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TopicYugioh back in the day was much more enjoyable
Calwings
05/11/20 3:30:33 PM
#70:


Prestoff posted...
New TCG's now not only has some kind of cost/resource or turn system that makes doing FTK or OTK's much harder to do, but also gives the game some room to counter back at the opponent for every play they do.

Yu-Gi-Oh is basically the only major TCG I know out there that doesn't have some sort of progressing resource system. Whether it's an energy resource limiting how much you can do in a single turn (like land/mana in Magic The Gathering or play points in Shadowverse) or the process of slowly growing your main cards for more abilities (like evolution in Pokemon or LRIG growth in WIXOSS) the start of the game is slower by design to keep exactly what's happening in Yu-Gi-Oh from happening. You only see long strings of card activations really late in a long game, not on turn 2 or 3.

Prestoff posted...
And finally since Yugioh lacks constructed formats, that plays a huge role why power creeps are so rampant in the game.

Another problem with not having formats and card rotation is that it's nearly impossible to playtest every possible combination and think about every possible way a card could be used. You never know when a decade-old card that was fairly mediocre upon release might be completely abused for some new combo or gameplay feature. For example, look at Grinder Golem. It went from a mediocre card released in 2008 that gave you two useless tokens and your opponent a 3000 ATK beatstick to a card abused to hell and back in 2018 and then banned because those two tokens you get could be used as easy material for a Link summon. The people who designed that card back in 2008 couldn't have foreseen that.
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