Remember flip effects? The "FLIP:" templating could be useful in other types of effects too, like "ONCE:" or "SUMMON:".
@saragossid.aschenberg7992 Жыл бұрын
It would be really clean, like with predaplant ambulo Summon: add 1 "predap" card from your deck or graveyard to your hand, only once. Once: Target 1 monster with a predator counter or 1 monster you control, tribute it; Summon 1 predaplant monster from your deck. Clean, reworded, better!
@manwithnewname5 ай бұрын
I would go for "ON SUMMON:" so it doesn't get confused for a summoning requirement
@Goncho03 Жыл бұрын
The only thing I love is the ginormous card names, my favorite being "Super Anti-Kaiju War Machine Mecha-Thunder-King"
@Heyhowsitgoin999 Жыл бұрын
Super Quantal Mecha King Great Magnus
@halodragonmaster Жыл бұрын
@@Heyhowsitgoin999 Magnus Magnus, Great lord of the Computerdom
@derpaboopderp1286 Жыл бұрын
Super Dreadnought Rail Cannon Juggernaut Liebe
@mudlio706 Жыл бұрын
Number 38: Hope Harbinger Dragon Titanic Galaxy
@Jyxero Жыл бұрын
Gizmek as a whole:
@whiteblacklight9603 Жыл бұрын
Stuff like Digimon amd Vanguard get around this by using not only keywords but also key SYMBOLS for cost and sometimes position. It's more of a sidegrade since getting newbies to memorize the funny glyphs can be as laborious as teaching them PSCT.
@RyanAtlus Жыл бұрын
I honestly find tiny text easier to read than to differentiate between a dozen tiny icons. I'm a seasoned Yugioh player who's used to tiny text, but when I tried out Lorcana I struggled a lot to recognize the icons.
@elin111 Жыл бұрын
@@RyanAtlus As demonstrated by everyone who's played any tcg with keywords, keywords or icons are confusing the first few times but you learn them very quickly. Meanwhile as demonstrated by YGO the massive text walls with the font size of an ant are an ugly eye sore to every outsider that often becomes an outright turn off from the game.
@Nether2342 Жыл бұрын
@@elin111I think good names for keywords go a long way too. I’ve taught players how to play magic and yugioh, and I’ve almost never had to explain things like trample, flying, first strike etc more than once to a new player, whereas explaining what every card does over and over again is an extremely common issue when teaching yugioh to new players.
@HoroHoroStardust Жыл бұрын
Other than YGO I've never actually took a moment to analyze card styles of other card games but I can relate to this with a mobile game, One Piece Treasure Cruise (aka OPTC). Basically, during a level both the units in your crew and the CPU units can have effects applied to them - "buffs", positive effects that boost strength, and "debuffs", negative effects that reduce strength - which are indicated by icons. The problem starts when in your units special description and in the in-game guides there are long effect texts like "reduces decrease chain multiplier growth rate" instead of "reduces (insert the corresponding icon you'll see in the level)". Icons would make things easier to understand and prevent long texts. Some units can apply/reduce more than 6/7 effects so the word count can become very large. YGO could benefit from icons, they need to be clear and easy to understand, and of course we need a description in the rulebook or some other media to explain to both veterans and newcomers what the icons mean.
@cephalosjr.1835 Жыл бұрын
Digimon gets around this by having bigger cards. Text in Digimon can get pretty long.
@TheGaboefects Жыл бұрын
I think laying the stars individually is also a stylistic choice, looking at a level 11 or 12 monsters with all their stars gives them a more imposing feeling to me than just condensing everything into one number. Having long names is unesesary too but you find it charming so you should understand that some people like other aspects of the card that aren’t *optimal* I think it gives yugioh cards a lot more personality than the rest of the other card games.
@usagismuffins Жыл бұрын
personally, i think the stars are way too iconic to simplify. back in the day the more stars the more daunting a monster was lol
@requiem6465 Жыл бұрын
@@usagismuffinsBlue Eyes Ultimate Dragon moment
@nsalieister3334 Жыл бұрын
@@usagismuffinsI mean still even now you summon a level 12 extra deck monster you got yourself one hell of a boss
@TheSUGA1202 Жыл бұрын
An easy way to solve that would be to either put the number of stars maintaining the star bar or put a line division every 3 stars so its easy to count them.If the whole game requires you to know specifically the lvl of the monsters then it is lazy design to make it so unconfortable to read.
@ASoldierify Жыл бұрын
im just gonna put this out here. More players think speed duel cards look more visually appealing than regular cards.
@AegisAuras Жыл бұрын
It does seem like a strange design choice to have the text box so small on yugioh cards, especially compared to the art box. There’s a decent amount of card space up above where the card name is that could be compacted and tightened up too, like how Magic puts the card cost and name on the same line.
@YukiFubuki. Жыл бұрын
Konami does seem to not want to majorly change the card template as it’s near identical to what it was over 2 decades ago with only barely noticeable changes but cost cant be place on the name line since its much more lengthy for that and some effects of cards do reference text on other cards so these sort of things actually do need to remain in the text box
@elliegray8184 Жыл бұрын
4:38 Bold choice to call out people saying the game is bad because text bloat by saying "no it's just the card design is bad". Lol really makes the game seem better.
@BurstFlare7 ай бұрын
3:21~3:27 Just wanna clear this up, "Tuner" is not an effect, it's a monster card type (not to be confused with Type, with a capital T). You cannot make a Tuner Monster stop being a Tuner Monster by negating their effect. Also, non-effect monsters can be Tuners as well, including Normal Monsters. 3:27~3:34 Spirit and Gemini are classified as Abilities, and the purpose of Abilities is to group together monsters with similar effects. Note that I said *similar,* not the same. There can be variations of the Ability-related effects, which is why said Ability-related effects are still typed out in their effect box; the Ability alone is not enough to explain what the effect does. That said, it is true that they could do something to shorten those effects.
@RyanAtlus Жыл бұрын
As someone who played this game for most of its history, I have to say that the introduction of PSCT in like 2012 did a lot in making cards more legible. It makes it clear which effects activate or are just passive, exactly what the cost of the card is and which parts you only do during resolution. Yugioh currently is an entirely different beast than it was a decade ago. Card texts háve gotten more extravagant, but in my opinion each card being a Swiss pocket knife and having multiple functions and effects is part of the lawyeresque charm of current format Yugioh. While it is not new player friendly, experienced players will simply know more or less what all the relevant cards do and won't have to pauze every minute to read. It kinda scares off new players from the Advanced Constructed format physically and Master Duel digitally.
@four-en-tee Жыл бұрын
Right, but if we had a lot more short-hand without gutting PSCT, shit would be a lot better for everyone
@DigiTism Жыл бұрын
PSCT does not help. People *STILL* don’t understand discard for cost and for effect and how that’s different than “send” People still don’t understand “inherent summons” and how “there’s no colon or semicolon so it doesn’t start a chain”. Things like “once per turn” is still an issue as well with “well what happens if I take control of the card?” And, also things like “negate effect” vs. “negate activation.” Things like “well if it’s before the semicolon it’s cost and everything after is effect” can easily just be a keyword: Cost: Discard a card Effect: Do X It’s really that easy and simple. People shouldn’t need a degree from Duel Academy in Yugioh Semantics to learn the game.
@fractionoflight4495 Жыл бұрын
@giwrgospetrou1159L take. Just playing Yu GI oh casual isn't a problem to anyone like with friends and such. It's still can be a fun and interesting game.
@MansMan42069 Жыл бұрын
@giwrgospetrou1159 My condolences to your parents for having you as a child.
@MansMan42069 Жыл бұрын
@giwrgospetrou1159 That's rich coming from someone whose comments so far have been loathing and bemoaning people who enjoy something that he himself was too inept at. Honestly, it just seems like you hate yourself because you couldn't keep up and you gotta take everyone down. Again, my condolences.
@PiantaBroker Жыл бұрын
honestly I still find it hilarious Endymion scares people due to its text size. It should be the final exam for all ygo players. I play the card and help the opponent break down the effects
@loleo123 Жыл бұрын
Me and a group at my local got into a pretty dumb argument. I was arguing that it’s really ineffective and bad design to bloat the cards with so much text. All they countered with was “why do you even play yugioh?” And the good ol’ “can’t you read? Go back to elementary school” And now I’m back in elementary school to finish my training as my grandpa (random group of yugioh players) told me to do to become the king of games!
@kyo77712377 Жыл бұрын
I proposed this idea to YGO communities and they usually have a knee jerk reaction of "That's so dumb. It would basically be magic durhur"
@randomprotag9329 Жыл бұрын
basically being magic is not even that much of a bad thing if at all. magic has an actual rulebook that handles 99.9999% of situations easily, non-bloated card text. its really the bare minimum for any card game.
@kyo77712377 Жыл бұрын
@@randomprotag9329 I wholeheartedly agree. There is no need to put the rules on a card.
@augustgremaud27382 ай бұрын
“Basically be magic” okay, basically be another successful card game that has good solutions to these issues? Some folks really go “change bad” and cease all further thought
@DaShikuXI Жыл бұрын
There is some redundant text in YGO that can be cleaned up. The piercing damage example in the video is a good one, which could just be turned into "This card deals Piercing damage", removing the defense part. - "During your Main Phase, you can Normal Summon 1 "whatever" monster in addition to your Normal Summon/Set." -------> "During your Main Phase, you can Normal Summon/Set 1 additional "whatever" monster." This saves a good 23 letters and is one of the bigger text saves you can do. - "Shuffle this card into the Deck" -------> "Shuffle this card". You can only shuffle into the deck, so mentioning the deck is redundant. - "Draw 1 card" -------> "Draw 1". Putting card there is unnecessary. Like what else are you gonna draw, a spell counter? In fact, the word card shows up way too many times in texts for no reason. - "If you control a monster equipped with an Equip Card" -------> "If you control an equipped monster". There's probably a lot more of these that you could find, but this is what I know off the top of my head. I think cleaning up text redundancies would go a very long way into making cards more readable, before even thinking about things like keywords.
@SilverBordered Жыл бұрын
“If you control an equipped monster” let’s go, my union monsters now benefit from your removing of the “Equip Spell” text :)
@DaShikuXI Жыл бұрын
@@SilverBordered I never removed any "Equip Spell" text.
@SilverBordered Жыл бұрын
@@DaShikuXI Sorry, I play Magic. Therefore I cannot read.
@HowlingDoom7 ай бұрын
"If you control a monster equipped with an Equip Card" -------> "If you control an equipped monster". Feel like this makes no sense. Equipped with a monster or equipped with an equipped spell card or does it just work with both?
@augustgremaud27382 ай бұрын
Piercing could straight up be a single word sentence and communicate the same information. Keywords are the way!
@matiaspereyra9392 Жыл бұрын
Fun fact there's both a symbols MD mod that indicates the effects of cards for the newly and untrained (tho it's not Global since the person making it has to put all the symbols by hand, so rn it only covers the relevant archetypes and some of the new ones I believe) and also there's a card reformating mod, that one I didn't check how it works but downside of that one is that in the preview the cards look weird the text gets out of the box a little, but in the scrolly window that you actually read the card on is better formated as well as the big window with the card text
@IcyNoobsgamer Жыл бұрын
What's it called? Would like to check it out.
@matiaspereyra9392 Жыл бұрын
@@IcyNoobsgamer if you go to Nexus mods they are called "effect icons" and "improve card effect readability" respectively
@johndoe9343 Жыл бұрын
As for soft once per turn that you mentioned... additional notes: it not only can be "circumvented" with multiple copies, it is also circumvented when that card moves to different zones and back like the Extra Deck or GY.
@MansMan42069 Жыл бұрын
or even simply going facedown then coming back faceup
@N120154 ай бұрын
@@MansMan42069 Which makes no sense. If it returns to the extra deck or deck? Sure, the card Is now Lost. In grave, hand or field? Not really, IS THE SAME CARD and it already used the effect this turn.
@Br0oham Жыл бұрын
Man I can wait to see the Keyword Errata for Dragoon: *Indestructible; Untargettable; Non-Target Pop (X-Vanilla Material) / Burn (X-Original Attack); Omni-Negate (1) / Buff 1k*
@cybershoutmon9741 Жыл бұрын
The rush duel card’s effects are pretty straight forward
@snin3202 Жыл бұрын
The OG/classic yugioh too
@randomprotag9329 Жыл бұрын
key words + ocg structure card text would solve basically all the issues. theres enough staple effects + resrictions like once per turns, cant be normal summoned or set and add X card from deck to hand that would come up often that reduce text a decent bit. it would also allow for bigger card text font.
@usagismuffins Жыл бұрын
wishing we just get ocg card text already lol
@nsalieister3334 Жыл бұрын
Idk if you can keyword every card in yugioh Say Linear Equation Cannon how tf you gonna shorten that or cards with specific time of activation like ZW Pegasus that negates after the monsters effect is activated not as a response to the activation like 99% of negates
@randomprotag9329 Жыл бұрын
@@nsalieister3334 the outliers are not really an issue for general card text. its stuff like "when this card is normal or special summoned" "can't be normal summon or set" "add X card from deck to deck to hand" that bloat card text. keywording every card entirely is overkill, its the common effects which often has fan made keywords already (spin, bounce, search) that make up the noteworthy improvements. hard once per turns are the best example the OCG structure organises them better + HOPT/OPT can replace a major part of the sentence for stuff most cards have.
@Titanike Жыл бұрын
Learning Yugioh new decks of cards is like reading a book. I miss the old days of the game.
@randomprotag9329 Жыл бұрын
old yugioh had simpler cards so it was readable despite card text being poorly thought out.
@WitchVulgar Жыл бұрын
We already have the FLIP keyword, we should have more by now
@halowaffle25 Жыл бұрын
I made my own card game a few months ago that was sort of a fusion of MTG and YGO. The solution I came up with was to create key words that represent all of the most common phrases in the game. Here are a couple useful examples: When this card is Normal or Special Summoned - ARRIVAL Your opponent loses X LP - BURN X You gain x LP - HEAL X Shuffle cards from either graveyard back into the deck - RECLAIM Remove X cards from play face-down - VANISH X Tribute this card; - SACRIFICE; This card gains X Attack - BOOST X This card loses X Attack - DRAIN X It really isn't hard to come up with ways to streamline YGO's cards. It just takes Konami being willing to put in the effort, which I don't really think is going to happen.
@jofx4051 Жыл бұрын
Lose and damage are 2 different things Simpler things: Pierces Gains Recycle there are more...
@MansMan42069 Жыл бұрын
You have to also make distinctions between addition/subtraction effects and multiplication/division effects. The two might have the same net effect but the rulings mechanics-wise differ in many cases.
@zephshoir Жыл бұрын
Dude your editing is FANTASTIC! Probably the best that I have seen from a yugituber! It really stands out and helps with the topic of the video as well! I hope you get to grow a lot, I feel that you deserve it!
@elin111 Жыл бұрын
Vanguard used to have the same overbloated text to explain an effect being once-per-turn, until they changed it for a simple [1/Turn] box at the start of an effect. Given that YGO has to specify soft vs hard once per turn you could have an extra icon on the "[1/turn]" or something to clarify when something is hard once per turn.
@RiccardoMontefusco97 Жыл бұрын
1/turn = soft 1/turn/HIMSELF symbol = hard
@leecollins9185 Жыл бұрын
Problem is there is more nuance than just hard and soft OPT. Stuff like You can only activate 1 “XXX” per turn vs You can only use the effect of “XXX” once per turn vs You can only activate the effect of “XXX” once per turn. The distinctions can be relevant if certain activations get negated etc
@PamellaCardoso-pp5tr Жыл бұрын
@@leecollins9185most people forget that the PSCT exists because theres a Lot of nuances in How Yu-Gi-Oh effects work.
@KesslerVTuber Жыл бұрын
Ogs remember will remember when cardfight cards used to have Lord on it
@BlueSparxLPs Жыл бұрын
@@PamellaCardoso-pp5tr It might be that the effects need to be simplified along with the text to facilitate an overall easier to understand game. We could take the route of making every effect a OPT for instance, with exceptions written only for effects that would be impossible as a result. The ramifications of that would be massive because many thousands of cards would be impacted, but might be better for the overall game health and growth.
@Nexit1337 Жыл бұрын
ocg has "bulletin points" which clear the card text, so like tcg jumpscare
@ultrawinggaming9764 Жыл бұрын
My issue with the keyword solution is that there are simply too mamy cards with similar effects that work similarly but not quite the same way. Contact fusion is a perfect example. There are cards that must be summoned via Contact fusion, cards that have Contact as an option, Contact fusing cards that count as Fusion summoning, and Contact fusing cards that *Don't* count as fusion summoning. Unless you're gonna errata every single Contact fusion card to work the exact same way(which is a bad idea becaue you run the risk of breaking some cards) you're gonna have multiple keywords just for this one mechanic. Which just adds in a whole new problem of having too many Keywords to remember or you have extra text with the keyword to specify little differences with rulings which kinda defeats the point of adding keywords to clean up card text.
@weberman173 Жыл бұрын
while i dont want keywords. this is at least solvable by having a "keyword" and a "subword" Like "contact:optional" for a card that can contact fuse but dosnt have to. and "contact" means it has to use contact fusion and "contact:optional:proper" for "conact is optional, if contacted its considerd proper" obviously better words for it
@seandun70837 ай бұрын
I feel like in mtg, having keywords tends to encourage designers to avoid having too many abilities that are similar but slightly different.
@ultrawinggaming97647 ай бұрын
@@seandun7083 well. Yes. But my point was that reprinting every card with keywords simply isn't feasible for the reasons above. Also for the reason of there being over 10,000 cards now. Adding in keywords to a game that hadn't used them for over 25 years just isn't logistically feasible at that point you might as well just make a new card game. Which is pretty much what Konami has done
@seandun70836 ай бұрын
@@ultrawinggaming9764 fair
@D3_Special_Extra Жыл бұрын
"Endymion, the Mighty Master of Magic" [QUICK] [1/Turn] TIME [Spell/Trap Cut-In], COST [Return 1 card you control with a Spell Counter to the hand], negate the activation, and if you do, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. [CONT] MODE [This card has a Spell Counter], it gains [Untargetable] (by opposing card effects), and [Undestroyable] (by opposing card effects). [AUTO] TIME [This card with a Spell Counter is destroyed by battle], You can add 1 Normal Spell from your Deck to your hand.
@jofx4051 Жыл бұрын
Once, when S/T effect is activated (Quick) ; bounce 1 card you control with a Spell counter; cancel and destroy it. Then, you can place spell counters on this card with same number as returned card had. Untargettable and undestroyable by opponent card while having a spell counter. If destroyed by battle while having a spell counter: search 1 Normal spell.
@alejandrom. Жыл бұрын
3:05 it's not the same. Some cards cannot be targeted by other cards; meanwhile there are other cards that CAN be targeted but negate the effect of that card that targets it; and there are other cards that can be targeted but they are not affected, without negating the effect.
@jadenjerries2094 Жыл бұрын
Bro why konami has to make it so complicated thats so annoyingly finnicky
@wickederebus Жыл бұрын
That's actually an easy one, make 3 keywords for those 3 common types, then use the bloated text for cards with a specific manner of interaction that is NOT those keywords. Example, a card that flat out cannot be targeted? UNTARGETABLE. Cards that can be targeted, but negate the effect of that card that targets it? WARD or WARDED Cards that can be targeted but they are not affected, without negating the effect? UNINFLUENCED The specific keywords can be workshopped by the R&D team. And to any comments about this design style producing a lot of keywords that will only show up a few times? Yes and? MTG already does this, and has been doing for decades.
@fernandobanda5734 Жыл бұрын
There's a good solution to this. Pick the best version, make one keyword and force all designs to be that effect from now forward. Old cards will still spell it out, but now you can group a lot of cards mentally because they work the same, and the different ones call attention. Magic has done this a lot of times. Yu-Gi-Oh! seems very afraid to move on from anything.
@Zetact_ Жыл бұрын
@@wickederebus So instead of just reading a card with the understanding of what targeting entails, you need to look up three different things in the rule book. Brilliant.
@YukiFubuki. Жыл бұрын
@@fernandobanda5734its not about which is best or worst, its about the different intricacies regarding them and if the purpose of this is to homogenize a bunch off effects then you’ve already strayed from the concept of fixing anything to simply just changing it
@eightteentwo Жыл бұрын
As someone who enjoys the puzzle of creating functional cards for fun, this hits hard. I remember trying to make Spirit monsters useable, which would be very easy with a rules errata... if Spirit was defined in the rules. Same with Toons, Geminis, and Rituals. Albeit, the bloat at the start of Ritual Monsters is probably there to let you know what card you need to buy in order to use it. In my cards, I tend to just cut the entire first 2-3 lines of text saying "You can Ritual Summon this card with [CARD]. You must also Tribute monsters whose Levels equal [LEVEL] or more from the hand or field". This also enables the existence of non-effect Rituals as well as Toons and Spirits that are Normal Monsters. Plus, you could add a keyword for Contact Fusion to save many lines of card text by explaining the mechanics in the rules. Especially since it's just like Link Summoning, but with specific cards... usually, but that's a rant for another time. For a recent puzzle I'm working on as an exaggerated example, I'm attempting to give Genex a boss monster that is a contact fusion of Triarm and Triforce (i.e. condensing 6+ effects into readable text). With the PSCT standard, it hits 180 words. Just by making "Fusion/Contact" a card type, it cuts out 23 words. Repeating this process of replacing words with keywords yields a monster with an absolutely insane 8 effects with "only" 96 words, with effect lengths of 8, 8, 12, 12, 6 (the cost for the next 4 effects), 11, 9, 8, and 22 words (I couldn't shorten the particular effect, so I'd probably use a different effect) For those curious and insane enough to read all this: This particular cards effects are: 1) an alternate summoning condition, primarily for lore reasons. 2) Effect destruction immunity. 3) Ancient Gear effect + monster effects. 4) Flame Wingman's effect. Cost) Discard to select a effect 5-8. 5) Opponent discards 1 or 2 cards. 6) Destroy spells/traps based on attributes in your GY. 7) Destroy monsters based on attributes in the GY (these could be combined, but for this first pass, I'm keeping them separate). 8) Special Summon "Genex" monsters from your GY whose combined level is less than or equal to the number of attributes in the GY. (I'll probably cut it down to something like "Target Monster in GY ("Genex", Lv 6-): Special Summon")
@codenamexelda Жыл бұрын
I would change "you can only activate the effect of (insert card name) once per turn" to just "opt". Also instead of "you can detatch X materials from this card, then activate 1 of these effect" it would just be "detach X" with the in game rules saying "if the cards effect as bullet points, pick one of them to activate and ignore the remaining options."
@fernandobanda5734 Жыл бұрын
I would change it to "Once per turn:" and have soft OPTs spell it out, if not for the confusion. "OPT" still needs an explanation, but, yeah.
@dudono1744 Жыл бұрын
Changing "detach X materials from this card" to "detach X" would be cool already (still spell it out if it's detaching from other cards or some shit)
@Trey50Daniel Жыл бұрын
@@fernandobanda5734 "1PT" would probably be better and still convey the point, The number would be a good context clue as to what "PT" would mean as well.
@jofx4051 Жыл бұрын
Once per turn-> Once? I agree with detach X draw 2 cards -> draw 2?
@dudono1744 Жыл бұрын
@@jofx4051 once per chain, once per duel, once per opponent's turn (and maybe even once per phase) are a thing. Draw 2 works because what else can you draw
@DaemonRayge Жыл бұрын
Using the OCG numbered list for effects I feel would be helpful. Makes referring to which effect so much easier. As for keywords, I feel that can be trickier since you have multiple different flavors for one thing. I feel keywords are probably better in Yu-Gi-Oh for actions than specific kind of effects. Excavate is a great example. They added that with the Sylvans which interacted directly with excavation. Can you imagine how convoluted the text would be without that keyword? Could also be extended to more actions. Like for searchers like Engage, RotA, etc. Use a keyword like "Recruit" and then you also can open up the avenues of cards that specifically only interact when recruited.
@YukiFubuki. Жыл бұрын
excavate isnt actually as "keyword" as it looks, the japanese term めくる mekuru actually translates to turn over so it was rather direct with what it mean instead of what the tcg did using a fancy synonymous term in its place and in fact ocg actually used the very same めくる mekuru for cards effects that would even reveal set cards too to see if an effect were to apply what changed was the new usage of it that was introduced with sylvans as they turn over cards specifically to apply effects to them rather then simply to check if an effect would apply so tcg went with excavate to differentiate it from the older usage (that was previously translated as "pick up" or other phrases) and newer usage so rather then a new effect entirely its actually just a rebranding of an older effect
@joseruizdiaz9622 Жыл бұрын
You're right, this is 100% correct. An unique example that I've been using in my custom cards is instead of writing ‐ If this card is Normal or Special Summoned: I just write - If Summoned: There's just so much implicit information. Obviously the effect will activate when I summon that monster, and not anything else. Another little piece of text that could be skipped are the "your" - Add 1 [Archetype] card from your Deck to your hand. Oh my, thank you! I didn't know I had to do it from my deck specifically; had you not told me so I would've scavenged my opponent's stuff instead! - Add 1 [Archetype] card from Deck to hand. Obviously not every current card of the game can be made with the same text structure, but simply making them easier to read is a simple enough task that is well overdue.
@e31174 Жыл бұрын
Actually your custom example about summoning doesn't fully translate unless you are making an extra deck monster, since monsters in the main deck can also be Flip Summoned which is not a Normal or Special summon, that being said I do get where you are coming from.
@MansMan42069 Жыл бұрын
each Summon type can get an initial to denote what type of Summon it is. To your example, _If N/S Summoned_ Adding cards from Deck to hand can be condensed further into into a single keyword that always means "from deck to hand" e.g. "Tutor" _Tutor 1 [archetype] card_
@simplegarak Жыл бұрын
Excellent points. I am a VERY old school CCG player. I've got random decks and cards from a lot of games back in the 90s (and I know I still didn't touch even half of them). What's funny is I remember when we originally had the opposite problem. My favorite example is the Star Wars:CCG which once printed a card who's entire text was "Asteroid rules are in effect here. If you control, may cancel Force drain at related system." Which was good because the card only had room for 2 lines of text. The problem came in... that "asteroid rules" were like a page or two. So it is kind of funny to me now to see the flip side of it where things are spelled out on the cards - often to silly degrees.
@Ramsey276one Жыл бұрын
They actually write "piercing battle damage" niw!
@KristapsK1 Жыл бұрын
if only the zoomed in boxes of cards when clicking on them in master duel had better formatting for the effects. it's true that most of the time, when you're trying to activate an effect, that effect is highlighted in a different colour, and when an effect with a restriction is already activated, there is a check mark beside it to signify that it's been activated, but those don't apply when you're looking through cards while trying to build a deck, or when looking through different cards in your deck for when you're searching for a card, or sending a card from deck to gy. in those cases, you are expected to already know what the search/mill targets can do and what other cards they can pull from the deck, and what those cards can do, all while trying to not get a migraine from reading literal paragraphs of card text. in the online games, the different effects could have a break between the different effects to help the formatting, while in the physical game, the different effects could be highlighted in a vastly different colour from every other effect on the same card, as well as the card boarder itself, so that colourblind people don't complain.
@mekahans3678 Жыл бұрын
I love how RD card is just said LEVEL x, man you know how many times i count that stars and got distracted Also on RD they doesn't have a "you can only use effect of bla bla bla" Just not write the effect an because in RD everything is OPT
@MansMan42069 Жыл бұрын
Because in Rush Duels, effects are balanced around being soft OPT.
@xeladas Жыл бұрын
I 100% agree that Keywords would be a massive boon to Yu-Gi-Oh's readability, however one issue I seeing being possible is: where do you put the reminder text? For a Keyword to be useful 1) players need to be able to know what the keyword means and 2) there need to be cards without reminder text, as otherwise you run into the same issue that Gemini and Spirit Monsters have. (Side Note: I'm pretty sure the reason Tuners don't have this issue is that Tuner by itself doesn't actually do anything, it is a Tag that other cards care about, like Type and Attribute) Most TCGs get around this dichotomy by having "Low Curve" cards that tend to only have the Keyword, which are intended as being something you play during early turns: in Magic The Gathering, if you are playing against a Lifelink Deck, it's very likely on turn 1-3 they will play a card with Lifelink (and maybe one other simple effect) so it has room to put an explanation of what Lifelink is, so that later when they put into play a big boss monster, or important continuous effect from an enchantment, the card doesn't need to explain what Lifelink does. Yu-Gi-Oh doesn't really have an equivalent to the "2-Drop French Vanilla" so there aren't really any cards that are both simple enough to not still be bloated with Reminder Text, while also being likely enough to come up early on to be useful for this. There are ways it could still work, but they each have their own issues: 1) Similar to Piercing, just put it in the "How to play Booklet" that comes with Starter Sets and just expect Players to learn/know what the new Keywords are. This can work for effects that are both simple and/or common, like Spin or Search; but it would not be a good idea for more Archetype focused mechanics, or even ones that are only somewhat uncommon. Also, whenever new Keywords are added, Konami needs to make that new information available, and considering Konami's... shaky history about communicating with it's Fanbase... 2) Print a bunch of Pack-Filler that has the Keywords and Reminder Text with little else and hope enough people care enough about their Pack Chaff to learn the new Keywords. Unfortunately that idea won't be very useful for people who haven't opened many recent packs, or if a card without Reminder Text is from a number of sets ago and only now is seeing play. Also, creating even more cards which intentionally won't see much if any play might not be a popular decision. 3) Put Reminder Text on cards you expect to be common Combo Starters, and/or are a central piece of the Archetype. If it's possible to skip set up (i.e. the starter is more important for finding the pieces, when you could just get lucky and draw everything you need without searches) or if a card in the archetype sees use outside it's Archetype, then you can end up with Keywords that go completely unexplained. And that's assuming they correctly guess which cards will appear commonly within the Archetype.
@tinfoilslacks3750 Жыл бұрын
One important thing to consider however is that Magic doesn't only use keywords for brevity, they also use them for flavour and theming. A set or block often owes part of its mechanical and thematic identity to keywords. This is why Magic has lots of keyword bloat and lots of keyword crossover, it's why there are 6+ variations of "lesser kicker" in the game. But evergreen keywords generally don't need a lot of reminder text because they're so absurdly common, generally simpler than other set specific keywords, and players are just over exposed to them. Assuming yugioh didn't have set specific flavour focused keyword bloat, and only had evergreen keywords, it would be valid to just put them in the rules booklet. After all, we don't put reminder text on how any of the extra deck monsters work.
@randomprotag9329 Жыл бұрын
the rulebook, the rule book is there to solve any issues of not understanding cards or interactions. it be simple enough for a new player to see an evergreen key word 2-3 times and know what it means the 4th+ time.
@weberman173 Жыл бұрын
2) Print a bunch of Pack-Filler that has the Keywords and Reminder Text with little else and hope enough people care enough about their Pack Chaff to learn the new Keywords. they had "pack filler" cards that where just "cards in the set but its not the actual card just a grey card that tells you what the card does, also a card checklist of the set on the back" they could bring those back for that purpsoe now i dont want keywords, btu they could do that
@jlb9577 Жыл бұрын
I suppose the issue with big reformats such as bullet points and level numbers, would be the sheer volume of reprints needed for all currently existing cards. Erratas and such to clean up text already exist, but fundamental card design might be too difficult to pull off efficiently without either discounting 10s of thousands of cards, or reprinting them. Probably why in the spin off games like rush duel, they introduced more streamlined formatting from the get go, but unfortunately i think the TCG is just too far gone for any drastic changes.
@chrissomnitz6123 Жыл бұрын
They wouldn't need to reprint anything; the old cards would still be perfectly legal, they'd just have the old formatting, just like how old cards now with outdated effect text wording are still playable, or old normal monsters that didn't have "Normal" in their typeline.
@randomprotag9329 Жыл бұрын
they wouldn;y need to reprint everything immeadiately. they could have a card database where updated text is put, the database could even track outdated card text for older formats that use old cardtext.
@kitsunewarlock5 ай бұрын
The other big advantage of keywords that Konami has already missed is the opportunity to fix them with the master rules. Like if TOON was just a keyword with [toonworld text], they could have updated all the terrible A and B toons and just have one unified rule for toons. Rinse wash and repeat for Nomi monsters.
@WakoDoodle Жыл бұрын
Reminds me of a pokemon tcg by wizards called imakuni on the gbc game. It's description was : "Imakuni realised that pikachu was popular and was jellous, so he goes around asking everyone "who's cuter? Me or Pikachu?". Your Active Pokemon is now Confused." The whole joke was that the description was so bloated and pointless that your pokemon gets confused why it isn't straight forward. Thry did rerelease it globally as a card back during pokemon x and y as: "Your active pokemon is now confused" Which ruins the joke of cards having too much text.
@DigiTism Жыл бұрын
Y’all stop attacking my man Endymion!!! Endymion, the Mighty Master of Magic Pendulum [Summoning] Remove 6 SC from your field. [On summon] Destroy cards up to number of cards you control that can hold SC. [On Summon] Add SC up to cards destroyed. Monster [Target Protection] [Battle Destruction Protection] [Once Per Turn] [QE on Opponent S/T activation] Return one card you control with a SP; negate and destroy that Spell/Trap. [On QE Resolution] Place SC from card returned to hand on this card. [On battle destruction] [Holding a SC] add one normal spell to hand from Deck.
@MansMan42069 Жыл бұрын
The 2 On summon effects should be connected to with a then conjunction because this formatting implies the 2 resolve in 2 chain links, which isn't correct.
@liviousgameplay1755 Жыл бұрын
I love how "secret effects" came up in this video. It used to be a joke because you didin't know the effect, but now, even if you do know the effect, there is something about some effects that feel like they were stapled on and don't contribute to the "identity of the card." I.E. Baronne de Fleur is the card the destroys opt and negates once while on field. Very powerful. I have only seen it "tag out" exactly once, though, despite always considering that option when playing against it in a duel. Delete that @#$^.
@jps_user20 Жыл бұрын
the tag out effect is relevant for scythe lock also reviving combo pieces sometimes matter more than just pop 1
@megaspacewaffles Жыл бұрын
Tbf if you know a semicolon is an effect cards are usually already split up. Discard 1 Card; Draw 1 Card
@someperson463 ай бұрын
I get why they do this, with so many new cards and reprints, new players could get lost with keywords since, at this point there’s so many, a huge restructuring is practically impossible with how many of the current versions of the cards are floating about, it’s why we need rush duels, a soft reset
@vileone13 Жыл бұрын
I work in a collectibles store (we mostly sell game cards but we sell other things to like comics and toys) and all I can say is "yes please make the names smaller." It takes me ten seconds to sort a Magic card cause the name is at most two words. Most Yugioh cards take at least five seconds to a minute or more since I have to type practically the whole fucking name in to TCG player before any information comes up. That doesn't sound like alot of time but when you have over a thousand cards it's a fucking chore. Also as someone who studied english in college it baffles me how the translation team hasn't simplified or condensed the wording on their cards to make them more readable for a western audience. They are so damn wordy I just don't understand. My boss himself said he'd never even attempt to get into modern yugioh becuase he doesn't want to have to read a goddamn novel everytime he plays a card.
@weberman173 Жыл бұрын
"Also as someone who studied english in college it baffles me how the translation team hasn't simplified or condensed the wording on their cards to make them more readable for a western audience. They are so damn wordy I just don't understand." this.. is the simplified and condensed version... You should look up on wording on cards BEFORE PSCT(problem solving card text) PSCT introduced common wordings, that had SPECIFIC meaning that where used on every card after(and any reprint of old cards got the PSCT treatment)thats where the "if vs When" stuff comes from as well
@HowlingDoom7 ай бұрын
>Make the names smaller God fucking no. Shit like Divine Aresnal AA-Zeus-Sky Thunder goes so fucking hard and is part of the appeal of YGO.
@Zetact_ Жыл бұрын
The example of Triple Burst Dragon shows just how ugly that cutting down and making entire effects into single words would be, either you need to rewrite the entire game to implement them or you need to deal with making card text uglier to make it SLIGHTLY shorter. Japanese card game text is simply written with more clarity where you don't need to be constantly digging into a rule book which does end up making Japanese cards more wordy but also less ambiguous and have a different aesthetic that some would say is less ugly. In a card game if a card has an effect saying "Indestructible" it has a ton of ambiguity but if something says "Cannot be destroyed by battle" that is slightly longer but doesn't require you to come across scenarios like, "Wait how come you can destroy my Chaos Angel with a card effect when it says it makes my monsters INDESTRUCTIBLE?" Or for more complex rulings, instead of just pointing out the nuance of how a card works you'd need to go fishing in a rule book. Even a weird interaction like Ashing a Red-Eyes Fusion while Meltdown is on the field you can solve just by looking at each of the three cards in question as opposed needing to flip through the rule book to find out whatever arbitrary keywords they put on the cards actually mean, instead of saying, "Look, on Meltdown it says the activation can't be negated but on Ash it says it negates the effect, not the activation." Honestly, with how TCG cards that are FORCED to use bullet points such as the Vanquish Soul archetype show just how much more readable it makes the cards, just adopting the OCG's formatting is all it really needs.
@fernandobanda5734 Жыл бұрын
I agree that adding complexity for very little text space gain is not good, but: 1) They already do that. "GY" replaces a very short word but they were desperate for the space. 2) You already need the rulebook for everything that you don't know. Fusion, Synchros, XYZs, Links, 5+ stars, Continuous Spell/Traps, Equip cards, and phrases like "piercing" or "(Quick Effect)" already have many rules baked-in that you can't read off of their text. You may say those are very basic mechanics, but then keywords would be exactly that too. I understand the fear of overcomplicating the game for someone who already knows it, but keywords are there to help. Lots of people don't know what you know and would really appreciate the increased readability.
@Zetact_ Жыл бұрын
@@fernandobanda5734 Graveyard to GY is actually a perfectly fine reduction of text because it causes zero ambiguity in the rules, since nothing else could be reasonably assumed to come from the term "GY" and it's a common enough term that it actually has a meaningful impact on the card text. From a certain point of view, it's just reducing the amount of space used to the same as the OCG since they use 墓地. You need the rulebook for game mechanics, not for card effects and the majority of the complexity in the game is the result of effects-based interaction, for the type of game that Yu-Gi-Oh is, PSCT is straight up more fit for purpose. Look at something like a ruling quiz and notice that in those the questions are SPECIFICALLY designed to make scenarios as ridiculously confusing as possible that all you need to do to know how to properly resolve the effects is read the cards carefully. Not to mention that because of just the sheer amount of different effects, if you wanted to say "We should make floating effects into a keyword" you'd need to add like a dozen or more keywords because of all the different methods by which cards have effects when they hit the GY... Instead of just specifying the activation condition with precision in the card text.
@luchotenks2310 Жыл бұрын
If you interpret exactly what the card says, there should be no ambiguity. If a card says "Indestructible" and nothing else, then it is implied that it applies to all forms of destruction. If it only applies to one specific form, then the card would have to clarify that in its text (e.g. "Indestructible by battle" OR "Indestructible by effects"). If a card has limits and restrictions, it must state them. Simple as.
@soundrogue4472 Жыл бұрын
Actually there are card affects/ card interactions where even with Japanese clarity said ruling son cards people are still confused about. For the most part you are correct however.
@f1r3hunt3rz5 Жыл бұрын
You can just do this: - 'Indestructible by battle' instead of 'Cannot be destroyed by battle' - 'Untargetable by monster effects' instead if 'Cannot be targeted by monster effects' - 'Indestructible and untargetable by card effects' instead of 'Cannot be targeted or destroyed by card effects'
@redhood5264 Жыл бұрын
Would you ever embark on a project to give every yugioh card simplier text?
@randompecans Жыл бұрын
I imagine there a lot of people who gladly would, especially if those people were employed to do so
@thejoeyouknow-m5r Жыл бұрын
Ah I remember the days of "Darwinian Dingus the Demonic Demiurge" Turbo. Good times man...
@otterfire4712 Жыл бұрын
A lot of modern card games will specify what type of effect the card effect is. Dragon Ball and One Piece have Permanent, Activated, and Automatic effects prefaced with a colored box text. This breaks up card text better and helps define what type of effect it is. Quick Effects kind of work out, though it's not great.
@otterfire4712 Жыл бұрын
Imagine if they cut out the bloat of Gemini so that it could be filled with flavor text.
@some2043 Жыл бұрын
@@otterfire4712 I'm still waiting for the reverse-gemini and more ones like noble nights i don't care if the cards them self don't have the gemini subtype cause they are geminis at core
@otterfire4712 Жыл бұрын
@@some2043 What even is reverse-gemini? Isn't that just Tenyi where they're effect monsters that become non-effect monsters?
@notorious_trollfaust Жыл бұрын
Bro I'm so stoned. Why am I watching this? :D
@jeftecoutinho Жыл бұрын
Me when i'm at a concision competition and my opponent is Konami: 🤠
@xcaluvurcompany Жыл бұрын
This is the reason N° 1 of me playing rush duels instead of traditional duels.
@maestradebobobo767 Жыл бұрын
We need more videos about how badly designed Yugioh is
@dely9999 Жыл бұрын
Yeah the longest the name than better it is: "Supreme Celestial King Odd-Eyes Arc-Ray Dragon"
@filipvadas7602 Жыл бұрын
Honestly, my biggest problem with the game isn't so much the bloat in card text (I mean it IS still an issue), as much as the preschool levels of semantics in regards to the specifics of the effects. For instance: If a card *cannot be targeted* by card effects, you'd think that it can't be selected by any card effect that forces you to choose a card. However, if a card effect just happens to *omit* the word *target* , even if its still functionally targeting, it goes through and your protection means jack and sh!t This is just one example of the thousand little unneccesary complexities the game has accumulated over time.
@YukiFubuki. Жыл бұрын
its less to do with whether it omits a word but more of the fact that targeting is a specific mechanic to designate a recipient for the effect of the activated card as part of the cost to activate it, evne the japanese term for it translate more to "subject" as in something is to be subjected to an effect rather then targeting as in locking onto it they sound similar but they carry different connotation but card effects that lets the player choose a recipient without utilizing the targeting mechanic always does so on resolution of the effect so choosing a recipient isnt part of the card's text but simply a byproduct of it
@filipvadas7602 Жыл бұрын
@@YukiFubuki.Still unneccesarily complicated
@MansMan42069 Жыл бұрын
@@filipvadas7602 Complicated, yes. Unnecessary, no. Effects that target mean the intended target is known BEFORE resolution, allowing the opponent to respond appropriately if able. Effects that don't target mean the intended target is only known AT resolution, meaning the opponent has to make the decision to save a valid target without knowing the actual target of the effect.
@mamacrow2759 Жыл бұрын
you could put a total number on the very last (left star). that way keeping the iconic design and adding a number to reduce counting.
@hok_weee Жыл бұрын
And now Endymion does piercing
@2rare2die26 Жыл бұрын
"Reading the card explains the card" Back in my day, the card text was Jinzo length. Not JRR Tolkein Fantasy Epic length.
@Daniel-zs4ww Жыл бұрын
The biggest problem with this level of text complexity is that it puts off new players. Which is kind of a problem for a card game this old and this unrecognisable from it's heydays.
@adamdoesgamedev44435 ай бұрын
Who would win in a fight: "You can only activate the effect of Pot of Desires once per turn" or "OPT"?
@themoonlitduelist7395 Жыл бұрын
The text will be foil and now the text will be different Rarity...
@lance2304 Жыл бұрын
Another "secret effect" Knightmare unicorn let's you draw extra cards in your draw phase if its cos linked
@johndexterzarate6663 Жыл бұрын
....Its really baffling þat þey went to rewriting þe card's name for hard once per turn instead of simply restricted once per turn.
@brennantmi5063 Жыл бұрын
I agree with just adding keywords. In fact I think we should start by errating the MTG "Banding" keyword on a bunch of staples to break the ice so to speak.
@saharudin3159 Жыл бұрын
I remember confuse as fak when my opponent special summon Galaxy Soldier depsite its say once per turn.....no wonder certain cards make it clear by state"you can only active this effect once and only once that turn.
@YukiFubuki. Жыл бұрын
that effect isnt a once per turn in the first place, the once per turn is for the on-summon search effect which is a once per turn by name which commonly called a *hard* once per turn and is very different from a once per turn without the name which is referred to as a *soft* once per turn
@Dracossack. Жыл бұрын
I don't know why Konami didn't introduce the numbered card effects into the West when they did in Asia. What on earth could be the reason for the difference? If they had done that so many years ago, most old cards could've been updated by now just like with PSCT
@JstBobby Жыл бұрын
removing super type clauses would save a lot of card text
@PapajusLtu Жыл бұрын
I would love to see TCG getting text separated by Cost/Summoning Requirement/Effect and such. This part would let you explain to new players what is effect and what is cost. Much easier to explain by this then just tribute new players unaffected monster and just say "it's how it works" :D Keywords could work for some instances but not all. For example, hard OPT doesn't really apply to all effects, some cards say "you can only use this/following/next effect of THIS NAME once per turn" or "You can only use 1 "XXX" effect per turn, and only once that turn." So how would you add keyword for this? They are very important because some effects need to be used more then OPT or limited to only 1 effect out of few
@draconicmeta846 Жыл бұрын
I completely understand agree that Yugioh does need key words such as just putting “PIERCING” on the card, however, the only problem with this is that by adding keywords you would have to effectively rewrite the entire game. This is because interactions in Yugioh matter based on card text. And example of this could be a dragoon negating a branded fusion, if dragoon just said something like “negate” but I can still play another copy if I have it it’ll be confusing to players when they try to activate branded fusion again after ash resolves for example. Since Ash negates the effect while dragoon negates activation it’s a small difference but it could be game defining. I’m not opposed to having to rewrite the entire game BUT there’s another 2 issues: 1. What do we do with the old cards? Sure you can use old errata’d cards with the text unchanged now but for new players this is also incredibly confusing and not worth implementing since the game is already convoluted as is. 2. Building off my last point, is cost of cards; Yugioh is known for having insanely priced cards on the 1st and 2nd markets. Rewriting the whole game would possibly mean having to rebut your entire deck at insane costs. At this point it’d be easier for Konami to rewrite their game in a soft reboot such as rush duels - this gives a newer audience something to enjoy while still retaining childhood nostalgia while continuing players can just play the regular TCG. I think the easiest way to fixing Yugioh should just be copying the OCG’s homework by just having a numbering system as it clears up the card from confusing texts and it’s possible to add keywords such as “Soft Negate” for negating activation and such. All and all there’s a lot Konami could do to fix their game and it seems that they’re being forced too this year, I’m sure Yugioh will get the justice it deserves so everyone can enjoy this game from new to old players alike.
@YukiFubuki. Жыл бұрын
i find the whole “piercing” argument honestly stupid like i get that the connotation that comes with the word “piercing” lends itself to explaining what it means without all the text but the whole phrase of atking a def monster to inflict piercing battle damage is there to remove any uncertainties and attempts at rule sharking since if you just say this monster has piercing then someone can argue on what it actually entails like being a direct atk, ignoring battle tricks, does it somehow pierce through monsters to the opponent etc someone can even attempt to say this applies to even atking monster in atk position too like blue eyes chaos max inflict double dmg against monster in atk basically its phrased to always say a monster atking something in defense to remove any possibility of an alternate interpretation
@draconicmeta846 Жыл бұрын
@@YukiFubuki. I’m sorry but you’re argument on the piercing analogy doesn’t work, this is because card games such as MTG have key words which are all logged in their website when learning to play the game. By adding “this card can do piercing damage when attacking a Defense position monster” is just wasting space which could be used for more important texts within the cards. My point is that if a card says “PIERCING” you should be able to look up what it exactly means like in MTG. Yugioh is harder to remember without keywords, thus, there doesn’t need all this extra text to confuse newer players.
@YukiFubuki. Жыл бұрын
@@draconicmeta846 my point isnt base on if keyword exist in yugioh but how its currently worded
@draconicmeta846 Жыл бұрын
@@YukiFubuki. either way it really doesn’t matter due to the fact that piercing is easy to understand in first place, having that extra sentence is still a waste of space. Also not sure why you decided to use my example to start this conversation but hopefully we both learned something from this.
@YukiFubuki. Жыл бұрын
@@draconicmeta846 piercing is easy to understand in general but without specifics people can interpret it a number of ways that still within the realm of what defines piercing anyway im using you because you started your comment off with piercing and piercing is 1 of the most prominent effect that people believe can be easily shortened to simply a single word in piercing yet almost always fail to understand why its worded the way it is as the full phrase similarly even the hard and soft OPT arent actually as hard and soft as some people make them out to be and there are loop holes in how they work that defiles what people generally think of them as hard and soft OPT
@sleepinthemorningcalmАй бұрын
having “OPT” and “HOPT” would be alright.
@thatoneguyUknow Жыл бұрын
I personally prefer how level stars are done now over Rush Duel's for aesthetic reasons.
@kintsuki99 Жыл бұрын
Why "Darwinian Dingus, the Draconic Demiurge" sounds like a real card?
@My1xT Жыл бұрын
Tuner isn't really an effect, it's a card mechanic with synchro monster. Dunno if eg spirit or gemini (or union for that matter) are specified deep enough in the rulebook.
@YukiFubuki. Жыл бұрын
tuner actually has no real definition behind it, it’s literally just a meaningless label used for other mechanics and card effects things like spirit, gemini and union were the results of old design where they just put the rules on the card as effects instead of baking it into the rules like we can look at the newer subtypes such as synchro, xyz, pendulum, links etc where their mechanics arent the effects but the rules instead and the actual term itself carries no meaning outside of what other cards use them for spirits and gemini can work as rules of sorts though idk how it work as rules for union since they equip themselves all to different monsters they list but moving any of these to being baked in rules would now change how they work since you can negate the effect of spirits and they cannot return to the hand at the end of the turn while as rules it would ignore effect negation since it wont be effect anymore they should’ve been new monster card types instead of type line subtypes
@endorraenz1406 Жыл бұрын
I hope konami re-design their card text for english ver like japan version.
@XmortoxX199010 ай бұрын
Honestly, Konami should grow some cojones, remove the nostalgia tinted glasses, and finally ditch the old card frame and replace it with the Rush Duels one... and bring Rush Duels to the west too.
@ThePheonixOfThe6 Жыл бұрын
While i do think simplifying card text does make sense, im a real big fan of the (as someone else put it) lawyer-esque nature of the game as it currently is. Simplifications would naturally limit interactions and bind card design. For instance, when things are sent to graveyard by X (card effect, discard, detached, as material, sent, returned, moved, etc.) So many terms for a card going from one place to another changes games states and strategies dramatically. And i like it. Im sorry. Please get a PhD in English. Jk
@ravenknightvincent2722 Жыл бұрын
Endymion already has a smushed text with a font size smaller than a phone book. I don't think pressing enter is going to help.
@tinfoilslacks3750 Жыл бұрын
The worst part of the spirit/gemini/union/toon subtype issue isn't just that Konami spells out the ramifications of the subtype in rules text on rhe card anyway, they don't even do it consistently so the subtype truly doesn't mean anything. Some of the newer toons dont have to attack enemy toons for instance.
@jeftecoutinho Жыл бұрын
2:50 I'm punching the air right now.
@f.b.iagent3971 Жыл бұрын
As I was watching this I was thinking “I don’t want shitloads of keywords making cards read weird” cause I hear shit like “Flying” in Magic and it just really turns me off the game But when you said about “Piercing” I kinda understand that, if instead of what they say now, cards say “This card inflicts Piercing Battle Damage” it’s still a little wordy but it gets the point across, my only issue is that Yugioh players tend to abuse anything that isn’t specifically listed In the cards so I’m sure someone would try to argue Piercing can deal battle damage to targets that say “neither players takes damage with battles involving this card”
@elin111 Жыл бұрын
The problem with Keyword haters is that they don't undrestand or even bother trying to understand that players don't take long to learn what each Keyword does and elarn it quickly. Thew whole "How am I supposed to know what each Keyword does?!!!!! TOO CONFUSING!!!!" complaint is at worst a minor inconvenience that only affects you for a small few games at first then it stops being an issue entirely very quickly.
@YukiFubuki. Жыл бұрын
the full phrase on piercing removed any uncertainty and/or possible rule sharking like if it was jsut piercing then someone can argue soemthing about a direct atk or ignoring/going through battle tricks or such, even if it was piercing battle dmg someone can still make the argument with both atking monster like chaos max with this double piercing effect bascially as long as the full phase is about atking a def mode monster to inflict piercing battle dmg there is no other way to interpret the effect
@DigiTism Жыл бұрын
@@elin111I recently picked up Digimon. Literally only took five minutes to understand every keyword after reading how the game works. They even go out of their way to put “[Blocker] (when an opponent’s Digimon attacks, you may suspend this Digimon to force the opponent to attack it instead).” You can’t complain about the length of Yugioh cards and then complain and make excuses when someone says, “Well… we can fix it.” I definitely agree with you on the Keyword haters.
@ozymandiaskingofkings3484 Жыл бұрын
What editing software was that?
@Halqifibraxx Жыл бұрын
Bulletpoints would be enough imo
@zachall1573 Жыл бұрын
I find it mistifying that YuGiOh has never updated the front design for their cards. Magic's front layout and design has changed a lot over the years, Pokemon's had a couple updates. There's SO much empty space on a YuGiOh card it drives me insane. Like, move Attack and Defence to be on the same line as the card/monster type at least! It's not only a nightmare for anyone trying to learn this game, but also the font is so small it's borderline unreadable.
@weberman173 Жыл бұрын
on the counterside... that ensures all cards are uniform in design(bare the set/copyright as that did change) regardless when they where printed
@raysandrarexxia941 Жыл бұрын
TLDW: Yu-Gi-Oh needs a 2nd edition, a reboot of the main card game.
@a_man_with_a_plan Жыл бұрын
Basically they just need to change to the rush duel card formatting
@AdreusF Жыл бұрын
1:45 if only they they apply this from arc v era, we should have get full art pendulum monster 😢
@nziom Жыл бұрын
someone should make a mod for it on Steam with clean card text
@CarbonMalite Жыл бұрын
Yeah that's an excellent point. Why do all Geminis have text explaining the Gemini "normal summon" mechanic instead of just saying "Gemini Summon." I originally thought these cards gained the effects when you first normal summon them when i discovered them. It's so unnecessary to program them this way
@YukiFubuki. Жыл бұрын
old design really, things like toon and gemini were designed very early on and worked more like a whole new card type rather then a card sub-type with their own integral rules and such before there was really a grasp on any sort of standard design concept newer subs types like the many synchro, xyz, link including even tuners simply function as a meaningless label for other cards instead like an additional parameter to be required to be affected by other cards with their associated mechanics and functions relegated to the rules instead of card effects
@eondrache7786 Жыл бұрын
One thing I think could be done is changing cards that say "When this card is normal or special summoned".... Those are all summons so just put "When this card is Summoned".
@YukiFubuki. Жыл бұрын
“When this card is normal or special summoned” doesnt count flip summons, “when this card is summoned” does count flip summons
@MansMan42069 Жыл бұрын
@@YukiFubuki. goes to show how many people recommending this sort of "when summoned" change don't actually know the intricacies of yugioh rulings
@weberman173 Жыл бұрын
@@MansMan42069 tbf... when was the last time you actually flipsummoned a card and thought "damn if only this effect would have worked on flipsummon"
@MansMan42069 Жыл бұрын
@@weberman173 It would make a card like Daruma Karma Cannon a lot more useful for yourself too. Sometimes your Mo Ye gets Ashed, so just set Daruma and maybe you'll get another go next turn.
@TheMeatBeater3000 Жыл бұрын
I dont like it if they would change the lvl from counting to the number directly. It makes it seem more like a boss monster when it shows u the many levels it has. The biggee the better
@agunemon Жыл бұрын
Or paraphrase then bullet it with ★cost then ●mandatory effect ○optional effect
@Ramsey276one Жыл бұрын
4:10 will be a shiny rare in 2030 XD
@Dc0sby Жыл бұрын
The thing about Yugioh is it can't be fixed, only recreated.
@abzodolba473 Жыл бұрын
Nah, I prefer for Endymion to stay the same. I want to scares yugiboomer and new player by showing Endymion to their face.
@medianxx4687 Жыл бұрын
And that's why I quit Yu-Gi-Oh near the end of the XYZ era. i Pretty much stick to synchro or fusion era.
@DuelistWave Жыл бұрын
2:34 great point
@phorchybug3286 Жыл бұрын
I don't mind bloat. Like yeah, it can be kinda tricky finding certain effects but it's still only a few sentences. Although, yeah, maybe if they enter spaced a couple of sentences, that be nice, too.
@hasanplaster1510 Жыл бұрын
Color blind people is actually not that big of a deal for Color coding basically cause if you can know what is a cost and effect by reading or looking for signs like *:* Already is enough to do this so for color blind people there only problem is them needing to take an extra step that's not that big of a deal But as a problem for color coding will be for irl paper mainly cause of cost spichally if they want to color code both words and what is behind them which to an extend i think the way to solve this is basically ignore it and make it only for digital as irl players have good access to people that can teach them stuff without going out of there way for a search in Internet or so
@some2043 Жыл бұрын
you missed the most imprortant thing ygo cards love being both specefic and roundabout asa you can't do that/you can only do this before/after or at all same turn as this card/effect activation you can summon this card once/once this way also you will need a keyword for each type of protection/targeting...etc(self/field/player..etc) and applying for only some will arrise the complain of "these cards tell you what they do, why don't those do the same)
@rosebelmahjoubi1932Ай бұрын
darwinian dingus the demonic demiruge isn't even good, he just has a lot of text
@skychocolate767 Жыл бұрын
In some cases, stuff just can't be keyworded, for example: protection effects Exosister Gibrine and Asophiel have the following protection: "Cannot be destroyed by the activated effects of monsters summoned from GY." There's too much conditions to have it simplified into a keyword
@randomprotag9329 Жыл бұрын
indestructible would be a perfect text simplification. for example indestructible: activated effects of monsters summoned from GY or indestructible: Battle or indestructible: Battle and Card effect. semi key works are a thing to make card text more readable when it can't be shorted down to just 1 word.
@cupocoffee3528 Жыл бұрын
Honestly, i dont like the keyword discussion when it comes to yugioh. I dont want to have to remember the effect of 20 different words if i just so happen to have it on the card. I'd much rather have the effect actually told to me and what it does. The only real issue is just rulings.
@fernandobanda5734 Жыл бұрын
Yu-Gi-Oh! doesn't have whole repeated effects like other card games, so you aren't going to memorize 20 words. You just need simple words that replace a lot of text, even if it's not one word. Banish, excavate, destroy, piercing and "(Quick Effect)" are already keywords. They mean things that you have to know or look up. "(OPT)" (hard once per turn) would suffice to reduce a lot of words and be completely negligible after you read the second card. "Piercing" instead of the whole sentence would be understood by exactly the same amount of people. You're saying no because you're imagining your own understanding suddenly shifting a lot, but it's really not hard to introduce keywords. Plenty of games do so in the middle of their lifetime and people don't even think about them.
@randomprotag9329 Жыл бұрын
yugioh is already bad with cards doing not doing what they seem already, missing timing is a thing that still in the game. yugioh also has a lot of fan key words like bounce, spin, OPT even ignoring existing keywords.
@YukiFubuki. Жыл бұрын
@@fernandobanda5734 those arent even keywords, they're just terms like deck, hand, field, player etc keywords are shorthands used to replaced sentences and phrases to explain an effect, terms like banish, excavate, destroy etc arent replacing any lengthy string of words so they dont even fit into the definition of keywords either
@fernandobanda5734 Жыл бұрын
@@YukiFubuki. Banish replaced "remove from the game". Excavate replaced "reveal cards from the top". Destroy replaces "Send to the graveyard". They also have instrinsic meanings (you can check if a card was "destroyed" as opposed to just "sent to the GY") but that's also a characteristic of keywords. Deck or hand are just the names of the zones. They don't have other phrases that would be replaced by them.
@YukiFubuki. Жыл бұрын
@@fernandobanda5734 except with keywords what they're replacing still exist within the game as one and the same - remove from play is a discontinued phrase because of how inaccurate it has become alongside with its unnecessary length due to all the increasing ways that banished cards can be recovered or interact with other cards by being banished - destroy and send to grave exist side by side as 2 different mechanic with destroy being something of a sub-mechanic to sent to grave as all cards destroyed count as being sent to grave but not vise versa - excavate is to reveal a facedown card not just the top of the deck as the oldest application of this effect was a card that applied this effect to facedown cards on the field but such usage of the mechanic has been discontinued for exclusive application to cards on the top of the deck, the japanese term is also simply めくる mekuru meaning turn over so its literally what it says it is rahter then the grandiose "excavate" none of these are a shorthand for something else that still exist