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#1
Paraway

Paraway

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    Last Visit Feb 22 2015 02:35 PM
Well, this is my first time posting on the forum, but anyways, I thought I would go into detail about the way I designed these cards.

Over world mobs are EARTH, Nether mobs are FIRE, and Night/Ender mobs are DARK. I tired to make is so that each card can flow as realistic as possible. I adjusted the ATK and DEF according to the difficulty they are in the actual game. I love feedback so please comment =). Here are the first ones that I've created...

Earth


Dark


Fire


Spells


Traps


#2
JordanPark24

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    Last Visit Sep 16 2012 09:24 PM
What, no Herobrine? xD
Love.

#3
Paraway

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Bump for new cards and a new set up.

#4
Nu-Mou Knight

Nu-Mou Knight

    Im in ur base, killing ur 7om B0mb4d1lz

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    Last Visit Nov 03 2012 08:04 PM
It's kind of annoying to have each and every card in its own spoiler. Might help to just have the top..."layer" of spoilers.

Earth:
Chicken: Okay, sort of pointless. You could give it some sort of effect, like adding other low-level Block-Type monsters by revealing or Summoning it, as is common with weak cards. Also, the descriptions are kind of bland. You seem to have forgotten a period at the end of the description.

Cow: Okay. Missing a period again. :) You could give it an LP restoring effect, since milk.

Mooshroom: Ah, if I had a nickel for every time I saw this. Don't write a description and an effect. Just write the effect. Descriptions/lore are only used with Normal monsters. It also shrinks the text, making the actual effect hard to read. The effect should be written like so: During the End Phase of a turn where this card is destroyed by battle, Special Summon 1 Level 3 or lower Block-Type EARTH monster from your hand or Deck.

Iron Golem: Smart effect. However, it also is written rather poorly. Try this: When your opponent targets another Block-Type monster you control for an attack, this card becomes the attack target instead.

Villager: Again, sorta weak, but the effect could make them pretty useful. It's better than the last two, but you're missing a comma. Also, you really need to take the "Minecraft" part out of the effects if you aren't putting "Minecraft" in their names.

Steve: Okay. Very short, bland lore, but it's alright I suppose.

Slime: OCG fix: When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Slime" from your hand.

Pig: 'Kay. You might want to have it do something to make Pig Jockey worth using, like adding a "Steve" to your hand from the Deck or something.

Pig Jockey: Again, you need to take the "Minecraft" out. As is, there are no "Minecraft Steve" or "Minecraft Pig" cards. Can't tell if that's lore or an effect, but it makes no sense either way.

Dark:
Skeleton: Basic fodder, cool. Since they're kinda like Zombies, you could give them effects that activate when destroyed, like destroying the monster that destroyed them.

Endermen: During what Phase can you activate this effect? Is it once per turn, when the card is Summoned, when attacking or being attacked, what?

Spider Jockey: It usually helps to have both of the Fusion Materials displayed above the card they're going to be fused into. :P "Only be Special Summoned"? You are aware that that's the only way to Summon a Fusion monster, right? The last line is a bit screwy as well: While another Block-Type monster is face-up on the field, this card can attack twice during the same Battle Phase.

Spider: Effect is kinda messy: While another DARK Block-Type monster is face-up on the field, this card gains 300 ATK and DEF.

Creeper: Haha, nice effect. It's also worded kinda weirdly, though. Try this on for size: This card can declare a direct attack. If this effect is activated, destroy this card during the End Step.
End Step is the closing part of a battle.

Zombie: Okay, it works. Might want to give it an effect that has something to do with the Graveyard, like reviving if destroyed by a card effect.

Charged Creeper: Special Summon from hand, I assume? Try this wording: This card can be Special Summoned from the hand by Tributing 1 "Creeper" you control. This card can declare a direct attack. If this effect is activated, Banish this card during the End Step.

Herobrine: Interesting. Sort of weird to have on a monster with just 1900 ATK, but what works works. I think you can pick out the fix from the Creepers.

Ender Dragon: Cool. Again, though, you need to make sure you're writing these right: Once per turn, you can negate the effect of 1 Spell or Trap Card.
You also need to make sure to add it in if you're going to destroy the Spell or Trap.

That's all I'm doing for now. Try to fix up your other cards using what you should've learned from reading these corrections.

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