Writing on whatever yugioh topics I feel like.
Historical Attribute/Type effect patterns
As we all know, current YGO (Series 11 as of writing) has no real patterns when it comes to Attribute/Type and card effects. But janky old Yugipedia writing suggests that there might be patterns of Attribute/Types and card effects back in the first decade of YGO's existence. Is this true?
Chronology of Egyptian God "Effect Descriptions"
What's the first time these cards got effects? In an old YGO game?
Also what's the deal with the pre-TCG English God card names from the original manga and anime? Stuff like "The God of Obelisk".
Starting from Extreme Force with the release of Saryuja Skull Dread, the Core Booster packs started releasing "Wild Cards" that have high rarity and powerful generic effects, and are not associated with any particular archetype or series. In the OCG, they are typically in the Ultimate Rare or Holographic Rare category.
This list is primarily speculative and should not be taken as official info.
An idea/meme that has been floating around the Chinese OCG fanbase is that many archetypes these days (Feb 2022) seems to have their own archetypal "Tri-Brigade Revolt". The key commonalities between these "archetypal revolts" are:
- It is an in-archetype Spell/Trap
- It is searchable by the archetype
- It is Spell Speed 2 (IMPORTANT)
- Upon activation, it engages the archetype's game plan (think resource loop) in a powerful, game-changing manner
- After the card, and the archetypal game plan that the card engaged, have both fully resolved, the board will be significantly altered.
- The player will have summoned in one or more boss monsters of their own
- The opponent will have some of their cards removed
- The player will be able to search for follow-up thanks to the resource loop being engaged
It is a very interesting kind of card design. The central "revolt" card is merely a trigger for the archetype's game plan (and has a seemingly simple effect), whose power comes from its ability to trigger all of the archetype's cards so they can e.g. pop with trigger effects or search for follow up by being sent to the GY. By being SS2 and a backrow, it avoids a lot of common YGO counters, and lets you engage the whole system on your initiative.
tl;dr: Spell Speed 2 S/T that engages the archetype's resource loop, providing a boss monster, disruption, and follow-up at the same time.
|Floowandereeze||Floowandereeze and the Dreaming Town||
|Branded Despia||Branded in Red||
Optionally applied Continuous effect
Effects that modify Pendulum Summoning
Six Sams Historical Counterparts
Almost all named "Six Samurai" monster corresponds to one (or more) historical or legendary figure from the Sengoku era.
TCG Rule Changes interesting notes
- TCG rule change on August 13th, 2008.
- Main Deck 40-60 card limit added after initial release?
- Extra Deck 15-card limit added after initial release?
- Side Deck are once required to be either 0 or 15 cards? (UDE Tournament Policy apparently still required it? See here, Appendix A, section A-11)
- Distinguishing tournament policy from game rules?
- Is "continuously targets" a real thing, or a fan-invented ruling?