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Pojo's Yu-Gi-Oh!
Reader's Top Ten Lists Nobody's perfect and mistakes are
lessons, but nostalgia is often blind. Back in 2002
and 2003, in the States, Yugioh survived off it's anime,
lore and brand. Collecting the cards was fun.
Playing the game was fun because it was new and there was
nothing quite like it. But from a game design
perspective, there were numerous imbalances Konami could
have corrected sooner had they adjusted their priorities
sooner. Bad Starter Decks Starter Deck Yugi and Kaiba were
iconic, yet also horribly designed. They had
proportionately too many tribute monsters. Aside from
a few strong removal cards like Dark Hole, there were few
ways to get over even a La Jinn or Great White. Weak
monsters + weak equips = still too weak. Healing and Direct Damage These seemed good at first, but they
tricked many new players into thinking the game was about
immediate life point advantage rather than hand and field
advantage. Cards like Hinotama and Goblin's Secret
Remedy could have at least had a bonus effect to them. Rituals and Fusions Card advantage was an issue.
Fusions required two specific monsters on hand/field, plus a
specific Spell. Rituals required a specific Spell, a
specific monster and 1-2 other monsters in order to
activate. Both cases were a -2. Almost no
Fusions/Rituals had effects either. Double Tributes Summoned Skull was a 2500 beater for 1
Tribute. Very good. But for an additional card
to give up, Blue-Eyes White Dragon wasn't significantly
stronger and Dark Magician had the same ATK (though higher
DEF, but who cares). Let's not start on monsters like
Great Moth and Gate Guardian. Equip Cards While not as inferior as other card
types I mentioned, they require a monster (and die with the
monster). This makes them a -1 in worst case scenario,
so only the best few were used while most were neglected.
They tried added bonus effects but many of them didn't make
weaker equips better than Axe of Despair or United We Stand.
Removal was just better than stat boosting plain and simple. Weak Monsters Most monsters early on were junk.
They had much lower ATK than other monsters out and very few
of them had good effects (or effects at all even).
They were probably fun to collect for the art work but
eventually people realized they were buying packs and not
getting a single practical card out of them. Disparate Spells Some spells were really powerful: Pot
of Greed, Raigeki, Painful Choice, etc. Staples.
Decks needed them. It couldn't be just monsters.
But what happened was that some spells were really powerful
and the majority of them were bad. That didn't give
much choice or customization in deck building. Paywalling In Magic Ruler and Pharaoh's Servant,
staples were upgraded to Ultra Rare. LV4 beaters were
capped at 1800 ATK, but LV4's that exceeded that (Gemini Elf
and Mechanicalchaser) were very expensive. Spell/Trap
removal was sparse because MST, Heavy Storm and Dust Tornado
were all holos. That made matchups against rogue decks
tough. In later metas, as the card pool expanded, you
had both cheap and expensive options. Early on, we
were just thankful that most of our classmates didn't have
rich parents. Archetype Design In the first 5 sets, archetypes didn't
really exist. Sometimes decks can lean toward a
certain Type/Attribute, but otherwise, not much. Some
were very undersupported, like Spirits and Toons.
Others were based on a concept that made them
super-situational from the start, like Unions and Guardians. Holding Anime Releases Many cards from the original anime were
not released in the first two years of the game.
Dozens of them, to this day, haven't been released.
Many of those early sets could have used more good cards.
The problem is that many of the anime cards that were
released late (or have yet to be released) were hit with
power creep. They would've been a good addition to the
meta back in 2003, but now they're outdated. Chasm of
Spikes, for example, would've been great until Dimensional
Prison came out.
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