahashi died, but its utterly souless now after he is gone.
These are my opinions, and you can disagree with me on them.
The game is beyond repair.
It should segregate into era based formats (i.e. Goat, edison, ect.) and it needs a hard reset.
Even then, unless they changed their entire development philosophies, they would likely make the same errors with time.
The game needs interaction and costs to effects for the sake of balance.
All easy to say, hard to actually develop but at this point, yugioh is on a clock before it dies entirely.
I don't think the game has much time left (only a few more painful years) before its done. It will burn the game store so badthat they drop it first before it burns the players so hard that they quit, generally speaking.
I have no faith in their designers at this point.
Yugioh has lost its soul and identity.
I gotta say I fully agree with you, friend. I respect you for trying to keep your voice heard. I hope more "rejects" like myself can find solace in the old community formats. It's all that we have left.
I'm really thankful to have a buddy who's still willing to play goat format with me.
But, it's not fun at all trying to win at locals. There's no space to build a defensive control deck anymore like I once did.
Heck, defense position, a core foundation of battling, is forgotten by a few people I know. Someone I dueled a while back thought he lost an attacker into my higher defense monster.
@@wickd6878they have places to play older yugioh. It's not like it's been forgotten. Games are bound to grow and evolve. It can't stay the same forever.
I respect your opinion but I disagree with you on this. Games grow and change over time there's nothing wrong with that. I enjoy current yugioh. I don't like certain formats but I still have fun playing with my friends regardless.
That's crazy, I am the opposite. I stopped playing the TCG 18 years ago, then I returned to the game last January, thanks to the Rarity Collection and new Structure Decks..
@@PandaQueen_ygo
It's what everyone is being told to believe, but if changing and evolving means effectively removing mechanics that are central to the game's design, that's a bad thing.
So many card games have atk and def stats, but yugioh's battle position was unique and innovative. Flawed, yes, but not something that should be done away with.
Link "monsters" literally have no def stat! No one is allowed to set a monster anymore because it doesn't scratch the "immediate satisfaction itch" young people are brainwashed to have.
Thumbnail should've had a Chaos Angel in Link-Monster blue
Thanks it's never too late for me to change a thumbnail. *Opens photoshop*
Next evolution of card removal after putting them in the spell trap zone is just ripping your opponents card
😂 already happening
I always hated the "send card to the GY" but if it doesnt ""say""" select then it ignores it. So stupid
my favourites are the handful of effects that 'target' the player such as ferret flames.
Cards being designed to play around things isn’t the problem .the problem is that Konami makes them with increasingly less balanced as the game progresses.
“Cards that break the game’s rules” is a feature that was always present in the game. Let’s not pretend Konami have just recently decided to print cards with quirks that circumvent conventional card design, because it isn’t. Case in point:
1. “Swords of Revealing Light” remained face-up on the field after activation, even though it is a Normal Spell.
2. “Cyber Stein” and “Metamorphosis” both clearly circumventing how the Fusion Summoning mechanic worked.
3. “Future Fusion” allowing you to use monsters from your Main Deck as Fusion Material. “Advanced Ritual Art” allowing you to Ritual Summon a monster by Tributing Normal Monsters from the Deck. In a similar vein, “Miracle Fusion” and “Overload Fusion” allowing you to use monsters from the GY as Fusion Material for a Fusion Summon.
4. The entire “Zoodiac” archetype allowing you to Xyz Summon with just 1 monster as Material, instead of the typical 2 monsters with the same level as a Summoning Requirement.
yeah this, he's being dumb.
Yeah I was gonna say this is nothing new lol. Like, piercing is "cheating" because it ignores defense mode, is that a problem for design?
Every effect is some form of cheating when you boil it down
You're not very bright, are you?
1. Swords of Revealing Light was in LOB, a set before the existence of continuous spells as a card type.
2. Cyber Stein and Metamorphosis are both bad examples as both have been banned for most of their existence. They are recognized design mistakes.
3. Fusion summoning was never designed to be just Polymerization and fusing from the hand/field. Most fusion summoning conventions came with GX, many of which are still followed to this day.
4. Zoodiac was a design mistake which is why most of their cards were/are on the banlist up until recently after the game had been power crept to hell and back.
It's not a "feature"; it's Konami making blunders, something they're not immune to.
@Cybertech134 "Fusion summoning was never designed to be just Polymerization and fusing from the hand/field. Most fusion summoning conventions came with GX, many of which are still followed to this day."
So, we are in agreement, then? That “Cards that break the game’s rules” is a feature that was always present in the game? XD Don't start something if you can't even back up your own argument.
@Cybertech134 Considering that Yu-Gi-Oh started as basically a knock-off version of Magic: The Gathering, should you really be surprised that Yu-Gi-Oh card design breaks the mold most, if not all of the time.
Please get with the program.
I agree with this video. Some mechanics are manageable, like sending to the graveyard or non targeting removal…. But banishing cards face down should no be a very easy access splashabe engine, like Kashtira, I mean c’mon I have seen people playing kashtira with Weather Painters.
Although I’d be in favor to see erratas to power down some of the generic boss monster that we see everywhere, like type locking or some specific materials.
I feel like this is Konami’s lazy attempt at growing the game, and just awfully power creep… rather than banning the broken card, they just release a new card that over powers it, and makes it irrelevant… I.e. how Konami makes us players buy the new sets, rather than improve older decks
They didn't even tried to powercreep new cards. We literally go from a very diverse format to a very narrow one just because of the banlist banning a good amount of decks that can compete with the new products.
The fine details between destroy/sent or discard/send, if used, should be VERY selective. A card should be really special and worth an investment to send instead of destroy, and that should be somewhat equivalent to the investment needed to bring out that monster that can't be destroyed. Instead, it's VERY easy to bring out cards with those protections, and it's becoming just as easy to get rid of them. This, as you say, ends up as a form of power creep.
Also wholeheartedly agree with the idea that banished should've been left "removed from play" (not just in terms but in principle). It's fine that the D.D. archetype exists, but generally speaking, they should've left banished to be banished. Unfortunately, it's just the nature of a game having gone on for 25 years. They need new ways to evolve cards and archetypes, so the low hanging fruit is accessing things like GY and banished more readily.
The new Guardian of the Voicless Voice Trap card, can Special summon a Ritual monster from deck and it doesnt even bother to say "Ignoring Summoning Conditions" or "This is treated as a ritual summon". It just outright SS a ritual monster lol
"Rip your opponents card to shreds and eat it"
Personally, I think banishing without targeting can be alright, as long as they show restraint. I know that’s asking a lot, this is Yu-gi-oh after all, but as long as it is carefully controlled. Like, I don’t mind it on Magnifica, as the whole point of that archetype is graveyard hate and Banishing. So having your capstone monster possess the best form of banish availible is okay by me.
Destroying everything in a set column is more balanced than just non-targeting removal. In a sense, you have targeted that column and theoretically this gives Konami a lot of design space for cards that switch columns (like Mekk-Knight Indigo Eclipse).
There is an inherent issue with Yugioh for new players and returning ones, and that is terminology. There should be no distinction with destruction and sending to GY; If a card is removed from the field and sent to the graveyard, that should be a universal action called "destruction". Konami is powercreeping by confusing people.
That lubellion isnt even fair, once u see red and blue hit the field u know the game isnt gonna be fun… dueling used to be about back and forth , a challenge but now its all about not even being able to play, or 20 minute turns or link spamming 8-9 times in one turn
In the 5Ds manga bouncing cards is referred as 'sealing' quoted by akiza using her moonlight rose dragon to seal away the spirit of beelze as beelze immune to destruction protection its stated as its 'immortality'.
I personally think the next thing will be placing monsters in the spell and trap zone. We had this before but we recently got some more cards that do this. And I think this is an interesting mechanic.
I feel like it goes both ways. To the point that Yu-Gi-Oh is like Dungeons and Dragons. People use "house rules" to return the fun to the game rather than being bogged down by not fun mechanics that some parts of the community don't like. It causes the problem of everyone having a different way of playing the game.
That's why i duel against CPUs rather than actual flesh and blood people, much more easier.
what platform do you use?
@@ianbraun271 Ygopro
The transition goes, Graveyard, Banished, Banished Face Down, Torn in Half, Thrown into the Ocean.
"Shuffle it into your deck (not owner's deck)."
"Add it to your hand (not owner's hand)."
"Send it to your graveyard (not owner's graveyard)."
This is an issue I agree has issue with.
While cards that can help cheese, bend or break the rules makes the game more interesting, the issue is balancing. Konami seems to only print stuff that’s either used by everyone or no one.
I would like to see some more cards that can change the effects/decisions of effects, like how the Grapha Fusion can change an activated effect to “your opponent (Grapha’s controller) discards a card”. Maybe force a cost (ex banish a card from your hand facedown) to stop a negation, or change a target & destroy to a free foolish burial.
The next level of removal is your opponent making you put your cards back into the wrapper it came in and shipping it back to the store.
I'm calling it right now next form of removal is add your opponents card to your own deck
I love this game bu its so STUPID that they dont respect they own rules. Instead of saying "special summon this card" they make you do 10 unnecesary steps hat makes the game worse
yea at this point they can just let us duell with computer help. computer sees i can do combo xy, just click on "do combo" and he does it lolol
It's stuff like this that makes that makes me feel like I should be earning a law degree for learning this game. Send vs Discard vs Destroy... Send for cost vs Send for effect... Negate the activation vs Negate the effect... and on and on and on.
There's only so many ways we can out a card in this game, both potentially and reasonably. The increasing number of methods to deal with cards "for good" and the circumvention of said methods is just another sign of this game rapidly spinning out of control. Gotta have a new way to out cards, then you gotta have a new way to recover from that out, then you gotta have a new way to out, then you gotta have a new way to recover from that out... How is a card game unironically in an arms race with itself?
In Yi-Gi-Oh!, destroyed is sent to the graveyard, but sent to the graveyard is not destroy.
In MTG, dies is dies.
Prime example: Quick-Play Spell Searchers to avoid Droll and Lock Bird cuz it cant be activated in the Draw Phase.
Maybe we should just reset the game... this shit is out of hand.
I can sense that in the future, Graveyard will also have facedown cards.
Lately, facedown banishing isn't effective as it once was.
facedown banished cards didn't quite stopped cards to be recurred or reused. Swordsoul, Kashtira, and Gren-Maju decks are one of the few cards that utilizes banishing.
There are also cards that can help in recycling non-specified banished cards. Meanwhile graveyard has less cards that can recycle non-specified cards.
Call me crazy, but monsters were never meant to have the same crazy utility that spells/traps have. Monsters have too much utility now that people just expect their archtype to do all the work for them and then throw in some handtraps. Continuous traps werent so gamebreaking when running backrow removal was common practice.
I always thought of "Sent to the GY" as Banished to your teams grave site to mourn fallen comrades.
I like how you explained how the cards are basically designed to be a trade-off of the basic game mechanics. That’s usually the fundamental rule of thumb I go by when it comes to game mechanics.
Last time I played was about 2009-2010. I just started playing again, I have noticed this. it's crazy as a reintroduced player, the level of shenanigans' most cards have especially banishing and sending cards. Has me sometimes regretting this game but I'm not going to quit
My idea, which is going to be super unpopular, is for konaml to require decks to contain one normal/ Gemini type monster for every 10 cards, this would slow down the game and allow for more turns, legitimize older decks and strategies that require normal monsters, it would allow for currently banned and limited cards to see more play to compensate for the nerf, and assist new players in learning a little more slowing. It would be a tough compromise, but nerfing the rules is the only thing to balance the game without banning more cards. It also means that if someone does win with a big boss monster that it was earned and not the luck of winning a coin toss for the first turn.
I think that subversion of mechanics is fine if they're used in a rock-paper-scissors matter and serve to cycle through formats while slowing down power creep. If for instance a deck is full of Majespecters they can lose simply if the format is light on targeting and destruction, but if a deck like Unchained becomes meta then suddenly immunity to targeting and destruction sounds like a good effect to have. Not to say that Majespecter was a secret meta option when Unchained was the best deck, just that the philosophy would have been ripe to counter the deck. Effects being able to circumvent some game elements to check each other is neat but power creep has ultimately ended up making them into straight upgrades of previous mechanics by finding the better one and making it standard.
whats scary is like, seeing how field spells are slowly getting to making the whole board into towers, which means that eventually its gonna be like "yeah well you cant really send it anymore because its unaffected", and i dont think that'll be a really fun time. dunno, powercreep be creepy
Next removal effect will probably be a non targeted removal from deck.
"You see that top card of the deck? Set it aside cause you're never using that anymore"
Sometimes i think that can make funny and special archetypes/interactions such as Nouvelles : here it mixes the Ritual summons with some Super Polymerization idea and Link climbing, because of the base mechanism who's very unpopular, rare and not very strong.
But sometimes, we have something like Labrynth, able to interact with any Normal Trap card and using them faster because of the slow mechanism of trap card's activation. I think this rather a question of balance.
Oh it's 100% a power creep issue. as an example: all the staples destroy cards. konami: prints card that can't be destroyed. it's expensive and breaks the meta so sells a lot. now cards that can't be destroyed become the meta. konami: prints card that targets, but doesn't destroy. it's expensive and breaks the meta so sells a lot. rinse and repeat. And yes, setting to field is 100% a way to get around ash blossom so those decks can beat the common hand traps. like the new gimmick puppet field spell to stop veiler / nibiru, and so on and so forth. And yeah, it absolutely makes the game more bloated and complicated - but its not like konami cares that much about getting new players so much as it cares about milking the cash cows
You also had premature burial (book of life if you ran zombies) for monsters and DMOC and magicians of faith for spells. There was also 1-3 cards for banished stuff back in the day…we had options back then
Kaiba started designing cards
Power creep is real idk how chaos emperor dragon got errata’ed but we have fenrir carrying the meta
as some one that runs a pure lunalight deck i expereince all of this. leo dancer is untargetable and undestroyable with 3500 atk but even then i need to read every card my opponent plays to make sure i don't walk into a non-targeting removal like the old orchust dude. Also i'm one of those decks that can use the GY as a type of second hand with Lunalight Wolf, and if i happen to remove kaleidochick for a fusion summon you can't activate any effects during the battle phase. BUT even with all of this it's still a matter of 1) not bricking because this older deck is very vulnerable to that, 2) can be shut down with a single ash, 3) i burn my hand very quickly and is very rare that I survive past turn 5
The Send effect is one of the best effects, just ignores all those "Can't be Destroyed" cards
Then whats the point of the can't be destroyed cards? Whats the point of any of the cards that get those kind of cards come out to "Solve" it makes the card utterly pointless. And all because one card broke how the system worked with "Can't be destroyed" it had a clause on the card that bypassed the basic rules of the game. This is just an arms race and it will not end well.
@TheLastSane1 if it can't be destroyed then there gonna have to make a way to get it off the field. Like how they made cards unaffected by everything they made cards that affect the player. It's just a balancing thing there doing. It's not hurting the game.
Ikr lol
@@PandaQueen_ygo Except it is. Because every single time they make a card that has a specific special power to ignore the basic rules of the game, they have to then make a new card that overrides, ignores, or gets around that special power. Then they need a new special power to give players another way around those basic rules.
So if a card has the "Can't be destroyed" and its met with "This card is moved" as a counter, then they still need a new way to protect cards. So they will make a card that gets around the "This card moved" workaround. Now they have to make a card to get around that workaround and on and on it goes. What happened to the base rules when literally hundreds of cards ignore them, hundreds of STAPLE cards for various decks across the last 20 years have been introduced that override the basic rules.
So what happens next? When the cards that let you move your opponent's card to the spell/trap area get a special counter that lets you play around it? They will need a special new way to get an opponent's cards out of play somehow to stop them from using them. And then of course they will need a new way around THAT as well.
@@PandaQueen_ygountil they make entire archetypes that "send" instead of destroy. EG: "If this card would destroy a monster by battle, instead send that monster to the graveyard."
Knowing Yu-Gi-Oh makes me worried for all the MtG effects that can bring cards back from exile. None of them are playable but still (also, no player can look at face down exiled cards unless specified otherwise)
(I don't count the cards that only bring back cards from exile if they have been exiled by their own effects)
- Squee the immortal and Eternal Scourgel can bring themselves back, but otherwise are vanillas
- Karn the Great Creator (he's actually broken because of his other effects, and 99% of the time he'll bring an artefact from your sideboard and not from exile)
- Riftsweeper shuffles it into the deck
- Mirror of fate brings up to 7 cards from exile to the top of the deck at the cost of exiling the rest of the deck
- Pull from Eternity puts it into the graveyard
- Oracle of Dust puts a card your opponent owns from exile into their graveyard
"Place card in your side deck" The new remove from play, can't be used for rest of the duel XD.
Yugioh rules: **Exist**
Yugioh card effects: I'll ignore that.
Fun fact: simorgh bird of ancestry used to not target and was only printed in one set.
It doesn't mention selecting or any of the outdated terms for targeting.
But komoney says it targets to return 2 cards to the hand.
It still won't see a reprint
I did notice most new search cards are quickplays to avoid droll and lock bird.
My buddies and I have been joking since the advent of "place" from the deck, that in a few years, the language will change to avoid game mechanics such as "persuade one card from your card stack to the play area".
I've talked about this on the master duel steam page not so long ago how a simple card that's been made to break the rules is just too much for some decks. My example because it happens to me so much is salamangreats being practically hard countered by a simple none boss deck monster like kashtira unicorn with its broken effect to be able to view and choose a extra deck monster to banish face down, the fact that it cost nothing to summon is extremely splashable and effect can be activate during either players turn makes cards like alba zoa look mild in comparison.
Imagine a card that let's you place an opponent's Monster in their Field Zone
I remember trying to explain the dark worlds to my friend back in the day where only certain discards worked for their effect
I continue to find the issue around the Yugioh Game Design is that answers are not introduced alongside or soon after the power level of the game increases. If cards like Ash Blossom are meant to be boundary setting cards for the sake of interaction and points at which the developers are taking into account when they design new decks, anything that is beyond Ash’s scope should be accounted for with generic counterplay answers. Just my two cents
Moral of the story if a deck functionality is cheating the rules of the game it mean the deck is insanely good.
The biggest issue I see with this is that there is kind of a "hirarchy" of these kinds of effects. Destroying is worse than sending to Grave, which is worse than banishing, which is worse than banishing face-down. There isn't really a deck that can't access its graveyard, so destruction is always worse than banishing. This means that powercreep only ever pushes towards the strongest of these effects, so we have to have more and more ways to defend ourselves against that effect. If this were more of a cycle, and some deck maybe gained effects by having their cards banished, but had almost no way of accessing their grave, that would somewhat shift the dynamic and could let destruction effects have a place in the game that is not just as the worst form of removal.
As someone who was a "professional" player all the way back in elementary school in around 2003-4. Coming back now seems like newer cards are just making up stuff like we used to do because we didn't know the rules😂
I definitely feel like the direction yugioh is going is simplifying things for people who do play, and alienating those who don't.
Remember when Gravedigger Ghoul was the only card that could "banish" and you actually couldn't get back cards removed from play?
Only issue I would have is that it makes things with like targeting immunity or destruction immunity feel more of a "thats cute, that hardly means anything" when cards that can get around those protections are so plentiful and easily accessible.
Wow, me and my brother and I play Duel Nexus, and your videos have always hit home with these types of videos.
Next up cards will say "Pick a card" and "Your Opponent Must....(do such and such)", maybe start sending card to the Extra Deck face-down
My guy, yugiohs been breaking the rules for the last 10 years.
-summoning from extra decks
-summoning from main deck
-summing blue eyes from hand
-fusion summoning without the actual fusion cards
-summoning a whole deck in 1 round.
-summoning multiple whole 3000+ monsters and letting them also attack in the same turn.
Somehow you put into words exactly what I have been thinking about the game for years but finding it very difficult to articulate. Basically right now the game is like a battle of semantics written on cards rather than a properly designed game with rules. It's just really lousy design and creatively bankrupt if I'm honest.
I think the underworld goddess effect is pretty cool. It is only effected by cards if the cards target it.
Playing heavily with the graveyard was the thing of the zombies monster, now it's everyone
Same for banish which was called "removed from play" for a reason, the only ones that really played with it were the D.D archetype and a few select cards
Yep. You got here late, but you summed up why I don't play Yu-Gi-Oh! anymore after GX.