Hot take but I like new Yu-Gi-Oh. I got out before synchros and came back in around October of 2021 and started competing in tear format. The fast pace and interaction is very intriguing but floodgates suck though.
I agree. That's also what I meant with it's the selling point of the game, the fast pace is actually kinda nice maybe you could balance going second a bit more but in recent times it wasn't as bad as in for example 2018 with many Ftks like gumblar dark world danger and so on. I think everybody agrees that floodgates suck.
Nice vid. As someone who enjoys Metal silver armor In my Vylons, I do not know what those Judges were talking about. The card is pretty self explanatory. Also RIP Smoke Grenade. RIP to my Vylon 6 card smoke grenade hand Rip FTK. Shame we lost it, but I just replaced my three smoke grenades with The Bamboo Swords and Terminal World, and I just FTK people that way now by skipping their turn. Banning smoke grenade didn't kill my Vylon FTK, it just forced me to change it. Still I miss the awesomeness that was Looping smoke grenade on an opponent 5 times over and ending on a drastic drop off you searched with Primathmech Alembertain. Man that felt so good. Turn skipping is cool, in fact it's technically even better than hand ripping, but the smoke grenade was so much cooler.
First of all thanks. I think the problem with metalailver was just that it's worded poorly but yes ingeberal you can understand it easily, except maybe that you also can't target monsters in the grave that's not to easy to read just from the text.
I personally believe the game need to get away from being a "going first and going 2nd game" but how we get there would probably have a lot of card bannings and design philosophy to change, neither of theses things players can change, it comes down to konami. (Which you know they won't change) You either play how the game is played down, dictated by handtraps, omni negates and board breaker cards along with floodgates in a game that is centered around your 1st turn only and your second turn is just formalities. Or play time wizard formats if you want a slower paced game, because there's no way konami will ban enough cards to change the game from the combo centeric heavy 1st turn style of play. People just want their plays to matter but with only 5 cards and hand and only ever usually getting 1 draw off the top of your deck it really comes down to probability in this game, you either make aure your deck is made to go first with hand traps or 2nd with board breakers, both just different forms of not letting your opponent play, negating card effects in different forms, one on their turn, one on yours wth less interaction. The game all comes down to one draw and if you can even activate that card. And for most returning or new players thats just not fun.
Changing hand sizes could also be an interesting way to balance the game a bit more. It wouldnt change the complexity, but even if youd just change the rule so you start with 6 and dont get a draw going second, the chance of opening handtraps would be higher and you'd never topdeck an handtrap again. Or ingeneral that you have one card less if you go first could be a huge difference because you wont play through as much, at least not as consistent as its now. So i agree its an interesting idea.
Other version of this: The Player going second (Only once that is) draws 2 cards at the beginning of their turn instead of just 1 because the 1 card advantage just doesnt work often against a fully established board.
The biggest problem with set rotation that people often ignore, is that you have to be REALLY careful with set rotation, otherwise you just end up with something like Pokemon, or even MTG recently (at least from what competitive players tell me) where you have most of the card pool gone AND the format is still riddled with absurd stats and effects. I don't trust Konami to be able to pull something like that off. Modern Yugioh just needs more restrictions at a fundamental level. While an advantage for early Yugioh, 90% of the restrictions in Yugioh come from the cards themselves and not the mechanics. Adding restrictions such as "you can only activate one monster Quick Effect per turn" as a mechanic would not only solve the game from devolving into insanity, but it would remove much of the card text without even needing something like keywords, which is a hit or miss in-terms of introducing new players.
Thats proabably true. If decks like Kash and Tear would be in a rotation format and they wont rotate the next decks still need to be insanely crazy to compete and i agree that it would take konami a long time to be able to do an good rotation. A few more restrictions in the rulebook would for sure fix some issues.Changing things so that every effect is hard once per turn and only exceptions arent (and then they can write it in the effect) would also prevent some combos in the future while saving text space. So there would definitly be some options for restrictions in the rulebook.
I think it would be great idea if the player going 2nd had 6 cards in hand during the turn the opponent start. It would give the going second player better chances to draw HT or combination of HT to slow down the opponent and/or more chances to draw board breakers and engines pieces to play around a established board.
I agree someone else basically commented the same idea. You would also never feel the pain of topdecking an handtrap again. It would definitly be a small but great change.
you know what ? screw it, make "handtraps" that activate from Deck/ED, but they all share a HOPT (done by putting all of them in 1 archetype and giving the clause "you cannot activate the effects of [archetype] monsters for the rest of this turn")
I see no problem at all. Speed is not a problem it is just very uncommon for a card game. Also there are several different kind of deck strategies like control decks, stun decks, mid range decks which are quite slow in comparison to mostly each combo deck. Your second point is based on how you look on the game. I think it is quite good for a game to be complex and offer much different cards and alternatives to build decks. This means everyone can take time to find their own strategie but this also means that you need to get in contact with the game, mechanics, different summons and possibilities this game offers in depth. So i think there is no problem at all, people just feel like it is a problem instead of trying to figure out how it works and in which way it can be played.
I kinda agree because I also have no real problem with how the game is currently. I just think without friends it's to hard to get into the game. And for the sustainability of the game it would be better to be more beginner friendly. Even though I don't think yugioh is gonna die anytime soon.
@@HipoFrog friends are a good way to get in contact with the game. But you are also able to get help by UA-cam videos and streaming content. People are explaining much and talking much about engines, strategies and more. If someones wants to play, this person just needs to take a bit time to get in contact with the game, playing some locals and maybe even remote or online. It is kinda easy
@@dennisbih9457 I agree as long as the locals are not just toxic, they are even a great way to learn the game even if you start playing the game on your own.
@@dennisbih9457 I think most locals are probably not toxic at all but ive heard of some storys where the community or the store owner was kinda toxic but its should not common.
A more accurate phrase about the speed part I think would be "it is a selling point for some of the current players". Yugioh is a game with a long history and the people complaining about speed aren't all just from the outside looking in with no hands-on experience, but people that often played the game when the speed of today was not a selling point. The amount of interruptions can feel very overwhelming the way the game hits you with them in modern Yugioh. I think this is a case of you being so well acclimated to how the game is that even if you lower the difficulty of it in your mind to a point where you deem it even a tad boring, to some people it might still be a tough scenario. Konami embracing Time Wizard or cube formats and supporting them at all levels of gameplay would help I think, but it is probably not the magical cure either so I'm at a bit of a loss on the subject.
Well set rotation us cool for Meta player because they dont need to loock at old cards to couter them but the rocke players or poor player Musst buy new decks well if setrotation comes in i couldn,t efford the game
I agree in some way because yes you'd be forced to play new decks at least every few years so you'd be forced to spend money. But with power creep and banlist if you wanna compete you often need to buy the new cards anyways. If you wanna play an old deck it won't be possible I can see that, but then you could just play it in the other format with all cards. In that case it would suck if your friends would play rotation and you'd be forced to play the other format so that would definitly be an downside.
I don’t think set rotation is that viable for yugioh. It would ruin archetypes. I play Red-Eyes. If power creep didn’t convince me to invest in the latest busted crap, why do you think set rotation would convince me?
Thanks a lot. It would definitly shrink the consistency of many decks but I think the change would be to big because some cards just don't really work anymore and some designs like for example my friend Purrely won't work anymore (with the design I mean that you are able to search any card but you need to play 3).
I last played the TCG in 2006 and I’ve been curious about getting back into it, but the basically unlimited summons thing is probably the biggest “issue” I have with the modern game. Even with Rush Duel, the unlimited normal summons got very boring for me. If the special summons limit was like 3-5 I definitely would want to get back into the TCG, but otherwise definitely not.
I doubt konami would ever decrease the power level of the game. If there's no power creep there's no reason to buy new product however edopro does have a Edison format always live for the players who wanna play the game they remember and love
Limiting the number of summons does nothing to the power lv of the game. And it does not effect the complexity of the game either. Yugiohs complexity comes from the unique and varied effects and such and how the cards interact.
Just thought it would make more sense and I think the faster I change the better so I don't have to many subscribers that are only here for German content.
Hot take but I like new Yu-Gi-Oh. I got out before synchros and came back in around October of 2021 and started competing in tear format. The fast pace and interaction is very intriguing but floodgates suck though.
I agree. That's also what I meant with it's the selling point of the game, the fast pace is actually kinda nice maybe you could balance going second a bit more but in recent times it wasn't as bad as in for example 2018 with many Ftks like gumblar dark world danger and so on.
I think everybody agrees that floodgates suck.
Tbh just make some semi-generic HT that allows to start playing on opponent's turn. No more going 2nd problem if it's actually going first
Nice vid. As someone who enjoys Metal silver armor In my Vylons, I do not know what those Judges were talking about. The card is pretty self explanatory.
Also RIP Smoke Grenade. RIP to my Vylon 6 card smoke grenade hand Rip FTK.
Shame we lost it, but I just replaced my three smoke grenades with The Bamboo Swords and Terminal World, and I just FTK people that way now by skipping their turn.
Banning smoke grenade didn't kill my Vylon FTK, it just forced me to change it.
Still I miss the awesomeness that was Looping smoke grenade on an opponent 5 times over and ending on a drastic drop off you searched with Primathmech Alembertain. Man that felt so good.
Turn skipping is cool, in fact it's technically even better than hand ripping, but the smoke grenade was so much cooler.
First of all thanks.
I think the problem with metalailver was just that it's worded poorly but yes ingeberal you can understand it easily, except maybe that you also can't target monsters in the grave that's not to easy to read just from the text.
I personally believe the game need to get away from being a "going first and going 2nd game" but how we get there would probably have a lot of card bannings and design philosophy to change, neither of theses things players can change, it comes down to konami. (Which you know they won't change)
You either play how the game is played down, dictated by handtraps, omni negates and board breaker cards along with floodgates in a game that is centered around your 1st turn only and your second turn is just formalities.
Or play time wizard formats if you want a slower paced game, because there's no way konami will ban enough cards to change the game from the combo centeric heavy 1st turn style of play.
People just want their plays to matter but with only 5 cards and hand and only ever usually getting 1 draw off the top of your deck it really comes down to probability in this game, you either make aure your deck is made to go first with hand traps or 2nd with board breakers, both just different forms of not letting your opponent play, negating card effects in different forms, one on their turn, one on yours wth less interaction. The game all comes down to one draw and if you can even activate that card. And for most returning or new players thats just not fun.
My solution would be limiting the starting hand size.
Card advantage is like this overwhelming force that apparently just can't be stopped.
Changing hand sizes could also be an interesting way to balance the game a bit more. It wouldnt change the complexity, but even if youd just change the rule so you start with 6 and dont get a draw going second, the chance of opening handtraps would be higher and you'd never topdeck an handtrap again.
Or ingeneral that you have one card less if you go first could be a huge difference because you wont play through as much, at least not as consistent as its now.
So i agree its an interesting idea.
Other version of this: The Player going second (Only once that is) draws 2 cards at the beginning of their turn instead of just 1 because the 1 card advantage just doesnt work often against a fully established board.
no
The biggest problem with set rotation that people often ignore, is that you have to be REALLY careful with set rotation, otherwise you just end up with something like Pokemon, or even MTG recently (at least from what competitive players tell me) where you have most of the card pool gone AND the format is still riddled with absurd stats and effects. I don't trust Konami to be able to pull something like that off.
Modern Yugioh just needs more restrictions at a fundamental level. While an advantage for early Yugioh, 90% of the restrictions in Yugioh come from the cards themselves and not the mechanics. Adding restrictions such as "you can only activate one monster Quick Effect per turn" as a mechanic would not only solve the game from devolving into insanity, but it would remove much of the card text without even needing something like keywords, which is a hit or miss in-terms of introducing new players.
Thats proabably true. If decks like Kash and Tear would be in a rotation format and they wont rotate the next decks still need to be insanely crazy to compete and i agree that it would take konami a long time to be able to do an good rotation.
A few more restrictions in the rulebook would for sure fix some issues.Changing things so that every effect is hard once per turn and only exceptions arent (and then they can write it in the effect) would also prevent some combos in the future while saving text space. So there would definitly be some options for restrictions in the rulebook.
I think it would be great idea if the player going 2nd had 6 cards in hand during the turn the opponent start. It would give the going second player better chances to draw HT or combination of HT to slow down the opponent and/or more chances to draw board breakers and engines pieces to play around a established board.
I agree someone else basically commented the same idea. You would also never feel the pain of topdecking an handtrap again. It would definitly be a small but great change.
Sky striker would dominate if that happened lol
you know what ? screw it, make "handtraps" that activate from Deck/ED, but they all share a HOPT (done by putting all of them in 1 archetype and giving the clause "you cannot activate the effects of [archetype] monsters for the rest of this turn")
I see no problem at all. Speed is not a problem it is just very uncommon for a card game. Also there are several different kind of deck strategies like control decks, stun decks, mid range decks which are quite slow in comparison to mostly each combo deck.
Your second point is based on how you look on the game. I think it is quite good for a game to be complex and offer much different cards and alternatives to build decks. This means everyone can take time to find their own strategie but this also means that you need to get in contact with the game, mechanics, different summons and possibilities this game offers in depth.
So i think there is no problem at all, people just feel like it is a problem instead of trying to figure out how it works and in which way it can be played.
I kinda agree because I also have no real problem with how the game is currently. I just think without friends it's to hard to get into the game. And for the sustainability of the game it would be better to be more beginner friendly. Even though I don't think yugioh is gonna die anytime soon.
@@HipoFrog friends are a good way to get in contact with the game. But you are also able to get help by UA-cam videos and streaming content. People are explaining much and talking much about engines, strategies and more. If someones wants to play, this person just needs to take a bit time to get in contact with the game, playing some locals and maybe even remote or online. It is kinda easy
@@dennisbih9457 I agree as long as the locals are not just toxic, they are even a great way to learn the game even if you start playing the game on your own.
@@HipoFrog i never heard about toxic locals at all, mostly the community is very friendly and kindful and new players get help.
@@dennisbih9457 I think most locals are probably not toxic at all but ive heard of some storys where the community or the store owner was kinda toxic but its should not common.
A more accurate phrase about the speed part I think would be "it is a selling point for some of the current players". Yugioh is a game with a long history and the people complaining about speed aren't all just from the outside looking in with no hands-on experience, but people that often played the game when the speed of today was not a selling point. The amount of interruptions can feel very overwhelming the way the game hits you with them in modern Yugioh. I think this is a case of you being so well acclimated to how the game is that even if you lower the difficulty of it in your mind to a point where you deem it even a tad boring, to some people it might still be a tough scenario.
Konami embracing Time Wizard or cube formats and supporting them at all levels of gameplay would help I think, but it is probably not the magical cure either so I'm at a bit of a loss on the subject.
Well set rotation us cool for Meta player because they dont need to loock at old cards to couter them but the rocke players or poor player Musst buy new decks well if setrotation comes in i couldn,t efford the game
I agree in some way because yes you'd be forced to play new decks at least every few years so you'd be forced to spend money. But with power creep and banlist if you wanna compete you often need to buy the new cards anyways. If you wanna play an old deck it won't be possible I can see that, but then you could just play it in the other format with all cards. In that case it would suck if your friends would play rotation and you'd be forced to play the other format so that would definitly be an downside.
I don’t think set rotation is that viable for yugioh. It would ruin archetypes. I play Red-Eyes. If power creep didn’t convince me to invest in the latest busted crap, why do you think set rotation would convince me?
Just subbed. We could just allow max 2 copies of 1 card.
Thanks a lot. It would definitly shrink the consistency of many decks but I think the change would be to big because some cards just don't really work anymore and some designs like for example my friend Purrely won't work anymore (with the design I mean that you are able to search any card but you need to play 3).
Limit the number of special summons that's it
I last played the TCG in 2006 and I’ve been curious about getting back into it, but the basically unlimited summons thing is probably the biggest “issue” I have with the modern game. Even with Rush Duel, the unlimited normal summons got very boring for me.
If the special summons limit was like 3-5 I definitely would want to get back into the TCG, but otherwise definitely not.
I doubt konami would ever decrease the power level of the game. If there's no power creep there's no reason to buy new product however edopro does have a Edison format always live for the players who wanna play the game they remember and love
Rock's been doing that for years!
Limiting the number of summons does nothing to the power lv of the game. And it does not effect the complexity of the game either. Yugiohs complexity comes from the unique and varied effects and such and how the cards interact.
@@baileydombroskie3046 yeah but konami will eventually just make broken effects that supercede there own rules like they always do
remove links and hand traps, bring back pendulum zones and support and work with older cards instead of creating these new boring ass archetypes
sad Kuriboh noises
Why are you speaking englisch now ? More reach right ?
Just thought it would make more sense and I think the faster I change the better so I don't have to many subscribers that are only here for German content.