666Chaos said:
OutrageousEmu 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.
Stop contridicting yourself. You cant say something like this
In fact, there are 13 ways to win on the first turn, without your opponent being able to do anything.
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.
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 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.