No konami needs to add damage limits, damage limits would fix the game, because it makes ftks i possible and less pressure to break boards, imagine only being able to deal a maxximum of 1000 damage each turn
@@joshrzepka4139 never said it was huge you muppet I live really far away from NY which was what I said. I'm born and raised a Londoner, too far away from NY. Though it would be nice to walk through Central Park
Also Provisions in Gwent. You have a 150 Provision limit and strong cards have more Provisions. If you fill your deck with strong cards, you will run out of Provisions before reaching the minimum deck size of 25. NGL I think it's a good mechanic, not sure how that would fit in Yugioh.
Serious answer: before turn 1, there is a simultaneous "turn 0" where both players set a number of non-continuous spells/traps from their starting hand depending on who's going first - first turn player can set 1, second turn player can set any number. These traps (or quickplay spells) can be activated from turn 1 onwards as normal, as if set in the previous turn. In essence, this rule would kill the idea of hand traps as a classification of cards. Regular traps would be albe to disrupt your opponent's first-turn plays just like handtraps, allowing potentially hundreds of power-crept trap cards (e.g. Lost Wind) to suddenly become viable again. It would also make spell/trap removal competitively viable, since it can be used to remove the set cards your oppenent played turn 0; spell/trap removal would essentially fill the same role as cards like Called By The Grave or Crossout Designator. If the existing trap pool provides too unweildy for this rule to work, they can instead print a new class of traps called "Fast Traps," which act as normal traps and are the only ones that can be set during this turn 0. Maybe some old trap cards could be erratad to be Fast Traps.
@dudono1744 Probably would have to ban some of the existing trap decks, yeah. That's one of the reasons I suggested the Fast Traps idea. Although certain trap decks like Traptrix would actually be totally fine under these rules.
@@luminous3558 You cannot print good trap cards because the fundamental rules of the game makes trap cards bad. The most important part of a Yugioh game is the plays you make turn 1, and a card you set and does nothing until turn 2 will always be weak. This is why they printed Imperm and they're starting to print cards like Dominus Purge: they can be activated from hand turn 1. So instead of just adding this line of text at the end of every new trap card... let's just make that a thing.
@@MomirViggwilvThey are able to make good trap cards like Daruma, Impulse and Imperm. What they are unable to do is spend more than like 30% of the card pool on something that isn't monsters. And for some reason they love printing shitty win more traps and archetype traps that never get used for anything but extension and overkill.
Set Flip monsters can flip face up as a quick effect, they effectively function like trap cards. This is a feature exclusive to Flip monsters. Changes to the banlist to accommodate such a change can be made, but I doubt it. Bring back separate Pendulum Zones, placing pendulum scales is not considered a spell activation. Vaylantz and similar pendulums that summon to the column refer to the nearest monster zone to the scale
@Jackinthebox1719 i just love when my opponent flips Anti-Spell to shut out my Symphonic Warrior deck. The fact Vaalmonica completely circumvent activation to avoid the lock out is the inspiration.
the idea of getting rid of the banlist and giving every card in the game a "power level" which cant exceed a specific threshold is actually a really good idea. maybe keep the banlist as well but only cards that are FTK enablers or alternate win conditions that enable games to completely freeze (self destruct button, final countdown etc) stay banned.
This mechanic kinda exists in a game called the sacred cards. Every card takes up deck space. And your deck space depends on your level that gets up every time you duel. It's kinda interesting but the values on the some of the cards in the game itself are wack. monsters with 2k defence take up as much as monsters with 2k attack.
I think the new master rule shouldn't really be a rules update but a card design update. Like, make the cards and card text bigger (I swear I actually need a magnifying glass to read the cards) and implementing keywords unironically would make the game just a little less complex. It would require a shit ton of erratas, but I think it would be beneficial for the game itself.
They just simply have to switch to how the ocg writes their cards, with all effects divided and each with their own number. And then at the start of the text there is a phrase that goes like " you can only effects 2 and 3 of this card name once per turn" This way you can also easily check which effects are hard once. But I doubt they will ever make a change to how cards are written here....
@@kristianhsp8411tenpai dragon can put up 16k damage under pot of prosperity which halves damage for the turn so that means under normal circumstances tenpai will punch you for 32k damage and you only have 8k LP 😂 so realistically to stop OTKs it would have to go to 40k LP
Dholes on hand discarding Toddler of Torment (If sent to gy from hand or deck, sets itself, and is basically a Fiendish Rhino but on flip) and sending Intruder... 3 monster facedown and your haven't normal summoned / set yet... May those dreaded Called by / Ghost Belle / Bystials stay away from your Delaunay resolutions
All tournaments are now 3 days long with a new scoring system that rewards playing as many games as possible within the time. There is no match making or limits on the number of games played.
Editor using Under Night soundtracks. I'm now convinced with how much that game's been used as the BGM of so many video essays that more people have listened to it from video essays instead of the actual fighting game.
The trauma I get from hearing Night Walker from Under Night knowing it has been tainted by UA-cam essayists (Real talk Under Night music is very damn good, I wish Under Night welcomed me tho, I usually leaned more into Guilty Gear or Blazblue)
I play the game (Phonon main), and I definitely think the music is probably too good for the game. Like, the game is good, but the music is like… god tier.
So my friends and I play with this rule which seemed kind of broken at first, but it actually turned out to be pretty cool for the way we play (no ban list and up to 6 players) Basically your Extra deck can be up to 30 cards, but you can only use 15 cards out of it per duel. Some of our friends hated the rule at first, but it actually made the games so much more fun as they could use more cards from their collection, and allowed for more creative/flexible deck building.
Isn't that the game plan of the decks these days? "Blinding" opponent from the light of their Dragonmaid Parlor resolving with negates, only to give a merciful end with the following OTK? ...Or are you talking about Runick stun? Even Marik would tremble under such torture...
I would like for pendulums to count as both as a spell and monster in the hand to make my tier 17 pet deck more playable and work with the hypothetical support I've been cooking for them to get.
It’s very strange how much Yugioh players fantasize about master rule 6 and new mechanics, like haven’t you guys go into a a rage induced frenzy everytime konami made a change or added mechanics to the game? Why the change now?
I actually liked that idea about side decking once. It kinda put more focus on siding for the match-up itself, rather than whether you're going first or second.
Siding only once per match is only fine before game 1 IMO. Imagine if your opponent won game 1 and decided to side for game 3 and give up game 2, while you do not have that freedom since you needed to win game 2.
Better suggestion. Master rule 6: eliminate side decking and make the game a best of 2 just like Lorcana is. This eliminates garbage side deck BS and significantly reduces time needed at tournaments.
@@jeanpitre5789The declist on tournaments is public knowledge? If so, it seems worth, as you should prepare properly (Aka the supposed use of sidedecking... Not preparing the cards that ONLY works turn 1/2)
@Jyxero the fact that decklists ARE public knowledge is even MORE reason to eliminate side decking and make it a best of 2 instead of 3. It means there's no CREDIBLE reason a player should be blindsided by their opponent going first/second and not having the proper responses anywhere in your deck. Ideally, it'd be exactly like master duel except each player gets a chance to go first, meaning you have to build your deck with a wide majority of matchups in mind when deck building, and doesn't give an automatic free win to someone who can side-deck out a perfect counter after wining game 1. It's entirely unfair as is because the vast majority of the time players winning round 1 are winning the match because they know what you're playing, your likely counters, and can side-deck against it, or if not, will scoop round 2 to assure their deck is properly optimized to win round 3. A best of 2 with NO side-deck eliminates ALL OF THIS, plus the problems of tournaments running overly long. No one will scoop because scooping means at best you tie and in tournaments you can't afford to tie and settle for 1 point. Lastly it's a better show of deck-building jn and of itself. As the game stands now, a massive amount of matches don't come down to skillful deck-buiding but skillful side-decking, weather that be a massive amount of floodgates, handtraps or board breakers for the specific situation. Anyone who's ever played a game without side-decking knows that it's much more balanced competitively and leads to more well rounded deck-building as opposed to heavily aggressive deck-building with the side-deck bridging the defensive capabilities of the deck once you know the matchup.
Imagine playing a deck that relies on a one off like Floo, only to losing it due to skill issue (Aka opponent got it) Seems fun in concept, but goddamn would be a mess to witness...
The benefit of the duel links ban systems is the argument that "[insert busted tech card] is necessary to give the the rogue decks a chance against the meta decks" actually has some relevance. The meta decks will have their engine pieces limited so the busted tech cards can only be used by rogue decks. With the current ban system, these cards would need to be banned since the meta decks can abuse them too.
Contextual banlist and material errata for generic bossmonsters like Baronne de Fleur Banned bossmonster X can be used in its original archetype at 1 example Savage Dragon
The problem is there are 10,000+ cards, and some archetypes are not designed to be a solo deck e.g Invoked. But even the more complete archetype were clearly designed with generic support in mind, e.g rokkets really struggle to put up a board pure, but add a few Chaos dragons and suddenly Dragon link is a deck.
MR6: At the first Draw Phase each player can choose up to 3 cards in their starting hand, shuffle back to the deck and draw the same amount At the Draw Phase each player compared the number of cards in field and hands, if the turn player has less cards in total he draws 2 instead of 1 Maybe create a new category named "Boss monster" whit it own list and each player can only summon 3 Boss Monsters per turn, a lot of Link 1 and most of Link 2 will not considered Boss Monsters but Link 3 Or Higuer will be considered(ie Promethean Princess,selene,etc..) and some Monsters in the Main deck will be considered Boss Monsters (ie Fenrir, eldlich,Flamberge, ultimate, conductor tyrano, Gryphon ryder, Diabellstar Black Witch) and some Link 2 will be considered Boss Monsters( ie Spright elf(he could comeback),i:p, s:p, verte anaconda(could comeback), electrumite, isolde, halqifibrax, heavinly spheres, etc,..) and the same apply with extra monsters ( with some considered boss monsters as (phoenix enforcer, dragoon,toadally awesome,) but the important is that not all extra deck monsters are considered boss monsters for example intermedium synchro monsters(Rciela,Silvera) but of course Diabell queen of the WF will be , etc. What do you think guys?
Each time he quotes a post, I immediately get flashbacks in my head with images of people who I know, that visit the LCS I work at. Then people wonder why some players quit YGO... - they just don't want to communicate with such nonsensical beings anymore!
Okay but then they need to hit the Amorphage deck day one because the entire deck is floodgates with a hard tribute cost that hits them even harder due to the current MR for links.
@@Honest_Mids_Masher it doesnt have to be meta, it just has to be very unfun. i played n/r amorphage on ladder and before i had tributed my whole board on turn 5, my opponent had only normal summoned or set cards, didnt play the game at all. and thats a bad amorphage deck.
for master rule 6: 1.- after choosing how goes first, at the start of the duel both players can mouligan cards in their hands 2.- extra deck goes from 15 to 20 slots 3.- certain cards can go up to 4 cards per deck (just to see what happens) beyond that, i don't think a new summoning mechanic is necessary since everything is pretty much covered, perhaps a tuner xyz that can substract the levels of a monster (like the dark synchros - i think -)
1. Banlist rotation: once every 2 months, cards that are banned go down to limited and go back to be replaced with other banned cards. 2. Flip effect upgrades: Flip effect monsters can be flipped up on the opponents turn the same way you can flip up Traps or quick play spells
MR4 revisions were far from a "fix" for Yugioh. As much as you might think the master rule 4 revision was good, it was actually a big mistake for the game. It facilitates a lot of degenerate combos. We should revert back to the original MR4. There might be more that needs to be done, but the remaining issues can most likely be solved with banlists, instead of adding yet another rule.
Ok so based on comments we can all agree, it would be fun as a side format >Limited Gy >Unlimited setting of monsters >More extra deck (maybe 20?) >Maybe a turn 0 to make traps less shit Something something pendulums nerfed or buffed Something something Speed flip summon
I honestly think it would be nice for Konami to make more official formats like Magic does. I feel like it would be good for players to choose their favorite way to play YUGIOH.
At the start of the game, both players burn the bottom three cards of their deck face down to make an emergency hand. The player going second can call a judge after drawing their opening hand and declare that they bricked. If the judge agrees that the hand is trash, they can replace their hand with the emergency hand, but must show their new hand to their opponent. The bricked hand is banished face down
Lmfao the shuffling both decks and dealing them like poker is not only fucking hilarious but it would also definitely slow the game down substantially 😂 just good luck getting your cards back 😂
I am a big fan of it, cuz it makes deckbuilding even more of a consideration of "I want this busted ass card, but I can't make a deck that will be equally as cracked." or "I want a deck that can function like a well oiled machine and may not be the craziest, but it can survive a good beating." it's genuinely a great idea!
@@Petsinwinter2 agreed it would be harder to police than the current system but I still think that tournament play would be more or less fine. People would undoubtedly pick up on cheaters, especially with decklists being submitted before hand. Plus the net positive on the game would be really good imo.
Doubling the size of the extra deck would be a nightmare, terrible idea. You mean i get 15 more cards and can fit in all this stuff that before was kinda maybe, but didn't make the cut and now i don't have to worry about it.
Turn 0 for simultaneous setting spells/traps All draw phase is pick up 2, add 1 to hand and the other to the bottom of the deck. Hand size check at the start of turns Limit Pool. You can have X (6-10) cards in your main deck from the Limit Pool. Hand traps and overly generic consistency goes here. Ace deck of 5 cards. 1/your mp, you can add one to your hand. You cannot have an ace card in your main deck
As for what the Duel Links forbidden list does on a practical level, it allows the ban list makers to more easily target troubling decks without harming the weaker decks as much or to the same extent. Example: Set Ash Blossom to limit 3 along with two or more cards from a strong archetype like Snake-Eyes/Fire King, forcing the player to forgo consistency for possible interruptions or keep consistency with no hand traps. Another weaker archetype with no limit 3 on its main archetypal cards would not suffer and could slot in the 3 Ash Blossoms no problem. This feels so much better than what the current TCG has.
It is neat but remember that duel links is a digital only format, so tracking the restrictions on a deck is really easy. You put that into a paper format and it becomes a nightmare to keep track of.
@@jacobisbell9388They should definitely do this with master duel though. It'd fix a lot of problems real quickly if they would do stuff like have every card used by stun at 3 or every pot at 1
@@jacobisbell9388 That's a very fair critique. Management would be the most difficult factor to control. Perhaps someone can crack that puzzle though my hunch is that it hasn't been done because it is just too practically hard to do. Still, I liked the idea in theory lol
@@SilverioFamilyforChristinstead limit 3,if banlist DL have same idea for Master Rule i will erase limit 1 and limit 2 and introduce limit 4 and 5 instead. Example all current limit 1 in MR become limit 3,limit 2 in MR become limit 4,and limit 5 we can experiment either handtrap or omni negate
@@SilverioFamilyforChrist it’s easy to manage it. If you caught breaking the rules, you lose the match. It’s just like if you were caught playing ban cards.
Flip effect monsters now act upon their "Flip" typing. they are placed face-down vertically in the zone (like a trap in the monster zone), and can be flipped at any time during the main phase as a quick effect, and when flipped this way, choose their battle position while being flipped.
6:20 I love this idea, this makes Pendulum less combo heavy on generic extra deck monsters, and instead give them more grind by allowing them to summon back all their monsters 7:16 This is a really nice idea too I think. It makes siding more focus on helping your matchup instead of focusing on blowout cards
Master Rule 6: Timing is fixed, ALL "when" are now errata'd to "if". Also, you can normal Summon/Set once per Main Phase. Fixing Pends: Pends are free from MR4 (can Pend Summon to any zone, regardless of Links), you can use any Spell/Trap zone as Pend Zone (but only up to two at a time), and if a Pend card is in a Spell/Trap zone as a continuous spell or continuous trap (ex if your opponent put one of your monsters there with a Snake-Eye effect) then it counts as being scaled. Fixing Floodgates: All generic and semi-generic floodgates are banned. TCBOO, Gozen, Rivalry, Skill Drain, Anti-Spell, Secret Village, D.Shifter, D.Fissure, Macro, Pachy, Boarder, Amano Iwato, etc Fixing Tokens: Tokens can't be used as material for any Special Summon, unless specifically listed as materials (card has to say specifically the word "token" in the materials) Fixing Rituals: Rituals are now ED monsters. ED is expanded to 20 to compensate.
I think the only ones that make sense as being doable, but reversible if they suck, are limiting special summons, making everything a hard once, and/or providing a type of mulligan
Honestly as some one that used to play competitively and swapped to playing casual i think the game is way too fast and complicated. You literally have to read a memoir on any deck or combo you want to do. I'm in favor of and will come back to the game if they implement any thing that slows the game down. I'm sure there's some paint eaters that will say "OMG no the fun is 50 card combos and winning bc your opponent doesn't draw a hand trap against my 1 card 8 negate board it's so much fun" and to you i say you are entitled to your opinion but id rather play literally any other card game bc of that which is sad bc i love ygo
What I am surprised they haven't tried out yet is new types of Spells/Traps, something different from the usual Continous/Quick-Plays in a fundamental way that wouldn't and couldn't be explained within the text box. Heck, I would love more Counter traps that didn't just negated effects and summons. Also, fundamental rule changes could be explored by making them their own format. On the other hand, please no more Extra-Deck card types...
Master rule 6: Side decks are now exclusively for handtraps and are included in each duel like the extra deck. At the start of the duel: Turn 1 player draws from main deck, Turn 2 draws from side deck Shift roles per turn player shift This eliminates bricking, limits each deck to 15 hand traps, and gives each nonturn player draw a guranteed form of interaction while turn player draws guaranteed engine
to continue the powercreep trend its: if you control a monster you can use this monster a monster that shares its level and type/attribute from your deck to summon this kindred monster
3 suggestions: 1. When a player special summons their opponent draws 1 card (permanent reciprocal Maxx C) (allows for board breakers/ hand traps to be played in fewer quantities + assures some disruption every game) 2. Can NORMAL summon NORMAL monsters as many times per turn as you would like (garnets now become extenders/ extra damage + Gemini is back baby) 3. Remove the 'summoned properly' restriction on ED/ritual cards. If I want to 'monster reborn' 'Demise king of Armageddon', just let me.
Your suggestion might make normal monsters playable again. They could serve as a summon engine but not an advantage engine. I think that rule is actually pretty fair.
"Hand Traps go in the side deck" is pretty similar to an idea I had for a new extra deck mechanic. They're just monsters that summon themselves for free, even during your opponent's turn, if certain conditions are met. The trade-off is that each also has a "cost" that you have to pay by attaching cards from your hand face-down to it, and the attached cards return to your hand when your opponent removes the monster from the field (the cards get banished if its removed from the field any other way). So like there could be Not-Ash Blossom that triggers when the opponent searches a card and interrupts it, but it costs 1 card from your hand. Then your card is just stuck on that monster until the opponent decides to get rid of it, so they have to think carefully about the timing of destroying that monster. Could also be used for things besides hand traps, like an extender that costs 2 cards to use and only summons if your opponent has an extra deck monster on the field.
Honestly after playing a little bit of pokemon tcg I've been wondering what a turn 0 for both players in yugioh would look like. Probably absolutely horrendous without heavy restrictions, but there might be a way to make it work.
After watching this...Never doubt Konami again. but for real me and some friends made a new format since we didn't want to limit our card pool to GOAT, and it's been going pretty well. [LSSN Format] Limited Summons: 1 Normal Summon/Set and 1 SS (+ an additional SS per turn played) each turn, keeping track of the count via dice; limit excludes Extra Deck monsters. [ e.g. First turn: 1 Normal / 2 SS; Turn 4: 1 Normal / 5 SS ] Limited Negates: 1 Negate effect each player's turn; limit excludes Counter Trap cards. Players start with 6 cards, but don't draw for their first turn. Extra Decks have 20 cards. I recommend giving it a try. Gives Mirror Force, Raigeki/Dhole, Solemns, Forbidden spells, and other older cards some new light, as well as just being a lot of fun.
instead of having formats like goat, edison etc. you could make power % formats, where for example only decks are allowed that have a specific power % or lower. if you know pokemon showdown, we could have tiers such as uber (no banlist), ou (top meta, current format), uu (rogue decks) nu (meme decks) etc. if a meta deck wants to participate in a lower format than it belongs to it wouldve to remove all staples such a handtraps for example. however you would have to give every single card in the game a power rank which would make this pretty much impossible.
It feels based off the point system used for Canadian Highlander (fanmade MTG format). I don't hate the concept but I think it should be its own separate thing, not the main YGO format.
to make it simpler, from more important to least important winged Pendulum scales. optional extra deck rituals start in extra deck, but if later down the line got returned to hand (compulse), or recovered (avarice) it goes to hand/ main deck respectively. all when effects are treated as if effects, but have priority in chain link. (so they don't miss timing, but you have to activate optional when before optional IF) you can pendulum summon in unlinked zones equal to 15- Extra deck cards you started with this duel. 15 Extra means non, 13 extra means 2 per turn, etc.
Let trap cards be activated in main phase 2 if set in main phase 1. Reduce the extra deck to 10 cards. 2 normal summons. Level 7+ monsters can be summoned with one tribute.
The first-turn deck will become crazier if it is straight up 2 normals. There is a past video like this suggesting 1 normal for each MP, which I really like. This means the first turn player only gets 1 normal while the second turn player can use BP to help break the opp board and still have a chance to build their own board during MP 2.
The Extra monster zone is limited to it's use once-per-turn, would greatly slow down link climbing, but wouldn't limit summons due to co-linking and thus making the zone much more vital.
Activating a Pendulum Scale is a hard once per turn. So you can only activate one Pendulum Scale named "Lunalight Tiger" or "Performage Plushfire" per turn. (You can still set multiple scales as long as they all have different names) Cards cannot miss timing
Deck capacity is basically what Chaotic does with it's attack deck, there is plenty of powerful cards to put there but all of them cost from 3 to 5, and this cost only matters when building the deck because the sum of it can't surpass 20
@@uuh4yj43 It is, and a pretty fun one at that, there is a site where u can play against other people and making your own deck, it's pretty rough and u play on your browser but man it is one of the best and most creative TCG's i ever played, there is still a community in it that keeps updating a banlist and making little tournaments for fun
- You can Tribute Summon in addition to a Normal Summon/Set. - Link Monsters cannot use lower ratings to link up (No dumping Prom Princesss for Masq) - Must use linked monsters or Link Monsters to link up (Materials must point to arrows) - If a Link is in the EMZ, Other extra deck monsters must be summoned to it's arrows (Only when its there) - During the End Phase, if you did not activate an effect or all effects were negated or fizzled you can draw 1 more card (A bit of a stretch but we need some sort of balancing for "unbreakable boards" that isn't just printing more spell speed 4 cards and hand traps)
I kinds like the ruling where setting a monster doesn't use your normal summon. Doesn't break non-fusion ED summoning, buffs flip monsters within reason and it's a secret buff for my pet deck (Glad Beast)
After time is called, continue the current turn until the end of the battle phase (what would be moving to MP2 is now the end of the match). The player with the higher life total at the end of of that battle phase wins that duel. If the duel is currently in MP2 or the End Phase, finish the current turn and the player with the higher life total at the end of the turn is the winner. Minor change, but allows some things to happen that otherwise wouldn't (turn player getting to move to BP, End Phase effects resolving, etc.)
1. Deck Limit is 50-60, or a hard 60. 2. Before dueling, both players can place any cards at the bottom of the Main Deck, and draw the same number of cards. 3. Gemini Monsters are Normal Monsters in the Hand, Main Deck, and Banish Pile, in addition to the Field and Graveyard. 4. You're allowed 1 Forbidden card, between your Main Deck and Extra Deck. In a match, you must side any Forbidden cards, between duels and you can't use the same card twice, in a match. You're allowed as many Forbidden cards as your Side Deck allows, but only 1 copy.
New monster type which would be summoned with tribute summons and be summoned into spell/trap zones with some sort of powerful field card effect which affects both players. If they get destroyed, they go back to the hand.
2 normal summons instead of 1. ED size: 15 for >=40 cards deck,, 16 for >=45,, 17 for >=50,, 18 for >=55 and 19 for 60 who got to start 2nd gets 6 cards in hand all spell/trap zones can be used as a pend scale so in tag duels u can put my scale if my partner put a card in the regular ones
the more i think about it, the more the "hand size grave" idea doesnt sound too bad. u want to abuse snow? then u have to also banish some cards from hand or field. want to have grave followup? u have to chose what cards u want. it wont break the game since most of the times (unless u play tear) the grave is just filled with pots, imperms and ashes so u can just banish those and keep the important card, but still, i really ike it.
Summon sickness: Monsters summoned cannot attack in the same turn they are summoned. Zone cooldown: each Zone on the fiend can be used 1 time turn 1, two times turn 2, and keep rising as the turn passes. S/T destruction: Monsters can attack S/T in any zone destroying it, but only if none monster in the same column. hand size: During your each player's turn end phase your max hand side is six, the excedding cards are returned to the bottom of the deck. Scry draw going second: The player going second starting hand is 5, but he can check the top card of their deck before the draw in the draw phase, and keep the card, or put it in the botton of the deck and draw a new unknow card. Extra card: Both players can't draw on their draw phase of their first turn, but the second player starting hand is 6.
To help bricking. Going first draw 5 draw 5 more. You can keep 1 hand the other will go to the bottom of deck no shuffle. Game starts. Now for going second instead of 5 like normal draw 6 draw 6 more put one at the bottom of deck no shuffle. Neither going first or second draws a card. This way going second will know if it's even possible to win and not need to wait for your opponent to finish to know if that 1 card you draw helps.
Double the LP size, extra deck to 20, Pendulums when destroyed don’t go to banish zone (must be banished directly, like targeted/selectedfor banishment on field or banished from hand/graveyard), face up extra deck pendulum monsters can also be pendulum summoned to the monster zone adjacent to the pend scales, turn 1 players can redraw 2 cards while going second can redraw 3 cards, duelist skills where the duelist themselves have an effect similar to duel links so that old cards can somehow make a comeback with a duelist passive or skill like double pendulum summon or level manipulation or double normal summon or a self imposed d shifter or once per duel/turn can activate a trap card the turn it was set or directly from hand or link arrow manipulation.
New master rule: alchemy monsters are introduced, they’re made of 2 or more face down monsters by default with more specific rules on the card. They exist in the extra deck but are two sided cards, one side a dark red and the other a bright blue. The dark red side is the “face down” defense and bright blue the “face up” attack position. They always count as face up monsters in the extra deck. And when alchemy summoned, they’re made to always start in face down red color side (which like links, only has a defense stat and no attack stat, other side is opposite.)
Master Rule 6: when a monster is pend summoned it is removed from the duel if it leaves the field(not banished,simply no longer accessories). Extra deck and side deck bumped to 25 cards. Deck size raised to minimun of 60 to maximum of 80. LP raised to 16k. All handraps(either spell,trap,or monster)limit to 1 per deck. Limit/bann omni negate and FTK enablers(for obvious reasons).You can normal summon as many monsters you wish per turn,special summon from hand/deck(depending on fulfilled criterua) but limit to 1 ED monster special summon per turn note i said monster. So that wouldn't effect link climbing and for pendulum summoning all ones summoned this way count as a singular summon. You just wouldnt be able to do any other extra deck stuff that turn. But onto Links after you link summon to a 3 Link or higher you can no longer special summon that turn(allowing link players to plus but somewhat limit the fields they can make). Adapt rush duel mechanics by replenish your hand each turn but up to 3. So at maximum you getting 3 additional cards in hand(if your hand was empty at the end of your previous turn) but not benefiting players that draw a lot.
These ideas make Konami look like they actually know what they are doing
the only time I'm glad they don't listen to the community💀
The deck capacity sounds cool actually
That really takes some doing.
No konami needs to add damage limits, damage limits would fix the game, because it makes ftks i possible and less pressure to break boards, imagine only being able to deal a maxximum of 1000 damage each turn
2:52 you realize this is exactly how the manga and the original game went right?
Each player compares the price of their deck. The one with the highest price takes a walk in New York at 6AM.
most sane weather painter enjoyer
Well I guess it sucks I live too far away from NY, no 6am walk in NY for me.
@@RESCUEACEygo We could fix all of YuGiOh by releasing the Weather link 1 that can also use a Weather Spell/Trap as material.
Which part of NY that state is huge
@@joshrzepka4139 never said it was huge you muppet I live really far away from NY which was what I said. I'm born and raised a Londoner, too far away from NY. Though it would be nice to walk through Central Park
Master Rule 6: Ritual Monsters are now Extra Deck monsters. The new anime has a Ritual playing protag.
won't happen after they just released nekroz nostalgia bait
Rituals are unique because they're not in the extra deck
rush duel moment
... So good news, that is happening, but it's a Rush Duel anime.
Can we just get Rush Duels internationally already.
@@UltimateCrusherJoe
Yeah, and rituals also gain the benefit of playing generic ED tools like Nadir Servant and Pot of Pot of Extravagence.
3:44 Bro described field spells thinking they cooked
Field Monsters?
Nah, didn't even mention being an archetype ROTA
There was literally 1 idea that was good and 1 that was half good
To be fair, a good chunk of them were over the top jokes. Why scheme when you can meme?
the monster set unlimit, the old pend come back but they can only ever have 15 ED, and the duel links ban system where okay.
@@AdaptiveReasoning I like how you making it make sense
That's not very surprising when the point of the video is to show us the funniest answers of them all...
'Deck Capacity' is just MTG's 7-Point Highlander in a Yugioh trenchcoat.
More like 7-Point Highlander is just Magic in a (anime) YuGiOh Trenchcoat
It's Yugioh The Sacred Cards and Reshef of Destruction in physical form.
Also Provisions in Gwent. You have a 150 Provision limit and strong cards have more Provisions. If you fill your deck with strong cards, you will run out of Provisions before reaching the minimum deck size of 25. NGL I think it's a good mechanic, not sure how that would fit in Yugioh.
1:56 coming from a Monarch player
Serious answer: before turn 1, there is a simultaneous "turn 0" where both players set a number of non-continuous spells/traps from their starting hand depending on who's going first - first turn player can set 1, second turn player can set any number. These traps (or quickplay spells) can be activated from turn 1 onwards as normal, as if set in the previous turn.
In essence, this rule would kill the idea of hand traps as a classification of cards. Regular traps would be albe to disrupt your opponent's first-turn plays just like handtraps, allowing potentially hundreds of power-crept trap cards (e.g. Lost Wind) to suddenly become viable again. It would also make spell/trap removal competitively viable, since it can be used to remove the set cards your oppenent played turn 0; spell/trap removal would essentially fill the same role as cards like Called By The Grave or Crossout Designator.
If the existing trap pool provides too unweildy for this rule to work, they can instead print a new class of traps called "Fast Traps," which act as normal traps and are the only ones that can be set during this turn 0. Maybe some old trap cards could be erratad to be Fast Traps.
Dinomorphia players on their way to make Rextrem turn 0.
@dudono1744 Probably would have to ban some of the existing trap decks, yeah. That's one of the reasons I suggested the Fast Traps idea. Although certain trap decks like Traptrix would actually be totally fine under these rules.
Just. Print. Good. Trap. Cards.
@@luminous3558 You cannot print good trap cards because the fundamental rules of the game makes trap cards bad. The most important part of a Yugioh game is the plays you make turn 1, and a card you set and does nothing until turn 2 will always be weak. This is why they printed Imperm and they're starting to print cards like Dominus Purge: they can be activated from hand turn 1.
So instead of just adding this line of text at the end of every new trap card... let's just make that a thing.
@@MomirViggwilvThey are able to make good trap cards like Daruma, Impulse and Imperm. What they are unable to do is spend more than like 30% of the card pool on something that isn't monsters. And for some reason they love printing shitty win more traps and archetype traps that never get used for anything but extension and overkill.
master rule 6: Effects can no longer miss the timing, I hate that on old cards just because of one stupid word ;D
The missed timing rule is clearly not in the spirit of the game as intended by Takahashi.
I could finally play my Fortune Fairy Quintet deck.
"But Yang Zings! Paleo's!"
/s
What about negates and Paleozoic ?
Oh Peta q
Set Flip monsters can flip face up as a quick effect, they effectively function like trap cards. This is a feature exclusive to Flip monsters. Changes to the banlist to accommodate such a change can be made, but I doubt it.
Bring back separate Pendulum Zones, placing pendulum scales is not considered a spell activation. Vaylantz and similar pendulums that summon to the column refer to the nearest monster zone to the scale
rest in piece ghosttricks
So pass turn with 12 Cards on field still isnt enough huh?
@Jackinthebox1719 i just love when my opponent flips Anti-Spell to shut out my Symphonic Warrior deck. The fact Vaalmonica completely circumvent activation to avoid the lock out is the inspiration.
@@Jackinthebox1719 how do you search and set 6 flip monsters and set 6 spell/ttrap in 1 turn
I like it à lot
the idea of getting rid of the banlist and giving every card in the game a "power level" which cant exceed a specific threshold is actually a really good idea. maybe keep the banlist as well but only cards that are FTK enablers or alternate win conditions that enable games to completely freeze (self destruct button, final countdown etc) stay banned.
Actually there is a format created for this. İt is called trinity format. You can look it up. The meta is diverse and duels are back and forth.
This mechanic kinda exists in a game called the sacred cards. Every card takes up deck space. And your deck space depends on your level that gets up every time you duel. It's kinda interesting but the values on the some of the cards in the game itself are wack. monsters with 2k defence take up as much as monsters with 2k attack.
Yea it’s called “deck cost”
Older Yugioh games had it like Duelist of the roses and dark duel stories
I think the new master rule shouldn't really be a rules update but a card design update. Like, make the cards and card text bigger (I swear I actually need a magnifying glass to read the cards) and implementing keywords unironically would make the game just a little less complex. It would require a shit ton of erratas, but I think it would be beneficial for the game itself.
While they’re at it they can add full art type cards like pokemon has. Or at least make the artwork leave the box so that it looks cool.
Konami would rather go to war, lose it, have half their stock price go down, and go to another war before they even consider adding Keywords to Yugioh
They just simply have to switch to how the ocg writes their cards, with all effects divided and each with their own number. And then at the start of the text there is a phrase that goes like " you can only effects 2 and 3 of this card name once per turn"
This way you can also easily check which effects are hard once.
But I doubt they will ever make a change to how cards are written here....
If they took the design to be like rush duel it'll be cool
If you think the text is tiny just take a look at a japanese card
We're finally getting 10,000 starting LP, buy up those Ancient Leaf!
heck yes
Dinomorphia would be busted with a higher differential potential
It would have to be at least 16.000 starting LP to make the otk bullshit stop imo.
@@kristianhsp8411tenpai dragon can put up 16k damage under pot of prosperity which halves damage for the turn so that means under normal circumstances tenpai will punch you for 32k damage and you only have 8k LP 😂 so realistically to stop OTKs it would have to go to 40k LP
Then, they errata it to even higher LP requirements as a result before the rule hits.
Okay that set 5 monsters guy is kinda cooking.
Tindangle best deck
Dholes on hand discarding Toddler of Torment (If sent to gy from hand or deck, sets itself, and is basically a Fiendish Rhino but on flip) and sending Intruder... 3 monster facedown and your haven't normal summoned / set yet...
May those dreaded Called by / Ghost Belle / Bystials stay away from your Delaunay resolutions
“Details need work” 😂😂💀
All tournaments are now 3 days long with a new scoring system that rewards playing as many games as possible within the time. There is no match making or limits on the number of games played.
Duelist Cup but IRL
I can smell this idea
Instead of w/l players wager points; first 4-8 to get the right number of points go to the finals.
All tournaments are 3 weeks long but you have to win enough games to assemble a set of locator cards that tell you where the finals are taking place.
@shapular love it. Make it happen!
Editor using Under Night soundtracks. I'm now convinced with how much that game's been used as the BGM of so many video essays that more people have listened to it from video essays instead of the actual fighting game.
The trauma I get from hearing Night Walker from Under Night knowing it has been tainted by UA-cam essayists
(Real talk Under Night music is very damn good, I wish Under Night welcomed me tho, I usually leaned more into Guilty Gear or Blazblue)
I play the game (Phonon main), and I definitely think the music is probably too good for the game. Like, the game is good, but the music is like… god tier.
So my friends and I play with this rule which seemed kind of broken at first, but it actually turned out to be pretty cool for the way we play (no ban list and up to 6 players)
Basically your Extra deck can be up to 30 cards, but you can only use 15 cards out of it per duel. Some of our friends hated the rule at first, but it actually made the games so much more fun as they could use more cards from their collection, and allowed for more creative/flexible deck building.
When are we getting the shadow realm? I wanna condemn my opponent to an actual eternity in darkness
Isn't that the game plan of the decks these days? "Blinding" opponent from the light of their Dragonmaid Parlor resolving with negates, only to give a merciful end with the following OTK?
...Or are you talking about Runick stun? Even Marik would tremble under such torture...
@@Jyxeroreal… master rule 6 should make maids un-negatable…
I would like for pendulums to count as both as a spell and monster in the hand to make my tier 17 pet deck more playable and work with the hypothetical support I've been cooking for them to get.
Mr. Flameberge: I can help you becoming a spell my friend, but it will be permanent.
1:32 no joke, ive played several tcgs in the “communal deck” format and it IS very funny
*our cards comrade*
It’s very strange how much Yugioh players fantasize about master rule 6 and new mechanics, like haven’t you guys go into a a rage induced frenzy everytime konami made a change or added mechanics to the game? Why the change now?
I actually liked that idea about side decking once. It kinda put more focus on siding for the match-up itself, rather than whether you're going first or second.
Siding only once per match is only fine before game 1 IMO. Imagine if your opponent won game 1 and decided to side for game 3 and give up game 2, while you do not have that freedom since you needed to win game 2.
Better suggestion. Master rule 6: eliminate side decking and make the game a best of 2 just like Lorcana is. This eliminates garbage side deck BS and significantly reduces time needed at tournaments.
@@jeanpitre5789The declist on tournaments is public knowledge? If so, it seems worth, as you should prepare properly (Aka the supposed use of sidedecking... Not preparing the cards that ONLY works turn 1/2)
@Jyxero the fact that decklists ARE public knowledge is even MORE reason to eliminate side decking and make it a best of 2 instead of 3. It means there's no CREDIBLE reason a player should be blindsided by their opponent going first/second and not having the proper responses anywhere in your deck. Ideally, it'd be exactly like master duel except each player gets a chance to go first, meaning you have to build your deck with a wide majority of matchups in mind when deck building, and doesn't give an automatic free win to someone who can side-deck out a perfect counter after wining game 1. It's entirely unfair as is because the vast majority of the time players winning round 1 are winning the match because they know what you're playing, your likely counters, and can side-deck against it, or if not, will scoop round 2 to assure their deck is properly optimized to win round 3.
A best of 2 with NO side-deck eliminates ALL OF THIS, plus the problems of tournaments running overly long. No one will scoop because scooping means at best you tie and in tournaments you can't afford to tie and settle for 1 point. Lastly it's a better show of deck-building jn and of itself. As the game stands now, a massive amount of matches don't come down to skillful deck-buiding but skillful side-decking, weather that be a massive amount of floodgates, handtraps or board breakers for the specific situation. Anyone who's ever played a game without side-decking knows that it's much more balanced competitively and leads to more well rounded deck-building as opposed to heavily aggressive deck-building with the side-deck bridging the defensive capabilities of the deck once you know the matchup.
The shuffle decks together idea low key should be special event on MD. 😂
It's scary and funny at the same time lmfao
Imagine playing a deck that relies on a one off like Floo, only to losing it due to skill issue (Aka opponent got it)
Seems fun in concept, but goddamn would be a mess to witness...
@@Jyxero Fill your deck full of cards with negative effects on the controller. lol
As a kid we used to actually do the combine deck and shuffle and play before. Its just silly and funny.
Same
Oh hell no.... the fuckers would have 100% tried to steel my Blue-Eyes. lol
6:00 must be a ghostrick enjoyer
This was the most fun video I've seen on ygo in a while lmao
The benefit of the duel links ban systems is the argument that "[insert busted tech card] is necessary to give the the rogue decks a chance against the meta decks" actually has some relevance. The meta decks will have their engine pieces limited so the busted tech cards can only be used by rogue decks. With the current ban system, these cards would need to be banned since the meta decks can abuse them too.
Contextual banlist and material errata for generic bossmonsters like Baronne de Fleur
Banned bossmonster X can be used in its original archetype at 1 example Savage Dragon
This wouldn't work for many reasons,for starters how would you determine what a rokket deck is
@@dragonliniko-rr8inI would argue 50% is a great way to evaluate
Boooo
The problem is there are 10,000+ cards, and some archetypes are not designed to be a solo deck e.g Invoked. But even the more complete archetype were clearly designed with generic support in mind, e.g rokkets really struggle to put up a board pure, but add a few Chaos dragons and suddenly Dragon link is a deck.
@@dragonliniko-rr8in Also these cards aren't treated as problems in OCG/Master Duel, and TCG-only errata would be a bad idea in itself.
MR6:
At the first Draw Phase each player can choose up to 3 cards in their starting hand, shuffle back to the deck and draw the same amount
At the Draw Phase each player compared the number of cards in field and hands, if the turn player has less cards in total he draws 2 instead of 1
Maybe create a new category named "Boss monster" whit it own list and each player can only summon 3 Boss Monsters per turn, a lot of Link 1 and most of Link 2 will not considered Boss Monsters but Link 3 Or Higuer will be considered(ie Promethean Princess,selene,etc..) and some Monsters in the Main deck will be considered Boss Monsters (ie Fenrir, eldlich,Flamberge, ultimate, conductor tyrano, Gryphon ryder, Diabellstar Black Witch) and some Link 2 will be considered Boss Monsters( ie Spright elf(he could comeback),i:p, s:p, verte anaconda(could comeback), electrumite, isolde, halqifibrax, heavinly spheres, etc,..) and the same apply with extra monsters ( with some considered boss monsters as (phoenix enforcer, dragoon,toadally awesome,) but the important is that not all extra deck monsters are considered boss monsters for example intermedium synchro monsters(Rciela,Silvera) but of course Diabell queen of the WF will be , etc.
What do you think guys?
3:08 that’s oddly specific.
Each time he quotes a post, I immediately get flashbacks in my head with images of people who I know, that visit the LCS I work at.
Then people wonder why some players quit YGO... - they just don't want to communicate with such nonsensical beings anymore!
Just let us Pendulum Summon without link zones, no strings attached. Pendulum sucks ass as is, there's no need to continue limiting it.
Okay but then they need to hit the Amorphage deck day one because the entire deck is floodgates with a hard tribute cost that hits them even harder due to the current MR for links.
@@HawaiianForgeStudiosAmorphage won't be meta or even close to it.
@@Honest_Mids_Masher it doesnt have to be meta, it just has to be very unfun. i played n/r amorphage on ladder and before i had tributed my whole board on turn 5, my opponent had only normal summoned or set cards, didnt play the game at all. and thats a bad amorphage deck.
@@uuh4yj43 Fair enough
@@mateusrp1994 This would make Dinomist significantly better, but still not broken.
“Cool…you’re an idiot”
I felt that
for master rule 6:
1.- after choosing how goes first, at the start of the duel both players can mouligan cards in their hands
2.- extra deck goes from 15 to 20 slots
3.- certain cards can go up to 4 cards per deck (just to see what happens)
beyond that, i don't think a new summoning mechanic is necessary since everything is pretty much covered, perhaps a tuner xyz that can substract the levels of a monster (like the dark synchros - i think -)
Why not but i think the master Rule 5 is good, I think just that konami must stop the 1 card combo too strong
@alexandreblossom6461 well, those cards are the money makers so....
@@urbanshadowgaming3559 Ursarctic already uses that Dark Synchro mechanic.
@@pi_xi i mean synchro with an xyz monster
If u choose to moligan, u lose a card
So card of destruction but for every1
1. Banlist rotation: once every 2 months, cards that are banned go down to limited and go back to be replaced with other banned cards.
2. Flip effect upgrades: Flip effect monsters can be flipped up on the opponents turn the same way you can flip up Traps or quick play spells
MR4 revisions were far from a "fix" for Yugioh. As much as you might think the master rule 4 revision was good, it was actually a big mistake for the game. It facilitates a lot of degenerate combos. We should revert back to the original MR4. There might be more that needs to be done, but the remaining issues can most likely be solved with banlists, instead of adding yet another rule.
Mr 4 its gouki u, spyral but yes not degenerate combo indeed
Ok so based on comments we can all agree, it would be fun as a side format
>Limited Gy
>Unlimited setting of monsters
>More extra deck (maybe 20?)
>Maybe a turn 0 to make traps less shit
Something something pendulums nerfed or buffed
Something something Speed flip summon
I honestly think it would be nice for Konami to make more official formats like Magic does. I feel like it would be good for players to choose their favorite way to play YUGIOH.
Yes, better idea, more official format and all the players Will be Happy.
At the start of the game, both players burn the bottom three cards of their deck face down to make an emergency hand. The player going second can call a judge after drawing their opening hand and declare that they bricked. If the judge agrees that the hand is trash, they can replace their hand with the emergency hand, but must show their new hand to their opponent. The bricked hand is banished face down
Lmfao the shuffling both decks and dealing them like poker is not only fucking hilarious but it would also definitely slow the game down substantially 😂 just good luck getting your cards back 😂
Right? Oh you’re playing a stun deck versus a kash let’s combine the decks this will work flawlessly…. 🤣
@JohnnyMacs19 getting home and then noticing your pristine copy of Fenrir is nowhere to be seen but you randomly have a TCBOO now.
i think we just need to limit the number of special summon, like around 6 times/turn.
bro, the 100% guy was cooking, that would be a really interesting way to balance the game tbh
I am a big fan of it, cuz it makes deckbuilding even more of a consideration of "I want this busted ass card, but I can't make a deck that will be equally as cracked." or "I want a deck that can function like a well oiled machine and may not be the craziest, but it can survive a good beating." it's genuinely a great idea!
So many games implement this kind of system. It would definitely work, just needs some work.
It's a cute idea, but it's really hard to implement and police in paper play.
@@Petsinwinter2 agreed it would be harder to police than the current system but I still think that tournament play would be more or less fine. People would undoubtedly pick up on cheaters, especially with decklists being submitted before hand. Plus the net positive on the game would be really good imo.
Doubling the size of the extra deck would be a nightmare, terrible idea. You mean i get 15 more cards and can fit in all this stuff that before was kinda maybe, but didn't make the cut and now i don't have to worry about it.
Why in gods name am I getting this as a short. Mate that's not a short, it's a long 💀 This is a whole Video without the damn full-screen option
Turn 0 for simultaneous setting spells/traps
All draw phase is pick up 2, add 1 to hand and the other to the bottom of the deck.
Hand size check at the start of turns
Limit Pool. You can have X (6-10) cards in your main deck from the Limit Pool. Hand traps and overly generic consistency goes here.
Ace deck of 5 cards. 1/your mp, you can add one to your hand. You cannot have an ace card in your main deck
As for what the Duel Links forbidden list does on a practical level, it allows the ban list makers to more easily target troubling decks without harming the weaker decks as much or to the same extent. Example: Set Ash Blossom to limit 3 along with two or more cards from a strong archetype like Snake-Eyes/Fire King, forcing the player to forgo consistency for possible interruptions or keep consistency with no hand traps. Another weaker archetype with no limit 3 on its main archetypal cards would not suffer and could slot in the 3 Ash Blossoms no problem. This feels so much better than what the current TCG has.
It is neat but remember that duel links is a digital only format, so tracking the restrictions on a deck is really easy. You put that into a paper format and it becomes a nightmare to keep track of.
@@jacobisbell9388They should definitely do this with master duel though. It'd fix a lot of problems real quickly if they would do stuff like have every card used by stun at 3 or every pot at 1
@@jacobisbell9388 That's a very fair critique. Management would be the most difficult factor to control. Perhaps someone can crack that puzzle though my hunch is that it hasn't been done because it is just too practically hard to do. Still, I liked the idea in theory lol
@@SilverioFamilyforChristinstead limit 3,if banlist DL have same idea for Master Rule i will erase limit 1 and limit 2 and introduce limit 4 and 5 instead.
Example all current limit 1 in MR become limit 3,limit 2 in MR become limit 4,and limit 5 we can experiment either handtrap or omni negate
@@SilverioFamilyforChrist it’s easy to manage it. If you caught breaking the rules, you lose the match. It’s just like if you were caught playing ban cards.
6:25 this MFer REALLY wants to resolve treebound hound
I don’t like many of these ideas as well, but this community is soooo aggressive when it comes to rating suggested new rules.
Flip effect monsters now act upon their "Flip" typing. they are placed face-down vertically in the zone (like a trap in the monster zone), and can be flipped at any time during the main phase as a quick effect, and when flipped this way, choose their battle position while being flipped.
6:20 I love this idea, this makes Pendulum less combo heavy on generic extra deck monsters, and instead give them more grind by allowing them to summon back all their monsters
7:16 This is a really nice idea too I think. It makes siding more focus on helping your matchup instead of focusing on blowout cards
deck capacity sounds similar to what old yugioh video games used to have which is kinda interesting
Master Rule 6: Timing is fixed, ALL "when" are now errata'd to "if". Also, you can normal Summon/Set once per Main Phase.
Fixing Pends: Pends are free from MR4 (can Pend Summon to any zone, regardless of Links), you can use any Spell/Trap zone as Pend Zone (but only up to two at a time), and if a Pend card is in a Spell/Trap zone as a continuous spell or continuous trap (ex if your opponent put one of your monsters there with a Snake-Eye effect) then it counts as being scaled.
Fixing Floodgates: All generic and semi-generic floodgates are banned. TCBOO, Gozen, Rivalry, Skill Drain, Anti-Spell, Secret Village, D.Shifter, D.Fissure, Macro, Pachy, Boarder, Amano Iwato, etc
Fixing Tokens: Tokens can't be used as material for any Special Summon, unless specifically listed as materials (card has to say specifically the word "token" in the materials)
Fixing Rituals: Rituals are now ED monsters. ED is expanded to 20 to compensate.
Bros cookin
I think the only ones that make sense as being doable, but reversible if they suck, are limiting special summons, making everything a hard once, and/or providing a type of mulligan
I like the hand trap limiters. All they would have to do is use the banlist to now hit the unbreakable boards and be careful with releases
And as that all the deck Will do of ftk, no the problem, its the one card combo in the game
Honestly as some one that used to play competitively and swapped to playing casual i think the game is way too fast and complicated. You literally have to read a memoir on any deck or combo you want to do. I'm in favor of and will come back to the game if they implement any thing that slows the game down. I'm sure there's some paint eaters that will say "OMG no the fun is 50 card combos and winning bc your opponent doesn't draw a hand trap against my 1 card 8 negate board it's so much fun" and to you i say you are entitled to your opinion but id rather play literally any other card game bc of that which is sad bc i love ygo
Here's my idea: Ritual Monsters can be placed in either the Main or Extra Deck
What I am surprised they haven't tried out yet is new types of Spells/Traps, something different from the usual Continous/Quick-Plays in a fundamental way that wouldn't and couldn't be explained within the text box. Heck, I would love more Counter traps that didn't just negated effects and summons.
Also, fundamental rule changes could be explored by making them their own format.
On the other hand, please no more Extra-Deck card types...
The dice dude has played too much Dungeon Dice Monsters, I ain't gon lie.
Obviously most of these are unplayable, but they'd be interesting events in Master Duel
We’re in MR 4 2020 Revision. We haven’t gotten to MR 5 yet.
........holly fck you're right
Still waiting for the Pendulum Summoning un-nerf. People dont realise Links did all the crimes that they think pend did 😭
Like Windows 9, we don't talk about MR 5. We just skip it
@@baoo7642 Pend was a genuinely broken mechanic, and nobody was confusing link shenanigans with pend shenanigans.
@@Gatchu137incorrect
Master rule 6:
Side decks are now exclusively for handtraps and are included in each duel like the extra deck.
At the start of the duel: Turn 1 player draws from main deck, Turn 2 draws from side deck
Shift roles per turn player shift
This eliminates bricking, limits each deck to 15 hand traps, and gives each nonturn player draw a guranteed form of interaction while turn player draws guaranteed engine
Really bad
He did say "give me your worst" after all.
Honestly want a new summoning archetype that focuses on the attribute of monsters. Make Elementsabers meta!
'Kindred Monsters' that require materials that share an Attribute or Monster Type perhaps?
to continue the powercreep trend its: if you control a monster you can use this monster a monster that shares its level and type/attribute from your deck to summon this kindred monster
As much as I wouldn't want most of these in game, they're great ideas for UA-camrs and people irl to do as challenges
3 suggestions:
1. When a player special summons their opponent draws 1 card (permanent reciprocal Maxx C) (allows for board breakers/ hand traps to be played in fewer quantities + assures some disruption every game)
2. Can NORMAL summon NORMAL monsters as many times per turn as you would like (garnets now become extenders/ extra damage + Gemini is back baby)
3. Remove the 'summoned properly' restriction on ED/ritual cards. If I want to 'monster reborn' 'Demise king of Armageddon', just let me.
I am taking no criticism
Your suggestion might make normal monsters playable again. They could serve as a summon engine but not an advantage engine. I think that rule is actually pretty fair.
Farfa asked for the craziest cooks, and then proceeds to tell people how their idea isn't actually helpful. You asked for jokes my man.
"Hand Traps go in the side deck" is pretty similar to an idea I had for a new extra deck mechanic. They're just monsters that summon themselves for free, even during your opponent's turn, if certain conditions are met. The trade-off is that each also has a "cost" that you have to pay by attaching cards from your hand face-down to it, and the attached cards return to your hand when your opponent removes the monster from the field (the cards get banished if its removed from the field any other way).
So like there could be Not-Ash Blossom that triggers when the opponent searches a card and interrupts it, but it costs 1 card from your hand. Then your card is just stuck on that monster until the opponent decides to get rid of it, so they have to think carefully about the timing of destroying that monster. Could also be used for things besides hand traps, like an extender that costs 2 cards to use and only summons if your opponent has an extra deck monster on the field.
I had a similar idea, but free and once per turn by game mechanics. Also the condition would always be based on what your opponent controls.
Maybe they could be backrow cards that set themselves first as a warning akin to YOU'RE FINISHED
Gorz and Battle Fader: "look what they need to mimic a fraction of our power"
3:29 Just have a surgeon remove a kidney, sell it on the black market, then use this money to get more surgeons to get more kidneys.
A maintenance turn before the 1st turn where both players can set any number of cards from their hands.
Honestly after playing a little bit of pokemon tcg I've been wondering what a turn 0 for both players in yugioh would look like. Probably absolutely horrendous without heavy restrictions, but there might be a way to make it work.
Floodgates go brrrr
After watching this...Never doubt Konami again.
but for real me and some friends made a new format since we didn't want to limit our card pool to GOAT, and it's been going pretty well.
[LSSN Format]
Limited Summons:
1 Normal Summon/Set and 1 SS (+ an additional SS per turn played) each turn, keeping track of the count via dice; limit excludes Extra Deck monsters.
[ e.g. First turn: 1 Normal / 2 SS; Turn 4: 1 Normal / 5 SS ]
Limited Negates:
1 Negate effect each player's turn; limit excludes Counter Trap cards.
Players start with 6 cards, but don't draw for their first turn.
Extra Decks have 20 cards.
I recommend giving it a try. Gives Mirror Force, Raigeki/Dhole, Solemns, Forbidden spells, and other older cards some new light, as well as just being a lot of fun.
That power % at the end seems interesting.
Could work for a digital game, not for a physical one
instead of having formats like goat, edison etc. you could make power % formats, where for example only decks are allowed that have a specific power % or lower.
if you know pokemon showdown, we could have tiers such as uber (no banlist), ou (top meta, current format), uu (rogue decks) nu (meme decks) etc.
if a meta deck wants to participate in a lower format than it belongs to it wouldve to remove all staples such a handtraps for example.
however you would have to give every single card in the game a power rank which would make this pretty much impossible.
It feels based off the point system used for Canadian Highlander (fanmade MTG format). I don't hate the concept but I think it should be its own separate thing, not the main YGO format.
@@Nothing2Say a yugioh format like that already exists, it is called kuchen
to make it simpler, from more important to least important
winged Pendulum scales.
optional extra deck rituals start in extra deck, but if later down the line got returned to hand (compulse), or recovered (avarice) it goes to hand/ main deck respectively.
all when effects are treated as if effects, but have priority in chain link. (so they don't miss timing, but you have to activate optional when before optional IF)
you can pendulum summon in unlinked zones equal to 15- Extra deck cards you started with this duel.
15 Extra means non, 13 extra means 2 per turn, etc.
Let trap cards be activated in main phase 2 if set in main phase 1.
Reduce the extra deck to 10 cards.
2 normal summons.
Level 7+ monsters can be summoned with one tribute.
You make me thankful that Konami made the rules
Floo Best deck lets goooo
@@bej4987 Definitely wanna see what would happen with a 10-card extra
The first-turn deck will become crazier if it is straight up 2 normals.
There is a past video like this suggesting 1 normal for each MP, which I really like. This means the first turn player only gets 1 normal while the second turn player can use BP to help break the opp board and still have a chance to build their own board during MP 2.
None of you are allowed to cook
New master rule - Master Duel gets a best of 3 format with side decks. That’s it.
This format exists its the Master Duel Meta tournaments
The Extra monster zone is limited to it's use once-per-turn, would greatly slow down link climbing, but wouldn't limit summons due to co-linking and thus making the zone much more vital.
one view, eight likes... bro fell off 💔💔
What does fell off mean?
“I’m autistic” in farfa viewer speak.
"You are allowed to set any number of monsters"
Subterror players be like
My farts power jets
8:40 Blackwing - Vata the emblem of wandering:
0:22 worst decision they ever made, please bring back MR 4
L Opinion
Nice try Trif
Link focused deck detected
3:31 it's funny that there are technically extra deck "hand traps" like numeron dragon that can reverse wipe your opponent's field if you get wiped
Something with Pendulums. Please. We're getting shit on out here. 😊
Activating a Pendulum Scale is a hard once per turn. So you can only activate one Pendulum Scale named "Lunalight Tiger" or "Performage Plushfire" per turn. (You can still set multiple scales as long as they all have different names)
Cards cannot miss timing
Deck capacity is basically what Chaotic does with it's attack deck, there is plenty of powerful cards to put there but all of them cost from 3 to 5, and this cost only matters when building the deck because the sum of it can't surpass 20
chaotic is a real game?
@@uuh4yj43 It is, and a pretty fun one at that, there is a site where u can play against other people and making your own deck, it's pretty rough and u play on your browser but man it is one of the best and most creative TCG's i ever played, there is still a community in it that keeps updating a banlist and making little tournaments for fun
• Five more extra deck spaces
• Hand traps and board breakers should only consist of 25% of your entire deck.
I like how a lot of these proposed rule changes read more like video game mechanics than things that would be remotely feasible in a paper card game.
- You can Tribute Summon in addition to a Normal Summon/Set.
- Link Monsters cannot use lower ratings to link up (No dumping Prom Princesss for Masq)
- Must use linked monsters or Link Monsters to link up (Materials must point to arrows)
- If a Link is in the EMZ, Other extra deck monsters must be summoned to it's arrows (Only when its there)
- During the End Phase, if you did not activate an effect or all effects were negated or fizzled you can draw 1 more card (A bit of a stretch but we need some sort of balancing for "unbreakable boards" that isn't just printing more spell speed 4 cards and hand traps)
Would link-1s be impossible to play without using a link-2+ as material?
I kinds like the ruling where setting a monster doesn't use your normal summon.
Doesn't break non-fusion ED summoning, buffs flip monsters within reason and it's a secret buff for my pet deck (Glad Beast)
After time is called, continue the current turn until the end of the battle phase (what would be moving to MP2 is now the end of the match). The player with the higher life total at the end of of that battle phase wins that duel. If the duel is currently in MP2 or the End Phase, finish the current turn and the player with the higher life total at the end of the turn is the winner. Minor change, but allows some things to happen that otherwise wouldn't (turn player getting to move to BP, End Phase effects resolving, etc.)
1. Deck Limit is 50-60, or a hard 60.
2. Before dueling, both players can place any cards at the bottom of the Main Deck, and draw the same number of cards.
3. Gemini Monsters are Normal Monsters in the Hand, Main Deck, and Banish Pile, in addition to the Field and Graveyard.
4. You're allowed 1 Forbidden card, between your Main Deck and Extra Deck. In a match, you must side any Forbidden cards, between duels and you can't use the same card twice, in a match. You're allowed as many Forbidden cards as your Side Deck allows, but only 1 copy.
New monster type which would be summoned with tribute summons and be summoned into spell/trap zones with some sort of powerful field card effect which affects both players. If they get destroyed, they go back to the hand.
2 normal summons instead of 1.
ED size: 15 for >=40 cards deck,, 16 for >=45,, 17 for >=50,, 18 for >=55 and 19 for 60
who got to start 2nd gets 6 cards in hand
all spell/trap zones can be used as a pend scale so in tag duels u can put my scale if my partner put a card in the regular ones
the more i think about it, the more the "hand size grave" idea doesnt sound too bad. u want to abuse snow? then u have to also banish some cards from hand or field. want to have grave followup? u have to chose what cards u want. it wont break the game since most of the times (unless u play tear) the grave is just filled with pots, imperms and ashes so u can just banish those and keep the important card, but still, i really ike it.
Summon sickness:
Monsters summoned cannot attack in the same turn they are summoned.
Zone cooldown:
each Zone on the fiend can be used 1 time turn 1, two times turn 2, and keep rising as the turn passes.
S/T destruction:
Monsters can attack S/T in any zone destroying it, but only if none monster in the same column.
hand size:
During your each player's turn end phase your max hand side is six, the excedding cards are returned to the bottom of the deck.
Scry draw going second:
The player going second starting hand is 5, but he can check the top card of their deck before the draw in the draw phase, and keep the card, or put it in the botton of the deck and draw a new unknow card.
Extra card:
Both players can't draw on their draw phase of their first turn, but the second player starting hand is 6.
To help bricking. Going first draw 5 draw 5 more. You can keep 1 hand the other will go to the bottom of deck no shuffle. Game starts. Now for going second instead of 5 like normal draw 6 draw 6 more put one at the bottom of deck no shuffle. Neither going first or second draws a card. This way going second will know if it's even possible to win and not need to wait for your opponent to finish to know if that 1 card you draw helps.
Double the LP size, extra deck to 20, Pendulums when destroyed don’t go to banish zone (must be banished directly, like targeted/selectedfor banishment on field or banished from hand/graveyard), face up extra deck pendulum monsters can also be pendulum summoned to the monster zone adjacent to the pend scales, turn 1 players can redraw 2 cards while going second can redraw 3 cards, duelist skills where the duelist themselves have an effect similar to duel links so that old cards can somehow make a comeback with a duelist passive or skill like double pendulum summon or level manipulation or double normal summon or a self imposed d shifter or once per duel/turn can activate a trap card the turn it was set or directly from hand or link arrow manipulation.
New master rule: alchemy monsters are introduced, they’re made of 2 or more face down monsters by default with more specific rules on the card. They exist in the extra deck but are two sided cards, one side a dark red and the other a bright blue. The dark red side is the “face down” defense and bright blue the “face up” attack position. They always count as face up monsters in the extra deck. And when alchemy summoned, they’re made to always start in face down red color side (which like links, only has a defense stat and no attack stat, other side is opposite.)
Master Rule 6: when a monster is pend summoned it is removed from the duel if it leaves the field(not banished,simply no longer accessories). Extra deck and side deck bumped to 25 cards. Deck size raised to minimun of 60 to maximum of 80. LP raised to 16k. All handraps(either spell,trap,or monster)limit to 1 per deck. Limit/bann omni negate and FTK enablers(for obvious reasons).You can normal summon as many monsters you wish per turn,special summon from hand/deck(depending on fulfilled criterua) but limit to 1 ED monster special summon per turn note i said monster. So that wouldn't effect link climbing and for pendulum summoning all ones summoned this way count as a singular summon. You just wouldnt be able to do any other extra deck stuff that turn. But onto Links after you link summon to a 3 Link or higher you can no longer special summon that turn(allowing link players to plus but somewhat limit the fields they can make). Adapt rush duel mechanics by replenish your hand each turn but up to 3. So at maximum you getting 3 additional cards in hand(if your hand was empty at the end of your previous turn) but not benefiting players that draw a lot.