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Yugioh Custom Card Database


Sleepy

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[spoiler=Goal]

The purpose of this club is to design Yugioh cards from ground zero.

This means, we'll be working on realistic cards and form a collaborative base booster with all of them, as if none of the cards that currently exist in the game were ever made. So try to not just come and do your own archetype and leave, please.

 

This is just about the creation of the cards. Other than that you are free to test them however you want (Proxies, Uploading them to some server, etc). I don't know how to use YVD so unless someone can guide me with more than just a brief explanation, I'm personally gonna miss the fun. Although you are allowed to go and do this despite my potential absence on it (I'm not gonna deny the fun of actually using the cards they make to the club members).

 

Needless to say, this is completely an experimental project. I've seen this idea pop up in the past and it's never really reached completion. Let's see where it all leads us.

[/spoiler]

[spoiler=To join]

Just say you are interested, and start doing stuff, really. Not much else. I'll keep a member list here so do specify you wanna be added to it.

[/spoiler]

[spoiler=Rules]

All YCM Rules apply~

[/spoiler]

[spoiler=Guidelines(?)]

The first step after joining, is discussing what the power-level should be at. It'd be a problem if we jumped right into it and people were out of synch, making Dragon Rulers on one side and Kuriboh on the other, so let's try to avoid meaningless pack-filler as much as possible. Keep in mind that:

 

    -Don't make Archetype-support. This is a base set so everything must be fairly generic. If you want more specific support (which is ought to happen) use other natural features of cards like Type/Attribute restrictions for example.

 

    -No Pendulums. Until they incorporate well enough into the IRL game anyways.

 

    -You can make a card on your own, but everyone in the club has the right to discuss it despite it's level of completion. This is a          team project after all. So if your card(s) start causing trouble, they can be tweaked afterwards under general agreement. This is

     possible thanks to how the cards are digital-only so there's no worries about leaving already printed cards out there.

 

I'll do my best to keep up with links to all cards approved in the set, and all cards that are still under consideration (in a separate section) to be discussed here. There is no set amount on how many cards you want to contribute with, so don't feel any pressure about not keeping up with the pace if you lack the time.

Likewise, you can also make cards to your heart's content.

 

As a suggestion, try to keep them relatively simple. I don't want 9+ lines of texts because you decided the card needed 5 different effects. A base set must be good enough to create a good playing environment by itself, and that's more or less the guidelines.

 

You may use any kinds of cards, including Extra Deck mechanics from the get-go.

 

[/spoiler]

[spoiler=Member List]

Dat Sleepy Furret

Irrational Thinker

Aix

Armadilloz

GOD MACHISMO OF CROUTONIA!

Venoshock Voltex

-Aqua-

DL

Sakura Haruno

SaccharineToyo

PikachuIsKewl

Koko

Char the Blademaster

[/spoiler]

 

An * symbol means the card is approved.

If it doesn't have it, it's not a fact that it's actually getting into the set.

[spoiler=Cards up to discussion(36/?)]

 

[spoiler=Normal Monsters (3)]

 

 

[spoiler=*Rose of the Thorns]

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[/spoiler]

[spoiler=*Lobbstar]

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[/spoiler]

[spoiler=*Mountain Guard]

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[/spoiler]

 

[/spoiler]

 

 

[spoiler=Effect Monsters (15)]

 

 

[spoiler=*Outcast Priestess]

C5Q0bBx.jpg

 


This card's effect are negated while you control other monsters. Once per turn if this card would be destroyed, you can banish 1 Equip Spell Card in your Graveyard instead. Once per turn, if an Equip Card equipped to this card is destroyed: You can draw 1 card.

[/spoiler]

[spoiler=*Protototype]

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When this card is destroyed by battle: Special Summon 1 "Protototype" monster from your Deck in face-up Defense Position.

[/spoiler]

[spoiler=*Prototobyte MK-2]

hk3p2Aa.jpg

 


Once per turn, this card cannot be destroyed by battle.

[/spoiler]

[spoiler=*Cybernetic Gunner]

6dP3eBF.jpg

 


When this card is successfully Tribute Summoned, you can discard 1 card from your hand to select and remove from play 1 card from your Deck. Add the selected card to your hand during your 2nd Standby Phase after this effect was activated. When this card attacks a monster your opponent controls, you can discard any number of cards to increase this card's ATK by an amount equal to the number of discarded cards x100, during the Damage Step only. During the End Phase of the turn this effect was activated, you can draw 1 card from your Deck.

[/spoiler]

[spoiler=*Skull Head Grappler]

yYuEf5N.jpg

If this card declares an attack, you can Discard 1 card: This card gains 800 ATK during the Damage Step only. If this card destroys an opponent's monster by battle, you can Special Summon 1 "Skull Head Grappler" from your hand or Deck in face-up Defense Position.

[/spoiler]

[spoiler=*God of Thunder, Raiken]

soOijmu.jpg

 


Can also be Normal Summoned with 1 Tribute, and it gains 800 ATK for each Tribute used. When Normal Summoned: You can target 1 face-up monster; if it's original ATK is equal to or lower than half of this card's current ATK, destroy it.

[/spoiler]

[spoiler=*Protective Vines]

0grt2Qo.jpg

 


FLIP: Target 1 face-up monster; it loses 1200 ATK, and if that target's ATK becomes 0 this way, it is destroyed. Once while face-up on the field, if you control a Normal Monster: You can target 1 Attack Position monster; switch it to Defense Position.

[/spoiler]

[spoiler=*Hestia, the Swords Empress]

th0UPzF.jpg


Cannot be Special Summoned by card effects. You can Normal Summon this card without Tributing. If you do, its original ATK becomes 1200. When this card is Summoned: Place 1 Sword Counter on this card (max. 1). While this card has a Sword Counter on it, it gains 400 ATK and cannot be targeted by your opponent's card effects. Once per turn, after this card attacked or was attacked: You can remove 1 Sword Counter from this card; destroy 1 card on the field. During each of your opponent's End Phase, if this card is in face-up Attack Position: Place 1 Sword Counter on this card.

[/spoiler]

[spoiler=*Crazy Crazy Cuckoo]

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If this card is face-up during your Standby Phase: Special Summon 1 Level 4 or lower Winged Beast-Type monster from your Deck in face-up Attack Position. You can only activate the effect of "Crazy Crazy Cuckoo" once per turn.

[/spoiler]

[spoiler=*Bird Soldier]

LsULe4E.jpg

 

 


When a Winged Beast-Type monster you control is targeted for an attack, you can Tribute this card you control: Destroy the attacking monster.

 

[/spoiler]

[spoiler=*Tsunami Titan]

w5OsHCm.jpg

 


This card cannot attack your opponent directly. At the end of the Battle Phase, if this card battled an opponent's monster this turn: Switch this card to Defense Position, then switch this card's original ATK and DEF.

[/spoiler]

[spoiler=*Starman Advanced]

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[quote\

If this card is destroyed by your opponent's card)either by battle or card effect): You can target 1 other monster in your Graveyard with a Level; banish it. Then, you can add to your hand 1 monster from your Deck with the same Attribute and a Level lower than the banished target. The effect of "Starman Advanced" can only be activated once per turn.

[/quote]

[/spoiler]

[spoiler=Trickster Tentapus]

sZzl3LT.jpg

 


You can Tribute this card: All Face-up monsters your opponent currently controls loose 500 ATK. If this card is destroyed by battle, equip this card to the monster that destroyed it. While this card is equipped to a monster, that monster looses 800 ATK.

[/spoiler]

[spoiler=Brute Dragopus]

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You can Discard 1 card and Target 1 monster that is equipped to an opponent's monster: Special Summon it to your side of the field. You can only activate this effect of "Brute Dragopus" once per turn. If this card is destroyed by battle, equip this card to the monster that destroyed it. While this card is equipped to a monster, that monster looses 500 ATK.

[/spoiler]

[spoiler=Arcane Breaker]

IM15aLk.jpg

 


When this card is Normal Summoned, if your opponent control 2 or more Spell/Trap Cards: Target 1 card your opponent controls; destroy that target. When this card is destroyed by battle and sent to the Graveyard: You can draw 1 card.

[/spoiler]

 

[/spoiler]

 

 

[spoiler=Ritual Monsters (1)]

[spoiler=Blazing Incarnation - Fire Serpent]

HUNEmU2.jpg

 


Can only be Summoned by "Blazing Incarnation Summoning Circle". If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When this card is Ritual Summoned successfully: Inflict 1000 damage to your opponent.

[/spoiler]

 

[/spoiler]

 

 

[spoiler=Fusion Monsters (1)]

[spoiler=Dreaded Sharktapus]

8LhwYZT.jpg

 


"Brute Dragopus" + "Trickster Tentapus"
You can Special Summon this card from your Extra Deck by sending the above Fusion Material monsters from anywhere on your side of the field to the Graveyard. If this card is Special Summoned by sending both monsters to the Graveyard, while neither of them are equipped to a monster: The opponent Discards 1 card. As long as this card remains face-up on the field, all face-up monsters your opponent controls loose 200 ATK and DEF.

[/spoiler]

[/spoiler]

 

 

[spoiler=Synchro Monsters (4)]

[spoiler=*Skull Head Hook-Hand]

ZUk2FqQ.jpg

 


1 Tuner + 1 DARK monster.
If this card is Synchro Summoned, you can Target 1 Spell/Trap card on the field: Destroy it. The opponent must control at least 2 Spell/Trap cards to activate and resolve this effect. This effect of "Skull Head Hook-Hand" can only be activated once per turn. If the opponent declares a direct attack with a monster with 2000 or more ATK, you can Special Summon this card(from your Graveyard). If this card is Special Summoned in this way, this card cannot be destroyed by battle, and is Banished during the End Phase.

[/spoiler]

[spoiler=Imperial World Dragon]

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[/spoiler]

[spoiler=Bird Princess]

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When this card is Synchro Summoned increase the ATK and DEF of all WIND monsters by 500, except this card.

[/spoiler]

[spoiler=Holy Strike Fighter]

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1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can Tribute 1 monster from either side of the field; gain Life Points equal to its Level/Rank x 300. This card cannot attack during the turn you activate this effect. When this card is destroyed and sent to the Graveyard: You can pay half your Life Points; Special Summon this card. If you do, banish it when it leaves the field.

[/spoiler]

 

[/spoiler]

 

 

[spoiler=Xyz Monsters (1)]

[spoiler=Prototobyte]

aRO5XIz.jpg

 


2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; This card gains 1000 ATK until the End Phase. During the turn you activated this effect, other monsters you control cannot declare an attack.

[/spoiler]

[/spoiler]

 

 

[spoiler=Spell Cards ( 8 )]

 

 

[spoiler=Mystical Rebirth]

Spell Card

You can only activate 1 "Mystical Rebirth" per turn. Target 1 monster in your Graveyard and pay Life Points equal to it's ATK; Special Summon that monster.
[/spoiler]

[spoiler=Recycling Core]

Continuous Spell Card

If a Machine-Type monster you control is used in the Synchro Summon or Xyz Summon of a Machine-Type monster, Activate 1 of the following effects:
- Add 1 Level 4 or lower Machine-Type monster from your Deck to your hand.
- Draw 2 cards, then discard 1 card from your hand.
You can only activate the effect of "Recycling Core" once per turn.

[/spoiler]

[spoiler=Mulligan's Vortex]

MulligansVortex_zps55bb5e0a.jpg

 


Shuffle 1 face-up monster you control and your hand into your Deck, draw 5 cards, then Special Summon 1 monster from your hand (if there are no monsters on your hand, reveal your hand to your opponent, then shuffle your hand into your Deck and draw 5 cards. You must do this until you have a monster in your hand that can be Summoned.)

[/spoiler]

[spoiler=*Dread Graveyard]

2qz63ZV.jpg

 


Zombie-Type monsters gain 200 ATK and DEF. Once while face-up on the field, during your opponent's End Phase: You can target 1 Level 3 or lower monster in your Graveyard that was destroyed by battle this turn or last turn; Special Summon it as a Zombie-Type monster. When this card leaves the field, destroy that monster. When the monster leaves the field, destroy this card.

[/spoiler]

[spoiler=Impulsive Greed]

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Draw 2 card, then skip your next turn after this card's activation.

[/spoiler]

[spoiler=*Unsealing Amulet of Avarice]

 

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During your Standby Phase, place 1 Greed Counter on this card (max. 3). During your Main Phase, you can activate this effect: Remove all Greed Counters from this card, then send it to the Graveyard, and draw cards equal to the Greed Counters removed. During either player's turn: Your opponent can banish cards from their hand up to the number of Greed Counters on this card, and remove that many Greed Counters from it. You can only control 1 "Unsealing Amulet of Avarice" at a time.

[/spoiler]

[spoiler=Blazing Incarnation Summoning Circle]

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This card can be used to Ritual Summon any Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal the Level of the Ritual Monster you are Ritual Summoning. If this card is used for the Ritual Summon of a FIRE Ritual Monster: Draw 1 card.

[/spoiler]

[spoiler=Aura Sword]

eYvXKFo.jpg

 


The equipped monster gains 300 ATK and DEF, and increases it's Level by 2. If the equipped monster would be destroyed, you can destroy this card instead.

[/spoiler]

 

[/spoiler]

 

 

[spoiler=Trap Cards (3)]

[spoiler=Odd Plant]

Continuous Trap

Special Summon this card in Defense Position as an Effect Monster (Plant-Type/EARTH/Level 1/ATK 0/DEF 1000). (This card is also still a Trap Card.) This card cannot attack.

[/spoiler]

[spoiler=The Plant Blocks your Way!]

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Special Summon this card on either side of the field as an Effect Monster (Plant-Type/ EARTH/ Level 2/ ATK 200/ DEF 1800). (This card is also still a Trap Card). You can select the targets for your opponent's attacks.

[/spoiler]

[spoiler=Lightning Snare]

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Target 1 Face-up monster on the field: It looses 1000 ATK until the End Phase. Then, if this card was activated during your turn, Draw 1 card. You can only activate 1 "Lightning Snare" per turn.

[/spoiler]

 

[/spoiler]

[/spoiler]

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This sounds like fun, I'm down.

Accepted

 

 

I'd say let's make -1s most common because they are pretty much obsolete.

 

Let's see what the majority vote proposes. Though I do like the idea of having Lightning Vortex and Monster Reincarnation-like cards usable again in my decks xD

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I'd say let's make -1s most common because they are pretty much obsolete.

Not necessarily.
I mean, if anything, they should be along the lines of stuff like Lightning Vortex; It's a -1 if you toss it out right away, but becomes a +0 if they control 2 monsters, then nets pluses if they have 3 or more.

Also, if we are starting from that sort of base-
Then most of said cards should be ATK altering ones, since to make up for said -1, you must then have a monster run it over in battle, as a means of justifying the Battle Phase.

*Ahem*
Add me to the member list Sleepy. I'm interested.
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Forgive me people for starting this out by not updating the OP immediately, but I'm off to school. I'll go through the thread and make the necessary arrangements as soon as I get the chance.

 

I'd say let's make -1s most common because they are pretty much obsolete.

 

Just to make sure. Do you wanna be added to the member list (which I still haven't made)? =D

 

 

 

Mystical Rebirth

Quick-Play Spell Card

Pay any amount of Life Points, then Special Summon 1 monster from either player's Graveyard with equal or less ATK.

 

 

I think for starters, you need to target that monster, for the sake of disruption to be viable and because I don't want the chance to pay all your Life beyond the target's stats for some future huge move potential, but that's just my immediate input on it.


Not necessarily.
I mean, if anything, they should be along the lines of stuff like Lightning Vortex; It's a -1 if you toss it out right away, but becomes a +0 if they control 2 monsters, then nets pluses if they have 3 or more.

Also, if we are starting from that sort of base-
Then most of said cards should be ATK altering ones, since to make up for said -1, you must then have a monster run it over in battle, as a means of justifying the Battle Phase.

*Ahem*
Add me to the member list Sleepy. I'm interested.

 Alright. In a little bit ;D

Also, more than narrowing everything down to minus and pluses, the game should also have some "comeback" plays available, and that's not possible with just numbers being kept on check.

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the game should also have some "comeback" plays available-

This might get a little tricky though.
I mean, Gorz, for example, is a bit of a comeback card in the sense that it stops OTKs and doesn't afraid of anything.
But the issue with him, though, is the fact he IS just that; Can be dropped any time your field is empty, and gives you a substantial reward, with or without you having playing badly enough to warrant it being fair, or whether you just drew -> End Phase -> Let opponent attack into it to set it off.
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I'm interested as well.

 

As for contributing to setting the power level. My suggestions are:

- Add [Once per turn] or even a [You can only use this effect of x once per turn] clauses to all effects, for minimizing the chances of abuse.

- If it is a monster with a removal effect, it may be wise to add a [This card cannot attack the turn you activate this effect] clause.

- Avoid Quick Effects unless they are really harmless. For instance, I suppose Quick Effects like Fork Hyuk's or Ghostrick Dullahan's would be fine.

- Not sure on this one, but I think avoiding effects that negate and destroy/banish/etc. would be good. I suggest this because I believe these effects are prone of becoming broken with the right support, even with an OPT clause (e.g. Shi-En). Besides, negation should be a rather overused/generic mechanic by now, and giving it to a custom card would hurt its originality in my opinion.

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With regards to "Not making Archetypes", and "Keeping things generic"-
What about things like this?:
Osm6PEv.jpg
As in, you would typically play it in a Deck that's either FIRE or WATER based, and you would get stronger monsters out of thin air because of it. So basically, your synergy with cards that support [X]-Type/Attribute then turns into a sort of archetype by itself, despite not having a shared name.

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Back from school, though close to bedtime.

Glad there was such a good response =D

First than anything, upon posting this comment, I'll go update the OP with the memberlist AND try to make a spoiler with everything that's being suggested so far.

 

After that I'll read the posts more carefully.

 

Also, the OP might get a little bit umm.. full, so I have a small question.

I've seen that at the Creative Writing section, many people place links to their chapters. Links that direct not to a page, but to a specific post within any given thread. How do I do that? =0

 

EDIT:

Ok, I updated the OP. Now it's reply time.

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This might get a little tricky though.
I mean, Gorz, for example, is a bit of a comeback card in the sense that it stops OTKs and doesn't afraid of anything.
But the issue with him, though, is the fact he IS just that; Can be dropped any time your field is empty, and gives you a substantial reward, with or without you having playing badly enough to warrant it being fair, or whether you just drew -> End Phase -> Let opponent attack into it to set it off.

There's "comeback" and there's "overkill". Gorz rewards too much. If anything, looking at the end-result of the IRL one, I would make a weaker Gorz (as in ATK and DEF) and probably leave any other drawbacks it could have. OR maybe some different twist, like making Gorz actually have a crappy DEF stat and be forced to be Summoned in that position, and have the Token's ATK/DEF only last that turn. Stuff like that could water it down.

Of course, those are just rough examples. Let's see what happens when/if someone wants a Gorz-like card in this format.

 

Another aspect is that what I call "comeback" must be something that can't be used for "win moar". For example, when a backrow nuke that would usually punish over-extension and/or get you back from an overwhelming situation, is used for a finishing blow instead (I wonder what an IRL example could b-*shot*)

 

 

 

Btw, we'll probably eventually have to get to some mindset-provoking cards (punish over-extension or punish greedy moves)... or not. It depends on how stuff works when the game is more developed.

 

 

Funny. I was working on a similar project in secret.

 

Let's rock.

 

That's the spirit =D
*High fives*

 

 

 

Btw people, my commenting on my views on concepts should in no way discourage you all from trying to get your visions across as well.

In other words, not because I manage the OP or try to establish a starting point would it mean "what I say goes" in this set. I want this to really be teamwork =0

(I probably could word this better.... )

 

 

I'm interested as well.

 

As for contributing to setting the power level. My suggestions are:

- Add [Once per turn] or even a [You can only use this effect of x once per turn] clauses to all effects, for minimizing the chances of abuse.

- If it is a monster with a removal effect, it may be wise to add a [This card cannot attack the turn you activate this effect] clause.

- Avoid Quick Effects unless they are really harmless. For instance, I suppose Quick Effects like Fork Hyuk's or Ghostrick Dullahan's would be fine.

- Not sure on this one, but I think avoiding effects that negate and destroy/banish/etc. would be good. I suggest this because I believe these effects are prone of becoming broken with the right support, even with an OPT clause (e.g. Shi-En). Besides, negation should be a rather overused/generic mechanic by now, and giving it to a custom card would hurt its originality in my opinion.

 

1] It'll be a case-by-case scenario, and there'll be continuous effect here and there, but OPT clauses are a wonderful thing. Especially the latest kind that prevents it from being used off of another copy or the same card re-played into the field. I have to agree that we have to keep a close eye on these things.

 

2] I guess it's an amusing starting point to base cards off of, though I'll try to not restrict the card makers too much, and that sounds kind of specific.

 

3] Quick effects need to make-up for the fact they are quick yes. Let's see what people come up with. 

 

4] After watching so much ZeXal, I couldn't agree with you more. Let's try to avoid negation if possible and see if in-game there can be more interesting ways to get around certain effects. Also, we can't have removal (destruction, etc) be too abundant.

It DOES need to exist as to not force everyone to grind through backrows and that's never too fun to do either, but it can't get to "I nuke your field and search half my deck, your move" plays. Not even close to that please.

 

My suggestion as a starting point, is that some/many/IDK of the Spell/Trap Cards and other cards that would normally only be taken down by certain removal, get some sort of build-in weakness to them. That way cards like MST, clones of it, or other forms of more abusive removal can be kept to a minimum without hurting the environment. Not enough of a weakness to go "this is worthless to even try maining" but also not enough to be "I can't get rid of that s***!"

 

Though of course, that's just a suggestion. To start warming stuff up a little.

 

 

With regards to "Not making Archetypes", and "Keeping things generic"-
What about things like this?:
Osm6PEv.jpg
As in, you would typically play it in a Deck that's either FIRE or WATER based, and you would get stronger monsters out of thin air because of it. So basically, your synergy with cards that support [X]-Type/Attribute then turns into a sort of archetype by itself, despite not having a shared name.

 

Effect:

This card's Attribute is also WATER. All FIRE and WATER monsters gain 1000 ATK. If this card is targeted for an attack, switch it to Defense Position.

 

Btw, sorry if you made this card just for the sake of the example for the point you are bringing up, because I placed it at the OP for discussion.

Cough* anyways.

Something like that is acceptable to me. A card that encourages what in MTG would be 2 color decks. Nothing against that. We also can afford to not be all that careful with what we do at first. Right now the biggest matter will be to have hmm maybe 10 or so cards to start and base our levels off of. If the end result looks too powerful, we'll have to start discussing how to tone them down.

I'm getting beside the point. Before posting this huge comment,

 

 

 

 

 Something to keep in mind, when doing support for more than one Type/Attribute/Level/ATKorDEF range/ etc. Since we are starting out small, that support is greatly shaping up what that Type/Attribute/etc. will stand for in playstyle. So be aware that after enough cards are made, if something does feel out of place ultimately, it could have to be tweaked to support something else, or in the worst case scenario, it could be inconceivable.

But all those decisions will be future ones and subject to suggestions and we shouldn't worry about that from the get go. xP

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Actually, Frostburn's effect is separated like that on purpose, because his ATK is meant to be at 2000 from a result of both effects working together.
Seems rather silly to have it with the 'this card goes to Defense' part, if it's ATK is already at a less intimidating 1000.
But that's beside the point; I only really made that because I like image-based examples, rather then text ones.

But anyway...

Something to keep in mind, when doing support for more than one Type/Attribute/Level/ATKorDEF range/ etc. Since we are starting out small, that support is greatly shaping up what that Type/Attribute/etc. will stand for in playstyle. So be aware that after enough cards are made, if something does feel out of place ultimately, it could have to be tweaked to support something else, or in the worst case scenario, it could be inconceivable.

Could just say people can make a few random ideas here and there, and then start from whatever point those cards start at.

Also, what about Extra Deck monsters? O,o
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Actually, Frostburn's effect is separated like that on purpose, because his ATK is meant to be at 2000 from a result of both effects working together.
Seems rather silly to have it with the 'this card goes to Defense' part, if it's ATK is already at a less intimidating 1000.
But that's beside the point; I only really made that because I like image-based examples, rather then text ones.

But anyway...
Could just say people can make a few random ideas here and there, and then start from whatever point those cards start at.

Also, what about Extra Deck monsters? O,o

It's a little bit awkward to leave them separated though, because no card has ever been made that negates a single continuous effect off of a card without negating all that card's effects altogether. Guess it has the flavor point, but it's still very weird.

 

Yeah, I don't intend to sound like this is gonna be rocket science xD
Doodles is the ideal start =D

 

And Extra Deck monsters are plausible as well.

It's a good chance in case anyone wants to set a new average scale for them.

If they are to be not as fast to Summon.

If they are to be just as fast but weaker.

If they will end up not escaping from the pre-determined view of their power and influence.

It all depends on what the doodles start with.

 

Fusions, Synchros, Xyzs are all allowed.

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Three more before bed:

 

Recycling Core

Continuous Spell Card

If a Machine-Type monster you control is used in the Synchro Summon or Xyz Summon of a Machine-Type monster, Activate 1 of the following effects:
- Add 1 Level 4 or lower Machine-Type monster from your Deck to your hand.
- Draw 2 cards, then discard 1 card from your hand.
You can only activate the effect of "Recycling Core" once per turn.
 
Protototype
Level 4/EARTH/Machine/Effect
When this card is sent to the Graveyard: Special Summon 1 "Protototype" from your Deck in face-up Attack Position. 
1200/400
 
Prototobyte
Rank 4/EARTH/Machine/XYZ/Effect
2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; Target 1 Machine-Type monster you control; until the End Phase, it gains ATK equal to the total ATK of all Machine-Type monsters in either Graveyard. Monsters other than the targeted monster cannot attack during the turn you activate this effect.
1900/1000
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Recycling Core
Continuous Spell Card
If a Machine-Type monster you control is used in the Synchro Summon or Xyz Summon of a Machine-Type monster, Activate 1 of the following effects:
- Add 1 Level 4 or lower Machine-Type monster from your Deck to your hand.
- Draw 2 cards, then discard 1 card from your hand.
You can only activate the effect of "Recycling Core" once per turn.

Good thing Geargias don't exist... Heh....

That aside, Prototobyte can become rather absurd, given the right scenario. By this, I mean on the off chance Machines suddenly can fill the Graveyard rather quickly... Again.
Then again, TC said we are planning to tweak some cards here and there if things get 'out of hand'.
Regardless, though, it's ATK can get really high quite easily.
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[cards]

Added to the OP at the bottom spoiler~

 

Protototype is interesting fodder with implied -1 effects suggested above in the future, although it's effect having the Dandylion clause might or might not be kinda cheap.

 

Anyhow. We have 2 Effect Monsters, 1 Quick-play Spell, 1 Continuous Spell, and 1 Xyz Monster.

The focus seems to start with Machine-Types. Can we call it *puts on sunglasses* Deus ex machina? . . . . . *shot for bad attempt at a joke*

 

I'm off to make my own as well, while at it xP

After a while, I'll start separating the cards by their kind (Spell, Trap, Ritual, Synchro, etc)

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