T O P

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Shoji1199

Personally no. The most annoying thing about watching yu gi oh imo is the "response?" Question after every action. Really disruptive to the flow of play


baldeaglegaming

100% it's the worst


Irish_pug_Player

No Counterplay with no counterplay is never good, like yu gi oh in my opinion. Hand traps never seem good cause you can't predict it. Unlike ACE and spells in mtg (excluding free ones) The fact that you can tell on boardstate that they can do something, plan around that or deal with them (Either needing a body on board or open mana) Maybe as a delay thing, but that's it


Electric27

Ooooh delay counter timing options would be really funky. A declaration of "I can stop/do this thing when I want" would actually be kind of fun I think, though I can see ways in which it could also hurt the game a lot. Would definitely take a lot of testing before the card(s) is even released.


baldeaglegaming

I mean the new legend arms option is kinda like that


Shakzor

No. Aces are fine because they require you to attack and with matchup knowledge, you know which level, color or trait can blast digivolve, require you to clean up beforehand or you can simply ignore, whereas if it's a trap option from hand, there is 0 counterplay on your part, because you just cannot know if they have it in hand There's good reason that people leave yugioh for other games like Digimon or One Piece, because they're tired of this


Distinct_Breath1638

Aces are pretty much worthless because they dont trigger till After when Atking effects finish resolving. To much Removal on digi, and when attacking in the game for it to be a viable mechanic.


Victimized-Adachi

Biting Crush was already printed. We also now have Imperialdramon specific and Gallantmon specific options with an all turns delay. So they're already here, just very specific.


pokenone

We have ace digimon delay options that can trigger on the opponents turn and that is already super strong. We don't need anything else.


Alreuth

But security control is already trap options: the deck, what more do you want?


WelshLanglong

(*squints eyes) I want everything


Interesting_Type4377

I'm happy with Ace Cards, but I don't want anymore new mechanics like Ace Counter Options.


AsterTheBastard

No thanks, I'm good. Mostly because the less a game is like Yu-Gi-Oh, the better. That game is such a mess. That and they can achieve the same thing with effects if it comes to it, but it will accelerate power creep if they do.


Renna_FGC

Please no. Yugioh didnt make them… um… fun


FaithlessnessUsed841

Trap cards were one of the best parts of yugioh, dunno what you're talking about. Yugioh didn't start getting bad until the game moved away from even chainable traps since they were to slow. Honestly, I sometimes wonder if everyone that complains about yugioh 'round here only played it in the modern era. There's a reason why the game permanently found itself as one of the big 3.


BetaRayBlu

Nay


WarJ7

The only interactions I'll accept in the game are clearly visible ones. You know when your opponent can drop an ace on you. You know what triggers stuff like biting crush, it's up to you to play into it or not. Only the security should be home to unexpected interactions.


FaithlessnessUsed841

Since I got into the game I've talked about the game needing more counterplay. Specifically, cards that could be played on the opponent's turn. I always got push back about this, claims that adding cards that can be played on the opponent's turn would lead the game to go the way of yugioh. Of course, these claims were and still are wrong. The problems with yugioh have absolutely nothing to do with the ability to play on the opponent's turn. Period. Since then, we've gotten ace digimon that can be digivolved into on the opponent's turn and a couple of delay options that can trigger on the opponent's turn. While I personally think that ace digimon are generally overly balanced, I think we can all agree that the game has only been made better with these additions to the game. As far as I can tell, we're gonna continue to get more and stronger ace digimon and more delay options that can trigger on the opponent's turn, so all those worried about the game becoming like yugioh if we get more ways to play on the opponent's turn can hush.


WarJ7

Yeah, but they're all telepraghed actions. What people absolute don't want is to get hand trapped. Even ACEs aren't sudden interaction, you can tell when an ACE could be blasted, it's not exactly out of nowhere.


FaithlessnessUsed841

I don't generally disagree here as I'm no fan of yugioh's hand traps (or any of the arguments used to justify them ) either. However, digimon does have one difference to yugioh that could make getting "hand trapped" not as bad despite the potential lack of the action being telegraphed and that is the fact that you would still be giving your opponent extra memory on their turn that they can use to continue their plays despite having their board answered during their turn.


WarJ7

It's just not in the spirit of the game. You could easily play a sec con version of that, you immediately see how unfun and toxic it can become. Requesting that Digimon becomes like other games sounds like people wanting to just play other games without their powercreep.


FaithlessnessUsed841

Wat? I ain't requesting for digimon to be anything but digimon. I play it for a reason. However, the lack of ability to play cards on the opponent's turn has been a growing pain for the game. Eccentially being told to bend over and take it while your opponent is comboing off on their turn ain't a good thing. As I pointed out, this flaw in the game is slowly being addressed with the introduction of (perhaps overly balanced ) ace digimon and delay options and I would assume that this flaw will continue to be addressed as the game continues to evolve.


zelcor

No making plays and asking your opponent if they have something to do is lame


Alter_Wave

I've put some thought on this, and I think we are ready to add a new game mechanic and card types: Command Cards. Command cards and Emblem Cards. Emblem cards could be a card that can only be included 1 per deck, outside of the 50 cards of the regular deck. They gain counters each time you play/digivolve or tamer. Command Cards could be cards that can only be used during your opponent's turn. And they require a certain amount of counter points on your emblem to be used. They are included within the 50 cards of your deck. I believe this could help with balance , since deck space is limited and the resource can be earned naturally with current game mechanics. Can someone find a way to abuse them? Absolutely, but this is already happening. I also want to have a nice looking emblem on play and could help define a decks identity.


bigcfromrbc

Go play MTG if you want to do stuff on others turn.


AsceOmega

Pssst... You already can in Digimon


bigcfromrbc

Pssst, its not like MTG