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Resource System in YGO?


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Do you think that YGO could have benefited from a mana-like system?  I looked at the Speed Spells, and I realized that most of the banned Spells we have now are much saner when they are put under a resource system (in this case, the Speed Counter system) and assigned actual costs that match their relative power levels.

 

If YGO had such a system in place for all cards, do you think the game would have been better off, or is this just notion just unfounded?  I'm sure someone must have presented this idea before, but I want to hear the thoughts of others on this.

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Mana/resources/etc typically are what define the speed of the game, rather then the busted cards in it.
Ie, stronger cards need more mana, so in turn, you either dedicate moves/etc to building said mana, or just wait [X] turns before you get that amount.
Ygo, however...
TOPDECK BROKEN CARD [X] -> SACK WINS [A], [b], AND [C]

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It would be a completly different game, so it's hard to talk about it. Same as if you suddenly removed mana from MTG. Entire thing the game is balanced around doesn't exist anymore, so you need to re-evaluate and remake all of the cards out there.

 

I'm aware that YGO would be a completely different game, which is the point.  Don't get me wrong; I'm not saying it should be rebooted into a complete Magic clone or anything like that, but I have to wonder if the game could have been so much more if it had a proper system of checks and balances beyond Konami's diligence (or lack thereof).

 

I also think the lack of said system makes it difficult to design powerful cards without making them useless or breaking them in half, especially if you're designing powerful cards for flavour reasons.

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Sometimes mana is also a bane. In MTG, a very big amount of cards were unplayable due to mana efficency. Why would you play a 2-mana card if you can play a 1-mana card that does almost the same? It's just very, very easy to make a card completly and utterly obsolete.

 

That is true.  Of course, no system is perfect; it's more the foundation I'm aiming at. 

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Actually, the fast-paced nature of Yugioh is one of the things I like most about it. I also like the fact that the limiting factor is normally the amount of cards you have rather than the amount of turns you've played unlike say, PTCG where you could have as many cards as you want but you're limited by the fact you can only use one energy per turn. 

 

I mean, a resource system might improve it for some people but it's a massive change and basically makes it a new game. You may as well remove the extra deck or change the attacking mechanic.

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I don't think an energy(Mana, Energy, Shakra, etc)  resource system would be as good of a thing, personally. 

 

Yugioh's mechanics are not inherently a "play it all" deal. That has effects to blame for it.

We have the Tribute System for high Level monsters, the Material system for Extra Deck mechanics and all its variations, the waiting time for Traps, costs for activation for many effects out there, and something MTG doesn't have: A limited-sized battlefield that you can clog, which comes with having a risk when setting backrow as opposed to just being able to use everything from the hand at any time. This last bit restricts investment and potential removal targets. It is all good inherently speaking.

 

The speed nowadays is also not the real problem when it comes to the flow of cards in a deck since the Synchro era was the most notorious one for swarming and self-decking out and being able to theoretically play 3 copies of Avarice in the first few turns. Granted, nowadays there's a ton more layers of power creep, but that's another story.

 

 

 

The closest thing they have though to a resource system would be the Normal Summon limit. Out of all things, I think this is the one that they should have not made all decks completely bypass. I feel powercreep is a worrysome thing when it starts making your own game's rules pretty much meaningless, even if it is necessary.

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