Goat Control is a Yu-Gi-Oh! format that was played initially from April to September 2005, but has become the most popular historical format over the years, due to a different skill set required to master the format and its nostalgia factor from a time predating modern extra deck mechanics. Other than today’s archetype based deck building, the name of the format is derived from the most dominant deck of the era, a control deck the centered around the versatility of Scapegoat. However, over 10 years later other viable strategies have emerged challenging the previous top dog. Most decks can be built for a cheap buck and as the card pool is static, you can draw forever on this one time investment.


Rules Specific to GoatControl

If a rule or ruling is not explicitly listed below, current Official Konami Rules and Rulings apply. For specific card rulings, please refer to a judge.

  • The Goat Control card pool includes any card released before and between April and September of 2005 prior to the release Cybernetic Revolution, but including Exarion Universe.
  • Battle position rules post June 2005 apply, implying that battle positions changed via card effects do not count as manual switch.
  • The player, who goes first will get to draw a card at the start of their first draw phase.
  • The extra deck offers unlimited slots.
  • If the activation of a field spell resolves while the opponent controls a face-up field spell, the previous field spell is destroyed.
  • Official Konami “fast effect timing“ and “open and closed gamestates“ rules apply (Priority for Ignition Effects).
  • Continuous Traps with ignition-like effects cannot be flipped face-up and use their ignition-like effects simultaneously.
  • Effects that require hands or decks to be revealed to ensure correct resolving have to be carried out even independent of other information available for verification.
  • Only one chain per damage sub-step can be formed.
  • In the middle of a chain triggers can be recognized as being met (Trigger Recognition).
  • When monster A tries to equip monster B to itself, if an effect is chained causing monster A to be flipped face-down or to be removed from the field, monster B remains unchanged.