So, after reading all comments and thinking about it, I came up with a few set of rules for a possible Reboot of Yu-Gi-Oh!
First, I'd like to thanks everyone who submitted their thoughts on my first status about it. Some of the rules presented here ARE BORROWED from their ideas, either because I found them interesting or because they sounded really pertinent in order to improve the said mechanic's gameplay. I hope you guys don't mind this cheap maneuver of mine. xD
Second, this is MY interpretation of how I imagine this reboot. You are FREE to disagree in whatever aspect you want, but if you do so, I ask you to comment about it and explain why. This way, this very set of rules can be changed (if necessary) to something more interesting and fun to play.
1st: Link Format since the beginning, but modified, of course. Changes will be described below.
2nd: Non-Archetypal, but yet Archetypal: Following what users
stated, I imagine the reboot still following the Archetype mechanic, but the said Archetype won't be indicated on the Card's NAME, instead, it would appear where SET-ID was located prior to Series 9 (i.e. below the Artwork Box, on the left.) Pendulum and Link cards would need a rework to incorporate this, and honestly, I haven't thought about it yet. xD
Also, each archetype would have an "Surgery"-like card, like pointed by
, turning monsters you control into said archetype.
3rd: Skill Cards would be implemented to provide an unexpected factor to the game, giving the cornered player a change to turn the tide of the Duel. Like in Duel Links, each player can use only 1 Skill Card (being optional, of course), and these would be placed next to the Extra Monster Zone.
4th: MAIN DECK would consist only of: NORMAL, EFFECT, PENDULUM, SPELL and TRAP cards. Why? Because N, E, S, T are the backbone of any deck, and Being both Monster and Spell at same time, Pendulums fit into this cathegory.
EXTRA DECK would consist of: RITUAL, FUSION, SYNCHRO, XYZ, LINK. I liked
's idea of Ritual Monsters being on the extra Deck. You see, Fusions normaly require a Spell Card to be summoned, and so does Ritual. Also, Ritual Monsters are, in most of the ocasions, dead draws.
But I know what you'll probably say: "But Fusion Monsters need specific materials in order to be summoned while Ritual Monsters don't".
But think with me: Usually, the common lore behind a "Ritual" is to proceed with a certain formula in order to summon an entity from an outer plane, right? The said entity doesn't need to be "pre-owned" in any way.
Plus, this would help Ritual-focused decks into focusing their core-mechanic/strategy (ritual summoning) with more support cards.
5th: NEW MONSTER TYPE - EVOLUTION.
To substitute the huge ammount of retrained cards. 'Cuz just getting rid of their "weaker" counterparts isn't fun.
Basically, they are Special Summon-only monsters, and their requeriment is to Tribute the said "weaker" version. (unless stated otherwise.)
Oh yeah, I almost forgot. These are Main Deck's Cards.
6th: SPECIAL COUNTERS
Remember the Speed Counters from 5D's Speed Duels? Great, now Remember that, according to the Duel Monsters Anime/Manga's Egyptian Lore, they used their soul to summon monsters?
Mix both together and you'll have what I call "Special Counters".
They would work like this:
You gain 1 Special Counter per turn, during every turn. These Counters are used to perform a Special Summon. Basically, you spend 1 Counter in order to perform a Special Summon.
This would limit the Special Summon abuse the game is facing currently, and thus slowing its pace.
7th: EXTRA DECK MONSTERS CAN BE SUMMONED ANYWHERE.
No more Link Arrows reigning over where you can summon. BUT, The said Extra Monster Zone must be occupied FIRST. ALSO, 1 Extra Monster Zone per player, being the Link Monster's Arrow mechanic the only way to own both zones.
8th: EXTRA DECK SUMMON RULE
In the current format, we have few core rules for each kind of Special Summon, being them:
Ritual: Have the Ritual Spell and Ritual Monster in hand, and the proper Tributes.
Fusion: Have the Polymerization (or similar) in hand, and the proper materials.
Synchro: Have at least 1 Tuner and the proper materials.
Xyz: Have at least 2 proper materials.
Link: Have at least 1 proper material.
Now let's take a look at their variations:
Ritual: Generic Ritual Spell.
Fusion: Contact Fusion and Mask Change.
Synchro: No easier method.
Xyz: Xyz Evolution
Link: Not Yet available.
So far, only Link is able to be realized with only 1 card. I think that, for now, it's fair, because the summoned monster is "fairly" weak. Even so, I'd like to make the mechanics more standart for each, having at least 1 major element reining over the said summon.
Having the Ritual Monsters in the Extra Deck is a good help in my opinion, and thus making the mechanic reliable only on the Ritual Spell. (You can tribute from field or hand. 2 cards minimum to realize this Summon.)
For Fusions, they'd still rely on the "Fusion" Spell. (You can fuse from field or hand. 3 cards minimum to realize this Summon.)
For Synchros, they'd still rely on the Tuner/LV scheme. (2 cards minimum to realize this Summon.)
For Xyz, they'd still rely on the Same LV scheme. (2 cards minimum to realize this Summon.)
For Links, they'd still rely on the Quantity scheme. (1 card minimum to realize this Summon.)
What should be done to "standartize" Fusion's mechanic into 2 cards? Turning every Fusion into Contact Fusion. The only change to this rule would be that 1 of the Materials MUST be on the field in order to proceed with the Fusion Summon. The usage of Fusion Spell cards would be based on their extra effects.
Turning ALL Fusion Spell Cards into Quick-Play.
OPTIONAL - MULLIGAN
Like in CardFight! Vanguard (and possibly many other card games), you would be able to shuffle your entire hand and draw new cards.
But in this scenario, it would work like this:
You are the starting player, and draws a bad hand. You then have the change to shuffle your entire hand and draw 5 new cards, but then, YOUR OPPONENT will become the starting player, drawing 1 extra card to their hand and also gaining 1 Special Counter.
The cost to change your hand would letting your opponent become the starting player with 6 cards in his/her hand and 1 extra Special Counter.
I THINK it's fair.