Yu-Gi-Oh

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With a Pokemon backdrop, too.

"The only thing intricate about this game is its ban list."

Magnus the Red, If the Emperor had a Text-to-Speech Device


Yu-Gi-Oh (also written Yu-Gi-Oh!) is a CCG (or "Children's Card Game" in the popular Abridged Series) produced by Konami which is based off a shonen battle manga of the same name (literally meaning "King of Games" in Japanese). It can be surprisingly fun, and while confusing at first, it becomes second nature to most after just a few games.

While it does have some major rules problems thanks to idiotic rulings and decisions by Konami (i.e. missing the timing, semi hidden information going into hidden information zones, and an errata policy based mostly on what cards get reprinted), Yu-Gi-Oh is not as bad as some people have been led to believe; it has a quite interesting amount of game styles to choose from in the way you use the cards in your "deck" which is quite customizable.

...At least, unless you're playing in a tournament, in which case the majority of players will be playing 3 different deck styles max, because power creep 'n' seep is a bitch like that. The banlist has usually been the primary means of balance, meant to keep the best current playstyle(s) from overruning the meta for TOO long. In addition to outright banning cards that completely fuck the balance (ideally, anyway), other cards are limited so that the play styles that aren't completely gimped can still perform their strats reliably, without surgically excising chance from the game altogether like several older infamous combos, a few of which necessitated the creation of its Forbidden section.

Unlike most trading card games, Yu-Gi-Oh has no set rotation. This means you can play every card released in your region since the game started in 1999/2002 today if it isn't banned. While most of the useful cards from this era have been banned or power crept, cards like Dark Hole (released in Volume 1, the very first OCG product) can remain options. Further, old cards often get new cards as support that allows them to see continued use; this is especially true with many of the earliest iconic cards, like Volume 1's Dark Magician. A card need not be iconic to get support (though that makes it significantly more likely), and even really random old cards can get some attention. Supporting this is the lack of a Reserved List or policy that only allows reprinting good cards in expensive products ([ like Magic has), and Konami's ability to reprint any card (except Tyler the Great Warrior, a one off gift to a dying child, and a handful of Japan-only cross promotion cards that were just normal monsters or terrible gimmicks) at any time, even re-releasing promos to the generic public. Even entire sets can be reprinted at once, and while full on reprints of much older sets are primarily seen in Korea and certain facsimilie promos (that will likely never happen in the west due to the lawyer encouraged renaming of "Magic Card"s to "Spell Card"s) packs that combine two or more older sets have been released with some frequency.

The upside to this is that the card pool is huge, currently exceeding 10,000 cards, and can provide limitless combinations. The downside to this is that the card pool is huge, and those 10,000+ cards are impossible to keep track of and can combine with new cards in unexpected combos that destroy the game. One notorious example of this is Grinder Golem: Once a trash card that blew your summon to give yourself two weak tokens and your opponent a large beatstick, it got banned after Link Monsters came about and used it in multiple infinite or otherwise degenerate combos.

At first it was just played by a few groups of people over the world, but then it got a major increase in its player base after its anime dropped in the West. It is a relatively simple to play game that can keep you entertained for hours thanks to deck building and combo opportunities. It's an alright game for playing with friends, but the competitive scene for it is awful, partly due to the community being kinda shitty; while something of an understatement, it's to be expected from a long-running grog magnet, to say nothing of its various anime and some of the fans THOSE have attracted.

Mostly, though, it's due to Konami's usual practice of releasing new stuff, often in the form of 'structure' (i.e. preassembled) decks that generally fall into one of two categories: they're A) broken as shit, which sells more packs while potentially buttfucking the meta until the next banlist; or B) gimmicky as shit and thus utterly useless outside of select reprinted cards, even on a casual level (which was the case for many of the first ones released). In that regard, they're akin to good ol' Games Workshop - which, if you consider their reputation outside of this TCG, is being EXTREMELY generous. This has also given birth to the Yu-Gi-Oh! Meta Cycle:

  1. Did the company release a structure deck or set containing cards that are either new or powering up an old archetype?
  2. If yes, do said cards make a new deck which dominates the meta completely and warps the game?
  3. If yes, sit back and await a sudden update to the Limited/Forbidden list, and take a shot for each of those new cards that make it. Try not to die of alcohol poisoning.
  4. Enjoy the new format until new overpowered cards are released, which brings you back to step 1. Rinse and repeat.

How to Play[edit | edit source]

Yu-Gi-Oh is rather similar to Magic the Gathering in terms of play; in fact, it was introduced in the manga as a sort of Magic clone that was one of many featured games (it's even called Magic and Wizards), from which point its popularity took off and changed the manga's entire focus as the game was fleshed out and became something more relatively unique. You can guess how much a point of contention this is for the respective fanbases.

Each player starts with a 40-60 card deck plus a 0-15 card extra deck (both of these used to have no maximum, but two german guys called Mike Schwei and Tobias Heiner actually took a 2222 card deck called "Mischen Impossible" (trans. Shuffle Impossible, due to being a pain in the ass (to the point of being given game losses for taking too long) to shuffle) to a tournament) and tries to take his opponent's 8000 life points down to 0. If you are playing a best 2 out of 3 match, you can also use a side deck of up to 15 cards. It also is possible to win by making the opponent run out of main deck cards, as they also lose if they must draw but have no cards left. There also are a small number of cards that allow you to win automatically by meeting a difficult condition, such as the Exodia cards, which make you win if you have all 5 of them in your hand, or Final Countdown, which makes you win in 20 turns. Players take turns to play creatures and spells, attack the opponent's creatures and deal with some of the most badass cards brought to play.

The number of cards you can have in play is currently limited as follows: you can have five monsters (and one which you summon from the extra deck!), five spells/traps and one field spell in play at the same time. If you have five monsters you cannot summon additional ones without sacrificing others; you also can't play spell/trap cards if you already have five of them active, but you can play a field card if you already have one (in which case, the former field gets destroyed).

Note that 8000 is a really fucking huge number of life points to keep track of: you might want to bring a notebook, calculator or app along to keep track of your life points. The manga and anime starts with 2000 instead (later 4000 due to power creep).

Notable compared other TCG's, Yu-Gi-Oh lacks a 'cost' mechanic the way Magic has with lands, Pokemon has energy, or Hearthstone has with mana. The limiting factor for powerful monsters in Yu-Gi-Oh are (generally) that they need other monsters to be 'spent' to bring them out, either on the field or with the aid of a spell card, you need to expend some monster to bring out a bigger one, and you can normally only normal summon once per turn. This generally makes the game really fast-paced, as winning combos only take two turns of setup at most.

The makeup of a card[edit | edit source]

The three basic types of cards in Yu-Gi-Oh are Monster, Spell and Trap.

Monster Cards[edit | edit source]

These cards are your warriors who will do the fighting for you. Monsters have levels, which affects how you summon them. Monsters from level 1 to 4 can be summoned normally. Monsters of level 5 and 6 require you to sacrifice one of your monsters, 7 or higher require two sacrifices. Monsters also have Attributes (think the colors from Magic the Gathering, except there are seven, and they are less important), Monster Types (like creature type, there are 23, including fish, aqua and sea serpent), Attack and Defense (Strength and Toughness). There are eight types of them (or nine if you count tokens). The first four (or five) are from the early days of the game, with the latter four being added in 2008 and onwards:

  • Normal - Coloured yellow. A straightforward card with no abilities. They used to be pretty common place as the "basic" units in the earliest stages of the game, but became increasingly rare with the rise of good Effect Monsters. Has received support cards at times, and modern ones typically have higher attack for their levels, but Effect Monsters remain the most commonly used. Note that monsters that do not have effects do not necessarily count as Normal Monsters, for example, a Fusion monster without an effect is a non-effect Fusion monster, not a Normal Fusion monster.
  • Effect - Coloured orange unless they also belong to another class of monster. A monster that has a special ability. These are the most commonly used monsters. In the early days of the game the effect monsters were balanced by typically being weaker than normal monsters but eventually powerful effect monsters started showing up. It's almost a rule now that every monster must have an effect.
  • Token: Colored grey. Token monsters are a special class of monster which are not kept in any of the decks and do not required that you even have the card to play them). Although most tokens that can be summoned do exist as cards, you can instead place any form of marker on the monster zone to represent it. Because of this, cards that have the ability to summon tokens will always tell you the token's properties. Tokens always count as normal monsters, even if the card that summoned them gives them effect-like properties. Tokens cannot be turned face down and are treated as ceasing to exist if they are removed from the field. Tokens cannot be used as overlays for summoning XYZ monsters, but they can be used to pay the cost for summoning other kinds of monsters, unless the card that summoned them puts a restriction on what they can be used for, and a few cards forbid using tokens to pay their costs. They also cannot be used to pay an effect cost if the effect specifically says to send the paid card to a specific place, since they can't exist off the field. For example, they can be used as a tribute to pay a cost, which would normally send the card to the graveyard, but they can't be used to pay a cost that specifically says to send the paid card to the graveyard. Because they do not exist as actual cards in the deck, it is possible to summon more than three copies of the same token. Most tokens are extremely weak, so their primary purpose is for stalling the opponent or for paying costs.
  • Ritual - Coloured blue. A ritual monster is summoned using a ritual spell card and tributing monsters. They are placed in the main deck and cannot be summoned without a ritual spell. Usually has an effect, but not always.
  • Fusion - Coloured violet. A fusion monster is one where you have to combine two or more cards in order to summon it. This combining is done by the special abilities of other cards, usually the spell card, Polymerization, though not always. Modern fusion monsters usually have effects, but rarely did early on. Since alternative extra deck monster types were created, the support they've gotten in the form of actually good fusion monsters and better Polymerization searchers and replacements has actually caused them to be more used than they originally were.
    • Early Fusion Monster- In the early days of the game, nobody used them without cheating them out since, while high attack, they required at least three specific cards, generally bad/useless on their own, be in your hand/field simultaneously for what most of the time was just a normal monster with a high attack that still died to any removal and was generally still weaker than just giving Gemini Elf an axe (two cards that can be used without the other). Few still get some play because of Instant fusion giving you an easy material for another card and there are not many newer low-level Fusions, but otherwise the only one that sees any play is Blue-Eyes Ultimate Dragon because it's the best target for Fists of the Unrivaled Tenyi.
    • Contact Fusion - A variation of Fusion that involves either sending the cards that make up the fusion material into the graveyard or the banishment zone, or shuffling them into the deck. Polymerization is not needed; this effect is inherent to the Contact Fusion monsters in question. This effect is commonly found on A-to-Z monsters, the Neos, Gladiator Beast and Ritual Beast archetypes, and a few other cards. This means that while the lack of dependency on Polymerization cards makes them easier to play, these cards require their tributes to be on the field instead of either on the field or in the player's hand.
    • Transformation Summon - Limited to the Masked HERO archetype, Transformation Summons requires a tribute of one card in favor of another, more powerful one. This requires the play of a Change-type spell, of which there are three. Because all Change cards are Quick-Play, you can play them during the Battle Phase in order to avoid negative effects or targeted destruction by your opponent, as well as attack several times in a single turn.
  • Synchros - Coloured white. They go in the fusion deck, now known as an extra deck, and are summoned by sending monsters with a total level equal to theirs to the graveyard, including one tuner monster. These quickly dominated the meta when they came out because of how easy they are to bring out with the number of cards that make it easy to bring the lower level monsters needed to summon them by time they were released and Konami made sure to make all the initial ones really good.
    • Dark Synchros (anime and Tag Force video games only)- Used to summon Dark Synchro monsters. Instead of adding the values of the Tuner and the non-Tuner monsters together the level of the Tuner monster is subtracted from the level of the non-Tuner monster. This matters a lot more in the anime, where they are treated as their own card type. When the cards were adapted to the CCG the became just Synchro monsters that required specific materials.
    • Double Tuning - The rare Synchro monsters that require two Tuner monsters to summon. There are only five of them in the game, three of which are variants of Hot Red Dragon Archfiend (which is also home to the only three tuner monster).
    • Accel Synchro - Just like regular Synchro summoning, except all material cards have to be Synchro cards themselves.
  • XYZ - Coloured black with streaking stars. Pronounced "Exceeds", and summoned by placing two or more cards of the same level on top of each other and can expend them to activate its effects. Instead of a level they have a rank that reflects the level of the monsters that must be "overlayed" to summon them from the extra deck. Like Synchros, these are largely the dominant force in competitive play with how easy it is to summon two monster of the same level.
    • XYZ Evolution - XYZ Evolution monsters can be XYZ summoned as normal, but they can also use a single specific card as XYZ Material. This can be either from the effect of the XYZ monster itself or a Spell card often called "Rank-up Magic". Many XYZ Evolution monsters are either CXYZ or Number-C monsters.
  • Pendulum - Coloured the same colour as the other monster type they are in their top half and green in their bottom half, with a transition between the two, to show how they're like a mix of monster and Spell. Thus you can have Normal Pendulum monsters, Effect Pendulum monsters, XYZ Pendulum, Fusion Pendulum, etc. There are currently no ritual pendulum monsters or link pendulum monsters in existence, though this may change in the future. These are monsters that can also be played as spells in the pendulum zones, and go to the extra deck when they're destroyed while on the field. With the release of Link monsters, the rules have changed to remove the Pendulum zones, so now they are played in the same zones as regular spells. They have a number called a scale, which is used when they are played as a spell card. They also allow you to summon a bunch of monsters in one turn, as long as the levels are between the scales of the two pendulum monsters you have in your pendulum zones. Newfags.
  • Link - Coloured blue like Ritual monsters, but in another shade and with a hexagonal background. They have a link rating instead of a level or rank and have no DEF and can never be in defence position. They go in the extra deck, and are summoned by sending a number of monsters you control to the graveyard whose total Link Rating is equal to the summoned monster's Link Rating (monsters that do not have a link rating count as 1). They have Link markers that point to other monster zones, and you can summon other links monsters (formerly required for any extra deck monster) from the Extra Deck to the zones pointed at by the markers. Their effects often relate to the zones pointed to by the arrows. Newerfags.

On top of that, there are several secondary monster types that said monsters have on top of their normal type:

  • Flip - When a Flip monster is attacked when it is face down or turned up by its controller or an effect, it triggers its own effect. Having the monster destroyed or exiled outside of being attacked, the effect does not trigger. Can trigger multiple times if an effect turns it face down.
  • Gemini - A Gemini monster is played as a regular Normal monster. It can later (either a later turn or outright, depending on what other cards its controller plays) be summoned again as if it entered the field from a player's hand. When it is, it triggers its effect. And no, Gemini Elf is not a Gemini monster.
  • Spirit - When a Spirit monster is summoned, it returns to its owner's hand from the field during the End Phase. This means that Spirit monsters have little staying power, and they cannot be Special Summoned.
  • Toon - Toon monsters resemble existing monsters in the game in a cartoony style. They rely on the Toon World card, and they are frequently destroyed if Toon World is.
  • Tuner - These monsters are mandatory if you want to run a Synchros deck. While it is tempting to make a deck of nothing but Tuner monsters to make sure you always have one, most Synchros monsters require at least one non-Tuner monster or a monster of a particular type instead.
  • Union - Often weak on their own, Union monsters can equip themselves to another monster to grant said monster a special effect. If that monster were to be destroyed, its equipped Union monster is destroyed instead.

Spell Cards[edit | edit source]

These cards are for support, augmenting monsters, giving you more cards or life points, stunning the opponent...etc, anything to give you an upper hand in the battle. They are coloured green. They have have six subtypes:

  • Normal - A one-time use card that is discarded after its effect is completed
  • Continuous - The effect persists, so long as the card is still in play
  • Equip - Equipped on a monster card to augment their stats or give them special abilities
  • Quick-Play - Like a normal spell, but can be played in response to other card or card effect activations. If they are set they can also be activated during the opponent's turn like a trap card..
  • Ritual - A card which lets you sacrifice monsters whose total levels are a certain amount in order to bring forth the patron of the ritual, a ritual monster (see above).
  • Field - Changes the attribute of the playing field, which can give certain monsters buffs or penalties (I.E: Water monsters benefit from Umi and Dark monsters benefit from Yami). It used to be that only 1 field spell may be active at a time, but later rules made it that each player may have their own field spell at the same time. Unlike other types of spell cards, you can place a field spell on the field even if your field spell zone is already occupied, which destroys the card in it.

Trap Cards[edit | edit source]

Trap cards can't be played directly and have to be deployed in the face-down position. As their name implies; they're traps for your opponent, which can be triggered either by your decision or once your opponent meets certain conditions. Thanks to the animu's flair for the dramatic, you're required to say "YOU'VE ACTIVATED MY TRAP CARD!" in a loud and smug fashion when activating, while dramatically flipping your trap card. Verbally explaining the trap's effects in a dramatic fashion is optional. They are coloured pink purple magenta. Trap Cards exist in three kinds:

  • Normal - This sort of card can be used once and discarded after its effect is completed
  • Continuous - This kind of trap persists so long as the card is still on the field.
  • Counter Trap - A trap used to counter other cards; the only thing that can stop a counter trap is another counter trap. Also single-use like normal traps.
  • Trap Monster - A trap card that has the ability to summon itself and become a monster. They may be treated as a normal monster or an effect monster depending on the text of the card. Most trap monsters are continuous traps and are treated as a monster and a trap at the same time while they are on the field, and take up two zones instead of one (a monster zone and a spell/trap zone). A few which may be called pseudo trap monsters are normal traps instead and are not treated as a trap at the same time when summoned as a monster and only take up one zone. This changed in the 2020 rules and now all trap monsters don't take up a trap card space when activated.

The Turn[edit | edit source]

  • The turn starts with a Begin of Turn phase where some things can happen depending on the cards in play, but most of the time this turn is just filler.
  • The Draw Phase allows you to draw 1 card from your deck. Again, some abilities might be triggered in this phase, but it's not all that flashy.
  • The Standby Phase the phase that happens between the Draw and Main Phase. Nothing really happens here, but many abilities use this as part of their trigger requirements.
  • The First Main Phase is where it all happens: you can play 1 monster and as many magic/trap cards as you like. Monsters can either be Summoned or Set. Summoning means they are placed in a face-up upright position; this makes their Attack stat the number used in the combat phase. If a monster is set it is placed in a face-down position turned 90 degrees to the right; this makes their Defense stat the number used in combat. You can only summon one monster normally, although card effects may allow you to conduct a "special summon" which is basically the same except that they are almost always summoned face-up and they don't take up your normal summon
  • The Battle Phase has four sub phases. Again it has a Start and End step in which some effects trigger, but most of the time they're just there to look pretty. The big part of this is the Battle and Damage steps: you choose one of your monsters and attack one of your opponent's monsters. You then compare your monster's Attack to the other monster's opposing stat. If it is in Attack Position you compare the two Attack scores: the monster with the lowest Attack is destroyed and its controller loses life equal to the difference in Attack. If the scores are equal both monsters are destroyed. If the monster is in Defense Position you compare your Attack to the other's Defense: if yours is lower or equal then you lose life (but not your monster) equal to the difference (obviously you can't lose zero life), if yours is higher the other monster is destroyed but the opponent does not lose life. If the scores are equal nothing happens. If you attack a face-down monster this way then it flips up: either to reveal a weak monster that your opponent put down to stall for time, an effect monster that does something beneficial when flipped or destroyed, or a large blocker that might deal you damage. All monsters you control may attack only once (Unless an effect says otherwise), one by one; you are allowed to attack the same monster several times.
  • After this is the Second Main Phase, which is identical to the First Main Phase. You don't get another summon, so you can't usually summon unless you never summoned in your first main phase (generally done to avoid certain effects that can only be activated in the battle phase, or because you only got a monster in your hand after an effect in the battle phase), so it's mostly just used to set traps and quick play spells to use in your opponent's turn.
  • Finally there is the End Phase where effects might be triggered and where you have to discard cards from your hand if your hand is over the current hand size cap of six to meet it.

The Metaplot[edit | edit source]

Some sets of cards will depict the stories of recurring characters. Usually forming in the Duel Terminal Storyline but also shifting into other characters. the Metaplot of Yugioh while usually interesting is often ecstatic and while often interesting winds up being hard to compact without a Konami made meta-books. Particular ones include the story of Gagagigo setting from Dark Revelation all the way to Abyss Rising and Memory of the Adversary. For most gaijins, the convenient way to read these stories is through the yugipedia, which has the card storylines translated from the aforementioned meta books.

Archetype[edit | edit source]

Archetypes are series of cards of a similar theme or kind, often with a series of related monsters. Through their interwoven and complementary mechanics a deck can become greater than the sum of its parts. There are dozens upon dozens of archetypes in the game, with many of them having their own sub-archetypes. Also, there is fluff of sorts for many of them, but this tends to have no real bearing on the game.

Archetypes were in the game since before the physical card game existed, with Toon and Harpy existing in the manga and anime before that and most duelist having themed decks even though the majority of their cards were ultimately generic. Despite that, it would take over five years, about the GX era, before making cards archetype centered really took off. Unfortunately, it would be even longer before Konami understood how to make archetypes actually work. Before the GX era proper, a few archetypes were released, but they were just sets of cards with some other cards of with abilities that worked with other cards of specific names (e.g., “Yellow Gadget” adds a “Green Gadget” to your hand, “Green Gadget” adds “Red Gadget” which adds “Yellow Gadget”) or a series of cards with related effects and names but no requirement to run them together (e.g., Early Monarchs all had “Monarch” in the name and effects that destroyed cards when they were tribute summoned, but no interactivity between each Monarch). GX brought with it archetypes like we have now, except Konami had no idea what they were doing and most early ones suffered from having no real synergy, lacking a consistent strategy, being horribly gimmicky, and/or being worse than the generic options (Two of the most prominent archetypes of the era, Neos and -roids are still considered some of the worst in the game despite disproportionately high support). Still, Konami eventually figured things out and archetypes are a well regarded part of the game.

Unlike a lot of other card games 'archtype' is often tied into the name of the card rather then some mechanical aspect of the card. As an example: Madolche Magileine is a member of the Madolche archtype due to it's name, but it's monster type is spellcaster effect, it's level (the stars along the top) is 4 and it's attribute is earth. This means that cards that affect Madolche, Spellcasters, effect monsters, level 4 monsters and earth attribute monsters all can interact with Magileine. This design tendency has a couple advantages and draw backs. First it's easy to add support for a set of cards just by adding more cards the key off the name, which is what they have done with Dark Magician, Blues Eyes White dragon and Red Eyes Black Dragon. Additionally it also allows decks to splash multiple Archtypes together by using synergy for the things they have in common, such as type or attribute to help hold the deck together. But it also means that on occasion yugioh can run into the Scunthorpe problem and accidentally add support for a random card. For example this noticeable happened with the Ciper Archtype of monster which ended up giving support to a card known as Cipher Soldier, released almost a decade earlier. It also runs into issues with translations, as English (ect.) names that seem normal at the time can give a card the name of an archetype it’s not actually part of years later, which results in bits of rules one just has to know or get a reprinted version of the card with a new name or says it isn't an X card. Cipher Solider is another example because in it's initial release in english it was called "Kinetic solider", and when the Cipher archetype was released the english version of the card had to be Errata to be called "ciper soldier": and again Cipeher solider was an almost decade old card that was not even played when it was new. This also works in reverse, where cards that were linked in Japanese aren’t in English and it matters when their archetype gains cards or was created. Tons of early cards, like Summoned Skull, have デーモン/Daemon in them which was never translated in a consistent way before then, creating a big mess when it was turned into an archetype with at least 9 different cards needing to be errated to count as as Archfiends in english.


Some of the archetypes are:

Non-Archetype Deck Themes[edit | edit source]

Notable deck themes that aren't based on card archetypes. Most of these are either based on the effects of a particular card (which can quickly be killed by banlist changes), interactions between two specific cards, or Type-based tribal (which has been supported since before there was a real card game in the original manga).

  • Burn: Do direct damage to the opponent's life points and stall till they die instead of trying to smash them with monsters. Some archetypes support this (Konami threw minor burn effects in entirely random archetypes a lot during the GX era) but burn decks without an archetype are common.
    • Nurse Burn: Both Darklord Nurse Reficule and Bad Reaction to Simochi have an effect where anytime the opponent would gain life, they lose it instead. Nurse Burn decks combine this with effects that give your opponents life points, something that is pretty easy since it's often included on otherwise good cards as a drawback, or on apparent joke cards that do nothing but give your opponent a bunch of life points.
  • Cyber-Stein: Cyber-Stein was an earlyish card that allowed special summoning nearly any fusion monster without polymerization or the materials at the low cost of 5000 life points. This was really good, since a good fusion monster on its own could deal almost that much damage in one turn while Megamorph would boost that attack enough for a OTK (and later it had a lot of toolbox options it could choose on demand). While a common card in Japan and a guaranteed inclusion in the Kaiba starter deck (alongside the best abuser, Blue-Eyes Ultimate Dragon), for some bizarre reason it wasn't released in the west for years till it was given out as a tournament prize card. It was later released as a rare card, just in time to cause the tournament finale to end in three turns and promptly get it on the next ban list. It's merely limited today, but power creep, only working on fusion monsters, and more counters has rendered it less useful.
  • DAD: An infamous deck that centered around Dark Armed Dragon, a powerful monster that could be easily summoned in the right deck and could destroy an entire board piece by piece. Most variants of the deck utilized Destiney HEROs as the means of getting the needed Dark monsters in the graveyard, helped along by Reinforcement of the Army and Elemental HERO Stratos. There were a lot of variants of this deck such as DADReturn, TeleDAD, and Zombie DAD.
    • TeleDAD: The most infamous version of the DAD deck, combining the basic DAD strategy with a explosive Psychic Synchro Spam strategy creating a deck that could so easily keep Dark Armed Dragon supplied with Darks that it rose to Tier Zero status.
  • Dinosaur: Holy fucking shit, it's a dinosaur, Jesus Christ, what the fuuuuck. A whole lot of Dinosaur monsters slapped together to form a deck, supported by spells/traps. These are dinosaurs that do not fit into any of the existing archetypes, so they band together to form a large toolbox with many different ways to essentially do the same thing: rush and beat down your opponent.
  • Dragon: With age and popularity, Dragon has a lot of strong cards that spam these beat sticks. Although many were intended to support a particular archetype, they are usually generic enough to be used with any dragon card. After Releasing the Guard Dragon link monster which allowed you to summon from the Grave, Main, and extra deck, it became a perfect storm that made Dragon-link decks cancer it is today even after banning the offending Guard Dragon cards.
  • Demise & Ruin: A Series of ritual cards focused on Demise the King of Armageddon, Ruin the Queen of Oblivion, and their various alternate versions. Demise's cards focus on paying life points to destroy things and Ruin's focuses on attacking twice and destroying monsters in battle. Demise, King of Armageddon specifically saw a little bit of meta play do to being a board wipe like the original Chaos Emperor Dragon - Envoy of the End, but his Archetype has mostly been relegated to irrelevancy due to their minor support.
  • Empty Jar: Morphing Jar is a card that forces both players to discard their entire hand and draw 5 cards when it's flipped. Since you were constantly getting new cards it was quite easy to repeatedly flip and unflip Morphing Jar with these cards to rapidly to deck out your opponent just by having slightly more cards in your deck and some ways to return cards from the graveyard to the deck. Since this could win the game on the first turn, the combo components have repeatedly been subjected to the banlist. Still possible today with Morphing Jar (currently limited to one per deck) being easily searched, but hand traps can easily disrupt it and it's non-trivial to recover if disrupted.
  • (IT'S THE) Final Countdown: The card Final Countdown gives its user a win 20 turns (opponent's turns included) after its activation. Final Countdown decks focus on getting that spell out and stalling till they win.
  • Goat Control: The card Scapegoat loads your field with level 1 token with zero attack and defense that can block attack. The card Metamorphosis lets you turn a monster on your field into a Fusion Monster of the same level. Thousand-Eyes Restrict is a level 1 Fusion monster that's really hard to bring out normally (requiring a useless monster, a hard to bring out ritual monster, and Polymerization) with a powerful effect of absorbing one of your opponent's monsters and gaining their attack and defense. After combining those three elements, the deck focuses on flipping TER upside-down then up again to destroy the stolen monster and let it absorb another before crushing the enemy. The signature and namesake deck of the "GOAT Format", a format consisting of everything in the TCG prior to Cybernetic Revolution's release on August 17, 2005 that is still played regularly today. Nowadays while Metamorphosis has been banned for over a decade, TER is unlimited (after spending forever banned) and a valid target for Instant Fusion, though changes to the game since its been gone mean its merely an option instead of a central focus.
  • Gren Maju: Gren Maju Da Eiza is a card with a really simple, and really good, effect that grants it a bunch of attack for every banished card. At first it was just an unofficial member of the Golden Castle of Stromberg cards, but when Konami decided to print a bunch of cards that banished cards from your deck as a cost people started making entire decks around it (though it still overlaps with Golden Castle decks).
  • Normal Monster: Once Konami realized Normal Monsters no longer really had a point, they started releasing a bunch of for support them. This is a deck type that focuses on the support that would be powerful if it wasn't designed for such bad monsters. Support was never enough to make it that great a deck type, but it has its fans. The support for swarming normal monsters saw use once link monsters were a thing, but that was always just an engine to special summon effect monsters.
  • Plant: Similar to Dragon there is a lot of generic Plant support, unlike Dragons until the introduction of Rokkets Plants are a solid stragey that can be played without leaning on an Archetype. Unlike Dragon however there are no powerful Plant Archetypes that can make good use of all the support relegating Plant decks to rouge status at best. During the advent of Synchros generic Plant decks were the best Synchro Spammers due to Akiza Izinski using a powerful generic plant deck in 5Ds.
  • Synchro Spam, XYZ Spam, and Link Spam: Decks focused around summoning a bunch of monsters in one turn into order to use them to bring out powerful extra deck monsters. Typically paired with more swarm-friendly archetypes, but can be run on its own (in fact, such an archetypeless swarm deck is the starter deck for Tag Force Special, which is by far the best starting deck in any video game in the series).
    • R4NK: A deck focused on level 4 monsters that quickly bring out Rank 4 XYZ monsters quickly. Since almost all level 4 monsters can be normal summoned, they've traditionally been easy to special summon compared to higher levels.
    • Rank 10: In contrast to Rank 4, Rank 10 monsters are supposed to be harder to bring out and are accordingly more powerful than their rank 4 counterparts. In practice, level 10 has enough easy to special summon monsters (and the aid of level changers) it's not all that hard to use a Rank 10 engine. A subtype, "trains" is in the weird position of having a series of thematically and mechanically related cards with a relatively prominent user in the anime but not having any common name and not being a true archetype as a result.
  • Zombie: Focuses on the excellent support the Zombie type has received. One of their big things is graveyard revival, often letting you pull out monsters who are normally hard to summon properly.

Formats and Ban Lists[edit | edit source]

Yu-Gi-Oh has a strange relationship with what cards are legal or not. Unlike the two other big card games, Pokémon and Magic: The Gathering Yu-Gi-Oh does not have a "standard" format that says "all cards in sets X, Y and Z can be played and the rest cannot". This means that every single card, printed from Legend of the Blue Eyes White Dragon to the latest set can be used in a deck, as long as they're not on the ban lists. This means that in effect there are several thousand cards legal to use in your deck, with only a fraction being limited and only a handful being outright banned. Cards have four levels of legality, determining how many you can have of any one card in your Main, Extra and Side Decks:

  • Unlimited: 3
  • Semi-Limited: 2
  • Limited: 1
  • Forbidden: 0

There are also Illegal cards: cards that were never intended to see use in official duels or tournaments. These are often promotional materials, with the vast majority of them having conditions that allows their player to win the match. Not the duel: the best-out-of-three match. This is less useful than it sounds because the opponent can forfeit before the effect goes off. The remaining ones are cards based on the anime, one being a promotional card handed out during the World Championship of 2007 that is quite useful in the right kind of deck, and the last three remaining cards being the unofficial versions of the three Egyptian Gods. There's also one special version of The Seal of Orichalcos with all the anime powers, including the "The soul of whichever Duelist loses this Duel is forfeit to the winner" part, intact. It was an internal novelty for Upper Deck Entertainment employees when they were distributor.

Exactly which cards are of what legality is determined by the region you're in. Yu-Gi-Oh has two regions where the game has different names: the Official Card Game and the Trading Card Game, shortened to OCG and TCG respectively. The OCG is played in Asia while the TCG is played in the rest of the world. Both regions have their own ban lists, some exclusive cards on either side, and (at times) different rulings, meaning that a deck that is played in one region might not work as well or is perhaps not even legal in the other. This separation stems from the card backings being different, and Konami farming the western release out to Upper Deck Entertainment for its early history. Originally the two were fairly similar, just with a delay on cards being released for the western game (with many promo cards in particular not showing up for half a decade!). After a decade of near identical ban-lists (there's less than a dozen differences in OCG/TCG bans before this), the two diverged a good deal in 2012, largely because Shock Master was completely broken, but a valuable promo card in the OCG and merely rare in the TCG, resulting in Konami of Japan stalled its banning for the rest of the world.

This is even further complicated that while the OCG has only one format, the TCG has two: Advanced and Traditional. The difference between the two is akin to the difference between Legacy and Vintage: Advanced restricts more cards to create a more balanced experience and has quite a few cards that are illegal in the format. Traditional is a friendlier kind of game: all Forbidden cards are Limited. If you want to use Illegal cards then you need your opponent's permission first due to the amount of cheese found in the banlist. Advanced is the format used in official tournaments and events, making it akin to Standard. In other words, Traditional and no banlist at all are for fun games with friends, and Advanced is for more serious games.

Beyond the "standard" tournament rules, Konami has also recently introduced the Generation Duel format, where players pick a Forbidden and Limited list for their decks from a set corresponding to the cards that were new when the various cartoons were released. This is the closest Yu-Gi-Oh comes to having an explicit list of legal cards, as every Generation Duel banlist has entries that ban card types that weren't extant when that list's cartoon was airing, and some ban all effect monsters that don't have a list entry. This never really took off due to Konami adding various unnecessary shit that detracted from the entire point.

Goat Format[edit | edit source]

GOAT Format (Named for both "Greatest of All Time" and the prominence of Scapegoat in it) is the the TCG as it was prior to the release of Cybernetic Revolution in 2005. This demarcation point is chosen because of that expansion's power creep and being closely followed by an extensive banlist change. This period has been immortalized due to the period boasting heavy competition, having a surprisingly diverse number of decks, and representing a much earlier era of the game that played significantly differently from the modern one. The revival is not officially supported by Konami, but it remains the most played historical format (unless one counts video games)

Master Rules 4[edit | edit source]

"If you look at Firewall Dragon’s effect and see nothing wrong you’re either mentally deficient, or a very money hungry company[...] the first wave of Cyberse and Link Monsters was like witnessing 20 different FTK engines suddenly spawning into existence with no foresight by the developers whatsoever."

– Rank10YGO

Introduced in 2017, Master Rules 4 (or "New Master Rules") made big changes to the game. The most obvious being the introduction of Link Monsters and there's an extra monster zone for extra deck monsters (which you can only have one of without work). This change would be widely despised due to its massive balance problems: Every existing deck type was screwed massively and needed to buy new link monsters to even have a remote chance of working except the ones that were already OP as shit anyways. Several early Link Monsters were stupidly broken, with anime ace monster Firewall Dragon alone getting half a dozen other cards banned, while most other Link Monsters were total garbage except for their arrows, a stark contrast with early Synchros offering plenty of good and generic options. Link Monsters lacking face down position, defense position or levels made a lot of older cards that changed cards to those positions or did things based on level completely and utterly useless. High level Yu-Gi-Oh already was heavy into board wipes where monsters never really fought each other that much, and MR4 made it far worse since link monsters were all about summoning a bunch of monsters in one turn and sacking them for OP shit before your opponent could really do anything to counter it. Problems were further compounded by Konami taking years to support a lot of "lesser" archetypes or generic support (The Attribute Booster Link Monster cycle is frequently highlighted here for Missus Radiant being decent generic support among the first set of Link Monsters but Konami taking a full year to provide a version for every other attribute, even though its predecessors were all within a single booster). So widely despised was MR4 that MR3 was still widely played on unofficial simulators.

Master Rules 5[edit | edit source]

In December of 2019 it was announced they'd finally be ending MR4 after years of that shit. Starting April 1st 2020 (with unofficial simulators moving over almost entirely as soon as it was announced), "Master Rules (April 1st 2020 Revision)", which everyone will just call Master Rules 5, were implemented. Now Fusion, Synchro, and Xyz monsters may be placed in either the Main Monster Zones or in the Extra Monster Zone, while Link Monsters and Pendulum Summoning from the Extra Deck are still dependent on summoning in either the Extra Monster Zone or link arrows pointing to their Main Monster Zones. Also a bunch of other minor rules changes, mostly just clearing up a bunch of crap.

Master Rules 5 unfortunately coincided with the outbreak of the Nurgle's latest blessing. See, Konami bases banlist changes largely on tournament results and utterly refuses to acknowledge simulator play, so with most tournaments being canceled Konami had nothing to base a new banlist on. As a result the June 2020 TCG banlist (which set Altergeist Multifaker, Nekroz of Unicore, and Ritual Beast Ulti-Cannahawk from Limited to Unlimited while doing nothing else) was the smallest change to the banlist in TCG history, and is tied in size only with the very first OCG banlist (which put Dark Hole, Raigeki and Trap Hole to Limited). This wouldn’t be too bad if this didn’t leave the TCG stuck in a fairly degenerate format for five months. Even the September 2020 banlist did the bare minimum in banning 3 problem cards and reducing restrictions on cards that had been unrestricted on the OCG side for years.

Speed Duel[edit | edit source]

Speed Duel was an alternate ruleset in the game for years that was primarily used for spin-off video games (Duel Terminal, Saikyo Card Battle and Duel Links) and has lower starting LP/hand size/deck minimum, only three slots each for monsters and spell/traps, no extra monster zone (though this is at least in part due to predating that rule), and no Main Phase 2. The one unique thing about this format is that in the most recent incarnations each player has a skill card that is always activate-able if the conditions are met. One odd consequence of the lower deck size is that mill decks are actually quite good, and some cards that are absolutely horrible in the normal game (because they give your opponent free cards) are actually used since you need to mill less than 16 cards to win. Likewise, the smaller field means giving your opponent cards they can't get rid of to block them from putting something useful on the field is also viable.

There's several variants of this format with their own card pools.

The most prominent is Duel Links, Konami's gotchapon mobile game adapation of the franchise. The card pool for this is fairly eccentric, containing reprints of OG anime era cards, some synchro era stuff, some new cards that are weaker in the normal game, and a few anime cards that don't exist in the real world. These cards are selected to make a format based on moderately hard to bring out beatsticks instead of getting into crazy chains to wipe the opponent's field while summoning a bunch of monsters in one turn.

The reason this is getting a section is that in 2019 it was used for a soft reboot of the game in the west. Taking the skill cards from Duel Links with a completely different card pool that only allows cards printed with a Speed Duel watermark (these cards are also legal in normal TCG matches), though the core rules haven't really changed so casual matches with the full TCG card pool are possible. There's actually a few physical cards that have exclusively been released for this format, but they're just really old normal monsters that were never released physically in the west before because they were terrible (though they have shown up in video games). In 2020 Konami used it to make a quasi Living Card Game with the Speed Duel Box.

Rush Duel[edit | edit source]

Another alternate ruleset, similar to Speed Duels in that there are only 3 spell/trap slots and no Main Phase 2, but extra monster zone. In addition to being only able to use Rush Duel specific cards there are certain Legend cards that you can have only 1 copy of in your deck. Both players begin a Rush Duel with 8,000 LP and 4 cards in their hand. During your Draw Phase you draw until you have 5 cards in your hand. You can normal summon as many times as possible in a Rush Duel, although tribute summoning restrictions still apply. All cards and effects can only be activated once per turn, not counting field spells. In contrast to the original game, every card except normal monsters has a requirement to activate it. Some of these are passive, like controlling a monster of a particular type, while others require actions like discarding certain cards. A player can also only activate one effect per trigger.

Simulators[edit | edit source]

Since Konami is was primarily a video game company, Yu-Gi-Oh has far more video game versions than any other TCG. Indeed, it's one of the video game franchises with the most released games, clocking in at over 50. These can be simple games with nothing to do but fighting opponents and navigating a menu, repeats of the anime storyline or, more rarely, completely original plots set in the same world as the anime. Unfortunately, these games vary wildly in quality, with many being shit, almost always due to cheating AI and gimmicks that aren't card games. Among the ones considered best are Stairway to the Destined Duel (OG), World Championships 2008 (GX) and Over the Nexus (5Ds), which coincidentally were all released near the end of one of the anime series and before the next round of gimmicks were introduced to the card game. Over the Nexus in particular has a surprisingly high degree of effort put into it, with an original story, customizable avatar, a bunch of side-quests and tons of shit to find. There's also a bunch that play by the anime "rules", many of which were made prior to many of the actual card game's rules being codified.

Unfortunately with Konami's move to focusing on pachinko, they stopped making many games at all, including Yu-Gi-Oh ones, and so we only have Duel Links, which is unfortunately a mobile game and thus a relatively stripped-down experience and (far more pressing) is riddled with microtransactions. Years after this move to pachinko, Konami walked this stance back in September of 2019 in wake of anti-addiction laws that would cripple pachinko stating "high-end console games are the most important" and they were working on "multi-device titles for [...] Yu-Gi-Oh".

There are a few fan-made simulators so if you want to play for free with all the thousands of cards unlocked from the start you can do that. Duelingbook is an browser-based manual simulator, while EDOpro and YGOPRO and downloaded automatic ones. (So it moves the cards for you, if you're too lazy to do that.) There's also YGOPRO2 which is the most flashy one. YGO Omega is currently the favorite of people who have Discord (online play requires it) due to being insanely customizable (you can play all popular duel types, use every set of Master Rules and even mix and match rules from any of them) while still having animated effects.

The Anime/Manga[edit | edit source]

This is what the rest of the world thinks all people look like... IN AMERICA.

Yu-Gi-Oh was clumsily "advertised" by a cartoon for children about adults playing a children's card game, which shared the same name. Made even worse in the West where 4Kids Entertainment americanized the show and badly censoring anything violent, such as banishing characters to The Shadow Realm instead of dying in the story. However 4Kids was found to have withheld royalties from Konami, leading them to terminate their Yu-Gi-Oh contract and 4Kids' eventual bankruptcy.

Season 0 as fans refer to it was the first anime made for the series based on the early chapters of the manga, notably more darker in tone yet equally as silly compared to the second anime most people are familair with. Yami Yuugi is a well known follower of Tzeentch (as if the Egyptian gig wasn't enough of a give away). Mostly it was about Yami Yuugi punishing local bullies and scumbags by challenging them to a "Yami No Game", a dark and demented game of Yami's making with a stringent set of rules (dependent on the current challenge) that are meant to test the person's true character. If the person looses a Yami Game, or breaks the rules in any way, he will either kill them or give them such realistically horrifying hallucinations that they turn into a gibbering, hapless wreck. As an example, Yami once played table hockey with a puck full of nitroglycerin and blew the other guy to bits. In another game in the anime, he tricked an armed criminal holding his friend hostage into pouring 180 proof vodka all over himself and putting a lighter on his hand. Subsequent Yamis... well, he IS the King of Games, but his punishments weren't AS horrific so he arguably drifted away from it somewhat, but outside of the DURO MONSTA CARDO scene where he invokes Khorne, he's still in JUST AS PLANNED territory.

Yu-Gi-Oh! Duel Monsters was the main series most remember but is technically the second made. Completely butchered by 4Kids in an attempt to localize and edit it for a much younger audience, the only saving grace being Dan Green's performance as both Yugis. Made more infamous at the start of the series as the card game hadn't been created yet, leading to many cases where characters seem to make up rules on the fly, although by the second season this slowly becomes less of an issue. It's popularity going to spawn off several set of cards, spin-off series, and many, many memes.

Yu-Gi-Oh! Abridged as previously mentioned offhandedly near the top of the page, is an abridged series of the second anime. An affectionate parody that "dubbed" episodes of the series into non-canon humor, it's so popular that enough imitators of it focusing on other media entirely happened for the "Abridged series"-style of fan parodies to be considered a genre on its own. Also, there's even more memes from it than the actual show. Perhaps the most widespread joke spawned by the series is the use of the phrase "children's card game(s)" to underscore how silly everything revolving around card games is and how everyone takes it way too seriously. Not only has this has gained use within the larger fandom, it has quickly entered use to refer to other Card Games. Other jokes of note are Seto's utterance "Screw the rules! I have money!", and 5ds as "Cardgames on motorcycles".

Yu-Gi-Oh Duel Monsters was so popular, they released a spin-off sequel show called Yu-Gi-Oh GX, about children attending a university that teaches students how to play a children's card game (really). This bad premise is made worse by being from an era where card design quality was rock bottom, giving main characters terrible decks and plot armor at the same time, leading to some really stupid duels. The main character's plot armor is such that he loses three times in the entire anime (Yugi lost more than that before the end of Duelist Kingdom!), one of those to Seto Kaiba's literal self-insert character, and another to a professional. Even the US dubbers noticed how stupid this series was, and would write dialog that mocked the franchise, making some parts of the show look like an Abridged parody. It's also infamous for randomly getting really good in the 3rd season. (You can skip most of the first season.) For real though, the Supreme King plot was awesome.

The third spin-off, Yu-Gi-Oh! 5D's, where angsty emo teenagers play a children's card game on motorcycles, in a setting that's some sort of attempt at dystopian cyberpunk. Seriously, that's actually the premise. Not terrible. Surprisingly interesting and edgy at times. The dub is mediocre compared to the subbed, as 4kids of course excised the more "mature" parts from their localization. This is the show that introduced Synchro monsters to the game.

This was followed by Yu-Gi-Oh! ZeXal, which is basically Naruto with card games instead of ninjas, set in an alternate universe from 5Ds where Synchros don't exist. Xyz monsters were invented here. It gets better after the Barians are introduced.

Next up was Yu-Gi-Oh! Arc-V, which seemed to have remembered the other series and summoning methods existed, but the promise the show had got butchered once they traveled to the Synchro dimension, a world similar to that of 5D's... and then literally shot itself it the foot with what could be considered the most nonsenical twist in all of anime.

The final series produced by Studio Gallop beginning with Duel Monsters, Yu-Gi-Oh! VRAINS (which stands for Virtual Reality Artificial Intelligence Network System) introduces Link monsters. Its villains, the Knights of Hanoi, are basically Anonymous with a technomagical supercharge whose goal is to wipe out a race of AI at all costs believing them to be a threat to humanity. The protagonist is an antihero seeking revenge on The Knights of Hanoi for cruel experiment he was put through as a child. While the signature cards of previous protagonists were OK at best or (for Stardust Dragon) merely a good staple rather than a deck center, here the protagonist's signature card Firewall Dragon was stupidly OP and a cause of loads of degenerate infinite loops. Konami desperately tried to ban every other card in the loops to avoid banning such a prominent card before they eventually had to give up and ban it.

Yu-Gi-Oh! Sevens is currently the most recent series of the franchise, being the seventh series overall. Causing a lot of Butthurt over the new art style and direction to a far younger audience. Following the new protagonist Yuga Ohdo, an elementary schooler who's sick of all of the rules and restrictions placed on dueling, deciding to make up his own Rush Duel rules. The Goha Corp being the antagonists in this world having control over not just dueling, but also influence over people's daily lives.

Manga without anime counterpart[edit | edit source]

Yu-Gi-Oh! OCG Structures actually sticks to the real rules of the game and doesn't introduce new cards as the plot demands. It stars Shoma Yusa and his older sister Ageha Yusa. Its side characters have actually appeared in one the video game Saikyo Card Battle.

Gallery[edit | edit source]

TL;DR[edit | edit source]

A decent card game that could have been better, even great, if not for the two-headed giant that is Konami's incompetence and the crappy player base. Hey, at least it gave birth to a memetastic set of anime and parodies thereof. Casual is fun, but competitive will destroy your soul.

Card Games
Collectible
Card Games:
Call of Cthulhu - Cardfight!! Vanguard - Fire Emblem Cipher
Force of Will - Jyhad - Magi-Nation Duel - Magic: The Gathering
Netrunner - Pokémon - Star Wars: Destiny CCG (Dead) - Yu-Gi-Oh
Other
Card Games:
1000 Blank White Cards - 7th Sea - Apples to Apples - Bang!
Cards Against Humanity - Coup - Decktet - Dominion - Dvorak
F.A.T.A.L. - Keyforge - Mafia - Mag Blast - Mao - Munchkin
Race for the Galaxy - Sentinels of the Multiverse - Tanto Cuore
Traditional
Card Games:
Bridge - Cribbage - Mahjong - Solitaire/Patience - Poker - Rummy - Tarot