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Baneful's Column
Yugioh
and Set Rotations Often when the imbalances of Yugioh are
discussed, the probability of someone proposing a rotation
system (like in Magic the Gathering) approaches 1.
It would be an interesting experiment for a niche of
player to organize amongst themselves, but I’m not quite
sure Konami should be imposing this.
I originally started this article with a strong anti
position, but I’ve moderated a little as I was thought about
it for a bit. For those who don’t know, rotation means
that only cards which have been released (or re-released)
can be used.
After 2 years, or whatever the set date is, you can’t use
those cards.
Core sets tend to be released as a way for the player to
attain the basic building block cards of the format and
booster sets are used to build on that with new strategies
and deck types.
If a card from 2002 is reprinted into a core set, you can
use that card.
Accessibility In Yugioh, if you have a card in your
hands, unless it’s on the specific list of cards you can’t
use, you can use it.
Also, Yugioh has two formats (only 1 of them -
Advanced - is sanctioned for tournaments).
So beginners aren’t confused with all of these
different formats (and wondering which is which).
Card Pool On the other hand, Magic is probably more
accessible because if you’re stating the game for the first
time or returning to the game after a long hiatus, you only
have to catch up on 4 sets - not 10 of them.
It makes things really simple if you have a life.
But many Yugioh players like having a card pool of
thousands of cards.
Banning Cards Since Yugioh has been using the same
system for 15 years, it’s a much simpler fix to just ban the
cards that are problematic rather than ban 95% of the cards
and allow 5% of them.
But having a tight grip on which cards enter play can
be a good thing too.
In MTG, card designers can make cards in the booster
sets with the core set in mind, so the possibility of a long
neglected card from 2004 messing things up once a player
finds a deadly combo with it is.
Also with a more limited card pool, MTG has more
freedom in card design choices ; there’s no need to scrap
card ideas just because other cards were released.
The Main Problem They’re two fundamentally different games.
Magic uses 6 colors and combines them into dozens of
different permutations.
You would only need a handful of multi-colored cards
for each combination, and otherwise decks can share cards.
A Blue-Green deck can use both Blue Cards and Green
Cards. But a
Lightsworn deck can really only use Lightsworn cards and
some cards that benefit from milling.
In Yugioh, support is limited to specific
names.
Blackwings and Harpies are both Winged-Beast but they have
way more name-support than Winged-Beast support.
There are probably 100 different archetypes in Yugioh
and there’s no way to include them in a core set.
Most archetypes would have to go, with exception to
its more splashable members (like Blackwing Gale the
Whirlwind). As far as archetypes go, it would be
easier to ban a broken card, or release a few more support
cards to balance the archetypes than having to start from
scratch.
Yugioh’s History Yugioh originally placed great emphasis on
these things.
Stat boosters like Sogen and so on, until people realized
that the generic cards were more useful.
Archetypes had a very limited role in the original
series.
Gravekeepers may have been the only one though.
But then the GX series made every character have
their own theme to match their personality.
Oftentimes, they were novelty characters so concepts
like Water Dragon had enough depth just to fill two
episodes. 5D’s
made Synchro’s to speed up the pace of the game and
eventually strong archetypes popped up everywhere. I see some merit in a rotation format for
Yugioh, but it should never replace Advanced Format.
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