This is more of a thought experiment than an intention to incorporate it into the rules.
In Magic, when a player is instructed to search a hidden zone for a card with a particular quality or characteristic, that player can just say that no such card with that quality exists in that zone and be done with it.
In Yu-Gi-Oh, when a player is instructed to search a hidden zone for a card with a particular quality or characteristic, that player can say that no such card with that quality exists in that zone, but then an opponent is allowed to search through that hidden zone to verify that there truly is no such card that fits the criteria in that zone. If no such card truly exists in that zone, then that's fine and nothing happens; if, however, there is a card that exists in that zone, then it is deemed cheating and the player who "failed to find" loses the game (among other consequences).
How would Yu-Gi-Oh's "fail to find consequence" rule be worded? This is my attempt:
If a spell or ability causes a player to search {his or her | a} library for a card with a specific quality, but no card is found this way, that player chooses one of his or her opponents. That opponent may search that library for a card with the stated quality. If he or she finds a card, he or she may reveal it. If he or she does, the player that didn't find a card this way loses the game.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
What is the benefit of this kind of rule? It has been a long time since I've played YuGiOh. Are there drawback or cost mechanics that force you to search your deck and remove certain kinds of cards?
One of the benefits of not being forced to find a card is that you can choose to just skip the search entirely if you don't care about it. For example, maybe you control a Sakura-Tribe Elder and you just need an extra creature in your graveyard to make your Boneyard Wurm big enough to end the game this turn but you don't care about the basic land. You can sacrifice the Elder and decide not to find a land before you even start the search.
I think just about every search in Magic is beneficial to the player performing the search. This idea would be better just as a rider on any searches that happen to be a negative outcome. Then it wouldn't have to be as extreme as losing the game because each card could have the negative tailored to that specific card. i.e.: "At the beginning of your upkeep, search your library for a creature card and exile it. If you don't exile a card this way, exile Mindmaw Demon."
Cards that want the equivalent of a search to happen but without ability to "fail to find" by default exist and have been worded as such: Guided Passage.
Just choosing one opponent rather than allowing every opponent insight is the most terrible version imaginable considering multiplayer formats.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Thanks for the alternative suggestions, but what I really want is to capture as much of the Yu-Gi-Oh deck-searching rule as possible. This would mean that abilities that trigger from libraries being searched will trigger, Aven Mindcensor causes only the top four cards of libraries to be searched, and for the penalty for not being able to find a card with the stated quality to be a full-on "lose the game". I guess one change could be that all opponents get to verify rather than just one, since Magic has a bunch of multiplayer variants whereas Yu-Gi-Oh does not.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
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In Magic, when a player is instructed to search a hidden zone for a card with a particular quality or characteristic, that player can just say that no such card with that quality exists in that zone and be done with it.
In Yu-Gi-Oh, when a player is instructed to search a hidden zone for a card with a particular quality or characteristic, that player can say that no such card with that quality exists in that zone, but then an opponent is allowed to search through that hidden zone to verify that there truly is no such card that fits the criteria in that zone. If no such card truly exists in that zone, then that's fine and nothing happens; if, however, there is a card that exists in that zone, then it is deemed cheating and the player who "failed to find" loses the game (among other consequences).
How would Yu-Gi-Oh's "fail to find consequence" rule be worded? This is my attempt:
If a spell or ability causes a player to search {his or her | a} library for a card with a specific quality, but no card is found this way, that player chooses one of his or her opponents. That opponent may search that library for a card with the stated quality. If he or she finds a card, he or she may reveal it. If he or she does, the player that didn't find a card this way loses the game.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
One of the benefits of not being forced to find a card is that you can choose to just skip the search entirely if you don't care about it. For example, maybe you control a Sakura-Tribe Elder and you just need an extra creature in your graveyard to make your Boneyard Wurm big enough to end the game this turn but you don't care about the basic land. You can sacrifice the Elder and decide not to find a land before you even start the search.
I think just about every search in Magic is beneficial to the player performing the search. This idea would be better just as a rider on any searches that happen to be a negative outcome. Then it wouldn't have to be as extreme as losing the game because each card could have the negative tailored to that specific card. i.e.: "At the beginning of your upkeep, search your library for a creature card and exile it. If you don't exile a card this way, exile Mindmaw Demon."
Just choosing one opponent rather than allowing every opponent insight is the most terrible version imaginable considering multiplayer formats.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall