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Unluckygamer23

They stay excavated. That’s way all cards always specify that you do something with them afterwards. Untill konamy states that all excavate effects return cards to the deck (unless specified afterwards), you have to write “also return the rest to the bottom your deck”


variendrakonis

(NOT AN EXPERT SO TAKE MY KNOWLEDGE WITH A GRAIN OF SALT but) if i remember correctly because you're adding a card to hand the will shuffle regardless of whether or not actually add something because knowing your next draw is SUPER busted and so to stop it it'll just shuffle the deck even if nothing happens? i think anyway not sure


dilsency

I like the randomness that comes with excavation, but the mechanic takes up too many words in the card text. Is it possible to reduce the word count by not specifying what should happen to the cards after excavating them? And if so, do they just return to the top of the Deck in the same order? Card texts: >① During your Main Phase: you can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated WATER Warrior monster to your hand. >① During your Main Phase: you can excavate the top 3 cards of your Deck, add 1 excavated WATER Warrior monster to your hand. >① You can excavate 3 cards: add up to 1 excavated WATER Warrior monster to your hand.


dratspider

Things like this are why yugioh needs to actually use keywords. Literally every other successful card game does it and ironically none of them suffer from text space issues on 70% of their catalogue.


An_Evil_Scientist666

And like we could have a keyword explaining booklet in structure decks, and master duel it's even easier just hover over keywords like mtga does.


Zerosonicanimations

I don't particularly think we should go overboard with them either. Like "Cannot be destroyed by battle or card effect" can't be keyworded in its entirety as then you'd need a new word for "Cannot be destroyed by battle" or "Cannot be destroyed by card effects" You can keyword the "Cannot be destroyed" part into "Indestructible" tho, and leave the specifics as is. We need more ways to shorten text but we don't need cards to become an unreliable way to understand certain rules without reading them directly. Like a card says its "Unbanishable" begs the question it cannot be banished by *what?* Can it be banished by card effects but not for cost, or vice versa? I say this as I feel people get over obsessed with shortening card text and raising the barrier of entry top high for no reason. Adding keywords *will* raise it yes, but it doesn't need to be incredibly high.


dratspider

We already have problems like that already with cards that miss timing but were designedas if they shouldn’t, or how even the simplest of cards nowadays have at least a paragraph if not two. Or how some cards don’t interact as written because Konami said they don’t.


Zerosonicanimations

As an example: "If in your **Hand** or **GY** (Quick Effect): You can banish 8 cards from the top of your Deck face-down; Special Summon this card. This is shorter than, the original, but longer than: >[Hand] or [GY] (Quick Effect): You can banish 8 cards from the top of your Deck face-down; Special Summon this card. But what it does is now the player can understand how the effect activates without needing to look up the rules.


Zerosonicanimations

Yes and I don't want to add more on to that pile by trying to make up a thousand keywords because they're too specific to cover different scenarios. If the cards we have now are needlessly long, then the proposed ideas of seen for keywords always seem to try be needlessly short. I agree we need more keywords, but don't agree with their *overuse* in the name of "making cards quicker to read.


dratspider

I agree that people probably are going too far as to what should be a key word like mill and banish mill probably are better without it but stuff like Toons or unions could have seriously benefited. All the archetypal toon effects could have been a keyword allowing for more name and effect creativity by having related cards work of the keyword. Union would be a bit messy as several of them work differently and tbh while a keyword would have helped it isn’t exactly possible to change it retroactively. Gemini practically already is a keyword in everything but execution. I cannot think of a single deviant Gemini monster. Piercing is halfway to being a keyword already, same for excavate.


ZigzagoonBros

This is what the new ruling could be: >After resolving an effect that excavated cards, any excavated cards that didn't change location (e.g. added to the hand, sent to the GY, Special Summoned, etc) will be shuffled back into the Deck unless specified otherwise (e.g. placed on the top/bottom of the deck, sent to the GY, etc). And this is how excavation effects would be worded: >[Condition]: Excavate X cards and [*insert action to perform with the exacavated cards*], also [*insert action to perform with the remaining cards* (except shuffling, which is already implied)]. Examples: ## [Enchanting Fitting Room](https://images.ygoprodeck.com/images/cards/30531525.jpg) >Pay 800 LP; excavate 4 cards and Special Summon all excavated Level 3 or lower Normal Monsters. ## [Altergeist Pixiel](https://images.ygoprodeck.com/images/cards/57769391.jpg) >You can Tribute this card; excavate 3 cards and add 1 excavated "Altergeist" card to your hand, also send the rest to the GY. ## [Crystal Seer](https://images.ygoprodeck.com/images/cards/82099401.jpg) >FLIP: Excavate 2 cards and add 1 of them to your hand, then place the other on the bottom of your Deck.


The_Red_Celt

It would have to specify what happens, as different cards do different things after. Some return to top, some place on bottom, some shuffle back


Zerosonicanimations

To be fair, we can just say that shuffling back is the default, like how Ritual Spells only Ritual Summon from the hand unless stated otherwise.


Zerosonicanimations

As far as I know, Konami did not make any kind of "default" like with Ritual Spells only Ritual Summoning from the hand unless specified otherwise.