Introduction to Nova Format
What is Nova Format?
Nova Format is a new, custom Yu-Gi-Oh! format that I created in 2018. It was inspired by a mix of Goat Format, the now-defunct New-Gi-Oh! Format, and various other historic formats that I’ve enjoyed. Like a new generation of Pokémon, Nova Format is meant to be a “new journey” for both old and new players to embark on. There are many avenues of deck building and card interactions yet to be explored. This is a format for the adventurous, the nostalgic, and the competitive alike. Go forth and rediscover the magic of classic Yu-Gi-Oh!
Why does Nova Format exist?
I created Nova Format to exist as an alternative, classically-inspired Yu-Gi-Oh! format. Over the years the Retro Yu-Gi-Oh! community has experimented with many historic formats, but none have gained nearly as much traction as Goat Format. Other than Goat Format and Current Format, there is no consensus format of Yu-Gi-Oh! available for us to play competitively. I believe this is a problem. While many of us love to play Goat Format, we also long to explore, innovate, and discover new things about the game we grew up playing.
Why is there no good alternative to Goat Format already?
This is a very difficult question. Personally I think the answer is due to the fact that no other historic format can rival Goat Format’s incredible replay value. This is a concept I’ve borrowed from the video-game industry that emphasizes the importance of being able to play a game over and over again without getting bored. Most historic formats were only interesting before they were solved. Some historic formats offer exceptional gameplay but turn off old-school players (i.e. Dragon Rulers). Some historic formats offer little reward for your time put toward practice and exploration (i.e. TeleDAD). Some historic formats feature unfair cards that detract too much from gameplay (i.e. Troop Dup). Some historic formats “lose their magic” as hindsight analysis leads to less interesting gameplay (i.e. Edison). All of these factors lead to a reduction in replay value, but Goat Format largely avoids them. Nova Format is designed to avoid such problems as well, but only time will tell.
What does the existence of Nove Format mean for Goat Format?
Nova Format is not meant to replace Goat Format, and while it borrows many ideas about gameplay and replay value from Goat Format, it also takes ideas from formats that came well after 2005. Like Goat Format, Nova Format emphasizes resource management, tactical planning, and dynamic gameplay. Unlike Goat Format, Nova Format exhibits greater card diversity, the XYZ summoning mechanic, and a new, unsolved metagame. In practice, I believe that Nova Format will be different enough from Goat Format that we will have good reasons to continue playing both formats competitively. I imagine that getting better at Nova Format should help one get better at Goat Format, and vice versa, since they emphasize similar skill sets.
What cards are included in Nova Format?
In order to ensure that Nova Format will be deep but also easy to get into, I built the entire card pool from scratch, consisting only of cards I think might be relevant to the metagame. This was obviously a monumental task, and so I enlisted several Format Library contributors to suggest cards and beta-test. The end product was a group effort guided by my vision.
Nova Format features 600 cards, 75 of which are limited or semi-limited. Limited cards were deemed too powerful to allow at more than 1 copy. Semi-limited cards were deemed too obnoxious to allow at 3 copies, yet not consistent enough when used at 1 copy.
Some cards in Nova Format are classics in the history of the Advanced Format, other cards never saw the chance to shine because they were released during formats with so much power creep that they were deemed unplayable.
Cards were chosen based on several criteria to best mimic the classic play style of the better historic Yu-Gi-Oh! formats. The date that a card was released in real life was not considered, although many cards are from earlier in the game’s history. Here is a list of guiding principles we followed (some more strictly than others) that explain what kinds of Yu-Gi-Oh! cards we included:
Here is a short list of decks that we made during beta-testing that we envision will be very competitive or decently competitive when the format is released to the public:
Baboon Burn
Blackwing
Burning Abyss
Chain Beat
Chain Burn
Cyber Dragon
Dino Mash
Dino Stun
Dragon Plants
Empty Jar
Harpie Stun
HERO Beat
HERO Fusion
HERO Plants
Fire Fist
Fire King Fist
Frog Monarch
Frog OTK
Gem-Knight OTK
Gravekeeper
Infernity Control
Machina Gadget
Piper Chaos Control
Performage Mash
Raccoon Baboon
Rock Stun
Shaddoll Flip Control
Shaddoll Chaos Control
Spellcaster Control
Spellcaster Stun
Spirit Control
T.G. Agent
T.G. Stun
Water
Watt Burn
Volcanic Control
Zombie
Special Thanks:
To Kizaru, Skully, Brandis, Loli, geistD, Human Made, Cameron, Pojo, Nicey, Kev, Skup, Tails, Avro, Mr. Cookies, Caleb, Masha, Fat Cat, zoidberg, Tulendeena, calze6, katjo, Pure, Sparky, Dylicious, Noelle, MMF, and countless others for beta-testing and suggesting cards.
- Jazz
Nova Format is a new, custom Yu-Gi-Oh! format that I created in 2018. It was inspired by a mix of Goat Format, the now-defunct New-Gi-Oh! Format, and various other historic formats that I’ve enjoyed. Like a new generation of Pokémon, Nova Format is meant to be a “new journey” for both old and new players to embark on. There are many avenues of deck building and card interactions yet to be explored. This is a format for the adventurous, the nostalgic, and the competitive alike. Go forth and rediscover the magic of classic Yu-Gi-Oh!
Why does Nova Format exist?
I created Nova Format to exist as an alternative, classically-inspired Yu-Gi-Oh! format. Over the years the Retro Yu-Gi-Oh! community has experimented with many historic formats, but none have gained nearly as much traction as Goat Format. Other than Goat Format and Current Format, there is no consensus format of Yu-Gi-Oh! available for us to play competitively. I believe this is a problem. While many of us love to play Goat Format, we also long to explore, innovate, and discover new things about the game we grew up playing.
Why is there no good alternative to Goat Format already?
This is a very difficult question. Personally I think the answer is due to the fact that no other historic format can rival Goat Format’s incredible replay value. This is a concept I’ve borrowed from the video-game industry that emphasizes the importance of being able to play a game over and over again without getting bored. Most historic formats were only interesting before they were solved. Some historic formats offer exceptional gameplay but turn off old-school players (i.e. Dragon Rulers). Some historic formats offer little reward for your time put toward practice and exploration (i.e. TeleDAD). Some historic formats feature unfair cards that detract too much from gameplay (i.e. Troop Dup). Some historic formats “lose their magic” as hindsight analysis leads to less interesting gameplay (i.e. Edison). All of these factors lead to a reduction in replay value, but Goat Format largely avoids them. Nova Format is designed to avoid such problems as well, but only time will tell.
What does the existence of Nove Format mean for Goat Format?
Nova Format is not meant to replace Goat Format, and while it borrows many ideas about gameplay and replay value from Goat Format, it also takes ideas from formats that came well after 2005. Like Goat Format, Nova Format emphasizes resource management, tactical planning, and dynamic gameplay. Unlike Goat Format, Nova Format exhibits greater card diversity, the XYZ summoning mechanic, and a new, unsolved metagame. In practice, I believe that Nova Format will be different enough from Goat Format that we will have good reasons to continue playing both formats competitively. I imagine that getting better at Nova Format should help one get better at Goat Format, and vice versa, since they emphasize similar skill sets.
What cards are included in Nova Format?
In order to ensure that Nova Format will be deep but also easy to get into, I built the entire card pool from scratch, consisting only of cards I think might be relevant to the metagame. This was obviously a monumental task, and so I enlisted several Format Library contributors to suggest cards and beta-test. The end product was a group effort guided by my vision.
Nova Format features 600 cards, 75 of which are limited or semi-limited. Limited cards were deemed too powerful to allow at more than 1 copy. Semi-limited cards were deemed too obnoxious to allow at 3 copies, yet not consistent enough when used at 1 copy.
Some cards in Nova Format are classics in the history of the Advanced Format, other cards never saw the chance to shine because they were released during formats with so much power creep that they were deemed unplayable.
Cards were chosen based on several criteria to best mimic the classic play style of the better historic Yu-Gi-Oh! formats. The date that a card was released in real life was not considered, although many cards are from earlier in the game’s history. Here is a list of guiding principles we followed (some more strictly than others) that explain what kinds of Yu-Gi-Oh! cards we included:
- All cards use 2005 errata and rulings, including turn-player priority, if possible. We do not modify existing cards or create custom cards.
- Fairness in gameplay is valued above all else. This is meant to be a format that can be enjoyed both casually and competitively. Note that fairness cannot be judged in a vacuum; some cards are fair in certain contexts, but unfair in other contexts. This is a very subjective evaluation criteria.
- Theme specific boss monsters were included to promote diversity and add intrigue to every game (i.e. Green Baboon, Defender of the Forest, Lonefire Blossom, Tidal, Dragon Ruler of Storms). While such cards may seem at odds with the concept of fairness, some level of power is necessary to make things interesting. The goal was to include power cards that require strategic usage and do not get out of hand early in the game.
- A handful of simple yet contextually powerful staple cards are were included to add a foundational layer of in game strategy (i.e. Heavy Storm, Premature Burial, Torrential Tribute). Yu-Gi-Oh! is fundamentally a very simple game. When we combine simple but powerful cards with the element of the unknown and the prospect of a long game, they create dynamic gameplay.
- Strategic cards that emphasize decision making are highly valued (i.e. Sangan, Pot of Duality, Mirror Force). Conversely, trivial cards that de-emphasize decision making are generally avoided (i.e. Pot of Greed, Delinquent Duo, Upstart Goblin). Although such cards are included in Goat Format, without an interaction that creates dynamic gameplay, it is hard to argue there is any merit to including these cards from a game designer’s perspective.
- The Fusion Monster toolbox was expanded to increase the number of strategic uses for Metamorphosis (i.e. Invoked Raidjin, Koalo-Koala, Odd-Eyes Vortex Dragon, Windwitch - Crystal Bell, Archfiend Black Skull Dragon). Aside from Thousand-Eyes Restrict, we could not find appropriately powerful low level Fusion Monsters, so we looked to expand the Extra Deck in other ways.
- Relatively tame XYZ monsters were included because they promote resource management, tactical planning, and dynamic gameplay. Summoning an XYZ monster in this format usually requires duelists to answer questions like, “Is it is worth it to make an XYZ monster?” and “Which XYZ monster is best for this situation?” Some examples include Maestroke the Symphony Djinn and Mechquipped Angineer.
- No Link or Synchro Monsters were included because they tend to undermine resource management and tactical planning (i.e. Black Rose Dragon). For the most part, they are simply too easy to summon in a format that prominently features floaters and tokens. Some Tuner Monsters were included because they play as interesting Effect Monsters (i.e. X-Saber Airbellum).
- No Pendulum Monsters, Hand Traps, or Trap Monsters were included because they fundamentally change the mechanics of classic Yu-Gi-Oh! Monsters are monsters. Spells are spells. Traps are traps. Monsters must be summoned in Monster zones where they are vulnerable to Monster removal. Traps must be committed to the field where they are subject to Spell/Trap removal and where they promote skills like reading and bluffing.
- No cards that can reveal hidden information were included (i.e. Confiscation, Trap Dustshoot). Perfect information undermines skills like reading and bluffing and is usually considered annoying. It is also much more powerful early game than late game which adds too much variance to game outcomes.
- No cards that can special summon more than 2 monsters have been included (i.e. Cyber Jar, Soul Charge, Return from the Different Dimension). Such cards tend to generate huge swings in who is winning versus who is losing, and they generally undermine resource management.
- Cards that can inflict more than 3000 life points in one turn have generally been avoided. This promotes longer games and makes resource management more important. It should be fairly difficult to defeat your opponent when you have fewer cards.
- Cards that contribute to incidental damage were largely avoided (i.e. Exarion Universe, Gagaga Cowboy, Solemn Warning). When such cards are prominent, games become shorter than they should be and frustrating. Playing defense against your opponent becomes an invalid strategy. This guideline promotes resource management and makes games more interesting because they last longer.
- Cards that focus entire decks around largely prebuilt archetypes were generally avoided to promote deck-building skills and creativity. Some archetype cards were included because they interact with non-archetype cards to create interesting decks and gameplay.
- Cards with lengthy effects were generally avoided to make the format easier for new players to pick up and learn. Some important cards with lengthy effects were included, usually deliberately featured boss monsters (i.e. Tidal, Dragon Ruler of Storms).
Here is a short list of decks that we made during beta-testing that we envision will be very competitive or decently competitive when the format is released to the public:
Baboon Burn
Blackwing
Burning Abyss
Chain Beat
Chain Burn
Cyber Dragon
Dino Mash
Dino Stun
Dragon Plants
Empty Jar
Harpie Stun
HERO Beat
HERO Fusion
HERO Plants
Fire Fist
Fire King Fist
Frog Monarch
Frog OTK
Gem-Knight OTK
Gravekeeper
Infernity Control
Machina Gadget
Piper Chaos Control
Performage Mash
Raccoon Baboon
Rock Stun
Shaddoll Flip Control
Shaddoll Chaos Control
Spellcaster Control
Spellcaster Stun
Spirit Control
T.G. Agent
T.G. Stun
Water
Watt Burn
Volcanic Control
Zombie
Special Thanks:
To Kizaru, Skully, Brandis, Loli, geistD, Human Made, Cameron, Pojo, Nicey, Kev, Skup, Tails, Avro, Mr. Cookies, Caleb, Masha, Fat Cat, zoidberg, Tulendeena, calze6, katjo, Pure, Sparky, Dylicious, Noelle, MMF, and countless others for beta-testing and suggesting cards.
- Jazz