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The Degenerate Thread~


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To be fair, once LaDD is out, you depend on your deck-building skills to have cards that can play around it, since normally you'd be as sealed as your opponent, and since it lowers it's own ATK, the 4 negations don't need to happen in order to kill it. I've seen weird players that will set like 3 more cards and then lose everything when it blows up. It rewards playing well while it is around, and it's nice that it doesn't destroy since monster effects can get handy there.

 

It being easily recyclable is because REDMD shouldn't have been made.

REDMD is the problem with dragon combos people could complain about:

Light Pulsar

Apocalyph + LaDD

Atum

As if 2800 ATK on such an easily Summoned and recyclable boss wasn't boss enough.

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Dragunities became the new LaDD loop.
But nobody ever really played that.
Then Ravine went to 0.
So... Yea.

One fun thing to try:

Run Leyvaten and equip either LaDD or Felgrand Dragon to it.

Although it'll probably be hard to have Felgrand above 4400 ATK.

[/off-topic]

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Konami just hates Dragunities-

To be fair, though, their Field is ridiculous.
And without it, they can be less 1-trick and actually try to fend for themselves.
But as stated, it wasn't so much Dragunities that did it, it's the fact that Dragons, in general, abuse the ever living hell out of it.

were abusing it outside of its intended purpose.

It's funny because this statement applies to so many other cards.
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I think the ideal level of "degenerateness" if you will is when archetype aren't playable.  It sounds radical, but think about it.  The synergy of ridiculous archetypes like mermails, dragon ruler, etc. rules formats.  If there weren't archetypes and only a collection of random cards with looser synergy, like Goat Control, then you could just put a bunch of whatever you liked that worked in a decent combo and have a chance, forcing the game to be more casual in nature.  Obviously Konami would prefer to make busted archetypes so they can ban them and make more because it is how mass-production works, but if they were to humor the idea and do it smartly, they could make cards that have vague synergy so that skill could remain in playing and deckbuilding.  Of course maybe just not releasing archetypes that have as much power and taking the middle-ground between these two would be better for some players and Konami could still make ample profit.

 

tl;dr- Maybe archetypes are too powerful, so what if we just returned it to a state of cards with less synergy.

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  • 1 month later...

"You can't do your normal plays while this card is in play" and "No, that thing doesn't resolve" is more or less the inherent design of anti-meta - to hard-counter the top Decks running around.
 
Problem arises when the same meta Decks begin using similar cards.

This is how Oppression was killed.
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_____

 

I think you're missing the point. Konami began making the "mindlessly throw this card on the field" cards because, from what I've gathered, they realized there was too much skill in the game at the time (Goat Format,) and were afraid kids would be turned off by it like they might be with Magic. That, and from what I've heard, Konami also listened to complaints from Pojo about how they can never beat good players. These "skilless" power cards exist to help the target audience beat good players by limiting the amount of thought and need to understand the consequence of misplays. Sure, bad players play these cards too, but it was worth the sacrifice because Konami still makes them and a lot of people clearly want them.

 

This is why you don't listen to Pojo.

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