This continues for a lot longer than you might expect as well, that tempo tension often continues past turn six and Arc Trail still takes out a lot of things, perhaps taking out a dork and a token which in turn allows a clean attack kill on a walker etc
It starts getting darker as the show goes on, especially once you realize how this series connects with its predecessor, SEVENS
The first allows a player to discard a spell or trap card and himself to the graveyard to destroy one card the opposing player controls
Since you can't be in two places at once (that's just physics), each player is still limited to having only one dungeon card in the command zone at a time
It makes sense that Yu-Gi-Oh applies the approach they do for players though, probably to save costs and make the cards more affordable for playing than worrying about collectibility in the longer term as that is where it tends to be more successful
More than any other class Guardians just don't have any headline shticks that the other classes do (though Mystics arguably suffer somewhat in this regard too), they just don't tick