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* FranchiseOriginalSin: The game has several flaws that have existed since the very beginning, but became increasingly problematic as the game evolves.

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* FranchiseOriginalSin: The game has several flaws that have existed since the very beginning, but became become increasingly problematic as the game evolves.
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** From the late-2010s onwards, fans have complained about being overwhelmed by modern card effects' [[WallOfText Walls of Text]], and have suggested that the game start using keywords like ''TabletopGame/MagicTheGathering'' does. However, even in the early days of the game, there were cards like [[https://yugipedia.com/wiki/Relinquished Relinquished]], [[https://yugipedia.com/wiki/Thousand-Eyes_Restrict Thousand-Eyes Restrict]], [[https://yugipedia.com/wiki/Last_Turn Last Turn]], and [[https://yugipedia.com/wiki/Black_Luster_Soldier_-_Envoy_of_the_Beginning Black Luster Soldier - Envoy of the Beginning]] that have lengthy card effects (especially before the Problem-Solving Card Text method was introduced in 2011). The difference is simply that, in the game's earlier years, most non-Normal Monster Cards had one effect, so card effects that were several lines long were less common. The game's PowerCreep has all but forced cards to have several effects just to be competitively viable, exacerbating the length of card effects.

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** From the late-2010s onwards, fans have complained about being overwhelmed by modern card effects' [[WallOfText Walls of Text]], and have suggested that the game start using keywords like ''TabletopGame/MagicTheGathering'' does. However, even in the early days of the game, there were cards like [[https://yugipedia.com/wiki/Relinquished Relinquished]], [[https://yugipedia.com/wiki/Thousand-Eyes_Restrict Thousand-Eyes Restrict]], [[https://yugipedia.com/wiki/Last_Turn Last Turn]], and [[https://yugipedia.com/wiki/Black_Luster_Soldier_-_Envoy_of_the_Beginning Black Luster Soldier - Envoy of the Beginning]] that have lengthy card effects (especially before the Problem-Solving Card Text method was introduced in 2011). The difference is simply that, in the game's earlier years, most non-Normal Monster Cards had one effect, so card effects that were several lines long were less common. The game's PowerCreep has all but forced cards to have several two or more effects just to be competitively viable, exacerbating the length of card effects.

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* FranchiseOriginalSin: For all the complaints about later era ''Yu-Gi-Oh!'' becoming a 'keep the opponent from playing at all' game or that it's 'like playing solitaire while someone watches you', it can be hard to remember that lockdown/control decks have ''always'' been a part of the game. Even one of the most famous 'old school' formats, Goat format, was based around keeping the opponent from playing as much as possible. However, the speed of the game has drastically changed, making it far more noticeable when someone manages to lock you down turn one as opposed to several turns in. Earlier days of the game, there was at least a chance to either thwart your opponent before the setup or you had a way to set up counter-measures to stop the locks before it shut you down. Currently, it's completely possible off of one card to set up a wall of monsters with excellent defense and protection if you know the chain of events. A recurring joke of the game is "What's a turn 5?", mocking yet acknowledging how fast the game has truly gotten.

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* FranchiseOriginalSin: The game has several flaws that have existed since the very beginning, but became increasingly problematic as the game evolves.
** Fans of the game often bemoan the ever-increasing PowerCreep. This is a thing the game has always done, and if anything, the creep was most noticeable in its early years. The first six or seven new sets in Japan were basically just the game introducing monsters that were better in every way than the ones in prior sets, and then introducing Effect Monsters that had the same stats as the Normals in prior sets but could actually do stuff. At the time, though, this was seen as a good thing, as the meta of early sets had been [[PaddedSumoGameplay simplistic, slow, and dirt-stupid]], and the more complex and useful cards made the game a lot more interesting. It's just that, with twenty years of cards accumulating, the game inevitably hit a breaking point, resulting in a meta where games between two skilled players with good decks rarely last more than three turns.
**
For all the complaints about later era ''Yu-Gi-Oh!'' becoming a 'keep "keep the opponent from playing at all' all" game or that it's 'like "like playing solitaire while someone watches you', you", it can be hard to remember that lockdown/control decks have ''always'' been a part of the game. Even one of the most famous 'old school' "old school" formats, Goat format, Format, was based around keeping the opponent from playing as much as possible. However, the speed of the game has drastically changed, making it far more noticeable when someone manages to lock you down turn one as opposed to several turns in. Earlier days of the game, there was at least a chance to either thwart your opponent before the setup or you had a way to set up counter-measures to stop the locks before it shut you down. Currently, it's completely possible off of one card to set up a wall of monsters with excellent defense and protection if you know the chain of events. A recurring joke of the game is "What's a turn 5?", mocking yet acknowledging how fast the game has truly gotten.gotten.
** The banlist in its first incarnation was a major cap on the game's creep, ending the reign of Chaos Format as well as broken decks like Makyura Exchange or Scientist FTK. However, Konami also realized its value as an easy fallback for releasing something broken, which led to the cycle of deliberately releasing overpowered cards, presiding over a meta dominated by those cards, then once everyone owned a set, banning them for years on end, just in time for the next wave of overpowered cards that the old cards would have actually been balanced against.
** Throughout the 2010s, it became increasingly evident that Burn cards (cards based on direct damage), especially of the "tribute a monster to do damage" variety, were overpowered, with many decks whittling the opponent to nothing before they could even get a turn. But in reality, these cards had always had the potential to be broken--the very first large-scale tournament in Asia, two years before the game's international release, was won by a player using a Cannon Soldier deck, and the aforementioned Scientist FTK used a pre-nerf Catapult Turtle to do its thing. At the time, the problem was perceived to be the mass-summon cards that both decks utilized, and it was believed that simply restricting those cards would prevent the problem. When the game's PowerCreep hit the point that the mass-summons those decks were capable of were no longer outliers, nearly every card with a tribute-to-burn effect found itself on the banlist.
** From the late-2010s onwards, fans have complained about being overwhelmed by modern card effects' [[WallOfText Walls of Text]], and have suggested that the game start using keywords like ''TabletopGame/MagicTheGathering'' does. However, even in the early days of the game, there were cards like [[https://yugipedia.com/wiki/Relinquished Relinquished]], [[https://yugipedia.com/wiki/Thousand-Eyes_Restrict Thousand-Eyes Restrict]], [[https://yugipedia.com/wiki/Last_Turn Last Turn]], and [[https://yugipedia.com/wiki/Black_Luster_Soldier_-_Envoy_of_the_Beginning Black Luster Soldier - Envoy of the Beginning]] that have lengthy card effects (especially before the Problem-Solving Card Text method was introduced in 2011). The difference is simply that, in the game's earlier years, most non-Normal Monster Cards had one effect, so card effects that were several lines long were less common. The game's PowerCreep has all but forced cards to have several effects just to be competitively viable, exacerbating the length of card effects.
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** D/Ds are a meta example in the TCG. The pack that contained their first support wasn't released in the TCG, thus leaving those cards to be imported through either imports in booster packs when they (finally) began to appear in the main pack lineups or their Structure Deck, which took them to Tier 1 status in the OCG... except the deck was delayed for six months, releasing a mere two weeks before the TCG release of Raging Tempest and the much-loathed (and powerful) Zoodiacs. Then the New Master Rules were revealed; the necessity to use Link Monsters to spam the board with D/D/D Extra Deck Monsters and the nerfs to Pendulum Summoning have effectively killed the deck's chances once they can compete again, despite D/D support being released with the first Link Monsters in Code of Duelist. Their Link Monster they received in one of the LINK VRAINS Packs and the Master Rules April 1st 2020 Revision may have saved them, however.
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Misuse: Not referring to exaggeration of a single character moment.


* NeverLiveItDown: Konami and by proxy, the game, has become a rather infamous flag for PowerCreep in card games but no more so has it reached its peak than when [[https://kensir096.blogspot.sg/2017/01/this-is-what-happens-when-you-play-too.html several major card shops in Japan refused to allow one of the major new themes at the time in their tournaments]] because of how bad of an example of PowerCreep they were. In general, Zoodiacs have become an example in many former duelists' eyes that Konami flat-out doesn't care for the game anymore outside of wringing every last dollar they can out of it. Zoodiacs vastly eclipsed any other deck at the time, to the point that the only way to be remotely competitive at the time was to run Zoodiac hybrids; so much so that when they were released in the OCG, all the meta-decks in tournaments at the time was ''nothing but Zoodiac and Zoodiac hybrids'', and unlike the infamous [=PePe=] example above, which was a hybrid of three completely different themes, Zoodiacs were intentionally designed to be that powerful on their own from the start. In general, Zoodiacs have become an example of how ''not'' to make a healthy theme in a cardgame, and an example of why PowerCreep isn't always a good thing.
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** The "Runick" archetype. Either beloved by some players for its extreme flexibility allowing players to build unique decks that utilize the archetype's Quick-Play Spells as both material to fuel other strategies and forms of interaction, or fiercely hated by other players for their deck banishing gimmick and near-endless recursion and draw power with "Runick Fountain" making games against them unbearable and un-fun.

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** Laundry Dragonmaid gets paired with Eldlich the Golden Lord of all things, mainly because Laundry isn't as strong a play-starter as the rest of the Dragonmaid cohort, but her milling effect has great synergy with Eldlich Spells and Traps that are otherwise difficult to voluntarily put into the Graveyard. Fanart commonly depicts Laundry under the Golden Lord's employ rather than alongside her usual coworkers.

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** In a largely platonic example, Laundry Dragonmaid gets paired with Eldlich the Golden Lord of all things, mainly because Laundry isn't as strong a play-starter as the rest of the Dragonmaid cohort, but her milling effect has great synergy with Eldlich Spells and Traps that are otherwise difficult to voluntarily put into the Graveyard. Fanart commonly depicts Laundry under the Golden Lord's employ rather than alongside her usual coworkers.


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** [[https://yugipedia.com/wiki/Lovely_Labrynth_of_the_Silver_Castle Lovely Labrynth of the Silver Castle]] in both artwork for the theme and to an even more exaggerated degree in fanart. She's depicted as hopelessly enamoured with "Knight-chan" and hopelessly unable to to stop her from conquering her Traps.

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* HighTierScrappy: [[HighTierScrappy/YuGiOh Has its own page]].



* LowTierLetdown: [[LowTierLetdown/YuGiOh Has its own page]].



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** It's common for themes considered bad to have a specific card (usually a generic/semi-generic boss monster) that many people adore, such as [[https://yugipedia.com/wiki/Ally_of_Justice_Catastor Ally of Justice Catastor]] and [[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI - The World]]. A big example would be the boss monster of the Venom theme, [[https://yugipedia.com/wiki/Vennominaga_the_Deity_of_Poisonous_Snakes Vennominaga the Deity of Poisonous Snakes]], partially because of her ''[[TheJuggernaut ridiculous]]'' [[NighInvulnerable power]], as well as having a lovely design (which was [[{{Bowdlerise}} edited for the TCG]]). It's not uncommon to see people make Reptile decks focusing on bringing her, and by extension, Vennominon the King of Poisonous Snakes, out onto the field, usually with help of other Reptile themes like Aliens and Worms.

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** It's common for themes considered bad to have a specific card (usually a generic/semi-generic boss monster) that many people adore, such as [[https://yugipedia.com/wiki/Ally_of_Justice_Catastor Ally of Justice Catastor]] and [[https://yugipedia.com/wiki/Arcana_Force_XXI_-_The_World Arcana Force XXI - The World]]. A big example would be the boss monster of the Venom theme, [[https://yugipedia.com/wiki/Vennominaga_the_Deity_of_Poisonous_Snakes Vennominaga the Deity of Poisonous Snakes]], partially because of her ''[[TheJuggernaut ridiculous]]'' [[NighInvulnerable power]], as well as having a [[SnakesAreSexy lovely design design]] (which was [[{{Bowdlerise}} edited for the TCG]]). It's not uncommon to see people make Reptile decks focusing on bringing her, and by extension, Vennominon the King of Poisonous Snakes, out onto the field, usually with help of other Reptile themes like Aliens and Worms.



** Out of the Ghost Girls series, [[https://yugipedia.com/wiki/Ash_Blossom_%26_Joyous_Spring Ash Blossom & Joyous Spring]] gets the most play for its powerful negate effects. Combined with its cute design, it sees plenty of fanart, sometimes showing her holding back a torrent of monsters by herself.

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** Out of the Ghost Girls series, [[https://yugipedia.com/wiki/Ash_Blossom_%26_Joyous_Spring Ash Blossom & Joyous Spring]] gets the most play for its powerful negate effects. Combined with its cute design, it sees plenty of fanart, sometimes showing her [[BadassAdorable holding back a torrent of monsters by herself.herself]].
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** "Floowandereeze" has a huge target on its back in this department. It is commonly considered massively boring to both play and fight against, as it involves lengthy control combos on both players' turns that ends on floodgates and generic techs to stop the opponent from playing the game along with infinite recursion while also being resistant to many common meta decks and cards.It is the pure definition of "just draw the out" since most decks cannot deal with it if they do not open the correct cards. In non-TCG formats, it is also the only meta deck immune to the omnipresent "Maxx 'C'", much to the frustration of ''Yu-Gi-Oh! Master Duel'' players.

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** "Floowandereeze" has a huge target on its back in this department. It is commonly considered massively boring to both play and fight against, as it involves lengthy control combos on both players' turns that ends on floodgates and generic techs to stop the opponent from playing the game along with infinite recursion while also being resistant to many common meta decks and cards. It is the pure definition of "just draw the out" since most decks cannot deal with it if they do not open with the correct cards. In non-TCG formats, it is also the only meta deck immune to the omnipresent "Maxx 'C'", much to the frustration of ''Yu-Gi-Oh! Master Duel'' players.
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** Any cards that cause other cards to end up on the banlist rather than being banned themselves[[note]]Elemental HERO Stratos being the exception, as its nature as such is poorly understood[[/note]]. The Dragon Rulers are the most famous example of this, but Instant Fusion also became a well-known example[[note]]though it did eventually become Limited[[/note]], as are [[http://yugipedia.com/wiki/Blaze_Fenix%2C_the_Burning_Bombardment_Bird Blaze Fenix, the Burning Bombardment Bird]][[note]]it frequently causes a number of [[OneHitKill FTKs]] in any given generation of the game and despite this, it's never once been banned, instead getting several ''other'' cards used in it's [=FTKs=], usually from more popular themes, banned instead[[/note]] and [[https://yugipedia.com/wiki/Crystron_Halqifibrax Crystron Halqifibrax]][[note]]enables a ''breathtaking'' amount of Extra Deck spam with its two abilities and is hilariously easy-to-make, resulting in a lot of unassuming Tuners getting removed because of Halqifibrax searching them out while Halqifibrax itself dodged banlist after banlist in the TCG; the OCG, by contrast, put it on Limited[[/note]].

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** Any cards that cause other cards to end up on the banlist rather than being banned themselves[[note]]Elemental HERO Stratos being the exception, as its nature as such is poorly understood[[/note]]. The Dragon Rulers are the most famous example of this, but Instant Fusion also became a well-known example[[note]]though it did eventually become Limited[[/note]], as are [[http://yugipedia.com/wiki/Blaze_Fenix%2C_the_Burning_Bombardment_Bird Blaze Fenix, the Burning Bombardment Bird]][[note]]it frequently causes a number of [[OneHitKill FTKs]] in any given generation of the game and despite this, it's never once been banned, instead getting several ''other'' cards used in it's its [=FTKs=], usually from more popular themes, banned instead[[/note]] and [[https://yugipedia.com/wiki/Crystron_Halqifibrax Crystron Halqifibrax]][[note]]enables a ''breathtaking'' amount of Extra Deck spam with its two abilities and is hilariously easy-to-make, resulting in a lot of unassuming Tuners getting removed because of Halqifibrax searching them out while Halqifibrax itself dodged banlist after banlist in the TCG; the OCG, by contrast, put it on Limited[[/note]].
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** [[https://ygorganization.com/memberdrawing6/ With the reveal of Link Monsters]], the game's fanbase was absolutely ''shattered'' with the new rulings that came with them. Specifically, the Pendulum Zones are now part of the ''back row'', essentially taking up two slots if you want to Pendulum summon. However, the biggest point of contention is that '''''you can only summon one Extra Monster at a time''''' unless you manage to summon a Link Monster beforehand and even then, you can only summon them in designated zones the Link Monster converts from main monster zones. Either you love it for promoting a slower game state and bringing back the old "protect the castle" boss monsters that were rendered obsolete for ages now, or you despise it for single handedly screwing over a massive number of decks and how majorly the game has changed in one small swoop. This was the first major change in the game field in an almost 20 year history bar the slight modification to the field during the Pendulum Era, one of the biggest rule changes, and one of the most drastic changes to pre-existing mechanics. This change heavily {{Nerf}}s several decks reliant on the Extra Deck, while promoting slower strategies and Main Deck monsters. Fortunately, Extra Deck monsters can still be brought back to the Main Monster Zones by a card effect if they're removed from the field by either being sent to the graveyard, banished, or switched to the opposite side.

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** [[https://ygorganization.com/memberdrawing6/ With the reveal of Link Monsters]], the game's fanbase was absolutely ''shattered'' with the new rulings that came with them. Specifically, the Pendulum Zones are now part of the ''back row'', essentially taking up two slots if you want to Pendulum summon. However, the biggest point of contention is that '''''you can only summon one Extra Monster at a time''''' unless you manage to summon a Link Monster beforehand and even then, you can only summon them in designated zones the Link Monster converts from main monster zones. Either you love it for promoting a slower game state and bringing back the old "protect the castle" boss monsters that were rendered obsolete for ages now, or you despise it for single handedly screwing over a massive number of decks and how majorly the game has changed in one small swoop. This was the first major change in the game field in an almost 20 year history bar the slight modification to the field during the Pendulum Era, one of the biggest rule changes, and one of the most drastic changes to pre-existing mechanics. This change heavily {{Nerf}}s several decks reliant on the Extra Deck, while promoting slower strategies and Main Deck monsters. Fortunately, Extra Deck monsters can still be brought back to the Main Monster Zones by a card effect if they're removed from the field by either being sent to the graveyard, banished, or switched to the opposite side. The debacle as a whole has calmed down since the April 2020 revision to the rulings, which allows Fusion, Synchro and Xyz Monsters to be summoned from the Extra Deck without needing a Link Monster.
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** Xyz Monsters, for being even ''easier'' to summon than Synchros, as well as Ranks replacing Levels (which can throw off several card effects) made quite a rift. Even well outside of the era it debuted, there's still a lot of contention over them due to a lot of Xyz monsters still remaining powerful, consistent, and splashable, and often very, very easy to spam, especially with the later-introduced Pendulum Summoning mechanic. Some people claim that it's good something {{averted}} the PowerCreep trope in the franchise for once, while others feel it's stagnating the game and makes Duels boring to watch. Rank 4 spam in particular tends to get a lot of heat directed it's way.

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** Xyz Monsters, for being even ''easier'' to summon than Synchros, as well as Ranks replacing Levels (which can throw off several card effects) made quite a rift. Even well outside of the era it debuted, there's still a lot of contention over them due to a lot of Xyz monsters still remaining powerful, consistent, and splashable, and often very, very easy to spam, especially with the later-introduced Pendulum Summoning mechanic. Some people claim that it's good something {{averted}} the PowerCreep trope in the franchise for once, while others feel it's stagnating the game and makes Duels boring to watch. Rank 4 spam in particular tends to get a lot of heat directed it's its way.
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** "Waifu" archetypes that mainly tend to consist of cute anime girls are much more contentious in America than in Japan. Partly due to people seeing it as pandering to the stereotypical {{Otaku}}s, and partly because it takes away from more interesting designs and lore. It doesn't help that Konami often tends to push them into being meta decks to make their presence more prominent.
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** Because of her notoriously low ATK of 50, Novox the Voiceless Voice Disciple got memed into being a memetic loser. Some fanart has her losing to monsters with 1000 and below ATK.

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** Because Lo, the Prayers of her notoriously low ATK of 50, Novox the Voiceless Voice Disciple got memed into being a memetic loser.loser because of her notoriously low ATK of 50. Some fanart has her losing to monsters with 1000 and below ATK.
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** Elemental HERO Air Neos, which has never gotten a reprint, is absent from both ''Duel Links'' and ''Master Duel'', and is bizarrely obscured from from the artwork of [[https://yugipedia.com/wiki/Instant_Contact Instant Contact]], which is based on a shot of Neos and its six basic Contact Fusions from the third opening of ''GX''.

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** Elemental HERO Air Neos, which has never gotten a reprint, is absent from both ''Duel Links'' and ''Master Duel'', and is bizarrely obscured from from the artwork of [[https://yugipedia.com/wiki/Instant_Contact Instant Contact]], which is based on a shot of Neos and its six basic Contact Fusions from the third opening of ''GX''.
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Grammar


** The overreliance on hand traps in the modern meta game to balance out modern decks. Some see it as a band-aid at best and accused the game of becoming a case of [[LuckBasedMission open with a hand trap or die]] and wish Konami would take more serious efforts in reigning in the games serious PowerCreep issues in recent years. Others view it as a great way of dealing with the PowerCreep that doesn't neuter the more combo oriented design the modern game has developed into. That isn't even getting into the topic of if being hit with a hand trap feels good or not.

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** The overreliance on hand traps in the modern meta game to balance out modern decks. Some see it as a band-aid at best and accused the game of becoming a case of [[LuckBasedMission open with a hand trap or die]] and wish Konami would take more serious efforts in reigning in the games game's serious PowerCreep issues in recent years. Others view it as a great way of dealing with the PowerCreep that doesn't neuter the more combo oriented combo-oriented design the modern game has developed into. That isn't even getting into the topic of if being hit with a hand trap feels good or not.
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Grammar


** The original Forbidden List was a huge uproar in the community at the time. Some saw it as a much needed change to the game as several recently released cards forced players to play one type of deck to stand a chance at tournaments, while others became rabid at the thought that their expensive cards would now become utterly worthless. This is the sole reason why there is a Traditional and an Advanced Format in the English TCG. As the years went on, the Forbidden List became even more controversial because of ''how'' its used, with perceptions being that Konami will avoid restricting certain cards because they make money off of decks that use it being popular, or that they will ban cards just to make other archetypes in newer packs more viable so players will chase them instead. And of course there's also arguments about which cards ''should'' be banned, which ones should not be, if decks that get hit by the ban list have been nerfed too heavily to be competitive anymore, and if the OCG and TCG should use the same Forbidden List or not due to either side of the fanbase having exclusive cards that can make a big impact on the metagame.

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** The original Forbidden List was a huge uproar in the community at the time. Some saw it as a much needed change to the game as several recently released cards forced players to play one type of deck to stand a chance at tournaments, while others became rabid at the thought that their expensive cards would now become utterly worthless. This is the sole reason why there is a Traditional and an Advanced Format in the English TCG. As the years went on, the Forbidden List became even more controversial because of ''how'' its it's used, with perceptions being that Konami will avoid restricting certain cards because they make money off of decks that use it being popular, or that they will ban cards just to make other archetypes in newer packs more viable so players will chase them instead. And of course there's also arguments about which cards ''should'' be banned, which ones should not be, if decks that get hit by the ban list have been nerfed too heavily to be competitive anymore, and if the OCG and TCG should use the same Forbidden List or not due to either side of the fanbase having exclusive cards that can make a big impact on the metagame.



** Very often, expensive high-demand cards have been re-released as inexpensive common cards, or made available in structure decks and special packs. Some will praise the decision for allowing powerful cards to be more accessible to a wider variety of players, others will grind their teeth and scream bloody murder as the cards they've shelled a lot of dough for suddenly become dime-store commons. For example, compare a [[https://www.tcgplayer.com/product/22722/yugioh-tournament-pack-2-morphing-jar/before?xid=pif52dff4e-4d92-44cb-8df5-a3f306cdebdb&page=1&Language=English Tournament Pack 2 Morphing Jar]] with [[https://www.tcgplayer.com/product/59297/yugioh-battle-pack-epic-dawn-morphing-jar/before?xid=pif52dff4e-4d92-44cb-8df5-a3f306cdebdb&page=1&Language=English this one.]]
** The creation of TCG-exclusive cards or cards released in TCG before OCG. On one side, fans praised UDE for having cards come out outside of Japan before Japan was able to get them because for years there were cards in the OCG that were very powerful but took months or year to come out in the TCG. On the other hand, TCG released Allure of Darkness, a card that caused various cards to shift during the current format with semi-limited to even banned cards. While Allure wasn't limited, players pointed out that the card itself help fueled the Tele-DAD problem exponentially. This argument also extends to any time that a structure deck or booster pack changes cards between the TCG and OCG; some will prefer one or the other and resent they didn't get it, while others feel they should be the same on principle.

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** Very often, expensive high-demand cards have been re-released as inexpensive common cards, or made available in structure decks and special packs. Some will praise the decision for allowing powerful cards to be more accessible to a wider variety of players, while others will grind their teeth and scream bloody murder as the cards they've shelled a lot of dough for suddenly become dime-store commons. For example, compare a [[https://www.tcgplayer.com/product/22722/yugioh-tournament-pack-2-morphing-jar/before?xid=pif52dff4e-4d92-44cb-8df5-a3f306cdebdb&page=1&Language=English Tournament Pack 2 Morphing Jar]] with [[https://www.tcgplayer.com/product/59297/yugioh-battle-pack-epic-dawn-morphing-jar/before?xid=pif52dff4e-4d92-44cb-8df5-a3f306cdebdb&page=1&Language=English this one.]]
** The creation of TCG-exclusive cards or cards released in the TCG before the OCG. On one side, fans praised UDE for having cards come out outside of Japan before Japan was able to get them because for years there were cards in the OCG that were very powerful but took months or year to come out in the TCG. On the other hand, the TCG released Allure of Darkness, a card that caused various cards to shift during the current format with semi-limited to even banned cards. While Allure wasn't limited, players pointed out that the card itself help fueled the Tele-DAD problem exponentially. This argument also extends to any time that a structure deck or booster pack changes cards between the TCG and OCG; some will prefer one or the other and resent they didn't get it, while others feel they should be the same on principle.

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** After so many years of PowerCreep, many a suggestion has been made towards how Konami could theoretically "fix" ''Yu-Gi-Oh!''. Of these, the most common one that tends to be mentioned is a "rotation" format, in which older cards are periodically cycled out of legal status when new cards get printed. Advocators of this idea believe it could theoretically solve issues most players have with the game by effectively removing most of the best cards from the game and forcing Konami to stick to a consistent power level to keep a stable meta, but detractors argue that not only would this require not only radically changing how product releases and card design work, but that it would hardly fix any of the game's cost issues and a lot of the fun in ''Yu-Gi-Oh!'' comes from Konami printing innocuous cards that can be broken by randomly having synergy with some dumb one-offs from 2004 or so.

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** After so many years of PowerCreep, many a suggestion Should ''Yu-Gi-Oh!'' have set rotation? It's the one thing almost every other card game has been made towards how Konami could theoretically "fix" ''Yu-Gi-Oh!''. Of these, the most common one that tends to be mentioned is ''Yu-Gi-Oh!'' does not, and irrefutably a "rotation" format, major factor in which older cards are setting itself apart from other card games. Supporters believe periodically cycled out of legal status restricting older cards when new cards get printed. Advocators of this idea believe it printed could theoretically solve issues most players have with the game by effectively removing most of the best cards from the game and forcing Konami to stick to a consistent power level to keep a stable meta, but detractors meta. Some argue that ''Yu-Gi-Oh!'' already has a miniature form of set rotation in the form of the Forbidden/Limited list and as such this would just be an extension of what the game does already. Detractors feel otherwise, as not only would this require not only radically changing how product releases and card design work, but that it would hardly fix any of could also increase the game's cost issues already exorbitant price tags and discourage reprints of cards that stay out of rotation for a long time. In addition, some argue that a lot of the fun in ''Yu-Gi-Oh!'' comes from Konami printing innocuous cards that can be broken by randomly having synergy with some dumb one-offs from 2004 or so.so, an appeal that set rotation would invariably get rid of.
** Can ''Yu-Gi-Oh!'' be "fixed"? After decades of PowerCreep, players from nearly all points in the game's lifetime bemoan that it became an unplayable mess after one point or another, prompting them to either stick to that older format or withdraw from the game entirely. Konami, by its own admission, struggles to get fresh blood, which has been commonly attributed to how much there is to digest and how there's not really a good way to learn it all, barring the unlikely situation of the game receiving a fundamental rework or reboot. But there's a good contingent of the community that argues that the current state of the game is merely [[FranchiseOriginalSin an extension of what it has been like from the start]] (like setting up unwalkable boss monsters or running shutdown/control/stun). When many of the proposed "solutions" end up just creating more "problems" [[labelnote: for instance]]People who want to see a limit on the number of Special Summons that can be conducted in one turn would immediately be hit by floodgates, which despite being also heavily reviled also cannot be entirely eliminated either because then there would be little to no interruption for people who chain several cards together[[/labelnote]], some argue that ''Yu-Gi-Oh!'' is fine as is and that there's no way to fix what was never broken (in effect, ''Yu-Gi-Oh!'' has no "solution" because it has no "problem").
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** Sky Striker. With access to a compact splashable engine and some incredibly powerful cards such as [[https://yugipedia.com/wiki/Sky_Striker_Mobilize_-_Engage! Engage!]] & [[https://yugipedia.com/wiki/Sky_Striker_Mecha_-_Hornet_Drones Hornet Drones]], the archetype saw notable competitive successes, especially during the TOSS/Eternal format[[note]]Thunder Dragon/Orcust/Salamangreat/Striker[[/note]], a well-regarded period of the Yu-Gi-Oh! metagame. Owing to how powerful Engage! and Hornet Drones are (both are still on the Forbidden/Limited Lists in the OCG/TCG), and how Sky Strikers often saw play with cards like [[https://yugipedia.com/wiki/Kaiser_Colosseum Kaiser Colosseum]] and the infamous [[https://yugipedia.com/wiki/Mystic_Mine Mystic Mine]], many players did not like playing against the archetype. Many fans of the archetype played it not just due to its power, but also the stellar artwork, and [[https://yugipedia.com/wiki/Sky_Striker_Ace_-_Raye Raye]] appearing [[CargoShip attractive]] to them. The archetype has continuously received support throughout the years ever since its introduction back in 2018, and Raye and Engage! have both received alternate artworks, which is usually done for popular or famous cards (only a handful of cards have received alternate artworks over the years). The archetype is also currently being featured in a manga series (Yu-Gi-Oh! OCG Stories). However, the reveal that Raye herself is only 15 years old did notably cause quite a commotion amongst the playerbase. Nevertheless, it's no secret that Konami likes this archetype quite a lot, far more than its Eternal Format peers, with the possible exception of Salamangreat, as that was a heavily featured Cyberse archetype in the VRAINS anime.

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** Sky Striker. With access to a compact splashable engine and some incredibly powerful cards such as [[https://yugipedia.com/wiki/Sky_Striker_Mobilize_-_Engage! Engage!]] & [[https://yugipedia.com/wiki/Sky_Striker_Mecha_-_Hornet_Drones Hornet Drones]], the archetype saw notable competitive successes, especially during the TOSS/Eternal format[[note]]Thunder Dragon/Orcust/Salamangreat/Striker[[/note]], a well-regarded period of the Yu-Gi-Oh! metagame. Owing to how powerful Engage! and Hornet Drones are (both are still on the Forbidden/Limited Lists in the OCG/TCG), and how Sky Strikers often saw play with cards like [[https://yugipedia.com/wiki/Kaiser_Colosseum Kaiser Colosseum]] and the infamous [[https://yugipedia.com/wiki/Mystic_Mine Mystic Mine]], many players did not like playing against the archetype. Many fans of the archetype played it not just due to its power, but also the stellar artwork, and [[https://yugipedia.com/wiki/Sky_Striker_Ace_-_Raye Raye]] appearing [[CargoShip attractive]] to them. The archetype has continuously received support throughout the years ever since its introduction back in 2018, and Raye Raye, Roze and Engage! have both received alternate artworks, artworks which is usually done for popular or famous cards (only a handful of cards have received alternate artworks over the years). The archetype is also currently being years), A reprint of [[https://yugipedia.com/wiki/Reinforcement_of_the_Army Reinforcement of the Army]] - a 20+ year-old generic Warrior Support Spell was even released with alternate artwork featuring Raye and Roze, and they were featured in a manga series (Yu-Gi-Oh! the first arc of the Yu-Gi-Oh! OCG Stories).Stories manga. However, the reveal that Raye herself is only 15 years old did notably cause quite a commotion amongst the playerbase. Nevertheless, it's no secret that Konami likes this archetype quite a lot, far more than its Eternal Format peers, with the possible exception of Salamangreat, as that was a heavily featured Cyberse archetype in the VRAINS anime.
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** In general, support cards for prominent anime characters or themes, such as "Dark Magician" and "Blue-Eyes White Dragon", are often treated with disrespect by the game's more competitively oriented playerbase, as they are perceived as being "nostalgia bait" cards for decks with little to no competitive viability that are printed anyway because Konami knows they can make money off of older anime fans who will pay to recreate or improve upon their favorite character's strategies. ''VRAINS'' cast characters generally avoid this sentiment as that anime ensured that 90% of the cards in the show were competitively viable, and once in a while you get a set where anime support [[GoneHorriblyRight works out a little too well]], such as the [[GameBreaker horrifyingly broken retrains of Ishizu Ishtar's cards.]]

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** In general, support cards for prominent anime characters or themes, such as "Dark Magician" and "Blue-Eyes White Dragon", are often treated with disrespect by the game's more competitively oriented playerbase, as they are perceived as being "nostalgia bait" cards for decks with little to no competitive viability that whose artworks and effects tend to be very situational for no other reason than to homage a significant anime moment, but are printed anyway because Konami knows they can make money off of older anime fans who will pay to recreate or improve upon their favorite character's strategies. ''VRAINS'' cast characters generally avoid this sentiment as that anime ensured that 90% of the cards in the show were competitively viable, and once in a while you get a set where anime support [[GoneHorriblyRight works out a little too well]], such as the [[GameBreaker horrifyingly broken retrains of Ishizu Ishtar's cards.]]
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** In general, support cards for prominent anime characters or themes, such as "Dark Magician" and "Blue-Eyes White Dragon", are often treated with disrespect by the game's more competitively oriented playerbase, as they are perceived as being "nostalgia bait" cards for decks with little to no competitive viability that are printed anyway because Konami knows they can make money off of older anime fans who will pay to recreate their favorite character's strategies. ''VRAINS'' cast characters generally avoid this sentiment as the anime ensured that 90% of the cards in the show were competitively viable, and once in a while you get a set where anime support GoesHorriblyRight, such as the [[GameBreaker horrifyingly broken retrains of Ishizu Ishtar's cards.]]

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** In general, support cards for prominent anime characters or themes, such as "Dark Magician" and "Blue-Eyes White Dragon", are often treated with disrespect by the game's more competitively oriented playerbase, as they are perceived as being "nostalgia bait" cards for decks with little to no competitive viability that are printed anyway because Konami knows they can make money off of older anime fans who will pay to recreate or improve upon their favorite character's strategies. ''VRAINS'' cast characters generally avoid this sentiment as the that anime ensured that 90% of the cards in the show were competitively viable, and once in a while you get a set where anime support GoesHorriblyRight, [[GoneHorriblyRight works out a little too well]], such as the [[GameBreaker horrifyingly broken retrains of Ishizu Ishtar's cards.]]
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** In general, support cards for prominent anime characters or themes, such as "Dark Magician" and "Blue-Eyes White Dragon", are often treated with disrespect by the game's more competitively oriented playerbase, as they are perceived as being "nostalgia bait" cards for decks with little to no competitive viability that are printed anyway because Konami knows they can make money off of older anime fans who will pay to recreate their favorite character's strategies. ''VRAINS'' cast characters generally avoid this sentiment as the anime ensured that 90% of the cards in the show were competitively viable, and once in a while you get a set where anime support GoesHorriblyRight, such as the [[GameBreaker horrifyingly broken retrains of Ishizu Ishtar's cards.]]
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** TCG World Premiere archetypes since Series 11 have begun to gain the unfortunate reputation of consistently suffering from LowTierLetdown. This includes Materiactor, War Rock, Beetrooper, Libromancer, Ghoti, Gold Pride, and Tistina archetypes, all of which suffer from very glaring design flaws that make them difficult to use in competitive play, be it poor consistency and/or susceptibility to interruption, or lack of meaningful payoff for playing the deck as intended. This is also where the whole thing about "second wave support" comes from, as since the TCG print of ''Rise of the Duelist'' Konami has elected to break up World Premiere archetypes into two Core Boosters, with half the cards coming in their introductory booster and the other half coming in their immediate successor booster. The obvious intent is for players to buy into the first wave with the expectation that they will buy into the second wave when it shows up, but the reality is that either the second wave rarely ever fixes problems identified with the first wave, or the first wave appears promising only for the second wave to grant little to no improvment to the deck.
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** Generic boss monsters tend to be hated by a subset of players thanks to how easily accessible they are, their powerful effects, and the fact that practically no match can be played without a duelist having to take into account the possibility of their existence in the opponent's deck. On the other hand, many players appreciate the help they bring to lesser themes and decks, giving them a powerful option that can contend with stronger opponents, and usually being a better endboard than those theme's own boss monsters. Of these, "[[https://yugipedia.com/wiki/Baronne_de_Fleur Baronne de Fleur]]" (from the Synchro mechanic), "[[https://yugipedia.com/wiki/Divine_Arsenal_AA-ZEUS_-_Sky_Thunder Divine Arsenal AA-ZEUS - Sky Thunder]]" (from the Xyz mechanic), and "[[https://yugipedia.com/wiki/Apollousa,_Bow_of_the_Goddess Apollousa, Bow of the Goddess]]" and "[[https://yugipedia.com/wiki/Accesscode_Talker Accesscode Talker]]" (both from the Link mechanic) are the most contentious.

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** Generic boss monsters tend to be hated by a subset of players thanks to how easily accessible they are, their powerful effects, and the fact that practically no match can be played without a duelist having to take into account the possibility of their existence in the opponent's deck. On the other hand, many players appreciate the help they bring to lesser themes and decks, giving them a powerful option that can contend with stronger opponents, and usually being a better endboard than those theme's own boss monsters. Of these, "[[https://yugipedia.com/wiki/Baronne_de_Fleur Baronne de Fleur]]" (from the Synchro mechanic), "[[https://yugipedia.com/wiki/Divine_Arsenal_AA-ZEUS_-_Sky_Thunder Divine Arsenal AA-ZEUS - Sky Thunder]]" (from the Xyz mechanic), and "[[https://yugipedia.com/wiki/Apollousa,_Bow_of_the_Goddess Apollousa, Bow of the Goddess]]" and "[[https://yugipedia.com/wiki/Accesscode_Talker Accesscode Talker]]" (both from the Link mechanic) are the most contentious. This point was really brought to a head with Superheavy Samurai's brief stint in the meta with the only reason for their meta relevance being for their ability to bring out the aforementioned boss monsters with end-boards containing any actual Superheavy Samurai monsters being rare.
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* OnceOriginalNowOverdone:

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* OnceOriginalNowOverdone: OnceOriginalNowCommon:

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