October 1st, 2023 Limit Regulation [Rush Duel]

Kneecap Sea Serpents and love tap Sevens Road Magician

Excutie Lilius [No Change]
Barrier Statue of the Inferno [No Change]
Dragonroll the Sushi Fairy [No Change]
Necromaid Nana [No Change]
Thunderbold, the Blazing Thunder [No Change]
Magical Stone Excavation [No Change]
Grand Extreme [Unlimited -> Limited]


Progress Potter [No Change]
Secret Order [No Change]
Excutie Scramble! [No Change]
Sevens Wonder Fusion [Unlimited -> Semi-Limited]


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NeoArkadia is the 2nd Number of "The Organization" and a primary article writer. They are also an administrator for the forum Neo Ark Cradle. You can also follow them at @neoarkadia24 on Twitter.

5 thoughts on “October 1st, 2023 Limit Regulation [Rush Duel]

  • September 18, 2023 at 8:37 am

    Still hoping for Animation Chronicles for Rush Duel

    • September 18, 2023 at 9:25 am

      That’s called the Mega Road Pack and Core Boosters, bub.

    • September 18, 2023 at 9:57 am

      R.I.P anime GO Rush cards in Mega Road Pack 02

  • September 18, 2023 at 12:13 pm

    I’m not going to lie, I was expecting some extra cards to be hit, but I’m not complaining either since they have attacked Decks that were a pain to deal with.

    – I don’t know how much of a difference it makes to limit Sevens Wonder Fusion to 2, but it’s a good warning that your Deck will be hit if it continues to be successful (it’s also nice that they went with the problem card instead of something like an Engine or its Monsters , Sevens Road Magician and Dragias)

    – Grand Extreme at 1 hurts a bit for several Decks, especially that it was a condition or a counter against Sevens Wonder Turbo Decks. It is also an indirect blow to any other Sea Serpent or Fish Deck that is going to come out in the future (More Fish honestly. Sea Serpent already has good tools to work with)

  • September 18, 2023 at 3:05 pm

    A bit surprised we only got two hits, but the cards that were hit were too centralizing for the game and reduced deck variety and competitive skill.
    Grand Extreme is one of the most, if not *the* most, overpowered Type support cards in the game. No requirement (no prior set up needed), being a Normal Spell card (not having to summon or set it first and can be activated immediately from the hand), no HOPT, and has two powerful and versatile effects. The card was balanced when the best Fish and Sea Serpents we had in the game were Bluefin, Samegalon, and Granganus – the former two needing to give up hand advantage for situational effects (switching an opponent’s Defense Position mode to face-up Attack Position or allowing up to 2 1000 ATK or less Fish you control to attack directly that turn) and having low ATK for their Levels, and the lattermost needing to be Normal Summoned to the field for its effect. Even with Daedalus (who has to take your then single Legend slot at that) and future support in the picture, you needed to either have Umi or Big Umi on the field or GY, or they required a specific Sea Serpent monster (U.M.U. or Granganus) in the GY to activate their effects.
    Once we got the VS Maximum Sea Serpents, arguably the best Maximum engines we have ever had with a strong emphasis on field and GY control, and several high ATK Maximum monsters that did not need to be in Maximum Mode to activate their effects (Special Summoning the pieces from the hand generates field advantage without Tributes and reduces dead draws in hand), the card became a lot too much especially with the second effect shutting down your opponent’s other GY reliant strategies (every meta Deck now wants specific monsters in their GY now, especially Sevens Wonder Fusion engines). This card is a godsend to Apsaras and the two Abysslayer L Maximum pieces, but can be used to summon any Sea Serpent you want from the hand and force your opponent to play at a GY disadvantage (and field if you summon Poseidra L or Apsaras). As the Ryugu siblings would eventually get even more support in future Deck Mod Packs due to their “rival” statuses, this card aged far too well and ruined the competitiveness of the game.
    Sevens Wonder Fusion should honestly be at 1 but Konami doesn’t want to gut the poster boy of Rush Duel just yet. It trivializes the requirements for Fusion Summoning by shuffling monsters from your GY to your Deck as Fusion material. There are several draw cards in the game – Amazing Dealer, Graceful Charity, Nobody Scat Thief, and Ship of Seven Treasures to name a few. For the dead cards in your hand, the aforementioned + Magical Stone Excavation can also be used to gather the necessary materials to your GY. Filian Dwarf, Rice Terrace Ripple, Nimble Lemming, and Legend Magician can easily send the materials to the GY. Sevens Road Enchanter lets you reuse Legend Magician’s effect multiple times per turn. Galactica Jamais Vu and Heel Healer shuffles your unwanted Spell mills back into the Deck.
    While it is refreshing that Rush is steadily growing more complex and underrepresented Types in the OCG/TCG are getting their just dues in this format, it should not come at the cost of deck flexibility or centralizing strategies.
    Never print easy to use/generic shuffle from GY to Deck Fusion Spells, or Special Summon from hand/GY manipulation Spells again, Konami.


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