Well, I feel the same way about trap decks, but I learned to live with it. They are somewhat the same issue, but not as bad as special cards decks. Many of the same arguments made about no-unit/special card decks, can also be made about trap decks.I take back everything I've ever said about unitless decks. I'm seeing them several times a day now and I'd be lying if I said I wasn't already really sick of them.
It isn't about deck strength, the rules, or anything else like that. They're pretty much the definition of poor sportsmanship and they completely suck the fun right out of a match. It got to the point last night that I wouldn't even bother playing against them and I think I'll keep that up indefinitely. Someone plays five specials in a row in Round 1 and I'm just gonna forfeit so I can move onto a match that I can actually enjoy.
I think if no-unit/special card decks are made weak by adjusting units that work well with them, it would get rid of the issue of special card decks.
Is there really anything else to do about it? What suggestion I've hear would make the game suffer in general and put too many limits on things. Perhaps a minimum of 7 or 8 actual units in a deck could work, but restricting special cards and artifacts would limit legitimate use of those as well.
What we are talking about is decks with pretty much ONLY artifacts and special cards, which is very different than a deck with MANY artifacts and special cards. A deck with many might be perfectly legit and good and fun to play against.