Image 1 — Underdeveloped mechanic: trigger effects which trigger after the card is resolved
Image 2 — Underdeveloped mechanic: trigger effects which trigger after the card is resolved
Image 3 — Underdeveloped mechanic: trigger effects which trigger after the card is resolved
Image 4 — Underdeveloped mechanic: trigger effects which trigger after the card is resolved

Underdeveloped mechanic: trigger effects which trigger after the card is resolved

We have a lot of effects in direct response to the effect/card activation like "if a card is activated: negate/destroy/etc" but i find it rare when konami does it differently.

The recent and probably the most famous example is Fenrir which banishes after the monster effect was activated in a different chain link.

Why i think that it's really interesting is that it provides a different way of thinking and interactivity. This kind of disruption let's the opposing player to actually resolve a card and progress into the game a little bit and think in one step ahead. It's like a complete opposite to something like a counter trap negate which directly blanks a card.

It's like Solemn Judgment vs Torrential Tribute: one just blanks a card and the other lets your opponent to possibly activate a trigger effect on summon and advance in the game further.

Gorz is an another example of that. The attack had already gone through so you don't nullify the battle but in exchange you get a powerful (for that time) effect. It's like both players had advanced into the game in a sense.

A possible con or a problem with these kind of effects may be that if you take a lethal damage then Gorz doesn't do anything (imagine you drew him for your last card with low LP or smth).
So if a critical effect had resolved then your response had to be meaningful? And that's why Fenrir doesn't just pop a card but banishes face-down to compensate for that.
Droll has aged terribly but it's an another example of a powerful effect after the resolution.

But i think it doesn't need to be like that? Maybe we could get and archetype that triggers after the resolution but just pops a card. It may be powerful enough if you balance it in a different powerful way in a sense, like a non target pop or something or a good grind game etc.

But another possible problem may be is what is called a decision paralysis? Imagine staring at the board with a lot of possible responses (just like modern yugioh is rn) but also think in a whole chain link in advance. Like constantly thinking in a step ahead instead of a direct response. Might be confusing.
(on another note: that's a probable reason why konami keeps making floodgates and negates - because they are simpler to understand and think about in a moment to moment gameplay)

u/Acrobatic_Ruin_7058 — 17 hours ago
▲ 0 r/Farfa

Underdeveloped mechanic: trigger effects which trigger after the card is resolved

We have a lot of effects in direct response to the effect/card activation like "if a card is activated: negate/destroy/etc" but i find it rare when konami does it differently.

The recent and probably the most famous example is Fenrir which banishes after the monster effect was activated in a different chain link.

Why i think that it's really interesting is that it provides a different way of thinking and interactivity. This kind of disruption let's the opposing player to actually resolve a card and progress into the game a little bit and think in one step ahead. It's like a complete opposite to something like a counter trap negate which directly blanks a card.

It's like Solemn Judgment vs Torrential Tribute: one just blanks a card and the other lets your opponent to possibly activate a trigger effect on summon and advance in the game further.

Gorz is an another example of that. The attack had already gone through so you don't nullify the battle but in exchange you get a powerful (for that time) effect. It's like both players had advanced into the game in a sense.

A possible con or a problem with these kind of effects may be that if you take a lethal damage then Gorz doesn't do anything (imagine you drew him for your last card with low LP or smth).
So if a critical effect had resolved then your response had to be meaningful? And that's why Fenrir doesn't just pop a card but banishes face-down to compensate for that.
Droll has aged terribly but it's an another example of a powerful effect after the resolution.

But i think it doesn't need to be like that? Maybe we could get and archetype that triggers after the resolution but just pops a card. It may be powerful enough if you balance it in a different powerful way in a sense, like a non target pop or something or a good grind game etc.

But another possible problem may be is what is called a decision paralysis? Imagine staring at the board with a lot of possible responses (just like modern yugioh is rn) but also think in a whole chain link in advance. Like constantly thinking in a step ahead instead of a direct response. Might be confusing.
(on another note: that's a probable reason why konami keeps making floodgates and negates - because they are simpler to understand and think about in a moment to moment gameplay)

u/Acrobatic_Ruin_7058 — 17 hours ago