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Well, I did it, I made a Duel Portal club. To answer a couple questions:

 

Q: Who?

 

A: I’m Eshai. Everyone kept pronouncing my name wrong so now I spell it “Eeshay” which is how it’s pronounced rather than how it’s actually spelled. Typically I make cards in Advanced Card Design, whether that’s archetypes I spend weeks procrastinating at a time or generics I come up with in 5 minutes.

 

Q: What?

 

A: Duel-Portal is a not exactly elegant but functional website similar to Dueling Network, but you can make cards while online. However, it hasn’t been updated for Link Format, so, for now, people just use the Pendulum Zones as Extra Monster Zones. You can find it here.

 

What we’ll be doing is making archetypes together and putting cards into a set list named “DPR” for people to use on the Duel-Portal. What I mean by together is that we’ll have prompts less than a paragraph that describes the mechanics the archetype will use and what it exploits. The ideas at least have to be mechanically interesting, so flavor, Attributes and such are only secondary. By mechanics, I just mean common effects, sub-archetypes within the archetype, and how you win.

 

Then, either you or someone else makes the written piece of the archetype. After some broad stroke reviewing and approval, the cards become unofficial.

 

Finally, you or someone else takes the cards into the Duel-Portal and tests them against other players, editing along the way. After getting a couple duels with players in the DPR, some editing. and approval from a Tester, the archetype becomes official and ready for competitive play in the DPR format of the Duel-Portal.

 

Eventually, after we get around 10-15 official archetypes and 30-50 official generics we’ll start hosting tournaments having people use our cards. Of course, we can just join the tournaments but a couple of us will probably have to judge (if anyone has judged in real tournaments that would probably be you.)

 

Q: Why?

 

A: Because there isn’t one and hasn’t been one (or maybe there was and I wasn’t there for it). There is a Discord, but Discord doesn’t have the post permanence that allows for proper reviews of archetypes, since if the first couple of people ignore it no one will ever see it again. I personally like dueling with the cards I make but usually no one is around on the website when I need them, so I’d rather make a club with around a dozen people so we can ask on the club forum rather than PM a bunch of people to only be doing something when they answer back.

 

Q: Where?

 

A: Here (what kind of question is that?)

 

Q: When?

 

A: Now I think? While we won’t be hosting tournaments immediately, I would like to by January. For now, we’ll just be making and testing cards on the Duel Portal.

 

More information is below, 

 

[spoiler: Link Format] If you don’t like it, design around it. Mill your own Extra Deck and have Fusions that can Contact Fuse from the GY. Have your Synchro Monsters destroy themselves and other cards on the field when they’re Synchro Summoned, which then the Field Spell brings back your archetype monsters when they’re destroyed by card effects. Have Pendulum monsters that are more used as Continuous Spells than monsters you can Special Summon a bunch of times, or, you know, make a Link Pendulum archetype. If there’s a problem, there’s probably a cool solution, just do something interesting. 

[spoiler: Advanced Clauses] <reminder: insert link and witty remark here> 

[spoiler: Joining and Leaving the DPM]

  • Players can enter by receiving a recommendation for their work in Casual or Advanced Card Design, but usually Advanced. This will usually be creativity for Designers, interactivity for Archetype Designers, OCG and game knowledge for Reviewers, and quality of art for Artists

  • However, they can usually do whatever they want after admission, so Artists can review, Archetype Designer can make Generics, etc. Really they’re just for players to know who to ask for help from.

  • Winners of competitions can get Tester (see occupation) membership.

  • If a member doesn't comment for 2 weeks they’ll have “[inactive]” placed next to their name.

  • If a member doesn't comment in 1-2 month they will be removed from the member list but can return immediately after PMing reasons for their absence and current situation. 

[spoiler: Making Archetype Prompts]

  • Prompts can be made and recommended to the Prompts List which players will use to get the archetype in. Typically these descriptions are shorter than a paragraph and longer than a sentence so designers have some leg room for their ideas.

  • Typically the ideas should be more mechanical than aesthetic. List off some effect ideas like 2 Battle Phases, Gemini LV, No Duplicates Exodia Style Spell/Trap Deck, etc.

  • If you just list name, attributes, and types it's probably not getting into the prompt list. They have to do something because otherwise, we get purely consistency effects like Wind Witches which have the sole purpose of bringing out Crystal Wing and otherwise have no identity.

  • Your idea prompt should be agreed on by at least 1 other member to get it in the prompts list, but if it conflicts with the above then it can be overruled.

  • Any member can use the ideas on the prompt list, but if someone wants to reserve an idea they can, and I'll list their name next to the idea. Other people can still use the idea but only under the acknowledgment, someone else is also working on it.

  • You can also nominate ideas from the archetype game (including the ones that have already been used). Same rules apply. 

[spoiler: Making Generic Card Prompts]

  • Prompts for generics will usually be made by asking for a specific generic to be put into the DPM. We will not be putting generic cards into the DPM (mainly because it's too confusing to figure out which ones are in and which aren’t, and putting in all of them at once would be incredibly chaotic.) Instead, we’ll be putting in variants that are meant to be more interesting versions.

  • Your idea prompt should be agreed on by at least 1 other member to get it in the prompts list, but if it conflicts with the above then it can be overruled. (Although most of the generics we know and love are probably going to be there anyway)

  • Any member can use the ideas on the prompt list, but if someone wants to reserve an idea they can, and I'll list their name next to the idea. Other people can still use the idea but only under the acknowledgment, someone else is also working on it. 

[spoiler: Approving your DPM Creations]

  • Archetypes must be reviewed and approved by at least 1 other DPM Reviewer and/or Tester or 2 or more YCM members, which is displayed by the likes you've been given. If a DPM Reviewer or Tester gives a backward review and you still get 2 likes from YCM members, you may request for another review from someone else in the DPM which should arrive within 3 days of a request.

  • If a card(s) outside of the DPM has been liked by 1 DPM Reviewer and/or Tester or 2 DPM Members, the card(s) can be approved with the creator’s approval and under certain conditions, the player may be offered membership.

  • Cards must be on the Duel-Portal server and have been used at least a couple times to make sure everything is balanced to be approved for competitive use in the DPM.

    • Recommended that you play against Konami-made cards or official DPM Decks when testing your DPM archetypes since that gives a better gauge of how the cards function in the existing meta.

  • If you already have made some cards you want in, it will need to meet the aforementioned requirements to be 

  • If an archetype using the same idea as a pre-existing approved archetype made by our club with a better implementation, a vote amongst the present community of DPM members may decide whether the previous is kept in or removed from the DPM. 3 votes from DPM Members, including 1 Reviewer and/or Tester may cancel out the previous cards and/or archetypes that are redundant in the presence of the new card(s)

  • Numbers for requirements can change when member landmarks are met (10, 15, 20, any more would be wishful thinking) 

[spoiler: Occupations:]

Occupations will be given to those that fit in those categories. You can have more than 1 but typically you should probably only focus on as many as 2. Anyone can help with anything but there’s a bit of official stuff that has to do with what cards and archetypes become official.

 

Archetype Designer - Those that use the prompts available to make the archetypes that’ll be in the game. If they want to make an idea of their own, they can obviously just post an idea for an archetype themselves and immediately reserve it.

 

Archetype Support Designer - Those that make support for existing archetypes. If the support is affirmed, the rest of the archetype will be brought into the DPM.

 

Artist - Can make card art for archetypes in the DPM. If an Archetype Creator requests card art, they should pay an amount of points that both the Artist and Designer agrees on.

 

Generics Designer - They make cards in Advanced Singles. Typically these are made as improved and/or more interesting versions of cards that already exist in the TCG/OCG, but it's just as likely they make something new and intriguing.

 

Reviewer and/or Editor (OCG) - People that know the power level of the Decks in the DPM and/or the current Meta. They take the intentions and design notes of the designers, and with approval can improve the archetype. Whether that’s simple card grammar edits or full detail editing is up to the agreements between the Designer and Editor. Reviewers that redeem their points aren't required but encouraged to give some points to the card designers and artists so they can be recognized for their work.

 

Testers - Those that test and Play on the Duel-Portal to make sure everything is balanced. They also move all of the cards into the Duel-Portal for use, but if a Designer is up for it they can put in the description they'll be putting the archetype on the Duel-Portal.

 

Again these aren’t really restricting or anything. You can do whatever you want, but from personal experience having a focus is nice and having them next to your name on the member list gives other members knowledge of what people do and where they can ask for help. 

 

Members thus far

 

[spoiler: Members]

Black D’Sceptyr - Archetype and Archetype Support Designer

Dova - Archetype Designer, Reviewer, and Tournament Judge

DuelFanta - Duel Portal Tester

Egmoedeus XVII - Archetype Support and Generic Designer

Eshai  - The Creator (basically whatever we need at a given point (mostly testing and making cards for now)

Fukato - Archetype and Generic Designer

Krashkube - Archetype Designer and Tester

Nekomata - Reviewer and Duel-Portal Tester

Sleepy - Generic Designer and Reviewer (Artist?)

TOPsycho - Archetype Designer

 

 

Inactive:

Azuriena - Archetype Designer and Reviewer

Darj - Reviewer

Gh8stree - Duel-Portal Tester

Vla1ne - Reviewer and Archetype Designer

If anyone can become a tester for the Duel-Portal that would be nice 

 

This is where you can add ideas for archetypes or pick up ideas from other club members to make archetypes. 

 

[spoiler: Prompts for Archetypes]

*Means that someone else is working on it at the moment

 

A.E.G.I.S*

EARTH Fairy Effect Monsters and Machine Union Monsters, with several Equips that not only have the ability to Special Summon their targets, but also be able to switch from the Equip monster to other monsters on the field as long as they were equipped to a A.E.G.I.S. monster. To continue advantage, they also have cards that can banish your Equips until the end of the turn, returning them to your hand after the fact, and a Link Monster that can rearrange Equips on the board no matter if they’re equip to A.E.G.I.S. monsters or not.

 

Affinfinity*

You know how to not win card games? Draw your opponent a bunch of cards… unless you’re Affinfinity. The Deck draws your opponent a bunch of cards as a means to get you advantage, whether searching your Deck for cards, skipping 1 of their phases, returning cards your opponent controls to the hand, even Synchro Summoning. However, their Field Spell puts their hand size limit to 5, and makes them discard for it at the end of both player’s End Phase, meaning even if they draw 10 or so cards during your turn they have to discard until they have 5 either way.
 

Sin Mimic, prompt by Eshai, made by Krashkube

Archetype of ALL Tuners ranging from Levels 1-7 that can Tribute themselves and other monsters you control to “Synchro Summon” high Level Tokens named “Deadly Sin Mimic” with Level, ATK, and DEF equal to the combined stats of the monsters Tributed. While Tokens are normally treated as Normal Monsters, the Sin Mimic Tuners give treat them as Effect Monsters with effects depending on which Tuner you used. All this shenanigans is meant to accomplish a simple thing: Ignore Link Format. If you like Tokens and don’t care about Link Format, probably the Deck for you.

 

Forbidden Spell

An archetype made out of a naming convention on 3 cards in the real game, where they imply a Spell capable of a power similar to Exodia. You focus on a single card: The Forbidden Spell, which banishes all Spell Cards from your GY, and if it banishes 20 or more with different names, you win the duel. The support cards all have “once per duel” effects that motivate you to play a Deck with no duplicate cards, making for a less consistent but more versatile Deck.

 

Future Purge, created by Eshai

Archetype of FIRE Cyberse and Fiend monsters with abilities allowing them to attack in a variety of ways, whether outside the Battle Phase, during the opponent’s turn, but most notably attacking you monsters. This is based DOOM™, where monsters can attack each other. There’s also a couple Warriors emulating the player, where they will have a LINK Warrior that can not only attack your monsters outside of the Battle Phase, but can also move to their Monster Zone after activating his effect, changing the location of his arrows, emulating the Glory Kill system from the newest iteration of the game.

 

Grimseer*

Archetype of DARK Psychic monsters with effect conditions that imply you have a exact amount of LP that’s a multiple of 1000, with 4000 being the highest implied. To account for this, many of the playmakers have effects with costs that “pay up to half your LP (min. 100);” so that you have more control over where your LP total is at. The Deck is meant to be a loving emulation of the Synchro Heavy Decks in mid-late 5Ds era, where cards didn’t really have HOPT clauses. Think Karukuri and Blackwings, along with a possible Shooting Quasar Dragon level of Boss Monster.  

 

Paperplane, made by Nekomata

WIND Pendulums Monsters with a bit of a self destructive tendency, where after they battle, they get destroyed at the end of the turn. However, they have Xyz Summoning capabilities, where some of the Xyz separates back into its materials after attacking, either getting returned to the hand or Special Summoning themselves, and Spell/Traps that can keep your resources going long after the Battle Phase has ended.

 

R.E.M

Archetype that utilizes monsters that gain their effects similar to Gemini or Noble Knights but only when they’re not allowed to attack, flavor-wise because that would mean they’re sleeping. The worlds they dream up come into play by utilizing several Field Spells relating to different kinds of environments you’d find in dreams, including a template Field Spell that can search of the archetype Field Spells. The Tuners can also use any monsters on the field as Synchro Materials as long as they’re unable to attack like they are.

 

Romantidere, made by Fukato

Archetype of Level 1 and 2 LIGHT Zombies a bit too obsessed with your opponent, as in they’ll betray you for the opponent in a heartbeat. Whether that means switching control of themselves to the opponent, or rather having Spell/Traps with “choose 1” effects where your opponent gets to decide what happens. They also have “Dramaticdere” Link monsters that can use archetype cards from either side of the field. There’s several other innuendos for Romeo & Juliet style side switching, with even the Spell/Traps at times placing themselves on the opponent’s field after activation, giving advantage if bounced back to the hand.

 

Winter's Reign*

Ready for round 2? Archetype of WATER Beasts, Fairies, and even a Warrior with effects that utilize having a second Battle Phase at their disposal with their Field Spell as long as your opponent still controls a monster after the first Battle Phase. The Main Deck monsters have several consistency effects, but usually at the cost of restricting your Battle Phases, whether changing to Defense Position, not allowing some monsters to attack, and such. They also have several cards that give them more leeway in using their Battle Phase similar to a Main Phase, but how they do that is mostly up to the designer.

 

 

Incomplete and/or pending prompts (essentially mechanic ideas to be considered for making prompts)

  • Reveal both player's hand like Respect_Play

  • Having the same number of cards in both player's hand like The_Fabled_Unicore

  • Revealed Spell/Trap Zone

  • Special Summon effects similar to Familiar-Possessed where they can Special Summon themselves from the Deck by Tributing/Destroying archetype monsters you control.

  • Activating cards in your GY as if they were in your hand.

  • Several Standby Phases in a turn with a LV archetype.

 

Cards in the DPR

 

[spoiler: Archetypes]

[spoiler: Official (A-Z)] 

[spoiler: Unofficial (A-Z)] 

 

 

[spoiler: Generics]

[spoiler: Monsters]

[spoiler: Main Monsters]

Effect Monster:

 

Stun/High Stats

Gargoyle of the Sanctuary EARTH - Level 4 - Fiend/Effect - 2000 ATK/1100 DEF
Neither player can add cards from the Deck to their hand, except by drawing them during the Draw Phase. If this card attacks, negate its effect until the end of your opponent’s next turn.

 

Protection/Extra Monster Movement

Interdimensional Argonaut DARK - Level 3 - Cyberse/Effect - 1200 ATK/1400 DEF
When your opponent activates a card or effect, you can either (Quick Effect): You can return this card you control to the hand, OR: You can discard this card; banish 1 monster you control until your next Standby Phase. You can only use this effect of “Interdimensional Argonaut” once per turn.

 

Tribute/Material Fodder

Scapekid EARTH - Level 1 - Beast/Effect - 0 ATK/0 DEF

After damage calculations, if an opponent’s monster attacked or was attacked (Quick Effect): You can Special Summon this card from your hand, and if you do, Special Summon as many "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position as possible. They cannot be used as a material for the Special Summon of a monster unless you use this face-up card on the field as a material until the end of your next turn. You can only use this effect of “Scapekid” once per turn.

 

Protection/Tribute Fodder

Silly Slime WATER - Level 3 - Aqua/Effect - 200 ATK/500 DEF
When this card leaves the field, except as a material for the Special Summon of a monster: Pay 1000 LPs; Special Summon it in face-up Defense Position. If this card is Tributed for a Tribute Summon: Gain 2000 LPs. You can only use this effect of “Silly Slime” once per turn. You can only control 1 “Silly Slime”.

 

Negation/Protection

Spying Through the Cracks - DARK - Level 4 - Warrior/Effect - 0 ATK/0 DEF

When a Monster effect is activated while this card is in face-up Attack Position or face-down Defense Position (Quick Effect): You can change this card to face-up Defense Position; negate the activation. This card cannot be destroyed by battle the turn you activate this effect. You can only use this effect of “Spying Through the Cracks” once per turn.

[spoiler: Extra Monster]

[spoiler: Spells] S/T Removal

First Rat  Spell - Quick-play

Target 1 Set Spell/Trap card on the field; force its activation. If the activation timing is wrong, negate its effects, and if you do, destroy it. Your opponent cannot activate the targeted card in response to this card's activation.


S/T Removal

Lightningrod Spell - Quick-play

When a Spell/Trap Card is activated: The activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls". You can only activate 1 “Lightningrod” per turn.


Draw

Lost and Found Spell - Normal
Banish the top 5 cards of your Deck, face-down, then, your opponent randomly adds 1 of those cards to your hand. During your Draw Phase, instead of conducting your normal draw: You can banish this card from your GY to add 1 of your banished, face-down cards to your hand. You can only use 1 "Lost and Found" effect per turn, and only once that turn.


M Removal

Overdose on Destruction Spell - Normal

For the rest of the turn, at the start of each phase, destroy all monsters on the field.


Combo Potential

Saturated Rain-Bow Spell - Equip

Any battle damage you would take involving the equipped monster becomes 0. The equipped monster can attack your opponent’s LPs directly. If the equipped monster would inflict battle damage, gain an equal amount of LPs instead. You can only control 1 “Desaturated Rainbow”.


Draw

Upstart Zombie Spell - Normal
Draw 1 card, then end your current phase.


S/T Removal

Winded Wind Spell - Quickplay
Target 1 Spell/Trap on the field: Return it to the hand. After this effect resolves, if a card is not returned to the hand by this effect, return this card to the hand. You can only activate 1 "Winded Wind" per turn.

[spoiler: Traps]Removal/Tech

Second Rat Trap - Normal
Reveal 1 Set card on the field. If it has an effect that doesn't miss its activation timing, force its activation and destroy it, otherwise, flip it face-up and negate its effects.


Temp Removal

Sudden Cyclone Trap - Normal
When a monster(s) is Summoned: Banish all monsters on the field until your next Standby Phase.


M Removal

The Madness Method Trap - Normal

When you take 2000 or more damage: Destroy all cards on the field. This card can be activated the turn it was Set.


GY Removal/Buff/Tech

Weapon Embodiment Trap - Normal

Target 1 monster in either player’s GY; equip it to a monster you control as an Equip Spell Card with this effect.
● The equipped monster gains 1000 ATK.

You can only activate 1 “Weapon Embodiment” per turn.


Buff/Tech

Weapon Shipment Trap - Normal

You can activate any number of these effects (simultaneously). You can only use each effect of “Weapon Shipment” once per turn.

● Increase the ATK of 1 monster you control by 400 until the end of the turn.

● Increase the ATK of 1 monster you control by 500 until the end of the turn.

● Increase the ATK of 1 monster you control by 600 until the end of the turn.

● Increase the ATK of 1 Warrior monster you control by 700 until the end of the turn.

 

 

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The idea would be you have to come up with an interesting prompt for the archetype first, and if you can sell the mechanical idea of the archetype (AKA what the archetype actually does) then it'll go up in the prompts list.

 

I’ve got to say though I really love the idea of a R.E.M and Sleeping, in general, becoming an archetype, although looking over it the cards don’t seem to have many mechanics involving sleep and such. I drafted what you could do with the archetype that would emulate Sleep and R.E.M.

 

Mechanically Speaking:

  • EARTH - Level x - Psychic/Tuner/Effect - 0 ATK/0 DEF

  • Main Mechanic: Dreaming: “While this face-up card cannot attack, it gains the following effect:”

  • Sleep Stages = R.E.M Phases (Draw, Standby, Main, Battle, Main, End)

    • First Fall: Puts you in a position where you cannot attack specifically for advantage

    • Calm Before Storm: Field Spell that searches out the other Field Spells, and then has an effect for when it’s destroyed. (processing information to make a Field Spell)

    • Deep Dive: Side Effects such as Sleepwalking, Sleeptalking (Effect Damage), Night Terror, and Bedwetting (Self Destruction)

    • Felt Cold: Silence (Negation)

    • R.E.M: Mimics effects but with alterations, Field Spells and boss monsters.

    • Awakening: Self Negation for Card Destruction.

  • Dreamworlds (this Archetype would have at least 3 Field Spells not including the one that searches)

  • Dream Conflict: Saying no to something = brain makes the image whether or not you want it or not: Counter Counter? “The effect of “” monsters cannot be negated” (all Field Spells)

 

So my idea for a prompt would be:

 

R.E.M: Archetype that utilizes monsters that gain their effects similar to Gemini or Noble Knights but only when they’re not allowed to attack, flavor-wise because that would mean they’re sleeping. The worlds they dream up come into play by utilizing several Field Spells relating to different kinds of environments you’d find in dreams, including a template Field Spell that can search 1 of the archetype Field Spells. The Tuners can also use any monsters on the field as Synchro Materials as long as they’re unable to attack like they are.

 

Yay or nay?

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Note that Egmoedeus and I talked about the wording and figured that the way it is at the moment would have to specify that they cannot attack because a card effect is negating them from attacking. At the moment I have no idea how you would word that, but I'll update you after checking up on some similar OCG.

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Alright I've been thinking of how to adapt DOOM into Yugioh ever since Cyberse were announced and I think I figured it out:

 

  • Cyberse and Fiends with Doomguy as a Warrior.
  • I'll be adapting DOOM's Glory Kill system by making it so the Warriors can destroy other Fiends or Cyberse monsters you control to move to their Zone, with the Cyberse and Fiends giving you stuff when destroyed depending on what killed them.
  • Link monsters will also be Warriors with the same Glory Kill style effect, meaning you can move to different zones and in turn moving the Link Markers so you can play more Extra Deck monsters

I need more. Anything else that DOOM has that works with the mechanics I've already figured out?

 

Also if anyone wants creative inspiration adapting the most interesting mechanics of video games is usually a great start.

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Couple things we could use from Egmoedeus

 

Generic that could be put in unofficial

https://forum.yugiohcardmaker.net/topic/366286-weapon-embodiment/

 

Potential Archetype Prompt

https://forum.yugiohcardmaker.net/topic/364328-disruptive-ripples/

We could probably do something with the shuffle mechanic, perhaps in something along the lines of Familiar-Possessed being able to Special Summon themselves from the Deck along with the shuffle mechanic.

 

Also thinking of a Bakugan archetype that can Special Summon themselves in the same column as archetype continuous Spell/Traps. There's the 6 Attribute boosts on the magnets but I'd rather not adapt that. Instead, maybe there's a couple of the gimmick mechanics that they had that I can adapt.

 

May also be posting an archetype today heads up.

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Been trying to figure out the wording for the Sinister SIx Samurai prompt that works. What I have so far:

 

If a “” monster you control is targeted for an attack, or by a card or effect: You can change the target to this card, and if it was a attack, perform damage calculations. You can only use this effect of “” once per turn.

 

Not sure if all of that is right but whatever.

 

As for references for the archetype go, I found these which might be helpful, although some of them haven't been updated in a while so I'm not sure how right they are.

 

http://yugioh.wikia.com/wiki/Patrician_of_Darkness choosing targets

http://yugioh.wikia.com/wiki/Belial_-_Marquis_of_Darkness targeted by an attack or card effect

http://yugioh.wikia.com/wiki/Roulette_Spider changing targets and performing battle with your own monsters (This is important)

http://yugioh.wikia.com/wiki/Magical_Arm_Shield (older version of the Roulette Spider effect but could be used for the archetype.

 

As for Roulette Spider, I think you could make a prompt where you can attack your own monsters. I believe this would probably be Dinosaur themed or would be a part of the DOOM archetype I have in mind, but either way, it looks like a cool mechanic we could screw around with. Probably would include a monster that has to attack all monster on the field, if able.

 

I'm almost done with Bone Diviners. I'm technically done with Hellions but I feel they're a bit iffy on the balancing side so I'd like to know if there's anything I could do with the prompt to make it better.

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Also, does anyone think we should allow face-down Attack Position to exist? Feel like that was just a cop out from Konami.

nah. while i'm sad to see it go, only one (glorious meme) card could actually do it, so there's nothing really lost from doing so. and while there was some insanely fun potential there for an archetype based upon face-down attack position monsters (funking SUBTERRORS!), it simply wasn't something that the folks at konami wished to attempt.

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Working on the Binoculus archetype a bit. I have some effect templates, but I'm a bit lost for the Field Spell

 

Prompt:

Binoculus (might need a new name): Arcana Force style coin toss effects but after their effects resolve they switch the side of the coin. While it uses luck as a main mechanic, the idea is making the coin toss matter but not define the experience for the rest of the game. So there won’t be negative effects unless the stats are higher than average. Example: Anime Arcana Force Retrains

 

When this card is Summoned: Toss a coin and gain the appropriate effect.

● Heads:

● Tails:

After this card’s effect resolves, treat this card’s effect as the opposite coin toss. You can only use each effect of “” once per turn.

 

Simple and effective version

 

Each time <you/your opponent does a thing>: Toss a coin and gain the appropriate effect.

● Heads:

● Tails:

You can only use each effect of “” once per turn.

 

 

This version isn't as immediate but can eventually gain both effects. Also very versatile in what it can become.

 

Planning on using both. Anyone see any OCGrammar problems, or have any ideas for effects?

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Been working on the Scrap-Iron archetype (which OCG-wise isn't a sub-group of the Scrap Archetype). Looking to make Spell/Trap support but a bit unknown on what the Field Spell will be like.

 

The idea is that they can be Special Summoned from the GY in face-down Defense Position if they were destroyed while face-up. Not sure if that bit of the effect should be once per turn or not but for now it is.

 

Scrap-Iron Sparrow Crow

WIND - Level 4 - Machine/Flip/Effect - 1200 ATK/1700 DEF

FLIP: You can destroy 1 “Scrap-Iron” card you control, and if you do, Special Summon 1 “Scrap-Iron” monster from your Deck in face-up or face-down Defense Position, also, after that, you can treat this card as a Tuner.

MONSTER: If this face-up card is destroyed and sent to the GY: You can Special Summon this card in face-down Defense Position. You can only use each effect of this card once per turn.

 

Scrap-Iron Sea Horse

WATER - Level 3 - Machine/Tuner/Effect - 800 ATK/1200 DEF

When a “Scrap-Iron" card or effect is activated (Quick Effect): You can destroy 1 “Scrap-Iron” card you control to Special Summon this card from your GY. You can only use this effect of “Scrap-Iron Sea Horse” once per turn.

 

Scrap-Iron Star Fish

WATER - Level 4 - Machine/Flip/Effect - 0 ATK/2200 DEF

FLIP: You can Set 1 “Scrap-Iron” Spell/Trap from your Deck, also, after that, you can treat this card as a Tuner.

MONSTER: If this face-up card is destroyed and sent to the GY: You can Special Summon this card in face-down Defense Position. You can only use each effect of this card once per turn.

 

Scrap-Iron Spider Monkey

EARTH - Level 3 - Machine/Tuner/Effect - 1400 ATK/1300 DEF

While this card is in your hand or on your side of the field (Quick Effect): You can destroy this card to change 1 face-down monster you control to face-up Defense Position. If this face-up card is destroyed and sent to the GY: You can Special Summon this card in face-down Defense Position. You can only use each effect of this card once per turn.

 

Scrap-Iron Stag Beetle

EARTH - Level 4 - Machine/Flip/Effect - 2000 ATK/1500 DEF

FLIP: You can destroy 1 card you control and 1 card your opponent controls, also, after that, you can treat this card as a Tuner.

MONSTER: At the end of the turn this card was Normal or Flip Summoned: Destroy it. If this face-up card is destroyed and sent to the GY: You can Special Summon this card in face-down Defense Position. You can only use each effect of this card once per turn.

 

Scrap-Iron Skeleton Gauss

EARTH - Level 7 - Machine/Synchro/Flip/Effect - 2400 ATK/2500 DEF

1 “Scrap-Iron” Tuner + 1+ non-Tuner Machine monsters

FLIP: You can up to 2 Spell/Traps on the field.

MONSTER: This card can be If this face-down card would be targeted or destroyed by an opponent’s card effect: When your opponent activates a card or effect that targets this face-down monster (Quick Effect): You can change this card to face-up Defense Position. If this face-up card is destroyed and sent to the GY: You can Special Summon 1 “Scrap-Iron” monster from your GY in face-up or face-down Defense Position. You can only use each effect of “Scrap-Iron Skeleton Gauss” once per turn.

 

Scrap-Iron Sea Dragon

WATER - Level 8 - Machine/Synchro/Flip/Effect - 2200 ATK/2900 DEF

1 “Scrap-Iron” Tuner + 1+ non-Tuner Machine monsters

Flip: You can destroy all other face-up monsters on the field.

Monster: When this card is Special Summoned: You can destroy 1 card you control and 1 card your opponent controls. If this face-up card is destroyed and sent to the GY: You can Special Summon 1 “Scrap-Iron” monster from your GY in face-up or face-down Defense Position. You can only use each effect of “Scrap-Iron Sea Dragon” once per turn.

 

Scrap-Iron Scavenging

Spell - Continuous

When this card is activated: You can destroy 1 card you control to add 1 “Scrap-Iron” monster from your Deck to your hand. If a “Scrap-Iron” card you control is destroyed, you can Set this face-up card.  If this card is destroyed and sent to the GY, you can Set 1 “Scrap-Iron” Spell/Trap from your GY with a different name. You can only activate each effect of “Scrap-Iron Scavenging” once per turn.

 

Scrap-Iron Cycling

Spell - Quick-Play
Activate 1 or both of these effects, in any order, also, after that, if this card was activated from the hand, you can Set this card. You can only activate each effect of “Scrap-Iron” Recycling” once per turn.
● Change the battle position of 1 “Scrap-Iron” monster you control to face-down Defense Position.

● Target 1 monster on the field; change that monster’s battle position.
If this card is sent to the GY: You can Set 1 "Scrap-Iron" Spell/Trap with a different name from your hand. It can be activated the turn it was Set.

 

Scrap-Iron Recycling

Trap - Normal

Special Summon 1 Machine monster from your GY in face-up or face-down Defense Position. If your opponent Special Summons a card from their GY, while this card is in your GY: You can Set this card, but banish it when it leaves the field.

 

 

 

EDIT: These are pretty broken, so I'm not adding these for now. Maybe if I come up for a better idea for them, but for now I have better ideas to work on.

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Some ideas:

 

Starburst: An Archetype based off the life of a Star, which likes to self destruct. "If a Starburst monster is destroyed, destroy all monsters on the field." The monsters deal damage/activate their effects when destroyed by a card effect, and they're quite fast if you can keep destroying your own monsters; trying to Summon the boss monsters (Tribute monsters that can be Special Summoned by the previous form). 

 

I think autodestruction is a big thing in YGO and has lots of potential. This Archetype can use Eshai's Overdose on Destruction to get even faster.

 

Paper Airplane: WIND Psychic Pendulum monsters that can battle once, then they get destroyed. They have effects that return the monsters from the Extra Deck to the hand to keep Summoning each turn. Their boss monsters are rank 4 XYZ monsters that can be Summoned easily due to the swarming abilities of the Archetype. 

 

Clock: "A Clock monster gains 100 DEF and 1 level for each Time Counter on that card". An XYZ focused Archetype which uses Counters to change the Levels of the monsters. The player must use it correctly to get 2 monsters of equal level, or just use the Time monsters's effects to Summon them more easily and faster.

 

I already have a few ideas for the monsters/spells for the Archetypes.

Any suggestions?

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Starburst:

If you make them elemental and different colors that would be hilarious. I like the flavor (puns) but if that's all there is to them it isn't all that unique (since cards that activate when they're destroyed aren't all that unique). I might take some inspiration from candy starburst and actual stars, where they can "absorb"/destroy candies to increase there Levels. You could then rather make it Fusion or Synchro based depending on how you want it. 

 

So yeah I would continue developing that idea.

 

Paper Airplane: 

Ok I love the flavor, the fact they die immediately and can be recycled (because they're paper) is pretty cool, but then you have the Xyz monsters that are literally overlaying the paper to make cooler combinations. Then you have the fact that they're Psychic to explain how they throw themselves. It's a great idea. I might add some ideas to how they exploit the effects though, since Xyz Summoning means the Xyz Materials goto the GY instead. Possibly give the Xyz an effect that after attacking it Special Summons the Materials and then destroys itself for further swarm. 

 

Also, might rename them to "Paperplane" since you're making a pun on a "Paper's Plain" or how plain-looking Paper is. It isn't that relevant but it decreases word count and it makes giving cards fluent and diverse names a breeze. 

 

Clock: 

I feel focusing more on time itself would do better for flavor, but having Levels as hours is also interesting. I might instead make the Extra Deck Synchro Monsters since you'd be adding up the amount of hours. Possibly have effects that decrease their Levels/use Counters to do a thing, such as Special Summoning monsters with equal or less of a Level than the Levels/Counters you used. I would for now focus on the other 2 since they seem more interesting. 

 

 

Pretty solid ideas. I'm currently debating on working on the Doomvalen (Doom) Archetype or Winter's Reign (Christmas themed archetype using the Reindeer where I use the previous prompt for Supremacy's Rain where the archetype would utilize having 2 Battle Phases. Also "Winter's Rain" just means snow and hail and "Winter's Reign" just references the length of Winter)

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Fukato: You have to make a satisfactory prompt that tells people what the Deck is trying to do and how it does it before you submit the archetype (also would be nice if you didn't make every single Field Spell a +infinity).

 

 

Want to add something to the "Plotseeker" archetype (the one with the dice rolls)

 

Since the archetype is a reference to Dungeons & Dragons, I figured that the Field Spell could have "If you roll a six-sided die and the result is 20, you win the duel" since the archetype revolves around increasing the result of your dice rolls via counters, Equip Spells, and/or Quick Effects similar to how stats, Armor/Weapon, and Abilities/Buffs Spells work in D&D. I thought it would be cool if actually rolling a nat 20 would win you the game.

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Can I join, Im a member of the Discord and can be messaged on here and get back to you within two days. Thank you and I look forward to this!
One of my concepts is an archetype called Diceper (their names are all based on "Diaper", "Dire", "Spire" "Per-","-Sper", "Spur-", or a word that rhymes with Diceper.
Their function is to force an opponent to draw (or make effects that can be negated by drawing many cards) to deck out the opponent. It is very hard to balance, but by keeping a Diceper monster on the field and Changing the opponent's effect to make them draw cards can help to balance it. They will also be based on Rolling Dice, so It is a very high-risk, high-reward deck that can be meta.

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We already have a Deck that draws your opponent cards called "Affinfinity" (Means Infinite Affinity, or Infinite Charity) but the ability to change effects to "draw 1 card" similar to how Artifact Durandal changes effects to destroying your Spell/Traps would be a great idea for the archetype that I hadn't considered before, so yeah that'll be implemented in my next edits to the archetype.

 

As for the Dice, we already have a dice-esc prompt called Plotseeker where they can also increase the results of the dice roll via Counters, Equip Spells, and Quick-Effects, which is a callback to how D&D handles RNG, by having dice but by also having stats, items, and such to increase your chances of success, which is how dice should be handled considering simply including dice haphazardly is not only lazy but if the Deck is any good it would be detrimental to high-level play. 

 

If you have any interesting ideas for dice I'll list below. 

 

I'll list you as a Tester since you're on the Duel-Portal more often than not.

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Olympicolossus Archetype:

 

This is an Archetype of LIGHT and DARK Beasts and Beast-Warriors that are "battle-oriented". By battle-oriented, they can't deal damage but whenever a monster attacks and you have the Field Spell Card out, you can pay 100 LP to deal 100 damage (or keep it different 1 amount and it must deal that same amount paid like the anime card Amazoness Arena). The monsters aid in getting and protecting the Field Spell Card and its supports while the Boss monster allows for more activations of the Field Spell Card. More or less, this will be like fist fighting with player against player, instead of player against monster or monster against monster. Spell Cards and Trap Cards of this archetype negate damage except by the Field Spell and helps the negation of removal effects.

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