Jump to content

Archetype Generator Meta


Draconus297

Recommended Posts

Apparently not, though might have to make it a hard OPT instead, but even that may not be enough t tone it down [but probably might]. How placing counters on a player will actually work in the real game remains to be seen, unless Player cards are introduced.

 

As for my opinion on things, I may have to agree on Dante having the better of the two.

Link to comment
Share on other sites

  • Replies 4.3k
  • Created
  • Last Reply

How placing counters on a player will actually work in the real game remains to be seen, unless Player cards are introduced.

 

I mean, counters on players is an AGM thing even outside this card. We have an entire archetype devoted to the mechanic: http://forum.yugiohcardmaker.net/topic/356865-agm-written-zodiacaptor/

 

...although player cards and corresponding rulings could help clarify the mechanic.

Link to comment
Share on other sites

And somehow I didn't bother moving it to Experimental / read it at the time it came out. Not that some of the vets outside this club would bother with it now though, but that's beside the point.

 

Rulings would help though, considering this does fall under Experimental stuff, but get to it later.

 

===

That aside, for everyone who didn't weigh in on both entries, yeah, do it so we can get a winner and whomever that is can get started with their support for the group arch.

Link to comment
Share on other sites

Counters on a player are actually a pretty simple mechanic, especially because we don't have Mystical Refpanel in the AGM to goof it

 

Just like Counters on a card, Counters on a player can potentially stack without limit unless a limit is outright stated (say, Zodiacaptors capping you at 11), and are not removed unless outright said to be. However, cards do exist that remove Counters from the field or alter them, and those do affect Counters on a player. For example, I've made a card that, if there are two or more active varieties of Counter, changes all of them to one of those varieties. Notably, if Venoms battle Cloudians, the Venom player could turn the Cloudian player's necessary Fog Counters into Venom Counters, nuking the entire field! Or, alternatively, said Cloudian player could turn Starkgrave Dragon's Stark Counters into Fog Counters for use with Altus or Nimbusman.

Link to comment
Share on other sites

So, given card judgment, @ is the winner of the support challenge! Applause, champagne, confetti, and somesuch. As I say to all new members, drop into the Game thread and pick up a first club project, fill out your member info, and maybe open up a Legacy Support Thread for those AGM approved archetypes you want to make that little bit better.

 

Also, regarding @@R.Surraco . . . I would run you through the Deck Challenge, but it's so blatantly obvious that you've wanted to be in for the longest time, and you've been quite the good sport about multiple second place finishes. So, I'll tell you what; try again. You can pick a different archetype, or stick with your guns in an attempt to fix what is, in my opinion, my biggest failure as an archetype designer. You have until the Monsters are unmasked in early November. If you can make support that reinvigorates an archetype or series (Mindsealers only have two bosses when they should have three due to naming conventions, Tythe's Ghaststreet cards lack a way to get plays truly started, and those two are off the top of my head) that was created by an archetype member, it'll be proof that you understand the group. Take your time, read the cards out, look for weak links in a chain. I'm offering this because, in all honesty, you have the makings of a good member; I'd say what you need most is just a bit of guidance. If you get stuck on the thing you chose, talk to the original creator to see what the original design philosophy was, and how you can extend it. I want to see you in, I really do. You just need to prove yourself.

 

Also, I'm going to take this opportunity to mention that, after much deliberation, I've given us one of the best battle Traps ever to appear in the anime: Kaiba's own Mechanical Trick Mirror, which applies the effect of any Normal or Quick-Play Spell Card in your opponent's Graveyard. It can be a better Mirror Force by using your opponent's own Raigeki, it can be used to increase the ATK of Slifer the Sky Dragon by borrowing your opponent's draw power, set up on your opponent's turn by stealing their Gold Sarc, use search cards in certain mirror matches, Summon monsters using revival or Fusion Spells, cherry-tap a limping opponent to death with their own copy of Sparks if they're running a Sparks Deck . . . The sky is truly the limit.

Link to comment
Share on other sites

I want to see Surraco in here as well (if it hasn't been obvious over past couple months and stuff). You know what you're doing in terms of general design; now, you just gotta temper it to specific prompts.

 

As for Dante, I'll add you to that group once application's in. (Or I can do it now; your choice [though for obvious reasons, only I can grant access])

Link to comment
Share on other sites

Dante21 (ps: I think I'll change my screen name soon, I don't like this one anymore)

Weaknesses: balance in effects, couldn't care less about the current meta, time management.

Strengths: creativity, basic understanding of archetypal synergy, balance in effects (yes, I put it in both because I sometimes tend to make cards a little too balanced).

Trivia: mostly plays what he likes, came back playing with r10 trains and has a soft spot big, bulky machine archetypes. Most archetypes' ideas start from the images and not vice-versa.

Link to comment
Share on other sites

Good to have ya Dante!

 

My next prompt is gonna be this one from page 72:

 

Ancient Metropolis

This archetype focuses on their self-named Field Spell, which acts as a OPT Parallel World Fusion- you can shuffle the required Materials for an archetypal Fusion into your Deck from your Banished Zone to bring out the required Materials. This is on top of floating, having an on-activation search, and song like Seraphinite and giving a second Normal Summon. Your Main Deck monsters are a mix of Psychic and Rock, that can all self-revive almost entirely for free, with the condition of being banished when they leave the field like Quillbolt or Paleozoics. In addition, they have effects that, like Fluffals, are activated when they're Normal Summoned or Special Summoned from your hand, mostly searching and additional Special Summons. Then, you get a bunch of Fusion Summons, their Machine-Type Fusions generally requiring one or two named Materials and then a looser Material or two. Ancient Metropolis generally plays the long game, wearing down your opponent's resources and outs for things, especially given that your Fusions can send themselves back to the ED from the Graveyard for some targeting destruction, and that you have a monster that can add your Spells and Traps from your Graveyard back to your hand. Essentially, your opponent will waste resources at you while you can keep throwing your cards on board until they're out of ways to fight you.

Link to comment
Share on other sites

Galaxy HEROs (page 25)!

 

 

Galaxy HERO, unlike regular HEROs, is an XYZ engine that goes into rank 11 plays. They can be summoned by destroying tokens you control, so 3 Scapegoat is mandatory for them to function seeing that they cannot be normal summoned. The rank 11s feature effect negation as well as stupidly high attack. They then have a Rank Up Magic that lets them make the first rank 12 in the whole game.

Goosebumps

 

This will be my first official prompt as an AGM member. I'll work on it and finish it in a month (or by the start of November, if I can snug in some time in my schedule).

Link to comment
Share on other sites

Ancient Metropolis has been a bit of a mess. I've finished the main deck, but whenever I'd work on the Fusions I keep thinking of a gimmick that'd be interesting. Now the deck is going in like 3 different directions. Thinking of taking it back to the drawing board.

Link to comment
Share on other sites

Well, I'll do my best to make it right this time. Thank you so much for this second chance.

 

Any progress on this so far?

 

===

As for the notes on the group arch, given Kyumi's gone lately due to mobile and other things, all of us (as a whole) may have to add more to fill in the gaps. I know some of you didn't really fill the max. allotted spots so...feel free to.

 

It's getting pretty big though and probably workable as-is.

 


 

Still gotta do another AGM archetype, though my design processes are focusing more on MR4 / Link stuff at the moment for obvious reasons (and only so much that fighting self on YGOPro can do for acclimation).

Link to comment
Share on other sites

I have decided I did so bad last time there's only one way I can fix this...

Hey, don't stress yourself so much over this! If you need help with anything, we're open to offer help.

 

 

I have a card I'd been planning to drop in the generics thread, but I wanna get the AGM's opinion:

 

Odd-Dice Yuki Onna

WATER ***

Aqua/Tuner/Effect

When your opponent activates a Spell, Trap, or Monster effect on the field: You can send this card from your hand to the Graveyard and roll 1 six-sided die. Gain LP equal to the roll x 100, then, if you roll a 1, 3, or 5: negate the effect, otherwise, destroy the card.

0/1800

 

Its ghost ogre or ash blossom depending on the die roll but with archetype support. I assume it'd be fine because you can't be sure, but I could do with a second opinion.

 

Anyone wanna make "main character support" for Odd-Dice Dragon?

Link to comment
Share on other sites

Sorry I didn't notice earlier, @@R.Surraco, but if the archetype you chose is one of mine, I am always on hand to offer flavor suggestions, basic support ideas, or even point out things you can do with a given support line. For example, most Types and Attributes have access to some kind of support here, and even if you don't, 1000/0 is a stupid useful statline because Hydra's Egg can grab any 2 different monsters with that exact statline on a whim!

 

Best advice I can offer, though, is to pay attention to what your chosen archetype does and how it does it. Figure out the gimmick, and either exploit it or supercharge it.

 

Anyway, that being said, no one gave confirmation either way as to Magistrake. If they're bad, tell me, but please don't leave me in suspense.

 

Also, I'm starting to go mad with power at the idea of a Gadget/Magnet hybrid, but it's infuriating me because I can't decide whether I want them to be Rocks or Machines.

Link to comment
Share on other sites

@R.Surraco

 

If you pick one of mine (and might be easier on you because I tend to have less gimmicks or specific things to deal with), then you can always PM or message me on Discord if you need help knowing how to do it. Though, a sidenote for you is that mine generally are based on the rest of the game and not necessarily AGM, however shouldn't be an issue.

 

(I mean, Kyumi technically did support for Cheetah Racers, which are mine, and that's how she got in. Yeah, we all gotta remember Kyumi identifies as female now.)

 

====

Oh and Draco, mind putting up the November prompt?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...