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[TCG] January Banlist


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Guys, with regards to other card games vs Yugioh- Did you ever notice how all of the others have mana as a mechanic, and require players to be more conservative? Yugioh, on the other hand, is a bit too heavy in the mind-games department.

What? Did you never play before the 5Ds era?

Wc06 through Wc08 were the best World Champ games.
(Id' argue that 07 is the best of them, but 08 has better music)
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http://www.yugioh-card.com/en/limited/index.html

 

FORBIDDEN:

Dragon Ravine - Kills Hieratics...dislike

Return from the Different Dimension Good

Self-Destruct Button Good

Sixth Sense Good

 

LIMITED:

Dragon Rulers Would have prefered semi-limited, but still ok

Debris Dragon Not needed, probably, meh. 

Magician of Faith FINALLY

Divine Wind of Mist Valley Not needed to my knowledge, but then since I know nothing about the combo it probably is needed

Final Countdown Good

Sacred Sword of Seven Stars Not Needed

Spellbook of Fate Good

 

SEMI-LIMITED:

Chaos Sorcerer Good

Lonefire Blossom Good

 

UNLIMITED:

Archlord Kristya Good

Mezuki Good

Plaguespreader Zombie Good

T.G. Striker Good

Tour Guide From The Underworld Good

Constellar Ptolemy M7 Good

Fire Formation - Tenki Quite liked it at 2 to be honest, if ROTA is at 1, don't see why this is at 3. 

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If you guys are going to start talking about other games and what takes skill and balancing and shit Konami would like to ignore because capitalism, then honestly, you should all read this 4-part blog from the guy who balanced Street Fighter II Turbo HD Remix. He actually does spend quite a significant amount of time on MtG and balancing in card games.

 

http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions.html

 

I'm still not a fan of TGU @3, whether it's as powerful as it was before or not. Though I'm starting to dislike the Tenki and Zombie moves even more.

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If you guys are going to start talking about other games and what takes skill and balancing and shit Konami would like to ignore because capitalism, then honestly, you should all read this 4-part blog from the guy who balanced Street Fighter II Turbo HD Remix. He actually does spend quite a significant amount of time on MtG and balancing in card games.

 

http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions.html

 

I'm still not a fan of TGU @3, whether it's as powerful as it was before or not. Though I'm starting to dislike the Tenki and Zombie moves even more.

Huh that sounds pretty interesting so far. Gives me a few ideas and corrects some design sketches I couldn't quite see what I was complaining about.

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I think 3 Mezuki is ok, on the basis that they ban burial from a different dimension. Maybe it will be a little too potent at 3 with burial around. 

We'll have to see how it turns out. It does seem like a pretty powerful card for Zombies. Mezuki has Lavalval Chain as helper so it's not like the card will be dead often.

I doubt the deck overall will top that much though. Mezuki is it's most good piece from back then (I know nothing of Vampires).

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We'll have to see how it turns out. It does seem like a pretty powerful card for Zombies. Mezuki has Lavalval Chain as helper so it's not like the card will be dead often.

I doubt the deck overall will top that much though. Mezuki is it's most good piece from back then (I know nothing of Vampires).

 

Exactly, I mean zombies can do crazy stuff with 3 Mezuki, but it doesn't mean zombies will easily top, because against the likes of Bujins, Lightsworns, Fire Fists and Mermails, they need all the support they can get. 

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Yeah.

At least from the non-Vampire Zombies, I can say that pretty much only Mezuki and Burial will net them pluses. Everything else they have is +0 revives that are used for Extra Deck fodder, so it's hardly as powerful as it used to be. They have Xyz toys, but really, let's see how it all ends up. Good thing it's yet again a 3-month list and not half a year.

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Guys, were forgetting something.
Gogogo Ghost is still a card.

Oh... true...

For some reason I can only think of Rocks when I hear Gogogo. That so weird that Gogogos Golem actually could abuse Mezuki more than the Zombies of the Synchro era nowadays xD

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Well I may as well put my thoughts on the list:

FORBIDDEN:
Dragon Ravine - It's not horrible... But not sure it needed to be banned...
Return from the Different Dimension - Yea, this was kinda made to be a game-ender, and Rulers just found how to break it. It's about time to go.
Self-Destruct Button - I don't like tie cards and while this wasn't actually doing anything, I doubt most people care if this is banned.
Sixth Sense - like the saying goes: "Draw Power is Win power" and when we have Super Rejuv, Spellbook of Judgment, and Pot of Greed are banned this needed to be.

LIMITED:
Dragon Rulers - This works well to finally kill this deck hard. But also means that players can still toss it into Elemental Decks and they still work. I like this.
Debris Dragon - This was broken a bit by Dragons and it also makes it that the new plant deck won't be playing easy Black Roses all day.
Magician of Faith - This will be interesting. I'm excited to see what decks will play this. Because it seems to be a Staple in Traditional, I'm very interested in seeing what it may do now.
Divine Wind of Mist Valley - As far as I've heard, this is apart of a Birdman OTK that Konami hates with a passion... That's why this was hit. I strongly do not think this is a hit on Harpies as they'd more likely play they're Field which is a lot more effective.
Final Countdown - I don't mind this that much. Exodia's Limited, so I'm interested to see if this deck will survive this.
Sacred Sword of Seven Stars - This also kills the Rulers and besides them, not many decks can use it anyway.
Spellbook of Fate - This was probably a preemptive strike because last time around Spellbooks were Tier 1 and I guess they were worried that it may go back with no more Rulers. Plus this is a dumb card anyway. Now Spellbooks will have to actually look at other cards to protect themselves. Which I also like.

SEMI-LIMITED:
Chaos Sorcerer - This is a meh option for me. This is an obvious support for the Lightsworn Chaos variant as well as Twilight and Chaos Decks.
Lonefire Blossom - Obvious support for the new Plants. Not sure if this was a good option to bring back either....

UNLIMITED:
Archlord Kristya - I really don't like this but on the otherhand it's not insanely easy to play. Most players will only use it at 1-2 that I can think of...
Mezuki - Can someone say Zombie comeback?
Plaguespreader Zombie - This is a somewhat okay comeback. Sure it's annoying at times but not that many people can afford SS'ing this card all the time. But still it's one of the most annoying Tuner's ever made. I'm not sure what this will do at 3 but I'm interested to see what it will do.
T.G. Striker - Well, Agents will like this, and T. G.'s will too. It's not something I see has insane (but then again I wast around when TG Agents were rampant) but it should be interesting.
Tour Guide From The Underworld - This isn't that bad, Sangan's gone, there's Bus but are you really going to run it at 3 especially when most of the Rank 3's aren't that great?
Constellar Ptolemy M7 - this wasn't worth hitting before, like most Extra Deck cards. Unless the card has an OTK or a very dumb combo that involves multiples, I don't see a need to hit Extra Deck cards beyond banning. Because most players don't run 3 copies of an Extra Deck card or wouldn't be hurt badly by not running 3.
Fire Formation - Tenki - Obvious support for Bujin. Sorry Fire Fist lovers, this wasn't for you though. I don't really like this card at 3.

Overall, I like this list. I like this list (that is until Bujin gets its beyond OP support in Primal Origins...) Although I would have loved Monster Reborn to have also come back.

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Blue-Blooded Oni is also a card, you know. A very loopy, otky card.

Not saying it makes Zombies tier, but it certainly hurts the fragility and low power arguments.

Yeah true.... Even if not competitively problematic, being able to just loop like that just doesn't sound right from a design standpoint.

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fate at 1, nice. magician of faith at 1. whelp, I know what to do with that space!

like that's going to stop spellbooks from using every turn or so.

I think it's fine it going to 1, because an opponent setting 4 face downs while playing the deck and they end up being 3 fates and a wisdom, was retarded, no way to counter play against triple un-targeting problem solving. this makes it much more reasonable.

with magician of faith back, apprentice chaos prophecy spellbooks are going to be decently powerful, because chaos sorcerer just went up to two and black luster still exists at 1. I can see this deck, and I think it's going to rock.

and get chaos sorcerer back down to one.

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So I know I haven't been in the game since like May, and I like this list overall, but for realz, tho, that unlimited section is garbage.

 

Also, hi guys.

 

I completely agree with that sentiment. Other than M7, T.G. Striker might be the only one that works there, but I also haven't played against many T.G. decks, so I don't know exactly how much of an impact he has.



As far as the rest of the list goes, I think 2 Sorc is fine, but Lonefire Blossom going to 2 is an obvious ploy to empower the new cards to come out. The rest of the changes made I'm fine with. I can't remember if Divine Wind being at 2 instead would have been okay, though. I don't remember those decks much. I do know that Ninja Valley won't work anymore, though.

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that 2nd lonefire is going to fix so many of my consistency issues. normally, I either have trouble bringing it out or to hand, and my opponent usually removes it as fast as they can when they see it. keeping him at 2 feels like it'll be the best possible solution for my current consistency issues. (until somebody creates more ways to abuse him and he gets kicked back to 1)

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I completely agree with that sentiment. Other than M7, T.G. Striker might be the only one that works there, but I also haven't played against many T.G. decks, so I don't know exactly how much of an impact he has.


As far as the rest of the list goes, I think 2 Sorc is fine, but Lonefire Blossom going to 2 is an obvious ploy to empower the new cards to come out. The rest of the changes made I'm fine with. I can't remember if Divine Wind being at 2 instead would have been okay, though. I don't remember those decks much. I do know that Ninja Valley won't work anymore, though.


I'm fairly sure that Valley was hit more for the OTK which I'm getting the feeling they seem to irrationally hate or else some other dumb FTK. Because that's all they hit besides Dragons.
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Know what I just realized? they missed rekindling.

'Cept, for the most part, this list was just to rid us of Dragon Rulers, so that other decks can actually do something.
So NOW Kindling has the chance to be hit, provided, decks that run it top the metagame.
(Or something like that)
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Konami like actually finally did the obvious like get rid of decks such as Self-Destruct Button and Final Countdown

also banned Sixth Sense which obv was to sell their pack as the card should of never existed

 

and they also brought back obvious stuff that should be back like 3 mezuki and 3 psz,

t.g. striker back to 3 and magician of faith back even tho its at 1 I think it might go up to 2 next format and then 3 unless it gets overused or something

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