Jump to content

[WRITTEN] Core Monsters! (Again!)


R.Surraco

Recommended Posts

After thinking in deeply, breathing in, and seeing how screwed up the metagame seems to be after the appearance of the Link Monsters (thus making me think that I can't do things just worse!), I decided to put my own twist on the metagame by revamping my old summon type, the Core Monsters!

 

Most of the stuff is unchanged, but I'll put it on because I had been a while off the hook (like... Link Summon? Single Extra Deck Monster Zone? WTF Konami?!) and some my not remember the first one.

 

Firstly, a Core Monster is a special secondary type of monster card, like Pendulum, that has different behavior depending on where it's summoned. When summoned in the (Main) Monster Zones, it's a monster with its effects or lack thereof. However, when put on the Core Zone, the card replaces the player in the rules, its Core Points, shone on the lower left corner of the Core Effects text box, replace the player's and now the Core Effects of the monster are active. Basically, the Player becomes the monster until it's defeated and turns back to normal or to a lower phase, as you can Core Summon over a Core Summon without much of a hassle.

 

This is a monster card type exclusive to main deck cards, which means Normal and Effect (maybe Rituals, if possible to have them Core Summoned despite the fact they can't be truly summoned, I dunno). This is because to Core Summon, the monster must be on the hand. Another requirement is that the Core Rank of the Core Monster, shown with hearts on the lower right corner of the Core Effect text box, must be exactly one higher than the current Core Rank in play. The Core Rank is the "level" of Core Monster and it goes from 1 to 5. There's a Rank 0 available, of course, that is the rank of the player itself. So a Player can only start up by Core Summoning a Rank 1 Core Monster, then it can Core Summon a Rank 2 on top of that Rank 1. The other limitation is... One Per Turn. Like, obviously, otherwise OP Unless an effect states it differently, you can only Core Summon a Core Monster once per turn. For card effects, a Core Summon is a Special Summon, but it's not a Monster entering the field, so the summoning can be negated but ETF effects won't trigger.

 

Also, if the monster's Core Points fall to 0, the monster is sent to the graveyard, but leaving the player with the top overlay card in place of the one that was just destroyed. If a Rank 3 is killed (by OTK plays or otherwise), there's still the Rank 2 and then the Rank 1 before facing the player (Rank 0). This, of course, doesn't protect from winning conditions, like hot having enough cards to play, giving up, and the like. Certain cards also have a restriction about which monsters they can Core Summon from.

 

You can also, OPT, Core Descending your Core Monster to the field and it will attack like a monster, but only during the Battle Phase and to do that you must have a free spot to summon it in the (Main) Monster Zones. Also, this monster can't be put in Defense and only has its Core Effects active rather than it's monster effects. It's ATK will be the Monster's own ATK. You can also Core Descending to Face-Up Defense Position, where the Monster can defend itself with its actual DEF. At the beginning of that player's next turn, the Descended monster is put back in the Core Zone and it can't Core Descend that turn (Once Every Other Turn policy for the Core Descending, otherwise too OP). If the monster is destroyed while in the field, it will removed from field, but if its Core Points are still above 0, it will return to the Core Zone as usual (OEOT policy still counts). Banishing also works the same (you can't banish your opponent, after all). For the effects of the monsters, a Core Descent is not a summon, but it is considered a monster entering the field, so Summon-triggered effects are not active, but ETF effects are.

 

Example, with a couple of known cards:

 

Kuriboh

Dark | Lv.1

Target a monster you control: Choose a monster type. While this Core Monster is on the field, that monster's type becomes the chosen monster type.

200 CP|♥

Fiend/Effect

During your opponent's turn, at damage calculation: You can discard this card; you take no battle damage from that battle (this is a Quick Effect).

ATK/200 | DEF/300

 

Dark Magician Girl

Dark | Lv. 6

Every time a Spellcaster-type monster deals direct damage to a player's Life Points, draw a card

1500 CP|♥♥♥

Spellcaster/Effect

This card gains 300 ATK for every "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.

ATK/2000 | DEF/1600

 

Dark Magician

Dark| Lv. 7

Every time you play a Spell or Trap Card: put a spell counter on this card (Max. 3). Remove all spell counters from this card: all monsters you control can attack twice in a row.

2200 CP|♥♥♥♥

Spellcaster

The ultimate wizard in terms of attack and defense

ATK/2500 | DEF 2100

 

I haven't put any of my personal ideas, but maybe these can work. This is basically Game Masters on steroids, if people haven't noticed, and made for the same reason: slow down the game a bit. So, wha'cha think? Think this one is good? Do you prefer Link instead? how long a tournament can be using both? Am I sane? You can answer those answers! (except the latter; I'll respond that one: Yes I am.)

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...