Originally Posted by
ShiroeMegane
Before I begin, let me start by introducing myself. I am Shiroe Megane. I've been playing since Yu-Gi-Oh! came out and enjoyed many aspects of the game across every generation. This will be a long-ish post, I think, and as a result, there will be a TL;DR at the end. Now... Let's start.
*takes a very deep breath*
Yu-Gi-Oh! started off as a great concept with lots of room to grow and evolve throughout the years. Unfortunately, Konami focused more on milking the game than they did keeping it a steady and balanced system. While GX era Yu-Gi-Oh! (Hero's initial formats) was debateably one of the best ("Goat Format" being a typical fallback for casual veterans of the game who used to be competitive, and even some modern competitive players), the Synchro Era that followed was a marked decline in the game.
Now, before people get the wrong idea, let me explain... Synchro Summoning is more balanced in some aspects than Fusion Summoning or even Ritual Summoning. It was not the new method that was the problem, but rather Konami's greed that was the problem. From here, more cards were pumped out that had overly powerful abilities in relation to their ease of access. Trishula, Brionac, and Goyo Guardian were the best examples of this shift in balance, given the time they were "live". You had these archetypes that could pump out more and more Synchro Material for cheap, nearly free, virtually making these Synchro Summons unnecessarily cheap despite their massive power. Beyond that, Omni-Heroes started being released marking the beginning of even more powerful Fusions than what there were before. To make matters worse, instead of "hitting" the cards that were problems, unbalancing the game at the time, Konami let it go. They cared about using reprints and sales to line their pockets over actually making the game tolerable, and the cards they reprinted seldom seemed to be the things that people needed at the time. Sure, Konami is a company and has to make money, but a healthy game would promote that better.
Again, once Xyz format came out, we saw the same thing occur again. We had the "Wind-Up Loop" and "Inzektor Hornet Loop" making the game virtually unplayable at the time: the former cleared the victim's hand on turn one, while the latter crushed the field on turn 2; both could maintain their loop in the later turns. Note: I never got hindered by these decks, but that was dumb luck on my part, not skill. As for "Dino Rabbits", they just controlled the field too dominantly. These decks held the Tier 1 positions for too long without being hit. One can argue that Konami tried to get rid of them, but all of their hits early on resulted in the problem cards staying and the things that didn't make a difference being "limited" or "banned". Once "Drag Rulers" came out, the same thing happened again on an even greater scale, resulting in too large of a multitude of cards getting limited or banned when they otherwise didn't need to because the Dragons themselves were the problems, given their excessively easy condition to use and abuse. Then, around this time, Konami banned a lot of things that, at the time, didn't make too much sense, but given modern context seem more understandable... Bye bye anti-meta cards (Macro Cosmos - Limited, Morphing Jar and #2 - both Banned, Stratos - Banned, etc.).
Finally, you get Arc V era... This is when the hits from last generation begins to make sense... With Pendulums, debatably the most fair of all Inherent Special Summoning Methods, around, as well as an era where old archetypes would receive new support, having spammable reset buttons and excessive search/control power was a bad idea, but so were the new archetypes to be released. Shaddoll (Graveyard-based Fusions), Burning Abyss (Graveyard-based Xyz), Nekroz (Extremely consistent and controlling Rituals), and Qliphorts (Pendulum at the height of its power at that time) all came into play. Macro Cosmos would have been Mained at 3 in every deck if still Unlimited. Morphing Jar #2 would have been in every Side Deck, alongside Fossil Dyna. Stratos, with the introduction of "Dark Law", "Blazeman", and "Shadow Mist" would have made Hero decks become an even larger problem than those three new cards already had made it... Konami forsook balance to let their new "Set Sellers" maximize profits... But as a consequence, they created a situation where properly Limiting and Banning cards would have been difficult to do, regardless. On the upside, the have been trying to make decks capable of being made for cheap and they're trying to make good decks more readily available to players... But the problem is, I feel they've already caused too much damage, especially in their secondary market, with how they did things.
TL;DR: The power creep in this game kept going off the charts, more and more. It became unhealthy a long time ago, and for me the magic has faded, much as it seems to for many others. While my memories may not be exactly right, or good examples may have been forgotten... the fact is, Yu-Gi-Oh! became too much about money and the fixes they're doing are too late to save it, I feel. But hey, who knows, maybe I'm wrong in the end.