(wheee sinus infection ftl)
Whelp, Konami has posted the newest banlist for Yu-Gi-Oh, effective September 1st, 2009. Even though nobody who watches me plays Yu-Gi-Oh, I figured I might as well update my journal with something a bit... less depressing.
Newest banlist is here:
[link] And following are my thoughts on all of the new entries.
NEWLY FORBIDDEN CARDS:
Dark Strike Fighter:
[link] - Broken as all hell. Can end a game on turn 3 with the right cards (see end of journal entry). Should never have gotten past the brainstorming stages and never been made. Glad this is banned.
Card of Safe Return:
[link] - Pretty neutral on this. It hurts players who run Zombies (which is something I was planning to run) but I don't see it crippling them completely. It's very easy to special summon en-masse from the graveyard with Zombies (and the new X-Sabers too), so I can see why it was banned.
Crush Card Virus:
[link] - Infamous among Yu-Gi-Oh fans. Used to be $3,000, then $200, now it'll plummet to $5. I think that it's way too powerful and can completely cripple an opponent beyond the point of recovery. However, banning it now was a dumb move on Konami's part, as it was just re-printed as a regular Rare like 5 days ago. But whatever, it needed to go.
Monster Reborn:
[link] - Classic card, been around since the game first came out in North America. I consider it borderline broken, as it's extremely powerful and can turn games around, but doesn't do anything to actually cripple the opponent (unless you take a monster they planned on using). Overall, neutral on its banning, since I expected it.
NEWLY LIMITED CARDS:
Blackwing - Gale the Whirlwind:
[link] - Jesus Christ is this the most broken thing in the game or what. Tuners are used to bring out Synchro Monsters (which is what Dark Strike Fighter is), and since he's level 3, he can easily combine with any level 4 monster to bring him out. It's possible to play 3 of these in a single turn, he can be searched out right away with Black Whirlwind and playing pretty much ANY Blackwing monster, and it can run over nearly any monster in the game with its half-ATK effect. This thing needs to be at 1.
Mind Master:
[link] - lolwhat I had never even heard of this card until the banlist was announced. I have no idea why the hell he was limited. I heard that he's used in some one-turn-kill (OTK) combo in Japan, but apparently it never sees play over here.
Rescue Cat:
[link] - This adorable bastard broke the game for 3 months once X-Saber Airbellum came out in North America, and was running rampant in Japan for longer. An entire deck revolves around using Cold Wave (or Heavy Storm or Giant Trunade), Summoner Monk, Rescue Cat, X-Saber Airbellum, and Dark Strike Fighter to win the game in one turn for exactly 8000 LP. I will explain this combo at the end of the journal entry. Definitely deserves the limit.
Summoner Monk:
[link] - Pretty much nailed for the Rescue Cat/Dark Strike Fighter combo. He's powerful enough on his own right to be limited.
Black Rose Dragon:
[link] - I have no fucking clue why this was limited. I've heard that since Dark Strike Fighter is banned, then Black Rose Dragon will be the default "go-to" level 7 Synchro monster, and I guess Konami doesn't want players nuking the whole field multiple times in a game. At best, she could use a semi-limit, but I never would have guessed that she would be touched.
Demise, King of Armageddon:
[link] - Apparently in the booster set called Stardust Overdrive (comes out in US in November, Japan has had it for about a month), there are more cards to support Ritual-type monsters. A few years ago, Demise was used a lot in a specific deck that could kill in one turn, due to his field-clearing ability. I guess Konami isn't taking any chances with Stardust Overdrive's new cards, so they're taking pre-emptive measures. Personally, I think it was totally unnecessary and they're just hacking the balls off of an already dead deck-type.
Cold Wave:
[link] - A card I pulled from my very first booster pack ever that I mockingly laughed at, then a few years later said "This could have potential" to now where "Holy God this shit is mad broke yo." Cold Wave is used heavily in the Rescue Cat combo, where Spells and Traps are not necessary to win. The preventing one of setting new Spells and Traps for a full turn is pretty powerful, especially with today's really powerful monster effects. A well-timed Cold Wave is as destructive as Heavy Storm and can be a game winner. This card's limit is no surprise and I support it.
Mind Control:
[link] - Another card that went from useless to mad-broke. You can use it to steal an opponent's monster (even facedown) for one turn, so players will use it to Synchro summon. Synchro summoning is not considered a tribute, which the card's text says you cannot do with the monster you take. So, it's a free Synchro material monster. Or, players will combo it with Cyber Valley to get two free cards from Cyber Valley's effect, while at the same time removing the target monster from the game. Useless a year or so ago, broken today. I saw this card's limit from a mile away.
One for One:
[link] - Totally unnecessary limit here. It's used in X-Saber decks to quickly start a loop that will force the opponent to discard their entire hand, but the loop can be hard to pull off. I don't think a limit was necessary at this stage, but instead a semi-limit.
Call of the Haunted:
[link] - This card will replace Monster Reborn in many decks. Some argue that it is more broken than Monster Reborn and vise-versa, but both are great cards, worthy of a spot in any of my decks. The advantage over Monster Reborn is that it can be activated on an opponent's turn, letting you bring out a powerful monster from your Graveyard to jack up their strategy. However, it is vulnerable to Spell/Trap destruction cards, whereas Monster Reborn was not. Banning Monster Reborn and bringing this back was a good move. Had they left both banned, it would have been stupid on Konami's part (or even worse, leaving both banned and bringing back Premature Burial)
Solemn Judgment:
[link] - Holy dear God, the most controversial card on this list. This card has been unlimited at 3 since its release in mid-2002, and to see it limited sent a shockwave through the Yu-Gi-Oh community. Once a "meh" card, it has recently become a near-staple in many decks, with its price being $30 for a single copy at one point (I payed a total of $60 to get all 3 of mine). The problem with this card is it is primarily used as an offensive card, despite what the text may suggest as a defensive card. Yes, it can be used to defend and it is great at that, but a lot of times it is used as a counter to the opponent's Solemn Judgment. If you're pushing for a victory and you have two (or even three) of these facedown, victory is likely assured as you will negate the opponent's attempts to stop you. Honestly I'm not sure what to think. I know I spent a fair chunk of change to get 3, but I'm not upset at that at all, since I totally did not see this coming. These next 6 months will be very interesting without 3 Solemn Judgments... (and one guy at my local tournament said he would quit if the then-rumored Solemn Judgment at 1 was true!)
NEWLY SEMI-LIMITED CARDS
Chaos Sorcerer:
[link] - No real comment. It's a solid card, but not game-breaking. We'll see how this plays out.
Lonefire Blossom:
[link] - Really neutral on this one. It seems unnecessary but I can kind of see why it would be semi-limited, as some players will send 3 Lonefires to the graveyard then bring out one mega-powerful Plant monster, which thins their deck out a lot. But I don't think a semi-limit was totally necessary.
Mezuki:
[link] - An excellent card for Zombies. I'm glad they brought it back from Limited to Semi-Limited. I can see its abuse with Card of Safe Return, but that's being banned so it's moot. Great decision here.
Bottomless Trap Hole:
[link] - Fucking stupid. This doesn't need to be at 2. Leave it at 3. It's not broken and it's good to slow down Synchro summoning.
NO LONGER RESTRICTED CARDS
Breaker the Magical Warrior:
[link] - Whoa, didn't expect this dude to jump from 1 to 3 so suddenly. He's a good card and finds himself splashed into many decks, but I wonder how many people will run 3. He's good, but kinda slow. It'll be interesting.
D.D. Warrior Lady:
[link] - See Breaker: Totally surprised at this sudden un-limit of her.
Green Baboon, Defender of the Forest:
[link] - lol who cares about this dude, they errata'd his effect making him far less powerful than he used to be. No surprise that he's back at 3.
Raiza the Storm Monarch:
[link] - Yessss I play Monarchs so putting him back at 3 is great for me. Overall, Monarchs are not the force they used to be a few years ago, so putting Raiza back at 3 is a good thing, as while it will help Monarchs, it won't push them over the edge to broken. Great move on Konami's part here.
Destiny Draw:
[link] - Fantastic, an already hard to get card going from 2 to 3. Its price is going to skyrocket now. I think this card should have stayed at 2, because it works very well (almost too well) in the decks it is put in. Bad move on Konami's part in my opinion.
Fissure:
[link] - When I first came back to Yu-Gi-Oh in March, I was shocked to see Fissure limited, and now I'm shocked again at its un-limit. In Yu-Gi-Oh, a huge part of advanced strategy is card advantage. Players don't want to use a ton of cards just to remove one or two of the opponent's. Fissure is a 1-for-1 card. You play Fissure (-1 to your overall card advantage) which kills 1 of your opponent's monsters (-1 to their card advantage). Cards like this are usually limited and I'm surprised to see it back at 3 so suddenly. Its sibling, Smashing Ground, remains at 1.
Overall, it's a good banlist that hit on a lot of the cards and combos I thought was essentially ruining the game, along with a few WTFs thrown in there as well. It will be very interesting to see how the game unfolds come September 1st.
Also, that combo I mentioned earlier in the journal, basically here is what you do:
Step 1: Get rid of the opponent's monsters somehow, or at least be able to.
Step 2: If start of your turn, play Cold Wave. If not, play Heavy Storm or Giant Trunade.
Step 3: Play Summoner Monk.
Step 4: Use Summoner Monk's effect to pull out a second Summoner Monk from your deck.
Step 5: Use second Summoner Monk's effect to pull out a Rescue Cat from your deck.
Step 6: Use Rescue Cat's effect to bring out two X-Saber Airbellums from your deck.
Step 7: Synchro Summon two Dark Strike Fighters(level 7 each) using Summoner Monk (level 4) and X-Saber Airbellum (level 3).
Step 8: Attack with both Dark Strike Fighters for 2600 damage each (5200 total).
Step 9: Use their effects to tribute themselves, dealing 1400 direct damage with each for game (8000 damage total including previous attacks).
And this is the combo that broke Yu-Gi-Oh for 3 months in North America and about 6-8 months in Japan. Nothing sucks more than losing in one turn with a combo like that, and it's really not too difficult to pull off unless your opening hand and subsequent draws are all garbage.
(long and pointless journal was long and pointless)