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

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  • Опубліковано 28 вер 2024
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КОМЕНТАРІ • 837

  • @chestnutmouse6823
    @chestnutmouse6823 Рік тому +1106

    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 Рік тому

      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 Рік тому +99

      @@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 Рік тому +49

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

    • @ygocardscatalogger3198
      @ygocardscatalogger3198 Рік тому

      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 Рік тому +1

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

  • @jasonkunstmann327
    @jasonkunstmann327 Рік тому +341

    -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 Рік тому +6

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

    • @andreobarros
      @andreobarros Рік тому +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 Рік тому +1

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

    • @jasonkunstmann327
      @jasonkunstmann327 Рік тому +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 Рік тому

      @@jasonkunstmann327 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

  • @SloopYGO
    @SloopYGO Рік тому +92

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

    • @its_heeho
      @its_heeho 6 місяців тому +2

      For a raw line it certainly was cooked

  • @NerdByAnyOtherName
    @NerdByAnyOtherName Рік тому +163

    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 Рік тому +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 Рік тому +14

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

    • @12thLevelSithLord
      @12thLevelSithLord Рік тому +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 Рік тому +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 Рік тому +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.

  • @nellewoodruff6337
    @nellewoodruff6337 Рік тому +66

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

    • @amiablereaper
      @amiablereaper Рік тому +9

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

    • @Kerim9991
      @Kerim9991 Рік тому +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 Рік тому +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.

  • @claudio6391
    @claudio6391 Рік тому +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 Рік тому

      now I want infernity artifact for the memes

  • @liamwhite3522
    @liamwhite3522 Рік тому +22

    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 Рік тому +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.

  • @antto9218
    @antto9218 Рік тому +42

    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 Рік тому +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 Рік тому +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 Рік тому +3

      I too, regularly normal summon Aleister the Invoker!

    • @KuroeNezumi
      @KuroeNezumi Рік тому +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 Рік тому

      ​@@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.

  • @samurexatlas7373
    @samurexatlas7373 Рік тому +16

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

  • @PJTMercury
    @PJTMercury Рік тому +82

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

  • @munchrai6396
    @munchrai6396 Рік тому +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 Рік тому +3

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

    • @munchrai6396
      @munchrai6396 Рік тому +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 Рік тому

      @@munchrai6396 Yeah and that's retarded lmao

    • @jofx4051
      @jofx4051 Рік тому

      uhh Sky Striker spells don't count? 😅

    • @munchrai6396
      @munchrai6396 Рік тому +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

  • @tjbernahl3596
    @tjbernahl3596 Рік тому +19

    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.

  • @DoctorOaks
    @DoctorOaks Рік тому +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.

  • @renaldyhaen
    @renaldyhaen Рік тому +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 Рік тому +1

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

  • @Ragnarok540
    @Ragnarok540 Рік тому +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 Рік тому +22

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

    • @mrshadowcristal
      @mrshadowcristal Рік тому +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 Рік тому +1

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

    • @Ragnarok540
      @Ragnarok540 Рік тому +1

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

  • @tobiasfrey2793
    @tobiasfrey2793 Рік тому +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.

  • @plumokin5535
    @plumokin5535 Рік тому +6

    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

  • @Galavantworks
    @Galavantworks Рік тому +4

    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

  • @guestb8389
    @guestb8389 3 місяці тому +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.

  • @MsMiDC
    @MsMiDC Рік тому +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.

  • @acetraker1988
    @acetraker1988 Рік тому +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.

  • @TokyoKoolProductionz
    @TokyoKoolProductionz Рік тому +24

    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 Рік тому +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 Рік тому +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 Рік тому +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 Рік тому

      What about link kuriboh 🥺👉👈

    • @gingerginsengs9292
      @gingerginsengs9292 Рік тому

      @@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.

  • @Dr.CaveCurinas
    @Dr.CaveCurinas Рік тому +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.

  • @alainr.29
    @alainr.29 Рік тому +7

    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.

  • @virmalarjoonsingh768
    @virmalarjoonsingh768 Рік тому +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.

  • @dukecaliblap
    @dukecaliblap 5 днів тому

    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

  • @businessfox1582
    @businessfox1582 Рік тому +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.

  • @qwertystop
    @qwertystop Рік тому +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".

  • @TrevorAllenMD
    @TrevorAllenMD Рік тому +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.

  • @cesarc3658
    @cesarc3658 Рік тому

    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

  • @cdgames69
    @cdgames69 Рік тому +1

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

  • @JonathanMandrake
    @JonathanMandrake Рік тому +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 Рік тому

      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.

  • @Bingo_Bango_
    @Bingo_Bango_ Рік тому

    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.

  • @quackersaurus6207
    @quackersaurus6207 Рік тому +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 Рік тому +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.

  • @judahthejwizard2734
    @judahthejwizard2734 Рік тому +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.

  • @jonathanherrera9956
    @jonathanherrera9956 Рік тому +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 Рік тому

      my guy literally discribed Junior Journey Format XD

    • @jonathanherrera9956
      @jonathanherrera9956 Рік тому +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.

  • @the_real_rush
    @the_real_rush Рік тому +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 Рік тому

      That one guy with a 10000$ Blue-Eyes

  • @HaydenX
    @HaydenX Рік тому

    My proposed rules for MR6 were/are as follows:
    1. Flip monsters flip not only when attacked, but also when targeted with any effect (weaker than the Trap thing, but that might actually be too good).
    2. 10 cards in the Extra Deck (to start...not turning off pends here).
    3. Pendulum Summons from the ExD no longer require Link Arrows (regardless as to number summoned), however, during a turn you Pend summon monsters from your ExD, you cannot conduct any other type of summon from your ExD.
    4. Normal Summons of any True Normal Monster (not Pends, Tuners, or Gemini) require no Tributes regardless of level.
    5. Counter Trap cards can be activated from the hand of the turn player, but only during that player's first turn.

  • @heulg.darian2536
    @heulg.darian2536 Рік тому

    1) being able to flip monsters like traps would be so good, cause it wouldn't really make the traps and spells that do that completely irrelevant, since those also come with another effect for example scare flips monster of your opponent face down.
    2) Drawing 1 extra card instead of your turn as player 2 would be such a good thing, especially cause of how many times I just draw for turn and open ash.
    3) Give generic links for traps or spells, imagine links that to be made require at least 1 trap and have the effect to activate a trap from your hand as long as it meets the activation condition. People worry for floodgates but giving such a boon has more chance of getting floodgates banned than complaining about how they don't run backrow removal.

  • @FlashMan16NG
    @FlashMan16NG Рік тому +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?

  • @a1rg3ar31
    @a1rg3ar31 3 місяці тому

    I would like to see special rule duels in Master Duel, Duel Links, and official events, where you must win via a specific condition, like winning by destroying a certain number of monsters, or deck out.

  • @Trashloot
    @Trashloot Рік тому

    I would love to have the option to put regular cards in your extra deck. Ever Monster, Spell and Trap card in the extra deck would be considered as in your hand.
    It would be a neat way of storing your Hand traps and having them reliable while also being able to put clunky cards like Valkyion or Attack Mode cards there.

  • @MysticdestructionAJ
    @MysticdestructionAJ Рік тому

    - Make it so that you can Normal Summon up to 1 Effect and 1 Normal Monster per turn. Free extenders with big attack, hampered by the fact that Normal Monsters have no effects. Would also increase the playability of high level normals.
    - It's been said before, but turn 2 player draws 6 and skips their first draw phase just so the turn 2 player automatically knows if they have to scoop or not.
    - Make it so that Flip Monsters activate their effects before being destroyed by battle. They would still die if destroyed by "at the start of the damage step" effects, but in normal battles this would finally give them some sort of advantage.
    - When = if. Ban any loop enablers that pop up. PSCT is already a large enough barrier to the game, we don't need any more.
    - If we must implement a new feature or something, experiment with Skills? But no generic ones like d draw or anything, exclusive skills locked to archetypes ONLY with deckbuilding restrictions.

  • @MrCleks
    @MrCleks Рік тому

    3 things I will do just to make sense out of the game's general rule cuz why the heck it was that way before:
    1 - Pendulum Summon and Normal Summon should share the same once per turn limitation, and by that I mean if you have Normal Summon this turn you cannot Pendulum Summon and vice versa.
    2 - After you Pendulum Summoned, the scales used for that Pendulum Summon would be sent to the Extra Deck naturally, as if they were "used as materials" (but not really count as such, just for the sake of streamlining the mechanic)
    3 - Link Monsters can only be used as how many material(s) exactly for what their Link Rating is, basically a Link 2 or Link 3 monster cannot be counted as 1 material used for Link Summon, they must be counted as 2 or 3 materials, respectively.

  • @shadexvii3975
    @shadexvii3975 Рік тому +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 Рік тому +1

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

  • @edoardomaina643
    @edoardomaina643 Рік тому

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

  • @nireas570
    @nireas570 Рік тому +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 Рік тому +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 Рік тому +2

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

  • @VaneHartless473
    @VaneHartless473 Рік тому +2

    seriously though were are my asymmetrical scale pendulums?

  • @nightmagister
    @nightmagister Рік тому +4

    15 different monsters on the Extra Deck? RIP Salamangreat.

  • @carstan62
    @carstan62 Рік тому +3

    This isn't a Master Rule change, but I saw someone else somewhere say they wanted Gemini Extra Deck monsters, and that sounds super cool.

  • @AikaHoshii
    @AikaHoshii Рік тому

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

  • @GeneralSherman4
    @GeneralSherman4 Рік тому +2

    Change rivalry, gozen and tcboo to do what they say on the card and only restrict monsters once they make it to the field. They can still slow games down and limit some decks, but no longer immediately prevent most decks from summoning a new monster or using the ones you have for material.

  • @pableitor2009
    @pableitor2009 Рік тому +1

    Maybe not limited to 1 link summon per turn, but all link should be unable to be used as link material during the turn they're summoned with very few exceptions. Link 1 that search fieldspell becomes consistency tools at the cost of loosing a material for link plays, and links that summon from deck like halq could even be fine since you can't climb with them that same turn

  • @HerrenGamingNews
    @HerrenGamingNews Рік тому

    I'd like there to be speed counters that tie into the use of monster effects! Want to negate a card? 5 speed counters! Want to use any monster effect? You gotta have speed counters!

  • @gallantblade1825
    @gallantblade1825 Рік тому

    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.

  • @gbfvarch8416
    @gbfvarch8416 Рік тому +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.

  • @cameronsmith4342
    @cameronsmith4342 Рік тому +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 Рік тому

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

  • @dracocytos1512
    @dracocytos1512 Рік тому

    flip monsters functioning like traps cards is just guru controll but without final battle to flip it up and down

  • @whambamduel
    @whambamduel Рік тому +1

    >*opponent reveals Exodia*
    >"Nope."

    • @dudono1744
      @dudono1744 Рік тому

      opponent reveals exodia once again

  • @tcgserbia
    @tcgserbia Рік тому

    One card that catches the eye and could be a sort of announcement for master rule 6 is Time-Rending Morganite.
    Time-Rending Morganite in master rule 5 is too powerful for some decks that don't play handtraps.
    Master rule 6 could balance the game and slow down decks that rely on special summons a bit. Sometimes it's too much to see your opponent special summon about 10 times in a turn.
    It would also be fair if the second normal summon (if there is an opportunity to perform it with the help of a card like Double Summon or Morganite) is performed only during the 2nd main phase.
    Also, it wouldn't be bad if monsters can't attack in the turn when they are summoned.
    The number of cards in the deck can be increased to 60 as a minimum and Pot Of Greed can be unbanned (with the Errata that it can only be activated 1 per duel).
    With 60(or 80 lol) cards in the minimum, the combo parts would be more difficult to realize, because 40 cards opens up the possibility of extremely fast thinning of the deck only if the deck is built well.
    Time-Rending Morganite wouldn't be too broken in that case.
    In a time when every top deck plays a bunch of handtraps, it is possible that this card will be used the most decks who rely on burn, or decks whose primary goal is to normal summon.

  • @KenLinx
    @KenLinx Рік тому

    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.

  • @nick8402
    @nick8402 Рік тому +8

    At this point, I don’t think we will see a rush duel global release, but the new rush duel video game is actually really good and far better than the first one. and.We know from files in the game that we are def getting it in the west soon. As long as Konami actually updates the game this time, I could see it getting event support like master duel.

  • @SecondSeraphim
    @SecondSeraphim Рік тому

    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 Рік тому

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

  • @jaguarnero
    @jaguarnero Рік тому

    @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”

  • @Ninja-Hunter
    @Ninja-Hunter Рік тому +1

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

  • @gentarafi7005
    @gentarafi7005 Рік тому

    what about introducing a new ed monster type where the summoning mechanic summons the monster during the battle phase, you have to attack to summon, like before damage calc or something, and all the interaction happen during the battle phase. That would make the battle phase relevant

  • @alexanderpretorius1082
    @alexanderpretorius1082 Рік тому

    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

  • @Méabhy_gaming
    @Méabhy_gaming Рік тому

    An extra, extra deck with like 5 slots that you can search when you search your main deck that solely holds "garnets" so you don't draw 3 of them and brick c:

  • @BlazeDragonEternal
    @BlazeDragonEternal Рік тому

    With how much the topic has come up recently, I'd really like to see MBT play some Rush Duels.

  • @popo74aa
    @popo74aa Рік тому

    Dire I need you to know that the Dire L meme is great and you should keep doing literally everything you're doing because you're the best.

  • @like17badgers
    @like17badgers Рік тому

    on the whole extra deck traps thing, I think it's a good idea as the new extra deck type but... dont start with full on Ash Blossom/Effect Veiler/Gamma/Maxx "C" level effects. maybe a Gorz or a Battle Fader or maybe they've got Nib's timer where you gotta wait until they summon 5 times and then you could use it. Make it so either you jump through hoops or they avoid the hoops.
    As a mechanic they could be very flexible, you could have some of them summon themselves, some of them send to your GY/Banish, or some of them you just reveal and then could Pend summon, that's all just part of how they activate, effectively giving them a soft once per duel any time you'd use them.
    Also the whole "traps" part is a bit misleading but really the only good was to describe them. They dont have to be all "traps" that punish your opponent for doing something, but simply cards in the extra deck you can activate when X. maybe the player has to control/discard/send X of a type or an archetype or "named monster" to use them, like imagine if Sky Striker had to have a specific Ace out, then they could reveal the corresponding "Trap" to use it

  • @duyknguyen
    @duyknguyen Рік тому +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!!)

  • @LordKenntax
    @LordKenntax Рік тому

    We play only at home without sick meta cards and expensive staples (we got Ashblossoms only since the new crystal beast came out)
    That beeing said: Since we played one game where both of us bricked so hard that we had a match DPE vs machina citadel that went turn after turn after turn where this both monsters tried to beat each other We are experimenting with restriction of how many stars are on the field. Atm we say that only 24 stars (3 white dragons to honor the anime) can be on a players side. Synchros, XYZs, fusions and rituals are always treated as two stars for one star (1 Savage dragon means 16 stars). Link monsters are counted like: link 3 is 1+2+3=6 link 5 is 1+2+3+4=10 aso plus there can only be one link 2 one link 3 aso on each side.
    So far we had a great experience but don't know how that impact crazy meta decks.
    I'm not using skill drain in my eldlich deck and with this ruling it's still Really fun to play against other decks like cyber dragons or machinas.

  • @windknife
    @windknife Рік тому

    One of my pet cards, "Legacy of the Duelist," allows you to attack backrow and prevents deckout.

  • @kerbecshades2412
    @kerbecshades2412 Рік тому

    How about face down attack position monsters were if they survive the attack they return to the deck/extra deck or hand like the monster escaped from battle maybe they lose some attack if they are attacked but gain attack for 1 attack if they flip from face up attack like they were trying to sneak attack

  • @qedsoku849
    @qedsoku849 Рік тому

    Fusion is already your proposed “red” summoning mechanic

  • @nadeemg1831
    @nadeemg1831 Рік тому

    When a players life points hits 0 their soul is removed from their body.

  • @danieldragotti2608
    @danieldragotti2608 Рік тому

    Here's my idea, random turns. A player could take mutiple turns in a row.

  • @Honest_Mids_Masher
    @Honest_Mids_Masher Рік тому +1

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

  • @pt-privat
    @pt-privat Рік тому

    I only have two simple wishes. Don’t allow tokens for Link Summoning and I want Link-Spells and -Traps. Powerful effects that only affects the monsters it’s pointing two. Or Link-Spells/Traps that affect the rows where they point to. These could also be a small buff for equipment spells, where they could equip up to three monsters.

  • @lastchanceamv
    @lastchanceamv 4 місяці тому

    My master rule 6 change would be: You can only negate twice each turn (even if your negate didnt go through or was negated). This way a board wont be negates only anymore... that what i hope at least

  • @grifonefolle105
    @grifonefolle105 Рік тому

    No one mentioned spell cards, but yu gi oh is one of the few (if not the only) card games where spell can be activetad without any kind of cost or limitation

  • @ZatomiAwake
    @ZatomiAwake 4 місяці тому

    Also, I think the player going second should be allowed to place any trap cards they have in hand before player 1 is allowed to do anything. If running traps is going to be strictly worse compared to spells 80% of the time, they should at least be able to impact the gamestate from the jump if you opened with them instead of being useful on turn 3 going second.

  • @princequincy5421
    @princequincy5421 Рік тому

    Now hear me out
    Gunglo Summoning
    There's 2 gunglo zones to the far left and far right of the middle of the field, beside the extra monster zones, and you can gunglo summon a gunglo monster to it once per turn by revealing the exact materials on the card from your hand or deck.

  • @jacobwoodard818
    @jacobwoodard818 Рік тому +1

    I hope they do add a mulligan mechanic because there is nothing competitive about bricking so hard that you can't play and being otked on a empty main and extra monster zone it is within the competitive spirit of games to allow people a chance to not be executed right on the spot

  • @haxmode6935
    @haxmode6935 Рік тому

    Good suggestions so far; quick spell set monsters, one field spell to rule them all, something red to go with rituals

  • @LazurBeemz
    @LazurBeemz Рік тому +5

    MR6 should just give Fusion cards their own little symbol like Ritual spells and Field spells have.

  • @raizen4597
    @raizen4597 Рік тому

    The problem isnt the powerful extra deck monsters but the fact you can summon them multiple times. If you limit the number of special summon from the extra deck for a turn what did you think they gonna do? The reason why combo enabler from the extra deck are so strong is because the extra deck is a generic resource you can go.
    A perfect example of that is master rule 4.
    At the end doing that would not even resolve the entire problem of the game anyway considering the game is already so much complex.

  • @Alucula
    @Alucula Рік тому

    The extra monster zones become just the extra zones, there are 5 of them, and make extra deck spell/traps that are continuous by default and have arrows on them. Arrows are fun, they should mess with arrows more IMO.

  • @BandannaBread
    @BandannaBread Рік тому

    Wait, the red cards actually make a lot of sense though. Master Rule 6 Extra Deck Card Types: Fusion, Synchro, XYZ, Link, and those motherfuckers with non-standard summoning conditions.

  • @zacharymaher2855
    @zacharymaher2855 Рік тому

    I had an idea a few months back, making the Battle Phase and battle traps more relevant. Essentially, monster and spell effects that have something to do with the battle phase, or when a card is destroyed, and all traps are the only types of effects allowed to activate in the Battle Phase, lingering, floating and trigger effects.
    This idea would work better in the TCG, if our cards effect texts were laid out more so like OCG effect texts, since that would allow for better separation and ease of understanding.
    What do you guys think about this idea? I’d definetely like to see battle effects become more relevant.

  • @bearson4075
    @bearson4075 Рік тому

    Links did slow the game down for one hot second when it was just the link strike structure deck out. You could either force play link spider and shit or just play paleo and not use the ED. But then they made electromite and after maybe 3-4 months of links pendulum was back to being the best deck when everyone said that links were gonna kill it. Funny how that worked out.

  • @sallas09
    @sallas09 Рік тому

    Considering the hoops that OCG players are jumping through in order to still play Tear(Dracossack -> Cherubini -> dump King of the Swamp to mimic Kitkalos), I could honestly see a change to the rules that prohibits cards that can mimic the names of other cards(or treat themselves as other cards) from mimicking banned cards. It has very few actual applications, but it would help in stopping stuff like this from happening if that’s their prerogative.

  • @jadyndenys7736
    @jadyndenys7736 2 місяці тому

    Red cards already exist, called traps.
    And the proposed red cards would be functionally unplayable based on your proposed method of summoning

  • @fatefall5094
    @fatefall5094 Рік тому

    I am loving seeing memes cross-pollenate across communities. CONEY's "I've got a great idea" brought to one of my favorite YGO streamers by one of the coolest editors around. Thank you Dire.

  • @lobsterbisque333
    @lobsterbisque333 Рік тому +20

    We need more Ishizu Tear support to keep the skill intensive meta keep going

    • @AegisOfIgnister
      @AegisOfIgnister Рік тому

      Nooo

    • @krullachief669
      @krullachief669 Рік тому +1

      I think the thing I hate about this is that, because of the channel I am on, I can't tell if you're sarcastic or one hundred percent serious.

  • @Gebirges
    @Gebirges Рік тому

    Thought about the topic a few days ago and I honestly think we need a new symbol for Fusion cards and I don't know WHY they still don't exist when they are like Rituals for the Extra Deck.
    And when we're already on the topic of Rituals: Put them in the Extra Deck ffs.

  • @bandleloli
    @bandleloli Рік тому

    i want pendulum cards that have 2 different scale number like 1 on the left and 8 on the right, i always thought something like that was coming but it's not

  • @rCrypto_Frog4148
    @rCrypto_Frog4148 5 місяців тому

    For turn 1 you can only SS only 5 times. Then increase the Special Summon Limit by 1 each turn. On each players 5th turn you have unlimited SS's like normal.

  • @summermermaidstar756
    @summermermaidstar756 Рік тому

    there is a pendulum with 2 numbers, it's clock arc