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Typemasters: An Adventure In Fusion Monsters (Cards 11-15 Added) (including the weirdo Iron City Galatea)


Supreme Gamesmaster

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Had an idea for some cards to make. Basic premise: Create Fusion Monsters whose materials are generic (in this case, two monsters of the same Type) rather than specified, then use the effects of those Fusion Monsters to support the type itself. The aim isn't to make Fusions viable per se - that would require knowing the metagame and what is and isn't viable, and I don't. The aim is rather to explore what each Type means, the implications of Fusion Monsters, etc. That said, I'm not gonna be a baby about critiques, so hit me, I guess.

 

These are some of the "design parameters," I guess:

  • I want the effects to be as simple as possible while still being interesting. I'll be a bit reluctant to add new clauses, but I'll be eager to take clauses out.
  • The reason for the above is that I want the players to have to do as little work as possible.
  • I want the most transparent flavour possible; or rather, I want the effects of each card to actually kind of match what the card looks like.

I'll post a brief explanation of my thought process behind each card as I go. I actually have 21 of these done (and I honestly don't know which two Types I've missed ^^;;), but I figure there's no point dumping all of those on the forum if no one is interested, so I'll post 'em in chunks of four or five and see how it goes, I guess.

 

[spoiler=Lightning Serpent]

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The Thunder-Type card. It's the first one I made, and honestly, it's one of the ones I like most. It's simple, it makes sense (obviously if it's destroying cards it's doing so by blasting them with lightning, because come on, look at the name and picture), and it has a clear purpose (supporting Thunder-Type monsters while also doing its own thing). If I had to pick my favourite out of this archetype, this would probably be it.

EDIT 1: Buffed so it targets exactly two monsters, kind of like the Arc of Lightning spell from D&D.

[/spoiler]

[spoiler=Wave Emperor]

30DSPbC.jpg

The Aqua-Type card. Urgh, flavour. I had a mental image of the card carrying away opponents' monsters with huge waves, but... honestly, it's a tenuous connection at best. The effect I actually got from Penguin Soldier, one of the first Aqua-Type cards ever. I also wouldn't be surprised if this turned out to be completely broken - let me know if it is.

EDIT 1: Nerfed so it only targets one card, but isn't limited to monsters... which hopefully makes it slightly better next to Lightning Serpent. Apparently Aqua has better swarm capability than Thunder, though (???), so I guess that makes sense.

[/spoiler]

[spoiler=Adder of the Deep]

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[spoiler=Effect Text]2 Sea Serpent-Type monsters
If your opponent controls only face-down Defense Position monsters, Sea Serpent-Type monsters you control can attack your opponent directly, and if they do, the ATK of those cards is halved during damage calculation only. Once per turn, if you control 2 or more Sea Serpent-Type monsters (except "Adder of the Deep"): Flip all monsters your opponent controls into face-down Defense Position, and if you do, this card cannot declare an attack until the end of the turn.[/spoiler]

The Sea Serpent-Type card. The threat of the sea serpent is that it lurks beneath the waves, never striking until it's too late. Likewise, the Adder of the Deep cloaks your opponent's monsters in obscurity, then lashes out from the depths of the ocean. But this kind of effect is a very dangerous one, I realize, and I'm noooot sure if it's balanced. Thank goodness for the "and if you do" clause.

[/spoiler]

[spoiler=Flame Invoker]

fPo3EMt.jpg

The Pyro-Type card. Obviously, it had to be a burn card. It deals loads of damage just by existing, so I made it fairly fragile. Also, this card is an example of why I'm deliberately wording a lot of these cards so they don't count other copies of themselves.

EDIT 1: Buffed it so it includes itself among the Pyro-Type monsters it burns with.

[/spoiler]

[spoiler=Deep-Sea Rainbow School]

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The Fish-Type card. Put together two fish and you get... a bunch of fish. Who'd'a thunk. Anyway, this is a draw engine, and those are always a little worrisome balance-wise. Without a once-per-turn clause, it's really worrisome. I'm worried, is what I'm saying. I didn't really want a huge, beefy Fish-Type, though - Fish-Types are all about utility. This one is downright frail and useless offensively, so hooopefully that softens the power of its utility a bit.

EDIT 1: Nerfed it so it relies on Tributing Fish-Type monsters rather than just discarding them. It's kind of the same thing, but now it's sacrificing field advantage rather than hand advantage, so it should (hopefully) be a much steeper cost. I could OPT that, but that seems almost too underpowered... Then again, I could be totally underestimating the impact of draw engines, so I dunno.

EDIT 2: Finally caved and added a once-per-turn clause. I had a feeling I'd have to. u_u

[/spoiler]

 

Cards 6-10:

[spoiler=Evolved Carapace]

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The Insect-Type card. Kind of just a walking shield for the moment. Not sure how that gels with insect strategy in general these days, but...

[/spoiler]

[spoiler=Staring Serpent]

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The Reptile-Type card. Hoo boy it's hard to balance these "take control of your opponent's monsters" cards; ever since Synchros happened it's been really tough to balance that. In this case you have to give up one of your own monsters to do it, so... I wonder if that helps at all...? maybe...?

[/spoiler]

[spoiler=Moving Mountain]

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[spoiler=Effect Text]2 Rock-Type monsters
When this card destroys a monster by battle: Target 1 Rock-Type monster in your Graveyard; add it to your hand. If you control 2 or more Rock-Type monsters (except "Stone Chimaera"): Your opponent cannot activate card effects during the Battle Phase.[/spoiler]

The Rock-Type monsters. It's always tricky to make battle mean anything in Yu-Gi-Oh!, but I figured I had to for a Rock-Type, so I took a stab at it.

[/spoiler]

[spoiler=Mystic Gardener]

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[spoiler=Effect Text]2 Plant-Type monsters

When a Plant-Type monster is Summoned: Place 1 Plant Counter on this card. You can remove 2 Plant Counters from this card: Target 1 Plant-Type monster in your Graveyard; add it to your hand. When this card would be destroyed: You gain 800 LP for each Plant Counter on this card; then destroy this card.[/spoiler]

The Plant-Type card. I saw the picture while I was looking for Moving Mountain's image and I knew I had to use it for something. I know Plants like to swarm and jump around a lot among the hand, Deck, and Graveyard, so I thought this might help a bit, maybe...? Not sure if I should OPT the fetching effect or not. The Life Point gain is more for flavour than for actual effect. Life Point gain was pretty much useless IIRC, but this guy is so gentle-looking he seems like he should be able to recover LP. (Maybe it's that glowy flowery lantern-y thing he's carrying. IDK.)

Also, I just noticed the wording makes it so it gets Plant Counters from your opponent's Plants too. I didn't intend that, but I guess it might work. Should I keep that? and if not, how should I word it so that won't happen? ^^;;

EDIT: Considered removing the Life Point gain effect for player convenience, but decided against it. It adds a lot to flavour, and the players only have to remember to do it once every time it's on the field, so I don't thiiiiink it's too big an inconvenience. Let me know if I'm wrong there, though.

[/spoiler]

[spoiler=Six-Armed Oracle]

vkbNAjr.jpg

The Psychic-Type card. A utility card, with bare-minimum battle stats but an odd effect. I have no clue whether this is balanced or not, but I wanted to take a stab at it, since, well, come on, it's a Psychic.

[/spoiler]

 

Cards 11-15:

[spoiler=Four-Winged Phoenix]

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The Winged Beast-Type card. Winged Beasts are all about destroying Spell and Trap Cards, so I decided to take that in a slightly different direction. Having a Phoenix monster that didn't involve Special Summoning from the Graveyard would just be criminal. Wondering if I should add that "You can only activate the effect of one 'Four-Winged Phoenix' per turn." clause I stuck on Flame Invoker, to keep from swarming with multiple copies, or if the cost is prohibitive enough to prevent that.

[/spoiler]

[spoiler=Catastrosaurus]

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The Dinosaur-Type card. Aah, it feels so underwhelming... but all of my battle-oriented monsters do, it seems. Sorry for being so boring. :V Anyway, this seemed like the type of monster that'd go on a rampage through the enemy lines, wreaking destruction in its wake, so that's what I was aiming for in terms of flavour. Oh, and it is supposed to count itself with its effect, so its actual, effective ATK is 2500 and rising. (3700 with a full field of Dinosaurs, but I doubt that'd happen very often.)

[/spoiler]

[spoiler=Iron City Galatea]

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[spoiler=Effect Text]2 Machine-Type monsters
This card cannot declare an attack. Once per turn, you can select and activate one of the following effects:
@ Tribute 1 Machine-Type monster you control (except "Iron City Galatea"); Special Summon 1 Machine-Type monster from your hand.
@ Banish 2 Machine-Type monsters from your Graveyard; Special Summon 1 "Material Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0).[/spoiler]

The Machine-Type card. Oh dear, Galatea. This is the most... experimental card in the set, to be sure. It doesn't actually attack anything, it's just a big Summoning engine. I've had the idea of a "factory" card to support Machine-Type decks kicking around for a long time, and this is probably neither my first nor my last attempt at it. So I have a bunch of ideas for possible alternate ways to balance this finicky, finicky card: should I let you Summon from the Graveyard rather than the hand? should I allow Summoning a Material Token in the same turn as using the other effect (obviously, each effect individually would still be once per turn)? if I do, should I make Material Tokens more expensive, or restrict Summons to "from the Graveyard" only so as to make Summoning Material Tokens use up your pool of possible Summons, or...? It's a weird card... but then again, where's the fun in treading old ground? Better to use my imagination to make something original than to aim for perfect balance through boring, unambitious effects. :P

[/spoiler]

[spoiler=White Knight Chargers]

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[spoiler=Effect text]2 Warrior-Type monsters
When this card is Summoned: Place 2 Knight Counters on it. When a Warrior-Type monster is Summoned (except "White Knight Chargers"): Place 1 Knight Counter on this card. When a Warrior-Type monster you control is targeted by a card effect: You can remove 1 Knight Counter from this card; negate the effect.[/spoiler]

The Warrior-Type card. My logic when creating it was, "What happens if you put multiple Warriors together? You get an army!" Or at least a squadron of cavalry like in this card. That said, I'm noooot happy with it as it is. I mean, it has a decent support effect, I hope, and it does kind of have the image of an assemblage of white knights rushing off to defend their allies (the first two Knight Tokens being the cards used to create the effect; the rest joining the White Knight Chargers as you Summon them)... but I don't think I really evoked the image of an "army." Ah, well. That's why I post things here in the first place: to get the feedback that'll let me come up with better, more creative, more flavourful effects.

[/spoiler]

[spoiler=Beast and Rider]

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[spoiler=Effect text]2 Beast-Warrior-Type monsters
If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. Once per turn, during the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row. When this card destroys a monster by battle, If you control 2 or more Beast-Warrior-Type monsters (except "Beast and Rider"): Inflict 1000 damage to your opponent.[/spoiler]

The Beast-Warrior-Type card. Once again, I had to make battle relevant. This one is basically a burn card, so I realize it's kind of boring. I was wondering if maybe bouncing opponents' cards to the hand could work, but I figured since it gets two attacks per turn (because come on, flavour), that would clear the field a little too quickly. I might try to come up with a better effect some other time, though. Oh, does piercing damage matter on this card, or should I just ditch it? If it doesn't materially help gameplay, there's no point in leaving it there and forcing the players to remember a rules exception twice a turn.

[/spoiler]

 

EDIT: Added cards 6-10.

EDIT: Added cards 11-15. If you look at nothing else, I recommend Iron City Galatea, since it's the weird kid of the set. Curious what should be done to balance it.

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First of all, Did you take in mind the actual archtypes of those types?

- Thunder = Watt // Hunders // Battery

- Aqua = Frogs // Gishki // Mermail (gosh... this is just enough...)

- Sea Serpent = Atlantean // Gishki // Mermail (want more?!)

- Pyro = Laval // Flamvell // Volcanics

- Fish = Shark // Mermail (yeah, again) // Coelacanth // Nimble

 

i really think they should fit those deck, take that in mind~

anyway, returning to the main theme, they are actually good but isnt something i would play in a competitive deck

- the fact that need 2 monsters make it kinda hard to activate some effects, like the Pyro and Thunder ones, becuz they need the monster on the field to make a play and sometimes it hard to swarm field in those decks

- in other hand, the Fish and Aqua ones are just Insanes... so good (Can you imagine a Mermail deck with those fusions? so OP)

 

7/10 take in consideration the archtypes next time pls~

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Got to admit, I know nothing about any archetypes. ^^;

Will attempt to adjust the balance appropriately. Any idea how to improve Deep-Sea Rainbow School? I want it to have some kind of draw effect... thing, but I don't really know how to balance it, and while I could slap an OPT on it, I'd rather not.

Thanks for the review~

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In the text of "Flame Invoker", you wrote the "once per turn" clause twice. I would recommend keeping the first one so it reads "Once per turn; You can inflict 400 damage to your opponent for each Pyro-type monster you control." You should also mention whether you want for Flame Invoker to count itself in its effect. For "Deep-Sea Rainbow School", you could add a "once per turn" clause, and change the effect to drawing 2 cards. Or maybe you could change the effect to adding a card from your deck. You'd probably need to make a specific type, such as a Spell/Trap or monster. 

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Oh, the wording on Flame Invoker is a bit finicky. The second clause reads "You can only activate the effect of one Flame Invoker per turn." That is, if you have two Flame Invokers up, you can only activate one of them. (Since it's a Pyro-Type, and it doesn't say to exclude itself, I thought it was a given that it included itself. I don't know that official cards put in clauses that point out you should include a card in its own effect under those circumstances, so I'll leave it be for now, though if you know of any counterexamples I'll gladly change that.

Hrm, if there's really no way around an OPT clause for the draw effect, maybe I should have it search low-level Fish-Types instead. Good ideas, and thanks for your input~ ^^

Might post the next five later today depending on what happens.

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I appreciate the input, but I confess I'm a bit lost as to how to do that - I thought they were already somewhat relevant. :'''u Punchtastic Dinosaur- and Beast-Warrior-Types, a Machine-Type summoning engine, swarmy Fish- and Plant-Types, defensive Insect and Warrior-Types...? Are there any cards that are particularly off the mark? and is there a particular way I could go abotu fixing this problem?

Well, at any rate, thanks for reading over the cards. I'll see what I can do. ^^

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