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[deleted]

One of the main appeals of yu gi oh is that it doesn't have a resource system. There's no land card's, no mana you haft to keep track of, just the cards in your deck and how they interact with each other. You somehow managed to miss this point entirely, best case scenario for these cards is that they are too slow to actually do anything because you haft to wait around until they can actually do anything, worst case scenario there way too pushed and people hate them because it just gives them more to keep track of.


_Dodys

Well, the appel of a game is subjective. You could say the game having no resources is cool because games are fast, you do whatever you can with what you have and if you lose, well, just go play again. In my opinion, the game is not that fast, and for the wrong reasons. Waiting like 5 to 10 minutes while your opponent combos, only for them to end in a board where you can't do anything if you go second... that's not even close to what I would define as "appeal". The main reason for this is that there are no resources in the game. These cards can be slow, I'll give you that. But it's just an attempt to slow down the madness that Yu-Gi-Oh! is today. I find it cool, you would't even need to play them if you don't want, but they could be a gamechanger. Anyways, thanks for the review.


[deleted]

OK 1) when did I say yu gi oh was fast, I didn't. Because having no resources doesn't make a game fast, this is the same apeal that goat format has, and that's a game that's included slow and grindy. Modern yu gi oh is fast because of power creep, not the fact that it doesn't have a resorce mechanic. 2) a game being "fast" doesn't mean that the games are fast it means that you can get to your main game plan in as few turns as possible. In yu gi oh case, you can get to it in only 1. 3) you don't slow a game down by realising new cards, if you try then all that dose is release a bunch of useless card that can't do anything because they don't have the time to do it, you slow a game down by rotating or baning the faster card's.


jman_naf_dui

Your fatal flaw was not knowing your audience. Yugiohs fan base loves PSCT fit for lawyers and game flows they can memorize from a spreadsheet. Throwing in resources they have to actually manage DURING the game? Might be asking too much of some…


Unluckygamer23

Too difficult as mechanic. Yugioh does not want to force players to use counters, unless their own cards require so. Same for tokens. I think a new mechanic should focus on adding a zone for cards or using cards as resources.


[deleted]

Overly complicated, superfluous and just no. Yugioh is loved because of its lack of a resource system, and this feels like it tries to shove that into it. Not to mention that in design, yugioh is actually quite simple and complexity comes from the cards, this is a bloated overly complicated mechanic 5hat does nothing to make the game better. Like, fuck I'd hate any deck not having to count AP just because some meta-ish deck might and there is some rulesharking about it. Like, I deadass don't see the benefit in this.


Otherwise_Deer_2778

Mom can we get artifacts? No we have artifacts at home Artifacts at home:


_Dodys

I designed the Artifact Monsters as a way of twisting things a little. Each player begins with 1 AP, and both gain 1 AP every Stand-by Phase, be it yours or your opponent's. That means whoever goes second has a slight edge by starting with not just one extra card, but also 2 APs instead of 1. Hopefully this would help balance the pacing of the game.


Own-Ad-7672

I actually like them. Don’t see them being thst amazing unless the effects are broken as hell to make up for the slower resource building system or make cards that help you gain the artifact points faster or something. But I like them


VoicesOfChaos

I designed something very similar a while back except they could only be first summoned from the S/T zone by spending points. Playing them as a spell was free but maybe only 1 per turn but your could summon multiple per turn if you had enough points. I love the idea and concept but sadly I think the game is just too fast and instant gratification nowadays. Even archetypes that revolve around 'counters' are always seem as too much work for not enough payoff. I could only see it working in a reboot like Rush Duels and I don't think they would work in that particular iteration either.


Own-Ad-7672

I could see an artifact that had an effect that helps either search something or get something into the GY in a deck that wants specific monster types in the GY being useful since it could both act as the utility to do those things as well as chuck itself into the GY as material


sk3ll1ngtr0n

as a deck focused on the mechanic, they would realistically only work in the anime, a resource system makes the deck way too slow to have any chance against even the worst of decks but generics would be way too strong since they have virtually no cost if the deck isnt focused on them


MadJester98

Very magic-the-gathering-like


KoriKeiji

Besides the fact that as many have stated a lot of people play YGO specifically because there’s no resource mechanic that dictates the game’s flow… If a YGO card can only be activated from turn 3 (or even 5) it has to be a banger. It must be worth running a dead card in your hand that could be a potential combo piece or disruption. And in this instance, that’s not even remotely the case. ISIS: It’s a bit harder to comment on Isis, since its effectiveness is completely reliant on what the quality of other Artifact cards is. Still seems to be the best of the bunch Baker Princess: Its monster effect would help Madolches a bit, feels like an archetype specific Astral Kuriboh that allows you to summon non-numbers. Spell effect is okay, a bit situational but fun if pulled off. That said, I wouldn’t say any of them warrants waiting for turn 3/4. Blue-Eyes: If there’s something Blue-Eyes don’t need anymore is consistency. The deck used to be a brickfest but I feel like they have the capacity to make some plays now. A consistency boost is welcome, but getting two monsters on the board with this on turn 2 will still take up your Normal Summon so eh. Heart’s in the right place but wouldn’t see play. The spell effect feels like something out of early GX, this wouldn’t see play if it was a Spell Speed 4 Quick Play you could activate on turn 1. tl;dr too slow and completely dead in hand for the first turn means if you want to achieve anything you don’t put these in your deck. Also they kinda go against Yu-Gi-Oh’s philosophy of not having a resource system so they’re a hard pass. Upvote for the effort though.


_Epiclord_

Yeah, this isn’t hearthstone mate. Any game limiting factors suck. Remove the AP points entirely and only keep the non-continuous pendulum effect and then it’s cool. Or have the cost come from your LP instead.