Monday, February 17, 2014

February 2014 V-Jump News Explosion

There was a massive amount of information released to the public from the new March 2014 issue of V-Jump over in Japan. You can read about the details here, but here's a quick summary of everything that we know at this time:

1. Changes to the game's rules will take effect in the OCG starting March 21, the same day that the 2014 Starter Deck will be released. The player that goes first in a game will no longer draw for their turn, and both players are now allowed to control a Field Spell at the same time. I'd say it's very likely that similar changes will come to the TCG because it wouldn't make sense to leave a divide THIS big in the two regions, but we have no word on exactly when that might happen.

2. OCG cards will be written in a slightly new style with the intent of making them easier to read and interpret, but there's no telling if this will impact the TCG at all since we've had PSCT since 2011.

3. The method of Pendulum Summoning has been officially revealed. It appears to be somewhat complicated and doesn't have the same universal deck appeal that Synchro or Xyz mechanics do. Because you need main deck space for the Pendulum Monsters, it's possible that many mainstream decks will not be using this mechanic at all. It's basically just a new way to Special Summon monsters from the hand, but it appears to take too many resources to really be viable right now. I could be wrong, but that's just how I see it.

4. At least one brand-new card was revealed for the OCG's "Memories of the Duel King: Duelist Kingdom Arc" deck that will be released on March 8 in Japan. Still no word on if or when we'll see it in the TCG.

5. A handful of the new cards from the upcoming core set The Duelist Advent were revealed. They include new Fusion, Ritual, and Synchro monsters, and a new archetype currently referred to as Stellaknights that are very similar in appearance to Constellars. Stellaknights have their own Stratos, Debris Dragon, and Swallow's Nest, among other things. They are also Light Warriors, which opens them up to a pretty wide base of support cards. I wouldn't be too surprised if this deck eventually became meta.

Alright, so now that we have that out of the way, I'll give you guys my first impressions of the rule changes in the OCG. First, as far as the first turn changes, I like the fact the fact that they're finally addressing the fact that going first gives the vast majority of decks a very big advantage. However, I'd much rather they go straight to the heart of the issue (in my opinion, at least) and just restrict the ability to Special Summon. If you could only Special Summon once or not at all during the opening turn of a game, that significantly restricts your ability to attempt to get a strong field out while your opponent has no field of their own to respond with. It's still nice that they're making an effort, but I don't think this was the right way to go.

As for the Field Spell change, it does kind of suck that Fields are, by default, harder to get rid of now, but I'm not sure if a single person alive actually liked the concept of "field wars." When you think about it, it's actually pretty stupid that you automatically lose your Field just because your opponent plays theirs. What, the field can't just be divided in two? (To be fair though, most things in life sound stupid if you think about them hard enough.) So generally, I like this change.

What do you think about these huge changes to the game and the other assortments of news released today? Leave a comment down below, and thanks for reading.

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