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Why is this banned?


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Because for an entire turn, you can play traps from your hand. This easily can lead to FTKs, like with Exodia, you can use Jar of Greed, Reckless Greed, all other draw traps, plus the spell draw power. Even if it dies on your opponent's turn, you can activate traps from your hand, which can be overwhelmingly unfair because there's next to nothing that can be done.

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or just release something to counter it

 

Did you seriously just say that?

 

Vulnerability to countermeasures does not make broken cards less broken.

I meant good side-tech' date=' to reduce their consistency (reduction of consistency means less likely to OTK/win than before, therefore less [i']broken[/i]).

 

Tournaments have the gimmic of "trial and error" on there side. But an overkilling card is still pretty overkilling, regardless of the opponent being able to side agenst it or not.

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or just release something to counter it

 

Did you seriously just say that?

 

Vulnerability to countermeasures does not make broken cards less broken.

I meant good side-tech' date=' to reduce their consistency (reduction of consistency means less likely to OTK/win than before, therefore less [i']broken[/i]).

 

Tournaments have the gimmic of "trial and error" on there side. But an overkilling card is still pretty overkilling, regardless of the opponent being able to side agenst it or not.

 

If only we had a program, like with chess, to check all possible combos with all cards, based on all known rulings, and then calculate what to counter what, what unknown holy pile of random batman deck that happens to be more consistent that anything anyone thought of so far, or what card that is collecting dust in our tins that happens to destroy broken combos.

(wishes I was good at programming)

 

Trial and error can only get so far by the time someone comes up with something else, thus the ever evolving meta. This format is great because of its variety, and thankfully it isn't absolutely broken like makyura which does not give your opponent a turn.

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what unknown holy pile of random batman deck that happens to be more consistent that anything anyone thought of so far

^Effectivly this was Wc08's Wifi for me' date=' in a nutshell^

 

I actually loaded a deck with horribly broken cards, and even fitted it to the generic D-Hero theme of that game. It would completly defeat [i']EVERYTHING[/i].

 

I go on Wi-fi, and my opening hand would consist of: Lightning Vortex, Call of the Haunted, D-Hero Plasma x3, and then I would draw into something random like Ojama Trio.

 

My opponents would always open with Flame Wingman and 2 face-down Shadow Spells, while keeping a Miracle Fusion in there hand. Never failed.

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Because this game is really fun when you get to lose before you've even done anything.

 

No it's not.

Not good with sarcasm I see.

 

Nah man I'm horrible with it =/

 

Ever heard of sarcasm' date=' Hymn?

Dumbass.

[/quote']

 

lolnegged.

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actually, counterability DOES indirectly factor into balance, in a grander sense. at least in terms of balance.

 

consider sheet like the chariot loop. easily a broken fuckup on konamis part, but they see no reason to fix it. why? because gbs are so easy to side against.

 

gbs are easy to side against; therefore gbs wont win tournies; therefore less players, specifically less good players, will run them; therefore they will be less of a threat in tournies; therefore theyll win even less; therefore they wont need to be fixed.

 

in a weird way, counterability can form balance.

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