Hello to readers one and all! I’m Jonathan Moore, here to talk to you about some new Yu-Gi-Oh! things to expect now that we can catch a breath and realize we’ve stepped into a new format with rule changes that will literally bend and change the game!
What an exciting whirlwind of a weekend! With the hype of nationals still resounding, it’s now time that every player must turn their attention to the future and a change that will persevere across formats to come. If you weren’t already aware, the new Yu-Gi-Oh! ARC V STARTER DECK contains two new rule changes. One is that the turn player going first will only draw to five cards, where as the second player to go will still draw their normal six. The second rule change is that both players may have a field spell on the field, meaning that playing a field spell no long auto-destroys your opponents field spell.
This future involves deciding if you want to play first and set up, or go second and take the free card advantage. It will no longer be an automatic choice that you should go first when you win the dice roll as it has been since the very first structure decks. Decks that require setup or that aren’t as multiple card combo oriented can afford to go first and try to gain their traction on the board. I think that Sylvans who have Sylvan Charity to get them to an optimal hand, Gears that need to setup with Geargiarmor, Mermails, and Lightsworn who want to speed up and get to working the graveyard all shouldn’t mind the lack of a card and will either want or need to go first. Rogue decks such as Burn will become better and not mind going second nearly as much when gaining an extra card. New decks surfacing to use their field spells and their more balanced structure will probably want the extra card too. As frustrating as it may be, Dark World just got a little bit stronger and is another deck that doesn’t mind going second.
You’ll also see old engines begin to test out the rule change, and I want to talk about what these cards are, how they work.Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect.
My friends and I have been talking about how this card might do once the rule change took effect and most the feedback I’ve heard is positive. As most players know, going first in a deck that doesn’t rely on the normal summon so much, this is a good way to get back your advantage. You’re not sacrificing your battle phase when you get to play this card turn one, and you regain the advantage that the other player is going to get by going second, while still setting up traps and using any other draw engine your deck might use before the turn’s end. Decks like gears will be more reluctant to play this card since they still need to set Geargiarmor, but plenty of decks that are fine just setting three to four back row and going back off on the opponent the next turn will want to play this card in conjecture with the next card2. Pot of Duality Reveal the top 3 cards of your Deck, add 1 of them to your hand, then shuffle the rest back into your Deck. You can only activate 1 “Pot of Duality” per turn. You cannot Special Summon during the turn you activate this card.
Duality will let you search through the deck a bit more to find that combo-orienting turn one piece you need. For Lightsworn, it can help get that draw/mill engine going by grabbing a Solar Recharge or a Charge of the Light Brigade. In gears, it can make sure you get that vital turn one monster to get on the board before something could disrupt the pressure or set up. Your turn one duality will give you access to one of three cards, almost ensuring your turn one hand of five cards isn’t unusable.3. Closed Forest All Beast-Type monsters you control gain 100 ATK for each monster in your Graveyard. Field Spell Cards cannot be activated while this card is face-up on the field. Field Spell Cards cannot be activated the turn this card is destroyed.
This card is going to be a counter for when a deck that abuses the new field spell ruling finally comes out. While the spell itself only works in conjecture with a very few decks, that means it’s unlikely to aid your opponent in any way. It’s second and third effect are what are important. Even if your opponent who plays say, Dark World, find a way to destroy your Closed Forest, they still can’t activate their The Gates of Dark World that turn. This cripples decks such as Gravekeeper’s and Dark World.4. Effect Veiler During your opponent’s Main Phase: You can send this card from your hand to the Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that opponent’s face-up monster’s effects until the End Phase (this is a Quick Effect).
We’ve watched this card come in and out of formats. It has it’s merits when the time is right in a format, but thanks to this new rule change, in a deck that goes second and gets a free draw and/or a deck that goes first and plans to use Cardcar D, this would be something good to have in your hand. It can really also hurt a turn one player who needs their turn one card to go off. Geargiarsenal, Lonefire Blossom, and Lumina are all examples of cards from the top decks that are stopped dead in their tracks by Veiler. Also, should Cardcar D be highly relevant in a format, it gives him worlds of hurt too. The only problem with that is, a deck that has him will usually have plenty of backrow to keep him one more turn, so beware!
So, you’ve just won the dice roll. Tell me in the comments what you plan to do with that power now? Also, what are some Yu-Gi-Oh! cards and decks that you think have gained power because of this? Let me know!