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All that said, by TCG standards, especially the physical side of the game, Yugioh IS complex.
The weaker your deck is, the more complex the game gets. Other than that, gameplay is not very complex, its rather tedious.
The main reason for the misunderstanding is because few who play this game for the first time actually want to learn it or continue to play it cause it is just not fun to play anymore.
Also no, trash talkers on the internet who don't actually compete successfully(& deep down really don't know wtf they are talking about) won't be convincing me about how u have mastered all 300+ archetypes 10+ combo lines & all known FTK's; while also learning the difference between cost, effect, mechanic, response, & send. I'm probably missing a few things here but I can't imagine caring less.
Especially since half the new faces who visit these forums can't figure out the difference between targeting & non-targeting.
Yugioh is at its core a simple game but mastering it takes work. The ceiling is higher than most card games but its also not so high as to be unreasonable. You just need to understand the game properly. Which many who quit never got to do.
New players struggle not because the game is more complicated than magic, but because its starting point is a lot heavier than a game like magic. The moment you play Yugioh you are playing Yugioh at its current level. Unlike Magic and other games which limit new players to the same sort of experience they had 20 years ago. If Yugioh had a 2004 and 20014 format, people would have a much easier time getting into the game. The fundamentals are what help people learn how to play properly. Not explaining how to pilot dragonmaids right off the bat.
T set pass is where you should start playing because in games like MTG you start with playing a land and a 1 cost creature then passing.
I think you're close to what makes this game really difficult on a core level is just the sheer amount of mechanics the game has compared to other card games. Typically in a game like MTG, the only cards you can play out of your hand during the opponents turn are Instant spells which is something that's pretty easy for a new player to understand. Yugioh has cards like this as well, but well they aren't just one type of card, they can be all of the super types from handtraps, to cards like impermanance to runick quick plays assuming their field spell is active.
Creature cards in MTG all have effects that can be used whenever assuming you can meet their activation requirements. Meaning the mana needed or being able to tap the creature. YGO has things like quick effects and ignition effects on monsters which are depending on which, have different spell speeds, which is another thing this game has that something like MTG doesn't have. Completely changing how some cards might potentially function.
There's a lot of 'knowledge checks' in this game compared to other TCG which is where I personally think the initial complexity of yugioh comes from. It's also imo what makes this game much more enjoyable than most other TCG, because of that complexity. Like an acquired taste almost.
Still though, yugioh on training wheels is still a pretty complicated game, especially to somebody coming in without prior experience. There is a lot to keep track of to plan out your turn and figure out what to do against your opponent, and as mentioned the knowledge checks are rather aggressive. Even when you master all the rules of the game, you simply have to at least have a vague idea of how a couple dozen different decks work along with dozens of popular staples to truly be prepared just for the things you are *likely* to see
It's kinda like when people play Yugioh and think they understand how cards work, but find out they actually don't. Which is a very common occurrence for a game you're trying to posit as not complex.
People will insist that the game was always dominated by a meta, but a lot of that was reserved to tournaments (mostly because if you did that stuff in person, it's over for you.
But that's not a problem online). But the shift in focus to competitive power creep is inherent in tcg eventually due to marketing strategies. And as such, decks that don't focus on the meta either get left behind or changed to fit it (and largely redirecting what the theme does).
So it kind of ends in a funnel of "Negate everything and special summon 20 times"
As annoying as those decks are they're the highest skill in the game and they are relatively complex.