WHAT WOULD A NEW YU-GI-OH! MASTER RULE LOOK LIKE?

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  • เผยแพร่เมื่อ 16 ม.ค. 2025

ความคิดเห็น • 839

  • @chestnutmouse6823
    @chestnutmouse6823 2 ปีที่แล้ว +1131

    I remember as a kid thinking Ritual Monsters went into the extra deck, I told myself " There's no way they're that bad "

    • @JHZech
      @JHZech 2 ปีที่แล้ว

      Not helped by the fact that in one video game, Ritual Spells spawned the monster out of nowhere even if you didn't have it in you rdeck.

    • @chestnutmouse6823
      @chestnutmouse6823 2 ปีที่แล้ว +101

      @@JHZech I didn’t even know that, when Yugi summoned Magician of Black Chaos against Pegasus I didn’t remember it showing it in his hand so I just assumed it came from the ED

    • @MiiMavis
      @MiiMavis 2 ปีที่แล้ว +50

      same, but sadly they didnt take that route and created rituals with effects in hand.
      now they cant change it.

    • @ygocardscatalogger3198
      @ygocardscatalogger3198 2 ปีที่แล้ว

      Ive been posting this for 2 months now and every yugitubers recently posted post to try to get ones attention and make a video about the list of ideas.
      So it would be cool if DistantCoder, Dzeeff, azneyes, MegaCapitalG and Team APS could also make a video like farfa did 😂
      Step back chumps this is how you fix YU-GI-OH
      Side note Links should’ve been made before Pendulum then Pendulums last.
      Side note There is no banlist besides banning True king of all calamities.
      Side note the *ed ones the best ones
      1. *Face down cards can’t be used as fusion material but can be used for tributes of a ritual or tribute summon or effect.
      (There are 3 different options here)
      2. *1 Normal summon and 1 set or 2 sets or 2 normal Summons per turn
      (Or Or or 1 set, 1 normal summon, 1 tribute Summon)
      (Or or or 1 set/ normal summon per main phase)
      3. *You can normal summon in face-up defense position
      4. *Tokens can be used as xyz material
      (But aren’t attached as material)
      5. *Increase the Extra and Side deck to 20
      6. Draw 1 card when you end your turn (Optional)( you’re welcome infinity players)
      7. *Link monsters can be used as synchro material but count as level 0 ofc
      8. get rid of missing timing
      9. *Get rid of properly summoning
      10. *Ritual monsters that say “YOU CAN ritual summon this card” can also be Special or Normal summoned like regular monsters. Only Rituals that say “MUST BE” must be ritual summoned.
      Or
      Ritual Monsters start in the Extra Deck.
      (Which neither of these can actually exist implemented bc of Drytron and then bc preparation of rites) soooooo rituals need a different buff but I can’t think of anything.
      Ig they can be special summoned like regular monsters can would be not the normal summoning bc Of drytron.
      11. Unlimited normal summons of normal monsters and of any level 1-8
      (You DO NOT require tributes for lvl 5-8)
      12. *Links aren’t restricted to the EMZONES To be Summoned
      13. *Pendulum summoning from the face-up extra deck aren’t restricted to linked zones
      14. *Once per turn on either turn each player can activate 1 trap from their hand
      15. *when a monster attacks another monster thats in defense position and with higher DEF points it’s destroyed after damage calc.
      16. Both players can use both the EMZones for any type of monsters.
      17. any combination of cards with mutual links can be used to have control of a monster in both mid field Extra Monster Zones. Instead of just the U lock ( u-v-L locks don’t lock your opponent’s out of the extra deck tho)
      18. *Monsters in the Mid field Extra monster Zones (aka the regular 2 EMZ) can be used by either player for The summons of Fusion, Ritual, Synchro, XYZ, Link and tributes for tribute Summons. Now both players benefit and take a risk by using the Extra monsters zones
      (Cards like “urgent tuning” can be used to synchro summon using any monsters in the Emzones(the opponent’s or your own)
      19. Monsters in the Pendulum Zones can be used by (the controller) for The summons of Fusion, Ritual, Synchro, XYZ, Link and tributes for tribute Summons
      20. You can Fusion summon fusion monsters without poly by Summoning material on top/in the same zone as the other material.( for monster that requires 3 material the material must be on field or in hand just like how poly works.
      ( if you’ve play Dark Duel stories then you’d know how this works)
      ( its just a choice between letting this summoning mechanic be a fusion summon or not which ofc it should be counted as Fusion summon so then monsters gain their effects and if the material is sent to the gy or is stays stacked in the same zones.)
      21. *Bring back the Pendulum zones but you can only pendulum summon monsters equal to the # of zones in between where you placed your scales in the back row. So with how the board is set up now you can only pen summon 3 monsters. So if you want to summon 5 they’d need to bring back pendulum scale zones plus it’d be cool to set traps in your pendulum zones yk
      22. Link monsters Arrow can be used to climb up or down the field creating EMZones on your opponent’s field or your own S/T zones (monsters that are on your side of the field under the opponent’s control can be used as summoning material for link, xyz, synchro, fusion, ritual, or tribute summons)
      23. Both And/or Link arrows just let the link monster attack the zones it points to along with monsters in the same Column
      24. *Monster in the main monster zones can only attack the monsters in the same column as themselves and when the zone is empty you can attack directly.
      25. *Monsters In the Mid Field Extra Monster Zones have the chance to target any monsters in the main monster zones for attacks along with the other Mid Field Extra Monster Zone
      **(If there were trap pendulums then Trap pendulums can only attack traps and spell pendulums can only attack spells)
      **(Cards must be face-up to be attacked or not idk)
      26. While In the EMZ or main monster zones Pendulum monsters can attack S/T cards/ cards in the S/T zones in the same column as itself. (No damage is delt) And/Or pendulums can only attack an opponent’s Cards in the S/T zones while its been summon to the opponent’s field (in your control) bc the arrow your link monster points to is an opponent’s main monsters zones.
      (Cards must be face-up to be attacked)
      27. Pendulum monsters in the Pendulum zones can attack monsters in the mid field Extra monster zones or Cards ( monster, S/T) across from itself on the opponent’s field in the Pendulum Zones.
      28. *All monsters have battle protection from monsters with lower Levels/Ranks then themselves and also have Battle vulnerability with monsters that have a higher Level/ Rank then themselves. Meaning they are instantly destroyed after damage calc when battling a monster with a higher Level/ Rank
      So
      All monsters have battle protection and instant destruction upon attacks on monsters in this order. Level 12 beats level 11 and below and Rank 1 beats level 12 and below ect ect ect
      Or
      levels and ranks are equivalent meaning a rank 4 and level 4 are equal so they beat level 3 and rank 3 and below but not each other.
      29. You can start duels with any number of Pendulum’s monsters face-up on top of the extra deck for you to Pend summon but they take up space in your extra Deck
      30. *Add a secondary Extra deck thats only for spells and traps thats 5-10-20 cards and you can once per turn set 1 trap or add it to your hand and 1 activation/set of a spell or add it to your hand
      ( only in the main phase of the turn players turn)
      (Pendulum monsters can be place here to)
      (You Activate any spell you choose from the speed spell deck or you set it depends on if you wanna extra zone to activate spells from or if you wanna make it more of a guess which card is my trap cards kinda deal)
      31. Create a separate banlist for the speed spell deck
      ( you still can only have 3 copies of a S/T card between your main and speed spell deck.)
      32. All together your once per turn resources become
      1 set of a trap or add it to your hand from the speed spell deck
      1 set of a spell or add it to your hand from the speed spell deck
      1 normal summon
      1 set of a monster
      1 Tribute summon (maybe)
      1 pendulum summon
      1 activation of a trap from the hand
      Bonus rule from CalebDOtexe
      33. Geminis count as normal monsters while in the hand and Main Deck
      CARD DESIGNS THAT ID LIKE TO SEE IN THE FUTURE THAT COULD HELP BALANCE THE GAME
      More reprints
      More possible/realistic
      1. Create (more)Pendulum Ritual Monsters
      2. Trap Pendulum Monsters
      3. Link Pendulum Monsters
      4. Create Pendulums with Different Numbered Scales on Each Side(scale)
      5. Create Pendulum Flip Monsters
      6. Create Pendulum Union Monsters
      7. Create Pendulum Gemini Monsters
      8. Create Generic Pendulum Archetypes to Support Links, Xyz, Synchros, Fusions, Rituals, Tribute, Normals, flip, union, gemini, spirits, Attributes, types etc
      9. Print more column specific Effects on cards.
      10. Print more Link 5s
      11. Level 1 synchros
      12. Link tuners
      Less possible/realistic
      1. *Create Link monsters with DEF points that are Red cards
      2. *Create S/T cards with Pendulum Scales
      3. *Create S/T cards with Link Arrows
      4. *Create Speed Spells And a Speed Spell Deck Zone
      5. Create a new Trap Card type that Are True “Hand traps”
      6. Extra deck kaijus as new summoning mechanic that are like red link monsters that use your opponent’s monsters to summon them to your field.

    • @jobejacobs62
      @jobejacobs62 2 ปีที่แล้ว +1

      @@chestnutmouse6823 Thoughts? th-cam.com/users/shortsZzXAf_D852g?feature=share

  • @SloopYGO
    @SloopYGO 2 ปีที่แล้ว +111

    "i understand you are cooking, but who are you trying to feed" is a raw ass line

    • @its_heeho
      @its_heeho 10 หลายเดือนก่อน +4

      For a raw line it certainly was cooked

  • @Squatch_And_Learn
    @Squatch_And_Learn 2 ปีที่แล้ว +348

    -Treat Geminis as normals in the deck so they get the support they desperately need
    -Also, not MR6 but on the topic of new monster types, the wind Patrollship being Link/Pend would be neat since they don't have a Link ship or second scale yet
    -Edit: I was gonna jokingly say Field Traps but i think the guy at 5:32 actually figured it out

    • @Pihutihutihutijay
      @Pihutihutihutijay 2 ปีที่แล้ว +6

      gemini's don't need this. ban gigaplant, add a gemini with an effect on par with normal summoning aleister.

    • @andreobarros
      @andreobarros 2 ปีที่แล้ว +27

      Honestly gemni should be normal monsters. Always, unless you gemini summon them.
      Konami was too afraid to powercreep normal monsters i guess kek.

    • @ycm6152
      @ycm6152 2 ปีที่แล้ว +1

      Blackbeard is the link monster of the archetype, however an EARTH attribute scale ship would be good

    • @Squatch_And_Learn
      @Squatch_And_Learn 2 ปีที่แล้ว +4

      @@ycm6152 We're already getting an earth ship though: Plunder Patrollship Jord, it's a level 8 synchro/pend with a scale of 1. So we need a high scale wind monster, and the only kind of SHIP we don't have yet is link. Blackbeard is a link but not a ship

    • @ycm6152
      @ycm6152 2 ปีที่แล้ว

      @@Squatch_And_Learn oh shit, I thought the new ship was wind, in that case, yeah the new scale should be wind. I don't think there's going to be a link or water ship since I think the whole point is that there's one 'boss' for each attribute and ED mechanic

  • @michaelgjrjvebs
    @michaelgjrjvebs 2 ปีที่แล้ว +379

    We need a comprehensive ruling guide to Last Turn and then it should be put to 3

    • @TheGuyWhoIsSitting
      @TheGuyWhoIsSitting 2 ปีที่แล้ว +11

      I’d happily take the guide but last turn would still probably be banned for tournament play.

    • @Ourgoopy
      @Ourgoopy 2 ปีที่แล้ว +4

      Why is last turn such a ruling nightmare? I feel like slowly reading the card there isn’t much left to interpretation

    • @Fauix
      @Fauix 2 ปีที่แล้ว +19

      @@Ourgoopy oh you poor, poor innocent soul. For your jumping off point, go read Jowgen the Spiritualist, then decide if you want to take the plunge into that rulings nightmare.

    • @like17badgers
      @like17badgers 2 ปีที่แล้ว +8

      if they made a comprehensive ruling guide for Last Turn, I dont like printed sleeves but you bet your ass I'm getting printed sleeves that are the whole ruling printed in V E R Y tiny text to fit it all

    • @Ourgoopy
      @Ourgoopy 2 ปีที่แล้ว +1

      @@Fauix wouldn’t the ruling simply be that the opponent can’t special summon the card from deck as specified on the card last turn.
      and since the opponent can’t summon the card that it would skip over the attacking phase portion of last turn
      then the final effect would happen after that which would result in the player controlling jowgen to win? As jowgen is the last monster on the field
      Or does it become problematic at step 2 because there isn’t a legal monster to attack as last turn specifies?

  • @StudiOmega
    @StudiOmega 2 ปีที่แล้ว +219

    Shoot, I forgot about this in the tweet, but remembered from some of the conversation pulled up - we should absolutely have Field Traps. Other than some weird corner cases, there's no reason to set to the Field Zone, get me some purple field cards. Much like introducing new monster types, the fact that existing field support calls out "Field Spells" means you could have a wealth of interesting new interaction - just need the card designers to remember Mine is now banned on both sides of the Pacific.

    • @jaguarnero
      @jaguarnero 2 ปีที่แล้ว +5

      I was literally just thinking about this the other day, love this idea

    • @AZ-rl7pg
      @AZ-rl7pg 2 ปีที่แล้ว +17

      That'd be pretty cool, like imagine a trap version of Pacifis, the Phantasm City

    • @FeanixFlamage
      @FeanixFlamage 2 ปีที่แล้ว +23

      there was even a character in the yugioh R manga that used trap field spells, so it's not as though it's something they'd never ever do...

    • @theoyoshiura
      @theoyoshiura 2 ปีที่แล้ว +6

      You can set a field spell to destroy your previous one

    • @adoorwithstaronit8573
      @adoorwithstaronit8573 2 ปีที่แล้ว

      Trap fields seem fun to use

  • @nellewoodruff6337
    @nellewoodruff6337 2 ปีที่แล้ว +67

    I like the sound of chrono monsters. Feels like something decks like fortune lady and ancient gears could be retrained into

    • @amiablereaper
      @amiablereaper ปีที่แล้ว +9

      Remember the card Yugi used in the duel monsters finale, that made three turns pass instantly? They'd love that

    • @Kerim9991
      @Kerim9991 ปีที่แล้ว +3

      When generic monsters are as strong as they're, you'd need some absolutely bonkers effects for the Chrono monster's investment to be worth it. The same problem that Gemini monsters have.

    • @Unknown-qj9sm
      @Unknown-qj9sm ปีที่แล้ว +2

      @@Kerim9991One Omni negate per turn that’s passed since it was summoned, or however chronos would work. Wouldn’t be fun, but it’s easy and right there. You could also just do 1 generic removal per turn. You could give bad ones 2000 bonus atk per turn, etc. it’s a really cool concept but I’m not sure how far it spreads really.

  • @marinperkovic2117
    @marinperkovic2117 2 ปีที่แล้ว +136

    The only suggestion I have that doesn't completely overhaul some part of the game or require new cards to be printed:
    make Gemini Monsters be treated as Normal Monsters everywhere. I want to Unexpected Dai into Carbo Crab

    • @gogovish
      @gogovish 2 ปีที่แล้ว +5

      that kinda just replace the geminis are bad problem with making normal monster obsolete

    • @szczoteczka2233
      @szczoteczka2233 2 ปีที่แล้ว +1

      But you're just removing their existence

    • @kindlingking
      @kindlingking 2 ปีที่แล้ว +17

      @@gogovish they already are. So why bother trying to make them "useful" when they clearly aren't and never going to be?

    • @user-mq1ng6sj7b
      @user-mq1ng6sj7b 2 ปีที่แล้ว +18

      @@gogovish It's literally impossible to make normal monsters meaningful to the game. The closest we got is suship and that's not getting a top anytime soon. Effect monster will always be better than normal monsters so just make geminis have something.
      Unless we get 1-4 star normal monsters with 10k attack, I don't think anyone is just going to play normal monsters for the sake of playing them

    • @kingnewgameplus6483
      @kingnewgameplus6483 2 ปีที่แล้ว +14

      @@gogovish The only reason people run normal monsters is if their deck is based around them or if they have an niche level/type/attribute/stat combination that's not on any other card, like flamvell guard. That wouldn't change with this rule.

  • @NerdByAnyOtherName
    @NerdByAnyOtherName 2 ปีที่แล้ว +166

    I'd like to see PSCT 2, where the TCG adopts the OCG's "effect (1), effect(2)" labeling system. Would also like to see them introduce some more keywords to help shorten card text ala banish/piercing

    • @12thLevelSithLord
      @12thLevelSithLord 2 ปีที่แล้ว +21

      Also shorten how they write piercing. Instead of "If this monster attacks a monster in defense position, it inflicts piercing damage" just say "Inflicts piercing damage.

    • @jofx4051
      @jofx4051 2 ปีที่แล้ว +14

      @@12thLevelSithLord Pierces is simplest one, PSCT overhaul is needed and maybe getting rid the phrase 'this card' and simplifies many others

    • @12thLevelSithLord
      @12thLevelSithLord 2 ปีที่แล้ว +7

      @@jofx4051 Yeah, just saying "Pierces" would be ideal, but I assumed Konami would still for some reason be terrified of just having a keyword and not being in a sentence.

    • @jofx4051
      @jofx4051 2 ปีที่แล้ว +8

      @@12thLevelSithLord There are some redundant texts tbh
      some are:
      if this card attacks... inflict piercing->Pierces
      add... from deck to hand -> search
      special summon ... from GY or banished -> revive (maybe?)
      if a card is returned to deck, it is always be shuffled except it is to bottom or top of the deck... so actually shuffle can be erased... except if it is needed such as... Madolche
      many tbh overused long text that can be simplified even community has coined terms for them

    • @luminous3558
      @luminous3558 2 ปีที่แล้ว +4

      @@jofx4051 No reason to do this. Konami deliberately made the game in a way where reading a card explains the card unlike mtg and others where you need to at all times consult an online database to find out what the 50 keywords mean.
      Its less of an issue in mtg since only a few keywords are legal or good at a time but yugioh is not like that.
      Trying to keyword some of the stuff like mirrorjade's end phase nuke effect and its interaction with different kinds of protection or negation is a nightmare.
      Its also about keeping options open for better balancing. If every card that summoned from grave could also access the banished pile then a lot less cards of that nature could be printed.
      Also you clearly seem to lack understanding of how relevant small text differences are to yugioh.

  • @aaronlastname9259
    @aaronlastname9259 2 ปีที่แล้ว +18

    the different MBT intros are so amazing. I can imagine spongebob playing his nose as a flute in front of the MBT logo

  • @liamwhite3522
    @liamwhite3522 2 ปีที่แล้ว +23

    Combine 2:37 and 5:32 to make floodgates into Field Traps. Trap monsters into Ritual Traps. Handtraps into Quick-Play Traps. There is untapped potential in these, and they wouldn't even invalidate your dice collection, just require more trap-colored ones.

    • @qwertystop
      @qwertystop 2 ปีที่แล้ว +4

      Nah, Ritual Traps should be the (relatively few) Traps that do Ritual Summons. Otherwise, sure, and also make the existing Continuous Traps that target and stick to a monster into Equip Traps so they follow the same automatically-destroyed-when-target-leaves-the-field rules as Equip Spells and you don't have weird things like Call of the Haunted staying on-field doing nothing when the thing it revived gets removed by non-destruction means.

  • @PJTMercury
    @PJTMercury 2 ปีที่แล้ว +83

    The editing on these videos is magnificent. The EEMZ segment had me in tears.

  • @antto9218
    @antto9218 2 ปีที่แล้ว +43

    i would love it if they made "fusion" a type of card, like ritual spells are, so you could not name every single fusion spell "fusion" and that fusion spells that doesn't say "fusion" in the name have that kind of support

    • @liamwhite3522
      @liamwhite3522 2 ปีที่แล้ว +3

      As in, having a new little symbol like 2:37, or like having the Fusion Type like what 4:13 implies?
      I would prefer the latter, because if spell/traps take monster types, well, Fusion, Ritual, Synchro, Xyz, and Link are all pre-existing, valid keywords for searching purposes.

    • @antto9218
      @antto9218 2 ปีที่แล้ว +3

      @@liamwhite3522 i ment the first, i don't disagree with the second one but i think there is a bigger chance to get the first

    • @briannitzschke2767
      @briannitzschke2767 2 ปีที่แล้ว +3

      I too, regularly normal summon Aleister the Invoker!

    • @KuroeNezumi
      @KuroeNezumi 2 ปีที่แล้ว +2

      I think they, between using those clauses as a card balancing artifact and as a way to let speed spell 2 fusion spells to exist, won't ever wish to revamp fusion spells into a type.
      Yes, some people may argue that letting superpoly be a quickplay is a mistake, but they've made a lot of mistakes since then and having to errata a lot of cards because of it WOULD be pretty embarrassing wouldn't you say?
      And inb4 "but frog the jam and Red eyes b. Chick", those are archetypes, not an entire mechanic's worth of cards.

    • @qwertystop
      @qwertystop 2 ปีที่แล้ว

      ​@@KuroeNezumi As far as spell-speed-2 fusions go, there's no particular reason they couldn't also allow spells and traps to have more than one type? There's plenty of room on the line above the art for more than one symbol, and that would also allow for things like the Continuous and Field Spells that do Ritual summons once-per-turn to get Ritual searcher support, among other things. It'd even suggest new niches like a Quick-Play Continuous Spell or Quick-Play Equip Spell.

  • @Merilirem
    @Merilirem 2 ปีที่แล้ว +115

    Extra Deck Rituals cards would also be awesome. Not like putting the existing cards in but rather making new ED ritual cards that could make rituals less terrible outside of broken instances.

    • @kauanjos3199
      @kauanjos3199 2 ปีที่แล้ว +13

      It's a really cool idea but it would make every card that searches rituals from the deck obsolete, unless they make a special rulling like pendulum where if they would go to the grave they go to the extra deck instead

    • @impendio
      @impendio 2 ปีที่แล้ว +28

      That’s fusions…

    • @Thatboigreedy
      @Thatboigreedy 2 ปีที่แล้ว +5

      Hmm yeah that’s a good idea and then we make ritual spells able to send materials from the deck and… ooou that’s just fusion summoning

    • @Merilirem
      @Merilirem 2 ปีที่แล้ว +3

      @@kauanjos3199 You still need material for the summon. So just grab a main deck ritual and use it to summon an ED monster. Also you still need to search the cards that don't have ED equivalents. I did say these were new cards not just rituals being put in the ED. Its far too late to do that after all.

    • @Merilirem
      @Merilirem 2 ปีที่แล้ว +7

      @@Thatboigreedy Except its not. Rituals deal in levels while fusions deal in specific names, for the most part. Fusion summoning is combining 2+ cards while ritual summoning is literal summoning from another place via a ritual spell. They should have always gone in the ED.

  • @samurexatlas7373
    @samurexatlas7373 ปีที่แล้ว +16

    Glad to see someone else craves link spells.
    THE THREE MARKERS THAT JUDGE THE WORLD!

  • @tjbernahl3596
    @tjbernahl3596 2 ปีที่แล้ว +20

    I was pondering the idea of action cards like in Arc V. You could only have a certain amount (probably 3-6) and could pull you out of a tight spot. They would have the speed spell and resolution of Quick play spells, but you can only activate 1 per turn. To make it fair, you would have a separate pile of face down cards that each player shuffles, and placed under your spell and trap zone. Once it is activated and resolves, you have a separate zone that you cannot access or use as banished. Just gone forever in that MATCH, and not just that game.

  • @munchrai6396
    @munchrai6396 2 ปีที่แล้ว +29

    An archetype of cards that get stronger as the game gets longer would be interesting as a way to build around Final Countdown. Maybe they could also manipulate the turn count to further increase their effectiveness

    • @__-be1gk
      @__-be1gk 2 ปีที่แล้ว +3

      They tried that already it's called Fortune Ladies and nobody played them

    • @munchrai6396
      @munchrai6396 2 ปีที่แล้ว +11

      @@__-be1gk I mean, that's a very surface level interpretation. The Fortune Ladies only get stronger the longer they're on the field, what I'm talking about are cards whose power level is directly connected to the turn count regardless of how long they've been on the field. Like the monster gains attack based on the turn count times 200 as a basic example

    • @__-be1gk
      @__-be1gk 2 ปีที่แล้ว

      @@munchrai6396 Yeah and that's retarded lmao

    • @jofx4051
      @jofx4051 2 ปีที่แล้ว

      uhh Sky Striker spells don't count? 😅

    • @munchrai6396
      @munchrai6396 2 ปีที่แล้ว +3

      @@jofx4051 Sky Strikers aren't a bad example, but ideally you'd have more than just 2 possible effects independent of the cards you have setup, only on how long the duel has gone

  • @claudio6391
    @claudio6391 2 ปีที่แล้ว +9

    Every single mechanic mentioned by Rata in the 2036 banlist video (Fury Summoning, Chuckle Summoning, Epic Summoning, The Fun Zone, activating trap cards from your pockets and being able to set Infernity monsters in the S/T)

    • @dudono1744
      @dudono1744 2 ปีที่แล้ว

      now I want infernity artifact for the memes

  • @DoctorOaks
    @DoctorOaks 2 ปีที่แล้ว +7

    I think it would be really interesting to allow for an additional Deck that contains exactly 3 or 5 different skill cards, and at the start of the duel you can use one of those cards from that.
    None of them would be floodgates, negating effects, or acting as a specific card. They'd simply apply affects to the player for the duel. Something like the recently shown Time-Rending Morganite.
    This would allow players to shift the playstyle of their deck, and even 2 people playing the same archetype would have legitimate reasons to play them in different ways.

  • @Hawk-Nolan
    @Hawk-Nolan 2 ปีที่แล้ว +19

    A cool idea is instead of increasing the extra deck size, make it variable based on main deck size. 40 main = 10 extra, 45 main = 12 extra, up to 60 main = 20 extra.
    As the consistency of your deck goes up the ceiling goes down and vice versa.
    A lot of the crazy power creep that happens is because as a new archetype is released it can grab tons of toolbox links, syncs, XYZ, and splash it with more synergy than is likely intended. Merrli+Spright elf for example.

  • @plumokin5535
    @plumokin5535 2 ปีที่แล้ว +7

    I just wanna say I love the magic references. I play both games and I feel so heard when you compare and contrast and relate them. I live for it and I can't explain why lol

  • @ggmasterguiltygear6315
    @ggmasterguiltygear6315 2 ปีที่แล้ว +17

    that prerequisite of having certain cards in your deck in order to use card effects is pretty nice as it stops people from using them solely as an engine.

    • @tahucu
      @tahucu 2 ปีที่แล้ว +1

      but they just put more garnets to use that engine maybe ask for 20 monsters of that archetype?

    • @ggmasterguiltygear6315
      @ggmasterguiltygear6315 2 ปีที่แล้ว +2

      It would just motivate players to play pure archetypes instead of mismatched meta cards to consistently top in tourneys. There are many decks that are unplayable because of that "one card" that got banned for being too good in every deck.

    • @jofx4051
      @jofx4051 2 ปีที่แล้ว

      nah u don't need certain card in deck, certain card in hand, field or GY does work

  • @Ragnarok540
    @Ragnarok540 2 ปีที่แล้ว +27

    I can't believe no one mentioned one of the most sensible changes that could be done, one free extra normal summon in the second main phase, very useful if something happens to the first normal summon, and also you don't get too punished if you brick with multiple normal summons.

    • @mrbigotes9974
      @mrbigotes9974 2 ปีที่แล้ว +22

      Wanna see me combo 1 card combo?
      Wanna see me do it again?

    • @mrshadowcristal
      @mrshadowcristal 2 ปีที่แล้ว +12

      @@mrbigotes9974 I mean, the thing that ends up ending combos in anything that does so competently is hitting the wall on your hard once per turns. It also has the added benefit of giving players going second another tool to try and make a crackback against a stacked board, since going second can kinda feel awful.

    • @catfan913
      @catfan913 ปีที่แล้ว +1

      i think the battle phase has become too weak for this to be balanced

    • @Ragnarok540
      @Ragnarok540 ปีที่แล้ว +1

      @@mrshadowcristal Exactly, going second needs to be a little stronger in this game so is not just about the coin flip.

  • @guestb8389
    @guestb8389 6 หลายเดือนก่อน +1

    7:30
    Me and one of my friends just slap down "Legacy of the Duelist" on both our fields and ignore the effects we don't feel like playing under.
    I just really like experimenting with different card effects being active no matter what so that we can emulate different game modes. My personal favorite is having Synchro World and Signal Warrior's effects always being active and replacing Synchro World's effects with generic monsters so that we can emulate Riding/Turbo Duels.

  • @Galavantworks
    @Galavantworks 2 ปีที่แล้ว +5

    I honestly think Link Spells and traps should be a fully functional mechanic which adds more functionality to co-linking into the spell and trap card zones. Who knows it might even lead to Link Pendulums that can function in said way from its P-Scale zones

  • @renaldyhaen
    @renaldyhaen 2 ปีที่แล้ว +4

    If you really want Judgement Arrow in game...
    1. Extra deck monsters can be summoned on EMZ or zone that pointed by arrow (hello MR4)
    2. Introducing brand new Spellink, you can summon monsters from extra deck to your zone this card points to. It will give additional effect if the Arrow-spell is an arctype card, maybe like for Branded-Despia Spellink, they can only summon Fusion monster to the zones. But they got addional effect maybe ATK boost, protection, etc.
    3. Bring back the pendulum zone and count pendulum effect as monster (pendulum) effect. So, pendulum can still play under Anti-spell fragrance. But for balancing, the scale didn't give spell counter anymore because it no longer a spell effect.

    • @luminous3558
      @luminous3558 2 ปีที่แล้ว +1

      SO you just randomly killed endymion, returned us to MR4 jail for 0 reason and what for? For terrible 2002 fieldspells?

  • @gallantblade1825
    @gallantblade1825 ปีที่แล้ว +1

    Geminis as Normal Monsters, Unions as Equip Spells, and Flip Monsters as Trap Cards would be fantastic. Not sure if there are any ways to buff Spirit monsters though.
    I think a smaller ED would be interesting too.

  • @aaronwhipple748
    @aaronwhipple748 2 ปีที่แล้ว +3

    Yall remember in the og anime they had deck masters that had a buff that was always in play, let's do that but you have to be playing that monster in the deck to get its effect. Think how the pendulum card looks 2 separate boxes. 1 for its deck master effect the one below that whatever its normal effect would be.
    Ex:
    -Labyrinth's brave knight - once per turn if a trap card you control would be banished or destroyed it is not
    - Trickstar stage hand (great fucking name btw) at the end of the turn if a "trickstar" monster dealt effect damage to your opponent deal 100× the number of effects that were used to your opponent.

  • @flackenstien
    @flackenstien 2 ปีที่แล้ว +2

    MR6 I just want revamp to S/T types.
    Let Spell/Traps have multiple symbols/types.
    For example, if it's an S/T that Ritual Summons, that is a type of Spell/Trap other that Ritual, like Quick-Play, it will gain the Ritual symbol. Repeat this for every type of card, and allow new combinations.
    Quick-Play Field, Continuous, Ritual, and Equip Spells.
    Continuous Equip Spells (they aren't destroyed when the equipped monster leaves the field).
    Do the same for Traps. Ritual Traps. Equip Traps that use the Equip symbol. Add a symbol for Trap Monsters (only for ones that remain a Trap in the Monster Zone).
    The Attribute Spell/Traps sound really cool.
    Fix the translation of Polymerization to Fusion and reprint every card that says "Polymerization or 1 Fusion Spell".
    Reprint every card that needs PSCT.
    Not MR6, but more Union, Spirit, and Gemini members worth using in 2023. NOT support that ignores their weaknesses, but simply more members that are worth using despite the drawbacks.

  • @taufanaugusta8884
    @taufanaugusta8884 2 ปีที่แล้ว +2

    If Ritual Monster goes to ED:
    Dogmatika: adios

  • @angiferrari5826
    @angiferrari5826 ปีที่แล้ว +1

    I want to see this in MR6.
    • Flip monsters activate their effects when:
    - attacked.
    - tributed.
    - Returned to the hand/extra deck/deck.
    Or something like that. I just want flips to be able to be flipped more easily, because Right now they are in a miserable state.

  • @tobiasfrey2793
    @tobiasfrey2793 ปีที่แล้ว +3

    Flipping flip monsters like traps is actually a great idea! Of course that would make some cards that are currently basically unuseable broken all of a sudden but then again, I don't think it would be toooo bad. I would certainly enjoy having an actually playable Krawler deck.

  • @GetThePizza
    @GetThePizza 2 ปีที่แล้ว +10

    Someone in farfa's video mentioned an extra normal summon on main phase 2 would be great. Would help you a bit against negates at the cost of using your battle phase turn 2

  • @FlashMan16NG
    @FlashMan16NG 2 ปีที่แล้ว +1

    "Each player cannot conduct a Special Summon or activate a card or effect that includes the effect to Special Summon a monster(s) if that Special Summon would bring the total number of Special Summons conducted by that player during that turn ."
    So if it's turn 1, both players can only Special Summon once. Turn 2, both players can Special Summon twice etc. All other rules stay the same.
    Thoughts?

  • @Bj-iw9wf
    @Bj-iw9wf 2 ปีที่แล้ว +9

    Love how mbt keeps mentioning magic cards that do what people are describing. I would just want to see comprehensive rules

  • @quackersaurus6207
    @quackersaurus6207 2 ปีที่แล้ว +19

    You know what I'd like to see? Increased side-deck size. One of the most frustrating aspects of building a side deck is that you need a bunch of cards to counter the top decks, but also need to dedicate a whole load of slots for backrow removal type cards just so you don't lose to some garbage deck playing skill drain, rivalry etc. Increase the side deck to maybe 18-20 cards and this will allow you pack more outs to floodgate-style matchups while still having room to prepare for decks that actually matter. A better solution would be to just straight up ban cancerous stun cards, but I honestly believe that Konami would rather ban Dark Magician that do that

    • @JohnnyMacs19
      @JohnnyMacs19 2 ปีที่แล้ว +1

      If you do this maybe just have a single name per card or
      3 copies of a single card
      2 copies of another
      Then 15 other cards but just single copies of them.

  • @NightingaleAlt
    @NightingaleAlt 2 ปีที่แล้ว +4

    Honestly if you were able to attack a back row card if your opponent controlled no monsters and you inflict no damage but destroy the card…….. that’s a nice middle finger to floodgates. Me like.

  • @acetraker1988
    @acetraker1988 2 ปีที่แล้ว +1

    I would like to see Deck Masters as a mechanic. You get one and its place in its zone at the start of the duel and they have unique effects.
    -in context they should not have ATK or DEF/Level/Ranks/etc. The don't battle and can't be used as fodder for summoning other cards, they are basically a Monster Field Card.

  • @thepoweroftheweed2215
    @thepoweroftheweed2215 ปีที่แล้ว +1

    4:04 As for why Tokens are allowed in Link summoning, its because Synchros do that too. Basically, you can still Synchro Summon even if the materials don't go to the graveyard (Macro cosmos, Tokens), so it would be logical to use tokens as Link materials.

  • @alainr.29
    @alainr.29 2 ปีที่แล้ว +8

    I would love to see KONAMI release a new adjacent format using existing cards, as a lot of these suggestions look really fun if tweaked and balanced, whilst giving players the option of opting out.

  • @MsMiDC
    @MsMiDC 2 ปีที่แล้ว +7

    I don't think a revision to the base rules need to happen right now. It feels in a good spot. Fusions/Synchro/XYZ not needed to be summoned to Link Zones feels right, Pendulum could use a bone though. Maybe like a quick effect flip seems cool though, but overall its fine how it is right now.

  • @cyberslink1320
    @cyberslink1320 2 ปีที่แล้ว +1

    I was thinking about this for a while and I have 2 main changes I want to introduce to the game:
    1- Life Points no longer exists so the only way you can lose will be by card effects win conditions, by deckout, or by a new way called "Void countdown"
    2- The introduction of a new Zone, the Void Zone. Essentially what Banish should have been in the first place.
    This is how it will work, LP no longer exists instead we will have to keep count of how many "Life Points" we will lose or gain during each turn and it will take effect during a new Phase of the game, the Void Phase. A phase that will take place after the end Phase.
    So what happens during the Void Phase?
    Two sub-phases happen. 1; void calculation and 2; Void mill.
    - In void calculation, we will count 1 for every 500 damage we took during that turn plus an additional 1 for any damage left lower than 500. So let's say we received 1700 damage that turns. that will count 4, 500 X 3 plus 1 for the 200 left. the reverse happen if we gain LP more than losing for that turn, we gain a -1 for every 500 LP we gain plus a -1 for any surplus. Both Players calculate this during each Void Phase
    - In the Void mill, we simply take that number and "Mill" cards from our deck to the new Zone, the void Zone or if the number is negative we shuffle cards from our Void Zone to the bottom of the deck at random unless there are no cards to shuffle, in that case, we don't do anything. Those cards are unknown to the opponent so basically, they are banished face down.
    So what is Void Countdown?
    If the total amount of cards in your Void Zone is equal to or exceeds half of the cards in your deck at the start of the game by the end of the Void Mill you lose by void countdown. if the number of cards in your deck is an odd number then your Void countdown will treat as if your Deck had 1 card less, so if your deck is 41 cards your Void Countdown is just 20.
    Things to take into account
    No card effect can be activated during the Void Phase and there will be no card effect in the future that will interact with the Void Zone in any way besides maybe counting the number of cards in the void Zone or replacing cards in the void zone with cards in the field, hand, deck or GY.
    If you are reading this, thank you for reading my absurd and nothing at all fisable Idea for a children's card game that just overcomplicates things more😁

  • @qwertystop
    @qwertystop 2 ปีที่แล้ว +1

    I like the Red idea (an Extra Deck space and dedicated color for all the weird-condition monsters scattered across miscellaneous types), but here's one I didn't see: Take the abilities and effects that are identical or near-identical across a whole archetype, and lift it up into a separate text box, like with Pendulum effects. No mechanical change, it just makes it easier to read the card text to remind yourself of what *this* one does without having to find the half-line that's different in six lines of tiny text, or for your opponent to do the same. Don't even need to compromise art size, the box can be partially translucent to show the card art behind it like with Pendulums but moreso; since it's going to be identical across many cards it won't need to be read as often. Basically, something a bit like MtG's keywords for common effects, but adapted to how YGO tends to have effects that only repeat on a small number of related cards rather than across the game as a whole.
    For example, the Rokket text box could say something like "[Fire]: When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then ___. [Reload]: During the end phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except ." Then the main text box for Silverrokket (for example) could just say "[Fire]: Look at your opponent's Extra Deck and banish 1 card from it. [Reload]. You can only use each effect of 'Silverrokket Dragon' once per turn".

  • @virmalarjoonsingh768
    @virmalarjoonsingh768 2 ปีที่แล้ว +3

    Possibly... Extra deck Mon can be summoned once to the Main Monster zone (fusion synchro xyz) and subsequent EM in the EMZ or under Link arrows. A mix of MR 4 and 5.

  • @leonhart776
    @leonhart776 2 ปีที่แล้ว +3

    Here is a thought you can choose to have the older pendulum zones or newer pend zones so new and old pendulum decks can shine even more

  • @VaneHartless473
    @VaneHartless473 2 ปีที่แล้ว +2

    seriously though were are my asymmetrical scale pendulums?

  • @jaguarnero
    @jaguarnero 2 ปีที่แล้ว +1

    @6:00 I was thinking sometime ago that there could be some kind of “planeswalker” mechanic for yugioh. It would be kind of cool if you could have some sort of mascot to “summon”

  • @TokyoKoolProductionz
    @TokyoKoolProductionz 2 ปีที่แล้ว +25

    I don't know if this would count as a new Master Rule, but I want a mass errata of all Extra Deck Monsters from an archetype to require at least 1 material from that archetype to summon.

    • @LazyDollsArt
      @LazyDollsArt 2 ปีที่แล้ว +1

      Would be nice. Savage requiring a Rokket, Baronne requiring Fleur Synchron as its tuner or Chevalier de Fleur as its lone non-tuner ala Shooting Star Dragon, only good things could come from this.

    • @hawkticus_history_corner
      @hawkticus_history_corner 2 ปีที่แล้ว +2

      God yes please. Or at least have their effect only work on an Archetype card, like Halw could only summon a damn Crystron Tuner

    • @VinceOfAllTrades
      @VinceOfAllTrades 2 ปีที่แล้ว +2

      You have to broaden it a bit to account for stuff that doesn't belong to an archetype (Apollousa comes to mind). I'd like it changed so that ALL materials need to share a type/att/archetype with the ED monster, but that seems to restrictive, so maybe just 1 that shares (Type + Att) or archetype.

    • @cptguerreiro1253
      @cptguerreiro1253 2 ปีที่แล้ว

      What about link kuriboh 🥺👉👈

    • @gingerginsengs9292
      @gingerginsengs9292 2 ปีที่แล้ว

      @@cptguerreiro1253 Smaller cards like linkuriboh have no comparisson to generic powerhouses like Zeus, Baronne, and Accesscode, so this kind of restriction would only apply to the big monsters that actually matter.

  • @carlosmiguel1105
    @carlosmiguel1105 2 ปีที่แล้ว +4

    An idea I just had was to allow the player going second to set one S/T from their hand during the beginning of the end phase of turn 1. It would make going second a bit easier and makes traps more playable going second.

    • @Medbread
      @Medbread 2 ปีที่แล้ว +2

      They already achieved this with hand traps. Imperm works exactly like how that would work

    • @rajkanishu
      @rajkanishu 5 หลายเดือนก่อน

      oh sweet so now Skill Drain is a board wide Imperm! Fun!

  • @cdgames69
    @cdgames69 2 ปีที่แล้ว +1

    7:15
    Can we talk about how this guy wants to replace Tribute Summons with... Tribute Summons?

  • @duyknguyen
    @duyknguyen ปีที่แล้ว +1

    #ReviveTheBattlrPhase
    2:14 is Amazing idea for the Game's modern state!! 🎉 Maybe Revive the Battle Traps like "Counter Trap (Quaking) Mirror Force" or Increase LP, maybe not just 10k LP but much more like 50k. No more FTK (or harder) and couple 3k Omni-negates might not be enough to OTK you turn 3, so you can wait for resource like Dark Ruler until you actually commit.. (just please remember to ban Ancient Leaf!!)

  • @KenLinx
    @KenLinx 2 ปีที่แล้ว

    6:11 YO That is lowkey a good idea--except remove 5 zones. Have 5 zones at default (6 if including extra monster zone) and those 5 zones can be interchangeable for monsters or for spells/traps. It'll be like Duel Links all over again, except the player has the option to still use all 5 zones for monsters. If 3 zones are filled by monsters, you can only set 2 traps for the opponent's turn, etc.

  • @HunteryGo
    @HunteryGo ปีที่แล้ว +1

    If dire’s plan worked it would be an uncommon dream mirror W

  • @MomirViggwilv
    @MomirViggwilv 2 ปีที่แล้ว +1

    I was really sad to see those mean comments about Dire. I really like it when Dire ads in a little bit of a personal touch to these videos; I think they make the content so much better.

  • @businessfox1582
    @businessfox1582 2 ปีที่แล้ว +4

    I'd like a pendulum buff. Not full power, just not useless. You'd no longer be able to pend summon them to the EMZ but in the main monster zones again. The trade off there is they can only be summoned to the 3 mmZones in between the scales . This way the max you can pend summon at any time is 3, be it from your hand or extra deck.

  • @Dominator150395
    @Dominator150395 2 ปีที่แล้ว

    3:06 I can just tell that El Shaddoll Winda lives rent-free in this man's head.

  • @saviorlemons
    @saviorlemons 2 ปีที่แล้ว +3

    I really like the idea of having specific good cards only be used in a deck of specific cards like the DPE scenario.

    • @slash_stash
      @slash_stash 2 ปีที่แล้ว

      I know I was kinda sad on master duel when celestial got banned because I was legit playing destiny heroes 😂

    • @saviorlemons
      @saviorlemons ปีที่แล้ว

      @@slash_stashI was going to build them but didn't have enough Crafting Materials. It's if Dragoon suddenly became a problem again so they ban Dark Magician 💀

  • @TrevorAllenMD
    @TrevorAllenMD 2 ปีที่แล้ว +7

    Not sure how we haven't gotten continuous spells/traps with Link Arrows yet. Seems like a rather simple "master rule" that wouldn't completely uproot the current game/rules nor would it greatly affect any decks play styles other than buffing pendulums/making link decks easier to use. And it wouldn't give new players any new major mechanics to learn.

  • @huuballawick
    @huuballawick ปีที่แล้ว +4

    Friend of mine came up with a new summoning mechanic called Rebellion Summon. Used a shared Zone called the Reinforcement Zone that went between Extra Zones and kept track of the cumulative stats of the monsters within it (# of ____ attribute, total level, total ATK, etc). Either player could add a monster from their hand once per turn and use any of the monsters Reinforcement Zone effects if applicable. Rebellion Monsters could be summoned from Deck, but only when you were at a disadvantage and only if the Reinforcement Zone met the requirements (i.e. 10,000+ ATK). Most of those monsters were designed to give you a chance at a comeback before returning to the Deck during the End Phase (Could shut down a lock and give you back some card advantage, get rid of a particulary problematic card, do a huge amount of damage, etc)

  • @Dr.CaveCurinas
    @Dr.CaveCurinas 2 ปีที่แล้ว +2

    Man I don't know if this was a discussion that's been had but I definitely think there should be an option for a player going second to have some sort of mulligan. The single draw and battle phase isn't enough to beat a lot of decks that can consistently set up several negates/floodgates turn 1 if you don't hard draw interaction and the increasing ridiculousness of going second cards reflects this. Giving going second the ability to more consistently have interaction turn 1 I think will be helpful with that. Just a thought though.

  • @Alx501
    @Alx501 2 ปีที่แล้ว +6

    Never have understood the takes around reducing the extra deck, Master Duel’s events restricting it show that the first thing that happens is unfun stun and floodgate decks become some of the best decks since they have less forms of interaction to worry about from the Extra Deck so it’s easier for them to lock you out of playing. Plus you immediately cripple a host of fair decks (e.g. Salad) that were designed with a 15 card extra in mind

    • @ObviouslyDeven
      @ObviouslyDeven 2 ปีที่แล้ว

      D/D/D was designed with a 20 card extra in mind. Reducing it would make it unplayable.

    • @dudono1744
      @dudono1744 2 ปีที่แล้ว

      @@ObviouslyDeven The definition of D/D/D requires a big extra deck

  • @isickell8714
    @isickell8714 2 ปีที่แล้ว +1

    One change I thought of that probably would be shit is pendulum traps, where they’re half trap instead of half spell. You’d be able to set them anywhere in the back row, but they stay on the field if they’re in the pendulum zones, and have disruption effects like regular trap cards. Imagine something like negate attack, but if it’s on the left or right it remains there after activation and let’s you pendulum summon

  • @jonathanherrera9956
    @jonathanherrera9956 2 ปีที่แล้ว +4

    Hot take, we need a master rule that allows Normal mosnter to be summoned without tribute, no matter the level. The game is crazy enough right now, with this at least some normal monsters will get relevance. Or even wilder, normal monsters to be normal summoned without consuming the normal summon of the turn, that could make for interesting boards using normal monsters.

    • @jeremiahriley663
      @jeremiahriley663 2 ปีที่แล้ว

      my guy literally discribed Junior Journey Format XD

    • @jonathanherrera9956
      @jonathanherrera9956 2 ปีที่แล้ว +1

      @@jeremiahriley663 Junior Journey has a lot more rules that make it slower. I am talking about normal monsters and how to make them faster. Non normal monsters would be unaffected.

  • @judahthejwizard2734
    @judahthejwizard2734 2 ปีที่แล้ว +1

    Yellow extra deck monsters that are sandwich themed. A new mechanic where you stack the new extra deck monsters to make a sandwich. Like you need a bun monster then a patty monster then a cheese monster then a lettuce and tomato monster then another bun.

  • @the_real_rush
    @the_real_rush 2 ปีที่แล้ว +3

    we should have fury summoning where monsters gain attack corresponding to how hard you slam the card down on the table and how loud you shout its name and effect

    • @6210classick
      @6210classick 2 ปีที่แล้ว

      That one guy with a 10000$ Blue-Eyes

  • @JonathanMandrake
    @JonathanMandrake 2 ปีที่แล้ว +1

    I have 2 ideas:
    1. The amount of times you can summon from the extra deck is limited. Once in Turn 1 and 2, and increasing by 1 every 2 turns
    2. Make Traps more viable. This would need a turn 0 where Player 2 can only set traps and spells before turn 1 begins, so that the traps are active for the first turn.

    • @marthofaltea1751
      @marthofaltea1751 2 ปีที่แล้ว

      Limiting summons doesn't make the game more fun, it just changes the format to favor decks that make it's setup in the least amount of plays.

  • @PrototypePlatform
    @PrototypePlatform 2 ปีที่แล้ว +1

    you mean master rule 5 right? the 'april master rule revision' wasnt a master rule itself. it was a rework to master rule 4.
    so we're still waiting for master rule 5.
    also, deck masters, thats my vote. that or f i e l d t r a p cards
    ok ok ok. my serious take is this, an actual dedicated banish zone located above the GY that is not just a rough 'i-ee-uhhhhh, somewhere on the field that has space, here? maybe? yeah'

  • @anthonygraham2484
    @anthonygraham2484 2 หลายเดือนก่อน

    Had this idea of introducing deck masters from the virtual world arc. Giving them a deck master ability and a monster ability when in play on the feild like pendulum cards and when destroyed in battle or from card affect are banished instead of going to the graveyard. Deck master effects could be simple once per turn effects like discard one card to search a card or something to help with problems players have, like bricking up in the hand.

  • @wanderlustwarrior
    @wanderlustwarrior 6 หลายเดือนก่อน +1

    1:40 Found the Salamangreat player.

  • @nireas570
    @nireas570 2 ปีที่แล้ว +8

    Pends should be placed in any ST zone. Spaces in between will allow that many monsters to be special summoned at any time. Also removing the extra deck pend summon clause to balance it.

    • @luka3796
      @luka3796 2 ปีที่แล้ว +2

      Everybody would just place them in the leftmost and rightmost column to summon as many monsters as they can....... So nothing would change basically

    • @nireas570
      @nireas570 2 ปีที่แล้ว +2

      @@luka3796 Mostly yes, but now if the zone is occupied you have alternatives. Also makes imperm less predictable.

  • @WShoup9818
    @WShoup9818 2 ปีที่แล้ว +1

    MR6- side deck addition people can side 3 extra deck monsters along with 15 main deck cards you would typically side.

  • @kenja0685
    @kenja0685 ปีที่แล้ว +1

    I like the idea of migrating the Field Spells. Maybe not lock out 2 Field Spell zones as a mechanic, but rather, it allows you to set up column negate with Imperm or similar functioning cards. In hindsight, that would probably wreck decks that go second even harder.

  • @monkfishy6348
    @monkfishy6348 2 ปีที่แล้ว +2

    Monsters with Abilities. Things inherent to the monster that are *always* active and cannot be negated because they are a fundamental part of the monster's anatomical design. For example if Cyber Twin Dragon was reprinted under these new rules it's current Effect would become its Ability instead. E.g "Twin-Attacker" and it would become a non-effect monster. There would not be lots of Abilities, less than a dozen and they would be simple keywords. An infinity sign to the left would denote Abilities, and they would be listed first in the effect text box. Not every monster would have an Ability.

  • @cesarc3658
    @cesarc3658 ปีที่แล้ว

    Honestly my favorite idea from this is the "floodgate zone", this would be PERFECT to counter floodgate bs we have in yugioh rn. Make it a dedicated card-type and you can only have one active at a time, being able to replace it, like fields.
    Also would make it easier to counter, since if they set it face-down you can use spell/trap removal and not have to gamble on which is the floodgate, which is the bait set

  • @dukecaliblap
    @dukecaliblap 3 หลายเดือนก่อน

    I REALLY like the idea of leaning more into archetypes and making the really dominant generic cards less generic. They could do stuff like requiring you to have a certain amount of tuners to use effect veiler or enough zombies and/or fire monsters to use ash blossom. The person that first came up with this idea was cooking

  • @nightmagister
    @nightmagister 2 ปีที่แล้ว +4

    15 different monsters on the Extra Deck? RIP Salamangreat.

  • @shadexvii3975
    @shadexvii3975 2 ปีที่แล้ว +1

    I think the guy with the only one link summon a turn idea was on the right track, but I think instead it should be a limit on number of times you can summon from the Extra deck. That way combo decks can’t just flood the board with strong omni negates. It makes choosing your ED cards more important too

    • @6210classick
      @6210classick 2 ปีที่แล้ว +1

      that'll just kill certain Archetypes completely while accidentally empowering others

  • @brandol75
    @brandol75 2 ปีที่แล้ว

    trap spells, they will be like pendulum (half spell, half trap) where it will be treated as spells when activate during your turn with it's own effect or traps during the opponent's turn with a different effect plus they will be able to be activate from your hand during your turn as a spell (each spell case is spell speed 1).

  • @thenobody7509
    @thenobody7509 2 ปีที่แล้ว +2

    It would be nice if ritual monsters went into the extra deck. Of course you'd still need the ritual spell but it would make them a little easier to use. But, I think the idea that you can only say Link, synchro, fusion and xyz summon once per turn sounds like a pretty nice change to.
    Although, Another change I think would work pretty well also is that. Neither player can attack their first turn what I mean by that is it doesn't matter if you go first or second you cannot attack your oppent until your second turn. Which would be the 3 or 4th turn of the duel this gives both players a chance to actually play.

    • @thenobody7509
      @thenobody7509 2 ปีที่แล้ว

      @Alexander Hatt personally I feel like ritual monster should have gone in the exta deck and not the main deck. Idk it just never made sense to me because it's basically just like the other extra deck summons. Idk how it would make rituals worse?

    • @illdoittomorrow2368
      @illdoittomorrow2368 2 ปีที่แล้ว

      How about a separate extra deck for ritual material. The ritual materials must be a specific card type that konami has yet to print. Make them blue, but lighter, or something. The only way to get them out of that extra deck is with ritual summoning. And they can never be summoned, by game mechanic.

  • @cameronsmith4342
    @cameronsmith4342 2 ปีที่แล้ว +1

    A twist on the chrono summoning would be monsters you could summon but have different effects depending on if the turn is even or odd.

    • @BMVfilms
      @BMVfilms 2 ปีที่แล้ว

      That just sounds like an archetype. Like time thief new direction lol

  • @jacobwoodard818
    @jacobwoodard818 2 ปีที่แล้ว +1

    my suggestion for the mulligan is that the player who goes first if they mulligan they can put any number of their cards to the bottom of their deck and draw cards equal to the number of cards they sent back minus 1 and the person second can do the same but they don't have to minus 1 for the mulligan this doubles down as another way to make going 2nd less painful in this coin flip meta

  • @SirenLuna107
    @SirenLuna107 2 ปีที่แล้ว +2

    The link arrow spells like judgment arrows would be dope

  • @edoardomaina643
    @edoardomaina643 2 ปีที่แล้ว

    The tindangler broke boy incident might be one of the best thing that happened to this channel

  • @theheartbreakcat
    @theheartbreakcat 2 ปีที่แล้ว +6

    New Extra Deck type that benefits everyone: White border cards that are essentially retrains of every card ever printed. You must use the original in your main deck, then overlay the white card from your ED over it to "unlock its potential." Cards that have never been playable now get new utility, forgotten archetypes are guaranteed support, abuses are unlikely since you have to balance these cards with the rest of your ED, AND it slows down Konami from creating 14 new waifu archtypes every year while guaranteeing player retention as they wait for their favorite cards to be retrained.

    • @mrbigotes9974
      @mrbigotes9974 2 ปีที่แล้ว +1

      Good until they start printing them on the 14 new waifu archetypes as well with Ultra-secret rare rarity on top of it for easy cash grab.

    • @nnnp634
      @nnnp634 2 ปีที่แล้ว

      While having 20 more waifu archetypes did become super boring, one thing worse than that is 500 more DM era retrains

    • @theheartbreakcat
      @theheartbreakcat 2 ปีที่แล้ว

      @@nnnp634 Considering a majority of old cards have never been retrained and some havent even been in the TCG yet I'd consider this a far better tradeoff

  • @Switchell2
    @Switchell2 2 ปีที่แล้ว +1

    A change I'd like to see: Ritual Monsters can be placed either in the Extra Deck or the Main Deck, but not both. But they work on reverse Pendulum logic: even if they are summoned from the Extra Deck, they return to the hand/ED.

    • @JohnnyMacs19
      @JohnnyMacs19 2 ปีที่แล้ว

      In this scenario they should get a more powerful effect if they are summoned out of the regular deck.

    • @VinceOfAllTrades
      @VinceOfAllTrades 2 ปีที่แล้ว

      This seems cool but my Nekroz-centric brain doesn't like it. ED Nekroz means there's less room for Kaleidoscope targets and their discard effects do nothing. That said, making Nekroz disfunctional to make rituals more functional is a sacrifice I'm willing to make.

  • @tubegerm6732
    @tubegerm6732 2 ปีที่แล้ว

    i think the guy at 1:42 is very very close to an actually good idea. i actually thought of this the day before i watched the video and was supprised to see such a similar concept as my idea and with the exact same reasoning. the only problem with that version is that there's no downside at all to playing 3 copies of 15 different monsters. so i propose the following idea. you get 45 points to build your extra deck with, putting the first copy of a card in your ed costs 3 points, adding the second costs 2, and adding the last only costs 1. i just fixed the extra deck.

  • @Bingo_Bango_
    @Bingo_Bango_ 2 ปีที่แล้ว

    The "everything not specifically labeled a special summon stops being a special summon" is very cursed if it means using extra deck mechanics requires a Normal Summon.
    Errata certain weaker rituals + vanilla polymerizations to be Special Ritual/Fusion Summons while the normal summon becomes a hot commodity. It would also be a format where Double Summon might see play, and the utility of slower "banish from grave to SS" pseudo-normal-monster cards would shoot up dramatically. Hilarious idea.
    A few example turn 1 combos and how they fare:
    Tri-Brigade Fraktall is able to activate and discard as normal, Kerass comes out using the normal summon and can banish cards to special summon Hraesvelgr. You can no longer go straight to Apollousa because you've already used your normal summon and Link Summoning is not a special summon without the benefit of a card effect.
    Drytron Alpha Thuban lets you drag a cyber angel to hand and then SS it and Zeta in defense as normal since they both special summon, then you XYZ out Mu Beta, but unless Meteonis Drytron is errata'd to be a Special Ritual Summon you can't actually summon out any ritual this turn. Even if it is, the evil super combo breaks at Diviner of the Herald because you can't XYZ out Beatrice - you already used your Normal Summon on Mu Beta. You still get out Herald via Meteonis but you don't a huge board + hand to back it up, all the material stays gone for at least one turn.
    Sky Striker can still tribute Raye and Raye still works but now you don't get to free cycle random Sky Strikers in different phases for free. Good luck dragging out Halq which is now slow and much more conditional for which decks it works in.

  • @ianr.navahuber2195
    @ianr.navahuber2195 ปีที่แล้ว

    0:06 Amazing world of MBT!
    6:48 Tha'ts just Duel Links skill's requirements

  • @fatrobin72
    @fatrobin72 2 ปีที่แล้ว +1

    Only link once per turn... Cries in crusadia.

  • @alexanderpretorius1082
    @alexanderpretorius1082 2 ปีที่แล้ว

    1:41 i think the “common dire L” bit is funny. it’s one of the things i look forward to in the twitter threads. keep doing what you’re doing, dire, fuck the haters

  • @eliascsjunior
    @eliascsjunior 2 ปีที่แล้ว

    Yep, same attribute and/or type monsters are sent to the new zone as materials. Those monters will be summoned back/banished/sent to gy/hand or deck to fulfill some requirements of the new exm throghout the match.
    First player gets one full mulligan and the whole hand is banished, second player starts with six cards.
    Jogai zone is a proper zone with its own rulings and it will impact the game profoundly just like the GY has been doing throughout all of these years. Cards like shifter and macro cosmos wont be turn skippers/game winners anymore due to jogai interaction with the new zokusei/race zone

  • @anthonycannet1305
    @anthonycannet1305 2 ปีที่แล้ว

    Time to brainstorm the red border new extra deck mechanic. So far we have adding levels, matching levels, spell monsters, combining specific materials with a spell/effect, and quantity of monsters. How else could we mess around with the mechanics?
    1) Trap monsters. Similar to pendulums where they don't start in the ED but go there when destroyed and some kind of special effect could special summon them back. You can set them from hand to your spell/trap zones as if they were traps or summon them like monsters. Having a modal effect based on where you put them. As for summoning mechanic from ED, maybe it works similar to links except you need to tribute faceup traps? Or in keeping with the trap theme, it could be a catchup mechanic, where you can only summon them if/when your opponent has X more monsters in play than you?
    2) Extra Deck Spells. These would be spells that start in the extra deck but aren't monsters. They'd have an activation cost that could be as strict as fusions or as lenient as links and could include tributing continuous spell/traps as well as monsters (maybe even discarding specific cards or banishing specific cards from the graveyard).
    3) Spell links? or negative links? They'd function like link monsters except the zones they point to become spell/trap zones or the "negative" ones can block out zones. The negative ones would have to point to your own zones too like an up and down arrow to balance it out, or the really high cost ones might only point to one (or two if it costs a huge amount of specific material) of your opponent's zones. The spell ones would be similar to pendulums having a spell and a monster effect but instead of being playable in the spell/trap zones as monsters, they'd be played as monsters in extra monster zones but get the spell effect if that zone happens to also be a spell zone. So for example, you'd start by summoning one of them to the EMZ, and it points down turning that monster zone into an EMZ/Spell zone, then next time you summon one of them to that EMZ/Spell zone it gets both the monster effect and the spell effect. We could also extend the link monsters into turning spell trap zones into EMZ/S/T zones. basically it just adds "extra monster" to the zone it points to, or the spell ones adding "spell" to the zone it points to. We could also make them turn into spell/trap zones but adding more trap zones sounds more powerful OR we could make that a separate card type "trap links" that would let you play traps to those places...

  • @TengoSuenho
    @TengoSuenho 2 ปีที่แล้ว +2

    Cards that negate activation cannot longer be used on Damage Step. Now battle tricks can be used to remove negates.
    I just want an excuse to use Shiranui Samurai tbh

    • @kingpin6173
      @kingpin6173 2 ปีที่แล้ว

      Incredible take

    • @illdoittomorrow2368
      @illdoittomorrow2368 2 ปีที่แล้ว

      TBF, that's how konami used to design cards. (except during the damage step) was present on most cards with quick effects.

  • @AikaHoshii
    @AikaHoshii 2 ปีที่แล้ว

    "I understand that you are cooking, I am wondering who you are tying to feed"
    -MBT 2023

  • @SecondSeraphim
    @SecondSeraphim 2 ปีที่แล้ว

    Pendulum cards can be placed in any of the Spell/Trap zones, not just the ones on the side, BUT if you pendulum summon, it has to be in a "contained area" So, for example. if you use a pen in your leftmost and central zone, you can only pendulum summon in the columns of the pendulum cards, or in any column between those two columns. This would allow you to use the pendulum effects of more than just two cards at once.

    • @6210classick
      @6210classick 2 ปีที่แล้ว

      I feel like other decks will abuse this as an engine or something

  • @BandannaBread
    @BandannaBread ปีที่แล้ว

    I just realized something. We can nerf oppressive cards like Skill Drain and Rivalry of Warlords by realizing TheActMan's worst nightmare, and turn them into Field Traps (They go into the Field Zone and must be set before activation).
    As stupid as it sounds, it would work. It also means that Mystic Mind can't exist at the same time as Skill Drain, Rivalry, etc unless your opponent has it or you gave it to them via Set Rotation (The spell card, not the jump scare)

  • @Honest_Mids_Masher
    @Honest_Mids_Masher 2 ปีที่แล้ว +1

    Monsters on the field only being able to negate the activation of one spell, trap and monster effect each one per turn.

  • @TheTundraTerror
    @TheTundraTerror 2 ปีที่แล้ว

    2:04 - Oh yeah, that's totally what the game needs. A Karn.

  • @gbfvarch8416
    @gbfvarch8416 2 ปีที่แล้ว +5

    Hard once per turn become a rule for all cards unless cards specifically say it can activate x amount of times like yuki-onna for exemple.

  • @josephcourtright8071
    @josephcourtright8071 2 ปีที่แล้ว

    My master rule 6.
    - Combine the side and extra deck. You have 25 slots to use for either side board cards or extra deck cards. Adds the exchange between if you want to over fill your extra options or you want those side board options.
    - Give players a mulligan of some kind. Yugioh is so depended on that starting hand.

  • @mateusrp1994
    @mateusrp1994 2 ปีที่แล้ว +2

    Give us the anime-only mechanics, Armor monsters, Dark Synchros and Link Spells. Make Turbo Duel an official format (sans motorcycle use) and print official Speed Spells, same with Action Duels and Action Spells (and Action Traps too, just don't make every single one into Evade/Miracle).