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I like that YGO has become more complex over the years but I don't like how most games end in 1-3 turns.
My ideal would be: Slower paced gameplay with much more complexity compared to oldschool. So something we have now but slower.
Will never happen tho. What's done is done.
before Synchros
After that, we got the worst anime protagonist and the annoying rank 4 toolbox.
What's your favorite format? Gladiator Beasts/ Lightsworns/ Dark Armed Dragon?
Anyway I do myself like synchros and xyz themselves, they're still combining smaller monsters to create bigger monsters at the end of the day, but the constant piling of ways to special summon more and more monsters is... frustrating.
I'm surprised my DM deck held up for so long, then again it is a control deck. However, most of my beatdown decks can't do a thing anymore.
I never realized I had to rely so much on Gravekeepers deck just to prevent the AI from chain summoning everything from their Extra Deck.
And then he summons a second one of those things and it is game over.
Although later on I beat him senseless because I used a deck that specializes in trashing the opponent's deck and field with things like Torrential Tribute, Mirror Force, Raigeki, Lightning Vortex, Man-Eater Bug + Tsukuyomi + Needle Bug... But holy crap, his Constellar deck just trashes everything else, it is insane.
How I miss old school YGO...
YGO should've just kept to 1 effect per card. Because when cards have more than 1 effect each, sometimes even 2-3 effects on a single card, everything just becomes a hot mess of abuses.
I like control effects and when looking at cards that block special summoning, I found out there are cards that can break the normal summoning cap too. These are call normal summoning by an effect, or condition summoning, and they aren't considered special summons but you can throw down multiple monsters per turn thanks to card effects.
https://ygorganization.com/doublesummonlist/
"Group 3" on that page is a list of cards that let you normal summon with no limit. That's how I found Mahunder and Pahunder, which say right on the card you can normal summon more cards from your hand, and can normal summon each other this way.
I think a big problem is they became too generous with effects like this. Or at least, effects that break or increase that cap should be spell or trap cards so that the other player can use ways to destroy or negate those spells and traps and deal with that. Rolling powerful effects into monsters really streamlines decks and it's no wonder games only last a few turns. Summoning multiple powerful monsters with powerful effects on one turn is going to turn the game lopsided very quickly.