More a case of UDE have yet to iron out the mechanics with Konami, though particially suspect that Konami have yet to even make up there own minds on some.Tiso said:...How would you like to play a game where the game mechanics change every few months? ...
This is very true. Also if a card is meant to work when removed from play it would have that text written on the card itself. But usually card rulings can be explained through a mechanical point of view.novastar said:I can't understand why people are trying to use card text and supposed "mechanics" to answer this.
It's quite simple; The text on Phoenix is ambiguous, no doubt, that is why they have a ruling that specifically states that the effect of Phoenix activates during the Standby Phase while Phoenix is in the Graveyard...period. The only "mechanic" here is that Konami has and always will see fit to make vague text, and later use ruling for clarification.
That is how the YGO community has been trained... bottom line, in most cases, the card text almost means nothing in terms of the final functionality of an effect. It's all about the rulings.
This is the problem I get often when making rulings in local tournaments. Not only do people doubt my ruling and logical explaination behind it, but they do it in a disrespectful manner.John Danker said:There is no doubt that this game would be much easier to play (by the world outside of Japan) if the text were translated and changed to better convey the purpose of the card in each language. As has been mentioned many times though, Konami is extremely bull headed that the translation use the exact wording that the cards printed in Japan use. The very few changes in wording that have been allowed have been fought for at length and with a great amount of resistance from Konami.
What SHOULD be and what IS, I'm afraid, will likely never be close because of what I've mentioned above. When someone says that the card text means little, that's what they're referring to. I'm afraid we're stuck with what we get in this manner....sad as it may be.
I don't remember that debate on that card. I may or may not have been in it or it might have been before my time when I got really involved as a judge on message boards.slither said:One that comes to mind is Last Will, there was so much debate surrounding this card.
You know that Skull Lair never could remove M/T cards in Japan's rulings, right? A lot of "changes" were actually "fixes".Tiso said:How many times has Konami changed the way a card you liked or played works? I know countless times. Has it not made you angry, frustrated to continue supporting the game in such a fashion? I know people who flat out quit because of stuff like that, me included countless times. It is a shame that Konami still continues to bungle up their own game when they are trying to fix it with restrictions lists and updated cost versions of broken cards like Raigeki and Pot of Greed, etc. I used to love Skull Lair back in the day. Who here remembers the old De-Fusion? That was by far one kick butt card.
Raijinili said:You know that Skull Lair never could remove M/T cards in Japan's rulings, right? A lot of "changes" were actually "fixes".
You do not have enough information to place the blame solely on Konami.
Tkwiget said:I never like having a tournament environment where everyone is confused on how a certain card works. I have that habit of breaking down card text, using whatever secret power I have to understand card text (still have no clue how I do it...), and manage to give a halfway decent ruling with a logical explaination to my ruling with past rulings and mechanics to help support it.
It's like the priority debates we have from time to time. I could hardly stick with the one on the Battle Phase about responce windows, while keeping myself from beating my head against my computer screen in frustration. Too much information to deal with all at once IMO.
These are just some of the things I think Konami should have planned out, defined, and resolved before the game was ever released. You can't just release a card game with loosely defined game mechanics to the public at the beginning and expect the game to thrive and bloom into a successful product like how Wizards of the Coast have with Dungeons & Dragons and Magic the Gathering.