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번역 관련 문제 보고
Isn't speeding up the game the natural progression of Yugioh though? it seems like how the game is designed, for better or worse. Interactions on both turns could hopefully improve duel lengths due to the back-and-forth it could provide.
MR4 almost killed the game though through forcing a mechanic, I don't think that's the solution. People play Yugioh because of the freedom it has over other card games.
The backlash from the community was massive enough to change Konami's mind about limiting player's freedom like that, so I doubt it'll ever happen again that we get something like that.
It was a good idea in theory to introduce something like a resource mechanic to the game -problem was Konami was Komoney and used it as an excuse to force people to buy product or die.
I can not imagine trying to remember every chain in a real duel.
MD certainly can be competitive, and I'd argue that it tends to be at least reasonably competitive in Diamond. If you're seeing pet decks in Diamond, they're usually also legitimately good, like SPYRAL. I think a good example of this is HardLeg on Youtube. He has a series where every month he tries to get Diamond 1 with various archetypes, never meta stuff, always jank. I won't spoil any episodes, but he's not guaranteed to even make it to Diamond, and I don't recall any where he actually reaches Diamond 1. From my personal experience, the amount of truly off-meta decks in Diamond is minimal.
Tear is certainly good enough to auto-pilot directly into Diamond 5, but given how many players are coming back to have fun with Tears, I would be surprised if they could make it much further without getting match up wins, playing someone who's still saving up for Tears or something.
As for the "MD tracks everything for you, so it's easy to remember," I disagree. Given how long some of these turns go on, it's not uncommon for me to have to think about whether or not I've already used some of my HOPTs, and that's not even considering that in Tear, you have to remember whether WHOSE Havniss activated, because someone's did... It's still very easy to lose track, and I'd argue that losing track in MD is more punishing than in paper. Considering how crazy the chains and turns get in Tear mirrors, I would not be surprised if frequently players and judges forgot that a certain name had activated, letting a player, say, proc Havniss twice, because everyone forgot it was already used in Draw Phase or something. MD does not have that leniency. It will call you on any mistakes you make. It remembers. IT KNOWS.
The meta has been kinda barren in that regard for quite a while.
I would say that complexity comes from weighing options. risk management, and trying to play around your opponent's cards.
It usually clear as day what would be your best action.
Try Rikka, very little spell/trap resistance, but a very good monster control if you know how to manage your board.
I lost both my matches against the mirror, and I can safely say that, after watching the replays a bit, my own stupidity lost me the matches. Small misplays here and there added up and it got me to a point of no return.