Widely considered one of the most despicable decks to play against is Exodia FTK. I was never particularly irritated by it, but I can relate to those who are. With the number of people unhappy with Exodia, it seemed this was an excellent opportunity to highlight one of the downfalls of Yu-Gi-Oh. There are several variants, but the general strategy is always the same: draw through your entire deck in the first turn (or quickly as possible) and automatically win by the effect of Exodia. Losing before your first turn is never fun, and there will be more about that in future posts, but a lesson is to be learned from this particular type of FTK. This post aims to analyze what makes such a deck possible, and speculates on how to retract the mistakes that led up to it, if possible.
Long ago, drawing cards was quite common and not broken. Neither Pot of Greed nor Cyber Jar was banned. The problem arose with the dominance of hand control decks, and a drive to ensure success of such decks, or the complaints of players running these decks about "broken locks". Hand control becomes much more potent when there are no options to recover, so no-cost cards like Pot of Greed and Cyber Jar were banned and haven't been seen since. Because of their popularity, Konami has re-released a number of cards with the same effect, each with some drawback, cost, or theme requirement attached. In order to accommodate a variety of decks, many different variants were printed, and thus the problem was created.
To be clear, if such drawing cards were re-introduced into the FTK-centric meta today, they would not balance the meta. They would only increase the likelihood of any given player winning by going first, and not just Exodia. I suppose that type of competition is exactly what Konami wants, so it's a surprise they haven't unbanned it already, but it's probably because Exodia doesn't involve any newly released cards. A workable solution, in my humble opinion, would be to ban all the themed/restricted drawing variants and set Pot of Greed back to one-per-deck; this would mean everybody has that same drawing card, and at one-per-deck it's insufficient to cycle through the entire deck as will be demonstrated below. Pot of Greed was never broken, and setting it at 2 will do no more harm than having Dark Armed Dragon or Judgment Dragon at 1 (oh wait...).
As an incidental side effect, a few creative early adopters found a way to capitalize on this. Each card had some drawback, some bound to a certain type of deck. But, they found, with so many different drawing effects, all spells, if someone could design a deck to support all of the drawing spells instead of a monster theme, with some luck, they could cycle through an entire deck. The first I saw, several years ago, involved Broken/Golden Bamboo Sword, Royal Magical Library, and endless deck thinning spells. Other variants tend to involve some combination of Trade In, Destiny Draw, Alure of Darkness, Cards of Consonance, or Super Rejuvenation, and the corresponding light/dark/dragon/tuner/monsters to discard. Another interesting variant of this is Magical Explosion FTK; although it's a burn deck and not Exodia, the general strategy is the same and like Exodia it relies on the same fallacy made by Konami to function. When combined with general deck thinning, such as Upstart Goblin, One Day of Peace, and Dark World Dealings, this means it is quite possible to draw 35+ cards in a single turn.
Speaking from personal experience with several variations, both as someone who played against it and as someone who ran several variants of such decks, the deck is not consistent enough to be considered broken. Note I said it is not broken — That does not mean it doesn't make the game less fun; just that it can, in fact, lose quite often. It just doesn't matter what skill set or deck the opponent has. Like many other decks today, this is a fine example of Yu-Gi-Oh's degradation from strategy to a game of chance. The deck is difficult to perfect both in style and ratios, but once completed it requires less strategy than poker (no poker face necessary), and approximately the same degree of luck. Then, if it goes first there is a very real possibility of winning before the opponent has their first turn. If it has a bad hand, nearly any deck will be able to tear it to shreds within a minimal number of turns, and for the lucky victors the most convoluted and original strategy that will be of use is haste. In either case, the game is hardly enjoyable for the opponent, and only enjoyable for the troll, or the type who cares only about winning. Essentially, Exodia and Magical Explosion were proof of concept experiments to demonstrate Konami's reckless disregard for the playability of the game, which being ignored, grew out of control to the obnoxious Exodia FTK we know and hate today. The problem with the game, demonstrated perfectly by Exodia FTK, is that it has devolved from a game of skill to a game of luck.
Friday, January 20, 2012
Friday, January 13, 2012
About card advantage
For almost as long as I can remember, every professional Yu-Gi-Oh deck has revolved around a fundamental strategy known as card advantage. There are rare exceptions with certain niche decks, usually alternate win conditions (e.g. Exodia, Last Turn, etc.), but it's important for the mainstream aggro, control, themes, and just about everything else. Unless a substantial payment of life points is required, cards are rated in terms of what advantage they pose - whether that be a +1, or -1, for you or the opponent.
Quite simply, a +1 means the affected player has 1 more card than before, while a -1 means said player has 1 less card than before. To simplify things, a -1 for the opponent is often seen as a net gain of +1 for the turn player. A classic example of this is Snatch Steal; by playing this 1 card we immediately gain 1 monster, and the opponent loses 1 monster. So, this is a +1 player, -1 opponent, or net gain of +2, at least in theory. In practice, it was a +3 (-2 for opponent) because the person using Snatch Steal would take the larger monster and attack the smaller monster. This all came at no substantial cost (the 1000 LP gain rarely happened, and was insignificant when it did), and Snatch Steal was considered "broken". It was banned specifically because of this unbalanced card advantage, so the game would be more playable.
In contrast, cards with a significant cost or drawback for such effects were considered "balanced". A good example is Dark Bribe (stop 1 opponent's card, they draw 1 in return). The controversy about why people like or dislike this particular card has some deep roots that can take up another post on its own, so I'll skip over that topic for now, but needless to say Dark Bribe has never been banned and has never hurt the playability of the game. That's because despite the versatility it has a net gain/loss of 0 for both players; perfectly balanced. This card advantage fundamental affects complicated and unusual decks as well, such as Winged Kuriboh LV 10 (-4 for near-game-breaking effect), where a single well-placed Divine Wrath can leave the player completely defenseless.
There is another type of card advantage I would like to give special attention to, known as hand control. Hand advantage is any card advantage involving adding or removing cards from a player's hand, and hand control means exploiting this to significantly limit the opponent's options. Most players today are very familiar with the net gain aspect of hand advantage, mainly drawing/searching. You draw/search a card from your deck to your hand, your options increase, and you're significantly more likely to make a good play that turn, or at least build up to one in the near future. In contrast, excessive hand control means you have no options. Every single card matters, and if you discard 1 or 2 cards, it is going to cause significant harm.
The problem with hand control, in comparison to field advantage, is that cards on the field had to have been played at one point or another, but if discarded from the hand that meant it was never played. From the receiving end, you are at a -1 before you even had a chance to respond. Losing a powerful monster that was dominating the field and took a lot of effort and resources to play, by a broken card like Black Luster Soldier - Envoy of the Beginning or Dark Armed Dragon, can be frustrating, but at least it got a chance to do something. Losing it from your hand before you had a chance to play it is just plain unfair.
Quite simply, a +1 means the affected player has 1 more card than before, while a -1 means said player has 1 less card than before. To simplify things, a -1 for the opponent is often seen as a net gain of +1 for the turn player. A classic example of this is Snatch Steal; by playing this 1 card we immediately gain 1 monster, and the opponent loses 1 monster. So, this is a +1 player, -1 opponent, or net gain of +2, at least in theory. In practice, it was a +3 (-2 for opponent) because the person using Snatch Steal would take the larger monster and attack the smaller monster. This all came at no substantial cost (the 1000 LP gain rarely happened, and was insignificant when it did), and Snatch Steal was considered "broken". It was banned specifically because of this unbalanced card advantage, so the game would be more playable.
In contrast, cards with a significant cost or drawback for such effects were considered "balanced". A good example is Dark Bribe (stop 1 opponent's card, they draw 1 in return). The controversy about why people like or dislike this particular card has some deep roots that can take up another post on its own, so I'll skip over that topic for now, but needless to say Dark Bribe has never been banned and has never hurt the playability of the game. That's because despite the versatility it has a net gain/loss of 0 for both players; perfectly balanced. This card advantage fundamental affects complicated and unusual decks as well, such as Winged Kuriboh LV 10 (-4 for near-game-breaking effect), where a single well-placed Divine Wrath can leave the player completely defenseless.
There is another type of card advantage I would like to give special attention to, known as hand control. Hand advantage is any card advantage involving adding or removing cards from a player's hand, and hand control means exploiting this to significantly limit the opponent's options. Most players today are very familiar with the net gain aspect of hand advantage, mainly drawing/searching. You draw/search a card from your deck to your hand, your options increase, and you're significantly more likely to make a good play that turn, or at least build up to one in the near future. In contrast, excessive hand control means you have no options. Every single card matters, and if you discard 1 or 2 cards, it is going to cause significant harm.
The problem with hand control, in comparison to field advantage, is that cards on the field had to have been played at one point or another, but if discarded from the hand that meant it was never played. From the receiving end, you are at a -1 before you even had a chance to respond. Losing a powerful monster that was dominating the field and took a lot of effort and resources to play, by a broken card like Black Luster Soldier - Envoy of the Beginning or Dark Armed Dragon, can be frustrating, but at least it got a chance to do something. Losing it from your hand before you had a chance to play it is just plain unfair.
Sunday, December 25, 2011
Extended History of the Game
If you are reading this blog post, then chances are you, like many before, are reconsidering your feelings about the game Yu-Gi-Oh. No, this is not about the mind-numbingly melodramatic American TV series, or the many kids who think the self-contradicting rules on the TV show align with the actual card game, but the card game itself.
Yu-Gi-Oh has long been known as a game for the rich, its poor sportsmanship, and the hyper-competitive players. Ask anybody who plays a different card game, such as Magic the Gathering or Pokémon what they think of Yu-Gi-Oh and you'll get an earful about the everyday fights over whether a player cheated (typically by stacking their deck), and maybe a complaint about how "before Yu-Gi-Oh" nobody in the other card games was as anal about how to shuffle decks. This was even before the Shonen Jump Championships, with the $5,000+ cards and profit-motivated card shop owners joining the competition. However, for many people including myself, it was still enjoyable for a long time, and there were always a handful of good sports.
Generally speaking, with each set, some new and interesting cards, with new types of effects (and sometimes new rules) made the game more complicated and interesting. In the first set, the trump-cards consisted of the fabled Blue-Eyes White Dragon and Summoned Skull; with an attack of 3,000 and 2,500 respectively, and each player beginning with 8,000 life points, they could quickly and easily win the game. They were countered with what is today known as monster removal: one of Raigeki, Dark Hole, and sometimes Monster Reborn on the monster just destroyed. With the release of Metal Raiders came some new twists, including ritual monsters, some useful effects and the first ever counter traps. Subsequent sets released more and more interesting effects. Although the game started out with effectively only 1 type of deck, by the time I began playing (shortly after the release of Labyrinth of Nightmare) you could find decks doing anything from clown-control/Exodia/stall, to the more common warrior toolbox and Mechanicalchaser/Gemini Elf/Dark Elf/Jirai Gumo/Goblin Attack Force heavy-hitter beatdown.
In that day and age, there was a "meta" game, but there was also plausible diversity, and a truly skilled player could was just as likely to win with a Gravekeeper's Servant stall deck as with a top-tier deck (a close friend of mine was known for Jam Breeding Machine). Although a number of cards were universally considered superior to others, no 2 games ended alike, and this is what made the game fun and interesting.
The first signs of problems came about gradually, with so-called "staple" cards: cards that "should be in every deck". While initially manageable, it came to be that you were a fool not to run some card and would get beaten by somebody else who did. Some were relatively benign, like Pot of Greed, but others were just becoming more and more rampant like the Duster-Buster followed by Raigeki for a one-turn-kill, Jinzo and Imperial Order were abused to selectively lock the game down before going for the win.
When Legacy of Darkness came out, there were new types of cards as always but a new type of deck became rampant - you guessed it: hand control. One of the secret rares was Yata-Garasu - a single card had the ability to guarantee victory on its own. Decks everywhere included Delinquent Duo, The Forceful Sentry, Confiscation, Drop Off, and a handful of other card that involved the opponent discarding cards. Although it didn't immediately become that bad, coupled with control and eventually Chaos Emperor Dragon, this is the first deck I would call truly broken (worse, if you consider Divine Wrath wasn't even thought of yet, and Horn/Solemn were too costly).
Controversy erupted as Japan introduced the first forbidden list. Players were fairly split on the idea, with some protesting that certain cards were simply too powerful and took away from this diversity, while others argued nobody could tell them not to use cards they purchased. Upper Deck Entertainment initially published a press release stating that they had no intention of ever telling people what legitimately purchased cards they could or could not play with, but before long the game evolved from a complicated strategy game to one of luck and money, where everybody ran roughly the same deck and the player who drew the "broken" cards first would win, and the one who bought more broken cards was more likely to draw them. Eventually in response to complaints, Upper Deck published an "advanced" format for those who were sick of broken cards, which would be the official tournament rules, and a "traditional" format for those who still wanted to get use out of their Chaos Dragons.
The first ban list wasn't bad. It meant players didn't have to worry about a lot of "staple" cards for the first time ever, and the game was more fun without them. People who favored banned cards joined the rest of the players, even if only so they could play the same set of rules in tournaments; many were even surprised to find the game was still fun. Very few people played with banned cards, and they sat in people's binders as "memorials" or were cheaply traded/sold/given away.
Games became a little more diverse and challenging, and less about luck, although some broken cards still existed. With this precedent set, UpperDeck experimented with different formats, and banned or unbanned different cards of varying degrees of power, such as different combinations of Monster Reborn/Call of the Haunted/Premature Burial, repeatedly banning and unbanning Mirror Force, and banning cards that searched broken cards out of the deck, like Witch of the Black Forest. Then, as newer cards were released, and some were (predictably) too powerful, they were banned shortly after. The ban list was revised in roughly 6-month intervals to account for new cards, and try to perfect the balance of what old cards were too powerful.
With each new banned/restricted list, there was always a dichotomy of group who were either relieved, or disappointed. Nobody can truly agree on when the lists became a nuisance or "necessary evil" as opposed to the boon the first one was. Early lists were a godsend to keep the game enjoyable, with very few people unhappy about them once implemented, but more recent lists have been more about monetizing then sustaining the game.
UpperDeck did make some mistakes in the ban list, I believe this pattern of misusing the ban list for short-term profit became prevalent after Yu-Gi-Oh was purchased by Konami. A prime example of this is Crush Card Virus. First released as a Shonen Jump Championship Series trophy-type card, only a handful of copies of this clearly overpowered, game-breaking card were printed, and distributed in a set quantity at tournaments. This led to record-breaking attendance at events around the country, with attendees often attending solely in an effort to get their hands on this trump card. Months later, the same card was re-released in a limited edition "Gold Series" pack; now it was pretty rare, but more obtainable; $300 instead of $6,000 if you look on eBay, and many more copies existed. Next, Konami released it once more as a common in a starter deck, giving a few months for players to rush into stores and saturate the market with a broken card, before banning it. This same pattern was repeated with other powerful cards with similar effects to banned cards, such as Judgment Dragon (similar to Chaos Emperor Dragon), and Snipe Hunter (similar in practice to Tribe-Infecting Virus).
Before long, Konami introduced (and heavily marketed) a new monster type they called Synchro monsters who are kept in the Extra Deck (formerly Fusion Deck). These weren't terribly broken at first; just a couple decent effects (like negate something that destroys cards) at the cost of 2 or more monsters to summon, with a level restriction. Then, Konami started coming out with cards clearly intended to raise the appeal of such monsters, such as Assault Mode Activate (which in my opinion still wasn't broken, at least not yet).
In time however, the game evolved into a much more fast-paced, OTK-oriented style of play. Nearly every "variety" of deck is just another method of getting the same synchro monsters out before the opponent does. The strategy consists of repeatedly special summoning tuners and non-tuners from the deck or graveyard, then combining levels to pick out the most powerful synchro monsters for this particular moment. Many believe Reborn Tengu is the cause of all this, but I claim it is not just Tengu. Most decks of this type involve some combination of Reborn Tengu, Spore, Dandylion, Glow-Up Bulb, Plaguespreader Zombie, and Level Eater, though some themes such as Dragunity cycle through just as well. Additionally, the effects of these monsters became increasingly game-breaking. Brionac, which allows the controller to discard any number of cards to return that many cards from the field to the owner's hand, is a prime example of this - discard a few cards and attack directly with everything, for a one-turn kill and T.G. Hyper Librarian and Formula Synchron accelerate this. Others involve negating spells/traps (although most are admittedly tied to a certain type of deck), or destroying cards at little to no cost.
Now, in the past month or so the latest and greatest new type of cards are "XYZ" monsters (What was that about? Did they run out of names, or just lay off half their marketing department?). Starting out, I was discouraged because of how they have no level and Konami says they're thus unaffected by Gravity Bind — which they promptly unrestricted in a not-so-subtle nudge to buy the new XYZ monsters (else deal with rampant stall decks). Again somebody told me they weren't that bad, and actually quite balanced. I'm not sure I would go that far, but I responded Konami will come up with new cards to make them as broken as possible. Sure enough, along came Rescue Rabbit and Tour Guide from the Underworld. Based on Konami's past behavior, you can expect more cards just like Rescue Rabbit to be printed. Rescue Rabbit will probably be restricted or banned, as a gesture that they care about playability, then new cards just like it will be printed, XYZ will be just as broken, and Konami will strive to make them at least as broken as synchros.
Yu-Gi-Oh has long been known as a game for the rich, its poor sportsmanship, and the hyper-competitive players. Ask anybody who plays a different card game, such as Magic the Gathering or Pokémon what they think of Yu-Gi-Oh and you'll get an earful about the everyday fights over whether a player cheated (typically by stacking their deck), and maybe a complaint about how "before Yu-Gi-Oh" nobody in the other card games was as anal about how to shuffle decks. This was even before the Shonen Jump Championships, with the $5,000+ cards and profit-motivated card shop owners joining the competition. However, for many people including myself, it was still enjoyable for a long time, and there were always a handful of good sports.
Generally speaking, with each set, some new and interesting cards, with new types of effects (and sometimes new rules) made the game more complicated and interesting. In the first set, the trump-cards consisted of the fabled Blue-Eyes White Dragon and Summoned Skull; with an attack of 3,000 and 2,500 respectively, and each player beginning with 8,000 life points, they could quickly and easily win the game. They were countered with what is today known as monster removal: one of Raigeki, Dark Hole, and sometimes Monster Reborn on the monster just destroyed. With the release of Metal Raiders came some new twists, including ritual monsters, some useful effects and the first ever counter traps. Subsequent sets released more and more interesting effects. Although the game started out with effectively only 1 type of deck, by the time I began playing (shortly after the release of Labyrinth of Nightmare) you could find decks doing anything from clown-control/Exodia/stall, to the more common warrior toolbox and Mechanicalchaser/Gemini Elf/Dark Elf/Jirai Gumo/Goblin Attack Force heavy-hitter beatdown.
In that day and age, there was a "meta" game, but there was also plausible diversity, and a truly skilled player could was just as likely to win with a Gravekeeper's Servant stall deck as with a top-tier deck (a close friend of mine was known for Jam Breeding Machine). Although a number of cards were universally considered superior to others, no 2 games ended alike, and this is what made the game fun and interesting.
The first signs of problems came about gradually, with so-called "staple" cards: cards that "should be in every deck". While initially manageable, it came to be that you were a fool not to run some card and would get beaten by somebody else who did. Some were relatively benign, like Pot of Greed, but others were just becoming more and more rampant like the Duster-Buster followed by Raigeki for a one-turn-kill, Jinzo and Imperial Order were abused to selectively lock the game down before going for the win.
When Legacy of Darkness came out, there were new types of cards as always but a new type of deck became rampant - you guessed it: hand control. One of the secret rares was Yata-Garasu - a single card had the ability to guarantee victory on its own. Decks everywhere included Delinquent Duo, The Forceful Sentry, Confiscation, Drop Off, and a handful of other card that involved the opponent discarding cards. Although it didn't immediately become that bad, coupled with control and eventually Chaos Emperor Dragon, this is the first deck I would call truly broken (worse, if you consider Divine Wrath wasn't even thought of yet, and Horn/Solemn were too costly).
Controversy erupted as Japan introduced the first forbidden list. Players were fairly split on the idea, with some protesting that certain cards were simply too powerful and took away from this diversity, while others argued nobody could tell them not to use cards they purchased. Upper Deck Entertainment initially published a press release stating that they had no intention of ever telling people what legitimately purchased cards they could or could not play with, but before long the game evolved from a complicated strategy game to one of luck and money, where everybody ran roughly the same deck and the player who drew the "broken" cards first would win, and the one who bought more broken cards was more likely to draw them. Eventually in response to complaints, Upper Deck published an "advanced" format for those who were sick of broken cards, which would be the official tournament rules, and a "traditional" format for those who still wanted to get use out of their Chaos Dragons.
The first ban list wasn't bad. It meant players didn't have to worry about a lot of "staple" cards for the first time ever, and the game was more fun without them. People who favored banned cards joined the rest of the players, even if only so they could play the same set of rules in tournaments; many were even surprised to find the game was still fun. Very few people played with banned cards, and they sat in people's binders as "memorials" or were cheaply traded/sold/given away.
Games became a little more diverse and challenging, and less about luck, although some broken cards still existed. With this precedent set, UpperDeck experimented with different formats, and banned or unbanned different cards of varying degrees of power, such as different combinations of Monster Reborn/Call of the Haunted/Premature Burial, repeatedly banning and unbanning Mirror Force, and banning cards that searched broken cards out of the deck, like Witch of the Black Forest. Then, as newer cards were released, and some were (predictably) too powerful, they were banned shortly after. The ban list was revised in roughly 6-month intervals to account for new cards, and try to perfect the balance of what old cards were too powerful.
With each new banned/restricted list, there was always a dichotomy of group who were either relieved, or disappointed. Nobody can truly agree on when the lists became a nuisance or "necessary evil" as opposed to the boon the first one was. Early lists were a godsend to keep the game enjoyable, with very few people unhappy about them once implemented, but more recent lists have been more about monetizing then sustaining the game.
UpperDeck did make some mistakes in the ban list, I believe this pattern of misusing the ban list for short-term profit became prevalent after Yu-Gi-Oh was purchased by Konami. A prime example of this is Crush Card Virus. First released as a Shonen Jump Championship Series trophy-type card, only a handful of copies of this clearly overpowered, game-breaking card were printed, and distributed in a set quantity at tournaments. This led to record-breaking attendance at events around the country, with attendees often attending solely in an effort to get their hands on this trump card. Months later, the same card was re-released in a limited edition "Gold Series" pack; now it was pretty rare, but more obtainable; $300 instead of $6,000 if you look on eBay, and many more copies existed. Next, Konami released it once more as a common in a starter deck, giving a few months for players to rush into stores and saturate the market with a broken card, before banning it. This same pattern was repeated with other powerful cards with similar effects to banned cards, such as Judgment Dragon (similar to Chaos Emperor Dragon), and Snipe Hunter (similar in practice to Tribe-Infecting Virus).
Before long, Konami introduced (and heavily marketed) a new monster type they called Synchro monsters who are kept in the Extra Deck (formerly Fusion Deck). These weren't terribly broken at first; just a couple decent effects (like negate something that destroys cards) at the cost of 2 or more monsters to summon, with a level restriction. Then, Konami started coming out with cards clearly intended to raise the appeal of such monsters, such as Assault Mode Activate (which in my opinion still wasn't broken, at least not yet).
In time however, the game evolved into a much more fast-paced, OTK-oriented style of play. Nearly every "variety" of deck is just another method of getting the same synchro monsters out before the opponent does. The strategy consists of repeatedly special summoning tuners and non-tuners from the deck or graveyard, then combining levels to pick out the most powerful synchro monsters for this particular moment. Many believe Reborn Tengu is the cause of all this, but I claim it is not just Tengu. Most decks of this type involve some combination of Reborn Tengu, Spore, Dandylion, Glow-Up Bulb, Plaguespreader Zombie, and Level Eater, though some themes such as Dragunity cycle through just as well. Additionally, the effects of these monsters became increasingly game-breaking. Brionac, which allows the controller to discard any number of cards to return that many cards from the field to the owner's hand, is a prime example of this - discard a few cards and attack directly with everything, for a one-turn kill and T.G. Hyper Librarian and Formula Synchron accelerate this. Others involve negating spells/traps (although most are admittedly tied to a certain type of deck), or destroying cards at little to no cost.
Now, in the past month or so the latest and greatest new type of cards are "XYZ" monsters (What was that about? Did they run out of names, or just lay off half their marketing department?). Starting out, I was discouraged because of how they have no level and Konami says they're thus unaffected by Gravity Bind — which they promptly unrestricted in a not-so-subtle nudge to buy the new XYZ monsters (else deal with rampant stall decks). Again somebody told me they weren't that bad, and actually quite balanced. I'm not sure I would go that far, but I responded Konami will come up with new cards to make them as broken as possible. Sure enough, along came Rescue Rabbit and Tour Guide from the Underworld. Based on Konami's past behavior, you can expect more cards just like Rescue Rabbit to be printed. Rescue Rabbit will probably be restricted or banned, as a gesture that they care about playability, then new cards just like it will be printed, XYZ will be just as broken, and Konami will strive to make them at least as broken as synchros.
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