You know the 'turn zero' or any form of 'first turn win' combination is purely a novelty. They all require a mix of cards from different sets that wouldn't be legal in anything of significance, and most of the time they require you to get very lucky with your hand draw as well. Given that there are thousands of unique Magic cards it's hardly surprising that some impossible combinations turn up. There is, for example, one combination that lets you put every creature you own (not just in your deck, but literally everything you own) into play at once. But that's just a funny combination that someone thought up as a joke, it's not indicative of the overall balance of the experience. For a start, in proper tournament play 'cards you own' only includes a dozen or so cards (someone who knows more tournament play please clarify) that you set aside for this purpose.OutrageousEmu said:In fact, there are 13 ways to win on the first turn, without your opponent being able to do anything.666Chaos said:Stop contridicting yourself. You cant say something like thisOutrageousEmu said:No, that would be the one wherein you're more likely to win because your opponent cannot cover the cost of summoning due to not having enough Mana. Amazingly, having a greater depth doesn't mean broken. The metagame provides a tonne of ways to stop these combos.
Oh and bullcrap. Magic cannot do any of those. It has approximations, but it doesn't have anywhere near the depth of use for those.You mean like how you claim that having a combo where you can win in what you refer to as zero turns is totally not broken? Difference is the metagame for yugioh provides means to actually cease combos that can work with cards that are useful outside of that one situation. Doing so turns attempting said first turn kills into a risk against multiple cards. Hence, balance.and then say that it is balanced. Unless of course you are full of shit which seems the case because you contridict yourself to many times.
Also no magic literally has every single one of those and except for traps which there is only a few of and are only kind of similar it had them many many years before yugioh came out.
And no, once again, Magic doesn't feature any of those elements to anywhere near the level of depth. Having a crude approximation of the effect of dual sacrifice does not have the same complexity of Synchro summoning, particularly the effects this in turn has on turnaround.
And while you call it 'crude', I think it's far better for Magic to have a loose system based around actually explaining what a card does rather than just tying concepts like sacrificing for summoning to buzzwords and global game systems. The obvious exception are the keyword abilities, which are just used for the purpose of saving card space. Which is why, if they felt the need, they could perfectly mimic anything in Yu-Gi-Oh by actually writing it on the card.