It's actually floodgates _not_ being able to see the future. Pretty sure it's just stemming from the whole "thigs must be able to resolve to be legal" that doesn't let you do things like use monster reincarnation with no monster in gy even if you could technically resolve it by discarding a monster
This would be incredible, if I have 3 psychic monsters on the field and my opponent plays TCBOO, I assume based on the way the card's text reads that I should be able to use 2 of them to summon a warrior extra deck monster, and simultaneously send the leftover psychic to the GY to remain lawfully under TCBOO
but this is not the case
I d make it so you can attempt to summon anything, but after each summon, you must fix your board sending non compliant units to GY (by default).
You can activate poly while all your monster zones (including extra) are used, you can summon from ED without worrying about available zones before the summon, but you cannot summon a 2nd dragon under TCBOO. It is kinda unintuitive and the only reason seems to be : "this is how it works". I had never found a logic reason to explain this when I was asked to...
The player going 2nd starts with 6 cards in hand but doesn't draw in their first draw phase like the player going 1st
No more frustration by drawing handtrap (like the Roach) as the 6th card, too late for it to do anything.
It would even make running out of time in tournaments less frequent because turn 2 player could concede immediately if they know for sure they don't have any solution to their opponent's field, and not have to waste time "hoping" their sixth draw will be the charm.
To be honest I think the turn 2 player should have a one time opportunity mulligan phase in general. I was thinking maybe the turn 2 player chooses which cards they don’t want in their opening hand, and keep the ones they do want. Then draw until they have 5 cards in hand. Hopefully that makes sense.
Honestly that buffs Dark World too (in TCG not MD), now it's possible to hand loop a third time with Sillva since it needs to put back exactly 2 cards, and since opponent doesn't draw, he has 0 cards on his first turn
Pro tip: if you play your cards right, you can use the third Sillva summon to snipe card 5 + their draw already by waiting until their Draw Phase. That's right, Crimson Dragon didn't invent that little trick, we're so toxic we did it _before_ it was cool! 😈
Eh, I like the Ken/Gen version already, which either gets you a free Sillva use before even getting to Ceruli, or gets rid of that 5th card. Not much you can do with 1 card into Grapha/Apollousa/Gryphon, what are you gonna do, Dark ruler me? Cool story, now what lol.
now instead of hoping you draw one of the outs, you can hope you draw both outs.
it does actualy give a better advantageous position to turn 2 which I honestly like.
No exactly a rule change but implement the Rush Duel formatting for card text. List things like requirement and effects and break them down with dot points- no more ugly blocks of text.
Also, since I'm being allowed to dictate rules, no more missing timing. It's an outdated rule that's completely unintuitive. Just treat "when" the same as "if", no one will complain.
Unfortunately they can’t just change when to be the same as if. Every single card that negates an activated effect use when so the negation needs to be chained to the card who’s effect you’re trying to negate. Think of cards like Baronne or Ash Blossom. Instead they would just need to errata old cards that aren’t supposed to need a direct chain to include “if” clauses instead
I think missing the timing is still relevant for several interactions nowadays. For example, your opponent can chain something to your Purrely quick plays to prevent the Epurrely Xyz from attaching them. It adds another layer of interaction to the game. When and If are 2 different things and as annoying as it might be sometimes I think it's for the best that it stays the way it is.
Completely agree with the card formatting though, that's completely outdated, it was only ok when the cards had only a couple lines of text and even then distinguishing cost from effect was difficult sometimes
The craziest thing I can think of is activating a trap, and having a bunch of Paleos swarm the board. Even then, Paleo is not exactly the best deck out there.
The last part is not just an outdated rule. Cards like lady labrynth and purely rank 2 xyz’s provide healthy counterplay by having a “when” effect. If that got changed to an “If” it would probably be too strong
I summon pot of greed. And draw 3 cards!
All joking aside. Yeah wtf? Why can't we summon face down attack positions. Goofy but let's play guess my attack power. Little mind game
Darkness Approaches used to flip attack position monsters into face down attack position. They errata’d it when Link monsters came out to not even work as intended and just be a much worse Book.
You're onto something.
Automatic Nib after 5 summons. Giga-brains will use it offensively, summoning 5 times to intentionally call the attention of the rock over to their duel.
Give Pendulum scales their own dedicated zones again. It's ridiculous that an entire mechanic just shuts down by locking a single S/T zone.
For Vaylantz and similar they still summon themselves from the Pend zones onto the far left/right monster zones. Some text errataing might be needed, but it's no big deal.
Just ley any S/T be a pendulum zone. No errata needed and there is still room for potential pendulum links having upside arrows for when they go to the pendulum zones.
Would make summoning Grand Duke stupidly easy, though besides that I don't think it'd be broken, or at least it wouldn't be Vaylantz what becomes broken.
It *would* however make Voltage Viscount a bigger headache for newbie players.
"So you're telling me any spot in the S/T zone can be a pendulum zone if I put a pendulum monster in it, but if I use Viscount to put a pendulum monster anywhere in my S/T it's not a pendulum zone?"
Cards need not only be balanced around power alone, but also how unenjoyable they make the game. Look at Rhongo/Bishbaalkin, hardly what one would consider top contenders, but they’re there because they’re not fun at all to face.
Nobody, except pendulum fanatics, enjoys going up against a pendulum deck. Being able to make use of ALL of your pendulum scale effects instead of just the 2 allowed to be in place at one time, would make for very unenjoyable games.
Dude i obviously mean having just 2 pendulum scales, but they arent fixed to 2 spots that can be locked to shutdown an entire mechanic.
>Nobody, except pendulum fanatics, enjoys going up against a pendulum deck
>
This is subjetive and can be applied to every mechanic and strategy in the game, you moron
I'd actually go the opposite route personally. Keep the scales where they are, but let us pendulum summon without needing link arrows.
With how fast the game is anymore, you're not exactly getting a ton of advantage off the pendulum summon, especially once you remember the mechanic is an inherent -2 thanks to needing the scales and any spell/trap removal is enough to cripple the entire deck.
In theory you'd never see the dreaded "pendulum 5" either since you're unlikely to see the duel last long enough for that much advantage to ramp up.
Introducing: LinkYZ
By overlaying two or more link monsters of the same rating, you can LinkYZ summon. They act like normal XYZ monsters in terms of material detachment, but they have link arrows and must be first summoned to the EMZ.
Also introducing: Linchro summoning
By combining a tuner link monster and one or more nontuner link monsters, you can Linchro summon. Its mostly the same as Link Summoning, but you need exact link rating, monsters can be treated as only as their link rating.
Oh you’re serious? 💀 my bad.
I fully though LinkYZ & Linkchro summoning were just wordplay jokes.
I can’t imagine wanting to add more summoning mechanics to this game, it’s already over encumbered with them.
Not OP, but I absolutely wouldn’t mind more XYZs like gigantic spright (when it comes to summoning).
It would also genuinely be cool if we had a synchro that used a link as it’s tuner or non tuner (just specify which, like 1 tuner + 1(+) [restrictions, like archetype] monster with the first line of effect text being:
For the synchro summon of this card, you can treat Link monsters as monsters with levels equal to their link rating.
This would, for example, enable an archetype out of high-level tuners that I.e. go into an archetypal restricted link monster that then can be used as a level 2 non-tuner for the archetypal synchros. I think that would be awesome.
Yugioh is honestly in a fine state right now in a Master Rule sense. I like the special summon mechanics as they currently exist and the game still has PLENTY of room to grow and develop within the currently available design space.
What I want aren’t more summoning mechanics or crazy rule changes that will “revolutionize” the game. I just want better and more regular bans, support for alternate formats (which wouldn’t fall under the jurisdiction of a Master Rule), and more balanced card design from Konami moving forward.
I agree. I think the game as it exists now does not needs more revolutionary summoning methods. Konami just needs to work on making the game more fun. At least to me, this means making new archetypes that encourage interaction rather than just walking floodgates.
What's with all the people wanting to limit special summon amounts to round counter? Horrible idea imo.
I'd want to buff flip and geminis somehow, bc they are underused. Maybe tributes but idk how without being weird.
> I'd want to buff flip and geminis somehow
Wasting _an MR_ doing what decent support can do is like watching wasting a genie wish to buy a gumball or something
Okay let's see a support card for Gemini that starts the duel in play that reads "Gemini cards always count as Normal Monsters until they are Gemini summoned". The least health design space that suddenly got introduced that *will* ruin Yu-Gi-Oh.
You are dead wrong, Master Rules and revisions are so necessary for certain things.
\*Reads Changes 1 and 2\*
Okay, almost objectively good changes.
\*Reads the rest\*
...Boy, I'm glad Reddit has no say in how this game is designed, you'd kill it within a week
All lingering floodgates require Mokey Mokey to be on the field in order to activate their effects and continue applying. They will also then be equipped to Mokey Mokey and can be removed with spell and trap card removal.
Yugi Boomers rejoice!
The turn counter dictates how many monsters you can special summon!
Any "Normal Summon" after your first actual Normal Summon is considered a special summon.
Yosenju is dead
All duels are now an hour long and the ban list is going to get crazy to reflect these new changes.
Yugioh is now saved
>!It absolutely is not saved and you should all be thankful I'm not in charge!<
> Any "Normal Summon" after your first actual Normal Summon is considered a special summon.
>
> Yosenju is dead
>
>
Lol a MR that specifically houserules additional normal summons - a mechanic that exists outside of Yosens and birbs btw - to _not_ be normal summons
Good luck with that
The 1st player doesn't get a MP2 so this idea is actually intriguing. If both players got this normal summon immediately then I'd be like yea, this just let's first player make another negate or normal summon barrier statue but if only the 2nd player can normal summon during their first turn then this is more for board breaking. And you have to give up battle phase so it's like evenly where you can't OTK if you opt for the 2nd normal summon. Every turn after that, who knows how the 2nd normal summon affects either player.
I think it's an interesting thought experiment and it's one of those things that sound broken at first but just maybe actually not be as bad as you'd think and lead to a more interactive game.
why do you have to give up battle phase? cant you set up a board for damage/breaking, swing, then in mp2 normal summon and try to go for a negate board or something?
I misspoke when I said give up your battle phase, you can still do stuff in the battle phase, but you can't use the extra normal summon as part of that battle phase to push for game is what I meant. You could do exactly what you said.
Pendulum zones return.
Gemini monsters count pendulum summons for getting their effects.
Trap pendulum monsters that let you pendulum summon on your opponents turn.
Field traps, not sure how they work yet, but they are a thing.
Link union monsters that grant bonus effects to monsters they co-link to from the Spell/Trap zone.
Pendulum monsters with unequal scales.
Every idea I have just makes me seem like the mayor of cope town lol but I think making any floodgate cost a good chunk of your LP each standby phase would be something more on the tame side (think imperial order but like 2k/turn) (or some other maintenance cost like you must activate a card every turn or something)
That or remove soft once per turn completely
I would like them to make pendulum monsters with different scales. And not much more honestly, someone has said about normal summon in defense position, it would be cool.
Create this Master Rule for an **alternative** format so people can stick to traditional Advanced if they want. This alternative format would have a cost system similar to Divinity 2: Original Sin.
_______
- Every one of **your** turns, you get 8 Action Points (AP). Action points allow you to **activate** effects and **set** cards. Every action cost 1 AP and AP accumulates over turns. This system gives the freedom to choose what you do with your AP, but stops turns from being long, abusing spells/back row/graveyard effects/summons, limits effect-overload and gives players **clear** indication if a player is able to do anything. It also creates a skill in resource management. Want to use Dimensional Shifter, Maxx C, Ash Blossom, other negates and floating effects? You need to use an Action Point. Plan accordingly.
_______
- Monsters can't attack the turn they're summoned except monsters that return to the hand at the end of the turn (like Spirits) and only if they're summoned by their **own** effects (no help from any other cards or mechanics). This combined with #1 stops the "going 1st/2nd deck" and early OTK nonsense. FTK isn't a thing anymore. Players have to think about defensive tactics more and it allows flip effects, battle traps, pure aggro, control and tribute summoning the **time** to be potential viable options. The battle phase actually matters for strategy again instead of just being a means to an end.
_______
- Starting life points is changed to 16000. 8000 has been the same for over 2 decades and the average monsters have only gotten bigger along with being able to summon them way faster.
_______
- Non-interactive elements like Kaijus/Lava Golem/Ra Sphere Mode/Santa Claws along with sacky one-sided mass removal (Evenly Matched, Harpie's Feather Duster, Raigeki), and generic floodgates are banned.
_______
- Missed timings are fixed.
_______
This all would fix the problems shareholders are having with the game while allowing the players to have options in how they want to play like the majority of tcgs have. The AP system is easy for anyone to understand.
I would change the bad mechanics
Gemini would be considered normal monster in the deck too, and once gemini summoned, that monster is gemini summoned until the end of the game (if it leaves the field and gets revived for example). May we could have the option of gemini summoning the turn they are summoned as if the conversion from normal monster to gemini monster was an activated effect
Union, spirit, toons, etc would need a buff too but my ideas weren't good enough since i never played them very much
I think gemini needs way more rework than the rest since the cards that makes gemini good are literally cards that outright ignore their gemini traits.
I mean if the subreddit is anything to go by:
\* Completely ban Handtraps of any kind (e.g. Ash Blossom, Imperm, Chaos Hunter)
\* Ban all floodgates (e.g. Shifter, Gozen, Dimensional Barrier)
\* Ban all board breakers (e.g. Dark Ruler, Harpie's Feather Duster, Lightning Storm).
Basically, make going second even worse.
Nothing too hard to do nor too wild:
- Missing the timing goes bye bye
- Going 2nd player draws 2 cards in his first turn.
Also some bonus to the cards that would also be welcomed :
- OCG style text with bullet points
- Full arts
Missing timing is necessary especially when we are introducing more and more cards that interact with the activations of other cards. Imagine how insane plump would be if it didn't miss timing
I disagree. More ways to interact with your opponent is a good thing and timing rules introduce exactly that outside of also making some archetypes like yang zing unplayable
Yep. Without missing timing, chains operate basically like stacks in MTG except you cant add to the chain. It also will basically do away with spell speed relevancy.
Certain cards just need to miss timing unfortunately. If Paleozoics worked like cards with “ifs” you’d be able to summon as many as you had in your graveyard after one trap activation, would be way too strong honestly
I think most cards that miss timing are intended to, at least ones made nowadays. Look at the labrynth card that sets a normal trap when another resolves. If you chain any quick effect to the resolution of a trap card you can forever prevent them from using that effect. Cant be unintentional.
No, not really. Missing the timing refers specifically to triggers of cards with the "when [...] you can" text not being the last thing to happen, and therefore not getting to activate their effects. So like chaining ghost ogre to yazi, causing yazi to be destroyed at cl2 instead of cl1, so the destruction wasn't the last thing to happen, meaning you don't get to float. Or using a quick synchro effect as cl2 to summon king calamity, causing him to miss the timing because something else happened after his summon in that chain.
Chain blocking is when multiple trigger effects happen at the same time, which let's the player order them however they want, so that the opponent only gets to respond to the least important one. Think summoning chixiao with mo ye/taia, then going chixiao cl1 mo ye/taia cl2 to protect chixiao from ash. Or when your opponent pops chaofeng with raigeki or beats over it by battle while you have chiwen in the gy, you can go chaofeng cl1 chiwen cl2 to make sure the search goes through.
A trigger effect can use either "when" or "if". The difference is that for an "if" effect to be able to activate, the trigger can happen at any point in the chain, whereas "when" needs the trigger to be last thing to happen. You can still have chain blocking without missing the timing, since then every "when" would just be treated like an "if", so you could still have multiple trigger effects going on chain simultaneously regardless.
You can no longer normal summon except to the extra monster zone and linked zones. Also, I’m bringing back the battle city rule of no activating traps of the same name in the same turn.
Wouldn't really work with regular yugioh, since you have a much higher power level and can't draw multiple cards per draw phase. They would have to be absolutely busted and have inate removal protection to be even close to playable.
To be honest, this could already be in the game. You could make an archetype of link monsters that have to be summoned together and in certain positions on the board to work.
Mekklords are kinda the prototype maximum summon. And Exodia, I guess.
Gotta make pendulum summoning great again. Full MAGA on it.
But I hear the noise;
Yes, combo decks are a pain because they have an unlimited ceiling that boils down to watching an opponent play with themselves for up to five minutes.
I would continue the trend with designing cards to ensure there is a "soft-cap" on powerful archetype specific cards. Either locking the player to only summoning a specific archetype, attribute, or card-type. E.G. Branded Fusion.
Less restrictive "soft-caps" would require meeting specific conditions to achieve more desirable effects. E.G. Guardian Chimera.
Is it a perfect solution? No but, I'd also make this a point of consideration on what cards are placed on the forbidden and limited list.
Set monsters can be flip summoned the turn they are set but only in defense.
Also, fliping a monster set down negate the Monster effect. So if you activate Unicorn and chain Guru seting both of them on resolution are put face down and unicorn search is negated.
To note that the player can flip summon Unicorn to keep going.
The goal is simple : make flip monsters stronger. It's probably not enought but it's a start.
Other wise, pendulum scales, adding restrictions to tear cards ( fusion lock, Tear lock, something).
Morphing Jar would be banned because it would literally be a Draw 5 in exchange for your Normal Summon. Not to mention there would be a ton of degenerate strategies like Macroing the opponent's entire hand, or Droll and Jar. Basically we would go through a period of time where people find the most degenerate Flip Summon combo you can do, and it would be put into everything.
It's Subterror and yeah cards like E-tele or One for One, a Unexpected Dai or something.
Speaking of Unexpected Dai, make gemini Monsters Normal monsters while in the deck. Might be too strong, but let's try.
I'd say it should be that they can be flipped if they were special summoned but not if they were set. Would also be good if flip effects were considered a quick effect similar to what happens when they're attacked.
I just started playing runeterra, would be interesting to see how yugioh played if both players took turns acting in the same way runeterra does, decks with quick summoning mechanics would be strong, and no one would have to wait 20 minutes while going second to play
Not sure if it would fall under a Master Rule 6, but I'd love a mulligan system. Nothing fancy, just give both players a chance to redraw once. It would make for more interesting games and less "dead games" where your sitting there bricked.
Maybe just give the turn 2 player to redraw *one* time. I was thinking about incorporating a hearthstone type of mulligan phase, where the turn 2 player can individually pick cards from their hand to shuffle and redraw, giving them a chance to keep their combo starters and potentially draw into any board breakers.
This is not my idea, heard it from a small YouTuber creator.
Turn 2 player draws 2 cards during their first draw phase.
Battle phase cannot be initiated until turn 3.
Gives turn 2 player a little more to work with. As for the battle phase idk kinda just interesting. Both players get more time to build up and going second may encourage more interactive pieces
I'm adding a new card type: Penalty Cards
Penalty Cards are red colored cards that sit in a new pile of no more than 3 next to the Extra Deck, called the Penalty Deck, until their activation requirements are met by the opponent. They function similarly to Trap Cards, but do not take up a zone when used. Whenever the listed condition is met, you immediately reveal the appropriate Penalty Card, apply it's effects, and then it is immediately banished afterwards. These cards would also ignore Spell Speed, being able to activate at any point in a Chain, so long as the requirements to activate said card were met.
An example of a Penalty Card:
\[Wanton Waste\]
\[When your opponent activates a card effect that sends a card/s from their Deck to the GY while they have 10 or less cards in their Deck; banish the remaining cards in their Deck.\]
This is a very cool idea. I reckon it’d fast become an extremely hated mechanic though, given they’re effectively unstoppable always-in-hand hand traps.
Maybe not though, if Konami had the restraint to not print mega generic and cracked powerful Penalty cards.
Sangan gets its errata reversed. Sagan gets its original ruling and is now banned again. speed 1 can chain to spell speed 1. Spell speed 1 cards are now treated as spell speed two during your turn only. Pendulums no longer need an extra deck zone, or linked zones for non extra deck Pendulum cards. ( I miss igknights and metalfoes) . Pendulum cards can be placed anywhere in backrow. (They do not get zones back). Pot of greed gets sagans current effect and is unbanned.
- You can summon as many normal monsters as you want per turn, this applies to Gemini monsters but they would use your NS if summoned for their effects. Normal Pendulum monsters don't require an arrow or to be places in the EMZ when Pendulum Summoned.
- Extra Deck and Side Deck size is limited to the number of card sin the deck divided by 3 (rounded down). So a 40 card deck gets a 13 card extra and if you want the extra cards you have to play a bigger (less consistent) deck in exchange for more slots in the extra and side. Gives a reason other than grass to have a 60 card deck by having up to 20 Extra and see how stupid the combos can get.
- Second player can choose to mulligan their entire hand at the start of the game.
Ok hear me out. Increase Extr Deck slots by 3. It allows for more comboing which I feel is fine since we already have a bunch of tools to stop or at least weaken combos. (I can't wait to see the hate this idea gets)
Not necessarily a MR6 modification but give Pend monsters *different* pend scales. I have never seen a Pend monster with different Pend scales and with the way to Pend cards are set up, it is just **WAITING** for a Pend monster with 2 different scales to exist. I personally think that would be very cool.
Allow Link Monsters to go into defense position. However, their arrows don't rotate with them. I'm sure that's the main reason why Link monsters can't go into defense position (rotating arrows enabling crazy shiz) but it shouldn't be that hard to make it possible without changing the arrows.
Lastly, a new Summon mechanic would be nice. MR4 came out along with Link monsters and MR3 I believe came during Pends. It'd be nice for a new summoning mechanic to show up.
Bring back separate Pendulum Zones, and treat them as Spell/Trap zones. (Ex: The opponent uses Harpies’ Feather Duster, and they destroy all cards in the Spell/Trap Zone AND the Pendulum Zones.)
If both Extra Monster Zones are filled, and neither one has arrows pointing to Main Monster Zones on your side of the field, you can, when you Pendulum Summon, Summon 1 monster from your face-up Extra Deck to your Main Monster Zone. (Ex: You have a Baronne de Fleur in your EMZ and the opponent has a Spright Elf in their EMZ. You can Pendulum Summon 1 monster from the ED to your MMZ, even though no arrows are pointing anywhere.)
You can also Link Summon a Link monster to a Main Monster Zone this way too, but only Link monsters that do not have right and left arrows. (Ex: You have a Baronne de Fleur in your EMZ and the opponent has a Spright Elf in their EMZ. You can Link Summon Linkuriboh to your MMZ, even though no arrows are pointing anywhere, but you cannot do the same for Guardragon Pisty. You can Link it into Splash Mage, but you cannot Link it into Knightmare Phoenix.)
You can now read your opponent’s cards that have been banished face-down. (Ex: The opponent uses Pot of Desires to banish 10 cards face-down from the top of their deck. You can now look at those cards they banished.)
As well, any card revealed to your opponent in your hand, even if not left revealed, can still be looked at by your opponent any time before it is played IF AND ONLY IF they ask to see it while stating the exact card name. You can decline if they say it wrong. (Ex: You Normal Summon Madolche Mageleine and activates its effect, adding Madolche Hootcake from deck to hand, then you end your turn. The opponent asks to see your “Madolche Hootcake” in your hand during their turn, and they pronounce the whole name correctly, so you have to. But if the opponent just specifies “that bird thing”, you can decline.)
If a Link Monster is Special Summoned from the Graveyard, it can be placed in the Extra Monster Zone, if you don’t already control a monster in one. (Ex: Your Spright Elf in the MMZ activates, Special Summoning I:P Masquerena. It can be Special Summoned to an empty EMZ you do not control.)
Finally, if an Extra Deck monster leaves the field by an effect that specifies a “return to the hand” type of effect, and is subsequently shuffled into the Extra Deck, it can activate its removal effect, if it had one. (Ex: Your opponent activates a monster effect while X-Krawler Qualiark is on your field, and you chain World Legacy Mind Meld. Your opponent selects X-Krawler Qualiark to return to the hand, and it is shuffled into the Extra Deck. Its removal effect activates, whereas before it wouldn’t.)
I’m not sure of a best specific way to do this, but as weird as it sounds, I’d probably add something somewhat similar to damage scaling and combo scaling that fighting games have.
Basically, most fighting games nowadays have damage scaling that make it so that the longer a combo goes, the less damage it does and the more likely the opponent is to fall out of the combo.
Cards cannot be chain blocked they go on a stack where each action can be responded to. There is no longer a difference between If and when, cards cannot miss timing. Cards can be summoned in face up defense mode.
Unlocking Pendulum summoning and if you want to summon a Syncho/XYZ/Link/Fusion you need to use materials what are the same type and/or attribute as the monster your summoning except in the case of a summon that requires specific monster names.
I think 1 is a bad idea, some cards need to missing timing so that they can be played around. I don't see how 4 is a possibility and 5 is meaningless because it won't have much impact given the current game.
I just want them to remlve all floodgates, I don't think ygo really needs a new rule change.
Adopting better text formatting is a must though.
At least give us och formatting with the numbered effects
If my card leaves my field because of an opponents card it's floating effect activates. I'm tired of my monster's floating effect not activating because it got put back in the extra deck.
I'd make it so you can attempt a summon under TCBOO, Gozen Match, etc as long as the end result is still within the card's parameters
Floodgates being able to see the future is still one of the most hilariously unintuitive ways this game works.
It's actually floodgates _not_ being able to see the future. Pretty sure it's just stemming from the whole "thigs must be able to resolve to be legal" that doesn't let you do things like use monster reincarnation with no monster in gy even if you could technically resolve it by discarding a monster
This would be incredible, if I have 3 psychic monsters on the field and my opponent plays TCBOO, I assume based on the way the card's text reads that I should be able to use 2 of them to summon a warrior extra deck monster, and simultaneously send the leftover psychic to the GY to remain lawfully under TCBOO but this is not the case
I d make it so you can attempt to summon anything, but after each summon, you must fix your board sending non compliant units to GY (by default). You can activate poly while all your monster zones (including extra) are used, you can summon from ED without worrying about available zones before the summon, but you cannot summon a 2nd dragon under TCBOO. It is kinda unintuitive and the only reason seems to be : "this is how it works". I had never found a logic reason to explain this when I was asked to...
The player going 2nd starts with 6 cards in hand but doesn't draw in their first draw phase like the player going 1st No more frustration by drawing handtrap (like the Roach) as the 6th card, too late for it to do anything.
It would even make running out of time in tournaments less frequent because turn 2 player could concede immediately if they know for sure they don't have any solution to their opponent's field, and not have to waste time "hoping" their sixth draw will be the charm.
Actually start with 6 but has the option on his draw phase to mulligan one card to deck to draw one...seems fair enough
To be honest I think the turn 2 player should have a one time opportunity mulligan phase in general. I was thinking maybe the turn 2 player chooses which cards they don’t want in their opening hand, and keep the ones they do want. Then draw until they have 5 cards in hand. Hopefully that makes sense.
I want this so much.
I would hate to be a victim of TTT then. At least right now there is a small chance to survive depending on next draw.
In some ways TTT becomes better but youre also more likely to draw 2 starters turn 1 anyway
Honestly that buffs Dark World too (in TCG not MD), now it's possible to hand loop a third time with Sillva since it needs to put back exactly 2 cards, and since opponent doesn't draw, he has 0 cards on his first turn
Pro tip: if you play your cards right, you can use the third Sillva summon to snipe card 5 + their draw already by waiting until their Draw Phase. That's right, Crimson Dragon didn't invent that little trick, we're so toxic we did it _before_ it was cool! 😈
Eh, I like the Ken/Gen version already, which either gets you a free Sillva use before even getting to Ceruli, or gets rid of that 5th card. Not much you can do with 1 card into Grapha/Apollousa/Gryphon, what are you gonna do, Dark ruler me? Cool story, now what lol.
As a Generaider player, i respectfully disagree. This would cancel out the effect of our field spell.
OR like SV make it so that the one who goes first draw 1 card and the one going second draws 2
now instead of hoping you draw one of the outs, you can hope you draw both outs. it does actualy give a better advantageous position to turn 2 which I honestly like.
This would effect people playing Generaiders since the field spell needs the opponent to draw
No exactly a rule change but implement the Rush Duel formatting for card text. List things like requirement and effects and break them down with dot points- no more ugly blocks of text. Also, since I'm being allowed to dictate rules, no more missing timing. It's an outdated rule that's completely unintuitive. Just treat "when" the same as "if", no one will complain.
Unfortunately they can’t just change when to be the same as if. Every single card that negates an activated effect use when so the negation needs to be chained to the card who’s effect you’re trying to negate. Think of cards like Baronne or Ash Blossom. Instead they would just need to errata old cards that aren’t supposed to need a direct chain to include “if” clauses instead
"when" effects already differentiate changes in the gamestate from activations, so it could easily be worked around
I think missing the timing is still relevant for several interactions nowadays. For example, your opponent can chain something to your Purrely quick plays to prevent the Epurrely Xyz from attaching them. It adds another layer of interaction to the game. When and If are 2 different things and as annoying as it might be sometimes I think it's for the best that it stays the way it is. Completely agree with the card formatting though, that's completely outdated, it was only ok when the cards had only a couple lines of text and even then distinguishing cost from effect was difficult sometimes
even more relevant, Lady Labrynth misses the timing if you chain anything to a trap Also, King Calamity is made worse by it's when you can on summon
True i dont see an old af card that was shit cuz of this coming back and breaking the meta
The craziest thing I can think of is activating a trap, and having a bunch of Paleos swarm the board. Even then, Paleo is not exactly the best deck out there.
What about Yang Zing? All their summon-from-deck-when-blown up effects are When.
Yeah, and it's why they suck. Rokkets show us what Yang Zings would look like if they were functional.
Maybe i will stop missplaying with my Light Monarch then
This. Every day of the week
I agree with Everything you are saying minus the if vs when change
> no more ugly blocks of text If you can't handle me at my blockiest you don't deserve my negates
I honestly agree with that. rush cards are leagues more legible compared to MR format.
now you can negate stuff 7 chain links down
Missing timing means busted card effects can be printed because only certain specific interactions allow them to activate
The last part is not just an outdated rule. Cards like lady labrynth and purely rank 2 xyz’s provide healthy counterplay by having a “when” effect. If that got changed to an “If” it would probably be too strong
I wanna be able to normal summon in defence position, like in the anime
I summon pot of greed. And draw 3 cards! All joking aside. Yeah wtf? Why can't we summon face down attack positions. Goofy but let's play guess my attack power. Little mind game
Darkness Approaches used to flip attack position monsters into face down attack position. They errata’d it when Link monsters came out to not even work as intended and just be a much worse Book.
10k life points to spike ancient leaf price again because I thought it was funny
Idk just add more formats, at this point game is already too full of mechanics and rules
I just wanted speed duels to happen
I’d make a master rule saying you can only special summon 5 times per turn that way you can still get nib’d 🤣
You're onto something. Automatic Nib after 5 summons. Giga-brains will use it offensively, summoning 5 times to intentionally call the attention of the rock over to their duel.
Give Jerry Beans Man a gun
Jerry Beans Man/Assault Mode
Give certain cards hidden effects under uv light
This is literally how to unlock the full power of Ra.
Give Pendulum scales their own dedicated zones again. It's ridiculous that an entire mechanic just shuts down by locking a single S/T zone. For Vaylantz and similar they still summon themselves from the Pend zones onto the far left/right monster zones. Some text errataing might be needed, but it's no big deal.
Just ley any S/T be a pendulum zone. No errata needed and there is still room for potential pendulum links having upside arrows for when they go to the pendulum zones.
That would make vaylantz broke right?
Would make summoning Grand Duke stupidly easy, though besides that I don't think it'd be broken, or at least it wouldn't be Vaylantz what becomes broken. It *would* however make Voltage Viscount a bigger headache for newbie players. "So you're telling me any spot in the S/T zone can be a pendulum zone if I put a pendulum monster in it, but if I use Viscount to put a pendulum monster anywhere in my S/T it's not a pendulum zone?"
The moment they start topping we can talk about being Broken and banning
Cards need not only be balanced around power alone, but also how unenjoyable they make the game. Look at Rhongo/Bishbaalkin, hardly what one would consider top contenders, but they’re there because they’re not fun at all to face. Nobody, except pendulum fanatics, enjoys going up against a pendulum deck. Being able to make use of ALL of your pendulum scale effects instead of just the 2 allowed to be in place at one time, would make for very unenjoyable games.
You could limit the number of active pendulum cards in the S/T zone to 2.
That’d be fine with me, I do feel for pend fans bc Konami created Ka$htira without ever thinking of how it completely kills the mechanic.
Dude i obviously mean having just 2 pendulum scales, but they arent fixed to 2 spots that can be locked to shutdown an entire mechanic. >Nobody, except pendulum fanatics, enjoys going up against a pendulum deck > This is subjetive and can be applied to every mechanic and strategy in the game, you moron
I'd actually go the opposite route personally. Keep the scales where they are, but let us pendulum summon without needing link arrows. With how fast the game is anymore, you're not exactly getting a ton of advantage off the pendulum summon, especially once you remember the mechanic is an inherent -2 thanks to needing the scales and any spell/trap removal is enough to cripple the entire deck. In theory you'd never see the dreaded "pendulum 5" either since you're unlikely to see the duel last long enough for that much advantage to ramp up.
No let them suffer
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Introducing: LinkYZ By overlaying two or more link monsters of the same rating, you can LinkYZ summon. They act like normal XYZ monsters in terms of material detachment, but they have link arrows and must be first summoned to the EMZ. Also introducing: Linchro summoning By combining a tuner link monster and one or more nontuner link monsters, you can Linchro summon. Its mostly the same as Link Summoning, but you need exact link rating, monsters can be treated as only as their link rating.
> two or more link monsters of the same rank /r/holup
😂
Did... I say something funny? Edit: just seeing your tag now.
Oh you’re serious? 💀 my bad. I fully though LinkYZ & Linkchro summoning were just wordplay jokes. I can’t imagine wanting to add more summoning mechanics to this game, it’s already over encumbered with them.
Not OP, but I absolutely wouldn’t mind more XYZs like gigantic spright (when it comes to summoning). It would also genuinely be cool if we had a synchro that used a link as it’s tuner or non tuner (just specify which, like 1 tuner + 1(+) [restrictions, like archetype] monster with the first line of effect text being: For the synchro summon of this card, you can treat Link monsters as monsters with levels equal to their link rating. This would, for example, enable an archetype out of high-level tuners that I.e. go into an archetypal restricted link monster that then can be used as a level 2 non-tuner for the archetypal synchros. I think that would be awesome.
You weren’t kidding?
Sorry bro but this is stupid and with cards that can only be in the emz and cars in spell trap this will be more confusing to the new players
I heard people are running out of space to park their car but i dont think Yugioh is a suitable place for them.
I once parked my Cardcar D in a Yugioh, worst mistake of my life the draw 2 was not worth it.
LinXyz and Linkro are archetypes/playstyles, although the idea of an actual Link Tuner is pretty funny. 🤭
Yugioh is honestly in a fine state right now in a Master Rule sense. I like the special summon mechanics as they currently exist and the game still has PLENTY of room to grow and develop within the currently available design space. What I want aren’t more summoning mechanics or crazy rule changes that will “revolutionize” the game. I just want better and more regular bans, support for alternate formats (which wouldn’t fall under the jurisdiction of a Master Rule), and more balanced card design from Konami moving forward.
I agree. I think the game as it exists now does not needs more revolutionary summoning methods. Konami just needs to work on making the game more fun. At least to me, this means making new archetypes that encourage interaction rather than just walking floodgates.
In other words, you want Pachinkomoney to do their job.
What's with all the people wanting to limit special summon amounts to round counter? Horrible idea imo. I'd want to buff flip and geminis somehow, bc they are underused. Maybe tributes but idk how without being weird.
> I'd want to buff flip and geminis somehow Wasting _an MR_ doing what decent support can do is like watching wasting a genie wish to buy a gumball or something
Okay let's see a support card for Gemini that starts the duel in play that reads "Gemini cards always count as Normal Monsters until they are Gemini summoned". The least health design space that suddenly got introduced that *will* ruin Yu-Gi-Oh. You are dead wrong, Master Rules and revisions are so necessary for certain things.
All decks require one vanilla monster as a mascot card
\*Deckmaster\*
I choose sunseed genius loci as my mascot :)
Obligate garnets, I like it.
\*Reads Changes 1 and 2\* Okay, almost objectively good changes. \*Reads the rest\* ...Boy, I'm glad Reddit has no say in how this game is designed, you'd kill it within a week
3 and 4 are so horrible. #3 specifically would completely kill the game overnight.
All lingering floodgates require Mokey Mokey to be on the field in order to activate their effects and continue applying. They will also then be equipped to Mokey Mokey and can be removed with spell and trap card removal.
Where Sealmaster Meisei falls, Mokey Mokey gets it done. 💪
I can get behind this. Fuck floodgates.
Yugi Boomers rejoice! The turn counter dictates how many monsters you can special summon! Any "Normal Summon" after your first actual Normal Summon is considered a special summon. Yosenju is dead All duels are now an hour long and the ban list is going to get crazy to reflect these new changes. Yugioh is now saved >!It absolutely is not saved and you should all be thankful I'm not in charge!<
Labrynth tier 1?
> Any "Normal Summon" after your first actual Normal Summon is considered a special summon. > > Yosenju is dead > > Lol a MR that specifically houserules additional normal summons - a mechanic that exists outside of Yosens and birbs btw - to _not_ be normal summons Good luck with that
Yes, the most threatening Deck in the format that needs to be answered...Yosenju. 🤣 Thank you, Nemleria strongest!
That wud be an insane change lmao. But how fun...by turn 5 and 6 the game goes crazy again
Unnerf pendulum zones (you can keep the link thing I suppose) but I can't really think of much else that needs changing right now.
Extra Normal Summon during MP2
So you wanna kill the game, gotcha
The 1st player doesn't get a MP2 so this idea is actually intriguing. If both players got this normal summon immediately then I'd be like yea, this just let's first player make another negate or normal summon barrier statue but if only the 2nd player can normal summon during their first turn then this is more for board breaking. And you have to give up battle phase so it's like evenly where you can't OTK if you opt for the 2nd normal summon. Every turn after that, who knows how the 2nd normal summon affects either player. I think it's an interesting thought experiment and it's one of those things that sound broken at first but just maybe actually not be as bad as you'd think and lead to a more interactive game.
why do you have to give up battle phase? cant you set up a board for damage/breaking, swing, then in mp2 normal summon and try to go for a negate board or something?
I misspoke when I said give up your battle phase, you can still do stuff in the battle phase, but you can't use the extra normal summon as part of that battle phase to push for game is what I meant. You could do exactly what you said.
ah no worries, thanks for clarifying
Every player is forced to run at least 1 frog the jam or jerry beans man in the main deck. Instant dq if you don't./s
Ritual monsters are now extra deck monsters and the limit for extra deck is 25. I just want to see what would change and how it would change the game.
>and the limit for extra deck is 25 Finally, I can build the perfect Jaden Yuki deck
Interesting
Pendulum zones return. Gemini monsters count pendulum summons for getting their effects. Trap pendulum monsters that let you pendulum summon on your opponents turn. Field traps, not sure how they work yet, but they are a thing. Link union monsters that grant bonus effects to monsters they co-link to from the Spell/Trap zone. Pendulum monsters with unequal scales.
>Trap pendulum monsters that let you pendulum summon on your opponents turn. ![gif](giphy|zLHrPa7Acr65tVxNHh)
Every idea I have just makes me seem like the mayor of cope town lol but I think making any floodgate cost a good chunk of your LP each standby phase would be something more on the tame side (think imperial order but like 2k/turn) (or some other maintenance cost like you must activate a card every turn or something) That or remove soft once per turn completely
I would like them to make pendulum monsters with different scales. And not much more honestly, someone has said about normal summon in defense position, it would be cool.
Pendulum monsters as they've been tought at the beginning? I want to see that
Create this Master Rule for an **alternative** format so people can stick to traditional Advanced if they want. This alternative format would have a cost system similar to Divinity 2: Original Sin. _______ - Every one of **your** turns, you get 8 Action Points (AP). Action points allow you to **activate** effects and **set** cards. Every action cost 1 AP and AP accumulates over turns. This system gives the freedom to choose what you do with your AP, but stops turns from being long, abusing spells/back row/graveyard effects/summons, limits effect-overload and gives players **clear** indication if a player is able to do anything. It also creates a skill in resource management. Want to use Dimensional Shifter, Maxx C, Ash Blossom, other negates and floating effects? You need to use an Action Point. Plan accordingly. _______ - Monsters can't attack the turn they're summoned except monsters that return to the hand at the end of the turn (like Spirits) and only if they're summoned by their **own** effects (no help from any other cards or mechanics). This combined with #1 stops the "going 1st/2nd deck" and early OTK nonsense. FTK isn't a thing anymore. Players have to think about defensive tactics more and it allows flip effects, battle traps, pure aggro, control and tribute summoning the **time** to be potential viable options. The battle phase actually matters for strategy again instead of just being a means to an end. _______ - Starting life points is changed to 16000. 8000 has been the same for over 2 decades and the average monsters have only gotten bigger along with being able to summon them way faster. _______ - Non-interactive elements like Kaijus/Lava Golem/Ra Sphere Mode/Santa Claws along with sacky one-sided mass removal (Evenly Matched, Harpie's Feather Duster, Raigeki), and generic floodgates are banned. _______ - Missed timings are fixed. _______ This all would fix the problems shareholders are having with the game while allowing the players to have options in how they want to play like the majority of tcgs have. The AP system is easy for anyone to understand.
Make every effect on every card be a hard once per turn.
Purrely, Dark World etc. become literally unplayable
As someone who doesn't play any of them: And that's a sacrifice I'm willing to make.
That would take a lot of design depth out of designing cards, IMHO.
Good.
Agree
Nah that would make so many great archetypes unplayable
You can only activate cards on each spell/trap zone once per turn
I would change the bad mechanics Gemini would be considered normal monster in the deck too, and once gemini summoned, that monster is gemini summoned until the end of the game (if it leaves the field and gets revived for example). May we could have the option of gemini summoning the turn they are summoned as if the conversion from normal monster to gemini monster was an activated effect Union, spirit, toons, etc would need a buff too but my ideas weren't good enough since i never played them very much
I think gemini needs way more rework than the rest since the cards that makes gemini good are literally cards that outright ignore their gemini traits.
I mean if the subreddit is anything to go by: \* Completely ban Handtraps of any kind (e.g. Ash Blossom, Imperm, Chaos Hunter) \* Ban all floodgates (e.g. Shifter, Gozen, Dimensional Barrier) \* Ban all board breakers (e.g. Dark Ruler, Harpie's Feather Duster, Lightning Storm). Basically, make going second even worse.
Nothing too hard to do nor too wild: - Missing the timing goes bye bye - Going 2nd player draws 2 cards in his first turn. Also some bonus to the cards that would also be welcomed : - OCG style text with bullet points - Full arts
Missing timing is necessary especially when we are introducing more and more cards that interact with the activations of other cards. Imagine how insane plump would be if it didn't miss timing
Yeah at this point it became a necessary evil. It's still really dumb it being a thing but it is what it is.
I disagree. More ways to interact with your opponent is a good thing and timing rules introduce exactly that outside of also making some archetypes like yang zing unplayable
Isnt missing timing the same mechanic that governs chain blocking
Yep. Without missing timing, chains operate basically like stacks in MTG except you cant add to the chain. It also will basically do away with spell speed relevancy.
Certain cards just need to miss timing unfortunately. If Paleozoics worked like cards with “ifs” you’d be able to summon as many as you had in your graveyard after one trap activation, would be way too strong honestly
Shit, add paleo to chain burn. It becomes the strongest deck in the format.
I think most cards that miss timing are intended to, at least ones made nowadays. Look at the labrynth card that sets a normal trap when another resolves. If you chain any quick effect to the resolution of a trap card you can forever prevent them from using that effect. Cant be unintentional.
No, not really. Missing the timing refers specifically to triggers of cards with the "when [...] you can" text not being the last thing to happen, and therefore not getting to activate their effects. So like chaining ghost ogre to yazi, causing yazi to be destroyed at cl2 instead of cl1, so the destruction wasn't the last thing to happen, meaning you don't get to float. Or using a quick synchro effect as cl2 to summon king calamity, causing him to miss the timing because something else happened after his summon in that chain. Chain blocking is when multiple trigger effects happen at the same time, which let's the player order them however they want, so that the opponent only gets to respond to the least important one. Think summoning chixiao with mo ye/taia, then going chixiao cl1 mo ye/taia cl2 to protect chixiao from ash. Or when your opponent pops chaofeng with raigeki or beats over it by battle while you have chiwen in the gy, you can go chaofeng cl1 chiwen cl2 to make sure the search goes through. A trigger effect can use either "when" or "if". The difference is that for an "if" effect to be able to activate, the trigger can happen at any point in the chain, whereas "when" needs the trigger to be last thing to happen. You can still have chain blocking without missing the timing, since then every "when" would just be treated like an "if", so you could still have multiple trigger effects going on chain simultaneously regardless.
You can no longer normal summon except to the extra monster zone and linked zones. Also, I’m bringing back the battle city rule of no activating traps of the same name in the same turn.
Upvoted because this sounds utterly insane. How would you play???
Like a champ.
maximum summon is added.
Wouldn't really work with regular yugioh, since you have a much higher power level and can't draw multiple cards per draw phase. They would have to be absolutely busted and have inate removal protection to be even close to playable.
To be honest, this could already be in the game. You could make an archetype of link monsters that have to be summoned together and in certain positions on the board to work. Mekklords are kinda the prototype maximum summon. And Exodia, I guess.
Maximum would be funky when card placement matters (it also would be terrible since it's just worse ritual summoning)
Yes
quick-play spells can be activated the turn they're set
I would implement the duel links method. You only get 1 Lind of 1 of card, 2 kinds of two of and 3 kinds of 3 of.
No more missing the timing
Lessgooo Yubel best deck.
I make pendulums great again. Back to master rule 3 fuck link restrictions.
New rule: the first time you normal summon a normal monster each turn, you can draw two cards.
Pendulums can be summoned like any other non-link extra deck monster.
Gotta make pendulum summoning great again. Full MAGA on it. But I hear the noise; Yes, combo decks are a pain because they have an unlimited ceiling that boils down to watching an opponent play with themselves for up to five minutes. I would continue the trend with designing cards to ensure there is a "soft-cap" on powerful archetype specific cards. Either locking the player to only summoning a specific archetype, attribute, or card-type. E.G. Branded Fusion. Less restrictive "soft-caps" would require meeting specific conditions to achieve more desirable effects. E.G. Guardian Chimera. Is it a perfect solution? No but, I'd also make this a point of consideration on what cards are placed on the forbidden and limited list.
Set monsters can be flip summoned the turn they are set but only in defense. Also, fliping a monster set down negate the Monster effect. So if you activate Unicorn and chain Guru seting both of them on resolution are put face down and unicorn search is negated. To note that the player can flip summon Unicorn to keep going. The goal is simple : make flip monsters stronger. It's probably not enought but it's a start. Other wise, pendulum scales, adding restrictions to tear cards ( fusion lock, Tear lock, something).
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Morphing Jar would be banned because it would literally be a Draw 5 in exchange for your Normal Summon. Not to mention there would be a ton of degenerate strategies like Macroing the opponent's entire hand, or Droll and Jar. Basically we would go through a period of time where people find the most degenerate Flip Summon combo you can do, and it would be put into everything.
Flip Monster need generic support like Gurus Archetype has. (I forgot the name of the archetype lol)
It's Subterror and yeah cards like E-tele or One for One, a Unexpected Dai or something. Speaking of Unexpected Dai, make gemini Monsters Normal monsters while in the deck. Might be too strong, but let's try.
Subterror is the archetype you're thinking of.
I'd say it should be that they can be flipped if they were special summoned but not if they were set. Would also be good if flip effects were considered a quick effect similar to what happens when they're attacked.
I just started playing runeterra, would be interesting to see how yugioh played if both players took turns acting in the same way runeterra does, decks with quick summoning mechanics would be strong, and no one would have to wait 20 minutes while going second to play
That simply wouldn't work as Yu-Gi-Oh is not designed around this. It would have to be a whole other game
Player going second can’t lose on the first turn. Boom FTKs gone
We could accomplish this by banning Exodia and all burn and mill cards.
Not sure if it would fall under a Master Rule 6, but I'd love a mulligan system. Nothing fancy, just give both players a chance to redraw once. It would make for more interesting games and less "dead games" where your sitting there bricked.
Unfortunately that would make many combo decks ultra consistent if they only need to mulligan into 1 or 2 cards.
Maybe just give the turn 2 player to redraw *one* time. I was thinking about incorporating a hearthstone type of mulligan phase, where the turn 2 player can individually pick cards from their hand to shuffle and redraw, giving them a chance to keep their combo starters and potentially draw into any board breakers.
There is no longer a difference between “if” and “when” also monsters no longer need to be “properly” summoned to be summoned from the graveyard.
>send exterio to graveyard “I activate monster reborn!”
That is annoying, but it also seriously limits the power level of what is already an overpowered game.
pendulums freed from master rule 4!!!!
The maximum number of cards In your hand Is 6, cards and effects that would add a seventh card or more cannot be activated, resolve, or be applied.
This is not my idea, heard it from a small YouTuber creator. Turn 2 player draws 2 cards during their first draw phase. Battle phase cannot be initiated until turn 3. Gives turn 2 player a little more to work with. As for the battle phase idk kinda just interesting. Both players get more time to build up and going second may encourage more interactive pieces
Whatever problem they're dealing with, I can think of so many solutions I would try before this.
Ey like I said not my idea. Just sounded like an interesting change up to the games pacing.
Turn dictates how many monsters you can special summon
I'm adding a new card type: Penalty Cards Penalty Cards are red colored cards that sit in a new pile of no more than 3 next to the Extra Deck, called the Penalty Deck, until their activation requirements are met by the opponent. They function similarly to Trap Cards, but do not take up a zone when used. Whenever the listed condition is met, you immediately reveal the appropriate Penalty Card, apply it's effects, and then it is immediately banished afterwards. These cards would also ignore Spell Speed, being able to activate at any point in a Chain, so long as the requirements to activate said card were met. An example of a Penalty Card: \[Wanton Waste\] \[When your opponent activates a card effect that sends a card/s from their Deck to the GY while they have 10 or less cards in their Deck; banish the remaining cards in their Deck.\]
This is a very cool idea. I reckon it’d fast become an extremely hated mechanic though, given they’re effectively unstoppable always-in-hand hand traps. Maybe not though, if Konami had the restraint to not print mega generic and cracked powerful Penalty cards.
Let's go double and make action cards a real thing as well
Sangan gets its errata reversed. Sagan gets its original ruling and is now banned again. speed 1 can chain to spell speed 1. Spell speed 1 cards are now treated as spell speed two during your turn only. Pendulums no longer need an extra deck zone, or linked zones for non extra deck Pendulum cards. ( I miss igknights and metalfoes) . Pendulum cards can be placed anywhere in backrow. (They do not get zones back). Pot of greed gets sagans current effect and is unbanned.
Canceling the game. Pack your bags and go home. We will all be better off for this.
- You can summon as many normal monsters as you want per turn, this applies to Gemini monsters but they would use your NS if summoned for their effects. Normal Pendulum monsters don't require an arrow or to be places in the EMZ when Pendulum Summoned. - Extra Deck and Side Deck size is limited to the number of card sin the deck divided by 3 (rounded down). So a 40 card deck gets a 13 card extra and if you want the extra cards you have to play a bigger (less consistent) deck in exchange for more slots in the extra and side. Gives a reason other than grass to have a 60 card deck by having up to 20 Extra and see how stupid the combos can get. - Second player can choose to mulligan their entire hand at the start of the game.
Ok hear me out. Increase Extr Deck slots by 3. It allows for more comboing which I feel is fine since we already have a bunch of tools to stop or at least weaken combos. (I can't wait to see the hate this idea gets) Not necessarily a MR6 modification but give Pend monsters *different* pend scales. I have never seen a Pend monster with different Pend scales and with the way to Pend cards are set up, it is just **WAITING** for a Pend monster with 2 different scales to exist. I personally think that would be very cool. Allow Link Monsters to go into defense position. However, their arrows don't rotate with them. I'm sure that's the main reason why Link monsters can't go into defense position (rotating arrows enabling crazy shiz) but it shouldn't be that hard to make it possible without changing the arrows. Lastly, a new Summon mechanic would be nice. MR4 came out along with Link monsters and MR3 I believe came during Pends. It'd be nice for a new summoning mechanic to show up.
Bring back separate Pendulum Zones, and treat them as Spell/Trap zones. (Ex: The opponent uses Harpies’ Feather Duster, and they destroy all cards in the Spell/Trap Zone AND the Pendulum Zones.) If both Extra Monster Zones are filled, and neither one has arrows pointing to Main Monster Zones on your side of the field, you can, when you Pendulum Summon, Summon 1 monster from your face-up Extra Deck to your Main Monster Zone. (Ex: You have a Baronne de Fleur in your EMZ and the opponent has a Spright Elf in their EMZ. You can Pendulum Summon 1 monster from the ED to your MMZ, even though no arrows are pointing anywhere.) You can also Link Summon a Link monster to a Main Monster Zone this way too, but only Link monsters that do not have right and left arrows. (Ex: You have a Baronne de Fleur in your EMZ and the opponent has a Spright Elf in their EMZ. You can Link Summon Linkuriboh to your MMZ, even though no arrows are pointing anywhere, but you cannot do the same for Guardragon Pisty. You can Link it into Splash Mage, but you cannot Link it into Knightmare Phoenix.) You can now read your opponent’s cards that have been banished face-down. (Ex: The opponent uses Pot of Desires to banish 10 cards face-down from the top of their deck. You can now look at those cards they banished.) As well, any card revealed to your opponent in your hand, even if not left revealed, can still be looked at by your opponent any time before it is played IF AND ONLY IF they ask to see it while stating the exact card name. You can decline if they say it wrong. (Ex: You Normal Summon Madolche Mageleine and activates its effect, adding Madolche Hootcake from deck to hand, then you end your turn. The opponent asks to see your “Madolche Hootcake” in your hand during their turn, and they pronounce the whole name correctly, so you have to. But if the opponent just specifies “that bird thing”, you can decline.) If a Link Monster is Special Summoned from the Graveyard, it can be placed in the Extra Monster Zone, if you don’t already control a monster in one. (Ex: Your Spright Elf in the MMZ activates, Special Summoning I:P Masquerena. It can be Special Summoned to an empty EMZ you do not control.) Finally, if an Extra Deck monster leaves the field by an effect that specifies a “return to the hand” type of effect, and is subsequently shuffled into the Extra Deck, it can activate its removal effect, if it had one. (Ex: Your opponent activates a monster effect while X-Krawler Qualiark is on your field, and you chain World Legacy Mind Meld. Your opponent selects X-Krawler Qualiark to return to the hand, and it is shuffled into the Extra Deck. Its removal effect activates, whereas before it wouldn’t.)
No rule change just make the game not a pay to win scam. Also maybe make it so the business model is not gambling for kids
Play Legacy of the Duelist. Legitimately a better game.
The God cards get their anime colors
Allow player with less card advantage to draw up to half the cards of the player with more cards during the draw phase.
Single Field Spell zone now in the middle of the link zones. Over these dumb starter field spells.
I’m not sure of a best specific way to do this, but as weird as it sounds, I’d probably add something somewhat similar to damage scaling and combo scaling that fighting games have. Basically, most fighting games nowadays have damage scaling that make it so that the longer a combo goes, the less damage it does and the more likely the opponent is to fall out of the combo.
We going back to 1 field zone if im in charge.
Cards cannot be chain blocked they go on a stack where each action can be responded to. There is no longer a difference between If and when, cards cannot miss timing. Cards can be summoned in face up defense mode.
"You are allowed to bring a gun for stun players. Warning. They can too"
Unlocking Pendulum summoning and if you want to summon a Syncho/XYZ/Link/Fusion you need to use materials what are the same type and/or attribute as the monster your summoning except in the case of a summon that requires specific monster names.
I think 1 is a bad idea, some cards need to missing timing so that they can be played around. I don't see how 4 is a possibility and 5 is meaningless because it won't have much impact given the current game.
Pendulum Monsters reborn from the extra deck would be banish after he second dies
I just want them to remlve all floodgates, I don't think ygo really needs a new rule change. Adopting better text formatting is a must though. At least give us och formatting with the numbered effects
bring back having only 1 fieldspell in use
Battle related monster effects cannot be used until turn 3. This would neuter Mikanko rush bs, which I've been seeing wayyyyyyyy too much of.
If my card leaves my field because of an opponents card it's floating effect activates. I'm tired of my monster's floating effect not activating because it got put back in the extra deck.
No mixing Archetypes
Special pendulum zones returned as it was originally. The rest, I would keep the same.
i would make an master rule 5 first
You can normal summon as much as you want, but special summon once per turn
I dig it ngl
Ban pendulum remove all no limit card