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Making Pokemon cards based on Gen 1


Horu

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So I'm making Pokemon cards based on the Gen 1 games (Blue, Green, Red and Yellow).

 

Not really sure if it counts as a workshop topic. But yeah, still in development and I have no sample cards yet.

 

Basically, the idea is play the games and make the decks as I go. So Deck development based on how it plays out against each gym leader.

 

On a side note: Gym Leaders will have decks that revolve around the gym.

 

So Brock essentially running Rock monsters, Misty generally running WATER monsters, and Surge running Thunder monsters.

 

[spoiler=Kanto]

[spoiler=Monsters]

Bulbasaur

Earth

Plant/Effect

2*

500/500

Once per turn, select and activate 1 of the following effects:

•Tackle: This card gains 350 ATK during the Battle Phase.

•Growl: All face-up monsters adjacent to this card lose ATK equal to their Level x100. This card cannot attack the turn this effect is activated.

•Leech Seed: Place 1 Seed Counter on all face-up monsters adjacent to this card. All monsters with a Seed Counter lose 200 ATK/DEF during each of your opponent's End Phases. This card gains 200 ATK/DEF for each monster with a Seed Counter during each of your Draw Phases. This card cannot attack the turn this effect is activated.

•Vine Whip: This card gains 350 ATK during the Battle Phase. If this card battles a WATER or Rock monster, it gains 700 ATK instead.

 

Ivysaur

Earth

Plant/Effect

3*

1150/1150

Once per turn, you can select and activate 1 of the following effects:

•Leech Seed: Place 1 Seed Counter on all face-up monsters adjacent to this card. All monsters with a Seed Counter lose 200 ATK/DEF during each of your opponent's End Phases. This card gains 200 ATK/DEF for each monster with a Seed Counter during each of your Draw Phases. This card cannot attack the turn this effect is activated.

•Vine Whip: This card gains 350 ATK during the Battle Phase. If this card battles a WATER or Rock monster, it gains 700 ATK instead

•Poison Powder: place 1 Poison Counter on all face-up monsters adjacent to this card. Any monsters with a Poison Counter lose ATK/DEF equal to their Level x50 during each End Phase.

•Razor Leaf:

 

 

[spoiler=Spells]

Professor Oak's Lab

Spell Card

While you have no monsters on the field: You can Special Summon 1 "Bulbasaur", "Charmander", "Eevee", "Pikachu" or "Squirtle" from your hand or Deck.

 

Potion

Spell Card

Increase your LP by 800.

 

 

[spoiler=Traps]

 

 

 

 

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There is currently a club which focuses on making a Pokémon Archetype which does make gyms and categorizes them into different types. So you might be interested in that. However, you must abide by the rules and the standards for card design are the same as Advanced. Also it does not do it gen by gen.

 

Link to it: https://forum.yugiohcardmaker.net/topic/373188-pok%C3%A9mon-archetype-club/page-3?do=findComment&comment=7108340

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My idea is to go gen by gen so I don't burn out.

 

I wanna focus on basic mechanics of how I want the cards to function.

 

Ideally, I am going based off the games.

 

But for the sake of level conversion

1* = lv 1-8

2* = lv 9-16

3* = lv 17-25

4* = lv 26-33

5* = lv 34-41

6* = lv 42-50

7* = lv 51-58

8* = lv 59-66

9* = lv 67-75

10* = lv 76-83

11* = lv 84-91

12* = lv 92-100

 

I only plan on introducing Normal, Effect, Spirit, Ritual and Fusion for gen 1. Fusion because pokemon like Slowbro, Magneton and Dugtrio are technically made up of 2 or more pokemon. Ritual because I'm going to make pokemon that require Evolution Stones as Ritual monsters. This is to say, I want to make different styles but I need to see how each starter changes gameplay mechanically.

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To be honest, if you're going this route, your stuff is going to be extremely clunky and likely unplayable if you choose to do it by game mechanics (considering Pokémon mechanics and Yugioh mechanics usually do not mesh well, if at all). 

 

I suppose you could just have them gain a Level or something every turn or if they kill something, increase that by 2 (and give more strength with each boost); however, that won't make them worthwhile for use. The Ritual mechanic is already an inherent minus if you've paid attention to the game, so...this would mean a handful of stuff like Arcanine, Ninetales, the original Eeveelutions, etc will have more effort required to go into them (and well, a lot of the original Gen 1 stuff that evolve with stones aren't even good)

 


 

Also yeah, you make too many cards and people are likely not going to comment, even with the Advanced Clause in this section removed. (You've seen that other guy's threads, right?)

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I'm aware of that factor as well. But I was thinking along the lines of making gen 1 pokemon competitive against the early ygo sets.

 

The idea is that the legendary birds would act as the god cards so to speak. Mew and Mewtwo would typically be fairly powerful cards.

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Any thoughts?

 

Bear in mind, that said pokemon's Lv is a referrence point.

 

This is to say that said pokemon won't be included in a set until the first battle with Brock. At that point, the pokemon will be added.

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