Americans Hate Tingle: A minor case, but the Traptrix archetype ended up receiving a lot of ire purely because their art was featured as candidates for Japanese sleeve artwork, with many Western fans decrying the fact that due to the archetype featuring images of cute girls seemingly designed to pander to Lolicon otaku, it would be the top result. Ironically, the top result ended up being Kurosaki from ARC-V, who was the Western fans' top pick.
The Forbidden/Limited lists are supposed to be this. Whether or not Konami has succeeded depends both on the players' reactions to it, and how tournaments progress with the changes each one makes.
Another would be the advent of "Problem Solving Text", where Konami attempted to reword effects so that they're less ambiguous and easier to understand.
During the reign of Pepe, a deck so consistent and fast it could easily go plus 16 and still keep a healthy hand size, practically every local event was flooded with these decks, and with very good reason. The only real options during this era were "play Pepe or lose" or "play Monarch and pray you don't brick". Not a day went by during this format that you didn't hear at least one person threatening to swear off the game. With so much contention in the player base, how could Konami possibly save themselves? Well, for the first time since Airblade/Diamond Dude turbo, Konami dusted off the emergency banlist, nuking practically everything that made Pepe so fast and consistent, to the point of near unplayablity. While they weren't "officially" banned at the time, only being for major Konami hosted events, many tournament players found this a very welcomed decision.
Several cards, usually boss monsters such as Judgment Dragon, Dark Armed Dragon, Grapha, Shi En, etc.
Heavy Storm is in a similar vein, especially after its September 2013 ban.
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 from the ZEXAL era 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 Power Creep trope in the franchise for once, while other's 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. See Tier-Induced Scrappy for more on that.
Exodia is still very popular since the first episode, but since the recent Exodia decks are very powerful, the Forbidden One has moved to this category.
Cyber Dragon was very popular in the GX era, since it's easy to summon it, but veteran players tended to hate it for single-handedly making the old metagame obsolete. This has softened over time due to Power Creep, with newer players being generally unfamiliar with how much of an impact it used to have.
Number 101: Silent Honor ARK is a very popular Xyz Monster Card in Extra Decks, since it can avoid destruction a few times and it can steal a Special Summoned Monster in Attack Position from the opponent. However, this is also arguably the primary reason that the Rank 4 Toolbox (see Tier-Induced Scrappy) is so reviled. Many players, particularly veterans, feel it takes skill out of the game by providing such an easy out to threatening opposing monsters. It didn't help that Konami made Castel, the Skyblaster Musketeer, which has an even more powerful version of its effect.
The Shaddoll archetype. When this archetype debuted in the ARC-V era, it basically spelled the end of the prior meta with its punishment of Extra Deck Special Summons and ridiculous ability to punish your opponent for attacking them or destroy them with card effects (and, if your opponent couldn't be bothered doing the latter, you can just do it yourself), essentially being one big safety net for a bad player and a world-ending superweapon for a good one. On the other hand, they can blend in with different deck engines and create new hybrids, which is not exactly the case for many other decks to debut in this time.
Qliphorts and Burning Abyss. The former for being very strong and consistent, but requiring much less strategy or actual thought to use; the latter coming off as a Creator's Pet deck for being consistently dominant in the TCG format and not getting hit until the below-mentioned Internet Backdraft, but have great art and a cool theme.
The Nekroz archetype used to be really popular for being a very strong deck that makes Ritual Summoning (an Ensemble Darkhorse mechanic in itself) prominent. But the problem is that once they hit, they were a) extremely rare due to being in short print, thus costing way too much money, and b) immediately took over most tournaments, and are considered Tier 0 due to their use. Now pretty much every non-Nekroz player dreads seeing them, especially fans of other Ritual decks for landing a lot of their key cards on the Forbidden/Limited list, which they depended on to be just barely playable.
The Wyrm-Type. Some were happy to have a new Type, while others call it redundant (they are essentially Dragons) and wish that some other Types would get the attention.
The very announcement of a Forbidden List for the game caused a huge uproar in the community. 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.
When expensive, rare cards are re-released as inexpensive, common cards. 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 Tournament Pack 2 Morphing Jar with this one.
The September 2013 banlist caused a huge one in the Western dueling community. Not only did duelists raise an uproar over the Western list being drastically different than the one in Japan, but there was a clear divide - duelists either loved it for killing off a lot of the old staples and thus forcing duelists to play more strategically, or outright hated it for completely killing their decks.
The announcement of a Fire Fist Special Edition Box immediately after the announcement of the April 1st banlist. You either love it for the shiny "Fire Formation - Tenki" card inside or hate it because it's either a ploy to sell a lot of these (Fire Formation - Tenki was not affected by the banlist at all despite the Fire Fist deck being the dominant deck in tournaments right now) or not a Fire Fist Structure Deck. As a matter of fact, the name itself is a misnomer - there's no guarantee in any of the packs that you'll get any other Fire Fist support at all.
The presence of the Toon archetype in Duelists of Destiny/Dragons of Legend 2. Many players hate the fact that the majority of the GX portion of the cards consists of cards that support the Toon archetype note Despite being a Duel Monsters archetype although the listed cards came from the GX era)., feeling that it should've been filled with cards or an archetype more fitting of the GX era (Such as Fossils or Cyber Angels) while others don't seem to mind as Toons haven't had any support cards for over a decade (Unlike Red-Eyes note Which is also guilty of this, while having cards fill both DM and GX slots, which just received a good amount of new support cards in Clash of Rebellions). While there is a third group who doesn't mind the Toon support, but believe that they shouldn't have made up the majority of the GX portion of the set.
The presence of cards that originate from the currently airing anime in the Dragons of Legends sets. Given that it was supposed to be releasing long requested anime cards from the older series, many players do not like the idea of cards from the current series appearing in what supposed to be a nostalgic set (Zexal cards in Dragons of Legend, ARC-V cards in Duelists of Destiny/Dragons of Legend 2), claiming that they could be added to any upcoming sets as they had already started adding more Anime-based cards than they used to. Others argue that it may be the only chance for certain cards to appear at all since they're cards from one-shot and filler characters.
While generally well-received by most players due to killing off the widely loathed Performages and Pals quickly, the Adjustment List has also annoyed several people who resigned themselves to thinking that Performages and Pals would be the top deck and ended up spending a lot of money on the required cards.
Cargo Ship: Admit it, TCG/OCG players, you've gotten "attached" to a specific card or cards... Especially if that card has served you well over the years or just plain eye candy.
In most tournaments, you'll likely only see three, maybe four decks at most when it comes to the final brackets. Because of the Power Creep, what decks people main during tournaments fluctuates with each era, but none the less, you're unlikely to encounter any other decks besides this in any major tournament.
As of the ARC-V's era, there's Qliphorts, Shaddolls, and especially Nekroz. The last of which is by far the most infamous of this era because of how quickly it took over tournaments upon its release, to the point that the final brackets of one of the major tournaments out there consisted of nothing but Nekroz players!
By the second generation of ARC-V era, Konami decided to enforce this trope by killing all the decks from the previous generation with their November 2015 "banlist" note It's obviously a thin-veiled attempt to sell their newest archtypes and booster packs in order to bring the Performage and Pals into the spotlight and become the new Dragon Ruler of the ZeXal era. This is a relatively usual business for the game unless Power Creep sets in, but the fact that Performages and Pals is a Tier ZeroScrappy deck is what really kicked the hate up.
For decks that have stood the test of time, Lightsworns; or at least their engines. With the Light of Judgment structure deck available; its not hard to make a budget deck that one can have fun with the game while learning some of the ins and outs of the game as well. Go on any online Yu-Gi-Oh simulator like Dueling Network or YGOpro and see how many matches you go without encounter a Lightsworn player, or someone using a Lightsworn hybrid deck with another deck archetype that benefits from being sent to the graveyard.
Crack Is Cheaper: The really rare and competitive viable cards can get rather pricey at times... Case and point; before its ban Lavalval Chain commonly went for fifteen dollars by itself on eBay. By comparison, its reprinted pack at the time, Premium Gold: Return of the Bling went for that exact same price, and you weren't always guaranteed to get it from that set.
Crazy Awesome: When it comes to design, the Jurrac Monsters are this to an insane degree. Case in point? They are dinosaurs. On FIRE!
In terms of mechanics, the D/Ds; both for their high-risk high return design and for being the first archetype to have Fusion, Synchro, AND Xyz Monsters.
Blackwings. It seems that Konami is a little too fond of giving this already fortified decktype support, to the point where some people are getting fed up of seeing them. To compound matters a bit, the support for Blackwings stands at an unprecedented 49 cards and is only increasing due to an alternate Crow featuring in the ARC-V anime.
A few people have seen Number 16: Shock Master in the OCG as this. Its lockdown effect and easy summoning conditions saw it quickly banned in the TCG, but it remained for quite a while in the OCG due to what was assumed it being a V-Jump promo, and thus a bit of blame was directed at Shueisha for keeping such a broken card in the game (until its January 2016 OCG banning).
Early on in the game, Jinzo was extremely popular. It helped that he became one of Katsuya Jonouchi's/Joey Wheeler's signature cards on the show, and that he provided a way to bypass some of the more powerful Trap Cards at the time such as Imperial Order.
Dark Magician Girl is the most iconic female monster card and she's considered as the sexiest by most of the fans.
Early on, the Gemini Elves were popular for being a strong level 4 Normal Monster and being sexy twins.
The fanart for the Charmers is immense, especially in Japan. For example, take Pixiv. Red-Eyes, one of the most well-known archetypes in the game, has around 9 pages of artwork. The Charmers, on the other hand, have at least 60 pages. Being adorable on top of having an intriguing lore certainly helps.
Skull Servant. Among the many, many weak and underpowered normal monsters, it was known as theweak and underpowered normal monster (probably because it came first in the set, it looks goofy, and even its flavor text acknowledges its weakness). Konami even acknowledged this by making an entire archetype around it and having it be a running joke in card art cameos.
Poki Draco, due to a Facebook page, as a prank and to prove a point on how foolish people buying singles can be, temporarily causing an inflation in its price by putting a bunch of them up for $15 on ebay.
Any deck from the "good old days" of Yu-Gi-Oh can be this, especially if they receive new support that makes them competitive. One deck in particular stands out - Gravekeepers. It was not only one of the first archetypes in the game, but is actually one of the few that invokes the ancient Egyptian mythology that the very game itself is rooted in. Not only that, but gameplay-wise, they receive constant support from Konami during the Zexal era that keeps them relevant, and is also widely regarded as the most powerful Anti-Meta deck, due to its star card, Necrovalley, putting a stop to most Graveyard strategies.
Cards like Dark Magician, Blue-Eyes White Dragon and Red-Eyes Black Dragon, the iconic monsters of Yugi, Kaiba and Jonouchi, are still very popular and continue to receive support.
Among the six Signer Dragons, Stardust Dragon and Black Rose Dragon are the most popular ones thanks to their useful effects and the characters who use them. Stardust is Yusei, the 5D's protagonist's ace monster and is incredibly useful for protecting monsters, while Black Rose Dragon (often the more popular choice) is used by Action Girl Aki/Akiza (a rarity in the franchise) and can reset a bad situation with its field-clearing effect.
Shooting Quasar Dragon, which can be considered the ultimate Synchro Monster. It's amazing to see it, and it even has Decks built around summoning it.
Archetypes that have experienced competitive plays like Blackwing, Lightsworn, Six Samurais or Dark World can be either this or Base Breakers.
The aforementioned Blackwing archetype is the reason why Crow Hogan became the fifth Signer (in favor of Rua) instead of becoming the Final Boss of the Dark Signer arc.
The Egyptian God Cards are still the most popular God cards of all time, with each of them having a large fanbase, and some decent recent support.
The Madolche archetype has proven extremely popular with Japanese fan artists for being both creative and adorable in terms of appearance.
It's almost impossible not to like the Kuriboh series, given that they're utterly adorable little fuzzballs..
The U.A. (Ultra Athlete) archetype is rarely talked about by Konami, rarely receives any focus, and its cards are consistently of the lowest rarities possible. Despite this, the archetype has caught the eye of many a player for its unorthodox yet effective strategies and its terrifyingly powerful support Spell cards. It's a shame that the archetype only gets three cards a set, otherwise it'd be a more complete deck by now.
Performapal Friendonkey was usually seen as the best Performapal card. Partly due to its semi-useful ability, mostly because of its awkward facial expression, and its common rarity means that you'll be pulling a lot of them from packs.
While most of the Performapals aren't popular, Yuya's Pendulum Magicians and Odd-Eyes cards are due to being a well-designed Pendulum archetype that can incorporate all the Extra Deck summoning methods. Once enough of them were revealed, they seized online playing sites by storm.
Again, while Performapals aren't too popular, Performapal Skullcrobat Joker is easily the most popular one, with many citing him as the only good Performapal note Though, that may be a bit of an overstatement since they eventually did get a lot of better cards, but that's a completely different topic all together thanks to his powerful searching effect for monsters not of the Performapal archetype, such Odd-Eyes and the Pendulum Magicians, as soon as his Normal Summon, and even if he's destroyed by a Trap Card that doesn't negate the act of summoning in itself, the effect still goes off, as well as having good ATK and Pendulum Scale range that doesn't have too big of a draw back to it. note Can only Pendulum summon Performapals, Odd-Eyes, and Pendulum Magician monsters, which in a pure Odd-Eyes Magician deck isn't too big an issue.
Toons, some of the star cards of Pegasus, had been largely ignored by Konami for close to a decade, and as such, many fans clamored for relevant support, as evidenced by a lot of fan-made cards that will turn up on a simple Google Search. They finally received support in 2015, and although some duelists were quick to dismiss them due to the Toons' ill-deserved reputation of being useless, their popularity soared as a feasible and fun deck to use once the usefulness of support such as "Toon Kingdom" and "Comic Hand" became apparent.
To the dismay of many a fan, the U.A. are not to receive any support in Clash of Rebellions and will most likely remain without a second Level 4 for the longest time. They were replaced, and normally this would be a source of great rage... were the replacements not Kaiju, who manage to avert Replacement Scrappy status entirely and were very positively received from the minute they were revealed (again, without a word from Konami). So long, Ultra Athletes. You will not be forgotten and your successors will certainly live up to your name and then some.
Pretty much any card to come out of Korea. The Entities are a Lovecraftian theme of Xyz, Synchro, and Fusion Summoning that captivate many with their horrifying/awesome artworks, the Burgesstoma are a Trap Monster theme unlike any we've seen, and even the individual monsters are just so utterly fascinating that it's hard to avoid wanting to use them, such as with Dinosewing.
The Zefra are widely liked for their multi-archetype support and rich lore, despite not being as powerful as most competitive decks in most variants.
Most of the El Shaddoll are named (in the OCG) after concepts in Jewish mythology.
The Qliphort (lit. "peels", "shells" or "husks") are the representation of evil or impure spiritual forces in Jewish mysticism. They are documented in some texts of Kabbalah, a set of teachings originated in Judaism.
It's common knowledge that the Yu-Gi-Oh! Trading Card Game was inspired by Magic: The Gathering, to the point where some Magic players would refer to it as a ripoff. Now, when you consider some of the rule changes that has taken effect since Pendulums arrive, and the fact that there are now "Artifacts" in the game, and you have some Yu-Gi-Oh! players now decrying that it's becoming too much like Magic.
Anyone calling for Sangan's ban after the cards listed below
Nekroz of Trishula can be seen as a personification of Trishula. Unfortunately for the Pixiv fanartists, Nekroz of Trishula is a guy. Tenpester even mocked it by having the Trishula gijinka's clothes be stolen by Archamage of the Nekroz.
Remember the time when players did the Tour Guide From The Underworld + Sangan combo? That's what Burning Abyss players do now.
Back in 2010, Konami released the Duel Terminal archetype Gem-Knight, which consists of sentient humanoid gem stones with super powers who became stronger by fusing with each other. Sounds familiar?
The September 2013 TCG banlist. See Broken Base above as to why.
The content from the Yu-Gi-Oh! ARC-V era is shaping up to be this. Even during the days of Synchro of Xyz, at most, you could get two, maybe three special summoned monsters out on the field, often at the cost of overextending your hand. Archetypes from the ARC-V era? They are often fast, good at maintaining a healthy hand size, and can get a lot of special summoned cards out on the field. It reached its boiling point with a certain infamous hybrid deck that, starting off with five cards on the first turn, could consistently go 16+ with a ton of special summoned monsters on the field, and still maintain a healthy handsize.
The OCG's banlist for the new year is hitting duelists worldwide a couple of whammies. Not only will cards legendary for their brokenness make their return (Exchange of the Spirits, Ring of Destruction, Sinister Serpent, Harpie's Feather Duster andChaos Emperor Dragon,) but they are also going to be Brought Down to Normal, as shown here.... save for one card - Harpie's Feather Duster.
Internet Backdraft: The 2015 November list for the TCG is widely criticized by the community for being a thin-veiled attempt to run the Duelist Alliance era decks into the ground in order just to sell their new products and to make Performage and Pals dominant over all the other decks instead of using the list for the to nerf Game Breaker decks.note At the time, one of the main combo cards, Performapal Pendulum Sorcerer, had yet to be announced in the TCG, but it's since been confirmed by leaks.
Junk Rare: Generally Averted. Anything "Super Rare" and above is generally a sign that the card is good and competitive viable, such as Black Rose Dragon being anywhere from Super Rare to Ghost Rare (one of the hardest rarities to get in the 5Ds era.) and is quite the valued Synchro even with the Power Creep that came later because of its ability to nuke the field. However, despite this, some examples still do pop up...
There have been quite a few aversions mind you. Perhaps the most notable examples would be the Dragon Rulers, who were merely rares, but were considered some of the most powerful cards in the game that dominated the metagame for quite some time. On the other hand, cards like D-Boyz and Shark Drake Veiss and are all high rarity, but are not that good.
Probably the earliest examples of Junk Rare were Celtic Guardian and Mystical Elf in Legend of Blue-Eyes. Both were Super Rare - the same rarity as powerful Spells like Raigeki, Dark Hole, and (the then powerful) Swords of Revealing Light - but they had lower stats than Commons like Uraby and Rares like Giant Soldier of Stone. On top of that, they were available in the Starter Decks. (This was an odd bit of The Artifact; LOB was a combination of several sets, and Elf and Guardian had been released in some of the earliest sets, where they were strong enough to justify their rarity. They had been packed in with stronger cards from later sets, and then their rarities hadn't changed.)
Lava Golem, often hailed as the strongest card in the game. Which actually isn't that far off from the truth, due to its unique abilities to kill off anything that you usually can't.
The anime viewers of ARC-V see the Raidraptor Xyz Monsters as these. A Rank 4 falcon going from 100 ATK to 16,400 ATK in the next second, a Rank 6 falcon that carpet bombs a city, and a Rank 8 falcon that fires a Wave Motion Gun out of the atmosphere. There is no way they don't become memetic (it doesn't hurt that their user is a Memetic Badass himself).
Rainbow Dragon, thanks to being a boss monster that even in its own archetype is vastly outshined by other options the archetype has, note Crystal Beast are more known for their ability to get Rank 4 Xyzs out on the field, or back in the day, being able to summon Hamon, Lord of Striking Thunder. and generally having lackluster effects for the amount of trouble needed to go through in order to summon him.
Sangan quickly became this thanks to a series of cards showing his trip to where banned cards go and his terrible luck along the way, along with shades of being The Woobie.
The first version of the Winged Dragon of Ra, for being vulnerable to targeting and unable to be Special Summoned.note Slifer was later released being able to be targeted, but could still be special summoned.
MST negates. (A common newbie mistake is thinking that destroying a card negates its effect.)note It does work on Continuous Spells, Equip Spells, Field Spells, Continuous Traps and Pendulum Cards in Pendulum Zones.
OriCa, which are fan-made cards. The artworks usually take the form of sexy lolis.
"Oh, great. They revived Trishula again..." (A common reaction inside the Duel Terminal fandom when a new "Trishula spinoff" is leaked.)
"Why can't Gem-Knight Crystal stay dead?" (Another one within the DT fandom, concerning the many returns of Gem-Knight Crystal.note Cairngorgon, Grysta, Zefracore.
"Poor Sangan." note If there was ever a trope called "Memetic Woobie", Sangan would be the poster child for it. Ever since it was banned, Konami has produced a series of cards showing his trip to where banned cards go. So far, as a result, he's been scared out of his wits by the other banned cards several times, cried over being banned while the Angel from the Graceful Charity artwork comforted him, and was eventually Wrongfully Arrested. It's gotten to the point where fans are honestly interested in seeing the next card in the series, just to see how much worse the poor monsters luck can get.
#freestratos and similar phrases have become a big meme, due to many people who think Elemental Hero Stratos should not be Forbidden. A similar campaign also started after Lavalval Chain was banned, #unchainlavalval
PRAISE THE SECOND COMING OF YUSEI CHRIST! note During the mid-ARC-V era, Synchro Monsters got a lot of focus and support thanks to the respective anime being in an arc focusing on it. Then, Crystal Wing Synchro Dragon was revealed, holding effects reminiscent of Quasar, a similar summoning condition to Shooting Star Dragon and overall aesthetics similar to Stardust Dragon. Naturally, many jokes about the second coming of Yusei ensued.
Misblamed: The Performapals. While they certainly do have their contributions to the brokeness of the Performages and Pals strategy, it's actually the Performages that cause the most potent combos, having already been responsible for the Clownblade engine, and indeed, when the deck was first hit in the OCG, it was the Performages that were banned.
Moral Event Horizon: If not crossed before, the Gishki's attempt to genocide the Gusto with chemical weapons. This was the event which angered the Gem-Knights. Noelia pretty much spends her time dancing on the line.
A lot of players dislike the Elemental HERO archetype because, being the archetype of choice of Judai/Jaden Yuki, they pretty much took over the game for several booster packs, they dominate the fusion mechanic, and have more support and numbers than actual types. This is by contrast with Yugi, who used monsters that were pretty much all over the place in terms of their theme, and Yusei, who does mostly rely on the Synchron and Warrior archetypes, but many of the cards involved are useful for other things besides supporting their own archetype. They were somewhat Rescued from the Scrappy Heap as Elemental HERO cards from the manga debuted, giving the archetype much better options for competitive play.
The Utopia Archetype. They have several different "forms", unlike Utopia's predecessors, which only have a two or three (except Neos), several players tend to call hatedom due to Utopia's effect and the way how the creators are giving it more time to shine. To be fair, it IS the main protagonist's card, although a lot of the hate is because Yuma is a Scrappy himself. It doesn't help that it has different forms between the anime and the manga.
El Shaddoll Wendigo is universally disliked for being rather useless in the deck.
The Ice Barrier archetype is considered one of the worst, if not the worst archetype. The archetype is designed with the idea of various effects that limit your opponent's card advantage, but it has no synergy, its members outside the Synchro Monsters are not very strong, and most of its limiting cards apply to both players, handicapping you as well. Add in that there are exactly two Spell cards to support them and no Traps, and you have to wonder how Konami expected them to be played at all.
In terms of expansion sets, Cyberdark Impact is almost universally hated, due to having very few cards that were actually useful or competitive. The booster's cards mostly consist of "Chain" cards that can only be used if enough card effects are chained togethernote in the right deck, some of these can be useful though, or the "Senet" series of cards that do things relying on the physical placement of cards in the card zones, and which Konami admitted was a terrible idea.
Performapals. They started out the era by being a Tier-Induced Scrappy on the low end of the scale, then immediately launched to the high end of the scale with several sets and support that came for them later on, reaching its peak with Breakers of Shadow, where it got enough support and good hybrid cards that with a well put together deck, it can effectively lock out the opponent from even playing the game, even if they go first, in addition to a lot of meta decks suspiciously getting their key cards banned around the same time to the point of making them useless. It got so bad that some players started to attempt to make decks that could specifically counter them out of cards from older archetypes in protest, and players of its sister deck, Odd-Eyes Magician, dreaded the eventual crossfire that would happen to their deck, either from the ensuing ban list banning key cards that work well with both or players maining decks specifically to counter Pendulum summoning decks in themselves.
Missing the timing. Not only does understanding this ruling mean one has to pay very close attention to the Exact Words on card effects, but it also means a lot of potential combos are ruined and a strategy can fall apart with one misplayed card that violates the rule. A further annoyance with this conflict is that most newer cards have their wordings phrased so you can't miss the timing while older cards tend to have their effects worded so they can, contributing to the Can't Catch Up problem outdated archetypes have against the faster new archetypes.
The "Harpie rule"; Harpie Lady #1, #2, #3, and Cyber Harpie, all have their names treated as Harpie Lady. This also means for purposes of deck construction, thus you can only have three of any of them in the deck. The card makers thankfully realized this was stupid and started using the mentioned naming mechanics listed under Loophole Abuse in the main article.
Archfiend Cards are known as 'Demon' in the OCG (Not the Type Demon), but since the TCG just couldn't print that, they changed their names with no consistency to such. A few years later Demons became an Archetype, with cards that support them as such. In the end: All old Demon cards (such as Summoned Skull) became Archfiends, but couldn't have their names changed and while they are treated as such in official games there was nothing on the card that actually says they are Archfiends, so the only way to know that is to look it up on the Internet. Thankfully, reprints now have errata text that state plainly "this card is always treated as an Archfiend card."
The monster effects of Performage Plushfire and Liberating Ariadne both trigger when destroyed as monsters OR Pendulum spells, which leads to easy abuse with certain card effects, and Plushfire in particular ended up being the centerpiece to the Performages and Pals strategy. And neither one is limited to once per turn.
While not technically a game mechanic, the large number of OCG exclusives is infuriating for many TCG players, since there's often no indication of when the TCG will get certain cards, while in comparison, any TCG exclusives can be reliably found in the OCG's Extra Packs.
Looking back upon older archetypes and cards thanks to the game's ever progressing Power Creep, it can be rather hard to figure out why they were popular and even worth it to consider running. This is primarily thanks to the earliest days of the game being very slow paced in comparison to today's meta. As such, it may be rather off-putting to some to go back and play older archetypes and decks, as much of the game's earliest strategies consisted of "summon single high power monster, give it good equip card, then proceed to beat the enemy into the ground over several turns of play" in comparison to the rapid searching, mass summoning, extra deck abusing strategies of today's meta-game.
A good example from the earliest days of the game would be Twin-Headed Thunder Dragon. Nowadays, it's glorified target practice that you'll likely get laughed at for playing. Back in the day, though, it was one of the only fusion monsters worth running, as its fusion material, Thunder Dragon, could easily search itself for its day, and Twin-Headed Thunder Dragon had a massive attack stat back then, being only outshined by Blue-Eyes and a few other weaker monsters with equips. It was common to see fusion decks that consisted of only this card. Nowadays, though, don't expect to ever see it played, as most people who do run fusion monsters usually use ones with more lax-fusion material requirements, have better ATK, and actually have effects of some kind to boot.
Self-Fanservice: Many Yu-Gi-Oh! fanartists tend to omit El Shaddoll Winda's puppet-like features on their fanart of her. She often looks a human wearing a skin-tight outfit.
About a number of things. Some argue about changing the original, dark artwork from early packs to lighter, more anime-esque, to the game originally having few Effect Monsters and a ton of Normal Monsters with now-banned Spell Cards being the only salvation against them, to most decks having nothing but Effect Monsters.
Another variation is people who preferred the pre-5D's generations, before things like Synchros and Tuners were introduced.
Anytime a new summoning mechanic gets added to the game, you can bet people will be complaining about it as soon as it's revealed. Synchro, Xyz, Pendulum... You could make a drinking game out of the number of times you see people complaining about the new monster type being "broken", even if there are a lot of easy outs to said cards. In fact, any mechanic Konami tries pushing will usually be met with this. Even during the GX era there were a lot of people complaining about the over-focus of Fusion monsters at the time, despite the mechanic being in the game since the start.
The new format of writing card text. Though intended to make things simpler, it ends up making some cards being a cross between Captain Obvious and Colon Cancer. Here's an example for the card Mystical Space Typhoon:
Old Text: Destroy 1 Spell or Trap Card on the field.
New Text: Target 1 Spell/Trap Card on the field; destroy that target.
Other cards can wind up ambiguous and confusing as well. Here's a comparison with Magic Drain.
Old Text: When your opponent activates a Spell Card: Negate the activation and destroy it. Your opponent can discard 1 Spell Card to negate this card's effect.
New Text: When your opponent activates a Spell Card: They can discard 1 Spell Card to negate this card's effect, otherwise negate the activation of their Spell Card, and if you do, destroy it.
The rule changes that would take effect once the Pendulum Monsters arrive (the player who goes first doesn't enter their Draw Phase on that turn, and Field Spells no longer override and destroy each other) has been met with almost complete scorn.
Another rule change that has also been met with a similar reaction: "Until the End Phase" will now be changed to "Until the End of Your Turn" on several card effects. Cue outrage from Bujin players who used to abuse this to get around effects such as Effect Veiler.
Any deck seen as overpowered and "cookie-cutter" can be this; that is to say, decks that are wildly played and rely on strategies and combos that all other decks like it rely on. If you've played one Six Samurai/Inzecktor/Fire Fist/etc. deck, you've likely played them all and know exactly what to expect.
Taken Up to Eleven with Dragon Rulers/Elemental Dragons. They're a series of high-powered Dragon-types (one of the most supported and widespread types in the game) with various effects that let you discard them from the hand to do things, and can be revived from the Graveyard at the cost of banishing two monsters that are either Dragons or the same attribute as the Dragon Ruler. Throw in Eclipse Wyvern, Red-Eyes Darkness Metal Dragon, and a few other good dragons (you have a lot to choose from), and you have a fast-hitting, versatile deck that can be difficult to shut down. For that matter, the individual Dragon Rulers are quite splashable in any deck reliant on monsters of a single attribute. Konami tried nerfing them numerous times to no avail, and finally in 2015 just outright banned them to kill the archetype.
Decks primarily centred around Level 4 monsters that make Rank 4 Xyz monsters are often disliked. A large number of very powerful cards are Rank 4 Xyz monsters that only require two non-specific materials and, all together, they make an incredibly versatile toolbox that get around many decks or are staples in the same manner as Mystical Space Typhoon or Soul Charge. One example is Castel the Skyblaster Musketeer; once he's summoned, one face-up card your opponent controls goes back to the deck. ANY face-up card. Rank 4s vastly outnumber any one other Rank whose best cards are either too hard to summon or not as good as the multitude of options the Rank 4 toolbox has. Oh, and the hate just got Up to Eleven thanks to those cards in the next entries...
Elder Entity Norden. It has been abused like there's no tomorrow with Instant Fusion and can summon any Level 4 or lower monster from your graveyard upon Special Summon. Worse, unlike most other cards nowadays that are balanced the "only once per turn" restriction, this card does not have any Summoning restrictions and can be used multiple times per turn! (Several OTKs and ''FTKs'' can be achieved very easily with Norden. Here is an example. It is now banned in the OCG lists because of that, as of October 1 2015.)
Tellarknight Ptolemaeus: At first glance its nothing special, a Rank 4 with low ATK but high DEF, except for one thing, it can ditch 3 mats to bring out a Rank 5 monster (Provided it isn't a Number), Constellar Pleiades or Outer Entity Azathoth? Just became a staple, Stellarknight Constellar Diamond? There are now two ways to get it out. Cyber Dragon Infinity? (Read its effect and see how absurd it is.) The most infamous combo with Ptolemaeus, summon this bad boy out, use its effect to summon Nova and then Summon Infinity immediately. And getting the mats for this effect is easy; not only can you use More than 2 monsters to summon it, but you can also attach a Stellarknight Monster to it as well every end phase. It also has a more Awesome but Impractical effect of skipping the opponent's turn if you got 7 materials on it. Like Norden above, Ptolemaeus received the banhammer in the OCG.
What happens when you take a a clown that revives itself by and takes 1000 LP away afterwards and a knight with too many swords an an ability to revive himself if you take damage? The exact same result you would get from summoning Elder Entity Norden with Instant Fusion: a 1000 cost Rank 4 Engine. Except for one thing; you can do this every turn. That right, You can get out Ptolemaeus one turn, bring out another one the next and then repeat with other Rank 4 cards like Castel, Number 39: Utopia or Number 101: Silent Honor Ark, so long as you can get both monsters to the Graveyard, And you can combine this with cards like the Star Seraphs, Goblinberg or Tin Goldfish or even Norden himself to bring out monsters that need 3 mats or just add more to Ptolemaeus and immediately use its effect to Summon Bigger Fish.
Exodia decks. It's pretty easy to put together a deck focused on various drawing cards that will let you draw out your entire deck on the first turn, giving you Exodia without your opponent even getting a turn, and unless they go first and have some Set Spells or Traps to stop you, there's little they can do about it. It's a deck that requires little skill or strategy to use, if any, just keep playing cards to keep drawing until you win. Even “Stop Having Fun” Guys tend to hate Exodia decks, and Exodia is seen as one of the cheapest decks one can use.
Once The Secret Forces got released into overseas, Nekroz decks (Owing to their insane versatility, consistency, and power) immediately took over the majority of the tournaments, with at least half of the top decks being made of them and single-handedly wipe Shaddolls and Burning Abyss decks of the face of the regionals. It got to the point that duelists are forced to main deck anti-Nekroz cards (Normally side-decked) like Mistake, Mind Crush, and Vanity's Emptiness along with a way out to Djinn lock just to try and score a place in the Regionals. Many people declare Nekroz as the sole occupant of tier 1 with all of the others becoming relegated into tier 2, including Qliphorts.
The Performapals have a long history with this trope, starting out the era on the weakest tier of this trope then skyrocketing to the highest tier imaginable. When they first debuted, they had underwhelming effects, lackluster stats, and awkward Pendulum scales that made performing the very mechanic they were based around difficult to do. They were repeatedly mocked throughout the era and were the butt of many jokes. However, then a certain Sorcerer came into being, along with the Performages, and the hybrid deck from very pits of the Circus of Fear was born, having deceptively easy search power and ability to Rank 4 spam quickly, a deck tactic that was already a Tier-Induced Scrappy thanks to little skill needed to play. However, it didn't stop there. Then came the Dracoslayers, which added support for their main weakness of destroying monsters in the Pendulum zones and added even more search power. It didn't stop there, though, as a demonic pendulum fairy that searches for traps when destroyed came into existence, as well as a "nerfed" version of a card already limited to one thanks to it's ability to easily negate summons and card effects joined the circus troupe, and the ultimate Circus of Fear had reached the climax performance. When played right, a deck like this can easily lock out the opponent from even playing the game, and immediately dominated the tournaments thanks to then current meta decks suspiciously having their key cards flat-out banned around the time this deck was created. To say players of those decks were mad about this would be vastly understating the fact, and the Performapals were quickly launched to the biggest Tier-Induced Scrappy of the franchise, even bigger than the likes of Dragon Rulers. It also didn't help that instead of killer robots, demonic dolls, and badasses in enchanted armor, the Performapals mainly consist of cutesyfunny animals, either. It got so bad that after not long in the TCG, Konami introduced an emergency event banlist that not only included the Performage hits from the OCG, but also hit the Performapal and Dracoslayer engines.
The Amorphage archetype catapulted into this trope even before they were releasedthanks to what little was shown about their effects! To elaborate, they are a Pendulum archetype with extreme lockdown effects that prevent players from summoning anything from their extra deck that isn't of the Amorphage archetype, and their secondary effects while in the Pendulum zone aren't nothing to sneeze at, either. Cavum keeps chain effects from going off. Olga keeps players from tributing monsters. Irritum banishes any card destroyed. One of their spell cards, Amorphage Infection, allows them to be easily searched out when a card is destroyed or tribute, be it on the field or in the hand while also giving them a fair boost in ATK as a side effect. As soon as these few cards were revealed, everyone in the community was already dreading having to face it, and many have given it the not so affectionate nickname of "floodgate.dek".
Junk Puppet. All of the Junk cards could qualify to a degree (something that The Abridged Series took full advantage of), but Junk Puppet takes the cake.
Ugly Cute: Pain Painter. There's something oddly endearing about a chubby little zombie with paintbrushes.
Sangan may well be the cutest three-eyed demon monster out there, especially with his continued Woobie status.
Viewer Gender Confusion: Red ponytail, feminine face, slim physique, it's very inconclusive, especially as some cards draw him as a more typical "Buff" warrior, while others draw him like a Bishounen, Common consensus is that there's multiple Black Luster Soldiers.
For some reason, Effect Veiler gets a bit of this despite her Tertiary Sexual Characteristics. The relative lack of certain... secondary characteristics may have something to do with it.
The Kozmo series. A Wizard of Oz and Star Wars crossover where Dorothy and Glinda are Jedi and the Wicked Witch is Darth Maul?
Win Back the Crowd: While the card game never really lost a large portion of it to begin with per-say, being crowned the most played and popular card game in the world, a lot of people end up leaving from one era to the next due to it often ditching the summoning mechanic they had gotten use to in the era it was introduced for the latest new summoning mechanic just introduced in the next era. The ARC-V's era seems to be addressing this complaint though in the fact that, not only does the respective anime give a good focus on all summoning types, the card game itself is doing a lot better with focusing on all the summoning mechanics instead of the latest one specifically. (A.k.a.: Pendulum Summoning, which, if anything, seems to be more based around supporting previous summoning methods.) In fact, for the longest time, two of the most powerful and competitive decks in the game focus specifically on Fusion and Ritual summoning, respectively. It also introduces a lot of new support to older archetypes that haven't gotten any major additions in years, such as Red-Eyes, which is slowly starting to bring on the same level as todays Power Creep once again!
The original Batteryman cards were just named after their level; the Level 3 Batteryman was "Batteryman - Single Three-Type." The English version named them after actual types of battery, resulting in that specific example becoming Batteryman AA. The Japanese apparently took notice of this and began using the same naming scheme for later support cards.