I like how, unlike most advertising shows based on a game, Yugioh seems to be largely forced to follow the rules of the actual game. That way it's possible to get into the show and feel "Oh, the hero should do this" or "I remember from previous episodes that the hero doesn't have any cards for this situation, so that's going to make this interesting (unless the writers have them pull something out their ass)." The use of a concrete set of rules also (sometimes) makes the rule breaking sequences more interesting, because the impact is tangible instead of abstract.
Unfortunately, after the original series ended, the writers tried to confine every duel to a single episode, which led to comically fast duels. 22 minutes of show, 12 minutes of plot leads to only 10 minutes of card games (or 8 minutes, or 5!), and it wasn't unusual to watch the game end in turn 3, and it started to get laughably predictable through GX. Even if you weren't there for the games, it undermines the tension of the show when there's no actual time for tension.
They started to fix things up towards the end and into the next show, but if the 12 minutes of story aren't interesting, the game doesn't carry, and unfortunately I got only part way through 5Ds (the Dark Signers arc) before I got bored and haven't gone back to it in over a year. Frankly, I probably only made it through GX because I was sporking it to a friend (despite some standout characters here and there, it's a really, really stupid show from seasons 1 to 2, and they are long).
I hear ARC-V is supposed to be good.