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A new card type that isn't a Monster or new summoning mechanic: Ability Cards


AcediaJC

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So I was thinking awhile back that every time a new type of card is introduced like Pendulum, Xyz, and various experimental cards posted on here, it always seems to be a new kind of monster, we never really see new alternatives to Spells/Traps... Until now.

 

Allow me to introduce my new concept: Ability Cards. Abilities are a new type of support card used in the Spell/Trap card zone that boost your monsters' power by granting them permanent effects that aren't limited by whether the Ability card itself is on the field still or not. The concept is still a work in progress, but here's the details so far:

 

- An Ability Card has a light blue border, compared to the green and pink of spells/traps respectively.

- Activating an Ability Card is the opposite of a Trap: Traps have to be set first, but an Ability Card cannot be set.

- An Ability Card can either be a Normal Ability or a Quick-Play Ability.

- Ability Cards are sent to the graveyard after activation.

- Cards that specify targeting both Spells and Traps can still target Ability Cards as well (For instance, MST would be capable of destroying an Ability Card as well)

- A card targeted by an Ability Card always gains an additional effect, however unless stated otherwise by the Ability, it will not replace a monster's existing effect(s).

- Normal and non-Effect Monsters do not become treated as Effect Monsters when an Ability has been used on them.

- Effects granted by an Ability remain even after the Ability Card itself has left the field (As an example, if an Ability that gives a monster a "cannot be destroyed by battle" effect is destroyed, that monster still cannot be destroyed by battle.)

- Every Ability Card has a REQ (Requirement) number, which is shown beside a level/rank star underneath its effect text (in the same place a monster's ATK/DEF would be).

- An Ability can only be used on a monster whose level/rank is either equal to or lower than the Ability's REQ number.

- The star(s) beside the REQ number show whether the Ability can be used on a monster with a level or a rank. If the REQ has an orange level star before it, then it can only be used on a monster with a level. If the REQ has a black rank star before it, it can only be used on a monster with a rank. If the REQ has two stars, both a level and a rank, then a monster with either a level or a rank can use it.

 

If there's any other rulings that would need to be taken into consideration, please let me know :)

 

And finally, to simplify the explanation of how these cards work and look, here's a simple example image! The template used is courtesy of liavcol :D

[Spoiler=Ability Card: Reflect Magic Training]

66da93.jpg

 

Reflect Magic Training
REQ: Level/Rank 4
Target 1 Spellcaster type Monster you control. It gains the following effect(s):
- This card cannot be destroyed as a result of battle. If this card would be returned to your Hand or Deck, you can banish 1 Ability card from your Graveyard instead.

[/spoiler]

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So essentially we are bridging Enchantments from Magic to Yugioh...?

 

Honestly the concept at the very least seems interesting, but I have one question:  What is the point of them staying on the field if their effects are permanent?  To clog up room?  And if their effects are permanent then why would your opponent want to destroy them in the first place?

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The concept is cute but why bother with a new card type when you could simply make a Normal Spell with the same effect and write the requirements on the card, and without the need of fixing MST and backrow removers to affect this new type? However, a perk of giving this kind of cards their own card type is that you could make support for them without affecting all the Spell/Trap cards out there, and they would be unaffected by cards that specifically work on Spells (Horus, EEV, Secret Village, etc.). But still, you could very well make an archetype for them instead. For instance, an "Ability" Spell archetype; think of Spellbooks.

 

In short, it is a good concept, but I don't think it is necessary to give them an exclusive card type.

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As somebody who's honestly never played Magic (Yes yes, you can all shun me now), dunno how accurate of a comparison that is. But they don't stay on the field, just like most normal Spells/Traps they're sent to the graveyard after their activation. And there's no purpose to destroying them, so your opponent would only want to if they're the type of person that thinks MST negates (MST was just used as an example because it was the first thing that popped into my head that targets all kinds of Spells/Traps).

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As somebody who's honestly never played Magic (Yes yes, you can all shun me now), dunno how accurate of a comparison that is. But they don't stay on the field, just like most normal Spells/Traps they're sent to the graveyard after their activation. And there's no purpose to destroying them, so your opponent would only want to if they're the type of person that thinks MST negates (MST was just used as an example because it was the first thing that popped into my head that targets all kinds of Spells/Traps).

In Magic you can spend resources to put enchantments on the field to either be immediately used or used at a later date (depending on card type).  There are advantages to playing them and saving them, such as saving you resources for a big push where you can still use the enchantment, but doing so runs the risk of it being destroyed by an opponent's card.  Maybe these could have a similar mechanic, where MST does negate, but in exchange you can have some pretty powerful effects, or maybe the could be a way where they have to be face up in the Spell and Trap zone for a certain amount of time before you can use them.

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or maybe the could be a way where they have to be face up in the Spell and Trap zone for a certain amount of time before you can use them.

If memory serves, there's a thread somewhere on the previous page that already came up with that idea.

Anyways, I do agree that this is a good concept, but only because they get spared from Horus. I don't really like it any other way. It's a permanent effect, even if the ability has left the field, so I don't think it is very healthy for the meta.

And just like Xyz, these could be splashed with certain Decks. You could make an archetype of them, but people tend to mix archetypes a bit (HAT, Dragonsworn, Shaddollsworn, etc.)
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  • 2 weeks later...

I really like this concept. It seems very well thought out and I think it could definitely make the game more interesting. The only issue I have with the idea is a subjective one. I think the number that follows the REQ stars should be the same font size as the word REQ...but that's just my opinion. Again, great concept! Also, beautifully designed!

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I actually really like this concept, and would love to see more support for it.

 

Though the ability card only working on cards that meet the requirement or lower seems...odd? As though it should be the other way around.

 

Also what did you use to make that custom card?

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Having them so that destruction effects do actually negate them might work, since it would require proper timing anyway as you'd need to destroy it during the brief moment that it's actually on the field. Not sure about the idea of having them need to be on the field for a certain number of turns before they activate though, with the way the game is now it would just result in them being so slow that nobody would run any probably. I'm still trying to think of ways to differentiate them from just spells that could do the same thing (Because at the moment they're basically just Equip Spells that don't stay on the field and leave their effect behind). So suggestions are welcome, since they're still a bit of a work in progress.

 

As for how the example card was made, it was photoshopped together by another member (liavcol). Once he sends me the base template he made for it, I'll add that to the main post in case others want to try making some Ability Cards of their own :)

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Having them so that destruction effects do actually negate them might work, since it would require proper timing anyway as you'd need to destroy it during the brief moment that it's actually on the field. Not sure about the idea of having them need to be on the field for a certain number of turns before they activate though, with the way the game is now it would just result in them being so slow that nobody would run any probably. I'm still trying to think of ways to differentiate them from just spells that could do the same thing (Because at the moment they're basically just Equip Spells that don't stay on the field and leave their effect behind). So suggestions are welcome, since they're still a bit of a work in progress.

 

As for how the example card was made, it was photoshopped together by another member (liavcol). Once he sends me the base template he made for it, I'll add that to the main post in case others want to try making some Ability Cards of their own :)

 

I still want to know why you picked that level.rank or lower as compared to or higher. I imagine you have a reason?

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I still want to know why you picked that level.rank or lower as compared to or higher. I imagine you have a reason?

 

Ah sorry, missed that. Honestly there's not much reason for it being lower rather than higher other than it's just what made most sense in my head. Maybe it would be better if each individual card specified whether it had to be higher or lower in some way? Like just a simple + or - after the number to show whether it has to be higher or lower than the Requirement, possibly?

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Ah sorry, missed that. Honestly there's not much reason for it being lower rather than higher other than it's just what made most sense in my head. Maybe it would be better if each individual card specified whether it had to be higher or lower in some way? Like just a simple + or - after the number to show whether it has to be higher or lower than the Requirement, possibly?

 

Oh no I can kind of get why, I was just wondering, because what if you wanted a way to make lower level/rank monsters stronger, but at the same time, it makes the barrier of entry for really powerful abilities very low, in that monsters you can normal summon are able to get major power ups. I also wonder how you could make the ability cards archtype specific, like for Infernities "Discard a card"

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Oh no I can kind of get why, I was just wondering, because what if you wanted a way to make lower level/rank monsters stronger, but at the same time, it makes the barrier of entry for really powerful abilities very low, in that monsters you can normal summon are able to get major power ups. I also wonder how you could make the ability cards archtype specific, like for Infernities "Discard a card"

 

Archetype specific wouldn't be too difficult really. It would be probably the same as the example in the main post, just replace the type it targets with an archetype's name instead.

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