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Planning Thread for Card Ideas


Flash Flyer - Sakura

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About 600-1000 LP per card.

 

If this were an earlier generation, 500 might've been fine, but as a LOT of Decks trigger from the Graveyard, cost should be higher.

 

 

Thanks, but there has propably been a misunderstanding, or I have expressed myself wrongly: The idea is that your opponent chooses to either send the top 2 cards from their deck to the graveyard, or pay X Life Points. I would think that if sending cards to the graveyard may have become less bad or even useful, the Life Point amount should be less because otherwise it is more damaging than sending the cards to the graveyard.

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  • 2 weeks later...
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Terrible Stuff |FIRE

***

Zombie/Effect

1800/700

Cannot be Special Summoned, except by its own effect.If you originally control this card, it cannot be destroyed by battle, and it cannot attack. When this card is Special Summoned; Shuffle this card into your Opponent's Deck, and if you do, If your opponent draws this card, immediately Special Summon it to their side of the field, also, it cannot be Tributed, or used as Fusion, Synchro, or Xyz Material for a Summon, Also it can attack, but other monsters they control cannot attack.

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Thanks, but there has propably been a misunderstanding, or I have expressed myself wrongly: The idea is that your opponent chooses to either send the top 2 cards from their deck to the graveyard, or pay X Life Points. I would think that if sending cards to the graveyard may have become less bad or even useful, the Life Point amount should be less because otherwise it is more damaging than sending the cards to the graveyard.

 

Milling vs. burn won't work since players will be choosing to mill anyway except if doing so would deplete their deck and make them lose. Milling is practically a costless punishment and even beneficial in some cases when milling cards that want to be in or sent to the grave, so nowadays it is regarded as a good effect instead of a punishment or negative effect. So, what IMO you should be doing it so give the opponent LP instead; that will get him/her into thinking on taking the free mills, or gaining some LP to last a bit more on the duel. But, since both are good effects for the opponent, I guess you should be only using it as a drawback for a strong card you make.

 

 

Terrible Stuff |FIRE
***
Zombie/Effect
1800/700
Cannot be Special Summoned, except by its own effect.If you originally control this card, it cannot be destroyed by battle, and it cannot attack. When this card is Special Summoned; Shuffle this card into your Opponent's Deck, and if you do, If your opponent draws this card, immediately Special Summon it to their side of the field, also, it cannot be Tributed, or used as Fusion, Synchro, or Xyz Material for a Summon, Also it can attack, but other monsters they control cannot attack.

 

 

You got to fix something there, because as it stands the Special Summon effect cannot be activated at all. I mean, it can only be Special Summoned with its effect, but to Special Summon it with its effect is has to be Special Summoned so... how do you Special Summon it in the first place to kickstart the effect?

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Dimensional Glyph - Sigma

Trap

Target 1 Spellcaster-type monster you or your opponent controls: Equip this card to it. Target a normal spell card from your graveyard: equipped monster's effects become the effects of that target. If that target is removed from your graveyard, destroy this card. If this card is removed from field by anything other than its own effect, shuffle that target into your deck.

 

((I dunno if this could work at all. Maybe too weak?))

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Dimensional Glyph - Sigma

Trap

Target 1 Spellcaster-type monster you or your opponent controls: Equip this card to it. Target a normal spell card from your graveyard: equipped monster's effects become the effects of that target. If that target is removed from your graveyard, destroy this card. If this card is removed from field by anything other than its own effect, shuffle that target into your deck.

 

((I dunno if this could work at all. Maybe too weak?))

 

 

Two things:

First, I would make it a Continuous Trap (I think trap cards that are equipped to monsters usally are Continuous Traps).

Second, giving a monster a normal spell's effect could become unpleasant: While most normal Spells have an effect that applies only once and are sent to the graveyard after that effect is activated, monsters would survive the activation (since a normal spell shouldn't require to tribute itself for it is sent to the graveyard anyway); so if the effect has no once-per-turn-limitations (many spells don't have one) and doesn't require tribute, your opponent could basically activate the effect ∞ times… Therefore, a large number of Spells are not valid targets. The only use of the card I'm currently seeing (apart from a chance to recycle the spell) is the option to kind of "overwrite" another, more powerful effect.

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Two things:

First, I would make it a Continuous Trap (I think trap cards that are equipped to monsters usally are Continuous Traps).

Second, giving a monster a normal spell's effect could become unpleasant: While most normal Spells have an effect that applies only once and are sent to the graveyard after that effect is activated, monsters would survive the activation (since a normal spell shouldn't require to tribute itself for it is sent to the graveyard anyway); so if the effect has no once-per-turn-limitations (many spells don't have one) and doesn't require tribute, your opponent could basically activate the effect ∞ times… Therefore, a large number of Spells are not valid targets. The only use of the card I'm currently seeing (apart from a chance to recycle the spell) is the option to kind of "overwrite" another, more powerful effect.

 

Actually, Normal Trap Cards can become Equip Cards. See "Blast with Chain" for an example.

 

 

Dimensional Glyph - Sigma

Trap

Target 1 Spellcaster-type monster you or your opponent controls: Equip this card to it. Target a normal spell card from your graveyard: equipped monster's effects become the effects of that target. If that target is removed from your graveyard, destroy this card. If this card is removed from field by anything other than its own effect, shuffle that target into your deck.

 

((I dunno if this could work at all. Maybe too weak?))

 

It is possible but as Calain pointed out, it can get out of hand if there isn't any limitation to the number of times you can use the effect. Usually Normal Spells are singe-use effects, but when it it's gained by a monster, well... you would be able to activate it as many times as you like. For instance, copy, let's say, Upstart Goblin, and you would be able to draw your entire Deck, or "Reinforcement of the Army" and you can search for Warriors until the Deck runs out of them. So, you should add a clause there that limits it. It can be an "once per turn", or a "only once while the card is face-up on the field" restriction.

 

Suggested text fix on the original effect:

Dimensional Glyph - Sigma

Normal Trap

Target 1 Spellcaster-Type monster on the field and 1 Normal Spell Card in your Graveyard; equip this card to the targeted monster. Its effects become the effects of the targeted Normal Spell Card. If that Normal Spell Card is removed from the Graveyard, destroy this card. If this card is removed from the field, except by its own effect, shuffle that Normal Spell Card into the Deck.

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  • 1 month later...

Yeah... maybe if we add once per turn?

 

Oh, duh. Hopefully it's not too late to answer, but yeah, a "once per turn" restriction on the copied effect would help with keeping it in check. Also a hard "OPT" clause on the Equip Spell itself, so you don't get to activate multiples of it on the same turn to give the the same effect to monsters multiple times.

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Taking on the suggestions by Darj and Calain, I change it to:

 

Dimensional Glyph - Sigma

Normal Trap

Target 1 Spellcaster-Type monster on the field and 1 Normal Spell Card in your Graveyard; equip this card to the targeted monster. Its effects become the effects of the targeted Normal Spell Card. If that Normal Spell Card is removed from the Graveyard: destroy this card. If this card is removed from the field, except by its own effect: shuffle that Normal Spell Card into the Deck. Monsters equipped with this card can only use their effects once per turn. You can only activate one "Dimensional Glyph - Sigma" per turn.

 

Better, in my opinion.

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  • 1 month later...

I was considering Making my personal favorite Archetype with more modern style card texts , as to how konami words cards now . I might post up some sample text here to see that I got the wording of the effect and writing style correct . 

 

 

~~~ Let me know if this needs fixing ~~~~

 

 

The attack and defense of this card is equal to its level x 200 , during each standby phase increase the level of this card by 1 . When this card is sent from the field by a card effect , special summon one Fortune Lady monster from your deck . 

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This card gains ATK and DEF equal to its Level x 200. During your Standby Phase: Increase this card's Level by 1 (max. 12). When this card leaves the field by a card effect: Special Summon 1 "Fortune Lady" monster from your Deck.

 

(Obviously, replace this with 300/400 for the higher Level stuff)

 

=====

If you remake the Fortune Ladies, make sure that you actually make sizable changes to them so they can be classified as your own product. Just fixing the OCG to be more modern w/out changes will not constitute your own product and will be locked.

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This card gains ATK and DEF equal to its Level x 200. During your Standby Phase: Increase this card's Level by 1 (max. 12). When this card leaves the field by a card effect: Special Summon 1 "Fortune Lady" monster from your Deck.

 

(Obviously, replace this with 300/400 for the higher Level stuff)

 

=====

If you remake the Fortune Ladies, make sure that you actually make sizable changes to them so they can be classified as your own product. Just fixing the OCG to be more modern w/out changes will not constitute your own product and will be locked.

 

I was planning modernized versions like so and Erratas to fix timing and ruling issues , Likely just making them for reference . Thanks for the advice 

 

Edit : During each standby phase was not a typo , it was to improve on the fact that they are so much slower then normal

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Twin Feather Crown

Artifact Equip Spell Card - DEF 1500 t4U7ArV.png

 

p1qcrC1.pngt4U7ArV.pngSulP290.png

"Lu Bu" Spiritual Monster

 

Link Effect: While "Lu Bu" Spiritual Monster is linked to this card, all monsters linked to this card gain 500 ATK and DEF.

Equip Effect: This card can only be equipped to Warrior-Type monster. Equipped monster gains 500 ATK and DEF. Once per turn: When the equipped monster is targeted by an attack; you can negate it.

 

  • Artifact Equip Spell card can be played as Linked Spell Card or Equip Spell Card.
  • If played as Linked Spell card, it can be targeted by ATK and destroyed by battle UNLESS you control monster in the specific zones listed beside the DEF, in this case t4U7ArV.png
  • Unlike Link Monster, Link Spell only allow player to SS specific monster from the extra deck, in this case, only Lu Bu. Unless the zone is linked by Link Monster, you cannot Special Summon Extra Deck Monster to the zones.
  • If played as Equip Spell card, then it will be attached underneath the monster like overlay material as Spell Card. It still exist and can be destroyed by BATTLE and MST etc but it does not occupy an extra S/T zone. If equipped monster is destroyed, the Equip Spell card is destroyed.
  • If it is played as Linked Spell Card, it can be turned into Equip Spell Card during your Main Phase, but not the other way around.

 

Lu Bu, The Flying General

EARTH / Level 8

Warrior / Spiritual / Effect (New extra monster type: Spiritual monster. Spiritual monster can only be Special Summoned to Link Zones that specifically mentioned them, after fulfilling the condition)

ATK 3000 DEF 2500

 

Condition: Tribute 1 Warrior-Type monster with 3000 ATK

 

Once per turn, if this card would be destroyed: You can pay 1500 Life Points; change the control of this card instead. Return it to your side of the field during your next Standby Phase.

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  • 1 month later...

Hello! I joined the site about ten minutes before posting this, so I don't really know what the heck I'm doing. Patience is much appreciated.

 

Anyway, I have an Archetype idea that I want some help refining, focused around monsters equipping themselves to opponents monsters to take control of them and give them extra effects or extra attack/defense. If you've seen this idea so many times that you're just sick of it and never want to see it again, just tell me and I'll drop the subject, but if I could get some help, how do I get help with this? Do I post a few cards that show what the archetype can do and let you guys take a look, or do I just define the archetype as it is now, or what?

 

Help is much appreciated. As I've mentioned, I've never done this before...

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  • 6 months later...

I'm actually in the process of planning 2 card themes.

The first revolves around Chess.

The second revolves around Uno.

 

The idea for the Chess set is for the monsters to have decent attack value but no defense. Just like Chess, the pieces that go in the back row will be summoned there but you will be allowed to move them.

 

The Uno set will focus on the mechanics of Uno. The number cards will be monsters. Every other card will likely be a spell card.

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Im making an archetype called Talonflame, and they're phoenixes that focus on Spamming and Synchro/Xyz Summoning. I have their text worked out a bit. They'll all have the same base effect

 

"When this card is Normal Summoned: You can Special Summon 1 "Talontorch" monster from your hand. When this card is Special Summoned: [insert unique effect]. "

 

My main fear is that this means no matter what you will pretty much always get 2 monsters in your normal summon every turn, and if you have Seraphinite out, thats 4 summons every turn. I dont know how to really make it balanced. Also i ALWAYS suck at this part: If i make a Synchro/Xyz/Fusion spam archetype, i get the main deck down okay, but the extra deck is where it gets hard. The archetype doesnt have much focus on anything but spamming synchro/xyz so idk how youd do boss monsters. I was thinking make the Synchro Effects like Stardust Dragon where you tribute it to activate an effect, and then it comes back later. As for the Xyz, im not sure. I dunno, just brainstorming. thoughts? 

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Im making an archetype called Talonflame, and they're phoenixes that focus on Spamming and Synchro/Xyz Summoning. I have their text worked out a bit. They'll all have the same base effect

 

"When this card is Normal Summoned: You can Special Summon 1 "Talontorch" monster from your hand. When this card is Special Summoned: [insert unique effect]. "

 

My main fear is that this means no matter what you will pretty much always get 2 monsters in your normal summon every turn, and if you have Seraphinite out, thats 4 summons every turn. I dont know how to really make it balanced. Also i ALWAYS suck at this part: If i make a Synchro/Xyz/Fusion spam archetype, i get the main deck down okay, but the extra deck is where it gets hard. The archetype doesnt have much focus on anything but spamming synchro/xyz so idk how youd do boss monsters. I was thinking make the Synchro Effects like Stardust Dragon where you tribute it to activate an effect, and then it comes back later. As for the Xyz, im not sure. I dunno, just brainstorming. thoughts?

If your cards are based on a phoenix, why not make your boss monsters work that way? Think about it like this: Summon Phoenix, Phoenix dies, effect kicks in, return phoenix to where it came from. Rinse and repeat.

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Im making an archetype called Talonflame, and they're phoenixes that focus on Spamming and Synchro/Xyz Summoning. I have their text worked out a bit. They'll all have the same base effect

 

"When this card is Normal Summoned: You can Special Summon 1 "Talontorch" monster from your hand. When this card is Special Summoned: [insert unique effect]. "

 

My main fear is that this means no matter what you will pretty much always get 2 monsters in your normal summon every turn, and if you have Seraphinite out, thats 4 summons every turn. I dont know how to really make it balanced. Also i ALWAYS suck at this part: If i make a Synchro/Xyz/Fusion spam archetype, i get the main deck down okay, but the extra deck is where it gets hard. The archetype doesnt have much focus on anything but spamming synchro/xyz so idk how youd do boss monsters. I was thinking make the Synchro Effects like Stardust Dragon where you tribute it to activate an effect, and then it comes back later. As for the Xyz, im not sure. I dunno, just brainstorming. thoughts? 

 

pRFbqtE.png

This Talonflame? xD

 

The base effect isn't that much of an issue, IMO. Dropping 2 monsters from the hand is not that big of a play anymore. I mean, you can already achieve that with decks dedicated to Goblindbergh, Marauding Captain, Tin Goldfish, etc. It could be problematic in combination of their unique effects, but that depends on the power of said unique effects.

 

I wouldn't worry too much about a boss monster, either. Some decks thrive without one and instead rely on their Extra Deck "toolboxing" capabilities. A single boss should suffice, with an overly strong effect, but it shouldn't be too convoluted. Think of how Triverr is for Tellarknights.

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pRFbqtE.png

This Talonflame? xD

 

The base effect isn't that much of an issue, IMO. Dropping 2 monsters from the hand is not that big of a play anymore. I mean, you can already achieve that with decks dedicated to Goblindbergh, Marauding Captain, Tin Goldfish, etc. It could be problematic in combination of their unique effects, but that depends on the power of said unique effects.

 

I wouldn't worry too much about a boss monster, either. Some decks thrive without one and instead rely on their Extra Deck "toolboxing" capabilities. A single boss should suffice, with an overly strong effect, but it shouldn't be too convoluted. Think of how Triverr is for Tellarknights.

 

Tbh i meant Talontorch but i played Pokemon recently so Talonflame was on my mind and i typed that by mistake xD

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Alright, so i made an archetype called Insected. What they do is they're weak insect-type monsters and, when they're destroyed, they go into your opponent's deck face-up. When they're drawn while face-up, something bad happens to the person who drew it, then it gets destroyed. For example:

 

"Insected Roach

**

DARK
Insect/Effect

300/300

 

When this card in your possession is destroyed: Shuffle it into your opponent's deck (Face-up). When this face-up card is drawn: Destroy it. Then, take 1000 damage. Once per turn, you can Special Summon 1 Level 2 Insect-type monster from your hand, except "Insected Roach" "

 

I thought it was fine, but then someone brought to my attention that there's no way people wouldn't cheat with this. Either your opponent would shuffle their deck and would make sure their top card isnt face-up or you would shuffle their deck, make it face up, and get accused of cheating because of it. Is there any way to make it so that wont happen? Also how do i word the bad thing? lIke is it

 

"When this face-up card is drawn: Destroy it. Then, your opponent takes 1000 damage"

 

Or

 

"When this face-up card is drawn: Destroy it. Then, your take 1000 damage"

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"When this face-up card is drawn: Destroy it. Then, your opponent takes 1000 damage"

 

Or

 

"When this face-up card is drawn: Destroy it. Then, your take 1000 damage"

 

This should work for your needs: When this face-up card is drawn: Destroy it, and if you do, take 1000 damage.

 

The player who draws it takes the damage this way

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  • 4 weeks later...

I've got a lot of new concepts and cards I've been dying to test out. 

 

The one I'm most willing to test is Dreamer Monsters: http://ycm.wikia.com/wiki/Dreamer_Monsters

I also have a similar concept (something with I unapologetically stole from Dark Synchros by just making a evil opposite of Dreamer cards) called Nightmare Monsters; they're played the same but Nightmare Monsters can be played in the Extra Monster Zone (unlike Dreamers), and cannot be LIGHT Attribute. The others are a bit less ambitious: Inferior & Superior Monsters, Inferior Monsters need another monster to tribute both to summon a Superior Monster and Inferior Monsters are always half the Level of a Superior Monster (Inferior Monsters can only go as high as Level 6 and as low as Level 1, but Superior Monsters can only go as low as Level 2). There's a few more but these are the best ones, most of the rest of my resume is just making Pendulum or other off-shoot variants for every other card that didn't already have them like cool stuff I find on YCW and LionHeartKing Wiki, among other places.

 

This is what I have so far: https://www.dropbox.com/s/95u8isi00ola3pb/YGO%20MSE%203.4.2.rar?dl=0 (in Magic Set Editor; been having issues with formatting, the "Proto-Fusion" list is incomplete, and there's at least two or three cards whose variants like Pendulum just don't register at all despite being directed to in the file).

Also, the PSD file I use for making my off-shoot cards (included: Pendulum, Deck Master, Equilibrium, Pandemonium, and Proto-Fusion): https://www.dropbox.com/s/i7wddjf5tq7e7gl/Beast981%20Series%209%20Variable%20Universal%20Template.pdn?dl=0 (originally DeviantArt user Beast981 posted separate PSD's for Equilibirum, Pendulum, and I think one other one, but I just combined all of them together to streamline the process).

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Well, you can go post these ideas in the Experimental section and see how the community responds. Casual is always open to innovative ideas that could make this game more fun to work with.

 

As-is, unless you can flesh it out for us, kinda difficult to see how this would pan out in practice. (Just provide it as written, because not everyone can view Dropbox)

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Well, I'd really just be quoting the YCW but I'll explain how Dreamer Monsters work: they're placed in your Main Deck (I had also thought about moving them to the Side Deck but I've been playing Yu-Gi-Oh since grade school--when the original Duel Monsters era was still on Kids WB but fell out of the card game itself around 5D's, though still play around with it through duel simulation programs like Legacy of the Duelist or the World Championship Tournament series--and I've NEVER used, let alone understood, what the Side Deck is even for), they have Nebulas instead of Levels (which are aligned to the left like Ranks), and the cards themselves are pink/magenta and covered in stars. Most importantly, all Dreamer Monsters have uneven stats, counting by 10's instead of 100's, but neither their ATK nor DEF can end in '00'. The rules get a little odd:

 

1) To Dream Summon a Dreamer Monster, you must select the specified number of monsters, or 'Sleep Materials' and send them to the Graveyard ["I lay my (Monster A, B, and C) to enter the Dreamscape. Now awaken, (Dreamer Monster)!"]. Certain Dreamer Monsters will have effects that can only be triggered by "erasing" their Sleep Materials (i.e. banishing them from the Graveyard).

2) Both players can only have 3 Dreamer Monsters on their side of the field each, and if there are no non-Dreamer Monsters on the field, Dreamer Monsters you control cannot declare an attack; after all, dreams without the will or fight to see them come true are just fantasies or ideas. However, there do exist Dreamer Monsters, which are referred to as Daydreamers, which can be treated as Effect Monsters with the same Level as their Nebulas under special conditions and negate the 3 Dreamer Monster Limit; however, if their effects are negated (like, Skill Drain or something), they're returned to your hand.

3) Ordinarily, however, Dreamer Monsters--when destroyed--are sent to the bottom of your Deck, unless a card or effect would remove them from play. Furthermore, Dreamer Monsters cannot be played in the Extra Monster Zone but they can be played in the Spell/Trap Zone (Seal of Orichalcos rules, but you can switch only one Dreamer to the Main Monster Zone from the Spell/Trap Zone and vice versa). While in the Spell/Trap Zone, they're treated as Continuous Traps and thus susceptible to all Trap weaknesses (however, Monsters like Jinzo simply negate their abilities and not destroy them). If they're destroyed as Traps, they still go to the bottom of your Deck like Dreamers destroyed in the Monster Zone.

4) Last thing to mention are the Dark Synchro equivalent to Dreamers: The Nightmare Monsters, which are similar in design but indigo instead of magenta. These follow the same rules listed above, but can be played in the Extra Monster Zone, they're Nebulas are Dark Nebulas (same thing as Negative Levels), and they're incapable of being LIGHT (instead, they have either own Attribute called SHADOW which is treated the same way), and are simply removed from play when destroyed (even if cards like Imperial Iron Wall are in play); also, unlike Dreamer Monsters, while they still have uneven stats, Nightmare Monsters can have stats in the 100's or 1000's like regular monster cards (even an archetype with every member having an ATK and DEF of 00). The thing that's most bizarre about them is that the cards themselves are upside down (Name and Level are on the bottom of the card while they're effects and stats are on the top). Nightmare Monsters are seen as a perversion of Dreamers, often used by those who have lost their sense of hope or corrupted the Dreamer cards they do have with intense negative emotion.

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