Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Secondarily is the Extra deck. A evolved later addition but even as the fusion deck it was something unlike other games, at least at the time. It gives you a way to have those big plays without stuffing your deck full of more cards you can't play.
Some people might say combo and the anime are what make Yugioh Yugioh but lots of things have an anime and games like MTG have crazy combo's too. I don't know any game that doesn't have any resources but the cards. Maybe there are games that let you play 1 card per turn that don't but I struggle to think of even those.
Combo's are just a side effect of the way the game is being managed. Even without combo's or an anime Yugioh would still be Duel Monsters. A game where you play cards for free unless they say otherwise and you can bring big monsters out of an extra deck.
It's just a very flashy game and franchise. Sure, other games have ♥♥♥♥♥♥♥♥ combos, but Yugioh just has a certain spectacular flair to what you can do within it that no other game has really achieved.
As for the gameplay, crazy comebacks and getting surprised - so not exactly stuff that's common anymore.
The other obvious part of this is the extra deck - magic has a commander format where you can choose a key part of your strategy to always be available, we get 15 key parts of our strategy always available. In a way, that means you have a 20-card starting hand, but more realistically the ed holds your combo pieces and then various toolbox cards for removal or extension/recursion that will not come up in most of your games. Having these always be available creates a dynamic that no other card game has, because it leaves plenty of room for metagaming around specific matchups while making it less likely for a well-prepared player to be completely blown out with no chance of beating something. It also creates an additional form of "class" distinctions, since often times a deck that uses some kind of summoning mechanic will specialize in just that one, sometimes even locking you out of the others - every other card game has some form of this, but it's not often that you are given the option of either specializing in one or being able to mix and match from as many as you want.
I think the most interesting form though is how they handle the actual consistency of the deck. Since the other games force you to go through many turns to reach a win condition, you have many turns to draw into the pieces of your combos and can take your time assembling everything. They tend to be much easier on drawing and excavating to help you do that more consistently, but it's all kind of left to the law of large numbers where over the course of so many turns with so many options to dig through your deck, you *should* get everything you need. Yugioh kind of tosses this concept out of the window and decides to connect your deck together like beads on a string. You can effectively be playing 15 copies of a card if you have 3 of it, 9 cards that get you to it, and 3 more that get you to one of those 9 things that get you to it. This effectively means many of the cards in your deck are interchangeable, and we see this even in unsearchable cards where hand traps are often roughly serving the same purpose in the decks that play them, often being considered to have their own nonengine slots in a deck. This kind of connection makes draw power so ridiculously powerful here compared to other games, since in a way getting to draw 2 is basically the equivalent of getting to excavate 20 in magic or something
"Your turn? It's OUR turn!"
"It's a single player game"
"I sure do hope you like Solitaire"
"NEGATE!"
Go play a mana game.