Indeed, it is not fun losing in one turn and most strategies in the past years have been more oriented to swarming, but I think you are not seeing the whole picture.
Assuming that by "oldschool" you mean the game aspect between 2002 and 2008, those were the times where, with a few exceptions:
[list:3qlvwuxv]Archetypes barely mattered; Deck consistency was luck-based as searching power was a bit over minimal; The game state could be locked in the first couple of turns, since... There were few ways of making an effective comeback that did no't require just 1 or 2 cards and... Winning a game was, in most cases, summoning a beatstick ASAP and going further, while your opponent would continuously have at least one monster less than you, unless... They summoned a Spirit Reaper or similar wall to extend the game, which was also the main problem with burn decks. [/list:u:3qlvwuxv]
Of course, there were cards that could deal with those problems, but it was far from practical, specially in real life:
[list:3qlvwuxv]It was hard to come by with Mirror Force; Lightning Vortex was a tricky thing, as more than one rarely was worth the payoff; Dark Hole, Heavy Storm, Monster Reborn, Mystical Space Typhoon, Premature Burial and many others often fluctuated on the banlist, but in the best case scenario were Limited It was a time that Final Countdown did not even require a deck focused on stalling to actually work.[/list:u:3qlvwuxv]
Konami acknowledged that and always experimented new stuff in each new release to innovate the game. Swarming with card advantage ended showing up as a common concept. However, it was (and still is in most cases) a tool to build up for both common and unique strategies, depending on the deck. In general, monsters summoned this way are usually materials for further plays, while also allowing the opponent to intervene mid-way. Most decks had that. Those who abused would eventually be crippled by the banlist and those from the old days who couldn't had major updates to catch on. Pendulums was a different story, as they ended up being basically game breaking, requiring a whole Master Rule rework.
In the end, either oldschool games were defined very early on or there would have lots of turns with nothing happening, aside Draw Phases. What you claim to happen in "newschool" Yu-Gi-Oh! just cropped a few turns from the defining part but also allowed many decks to make comebacks with fewer cards, so it's no game state is definitive from the beginning.
But, hey, it is your issue, I'm not going to judge your nostalgia or definition of when the game was better. Goat Format exists for that exact reason. However, most players you will find elsewhere are not so compelled by nostalgia: they play competitively and they actively learn how the newest cards works. Also, a good portion of them play IRL with those decks, so they will play their best here to improve themselves, specially if they participate regularly in tournaments.
On the other hand, your challenge will be pointless for most people. There is no nothing to learn for those who lived oldschool, there is nothing to earn for those who play here as an extension of playing IRL and, for most casual players, a challenge like that would have to ensure fun. Limiting themselves just to earn recognition of your concept of "not sucking" at this game will be hard to happen.
tl;dr: Superficial analysis leads to superficial opinions. Good luck with your issues. |