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Yu-Gi-Oh Retyping Program


Dova

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I'm sure you've all come to the conclusion that a few Types in Yu-Gi-Oh are unnecessary and, honestly, superfluous. And so, I propose a solution: The 9 Year Retyping Program. Over the course of, well, 9 years, we'll be able to gradually simplify a rather prominent aspect of the game to a usable and functional form. We've all seen how works in Shadowverse, and this way, we'll be able to attract new players, and perhaps even more people onto this site! As you can see, I knew the only way to get this to Konami is to post on the Miscellaneous section of YCM, and so have acted accordingly.

 

So, let's take a look at our 24 official types in the game: Dragon, Fiend, Fairy, Zombie, Machine, Spellcaster, Warrior, Beast-Warrior, Beast, Winged Beast, Reptile, Dinosaur, Fish, Sea Serpent, Aqua, Thunder, Pyro, Rock, Plant, Insect, Wyrm, Cyberse, and of course, Creator God and Divine-Beast. I'm sure that by the end of this, you easily have come to understand and sympathize with us experienced player's point of view. Without further delay, let's begin!

 

Our first port of call is something rather simple; merge Divine-Beast and Creator God. None of these cards are commonly played or have had an impact on the meta, save for Sphere Mode, and are anyways all united under the DIVINE Attribute, so this could be done in tandem with our next change. I would suggest we simply change them all to Divine Type, or, since that is already taken by their Attribute, we could use either of their previous Typings or simply just use God. This is a small change that heralds the beginning of something grand!

 

The next one, and the first shift over a year, would be the merging of Rock, Aqua, Thunder and Pyro under the mantle of Elemental, or something similar. We all know how much love and support they get from Konami, but hey, they only make up about 400 monsters of the 6000-ish present in the current OCG/TCG. It wouldn't be a massive rewrite, and any potential issues/combos could easily be fixed by Konami a few months after they are discovered by a player with too much time on their hands. And besides, we could replace references such as "1 Aqua monster" with "1 WATER Elemental monster". A few Attributes might need to be changed here and there, but there's nothing like a bit of retconning!

 

Our second year leads to the unprecedented and unimagined combining of the Wyrm and Dragon Types. Look, I can understand how Konami made them different Types; after all, they barely resemble each other on face value. However, closer inspection reveals distinct similarities between their mechanics and theming, and if you take a look at, for example, Lizard Soldier and any Dracoslayer monster, you can see the overlap if you look at specific details. Of course, despite Konami trying to have nothing to do with the Type, Dragons have become rather a problem in the metagame off and on, but the extra cards and support will be nothing a few banlists can't fix.

 

The third year brings with it the loss of a relatively newish Type, along with two older ones: Cyberse, Psychic and Machine. What unites these 3, you might ask? Well, obviously electricity, or, as we are all more familiar with, Thunder. But hasn't Thunder been concisely and cleverly dealt with? Why of course, but why not extend the same benefits to these poor, mistreated, undeserving Types? Suddenly, the Elemental banner extends itself quite a bit, and Kozmo is finally united! And as we all know, with new combos comes new erratas and rulings!

 

Wow, we've already whittled it down to 17 Types! Let's see if we can't do a bit more, shall we?

 

Poor Reptiles have been out of the spotlight for ages. Actually, that's not true; that would imply they were in the spotlight at some point. Well, for our fourth and fifth years, let's grab them, along with Winged Beast, Fish, Sea Serpent, Insect and Dinosaur, and shove them all into Beast! Whew, isn't that a big, well-warranted and efficient change! We can barely use Types to refer to specific monsters any more; time for some renaming and re-assigning archetypes! As for Beast-Warrior, we can split them among Warrior and Beast as we see fit. Oh, sorry, I mean as Konami sees fit. A little slip of the fingers there. If only there was a delete button, but what can you do?

 

Amazing! 7 Types dealt with in two years! That leaves us with Dragon, Beast, Fiend, Fairy, Spellcaster, Divine, Zombie, Elemental, Warrior and Plant!  What could be next?

 

Since the tolerant players have probably adjusted to these big changes by now, we can try for a double in our sixth year! Let's move Plant into Elemental, as Plants live on Earth, and all Rock monsters have become EARTH Elementals. It's amazing where the power of logic can take you! Ah, but I promised a double, didn't I? Well, what do Fiends, Fairies, and Zombies have in common? Spirits, or the lack thereof. But what about the Spirit sub-Type? Well, we have Elemental; why not Spiritual? This time, being a rather big change, Konami's probably going to have to errata some cards in advance. Imagine that!

 

Before our biggest change, let's do something a little less risky. Taking the underused Types Spellcaster and Warrior for our seventh year, let's merge them into the Being Type! Human sound boring, so if we take out that bit from human being, it clearly still makes sense! There might be a couple of issues here and there, but by now Konami is a veteran at retconning and change the mechanics of the games until they're barely recognizable! Barely, but any true fan can still feel the warmth of the original game they fell in love with.

 

Beast has bloated up quite a bit, but being a limitless subcategory, there's still endless room! So, why not fill it with the now dual Dragon Type in the eighth year? We know nobody likes Dragons anyway, and all our Beast fans will be so glad and willing to open their arms for their new scalie friends! Of course, this year also marks the introduction of SHOPT, or Super Hard Once Per Turn. This time, if you activate the effect of a card with SHOPT, only that copy of the card can activate that restricted effect for the rest of the Duel! Balance at its finest.

 

Now we're up to Beast, Spiritual, Elemental, and Divine. You might be wondering how on earth one could simplify this into a beautiful harmony of mechanics, and that's fair enough. Fair enough for a non-believer, that is! Any true player can easily see that all of these types have one thing in common; they're alive! Beasts are animals, Spirituals have a Spirit, Elementals move around and stuff, so they've obviously alive, and how are you going to end up being a Divine if you're dead? Common sense, really. But Alive just doesn't have the same ring to it, does it? Well, guess what! We don't need to give it a name, as by reducing every single one of the probably 10000 cards that will exist at the end of this final year to one Type means that Types are now obsolete! We have reached a new level of metagame, and a new pinnacle of perfection!

 

Well, I'm glad I've managed to bring you over to my way of thinking! As soon as Konami sees it, they will immediately fall to the hidden memetic trigger I've hidden within these words, and see that the only solution to fixing Pot of Greed is by removing Types from the game. Hopefully you feel purer now that your mind has been cleared, and I look forward to seeing you next time for my simplification of effects into Keywords!

 

ftw I agree with about a tenth of this

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