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Trading Card Game Tips from fans
From: Joseph King [mailto:thejoepage@hotmail.com]
Sent: Tuesday, January 17, 2006 5:21 PM
Subject: Some comments on the current state of the game --
Joe K.
To start off, I'd like to say that I've not been playing Yu-Gi-Oh
for awhile, but I've still been keeping up with the releases
and some of the tournaments in order to get a feel for where
the game is headed from somewhat of a design-oriented
perspective. Following is my take on the state of the game
since the 10/1/05 Forbidden/Restricted List.
--The Good--
Well, the card pool certainly seems to be opening up in the
Top-8s at the Shonen Jump tourneys. Bazoo/RFG, Soul Control,
Merchant/Dekoichi Flip Flop and recently even burn have
managed to work their way into those magical 8 slots. Seeing
this kind of innovation is refreshing, although I will
concur with the opinions of others that in some cases the
average control/beatdown built looks a bit disorganized.
I feel that Rock decks have stronger potential than many
people may imagine. Rising from a smattering of
average-to-below-average monsters to a potential
remove-from-game powerhouse, the advance of Rock decks is, I
feel, one of Konami's strongest shows of competency in
recent times. Coupled with the new cards from the Earth
Structure Deck and the Shadow of Infinity card Sandmoth
(which, is easily one of my top ten fav cards ever) rock/rfg
really ought to be a sleeper hit somewhere.
The cash curve on this game seems to be taking a dip, which
is good. Plenty of reprints (thanks to whoever stopped us
from recieving that ridiculous Expert Edition 3!!) and
strong Structure decks make formerly tough-to-get cards more
readily available at a decent price. Also, mad props to UDE/whomever
for Nightmare Steelcage, Mystic Box, and Magical Dimension
in Spellcaster's Judgment!
--The Bad--
I don't follow the regional/local competition lists much,
but at Shonen Jump, the hopes for attribute- and type-based
decks to make it have not really been showing a great deal
of promise. Control and beatdown hybrids still about, no
matter what kind of label you'll tag on them. The abscence
of Tribe-Infecting Virus may not be as significant in the
TCG Advanced Format as previously expected, and even if it
was still around it would still add to the raining down of
1-for-1 removal present in the format. The games seem more
and more to be about counting beans, and it would seem to me
that they can be broken down into just putting 1 card into
the graveyard at a time.
Shadow of Infinity has several insect-type cards, which many
people hail as "Insect support, yippee!!", but I beg to
differ. Chainsaw Insect is presently the highest-atk
splashable 4-star monster, but since Insects are about
lockdown and control (Insect Princess, Insect Barrier, Pinch
Hopper, Multiplication of Ants, etc) I don't feel that the
stats or the mechanic of Chainsaw Insect do a great deal to
help an Insect deck's strategy. Devildozer provides some
control by discarding off the deck and generally being fat,
but I feel that deck destruction is better left to the
zombie deck. Giant Ant-Eater Eating Ant has a good effect
for its cost, but the Insect duelist will want to wager how
much they need their support cards in the backrow to make
use of this effect. And Saber Beetle just made me ill in
general.
--The Ugly--
The continuation of Elemental Hero-themed cards make me
sick. Elemental Heros have average-to-abyssmal name-specific
cards; a really bad version of Negate Attack; and they offer
very little field control. The best things they got for them
are Hero Signal and maybe THunder Giant and Wildheart, but
that alone cannot hold the decktype aloft. Sure, you can
argue that they have Normal Monster support and Fusion
support, but it doesn't help considering that the monsters
don't really accomplish a whole lot. The fusions have mostly
attack-based abilities (which, as we've all learned form
this format, is a good idea only about 40% of the time) and
do not do a great deal to maintain their presence. The
Destiny-Hero cards seem mildly interesting, but the fact
that we're getting more heros at all rather than support for
decktypes or interesting, cohesive mechanics really
disppoints me.
THere has been a lot of haggle recently over what do to with
the next Forbidden/Restricted list come April. There has
been suggested forbidding/restricting cards like Cyber
Dragon, DD Assailant, and even going so far as to
mass-scale-restrict/forbid just about every 1-for-1 card in
existence. I see three possible solutions to these issues:
1. The players should use their brains a bit and make good
use of game mechanics (like Thunder Dragons,
remove-from-game, and the like) that have better long-term
pay-off than the average 1-for-1 card
2. Konami should work to make cards specific for mechanics,
types, or attributes that provide better benefit than the
usual 1-for-1 card
3. Massive forbidding/restriction
The last option I definitely would not want to see, since
that's a cheap and easy way out. What this game needs is
better card design and perhaps a tweaking down of the
learning curve to help players better understand rules and
mechanics and use them to their advantage.
I have been in very little actual play because despite a few
glimmers of hope, this game does not provide enough benefit
for potentially powerful game mechanics and, to an
innovative person such as myself, does not offer enough in
the end. I don't mind trying out unique strategies and
techniques, but I also like to see them win, because that is
why I play. I can't stand running a hodge-podge beatdown/control
outfit and seeing a result I expect. Once Konami brings out
some more rewarding strategies for under-done concepts like
trap decks and Agents (and maybe providing a little bit of
tamed help to the almost-defunct archetype of pure hand
control), then I would be more than happy to give them my
dollar. In the meantime however, I shall wait.
Questions? Comments? Sent them to Joe at thejoepage@hotmail.com
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