RedEyesBlackGamer said:
Sonic Doctor said:
Yu-Gi-Oh! just evolved. And cards like Raigeki are broken. Instant nuke the field? Really? Synchro summoning added a whole new element to the game. It is beautiful to see a well-executed OTK. Change=/=bad. Hell, my deck is pretty elite without any synchros. Lightsworns are awesome. I leave you with this:
That is fucking masterful.
First off, by today's rule set part of that at the end wouldn't be possibly because Monster Reborn is banned. But before that, a lot of that wouldn't be possible if the proper tributing rules form the old game were in place, those tokens state that they can't be used as tributes, and I don't care what they call it, but if those tokens are sacrificed to bring something else into play, it is tributing.
I don't call it masterful, I call it a game that has changed so much from the core that is has gotten sickeningly out of hand. It has changed so much, it doesn't even deserve to be associated with the name of Yu-gi-oh.
Raigeki isn't broken, it is just a card with a very good effect. Opponents can easily come back from a nuked field and win, but what they can't comeback from is a seemingly infinite chain of moves that can't be stopped because they can't possibly have enough cards that can be activated on an opponents turn to counter act the chain.
Banning wise, Yu-gi-oh should learn from what Magic: The Gathering does. Magic has many cards similar to Raigeki that nuke the field and give great advantages, but they aren't banned because they can be countered, just like Raigeki could be countered in its game. I just played a Magic round with a friend recently, and he played a black card that had a cost of 8 swamps, that when it is summoned, it kills all creatures that aren't black. Yeah, that seems pretty broken, but when one applies the myriad of different cards that can counter it and keep it from going off, then it isn't so bad.
In Magic, cards or groupings of cards that start insane chains that the opponent has to have a one in a million chance to stop, like the chain you showed in the video: Cards like that are banned, people can decide in a friendly game to play with out ban rules of course, but in tournaments cards like that are not allowed. From what I have read from the newest Magic rule set, old cards that started crap like that, but were deemed not bad enough to ban, were eventually remade with new text that cleared things up and nerfed the abilities that would cause horribly horrific and broken chains.
My friend has an old elf Magic deck that if it sets up right, he can get a combo on his third turn that will give him unlimited life and an unlimited amount of 1/1 creatures for blocking anything that is thrown at him. This is well and fine in a friendly game, but he looked it up and a combo like his wouldn't be allowed in a tournament.
So basically, with Magic, cards and combos that can't be countered or seem to only have one way to beat them, are banned. The reason: A game is broken if it has strategies that can't be beat.
So, Yu-Gi-Oh should learn from Magic and go back to the old style, bann the practically unbeatable combos and seemingly infinite chains.