DaGuyWitBluGlasses said:
LOD = Effect that doesn't reset ever (
Twin-Headed Behemoth)
I fail to see how this qualifies as a mechanic... It's a simple matter of wording of the effect text, if it was a true mechanic, it'd be something that effected more then just one monster in the set/game.
DaGuyWitBluGlasses said:
Optional Trigger effects now Miss their timing.
Not a mechanic, this is something that's been around since the start of the game. It's a simple ruling issue, not a mechanic. YGO is a game of rulings, not mechanics in general anyways, keep that mind.
DaGuyWitBluGlasses said:
PGD = Effects that don't reset when flipped face-down.
Not too sure what you mean here, but this isn't a mechanic either...
DaGuyWitBluGlasses said:
Not a Mechanic, a simple issue of effect text, if any monster at all reads "It cannot be Special Summoned except by" in it's effect text then it's "nomi". Although this would be the closest thing to a "Mechanic" that you've got posted here since it does have a name assigned to it with "nomi". I'll give you this one.
DaGuyWitBluGlasses said:
DCR =
Vampire Lord, and defining what is really the opponent
Archfiends: a trigger effect that does not use the chain.
The
Vampire Lord issue listed is another ruling issue, not mechanic. Anytime something has to be clarified it's been because of a ruling. Priority required to be clarified after MFC because of cards like
Tribe-Infecting Virus, but that doesn't mean it never existed in the game, it was always a part of the game, just never clarified.
The Archfiends remark is more of a theme of characters, although I can give it the mechanic issue since it is a theme that continues through other sets. But the majority of other sets that it continued through were previous sets that were errataed to be "Archfiends" meaning that it probably was a mechanic that was set in motion by a specific set.
DaGuyWitBluGlasses said:
IOC = Still cleaning up the summon priority mess"¦ technically not new, but it didn't seem to come up before then.
Like I said before, Priority was always around in the game. Priority has to do with the chain itself, not a mechanic.
DaGuyWitBluGlasses said:
AST = Burst Steam of Destruction's effect remaining on the field after resolving, (i.e. it can be negated by
Imperial Order afterwards)
Burst Stream of Destruction reads "You can only activate this card when there is a face-up "
Blue-Eyes White Dragon" on your side of the field. Destroy all monsters on your opponent's side of the field. "
Blue-Eyes White Dragon" cannot attack during the turn you activate this card."
Burst Stream of Destruction isn't a mechanic by itself, it's actually just an oddball card (which YGO is full of), it works off the simple chain mechanics that have always been part of the game that create a game state after the card is activated, however for some reason, unlike other cards that create similar states (ie:
Last Will) this one can be negated by
Imperial Order later in the turn. An oddball card, but not a mechanic.
DaGuyWitBluGlasses said:
SOD = Ignition effects in the Standby phase and endphase of either players turn.
Null and Void in the damage step... And i suppose now
Inferno Fire Blast has to have its own mechanics (to explain why it only does 2400 damage even if Red-Eyes B-Dragon's original ATK is modified)
I fail to see how any of this is a mechanic either. I'll mention this again later, I'm sure I will. But
Null and Void is another example of an odd ball card. If you asked all of UDE's R&D team and even Kevin Tewart himself and he wouldn't be able to explain to you why
Null and Void can be activated during the Damage Step, it just can for some reason.
Ignition Effects during the standby phase and endphases of other turns isn't uncommon either. It's just another example of spell speed 2 Ignition effects, which have been around for the longest time (
Injection Fairy Lily,
Strike Ninja, etc.). It's not a new mechanic.
Inferno Fire Blast isn't a mechanic of it's own, it's just another oddball card that makes no sense with the rules of the game, that may warrant a mechanic of it's own, but a mechanic is only truly a mechanic if it's something utilized by more then just 1 card (and more then a few for that matter).
DaGuyWitBluGlasses said:
RDS = Tributing face-down monster for its own effect (repealed)
This was a rules issue, not mechanic.
DaGuyWitBluGlasses said:
FET = Fusion Substitutes for a non-fusion summon.
Just new cards working off the current rules of the game, not a mechanic. I take it you're talking about Metamorphasis here... or something *Shrugs*... be more specific next time. Fusion Substitutes would be monsters that are used in substitute of other monsters in a Fusion Summon... but you have here "non-fusion summon" Yeah... confusing.
But these have existed since before FET. For some reason there's a vague memory of a monster in an early TP set that I believe was a fusion substitute.
DaGuyWitBluGlasses said:
TLM = Original Attack can now be modified.
Not a new mechanic, a rulings clarification of what "original ATK" really means.
DaGuyWitBluGlasses said:
CRV = Drillroid activating at a different part of the damage step then other cards with essentially the same effect.
I don't know much about CRV, haven't taken the time to look over it much (which I may want to do since I am scheduled to judge on of the previews for Star City). This is another case of oddball wordings for YGO, there would have to be more then a few monsters with these effects (and even than, it's more of a theme then a mechanic).
All right, I went over a lot here. But you have to understand one thing about YGO...
And this is probably the only thing that makes VS more simple then YGO.
YGO is an international game that was imported into the United States. It's originally from Japan and therefore features several translation problems when translated into English. Most everything you listed above isn't a mechanic, but something that was fixed or clarified after a mistake was originally made when translating the card in the first place.
VS doesn't have this problem because it's not an imported game, it's created by the UDE R&D team and distributed from the United States to other countries. Therefore, there are fewer problems with the state of the game.
Mechanics in VS would be stuff such as Evasion, Cosmic, Concealed (which dramatically changed the way the game was played, it was the introduction of something completely new, a "Hidden Area" which didn't exist before Marvel Knights), Willpower (which by itself does nothing really, but also is something that exists now and in other previous sets with the ruling that all characters without a printed "willpower" have a willpower of 0), Concealed - Optional (allows you to optionally play the character in the visable area or hidden area), Leader (Very new to the game from Avengers), Reservist (Will change the game as much as the hidden area did).
Those are mechanics that are introduced to the game, not rules changes, not clarifications, not themes, they are mechanics, some are effects that are represented by a single word (which is why I gave you "nomi" in YGO), and others are completely new additions to the game that previously did not exist.