It’s September the 1st, so it means we’ve started a new Advanced Format. As some of you may remember (and some people are apparently still reading…) I gave my thoughts on the previous Forbidden and Limited list about 6 months ago. That was a very controversial list, since it killed off decks some didn’t considered too much of a threat anymore, whilst doing little about what were sure to be some of the most powerful upcoming decks. General reaction to the current list seems to have been more positive, although maybe I’ve just not been hearing a wide enough range of opinions yet.
The list has 2 new Forbidden cards, 7 cards moved down to Limited and 2 up, 6 card moved down to Semi-Limited and 5 moved up and finally 7 cards Unlimited.
This time the newly Forbidden cards consist of a Synchro Monster and a Spell Card, both of which are very powerful, and both I doubt will be sorely missed.
Brionac, Dragon of the Ice Barrier
Up first we have Brionac the 2nd Dragon of the Ice Barrier to become Forbidden after Trishula last time. Brionac has always been a powerful standalone card, but when combined with other cards he could become very deadly.
On its own Brionac could clear out just about any threat in its way, allowing you to either launch a final winning attack or simply turn the tide of the game by getting rid of pesky cards holding you back. Often the cards could just be back on the following turn, but that wouldn’t matter if you’d already won by then. Of course if they were tokens, Synchro, Fusion or Xyz Monsters it was nearly as good as destroying them, since your opponent would have to go through all the effort of summoning them again. In some case, such as when faced by Stardust Dragon or Gachi Gachi Gantetsu, it would be even better than destroying them, since they would be unable to protect themselves via their effects.
These were uses that any deck capable of summoning a Level 6 Synchro monster had access to, but for some specific decks Brionac also helped fuel First Turn and One Turn Kills (FTK/OTK). Usually this was via recycling powerful cards that you were only normally meant to be able to use one of per game, like Premature Burial or Future Fusion. Often a piece of these combos, like Premature Burial, would become Forbidden, ending that particular play, but as long as Brionac existed new combos would be born and new OTKs brought to life as more cards were released. Forbidding Brionac prevents this particular issue ever arising again.
The 2nd newly Forbidden card is Future Fusion, one of the most powerful Fusion cards ever created. It was intended to make Fusion Monsters worth playing by allowing them to be summoned without incurring the usual loss of at least 2 cards, albeit with a slight delay. However it didn’t quite work out that way.
Right from the beginning it was used to fuel OTKs with Chimeratech Overdragon and quickly saw itself limited. After this it would still be used for the occasional OTK, such as with Superalloy Beast Raptinus, but would largely be ignored outside of Dragon decks. Originally it was used to set up for big Red-Eyes Darkness Metal Dragon plays thanks to Red-Eyes Wyvern, but more recently it has instead been used to set up for Chaos Dragon decks. If the deck managed to start the game with Future Fusion its chances of winning would drastically improve, and even drawing it later in the game could swing the course of the duel.
By getting rid of Future Fusion it curbs the power of the Chaos Dragon deck, whilst also opening up more Fusion options for the game, should Konami decide to pursue them further down the line. Some might argue it would have been better to get rid of Five Headed Dragon, since this would allow other decks that truly benefit from Future Fusion to still use it, whilst limiting the power of the Dragon deck. However this still leaves the possibility of another future card coming along and causing problems. With Future Fusion gone, Konami have more freedom in what Fusion monsters to create, since they no longer need to worry about whether it will lead to another OTK.
The new Limited list has dealt a powerful blow to several of the top decks of the old format, as well as dealing with what could be a future problem card. One of the limited cards might look like an unusual choice, but I believe it is there due to an OCG deck that we cannot currently use in the TCG. Finally 2 cards have been brought back, one of which gives a bit of power back to a deck devastated by the previous list, another who’s been on a long holiday on the Forbidden list.
Inzektor Hornet & Inzektor Dragonfly
Up first we have a pair of Inzektor cards, Hornet and Dragonfly, who I’ll cover together, due to their interactions with each other. If you’ve played Yu-Gi-Oh! at all in the past 6 months, chances are you’ve either been on the receiving end of this pair at some point, or you’ve been using them yourself. This pair formed a key part of the Inzektor deck and it’s not hard to see why they’ve been limited.
Inzektor Hornet is one of only 3 Inzektor monsters with the ability to detach itself manually whilst equipped (the other two being Ladybug and Hopper). This enables him to easily set off the abilities of other Inzektors such as Dragonfly and Centipede. Whereas the other two allow you to increase your options, Hornet takes them away from your opponent by destroying one of their cards. Since it doesn’t cost you anything to equip Hornet in the first place this means you’ll at least be gaining a card over the opponent for free. Add Dragonfly or Centipede on top and it gets even better since you’ll gain yet another free card in the process as well.
By limiting Hornet it still allows the Inzektor deck to make its key plays, but it also gives other decks a much better chance of stopping them. Before with Hornet Unlimited you would need to get rid of 2 or sometimes 3 of them via cards like D.D. Crow before you could be sure your own cards would be safe. Now once the single Hornet is gone you’ll be able to breath a sigh of relief, assuming Burial From a Different Dimension doesn’t show up.
Dragonfly was the other key card for the deck, since it allowed you to set up for massive combo plays with relative ease. Whilst less versatile than Centipede, it allows you to Special Summon the card, rather than merely adding it to your Hand. This means you can immediately use the effect of the new Inzektor, and get even more cards on top of this. For example you could Special Summon Centipede, then use him to get another Dragonfly for next turn, to start it all over again. Whilst Limited this becomes a one time play for the deck, which should hopefully drastically cut down the speed of the deck. It was never nice to be OTK’d by a swarm of insects.
With both of these cards Limited the Inzektor deck certainly takes a hit to its power, and I’m sure many will abandon the deck. It’s definitely pretty hard to play a dedicated Inzektor deck now, but we’ll probably instead see the skeleton of the Inzektor combo combined with other deck types instead.
Red-Eyes Darkness Metal Dragon
Red-Eyes Darkness Metal Dragon is the one of the most powerful cards available to Dragon players, and has been central to any version of the deck since its release. The card is relatively easy to summon in the deck, merely requiring the banishing of a Dragon from your side of the field, which can be very easy to achieve. In older versions of the deck this would also have been supported by Red-Eyes Wyvern, but that has recently fallen out of favour.
In the past if you wanted to get access to Red-Eyes Darkness Metal Dragon quickly you would usually have to resort to a Future Fusion play involving itself and Red-Eyes Wyvern. However since you would summon Red-Eyes Darkness Metal Dragon at the end of your turn this meant you wouldn’t always get a chance to use its effect, since it gave the opponent a turn to try and deal with it. The other option was Gold Sarcophagus, which could still be pretty slow, but at least assured you that you could get the card in your Hand.
Nowadays though it can be much easier to summon it. Chaos Dragon decks can search for it via the effect of Eclipse Wyvern, or revive it using Lightplusar Dragon, whilst Hieratic (and on rare occasions Chaos Dragon decks) could easily summon it from the deck using Atum. It is the interactions between some of these cards that likely led to the card becoming Limited.
Within the Chaos Dragon deck it could be very tough to get rid of permanently, once either itself or Lightpulsar Dragon hit the field. Lightpulsar Dragon can revive Red-Eyes Darkness Metal Dragon when it falls, then Red-Eyes Darkness Metal Dragon could revive Lightpulsar via its effect allowing things to start over again. With the limitation this loop becomes easier to break, since you only need to take out one card, rather than several.
Within the Hieratic deck (at least in the OCG), it would not be uncommon to summon two copies of Red-Eyes Darkness Metal Dragon in a single turn and then combine them both into Superdreadnought Rail Cannon Gustav Max, often leading to OTKs. With Red-Eyes Darkness Metal Dragon now Limited it stops this play being possible.
At one, Dragon decks still have a powerful boss monster to lead their decks, but it does limit their power and prevent situations with multiple copies swarming the field at the same time.
Spore was Forbidden last format alongside Glow-Up Bulb to curb the power of Plant decks, and allow for more deck diversity. In the process though it completely killed off Plant decks. Admittedly hardly anyone played pure Plant decks, instead focusing on the Synchro builds, but with the core ripped from the deck they disappeared completely.
The two Forbidden Plant tuners basically provided a free (or thereabouts) tuner from the Graveyard, who could then be turned into a powerful Synchro monster, who at the time dominated the game. Of the two Spore is the harder to use, so it makes sense for them to try allowing it back and watching the effect on the game. In addition Synchro monsters have seen a decline since the arrival of Xyz monsters, so they’re less of a threat than they once were.
Whereas Glow-Up Bulb could find uses in decks that didn’t even need Plant monsters, Spore can only find a useful place in decks that use other Plant monsters. Even then they need to be Plant monsters of appropriate levels, otherwise you will be unable to summon Synchro summon with the resulting Spore.
Although people may try, I don’t think the weakened Plant engine will have as big an impact in decks as it once did. On the other hand dedicated Plant decks, using cards like Gigaplant to repeatedly resuse Spore, will welcome its return.
Chaos Sorcerer has had an interesting history with the Forbidden and Limited list, having moved up and down the list repeatedly over time. Now he returns to Limited status after a brief stint as Unlimited. Chaos Sorcerer has always been an undoubtedly powerful card, since once summoned he will usually go on to banish one of more cards for free.
However the amount of play he gets has always relied on whether or not there is a currently powerful deck that can easily accommodate Light and Dark monsters. It’s a little harder nowadays to just throw together good Light and Dark monsters and hope for the best, like in the past, since this would often lead to incoherent strategies. In addition he’s often ignored in these decks over the more powerful Black Luster Soldier- Envoy of the Beginning anyway. Instead he now finds home in decks such as Chaos Dragons, which are naturally designed to be a mix of Light and Dark, and can easily accommodate several Chaos monsters.
This Limitation seems to have possibly been for a couple of reasons. Firstly Chaos Dragons have been a powerful force to be reckoned with, and this alongside all the other changes to the list deals quite a heavy blow to the deck. There is also possibility of concerns over his future interactions with the Prophecy monsters, due to him being a Spellcaster. The return of Tsukuyomi also increases his power, so this may have been to limit the problems related to this. Finally it might also be to stop potential problems with a resurgent Agent deck, which can easily include Dark monsters and get access to the Chaos monsters alongside its own boss.
Tsukuyomi has had a long holiday on the Forbidden list since the days when it ruled over the game alongside Thousand-Eyes Restrict and Flip effect monsters. Since then Thousand-Eyes Restrict is also long Forbidden, and Flip effects have generally fallen out of favour with the game, due to the current faster pace. Only Ryko and Morphing Jar really see any major use anymore. As such it seems like Tsukuyomi is being returned as trial run to see if he still holds a massive influence over the game, or whether the faster pace has drastically reduced his power.
Tsukuyomi is an incredibly versatile monster, since he’s basically a reusable Book of Moon on legs. He has many uses, both in hindering your opponent, and strengthening yourself. Tsukuyomi is capable of destroying powerful monsters either on his own, or in tandem with one of your other monsters, since monsters with high attack often lack in defense. In other cases it can help turn off a powerful effect, allowing you to make plays you were previously restricted from doing. Tsukuyomi being a Spirit monster is also a little harder for your opponent to kill, since he doesn’t stick around on the field to be destroyed or banished by cards like Dark Hole or the Chaos monsters.
For strengthening your own plays it allows you to reuse Flip effects, and other once per turn or once whilst face up cards. Whether this will see a resurgence in flip effect monsters will be hard to tell, but even just something like Ryko will be a massive pain if it can’t be gotten rid of. You would of course have to be careful not to deck yourself out in the process. Decks like Wind-Ups will especially welcome the arrival of Tsukuyomi, since it will allow cards like Wind-Up Magician to repeatedly use their effect. Madolche and Prophecy will also enjoy it by allowing them to reuse cards like Magileine or Spellbook Magician of Prophecy.
I imagine we’ll be seeing quite a lot from Tsukuyomi over the next 6 months, but only time will tell whether he’s still as powerful as he once was, or whether the speed of the game has overtaken him.
We’ve only just gotten Evigishki Gustkraken in the TCG, so it’s not really had any impact on us yet. In addition we can’t use it to its full potential like in the OCG due to other cards we don’t have. In the OCG it’s a powerful piece of a Hieratic Gishki deck that can make similar plays to the Wind-Up deck. To start off you can use Gishki Shadow to fetch Gishki Aquamirror from your deck, and then use Aquamirror to summon Gustkraken using a Level 6 Hieratic as a Tribute. This will result in the Hieratic’s effect activating and getting you a Level 6 normal Dragon from your deck, in addition to using Gustkraken to get rid of a card in your opponent’s Hand. After this you can combine them to make Constellar Ptolemys Messier 7 (a monster from Hidden Arsenal 7). Messier 7 can then detach Gustkraken to return Shadow to your Hand. Finally you can use Aquamirror to return Gustkraken to your Hand whilst putting itself back into the deck. Then you can start the combo all over again provided you have more Hieratics in your Hand for the ritual summons.
In rare instances you could end with 3 Messier 7 on the field alongside a Gustkraken, whilst your opponent has only 1 card left in their Hand, but it’s unlikely you have the cards to pull off 4 Ritual summons in a turn. If you stop the combo part way you can start it again on the following turn if any of your Messier 7 survive, since they could return one of the Hieratics to your Hand. This is assuming of course you don’t just kill the opponent with all your huge monsters.
There might be other big plays involving Gustkraken aside from this, but I’m not really sure what they are, due to unfamiliarity with the card. Anyone could see why the above combo is a problem, but all it requires is a single Gustkraken, meaning that Limiting it makes the combo harder to start, since it’ll be harder to draw. It also makes it easier to break since when one copy is gone the deck loses any possibility of the combo. It doesn’t actually stop plays like this though. If anyone can enlighten me to other reasons this may have been limited that would be helpful.
Wind-Up Carrier Zenmaity
Wind-Ups caused a lot of problems during the old format, and being left untouched in the March list was one of the main reasons for the many complaints about the list. This Limitation weakens the deck and takes away the full power of its Hand loop, but also still allows the deck to use its full bag of tricks.
With Zenmaity Limited it means the Wind-Up deck will struggle to take more than 2 or maybe 3 (with Pot of Avarice) cards from the opponent’s hand at a time with Wind-Up Hunter, but it still means they have the option for this kind of play, which is one of the interesting things about the Wind-Up deck.
This means one of the most complained about and hated parts of the Wind-Up deck has been weakened, but the rest of the deck is relatively unharmed. The deck won’t quite have the swarming power in once did, but it is still more than capable of gaining lots of cards via Factory and Magician, whilst performing a multitude of different Xyz summons due to Shark.
The deck still has lots of plays, and Hunter can still be game ending at the right time, it just hopefully won’t be on the first turn anymore.
Ultimate Offering is another card that has moved about the list a bit over time, and it looks like it might be once again due at least partly to the same set of monsters, the Gadgets. Normally you can only get one normal summon a turn, since otherwise you could swarm the field with little effort on your part and try to end the game fairly quickly. Ultimate Offering allows you to bypass this by letting you have as many extra normal summons that you can afford to pay for. A lot of the time this isn’t actually too much of a problem, since if you make a big push in this fashion and fail, you’ll probably not have many, if any, cards left to pick yourself up with afterwards. The problem comes when you get monsters who allow you to add to this swarm just by summoning them.
The most famous and oldest group of monsters that allow for this is of course the Gadgets, who’ve been doing this for years. The actual Gadgets themselves aren’t too much of an issue anymore nowadays, since they’re individually all pretty small, capping out at only 1400 attack. This means they can’t usually deal with monsters on their own, and even getting 5 on the field won’t kill the opponent. Since the advent of Xyz monsters though they’ve been able to bolster their strength with Rank 4s. Previously they’ve just been generic, but they’ve just recently been able to add Gear Gigant X to their arsenal, who can actually support the theme.
Another deck that can also benefit from Ultimate Offering is the Madolche, especially Magileine. Much like the Gadgets she can fetch extra cards when normal summoned, meaning that from a single Magileine and Ultimate offering you can easily end up with 3 Magileine and an extra Madolche on the field. However she’s also bigger than the Gadgets, and thanks to the Chateau this could even lead to an OTK. On top of this, should your play fail Chateau will make sure you can try again on the next turn by just returning them all to your hand. After Abyss Rising you can potentially add Tiaramisu into the mix too.
By Limiting Ultimate Offering it means decks like these can still have access to powerful plays, but makes it much harder for them to pull it off, and easier for the opponent to stop. We’ll probably have to wait and see whether this turns out to be heavy handed, not enough, or just right as the format develops and more cards are released.
The Semi-Limited list this time has seen several cards move up to 2 allowed copies, but also several cards move down to 2 allowed copies. The reductions would appear to be to reduce the consistency of certain decks, without crippling them, whilst the increases in general appear to be trying to give power back to decks previously badly damaged by the list.
Blackwing－Kalut the Moon Shadow
Kalut went down to 1 at the same time as Honest, despite being the weaker of the pair. Whilst Kalut can only work in one deck, and doesn’t always guarantee you’ll win a battle, Honest will win you battle no matter the monsters size (assuming it’s not countered in some way) and can be used in several decks. Kalut also potentially suffered his fate because in Japan at least players seemingly would not stop playing Blackwing, no matter how many times the deck got hit, and it took several quite severe restrictions like this before they finally moved to new decks.
It makes sense that Kalut is being moved up to Semi-Limited in order to grant Blackwings a bit more power again, since they’ve by and large vanished from the competitive scene by now. I somewhat doubt this one change will push the deck up to the top levels of competition again, but it does start to give the deck some of its power back again. It also might be a chance to test the waters and see if more pieces of the deck can be let up on, without making the deck too strong.
This was one of the most controversial cards in regards to the previous list, and the fact it wasn’t hit caused a lot of outrage. Now after 6 months as one of the top decks it has been hit, but only fairly lightly. Putting Rescue Rabbit to 2 doesn’t have a massive impact on the deck, since there probably weren’t that many games where you would use all 3 copies anyway, but it does cut into its consistency a little. Even if you never drew all 3 copies before, just by having 3 of them it increased your chances of drawing any one of them.
Now with only 2 copies these chances are reduced and it makes any copies you draw that more important, because you know there’s only one more left in your deck should the first fail. Even though we all know Rescue Rabbit for its performance in the Dino Rabbit deck, there are also many other decks it could be used in, and at least this means they still get access to the little bunny without having to suffer for one deck’s success.
Debris Dragon was another casualty of the Plant Synchro deck, since one of his favourite revival choices was Dandylion. He fit right into the deck and allowed you easy access to Black Rose Dragon, who could even get to use its oft forgotten second effect. Since then Synchros and especially Debris Dragon have dropped dramatically in popularity, with him rarely seen in any decks nowadays. He may have been Semi-Limited to test whether he can safely be allowed to return to higher numbers, without negatively impacting on the rest of the game. I imagine Quickdraw and Doppel decks will welcome his return, since it bolsters their power slightly, but most decks have now moved on from Synchros, and as such he’ll probably only find a spot in specialised decks like those.
The Agent of Mystery – Earth
Earth was limited because of the prevalence of Agent decks in the OCG towards the end of the Sepember 2011 Format. In doing so the idea was meant to be to curb the power of the deck, but in actuality it instead basically killed the deck, abandoned by all but the most dedicated. By moving Earth back to 2 it restores some of the power to the deck, without putting it back to full strength. This will hopefully allow a revival of the deck, probably coupled with another theme like T.G. (like before), or Psychics.
Tour Guide from the Underworld
Tour Guide has seen a lot of controversy and a lot of play since she was first released and many have clamoured to see something done about her. The call has been heeded, but maybe not in the way most people had hoped or expected. By Semi-Limiting her the power of the card takes a hit, and it allows for a little more deck diversity than before. It doesn’t completely destroy the usability of the card like with the Semi-Limit on Reborn Tengu from last list though.
At two it means you’ll have 3 choices with regards to Tour Guide now. You could stick with just two copies of her and Sangan, planning to use Tour Guide to fetch herself for an Xyz summon, whilst leaving Sangan to do the job he’s meant to be doing anyway. Alternatively you could use to play a 4th fiend, such as Tour Bus, Night Assailant, or more specialised choices like Fabled Kushano or Cloudian – Poison Cloud. This would allow you to use the effect of both your Tour Guides, but may result in you playing a card you don’t want to draw particularly. The final choice is of course to just not play Tour Guide, but I’m not sure how many will take that route.
Semi-Limiting Tour Guide reduces the consistency and power of the decks that choose to run her, whilst allowing for a little more deck diversity. For now I imagine she’ll still see use, but time will tell if this is enough to turn people off from her.
E – Emergency Call
This list two themed search cards have been Semi-Limited, the first being E – Emergency Call. This seems to fall in line with the Semi-Limit on Shien’s Smoke Signal, and is probably due to the rising popularity of HERO decks. Like many of these other Semi-Limit it is to reduce the consistency of the deck, without too much of an adverse effect on its performance. HERO decks will surely miss their 3rd copy, but I doubt it will be a devastating blow to the deck.
Pot of Duality
Pot of Duality has seen play in triplicate in plenty of decks since its release, and has helped to add consistency to otherwise slower or unreliable decks. Unless the deck absolutely required blistering speed and special summons people would be found trying out Duality in the hopes of adding that little bit of consistency to the deck. Even for those fast decks the card would still be seen on occasion. Nowadays it tends to be found in alternate win condition decks like Exodia or Final Countdown, or slow grinding decks like HERO, but as mentioned before it can turn up in just about any deck. The Semi-Limit makes lots of decks lose small amounts of consistency, but is also also allows for a bit more variety to deck building, since it’ll be mean one fewer auto-include on the deck list.
Reasoning has always been a popular card for decks which want to OTK, since it allows them the chance to Special summon monsters they wouldn’t normally be able to. Alternatively it’s useful for decks like Six Samurai, which need at least two monsters on the field at once to be at their best, which can sometimes be tough. There is of course inherently a luck factor involved with this card, since it will fail if the opponent correctly guesses the level of your next monster, but with a big enough level variety this can become quite hard to achieve. Nowadays lots of decks strive for coherency amongst levels, rather than variety, in order to allow for Xyz summons, so arguably the card is more likely to fail in the past than now.
In addition, so many decks with the potential to OTK or swarm the field are capable of doing it of their own accord without the aid of cards like Reasoning that no one was really using the card anymore. The Semi-Limit of this card may have come about due to the complete lack of use of the card whilst Limited. The hope is probably that some decks may use it to increase their power, but that it won’t just end up causing more OTKs
Hieratic Seal of Convocation
Much like E – Emergency Call, I think this was just done to put it in line with other themed search Spells and to try and cut the consistency of Hieratics slightly (which was admittedly only really a problem in the OCG). Like E – Emergency Call I imagine Hieratic players will miss the 3rd copy, but it won’t be the end of the world for them.
A Hero Lives
This was quite a surprise to me, since the card didn’t seem to be too much of an issue in the TCG at the moment, with even most HERO decks choosing not to play it. I’m guessing it was becoming enough of an issue in the OCG though, where they’ve had the full powered HERO deck for longer, to see it Semi-Limited though. It could also be because of the fact the deck has lost an E – Emergency Call and a Pot of Duality, which might push more people towards a deck involving multiples of this card. I could be wrong (can anyone enlighten me?), but I don’t see this as particularly needed, or that it will have much impact at all.
Mirror Force is one of the oldest cards in the game, and for a huge amount of that time you’ve not been allowed to play more than 1 copy of the card, but finally the restrictions are being lifted on it. Last format we saw a Semi-Limit to the other main mass destruction Trap, Torrential Tribute. This was quite a big deal at the time, but we all just moved on and got used to the fact two could be played. It makes sense now that Mirror Force would be joining it, since it has a similar power level, and also helps to keep massive swarms in check.
Mirror Force is slightly more powerful than Torrential, since it doesn’t hurt your own monsters and essentially ends a Battle Phase most of the time, but it’s also slightly harder to use than Torrential. There’s also the matter to consider that Mirror Force is more easily destroyed by Monsters before they attack, whereas Torrential can at least gets the chance to take down its would be destroyers with it.
Both cards have of course lost some of their power since the old days, due to advent of cards like Stardust Dragon, Starlight Road and Maestroke, whereby destroying is no longer the best option.
Much like Torrential I expect us to soon be accustomed to two Mirror Forces and not really be worried about this fact.
Many cards that were once a threat, or once important have been Unlimited this list, because they quite frankly aren’t seeing play anymore and have lost some of the edge they once had.
Marshmallon moved to two last list and still no one really used it. Now it’s been Unlimited to join its brother Spirit Reaper. Chances are it still won’t ultimately make that much of a difference though. It just seems like Konami are finally getting over their hate of stall decks. Or maybe they’ve realised that enough cards exist to get around continuous stall that it’s not as much of an issue anymore as it once was. You also need to consider the fact that reactive stall like Swift Scarecrow or Battle Fader are much more popular nowadays anyway.
Necro Gardna was originally limited when Lightsworn were at their height in order to curb a lot of the decks power. Over time these limitations have been relaxed and the deck has very nearly been restored to its full strength, with only Charge of the Light Brigade still Limited and Lumina Semi-Limited. However this still hasn’t really seen a restoration in the popularity of the deck, with cards instead finding their way into mixed decks instead. It’s unlikely Necro Gardna going to 3 will make much difference, but some decks will welcome the extra stall.
Swords of Revealing Light
Swords is another old time stall card that has been seeing its limitations relaxed. It barely saw play when it was last Limited, it didn’t really see play whilst Semi-Limited and I doubt it will see all that much play even whilst unlimited. It’s really a card that’s past its prime that would be better unlimited, so to shorten the overall Forbidden and Limited list.
Level Limit – Area B
Level Limit – Area B is yet another old stall card that has been getting its limitations lifted over time. Last format it apparently appeared in a few side decks, presumably as a way to help protect Xyz monsters from non-Xyz monsters, but it’s had nowhere near the impact it used to in the old days of stall burn. I’m sure it’s pretty safe to allow it back to be Unlimited with little ill effect on the game.
Several times Destiny Draw has dictated the shape of a format, but now it’s largely disappeared from the competitive scene. With Malicious still Semi-Limited it cannot be the driving force it once was, and most other Destiny Hero cards aren’t that strong as standalone cards anymore. By putting the card back to 3 it allows dedicated decks, or decks wishing to include the Destiny Hero engine to gain a bit more power, but I doubt it will gain a stranglehold over the game again like it once did.
Like Destiny Draw what happened to Emergency Teleport is a holdover from the TeleDAD era, when one powerful deck reigned over all others. The deck was dismantled and Emergency Teleport was one of the unfortunate casualties, inadvertently also dealing a heavy blow to the still young Psychic cards. Last format with the threat long gone it was Semi-Limited to try and promote the play of newer Psychic cards like the Gusto, but this didn’t really happen. With new powerful Xyz around and the old Synchro decks less of a threat it shouldn’t be a problem allowing the deck Emergency Teleport was originally designed to be used in have a bit more strength.
Magic Cylinder is yet another hold over from the old Stall Burn days. Once upon a time stopping an attack and dealing burn damage with this card was important. Nowadays it’s much better to simply destroy cards or stop the opponent’s entire attack force than just a single member of it. As such Magic Cylinder is rather outdated and can probably safely become Unlimited without dire consequences for the game.
I have a generally positive reaction to this new list. Some powerful decks have been reined in, whilst many other decks have been given a little boost to try and level the playing field slightly.
Inzektor and Chaos Dragon decks were probably hit the heaviest by the list, but may still survive in some form, just probably not at the top of the heap as they are now.
Wind-Ups lost a lot of power to their Hand loop, but still largely remains as a fully functioning deck. Now it can be run as a Wind-Up deck that is capable of taking cards from the opponent’s hand, rather than a deck which wipes out the opponent’s hand, but just so happens to run Wind-Up cards.
Of the big decks Dino Rabbit is one of the least hurt, so will probably see a lot of play going into the new format. The loss of two cards does weaken it, but won’t be the end of the deck. HERO decks are also largely unchanged by the new list. I’m personally not so sure the Duality, A Hero Lives and E – Emergency Call Semi-Limits were necessary, but it may turn out to be the right call if HERO decks become a dominating force.
Other decks on the fringe like Dark World may also see a resurgence, but the deck will always have the problem with the fact that the Mirror Match is pretty terrible to play compared to most other decks in existence.
It will be interesting to see how the new format develops and I certainly think it looks to be in a healthier state than the start of the previous one. I’m personally looking forward to the chance to use Tsukuyomi again and hope it can keep up with the new cards.