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Caracxolotl the Mischievous Alebrije (work in progress)


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[spoiler=Image in progress]

brJsWwy.jpg

 

 

 

Regular Extra Deck Size: -3
Card's Extra Deck Size: +5

Card's LP: 900
Card's Star Mode: +1000 LP

 

Regular Effect:
Once per turn, if a monster that was Summoned from this card's Extra Deck leaves the field, you can return it to this card's Extra Deck.

 

Star Mode Effect:
If you Summon a monster from this card's Extra Deck: You can target 1 face-up monster on the field of the same kind (Fusion, Synchro, Xyz, Pendulum, Link); destroy it.

 

- - - - - - - - -

 

 

[spoiler=This is how this mechanic works]

 

 

-Player Cards go behind your field (essentially you can have up to 5), and you start the game with them, though you don't reveal them until the game starts.

 

-Player Cards are "inactive", and to activate them, an effect has to be used that makes you gain LP. After you gain LP, THEN you transfer out of your own LP towards a Player Card. A player card can only gain LP when "Activated" or when it access the "Star Mode" (I'll explain what that is in a bit).

 

-Player Cards have their own Extra Deck they carry for you, but they decrease the limit of your regular 15-card Extra Deck because of it. This Axolotl card for example, decreases your regular Extra Deck by 3 (so you now have a 12 card limit over there), but it itself has 5 Extra Deck slots. 

 

-If you would take battle damage, you can decide if your Player Card takes that damage of if you wanna take the hit to your regular LP (like normal). However, if you inflict effect damage, you get to choose where the hit lands without Player Cards being able to intercept the damage.

 

-A Player Card cannot use its effects or its Extra Deck unless it has LP of its own (is active). The Player Card's Extra Deck in general pretty much doesn't exist until the Player Card is active. Though the advantage is that effects that affect Extra Decks will have to pay an available Extra Deck to work on (Example: Mega Zaborg can only mill 1 of your available Extra Decks, so distributing your options could have its pros).

 

-Star Mode is the only chance you have to influx an already active Player Card with LP. It usually unlocks a bonus effect. You pay what the cost says. This sample card Axolotl has 900 LP (to activate it) and +1000 LP (to upgrade to Star Mode) for up to 1900 LP total, however, if its title is stripped it reverts to its previous 900 (or less if it had less remaining on it).

Each duelist can only have 1 Player Card in Star Mode at a time. Once you try to unlock another of your card's Star Mode, if you had another one in Star Mode, that previous one you had becomes a regular Player Card.

 

 

 

 

 

 

I'm sort of sleepy so hopefully I didn't butchered the explanation. Feel free to ask for specifics. I've posted cards for this mechanic in the past so I'm mostly just following up on it.

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Artwork-wise, I have mixed feelings towards it:

I like amphibians and salamanders, but I'm not a big fan of grass snails so... yeah x.x

I would be slightly more fine with it if it was half an oyster or sea snail, but grass snail... nope.

 

As for the effect:

For starters I like the activation requirements of 900 and 1000 LP; not too high, and reachable by effects like Poison of Old Man and Juragedo. Also a -3/+5 Extra Deck slot is nice, as it is increasing the Extra Deck size.

The regular effect isn't really impressive: It mainly allows to pack this Player Card with extra monsters, but that has its pros and cons: on one hand, it will gradually strengthen its carrying cardpool, eventually allowing to have all your key Extra Deck monsters in a single Player Card, which would be practical; on the other hand, if it's turned off and has already gathered plenty monsters, and you don't manage to gain 900 LP, then your Extra Deck options may be severely limited. Not to mention the effect is in a way passive that doesn't affect you, your cards or the board, unlike other Player Cards you have made.

As for the Star Mode, it's kind of fun, encouraging you to put different Extra Deck Monster types in this Player Card to enhance it's destruction range, but still, it remains situational since it depends on what the opponent controls and it may encourage to perform sub-optimal plays, like summoning, let's say, a Xyz to trigger the card pop, when a Synchro may have been better.

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Artwork-wise, I have mixed feelings towards it:

I like amphibians and salamanders, but I'm not a big fan of grass snails so... yeah x.x

I would be slightly more fine with it if it was half an oyster or sea snail, but grass snail... nope.

 

As for the effect:

For starters I like the activation requirements of 900 and 1000 LP; not too high, and reachable by effects like Poison of Old Man and Juragedo. Also a -3/+5 Extra Deck slot is nice, as it is increasing the Extra Deck size.

The regular effect isn't really impressive: It mainly allows to pack this Player Card with extra monsters, but that has its pros and cons: on one hand, it will gradually strengthen its carrying cardpool, eventually allowing to have all your key Extra Deck monsters in a single Player Card, which would be practical; on the other hand, if it's turned off and has already gathered plenty monsters, and you don't manage to gain 900 LP, then your Extra Deck options may be severely limited. Not to mention the effect is in a way passive that doesn't affect you, your cards or the board, unlike other Player Cards you have made.

As for the Star Mode, it's kind of fun, encouraging you to put different Extra Deck Monster types in this Player Card to enhance it's destruction range, but still, it remains situational since it depends on what the opponent controls and it may encourage to perform sub-optimal plays, like summoning, let's say, a Xyz to trigger the card pop, when a Synchro may have been better.

 

Oh, your mixed feelings are about your dislike towards snails. For a moment I thought you were gonna tell me some pointers on drawing something better xD

TBH, I drew the outline with a brush pen, which is something I've never used in elaborated drawings before so it is experimental and for me a little hard to control.

 

I think I must have explained something badly here. It doesn't matter if you gain 200 LP with Curry's effect or 4000 LP with Nutrient Z, you could activate this Player Card regardless of the amount gained. All that matters is that you gained LP and then have enough to transfer in your total LP towards your Player Card. I could have made this card require 5000 LP and it'd still be able to be activated with Dian Ketto ^-^"

Unless we had discussed that before and I forgot to write it down...... and you know how my memory can suck so badly at times..... especially when work can give me a headache so I might be around in a half-dead state... Sorry if that's the case.

The idea is that the downside to bigger LP amounts is not that less cards can be used to activate them, but that it is a bigger strain on your main LP. After all, you cannot use your Player Card's LP to pay for a Brain Control, a Solemn Strike, an A HERO Lives, Soul Charge, etc. Maybe I can restrict Player Cards down the road with conditions such as:

-"Can only be activated if you gained LP by a Trap's Effect".

-"Can only be activated if you gained X LP or less/more".

That would make sure to further divide them up if I ever need something less or more generic IMO.

 

I'm still trying to figure out the right standard for the -/+ stats. I was gonna make the "most common stats" be -2/+3 but that amount seems pretty inconsequential and won't strain near the total -15 even if you were to fill up your max of 5 Player Cards..... So I'm trying something like a -3 or -4, and making sure it always total pluses the Extra Deck 1 or 2 slots.

This card's effect is not really something that affects the game very strongly, but I think that's ideal for a starting test piece. Remember it is also inherently a bigger Extra Deck and a meat-shield for big chunks of damage and I need to see how that's gonna turn out. Remember I made an OPT generic Ritual Spell vanilla effect a while ago and that made Crab Turtle and Relinquished in my tests stand some ground against Masked HERO and Performapal decks xD

 

The Star effect is a little extra bonus. I'm glad it doesn't feel super optimized. This is the equivalent to a Starter Deck Super Rare after all xD

Thanks for your comment =)

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Oh, your mixed feelings are about your dislike towards snails. For a moment I thought you were gonna tell me some pointers on drawing something better xD

TBH, I drew the outline with a brush pen, which is something I've never used in elaborated drawings before so it is experimental and for me a little hard to control.

 

Oh, not really xD

Artwork is really cute and looking good IMO. It's just the shell that bugs me, but that's just me.

Well... maaaybe the tail or smoke at the tail or whatever is it needs some detail, but I know it's still in draft phase, plus you stated it's experimental, so that's needless to say.

 

I think I must have explained something badly here. It doesn't matter if you gain 200 LP with Curry's effect or 4000 LP with Nutrient Z, you could activate this Player Card regardless of the amount gained. All that matters is that you gained LP and then have enough to transfer in your total LP towards your Player Card. I could have made this card require 5000 LP and it'd still be able to be activated with Dian Ketto ^-^"

Unless we had discussed that before and I forgot to write it down...... and you know how my memory can suck so badly at times..... especially when work can give me a headache so I might be around in a half-dead state... Sorry if that's the case.

The idea is that the downside to bigger LP amounts is not that less cards can be used to activate them, but that it is a bigger strain on your main LP. After all, you cannot use your Player Card's LP to pay for a Brain Control, a Solemn Strike, an A HERO Lives, Soul Charge, etc. Maybe I can restrict Player Cards down the road with conditions such as:

-"Can only be activated if you gained LP by a Trap's Effect".

-"Can only be activated if you gained X LP or less/more".

That would make sure to further divide them up if I ever need something less or more generic IMO.

 

Ah, right... forgot about that perk of transferring LP to activate a Player Card even if the gained LP was lower then the LP required for it. Pretty sure the one who forgot it was me.

 

I'm still trying to figure out the right standard for the -/+ stats. I was gonna make the "most common stats" be -2/+3 but that amount seems pretty inconsequential and won't strain near the total -15 even if you were to fill up your max of 5 Player Cards..... So I'm trying something like a -3 or -4, and making sure it always total pluses the Extra Deck 1 or 2 slots.

 

I'm still pondering on the better ratio too, but a +1~2 sounds good to me for Player Cards without overly advantageous effects. Of course, the stronger the effect, the less Extra Deck space should offer, if not deduct it. Although the LP requirements could also act as balancing factor. Or maybe a mix & match approach: strong effects could either have penalties on Extra Deck, high LP requirements, or in extreme cases, both.

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  • 2 weeks later...

Oh, so that's how the new cards work....

I like the snail. Can't really comment much on the card itself, but I will say I like the idea of putting the card back on the extra deck! Since the new monsters limit the extra deck :o Recycling is a +

 

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Oh, so that's how the new cards work....

 

I like the snail. Can't really comment much on the card itself, but I will say I like the idea of putting the card back on the extra deck! Since the new monsters limit the extra deck :o Recycling is a +

 

 

 

It's not how the new cards work if you are talking about new OFFICIAL mechanics.

You are from the Synchro era so I think you know of Xyzs' existence and might not know about Pendulums or the upcoming Link Monsters.

 

This mechanic is one of my custom mechanics. The IRL game doesn't support it.

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It's not how the new cards work if you are talking about new OFFICIAL mechanics.

You are from the Synchro era so I think you know of Xyzs' existence and might not know about Pendulums or the upcoming Link Monsters.

 

This mechanic is one of my custom mechanics. The IRL game doesn't support it.

That's exactly right xD I guess that explains why you put that description of the mechanic underneath :O

 

I thought you did it for those that didn't understand Link monsters lol

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