- Burner, Dragon Ruler of Sparks
- Stream, Dragon Ruler of Droplets
- Reactan, Dragon Ruler of Pebbles
- Lightning, Dragon Ruler of Drafts
- Spellbook of Judgment
- Genex Ally Birdman
- Wind-Up Shark
- Mermail Abyssteus
- Brotherhood of the Fire Fist - Rooster
- Number 11: Big Eye
- Trishula, Dragon of the Ice Barrier
- Super Rejuvenation
- Divine Wind of Mist Valley
- Chaos Sorcerer
- Gladiator Beast Bestiari
- Neo-Spacian Grand Mole
- Gorz the Emissary of Darkness
- Fire Formation - Tenki
- Black Whirlwind
- Wind-Up Magician
- E - Emergency Call
- Advanced Ritual Art
- Pot of Duality
- Mirror Force
The two biggest problems this format are Dragon Rulers and Prophecy. Banning the baby dragons takes a lot of summon power away from the deck. Currently, you just need a baby and a dragon in hand to spit out a Dracosack. Another huge problem was that the player could replenish their entire hand after discarding dragons with Super Rejuvenation. These changes keep the deck from being unfairly broken. Before Spellbook of Judgment was released, Prophecy was a pretty consistent deck, but that card is like a baby dragon ruler and Super Rejuv combined, letting you add multiple cards to your hand, including Priestess.
The biggest deck before Dragon Rulers and Judgment were released was Mermail. Limiting Abyssteus and Abyss-Sphere stops them from searching so much. Cards that let you Special Summon monsters from the deck without restriction are generally bad for the game. Imagine if the original recruiters weren't limited to monsters with 1500 or less ATK. Number 11: Big Eye was another hit to Dragon Rulers and Mermail since they can easily make multiple Rank 7 monsters.
Harpie Dancer FTK is taken care of by limiting Birdman and Divine Wind. If you don't know what Harpie Dancer FTK is, watch THIS and thank Konami for this list. Since knocking out the current decks, only for one other deck to take their place, Rooster gets limited and Tenki gets semi'd because of 3-Axis Fire Fists. Wind-Up Shark is a sacky card, which is why it traded places with Magician, the more balanced of the two.
One of the biggest surprises of this list is Gorz at 2. The increased threat of your opponent having Gorz slows down the game, promotes smarter playing, and hinders OTKs. It also keeps Demise in check since we're now allowed 3 Advanced Ritual Art. Black Whirlwind is bumped to 2 because Blackwings are doing absolutely nothing and Gale is still limited. Chaos Sorcerer was used heavily in Chaos Dragons, but with Future Fusion banned and REDMD limited, the deck isn't such a threat.
Another big surprise is Bestiari at 2. I know the game is much different now then when being able to poop out Gyzarus every turn meant you win, but it's still nice to see an older deck like Gladiator Beasts gets some love. Grand Mole is finally at 2, which really doesn't mean anything. The thing about ARA, Bestiari, and Grand Mole is that we have Effect Veiler, Fiendish Chain, and Breakthrough Skill all at 3, so Demise, Gyzarus, and Mole aren't as deadly as they used to be.
Tsukuyomi at 3 doesn't make much of a difference. Having things like Mirror Force and Scapegoat at 3 also promote slower, more thoughtful plays. Emergency Call at 3 is a bit weird since they're hitting every other deck's searchers. Heroes have a lot of utility and there are so many variations you can make with them .I personally prefer Bubble Beat, and a third E-Call really does help when you'd rather have monster-searching spells than actual monsters. Duality can be used in any deck that doesn't require you to Special Summon every turn, so it's not a big deal and actually helps decks that aren't based on swarming for game.
I feel like I forgot something....
I honestly don't know why they brought back Trish, one of the best Synchro monsters. It was extremely easy to summon it in Plants and Agents, but Glow-Up Bulb is still banned and Birdman is limited. It's still very easy to make with decks like X-Sabers and Six Samurai, but those decks haven't been doing much with Dragons and Prophecy around. The worst part about Trish is that it's extremely easy for Mermail players to make it. If anyone has any guesses as to why they brought it back other than to go along with the sudden boost in Synchro monsters, feel free to comment.
I apologize for not including links to the cards, but it's late and I have to work tomorrow. I hope it's not too much of an inconvenience.