Thursday, March 4, 2021

Singles That Shouldn't Mingle




In a past article we had seen some archetype designs, and made generalized statements about whether they were good or bad. In this one, I want us to look at specific cards that I believe just break their archetypes, and study what exactly they are doing wrong, as well as how to fix them.


Sky Striker Mobilize - Engage!



Yeah, basically shooting fish in a barrel here. Where do we start with this? It's a searchable searcher, that is also a +1 on its own, with no hopt and no real conditions for its +1. Even if it WASN'T a +1 and it was just a searcher, the fact that it is a searcher that can be both searched and recovered breaks the card. (As a sidenote, "Engage" does not get the sole blame here: "Kagari" takes much of the blame, as she is a Link 1 that's a +1 on its own, making an already broken card worse.) As it is right now, it can't come off the banlist.

How to fix it: Now, I understand that the rest of the "Sky Striker" Normal/Quick-Play Spells have no hopt limitations and sticking one just to "Engage" would be weird, so how do we fix it without an hopt? The most simple solution that comes to mind is: Remove the "Sky Striker" part of the name. That would limit it to being a combo initiator and not a part of the combo. It would still be a strong card, but no longer broken, since the opponent could only play it as many times as they run it in the Deck, and not more. ("Kagari" also shouldn't just +1 you, even if it is from the GY, as we've said in other articles, be very careful with what effects you give Link 1s). Alternatively, switch its second effect with one of the other ones, for example destroying a Spell/Trap, and respectively give the draw to some other card.


Altergeist Multifaker


There is a simple problem with "Multifaker": She is a +1 on Special AND ALSO has a self-Special. The conditions for her own + can be fullfilled by herself. These two effects should be on different cards, not one. I was an "Altergeist" player from the very first moment they came out. As much as I love them for the big-brain plays, I have often told my friends that "Multifaker" was a mistake. (For the record, I also found "Ecclesia"'s design equally problematic for the same reasons. The fact that "Dogmatikas" are hot garbage is the only reason I don't talk more about her.)

How to fix it: "Multifaker" came out at the same time as "Pixiel", a card absolutely noone played, for a good reason. Personally, I would switch "Multifaker"'s Deck Special effect with "Pixiel"'s. Both of them would see play this way and be strong, without being broken (might as well throw in some filler effect on "Pixiel", like "An "Altergeist" Link Monster that used this card as a Link Material gains 500 ATK.").


Zoodiac Drident




The problem? You get an OPT quick pop with no investment or real cost. The only reason "Drident" wasn't outright banned is because "Broadbull" was already banned (largely because some genius didn't realise that you cannot make a recurring add effect in Yugioh without an hopt limitation).

How to fix it: Honestly there is no fixing this. Personally I'd vote for a proper hopt errata on "Broadbull" and a strict ban on "Drident".



I have said this before, but "Dragoon" is not the problem, this is. Investment should be directly proportional to output, and using materials from the Deck vastly lowers investment while keeping the same output. To be clear, design-wise I am almost certain they followed the logic that "Advanced Ritual Art" is perfectly fine, therefore, and powercreep included, we can make something similar but stronger. The problem is that "Advanced Ritual Art", which I am certain was the basis for this, still requires you to at the very least already have the Ritual Monster in your hand, and the Ritual Summon remains a -1 on its own. This works by itself, and it doesn't lower your card advantage. 

Arbitrary limitations afterwards don't make up for it, the thing bloody skips the rest of your turn and it's still busted. Frankly this also reminds me of "Card of Demise" with the way they try to patch it up after a broken effect with restrictions that do not restrict. Combos are fine, 1-card combos are an issue.

How to fix it: If you want it to use Fusion Materials from the Deck, at the very least limit it to ONE material, not both (personally I'm against using materials from the Deck in general, for any kind of Summon).





It always has to come back to you, doesn't it? "Madolches" have a messed up design in general, what with the self-mutilating reshuffles and the overcompensation for it, but this b!tch remains as dangerous today as it was ten years ago. Non-targeting removal that is not HOPT and also shuffles into the Deck instead of destroying/sending to the GY is still pretty powerful in yugi. While banishing face-down has recently taken the top spot of the most harmful removal, shuffling into the Deck is still the uncontested second.

How to fix it: Make it target, doesn't need much else. Alternatively limit it to only reshuffling 1 card instead of 2 and give it an hopt.





I'm putting these two together because they were released at around the same time, they work in a very similar manner, and it is quite clear that Konami was experimenting with what effects Link 1s should be allowed to have (and I believe they are the height of Link 1 power for the foreseeable future).

On one hand, it's a good thing that none of their effects can be triggered off themselves alone. On the other, they do remain + effects on Link 1s. Remember: Link 1s can be Summoned off any Maindeck Monster, with no further investment required. You might as well consider the effects of Link 1s additional common mechanics on every single monster of your archetype

How to fix it: Well, in general you have to be very careful with what effects you give Link 1s. Thankfully, right after these two Konami put the hammer down with Link 1s, and we've been getting a lot more sensible stuff. Personally I think "Infinitrack Goliath" has the perfect design for a Link 1 monster: A means of convenience. It's not a combo initiator or extender, but a mechanic for the archetype's mechanics, and also acting as a minor protection effect. (For the same reason, I find the new "Prankids" Link 1 great in design).



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