This guy DEMANDED YugiTubers READ his "How to fix Yu-Gi-Oh!" essay
HTML-код
- Опубликовано: 29 авг 2024
- Join the Patreon: / farfa
/ farfadespair
Get your Pile 🐒 playmat here using FARFA10 👉 tinyurl.com/2d697a83
==============================
Buy cards with my TCGPlayer link! 👉 bit.ly/2UCHS5K
==============================
Twitch 👉 / farfa
Discord 👉 / discord
Twitter 👉 / farfaygo
TikTok 👉 / farfadespair
Links 👉 beacons.ai/farfa
Contact 👉 FarfaYGO@gmail.com
AmandaLaPalme Art (Farfa5 for discount) 👉 www.manamoon.com/
Edited by: / crushcards
#Farfa #Yugioh #MasterDuel
Thanks you farfa 😂
You really took advantage of the pin...
Good on you sir, you have not only managed to waste 10 minutes of my life but now it's 16 minutes because you didn't add a HERO omninegate monster.
Bro! Are you drinking original recipe Coca-Cola?
Dude, you're a legend! You've inspired me to make my own RUclips comment essay trying to fix a children's card game I feel unreasonably strong about. I may not be as innovative and daring, but hopefully I can compensate with more grammatical cohesion, lol (I'm ESL so go easy on me).
First of all, I think this game's current set of master rules (MR5) is fine. I could think of a few changes to make forgotten game mechanics like Tribute Summons, Geminis or Flip monsters more relevant, but none of them would "fix" this game's main problem which is power creep. No new rules could do that in a way that felt organic, and by that I mean abruptly killing the viability of dozens of decks, some of which are already under-supported and under-represented in the competitive scene.
With that being said, the real problem with this game in my opinion, are not the rules themselves, but the actual card effects. Card designers simply need to do a better job coming up with effects that make decks both fun to pilot and tolerable to play against with physical cards, specially at offical events (chain link 8 on turn 2 ptsd intensifies, lol).
As for the cards that have already been printed, all that's left is the banlist and/or moderate erratas that balance the broken cards rather than butcher them beyond recognition. Notable victims of this unfortunate treatment include: Brain Control, Dark Strike Fighter, Future Fusion, Crush Card Virus, among others.
In the meantime, here are some of my suggestions for the future direction of card design which, modesty aside, I think are slightly more doable that the brand new card game 69.420 years ahead of its time proposed by the man, the myth, the legend, @YGOCardsCatalogger3198.
1) Dial down the card effect bonanza, specially for monster cards. Cards nowadays have too many effects crammed in them which accomplish too many things, sometimes during the same turn and with little to no restrictions.
I like 1 card combos just as much as the next guy, but there should be a limit to how much value one can get from a single card. I'm not asking to revert to the Duel Monsters era type of effects where several effect monsters were so inconsequential, they were virtually indistinguishable from vanillas. Most cards can and should have at least 2 effects in fact, and the select few that have more than that should be balanced by having any combination of situational, restrictive, slow and/or weak effects.
2) More reasonable costs for effect activations, or at the very least, even out card advantage at resolution to prevent players the sourness of going -1 when interrupted (e.g. Springans Kitt, Fateful Adventurer, etc).
This would also apply to LP as a resource. People tend to (justifiably) understimate the LP count because technically only the last point matters, but the fact still remains that the less LP you have, the closer your opponent is to their main win condition. For example, let's say you were going second against a Salamangreat deck. Which Counter Trap card would you rather they have set on their field: Solemn Judgment, an omni negate which costs them 4000 LP, or Salamangreat Roar, a FREE searchable omni negate that can bounce itself back for FREE the next turn?
3) Archetype boss monsters should always be stronger and/or more verstaile than their generic counterparts when used in said archetype. For example, Baroness de Fleur and Borreload Savage Dragon have no business being better for Super Heavy Samurais (in both effect and summoning conditions) than their actual archetypal Synchros of the same level (including those of their most recent batch of support).
4) Archetype starters and extenders should unluck their best effects by restricting your plays to that archetype for the rest of that turn/phase, or at least for that particular play they enable, specially if their effects are easy to trigger. For example: Does your archetype's Stratos summons itself for free too? In that case, you'd better be ready to give up your generic extra deck toolbox for the rest of that turn/phase. It is what it is. Be glad your deck even has a Stratos in the first place.
As for how harsh should these restrictions be, we can always rely on more flexible criteria such as monster types/attributes, summoning methods, or other such card properties instead of specific archetype names. For example, if Geargia gets a new hypothetical support card (let's say, Geargiano MK-IV) that summons itself and searches another Geargia monster, it better restrict any further plays you make that turn to either Geargia monsters, Earth machines or machine Xyz monsters at most. Otherwise you'll see other unrelated decks such as Orcust, Speedroids, Cyber Dragons, Synchron, and even non-machine decks spamming said monster to summon yet another generic Link 2 to end on the typical endboard, thus getting much better results than the archetype it was originally intended to support.
5) Aim for consistency and resiliency over explosive power and oppresion. Card effects should focus less on completely shutting down the opponent's strategy and preventing them from playing, or worse yet, ending games on turn 1 before they can even try to fight back. This means interruptions have to rely less on straightforward negation and hard floodgating and be more creative, flavorful and specific. Examples include bouncing, destroying, or preventing use of certain monsters as material by flipping them face-down, or even banishing or taking control of them temporarily.
The resiliency part can be solved with card effects that give advantage/recovery as the game progresses. It can be delayed, as in cards tha trigger the next turn after they were used (Galaxy Cyclone, Lefty Driver, etc) or immediate by reacting to your opponent's actions such as negation/destruction (Mirror Force Launcher, Return of the Dragon Lords, Peropero Cerperus, etc).
As for consistency, that's the easiest part to deal with. You can solve it with more starters/extenders (with their appropiate restrictions as discussed earlier). They can be single-use (E - Emergency Call, Fire Formation Tenki, Magnet Induction, etc) or repeatable (Black Whirlwind, Star Pendulumgraph, Crystal Conclave, etc). How much should they get away with shall depend on a particular deck's power level.
Lastly, if you want to see these principles in action, allow me to fix a card which I (and Konami too, for that matter) think is one of the worst offenders of unapologetic power creep in recent memory: Kashtira Fenrir. This respectable 2.4k atk beatstick could special summon itself for free as an inherent special summon, search other copies of itself or any other monster of its archetype, and banish your opponent's stuff face-down, all in the same Main Phase and without prior setup or meaningful restrictions for the actions you could do that same turn. And to make things worse, the last 2 effects could also be used over and over again. No wonder it got limited in the OCG.
This is how it would've looked like with a more reasonable card design policy (or an errata, why not?):
"If you control no monsters, you can Normal Summon this card without Tributing.
You cannot Special Summon monsters, except "Kashtira" monsters, during the turn you activate any of this card's effects.
You can only use 1 of the following effects of "Kashtira Fenrir" per turn, and only once that turn:
* When this card is Normal or Special Summoned: You can add 1 "Kashtira" monster from your Deck to your hand, except "Kashtira Fenrir".
* When this card declares an attack on an opponent's monster, or if your opponent's face-up monster activates its effect: You can target that opponent's monster; banish it face-down."
The above errata does essentially the same thing for Kashtira decks as the original did. The only difference is that it has now become a little bit easier to deal with, can no longer be spammed by literally any deck that can spare 3 slots in the main deck, and can't trigger both of its effects on turn 1, but that's far from a bad card. In this regard it's similar to Swordsoul Grandmaster Chixiao, an actual Extra Deck boss monster restricted to a specific kind of deck (Wyrm Synchro).
At the end of the day, we still have a 2.4k beatstick Stratos with the deadliest form of spot removal, that can also be searched and revived by plenty of cards in its own archetype. I could easily see it as a semi-limited card even after this hypothetical errata. That's how good it is. Many archetypes wished they had just 1 card like this, and Kashtiras literally have 3 of them (Fenrir, Unicorn & Ogre). And don't get me started on that abomination which is Arise-Heart, a 3k atk Zeus-like Xyz monster which just so happens to be Macro Cosmos on legs with free, quick spot removal. As if Dark Law of all monsters needed an upgrade lmao.
you’re lucky I didn’t add the list of bad idea I have as well😂 it’s a list of 80 ideas that I’ve seen in different videos, comment sections or Reddit forms.
Dude really woke up one day and asked how he could convolute an already convoluted game.
Can’t help but feel that essay was written by someone whose been incarcerated in an asylum.
@@thatman666 I saw this essay on cap highlight channel COPIUM man had so much times on his hands
Some of his idea's are things I agree with though. Like the ritual change that makes them less bricky in hand. Its a little trickier than that but rituals absolutely need to be changed so they don't become a worse version of Brick Eyes. I have always said that Rituals should have started in the ED. That way you could run actual cards in your main deck instead of bricks.
This is the funniest accurate comment
Its funny because i did exacly that a couple of weeks ago, I was trying to introduce a mana system into the game ^^
The basic idea is to implement mana system in Yu-Gi-Oh!. This would be done by introducing a new zone that we would call the "mana deck". It would start with 1 card and fill up with cards as the duel progresses and would work as follows.
*Basic principle*
To do certain actions you would need to tap one of the cards in the mana deck. If you can't do that then you can't do those actions. Cards in the mana deck are always face down (as private knowledge).
Cards in the mana deck are always considered as if they were in the deck as far as card effects are concerned, if a card allows you to search for a card in the main deck then it is also possible to take a card (tapped or untapped) from the mana deck instead. They are neither above nor below the deck.
At the end of his own End Phase the player should untap all cards from his mana deck.
If an activation of a card or effect, a summon or an attack is negated, by your opponent card effect, you can untap 1 of your card. (If only the effect is negated you won't get refund).
*List of actions that require tapping a card*
- Normal Summon a monster
- Special Summon a monster without starting a chain
- Activate a spell or trap card
- Activate an optional card effect
- Declare an attack
*Non-exhaustive list of actions that do not require a tap*
- Set a monster
- Set a Spell/Trap card
- Activate a mandatory effect
- Flip Summon
- Replay an attack
- etc.
*Fill the mana deck*
Before the duel begins, each player starts with 6 cards in their starting hand and puts one card from their hand into their mana deck. Then during each of his draw phase a player can :
1) If the player has to draw exactly 1 card during his draw phase from the natural draw and has less than 10 cards in his mana deck, he may decide either to do so or to apply one of the following points. If he does not have to draw exactly 1 card, or has already 10 cards in his mana deck, then he cannot apply any of the following instead.
2) He takes the top 2 cards of his deck, then puts one in his hand, and puts the other on his untapped mana deck. If the opponent has strictly more cards than he does in his mana deck then he can also decide to put both cards in his mana deck. This cannot be done to exceed 10 cards in the mana deck.
3) He may also decide to add one card from his mana deck to his hand instead of the natural draw. He cannot do this if he has decided to apply the previous point. This option is the only one available if the player has no cards left in his main deck.
*Objective*
These rules were designed to include a mana system in Yu-Gi-Oh! to reduce the explosiveness of its decks, without having to include new "terrain" cards in the game.
This entire essay just feels like a list of mistakes he made while learning the game where he said "no, it is Konami who is wrong"
Damn, thats a shockingly good explaination...
I mean Konami was wrong when they put rituals in the main deck. Shoulda always been ED cards.
He was pretty crazy about most of his comments but a couple were not so bad. The S/T ED isn't even a terrible idea. Just a way to give people non-monster card outs to situations.
I've known guys like that. It's funny until you realize, "oh god, they're serious."
Wtf you are probably right
@@Merilirem there were like 3-4 points that made sense like rituals and miss timing. Spell/Trap extra deck I don’t think is one of them.
Because the other point he has is: “OPT both players can activate a trap from hand.”
Turn 1 add Skill Drain from S/T ED, slam it. Or Macro, or Anti Spell, or Decree.
So to sum it up:
-Just slam pendulum and link monsters down however you want. It's probably legal.
-Your end board doesn't matter because neither player knows what you can and can't do with it.
-Handtraps are dead long live Hand-Traps
This is the most Smug Caveman Yugiboomer *BULLSHIT* I've ever heard in my life. To the man who wrote this, go touch grass. You need a fucking life. As in the man or being who wrote this Mess of a Ruleset "Idea"....
and add ANY floodgate to my hand.
Speed Spell Dark hole at the end of their MP1
This guy never played a duel in Master Rule 3, did he? Someone take a good look at the bullshit Pendulum and Links can pull off NOW, and then tell me, with a straight face, letting Pendulum and Link Monsters have no limit in where they cam be placed is a good idea.
Maybe it'll be a fun idea, but definitely not a GOOD idea!
@@ceecee6521I mean Pendulum actually wasn’t as broken for a while until Konami decided that they should give everything and a kitchen sink to the mechanic. Links got all of that on release to force people to play them so I have more enmity towards them.
This guy is easily the most sane pendulum player.
You say that but I'm a pendulum user and the aneurysm I got from watching this isn't any better
No silly, that would insinuate that Pendulum players are real and not just government bots made to spam every comment section in every banlist discussion ever
@@sephikong8323 beep boop your tax dollars are delicious
Not really, I think I got brain cancer rn and I didn't even finish the video yet,I mean, sure, most of us pendulum players are kinda insane but we don't even come close to this....except for the ftk players, they need to burn in hell
@@sephikong8323 Damnit foiled again
Whenever you hear the words “How to fix Yugioh” it almost always ends with you thinking to yourself “Konami isn’t doing that bad of a job.”
practically every “how to fix yugioh” idea is either a thinly veiled attempt to promote (read as; forced onto everyone) their own preferred playstyle or deck, never really though out fully or a prime example of the dunning kruger effect
e.g had someone came up with an idea that to fix yugioh he would make it so the goal of the game isn’t to reduced LP to 0 anymore or decking out but be given points from interactions from chains with the opponent with the most points being given to the player that the interactions ends more favorably on and he insisted that this is some genius idea that would promote deck diversity and engaging interactions with the opponent because players can play any deck they want as they dont need to forced themselves to play meta to win
or… it literally turns every game into mystic mine; do nothing at all and/or minimal amount of interaction through flood gates and hand traps for the point advantage and then nothing else until the game ends to prevent the opponent from getting points of their own
My “How to fix Yugioh”
Stop playing if you don’t like the state it is in. Return when you miss it or if it actually does improve. Don’t if not.
@@YukiFubuki. the "turn the game into mystic mine" people are boomers who think the game was perfect in Yugi/Kaiba Starter Deck format in 2003.
@@nitsuA_LH another option is players could also legit play older yugioh video games set to the standards of older games and its cards.
Old yugioh pre-konami had some odd choices and the early anime before Duel Monsters had RPG tabletop elements.
Forbidden memories, Duelist of the Roses, world champion 2005, world champion 2010, Zexal Duel Canival are some great examples of how the game works within finite periods of time.
I got a real idea to fix Yugioh.
Cards sent from the Deck to the GY (Tearlaments) do not trigger their “if this card is sent to the GY” effects. That seems stupid, but Ishizu and Tearlaments just had to make it a necessary condition just so the game can’t get that unplayable. It’s not even a good Yugioh mechanic in the first place. Triggering by sending them from the hand, field, or Extra Deck to the GY fixes the pacing issues Yugioh gets from float dumps.
I always thought that Yugioh was already way too simple and easy to approach for new and returning players so I think adding about fifty strange and esoteric rules for no particular reason really will fix the game.
Is this what it would take to make you stream master duel again?
just add damage caps per turn, every issue of yugioh instantly fixed. 1000 damage per turn,
MAXIMUM,
no more otks.
no more unbreakable boards if you can just pass turn on empty board and they can't kill you
@@NeostormXLMAX control deck mains eating good tonight
@@Squidtoken Yes
@@NeostormXLMAX so only mill is playable
God, I really want to see a yugituber tournament with these rules now. Just to see what a shitshow it would be
The confusion, the dread, the chaos. Yes please.
God yes
Agreed
please farfa 🙏
That would be amazing... Also we need to call it Meth- or Crack-format
He's actually got a point tho. When I was watching that Tear mirror in the ycs all I could think is how this format would be fixed if we just had Union Trap pendulum monsters with 4 scales that you can activate on ur opponent's turn that let you dig into a speed spell deck
I turned red from laughing when reading this
@@NocriZle You must be a Link monster with a defense value.
Lmfaooo
@@Little_b0t If this doesnt become a yugioh insult im gonna be so mad
@@Little_b0t I love this insult, it has the same vibe as 'you look like you'd drop common loot' 😭
I figured it out: #22 basically says 'if your Link monster points to a zone, you can Link Summon to it, and you can use any monster in a linked zone as though it belonged to you for tributing/summon materials. Also, this means you could link to spell/trap zones and summon monsters in them as well.
Wild stuff.
And also summon into your opponent’s zones as long as you already have an arrow pointing at said zone.
@@FentonHardyFan not me summoning a monster to my opponents graveyard
Cant wait to play snake eyes with this 🔥🔥🔥
"S/T with Link Arrows"
That actually existed in the anime in the form of "Judgement Arrows". Doubled the ATK of a Link it pointed to during damage calc, could only be placed in a zone where a Link is already pointing to, and nukes all the monsters it points to if it leaves the field. Aside from some degenerate OTK combos I could see people using it with, cards of the same ilk could be interesting to add.
Scareclaw with Judgment Arrows 💀
We now must take this further and Farfa must hold a tournament with this random person's rules in affect.
I second that, but how tf do you even emulate the Speed Spell thing lmfao
Tabletop sim????
Table 600
@@chinatown2424 They'd need to program a whole ass other game, because of the 20 extra deck, 3rd EMZ, control of the 3rd EMZ, the ability to hold 120 card decks and a gun to shot your opponent incase of a cheat
@@stuckincollege1778 Tabletop Simulator can cover all of that crap
@@tvnalad You could just play it out IRL over video like we did in the pandemic. Not sure if this is a good solution, but it would certainly carry the message of how fucking complex these new rules would make the game.
As a person who has played yugioh once with my cousin using fake cards when I was 8 years old, I can say this is the way to fix yugioh
Just no
"As a person..." - 🤖
@@firstrateduelist4377 That's debatable
This legit reads exactly like what an ai would generate if you fed it the prompt "how to fix yugioh" and only gave it trif's videos as data to work with.
lmfaoo brutal.
How do we know this isn't how he got this list
I tried to get an AI to give me ideas on how to improve yugioh and the craziest one was "change the win conditions, instead of reducing LP to zero, make it time based, or point based." Most of it was just "change the banlist, make new game modes for variety, make more single player content for master duel".
So, AI is doing a better job
lmao
I prompted that at perplexity AI:
Several rules need to be changed in order to fix Yu-Gi-Oh!, including using keywords to simplify card effects[1], reducing the amount of text on cards[2], reducing the amount of removal options[3], updating the way extra decks work[4] and enforcing respectful behavior at tournaments[5].
To be fair, he actually make Yugioh players read.
You Got to
@@ygocardscatalogger3198no
*made
seems like even if forced to read, ygo players are still not smart enough to spell.
That guy has been hurt by every single archetype deck that exists.
He just wants to play his pendulums in peace haha
Apparently not bc by his rules, player going first has access to any Spell/trap in their Extra Deck and 1 trap activation from hand.
This man plays Pendulum Floodgates.
@Andrew Gan Proceeds to Anti spell fragrance on his draw phase
They took one look at Elegant Egotist and had a 20 year long schizo meltdown
That guy probably played Anti-Spell in his own pendulum deck in his opponent's draw phase, then next turn topdecked his first Pendulum Monster.
Rule 6 seems to just stop Infernity players from doing anything. All those Infernity Barriers searched after a long and convoluted combo, just to be turned off by this single rule, if it were implemented.
Its almost as if the person that made that rule lost to a Infernity player and malds about not having disruption in the hand when they go 1st.....
Just Draw Into the Void Lmao
as god intended
Dw they will get legacy support to circumvent it xddd
To be fair, Wasn't BA almost unplayable due to MR4 rule change before Konami decided to give a ton of irrelevant decks link 1s? Just saying it's not too outlandish considering how bad Konami is at future proofing, and honestly I think that's probably one of his better suggestions, not to say that it would "fix the game" or whatever, just that compared to just dumping links to grave with synchro summoning and spamming tokens for XYZ (because that worked out so well when we spammed them for links), it seems at least sort of not horrible
We let him cook and he legit cooked up a different game.
we let him cook and he burned the house down
@@brunop.8745 ACtually know a guy who did this x'D !!
@@thomasgrabowski2202 Yeah, we all do. His name is YGOCards Catalogger and he just wanted to fix Yu-gi-oh.
We let him cook and he made meth
@@tomsky4751 yeah he did meth
Guy really took “pend best deck lets go” to a whole other level
Pendulum cards having different scales on each side is a legit possible interesting mechanic expansion that I think Konami didn't explorer. It could result with some interesting types of cards.
I think that was probably the plan before they back off on it, like there’s no reason for the 2 scales to be different colors in the first place though I guess thinking about it it probably makes pendulum scales more complicated when you need to make note of the placement too since it’s not like you can replace pendulum scales on the fly without destroying them first unlike field spells
Now that you mention it, why DID Konami print every Pendulum monster with both scales as the same number in the first place? The way they were printed would make you believe some cards would have different numbered scales, but no.
@@ceecee6521 Future proofing sounds right, but guess some ideas didn't quite make it past the floor
Yeah idk links and pendulum and half done. They forgot trap pendulums and Defense links
@@ygocardscatalogger A pendulum at Quick Effect speed for Pendulum effect is also there but yea oh well
unironically, I think a pendulum gemini archetype would be the only way to make geminis good
I doubt there would be enough space on the card to fit all that text and effects.
The trade off is there is no art in the card. Need the space to type effects 💀
@@KaruHart the end of the effect text including a url to the art
We truly live in a society
@@KaruHart nah you just get two cards stapled together. On one side is full art and the other side is effect
Dude almost struck gold if he’d combined the ‘increase the extra deck to 20’ with the part about rituals starting in the extra deck
Megaliths would be completely unplayable
@@jacobnewcomb7438 I have been suggesting this myself and you really do need to word it properly. We didn't start with the rule in place so too many new cards don't make sense. We would need to word it something like "Rituals can be placed in the extra deck or Main deck. Rituals in the extra deck are treated as if they were in the main deck."
Basically allowing you to use them normally. You could also just make a ritual deck that counts as the main deck or something I guess. Its a rough idea that needs testing but its always been a good idea. Personally I think it might be best to just create ED ritual cards that function as you want them to.
Idk aren’t synchros already basically extra deck rituals minus the spell card? Besides liking an underpowered ritual archetype and wishing they were better, I don’t really see the purpose for a revamp.
@@jacobnewcomb7438synchros more like field only fusions without the fusion spell or rather fusion spell is integrated into monsters as tuner
i mean some of the early synchros did required specific tuners or monsters making the parallel rather apparent
@@YukiFubuki. I was thinking more along the lines of the level based mechanics being what makes them similar. Realistically I don't think we'll get a ritual revamp but with luck we could get more tuner-less synchros like what they did with Harpie Slash Lady. Idk maybe I'm lacking imagination but when I try to envision what an ED ritual deck would look and play like I think it would look a lot like swordsoul
How could he forget the pendulum toon monsters! That would truly balance the game!
Toon endymion the mighty master of magic
Odd-Eyes Toon Dragon would be based
Great now you made me want Chaos Pends where the scales need to be a light and a dark monster. So many fun idea's yet to be implemented in this game.
@@Merilirem Imagine the anime's summoning phrase: CHAOS PENDULUM SHOKUN!
@@TheRoseReaper It would definetely be used by Yuya in the anime (the odd-eyes toon dragon)
I think a continuous spell that counted as a scale could actually be a neat idea, but then it begs the question why don't we just use pendulum monster's.
I mean, there are many cards in the game, that make any other card obsolete, that does the same thing but worse. Like for example, why using a spell that can't be searched by it's archetype, that simply destroys a backrow card, that your opponent controls. All the while, while there is MST, Twin Twister, Harpies, etc. All cards, that do exactly what the before mentioned archetype card does, but 5 times better.
I think people would love to play stuff like that, already just for the .. feeling.
Maybe make it so you can choose whatever scale you want or make it so it can recycle itself at the end of the turn, like other cards that return to your hand from the graveyard at the end of the turn
@@Luna-Starfrost Number one I don’t know what card you are even talking about, I know there are some cards that are designed to be intrinsically worse than MST (de-spell is one of them) But they usually have a purpose or reason depending on the time frame for example MST was limited when that spell was introduced, and even if what you’re describing is true all these cards may look similar but have different strengths and weaknesses. MST is average, twin twister can pop to back row and requires a Discard as cost which is your hand resources and while some decks can use the graveyard as a second hand not every deck can and assuming that is ignorant, herpes feather is less precise and gives the opponent the opportunity to trigger their awakening the dragon possibly allowing them to summon a boss monster to lock you out the game, And it’s a Long Way twin twister sure the same weakness of cards that only true grit if multiple cards will be destroyed like starlight Road
and even if what you were describing was true it’s entirely completely different because this would be a “mechanical” addition which would be redundant, not simply power creep, add no links are not better xyz and xyz or not better Synchro, they are all mechanically unique even if the end result is a summon monster, Pendulum spells are redundant by design since what makes pendulum monsters unique is that their monsters and spells, The literal only mechanical difference is they would count as spells in the hand while pendulum spells would count as spells in by hand, which I don’t think is a mechanical enough difference to Warrant their existence
@@david_8916 that sounds like an Affect and not a game mechanic
@@empireyouth5791 i was talking about the hipotetical spell that OP was talking about. It's not like it is a broken card or anything, very very few decks would actually use it
I think the idea with the level 0 link synchros is that you could make the tuners level exactly.
So a level 4 tuner + link = a level 4 synchro, presumably?
Although to be fair, I could see some Orcrust-related ideas somewhere... like a Synchro Monster that says "for this Monster's Synchro Summon, you can also:" and have something in-archtype. I mean there's a Boss Monser in that archtype that can use a Link Monster to cover cost if your Photon plan falls flat on it's face.
Edit: Also confessed for concepts that are not quite there but did have a few guilty feels of Performapal XYZs for "smaller scale" Board Breakers though requires a specific Sub-group of Performapals... not sure on Kaijuu-ing around but the thought line is:
"You can also XYZ Summon this Monster by using a [Specific sub-group Performapal Monster] & A Monster your opponent controls as Material" but not sure if the text is right
Yeah so for example, eldlich+ link = baronne
@@NeostormXLMAX nonono, pay attention, ment that some Synchro Monsters can treat a Link Monster as a material under specific conditions, so it’s more like say “Synch for 10 by using an in-Archtype Link Monster as a Level 6 non-Tuner monster and a Swordsoul Token”
@@NeostormXLMAX OK where is the tuner in this combination, because you still need a tuner since his only suggestion was the link monsters count is zero
if you had a level 10 tuner then you could send it along with a link monster but as you said it there is no tuner
@@kitelanford Honestly? Seeing as spright can xyz summon with their link-2 monster, I can totally see a swordsoul type deck treating an in-archetype link-X monster as a level-X tuner for the summon of an in-archetype synchro
I'd say we should run a sample tournament using these rules, but given about a third of them are completely incomprehensible I'm honestly not sure this would work. On the other hand it would be hilarious, so I think I endorse it from that direction.
We gotta get this guy to explain wtf he's proposing on stream XD
He'll end up sounding like some nasally 13 year old in a chubby 39 year old body.
@@RevengedSevenfold You act like that isn't entertaining
@@fogblades6811 Oh I never meant to imply it wouldn't be; I'm all for it. I was just simply adding on to an already funny idea.
@@RevengedSevenfold L on me ig lol
This guy was posting this everywhere for MONTHS. He's either a child or someone you definitely don't want on stream.
I wanna see a duel played with these rules.
I cannot compreehend with words alone, I wanna see it happening.
Also, they apparently really like pendulum, right?
Yup, every inch of pendulum in every inch of yugioh.
And Ritual apparently
Like, giving rituals the ability to be played like a normal ass monster regardless of restrictions (or be an Extra Deck card type, he's not sure and the two are definitely compatible right). I am convinced this man plays some sort of weird Pendulum + Ritual deck and is fantasizing about how to make it the most broken thing conceivable
this is a genuine format by some madmen, this exists as google doc. I can't remember how I came across it the first time, but there has even been a tournament with those rules. How many participated, I don't know lol.
I personally feel it'll be funny to make either a stream or a video asking people how they'll "fix" certain mechanics of the game just to laugh at some ideas and maybe some are actually great
So this is what a pendulum player sounds like. it's exactly what I expected. I thought I was crazy out of line thinking that a true turn 0 allowing both players to set spells and traps from their starting hand before turn 1 begins as normal. Just kinda sucks that an entire core category of card has almost been power crept out of existence because so much of the game happens between turns 1 and 2.
1. Just play the outs in your side deck
2. Just play better decks
3. Just get better at the game
4. Same old banlist fixes everything
5. Burst summon
6. Vortex summon
7. Hyper summon 💩@megacapitalG
8. Create a mana system
9. Summon limits
10. Negation activation limits
11. You can’t attack on your first turn
12. Each player gets a set up turn
13. Mulligan rule
14. Konamis business actions suck but the game is perfectly fine
15. Double life points
16. Create skill cards
17. Get rid of missing Timing
18. No more nostalgia cards making
19. Don’t print generic cards
20. Banlist reserved list
21. Petition Konami for making broken cards.
22. The game needs a hard reboot
23. Nerf pendulums
24. Nerf links
25. Nerf synchro
26. Nerf fusions
27. Nerf rituals
28. Nerf xyz
29. Get rid of pendulum’s and links
30. Give every Archetype a Link monster
31. You get 1 normal and 1 tribute summon per turn
32. Links no longer can use tokens
33. Get rid of extra link mechanic
34. You can have 2 main decks and you get to choose which main deck you can draw from during the draw phase
35. Ritual monsters start in the Extra Deck
36. Eliminate power creep
37. Reprint cards with symbols for phrases and Effects /Abbreviating card text(easier to read and learn)
38. Monsters Cant Attack the turn they are summoned
39. You cant Attack after Summoning a certain amount of times
40. You can’t Sp. summon from the Extra Deck when going first
41. Decks are split up into Deck tiers/weight classes and face off with and tier 1 ,2,3 ect
42. Errata all the banned cards
43. All card effects are hard once per turns
44. Starting is 4 cards instead of 5
45. Double life points
46. Support and expand the card mechanics we already got
47. Introduce new mechanics that aren’t a new Summoning mechanic.
48. Make the game easier to learn
49. better forbidden and limited list
50. Merge the TCG and OCG
51. Deck masters
52. Go back to old school yugioh
53. Add a 3rd pendulum scale
54. Move the field spell zones to be beside the EMZONES
55. There’s only one field spell zone and its in between 2 EMZones
56. You start the duel with Spell counters and they allow you to use spells
57. Set rotations
58. Alternative formats
59. You can no longer play multiple copues of a card. You can only have 1 copy of each card in your Decks
60. Decrease the extra Deck to 10 or 12
61. The game needs to slow down somehow
I love he even tried to add some nuance into his proposals as if they were actually even remotely reasonable.
Like you can imagine how while writing this he went:
“a speed spell deck would totally fix the game, but I feel it doesn’t really belong with all this other stuff that could totally happen, like *Link Tuners* ...... yeah I think it’s more appropriate to give this its own category. It would make more sense.”
It looks like he was genuinely trying to be convincing.
1. Just play the outs in your side deck
2. Just play better decks
3. Just get better at the game
4. Same old banlist fixes everything
5. Burst summon
6. Vortex summon
7. Hyper summon 💩@megacapitalG
8. Create a mana system
9. Summon limits
10. Negation activation limits
11. You can’t attack on your first turn
12. Each player gets a set up turn
13. Mulligan rule
14. Konamis business actions suck but the game is perfectly fine
15. Double life points
16. Create skill cards
17. Get rid of missing Timing
18. No more nostalgia cards making
19. Don’t print generic cards
20. Banlist reserved list
21. Petition Konami for making broken cards.
22. The game needs a hard reboot
23. Nerf pendulums
24. Nerf links
25. Nerf synchro
26. Nerf fusions
27. Nerf rituals
28. Nerf xyz
29. Get rid of pendulum’s and links
30. Give every Archetype a Link monster
31. You get 1 normal and 1 tribute summon per turn
32. Links no longer can use tokens
33. Get rid of extra link mechanic
34. You can have 2 main decks and you get to choose which main deck you can draw from during the draw phase
35. Ritual monsters start in the Extra Deck
36. Eliminate power creep
37. Reprint cards with symbols for phrases and Effects /Abbreviating card text(easier to read and learn)
38. Monsters Cant Attack the turn they are summoned
39. You cant Attack after Summoning a certain amount of times
40. You can’t Sp. summon from the Extra Deck when going first
41. Decks are split up into Deck tiers/weight classes and face off with and tier 1 ,2,3 ect
42. Errata all the banned cards
43. All card effects are hard once per turns
44. Starting is 4 cards instead of 5
45. Double life points
46. Support and expand the card mechanics we already got
47. Introduce new mechanics that aren’t a new Summoning mechanic.
48. Make the game easier to learn
49. better forbidden and limited list
50. Merge the TCG and OCG
51. Deck masters
52. Go back to old school yugioh
53. Add a 3rd pendulum scale
54. Move the field spell zones to be beside the EMZONES
55. There’s only one field spell zone and its in between 2 EMZones
56. You start the duel with Spell counters and they allow you to use spells
57. Set rotations
58. Alternative formats
59. You can no longer play multiple copues of a card. You can only have 1 copy of each card in your Decks
60. Decrease the extra Deck to 10 or 12
61. The game needs to slow down somehow
@@ygocardscatalogger3198 Unfortunate to see no changes, hope to see more soon
@@ygocardscatalogger3198 Nothing much new here either.
@@ygocardscatalogger3198 dont read. Ratio
My boy basically read the rule book and said “Yeah…undo all of that.”
The red extra deck monster!!! Finally!
These are the only 2 good ideas for that
Create Link monsters with DEF points that are Red cards
Or
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.
(No arrows)
(Have levels n DEF)
We should call this cocaine format
Eh
2:54 Link for synchro also useful for things like 1 tuner + 2 non tuner material
7:28 He meant you can Link summon on the downward pointing arrow link in non EMZ (e.g. traptrix sera on the leftmost monster zone allow you to link summon another monnster in the leftmost pendulum scale zone )
Yea but using links for synchros as a level 0 is dumb. Why even make that a mechanic? Yea for "+2 non tuners" but it's not like there's really that difficult time. If the card was made that way, they expect it's possible to make it in a real game if yugioh
I funnily kind of understood how the level 1 synchro could be implemented following that logic as well 😂
(Besides Ursarctic)
Now I'm really curious how a tournament with these rules would go 🤔
Farfa needs to get Coder and some other yugitubers and play with these rules in a tournament
Yes. Mainly any YugiTuber that has cards irl. Bc there’s no simulator that could implement all of the list
He didn’t say that you draw at the end instead of the normal draw phase. POT OF GREED EACH TURN BABYYY
I think he means an extra draw not instead. Which is a little wierd considering this wouldnt push pendulums.
@@roercula8425 but he also wants 2 main decks, that you can choose which one to draw from
I hope any YugiTuber makes a Progression Series out of this!!!
Fr
It would be fun to see Farfa and viewers try to play some games using these rules!
I'd love to see a video of a duel with these rules actually being done on Duelingbook or something
Now we need a Junior Journey like series with these rules
Holdup being able to start the duel with some of your 15 ED cards being face up pend monsters sounds kinda cool
Also being able to summon monsters to s/t zones if a link monster points to them sounds based
the second half is basically the anime effect of the Seal of Orichalcos, lmao
@@halyoalex8942 Gem Knight OTK would die for this 🥵
There was a point with Pendulums that I think I understand correctly and might like. Something about being able to place 2 scales in any 2 spell/trap zones and how many spaces between are how many monsters you can Pendulum summon. I like this because it let's me use Pendulum effects more freely and allowing strategic hazards to be revealed through stuff like Mekk-Knights.
I regularly watch videos of flat earthers talking non-sense and this is still the most unhinged screed I've ever seen.
WE are all laughing at it but I really want to see a tournement that implements all of those ideas so we can see if they do fix YGO or not.
1. Just play the outs in your side deck
2. Just play better decks
3. Just get better at the game
4. Same old banlist fixes everything
5. Burst summon
6. Vortex summon
7. Hyper summon 💩@megacapitalG
8. Create a mana system
9. Summon limits
10. Negation activation limits
11. You can’t attack on your first turn
12. Each player gets a set up turn
13. Mulligan rule
14. Konamis business actions suck but the game is perfectly fine
15. Double life points
16. Create skill cards
17. Get rid of missing Timing
18. No more nostalgia cards making
19. Don’t print generic cards
20. Banlist reserved list
21. Petition Konami for making broken cards.
22. The game needs a hard reboot
23. Nerf pendulums
24. Nerf links
25. Nerf synchro
26. Nerf fusions
27. Nerf rituals
28. Nerf xyz
29. Get rid of pendulum’s and links
30. Give every Archetype a Link monster
31. You get 1 normal and 1 tribute summon per turn
32. Links no longer can use tokens
33. Get rid of extra link mechanic
34. You can have 2 main decks and you get to choose which main deck you can draw from during the draw phase
35. Ritual monsters start in the Extra Deck
36. Eliminate power creep
37. Reprint cards with symbols for phrases and Effects /Abbreviating card text(easier to read and learn)
38. Monsters Cant Attack the turn they are summoned
39. You cant Attack after Summoning a certain amount of times
40. You can’t Sp. summon from the Extra Deck when going first
41. Decks are split up into Deck tiers/weight classes and face off with and tier 1 ,2,3 ect
42. Errata all the banned cards
43. All card effects are hard once per turns
44. Starting is 4 cards instead of 5
45. Double life points
46. Support and expand the card mechanics we already got
47. Introduce new mechanics that aren’t a new Summoning mechanic.
48. Make the game easier to learn
49. better forbidden and limited list
50. Merge the TCG and OCG
51. Deck masters
52. Go back to old school yugioh
53. Add a 3rd pendulum scale
54. Move the field spell zones to be beside the EMZONES
55. There’s only one field spell zone and its in between 2 EMZones
56. You start the duel with Spell counters and they allow you to use spells
57. Set rotations
58. Alternative formats
59. You can no longer play multiple copues of a card. You can only have 1 copy of each card in your Decks
60. Decrease the extra Deck to 10 or 12
61. The game needs to slow down somehow
@@ygocardscatalogger3198 Not much to use here or see here, same old same old.
You could try with them, but the rules will need to be ironed out. Unfortunately half of their rules need to be reworded and the other half need to be chucked our the window.
@@ygocardscatalogger3198 I do not see change here either.
Now we need a tournament with these rules for shits and giggles
Ngl pendulum monsters with two different scales is mad sick, and normal summoning in defense ain't bad for a turn one in all formats just to get a trigger effect on a low attack monster without getting punished by a hand trap. As for the rest i can't even remember it. Something that i would personally like is to get a free tribute summon per turn in addition to the normal summon, that would massively help some decks that relies on tributes and are quite outdated. Edit: also i totally agree with the miss timing thing, some of the ruling makes the game stupidly complicated even for effing programers. A game is more fun when it's kept simple
This is the ramblings of a man broken by a world beyond his comprehension 😂
1. Just play the outs in your side deck
2. Just play better decks
3. Just get better at the game
4. Same old banlist fixes everything
5. Burst summon
6. Vortex summon
7. Hyper summon 💩@megacapitalG
8. Create a mana system
9. Summon limits
10. Negation activation limits
11. You can’t attack on your first turn
12. Each player gets a set up turn
13. Mulligan rule
14. Konamis business actions suck but the game is perfectly fine
15. Double life points
16. Create skill cards
17. Get rid of missing Timing
18. No more nostalgia cards making
19. Don’t print generic cards
20. Banlist reserved list
21. Petition Konami for making broken cards.
22. The game needs a hard reboot
23. Nerf pendulums
24. Nerf links
25. Nerf synchro
26. Nerf fusions
27. Nerf rituals
28. Nerf xyz
29. Get rid of pendulum’s and links
30. Give every Archetype a Link monster
31. You get 1 normal and 1 tribute summon per turn
32. Links no longer can use tokens
33. Get rid of extra link mechanic
34. You can have 2 main decks and you get to choose which main deck you can draw from during the draw phase
35. Ritual monsters start in the Extra Deck
36. Eliminate power creep
37. Reprint cards with symbols for phrases and Effects /Abbreviating card text(easier to read and learn)
38. Monsters Cant Attack the turn they are summoned
39. You cant Attack after Summoning a certain amount of times
40. You can’t Sp. summon from the Extra Deck when going first
41. Decks are split up into Deck tiers/weight classes and face off with and tier 1 ,2,3 ect
42. Errata all the banned cards
43. All card effects are hard once per turns
44. Starting is 4 cards instead of 5
45. Double life points
46. Support and expand the card mechanics we already got
47. Introduce new mechanics that aren’t a new Summoning mechanic.
48. Make the game easier to learn
49. better forbidden and limited list
50. Merge the TCG and OCG
51. Deck masters
52. Go back to old school yugioh
53. Add a 3rd pendulum scale
54. Move the field spell zones to be beside the EMZONES
55. There’s only one field spell zone and its in between 2 EMZones
56. You start the duel with Spell counters and they allow you to use spells
57. Set rotations
58. Alternative formats
59. You can no longer play multiple copues of a card. You can only have 1 copy of each card in your Decks
60. Decrease the extra Deck to 10 or 12
61. The game needs to slow down somehow
@@ygocardscatalogger3198 you read his comment and thought to yourself, "this guy wanted MORE of my delusions"
You know I don’t dislike the idea of defense link monsters. Basically a second type of link monsters, but instead of only being in attack, they can only be in defense. Would need some adjustments, but if we’re ever gonna get another summoning mechanic, I wouldn’t be mad if this is what we get
it screams true superheavysamurai support
That’s pretty pointless. Wby would I have a big body in defense? If it’s not heavy samari it’s useless
@@stonalisa3729 monsters are already 50% their effects more than their Atk point
Make a DEF based generic Link monster like vera or any generitor really and you have a good reason to play them, admittedly this does defeat the point of making them DEF based, link monsters inability to go to DEF has never really been relevant, so i sorta agree that this would be while perfectly functional, also turbo omega useless
For real,some of his ideas aren't completely bad.
rituals starting in the ED
extra normal summon
You can choose to start with pends face up on the ED but they consume ED Space (not sure how balanced for real it is but sounds interesting)
link Spell/traps(maybe)
and the thing about being able to summon monster to your Spell/Trap zones if you have a link pointing at it
1) we have too many of those with hand effects, and most ritual support cards assume they're in the deck as well. This ship has sailed unfortunately.
2) the normal summon is OP enough as it is. Just look at how much trouble people went through to play Brilliant Fusion when it was legal.
3) might be OP, depending on how balanced pendulums were on them requiring a search to be usable. Might be possible with a new type of Pendulum monster designed from the ground up to live in the ED.
4) a Spell/Trap with the effect to turn a zone into an EMZ is probably possible by existing mechanics already.
5) this might break the game more than it is broken already.
Didnt the anime have s/ts with link arrows?
Yeah, the anime had "link Spells"
I honestly thought Konami was gonna add them to the game, so it isn't a bad idea. I think it would be pretty cool
Nemurelia would LOVE the pends face up in the ED rule
@Marik Zilberman I do remember that the unlimited normal summon was restricted to normal monsters only (and by that logic Gemini monsters).
And I remember being able to normal summon an effect monster in attack position AND set a monster
Those who know, know this dude was a GIGACHAD who just gifted subs 5 different times and refused to elaborate or say anything he just kept gifting subs
The thing farfa don't understand with his link arrow ruling is basically
if your opponent monster is linked to your link arrow, you can use it as your own, which tbh i dig it, but it will make link more busted
wouldnt it make them worse? If you go first your opponent can now use all your link monsters which means they are a risk to use
@@HOGPO no it's not like that, you know how people used to cheat by tributing opponent monster using decode talker?
he want it to be an official ruling
@@jps_user20 F it truly become busted
No. I never said that. I said if a player has control of a monster in one of or both Emz or if your opponent has control of a monster on your field bc a link monster they control opened up a zone on your on field. In those 2 situations they can be used as Material for summons not used as your own. You can’t ATK with a monster that your opponent controls even if they control it on your field
@@ygocardscatalogger3198 That's pretty much what i meant by "use it as your own" when i explain it with Decode Talker effect
Trap pends are theoretically possible, i figure that you will have to set them and resolve them first, either as a normal or a counter trap (pends are countinous s/t by nature while activated on the field), then, after proper resolution, these could be mived/set as scales in the pend scale zones if possible, and if not, these would be sent to the EDZ after resolution, not to the graveyard.
pend artifacts
Tbf, tribute summon can be done on top of normal summon might be good for fixing tribute summons
Okay, but Gemini Pendulums that give generic support for Normal Monsters in the Pend-zone, but their monster effects when summoned again are archetype specific would actually be neat.
If the entire concept of Gemini monsters wasn't hell bent on being slow
Even if a Gemini players starts the duel with their field spell they still do nothing. Would be nice to have a Gemini summon in addition to the normal each turn though
We need morr Gemini Supports, this really doesnt help the already desolate "artchtype".
Honestly, some ideas aren't totally awful. Missing timing and face up defense norming would be cool and double norms would be interesting to play with (and make Gemini more viable).
I want someone to make a simulator with this format on it just because
This, i can't belive it that normal summon defense position is still not in the game,
I mean there's over thirty of these ridiculous ideas. At least one of them has to be good. It doesn't fix the game but it's cool.
Summoning in face up defense would be awesome
@@kylianos3907 unlimited normal monster normal summons. Unlimited tribute summons (you still need to tribute). Gemini first summon count as normal monster summon but it's second summon count as your once per turn normal summon.
@@kiren3168 Those are all very good points. That absolutely buffs gemini a ton. In my comment i was purely referring to the 2 normals summons.
Konami should make tuner links. Just to terrify the community
Yeah and Links should’ve been Red with DEFENSIVE counterparts ( aka DEF positions links yk ones that are stuck in ATK or DEF MODE bc yk that how links function
Anyways where are the Trap pends ? Like links and Pendulums were half A$$ed
Links need to take more advantage of monster types, attributes, card types, bc yk
Synchros and Xyz utilize levels
All the summoning paths/mechanics should have been implemented in such a way that they work together but also separate/independent of each other
Kinda like how spells, traps and monsters cards are apart FROM but apart OF the each other which is the game of YGO. And these 3 main types of cards should and do work in sync with each other bc idk loom at archetypes they have usually all 3 card types (S/T/M card)
Pendulums still haven’t taken advantage of the Half monster half spell card mechanic/feature
Pendulums could be used “I think very effectively for Fusion and Rituals strategies” bc idk it’s obvious ! Like do I gotta spell it out ?
Need to do a tournament with friends / other yugitubers with this "fix" and see what happens.
ruclips.net/video/8dLRxXtlpq8/видео.html
speed spells are only a thing in the yugioh 5DS anime, and Duel links.
In duel links, they play special events every couple of months, where you play in a 5DS style battle.
performing actions, such as summoning or playing S/T's will make a counter go up, and once you hit certain numbers you can activate your effects. outside of battle you can change which speed spells to use, based on the different characters motorbikes. for example, Jack Atlus' vehicle has a cool speed spell effect for when you hit 10 points, where you can just destroy 1 of your opponents monsters. this works on non targetable monsters, and things that are immune to destruction.
So the link monster as synchro material means you can summon synchros using a link monster and a tuner with the same level as the synchro. Which I know isn't the most insane thing here, but... kinda wild
❤️
I can smell a dueling book tournament on the distance based on these rules
The "you can Kaiju into EMZ" thing, Farfa already did that in the very start, and tbf i think a lot of people thought of clogging the EMZ with a Kaiju when MR4 started lmao
On point 18 they mean that either player can use any monsters in the EMZ as material for their summons.
Thanks
With the link monsters creating zones on your opponent's board to summon your monsters onto to the point you can apparently summon into their back row, dude is recreating Dungeon Dice Monsters, but with cards
The ones you didn't understand essentially said
You can summon monsters in any zone a Link Monster points to, even if it's on your opponent's side or in spell/trap zones.
Monsters in the EMZones can be used as summoning material by either player as well as opponents' monsters on your side of the field.
He keeps referring to the OG EMZones as "mid field" because he considers all the spell/trap zones and opponents zones with your monsters as EMZones as well so just ignore that,
(there is no 3rd EMZone)
I don't think none of it should be done, like 3 of those were basically Rush Duels but in Master Rule. it would be... an interesting format at least.
Thanks for understanding
End of the video
ruclips.net/video/8dLRxXtlpq8/видео.html
I feel like I'm qualified for a psych ward after this
That’s where I got these ideas so idk if you wanna go
@@ygocardscatalogger3198 For real? Now I definitely wanna go
@@nouvelle147 good luck pal
Get Rid of *Missing Timings*
Hell yea brotha... Infernoid best deck, LET'S GOOOOO
Now I want to see a tournament with these rules
These are some of the most smooth brain takes I have ever seen, looks like something straight outa Trif Gaming’s wet dream 😂
Only one thing to do: make a tourney on DB using this guy's rules to test the format. This is going to be a legendary moment for sure.
The Spell/Trap Extra Deck for going second cards would be a pretty based idea, turn 2 player gets to draw a random card from the Spell/Trap Extra Deck.
Now i need to see farfa making a tournament or play with that rules lmao
Please, someone create a format of this and just let it be a an absolute chaos zone because nobody understands those rules
As Devil's Advocate...I kinda like the rule about a higher Def counter attacks and destroys someone who attacks into that Def Monster.
2:37 finaly level 1 synchros
Yeup and it’s so easy to implement
now you gotta do a dueling book tournament with these rules 😆
You should play with these rules. Would be great content.
How cool would it be if farfa would make like a small tournament with some of these rules. I think that would be really funny.
WAIT.
11:05 BASED.
WHY THE FUCK DO PENDULUM MONSTERS HAVE 2 SCALES IF THEY ARE ALWAYS THE SAME ON BOTH SIDES.
Bruv really said 'i want to be able to ue my opponents monsters in the emz as my own and use his main monster and s/t zones as my own cuz i point to it. Also more pendulums please'
The radical change I want to make to the game is put the field spells next to the EMZ. Puts them in a column so I can imperm column negate field spells.
Ig moving the field spell zone to be in between the 2 EMZ would be cool but I would thinking that the the secondary extra deck would go above the field spell zone.
@@ygocardscatalogger3198 if you put it between the emz then you go back to GX rules of only 1 field spell. I said to put hem in the 2 outer columns so that each player still gets 1 each
@@kallax7172 either or works 😂
I think you misinterpreted points 16 and 18. What he meant is that the two Extra monster zones are free for both players. One player can summon two monsters into the two EMZones in a single turn, and then the next turn their opponent can tribute them for their summons.
1: No. If you can't use face downs, then why should you be able to use cards in your hand? If you can't use cards in your hand, what's the point in fusion summoning at all?
2: No.
3: No.
4: No.
5: Mmmmmmmaybe, not a hard no, but not a yes.
6: Drawing at the end of your turn, has potential. Remember how the person who goes first used to get to draw? Well, if you move the draw phase to the end of the turn, that would allow for the person who goes first to still draw without getting the advantage from it for building their turn one defenses. However, it would weaken player 2's turn 1 offense.
7: Why?
8: Maybe. I hate missing timing, but I get why it's there.
9: HARD NO.
10: ONLY if it negates their effect. Or put them in the expanded 20 extra deck, yes.
11: Okay Kaiba, calm down with your Blue-Eyes.
12: No. Don't fill your EMZ if you want to Link summon.
13: No.
14: HARD NO.
15: No.
16: HARD NO. If one player can control both EMZ's, that could lock most decks completely.
17: I don't even know what this means?
18: HARD NO. What they want is people to tribute their opponent's monsters if they're in the EMZ.
19: A little unhinged, but not the worst thing they've said so far.
20: Soft no.
21: I still don't understand why they added the Pendulum zones only to immediately remove them.
22: LMAO NO. They want to be able to link summon onto your opponent's side of the field if you have a link monster pointing there.
23: HARD NO.
24: HARD NO.
25: No.
26: No.
27: No.
28: ABSOLUTELY NOT. This is the single most damaging thing said so far. It would completely break everything.
29: HARD NO.
30: I have no idea what this means but no?
31: No, we don't need speed spell decks.
32: HARD NO. This would break the majority of decks.
thanks farfa, this is pure gold, in humorous way of course
You should hold a tournament with this set of rules.
The one thing the guy said that made sense was getting rid of missing timing on when cards. Other than that if he wants YuGiOh to be fixed, adding several convoluted rulings to the already most convoluted parts of YuGiOh is not how. The way you fix YuGiOh is... SAY IT WITH ME! "ALTERNATE FORMATS".
1. Just play the outs in your side deck
2. Just play better decks
3. Just get better at the game
4. Same old banlist fixes everything
5. Burst summon
6. Vortex summon
7. Hyper summon 💩@megacapitalG
8. Create a mana system
9. Summon limits
10. Negation activation limits
11. You can’t attack on your first turn
12. Each player gets a set up turn
13. Mulligan rule
14. Konamis business actions suck but the game is perfectly fine
15. Double life points
16. Create skill cards
17. Get rid of missing Timing
18. No more nostalgia cards making
19. Don’t print generic cards
20. Banlist reserved list
21. Petition Konami for making broken cards.
22. The game needs a hard reboot
23. Nerf pendulums
24. Nerf links
25. Nerf synchro
26. Nerf fusions
27. Nerf rituals
28. Nerf xyz
29. Get rid of pendulum’s and links
30. Give every Archetype a Link monster
31. You get 1 normal and 1 tribute summon per turn
32. Links no longer can use tokens
33. Get rid of extra link mechanic
34. You can have 2 main decks and you get to choose which main deck you can draw from during the draw phase
35. Ritual monsters start in the Extra Deck
36. Eliminate power creep
37. Reprint cards with symbols for phrases and Effects /Abbreviating card text(easier to read and learn)
38. Monsters Cant Attack the turn they are summoned
39. You cant Attack after Summoning a certain amount of times
40. You can’t Sp. summon from the Extra Deck when going first
41. Decks are split up into Deck tiers/weight classes and face off with and tier 1 ,2,3 ect
42. Errata all the banned cards
43. All card effects are hard once per turns
44. Starting is 4 cards instead of 5
45. Double life points
46. Support and expand the card mechanics we already got
47. Introduce new mechanics that aren’t a new Summoning mechanic.
48. Make the game easier to learn
49. better forbidden and limited list
50. Merge the TCG and OCG
51. Deck masters
52. Go back to old school yugioh
53. Add a 3rd pendulum scale
54. Move the field spell zones to be beside the EMZONES
55. There’s only one field spell zone and its in between 2 EMZones
56. You start the duel with Spell counters and they allow you to use spells
57. Set rotations
58. Alternative formats
59. You can no longer play multiple copues of a card. You can only have 1 copy of each card in your Decks
60. Decrease the extra Deck to 10 or 12
61. The game needs to slow down somehow
@@ygocardscatalogger3198 Alternate formats will probably not solve things, but may allow opportunities for a format that could maximize the community's enjoyment of the game. As for them still waiting on the explanation.
@@ygocardscatalogger3198 An explanation would be liked as said before.
Imagine Trif just makes a video agreeing to all these takes lol.
I play MTG and have no basis on YGO balance; this guy is 100% correct and based
Someone needs to create an image of what the hell the field looks like with all these suggestions
The Speed spell deck is above the field spell zone.
add the pendulum zones like they use to be
There is no third emz I never said that farfa is just a fkn bozo
Literally not that much change 😂
would be funny to see a duelingbook tournament under these rules
I demand a tournament where everyone plays with these rules
Farfa you should run a dueling book tournament with these rules
ruclips.net/video/8dLRxXtlpq8/видео.html
I was trying so hard not to laugh but I absolutely Lost it at "what are you doing to the game?"
"Union pendulum"
"Gemini pendulum"
Funny how the dude just outs himself as a pendulum player at the end. Rip any shred of creditability he might of hoped to have had.
Son, we need to talk about how you managed to say "hoped to have" and "might of" in the same comment. Your mother and I are worried about you.
Nah he based, pendulums are the only high iq combo deck, other combodecks are degenerate
Also pendulums should be more control like qlihorts
Wait the "Link monsters count as level 0 for synchro summons" makes so much sense actually. It lets you use a link monster + level 1 tuner to make a level 1 synchro (which he said we should have more of ) this man has the biggest brain I've ever seen
Thanks pal ❤️
@@ygocardscatalogger3198 wait a minute
@@StardustLegend for what 😂?
@@ygocardscatalogger3198 Eh not much a pal as much as sarcasm, either could work for you at this point
@@ygocardscatalogger3198 You could wait more than a minute for them, I mean they tend to not really do much but repost their suggested rules
this sounds like perfect content for another video where u actually play with these rules for a set
nah the ACTUAL best way to fix ygo is to
- add the condition/effect system from speed duel
- add the draw/discard rules from forbidden memories (discard as much as you want in the end phase, draw back up to 5 in your draw phase)
- add a clause that cards in the graveyard or banish zone cannot be activated from the graveyard or used to fulfill a condition until an end phase and standby phase of yours passes after it was put there (doesn't count as an end phase passing with it in the graveyard if you discarded it in the end phase)
- make it so that any searching (add to hand, summon, etc.) is replaced with searching the top 8 cards of your deck and shuffling
- remove handtraps, but not maxx c (the point in running it without handtraps shifts to "if my opponent overextends and pushes their luck too far with searching only to get bad draws, they won't have lethal and i'll have enough cards to pull off my own combo and turn things around", which makes the result of it cool either way, as either you get to pop off, or your opponent has all the pieces fall together and they pop off)
old-school inspired, but in a way that doesn't erase combos, instead just requiring you to push your luck for them, keeping the "game essence" of earlier adaptations of yugioh. definitely vibes-driven instead of data-driven, more based around "how do we generate emotions other than annoyance in a duel"
Alright now we get Farfa vs MBT on Dueling Book with these rules
wait so we should make a meme tournament with this format (minus the midfield monster zones)
someone needs to run a tournament with these rules