WHAT WOULD A NEW YU-GI-OH! MASTER RULE LOOK LIKE?

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MBT Yu-Gi-Oh!

MBT Yu-Gi-Oh!

Жыл бұрын

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Пікірлер: 836
@chestnutmouse6823
@chestnutmouse6823 Жыл бұрын
I remember as a kid thinking Ritual Monsters went into the extra deck, I told myself " There's no way they're that bad "
@JHZech
@JHZech Жыл бұрын
Not helped by the fact that in one video game, Ritual Spells spawned the monster out of nowhere even if you didn't have it in you rdeck.
@chestnutmouse6823
@chestnutmouse6823 Жыл бұрын
@@JHZech I didn’t even know that, when Yugi summoned Magician of Black Chaos against Pegasus I didn’t remember it showing it in his hand so I just assumed it came from the ED
@MiiMavis
@MiiMavis Жыл бұрын
same, but sadly they didnt take that route and created rituals with effects in hand. now they cant change it.
@ygocardscatalogger3198
@ygocardscatalogger3198 Жыл бұрын
Ive been posting this for 2 months now and every yugitubers recently posted post to try to get ones attention and make a video about the list of ideas. So it would be cool if DistantCoder, Dzeeff, azneyes, MegaCapitalG and Team APS could also make a video like farfa did 😂 Step back chumps this is how you fix YU-GI-OH Side note Links should’ve been made before Pendulum then Pendulums last. Side note There is no banlist besides banning True king of all calamities. Side note the *ed ones the best ones 1. *Face down cards can’t be used as fusion material but can be used for tributes of a ritual or tribute summon or effect. (There are 3 different options here) 2. *1 Normal summon and 1 set or 2 sets or 2 normal Summons per turn (Or Or or 1 set, 1 normal summon, 1 tribute Summon) (Or or or 1 set/ normal summon per main phase) 3. *You can normal summon in face-up defense position 4. *Tokens can be used as xyz material (But aren’t attached as material) 5. *Increase the Extra and Side deck to 20 6. Draw 1 card when you end your turn (Optional)( you’re welcome infinity players) 7. *Link monsters can be used as synchro material but count as level 0 ofc 8. get rid of missing timing 9. *Get rid of properly summoning 10. *Ritual monsters that say “YOU CAN ritual summon this card” can also be Special or Normal summoned like regular monsters. Only Rituals that say “MUST BE” must be ritual summoned. Or Ritual Monsters start in the Extra Deck. (Which neither of these can actually exist implemented bc of Drytron and then bc preparation of rites) soooooo rituals need a different buff but I can’t think of anything. Ig they can be special summoned like regular monsters can would be not the normal summoning bc Of drytron. 11. Unlimited normal summons of normal monsters and of any level 1-8 (You DO NOT require tributes for lvl 5-8) 12. *Links aren’t restricted to the EMZONES To be Summoned 13. *Pendulum summoning from the face-up extra deck aren’t restricted to linked zones 14. *Once per turn on either turn each player can activate 1 trap from their hand 15. *when a monster attacks another monster thats in defense position and with higher DEF points it’s destroyed after damage calc. 16. Both players can use both the EMZones for any type of monsters. 17. any combination of cards with mutual links can be used to have control of a monster in both mid field Extra Monster Zones. Instead of just the U lock ( u-v-L locks don’t lock your opponent’s out of the extra deck tho) 18. *Monsters in the Mid field Extra monster Zones (aka the regular 2 EMZ) can be used by either player for The summons of Fusion, Ritual, Synchro, XYZ, Link and tributes for tribute Summons. Now both players benefit and take a risk by using the Extra monsters zones (Cards like “urgent tuning” can be used to synchro summon using any monsters in the Emzones(the opponent’s or your own) 19. Monsters in the Pendulum Zones can be used by (the controller) for The summons of Fusion, Ritual, Synchro, XYZ, Link and tributes for tribute Summons 20. You can Fusion summon fusion monsters without poly by Summoning material on top/in the same zone as the other material.( for monster that requires 3 material the material must be on field or in hand just like how poly works. ( if you’ve play Dark Duel stories then you’d know how this works) ( its just a choice between letting this summoning mechanic be a fusion summon or not which ofc it should be counted as Fusion summon so then monsters gain their effects and if the material is sent to the gy or is stays stacked in the same zones.) 21. *Bring back the Pendulum zones but you can only pendulum summon monsters equal to the # of zones in between where you placed your scales in the back row. So with how the board is set up now you can only pen summon 3 monsters. So if you want to summon 5 they’d need to bring back pendulum scale zones plus it’d be cool to set traps in your pendulum zones yk 22. Link monsters Arrow can be used to climb up or down the field creating EMZones on your opponent’s field or your own S/T zones (monsters that are on your side of the field under the opponent’s control can be used as summoning material for link, xyz, synchro, fusion, ritual, or tribute summons) 23. Both And/or Link arrows just let the link monster attack the zones it points to along with monsters in the same Column 24. *Monster in the main monster zones can only attack the monsters in the same column as themselves and when the zone is empty you can attack directly. 25. *Monsters In the Mid Field Extra Monster Zones have the chance to target any monsters in the main monster zones for attacks along with the other Mid Field Extra Monster Zone **(If there were trap pendulums then Trap pendulums can only attack traps and spell pendulums can only attack spells) **(Cards must be face-up to be attacked or not idk) 26. While In the EMZ or main monster zones Pendulum monsters can attack S/T cards/ cards in the S/T zones in the same column as itself. (No damage is delt) And/Or pendulums can only attack an opponent’s Cards in the S/T zones while its been summon to the opponent’s field (in your control) bc the arrow your link monster points to is an opponent’s main monsters zones. (Cards must be face-up to be attacked) 27. Pendulum monsters in the Pendulum zones can attack monsters in the mid field Extra monster zones or Cards ( monster, S/T) across from itself on the opponent’s field in the Pendulum Zones. 28. *All monsters have battle protection from monsters with lower Levels/Ranks then themselves and also have Battle vulnerability with monsters that have a higher Level/ Rank then themselves. Meaning they are instantly destroyed after damage calc when battling a monster with a higher Level/ Rank So All monsters have battle protection and instant destruction upon attacks on monsters in this order. Level 12 beats level 11 and below and Rank 1 beats level 12 and below ect ect ect Or levels and ranks are equivalent meaning a rank 4 and level 4 are equal so they beat level 3 and rank 3 and below but not each other. 29. You can start duels with any number of Pendulum’s monsters face-up on top of the extra deck for you to Pend summon but they take up space in your extra Deck 30. *Add a secondary Extra deck thats only for spells and traps thats 5-10-20 cards and you can once per turn set 1 trap or add it to your hand and 1 activation/set of a spell or add it to your hand ( only in the main phase of the turn players turn) (Pendulum monsters can be place here to) (You Activate any spell you choose from the speed spell deck or you set it depends on if you wanna extra zone to activate spells from or if you wanna make it more of a guess which card is my trap cards kinda deal) 31. Create a separate banlist for the speed spell deck ( you still can only have 3 copies of a S/T card between your main and speed spell deck.) 32. All together your once per turn resources become 1 set of a trap or add it to your hand from the speed spell deck 1 set of a spell or add it to your hand from the speed spell deck 1 normal summon 1 set of a monster 1 Tribute summon (maybe) 1 pendulum summon 1 activation of a trap from the hand Bonus rule from CalebDOtexe 33. Geminis count as normal monsters while in the hand and Main Deck CARD DESIGNS THAT ID LIKE TO SEE IN THE FUTURE THAT COULD HELP BALANCE THE GAME More reprints More possible/realistic 1. Create (more)Pendulum Ritual Monsters 2. Trap Pendulum Monsters 3. Link Pendulum Monsters 4. Create Pendulums with Different Numbered Scales on Each Side(scale) 5. Create Pendulum Flip Monsters 6. Create Pendulum Union Monsters 7. Create Pendulum Gemini Monsters 8. Create Generic Pendulum Archetypes to Support Links, Xyz, Synchros, Fusions, Rituals, Tribute, Normals, flip, union, gemini, spirits, Attributes, types etc 9. Print more column specific Effects on cards. 10. Print more Link 5s 11. Level 1 synchros 12. Link tuners Less possible/realistic 1. *Create Link monsters with DEF points that are Red cards 2. *Create S/T cards with Pendulum Scales 3. *Create S/T cards with Link Arrows 4. *Create Speed Spells And a Speed Spell Deck Zone 5. Create a new Trap Card type that Are True “Hand traps” 6. Extra deck kaijus as new summoning mechanic that are like red link monsters that use your opponent’s monsters to summon them to your field.
@jobejacobs62
@jobejacobs62 Жыл бұрын
@@chestnutmouse6823 Thoughts? kzbin.infoZzXAf_D852g?feature=share
@ConspoAlt
@ConspoAlt Жыл бұрын
"i understand you are cooking, but who are you trying to feed" is a raw ass line
@its_heeho
@its_heeho 4 ай бұрын
For a raw line it certainly was cooked
@michaelgjrjvebs
@michaelgjrjvebs Жыл бұрын
We need a comprehensive ruling guide to Last Turn and then it should be put to 3
@TheGuyWhoIsSitting
@TheGuyWhoIsSitting Жыл бұрын
I’d happily take the guide but last turn would still probably be banned for tournament play.
@Ourgonut
@Ourgonut Жыл бұрын
Why is last turn such a ruling nightmare? I feel like slowly reading the card there isn’t much left to interpretation
@Fauix
@Fauix Жыл бұрын
@@Ourgonut oh you poor, poor innocent soul. For your jumping off point, go read Jowgen the Spiritualist, then decide if you want to take the plunge into that rulings nightmare.
@like17badgers
@like17badgers Жыл бұрын
if they made a comprehensive ruling guide for Last Turn, I dont like printed sleeves but you bet your ass I'm getting printed sleeves that are the whole ruling printed in V E R Y tiny text to fit it all
@Ourgonut
@Ourgonut Жыл бұрын
@@Fauix wouldn’t the ruling simply be that the opponent can’t special summon the card from deck as specified on the card last turn. and since the opponent can’t summon the card that it would skip over the attacking phase portion of last turn then the final effect would happen after that which would result in the player controlling jowgen to win? As jowgen is the last monster on the field Or does it become problematic at step 2 because there isn’t a legal monster to attack as last turn specifies?
@jasonkunstmann327
@jasonkunstmann327 Жыл бұрын
-Treat Geminis as normals in the deck so they get the support they desperately need -Also, not MR6 but on the topic of new monster types, the wind Patrollship being Link/Pend would be neat since they don't have a Link ship or second scale yet -Edit: I was gonna jokingly say Field Traps but i think the guy at 5:32 actually figured it out
@Pihutihutihutijay
@Pihutihutihutijay Жыл бұрын
gemini's don't need this. ban gigaplant, add a gemini with an effect on par with normal summoning aleister.
@andreobarros
@andreobarros Жыл бұрын
Honestly gemni should be normal monsters. Always, unless you gemini summon them. Konami was too afraid to powercreep normal monsters i guess kek.
@ycm6152
@ycm6152 Жыл бұрын
Blackbeard is the link monster of the archetype, however an EARTH attribute scale ship would be good
@jasonkunstmann327
@jasonkunstmann327 Жыл бұрын
@@ycm6152 We're already getting an earth ship though: Plunder Patrollship Jord, it's a level 8 synchro/pend with a scale of 1. So we need a high scale wind monster, and the only kind of SHIP we don't have yet is link. Blackbeard is a link but not a ship
@ycm6152
@ycm6152 Жыл бұрын
@@jasonkunstmann327 oh shit, I thought the new ship was wind, in that case, yeah the new scale should be wind. I don't think there's going to be a link or water ship since I think the whole point is that there's one 'boss' for each attribute and ED mechanic
@nellewoodruff6337
@nellewoodruff6337 Жыл бұрын
I like the sound of chrono monsters. Feels like something decks like fortune lady and ancient gears could be retrained into
@amiablereaper
@amiablereaper Жыл бұрын
Remember the card Yugi used in the duel monsters finale, that made three turns pass instantly? They'd love that
@Kerim9991
@Kerim9991 Жыл бұрын
When generic monsters are as strong as they're, you'd need some absolutely bonkers effects for the Chrono monster's investment to be worth it. The same problem that Gemini monsters have.
@Unknown-qj9sm
@Unknown-qj9sm Жыл бұрын
@@Kerim9991One Omni negate per turn that’s passed since it was summoned, or however chronos would work. Wouldn’t be fun, but it’s easy and right there. You could also just do 1 generic removal per turn. You could give bad ones 2000 bonus atk per turn, etc. it’s a really cool concept but I’m not sure how far it spreads really.
@StudiOmega
@StudiOmega Жыл бұрын
Shoot, I forgot about this in the tweet, but remembered from some of the conversation pulled up - we should absolutely have Field Traps. Other than some weird corner cases, there's no reason to set to the Field Zone, get me some purple field cards. Much like introducing new monster types, the fact that existing field support calls out "Field Spells" means you could have a wealth of interesting new interaction - just need the card designers to remember Mine is now banned on both sides of the Pacific.
@jaguarnero
@jaguarnero Жыл бұрын
I was literally just thinking about this the other day, love this idea
@AZ-rl7pg
@AZ-rl7pg Жыл бұрын
That'd be pretty cool, like imagine a trap version of Pacifis, the Phantasm City
@FeanixFlamage
@FeanixFlamage Жыл бұрын
there was even a character in the yugioh R manga that used trap field spells, so it's not as though it's something they'd never ever do...
@theoyoshiura
@theoyoshiura Жыл бұрын
You can set a field spell to destroy your previous one
@adoorwithstaronit8573
@adoorwithstaronit8573 Жыл бұрын
Trap fields seem fun to use
@NerdByAnyOtherName
@NerdByAnyOtherName Жыл бұрын
I'd like to see PSCT 2, where the TCG adopts the OCG's "effect (1), effect(2)" labeling system. Would also like to see them introduce some more keywords to help shorten card text ala banish/piercing
@12thLevelSithLord
@12thLevelSithLord Жыл бұрын
Also shorten how they write piercing. Instead of "If this monster attacks a monster in defense position, it inflicts piercing damage" just say "Inflicts piercing damage.
@jofx4051
@jofx4051 Жыл бұрын
@@12thLevelSithLord Pierces is simplest one, PSCT overhaul is needed and maybe getting rid the phrase 'this card' and simplifies many others
@12thLevelSithLord
@12thLevelSithLord Жыл бұрын
@@jofx4051 Yeah, just saying "Pierces" would be ideal, but I assumed Konami would still for some reason be terrified of just having a keyword and not being in a sentence.
@jofx4051
@jofx4051 Жыл бұрын
@@12thLevelSithLord There are some redundant texts tbh some are: if this card attacks... inflict piercing->Pierces add... from deck to hand -> search special summon ... from GY or banished -> revive (maybe?) if a card is returned to deck, it is always be shuffled except it is to bottom or top of the deck... so actually shuffle can be erased... except if it is needed such as... Madolche many tbh overused long text that can be simplified even community has coined terms for them
@luminous3558
@luminous3558 Жыл бұрын
@@jofx4051 No reason to do this. Konami deliberately made the game in a way where reading a card explains the card unlike mtg and others where you need to at all times consult an online database to find out what the 50 keywords mean. Its less of an issue in mtg since only a few keywords are legal or good at a time but yugioh is not like that. Trying to keyword some of the stuff like mirrorjade's end phase nuke effect and its interaction with different kinds of protection or negation is a nightmare. Its also about keeping options open for better balancing. If every card that summoned from grave could also access the banished pile then a lot less cards of that nature could be printed. Also you clearly seem to lack understanding of how relevant small text differences are to yugioh.
@marinperkovic2117
@marinperkovic2117 Жыл бұрын
The only suggestion I have that doesn't completely overhaul some part of the game or require new cards to be printed: make Gemini Monsters be treated as Normal Monsters everywhere. I want to Unexpected Dai into Carbo Crab
@gogovish
@gogovish Жыл бұрын
that kinda just replace the geminis are bad problem with making normal monster obsolete
@szczoteczka2233
@szczoteczka2233 Жыл бұрын
But you're just removing their existence
@kindlingking
@kindlingking Жыл бұрын
@@gogovish they already are. So why bother trying to make them "useful" when they clearly aren't and never going to be?
@user-mq1ng6sj7b
@user-mq1ng6sj7b Жыл бұрын
@@gogovish It's literally impossible to make normal monsters meaningful to the game. The closest we got is suship and that's not getting a top anytime soon. Effect monster will always be better than normal monsters so just make geminis have something. Unless we get 1-4 star normal monsters with 10k attack, I don't think anyone is just going to play normal monsters for the sake of playing them
@kingnewgameplus6483
@kingnewgameplus6483 Жыл бұрын
@@gogovish The only reason people run normal monsters is if their deck is based around them or if they have an niche level/type/attribute/stat combination that's not on any other card, like flamvell guard. That wouldn't change with this rule.
@huuballawick
@huuballawick 11 ай бұрын
Friend of mine came up with a new summoning mechanic called Rebellion Summon. Used a shared Zone called the Reinforcement Zone that went between Extra Zones and kept track of the cumulative stats of the monsters within it (# of ____ attribute, total level, total ATK, etc). Either player could add a monster from their hand once per turn and use any of the monsters Reinforcement Zone effects if applicable. Rebellion Monsters could be summoned from Deck, but only when you were at a disadvantage and only if the Reinforcement Zone met the requirements (i.e. 10,000+ ATK). Most of those monsters were designed to give you a chance at a comeback before returning to the Deck during the End Phase (Could shut down a lock and give you back some card advantage, get rid of a particulary problematic card, do a huge amount of damage, etc)
@liamwhite3522
@liamwhite3522 Жыл бұрын
Combine 2:37 and 5:32 to make floodgates into Field Traps. Trap monsters into Ritual Traps. Handtraps into Quick-Play Traps. There is untapped potential in these, and they wouldn't even invalidate your dice collection, just require more trap-colored ones.
@qwertystop
@qwertystop Жыл бұрын
Nah, Ritual Traps should be the (relatively few) Traps that do Ritual Summons. Otherwise, sure, and also make the existing Continuous Traps that target and stick to a monster into Equip Traps so they follow the same automatically-destroyed-when-target-leaves-the-field rules as Equip Spells and you don't have weird things like Call of the Haunted staying on-field doing nothing when the thing it revived gets removed by non-destruction means.
@samurexatlas7373
@samurexatlas7373 Жыл бұрын
Glad to see someone else craves link spells. THE THREE MARKERS THAT JUDGE THE WORLD!
@claudio6391
@claudio6391 Жыл бұрын
Every single mechanic mentioned by Rata in the 2036 banlist video (Fury Summoning, Chuckle Summoning, Epic Summoning, The Fun Zone, activating trap cards from your pockets and being able to set Infernity monsters in the S/T)
@dudono1744
@dudono1744 Жыл бұрын
now I want infernity artifact for the memes
@PJTMercury
@PJTMercury Жыл бұрын
The editing on these videos is magnificent. The EEMZ segment had me in tears.
@aaronlastname9259
@aaronlastname9259 Жыл бұрын
the different MBT intros are so amazing. I can imagine spongebob playing his nose as a flute in front of the MBT logo
@antto9218
@antto9218 Жыл бұрын
i would love it if they made "fusion" a type of card, like ritual spells are, so you could not name every single fusion spell "fusion" and that fusion spells that doesn't say "fusion" in the name have that kind of support
@liamwhite3522
@liamwhite3522 Жыл бұрын
As in, having a new little symbol like 2:37, or like having the Fusion Type like what 4:13 implies? I would prefer the latter, because if spell/traps take monster types, well, Fusion, Ritual, Synchro, Xyz, and Link are all pre-existing, valid keywords for searching purposes.
@antto9218
@antto9218 Жыл бұрын
@@liamwhite3522 i ment the first, i don't disagree with the second one but i think there is a bigger chance to get the first
@briannitzschke2767
@briannitzschke2767 Жыл бұрын
I too, regularly normal summon Aleister the Invoker!
@KuroeNezumi
@KuroeNezumi Жыл бұрын
I think they, between using those clauses as a card balancing artifact and as a way to let speed spell 2 fusion spells to exist, won't ever wish to revamp fusion spells into a type. Yes, some people may argue that letting superpoly be a quickplay is a mistake, but they've made a lot of mistakes since then and having to errata a lot of cards because of it WOULD be pretty embarrassing wouldn't you say? And inb4 "but frog the jam and Red eyes b. Chick", those are archetypes, not an entire mechanic's worth of cards.
@qwertystop
@qwertystop Жыл бұрын
​@@KuroeNezumi As far as spell-speed-2 fusions go, there's no particular reason they couldn't also allow spells and traps to have more than one type? There's plenty of room on the line above the art for more than one symbol, and that would also allow for things like the Continuous and Field Spells that do Ritual summons once-per-turn to get Ritual searcher support, among other things. It'd even suggest new niches like a Quick-Play Continuous Spell or Quick-Play Equip Spell.
@Merilirem
@Merilirem Жыл бұрын
Extra Deck Rituals cards would also be awesome. Not like putting the existing cards in but rather making new ED ritual cards that could make rituals less terrible outside of broken instances.
@kauanjos3199
@kauanjos3199 Жыл бұрын
It's a really cool idea but it would make every card that searches rituals from the deck obsolete, unless they make a special rulling like pendulum where if they would go to the grave they go to the extra deck instead
@impendio
@impendio Жыл бұрын
That’s fusions…
@Thatboigreedy
@Thatboigreedy Жыл бұрын
Hmm yeah that’s a good idea and then we make ritual spells able to send materials from the deck and… ooou that’s just fusion summoning
@Merilirem
@Merilirem Жыл бұрын
@@kauanjos3199 You still need material for the summon. So just grab a main deck ritual and use it to summon an ED monster. Also you still need to search the cards that don't have ED equivalents. I did say these were new cards not just rituals being put in the ED. Its far too late to do that after all.
@Merilirem
@Merilirem Жыл бұрын
@@Thatboigreedy Except its not. Rituals deal in levels while fusions deal in specific names, for the most part. Fusion summoning is combining 2+ cards while ritual summoning is literal summoning from another place via a ritual spell. They should have always gone in the ED.
@tjbernahl3596
@tjbernahl3596 Жыл бұрын
I was pondering the idea of action cards like in Arc V. You could only have a certain amount (probably 3-6) and could pull you out of a tight spot. They would have the speed spell and resolution of Quick play spells, but you can only activate 1 per turn. To make it fair, you would have a separate pile of face down cards that each player shuffles, and placed under your spell and trap zone. Once it is activated and resolves, you have a separate zone that you cannot access or use as banished. Just gone forever in that MATCH, and not just that game.
@munchrai6396
@munchrai6396 Жыл бұрын
An archetype of cards that get stronger as the game gets longer would be interesting as a way to build around Final Countdown. Maybe they could also manipulate the turn count to further increase their effectiveness
@__-be1gk
@__-be1gk Жыл бұрын
They tried that already it's called Fortune Ladies and nobody played them
@munchrai6396
@munchrai6396 Жыл бұрын
@@__-be1gk I mean, that's a very surface level interpretation. The Fortune Ladies only get stronger the longer they're on the field, what I'm talking about are cards whose power level is directly connected to the turn count regardless of how long they've been on the field. Like the monster gains attack based on the turn count times 200 as a basic example
@__-be1gk
@__-be1gk Жыл бұрын
@@munchrai6396 Yeah and that's retarded lmao
@jofx4051
@jofx4051 Жыл бұрын
uhh Sky Striker spells don't count? 😅
@munchrai6396
@munchrai6396 Жыл бұрын
@@jofx4051 Sky Strikers aren't a bad example, but ideally you'd have more than just 2 possible effects independent of the cards you have setup, only on how long the duel has gone
@ggmasterguiltygear6315
@ggmasterguiltygear6315 Жыл бұрын
that prerequisite of having certain cards in your deck in order to use card effects is pretty nice as it stops people from using them solely as an engine.
@tahucu
@tahucu Жыл бұрын
but they just put more garnets to use that engine maybe ask for 20 monsters of that archetype?
@ggmasterguiltygear6315
@ggmasterguiltygear6315 Жыл бұрын
It would just motivate players to play pure archetypes instead of mismatched meta cards to consistently top in tourneys. There are many decks that are unplayable because of that "one card" that got banned for being too good in every deck.
@jofx4051
@jofx4051 Жыл бұрын
nah u don't need certain card in deck, certain card in hand, field or GY does work
@Havik2-3
@Havik2-3 Жыл бұрын
A cool idea is instead of increasing the extra deck size, make it variable based on main deck size. 40 main = 10 extra, 45 main = 12 extra, up to 60 main = 20 extra. As the consistency of your deck goes up the ceiling goes down and vice versa. A lot of the crazy power creep that happens is because as a new archetype is released it can grab tons of toolbox links, syncs, XYZ, and splash it with more synergy than is likely intended. Merrli+Spright elf for example.
@chestnutmouse6823
@chestnutmouse6823 Жыл бұрын
This is neat
@alexrochaix8514
@alexrochaix8514 Жыл бұрын
Favorite idea so far
@DoctorOaks
@DoctorOaks Жыл бұрын
I think it would be really interesting to allow for an additional Deck that contains exactly 3 or 5 different skill cards, and at the start of the duel you can use one of those cards from that. None of them would be floodgates, negating effects, or acting as a specific card. They'd simply apply affects to the player for the duel. Something like the recently shown Time-Rending Morganite. This would allow players to shift the playstyle of their deck, and even 2 people playing the same archetype would have legitimate reasons to play them in different ways.
@renaldyhaen
@renaldyhaen Жыл бұрын
If you really want Judgement Arrow in game... 1. Extra deck monsters can be summoned on EMZ or zone that pointed by arrow (hello MR4) 2. Introducing brand new Spellink, you can summon monsters from extra deck to your zone this card points to. It will give additional effect if the Arrow-spell is an arctype card, maybe like for Branded-Despia Spellink, they can only summon Fusion monster to the zones. But they got addional effect maybe ATK boost, protection, etc. 3. Bring back the pendulum zone and count pendulum effect as monster (pendulum) effect. So, pendulum can still play under Anti-spell fragrance. But for balancing, the scale didn't give spell counter anymore because it no longer a spell effect.
@luminous3558
@luminous3558 Жыл бұрын
SO you just randomly killed endymion, returned us to MR4 jail for 0 reason and what for? For terrible 2002 fieldspells?
@Galavantworks
@Galavantworks Жыл бұрын
I honestly think Link Spells and traps should be a fully functional mechanic which adds more functionality to co-linking into the spell and trap card zones. Who knows it might even lead to Link Pendulums that can function in said way from its P-Scale zones
@guestb8389
@guestb8389 Ай бұрын
7:30 Me and one of my friends just slap down "Legacy of the Duelist" on both our fields and ignore the effects we don't feel like playing under. I just really like experimenting with different card effects being active no matter what so that we can emulate different game modes. My personal favorite is having Synchro World and Signal Warrior's effects always being active and replacing Synchro World's effects with generic monsters so that we can emulate Riding/Turbo Duels.
@GetThePizza
@GetThePizza Жыл бұрын
Someone in farfa's video mentioned an extra normal summon on main phase 2 would be great. Would help you a bit against negates at the cost of using your battle phase turn 2
@plumokin5535
@plumokin5535 Жыл бұрын
I just wanna say I love the magic references. I play both games and I feel so heard when you compare and contrast and relate them. I live for it and I can't explain why lol
@acetraker1988
@acetraker1988 Жыл бұрын
I would like to see Deck Masters as a mechanic. You get one and its place in its zone at the start of the duel and they have unique effects. -in context they should not have ATK or DEF/Level/Ranks/etc. The don't battle and can't be used as fodder for summoning other cards, they are basically a Monster Field Card.
@carlosmiguel1105
@carlosmiguel1105 Жыл бұрын
An idea I just had was to allow the player going second to set one S/T from their hand during the beginning of the end phase of turn 1. It would make going second a bit easier and makes traps more playable going second.
@Medbread
@Medbread Жыл бұрын
They already achieved this with hand traps. Imperm works exactly like how that would work
@Ragnarok540
@Ragnarok540 Жыл бұрын
I can't believe no one mentioned one of the most sensible changes that could be done, one free extra normal summon in the second main phase, very useful if something happens to the first normal summon, and also you don't get too punished if you brick with multiple normal summons.
@mrbigotes9974
@mrbigotes9974 Жыл бұрын
Wanna see me combo 1 card combo? Wanna see me do it again?
@mrshadowcristal
@mrshadowcristal Жыл бұрын
@@mrbigotes9974 I mean, the thing that ends up ending combos in anything that does so competently is hitting the wall on your hard once per turns. It also has the added benefit of giving players going second another tool to try and make a crackback against a stacked board, since going second can kinda feel awful.
@catfan913
@catfan913 Жыл бұрын
i think the battle phase has become too weak for this to be balanced
@Ragnarok540
@Ragnarok540 Жыл бұрын
@@mrshadowcristal Exactly, going second needs to be a little stronger in this game so is not just about the coin flip.
@MsMiDC
@MsMiDC Жыл бұрын
I don't think a revision to the base rules need to happen right now. It feels in a good spot. Fusions/Synchro/XYZ not needed to be summoned to Link Zones feels right, Pendulum could use a bone though. Maybe like a quick effect flip seems cool though, but overall its fine how it is right now.
@tobiasfrey2793
@tobiasfrey2793 Жыл бұрын
Flipping flip monsters like traps is actually a great idea! Of course that would make some cards that are currently basically unuseable broken all of a sudden but then again, I don't think it would be toooo bad. I would certainly enjoy having an actually playable Krawler deck.
@Bj-iw9wf
@Bj-iw9wf Жыл бұрын
Love how mbt keeps mentioning magic cards that do what people are describing. I would just want to see comprehensive rules
@virmalarjoonsingh768
@virmalarjoonsingh768 Жыл бұрын
Possibly... Extra deck Mon can be summoned once to the Main Monster zone (fusion synchro xyz) and subsequent EM in the EMZ or under Link arrows. A mix of MR 4 and 5.
@qwertystop
@qwertystop Жыл бұрын
I like the Red idea (an Extra Deck space and dedicated color for all the weird-condition monsters scattered across miscellaneous types), but here's one I didn't see: Take the abilities and effects that are identical or near-identical across a whole archetype, and lift it up into a separate text box, like with Pendulum effects. No mechanical change, it just makes it easier to read the card text to remind yourself of what *this* one does without having to find the half-line that's different in six lines of tiny text, or for your opponent to do the same. Don't even need to compromise art size, the box can be partially translucent to show the card art behind it like with Pendulums but moreso; since it's going to be identical across many cards it won't need to be read as often. Basically, something a bit like MtG's keywords for common effects, but adapted to how YGO tends to have effects that only repeat on a small number of related cards rather than across the game as a whole. For example, the Rokket text box could say something like "[Fire]: When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then ___. [Reload]: During the end phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 "Rokket" monster from your Deck, except ." Then the main text box for Silverrokket (for example) could just say "[Fire]: Look at your opponent's Extra Deck and banish 1 card from it. [Reload]. You can only use each effect of 'Silverrokket Dragon' once per turn".
@TokyoKoolProductionz
@TokyoKoolProductionz Жыл бұрын
I don't know if this would count as a new Master Rule, but I want a mass errata of all Extra Deck Monsters from an archetype to require at least 1 material from that archetype to summon.
@LazyDollsArt
@LazyDollsArt Жыл бұрын
Would be nice. Savage requiring a Rokket, Baronne requiring Fleur Synchron as its tuner or Chevalier de Fleur as its lone non-tuner ala Shooting Star Dragon, only good things could come from this.
@hawkticus_history_corner
@hawkticus_history_corner Жыл бұрын
God yes please. Or at least have their effect only work on an Archetype card, like Halw could only summon a damn Crystron Tuner
@VinceOfAllTrades
@VinceOfAllTrades Жыл бұрын
You have to broaden it a bit to account for stuff that doesn't belong to an archetype (Apollousa comes to mind). I'd like it changed so that ALL materials need to share a type/att/archetype with the ED monster, but that seems to restrictive, so maybe just 1 that shares (Type + Att) or archetype.
@cptguerreiro1253
@cptguerreiro1253 Жыл бұрын
What about link kuriboh 🥺👉👈
@gingerginsengs9292
@gingerginsengs9292 Жыл бұрын
@@cptguerreiro1253 Smaller cards like linkuriboh have no comparisson to generic powerhouses like Zeus, Baronne, and Accesscode, so this kind of restriction would only apply to the big monsters that actually matter.
@businessfox1582
@businessfox1582 Жыл бұрын
I'd like a pendulum buff. Not full power, just not useless. You'd no longer be able to pend summon them to the EMZ but in the main monster zones again. The trade off there is they can only be summoned to the 3 mmZones in between the scales . This way the max you can pend summon at any time is 3, be it from your hand or extra deck.
@Alx501
@Alx501 Жыл бұрын
Never have understood the takes around reducing the extra deck, Master Duel’s events restricting it show that the first thing that happens is unfun stun and floodgate decks become some of the best decks since they have less forms of interaction to worry about from the Extra Deck so it’s easier for them to lock you out of playing. Plus you immediately cripple a host of fair decks (e.g. Salad) that were designed with a 15 card extra in mind
@ObviouslyDeven
@ObviouslyDeven Жыл бұрын
D/D/D was designed with a 20 card extra in mind. Reducing it would make it unplayable.
@dudono1744
@dudono1744 Жыл бұрын
@@ObviouslyDeven The definition of D/D/D requires a big extra deck
@JonathanMandrake
@JonathanMandrake Жыл бұрын
I have 2 ideas: 1. The amount of times you can summon from the extra deck is limited. Once in Turn 1 and 2, and increasing by 1 every 2 turns 2. Make Traps more viable. This would need a turn 0 where Player 2 can only set traps and spells before turn 1 begins, so that the traps are active for the first turn.
@marthofaltea1751
@marthofaltea1751 Жыл бұрын
Limiting summons doesn't make the game more fun, it just changes the format to favor decks that make it's setup in the least amount of plays.
@quackersaurus6207
@quackersaurus6207 Жыл бұрын
You know what I'd like to see? Increased side-deck size. One of the most frustrating aspects of building a side deck is that you need a bunch of cards to counter the top decks, but also need to dedicate a whole load of slots for backrow removal type cards just so you don't lose to some garbage deck playing skill drain, rivalry etc. Increase the side deck to maybe 18-20 cards and this will allow you pack more outs to floodgate-style matchups while still having room to prepare for decks that actually matter. A better solution would be to just straight up ban cancerous stun cards, but I honestly believe that Konami would rather ban Dark Magician that do that
@JohnnyMacs19
@JohnnyMacs19 Жыл бұрын
If you do this maybe just have a single name per card or 3 copies of a single card 2 copies of another Then 15 other cards but just single copies of them.
@alainr.29
@alainr.29 Жыл бұрын
I would love to see KONAMI release a new adjacent format using existing cards, as a lot of these suggestions look really fun if tweaked and balanced, whilst giving players the option of opting out.
@princesscrystal6410
@princesscrystal6410 Жыл бұрын
Deck master format baby!
@WShoup9818
@WShoup9818 Жыл бұрын
MR6- side deck addition people can side 3 extra deck monsters along with 15 main deck cards you would typically side.
@eliascsjunior
@eliascsjunior Жыл бұрын
Yep, same attribute and/or type monsters are sent to the new zone as materials. Those monters will be summoned back/banished/sent to gy/hand or deck to fulfill some requirements of the new exm throghout the match. First player gets one full mulligan and the whole hand is banished, second player starts with six cards. Jogai zone is a proper zone with its own rulings and it will impact the game profoundly just like the GY has been doing throughout all of these years. Cards like shifter and macro cosmos wont be turn skippers/game winners anymore due to jogai interaction with the new zokusei/race zone
@anthonycannet1305
@anthonycannet1305 Жыл бұрын
Time to brainstorm the red border new extra deck mechanic. So far we have adding levels, matching levels, spell monsters, combining specific materials with a spell/effect, and quantity of monsters. How else could we mess around with the mechanics? 1) Trap monsters. Similar to pendulums where they don't start in the ED but go there when destroyed and some kind of special effect could special summon them back. You can set them from hand to your spell/trap zones as if they were traps or summon them like monsters. Having a modal effect based on where you put them. As for summoning mechanic from ED, maybe it works similar to links except you need to tribute faceup traps? Or in keeping with the trap theme, it could be a catchup mechanic, where you can only summon them if/when your opponent has X more monsters in play than you? 2) Extra Deck Spells. These would be spells that start in the extra deck but aren't monsters. They'd have an activation cost that could be as strict as fusions or as lenient as links and could include tributing continuous spell/traps as well as monsters (maybe even discarding specific cards or banishing specific cards from the graveyard). 3) Spell links? or negative links? They'd function like link monsters except the zones they point to become spell/trap zones or the "negative" ones can block out zones. The negative ones would have to point to your own zones too like an up and down arrow to balance it out, or the really high cost ones might only point to one (or two if it costs a huge amount of specific material) of your opponent's zones. The spell ones would be similar to pendulums having a spell and a monster effect but instead of being playable in the spell/trap zones as monsters, they'd be played as monsters in extra monster zones but get the spell effect if that zone happens to also be a spell zone. So for example, you'd start by summoning one of them to the EMZ, and it points down turning that monster zone into an EMZ/Spell zone, then next time you summon one of them to that EMZ/Spell zone it gets both the monster effect and the spell effect. We could also extend the link monsters into turning spell trap zones into EMZ/S/T zones. basically it just adds "extra monster" to the zone it points to, or the spell ones adding "spell" to the zone it points to. We could also make them turn into spell/trap zones but adding more trap zones sounds more powerful OR we could make that a separate card type "trap links" that would let you play traps to those places...
@jaguarnero
@jaguarnero Жыл бұрын
@6:00 I was thinking sometime ago that there could be some kind of “planeswalker” mechanic for yugioh. It would be kind of cool if you could have some sort of mascot to “summon”
@cdgames69
@cdgames69 Жыл бұрын
7:15 Can we talk about how this guy wants to replace Tribute Summons with... Tribute Summons?
@leonhart776
@leonhart776 Жыл бұрын
Here is a thought you can choose to have the older pendulum zones or newer pend zones so new and old pendulum decks can shine even more
@Dr.CaveCurinas
@Dr.CaveCurinas Жыл бұрын
Man I don't know if this was a discussion that's been had but I definitely think there should be an option for a player going second to have some sort of mulligan. The single draw and battle phase isn't enough to beat a lot of decks that can consistently set up several negates/floodgates turn 1 if you don't hard draw interaction and the increasing ridiculousness of going second cards reflects this. Giving going second the ability to more consistently have interaction turn 1 I think will be helpful with that. Just a thought though.
@Dominator150395
@Dominator150395 Жыл бұрын
3:06 I can just tell that El Shaddoll Winda lives rent-free in this man's head.
@the_real_rush
@the_real_rush Жыл бұрын
we should have fury summoning where monsters gain attack corresponding to how hard you slam the card down on the table and how loud you shout its name and effect
@6210classick
@6210classick Жыл бұрын
That one guy with a 10000$ Blue-Eyes
@cesarc3658
@cesarc3658 Жыл бұрын
Honestly my favorite idea from this is the "floodgate zone", this would be PERFECT to counter floodgate bs we have in yugioh rn. Make it a dedicated card-type and you can only have one active at a time, being able to replace it, like fields. Also would make it easier to counter, since if they set it face-down you can use spell/trap removal and not have to gamble on which is the floodgate, which is the bait set
@saviorlemons
@saviorlemons Жыл бұрын
I really like the idea of having specific good cards only be used in a deck of specific cards like the DPE scenario.
@slash_stash
@slash_stash Жыл бұрын
I know I was kinda sad on master duel when celestial got banned because I was legit playing destiny heroes 😂
@saviorlemons
@saviorlemons Жыл бұрын
@@slash_stashI was going to build them but didn't have enough Crafting Materials. It's if Dragoon suddenly became a problem again so they ban Dark Magician 💀
@thenobody7509
@thenobody7509 Жыл бұрын
It would be nice if ritual monsters went into the extra deck. Of course you'd still need the ritual spell but it would make them a little easier to use. But, I think the idea that you can only say Link, synchro, fusion and xyz summon once per turn sounds like a pretty nice change to. Although, Another change I think would work pretty well also is that. Neither player can attack their first turn what I mean by that is it doesn't matter if you go first or second you cannot attack your oppent until your second turn. Which would be the 3 or 4th turn of the duel this gives both players a chance to actually play.
@thenobody7509
@thenobody7509 Жыл бұрын
@Alexander Hatt personally I feel like ritual monster should have gone in the exta deck and not the main deck. Idk it just never made sense to me because it's basically just like the other extra deck summons. Idk how it would make rituals worse?
@illdoittomorrow2368
@illdoittomorrow2368 Жыл бұрын
How about a separate extra deck for ritual material. The ritual materials must be a specific card type that konami has yet to print. Make them blue, but lighter, or something. The only way to get them out of that extra deck is with ritual summoning. And they can never be summoned, by game mechanic.
@brandol75
@brandol75 Жыл бұрын
trap spells, they will be like pendulum (half spell, half trap) where it will be treated as spells when activate during your turn with it's own effect or traps during the opponent's turn with a different effect plus they will be able to be activate from your hand during your turn as a spell (each spell case is spell speed 1).
@angiferrari5826
@angiferrari5826 11 ай бұрын
I want to see this in MR6. • Flip monsters activate their effects when: - attacked. - tributed. - Returned to the hand/extra deck/deck. Or something like that. I just want flips to be able to be flipped more easily, because Right now they are in a miserable state.
@Trashloot
@Trashloot Жыл бұрын
I would love to have the option to put regular cards in your extra deck. Ever Monster, Spell and Trap card in the extra deck would be considered as in your hand. It would be a neat way of storing your Hand traps and having them reliable while also being able to put clunky cards like Valkyion or Attack Mode cards there.
@Pinpoint3621
@Pinpoint3621 Жыл бұрын
"Attacking backrow" just makes me me feel giddy with joy. Heck, I'd be fine if you just let me attack face-up backrow. Realistic note, I want field trap cards. I wouldn't mind a system where you can crash a monster into another monster to reduce its atk, thus making attack position monsters vulnerable to multiple little guys. I've also wanted a opt game mechanic where, in your standby, you can banish 2 cards from your hand face down, call a card name, and negate those effects for the turn. Probably would have to prevent battle damage during that turn.
@johnnyjohnson4265
@johnnyjohnson4265 Жыл бұрын
An extra normal/set/flip summon during MP2. Basically allows for more fragile decks to have a plan B going second option
@SecondSeraphim
@SecondSeraphim Жыл бұрын
Pendulum cards can be placed in any of the Spell/Trap zones, not just the ones on the side, BUT if you pendulum summon, it has to be in a "contained area" So, for example. if you use a pen in your leftmost and central zone, you can only pendulum summon in the columns of the pendulum cards, or in any column between those two columns. This would allow you to use the pendulum effects of more than just two cards at once.
@6210classick
@6210classick Жыл бұрын
I feel like other decks will abuse this as an engine or something
@onryu
@onryu Жыл бұрын
A new extra deck monster type/summon mechanic I thought of, is similar to gemini but instead of two normal summons, its a monster that uses up 2 or more monster zones, for example a 2 zone one, has a Zone 2, or Zone 3 etc (up to 5) icon where the link rating is, to indicate how many monster zones it uses, and still have levels on top of card frame, so they can still be used with older mechanics. The other zone, can now have a spell or trap set in it, kinda like slotting a spell into the monster, but if that monster leaves field so does the S/T. This could help pendulum decks get more S/T zones, since they usually only have 3 open normally. EDIT - There could also be ones that use up S/T zones, and give a extra monster zone in its place, this could add a new layer of strategy for certain types of decks.
@judahthejwizard2734
@judahthejwizard2734 Жыл бұрын
Yellow extra deck monsters that are sandwich themed. A new mechanic where you stack the new extra deck monsters to make a sandwich. Like you need a bun monster then a patty monster then a cheese monster then a lettuce and tomato monster then another bun.
@a1rg3ar31
@a1rg3ar31 28 күн бұрын
I would like to see special rule duels in Master Duel, Duel Links, and official events, where you must win via a specific condition, like winning by destroying a certain number of monsters, or deck out.
@TrevorAllenMD
@TrevorAllenMD Жыл бұрын
Not sure how we haven't gotten continuous spells/traps with Link Arrows yet. Seems like a rather simple "master rule" that wouldn't completely uproot the current game/rules nor would it greatly affect any decks play styles other than buffing pendulums/making link decks easier to use. And it wouldn't give new players any new major mechanics to learn.
@KenLinx
@KenLinx Жыл бұрын
6:11 YO That is lowkey a good idea--except remove 5 zones. Have 5 zones at default (6 if including extra monster zone) and those 5 zones can be interchangeable for monsters or for spells/traps. It'll be like Duel Links all over again, except the player has the option to still use all 5 zones for monsters. If 3 zones are filled by monsters, you can only set 2 traps for the opponent's turn, etc.
@elemomnialpha
@elemomnialpha Жыл бұрын
New mechanic ideas Burst Evolution: -appearance: Full art cards that are treated as copying the card type they're placed on top of when their listed condition is met -gameplay: they do not count as a new summon, have "divine hierarchy" as a game mechanic i.e. immunity to all card effects outside of other Burst monsters, can only be used in "pure" deck builds and all have at least 3 effects, a continuous effect that effectively changes the rules of the duel to benefit their deck's playstyle, a power conditional effect to help the deck do what it's supposed to, and a busted once per duel effect that's blatantly unfair #2 Nitro Summon: appearance: Red cards Gameplay: summoned based on turn order with the effects and summon being an actual Spell Speed 4, spells and traps are used as their summoning material and stored in the pendulum zone face down kinda like how life is treated in other card games like Digimon and One Piece
@dudono1744
@dudono1744 Жыл бұрын
Other ideas for burst : can only do 1 burst evolution per turn, and can only use 1 unfair effect per duel. An example i came up with for "hundred eyes dragon" : condition : controlling 1 "hundred eyes dragon" that has been summoned using only "infernity" monsters. continuous effect : hand size limit = 0 power effect : 3 times per turn, if you have no cards in your hand, you can return 1 spell in your GY to your deck (given the goal of infernities is to swarm the field) Unfair effect : Until this card leaves the field, it gains the effects of all "infernity" monsters in your GY
@haxmode6935
@haxmode6935 Жыл бұрын
Good suggestions so far; quick spell set monsters, one field spell to rule them all, something red to go with rituals
@jacobwoodard818
@jacobwoodard818 Жыл бұрын
my suggestion for the mulligan is that the player who goes first if they mulligan they can put any number of their cards to the bottom of their deck and draw cards equal to the number of cards they sent back minus 1 and the person second can do the same but they don't have to minus 1 for the mulligan this doubles down as another way to make going 2nd less painful in this coin flip meta
@TengoSuenho
@TengoSuenho Жыл бұрын
Cards that negate activation cannot longer be used on Damage Step. Now battle tricks can be used to remove negates. I just want an excuse to use Shiranui Samurai tbh
@kingpin6173
@kingpin6173 Жыл бұрын
Incredible take
@illdoittomorrow2368
@illdoittomorrow2368 Жыл бұрын
TBF, that's how konami used to design cards. (except during the damage step) was present on most cards with quick effects.
@like17badgers
@like17badgers Жыл бұрын
on the whole extra deck traps thing, I think it's a good idea as the new extra deck type but... dont start with full on Ash Blossom/Effect Veiler/Gamma/Maxx "C" level effects. maybe a Gorz or a Battle Fader or maybe they've got Nib's timer where you gotta wait until they summon 5 times and then you could use it. Make it so either you jump through hoops or they avoid the hoops. As a mechanic they could be very flexible, you could have some of them summon themselves, some of them send to your GY/Banish, or some of them you just reveal and then could Pend summon, that's all just part of how they activate, effectively giving them a soft once per duel any time you'd use them. Also the whole "traps" part is a bit misleading but really the only good was to describe them. They dont have to be all "traps" that punish your opponent for doing something, but simply cards in the extra deck you can activate when X. maybe the player has to control/discard/send X of a type or an archetype or "named monster" to use them, like imagine if Sky Striker had to have a specific Ace out, then they could reveal the corresponding "Trap" to use it
@DriftMaster.
@DriftMaster. Жыл бұрын
pendulum trap, instead of spell, a trap activate on opponents turn, and on one side i gains a effect on that extra effect, and if it is on the field, and flipped at spell speed 2, and effect activates, and if above a pendulum scale, trap effect is gained and a format that is deck master, Kaiser sea horse, one less tribute on light monsters, and gazelle, if a monster is normal of flip summoned, reveal a monster in your extra deck, add one monster that is listed specifically on that monster.
@nireas570
@nireas570 Жыл бұрын
Pends should be placed in any ST zone. Spaces in between will allow that many monsters to be special summoned at any time. Also removing the extra deck pend summon clause to balance it.
@luka3796
@luka3796 Жыл бұрын
Everybody would just place them in the leftmost and rightmost column to summon as many monsters as they can....... So nothing would change basically
@nireas570
@nireas570 Жыл бұрын
@@luka3796 Mostly yes, but now if the zone is occupied you have alternatives. Also makes imperm less predictable.
@cameronsmith4342
@cameronsmith4342 Жыл бұрын
A twist on the chrono summoning would be monsters you could summon but have different effects depending on if the turn is even or odd.
@BMVfilms
@BMVfilms Жыл бұрын
That just sounds like an archetype. Like time thief new direction lol
@EdandevilTim
@EdandevilTim Жыл бұрын
I feel implementing the duel links/speed duel banlist only to the extra deck would help diversify end board strategies like example:limiting to 1 toadally awesome , dweller and baronnne de fleur so we just don't have bunch of ddcks that try to end on a similar board.
@isickell8714
@isickell8714 Жыл бұрын
One change I thought of that probably would be shit is pendulum traps, where they’re half trap instead of half spell. You’d be able to set them anywhere in the back row, but they stay on the field if they’re in the pendulum zones, and have disruption effects like regular trap cards. Imagine something like negate attack, but if it’s on the left or right it remains there after activation and let’s you pendulum summon
@Bingo_Bango_
@Bingo_Bango_ Жыл бұрын
The "everything not specifically labeled a special summon stops being a special summon" is very cursed if it means using extra deck mechanics requires a Normal Summon. Errata certain weaker rituals + vanilla polymerizations to be Special Ritual/Fusion Summons while the normal summon becomes a hot commodity. It would also be a format where Double Summon might see play, and the utility of slower "banish from grave to SS" pseudo-normal-monster cards would shoot up dramatically. Hilarious idea. A few example turn 1 combos and how they fare: Tri-Brigade Fraktall is able to activate and discard as normal, Kerass comes out using the normal summon and can banish cards to special summon Hraesvelgr. You can no longer go straight to Apollousa because you've already used your normal summon and Link Summoning is not a special summon without the benefit of a card effect. Drytron Alpha Thuban lets you drag a cyber angel to hand and then SS it and Zeta in defense as normal since they both special summon, then you XYZ out Mu Beta, but unless Meteonis Drytron is errata'd to be a Special Ritual Summon you can't actually summon out any ritual this turn. Even if it is, the evil super combo breaks at Diviner of the Herald because you can't XYZ out Beatrice - you already used your Normal Summon on Mu Beta. You still get out Herald via Meteonis but you don't a huge board + hand to back it up, all the material stays gone for at least one turn. Sky Striker can still tribute Raye and Raye still works but now you don't get to free cycle random Sky Strikers in different phases for free. Good luck dragging out Halq which is now slow and much more conditional for which decks it works in.
@HaydenX
@HaydenX Жыл бұрын
My proposed rules for MR6 were/are as follows: 1. Flip monsters flip not only when attacked, but also when targeted with any effect (weaker than the Trap thing, but that might actually be too good). 2. 10 cards in the Extra Deck (to start...not turning off pends here). 3. Pendulum Summons from the ExD no longer require Link Arrows (regardless as to number summoned), however, during a turn you Pend summon monsters from your ExD, you cannot conduct any other type of summon from your ExD. 4. Normal Summons of any True Normal Monster (not Pends, Tuners, or Gemini) require no Tributes regardless of level. 5. Counter Trap cards can be activated from the hand of the turn player, but only during that player's first turn.
@jonathanherrera9956
@jonathanherrera9956 Жыл бұрын
Hot take, we need a master rule that allows Normal mosnter to be summoned without tribute, no matter the level. The game is crazy enough right now, with this at least some normal monsters will get relevance. Or even wilder, normal monsters to be normal summoned without consuming the normal summon of the turn, that could make for interesting boards using normal monsters.
@jeremiahriley663
@jeremiahriley663 Жыл бұрын
my guy literally discribed Junior Journey Format XD
@jonathanherrera9956
@jonathanherrera9956 Жыл бұрын
@@jeremiahriley663 Junior Journey has a lot more rules that make it slower. I am talking about normal monsters and how to make them faster. Non normal monsters would be unaffected.
@graztriton8431
@graztriton8431 Жыл бұрын
What I would like to see is 1. Cards that give a payoff for extra linking in the past it was an extra deck lock or the one card that cares about extra linking was a delinquent duo on legs but since the banning of gumblar and the master rule revision there has been a payoff for this and I would like to see either a one off card or an architype that uses it 2. Pendulums with mismatched scales
@enriqueisaacs8181
@enriqueisaacs8181 7 ай бұрын
ik im late but a way to make the extra extra monster zone cool would be: Similar in rush duels now with the maximum summon, you could call it a infinite monster or Boss monster.. 1 boss monster per deck which resides in your extra deck or extra extra deck.. In order to summon the monster you need to complete a set of actions in the duel or gather the correct resources.. idk for example a blue eyes boss monster it would read: Gather 3 Level 8 blue eyes monsters in hand and at least on field with an active spell or trap. while a monster is in the extra monster zone and has no monster adjacent to it on the opponents side of the field, summon this boss monster.. or Boss Summon.. (btw it just has to be a seemingly impossible way to summon the monster) .. the monster would then have an effect or ability that allows it to attack for game, only if you as a player are at a disadvantage. There would be no out to Boss monster cos when you play it, it should be basically an instant win
@kenja0685
@kenja0685 Жыл бұрын
I like the idea of migrating the Field Spells. Maybe not lock out 2 Field Spell zones as a mechanic, but rather, it allows you to set up column negate with Imperm or similar functioning cards. In hindsight, that would probably wreck decks that go second even harder.
@aaronwhipple748
@aaronwhipple748 Жыл бұрын
Yall remember in the og anime they had deck masters that had a buff that was always in play, let's do that but you have to be playing that monster in the deck to get its effect. Think how the pendulum card looks 2 separate boxes. 1 for its deck master effect the one below that whatever its normal effect would be. Ex: -Labyrinth's brave knight - once per turn if a trap card you control would be banished or destroyed it is not - Trickstar stage hand (great fucking name btw) at the end of the turn if a "trickstar" monster dealt effect damage to your opponent deal 100× the number of effects that were used to your opponent.
@heulg.darian2536
@heulg.darian2536 Жыл бұрын
1) being able to flip monsters like traps would be so good, cause it wouldn't really make the traps and spells that do that completely irrelevant, since those also come with another effect for example scare flips monster of your opponent face down. 2) Drawing 1 extra card instead of your turn as player 2 would be such a good thing, especially cause of how many times I just draw for turn and open ash. 3) Give generic links for traps or spells, imagine links that to be made require at least 1 trap and have the effect to activate a trap from your hand as long as it meets the activation condition. People worry for floodgates but giving such a boon has more chance of getting floodgates banned than complaining about how they don't run backrow removal.
@gbfvarch8416
@gbfvarch8416 Жыл бұрын
Hard once per turn become a rule for all cards unless cards specifically say it can activate x amount of times like yuki-onna for exemple.
@BandannaBread
@BandannaBread Жыл бұрын
I just realized something. We can nerf oppressive cards like Skill Drain and Rivalry of Warlords by realizing TheActMan's worst nightmare, and turn them into Field Traps (They go into the Field Zone and must be set before activation). As stupid as it sounds, it would work. It also means that Mystic Mind can't exist at the same time as Skill Drain, Rivalry, etc unless your opponent has it or you gave it to them via Set Rotation (The spell card, not the jump scare)
@shadexvii3975
@shadexvii3975 Жыл бұрын
I think the guy with the only one link summon a turn idea was on the right track, but I think instead it should be a limit on number of times you can summon from the Extra deck. That way combo decks can’t just flood the board with strong omni negates. It makes choosing your ED cards more important too
@6210classick
@6210classick Жыл бұрын
that'll just kill certain Archetypes completely while accidentally empowering others
@tubegerm6732
@tubegerm6732 Жыл бұрын
i think the guy at 1:42 is very very close to an actually good idea. i actually thought of this the day before i watched the video and was supprised to see such a similar concept as my idea and with the exact same reasoning. the only problem with that version is that there's no downside at all to playing 3 copies of 15 different monsters. so i propose the following idea. you get 45 points to build your extra deck with, putting the first copy of a card in your ed costs 3 points, adding the second costs 2, and adding the last only costs 1. i just fixed the extra deck.
@ianr.navahuber2195
@ianr.navahuber2195 Жыл бұрын
0:06 Amazing world of MBT! 6:48 Tha'ts just Duel Links skill's requirements
@gabrielsalahi3656
@gabrielsalahi3656 Жыл бұрын
I would love to see a part 2 to some of these Twitter videos… Wow I said said I want to see videos about Twitter
@windknife
@windknife Жыл бұрын
One of my pet cards, "Legacy of the Duelist," allows you to attack backrow and prevents deckout.
@FlashMan16NG
@FlashMan16NG Жыл бұрын
"Each player cannot conduct a Special Summon or activate a card or effect that includes the effect to Special Summon a monster(s) if that Special Summon would bring the total number of Special Summons conducted by that player during that turn ." So if it's turn 1, both players can only Special Summon once. Turn 2, both players can Special Summon twice etc. All other rules stay the same. Thoughts?
@Trekkie46
@Trekkie46 Жыл бұрын
Here's what I can get behind. Judgement Arrows. Pendulum Link Monsters. Spells and Traps having attributes (I don't know why that didn't occur to me years ago). Maybe even, to borrow loosely from Pokemon, colorless attribute which doesn't count as having an attribute. While I don't approve of (again like Pokemon) types having strengths and weaknesses to other types (such as Aqua weak to Thunder), I do wish this concept was built up with actual archetypes and card effects. It was kind of a thing back in the day with the really weak Field Spells that gave stat boosts to one type and reductions for another. But imagine if there was a Fire King monster that strengthened Fire monsters but weakened Water monsters, or specifically boosted/reduced Fire Kings/Atlanteans. Or imagine if one archetype was designed to combat specific archetypes like a Fire King monster that specifically destroyed Atlanteans and Mermail. Or a Shiranui that banished only Mayakashi monsters. Or a version of Girsu that couldn't attack or target Ib monsters.
@DARREVIEWS77
@DARREVIEWS77 Жыл бұрын
I think this was mentioned sought of, but my outrageous idea would be the outer extra deck, This consists of 5 cards, and is where you put cards with unusual summoning/activation requirements, that don’t fit with the game as we know it, an example would be a quest card, something like what hearthstone has, you play a quest card, then when you facilitate the requirement you get/add/summon/activate the card from the outer extra deck,
@nightmagister
@nightmagister Жыл бұрын
15 different monsters on the Extra Deck? RIP Salamangreat.
@MrCleks
@MrCleks Жыл бұрын
3 things I will do just to make sense out of the game's general rule cuz why the heck it was that way before: 1 - Pendulum Summon and Normal Summon should share the same once per turn limitation, and by that I mean if you have Normal Summon this turn you cannot Pendulum Summon and vice versa. 2 - After you Pendulum Summoned, the scales used for that Pendulum Summon would be sent to the Extra Deck naturally, as if they were "used as materials" (but not really count as such, just for the sake of streamlining the mechanic) 3 - Link Monsters can only be used as how many material(s) exactly for what their Link Rating is, basically a Link 2 or Link 3 monster cannot be counted as 1 material used for Link Summon, they must be counted as 2 or 3 materials, respectively.
@FlakManiak
@FlakManiak Жыл бұрын
"Spells and traps have attributes" seems like a thing to have done 20 years ago. Seems very hard to do it now, but yeah, being able to say "FIRE spell card" or "WIND trap card" seems useful for game design! The thing I would contemplate, though, is this: You can side deck BEFORE game 1 of a best of 3 match, AND you always side deck after seeing who is P1/P2. This should make the coin-flip less-important, and should make side decking a bit more about mitigating P1/P2 disadvantage. Which is to say, it should (perhaps!) be your god-given right to have your Lava Golems in game 1, if you're going second.
@Switchell2
@Switchell2 Жыл бұрын
A change I'd like to see: Ritual Monsters can be placed either in the Extra Deck or the Main Deck, but not both. But they work on reverse Pendulum logic: even if they are summoned from the Extra Deck, they return to the hand/ED.
@JohnnyMacs19
@JohnnyMacs19 Жыл бұрын
In this scenario they should get a more powerful effect if they are summoned out of the regular deck.
@VinceOfAllTrades
@VinceOfAllTrades Жыл бұрын
This seems cool but my Nekroz-centric brain doesn't like it. ED Nekroz means there's less room for Kaleidoscope targets and their discard effects do nothing. That said, making Nekroz disfunctional to make rituals more functional is a sacrifice I'm willing to make.
@tinfoilslacks3750
@tinfoilslacks3750 Жыл бұрын
Extra deck spells conditional on specific monsters being on the field to access.
@fatrobin72
@fatrobin72 Жыл бұрын
Only link once per turn... Cries in crusadia.
@monkfishy6348
@monkfishy6348 Жыл бұрын
Monsters with Abilities. Things inherent to the monster that are *always* active and cannot be negated because they are a fundamental part of the monster's anatomical design. For example if Cyber Twin Dragon was reprinted under these new rules it's current Effect would become its Ability instead. E.g "Twin-Attacker" and it would become a non-effect monster. There would not be lots of Abilities, less than a dozen and they would be simple keywords. An infinity sign to the left would denote Abilities, and they would be listed first in the effect text box. Not every monster would have an Ability.
@My1xT
@My1xT Жыл бұрын
You are generally allowed to use tokens as material for any kind of summon except xyz because tokens can only exist on the field and would become a major pain there. Also unlike with the other machanics there are link monsters that exclude tokens
@thepoweroftheweed2215
@thepoweroftheweed2215 Жыл бұрын
4:04 As for why Tokens are allowed in Link summoning, its because Synchros do that too. Basically, you can still Synchro Summon even if the materials don't go to the graveyard (Macro cosmos, Tokens), so it would be logical to use tokens as Link materials.
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