My theory about the direct attackers is that they were made basically to explain the rule that not every monster can attack directly. Not everyone reads the rule book and the combat system in yugioh is a pretty large section of the rules.
I always thought of a fun format idea that Konami could have is a format where it's just normal monsters and spells and traps. But also the spell and trap cards are all so just normal traps and a normal spell cards + equip cards would be really cool. The only effect monsters I would allow would probably be extra deck monsters. But you might as well make them non effect as well just to keep everything balanced.
Amazing content. I've put the main game to the side for a battle pack inspired singleton cube, and content like this is great to show the old behaviors as far as konami wanted the game to go. Worried about power levels, their previous decisions, its all very eye opening as somebody who is trying to create a game from their game while still using both the modern card pool and the legacy card pool. Some current day pack filler tells me they didnt forget this era of card designs, but really what can they do now with the speed of the game being crazy. Long story short you rule dude im glazing
The most noticable case IMO is Mystical Space Typhoon. Such an overblown name for what is originally Cyclone. Fun fact: that's also why the Destiny Hero equip is called Cyclone Blade. In the anime it was Heavy Storm Blade with Heavy Storm's effect (except it didn't destroy itself, and Heavy Storm was in English in the Japanese version instead of its Japanese name), but when they nerfed it for release to Cyclone's effect instead, they renamed it Cyclone Blade to reflect that. The localizers either never picked up on that, or they felt Mystical Space Typhoon Blade was just too long and ridiculous.
OCG seems to be really funny and nice scaling, shame we can't esperience since we started with the two decks of Yugi and Kaiba e legend of blue eye. Really like a lot this few minutes format videos. Keep going!
I've always wondered why Black Skull Dragon was given a higher rarity than Meteor Black Dragon in Master Duel even though it has lower Attack. It's even more odd now that I know Meteor Black Dragon (and also the R rarity Blue-Eyes Ultimate Dragon) was even limited to being a prize card for a bit, while Black Skull Dragon was widely available off the bat. Is Archfiend support (whatever that means in modern Yugioh) and a somewhat more supported fusion material really worth that much? It's still just an effectless 3.2K beater.
I think it’s nostalgia bait. Black skull was in the actual show, and is a fusion between signature Yugi and Joey monsters. Meteor Black dragon was in the season 0 movie, sure, but that was never officially localized or dubbed, and Meteor dragon, as far as I remember, wasn’t used by anyone significant in the original series.
I’m assuming this is the last set included in the “Kaiba the revenge” power of chaos game, since most of these cards are about as far as I can think of in there, minus a few like Gemini elf
Did you know if you shed a tear and it falls on the Magician of Faith, you can use her ability twice in one turn? Pretty sure that was in the rule book somewhere at this time.
Honestly, the more i think about it, the more i think...normal monsters were a mistake, let me explain: vanillas are completely interchangeble (especially in caveman yugioh), you only play the strongest lv 4 and the strongest one tribute monster (lv 7-8 become quickly useless because forcing them to require 2 tributes made 'em overbalanced)so you either print stronger vanillas in terms of mere atk/def points (not very imteresting) or you go for new effect monsters...sure, i wouldn't say the special summon fest the game is today was a good idea...maybe we should have had a "no more than 5 special summon in 1 turn" rule? So basically every vanilla, like blue eyes, should have had effects
Yeah... this game had so many clues that it was made by people who probably watched a few games of Magic: The Gathering and didn't quite understand how it worked. For examples: Lands became fields, but instead of being a resource, they were basically glorified continuous spells. Interrupts became traps that didn't activate in the hand; quick-play spells are basically a closer translation of interrupts. Toughness became defense, but required tapping the monster to use that stat (which in modern YGO is now kinda useless). Defense Position, in and of itself, feels like a misunderstanding of how blocking works in Magic. Level stars are a bad translation of mana cost, and you can see it in the early game, when the specific level number didn't really impact the gameplay; 1-4 was just basic, 5-6 was 1 sacrifice, 7+ was two, and that's all it meant. Even attributes are just flavor; it's like the developers didn't get the importance of mana affiliation in Magic (or energy type in Pokémon, which is probably what it was actually copying).
Always love your OCG vids, man!
Ayyy! Thanks for the support! I'll continue making them!
My theory about the direct attackers is that they were made basically to explain the rule that not every monster can attack directly. Not everyone reads the rule book and the combat system in yugioh is a pretty large section of the rules.
Possibly! That would be a good reason
I always thought of a fun format idea that Konami could have is a format where it's just normal monsters and spells and traps. But also the spell and trap cards are all so just normal traps and a normal spell cards + equip cards would be really cool.
The only effect monsters I would allow would probably be extra deck monsters. But you might as well make them non effect as well just to keep everything balanced.
Hey, now. Pale Beast was a threat back when we were swinging with Witty Phantoms and Terra the Terribles.
Real ones remember
Effect monsters were SUCH a mistake given what it's led to today
Gottem
Amazing content. I've put the main game to the side for a battle pack inspired singleton cube, and content like this is great to show the old behaviors as far as konami wanted the game to go. Worried about power levels, their previous decisions, its all very eye opening as somebody who is trying to create a game from their game while still using both the modern card pool and the legacy card pool. Some current day pack filler tells me they didnt forget this era of card designs, but really what can they do now with the speed of the game being crazy. Long story short you rule dude im glazing
Yeah it's a lot to consider! Glad you enjoyed the video!
I would love to see a set released of all of the lost cards that we never got in the TCG, preferably in the old card format as well.
The good old days when effects were at most a sentence or two
@@Pancakes4everyone42 easy to read...sometimes!
0:52
Bwahahaha Feral Imp's original name is Gremlin? 😂😂
@@mikehawk8984 pretty simple lol
Wait until you find out what they called Beaver Warrior.
@@Blue_EmeraldX yoooo fuckin WHAAAAT!?!? IT'S NAME IS ルィーズ (Louise) 🤣🤣
The most noticable case IMO is Mystical Space Typhoon. Such an overblown name for what is originally Cyclone.
Fun fact: that's also why the Destiny Hero equip is called Cyclone Blade. In the anime it was Heavy Storm Blade with Heavy Storm's effect (except it didn't destroy itself, and Heavy Storm was in English in the Japanese version instead of its Japanese name), but when they nerfed it for release to Cyclone's effect instead, they renamed it Cyclone Blade to reflect that. The localizers either never picked up on that, or they felt Mystical Space Typhoon Blade was just too long and ridiculous.
Yo pass me suma' that Bio plant 😵💫👍
Bio, bruh
OCG seems to be really funny and nice scaling, shame we can't esperience since we started with the two decks of Yugi and Kaiba e legend of blue eye. Really like a lot this few minutes format videos. Keep going!
@@leoqualcosa9941 it's interesting to look back at. Glad you enjoyed!
Really appreciate the effort that goes into these videos! Keep em coming!
@@deepakdeodathbasdeo1672 Thanks! I try to do my best to get the best quality videos out there!
I've always wondered why Black Skull Dragon was given a higher rarity than Meteor Black Dragon in Master Duel even though it has lower Attack. It's even more odd now that I know Meteor Black Dragon (and also the R rarity Blue-Eyes Ultimate Dragon) was even limited to being a prize card for a bit, while Black Skull Dragon was widely available off the bat.
Is Archfiend support (whatever that means in modern Yugioh) and a somewhat more supported fusion material really worth that much? It's still just an effectless 3.2K beater.
It did get a retrain in Archfiend Black Skull Dragon
I think it’s nostalgia bait. Black skull was in the actual show, and is a fusion between signature Yugi and Joey monsters. Meteor Black dragon was in the season 0 movie, sure, but that was never officially localized or dubbed, and Meteor dragon, as far as I remember, wasn’t used by anyone significant in the original series.
I’m assuming this is the last set included in the “Kaiba the revenge” power of chaos game, since most of these cards are about as far as I can think of in there, minus a few like Gemini elf
@@kingofgrim4761 Potentially, but idk for sure
Did you know if you shed a tear and it falls on the Magician of Faith, you can use her ability twice in one turn? Pretty sure that was in the rule book somewhere at this time.
@@TheFatestPat somewhere in there
I thought i was old but this brings it back a little too far for me. loved it
90's, baby!
Change of heart being at 3 almost sounds like nightmare scenario. I guess now it wouldn’t be practical, but in the 2000s, that’s absurd.
@@trueblueryu5713 It's pretty crazy
Wow, my childhood's fav high-level monster effect's was actually azz originally
RIP
Honestly, the more i think about it, the more i think...normal monsters were a mistake, let me explain: vanillas are completely interchangeble (especially in caveman yugioh), you only play the strongest lv 4 and the strongest one tribute monster (lv 7-8 become quickly useless because forcing them to require 2 tributes made 'em overbalanced)so you either print stronger vanillas in terms of mere atk/def points (not very imteresting) or you go for new effect monsters...sure, i wouldn't say the special summon fest the game is today was a good idea...maybe we should have had a "no more than 5 special summon in 1 turn" rule? So basically every vanilla, like blue eyes, should have had effects
Yeah... this game had so many clues that it was made by people who probably watched a few games of Magic: The Gathering and didn't quite understand how it worked. For examples:
Lands became fields, but instead of being a resource, they were basically glorified continuous spells. Interrupts became traps that didn't activate in the hand; quick-play spells are basically a closer translation of interrupts. Toughness became defense, but required tapping the monster to use that stat (which in modern YGO is now kinda useless). Defense Position, in and of itself, feels like a misunderstanding of how blocking works in Magic. Level stars are a bad translation of mana cost, and you can see it in the early game, when the specific level number didn't really impact the gameplay; 1-4 was just basic, 5-6 was 1 sacrifice, 7+ was two, and that's all it meant. Even attributes are just flavor; it's like the developers didn't get the importance of mana affiliation in Magic (or energy type in Pokémon, which is probably what it was actually copying).
That's a fair argument, but more does mean more player expression & deck themes
Speed limit? 5-0, time to go!
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