Phoenix King wrote: BlackGuy wrote:...It takes no skill to do FTK, OTK and Burns because anyone could make them and they're cheap *** cards. Literally anyone can just get just the Exoida pieces and every single card in this game that makes you draw so that they could get it. FTK and OTK is either having cards that make people continue to lose life points (if you're first) or spam special summoning monsters and increasing their ATK power to infinite.
Tiers...Can't say anythin about those but from what I've seen, it does take skill for that to happen. The other ones you said are pu**y decks because they're full of BS.
I think you have the wrong definition of skill and no skill
BlackGuy wrote:Are you like, out to get me or something?
I don't think anyone's out to "gey you" BlackGuy.
You have a very unique outlook on YGO, especially with the modern setting we're in, I find it surprising there's that many people that hold your views (I know at least 2).
I disagree about your opinion on Xyzs at the very least, I believe Xyzs (although some are incredibly powerful) is an innovative game mechanic and can and should be optimized by players that can do so.
I agree with PK to an extent, although it really doesn't take THAT much skill to play Exodia OTK/FTK, considering all you're doing is drawing. The skill in that deck is in the deckbuilding, and that is easily done with netdecking.
As for other OTK decks, the only one I don't like is EDrags. I just plain and simply don't like how EDragons function as an archetype- they can go on almost infinitely (given the proper recycling cards) with combos and whatnot to totally annihilate anyone unfortunate enough to play against them (given the EDrags user is half-way decent).
I don't mind losing, in fact, it doesn't bother me in the slightest most of the time, but cheap tactics just annoy me. Not because I lost, but because it's just no fun to lose to Simochi and triple Gift Card.
It's one thing to lose to a nifty combo in which someone busts out a huge beater with amazing luck and uses a creative combo to win, it's another to lose without even getting to take a turn.
When I play, I prefer to play a game in which both players play their hardest and the duelist with the best hand and strategy wins.
Unfortunately, the game has shifted to where this ultimately lies in who can build the most overpowered, broken deck imaginable. Konami appeals to this by make archetypes more and more broken so that people will buy more and more until the overpowered deck gets hit in the next banlist. Rinse, repeat. Profit.