Here's the first one. https://forum.duelingbook.com/viewtopic.php?f=18&t=8464
Here's V2: https://forum.duelingbook.com/viewtopic.php?f=18&t=16159
Here's V3: https://forum.duelingbook.com/viewtopic.php?f=18&t=21000
Like before, the cards will be listed in alphabetical order, starting with the banned monsters, then the banned spells, then the banned traps.
1. Archnemeses Protos

Replace:
neither player can Special Summon monsters with that Attribute
with:
neither player can Special Summon monsters with that Attribute to any column with no monsters in it
That way, it still heavily restricts special summoning a certain attribute, but doesn't completely lock players out of it. Now, if you do your standard swordsoul combo, you actually have to be careful not to give your opponent too many possible zones they could special summon the declared attribute to. This forces you to choose whether you want to do a combo that results in you ending on only this monster so your opponent has only 1 main monster zone they could special summon the declared attribute to but will have an easier time breaking your board since you have no other monsters on the field to help disrupt their play, or do a combo that results in you ending on this monster along with other monsters to help disrupt the opponent like Baronne De Fleur but then give your opponent an extra zone or two to special summon the declared attribute, making this floodgate less restrictive on the opponent.
2. Artifact Scythe

Replace:
If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.
with:
Your opponent can only Special Summon monster(s) from their Extra Deck once per turn while you control this face-up card Special Summoned this turn.
That way, it'll still limit the opponent's ability to access the extra deck, but now, it at least gives them 1 special summon from it, and it also now allows them to get rid of this monster or negate its effect with something to open up the extra deck, whereas previously, even if you played a card like Raigeki to get rid of it, its effect would still linger for that turn due to how it was worded.
3. Barrier Statue of the Stormwinds

Simply make it so that this monster's effect applies only while it's the only monster you control. The issue with this card was that it wasn't the only monster people ended on. People would also end on another monster like one of the high level Winged Beast monsters in Floowandereeze decks, or one of those monsters that special summoned it like Raidraptor - Arsenal Falcon in level 7 decks like Kashtira.
Having just this monster lock you into wind special summons is fine. Having this monster lock you into wind special summons while there's also a Floowandereeze Empen further locking you into defense position monster effects, or while there was also another disruptive monster like a Kashtira Fenrir, was the problem.
It wasn't just this monster's ability to lock you into a specific attribute that was the problem (if that were the case, the other 5 Barrier Statues would've also been hit on the banlist). It was its ability to be easily paired up with another floodgates, or monsters with interruptions, and to be easily searched with multiple different extra deck monsters.
4. Blackwing - Gofu the Vague Shadow

Make it so that, after you use it or either of its tokens as link material for a monster, you can't link summon any more effect monsters for the rest of that turn. That way, you'll still be able to use of it and the tokens for 1 link summon but it'll be harder to continue any more link climbing that turn.
5. Blaster, Dragon Ruler of Infernos

I'm starting to think this could come off the banlist just fine with no errata, since we've had Tempest, Dragon Ruler of Storms at 1 now seeing absolutely no play. Plus, I don't know what fire or dragon decks would currently be able to abuse this if it came back.
For an errata, I would say make it so its discard effect can only target monsters instead of also spells and traps. That would also make it work only on/with monsters just like how the other Dragon Ruler monsters' discard effects only work on/with monsters, such as the water one's effect to send a monster from the deck to the graveyard, the earth monster's effect to special summon a monster, and the wind monster's effect to add a monster to the hand.
6. Block Dragon

Make it so it or any copy of it can't special summon more than once per turn. Remove it's destruction protection effect. These would nerf it enough to still keep it powerful, but not letting you do crazy stuff like summoning it multiple times from the hand and graveyard to link summon during the opponent's turn with I:P Masquerena to generate even more unfair advantage.
7. Dandylion

Make it so the tokens also can't be used as Link material the turn they're summoned.
8. Djinn Releaser of Rituals

Make it more specific as to what this card prevents "the other player" from special summoning, or more specific as to where this effect prevents that "other player" from special summoning from. For example, instead of just "cannot special summon," make it "cannot special summon from the extra deck," or, make it say "can only special summon monster(s) once per turn" or something, as right now, preventing all special summons instead of only specific special summons, is the main problem with this card.
9. Eclipse Wyvern

Limit what you can search with its effect. Being able to search any light/dark level 7-through-12 dragon allows way too many different things to be searched by this. I would say make it able to search only dragons whose levels are exactly 7, instead of being able to search also the level 8 and above dragons. The issue with this card was that people were using it mainly to get out the level 8 dragons that could special summon themselves like Chaos Dragon Levianeer, or the level 10 Red-Eyes Darkness Metal Dragon that could also special summon itself but could also special summon another dragon.
By restricting this to only level 7 dragons and nothing with a higher or lower level than that, the best dragons this would be able to search are Destrudo the Lost Dragon's Frisson, Fantastical Dragon Phantazmay, Absorouter Dragon, and Heavenly Zephyr - Miradora, none of which are anywhere near as strong in this current format as the aforementioned level 8 and above dragons.
10. Eva

Make it so it triggers WHEN it's sent to the grave instead of IF. That way, it can still be sent from anywhere to the graveyard to get its search, but can now miss its timing when sent as part of a cost to activate something. In fact, with this change, it would no longer need to be disallowed from searching another copy of itself.
11. Fairy Tail - Snow

Make each of its effects hard once per turn. Make it so it can only target special summoned monsters with its on-field effect.
12. Fiber Jar

This is another one of those cards I feel could easily come off the banlist just fine with no errata. The other 3 previously-banned "Jar" flip monsters were able to come off the banlist with no errata and none of them see play in our current format.
Though if I still had to suggest an errata for this anyway, I'd make it so it shuffles only from the field and hands into the deck, instead of also the graveyard. That way it at least can't recycle any copies in the graveyard of itself by itself.
13. Fishborg Blaster

Make it so you can't Summon, except WATER Fish monsters, the turn you activate its effect.
14. Glow-Up Bulb

Replace it's once per duel restriction with a type restriction. In other words, instead of its restriction being that you can only use it once per duel, its restriction should be that you can't summon, except Plant monsters, nor activate monster effects, except Plant monsters, the turn you activate its effect. With this type of restriction, I doubt even a once per turn restriction would be necessary, let alone a once per duel one, as being restricted to Plants will keep it from being abused alongside stuff like Linkuriboh (which is Cyberse).
15. Grinder Golem

Make it only summonable once per turn.
16. Level Eater

Increase the minimum level its target has to be from 5 to 6, 7, or 8, which would make it harder to abuse while still keeping it playable. Some people have suggested that it should just be given a hard once per turn, but I feel that would kill the card and make it unplayable. The problem isn't simply that it can be used multiple times in a turn. The problem is that it can be used with levels as low as 5.
17. Magical Scientist

Make its effect once per turn.
18. Majespecter Unicorn – Kirin

Make it so it has to target 2, or 3, of your pendulum monsters instead of just 1.
19. Master Peace, the True Dracoslaying King

Remove its effect that makes it unaffected by stuff.
20. Maxx “C”

Change its effect from:
During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.
to:
(Quick Effect): You can send this card from your hand to the GY and declare 1 place (hand, Deck, Extra Deck, GY); this turn, you cannot activate other cards or effects, also each time your opponent Special Summons a monster(s) from that declared place of theirs, immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.
21. Mind Master

Make its effect once per turn.
22. Orcust Harp Horror

This card could probably come back to 3 with no errata and would no longer do anything since Orcust has been powercrept like crazy, but if it needs an errata, I'd make its restriction a bit more restrictive, like dark machine monsters instead of just dark monsters.
23. Performage Plushfire

Make it so you can't activate non-Spellcaster monster effects for the rest of the turn after resolving its monster effect.
24. Phoenixian Cluster Amaryllis

Make its effect to revive itself hard thrice per turn.
25. Redox, Dragon Ruler of Boulders

Make it so its target must be either earth or dragon.
26. Ronintoadin

Make it so you can't special summon, except water or aqua monsters, the turn you activate its effect. That way, it can't be splashed into Sprights which is why it got banned.
27. Samsara Lotus

Same as Phoenixian Cluster Amaryllis (#24). Make its effect hard thrice per turn.
28. SPYRAL Master Plan

Make it so you can't summon the turn you activate either of its effects, except EARTH, WIND, and DARK monsters. The main problem with SPYRAL is their ability to end on specifically broken stuff like SPYRAL Sleeper with SPYRAL Gear - Last Resort along with possibly a co-linked Firewall Dragon. Take only that away and SPYRAL becomes a much more fair combo deck without being unplayable.
29. The Tyrant Neptune

Make it so its effect can't target a fusion monster. That way you can't target Lyrilusc - Independent Nightingale with the effect, which was why this card was banned.
30. Tidal, Dragon Ruler of Waterfalls

Like the other dragon rulers, this can come back without an errata, but if it needs one, its discard effect should send only water or dragon monsters to the graveyard instead of any monster.
31. Victory Dragon

Make it so that, instead of winning the match by attacking directly and reducing the opponent's life points to 0, you can win the duel by inflicting battle damage to your opponent with this card. This can already easily come back to 3, even without an errata since players can surrender to avoid losing the match, making it essentially just a 3-tribute vanilla.
32. Elder Entity Norden

Make its effect hard once per turn.
33. Supreme King Dragon Starving Venom

Like The Tyrant Neptune (#29), make it so this can't target a fusion monster with its effect.
34. Tearlaments Kitkallos

Remove its mass-milling effect (the effect that mills the top 5 cards of the deck when it's sent to the graveyard). That should tone down the power of this card while still keeping it powerful thanks to its other effects and it being easy to access to begin with.
35. Thunder Dragon Colossus

Make its restriction apply to both players (so both players are prevented from adding from the deck to the hand outside of drawing) instead of just the opponent, and remove its destruction protection effect.
36. Crystron Halqifibrax

Replace:
1 Level 3 or lower Tuner
with:
1 WATER Tuner
The reason this got hit was because people were using it to bring out Jet Synchron, Mecha Phantom Beast O-Lion, Deskbot 001, Blackwing - Steam the Cloak, and Re-Cover — monsters that could either special summon themselves back from the graveyard, or give you a free token. However, what all these tuners have in common is that none of them are water, meaning as long as this card is limited to summoning only water tuners, it won't be nearly as abused.
Some people suggested that it should just have its link material requirement include a Crystron monster or that it should be able to special summon only the Crystron tuners and nothing else. I feel these restrictions would make the card unplayable, as it should be allowed to be used in decks outside of Crystron as long as it can't bring out any of those tuners I mentioned that people were abusing it with.
37. Curious, the Lightsworn Dominion

Make it so the 1 card it sends to the graveyard with its effect can't move out of the graveyard that same turn. The reason this card got hit is because people were using it to dump either a trap floodgate which they would then set to the field with Knightmare Gryphon, or a monster floodgate which they would then special summon with Number 60: Dugares the Timeless.
38.
Guardragon Agarpain
Guardragon Elpy


Make each of them require zones with 3 link arrows, instead of just 2, for them to special summon with their effects.
39. Heavymetalfoes Electrumite

The OCG currently has this at 1 and it's doing nothing over there. This has been powercrept to the point where it could easily come back without any errata and it would do barely anything, but if it must get an errata, I guess I'd make all its effects hard once per turn instead of its draw effect.
40. Knightmare Goblin

Make it so it only protects co-linked "Knightmare" monsters from effect targeting instead of just any co-linked monsters. Other than that, this card can definitely come back now than extra-linking has been nerfed to allow players to no longer need the extra monster zone or link arrows to bring out their fusion, synchro, and xyz monsters.
41. Knightmare Mermaid

Make it so you can't special summon non-link monsters from the extra deck for the remainder of the turn you use its effect.
42. Linkross

Make it so it specifically needs a Link-2 Cyberse monster, or a monster who's at least link-3, for its link summon instead of just any Link-2 or higher monster. That way it can be like how it was in the anime, but less splashable and abusable.
43. Mecha Phantom Beast Auroradon

Make its token-summoning effect a hard once per turn, and make it so instead of locking you out of link monsters for the rest of the turn, it locks you into machine monsters for the rest of the turn, so:
also you cannot Special Summon for the rest of this turn, except Machine monsters.
That way, it can no longer be used to do ridiculous combos that end on Borreload Savage Dragon and whatnot.
44. Prank-Kids Meow-Meow-Mu

I have no idea why this needed to get hit when Prank-Kids were always good but never too good. I think it can come back without any errata, but if it needs one, it should be no longer able to banish itself from the graveyard with its own effect and must instead banish from the field. That way players must keep it on the field if they want to use that effect, instead of linking it away for a summon still having access to that effect.
45. Predaplant Verte Anaconda

Change:
You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn.
to:
You can send 1 "Polymerization" Normal/Quick-Play Spell or "Fusion" Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also you cannot Special Summon from the Extra Deck for the rest of this turn.
That way, players can no longer use this card to copy Red-Eyes Fusion, Fusion Destiny, Branded Fusion, Neos Fusion, or Instant Fusion, which was the reason this got banned.
46. Simorgh, Bird of Sovereignty

Replace:
1 Winged Beast monster
with:
1 Level 6 or lower Winged Beast monster
47. Spright Elf

Remove the restriction that prevents itself from being used as link material, remove its targeting protection, and make its special summoning effect no longer a quick effect.
48. Summon Sorceress

Make it so the monster it special summons from the deck has to have the same name as the target, instead of the same type.
49. Topologic Gumblar Dragon

Make it so you can't activate either of its effects on the first turn of the Duel. That way, you can only rip cards out of the opponent's hand with this after they've at least had a chance to play them first.
50. Union Carrier

Make it so the monster you equip has to specifically be level 2, 3, or 4, instead of any level, so that way, you can't equip Union Driver (a level 5) to bypass its restriction of not being able to special summon the equipped monster, Dragon Buster Destruction Sword (a level 1) to lock the opponent out the extra deck, or Earthbound Immortal Aslla piscu (a level 10) to clear the opponent's monsters and deal damage.
51. Chaos Ruler, the Chaotic Magical Dragon

Remove either its effect that mills and adds, or its effect that revives itself, and keep the other effect, as the issue with this card was that it can do both these things.
52. Denglong, First of the Yang Zing

Make it so its on-summon effect adds only Yang Zing monsters instead of just any Yang Zing card, so it can no longer add the Yang Zing counter trap for a free negate.
53. Ib the World Chalice Justiciar

Make its on-summon effect only able to search World Legacy monsters instead of just any World Legacy card. Make its graveyard effect able to summon from only the deck or only the graveyard, but not both.
54. Tempest Magician

Make it so it must remove spell counters from itself, not just anywhere on the field, to activate it's damaging effect.
55. Lavalval Chain

Make its xyz material requirement be 2 level 4 fire monsters instead of just any 2 level monsters.
56. M-X-Saber Invoker

Replace:
1 Level 4 EARTH Warrior or Beast-Warrior monster
with:
1 "X-Saber" monster
so players can no longer use it to bring out any of the Gouki, Madolche, or Zoodiac monsters, which was why this got hit.
57. Number 16: Shock Master

Make its material require level 4 DARK Spellcaster monsters (like how it was xyz summoned in the anime), instead of just any level 4 monsters, to reduce its splashability.
58. Number 42: Galaxy Tomahawk

Make it so that, after you special summon those tokens, you can't link summon for the rest of that turn except once. That way, the tokens can still be used as link material, but only for 1 link summon, forcing you to make that next link summon count.
59. Number 86: Heroic Champion - Rhongomyniad

Remove its "4+: Your opponent cannot Normal or Special Summon monsters" effect. Being able to destroy the opponent's field, and being immune to both battle and effects while possessing 3000 ATK and DEF, is powerful enough. Locking the opponent out of normal and special summoning on top of all that is overdoing it.
60. Number 95: Galaxy-Eyes Dark Matter Dragon

Reduce the number of Dragon monsters it dumps to activate its effect from 3 to 2 or 1.
61.
Number S0: Utopic ZEXAL
Outer Entity Azathot
True King of All Calamities



Make all 3 of these monsters' effects only able to lock your opponent out of cards/effects during your own turn and not the opponent's. Using Outer Entity Azathot during your turn to protect your plays/combos from hand traps is fine. Being able to summon it with a Rank-Up-Magic quick-play during the opponent's turn and apply that effect effect during their turn is where the problem lies.
Make True King of All Calamities's effect, and Number S0: Utopic ZEXAL's effect, only able to activate during their controller's main phase or the opponent's battle phase, instead of being able to activate at the beginning of the opponent's turn.
62. Wind-Up Carrier Zenmaity

Make it so you can't activate DARK monster effects the turn you activate either of its effects. That way you can't use Wind-Up Hunter (the only currently-existing DARK Wind-Up monster) with this card to do hand loops.
63. Zoodiac Broadbull

Make it so the Beast-Warrior(s) it searches must be EARTH instead of just any attribute.
64. Zoodiac Drident

Make it so it can only destroy face-up monsters instead of just any face-up card, so it mirrors Tornado Dragon's quick effect that destroys only spells and traps.
65. Brilliant Fusion

Make it so you can't special summon for the rest of the turn after activating this, except earth monsters, and that the opponent takes no further effect damage that turn.
66.
Butterfly Dagger - Elma
Card of Safe Return


Make both of these hard once/twice/thrice per turn.
67. Chicken Game

Make it so when its owner uses its effect to draw a card, it immediately becomes the End Phase of the turn. That way, the opponent will get a chance to use its drawing effect too.
68. Cold Wave

Make it so it only stops the opponent's Spells/Traps for the turn its activated instead of also the turn after that.
69. Confiscation

Make it so you can only discard from the opponent's hand either an effect monster or a normal trap, and that, after you discard the card, the opponent can add a spell from their deck or graveyard to their hand to replace it.
70. Delinquent Duo

Make it so the opponent must have at least 6 cards in their hand for you to activate this spell.
71. Dimension Fusion

Make it so you can't conduct your battle phase, nor special summon from the extra deck or graveyard, the turn you activate this card.
72. Giant Trunade

Make it so this spell will return only face-up spells/traps to the hand so it mirrors Hey, Trunade!'s effect of returning only face-down spells/traps to the hand.
73. Graceful Charity

Make it so after you draw the 3 cards, your opponent gets to look at your hand and chose the 2 cards to discard instead of you.
74. Heavy Storm

Make it so this spell will destroy only your own spells/traps instead of also the opponent's, so it mirrors Harpie's Feather Duster's effect that destroys only opponent spells/traps.
75. Kaiser Colosseum

Make it so you need a minimum of 2 monsters, instead of a minimum of 1, for this card to work.
76. Last Will

Make it so it has to be during your battle phase that the monster is sent to your graveyard for you to use this spell's effect.
77. Mass Driver

Once/twice/thrice per turn. 'Nuff said.
78. Metamorphosis

Make it so the monster you summon with this effect can't be EARTH, so you can't bring out The Last Warrior from Another Planet or Naturia Exterio.
79. Mirage of Nightmare

Make both its effects 1 single effect so you can't just draw 4, pop this, then keep those 4 cards.
80. Mystic Mine

Replace:
If your opponent controls more monsters than you do
with:
If your opponent controls 2 or more monsters than you do
That way, it'll be much easier for decks to play around it while still heavily limiting plays.
81. Painful Choice

Make it so you select 7 cards for your opponent to pick from instead of just 5, and that those 7 cards must have different names from each other so your opponent has a variety of options, then make it also so that, after the opponent picks the card for you to add to your hand, they choose whether to banish, or send to the graveyard, the remaining 6.
82. Pot of Greed

Let the opponent draw two too, darn it.
83. Premature Burial

Make it so you pay life points equal to the target's level, rank, or link rating, x 1000, instead of just 800 life points. Make it also hard once per turn.
84. Smoke Grenade of the Thief

Make it so it has to be destroyed by a spell/trap effect, or opponent's effect, to trigger, so you can't splash this in Rokkets and Infernoble Knights to destroy with your own monster effects.
85. Snatch Steal

Make it so you can't special summon from the extra deck the turn you activate this card.
86. Soul Charge

Make it like Triple Tactics Talent and Triple Tactics Thrust where it can only be activated if the opponent previously activated a monster effect that turn. That way, it can only be used to punish the opponent for trying to use a hand trap or something against you.
87. That Grass Looks Greener

Make it so you can't Special Summon from the graveyard more than once for the rest of the turn after activating and resolving it. This makes it harder to abuse in 60-card Infernoid/Lightsworn decks while still letting you mill possibly 20 cards.
88. The Forceful Sentry

Like Confiscation (#69), this card should only be able to get rid of mainly hand traps, instead of just any card, and also allow the opponent to search for a spell to replace the removed card.
89. Zoodiac Barrage

This really doesn't need an errata in my opinion and could come right off the banlist the way it is, but if it needs a nerf, make its destroying effect have to destroy a card other than itself.
90. Imperial Order

Make it so it negates only specific spell effects instead of just all of them. For example, make this like a permanent Magic Deflector where it negates only Equip, Field, Continuous, and Quick-Play spell effects on the field. Using this to counter very specific spell-heavy strategies like Necrovalley is okay. Using this to completely lock out all spells, including normal, ritual, and pendulum zone spells, is the problem.
91. Last Turn

Make it so the monster you select with this can't be a face-up effect monster. That way, you can't abuse this with Jowgen the Spiritualist or something.
92. Red Reboot

Add this restriction to it:
You cannot activate other Spell/Trap Cards the turn you activate this card.
That way, it locks you out of spells/traps while also locking the opponent out of traps.
93. Return from the Different Dimension

Give it the same restriction(s) I suggested for Dimension Fusion (#71).
94. Royal Oppression

Make it so this card can only be activated while you control no other cards, as the reason this was banned was because you could first assemble your board then flip this up to stop opponents from special summoning and making a comeback.
95. Self-Destruct Button

Make it so you have to toss a coin, and if the result is heads, both players' life points become 0, but if it's tails, you lose the match.
96. Sixth Sense

Increase the risk of using this card to make it more high risk high reward. Make it so if the result of the roll matches neither of the declared numbers, you skip your next N turns, where N = the result. Simply milling cards is hardly a drawback.
97. Trap Dustshoot

Make it so it requires your opponent to have at least 6 cards in hand to activate.
98. Ultimate Offering

Make it hard once/twice/thrice per turn.
99. Vanity's Emptiness

Make it so you can only activate it during your turn instead of also the opponent turn.